ir_variable: Add query to get number of slots used by a variable
[mesa.git] / linker.cpp
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 #include <cstdlib>
67 #include <cstdio>
68
69 #include "glsl_symbol_table.h"
70 #include "glsl_parser_extras.h"
71 #include "ir.h"
72 #include "program.h"
73
74 /**
75 * Visitor that determines whether or not a variable is ever written.
76 */
77 class find_assignment_visitor : public ir_hierarchical_visitor {
78 public:
79 find_assignment_visitor(const char *name)
80 : name(name), found(false)
81 {
82 /* empty */
83 }
84
85 virtual ir_visitor_status visit_enter(ir_assignment *ir)
86 {
87 ir_variable *const var = ir->lhs->variable_referenced();
88
89 if (strcmp(name, var->name) == 0) {
90 found = true;
91 return visit_stop;
92 }
93
94 return visit_continue_with_parent;
95 }
96
97 bool variable_found()
98 {
99 return found;
100 }
101
102 private:
103 const char *name; /**< Find writes to a variable with this name. */
104 bool found; /**< Was a write to the variable found? */
105 };
106
107
108 /**
109 * Verify that a vertex shader executable meets all semantic requirements
110 *
111 * \param shader Vertex shader executable to be verified
112 */
113 bool
114 validate_vertex_shader_executable(struct glsl_shader *shader)
115 {
116 if (shader == NULL)
117 return true;
118
119 if (!shader->symbols->get_function("main")) {
120 printf("error: vertex shader lacks `main'\n");
121 return false;
122 }
123
124 find_assignment_visitor find("gl_Position");
125 find.run(&shader->ir);
126 if (!find.variable_found()) {
127 printf("error: vertex shader does not write to `gl_Position'\n");
128 return false;
129 }
130
131 return true;
132 }
133
134
135 /**
136 * Verify that a fragment shader executable meets all semantic requirements
137 *
138 * \param shader Fragment shader executable to be verified
139 */
140 bool
141 validate_fragment_shader_executable(struct glsl_shader *shader)
142 {
143 if (shader == NULL)
144 return true;
145
146 if (!shader->symbols->get_function("main")) {
147 printf("error: fragment shader lacks `main'\n");
148 return false;
149 }
150
151 find_assignment_visitor frag_color("gl_FragColor");
152 find_assignment_visitor frag_data("gl_FragData");
153
154 frag_color.run(&shader->ir);
155 frag_data.run(&shader->ir);
156
157 if (!frag_color.variable_found() && !frag_data.variable_found()) {
158 printf("error: fragment shader does not write to `gl_FragColor' or "
159 "`gl_FragData'\n");
160 return false;
161 }
162
163 if (frag_color.variable_found() && frag_data.variable_found()) {
164 printf("error: fragment shader write to both `gl_FragColor' and "
165 "`gl_FragData'\n");
166 return false;
167 }
168
169 return true;
170 }
171
172
173 /**
174 * Perform validation of uniforms used across multiple shader stages
175 */
176 bool
177 cross_validate_uniforms(struct glsl_shader **shaders, unsigned num_shaders)
178 {
179 /* Examine all of the uniforms in all of the shaders and cross validate
180 * them.
181 */
182 glsl_symbol_table uniforms;
183 for (unsigned i = 0; i < num_shaders; i++) {
184 foreach_list(node, &shaders[i]->ir) {
185 ir_variable *const var = ((ir_instruction *) node)->as_variable();
186
187 if ((var == NULL) || (var->mode != ir_var_uniform))
188 continue;
189
190 /* If a uniform with this name has already been seen, verify that the
191 * new instance has the same type. In addition, if the uniforms have
192 * initializers, the values of the initializers must be the same.
193 */
194 ir_variable *const existing = uniforms.get_variable(var->name);
195 if (existing != NULL) {
196 if (var->type != existing->type) {
197 printf("error: uniform `%s' declared as type `%s' and "
198 "type `%s'\n",
199 var->name, var->type->name, existing->type->name);
200 return false;
201 }
202
203 if (var->constant_value != NULL) {
204 if (existing->constant_value != NULL) {
205 if (!var->constant_value->has_value(existing->constant_value)) {
206 printf("error: initializers for uniform `%s' have "
207 "differing values\n",
208 var->name);
209 return false;
210 }
211 } else
212 /* If the first-seen instance of a particular uniform did not
213 * have an initializer but a later instance does, copy the
214 * initializer to the version stored in the symbol table.
215 */
216 existing->constant_value = var->constant_value->clone();
217 }
218 } else
219 uniforms.add_variable(var->name, var);
220 }
221 }
222
223 return true;
224 }
225
226
227 /**
228 * Validate that outputs from one stage match inputs of another
229 */
230 bool
231 cross_validate_outputs_to_inputs(glsl_shader *producer, glsl_shader *consumer)
232 {
233 glsl_symbol_table parameters;
234 /* FINISHME: Figure these out dynamically. */
235 const char *const producer_stage = "vertex";
236 const char *const consumer_stage = "fragment";
237
238 /* Find all shader outputs in the "producer" stage.
239 */
240 foreach_list(node, &producer->ir) {
241 ir_variable *const var = ((ir_instruction *) node)->as_variable();
242
243 /* FINISHME: For geometry shaders, this should also look for inout
244 * FINISHME: variables.
