mirror of https://gitlab.freedesktop.org/mesa/mesa
5076 lines
183 KiB
C++
5076 lines
183 KiB
C++
/*
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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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/**
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* \file linker.cpp
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* GLSL linker implementation
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*
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* Given a set of shaders that are to be linked to generate a final program,
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* there are three distinct stages.
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*
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* In the first stage shaders are partitioned into groups based on the shader
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* type. All shaders of a particular type (e.g., vertex shaders) are linked
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* together.
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*
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* - Undefined references in each shader are resolve to definitions in
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* another shader.
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* - Types and qualifiers of uniforms, outputs, and global variables defined
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* in multiple shaders with the same name are verified to be the same.
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* - Initializers for uniforms and global variables defined
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* in multiple shaders with the same name are verified to be the same.
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*
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* The result, in the terminology of the GLSL spec, is a set of shader
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* executables for each processing unit.
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*
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* After the first stage is complete, a series of semantic checks are performed
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* on each of the shader executables.
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*
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* - Each shader executable must define a \c main function.
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* - Each vertex shader executable must write to \c gl_Position.
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* - Each fragment shader executable must write to either \c gl_FragData or
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* \c gl_FragColor.
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*
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* In the final stage individual shader executables are linked to create a
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* complete exectuable.
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*
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* - Types of uniforms defined in multiple shader stages with the same name
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* are verified to be the same.
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* - Initializers for uniforms defined in multiple shader stages with the
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* same name are verified to be the same.
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* - Types and qualifiers of outputs defined in one stage are verified to
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* be the same as the types and qualifiers of inputs defined with the same
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* name in a later stage.
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*
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* \author Ian Romanick <ian.d.romanick@intel.com>
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*/
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#include <ctype.h>
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#include "util/strndup.h"
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#include "main/core.h"
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#include "glsl_symbol_table.h"
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#include "glsl_parser_extras.h"
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#include "ir.h"
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#include "program.h"
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#include "program/prog_instruction.h"
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#include "util/set.h"
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#include "util/string_to_uint_map.h"
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#include "linker.h"
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#include "link_varyings.h"
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#include "ir_optimization.h"
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#include "ir_rvalue_visitor.h"
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#include "ir_uniform.h"
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#include "main/shaderobj.h"
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#include "main/enums.h"
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namespace {
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/**
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* Visitor that determines whether or not a variable is ever written.
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*/
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class find_assignment_visitor : public ir_hierarchical_visitor {
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public:
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find_assignment_visitor(const char *name)
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: name(name), found(false)
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{
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/* empty */
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}
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virtual ir_visitor_status visit_enter(ir_assignment *ir)
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{
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ir_variable *const var = ir->lhs->variable_referenced();
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if (strcmp(name, var->name) == 0) {
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found = true;
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return visit_stop;
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}
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return visit_continue_with_parent;
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}
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virtual ir_visitor_status visit_enter(ir_call *ir)
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{
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foreach_two_lists(formal_node, &ir->callee->parameters,
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actual_node, &ir->actual_parameters) {
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ir_rvalue *param_rval = (ir_rvalue *) actual_node;
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ir_variable *sig_param = (ir_variable *) formal_node;
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if (sig_param->data.mode == ir_var_function_out ||
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sig_param->data.mode == ir_var_function_inout) {
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ir_variable *var = param_rval->variable_referenced();
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if (var && strcmp(name, var->name) == 0) {
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found = true;
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return visit_stop;
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}
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}
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}
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if (ir->return_deref != NULL) {
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ir_variable *const var = ir->return_deref->variable_referenced();
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if (strcmp(name, var->name) == 0) {
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found = true;
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return visit_stop;
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}
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}
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return visit_continue_with_parent;
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}
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bool variable_found()
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{
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return found;
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}
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private:
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const char *name; /**< Find writes to a variable with this name. */
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bool found; /**< Was a write to the variable found? */
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};
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/**
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* Visitor that determines whether or not a variable is ever read.
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*/
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class find_deref_visitor : public ir_hierarchical_visitor {
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public:
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find_deref_visitor(const char *name)
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: name(name), found(false)
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{
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/* empty */
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}
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virtual ir_visitor_status visit(ir_dereference_variable *ir)
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{
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if (strcmp(this->name, ir->var->name) == 0) {
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this->found = true;
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return visit_stop;
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}
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return visit_continue;
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}
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bool variable_found() const
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{
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return this->found;
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}
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private:
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const char *name; /**< Find writes to a variable with this name. */
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bool found; /**< Was a write to the variable found? */
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};
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/**
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* A visitor helper that provides methods for updating the types of
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* ir_dereferences. Classes that update variable types (say, updating
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* array sizes) will want to use this so that dereference types stay in sync.
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*/
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class deref_type_updater : public ir_hierarchical_visitor {
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public:
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virtual ir_visitor_status visit(ir_dereference_variable *ir)
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{
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ir->type = ir->var->type;
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return visit_continue;
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}
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virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
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{
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const glsl_type *const vt = ir->array->type;
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if (vt->is_array())
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ir->type = vt->fields.array;
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return visit_continue;
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}
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virtual ir_visitor_status visit_leave(ir_dereference_record *ir)
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{
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for (unsigned i = 0; i < ir->record->type->length; i++) {
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const struct glsl_struct_field *field =
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&ir->record->type->fields.structure[i];
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if (strcmp(field->name, ir->field) == 0) {
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ir->type = field->type;
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break;
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}
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}
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return visit_continue;
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}
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};
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class array_resize_visitor : public deref_type_updater {
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public:
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unsigned num_vertices;
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gl_shader_program *prog;
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gl_shader_stage stage;
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array_resize_visitor(unsigned num_vertices,
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gl_shader_program *prog,
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gl_shader_stage stage)
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{
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this->num_vertices = num_vertices;
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this->prog = prog;
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this->stage = stage;
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}
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virtual ~array_resize_visitor()
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{
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/* empty */
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}
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virtual ir_visitor_status visit(ir_variable *var)
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{
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if (!var->type->is_array() || var->data.mode != ir_var_shader_in ||
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var->data.patch)
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return visit_continue;
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unsigned size = var->type->length;
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if (stage == MESA_SHADER_GEOMETRY) {
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/* Generate a link error if the shader has declared this array with
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* an incorrect size.
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*/
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if (!var->data.implicit_sized_array &&
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size && size != this->num_vertices) {
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linker_error(this->prog, "size of array %s declared as %u, "
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"but number of input vertices is %u\n",
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var->name, size, this->num_vertices);
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return visit_continue;
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}
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/* Generate a link error if the shader attempts to access an input
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* array using an index too large for its actual size assigned at
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* link time.
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*/
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if (var->data.max_array_access >= (int)this->num_vertices) {
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linker_error(this->prog, "%s shader accesses element %i of "
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"%s, but only %i input vertices\n",
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_mesa_shader_stage_to_string(this->stage),
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var->data.max_array_access, var->name, this->num_vertices);
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return visit_continue;
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}
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}
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var->type = glsl_type::get_array_instance(var->type->fields.array,
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this->num_vertices);
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var->data.max_array_access = this->num_vertices - 1;
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return visit_continue;
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}
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};
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/**
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* Visitor that determines the highest stream id to which a (geometry) shader
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* emits vertices. It also checks whether End{Stream}Primitive is ever called.
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*/
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class find_emit_vertex_visitor : public ir_hierarchical_visitor {
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public:
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find_emit_vertex_visitor(int max_allowed)
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: max_stream_allowed(max_allowed),
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invalid_stream_id(0),
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invalid_stream_id_from_emit_vertex(false),
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end_primitive_found(false),
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uses_non_zero_stream(false)
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{
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/* empty */
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}
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virtual ir_visitor_status visit_leave(ir_emit_vertex *ir)
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{
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int stream_id = ir->stream_id();
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if (stream_id < 0) {
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invalid_stream_id = stream_id;
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invalid_stream_id_from_emit_vertex = true;
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return visit_stop;
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}
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if (stream_id > max_stream_allowed) {
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invalid_stream_id = stream_id;
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invalid_stream_id_from_emit_vertex = true;
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return visit_stop;
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}
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if (stream_id != 0)
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uses_non_zero_stream = true;
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return visit_continue;
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}
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virtual ir_visitor_status visit_leave(ir_end_primitive *ir)
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{
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end_primitive_found = true;
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int stream_id = ir->stream_id();
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if (stream_id < 0) {
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invalid_stream_id = stream_id;
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invalid_stream_id_from_emit_vertex = false;
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return visit_stop;
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}
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if (stream_id > max_stream_allowed) {
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invalid_stream_id = stream_id;
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invalid_stream_id_from_emit_vertex = false;
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return visit_stop;
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}
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if (stream_id != 0)
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uses_non_zero_stream = true;
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return visit_continue;
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}
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bool error()
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{
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return invalid_stream_id != 0;
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}
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const char *error_func()
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{
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return invalid_stream_id_from_emit_vertex ?
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"EmitStreamVertex" : "EndStreamPrimitive";
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}
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int error_stream()
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{
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return invalid_stream_id;
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}
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bool uses_streams()
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{
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return uses_non_zero_stream;
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}
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bool uses_end_primitive()
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{
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return end_primitive_found;
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}
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private:
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int max_stream_allowed;
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int invalid_stream_id;
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bool invalid_stream_id_from_emit_vertex;
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bool end_primitive_found;
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bool uses_non_zero_stream;
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};
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/* Class that finds array derefs and check if indexes are dynamic. */
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class dynamic_sampler_array_indexing_visitor : public ir_hierarchical_visitor
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{
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public:
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dynamic_sampler_array_indexing_visitor() :
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dynamic_sampler_array_indexing(false)
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{
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}
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ir_visitor_status visit_enter(ir_dereference_array *ir)
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{
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if (!ir->variable_referenced())
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return visit_continue;
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if (!ir->variable_referenced()->type->contains_sampler())
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return visit_continue;
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if (!ir->array_index->constant_expression_value()) {
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dynamic_sampler_array_indexing = true;
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return visit_stop;
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}
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return visit_continue;
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}
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bool uses_dynamic_sampler_array_indexing()
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{
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return dynamic_sampler_array_indexing;
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}
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private:
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bool dynamic_sampler_array_indexing;
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};
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} /* anonymous namespace */
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void
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linker_error(gl_shader_program *prog, const char *fmt, ...)
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{
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va_list ap;
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ralloc_strcat(&prog->InfoLog, "error: ");
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va_start(ap, fmt);
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ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
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va_end(ap);
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prog->LinkStatus = false;
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}
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void
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linker_warning(gl_shader_program *prog, const char *fmt, ...)
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{
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va_list ap;
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ralloc_strcat(&prog->InfoLog, "warning: ");
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va_start(ap, fmt);
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ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
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va_end(ap);
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}
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/**
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* Given a string identifying a program resource, break it into a base name
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* and an optional array index in square brackets.
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*
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* If an array index is present, \c out_base_name_end is set to point to the
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* "[" that precedes the array index, and the array index itself is returned
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* as a long.
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*
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* If no array index is present (or if the array index is negative or
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* mal-formed), \c out_base_name_end, is set to point to the null terminator
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* at the end of the input string, and -1 is returned.
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*
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* Only the final array index is parsed; if the string contains other array
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* indices (or structure field accesses), they are left in the base name.
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*
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* No attempt is made to check that the base name is properly formed;
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* typically the caller will look up the base name in a hash table, so
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* ill-formed base names simply turn into hash table lookup failures.
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*/
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long
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parse_program_resource_name(const GLchar *name,
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const GLchar **out_base_name_end)
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{
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/* Section 7.3.1 ("Program Interfaces") of the OpenGL 4.3 spec says:
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*
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* "When an integer array element or block instance number is part of
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* the name string, it will be specified in decimal form without a "+"
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* or "-" sign or any extra leading zeroes. Additionally, the name
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* string will not include white space anywhere in the string."
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*/
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const size_t len = strlen(name);
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*out_base_name_end = name + len;
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if (len == 0 || name[len-1] != ']')
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return -1;
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/* Walk backwards over the string looking for a non-digit character. This
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* had better be the opening bracket for an array index.
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*
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* Initially, i specifies the location of the ']'. Since the string may
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* contain only the ']' charcater, walk backwards very carefully.
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*/
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unsigned i;
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for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
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/* empty */ ;
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if ((i == 0) || name[i-1] != '[')
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return -1;
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long array_index = strtol(&name[i], NULL, 10);
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if (array_index < 0)
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return -1;
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/* Check for leading zero */
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if (name[i] == '0' && name[i+1] != ']')
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return -1;
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*out_base_name_end = name + (i - 1);
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return array_index;
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}
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void
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link_invalidate_variable_locations(exec_list *ir)
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{
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foreach_in_list(ir_instruction, node, ir) {
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ir_variable *const var = node->as_variable();
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if (var == NULL)
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continue;
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/* Only assign locations for variables that lack an explicit location.
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* Explicit locations are set for all built-in variables, generic vertex
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* shader inputs (via layout(location=...)), and generic fragment shader
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* outputs (also via layout(location=...)).
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*/
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if (!var->data.explicit_location) {
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var->data.location = -1;
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var->data.location_frac = 0;
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}
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/* ir_variable::is_unmatched_generic_inout is used by the linker while
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* connecting outputs from one stage to inputs of the next stage.
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*/
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if (var->data.explicit_location &&
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var->data.location < VARYING_SLOT_VAR0) {
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var->data.is_unmatched_generic_inout = 0;
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} else {
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var->data.is_unmatched_generic_inout = 1;
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}
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}
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}
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/**
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* Set clip_distance_array_size based and cull_distance_array_size on the given
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* shader.
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*
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* Also check for errors based on incorrect usage of gl_ClipVertex and
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* gl_ClipDistance and gl_CullDistance.
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|
* Additionally test whether the arrays gl_ClipDistance and gl_CullDistance
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* exceed the maximum size defined by gl_MaxCombinedClipAndCullDistances.
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*
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* Return false if an error was reported.
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*/
|
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static void
|
|
analyze_clip_cull_usage(struct gl_shader_program *prog,
|
|
struct gl_linked_shader *shader,
|
|
struct gl_context *ctx,
|
|
GLuint *clip_distance_array_size,
|
|
GLuint *cull_distance_array_size)
|
|
{
|
|
*clip_distance_array_size = 0;
|
|
*cull_distance_array_size = 0;
|
|
|
|
if (prog->Version >= (prog->IsES ? 300 : 130)) {
|
|
/* From section 7.1 (Vertex Shader Special Variables) of the
|
|
* GLSL 1.30 spec:
|
|
*
|
|
* "It is an error for a shader to statically write both
|
|
* gl_ClipVertex and gl_ClipDistance."
|
|
*
|
|
* This does not apply to GLSL ES shaders, since GLSL ES defines neither
|
|
* gl_ClipVertex nor gl_ClipDistance. However with
|
|
* GL_EXT_clip_cull_distance, this functionality is exposed in ES 3.0.
|
|
*/
|
|
find_assignment_visitor clip_distance("gl_ClipDistance");
|
|
find_assignment_visitor cull_distance("gl_CullDistance");
|
|
|
|
clip_distance.run(shader->ir);
|
|
cull_distance.run(shader->ir);
|
|
|
|
/* From the ARB_cull_distance spec:
|
|
*
|
|
* It is a compile-time or link-time error for the set of shaders forming
|
|
* a program to statically read or write both gl_ClipVertex and either
|
|
* gl_ClipDistance or gl_CullDistance.
|
|
*
|
|
* This does not apply to GLSL ES shaders, since GLSL ES doesn't define
|
|
* gl_ClipVertex.
|
|
*/
|
|
if (!prog->IsES) {
|
|
find_assignment_visitor clip_vertex("gl_ClipVertex");
|
|
|
|
clip_vertex.run(shader->ir);
|
|
|
|
if (clip_vertex.variable_found() && clip_distance.variable_found()) {
|
|
linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
|
|
"and `gl_ClipDistance'\n",
|
|
_mesa_shader_stage_to_string(shader->Stage));
|
|
return;
|
|
}
|
|
if (clip_vertex.variable_found() && cull_distance.variable_found()) {
|
|
linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
|
|
"and `gl_CullDistance'\n",
|
|
_mesa_shader_stage_to_string(shader->Stage));
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (clip_distance.variable_found()) {
|
|
ir_variable *clip_distance_var =
|
|
shader->symbols->get_variable("gl_ClipDistance");
|
|
assert(clip_distance_var);
|
|
*clip_distance_array_size = clip_distance_var->type->length;
|
|
}
|
|
if (cull_distance.variable_found()) {
|
|
ir_variable *cull_distance_var =
|
|
shader->symbols->get_variable("gl_CullDistance");
|
|
assert(cull_distance_var);
|
|
*cull_distance_array_size = cull_distance_var->type->length;
|
|
}
|
|
/* From the ARB_cull_distance spec:
|
|
*
|
|
* It is a compile-time or link-time error for the set of shaders forming
|
|
* a program to have the sum of the sizes of the gl_ClipDistance and
|
|
* gl_CullDistance arrays to be larger than
|
|
* gl_MaxCombinedClipAndCullDistances.
|
|
*/
|
|
if ((*clip_distance_array_size + *cull_distance_array_size) >
|
|
ctx->Const.MaxClipPlanes) {
|
|
linker_error(prog, "%s shader: the combined size of "
|
|
"'gl_ClipDistance' and 'gl_CullDistance' size cannot "
|
|
"be larger than "
|
|
"gl_MaxCombinedClipAndCullDistances (%u)",
|
|
_mesa_shader_stage_to_string(shader->Stage),
|
|
ctx->Const.MaxClipPlanes);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Verify that a vertex shader executable meets all semantic requirements.
|
|
*
|
|
* Also sets prog->Vert.ClipDistanceArraySize and
|
|
* prog->Vert.CullDistanceArraySize as a side effect.
|
|
*
|
|
* \param shader Vertex shader executable to be verified
|
|
*/
|
|
void
|
|
validate_vertex_shader_executable(struct gl_shader_program *prog,
|
|
struct gl_linked_shader *shader,
|
|
struct gl_context *ctx)
|
|
{
|
|
if (shader == NULL)
|
|
return;
|
|
|
|
/* From the GLSL 1.10 spec, page 48:
|
|
*
|
|
* "The variable gl_Position is available only in the vertex
|
|
* language and is intended for writing the homogeneous vertex
|
|
* position. All executions of a well-formed vertex shader
|
|
* executable must write a value into this variable. [...] The
|
|
* variable gl_Position is available only in the vertex
|
|
* language and is intended for writing the homogeneous vertex
|
|
* position. All executions of a well-formed vertex shader
|
|
* executable must write a value into this variable."
|
|
*
|
|
* while in GLSL 1.40 this text is changed to:
|
|
*
|
|
* "The variable gl_Position is available only in the vertex
|
|
* language and is intended for writing the homogeneous vertex
|
|
* position. It can be written at any time during shader
|
|
* execution. It may also be read back by a vertex shader
|
|
* after being written. This value will be used by primitive
|
|
* assembly, clipping, culling, and other fixed functionality
|
|
* operations, if present, that operate on primitives after
|
|
* vertex processing has occurred. Its value is undefined if
|
|
* the vertex shader executable does not write gl_Position."
|
|
*
|
|
* All GLSL ES Versions are similar to GLSL 1.40--failing to write to
|
|
* gl_Position is not an error.
|
|
*/
|
|
if (prog->Version < (prog->IsES ? 300 : 140)) {
|
|
find_assignment_visitor find("gl_Position");
|
|
find.run(shader->ir);
|
|
if (!find.variable_found()) {
|
|
if (prog->IsES) {
|
|
linker_warning(prog,
|
|
"vertex shader does not write to `gl_Position'. "
|
|
"Its value is undefined. \n");
|
|
} else {
|
|
linker_error(prog,
|
|
"vertex shader does not write to `gl_Position'. \n");
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
analyze_clip_cull_usage(prog, shader, ctx,
|
|
&prog->Vert.ClipDistanceArraySize,
|
|
&prog->Vert.CullDistanceArraySize);
|
|
}
|
|
|
|
void
|
|
validate_tess_eval_shader_executable(struct gl_shader_program *prog,
|
|
struct gl_linked_shader *shader,
|
|
struct gl_context *ctx)
|
|
{
|
|
if (shader == NULL)
|
|
return;
|
|
|
|
analyze_clip_cull_usage(prog, shader, ctx,
|
|
&prog->TessEval.ClipDistanceArraySize,
|
|
&prog->TessEval.CullDistanceArraySize);
|
|
}
|
|
|
|
|
|
/**
|
|
* Verify that a fragment shader executable meets all semantic requirements
|
|
*
|
|
* \param shader Fragment shader executable to be verified
|
|
*/
|
|
void
|
|
validate_fragment_shader_executable(struct gl_shader_program *prog,
|
|
struct gl_linked_shader *shader)
|
|
{
|
|
if (shader == NULL)
|
|
return;
|
|
|
|
find_assignment_visitor frag_color("gl_FragColor");
|
|
find_assignment_visitor frag_data("gl_FragData");
|
|
|
|
frag_color.run(shader->ir);
|
|
frag_data.run(shader->ir);
|
|
|
|
if (frag_color.variable_found() && frag_data.variable_found()) {
|
|
linker_error(prog, "fragment shader writes to both "
|
|
"`gl_FragColor' and `gl_FragData'\n");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Verify that a geometry shader executable meets all semantic requirements
|
|
*
|
|
* Also sets prog->Geom.VerticesIn, and prog->Geom.ClipDistanceArraySize and
|
|
* prog->Geom.CullDistanceArraySize as a side effect.
|
|
*
|
|
* \param shader Geometry shader executable to be verified
|
|
*/
|
|
void
|
|
validate_geometry_shader_executable(struct gl_shader_program *prog,
|
|
struct gl_linked_shader *shader,
|
|
struct gl_context *ctx)
|
|
{
|
|
if (shader == NULL)
|
|
return;
|
|
|
|
unsigned num_vertices = vertices_per_prim(shader->info.Geom.InputType);
|
|
prog->Geom.VerticesIn = num_vertices;
|
|
|
|
analyze_clip_cull_usage(prog, shader, ctx,
|
|
&prog->Geom.ClipDistanceArraySize,
|
|
&prog->Geom.CullDistanceArraySize);
|
|
}
|
|
|
|
/**
|
|
* Check if geometry shaders emit to non-zero streams and do corresponding
|
|
* validations.
|
|
*/
|
|
static void
|
|
validate_geometry_shader_emissions(struct gl_context *ctx,
|
|
struct gl_shader_program *prog)
|
|
{
|
|
struct gl_linked_shader *sh = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
|
|
|
|
if (sh != NULL) {
|
|
find_emit_vertex_visitor emit_vertex(ctx->Const.MaxVertexStreams - 1);
|
|
emit_vertex.run(sh->ir);
|
|
if (emit_vertex.error()) {
|
|
linker_error(prog, "Invalid call %s(%d). Accepted values for the "
|
|
"stream parameter are in the range [0, %d].\n",
|
|
emit_vertex.error_func(),
|
|
emit_vertex.error_stream(),
|
|
ctx->Const.MaxVertexStreams - 1);
|
|
}
|
|
prog->Geom.UsesStreams = emit_vertex.uses_streams();
|
|
prog->Geom.UsesEndPrimitive = emit_vertex.uses_end_primitive();
|
|
|
|
/* From the ARB_gpu_shader5 spec:
|
|
*
|
|
* "Multiple vertex streams are supported only if the output primitive
|
|
* type is declared to be "points". A program will fail to link if it
|
|
* contains a geometry shader calling EmitStreamVertex() or
|
|
* EndStreamPrimitive() if its output primitive type is not "points".
|
|
*
|
|
* However, in the same spec:
|
|
*
|
|
* "The function EmitVertex() is equivalent to calling EmitStreamVertex()
|
|
* with <stream> set to zero."
|
|
*
|
|
* And:
|
|
*
|
|
* "The function EndPrimitive() is equivalent to calling
|
|
* EndStreamPrimitive() with <stream> set to zero."
|
|
*
|
|
* Since we can call EmitVertex() and EndPrimitive() when we output
|
|
* primitives other than points, calling EmitStreamVertex(0) or
|
|
* EmitEndPrimitive(0) should not produce errors. This it also what Nvidia
|
|
* does. Currently we only set prog->Geom.UsesStreams to TRUE when
|
|
* EmitStreamVertex() or EmitEndPrimitive() are called with a non-zero
|
|
* stream.
|
|
*/
|
|
if (prog->Geom.UsesStreams && sh->info.Geom.OutputType != GL_POINTS) {
|
|
linker_error(prog, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
|
|
"with n>0 requires point output\n");
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
validate_intrastage_arrays(struct gl_shader_program *prog,
|
|
ir_variable *const var,
|
|
ir_variable *const existing)
|
|
{
|
|
/* Consider the types to be "the same" if both types are arrays
|
|
* of the same type and one of the arrays is implicitly sized.
|
|
* In addition, set the type of the linked variable to the
|
|
* explicitly sized array.
|
|
*/
|
|
if (var->type->is_array() && existing->type->is_array()) {
|
|
if ((var->type->fields.array == existing->type->fields.array) &&
|
|
((var->type->length == 0)|| (existing->type->length == 0))) {
|
|
if (var->type->length != 0) {
|
|
if ((int)var->type->length <= existing->data.max_array_access) {
|
|
linker_error(prog, "%s `%s' declared as type "
|
|
"`%s' but outermost dimension has an index"
|
|
" of `%i'\n",
|
|
mode_string(var),
|
|
var->name, var->type->name,
|
|
existing->data.max_array_access);
|
|
}
|
|
existing->type = var->type;
|
|
return true;
|
|
} else if (existing->type->length != 0) {
|
|
if((int)existing->type->length <= var->data.max_array_access &&
|
|
!existing->data.from_ssbo_unsized_array) {
|
|
linker_error(prog, "%s `%s' declared as type "
|
|
"`%s' but outermost dimension has an index"
|
|
" of `%i'\n",
|
|
mode_string(var),
|
|
var->name, existing->type->name,
|
|
var->data.max_array_access);
|
|
}
|
|
return true;
|
|
}
|
|
} else {
|
|
/* The arrays of structs could have different glsl_type pointers but
|
|
* they are actually the same type. Use record_compare() to check that.
|
|
*/
|
|
if (existing->type->fields.array->is_record() &&
|
|
var->type->fields.array->is_record() &&
|
|
existing->type->fields.array->record_compare(var->type->fields.array))
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
/**
|
|
* Perform validation of global variables used across multiple shaders
|
|
*/
|
|
void
|
|
cross_validate_globals(struct gl_shader_program *prog,
|
|
struct exec_list *ir, glsl_symbol_table *variables,
|
|
bool uniforms_only)
|
|
{
|
|
foreach_in_list(ir_instruction, node, ir) {
|
|
ir_variable *const var = node->as_variable();
|
|
|
|
if (var == NULL)
|
|
continue;
|
|
|
|
if (uniforms_only && (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage))
|
|
continue;
|
|
|
|
/* don't cross validate subroutine uniforms */
|
|
if (var->type->contains_subroutine())
|
|
continue;
|
|
|
|
/* Don't cross validate temporaries that are at global scope. These
|
|
* will eventually get pulled into the shaders 'main'.
|
|
*/
|
|
if (var->data.mode == ir_var_temporary)
|
|
continue;
|
|
|
|
/* If a global with this name has already been seen, verify that the
|
|
* new instance has the same type. In addition, if the globals have
|
|
* initializers, the values of the initializers must be the same.
|
|
*/
|
|
ir_variable *const existing = variables->get_variable(var->name);
|
|
if (existing != NULL) {
|
|
/* Check if types match. Interface blocks have some special
|
|
* rules so we handle those elsewhere.
|
|
*/
|
|
if (var->type != existing->type &&
|
|
!var->is_interface_instance()) {
|
|
if (!validate_intrastage_arrays(prog, var, existing)) {
|
|
if (var->type->is_record() && existing->type->is_record()
|
|
&& existing->type->record_compare(var->type)) {
|
|
existing->type = var->type;
|
|
} else {
|
|
/* If it is an unsized array in a Shader Storage Block,
|
|
* two different shaders can access to different elements.
|
|
* Because of that, they might be converted to different
|
|
* sized arrays, then check that they are compatible but
|
|
* ignore the array size.
|
|
*/
|
|
if (!(var->data.mode == ir_var_shader_storage &&
|
|
var->data.from_ssbo_unsized_array &&
|
|
existing->data.mode == ir_var_shader_storage &&
|
|
existing->data.from_ssbo_unsized_array &&
|
|
var->type->gl_type == existing->type->gl_type)) {
|
|
linker_error(prog, "%s `%s' declared as type "
|
|
"`%s' and type `%s'\n",
|
|
mode_string(var),
|
|
var->name, var->type->name,
|
|
existing->type->name);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (var->data.explicit_location) {
|
|
if (existing->data.explicit_location
|
|
&& (var->data.location != existing->data.location)) {
|
|
linker_error(prog, "explicit locations for %s "
|
|
"`%s' have differing values\n",
|
|
mode_string(var), var->name);
|
|
return;
|
|
}
|
|
|
|
if (var->data.location_frac != existing->data.location_frac) {
|
|
linker_error(prog, "explicit components for %s `%s' have "
|
|
"differing values\n", mode_string(var), var->name);
|
|
return;
|
|
}
|
|
|
|
existing->data.location = var->data.location;
|
|
existing->data.explicit_location = true;
|
|
} else {
|
|
/* Check if uniform with implicit location was marked explicit
|
|
* by earlier shader stage. If so, mark it explicit in this stage
|
|
* too to make sure later processing does not treat it as
|
|
* implicit one.
|
|
*/
|
|
if (existing->data.explicit_location) {
|
|
var->data.location = existing->data.location;
|
|
var->data.explicit_location = true;
|
|
}
|
|
}
|
|
|
|
/* From the GLSL 4.20 specification:
|
|
* "A link error will result if two compilation units in a program
|
|
* specify different integer-constant bindings for the same
|
|
* opaque-uniform name. However, it is not an error to specify a
|
|
* binding on some but not all declarations for the same name"
|
|
*/
|
|
if (var->data.explicit_binding) {
|
|
if (existing->data.explicit_binding &&
|
|
var->data.binding != existing->data.binding) {
|
|
linker_error(prog, "explicit bindings for %s "
|
|
"`%s' have differing values\n",
|
|
mode_string(var), var->name);
|
|
return;
|
|
}
|
|
|
|
existing->data.binding = var->data.binding;
|
|
existing->data.explicit_binding = true;
|
|
}
|
|
|
|
if (var->type->contains_atomic() &&
|
|
var->data.offset != existing->data.offset) {
|
|
linker_error(prog, "offset specifications for %s "
|
|
"`%s' have differing values\n",
|
|
mode_string(var), var->name);
|
|
return;
|
|
}
|
|
|
|
/* Validate layout qualifiers for gl_FragDepth.
|
|
*
|
|
* From the AMD/ARB_conservative_depth specs:
|
|
*
|
|
* "If gl_FragDepth is redeclared in any fragment shader in a
|
|
* program, it must be redeclared in all fragment shaders in
|
|
* that program that have static assignments to
|
|
* gl_FragDepth. All redeclarations of gl_FragDepth in all
|
|
* fragment shaders in a single program must have the same set
|
|
* of qualifiers."
|
|
*/
|
|
if (strcmp(var->name, "gl_FragDepth") == 0) {
|
|
bool layout_declared = var->data.depth_layout != ir_depth_layout_none;
|
|
bool layout_differs =
|
|
var->data.depth_layout != existing->data.depth_layout;
|
|
|
|
if (layout_declared && layout_differs) {
|
|
linker_error(prog,
|
|
"All redeclarations of gl_FragDepth in all "
|
|
"fragment shaders in a single program must have "
|
|
"the same set of qualifiers.\n");
|
|
}
|
|
|
|
if (var->data.used && layout_differs) {
|
|
linker_error(prog,
|
|
"If gl_FragDepth is redeclared with a layout "
|
|
"qualifier in any fragment shader, it must be "
|
|
"redeclared with the same layout qualifier in "
|
|
"all fragment shaders that have assignments to "
|
|
"gl_FragDepth\n");
|
|
}
|
|
}
|
|
|
|
/* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
|
|
*
|
|
* "If a shared global has multiple initializers, the
|
|
* initializers must all be constant expressions, and they
|
|
* must all have the same value. Otherwise, a link error will
|
|
* result. (A shared global having only one initializer does
|
|
* not require that initializer to be a constant expression.)"
|
|
*
|
|
* Previous to 4.20 the GLSL spec simply said that initializers
|
|
* must have the same value. In this case of non-constant
|
|
* initializers, this was impossible to determine. As a result,
|
|
* no vendor actually implemented that behavior. The 4.20
|
|
* behavior matches the implemented behavior of at least one other
|
|
* vendor, so we'll implement that for all GLSL versions.
|
|
*/
|
|
if (var->constant_initializer != NULL) {
|
|
if (existing->constant_initializer != NULL) {
|
|
if (!var->constant_initializer->has_value(existing->constant_initializer)) {
|
|
linker_error(prog, "initializers for %s "
|
|
"`%s' have differing values\n",
|
|
mode_string(var), var->name);
|
|
return;
|
|
}
|
|
} else {
|
|
/* If the first-seen instance of a particular uniform did
|
|
* not have an initializer but a later instance does,
|
|
* replace the former with the later.
|
|
*/
|
|
variables->replace_variable(existing->name, var);
|
|
}
|
|
}
|
|
|
|
if (var->data.has_initializer) {
|
|
if (existing->data.has_initializer
|
|
&& (var->constant_initializer == NULL
|
|
|| existing->constant_initializer == NULL)) {
|
|
linker_error(prog,
|
|
"shared global variable `%s' has multiple "
|
|
"non-constant initializers.\n",
|
|
var->name);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (existing->data.invariant != var->data.invariant) {
|
|
linker_error(prog, "declarations for %s `%s' have "
|
|
"mismatching invariant qualifiers\n",
|
|
mode_string(var), var->name);
|
|
return;
|
|
}
|
|
if (existing->data.centroid != var->data.centroid) {
|
|
linker_error(prog, "declarations for %s `%s' have "
|
|
"mismatching centroid qualifiers\n",
|
|
mode_string(var), var->name);
|
|
return;
|
|
}
|
|
if (existing->data.sample != var->data.sample) {
|
|
linker_error(prog, "declarations for %s `%s` have "
|
|
"mismatching sample qualifiers\n",
|
|
mode_string(var), var->name);
|
|
return;
|
|
}
|
|
if (existing->data.image_format != var->data.image_format) {
|
|
linker_error(prog, "declarations for %s `%s` have "
|
|
"mismatching image format qualifiers\n",
|
|
mode_string(var), var->name);
|
|
return;
|
|
}
|
|
|
|
/* Only in GLSL ES 3.10, the precision qualifier should not match
|
|
* between block members defined in matched block names within a
|
|
* shader interface.
|
|
*
|
|
* In GLSL ES 3.00 and ES 3.20, precision qualifier for each block
|
|
* member should match.
|
|
*/
|
|
if (prog->IsES && (prog->Version != 310 || !var->get_interface_type()) &&
|
|
existing->data.precision != var->data.precision) {
|
|
linker_error(prog, "declarations for %s `%s` have "
|
|
"mismatching precision qualifiers\n",
|
|
mode_string(var), var->name);
|
|
return;
|
|
}
|
|
} else
|
|
variables->add_variable(var);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Perform validation of uniforms used across multiple shader stages
|
|
*/
|
|
void
|
|
cross_validate_uniforms(struct gl_shader_program *prog)
|
|
{
|
|
glsl_symbol_table variables;
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
if (prog->_LinkedShaders[i] == NULL)
|
|
continue;
|
|
|
|
cross_validate_globals(prog, prog->_LinkedShaders[i]->ir, &variables,
|
|
true);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Accumulates the array of buffer blocks and checks that all definitions of
|
|
* blocks agree on their contents.
|
|
*/
|
|
static bool
|
|
interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
|
|
bool validate_ssbo)
|
|
{
|
|
int *InterfaceBlockStageIndex[MESA_SHADER_STAGES];
|
|
struct gl_uniform_block *blks = NULL;
|
|
unsigned *num_blks = validate_ssbo ? &prog->NumShaderStorageBlocks :
|
|
&prog->NumUniformBlocks;
|
|
|
|
unsigned max_num_buffer_blocks = 0;
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
if (prog->_LinkedShaders[i]) {
|
|
if (validate_ssbo) {
|
|
max_num_buffer_blocks +=
|
|
prog->_LinkedShaders[i]->NumShaderStorageBlocks;
|
|
} else {
|
|
max_num_buffer_blocks +=
|
|
prog->_LinkedShaders[i]->NumUniformBlocks;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
|
|
|
|
InterfaceBlockStageIndex[i] = new int[max_num_buffer_blocks];
|
|
for (unsigned int j = 0; j < max_num_buffer_blocks; j++)
|
|
InterfaceBlockStageIndex[i][j] = -1;
|
|
|
|
if (sh == NULL)
|
|
continue;
|
|
|
|
unsigned sh_num_blocks;
|
|
struct gl_uniform_block **sh_blks;
|
|
if (validate_ssbo) {
|
|
sh_num_blocks = prog->_LinkedShaders[i]->NumShaderStorageBlocks;
|
|
sh_blks = sh->ShaderStorageBlocks;
|
|
} else {
|
|
sh_num_blocks = prog->_LinkedShaders[i]->NumUniformBlocks;
|
|
sh_blks = sh->UniformBlocks;
|
|
}
|
|
|
|
for (unsigned int j = 0; j < sh_num_blocks; j++) {
|
|
int index = link_cross_validate_uniform_block(prog, &blks, num_blks,
|
|
sh_blks[j]);
|
|
|
|
if (index == -1) {
|
|
linker_error(prog, "buffer block `%s' has mismatching "
|
|
"definitions\n", sh_blks[j]->Name);
|
|
|
|
for (unsigned k = 0; k <= i; k++) {
|
|
delete[] InterfaceBlockStageIndex[k];
|
|
}
|
|
return false;
|
|
}
|
|
|
|
InterfaceBlockStageIndex[i][index] = j;
|
|
}
|
|
}
|
|
|
|
/* Update per stage block pointers to point to the program list.
|
|
* FIXME: We should be able to free the per stage blocks here.
|
|
*/
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
for (unsigned j = 0; j < *num_blks; j++) {
|
|
int stage_index = InterfaceBlockStageIndex[i][j];
|
|
|
|
if (stage_index != -1) {
|
|
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
|
|
|
|
struct gl_uniform_block **sh_blks = validate_ssbo ?
|
|
sh->ShaderStorageBlocks : sh->UniformBlocks;
|
|
|
|
blks[j].stageref |= sh_blks[stage_index]->stageref;
|
|
sh_blks[stage_index] = &blks[j];
|
|
}
|
|
}
|
|
}
|
|
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
delete[] InterfaceBlockStageIndex[i];
|
|
}
|
|
|
|
if (validate_ssbo)
|
|
prog->ShaderStorageBlocks = blks;
|
|
else
|
|
prog->UniformBlocks = blks;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/**
|
|
* Populates a shaders symbol table with all global declarations
|
|
*/
|
|
static void
|
|
populate_symbol_table(gl_linked_shader *sh)
|
|
{
|
|
sh->symbols = new(sh) glsl_symbol_table;
|
|
|
|
foreach_in_list(ir_instruction, inst, sh->ir) {
|
|
ir_variable *var;
|
|
ir_function *func;
|
|
|
|
if ((func = inst->as_function()) != NULL) {
|
|
sh->symbols->add_function(func);
|
|
} else if ((var = inst->as_variable()) != NULL) {
|
|
if (var->data.mode != ir_var_temporary)
|
|
sh->symbols->add_variable(var);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Remap variables referenced in an instruction tree
|
|
*
|
|
* This is used when instruction trees are cloned from one shader and placed in
|
|
* another. These trees will contain references to \c ir_variable nodes that
|
|
* do not exist in the target shader. This function finds these \c ir_variable
|
|
* references and replaces the references with matching variables in the target
|
|
* shader.
|
|
*
|
|
* If there is no matching variable in the target shader, a clone of the
|
|
* \c ir_variable is made and added to the target shader. The new variable is
|
|
* added to \b both the instruction stream and the symbol table.
|
|
*
|
|
* \param inst IR tree that is to be processed.
|
|
* \param symbols Symbol table containing global scope symbols in the
|
|
* linked shader.
|
|
* \param instructions Instruction stream where new variable declarations
|
|
* should be added.
|
|
*/
|
|
void
|
|
remap_variables(ir_instruction *inst, struct gl_linked_shader *target,
|
|
hash_table *temps)
|
|
{
|
|
class remap_visitor : public ir_hierarchical_visitor {
|
|
public:
|
|
remap_visitor(struct gl_linked_shader *target, hash_table *temps)
|
|
{
|
|
this->target = target;
|
|
this->symbols = target->symbols;
|
|
this->instructions = target->ir;
|
|
this->temps = temps;
|
|
}
|
|
|
|
virtual ir_visitor_status visit(ir_dereference_variable *ir)
|
|
{
|
|
if (ir->var->data.mode == ir_var_temporary) {
|
|
hash_entry *entry = _mesa_hash_table_search(temps, ir->var);
|
|
ir_variable *var = entry ? (ir_variable *) entry->data : NULL;
|
|
|
|
assert(var != NULL);
|
|
ir->var = var;
|
|
return visit_continue;
|
|
}
|
|
|
|
ir_variable *const existing =
|
|
this->symbols->get_variable(ir->var->name);
|
|
if (existing != NULL)
|
|
ir->var = existing;
|
|
else {
|
|
ir_variable *copy = ir->var->clone(this->target, NULL);
|
|
|
|
this->symbols->add_variable(copy);
|
|
this->instructions->push_head(copy);
|
|
ir->var = copy;
|
|
}
|
|
|
|
return visit_continue;
|
|
}
|
|
|
|
private:
|
|
struct gl_linked_shader *target;
|
|
glsl_symbol_table *symbols;
|
|
exec_list *instructions;
|
|
hash_table *temps;
|
|
};
|
|
|
|
remap_visitor v(target, temps);
|
|
|
|
inst->accept(&v);
|
|
}
|
|
|
|
|
|
/**
|
|
* Move non-declarations from one instruction stream to another
|
|
*
|
|
* The intended usage pattern of this function is to pass the pointer to the
|
|
* head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node
|
|
* pointer) for \c last and \c false for \c make_copies on the first
|
|
* call. Successive calls pass the return value of the previous call for
|
|
* \c last and \c true for \c make_copies.
|
|
*
|
|
* \param instructions Source instruction stream
|
|
* \param last Instruction after which new instructions should be
|
|
* inserted in the target instruction stream
|
|
* \param make_copies Flag selecting whether instructions in \c instructions
|
|
* should be copied (via \c ir_instruction::clone) into the
|
|
* target list or moved.
|
|
*
|
|
* \return
|
|
* The new "last" instruction in the target instruction stream. This pointer
|
|
* is suitable for use as the \c last parameter of a later call to this
|
|
* function.
|
|
*/
|
|
exec_node *
|
|
move_non_declarations(exec_list *instructions, exec_node *last,
|
|
bool make_copies, gl_linked_shader *target)
|
|
{
|
|
hash_table *temps = NULL;
|
|
|
|
if (make_copies)
|
|
temps = _mesa_hash_table_create(NULL, _mesa_hash_pointer,
|
|
_mesa_key_pointer_equal);
|
|
|
|
foreach_in_list_safe(ir_instruction, inst, instructions) {
|
|
if (inst->as_function())
|
|
continue;
|
|
|
|
ir_variable *var = inst->as_variable();
|
|
if ((var != NULL) && (var->data.mode != ir_var_temporary))
|
|
continue;
|
|
|
|
assert(inst->as_assignment()
|
|
|| inst->as_call()
|
|
|| inst->as_if() /* for initializers with the ?: operator */
|
|
|| ((var != NULL) && (var->data.mode == ir_var_temporary)));
|
|
|
|
if (make_copies) {
|
|
inst = inst->clone(target, NULL);
|
|
|
|
if (var != NULL)
|
|
_mesa_hash_table_insert(temps, var, inst);
|
|
else
|
|
remap_variables(inst, target, temps);
|
|
} else {
|
|
inst->remove();
|
|
}
|
|
|
|
last->insert_after(inst);
|
|
last = inst;
|
|
}
|
|
|
|
if (make_copies)
|
|
_mesa_hash_table_destroy(temps, NULL);
|
|
|
|
return last;
|
|
}
|
|
|
|
|
|
/**
|
|
* This class is only used in link_intrastage_shaders() below but declaring
|
|
* it inside that function leads to compiler warnings with some versions of
|
|
* gcc.
|
|
*/
|
|
class array_sizing_visitor : public deref_type_updater {
|
|
public:
|
|
array_sizing_visitor()
|
|
: mem_ctx(ralloc_context(NULL)),
|
|
unnamed_interfaces(_mesa_hash_table_create(NULL, _mesa_hash_pointer,
|
|
_mesa_key_pointer_equal))
|
|
{
|
|
}
|
|
|
|
~array_sizing_visitor()
|
|
{
|
|
_mesa_hash_table_destroy(this->unnamed_interfaces, NULL);
|
|
ralloc_free(this->mem_ctx);
|
|
}
|
|
|
|
virtual ir_visitor_status visit(ir_variable *var)
|
|
{
|
|
const glsl_type *type_without_array;
|
|
bool implicit_sized_array = var->data.implicit_sized_array;
|
|
fixup_type(&var->type, var->data.max_array_access,
|
|
var->data.from_ssbo_unsized_array,
|
|
&implicit_sized_array);
|
|
var->data.implicit_sized_array = implicit_sized_array;
|
|
type_without_array = var->type->without_array();
|
|
if (var->type->is_interface()) {
|
|
if (interface_contains_unsized_arrays(var->type)) {
|
|
const glsl_type *new_type =
|
|
resize_interface_members(var->type,
|
|
var->get_max_ifc_array_access(),
|
|
var->is_in_shader_storage_block());
|
|
var->type = new_type;
|
|
var->change_interface_type(new_type);
|
|
}
|
|
} else if (type_without_array->is_interface()) {
|
|
if (interface_contains_unsized_arrays(type_without_array)) {
|
|
const glsl_type *new_type =
|
|
resize_interface_members(type_without_array,
|
|
var->get_max_ifc_array_access(),
|
|
var->is_in_shader_storage_block());
|
|
var->change_interface_type(new_type);
|
|
var->type = update_interface_members_array(var->type, new_type);
|
|
}
|
|
} else if (const glsl_type *ifc_type = var->get_interface_type()) {
|
|
/* Store a pointer to the variable in the unnamed_interfaces
|
|
* hashtable.
