/* * Copyright © 2018 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 "nir.h" #include "gl_nir_linker.h" #include "linker_util.h" #include "main/mtypes.h" #include "ir_uniform.h" /* for gl_uniform_storage */ /* This file included general link methods, using NIR, instead of IR as * the counter-part glsl/linker.cpp * * Also note that this is tailored for ARB_gl_spirv needs and particularities */ void nir_build_program_resource_list(struct gl_context *ctx, struct gl_shader_program *prog) { /* Rebuild resource list. */ if (prog->data->ProgramResourceList) { ralloc_free(prog->data->ProgramResourceList); prog->data->ProgramResourceList = NULL; prog->data->NumProgramResourceList = 0; } struct set *resource_set = _mesa_pointer_set_create(NULL); /* Add uniforms * * Here, it is expected that nir_link_uniforms() has already been * called, so that UniformStorage table is already available. */ for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) { struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i]; /* Do not add uniforms internally used by Mesa. */ if (uniform->hidden) continue; if (!link_util_add_program_resource(prog, resource_set, GL_UNIFORM, uniform, uniform->active_shader_mask)) { return; } } _mesa_set_destroy(resource_set, NULL); }