2 * Copyright © 2010 Intel Corporation
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
26 * GLSL linker implementation
28 * Given a set of shaders that are to be linked to generate a final program,
29 * there are three distinct stages.
31 * In the first stage shaders are partitioned into groups based on the shader
32 * type. All shaders of a particular type (e.g., vertex shaders) are linked
35 * - Undefined references in each shader are resolve to definitions in
37 * - Types and qualifiers of uniforms, outputs, and global variables defined
38 * in multiple shaders with the same name are verified to be the same.
39 * - Initializers for uniforms and global variables defined
40 * in multiple shaders with the same name are verified to be the same.
42 * The result, in the terminology of the GLSL spec, is a set of shader
43 * executables for each processing unit.
45 * After the first stage is complete, a series of semantic checks are performed
46 * on each of the shader executables.
48 * - Each shader executable must define a \c main function.
49 * - Each vertex shader executable must write to \c gl_Position.
50 * - Each fragment shader executable must write to either \c gl_FragData or
53 * In the final stage individual shader executables are linked to create a
54 * complete exectuable.
56 * - Types of uniforms defined in multiple shader stages with the same name
57 * are verified to be the same.
58 * - Initializers for uniforms defined in multiple shader stages with the
59 * same name are verified to be the same.
60 * - Types and qualifiers of outputs defined in one stage are verified to
61 * be the same as the types and qualifiers of inputs defined with the same
62 * name in a later stage.
64 * \author Ian Romanick <ian.d.romanick@intel.com>
68 #include "util/strndup.h"
69 #include "main/core.h"
70 #include "glsl_symbol_table.h"
71 #include "glsl_parser_extras.h"
74 #include "program/prog_instruction.h"
75 #include "program/program.h"
76 #include "util/mesa-sha1.h"
78 #include "util/string_to_uint_map.h"
80 #include "link_varyings.h"
81 #include "ir_optimization.h"
82 #include "ir_rvalue_visitor.h"
83 #include "ir_uniform.h"
84 #include "builtin_functions.h"
85 #include "shader_cache.h"
87 #include "main/shaderobj.h"
88 #include "main/enums.h"
94 * Visitor that determines whether or not a variable is ever written.
96 class find_assignment_visitor
: public ir_hierarchical_visitor
{
98 find_assignment_visitor(const char *name
)
99 : name(name
), found(false)
104 virtual ir_visitor_status
visit_enter(ir_assignment
*ir
)
106 ir_variable
*const var
= ir
->lhs
->variable_referenced();
108 if (strcmp(name
, var
->name
) == 0) {
113 return visit_continue_with_parent
;
116 virtual ir_visitor_status
visit_enter(ir_call
*ir
)
118 foreach_two_lists(formal_node
, &ir
->callee
->parameters
,
119 actual_node
, &ir
->actual_parameters
) {
120 ir_rvalue
*param_rval
= (ir_rvalue
*) actual_node
;
121 ir_variable
*sig_param
= (ir_variable
*) formal_node
;
123 if (sig_param
->data
.mode
== ir_var_function_out
||
124 sig_param
->data
.mode
== ir_var_function_inout
) {
125 ir_variable
*var
= param_rval
->variable_referenced();
126 if (var
&& strcmp(name
, var
->name
) == 0) {
133 if (ir
->return_deref
!= NULL
) {
134 ir_variable
*const var
= ir
->return_deref
->variable_referenced();
136 if (strcmp(name
, var
->name
) == 0) {
142 return visit_continue_with_parent
;
145 bool variable_found()
151 const char *name
; /**< Find writes to a variable with this name. */
152 bool found
; /**< Was a write to the variable found? */
157 * Visitor that determines whether or not a variable is ever read.
159 class find_deref_visitor
: public ir_hierarchical_visitor
{
161 find_deref_visitor(const char *name
)
162 : name(name
), found(false)
167 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
169 if (strcmp(this->name
, ir
->var
->name
) == 0) {
174 return visit_continue
;
177 bool variable_found() const
183 const char *name
; /**< Find writes to a variable with this name. */
184 bool found
; /**< Was a write to the variable found? */
189 * A visitor helper that provides methods for updating the types of
190 * ir_dereferences. Classes that update variable types (say, updating
191 * array sizes) will want to use this so that dereference types stay in sync.
193 class deref_type_updater
: public ir_hierarchical_visitor
{
195 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
197 ir
->type
= ir
->var
->type
;
198 return visit_continue
;
201 virtual ir_visitor_status
visit_leave(ir_dereference_array
*ir
)
203 const glsl_type
*const vt
= ir
->array
->type
;
205 ir
->type
= vt
->fields
.array
;
206 return visit_continue
;
209 virtual ir_visitor_status
visit_leave(ir_dereference_record
*ir
)
211 for (unsigned i
= 0; i
< ir
->record
->type
->length
; i
++) {
212 const struct glsl_struct_field
*field
=
213 &ir
->record
->type
->fields
.structure
[i
];
214 if (strcmp(field
->name
, ir
->field
) == 0) {
215 ir
->type
= field
->type
;
219 return visit_continue
;
224 class array_resize_visitor
: public deref_type_updater
{
226 unsigned num_vertices
;
227 gl_shader_program
*prog
;
228 gl_shader_stage stage
;
230 array_resize_visitor(unsigned num_vertices
,
231 gl_shader_program
*prog
,
232 gl_shader_stage stage
)
234 this->num_vertices
= num_vertices
;
239 virtual ~array_resize_visitor()
244 virtual ir_visitor_status
visit(ir_variable
*var
)
246 if (!var
->type
->is_array() || var
->data
.mode
!= ir_var_shader_in
||
248 return visit_continue
;
250 unsigned size
= var
->type
->length
;
252 if (stage
== MESA_SHADER_GEOMETRY
) {
253 /* Generate a link error if the shader has declared this array with
256 if (!var
->data
.implicit_sized_array
&&
257 size
&& size
!= this->num_vertices
) {
258 linker_error(this->prog
, "size of array %s declared as %u, "
259 "but number of input vertices is %u\n",
260 var
->name
, size
, this->num_vertices
);
261 return visit_continue
;
264 /* Generate a link error if the shader attempts to access an input
265 * array using an index too large for its actual size assigned at
268 if (var
->data
.max_array_access
>= (int)this->num_vertices
) {
269 linker_error(this->prog
, "%s shader accesses element %i of "
270 "%s, but only %i input vertices\n",
271 _mesa_shader_stage_to_string(this->stage
),
272 var
->data
.max_array_access
, var
->name
, this->num_vertices
);
273 return visit_continue
;
277 var
->type
= glsl_type::get_array_instance(var
->type
->fields
.array
,
279 var
->data
.max_array_access
= this->num_vertices
- 1;
281 return visit_continue
;
286 * Visitor that determines the highest stream id to which a (geometry) shader
287 * emits vertices. It also checks whether End{Stream}Primitive is ever called.
289 class find_emit_vertex_visitor
: public ir_hierarchical_visitor
{
291 find_emit_vertex_visitor(int max_allowed
)
292 : max_stream_allowed(max_allowed
),
293 invalid_stream_id(0),
294 invalid_stream_id_from_emit_vertex(false),
295 end_primitive_found(false),
296 uses_non_zero_stream(false)
301 virtual ir_visitor_status
visit_leave(ir_emit_vertex
*ir
)
303 int stream_id
= ir
->stream_id();
306 invalid_stream_id
= stream_id
;
307 invalid_stream_id_from_emit_vertex
= true;
311 if (stream_id
> max_stream_allowed
) {
312 invalid_stream_id
= stream_id
;
313 invalid_stream_id_from_emit_vertex
= true;
318 uses_non_zero_stream
= true;
320 return visit_continue
;
323 virtual ir_visitor_status
visit_leave(ir_end_primitive
*ir
)
325 end_primitive_found
= true;
327 int stream_id
= ir
->stream_id();
330 invalid_stream_id
= stream_id
;
331 invalid_stream_id_from_emit_vertex
= false;
335 if (stream_id
> max_stream_allowed
) {
336 invalid_stream_id
= stream_id
;
337 invalid_stream_id_from_emit_vertex
= false;
342 uses_non_zero_stream
= true;
344 return visit_continue
;
349 return invalid_stream_id
!= 0;
352 const char *error_func()
354 return invalid_stream_id_from_emit_vertex
?