|
|
*/
|
|
hash_entry *entry =
|
|
_mesa_hash_table_search(this->unnamed_interfaces,
|
|
ifc_type);
|
|
|
|
ir_variable **interface_vars = entry ? (ir_variable **) entry->data : NULL;
|
|
|
|
if (interface_vars == NULL) {
|
|
interface_vars = rzalloc_array(mem_ctx, ir_variable *,
|
|
ifc_type->length);
|
|
_mesa_hash_table_insert(this->unnamed_interfaces, ifc_type,
|
|
interface_vars);
|
|
}
|
|
unsigned index = ifc_type->field_index(var->name);
|
|
assert(index < ifc_type->length);
|
|
assert(interface_vars[index] == NULL);
|
|
interface_vars[index] = var;
|
|
}
|
|
return visit_continue;
|
|
}
|
|
|
|
/**
|
|
* For each unnamed interface block that was discovered while running the
|
|
* visitor, adjust the interface type to reflect the newly assigned array
|
|
* sizes, and fix up the ir_variable nodes to point to the new interface
|
|
* type.
|
|
*/
|
|
void fixup_unnamed_interface_types()
|
|
{
|
|
hash_table_call_foreach(this->unnamed_interfaces,
|
|
fixup_unnamed_interface_type, NULL);
|
|
}
|
|
|
|
private:
|
|
/**
|
|
* If the type pointed to by \c type represents an unsized array, replace
|
|
* it with a sized array whose size is determined by max_array_access.
|
|
*/
|
|
static void fixup_type(const glsl_type **type, unsigned max_array_access,
|
|
bool from_ssbo_unsized_array, bool *implicit_sized)
|
|
{
|
|
if (!from_ssbo_unsized_array && (*type)->is_unsized_array()) {
|
|
*type = glsl_type::get_array_instance((*type)->fields.array,
|
|
max_array_access + 1);
|
|
*implicit_sized = true;
|
|
assert(*type != NULL);
|
|
}
|
|
}
|
|
|
|
static const glsl_type *
|
|
update_interface_members_array(const glsl_type *type,
|
|
const glsl_type *new_interface_type)
|
|
{
|
|
const glsl_type *element_type = type->fields.array;
|
|
if (element_type->is_array()) {
|
|
const glsl_type *new_array_type =
|
|
update_interface_members_array(element_type, new_interface_type);
|
|
return glsl_type::get_array_instance(new_array_type, type->length);
|
|
} else {
|
|
return glsl_type::get_array_instance(new_interface_type,
|
|
type->length);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Determine whether the given interface type contains unsized arrays (if
|
|
* it doesn't, array_sizing_visitor doesn't need to process it).
|
|
*/
|
|
static bool interface_contains_unsized_arrays(const glsl_type *type)
|
|
{
|
|
for (unsigned i = 0; i < type->length; i++) {
|
|
const glsl_type *elem_type = type->fields.structure[i].type;
|
|
if (elem_type->is_unsized_array())
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Create a new interface type based on the given type, with unsized arrays
|
|
* replaced by sized arrays whose size is determined by
|
|
* max_ifc_array_access.
|
|
*/
|
|
static const glsl_type *
|
|
resize_interface_members(const glsl_type *type,
|
|
const int *max_ifc_array_access,
|
|
bool is_ssbo)
|
|
{
|
|
unsigned num_fields = type->length;
|
|
glsl_struct_field *fields = new glsl_struct_field[num_fields];
|
|
memcpy(fields, type->fields.structure,
|
|
num_fields * sizeof(*fields));
|
|
for (unsigned i = 0; i < num_fields; i++) {
|
|
bool implicit_sized_array = fields[i].implicit_sized_array;
|
|
/* If SSBO last member is unsized array, we don't replace it by a sized
|
|
* array.
|
|
*/
|
|
if (is_ssbo && i == (num_fields - 1))
|
|
fixup_type(&fields[i].type, max_ifc_array_access[i],
|
|
true, &implicit_sized_array);
|
|
else
|
|
fixup_type(&fields[i].type, max_ifc_array_access[i],
|
|
false, &implicit_sized_array);
|
|
fields[i].implicit_sized_array = implicit_sized_array;
|
|
}
|
|
glsl_interface_packing packing =
|
|
(glsl_interface_packing) type->interface_packing;
|
|
bool row_major = (bool) type->interface_row_major;
|
|
const glsl_type *new_ifc_type =
|
|
glsl_type::get_interface_instance(fields, num_fields,
|
|
packing, row_major, type->name);
|
|
delete [] fields;
|
|
return new_ifc_type;
|
|
}
|
|
|
|
static void fixup_unnamed_interface_type(const void *key, void *data,
|
|
void *)
|
|
{
|
|
const glsl_type *ifc_type = (const glsl_type *) key;
|
|
ir_variable **interface_vars = (ir_variable **) data;
|
|
unsigned num_fields = ifc_type->length;
|
|
glsl_struct_field *fields = new glsl_struct_field[num_fields];
|
|
memcpy(fields, ifc_type->fields.structure,
|
|
num_fields * sizeof(*fields));
|
|
bool interface_type_changed = false;
|
|
for (unsigned i = 0; i < num_fields; i++) {
|
|
if (interface_vars[i] != NULL &&
|
|
fields[i].type != interface_vars[i]->type) {
|
|
fields[i].type = interface_vars[i]->type;
|
|
interface_type_changed = true;
|
|
}
|
|
}
|
|
if (!interface_type_changed) {
|
|
delete [] fields;
|
|
return;
|
|
}
|
|
glsl_interface_packing packing =
|
|
(glsl_interface_packing) ifc_type->interface_packing;
|
|
bool row_major = (bool) ifc_type->interface_row_major;
|
|
const glsl_type *new_ifc_type =
|
|
glsl_type::get_interface_instance(fields, num_fields, packing,
|
|
row_major, ifc_type->name);
|
|
delete [] fields;
|
|
for (unsigned i = 0; i < num_fields; i++) {
|
|
if (interface_vars[i] != NULL)
|
|
interface_vars[i]->change_interface_type(new_ifc_type);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Memory context used to allocate the data in \c unnamed_interfaces.
|
|
*/
|
|
void *mem_ctx;
|
|
|
|
/**
|
|
* Hash table from const glsl_type * to an array of ir_variable *'s
|
|
* pointing to the ir_variables constituting each unnamed interface block.
|
|
*/
|
|
hash_table *unnamed_interfaces;
|
|
};
|
|
|
|
/**
|
|
* Check for conflicting xfb_stride default qualifiers and store buffer stride
|
|
* for later use.
|
|
*/
|
|
static void
|
|
link_xfb_stride_layout_qualifiers(struct gl_context *ctx,
|
|
struct gl_shader_program *prog,
|
|
struct gl_linked_shader *linked_shader,
|
|
struct gl_shader **shader_list,
|
|
unsigned num_shaders)
|
|
{
|
|
for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
|
|
linked_shader->info.TransformFeedback.BufferStride[i] = 0;
|
|
}
|
|
|
|
for (unsigned i = 0; i < num_shaders; i++) {
|
|
struct gl_shader *shader = shader_list[i];
|
|
|
|
for (unsigned j = 0; j < MAX_FEEDBACK_BUFFERS; j++) {
|
|
if (shader->info.TransformFeedback.BufferStride[j]) {
|
|
if (linked_shader->info.TransformFeedback.BufferStride[j] != 0 &&
|
|
shader->info.TransformFeedback.BufferStride[j] != 0 &&
|
|
linked_shader->info.TransformFeedback.BufferStride[j] !=
|
|
shader->info.TransformFeedback.BufferStride[j]) {
|
|
linker_error(prog,
|
|
"intrastage shaders defined with conflicting "
|
|
"xfb_stride for buffer %d (%d and %d)\n", j,
|
|
linked_shader->
|
|
info.TransformFeedback.BufferStride[j],
|
|
shader->info.TransformFeedback.BufferStride[j]);
|
|
return;
|
|
}
|
|
|
|
if (shader->info.TransformFeedback.BufferStride[j])
|
|
linked_shader->info.TransformFeedback.BufferStride[j] =
|
|
shader->info.TransformFeedback.BufferStride[j];
|
|
}
|
|
}
|
|
}
|
|
|
|
for (unsigned j = 0; j < MAX_FEEDBACK_BUFFERS; j++) {
|
|
if (linked_shader->info.TransformFeedback.BufferStride[j]) {
|
|
prog->TransformFeedback.BufferStride[j] =
|
|
linked_shader->info.TransformFeedback.BufferStride[j];
|
|
|
|
/* We will validate doubles at a later stage */
|
|
if (prog->TransformFeedback.BufferStride[j] % 4) {
|
|
linker_error(prog, "invalid qualifier xfb_stride=%d must be a "
|
|
"multiple of 4 or if its applied to a type that is "
|
|
"or contains a double a multiple of 8.",
|
|
prog->TransformFeedback.BufferStride[j]);
|
|
return;
|
|
}
|
|
|
|
if (prog->TransformFeedback.BufferStride[j] / 4 >
|
|
ctx->Const.MaxTransformFeedbackInterleavedComponents) {
|
|
linker_error(prog,
|
|
"The MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS "
|
|
"limit has been exceeded.");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Performs the cross-validation of tessellation control shader vertices and
|
|
* layout qualifiers for the attached tessellation control shaders,
|
|
* and propagates them to the linked TCS and linked shader program.
|
|
*/
|
|
static void
|
|
link_tcs_out_layout_qualifiers(struct gl_shader_program *prog,
|
|
struct gl_linked_shader *linked_shader,
|
|
struct gl_shader **shader_list,
|
|
unsigned num_shaders)
|
|
{
|
|
linked_shader->info.TessCtrl.VerticesOut = 0;
|
|
|
|
if (linked_shader->Stage != MESA_SHADER_TESS_CTRL)
|
|
return;
|
|
|
|
/* From the GLSL 4.0 spec (chapter 4.3.8.2):
|
|
*
|
|
* "All tessellation control shader layout declarations in a program
|
|
* must specify the same output patch vertex count. There must be at
|
|
* least one layout qualifier specifying an output patch vertex count
|
|
* in any program containing tessellation control shaders; however,
|
|
* such a declaration is not required in all tessellation control
|
|
* shaders."
|
|
*/
|
|
|
|
for (unsigned i = 0; i < num_shaders; i++) {
|
|
struct gl_shader *shader = shader_list[i];
|
|
|
|
if (shader->info.TessCtrl.VerticesOut != 0) {
|
|
if (linked_shader->info.TessCtrl.VerticesOut != 0 &&
|
|
linked_shader->info.TessCtrl.VerticesOut !=
|
|
shader->info.TessCtrl.VerticesOut) {
|
|
linker_error(prog, "tessellation control shader defined with "
|
|
"conflicting output vertex count (%d and %d)\n",
|
|
linked_shader->info.TessCtrl.VerticesOut,
|
|
shader->info.TessCtrl.VerticesOut);
|
|
return;
|
|
}
|
|
linked_shader->info.TessCtrl.VerticesOut =
|
|
shader->info.TessCtrl.VerticesOut;
|
|
}
|
|
}
|
|
|
|
/* Just do the intrastage -> interstage propagation right now,
|
|
* since we already know we're in the right type of shader program
|
|
* for doing it.
|
|
*/
|
|
if (linked_shader->info.TessCtrl.VerticesOut == 0) {
|
|
linker_error(prog, "tessellation control shader didn't declare "
|
|
"vertices out layout qualifier\n");
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Performs the cross-validation of tessellation evaluation shader
|
|
* primitive type, vertex spacing, ordering and point_mode layout qualifiers
|
|
* for the attached tessellation evaluation shaders, and propagates them
|
|
* to the linked TES and linked shader program.
|
|
*/
|
|
static void
|
|
link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
|
|
struct gl_linked_shader *linked_shader,
|
|
struct gl_shader **shader_list,
|
|
unsigned num_shaders)
|
|
{
|
|
linked_shader->info.TessEval.PrimitiveMode = PRIM_UNKNOWN;
|
|
linked_shader->info.TessEval.Spacing = 0;
|
|
linked_shader->info.TessEval.VertexOrder = 0;
|
|
linked_shader->info.TessEval.PointMode = -1;
|
|
|
|
if (linked_shader->Stage != MESA_SHADER_TESS_EVAL)
|
|
return;
|
|
|
|
/* From the GLSL 4.0 spec (chapter 4.3.8.1):
|
|
*
|
|
* "At least one tessellation evaluation shader (compilation unit) in
|
|
* a program must declare a primitive mode in its input layout.
|
|
* Declaration vertex spacing, ordering, and point mode identifiers is
|
|
* optional. It is not required that all tessellation evaluation
|
|
* shaders in a program declare a primitive mode. If spacing or
|
|
* vertex ordering declarations are omitted, the tessellation
|
|
* primitive generator will use equal spacing or counter-clockwise
|
|
* vertex ordering, respectively. If a point mode declaration is
|
|
* omitted, the tessellation primitive generator will produce lines or
|
|
* triangles according to the primitive mode."
|
|
*/
|
|
|
|
for (unsigned i = 0; i < num_shaders; i++) {
|
|
struct gl_shader *shader = shader_list[i];
|
|
|
|
if (shader->info.TessEval.PrimitiveMode != PRIM_UNKNOWN) {
|
|
if (linked_shader->info.TessEval.PrimitiveMode != PRIM_UNKNOWN &&
|
|
linked_shader->info.TessEval.PrimitiveMode !=
|
|
shader->info.TessEval.PrimitiveMode) {
|
|
linker_error(prog, "tessellation evaluation shader defined with "
|
|
"conflicting input primitive modes.\n");
|
|
return;
|
|
}
|
|
linked_shader->info.TessEval.PrimitiveMode = shader->info.TessEval.PrimitiveMode;
|
|
}
|
|
|
|
if (shader->info.TessEval.Spacing != 0) {
|
|
if (linked_shader->info.TessEval.Spacing != 0 &&
|
|
linked_shader->info.TessEval.Spacing !=
|
|
shader->info.TessEval.Spacing) {
|
|
linker_error(prog, "tessellation evaluation shader defined with "
|
|
"conflicting vertex spacing.\n");
|
|
return;
|
|
}
|
|
linked_shader->info.TessEval.Spacing = shader->info.TessEval.Spacing;
|
|
}
|
|
|
|
if (shader->info.TessEval.VertexOrder != 0) {
|
|
if (linked_shader->info.TessEval.VertexOrder != 0 &&
|
|
linked_shader->info.TessEval.VertexOrder !=
|
|
shader->info.TessEval.VertexOrder) {
|
|
linker_error(prog, "tessellation evaluation shader defined with "
|
|
"conflicting ordering.\n");
|
|
return;
|
|
}
|
|
linked_shader->info.TessEval.VertexOrder =
|
|
shader->info.TessEval.VertexOrder;
|
|
}
|
|
|
|
if (shader->info.TessEval.PointMode != -1) {
|
|
if (linked_shader->info.TessEval.PointMode != -1 &&
|
|
linked_shader->info.TessEval.PointMode !=
|
|
shader->info.TessEval.PointMode) {
|
|
linker_error(prog, "tessellation evaluation shader defined with "
|
|
"conflicting point modes.\n");
|
|
return;
|
|
}
|
|
linked_shader->info.TessEval.PointMode =
|
|
shader->info.TessEval.PointMode;
|
|
}
|
|
|
|
}
|
|
|
|
/* Just do the intrastage -> interstage propagation right now,
|
|
* since we already know we're in the right type of shader program
|
|
* for doing it.
|
|
*/
|
|
if (linked_shader->info.TessEval.PrimitiveMode == PRIM_UNKNOWN) {
|
|
linker_error(prog,
|
|
"tessellation evaluation shader didn't declare input "
|
|
"primitive modes.\n");
|
|
return;
|
|
}
|
|
|
|
if (linked_shader->info.TessEval.Spacing == 0)
|
|
linked_shader->info.TessEval.Spacing = GL_EQUAL;
|
|
|
|
if (linked_shader->info.TessEval.VertexOrder == 0)
|
|
linked_shader->info.TessEval.VertexOrder = GL_CCW;
|
|
|
|
if (linked_shader->info.TessEval.PointMode == -1)
|
|
linked_shader->info.TessEval.PointMode = GL_FALSE;
|
|
}
|
|
|
|
|
|
/**
|
|
* Performs the cross-validation of layout qualifiers specified in
|
|
* redeclaration of gl_FragCoord for the attached fragment shaders,
|
|
* and propagates them to the linked FS and linked shader program.
|
|
*/
|
|
static void
|
|
link_fs_inout_layout_qualifiers(struct gl_shader_program *prog,
|
|
struct gl_linked_shader *linked_shader,
|
|
struct gl_shader **shader_list,
|
|
unsigned num_shaders)
|
|
{
|
|
linked_shader->info.redeclares_gl_fragcoord = false;
|
|
linked_shader->info.uses_gl_fragcoord = false;
|
|
linked_shader->info.origin_upper_left = false;
|
|
linked_shader->info.pixel_center_integer = false;
|
|
linked_shader->info.BlendSupport = 0;
|
|
|
|
if (linked_shader->Stage != MESA_SHADER_FRAGMENT ||
|
|
(prog->Version < 150 && !prog->ARB_fragment_coord_conventions_enable))
|
|
return;
|
|
|
|
for (unsigned i = 0; i < num_shaders; i++) {
|
|
struct gl_shader *shader = shader_list[i];
|
|
/* From the GLSL 1.50 spec, page 39:
|
|
*
|
|
* "If gl_FragCoord is redeclared in any fragment shader in a program,
|
|
* it must be redeclared in all the fragment shaders in that program
|
|
* that have a static use gl_FragCoord."
|
|
*/
|
|
if ((linked_shader->info.redeclares_gl_fragcoord
|
|
&& !shader->info.redeclares_gl_fragcoord
|
|
&& shader->info.uses_gl_fragcoord)
|
|
|| (shader->info.redeclares_gl_fragcoord
|
|
&& !linked_shader->info.redeclares_gl_fragcoord
|
|
&& linked_shader->info.uses_gl_fragcoord)) {
|
|
linker_error(prog, "fragment shader defined with conflicting "
|
|
"layout qualifiers for gl_FragCoord\n");
|
|
}
|
|
|
|
/* From the GLSL 1.50 spec, page 39:
|
|
*
|
|
* "All redeclarations of gl_FragCoord in all fragment shaders in a
|
|
* single program must have the same set of qualifiers."
|
|
*/
|
|
if (linked_shader->info.redeclares_gl_fragcoord &&
|
|
shader->info.redeclares_gl_fragcoord &&
|
|
(shader->info.origin_upper_left !=
|
|
linked_shader->info.origin_upper_left ||
|
|
shader->info.pixel_center_integer !=
|
|
linked_shader->info.pixel_center_integer)) {
|
|
linker_error(prog, "fragment shader defined with conflicting "
|
|
"layout qualifiers for gl_FragCoord\n");
|
|
}
|
|
|
|
/* Update the linked shader state. Note that uses_gl_fragcoord should
|
|
* accumulate the results. The other values should replace. If there
|
|
* are multiple redeclarations, all the fields except uses_gl_fragcoord
|
|
* are already known to be the same.
|
|
*/
|
|
if (shader->info.redeclares_gl_fragcoord ||
|
|
shader->info.uses_gl_fragcoord) {
|
|
linked_shader->info.redeclares_gl_fragcoord =
|
|
shader->info.redeclares_gl_fragcoord;
|
|
linked_shader->info.uses_gl_fragcoord =
|
|
linked_shader->info.uses_gl_fragcoord ||
|
|
shader->info.uses_gl_fragcoord;
|
|
linked_shader->info.origin_upper_left =
|
|
shader->info.origin_upper_left;
|
|
linked_shader->info.pixel_center_integer =
|
|
shader->info.pixel_center_integer;
|
|
}
|
|
|
|
linked_shader->info.EarlyFragmentTests |=
|
|
shader->info.EarlyFragmentTests;
|
|
linked_shader->info.BlendSupport |= shader->info.BlendSupport;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Performs the cross-validation of geometry shader max_vertices and
|
|
* primitive type layout qualifiers for the attached geometry shaders,
|
|
* and propagates them to the linked GS and linked shader program.
|
|
*/
|
|
static void
|
|
link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
|
|
struct gl_linked_shader *linked_shader,
|
|
struct gl_shader **shader_list,
|
|
unsigned num_shaders)
|
|
{
|
|
linked_shader->info.Geom.VerticesOut = -1;
|
|
linked_shader->info.Geom.Invocations = 0;
|
|
linked_shader->info.Geom.InputType = PRIM_UNKNOWN;
|
|
linked_shader->info.Geom.OutputType = PRIM_UNKNOWN;
|
|
|
|
/* No in/out qualifiers defined for anything but GLSL 1.50+
|
|
* geometry shaders so far.
|
|
*/
|
|
if (linked_shader->Stage != MESA_SHADER_GEOMETRY || prog->Version < 150)
|
|
return;
|
|
|
|
/* From the GLSL 1.50 spec, page 46:
|
|
*
|
|
* "All geometry shader output layout declarations in a program
|
|
* must declare the same layout and same value for
|
|
* max_vertices. There must be at least one geometry output
|
|
* layout declaration somewhere in a program, but not all
|
|
* geometry shaders (compilation units) are required to
|
|
* declare it."
|
|
*/
|
|
|
|
for (unsigned i = 0; i < num_shaders; i++) {
|
|
struct gl_shader *shader = shader_list[i];
|
|
|
|
if (shader->info.Geom.InputType != PRIM_UNKNOWN) {
|
|
if (linked_shader->info.Geom.InputType != PRIM_UNKNOWN &&
|
|
linked_shader->info.Geom.InputType !=
|
|
shader->info.Geom.InputType) {
|
|
linker_error(prog, "geometry shader defined with conflicting "
|
|
"input types\n");
|
|
return;
|
|
}
|
|
linked_shader->info.Geom.InputType = shader->info.Geom.InputType;
|
|
}
|
|
|
|
if (shader->info.Geom.OutputType != PRIM_UNKNOWN) {
|
|
if (linked_shader->info.Geom.OutputType != PRIM_UNKNOWN &&
|
|
linked_shader->info.Geom.OutputType !=
|
|
shader->info.Geom.OutputType) {
|
|
linker_error(prog, "geometry shader defined with conflicting "
|
|
"output types\n");
|
|
return;
|
|
}
|
|
linked_shader->info.Geom.OutputType = shader->info.Geom.OutputType;
|
|
}
|
|
|
|
if (shader->info.Geom.VerticesOut != -1) {
|
|
if (linked_shader->info.Geom.VerticesOut != -1 &&
|
|
linked_shader->info.Geom.VerticesOut !=
|
|
shader->info.Geom.VerticesOut) {
|
|
linker_error(prog, "geometry shader defined with conflicting "
|
|
"output vertex count (%d and %d)\n",
|
|
linked_shader->info.Geom.VerticesOut,
|
|
shader->info.Geom.VerticesOut);
|
|
return;
|
|
}
|
|
linked_shader->info.Geom.VerticesOut = shader->info.Geom.VerticesOut;
|
|
}
|
|
|
|
if (shader->info.Geom.Invocations != 0) {
|
|
if (linked_shader->info.Geom.Invocations != 0 &&
|
|
linked_shader->info.Geom.Invocations !=
|
|
shader->info.Geom.Invocations) {
|
|
linker_error(prog, "geometry shader defined with conflicting "
|
|
"invocation count (%d and %d)\n",
|
|
linked_shader->info.Geom.Invocations,
|
|
shader->info.Geom.Invocations);
|
|
return;
|
|
}
|
|
linked_shader->info.Geom.Invocations = shader->info.Geom.Invocations;
|
|
}
|
|
}
|
|
|
|
/* Just do the intrastage -> interstage propagation right now,
|
|
* since we already know we're in the right type of shader program
|
|
* for doing it.
