From: Jason Ekstrand Date: Thu, 21 May 2015 00:05:38 +0000 (-0700) Subject: vk/compiler: Add shader language detection X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=14929046ba3a2d328d274522e34bcde6a19a47e5;p=mesa.git vk/compiler: Add shader language detection This commit adds support for the LunarG GLSL back-door as well as detecting regular GLSL and SPIR-V. The SPIR-V path doesn't exist yet, so that will cause an assert-fail. --- diff --git a/src/vulkan/compiler.cpp b/src/vulkan/compiler.cpp index 7743fba2c9d..1907bd52cc8 100644 --- a/src/vulkan/compiler.cpp +++ b/src/vulkan/compiler.cpp @@ -38,6 +38,8 @@ #include #include +#define SPIR_V_MAGIC_NUMBER 0x07230203 + static void fail_if(int cond, const char *format, ...) { @@ -796,8 +798,35 @@ static const struct { { GL_COMPUTE_SHADER, "compute" }, }; +struct spirv_header{ + uint32_t magic; + uint32_t version; + uint32_t gen_magic; +}; + +static const char * +src_as_glsl(const char *data) +{ + const struct spirv_header *as_spirv = (const struct spirv_header *)data; + + /* Check alignment */ + if ((intptr_t)data & 0x3) { + return data; + } + + if (as_spirv->magic == SPIR_V_MAGIC_NUMBER) { + /* LunarG back-door */ + if (as_spirv->version == 0) + return data + 12; + else + return NULL; + } else { + return data; + } +} + static void -anv_compile_shader(struct anv_compiler *compiler, +anv_compile_shader_glsl(struct anv_compiler *compiler, struct gl_shader_program *program, struct anv_pipeline *pipeline, uint32_t stage) { @@ -807,7 +836,8 @@ anv_compile_shader(struct anv_compiler *compiler, shader = brw_new_shader(&brw->ctx, name, stage_info[stage].token); fail_if(shader == NULL, "failed to create %s shader\n", stage_info[stage].name); - shader->Source = strdup(pipeline->shaders[stage]->data); + + shader->Source = strdup(src_as_glsl(pipeline->shaders[stage]->data)); _mesa_glsl_compile_shader(&brw->ctx, shader, false, false); fail_on_compile_error(shader->CompileStatus, shader->InfoLog); @@ -815,13 +845,20 @@ anv_compile_shader(struct anv_compiler *compiler, program->NumShaders++; } +static void +anv_compile_shader_spirv(struct anv_compiler *compiler, + struct gl_shader_program *program, + struct anv_pipeline *pipeline, uint32_t stage) +{ + unreachable("SPIR-V is not supported yet!"); +} + int anv_compiler_run(struct anv_compiler *compiler, struct anv_pipeline *pipeline) { struct gl_shader_program *program; int name = 0; struct brw_context *brw = compiler->brw; - struct anv_device *device = pipeline->device; /* When we free the pipeline, we detect stages based on the NULL status * of various prog_data pointers. Make them NULL by default. @@ -837,18 +874,41 @@ anv_compiler_run(struct anv_compiler *compiler, struct anv_pipeline *pipeline) fail_if(program == NULL || program->Shaders == NULL, "failed to create program\n"); - if (pipeline->shaders[VK_SHADER_STAGE_VERTEX]) - anv_compile_shader(compiler, program, pipeline, VK_SHADER_STAGE_VERTEX); - anv_compile_shader(compiler, program, pipeline, VK_SHADER_STAGE_FRAGMENT); - if (pipeline->shaders[VK_SHADER_STAGE_GEOMETRY]) - anv_compile_shader(compiler, program, pipeline, VK_SHADER_STAGE_GEOMETRY); + bool all_spirv = true; + for (unsigned i = 0; i < VK_NUM_SHADER_STAGE; i++) { + if (pipeline->shaders[i] == NULL) + continue; + + /* You need at least this much for "void main() { }" anyway */ + assert(pipeline->shaders[i]->size >= 12); + + if (src_as_glsl(pipeline->shaders[i]->data)) { + all_spirv = false; + break; + } + + assert(pipeline->shaders[i]->size % 4 == 0); + } + + assert(pipeline->shaders[VK_SHADER_STAGE_FRAGMENT] != NULL); - _mesa_glsl_link_shader(&brw->ctx, program); - fail_on_compile_error(program->LinkStatus, - program->InfoLog); + if (all_spirv) { + for (unsigned i = 0; i < VK_NUM_SHADER_STAGE; i++) { + if (pipeline->shaders[i]) + anv_compile_shader_spirv(compiler, program, pipeline, i); + } - anv_state_stream_init(&pipeline->program_stream, - &device->instruction_block_pool); + /* TODO: nir_link_shader? */ + } else { + for (unsigned i = 0; i < VK_NUM_SHADER_STAGE; i++) { + if (pipeline->shaders[i]) + anv_compile_shader_glsl(compiler, program, pipeline, i); + } + + _mesa_glsl_link_shader(&brw->ctx, program); + fail_on_compile_error(program->LinkStatus, + program->InfoLog); + } bool success; struct brw_wm_prog_key wm_key;