linker.cpp revision 4ec449a6ed1d2cea3bf83d6518b3b352ce5daceb
1/* 2 * Copyright © 2010 Intel Corporation 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 21 * DEALINGS IN THE SOFTWARE. 22 */ 23 24/** 25 * \file linker.cpp 26 * GLSL linker implementation 27 * 28 * Given a set of shaders that are to be linked to generate a final program, 29 * there are three distinct stages. 30 * 31 * In the first stage shaders are partitioned into groups based on the shader 32 * type. All shaders of a particular type (e.g., vertex shaders) are linked 33 * together. 34 * 35 * - Undefined references in each shader are resolve to definitions in 36 * another shader. 37 * - Types and qualifiers of uniforms, outputs, and global variables defined 38 * in multiple shaders with the same name are verified to be the same. 39 * - Initializers for uniforms and global variables defined 40 * in multiple shaders with the same name are verified to be the same. 41 * 42 * The result, in the terminology of the GLSL spec, is a set of shader 43 * executables for each processing unit. 44 * 45 * After the first stage is complete, a series of semantic checks are performed 46 * on each of the shader executables. 47 * 48 * - Each shader executable must define a \c main function. 49 * - Each vertex shader executable must write to \c gl_Position. 50 * - Each fragment shader executable must write to either \c gl_FragData or 51 * \c gl_FragColor. 52 * 53 * In the final stage individual shader executables are linked to create a 54 * complete exectuable. 55 * 56 * - Types of uniforms defined in multiple shader stages with the same name 57 * are verified to be the same. 58 * - Initializers for uniforms defined in multiple shader stages with the 59 * same name are verified to be the same. 60 * - Types and qualifiers of outputs defined in one stage are verified to 61 * be the same as the types and qualifiers of inputs defined with the same 62 * name in a later stage. 63 * 64 * \author Ian Romanick <ian.d.romanick@intel.com> 65 */ 66 67#include "main/core.h" 68#include "glsl_symbol_table.h" 69#include "ir.h" 70#include "program.h" 71#include "program/hash_table.h" 72#include "linker.h" 73#include "ir_optimization.h" 74 75extern "C" { 76#include "main/shaderobj.h" 77} 78 79/** 80 * Visitor that determines whether or not a variable is ever written. 81 */ 82class find_assignment_visitor : public ir_hierarchical_visitor { 83public: 84 find_assignment_visitor(const char *name) 85 : name(name), found(false) 86 { 87 /* empty */ 88 } 89 90 virtual ir_visitor_status visit_enter(ir_assignment *ir) 91 { 92 ir_variable *const var = ir->lhs->variable_referenced(); 93 94 if (strcmp(name, var->name) == 0) { 95 found = true; 96 return visit_stop; 97 } 98 99 return visit_continue_with_parent; 100 } 101 102 virtual ir_visitor_status visit_enter(ir_call *ir) 103 { 104 exec_list_iterator sig_iter = ir->callee->parameters.iterator(); 105 foreach_iter(exec_list_iterator, iter, *ir) { 106 ir_rvalue *param_rval = (ir_rvalue *)iter.get(); 107 ir_variable *sig_param = (ir_variable *)sig_iter.get(); 108 109 if (sig_param->mode == ir_var_out || 110 sig_param->mode == ir_var_inout) { 111 ir_variable *var = param_rval->variable_referenced(); 112 if (var && strcmp(name, var->name) == 0) { 113 found = true; 114 return visit_stop; 115 } 116 } 117 sig_iter.next(); 118 } 119 120 if (ir->return_deref != NULL) { 121 ir_variable *const var = ir->return_deref->variable_referenced(); 122 123 if (strcmp(name, var->name) == 0) { 124 found = true; 125 return visit_stop; 126 } 127 } 128 129 return visit_continue_with_parent; 130 } 131 132 bool variable_found() 133 { 134 return found; 135 } 136 137private: 138 const char *name; /**< Find writes to a variable with this name. */ 139 bool found; /**< Was a write to the variable found? */ 140}; 141 142 143/** 144 * Visitor that determines whether or not a variable is ever read. 145 */ 146class find_deref_visitor : public ir_hierarchical_visitor { 147public: 148 find_deref_visitor(const char *name) 149 : name(name), found(false) 150 { 151 /* empty */ 152 } 153 154 virtual ir_visitor_status visit(ir_dereference_variable *ir) 155 { 156 if (strcmp(this->name, ir->var->name) == 0) { 157 this->found = true; 158 return visit_stop; 159 } 160 161 return visit_continue; 162 } 163 164 bool variable_found() const 165 { 166 return this->found; 167 } 168 169private: 170 const char *name; /**< Find writes to a variable with this name. */ 171 bool found; /**< Was a write to the variable found? */ 172}; 173 174 175void 176linker_error(gl_shader_program *prog, const char *fmt, ...) 177{ 178 va_list ap; 179 180 ralloc_strcat(&prog->InfoLog, "error: "); 181 va_start(ap, fmt); 182 ralloc_vasprintf_append(&prog->InfoLog, fmt, ap); 183 va_end(ap); 184 185 prog->LinkStatus = false; 186} 187 188 189void 190linker_warning(gl_shader_program *prog, const char *fmt, ...) 191{ 192 va_list ap; 193 194 ralloc_strcat(&prog->InfoLog, "error: "); 195 va_start(ap, fmt); 196 ralloc_vasprintf_append(&prog->InfoLog, fmt, ap); 197 va_end(ap); 198 199} 200 201 202void 203link_invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode, 204 int generic_base) 205{ 206 foreach_list(node, sh->ir) { 207 ir_variable *const var = ((ir_instruction *) node)->as_variable(); 208 209 if ((var == NULL) || (var->mode != (unsigned) mode)) 210 continue; 211 212 /* Only assign locations for generic attributes / varyings / etc. 213 */ 214 if ((var->location >= generic_base) && !var->explicit_location) 215 var->location = -1; 216 } 217} 218 219 220/** 221 * Determine the number of attribute slots required for a particular type 222 * 223 * This code is here because it implements the language rules of a specific 224 * GLSL version. Since it's a property of the language and not a property of 225 * types in general, it doesn't really belong in glsl_type. 226 */ 227unsigned 228count_attribute_slots(const glsl_type *t) 229{ 230 /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec: 231 * 232 * "A scalar input counts the same amount against this limit as a vec4, 233 * so applications may want to consider packing groups of four 234 * unrelated float inputs together into a vector to better utilize the 235 * capabilities of the underlying hardware. A matrix input will use up 236 * multiple locations. The number of locations used will equal the 237 * number of columns in the matrix." 238 * 239 * The spec does not explicitly say how arrays are counted. However, it 240 * should be safe to assume the total number of slots consumed by an array 241 * is the number of entries in the array multiplied by the number of slots 242 * consumed by a single element of the array. 243 */ 244 245 if (t->is_array()) 246 return t->array_size() * count_attribute_slots(t->element_type()); 247 248 if (t->is_matrix()) 249 return t->matrix_columns; 250 251 return 1; 252} 253 254 255/** 256 * Verify that a vertex shader executable meets all semantic requirements. 257 * 258 * Also sets prog->Vert.UsesClipDistance and prog->Vert.ClipDistanceArraySize 259 * as a side effect. 260 * 261 * \param shader Vertex shader executable to be verified 262 */ 263bool 264validate_vertex_shader_executable(struct gl_shader_program *prog, 265 struct gl_shader *shader) 266{ 267 if (shader == NULL) 268 return true; 269 270 /* From the GLSL 1.10 spec, page 48: 271 * 272 * "The variable gl_Position is available only in the vertex 273 * language and is intended for writing the homogeneous vertex 274 * position. All executions of a well-formed vertex shader 275 * executable must write a value into this variable. [...] The 276 * variable gl_Position is available only in the vertex 277 * language and is intended for writing the homogeneous vertex 278 * position. All executions of a well-formed vertex shader 279 * executable must write a value into this variable." 280 * 281 * while in GLSL 1.40 this text is changed to: 282 * 283 * "The variable gl_Position is available only in the vertex 284 * language and is intended for writing the homogeneous vertex 285 * position. It can be written at any time during shader 286 * execution. It may also be read back by a vertex shader 287 * after being written. This value will be used by primitive 288 * assembly, clipping, culling, and other fixed functionality 289 * operations, if present, that operate on primitives after 290 * vertex processing has occurred. Its value is undefined if 291 * the vertex shader executable does not write gl_Position." 292 */ 293 if (prog->Version < 140) { 294 find_assignment_visitor find("gl_Position"); 295 find.run(shader->ir); 296 if (!find.variable_found()) { 297 linker_error(prog, "vertex shader does not write to `gl_Position'\n"); 298 return false; 299 } 300 } 301 302 prog->Vert.ClipDistanceArraySize = 0; 303 304 if (prog->Version >= 130) { 305 /* From section 7.1 (Vertex Shader Special Variables) of the 306 * GLSL 1.30 spec: 307 * 308 * "It is an error for a shader to statically write both 309 * gl_ClipVertex and gl_ClipDistance." 