|
|
*/
|
|
if (linked_shader->info.Geom.InputType == PRIM_UNKNOWN) {
|
|
linker_error(prog,
|
|
"geometry shader didn't declare primitive input type\n");
|
|
return;
|
|
}
|
|
|
|
if (linked_shader->info.Geom.OutputType == PRIM_UNKNOWN) {
|
|
linker_error(prog,
|
|
"geometry shader didn't declare primitive output type\n");
|
|
return;
|
|
}
|
|
|
|
if (linked_shader->info.Geom.VerticesOut == -1) {
|
|
linker_error(prog,
|
|
"geometry shader didn't declare max_vertices\n");
|
|
return;
|
|
}
|
|
|
|
if (linked_shader->info.Geom.Invocations == 0)
|
|
linked_shader->info.Geom.Invocations = 1;
|
|
}
|
|
|
|
|
|
/**
|
|
* Perform cross-validation of compute shader local_size_{x,y,z} layout
|
|
* qualifiers for the attached compute shaders, and propagate them to the
|
|
* linked CS and linked shader program.
|
|
*/
|
|
static void
|
|
link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
|
|
struct gl_linked_shader *linked_shader,
|
|
struct gl_shader **shader_list,
|
|
unsigned num_shaders)
|
|
{
|
|
for (int i = 0; i < 3; i++)
|
|
linked_shader->info.Comp.LocalSize[i] = 0;
|
|
|
|
linked_shader->info.Comp.LocalSizeVariable = false;
|
|
|
|
/* This function is called for all shader stages, but it only has an effect
|
|
* for compute shaders.
|
|
*/
|
|
if (linked_shader->Stage != MESA_SHADER_COMPUTE)
|
|
return;
|
|
|
|
/* From the ARB_compute_shader spec, in the section describing local size
|
|
* declarations:
|
|
*
|
|
* If multiple compute shaders attached to a single program object
|
|
* declare local work-group size, the declarations must be identical;
|
|
* otherwise a link-time error results. Furthermore, if a program
|
|
* object contains any compute shaders, at least one must contain an
|
|
* input layout qualifier specifying the local work sizes of the
|
|
* program, or a link-time error will occur.
|
|
*/
|
|
for (unsigned sh = 0; sh < num_shaders; sh++) {
|
|
struct gl_shader *shader = shader_list[sh];
|
|
|
|
if (shader->info.Comp.LocalSize[0] != 0) {
|
|
if (linked_shader->info.Comp.LocalSize[0] != 0) {
|
|
for (int i = 0; i < 3; i++) {
|
|
if (linked_shader->info.Comp.LocalSize[i] !=
|
|
shader->info.Comp.LocalSize[i]) {
|
|
linker_error(prog, "compute shader defined with conflicting "
|
|
"local sizes\n");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
for (int i = 0; i < 3; i++) {
|
|
linked_shader->info.Comp.LocalSize[i] =
|
|
shader->info.Comp.LocalSize[i];
|
|
}
|
|
} else if (shader->info.Comp.LocalSizeVariable) {
|
|
if (linked_shader->info.Comp.LocalSize[0] != 0) {
|
|
/* The ARB_compute_variable_group_size spec says:
|
|
*
|
|
* If one compute shader attached to a program declares a
|
|
* variable local group size and a second compute shader
|
|
* attached to the same program declares a fixed local group
|
|
* size, a link-time error results.
|
|
*/
|
|
linker_error(prog, "compute shader defined with both fixed and "
|
|
"variable local group size\n");
|
|
return;
|
|
}
|
|
linked_shader->info.Comp.LocalSizeVariable = true;
|
|
}
|
|
}
|
|
|
|
/* Just do the intrastage -> interstage propagation right now,
|
|
* since we already know we're in the right type of shader program
|
|
* for doing it.
|
|
*/
|
|
if (linked_shader->info.Comp.LocalSize[0] == 0 &&
|
|
!linked_shader->info.Comp.LocalSizeVariable) {
|
|
linker_error(prog, "compute shader must contain a fixed or a variable "
|
|
"local group size\n");
|
|
return;
|
|
}
|
|
for (int i = 0; i < 3; i++)
|
|
prog->Comp.LocalSize[i] = linked_shader->info.Comp.LocalSize[i];
|
|
|
|
prog->Comp.LocalSizeVariable =
|
|
linked_shader->info.Comp.LocalSizeVariable;
|
|
}
|
|
|
|
|
|
/**
|
|
* Combine a group of shaders for a single stage to generate a linked shader
|
|
*
|
|
* \note
|
|
* If this function is supplied a single shader, it is cloned, and the new
|
|
* shader is returned.
|
|
*/
|
|
struct gl_linked_shader *
|
|
link_intrastage_shaders(void *mem_ctx,
|
|
struct gl_context *ctx,
|
|
struct gl_shader_program *prog,
|
|
struct gl_shader **shader_list,
|
|
unsigned num_shaders,
|
|
bool allow_missing_main)
|
|
{
|
|
struct gl_uniform_block *ubo_blocks = NULL;
|
|
struct gl_uniform_block *ssbo_blocks = NULL;
|
|
unsigned num_ubo_blocks = 0;
|
|
unsigned num_ssbo_blocks = 0;
|
|
|
|
/* Check that global variables defined in multiple shaders are consistent.
|
|
*/
|
|
glsl_symbol_table variables;
|
|
for (unsigned i = 0; i < num_shaders; i++) {
|
|
if (shader_list[i] == NULL)
|
|
continue;
|
|
cross_validate_globals(prog, shader_list[i]->ir, &variables, false);
|
|
}
|
|
|
|
if (!prog->LinkStatus)
|
|
return NULL;
|
|
|
|
/* Check that interface blocks defined in multiple shaders are consistent.
|
|
*/
|
|
validate_intrastage_interface_blocks(prog, (const gl_shader **)shader_list,
|
|
num_shaders);
|
|
if (!prog->LinkStatus)
|
|
return NULL;
|
|
|
|
/* Check that there is only a single definition of each function signature
|
|
* across all shaders.
|
|
*/
|
|
for (unsigned i = 0; i < (num_shaders - 1); i++) {
|
|
foreach_in_list(ir_instruction, node, shader_list[i]->ir) {
|
|
ir_function *const f = node->as_function();
|
|
|
|
if (f == NULL)
|
|
continue;
|
|
|
|
for (unsigned j = i + 1; j < num_shaders; j++) {
|
|
ir_function *const other =
|
|
shader_list[j]->symbols->get_function(f->name);
|
|
|
|
/* If the other shader has no function (and therefore no function
|
|
* signatures) with the same name, skip to the next shader.
|
|
*/
|
|
if (other == NULL)
|
|
continue;
|
|
|
|
foreach_in_list(ir_function_signature, sig, &f->signatures) {
|
|
if (!sig->is_defined)
|
|
continue;
|
|
|
|
ir_function_signature *other_sig =
|
|
other->exact_matching_signature(NULL, &sig->parameters);
|
|
|
|
if (other_sig != NULL && other_sig->is_defined) {
|
|
linker_error(prog, "function `%s' is multiply defined\n",
|
|
f->name);
|
|
return NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Find the shader that defines main, and make a clone of it.
|
|
*
|
|
* Starting with the clone, search for undefined references. If one is
|
|
* found, find the shader that defines it. Clone the reference and add
|
|
* it to the shader. Repeat until there are no undefined references or
|
|
* until a reference cannot be resolved.
|
|
*/
|
|
gl_shader *main = NULL;
|
|
for (unsigned i = 0; i < num_shaders; i++) {
|
|
if (_mesa_get_main_function_signature(shader_list[i]->symbols)) {
|
|
main = shader_list[i];
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (main == NULL && allow_missing_main)
|
|
main = shader_list[0];
|
|
|
|
if (main == NULL) {
|
|
linker_error(prog, "%s shader lacks `main'\n",
|
|
_mesa_shader_stage_to_string(shader_list[0]->Stage));
|
|
return NULL;
|
|
}
|
|
|
|
gl_linked_shader *linked = ctx->Driver.NewShader(shader_list[0]->Stage);
|
|
linked->ir = new(linked) exec_list;
|
|
clone_ir_list(mem_ctx, linked->ir, main->ir);
|
|
|
|
link_fs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
|
|
link_tcs_out_layout_qualifiers(prog, linked, shader_list, num_shaders);
|
|
link_tes_in_layout_qualifiers(prog, linked, shader_list, num_shaders);
|
|
link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
|
|
link_cs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
|
|
link_xfb_stride_layout_qualifiers(ctx, prog, linked, shader_list,
|
|
num_shaders);
|
|
|
|
populate_symbol_table(linked);
|
|
|
|
/* The pointer to the main function in the final linked shader (i.e., the
|
|
* copy of the original shader that contained the main function).
|
|
*/
|
|
ir_function_signature *const main_sig =
|
|
_mesa_get_main_function_signature(linked->symbols);
|
|
|
|
/* Move any instructions other than variable declarations or function
|
|
* declarations into main.
|
|
*/
|
|
if (main_sig != NULL) {
|
|
exec_node *insertion_point =
|
|
move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false,
|
|
linked);
|
|
|
|
for (unsigned i = 0; i < num_shaders; i++) {
|
|
if (shader_list[i] == main)
|
|
continue;
|
|
|
|
insertion_point = move_non_declarations(shader_list[i]->ir,
|
|
insertion_point, true, linked);
|
|
}
|
|
}
|
|
|
|
if (!link_function_calls(prog, linked, shader_list, num_shaders)) {
|
|
_mesa_delete_linked_shader(ctx, linked);
|
|
return NULL;
|
|
}
|
|
|
|
/* Make a pass over all variable declarations to ensure that arrays with
|
|
* unspecified sizes have a size specified. The size is inferred from the
|
|
* max_array_access field.
|
|
*/
|
|
array_sizing_visitor v;
|
|
v.run(linked->ir);
|
|
v.fixup_unnamed_interface_types();
|
|
|
|
/* Link up uniform blocks defined within this stage. */
|
|
link_uniform_blocks(mem_ctx, ctx, prog, linked, &ubo_blocks,
|
|
&num_ubo_blocks, &ssbo_blocks, &num_ssbo_blocks);
|
|
|
|
if (!prog->LinkStatus) {
|
|
_mesa_delete_linked_shader(ctx, linked);
|
|
return NULL;
|
|
}
|
|
|
|
/* Copy ubo blocks to linked shader list */
|
|
linked->UniformBlocks =
|
|
ralloc_array(linked, gl_uniform_block *, num_ubo_blocks);
|
|
ralloc_steal(linked, ubo_blocks);
|
|
for (unsigned i = 0; i < num_ubo_blocks; i++) {
|
|
linked->UniformBlocks[i] = &ubo_blocks[i];
|
|
}
|
|
linked->NumUniformBlocks = num_ubo_blocks;
|
|
|
|
/* Copy ssbo blocks to linked shader list */
|
|
linked->ShaderStorageBlocks =
|
|
ralloc_array(linked, gl_uniform_block *, num_ssbo_blocks);
|
|
ralloc_steal(linked, ssbo_blocks);
|
|
for (unsigned i = 0; i < num_ssbo_blocks; i++) {
|
|
linked->ShaderStorageBlocks[i] = &ssbo_blocks[i];
|
|
}
|
|
linked->NumShaderStorageBlocks = num_ssbo_blocks;
|
|
|
|
/* At this point linked should contain all of the linked IR, so
|
|
* validate it to make sure nothing went wrong.
|
|
*/
|
|
validate_ir_tree(linked->ir);
|
|
|
|
/* Set the size of geometry shader input arrays */
|
|
if (linked->Stage == MESA_SHADER_GEOMETRY) {
|
|
unsigned num_vertices = vertices_per_prim(linked->info.Geom.InputType);
|
|
array_resize_visitor input_resize_visitor(num_vertices, prog,
|
|
MESA_SHADER_GEOMETRY);
|
|
foreach_in_list(ir_instruction, ir, linked->ir) {
|
|
ir->accept(&input_resize_visitor);
|
|
}
|
|
}
|
|
|
|
if (ctx->Const.VertexID_is_zero_based)
|
|
lower_vertex_id(linked);
|
|
|
|
return linked;
|
|
}
|
|
|
|
/**
|
|
* Update the sizes of linked shader uniform arrays to the maximum
|
|
* array index used.
|
|
*
|
|
* From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
|
|
*
|
|
* If one or more elements of an array are active,
|
|
* GetActiveUniform will return the name of the array in name,
|
|
* subject to the restrictions listed above. The type of the array
|
|
* is returned in type. The size parameter contains the highest
|
|
* array element index used, plus one. The compiler or linker
|
|
* determines the highest index used. There will be only one
|
|
* active uniform reported by the GL per uniform array.
|
|
|
|
*/
|
|
static void
|
|
update_array_sizes(struct gl_shader_program *prog)
|
|
{
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
if (prog->_LinkedShaders[i] == NULL)
|
|
continue;
|
|
|
|
bool types_were_updated = false;
|
|
|
|
foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
|
|
ir_variable *const var = node->as_variable();
|
|
|
|
if ((var == NULL) || (var->data.mode != ir_var_uniform) ||
|
|
!var->type->is_array())
|
|
continue;
|
|
|
|
/* GL_ARB_uniform_buffer_object says that std140 uniforms
|
|
* will not be eliminated. Since we always do std140, just
|
|
* don't resize arrays in UBOs.
|
|
*
|
|
* Atomic counters are supposed to get deterministic
|
|
* locations assigned based on the declaration ordering and
|
|
* sizes, array compaction would mess that up.
|
|
*
|
|
* Subroutine uniforms are not removed.
|
|
*/
|
|
if (var->is_in_buffer_block() || var->type->contains_atomic() ||
|
|
var->type->contains_subroutine() || var->constant_initializer)
|
|
continue;
|
|
|
|
int size = var->data.max_array_access;
|
|
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
|
|
if (prog->_LinkedShaders[j] == NULL)
|
|
continue;
|
|
|
|
foreach_in_list(ir_instruction, node2, prog->_LinkedShaders[j]->ir) {
|
|
ir_variable *other_var = node2->as_variable();
|
|
if (!other_var)
|
|
continue;
|
|
|
|
if (strcmp(var->name, other_var->name) == 0 &&
|
|
other_var->data.max_array_access > size) {
|
|
size = other_var->data.max_array_access;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (size + 1 != (int)var->type->length) {
|
|
/* If this is a built-in uniform (i.e., it's backed by some
|
|
* fixed-function state), adjust the number of state slots to
|
|
* match the new array size. The number of slots per array entry
|
|
* is not known. It seems safe to assume that the total number of
|
|
* slots is an integer multiple of the number of array elements.
|
|
* Determine the number of slots per array element by dividing by
|
|
* the old (total) size.
|
|
*/
|
|
const unsigned num_slots = var->get_num_state_slots();
|
|
if (num_slots > 0) {
|
|
var->set_num_state_slots((size + 1)
|
|
* (num_slots / var->type->length));
|
|
}
|
|
|
|
var->type = glsl_type::get_array_instance(var->type->fields.array,
|
|
size + 1);
|
|
types_were_updated = true;
|
|
}
|
|
}
|
|
|
|
/* Update the types of dereferences in case we changed any. */
|
|
if (types_were_updated) {
|
|
deref_type_updater v;
|
|
v.run(prog->_LinkedShaders[i]->ir);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Resize tessellation evaluation per-vertex inputs to the size of
|
|
* tessellation control per-vertex outputs.
|
|
*/
|
|
static void
|
|
resize_tes_inputs(struct gl_context *ctx,
|
|
struct gl_shader_program *prog)
|
|
{
|
|
if (prog->_LinkedShaders[MESA_SHADER_TESS_EVAL] == NULL)
|
|
return;
|
|
|
|
gl_linked_shader *const tcs = prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
|
|
gl_linked_shader *const tes = prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
|
|
|
|
/* If no control shader is present, then the TES inputs are statically
|
|
* sized to MaxPatchVertices; the actual size of the arrays won't be
|
|
* known until draw time.
|
|
*/
|
|
const int num_vertices = tcs
|
|
? tcs->info.TessCtrl.VerticesOut
|
|
: ctx->Const.MaxPatchVertices;
|
|
|
|
array_resize_visitor input_resize_visitor(num_vertices, prog,
|
|
MESA_SHADER_TESS_EVAL);
|
|
foreach_in_list(ir_instruction, ir, tes->ir) {
|
|
ir->accept(&input_resize_visitor);
|
|
}
|
|
|
|
if (tcs || ctx->Const.LowerTESPatchVerticesIn) {
|
|
/* Convert the gl_PatchVerticesIn system value into a constant, since
|
|
* the value is known at this point.
|
|
*/
|
|
foreach_in_list(ir_instruction, ir, tes->ir) {
|
|
ir_variable *var = ir->as_variable();
|
|
if (var && var->data.mode == ir_var_system_value &&
|
|
var->data.location == SYSTEM_VALUE_VERTICES_IN) {
|
|
void *mem_ctx = ralloc_parent(var);
|
|
var->data.location = 0;
|
|
var->data.explicit_location = false;
|
|
if (tcs) {
|
|
var->data.mode = ir_var_auto;
|
|
var->constant_value = new(mem_ctx) ir_constant(num_vertices);
|
|
} else {
|
|
var->data.mode = ir_var_uniform;
|
|
var->data.how_declared = ir_var_hidden;
|
|
var->allocate_state_slots(1);
|
|
ir_state_slot *slot0 = &var->get_state_slots()[0];
|
|
slot0->swizzle = SWIZZLE_XXXX;
|
|
slot0->tokens[0] = STATE_INTERNAL;
|
|
slot0->tokens[1] = STATE_TES_PATCH_VERTICES_IN;
|
|
for (int i = 2; i < STATE_LENGTH; i++)
|
|
slot0->tokens[i] = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Find a contiguous set of available bits in a bitmask.
|
|
*
|
|
* \param used_mask Bits representing used (1) and unused (0) locations
|
|
* \param needed_count Number of contiguous bits needed.
|
|
*
|
|
* \return
|
|
* Base location of the available bits on success or -1 on failure.
|
|
*/
|
|
int
|
|
find_available_slots(unsigned used_mask, unsigned needed_count)
|
|
{
|
|
unsigned needed_mask = (1 << needed_count) - 1;
|
|
const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count;
|
|
|
|
/* The comparison to 32 is redundant, but without it GCC emits "warning:
|
|
* cannot optimize possibly infinite loops" for the loop below.
|
|
*/
|
|
if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32))
|
|
return -1;
|
|
|
|
for (int i = 0; i <= max_bit_to_test; i++) {
|
|
if ((needed_mask & ~used_mask) == needed_mask)
|
|
return i;
|
|
|
|
needed_mask <<= 1;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
|
|
/**
|
|
* Assign locations for either VS inputs or FS outputs
|
|
*
|
|
* \param mem_ctx Temporary ralloc context used for linking
|
|
* \param prog Shader program whose variables need locations assigned
|
|
* \param constants Driver specific constant values for the program.
|
|
* \param target_index Selector for the program target to receive location
|
|
* assignmnets. Must be either \c MESA_SHADER_VERTEX or
|
|
* \c MESA_SHADER_FRAGMENT.
|
|
*
|
|
* \return
|
|
* If locations are successfully assigned, true is returned. Otherwise an
|
|
* error is emitted to the shader link log and false is returned.
|
|
*/
|
|
bool
|
|
assign_attribute_or_color_locations(void *mem_ctx,
|
|
gl_shader_program *prog,
|
|
struct gl_constants *constants,
|
|
unsigned target_index)
|
|
{
|
|
/* Maximum number of generic locations. This corresponds to either the
|
|
* maximum number of draw buffers or the maximum number of generic
|
|
* attributes.
|
|
*/
|
|
unsigned max_index = (target_index == MESA_SHADER_VERTEX) ?
|
|
constants->Program[target_index].MaxAttribs :
|
|
MAX2(constants->MaxDrawBuffers, constants->MaxDualSourceDrawBuffers);
|
|
|
|
/* Mark invalid locations as being used.
|
|
*/
|
|
unsigned used_locations = (max_index >= 32)
|
|
? ~0 : ~((1 << max_index) - 1);
|
|
unsigned double_storage_locations = 0;
|
|
|
|
assert((target_index == MESA_SHADER_VERTEX)
|
|
|| (target_index == MESA_SHADER_FRAGMENT));
|
|
|
|
gl_linked_shader *const sh = prog->_LinkedShaders[target_index];
|
|
if (sh == NULL)
|
|
return true;
|
|
|
|
/* Operate in a total of four passes.
|
|
*
|
|
* 1. Invalidate the location assignments for all vertex shader inputs.
|
|
*
|
|
* 2. Assign locations for inputs that have user-defined (via
|
|
* glBindVertexAttribLocation) locations and outputs that have
|
|
* user-defined locations (via glBindFragDataLocation).
|
|
*
|
|
* 3. Sort the attributes without assigned locations by number of slots
|
|
* required in decreasing order. Fragmentation caused by attribute
|
|
* locations assigned by the application may prevent large attributes
|
|
* from having enough contiguous space.
|
|
*
|
|
* 4. Assign locations to any inputs without assigned locations.
|
|
*/
|
|
|
|
const int generic_base = (target_index == MESA_SHADER_VERTEX)
|
|
? (int) VERT_ATTRIB_GENERIC0 : (int) FRAG_RESULT_DATA0;
|
|
|
|
const enum ir_variable_mode direction =
|
|
(target_index == MESA_SHADER_VERTEX)
|
|
? ir_var_shader_in : ir_var_shader_out;
|
|
|
|
|
|
/* Temporary storage for the set of attributes that need locations assigned.
|
|
*/
|
|
struct temp_attr {
|
|
unsigned slots;
|
|
ir_variable *var;
|
|
|
|
/* Used below in the call to qsort. */
|
|
static int compare(const void *a, const void *b)
|
|
{
|
|
const temp_attr *const l = (const temp_attr *) a;
|
|
const temp_attr *const r = (const temp_attr *) b;
|
|
|
|
/* Reversed because we want a descending order sort below. */
|
|
return r->slots - l->slots;
|
|
}
|
|
} to_assign[32];
|
|
assert(max_index <= 32);
|
|
|
|
/* Temporary array for the set of attributes that have locations assigned.
|
|
*/
|
|
ir_variable *assigned[16];
|
|
|
|
unsigned num_attr = 0;
|
|
unsigned assigned_attr = 0;
|
|
|
|
foreach_in_list(ir_instruction, node, sh->ir) {
|
|
ir_variable *const var = node->as_variable();
|
|
|
|
if ((var == NULL) || (var->data.mode != (unsigned) direction))
|
|
continue;
|
|
|
|
if (var->data.explicit_location) {
|
|
var->data.is_unmatched_generic_inout = 0;
|
|
if ((var->data.location >= (int)(max_index + generic_base))
|
|
|| (var->data.location < 0)) {
|
|
linker_error(prog,
|
|
"invalid explicit location %d specified for `%s'\n",
|
|
(var->data.location < 0)
|
|
? var->data.location
|
|
: var->data.location - generic_base,
|
|
var->name);
|
|
return false;
|
|
}
|
|
} else if (target_index == MESA_SHADER_VERTEX) {
|
|
unsigned binding;
|
|
|
|
if (prog->AttributeBindings->get(binding, var->name)) {
|
|
assert(binding >= VERT_ATTRIB_GENERIC0);
|
|
var->data.location = binding;
|
|
var->data.is_unmatched_generic_inout = 0;
|
|
}
|
|
} else if (target_index == MESA_SHADER_FRAGMENT) {
|
|
unsigned binding;
|
|
unsigned index;
|
|
const char *name = var->name;
|
|
const glsl_type *type = var->type;
|
|
|
|
while (type) {
|
|
/* Check if there's a binding for the variable name */
|
|
if (prog->FragDataBindings->get(binding, name)) {
|
|
assert(binding >= FRAG_RESULT_DATA0);
|
|
var->data.location = binding;
|
|
var->data.is_unmatched_generic_inout = 0;
|
|
|
|
if (prog->FragDataIndexBindings->get(index, name)) {
|
|
var->data.index = index;
|
|
}
|
|
break;
|
|
}
|
|
|
|
/* If not, but it's an array type, look for name[0] */
|
|
if (type->is_array()) {
|
|
name = ralloc_asprintf(mem_ctx, "%s[0]", name);
|
|
type = type->fields.array;
|
|
continue;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (strcmp(var->name, "gl_LastFragData") == 0)
|
|
continue;
|
|
|
|
/* From GL4.5 core spec, section 15.2 (Shader Execution):
|
|
*
|
|
* "Output binding assignments will cause LinkProgram to fail:
|
|
* ...
