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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/freedreno/ir3/ir3_assembler.c
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/*
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* Copyright © 2020 Google, Inc.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "ir3_assembler.h"
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#include "ir3_parser.h"
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#include "ir3_shader.h"
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/**
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* A helper to go from ir3 assembly to assembled shader. The shader has a
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* single variant.
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*/
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struct ir3_shader *
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ir3_parse_asm(struct ir3_compiler *c, struct ir3_kernel_info *info, FILE *in)
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{
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struct ir3_shader *shader = rzalloc_size(NULL, sizeof(*shader));
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shader->compiler = c;
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shader->type = MESA_SHADER_COMPUTE;
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mtx_init(&shader->variants_lock, mtx_plain);
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struct ir3_shader_variant *v = rzalloc_size(shader, sizeof(*v));
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v->type = MESA_SHADER_COMPUTE;
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v->shader = shader;
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v->const_state = rzalloc_size(v, sizeof(*v->const_state));
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shader->variants = v;
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shader->variant_count = 1;
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info->numwg = INVALID_REG;
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for (int i = 0; i < MAX_BUFS; i++) {
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info->buf_addr_regs[i] = INVALID_REG;
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}
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/* Provide a default local_size in case the shader doesn't set it, so that
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* we don't crash at least.
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*/
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v->local_size[0] = v->local_size[1] = v->local_size[2] = 1;
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v->ir = ir3_parse(v, info, in);
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if (!v->ir)
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goto error;
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ir3_debug_print(v->ir, "AFTER PARSING");
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v->bin = ir3_shader_assemble(v);
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if (!v->bin)
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goto error;
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return shader;
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error:
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ralloc_free(shader);
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return NULL;
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}
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