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"
77 #include "util/string_to_uint_map.h"
79 #include "link_varyings.h"
80 #include "ir_optimization.h"
81 #include "ir_rvalue_visitor.h"
82 #include "ir_uniform.h"
84 #include "main/shaderobj.h"
85 #include "main/enums.h"
91 * Visitor that determines whether or not a variable is ever written.
93 class find_assignment_visitor
: public ir_hierarchical_visitor
{
95 find_assignment_visitor(const char *name
)
96 : name(name
), found(false)
101 virtual ir_visitor_status
visit_enter(ir_assignment
*ir
)
103 ir_variable
*const var
= ir
->lhs
->variable_referenced();
105 if (strcmp(name
, var
->name
) == 0) {
110 return visit_continue_with_parent
;
113 virtual ir_visitor_status
visit_enter(ir_call
*ir
)
115 foreach_two_lists(formal_node
, &ir
->callee
->parameters
,
116 actual_node
, &ir
->actual_parameters
) {
117 ir_rvalue
*param_rval
= (ir_rvalue
*) actual_node
;
118 ir_variable
*sig_param
= (ir_variable
*) formal_node
;
120 if (sig_param
->data
.mode
== ir_var_function_out
||
121 sig_param
->data
.mode
== ir_var_function_inout
) {
122 ir_variable
*var
= param_rval
->variable_referenced();
123 if (var
&& strcmp(name
, var
->name
) == 0) {
130 if (ir
->return_deref
!= NULL
) {
131 ir_variable
*const var
= ir
->return_deref
->variable_referenced();
133 if (strcmp(name
, var
->name
) == 0) {
139 return visit_continue_with_parent
;
142 bool variable_found()
148 const char *name
; /**< Find writes to a variable with this name. */
149 bool found
; /**< Was a write to the variable found? */
154 * Visitor that determines whether or not a variable is ever read.
156 class find_deref_visitor
: public ir_hierarchical_visitor
{
158 find_deref_visitor(const char *name
)
159 : name(name
), found(false)
164 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
166 if (strcmp(this->name
, ir
->var
->name
) == 0) {
171 return visit_continue
;
174 bool variable_found() const
180 const char *name
; /**< Find writes to a variable with this name. */
181 bool found
; /**< Was a write to the variable found? */
186 * A visitor helper that provides methods for updating the types of
187 * ir_dereferences. Classes that update variable types (say, updating
188 * array sizes) will want to use this so that dereference types stay in sync.
190 class deref_type_updater
: public ir_hierarchical_visitor
{
192 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
194 ir
->type
= ir
->var
->type
;
195 return visit_continue
;
198 virtual ir_visitor_status
visit_leave(ir_dereference_array
*ir
)
200 const glsl_type
*const vt
= ir
->array
->type
;
202 ir
->type
= vt
->fields
.array
;
203 return visit_continue
;
206 virtual ir_visitor_status
visit_leave(ir_dereference_record
*ir
)
208 for (unsigned i
= 0; i
< ir
->record
->type
->length
; i
++) {
209 const struct glsl_struct_field
*field
=
210 &ir
->record
->type
->fields
.structure
[i
];
211 if (strcmp(field
->name
, ir
->field
) == 0) {
212 ir
->type
= field
->type
;
216 return visit_continue
;
221 class array_resize_visitor
: public deref_type_updater
{
223 unsigned num_vertices
;
224 gl_shader_program
*prog
;
225 gl_shader_stage stage
;
227 array_resize_visitor(unsigned num_vertices
,
228 gl_shader_program
*prog
,
229 gl_shader_stage stage
)
231 this->num_vertices
= num_vertices
;
236 virtual ~array_resize_visitor()
241 virtual ir_visitor_status
visit(ir_variable
*var
)
243 if (!var
->type
->is_array() || var
->data
.mode
!= ir_var_shader_in
||
245 return visit_continue
;
247 unsigned size
= var
->type
->length
;
249 if (stage
== MESA_SHADER_GEOMETRY
) {
250 /* Generate a link error if the shader has declared this array with
253 if (!var
->data
.implicit_sized_array
&&
254 size
&& size
!= this->num_vertices
) {
255 linker_error(this->prog
, "size of array %s declared as %u, "
256 "but number of input vertices is %u\n",
257 var
->name
, size
, this->num_vertices
);
258 return visit_continue
;
261 /* Generate a link error if the shader attempts to access an input
262 * array using an index too large for its actual size assigned at
265 if (var
->data
.max_array_access
>= (int)this->num_vertices
) {
266 linker_error(this->prog
, "%s shader accesses element %i of "
267 "%s, but only %i input vertices\n",
268 _mesa_shader_stage_to_string(this->stage
),
269 var
->data
.max_array_access
, var
->name
, this->num_vertices
);
270 return visit_continue
;
274 var
->type
= glsl_type::get_array_instance(var
->type
->fields
.array
,
276 var
->data
.max_array_access
= this->num_vertices
- 1;
278 return visit_continue
;
283 * Visitor that determines the highest stream id to which a (geometry) shader
284 * emits vertices. It also checks whether End{Stream}Primitive is ever called.
286 class find_emit_vertex_visitor
: public ir_hierarchical_visitor
{
288 find_emit_vertex_visitor(int max_allowed
)
289 : max_stream_allowed(max_allowed
),
290 invalid_stream_id(0),
291 invalid_stream_id_from_emit_vertex(false),
292 end_primitive_found(false),
293 uses_non_zero_stream(false)
298 virtual ir_visitor_status
visit_leave(ir_emit_vertex
*ir
)
300 int stream_id
= ir
->stream_id();
303 invalid_stream_id
= stream_id
;
304 invalid_stream_id_from_emit_vertex
= true;
308 if (stream_id
> max_stream_allowed
) {
309 invalid_stream_id
= stream_id
;
310 invalid_stream_id_from_emit_vertex
= true;
315 uses_non_zero_stream
= true;
317 return visit_continue
;
320 virtual ir_visitor_status
visit_leave(ir_end_primitive
*ir
)
322 end_primitive_found
= true;
324 int stream_id
= ir
->stream_id();
327 invalid_stream_id
= stream_id
;
328 invalid_stream_id_from_emit_vertex
= false;
332 if (stream_id
> max_stream_allowed
) {
333 invalid_stream_id
= stream_id
;
334 invalid_stream_id_from_emit_vertex
= false;
339 uses_non_zero_stream
= true;
341 return visit_continue
;
346 return invalid_stream_id
!= 0;
349 const char *error_func()
351 return invalid_stream_id_from_emit_vertex
?
352 "EmitStreamVertex" : "EndStreamPrimitive";
357 return invalid_stream_id
;
362 return uses_non_zero_stream
;
365 bool uses_end_primitive()
367 return end_primitive_found
;
371 int max_stream_allowed
;
372 int invalid_stream_id
;
373 bool invalid_stream_id_from_emit_vertex
;
374 bool end_primitive_found
;
375 bool uses_non_zero_stream
;
378 /* Class that finds array derefs and check if indexes are dynamic. */
379 class dynamic_sampler_array_indexing_visitor
: public ir_hierarchical_visitor
382 dynamic_sampler_array_indexing_visitor() :
383 dynamic_sampler_array_indexing(false)
387 ir_visitor_status
visit_enter(ir_dereference_array
*ir
)
389 if (!ir
->variable_referenced())
390 return visit_continue
;
392 if (!ir
->variable_referenced()->type
->contains_sampler())
393 return visit_continue
;
395 if (!ir
->array_index
->constant_expression_value()) {
396 dynamic_sampler_array_indexing
= true;
399 return visit_continue
;
402 bool uses_dynamic_sampler_array_indexing()
404 return dynamic_sampler_array_indexing
;
408 bool dynamic_sampler_array_indexing
;
411 } /* anonymous namespace */
414 linker_error(gl_shader_program
*prog
, const char *fmt
, ...)
418 ralloc_strcat(&prog
->data
->InfoLog
, "error: ");
420 ralloc_vasprintf_append(&prog
->data
->InfoLog
, fmt
, ap
);
423 prog
->data
->LinkStatus
= false;
428 linker_warning(gl_shader_program
*prog
, const char *fmt
, ...)
432 ralloc_strcat(&prog
->data
->InfoLog
, "warning: ");
434 ralloc_vasprintf_append(&prog
->data
->InfoLog
, fmt
, ap
);
441 * Given a string identifying a program resource, break it into a base name
442 * and an optional array index in square brackets.
444 * If an array index is present, \c out_base_name_end is set to point to the
445 * "[" that precedes the array index, and the array index itself is returned
448 * If no array index is present (or if the array index is negative or
449 * mal-formed), \c out_base_name_end, is set to point to the null terminator
450 * at the end of the input string, and -1 is returned.
452 * Only the final array index is parsed; if the string contains other array
453 * indices (or structure field accesses), they are left in the base name.
455 * No attempt is made to check that the base name is properly formed;
456 * typically the caller will look up the base name in a hash table, so
457 * ill-formed base names simply turn into hash table lookup failures.
460 parse_program_resource_name(const GLchar
*name
,
461 const GLchar
**out_base_name_end
)
463 /* Section 7.3.1 ("Program Interfaces") of the OpenGL 4.3 spec says:
465 * "When an integer array element or block instance number is part of
466 * the name string, it will be specified in decimal form without a "+"
467 * or "-" sign or any extra leading zeroes. Additionally, the name
468 * string will not include white space anywhere in the string."
471 const size_t len
= strlen(name
);
472 *out_base_name_end
= name
+ len
;
474 if (len
== 0 || name
[len
-1] != ']')
477 /* Walk backwards over the string looking for a non-digit character. This
478 * had better be the opening bracket for an array index.
480 * Initially, i specifies the location of the ']'. Since the string may
481 * contain only the ']' charcater, walk backwards very carefully.
484 for (i
= len
- 1; (i
> 0) && isdigit(name
[i
-1]); --i
)
487 if ((i
== 0) || name
[i
-1] != '[')
490 long array_index
= strtol(&name
[i
], NULL
, 10);
494 /* Check for leading zero */
495 if (name
[i
] == '0' && name
[i
+1] != ']')
498 *out_base_name_end
= name
+ (i
- 1);
504 link_invalidate_variable_locations(exec_list
*ir
)
506 foreach_in_list(ir_instruction
, node
, ir
) {
507 ir_variable
*const var
= node
->as_variable();
512 /* Only assign locations for variables that lack an explicit location.
513 * Explicit locations are set for all built-in variables, generic vertex
514 * shader inputs (via layout(location=...)), and generic fragment shader
515 * outputs (also via layout(location=...)).
517 if (!var
->data
.explicit_location
) {
518 var
->data
.location
= -1;
519 var
->data
.location_frac
= 0;
522 /* ir_variable::is_unmatched_generic_inout is used by the linker while
523 * connecting outputs from one stage to inputs of the next stage.
525 if (var
->data
.explicit_location
&&
526 var
->data
.location
< VARYING_SLOT_VAR0
) {
527 var
->data
.is_unmatched_generic_inout
= 0;
529 var
->data
.is_unmatched_generic_inout
= 1;
536 * Set clip_distance_array_size based and cull_distance_array_size on the given
539 * Also check for errors based on incorrect usage of gl_ClipVertex and
540 * gl_ClipDistance and gl_CullDistance.
541 * Additionally test whether the arrays gl_ClipDistance and gl_CullDistance
542 * exceed the maximum size defined by gl_MaxCombinedClipAndCullDistances.
544 * Return false if an error was reported.
547 analyze_clip_cull_usage(struct gl_shader_program
*prog
,
548 struct gl_linked_shader
*shader
,
549 struct gl_context
*ctx
,
550 GLuint
*clip_distance_array_size
,
551 GLuint
*cull_distance_array_size
)
553 *clip_distance_array_size
= 0;
554 *cull_distance_array_size
= 0;
556 if (prog
->Version
>= (prog
->IsES
? 300 : 130)) {
557 /* From section 7.1 (Vertex Shader Special Variables) of the
560 * "It is an error for a shader to statically write both
561 * gl_ClipVertex and gl_ClipDistance."
563 * This does not apply to GLSL ES shaders, since GLSL ES defines neither
564 * gl_ClipVertex nor gl_ClipDistance. However with
565 * GL_EXT_clip_cull_distance, this functionality is exposed in ES 3.0.
567 find_assignment_visitor
clip_distance("gl_ClipDistance");
568 find_assignment_visitor
cull_distance("gl_CullDistance");
570 clip_distance
.run(shader
->ir
);
571 cull_distance
.run(shader
->ir
);
573 /* From the ARB_cull_distance spec:
575 * It is a compile-time or link-time error for the set of shaders forming
576 * a program to statically read or write both gl_ClipVertex and either
577 * gl_ClipDistance or gl_CullDistance.
579 * This does not apply to GLSL ES shaders, since GLSL ES doesn't define
583 find_assignment_visitor
clip_vertex("gl_ClipVertex");
585 clip_vertex
.run(shader
->ir
);
587 if (clip_vertex
.variable_found() && clip_distance
.variable_found()) {
588 linker_error(prog
, "%s shader writes to both `gl_ClipVertex' "
589 "and `gl_ClipDistance'\n",
590 _mesa_shader_stage_to_string(shader
->Stage
));
593 if (clip_vertex
.variable_found() && cull_distance
.variable_found()) {
594 linker_error(prog
, "%s shader writes to both `gl_ClipVertex' "
595 "and `gl_CullDistance'\n",
596 _mesa_shader_stage_to_string(shader
->Stage
));
601 if (clip_distance
.variable_found()) {
602 ir_variable
*clip_distance_var
=
603 shader
->symbols
->get_variable("gl_ClipDistance");
604 assert(clip_distance_var
);
605 *clip_distance_array_size
= clip_distance_var
->type
->length
;
607 if (cull_distance
.variable_found()) {
608 ir_variable
*cull_distance_var
=
609 shader
->symbols
->get_variable("gl_CullDistance");
610 assert(cull_distance_var
);
611 *cull_distance_array_size
= cull_distance_var
->type
->length
;
613 /* From the ARB_cull_distance spec:
615 * It is a compile-time or link-time error for the set of shaders forming
616 * a program to have the sum of the sizes of the gl_ClipDistance and
617 * gl_CullDistance arrays to be larger than
618 * gl_MaxCombinedClipAndCullDistances.
620 if ((*clip_distance_array_size
+ *cull_distance_array_size
) >
621 ctx
->Const
.MaxClipPlanes
) {
622 linker_error(prog
, "%s shader: the combined size of "
623 "'gl_ClipDistance' and 'gl_CullDistance' size cannot "
625 "gl_MaxCombinedClipAndCullDistances (%u)",
626 _mesa_shader_stage_to_string(shader
->Stage
),
627 ctx
->Const
.MaxClipPlanes
);
634 * Verify that a vertex shader executable meets all semantic requirements.
636 * Also sets prog->Vert.ClipDistanceArraySize and
637 * prog->Vert.CullDistanceArraySize as a side effect.
639 * \param shader Vertex shader executable to be verified
642 validate_vertex_shader_executable(struct gl_shader_program
*prog
,
643 struct gl_linked_shader
*shader
,
644 struct gl_context
*ctx
)
649 /* From the GLSL 1.10 spec, page 48:
651 * "The variable gl_Position is available only in the vertex
652 * language and is intended for writing the homogeneous vertex
653 * position. All executions of a well-formed vertex shader
654 * executable must write a value into this variable. [...] The
655 * variable gl_Position is available only in the vertex
656 * language and is intended for writing the homogeneous vertex
657 * position. All executions of a well-formed vertex shader
658 * executable must write a value into this variable."
660 * while in GLSL 1.40 this text is changed to:
662 * "The variable gl_Position is available only in the vertex
663 * language and is intended for writing the homogeneous vertex
664 * position. It can be written at any time during shader
665 * execution. It may also be read back by a vertex shader
666 * after being written. This value will be used by primitive
667 * assembly, clipping, culling, and other fixed functionality
668 * operations, if present, that operate on primitives after
669 * vertex processing has occurred. Its value is undefined if
670 * the vertex shader executable does not write gl_Position."
672 * All GLSL ES Versions are similar to GLSL 1.40--failing to write to
673 * gl_Position is not an error.
675 if (prog
->Version
< (prog
->IsES
? 300 : 140)) {
676 find_assignment_visitor
find("gl_Position");
677 find
.run(shader
->ir
);
678 if (!find
.variable_found()) {
681 "vertex shader does not write to `gl_Position'. "
682 "Its value is undefined. \n");
685 "vertex shader does not write to `gl_Position'. \n");
691 analyze_clip_cull_usage(prog
, shader
, ctx
,
692 &prog
->Vert
.ClipDistanceArraySize
,
693 &prog
->Vert
.CullDistanceArraySize
);
697 validate_tess_eval_shader_executable(struct gl_shader_program
*prog
,
698 struct gl_linked_shader
*shader
,
699 struct gl_context
*ctx
)
704 analyze_clip_cull_usage(prog
, shader
, ctx
,
705 &prog
->TessEval
.ClipDistanceArraySize
,
706 &prog
->TessEval
.CullDistanceArraySize
);
711 * Verify that a fragment shader executable meets all semantic requirements
713 * \param shader Fragment shader executable to be verified
716 validate_fragment_shader_executable(struct gl_shader_program
*prog
,
717 struct gl_linked_shader
*shader
)
722 find_assignment_visitor
frag_color("gl_FragColor");
723 find_assignment_visitor
frag_data("gl_FragData");
725 frag_color
.run(shader
->ir
);
726 frag_data
.run(shader
->ir
);
728 if (frag_color
.variable_found() && frag_data
.variable_found()) {
729 linker_error(prog
, "fragment shader writes to both "
730 "`gl_FragColor' and `gl_FragData'\n");
735 * Verify that a geometry shader executable meets all semantic requirements
737 * Also sets prog->Geom.VerticesIn, and prog->Geom.ClipDistanceArraySize and
738 * prog->Geom.CullDistanceArraySize as a side effect.
740 * \param shader Geometry shader executable to be verified
743 validate_geometry_shader_executable(struct gl_shader_program
*prog
,
744 struct gl_linked_shader
*shader
,
745 struct gl_context
*ctx
)
750 unsigned num_vertices
= vertices_per_prim(shader
->info
.Geom
.InputType
);
751 prog
->Geom
.VerticesIn
= num_vertices
;
753 analyze_clip_cull_usage(prog
, shader
, ctx
,
754 &prog
->Geom
.ClipDistanceArraySize
,
755 &prog
->Geom
.CullDistanceArraySize
);
759 * Check if geometry shaders emit to non-zero streams and do corresponding
763 validate_geometry_shader_emissions(struct gl_context
*ctx
,
764 struct gl_shader_program
*prog
)
766 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[MESA_SHADER_GEOMETRY
];
769 find_emit_vertex_visitor
emit_vertex(ctx
->Const
.MaxVertexStreams
- 1);
770 emit_vertex
.run(sh
->ir
);
771 if (emit_vertex
.error()) {
772 linker_error(prog
, "Invalid call %s(%d). Accepted values for the "
773 "stream parameter are in the range [0, %d].\n",
774 emit_vertex
.error_func(),
775 emit_vertex
.error_stream(),
776 ctx
->Const
.MaxVertexStreams
- 1);
778 prog
->Geom
.UsesStreams
= emit_vertex
.uses_streams();
779 prog
->Geom
.UsesEndPrimitive
= emit_vertex
.uses_end_primitive();
781 /* From the ARB_gpu_shader5 spec:
783 * "Multiple vertex streams are supported only if the output primitive
784 * type is declared to be "points". A program will fail to link if it
785 * contains a geometry shader calling EmitStreamVertex() or
786 * EndStreamPrimitive() if its output primitive type is not "points".
788 * However, in the same spec:
790 * "The function EmitVertex() is equivalent to calling EmitStreamVertex()
791 * with <stream> set to zero."
795 * "The function EndPrimitive() is equivalent to calling
796 * EndStreamPrimitive() with <stream> set to zero."
798 * Since we can call EmitVertex() and EndPrimitive() when we output
799 * primitives other than points, calling EmitStreamVertex(0) or
800 * EmitEndPrimitive(0) should not produce errors. This it also what Nvidia
801 * does. Currently we only set prog->Geom.UsesStreams to TRUE when
802 * EmitStreamVertex() or EmitEndPrimitive() are called with a non-zero
805 if (prog
->Geom
.UsesStreams
&& sh
->info
.Geom
.OutputType
!= GL_POINTS
) {
806 linker_error(prog
, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
807 "with n>0 requires point output\n");
813 validate_intrastage_arrays(struct gl_shader_program
*prog
,
814 ir_variable
*const var
,
815 ir_variable
*const existing
)
817 /* Consider the types to be "the same" if both types are arrays
818 * of the same type and one of the arrays is implicitly sized.
819 * In addition, set the type of the linked variable to the
820 * explicitly sized array.
822 if (var
->type
->is_array() && existing
->type
->is_array()) {
823 if ((var
->type
->fields
.array
== existing
->type
->fields
.array
) &&
824 ((var
->type
->length
== 0)|| (existing
->type
->length
== 0))) {
825 if (var
->type
->length
!= 0) {
826 if ((int)var
->type
->length
<= existing
->data
.max_array_access
) {
827 linker_error(prog
, "%s `%s' declared as type "
828 "`%s' but outermost dimension has an index"
831 var
->name
, var
->type
->name
,
832 existing
->data
.max_array_access
);
834 existing
->type
= var
->type
;
836 } else if (existing
->type
->length
!= 0) {
837 if((int)existing
->type
->length
<= var
->data
.max_array_access
&&
838 !existing
->data
.from_ssbo_unsized_array
) {
839 linker_error(prog
, "%s `%s' declared as type "
840 "`%s' but outermost dimension has an index"
843 var
->name
, existing
->type
->name
,
844 var
->data
.max_array_access
);
849 /* The arrays of structs could have different glsl_type pointers but
850 * they are actually the same type. Use record_compare() to check that.
852 if (existing
->type
->fields
.array
->is_record() &&
853 var
->type
->fields
.array
->is_record() &&
854 existing
->type
->fields
.array
->record_compare(var
->type
->fields
.array
))
863 * Perform validation of global variables used across multiple shaders
866 cross_validate_globals(struct gl_shader_program
*prog
,
867 struct exec_list
*ir
, glsl_symbol_table
*variables
,
870 foreach_in_list(ir_instruction
, node
, ir
) {
871 ir_variable
*const var
= node
->as_variable();
876 if (uniforms_only
&& (var
->data
.mode
!= ir_var_uniform
&& var
->data
.mode
!= ir_var_shader_storage
))
879 /* don't cross validate subroutine uniforms */
880 if (var
->type
->contains_subroutine())
883 /* Don't cross validate temporaries that are at global scope. These
884 * will eventually get pulled into the shaders 'main'.
886 if (var
->data
.mode
== ir_var_temporary
)
889 /* If a global with this name has already been seen, verify that the
890 * new instance has the same type. In addition, if the globals have
891 * initializers, the values of the initializers must be the same.
893 ir_variable
*const existing
= variables
->get_variable(var
->name
);
894 if (existing
!= NULL
) {
895 /* Check if types match. Interface blocks have some special
896 * rules so we handle those elsewhere.
898 if (var
->type
!= existing
->type
&&
899 !var
->is_interface_instance()) {
900 if (!validate_intrastage_arrays(prog
, var
, existing
)) {
901 if (var
->type
->is_record() && existing
->type
->is_record()
902 && existing
->type
->record_compare(var
->type
)) {
903 existing
->type
= var
->type
;
905 /* If it is an unsized array in a Shader Storage Block,
906 * two different shaders can access to different elements.
907 * Because of that, they might be converted to different
908 * sized arrays, then check that they are compatible but
909 * ignore the array size.
911 if (!(var
->data
.mode
== ir_var_shader_storage
&&
912 var
->data
.from_ssbo_unsized_array
&&
913 existing
->data
.mode
== ir_var_shader_storage
&&
914 existing
->data
.from_ssbo_unsized_array
&&
915 var
->type
->gl_type
== existing
->type
->gl_type
)) {
916 linker_error(prog
, "%s `%s' declared as type "
917 "`%s' and type `%s'\n",
919 var
->name
, var
->type
->name
,
920 existing
->type
->name
);
927 if (var
->data
.explicit_location
) {
928 if (existing
->data
.explicit_location
929 && (var
->data
.location
!= existing
->data
.location
)) {
930 linker_error(prog
, "explicit locations for %s "
931 "`%s' have differing values\n",
932 mode_string(var
), var
->name
);
936 if (var
->data
.location_frac
!= existing
->data
.location_frac
) {
937 linker_error(prog
, "explicit components for %s `%s' have "
938 "differing values\n", mode_string(var
), var
->name
);
942 existing
->data
.location
= var
->data
.location
;
943 existing
->data
.explicit_location
= true;
945 /* Check if uniform with implicit location was marked explicit
946 * by earlier shader stage. If so, mark it explicit in this stage
947 * too to make sure later processing does not treat it as
950 if (existing
->data
.explicit_location
) {
951 var
->data
.location
= existing
->data
.location
;
952 var
->data
.explicit_location
= true;
956 /* From the GLSL 4.20 specification:
957 * "A link error will result if two compilation units in a program
958 * specify different integer-constant bindings for the same
959 * opaque-uniform name. However, it is not an error to specify a
960 * binding on some but not all declarations for the same name"
962 if (var
->data
.explicit_binding
) {
963 if (existing
->data
.explicit_binding
&&
964 var
->data
.binding
!= existing
->data
.binding
) {
965 linker_error(prog
, "explicit bindings for %s "
966 "`%s' have differing values\n",
967 mode_string(var
), var
->name
);
971 existing
->data
.binding
= var
->data
.binding
;
972 existing
->data
.explicit_binding
= true;
975 if (var
->type
->contains_atomic() &&
976 var
->data
.offset
!= existing
->data
.offset
) {
977 linker_error(prog
, "offset specifications for %s "
978 "`%s' have differing values\n",
979 mode_string(var
), var
->name
);
983 /* Validate layout qualifiers for gl_FragDepth.
985 * From the AMD/ARB_conservative_depth specs:
987 * "If gl_FragDepth is redeclared in any fragment shader in a
988 * program, it must be redeclared in all fragment shaders in
989 * that program that have static assignments to
990 * gl_FragDepth. All redeclarations of gl_FragDepth in all
991 * fragment shaders in a single program must have the same set
994 if (strcmp(var
->name
, "gl_FragDepth") == 0) {
995 bool layout_declared
= var
->data
.depth_layout
!= ir_depth_layout_none
;
996 bool layout_differs
=
997 var
->data
.depth_layout
!= existing
->data
.depth_layout
;
999 if (layout_declared
&& layout_differs
) {
1001 "All redeclarations of gl_FragDepth in all "
1002 "fragment shaders in a single program must have "
1003 "the same set of qualifiers.\n");
1006 if (var
->data
.used
&& layout_differs
) {
1008 "If gl_FragDepth is redeclared with a layout "
1009 "qualifier in any fragment shader, it must be "
1010 "redeclared with the same layout qualifier in "
1011 "all fragment shaders that have assignments to "
1016 /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
1018 * "If a shared global has multiple initializers, the
1019 * initializers must all be constant expressions, and they
1020 * must all have the same value. Otherwise, a link error will
1021 * result. (A shared global having only one initializer does
1022 * not require that initializer to be a constant expression.)"
1024 * Previous to 4.20 the GLSL spec simply said that initializers
1025 * must have the same value. In this case of non-constant
1026 * initializers, this was impossible to determine. As a result,
1027 * no vendor actually implemented that behavior. The 4.20
1028 * behavior matches the implemented behavior of at least one other
1029 * vendor, so we'll implement that for all GLSL versions.
1031 if (var
->constant_initializer
!= NULL
) {
1032 if (existing
->constant_initializer
!= NULL
) {
1033 if (!var
->constant_initializer
->has_value(existing
->constant_initializer
)) {
1034 linker_error(prog
, "initializers for %s "
1035 "`%s' have differing values\n",
1036 mode_string(var
), var
->name
);
1040 /* If the first-seen instance of a particular uniform did
1041 * not have an initializer but a later instance does,
1042 * replace the former with the later.
1044 variables
->replace_variable(existing
->name
, var
);
1048 if (var
->data
.has_initializer
) {
1049 if (existing
->data
.has_initializer
1050 && (var
->constant_initializer
== NULL
1051 || existing
->constant_initializer
== NULL
)) {
1053 "shared global variable `%s' has multiple "
1054 "non-constant initializers.\n",
1060 if (existing
->data
.invariant
!= var
->data
.invariant
) {
1061 linker_error(prog
, "declarations for %s `%s' have "
1062 "mismatching invariant qualifiers\n",
1063 mode_string(var
), var
->name
);
1066 if (existing
->data
.centroid
!= var
->data
.centroid
) {
1067 linker_error(prog
, "declarations for %s `%s' have "
1068 "mismatching centroid qualifiers\n",
1069 mode_string(var
), var
->name
);
1072 if (existing
->data
.sample
!= var
->data
.sample
) {
1073 linker_error(prog
, "declarations for %s `%s` have "
1074 "mismatching sample qualifiers\n",
1075 mode_string(var
), var
->name
);
1078 if (existing
->data
.image_format
!= var
->data
.image_format
) {
1079 linker_error(prog
, "declarations for %s `%s` have "
1080 "mismatching image format qualifiers\n",
1081 mode_string(var
), var
->name
);
1085 /* Only in GLSL ES 3.10, the precision qualifier should not match
1086 * between block members defined in matched block names within a
1089 * In GLSL ES 3.00 and ES 3.20, precision qualifier for each block
1090 * member should match.
1092 if (prog
->IsES
&& (prog
->Version
!= 310 || !var
->get_interface_type()) &&
1093 existing
->data
.precision
!= var
->data
.precision
) {
1094 linker_error(prog
, "declarations for %s `%s` have "
1095 "mismatching precision qualifiers\n",
1096 mode_string(var
), var
->name
);
1100 variables
->add_variable(var
);
1106 * Perform validation of uniforms used across multiple shader stages
1109 cross_validate_uniforms(struct gl_shader_program
*prog
)
1111 glsl_symbol_table variables
;
1112 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1113 if (prog
->_LinkedShaders
[i
] == NULL
)
1116 cross_validate_globals(prog
, prog
->_LinkedShaders
[i
]->ir
, &variables
,
1122 * Accumulates the array of buffer blocks and checks that all definitions of
1123 * blocks agree on their contents.
1126 interstage_cross_validate_uniform_blocks(struct gl_shader_program
*prog
,
1129 int *InterfaceBlockStageIndex
[MESA_SHADER_STAGES
];
1130 struct gl_uniform_block
*blks
= NULL
;
1131 unsigned *num_blks
= validate_ssbo
? &prog
->data
->NumShaderStorageBlocks
:
1132 &prog
->data
->NumUniformBlocks
;
1134 unsigned max_num_buffer_blocks
= 0;
1135 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1136 if (prog
->_LinkedShaders
[i
]) {
1137 if (validate_ssbo
) {
1138 max_num_buffer_blocks
+=
1139 prog
->_LinkedShaders
[i
]->NumShaderStorageBlocks
;
1141 max_num_buffer_blocks
+=
1142 prog
->_LinkedShaders
[i
]->NumUniformBlocks
;
1147 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1148 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
1150 InterfaceBlockStageIndex
[i
] = new int[max_num_buffer_blocks
];
1151 for (unsigned int j
= 0; j
< max_num_buffer_blocks
; j
++)
1152 InterfaceBlockStageIndex
[i
][j
] = -1;
1157 unsigned sh_num_blocks
;
1158 struct gl_uniform_block
**sh_blks
;
1159 if (validate_ssbo
) {
1160 sh_num_blocks
= prog
->_LinkedShaders
[i
]->NumShaderStorageBlocks
;
1161 sh_blks
= sh
->ShaderStorageBlocks
;
1163 sh_num_blocks
= prog
->_LinkedShaders
[i
]->NumUniformBlocks
;
1164 sh_blks
= sh
->UniformBlocks
;
1167 for (unsigned int j
= 0; j
< sh_num_blocks
; j
++) {
1168 int index
= link_cross_validate_uniform_block(prog
, &blks
, num_blks
,
1172 linker_error(prog
, "buffer block `%s' has mismatching "
1173 "definitions\n", sh_blks
[j
]->Name
);
1175 for (unsigned k
= 0; k
<= i
; k
++) {
1176 delete[] InterfaceBlockStageIndex
[k
];
1181 InterfaceBlockStageIndex
[i
][index
] = j
;
1185 /* Update per stage block pointers to point to the program list.
1186 * FIXME: We should be able to free the per stage blocks here.
1188 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1189 for (unsigned j
= 0; j
< *num_blks
; j
++) {
1190 int stage_index
= InterfaceBlockStageIndex
[i
][j
];
1192 if (stage_index
!= -1) {
1193 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
1195 struct gl_uniform_block
**sh_blks
= validate_ssbo
?
1196 sh
->ShaderStorageBlocks
: sh
->UniformBlocks
;
1198 blks
[j
].stageref
|= sh_blks
[stage_index
]->stageref
;
1199 sh_blks
[stage_index
] = &blks
[j
];
1204 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1205 delete[] InterfaceBlockStageIndex
[i
];
1209 prog
->data
->ShaderStorageBlocks
= blks
;
1211 prog
->data
->UniformBlocks
= blks
;
1218 * Populates a shaders symbol table with all global declarations
1221 populate_symbol_table(gl_linked_shader
*sh
)
1223 sh
->symbols
= new(sh
) glsl_symbol_table
;
1225 foreach_in_list(ir_instruction
, inst
, sh
->ir
) {
1229 if ((func
= inst
->as_function()) != NULL
) {
1230 sh
->symbols
->add_function(func
);
1231 } else if ((var
= inst
->as_variable()) != NULL
) {
1232 if (var
->data
.mode
!= ir_var_temporary
)
1233 sh
->symbols
->add_variable(var
);
1240 * Remap variables referenced in an instruction tree
1242 * This is used when instruction trees are cloned from one shader and placed in
1243 * another. These trees will contain references to \c ir_variable nodes that
1244 * do not exist in the target shader. This function finds these \c ir_variable
1245 * references and replaces the references with matching variables in the target
1248 * If there is no matching variable in the target shader, a clone of the
1249 * \c ir_variable is made and added to the target shader. The new variable is
1250 * added to \b both the instruction stream and the symbol table.
1252 * \param inst IR tree that is to be processed.
1253 * \param symbols Symbol table containing global scope symbols in the
1255 * \param instructions Instruction stream where new variable declarations
1259 remap_variables(ir_instruction
*inst
, struct gl_linked_shader
*target
,
1262 class remap_visitor
: public ir_hierarchical_visitor
{
1264 remap_visitor(struct gl_linked_shader
*target
, hash_table
*temps
)
1266 this->target
= target
;
1267 this->symbols
= target
->symbols
;
1268 this->instructions
= target
->ir
;
1269 this->temps
= temps
;
1272 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
1274 if (ir
->var
->data
.mode
== ir_var_temporary
) {
1275 hash_entry
*entry
= _mesa_hash_table_search(temps
, ir
->var
);
1276 ir_variable
*var
= entry
? (ir_variable
*) entry
->data
: NULL
;
1278 assert(var
!= NULL
);
1280 return visit_continue
;
1283 ir_variable
*const existing
=
1284 this->symbols
->get_variable(ir
->var
->name
);
1285 if (existing
!= NULL
)
1288 ir_variable
*copy
= ir
->var
->clone(this->target
, NULL
);
1290 this->symbols
->add_variable(copy
);
1291 this->instructions
->push_head(copy
);
1295 return visit_continue
;
1299 struct gl_linked_shader
*target
;
1300 glsl_symbol_table
*symbols
;
1301 exec_list
*instructions
;
1305 remap_visitor
v(target
, temps
);
1312 * Move non-declarations from one instruction stream to another
1314 * The intended usage pattern of this function is to pass the pointer to the
1315 * head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node
1316 * pointer) for \c last and \c false for \c make_copies on the first
1317 * call. Successive calls pass the return value of the previous call for
1318 * \c last and \c true for \c make_copies.
1320 * \param instructions Source instruction stream
1321 * \param last Instruction after which new instructions should be
1322 * inserted in the target instruction stream
1323 * \param make_copies Flag selecting whether instructions in \c instructions
1324 * should be copied (via \c ir_instruction::clone) into the
1325 * target list or moved.
1328 * The new "last" instruction in the target instruction stream. This pointer
1329 * is suitable for use as the \c last parameter of a later call to this
1333 move_non_declarations(exec_list
*instructions
, exec_node
*last
,
1334 bool make_copies
, gl_linked_shader
*target
)
1336 hash_table
*temps
= NULL
;
1339 temps
= _mesa_hash_table_create(NULL
, _mesa_hash_pointer
,
1340 _mesa_key_pointer_equal
);
1342 foreach_in_list_safe(ir_instruction
, inst
, instructions
) {
1343 if (inst
->as_function())
1346 ir_variable
*var
= inst
->as_variable();
1347 if ((var
!= NULL
) && (var
->data
.mode
!= ir_var_temporary
))
1350 assert(inst
->as_assignment()
1352 || inst
->as_if() /* for initializers with the ?: operator */
1353 || ((var
!= NULL
) && (var
->data
.mode
== ir_var_temporary
)));
1356 inst
= inst
->clone(target
, NULL
);
1359 _mesa_hash_table_insert(temps
, var
, inst
);
1361 remap_variables(inst
, target
, temps
);
1366 last
->insert_after(inst
);
1371 _mesa_hash_table_destroy(temps
, NULL
);
1378 * This class is only used in link_intrastage_shaders() below but declaring
1379 * it inside that function leads to compiler warnings with some versions of
1382 class array_sizing_visitor
: public deref_type_updater
{
1384 array_sizing_visitor()
1385 : mem_ctx(ralloc_context(NULL
)),
1386 unnamed_interfaces(_mesa_hash_table_create(NULL
, _mesa_hash_pointer
,
1387 _mesa_key_pointer_equal
))
1391 ~array_sizing_visitor()
1393 _mesa_hash_table_destroy(this->unnamed_interfaces
, NULL
);
1394 ralloc_free(this->mem_ctx
);
1397 virtual ir_visitor_status
visit(ir_variable
*var
)
1399 const glsl_type
*type_without_array
;
1400 bool implicit_sized_array
= var
->data
.implicit_sized_array
;
1401 fixup_type(&var
->type
, var
->data
.max_array_access
,
1402 var
->data
.from_ssbo_unsized_array
,
1403 &implicit_sized_array
);
1404 var
->data
.implicit_sized_array
= implicit_sized_array
;
1405 type_without_array
= var
->type
->without_array();
1406 if (var
->type
->is_interface()) {
1407 if (interface_contains_unsized_arrays(var
->type
)) {
1408 const glsl_type
*new_type
=
1409 resize_interface_members(var
->type
,
1410 var
->get_max_ifc_array_access(),
1411 var
->is_in_shader_storage_block());
1412 var
->type
= new_type
;
1413 var
->change_interface_type(new_type
);
1415 } else if (type_without_array
->is_interface()) {
1416 if (interface_contains_unsized_arrays(type_without_array
)) {
1417 const glsl_type
*new_type
=
1418 resize_interface_members(type_without_array
,
1419 var
->get_max_ifc_array_access(),
1420 var
->is_in_shader_storage_block());
1421 var
->change_interface_type(new_type
);
1422 var
->type
= update_interface_members_array(var
->type
, new_type
);
1424 } else if (const glsl_type
*ifc_type
= var
->get_interface_type()) {
1425 /* Store a pointer to the variable in the unnamed_interfaces
1429 _mesa_hash_table_search(this->unnamed_interfaces
,
1432 ir_variable
**interface_vars
= entry
? (ir_variable
**) entry
->data
: NULL
;
1434 if (interface_vars
== NULL
) {
1435 interface_vars
= rzalloc_array(mem_ctx
, ir_variable
*,
1437 _mesa_hash_table_insert(this->unnamed_interfaces
, ifc_type
,
1440 unsigned index
= ifc_type
->field_index(var
->name
);
1441 assert(index
< ifc_type
->length
);
1442 assert(interface_vars
[index
] == NULL
);
1443 interface_vars
[index
] = var
;
1445 return visit_continue
;
1449 * For each unnamed interface block that was discovered while running the
1450 * visitor, adjust the interface type to reflect the newly assigned array
1451 * sizes, and fix up the ir_variable nodes to point to the new interface
1454 void fixup_unnamed_interface_types()
1456 hash_table_call_foreach(this->unnamed_interfaces
,
1457 fixup_unnamed_interface_type
, NULL
);
1462 * If the type pointed to by \c type represents an unsized array, replace
1463 * it with a sized array whose size is determined by max_array_access.
1465 static void fixup_type(const glsl_type
**type
, unsigned max_array_access
,
1466 bool from_ssbo_unsized_array
, bool *implicit_sized
)
1468 if (!from_ssbo_unsized_array
&& (*type
)->is_unsized_array()) {
1469 *type
= glsl_type::get_array_instance((*type
)->fields
.array
,
1470 max_array_access
+ 1);
1471 *implicit_sized
= true;
1472 assert(*type
!= NULL
);
1476 static const glsl_type
*
1477 update_interface_members_array(const glsl_type
*type
,
1478 const glsl_type
*new_interface_type
)
1480 const glsl_type
*element_type
= type
->fields
.array
;
1481 if (element_type
->is_array()) {
1482 const glsl_type
*new_array_type
=
1483 update_interface_members_array(element_type
, new_interface_type
);
1484 return glsl_type::get_array_instance(new_array_type
, type
->length
);
1486 return glsl_type::get_array_instance(new_interface_type
,
1492 * Determine whether the given interface type contains unsized arrays (if
1493 * it doesn't, array_sizing_visitor doesn't need to process it).
1495 static bool interface_contains_unsized_arrays(const glsl_type
*type
)
1497 for (unsigned i
= 0; i
< type
->length
; i
++) {
1498 const glsl_type
*elem_type
= type
->fields
.structure
[i
].type
;
1499 if (elem_type
->is_unsized_array())
1506 * Create a new interface type based on the given type, with unsized arrays
1507 * replaced by sized arrays whose size is determined by
1508 * max_ifc_array_access.
