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authorTimothy Arceri <[email protected]>2019-10-23 13:43:34 +1100
committerTimothy Arceri <[email protected]>2019-12-13 00:07:19 +0000
commitd0259f415985b000cb52afe8f1f1dcd3de2c9955 (patch)
treeae7aeba58fde98bd579ecfc5e158d024a047ccce /src/compiler
parent46f9f74c574abfdecea6a789380d7a00540e69d7 (diff)
glsl: add subroutine support to nir_build_program_resource_list()
This is required so we can use the NIR linker to link GLSL in addition to spirv. Reviewed-by: Alejandro PiƱeiro <[email protected]>
Diffstat (limited to 'src/compiler')
-rw-r--r--src/compiler/glsl/gl_nir_linker.c33
1 files changed, 31 insertions, 2 deletions
diff --git a/src/compiler/glsl/gl_nir_linker.c b/src/compiler/glsl/gl_nir_linker.c
index b6ad926bf58..2664942662a 100644
--- a/src/compiler/glsl/gl_nir_linker.c
+++ b/src/compiler/glsl/gl_nir_linker.c
@@ -26,6 +26,7 @@
#include "gl_nir_linker.h"
#include "linker_util.h"
#include "main/mtypes.h"
+#include "main/shaderobj.h"
#include "ir_uniform.h" /* for gl_uniform_storage */
/* This file included general link methods, using NIR, instead of IR as
@@ -475,9 +476,22 @@ nir_build_program_resource_list(struct gl_context *ctx,
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
- /* Do not add uniforms internally used by Mesa. */
- if (uniform->hidden)
+ if (uniform->hidden) {
+ for (int j = MESA_SHADER_VERTEX; j < MESA_SHADER_STAGES; j++) {
+ if (!uniform->opaque[j].active ||
+ glsl_get_base_type(uniform->type) != GLSL_TYPE_SUBROUTINE)
+ continue;
+
+ GLenum type =
+ _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j);
+ /* add shader subroutines */
+ if (!link_util_add_program_resource(prog, resource_set,
+ type, uniform, 0))
+ return;
+ }
+
continue;
+ }
if (!link_util_should_add_buffer_variable(prog, uniform,
top_level_array_base_offset,
@@ -533,6 +547,21 @@ nir_build_program_resource_list(struct gl_context *ctx,
return;
}
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
+ struct gl_program *p = prog->_LinkedShaders[i]->Program;
+
+ GLuint type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
+ for (unsigned j = 0; j < p->sh.NumSubroutineFunctions; j++) {
+ if (!link_util_add_program_resource(prog, resource_set,
+ type,
+ &p->sh.SubroutineFunctions[j],
+ 0))
+ return;
+ }
+ }
+
_mesa_set_destroy(resource_set, NULL);
}