|
|
* If the program has an active output assigned to a location greater
|
|
* than or equal to the value of MAX_DUAL_SOURCE_DRAW_BUFFERS and has
|
|
* an active output assigned an index greater than or equal to one;"
|
|
*/
|
|
if (target_index == MESA_SHADER_FRAGMENT && var->data.index >= 1 &&
|
|
var->data.location - generic_base >=
|
|
(int) constants->MaxDualSourceDrawBuffers) {
|
|
linker_error(prog,
|
|
"output location %d >= GL_MAX_DUAL_SOURCE_DRAW_BUFFERS "
|
|
"with index %u for %s\n",
|
|
var->data.location - generic_base, var->data.index,
|
|
var->name);
|
|
return false;
|
|
}
|
|
|
|
const unsigned slots = var->type->count_attribute_slots(target_index == MESA_SHADER_VERTEX);
|
|
|
|
/* If the variable is not a built-in and has a location statically
|
|
* assigned in the shader (presumably via a layout qualifier), make sure
|
|
* that it doesn't collide with other assigned locations. Otherwise,
|
|
* add it to the list of variables that need linker-assigned locations.
|
|
*/
|
|
if (var->data.location != -1) {
|
|
if (var->data.location >= generic_base && var->data.index < 1) {
|
|
/* From page 61 of the OpenGL 4.0 spec:
|
|
*
|
|
* "LinkProgram will fail if the attribute bindings assigned
|
|
* by BindAttribLocation do not leave not enough space to
|
|
* assign a location for an active matrix attribute or an
|
|
* active attribute array, both of which require multiple
|
|
* contiguous generic attributes."
|
|
*
|
|
* I think above text prohibits the aliasing of explicit and
|
|
* automatic assignments. But, aliasing is allowed in manual
|
|
* assignments of attribute locations. See below comments for
|
|
* the details.
|
|
*
|
|
* From OpenGL 4.0 spec, page 61:
|
|
*
|
|
* "It is possible for an application to bind more than one
|
|
* attribute name to the same location. This is referred to as
|
|
* aliasing. This will only work if only one of the aliased
|
|
* attributes is active in the executable program, or if no
|
|
* path through the shader consumes more than one attribute of
|
|
* a set of attributes aliased to the same location. A link
|
|
* error can occur if the linker determines that every path
|
|
* through the shader consumes multiple aliased attributes,
|
|
* but implementations are not required to generate an error
|
|
* in this case."
|
|
*
|
|
* From GLSL 4.30 spec, page 54:
|
|
*
|
|
* "A program will fail to link if any two non-vertex shader
|
|
* input variables are assigned to the same location. For
|
|
* vertex shaders, multiple input variables may be assigned
|
|
* to the same location using either layout qualifiers or via
|
|
* the OpenGL API. However, such aliasing is intended only to
|
|
* support vertex shaders where each execution path accesses
|
|
* at most one input per each location. Implementations are
|
|
* permitted, but not required, to generate link-time errors
|
|
* if they detect that every path through the vertex shader
|
|
* executable accesses multiple inputs assigned to any single
|
|
* location. For all shader types, a program will fail to link
|
|
* if explicit location assignments leave the linker unable
|
|
* to find space for other variables without explicit
|
|
* assignments."
|
|
*
|
|
* From OpenGL ES 3.0 spec, page 56:
|
|
*
|
|
* "Binding more than one attribute name to the same location
|
|
* is referred to as aliasing, and is not permitted in OpenGL
|
|
* ES Shading Language 3.00 vertex shaders. LinkProgram will
|
|
* fail when this condition exists. However, aliasing is
|
|
* possible in OpenGL ES Shading Language 1.00 vertex shaders.
|
|
* This will only work if only one of the aliased attributes
|
|
* is active in the executable program, or if no path through
|
|
* the shader consumes more than one attribute of a set of
|
|
* attributes aliased to the same location. A link error can
|
|
* occur if the linker determines that every path through the
|
|
* shader consumes multiple aliased attributes, but implemen-
|
|
* tations are not required to generate an error in this case."
|
|
*
|
|
* After looking at above references from OpenGL, OpenGL ES and
|
|
* GLSL specifications, we allow aliasing of vertex input variables
|
|
* in: OpenGL 2.0 (and above) and OpenGL ES 2.0.
|
|
*
|
|
* NOTE: This is not required by the spec but its worth mentioning
|
|
* here that we're not doing anything to make sure that no path
|
|
* through the vertex shader executable accesses multiple inputs
|
|
* assigned to any single location.
|
|
*/
|
|
|
|
/* Mask representing the contiguous slots that will be used by
|
|
* this attribute.
|
|
*/
|
|
const unsigned attr = var->data.location - generic_base;
|
|
const unsigned use_mask = (1 << slots) - 1;
|
|
const char *const string = (target_index == MESA_SHADER_VERTEX)
|
|
? "vertex shader input" : "fragment shader output";
|
|
|
|
/* Generate a link error if the requested locations for this
|
|
* attribute exceed the maximum allowed attribute location.
|
|
*/
|
|
if (attr + slots > max_index) {
|
|
linker_error(prog,
|
|
"insufficient contiguous locations "
|
|
"available for %s `%s' %d %d %d\n", string,
|
|
var->name, used_locations, use_mask, attr);
|
|
return false;
|
|
}
|
|
|
|
/* Generate a link error if the set of bits requested for this
|
|
* attribute overlaps any previously allocated bits.
|
|
*/
|
|
if ((~(use_mask << attr) & used_locations) != used_locations) {
|
|
if (target_index == MESA_SHADER_FRAGMENT && !prog->IsES) {
|
|
/* From section 4.4.2 (Output Layout Qualifiers) of the GLSL
|
|
* 4.40 spec:
|
|
*
|
|
* "Additionally, for fragment shader outputs, if two
|
|
* variables are placed within the same location, they
|
|
* must have the same underlying type (floating-point or
|
|
* integer). No component aliasing of output variables or
|
|
* members is allowed.
|
|
*/
|
|
for (unsigned i = 0; i < assigned_attr; i++) {
|
|
unsigned assigned_slots =
|
|
assigned[i]->type->count_attribute_slots(false);
|
|
unsigned assig_attr =
|
|
assigned[i]->data.location - generic_base;
|
|
unsigned assigned_use_mask = (1 << assigned_slots) - 1;
|
|
|
|
if ((assigned_use_mask << assig_attr) &
|
|
(use_mask << attr)) {
|
|
|
|
const glsl_type *assigned_type =
|
|
assigned[i]->type->without_array();
|
|
const glsl_type *type = var->type->without_array();
|
|
if (assigned_type->base_type != type->base_type) {
|
|
linker_error(prog, "types do not match for aliased"
|
|
" %ss %s and %s\n", string,
|
|
assigned[i]->name, var->name);
|
|
return false;
|
|
}
|
|
|
|
unsigned assigned_component_mask =
|
|
((1 << assigned_type->vector_elements) - 1) <<
|
|
assigned[i]->data.location_frac;
|
|
unsigned component_mask =
|
|
((1 << type->vector_elements) - 1) <<
|
|
var->data.location_frac;
|
|
if (assigned_component_mask & component_mask) {
|
|
linker_error(prog, "overlapping component is "
|
|
"assigned to %ss %s and %s "
|
|
"(component=%d)\n",
|
|
string, assigned[i]->name, var->name,
|
|
var->data.location_frac);
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
} else if (target_index == MESA_SHADER_FRAGMENT ||
|
|
(prog->IsES && prog->Version >= 300)) {
|
|
linker_error(prog, "overlapping location is assigned "
|
|
"to %s `%s' %d %d %d\n", string, var->name,
|
|
used_locations, use_mask, attr);
|
|
return false;
|
|
} else {
|
|
linker_warning(prog, "overlapping location is assigned "
|
|
"to %s `%s' %d %d %d\n", string, var->name,
|
|
used_locations, use_mask, attr);
|
|
}
|
|
}
|
|
|
|
used_locations |= (use_mask << attr);
|
|
|
|
/* From the GL 4.5 core spec, section 11.1.1 (Vertex Attributes):
|
|
*
|
|
* "A program with more than the value of MAX_VERTEX_ATTRIBS
|
|
* active attribute variables may fail to link, unless
|
|
* device-dependent optimizations are able to make the program
|
|
* fit within available hardware resources. For the purposes
|
|
* of this test, attribute variables of the type dvec3, dvec4,
|
|
* dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3, and dmat4 may
|
|
* count as consuming twice as many attributes as equivalent
|
|
* single-precision types. While these types use the same number
|
|
* of generic attributes as their single-precision equivalents,
|
|
* implementations are permitted to consume two single-precision
|
|
* vectors of internal storage for each three- or four-component
|
|
* double-precision vector."
|
|
*
|
|
* Mark this attribute slot as taking up twice as much space
|
|
* so we can count it properly against limits. According to
|
|
* issue (3) of the GL_ARB_vertex_attrib_64bit behavior, this
|
|
* is optional behavior, but it seems preferable.
|
|
*/
|
|
if (var->type->without_array()->is_dual_slot())
|
|
double_storage_locations |= (use_mask << attr);
|
|
}
|
|
|
|
assigned[assigned_attr] = var;
|
|
assigned_attr++;
|
|
|
|
continue;
|
|
}
|
|
|
|
if (num_attr >= max_index) {
|
|
linker_error(prog, "too many %s (max %u)",
|
|
target_index == MESA_SHADER_VERTEX ?
|
|
"vertex shader inputs" : "fragment shader outputs",
|
|
max_index);
|
|
return false;
|
|
}
|
|
to_assign[num_attr].slots = slots;
|
|
to_assign[num_attr].var = var;
|
|
num_attr++;
|
|
}
|
|
|
|
if (target_index == MESA_SHADER_VERTEX) {
|
|
unsigned total_attribs_size =
|
|
_mesa_bitcount(used_locations & ((1 << max_index) - 1)) +
|
|
_mesa_bitcount(double_storage_locations);
|
|
if (total_attribs_size > max_index) {
|
|
linker_error(prog,
|
|
"attempt to use %d vertex attribute slots only %d available ",
|
|
total_attribs_size, max_index);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/* If all of the attributes were assigned locations by the application (or
|
|
* are built-in attributes with fixed locations), return early. This should
|
|
* be the common case.
|
|
*/
|
|
if (num_attr == 0)
|
|
return true;
|
|
|
|
qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
|
|
|
|
if (target_index == MESA_SHADER_VERTEX) {
|
|
/* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can
|
|
* only be explicitly assigned by via glBindAttribLocation. Mark it as
|
|
* reserved to prevent it from being automatically allocated below.
|
|
*/
|
|
find_deref_visitor find("gl_Vertex");
|
|
find.run(sh->ir);
|
|
if (find.variable_found())
|
|
used_locations |= (1 << 0);
|
|
}
|
|
|
|
for (unsigned i = 0; i < num_attr; i++) {
|
|
/* Mask representing the contiguous slots that will be used by this
|
|
* attribute.
|
|
*/
|
|
const unsigned use_mask = (1 << to_assign[i].slots) - 1;
|
|
|
|
int location = find_available_slots(used_locations, to_assign[i].slots);
|
|
|
|
if (location < 0) {
|
|
const char *const string = (target_index == MESA_SHADER_VERTEX)
|
|
? "vertex shader input" : "fragment shader output";
|
|
|
|
linker_error(prog,
|
|
"insufficient contiguous locations "
|
|
"available for %s `%s'\n",
|
|
string, to_assign[i].var->name);
|
|
return false;
|
|
}
|
|
|
|
to_assign[i].var->data.location = generic_base + location;
|
|
to_assign[i].var->data.is_unmatched_generic_inout = 0;
|
|
used_locations |= (use_mask << location);
|
|
|
|
if (to_assign[i].var->type->without_array()->is_dual_slot())
|
|
double_storage_locations |= (use_mask << location);
|
|
}
|
|
|
|
/* Now that we have all the locations, from the GL 4.5 core spec, section
|
|
* 11.1.1 (Vertex Attributes), dvec3, dvec4, dmat2x3, dmat2x4, dmat3,
|
|
* dmat3x4, dmat4x3, and dmat4 count as consuming twice as many attributes
|
|
* as equivalent single-precision types.
|
|
*/
|
|
if (target_index == MESA_SHADER_VERTEX) {
|
|
unsigned total_attribs_size =
|
|
_mesa_bitcount(used_locations & ((1 << max_index) - 1)) +
|
|
_mesa_bitcount(double_storage_locations);
|
|
if (total_attribs_size > max_index) {
|
|
linker_error(prog,
|
|
"attempt to use %d vertex attribute slots only %d available ",
|
|
total_attribs_size, max_index);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Match explicit locations of outputs to inputs and deactivate the
|
|
* unmatch flag if found so we don't optimise them away.
|
|
*/
|
|
static void
|
|
match_explicit_outputs_to_inputs(gl_linked_shader *producer,
|
|
gl_linked_shader *consumer)
|
|
{
|
|
glsl_symbol_table parameters;
|
|
ir_variable *explicit_locations[MAX_VARYINGS_INCL_PATCH][4] =
|
|
{ {NULL, NULL} };
|
|
|
|
/* Find all shader outputs in the "producer" stage.
|
|
*/
|
|
foreach_in_list(ir_instruction, node, producer->ir) {
|
|
ir_variable *const var = node->as_variable();
|
|
|
|
if ((var == NULL) || (var->data.mode != ir_var_shader_out))
|
|
continue;
|
|
|
|
if (var->data.explicit_location &&
|
|
var->data.location >= VARYING_SLOT_VAR0) {
|
|
const unsigned idx = var->data.location - VARYING_SLOT_VAR0;
|
|
if (explicit_locations[idx][var->data.location_frac] == NULL)
|
|
explicit_locations[idx][var->data.location_frac] = var;
|
|
}
|
|
}
|
|
|
|
/* Match inputs to outputs */
|
|
foreach_in_list(ir_instruction, node, consumer->ir) {
|
|
ir_variable *const input = node->as_variable();
|
|
|
|
if ((input == NULL) || (input->data.mode != ir_var_shader_in))
|
|
continue;
|
|
|
|
ir_variable *output = NULL;
|
|
if (input->data.explicit_location
|
|
&& input->data.location >= VARYING_SLOT_VAR0) {
|
|
output = explicit_locations[input->data.location - VARYING_SLOT_VAR0]
|
|
[input->data.location_frac];
|
|
|
|
if (output != NULL){
|
|
input->data.is_unmatched_generic_inout = 0;
|
|
output->data.is_unmatched_generic_inout = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Store the gl_FragDepth layout in the gl_shader_program struct.
|
|
*/
|
|
static void
|
|
store_fragdepth_layout(struct gl_shader_program *prog)
|
|
{
|
|
if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
|
|
return;
|
|
}
|
|
|
|
struct exec_list *ir = prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir;
|
|
|
|
/* We don't look up the gl_FragDepth symbol directly because if
|
|
* gl_FragDepth is not used in the shader, it's removed from the IR.
|
|
* However, the symbol won't be removed from the symbol table.
|
|
*
|
|
* We're only interested in the cases where the variable is NOT removed
|
|
* from the IR.
|
|
*/
|
|
foreach_in_list(ir_instruction, node, ir) {
|
|
ir_variable *const var = node->as_variable();
|
|
|
|
if (var == NULL || var->data.mode != ir_var_shader_out) {
|
|
continue;
|
|
}
|
|
|
|
if (strcmp(var->name, "gl_FragDepth") == 0) {
|
|
switch (var->data.depth_layout) {
|
|
case ir_depth_layout_none:
|
|
prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_NONE;
|
|
return;
|
|
case ir_depth_layout_any:
|
|
prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_ANY;
|
|
return;
|
|
case ir_depth_layout_greater:
|
|
prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_GREATER;
|
|
return;
|
|
case ir_depth_layout_less:
|
|
prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_LESS;
|
|
return;
|
|
case ir_depth_layout_unchanged:
|
|
prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_UNCHANGED;
|
|
return;
|
|
default:
|
|
assert(0);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Validate the resources used by a program versus the implementation limits
|
|
*/
|
|
static void
|
|
check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
|
|
{
|
|
unsigned total_uniform_blocks = 0;
|
|
unsigned total_shader_storage_blocks = 0;
|
|
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
|
|
|
|
if (sh == NULL)
|
|
continue;
|
|
|
|
if (sh->num_samplers > ctx->Const.Program[i].MaxTextureImageUnits) {
|
|
linker_error(prog, "Too many %s shader texture samplers\n",
|
|
_mesa_shader_stage_to_string(i));
|
|
}
|
|
|
|
if (sh->num_uniform_components >
|
|
ctx->Const.Program[i].MaxUniformComponents) {
|
|
if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
|
|
linker_warning(prog, "Too many %s shader default uniform block "
|
|
"components, but the driver will try to optimize "
|
|
"them out; this is non-portable out-of-spec "
|
|
"behavior\n",
|
|
_mesa_shader_stage_to_string(i));
|
|
} else {
|
|
linker_error(prog, "Too many %s shader default uniform block "
|
|
"components\n",
|
|
_mesa_shader_stage_to_string(i));
|
|
}
|
|
}
|
|
|
|
if (sh->num_combined_uniform_components >
|
|
ctx->Const.Program[i].MaxCombinedUniformComponents) {
|
|
if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
|
|
linker_warning(prog, "Too many %s shader uniform components, "
|
|
"but the driver will try to optimize them out; "
|
|
"this is non-portable out-of-spec behavior\n",
|
|
_mesa_shader_stage_to_string(i));
|
|
} else {
|
|
linker_error(prog, "Too many %s shader uniform components\n",
|
|
_mesa_shader_stage_to_string(i));
|
|
}
|
|
}
|
|
|
|
total_shader_storage_blocks += sh->NumShaderStorageBlocks;
|
|
total_uniform_blocks += sh->NumUniformBlocks;
|
|
|
|
const unsigned max_uniform_blocks =
|
|
ctx->Const.Program[i].MaxUniformBlocks;
|
|
if (max_uniform_blocks < sh->NumUniformBlocks) {
|
|
linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
|
|
_mesa_shader_stage_to_string(i), sh->NumUniformBlocks,
|
|
max_uniform_blocks);
|
|
}
|
|
|
|
const unsigned max_shader_storage_blocks =
|
|
ctx->Const.Program[i].MaxShaderStorageBlocks;
|
|
if (max_shader_storage_blocks < sh->NumShaderStorageBlocks) {
|
|
linker_error(prog, "Too many %s shader storage blocks (%d/%d)\n",
|
|
_mesa_shader_stage_to_string(i),
|
|
sh->NumShaderStorageBlocks, max_shader_storage_blocks);
|
|
}
|
|
}
|
|
|
|
if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
|
|
linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
|
|
total_uniform_blocks, ctx->Const.MaxCombinedUniformBlocks);
|
|
}
|
|
|
|
if (total_shader_storage_blocks > ctx->Const.MaxCombinedShaderStorageBlocks) {
|
|
linker_error(prog, "Too many combined shader storage blocks (%d/%d)\n",
|
|
total_shader_storage_blocks,
|
|
ctx->Const.MaxCombinedShaderStorageBlocks);
|
|
}
|
|
|
|
for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
|
|
if (prog->UniformBlocks[i].UniformBufferSize >
|
|
ctx->Const.MaxUniformBlockSize) {
|
|
linker_error(prog, "Uniform block %s too big (%d/%d)\n",
|
|
prog->UniformBlocks[i].Name,
|
|
prog->UniformBlocks[i].UniformBufferSize,
|
|
ctx->Const.MaxUniformBlockSize);
|
|
}
|
|
}
|
|
|
|
for (unsigned i = 0; i < prog->NumShaderStorageBlocks; i++) {
|
|
if (prog->ShaderStorageBlocks[i].UniformBufferSize >
|
|
ctx->Const.MaxShaderStorageBlockSize) {
|
|
linker_error(prog, "Shader storage block %s too big (%d/%d)\n",
|
|
prog->ShaderStorageBlocks[i].Name,
|
|
prog->ShaderStorageBlocks[i].UniformBufferSize,
|
|
ctx->Const.MaxShaderStorageBlockSize);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
link_calculate_subroutine_compat(struct gl_shader_program *prog)
|
|
{
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
|
|
int count;
|
|
if (!sh)
|
|
continue;
|
|
|
|
for (unsigned j = 0; j < sh->NumSubroutineUniformRemapTable; j++) {
|
|
if (sh->SubroutineUniformRemapTable[j] == INACTIVE_UNIFORM_EXPLICIT_LOCATION)
|
|
continue;
|
|
|
|
struct gl_uniform_storage *uni = sh->SubroutineUniformRemapTable[j];
|
|
|
|
if (!uni)
|
|
continue;
|
|
|
|
sh->NumSubroutineUniforms++;
|
|
count = 0;
|
|
if (sh->NumSubroutineFunctions == 0) {
|
|
linker_error(prog, "subroutine uniform %s defined but no valid functions found\n", uni->type->name);
|
|
continue;
|
|
}
|
|
for (unsigned f = 0; f < sh->NumSubroutineFunctions; f++) {
|
|
struct gl_subroutine_function *fn = &sh->SubroutineFunctions[f];
|
|
for (int k = 0; k < fn->num_compat_types; k++) {
|
|
if (fn->types[k] == uni->type) {
|
|
count++;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
uni->num_compatible_subroutines = count;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
check_subroutine_resources(struct gl_shader_program *prog)
|
|
{
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
|
|
|
|
if (sh) {
|
|
if (sh->NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS)
|
|
linker_error(prog, "Too many %s shader subroutine uniforms\n",
|
|
_mesa_shader_stage_to_string(i));
|
|
}
|
|
}
|
|
}
|
|
/**
|
|
* Validate shader image resources.
|
|
*/
|
|
static void
|
|
check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
|
|
{
|
|
unsigned total_image_units = 0;
|
|
unsigned fragment_outputs = 0;
|
|
unsigned total_shader_storage_blocks = 0;
|
|
|
|
if (!ctx->Extensions.ARB_shader_image_load_store)
|
|
return;
|
|
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
|
|
|
|
if (sh) {
|
|
if (sh->NumImages > ctx->Const.Program[i].MaxImageUniforms)
|
|
linker_error(prog, "Too many %s shader image uniforms (%u > %u)\n",
|
|
_mesa_shader_stage_to_string(i), sh->NumImages,
|
|
ctx->Const.Program[i].MaxImageUniforms);
|
|
|
|
total_image_units += sh->NumImages;
|
|
total_shader_storage_blocks += sh->NumShaderStorageBlocks;
|
|
|
|
if (i == MESA_SHADER_FRAGMENT) {
|
|
foreach_in_list(ir_instruction, node, sh->ir) {
|
|
ir_variable *var = node->as_variable();
|
|
if (var && var->data.mode == ir_var_shader_out)
|
|
/* since there are no double fs outputs - pass false */
|
|
fragment_outputs += var->type->count_attribute_slots(false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (total_image_units > ctx->Const.MaxCombinedImageUniforms)
|
|
linker_error(prog, "Too many combined image uniforms\n");
|
|
|
|
if (total_image_units + fragment_outputs + total_shader_storage_blocks >
|
|
ctx->Const.MaxCombinedShaderOutputResources)
|
|
linker_error(prog, "Too many combined image uniforms, shader storage "
|
|
" buffers and fragment outputs\n");
|
|
}
|
|
|
|
|
|
/**
|
|
* Initializes explicit location slots to INACTIVE_UNIFORM_EXPLICIT_LOCATION
|
|
* for a variable, checks for overlaps between other uniforms using explicit
|
|
* locations.
