mirror of https://gitlab.freedesktop.org/mesa/mesa
872 lines
26 KiB
C++
872 lines
26 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 <cstdlib>
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#include <cstdio>
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#include <cstdarg>
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extern "C" {
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#include <talloc.h>
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}
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#include "main/mtypes.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 "ir_optimization.h"
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#include "program.h"
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#include "hash_table.h"
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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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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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void
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linker_error_printf(glsl_program *prog, const char *fmt, ...)
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{
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va_list ap;
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prog->InfoLog = talloc_strdup_append(prog->InfoLog, "error: ");
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va_start(ap, fmt);
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prog->InfoLog = talloc_vasprintf_append(prog->InfoLog, fmt, ap);
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va_end(ap);
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}
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void
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invalidate_variable_locations(glsl_shader *sh, enum ir_variable_mode mode,
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int generic_base)
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{
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foreach_list(node, &sh->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if ((var == NULL) || (var->mode != (unsigned) mode))
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continue;
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/* Only assign locations for generic attributes / varyings / etc.
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*/
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if (var->location >= generic_base)
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var->location = -1;
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}
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}
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/**
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* Determine the number of attribute slots required for a particular type
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*
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* This code is here because it implements the language rules of a specific
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* GLSL version. Since it's a property of the language and not a property of
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* types in general, it doesn't really belong in glsl_type.
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*/
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unsigned
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count_attribute_slots(const glsl_type *t)
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{
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/* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
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*
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* "A scalar input counts the same amount against this limit as a vec4,
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* so applications may want to consider packing groups of four
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* unrelated float inputs together into a vector to better utilize the
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* capabilities of the underlying hardware. A matrix input will use up
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* multiple locations. The number of locations used will equal the
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* number of columns in the matrix."
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*
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* The spec does not explicitly say how arrays are counted. However, it
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* should be safe to assume the total number of slots consumed by an array
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* is the number of entries in the array multiplied by the number of slots
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* consumed by a single element of the array.
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*/
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if (t->is_array())
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return t->array_size() * count_attribute_slots(t->element_type());
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if (t->is_matrix())
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return t->matrix_columns;
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return 1;
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}
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/**
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* Verify that a vertex shader executable meets all semantic requirements
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*
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* \param shader Vertex shader executable to be verified
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*/
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bool
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validate_vertex_shader_executable(struct glsl_program *prog,
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struct glsl_shader *shader)
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{
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if (shader == NULL)
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return true;
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if (!shader->symbols->get_function("main")) {
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linker_error_printf(prog, "vertex shader lacks `main'\n");
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return false;
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}
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find_assignment_visitor find("gl_Position");
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find.run(&shader->ir);
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if (!find.variable_found()) {
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linker_error_printf(prog,
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"vertex shader does not write to `gl_Position'\n");
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return false;
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}
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return true;
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}
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/**
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* Verify that a fragment shader executable meets all semantic requirements
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*
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* \param shader Fragment shader executable to be verified
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*/
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bool
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validate_fragment_shader_executable(struct glsl_program *prog,
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struct glsl_shader *shader)
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{
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if (shader == NULL)
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return true;
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if (!shader->symbols->get_function("main")) {
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linker_error_printf(prog, "fragment shader lacks `main'\n");
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return false;
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}
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find_assignment_visitor frag_color("gl_FragColor");
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find_assignment_visitor frag_data("gl_FragData");
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frag_color.run(&shader->ir);
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frag_data.run(&shader->ir);
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if (!frag_color.variable_found() && !frag_data.variable_found()) {
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linker_error_printf(prog, "fragment shader does not write to "
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"`gl_FragColor' or `gl_FragData'\n");
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return false;
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}
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if (frag_color.variable_found() && frag_data.variable_found()) {
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linker_error_printf(prog, "fragment shader writes to both "
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"`gl_FragColor' and `gl_FragData'\n");
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return false;
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}
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return true;
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}
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/**
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* Perform validation of uniforms used across multiple shader stages
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*/
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bool
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cross_validate_uniforms(struct glsl_program *prog)
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{
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/* Examine all of the uniforms in all of the shaders and cross validate
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* them.
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*/
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glsl_symbol_table uniforms;
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for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
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foreach_list(node, &prog->_LinkedShaders[i]->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if ((var == NULL) || (var->mode != ir_var_uniform))
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continue;
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/* If a uniform with this name has already been seen, verify that the
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* new instance has the same type. In addition, if the uniforms have
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* initializers, the values of the initializers must be the same.
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*/
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ir_variable *const existing = uniforms.get_variable(var->name);
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if (existing != NULL) {
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if (var->type != existing->type) {
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linker_error_printf(prog, "uniform `%s' declared as type "
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"`%s' and type `%s'\n",
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var->name, var->type->name,
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existing->type->name);
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return false;
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}
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if (var->constant_value != NULL) {
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if (existing->constant_value != NULL) {
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if (!var->constant_value->has_value(existing->constant_value)) {
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linker_error_printf(prog, "initializers for uniform "
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"`%s' have differing values\n",
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var->name);
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return false;
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}
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} else
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/* If the first-seen instance of a particular uniform did not
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* have an initializer but a later instance does, copy the
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* initializer to the version stored in the symbol table.
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*/
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existing->constant_value =
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(ir_constant *)var->constant_value->clone(NULL);
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}
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} else
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uniforms.add_variable(var->name, var);
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}
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}
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return true;
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}
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/**
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* Validate that outputs from one stage match inputs of another
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*/
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bool
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cross_validate_outputs_to_inputs(struct glsl_program *prog,
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glsl_shader *producer, glsl_shader *consumer)
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{
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glsl_symbol_table parameters;
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/* FINISHME: Figure these out dynamically. */
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const char *const producer_stage = "vertex";
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const char *const consumer_stage = "fragment";
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/* Find all shader outputs in the "producer" stage.
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*/
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foreach_list(node, &producer->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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/* FINISHME: For geometry shaders, this should also look for inout
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* FINISHME: variables.
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*/
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if ((var == NULL) || (var->mode != ir_var_out))
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continue;
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parameters.add_variable(var->name, var);
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}
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/* Find all shader inputs in the "consumer" stage. Any variables that have
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* matching outputs already in the symbol table must have the same type and
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* qualifiers.
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*/
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foreach_list(node, &consumer->ir) {
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ir_variable *const input = ((ir_instruction *) node)->as_variable();
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/* FINISHME: For geometry shaders, this should also look for inout
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* FINISHME: variables.
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*/
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if ((input == NULL) || (input->mode != ir_var_in))
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continue;
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ir_variable *const output = parameters.get_variable(input->name);
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if (output != NULL) {
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/* Check that the types match between stages.
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*/
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if (input->type != output->type) {
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linker_error_printf(prog,
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"%s shader output `%s' delcared as "
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"type `%s', but %s shader input declared "
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"as type `%s'\n",
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producer_stage, output->name,
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output->type->name,
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consumer_stage, input->type->name);
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return false;
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}
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/* Check that all of the qualifiers match between stages.
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*/
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if (input->centroid != output->centroid) {
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linker_error_printf(prog,
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"%s shader output `%s' %s centroid qualifier, "
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"but %s shader input %s centroid qualifier\n",
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producer_stage,
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output->name,
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(output->centroid) ? "has" : "lacks",
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consumer_stage,
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(input->centroid) ? "has" : "lacks");
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return false;
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}
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if (input->invariant != output->invariant) {
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linker_error_printf(prog,
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"%s shader output `%s' %s invariant qualifier, "
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"but %s shader input %s invariant qualifier\n",
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producer_stage,
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output->name,
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(output->invariant) ? "has" : "lacks",
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consumer_stage,
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(input->invariant) ? "has" : "lacks");
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return false;
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}
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if (input->interpolation != output->interpolation) {
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linker_error_printf(prog,
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"%s shader output `%s' specifies %s "
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"interpolation qualifier, "
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"but %s shader input specifies %s "
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"interpolation qualifier\n",
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producer_stage,
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output->name,
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output->interpolation_string(),
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consumer_stage,
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input->interpolation_string());
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return false;
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}
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}
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}
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return true;
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}
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struct uniform_node {
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exec_node link;
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struct gl_uniform *u;
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unsigned slots;
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};
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void
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assign_uniform_locations(struct glsl_program *prog)
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{
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/* */
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exec_list uniforms;
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unsigned total_uniforms = 0;
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hash_table *ht = hash_table_ctor(32, hash_table_string_hash,
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hash_table_string_compare);
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for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
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unsigned next_position = 0;
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foreach_list(node, &prog->_LinkedShaders[i]->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if ((var == NULL) || (var->mode != ir_var_uniform))
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continue;
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const unsigned vec4_slots = (var->component_slots() + 3) / 4;
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assert(vec4_slots != 0);
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uniform_node *n = (uniform_node *) hash_table_find(ht, var->name);
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if (n == NULL) {
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n = (uniform_node *) calloc(1, sizeof(struct uniform_node));
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n->u = (gl_uniform *) calloc(vec4_slots, sizeof(struct gl_uniform));
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n->slots = vec4_slots;
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n->u[0].Name = strdup(var->name);
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for (unsigned j = 1; j < vec4_slots; j++)
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n->u[j].Name = n->u[0].Name;
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hash_table_insert(ht, n, n->u[0].Name);
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uniforms.push_tail(& n->link);
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total_uniforms += vec4_slots;
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}
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if (var->constant_value != NULL)
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for (unsigned j = 0; j < vec4_slots; j++)
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n->u[j].Initialized = true;
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var->location = next_position;
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for (unsigned j = 0; j < vec4_slots; j++) {
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switch (prog->_LinkedShaders[i]->Type) {
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case GL_VERTEX_SHADER:
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n->u[j].VertPos = next_position;
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break;
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case GL_FRAGMENT_SHADER:
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n->u[j].FragPos = next_position;
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break;
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case GL_GEOMETRY_SHADER:
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/* FINISHME: Support geometry shaders. */
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assert(prog->_LinkedShaders[i]->Type != GL_GEOMETRY_SHADER);
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break;
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}
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next_position++;
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}
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}
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}
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gl_uniform_list *ul = (gl_uniform_list *)
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calloc(1, sizeof(gl_uniform_list));
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ul->Size = total_uniforms;
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ul->NumUniforms = total_uniforms;
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ul->Uniforms = (gl_uniform *) calloc(total_uniforms, sizeof(gl_uniform));
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unsigned idx = 0;
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uniform_node *next;
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for (uniform_node *node = (uniform_node *) uniforms.head
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; node->link.next != NULL
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; node = next) {
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next = (uniform_node *) node->link.next;
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node->link.remove();
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memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform) * node->slots);
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idx += node->slots;
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free(node->u);
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free(node);
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}
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hash_table_dtor(ht);
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prog->Uniforms = ul;
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}
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/**
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* Find a contiguous set of available bits in a bitmask
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*
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* \param used_mask Bits representing used (1) and unused (0) locations
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* \param needed_count Number of contiguous bits needed.
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*
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* \return
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* Base location of the available bits on success or -1 on failure.
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*/
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int
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find_available_slots(unsigned used_mask, unsigned needed_count)
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{
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unsigned needed_mask = (1 << needed_count) - 1;
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const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count;
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/* The comparison to 32 is redundant, but without it GCC emits "warning:
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* cannot optimize possibly infinite loops" for the loop below.
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*/
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if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32))
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return -1;
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for (int i = 0; i <= max_bit_to_test; i++) {
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if ((needed_mask & ~used_mask) == needed_mask)
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return i;
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needed_mask <<= 1;
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}
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return -1;
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}
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bool
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assign_attribute_locations(glsl_program *prog, unsigned max_attribute_index)
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{
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/* Mark invalid attribute locations as being used.
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*/
|
|
unsigned used_locations = (max_attribute_index >= 32)
|
|
? ~0 : ~((1 << max_attribute_index) - 1);
|
|
|
|
glsl_shader *const sh = prog->_LinkedShaders[0];
|
|
assert(sh->Type == GL_VERTEX_SHADER);
|
|
|
|
/* 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) locatoins.
|
|
*
|
|
* 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.
|
|
*/
|
|
|
|
invalidate_variable_locations(sh, ir_var_in, VERT_ATTRIB_GENERIC0);
|
|
|
|
if (prog->Attributes != NULL) {
|
|
for (unsigned i = 0; i < prog->Attributes->NumParameters; i++) {
|
|
ir_variable *const var =
|
|
sh->symbols->get_variable(prog->Attributes->Parameters[i].Name);
|
|
|
|
/* Note: attributes that occupy multiple slots, such as arrays or
|
|
* matrices, may appear in the attrib array multiple times.
|
|
*/
|
|
if ((var == NULL) || (var->location != -1))
|
|
continue;
|
|
|
|
/* 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."
|
|
*
|
|
* Previous versions of the spec contain similar language but omit the
|
|
* bit about attribute arrays.
|
|
*
|
|
* Page 61 of the OpenGL 4.0 spec also says:
|
|
*
|
|
* "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."
|
|
*
|
|
* These two paragraphs are either somewhat contradictory, or I don't
|
|
* fully understand one or both of them.
|
|
*/
|
|
/* FINISHME: The code as currently written does not support attribute
|
|
* FINISHME: location aliasing (see comment above).
|
|
*/
|
|
const int attr = prog->Attributes->Parameters[i].StateIndexes[0];
|
|
const unsigned slots = count_attribute_slots(var->type);
|
|
|
|
/* Mask representing the contiguous slots that will be used by this
|
|
* attribute.
|
|
*/
|
|
const unsigned use_mask = (1 << slots) - 1;
|
|
|
|
/* 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) {
|
|
linker_error_printf(prog,
|
|
"insufficient contiguous attribute locations "
|
|
"available for vertex shader input `%s'",
|
|
var->name);
|
|
return false;
|
|
}
|
|
|
|
var->location = VERT_ATTRIB_GENERIC0 + attr;
|
|
used_locations |= (use_mask << attr);
|
|
}
|
|
}
|
|
|
|
/* 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_list(node, &sh->ir) {
|
|
ir_variable *const var = ((ir_instruction *) node)->as_variable();
|
|
|
|
if ((var == NULL) || (var->mode != ir_var_in))
|
|
continue;
|
|
|
|
/* The location was explicitly assigned, nothing to do here.
|
|
*/
|
|
if (var->location != -1)
|
|
continue;
|
|
|
|
to_assign[num_attr].slots = count_attribute_slots(var->type);
|
|
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);
|
|
|
|
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) {
|
|
linker_error_printf(prog,
|
|
"insufficient contiguous attribute locations "
|
|
"available for vertex shader input `%s'",
|
|
to_assign[i].var->name);
|
|
return false;
|
|
}
|
|
|
|
to_assign[i].var->location = VERT_ATTRIB_GENERIC0 + location;
|
|
used_locations |= (use_mask << location);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void
|
|
assign_varying_locations(glsl_shader *producer, glsl_shader *consumer)
|
|
{
|
|
/* FINISHME: Set dynamically when geometry shader support is added. */
|
|
unsigned output_index = VERT_RESULT_VAR0;
|
|
unsigned input_index = FRAG_ATTRIB_VAR0;
|
|
|
|
/* Operate in a total of three passes.
|
|
*
|
|
* 1. Assign locations for any matching inputs and outputs.
|
|
*
|
|
* 2. Mark output variables in the producer that do not have locations as
|
|
* not being outputs. This lets the optimizer eliminate them.
|
|
*
|
|
* 3. Mark input variables in the consumer that do not have locations as
|
|
* not being inputs. This lets the optimizer eliminate them.
|
|
*/
|
|
|
|
invalidate_variable_locations(producer, ir_var_out, VERT_RESULT_VAR0);
|
|
invalidate_variable_locations(consumer, ir_var_in, FRAG_ATTRIB_VAR0);
|
|
|
|
foreach_list(node, &producer->ir) {
|
|
ir_variable *const output_var = ((ir_instruction *) node)->as_variable();
|
|
|
|
if ((output_var == NULL) || (output_var->mode != ir_var_out)
|
|
|| (output_var->location != -1))
|
|
continue;
|
|
|
|
ir_variable *const input_var =
|
|
consumer->symbols->get_variable(output_var->name);
|
|
|
|
if ((input_var == NULL) || (input_var->mode != ir_var_in))
|
|
continue;
|
|
|
|
assert(input_var->location == -1);
|
|
|
|
/* FINISHME: Location assignment will need some changes when arrays,
|
|
* FINISHME: matrices, and structures are allowed as shader inputs /
|
|
* FINISHME: outputs.
|
|
*/
|
|
output_var->location = output_index;
|
|
input_var->location = input_index;
|
|
|
|
output_index++;
|
|
input_index++;
|
|
}
|
|
|
|
foreach_list(node, &producer->ir) {
|
|
ir_variable *const var = ((ir_instruction *) node)->as_variable();
|
|
|
|
if ((var == NULL) || (var->mode != ir_var_out))
|
|
continue;
|
|
|
|
/* An 'out' variable is only really a shader output if its value is read
|
|
* by the following stage.
|
|
*/
|
|
var->shader_out = (var->location != -1);
|
|
}
|
|
|
|
foreach_list(node, &consumer->ir) {
|
|
ir_variable *const var = ((ir_instruction *) node)->as_variable();
|
|
|
|
if ((var == NULL) || (var->mode != ir_var_in))
|
|
continue;
|
|
|
|
/* An 'in' variable is only really a shader input if its value is written
|
|
* by the previous stage.
|
|
*/
|
|
var->shader_in = (var->location != -1);
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
link_shaders(struct glsl_program *prog)
|
|
{
|
|
prog->LinkStatus = false;
|
|
prog->Validated = false;
|
|
prog->_Used = false;
|
|
|
|
if (prog->InfoLog != NULL)
|
|
talloc_free(prog->InfoLog);
|
|
|
|
prog->InfoLog = talloc_strdup(NULL, "");
|
|
|
|
/* Separate the shaders into groups based on their type.
|
|
*/
|
|
struct glsl_shader **vert_shader_list;
|
|
unsigned num_vert_shaders = 0;
|
|
struct glsl_shader **frag_shader_list;
|
|
unsigned num_frag_shaders = 0;
|
|
|
|
vert_shader_list = (struct glsl_shader **)
|
|
calloc(2 * prog->NumShaders, sizeof(struct glsl_shader *));
|
|
frag_shader_list = &vert_shader_list[prog->NumShaders];
|
|
|
|
for (unsigned i = 0; i < prog->NumShaders; i++) {
|
|
switch (prog->Shaders[i]->Type) {
|
|
case GL_VERTEX_SHADER:
|
|
vert_shader_list[num_vert_shaders] = prog->Shaders[i];
|
|
num_vert_shaders++;
|
|
break;
|
|
case GL_FRAGMENT_SHADER:
|
|
frag_shader_list[num_frag_shaders] = prog->Shaders[i];
|
|
num_frag_shaders++;
|
|
break;
|
|
case GL_GEOMETRY_SHADER:
|
|
/* FINISHME: Support geometry shaders. */
|
|
assert(prog->Shaders[i]->Type != GL_GEOMETRY_SHADER);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* FINISHME: Implement intra-stage linking. */
|
|
assert(num_vert_shaders <= 1);
|
|
assert(num_frag_shaders <= 1);
|
|
|
|
/* Verify that each of the per-target executables is valid.
|
|
*/
|
|
if (!validate_vertex_shader_executable(prog, vert_shader_list[0])
|
|
|| !validate_fragment_shader_executable(prog, frag_shader_list[0]))
|
|
goto done;
|
|
|
|
|
|
prog->_LinkedShaders = (struct glsl_shader **)
|
|
calloc(2, sizeof(struct glsl_shader *));
|
|
prog->_NumLinkedShaders = 0;
|
|
|
|
if (num_vert_shaders > 0) {
|
|
prog->_LinkedShaders[prog->_NumLinkedShaders] = vert_shader_list[0];
|
|
prog->_NumLinkedShaders++;
|
|
}
|
|
|
|
if (num_frag_shaders > 0) {
|
|
prog->_LinkedShaders[prog->_NumLinkedShaders] = frag_shader_list[0];
|
|
prog->_NumLinkedShaders++;
|
|
}
|
|
|
|
/* Here begins the inter-stage linking phase. Some initial validation is
|
|
* performed, then locations are assigned for uniforms, attributes, and
|
|
* varyings.
|
|
*/
|
|
if (cross_validate_uniforms(prog)) {
|
|
/* Validate the inputs of each stage with the output of the preceeding
|
|
* stage.
|
|
*/
|
|
for (unsigned i = 1; i < prog->_NumLinkedShaders; i++) {
|
|
if (!cross_validate_outputs_to_inputs(prog,
|
|
prog->_LinkedShaders[i - 1],
|
|
prog->_LinkedShaders[i]))
|
|
goto done;
|
|
}
|
|
|
|
prog->LinkStatus = true;
|
|
}
|
|
|
|
/* FINISHME: Perform whole-program optimization here. */
|
|
|
|
assign_uniform_locations(prog);
|
|
|
|
if (prog->_LinkedShaders[0]->Type == GL_VERTEX_SHADER)
|
|
/* 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_locations(prog, 16))
|
|
goto done;
|
|
|
|
for (unsigned i = 1; i < prog->_NumLinkedShaders; i++)
|
|
assign_varying_locations(prog->_LinkedShaders[i - 1],
|
|
prog->_LinkedShaders[i]);
|
|
|
|
/* FINISHME: Assign fragment shader output locations. */
|
|
|
|
done:
|
|
free(vert_shader_list);
|
|
}
|