245 */
246 if ((var == NULL) || (var->mode != ir_var_out))
247 continue;
248
249 parameters.add_variable(var->name, var);
250 }
251
252
253 /* Find all shader inputs in the "consumer" stage. Any variables that have
254 * matching outputs already in the symbol table must have the same type and
255 * qualifiers.
256 */
257 foreach_list(node, &consumer->ir) {
258 ir_variable *const input = ((ir_instruction *) node)->as_variable();
259
260 /* FINISHME: For geometry shaders, this should also look for inout
261 * FINISHME: variables.
262 */
263 if ((input == NULL) || (input->mode != ir_var_in))
264 continue;
265
266 ir_variable *const output = parameters.get_variable(input->name);
267 if (output != NULL) {
268 /* Check that the types match between stages.
269 */
270 if (input->type != output->type) {
271 printf("error: %s shader output `%s' delcared as type `%s', but "
272 "%s shader input declared as type `%s'\n",
273 producer_stage, output->name, output->type->name,
274 consumer_stage, input->type->name);
275 return false;
276 }
277
278 /* Check that all of the qualifiers match between stages.
279 */
280 if (input->centroid != output->centroid) {
281 printf("error: %s shader output `%s' %s centroid qualifier, but "
282 "%s shader input %s centroid qualifier\n",
283 producer_stage,
284 output->name,
285 (output->centroid) ? "has" : "lacks",
286 consumer_stage,
287 (input->centroid) ? "has" : "lacks");
288 return false;
289 }
290
291 if (input->invariant != output->invariant) {
292 printf("error: %s shader output `%s' %s invariant qualifier, but "
293 "%s shader input %s invariant qualifier\n",
294 producer_stage,
295 output->name,
296 (output->invariant) ? "has" : "lacks",
297 consumer_stage,
298 (input->invariant) ? "has" : "lacks");
299 return false;
300 }
301
302 if (input->interpolation != output->interpolation) {
303 printf("error: %s shader output `%s' specifies %s interpolation "
304 "qualifier, "
305 "but %s shader input specifies %s interpolation "
306 "qualifier\n",
307 producer_stage,
308 output->name,
309 output->interpolation_string(),
310 consumer_stage,
311 input->interpolation_string());
312 return false;
313 }
314 }
315 }
316
317 return true;
318 }
319
320
321 void
322 link_shaders(struct glsl_program *prog)
323 {
324 prog->LinkStatus = false;
325 prog->Validated = false;
326 prog->_Used = false;
327
328 /* Separate the shaders into groups based on their type.
329 */
330 struct glsl_shader **vert_shader_list;
331 unsigned num_vert_shaders = 0;
332 struct glsl_shader **frag_shader_list;
333 unsigned num_frag_shaders = 0;
334
335 vert_shader_list = (struct glsl_shader **)
336 calloc(2 * prog->NumShaders, sizeof(struct glsl_shader *));
337 frag_shader_list = &vert_shader_list[prog->NumShaders];
338
339 for (unsigned i = 0; i < prog->NumShaders; i++) {
340 switch (prog->Shaders[i]->Type) {
341 case GL_VERTEX_SHADER:
342 vert_shader_list[num_vert_shaders] = prog->Shaders[i];
343 num_vert_shaders++;
344 break;
345 case GL_FRAGMENT_SHADER:
346 frag_shader_list[num_frag_shaders] = prog->Shaders[i];
347 num_frag_shaders++;
348 break;
349 case GL_GEOMETRY_SHADER:
350 /* FINISHME: Support geometry shaders. */
351 assert(prog->Shaders[i]->Type != GL_GEOMETRY_SHADER);
352 break;
353 }
354 }
355
356 /* FINISHME: Implement intra-stage linking. */
357 assert(num_vert_shaders <= 1);
358 assert(num_frag_shaders <= 1);
359
360 /* Verify that each of the per-target executables is valid.
361 */
362 if (!validate_vertex_shader_executable(vert_shader_list[0])
363 || !validate_fragment_shader_executable(frag_shader_list[0]))
364 goto done;
365
366
367 /* FINISHME: Perform inter-stage linking. */
368 glsl_shader *shader_executables[2];
369 unsigned num_shader_executables;
370
371 num_shader_executables = 0;
372 if (num_vert_shaders > 0) {
373 shader_executables[num_shader_executables] = vert_shader_list[0];
374 num_shader_executables++;
375 }
376
377 if (num_frag_shaders > 0) {
378 shader_executables[num_shader_executables] = frag_shader_list[0];
379 num_shader_executables++;
380 }
381
382 if (cross_validate_uniforms(shader_executables, num_shader_executables)) {
383 /* Validate the inputs of each stage with the output of the preceeding
384 * stage.
385 */
386 for (unsigned i = 1; i < num_shader_executables; i++) {
387 if (!cross_validate_outputs_to_inputs(shader_executables[i - 1],
388 shader_executables[i]))
389 goto done;
390 }
391
392 prog->LinkStatus = true;
393 }
394
395 /* FINISHME: Perform whole-program optimization here. */
396
397 /* FINISHME: Assign uniform locations. */
398
399 /* FINISHME: Assign vertex shader input locations. */
400
401 /* FINISHME: Assign vertex shader output / fragment shader input
402 * FINISHME: locations.
403 */
404
405 /* FINISHME: Assign fragment shader output locations. */
406
407 /* FINISHME: Generate code here. */
408
409 done:
410 free(vert_shader_list);
411 }