st/glsl_to_nir: make st_glsl_to_nir() static
[mesa.git] / src / mesa / state_tracker / st_glsl_to_nir.cpp
index d0375dd3aa70b4a216a17b9da0356451720c3613..4a772e654210a48b96e1b4ac89392cd5607ae293 100644 (file)
@@ -247,13 +247,11 @@ st_nir_assign_uniform_locations(struct gl_program *prog,
    *size = max;
 }
 
-extern "C" {
-
-/* First half of converting glsl_to_nir.. this leaves things in a pre-
+/* First third of converting glsl_to_nir.. this leaves things in a pre-
  * nir_lower_io state, so that shader variants can more easily insert/
  * replace variables, etc.
  */
-nir_shader *
+static nir_shader *
 st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
                struct gl_shader_program *shader_program,
                gl_shader_stage stage)
@@ -261,7 +259,6 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
    struct pipe_screen *pscreen = st->pipe->screen;
    enum pipe_shader_type ptarget = pipe_shader_type_from_mesa(stage);
    const nir_shader_compiler_options *options;
-   nir_shader *nir;
 
    assert(pscreen->get_compiler_options);   /* drivers using NIR must implement this */
 
@@ -272,7 +269,17 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
    if (prog->nir)
       return prog->nir;
 
-   nir = glsl_to_nir(shader_program, stage, options);
+   return glsl_to_nir(shader_program, stage, options);
+}
+
+/* Second third of converting glsl_to_nir. This creates uniforms, gathers
+ * info on varyings, etc after NIR link time opts have been applied.
+ */
+static void
+st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
+                         struct gl_shader_program *shader_program)
+{
+   nir_shader *nir = prog->nir;
 
    /* Make a pass over the IR to add state references for any built-in
     * uniforms that are used.  This has to be done now (during linking).
@@ -313,7 +320,7 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
    NIR_PASS_V(nir, nir_lower_var_copies);
 
    /* fragment shaders may need : */
-   if (stage == MESA_SHADER_FRAGMENT) {
+   if (prog->info.stage == MESA_SHADER_FRAGMENT) {
       static const gl_state_index wposTransformState[STATE_LENGTH] = {
          STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
       };
@@ -350,15 +357,11 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
    if (st->ctx->_Shader->Flags & GLSL_DUMP) {
       _mesa_log("\n");
       _mesa_log("NIR IR for linked %s program %d:\n",
-             _mesa_shader_stage_to_string(stage),
+             _mesa_shader_stage_to_string(prog->info.stage),
              shader_program->Name);
       nir_print_shader(nir, _mesa_get_log_file());
       _mesa_log("\n\n");
    }
-
-   prog->nir = nir;
-
-   return nir;
 }
 
 /* TODO any better helper somewhere to sort a list? */
@@ -387,7 +390,120 @@ sort_varyings(struct exec_list *var_list)
    exec_list_move_nodes_to(&new_list, var_list);
 }
 
