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/*
 * Copyright © 2018 Intel Corporation
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice (including the next
 * paragraph) shall be included in all copies or substantial portions of the
 * Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 * IN THE SOFTWARE.
 */

#include "nir.h"
#include "gl_nir_linker.h"
#include "linker_util.h"
#include "main/mtypes.h"
#include "ir_uniform.h" /* for gl_uniform_storage */

/* This file included general link methods, using NIR, instead of IR as
 * the counter-part glsl/linker.cpp
 *
 * Also note that this is tailored for ARB_gl_spirv needs and particularities
 */

void
nir_build_program_resource_list(struct gl_context *ctx,
                                struct gl_shader_program *prog)
{
   /* Rebuild resource list. */
   if (prog->data->ProgramResourceList) {
      ralloc_free(prog->data->ProgramResourceList);
      prog->data->ProgramResourceList = NULL;
      prog->data->NumProgramResourceList = 0;
   }

   struct set *resource_set = _mesa_set_create(NULL,
                                               _mesa_hash_pointer,
                                               _mesa_key_pointer_equal);

   /* Add uniforms
    *
    * Here, it is expected that nir_link_uniforms() has already been
    * called, so that UniformStorage table is already available.
    */
   for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
      struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];

      if (!link_util_add_program_resource(prog, resource_set, GL_UNIFORM, uniform,
                                          uniform->active_shader_mask)) {
         return;
      }
   }


   _mesa_set_destroy(resource_set, NULL);
}