the idea here is to generate an entry point stub function wrapping around the actual kernel function and turn all parameters into shader inputs with byte addressing instead of vec4.
This gives us several advantages: 1. calling kernel functions doesn't differ from calling any other function 2. CL inputs match uniforms in most ways and we can just take advantage of most of nir_lower_io Signed-off-by: Karol Herbst <kher...@redhat.com> --- src/compiler/spirv/spirv_to_nir.c | 32 +++++++++++++++++++++++++++++++ 1 file changed, 32 insertions(+) diff --git a/src/compiler/spirv/spirv_to_nir.c b/src/compiler/spirv/spirv_to_nir.c index a350a95e27e..dbac3b2e052 100644 --- a/src/compiler/spirv/spirv_to_nir.c +++ b/src/compiler/spirv/spirv_to_nir.c @@ -4335,6 +4335,38 @@ spirv_to_nir(const uint32_t *words, size_t word_count, nir_function *entry_point = b->entry_point->func->impl->function; vtn_assert(entry_point); + /* post process entry_points with input params */ + if (entry_point->num_params) { + /* we shouldn't have any inputs yet */ + vtn_assert(!entry_point->shader->num_inputs); + + nir_function *main_entry_point = nir_function_create(b->shader, ralloc_strdup(b->shader, "main")); + main_entry_point->impl = nir_function_impl_create(main_entry_point); + nir_builder_init(&b->nb, main_entry_point->impl); + b->nb.cursor = nir_after_cf_list(&main_entry_point->impl->body); + b->func_param_idx = 0; + + nir_call_instr *call = nir_call_instr_create(b->nb.shader, entry_point); + + for (unsigned i = 0; i < entry_point->num_params; ++i) { + /* input variable */ + nir_variable *in_var = rzalloc(b->nb.shader, nir_variable); + in_var->data.mode = nir_var_shader_in; + in_var->data.read_only = true; + in_var->data.location = i; + in_var->type = b->entry_point->func->type->params[i]->type; + + nir_shader_add_variable(b->nb.shader, in_var); + b->nb.shader->num_inputs++; + + call->params[i] = nir_src_for_ssa(nir_load_var(&b->nb, in_var)); + } + + nir_builder_instr_insert(&b->nb, &call->instr); + + entry_point = main_entry_point; + } + /* Unparent the shader from the vtn_builder before we delete the builder */ ralloc_steal(NULL, b->shader); -- 2.19.1 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev