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