nir_types.cpp \
nir_types.h \
shader_enums.c \
- shader_enums.h
+ shader_enums.h \
+ shader_info.c \
+ shader_info.h
# libglsl
shader->info->num_abos = shader_prog->NumAtomicBuffers;
shader->info->num_ssbos = sh->NumShaderStorageBlocks;
shader->info->num_images = sh->NumImages;
- shader->info->inputs_read = sh->Program->InputsRead;
- shader->info->double_inputs_read = sh->Program->DoubleInputsRead;
- shader->info->outputs_written = sh->Program->OutputsWritten;
- shader->info->outputs_read = sh->Program->OutputsRead;
- shader->info->patch_inputs_read = sh->Program->PatchInputsRead;
- shader->info->patch_outputs_written = sh->Program->PatchOutputsWritten;
- shader->info->system_values_read = sh->Program->SystemValuesRead;
- shader->info->uses_texture_gather = sh->Program->UsesGather;
shader->info->uses_clip_distance_out =
sh->Program->ClipDistanceArraySize != 0;
shader->info->separate_shader = shader_prog->SeparateShader;
shader->info->has_transform_feedback_varyings =
shader_prog->TransformFeedback.NumVarying > 0;
- switch (stage) {
- case MESA_SHADER_TESS_CTRL:
- shader->info->tcs.vertices_out = sh->info.TessCtrl.VerticesOut;
- break;
-
- case MESA_SHADER_GEOMETRY:
- shader->info->gs.vertices_in = shader_prog->Geom.VerticesIn;
- shader->info->gs.output_primitive = sh->info.Geom.OutputType;
- shader->info->gs.vertices_out = sh->info.Geom.VerticesOut;
- shader->info->gs.invocations = sh->info.Geom.Invocations;
- shader->info->gs.uses_end_primitive = shader_prog->Geom.UsesEndPrimitive;
- shader->info->gs.uses_streams = shader_prog->Geom.UsesStreams;
- break;
-
- case MESA_SHADER_FRAGMENT: {
- struct gl_fragment_program *fp =
- (struct gl_fragment_program *)sh->Program;
-
- shader->info->fs.uses_discard = fp->UsesKill;
- shader->info->fs.uses_sample_qualifier = fp->IsSample != 0;
- shader->info->fs.early_fragment_tests = sh->info.EarlyFragmentTests;
- shader->info->fs.depth_layout = fp->FragDepthLayout;
- break;
- }
-
- case MESA_SHADER_COMPUTE: {
- struct gl_compute_program *cp = (struct gl_compute_program *)sh->Program;
- shader->info->cs.local_size[0] = cp->LocalSize[0];
- shader->info->cs.local_size[1] = cp->LocalSize[1];
- shader->info->cs.local_size[2] = cp->LocalSize[2];
- break;
- }
-
- default:
- break; /* No stage-specific info */
- }
-
return shader;
}
--- /dev/null
+/*
+ * Copyright © 2016 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 "mesa/main/mtypes.h"
+
+void
+copy_shader_info(const struct gl_shader_program *shader_prog,
+ struct gl_linked_shader *sh)
+{
+ shader_info *info = &sh->Program->info;
+
+ info->inputs_read = sh->Program->InputsRead;
+ info->double_inputs_read = sh->Program->DoubleInputsRead;
+ info->outputs_written = sh->Program->OutputsWritten;
+ info->outputs_read = sh->Program->OutputsRead;
+ info->patch_inputs_read = sh->Program->PatchInputsRead;
+ info->patch_outputs_written = sh->Program->PatchOutputsWritten;
+ info->system_values_read = sh->Program->SystemValuesRead;
+ info->uses_texture_gather = sh->Program->UsesGather;
+
+ switch (sh->Stage) {
+ case MESA_SHADER_TESS_CTRL:
+ info->tcs.vertices_out = sh->info.TessCtrl.VerticesOut;
+ break;
+
+ case MESA_SHADER_GEOMETRY:
+ info->gs.vertices_in = shader_prog->Geom.VerticesIn;
+ info->gs.output_primitive = sh->info.Geom.OutputType;
+ info->gs.vertices_out = sh->info.Geom.VerticesOut;
+ info->gs.invocations = sh->info.Geom.Invocations;
+ info->gs.uses_end_primitive = shader_prog->Geom.UsesEndPrimitive;
+ info->gs.uses_streams = shader_prog->Geom.UsesStreams;
+ break;
+
+ case MESA_SHADER_FRAGMENT: {
+ struct gl_fragment_program *fp =
+ (struct gl_fragment_program *)sh->Program;
+
+ info->fs.uses_discard = fp->UsesKill;
+ info->fs.uses_sample_qualifier = fp->IsSample != 0;
+ info->fs.early_fragment_tests = sh->info.EarlyFragmentTests;
+ info->fs.depth_layout = fp->FragDepthLayout;
+ break;
+ }
+
+ case MESA_SHADER_COMPUTE: {
+ struct gl_compute_program *cp = (struct gl_compute_program *)sh->Program;
+ info->cs.local_size[0] = cp->LocalSize[0];
+ info->cs.local_size[1] = cp->LocalSize[1];
+ info->cs.local_size[2] = cp->LocalSize[2];
+ break;
+ }
+
+ default:
+ break; /* No stage-specific info */
+ }
+}
};
} shader_info;
+struct gl_shader_program;
+struct gl_linked_shader;
+
+void
+copy_shader_info(const struct gl_shader_program *shader_prog,
+ struct gl_linked_shader *sh);
+
#ifdef __cplusplus
}
#endif
prog->Parameters = _mesa_new_parameter_list();
- _mesa_copy_linked_program_data(shProg, shader);
-
process_glsl_ir(brw, shProg, shader);
+ do_set_program_inouts(shader->ir, prog, shader->Stage);
+
+ _mesa_copy_linked_program_data(shProg, shader);
+
/* 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).
* Code generation doesn't happen until the first time this shader is
}
}
- do_set_program_inouts(shader->ir, prog, shader->Stage);
-
prog->SamplersUsed = shader->active_samplers;
prog->ShadowSamplers = shader->shadow_samplers;
_mesa_update_shader_textures_used(shProg, prog);
default:
break;
}
+
+ copy_shader_info(src, dst_sh);
}
/**
prog->Parameters = _mesa_new_parameter_list();
+ do_set_program_inouts(shader->ir, prog, shader->Stage);
+
_mesa_copy_linked_program_data(shader_program, shader);
_mesa_generate_parameters_list_for_uniforms(shader_program, shader,
prog->Parameters);
prog->Instructions = NULL;
prog->NumInstructions = 0;
- do_set_program_inouts(shader->ir, prog, shader->Stage);
-
prog->SamplersUsed = shader->active_samplers;
prog->ShadowSamplers = shader->shadow_samplers;
prog->ExternalSamplersUsed = gl_external_samplers(shader);
v->have_fma = pscreen->get_shader_param(pscreen, ptarget,
PIPE_SHADER_CAP_TGSI_FMA_SUPPORTED);
- _mesa_copy_linked_program_data(shader_program, shader);
_mesa_generate_parameters_list_for_uniforms(shader_program, shader,
prog->Parameters);
prog->NumInstructions = 0;
do_set_program_inouts(shader->ir, prog, shader->Stage);
+ _mesa_copy_linked_program_data(shader_program, shader);
shrink_array_declarations(v->inputs, v->num_inputs,
&prog->InputsRead, prog->DoubleInputsRead, &prog->PatchInputsRead);
shrink_array_declarations(v->outputs, v->num_outputs,