310 */ 311 find_assignment_visitor clip_vertex("gl_ClipVertex"); 312 find_assignment_visitor clip_distance("gl_ClipDistance"); 313 314 clip_vertex.run(shader->ir); 315 clip_distance.run(shader->ir); 316 if (clip_vertex.variable_found() && clip_distance.variable_found()) { 317 linker_error(prog, "vertex shader writes to both `gl_ClipVertex' " 318 "and `gl_ClipDistance'\n"); 319 return false; 320 } 321 prog->Vert.UsesClipDistance = clip_distance.variable_found(); 322 ir_variable *clip_distance_var = 323 shader->symbols->get_variable("gl_ClipDistance"); 324 if (clip_distance_var) 325 prog->Vert.ClipDistanceArraySize = clip_distance_var->type->length; 326 } 327 328 return true; 329} 330 331 332/** 333 * Verify that a fragment shader executable meets all semantic requirements 334 * 335 * \param shader Fragment shader executable to be verified 336 */ 337bool 338validate_fragment_shader_executable(struct gl_shader_program *prog, 339 struct gl_shader *shader) 340{ 341 if (shader == NULL) 342 return true; 343 344 find_assignment_visitor frag_color("gl_FragColor"); 345 find_assignment_visitor frag_data("gl_FragData"); 346 347 frag_color.run(shader->ir); 348 frag_data.run(shader->ir); 349 350 if (frag_color.variable_found() && frag_data.variable_found()) { 351 linker_error(prog, "fragment shader writes to both " 352 "`gl_FragColor' and `gl_FragData'\n"); 353 return false; 354 } 355 356 return true; 357} 358 359 360/** 361 * Generate a string describing the mode of a variable 362 */ 363static const char * 364mode_string(const ir_variable *var) 365{ 366 switch (var->mode) { 367 case ir_var_auto: 368 return (var->read_only) ? "global constant" : "global variable"; 369 370 case ir_var_uniform: return "uniform"; 371 case ir_var_in: return "shader input"; 372 case ir_var_out: return "shader output"; 373 case ir_var_inout: return "shader inout"; 374 375 case ir_var_const_in: 376 case ir_var_temporary: 377 default: 378 assert(!"Should not get here."); 379 return "invalid variable"; 380 } 381} 382 383 384/** 385 * Perform validation of global variables used across multiple shaders 386 */ 387bool 388cross_validate_globals(struct gl_shader_program *prog, 389 struct gl_shader **shader_list, 390 unsigned num_shaders, 391 bool uniforms_only) 392{ 393 /* Examine all of the uniforms in all of the shaders and cross validate 394 * them. 395 */ 396 glsl_symbol_table variables; 397 for (unsigned i = 0; i < num_shaders; i++) { 398 if (shader_list[i] == NULL) 399 continue; 400 401 foreach_list(node, shader_list[i]->ir) { 402 ir_variable *const var = ((ir_instruction *) node)->as_variable(); 403 404 if (var == NULL) 405 continue; 406 407 if (uniforms_only && (var->mode != ir_var_uniform)) 408 continue; 409 410 /* Don't cross validate temporaries that are at global scope. These 411 * will eventually get pulled into the shaders 'main'. 412 */ 413 if (var->mode == ir_var_temporary) 414 continue; 415 416 /* If a global with this name has already been seen, verify that the 417 * new instance has the same type. In addition, if the globals have 418 * initializers, the values of the initializers must be the same. 419 */ 420 ir_variable *const existing = variables.get_variable(var->name); 421 if (existing != NULL) { 422 if (var->type != existing->type) { 423 /* Consider the types to be "the same" if both types are arrays 424 * of the same type and one of the arrays is implicitly sized. 425 * In addition, set the type of the linked variable to the 426 * explicitly sized array. 427 */ 428 if (var->type->is_array() 429 && existing->type->is_array() 430 && (var->type->fields.array == existing->type->fields.array) 431 && ((var->type->length == 0) 432 || (existing->type->length == 0))) { 433 if (var->type->length != 0) { 434 existing->type = var->type; 435 } 436 } else { 437 linker_error(prog, "%s `%s' declared as type " 438 "`%s' and type `%s'\n", 439 mode_string(var), 440 var->name, var->type->name, 441 existing->type->name); 442 return false; 443 } 444 } 445 446 if (var->explicit_location) { 447 if (existing->explicit_location 448 && (var->location != existing->location)) { 449 linker_error(prog, "explicit locations for %s " 450 "`%s' have differing values\n", 451 mode_string(var), var->name); 452 return false; 453 } 454 455 existing->location = var->location; 456 existing->explicit_location = true; 457 } 458 459 /* Validate layout qualifiers for gl_FragDepth. 460 * 461 * From the AMD/ARB_conservative_depth specs: 462 * 463 * "If gl_FragDepth is redeclared in any fragment shader in a 464 * program, it must be redeclared in all fragment shaders in 465 * that program that have static assignments to 466 * gl_FragDepth. All redeclarations of gl_FragDepth in all 467 * fragment shaders in a single program must have the same set 468 * of qualifiers." 469 */ 470 if (strcmp(var->name, "gl_FragDepth") == 0) { 471 bool layout_declared = var->depth_layout != ir_depth_layout_none; 472 bool layout_differs = 473 var->depth_layout != existing->depth_layout; 474 475 if (layout_declared && layout_differs) { 476 linker_error(prog, 477 "All redeclarations of gl_FragDepth in all " 478 "fragment shaders in a single program must have " 479 "the same set of qualifiers."); 480 } 481 482 if (var->used && layout_differs) { 483 linker_error(prog, 484 "If gl_FragDepth is redeclared with a layout " 485 "qualifier in any fragment shader, it must be " 486 "redeclared with the same layout qualifier in " 487 "all fragment shaders that have assignments to " 488 "gl_FragDepth"); 489 } 490 } 491 492 /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says: 493 * 494 * "If a shared global has multiple initializers, the 495 * initializers must all be constant expressions, and they 496 * must all have the same value. Otherwise, a link error will 497 * result. (A shared global having only one initializer does 498 * not require that initializer to be a constant expression.)" 499 * 500 * Previous to 4.20 the GLSL spec simply said that initializers 501 * must have the same value. In this case of non-constant 502 * initializers, this was impossible to determine. As a result, 503 * no vendor actually implemented that behavior. The 4.20 504 * behavior matches the implemented behavior of at least one other 505 * vendor, so we'll implement that for all GLSL versions. 506 */ 507 if (var->constant_initializer != NULL) { 508 if (existing->constant_initializer != NULL) { 509 if (!var->constant_initializer->has_value(existing->constant_initializer)) { 510 linker_error(prog, "initializers for %s " 511 "`%s' have differing values\n", 512 mode_string(var), var->name); 513 return false; 514 } 515 } else { 516 /* If the first-seen instance of a particular uniform did not 517 * have an initializer but a later instance does, copy the 518 * initializer to the version stored in the symbol table. 519 */ 520 /* FINISHME: This is wrong. The constant_value field should 521 * FINISHME: not be modified! Imagine a case where a shader 522 * FINISHME: without an initializer is linked in two different 523 * FINISHME: programs with shaders that have differing 524 * FINISHME: initializers. Linking with the first will 525 * FINISHME: modify the shader, and linking with the second 526 * FINISHME: will fail. 527 */ 528 existing->constant_initializer = 529 var->constant_initializer->clone(ralloc_parent(existing), 530 NULL); 531 } 532 } 533 534 if (var->has_initializer) { 535 if (existing->has_initializer 536 && (var->constant_initializer == NULL 537 || existing->constant_initializer == NULL)) { 538 linker_error(prog, 539 "shared global variable `%s' has multiple " 540 "non-constant initializers.\n", 541 var->name); 542 return false; 543 } 544 545 /* Some instance had an initializer, so keep track of that. In 546 * this location, all sorts of initializers (constant or 547 * otherwise) will propagate the existence to the variable 548 * stored in the symbol table. 549 */ 550 existing->has_initializer = true; 551 } 552 553 if (existing->invariant != var->invariant) { 554 linker_error(prog, "declarations for %s `%s' have " 555 "mismatching invariant qualifiers\n", 556 mode_string(var), var->name); 557 return false; 558 } 559 if (existing->centroid != var->centroid) { 560 linker_error(prog, "declarations for %s `%s' have " 561 "mismatching centroid qualifiers\n", 562 mode_string(var), var->name); 563 return false; 564 } 565 } else 566 variables.add_variable(var); 567 } 568 } 569 570 return true; 571} 572 573 574/** 575 * Perform validation of uniforms used across multiple shader stages 576 */ 577bool 578cross_validate_uniforms(struct gl_shader_program *prog) 579{ 580 return cross_validate_globals(prog, prog->_LinkedShaders, 581 MESA_SHADER_TYPES, true); 582} 583 584 585/** 586 * Validate that outputs from one stage match inputs of another 587 */ 588bool 589cross_validate_outputs_to_inputs(struct gl_shader_program *prog, 590 gl_shader *producer, gl_shader *consumer) 591{ 592 glsl_symbol_table parameters; 593 /* FINISHME: Figure these out dynamically. */ 594 const char *const producer_stage = "vertex"; 595 const char *const consumer_stage = "fragment"; 596 597 /* Find all shader outputs in the "producer" stage. 598 */ 599 foreach_list(node, producer->ir) { 600 ir_variable *const var = ((ir_instruction *) node)->as_variable(); 601 602 /* FINISHME: For geometry shaders, this should also look for inout 603 * FINISHME: variables. 604 */ 605 if ((var == NULL) || (var->mode != ir_var_out)) 606 continue; 607 608 parameters.add_variable(var); 609 } 610 611 612 /* Find all shader inputs in the "consumer" stage. Any variables that have 613 * matching outputs already in the symbol table must have the same type and 614 * qualifiers. 615 */ 616 foreach_list(node, consumer->ir) { 617 ir_variable *const input = ((ir_instruction *) node)->as_variable(); 618 619 /* FINISHME: For geometry shaders, this should also look for inout 620 * FINISHME: variables. 621 */ 622 if ((input == NULL) || (input->mode != ir_var_in)) 623 continue; 624 625 ir_variable *const output = parameters.get_variable(input->name); 626 if (output != NULL) { 627 /* Check that the types match between stages. 628 */ 629 if (input->type != output->type) { 630 /* There is a bit of a special case for gl_TexCoord. This 631 * built-in is unsized by default. Applications that variable 632 * access it must redeclare it with a size. There is some 633 * language in the GLSL spec that implies the fragment shader 634 * and vertex shader do not have to agree on this size. Other 635 * driver behave this way, and one or two applications seem to 636 * rely on it. 637 * 638 * Neither declaration needs to be modified here because the array 639 * sizes are fixed later when update_array_sizes is called. 640 * 641 * From page 48 (page 54 of the PDF) of the GLSL 1.10 spec: 642 * 643 * "Unlike user-defined varying variables, the built-in 644 * varying variables don't have a strict one-to-one 645 * correspondence between the vertex language and the 646 * fragment language." 