mesa/src/mesa/program/link_program.cpp

119 lines
3.9 KiB
C++

/*
* Copyright (C) 2005-2007 Brian Paul All Rights Reserved.
* Copyright (C) 2008 VMware, Inc. All Rights Reserved.
* Copyright © 2010 Intel Corporation
*
* 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 "main/shaderapi.h"
#include "main/shaderobj.h"
#include "main/glspirv.h"
#include "compiler/glsl/glsl_parser_extras.h"
#include "compiler/glsl_types.h"
#include "compiler/glsl/linker.h"
#include "compiler/glsl/program.h"
#include "compiler/glsl/shader_cache.h"
extern "C" {
/**
* Link a GLSL shader program. Called via glLinkProgram().
*/
void
_mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
{
unsigned int i;
bool spirv = false;
_mesa_clear_shader_program_data(ctx, prog);
prog->data = _mesa_create_shader_program_data();
prog->data->LinkStatus = LINKING_SUCCESS;
for (i = 0; i < prog->NumShaders; i++) {
if (!prog->Shaders[i]->CompileStatus) {
linker_error(prog, "linking with uncompiled/unspecialized shader");
}
if (!i) {
spirv = (prog->Shaders[i]->spirv_data != NULL);
} else if (spirv && !prog->Shaders[i]->spirv_data) {
/* The GL_ARB_gl_spirv spec adds a new bullet point to the list of
* reasons LinkProgram can fail:
*
* "All the shader objects attached to <program> do not have the
* same value for the SPIR_V_BINARY_ARB state."
*/
linker_error(prog,
"not all attached shaders have the same "
"SPIR_V_BINARY_ARB state");
}
}
prog->data->spirv = spirv;
if (prog->data->LinkStatus) {
if (!spirv)
link_shaders(ctx, prog);
else
_mesa_spirv_link_shaders(ctx, prog);
}
/* If LinkStatus is LINKING_SUCCESS, then reset sampler validated to true.
* Validation happens via the LinkShader call below. If LinkStatus is
* LINKING_SKIPPED, then SamplersValidated will have been restored from the
* shader cache.
*/
if (prog->data->LinkStatus == LINKING_SUCCESS) {
prog->SamplersValidated = GL_TRUE;
}
if (prog->data->LinkStatus && !ctx->Driver.LinkShader(ctx, prog)) {
prog->data->LinkStatus = LINKING_FAILURE;
}
if (prog->data->LinkStatus != LINKING_FAILURE)
_mesa_create_program_resource_hash(prog);
/* Return early if we are loading the shader from on-disk cache */
if (prog->data->LinkStatus == LINKING_SKIPPED)
return;
if (ctx->_Shader->Flags & GLSL_DUMP) {
if (!prog->data->LinkStatus) {
fprintf(stderr, "GLSL shader program %d failed to link\n", prog->Name);
}
if (prog->data->InfoLog && prog->data->InfoLog[0] != 0) {
fprintf(stderr, "GLSL shader program %d info log:\n", prog->Name);
fprintf(stderr, "%s\n", prog->data->InfoLog);
}
}
#ifdef ENABLE_SHADER_CACHE
if (prog->data->LinkStatus)
shader_cache_write_program_metadata(ctx, prog);
#endif
}
} /* extern "C" */