| Commit message (Collapse) | Author | Age | Files | Lines |
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With this we should have no passes in src/compiler/nir with any
dependencies on headers from core GL Mesa.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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- remove mtypes.h from most header files
- add main/menums.h for often used definitions
- remove main/core.h
v2: fix radv build
Reviewed-by: Brian Paul <[email protected]>
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This is basically a wrapper around spirv_to_nir() that includes
arguments setup and post-conversion validation.
v2: * Rebase update (SpirVCapabilities not a pointer anymore,
spirv_to_nir_options added, and others).
* Code-style improvements and remove debug hunk. (Timothy Arceri)
Reviewed-by: Timothy Arceri <[email protected]>
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This is the equivalent to link_shaders() from
src/compiler/glsl/linker.cpp, but for SPIR-V programs. It just
creates the program and its gl_linked_shader objects, giving drivers
the opportunity to implement any linking of SPIR-V shaders they choose,
at a later stage.
v2: Bail out if we see more that one shader for the same stage, and
add a corresponding comment. (Timothy Arceri)
v3:
* Adds also a linker error log to the condition above, with a
reference to the specification issue. (Timothy Arceri)
* Squash with the patch adding the function boilerplate (Timothy
Arceri)
Reviewed-by: Timothy Arceri <[email protected]>
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v2: * Add a gl_shader_spirv_data member to gl_shader, which already
encapsulates a gl_spirv_module where the binary will be saved.
(Eduardo Lima)
* Just use the 'spirv_data' member to know whether a gl_shader has
the SPIR_V_BINARY_ARB state. (Timothy Arceri)
* Remove redundant argument checks. Move extension presence check
to API entry point where the rest of checks are. Retype 'n' and
'length'arguments to use the correct and more standard types.
(Ian Romanick)
* Fix some nitpicks. (Ian Romanick)
Reviewed-by: Ian Romanick <[email protected]>
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This is a per-shader structure holding the SPIR-V data associated with the
shader (binary module, specialization constants and entry-point).
This is needed because both gl_shader and gl_linked_shader need to share this
data. Instead of copying the data, we pass a reference to it upon program
linking. That's why it is reference-counted.
This struct is created and associated with the shader upon calling
glShaderBinary(), then subsequently filled up by the call to
glSpecializeShaderARB().
v2: Readability improvements (Ian Romanick)
Reviewed-by: Ian Romanick <[email protected]>
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v2: * Make the SPIR-V module struct part of a larger gl_shader_spirv_data
struct that will be introduced later, and don't reference it directly
in gl_shader. (Eduardo Lima)
* Readability improvements (Ian Romanick)
Reviewed-by: Ian Romanick <[email protected]>
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v2: * Add meson build bits (Eric Engestrom)
* Return INVALID_OPERATION error on SpecializeShaderARB (Ian Romanick)
v3: Include boilerplate for the GL 4.6 alias of glSpecializeShaderARB
(Neil Roberts)
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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