2 * Copyright © 2010 Intel Corporation
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:
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
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.
26 * GLSL linker implementation
28 * Given a set of shaders that are to be linked to generate a final program,
29 * there are three distinct stages.
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
35 * - Undefined references in each shader are resolve to definitions in
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.
42 * The result, in the terminology of the GLSL spec, is a set of shader
43 * executables for each processing unit.
45 * After the first stage is complete, a series of semantic checks are performed
46 * on each of the shader executables.
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
53 * In the final stage individual shader executables are linked to create a
54 * complete exectuable.
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.
64 * \author Ian Romanick <ian.d.romanick@intel.com>
68 #include "util/strndup.h"
69 #include "main/core.h"
70 #include "glsl_symbol_table.h"
71 #include "glsl_parser_extras.h"
74 #include "program/prog_instruction.h"
75 #include "program/program.h"
76 #include "util/mesa-sha1.h"
78 #include "util/string_to_uint_map.h"
80 #include "link_varyings.h"
81 #include "ir_optimization.h"
82 #include "ir_rvalue_visitor.h"
83 #include "ir_uniform.h"
84 #include "builtin_functions.h"
85 #include "shader_cache.h"
87 #include "main/shaderobj.h"
88 #include "main/enums.h"
93 struct find_variable
{
97 find_variable(const char *name
) : name(name
), found(false) {}
101 * Visitor that determines whether or not a variable is ever written.
103 * Use \ref find_assignments for convenience.
105 class find_assignment_visitor
: public ir_hierarchical_visitor
{
107 find_assignment_visitor(unsigned num_vars
,
108 find_variable
* const *vars
)
109 : num_variables(num_vars
), num_found(0), variables(vars
)
113 virtual ir_visitor_status
visit_enter(ir_assignment
*ir
)
115 ir_variable
*const var
= ir
->lhs
->variable_referenced();
117 return check_variable_name(var
->name
);
120 virtual ir_visitor_status
visit_enter(ir_call
*ir
)
122 foreach_two_lists(formal_node
, &ir
->callee
->parameters
,
123 actual_node
, &ir
->actual_parameters
) {
124 ir_rvalue
*param_rval
= (ir_rvalue
*) actual_node
;
125 ir_variable
*sig_param
= (ir_variable
*) formal_node
;
127 if (sig_param
->data
.mode
== ir_var_function_out
||
128 sig_param
->data
.mode
== ir_var_function_inout
) {
129 ir_variable
*var
= param_rval
->variable_referenced();
130 if (var
&& check_variable_name(var
->name
) == visit_stop
)
135 if (ir
->return_deref
!= NULL
) {
136 ir_variable
*const var
= ir
->return_deref
->variable_referenced();
138 if (check_variable_name(var
->name
) == visit_stop
)
142 return visit_continue_with_parent
;
146 ir_visitor_status
check_variable_name(const char *name
)
148 for (unsigned i
= 0; i
< num_variables
; ++i
) {
149 if (strcmp(variables
[i
]->name
, name
) == 0) {
150 if (!variables
[i
]->found
) {
151 variables
[i
]->found
= true;
153 assert(num_found
< num_variables
);
154 if (++num_found
== num_variables
)
161 return visit_continue_with_parent
;
165 unsigned num_variables
; /**< Number of variables to find */
166 unsigned num_found
; /**< Number of variables already found */
167 find_variable
* const *variables
; /**< Variables to find */
171 * Determine whether or not any of NULL-terminated list of variables is ever
175 find_assignments(exec_list
*ir
, find_variable
* const *vars
)
177 unsigned num_variables
= 0;
179 for (find_variable
* const *v
= vars
; *v
; ++v
)
182 find_assignment_visitor
visitor(num_variables
, vars
);
187 * Determine whether or not the given variable is ever written to.
190 find_assignments(exec_list
*ir
, find_variable
*var
)
192 find_assignment_visitor
visitor(1, &var
);
197 * Visitor that determines whether or not a variable is ever read.
199 class find_deref_visitor
: public ir_hierarchical_visitor
{
201 find_deref_visitor(const char *name
)
202 : name(name
), found(false)
207 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
209 if (strcmp(this->name
, ir
->var
->name
) == 0) {
214 return visit_continue
;
217 bool variable_found() const
223 const char *name
; /**< Find writes to a variable with this name. */
224 bool found
; /**< Was a write to the variable found? */
229 * A visitor helper that provides methods for updating the types of
230 * ir_dereferences. Classes that update variable types (say, updating
231 * array sizes) will want to use this so that dereference types stay in sync.
233 class deref_type_updater
: public ir_hierarchical_visitor
{
235 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
237 ir
->type
= ir
->var
->type
;
238 return visit_continue
;
241 virtual ir_visitor_status
visit_leave(ir_dereference_array
*ir
)
243 const glsl_type
*const vt
= ir
->array
->type
;
245 ir
->type
= vt
->fields
.array
;
246 return visit_continue
;
249 virtual ir_visitor_status
visit_leave(ir_dereference_record
*ir
)
251 for (unsigned i
= 0; i
< ir
->record
->type
->length
; i
++) {
252 const struct glsl_struct_field
*field
=
253 &ir
->record
->type
->fields
.structure
[i
];
254 if (strcmp(field
->name
, ir
->field
) == 0) {
255 ir
->type
= field
->type
;
259 return visit_continue
;
264 class array_resize_visitor
: public deref_type_updater
{
266 unsigned num_vertices
;
267 gl_shader_program
*prog
;
268 gl_shader_stage stage
;
270 array_resize_visitor(unsigned num_vertices
,
271 gl_shader_program
*prog
,
272 gl_shader_stage stage
)
274 this->num_vertices
= num_vertices
;
279 virtual ~array_resize_visitor()
284 virtual ir_visitor_status
visit(ir_variable
*var
)
286 if (!var
->type
->is_array() || var
->data
.mode
!= ir_var_shader_in
||
288 return visit_continue
;
290 unsigned size
= var
->type
->length
;
292 if (stage
== MESA_SHADER_GEOMETRY
) {
293 /* Generate a link error if the shader has declared this array with
296 if (!var
->data
.implicit_sized_array
&&
297 size
&& size
!= this->num_vertices
) {
298 linker_error(this->prog
, "size of array %s declared as %u, "
299 "but number of input vertices is %u\n",
300 var
->name
, size
, this->num_vertices
);
301 return visit_continue
;
304 /* Generate a link error if the shader attempts to access an input
305 * array using an index too large for its actual size assigned at
308 if (var
->data
.max_array_access
>= (int)this->num_vertices
) {
309 linker_error(this->prog
, "%s shader accesses element %i of "
310 "%s, but only %i input vertices\n",
311 _mesa_shader_stage_to_string(this->stage
),
312 var
->data
.max_array_access
, var
->name
, this->num_vertices
);
313 return visit_continue
;
317 var
->type
= glsl_type::get_array_instance(var
->type
->fields
.array
,
319 var
->data
.max_array_access
= this->num_vertices
- 1;
321 return visit_continue
;
326 * Visitor that determines the highest stream id to which a (geometry) shader
327 * emits vertices. It also checks whether End{Stream}Primitive is ever called.
329 class find_emit_vertex_visitor
: public ir_hierarchical_visitor
{
331 find_emit_vertex_visitor(int max_allowed
)
332 : max_stream_allowed(max_allowed
),
333 invalid_stream_id(0),
334 invalid_stream_id_from_emit_vertex(false),
335 end_primitive_found(false),
336 uses_non_zero_stream(false)
341 virtual ir_visitor_status
visit_leave(ir_emit_vertex
*ir
)
343 int stream_id
= ir
->stream_id();
346 invalid_stream_id
= stream_id
;
347 invalid_stream_id_from_emit_vertex
= true;
351 if (stream_id
> max_stream_allowed
) {
352 invalid_stream_id
= stream_id
;
353 invalid_stream_id_from_emit_vertex
= true;
358 uses_non_zero_stream
= true;
360 return visit_continue
;
363 virtual ir_visitor_status
visit_leave(ir_end_primitive
*ir
)
365 end_primitive_found
= true;
367 int stream_id
= ir
->stream_id();
370 invalid_stream_id
= stream_id
;
371 invalid_stream_id_from_emit_vertex
= false;
375 if (stream_id
> max_stream_allowed
) {
376 invalid_stream_id
= stream_id
;
377 invalid_stream_id_from_emit_vertex
= false;
382 uses_non_zero_stream
= true;
384 return visit_continue
;
389 return invalid_stream_id
!= 0;
392 const char *error_func()
394 return invalid_stream_id_from_emit_vertex
?
395 "EmitStreamVertex" : "EndStreamPrimitive";
400 return invalid_stream_id
;
405 return uses_non_zero_stream
;
408 bool uses_end_primitive()
410 return end_primitive_found
;
414 int max_stream_allowed
;
415 int invalid_stream_id
;
416 bool invalid_stream_id_from_emit_vertex
;
417 bool end_primitive_found
;
418 bool uses_non_zero_stream
;
421 /* Class that finds array derefs and check if indexes are dynamic. */
422 class dynamic_sampler_array_indexing_visitor
: public ir_hierarchical_visitor
425 dynamic_sampler_array_indexing_visitor() :
426 dynamic_sampler_array_indexing(false)
430 ir_visitor_status
visit_enter(ir_dereference_array
*ir
)
432 if (!ir
->variable_referenced())
433 return visit_continue
;
435 if (!ir
->variable_referenced()->type
->contains_sampler())
436 return visit_continue
;
438 if (!ir
->array_index
->constant_expression_value()) {
439 dynamic_sampler_array_indexing
= true;
442 return visit_continue
;
445 bool uses_dynamic_sampler_array_indexing()
447 return dynamic_sampler_array_indexing
;
451 bool dynamic_sampler_array_indexing
;
454 } /* anonymous namespace */
457 linker_error(gl_shader_program
*prog
, const char *fmt
, ...)
461 ralloc_strcat(&prog
->data
->InfoLog
, "error: ");
463 ralloc_vasprintf_append(&prog
->data
->InfoLog
, fmt
, ap
);
466 prog
->data
->LinkStatus
= linking_failure
;
471 linker_warning(gl_shader_program
*prog
, const char *fmt
, ...)
475 ralloc_strcat(&prog
->data
->InfoLog
, "warning: ");
477 ralloc_vasprintf_append(&prog
->data
->InfoLog
, fmt
, ap
);
484 * Given a string identifying a program resource, break it into a base name
485 * and an optional array index in square brackets.
487 * If an array index is present, \c out_base_name_end is set to point to the
488 * "[" that precedes the array index, and the array index itself is returned
491 * If no array index is present (or if the array index is negative or
492 * mal-formed), \c out_base_name_end, is set to point to the null terminator
493 * at the end of the input string, and -1 is returned.
495 * Only the final array index is parsed; if the string contains other array
496 * indices (or structure field accesses), they are left in the base name.
498 * No attempt is made to check that the base name is properly formed;
499 * typically the caller will look up the base name in a hash table, so
500 * ill-formed base names simply turn into hash table lookup failures.
503 parse_program_resource_name(const GLchar
*name
,
504 const GLchar
**out_base_name_end
)
506 /* Section 7.3.1 ("Program Interfaces") of the OpenGL 4.3 spec says:
508 * "When an integer array element or block instance number is part of
509 * the name string, it will be specified in decimal form without a "+"
510 * or "-" sign or any extra leading zeroes. Additionally, the name
511 * string will not include white space anywhere in the string."
514 const size_t len
= strlen(name
);
515 *out_base_name_end
= name
+ len
;
517 if (len
== 0 || name
[len
-1] != ']')
520 /* Walk backwards over the string looking for a non-digit character. This
521 * had better be the opening bracket for an array index.
523 * Initially, i specifies the location of the ']'. Since the string may
524 * contain only the ']' charcater, walk backwards very carefully.
527 for (i
= len
- 1; (i
> 0) && isdigit(name
[i
-1]); --i
)
530 if ((i
== 0) || name
[i
-1] != '[')
533 long array_index
= strtol(&name
[i
], NULL
, 10);
537 /* Check for leading zero */
538 if (name
[i
] == '0' && name
[i
+1] != ']')
541 *out_base_name_end
= name
+ (i
- 1);
547 link_invalidate_variable_locations(exec_list
*ir
)
549 foreach_in_list(ir_instruction
, node
, ir
) {
550 ir_variable
*const var
= node
->as_variable();
555 /* Only assign locations for variables that lack an explicit location.
556 * Explicit locations are set for all built-in variables, generic vertex
557 * shader inputs (via layout(location=...)), and generic fragment shader
558 * outputs (also via layout(location=...)).
560 if (!var
->data
.explicit_location
) {
561 var
->data
.location
= -1;
562 var
->data
.location_frac
= 0;
565 /* ir_variable::is_unmatched_generic_inout is used by the linker while
566 * connecting outputs from one stage to inputs of the next stage.
568 if (var
->data
.explicit_location
&&
569 var
->data
.location
< VARYING_SLOT_VAR0
) {
570 var
->data
.is_unmatched_generic_inout
= 0;
572 var
->data
.is_unmatched_generic_inout
= 1;
579 * Set clip_distance_array_size based and cull_distance_array_size on the given
582 * Also check for errors based on incorrect usage of gl_ClipVertex and
583 * gl_ClipDistance and gl_CullDistance.
584 * Additionally test whether the arrays gl_ClipDistance and gl_CullDistance
585 * exceed the maximum size defined by gl_MaxCombinedClipAndCullDistances.
587 * Return false if an error was reported.
590 analyze_clip_cull_usage(struct gl_shader_program
*prog
,
591 struct gl_linked_shader
*shader
,
592 struct gl_context
*ctx
,
593 GLuint
*clip_distance_array_size
,
594 GLuint
*cull_distance_array_size
)
596 *clip_distance_array_size
= 0;
597 *cull_distance_array_size
= 0;
599 if (prog
->data
->Version
>= (prog
->IsES
? 300 : 130)) {
600 /* From section 7.1 (Vertex Shader Special Variables) of the
603 * "It is an error for a shader to statically write both
604 * gl_ClipVertex and gl_ClipDistance."
606 * This does not apply to GLSL ES shaders, since GLSL ES defines neither
607 * gl_ClipVertex nor gl_ClipDistance. However with
608 * GL_EXT_clip_cull_distance, this functionality is exposed in ES 3.0.
610 find_variable
gl_ClipDistance("gl_ClipDistance");
611 find_variable
gl_CullDistance("gl_CullDistance");
612 find_variable
gl_ClipVertex("gl_ClipVertex");
613 find_variable
* const variables
[] = {
616 !prog
->IsES
? &gl_ClipVertex
: NULL
,
619 find_assignments(shader
->ir
, variables
);
621 /* From the ARB_cull_distance spec:
623 * It is a compile-time or link-time error for the set of shaders forming
624 * a program to statically read or write both gl_ClipVertex and either
625 * gl_ClipDistance or gl_CullDistance.
627 * This does not apply to GLSL ES shaders, since GLSL ES doesn't define
631 if (gl_ClipVertex
.found
&& gl_ClipDistance
.found
) {
632 linker_error(prog
, "%s shader writes to both `gl_ClipVertex' "
633 "and `gl_ClipDistance'\n",
634 _mesa_shader_stage_to_string(shader
->Stage
));
637 if (gl_ClipVertex
.found
&& gl_CullDistance
.found
) {
638 linker_error(prog
, "%s shader writes to both `gl_ClipVertex' "
639 "and `gl_CullDistance'\n",
640 _mesa_shader_stage_to_string(shader
->Stage
));
645 if (gl_ClipDistance
.found
) {
646 ir_variable
*clip_distance_var
=
647 shader
->symbols
->get_variable("gl_ClipDistance");
648 assert(clip_distance_var
);
649 *clip_distance_array_size
= clip_distance_var
->type
->length
;
651 if (gl_CullDistance
.found
) {
652 ir_variable
*cull_distance_var
=
653 shader
->symbols
->get_variable("gl_CullDistance");
654 assert(cull_distance_var
);
655 *cull_distance_array_size
= cull_distance_var
->type
->length
;
657 /* From the ARB_cull_distance spec:
659 * It is a compile-time or link-time error for the set of shaders forming
660 * a program to have the sum of the sizes of the gl_ClipDistance and
661 * gl_CullDistance arrays to be larger than
662 * gl_MaxCombinedClipAndCullDistances.
664 if ((*clip_distance_array_size
+ *cull_distance_array_size
) >
665 ctx
->Const
.MaxClipPlanes
) {
666 linker_error(prog
, "%s shader: the combined size of "
667 "'gl_ClipDistance' and 'gl_CullDistance' size cannot "
669 "gl_MaxCombinedClipAndCullDistances (%u)",
670 _mesa_shader_stage_to_string(shader
->Stage
),
671 ctx
->Const
.MaxClipPlanes
);
678 * Verify that a vertex shader executable meets all semantic requirements.
680 * Also sets info.clip_distance_array_size and
681 * info.cull_distance_array_size as a side effect.
683 * \param shader Vertex shader executable to be verified
686 validate_vertex_shader_executable(struct gl_shader_program
*prog
,
687 struct gl_linked_shader
*shader
,
688 struct gl_context
*ctx
)
693 /* From the GLSL 1.10 spec, page 48:
695 * "The variable gl_Position is available only in the vertex
696 * language and is intended for writing the homogeneous vertex
697 * position. All executions of a well-formed vertex shader
698 * executable must write a value into this variable. [...] The
699 * variable gl_Position is available only in the vertex
700 * language and is intended for writing the homogeneous vertex
701 * position. All executions of a well-formed vertex shader
702 * executable must write a value into this variable."
704 * while in GLSL 1.40 this text is changed to:
706 * "The variable gl_Position is available only in the vertex
707 * language and is intended for writing the homogeneous vertex
708 * position. It can be written at any time during shader
709 * execution. It may also be read back by a vertex shader
710 * after being written. This value will be used by primitive
711 * assembly, clipping, culling, and other fixed functionality
712 * operations, if present, that operate on primitives after
713 * vertex processing has occurred. Its value is undefined if
714 * the vertex shader executable does not write gl_Position."
716 * All GLSL ES Versions are similar to GLSL 1.40--failing to write to
717 * gl_Position is not an error.
719 if (prog
->data
->Version
< (prog
->IsES
? 300 : 140)) {
720 find_variable
gl_Position("gl_Position");
721 find_assignments(shader
->ir
, &gl_Position
);
722 if (!gl_Position
.found
) {
725 "vertex shader does not write to `gl_Position'. "
726 "Its value is undefined. \n");
729 "vertex shader does not write to `gl_Position'. \n");
735 analyze_clip_cull_usage(prog
, shader
, ctx
,
736 &shader
->Program
->info
.clip_distance_array_size
,
737 &shader
->Program
->info
.cull_distance_array_size
);
741 validate_tess_eval_shader_executable(struct gl_shader_program
*prog
,
742 struct gl_linked_shader
*shader
,
743 struct gl_context
*ctx
)
748 analyze_clip_cull_usage(prog
, shader
, ctx
,
749 &shader
->Program
->info
.clip_distance_array_size
,
750 &shader
->Program
->info
.cull_distance_array_size
);
755 * Verify that a fragment shader executable meets all semantic requirements
757 * \param shader Fragment shader executable to be verified
760 validate_fragment_shader_executable(struct gl_shader_program
*prog
,
761 struct gl_linked_shader
*shader
)
766 find_variable
gl_FragColor("gl_FragColor");
767 find_variable
gl_FragData("gl_FragData");
768 find_variable
* const variables
[] = { &gl_FragColor
, &gl_FragData
, NULL
};
769 find_assignments(shader
->ir
, variables
);
771 if (gl_FragColor
.found
&& gl_FragData
.found
) {
772 linker_error(prog
, "fragment shader writes to both "
773 "`gl_FragColor' and `gl_FragData'\n");
778 * Verify that a geometry shader executable meets all semantic requirements
780 * Also sets prog->Geom.VerticesIn, and info.clip_distance_array_sizeand
781 * info.cull_distance_array_size as a side effect.
783 * \param shader Geometry shader executable to be verified
786 validate_geometry_shader_executable(struct gl_shader_program
*prog
,
787 struct gl_linked_shader
*shader
,
788 struct gl_context
*ctx
)
793 unsigned num_vertices
=
794 vertices_per_prim(shader
->Program
->info
.gs
.input_primitive
);
795 prog
->Geom
.VerticesIn
= num_vertices
;
797 analyze_clip_cull_usage(prog
, shader
, ctx
,
798 &shader
->Program
->info
.clip_distance_array_size
,
799 &shader
->Program
->info
.cull_distance_array_size
);
803 * Check if geometry shaders emit to non-zero streams and do corresponding
807 validate_geometry_shader_emissions(struct gl_context
*ctx
,
808 struct gl_shader_program
*prog
)
810 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[MESA_SHADER_GEOMETRY
];
813 find_emit_vertex_visitor
emit_vertex(ctx
->Const
.MaxVertexStreams
- 1);
814 emit_vertex
.run(sh
->ir
);
815 if (emit_vertex
.error()) {
816 linker_error(prog
, "Invalid call %s(%d). Accepted values for the "
817 "stream parameter are in the range [0, %d].\n",
818 emit_vertex
.error_func(),
819 emit_vertex
.error_stream(),
820 ctx
->Const
.MaxVertexStreams
- 1);
822 prog
->Geom
.UsesStreams
= emit_vertex
.uses_streams();
823 prog
->Geom
.UsesEndPrimitive
= emit_vertex
.uses_end_primitive();
825 /* From the ARB_gpu_shader5 spec:
827 * "Multiple vertex streams are supported only if the output primitive
828 * type is declared to be "points". A program will fail to link if it
829 * contains a geometry shader calling EmitStreamVertex() or
830 * EndStreamPrimitive() if its output primitive type is not "points".
832 * However, in the same spec:
834 * "The function EmitVertex() is equivalent to calling EmitStreamVertex()
835 * with <stream> set to zero."
839 * "The function EndPrimitive() is equivalent to calling
840 * EndStreamPrimitive() with <stream> set to zero."
842 * Since we can call EmitVertex() and EndPrimitive() when we output
843 * primitives other than points, calling EmitStreamVertex(0) or
844 * EmitEndPrimitive(0) should not produce errors. This it also what Nvidia
845 * does. Currently we only set prog->Geom.UsesStreams to TRUE when
846 * EmitStreamVertex() or EmitEndPrimitive() are called with a non-zero
849 if (prog
->Geom
.UsesStreams
&&
850 sh
->Program
->info
.gs
.output_primitive
!= GL_POINTS
) {
851 linker_error(prog
, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
852 "with n>0 requires point output\n");
858 validate_intrastage_arrays(struct gl_shader_program
*prog
,
859 ir_variable
*const var
,
860 ir_variable
*const existing
)
862 /* Consider the types to be "the same" if both types are arrays
863 * of the same type and one of the arrays is implicitly sized.
864 * In addition, set the type of the linked variable to the
865 * explicitly sized array.
867 if (var
->type
->is_array() && existing
->type
->is_array()) {
868 if ((var
->type
->fields
.array
== existing
->type
->fields
.array
) &&
869 ((var
->type
->length
== 0)|| (existing
->type
->length
== 0))) {
870 if (var
->type
->length
!= 0) {
871 if ((int)var
->type
->length
<= existing
->data
.max_array_access
) {
872 linker_error(prog
, "%s `%s' declared as type "
873 "`%s' but outermost dimension has an index"
876 var
->name
, var
->type
->name
,
877 existing
->data
.max_array_access
);
879 existing
->type
= var
->type
;
881 } else if (existing
->type
->length
!= 0) {
882 if((int)existing
->type
->length
<= var
->data
.max_array_access
&&
883 !existing
->data
.from_ssbo_unsized_array
) {
884 linker_error(prog
, "%s `%s' declared as type "
885 "`%s' but outermost dimension has an index"
888 var
->name
, existing
->type
->name
,
889 var
->data
.max_array_access
);
900 * Perform validation of global variables used across multiple shaders
903 cross_validate_globals(struct gl_shader_program
*prog
,
904 struct exec_list
*ir
, glsl_symbol_table
*variables
,
907 foreach_in_list(ir_instruction
, node
, ir
) {
908 ir_variable
*const var
= node
->as_variable();
913 if (uniforms_only
&& (var
->data
.mode
!= ir_var_uniform
&& var
->data
.mode
!= ir_var_shader_storage
))
916 /* don't cross validate subroutine uniforms */
917 if (var
->type
->contains_subroutine())
920 /* Don't cross validate interface instances. These are only relevant
921 * inside a shader. The cross validation is done at the Interface Block
924 if (var
->is_interface_instance())
927 /* Don't cross validate temporaries that are at global scope. These
928 * will eventually get pulled into the shaders 'main'.
930 if (var
->data
.mode
== ir_var_temporary
)
933 /* If a global with this name has already been seen, verify that the
934 * new instance has the same type. In addition, if the globals have
935 * initializers, the values of the initializers must be the same.
937 ir_variable
*const existing
= variables
->get_variable(var
->name
);
938 if (existing
!= NULL
) {
939 /* Check if types match. */
940 if (var
->type
!= existing
->type
) {
941 if (!validate_intrastage_arrays(prog
, var
, existing
)) {
942 /* If it is an unsized array in a Shader Storage Block,
943 * two different shaders can access to different elements.
944 * Because of that, they might be converted to different
945 * sized arrays, then check that they are compatible but
946 * ignore the array size.
948 if (!(var
->data
.mode
== ir_var_shader_storage
&&
949 var
->data
.from_ssbo_unsized_array
&&
950 existing
->data
.mode
== ir_var_shader_storage
&&
951 existing
->data
.from_ssbo_unsized_array
&&
952 var
->type
->gl_type
== existing
->type
->gl_type
)) {
953 linker_error(prog
, "%s `%s' declared as type "
954 "`%s' and type `%s'\n",
956 var
->name
, var
->type
->name
,
957 existing
->type
->name
);
963 if (var
->data
.explicit_location
) {
964 if (existing
->data
.explicit_location
965 && (var
->data
.location
!= existing
->data
.location
)) {
966 linker_error(prog
, "explicit locations for %s "
967 "`%s' have differing values\n",
968 mode_string(var
), var
->name
);
972 if (var
->data
.location_frac
!= existing
->data
.location_frac
) {
973 linker_error(prog
, "explicit components for %s `%s' have "
974 "differing values\n", mode_string(var
), var
->name
);
978 existing
->data
.location
= var
->data
.location
;
979 existing
->data
.explicit_location
= true;
981 /* Check if uniform with implicit location was marked explicit
982 * by earlier shader stage. If so, mark it explicit in this stage
983 * too to make sure later processing does not treat it as
986 if (existing
->data
.explicit_location
) {
987 var
->data
.location
= existing
->data
.location
;
988 var
->data
.explicit_location
= true;
992 /* From the GLSL 4.20 specification:
993 * "A link error will result if two compilation units in a program
994 * specify different integer-constant bindings for the same
995 * opaque-uniform name. However, it is not an error to specify a
996 * binding on some but not all declarations for the same name"
998 if (var
->data
.explicit_binding
) {
999 if (existing
->data
.explicit_binding
&&
1000 var
->data
.binding
!= existing
->data
.binding
) {
1001 linker_error(prog
, "explicit bindings for %s "
1002 "`%s' have differing values\n",
1003 mode_string(var
), var
->name
);
1007 existing
->data
.binding
= var
->data
.binding
;
1008 existing
->data
.explicit_binding
= true;
1011 if (var
->type
->contains_atomic() &&
1012 var
->data
.offset
!= existing
->data
.offset
) {
1013 linker_error(prog
, "offset specifications for %s "
1014 "`%s' have differing values\n",
1015 mode_string(var
), var
->name
);
1019 /* Validate layout qualifiers for gl_FragDepth.
1021 * From the AMD/ARB_conservative_depth specs:
1023 * "If gl_FragDepth is redeclared in any fragment shader in a
1024 * program, it must be redeclared in all fragment shaders in
1025 * that program that have static assignments to
1026 * gl_FragDepth. All redeclarations of gl_FragDepth in all
1027 * fragment shaders in a single program must have the same set
1030 if (strcmp(var
->name
, "gl_FragDepth") == 0) {
1031 bool layout_declared
= var
->data
.depth_layout
!= ir_depth_layout_none
;
1032 bool layout_differs
=
1033 var
->data
.depth_layout
!= existing
->data
.depth_layout
;
1035 if (layout_declared
&& layout_differs
) {
1037 "All redeclarations of gl_FragDepth in all "
1038 "fragment shaders in a single program must have "
1039 "the same set of qualifiers.\n");
1042 if (var
->data
.used
&& layout_differs
) {
1044 "If gl_FragDepth is redeclared with a layout "
1045 "qualifier in any fragment shader, it must be "
1046 "redeclared with the same layout qualifier in "
1047 "all fragment shaders that have assignments to "
1052 /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
1054 * "If a shared global has multiple initializers, the
1055 * initializers must all be constant expressions, and they
1056 * must all have the same value. Otherwise, a link error will
1057 * result. (A shared global having only one initializer does
1058 * not require that initializer to be a constant expression.)"
1060 * Previous to 4.20 the GLSL spec simply said that initializers
1061 * must have the same value. In this case of non-constant
1062 * initializers, this was impossible to determine. As a result,
1063 * no vendor actually implemented that behavior. The 4.20
1064 * behavior matches the implemented behavior of at least one other
1065 * vendor, so we'll implement that for all GLSL versions.
1067 if (var
->constant_initializer
!= NULL
) {
1068 if (existing
->constant_initializer
!= NULL
) {
1069 if (!var
->constant_initializer
->has_value(existing
->constant_initializer
)) {
1070 linker_error(prog
, "initializers for %s "
1071 "`%s' have differing values\n",
1072 mode_string(var
), var
->name
);
1076 /* If the first-seen instance of a particular uniform did
1077 * not have an initializer but a later instance does,
1078 * replace the former with the later.
1080 variables
->replace_variable(existing
->name
, var
);
1084 if (var
->data
.has_initializer
) {
1085 if (existing
->data
.has_initializer
1086 && (var
->constant_initializer
== NULL
1087 || existing
->constant_initializer
== NULL
)) {
1089 "shared global variable `%s' has multiple "
1090 "non-constant initializers.\n",
1096 if (existing
->data
.invariant
!= var
->data
.invariant
) {
1097 linker_error(prog
, "declarations for %s `%s' have "
1098 "mismatching invariant qualifiers\n",
1099 mode_string(var
), var
->name
);
1102 if (existing
->data
.centroid
!= var
->data
.centroid
) {
1103 linker_error(prog
, "declarations for %s `%s' have "
1104 "mismatching centroid qualifiers\n",
1105 mode_string(var
), var
->name
);
1108 if (existing
->data
.sample
!= var
->data
.sample
) {
1109 linker_error(prog
, "declarations for %s `%s` have "
1110 "mismatching sample qualifiers\n",
1111 mode_string(var
), var
->name
);
1114 if (existing
->data
.image_format
!= var
->data
.image_format
) {
1115 linker_error(prog
, "declarations for %s `%s` have "
1116 "mismatching image format qualifiers\n",
1117 mode_string(var
), var
->name
);
1121 /* Only in GLSL ES 3.10, the precision qualifier should not match
1122 * between block members defined in matched block names within a
1125 * In GLSL ES 3.00 and ES 3.20, precision qualifier for each block
1126 * member should match.
1128 if (prog
->IsES
&& (prog
->data
->Version
!= 310 ||
1129 !var
->get_interface_type()) &&
1130 existing
->data
.precision
!= var
->data
.precision
) {
1131 linker_error(prog
, "declarations for %s `%s` have "
1132 "mismatching precision qualifiers\n",
1133 mode_string(var
), var
->name
);
1137 variables
->add_variable(var
);
1143 * Perform validation of uniforms used across multiple shader stages
1146 cross_validate_uniforms(struct gl_shader_program
*prog
)
1148 glsl_symbol_table variables
;
1149 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1150 if (prog
->_LinkedShaders
[i
] == NULL
)
1153 cross_validate_globals(prog
, prog
->_LinkedShaders
[i
]->ir
, &variables
,
1159 * Accumulates the array of buffer blocks and checks that all definitions of
1160 * blocks agree on their contents.
1163 interstage_cross_validate_uniform_blocks(struct gl_shader_program
*prog
,
1166 int *InterfaceBlockStageIndex
[MESA_SHADER_STAGES
];
1167 struct gl_uniform_block
*blks
= NULL
;
1168 unsigned *num_blks
= validate_ssbo
? &prog
->data
->NumShaderStorageBlocks
:
1169 &prog
->data
->NumUniformBlocks
;
1171 unsigned max_num_buffer_blocks
= 0;
1172 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1173 if (prog
->_LinkedShaders
[i
]) {
1174 if (validate_ssbo
) {
1175 max_num_buffer_blocks
+=
1176 prog
->_LinkedShaders
[i
]->Program
->info
.num_ssbos
;
1178 max_num_buffer_blocks
+=
1179 prog
->_LinkedShaders
[i
]->Program
->info
.num_ubos
;
1184 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1185 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
1187 InterfaceBlockStageIndex
[i
] = new int[max_num_buffer_blocks
];
1188 for (unsigned int j
= 0; j
< max_num_buffer_blocks
; j
++)
1189 InterfaceBlockStageIndex
[i
][j
] = -1;
1194 unsigned sh_num_blocks
;
1195 struct gl_uniform_block
**sh_blks
;
1196 if (validate_ssbo
) {
1197 sh_num_blocks
= prog
->_LinkedShaders
[i
]->Program
->info
.num_ssbos
;
1198 sh_blks
= sh
->Program
->sh
.ShaderStorageBlocks
;
1200 sh_num_blocks
= prog
->_LinkedShaders
[i
]->Program
->info
.num_ubos
;
1201 sh_blks
= sh
->Program
->sh
.UniformBlocks
;
1204 for (unsigned int j
= 0; j
< sh_num_blocks
; j
++) {
1205 int index
= link_cross_validate_uniform_block(prog
, &blks
, num_blks
,
1209 linker_error(prog
, "buffer block `%s' has mismatching "
1210 "definitions\n", sh_blks
[j
]->Name
);
1212 for (unsigned k
= 0; k
<= i
; k
++) {
1213 delete[] InterfaceBlockStageIndex
[k
];
1216 /* Reset the block count. This will help avoid various segfaults
1217 * from api calls that assume the array exists due to the count
1224 InterfaceBlockStageIndex
[i
][index
] = j
;
1228 /* Update per stage block pointers to point to the program list.
1229 * FIXME: We should be able to free the per stage blocks here.
1231 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1232 for (unsigned j
= 0; j
< *num_blks
; j
++) {
1233 int stage_index
= InterfaceBlockStageIndex
[i
][j
];
1235 if (stage_index
!= -1) {
1236 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
1238 struct gl_uniform_block
**sh_blks
= validate_ssbo
?
1239 sh
->Program
->sh
.ShaderStorageBlocks
:
1240 sh
->Program
->sh
.UniformBlocks
;
1242 blks
[j
].stageref
|= sh_blks
[stage_index
]->stageref
;
1243 sh_blks
[stage_index
] = &blks
[j
];
1248 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1249 delete[] InterfaceBlockStageIndex
[i
];
1253 prog
->data
->ShaderStorageBlocks
= blks
;
1255 prog
->data
->UniformBlocks
= blks
;
1262 * Populates a shaders symbol table with all global declarations
1265 populate_symbol_table(gl_linked_shader
*sh
)
1267 sh
->symbols
= new(sh
) glsl_symbol_table
;
1269 foreach_in_list(ir_instruction
, inst
, sh
->ir
) {
1273 if ((func
= inst
->as_function()) != NULL
) {
1274 sh
->symbols
->add_function(func
);
1275 } else if ((var
= inst
->as_variable()) != NULL
) {
1276 if (var
->data
.mode
!= ir_var_temporary
)
1277 sh
->symbols
->add_variable(var
);
1284 * Remap variables referenced in an instruction tree
1286 * This is used when instruction trees are cloned from one shader and placed in
1287 * another. These trees will contain references to \c ir_variable nodes that
1288 * do not exist in the target shader. This function finds these \c ir_variable
1289 * references and replaces the references with matching variables in the target
1292 * If there is no matching variable in the target shader, a clone of the
1293 * \c ir_variable is made and added to the target shader. The new variable is
1294 * added to \b both the instruction stream and the symbol table.
1296 * \param inst IR tree that is to be processed.
1297 * \param symbols Symbol table containing global scope symbols in the
1299 * \param instructions Instruction stream where new variable declarations
1303 remap_variables(ir_instruction
*inst
, struct gl_linked_shader
*target
,
1306 class remap_visitor
: public ir_hierarchical_visitor
{
1308 remap_visitor(struct gl_linked_shader
*target
, hash_table
*temps
)
1310 this->target
= target
;
1311 this->symbols
= target
->symbols
;
1312 this->instructions
= target
->ir
;
1313 this->temps
= temps
;
1316 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
1318 if (ir
->var
->data
.mode
== ir_var_temporary
) {
1319 hash_entry
*entry
= _mesa_hash_table_search(temps
, ir
->var
);
1320 ir_variable
*var
= entry
? (ir_variable
*) entry
->data
: NULL
;
1322 assert(var
!= NULL
);
1324 return visit_continue
;
1327 ir_variable
*const existing
=
1328 this->symbols
->get_variable(ir
->var
->name
);
1329 if (existing
!= NULL
)
1332 ir_variable
*copy
= ir
->var
->clone(this->target
, NULL
);
1334 this->symbols
->add_variable(copy
);
1335 this->instructions
->push_head(copy
);
1339 return visit_continue
;
1343 struct gl_linked_shader
*target
;
1344 glsl_symbol_table
*symbols
;
1345 exec_list
*instructions
;
1349 remap_visitor
v(target
, temps
);
1356 * Move non-declarations from one instruction stream to another
1358 * The intended usage pattern of this function is to pass the pointer to the
1359 * head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node
1360 * pointer) for \c last and \c false for \c make_copies on the first
1361 * call. Successive calls pass the return value of the previous call for
1362 * \c last and \c true for \c make_copies.
1364 * \param instructions Source instruction stream
1365 * \param last Instruction after which new instructions should be
1366 * inserted in the target instruction stream
1367 * \param make_copies Flag selecting whether instructions in \c instructions
1368 * should be copied (via \c ir_instruction::clone) into the
1369 * target list or moved.
1372 * The new "last" instruction in the target instruction stream. This pointer
1373 * is suitable for use as the \c last parameter of a later call to this
1377 move_non_declarations(exec_list
*instructions
, exec_node
*last
,
1378 bool make_copies
, gl_linked_shader
*target
)
1380 hash_table
*temps
= NULL
;
1383 temps
= _mesa_hash_table_create(NULL
, _mesa_hash_pointer
,
1384 _mesa_key_pointer_equal
);
1386 foreach_in_list_safe(ir_instruction
, inst
, instructions
) {
1387 if (inst
->as_function())
1390 ir_variable
*var
= inst
->as_variable();
1391 if ((var
!= NULL
) && (var
->data
.mode
!= ir_var_temporary
))
1394 assert(inst
->as_assignment()
1396 || inst
->as_if() /* for initializers with the ?: operator */
1397 || ((var
!= NULL
) && (var
->data
.mode
== ir_var_temporary
)));
1400 inst
= inst
->clone(target
, NULL
);
1403 _mesa_hash_table_insert(temps
, var
, inst
);
1405 remap_variables(inst
, target
, temps
);
1410 last
->insert_after(inst
);
1415 _mesa_hash_table_destroy(temps
, NULL
);
1422 * This class is only used in link_intrastage_shaders() below but declaring
1423 * it inside that function leads to compiler warnings with some versions of
1426 class array_sizing_visitor
: public deref_type_updater
{
1428 array_sizing_visitor()
1429 : mem_ctx(ralloc_context(NULL
)),
1430 unnamed_interfaces(_mesa_hash_table_create(NULL
, _mesa_hash_pointer
,
1431 _mesa_key_pointer_equal
))
1435 ~array_sizing_visitor()
1437 _mesa_hash_table_destroy(this->unnamed_interfaces
, NULL
);
1438 ralloc_free(this->mem_ctx
);
1441 virtual ir_visitor_status
visit(ir_variable
*var
)
1443 const glsl_type
*type_without_array
;
1444 bool implicit_sized_array
= var
->data
.implicit_sized_array
;
1445 fixup_type(&var
->type
, var
->data
.max_array_access
,
1446 var
->data
.from_ssbo_unsized_array
,
1447 &implicit_sized_array
);
1448 var
->data
.implicit_sized_array
= implicit_sized_array
;
1449 type_without_array
= var
->type
->without_array();
1450 if (var
->type
->is_interface()) {
1451 if (interface_contains_unsized_arrays(var
->type
)) {
1452 const glsl_type
*new_type
=
1453 resize_interface_members(var
->type
,
1454 var
->get_max_ifc_array_access(),
1455 var
->is_in_shader_storage_block());
1456 var
->type
= new_type
;
1457 var
->change_interface_type(new_type
);
1459 } else if (type_without_array
->is_interface()) {
1460 if (interface_contains_unsized_arrays(type_without_array
)) {
1461 const glsl_type
*new_type
=
1462 resize_interface_members(type_without_array
,
1463 var
->get_max_ifc_array_access(),
1464 var
->is_in_shader_storage_block());
1465 var
->change_interface_type(new_type
);
1466 var
->type
= update_interface_members_array(var
->type
, new_type
);
1468 } else if (const glsl_type
*ifc_type
= var
->get_interface_type()) {
1469 /* Store a pointer to the variable in the unnamed_interfaces
1473 _mesa_hash_table_search(this->unnamed_interfaces
,
1476 ir_variable
**interface_vars
= entry
? (ir_variable
**) entry
->data
: NULL
;
1478 if (interface_vars
== NULL
) {
1479 interface_vars
= rzalloc_array(mem_ctx
, ir_variable
*,
1481 _mesa_hash_table_insert(this->unnamed_interfaces
, ifc_type
,
1484 unsigned index
= ifc_type
->field_index(var
->name
);
1485 assert(index
< ifc_type
->length
);
1486 assert(interface_vars
[index
] == NULL
);
1487 interface_vars
[index
] = var
;
1489 return visit_continue
;
1493 * For each unnamed interface block that was discovered while running the
1494 * visitor, adjust the interface type to reflect the newly assigned array
1495 * sizes, and fix up the ir_variable nodes to point to the new interface
1498 void fixup_unnamed_interface_types()
1500 hash_table_call_foreach(this->unnamed_interfaces
,
1501 fixup_unnamed_interface_type
, NULL
);
1506 * If the type pointed to by \c type represents an unsized array, replace
1507 * it with a sized array whose size is determined by max_array_access.
1509 static void fixup_type(const glsl_type
**type
, unsigned max_array_access
,
1510 bool from_ssbo_unsized_array
, bool *implicit_sized
)
1512 if (!from_ssbo_unsized_array
&& (*type
)->is_unsized_array()) {
1513 *type
= glsl_type::get_array_instance((*type
)->fields
.array
,
1514 max_array_access
+ 1);
1515 *implicit_sized
= true;
1516 assert(*type
!= NULL
);
1520 static const glsl_type
*
1521 update_interface_members_array(const glsl_type
*type
,
1522 const glsl_type
*new_interface_type
)
1524 const glsl_type
*element_type
= type
->fields
.array
;
1525 if (element_type
->is_array()) {
1526 const glsl_type
*new_array_type
=
1527 update_interface_members_array(element_type
, new_interface_type
);
1528 return glsl_type::get_array_instance(new_array_type
, type
->length
);
1530 return glsl_type::get_array_instance(new_interface_type
,
1536 * Determine whether the given interface type contains unsized arrays (if
1537 * it doesn't, array_sizing_visitor doesn't need to process it).
1539 static bool interface_contains_unsized_arrays(const glsl_type
*type
)
1541 for (unsigned i
= 0; i
< type
->length
; i
++) {
1542 const glsl_type
*elem_type
= type
->fields
.structure
[i
].type
;
1543 if (elem_type
->is_unsized_array())
1550 * Create a new interface type based on the given type, with unsized arrays
1551 * replaced by sized arrays whose size is determined by
1552 * max_ifc_array_access.
1554 static const glsl_type
*
1555 resize_interface_members(const glsl_type
*type
,
1556 const int *max_ifc_array_access
,
1559 unsigned num_fields
= type
->length
;
1560 glsl_struct_field
*fields
= new glsl_struct_field
[num_fields
];
1561 memcpy(fields
, type
->fields
.structure
,
1562 num_fields
* sizeof(*fields
));
1563 for (unsigned i
= 0; i
< num_fields
; i
++) {
1564 bool implicit_sized_array
= fields
[i
].implicit_sized_array
;
1565 /* If SSBO last member is unsized array, we don't replace it by a sized
1568 if (is_ssbo
&& i
== (num_fields
- 1))
1569 fixup_type(&fields
[i
].type
, max_ifc_array_access
[i
],
1570 true, &implicit_sized_array
);
1572 fixup_type(&fields
[i
].type
, max_ifc_array_access
[i
],
1573 false, &implicit_sized_array
);
1574 fields
[i
].implicit_sized_array
= implicit_sized_array
;
1576 glsl_interface_packing packing
=
1577 (glsl_interface_packing
) type
->interface_packing
;
1578 bool row_major
= (bool) type
->interface_row_major
;
1579 const glsl_type
*new_ifc_type
=
1580 glsl_type::get_interface_instance(fields
, num_fields
,
1581 packing
, row_major
, type
->name
);
1583 return new_ifc_type
;
1586 static void fixup_unnamed_interface_type(const void *key
, void *data
,
1589 const glsl_type
*ifc_type
= (const glsl_type
*) key
;
1590 ir_variable
**interface_vars
= (ir_variable
**) data
;
1591 unsigned num_fields
= ifc_type
->length
;
1592 glsl_struct_field
*fields
= new glsl_struct_field
[num_fields
];
1593 memcpy(fields
, ifc_type
->fields
.structure
,
1594 num_fields
* sizeof(*fields
));
1595 bool interface_type_changed
= false;
1596 for (unsigned i
= 0; i
< num_fields
; i
++) {
1597 if (interface_vars
[i
] != NULL
&&
1598 fields
[i
].type
!= interface_vars
[i
]->type
) {
1599 fields
[i
].type
= interface_vars
[i
]->type
;
1600 interface_type_changed
= true;
1603 if (!interface_type_changed
) {
1607 glsl_interface_packing packing
=
1608 (glsl_interface_packing
) ifc_type
->interface_packing
;
1609 bool row_major
= (bool) ifc_type
->interface_row_major
;
1610 const glsl_type
*new_ifc_type
=
1611 glsl_type::get_interface_instance(fields
, num_fields
, packing
,
1612 row_major
, ifc_type
->name
);
1614 for (unsigned i
= 0; i
< num_fields
; i
++) {
1615 if (interface_vars
[i
] != NULL
)
1616 interface_vars
[i
]->change_interface_type(new_ifc_type
);
1621 * Memory context used to allocate the data in \c unnamed_interfaces.
1626 * Hash table from const glsl_type * to an array of ir_variable *'s
1627 * pointing to the ir_variables constituting each unnamed interface block.
1629 hash_table
*unnamed_interfaces
;
1633 validate_xfb_buffer_stride(struct gl_context
*ctx
, unsigned idx
,
1634 struct gl_shader_program
*prog
)
1636 /* We will validate doubles at a later stage */
1637 if (prog
->TransformFeedback
.BufferStride
[idx
] % 4) {
1638 linker_error(prog
, "invalid qualifier xfb_stride=%d must be a "
1639 "multiple of 4 or if its applied to a type that is "
1640 "or contains a double a multiple of 8.",
1641 prog
->TransformFeedback
.BufferStride
[idx
]);
1645 if (prog
->TransformFeedback
.BufferStride
[idx
] / 4 >
1646 ctx
->Const
.MaxTransformFeedbackInterleavedComponents
) {
1647 linker_error(prog
, "The MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS "
1648 "limit has been exceeded.");
1656 * Check for conflicting xfb_stride default qualifiers and store buffer stride
1660 link_xfb_stride_layout_qualifiers(struct gl_context
*ctx
,
1661 struct gl_shader_program
*prog
,
1662 struct gl_linked_shader
*linked_shader
,
1663 struct gl_shader
**shader_list
,
1664 unsigned num_shaders
)
1666 for (unsigned i
= 0; i
< MAX_FEEDBACK_BUFFERS
; i
++) {
1667 prog
->TransformFeedback
.BufferStride
[i
] = 0;
1670 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1671 struct gl_shader
*shader
= shader_list
[i
];
1673 for (unsigned j
= 0; j
< MAX_FEEDBACK_BUFFERS
; j
++) {
1674 if (shader
->TransformFeedbackBufferStride
[j
]) {
1675 if (prog
->TransformFeedback
.BufferStride
[j
] == 0) {
1676 prog
->TransformFeedback
.BufferStride
[j
] =
1677 shader
->TransformFeedbackBufferStride
[j
];
1678 if (!validate_xfb_buffer_stride(ctx
, j
, prog
))
1680 } else if (prog
->TransformFeedback
.BufferStride
[j
] !=
1681 shader
->TransformFeedbackBufferStride
[j
]){
1683 "intrastage shaders defined with conflicting "
1684 "xfb_stride for buffer %d (%d and %d)\n", j
,
1685 prog
->TransformFeedback
.BufferStride
[j
],
1686 shader
->TransformFeedbackBufferStride
[j
]);
1695 * Check for conflicting bindless/bound sampler/image layout qualifiers at
1699 link_bindless_layout_qualifiers(struct gl_shader_program
*prog
,
1700 struct gl_program
*gl_prog
,
1701 struct gl_shader
**shader_list
,
1702 unsigned num_shaders
)
1704 bool bindless_sampler
, bindless_image
;
1705 bool bound_sampler
, bound_image
;
1707 bindless_sampler
= bindless_image
= false;
1708 bound_sampler
= bound_image
= false;
1710 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1711 struct gl_shader
*shader
= shader_list
[i
];
1713 if (shader
->bindless_sampler
)
1714 bindless_sampler
= true;
1715 if (shader
->bindless_image
)
1716 bindless_image
= true;
1717 if (shader
->bound_sampler
)
1718 bound_sampler
= true;
1719 if (shader
->bound_image
)
1722 if ((bindless_sampler
&& bound_sampler
) ||
1723 (bindless_image
&& bound_image
)) {
1724 /* From section 4.4.6 of the ARB_bindless_texture spec:
1726 * "If both bindless_sampler and bound_sampler, or bindless_image
1727 * and bound_image, are declared at global scope in any
1728 * compilation unit, a link- time error will be generated."
1730 linker_error(prog
, "both bindless_sampler and bound_sampler, or "
1731 "bindless_image and bound_image, can't be declared at "
1738 * Performs the cross-validation of tessellation control shader vertices and
1739 * layout qualifiers for the attached tessellation control shaders,
1740 * and propagates them to the linked TCS and linked shader program.
1743 link_tcs_out_layout_qualifiers(struct gl_shader_program
*prog
,
1744 struct gl_program
*gl_prog
,
1745 struct gl_shader
**shader_list
,
1746 unsigned num_shaders
)
1748 if (gl_prog
->info
.stage
!= MESA_SHADER_TESS_CTRL
)
1751 gl_prog
->info
.tess
.tcs_vertices_out
= 0;
1753 /* From the GLSL 4.0 spec (chapter 4.3.8.2):
1755 * "All tessellation control shader layout declarations in a program
1756 * must specify the same output patch vertex count. There must be at
1757 * least one layout qualifier specifying an output patch vertex count
1758 * in any program containing tessellation control shaders; however,
1759 * such a declaration is not required in all tessellation control
1763 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1764 struct gl_shader
*shader
= shader_list
[i
];
1766 if (shader
->info
.TessCtrl
.VerticesOut
!= 0) {
1767 if (gl_prog
->info
.tess
.tcs_vertices_out
!= 0 &&
1768 gl_prog
->info
.tess
.tcs_vertices_out
!=
1769 (unsigned) shader
->info
.TessCtrl
.VerticesOut
) {
1770 linker_error(prog
, "tessellation control shader defined with "
1771 "conflicting output vertex count (%d and %d)\n",
1772 gl_prog
->info
.tess
.tcs_vertices_out
,
1773 shader
->info
.TessCtrl
.VerticesOut
);
1776 gl_prog
->info
.tess
.tcs_vertices_out
=
1777 shader
->info
.TessCtrl
.VerticesOut
;
1781 /* Just do the intrastage -> interstage propagation right now,
1782 * since we already know we're in the right type of shader program
1785 if (gl_prog
->info
.tess
.tcs_vertices_out
== 0) {
1786 linker_error(prog
, "tessellation control shader didn't declare "
1787 "vertices out layout qualifier\n");
1794 * Performs the cross-validation of tessellation evaluation shader
1795 * primitive type, vertex spacing, ordering and point_mode layout qualifiers
1796 * for the attached tessellation evaluation shaders, and propagates them
1797 * to the linked TES and linked shader program.
1800 link_tes_in_layout_qualifiers(struct gl_shader_program
*prog
,
1801 struct gl_program
*gl_prog
,
1802 struct gl_shader
**shader_list
,
1803 unsigned num_shaders
)
1805 if (gl_prog
->info
.stage
!= MESA_SHADER_TESS_EVAL
)
1808 int point_mode
= -1;
1809 unsigned vertex_order
= 0;
1811 gl_prog
->info
.tess
.primitive_mode
= PRIM_UNKNOWN
;
1812 gl_prog
->info
.tess
.spacing
= TESS_SPACING_UNSPECIFIED
;
1814 /* From the GLSL 4.0 spec (chapter 4.3.8.1):
1816 * "At least one tessellation evaluation shader (compilation unit) in
1817 * a program must declare a primitive mode in its input layout.
1818 * Declaration vertex spacing, ordering, and point mode identifiers is
1819 * optional. It is not required that all tessellation evaluation
1820 * shaders in a program declare a primitive mode. If spacing or
1821 * vertex ordering declarations are omitted, the tessellation
1822 * primitive generator will use equal spacing or counter-clockwise
1823 * vertex ordering, respectively. If a point mode declaration is
1824 * omitted, the tessellation primitive generator will produce lines or
1825 * triangles according to the primitive mode."
1828 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1829 struct gl_shader
*shader
= shader_list
[i
];
1831 if (shader
->info
.TessEval
.PrimitiveMode
!= PRIM_UNKNOWN
) {
1832 if (gl_prog
->info
.tess
.primitive_mode
!= PRIM_UNKNOWN
&&
1833 gl_prog
->info
.tess
.primitive_mode
!=
1834 shader
->info
.TessEval
.PrimitiveMode
) {
1835 linker_error(prog
, "tessellation evaluation shader defined with "
1836 "conflicting input primitive modes.\n");
1839 gl_prog
->info
.tess
.primitive_mode
=
1840 shader
->info
.TessEval
.PrimitiveMode
;
1843 if (shader
->info
.TessEval
.Spacing
!= 0) {
1844 if (gl_prog
->info
.tess
.spacing
!= 0 && gl_prog
->info
.tess
.spacing
!=
1845 shader
->info
.TessEval
.Spacing
) {
1846 linker_error(prog
, "tessellation evaluation shader defined with "
1847 "conflicting vertex spacing.\n");
1850 gl_prog
->info
.tess
.spacing
= shader
->info
.TessEval
.Spacing
;
1853 if (shader
->info
.TessEval
.VertexOrder
!= 0) {
1854 if (vertex_order
!= 0 &&
1855 vertex_order
!= shader
->info
.TessEval
.VertexOrder
) {
1856 linker_error(prog
, "tessellation evaluation shader defined with "
1857 "conflicting ordering.\n");
1860 vertex_order
= shader
->info
.TessEval
.VertexOrder
;
1863 if (shader
->info
.TessEval
.PointMode
!= -1) {
1864 if (point_mode
!= -1 &&
1865 point_mode
!= shader
->info
.TessEval
.PointMode
) {
1866 linker_error(prog
, "tessellation evaluation shader defined with "
1867 "conflicting point modes.\n");
1870 point_mode
= shader
->info
.TessEval
.PointMode
;
1875 /* Just do the intrastage -> interstage propagation right now,
1876 * since we already know we're in the right type of shader program
1879 if (gl_prog
->info
.tess
.primitive_mode
== PRIM_UNKNOWN
) {
1881 "tessellation evaluation shader didn't declare input "
1882 "primitive modes.\n");
1886 if (gl_prog
->info
.tess
.spacing
== TESS_SPACING_UNSPECIFIED
)
1887 gl_prog
->info
.tess
.spacing
= TESS_SPACING_EQUAL
;
1889 if (vertex_order
== 0 || vertex_order
== GL_CCW
)
1890 gl_prog
->info
.tess
.ccw
= true;
1892 gl_prog
->info
.tess
.ccw
= false;
1895 if (point_mode
== -1 || point_mode
== GL_FALSE
)
1896 gl_prog
->info
.tess
.point_mode
= false;
1898 gl_prog
->info
.tess
.point_mode
= true;
1903 * Performs the cross-validation of layout qualifiers specified in
1904 * redeclaration of gl_FragCoord for the attached fragment shaders,
1905 * and propagates them to the linked FS and linked shader program.
1908 link_fs_inout_layout_qualifiers(struct gl_shader_program
*prog
,
1909 struct gl_linked_shader
*linked_shader
,
1910 struct gl_shader
**shader_list
,
1911 unsigned num_shaders
)
1913 bool redeclares_gl_fragcoord
= false;
1914 bool uses_gl_fragcoord
= false;
1915 bool origin_upper_left
= false;
1916 bool pixel_center_integer
= false;
1918 if (linked_shader
->Stage
!= MESA_SHADER_FRAGMENT
||
1919 (prog
->data
->Version
< 150 &&
1920 !prog
->ARB_fragment_coord_conventions_enable
))
1923 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1924 struct gl_shader
*shader
= shader_list
[i
];
1925 /* From the GLSL 1.50 spec, page 39:
1927 * "If gl_FragCoord is redeclared in any fragment shader in a program,
1928 * it must be redeclared in all the fragment shaders in that program
1929 * that have a static use gl_FragCoord."
1931 if ((redeclares_gl_fragcoord
&& !shader
->redeclares_gl_fragcoord
&&
1932 shader
->uses_gl_fragcoord
)
1933 || (shader
->redeclares_gl_fragcoord
&& !redeclares_gl_fragcoord
&&
1934 uses_gl_fragcoord
)) {
1935 linker_error(prog
, "fragment shader defined with conflicting "
1936 "layout qualifiers for gl_FragCoord\n");
1939 /* From the GLSL 1.50 spec, page 39:
1941 * "All redeclarations of gl_FragCoord in all fragment shaders in a
1942 * single program must have the same set of qualifiers."
1944 if (redeclares_gl_fragcoord
&& shader
->redeclares_gl_fragcoord
&&
1945 (shader
->origin_upper_left
!= origin_upper_left
||
1946 shader
->pixel_center_integer
!= pixel_center_integer
)) {
1947 linker_error(prog
, "fragment shader defined with conflicting "
1948 "layout qualifiers for gl_FragCoord\n");
1951 /* Update the linked shader state. Note that uses_gl_fragcoord should
1952 * accumulate the results. The other values should replace. If there
1953 * are multiple redeclarations, all the fields except uses_gl_fragcoord
1954 * are already known to be the same.
1956 if (shader
->redeclares_gl_fragcoord
|| shader
->uses_gl_fragcoord
) {
1957 redeclares_gl_fragcoord
= shader
->redeclares_gl_fragcoord
;
1958 uses_gl_fragcoord
|= shader
->uses_gl_fragcoord
;
1959 origin_upper_left
= shader
->origin_upper_left
;
1960 pixel_center_integer
= shader
->pixel_center_integer
;
1963 linked_shader
->Program
->info
.fs
.early_fragment_tests
|=
1964 shader
->EarlyFragmentTests
|| shader
->PostDepthCoverage
;
1965 linked_shader
->Program
->info
.fs
.inner_coverage
|= shader
->InnerCoverage
;
1966 linked_shader
->Program
->info
.fs
.post_depth_coverage
|=
1967 shader
->PostDepthCoverage
;
1969 linked_shader
->Program
->sh
.fs
.BlendSupport
|= shader
->BlendSupport
;
1974 * Performs the cross-validation of geometry shader max_vertices and
1975 * primitive type layout qualifiers for the attached geometry shaders,
1976 * and propagates them to the linked GS and linked shader program.
1979 link_gs_inout_layout_qualifiers(struct gl_shader_program
*prog
,
1980 struct gl_program
*gl_prog
,
1981 struct gl_shader
**shader_list
,
1982 unsigned num_shaders
)
1984 /* No in/out qualifiers defined for anything but GLSL 1.50+
1985 * geometry shaders so far.
1987 if (gl_prog
->info
.stage
!= MESA_SHADER_GEOMETRY
||
1988 prog
->data
->Version
< 150)
1991 int vertices_out
= -1;
1993 gl_prog
->info
.gs
.invocations
= 0;
1994 gl_prog
->info
.gs
.input_primitive
= PRIM_UNKNOWN
;
1995 gl_prog
->info
.gs
.output_primitive
= PRIM_UNKNOWN
;
1997 /* From the GLSL 1.50 spec, page 46:
1999 * "All geometry shader output layout declarations in a program
2000 * must declare the same layout and same value for
2001 * max_vertices. There must be at least one geometry output
2002 * layout declaration somewhere in a program, but not all
2003 * geometry shaders (compilation units) are required to
2007 for (unsigned i
= 0; i
< num_shaders
; i
++) {
2008 struct gl_shader
*shader
= shader_list
[i
];
2010 if (shader
->info
.Geom
.InputType
!= PRIM_UNKNOWN
) {
2011 if (gl_prog
->info
.gs
.input_primitive
!= PRIM_UNKNOWN
&&
2012 gl_prog
->info
.gs
.input_primitive
!=
2013 shader
->info
.Geom
.InputType
) {
2014 linker_error(prog
, "geometry shader defined with conflicting "
2018 gl_prog
->info
.gs
.input_primitive
= shader
->info
.Geom
.InputType
;
2021 if (shader
->info
.Geom
.OutputType
!= PRIM_UNKNOWN
) {
2022 if (gl_prog
->info
.gs
.output_primitive
!= PRIM_UNKNOWN
&&
2023 gl_prog
->info
.gs
.output_primitive
!=
2024 shader
->info
.Geom
.OutputType
) {
2025 linker_error(prog
, "geometry shader defined with conflicting "
2029 gl_prog
->info
.gs
.output_primitive
= shader
->info
.Geom
.OutputType
;
2032 if (shader
->info
.Geom
.VerticesOut
!= -1) {
2033 if (vertices_out
!= -1 &&
2034 vertices_out
!= shader
->info
.Geom
.VerticesOut
) {
2035 linker_error(prog
, "geometry shader defined with conflicting "
2036 "output vertex count (%d and %d)\n",
2037 vertices_out
, shader
->info
.Geom
.VerticesOut
);
2040 vertices_out
= shader
->info
.Geom
.VerticesOut
;
2043 if (shader
->info
.Geom
.Invocations
!= 0) {
2044 if (gl_prog
->info
.gs
.invocations
!= 0 &&
2045 gl_prog
->info
.gs
.invocations
!=
2046 (unsigned) shader
->info
.Geom
.Invocations
) {
2047 linker_error(prog
, "geometry shader defined with conflicting "
2048 "invocation count (%d and %d)\n",
2049 gl_prog
->info
.gs
.invocations
,
2050 shader
->info
.Geom
.Invocations
);
2053 gl_prog
->info
.gs
.invocations
= shader
->info
.Geom
.Invocations
;
2057 /* Just do the intrastage -> interstage propagation right now,
2058 * since we already know we're in the right type of shader program
2061 if (gl_prog
->info
.gs
.input_primitive
== PRIM_UNKNOWN
) {
2063 "geometry shader didn't declare primitive input type\n");
2067 if (gl_prog
->info
.gs
.output_primitive
== PRIM_UNKNOWN
) {
2069 "geometry shader didn't declare primitive output type\n");
2073 if (vertices_out
== -1) {
2075 "geometry shader didn't declare max_vertices\n");
2078 gl_prog
->info
.gs
.vertices_out
= vertices_out
;
2081 if (gl_prog
->info
.gs
.invocations
== 0)
2082 gl_prog
->info
.gs
.invocations
= 1;
2087 * Perform cross-validation of compute shader local_size_{x,y,z} layout
2088 * qualifiers for the attached compute shaders, and propagate them to the
2089 * linked CS and linked shader program.
2092 link_cs_input_layout_qualifiers(struct gl_shader_program
*prog
,
2093 struct gl_program
*gl_prog
,
2094 struct gl_shader
**shader_list
,
2095 unsigned num_shaders
)
2097 /* This function is called for all shader stages, but it only has an effect
2098 * for compute shaders.
2100 if (gl_prog
->info
.stage
!= MESA_SHADER_COMPUTE
)
2103 for (int i
= 0; i
< 3; i
++)
2104 gl_prog
->info
.cs
.local_size
[i
] = 0;
2106 gl_prog
->info
.cs
.local_size_variable
= false;
2108 /* From the ARB_compute_shader spec, in the section describing local size
2111 * If multiple compute shaders attached to a single program object
2112 * declare local work-group size, the declarations must be identical;
2113 * otherwise a link-time error results. Furthermore, if a program
2114 * object contains any compute shaders, at least one must contain an
2115 * input layout qualifier specifying the local work sizes of the
2116 * program, or a link-time error will occur.
2118 for (unsigned sh
= 0; sh
< num_shaders
; sh
++) {
2119 struct gl_shader
*shader
= shader_list
[sh
];
2121 if (shader
->info
.Comp
.LocalSize
[0] != 0) {
2122 if (gl_prog
->info
.cs
.local_size
[0] != 0) {
2123 for (int i
= 0; i
< 3; i
++) {
2124 if (gl_prog
->info
.cs
.local_size
[i
] !=
2125 shader
->info
.Comp
.LocalSize
[i
]) {
2126 linker_error(prog
, "compute shader defined with conflicting "
2132 for (int i
= 0; i
< 3; i
++) {
2133 gl_prog
->info
.cs
.local_size
[i
] =
2134 shader
->info
.Comp
.LocalSize
[i
];
2136 } else if (shader
->info
.Comp
.LocalSizeVariable
) {
2137 if (gl_prog
->info
.cs
.local_size
[0] != 0) {
2138 /* The ARB_compute_variable_group_size spec says:
2140 * If one compute shader attached to a program declares a
2141 * variable local group size and a second compute shader
2142 * attached to the same program declares a fixed local group
2143 * size, a link-time error results.
2145 linker_error(prog
, "compute shader defined with both fixed and "
2146 "variable local group size\n");
2149 gl_prog
->info
.cs
.local_size_variable
= true;
2153 /* Just do the intrastage -> interstage propagation right now,
2154 * since we already know we're in the right type of shader program
2157 if (gl_prog
->info
.cs
.local_size
[0] == 0 &&
2158 !gl_prog
->info
.cs
.local_size_variable
) {
2159 linker_error(prog
, "compute shader must contain a fixed or a variable "
2160 "local group size\n");
2167 * Combine a group of shaders for a single stage to generate a linked shader
2170 * If this function is supplied a single shader, it is cloned, and the new
2171 * shader is returned.
2173 struct gl_linked_shader
*
2174 link_intrastage_shaders(void *mem_ctx
,
2175 struct gl_context
*ctx
,
2176 struct gl_shader_program
*prog
,
2177 struct gl_shader
**shader_list
,
2178 unsigned num_shaders
,
2179 bool allow_missing_main
)
2181 struct gl_uniform_block
*ubo_blocks
= NULL
;
2182 struct gl_uniform_block
*ssbo_blocks
= NULL
;
2183 unsigned num_ubo_blocks
= 0;
2184 unsigned num_ssbo_blocks
= 0;
2186 /* Check that global variables defined in multiple shaders are consistent.
2188 glsl_symbol_table variables
;
2189 for (unsigned i
= 0; i
< num_shaders
; i
++) {
2190 if (shader_list
[i
] == NULL
)
2192 cross_validate_globals(prog
, shader_list
[i
]->ir
, &variables
, false);
2195 if (!prog
->data
->LinkStatus
)
2198 /* Check that interface blocks defined in multiple shaders are consistent.
2200 validate_intrastage_interface_blocks(prog
, (const gl_shader
**)shader_list
,
2202 if (!prog
->data
->LinkStatus
)
2205 /* Check that there is only a single definition of each function signature
2206 * across all shaders.
2208 for (unsigned i
= 0; i
< (num_shaders
- 1); i
++) {
2209 foreach_in_list(ir_instruction
, node
, shader_list
[i
]->ir
) {
2210 ir_function
*const f
= node
->as_function();
2215 for (unsigned j
= i
+ 1; j
< num_shaders
; j
++) {
2216 ir_function
*const other
=
2217 shader_list
[j
]->symbols
->get_function(f
->name
);
2219 /* If the other shader has no function (and therefore no function
2220 * signatures) with the same name, skip to the next shader.
2225 foreach_in_list(ir_function_signature
, sig
, &f
->signatures
) {
2226 if (!sig
->is_defined
)
2229 ir_function_signature
*other_sig
=
2230 other
->exact_matching_signature(NULL
, &sig
->parameters
);
2232 if (other_sig
!= NULL
&& other_sig
->is_defined
) {
2233 linker_error(prog
, "function `%s' is multiply defined\n",
2242 /* Find the shader that defines main, and make a clone of it.
2244 * Starting with the clone, search for undefined references. If one is
2245 * found, find the shader that defines it. Clone the reference and add
2246 * it to the shader. Repeat until there are no undefined references or
2247 * until a reference cannot be resolved.
2249 gl_shader
*main
= NULL
;
2250 for (unsigned i
= 0; i
< num_shaders
; i
++) {
2251 if (_mesa_get_main_function_signature(shader_list
[i
]->symbols
)) {
2252 main
= shader_list
[i
];
2257 if (main
== NULL
&& allow_missing_main
)
2258 main
= shader_list
[0];
2261 linker_error(prog
, "%s shader lacks `main'\n",
2262 _mesa_shader_stage_to_string(shader_list
[0]->Stage
));
2266 gl_linked_shader
*linked
= rzalloc(NULL
, struct gl_linked_shader
);
2267 linked
->Stage
= shader_list
[0]->Stage
;
2269 /* Create program and attach it to the linked shader */
2270 struct gl_program
*gl_prog
=
2271 ctx
->Driver
.NewProgram(ctx
,
2272 _mesa_shader_stage_to_program(shader_list
[0]->Stage
),
2275 prog
->data
->LinkStatus
= linking_failure
;
2276 _mesa_delete_linked_shader(ctx
, linked
);
2280 if (!prog
->data
->cache_fallback
)
2281 _mesa_reference_shader_program_data(ctx
, &gl_prog
->sh
.data
, prog
->data
);
2283 /* Don't use _mesa_reference_program() just take ownership */
2284 linked
->Program
= gl_prog
;
2286 linked
->ir
= new(linked
) exec_list
;
2287 clone_ir_list(mem_ctx
, linked
->ir
, main
->ir
);
2289 link_fs_inout_layout_qualifiers(prog
, linked
, shader_list
, num_shaders
);
2290 link_tcs_out_layout_qualifiers(prog
, gl_prog
, shader_list
, num_shaders
);
2291 link_tes_in_layout_qualifiers(prog
, gl_prog
, shader_list
, num_shaders
);
2292 link_gs_inout_layout_qualifiers(prog
, gl_prog
, shader_list
, num_shaders
);
2293 link_cs_input_layout_qualifiers(prog
, gl_prog
, shader_list
, num_shaders
);
2295 if (linked
->Stage
!= MESA_SHADER_FRAGMENT
)
2296 link_xfb_stride_layout_qualifiers(ctx
, prog
, linked
, shader_list
,
2299 link_bindless_layout_qualifiers(prog
, gl_prog
, shader_list
, num_shaders
);
2301 populate_symbol_table(linked
);
2303 /* The pointer to the main function in the final linked shader (i.e., the
2304 * copy of the original shader that contained the main function).
2306 ir_function_signature
*const main_sig
=
2307 _mesa_get_main_function_signature(linked
->symbols
);
2309 /* Move any instructions other than variable declarations or function
2310 * declarations into main.
2312 if (main_sig
!= NULL
) {
2313 exec_node
*insertion_point
=
2314 move_non_declarations(linked
->ir
, (exec_node
*) &main_sig
->body
, false,
2317 for (unsigned i
= 0; i
< num_shaders
; i
++) {
2318 if (shader_list
[i
] == main
)
2321 insertion_point
= move_non_declarations(shader_list
[i
]->ir
,
2322 insertion_point
, true, linked
);
2326 if (!link_function_calls(prog
, linked
, shader_list
, num_shaders
)) {
2327 _mesa_delete_linked_shader(ctx
, linked
);
2331 /* Make a pass over all variable declarations to ensure that arrays with
2332 * unspecified sizes have a size specified. The size is inferred from the
2333 * max_array_access field.
2335 array_sizing_visitor v
;
2337 v
.fixup_unnamed_interface_types();
2339 if (!prog
->data
->cache_fallback
) {
2340 /* Link up uniform blocks defined within this stage. */
2341 link_uniform_blocks(mem_ctx
, ctx
, prog
, linked
, &ubo_blocks
,
2342 &num_ubo_blocks
, &ssbo_blocks
, &num_ssbo_blocks
);
2344 if (!prog
->data
->LinkStatus
) {
2345 _mesa_delete_linked_shader(ctx
, linked
);
2349 /* Copy ubo blocks to linked shader list */
2350 linked
->Program
->sh
.UniformBlocks
=
2351 ralloc_array(linked
, gl_uniform_block
*, num_ubo_blocks
);
2352 ralloc_steal(linked
, ubo_blocks
);
2353 for (unsigned i
= 0; i
< num_ubo_blocks
; i
++) {
2354 linked
->Program
->sh
.UniformBlocks
[i
] = &ubo_blocks
[i
];
2356 linked
->Program
->info
.num_ubos
= num_ubo_blocks
;
2358 /* Copy ssbo blocks to linked shader list */
2359 linked
->Program
->sh
.ShaderStorageBlocks
=
2360 ralloc_array(linked
, gl_uniform_block
*, num_ssbo_blocks
);
2361 ralloc_steal(linked
, ssbo_blocks
);
2362 for (unsigned i
= 0; i
< num_ssbo_blocks
; i
++) {
2363 linked
->Program
->sh
.ShaderStorageBlocks
[i
] = &ssbo_blocks
[i
];
2365 linked
->Program
->info
.num_ssbos
= num_ssbo_blocks
;
2368 /* At this point linked should contain all of the linked IR, so
2369 * validate it to make sure nothing went wrong.
2371 validate_ir_tree(linked
->ir
);
2373 /* Set the size of geometry shader input arrays */
2374 if (linked
->Stage
== MESA_SHADER_GEOMETRY
) {
2375 unsigned num_vertices
=
2376 vertices_per_prim(gl_prog
->info
.gs
.input_primitive
);
2377 array_resize_visitor
input_resize_visitor(num_vertices
, prog
,
2378 MESA_SHADER_GEOMETRY
);
2379 foreach_in_list(ir_instruction
, ir
, linked
->ir
) {
2380 ir
->accept(&input_resize_visitor
);
2384 if (ctx
->Const
.VertexID_is_zero_based
)
2385 lower_vertex_id(linked
);
2388 /* Compute the source checksum. */
2389 linked
->SourceChecksum
= 0;
2390 for (unsigned i
= 0; i
< num_shaders
; i
++) {
2391 if (shader_list
[i
] == NULL
)
2393 linked
->SourceChecksum
^= shader_list
[i
]->SourceChecksum
;
2401 * Update the sizes of linked shader uniform arrays to the maximum
2404 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
2406 * If one or more elements of an array are active,
2407 * GetActiveUniform will return the name of the array in name,
2408 * subject to the restrictions listed above. The type of the array
2409 * is returned in type. The size parameter contains the highest
2410 * array element index used, plus one. The compiler or linker
2411 * determines the highest index used. There will be only one
2412 * active uniform reported by the GL per uniform array.
2416 update_array_sizes(struct gl_shader_program
*prog
)
2418 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
2419 if (prog
->_LinkedShaders
[i
] == NULL
)
2422 bool types_were_updated
= false;
2424 foreach_in_list(ir_instruction
, node
, prog
->_LinkedShaders
[i
]->ir
) {
2425 ir_variable
*const var
= node
->as_variable();
2427 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_uniform
) ||
2428 !var
->type
->is_array())
2431 /* GL_ARB_uniform_buffer_object says that std140 uniforms
2432 * will not be eliminated. Since we always do std140, just
2433 * don't resize arrays in UBOs.
2435 * Atomic counters are supposed to get deterministic
2436 * locations assigned based on the declaration ordering and
2437 * sizes, array compaction would mess that up.
2439 * Subroutine uniforms are not removed.
2441 if (var
->is_in_buffer_block() || var
->type
->contains_atomic() ||
2442 var
->type
->contains_subroutine() || var
->constant_initializer
)
2445 int size
= var
->data
.max_array_access
;
2446 for (unsigned j
= 0; j
< MESA_SHADER_STAGES
; j
++) {
2447 if (prog
->_LinkedShaders
[j
] == NULL
)
2450 foreach_in_list(ir_instruction
, node2
, prog
->_LinkedShaders
[j
]->ir
) {
2451 ir_variable
*other_var
= node2
->as_variable();
2455 if (strcmp(var
->name
, other_var
->name
) == 0 &&
2456 other_var
->data
.max_array_access
> size
) {
2457 size
= other_var
->data
.max_array_access
;
2462 if (size
+ 1 != (int)var
->type
->length
) {
2463 /* If this is a built-in uniform (i.e., it's backed by some
2464 * fixed-function state), adjust the number of state slots to
2465 * match the new array size. The number of slots per array entry
2466 * is not known. It seems safe to assume that the total number of
2467 * slots is an integer multiple of the number of array elements.
2468 * Determine the number of slots per array element by dividing by
2469 * the old (total) size.
2471 const unsigned num_slots
= var
->get_num_state_slots();
2472 if (num_slots
> 0) {
2473 var
->set_num_state_slots((size
+ 1)
2474 * (num_slots
/ var
->type
->length
));
2477 var
->type
= glsl_type::get_array_instance(var
->type
->fields
.array
,
2479 types_were_updated
= true;
2483 /* Update the types of dereferences in case we changed any. */
2484 if (types_were_updated
) {
2485 deref_type_updater v
;
2486 v
.run(prog
->_LinkedShaders
[i
]->ir
);
2492 * Resize tessellation evaluation per-vertex inputs to the size of
2493 * tessellation control per-vertex outputs.
2496 resize_tes_inputs(struct gl_context
*ctx
,
2497 struct gl_shader_program
*prog
)
2499 if (prog
->_LinkedShaders
[MESA_SHADER_TESS_EVAL
] == NULL
)
2502 gl_linked_shader
*const tcs
= prog
->_LinkedShaders
[MESA_SHADER_TESS_CTRL
];
2503 gl_linked_shader
*const tes
= prog
->_LinkedShaders
[MESA_SHADER_TESS_EVAL
];
2505 /* If no control shader is present, then the TES inputs are statically
2506 * sized to MaxPatchVertices; the actual size of the arrays won't be
2507 * known until draw time.
2509 const int num_vertices
= tcs
2510 ? tcs
->Program
->info
.tess
.tcs_vertices_out
2511 : ctx
->Const
.MaxPatchVertices
;
2513 array_resize_visitor
input_resize_visitor(num_vertices
, prog
,
2514 MESA_SHADER_TESS_EVAL
);
2515 foreach_in_list(ir_instruction
, ir
, tes
->ir
) {
2516 ir
->accept(&input_resize_visitor
);
2519 if (tcs
|| ctx
->Const
.LowerTESPatchVerticesIn
) {
2520 /* Convert the gl_PatchVerticesIn system value into a constant, since
2521 * the value is known at this point.
2523 foreach_in_list(ir_instruction
, ir
, tes
->ir
) {
2524 ir_variable
*var
= ir
->as_variable();
2525 if (var
&& var
->data
.mode
== ir_var_system_value
&&
2526 var
->data
.location
== SYSTEM_VALUE_VERTICES_IN
) {
2527 void *mem_ctx
= ralloc_parent(var
);
2528 var
->data
.location
= 0;
2529 var
->data
.explicit_location
= false;
2531 var
->data
.mode
= ir_var_auto
;
2532 var
->constant_value
= new(mem_ctx
) ir_constant(num_vertices
);
2534 var
->data
.mode
= ir_var_uniform
;
2535 var
->data
.how_declared
= ir_var_hidden
;
2536 var
->allocate_state_slots(1);
2537 ir_state_slot
*slot0
= &var
->get_state_slots()[0];
2538 slot0
->swizzle
= SWIZZLE_XXXX
;
2539 slot0
->tokens
[0] = STATE_INTERNAL
;
2540 slot0
->tokens
[1] = STATE_TES_PATCH_VERTICES_IN
;
2541 for (int i
= 2; i
< STATE_LENGTH
; i
++)
2542 slot0
->tokens
[i
] = 0;
2550 * Find a contiguous set of available bits in a bitmask.
2552 * \param used_mask Bits representing used (1) and unused (0) locations
2553 * \param needed_count Number of contiguous bits needed.
2556 * Base location of the available bits on success or -1 on failure.
2559 find_available_slots(unsigned used_mask
, unsigned needed_count
)
2561 unsigned needed_mask
= (1 << needed_count
) - 1;
2562 const int max_bit_to_test
= (8 * sizeof(used_mask
)) - needed_count
;
2564 /* The comparison to 32 is redundant, but without it GCC emits "warning:
2565 * cannot optimize possibly infinite loops" for the loop below.
2567 if ((needed_count
== 0) || (max_bit_to_test
< 0) || (max_bit_to_test
> 32))
2570 for (int i
= 0; i
<= max_bit_to_test
; i
++) {
2571 if ((needed_mask
& ~used_mask
) == needed_mask
)
2582 * Assign locations for either VS inputs or FS outputs
2584 * \param mem_ctx Temporary ralloc context used for linking
2585 * \param prog Shader program whose variables need locations assigned
2586 * \param constants Driver specific constant values for the program.
2587 * \param target_index Selector for the program target to receive location
2588 * assignmnets. Must be either \c MESA_SHADER_VERTEX or
2589 * \c MESA_SHADER_FRAGMENT.
2592 * If locations are successfully assigned, true is returned. Otherwise an
2593 * error is emitted to the shader link log and false is returned.
2596 assign_attribute_or_color_locations(void *mem_ctx
,
2597 gl_shader_program
*prog
,
2598 struct gl_constants
*constants
,
2599 unsigned target_index
)
2601 /* Maximum number of generic locations. This corresponds to either the
2602 * maximum number of draw buffers or the maximum number of generic
2605 unsigned max_index
= (target_index
== MESA_SHADER_VERTEX
) ?
2606 constants
->Program
[target_index
].MaxAttribs
:
2607 MAX2(constants
->MaxDrawBuffers
, constants
->MaxDualSourceDrawBuffers
);
2609 /* Mark invalid locations as being used.
2611 unsigned used_locations
= (max_index
>= 32)
2612 ? ~0 : ~((1 << max_index
) - 1);
2613 unsigned double_storage_locations
= 0;
2615 assert((target_index
== MESA_SHADER_VERTEX
)
2616 || (target_index
== MESA_SHADER_FRAGMENT
));
2618 gl_linked_shader
*const sh
= prog
->_LinkedShaders
[target_index
];
2622 /* Operate in a total of four passes.
2624 * 1. Invalidate the location assignments for all vertex shader inputs.
2626 * 2. Assign locations for inputs that have user-defined (via
2627 * glBindVertexAttribLocation) locations and outputs that have
2628 * user-defined locations (via glBindFragDataLocation).
2630 * 3. Sort the attributes without assigned locations by number of slots
2631 * required in decreasing order. Fragmentation caused by attribute
2632 * locations assigned by the application may prevent large attributes
2633 * from having enough contiguous space.
2635 * 4. Assign locations to any inputs without assigned locations.
2638 const int generic_base
= (target_index
== MESA_SHADER_VERTEX
)
2639 ? (int) VERT_ATTRIB_GENERIC0
: (int) FRAG_RESULT_DATA0
;
2641 const enum ir_variable_mode direction
=
2642 (target_index
== MESA_SHADER_VERTEX
)
2643 ? ir_var_shader_in
: ir_var_shader_out
;
2646 /* Temporary storage for the set of attributes that need locations assigned.
2652 /* Used below in the call to qsort. */
2653 static int compare(const void *a
, const void *b
)
2655 const temp_attr
*const l
= (const temp_attr
*) a
;
2656 const temp_attr
*const r
= (const temp_attr
*) b
;
2658 /* Reversed because we want a descending order sort below. */
2659 return r
->slots
- l
->slots
;
2662 assert(max_index
<= 32);
2664 /* Temporary array for the set of attributes that have locations assigned.
2666 ir_variable
*assigned
[16];
2668 unsigned num_attr
= 0;
2669 unsigned assigned_attr
= 0;
2671 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
2672 ir_variable
*const var
= node
->as_variable();
2674 if ((var
== NULL
) || (var
->data
.mode
!= (unsigned) direction
))
2677 if (var
->data
.explicit_location
) {
2678 var
->data
.is_unmatched_generic_inout
= 0;
2679 if ((var
->data
.location
>= (int)(max_index
+ generic_base
))
2680 || (var
->data
.location
< 0)) {
2682 "invalid explicit location %d specified for `%s'\n",
2683 (var
->data
.location
< 0)
2684 ? var
->data
.location
2685 : var
->data
.location
- generic_base
,
2689 } else if (target_index
== MESA_SHADER_VERTEX
) {
2692 if (prog
->AttributeBindings
->get(binding
, var
->name
)) {
2693 assert(binding
>= VERT_ATTRIB_GENERIC0
);
2694 var
->data
.location
= binding
;
2695 var
->data
.is_unmatched_generic_inout
= 0;
2697 } else if (target_index
== MESA_SHADER_FRAGMENT
) {
2700 const char *name
= var
->name
;
2701 const glsl_type
*type
= var
->type
;
2704 /* Check if there's a binding for the variable name */
2705 if (prog
->FragDataBindings
->get(binding
, name
)) {
2706 assert(binding
>= FRAG_RESULT_DATA0
);
2707 var
->data
.location
= binding
;
2708 var
->data
.is_unmatched_generic_inout
= 0;
2710 if (prog
->FragDataIndexBindings
->get(index
, name
)) {
2711 var
->data
.index
= index
;
2716 /* If not, but it's an array type, look for name[0] */
2717 if (type
->is_array()) {
2718 name
= ralloc_asprintf(mem_ctx
, "%s[0]", name
);
2719 type
= type
->fields
.array
;
2727 if (strcmp(var
->name
, "gl_LastFragData") == 0)
2730 /* From GL4.5 core spec, section 15.2 (Shader Execution):
2732 * "Output binding assignments will cause LinkProgram to fail:
2734 * If the program has an active output assigned to a location greater
2735 * than or equal to the value of MAX_DUAL_SOURCE_DRAW_BUFFERS and has
2736 * an active output assigned an index greater than or equal to one;"
2738 if (target_index
== MESA_SHADER_FRAGMENT
&& var
->data
.index
>= 1 &&
2739 var
->data
.location
- generic_base
>=
2740 (int) constants
->MaxDualSourceDrawBuffers
) {
2742 "output location %d >= GL_MAX_DUAL_SOURCE_DRAW_BUFFERS "
2743 "with index %u for %s\n",
2744 var
->data
.location
- generic_base
, var
->data
.index
,
2749 const unsigned slots
= var
->type
->count_attribute_slots(target_index
== MESA_SHADER_VERTEX
);
2751 /* If the variable is not a built-in and has a location statically
2752 * assigned in the shader (presumably via a layout qualifier), make sure
2753 * that it doesn't collide with other assigned locations. Otherwise,
2754 * add it to the list of variables that need linker-assigned locations.
2756 if (var
->data
.location
!= -1) {
2757 if (var
->data
.location
>= generic_base
&& var
->data
.index
< 1) {
2758 /* From page 61 of the OpenGL 4.0 spec:
2760 * "LinkProgram will fail if the attribute bindings assigned
2761 * by BindAttribLocation do not leave not enough space to
2762 * assign a location for an active matrix attribute or an
2763 * active attribute array, both of which require multiple
2764 * contiguous generic attributes."
2766 * I think above text prohibits the aliasing of explicit and
2767 * automatic assignments. But, aliasing is allowed in manual
2768 * assignments of attribute locations. See below comments for
2771 * From OpenGL 4.0 spec, page 61:
2773 * "It is possible for an application to bind more than one
2774 * attribute name to the same location. This is referred to as
2775 * aliasing. This will only work if only one of the aliased
2776 * attributes is active in the executable program, or if no
2777 * path through the shader consumes more than one attribute of
2778 * a set of attributes aliased to the same location. A link
2779 * error can occur if the linker determines that every path
2780 * through the shader consumes multiple aliased attributes,
2781 * but implementations are not required to generate an error
2784 * From GLSL 4.30 spec, page 54:
2786 * "A program will fail to link if any two non-vertex shader
2787 * input variables are assigned to the same location. For
2788 * vertex shaders, multiple input variables may be assigned
2789 * to the same location using either layout qualifiers or via
2790 * the OpenGL API. However, such aliasing is intended only to
2791 * support vertex shaders where each execution path accesses
2792 * at most one input per each location. Implementations are
2793 * permitted, but not required, to generate link-time errors
2794 * if they detect that every path through the vertex shader
2795 * executable accesses multiple inputs assigned to any single
2796 * location. For all shader types, a program will fail to link
2797 * if explicit location assignments leave the linker unable
2798 * to find space for other variables without explicit
2801 * From OpenGL ES 3.0 spec, page 56:
2803 * "Binding more than one attribute name to the same location
2804 * is referred to as aliasing, and is not permitted in OpenGL
2805 * ES Shading Language 3.00 vertex shaders. LinkProgram will
2806 * fail when this condition exists. However, aliasing is
2807 * possible in OpenGL ES Shading Language 1.00 vertex shaders.
2808 * This will only work if only one of the aliased attributes
2809 * is active in the executable program, or if no path through
2810 * the shader consumes more than one attribute of a set of
2811 * attributes aliased to the same location. A link error can
2812 * occur if the linker determines that every path through the
2813 * shader consumes multiple aliased attributes, but implemen-
2814 * tations are not required to generate an error in this case."
2816 * After looking at above references from OpenGL, OpenGL ES and
2817 * GLSL specifications, we allow aliasing of vertex input variables
2818 * in: OpenGL 2.0 (and above) and OpenGL ES 2.0.
2820 * NOTE: This is not required by the spec but its worth mentioning
2821 * here that we're not doing anything to make sure that no path
2822 * through the vertex shader executable accesses multiple inputs
2823 * assigned to any single location.
2826 /* Mask representing the contiguous slots that will be used by
2829 const unsigned attr
= var
->data
.location
- generic_base
;
2830 const unsigned use_mask
= (1 << slots
) - 1;
2831 const char *const string
= (target_index
== MESA_SHADER_VERTEX
)
2832 ? "vertex shader input" : "fragment shader output";
2834 /* Generate a link error if the requested locations for this
2835 * attribute exceed the maximum allowed attribute location.
2837 if (attr
+ slots
> max_index
) {
2839 "insufficient contiguous locations "
2840 "available for %s `%s' %d %d %d\n", string
,
2841 var
->name
, used_locations
, use_mask
, attr
);
2845 /* Generate a link error if the set of bits requested for this
2846 * attribute overlaps any previously allocated bits.
2848 if ((~(use_mask
<< attr
) & used_locations
) != used_locations
) {
2849 if (target_index
== MESA_SHADER_FRAGMENT
&& !prog
->IsES
) {
2850 /* From section 4.4.2 (Output Layout Qualifiers) of the GLSL
2853 * "Additionally, for fragment shader outputs, if two
2854 * variables are placed within the same location, they
2855 * must have the same underlying type (floating-point or
2856 * integer). No component aliasing of output variables or
2857 * members is allowed.
2859 for (unsigned i
= 0; i
< assigned_attr
; i
++) {
2860 unsigned assigned_slots
=
2861 assigned
[i
]->type
->count_attribute_slots(false);
2862 unsigned assig_attr
=
2863 assigned
[i
]->data
.location
- generic_base
;
2864 unsigned assigned_use_mask
= (1 << assigned_slots
) - 1;
2866 if ((assigned_use_mask
<< assig_attr
) &
2867 (use_mask
<< attr
)) {
2869 const glsl_type
*assigned_type
=
2870 assigned
[i
]->type
->without_array();
2871 const glsl_type
*type
= var
->type
->without_array();
2872 if (assigned_type
->base_type
!= type
->base_type
) {
2873 linker_error(prog
, "types do not match for aliased"
2874 " %ss %s and %s\n", string
,
2875 assigned
[i
]->name
, var
->name
);
2879 unsigned assigned_component_mask
=
2880 ((1 << assigned_type
->vector_elements
) - 1) <<
2881 assigned
[i
]->data
.location_frac
;
2882 unsigned component_mask
=
2883 ((1 << type
->vector_elements
) - 1) <<
2884 var
->data
.location_frac
;
2885 if (assigned_component_mask
& component_mask
) {
2886 linker_error(prog
, "overlapping component is "
2887 "assigned to %ss %s and %s "
2889 string
, assigned
[i
]->name
, var
->name
,
2890 var
->data
.location_frac
);
2895 } else if (target_index
== MESA_SHADER_FRAGMENT
||
2896 (prog
->IsES
&& prog
->data
->Version
>= 300)) {
2897 linker_error(prog
, "overlapping location is assigned "
2898 "to %s `%s' %d %d %d\n", string
, var
->name
,
2899 used_locations
, use_mask
, attr
);
2902 linker_warning(prog
, "overlapping location is assigned "
2903 "to %s `%s' %d %d %d\n", string
, var
->name
,
2904 used_locations
, use_mask
, attr
);
2908 used_locations
|= (use_mask
<< attr
);
2910 /* From the GL 4.5 core spec, section 11.1.1 (Vertex Attributes):
2912 * "A program with more than the value of MAX_VERTEX_ATTRIBS
2913 * active attribute variables may fail to link, unless
2914 * device-dependent optimizations are able to make the program
2915 * fit within available hardware resources. For the purposes
2916 * of this test, attribute variables of the type dvec3, dvec4,
2917 * dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3, and dmat4 may
2918 * count as consuming twice as many attributes as equivalent
2919 * single-precision types. While these types use the same number
2920 * of generic attributes as their single-precision equivalents,
2921 * implementations are permitted to consume two single-precision
2922 * vectors of internal storage for each three- or four-component
2923 * double-precision vector."
2925 * Mark this attribute slot as taking up twice as much space
2926 * so we can count it properly against limits. According to
2927 * issue (3) of the GL_ARB_vertex_attrib_64bit behavior, this
2928 * is optional behavior, but it seems preferable.
2930 if (var
->type
->without_array()->is_dual_slot())
2931 double_storage_locations
|= (use_mask
<< attr
);
2934 assigned
[assigned_attr
] = var
;
2940 if (num_attr
>= max_index
) {
2941 linker_error(prog
, "too many %s (max %u)",
2942 target_index
== MESA_SHADER_VERTEX
?
2943 "vertex shader inputs" : "fragment shader outputs",
2947 to_assign
[num_attr
].slots
= slots
;
2948 to_assign
[num_attr
].var
= var
;
2952 if (target_index
== MESA_SHADER_VERTEX
) {
2953 unsigned total_attribs_size
=
2954 _mesa_bitcount(used_locations
& ((1 << max_index
) - 1)) +
2955 _mesa_bitcount(double_storage_locations
);
2956 if (total_attribs_size
> max_index
) {
2958 "attempt to use %d vertex attribute slots only %d available ",
2959 total_attribs_size
, max_index
);
2964 /* If all of the attributes were assigned locations by the application (or
2965 * are built-in attributes with fixed locations), return early. This should
2966 * be the common case.
2971 qsort(to_assign
, num_attr
, sizeof(to_assign
[0]), temp_attr::compare
);
2973 if (target_index
== MESA_SHADER_VERTEX
) {
2974 /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can
2975 * only be explicitly assigned by via glBindAttribLocation. Mark it as
2976 * reserved to prevent it from being automatically allocated below.
2978 find_deref_visitor
find("gl_Vertex");
2980 if (find
.variable_found())
2981 used_locations
|= (1 << 0);
2984 for (unsigned i
= 0; i
< num_attr
; i
++) {
2985 /* Mask representing the contiguous slots that will be used by this
2988 const unsigned use_mask
= (1 << to_assign
[i
].slots
) - 1;
2990 int location
= find_available_slots(used_locations
, to_assign
[i
].slots
);
2993 const char *const string
= (target_index
== MESA_SHADER_VERTEX
)
2994 ? "vertex shader input" : "fragment shader output";
2997 "insufficient contiguous locations "
2998 "available for %s `%s'\n",
2999 string
, to_assign
[i
].var
->name
);
3003 to_assign
[i
].var
->data
.location
= generic_base
+ location
;
3004 to_assign
[i
].var
->data
.is_unmatched_generic_inout
= 0;
3005 used_locations
|= (use_mask
<< location
);
3007 if (to_assign
[i
].var
->type
->without_array()->is_dual_slot())
3008 double_storage_locations
|= (use_mask
<< location
);
3011 /* Now that we have all the locations, from the GL 4.5 core spec, section
3012 * 11.1.1 (Vertex Attributes), dvec3, dvec4, dmat2x3, dmat2x4, dmat3,
3013 * dmat3x4, dmat4x3, and dmat4 count as consuming twice as many attributes
3014 * as equivalent single-precision types.
3016 if (target_index
== MESA_SHADER_VERTEX
) {
3017 unsigned total_attribs_size
=
3018 _mesa_bitcount(used_locations
& ((1 << max_index
) - 1)) +
3019 _mesa_bitcount(double_storage_locations
);
3020 if (total_attribs_size
> max_index
) {
3022 "attempt to use %d vertex attribute slots only %d available ",
3023 total_attribs_size
, max_index
);
3032 * Match explicit locations of outputs to inputs and deactivate the
3033 * unmatch flag if found so we don't optimise them away.
3036 match_explicit_outputs_to_inputs(gl_linked_shader
*producer
,
3037 gl_linked_shader
*consumer
)
3039 glsl_symbol_table parameters
;
3040 ir_variable
*explicit_locations
[MAX_VARYINGS_INCL_PATCH
][4] =
3043 /* Find all shader outputs in the "producer" stage.
3045 foreach_in_list(ir_instruction
, node
, producer
->ir
) {
3046 ir_variable
*const var
= node
->as_variable();
3048 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_shader_out
))
3051 if (var
->data
.explicit_location
&&
3052 var
->data
.location
>= VARYING_SLOT_VAR0
) {
3053 const unsigned idx
= var
->data
.location
- VARYING_SLOT_VAR0
;
3054 if (explicit_locations
[idx
][var
->data
.location_frac
] == NULL
)
3055 explicit_locations
[idx
][var
->data
.location_frac
] = var
;
3059 /* Match inputs to outputs */
3060 foreach_in_list(ir_instruction
, node
, consumer
->ir
) {
3061 ir_variable
*const input
= node
->as_variable();
3063 if ((input
== NULL
) || (input
->data
.mode
!= ir_var_shader_in
))
3066 ir_variable
*output
= NULL
;
3067 if (input
->data
.explicit_location
3068 && input
->data
.location
>= VARYING_SLOT_VAR0
) {
3069 output
= explicit_locations
[input
->data
.location
- VARYING_SLOT_VAR0
]
3070 [input
->data
.location_frac
];
3072 if (output
!= NULL
){
3073 input
->data
.is_unmatched_generic_inout
= 0;
3074 output
->data
.is_unmatched_generic_inout
= 0;
3081 * Store the gl_FragDepth layout in the gl_shader_program struct.
3084 store_fragdepth_layout(struct gl_shader_program
*prog
)
3086 if (prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
] == NULL
) {
3090 struct exec_list
*ir
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->ir
;
3092 /* We don't look up the gl_FragDepth symbol directly because if
3093 * gl_FragDepth is not used in the shader, it's removed from the IR.
3094 * However, the symbol won't be removed from the symbol table.
3096 * We're only interested in the cases where the variable is NOT removed
3099 foreach_in_list(ir_instruction
, node
, ir
) {
3100 ir_variable
*const var
= node
->as_variable();
3102 if (var
== NULL
|| var
->data
.mode
!= ir_var_shader_out
) {
3106 if (strcmp(var
->name
, "gl_FragDepth") == 0) {
3107 switch (var
->data
.depth_layout
) {
3108 case ir_depth_layout_none
:
3109 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_NONE
;
3111 case ir_depth_layout_any
:
3112 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_ANY
;
3114 case ir_depth_layout_greater
:
3115 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_GREATER
;
3117 case ir_depth_layout_less
:
3118 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_LESS
;
3120 case ir_depth_layout_unchanged
:
3121 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_UNCHANGED
;
3132 * Validate the resources used by a program versus the implementation limits
3135 check_resources(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
3137 unsigned total_uniform_blocks
= 0;
3138 unsigned total_shader_storage_blocks
= 0;
3140 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
3141 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
3146 if (sh
->Program
->info
.num_textures
>
3147 ctx
->Const
.Program
[i
].MaxTextureImageUnits
) {
3148 linker_error(prog
, "Too many %s shader texture samplers\n",
3149 _mesa_shader_stage_to_string(i
));
3152 if (sh
->num_uniform_components
>
3153 ctx
->Const
.Program
[i
].MaxUniformComponents
) {
3154 if (ctx
->Const
.GLSLSkipStrictMaxUniformLimitCheck
) {
3155 linker_warning(prog
, "Too many %s shader default uniform block "
3156 "components, but the driver will try to optimize "
3157 "them out; this is non-portable out-of-spec "
3159 _mesa_shader_stage_to_string(i
));
3161 linker_error(prog
, "Too many %s shader default uniform block "
3163 _mesa_shader_stage_to_string(i
));
3167 if (sh
->num_combined_uniform_components
>
3168 ctx
->Const
.Program
[i
].MaxCombinedUniformComponents
) {
3169 if (ctx
->Const
.GLSLSkipStrictMaxUniformLimitCheck
) {
3170 linker_warning(prog
, "Too many %s shader uniform components, "
3171 "but the driver will try to optimize them out; "
3172 "this is non-portable out-of-spec behavior\n",
3173 _mesa_shader_stage_to_string(i
));
3175 linker_error(prog
, "Too many %s shader uniform components\n",
3176 _mesa_shader_stage_to_string(i
));
3180 total_shader_storage_blocks
+= sh
->Program
->info
.num_ssbos
;
3181 total_uniform_blocks
+= sh
->Program
->info
.num_ubos
;
3183 const unsigned max_uniform_blocks
=
3184 ctx
->Const
.Program
[i
].MaxUniformBlocks
;
3185 if (max_uniform_blocks
< sh
->Program
->info
.num_ubos
) {
3186 linker_error(prog
, "Too many %s uniform blocks (%d/%d)\n",
3187 _mesa_shader_stage_to_string(i
),
3188 sh
->Program
->info
.num_ubos
, max_uniform_blocks
);
3191 const unsigned max_shader_storage_blocks
=
3192 ctx
->Const
.Program
[i
].MaxShaderStorageBlocks
;
3193 if (max_shader_storage_blocks
< sh
->Program
->info
.num_ssbos
) {
3194 linker_error(prog
, "Too many %s shader storage blocks (%d/%d)\n",
3195 _mesa_shader_stage_to_string(i
),
3196 sh
->Program
->info
.num_ssbos
, max_shader_storage_blocks
);
3200 if (total_uniform_blocks
> ctx
->Const
.MaxCombinedUniformBlocks
) {
3201 linker_error(prog
, "Too many combined uniform blocks (%d/%d)\n",
3202 total_uniform_blocks
, ctx
->Const
.MaxCombinedUniformBlocks
);
3205 if (total_shader_storage_blocks
> ctx
->Const
.MaxCombinedShaderStorageBlocks
) {
3206 linker_error(prog
, "Too many combined shader storage blocks (%d/%d)\n",
3207 total_shader_storage_blocks
,
3208 ctx
->Const
.MaxCombinedShaderStorageBlocks
);
3211 for (unsigned i
= 0; i
< prog
->data
->NumUniformBlocks
; i
++) {
3212 if (prog
->data
->UniformBlocks
[i
].UniformBufferSize
>
3213 ctx
->Const
.MaxUniformBlockSize
) {
3214 linker_error(prog
, "Uniform block %s too big (%d/%d)\n",
3215 prog
->data
->UniformBlocks
[i
].Name
,
3216 prog
->data
->UniformBlocks
[i
].UniformBufferSize
,
3217 ctx
->Const
.MaxUniformBlockSize
);
3221 for (unsigned i
= 0; i
< prog
->data
->NumShaderStorageBlocks
; i
++) {
3222 if (prog
->data
->ShaderStorageBlocks
[i
].UniformBufferSize
>
3223 ctx
->Const
.MaxShaderStorageBlockSize
) {
3224 linker_error(prog
, "Shader storage block %s too big (%d/%d)\n",
3225 prog
->data
->ShaderStorageBlocks
[i
].Name
,
3226 prog
->data
->ShaderStorageBlocks
[i
].UniformBufferSize
,
3227 ctx
->Const
.MaxShaderStorageBlockSize
);
3233 link_calculate_subroutine_compat(struct gl_shader_program
*prog
)
3235 unsigned mask
= prog
->data
->linked_stages
;
3237 const int i
= u_bit_scan(&mask
);
3238 struct gl_program
*p
= prog
->_LinkedShaders
[i
]->Program
;
3240 for (unsigned j
= 0; j
< p
->sh
.NumSubroutineUniformRemapTable
; j
++) {
3241 if (p
->sh
.SubroutineUniformRemapTable
[j
] == INACTIVE_UNIFORM_EXPLICIT_LOCATION
)
3244 struct gl_uniform_storage
*uni
= p
->sh
.SubroutineUniformRemapTable
[j
];
3250 if (p
->sh
.NumSubroutineFunctions
== 0) {
3251 linker_error(prog
, "subroutine uniform %s defined but no valid functions found\n", uni
->type
->name
);
3254 for (unsigned f
= 0; f
< p
->sh
.NumSubroutineFunctions
; f
++) {
3255 struct gl_subroutine_function
*fn
= &p
->sh
.SubroutineFunctions
[f
];
3256 for (int k
= 0; k
< fn
->num_compat_types
; k
++) {
3257 if (fn
->types
[k
] == uni
->type
) {
3263 uni
->num_compatible_subroutines
= count
;
3269 check_subroutine_resources(struct gl_shader_program
*prog
)
3271 unsigned mask
= prog
->data
->linked_stages
;
3273 const int i
= u_bit_scan(&mask
);
3274 struct gl_program
*p
= prog
->_LinkedShaders
[i
]->Program
;
3276 if (p
->sh
.NumSubroutineUniformRemapTable
> MAX_SUBROUTINE_UNIFORM_LOCATIONS
) {
3277 linker_error(prog
, "Too many %s shader subroutine uniforms\n",
3278 _mesa_shader_stage_to_string(i
));
3283 * Validate shader image resources.
3286 check_image_resources(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
3288 unsigned total_image_units
= 0;
3289 unsigned fragment_outputs
= 0;
3290 unsigned total_shader_storage_blocks
= 0;
3292 if (!ctx
->Extensions
.ARB_shader_image_load_store
)
3295 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
3296 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
3299 if (sh
->Program
->info
.num_images
> ctx
->Const
.Program
[i
].MaxImageUniforms
)
3300 linker_error(prog
, "Too many %s shader image uniforms (%u > %u)\n",
3301 _mesa_shader_stage_to_string(i
),
3302 sh
->Program
->info
.num_images
,
3303 ctx
->Const
.Program
[i
].MaxImageUniforms
);
3305 total_image_units
+= sh
->Program
->info
.num_images
;
3306 total_shader_storage_blocks
+= sh
->Program
->info
.num_ssbos
;
3308 if (i
== MESA_SHADER_FRAGMENT
) {
3309 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
3310 ir_variable
*var
= node
->as_variable();
3311 if (var
&& var
->data
.mode
== ir_var_shader_out
)
3312 /* since there are no double fs outputs - pass false */
3313 fragment_outputs
+= var
->type
->count_attribute_slots(false);
3319 if (total_image_units
> ctx
->Const
.MaxCombinedImageUniforms
)
3320 linker_error(prog
, "Too many combined image uniforms\n");
3322 if (total_image_units
+ fragment_outputs
+ total_shader_storage_blocks
>
3323 ctx
->Const
.MaxCombinedShaderOutputResources
)
3324 linker_error(prog
, "Too many combined image uniforms, shader storage "
3325 " buffers and fragment outputs\n");
3330 * Initializes explicit location slots to INACTIVE_UNIFORM_EXPLICIT_LOCATION
3331 * for a variable, checks for overlaps between other uniforms using explicit
3335 reserve_explicit_locations(struct gl_shader_program
*prog
,
3336 string_to_uint_map
*map
, ir_variable
*var
)
3338 unsigned slots
= var
->type
->uniform_locations();
3339 unsigned max_loc
= var
->data
.location
+ slots
- 1;
3340 unsigned return_value
= slots
;
3342 /* Resize remap table if locations do not fit in the current one. */
3343 if (max_loc
+ 1 > prog
->NumUniformRemapTable
) {
3344 prog
->UniformRemapTable
=
3345 reralloc(prog
, prog
->UniformRemapTable
,
3346 gl_uniform_storage
*,
3349 if (!prog
->UniformRemapTable
) {
3350 linker_error(prog
, "Out of memory during linking.\n");
3354 /* Initialize allocated space. */
3355 for (unsigned i
= prog
->NumUniformRemapTable
; i
< max_loc
+ 1; i
++)
3356 prog
->UniformRemapTable
[i
] = NULL
;
3358 prog
->NumUniformRemapTable
= max_loc
+ 1;
3361 for (unsigned i
= 0; i
< slots
; i
++) {
3362 unsigned loc
= var
->data
.location
+ i
;
3364 /* Check if location is already used. */
3365 if (prog
->UniformRemapTable
[loc
] == INACTIVE_UNIFORM_EXPLICIT_LOCATION
) {
3367 /* Possibly same uniform from a different stage, this is ok. */
3369 if (map
->get(hash_loc
, var
->name
) && hash_loc
== loc
- i
) {
3374 /* ARB_explicit_uniform_location specification states:
3376 * "No two default-block uniform variables in the program can have
3377 * the same location, even if they are unused, otherwise a compiler
3378 * or linker error will be generated."
3381 "location qualifier for uniform %s overlaps "
3382 "previously used location\n",
3387 /* Initialize location as inactive before optimization
3388 * rounds and location assignment.
3390 prog
->UniformRemapTable
[loc
] = INACTIVE_UNIFORM_EXPLICIT_LOCATION
;
3393 /* Note, base location used for arrays. */
3394 map
->put(var
->data
.location
, var
->name
);
3396 return return_value
;
3400 reserve_subroutine_explicit_locations(struct gl_shader_program
*prog
,
3401 struct gl_program
*p
,
3404 unsigned slots
= var
->type
->uniform_locations();
3405 unsigned max_loc
= var
->data
.location
+ slots
- 1;
3407 /* Resize remap table if locations do not fit in the current one. */
3408 if (max_loc
+ 1 > p
->sh
.NumSubroutineUniformRemapTable
) {
3409 p
->sh
.SubroutineUniformRemapTable
=
3410 reralloc(p
, p
->sh
.SubroutineUniformRemapTable
,
3411 gl_uniform_storage
*,
3414 if (!p
->sh
.SubroutineUniformRemapTable
) {
3415 linker_error(prog
, "Out of memory during linking.\n");
3419 /* Initialize allocated space. */
3420 for (unsigned i
= p
->sh
.NumSubroutineUniformRemapTable
; i
< max_loc
+ 1; i
++)
3421 p
->sh
.SubroutineUniformRemapTable
[i
] = NULL
;
3423 p
->sh
.NumSubroutineUniformRemapTable
= max_loc
+ 1;
3426 for (unsigned i
= 0; i
< slots
; i
++) {
3427 unsigned loc
= var
->data
.location
+ i
;
3429 /* Check if location is already used. */
3430 if (p
->sh
.SubroutineUniformRemapTable
[loc
] == INACTIVE_UNIFORM_EXPLICIT_LOCATION
) {
3432 /* ARB_explicit_uniform_location specification states:
3433 * "No two subroutine uniform variables can have the same location
3434 * in the same shader stage, otherwise a compiler or linker error
3435 * will be generated."
3438 "location qualifier for uniform %s overlaps "
3439 "previously used location\n",
3444 /* Initialize location as inactive before optimization
3445 * rounds and location assignment.
3447 p
->sh
.SubroutineUniformRemapTable
[loc
] = INACTIVE_UNIFORM_EXPLICIT_LOCATION
;
3453 * Check and reserve all explicit uniform locations, called before
3454 * any optimizations happen to handle also inactive uniforms and
3455 * inactive array elements that may get trimmed away.
3458 check_explicit_uniform_locations(struct gl_context
*ctx
,
3459 struct gl_shader_program
*prog
)
3461 prog
->NumExplicitUniformLocations
= 0;
3463 if (!ctx
->Extensions
.ARB_explicit_uniform_location
)
3466 /* This map is used to detect if overlapping explicit locations
3467 * occur with the same uniform (from different stage) or a different one.
3469 string_to_uint_map
*uniform_map
= new string_to_uint_map
;
3472 linker_error(prog
, "Out of memory during linking.\n");
3476 unsigned entries_total
= 0;
3477 unsigned mask
= prog
->data
->linked_stages
;
3479 const int i
= u_bit_scan(&mask
);
3480 struct gl_program
*p
= prog
->_LinkedShaders
[i
]->Program
;
3482 foreach_in_list(ir_instruction
, node
, prog
->_LinkedShaders
[i
]->ir
) {
3483 ir_variable
*var
= node
->as_variable();
3484 if (!var
|| var
->data
.mode
!= ir_var_uniform
)
3487 if (var
->data
.explicit_location
) {
3489 if (var
->type
->without_array()->is_subroutine())
3490 ret
= reserve_subroutine_explicit_locations(prog
, p
, var
);
3492 int slots
= reserve_explicit_locations(prog
, uniform_map
,
3496 entries_total
+= slots
;
3507 struct empty_uniform_block
*current_block
= NULL
;
3509 for (unsigned i
= 0; i
< prog
->NumUniformRemapTable
; i
++) {
3510 /* We found empty space in UniformRemapTable. */
3511 if (prog
->UniformRemapTable
[i
] == NULL
) {
3512 /* We've found the beginning of a new continous block of empty slots */
3513 if (!current_block
|| current_block
->start
+ current_block
->slots
!= i
) {
3514 current_block
= rzalloc(prog
, struct empty_uniform_block
);
3515 current_block
->start
= i
;
3516 exec_list_push_tail(&prog
->EmptyUniformLocations
,
3517 ¤t_block
->link
);
3520 /* The current block continues, so we simply increment its slots */
3521 current_block
->slots
++;
3526 prog
->NumExplicitUniformLocations
= entries_total
;
3530 should_add_buffer_variable(struct gl_shader_program
*shProg
,
3531 GLenum type
, const char *name
)
3533 bool found_interface
= false;
3534 unsigned block_name_len
= 0;
3535 const char *block_name_dot
= strchr(name
, '.');
3537 /* These rules only apply to buffer variables. So we return
3538 * true for the rest of types.
3540 if (type
!= GL_BUFFER_VARIABLE
)
3543 for (unsigned i
= 0; i
< shProg
->data
->NumShaderStorageBlocks
; i
++) {
3544 const char *block_name
= shProg
->data
->ShaderStorageBlocks
[i
].Name
;
3545 block_name_len
= strlen(block_name
);
3547 const char *block_square_bracket
= strchr(block_name
, '[');
3548 if (block_square_bracket
) {
3549 /* The block is part of an array of named interfaces,
3550 * for the name comparison we ignore the "[x]" part.
3552 block_name_len
-= strlen(block_square_bracket
);
3555 if (block_name_dot
) {
3556 /* Check if the variable name starts with the interface
3557 * name. The interface name (if present) should have the
3558 * length than the interface block name we are comparing to.
3560 unsigned len
= strlen(name
) - strlen(block_name_dot
);
3561 if (len
!= block_name_len
)
3565 if (strncmp(block_name
, name
, block_name_len
) == 0) {
3566 found_interface
= true;
3571 /* We remove the interface name from the buffer variable name,
3572 * including the dot that follows it.
3574 if (found_interface
)
3575 name
= name
+ block_name_len
+ 1;
3577 /* The ARB_program_interface_query spec says:
3579 * "For an active shader storage block member declared as an array, an
3580 * entry will be generated only for the first array element, regardless
3581 * of its type. For arrays of aggregate types, the enumeration rules
3582 * are applied recursively for the single enumerated array element."
3584 const char *struct_first_dot
= strchr(name
, '.');
3585 const char *first_square_bracket
= strchr(name
, '[');
3587 /* The buffer variable is on top level and it is not an array */
3588 if (!first_square_bracket
) {
3590 /* The shader storage block member is a struct, then generate the entry */
3591 } else if (struct_first_dot
&& struct_first_dot
< first_square_bracket
) {
3594 /* Shader storage block member is an array, only generate an entry for the
3595 * first array element.
3597 if (strncmp(first_square_bracket
, "[0]", 3) == 0)
3605 add_program_resource(struct gl_shader_program
*prog
,
3606 struct set
*resource_set
,
3607 GLenum type
, const void *data
, uint8_t stages
)
3611 /* If resource already exists, do not add it again. */
3612 if (_mesa_set_search(resource_set
, data
))
3615 prog
->data
->ProgramResourceList
=
3617 prog
->data
->ProgramResourceList
,
3618 gl_program_resource
,
3619 prog
->data
->NumProgramResourceList
+ 1);
3621 if (!prog
->data
->ProgramResourceList
) {
3622 linker_error(prog
, "Out of memory during linking.\n");
3626 struct gl_program_resource
*res
=
3627 &prog
->data
->ProgramResourceList
[prog
->data
->NumProgramResourceList
];
3631 res
->StageReferences
= stages
;
3633 prog
->data
->NumProgramResourceList
++;
3635 _mesa_set_add(resource_set
, data
);
3640 /* Function checks if a variable var is a packed varying and
3641 * if given name is part of packed varying's list.
3643 * If a variable is a packed varying, it has a name like
3644 * 'packed:a,b,c' where a, b and c are separate variables.
3647 included_in_packed_varying(ir_variable
*var
, const char *name
)
3649 if (strncmp(var
->name
, "packed:", 7) != 0)
3652 char *list
= strdup(var
->name
+ 7);
3657 char *token
= strtok_r(list
, ",", &saveptr
);
3659 if (strcmp(token
, name
) == 0) {
3663 token
= strtok_r(NULL
, ",", &saveptr
);
3670 * Function builds a stage reference bitmask from variable name.
3673 build_stageref(struct gl_shader_program
*shProg
, const char *name
,
3678 /* Note, that we assume MAX 8 stages, if there will be more stages, type
3679 * used for reference mask in gl_program_resource will need to be changed.
3681 assert(MESA_SHADER_STAGES
< 8);
3683 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
3684 struct gl_linked_shader
*sh
= shProg
->_LinkedShaders
[i
];
3688 /* Shader symbol table may contain variables that have
3689 * been optimized away. Search IR for the variable instead.
3691 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
3692 ir_variable
*var
= node
->as_variable();
3694 unsigned baselen
= strlen(var
->name
);
3696 if (included_in_packed_varying(var
, name
)) {
3701 /* Type needs to match if specified, otherwise we might
3702 * pick a variable with same name but different interface.
3704 if (var
->data
.mode
!= mode
)
3707 if (strncmp(var
->name
, name
, baselen
) == 0) {
3708 /* Check for exact name matches but also check for arrays and
3711 if (name
[baselen
] == '\0' ||
3712 name
[baselen
] == '[' ||
3713 name
[baselen
] == '.') {
3725 * Create gl_shader_variable from ir_variable class.
3727 static gl_shader_variable
*
3728 create_shader_variable(struct gl_shader_program
*shProg
,
3729 const ir_variable
*in
,
3730 const char *name
, const glsl_type
*type
,
3731 const glsl_type
*interface_type
,
3732 bool use_implicit_location
, int location
,
3733 const glsl_type
*outermost_struct_type
)
3735 /* Allocate zero-initialized memory to ensure that bitfield padding
3738 gl_shader_variable
*out
= rzalloc(shProg
, struct gl_shader_variable
);
3742 /* Since gl_VertexID may be lowered to gl_VertexIDMESA, but applications
3743 * expect to see gl_VertexID in the program resource list. Pretend.
3745 if (in
->data
.mode
== ir_var_system_value
&&
3746 in
->data
.location
== SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
) {
3747 out
->name
= ralloc_strdup(shProg
, "gl_VertexID");
3748 } else if ((in
->data
.mode
== ir_var_shader_out
&&
3749 in
->data
.location
== VARYING_SLOT_TESS_LEVEL_OUTER
) ||
3750 (in
->data
.mode
== ir_var_system_value
&&
3751 in
->data
.location
== SYSTEM_VALUE_TESS_LEVEL_OUTER
)) {
3752 out
->name
= ralloc_strdup(shProg
, "gl_TessLevelOuter");
3753 type
= glsl_type::get_array_instance(glsl_type::float_type
, 4);
3754 } else if ((in
->data
.mode
== ir_var_shader_out
&&
3755 in
->data
.location
== VARYING_SLOT_TESS_LEVEL_INNER
) ||
3756 (in
->data
.mode
== ir_var_system_value
&&
3757 in
->data
.location
== SYSTEM_VALUE_TESS_LEVEL_INNER
)) {
3758 out
->name
= ralloc_strdup(shProg
, "gl_TessLevelInner");
3759 type
= glsl_type::get_array_instance(glsl_type::float_type
, 2);
3761 out
->name
= ralloc_strdup(shProg
, name
);
3767 /* The ARB_program_interface_query spec says:
3769 * "Not all active variables are assigned valid locations; the
3770 * following variables will have an effective location of -1:
3772 * * uniforms declared as atomic counters;
3774 * * members of a uniform block;
3776 * * built-in inputs, outputs, and uniforms (starting with "gl_"); and
3778 * * inputs or outputs not declared with a "location" layout
3779 * qualifier, except for vertex shader inputs and fragment shader
3782 if (in
->type
->is_atomic_uint() || is_gl_identifier(in
->name
) ||
3783 !(in
->data
.explicit_location
|| use_implicit_location
)) {
3786 out
->location
= location
;
3790 out
->outermost_struct_type
= outermost_struct_type
;
3791 out
->interface_type
= interface_type
;
3792 out
->component
= in
->data
.location_frac
;
3793 out
->index
= in
->data
.index
;
3794 out
->patch
= in
->data
.patch
;
3795 out
->mode
= in
->data
.mode
;
3796 out
->interpolation
= in
->data
.interpolation
;
3797 out
->explicit_location
= in
->data
.explicit_location
;
3798 out
->precision
= in
->data
.precision
;
3804 add_shader_variable(const struct gl_context
*ctx
,
3805 struct gl_shader_program
*shProg
,
3806 struct set
*resource_set
,
3807 unsigned stage_mask
,
3808 GLenum programInterface
, ir_variable
*var
,
3809 const char *name
, const glsl_type
*type
,
3810 bool use_implicit_location
, int location
,
3811 const glsl_type
*outermost_struct_type
= NULL
)
3813 const glsl_type
*interface_type
= var
->get_interface_type();
3815 if (outermost_struct_type
== NULL
) {
3816 if (var
->data
.from_named_ifc_block
) {
3817 const char *interface_name
= interface_type
->name
;
3819 if (interface_type
->is_array()) {
3820 /* Issue #16 of the ARB_program_interface_query spec says:
3822 * "* If a variable is a member of an interface block without an
3823 * instance name, it is enumerated using just the variable name.
3825 * * If a variable is a member of an interface block with an
3826 * instance name, it is enumerated as "BlockName.Member", where
3827 * "BlockName" is the name of the interface block (not the
3828 * instance name) and "Member" is the name of the variable."
3830 * In particular, it indicates that it should be "BlockName",
3831 * not "BlockName[array length]". The conformance suite and
3832 * dEQP both require this behavior.
3834 * Here, we unwrap the extra array level added by named interface
3835 * block array lowering so we have the correct variable type. We
3836 * also unwrap the interface type when constructing the name.
3838 * We leave interface_type the same so that ES 3.x SSO pipeline
3839 * validation can enforce the rules requiring array length to
3840 * match on interface blocks.
3842 type
= type
->fields
.array
;
3844 interface_name
= interface_type
->fields
.array
->name
;
3847 name
= ralloc_asprintf(shProg
, "%s.%s", interface_name
, name
);
3851 switch (type
->base_type
) {
3852 case GLSL_TYPE_STRUCT
: {
3853 /* The ARB_program_interface_query spec says:
3855 * "For an active variable declared as a structure, a separate entry
3856 * will be generated for each active structure member. The name of
3857 * each entry is formed by concatenating the name of the structure,
3858 * the "." character, and the name of the structure member. If a
3859 * structure member to enumerate is itself a structure or array,
3860 * these enumeration rules are applied recursively."
3862 if (outermost_struct_type
== NULL
)
3863 outermost_struct_type
= type
;
3865 unsigned field_location
= location
;
3866 for (unsigned i
= 0; i
< type
->length
; i
++) {
3867 const struct glsl_struct_field
*field
= &type
->fields
.structure
[i
];
3868 char *field_name
= ralloc_asprintf(shProg
, "%s.%s", name
, field
->name
);
3869 if (!add_shader_variable(ctx
, shProg
, resource_set
,
3870 stage_mask
, programInterface
,
3871 var
, field_name
, field
->type
,
3872 use_implicit_location
, field_location
,
3873 outermost_struct_type
))
3876 field_location
+= field
->type
->count_attribute_slots(false);
3882 /* The ARB_program_interface_query spec says:
3884 * "For an active variable declared as a single instance of a basic
3885 * type, a single entry will be generated, using the variable name
3886 * from the shader source."
3888 gl_shader_variable
*sha_v
=
3889 create_shader_variable(shProg
, var
, name
, type
, interface_type
,
3890 use_implicit_location
, location
,
3891 outermost_struct_type
);
3895 return add_program_resource(shProg
, resource_set
,
3896 programInterface
, sha_v
, stage_mask
);
3902 add_interface_variables(const struct gl_context
*ctx
,
3903 struct gl_shader_program
*shProg
,
3904 struct set
*resource_set
,
3905 unsigned stage
, GLenum programInterface
)
3907 exec_list
*ir
= shProg
->_LinkedShaders
[stage
]->ir
;
3909 foreach_in_list(ir_instruction
, node
, ir
) {
3910 ir_variable
*var
= node
->as_variable();
3912 if (!var
|| var
->data
.how_declared
== ir_var_hidden
)
3917 switch (var
->data
.mode
) {
3918 case ir_var_system_value
:
3919 case ir_var_shader_in
:
3920 if (programInterface
!= GL_PROGRAM_INPUT
)
3922 loc_bias
= (stage
== MESA_SHADER_VERTEX
) ? int(VERT_ATTRIB_GENERIC0
)
3923 : int(VARYING_SLOT_VAR0
);
3925 case ir_var_shader_out
:
3926 if (programInterface
!= GL_PROGRAM_OUTPUT
)
3928 loc_bias
= (stage
== MESA_SHADER_FRAGMENT
) ? int(FRAG_RESULT_DATA0
)
3929 : int(VARYING_SLOT_VAR0
);
3935 if (var
->data
.patch
)
3936 loc_bias
= int(VARYING_SLOT_PATCH0
);
3938 /* Skip packed varyings, packed varyings are handled separately
3939 * by add_packed_varyings.
3941 if (strncmp(var
->name
, "packed:", 7) == 0)
3944 /* Skip fragdata arrays, these are handled separately
3945 * by add_fragdata_arrays.
3947 if (strncmp(var
->name
, "gl_out_FragData", 15) == 0)
3950 const bool vs_input_or_fs_output
=
3951 (stage
== MESA_SHADER_VERTEX
&& var
->data
.mode
== ir_var_shader_in
) ||
3952 (stage
== MESA_SHADER_FRAGMENT
&& var
->data
.mode
== ir_var_shader_out
);
3954 if (!add_shader_variable(ctx
, shProg
, resource_set
,
3955 1 << stage
, programInterface
,
3956 var
, var
->name
, var
->type
, vs_input_or_fs_output
,
3957 var
->data
.location
- loc_bias
))
3964 add_packed_varyings(const struct gl_context
*ctx
,
3965 struct gl_shader_program
*shProg
,
3966 struct set
*resource_set
,
3967 int stage
, GLenum type
)
3969 struct gl_linked_shader
*sh
= shProg
->_LinkedShaders
[stage
];
3972 if (!sh
|| !sh
->packed_varyings
)
3975 foreach_in_list(ir_instruction
, node
, sh
->packed_varyings
) {
3976 ir_variable
*var
= node
->as_variable();
3978 switch (var
->data
.mode
) {
3979 case ir_var_shader_in
:
3980 iface
= GL_PROGRAM_INPUT
;
3982 case ir_var_shader_out
:
3983 iface
= GL_PROGRAM_OUTPUT
;
3986 unreachable("unexpected type");
3989 if (type
== iface
) {
3990 const int stage_mask
=
3991 build_stageref(shProg
, var
->name
, var
->data
.mode
);
3992 if (!add_shader_variable(ctx
, shProg
, resource_set
,
3994 iface
, var
, var
->name
, var
->type
, false,
3995 var
->data
.location
- VARYING_SLOT_VAR0
))
4004 add_fragdata_arrays(const struct gl_context
*ctx
,
4005 struct gl_shader_program
*shProg
,
4006 struct set
*resource_set
)
4008 struct gl_linked_shader
*sh
= shProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
4010 if (!sh
|| !sh
->fragdata_arrays
)
4013 foreach_in_list(ir_instruction
, node
, sh
->fragdata_arrays
) {
4014 ir_variable
*var
= node
->as_variable();
4016 assert(var
->data
.mode
== ir_var_shader_out
);
4018 if (!add_shader_variable(ctx
, shProg
, resource_set
,
4019 1 << MESA_SHADER_FRAGMENT
,
4020 GL_PROGRAM_OUTPUT
, var
, var
->name
, var
->type
,
4021 true, var
->data
.location
- FRAG_RESULT_DATA0
))
4029 get_top_level_name(const char *name
)
4031 const char *first_dot
= strchr(name
, '.');
4032 const char *first_square_bracket
= strchr(name
, '[');
4035 /* The ARB_program_interface_query spec says:
4037 * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
4038 * the number of active array elements of the top-level shader storage
4039 * block member containing to the active variable is written to
4040 * <params>. If the top-level block member is not declared as an
4041 * array, the value one is written to <params>. If the top-level block
4042 * member is an array with no declared size, the value zero is written
4046 /* The buffer variable is on top level.*/
4047 if (!first_square_bracket
&& !first_dot
)
4048 name_size
= strlen(name
);
4049 else if ((!first_square_bracket
||
4050 (first_dot
&& first_dot
< first_square_bracket
)))
4051 name_size
= first_dot
- name
;
4053 name_size
= first_square_bracket
- name
;
4055 return strndup(name
, name_size
);
4059 get_var_name(const char *name
)
4061 const char *first_dot
= strchr(name
, '.');
4064 return strdup(name
);
4066 return strndup(first_dot
+1, strlen(first_dot
) - 1);
4070 is_top_level_shader_storage_block_member(const char* name
,
4071 const char* interface_name
,
4072 const char* field_name
)
4074 bool result
= false;
4076 /* If the given variable is already a top-level shader storage
4077 * block member, then return array_size = 1.
4078 * We could have two possibilities: if we have an instanced
4079 * shader storage block or not instanced.
4081 * For the first, we check create a name as it was in top level and
4082 * compare it with the real name. If they are the same, then
4083 * the variable is already at top-level.
4085 * Full instanced name is: interface name + '.' + var name +
4088 int name_length
= strlen(interface_name
) + 1 + strlen(field_name
) + 1;
4089 char *full_instanced_name
= (char *) calloc(name_length
, sizeof(char));
4090 if (!full_instanced_name
) {
4091 fprintf(stderr
, "%s: Cannot allocate space for name\n", __func__
);
4095 snprintf(full_instanced_name
, name_length
, "%s.%s",
4096 interface_name
, field_name
);
4098 /* Check if its top-level shader storage block member of an
4099 * instanced interface block, or of a unnamed interface block.
4101 if (strcmp(name
, full_instanced_name
) == 0 ||
4102 strcmp(name
, field_name
) == 0)
4105 free(full_instanced_name
);
4110 get_array_size(struct gl_uniform_storage
*uni
, const glsl_struct_field
*field
,
4111 char *interface_name
, char *var_name
)
4113 /* The ARB_program_interface_query spec says:
4115 * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
4116 * the number of active array elements of the top-level shader storage
4117 * block member containing to the active variable is written to
4118 * <params>. If the top-level block member is not declared as an
4119 * array, the value one is written to <params>. If the top-level block
4120 * member is an array with no declared size, the value zero is written
4123 if (is_top_level_shader_storage_block_member(uni
->name
,
4127 else if (field
->type
->is_unsized_array())
4129 else if (field
->type
->is_array())
4130 return field
->type
->length
;
4136 get_array_stride(struct gl_uniform_storage
*uni
, const glsl_type
*interface
,
4137 const glsl_struct_field
*field
, char *interface_name
,
4140 /* The ARB_program_interface_query spec says:
4142 * "For the property TOP_LEVEL_ARRAY_STRIDE, a single integer
4143 * identifying the stride between array elements of the top-level
4144 * shader storage block member containing the active variable is
4145 * written to <params>. For top-level block members declared as
4146 * arrays, the value written is the difference, in basic machine units,
4147 * between the offsets of the active variable for consecutive elements
4148 * in the top-level array. For top-level block members not declared as
4149 * an array, zero is written to <params>."
4151 if (field
->type
->is_array()) {
4152 const enum glsl_matrix_layout matrix_layout
=
4153 glsl_matrix_layout(field
->matrix_layout
);
4154 bool row_major
= matrix_layout
== GLSL_MATRIX_LAYOUT_ROW_MAJOR
;
4155 const glsl_type
*array_type
= field
->type
->fields
.array
;
4157 if (is_top_level_shader_storage_block_member(uni
->name
,
4162 if (interface
->interface_packing
!= GLSL_INTERFACE_PACKING_STD430
) {
4163 if (array_type
->is_record() || array_type
->is_array())
4164 return glsl_align(array_type
->std140_size(row_major
), 16);
4166 return MAX2(array_type
->std140_base_alignment(row_major
), 16);
4168 return array_type
->std430_array_stride(row_major
);
4175 calculate_array_size_and_stride(struct gl_shader_program
*shProg
,
4176 struct gl_uniform_storage
*uni
)
4178 int block_index
= uni
->block_index
;
4179 int array_size
= -1;
4180 int array_stride
= -1;
4181 char *var_name
= get_top_level_name(uni
->name
);
4182 char *interface_name
=
4183 get_top_level_name(uni
->is_shader_storage
?
4184 shProg
->data
->ShaderStorageBlocks
[block_index
].Name
:
4185 shProg
->data
->UniformBlocks
[block_index
].Name
);
4187 if (strcmp(var_name
, interface_name
) == 0) {
4188 /* Deal with instanced array of SSBOs */
4189 char *temp_name
= get_var_name(uni
->name
);
4191 linker_error(shProg
, "Out of memory during linking.\n");
4192 goto write_top_level_array_size_and_stride
;
4195 var_name
= get_top_level_name(temp_name
);
4198 linker_error(shProg
, "Out of memory during linking.\n");
4199 goto write_top_level_array_size_and_stride
;
4203 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4204 const gl_linked_shader
*sh
= shProg
->_LinkedShaders
[i
];
4208 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
4209 ir_variable
*var
= node
->as_variable();
4210 if (!var
|| !var
->get_interface_type() ||
4211 var
->data
.mode
!= ir_var_shader_storage
)
4214 const glsl_type
*interface
= var
->get_interface_type();
4216 if (strcmp(interface_name
, interface
->name
) != 0)
4219 for (unsigned i
= 0; i
< interface
->length
; i
++) {
4220 const glsl_struct_field
*field
= &interface
->fields
.structure
[i
];
4221 if (strcmp(field
->name
, var_name
) != 0)
4224 array_stride
= get_array_stride(uni
, interface
, field
,
4225 interface_name
, var_name
);
4226 array_size
= get_array_size(uni
, field
, interface_name
, var_name
);
4227 goto write_top_level_array_size_and_stride
;
4231 write_top_level_array_size_and_stride
:
4232 free(interface_name
);
4234 uni
->top_level_array_stride
= array_stride
;
4235 uni
->top_level_array_size
= array_size
;
4239 * Builds up a list of program resources that point to existing
4243 build_program_resource_list(struct gl_context
*ctx
,
4244 struct gl_shader_program
*shProg
)
4246 /* Rebuild resource list. */
4247 if (shProg
->data
->ProgramResourceList
) {
4248 ralloc_free(shProg
->data
->ProgramResourceList
);
4249 shProg
->data
->ProgramResourceList
= NULL
;
4250 shProg
->data
->NumProgramResourceList
= 0;
4253 int input_stage
= MESA_SHADER_STAGES
, output_stage
= 0;
4255 /* Determine first input and final output stage. These are used to
4256 * detect which variables should be enumerated in the resource list
4257 * for GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT.
4259 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4260 if (!shProg
->_LinkedShaders
[i
])
4262 if (input_stage
== MESA_SHADER_STAGES
)
4267 /* Empty shader, no resources. */
4268 if (input_stage
== MESA_SHADER_STAGES
&& output_stage
== 0)
4271 struct set
*resource_set
= _mesa_set_create(NULL
,
4273 _mesa_key_pointer_equal
);
4275 /* Program interface needs to expose varyings in case of SSO. */
4276 if (shProg
->SeparateShader
) {
4277 if (!add_packed_varyings(ctx
, shProg
, resource_set
,
4278 input_stage
, GL_PROGRAM_INPUT
))
4281 if (!add_packed_varyings(ctx
, shProg
, resource_set
,
4282 output_stage
, GL_PROGRAM_OUTPUT
))
4286 if (!add_fragdata_arrays(ctx
, shProg
, resource_set
))
4289 /* Add inputs and outputs to the resource list. */
4290 if (!add_interface_variables(ctx
, shProg
, resource_set
,
4291 input_stage
, GL_PROGRAM_INPUT
))
4294 if (!add_interface_variables(ctx
, shProg
, resource_set
,
4295 output_stage
, GL_PROGRAM_OUTPUT
))
4298 if (shProg
->last_vert_prog
) {
4299 struct gl_transform_feedback_info
*linked_xfb
=
4300 shProg
->last_vert_prog
->sh
.LinkedTransformFeedback
;
4302 /* Add transform feedback varyings. */
4303 if (linked_xfb
->NumVarying
> 0) {
4304 for (int i
= 0; i
< linked_xfb
->NumVarying
; i
++) {
4305 if (!add_program_resource(shProg
, resource_set
,
4306 GL_TRANSFORM_FEEDBACK_VARYING
,
4307 &linked_xfb
->Varyings
[i
], 0))
4312 /* Add transform feedback buffers. */
4313 for (unsigned i
= 0; i
< ctx
->Const
.MaxTransformFeedbackBuffers
; i
++) {
4314 if ((linked_xfb
->ActiveBuffers
>> i
) & 1) {
4315 linked_xfb
->Buffers
[i
].Binding
= i
;
4316 if (!add_program_resource(shProg
, resource_set
,
4317 GL_TRANSFORM_FEEDBACK_BUFFER
,
4318 &linked_xfb
->Buffers
[i
], 0))
4324 /* Add uniforms from uniform storage. */
4325 for (unsigned i
= 0; i
< shProg
->data
->NumUniformStorage
; i
++) {
4326 /* Do not add uniforms internally used by Mesa. */
4327 if (shProg
->data
->UniformStorage
[i
].hidden
)
4331 build_stageref(shProg
, shProg
->data
->UniformStorage
[i
].name
,
4334 /* Add stagereferences for uniforms in a uniform block. */
4335 bool is_shader_storage
=
4336 shProg
->data
->UniformStorage
[i
].is_shader_storage
;
4337 int block_index
= shProg
->data
->UniformStorage
[i
].block_index
;
4338 if (block_index
!= -1) {
4339 stageref
|= is_shader_storage
?
4340 shProg
->data
->ShaderStorageBlocks
[block_index
].stageref
:
4341 shProg
->data
->UniformBlocks
[block_index
].stageref
;
4344 GLenum type
= is_shader_storage
? GL_BUFFER_VARIABLE
: GL_UNIFORM
;
4345 if (!should_add_buffer_variable(shProg
, type
,
4346 shProg
->data
->UniformStorage
[i
].name
))
4349 if (is_shader_storage
) {
4350 calculate_array_size_and_stride(shProg
,
4351 &shProg
->data
->UniformStorage
[i
]);
4354 if (!add_program_resource(shProg
, resource_set
, type
,
4355 &shProg
->data
->UniformStorage
[i
], stageref
))
4359 /* Add program uniform blocks. */
4360 for (unsigned i
= 0; i
< shProg
->data
->NumUniformBlocks
; i
++) {
4361 if (!add_program_resource(shProg
, resource_set
, GL_UNIFORM_BLOCK
,
4362 &shProg
->data
->UniformBlocks
[i
], 0))
4366 /* Add program shader storage blocks. */
4367 for (unsigned i
= 0; i
< shProg
->data
->NumShaderStorageBlocks
; i
++) {
4368 if (!add_program_resource(shProg
, resource_set
, GL_SHADER_STORAGE_BLOCK
,
4369 &shProg
->data
->ShaderStorageBlocks
[i
], 0))
4373 /* Add atomic counter buffers. */
4374 for (unsigned i
= 0; i
< shProg
->data
->NumAtomicBuffers
; i
++) {
4375 if (!add_program_resource(shProg
, resource_set
, GL_ATOMIC_COUNTER_BUFFER
,
4376 &shProg
->data
->AtomicBuffers
[i
], 0))
4380 for (unsigned i
= 0; i
< shProg
->data
->NumUniformStorage
; i
++) {
4382 if (!shProg
->data
->UniformStorage
[i
].hidden
)
4385 for (int j
= MESA_SHADER_VERTEX
; j
< MESA_SHADER_STAGES
; j
++) {
4386 if (!shProg
->data
->UniformStorage
[i
].opaque
[j
].active
||
4387 !shProg
->data
->UniformStorage
[i
].type
->is_subroutine())
4390 type
= _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage
)j
);
4391 /* add shader subroutines */
4392 if (!add_program_resource(shProg
, resource_set
,
4393 type
, &shProg
->data
->UniformStorage
[i
], 0))
4398 unsigned mask
= shProg
->data
->linked_stages
;
4400 const int i
= u_bit_scan(&mask
);
4401 struct gl_program
*p
= shProg
->_LinkedShaders
[i
]->Program
;
4403 GLuint type
= _mesa_shader_stage_to_subroutine((gl_shader_stage
)i
);
4404 for (unsigned j
= 0; j
< p
->sh
.NumSubroutineFunctions
; j
++) {
4405 if (!add_program_resource(shProg
, resource_set
,
4406 type
, &p
->sh
.SubroutineFunctions
[j
], 0))
4411 _mesa_set_destroy(resource_set
, NULL
);
4415 * This check is done to make sure we allow only constant expression
4416 * indexing and "constant-index-expression" (indexing with an expression
4417 * that includes loop induction variable).
4420 validate_sampler_array_indexing(struct gl_context
*ctx
,
4421 struct gl_shader_program
*prog
)
4423 dynamic_sampler_array_indexing_visitor v
;
4424 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4425 if (prog
->_LinkedShaders
[i
] == NULL
)
4428 bool no_dynamic_indexing
=
4429 ctx
->Const
.ShaderCompilerOptions
[i
].EmitNoIndirectSampler
;
4431 /* Search for array derefs in shader. */
4432 v
.run(prog
->_LinkedShaders
[i
]->ir
);
4433 if (v
.uses_dynamic_sampler_array_indexing()) {
4434 const char *msg
= "sampler arrays indexed with non-constant "
4435 "expressions is forbidden in GLSL %s %u";
4436 /* Backend has indicated that it has no dynamic indexing support. */
4437 if (no_dynamic_indexing
) {
4438 linker_error(prog
, msg
, prog
->IsES
? "ES" : "",
4439 prog
->data
->Version
);
4442 linker_warning(prog
, msg
, prog
->IsES
? "ES" : "",
4443 prog
->data
->Version
);
4451 link_assign_subroutine_types(struct gl_shader_program
*prog
)
4453 unsigned mask
= prog
->data
->linked_stages
;
4455 const int i
= u_bit_scan(&mask
);
4456 gl_program
*p
= prog
->_LinkedShaders
[i
]->Program
;
4458 p
->sh
.MaxSubroutineFunctionIndex
= 0;
4459 foreach_in_list(ir_instruction
, node
, prog
->_LinkedShaders
[i
]->ir
) {
4460 ir_function
*fn
= node
->as_function();
4464 if (fn
->is_subroutine
)
4465 p
->sh
.NumSubroutineUniformTypes
++;
4467 if (!fn
->num_subroutine_types
)
4470 /* these should have been calculated earlier. */
4471 assert(fn
->subroutine_index
!= -1);
4472 if (p
->sh
.NumSubroutineFunctions
+ 1 > MAX_SUBROUTINES
) {
4473 linker_error(prog
, "Too many subroutine functions declared.\n");
4476 p
->sh
.SubroutineFunctions
= reralloc(p
, p
->sh
.SubroutineFunctions
,
4477 struct gl_subroutine_function
,
4478 p
->sh
.NumSubroutineFunctions
+ 1);
4479 p
->sh
.SubroutineFunctions
[p
->sh
.NumSubroutineFunctions
].name
= ralloc_strdup(p
, fn
->name
);
4480 p
->sh
.SubroutineFunctions
[p
->sh
.NumSubroutineFunctions
].num_compat_types
= fn
->num_subroutine_types
;
4481 p
->sh
.SubroutineFunctions
[p
->sh
.NumSubroutineFunctions
].types
=
4482 ralloc_array(p
, const struct glsl_type
*,
4483 fn
->num_subroutine_types
);
4485 /* From Section 4.4.4(Subroutine Function Layout Qualifiers) of the
4488 * "Each subroutine with an index qualifier in the shader must be
4489 * given a unique index, otherwise a compile or link error will be
4492 for (unsigned j
= 0; j
< p
->sh
.NumSubroutineFunctions
; j
++) {
4493 if (p
->sh
.SubroutineFunctions
[j
].index
!= -1 &&
4494 p
->sh
.SubroutineFunctions
[j
].index
== fn
->subroutine_index
) {
4495 linker_error(prog
, "each subroutine index qualifier in the "
4496 "shader must be unique\n");
4500 p
->sh
.SubroutineFunctions
[p
->sh
.NumSubroutineFunctions
].index
=
4501 fn
->subroutine_index
;
4503 if (fn
->subroutine_index
> (int)p
->sh
.MaxSubroutineFunctionIndex
)
4504 p
->sh
.MaxSubroutineFunctionIndex
= fn
->subroutine_index
;
4506 for (int j
= 0; j
< fn
->num_subroutine_types
; j
++)
4507 p
->sh
.SubroutineFunctions
[p
->sh
.NumSubroutineFunctions
].types
[j
] = fn
->subroutine_types
[j
];
4508 p
->sh
.NumSubroutineFunctions
++;
4514 set_always_active_io(exec_list
*ir
, ir_variable_mode io_mode
)
4516 assert(io_mode
== ir_var_shader_in
|| io_mode
== ir_var_shader_out
);
4518 foreach_in_list(ir_instruction
, node
, ir
) {
4519 ir_variable
*const var
= node
->as_variable();
4521 if (var
== NULL
|| var
->data
.mode
!= io_mode
)
4524 /* Don't set always active on builtins that haven't been redeclared */
4525 if (var
->data
.how_declared
== ir_var_declared_implicitly
)
4528 var
->data
.always_active_io
= true;
4533 * When separate shader programs are enabled, only input/outputs between
4534 * the stages of a multi-stage separate program can be safely removed
4535 * from the shader interface. Other inputs/outputs must remain active.