|
|
*/
|
|
static int
|
|
reserve_explicit_locations(struct gl_shader_program *prog,
|
|
string_to_uint_map *map, ir_variable *var)
|
|
{
|
|
unsigned slots = var->type->uniform_locations();
|
|
unsigned max_loc = var->data.location + slots - 1;
|
|
unsigned return_value = slots;
|
|
|
|
/* Resize remap table if locations do not fit in the current one. */
|
|
if (max_loc + 1 > prog->NumUniformRemapTable) {
|
|
prog->UniformRemapTable =
|
|
reralloc(prog, prog->UniformRemapTable,
|
|
gl_uniform_storage *,
|
|
max_loc + 1);
|
|
|
|
if (!prog->UniformRemapTable) {
|
|
linker_error(prog, "Out of memory during linking.\n");
|
|
return -1;
|
|
}
|
|
|
|
/* Initialize allocated space. */
|
|
for (unsigned i = prog->NumUniformRemapTable; i < max_loc + 1; i++)
|
|
prog->UniformRemapTable[i] = NULL;
|
|
|
|
prog->NumUniformRemapTable = max_loc + 1;
|
|
}
|
|
|
|
for (unsigned i = 0; i < slots; i++) {
|
|
unsigned loc = var->data.location + i;
|
|
|
|
/* Check if location is already used. */
|
|
if (prog->UniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
|
|
|
|
/* Possibly same uniform from a different stage, this is ok. */
|
|
unsigned hash_loc;
|
|
if (map->get(hash_loc, var->name) && hash_loc == loc - i) {
|
|
return_value = 0;
|
|
continue;
|
|
}
|
|
|
|
/* ARB_explicit_uniform_location specification states:
|
|
*
|
|
* "No two default-block uniform variables in the program can have
|
|
* the same location, even if they are unused, otherwise a compiler
|
|
* or linker error will be generated."
|
|
*/
|
|
linker_error(prog,
|
|
"location qualifier for uniform %s overlaps "
|
|
"previously used location\n",
|
|
var->name);
|
|
return -1;
|
|
}
|
|
|
|
/* Initialize location as inactive before optimization
|
|
* rounds and location assignment.
|
|
*/
|
|
prog->UniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
|
|
}
|
|
|
|
/* Note, base location used for arrays. */
|
|
map->put(var->data.location, var->name);
|
|
|
|
return return_value;
|
|
}
|
|
|
|
static bool
|
|
reserve_subroutine_explicit_locations(struct gl_shader_program *prog,
|
|
struct gl_linked_shader *sh,
|
|
ir_variable *var)
|
|
{
|
|
unsigned slots = var->type->uniform_locations();
|
|
unsigned max_loc = var->data.location + slots - 1;
|
|
|
|
/* Resize remap table if locations do not fit in the current one. */
|
|
if (max_loc + 1 > sh->NumSubroutineUniformRemapTable) {
|
|
sh->SubroutineUniformRemapTable =
|
|
reralloc(sh, sh->SubroutineUniformRemapTable,
|
|
gl_uniform_storage *,
|
|
max_loc + 1);
|
|
|
|
if (!sh->SubroutineUniformRemapTable) {
|
|
linker_error(prog, "Out of memory during linking.\n");
|
|
return false;
|
|
}
|
|
|
|
/* Initialize allocated space. */
|
|
for (unsigned i = sh->NumSubroutineUniformRemapTable; i < max_loc + 1; i++)
|
|
sh->SubroutineUniformRemapTable[i] = NULL;
|
|
|
|
sh->NumSubroutineUniformRemapTable = max_loc + 1;
|
|
}
|
|
|
|
for (unsigned i = 0; i < slots; i++) {
|
|
unsigned loc = var->data.location + i;
|
|
|
|
/* Check if location is already used. */
|
|
if (sh->SubroutineUniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
|
|
|
|
/* ARB_explicit_uniform_location specification states:
|
|
* "No two subroutine uniform variables can have the same location
|
|
* in the same shader stage, otherwise a compiler or linker error
|
|
* will be generated."
|
|
*/
|
|
linker_error(prog,
|
|
"location qualifier for uniform %s overlaps "
|
|
"previously used location\n",
|
|
var->name);
|
|
return false;
|
|
}
|
|
|
|
/* Initialize location as inactive before optimization
|
|
* rounds and location assignment.
|
|
*/
|
|
sh->SubroutineUniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
/**
|
|
* Check and reserve all explicit uniform locations, called before
|
|
* any optimizations happen to handle also inactive uniforms and
|
|
* inactive array elements that may get trimmed away.
|
|
*/
|
|
static unsigned
|
|
check_explicit_uniform_locations(struct gl_context *ctx,
|
|
struct gl_shader_program *prog)
|
|
{
|
|
if (!ctx->Extensions.ARB_explicit_uniform_location)
|
|
return 0;
|
|
|
|
/* This map is used to detect if overlapping explicit locations
|
|
* occur with the same uniform (from different stage) or a different one.
|
|
*/
|
|
string_to_uint_map *uniform_map = new string_to_uint_map;
|
|
|
|
if (!uniform_map) {
|
|
linker_error(prog, "Out of memory during linking.\n");
|
|
return 0;
|
|
}
|
|
|
|
unsigned entries_total = 0;
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
|
|
|
|
if (!sh)
|
|
continue;
|
|
|
|
foreach_in_list(ir_instruction, node, sh->ir) {
|
|
ir_variable *var = node->as_variable();
|
|
if (!var || var->data.mode != ir_var_uniform)
|
|
continue;
|
|
|
|
if (var->data.explicit_location) {
|
|
bool ret = false;
|
|
if (var->type->without_array()->is_subroutine())
|
|
ret = reserve_subroutine_explicit_locations(prog, sh, var);
|
|
else {
|
|
int slots = reserve_explicit_locations(prog, uniform_map,
|
|
var);
|
|
if (slots != -1) {
|
|
ret = true;
|
|
entries_total += slots;
|
|
}
|
|
}
|
|
if (!ret) {
|
|
delete uniform_map;
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
struct empty_uniform_block *current_block = NULL;
|
|
|
|
for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
|
|
/* We found empty space in UniformRemapTable. */
|
|
if (prog->UniformRemapTable[i] == NULL) {
|
|
/* We've found the beginning of a new continous block of empty slots */
|
|
if (!current_block || current_block->start + current_block->slots != i) {
|
|
current_block = rzalloc(prog, struct empty_uniform_block);
|
|
current_block->start = i;
|
|
exec_list_push_tail(&prog->EmptyUniformLocations,
|
|
¤t_block->link);
|
|
}
|
|
|
|
/* The current block continues, so we simply increment its slots */
|
|
current_block->slots++;
|
|
}
|
|
}
|
|
|
|
delete uniform_map;
|
|
return entries_total;
|
|
}
|
|
|
|
static bool
|
|
should_add_buffer_variable(struct gl_shader_program *shProg,
|
|
GLenum type, const char *name)
|
|
{
|
|
bool found_interface = false;
|
|
unsigned block_name_len = 0;
|
|
const char *block_name_dot = strchr(name, '.');
|
|
|
|
/* These rules only apply to buffer variables. So we return
|
|
* true for the rest of types.
|
|
*/
|
|
if (type != GL_BUFFER_VARIABLE)
|
|
return true;
|
|
|
|
for (unsigned i = 0; i < shProg->NumShaderStorageBlocks; i++) {
|
|
const char *block_name = shProg->ShaderStorageBlocks[i].Name;
|
|
block_name_len = strlen(block_name);
|
|
|
|
const char *block_square_bracket = strchr(block_name, '[');
|
|
if (block_square_bracket) {
|
|
/* The block is part of an array of named interfaces,
|
|
* for the name comparison we ignore the "[x]" part.
|
|
*/
|
|
block_name_len -= strlen(block_square_bracket);
|
|
}
|
|
|
|
if (block_name_dot) {
|
|
/* Check if the variable name starts with the interface
|
|
* name. The interface name (if present) should have the
|
|
* length than the interface block name we are comparing to.
|
|
*/
|
|
unsigned len = strlen(name) - strlen(block_name_dot);
|
|
if (len != block_name_len)
|
|
continue;
|
|
}
|
|
|
|
if (strncmp(block_name, name, block_name_len) == 0) {
|
|
found_interface = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* We remove the interface name from the buffer variable name,
|
|
* including the dot that follows it.
|
|
*/
|
|
if (found_interface)
|
|
name = name + block_name_len + 1;
|
|
|
|
/* The ARB_program_interface_query spec says:
|
|
*
|
|
* "For an active shader storage block member declared as an array, an
|
|
* entry will be generated only for the first array element, regardless
|
|
* of its type. For arrays of aggregate types, the enumeration rules
|
|
* are applied recursively for the single enumerated array element."
|
|
*/
|
|
const char *struct_first_dot = strchr(name, '.');
|
|
const char *first_square_bracket = strchr(name, '[');
|
|
|
|
/* The buffer variable is on top level and it is not an array */
|
|
if (!first_square_bracket) {
|
|
return true;
|
|
/* The shader storage block member is a struct, then generate the entry */
|
|
} else if (struct_first_dot && struct_first_dot < first_square_bracket) {
|
|
return true;
|
|
} else {
|
|
/* Shader storage block member is an array, only generate an entry for the
|
|
* first array element.
|
|
*/
|
|
if (strncmp(first_square_bracket, "[0]", 3) == 0)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static bool
|
|
add_program_resource(struct gl_shader_program *prog,
|
|
struct set *resource_set,
|
|
GLenum type, const void *data, uint8_t stages)
|
|
{
|
|
assert(data);
|
|
|
|
/* If resource already exists, do not add it again. */
|
|
if (_mesa_set_search(resource_set, data))
|
|
return true;
|
|
|
|
prog->ProgramResourceList =
|
|
reralloc(prog,
|
|
prog->ProgramResourceList,
|
|
gl_program_resource,
|
|
prog->NumProgramResourceList + 1);
|
|
|
|
if (!prog->ProgramResourceList) {
|
|
linker_error(prog, "Out of memory during linking.\n");
|
|
return false;
|
|
}
|
|
|
|
struct gl_program_resource *res =
|
|
&prog->ProgramResourceList[prog->NumProgramResourceList];
|
|
|
|
res->Type = type;
|
|
res->Data = data;
|
|
res->StageReferences = stages;
|
|
|
|
prog->NumProgramResourceList++;
|
|
|
|
_mesa_set_add(resource_set, data);
|
|
|
|
return true;
|
|
}
|
|
|
|
/* Function checks if a variable var is a packed varying and
|
|
* if given name is part of packed varying's list.
|
|
*
|
|
* If a variable is a packed varying, it has a name like
|
|
* 'packed:a,b,c' where a, b and c are separate variables.
|
|
*/
|
|
static bool
|
|
included_in_packed_varying(ir_variable *var, const char *name)
|
|
{
|
|
if (strncmp(var->name, "packed:", 7) != 0)
|
|
return false;
|
|
|
|
char *list = strdup(var->name + 7);
|
|
assert(list);
|
|
|
|
bool found = false;
|
|
char *saveptr;
|
|
char *token = strtok_r(list, ",", &saveptr);
|
|
while (token) {
|
|
if (strcmp(token, name) == 0) {
|
|
found = true;
|
|
break;
|
|
}
|
|
token = strtok_r(NULL, ",", &saveptr);
|
|
}
|
|
free(list);
|
|
return found;
|
|
}
|
|
|
|
/**
|
|
* Function builds a stage reference bitmask from variable name.
|
|
*/
|
|
static uint8_t
|
|
build_stageref(struct gl_shader_program *shProg, const char *name,
|
|
unsigned mode)
|
|
{
|
|
uint8_t stages = 0;
|
|
|
|
/* Note, that we assume MAX 8 stages, if there will be more stages, type
|
|
* used for reference mask in gl_program_resource will need to be changed.
|
|
*/
|
|
assert(MESA_SHADER_STAGES < 8);
|
|
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
struct gl_linked_shader *sh = shProg->_LinkedShaders[i];
|
|
if (!sh)
|
|
continue;
|
|
|
|
/* Shader symbol table may contain variables that have
|
|
* been optimized away. Search IR for the variable instead.
|
|
*/
|
|
foreach_in_list(ir_instruction, node, sh->ir) {
|
|
ir_variable *var = node->as_variable();
|
|
if (var) {
|
|
unsigned baselen = strlen(var->name);
|
|
|
|
if (included_in_packed_varying(var, name)) {
|
|
stages |= (1 << i);
|
|
break;
|
|
}
|
|
|
|
/* Type needs to match if specified, otherwise we might
|
|
* pick a variable with same name but different interface.
|
|
*/
|
|
if (var->data.mode != mode)
|
|
continue;
|
|
|
|
if (strncmp(var->name, name, baselen) == 0) {
|
|
/* Check for exact name matches but also check for arrays and
|
|
* structs.
|
|
*/
|
|
if (name[baselen] == '\0' ||
|
|
name[baselen] == '[' ||
|
|
name[baselen] == '.') {
|
|
stages |= (1 << i);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return stages;
|
|
}
|
|
|
|
/**
|
|
* Create gl_shader_variable from ir_variable class.
|
|
*/
|
|
static gl_shader_variable *
|
|
create_shader_variable(struct gl_shader_program *shProg,
|
|
const ir_variable *in,
|
|
const char *name, const glsl_type *type,
|
|
const glsl_type *interface_type,
|
|
bool use_implicit_location, int location,
|
|
const glsl_type *outermost_struct_type)
|
|
{
|
|
gl_shader_variable *out = ralloc(shProg, struct gl_shader_variable);
|
|
if (!out)
|
|
return NULL;
|
|
|
|
/* Since gl_VertexID may be lowered to gl_VertexIDMESA, but applications
|
|
* expect to see gl_VertexID in the program resource list. Pretend.
|
|
*/
|
|
if (in->data.mode == ir_var_system_value &&
|
|
in->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
|
|
out->name = ralloc_strdup(shProg, "gl_VertexID");
|
|
} else if ((in->data.mode == ir_var_shader_out &&
|
|
in->data.location == VARYING_SLOT_TESS_LEVEL_OUTER) ||
|
|
(in->data.mode == ir_var_system_value &&
|
|
in->data.location == SYSTEM_VALUE_TESS_LEVEL_OUTER)) {
|
|
out->name = ralloc_strdup(shProg, "gl_TessLevelOuter");
|
|
type = glsl_type::get_array_instance(glsl_type::float_type, 4);
|
|
} else if ((in->data.mode == ir_var_shader_out &&
|
|
in->data.location == VARYING_SLOT_TESS_LEVEL_INNER) ||
|
|
(in->data.mode == ir_var_system_value &&
|
|
in->data.location == SYSTEM_VALUE_TESS_LEVEL_INNER)) {
|
|
out->name = ralloc_strdup(shProg, "gl_TessLevelInner");
|
|
type = glsl_type::get_array_instance(glsl_type::float_type, 2);
|
|
} else {
|
|
out->name = ralloc_strdup(shProg, name);
|
|
}
|
|
|
|
if (!out->name)
|
|
return NULL;
|
|
|
|
/* The ARB_program_interface_query spec says:
|
|
*
|
|
* "Not all active variables are assigned valid locations; the
|
|
* following variables will have an effective location of -1:
|
|
*
|
|
* * uniforms declared as atomic counters;
|
|
*
|
|
* * members of a uniform block;
|
|
*
|
|
* * built-in inputs, outputs, and uniforms (starting with "gl_"); and
|
|
*
|
|
* * inputs or outputs not declared with a "location" layout
|
|
* qualifier, except for vertex shader inputs and fragment shader
|
|
* outputs."
|
|
*/
|
|
if (in->type->base_type == GLSL_TYPE_ATOMIC_UINT ||
|
|
is_gl_identifier(in->name) ||
|
|
!(in->data.explicit_location || use_implicit_location)) {
|
|
out->location = -1;
|
|
} else {
|
|
out->location = location;
|
|
}
|
|
|
|
out->type = type;
|
|
out->outermost_struct_type = outermost_struct_type;
|
|
out->interface_type = interface_type;
|
|
out->component = in->data.location_frac;
|
|
out->index = in->data.index;
|
|
out->patch = in->data.patch;
|
|
out->mode = in->data.mode;
|
|
out->interpolation = in->data.interpolation;
|
|
out->explicit_location = in->data.explicit_location;
|
|
out->precision = in->data.precision;
|
|
|
|
return out;
|
|
}
|
|
|
|
static const glsl_type *
|
|
resize_to_max_patch_vertices(const struct gl_context *ctx,
|
|
const glsl_type *type)
|
|
{
|
|
if (!type)
|
|
return NULL;
|
|
|
|
return glsl_type::get_array_instance(type->fields.array,
|
|
ctx->Const.MaxPatchVertices);
|
|
}
|
|
|
|
static bool
|
|
add_shader_variable(const struct gl_context *ctx,
|
|
struct gl_shader_program *shProg,
|
|
struct set *resource_set,
|
|
unsigned stage_mask,
|
|
GLenum programInterface, ir_variable *var,
|
|
const char *name, const glsl_type *type,
|
|
bool use_implicit_location, int location,
|
|
const glsl_type *outermost_struct_type = NULL)
|
|
{
|
|
const bool is_vertex_input =
|
|
programInterface == GL_PROGRAM_INPUT &&
|
|
stage_mask == MESA_SHADER_VERTEX;
|
|
|
|
switch (type->base_type) {
|
|
case GLSL_TYPE_STRUCT: {
|
|
/* The ARB_program_interface_query spec says:
|
|
*
|
|
* "For an active variable declared as a structure, a separate entry
|
|
* will be generated for each active structure member. The name of
|
|
* each entry is formed by concatenating the name of the structure,
|
|
* the "." character, and the name of the structure member. If a
|
|
* structure member to enumerate is itself a structure or array,
|
|
* these enumeration rules are applied recursively."
|
|
*/
|
|
if (outermost_struct_type == NULL)
|
|
outermost_struct_type = type;
|
|
|
|
unsigned field_location = location;
|
|
for (unsigned i = 0; i < type->length; i++) {
|
|
const struct glsl_struct_field *field = &type->fields.structure[i];
|
|
char *field_name = ralloc_asprintf(shProg, "%s.%s", name, field->name);
|
|
if (!add_shader_variable(ctx, shProg, resource_set,
|
|
stage_mask, programInterface,
|
|
var, field_name, field->type,
|
|
use_implicit_location, field_location,
|
|
outermost_struct_type))
|
|
return false;
|
|
|
|
field_location +=
|
|
field->type->count_attribute_slots(is_vertex_input);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
default: {
|
|
const glsl_type *interface_type = var->get_interface_type();
|
|
|
|
/* Unsized (non-patch) TCS output/TES input arrays are implicitly
|
|
* sized to gl_MaxPatchVertices. Internally, we shrink them to a
|
|
* smaller size.
|
|
*
|
|
* This can cause trouble with SSO programs. Since the TCS declares
|
|
* the number of output vertices, we can always shrink TCS output
|
|
* arrays. However, the TES might not be linked with a TCS, in
|
|
* which case it won't know the size of the patch. In other words,
|
|
* the TCS and TES may disagree on the (smaller) array sizes. This
|
|
* can result in the resource names differing across stages, causing
|
|
* SSO validation failures and other cascading issues.
|
|
*
|
|
* Expanding the array size to the full gl_MaxPatchVertices fixes
|
|
* these issues. It's also what program interface queries expect,
|
|
* as that is the official size of the array.
|
|
*/
|
|
if (var->data.tess_varying_implicit_sized_array) {
|
|
type = resize_to_max_patch_vertices(ctx, type);
|
|
interface_type = resize_to_max_patch_vertices(ctx, interface_type);
|
|
}
|
|
|
|
/* Issue #16 of the ARB_program_interface_query spec says:
|
|
*
|
|
* "* If a variable is a member of an interface block without an
|
|
* instance name, it is enumerated using just the variable name.
|
|
*
|
|
* * If a variable is a member of an interface block with an instance
|
|
* name, it is enumerated as "BlockName.Member", where "BlockName" is
|
|
* the name of the interface block (not the instance name) and
|
|
* "Member" is the name of the variable."
|
|
*/
|
|
const char *prefixed_name = (var->data.from_named_ifc_block &&
|
|
!is_gl_identifier(var->name))
|
|
? ralloc_asprintf(shProg, "%s.%s", interface_type->name, name)
|
|
: name;
|
|
|
|
/* The ARB_program_interface_query spec says:
|
|
*
|
|
* "For an active variable declared as a single instance of a basic
|
|
* type, a single entry will be generated, using the variable name
|
|
* from the shader source."
|
|
*/
|
|
gl_shader_variable *sha_v =
|
|
create_shader_variable(shProg, var, prefixed_name, type,
|
|
interface_type,
|
|
use_implicit_location, location,
|
|
outermost_struct_type);
|
|
if (!sha_v)
|
|
return false;
|
|
|
|
return add_program_resource(shProg, resource_set,
|
|
programInterface, sha_v, stage_mask);
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool
|
|
add_interface_variables(const struct gl_context *ctx,
|
|
struct gl_shader_program *shProg,
|
|
struct set *resource_set,
|
|
unsigned stage, GLenum programInterface)
|
|
{
|
|
exec_list *ir = shProg->_LinkedShaders[stage]->ir;
|
|
|
|
foreach_in_list(ir_instruction, node, ir) {
|
|
ir_variable *var = node->as_variable();
|
|
|
|
if (!var || var->data.how_declared == ir_var_hidden)
|
|
continue;
|
|
|
|
int loc_bias;
|
|
|
|
switch (var->data.mode) {
|
|
case ir_var_system_value:
|
|
case ir_var_shader_in:
|
|
if (programInterface != GL_PROGRAM_INPUT)
|
|
continue;
|
|
loc_bias = (stage == MESA_SHADER_VERTEX) ? int(VERT_ATTRIB_GENERIC0)
|
|
: int(VARYING_SLOT_VAR0);
|
|
break;
|
|
case ir_var_shader_out:
|
|
if (programInterface != GL_PROGRAM_OUTPUT)
|
|
continue;
|
|
loc_bias = (stage == MESA_SHADER_FRAGMENT) ? int(FRAG_RESULT_DATA0)
|
|
: int(VARYING_SLOT_VAR0);
|
|
break;
|
|
default:
|
|
continue;
|
|
};
|
|
|
|
if (var->data.patch)
|
|
loc_bias = int(VARYING_SLOT_PATCH0);
|
|
|
|
/* Skip packed varyings, packed varyings are handled separately
|
|
* by add_packed_varyings.
|
|
*/
|
|
if (strncmp(var->name, "packed:", 7) == 0)
|
|
continue;
|
|
|
|
/* Skip fragdata arrays, these are handled separately
|
|
* by add_fragdata_arrays.
