#include "compiler/nir/nir.h"
#include "compiler/spirv/nir_spirv.h"
+#include "program/program.h"
+
#include "util/u_atomic.h"
void
}
}
+/**
+ * This is the equivalent to compiler/glsl/linker.cpp::link_shaders()
+ * but for SPIR-V programs.
+ *
+ * This method just creates the gl_linked_shader structs with a reference to
+ * the SPIR-V data collected during previous steps.
+ *
+ * The real linking happens later in the driver-specifc call LinkShader().
+ * This is so backends can implement different linking strategies for
+ * SPIR-V programs.
+ */
+void
+_mesa_spirv_link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
+{
+ prog->data->LinkStatus = LINKING_SUCCESS;
+ prog->data->Validated = false;
+
+ for (unsigned i = 0; i < prog->NumShaders; i++) {
+ struct gl_shader *shader = prog->Shaders[i];
+ gl_shader_stage shader_type = shader->Stage;
+
+ /* We only support one shader per stage. The gl_spirv spec doesn't seem
+ * to prevent this, but the way the API is designed, requiring all shaders
+ * to be specialized with an entry point, makes supporting this quite
+ * undefined.
+ *
+ * TODO: Turn this into a proper error once the spec bug
+ * <https://gitlab.khronos.org/opengl/API/issues/58> is resolved.
+ */
+ if (prog->_LinkedShaders[shader_type]) {
+ ralloc_strcat(&prog->data->InfoLog,
+ "\nError trying to link more than one SPIR-V shader "
+ "per stage.\n");
+ prog->data->LinkStatus = LINKING_FAILURE;
+ return;
+ }
+
+ assert(shader->spirv_data);
+
+ struct gl_linked_shader *linked = rzalloc(NULL, struct gl_linked_shader);
+ linked->Stage = shader_type;
+
+ /* Create program and attach it to the linked shader */
+ struct gl_program *gl_prog =
+ ctx->Driver.NewProgram(ctx,
+ _mesa_shader_stage_to_program(shader_type),
+ prog->Name, false);
+ if (!gl_prog) {
+ prog->data->LinkStatus = LINKING_FAILURE;
+ _mesa_delete_linked_shader(ctx, linked);
+ return;
+ }
+
+ _mesa_reference_shader_program_data(ctx,
+ &gl_prog->sh.data,
+ prog->data);
+
+ /* Don't use _mesa_reference_program() just take ownership */
+ linked->Program = gl_prog;
+
+ /* Reference the SPIR-V data from shader to the linked shader */
+ _mesa_shader_spirv_data_reference(&linked->spirv_data,
+ shader->spirv_data);
+
+ prog->_LinkedShaders[shader_type] = linked;
+ prog->data->linked_stages |= 1 << shader_type;
+ }
+}
+
void GLAPIENTRY
_mesa_SpecializeShaderARB(GLuint shader,
const GLchar *pEntryPoint,