diff options
author | Timothy Arceri <[email protected]> | 2019-10-23 13:43:34 +1100 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2019-12-13 00:07:19 +0000 |
commit | d0259f415985b000cb52afe8f1f1dcd3de2c9955 (patch) | |
tree | ae7aeba58fde98bd579ecfc5e158d024a047ccce /src/compiler | |
parent | 46f9f74c574abfdecea6a789380d7a00540e69d7 (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.c | 33 |
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); } |