|
|
*/
|
|
if (strncmp(var->name, "gl_out_FragData", 15) == 0)
|
|
continue;
|
|
|
|
const bool vs_input_or_fs_output =
|
|
(stage == MESA_SHADER_VERTEX && var->data.mode == ir_var_shader_in) ||
|
|
(stage == MESA_SHADER_FRAGMENT && var->data.mode == ir_var_shader_out);
|
|
|
|
if (!add_shader_variable(ctx, shProg, resource_set,
|
|
1 << stage, programInterface,
|
|
var, var->name, var->type, vs_input_or_fs_output,
|
|
var->data.location - loc_bias))
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static bool
|
|
add_packed_varyings(const struct gl_context *ctx,
|
|
struct gl_shader_program *shProg,
|
|
struct set *resource_set,
|
|
int stage, GLenum type)
|
|
{
|
|
struct gl_linked_shader *sh = shProg->_LinkedShaders[stage];
|
|
GLenum iface;
|
|
|
|
if (!sh || !sh->packed_varyings)
|
|
return true;
|
|
|
|
foreach_in_list(ir_instruction, node, sh->packed_varyings) {
|
|
ir_variable *var = node->as_variable();
|
|
if (var) {
|
|
switch (var->data.mode) {
|
|
case ir_var_shader_in:
|
|
iface = GL_PROGRAM_INPUT;
|
|
break;
|
|
case ir_var_shader_out:
|
|
iface = GL_PROGRAM_OUTPUT;
|
|
break;
|
|
default:
|
|
unreachable("unexpected type");
|
|
}
|
|
|
|
if (type == iface) {
|
|
const int stage_mask =
|
|
build_stageref(shProg, var->name, var->data.mode);
|
|
if (!add_shader_variable(ctx, shProg, resource_set,
|
|
stage_mask,
|
|
iface, var, var->name, var->type, false,
|
|
var->data.location - VARYING_SLOT_VAR0))
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static bool
|
|
add_fragdata_arrays(const struct gl_context *ctx,
|
|
struct gl_shader_program *shProg,
|
|
struct set *resource_set)
|
|
{
|
|
struct gl_linked_shader *sh = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT];
|
|
|
|
if (!sh || !sh->fragdata_arrays)
|
|
return true;
|
|
|
|
foreach_in_list(ir_instruction, node, sh->fragdata_arrays) {
|
|
ir_variable *var = node->as_variable();
|
|
if (var) {
|
|
assert(var->data.mode == ir_var_shader_out);
|
|
|
|
if (!add_shader_variable(ctx, shProg, resource_set,
|
|
1 << MESA_SHADER_FRAGMENT,
|
|
GL_PROGRAM_OUTPUT, var, var->name, var->type,
|
|
true, var->data.location - FRAG_RESULT_DATA0))
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static char*
|
|
get_top_level_name(const char *name)
|
|
{
|
|
const char *first_dot = strchr(name, '.');
|
|
const char *first_square_bracket = strchr(name, '[');
|
|
int name_size = 0;
|
|
|
|
/* The ARB_program_interface_query spec says:
|
|
*
|
|
* "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
|
|
* the number of active array elements of the top-level shader storage
|
|
* block member containing to the active variable is written to
|
|
* <params>. If the top-level block member is not declared as an
|
|
* array, the value one is written to <params>. If the top-level block
|
|
* member is an array with no declared size, the value zero is written
|
|
* to <params>."
|
|
*/
|
|
|
|
/* The buffer variable is on top level.*/
|
|
if (!first_square_bracket && !first_dot)
|
|
name_size = strlen(name);
|
|
else if ((!first_square_bracket ||
|
|
(first_dot && first_dot < first_square_bracket)))
|
|
name_size = first_dot - name;
|
|
else
|
|
name_size = first_square_bracket - name;
|
|
|
|
return strndup(name, name_size);
|
|
}
|
|
|
|
static char*
|
|
get_var_name(const char *name)
|
|
{
|
|
const char *first_dot = strchr(name, '.');
|
|
|
|
if (!first_dot)
|
|
return strdup(name);
|
|
|
|
return strndup(first_dot+1, strlen(first_dot) - 1);
|
|
}
|
|
|
|
static bool
|
|
is_top_level_shader_storage_block_member(const char* name,
|
|
const char* interface_name,
|
|
const char* field_name)
|
|
{
|
|
bool result = false;
|
|
|
|
/* If the given variable is already a top-level shader storage
|
|
* block member, then return array_size = 1.
|
|
* We could have two possibilities: if we have an instanced
|
|
* shader storage block or not instanced.
|
|
*
|
|
* For the first, we check create a name as it was in top level and
|
|
* compare it with the real name. If they are the same, then
|
|
* the variable is already at top-level.
|
|
*
|
|
* Full instanced name is: interface name + '.' + var name +
|
|
* NULL character
|
|
*/
|
|
int name_length = strlen(interface_name) + 1 + strlen(field_name) + 1;
|
|
char *full_instanced_name = (char *) calloc(name_length, sizeof(char));
|
|
if (!full_instanced_name) {
|
|
fprintf(stderr, "%s: Cannot allocate space for name\n", __func__);
|
|
return false;
|
|
}
|
|
|
|
snprintf(full_instanced_name, name_length, "%s.%s",
|
|
interface_name, field_name);
|
|
|
|
/* Check if its top-level shader storage block member of an
|
|
* instanced interface block, or of a unnamed interface block.
|
|
*/
|
|
if (strcmp(name, full_instanced_name) == 0 ||
|
|
strcmp(name, field_name) == 0)
|
|
result = true;
|
|
|
|
free(full_instanced_name);
|
|
return result;
|
|
}
|
|
|
|
static int
|
|
get_array_size(struct gl_uniform_storage *uni, const glsl_struct_field *field,
|
|
char *interface_name, char *var_name)
|
|
{
|
|
/* The ARB_program_interface_query spec says:
|
|
*
|
|
* "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
|
|
* the number of active array elements of the top-level shader storage
|
|
* block member containing to the active variable is written to
|
|
* <params>. If the top-level block member is not declared as an
|
|
* array, the value one is written to <params>. If the top-level block
|
|
* member is an array with no declared size, the value zero is written
|
|
* to <params>."
|
|
*/
|
|
if (is_top_level_shader_storage_block_member(uni->name,
|
|
interface_name,
|
|
var_name))
|
|
return 1;
|
|
else if (field->type->is_unsized_array())
|
|
return 0;
|
|
else if (field->type->is_array())
|
|
return field->type->length;
|
|
|
|
return 1;
|
|
}
|
|
|
|
static int
|
|
get_array_stride(struct gl_uniform_storage *uni, const glsl_type *interface,
|
|
const glsl_struct_field *field, char *interface_name,
|
|
char *var_name)
|
|
{
|
|
/* The ARB_program_interface_query spec says:
|
|
*
|
|
* "For the property TOP_LEVEL_ARRAY_STRIDE, a single integer
|
|
* identifying the stride between array elements of the top-level
|
|
* shader storage block member containing the active variable is
|
|
* written to <params>. For top-level block members declared as
|
|
* arrays, the value written is the difference, in basic machine units,
|
|
* between the offsets of the active variable for consecutive elements
|
|
* in the top-level array. For top-level block members not declared as
|
|
* an array, zero is written to <params>."
|
|
*/
|
|
if (field->type->is_array()) {
|
|
const enum glsl_matrix_layout matrix_layout =
|
|
glsl_matrix_layout(field->matrix_layout);
|
|
bool row_major = matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
|
|
const glsl_type *array_type = field->type->fields.array;
|
|
|
|
if (is_top_level_shader_storage_block_member(uni->name,
|
|
interface_name,
|
|
var_name))
|
|
return 0;
|
|
|
|
if (interface->interface_packing != GLSL_INTERFACE_PACKING_STD430) {
|
|
if (array_type->is_record() || array_type->is_array())
|
|
return glsl_align(array_type->std140_size(row_major), 16);
|
|
else
|
|
return MAX2(array_type->std140_base_alignment(row_major), 16);
|
|
} else {
|
|
return array_type->std430_array_stride(row_major);
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
calculate_array_size_and_stride(struct gl_shader_program *shProg,
|
|
struct gl_uniform_storage *uni)
|
|
{
|
|
int block_index = uni->block_index;
|
|
int array_size = -1;
|
|
int array_stride = -1;
|
|
char *var_name = get_top_level_name(uni->name);
|
|
char *interface_name =
|
|
get_top_level_name(uni->is_shader_storage ?
|
|
shProg->ShaderStorageBlocks[block_index].Name :
|
|
shProg->UniformBlocks[block_index].Name);
|
|
|
|
if (strcmp(var_name, interface_name) == 0) {
|
|
/* Deal with instanced array of SSBOs */
|
|
char *temp_name = get_var_name(uni->name);
|
|
if (!temp_name) {
|
|
linker_error(shProg, "Out of memory during linking.\n");
|
|
goto write_top_level_array_size_and_stride;
|
|
}
|
|
free(var_name);
|
|
var_name = get_top_level_name(temp_name);
|
|
free(temp_name);
|
|
if (!var_name) {
|
|
linker_error(shProg, "Out of memory during linking.\n");
|
|
goto write_top_level_array_size_and_stride;
|
|
}
|
|
}
|
|
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
const gl_linked_shader *sh = shProg->_LinkedShaders[i];
|
|
if (sh == NULL)
|
|
continue;
|
|
|
|
foreach_in_list(ir_instruction, node, sh->ir) {
|
|
ir_variable *var = node->as_variable();
|
|
if (!var || !var->get_interface_type() ||
|
|
var->data.mode != ir_var_shader_storage)
|
|
continue;
|
|
|
|
const glsl_type *interface = var->get_interface_type();
|
|
|
|
if (strcmp(interface_name, interface->name) != 0)
|
|
continue;
|
|
|
|
for (unsigned i = 0; i < interface->length; i++) {
|
|
const glsl_struct_field *field = &interface->fields.structure[i];
|
|
if (strcmp(field->name, var_name) != 0)
|
|
continue;
|
|
|
|
array_stride = get_array_stride(uni, interface, field,
|
|
interface_name, var_name);
|
|
array_size = get_array_size(uni, field, interface_name, var_name);
|
|
goto write_top_level_array_size_and_stride;
|
|
}
|
|
}
|
|
}
|
|
write_top_level_array_size_and_stride:
|
|
free(interface_name);
|
|
free(var_name);
|
|
uni->top_level_array_stride = array_stride;
|
|
uni->top_level_array_size = array_size;
|
|
}
|
|
|
|
/**
|
|
* Builds up a list of program resources that point to existing
|
|
* resource data.
|
|
*/
|
|
void
|
|
build_program_resource_list(struct gl_context *ctx,
|
|
struct gl_shader_program *shProg)
|
|
{
|
|
/* Rebuild resource list. */
|
|
if (shProg->ProgramResourceList) {
|
|
ralloc_free(shProg->ProgramResourceList);
|
|
shProg->ProgramResourceList = NULL;
|
|
shProg->NumProgramResourceList = 0;
|
|
}
|
|
|
|
int input_stage = MESA_SHADER_STAGES, output_stage = 0;
|
|
|
|
/* Determine first input and final output stage. These are used to
|
|
* detect which variables should be enumerated in the resource list
|
|
* for GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT.
|
|
*/
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
if (!shProg->_LinkedShaders[i])
|
|
continue;
|
|
if (input_stage == MESA_SHADER_STAGES)
|
|
input_stage = i;
|
|
output_stage = i;
|
|
}
|
|
|
|
/* Empty shader, no resources. */
|
|
if (input_stage == MESA_SHADER_STAGES && output_stage == 0)
|
|
return;
|
|
|
|
struct set *resource_set = _mesa_set_create(NULL,
|
|
_mesa_hash_pointer,
|
|
_mesa_key_pointer_equal);
|
|
|
|
/* Program interface needs to expose varyings in case of SSO. */
|
|
if (shProg->SeparateShader) {
|
|
if (!add_packed_varyings(ctx, shProg, resource_set,
|
|
input_stage, GL_PROGRAM_INPUT))
|
|
return;
|
|
|
|
if (!add_packed_varyings(ctx, shProg, resource_set,
|
|
output_stage, GL_PROGRAM_OUTPUT))
|
|
return;
|
|
}
|
|
|
|
if (!add_fragdata_arrays(ctx, shProg, resource_set))
|
|
return;
|
|
|
|
/* Add inputs and outputs to the resource list. */
|
|
if (!add_interface_variables(ctx, shProg, resource_set,
|
|
input_stage, GL_PROGRAM_INPUT))
|
|
return;
|
|
|
|
if (!add_interface_variables(ctx, shProg, resource_set,
|
|
output_stage, GL_PROGRAM_OUTPUT))
|
|
return;
|
|
|
|
/* Add transform feedback varyings. */
|
|
if (shProg->LinkedTransformFeedback.NumVarying > 0) {
|
|
for (int i = 0; i < shProg->LinkedTransformFeedback.NumVarying; i++) {
|
|
if (!add_program_resource(shProg, resource_set,
|
|
GL_TRANSFORM_FEEDBACK_VARYING,
|
|
&shProg->LinkedTransformFeedback.Varyings[i],
|
|
0))
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* Add transform feedback buffers. */
|
|
for (unsigned i = 0; i < ctx->Const.MaxTransformFeedbackBuffers; i++) {
|
|
if ((shProg->LinkedTransformFeedback.ActiveBuffers >> i) & 1) {
|
|
shProg->LinkedTransformFeedback.Buffers[i].Binding = i;
|
|
if (!add_program_resource(shProg, resource_set,
|
|
GL_TRANSFORM_FEEDBACK_BUFFER,
|
|
&shProg->LinkedTransformFeedback.Buffers[i],
|
|
0))
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* Add uniforms from uniform storage. */
|
|
for (unsigned i = 0; i < shProg->NumUniformStorage; i++) {
|
|
/* Do not add uniforms internally used by Mesa. */
|
|
if (shProg->UniformStorage[i].hidden)
|
|
continue;
|
|
|
|
uint8_t stageref =
|
|
build_stageref(shProg, shProg->UniformStorage[i].name,
|
|
ir_var_uniform);
|
|
|
|
/* Add stagereferences for uniforms in a uniform block. */
|
|
bool is_shader_storage = shProg->UniformStorage[i].is_shader_storage;
|
|
int block_index = shProg->UniformStorage[i].block_index;
|
|
if (block_index != -1) {
|
|
stageref |= is_shader_storage ?
|
|
shProg->ShaderStorageBlocks[block_index].stageref :
|
|
shProg->UniformBlocks[block_index].stageref;
|
|
}
|
|
|
|
GLenum type = is_shader_storage ? GL_BUFFER_VARIABLE : GL_UNIFORM;
|
|
if (!should_add_buffer_variable(shProg, type,
|
|
shProg->UniformStorage[i].name))
|
|
continue;
|
|
|
|
if (is_shader_storage) {
|
|
calculate_array_size_and_stride(shProg, &shProg->UniformStorage[i]);
|
|
}
|
|
|
|
if (!add_program_resource(shProg, resource_set, type,
|
|
&shProg->UniformStorage[i], stageref))
|
|
return;
|
|
}
|
|
|
|
/* Add program uniform blocks. */
|
|
for (unsigned i = 0; i < shProg->NumUniformBlocks; i++) {
|
|
if (!add_program_resource(shProg, resource_set, GL_UNIFORM_BLOCK,
|
|
&shProg->UniformBlocks[i], 0))
|
|
return;
|
|
}
|
|
|
|
/* Add program shader storage blocks. */
|
|
for (unsigned i = 0; i < shProg->NumShaderStorageBlocks; i++) {
|
|
if (!add_program_resource(shProg, resource_set, GL_SHADER_STORAGE_BLOCK,
|
|
&shProg->ShaderStorageBlocks[i], 0))
|
|
return;
|
|
}
|
|
|
|
/* Add atomic counter buffers. */
|
|
for (unsigned i = 0; i < shProg->NumAtomicBuffers; i++) {
|
|
if (!add_program_resource(shProg, resource_set, GL_ATOMIC_COUNTER_BUFFER,
|
|
&shProg->AtomicBuffers[i], 0))
|
|
return;
|
|
}
|
|
|
|
for (unsigned i = 0; i < shProg->NumUniformStorage; i++) {
|
|
GLenum type;
|
|
if (!shProg->UniformStorage[i].hidden)
|
|
continue;
|
|
|
|
for (int j = MESA_SHADER_VERTEX; j < MESA_SHADER_STAGES; j++) {
|
|
if (!shProg->UniformStorage[i].opaque[j].active ||
|
|
!shProg->UniformStorage[i].type->is_subroutine())
|
|
continue;
|
|
|
|
type = _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j);
|
|
/* add shader subroutines */
|
|
if (!add_program_resource(shProg, resource_set,
|
|
type, &shProg->UniformStorage[i], 0))
|
|
return;
|
|
}
|
|
}
|
|
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
struct gl_linked_shader *sh = shProg->_LinkedShaders[i];
|
|
GLuint type;
|
|
|
|
if (!sh)
|
|
continue;
|
|
|
|
type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
|
|
for (unsigned j = 0; j < sh->NumSubroutineFunctions; j++) {
|
|
if (!add_program_resource(shProg, resource_set,
|
|
type, &sh->SubroutineFunctions[j], 0))
|
|
return;
|
|
}
|
|
}
|
|
|
|
_mesa_set_destroy(resource_set, NULL);
|
|
}
|
|
|
|
/**
|
|
* This check is done to make sure we allow only constant expression
|
|
* indexing and "constant-index-expression" (indexing with an expression
|
|
* that includes loop induction variable).
|
|
*/
|
|
static bool
|
|
validate_sampler_array_indexing(struct gl_context *ctx,
|
|
struct gl_shader_program *prog)
|
|
{
|
|
dynamic_sampler_array_indexing_visitor v;
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
if (prog->_LinkedShaders[i] == NULL)
|
|
continue;
|
|
|
|
bool no_dynamic_indexing =
|
|
ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler;
|
|
|
|
/* Search for array derefs in shader. */
|
|
v.run(prog->_LinkedShaders[i]->ir);
|
|
if (v.uses_dynamic_sampler_array_indexing()) {
|
|
const char *msg = "sampler arrays indexed with non-constant "
|
|
"expressions is forbidden in GLSL %s %u";
|
|
/* Backend has indicated that it has no dynamic indexing support. */
|
|
if (no_dynamic_indexing) {
|
|
linker_error(prog, msg, prog->IsES ? "ES" : "", prog->Version);
|
|
return false;
|
|
} else {
|
|
linker_warning(prog, msg, prog->IsES ? "ES" : "", prog->Version);
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static void
|
|
link_assign_subroutine_types(struct gl_shader_program *prog)
|
|
{
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
gl_linked_shader *sh = prog->_LinkedShaders[i];
|
|
|
|
if (sh == NULL)
|
|
continue;
|
|
|
|
sh->MaxSubroutineFunctionIndex = 0;
|
|
foreach_in_list(ir_instruction, node, sh->ir) {
|
|
ir_function *fn = node->as_function();
|
|
if (!fn)
|
|
continue;
|
|
|
|
if (fn->is_subroutine)
|
|
sh->NumSubroutineUniformTypes++;
|
|
|
|
if (!fn->num_subroutine_types)
|
|
continue;
|
|
|
|
/* these should have been calculated earlier. */
|
|
assert(fn->subroutine_index != -1);
|
|
if (sh->NumSubroutineFunctions + 1 > MAX_SUBROUTINES) {
|
|
linker_error(prog, "Too many subroutine functions declared.\n");
|
|
return;
|
|
}
|
|
sh->SubroutineFunctions = reralloc(sh, sh->SubroutineFunctions,
|
|
struct gl_subroutine_function,
|
|
sh->NumSubroutineFunctions + 1);
|
|
sh->SubroutineFunctions[sh->NumSubroutineFunctions].name = ralloc_strdup(sh, fn->name);
|
|
sh->SubroutineFunctions[sh->NumSubroutineFunctions].num_compat_types = fn->num_subroutine_types;
|
|
sh->SubroutineFunctions[sh->NumSubroutineFunctions].types =
|
|
ralloc_array(sh, const struct glsl_type *,
|
|
fn->num_subroutine_types);
|
|
|
|
/* From Section 4.4.4(Subroutine Function Layout Qualifiers) of the
|
|
* GLSL 4.5 spec:
|
|
*
|
|
* "Each subroutine with an index qualifier in the shader must be
|
|
* given a unique index, otherwise a compile or link error will be
|
|
* generated."
|
|
*/
|
|
for (unsigned j = 0; j < sh->NumSubroutineFunctions; j++) {
|
|
if (sh->SubroutineFunctions[j].index != -1 &&
|
|
sh->SubroutineFunctions[j].index == fn->subroutine_index) {
|
|
linker_error(prog, "each subroutine index qualifier in the "
|
|
"shader must be unique\n");
|
|
return;
|
|
}
|
|
}
|
|
sh->SubroutineFunctions[sh->NumSubroutineFunctions].index =
|
|
fn->subroutine_index;
|
|
|
|
if (fn->subroutine_index > (int)sh->MaxSubroutineFunctionIndex)
|
|
sh->MaxSubroutineFunctionIndex = fn->subroutine_index;
|
|
|
|
for (int j = 0; j < fn->num_subroutine_types; j++)
|
|
sh->SubroutineFunctions[sh->NumSubroutineFunctions].types[j] = fn->subroutine_types[j];
|
|
sh->NumSubroutineFunctions++;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
set_always_active_io(exec_list *ir, ir_variable_mode io_mode)
|
|
{
|
|
assert(io_mode == ir_var_shader_in || io_mode == ir_var_shader_out);
|
|
|
|
foreach_in_list(ir_instruction, node, ir) {
|
|
ir_variable *const var = node->as_variable();
|
|
|
|
if (var == NULL || var->data.mode != io_mode)
|
|
continue;
|
|
|
|
/* Don't set always active on builtins that haven't been redeclared */
|
|
if (var->data.how_declared == ir_var_declared_implicitly)
|
|
continue;
|
|
|
|
var->data.always_active_io = true;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* When separate shader programs are enabled, only input/outputs between
|
|
* the stages of a multi-stage separate program can be safely removed
|
|
* from the shader interface. Other inputs/outputs must remain active.
|
|
*/
|
|
static void
|
|
disable_varying_optimizations_for_sso(struct gl_shader_program *prog)
|
|
{
|
|
unsigned first, last;
|
|
assert(prog->SeparateShader);
|
|
|
|
first = MESA_SHADER_STAGES;
|
|
last = 0;
|
|
|
|
/* Determine first and last stage. Excluding the compute stage */
|
|
for (unsigned i = 0; i < MESA_SHADER_COMPUTE; i++) {
|
|
if (!prog->_LinkedShaders[i])
|
|
continue;
|
|
if (first == MESA_SHADER_STAGES)
|
|
first = i;
|
|
last = i;
|
|
}
|
|
|
|
if (first == MESA_SHADER_STAGES)
|
|
return;
|
|
|
|
for (unsigned stage = 0; stage < MESA_SHADER_STAGES; stage++) {
|
|
gl_linked_shader *sh = prog->_LinkedShaders[stage];
|
|
if (!sh)
|
|
continue;
|
|
|
|
if (first == last) {
|
|
/* For a single shader program only allow inputs to the vertex shader
|
|
* and outputs from the fragment shader to be removed.
|
|
*/
|
|
if (stage != MESA_SHADER_VERTEX)
|
|
set_always_active_io(sh->ir, ir_var_shader_in);
|
|
if (stage != MESA_SHADER_FRAGMENT)
|
|
set_always_active_io(sh->ir, ir_var_shader_out);
|
|
} else {
|
|
/* For multi-stage separate shader programs only allow inputs and
|
|
* outputs between the shader stages to be removed as well as inputs
|
|
* to the vertex shader and outputs from the fragment shader.