355 "EmitStreamVertex" : "EndStreamPrimitive";
360 return invalid_stream_id
;
365 return uses_non_zero_stream
;
368 bool uses_end_primitive()
370 return end_primitive_found
;
374 int max_stream_allowed
;
375 int invalid_stream_id
;
376 bool invalid_stream_id_from_emit_vertex
;
377 bool end_primitive_found
;
378 bool uses_non_zero_stream
;
381 /* Class that finds array derefs and check if indexes are dynamic. */
382 class dynamic_sampler_array_indexing_visitor
: public ir_hierarchical_visitor
385 dynamic_sampler_array_indexing_visitor() :
386 dynamic_sampler_array_indexing(false)
390 ir_visitor_status
visit_enter(ir_dereference_array
*ir
)
392 if (!ir
->variable_referenced())
393 return visit_continue
;
395 if (!ir
->variable_referenced()->type
->contains_sampler())
396 return visit_continue
;
398 if (!ir
->array_index
->constant_expression_value()) {
399 dynamic_sampler_array_indexing
= true;
402 return visit_continue
;
405 bool uses_dynamic_sampler_array_indexing()
407 return dynamic_sampler_array_indexing
;
411 bool dynamic_sampler_array_indexing
;
414 } /* anonymous namespace */
417 linker_error(gl_shader_program
*prog
, const char *fmt
, ...)
421 ralloc_strcat(&prog
->data
->InfoLog
, "error: ");
423 ralloc_vasprintf_append(&prog
->data
->InfoLog
, fmt
, ap
);
426 prog
->data
->LinkStatus
= linking_failure
;
431 linker_warning(gl_shader_program
*prog
, const char *fmt
, ...)
435 ralloc_strcat(&prog
->data
->InfoLog
, "warning: ");
437 ralloc_vasprintf_append(&prog
->data
->InfoLog
, fmt
, ap
);
444 * Given a string identifying a program resource, break it into a base name
445 * and an optional array index in square brackets.
447 * If an array index is present, \c out_base_name_end is set to point to the
448 * "[" that precedes the array index, and the array index itself is returned
451 * If no array index is present (or if the array index is negative or
452 * mal-formed), \c out_base_name_end, is set to point to the null terminator
453 * at the end of the input string, and -1 is returned.
455 * Only the final array index is parsed; if the string contains other array
456 * indices (or structure field accesses), they are left in the base name.
458 * No attempt is made to check that the base name is properly formed;
459 * typically the caller will look up the base name in a hash table, so
460 * ill-formed base names simply turn into hash table lookup failures.
463 parse_program_resource_name(const GLchar
*name
,
464 const GLchar
**out_base_name_end
)
466 /* Section 7.3.1 ("Program Interfaces") of the OpenGL 4.3 spec says:
468 * "When an integer array element or block instance number is part of
469 * the name string, it will be specified in decimal form without a "+"
470 * or "-" sign or any extra leading zeroes. Additionally, the name
471 * string will not include white space anywhere in the string."
474 const size_t len
= strlen(name
);
475 *out_base_name_end
= name
+ len
;
477 if (len
== 0 || name
[len
-1] != ']')
480 /* Walk backwards over the string looking for a non-digit character. This
481 * had better be the opening bracket for an array index.
483 * Initially, i specifies the location of the ']'. Since the string may
484 * contain only the ']' charcater, walk backwards very carefully.
487 for (i
= len
- 1; (i
> 0) && isdigit(name
[i
-1]); --i
)
490 if ((i
== 0) || name
[i
-1] != '[')
493 long array_index
= strtol(&name
[i
], NULL
, 10);
497 /* Check for leading zero */
498 if (name
[i
] == '0' && name
[i
+1] != ']')
501 *out_base_name_end
= name
+ (i
- 1);
507 link_invalidate_variable_locations(exec_list
*ir
)
509 foreach_in_list(ir_instruction
, node
, ir
) {
510 ir_variable
*const var
= node
->as_variable();
515 /* Only assign locations for variables that lack an explicit location.
516 * Explicit locations are set for all built-in variables, generic vertex
517 * shader inputs (via layout(location=...)), and generic fragment shader
518 * outputs (also via layout(location=...)).
520 if (!var
->data
.explicit_location
) {
521 var
->data
.location
= -1;
522 var
->data
.location_frac
= 0;
525 /* ir_variable::is_unmatched_generic_inout is used by the linker while
526 * connecting outputs from one stage to inputs of the next stage.
528 if (var
->data
.explicit_location
&&
529 var
->data
.location
< VARYING_SLOT_VAR0
) {
530 var
->data
.is_unmatched_generic_inout
= 0;
532 var
->data
.is_unmatched_generic_inout
= 1;
539 * Set clip_distance_array_size based and cull_distance_array_size on the given
542 * Also check for errors based on incorrect usage of gl_ClipVertex and
543 * gl_ClipDistance and gl_CullDistance.
544 * Additionally test whether the arrays gl_ClipDistance and gl_CullDistance
545 * exceed the maximum size defined by gl_MaxCombinedClipAndCullDistances.
547 * Return false if an error was reported.
550 analyze_clip_cull_usage(struct gl_shader_program
*prog
,
551 struct gl_linked_shader
*shader
,
552 struct gl_context
*ctx
,
553 GLuint
*clip_distance_array_size
,
554 GLuint
*cull_distance_array_size
)
556 *clip_distance_array_size
= 0;
557 *cull_distance_array_size
= 0;
559 if (prog
->data
->Version
>= (prog
->IsES
? 300 : 130)) {
560 /* From section 7.1 (Vertex Shader Special Variables) of the
563 * "It is an error for a shader to statically write both
564 * gl_ClipVertex and gl_ClipDistance."
566 * This does not apply to GLSL ES shaders, since GLSL ES defines neither
567 * gl_ClipVertex nor gl_ClipDistance. However with
568 * GL_EXT_clip_cull_distance, this functionality is exposed in ES 3.0.
570 find_assignment_visitor
clip_distance("gl_ClipDistance");
571 find_assignment_visitor
cull_distance("gl_CullDistance");
573 clip_distance
.run(shader
->ir
);
574 cull_distance
.run(shader
->ir
);
576 /* From the ARB_cull_distance spec:
578 * It is a compile-time or link-time error for the set of shaders forming
579 * a program to statically read or write both gl_ClipVertex and either
580 * gl_ClipDistance or gl_CullDistance.
582 * This does not apply to GLSL ES shaders, since GLSL ES doesn't define
586 find_assignment_visitor
clip_vertex("gl_ClipVertex");
588 clip_vertex
.run(shader
->ir
);
590 if (clip_vertex
.variable_found() && clip_distance
.variable_found()) {
591 linker_error(prog
, "%s shader writes to both `gl_ClipVertex' "
592 "and `gl_ClipDistance'\n",
593 _mesa_shader_stage_to_string(shader
->Stage
));
596 if (clip_vertex
.variable_found() && cull_distance
.variable_found()) {
597 linker_error(prog
, "%s shader writes to both `gl_ClipVertex' "
598 "and `gl_CullDistance'\n",
599 _mesa_shader_stage_to_string(shader
->Stage
));
604 if (clip_distance
.variable_found()) {
605 ir_variable
*clip_distance_var
=
606 shader
->symbols
->get_variable("gl_ClipDistance");
607 assert(clip_distance_var
);
608 *clip_distance_array_size
= clip_distance_var
->type
->length
;
610 if (cull_distance
.variable_found()) {
611 ir_variable
*cull_distance_var
=
612 shader
->symbols
->get_variable("gl_CullDistance");
613 assert(cull_distance_var
);
614 *cull_distance_array_size
= cull_distance_var
->type
->length
;
616 /* From the ARB_cull_distance spec:
618 * It is a compile-time or link-time error for the set of shaders forming
619 * a program to have the sum of the sizes of the gl_ClipDistance and
620 * gl_CullDistance arrays to be larger than
621 * gl_MaxCombinedClipAndCullDistances.
623 if ((*clip_distance_array_size
+ *cull_distance_array_size
) >
624 ctx
->Const
.MaxClipPlanes
) {
625 linker_error(prog
, "%s shader: the combined size of "
626 "'gl_ClipDistance' and 'gl_CullDistance' size cannot "
628 "gl_MaxCombinedClipAndCullDistances (%u)",
629 _mesa_shader_stage_to_string(shader
->Stage
),
630 ctx
->Const
.MaxClipPlanes
);
637 * Verify that a vertex shader executable meets all semantic requirements.
639 * Also sets info.clip_distance_array_size and
640 * info.cull_distance_array_size as a side effect.
642 * \param shader Vertex shader executable to be verified
645 validate_vertex_shader_executable(struct gl_shader_program
*prog
,
646 struct gl_linked_shader
*shader
,
647 struct gl_context
*ctx
)
652 /* From the GLSL 1.10 spec, page 48:
654 * "The variable gl_Position is available only in the vertex
655 * language and is intended for writing the homogeneous vertex
656 * position. All executions of a well-formed vertex shader
657 * executable must write a value into this variable. [...] The
658 * variable gl_Position is available only in the vertex
659 * language and is intended for writing the homogeneous vertex
660 * position. All executions of a well-formed vertex shader
661 * executable must write a value into this variable."
663 * while in GLSL 1.40 this text is changed to:
665 * "The variable gl_Position is available only in the vertex
666 * language and is intended for writing the homogeneous vertex
667 * position. It can be written at any time during shader
668 * execution. It may also be read back by a vertex shader
669 * after being written. This value will be used by primitive
670 * assembly, clipping, culling, and other fixed functionality
671 * operations, if present, that operate on primitives after
672 * vertex processing has occurred. Its value is undefined if
673 * the vertex shader executable does not write gl_Position."
675 * All GLSL ES Versions are similar to GLSL 1.40--failing to write to
676 * gl_Position is not an error.
678 if (prog
->data
->Version
< (prog
->IsES
? 300 : 140)) {
679 find_assignment_visitor
find("gl_Position");
680 find
.run(shader
->ir
);
681 if (!find
.variable_found()) {
684 "vertex shader does not write to `gl_Position'. "
685 "Its value is undefined. \n");
688 "vertex shader does not write to `gl_Position'. \n");
694 analyze_clip_cull_usage(prog
, shader
, ctx
,
695 &shader
->Program
->info
.clip_distance_array_size
,
696 &shader
->Program
->info
.cull_distance_array_size
);
700 validate_tess_eval_shader_executable(struct gl_shader_program
*prog
,
701 struct gl_linked_shader
*shader
,
702 struct gl_context
*ctx
)
707 analyze_clip_cull_usage(prog
, shader
, ctx
,
708 &shader
->Program
->info
.clip_distance_array_size
,
709 &shader
->Program
->info
.cull_distance_array_size
);
714 * Verify that a fragment shader executable meets all semantic requirements
716 * \param shader Fragment shader executable to be verified
719 validate_fragment_shader_executable(struct gl_shader_program
*prog
,
720 struct gl_linked_shader
*shader
)
725 find_assignment_visitor
frag_color("gl_FragColor");
726 find_assignment_visitor
frag_data("gl_FragData");
728 frag_color
.run(shader
->ir
);
729 frag_data
.run(shader
->ir
);
731 if (frag_color
.variable_found() && frag_data
.variable_found()) {
732 linker_error(prog
, "fragment shader writes to both "
733 "`gl_FragColor' and `gl_FragData'\n");
738 * Verify that a geometry shader executable meets all semantic requirements
740 * Also sets prog->Geom.VerticesIn, and info.clip_distance_array_sizeand
741 * info.cull_distance_array_size as a side effect.
743 * \param shader Geometry shader executable to be verified
746 validate_geometry_shader_executable(struct gl_shader_program
*prog
,
747 struct gl_linked_shader
*shader
,
748 struct gl_context
*ctx
)
753 unsigned num_vertices
=
754 vertices_per_prim(shader
->Program
->info
.gs
.input_primitive
);
755 prog
->Geom
.VerticesIn
= num_vertices
;
757 analyze_clip_cull_usage(prog
, shader
, ctx
,
758 &shader
->Program
->info
.clip_distance_array_size
,
759 &shader
->Program
->info
.cull_distance_array_size
);
763 * Check if geometry shaders emit to non-zero streams and do corresponding
767 validate_geometry_shader_emissions(struct gl_context
*ctx
,
768 struct gl_shader_program
*prog
)
770 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[MESA_SHADER_GEOMETRY
];
773 find_emit_vertex_visitor
emit_vertex(ctx
->Const
.MaxVertexStreams
- 1);
774 emit_vertex
.run(sh
->ir
);
775 if (emit_vertex
.error()) {
776 linker_error(prog
, "Invalid call %s(%d). Accepted values for the "
777 "stream parameter are in the range [0, %d].\n",
778 emit_vertex
.error_func(),
779 emit_vertex
.error_stream(),
780 ctx
->Const
.MaxVertexStreams
- 1);
782 prog
->Geom
.UsesStreams
= emit_vertex
.uses_streams();
783 prog
->Geom
.UsesEndPrimitive
= emit_vertex
.uses_end_primitive();
785 /* From the ARB_gpu_shader5 spec:
787 * "Multiple vertex streams are supported only if the output primitive
788 * type is declared to be "points". A program will fail to link if it
789 * contains a geometry shader calling EmitStreamVertex() or
790 * EndStreamPrimitive() if its output primitive type is not "points".
792 * However, in the same spec:
794 * "The function EmitVertex() is equivalent to calling EmitStreamVertex()
795 * with <stream> set to zero."
799 * "The function EndPrimitive() is equivalent to calling
800 * EndStreamPrimitive() with <stream> set to zero."
802 * Since we can call EmitVertex() and EndPrimitive() when we output
803 * primitives other than points, calling EmitStreamVertex(0) or
804 * EmitEndPrimitive(0) should not produce errors. This it also what Nvidia
805 * does. Currently we only set prog->Geom.UsesStreams to TRUE when
806 * EmitStreamVertex() or EmitEndPrimitive() are called with a non-zero
809 if (prog
->Geom
.UsesStreams
&&
810 sh
->Program
->info
.gs
.output_primitive
!= GL_POINTS
) {
811 linker_error(prog
, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
812 "with n>0 requires point output\n");
818 validate_intrastage_arrays(struct gl_shader_program
*prog
,
819 ir_variable
*const var
,
820 ir_variable
*const existing
)
822 /* Consider the types to be "the same" if both types are arrays
823 * of the same type and one of the arrays is implicitly sized.
824 * In addition, set the type of the linked variable to the
825 * explicitly sized array.
827 if (var
->type
->is_array() && existing
->type
->is_array()) {
828 if ((var
->type
->fields
.array
== existing
->type
->fields
.array
) &&
829 ((var
->type
->length
== 0)|| (existing
->type
->length
== 0))) {
830 if (var
->type
->length
!= 0) {
831 if ((int)var
->type
->length
<= existing
->data
.max_array_access
) {
832 linker_error(prog
, "%s `%s' declared as type "
833 "`%s' but outermost dimension has an index"
836 var
->name
, var
->type
->name
,
837 existing
->data
.max_array_access
);
839 existing
->type
= var
->type
;
841 } else if (existing
->type
->length
!= 0) {
842 if((int)existing
->type
->length
<= var
->data
.max_array_access
&&
843 !existing
->data
.from_ssbo_unsized_array
) {
844 linker_error(prog
, "%s `%s' declared as type "
845 "`%s' but outermost dimension has an index"
848 var
->name
, existing
->type
->name
,
849 var
->data
.max_array_access
);
854 /* The arrays of structs could have different glsl_type pointers but
855 * they are actually the same type. Use record_compare() to check that.
857 if (existing
->type
->fields
.array
->is_record() &&
858 var
->type
->fields
.array
->is_record() &&
859 existing
->type
->fields
.array
->record_compare(var
->type
->fields
.array
))
868 * Perform validation of global variables used across multiple shaders
871 cross_validate_globals(struct gl_shader_program
*prog
,
872 struct exec_list
*ir
, glsl_symbol_table
*variables
,
875 foreach_in_list(ir_instruction
, node
, ir
) {
876 ir_variable
*const var
= node
->as_variable();
881 if (uniforms_only
&& (var
->data
.mode
!= ir_var_uniform
&& var
->data
.mode
!= ir_var_shader_storage
))
884 /* don't cross validate subroutine uniforms */
885 if (var
->type
->contains_subroutine())
888 /* Don't cross validate interface instances. These are only relevant
889 * inside a shader. The cross validation is done at the Interface Block
892 if (var
->is_interface_instance())
895 /* Don't cross validate temporaries that are at global scope. These
896 * will eventually get pulled into the shaders 'main'.
898 if (var
->data
.mode
== ir_var_temporary
)
901 /* If a global with this name has already been seen, verify that the
902 * new instance has the same type. In addition, if the globals have
903 * initializers, the values of the initializers must be the same.
905 ir_variable
*const existing
= variables
->get_variable(var
->name
);
906 if (existing
!= NULL
) {
907 /* Check if types match. */
908 if (var
->type
!= existing
->type
) {
909 if (!validate_intrastage_arrays(prog
, var
, existing
)) {
910 if (var
->type
->is_record() && existing
->type
->is_record()
911 && existing
->type
->record_compare(var
->type
)) {
912 existing
->type
= var
->type
;
914 /* If it is an unsized array in a Shader Storage Block,
915 * two different shaders can access to different elements.
916 * Because of that, they might be converted to different
917 * sized arrays, then check that they are compatible but
918 * ignore the array size.
920 if (!(var
->data
.mode
== ir_var_shader_storage
&&
921 var
->data
.from_ssbo_unsized_array
&&
922 existing
->data
.mode
== ir_var_shader_storage
&&
923 existing
->data
.from_ssbo_unsized_array
&&
924 var
->type
->gl_type
== existing
->type
->gl_type
)) {
925 linker_error(prog
, "%s `%s' declared as type "
926 "`%s' and type `%s'\n",
928 var
->name
, var
->type
->name
,
929 existing
->type
->name
);
936 if (var
->data
.explicit_location
) {
937 if (existing
->data
.explicit_location
938 && (var
->data
.location
!= existing
->data
.location
)) {
939 linker_error(prog
, "explicit locations for %s "
940 "`%s' have differing values\n",
941 mode_string(var
), var
->name
);
945 if (var
->data
.location_frac
!= existing
->data
.location_frac
) {
946 linker_error(prog
, "explicit components for %s `%s' have "
947 "differing values\n", mode_string(var
), var
->name
);
951 existing
->data
.location
= var
->data
.location
;
952 existing
->data
.explicit_location
= true;
954 /* Check if uniform with implicit location was marked explicit
955 * by earlier shader stage. If so, mark it explicit in this stage
956 * too to make sure later processing does not treat it as
959 if (existing
->data
.explicit_location
) {
960 var
->data
.location
= existing
->data
.location
;
961 var
->data
.explicit_location
= true;
965 /* From the GLSL 4.20 specification:
966 * "A link error will result if two compilation units in a program
967 * specify different integer-constant bindings for the same
968 * opaque-uniform name. However, it is not an error to specify a
969 * binding on some but not all declarations for the same name"
971 if (var
->data
.explicit_binding
) {
972 if (existing
->data
.explicit_binding
&&
973 var
->data
.binding
!= existing
->data
.binding
) {
974 linker_error(prog
, "explicit bindings for %s "
975 "`%s' have differing values\n",
976 mode_string(var
), var
->name
);
980 existing
->data
.binding
= var
->data
.binding
;
981 existing
->data
.explicit_binding
= true;
984 if (var
->type
->contains_atomic() &&
985 var
->data
.offset
!= existing
->data
.offset
) {
986 linker_error(prog
, "offset specifications for %s "
987 "`%s' have differing values\n",
988 mode_string(var
), var
->name
);
992 /* Validate layout qualifiers for gl_FragDepth.
994 * From the AMD/ARB_conservative_depth specs:
996 * "If gl_FragDepth is redeclared in any fragment shader in a
997 * program, it must be redeclared in all fragment shaders in
998 * that program that have static assignments to
999 * gl_FragDepth. All redeclarations of gl_FragDepth in all
1000 * fragment shaders in a single program must have the same set
1003 if (strcmp(var
->name
, "gl_FragDepth") == 0) {
1004 bool layout_declared
= var
->data
.depth_layout
!= ir_depth_layout_none
;
1005 bool layout_differs
=
1006 var
->data
.depth_layout
!= existing
->data
.depth_layout
;
1008 if (layout_declared
&& layout_differs
) {
1010 "All redeclarations of gl_FragDepth in all "
1011 "fragment shaders in a single program must have "
1012 "the same set of qualifiers.\n");
1015 if (var
->data
.used
&& layout_differs
) {
1017 "If gl_FragDepth is redeclared with a layout "
1018 "qualifier in any fragment shader, it must be "
1019 "redeclared with the same layout qualifier in "
1020 "all fragment shaders that have assignments to "
1025 /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
1027 * "If a shared global has multiple initializers, the
1028 * initializers must all be constant expressions, and they
1029 * must all have the same value. Otherwise, a link error will
1030 * result. (A shared global having only one initializer does
1031 * not require that initializer to be a constant expression.)"
1033 * Previous to 4.20 the GLSL spec simply said that initializers
1034 * must have the same value. In this case of non-constant
1035 * initializers, this was impossible to determine. As a result,
1036 * no vendor actually implemented that behavior. The 4.20
1037 * behavior matches the implemented behavior of at least one other
1038 * vendor, so we'll implement that for all GLSL versions.
1040 if (var
->constant_initializer
!= NULL
) {
1041 if (existing
->constant_initializer
!= NULL
) {
1042 if (!var
->constant_initializer
->has_value(existing
->constant_initializer
)) {
1043 linker_error(prog
, "initializers for %s "
1044 "`%s' have differing values\n",
1045 mode_string(var
), var
->name
);
1049 /* If the first-seen instance of a particular uniform did
1050 * not have an initializer but a later instance does,
1051 * replace the former with the later.
