/* 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);
+ ctx->Driver.NewProgram(ctx, shader_type, prog->Name, false);
if (!gl_prog) {
prog->data->LinkStatus = LINKING_FAILURE;
_mesa_delete_linked_shader(ctx, linked);
if (last_vert_stage)
prog->last_vert_prog = prog->_LinkedShaders[last_vert_stage - 1]->Program;
+
+ /* Some shaders have to be linked with some other shaders present. */
+ if (!prog->SeparateShader) {
+ static const struct {
+ gl_shader_stage a, b;
+ } stage_pairs[] = {
+ { MESA_SHADER_GEOMETRY, MESA_SHADER_VERTEX },
+ { MESA_SHADER_TESS_EVAL, MESA_SHADER_VERTEX },
+ { MESA_SHADER_TESS_CTRL, MESA_SHADER_VERTEX },
+ { MESA_SHADER_TESS_CTRL, MESA_SHADER_TESS_EVAL },
+ };
+
+ for (unsigned i = 0; i < ARRAY_SIZE(stage_pairs); i++) {
+ gl_shader_stage a = stage_pairs[i].a;
+ gl_shader_stage b = stage_pairs[i].b;
+ if ((prog->data->linked_stages & ((1 << a) | (1 << b))) == (1 << a)) {
+ ralloc_asprintf_append(&prog->data->InfoLog,
+ "%s shader must be linked with %s shader\n",
+ _mesa_shader_stage_to_string(a),
+ _mesa_shader_stage_to_string(b));
+ prog->data->LinkStatus = LINKING_FAILURE;
+ return;
+ }
+ }
+ }
+
+ /* Compute shaders have additional restrictions. */
+ if ((prog->data->linked_stages & (1 << MESA_SHADER_COMPUTE)) &&
+ (prog->data->linked_stages & ~(1 << MESA_SHADER_COMPUTE))) {
+ ralloc_asprintf_append(&prog->data->InfoLog,
+ "Compute shaders may not be linked with any other "
+ "type of shader\n");
+ prog->data->LinkStatus = LINKING_FAILURE;
+ return;
+ }
}
nir_shader *
gl_shader_stage stage,
const nir_shader_compiler_options *options)
{
- nir_shader *nir = NULL;
-
struct gl_linked_shader *linked_shader = prog->_LinkedShaders[stage];
assert (linked_shader);
for (unsigned i = 0; i < spirv_data->NumSpecializationConstants; ++i) {
spec_entries[i].id = spirv_data->SpecializationConstantsIndex[i];
- spec_entries[i].data32 = spirv_data->SpecializationConstantsValue[i];
+ spec_entries[i].value.u32 = spirv_data->SpecializationConstantsValue[i];
spec_entries[i].defined_on_module = false;
}
const struct spirv_to_nir_options spirv_options = {
.environment = NIR_SPIRV_OPENGL,
- .lower_workgroup_access_to_offsets = true,
- .lower_ubo_ssbo_access_to_offsets = true,
- .caps = ctx->Const.SpirVCapabilities
+ .frag_coord_is_sysval = ctx->Const.GLSLFragCoordIsSysVal,
+ .caps = ctx->Const.SpirVCapabilities,
+ .ubo_addr_format = nir_address_format_32bit_index_offset,
+ .ssbo_addr_format = nir_address_format_32bit_index_offset,
+
+ /* TODO: Consider changing this to an address format that has the NULL
+ * pointer equals to 0. That might be a better format to play nice
+ * with certain code / code generators.
+ */
+ .shared_addr_format = nir_address_format_32bit_offset,
+
};
- nir_function *entry_point =
+ nir_shader *nir =
spirv_to_nir((const uint32_t *) &spirv_module->Binary[0],
spirv_module->Length / 4,
spec_entries, spirv_data->NumSpecializationConstants,
options);
free(spec_entries);
- assert (entry_point);
- nir = entry_point->shader;
+ assert(nir);
assert(nir->info.stage == stage);
nir->options = options;
* inline functions. That way they get properly initialized at the top
* of the function and not at the top of its caller.
*/
- NIR_PASS_V(nir, nir_lower_constant_initializers, nir_var_function_temp);
+ NIR_PASS_V(nir, nir_lower_variable_initializers, nir_var_function_temp);
NIR_PASS_V(nir, nir_lower_returns);
NIR_PASS_V(nir, nir_inline_functions);
+ NIR_PASS_V(nir, nir_copy_prop);
NIR_PASS_V(nir, nir_opt_deref);
/* Pick off the single entrypoint that we want */
if (nir->info.stage == MESA_SHADER_VERTEX)
nir_remap_dual_slot_attributes(nir, &linked_shader->Program->DualSlotInputs);
+ NIR_PASS_V(nir, nir_lower_frexp);
+
return nir;
}
for (unsigned i = 0; i < numSpecializationConstants; ++i) {
spec_entries[i].id = pConstantIndex[i];
- spec_entries[i].data32 = pConstantValue[i];
+ spec_entries[i].value.u32 = pConstantValue[i];
spec_entries[i].defined_on_module = false;
}