|
|
*/
|
|
if (stage == first && stage != MESA_SHADER_VERTEX)
|
|
set_always_active_io(sh->ir, ir_var_shader_in);
|
|
else if (stage == last && stage != MESA_SHADER_FRAGMENT)
|
|
set_always_active_io(sh->ir, ir_var_shader_out);
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool
|
|
link_varyings_and_uniforms(unsigned first, unsigned last,
|
|
unsigned num_explicit_uniform_locs,
|
|
struct gl_context *ctx,
|
|
struct gl_shader_program *prog, void *mem_ctx)
|
|
{
|
|
bool has_xfb_qualifiers = false;
|
|
unsigned num_tfeedback_decls = 0;
|
|
char **varying_names = NULL;
|
|
tfeedback_decl *tfeedback_decls = NULL;
|
|
|
|
/* Mark all generic shader inputs and outputs as unpaired. */
|
|
for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
|
|
if (prog->_LinkedShaders[i] != NULL) {
|
|
link_invalidate_variable_locations(prog->_LinkedShaders[i]->ir);
|
|
}
|
|
}
|
|
|
|
unsigned prev = first;
|
|
for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) {
|
|
if (prog->_LinkedShaders[i] == NULL)
|
|
continue;
|
|
|
|
match_explicit_outputs_to_inputs(prog->_LinkedShaders[prev],
|
|
prog->_LinkedShaders[i]);
|
|
prev = i;
|
|
}
|
|
|
|
if (!assign_attribute_or_color_locations(mem_ctx, prog, &ctx->Const,
|
|
MESA_SHADER_VERTEX)) {
|
|
return false;
|
|
}
|
|
|
|
if (!assign_attribute_or_color_locations(mem_ctx, prog, &ctx->Const,
|
|
MESA_SHADER_FRAGMENT)) {
|
|
return false;
|
|
}
|
|
|
|
/* From the ARB_enhanced_layouts spec:
|
|
*
|
|
* "If the shader used to record output variables for transform feedback
|
|
* varyings uses the "xfb_buffer", "xfb_offset", or "xfb_stride" layout
|
|
* qualifiers, the values specified by TransformFeedbackVaryings are
|
|
* ignored, and the set of variables captured for transform feedback is
|
|
* instead derived from the specified layout qualifiers."
|
|
*/
|
|
for (int i = MESA_SHADER_FRAGMENT - 1; i >= 0; i--) {
|
|
/* Find last stage before fragment shader */
|
|
if (prog->_LinkedShaders[i]) {
|
|
has_xfb_qualifiers =
|
|
process_xfb_layout_qualifiers(mem_ctx, prog->_LinkedShaders[i],
|
|
&num_tfeedback_decls,
|
|
&varying_names);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!has_xfb_qualifiers) {
|
|
num_tfeedback_decls = prog->TransformFeedback.NumVarying;
|
|
varying_names = prog->TransformFeedback.VaryingNames;
|
|
}
|
|
|
|
if (num_tfeedback_decls != 0) {
|
|
/* From GL_EXT_transform_feedback:
|
|
* A program will fail to link if:
|
|
*
|
|
* * the <count> specified by TransformFeedbackVaryingsEXT is
|
|
* non-zero, but the program object has no vertex or geometry
|
|
* shader;
|
|
*/
|
|
if (first >= MESA_SHADER_FRAGMENT) {
|
|
linker_error(prog, "Transform feedback varyings specified, but "
|
|
"no vertex, tessellation, or geometry shader is "
|
|
"present.\n");
|
|
return false;
|
|
}
|
|
|
|
tfeedback_decls = rzalloc_array(mem_ctx, tfeedback_decl,
|
|
num_tfeedback_decls);
|
|
if (!parse_tfeedback_decls(ctx, prog, mem_ctx, num_tfeedback_decls,
|
|
varying_names, tfeedback_decls))
|
|
return false;
|
|
}
|
|
|
|
/* If there is no fragment shader we need to set transform feedback.
|
|
*
|
|
* For SSO we also need to assign output locations. We assign them here
|
|
* because we need to do it for both single stage programs and multi stage
|
|
* programs.
|
|
*/
|
|
if (last < MESA_SHADER_FRAGMENT &&
|
|
(num_tfeedback_decls != 0 || prog->SeparateShader)) {
|
|
const uint64_t reserved_out_slots =
|
|
reserved_varying_slot(prog->_LinkedShaders[last], ir_var_shader_out);
|
|
if (!assign_varying_locations(ctx, mem_ctx, prog,
|
|
prog->_LinkedShaders[last], NULL,
|
|
num_tfeedback_decls, tfeedback_decls,
|
|
reserved_out_slots))
|
|
return false;
|
|
}
|
|
|
|
if (last <= MESA_SHADER_FRAGMENT) {
|
|
/* Remove unused varyings from the first/last stage unless SSO */
|
|
remove_unused_shader_inputs_and_outputs(prog->SeparateShader,
|
|
prog->_LinkedShaders[first],
|
|
ir_var_shader_in);
|
|
remove_unused_shader_inputs_and_outputs(prog->SeparateShader,
|
|
prog->_LinkedShaders[last],
|
|
ir_var_shader_out);
|
|
|
|
/* If the program is made up of only a single stage */
|
|
if (first == last) {
|
|
gl_linked_shader *const sh = prog->_LinkedShaders[last];
|
|
|
|
do_dead_builtin_varyings(ctx, NULL, sh, 0, NULL);
|
|
do_dead_builtin_varyings(ctx, sh, NULL, num_tfeedback_decls,
|
|
tfeedback_decls);
|
|
|
|
if (prog->SeparateShader) {
|
|
const uint64_t reserved_slots =
|
|
reserved_varying_slot(sh, ir_var_shader_in);
|
|
|
|
/* Assign input locations for SSO, output locations are already
|
|
* assigned.
|
|
*/
|
|
if (!assign_varying_locations(ctx, mem_ctx, prog,
|
|
NULL /* producer */,
|
|
sh /* consumer */,
|
|
0 /* num_tfeedback_decls */,
|
|
NULL /* tfeedback_decls */,
|
|
reserved_slots))
|
|
return false;
|
|
}
|
|
} else {
|
|
/* Linking the stages in the opposite order (from fragment to vertex)
|
|
* ensures that inter-shader outputs written to in an earlier stage
|
|
* are eliminated if they are (transitively) not used in a later
|
|
* stage.
|
|
*/
|
|
int next = last;
|
|
for (int i = next - 1; i >= 0; i--) {
|
|
if (prog->_LinkedShaders[i] == NULL && i != 0)
|
|
continue;
|
|
|
|
gl_linked_shader *const sh_i = prog->_LinkedShaders[i];
|
|
gl_linked_shader *const sh_next = prog->_LinkedShaders[next];
|
|
|
|
const uint64_t reserved_out_slots =
|
|
reserved_varying_slot(sh_i, ir_var_shader_out);
|
|
const uint64_t reserved_in_slots =
|
|
reserved_varying_slot(sh_next, ir_var_shader_in);
|
|
|
|
do_dead_builtin_varyings(ctx, sh_i, sh_next,
|
|
next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
|
|
tfeedback_decls);
|
|
|
|
if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
|
|
next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
|
|
tfeedback_decls,
|
|
reserved_out_slots | reserved_in_slots))
|
|
return false;
|
|
|
|
/* This must be done after all dead varyings are eliminated. */
|
|
if (sh_i != NULL) {
|
|
unsigned slots_used = _mesa_bitcount_64(reserved_out_slots);
|
|
if (!check_against_output_limit(ctx, prog, sh_i, slots_used)) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
unsigned slots_used = _mesa_bitcount_64(reserved_in_slots);
|
|
if (!check_against_input_limit(ctx, prog, sh_next, slots_used))
|
|
return false;
|
|
|
|
next = i;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls,
|
|
has_xfb_qualifiers))
|
|
return false;
|
|
|
|
update_array_sizes(prog);
|
|
link_assign_uniform_locations(prog, ctx, num_explicit_uniform_locs);
|
|
link_assign_atomic_counter_resources(ctx, prog);
|
|
|
|
link_calculate_subroutine_compat(prog);
|
|
check_resources(ctx, prog);
|
|
check_subroutine_resources(prog);
|
|
check_image_resources(ctx, prog);
|
|
link_check_atomic_counter_resources(ctx, prog);
|
|
|
|
if (!prog->LinkStatus)
|
|
return false;
|
|
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
if (prog->_LinkedShaders[i] == NULL)
|
|
continue;
|
|
|
|
const struct gl_shader_compiler_options *options =
|
|
&ctx->Const.ShaderCompilerOptions[i];
|
|
|
|
if (options->LowerBufferInterfaceBlocks)
|
|
lower_ubo_reference(prog->_LinkedShaders[i],
|
|
options->ClampBlockIndicesToArrayBounds);
|
|
|
|
if (i == MESA_SHADER_COMPUTE)
|
|
lower_shared_reference(prog->_LinkedShaders[i],
|
|
&prog->Comp.SharedSize);
|
|
|
|
lower_vector_derefs(prog->_LinkedShaders[i]);
|
|
do_vec_index_to_swizzle(prog->_LinkedShaders[i]->ir);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void
|
|
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
|
|
{
|
|
prog->LinkStatus = true; /* All error paths will set this to false */
|
|
prog->Validated = false;
|
|
prog->_Used = false;
|
|
|
|
/* Section 7.3 (Program Objects) of the OpenGL 4.5 Core Profile spec says:
|
|
*
|
|
* "Linking can fail for a variety of reasons as specified in the
|
|
* OpenGL Shading Language Specification, as well as any of the
|
|
* following reasons:
|
|
*
|
|
* - No shader objects are attached to program."
|
|
*
|
|
* The Compatibility Profile specification does not list the error. In
|
|
* Compatibility Profile missing shader stages are replaced by
|
|
* fixed-function. This applies to the case where all stages are
|
|
* missing.
|
|
*/
|
|
if (prog->NumShaders == 0) {
|
|
if (ctx->API != API_OPENGL_COMPAT)
|
|
linker_error(prog, "no shaders attached to the program\n");
|
|
return;
|
|
}
|
|
|
|
unsigned int num_explicit_uniform_locs = 0;
|
|
|
|
void *mem_ctx = ralloc_context(NULL); // temporary linker context
|
|
|
|
prog->ARB_fragment_coord_conventions_enable = false;
|
|
|
|
/* Separate the shaders into groups based on their type.
|
|
*/
|
|
struct gl_shader **shader_list[MESA_SHADER_STAGES];
|
|
unsigned num_shaders[MESA_SHADER_STAGES];
|
|
|
|
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
shader_list[i] = (struct gl_shader **)
|
|
calloc(prog->NumShaders, sizeof(struct gl_shader *));
|
|
num_shaders[i] = 0;
|
|
}
|
|
|
|
unsigned min_version = UINT_MAX;
|
|
unsigned max_version = 0;
|
|
for (unsigned i = 0; i < prog->NumShaders; i++) {
|
|
min_version = MIN2(min_version, prog->Shaders[i]->Version);
|
|
max_version = MAX2(max_version, prog->Shaders[i]->Version);
|
|
|
|
if (prog->Shaders[i]->IsES != prog->Shaders[0]->IsES) {
|
|
linker_error(prog, "all shaders must use same shading "
|
|
"language version\n");
|
|
goto done;
|
|
}
|
|
|
|
if (prog->Shaders[i]->info.ARB_fragment_coord_conventions_enable) {
|
|
prog->ARB_fragment_coord_conventions_enable = true;
|
|
}
|
|
|
|
gl_shader_stage shader_type = prog->Shaders[i]->Stage;
|
|
shader_list[shader_type][num_shaders[shader_type]] = prog->Shaders[i];
|
|
num_shaders[shader_type]++;
|
|
}
|
|
|
|
/* In desktop GLSL, different shader versions may be linked together. In
|
|
* GLSL ES, all shader versions must be the same.
|
|
*/
|
|
if (prog->Shaders[0]->IsES && min_version != max_version) {
|
|
linker_error(prog, "all shaders must use same shading "
|
|
"language version\n");
|
|
goto done;
|
|
}
|
|
|
|
prog->Version = max_version;
|
|
prog->IsES = prog->Shaders[0]->IsES;
|
|
|
|
/* Some shaders have to be linked with some other shaders present.
|
|
*/
|
|
if (!prog->SeparateShader) {
|
|
if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
|
|
num_shaders[MESA_SHADER_VERTEX] == 0) {
|
|
linker_error(prog, "Geometry shader must be linked with "
|
|
"vertex shader\n");
|
|
goto done;
|
|
}
|
|
if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
|
|
num_shaders[MESA_SHADER_VERTEX] == 0) {
|
|
linker_error(prog, "Tessellation evaluation shader must be linked "
|
|
"with vertex shader\n");
|
|
goto done;
|
|
}
|
|
if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
|
|
num_shaders[MESA_SHADER_VERTEX] == 0) {
|
|
linker_error(prog, "Tessellation control shader must be linked with "
|
|
"vertex shader\n");
|
|
goto done;
|
|
}
|
|
|
|
/* The spec is self-contradictory here. It allows linking without a tess
|
|
* eval shader, but that can only be used with transform feedback and
|
|
* rasterization disabled. However, transform feedback isn't allowed
|
|
* with GL_PATCHES, so it can't be used.
|
|
*
|
|
* More investigation showed that the idea of transform feedback after
|
|
* a tess control shader was dropped, because some hw vendors couldn't
|
|
* support tessellation without a tess eval shader, but the linker
|
|
* section wasn't updated to reflect that.
|
|
*
|
|
* All specifications (ARB_tessellation_shader, GL 4.0-4.5) have this
|
|
* spec bug.
|
|
*
|
|
* Do what's reasonable and always require a tess eval shader if a tess
|
|
* control shader is present.
|
|
*/
|
|
if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
|
|
num_shaders[MESA_SHADER_TESS_EVAL] == 0) {
|
|
linker_error(prog, "Tessellation control shader must be linked with "
|
|
"tessellation evaluation shader\n");
|
|
goto done;
|
|
}
|
|
}
|
|
|
|
/* Compute shaders have additional restrictions. */
|
|
if (num_shaders[MESA_SHADER_COMPUTE] > 0 &&
|
|
num_shaders[MESA_SHADER_COMPUTE] != prog->NumShaders) {
|
|
linker_error(prog, "Compute shaders may not be linked with any other "
|
|
"type of shader\n");
|
|
}
|
|
|
|
/* Link all shaders for a particular stage and validate the result.
|
|
*/
|
|
for (int stage = 0; stage < MESA_SHADER_STAGES; stage++) {
|
|
if (num_shaders[stage] > 0) {
|
|
gl_linked_shader *const sh =
|
|
link_intrastage_shaders(mem_ctx, ctx, prog, shader_list[stage],
|
|
num_shaders[stage], false);
|
|
|
|
if (!prog->LinkStatus) {
|
|
if (sh)
|
|
_mesa_delete_linked_shader(ctx, sh);
|
|
goto done;
|
|
}
|
|
|
|
switch (stage) {
|
|
case MESA_SHADER_VERTEX:
|
|
validate_vertex_shader_executable(prog, sh, ctx);
|
|
break;
|
|
case MESA_SHADER_TESS_CTRL:
|
|
/* nothing to be done */
|
|
break;
|
|
case MESA_SHADER_TESS_EVAL:
|
|
validate_tess_eval_shader_executable(prog, sh, ctx);
|
|
break;
|
|
case MESA_SHADER_GEOMETRY:
|
|
validate_geometry_shader_executable(prog, sh, ctx);
|
|
break;
|
|
case MESA_SHADER_FRAGMENT:
|
|
validate_fragment_shader_executable(prog, sh);
|
|
break;
|
|
}
|
|
if (!prog->LinkStatus) {
|
|
if (sh)
|
|
_mesa_delete_linked_shader(ctx, sh);
|
|
goto done;
|
|
}
|
|
|
|
prog->_LinkedShaders[stage] = sh;
|
|
}
|
|
}
|
|
|
|
if (num_shaders[MESA_SHADER_GEOMETRY] > 0) {
|
|
prog->LastClipDistanceArraySize = prog->Geom.ClipDistanceArraySize;
|
|
prog->LastCullDistanceArraySize = prog->Geom.CullDistanceArraySize;
|
|
} else if (num_shaders[MESA_SHADER_TESS_EVAL] > 0) {
|
|
prog->LastClipDistanceArraySize = prog->TessEval.ClipDistanceArraySize;
|
|
prog->LastCullDistanceArraySize = prog->TessEval.CullDistanceArraySize;
|
|
} else if (num_shaders[MESA_SHADER_VERTEX] > 0) {
|
|
prog->LastClipDistanceArraySize = prog->Vert.ClipDistanceArraySize;
|
|
prog->LastCullDistanceArraySize = prog->Vert.CullDistanceArraySize;
|
|
} else {
|
|
prog->LastClipDistanceArraySize = 0; /* Not used */
|
|
prog->LastCullDistanceArraySize = 0; /* Not used */
|
|
}
|
|
|
|
/* Here begins the inter-stage linking phase. Some initial validation is
|
|
* performed, then locations are assigned for uniforms, attributes, and
|
|
* varyings.
|
|
*/
|
|
cross_validate_uniforms(prog);
|
|
if (!prog->LinkStatus)
|
|
goto done;
|
|
|
|
unsigned first, last, prev;
|
|
|
|
first = MESA_SHADER_STAGES;
|
|
last = 0;
|
|
|
|
/* Determine first and last stage. */
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
if (!prog->_LinkedShaders[i])
|
|
continue;
|
|
if (first == MESA_SHADER_STAGES)
|
|
first = i;
|
|
last = i;
|
|
}
|
|
|
|
num_explicit_uniform_locs = check_explicit_uniform_locations(ctx, prog);
|
|
link_assign_subroutine_types(prog);
|
|
|
|
if (!prog->LinkStatus)
|
|
goto done;
|
|
|
|
resize_tes_inputs(ctx, prog);
|
|
|
|
/* Validate the inputs of each stage with the output of the preceding
|
|
* stage.
|
|
*/
|
|
prev = first;
|
|
for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) {
|
|
if (prog->_LinkedShaders[i] == NULL)
|
|
continue;
|
|
|
|
validate_interstage_inout_blocks(prog, prog->_LinkedShaders[prev],
|
|
prog->_LinkedShaders[i]);
|
|
if (!prog->LinkStatus)
|
|
goto done;
|
|
|
|
cross_validate_outputs_to_inputs(prog,
|
|
prog->_LinkedShaders[prev],
|
|
prog->_LinkedShaders[i]);
|
|
if (!prog->LinkStatus)
|
|
goto done;
|
|
|
|
prev = i;
|
|
}
|
|
|
|
/* Cross-validate uniform blocks between shader stages */
|
|
validate_interstage_uniform_blocks(prog, prog->_LinkedShaders);
|
|
if (!prog->LinkStatus)
|
|
goto done;
|
|
|
|
for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
if (prog->_LinkedShaders[i] != NULL)
|
|
lower_named_interface_blocks(mem_ctx, prog->_LinkedShaders[i]);
|
|
}
|
|
|
|
/* Implement the GLSL 1.30+ rule for discard vs infinite loops Do
|
|
* it before optimization because we want most of the checks to get
|
|
* dropped thanks to constant propagation.
|
|
*
|
|
* This rule also applies to GLSL ES 3.00.
|
|
*/
|
|
if (max_version >= (prog->IsES ? 300 : 130)) {
|
|
struct gl_linked_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
|
|
if (sh) {
|
|
lower_discard_flow(sh->ir);
|
|
}
|
|
}
|
|
|
|
if (prog->SeparateShader)
|
|
disable_varying_optimizations_for_sso(prog);
|
|
|
|
/* Process UBOs */
|
|
if (!interstage_cross_validate_uniform_blocks(prog, false))
|
|
goto done;
|
|
|
|
/* Process SSBOs */
|
|
if (!interstage_cross_validate_uniform_blocks(prog, true))
|
|
goto done;
|
|
|
|
/* Do common optimization before assigning storage for attributes,
|
|
* uniforms, and varyings. Later optimization could possibly make
|
|
* some of that unused.
|
|
*/
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
if (prog->_LinkedShaders[i] == NULL)
|
|
continue;
|
|
|
|
detect_recursion_linked(prog, prog->_LinkedShaders[i]->ir);
|
|
if (!prog->LinkStatus)
|
|
goto done;
|
|
|
|
if (ctx->Const.ShaderCompilerOptions[i].LowerCombinedClipCullDistance) {
|
|
lower_clip_cull_distance(prog, prog->_LinkedShaders[i]);
|
|
}
|
|
|
|
if (ctx->Const.LowerTessLevel) {
|
|
lower_tess_level(prog->_LinkedShaders[i]);
|
|
}
|
|
|
|
while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
|
|
&ctx->Const.ShaderCompilerOptions[i],
|
|
ctx->Const.NativeIntegers))
|
|
;
|
|
|
|
lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir, i);
|
|
propagate_invariance(prog->_LinkedShaders[i]->ir);
|
|
}
|
|
|
|
/* Validation for special cases where we allow sampler array indexing
|
|
* with loop induction variable. This check emits a warning or error
|
|
* depending if backend can handle dynamic indexing.
|
|
*/
|
|
if ((!prog->IsES && prog->Version < 130) ||
|
|
(prog->IsES && prog->Version < 300)) {
|
|
if (!validate_sampler_array_indexing(ctx, prog))
|
|
goto done;
|
|
}
|
|
|
|
/* Check and validate stream emissions in geometry shaders */
|
|
validate_geometry_shader_emissions(ctx, prog);
|
|
|
|
store_fragdepth_layout(prog);
|
|
|
|
if(!link_varyings_and_uniforms(first, last, num_explicit_uniform_locs, ctx,
|
|
prog, mem_ctx))
|
|
goto done;
|
|
|
|
/* OpenGL ES < 3.1 requires that a vertex shader and a fragment shader both
|
|
* be present in a linked program. GL_ARB_ES2_compatibility doesn't say
|
|
* anything about shader linking when one of the shaders (vertex or
|
|
* fragment shader) is absent. So, the extension shouldn't change the
|
|
* behavior specified in GLSL specification.
|
|
*
|
|
* From OpenGL ES 3.1 specification (7.3 Program Objects):
|
|
* "Linking can fail for a variety of reasons as specified in the
|
|
* OpenGL ES Shading Language Specification, as well as any of the
|
|
* following reasons:
|
|
*
|
|
* ...
|
|
*
|
|
* * program contains objects to form either a vertex shader or
|
|
* fragment shader, and program is not separable, and does not
|
|
* contain objects to form both a vertex shader and fragment
|
|
* shader."
|
|
*
|
|
* However, the only scenario in 3.1+ where we don't require them both is
|
|
* when we have a compute shader. For example:
|
|
*
|
|
* - No shaders is a link error.
|
|
* - Geom or Tess without a Vertex shader is a link error which means we
|
|
* always require a Vertex shader and hence a Fragment shader.
|
|
* - Finally a Compute shader linked with any other stage is a link error.
|
|
*/
|
|
if (!prog->SeparateShader && ctx->API == API_OPENGLES2 &&
|
|
num_shaders[MESA_SHADER_COMPUTE] == 0) {
|
|
if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
|
|
linker_error(prog, "program lacks a vertex shader\n");
|
|
} else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
|
|
linker_error(prog, "program lacks a fragment shader\n");
|
|
}
|
|
}
|
|
|
|
done:
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
free(shader_list[i]);
|
|
if (prog->_LinkedShaders[i] == NULL)
|
|
continue;
|
|
|
|
/* Do a final validation step to make sure that the IR wasn't
|
|
* invalidated by any modifications performed after intrastage linking.
|
|
*/
|
|
validate_ir_tree(prog->_LinkedShaders[i]->ir);
|
|
|
|
/* Retain any live IR, but trash the rest. */
|
|
reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);
|
|
|
|
/* The symbol table in the linked shaders may contain references to
|
|
* variables that were removed (e.g., unused uniforms). Since it may
|
|
* contain junk, there is no possible valid use. Delete it and set the
|
|
* pointer to NULL.
|
|
*/
|
|
delete prog->_LinkedShaders[i]->symbols;
|
|
prog->_LinkedShaders[i]->symbols = NULL;
|
|
}
|
|
|
|
ralloc_free(mem_ctx);
|
|
}
|