1053 variables
->replace_variable(existing
->name
, var
);
1057 if (var
->data
.has_initializer
) {
1058 if (existing
->data
.has_initializer
1059 && (var
->constant_initializer
== NULL
1060 || existing
->constant_initializer
== NULL
)) {
1062 "shared global variable `%s' has multiple "
1063 "non-constant initializers.\n",
1069 if (existing
->data
.invariant
!= var
->data
.invariant
) {
1070 linker_error(prog
, "declarations for %s `%s' have "
1071 "mismatching invariant qualifiers\n",
1072 mode_string(var
), var
->name
);
1075 if (existing
->data
.centroid
!= var
->data
.centroid
) {
1076 linker_error(prog
, "declarations for %s `%s' have "
1077 "mismatching centroid qualifiers\n",
1078 mode_string(var
), var
->name
);
1081 if (existing
->data
.sample
!= var
->data
.sample
) {
1082 linker_error(prog
, "declarations for %s `%s` have "
1083 "mismatching sample qualifiers\n",
1084 mode_string(var
), var
->name
);
1087 if (existing
->data
.image_format
!= var
->data
.image_format
) {
1088 linker_error(prog
, "declarations for %s `%s` have "
1089 "mismatching image format qualifiers\n",
1090 mode_string(var
), var
->name
);
1094 /* Only in GLSL ES 3.10, the precision qualifier should not match
1095 * between block members defined in matched block names within a
1098 * In GLSL ES 3.00 and ES 3.20, precision qualifier for each block
1099 * member should match.
1101 if (prog
->IsES
&& (prog
->data
->Version
!= 310 ||
1102 !var
->get_interface_type()) &&
1103 existing
->data
.precision
!= var
->data
.precision
) {
1104 linker_error(prog
, "declarations for %s `%s` have "
1105 "mismatching precision qualifiers\n",
1106 mode_string(var
), var
->name
);
1110 variables
->add_variable(var
);
1116 * Perform validation of uniforms used across multiple shader stages
1119 cross_validate_uniforms(struct gl_shader_program
*prog
)
1121 glsl_symbol_table variables
;
1122 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1123 if (prog
->_LinkedShaders
[i
] == NULL
)
1126 cross_validate_globals(prog
, prog
->_LinkedShaders
[i
]->ir
, &variables
,
1132 * Accumulates the array of buffer blocks and checks that all definitions of
1133 * blocks agree on their contents.
1136 interstage_cross_validate_uniform_blocks(struct gl_shader_program
*prog
,
1139 int *InterfaceBlockStageIndex
[MESA_SHADER_STAGES
];
1140 struct gl_uniform_block
*blks
= NULL
;
1141 unsigned *num_blks
= validate_ssbo
? &prog
->data
->NumShaderStorageBlocks
:
1142 &prog
->data
->NumUniformBlocks
;
1144 unsigned max_num_buffer_blocks
= 0;
1145 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1146 if (prog
->_LinkedShaders
[i
]) {
1147 if (validate_ssbo
) {
1148 max_num_buffer_blocks
+=
1149 prog
->_LinkedShaders
[i
]->Program
->info
.num_ssbos
;
1151 max_num_buffer_blocks
+=
1152 prog
->_LinkedShaders
[i
]->Program
->info
.num_ubos
;
1157 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1158 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
1160 InterfaceBlockStageIndex
[i
] = new int[max_num_buffer_blocks
];
1161 for (unsigned int j
= 0; j
< max_num_buffer_blocks
; j
++)
1162 InterfaceBlockStageIndex
[i
][j
] = -1;
1167 unsigned sh_num_blocks
;
1168 struct gl_uniform_block
**sh_blks
;
1169 if (validate_ssbo
) {
1170 sh_num_blocks
= prog
->_LinkedShaders
[i
]->Program
->info
.num_ssbos
;
1171 sh_blks
= sh
->Program
->sh
.ShaderStorageBlocks
;
1173 sh_num_blocks
= prog
->_LinkedShaders
[i
]->Program
->info
.num_ubos
;
1174 sh_blks
= sh
->Program
->sh
.UniformBlocks
;
1177 for (unsigned int j
= 0; j
< sh_num_blocks
; j
++) {
1178 int index
= link_cross_validate_uniform_block(prog
, &blks
, num_blks
,
1182 linker_error(prog
, "buffer block `%s' has mismatching "
1183 "definitions\n", sh_blks
[j
]->Name
);
1185 for (unsigned k
= 0; k
<= i
; k
++) {
1186 delete[] InterfaceBlockStageIndex
[k
];
1189 /* Reset the block count. This will help avoid various segfaults
1190 * from api calls that assume the array exists due to the count
1197 InterfaceBlockStageIndex
[i
][index
] = j
;
1201 /* Update per stage block pointers to point to the program list.
1202 * FIXME: We should be able to free the per stage blocks here.
1204 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1205 for (unsigned j
= 0; j
< *num_blks
; j
++) {
1206 int stage_index
= InterfaceBlockStageIndex
[i
][j
];
1208 if (stage_index
!= -1) {
1209 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
1211 struct gl_uniform_block
**sh_blks
= validate_ssbo
?
1212 sh
->Program
->sh
.ShaderStorageBlocks
:
1213 sh
->Program
->sh
.UniformBlocks
;
1215 blks
[j
].stageref
|= sh_blks
[stage_index
]->stageref
;
1216 sh_blks
[stage_index
] = &blks
[j
];
1221 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1222 delete[] InterfaceBlockStageIndex
[i
];
1226 prog
->data
->ShaderStorageBlocks
= blks
;
1228 prog
->data
->UniformBlocks
= blks
;
1235 * Populates a shaders symbol table with all global declarations
1238 populate_symbol_table(gl_linked_shader
*sh
)
1240 sh
->symbols
= new(sh
) glsl_symbol_table
;
1242 foreach_in_list(ir_instruction
, inst
, sh
->ir
) {
1246 if ((func
= inst
->as_function()) != NULL
) {
1247 sh
->symbols
->add_function(func
);
1248 } else if ((var
= inst
->as_variable()) != NULL
) {
1249 if (var
->data
.mode
!= ir_var_temporary
)
1250 sh
->symbols
->add_variable(var
);
1257 * Remap variables referenced in an instruction tree
1259 * This is used when instruction trees are cloned from one shader and placed in
1260 * another. These trees will contain references to \c ir_variable nodes that
1261 * do not exist in the target shader. This function finds these \c ir_variable
1262 * references and replaces the references with matching variables in the target
1265 * If there is no matching variable in the target shader, a clone of the
1266 * \c ir_variable is made and added to the target shader. The new variable is
1267 * added to \b both the instruction stream and the symbol table.
1269 * \param inst IR tree that is to be processed.
1270 * \param symbols Symbol table containing global scope symbols in the
1272 * \param instructions Instruction stream where new variable declarations
1276 remap_variables(ir_instruction
*inst
, struct gl_linked_shader
*target
,
1279 class remap_visitor
: public ir_hierarchical_visitor
{
1281 remap_visitor(struct gl_linked_shader
*target
, hash_table
*temps
)
1283 this->target
= target
;
1284 this->symbols
= target
->symbols
;
1285 this->instructions
= target
->ir
;
1286 this->temps
= temps
;
1289 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
1291 if (ir
->var
->data
.mode
== ir_var_temporary
) {
1292 hash_entry
*entry
= _mesa_hash_table_search(temps
, ir
->var
);
1293 ir_variable
*var
= entry
? (ir_variable
*) entry
->data
: NULL
;
1295 assert(var
!= NULL
);
1297 return visit_continue
;
1300 ir_variable
*const existing
=
1301 this->symbols
->get_variable(ir
->var
->name
);
1302 if (existing
!= NULL
)
1305 ir_variable
*copy
= ir
->var
->clone(this->target
, NULL
);
1307 this->symbols
->add_variable(copy
);
1308 this->instructions
->push_head(copy
);
1312 return visit_continue
;
1316 struct gl_linked_shader
*target
;
1317 glsl_symbol_table
*symbols
;
1318 exec_list
*instructions
;
1322 remap_visitor
v(target
, temps
);
1329 * Move non-declarations from one instruction stream to another
1331 * The intended usage pattern of this function is to pass the pointer to the
1332 * head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node
1333 * pointer) for \c last and \c false for \c make_copies on the first
1334 * call. Successive calls pass the return value of the previous call for
1335 * \c last and \c true for \c make_copies.
1337 * \param instructions Source instruction stream
1338 * \param last Instruction after which new instructions should be
1339 * inserted in the target instruction stream
1340 * \param make_copies Flag selecting whether instructions in \c instructions
1341 * should be copied (via \c ir_instruction::clone) into the
1342 * target list or moved.
1345 * The new "last" instruction in the target instruction stream. This pointer
1346 * is suitable for use as the \c last parameter of a later call to this
1350 move_non_declarations(exec_list
*instructions
, exec_node
*last
,
1351 bool make_copies
, gl_linked_shader
*target
)
1353 hash_table
*temps
= NULL
;
1356 temps
= _mesa_hash_table_create(NULL
, _mesa_hash_pointer
,
1357 _mesa_key_pointer_equal
);
1359 foreach_in_list_safe(ir_instruction
, inst
, instructions
) {
1360 if (inst
->as_function())
1363 ir_variable
*var
= inst
->as_variable();
1364 if ((var
!= NULL
) && (var
->data
.mode
!= ir_var_temporary
))
1367 assert(inst
->as_assignment()
1369 || inst
->as_if() /* for initializers with the ?: operator */
1370 || ((var
!= NULL
) && (var
->data
.mode
== ir_var_temporary
)));
1373 inst
= inst
->clone(target
, NULL
);
1376 _mesa_hash_table_insert(temps
, var
, inst
);
1378 remap_variables(inst
, target
, temps
);
1383 last
->insert_after(inst
);
1388 _mesa_hash_table_destroy(temps
, NULL
);
1395 * This class is only used in link_intrastage_shaders() below but declaring
1396 * it inside that function leads to compiler warnings with some versions of
1399 class array_sizing_visitor
: public deref_type_updater
{
1401 array_sizing_visitor()
1402 : mem_ctx(ralloc_context(NULL
)),
1403 unnamed_interfaces(_mesa_hash_table_create(NULL
, _mesa_hash_pointer
,
1404 _mesa_key_pointer_equal
))
1408 ~array_sizing_visitor()
1410 _mesa_hash_table_destroy(this->unnamed_interfaces
, NULL
);
1411 ralloc_free(this->mem_ctx
);
1414 virtual ir_visitor_status
visit(ir_variable
*var
)
1416 const glsl_type
*type_without_array
;
1417 bool implicit_sized_array
= var
->data
.implicit_sized_array
;
1418 fixup_type(&var
->type
, var
->data
.max_array_access
,
1419 var
->data
.from_ssbo_unsized_array
,
1420 &implicit_sized_array
);
1421 var
->data
.implicit_sized_array
= implicit_sized_array
;
1422 type_without_array
= var
->type
->without_array();
1423 if (var
->type
->is_interface()) {
1424 if (interface_contains_unsized_arrays(var
->type
)) {
1425 const glsl_type
*new_type
=
1426 resize_interface_members(var
->type
,
1427 var
->get_max_ifc_array_access(),
1428 var
->is_in_shader_storage_block());
1429 var
->type
= new_type
;
1430 var
->change_interface_type(new_type
);
1432 } else if (type_without_array
->is_interface()) {
1433 if (interface_contains_unsized_arrays(type_without_array
)) {
1434 const glsl_type
*new_type
=
1435 resize_interface_members(type_without_array
,
1436 var
->get_max_ifc_array_access(),
1437 var
->is_in_shader_storage_block());
1438 var
->change_interface_type(new_type
);
1439 var
->type
= update_interface_members_array(var
->type
, new_type
);
1441 } else if (const glsl_type
*ifc_type
= var
->get_interface_type()) {
1442 /* Store a pointer to the variable in the unnamed_interfaces
1446 _mesa_hash_table_search(this->unnamed_interfaces
,
1449 ir_variable
**interface_vars
= entry
? (ir_variable
**) entry
->data
: NULL
;
1451 if (interface_vars
== NULL
) {
1452 interface_vars
= rzalloc_array(mem_ctx
, ir_variable
*,
1454 _mesa_hash_table_insert(this->unnamed_interfaces
, ifc_type
,
1457 unsigned index
= ifc_type
->field_index(var
->name
);
1458 assert(index
< ifc_type
->length
);
1459 assert(interface_vars
[index
] == NULL
);
1460 interface_vars
[index
] = var
;
1462 return visit_continue
;
1466 * For each unnamed interface block that was discovered while running the
1467 * visitor, adjust the interface type to reflect the newly assigned array
1468 * sizes, and fix up the ir_variable nodes to point to the new interface
1471 void fixup_unnamed_interface_types()
1473 hash_table_call_foreach(this->unnamed_interfaces
,
1474 fixup_unnamed_interface_type
, NULL
);
1479 * If the type pointed to by \c type represents an unsized array, replace
1480 * it with a sized array whose size is determined by max_array_access.
1482 static void fixup_type(const glsl_type
**type
, unsigned max_array_access
,
1483 bool from_ssbo_unsized_array
, bool *implicit_sized
)
1485 if (!from_ssbo_unsized_array
&& (*type
)->is_unsized_array()) {
1486 *type
= glsl_type::get_array_instance((*type
)->fields
.array
,
1487 max_array_access
+ 1);
1488 *implicit_sized
= true;
1489 assert(*type
!= NULL
);
1493 static const glsl_type
*
1494 update_interface_members_array(const glsl_type
*type
,
1495 const glsl_type
*new_interface_type
)
1497 const glsl_type
*element_type
= type
->fields
.array
;
1498 if (element_type
->is_array()) {
1499 const glsl_type
*new_array_type
=
1500 update_interface_members_array(element_type
, new_interface_type
);
1501 return glsl_type::get_array_instance(new_array_type
, type
->length
);
1503 return glsl_type::get_array_instance(new_interface_type
,
1509 * Determine whether the given interface type contains unsized arrays (if
1510 * it doesn't, array_sizing_visitor doesn't need to process it).
1512 static bool interface_contains_unsized_arrays(const glsl_type
*type
)
1514 for (unsigned i
= 0; i
< type
->length
; i
++) {
1515 const glsl_type
*elem_type
= type
->fields
.structure
[i
].type
;
1516 if (elem_type
->is_unsized_array())
1523 * Create a new interface type based on the given type, with unsized arrays
1524 * replaced by sized arrays whose size is determined by
1525 * max_ifc_array_access.
1527 static const glsl_type
*
1528 resize_interface_members(const glsl_type
*type
,
1529 const int *max_ifc_array_access
,
1532 unsigned num_fields
= type
->length
;
1533 glsl_struct_field
*fields
= new glsl_struct_field
[num_fields
];
1534 memcpy(fields
, type
->fields
.structure
,
1535 num_fields
* sizeof(*fields
));
1536 for (unsigned i
= 0; i
< num_fields
; i
++) {
1537 bool implicit_sized_array
= fields
[i
].implicit_sized_array
;
1538 /* If SSBO last member is unsized array, we don't replace it by a sized
1541 if (is_ssbo
&& i
== (num_fields
- 1))
1542 fixup_type(&fields
[i
].type
, max_ifc_array_access
[i
],
1543 true, &implicit_sized_array
);
1545 fixup_type(&fields
[i
].type
, max_ifc_array_access
[i
],
1546 false, &implicit_sized_array
);
1547 fields
[i
].implicit_sized_array
= implicit_sized_array
;
1549 glsl_interface_packing packing
=
1550 (glsl_interface_packing
) type
->interface_packing
;
1551 bool row_major
= (bool) type
->interface_row_major
;
1552 const glsl_type
*new_ifc_type
=
1553 glsl_type::get_interface_instance(fields
, num_fields
,
1554 packing
, row_major
, type
->name
);
1556 return new_ifc_type
;
1559 static void fixup_unnamed_interface_type(const void *key
, void *data
,
1562 const glsl_type
*ifc_type
= (const glsl_type
*) key
;
1563 ir_variable
**interface_vars
= (ir_variable
**) data
;
1564 unsigned num_fields
= ifc_type
->length
;
1565 glsl_struct_field
*fields
= new glsl_struct_field
[num_fields
];
1566 memcpy(fields
, ifc_type
->fields
.structure
,
1567 num_fields
* sizeof(*fields
));
1568 bool interface_type_changed
= false;
1569 for (unsigned i
= 0; i
< num_fields
; i
++) {
1570 if (interface_vars
[i
] != NULL
&&
1571 fields
[i
].type
!= interface_vars
[i
]->type
) {
1572 fields
[i
].type
= interface_vars
[i
]->type
;
1573 interface_type_changed
= true;
1576 if (!interface_type_changed
) {
1580 glsl_interface_packing packing
=
1581 (glsl_interface_packing
) ifc_type
->interface_packing
;
1582 bool row_major
= (bool) ifc_type
->interface_row_major
;
1583 const glsl_type
*new_ifc_type
=
1584 glsl_type::get_interface_instance(fields
, num_fields
, packing
,
1585 row_major
, ifc_type
->name
);
1587 for (unsigned i
= 0; i
< num_fields
; i
++) {
1588 if (interface_vars
[i
] != NULL
)
1589 interface_vars
[i
]->change_interface_type(new_ifc_type
);
1594 * Memory context used to allocate the data in \c unnamed_interfaces.
1599 * Hash table from const glsl_type * to an array of ir_variable *'s
1600 * pointing to the ir_variables constituting each unnamed interface block.
1602 hash_table
*unnamed_interfaces
;
1606 validate_xfb_buffer_stride(struct gl_context
*ctx
, unsigned idx
,
1607 struct gl_shader_program
*prog
)
1609 /* We will validate doubles at a later stage */
1610 if (prog
->TransformFeedback
.BufferStride
[idx
] % 4) {
1611 linker_error(prog
, "invalid qualifier xfb_stride=%d must be a "
1612 "multiple of 4 or if its applied to a type that is "
1613 "or contains a double a multiple of 8.",
1614 prog
->TransformFeedback
.BufferStride
[idx
]);
1618 if (prog
->TransformFeedback
.BufferStride
[idx
] / 4 >
1619 ctx
->Const
.MaxTransformFeedbackInterleavedComponents
) {
1620 linker_error(prog
, "The MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS "
1621 "limit has been exceeded.");
1629 * Check for conflicting xfb_stride default qualifiers and store buffer stride
1633 link_xfb_stride_layout_qualifiers(struct gl_context
*ctx
,
1634 struct gl_shader_program
*prog
,
1635 struct gl_linked_shader
*linked_shader
,
1636 struct gl_shader
**shader_list
,
1637 unsigned num_shaders
)
1639 for (unsigned i
= 0; i
< MAX_FEEDBACK_BUFFERS
; i
++) {
1640 prog
->TransformFeedback
.BufferStride
[i
] = 0;
1643 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1644 struct gl_shader
*shader
= shader_list
[i
];
1646 for (unsigned j
= 0; j
< MAX_FEEDBACK_BUFFERS
; j
++) {
1647 if (shader
->TransformFeedbackBufferStride
[j
]) {
1648 if (prog
->TransformFeedback
.BufferStride
[j
] == 0) {
1649 prog
->TransformFeedback
.BufferStride
[j
] =
1650 shader
->TransformFeedbackBufferStride
[j
];
1651 if (!validate_xfb_buffer_stride(ctx
, j
, prog
))
1653 } else if (prog
->TransformFeedback
.BufferStride
[j
] !=
1654 shader
->TransformFeedbackBufferStride
[j
]){
1656 "intrastage shaders defined with conflicting "
1657 "xfb_stride for buffer %d (%d and %d)\n", j
,
1658 prog
->TransformFeedback
.BufferStride
[j
],
1659 shader
->TransformFeedbackBufferStride
[j
]);
1668 * Check for conflicting bindless/bound sampler/image layout qualifiers at
1672 link_bindless_layout_qualifiers(struct gl_shader_program
*prog
,
1673 struct gl_program
*gl_prog
,
1674 struct gl_shader
**shader_list
,
1675 unsigned num_shaders
)
1677 bool bindless_sampler
, bindless_image
;
1678 bool bound_sampler
, bound_image
;
1680 bindless_sampler
= bindless_image
= false;
1681 bound_sampler
= bound_image
= false;
1683 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1684 struct gl_shader
*shader
= shader_list
[i
];
1686 if (shader
->bindless_sampler
)
1687 bindless_sampler
= true;
1688 if (shader
->bindless_image
)
1689 bindless_image
= true;
1690 if (shader
->bound_sampler
)
1691 bound_sampler
= true;
1692 if (shader
->bound_image
)
1695 if ((bindless_sampler
&& bound_sampler
) ||
1696 (bindless_image
&& bound_image
)) {
1697 /* From section 4.4.6 of the ARB_bindless_texture spec:
1699 * "If both bindless_sampler and bound_sampler, or bindless_image
1700 * and bound_image, are declared at global scope in any
1701 * compilation unit, a link- time error will be generated."
1703 linker_error(prog
, "both bindless_sampler and bound_sampler, or "
1704 "bindless_image and bound_image, can't be declared at "
1711 * Performs the cross-validation of tessellation control shader vertices and
1712 * layout qualifiers for the attached tessellation control shaders,
1713 * and propagates them to the linked TCS and linked shader program.
1716 link_tcs_out_layout_qualifiers(struct gl_shader_program
*prog
,
1717 struct gl_program
*gl_prog
,
1718 struct gl_shader
**shader_list
,
1719 unsigned num_shaders
)
1721 if (gl_prog
->info
.stage
!= MESA_SHADER_TESS_CTRL
)
1724 gl_prog
->info
.tess
.tcs_vertices_out
= 0;
1726 /* From the GLSL 4.0 spec (chapter 4.3.8.2):
1728 * "All tessellation control shader layout declarations in a program
1729 * must specify the same output patch vertex count. There must be at
1730 * least one layout qualifier specifying an output patch vertex count
1731 * in any program containing tessellation control shaders; however,
1732 * such a declaration is not required in all tessellation control
1736 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1737 struct gl_shader
*shader
= shader_list
[i
];
1739 if (shader
->info
.TessCtrl
.VerticesOut
!= 0) {
1740 if (gl_prog
->info
.tess
.tcs_vertices_out
!= 0 &&
1741 gl_prog
->info
.tess
.tcs_vertices_out
!=
1742 (unsigned) shader
->info
.TessCtrl
.VerticesOut
) {
1743 linker_error(prog
, "tessellation control shader defined with "
1744 "conflicting output vertex count (%d and %d)\n",
1745 gl_prog
->info
.tess
.tcs_vertices_out
,
1746 shader
->info
.TessCtrl
.VerticesOut
);
1749 gl_prog
->info
.tess
.tcs_vertices_out
=
1750 shader
->info
.TessCtrl
.VerticesOut
;
1754 /* Just do the intrastage -> interstage propagation right now,
1755 * since we already know we're in the right type of shader program
1758 if (gl_prog
->info
.tess
.tcs_vertices_out
== 0) {
1759 linker_error(prog
, "tessellation control shader didn't declare "
1760 "vertices out layout qualifier\n");
1767 * Performs the cross-validation of tessellation evaluation shader
1768 * primitive type, vertex spacing, ordering and point_mode layout qualifiers
1769 * for the attached tessellation evaluation shaders, and propagates them
1770 * to the linked TES and linked shader program.