647 */ 648 if (!output->type->is_array() 649 || (strncmp("gl_", output->name, 3) != 0)) { 650 linker_error(prog, 651 "%s shader output `%s' declared as type `%s', " 652 "but %s shader input declared as type `%s'\n", 653 producer_stage, output->name, 654 output->type->name, 655 consumer_stage, input->type->name); 656 return false; 657 } 658 } 659 660 /* Check that all of the qualifiers match between stages. 661 */ 662 if (input->centroid != output->centroid) { 663 linker_error(prog, 664 "%s shader output `%s' %s centroid qualifier, " 665 "but %s shader input %s centroid qualifier\n", 666 producer_stage, 667 output->name, 668 (output->centroid) ? "has" : "lacks", 669 consumer_stage, 670 (input->centroid) ? "has" : "lacks"); 671 return false; 672 } 673 674 if (input->invariant != output->invariant) { 675 linker_error(prog, 676 "%s shader output `%s' %s invariant qualifier, " 677 "but %s shader input %s invariant qualifier\n", 678 producer_stage, 679 output->name, 680 (output->invariant) ? "has" : "lacks", 681 consumer_stage, 682 (input->invariant) ? "has" : "lacks"); 683 return false; 684 } 685 686 if (input->interpolation != output->interpolation) { 687 linker_error(prog, 688 "%s shader output `%s' specifies %s " 689 "interpolation qualifier, " 690 "but %s shader input specifies %s " 691 "interpolation qualifier\n", 692 producer_stage, 693 output->name, 694 output->interpolation_string(), 695 consumer_stage, 696 input->interpolation_string()); 697 return false; 698 } 699 } 700 } 701 702 return true; 703} 704 705 706/** 707 * Populates a shaders symbol table with all global declarations 708 */ 709static void 710populate_symbol_table(gl_shader *sh) 711{ 712 sh->symbols = new(sh) glsl_symbol_table; 713 714 foreach_list(node, sh->ir) { 715 ir_instruction *const inst = (ir_instruction *) node; 716 ir_variable *var; 717 ir_function *func; 718 719 if ((func = inst->as_function()) != NULL) { 720 sh->symbols->add_function(func); 721 } else if ((var = inst->as_variable()) != NULL) { 722 sh->symbols->add_variable(var); 723 } 724 } 725} 726 727 728/** 729 * Remap variables referenced in an instruction tree 730 * 731 * This is used when instruction trees are cloned from one shader and placed in 732 * another. These trees will contain references to \c ir_variable nodes that 733 * do not exist in the target shader. This function finds these \c ir_variable 734 * references and replaces the references with matching variables in the target 735 * shader. 736 * 737 * If there is no matching variable in the target shader, a clone of the 738 * \c ir_variable is made and added to the target shader. The new variable is 739 * added to \b both the instruction stream and the symbol table. 740 * 741 * \param inst IR tree that is to be processed. 742 * \param symbols Symbol table containing global scope symbols in the 743 * linked shader. 744 * \param instructions Instruction stream where new variable declarations 745 * should be added. 746 */ 747void 748remap_variables(ir_instruction *inst, struct gl_shader *target, 749 hash_table *temps) 750{ 751 class remap_visitor : public ir_hierarchical_visitor { 752 public: 753 remap_visitor(struct gl_shader *target, 754 hash_table *temps) 755 { 756 this->target = target; 757 this->symbols = target->symbols; 758 this->instructions = target->ir; 759 this->temps = temps; 760 } 761 762 virtual ir_visitor_status visit(ir_dereference_variable *ir) 763 { 764 if (ir->var->mode == ir_var_temporary) { 765 ir_variable *var = (ir_variable *) hash_table_find(temps, ir->var); 766 767 assert(var != NULL); 768 ir->var = var; 769 return visit_continue; 770 } 771 772 ir_variable *const existing = 773 this->symbols->get_variable(ir->var->name); 774 if (existing != NULL) 775 ir->var = existing; 776 else { 777 ir_variable *copy = ir->var->clone(this->target, NULL); 778 779 this->symbols->add_variable(copy); 780 this->instructions->push_head(copy); 781 ir->var = copy; 782 } 783 784 return visit_continue; 785 } 786 787 private: 788 struct gl_shader *target; 789 glsl_symbol_table *symbols; 790 exec_list *instructions; 791 hash_table *temps; 792 }; 793 794 remap_visitor v(target, temps); 795 796 inst->accept(&v); 797} 798 799 800/** 801 * Move non-declarations from one instruction stream to another 802 * 803 * The intended usage pattern of this function is to pass the pointer to the 804 * head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node 805 * pointer) for \c last and \c false for \c make_copies on the first 806 * call. Successive calls pass the return value of the previous call for 807 * \c last and \c true for \c make_copies. 808 * 809 * \param instructions Source instruction stream 810 * \param last Instruction after which new instructions should be 811 * inserted in the target instruction stream 812 * \param make_copies Flag selecting whether instructions in \c instructions 813 * should be copied (via \c ir_instruction::clone) into the 814 * target list or moved. 815 * 816 * \return 817 * The new "last" instruction in the target instruction stream. This pointer 818 * is suitable for use as the \c last parameter of a later call to this 819 * function. 820 */ 821exec_node * 822move_non_declarations(exec_list *instructions, exec_node *last, 823 bool make_copies, gl_shader *target) 824{ 825 hash_table *temps = NULL; 826 827 if (make_copies) 828 temps = hash_table_ctor(0, hash_table_pointer_hash, 829 hash_table_pointer_compare); 830 831 foreach_list_safe(node, instructions) { 832 ir_instruction *inst = (ir_instruction *) node; 833 834 if (inst->as_function()) 835 continue; 836 837 ir_variable *var = inst->as_variable(); 838 if ((var != NULL) && (var->mode != ir_var_temporary)) 839 continue; 840 841 assert(inst->as_assignment() 842 || inst->as_call() 843 || ((var != NULL) && (var->mode == ir_var_temporary))); 844 845 if (make_copies) { 846 inst = inst->clone(target, NULL); 847 848 if (var != NULL) 849 hash_table_insert(temps, inst, var); 850 else 851 remap_variables(inst, target, temps); 852 } else { 853 inst->remove(); 854 } 855 856 last->insert_after(inst); 857 last = inst; 858 } 859 860 if (make_copies) 861 hash_table_dtor(temps); 862 863 return last; 864} 865 866/** 867 * Get the function signature for main from a shader 868 */ 869static ir_function_signature * 870get_main_function_signature(gl_shader *sh) 871{ 872 ir_function *const f = sh->symbols->get_function("main"); 873 if (f != NULL) { 874 exec_list void_parameters; 875 876 /* Look for the 'void main()' signature and ensure that it's defined. 877 * This keeps the linker from accidentally pick a shader that just 878 * contains a prototype for main. 879 * 880 * We don't have to check for multiple definitions of main (in multiple 881 * shaders) because that would have already been caught above. 882 */ 883 ir_function_signature *sig = f->matching_signature(&void_parameters); 884 if ((sig != NULL) && sig->is_defined) { 885 return sig; 886 } 887 } 888 889 return NULL; 890} 891 892 893/** 894 * This class is only used in link_intrastage_shaders() below but declaring 895 * it inside that function leads to compiler warnings with some versions of 896 * gcc. 897 */ 898class array_sizing_visitor : public ir_hierarchical_visitor { 899public: 900 virtual ir_visitor_status visit(ir_variable *var) 901 { 902 if (var->type->is_array() && (var->type->length == 0)) { 903 const glsl_type *type = 904 glsl_type::get_array_instance(var->type->fields.array, 905 var->max_array_access + 1); 906 assert(type != NULL); 907 var->type = type; 908 } 909 return visit_continue; 910 } 911}; 912 913 914/** 915 * Combine a group of shaders for a single stage to generate a linked shader 916 * 917 * \note 918 * If this function is supplied a single shader, it is cloned, and the new 919 * shader is returned. 920 */ 921static struct gl_shader * 922link_intrastage_shaders(void *mem_ctx, 923 struct gl_context *ctx, 924 struct gl_shader_program *prog, 925 struct gl_shader **shader_list, 926 unsigned num_shaders) 927{ 928 /* Check that global variables defined in multiple shaders are consistent. 929 */ 930 if (!cross_validate_globals(prog, shader_list, num_shaders, false)) 931 return NULL; 932 933 /* Check that there is only a single definition of each function signature 934 * across all shaders. 935 */ 936 for (unsigned i = 0; i < (num_shaders - 1); i++) { 937 foreach_list(node, shader_list[i]->ir) { 938 ir_function *const f = ((ir_instruction *) node)->as_function(); 939 940 if (f == NULL) 941 continue; 942 943 for (unsigned j = i + 1; j < num_shaders; j++) { 944 ir_function *const other = 945 shader_list[j]->symbols->get_function(f->name); 946 947 /* If the other shader has no function (and therefore no function 948 * signatures) with the same name, skip to the next shader. 949 */ 950 if (other == NULL) 951 continue; 952 953 foreach_iter (exec_list_iterator, iter, *f) { 954 ir_function_signature *sig = 955 (ir_function_signature *) iter.get(); 956 957 if (!sig->is_defined || sig->is_builtin) 958 continue; 959 960 ir_function_signature *other_sig = 961 other->exact_matching_signature(& sig->parameters); 962 963 if ((other_sig != NULL) && other_sig->is_defined 964 && !other_sig->is_builtin) { 965 linker_error(prog, "function `%s' is multiply defined", 966 f->name); 967 return NULL; 968 } 969 } 970 } 971 } 972 } 973 974 /* Find the shader that defines main, and make a clone of it. 975 * 976 * Starting with the clone, search for undefined references. If one is 977 * found, find the shader that defines it. Clone the reference and add 978 * it to the shader. Repeat until there are no undefined references or 979 * until a reference cannot be resolved. 