/* * Copyright © 2020 Google, Inc. * * 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 "ir3_assembler.h" #include "ir3_parser.h" #include "ir3_shader.h" /** * A helper to go from ir3 assembly to assembled shader. The shader has a * single variant. */ struct ir3_shader * ir3_parse_asm(struct ir3_compiler *c, struct ir3_kernel_info *info, FILE *in) { struct ir3_shader *shader = rzalloc_size(NULL, sizeof(*shader)); shader->compiler = c; shader->type = MESA_SHADER_COMPUTE; mtx_init(&shader->variants_lock, mtx_plain); struct ir3_shader_variant *v = rzalloc_size(shader, sizeof(*v)); v->type = MESA_SHADER_COMPUTE; v->shader = shader; v->const_state = rzalloc_size(v, sizeof(*v->const_state)); shader->variants = v; shader->variant_count = 1; info->numwg = INVALID_REG; for (int i = 0; i < MAX_BUFS; i++) { info->buf_addr_regs[i] = INVALID_REG; } /* Provide a default local_size in case the shader doesn't set it, so that * we don't crash at least. */ v->local_size[0] = v->local_size[1] = v->local_size[2] = 1; v->ir = ir3_parse(v, info, in); if (!v->ir) goto error; ir3_debug_print(v->ir, "AFTER PARSING"); v->bin = ir3_shader_assemble(v); if (!v->bin) goto error; return shader; error: ralloc_free(shader); return NULL; }