intel: move shader building/tearing to pipeline_shader.c
diff --git a/icd/intel/pipeline.c b/icd/intel/pipeline.c
index 0a3f9f3..cdf4ae7 100644
--- a/icd/intel/pipeline.c
+++ b/icd/intel/pipeline.c
@@ -27,7 +27,6 @@
*/
#include "genhw/genhw.h"
-
#include "cmd.h"
#include "shader.h"
#include "pipeline_priv.h"
@@ -140,136 +139,11 @@
{
struct intel_pipeline *pipeline = intel_pipeline_from_obj(obj);
- if (pipeline->active_shaders & SHADER_VERTEX_FLAG) {
- icd_free(pipeline->intel_vs.pCode);
- }
- if (pipeline->active_shaders & SHADER_GEOMETRY_FLAG) {
- icd_free(pipeline->gs.pCode);
- }
- if (pipeline->active_shaders & SHADER_FRAGMENT_FLAG) {
- icd_free(pipeline->intel_fs.pCode);
- }
- if (pipeline->active_shaders & SHADER_TESS_CONTROL_FLAG) {
- icd_free(pipeline->tess_control.pCode);
- }
- if (pipeline->active_shaders & SHADER_TESS_EVAL_FLAG) {
- icd_free(pipeline->tess_eval.pCode);
- }
-
- if (pipeline->vs_rmap)
- intel_rmap_destroy(pipeline->vs_rmap);
- if (pipeline->fs_rmap)
- intel_rmap_destroy(pipeline->fs_rmap);
+ pipeline_tear_shaders(pipeline);
intel_base_destroy(&pipeline->obj.base);
}
-static void intel_pipe_shader_init(struct intel_shader *sh,
- struct intel_pipe_shader *pipe_sh)
-{
- pipe_sh->in_count = sh->in_count;
- pipe_sh->out_count = sh->out_count;
- pipe_sh->sampler_count = sh->sampler_count;
- pipe_sh->surface_count = sh->surface_count;
- pipe_sh->barycentric_interps = sh->barycentric_interps;
- pipe_sh->urb_read_length = sh->urb_read_length;
- pipe_sh->urb_grf_start = sh->urb_grf_start;
- pipe_sh->uses = sh->uses;
-}
-
-static XGL_RESULT pipeline_shader(struct intel_pipeline *pipeline,
- const XGL_PIPELINE_SHADER *info)
-{
- struct intel_shader *sh = intel_shader(info->shader);
- void *kernel;
-
- // TODO: process shader object and include in pipeline
- // For now that processing is simply a copy so that the app
- // can destroy the original shader object after pipeline creation.
- kernel = icd_alloc(sh->ir->size, 0, XGL_SYSTEM_ALLOC_INTERNAL_SHADER);
- if (!kernel)
- return XGL_ERROR_OUT_OF_MEMORY;
-
- // TODO: This should be a compile step
- memcpy(kernel, sh->ir->kernel, sh->ir->size);
-
- switch (info->stage) {
- case XGL_SHADER_STAGE_VERTEX:
- /*
- * TODO: What should we do here?
- * shader_state (XGL_PIPELINE_SHADER) contains links
- * to application memory in the pLinkConstBufferInfo and
- * it's pBufferData pointers. Do we need to bring all that
- * into the driver or is it okay to rely on those references
- * holding good data. In OpenGL we'd make a driver copy. Not
- * as clear for XGL.
- * For now, use the app pointers.
- */
- pipeline->vs = *info;
-
- /*
- * Grab what we need from the intel_shader object as that
- * could go away after the pipeline is created.
- */
- intel_pipe_shader_init(sh, &pipeline->intel_vs);
- pipeline->intel_vs.pCode = kernel;
- pipeline->intel_vs.codeSize = sh->ir->size;
- pipeline->active_shaders |= SHADER_VERTEX_FLAG;
- pipeline->vs_rmap = intel_rmap_create(pipeline->dev,
- &info->descriptorSetMapping[0],
- &info->dynamicMemoryViewMapping, 0);
- if (!pipeline->vs_rmap) {
- icd_free(kernel);
- return XGL_ERROR_OUT_OF_MEMORY;
- }
- break;
- case XGL_SHADER_STAGE_GEOMETRY:
- intel_pipe_shader_init(sh, &pipeline->gs);
- pipeline->gs.pCode = kernel;
- pipeline->gs.codeSize = sh->ir->size;
- pipeline->active_shaders |= SHADER_GEOMETRY_FLAG;
- break;
- case XGL_SHADER_STAGE_FRAGMENT:
- pipeline->fs = *info;
- intel_pipe_shader_init(sh, &pipeline->intel_fs);
- pipeline->intel_fs.pCode = kernel;
- pipeline->intel_fs.codeSize = sh->ir->size;
- pipeline->active_shaders |= SHADER_FRAGMENT_FLAG;
- /* assuming one RT; need to parse the shader */
- pipeline->fs_rmap = intel_rmap_create(pipeline->dev,
- &info->descriptorSetMapping[0],
- &info->dynamicMemoryViewMapping, 1);
- if (!pipeline->fs_rmap) {
- icd_free(kernel);
- return XGL_ERROR_OUT_OF_MEMORY;
- }
- break;
- case XGL_SHADER_STAGE_TESS_CONTROL:
- intel_pipe_shader_init(sh, &pipeline->tess_control);
- pipeline->tess_control.pCode = kernel;
- pipeline->tess_control.codeSize = sh->ir->size;
- pipeline->active_shaders |= SHADER_TESS_CONTROL_FLAG;
- break;
- case XGL_SHADER_STAGE_TESS_EVALUATION:
- intel_pipe_shader_init(sh, &pipeline->tess_eval);
- pipeline->tess_eval.pCode = kernel;
- pipeline->tess_eval.codeSize = sh->ir->size;
- pipeline->active_shaders |= SHADER_TESS_EVAL_FLAG;
- break;
- case XGL_SHADER_STAGE_COMPUTE:
- intel_pipe_shader_init(sh, &pipeline->compute);
- pipeline->compute.pCode = kernel;
- pipeline->compute.codeSize = sh->ir->size;
- pipeline->active_shaders |= SHADER_COMPUTE_FLAG;
- break;
- default:
- assert(!"unknown shader stage");
- break;
- }
-
- return XGL_SUCCESS;
-}
-
static XGL_RESULT pipeline_validate(struct intel_pipeline *pipeline)
{
/*
@@ -663,6 +537,10 @@
{
XGL_RESULT ret;
+ ret = pipeline_build_shaders(pipeline, info);
+ if (ret != XGL_SUCCESS)
+ return ret;
+
pipeline_build_vertex_elements(pipeline, info);
if (intel_gpu_gen(pipeline->dev->gpu) >= INTEL_GEN(7)) {
@@ -690,17 +568,6 @@
if (ret == XGL_SUCCESS)
ret = pipeline_rs_state(pipeline, &info->rs);
- if (ret == XGL_SUCCESS && info->vs.shader)
- ret = pipeline_shader(pipeline, &info->vs);
- if (ret == XGL_SUCCESS && info->tcs.shader)
- ret = pipeline_shader(pipeline, &info->tcs);
- if (ret == XGL_SUCCESS && info->tes.shader)
- ret = pipeline_shader(pipeline, &info->tes);
- if (ret == XGL_SUCCESS && info->gs.shader)
- ret = pipeline_shader(pipeline, &info->gs);
- if (ret == XGL_SUCCESS && info->fs.shader)
- ret = pipeline_shader(pipeline, &info->fs);
-
if (ret == XGL_SUCCESS) {
pipeline->db_format = info->db.format;
pipeline->cb_state = info->cb;