980 */ 981 gl_shader *main = NULL; 982 for (unsigned i = 0; i < num_shaders; i++) { 983 if (get_main_function_signature(shader_list[i]) != NULL) { 984 main = shader_list[i]; 985 break; 986 } 987 } 988 989 if (main == NULL) { 990 linker_error(prog, "%s shader lacks `main'\n", 991 (shader_list[0]->Type == GL_VERTEX_SHADER) 992 ? "vertex" : "fragment"); 993 return NULL; 994 } 995 996 gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type); 997 linked->ir = new(linked) exec_list; 998 clone_ir_list(mem_ctx, linked->ir, main->ir); 999 1000 populate_symbol_table(linked); 1001 1002 /* The a pointer to the main function in the final linked shader (i.e., the 1003 * copy of the original shader that contained the main function). 1004 */ 1005 ir_function_signature *const main_sig = get_main_function_signature(linked); 1006 1007 /* Move any instructions other than variable declarations or function 1008 * declarations into main. 1009 */ 1010 exec_node *insertion_point = 1011 move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false, 1012 linked); 1013 1014 for (unsigned i = 0; i < num_shaders; i++) { 1015 if (shader_list[i] == main) 1016 continue; 1017 1018 insertion_point = move_non_declarations(shader_list[i]->ir, 1019 insertion_point, true, linked); 1020 } 1021 1022 /* Resolve initializers for global variables in the linked shader. 1023 */ 1024 unsigned num_linking_shaders = num_shaders; 1025 for (unsigned i = 0; i < num_shaders; i++) 1026 num_linking_shaders += shader_list[i]->num_builtins_to_link; 1027 1028 gl_shader **linking_shaders = 1029 (gl_shader **) calloc(num_linking_shaders, sizeof(gl_shader *)); 1030 1031 memcpy(linking_shaders, shader_list, 1032 sizeof(linking_shaders[0]) * num_shaders); 1033 1034 unsigned idx = num_shaders; 1035 for (unsigned i = 0; i < num_shaders; i++) { 1036 memcpy(&linking_shaders[idx], shader_list[i]->builtins_to_link, 1037 sizeof(linking_shaders[0]) * shader_list[i]->num_builtins_to_link); 1038 idx += shader_list[i]->num_builtins_to_link; 1039 } 1040 1041 assert(idx == num_linking_shaders); 1042 1043 if (!link_function_calls(prog, linked, linking_shaders, 1044 num_linking_shaders)) { 1045 ctx->Driver.DeleteShader(ctx, linked); 1046 linked = NULL; 1047 } 1048 1049 free(linking_shaders); 1050 1051#ifdef DEBUG 1052 /* At this point linked should contain all of the linked IR, so 1053 * validate it to make sure nothing went wrong. 1054 */ 1055 if (linked) 1056 validate_ir_tree(linked->ir); 1057#endif 1058 1059 /* Make a pass over all variable declarations to ensure that arrays with 1060 * unspecified sizes have a size specified. The size is inferred from the 1061 * max_array_access field. 1062 */ 1063 if (linked != NULL) { 1064 array_sizing_visitor v; 1065 1066 v.run(linked->ir); 1067 } 1068 1069 return linked; 1070} 1071 1072/** 1073 * Update the sizes of linked shader uniform arrays to the maximum 1074 * array index used. 1075 * 1076 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec: 1077 * 1078 * If one or more elements of an array are active, 1079 * GetActiveUniform will return the name of the array in name, 1080 * subject to the restrictions listed above. The type of the array 1081 * is returned in type. The size parameter contains the highest 1082 * array element index used, plus one. The compiler or linker 1083 * determines the highest index used. There will be only one 1084 * active uniform reported by the GL per uniform array. 1085 1086 */ 1087static void 1088update_array_sizes(struct gl_shader_program *prog) 1089{ 1090 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) { 1091 if (prog->_LinkedShaders[i] == NULL) 1092 continue; 1093 1094 foreach_list(node, prog->_LinkedShaders[i]->ir) { 1095 ir_variable *const var = ((ir_instruction *) node)->as_variable(); 1096 1097 if ((var == NULL) || (var->mode != ir_var_uniform && 1098 var->mode != ir_var_in && 1099 var->mode != ir_var_out) || 1100 !var->type->is_array()) 1101 continue; 1102 1103 unsigned int size = var->max_array_access; 1104 for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) { 1105 if (prog->_LinkedShaders[j] == NULL) 1106 continue; 1107 1108 foreach_list(node2, prog->_LinkedShaders[j]->ir) { 1109 ir_variable *other_var = ((ir_instruction *) node2)->as_variable(); 1110 if (!other_var) 1111 continue; 1112 1113 if (strcmp(var->name, other_var->name) == 0 && 1114 other_var->max_array_access > size) { 1115 size = other_var->max_array_access; 1116 } 1117 } 1118 } 1119 1120 if (size + 1 != var->type->fields.array->length) { 1121 /* If this is a built-in uniform (i.e., it's backed by some 1122 * fixed-function state), adjust the number of state slots to 1123 * match the new array size. The number of slots per array entry 1124 * is not known. It seems safe to assume that the total number of 1125 * slots is an integer multiple of the number of array elements. 1126 * Determine the number of slots per array element by dividing by 1127 * the old (total) size. 1128 */ 1129 if (var->num_state_slots > 0) { 1130 var->num_state_slots = (size + 1) 1131 * (var->num_state_slots / var->type->length); 1132 } 1133 1134 var->type = glsl_type::get_array_instance(var->type->fields.array, 1135 size + 1); 1136 /* FINISHME: We should update the types of array 1137 * dereferences of this variable now. 1138 */ 1139 } 1140 } 1141 } 1142} 1143 1144/** 1145 * Find a contiguous set of available bits in a bitmask. 1146 * 1147 * \param used_mask Bits representing used (1) and unused (0) locations 1148 * \param needed_count Number of contiguous bits needed. 1149 * 1150 * \return 1151 * Base location of the available bits on success or -1 on failure. 1152 */ 1153int 1154find_available_slots(unsigned used_mask, unsigned needed_count) 1155{ 1156 unsigned needed_mask = (1 << needed_count) - 1; 1157 const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count; 1158 1159 /* The comparison to 32 is redundant, but without it GCC emits "warning: 1160 * cannot optimize possibly infinite loops" for the loop below. 1161 */ 1162 if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32)) 1163 return -1; 1164 1165 for (int i = 0; i <= max_bit_to_test; i++) { 1166 if ((needed_mask & ~used_mask) == needed_mask) 1167 return i; 1168 1169 needed_mask <<= 1; 1170 } 1171 1172 return -1; 1173} 1174 1175 1176/** 1177 * Assign locations for either VS inputs for FS outputs 1178 * 1179 * \param prog Shader program whose variables need locations assigned 1180 * \param target_index Selector for the program target to receive location 1181 * assignmnets. Must be either \c MESA_SHADER_VERTEX or 1182 * \c MESA_SHADER_FRAGMENT. 1183 * \param max_index Maximum number of generic locations. This corresponds 1184 * to either the maximum number of draw buffers or the 1185 * maximum number of generic attributes. 1186 * 1187 * \return 1188 * If locations are successfully assigned, true is returned. Otherwise an 1189 * error is emitted to the shader link log and false is returned. 1190 */ 1191bool 1192assign_attribute_or_color_locations(gl_shader_program *prog, 1193 unsigned target_index, 1194 unsigned max_index) 1195{ 1196 /* Mark invalid locations as being used. 1197 */ 1198 unsigned used_locations = (max_index >= 32) 1199 ? ~0 : ~((1 << max_index) - 1); 1200 1201 assert((target_index == MESA_SHADER_VERTEX) 1202 || (target_index == MESA_SHADER_FRAGMENT)); 1203 1204 gl_shader *const sh = prog->_LinkedShaders[target_index]; 1205 if (sh == NULL) 1206 return true; 1207 1208 /* Operate in a total of four passes. 1209 * 1210 * 1. Invalidate the location assignments for all vertex shader inputs. 1211 * 1212 * 2. Assign locations for inputs that have user-defined (via 1213 * glBindVertexAttribLocation) locations and outputs that have 1214 * user-defined locations (via glBindFragDataLocation). 1215 * 1216 * 3. Sort the attributes without assigned locations by number of slots 1217 * required in decreasing order. Fragmentation caused by attribute 1218 * locations assigned by the application may prevent large attributes 1219 * from having enough contiguous space. 1220 * 1221 * 4. Assign locations to any inputs without assigned locations. 1222 */ 1223 1224 const int generic_base = (target_index == MESA_SHADER_VERTEX) 1225 ? (int) VERT_ATTRIB_GENERIC0 : (int) FRAG_RESULT_DATA0; 1226 1227 const enum ir_variable_mode direction = 1228 (target_index == MESA_SHADER_VERTEX) ? ir_var_in : ir_var_out; 1229 1230 1231 link_invalidate_variable_locations(sh, direction, generic_base); 1232 1233 /* Temporary storage for the set of attributes that need locations assigned. 1234 */ 1235 struct temp_attr { 1236 unsigned slots; 1237 ir_variable *var; 1238 1239 /* Used below in the call to qsort. */ 1240 static int compare(const void *a, const void *b) 1241 { 1242 const temp_attr *const l = (const temp_attr *) a; 1243 const temp_attr *const r = (const temp_attr *) b; 1244 1245 /* Reversed because we want a descending order sort below. */ 1246 return r->slots - l->slots; 1247 } 1248 } to_assign[16]; 1249 1250 unsigned num_attr = 0; 1251 1252 foreach_list(node, sh->ir) { 1253 ir_variable *const var = ((ir_instruction *) node)->as_variable(); 1254 1255 if ((var == NULL) || (var->mode != (unsigned) direction)) 1256 continue; 1257 1258 if (var->explicit_location) { 1259 if ((var->location >= (int)(max_index + generic_base)) 1260 || (var->location < 0)) { 1261 linker_error(prog, 1262 "invalid explicit location %d specified for `%s'\n", 1263 (var->location < 0) 1264 ? var->location : var->location - generic_base, 1265 var->name); 1266 return false; 1267 } 1268 } else if (target_index == MESA_SHADER_VERTEX) { 1269 unsigned binding; 1270 1271 if (prog->AttributeBindings->get(binding, var->name)) { 1272 assert(binding >= VERT_ATTRIB_GENERIC0); 1273 var->location = binding; 1274 } 1275 } else if (target_index == MESA_SHADER_FRAGMENT) { 1276 unsigned binding; 1277 unsigned index; 1278 1279 if (prog->FragDataBindings->get(binding, var->name)) { 1280 assert(binding >= FRAG_RESULT_DATA0); 1281 var->location = binding; 1282 1283 if (prog->FragDataIndexBindings->get(index, var->name)) { 1284 var->index = index; 1285 } 1286 } 1287 } 1288 1289 /* If the variable is not a built-in and has a location statically 1290 * assigned in the shader (presumably via a layout qualifier), make sure 1291 * that it doesn't collide with other assigned locations. Otherwise, 1292 * add it to the list of variables that need linker-assigned locations. 1293 */ 1294 const unsigned slots = count_attribute_slots(var->type); 1295 if (var->location != -1) { 1296 if (var->location >= generic_base && var->index < 1) { 1297 /* From page 61 of the OpenGL 4.0 spec: 1298 * 1299 * "LinkProgram will fail if the attribute bindings assigned 1300 * by BindAttribLocation do not leave not enough space to 1301 * assign a location for an active matrix attribute or an 1302 * active attribute array, both of which require multiple 1303 * contiguous generic attributes." 1304 * 1305 * Previous versions of the spec contain similar language but omit 1306 * the bit about attribute arrays. 1307 * 1308 * Page 61 of the OpenGL 4.0 spec also says: 1309 * 1310 * "It is possible for an application to bind more than one 1311 * attribute name to the same location. This is referred to as 1312 * aliasing. This will only work if only one of the aliased 1313 * attributes is active in the executable program, or if no 1314 * path through the shader consumes more than one attribute of 1315 * a set of attributes aliased to the same location. A link 1316 * error can occur if the linker determines that every path 1317 * through the shader consumes multiple aliased attributes, 1318 * but implementations are not required to generate an error 1319 * in this case." 1320 * 1321 * These two paragraphs are either somewhat contradictory, or I 1322 * don't fully understand one or both of them. 1323 */ 1324 /* FINISHME: The code as currently written does not support 1325 * FINISHME: attribute location aliasing (see comment above). 1326 */ 1327 /* Mask representing the contiguous slots that will be used by 1328 * this attribute. 1329 */ 1330 const unsigned attr = var->location - generic_base; 1331 const unsigned use_mask = (1 << slots) - 1; 1332 1333 /* Generate a link error if the set of bits requested for this 1334 * attribute overlaps any previously allocated bits. 1335 */ 1336 if ((~(use_mask << attr) & used_locations) != used_locations) { 1337 const char *const string = (target_index == MESA_SHADER_VERTEX) 1338 ? "vertex shader input" : "fragment shader output"; 1339 linker_error(prog, 1340 "insufficient contiguous locations " 1341 "available for %s `%s' %d %d %d", string, 1342 var->name, used_locations, use_mask, attr); 1343 return false; 1344 } 1345 1346 used_locations |= (use_mask << attr); 1347 } 1348 1349 continue; 1350 } 1351 1352 to_assign[num_attr].slots = slots; 1353 to_assign[num_attr].var = var; 1354 num_attr++; 1355 } 1356 1357 /* If all of the attributes were assigned locations by the application (or 1358 * are built-in attributes with fixed locations), return early. This should 1359 * be the common case. 1360 */ 1361 if (num_attr == 0) 1362 return true; 1363 1364 qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare); 1365 1366 if (target_index == MESA_SHADER_VERTEX) { 1367 /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can 1368 * only be explicitly assigned by via glBindAttribLocation. Mark it as 1369 * reserved to prevent it from being automatically allocated below. 1370 */ 1371 find_deref_visitor find("gl_Vertex"); 1372 find.run(sh->ir); 1373 if (find.variable_found()) 1374 used_locations |= (1 << 0); 1375 } 1376 1377 for (unsigned i = 0; i < num_attr; i++) { 1378 /* Mask representing the contiguous slots that will be used by this 1379 * attribute. 1380 */ 1381 const unsigned use_mask = (1 << to_assign[i].slots) - 1; 1382 1383 int location = find_available_slots(used_locations, to_assign[i].slots); 1384 1385 if (location < 0) { 1386 const char *const string = (target_index == MESA_SHADER_VERTEX) 1387 ? "vertex shader input" : "fragment shader output"; 1388 1389 linker_error(prog, 1390 "insufficient contiguous locations " 1391 "available for %s `%s'", 1392 string, to_assign[i].var->name); 1393 return false; 1394 } 1395 1396 to_assign[i].var->location = generic_base + location; 1397 used_locations |= (use_mask << location); 1398 } 1399 1400 return true; 1401} 1402 1403 1404/** 1405 * Demote shader inputs and outputs that are not used in other stages 1406 */ 1407void 1408demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode) 1409{ 1410 foreach_list(node, sh->ir) { 1411 ir_variable *const var = ((ir_instruction *) node)->as_variable(); 1412 1413 if ((var == NULL) || (var->mode != int(mode))) 1414 continue; 1415 1416 /* A shader 'in' or 'out' variable is only really an input or output if 1417 * its value is used by other shader stages. This will cause the variable 1418 * to have a location assigned. 1419 */ 1420 if (var->location == -1) { 1421 var->mode = ir_var_auto; 1422 } 1423 } 1424} 1425 1426 1427/** 1428 * Data structure tracking information about a transform feedback declaration 1429 * during linking. 1430 */ 1431class tfeedback_decl 1432{ 1433public: 1434 bool init(struct gl_context *ctx, struct gl_shader_program *prog, 1435 const void *mem_ctx, const char *input); 1436 static bool is_same(const tfeedback_decl &x, const tfeedback_decl &y); 1437 bool assign_location(struct gl_context *ctx, struct gl_shader_program *prog, 1438 ir_variable *output_var); 1439 bool accumulate_num_outputs(struct gl_shader_program *prog, unsigned *count); 1440 bool store(struct gl_context *ctx, struct gl_shader_program *prog, 1441 struct gl_transform_feedback_info *info, unsigned buffer, 1442 unsigned varying, const unsigned max_outputs) const; 1443 1444 1445 /** 1446 * True if assign_location() has been called for this object. 1447 */ 1448 bool is_assigned() const 1449 { 1450 return this->location != -1; 1451 } 1452 1453 /** 1454 * Determine whether this object refers to the variable var. 1455 */ 1456 bool matches_var(ir_variable *var) const 1457 { 1458 if (this->is_clip_distance_mesa) 1459 return strcmp(var->name, "gl_ClipDistanceMESA") == 0; 1460 else 1461 return strcmp(var->name, this->var_name) == 0; 1462 } 1463 1464 /** 1465 * The total number of varying components taken up by this variable. Only 1466 * valid if is_assigned() is true. 1467 */ 1468 unsigned num_components() const 1469 { 1470 if (this->is_clip_distance_mesa) 1471 return this->size; 1472 else 1473 return this->vector_elements * this->matrix_columns * this->size; 1474 } 1475 1476private: 1477 /** 1478 * The name that was supplied to glTransformFeedbackVaryings. Used for 1479 * error reporting and glGetTransformFeedbackVarying(). 1480 */ 1481 const char *orig_name; 1482 1483 /** 1484 * The name of the variable, parsed from orig_name. 1485 */ 1486 const char *var_name; 1487 1488 /** 1489 * True if the declaration in orig_name represents an array. 1490 */ 1491 bool is_subscripted; 1492 1493 /** 1494 * If is_subscripted is true, the subscript that was specified in orig_name. 1495 */ 1496 unsigned array_subscript; 1497 1498 /** 1499 * True if the variable is gl_ClipDistance and the driver lowers 1500 * gl_ClipDistance to gl_ClipDistanceMESA. 1501 */ 1502 bool is_clip_distance_mesa; 1503 1504 /** 1505 * The vertex shader output location that the linker assigned for this 1506 * variable. -1 if a location hasn't been assigned yet. 1507 */ 1508 int location; 1509 1510 /** 1511 * If location != -1, the number of vector elements in this variable, or 1 1512 * if this variable is a scalar. 1513 */ 1514 unsigned vector_elements; 1515 1516 /** 1517 * If location != -1, the number of matrix columns in this variable, or 1 1518 * if this variable is not a matrix. 1519 */ 1520 unsigned matrix_columns; 1521 1522 /** Type of the varying returned by glGetTransformFeedbackVarying() */ 1523 GLenum type; 1524 1525 /** 1526 * If location != -1, the size that should be returned by 1527 * glGetTransformFeedbackVarying(). 1528 */ 1529 unsigned size; 1530}; 1531 1532 1533/** 1534 * Initialize this object based on a string that was passed to 1535 * glTransformFeedbackVaryings. If there is a parse error, the error is 1536 * reported using linker_error(), and false is returned. 1537 */ 1538bool 1539tfeedback_decl::init(struct gl_context *ctx, struct gl_shader_program *prog, 1540 const void *mem_ctx, const char *input) 1541{ 1542 /* We don't have to be pedantic about what is a valid GLSL variable name, 1543 * because any variable with an invalid name can't exist in the IR anyway. 1544 */ 1545 1546 this->location = -1; 1547 this->orig_name = input; 1548 this->is_clip_distance_mesa = false; 1549 1550 const char *bracket = strrchr(input, '['); 1551 1552 if (bracket) { 1553 this->var_name = ralloc_strndup(mem_ctx, input, bracket - input); 1554 if (sscanf(bracket, "[%u]", &this->array_subscript) != 1) { 1555 linker_error(prog, "Cannot parse transform feedback varying %s", input); 1556 return false; 1557 } 1558 this->is_subscripted = true; 1559 } else { 1560 this->var_name = ralloc_strdup(mem_ctx, input); 1561 this->is_subscripted = false; 1562 } 1563 1564 /* For drivers that lower gl_ClipDistance to gl_ClipDistanceMESA, this 1565 * class must behave specially to account for the fact that gl_ClipDistance 1566 * is converted from a float[8] to a vec4[2]. 1567 */ 1568 if (ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].LowerClipDistance && 1569 strcmp(this->var_name, "gl_ClipDistance") == 0) { 1570 this->is_clip_distance_mesa = true; 1571 } 1572 1573 return true; 1574} 1575 1576 1577/** 1578 * Determine whether two tfeedback_decl objects refer to the same variable and 1579 * array index (if applicable). 1580 */ 1581bool 1582tfeedback_decl::is_same(const tfeedback_decl &x, const tfeedback_decl &y) 1583{ 1584 if (strcmp(x.var_name, y.var_name) != 0) 1585 return false; 1586 if (x.is_subscripted != y.is_subscripted) 1587 return false; 1588 if (x.is_subscripted && x.array_subscript != y.array_subscript) 1589 return false; 1590 return true; 1591} 1592 1593 1594/** 1595 * Assign a location for this tfeedback_decl object based on the location 1596 * assignment in output_var. 1597 * 1598 * If an error occurs, the error is reported through linker_error() and false 1599 * is returned. 1600 */ 1601bool 1602tfeedback_decl::assign_location(struct gl_context *ctx, 1603 struct gl_shader_program *prog, 1604 ir_variable *output_var) 1605{ 1606 if (output_var->type->is_array()) { 1607 /* Array variable */ 1608 const unsigned matrix_cols = 1609 output_var->type->fields.array->matrix_columns; 1610 unsigned actual_array_size = this->is_clip_distance_mesa ? 1611 prog->Vert.ClipDistanceArraySize : output_var->type->array_size(); 1612 1613 if (this->is_subscripted) { 1614 /* Check array bounds. */ 1615 if (this->array_subscript >= actual_array_size) { 1616 linker_error(prog, "Transform feedback varying %s has index " 1617 "%i, but the array size is %u.", 1618 this->orig_name, this->array_subscript, 1619 actual_array_size); 1620 return false; 1621 } 1622 if (this->is_clip_distance_mesa) { 1623 this->location = 1624 output_var->location + this->array_subscript / 4; 1625 } else { 1626 this->location = 1627 output_var->location + this->array_subscript * matrix_cols; 1628 } 1629 this->size = 1; 1630 } else { 1631 this->location = output_var->location; 1632 this->size = actual_array_size; 1633 } 1634 this->vector_elements = output_var->type->fields.array->vector_elements; 1635 this->matrix_columns = matrix_cols; 1636 if (this->is_clip_distance_mesa) 1637 this->type = GL_FLOAT; 1638 else 1639 this->type = output_var->type->fields.array->gl_type; 1640 } else { 1641 /* Regular variable (scalar, vector, or matrix) */ 1642 if (this->is_subscripted) { 1643 linker_error(prog, "Transform feedback varying %s requested, " 1644 "but %s is not an array.", 1645 this->orig_name, this->var_name); 1646 return false; 1647 } 1648 this->location = output_var->location; 1649 this->size = 1; 1650 this->vector_elements = output_var->type->vector_elements; 1651 this->matrix_columns = output_var->type->matrix_columns; 1652 this->type = output_var->type->gl_type; 1653 } 1654 1655 /* From GL_EXT_transform_feedback: 1656 * A program will fail to link if: 1657 * 1658 * * the total number of components to capture in any varying 1659 * variable in <varyings> is greater than the constant 1660 * MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT and the 1661 * buffer mode is SEPARATE_ATTRIBS_EXT; 1662 */ 1663 if (prog->TransformFeedback.BufferMode == GL_SEPARATE_ATTRIBS && 1664 this->num_components() > 1665 ctx->Const.MaxTransformFeedbackSeparateComponents) { 1666 linker_error(prog, "Transform feedback varying %s exceeds " 1667 "MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS.", 1668 this->orig_name); 1669 return false; 1670 } 1671 1672 return true; 1673} 1674 1675 1676bool 1677tfeedback_decl::accumulate_num_outputs(struct gl_shader_program *prog, 1678 unsigned *count) 1679{ 1680 if (!this->is_assigned()) { 1681 /* From GL_EXT_transform_feedback: 1682 * A program will fail to link if: 1683 * 1684 * * any variable name specified in the <varyings> array is not 1685 * declared as an output in the geometry shader (if present) or 1686 * the vertex shader (if no geometry shader is present); 1687 */ 1688 linker_error(prog, "Transform feedback varying %s undeclared.", 1689 this->orig_name); 1690 return false; 1691 } 1692 1693 unsigned translated_size = this->size; 1694 if (this->is_clip_distance_mesa) 1695 translated_size = (translated_size + 3) / 4; 1696 1697 *count += translated_size * this->matrix_columns; 1698 1699 return true; 1700} 1701 1702 1703/** 1704 * Update gl_transform_feedback_info to reflect this tfeedback_decl. 1705 * 1706 * If an error occurs, the error is reported through linker_error() and false 1707 * is returned. 1708 */ 1709bool 1710tfeedback_decl::store(struct gl_context *ctx, struct gl_shader_program *prog, 1711 struct gl_transform_feedback_info *info, 1712 unsigned buffer, 1713 unsigned varying, const unsigned max_outputs) const 1714{ 1715 /* From GL_EXT_transform_feedback: 1716 * A program will fail to link if: 1717 * 1718 * * the total number of components to capture is greater than 1719 * the constant MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT 1720 * and the buffer mode is INTERLEAVED_ATTRIBS_EXT. 1721 */ 1722 if (prog->TransformFeedback.BufferMode == GL_INTERLEAVED_ATTRIBS && 1723 info->BufferStride[buffer] + this->num_components() > 1724 ctx->Const.MaxTransformFeedbackInterleavedComponents) { 1725 linker_error(prog, "The MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS " 1726 "limit has been exceeded."); 1727 return false; 1728 } 1729 1730 unsigned translated_size = this->size; 1731 if (this->is_clip_distance_mesa) 1732 translated_size = (translated_size + 3) / 4; 1733 unsigned components_so_far = 0; 1734 for (unsigned index = 0; index < translated_size; ++index) { 1735 for (unsigned v = 0; v < this->matrix_columns; ++v) { 1736 unsigned num_components = this->vector_elements; 1737 assert(info->NumOutputs < max_outputs); 1738 info->Outputs[info->NumOutputs].ComponentOffset = 0; 1739 if (this->is_clip_distance_mesa) { 1740 if (this->is_subscripted) { 1741 num_components = 1; 1742 info->Outputs[info->NumOutputs].ComponentOffset = 1743 this->array_subscript % 4; 1744 } else { 1745 num_components = MIN2(4, this->size - components_so_far); 1746 } 1747 } 1748 info->Outputs[info->NumOutputs].OutputRegister = 1749 this->location + v + index * this->matrix_columns; 1750 info->Outputs[info->NumOutputs].NumComponents = num_components; 1751 info->Outputs[info->NumOutputs].OutputBuffer = buffer; 1752 info->Outputs[info->NumOutputs].DstOffset = info->BufferStride[buffer]; 1753 ++info->NumOutputs; 1754 info->BufferStride[buffer] += num_components; 1755 components_so_far += num_components; 1756 } 1757 } 1758 assert(components_so_far == this->num_components()); 1759 1760 info->Varyings[varying].Name = ralloc_strdup(prog, this->orig_name); 1761 info->Varyings[varying].Type = this->type; 1762 info->Varyings[varying].Size = this->size; 1763 info->NumVarying++; 1764 1765 return true; 1766} 1767 1768 1769/** 1770 * Parse all the transform feedback declarations that were passed to 1771 * glTransformFeedbackVaryings() and store them in tfeedback_decl objects. 1772 * 1773 * If an error occurs, the error is reported through linker_error() and false 1774 * is returned. 1775 */ 1776static bool 1777parse_tfeedback_decls(struct gl_context *ctx, struct gl_shader_program *prog, 1778 const void *mem_ctx, unsigned num_names, 1779 char **varying_names, tfeedback_decl *decls) 1780{ 1781 for (unsigned i = 0; i < num_names; ++i) { 1782 if (!decls[i].init(ctx, prog, mem_ctx, varying_names[i])) 1783 return false; 1784 /* From GL_EXT_transform_feedback: 1785 * A program will fail to link if: 1786 * 1787 * * any two entries in the <varyings> array specify the same varying 1788 * variable; 1789 * 1790 * We interpret this to mean "any two entries in the <varyings> array 1791 * specify the same varying variable and array index", since transform 1792 * feedback of arrays would be useless otherwise. 1793 */ 1794 for (unsigned j = 0; j < i; ++j) { 1795 if (tfeedback_decl::is_same(decls[i], decls[j])) { 1796 linker_error(prog, "Transform feedback varying %s specified " 1797 "more than once.", varying_names[i]); 1798 return false; 1799 } 1800 } 1801 } 1802 return true; 1803} 1804 1805 1806/** 1807 * Assign a location for a variable that is produced in one pipeline stage 1808 * (the "producer") and consumed in the next stage (the "consumer"). 1809 * 1810 * \param input_var is the input variable declaration in the consumer. 1811 * 1812 * \param output_var is the output variable declaration in the producer. 1813 * 1814 * \param input_index is the counter that keeps track of assigned input 1815 * locations in the consumer. 1816 * 1817 * \param output_index is the counter that keeps track of assigned output 1818 * locations in the producer. 1819 * 1820 * It is permissible for \c input_var to be NULL (this happens if a variable 1821 * is output by the producer and consumed by transform feedback, but not 1822 * consumed by the consumer). 1823 * 1824 * If the variable has already been assigned a location, this function has no 1825 * effect. 1826 */ 1827void 1828assign_varying_location(ir_variable *input_var, ir_variable *output_var, 1829 unsigned *input_index, unsigned *output_index) 1830{ 1831 if (output_var->location != -1) { 1832 /* Location already assigned. */ 1833 return; 1834 } 1835 1836 if (input_var) { 1837 assert(input_var->location == -1); 1838 input_var->location = *input_index; 1839 } 1840 1841 output_var->location = *output_index; 1842 1843 /* FINISHME: Support for "varying" records in GLSL 1.50. */ 1844 assert(!output_var->type->is_record()); 1845 1846 if (output_var->type->is_array()) { 1847 const unsigned slots = output_var->type->length 1848 * output_var->type->fields.array->matrix_columns; 1849 1850 *output_index += slots; 1851 *input_index += slots; 1852 } else { 1853 const unsigned slots = output_var->type->matrix_columns; 1854 1855 *output_index += slots; 1856 *input_index += slots; 1857 } 1858} 1859 1860 1861/** 1862 * Assign locations for all variables that are produced in one pipeline stage 1863 * (the "producer") and consumed in the next stage (the "consumer"). 1864 * 1865 * Variables produced by the producer may also be consumed by transform 1866 * feedback. 1867 * 1868 * \param num_tfeedback_decls is the number of declarations indicating 1869 * variables that may be consumed by transform feedback. 1870 * 1871 * \param tfeedback_decls is a pointer to an array of tfeedback_decl objects 1872 * representing the result of parsing the strings passed to 1873 * glTransformFeedbackVaryings(). assign_location() will be called for 1874 * each of these objects that matches one of the outputs of the 1875 * producer. 1876 * 1877 * When num_tfeedback_decls is nonzero, it is permissible for the consumer to 1878 * be NULL. In this case, varying locations are assigned solely based on the 1879 * requirements of transform feedback. 1880 */ 1881bool 1882assign_varying_locations(struct gl_context *ctx, 1883 struct gl_shader_program *prog, 1884 gl_shader *producer, gl_shader *consumer, 1885 unsigned num_tfeedback_decls, 1886 tfeedback_decl *tfeedback_decls) 1887{ 1888 /* FINISHME: Set dynamically when geometry shader support is added. */ 1889 unsigned output_index = VERT_RESULT_VAR0; 1890 unsigned input_index = FRAG_ATTRIB_VAR0; 1891 1892 /* Operate in a total of three passes. 1893 * 1894 * 1. Assign locations for any matching inputs and outputs. 1895 * 1896 * 2. Mark output variables in the producer that do not have locations as 1897 * not being outputs. This lets the optimizer eliminate them. 1898 * 1899 * 3. Mark input variables in the consumer that do not have locations as 1900 * not being inputs. This lets the optimizer eliminate them. 1901 */ 1902 1903 link_invalidate_variable_locations(producer, ir_var_out, VERT_RESULT_VAR0); 1904 if (consumer) 1905 link_invalidate_variable_locations(consumer, ir_var_in, FRAG_ATTRIB_VAR0); 1906 1907 foreach_list(node, producer->ir) { 1908 ir_variable *const output_var = ((ir_instruction *) node)->as_variable(); 1909 1910 if ((output_var == NULL) || (output_var->mode != ir_var_out)) 1911 continue; 1912 1913 ir_variable *input_var = 1914 consumer ? consumer->symbols->get_variable(output_var->name) : NULL; 1915 1916 if (input_var && input_var->mode != ir_var_in) 1917 input_var = NULL; 1918 1919 if (input_var) { 1920 assign_varying_location(input_var, output_var, &input_index, 1921 &output_index); 1922 } 1923 1924 for (unsigned i = 0; i < num_tfeedback_decls; ++i) { 1925 if (!tfeedback_decls[i].is_assigned() && 1926 tfeedback_decls[i].matches_var(output_var)) { 1927 if (output_var->location == -1) { 1928 assign_varying_location(input_var, output_var, &input_index, 1929 &output_index); 1930 } 1931 if (!tfeedback_decls[i].assign_location(ctx, prog, output_var)) 1932 return false; 1933 } 1934 } 1935 } 1936 1937 unsigned varying_vectors = 0; 1938 1939 if (consumer) { 1940 foreach_list(node, consumer->ir) { 1941 ir_variable *const var = ((ir_instruction *) node)->as_variable(); 1942 1943 if ((var == NULL) || (var->mode != ir_var_in)) 1944 continue; 1945 1946 if (var->location == -1) { 1947 if (prog->Version <= 120) { 1948 /* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec: 1949 * 1950 * Only those varying variables used (i.e. read) in 1951 * the fragment shader executable must be written to 1952 * by the vertex shader executable; declaring 1953 * superfluous varying variables in a vertex shader is 1954 * permissible. 1955 * 1956 * We interpret this text as meaning that the VS must 1957 * write the variable for the FS to read it. See 1958 * "glsl1-varying read but not written" in piglit. 1959 */ 1960 1961 linker_error(prog, "fragment shader varying %s not written " 1962 "by vertex shader\n.", var->name); 1963 } 1964 1965 /* An 'in' variable is only really a shader input if its 1966 * value is written by the previous stage. 1967 */ 1968 var->mode = ir_var_auto; 1969 } else { 1970 /* The packing rules are used for vertex shader inputs are also 1971 * used for fragment shader inputs. 1972 */ 1973 varying_vectors += count_attribute_slots(var->type); 1974 } 1975 } 1976 } 1977 1978 if (ctx->API == API_OPENGLES2 || prog->Version == 100) { 1979 if (varying_vectors > ctx->Const.MaxVarying) { 1980 if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) { 1981 linker_warning(prog, "shader uses too many varying vectors " 1982 "(%u > %u), but the driver will try to optimize " 1983 "them out; this is non-portable out-of-spec " 1984 "behavior\n", 1985 varying_vectors, ctx->Const.MaxVarying); 1986 } else { 1987 linker_error(prog, "shader uses too many varying vectors " 1988 "(%u > %u)\n", 1989 varying_vectors, ctx->Const.MaxVarying); 1990 return false; 1991 } 1992 } 1993 } else { 1994 const unsigned float_components = varying_vectors * 4; 1995 if (float_components > ctx->Const.MaxVarying * 4) { 1996 if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) { 1997 linker_warning(prog, "shader uses too many varying components " 1998 "(%u > %u), but the driver will try to optimize " 1999 "them out; this is non-portable out-of-spec " 2000 "behavior\n", 2001 float_components, ctx->Const.MaxVarying * 4); 2002 } else { 2003 linker_error(prog, "shader uses too many varying components " 2004 "(%u > %u)\n", 2005 float_components, ctx->Const.MaxVarying * 4); 2006 return false; 2007 } 2008 } 2009 } 2010 2011 return true; 2012} 2013 2014 2015/** 2016 * Store transform feedback location assignments into 2017 * prog->LinkedTransformFeedback based on the data stored in tfeedback_decls. 2018 * 2019 * If an error occurs, the error is reported through linker_error() and false 2020 * is returned. 2021 */ 2022static bool 2023store_tfeedback_info(struct gl_context *ctx, struct gl_shader_program *prog, 2024 unsigned num_tfeedback_decls, 2025 tfeedback_decl *tfeedback_decls) 2026{ 2027 bool separate_attribs_mode = 2028 prog->TransformFeedback.BufferMode == GL_SEPARATE_ATTRIBS; 2029 2030 ralloc_free(prog->LinkedTransformFeedback.Varyings); 2031 ralloc_free(prog->LinkedTransformFeedback.Outputs); 2032 2033 memset(&prog->LinkedTransformFeedback, 0, 2034 sizeof(prog->LinkedTransformFeedback)); 2035 2036 prog->LinkedTransformFeedback.NumBuffers = 2037 separate_attribs_mode ? num_tfeedback_decls : 1; 2038 2039 prog->LinkedTransformFeedback.Varyings = 2040 rzalloc_array(prog, 2041 struct gl_transform_feedback_varying_info, 2042 num_tfeedback_decls); 2043 2044 unsigned num_outputs = 0; 2045 for (unsigned i = 0; i < num_tfeedback_decls; ++i) 2046 if (!tfeedback_decls[i].accumulate_num_outputs(prog, &num_outputs)) 2047 return false; 2048 2049 prog->LinkedTransformFeedback.Outputs = 2050 rzalloc_array(prog, 2051 struct gl_transform_feedback_output, 2052 num_outputs); 2053 2054 for (unsigned i = 0; i < num_tfeedback_decls; ++i) { 2055 unsigned buffer = separate_attribs_mode ? i : 0; 2056 if (!tfeedback_decls[i].store(ctx, prog, &prog->LinkedTransformFeedback, 2057 buffer, i, num_outputs)) 2058 return false; 2059 } 2060 assert(prog->LinkedTransformFeedback.NumOutputs == num_outputs); 2061 2062 return true; 2063} 2064 2065/** 2066 * Store the gl_FragDepth layout in the gl_shader_program struct. 2067 */ 2068static void 2069store_fragdepth_layout(struct gl_shader_program *prog) 2070{ 2071 if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) { 2072 return; 2073 } 2074 2075 struct exec_list *ir = prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir; 2076 2077 /* We don't look up the gl_FragDepth symbol directly because if 2078 * gl_FragDepth is not used in the shader, it's removed from the IR. 2079 * However, the symbol won't be removed from the symbol table. 2080 * 2081 * We're only interested in the cases where the variable is NOT removed 2082 * from the IR. 2083 */ 2084 foreach_list(node, ir) { 2085 ir_variable *const var = ((ir_instruction *) node)->as_variable(); 2086 2087 if (var == NULL || var->mode != ir_var_out) { 2088 continue; 2089 } 2090 2091 if (strcmp(var->name, "gl_FragDepth") == 0) { 2092 switch (var->depth_layout) { 2093 case ir_depth_layout_none: 2094 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_NONE; 2095 return; 2096 case ir_depth_layout_any: 2097 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_ANY; 2098 return; 2099 case ir_depth_layout_greater: 2100 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_GREATER; 2101 return; 2102 case ir_depth_layout_less: 2103 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_LESS; 2104 return; 2105 case ir_depth_layout_unchanged: 2106 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_UNCHANGED; 2107 return; 2108 default: 2109 assert(0); 2110 return; 2111 } 2112 } 2113 } 2114} 2115 2116/** 2117 * Validate the resources used by a program versus the implementation limits 2118 */ 2119static bool 2120check_resources(struct gl_context *ctx, struct gl_shader_program *prog) 2121{ 2122 static const char *const shader_names[MESA_SHADER_TYPES] = { 2123 "vertex", "fragment", "geometry" 2124 }; 2125 2126 const unsigned max_samplers[MESA_SHADER_TYPES] = { 2127 ctx->Const.MaxVertexTextureImageUnits, 2128 ctx->Const.MaxTextureImageUnits, 2129 ctx->Const.MaxGeometryTextureImageUnits 2130 }; 2131 2132 const unsigned max_uniform_components[MESA_SHADER_TYPES] = { 2133 ctx->Const.VertexProgram.MaxUniformComponents, 2134 ctx->Const.FragmentProgram.MaxUniformComponents, 2135 0 /* FINISHME: Geometry shaders. */ 2136 }; 2137 2138 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) { 2139 struct gl_shader *sh = prog->_LinkedShaders[i]; 2140 2141 if (sh == NULL) 2142 continue; 2143 2144 if (sh->num_samplers > max_samplers[i]) { 2145 linker_error(prog, "Too many %s shader texture samplers", 2146 shader_names[i]); 2147 } 2148 2149 if (sh->num_uniform_components > max_uniform_components[i]) { 2150 if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) { 2151 linker_warning(prog, "Too many %s shader uniform components, " 2152 "but the driver will try to optimize them out; " 2153 "this is non-portable out-of-spec behavior\n", 2154 shader_names[i]); 2155 } else { 2156 linker_error(prog, "Too many %s shader uniform components", 2157 shader_names[i]); 2158 } 2159 } 2160 } 2161 2162 return prog->LinkStatus; 2163} 2164 2165void 2166link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) 2167{ 2168 tfeedback_decl *tfeedback_decls = NULL; 2169 unsigned num_tfeedback_decls = prog->TransformFeedback.NumVarying; 2170 2171 void *mem_ctx = ralloc_context(NULL); // temporary linker context 2172 2173 prog->LinkStatus = false; 2174 prog->Validated = false; 2175 prog->_Used = false; 2176 2177 if (prog->InfoLog != NULL) 2178 ralloc_free(prog->InfoLog); 2179 2180 prog->InfoLog = ralloc_strdup(NULL, ""); 2181 2182 /* Separate the shaders into groups based on their type. 2183 */ 2184 struct gl_shader **vert_shader_list; 2185 unsigned num_vert_shaders = 0; 2186 struct gl_shader **frag_shader_list; 2187 unsigned num_frag_shaders = 0; 2188 2189 vert_shader_list = (struct gl_shader **) 2190 calloc(2 * prog->NumShaders, sizeof(struct gl_shader *)); 2191 frag_shader_list = &vert_shader_list[prog->NumShaders]; 2192 2193 unsigned min_version = UINT_MAX; 2194 unsigned max_version = 0; 2195 for (unsigned i = 0; i < prog->NumShaders; i++) { 2196 min_version = MIN2(min_version, prog->Shaders[i]->Version); 2197 max_version = MAX2(max_version, prog->Shaders[i]->Version); 2198 2199 switch (prog->Shaders[i]->Type) { 2200 case GL_VERTEX_SHADER: 2201 vert_shader_list[num_vert_shaders] = prog->Shaders[i]; 2202 num_vert_shaders++; 2203 break; 2204 case GL_FRAGMENT_SHADER: 2205 frag_shader_list[num_frag_shaders] = prog->Shaders[i]; 2206 num_frag_shaders++; 2207 break; 2208 case GL_GEOMETRY_SHADER: 2209 /* FINISHME: Support geometry shaders. */ 2210 assert(prog->Shaders[i]->Type != GL_GEOMETRY_SHADER); 2211 break; 2212 } 2213 } 2214 2215 /* Previous to GLSL version 1.30, different compilation units could mix and 2216 * match shading language versions. With GLSL 1.30 and later, the versions 2217 * of all shaders must match. 2218 */ 2219 assert(min_version >= 100); 2220 assert(max_version <= 140); 2221 if ((max_version >= 130 || min_version == 100) 2222 && min_version != max_version) { 2223 linker_error(prog, "all shaders must use same shading " 2224 "language version\n"); 2225 goto done; 2226 } 2227 2228 if (max_version >= 140) { 2229 /* Note that this will change with GL_ARB_separate_shader_objects */ 2230 if (num_vert_shaders == 0) { 2231 linker_error(prog, 2232 "GLSL %.02f without GL_ARB_compatibility requires a " 2233 "vertex shader", max_version / 100.0); 2234 } 2235 if (num_frag_shaders == 0) { 2236 linker_error(prog, 2237 "GLSL %.02f without GL_ARB_compatibility requires a " 2238 "fragment shader", max_version / 100.0); 2239 } 2240 } 2241 2242 prog->Version = max_version; 2243 2244 for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) { 2245 if (prog->_LinkedShaders[i] != NULL) 2246 ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]); 2247 2248 prog->_LinkedShaders[i] = NULL; 2249 } 2250 2251 /* Link all shaders for a particular stage and validate the result. 2252 */ 2253 if (num_vert_shaders > 0) { 2254 gl_shader *const sh = 2255 link_intrastage_shaders(mem_ctx, ctx, prog, vert_shader_list, 2256 num_vert_shaders); 2257 2258 if (sh == NULL) 2259 goto done; 2260 2261 if (!validate_vertex_shader_executable(prog, sh)) 2262 goto done; 2263 2264 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_VERTEX], 2265 sh); 2266 } 2267 2268 if (num_frag_shaders > 0) { 2269 gl_shader *const sh = 2270 link_intrastage_shaders(mem_ctx, ctx, prog, frag_shader_list, 2271 num_frag_shaders); 2272 2273 if (sh == NULL) 2274 goto done; 2275 2276 if (!validate_fragment_shader_executable(prog, sh)) 2277 goto done; 2278 2279 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_FRAGMENT], 2280 sh); 2281 } 2282 2283 /* Here begins the inter-stage linking phase. Some initial validation is 2284 * performed, then locations are assigned for uniforms, attributes, and 2285 * varyings. 2286 */ 2287 if (cross_validate_uniforms(prog)) { 2288 unsigned prev; 2289 2290 for (prev = 0; prev < MESA_SHADER_TYPES; prev++) { 2291 if (prog->_LinkedShaders[prev] != NULL) 2292 break; 2293 } 2294 2295 /* Validate the inputs of each stage with the output of the preceding 2296 * stage. 2297 */ 2298 for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) { 2299 if (prog->_LinkedShaders[i] == NULL) 2300 continue; 2301 2302 if (!cross_validate_outputs_to_inputs(prog, 2303 prog->_LinkedShaders[prev], 2304 prog->_LinkedShaders[i])) 2305 goto done; 2306 2307 prev = i; 2308 } 2309 2310 prog->LinkStatus = true; 2311 } 2312 2313 /* Do common optimization before assigning storage for attributes, 2314 * uniforms, and varyings. Later optimization could possibly make 2315 * some of that unused. 2316 */ 2317 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) { 2318 if (prog->_LinkedShaders[i] == NULL) 2319 continue; 2320 2321 detect_recursion_linked(prog, prog->_LinkedShaders[i]->ir); 2322 if (!prog->LinkStatus) 2323 goto done; 2324 2325 if (ctx->ShaderCompilerOptions[i].LowerClipDistance) 2326 lower_clip_distance(prog->_LinkedShaders[i]->ir); 2327 2328 unsigned max_unroll = ctx->ShaderCompilerOptions[i].MaxUnrollIterations; 2329 2330 while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false, max_unroll)) 2331 ; 2332 } 2333 2334 /* FINISHME: The value of the max_attribute_index parameter is 2335 * FINISHME: implementation dependent based on the value of 2336 * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be 2337 * FINISHME: at least 16, so hardcode 16 for now. 2338 */ 2339 if (!assign_attribute_or_color_locations(prog, MESA_SHADER_VERTEX, 16)) { 2340 goto done; 2341 } 2342 2343 if (!assign_attribute_or_color_locations(prog, MESA_SHADER_FRAGMENT, MAX2(ctx->Const.MaxDrawBuffers, ctx->Const.MaxDualSourceDrawBuffers))) { 2344 goto done; 2345 } 2346 2347 unsigned prev; 2348 for (prev = 0; prev < MESA_SHADER_TYPES; prev++) { 2349 if (prog->_LinkedShaders[prev] != NULL) 2350 break; 2351 } 2352 2353 if (num_tfeedback_decls != 0) { 2354 /* From GL_EXT_transform_feedback: 2355 * A program will fail to link if: 2356 * 2357 * * the <count> specified by TransformFeedbackVaryingsEXT is 2358 * non-zero, but the program object has no vertex or geometry 2359 * shader; 2360 */ 2361 if (prev >= MESA_SHADER_FRAGMENT) { 2362 linker_error(prog, "Transform feedback varyings specified, but " 2363 "no vertex or geometry shader is present."); 2364 goto done; 2365 } 2366 2367 tfeedback_decls = ralloc_array(mem_ctx, tfeedback_decl, 2368 prog->TransformFeedback.NumVarying); 2369 if (!parse_tfeedback_decls(ctx, prog, mem_ctx, num_tfeedback_decls, 2370 prog->TransformFeedback.VaryingNames, 2371 tfeedback_decls)) 2372 goto done; 2373 } 2374 2375 for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) { 2376 if (prog->_LinkedShaders[i] == NULL) 2377 continue; 2378 2379 if (!assign_varying_locations( 2380 ctx, prog, prog->_LinkedShaders[prev], prog->_LinkedShaders[i], 2381 i == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0, 2382 tfeedback_decls)) 2383 goto done; 2384 2385 prev = i; 2386 } 2387 2388 if (prev != MESA_SHADER_FRAGMENT && num_tfeedback_decls != 0) { 2389 /* There was no fragment shader, but we still have to assign varying 2390 * locations for use by transform feedback. 2391 */ 2392 if (!assign_varying_locations( 2393 ctx, prog, prog->_LinkedShaders[prev], NULL, num_tfeedback_decls, 2394 tfeedback_decls)) 2395 goto done; 2396 } 2397 2398 if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls)) 2399 goto done; 2400 2401 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) { 2402 demote_shader_inputs_and_outputs(prog->_LinkedShaders[MESA_SHADER_VERTEX], 2403 ir_var_out); 2404 2405 /* Eliminate code that is now dead due to unused vertex outputs being 2406 * demoted. 2407 */ 2408 while (do_dead_code(prog->_LinkedShaders[MESA_SHADER_VERTEX]->ir, false)) 2409 ; 2410 } 2411 2412 if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) { 2413 gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_GEOMETRY]; 2414 2415 demote_shader_inputs_and_outputs(sh, ir_var_in); 2416 demote_shader_inputs_and_outputs(sh, ir_var_inout); 2417 demote_shader_inputs_and_outputs(sh, ir_var_out); 2418 2419 /* Eliminate code that is now dead due to unused geometry outputs being 2420 * demoted. 2421 */ 2422 while (do_dead_code(prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->ir, false)) 2423 ; 2424 } 2425 2426 if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) { 2427 gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT]; 2428 2429 demote_shader_inputs_and_outputs(sh, ir_var_in); 2430 2431 /* Eliminate code that is now dead due to unused fragment inputs being 2432 * demoted. This shouldn't actually do anything other than remove 2433 * declarations of the (now unused) global variables. 2434 */ 2435 while (do_dead_code(prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir, false)) 2436 ; 2437 } 2438 2439 update_array_sizes(prog); 2440 link_assign_uniform_locations(prog); 2441 store_fragdepth_layout(prog); 2442 2443 if (!check_resources(ctx, prog)) 2444 goto done; 2445 2446 /* OpenGL ES requires that a vertex shader and a fragment shader both be 2447 * present in a linked program. By checking for use of shading language 2448 * version 1.00, we also catch the GL_ARB_ES2_compatibility case. 2449 */ 2450 if (!prog->InternalSeparateShader && 2451 (ctx->API == API_OPENGLES2 || prog->Version == 100)) { 2452 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) { 2453 linker_error(prog, "program lacks a vertex shader\n"); 2454 } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) { 2455 linker_error(prog, "program lacks a fragment shader\n"); 2456 } 2457 } 2458 2459 /* FINISHME: Assign fragment shader output locations. */ 2460 2461done: 2462 free(vert_shader_list); 2463 2464 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) { 2465 if (prog->_LinkedShaders[i] == NULL) 2466 continue; 2467 2468 /* Retain any live IR, but trash the rest. */ 2469 reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir); 2470 2471 /* The symbol table in the linked shaders may contain references to 2472 * variables that were removed (e.g., unused uniforms). Since it may 2473 * contain junk, there is no possible valid use. Delete it and set the 2474 * pointer to NULL. 2475 */ 2476 delete prog->_LinkedShaders[i]->symbols; 2477 prog->_LinkedShaders[i]->symbols = NULL; 2478 } 2479 2480 ralloc_free(mem_ctx); 2481} 2482