-/* Second half of preparing nir from glsl, which happens after shader
+static void
+set_st_program(struct gl_program *prog,
+               struct gl_shader_program *shader_program,
+               nir_shader *nir)
+{
+   struct st_vertex_program *stvp;
+   struct st_common_program *stp;
+   struct st_fragment_program *stfp;
+   struct st_compute_program *stcp;
+
+   switch (prog->info.stage) {
+   case MESA_SHADER_VERTEX:
+      stvp = (struct st_vertex_program *)prog;
+      stvp->shader_program = shader_program;
+      stvp->tgsi.type = PIPE_SHADER_IR_NIR;
+      stvp->tgsi.ir.nir = nir;
+      break;
+   case MESA_SHADER_GEOMETRY:
+   case MESA_SHADER_TESS_CTRL:
+   case MESA_SHADER_TESS_EVAL:
+      stp = (struct st_common_program *)prog;
+      stp->shader_program = shader_program;
+      stp->tgsi.type = PIPE_SHADER_IR_NIR;
+      stp->tgsi.ir.nir = nir;
+      break;
+   case MESA_SHADER_FRAGMENT:
+      stfp = (struct st_fragment_program *)prog;
+      stfp->shader_program = shader_program;
+      stfp->tgsi.type = PIPE_SHADER_IR_NIR;
+      stfp->tgsi.ir.nir = nir;
+      break;
+   case MESA_SHADER_COMPUTE:
+      stcp = (struct st_compute_program *)prog;
+      stcp->shader_program = shader_program;
+      stcp->tgsi.ir_type = PIPE_SHADER_IR_NIR;
+      stcp->tgsi.prog = nir_shader_clone(NULL, nir);
+      break;
+   default:
+      unreachable("unknown shader stage");
+   }
+}
+
+static void
+st_nir_get_mesa_program(struct gl_context *ctx,
+                        struct gl_shader_program *shader_program,
+                        struct gl_linked_shader *shader)
+{
+   struct st_context *st = st_context(ctx);
+   struct gl_program *prog;
+
+   validate_ir_tree(shader->ir);
+
+   prog = shader->Program;
+
+   prog->Parameters = _mesa_new_parameter_list();
+
+   _mesa_copy_linked_program_data(shader_program, shader);
+   _mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
+                                               prog->Parameters);
+
+   if (ctx->_Shader->Flags & GLSL_DUMP) {
+      _mesa_log("\n");
+      _mesa_log("GLSL IR for linked %s program %d:\n",
+             _mesa_shader_stage_to_string(shader->Stage),
+             shader_program->Name);
+      _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
+      _mesa_log("\n\n");
+   }
+
+   prog->ExternalSamplersUsed = gl_external_samplers(prog);
+   _mesa_update_shader_textures_used(shader_program, prog);
+
+   nir_shader *nir = st_glsl_to_nir(st, prog, shader_program, shader->Stage);
+
+   set_st_program(prog, shader_program, nir);
+   prog->nir = nir;
+}
+
+extern "C" {
+
+bool
+st_link_nir(struct gl_context *ctx,
+            struct gl_shader_program *shader_program)
+{
+   struct st_context *st = st_context(ctx);
+
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
+      if (shader == NULL)
+         continue;
+
+      st_nir_get_mesa_program(ctx, shader_program, shader);
+   }
+
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
+      if (shader == NULL)
+         continue;
+
+      st_glsl_to_nir_post_opts(st, shader->Program, shader_program);
+
+      assert(shader->Program);
+      if (!ctx->Driver.ProgramStringNotify(ctx,
+                                           _mesa_shader_stage_to_program(i),
+                                           shader->Program)) {
+         _mesa_reference_program(ctx, &shader->Program, NULL);
+         return false;
+      }
+   }
+
+   return true;
+}
+
+/* Last third of preparing nir from glsl, which happens after shader
  * variant lowering.
  */
 void
@@ -435,77 +551,4 @@ st_finalize_nir(struct st_context *st, struct gl_program *prog,
       NIR_PASS_V(nir, nir_lower_samplers, shader_program);
 }
 
-struct gl_program *
-st_nir_get_mesa_program(struct gl_context *ctx,
-                        struct gl_shader_program *shader_program,
-                        struct gl_linked_shader *shader)
-{
-   struct st_context *st = st_context(ctx);
-   struct gl_program *prog;
-
-   validate_ir_tree(shader->ir);
-
-   prog = shader->Program;
-
-   prog->Parameters = _mesa_new_parameter_list();
-
-   _mesa_copy_linked_program_data(shader_program, shader);
-   _mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
-                                               prog->Parameters);
-
-   if (ctx->_Shader->Flags & GLSL_DUMP) {
-      _mesa_log("\n");
-      _mesa_log("GLSL IR for linked %s program %d:\n",
-             _mesa_shader_stage_to_string(shader->Stage),
-             shader_program->Name);
-      _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
-      _mesa_log("\n\n");
-   }
-
-   prog->ExternalSamplersUsed = gl_external_samplers(prog);
-   _mesa_update_shader_textures_used(shader_program, prog);
-
-   struct st_vertex_program *stvp;
-   struct st_common_program *stp;
-   struct st_fragment_program *stfp;
-   struct st_compute_program *stcp;
-
-   nir_shader *nir = st_glsl_to_nir(st, prog, shader_program, shader->Stage);
-
-   switch (shader->Stage) {
-   case MESA_SHADER_VERTEX:
-      stvp = (struct st_vertex_program *)prog;
-      stvp->shader_program = shader_program;
-      stvp->tgsi.type = PIPE_SHADER_IR_NIR;
-      stvp->tgsi.ir.nir = nir;
-      break;
-   case MESA_SHADER_GEOMETRY:
-   case MESA_SHADER_TESS_CTRL:
-   case MESA_SHADER_TESS_EVAL:
-      stp = (struct st_common_program *)prog;
-      stp->shader_program = shader_program;
-      stp->tgsi.type = PIPE_SHADER_IR_NIR;
-      stp->tgsi.ir.nir = nir;
-      break;
-   case MESA_SHADER_FRAGMENT:
-      stfp = (struct st_fragment_program *)prog;
-      stfp->shader_program = shader_program;
-      stfp->tgsi.type = PIPE_SHADER_IR_NIR;
-      stfp->tgsi.ir.nir = nir;
-      break;
-   case MESA_SHADER_COMPUTE:
-      stcp = (struct st_compute_program *)prog;
-      stcp->shader_program = shader_program;
-      stcp->tgsi.ir_type = PIPE_SHADER_IR_NIR;
-      stcp->tgsi.prog = nir_shader_clone(NULL, nir);
-      break;
-   default:
-      assert(!"should not be reached");
-      return NULL;
-   }
-
-
-   return prog;
-}
-
 } /* extern "C" */