1510 static const glsl_type
*
1511 resize_interface_members(const glsl_type
*type
,
1512 const int *max_ifc_array_access
,
1515 unsigned num_fields
= type
->length
;
1516 glsl_struct_field
*fields
= new glsl_struct_field
[num_fields
];
1517 memcpy(fields
, type
->fields
.structure
,
1518 num_fields
* sizeof(*fields
));
1519 for (unsigned i
= 0; i
< num_fields
; i
++) {
1520 bool implicit_sized_array
= fields
[i
].implicit_sized_array
;
1521 /* If SSBO last member is unsized array, we don't replace it by a sized
1524 if (is_ssbo
&& i
== (num_fields
- 1))
1525 fixup_type(&fields
[i
].type
, max_ifc_array_access
[i
],
1526 true, &implicit_sized_array
);
1528 fixup_type(&fields
[i
].type
, max_ifc_array_access
[i
],
1529 false, &implicit_sized_array
);
1530 fields
[i
].implicit_sized_array
= implicit_sized_array
;
1532 glsl_interface_packing packing
=
1533 (glsl_interface_packing
) type
->interface_packing
;
1534 bool row_major
= (bool) type
->interface_row_major
;
1535 const glsl_type
*new_ifc_type
=
1536 glsl_type::get_interface_instance(fields
, num_fields
,
1537 packing
, row_major
, type
->name
);
1539 return new_ifc_type
;
1542 static void fixup_unnamed_interface_type(const void *key
, void *data
,
1545 const glsl_type
*ifc_type
= (const glsl_type
*) key
;
1546 ir_variable
**interface_vars
= (ir_variable
**) data
;
1547 unsigned num_fields
= ifc_type
->length
;
1548 glsl_struct_field
*fields
= new glsl_struct_field
[num_fields
];
1549 memcpy(fields
, ifc_type
->fields
.structure
,
1550 num_fields
* sizeof(*fields
));
1551 bool interface_type_changed
= false;
1552 for (unsigned i
= 0; i
< num_fields
; i
++) {
1553 if (interface_vars
[i
] != NULL
&&
1554 fields
[i
].type
!= interface_vars
[i
]->type
) {
1555 fields
[i
].type
= interface_vars
[i
]->type
;
1556 interface_type_changed
= true;
1559 if (!interface_type_changed
) {
1563 glsl_interface_packing packing
=
1564 (glsl_interface_packing
) ifc_type
->interface_packing
;
1565 bool row_major
= (bool) ifc_type
->interface_row_major
;
1566 const glsl_type
*new_ifc_type
=
1567 glsl_type::get_interface_instance(fields
, num_fields
, packing
,
1568 row_major
, ifc_type
->name
);
1570 for (unsigned i
= 0; i
< num_fields
; i
++) {
1571 if (interface_vars
[i
] != NULL
)
1572 interface_vars
[i
]->change_interface_type(new_ifc_type
);
1577 * Memory context used to allocate the data in \c unnamed_interfaces.
1582 * Hash table from const glsl_type * to an array of ir_variable *'s
1583 * pointing to the ir_variables constituting each unnamed interface block.
1585 hash_table
*unnamed_interfaces
;
1589 * Check for conflicting xfb_stride default qualifiers and store buffer stride
1593 link_xfb_stride_layout_qualifiers(struct gl_context
*ctx
,
1594 struct gl_shader_program
*prog
,
1595 struct gl_linked_shader
*linked_shader
,
1596 struct gl_shader
**shader_list
,
1597 unsigned num_shaders
)
1599 for (unsigned i
= 0; i
< MAX_FEEDBACK_BUFFERS
; i
++) {
1600 linked_shader
->info
.TransformFeedback
.BufferStride
[i
] = 0;
1603 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1604 struct gl_shader
*shader
= shader_list
[i
];
1606 for (unsigned j
= 0; j
< MAX_FEEDBACK_BUFFERS
; j
++) {
1607 if (shader
->info
.TransformFeedback
.BufferStride
[j
]) {
1608 if (linked_shader
->info
.TransformFeedback
.BufferStride
[j
] != 0 &&
1609 shader
->info
.TransformFeedback
.BufferStride
[j
] != 0 &&
1610 linked_shader
->info
.TransformFeedback
.BufferStride
[j
] !=
1611 shader
->info
.TransformFeedback
.BufferStride
[j
]) {
1613 "intrastage shaders defined with conflicting "
1614 "xfb_stride for buffer %d (%d and %d)\n", j
,
1616 info
.TransformFeedback
.BufferStride
[j
],
1617 shader
->info
.TransformFeedback
.BufferStride
[j
]);
1621 if (shader
->info
.TransformFeedback
.BufferStride
[j
])
1622 linked_shader
->info
.TransformFeedback
.BufferStride
[j
] =
1623 shader
->info
.TransformFeedback
.BufferStride
[j
];
1628 for (unsigned j
= 0; j
< MAX_FEEDBACK_BUFFERS
; j
++) {
1629 if (linked_shader
->info
.TransformFeedback
.BufferStride
[j
]) {
1630 prog
->TransformFeedback
.BufferStride
[j
] =
1631 linked_shader
->info
.TransformFeedback
.BufferStride
[j
];
1633 /* We will validate doubles at a later stage */
1634 if (prog
->TransformFeedback
.BufferStride
[j
] % 4) {
1635 linker_error(prog
, "invalid qualifier xfb_stride=%d must be a "
1636 "multiple of 4 or if its applied to a type that is "
1637 "or contains a double a multiple of 8.",
1638 prog
->TransformFeedback
.BufferStride
[j
]);
1642 if (prog
->TransformFeedback
.BufferStride
[j
] / 4 >
1643 ctx
->Const
.MaxTransformFeedbackInterleavedComponents
) {
1645 "The MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS "
1646 "limit has been exceeded.");
1654 * Performs the cross-validation of tessellation control shader vertices and
1655 * layout qualifiers for the attached tessellation control shaders,
1656 * and propagates them to the linked TCS and linked shader program.
1659 link_tcs_out_layout_qualifiers(struct gl_shader_program
*prog
,
1660 struct gl_linked_shader
*linked_shader
,
1661 struct gl_shader
**shader_list
,
1662 unsigned num_shaders
)
1664 linked_shader
->info
.TessCtrl
.VerticesOut
= 0;
1666 if (linked_shader
->Stage
!= MESA_SHADER_TESS_CTRL
)
1669 /* From the GLSL 4.0 spec (chapter 4.3.8.2):
1671 * "All tessellation control shader layout declarations in a program
1672 * must specify the same output patch vertex count. There must be at
1673 * least one layout qualifier specifying an output patch vertex count
1674 * in any program containing tessellation control shaders; however,
1675 * such a declaration is not required in all tessellation control
1679 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1680 struct gl_shader
*shader
= shader_list
[i
];
1682 if (shader
->info
.TessCtrl
.VerticesOut
!= 0) {
1683 if (linked_shader
->info
.TessCtrl
.VerticesOut
!= 0 &&
1684 linked_shader
->info
.TessCtrl
.VerticesOut
!=
1685 shader
->info
.TessCtrl
.VerticesOut
) {
1686 linker_error(prog
, "tessellation control shader defined with "
1687 "conflicting output vertex count (%d and %d)\n",
1688 linked_shader
->info
.TessCtrl
.VerticesOut
,
1689 shader
->info
.TessCtrl
.VerticesOut
);
1692 linked_shader
->info
.TessCtrl
.VerticesOut
=
1693 shader
->info
.TessCtrl
.VerticesOut
;
1697 /* Just do the intrastage -> interstage propagation right now,
1698 * since we already know we're in the right type of shader program
1701 if (linked_shader
->info
.TessCtrl
.VerticesOut
== 0) {
1702 linker_error(prog
, "tessellation control shader didn't declare "
1703 "vertices out layout qualifier\n");
1710 * Performs the cross-validation of tessellation evaluation shader
1711 * primitive type, vertex spacing, ordering and point_mode layout qualifiers
1712 * for the attached tessellation evaluation shaders, and propagates them
1713 * to the linked TES and linked shader program.
1716 link_tes_in_layout_qualifiers(struct gl_shader_program
*prog
,
1717 struct gl_linked_shader
*linked_shader
,
1718 struct gl_shader
**shader_list
,
1719 unsigned num_shaders
)
1721 linked_shader
->info
.TessEval
.PrimitiveMode
= PRIM_UNKNOWN
;
1722 linked_shader
->info
.TessEval
.Spacing
= 0;
1723 linked_shader
->info
.TessEval
.VertexOrder
= 0;
1724 linked_shader
->info
.TessEval
.PointMode
= -1;
1726 if (linked_shader
->Stage
!= MESA_SHADER_TESS_EVAL
)
1729 /* From the GLSL 4.0 spec (chapter 4.3.8.1):
1731 * "At least one tessellation evaluation shader (compilation unit) in
1732 * a program must declare a primitive mode in its input layout.
1733 * Declaration vertex spacing, ordering, and point mode identifiers is
1734 * optional. It is not required that all tessellation evaluation
1735 * shaders in a program declare a primitive mode. If spacing or
1736 * vertex ordering declarations are omitted, the tessellation
1737 * primitive generator will use equal spacing or counter-clockwise
1738 * vertex ordering, respectively. If a point mode declaration is
1739 * omitted, the tessellation primitive generator will produce lines or
1740 * triangles according to the primitive mode."
1743 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1744 struct gl_shader
*shader
= shader_list
[i
];
1746 if (shader
->info
.TessEval
.PrimitiveMode
!= PRIM_UNKNOWN
) {
1747 if (linked_shader
->info
.TessEval
.PrimitiveMode
!= PRIM_UNKNOWN
&&
1748 linked_shader
->info
.TessEval
.PrimitiveMode
!=
1749 shader
->info
.TessEval
.PrimitiveMode
) {
1750 linker_error(prog
, "tessellation evaluation shader defined with "
1751 "conflicting input primitive modes.\n");
1754 linked_shader
->info
.TessEval
.PrimitiveMode
= shader
->info
.TessEval
.PrimitiveMode
;
1757 if (shader
->info
.TessEval
.Spacing
!= 0) {
1758 if (linked_shader
->info
.TessEval
.Spacing
!= 0 &&
1759 linked_shader
->info
.TessEval
.Spacing
!=
1760 shader
->info
.TessEval
.Spacing
) {
1761 linker_error(prog
, "tessellation evaluation shader defined with "
1762 "conflicting vertex spacing.\n");
1765 linked_shader
->info
.TessEval
.Spacing
= shader
->info
.TessEval
.Spacing
;
1768 if (shader
->info
.TessEval
.VertexOrder
!= 0) {
1769 if (linked_shader
->info
.TessEval
.VertexOrder
!= 0 &&
1770 linked_shader
->info
.TessEval
.VertexOrder
!=
1771 shader
->info
.TessEval
.VertexOrder
) {
1772 linker_error(prog
, "tessellation evaluation shader defined with "
1773 "conflicting ordering.\n");
1776 linked_shader
->info
.TessEval
.VertexOrder
=
1777 shader
->info
.TessEval
.VertexOrder
;
1780 if (shader
->info
.TessEval
.PointMode
!= -1) {
1781 if (linked_shader
->info
.TessEval
.PointMode
!= -1 &&
1782 linked_shader
->info
.TessEval
.PointMode
!=
1783 shader
->info
.TessEval
.PointMode
) {
1784 linker_error(prog
, "tessellation evaluation shader defined with "
1785 "conflicting point modes.\n");
1788 linked_shader
->info
.TessEval
.PointMode
=
1789 shader
->info
.TessEval
.PointMode
;
1794 /* Just do the intrastage -> interstage propagation right now,
1795 * since we already know we're in the right type of shader program
1798 if (linked_shader
->info
.TessEval
.PrimitiveMode
== PRIM_UNKNOWN
) {
1800 "tessellation evaluation shader didn't declare input "
1801 "primitive modes.\n");
1805 if (linked_shader
->info
.TessEval
.Spacing
== 0)
1806 linked_shader
->info
.TessEval
.Spacing
= GL_EQUAL
;
1808 if (linked_shader
->info
.TessEval
.VertexOrder
== 0)
1809 linked_shader
->info
.TessEval
.VertexOrder
= GL_CCW
;
1811 if (linked_shader
->info
.TessEval
.PointMode
== -1)
1812 linked_shader
->info
.TessEval
.PointMode
= GL_FALSE
;
1817 * Performs the cross-validation of layout qualifiers specified in
1818 * redeclaration of gl_FragCoord for the attached fragment shaders,
1819 * and propagates them to the linked FS and linked shader program.
1822 link_fs_inout_layout_qualifiers(struct gl_shader_program
*prog
,
1823 struct gl_linked_shader
*linked_shader
,
1824 struct gl_shader
**shader_list
,
1825 unsigned num_shaders
)
1827 linked_shader
->info
.redeclares_gl_fragcoord
= false;
1828 linked_shader
->info
.uses_gl_fragcoord
= false;
1829 linked_shader
->info
.origin_upper_left
= false;
1830 linked_shader
->info
.pixel_center_integer
= false;
1831 linked_shader
->info
.BlendSupport
= 0;
1833 if (linked_shader
->Stage
!= MESA_SHADER_FRAGMENT
||
1834 (prog
->Version
< 150 && !prog
->ARB_fragment_coord_conventions_enable
))
1837 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1838 struct gl_shader
*shader
= shader_list
[i
];
1839 /* From the GLSL 1.50 spec, page 39:
1841 * "If gl_FragCoord is redeclared in any fragment shader in a program,
1842 * it must be redeclared in all the fragment shaders in that program
1843 * that have a static use gl_FragCoord."
1845 if ((linked_shader
->info
.redeclares_gl_fragcoord
1846 && !shader
->info
.redeclares_gl_fragcoord
1847 && shader
->info
.uses_gl_fragcoord
)
1848 || (shader
->info
.redeclares_gl_fragcoord
1849 && !linked_shader
->info
.redeclares_gl_fragcoord
1850 && linked_shader
->info
.uses_gl_fragcoord
)) {
1851 linker_error(prog
, "fragment shader defined with conflicting "
1852 "layout qualifiers for gl_FragCoord\n");
1855 /* From the GLSL 1.50 spec, page 39:
1857 * "All redeclarations of gl_FragCoord in all fragment shaders in a
1858 * single program must have the same set of qualifiers."
1860 if (linked_shader
->info
.redeclares_gl_fragcoord
&&
1861 shader
->info
.redeclares_gl_fragcoord
&&
1862 (shader
->info
.origin_upper_left
!=
1863 linked_shader
->info
.origin_upper_left
||
1864 shader
->info
.pixel_center_integer
!=
1865 linked_shader
->info
.pixel_center_integer
)) {
1866 linker_error(prog
, "fragment shader defined with conflicting "
1867 "layout qualifiers for gl_FragCoord\n");
1870 /* Update the linked shader state. Note that uses_gl_fragcoord should
1871 * accumulate the results. The other values should replace. If there
1872 * are multiple redeclarations, all the fields except uses_gl_fragcoord
1873 * are already known to be the same.
1875 if (shader
->info
.redeclares_gl_fragcoord
||
1876 shader
->info
.uses_gl_fragcoord
) {
1877 linked_shader
->info
.redeclares_gl_fragcoord
=
1878 shader
->info
.redeclares_gl_fragcoord
;
1879 linked_shader
->info
.uses_gl_fragcoord
=
1880 linked_shader
->info
.uses_gl_fragcoord
||
1881 shader
->info
.uses_gl_fragcoord
;
1882 linked_shader
->info
.origin_upper_left
=
1883 shader
->info
.origin_upper_left
;
1884 linked_shader
->info
.pixel_center_integer
=
1885 shader
->info
.pixel_center_integer
;
1888 linked_shader
->info
.EarlyFragmentTests
|=
1889 shader
->info
.EarlyFragmentTests
;
1890 linked_shader
->info
.BlendSupport
|= shader
->info
.BlendSupport
;
1895 * Performs the cross-validation of geometry shader max_vertices and
1896 * primitive type layout qualifiers for the attached geometry shaders,
1897 * and propagates them to the linked GS and linked shader program.
1900 link_gs_inout_layout_qualifiers(struct gl_shader_program
*prog
,
1901 struct gl_linked_shader
*linked_shader
,
1902 struct gl_shader
**shader_list
,
1903 unsigned num_shaders
)
1905 linked_shader
->info
.Geom
.VerticesOut
= -1;
1906 linked_shader
->info
.Geom
.Invocations
= 0;
1907 linked_shader
->info
.Geom
.InputType
= PRIM_UNKNOWN
;
1908 linked_shader
->info
.Geom
.OutputType
= PRIM_UNKNOWN
;
1910 /* No in/out qualifiers defined for anything but GLSL 1.50+
1911 * geometry shaders so far.
1913 if (linked_shader
->Stage
!= MESA_SHADER_GEOMETRY
|| prog
->Version
< 150)
1916 /* From the GLSL 1.50 spec, page 46:
1918 * "All geometry shader output layout declarations in a program
1919 * must declare the same layout and same value for
1920 * max_vertices. There must be at least one geometry output
1921 * layout declaration somewhere in a program, but not all
1922 * geometry shaders (compilation units) are required to
1926 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1927 struct gl_shader
*shader
= shader_list
[i
];
1929 if (shader
->info
.Geom
.InputType
!= PRIM_UNKNOWN
) {
1930 if (linked_shader
->info
.Geom
.InputType
!= PRIM_UNKNOWN
&&
1931 linked_shader
->info
.Geom
.InputType
!=
1932 shader
->info
.Geom
.InputType
) {
1933 linker_error(prog
, "geometry shader defined with conflicting "
1937 linked_shader
->info
.Geom
.InputType
= shader
->info
.Geom
.InputType
;
1940 if (shader
->info
.Geom
.OutputType
!= PRIM_UNKNOWN
) {
1941 if (linked_shader
->info
.Geom
.OutputType
!= PRIM_UNKNOWN
&&
1942 linked_shader
->info
.Geom
.OutputType
!=
1943 shader
->info
.Geom
.OutputType
) {
1944 linker_error(prog
, "geometry shader defined with conflicting "
1948 linked_shader
->info
.Geom
.OutputType
= shader
->info
.Geom
.OutputType
;
1951 if (shader
->info
.Geom
.VerticesOut
!= -1) {
1952 if (linked_shader
->info
.Geom
.VerticesOut
!= -1 &&
1953 linked_shader
->info
.Geom
.VerticesOut
!=
1954 shader
->info
.Geom
.VerticesOut
) {
1955 linker_error(prog
, "geometry shader defined with conflicting "
1956 "output vertex count (%d and %d)\n",
1957 linked_shader
->info
.Geom
.VerticesOut
,
1958 shader
->info
.Geom
.VerticesOut
);
1961 linked_shader
->info
.Geom
.VerticesOut
= shader
->info
.Geom
.VerticesOut
;
1964 if (shader
->info
.Geom
.Invocations
!= 0) {
1965 if (linked_shader
->info
.Geom
.Invocations
!= 0 &&
1966 linked_shader
->info
.Geom
.Invocations
!=
1967 shader
->info
.Geom
.Invocations
) {
1968 linker_error(prog
, "geometry shader defined with conflicting "
1969 "invocation count (%d and %d)\n",
1970 linked_shader
->info
.Geom
.Invocations
,
1971 shader
->info
.Geom
.Invocations
);
1974 linked_shader
->info
.Geom
.Invocations
= shader
->info
.Geom
.Invocations
;
1978 /* Just do the intrastage -> interstage propagation right now,
1979 * since we already know we're in the right type of shader program
1982 if (linked_shader
->info
.Geom
.InputType
== PRIM_UNKNOWN
) {
1984 "geometry shader didn't declare primitive input type\n");
1988 if (linked_shader
->info
.Geom
.OutputType
== PRIM_UNKNOWN
) {
1990 "geometry shader didn't declare primitive output type\n");
1994 if (linked_shader
->info
.Geom
.VerticesOut
== -1) {
1996 "geometry shader didn't declare max_vertices\n");
2000 if (linked_shader
->info
.Geom
.Invocations
== 0)
2001 linked_shader
->info
.Geom
.Invocations
= 1;
2006 * Perform cross-validation of compute shader local_size_{x,y,z} layout
2007 * qualifiers for the attached compute shaders, and propagate them to the
2008 * linked CS and linked shader program.
2011 link_cs_input_layout_qualifiers(struct gl_shader_program
*prog
,
2012 struct gl_linked_shader
*linked_shader
,
2013 struct gl_shader
**shader_list
,
2014 unsigned num_shaders
)
2016 for (int i
= 0; i
< 3; i
++)
2017 linked_shader
->info
.Comp
.LocalSize
[i
] = 0;
2019 linked_shader
->info
.Comp
.LocalSizeVariable
= false;
2021 /* This function is called for all shader stages, but it only has an effect
2022 * for compute shaders.
2024 if (linked_shader
->Stage
!= MESA_SHADER_COMPUTE
)
2027 /* From the ARB_compute_shader spec, in the section describing local size
2030 * If multiple compute shaders attached to a single program object
2031 * declare local work-group size, the declarations must be identical;
2032 * otherwise a link-time error results. Furthermore, if a program
2033 * object contains any compute shaders, at least one must contain an
2034 * input layout qualifier specifying the local work sizes of the
2035 * program, or a link-time error will occur.
2037 for (unsigned sh
= 0; sh
< num_shaders
; sh
++) {
2038 struct gl_shader
*shader
= shader_list
[sh
];
2040 if (shader
->info
.Comp
.LocalSize
[0] != 0) {
2041 if (linked_shader
->info
.Comp
.LocalSize
[0] != 0) {
2042 for (int i
= 0; i
< 3; i
++) {
2043 if (linked_shader
->info
.Comp
.LocalSize
[i
] !=
2044 shader
->info
.Comp
.LocalSize
[i
]) {
2045 linker_error(prog
, "compute shader defined with conflicting "
2051 for (int i
= 0; i
< 3; i
++) {
2052 linked_shader
->info
.Comp
.LocalSize
[i
] =
2053 shader
->info
.Comp
.LocalSize
[i
];
2055 } else if (shader
->info
.Comp
.LocalSizeVariable
) {
2056 if (linked_shader
->info
.Comp
.LocalSize
[0] != 0) {
2057 /* The ARB_compute_variable_group_size spec says:
2059 * If one compute shader attached to a program declares a
2060 * variable local group size and a second compute shader
2061 * attached to the same program declares a fixed local group
2062 * size, a link-time error results.
2064 linker_error(prog
, "compute shader defined with both fixed and "
2065 "variable local group size\n");
2068 linked_shader
->info
.Comp
.LocalSizeVariable
= true;
2072 /* Just do the intrastage -> interstage propagation right now,
2073 * since we already know we're in the right type of shader program
2076 if (linked_shader
->info
.Comp
.LocalSize
[0] == 0 &&
2077 !linked_shader
->info
.Comp
.LocalSizeVariable
) {
2078 linker_error(prog
, "compute shader must contain a fixed or a variable "
2079 "local group size\n");
2082 for (int i
= 0; i
< 3; i
++)
2083 prog
->Comp
.LocalSize
[i
] = linked_shader
->info
.Comp
.LocalSize
[i
];
2085 prog
->Comp
.LocalSizeVariable
=
2086 linked_shader
->info
.Comp
.LocalSizeVariable
;
2091 * Combine a group of shaders for a single stage to generate a linked shader
2094 * If this function is supplied a single shader, it is cloned, and the new
2095 * shader is returned.
2097 struct gl_linked_shader
*
2098 link_intrastage_shaders(void *mem_ctx
,
2099 struct gl_context
*ctx
,
2100 struct gl_shader_program
*prog
,
2101 struct gl_shader
**shader_list
,
2102 unsigned num_shaders
,
2103 bool allow_missing_main
)
2105 struct gl_uniform_block
*ubo_blocks
= NULL
;
2106 struct gl_uniform_block
*ssbo_blocks
= NULL
;
2107 unsigned num_ubo_blocks
= 0;
2108 unsigned num_ssbo_blocks
= 0;
2110 /* Check that global variables defined in multiple shaders are consistent.
2112 glsl_symbol_table variables
;
2113 for (unsigned i
= 0; i
< num_shaders
; i
++) {
2114 if (shader_list
[i
] == NULL
)
2116 cross_validate_globals(prog
, shader_list
[i
]->ir
, &variables
, false);
2119 if (!prog
->data
->LinkStatus
)
2122 /* Check that interface blocks defined in multiple shaders are consistent.
2124 validate_intrastage_interface_blocks(prog
, (const gl_shader
**)shader_list
,
2126 if (!prog
->data
->LinkStatus
)
2129 /* Check that there is only a single definition of each function signature
2130 * across all shaders.
2132 for (unsigned i
= 0; i
< (num_shaders
- 1); i
++) {
2133 foreach_in_list(ir_instruction
, node
, shader_list
[i
]->ir
) {
2134 ir_function
*const f
= node
->as_function();
2139 for (unsigned j
= i
+ 1; j
< num_shaders
; j
++) {
2140 ir_function
*const other
=
2141 shader_list
[j
]->symbols
->get_function(f
->name
);
2143 /* If the other shader has no function (and therefore no function
2144 * signatures) with the same name, skip to the next shader.
2149 foreach_in_list(ir_function_signature
, sig
, &f
->signatures
) {
2150 if (!sig
->is_defined
)
2153 ir_function_signature
*other_sig
=
2154 other
->exact_matching_signature(NULL
, &sig
->parameters
);
2156 if (other_sig
!= NULL
&& other_sig
->is_defined
) {
2157 linker_error(prog
, "function `%s' is multiply defined\n",
2166 /* Find the shader that defines main, and make a clone of it.
2168 * Starting with the clone, search for undefined references. If one is
2169 * found, find the shader that defines it. Clone the reference and add
2170 * it to the shader. Repeat until there are no undefined references or
2171 * until a reference cannot be resolved.
2173 gl_shader
*main
= NULL
;
2174 for (unsigned i
= 0; i
< num_shaders
; i
++) {
2175 if (_mesa_get_main_function_signature(shader_list
[i
]->symbols
)) {
2176 main
= shader_list
[i
];
2181 if (main
== NULL
&& allow_missing_main
)
2182 main
= shader_list
[0];
2185 linker_error(prog
, "%s shader lacks `main'\n",
2186 _mesa_shader_stage_to_string(shader_list
[0]->Stage
));
2190 gl_linked_shader
*linked
= ctx
->Driver
.NewShader(shader_list
[0]->Stage
);
2192 /* Create program and attach it to the linked shader */
2193 struct gl_program
*gl_prog
=
2194 ctx
->Driver
.NewProgram(ctx
,
2195 _mesa_shader_stage_to_program(shader_list
[0]->Stage
),
2198 prog
->data
->LinkStatus
= false;
2199 _mesa_delete_linked_shader(ctx
, linked
);
2203 /* Don't use _mesa_reference_program() just take ownership */
2204 linked
->Program
= gl_prog
;
2206 linked
->ir
= new(linked
) exec_list
;
2207 clone_ir_list(mem_ctx
, linked
->ir
, main
->ir
);
2209 link_fs_inout_layout_qualifiers(prog
, linked
, shader_list
, num_shaders
);
2210 link_tcs_out_layout_qualifiers(prog
, linked
, shader_list
, num_shaders
);
2211 link_tes_in_layout_qualifiers(prog
, linked
, shader_list
, num_shaders
);
2212 link_gs_inout_layout_qualifiers(prog
, linked
, shader_list
, num_shaders
);
2213 link_cs_input_layout_qualifiers(prog
, linked
, shader_list
, num_shaders
);
2214 link_xfb_stride_layout_qualifiers(ctx
, prog
, linked
, shader_list
,
2217 populate_symbol_table(linked
);
2219 /* The pointer to the main function in the final linked shader (i.e., the
2220 * copy of the original shader that contained the main function).
2222 ir_function_signature
*const main_sig
=
2223 _mesa_get_main_function_signature(linked
->symbols
);
2225 /* Move any instructions other than variable declarations or function
2226 * declarations into main.
2228 if (main_sig
!= NULL
) {
2229 exec_node
*insertion_point
=
2230 move_non_declarations(linked
->ir
, (exec_node
*) &main_sig
->body
, false,
2233 for (unsigned i
= 0; i
< num_shaders
; i
++) {
2234 if (shader_list
[i
] == main
)
2237 insertion_point
= move_non_declarations(shader_list
[i
]->ir
,
2238 insertion_point
, true, linked
);
2242 if (!link_function_calls(prog
, linked
, shader_list
, num_shaders
)) {
2243 _mesa_delete_linked_shader(ctx
, linked
);
2247 /* Make a pass over all variable declarations to ensure that arrays with
2248 * unspecified sizes have a size specified. The size is inferred from the
2249 * max_array_access field.
2251 array_sizing_visitor v
;
2253 v
.fixup_unnamed_interface_types();
2255 /* Link up uniform blocks defined within this stage. */
2256 link_uniform_blocks(mem_ctx
, ctx
, prog
, linked
, &ubo_blocks
,
2257 &num_ubo_blocks
, &ssbo_blocks
, &num_ssbo_blocks
);
2259 if (!prog
->data
->LinkStatus
) {
2260 _mesa_delete_linked_shader(ctx
, linked
);
2264 /* Copy ubo blocks to linked shader list */
2265 linked
->UniformBlocks
=
2266 ralloc_array(linked
, gl_uniform_block
*, num_ubo_blocks
);
2267 ralloc_steal(linked
, ubo_blocks
);
2268 for (unsigned i
= 0; i
< num_ubo_blocks
; i
++) {
2269 linked
->UniformBlocks
[i
] = &ubo_blocks
[i
];
2271 linked
->NumUniformBlocks
= num_ubo_blocks
;
2273 /* Copy ssbo blocks to linked shader list */
2274 linked
->ShaderStorageBlocks
=
2275 ralloc_array(linked
, gl_uniform_block
*, num_ssbo_blocks
);
2276 ralloc_steal(linked
, ssbo_blocks
);
2277 for (unsigned i
= 0; i
< num_ssbo_blocks
; i
++) {
2278 linked
->ShaderStorageBlocks
[i
] = &ssbo_blocks
[i
];
2280 linked
->NumShaderStorageBlocks
= num_ssbo_blocks
;
2282 /* At this point linked should contain all of the linked IR, so
2283 * validate it to make sure nothing went wrong.
2285 validate_ir_tree(linked
->ir
);
2287 /* Set the size of geometry shader input arrays */
2288 if (linked
->Stage
== MESA_SHADER_GEOMETRY
) {
2289 unsigned num_vertices
= vertices_per_prim(linked
->info
.Geom
.InputType
);
2290 array_resize_visitor
input_resize_visitor(num_vertices
, prog
,
2291 MESA_SHADER_GEOMETRY
);
2292 foreach_in_list(ir_instruction
, ir
, linked
->ir
) {
2293 ir
->accept(&input_resize_visitor
);
2297 if (ctx
->Const
.VertexID_is_zero_based
)
2298 lower_vertex_id(linked
);
2304 * Update the sizes of linked shader uniform arrays to the maximum
2307 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
2309 * If one or more elements of an array are active,
2310 * GetActiveUniform will return the name of the array in name,
2311 * subject to the restrictions listed above. The type of the array
2312 * is returned in type. The size parameter contains the highest
2313 * array element index used, plus one. The compiler or linker
2314 * determines the highest index used. There will be only one
2315 * active uniform reported by the GL per uniform array.
2319 update_array_sizes(struct gl_shader_program
*prog
)
2321 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
2322 if (prog
->_LinkedShaders
[i
] == NULL
)
2325 bool types_were_updated
= false;
2327 foreach_in_list(ir_instruction
, node
, prog
->_LinkedShaders
[i
]->ir
) {
2328 ir_variable
*const var
= node
->as_variable();
2330 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_uniform
) ||
2331 !var
->type
->is_array())
2334 /* GL_ARB_uniform_buffer_object says that std140 uniforms
2335 * will not be eliminated. Since we always do std140, just
2336 * don't resize arrays in UBOs.
2338 * Atomic counters are supposed to get deterministic
2339 * locations assigned based on the declaration ordering and
2340 * sizes, array compaction would mess that up.
2342 * Subroutine uniforms are not removed.
2344 if (var
->is_in_buffer_block() || var
->type
->contains_atomic() ||
2345 var
->type
->contains_subroutine() || var
->constant_initializer
)
2348 int size
= var
->data
.max_array_access
;
2349 for (unsigned j
= 0; j
< MESA_SHADER_STAGES
; j
++) {
2350 if (prog
->_LinkedShaders
[j
] == NULL
)
2353 foreach_in_list(ir_instruction
, node2
, prog
->_LinkedShaders
[j
]->ir
) {
2354 ir_variable
*other_var
= node2
->as_variable();
2358 if (strcmp(var
->name
, other_var
->name
) == 0 &&
2359 other_var
->data
.max_array_access
> size
) {
2360 size
= other_var
->data
.max_array_access
;
2365 if (size
+ 1 != (int)var
->type
->length
) {
2366 /* If this is a built-in uniform (i.e., it's backed by some
2367 * fixed-function state), adjust the number of state slots to
2368 * match the new array size. The number of slots per array entry
2369 * is not known. It seems safe to assume that the total number of
2370 * slots is an integer multiple of the number of array elements.
2371 * Determine the number of slots per array element by dividing by
2372 * the old (total) size.
2374 const unsigned num_slots
= var
->get_num_state_slots();
2375 if (num_slots
> 0) {
2376 var
->set_num_state_slots((size
+ 1)
2377 * (num_slots
/ var
->type
->length
));
2380 var
->type
= glsl_type::get_array_instance(var
->type
->fields
.array
,
2382 types_were_updated
= true;
2386 /* Update the types of dereferences in case we changed any. */
2387 if (types_were_updated
) {
2388 deref_type_updater v
;
2389 v
.run(prog
->_LinkedShaders
[i
]->ir
);
2395 * Resize tessellation evaluation per-vertex inputs to the size of
2396 * tessellation control per-vertex outputs.
2399 resize_tes_inputs(struct gl_context
*ctx
,
2400 struct gl_shader_program
*prog
)
2402 if (prog
->_LinkedShaders
[MESA_SHADER_TESS_EVAL
] == NULL
)
2405 gl_linked_shader
*const tcs
= prog
->_LinkedShaders
[MESA_SHADER_TESS_CTRL
];
2406 gl_linked_shader
*const tes
= prog
->_LinkedShaders
[MESA_SHADER_TESS_EVAL
];
2408 /* If no control shader is present, then the TES inputs are statically
2409 * sized to MaxPatchVertices; the actual size of the arrays won't be
2410 * known until draw time.
2412 const int num_vertices
= tcs
2413 ? tcs
->info
.TessCtrl
.VerticesOut
2414 : ctx
->Const
.MaxPatchVertices
;
2416 array_resize_visitor
input_resize_visitor(num_vertices
, prog
,
2417 MESA_SHADER_TESS_EVAL
);
2418 foreach_in_list(ir_instruction
, ir
, tes
->ir
) {
2419 ir
->accept(&input_resize_visitor
);
2422 if (tcs
|| ctx
->Const
.LowerTESPatchVerticesIn
) {
2423 /* Convert the gl_PatchVerticesIn system value into a constant, since
2424 * the value is known at this point.
2426 foreach_in_list(ir_instruction
, ir
, tes
->ir
) {
2427 ir_variable
*var
= ir
->as_variable();
2428 if (var
&& var
->data
.mode
== ir_var_system_value
&&
2429 var
->data
.location
== SYSTEM_VALUE_VERTICES_IN
) {
2430 void *mem_ctx
= ralloc_parent(var
);
2431 var
->data
.location
= 0;
2432 var
->data
.explicit_location
= false;
2434 var
->data
.mode
= ir_var_auto
;
2435 var
->constant_value
= new(mem_ctx
) ir_constant(num_vertices
);
2437 var
->data
.mode
= ir_var_uniform
;
2438 var
->data
.how_declared
= ir_var_hidden
;
2439 var
->allocate_state_slots(1);
2440 ir_state_slot
*slot0
= &var
->get_state_slots()[0];
2441 slot0
->swizzle
= SWIZZLE_XXXX
;
2442 slot0
->tokens
[0] = STATE_INTERNAL
;
2443 slot0
->tokens
[1] = STATE_TES_PATCH_VERTICES_IN
;
2444 for (int i
= 2; i
< STATE_LENGTH
; i
++)
2445 slot0
->tokens
[i
] = 0;
2453 * Find a contiguous set of available bits in a bitmask.
2455 * \param used_mask Bits representing used (1) and unused (0) locations
2456 * \param needed_count Number of contiguous bits needed.
2459 * Base location of the available bits on success or -1 on failure.
2462 find_available_slots(unsigned used_mask
, unsigned needed_count
)
2464 unsigned needed_mask
= (1 << needed_count
) - 1;
2465 const int max_bit_to_test
= (8 * sizeof(used_mask
)) - needed_count
;
2467 /* The comparison to 32 is redundant, but without it GCC emits "warning:
2468 * cannot optimize possibly infinite loops" for the loop below.
2470 if ((needed_count
== 0) || (max_bit_to_test
< 0) || (max_bit_to_test
> 32))
2473 for (int i
= 0; i
<= max_bit_to_test
; i
++) {
2474 if ((needed_mask
& ~used_mask
) == needed_mask
)
2485 * Assign locations for either VS inputs or FS outputs
2487 * \param mem_ctx Temporary ralloc context used for linking
2488 * \param prog Shader program whose variables need locations assigned
2489 * \param constants Driver specific constant values for the program.
2490 * \param target_index Selector for the program target to receive location
2491 * assignmnets. Must be either \c MESA_SHADER_VERTEX or
2492 * \c MESA_SHADER_FRAGMENT.
2495 * If locations are successfully assigned, true is returned. Otherwise an
2496 * error is emitted to the shader link log and false is returned.
2499 assign_attribute_or_color_locations(void *mem_ctx
,
2500 gl_shader_program
*prog
,
2501 struct gl_constants
*constants
,
2502 unsigned target_index
)
2504 /* Maximum number of generic locations. This corresponds to either the
2505 * maximum number of draw buffers or the maximum number of generic
2508 unsigned max_index
= (target_index
== MESA_SHADER_VERTEX
) ?
2509 constants
->Program
[target_index
].MaxAttribs
:
2510 MAX2(constants
->MaxDrawBuffers
, constants
->MaxDualSourceDrawBuffers
);
2512 /* Mark invalid locations as being used.
2514 unsigned used_locations
= (max_index
>= 32)
2515 ? ~0 : ~((1 << max_index
) - 1);
2516 unsigned double_storage_locations
= 0;
2518 assert((target_index
== MESA_SHADER_VERTEX
)
2519 || (target_index
== MESA_SHADER_FRAGMENT
));
2521 gl_linked_shader
*const sh
= prog
->_LinkedShaders
[target_index
];
2525 /* Operate in a total of four passes.
2527 * 1. Invalidate the location assignments for all vertex shader inputs.
2529 * 2. Assign locations for inputs that have user-defined (via
2530 * glBindVertexAttribLocation) locations and outputs that have
2531 * user-defined locations (via glBindFragDataLocation).
2533 * 3. Sort the attributes without assigned locations by number of slots
2534 * required in decreasing order. Fragmentation caused by attribute
2535 * locations assigned by the application may prevent large attributes
2536 * from having enough contiguous space.
2538 * 4. Assign locations to any inputs without assigned locations.
2541 const int generic_base
= (target_index
== MESA_SHADER_VERTEX
)
2542 ? (int) VERT_ATTRIB_GENERIC0
: (int) FRAG_RESULT_DATA0
;
2544 const enum ir_variable_mode direction
=
2545 (target_index
== MESA_SHADER_VERTEX
)
2546 ? ir_var_shader_in
: ir_var_shader_out
;
2549 /* Temporary storage for the set of attributes that need locations assigned.
2555 /* Used below in the call to qsort. */
2556 static int compare(const void *a
, const void *b
)
2558 const temp_attr
*const l
= (const temp_attr
*) a
;
2559 const temp_attr
*const r
= (const temp_attr
*) b
;
2561 /* Reversed because we want a descending order sort below. */
2562 return r
->slots
- l
->slots
;
2565 assert(max_index
<= 32);
2567 /* Temporary array for the set of attributes that have locations assigned.
2569 ir_variable
*assigned
[16];
2571 unsigned num_attr
= 0;
2572 unsigned assigned_attr
= 0;
2574 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
2575 ir_variable
*const var
= node
->as_variable();
2577 if ((var
== NULL
) || (var
->data
.mode
!= (unsigned) direction
))
2580 if (var
->data
.explicit_location
) {
2581 var
->data
.is_unmatched_generic_inout
= 0;
2582 if ((var
->data
.location
>= (int)(max_index
+ generic_base
))
2583 || (var
->data
.location
< 0)) {
2585 "invalid explicit location %d specified for `%s'\n",
2586 (var
->data
.location
< 0)
2587 ? var
->data
.location
2588 : var
->data
.location
- generic_base
,
2592 } else if (target_index
== MESA_SHADER_VERTEX
) {
2595 if (prog
->AttributeBindings
->get(binding
, var
->name
)) {
2596 assert(binding
>= VERT_ATTRIB_GENERIC0
);
2597 var
->data
.location
= binding
;
2598 var
->data
.is_unmatched_generic_inout
= 0;
2600 } else if (target_index
== MESA_SHADER_FRAGMENT
) {
2603 const char *name
= var
->name
;
2604 const glsl_type
*type
= var
->type
;
2607 /* Check if there's a binding for the variable name */
2608 if (prog
->FragDataBindings
->get(binding
, name
)) {
2609 assert(binding
>= FRAG_RESULT_DATA0
);
2610 var
->data
.location
= binding
;
2611 var
->data
.is_unmatched_generic_inout
= 0;
2613 if (prog
->FragDataIndexBindings
->get(index
, name
)) {
2614 var
->data
.index
= index
;
2619 /* If not, but it's an array type, look for name[0] */
2620 if (type
->is_array()) {
2621 name
= ralloc_asprintf(mem_ctx
, "%s[0]", name
);
2622 type
= type
->fields
.array
;
2630 if (strcmp(var
->name
, "gl_LastFragData") == 0)
2633 /* From GL4.5 core spec, section 15.2 (Shader Execution):
2635 * "Output binding assignments will cause LinkProgram to fail:
2637 * If the program has an active output assigned to a location greater
2638 * than or equal to the value of MAX_DUAL_SOURCE_DRAW_BUFFERS and has
2639 * an active output assigned an index greater than or equal to one;"
2641 if (target_index
== MESA_SHADER_FRAGMENT
&& var
->data
.index
>= 1 &&
2642 var
->data
.location
- generic_base
>=
2643 (int) constants
->MaxDualSourceDrawBuffers
) {
2645 "output location %d >= GL_MAX_DUAL_SOURCE_DRAW_BUFFERS "
2646 "with index %u for %s\n",
2647 var
->data
.location
- generic_base
, var
->data
.index
,
2652 const unsigned slots
= var
->type
->count_attribute_slots(target_index
== MESA_SHADER_VERTEX
);
2654 /* If the variable is not a built-in and has a location statically
2655 * assigned in the shader (presumably via a layout qualifier), make sure
2656 * that it doesn't collide with other assigned locations. Otherwise,
2657 * add it to the list of variables that need linker-assigned locations.
2659 if (var
->data
.location
!= -1) {
2660 if (var
->data
.location
>= generic_base
&& var
->data
.index
< 1) {
2661 /* From page 61 of the OpenGL 4.0 spec:
2663 * "LinkProgram will fail if the attribute bindings assigned
2664 * by BindAttribLocation do not leave not enough space to
2665 * assign a location for an active matrix attribute or an
2666 * active attribute array, both of which require multiple
2667 * contiguous generic attributes."
2669 * I think above text prohibits the aliasing of explicit and
2670 * automatic assignments. But, aliasing is allowed in manual
2671 * assignments of attribute locations. See below comments for
2674 * From OpenGL 4.0 spec, page 61:
2676 * "It is possible for an application to bind more than one
2677 * attribute name to the same location. This is referred to as
2678 * aliasing. This will only work if only one of the aliased
2679 * attributes is active in the executable program, or if no
2680 * path through the shader consumes more than one attribute of
2681 * a set of attributes aliased to the same location. A link
2682 * error can occur if the linker determines that every path
2683 * through the shader consumes multiple aliased attributes,
2684 * but implementations are not required to generate an error
2687 * From GLSL 4.30 spec, page 54:
2689 * "A program will fail to link if any two non-vertex shader
2690 * input variables are assigned to the same location. For
2691 * vertex shaders, multiple input variables may be assigned
2692 * to the same location using either layout qualifiers or via
2693 * the OpenGL API. However, such aliasing is intended only to
2694 * support vertex shaders where each execution path accesses
2695 * at most one input per each location. Implementations are
2696 * permitted, but not required, to generate link-time errors
2697 * if they detect that every path through the vertex shader
2698 * executable accesses multiple inputs assigned to any single
2699 * location. For all shader types, a program will fail to link
2700 * if explicit location assignments leave the linker unable
2701 * to find space for other variables without explicit
2704 * From OpenGL ES 3.0 spec, page 56:
2706 * "Binding more than one attribute name to the same location
2707 * is referred to as aliasing, and is not permitted in OpenGL
2708 * ES Shading Language 3.00 vertex shaders. LinkProgram will
2709 * fail when this condition exists. However, aliasing is
2710 * possible in OpenGL ES Shading Language 1.00 vertex shaders.
2711 * This will only work if only one of the aliased attributes
2712 * is active in the executable program, or if no path through
2713 * the shader consumes more than one attribute of a set of
2714 * attributes aliased to the same location. A link error can
2715 * occur if the linker determines that every path through the
2716 * shader consumes multiple aliased attributes, but implemen-
2717 * tations are not required to generate an error in this case."
2719 * After looking at above references from OpenGL, OpenGL ES and
2720 * GLSL specifications, we allow aliasing of vertex input variables
2721 * in: OpenGL 2.0 (and above) and OpenGL ES 2.0.
2723 * NOTE: This is not required by the spec but its worth mentioning
2724 * here that we're not doing anything to make sure that no path
2725 * through the vertex shader executable accesses multiple inputs
2726 * assigned to any single location.
2729 /* Mask representing the contiguous slots that will be used by
2732 const unsigned attr
= var
->data
.location
- generic_base
;
2733 const unsigned use_mask
= (1 << slots
) - 1;
2734 const char *const string
= (target_index
== MESA_SHADER_VERTEX
)
2735 ? "vertex shader input" : "fragment shader output";
2737 /* Generate a link error if the requested locations for this
2738 * attribute exceed the maximum allowed attribute location.
2740 if (attr
+ slots
> max_index
) {
2742 "insufficient contiguous locations "
2743 "available for %s `%s' %d %d %d\n", string
,
2744 var
->name
, used_locations
, use_mask
, attr
);
2748 /* Generate a link error if the set of bits requested for this
2749 * attribute overlaps any previously allocated bits.
2751 if ((~(use_mask
<< attr
) & used_locations
) != used_locations
) {
2752 if (target_index
== MESA_SHADER_FRAGMENT
&& !prog
->IsES
) {
2753 /* From section 4.4.2 (Output Layout Qualifiers) of the GLSL
2756 * "Additionally, for fragment shader outputs, if two
2757 * variables are placed within the same location, they
2758 * must have the same underlying type (floating-point or
2759 * integer). No component aliasing of output variables or
2760 * members is allowed.
2762 for (unsigned i
= 0; i
< assigned_attr
; i
++) {
2763 unsigned assigned_slots
=
2764 assigned
[i
]->type
->count_attribute_slots(false);
2765 unsigned assig_attr
=
2766 assigned
[i
]->data
.location
- generic_base
;
2767 unsigned assigned_use_mask
= (1 << assigned_slots
) - 1;
2769 if ((assigned_use_mask
<< assig_attr
) &
2770 (use_mask
<< attr
)) {
2772 const glsl_type
*assigned_type
=
2773 assigned
[i
]->type
->without_array();
2774 const glsl_type
*type
= var
->type
->without_array();
2775 if (assigned_type
->base_type
!= type
->base_type
) {
2776 linker_error(prog
, "types do not match for aliased"
2777 " %ss %s and %s\n", string
,
2778 assigned
[i
]->name
, var
->name
);
2782 unsigned assigned_component_mask
=
2783 ((1 << assigned_type
->vector_elements
) - 1) <<
2784 assigned
[i
]->data
.location_frac
;
2785 unsigned component_mask
=
2786 ((1 << type
->vector_elements
) - 1) <<
2787 var
->data
.location_frac
;
2788 if (assigned_component_mask
& component_mask
) {
2789 linker_error(prog
, "overlapping component is "
2790 "assigned to %ss %s and %s "
2792 string
, assigned
[i
]->name
, var
->name
,
2793 var
->data
.location_frac
);
2798 } else if (target_index
== MESA_SHADER_FRAGMENT
||
2799 (prog
->IsES
&& prog
->Version
>= 300)) {
2800 linker_error(prog
, "overlapping location is assigned "
2801 "to %s `%s' %d %d %d\n", string
, var
->name
,
2802 used_locations
, use_mask
, attr
);
2805 linker_warning(prog
, "overlapping location is assigned "
2806 "to %s `%s' %d %d %d\n", string
, var
->name
,
2807 used_locations
, use_mask
, attr
);
2811 used_locations
|= (use_mask
<< attr
);
2813 /* From the GL 4.5 core spec, section 11.1.1 (Vertex Attributes):
2815 * "A program with more than the value of MAX_VERTEX_ATTRIBS
2816 * active attribute variables may fail to link, unless
2817 * device-dependent optimizations are able to make the program
2818 * fit within available hardware resources. For the purposes
2819 * of this test, attribute variables of the type dvec3, dvec4,
2820 * dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3, and dmat4 may
2821 * count as consuming twice as many attributes as equivalent
2822 * single-precision types. While these types use the same number
2823 * of generic attributes as their single-precision equivalents,
2824 * implementations are permitted to consume two single-precision
2825 * vectors of internal storage for each three- or four-component
2826 * double-precision vector."
2828 * Mark this attribute slot as taking up twice as much space
2829 * so we can count it properly against limits. According to
2830 * issue (3) of the GL_ARB_vertex_attrib_64bit behavior, this
2831 * is optional behavior, but it seems preferable.
2833 if (var
->type
->without_array()->is_dual_slot())
2834 double_storage_locations
|= (use_mask
<< attr
);
2837 assigned
[assigned_attr
] = var
;
2843 if (num_attr
>= max_index
) {
2844 linker_error(prog
, "too many %s (max %u)",
2845 target_index
== MESA_SHADER_VERTEX
?
2846 "vertex shader inputs" : "fragment shader outputs",
2850 to_assign
[num_attr
].slots
= slots
;
2851 to_assign
[num_attr
].var
= var
;
2855 if (target_index
== MESA_SHADER_VERTEX
) {
2856 unsigned total_attribs_size
=
2857 _mesa_bitcount(used_locations
& ((1 << max_index
) - 1)) +
2858 _mesa_bitcount(double_storage_locations
);
2859 if (total_attribs_size
> max_index
) {
2861 "attempt to use %d vertex attribute slots only %d available ",
2862 total_attribs_size
, max_index
);
2867 /* If all of the attributes were assigned locations by the application (or
2868 * are built-in attributes with fixed locations), return early. This should
2869 * be the common case.
2874 qsort(to_assign
, num_attr
, sizeof(to_assign
[0]), temp_attr::compare
);
2876 if (target_index
== MESA_SHADER_VERTEX
) {
2877 /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can
2878 * only be explicitly assigned by via glBindAttribLocation. Mark it as
2879 * reserved to prevent it from being automatically allocated below.
2881 find_deref_visitor
find("gl_Vertex");
2883 if (find
.variable_found())
2884 used_locations
|= (1 << 0);
2887 for (unsigned i
= 0; i
< num_attr
; i
++) {
2888 /* Mask representing the contiguous slots that will be used by this
2891 const unsigned use_mask
= (1 << to_assign
[i
].slots
) - 1;
2893 int location
= find_available_slots(used_locations
, to_assign
[i
].slots
);
2896 const char *const string
= (target_index
== MESA_SHADER_VERTEX
)
2897 ? "vertex shader input" : "fragment shader output";
2900 "insufficient contiguous locations "
2901 "available for %s `%s'\n",
2902 string
, to_assign
[i
].var
->name
);
2906 to_assign
[i
].var
->data
.location
= generic_base
+ location
;
2907 to_assign
[i
].var
->data
.is_unmatched_generic_inout
= 0;
2908 used_locations
|= (use_mask
<< location
);
2910 if (to_assign
[i
].var
->type
->without_array()->is_dual_slot())
2911 double_storage_locations
|= (use_mask
<< location
);
2914 /* Now that we have all the locations, from the GL 4.5 core spec, section
2915 * 11.1.1 (Vertex Attributes), dvec3, dvec4, dmat2x3, dmat2x4, dmat3,
2916 * dmat3x4, dmat4x3, and dmat4 count as consuming twice as many attributes
2917 * as equivalent single-precision types.
2919 if (target_index
== MESA_SHADER_VERTEX
) {
2920 unsigned total_attribs_size
=
2921 _mesa_bitcount(used_locations
& ((1 << max_index
) - 1)) +
2922 _mesa_bitcount(double_storage_locations
);
2923 if (total_attribs_size
> max_index
) {
2925 "attempt to use %d vertex attribute slots only %d available ",
2926 total_attribs_size
, max_index
);
2935 * Match explicit locations of outputs to inputs and deactivate the
2936 * unmatch flag if found so we don't optimise them away.
2939 match_explicit_outputs_to_inputs(gl_linked_shader
*producer
,
2940 gl_linked_shader
*consumer
)
2942 glsl_symbol_table parameters
;
2943 ir_variable
*explicit_locations
[MAX_VARYINGS_INCL_PATCH
][4] =
2946 /* Find all shader outputs in the "producer" stage.
2948 foreach_in_list(ir_instruction
, node
, producer
->ir
) {
2949 ir_variable
*const var
= node
->as_variable();
2951 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_shader_out
))
2954 if (var
->data
.explicit_location
&&
2955 var
->data
.location
>= VARYING_SLOT_VAR0
) {
2956 const unsigned idx
= var
->data
.location
- VARYING_SLOT_VAR0
;
2957 if (explicit_locations
[idx
][var
->data
.location_frac
] == NULL
)
2958 explicit_locations
[idx
][var
->data
.location_frac
] = var
;
2962 /* Match inputs to outputs */
2963 foreach_in_list(ir_instruction
, node
, consumer
->ir
) {
2964 ir_variable
*const input
= node
->as_variable();
2966 if ((input
== NULL
) || (input
->data
.mode
!= ir_var_shader_in
))
2969 ir_variable
*output
= NULL
;
2970 if (input
->data
.explicit_location
2971 && input
->data
.location
>= VARYING_SLOT_VAR0
) {
2972 output
= explicit_locations
[input
->data
.location
- VARYING_SLOT_VAR0
]
2973 [input
->data
.location_frac
];
2975 if (output
!= NULL
){
2976 input
->data
.is_unmatched_generic_inout
= 0;
2977 output
->data
.is_unmatched_generic_inout
= 0;
2984 * Store the gl_FragDepth layout in the gl_shader_program struct.
2987 store_fragdepth_layout(struct gl_shader_program
*prog
)
2989 if (prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
] == NULL
) {
2993 struct exec_list
*ir
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->ir
;
2995 /* We don't look up the gl_FragDepth symbol directly because if
2996 * gl_FragDepth is not used in the shader, it's removed from the IR.
2997 * However, the symbol won't be removed from the symbol table.
2999 * We're only interested in the cases where the variable is NOT removed
3002 foreach_in_list(ir_instruction
, node
, ir
) {
3003 ir_variable
*const var
= node
->as_variable();
3005 if (var
== NULL
|| var
->data
.mode
!= ir_var_shader_out
) {
3009 if (strcmp(var
->name
, "gl_FragDepth") == 0) {
3010 switch (var
->data
.depth_layout
) {
3011 case ir_depth_layout_none
:
3012 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_NONE
;
3014 case ir_depth_layout_any
:
3015 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_ANY
;
3017 case ir_depth_layout_greater
:
3018 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_GREATER
;
3020 case ir_depth_layout_less
:
3021 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_LESS
;
3023 case ir_depth_layout_unchanged
:
3024 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_UNCHANGED
;
3035 * Validate the resources used by a program versus the implementation limits
3038 check_resources(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
3040 unsigned total_uniform_blocks
= 0;
3041 unsigned total_shader_storage_blocks
= 0;
3043 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
3044 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
3049 if (sh
->num_samplers
> ctx
->Const
.Program
[i
].MaxTextureImageUnits
) {
3050 linker_error(prog
, "Too many %s shader texture samplers\n",
3051 _mesa_shader_stage_to_string(i
));
3054 if (sh
->num_uniform_components
>
3055 ctx
->Const
.Program
[i
].MaxUniformComponents
) {
3056 if (ctx
->Const
.GLSLSkipStrictMaxUniformLimitCheck
) {
3057 linker_warning(prog
, "Too many %s shader default uniform block "
3058 "components, but the driver will try to optimize "
3059 "them out; this is non-portable out-of-spec "
3061 _mesa_shader_stage_to_string(i
));
3063 linker_error(prog
, "Too many %s shader default uniform block "
3065 _mesa_shader_stage_to_string(i
));
3069 if (sh
->num_combined_uniform_components
>
3070 ctx
->Const
.Program
[i
].MaxCombinedUniformComponents
) {
3071 if (ctx
->Const
.GLSLSkipStrictMaxUniformLimitCheck
) {
3072 linker_warning(prog
, "Too many %s shader uniform components, "
3073 "but the driver will try to optimize them out; "
3074 "this is non-portable out-of-spec behavior\n",
3075 _mesa_shader_stage_to_string(i
));
3077 linker_error(prog
, "Too many %s shader uniform components\n",
3078 _mesa_shader_stage_to_string(i
));
3082 total_shader_storage_blocks
+= sh
->NumShaderStorageBlocks
;
3083 total_uniform_blocks
+= sh
->NumUniformBlocks
;
3085 const unsigned max_uniform_blocks
=
3086 ctx
->Const
.Program
[i
].MaxUniformBlocks
;
3087 if (max_uniform_blocks
< sh
->NumUniformBlocks
) {
3088 linker_error(prog
, "Too many %s uniform blocks (%d/%d)\n",
3089 _mesa_shader_stage_to_string(i
), sh
->NumUniformBlocks
,
3090 max_uniform_blocks
);
3093 const unsigned max_shader_storage_blocks
=
3094 ctx
->Const
.Program
[i
].MaxShaderStorageBlocks
;
3095 if (max_shader_storage_blocks
< sh
->NumShaderStorageBlocks
) {
3096 linker_error(prog
, "Too many %s shader storage blocks (%d/%d)\n",
3097 _mesa_shader_stage_to_string(i
),
3098 sh
->NumShaderStorageBlocks
, max_shader_storage_blocks
);
3102 if (total_uniform_blocks
> ctx
->Const
.MaxCombinedUniformBlocks
) {
3103 linker_error(prog
, "Too many combined uniform blocks (%d/%d)\n",
3104 total_uniform_blocks
, ctx
->Const
.MaxCombinedUniformBlocks
);
3107 if (total_shader_storage_blocks
> ctx
->Const
.MaxCombinedShaderStorageBlocks
) {
3108 linker_error(prog
, "Too many combined shader storage blocks (%d/%d)\n",
3109 total_shader_storage_blocks
,
3110 ctx
->Const
.MaxCombinedShaderStorageBlocks
);
3113 for (unsigned i
= 0; i
< prog
->data
->NumUniformBlocks
; i
++) {
3114 if (prog
->data
->UniformBlocks
[i
].UniformBufferSize
>
3115 ctx
->Const
.MaxUniformBlockSize
) {
3116 linker_error(prog
, "Uniform block %s too big (%d/%d)\n",
3117 prog
->data
->UniformBlocks
[i
].Name
,
3118 prog
->data
->UniformBlocks
[i
].UniformBufferSize
,
3119 ctx
->Const
.MaxUniformBlockSize
);
3123 for (unsigned i
= 0; i
< prog
->data
->NumShaderStorageBlocks
; i
++) {
3124 if (prog
->data
->ShaderStorageBlocks
[i
].UniformBufferSize
>
3125 ctx
->Const
.MaxShaderStorageBlockSize
) {
3126 linker_error(prog
, "Shader storage block %s too big (%d/%d)\n",
3127 prog
->data
->ShaderStorageBlocks
[i
].Name
,
3128 prog
->data
->ShaderStorageBlocks
[i
].UniformBufferSize
,
3129 ctx
->Const
.MaxShaderStorageBlockSize
);
3135 link_calculate_subroutine_compat(struct gl_shader_program
*prog
)
3137 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
3138 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
3143 for (unsigned j
= 0; j
< sh
->NumSubroutineUniformRemapTable
; j
++) {
3144 if (sh
->SubroutineUniformRemapTable
[j
] == INACTIVE_UNIFORM_EXPLICIT_LOCATION
)
3147 struct gl_uniform_storage
*uni
= sh
->SubroutineUniformRemapTable
[j
];
3152 sh
->NumSubroutineUniforms
++;
3154 if (sh
->NumSubroutineFunctions
== 0) {
3155 linker_error(prog
, "subroutine uniform %s defined but no valid functions found\n", uni
->type
->name
);
3158 for (unsigned f
= 0; f
< sh
->NumSubroutineFunctions
; f
++) {
3159 struct gl_subroutine_function
*fn
= &sh
->SubroutineFunctions
[f
];
3160 for (int k
= 0; k
< fn
->num_compat_types
; k
++) {
3161 if (fn
->types
[k
] == uni
->type
) {
3167 uni
->num_compatible_subroutines
= count
;
3173 check_subroutine_resources(struct gl_shader_program
*prog
)
3175 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
3176 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
3179 if (sh
->NumSubroutineUniformRemapTable
> MAX_SUBROUTINE_UNIFORM_LOCATIONS
)
3180 linker_error(prog
, "Too many %s shader subroutine uniforms\n",
3181 _mesa_shader_stage_to_string(i
));
3186 * Validate shader image resources.
3189 check_image_resources(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
3191 unsigned total_image_units
= 0;
3192 unsigned fragment_outputs
= 0;
3193 unsigned total_shader_storage_blocks
= 0;
3195 if (!ctx
->Extensions
.ARB_shader_image_load_store
)
3198 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
3199 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
3202 if (sh
->NumImages
> ctx
->Const
.Program
[i
].MaxImageUniforms
)
3203 linker_error(prog
, "Too many %s shader image uniforms (%u > %u)\n",
3204 _mesa_shader_stage_to_string(i
), sh
->NumImages
,
3205 ctx
->Const
.Program
[i
].MaxImageUniforms
);
3207 total_image_units
+= sh
->NumImages
;
3208 total_shader_storage_blocks
+= sh
->NumShaderStorageBlocks
;
3210 if (i
== MESA_SHADER_FRAGMENT
) {
3211 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
3212 ir_variable
*var
= node
->as_variable();
3213 if (var
&& var
->data
.mode
== ir_var_shader_out
)
3214 /* since there are no double fs outputs - pass false */
3215 fragment_outputs
+= var
->type
->count_attribute_slots(false);
3221 if (total_image_units
> ctx
->Const
.MaxCombinedImageUniforms
)
3222 linker_error(prog
, "Too many combined image uniforms\n");
3224 if (total_image_units
+ fragment_outputs
+ total_shader_storage_blocks
>
3225 ctx
->Const
.MaxCombinedShaderOutputResources
)
3226 linker_error(prog
, "Too many combined image uniforms, shader storage "
3227 " buffers and fragment outputs\n");
3232 * Initializes explicit location slots to INACTIVE_UNIFORM_EXPLICIT_LOCATION
3233 * for a variable, checks for overlaps between other uniforms using explicit
3237 reserve_explicit_locations(struct gl_shader_program
*prog
,
3238 string_to_uint_map
*map
, ir_variable
*var
)
3240 unsigned slots
= var
->type
->uniform_locations();
3241 unsigned max_loc
= var
->data
.location
+ slots
- 1;
3242 unsigned return_value
= slots
;
3244 /* Resize remap table if locations do not fit in the current one. */
3245 if (max_loc
+ 1 > prog
->NumUniformRemapTable
) {
3246 prog
->UniformRemapTable
=
3247 reralloc(prog
, prog
->UniformRemapTable
,
3248 gl_uniform_storage
*,
3251 if (!prog
->UniformRemapTable
) {
3252 linker_error(prog
, "Out of memory during linking.\n");
3256 /* Initialize allocated space. */
3257 for (unsigned i
= prog
->NumUniformRemapTable
; i
< max_loc
+ 1; i
++)
3258 prog
->UniformRemapTable
[i
] = NULL
;
3260 prog
->NumUniformRemapTable
= max_loc
+ 1;
3263 for (unsigned i
= 0; i
< slots
; i
++) {
3264 unsigned loc
= var
->data
.location
+ i
;
3266 /* Check if location is already used. */
3267 if (prog
->UniformRemapTable
[loc
] == INACTIVE_UNIFORM_EXPLICIT_LOCATION
) {
3269 /* Possibly same uniform from a different stage, this is ok. */
3271 if (map
->get(hash_loc
, var
->name
) && hash_loc
== loc
- i
) {
3276 /* ARB_explicit_uniform_location specification states:
3278 * "No two default-block uniform variables in the program can have
3279 * the same location, even if they are unused, otherwise a compiler
3280 * or linker error will be generated."
3283 "location qualifier for uniform %s overlaps "
3284 "previously used location\n",
3289 /* Initialize location as inactive before optimization
3290 * rounds and location assignment.
3292 prog
->UniformRemapTable
[loc
] = INACTIVE_UNIFORM_EXPLICIT_LOCATION
;
3295 /* Note, base location used for arrays. */
3296 map
->put(var
->data
.location
, var
->name
);
3298 return return_value
;
3302 reserve_subroutine_explicit_locations(struct gl_shader_program
*prog
,
3303 struct gl_linked_shader
*sh
,
3306 unsigned slots
= var
->type
->uniform_locations();
3307 unsigned max_loc
= var
->data
.location
+ slots
- 1;
3309 /* Resize remap table if locations do not fit in the current one. */
3310 if (max_loc
+ 1 > sh
->NumSubroutineUniformRemapTable
) {
3311 sh
->SubroutineUniformRemapTable
=
3312 reralloc(sh
, sh
->SubroutineUniformRemapTable
,
3313 gl_uniform_storage
*,
3316 if (!sh
->SubroutineUniformRemapTable
) {
3317 linker_error(prog
, "Out of memory during linking.\n");
3321 /* Initialize allocated space. */
3322 for (unsigned i
= sh
->NumSubroutineUniformRemapTable
; i
< max_loc
+ 1; i
++)
3323 sh
->SubroutineUniformRemapTable
[i
] = NULL
;
3325 sh
->NumSubroutineUniformRemapTable
= max_loc
+ 1;
3328 for (unsigned i
= 0; i
< slots
; i
++) {
3329 unsigned loc
= var
->data
.location
+ i
;
3331 /* Check if location is already used. */
3332 if (sh
->SubroutineUniformRemapTable
[loc
] == INACTIVE_UNIFORM_EXPLICIT_LOCATION
) {
3334 /* ARB_explicit_uniform_location specification states:
3335 * "No two subroutine uniform variables can have the same location
3336 * in the same shader stage, otherwise a compiler or linker error
3337 * will be generated."
3340 "location qualifier for uniform %s overlaps "
3341 "previously used location\n",
3346 /* Initialize location as inactive before optimization
3347 * rounds and location assignment.
3349 sh
->SubroutineUniformRemapTable
[loc
] = INACTIVE_UNIFORM_EXPLICIT_LOCATION
;
3355 * Check and reserve all explicit uniform locations, called before
3356 * any optimizations happen to handle also inactive uniforms and
3357 * inactive array elements that may get trimmed away.
3360 check_explicit_uniform_locations(struct gl_context
*ctx
,
3361 struct gl_shader_program
*prog
)
3363 if (!ctx
->Extensions
.ARB_explicit_uniform_location
)
3366 /* This map is used to detect if overlapping explicit locations
3367 * occur with the same uniform (from different stage) or a different one.
3369 string_to_uint_map
*uniform_map
= new string_to_uint_map
;
3372 linker_error(prog
, "Out of memory during linking.\n");
3376 unsigned entries_total
= 0;
3377 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
3378 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
3383 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
3384 ir_variable
*var
= node
->as_variable();
3385 if (!var
|| var
->data
.mode
!= ir_var_uniform
)
3388 if (var
->data
.explicit_location
) {
3390 if (var
->type
->without_array()->is_subroutine())
3391 ret
= reserve_subroutine_explicit_locations(prog
, sh
, var
);
3393 int slots
= reserve_explicit_locations(prog
, uniform_map
,
3397 entries_total
+= slots
;
3408 struct empty_uniform_block
*current_block
= NULL
;
3410 for (unsigned i
= 0; i
< prog
->NumUniformRemapTable
; i
++) {
3411 /* We found empty space in UniformRemapTable. */
3412 if (prog
->UniformRemapTable
[i
] == NULL
) {
3413 /* We've found the beginning of a new continous block of empty slots */
3414 if (!current_block
|| current_block
->start
+ current_block
->slots
!= i
) {
3415 current_block
= rzalloc(prog
, struct empty_uniform_block
);
3416 current_block
->start
= i
;
3417 exec_list_push_tail(&prog
->EmptyUniformLocations
,
3418 ¤t_block
->link
);
3421 /* The current block continues, so we simply increment its slots */
3422 current_block
->slots
++;
3427 return entries_total
;
3431 should_add_buffer_variable(struct gl_shader_program
*shProg
,
3432 GLenum type
, const char *name
)
3434 bool found_interface
= false;
3435 unsigned block_name_len
= 0;
3436 const char *block_name_dot
= strchr(name
, '.');
3438 /* These rules only apply to buffer variables. So we return
3439 * true for the rest of types.
3441 if (type
!= GL_BUFFER_VARIABLE
)
3444 for (unsigned i
= 0; i
< shProg
->data
->NumShaderStorageBlocks
; i
++) {
3445 const char *block_name
= shProg
->data
->ShaderStorageBlocks
[i
].Name
;
3446 block_name_len
= strlen(block_name
);
3448 const char *block_square_bracket
= strchr(block_name
, '[');
3449 if (block_square_bracket
) {
3450 /* The block is part of an array of named interfaces,
3451 * for the name comparison we ignore the "[x]" part.
3453 block_name_len
-= strlen(block_square_bracket
);
3456 if (block_name_dot
) {
3457 /* Check if the variable name starts with the interface
3458 * name. The interface name (if present) should have the
3459 * length than the interface block name we are comparing to.
3461 unsigned len
= strlen(name
) - strlen(block_name_dot
);
3462 if (len
!= block_name_len
)
3466 if (strncmp(block_name
, name
, block_name_len
) == 0) {
3467 found_interface
= true;
3472 /* We remove the interface name from the buffer variable name,
3473 * including the dot that follows it.
3475 if (found_interface
)
3476 name
= name
+ block_name_len
+ 1;
3478 /* The ARB_program_interface_query spec says:
3480 * "For an active shader storage block member declared as an array, an
3481 * entry will be generated only for the first array element, regardless
3482 * of its type. For arrays of aggregate types, the enumeration rules
3483 * are applied recursively for the single enumerated array element."
3485 const char *struct_first_dot
= strchr(name
, '.');
3486 const char *first_square_bracket
= strchr(name
, '[');
3488 /* The buffer variable is on top level and it is not an array */
3489 if (!first_square_bracket
) {
3491 /* The shader storage block member is a struct, then generate the entry */
3492 } else if (struct_first_dot
&& struct_first_dot
< first_square_bracket
) {
3495 /* Shader storage block member is an array, only generate an entry for the
3496 * first array element.
3498 if (strncmp(first_square_bracket
, "[0]", 3) == 0)
3506 add_program_resource(struct gl_shader_program
*prog
,
3507 struct set
*resource_set
,
3508 GLenum type
, const void *data
, uint8_t stages
)
3512 /* If resource already exists, do not add it again. */
3513 if (_mesa_set_search(resource_set
, data
))
3516 prog
->ProgramResourceList
=
3518 prog
->ProgramResourceList
,
3519 gl_program_resource
,
3520 prog
->NumProgramResourceList
+ 1);
3522 if (!prog
->ProgramResourceList
) {
3523 linker_error(prog
, "Out of memory during linking.\n");
3527 struct gl_program_resource
*res
=
3528 &prog
->ProgramResourceList
[prog
->NumProgramResourceList
];
3532 res
->StageReferences
= stages
;
3534 prog
->NumProgramResourceList
++;
3536 _mesa_set_add(resource_set
, data
);
3541 /* Function checks if a variable var is a packed varying and
3542 * if given name is part of packed varying's list.
3544 * If a variable is a packed varying, it has a name like
3545 * 'packed:a,b,c' where a, b and c are separate variables.
3548 included_in_packed_varying(ir_variable
*var
, const char *name
)
3550 if (strncmp(var
->name
, "packed:", 7) != 0)
3553 char *list
= strdup(var
->name
+ 7);
3558 char *token
= strtok_r(list
, ",", &saveptr
);
3560 if (strcmp(token
, name
) == 0) {
3564 token
= strtok_r(NULL
, ",", &saveptr
);
3571 * Function builds a stage reference bitmask from variable name.
3574 build_stageref(struct gl_shader_program
*shProg
, const char *name
,
3579 /* Note, that we assume MAX 8 stages, if there will be more stages, type
3580 * used for reference mask in gl_program_resource will need to be changed.
3582 assert(MESA_SHADER_STAGES
< 8);
3584 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
3585 struct gl_linked_shader
*sh
= shProg
->_LinkedShaders
[i
];
3589 /* Shader symbol table may contain variables that have
3590 * been optimized away. Search IR for the variable instead.
3592 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
3593 ir_variable
*var
= node
->as_variable();
3595 unsigned baselen
= strlen(var
->name
);
3597 if (included_in_packed_varying(var
, name
)) {
3602 /* Type needs to match if specified, otherwise we might
3603 * pick a variable with same name but different interface.
3605 if (var
->data
.mode
!= mode
)
3608 if (strncmp(var
->name
, name
, baselen
) == 0) {
3609 /* Check for exact name matches but also check for arrays and
3612 if (name
[baselen
] == '\0' ||
3613 name
[baselen
] == '[' ||
3614 name
[baselen
] == '.') {
3626 * Create gl_shader_variable from ir_variable class.
3628 static gl_shader_variable
*
3629 create_shader_variable(struct gl_shader_program
*shProg
,
3630 const ir_variable
*in
,
3631 const char *name
, const glsl_type
*type
,
3632 const glsl_type
*interface_type
,
3633 bool use_implicit_location
, int location
,
3634 const glsl_type
*outermost_struct_type
)
3636 gl_shader_variable
*out
= ralloc(shProg
, struct gl_shader_variable
);
3640 /* Since gl_VertexID may be lowered to gl_VertexIDMESA, but applications
3641 * expect to see gl_VertexID in the program resource list. Pretend.
3643 if (in
->data
.mode
== ir_var_system_value
&&
3644 in
->data
.location
== SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
) {
3645 out
->name
= ralloc_strdup(shProg
, "gl_VertexID");
3646 } else if ((in
->data
.mode
== ir_var_shader_out
&&
3647 in
->data
.location
== VARYING_SLOT_TESS_LEVEL_OUTER
) ||
3648 (in
->data
.mode
== ir_var_system_value
&&
3649 in
->data
.location
== SYSTEM_VALUE_TESS_LEVEL_OUTER
)) {
3650 out
->name
= ralloc_strdup(shProg
, "gl_TessLevelOuter");
3651 type
= glsl_type::get_array_instance(glsl_type::float_type
, 4);
3652 } else if ((in
->data
.mode
== ir_var_shader_out
&&
3653 in
->data
.location
== VARYING_SLOT_TESS_LEVEL_INNER
) ||
3654 (in
->data
.mode
== ir_var_system_value
&&
3655 in
->data
.location
== SYSTEM_VALUE_TESS_LEVEL_INNER
)) {
3656 out
->name
= ralloc_strdup(shProg
, "gl_TessLevelInner");
3657 type
= glsl_type::get_array_instance(glsl_type::float_type
, 2);
3659 out
->name
= ralloc_strdup(shProg
, name
);
3665 /* The ARB_program_interface_query spec says:
3667 * "Not all active variables are assigned valid locations; the
3668 * following variables will have an effective location of -1:
3670 * * uniforms declared as atomic counters;
3672 * * members of a uniform block;
3674 * * built-in inputs, outputs, and uniforms (starting with "gl_"); and
3676 * * inputs or outputs not declared with a "location" layout
3677 * qualifier, except for vertex shader inputs and fragment shader
3680 if (in
->type
->base_type
== GLSL_TYPE_ATOMIC_UINT
||
3681 is_gl_identifier(in
->name
) ||
3682 !(in
->data
.explicit_location
|| use_implicit_location
)) {
3685 out
->location
= location
;
3689 out
->outermost_struct_type
= outermost_struct_type
;
3690 out
->interface_type
= interface_type
;
3691 out
->component
= in
->data
.location_frac
;
3692 out
->index
= in
->data
.index
;
3693 out
->patch
= in
->data
.patch
;
3694 out
->mode
= in
->data
.mode
;
3695 out
->interpolation
= in
->data
.interpolation
;
3696 out
->explicit_location
= in
->data
.explicit_location
;
3697 out
->precision
= in
->data
.precision
;
3702 static const glsl_type
*
3703 resize_to_max_patch_vertices(const struct gl_context
*ctx
,
3704 const glsl_type
*type
)
3709 return glsl_type::get_array_instance(type
->fields
.array
,
3710 ctx
->Const
.MaxPatchVertices
);
3714 add_shader_variable(const struct gl_context
*ctx
,
3715 struct gl_shader_program
*shProg
,
3716 struct set
*resource_set
,
3717 unsigned stage_mask
,
3718 GLenum programInterface
, ir_variable
*var
,
3719 const char *name
, const glsl_type
*type
,
3720 bool use_implicit_location
, int location
,
3721 const glsl_type
*outermost_struct_type
= NULL
)
3723 const bool is_vertex_input
=
3724 programInterface
== GL_PROGRAM_INPUT
&&
3725 stage_mask
== MESA_SHADER_VERTEX
;
3727 switch (type
->base_type
) {
3728 case GLSL_TYPE_STRUCT
: {
3729 /* The ARB_program_interface_query spec says:
3731 * "For an active variable declared as a structure, a separate entry
3732 * will be generated for each active structure member. The name of
3733 * each entry is formed by concatenating the name of the structure,
3734 * the "." character, and the name of the structure member. If a
3735 * structure member to enumerate is itself a structure or array,
3736 * these enumeration rules are applied recursively."
3738 if (outermost_struct_type
== NULL
)
3739 outermost_struct_type
= type
;
3741 unsigned field_location
= location
;
3742 for (unsigned i
= 0; i
< type
->length
; i
++) {
3743 const struct glsl_struct_field
*field
= &type
->fields
.structure
[i
];
3744 char *field_name
= ralloc_asprintf(shProg
, "%s.%s", name
, field
->name
);
3745 if (!add_shader_variable(ctx
, shProg
, resource_set
,
3746 stage_mask
, programInterface
,
3747 var
, field_name
, field
->type
,
3748 use_implicit_location
, field_location
,
3749 outermost_struct_type
))
3753 field
->type
->count_attribute_slots(is_vertex_input
);
3759 const glsl_type
*interface_type
= var
->get_interface_type();
3761 /* Unsized (non-patch) TCS output/TES input arrays are implicitly
3762 * sized to gl_MaxPatchVertices. Internally, we shrink them to a
3765 * This can cause trouble with SSO programs. Since the TCS declares
3766 * the number of output vertices, we can always shrink TCS output
3767 * arrays. However, the TES might not be linked with a TCS, in
3768 * which case it won't know the size of the patch. In other words,
3769 * the TCS and TES may disagree on the (smaller) array sizes. This
3770 * can result in the resource names differing across stages, causing
3771 * SSO validation failures and other cascading issues.
3773 * Expanding the array size to the full gl_MaxPatchVertices fixes
3774 * these issues. It's also what program interface queries expect,
3775 * as that is the official size of the array.
3777 if (var
->data
.tess_varying_implicit_sized_array
) {
3778 type
= resize_to_max_patch_vertices(ctx
, type
);
3779 interface_type
= resize_to_max_patch_vertices(ctx
, interface_type
);
3782 /* Issue #16 of the ARB_program_interface_query spec says:
3784 * "* If a variable is a member of an interface block without an
3785 * instance name, it is enumerated using just the variable name.
3787 * * If a variable is a member of an interface block with an instance
3788 * name, it is enumerated as "BlockName.Member", where "BlockName" is
3789 * the name of the interface block (not the instance name) and
3790 * "Member" is the name of the variable."
3792 const char *prefixed_name
= (var
->data
.from_named_ifc_block
&&
3793 !is_gl_identifier(var
->name
))
3794 ? ralloc_asprintf(shProg
, "%s.%s", interface_type
->name
, name
)
3797 /* The ARB_program_interface_query spec says:
3799 * "For an active variable declared as a single instance of a basic
3800 * type, a single entry will be generated, using the variable name
3801 * from the shader source."
3803 gl_shader_variable
*sha_v
=
3804 create_shader_variable(shProg
, var
, prefixed_name
, type
,
3806 use_implicit_location
, location
,
3807 outermost_struct_type
);
3811 return add_program_resource(shProg
, resource_set
,
3812 programInterface
, sha_v
, stage_mask
);
3818 add_interface_variables(const struct gl_context
*ctx
,
3819 struct gl_shader_program
*shProg
,
3820 struct set
*resource_set
,
3821 unsigned stage
, GLenum programInterface
)
3823 exec_list
*ir
= shProg
->_LinkedShaders
[stage
]->ir
;
3825 foreach_in_list(ir_instruction
, node
, ir
) {
3826 ir_variable
*var
= node
->as_variable();
3828 if (!var
|| var
->data
.how_declared
== ir_var_hidden
)
3833 switch (var
->data
.mode
) {
3834 case ir_var_system_value
:
3835 case ir_var_shader_in
:
3836 if (programInterface
!= GL_PROGRAM_INPUT
)
3838 loc_bias
= (stage
== MESA_SHADER_VERTEX
) ? int(VERT_ATTRIB_GENERIC0
)
3839 : int(VARYING_SLOT_VAR0
);
3841 case ir_var_shader_out
:
3842 if (programInterface
!= GL_PROGRAM_OUTPUT
)
3844 loc_bias
= (stage
== MESA_SHADER_FRAGMENT
) ? int(FRAG_RESULT_DATA0
)
3845 : int(VARYING_SLOT_VAR0
);
3851 if (var
->data
.patch
)
3852 loc_bias
= int(VARYING_SLOT_PATCH0
);
3854 /* Skip packed varyings, packed varyings are handled separately
3855 * by add_packed_varyings.
3857 if (strncmp(var
->name
, "packed:", 7) == 0)
3860 /* Skip fragdata arrays, these are handled separately
3861 * by add_fragdata_arrays.
3863 if (strncmp(var
->name
, "gl_out_FragData", 15) == 0)
3866 const bool vs_input_or_fs_output
=
3867 (stage
== MESA_SHADER_VERTEX
&& var
->data
.mode
== ir_var_shader_in
) ||
3868 (stage
== MESA_SHADER_FRAGMENT
&& var
->data
.mode
== ir_var_shader_out
);
3870 if (!add_shader_variable(ctx
, shProg
, resource_set
,
3871 1 << stage
, programInterface
,
3872 var
, var
->name
, var
->type
, vs_input_or_fs_output
,
3873 var
->data
.location
- loc_bias
))
3880 add_packed_varyings(const struct gl_context
*ctx
,
3881 struct gl_shader_program
*shProg
,
3882 struct set
*resource_set
,
3883 int stage
, GLenum type
)
3885 struct gl_linked_shader
*sh
= shProg
->_LinkedShaders
[stage
];
3888 if (!sh
|| !sh
->packed_varyings
)
3891 foreach_in_list(ir_instruction
, node
, sh
->packed_varyings
) {
3892 ir_variable
*var
= node
->as_variable();
3894 switch (var
->data
.mode
) {
3895 case ir_var_shader_in
:
3896 iface
= GL_PROGRAM_INPUT
;
3898 case ir_var_shader_out
:
3899 iface
= GL_PROGRAM_OUTPUT
;
3902 unreachable("unexpected type");
3905 if (type
== iface
) {
3906 const int stage_mask
=
3907 build_stageref(shProg
, var
->name
, var
->data
.mode
);
3908 if (!add_shader_variable(ctx
, shProg
, resource_set
,
3910 iface
, var
, var
->name
, var
->type
, false,
3911 var
->data
.location
- VARYING_SLOT_VAR0
))
3920 add_fragdata_arrays(const struct gl_context
*ctx
,
3921 struct gl_shader_program
*shProg
,
3922 struct set
*resource_set
)
3924 struct gl_linked_shader
*sh
= shProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
3926 if (!sh
|| !sh
->fragdata_arrays
)
3929 foreach_in_list(ir_instruction
, node
, sh
->fragdata_arrays
) {
3930 ir_variable
*var
= node
->as_variable();
3932 assert(var
->data
.mode
== ir_var_shader_out
);
3934 if (!add_shader_variable(ctx
, shProg
, resource_set
,
3935 1 << MESA_SHADER_FRAGMENT
,
3936 GL_PROGRAM_OUTPUT
, var
, var
->name
, var
->type
,
3937 true, var
->data
.location
- FRAG_RESULT_DATA0
))
3945 get_top_level_name(const char *name
)
3947 const char *first_dot
= strchr(name
, '.');
3948 const char *first_square_bracket
= strchr(name
, '[');
3951 /* The ARB_program_interface_query spec says:
3953 * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
3954 * the number of active array elements of the top-level shader storage
3955 * block member containing to the active variable is written to
3956 * <params>. If the top-level block member is not declared as an
3957 * array, the value one is written to <params>. If the top-level block
3958 * member is an array with no declared size, the value zero is written
3962 /* The buffer variable is on top level.*/
3963 if (!first_square_bracket
&& !first_dot
)
3964 name_size
= strlen(name
);
3965 else if ((!first_square_bracket
||
3966 (first_dot
&& first_dot
< first_square_bracket
)))
3967 name_size
= first_dot
- name
;
3969 name_size
= first_square_bracket
- name
;
3971 return strndup(name
, name_size
);
3975 get_var_name(const char *name
)
3977 const char *first_dot
= strchr(name
, '.');
3980 return strdup(name
);
3982 return strndup(first_dot
+1, strlen(first_dot
) - 1);
3986 is_top_level_shader_storage_block_member(const char* name
,
3987 const char* interface_name
,
3988 const char* field_name
)
3990 bool result
= false;
3992 /* If the given variable is already a top-level shader storage
3993 * block member, then return array_size = 1.
3994 * We could have two possibilities: if we have an instanced
3995 * shader storage block or not instanced.
3997 * For the first, we check create a name as it was in top level and
3998 * compare it with the real name. If they are the same, then
3999 * the variable is already at top-level.
4001 * Full instanced name is: interface name + '.' + var name +
4004 int name_length
= strlen(interface_name
) + 1 + strlen(field_name
) + 1;
4005 char *full_instanced_name
= (char *) calloc(name_length
, sizeof(char));
4006 if (!full_instanced_name
) {
4007 fprintf(stderr
, "%s: Cannot allocate space for name\n", __func__
);
4011 snprintf(full_instanced_name
, name_length
, "%s.%s",
4012 interface_name
, field_name
);
4014 /* Check if its top-level shader storage block member of an
4015 * instanced interface block, or of a unnamed interface block.
4017 if (strcmp(name
, full_instanced_name
) == 0 ||
4018 strcmp(name
, field_name
) == 0)
4021 free(full_instanced_name
);
4026 get_array_size(struct gl_uniform_storage
*uni
, const glsl_struct_field
*field
,
4027 char *interface_name
, char *var_name
)
4029 /* The ARB_program_interface_query spec says:
4031 * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
4032 * the number of active array elements of the top-level shader storage
4033 * block member containing to the active variable is written to
4034 * <params>. If the top-level block member is not declared as an
4035 * array, the value one is written to <params>. If the top-level block
4036 * member is an array with no declared size, the value zero is written
4039 if (is_top_level_shader_storage_block_member(uni
->name
,
4043 else if (field
->type
->is_unsized_array())
4045 else if (field
->type
->is_array())
4046 return field
->type
->length
;
4052 get_array_stride(struct gl_uniform_storage
*uni
, const glsl_type
*interface
,
4053 const glsl_struct_field
*field
, char *interface_name
,
4056 /* The ARB_program_interface_query spec says:
4058 * "For the property TOP_LEVEL_ARRAY_STRIDE, a single integer
4059 * identifying the stride between array elements of the top-level
4060 * shader storage block member containing the active variable is
4061 * written to <params>. For top-level block members declared as
4062 * arrays, the value written is the difference, in basic machine units,
4063 * between the offsets of the active variable for consecutive elements
4064 * in the top-level array. For top-level block members not declared as
4065 * an array, zero is written to <params>."
4067 if (field
->type
->is_array()) {
4068 const enum glsl_matrix_layout matrix_layout
=
4069 glsl_matrix_layout(field
->matrix_layout
);
4070 bool row_major
= matrix_layout
== GLSL_MATRIX_LAYOUT_ROW_MAJOR
;
4071 const glsl_type
*array_type
= field
->type
->fields
.array
;
4073 if (is_top_level_shader_storage_block_member(uni
->name
,
4078 if (interface
->interface_packing
!= GLSL_INTERFACE_PACKING_STD430
) {
4079 if (array_type
->is_record() || array_type
->is_array())
4080 return glsl_align(array_type
->std140_size(row_major
), 16);
4082 return MAX2(array_type
->std140_base_alignment(row_major
), 16);
4084 return array_type
->std430_array_stride(row_major
);
4091 calculate_array_size_and_stride(struct gl_shader_program
*shProg
,
4092 struct gl_uniform_storage
*uni
)
4094 int block_index
= uni
->block_index
;
4095 int array_size
= -1;
4096 int array_stride
= -1;
4097 char *var_name
= get_top_level_name(uni
->name
);
4098 char *interface_name
=
4099 get_top_level_name(uni
->is_shader_storage
?
4100 shProg
->data
->ShaderStorageBlocks
[block_index
].Name
:
4101 shProg
->data
->UniformBlocks
[block_index
].Name
);
4103 if (strcmp(var_name
, interface_name
) == 0) {
4104 /* Deal with instanced array of SSBOs */
4105 char *temp_name
= get_var_name(uni
->name
);
4107 linker_error(shProg
, "Out of memory during linking.\n");
4108 goto write_top_level_array_size_and_stride
;
4111 var_name
= get_top_level_name(temp_name
);
4114 linker_error(shProg
, "Out of memory during linking.\n");
4115 goto write_top_level_array_size_and_stride
;
4119 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4120 const gl_linked_shader
*sh
= shProg
->_LinkedShaders
[i
];
4124 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
4125 ir_variable
*var
= node
->as_variable();
4126 if (!var
|| !var
->get_interface_type() ||
4127 var
->data
.mode
!= ir_var_shader_storage
)
4130 const glsl_type
*interface
= var
->get_interface_type();
4132 if (strcmp(interface_name
, interface
->name
) != 0)
4135 for (unsigned i
= 0; i
< interface
->length
; i
++) {
4136 const glsl_struct_field
*field
= &interface
->fields
.structure
[i
];
4137 if (strcmp(field
->name
, var_name
) != 0)
4140 array_stride
= get_array_stride(uni
, interface
, field
,
4141 interface_name
, var_name
);
4142 array_size
= get_array_size(uni
, field
, interface_name
, var_name
);
4143 goto write_top_level_array_size_and_stride
;
4147 write_top_level_array_size_and_stride
:
4148 free(interface_name
);
4150 uni
->top_level_array_stride
= array_stride
;
4151 uni
->top_level_array_size
= array_size
;
4155 * Builds up a list of program resources that point to existing
4159 build_program_resource_list(struct gl_context
*ctx
,
4160 struct gl_shader_program
*shProg
)
4162 /* Rebuild resource list. */
4163 if (shProg
->ProgramResourceList
) {
4164 ralloc_free(shProg
->ProgramResourceList
);
4165 shProg
->ProgramResourceList
= NULL
;
4166 shProg
->NumProgramResourceList
= 0;
4169 int input_stage
= MESA_SHADER_STAGES
, output_stage
= 0;
4171 /* Determine first input and final output stage. These are used to
4172 * detect which variables should be enumerated in the resource list
4173 * for GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT.
4175 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4176 if (!shProg
->_LinkedShaders
[i
])
4178 if (input_stage
== MESA_SHADER_STAGES
)
4183 /* Empty shader, no resources. */
4184 if (input_stage
== MESA_SHADER_STAGES
&& output_stage
== 0)
4187 struct set
*resource_set
= _mesa_set_create(NULL
,
4189 _mesa_key_pointer_equal
);
4191 /* Program interface needs to expose varyings in case of SSO. */
4192 if (shProg
->SeparateShader
) {
4193 if (!add_packed_varyings(ctx
, shProg
, resource_set
,
4194 input_stage
, GL_PROGRAM_INPUT
))
4197 if (!add_packed_varyings(ctx
, shProg
, resource_set
,
4198 output_stage
, GL_PROGRAM_OUTPUT
))
4202 if (!add_fragdata_arrays(ctx
, shProg
, resource_set
))
4205 /* Add inputs and outputs to the resource list. */
4206 if (!add_interface_variables(ctx
, shProg
, resource_set
,
4207 input_stage
, GL_PROGRAM_INPUT
))
4210 if (!add_interface_variables(ctx
, shProg
, resource_set
,
4211 output_stage
, GL_PROGRAM_OUTPUT
))
4214 /* Add transform feedback varyings. */
4215 if (shProg
->LinkedTransformFeedback
.NumVarying
> 0) {
4216 for (int i
= 0; i
< shProg
->LinkedTransformFeedback
.NumVarying
; i
++) {
4217 if (!add_program_resource(shProg
, resource_set
,
4218 GL_TRANSFORM_FEEDBACK_VARYING
,
4219 &shProg
->LinkedTransformFeedback
.Varyings
[i
],
4225 /* Add transform feedback buffers. */
4226 for (unsigned i
= 0; i
< ctx
->Const
.MaxTransformFeedbackBuffers
; i
++) {
4227 if ((shProg
->LinkedTransformFeedback
.ActiveBuffers
>> i
) & 1) {
4228 shProg
->LinkedTransformFeedback
.Buffers
[i
].Binding
= i
;
4229 if (!add_program_resource(shProg
, resource_set
,
4230 GL_TRANSFORM_FEEDBACK_BUFFER
,
4231 &shProg
->LinkedTransformFeedback
.Buffers
[i
],
4237 /* Add uniforms from uniform storage. */
4238 for (unsigned i
= 0; i
< shProg
->data
->NumUniformStorage
; i
++) {
4239 /* Do not add uniforms internally used by Mesa. */
4240 if (shProg
->data
->UniformStorage
[i
].hidden
)
4244 build_stageref(shProg
, shProg
->data
->UniformStorage
[i
].name
,
4247 /* Add stagereferences for uniforms in a uniform block. */
4248 bool is_shader_storage
=
4249 shProg
->data
->UniformStorage
[i
].is_shader_storage
;
4250 int block_index
= shProg
->data
->UniformStorage
[i
].block_index
;
4251 if (block_index
!= -1) {
4252 stageref
|= is_shader_storage
?
4253 shProg
->data
->ShaderStorageBlocks
[block_index
].stageref
:
4254 shProg
->data
->UniformBlocks
[block_index
].stageref
;
4257 GLenum type
= is_shader_storage
? GL_BUFFER_VARIABLE
: GL_UNIFORM
;
4258 if (!should_add_buffer_variable(shProg
, type
,
4259 shProg
->data
->UniformStorage
[i
].name
))
4262 if (is_shader_storage
) {
4263 calculate_array_size_and_stride(shProg
,
4264 &shProg
->data
->UniformStorage
[i
]);
4267 if (!add_program_resource(shProg
, resource_set
, type
,
4268 &shProg
->data
->UniformStorage
[i
], stageref
))
4272 /* Add program uniform blocks. */
4273 for (unsigned i
= 0; i
< shProg
->data
->NumUniformBlocks
; i
++) {
4274 if (!add_program_resource(shProg
, resource_set
, GL_UNIFORM_BLOCK
,
4275 &shProg
->data
->UniformBlocks
[i
], 0))
4279 /* Add program shader storage blocks. */
4280 for (unsigned i
= 0; i
< shProg
->data
->NumShaderStorageBlocks
; i
++) {
4281 if (!add_program_resource(shProg
, resource_set
, GL_SHADER_STORAGE_BLOCK
,
4282 &shProg
->data
->ShaderStorageBlocks
[i
], 0))
4286 /* Add atomic counter buffers. */
4287 for (unsigned i
= 0; i
< shProg
->data
->NumAtomicBuffers
; i
++) {
4288 if (!add_program_resource(shProg
, resource_set
, GL_ATOMIC_COUNTER_BUFFER
,
4289 &shProg
->data
->AtomicBuffers
[i
], 0))
4293 for (unsigned i
= 0; i
< shProg
->data
->NumUniformStorage
; i
++) {
4295 if (!shProg
->data
->UniformStorage
[i
].hidden
)
4298 for (int j
= MESA_SHADER_VERTEX
; j
< MESA_SHADER_STAGES
; j
++) {
4299 if (!shProg
->data
->UniformStorage
[i
].opaque
[j
].active
||
4300 !shProg
->data
->UniformStorage
[i
].type
->is_subroutine())
4303 type
= _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage
)j
);
4304 /* add shader subroutines */
4305 if (!add_program_resource(shProg
, resource_set
,
4306 type
, &shProg
->data
->UniformStorage
[i
], 0))
4311 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4312 struct gl_linked_shader
*sh
= shProg
->_LinkedShaders
[i
];
4318 type
= _mesa_shader_stage_to_subroutine((gl_shader_stage
)i
);
4319 for (unsigned j
= 0; j
< sh
->NumSubroutineFunctions
; j
++) {
4320 if (!add_program_resource(shProg
, resource_set
,
4321 type
, &sh
->SubroutineFunctions
[j
], 0))
4326 _mesa_set_destroy(resource_set
, NULL
);
4330 * This check is done to make sure we allow only constant expression
4331 * indexing and "constant-index-expression" (indexing with an expression
4332 * that includes loop induction variable).
4335 validate_sampler_array_indexing(struct gl_context
*ctx
,
4336 struct gl_shader_program
*prog
)
4338 dynamic_sampler_array_indexing_visitor v
;
4339 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4340 if (prog
->_LinkedShaders
[i
] == NULL
)
4343 bool no_dynamic_indexing
=
4344 ctx
->Const
.ShaderCompilerOptions
[i
].EmitNoIndirectSampler
;
4346 /* Search for array derefs in shader. */
4347 v
.run(prog
->_LinkedShaders
[i
]->ir
);
4348 if (v
.uses_dynamic_sampler_array_indexing()) {
4349 const char *msg
= "sampler arrays indexed with non-constant "
4350 "expressions is forbidden in GLSL %s %u";
4351 /* Backend has indicated that it has no dynamic indexing support. */
4352 if (no_dynamic_indexing
) {
4353 linker_error(prog
, msg
, prog
->IsES
? "ES" : "", prog
->Version
);
4356 linker_warning(prog
, msg
, prog
->IsES
? "ES" : "", prog
->Version
);
4364 link_assign_subroutine_types(struct gl_shader_program
*prog
)
4366 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4367 gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
4372 sh
->MaxSubroutineFunctionIndex
= 0;
4373 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
4374 ir_function
*fn
= node
->as_function();
4378 if (fn
->is_subroutine
)
4379 sh
->NumSubroutineUniformTypes
++;
4381 if (!fn
->num_subroutine_types
)
4384 /* these should have been calculated earlier. */
4385 assert(fn
->subroutine_index
!= -1);
4386 if (sh
->NumSubroutineFunctions
+ 1 > MAX_SUBROUTINES
) {
4387 linker_error(prog
, "Too many subroutine functions declared.\n");
4390 sh
->SubroutineFunctions
= reralloc(sh
, sh
->SubroutineFunctions
,
4391 struct gl_subroutine_function
,
4392 sh
->NumSubroutineFunctions
+ 1);
4393 sh
->SubroutineFunctions
[sh
->NumSubroutineFunctions
].name
= ralloc_strdup(sh
, fn
->name
);
4394 sh
->SubroutineFunctions
[sh
->NumSubroutineFunctions
].num_compat_types
= fn
->num_subroutine_types
;
4395 sh
->SubroutineFunctions
[sh
->NumSubroutineFunctions
].types
=
4396 ralloc_array(sh
, const struct glsl_type
*,
4397 fn
->num_subroutine_types
);
4399 /* From Section 4.4.4(Subroutine Function Layout Qualifiers) of the
4402 * "Each subroutine with an index qualifier in the shader must be
4403 * given a unique index, otherwise a compile or link error will be
4406 for (unsigned j
= 0; j
< sh
->NumSubroutineFunctions
; j
++) {
4407 if (sh
->SubroutineFunctions
[j
].index
!= -1 &&
4408 sh
->SubroutineFunctions
[j
].index
== fn
->subroutine_index
) {
4409 linker_error(prog
, "each subroutine index qualifier in the "
4410 "shader must be unique\n");
4414 sh
->SubroutineFunctions
[sh
->NumSubroutineFunctions
].index
=
4415 fn
->subroutine_index
;
4417 if (fn
->subroutine_index
> (int)sh
->MaxSubroutineFunctionIndex
)
4418 sh
->MaxSubroutineFunctionIndex
= fn
->subroutine_index
;
4420 for (int j
= 0; j
< fn
->num_subroutine_types
; j
++)
4421 sh
->SubroutineFunctions
[sh
->NumSubroutineFunctions
].types
[j
] = fn
->subroutine_types
[j
];
4422 sh
->NumSubroutineFunctions
++;
4428 set_always_active_io(exec_list
*ir
, ir_variable_mode io_mode
)
4430 assert(io_mode
== ir_var_shader_in
|| io_mode
== ir_var_shader_out
);
4432 foreach_in_list(ir_instruction
, node
, ir
) {
4433 ir_variable
*const var
= node
->as_variable();
4435 if (var
== NULL
|| var
->data
.mode
!= io_mode
)
4438 /* Don't set always active on builtins that haven't been redeclared */
4439 if (var
->data
.how_declared
== ir_var_declared_implicitly
)
4442 var
->data
.always_active_io
= true;
4447 * When separate shader programs are enabled, only input/outputs between
4448 * the stages of a multi-stage separate program can be safely removed
4449 * from the shader interface. Other inputs/outputs must remain active.
4452 disable_varying_optimizations_for_sso(struct gl_shader_program
*prog
)
4454 unsigned first
, last
;
4455 assert(prog
->SeparateShader
);
4457 first
= MESA_SHADER_STAGES
;
4460 /* Determine first and last stage. Excluding the compute stage */
4461 for (unsigned i
= 0; i
< MESA_SHADER_COMPUTE
; i
++) {
4462 if (!prog
->_LinkedShaders
[i
])
4464 if (first
== MESA_SHADER_STAGES
)
4469 if (first
== MESA_SHADER_STAGES
)
4472 for (unsigned stage
= 0; stage
< MESA_SHADER_STAGES
; stage
++) {
4473 gl_linked_shader
*sh
= prog
->_LinkedShaders
[stage
];
4477 if (first
== last
) {
4478 /* For a single shader program only allow inputs to the vertex shader
4479 * and outputs from the fragment shader to be removed.
4481 if (stage
!= MESA_SHADER_VERTEX
)
4482 set_always_active_io(sh
->ir
, ir_var_shader_in
);
4483 if (stage
!= MESA_SHADER_FRAGMENT
)
4484 set_always_active_io(sh
->ir
, ir_var_shader_out
);
4486 /* For multi-stage separate shader programs only allow inputs and
4487 * outputs between the shader stages to be removed as well as inputs
4488 * to the vertex shader and outputs from the fragment shader.
4490 if (stage
== first
&& stage
!= MESA_SHADER_VERTEX
)
4491 set_always_active_io(sh
->ir
, ir_var_shader_in
);
4492 else if (stage
== last
&& stage
!= MESA_SHADER_FRAGMENT
)
4493 set_always_active_io(sh
->ir
, ir_var_shader_out
);
4499 link_varyings_and_uniforms(unsigned first
, unsigned last
,
4500 unsigned num_explicit_uniform_locs
,
4501 struct gl_context
*ctx
,
4502 struct gl_shader_program
*prog
, void *mem_ctx
)
4504 bool has_xfb_qualifiers
= false;
4505 unsigned num_tfeedback_decls
= 0;
4506 char **varying_names
= NULL
;
4507 tfeedback_decl
*tfeedback_decls
= NULL
;
4509 /* Mark all generic shader inputs and outputs as unpaired. */
4510 for (unsigned i
= MESA_SHADER_VERTEX
; i
<= MESA_SHADER_FRAGMENT
; i
++) {
4511 if (prog
->_LinkedShaders
[i
] != NULL
) {
4512 link_invalidate_variable_locations(prog
->_LinkedShaders
[i
]->ir
);
4516 unsigned prev
= first
;
4517 for (unsigned i
= prev
+ 1; i
<= MESA_SHADER_FRAGMENT
; i
++) {
4518 if (prog
->_LinkedShaders
[i
] == NULL
)
4521 match_explicit_outputs_to_inputs(prog
->_LinkedShaders
[prev
],
4522 prog
->_LinkedShaders
[i
]);
4526 if (!assign_attribute_or_color_locations(mem_ctx
, prog
, &ctx
->Const
,
4527 MESA_SHADER_VERTEX
)) {
4531 if (!assign_attribute_or_color_locations(mem_ctx
, prog
, &ctx
->Const
,
4532 MESA_SHADER_FRAGMENT
)) {
4536 /* From the ARB_enhanced_layouts spec:
4538 * "If the shader used to record output variables for transform feedback
4539 * varyings uses the "xfb_buffer", "xfb_offset", or "xfb_stride" layout
4540 * qualifiers, the values specified by TransformFeedbackVaryings are
4541 * ignored, and the set of variables captured for transform feedback is
4542 * instead derived from the specified layout qualifiers."
4544 for (int i
= MESA_SHADER_FRAGMENT
- 1; i
>= 0; i
--) {
4545 /* Find last stage before fragment shader */
4546 if (prog
->_LinkedShaders
[i
]) {
4547 has_xfb_qualifiers
=
4548 process_xfb_layout_qualifiers(mem_ctx
, prog
->_LinkedShaders
[i
],
4549 &num_tfeedback_decls
,
4555 if (!has_xfb_qualifiers
) {
4556 num_tfeedback_decls
= prog
->TransformFeedback
.NumVarying
;
4557 varying_names
= prog
->TransformFeedback
.VaryingNames
;
4560 if (num_tfeedback_decls
!= 0) {
4561 /* From GL_EXT_transform_feedback:
4562 * A program will fail to link if:
4564 * * the <count> specified by TransformFeedbackVaryingsEXT is
4565 * non-zero, but the program object has no vertex or geometry
4568 if (first
>= MESA_SHADER_FRAGMENT
) {
4569 linker_error(prog
, "Transform feedback varyings specified, but "
4570 "no vertex, tessellation, or geometry shader is "
4575 tfeedback_decls
= rzalloc_array(mem_ctx
, tfeedback_decl
,
4576 num_tfeedback_decls
);
4577 if (!parse_tfeedback_decls(ctx
, prog
, mem_ctx
, num_tfeedback_decls
,
4578 varying_names
, tfeedback_decls
))
4582 /* If there is no fragment shader we need to set transform feedback.
4584 * For SSO we also need to assign output locations. We assign them here
4585 * because we need to do it for both single stage programs and multi stage
4588 if (last
< MESA_SHADER_FRAGMENT
&&
4589 (num_tfeedback_decls
!= 0 || prog
->SeparateShader
)) {
4590 const uint64_t reserved_out_slots
=
4591 reserved_varying_slot(prog
->_LinkedShaders
[last
], ir_var_shader_out
);
4592 if (!assign_varying_locations(ctx
, mem_ctx
, prog
,
4593 prog
->_LinkedShaders
[last
], NULL
,
4594 num_tfeedback_decls
, tfeedback_decls
,
4595 reserved_out_slots
))
4599 if (last
<= MESA_SHADER_FRAGMENT
) {
4600 /* Remove unused varyings from the first/last stage unless SSO */
4601 remove_unused_shader_inputs_and_outputs(prog
->SeparateShader
,
4602 prog
->_LinkedShaders
[first
],
4604 remove_unused_shader_inputs_and_outputs(prog
->SeparateShader
,
4605 prog
->_LinkedShaders
[last
],
4608 /* If the program is made up of only a single stage */
4609 if (first
== last
) {
4610 gl_linked_shader
*const sh
= prog
->_LinkedShaders
[last
];
4612 do_dead_builtin_varyings(ctx
, NULL
, sh
, 0, NULL
);
4613 do_dead_builtin_varyings(ctx
, sh
, NULL
, num_tfeedback_decls
,
4616 if (prog
->SeparateShader
) {
4617 const uint64_t reserved_slots
=
4618 reserved_varying_slot(sh
, ir_var_shader_in
);
4620 /* Assign input locations for SSO, output locations are already
4623 if (!assign_varying_locations(ctx
, mem_ctx
, prog
,
4624 NULL
/* producer */,
4626 0 /* num_tfeedback_decls */,
4627 NULL
/* tfeedback_decls */,
4632 /* Linking the stages in the opposite order (from fragment to vertex)
4633 * ensures that inter-shader outputs written to in an earlier stage
4634 * are eliminated if they are (transitively) not used in a later
4638 for (int i
= next
- 1; i
>= 0; i
--) {
4639 if (prog
->_LinkedShaders
[i
] == NULL
&& i
!= 0)
4642 gl_linked_shader
*const sh_i
= prog
->_LinkedShaders
[i
];
4643 gl_linked_shader
*const sh_next
= prog
->_LinkedShaders
[next
];
4645 const uint64_t reserved_out_slots
=
4646 reserved_varying_slot(sh_i
, ir_var_shader_out
);
4647 const uint64_t reserved_in_slots
=
4648 reserved_varying_slot(sh_next
, ir_var_shader_in
);
4650 do_dead_builtin_varyings(ctx
, sh_i
, sh_next
,
4651 next
== MESA_SHADER_FRAGMENT
? num_tfeedback_decls
: 0,
4654 if (!assign_varying_locations(ctx
, mem_ctx
, prog
, sh_i
, sh_next
,
4655 next
== MESA_SHADER_FRAGMENT
? num_tfeedback_decls
: 0,
4657 reserved_out_slots
| reserved_in_slots
))
4660 /* This must be done after all dead varyings are eliminated. */
4662 unsigned slots_used
= _mesa_bitcount_64(reserved_out_slots
);
4663 if (!check_against_output_limit(ctx
, prog
, sh_i
, slots_used
)) {
4668 unsigned slots_used
= _mesa_bitcount_64(reserved_in_slots
);
4669 if (!check_against_input_limit(ctx
, prog
, sh_next
, slots_used
))
4677 if (!store_tfeedback_info(ctx
, prog
, num_tfeedback_decls
, tfeedback_decls
,
4678 has_xfb_qualifiers
))
4681 update_array_sizes(prog
);
4682 link_assign_uniform_locations(prog
, ctx
, num_explicit_uniform_locs
);
4683 link_assign_atomic_counter_resources(ctx
, prog
);
4685 link_calculate_subroutine_compat(prog
);
4686 check_resources(ctx
, prog
);
4687 check_subroutine_resources(prog
);
4688 check_image_resources(ctx
, prog
);
4689 link_check_atomic_counter_resources(ctx
, prog
);
4691 if (!prog
->data
->LinkStatus
)
4694 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4695 if (prog
->_LinkedShaders
[i
] == NULL
)
4698 const struct gl_shader_compiler_options
*options
=
4699 &ctx
->Const
.ShaderCompilerOptions
[i
];
4701 if (options
->LowerBufferInterfaceBlocks
)
4702 lower_ubo_reference(prog
->_LinkedShaders
[i
],
4703 options
->ClampBlockIndicesToArrayBounds
);
4705 if (i
== MESA_SHADER_COMPUTE
)
4706 lower_shared_reference(prog
->_LinkedShaders
[i
],
4707 &prog
->Comp
.SharedSize
);
4709 lower_vector_derefs(prog
->_LinkedShaders
[i
]);
4710 do_vec_index_to_swizzle(prog
->_LinkedShaders
[i
]->ir
);
4717 link_shaders(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
4719 prog
->data
->LinkStatus
= true; /* All error paths will set this to false */
4720 prog
->data
->Validated
= false;
4721 prog
->_Used
= false;
4723 /* Section 7.3 (Program Objects) of the OpenGL 4.5 Core Profile spec says:
4725 * "Linking can fail for a variety of reasons as specified in the
4726 * OpenGL Shading Language Specification, as well as any of the
4727 * following reasons:
4729 * - No shader objects are attached to program."
4731 * The Compatibility Profile specification does not list the error. In
4732 * Compatibility Profile missing shader stages are replaced by
4733 * fixed-function. This applies to the case where all stages are
4736 if (prog
->NumShaders
== 0) {
4737 if (ctx
->API
!= API_OPENGL_COMPAT
)
4738 linker_error(prog
, "no shaders attached to the program\n");
4742 unsigned int num_explicit_uniform_locs
= 0;
4744 void *mem_ctx
= ralloc_context(NULL
); // temporary linker context
4746 prog
->ARB_fragment_coord_conventions_enable
= false;
4748 /* Separate the shaders into groups based on their type.
4750 struct gl_shader
**shader_list
[MESA_SHADER_STAGES
];
4751 unsigned num_shaders
[MESA_SHADER_STAGES
];
4753 for (int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4754 shader_list
[i
] = (struct gl_shader
**)
4755 calloc(prog
->NumShaders
, sizeof(struct gl_shader
*));
4759 unsigned min_version
= UINT_MAX
;
4760 unsigned max_version
= 0;
4761 for (unsigned i
= 0; i
< prog
->NumShaders
; i
++) {
4762 min_version
= MIN2(min_version
, prog
->Shaders
[i
]->Version
);
4763 max_version
= MAX2(max_version
, prog
->Shaders
[i
]->Version
);
4765 if (prog
->Shaders
[i
]->IsES
!= prog
->Shaders
[0]->IsES
) {
4766 linker_error(prog
, "all shaders must use same shading "
4767 "language version\n");
4771 if (prog
->Shaders
[i
]->info
.ARB_fragment_coord_conventions_enable
) {
4772 prog
->ARB_fragment_coord_conventions_enable
= true;
4775 gl_shader_stage shader_type
= prog
->Shaders
[i
]->Stage
;
4776 shader_list
[shader_type
][num_shaders
[shader_type
]] = prog
->Shaders
[i
];
4777 num_shaders
[shader_type
]++;
4780 /* In desktop GLSL, different shader versions may be linked together. In
4781 * GLSL ES, all shader versions must be the same.
4783 if (prog
->Shaders
[0]->IsES
&& min_version
!= max_version
) {
4784 linker_error(prog
, "all shaders must use same shading "
4785 "language version\n");
4789 prog
->Version
= max_version
;
4790 prog
->IsES
= prog
->Shaders
[0]->IsES
;
4792 /* Some shaders have to be linked with some other shaders present.
4794 if (!prog
->SeparateShader
) {
4795 if (num_shaders
[MESA_SHADER_GEOMETRY
] > 0 &&
4796 num_shaders
[MESA_SHADER_VERTEX
] == 0) {
4797 linker_error(prog
, "Geometry shader must be linked with "
4801 if (num_shaders
[MESA_SHADER_TESS_EVAL
] > 0 &&
4802 num_shaders
[MESA_SHADER_VERTEX
] == 0) {
4803 linker_error(prog
, "Tessellation evaluation shader must be linked "
4804 "with vertex shader\n");
4807 if (num_shaders
[MESA_SHADER_TESS_CTRL
] > 0 &&
4808 num_shaders
[MESA_SHADER_VERTEX
] == 0) {
4809 linker_error(prog
, "Tessellation control shader must be linked with "
4814 /* The spec is self-contradictory here. It allows linking without a tess
4815 * eval shader, but that can only be used with transform feedback and
4816 * rasterization disabled. However, transform feedback isn't allowed
4817 * with GL_PATCHES, so it can't be used.
4819 * More investigation showed that the idea of transform feedback after
4820 * a tess control shader was dropped, because some hw vendors couldn't
4821 * support tessellation without a tess eval shader, but the linker
4822 * section wasn't updated to reflect that.
4824 * All specifications (ARB_tessellation_shader, GL 4.0-4.5) have this
4827 * Do what's reasonable and always require a tess eval shader if a tess
4828 * control shader is present.
4830 if (num_shaders
[MESA_SHADER_TESS_CTRL
] > 0 &&
4831 num_shaders
[MESA_SHADER_TESS_EVAL
] == 0) {
4832 linker_error(prog
, "Tessellation control shader must be linked with "
4833 "tessellation evaluation shader\n");
4838 /* Compute shaders have additional restrictions. */
4839 if (num_shaders
[MESA_SHADER_COMPUTE
] > 0 &&
4840 num_shaders
[MESA_SHADER_COMPUTE
] != prog
->NumShaders
) {
4841 linker_error(prog
, "Compute shaders may not be linked with any other "
4842 "type of shader\n");
4845 /* Link all shaders for a particular stage and validate the result.
4847 for (int stage
= 0; stage
< MESA_SHADER_STAGES
; stage
++) {
4848 if (num_shaders
[stage
] > 0) {
4849 gl_linked_shader
*const sh
=
4850 link_intrastage_shaders(mem_ctx
, ctx
, prog
, shader_list
[stage
],
4851 num_shaders
[stage
], false);
4853 if (!prog
->data
->LinkStatus
) {
4855 _mesa_delete_linked_shader(ctx
, sh
);
4860 case MESA_SHADER_VERTEX
:
4861 validate_vertex_shader_executable(prog
, sh
, ctx
);
4863 case MESA_SHADER_TESS_CTRL
:
4864 /* nothing to be done */
4866 case MESA_SHADER_TESS_EVAL
:
4867 validate_tess_eval_shader_executable(prog
, sh
, ctx
);
4869 case MESA_SHADER_GEOMETRY
:
4870 validate_geometry_shader_executable(prog
, sh
, ctx
);
4872 case MESA_SHADER_FRAGMENT
:
4873 validate_fragment_shader_executable(prog
, sh
);
4876 if (!prog
->data
->LinkStatus
) {
4878 _mesa_delete_linked_shader(ctx
, sh
);
4882 prog
->_LinkedShaders
[stage
] = sh
;
4886 if (num_shaders
[MESA_SHADER_GEOMETRY
] > 0) {
4887 prog
->LastClipDistanceArraySize
= prog
->Geom
.ClipDistanceArraySize
;
4888 prog
->LastCullDistanceArraySize
= prog
->Geom
.CullDistanceArraySize
;
4889 } else if (num_shaders
[MESA_SHADER_TESS_EVAL
] > 0) {
4890 prog
->LastClipDistanceArraySize
= prog
->TessEval
.ClipDistanceArraySize
;
4891 prog
->LastCullDistanceArraySize
= prog
->TessEval
.CullDistanceArraySize
;
4892 } else if (num_shaders
[MESA_SHADER_VERTEX
] > 0) {
4893 prog
->LastClipDistanceArraySize
= prog
->Vert
.ClipDistanceArraySize
;
4894 prog
->LastCullDistanceArraySize
= prog
->Vert
.CullDistanceArraySize
;
4896 prog
->LastClipDistanceArraySize
= 0; /* Not used */
4897 prog
->LastCullDistanceArraySize
= 0; /* Not used */
4900 /* Here begins the inter-stage linking phase. Some initial validation is
4901 * performed, then locations are assigned for uniforms, attributes, and
4904 cross_validate_uniforms(prog
);
4905 if (!prog
->data
->LinkStatus
)
4908 unsigned first
, last
, prev
;
4910 first
= MESA_SHADER_STAGES
;
4913 /* Determine first and last stage. */
4914 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4915 if (!prog
->_LinkedShaders
[i
])
4917 if (first
== MESA_SHADER_STAGES
)
4922 num_explicit_uniform_locs
= check_explicit_uniform_locations(ctx
, prog
);
4923 link_assign_subroutine_types(prog
);
4925 if (!prog
->data
->LinkStatus
)
4928 resize_tes_inputs(ctx
, prog
);
4930 /* Validate the inputs of each stage with the output of the preceding
4934 for (unsigned i
= prev
+ 1; i
<= MESA_SHADER_FRAGMENT
; i
++) {
4935 if (prog
->_LinkedShaders
[i
] == NULL
)
4938 validate_interstage_inout_blocks(prog
, prog
->_LinkedShaders
[prev
],
4939 prog
->_LinkedShaders
[i
]);
4940 if (!prog
->data
->LinkStatus
)
4943 cross_validate_outputs_to_inputs(prog
,
4944 prog
->_LinkedShaders
[prev
],
4945 prog
->_LinkedShaders
[i
]);
4946 if (!prog
->data
->LinkStatus
)
4952 /* Cross-validate uniform blocks between shader stages */
4953 validate_interstage_uniform_blocks(prog
, prog
->_LinkedShaders
);
4954 if (!prog
->data
->LinkStatus
)
4957 for (unsigned int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4958 if (prog
->_LinkedShaders
[i
] != NULL
)
4959 lower_named_interface_blocks(mem_ctx
, prog
->_LinkedShaders
[i
]);
4962 /* Implement the GLSL 1.30+ rule for discard vs infinite loops Do
4963 * it before optimization because we want most of the checks to get
4964 * dropped thanks to constant propagation.
4966 * This rule also applies to GLSL ES 3.00.
4968 if (max_version
>= (prog
->IsES
? 300 : 130)) {
4969 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
4971 lower_discard_flow(sh
->ir
);
4975 if (prog
->SeparateShader
)
4976 disable_varying_optimizations_for_sso(prog
);
4979 if (!interstage_cross_validate_uniform_blocks(prog
, false))
4983 if (!interstage_cross_validate_uniform_blocks(prog
, true))
4986 /* Do common optimization before assigning storage for attributes,
4987 * uniforms, and varyings. Later optimization could possibly make
4988 * some of that unused.
4990 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4991 if (prog
->_LinkedShaders
[i
] == NULL
)
4994 detect_recursion_linked(prog
, prog
->_LinkedShaders
[i
]->ir
);
4995 if (!prog
->data
->LinkStatus
)
4998 if (ctx
->Const
.ShaderCompilerOptions
[i
].LowerCombinedClipCullDistance
) {
4999 lower_clip_cull_distance(prog
, prog
->_LinkedShaders
[i
]);
5002 if (ctx
->Const
.LowerTessLevel
) {
5003 lower_tess_level(prog
->_LinkedShaders
[i
]);
5006 while (do_common_optimization(prog
->_LinkedShaders
[i
]->ir
, true, false,
5007 &ctx
->Const
.ShaderCompilerOptions
[i
],
5008 ctx
->Const
.NativeIntegers
))
5011 lower_const_arrays_to_uniforms(prog
->_LinkedShaders
[i
]->ir
, i
);
5012 propagate_invariance(prog
->_LinkedShaders
[i
]->ir
);
5015 /* Validation for special cases where we allow sampler array indexing
5016 * with loop induction variable. This check emits a warning or error
5017 * depending if backend can handle dynamic indexing.
5019 if ((!prog
->IsES
&& prog
->Version
< 130) ||
5020 (prog
->IsES
&& prog
->Version
< 300)) {
5021 if (!validate_sampler_array_indexing(ctx
, prog
))
5025 /* Check and validate stream emissions in geometry shaders */
5026 validate_geometry_shader_emissions(ctx
, prog
);
5028 store_fragdepth_layout(prog
);
5030 if(!link_varyings_and_uniforms(first
, last
, num_explicit_uniform_locs
, ctx
,
5034 /* OpenGL ES < 3.1 requires that a vertex shader and a fragment shader both
5035 * be present in a linked program. GL_ARB_ES2_compatibility doesn't say
5036 * anything about shader linking when one of the shaders (vertex or
5037 * fragment shader) is absent. So, the extension shouldn't change the
5038 * behavior specified in GLSL specification.
5040 * From OpenGL ES 3.1 specification (7.3 Program Objects):
5041 * "Linking can fail for a variety of reasons as specified in the
5042 * OpenGL ES Shading Language Specification, as well as any of the
5043 * following reasons:
5047 * * program contains objects to form either a vertex shader or
5048 * fragment shader, and program is not separable, and does not
5049 * contain objects to form both a vertex shader and fragment
5052 * However, the only scenario in 3.1+ where we don't require them both is
5053 * when we have a compute shader. For example:
5055 * - No shaders is a link error.
5056 * - Geom or Tess without a Vertex shader is a link error which means we
5057 * always require a Vertex shader and hence a Fragment shader.
5058 * - Finally a Compute shader linked with any other stage is a link error.
5060 if (!prog
->SeparateShader
&& ctx
->API
== API_OPENGLES2
&&
5061 num_shaders
[MESA_SHADER_COMPUTE
] == 0) {
5062 if (prog
->_LinkedShaders
[MESA_SHADER_VERTEX
] == NULL
) {
5063 linker_error(prog
, "program lacks a vertex shader\n");
5064 } else if (prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
] == NULL
) {
5065 linker_error(prog
, "program lacks a fragment shader\n");
5070 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
5071 free(shader_list
[i
]);
5072 if (prog
->_LinkedShaders
[i
] == NULL
)
5075 /* Do a final validation step to make sure that the IR wasn't
5076 * invalidated by any modifications performed after intrastage linking.
5078 validate_ir_tree(prog
->_LinkedShaders
[i
]->ir
);
5080 /* Retain any live IR, but trash the rest. */
5081 reparent_ir(prog
->_LinkedShaders
[i
]->ir
, prog
->_LinkedShaders
[i
]->ir
);
5083 /* The symbol table in the linked shaders may contain references to
5084 * variables that were removed (e.g., unused uniforms). Since it may
5085 * contain junk, there is no possible valid use. Delete it and set the
5088 delete prog
->_LinkedShaders
[i
]->symbols
;
5089 prog
->_LinkedShaders
[i
]->symbols
= NULL
;
5092 ralloc_free(mem_ctx
);