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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_pointer_set_create(NULL);
/* 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];
/* Do not add uniforms internally used by Mesa. */
if (uniform->hidden)
continue;
if (!link_util_add_program_resource(prog, resource_set, GL_UNIFORM, uniform,
uniform->active_shader_mask)) {
return;
}
}
for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
if (!link_util_add_program_resource(prog, resource_set, GL_UNIFORM_BLOCK,
&prog->data->UniformBlocks[i],
prog->data->UniformBlocks[i].stageref))
return;
}
for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
if (!link_util_add_program_resource(prog, resource_set, GL_SHADER_STORAGE_BLOCK,
&prog->data->ShaderStorageBlocks[i],
prog->data->ShaderStorageBlocks[i].stageref))
return;
}
_mesa_set_destroy(resource_set, NULL);
}
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