mirror of https://gitlab.freedesktop.org/mesa/mesa
2875 lines
96 KiB
C++
2875 lines
96 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 "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/hash_table.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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extern "C" {
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#include "main/shaderobj.h"
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#include "main/enums.h"
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}
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void linker_error(gl_shader_program *, const char *, ...);
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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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class geom_array_resize_visitor : public ir_hierarchical_visitor {
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public:
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unsigned num_vertices;
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gl_shader_program *prog;
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geom_array_resize_visitor(unsigned num_vertices, gl_shader_program *prog)
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{
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this->num_vertices = num_vertices;
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this->prog = prog;
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}
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virtual ~geom_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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return visit_continue;
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unsigned size = var->type->length;
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/* Generate a link error if the shader has declared this array with an
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* incorrect size.
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*/
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if (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 link
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* time.
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*/
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if (var->data.max_array_access >= this->num_vertices) {
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linker_error(this->prog, "geometry shader accesses element %i of "
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"%s, but only %i input vertices\n",
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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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var->type = glsl_type::get_array_instance(var->type->element_type(),
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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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/* Dereferences of input variables need to be updated so that their type
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* matches the newly assigned type of the variable they are accessing. */
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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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/* Dereferences of 2D input arrays need to be updated so that their type
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* matches the newly assigned type of the array they are accessing. */
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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->element_type();
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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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} /* 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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*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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|
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if (var == NULL)
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continue;
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|
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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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}
|
||
|
||
/* ir_variable::is_unmatched_generic_inout is used by the linker while
|
||
* connecting outputs from one stage to inputs of the next stage.
|
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*
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* There are two implicit assumptions here. First, we assume that any
|
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* built-in variable (i.e., non-generic in or out) will have
|
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* explicit_location set. Second, we assume that any generic in or out
|
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* will not have explicit_location set.
|
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*
|
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* This second assumption will only be valid until
|
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* GL_ARB_separate_shader_objects is supported. When that extension is
|
||
* implemented, this function will need some modifications.
|
||
*/
|
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if (!var->data.explicit_location) {
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var->data.is_unmatched_generic_inout = 1;
|
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} else {
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var->data.is_unmatched_generic_inout = 0;
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
/**
|
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* Set UsesClipDistance and ClipDistanceArraySize based on the given shader.
|
||
*
|
||
* Also check for errors based on incorrect usage of gl_ClipVertex and
|
||
* gl_ClipDistance.
|
||
*
|
||
* Return false if an error was reported.
|
||
*/
|
||
static void
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analyze_clip_usage(struct gl_shader_program *prog,
|
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struct gl_shader *shader, GLboolean *UsesClipDistance,
|
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GLuint *ClipDistanceArraySize)
|
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{
|
||
*ClipDistanceArraySize = 0;
|
||
|
||
if (!prog->IsES && prog->Version >= 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.
|
||
*/
|
||
find_assignment_visitor clip_vertex("gl_ClipVertex");
|
||
find_assignment_visitor clip_distance("gl_ClipDistance");
|
||
|
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clip_vertex.run(shader->ir);
|
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clip_distance.run(shader->ir);
|
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if (clip_vertex.variable_found() && clip_distance.variable_found()) {
|
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linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
|
||
"and `gl_ClipDistance'\n",
|
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_mesa_shader_stage_to_string(shader->Stage));
|
||
return;
|
||
}
|
||
*UsesClipDistance = clip_distance.variable_found();
|
||
ir_variable *clip_distance_var =
|
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shader->symbols->get_variable("gl_ClipDistance");
|
||
if (clip_distance_var)
|
||
*ClipDistanceArraySize = clip_distance_var->type->length;
|
||
} else {
|
||
*UsesClipDistance = false;
|
||
}
|
||
}
|
||
|
||
|
||
/**
|
||
* Verify that a vertex shader executable meets all semantic requirements.
|
||
*
|
||
* Also sets prog->Vert.UsesClipDistance and prog->Vert.ClipDistanceArraySize
|
||
* as a side effect.
|
||
*
|
||
* \param shader Vertex shader executable to be verified
|
||
*/
|
||
void
|
||
validate_vertex_shader_executable(struct gl_shader_program *prog,
|
||
struct gl_shader *shader)
|
||
{
|
||
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."
|
||
*
|
||
* GLSL ES 3.00 is 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()) {
|
||
linker_error(prog, "vertex shader does not write to `gl_Position'\n");
|
||
return;
|
||
}
|
||
}
|
||
|
||
analyze_clip_usage(prog, shader, &prog->Vert.UsesClipDistance,
|
||
&prog->Vert.ClipDistanceArraySize);
|
||
}
|
||
|
||
|
||
/**
|
||
* 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_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, prog->Geom.UsesClipDistance, and
|
||
* prog->Geom.ClipDistanceArraySize as a side effect.
|
||
*
|
||
* \param shader Geometry shader executable to be verified
|
||
*/
|
||
void
|
||
validate_geometry_shader_executable(struct gl_shader_program *prog,
|
||
struct gl_shader *shader)
|
||
{
|
||
if (shader == NULL)
|
||
return;
|
||
|
||
unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
|
||
prog->Geom.VerticesIn = num_vertices;
|
||
|
||
analyze_clip_usage(prog, shader, &prog->Geom.UsesClipDistance,
|
||
&prog->Geom.ClipDistanceArraySize);
|
||
}
|
||
|
||
/**
|
||
* 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)
|
||
{
|
||
if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
|
||
find_emit_vertex_visitor emit_vertex(ctx->Const.MaxVertexStreams - 1);
|
||
emit_vertex.run(prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->ir);
|
||
if (emit_vertex.error()) {
|
||
linker_error(prog, "Invalid call %s(%d). Accepted values for the "
|
||
"stream parameter are in the range [0, %d].",
|
||
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 && prog->Geom.OutputType != GL_POINTS) {
|
||
linker_error(prog, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
|
||
"with n>0 requires point output");
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
/**
|
||
* Perform validation of global variables used across multiple shaders
|
||
*/
|
||
void
|
||
cross_validate_globals(struct gl_shader_program *prog,
|
||
struct gl_shader **shader_list,
|
||
unsigned num_shaders,
|
||
bool uniforms_only)
|
||
{
|
||
/* Examine all of the uniforms in all of the shaders and cross validate
|
||
* them.
|
||
*/
|
||
glsl_symbol_table variables;
|
||
for (unsigned i = 0; i < num_shaders; i++) {
|
||
if (shader_list[i] == NULL)
|
||
continue;
|
||
|
||
foreach_in_list(ir_instruction, node, shader_list[i]->ir) {
|
||
ir_variable *const var = node->as_variable();
|
||
|
||
if (var == NULL)
|
||
continue;
|
||
|
||
if (uniforms_only && (var->data.mode != ir_var_uniform))
|
||
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) {
|
||
if (var->type != existing->type) {
|
||
/* 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()
|
||
&& (var->type->fields.array == existing->type->fields.array)
|
||
&& ((var->type->length == 0)
|
||
|| (existing->type->length == 0))) {
|
||
if (var->type->length != 0) {
|
||
existing->type = var->type;
|
||
}
|
||
} else if (var->type->is_record()
|
||
&& existing->type->is_record()
|
||
&& existing->type->record_compare(var->type)) {
|
||
existing->type = var->type;
|
||
} else {
|
||
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;
|
||
}
|
||
|
||
existing->data.location = var->data.location;
|
||
existing->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.atomic.offset != existing->data.atomic.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.");
|
||
}
|
||
|
||
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");
|
||
}
|
||
}
|
||
|
||
/* 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, copy the
|
||
* initializer to the version stored in the symbol table.
|
||
*/
|
||
/* FINISHME: This is wrong. The constant_value field should
|
||
* FINISHME: not be modified! Imagine a case where a shader
|
||
* FINISHME: without an initializer is linked in two different
|
||
* FINISHME: programs with shaders that have differing
|
||
* FINISHME: initializers. Linking with the first will
|
||
* FINISHME: modify the shader, and linking with the second
|
||
* FINISHME: will fail.
|
||
*/
|
||
existing->constant_initializer =
|
||
var->constant_initializer->clone(ralloc_parent(existing),
|
||
NULL);
|
||
}
|
||
}
|
||
|
||
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;
|
||
}
|
||
|
||
/* Some instance had an initializer, so keep track of that. In
|
||
* this location, all sorts of initializers (constant or
|
||
* otherwise) will propagate the existence to the variable
|
||
* stored in the symbol table.
|
||
*/
|
||
existing->data.has_initializer = true;
|
||
}
|
||
|
||
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;
|
||
}
|
||
} else
|
||
variables.add_variable(var);
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
/**
|
||
* Perform validation of uniforms used across multiple shader stages
|
||
*/
|
||
void
|
||
cross_validate_uniforms(struct gl_shader_program *prog)
|
||
{
|
||
cross_validate_globals(prog, prog->_LinkedShaders,
|
||
MESA_SHADER_STAGES, true);
|
||
}
|
||
|
||
/**
|
||
* Accumulates the array of prog->UniformBlocks and checks that all
|
||
* definitons of blocks agree on their contents.
|
||
*/
|
||
static bool
|
||
interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog)
|
||
{
|
||
unsigned max_num_uniform_blocks = 0;
|
||
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
||
if (prog->_LinkedShaders[i])
|
||
max_num_uniform_blocks += prog->_LinkedShaders[i]->NumUniformBlocks;
|
||
}
|
||
|
||
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
||
struct gl_shader *sh = prog->_LinkedShaders[i];
|
||
|
||
prog->UniformBlockStageIndex[i] = ralloc_array(prog, int,
|
||
max_num_uniform_blocks);
|
||
for (unsigned int j = 0; j < max_num_uniform_blocks; j++)
|
||
prog->UniformBlockStageIndex[i][j] = -1;
|
||
|
||
if (sh == NULL)
|
||
continue;
|
||
|
||
for (unsigned int j = 0; j < sh->NumUniformBlocks; j++) {
|
||
int index = link_cross_validate_uniform_block(prog,
|
||
&prog->UniformBlocks,
|
||
&prog->NumUniformBlocks,
|
||
&sh->UniformBlocks[j]);
|
||
|
||
if (index == -1) {
|
||
linker_error(prog, "uniform block `%s' has mismatching definitions",
|
||
sh->UniformBlocks[j].Name);
|
||
return false;
|
||
}
|
||
|
||
prog->UniformBlockStageIndex[i][index] = j;
|
||
}
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
|
||
/**
|
||
* Populates a shaders symbol table with all global declarations
|
||
*/
|
||
static void
|
||
populate_symbol_table(gl_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) {
|
||
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_shader *target,
|
||
hash_table *temps)
|
||
{
|
||
class remap_visitor : public ir_hierarchical_visitor {
|
||
public:
|
||
remap_visitor(struct gl_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) {
|
||
ir_variable *var = (ir_variable *) hash_table_find(temps, ir->var);
|
||
|
||
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_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_shader *target)
|
||
{
|
||
hash_table *temps = NULL;
|
||
|
||
if (make_copies)
|
||
temps = hash_table_ctor(0, hash_table_pointer_hash,
|
||
hash_table_pointer_compare);
|
||
|
||
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)
|
||
hash_table_insert(temps, inst, var);
|
||
else
|
||
remap_variables(inst, target, temps);
|
||
} else {
|
||
inst->remove();
|
||
}
|
||
|
||
last->insert_after(inst);
|
||
last = inst;
|
||
}
|
||
|
||
if (make_copies)
|
||
hash_table_dtor(temps);
|
||
|
||
return last;
|
||
}
|
||
|
||
/**
|
||
* Get the function signature for main from a shader
|
||
*/
|
||
static ir_function_signature *
|
||
get_main_function_signature(gl_shader *sh)
|
||
{
|
||
ir_function *const f = sh->symbols->get_function("main");
|
||
if (f != NULL) {
|
||
exec_list void_parameters;
|
||
|
||
/* Look for the 'void main()' signature and ensure that it's defined.
|
||
* This keeps the linker from accidentally pick a shader that just
|
||
* contains a prototype for main.
|
||
*
|
||
* We don't have to check for multiple definitions of main (in multiple
|
||
* shaders) because that would have already been caught above.
|
||
*/
|
||
ir_function_signature *sig = f->matching_signature(NULL, &void_parameters);
|
||
if ((sig != NULL) && sig->is_defined) {
|
||
return sig;
|
||
}
|
||
}
|
||
|
||
return NULL;
|
||
}
|
||
|
||
|
||
/**
|
||
* 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 ir_hierarchical_visitor {
|
||
public:
|
||
array_sizing_visitor()
|
||
: mem_ctx(ralloc_context(NULL)),
|
||
unnamed_interfaces(hash_table_ctor(0, hash_table_pointer_hash,
|
||
hash_table_pointer_compare))
|
||
{
|
||
}
|
||
|
||
~array_sizing_visitor()
|
||
{
|
||
hash_table_dtor(this->unnamed_interfaces);
|
||
ralloc_free(this->mem_ctx);
|
||
}
|
||
|
||
virtual ir_visitor_status visit(ir_variable *var)
|
||
{
|
||
fixup_type(&var->type, var->data.max_array_access);
|
||
if (var->type->is_interface()) {
|
||
if (interface_contains_unsized_arrays(var->type)) {
|
||
const glsl_type *new_type =
|
||
resize_interface_members(var->type, var->max_ifc_array_access);
|
||
var->type = new_type;
|
||
var->change_interface_type(new_type);
|
||
}
|
||
} else if (var->type->is_array() &&
|
||
var->type->fields.array->is_interface()) {
|
||
if (interface_contains_unsized_arrays(var->type->fields.array)) {
|
||
const glsl_type *new_type =
|
||
resize_interface_members(var->type->fields.array,
|
||
var->max_ifc_array_access);
|
||
var->change_interface_type(new_type);
|
||
var->type =
|
||
glsl_type::get_array_instance(new_type, var->type->length);
|
||
}
|
||
} else if (const glsl_type *ifc_type = var->get_interface_type()) {
|
||
/* Store a pointer to the variable in the unnamed_interfaces
|
||
* hashtable.
|
||
*/
|
||
ir_variable **interface_vars = (ir_variable **)
|
||
hash_table_find(this->unnamed_interfaces, ifc_type);
|
||
if (interface_vars == NULL) {
|
||
interface_vars = rzalloc_array(mem_ctx, ir_variable *,
|
||
ifc_type->length);
|
||
hash_table_insert(this->unnamed_interfaces, interface_vars,
|
||
ifc_type);
|
||
}
|
||
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)
|
||
{
|
||
if ((*type)->is_unsized_array()) {
|
||
*type = glsl_type::get_array_instance((*type)->fields.array,
|
||
max_array_access + 1);
|
||
assert(*type != NULL);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 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 unsigned *max_ifc_array_access)
|
||
{
|
||
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++) {
|
||
fixup_type(&fields[i].type, max_ifc_array_access[i]);
|
||
}
|
||
glsl_interface_packing packing =
|
||
(glsl_interface_packing) type->interface_packing;
|
||
const glsl_type *new_ifc_type =
|
||
glsl_type::get_interface_instance(fields, num_fields,
|
||
packing, 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;
|
||
const glsl_type *new_ifc_type =
|
||
glsl_type::get_interface_instance(fields, num_fields, packing,
|
||
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;
|
||
};
|
||
|
||
/**
|
||
* 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_input_layout_qualifiers(struct gl_shader_program *prog,
|
||
struct gl_shader *linked_shader,
|
||
struct gl_shader **shader_list,
|
||
unsigned num_shaders)
|
||
{
|
||
linked_shader->redeclares_gl_fragcoord = false;
|
||
linked_shader->uses_gl_fragcoord = false;
|
||
linked_shader->origin_upper_left = false;
|
||
linked_shader->pixel_center_integer = false;
|
||
|
||
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."
|
||
*
|
||
* Exclude the case when one of the 'linked_shader' or 'shader' redeclares
|
||
* gl_FragCoord with no layout qualifiers but the other one doesn't
|
||
* redeclare it. If we strictly follow GLSL 1.50 spec's language, it
|
||
* should be a link error. But, generating link error for this case will
|
||
* be a wrong behaviour which spec didn't intend to do and it could also
|
||
* break some applications.
|
||
*/
|
||
if ((linked_shader->redeclares_gl_fragcoord
|
||
&& !shader->redeclares_gl_fragcoord
|
||
&& shader->uses_gl_fragcoord
|
||
&& (linked_shader->origin_upper_left
|
||
|| linked_shader->pixel_center_integer))
|
||
|| (shader->redeclares_gl_fragcoord
|
||
&& !linked_shader->redeclares_gl_fragcoord
|
||
&& linked_shader->uses_gl_fragcoord
|
||
&& (shader->origin_upper_left
|
||
|| shader->pixel_center_integer))) {
|
||
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->redeclares_gl_fragcoord && shader->redeclares_gl_fragcoord
|
||
&& (shader->origin_upper_left != linked_shader->origin_upper_left
|
||
|| shader->pixel_center_integer != linked_shader->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->redeclares_gl_fragcoord || shader->uses_gl_fragcoord) {
|
||
linked_shader->redeclares_gl_fragcoord =
|
||
shader->redeclares_gl_fragcoord;
|
||
linked_shader->uses_gl_fragcoord = linked_shader->uses_gl_fragcoord
|
||
|| shader->uses_gl_fragcoord;
|
||
linked_shader->origin_upper_left = shader->origin_upper_left;
|
||
linked_shader->pixel_center_integer = shader->pixel_center_integer;
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 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_shader *linked_shader,
|
||
struct gl_shader **shader_list,
|
||
unsigned num_shaders)
|
||
{
|
||
linked_shader->Geom.VerticesOut = 0;
|
||
linked_shader->Geom.Invocations = 0;
|
||
linked_shader->Geom.InputType = PRIM_UNKNOWN;
|
||
linked_shader->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->Geom.InputType != PRIM_UNKNOWN) {
|
||
if (linked_shader->Geom.InputType != PRIM_UNKNOWN &&
|
||
linked_shader->Geom.InputType != shader->Geom.InputType) {
|
||
linker_error(prog, "geometry shader defined with conflicting "
|
||
"input types\n");
|
||
return;
|
||
}
|
||
linked_shader->Geom.InputType = shader->Geom.InputType;
|
||
}
|
||
|
||
if (shader->Geom.OutputType != PRIM_UNKNOWN) {
|
||
if (linked_shader->Geom.OutputType != PRIM_UNKNOWN &&
|
||
linked_shader->Geom.OutputType != shader->Geom.OutputType) {
|
||
linker_error(prog, "geometry shader defined with conflicting "
|
||
"output types\n");
|
||
return;
|
||
}
|
||
linked_shader->Geom.OutputType = shader->Geom.OutputType;
|
||
}
|
||
|
||
if (shader->Geom.VerticesOut != 0) {
|
||
if (linked_shader->Geom.VerticesOut != 0 &&
|
||
linked_shader->Geom.VerticesOut != shader->Geom.VerticesOut) {
|
||
linker_error(prog, "geometry shader defined with conflicting "
|
||
"output vertex count (%d and %d)\n",
|
||
linked_shader->Geom.VerticesOut,
|
||
shader->Geom.VerticesOut);
|
||
return;
|
||
}
|
||
linked_shader->Geom.VerticesOut = shader->Geom.VerticesOut;
|
||
}
|
||
|
||
if (shader->Geom.Invocations != 0) {
|
||
if (linked_shader->Geom.Invocations != 0 &&
|
||
linked_shader->Geom.Invocations != shader->Geom.Invocations) {
|
||
linker_error(prog, "geometry shader defined with conflicting "
|
||
"invocation count (%d and %d)\n",
|
||
linked_shader->Geom.Invocations,
|
||
shader->Geom.Invocations);
|
||
return;
|
||
}
|
||
linked_shader->Geom.Invocations = shader->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->Geom.InputType == PRIM_UNKNOWN) {
|
||
linker_error(prog,
|
||
"geometry shader didn't declare primitive input type\n");
|
||
return;
|
||
}
|
||
prog->Geom.InputType = linked_shader->Geom.InputType;
|
||
|
||
if (linked_shader->Geom.OutputType == PRIM_UNKNOWN) {
|
||
linker_error(prog,
|
||
"geometry shader didn't declare primitive output type\n");
|
||
return;
|
||
}
|
||
prog->Geom.OutputType = linked_shader->Geom.OutputType;
|
||
|
||
if (linked_shader->Geom.VerticesOut == 0) {
|
||
linker_error(prog,
|
||
"geometry shader didn't declare max_vertices\n");
|
||
return;
|
||
}
|
||
prog->Geom.VerticesOut = linked_shader->Geom.VerticesOut;
|
||
|
||
if (linked_shader->Geom.Invocations == 0)
|
||
linked_shader->Geom.Invocations = 1;
|
||
|
||
prog->Geom.Invocations = linked_shader->Geom.Invocations;
|
||
}
|
||
|
||
|
||
/**
|
||
* 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_shader *linked_shader,
|
||
struct gl_shader **shader_list,
|
||
unsigned num_shaders)
|
||
{
|
||
for (int i = 0; i < 3; i++)
|
||
linked_shader->Comp.LocalSize[i] = 0;
|
||
|
||
/* 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->Comp.LocalSize[0] != 0) {
|
||
if (linked_shader->Comp.LocalSize[0] != 0) {
|
||
for (int i = 0; i < 3; i++) {
|
||
if (linked_shader->Comp.LocalSize[i] !=
|
||
shader->Comp.LocalSize[i]) {
|
||
linker_error(prog, "compute shader defined with conflicting "
|
||
"local sizes\n");
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
for (int i = 0; i < 3; i++)
|
||
linked_shader->Comp.LocalSize[i] = shader->Comp.LocalSize[i];
|
||
}
|
||
}
|
||
|
||
/* 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->Comp.LocalSize[0] == 0) {
|
||
linker_error(prog, "compute shader didn't declare local size\n");
|
||
return;
|
||
}
|
||
for (int i = 0; i < 3; i++)
|
||
prog->Comp.LocalSize[i] = linked_shader->Comp.LocalSize[i];
|
||
}
|
||
|
||
|
||
/**
|
||
* 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.
|
||
*/
|
||
static struct gl_shader *
|
||
link_intrastage_shaders(void *mem_ctx,
|
||
struct gl_context *ctx,
|
||
struct gl_shader_program *prog,
|
||
struct gl_shader **shader_list,
|
||
unsigned num_shaders)
|
||
{
|
||
struct gl_uniform_block *uniform_blocks = NULL;
|
||
|
||
/* Check that global variables defined in multiple shaders are consistent.
|
||
*/
|
||
cross_validate_globals(prog, shader_list, num_shaders, 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;
|
||
|
||
/* Link up uniform blocks defined within this stage. */
|
||
const unsigned num_uniform_blocks =
|
||
link_uniform_blocks(mem_ctx, prog, shader_list, num_shaders,
|
||
&uniform_blocks);
|
||
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 || sig->is_builtin())
|
||
continue;
|
||
|
||
ir_function_signature *other_sig =
|
||
other->exact_matching_signature(NULL, &sig->parameters);
|
||
|
||
if ((other_sig != NULL) && other_sig->is_defined
|
||
&& !other_sig->is_builtin()) {
|
||
linker_error(prog, "function `%s' is multiply defined",
|
||
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 (get_main_function_signature(shader_list[i]) != NULL) {
|
||
main = shader_list[i];
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (main == NULL) {
|
||
linker_error(prog, "%s shader lacks `main'\n",
|
||
_mesa_shader_stage_to_string(shader_list[0]->Stage));
|
||
return NULL;
|
||
}
|
||
|
||
gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
|
||
linked->ir = new(linked) exec_list;
|
||
clone_ir_list(mem_ctx, linked->ir, main->ir);
|
||
|
||
linked->UniformBlocks = uniform_blocks;
|
||
linked->NumUniformBlocks = num_uniform_blocks;
|
||
ralloc_steal(linked, linked->UniformBlocks);
|
||
|
||
link_fs_input_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);
|
||
|
||
populate_symbol_table(linked);
|
||
|
||
/* The a 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 = get_main_function_signature(linked);
|
||
|
||
/* Move any instructions other than variable declarations or function
|
||
* declarations into main.
|
||
*/
|
||
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);
|
||
}
|
||
|
||
/* Check if any shader needs built-in functions. */
|
||
bool need_builtins = false;
|
||
for (unsigned i = 0; i < num_shaders; i++) {
|
||
if (shader_list[i]->uses_builtin_functions) {
|
||
need_builtins = true;
|
||
break;
|
||
}
|
||
}
|
||
|
||
bool ok;
|
||
if (need_builtins) {
|
||
/* Make a temporary array one larger than shader_list, which will hold
|
||
* the built-in function shader as well.
|
||
*/
|
||
gl_shader **linking_shaders = (gl_shader **)
|
||
calloc(num_shaders + 1, sizeof(gl_shader *));
|
||
memcpy(linking_shaders, shader_list, num_shaders * sizeof(gl_shader *));
|
||
linking_shaders[num_shaders] = _mesa_glsl_get_builtin_function_shader();
|
||
|
||
ok = link_function_calls(prog, linked, linking_shaders, num_shaders + 1);
|
||
|
||
free(linking_shaders);
|
||
} else {
|
||
ok = link_function_calls(prog, linked, shader_list, num_shaders);
|
||
}
|
||
|
||
|
||
if (!ok) {
|
||
ctx->Driver.DeleteShader(ctx, linked);
|
||
return NULL;
|
||
}
|
||
|
||
/* 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(prog->Geom.InputType);
|
||
geom_array_resize_visitor input_resize_visitor(num_vertices, prog);
|
||
foreach_in_list(ir_instruction, ir, linked->ir) {
|
||
ir->accept(&input_resize_visitor);
|
||
}
|
||
}
|
||
|
||
/* 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();
|
||
|
||
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;
|
||
|
||
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.
|
||
*/
|
||
if (var->is_in_uniform_block() || var->type->contains_atomic())
|
||
continue;
|
||
|
||
unsigned 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 != 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.
|
||
*/
|
||
if (var->num_state_slots > 0) {
|
||
var->num_state_slots = (size + 1)
|
||
* (var->num_state_slots / var->type->length);
|
||
}
|
||
|
||
var->type = glsl_type::get_array_instance(var->type->fields.array,
|
||
size + 1);
|
||
/* FINISHME: We should update the types of array
|
||
* dereferences of this variable now.
|
||
*/
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 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 for FS outputs
|
||
*
|
||
* \param prog Shader program whose variables need locations assigned
|
||
* \param target_index Selector for the program target to receive location
|
||
* assignmnets. Must be either \c MESA_SHADER_VERTEX or
|
||
* \c MESA_SHADER_FRAGMENT.
|
||
* \param max_index Maximum number of generic locations. This corresponds
|
||
* to either the maximum number of draw buffers or the
|
||
* maximum number of generic attributes.
|
||
*
|
||
* \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(gl_shader_program *prog,
|
||
unsigned target_index,
|
||
unsigned max_index)
|
||
{
|
||
/* Mark invalid locations as being used.
|
||
*/
|
||
unsigned used_locations = (max_index >= 32)
|
||
? ~0 : ~((1 << max_index) - 1);
|
||
|
||
assert((target_index == MESA_SHADER_VERTEX)
|
||
|| (target_index == MESA_SHADER_FRAGMENT));
|
||
|
||
gl_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[16];
|
||
|
||
unsigned num_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) {
|
||
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;
|
||
|
||
if (prog->FragDataBindings->get(binding, var->name)) {
|
||
assert(binding >= FRAG_RESULT_DATA0);
|
||
var->data.location = binding;
|
||
var->data.is_unmatched_generic_inout = 0;
|
||
|
||
if (prog->FragDataIndexBindings->get(index, var->name)) {
|
||
var->data.index = index;
|
||
}
|
||
}
|
||
}
|
||
|
||
/* 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.
|
||
*/
|
||
const unsigned slots = var->type->count_attribute_slots();
|
||
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", 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 && 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);
|
||
}
|
||
|
||
continue;
|
||
}
|
||
|
||
to_assign[num_attr].slots = slots;
|
||
to_assign[num_attr].var = var;
|
||
num_attr++;
|
||
}
|
||
|
||
/* 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'",
|
||
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);
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
|
||
/**
|
||
* Demote shader inputs and outputs that are not used in other stages
|
||
*/
|
||
void
|
||
demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
|
||
{
|
||
foreach_in_list(ir_instruction, node, sh->ir) {
|
||
ir_variable *const var = node->as_variable();
|
||
|
||
if ((var == NULL) || (var->data.mode != int(mode)))
|
||
continue;
|
||
|
||
/* A shader 'in' or 'out' variable is only really an input or output if
|
||
* its value is used by other shader stages. This will cause the variable
|
||
* to have a location assigned.
|
||
*/
|
||
if (var->data.is_unmatched_generic_inout) {
|
||
var->data.mode = ir_var_auto;
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
/**
|
||
* 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)
|
||
{
|
||
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
||
struct gl_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",
|
||
_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",
|
||
_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",
|
||
_mesa_shader_stage_to_string(i));
|
||
}
|
||
}
|
||
}
|
||
|
||
unsigned blocks[MESA_SHADER_STAGES] = {0};
|
||
unsigned total_uniform_blocks = 0;
|
||
|
||
for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
|
||
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
|
||
if (prog->UniformBlockStageIndex[j][i] != -1) {
|
||
blocks[j]++;
|
||
total_uniform_blocks++;
|
||
}
|
||
}
|
||
|
||
if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
|
||
linker_error(prog, "Too many combined uniform blocks (%d/%d)",
|
||
prog->NumUniformBlocks,
|
||
ctx->Const.MaxCombinedUniformBlocks);
|
||
} else {
|
||
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
||
const unsigned max_uniform_blocks =
|
||
ctx->Const.Program[i].MaxUniformBlocks;
|
||
if (blocks[i] > max_uniform_blocks) {
|
||
linker_error(prog, "Too many %s uniform blocks (%d/%d)",
|
||
_mesa_shader_stage_to_string(i),
|
||
blocks[i],
|
||
max_uniform_blocks);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 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;
|
||
|
||
if (!ctx->Extensions.ARB_shader_image_load_store)
|
||
return;
|
||
|
||
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
||
struct gl_shader *sh = prog->_LinkedShaders[i];
|
||
|
||
if (sh) {
|
||
if (sh->NumImages > ctx->Const.Program[i].MaxImageUniforms)
|
||
linker_error(prog, "Too many %s shader image uniforms",
|
||
_mesa_shader_stage_to_string(i));
|
||
|
||
total_image_units += sh->NumImages;
|
||
|
||
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)
|
||
fragment_outputs += var->type->count_attribute_slots();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
if (total_image_units > ctx->Const.MaxCombinedImageUniforms)
|
||
linker_error(prog, "Too many combined image uniforms");
|
||
|
||
if (total_image_units + fragment_outputs >
|
||
ctx->Const.MaxCombinedImageUnitsAndFragmentOutputs)
|
||
linker_error(prog, "Too many combined image uniforms and fragment outputs");
|
||
}
|
||
|
||
|
||
/**
|
||
* Initializes explicit location slots to INACTIVE_UNIFORM_EXPLICIT_LOCATION
|
||
* for a variable, checks for overlaps between other uniforms using explicit
|
||
* locations.
|
||
*/
|
||
static bool
|
||
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;
|
||
|
||
/* 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.");
|
||
return false;
|
||
}
|
||
|
||
/* 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)
|
||
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",
|
||
var->name);
|
||
return false;
|
||
}
|
||
|
||
/* 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 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 void
|
||
check_explicit_uniform_locations(struct gl_context *ctx,
|
||
struct gl_shader_program *prog)
|
||
{
|
||
if (!ctx->Extensions.ARB_explicit_uniform_location)
|
||
return;
|
||
|
||
/* 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.");
|
||
return;
|
||
}
|
||
|
||
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
||
struct gl_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) &&
|
||
var->data.explicit_location) {
|
||
if (!reserve_explicit_locations(prog, uniform_map, var))
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
|
||
delete uniform_map;
|
||
}
|
||
|
||
void
|
||
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
|
||
{
|
||
tfeedback_decl *tfeedback_decls = NULL;
|
||
unsigned num_tfeedback_decls = prog->TransformFeedback.NumVarying;
|
||
|
||
void *mem_ctx = ralloc_context(NULL); // temporary linker context
|
||
|
||
prog->LinkStatus = true; /* All error paths will set this to false */
|
||
prog->Validated = false;
|
||
prog->_Used = false;
|
||
|
||
ralloc_free(prog->InfoLog);
|
||
prog->InfoLog = ralloc_strdup(NULL, "");
|
||
|
||
ralloc_free(prog->UniformBlocks);
|
||
prog->UniformBlocks = NULL;
|
||
prog->NumUniformBlocks = 0;
|
||
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
|
||
ralloc_free(prog->UniformBlockStageIndex[i]);
|
||
prog->UniformBlockStageIndex[i] = NULL;
|
||
}
|
||
|
||
ralloc_free(prog->AtomicBuffers);
|
||
prog->AtomicBuffers = NULL;
|
||
prog->NumAtomicBuffers = 0;
|
||
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;
|
||
const bool is_es_prog =
|
||
(prog->NumShaders > 0 && prog->Shaders[0]->IsES) ? true : false;
|
||
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 != is_es_prog) {
|
||
linker_error(prog, "all shaders must use same shading "
|
||
"language version\n");
|
||
goto done;
|
||
}
|
||
|
||
prog->ARB_fragment_coord_conventions_enable |=
|
||
prog->Shaders[i]->ARB_fragment_coord_conventions_enable;
|
||
|
||
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 (is_es_prog && min_version != max_version) {
|
||
linker_error(prog, "all shaders must use same shading "
|
||
"language version\n");
|
||
goto done;
|
||
}
|
||
|
||
prog->Version = max_version;
|
||
prog->IsES = is_es_prog;
|
||
|
||
/* Geometry shaders have to be linked with vertex shaders.
|
||
*/
|
||
if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
|
||
num_shaders[MESA_SHADER_VERTEX] == 0 &&
|
||
!prog->SeparateShader) {
|
||
linker_error(prog, "Geometry shader must be linked with "
|
||
"vertex 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");
|
||
}
|
||
|
||
for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
|
||
if (prog->_LinkedShaders[i] != NULL)
|
||
ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
|
||
|
||
prog->_LinkedShaders[i] = NULL;
|
||
}
|
||
|
||
/* 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_shader *const sh =
|
||
link_intrastage_shaders(mem_ctx, ctx, prog, shader_list[stage],
|
||
num_shaders[stage]);
|
||
|
||
if (!prog->LinkStatus)
|
||
goto done;
|
||
|
||
switch (stage) {
|
||
case MESA_SHADER_VERTEX:
|
||
validate_vertex_shader_executable(prog, sh);
|
||
break;
|
||
case MESA_SHADER_GEOMETRY:
|
||
validate_geometry_shader_executable(prog, sh);
|
||
break;
|
||
case MESA_SHADER_FRAGMENT:
|
||
validate_fragment_shader_executable(prog, sh);
|
||
break;
|
||
}
|
||
if (!prog->LinkStatus)
|
||
goto done;
|
||
|
||
_mesa_reference_shader(ctx, &prog->_LinkedShaders[stage], sh);
|
||
}
|
||
}
|
||
|
||
if (num_shaders[MESA_SHADER_GEOMETRY] > 0)
|
||
prog->LastClipDistanceArraySize = prog->Geom.ClipDistanceArraySize;
|
||
else if (num_shaders[MESA_SHADER_VERTEX] > 0)
|
||
prog->LastClipDistanceArraySize = prog->Vert.ClipDistanceArraySize;
|
||
else
|
||
prog->LastClipDistanceArraySize = 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 prev;
|
||
|
||
for (prev = 0; prev <= MESA_SHADER_FRAGMENT; prev++) {
|
||
if (prog->_LinkedShaders[prev] != NULL)
|
||
break;
|
||
}
|
||
|
||
check_explicit_uniform_locations(ctx, prog);
|
||
if (!prog->LinkStatus)
|
||
goto done;
|
||
|
||
/* Validate the inputs of each stage with the output of the preceding
|
||
* stage.
|
||
*/
|
||
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,
|
||
MESA_SHADER_STAGES);
|
||
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 >= (is_es_prog ? 300 : 130)) {
|
||
struct gl_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
|
||
if (sh) {
|
||
lower_discard_flow(sh->ir);
|
||
}
|
||
}
|
||
|
||
if (!interstage_cross_validate_uniform_blocks(prog))
|
||
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->ShaderCompilerOptions[i].LowerClipDistance) {
|
||
lower_clip_distance(prog->_LinkedShaders[i]);
|
||
}
|
||
|
||
while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
|
||
&ctx->ShaderCompilerOptions[i],
|
||
ctx->Const.NativeIntegers))
|
||
;
|
||
}
|
||
|
||
/* Check and validate stream emissions in geometry shaders */
|
||
validate_geometry_shader_emissions(ctx, prog);
|
||
|
||
/* 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);
|
||
}
|
||
}
|
||
|
||
/* FINISHME: The value of the max_attribute_index parameter is
|
||
* FINISHME: implementation dependent based on the value of
|
||
* FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
|
||
* FINISHME: at least 16, so hardcode 16 for now.
|
||
*/
|
||
if (!assign_attribute_or_color_locations(prog, MESA_SHADER_VERTEX, 16)) {
|
||
goto done;
|
||
}
|
||
|
||
if (!assign_attribute_or_color_locations(prog, MESA_SHADER_FRAGMENT, MAX2(ctx->Const.MaxDrawBuffers, ctx->Const.MaxDualSourceDrawBuffers))) {
|
||
goto done;
|
||
}
|
||
|
||
unsigned first;
|
||
for (first = 0; first <= MESA_SHADER_FRAGMENT; first++) {
|
||
if (prog->_LinkedShaders[first] != NULL)
|
||
break;
|
||
}
|
||
|
||
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 or geometry shader is present.");
|
||
goto done;
|
||
}
|
||
|
||
tfeedback_decls = ralloc_array(mem_ctx, tfeedback_decl,
|
||
prog->TransformFeedback.NumVarying);
|
||
if (!parse_tfeedback_decls(ctx, prog, mem_ctx, num_tfeedback_decls,
|
||
prog->TransformFeedback.VaryingNames,
|
||
tfeedback_decls))
|
||
goto done;
|
||
}
|
||
|
||
/* 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 last, next;
|
||
for (last = MESA_SHADER_FRAGMENT; last >= 0; last--) {
|
||
if (prog->_LinkedShaders[last] != NULL)
|
||
break;
|
||
}
|
||
|
||
if (last >= 0 && last < MESA_SHADER_FRAGMENT) {
|
||
gl_shader *const sh = prog->_LinkedShaders[last];
|
||
|
||
if (num_tfeedback_decls != 0 || prog->SeparateShader) {
|
||
/* There was no fragment shader, but we still have to assign varying
|
||
* locations for use by transform feedback.
|
||
*/
|
||
if (!assign_varying_locations(ctx, mem_ctx, prog,
|
||
sh, NULL,
|
||
num_tfeedback_decls, tfeedback_decls,
|
||
0))
|
||
goto done;
|
||
}
|
||
|
||
do_dead_builtin_varyings(ctx, sh, NULL,
|
||
num_tfeedback_decls, tfeedback_decls);
|
||
|
||
if (!prog->SeparateShader)
|
||
demote_shader_inputs_and_outputs(sh, ir_var_shader_out);
|
||
|
||
/* Eliminate code that is now dead due to unused outputs being demoted.
|
||
*/
|
||
while (do_dead_code(sh->ir, false))
|
||
;
|
||
}
|
||
else if (first == MESA_SHADER_FRAGMENT) {
|
||
/* If the program only contains a fragment shader...
|
||
*/
|
||
gl_shader *const sh = prog->_LinkedShaders[first];
|
||
|
||
do_dead_builtin_varyings(ctx, NULL, sh,
|
||
num_tfeedback_decls, tfeedback_decls);
|
||
|
||
if (prog->SeparateShader) {
|
||
if (!assign_varying_locations(ctx, mem_ctx, prog,
|
||
NULL /* producer */,
|
||
sh /* consumer */,
|
||
0 /* num_tfeedback_decls */,
|
||
NULL /* tfeedback_decls */,
|
||
0 /* gs_input_vertices */))
|
||
goto done;
|
||
} else
|
||
demote_shader_inputs_and_outputs(sh, ir_var_shader_in);
|
||
|
||
while (do_dead_code(sh->ir, false))
|
||
;
|
||
}
|
||
|
||
next = last;
|
||
for (int i = next - 1; i >= 0; i--) {
|
||
if (prog->_LinkedShaders[i] == NULL)
|
||
continue;
|
||
|
||
gl_shader *const sh_i = prog->_LinkedShaders[i];
|
||
gl_shader *const sh_next = prog->_LinkedShaders[next];
|
||
unsigned gs_input_vertices =
|
||
next == MESA_SHADER_GEOMETRY ? prog->Geom.VerticesIn : 0;
|
||
|
||
if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
|
||
next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
|
||
tfeedback_decls, gs_input_vertices))
|
||
goto done;
|
||
|
||
do_dead_builtin_varyings(ctx, sh_i, sh_next,
|
||
next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
|
||
tfeedback_decls);
|
||
|
||
demote_shader_inputs_and_outputs(sh_i, ir_var_shader_out);
|
||
demote_shader_inputs_and_outputs(sh_next, ir_var_shader_in);
|
||
|
||
/* Eliminate code that is now dead due to unused outputs being demoted.
|
||
*/
|
||
while (do_dead_code(sh_i->ir, false))
|
||
;
|
||
while (do_dead_code(sh_next->ir, false))
|
||
;
|
||
|
||
/* This must be done after all dead varyings are eliminated. */
|
||
if (!check_against_output_limit(ctx, prog, sh_i))
|
||
goto done;
|
||
if (!check_against_input_limit(ctx, prog, sh_next))
|
||
goto done;
|
||
|
||
next = i;
|
||
}
|
||
|
||
if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls))
|
||
goto done;
|
||
|
||
update_array_sizes(prog);
|
||
link_assign_uniform_locations(prog);
|
||
link_assign_atomic_counter_resources(ctx, prog);
|
||
store_fragdepth_layout(prog);
|
||
|
||
check_resources(ctx, prog);
|
||
check_image_resources(ctx, prog);
|
||
link_check_atomic_counter_resources(ctx, prog);
|
||
|
||
if (!prog->LinkStatus)
|
||
goto done;
|
||
|
||
/* OpenGL ES 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.
|
||
*/
|
||
if (!prog->SeparateShader && ctx->API == API_OPENGLES2) {
|
||
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");
|
||
}
|
||
}
|
||
|
||
/* FINISHME: Assign fragment shader output locations. */
|
||
|
||
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);
|
||
}
|