4538 disable_varying_optimizations_for_sso(struct gl_shader_program
*prog
)
4540 unsigned first
, last
;
4541 assert(prog
->SeparateShader
);
4543 first
= MESA_SHADER_STAGES
;
4546 /* Determine first and last stage. Excluding the compute stage */
4547 for (unsigned i
= 0; i
< MESA_SHADER_COMPUTE
; i
++) {
4548 if (!prog
->_LinkedShaders
[i
])
4550 if (first
== MESA_SHADER_STAGES
)
4555 if (first
== MESA_SHADER_STAGES
)
4558 for (unsigned stage
= 0; stage
< MESA_SHADER_STAGES
; stage
++) {
4559 gl_linked_shader
*sh
= prog
->_LinkedShaders
[stage
];
4563 /* Prevent the removal of inputs to the first and outputs from the last
4564 * stage, unless they are the initial pipeline inputs or final pipeline
4565 * outputs, respectively.
4567 * The removal of IO between shaders in the same program is always
4570 if (stage
== first
&& stage
!= MESA_SHADER_VERTEX
)
4571 set_always_active_io(sh
->ir
, ir_var_shader_in
);
4572 if (stage
== last
&& stage
!= MESA_SHADER_FRAGMENT
)
4573 set_always_active_io(sh
->ir
, ir_var_shader_out
);
4578 link_and_validate_uniforms(struct gl_context
*ctx
,
4579 struct gl_shader_program
*prog
)
4581 update_array_sizes(prog
);
4582 link_assign_uniform_locations(prog
, ctx
);
4584 if (!prog
->data
->cache_fallback
) {
4585 link_assign_atomic_counter_resources(ctx
, prog
);
4586 link_calculate_subroutine_compat(prog
);
4587 check_resources(ctx
, prog
);
4588 check_subroutine_resources(prog
);
4589 check_image_resources(ctx
, prog
);
4590 link_check_atomic_counter_resources(ctx
, prog
);
4595 link_varyings_and_uniforms(unsigned first
, unsigned last
,
4596 struct gl_context
*ctx
,
4597 struct gl_shader_program
*prog
, void *mem_ctx
)
4599 /* Mark all generic shader inputs and outputs as unpaired. */
4600 for (unsigned i
= MESA_SHADER_VERTEX
; i
<= MESA_SHADER_FRAGMENT
; i
++) {
4601 if (prog
->_LinkedShaders
[i
] != NULL
) {
4602 link_invalidate_variable_locations(prog
->_LinkedShaders
[i
]->ir
);
4606 unsigned prev
= first
;
4607 for (unsigned i
= prev
+ 1; i
<= MESA_SHADER_FRAGMENT
; i
++) {
4608 if (prog
->_LinkedShaders
[i
] == NULL
)
4611 match_explicit_outputs_to_inputs(prog
->_LinkedShaders
[prev
],
4612 prog
->_LinkedShaders
[i
]);
4616 if (!assign_attribute_or_color_locations(mem_ctx
, prog
, &ctx
->Const
,
4617 MESA_SHADER_VERTEX
)) {
4621 if (!assign_attribute_or_color_locations(mem_ctx
, prog
, &ctx
->Const
,
4622 MESA_SHADER_FRAGMENT
)) {
4626 prog
->last_vert_prog
= NULL
;
4627 for (int i
= MESA_SHADER_GEOMETRY
; i
>= MESA_SHADER_VERTEX
; i
--) {
4628 if (prog
->_LinkedShaders
[i
] == NULL
)
4631 prog
->last_vert_prog
= prog
->_LinkedShaders
[i
]->Program
;
4635 if (!link_varyings(prog
, first
, last
, ctx
, mem_ctx
))
4638 link_and_validate_uniforms(ctx
, prog
);
4640 if (!prog
->data
->LinkStatus
)
4643 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4644 if (prog
->_LinkedShaders
[i
] == NULL
)
4647 const struct gl_shader_compiler_options
*options
=
4648 &ctx
->Const
.ShaderCompilerOptions
[i
];
4650 if (options
->LowerBufferInterfaceBlocks
)
4651 lower_ubo_reference(prog
->_LinkedShaders
[i
],
4652 options
->ClampBlockIndicesToArrayBounds
);
4654 if (i
== MESA_SHADER_COMPUTE
)
4655 lower_shared_reference(prog
->_LinkedShaders
[i
],
4656 &prog
->Comp
.SharedSize
);
4658 lower_vector_derefs(prog
->_LinkedShaders
[i
]);
4659 do_vec_index_to_swizzle(prog
->_LinkedShaders
[i
]->ir
);
4666 linker_optimisation_loop(struct gl_context
*ctx
, exec_list
*ir
,
4669 if (ctx
->Const
.GLSLOptimizeConservatively
) {
4670 /* Run it just once. */
4671 do_common_optimization(ir
, true, false,
4672 &ctx
->Const
.ShaderCompilerOptions
[stage
],
4673 ctx
->Const
.NativeIntegers
);
4675 /* Repeat it until it stops making changes. */
4676 while (do_common_optimization(ir
, true, false,
4677 &ctx
->Const
.ShaderCompilerOptions
[stage
],
4678 ctx
->Const
.NativeIntegers
))
4684 link_shaders(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
4686 prog
->data
->LinkStatus
= linking_success
; /* All error paths will set this to false */
4687 prog
->data
->Validated
= false;
4689 /* Section 7.3 (Program Objects) of the OpenGL 4.5 Core Profile spec says:
4691 * "Linking can fail for a variety of reasons as specified in the
4692 * OpenGL Shading Language Specification, as well as any of the
4693 * following reasons:
4695 * - No shader objects are attached to program."
4697 * The Compatibility Profile specification does not list the error. In
4698 * Compatibility Profile missing shader stages are replaced by
4699 * fixed-function. This applies to the case where all stages are
4702 if (prog
->NumShaders
== 0) {
4703 if (ctx
->API
!= API_OPENGL_COMPAT
)
4704 linker_error(prog
, "no shaders attached to the program\n");
4708 #ifdef ENABLE_SHADER_CACHE
4709 /* If transform feedback used on the program then compile all shaders. */
4710 bool skip_cache
= false;
4711 if (prog
->TransformFeedback
.NumVarying
> 0) {
4712 for (unsigned i
= 0; i
< prog
->NumShaders
; i
++) {
4713 _mesa_glsl_compile_shader(ctx
, prog
->Shaders
[i
], false, false, true);
4718 if (!skip_cache
&& shader_cache_read_program_metadata(ctx
, prog
))
4722 void *mem_ctx
= ralloc_context(NULL
); // temporary linker context
4724 prog
->ARB_fragment_coord_conventions_enable
= false;
4726 /* Separate the shaders into groups based on their type.
4728 struct gl_shader
**shader_list
[MESA_SHADER_STAGES
];
4729 unsigned num_shaders
[MESA_SHADER_STAGES
];
4731 for (int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4732 shader_list
[i
] = (struct gl_shader
**)
4733 calloc(prog
->NumShaders
, sizeof(struct gl_shader
*));
4737 unsigned min_version
= UINT_MAX
;
4738 unsigned max_version
= 0;
4739 for (unsigned i
= 0; i
< prog
->NumShaders
; i
++) {
4740 min_version
= MIN2(min_version
, prog
->Shaders
[i
]->Version
);
4741 max_version
= MAX2(max_version
, prog
->Shaders
[i
]->Version
);
4743 if (prog
->Shaders
[i
]->IsES
!= prog
->Shaders
[0]->IsES
) {
4744 linker_error(prog
, "all shaders must use same shading "
4745 "language version\n");
4749 if (prog
->Shaders
[i
]->ARB_fragment_coord_conventions_enable
) {
4750 prog
->ARB_fragment_coord_conventions_enable
= true;
4753 gl_shader_stage shader_type
= prog
->Shaders
[i
]->Stage
;
4754 shader_list
[shader_type
][num_shaders
[shader_type
]] = prog
->Shaders
[i
];
4755 num_shaders
[shader_type
]++;
4758 /* In desktop GLSL, different shader versions may be linked together. In
4759 * GLSL ES, all shader versions must be the same.
4761 if (prog
->Shaders
[0]->IsES
&& min_version
!= max_version
) {
4762 linker_error(prog
, "all shaders must use same shading "
4763 "language version\n");
4767 prog
->data
->Version
= max_version
;
4768 prog
->IsES
= prog
->Shaders
[0]->IsES
;
4770 /* Some shaders have to be linked with some other shaders present.
4772 if (!prog
->SeparateShader
) {
4773 if (num_shaders
[MESA_SHADER_GEOMETRY
] > 0 &&
4774 num_shaders
[MESA_SHADER_VERTEX
] == 0) {
4775 linker_error(prog
, "Geometry shader must be linked with "
4779 if (num_shaders
[MESA_SHADER_TESS_EVAL
] > 0 &&
4780 num_shaders
[MESA_SHADER_VERTEX
] == 0) {
4781 linker_error(prog
, "Tessellation evaluation shader must be linked "
4782 "with vertex shader\n");
4785 if (num_shaders
[MESA_SHADER_TESS_CTRL
] > 0 &&
4786 num_shaders
[MESA_SHADER_VERTEX
] == 0) {
4787 linker_error(prog
, "Tessellation control shader must be linked with "
4792 /* Section 7.3 of the OpenGL ES 3.2 specification says:
4794 * "Linking can fail for [...] any of the following reasons:
4796 * * program contains an object to form a tessellation control
4797 * shader [...] and [...] the program is not separable and
4798 * contains no object to form a tessellation evaluation shader"
4800 * The OpenGL spec is contradictory. It allows linking without a tess
4801 * eval shader, but that can only be used with transform feedback and
4802 * rasterization disabled. However, transform feedback isn't allowed
4803 * with GL_PATCHES, so it can't be used.
4805 * More investigation showed that the idea of transform feedback after
4806 * a tess control shader was dropped, because some hw vendors couldn't
4807 * support tessellation without a tess eval shader, but the linker
4808 * section wasn't updated to reflect that.
4810 * All specifications (ARB_tessellation_shader, GL 4.0-4.5) have this
4813 * Do what's reasonable and always require a tess eval shader if a tess
4814 * control shader is present.
4816 if (num_shaders
[MESA_SHADER_TESS_CTRL
] > 0 &&
4817 num_shaders
[MESA_SHADER_TESS_EVAL
] == 0) {
4818 linker_error(prog
, "Tessellation control shader must be linked with "
4819 "tessellation evaluation shader\n");
4824 if (num_shaders
[MESA_SHADER_TESS_EVAL
] > 0 &&
4825 num_shaders
[MESA_SHADER_TESS_CTRL
] == 0) {
4826 linker_error(prog
, "GLSL ES requires non-separable programs "
4827 "containing a tessellation evaluation shader to also "
4828 "be linked with a tessellation control shader\n");
4834 /* Compute shaders have additional restrictions. */
4835 if (num_shaders
[MESA_SHADER_COMPUTE
] > 0 &&
4836 num_shaders
[MESA_SHADER_COMPUTE
] != prog
->NumShaders
) {
4837 linker_error(prog
, "Compute shaders may not be linked with any other "
4838 "type of shader\n");
4841 /* Link all shaders for a particular stage and validate the result.
4843 for (int stage
= 0; stage
< MESA_SHADER_STAGES
; stage
++) {
4844 if (num_shaders
[stage
] > 0) {
4845 gl_linked_shader
*const sh
=
4846 link_intrastage_shaders(mem_ctx
, ctx
, prog
, shader_list
[stage
],
4847 num_shaders
[stage
], false);
4849 if (!prog
->data
->LinkStatus
) {
4851 _mesa_delete_linked_shader(ctx
, sh
);
4856 case MESA_SHADER_VERTEX
:
4857 validate_vertex_shader_executable(prog
, sh
, ctx
);
4859 case MESA_SHADER_TESS_CTRL
:
4860 /* nothing to be done */
4862 case MESA_SHADER_TESS_EVAL
:
4863 validate_tess_eval_shader_executable(prog
, sh
, ctx
);
4865 case MESA_SHADER_GEOMETRY
:
4866 validate_geometry_shader_executable(prog
, sh
, ctx
);
4868 case MESA_SHADER_FRAGMENT
:
4869 validate_fragment_shader_executable(prog
, sh
);
4872 if (!prog
->data
->LinkStatus
) {
4874 _mesa_delete_linked_shader(ctx
, sh
);
4878 prog
->_LinkedShaders
[stage
] = sh
;
4879 prog
->data
->linked_stages
|= 1 << stage
;
4883 /* Here begins the inter-stage linking phase. Some initial validation is
4884 * performed, then locations are assigned for uniforms, attributes, and
4887 cross_validate_uniforms(prog
);
4888 if (!prog
->data
->LinkStatus
)
4891 unsigned first
, last
, prev
;
4893 first
= MESA_SHADER_STAGES
;
4896 /* Determine first and last stage. */
4897 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4898 if (!prog
->_LinkedShaders
[i
])
4900 if (first
== MESA_SHADER_STAGES
)
4905 if (!prog
->data
->cache_fallback
) {
4906 check_explicit_uniform_locations(ctx
, prog
);
4907 link_assign_subroutine_types(prog
);
4910 if (!prog
->data
->LinkStatus
)
4913 resize_tes_inputs(ctx
, prog
);
4915 /* Validate the inputs of each stage with the output of the preceding
4919 for (unsigned i
= prev
+ 1; i
<= MESA_SHADER_FRAGMENT
; i
++) {
4920 if (prog
->_LinkedShaders
[i
] == NULL
)
4923 validate_interstage_inout_blocks(prog
, prog
->_LinkedShaders
[prev
],
4924 prog
->_LinkedShaders
[i
]);
4925 if (!prog
->data
->LinkStatus
)
4928 cross_validate_outputs_to_inputs(prog
,
4929 prog
->_LinkedShaders
[prev
],
4930 prog
->_LinkedShaders
[i
]);
4931 if (!prog
->data
->LinkStatus
)
4937 /* Cross-validate uniform blocks between shader stages */
4938 validate_interstage_uniform_blocks(prog
, prog
->_LinkedShaders
);
4939 if (!prog
->data
->LinkStatus
)
4942 for (unsigned int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4943 if (prog
->_LinkedShaders
[i
] != NULL
)
4944 lower_named_interface_blocks(mem_ctx
, prog
->_LinkedShaders
[i
]);
4947 /* Implement the GLSL 1.30+ rule for discard vs infinite loops Do
4948 * it before optimization because we want most of the checks to get
4949 * dropped thanks to constant propagation.
4951 * This rule also applies to GLSL ES 3.00.
4953 if (max_version
>= (prog
->IsES
? 300 : 130)) {
4954 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
4956 lower_discard_flow(sh
->ir
);
4960 if (prog
->SeparateShader
)
4961 disable_varying_optimizations_for_sso(prog
);
4963 if (!prog
->data
->cache_fallback
) {
4965 if (!interstage_cross_validate_uniform_blocks(prog
, false))
4969 if (!interstage_cross_validate_uniform_blocks(prog
, true))
4973 /* Do common optimization before assigning storage for attributes,
4974 * uniforms, and varyings. Later optimization could possibly make
4975 * some of that unused.
4977 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4978 if (prog
->_LinkedShaders
[i
] == NULL
)
4981 detect_recursion_linked(prog
, prog
->_LinkedShaders
[i
]->ir
);
4982 if (!prog
->data
->LinkStatus
)
4985 if (ctx
->Const
.ShaderCompilerOptions
[i
].LowerCombinedClipCullDistance
) {
4986 lower_clip_cull_distance(prog
, prog
->_LinkedShaders
[i
]);
4989 if (ctx
->Const
.LowerTessLevel
) {
4990 lower_tess_level(prog
->_LinkedShaders
[i
]);
4993 /* Call opts before lowering const arrays to uniforms so we can const
4994 * propagate any elements accessed directly.
4996 linker_optimisation_loop(ctx
, prog
->_LinkedShaders
[i
]->ir
, i
);
4998 /* Call opts after lowering const arrays to copy propagate things. */
4999 if (lower_const_arrays_to_uniforms(prog
->_LinkedShaders
[i
]->ir
, i
))
5000 linker_optimisation_loop(ctx
, prog
->_LinkedShaders
[i
]->ir
, i
);
5002 propagate_invariance(prog
->_LinkedShaders
[i
]->ir
);
5005 /* Validation for special cases where we allow sampler array indexing
5006 * with loop induction variable. This check emits a warning or error
5007 * depending if backend can handle dynamic indexing.
5009 if ((!prog
->IsES
&& prog
->data
->Version
< 130) ||
5010 (prog
->IsES
&& prog
->data
->Version
< 300)) {
5011 if (!validate_sampler_array_indexing(ctx
, prog
))
5015 /* Check and validate stream emissions in geometry shaders */
5016 validate_geometry_shader_emissions(ctx
, prog
);
5018 store_fragdepth_layout(prog
);
5020 if(!link_varyings_and_uniforms(first
, last
, ctx
, prog
, mem_ctx
))
5023 /* OpenGL ES < 3.1 requires that a vertex shader and a fragment shader both
5024 * be present in a linked program. GL_ARB_ES2_compatibility doesn't say
5025 * anything about shader linking when one of the shaders (vertex or
5026 * fragment shader) is absent. So, the extension shouldn't change the
5027 * behavior specified in GLSL specification.
5029 * From OpenGL ES 3.1 specification (7.3 Program Objects):
5030 * "Linking can fail for a variety of reasons as specified in the
5031 * OpenGL ES Shading Language Specification, as well as any of the
5032 * following reasons:
5036 * * program contains objects to form either a vertex shader or
5037 * fragment shader, and program is not separable, and does not
5038 * contain objects to form both a vertex shader and fragment
5041 * However, the only scenario in 3.1+ where we don't require them both is
5042 * when we have a compute shader. For example:
5044 * - No shaders is a link error.
5045 * - Geom or Tess without a Vertex shader is a link error which means we
5046 * always require a Vertex shader and hence a Fragment shader.
5047 * - Finally a Compute shader linked with any other stage is a link error.
5049 if (!prog
->SeparateShader
&& ctx
->API
== API_OPENGLES2
&&
5050 num_shaders
[MESA_SHADER_COMPUTE
] == 0) {
5051 if (prog
->_LinkedShaders
[MESA_SHADER_VERTEX
] == NULL
) {
5052 linker_error(prog
, "program lacks a vertex shader\n");
5053 } else if (prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
] == NULL
) {
5054 linker_error(prog
, "program lacks a fragment shader\n");
5059 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
5060 free(shader_list
[i
]);
5061 if (prog
->_LinkedShaders
[i
] == NULL
)
5064 /* Do a final validation step to make sure that the IR wasn't
5065 * invalidated by any modifications performed after intrastage linking.
5067 validate_ir_tree(prog
->_LinkedShaders
[i
]->ir
);
5069 /* Retain any live IR, but trash the rest. */
5070 reparent_ir(prog
->_LinkedShaders
[i
]->ir
, prog
->_LinkedShaders
[i
]->ir
);
5072 /* The symbol table in the linked shaders may contain references to
5073 * variables that were removed (e.g., unused uniforms). Since it may
5074 * contain junk, there is no possible valid use. Delete it and set the
5077 delete prog
->_LinkedShaders
[i
]->symbols
;
5078 prog
->_LinkedShaders
[i
]->symbols
= NULL
;
5081 ralloc_free(mem_ctx
);