--- src/mesa/main/glspirv.c | 51 ++++++++++++++++++++++++++++++++++++++++++++++--- 1 file changed, 48 insertions(+), 3 deletions(-)
diff --git a/src/mesa/main/glspirv.c b/src/mesa/main/glspirv.c index 86f1d221cc9..9332764f152 100644 --- a/src/mesa/main/glspirv.c +++ b/src/mesa/main/glspirv.c @@ -29,6 +29,8 @@ #include "compiler/nir/nir.h" #include "compiler/spirv/nir_spirv.h" +#include "program/program.h" + #include "util/u_atomic.h" void @@ -117,14 +119,57 @@ _mesa_spirv_shader_binary(struct gl_context *ctx, } } +/** + * 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) { - /* @TODO: This is a placeholder for the equivalent of - * compiler/glsl/linker.cpp::link_shaders() but for SPIR-V. - */ 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; + + 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 -- 2.11.0 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev