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- /*
- * Copyright © 2010 Intel Corporation
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
- * DEALINGS IN THE SOFTWARE.
- */
-
- /**
- * \file linker.cpp
- * GLSL linker implementation
- *
- * Given a set of shaders that are to be linked to generate a final program,
- * there are three distinct stages.
- *
- * In the first stage shaders are partitioned into groups based on the shader
- * type. All shaders of a particular type (e.g., vertex shaders) are linked
- * together.
- *
- * - Undefined references in each shader are resolve to definitions in
- * another shader.
- * - Types and qualifiers of uniforms, outputs, and global variables defined
- * in multiple shaders with the same name are verified to be the same.
- * - Initializers for uniforms and global variables defined
- * in multiple shaders with the same name are verified to be the same.
- *
- * The result, in the terminology of the GLSL spec, is a set of shader
- * executables for each processing unit.
- *
- * After the first stage is complete, a series of semantic checks are performed
- * on each of the shader executables.
- *
- * - Each shader executable must define a \c main function.
- * - Each vertex shader executable must write to \c gl_Position.
- * - Each fragment shader executable must write to either \c gl_FragData or
- * \c gl_FragColor.
- *
- * In the final stage individual shader executables are linked to create a
- * complete exectuable.
- *
- * - Types of uniforms defined in multiple shader stages with the same name
- * are verified to be the same.
- * - Initializers for uniforms defined in multiple shader stages with the
- * same name are verified to be the same.
- * - Types and qualifiers of outputs defined in one stage are verified to
- * be the same as the types and qualifiers of inputs defined with the same
- * name in a later stage.
- *
- * \author Ian Romanick <ian.d.romanick@intel.com>
- */
-
- #include <ctype.h>
- #include "main/core.h"
- #include "glsl_symbol_table.h"
- #include "glsl_parser_extras.h"
- #include "ir.h"
- #include "program.h"
- #include "program/hash_table.h"
- #include "linker.h"
- #include "link_varyings.h"
- #include "ir_optimization.h"
- #include "ir_rvalue_visitor.h"
- #include "ir_uniform.h"
-
- #include "main/shaderobj.h"
- #include "main/enums.h"
-
-
- void linker_error(gl_shader_program *, const char *, ...);
-
- namespace {
-
- /**
- * Visitor that determines whether or not a variable is ever written.
- */
- class find_assignment_visitor : public ir_hierarchical_visitor {
- public:
- find_assignment_visitor(const char *name)
- : name(name), found(false)
- {
- /* empty */
- }
-
- virtual ir_visitor_status visit_enter(ir_assignment *ir)
- {
- ir_variable *const var = ir->lhs->variable_referenced();
-
- if (strcmp(name, var->name) == 0) {
- found = true;
- return visit_stop;
- }
-
- return visit_continue_with_parent;
- }
-
- virtual ir_visitor_status visit_enter(ir_call *ir)
- {
- foreach_two_lists(formal_node, &ir->callee->parameters,
- actual_node, &ir->actual_parameters) {
- ir_rvalue *param_rval = (ir_rvalue *) actual_node;
- ir_variable *sig_param = (ir_variable *) formal_node;
-
- if (sig_param->data.mode == ir_var_function_out ||
- sig_param->data.mode == ir_var_function_inout) {
- ir_variable *var = param_rval->variable_referenced();
- if (var && strcmp(name, var->name) == 0) {
- found = true;
- return visit_stop;
- }
- }
- }
-
- if (ir->return_deref != NULL) {
- ir_variable *const var = ir->return_deref->variable_referenced();
-
- if (strcmp(name, var->name) == 0) {
- found = true;
- return visit_stop;
- }
- }
-
- return visit_continue_with_parent;
- }
-
- bool variable_found()
- {
- return found;
- }
-
- private:
- const char *name; /**< Find writes to a variable with this name. */
- bool found; /**< Was a write to the variable found? */
- };
-
-
- /**
- * Visitor that determines whether or not a variable is ever read.
- */
- class find_deref_visitor : public ir_hierarchical_visitor {
- public:
- find_deref_visitor(const char *name)
- : name(name), found(false)
- {
- /* empty */
- }
-
- virtual ir_visitor_status visit(ir_dereference_variable *ir)
- {
- if (strcmp(this->name, ir->var->name) == 0) {
- this->found = true;
- return visit_stop;
- }
-
- return visit_continue;
- }
-
- bool variable_found() const
- {
- return this->found;
- }
-
- private:
- const char *name; /**< Find writes to a variable with this name. */
- bool found; /**< Was a write to the variable found? */
- };
-
-
- class geom_array_resize_visitor : public ir_hierarchical_visitor {
- public:
- unsigned num_vertices;
- gl_shader_program *prog;
-
- geom_array_resize_visitor(unsigned num_vertices, gl_shader_program *prog)
- {
- this->num_vertices = num_vertices;
- this->prog = prog;
- }
-
- virtual ~geom_array_resize_visitor()
- {
- /* empty */
- }
-
- virtual ir_visitor_status visit(ir_variable *var)
- {
- if (!var->type->is_array() || var->data.mode != ir_var_shader_in)
- return visit_continue;
-
- unsigned size = var->type->length;
-
- /* Generate a link error if the shader has declared this array with an
- * incorrect size.
- */
- if (size && size != this->num_vertices) {
- linker_error(this->prog, "size of array %s declared as %u, "
- "but number of input vertices is %u\n",
- var->name, size, this->num_vertices);
- return visit_continue;
- }
-
- /* Generate a link error if the shader attempts to access an input
- * array using an index too large for its actual size assigned at link
- * time.
- */
- if (var->data.max_array_access >= this->num_vertices) {
- linker_error(this->prog, "geometry shader accesses element %i of "
- "%s, but only %i input vertices\n",
- var->data.max_array_access, var->name, this->num_vertices);
- return visit_continue;
- }
-
- var->type = glsl_type::get_array_instance(var->type->fields.array,
- this->num_vertices);
- var->data.max_array_access = this->num_vertices - 1;
-
- return visit_continue;
- }
-
- /* Dereferences of input variables need to be updated so that their type
- * matches the newly assigned type of the variable they are accessing. */
- virtual ir_visitor_status visit(ir_dereference_variable *ir)
- {
- ir->type = ir->var->type;
- return visit_continue;
- }
-
- /* Dereferences of 2D input arrays need to be updated so that their type
- * matches the newly assigned type of the array they are accessing. */
- virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
- {
- const glsl_type *const vt = ir->array->type;
- if (vt->is_array())
- ir->type = vt->fields.array;
- return visit_continue;
- }
- };
-
- class tess_eval_array_resize_visitor : public ir_hierarchical_visitor {
- public:
- unsigned num_vertices;
- gl_shader_program *prog;
-
- tess_eval_array_resize_visitor(unsigned num_vertices, gl_shader_program *prog)
- {
- this->num_vertices = num_vertices;
- this->prog = prog;
- }
-
- virtual ~tess_eval_array_resize_visitor()
- {
- /* empty */
- }
-
- virtual ir_visitor_status visit(ir_variable *var)
- {
- if (!var->type->is_array() || var->data.mode != ir_var_shader_in || var->data.patch)
- return visit_continue;
-
- var->type = glsl_type::get_array_instance(var->type->fields.array,
- this->num_vertices);
- var->data.max_array_access = this->num_vertices - 1;
-
- return visit_continue;
- }
-
- /* Dereferences of input variables need to be updated so that their type
- * matches the newly assigned type of the variable they are accessing. */
- virtual ir_visitor_status visit(ir_dereference_variable *ir)
- {
- ir->type = ir->var->type;
- return visit_continue;
- }
-
- /* Dereferences of 2D input arrays need to be updated so that their type
- * matches the newly assigned type of the array they are accessing. */
- virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
- {
- const glsl_type *const vt = ir->array->type;
- if (vt->is_array())
- ir->type = vt->fields.array;
- return visit_continue;
- }
- };
-
- class barrier_use_visitor : public ir_hierarchical_visitor {
- public:
- barrier_use_visitor(gl_shader_program *prog)
- : prog(prog), in_main(false), after_return(false), control_flow(0)
- {
- }
-
- virtual ~barrier_use_visitor()
- {
- /* empty */
- }
-
- virtual ir_visitor_status visit_enter(ir_function *ir)
- {
- if (strcmp(ir->name, "main") == 0)
- in_main = true;
-
- return visit_continue;
- }
-
- virtual ir_visitor_status visit_leave(ir_function *)
- {
- in_main = false;
- after_return = false;
- return visit_continue;
- }
-
- virtual ir_visitor_status visit_leave(ir_return *)
- {
- after_return = true;
- return visit_continue;
- }
-
- virtual ir_visitor_status visit_enter(ir_if *)
- {
- ++control_flow;
- return visit_continue;
- }
-
- virtual ir_visitor_status visit_leave(ir_if *)
- {
- --control_flow;
- return visit_continue;
- }
-
- virtual ir_visitor_status visit_enter(ir_loop *)
- {
- ++control_flow;
- return visit_continue;
- }
-
- virtual ir_visitor_status visit_leave(ir_loop *)
- {
- --control_flow;
- return visit_continue;
- }
-
- /* FINISHME: `switch` is not expressed at the IR level -- it's already
- * been lowered to a mess of `if`s. We'll correctly disallow any use of
- * barrier() in a conditional path within the switch, but not in a path
- * which is always hit.
- */
-
- virtual ir_visitor_status visit_enter(ir_call *ir)
- {
- if (ir->use_builtin && strcmp(ir->callee_name(), "barrier") == 0) {
- /* Use of barrier(); determine if it is legal: */
- if (!in_main) {
- linker_error(prog, "Builtin barrier() may only be used in main");
- return visit_stop;
- }
-
- if (after_return) {
- linker_error(prog, "Builtin barrier() may not be used after return");
- return visit_stop;
- }
-
- if (control_flow != 0) {
- linker_error(prog, "Builtin barrier() may not be used inside control flow");
- return visit_stop;
- }
- }
- return visit_continue;
- }
-
- private:
- gl_shader_program *prog;
- bool in_main, after_return;
- int control_flow;
- };
-
- /**
- * Visitor that determines the highest stream id to which a (geometry) shader
- * emits vertices. It also checks whether End{Stream}Primitive is ever called.
- */
- class find_emit_vertex_visitor : public ir_hierarchical_visitor {
- public:
- find_emit_vertex_visitor(int max_allowed)
- : max_stream_allowed(max_allowed),
- invalid_stream_id(0),
- invalid_stream_id_from_emit_vertex(false),
- end_primitive_found(false),
- uses_non_zero_stream(false)
- {
- /* empty */
- }
-
- virtual ir_visitor_status visit_leave(ir_emit_vertex *ir)
- {
- int stream_id = ir->stream_id();
-
- if (stream_id < 0) {
- invalid_stream_id = stream_id;
- invalid_stream_id_from_emit_vertex = true;
- return visit_stop;
- }
-
- if (stream_id > max_stream_allowed) {
- invalid_stream_id = stream_id;
- invalid_stream_id_from_emit_vertex = true;
- return visit_stop;
- }
-
- if (stream_id != 0)
- uses_non_zero_stream = true;
-
- return visit_continue;
- }
-
- virtual ir_visitor_status visit_leave(ir_end_primitive *ir)
- {
- end_primitive_found = true;
-
- int stream_id = ir->stream_id();
-
- if (stream_id < 0) {
- invalid_stream_id = stream_id;
- invalid_stream_id_from_emit_vertex = false;
- return visit_stop;
- }
-
- if (stream_id > max_stream_allowed) {
- invalid_stream_id = stream_id;
- invalid_stream_id_from_emit_vertex = false;
- return visit_stop;
- }
-
- if (stream_id != 0)
- uses_non_zero_stream = true;
-
- return visit_continue;
- }
-
- bool error()
- {
- return invalid_stream_id != 0;
- }
-
- const char *error_func()
- {
- return invalid_stream_id_from_emit_vertex ?
- "EmitStreamVertex" : "EndStreamPrimitive";
- }
-
- int error_stream()
- {
- return invalid_stream_id;
- }
-
- bool uses_streams()
- {
- return uses_non_zero_stream;
- }
-
- bool uses_end_primitive()
- {
- return end_primitive_found;
- }
-
- private:
- int max_stream_allowed;
- int invalid_stream_id;
- bool invalid_stream_id_from_emit_vertex;
- bool end_primitive_found;
- bool uses_non_zero_stream;
- };
-
- /* Class that finds array derefs and check if indexes are dynamic. */
- class dynamic_sampler_array_indexing_visitor : public ir_hierarchical_visitor
- {
- public:
- dynamic_sampler_array_indexing_visitor() :
- dynamic_sampler_array_indexing(false)
- {
- }
-
- ir_visitor_status visit_enter(ir_dereference_array *ir)
- {
- if (!ir->variable_referenced())
- return visit_continue;
-
- if (!ir->variable_referenced()->type->contains_sampler())
- return visit_continue;
-
- if (!ir->array_index->constant_expression_value()) {
- dynamic_sampler_array_indexing = true;
- return visit_stop;
- }
- return visit_continue;
- }
-
- bool uses_dynamic_sampler_array_indexing()
- {
- return dynamic_sampler_array_indexing;
- }
-
- private:
- bool dynamic_sampler_array_indexing;
- };
-
- } /* anonymous namespace */
-
- void
- linker_error(gl_shader_program *prog, const char *fmt, ...)
- {
- va_list ap;
-
- ralloc_strcat(&prog->InfoLog, "error: ");
- va_start(ap, fmt);
- ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
- va_end(ap);
-
- prog->LinkStatus = false;
- }
-
-
- void
- linker_warning(gl_shader_program *prog, const char *fmt, ...)
- {
- va_list ap;
-
- ralloc_strcat(&prog->InfoLog, "warning: ");
- va_start(ap, fmt);
- ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
- va_end(ap);
-
- }
-
-
- /**
- * Given a string identifying a program resource, break it into a base name
- * and an optional array index in square brackets.
- *
- * If an array index is present, \c out_base_name_end is set to point to the
- * "[" that precedes the array index, and the array index itself is returned
- * as a long.
- *
- * If no array index is present (or if the array index is negative or
- * mal-formed), \c out_base_name_end, is set to point to the null terminator
- * at the end of the input string, and -1 is returned.
- *
- * Only the final array index is parsed; if the string contains other array
- * indices (or structure field accesses), they are left in the base name.
- *
- * No attempt is made to check that the base name is properly formed;
- * typically the caller will look up the base name in a hash table, so
- * ill-formed base names simply turn into hash table lookup failures.
- */
- long
- parse_program_resource_name(const GLchar *name,
- const GLchar **out_base_name_end)
- {
- /* Section 7.3.1 ("Program Interfaces") of the OpenGL 4.3 spec says:
- *
- * "When an integer array element or block instance number is part of
- * the name string, it will be specified in decimal form without a "+"
- * or "-" sign or any extra leading zeroes. Additionally, the name
- * string will not include white space anywhere in the string."
- */
-
- const size_t len = strlen(name);
- *out_base_name_end = name + len;
-
- if (len == 0 || name[len-1] != ']')
- return -1;
-
- /* Walk backwards over the string looking for a non-digit character. This
- * had better be the opening bracket for an array index.
- *
- * Initially, i specifies the location of the ']'. Since the string may
- * contain only the ']' charcater, walk backwards very carefully.
- */
- unsigned i;
- for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
- /* empty */ ;
-
- if ((i == 0) || name[i-1] != '[')
- return -1;
-
- long array_index = strtol(&name[i], NULL, 10);
- if (array_index < 0)
- return -1;
-
- /* Check for leading zero */
- if (name[i] == '0' && name[i+1] != ']')
- return -1;
-
- *out_base_name_end = name + (i - 1);
- return array_index;
- }
-
-
- void
- link_invalidate_variable_locations(exec_list *ir)
- {
- foreach_in_list(ir_instruction, node, ir) {
- ir_variable *const var = node->as_variable();
-
- if (var == NULL)
- continue;
-
- /* Only assign locations for variables that lack an explicit location.
- * Explicit locations are set for all built-in variables, generic vertex
- * shader inputs (via layout(location=...)), and generic fragment shader
- * outputs (also via layout(location=...)).
- */
- if (!var->data.explicit_location) {
- var->data.location = -1;
- var->data.location_frac = 0;
- }
-
- /* ir_variable::is_unmatched_generic_inout is used by the linker while
- * connecting outputs from one stage to inputs of the next stage.
- *
- * There are two implicit assumptions here. First, we assume that any
- * built-in variable (i.e., non-generic in or out) will have
- * explicit_location set. Second, we assume that any generic in or out
- * will not have explicit_location set.
- *
- * This second assumption will only be valid until
- * GL_ARB_separate_shader_objects is supported. When that extension is
- * implemented, this function will need some modifications.
- */
- if (!var->data.explicit_location) {
- var->data.is_unmatched_generic_inout = 1;
- } else {
- var->data.is_unmatched_generic_inout = 0;
- }
- }
- }
-
-
- /**
- * 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
- analyze_clip_usage(struct gl_shader_program *prog,
- struct gl_shader *shader, GLboolean *UsesClipDistance,
- GLuint *ClipDistanceArraySize)
- {
- *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");
-
- clip_vertex.run(shader->ir);
- clip_distance.run(shader->ir);
- if (clip_vertex.variable_found() && clip_distance.variable_found()) {
- linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
- "and `gl_ClipDistance'\n",
- _mesa_shader_stage_to_string(shader->Stage));
- return;
- }
- *UsesClipDistance = clip_distance.variable_found();
- ir_variable *clip_distance_var =
- 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."
- *
- * All GLSL ES Versions are similar to GLSL 1.40--failing to write to
- * gl_Position is not an error.
- */
- if (prog->Version < (prog->IsES ? 300 : 140)) {
- find_assignment_visitor find("gl_Position");
- find.run(shader->ir);
- if (!find.variable_found()) {
- if (prog->IsES) {
- linker_warning(prog,
- "vertex shader does not write to `gl_Position'."
- "It's value is undefined. \n");
- } else {
- linker_error(prog,
- "vertex shader does not write to `gl_Position'. \n");
- }
- return;
- }
- }
-
- analyze_clip_usage(prog, shader, &prog->Vert.UsesClipDistance,
- &prog->Vert.ClipDistanceArraySize);
- }
-
- void
- validate_tess_eval_shader_executable(struct gl_shader_program *prog,
- struct gl_shader *shader)
- {
- if (shader == NULL)
- return;
-
- analyze_clip_usage(prog, shader, &prog->TessEval.UsesClipDistance,
- &prog->TessEval.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].\n",
- emit_vertex.error_func(),
- emit_vertex.error_stream(),
- ctx->Const.MaxVertexStreams - 1);
- }
- prog->Geom.UsesStreams = emit_vertex.uses_streams();
- prog->Geom.UsesEndPrimitive = emit_vertex.uses_end_primitive();
-
- /* From the ARB_gpu_shader5 spec:
- *
- * "Multiple vertex streams are supported only if the output primitive
- * type is declared to be "points". A program will fail to link if it
- * contains a geometry shader calling EmitStreamVertex() or
- * EndStreamPrimitive() if its output primitive type is not "points".
- *
- * However, in the same spec:
- *
- * "The function EmitVertex() is equivalent to calling EmitStreamVertex()
- * with <stream> set to zero."
- *
- * And:
- *
- * "The function EndPrimitive() is equivalent to calling
- * EndStreamPrimitive() with <stream> set to zero."
- *
- * Since we can call EmitVertex() and EndPrimitive() when we output
- * primitives other than points, calling EmitStreamVertex(0) or
- * EmitEndPrimitive(0) should not produce errors. This it also what Nvidia
- * does. Currently we only set prog->Geom.UsesStreams to TRUE when
- * EmitStreamVertex() or EmitEndPrimitive() are called with a non-zero
- * stream.
- */
- if (prog->Geom.UsesStreams && prog->Geom.OutputType != GL_POINTS) {
- linker_error(prog, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
- "with n>0 requires point output\n");
- }
- }
- }
-
- bool
- validate_intrastage_arrays(struct gl_shader_program *prog,
- ir_variable *const var,
- ir_variable *const existing)
- {
- /* Consider the types to be "the same" if both types are arrays
- * of the same type and one of the arrays is implicitly sized.
- * In addition, set the type of the linked variable to the
- * explicitly sized array.
- */
- if (var->type->is_array() && existing->type->is_array() &&
- (var->type->fields.array == existing->type->fields.array) &&
- ((var->type->length == 0)|| (existing->type->length == 0))) {
- if (var->type->length != 0) {
- if (var->type->length <= existing->data.max_array_access) {
- linker_error(prog, "%s `%s' declared as type "
- "`%s' but outermost dimension has an index"
- " of `%i'\n",
- mode_string(var),
- var->name, var->type->name,
- existing->data.max_array_access);
- }
- existing->type = var->type;
- return true;
- } else if (existing->type->length != 0) {
- if(existing->type->length <= var->data.max_array_access) {
- linker_error(prog, "%s `%s' declared as type "
- "`%s' but outermost dimension has an index"
- " of `%i'\n",
- mode_string(var),
- var->name, existing->type->name,
- var->data.max_array_access);
- }
- return true;
- }
- }
- return false;
- }
-
-
- /**
- * 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 && var->data.mode != ir_var_shader_storage))
- continue;
-
- /* don't cross validate subroutine uniforms */
- if (var->type->contains_subroutine())
- continue;
-
- /* Don't cross validate temporaries that are at global scope. These
- * will eventually get pulled into the shaders 'main'.
- */
- if (var->data.mode == ir_var_temporary)
- continue;
-
- /* If a global with this name has already been seen, verify that the
- * new instance has the same type. In addition, if the globals have
- * initializers, the values of the initializers must be the same.
- */
- ir_variable *const existing = variables.get_variable(var->name);
- if (existing != NULL) {
- /* Check if types match. Interface blocks have some special
- * rules so we handle those elsewhere.
- */
- if (var->type != existing->type &&
- !var->is_interface_instance()) {
- if (!validate_intrastage_arrays(prog, var, existing)) {
- if (var->type->is_record() && existing->type->is_record()
- && existing->type->record_compare(var->type)) {
- existing->type = var->type;
- } else {
- 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.\n");
- }
-
- if (var->data.used && layout_differs) {
- linker_error(prog,
- "If gl_FragDepth is redeclared with a layout "
- "qualifier in any fragment shader, it must be "
- "redeclared with the same layout qualifier in "
- "all fragment shaders that have assignments to "
- "gl_FragDepth\n");
- }
- }
-
- /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
- *
- * "If a shared global has multiple initializers, the
- * initializers must all be constant expressions, and they
- * must all have the same value. Otherwise, a link error will
- * result. (A shared global having only one initializer does
- * not require that initializer to be a constant expression.)"
- *
- * Previous to 4.20 the GLSL spec simply said that initializers
- * must have the same value. In this case of non-constant
- * initializers, this was impossible to determine. As a result,
- * no vendor actually implemented that behavior. The 4.20
- * behavior matches the implemented behavior of at least one other
- * vendor, so we'll implement that for all GLSL versions.
- */
- if (var->constant_initializer != NULL) {
- if (existing->constant_initializer != NULL) {
- if (!var->constant_initializer->has_value(existing->constant_initializer)) {
- linker_error(prog, "initializers for %s "
- "`%s' have differing values\n",
- mode_string(var), var->name);
- return;
- }
- } else {
- /* If the first-seen instance of a particular uniform did not
- * have an initializer but a later instance does, 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\n",
- 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) {
- if (var->data.mode != ir_var_temporary)
- sh->symbols->add_variable(var);
- }
- }
- }
-
-
- /**
- * Remap variables referenced in an instruction tree
- *
- * This is used when instruction trees are cloned from one shader and placed in
- * another. These trees will contain references to \c ir_variable nodes that
- * do not exist in the target shader. This function finds these \c ir_variable
- * references and replaces the references with matching variables in the target
- * shader.
- *
- * If there is no matching variable in the target shader, a clone of the
- * \c ir_variable is made and added to the target shader. The new variable is
- * added to \b both the instruction stream and the symbol table.
- *
- * \param inst IR tree that is to be processed.
- * \param symbols Symbol table containing global scope symbols in the
- * linked shader.
- * \param instructions Instruction stream where new variable declarations
- * should be added.
- */
- void
- remap_variables(ir_instruction *inst, struct gl_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
- */
- ir_function_signature *
- link_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, false);
- 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->get_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->get_max_ifc_array_access());
- var->change_interface_type(new_type);
- var->type = update_interface_members_array(var->type, new_type);
- }
- } else if (const glsl_type *ifc_type = var->get_interface_type()) {
- /* Store a pointer to the variable in the unnamed_interfaces
- * hashtable.
- */
- 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);
- }
- }
-
- static const glsl_type *
- update_interface_members_array(const glsl_type *type,
- const glsl_type *new_interface_type)
- {
- const glsl_type *element_type = type->fields.array;
- if (element_type->is_array()) {
- const glsl_type *new_array_type =
- update_interface_members_array(element_type, new_interface_type);
- return glsl_type::get_array_instance(new_array_type, type->length);
- } else {
- return glsl_type::get_array_instance(new_interface_type,
- type->length);
- }
- }
-
- /**
- * Determine whether the given interface type contains unsized arrays (if
- * it doesn't, array_sizing_visitor doesn't need to process it).
- */
- static bool interface_contains_unsized_arrays(const glsl_type *type)
- {
- for (unsigned i = 0; i < type->length; i++) {
- const glsl_type *elem_type = type->fields.structure[i].type;
- if (elem_type->is_unsized_array())
- return true;
- }
- return false;
- }
-
- /**
- * Create a new interface type based on the given type, with unsized arrays
- * replaced by sized arrays whose size is determined by
- * max_ifc_array_access.
- */
- static const glsl_type *
- resize_interface_members(const glsl_type *type,
- const 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 tessellation control shader vertices and
- * layout qualifiers for the attached tessellation control shaders,
- * and propagates them to the linked TCS and linked shader program.
- */
- static void
- link_tcs_out_layout_qualifiers(struct gl_shader_program *prog,
- struct gl_shader *linked_shader,
- struct gl_shader **shader_list,
- unsigned num_shaders)
- {
- linked_shader->TessCtrl.VerticesOut = 0;
-
- if (linked_shader->Stage != MESA_SHADER_TESS_CTRL)
- return;
-
- /* From the GLSL 4.0 spec (chapter 4.3.8.2):
- *
- * "All tessellation control shader layout declarations in a program
- * must specify the same output patch vertex count. There must be at
- * least one layout qualifier specifying an output patch vertex count
- * in any program containing tessellation control shaders; however,
- * such a declaration is not required in all tessellation control
- * shaders."
- */
-
- for (unsigned i = 0; i < num_shaders; i++) {
- struct gl_shader *shader = shader_list[i];
-
- if (shader->TessCtrl.VerticesOut != 0) {
- if (linked_shader->TessCtrl.VerticesOut != 0 &&
- linked_shader->TessCtrl.VerticesOut != shader->TessCtrl.VerticesOut) {
- linker_error(prog, "tessellation control shader defined with "
- "conflicting output vertex count (%d and %d)\n",
- linked_shader->TessCtrl.VerticesOut,
- shader->TessCtrl.VerticesOut);
- return;
- }
- linked_shader->TessCtrl.VerticesOut = shader->TessCtrl.VerticesOut;
- }
- }
-
- /* Just do the intrastage -> interstage propagation right now,
- * since we already know we're in the right type of shader program
- * for doing it.
- */
- if (linked_shader->TessCtrl.VerticesOut == 0) {
- linker_error(prog, "tessellation control shader didn't declare "
- "vertices out layout qualifier\n");
- return;
- }
- prog->TessCtrl.VerticesOut = linked_shader->TessCtrl.VerticesOut;
- }
-
-
- /**
- * Performs the cross-validation of tessellation evaluation shader
- * primitive type, vertex spacing, ordering and point_mode layout qualifiers
- * for the attached tessellation evaluation shaders, and propagates them
- * to the linked TES and linked shader program.
- */
- static void
- link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
- struct gl_shader *linked_shader,
- struct gl_shader **shader_list,
- unsigned num_shaders)
- {
- linked_shader->TessEval.PrimitiveMode = PRIM_UNKNOWN;
- linked_shader->TessEval.Spacing = 0;
- linked_shader->TessEval.VertexOrder = 0;
- linked_shader->TessEval.PointMode = -1;
-
- if (linked_shader->Stage != MESA_SHADER_TESS_EVAL)
- return;
-
- /* From the GLSL 4.0 spec (chapter 4.3.8.1):
- *
- * "At least one tessellation evaluation shader (compilation unit) in
- * a program must declare a primitive mode in its input layout.
- * Declaration vertex spacing, ordering, and point mode identifiers is
- * optional. It is not required that all tessellation evaluation
- * shaders in a program declare a primitive mode. If spacing or
- * vertex ordering declarations are omitted, the tessellation
- * primitive generator will use equal spacing or counter-clockwise
- * vertex ordering, respectively. If a point mode declaration is
- * omitted, the tessellation primitive generator will produce lines or
- * triangles according to the primitive mode."
- */
-
- for (unsigned i = 0; i < num_shaders; i++) {
- struct gl_shader *shader = shader_list[i];
-
- if (shader->TessEval.PrimitiveMode != PRIM_UNKNOWN) {
- if (linked_shader->TessEval.PrimitiveMode != PRIM_UNKNOWN &&
- linked_shader->TessEval.PrimitiveMode != shader->TessEval.PrimitiveMode) {
- linker_error(prog, "tessellation evaluation shader defined with "
- "conflicting input primitive modes.\n");
- return;
- }
- linked_shader->TessEval.PrimitiveMode = shader->TessEval.PrimitiveMode;
- }
-
- if (shader->TessEval.Spacing != 0) {
- if (linked_shader->TessEval.Spacing != 0 &&
- linked_shader->TessEval.Spacing != shader->TessEval.Spacing) {
- linker_error(prog, "tessellation evaluation shader defined with "
- "conflicting vertex spacing.\n");
- return;
- }
- linked_shader->TessEval.Spacing = shader->TessEval.Spacing;
- }
-
- if (shader->TessEval.VertexOrder != 0) {
- if (linked_shader->TessEval.VertexOrder != 0 &&
- linked_shader->TessEval.VertexOrder != shader->TessEval.VertexOrder) {
- linker_error(prog, "tessellation evaluation shader defined with "
- "conflicting ordering.\n");
- return;
- }
- linked_shader->TessEval.VertexOrder = shader->TessEval.VertexOrder;
- }
-
- if (shader->TessEval.PointMode != -1) {
- if (linked_shader->TessEval.PointMode != -1 &&
- linked_shader->TessEval.PointMode != shader->TessEval.PointMode) {
- linker_error(prog, "tessellation evaluation shader defined with "
- "conflicting point modes.\n");
- return;
- }
- linked_shader->TessEval.PointMode = shader->TessEval.PointMode;
- }
-
- }
-
- /* Just do the intrastage -> interstage propagation right now,
- * since we already know we're in the right type of shader program
- * for doing it.
- */
- if (linked_shader->TessEval.PrimitiveMode == PRIM_UNKNOWN) {
- linker_error(prog,
- "tessellation evaluation shader didn't declare input "
- "primitive modes.\n");
- return;
- }
- prog->TessEval.PrimitiveMode = linked_shader->TessEval.PrimitiveMode;
-
- if (linked_shader->TessEval.Spacing == 0)
- linked_shader->TessEval.Spacing = GL_EQUAL;
- prog->TessEval.Spacing = linked_shader->TessEval.Spacing;
-
- if (linked_shader->TessEval.VertexOrder == 0)
- linked_shader->TessEval.VertexOrder = GL_CCW;
- prog->TessEval.VertexOrder = linked_shader->TessEval.VertexOrder;
-
- if (linked_shader->TessEval.PointMode == -1)
- linked_shader->TessEval.PointMode = GL_FALSE;
- prog->TessEval.PointMode = linked_shader->TessEval.PointMode;
- }
-
-
- /**
- * 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."
- */
- if ((linked_shader->redeclares_gl_fragcoord
- && !shader->redeclares_gl_fragcoord
- && shader->uses_gl_fragcoord)
- || (shader->redeclares_gl_fragcoord
- && !linked_shader->redeclares_gl_fragcoord
- && linked_shader->uses_gl_fragcoord)) {
- linker_error(prog, "fragment shader defined with conflicting "
- "layout qualifiers for gl_FragCoord\n");
- }
-
- /* From the GLSL 1.50 spec, page 39:
- *
- * "All redeclarations of gl_FragCoord in all fragment shaders in a
- * single program must have the same set of qualifiers."
- */
- if (linked_shader->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;
- }
-
- linked_shader->EarlyFragmentTests |= shader->EarlyFragmentTests;
- }
- }
-
- /**
- * 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\n",
- f->name);
- return NULL;
- }
- }
- }
- }
- }
-
- /* Find the shader that defines main, and make a clone of it.
- *
- * Starting with the clone, search for undefined references. If one is
- * found, find the shader that defines it. Clone the reference and add
- * it to the shader. Repeat until there are no undefined references or
- * until a reference cannot be resolved.
- */
- gl_shader *main = NULL;
- for (unsigned i = 0; i < num_shaders; i++) {
- if (link_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_tcs_out_layout_qualifiers(prog, linked, shader_list, num_shaders);
- link_tes_in_layout_qualifiers(prog, linked, shader_list, num_shaders);
- link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
- link_cs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
-
- populate_symbol_table(linked);
-
- /* The pointer to the main function in the final linked shader (i.e., the
- * copy of the original shader that contained the main function).
- */
- ir_function_signature *const main_sig =
- link_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 *));
-
- ok = linking_shaders != NULL;
-
- if (ok) {
- 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 {
- _mesa_error_no_memory(__func__);
- }
- } 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);
- }
- }
-
- if (ctx->Const.VertexID_is_zero_based)
- lower_vertex_id(linked);
-
- /* Validate correct usage of barrier() in the tess control shader */
- if (linked->Stage == MESA_SHADER_TESS_CTRL) {
- barrier_use_visitor visitor(prog);
- foreach_in_list(ir_instruction, ir, linked->ir) {
- ir->accept(&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.
- *
- * Subroutine uniforms are not removed.
- */
- if (var->is_in_buffer_block() || var->type->contains_atomic() ||
- var->type->contains_subroutine())
- 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.
- */
- const unsigned num_slots = var->get_num_state_slots();
- if (num_slots > 0) {
- var->set_num_state_slots((size + 1)
- * (num_slots / var->type->length));
- }
-
- var->type = glsl_type::get_array_instance(var->type->fields.array,
- size + 1);
- /* FINISHME: We should update the types of array
- * dereferences of this variable now.
- */
- }
- }
- }
- }
-
- /**
- * Resize tessellation evaluation per-vertex inputs to the size of
- * tessellation control per-vertex outputs.
- */
- static void
- resize_tes_inputs(struct gl_context *ctx,
- struct gl_shader_program *prog)
- {
- if (prog->_LinkedShaders[MESA_SHADER_TESS_EVAL] == NULL)
- return;
-
- gl_shader *const tcs = prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
- gl_shader *const tes = prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
-
- /* If no control shader is present, then the TES inputs are statically
- * sized to MaxPatchVertices; the actual size of the arrays won't be
- * known until draw time.
- */
- const int num_vertices = tcs
- ? tcs->TessCtrl.VerticesOut
- : ctx->Const.MaxPatchVertices;
-
- tess_eval_array_resize_visitor input_resize_visitor(num_vertices, prog);
- foreach_in_list(ir_instruction, ir, tes->ir) {
- ir->accept(&input_resize_visitor);
- }
- }
-
- /**
- * Find a contiguous set of available bits in a bitmask.
- *
- * \param used_mask Bits representing used (1) and unused (0) locations
- * \param needed_count Number of contiguous bits needed.
- *
- * \return
- * Base location of the available bits on success or -1 on failure.
- */
- int
- find_available_slots(unsigned used_mask, unsigned needed_count)
- {
- unsigned needed_mask = (1 << needed_count) - 1;
- const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count;
-
- /* The comparison to 32 is redundant, but without it GCC emits "warning:
- * cannot optimize possibly infinite loops" for the loop below.
- */
- if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32))
- return -1;
-
- for (int i = 0; i <= max_bit_to_test; i++) {
- if ((needed_mask & ~used_mask) == needed_mask)
- return i;
-
- needed_mask <<= 1;
- }
-
- return -1;
- }
-
-
- /**
- * Assign locations for either VS inputs or FS outputs
- *
- * \param prog Shader program whose variables need locations assigned
- * \param constants Driver specific constant values for the program.
- * \param target_index Selector for the program target to receive location
- * assignmnets. Must be either \c MESA_SHADER_VERTEX or
- * \c MESA_SHADER_FRAGMENT.
- *
- * \return
- * If locations are successfully assigned, true is returned. Otherwise an
- * error is emitted to the shader link log and false is returned.
- */
- bool
- assign_attribute_or_color_locations(gl_shader_program *prog,
- struct gl_constants *constants,
- unsigned target_index)
- {
- /* Maximum number of generic locations. This corresponds to either the
- * maximum number of draw buffers or the maximum number of generic
- * attributes.
- */
- unsigned max_index = (target_index == MESA_SHADER_VERTEX) ?
- constants->Program[target_index].MaxAttribs :
- MAX2(constants->MaxDrawBuffers, constants->MaxDualSourceDrawBuffers);
-
- /* Mark invalid locations as being used.
- */
- unsigned used_locations = (max_index >= 32)
- ? ~0 : ~((1 << max_index) - 1);
- unsigned double_storage_locations = 0;
-
- assert((target_index == MESA_SHADER_VERTEX)
- || (target_index == MESA_SHADER_FRAGMENT));
-
- gl_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;
- }
- }
- }
-
- /* From GL4.5 core spec, section 15.2 (Shader Execution):
- *
- * "Output binding assignments will cause LinkProgram to fail:
- * ...
- * If the program has an active output assigned to a location greater
- * than or equal to the value of MAX_DUAL_SOURCE_DRAW_BUFFERS and has
- * an active output assigned an index greater than or equal to one;"
- */
- if (target_index == MESA_SHADER_FRAGMENT && var->data.index >= 1 &&
- var->data.location - generic_base >=
- (int) constants->MaxDualSourceDrawBuffers) {
- linker_error(prog,
- "output location %d >= GL_MAX_DUAL_SOURCE_DRAW_BUFFERS "
- "with index %u for %s\n",
- var->data.location - generic_base, var->data.index,
- var->name);
- return false;
- }
-
- const unsigned slots = var->type->count_attribute_slots();
-
- /* If the variable is not a built-in and has a location statically
- * assigned in the shader (presumably via a layout qualifier), make sure
- * that it doesn't collide with other assigned locations. Otherwise,
- * add it to the list of variables that need linker-assigned locations.
- */
- if (var->data.location != -1) {
- if (var->data.location >= generic_base && var->data.index < 1) {
- /* From page 61 of the OpenGL 4.0 spec:
- *
- * "LinkProgram will fail if the attribute bindings assigned
- * by BindAttribLocation do not leave not enough space to
- * assign a location for an active matrix attribute or an
- * active attribute array, both of which require multiple
- * contiguous generic attributes."
- *
- * I think above text prohibits the aliasing of explicit and
- * automatic assignments. But, aliasing is allowed in manual
- * assignments of attribute locations. See below comments for
- * the details.
- *
- * From OpenGL 4.0 spec, page 61:
- *
- * "It is possible for an application to bind more than one
- * attribute name to the same location. This is referred to as
- * aliasing. This will only work if only one of the aliased
- * attributes is active in the executable program, or if no
- * path through the shader consumes more than one attribute of
- * a set of attributes aliased to the same location. A link
- * error can occur if the linker determines that every path
- * through the shader consumes multiple aliased attributes,
- * but implementations are not required to generate an error
- * in this case."
- *
- * From GLSL 4.30 spec, page 54:
- *
- * "A program will fail to link if any two non-vertex shader
- * input variables are assigned to the same location. For
- * vertex shaders, multiple input variables may be assigned
- * to the same location using either layout qualifiers or via
- * the OpenGL API. However, such aliasing is intended only to
- * support vertex shaders where each execution path accesses
- * at most one input per each location. Implementations are
- * permitted, but not required, to generate link-time errors
- * if they detect that every path through the vertex shader
- * executable accesses multiple inputs assigned to any single
- * location. For all shader types, a program will fail to link
- * if explicit location assignments leave the linker unable
- * to find space for other variables without explicit
- * assignments."
- *
- * From OpenGL ES 3.0 spec, page 56:
- *
- * "Binding more than one attribute name to the same location
- * is referred to as aliasing, and is not permitted in OpenGL
- * ES Shading Language 3.00 vertex shaders. LinkProgram will
- * fail when this condition exists. However, aliasing is
- * possible in OpenGL ES Shading Language 1.00 vertex shaders.
- * This will only work if only one of the aliased attributes
- * is active in the executable program, or if no path through
- * the shader consumes more than one attribute of a set of
- * attributes aliased to the same location. A link error can
- * occur if the linker determines that every path through the
- * shader consumes multiple aliased attributes, but implemen-
- * tations are not required to generate an error in this case."
- *
- * After looking at above references from OpenGL, OpenGL ES and
- * GLSL specifications, we allow aliasing of vertex input variables
- * in: OpenGL 2.0 (and above) and OpenGL ES 2.0.
- *
- * NOTE: This is not required by the spec but its worth mentioning
- * here that we're not doing anything to make sure that no path
- * through the vertex shader executable accesses multiple inputs
- * assigned to any single location.
- */
-
- /* Mask representing the contiguous slots that will be used by
- * this attribute.
- */
- const unsigned attr = var->data.location - generic_base;
- const unsigned use_mask = (1 << slots) - 1;
- const char *const string = (target_index == MESA_SHADER_VERTEX)
- ? "vertex shader input" : "fragment shader output";
-
- /* Generate a link error if the requested locations for this
- * attribute exceed the maximum allowed attribute location.
- */
- if (attr + slots > max_index) {
- linker_error(prog,
- "insufficient contiguous locations "
- "available for %s `%s' %d %d %d\n", string,
- var->name, used_locations, use_mask, attr);
- return false;
- }
-
- /* Generate a link error if the set of bits requested for this
- * attribute overlaps any previously allocated bits.
- */
- if ((~(use_mask << attr) & used_locations) != used_locations) {
- if (target_index == MESA_SHADER_FRAGMENT ||
- (prog->IsES && prog->Version >= 300)) {
- linker_error(prog,
- "overlapping location is assigned "
- "to %s `%s' %d %d %d\n", string,
- var->name, used_locations, use_mask, attr);
- return false;
- } else {
- linker_warning(prog,
- "overlapping location is assigned "
- "to %s `%s' %d %d %d\n", string,
- var->name, used_locations, use_mask, attr);
- }
- }
-
- used_locations |= (use_mask << attr);
-
- /* From the GL 4.5 core spec, section 11.1.1 (Vertex Attributes):
- *
- * "A program with more than the value of MAX_VERTEX_ATTRIBS
- * active attribute variables may fail to link, unless
- * device-dependent optimizations are able to make the program
- * fit within available hardware resources. For the purposes
- * of this test, attribute variables of the type dvec3, dvec4,
- * dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3, and dmat4 may
- * count as consuming twice as many attributes as equivalent
- * single-precision types. While these types use the same number
- * of generic attributes as their single-precision equivalents,
- * implementations are permitted to consume two single-precision
- * vectors of internal storage for each three- or four-component
- * double-precision vector."
- *
- * Mark this attribute slot as taking up twice as much space
- * so we can count it properly against limits. According to
- * issue (3) of the GL_ARB_vertex_attrib_64bit behavior, this
- * is optional behavior, but it seems preferable.
- */
- const glsl_type *type = var->type->without_array();
- if (type == glsl_type::dvec3_type ||
- type == glsl_type::dvec4_type ||
- type == glsl_type::dmat2x3_type ||
- type == glsl_type::dmat2x4_type ||
- type == glsl_type::dmat3_type ||
- type == glsl_type::dmat3x4_type ||
- type == glsl_type::dmat4x3_type ||
- type == glsl_type::dmat4_type) {
- double_storage_locations |= (use_mask << attr);
- }
- }
-
- continue;
- }
-
- to_assign[num_attr].slots = slots;
- to_assign[num_attr].var = var;
- num_attr++;
- }
-
- if (target_index == MESA_SHADER_VERTEX) {
- unsigned total_attribs_size =
- _mesa_bitcount(used_locations & ((1 << max_index) - 1)) +
- _mesa_bitcount(double_storage_locations);
- if (total_attribs_size > max_index) {
- linker_error(prog,
- "attempt to use %d vertex attribute slots only %d available ",
- total_attribs_size, max_index);
- return false;
- }
- }
-
- /* If all of the attributes were assigned locations by the application (or
- * are built-in attributes with fixed locations), return early. This should
- * be the common case.
- */
- if (num_attr == 0)
- return true;
-
- qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
-
- if (target_index == MESA_SHADER_VERTEX) {
- /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can
- * only be explicitly assigned by via glBindAttribLocation. Mark it as
- * reserved to prevent it from being automatically allocated below.
- */
- find_deref_visitor find("gl_Vertex");
- find.run(sh->ir);
- if (find.variable_found())
- used_locations |= (1 << 0);
- }
-
- for (unsigned i = 0; i < num_attr; i++) {
- /* Mask representing the contiguous slots that will be used by this
- * attribute.
- */
- const unsigned use_mask = (1 << to_assign[i].slots) - 1;
-
- int location = find_available_slots(used_locations, to_assign[i].slots);
-
- if (location < 0) {
- const char *const string = (target_index == MESA_SHADER_VERTEX)
- ? "vertex shader input" : "fragment shader output";
-
- linker_error(prog,
- "insufficient contiguous locations "
- "available for %s `%s'\n",
- string, to_assign[i].var->name);
- return false;
- }
-
- to_assign[i].var->data.location = generic_base + location;
- to_assign[i].var->data.is_unmatched_generic_inout = 0;
- used_locations |= (use_mask << location);
- }
-
- 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) {
- assert(var->data.mode != ir_var_temporary);
- 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\n",
- _mesa_shader_stage_to_string(i));
- }
-
- if (sh->num_uniform_components >
- ctx->Const.Program[i].MaxUniformComponents) {
- if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
- linker_warning(prog, "Too many %s shader default uniform block "
- "components, but the driver will try to optimize "
- "them out; this is non-portable out-of-spec "
- "behavior\n",
- _mesa_shader_stage_to_string(i));
- } else {
- linker_error(prog, "Too many %s shader default uniform block "
- "components\n",
- _mesa_shader_stage_to_string(i));
- }
- }
-
- if (sh->num_combined_uniform_components >
- ctx->Const.Program[i].MaxCombinedUniformComponents) {
- if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
- linker_warning(prog, "Too many %s shader uniform components, "
- "but the driver will try to optimize them out; "
- "this is non-portable out-of-spec behavior\n",
- _mesa_shader_stage_to_string(i));
- } else {
- linker_error(prog, "Too many %s shader uniform components\n",
- _mesa_shader_stage_to_string(i));
- }
- }
- }
-
- unsigned blocks[MESA_SHADER_STAGES] = {0};
- unsigned total_uniform_blocks = 0;
-
- for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
- if (prog->UniformBlocks[i].UniformBufferSize > ctx->Const.MaxUniformBlockSize) {
- linker_error(prog, "Uniform block %s too big (%d/%d)\n",
- prog->UniformBlocks[i].Name,
- prog->UniformBlocks[i].UniformBufferSize,
- ctx->Const.MaxUniformBlockSize);
- }
-
- for (unsigned 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)\n",
- 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)\n",
- _mesa_shader_stage_to_string(i),
- blocks[i],
- max_uniform_blocks);
- break;
- }
- }
- }
- }
- }
-
- static void
- link_calculate_subroutine_compat(struct gl_shader_program *prog)
- {
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- struct gl_shader *sh = prog->_LinkedShaders[i];
- int count;
- if (!sh)
- continue;
-
- for (unsigned j = 0; j < sh->NumSubroutineUniformRemapTable; j++) {
- struct gl_uniform_storage *uni = sh->SubroutineUniformRemapTable[j];
-
- if (!uni)
- continue;
-
- count = 0;
- for (unsigned f = 0; f < sh->NumSubroutineFunctions; f++) {
- struct gl_subroutine_function *fn = &sh->SubroutineFunctions[f];
- for (int k = 0; k < fn->num_compat_types; k++) {
- if (fn->types[k] == uni->type) {
- count++;
- break;
- }
- }
- }
- uni->num_compatible_subroutines = count;
- }
- }
- }
-
- static void
- check_subroutine_resources(struct gl_shader_program *prog)
- {
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- struct gl_shader *sh = prog->_LinkedShaders[i];
-
- if (sh) {
- if (sh->NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS)
- linker_error(prog, "Too many %s shader subroutine uniforms\n",
- _mesa_shader_stage_to_string(i));
- }
- }
- }
- /**
- * Validate shader image resources.
- */
- static void
- check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
- {
- unsigned total_image_units = 0;
- unsigned fragment_outputs = 0;
-
- 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 (%u > %u)\n",
- _mesa_shader_stage_to_string(i), sh->NumImages,
- ctx->Const.Program[i].MaxImageUniforms);
-
- 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\n");
-
- if (total_image_units + fragment_outputs >
- ctx->Const.MaxCombinedShaderOutputResources)
- linker_error(prog, "Too many combined image uniforms and fragment outputs\n");
- }
-
-
- /**
- * Initializes explicit location slots to INACTIVE_UNIFORM_EXPLICIT_LOCATION
- * for a variable, checks for overlaps between other uniforms using explicit
- * locations.
- */
- static 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.\n");
- 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\n",
- 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;
- }
-
- static bool
- reserve_subroutine_explicit_locations(struct gl_shader_program *prog,
- struct gl_shader *sh,
- ir_variable *var)
- {
- unsigned slots = var->type->uniform_locations();
- unsigned max_loc = var->data.location + slots - 1;
-
- /* Resize remap table if locations do not fit in the current one. */
- if (max_loc + 1 > sh->NumSubroutineUniformRemapTable) {
- sh->SubroutineUniformRemapTable =
- reralloc(sh, sh->SubroutineUniformRemapTable,
- gl_uniform_storage *,
- max_loc + 1);
-
- if (!sh->SubroutineUniformRemapTable) {
- linker_error(prog, "Out of memory during linking.\n");
- return false;
- }
-
- /* Initialize allocated space. */
- for (unsigned i = sh->NumSubroutineUniformRemapTable; i < max_loc + 1; i++)
- sh->SubroutineUniformRemapTable[i] = NULL;
-
- sh->NumSubroutineUniformRemapTable = max_loc + 1;
- }
-
- for (unsigned i = 0; i < slots; i++) {
- unsigned loc = var->data.location + i;
-
- /* Check if location is already used. */
- if (sh->SubroutineUniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
-
- /* ARB_explicit_uniform_location specification states:
- * "No two subroutine uniform variables can have the same location
- * in the same shader stage, otherwise a compiler or linker error
- * will be generated."
- */
- linker_error(prog,
- "location qualifier for uniform %s overlaps "
- "previously used location\n",
- var->name);
- return false;
- }
-
- /* Initialize location as inactive before optimization
- * rounds and location assignment.
- */
- sh->SubroutineUniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
- }
-
- return true;
- }
- /**
- * Check and reserve all explicit uniform locations, called before
- * any optimizations happen to handle also inactive uniforms and
- * inactive array elements that may get trimmed away.
- */
- static 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.\n");
- 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.mode == ir_var_shader_storage) &&
- var->data.explicit_location) {
- bool ret;
- if (var->type->is_subroutine())
- ret = reserve_subroutine_explicit_locations(prog, sh, var);
- else
- ret = reserve_explicit_locations(prog, uniform_map, var);
- if (!ret) {
- delete uniform_map;
- return;
- }
- }
- }
- }
-
- delete uniform_map;
- }
-
- static bool
- add_program_resource(struct gl_shader_program *prog, GLenum type,
- const void *data, uint8_t stages)
- {
- assert(data);
-
- /* If resource already exists, do not add it again. */
- for (unsigned i = 0; i < prog->NumProgramResourceList; i++)
- if (prog->ProgramResourceList[i].Data == data)
- return true;
-
- prog->ProgramResourceList =
- reralloc(prog,
- prog->ProgramResourceList,
- gl_program_resource,
- prog->NumProgramResourceList + 1);
-
- if (!prog->ProgramResourceList) {
- linker_error(prog, "Out of memory during linking.\n");
- return false;
- }
-
- struct gl_program_resource *res =
- &prog->ProgramResourceList[prog->NumProgramResourceList];
-
- res->Type = type;
- res->Data = data;
- res->StageReferences = stages;
-
- prog->NumProgramResourceList++;
-
- return true;
- }
-
- /**
- * Function builds a stage reference bitmask from variable name.
- */
- static uint8_t
- build_stageref(struct gl_shader_program *shProg, const char *name,
- unsigned mode)
- {
- uint8_t stages = 0;
-
- /* Note, that we assume MAX 8 stages, if there will be more stages, type
- * used for reference mask in gl_program_resource will need to be changed.
- */
- assert(MESA_SHADER_STAGES < 8);
-
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- struct gl_shader *sh = shProg->_LinkedShaders[i];
- if (!sh)
- continue;
-
- /* Shader symbol table may contain variables that have
- * been optimized away. Search IR for the variable instead.
- */
- foreach_in_list(ir_instruction, node, sh->ir) {
- ir_variable *var = node->as_variable();
- if (var) {
- unsigned baselen = strlen(var->name);
-
- /* Type needs to match if specified, otherwise we might
- * pick a variable with same name but different interface.
- */
- if (var->data.mode != mode)
- continue;
-
- if (strncmp(var->name, name, baselen) == 0) {
- /* Check for exact name matches but also check for arrays and
- * structs.
- */
- if (name[baselen] == '\0' ||
- name[baselen] == '[' ||
- name[baselen] == '.') {
- stages |= (1 << i);
- break;
- }
- }
- }
- }
- }
- return stages;
- }
-
- static bool
- add_interface_variables(struct gl_shader_program *shProg,
- struct gl_shader *sh, GLenum programInterface)
- {
- foreach_in_list(ir_instruction, node, sh->ir) {
- ir_variable *var = node->as_variable();
- uint8_t mask = 0;
-
- if (!var)
- continue;
-
- switch (var->data.mode) {
- /* From GL 4.3 core spec, section 11.1.1 (Vertex Attributes):
- * "For GetActiveAttrib, all active vertex shader input variables
- * are enumerated, including the special built-in inputs gl_VertexID
- * and gl_InstanceID."
- */
- case ir_var_system_value:
- if (var->data.location != SYSTEM_VALUE_VERTEX_ID &&
- var->data.location != SYSTEM_VALUE_VERTEX_ID_ZERO_BASE &&
- var->data.location != SYSTEM_VALUE_INSTANCE_ID)
- continue;
- /* Mark special built-in inputs referenced by the vertex stage so
- * that they are considered active by the shader queries.
- */
- mask = (1 << (MESA_SHADER_VERTEX));
- /* FALLTHROUGH */
- case ir_var_shader_in:
- if (programInterface != GL_PROGRAM_INPUT)
- continue;
- break;
- case ir_var_shader_out:
- if (programInterface != GL_PROGRAM_OUTPUT)
- continue;
- break;
- default:
- continue;
- };
-
- if (!add_program_resource(shProg, programInterface, var,
- build_stageref(shProg, var->name,
- var->data.mode) | mask))
- return false;
- }
- return true;
- }
-
- /**
- * Builds up a list of program resources that point to existing
- * resource data.
- */
- void
- build_program_resource_list(struct gl_context *ctx,
- struct gl_shader_program *shProg)
- {
- /* Rebuild resource list. */
- if (shProg->ProgramResourceList) {
- ralloc_free(shProg->ProgramResourceList);
- shProg->ProgramResourceList = NULL;
- shProg->NumProgramResourceList = 0;
- }
-
- int input_stage = MESA_SHADER_STAGES, output_stage = 0;
-
- /* Determine first input and final output stage. These are used to
- * detect which variables should be enumerated in the resource list
- * for GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT.
- */
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- if (!shProg->_LinkedShaders[i])
- continue;
- if (input_stage == MESA_SHADER_STAGES)
- input_stage = i;
- output_stage = i;
- }
-
- /* Empty shader, no resources. */
- if (input_stage == MESA_SHADER_STAGES && output_stage == 0)
- return;
-
- /* Add inputs and outputs to the resource list. */
- if (!add_interface_variables(shProg, shProg->_LinkedShaders[input_stage],
- GL_PROGRAM_INPUT))
- return;
-
- if (!add_interface_variables(shProg, shProg->_LinkedShaders[output_stage],
- GL_PROGRAM_OUTPUT))
- return;
-
- /* Add transform feedback varyings. */
- if (shProg->LinkedTransformFeedback.NumVarying > 0) {
- for (int i = 0; i < shProg->LinkedTransformFeedback.NumVarying; i++) {
- if (!add_program_resource(shProg, GL_TRANSFORM_FEEDBACK_VARYING,
- &shProg->LinkedTransformFeedback.Varyings[i],
- 0))
- return;
- }
- }
-
- /* Add uniforms from uniform storage. */
- for (unsigned i = 0; i < shProg->NumUniformStorage; i++) {
- /* Do not add uniforms internally used by Mesa. */
- if (shProg->UniformStorage[i].hidden)
- continue;
-
- uint8_t stageref =
- build_stageref(shProg, shProg->UniformStorage[i].name,
- ir_var_uniform);
-
- /* Add stagereferences for uniforms in a uniform block. */
- int block_index = shProg->UniformStorage[i].block_index;
- if (block_index != -1) {
- for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
- if (shProg->UniformBlockStageIndex[j][block_index] != -1)
- stageref |= (1 << j);
- }
- }
-
- if (!add_program_resource(shProg, GL_UNIFORM,
- &shProg->UniformStorage[i], stageref))
- return;
- }
-
- /* Add program uniform blocks. */
- for (unsigned i = 0; i < shProg->NumUniformBlocks; i++) {
- if (!add_program_resource(shProg, GL_UNIFORM_BLOCK,
- &shProg->UniformBlocks[i], 0))
- return;
- }
-
- /* Add atomic counter buffers. */
- for (unsigned i = 0; i < shProg->NumAtomicBuffers; i++) {
- if (!add_program_resource(shProg, GL_ATOMIC_COUNTER_BUFFER,
- &shProg->AtomicBuffers[i], 0))
- return;
- }
-
- for (unsigned i = 0; i < shProg->NumUniformStorage; i++) {
- GLenum type;
- if (!shProg->UniformStorage[i].hidden)
- continue;
-
- for (int j = MESA_SHADER_VERTEX; j < MESA_SHADER_STAGES; j++) {
- if (!shProg->UniformStorage[i].subroutine[j].active)
- continue;
-
- type = _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j);
- /* add shader subroutines */
- if (!add_program_resource(shProg, type, &shProg->UniformStorage[i], 0))
- return;
- }
- }
-
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- struct gl_shader *sh = shProg->_LinkedShaders[i];
- GLuint type;
-
- if (!sh)
- continue;
-
- type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
- for (unsigned j = 0; j < sh->NumSubroutineFunctions; j++) {
- if (!add_program_resource(shProg, type, &sh->SubroutineFunctions[j], 0))
- return;
- }
- }
-
- /* TODO - following extensions will require more resource types:
- *
- * GL_ARB_shader_storage_buffer_object
- */
- }
-
- /**
- * This check is done to make sure we allow only constant expression
- * indexing and "constant-index-expression" (indexing with an expression
- * that includes loop induction variable).
- */
- static bool
- validate_sampler_array_indexing(struct gl_context *ctx,
- struct gl_shader_program *prog)
- {
- dynamic_sampler_array_indexing_visitor v;
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- if (prog->_LinkedShaders[i] == NULL)
- continue;
-
- bool no_dynamic_indexing =
- ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler;
-
- /* Search for array derefs in shader. */
- v.run(prog->_LinkedShaders[i]->ir);
- if (v.uses_dynamic_sampler_array_indexing()) {
- const char *msg = "sampler arrays indexed with non-constant "
- "expressions is forbidden in GLSL %s %u";
- /* Backend has indicated that it has no dynamic indexing support. */
- if (no_dynamic_indexing) {
- linker_error(prog, msg, prog->IsES ? "ES" : "", prog->Version);
- return false;
- } else {
- linker_warning(prog, msg, prog->IsES ? "ES" : "", prog->Version);
- }
- }
- }
- return true;
- }
-
- static void
- link_assign_subroutine_types(struct gl_shader_program *prog)
- {
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- gl_shader *sh = prog->_LinkedShaders[i];
-
- if (sh == NULL)
- continue;
-
- foreach_in_list(ir_instruction, node, sh->ir) {
- ir_function *fn = node->as_function();
- if (!fn)
- continue;
-
- if (fn->is_subroutine)
- sh->NumSubroutineUniformTypes++;
-
- if (!fn->num_subroutine_types)
- continue;
-
- sh->SubroutineFunctions = reralloc(sh, sh->SubroutineFunctions,
- struct gl_subroutine_function,
- sh->NumSubroutineFunctions + 1);
- sh->SubroutineFunctions[sh->NumSubroutineFunctions].name = ralloc_strdup(sh, fn->name);
- sh->SubroutineFunctions[sh->NumSubroutineFunctions].num_compat_types = fn->num_subroutine_types;
- sh->SubroutineFunctions[sh->NumSubroutineFunctions].types =
- ralloc_array(sh, const struct glsl_type *,
- fn->num_subroutine_types);
- for (int j = 0; j < fn->num_subroutine_types; j++)
- sh->SubroutineFunctions[sh->NumSubroutineFunctions].types[j] = fn->subroutine_types[j];
- sh->NumSubroutineFunctions++;
- }
- }
- }
-
- 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;
-
- 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;
- }
-
- if (prog->Shaders[i]->ARB_fragment_coord_conventions_enable) {
- prog->ARB_fragment_coord_conventions_enable = true;
- }
-
- gl_shader_stage shader_type = prog->Shaders[i]->Stage;
- shader_list[shader_type][num_shaders[shader_type]] = prog->Shaders[i];
- num_shaders[shader_type]++;
- }
-
- /* In desktop GLSL, different shader versions may be linked together. In
- * GLSL ES, all shader versions must be the same.
- */
- if (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;
-
- /* From OpenGL 4.5 Core specification (7.3 Program Objects):
- * "Linking can fail for a variety of reasons as specified in the OpenGL
- * Shading Language Specification, as well as any of the following
- * reasons:
- *
- * * No shader objects are attached to program.
- *
- * ..."
- *
- * Same rule applies for OpenGL ES >= 3.1.
- */
-
- if (prog->NumShaders == 0 &&
- ((ctx->API == API_OPENGL_CORE && ctx->Version >= 45) ||
- (ctx->API == API_OPENGLES2 && ctx->Version >= 31))) {
- linker_error(prog, "No shader objects are attached to program.\n");
- goto done;
- }
-
- /* Some shaders have to be linked with some other shaders present.
- */
- 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;
- }
- if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
- num_shaders[MESA_SHADER_VERTEX] == 0 &&
- !prog->SeparateShader) {
- linker_error(prog, "Tessellation evaluation shader must be linked with "
- "vertex shader\n");
- goto done;
- }
- if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
- num_shaders[MESA_SHADER_VERTEX] == 0 &&
- !prog->SeparateShader) {
- linker_error(prog, "Tessellation control shader must be linked with "
- "vertex shader\n");
- goto done;
- }
-
- /* The spec is self-contradictory here. It allows linking without a tess
- * eval shader, but that can only be used with transform feedback and
- * rasterization disabled. However, transform feedback isn't allowed
- * with GL_PATCHES, so it can't be used.
- *
- * More investigation showed that the idea of transform feedback after
- * a tess control shader was dropped, because some hw vendors couldn't
- * support tessellation without a tess eval shader, but the linker section
- * wasn't updated to reflect that.
- *
- * All specifications (ARB_tessellation_shader, GL 4.0-4.5) have this
- * spec bug.
- *
- * Do what's reasonable and always require a tess eval shader if a tess
- * control shader is present.
- */
- if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
- num_shaders[MESA_SHADER_TESS_EVAL] == 0 &&
- !prog->SeparateShader) {
- linker_error(prog, "Tessellation control shader must be linked with "
- "tessellation evaluation shader\n");
- goto done;
- }
-
- /* Compute shaders have additional restrictions. */
- if (num_shaders[MESA_SHADER_COMPUTE] > 0 &&
- num_shaders[MESA_SHADER_COMPUTE] != prog->NumShaders) {
- linker_error(prog, "Compute shaders may not be linked with any other "
- "type of shader\n");
- }
-
- 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) {
- if (sh)
- ctx->Driver.DeleteShader(ctx, sh);
- goto done;
- }
-
- switch (stage) {
- case MESA_SHADER_VERTEX:
- validate_vertex_shader_executable(prog, sh);
- break;
- case MESA_SHADER_TESS_CTRL:
- /* nothing to be done */
- break;
- case MESA_SHADER_TESS_EVAL:
- validate_tess_eval_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) {
- if (sh)
- ctx->Driver.DeleteShader(ctx, sh);
- 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_TESS_EVAL] > 0)
- prog->LastClipDistanceArraySize = prog->TessEval.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);
- link_assign_subroutine_types(prog);
-
- if (!prog->LinkStatus)
- goto done;
-
- resize_tes_inputs(ctx, prog);
-
- /* Validate the inputs of each stage with the output of the preceding
- * stage.
- */
- 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->Const.ShaderCompilerOptions[i].LowerClipDistance) {
- lower_clip_distance(prog->_LinkedShaders[i]);
- }
-
- if (ctx->Const.LowerTessLevel) {
- lower_tess_level(prog->_LinkedShaders[i]);
- }
-
- while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
- &ctx->Const.ShaderCompilerOptions[i],
- ctx->Const.NativeIntegers))
- ;
-
- lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir);
- }
-
- /* Validation for special cases where we allow sampler array indexing
- * with loop induction variable. This check emits a warning or error
- * depending if backend can handle dynamic indexing.
- */
- if ((!prog->IsES && prog->Version < 130) ||
- (prog->IsES && prog->Version < 300)) {
- if (!validate_sampler_array_indexing(ctx, prog))
- goto done;
- }
-
- /* Check and validate stream emissions in geometry shaders */
- validate_geometry_shader_emissions(ctx, prog);
-
- /* 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);
- }
- }
-
- if (!assign_attribute_or_color_locations(prog, &ctx->Const,
- MESA_SHADER_VERTEX)) {
- goto done;
- }
-
- if (!assign_attribute_or_color_locations(prog, &ctx->Const,
- MESA_SHADER_FRAGMENT)) {
- goto done;
- }
-
- unsigned first, last;
-
- first = MESA_SHADER_STAGES;
- last = 0;
-
- /* Determine first and last stage. */
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- if (!prog->_LinkedShaders[i])
- continue;
- if (first == MESA_SHADER_STAGES)
- first = i;
- last = i;
- }
-
- 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.\n");
- 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 next;
-
- if (first < MESA_SHADER_FRAGMENT) {
- gl_shader *const sh = prog->_LinkedShaders[last];
-
- if (first == MESA_SHADER_GEOMETRY) {
- /* There was no vertex shader, but we still have to assign varying
- * locations for use by geometry shader inputs in SSO.
- *
- * If the shader is not separable (i.e., prog->SeparateShader is
- * false), linking will have already failed when first is
- * MESA_SHADER_GEOMETRY.
- */
- if (!assign_varying_locations(ctx, mem_ctx, prog,
- NULL, prog->_LinkedShaders[first],
- num_tfeedback_decls, tfeedback_decls))
- goto done;
- }
-
- if (last != MESA_SHADER_FRAGMENT &&
- (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))
- 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 */))
- 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];
-
- if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
- next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
- tfeedback_decls))
- 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, ctx->Const.UniformBooleanTrue);
- link_assign_atomic_counter_resources(ctx, prog);
- store_fragdepth_layout(prog);
-
- link_calculate_subroutine_compat(prog);
- check_resources(ctx, prog);
- check_subroutine_resources(prog);
- check_image_resources(ctx, prog);
- link_check_atomic_counter_resources(ctx, prog);
-
- if (!prog->LinkStatus)
- 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) {
- /* With ES < 3.1 one needs to have always vertex + fragment shader. */
- if (ctx->Version < 31) {
- 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");
- }
- } else {
- /* From OpenGL ES 3.1 specification (7.3 Program Objects):
- * "Linking can fail for a variety of reasons as specified in the
- * OpenGL ES Shading Language Specification, as well as any of the
- * following reasons:
- *
- * ...
- *
- * * program contains objects to form either a vertex shader or
- * fragment shader, and program is not separable, and does not
- * contain objects to form both a vertex shader and fragment
- * shader."
- */
- if (!!prog->_LinkedShaders[MESA_SHADER_VERTEX] ^
- !!prog->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
- linker_error(prog, "Program needs to contain both vertex and "
- "fragment shaders.\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);
- }
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