1773 link_tes_in_layout_qualifiers(struct gl_shader_program
*prog
,
1774 struct gl_program
*gl_prog
,
1775 struct gl_shader
**shader_list
,
1776 unsigned num_shaders
)
1778 if (gl_prog
->info
.stage
!= MESA_SHADER_TESS_EVAL
)
1781 int point_mode
= -1;
1782 unsigned vertex_order
= 0;
1784 gl_prog
->info
.tess
.primitive_mode
= PRIM_UNKNOWN
;
1785 gl_prog
->info
.tess
.spacing
= TESS_SPACING_UNSPECIFIED
;
1787 /* From the GLSL 4.0 spec (chapter 4.3.8.1):
1789 * "At least one tessellation evaluation shader (compilation unit) in
1790 * a program must declare a primitive mode in its input layout.
1791 * Declaration vertex spacing, ordering, and point mode identifiers is
1792 * optional. It is not required that all tessellation evaluation
1793 * shaders in a program declare a primitive mode. If spacing or
1794 * vertex ordering declarations are omitted, the tessellation
1795 * primitive generator will use equal spacing or counter-clockwise
1796 * vertex ordering, respectively. If a point mode declaration is
1797 * omitted, the tessellation primitive generator will produce lines or
1798 * triangles according to the primitive mode."
1801 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1802 struct gl_shader
*shader
= shader_list
[i
];
1804 if (shader
->info
.TessEval
.PrimitiveMode
!= PRIM_UNKNOWN
) {
1805 if (gl_prog
->info
.tess
.primitive_mode
!= PRIM_UNKNOWN
&&
1806 gl_prog
->info
.tess
.primitive_mode
!=
1807 shader
->info
.TessEval
.PrimitiveMode
) {
1808 linker_error(prog
, "tessellation evaluation shader defined with "
1809 "conflicting input primitive modes.\n");
1812 gl_prog
->info
.tess
.primitive_mode
=
1813 shader
->info
.TessEval
.PrimitiveMode
;
1816 if (shader
->info
.TessEval
.Spacing
!= 0) {
1817 if (gl_prog
->info
.tess
.spacing
!= 0 && gl_prog
->info
.tess
.spacing
!=
1818 shader
->info
.TessEval
.Spacing
) {
1819 linker_error(prog
, "tessellation evaluation shader defined with "
1820 "conflicting vertex spacing.\n");
1823 gl_prog
->info
.tess
.spacing
= shader
->info
.TessEval
.Spacing
;
1826 if (shader
->info
.TessEval
.VertexOrder
!= 0) {
1827 if (vertex_order
!= 0 &&
1828 vertex_order
!= shader
->info
.TessEval
.VertexOrder
) {
1829 linker_error(prog
, "tessellation evaluation shader defined with "
1830 "conflicting ordering.\n");
1833 vertex_order
= shader
->info
.TessEval
.VertexOrder
;
1836 if (shader
->info
.TessEval
.PointMode
!= -1) {
1837 if (point_mode
!= -1 &&
1838 point_mode
!= shader
->info
.TessEval
.PointMode
) {
1839 linker_error(prog
, "tessellation evaluation shader defined with "
1840 "conflicting point modes.\n");
1843 point_mode
= shader
->info
.TessEval
.PointMode
;
1848 /* Just do the intrastage -> interstage propagation right now,
1849 * since we already know we're in the right type of shader program
1852 if (gl_prog
->info
.tess
.primitive_mode
== PRIM_UNKNOWN
) {
1854 "tessellation evaluation shader didn't declare input "
1855 "primitive modes.\n");
1859 if (gl_prog
->info
.tess
.spacing
== TESS_SPACING_UNSPECIFIED
)
1860 gl_prog
->info
.tess
.spacing
= TESS_SPACING_EQUAL
;
1862 if (vertex_order
== 0 || vertex_order
== GL_CCW
)
1863 gl_prog
->info
.tess
.ccw
= true;
1865 gl_prog
->info
.tess
.ccw
= false;
1868 if (point_mode
== -1 || point_mode
== GL_FALSE
)
1869 gl_prog
->info
.tess
.point_mode
= false;
1871 gl_prog
->info
.tess
.point_mode
= true;
1876 * Performs the cross-validation of layout qualifiers specified in
1877 * redeclaration of gl_FragCoord for the attached fragment shaders,
1878 * and propagates them to the linked FS and linked shader program.
1881 link_fs_inout_layout_qualifiers(struct gl_shader_program
*prog
,
1882 struct gl_linked_shader
*linked_shader
,
1883 struct gl_shader
**shader_list
,
1884 unsigned num_shaders
)
1886 bool redeclares_gl_fragcoord
= false;
1887 bool uses_gl_fragcoord
= false;
1888 bool origin_upper_left
= false;
1889 bool pixel_center_integer
= false;
1891 if (linked_shader
->Stage
!= MESA_SHADER_FRAGMENT
||
1892 (prog
->data
->Version
< 150 &&
1893 !prog
->ARB_fragment_coord_conventions_enable
))
1896 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1897 struct gl_shader
*shader
= shader_list
[i
];
1898 /* From the GLSL 1.50 spec, page 39:
1900 * "If gl_FragCoord is redeclared in any fragment shader in a program,
1901 * it must be redeclared in all the fragment shaders in that program
1902 * that have a static use gl_FragCoord."
1904 if ((redeclares_gl_fragcoord
&& !shader
->redeclares_gl_fragcoord
&&
1905 shader
->uses_gl_fragcoord
)
1906 || (shader
->redeclares_gl_fragcoord
&& !redeclares_gl_fragcoord
&&
1907 uses_gl_fragcoord
)) {
1908 linker_error(prog
, "fragment shader defined with conflicting "
1909 "layout qualifiers for gl_FragCoord\n");
1912 /* From the GLSL 1.50 spec, page 39:
1914 * "All redeclarations of gl_FragCoord in all fragment shaders in a
1915 * single program must have the same set of qualifiers."
1917 if (redeclares_gl_fragcoord
&& shader
->redeclares_gl_fragcoord
&&
1918 (shader
->origin_upper_left
!= origin_upper_left
||
1919 shader
->pixel_center_integer
!= pixel_center_integer
)) {
1920 linker_error(prog
, "fragment shader defined with conflicting "
1921 "layout qualifiers for gl_FragCoord\n");
1924 /* Update the linked shader state. Note that uses_gl_fragcoord should
1925 * accumulate the results. The other values should replace. If there
1926 * are multiple redeclarations, all the fields except uses_gl_fragcoord
1927 * are already known to be the same.
1929 if (shader
->redeclares_gl_fragcoord
|| shader
->uses_gl_fragcoord
) {
1930 redeclares_gl_fragcoord
= shader
->redeclares_gl_fragcoord
;
1931 uses_gl_fragcoord
|= shader
->uses_gl_fragcoord
;
1932 origin_upper_left
= shader
->origin_upper_left
;
1933 pixel_center_integer
= shader
->pixel_center_integer
;
1936 linked_shader
->Program
->info
.fs
.early_fragment_tests
|=
1937 shader
->EarlyFragmentTests
|| shader
->PostDepthCoverage
;
1938 linked_shader
->Program
->info
.fs
.inner_coverage
|= shader
->InnerCoverage
;
1939 linked_shader
->Program
->info
.fs
.post_depth_coverage
|=
1940 shader
->PostDepthCoverage
;
1942 linked_shader
->Program
->sh
.fs
.BlendSupport
|= shader
->BlendSupport
;
1947 * Performs the cross-validation of geometry shader max_vertices and
1948 * primitive type layout qualifiers for the attached geometry shaders,
1949 * and propagates them to the linked GS and linked shader program.
1952 link_gs_inout_layout_qualifiers(struct gl_shader_program
*prog
,
1953 struct gl_program
*gl_prog
,
1954 struct gl_shader
**shader_list
,
1955 unsigned num_shaders
)
1957 /* No in/out qualifiers defined for anything but GLSL 1.50+
1958 * geometry shaders so far.
1960 if (gl_prog
->info
.stage
!= MESA_SHADER_GEOMETRY
||
1961 prog
->data
->Version
< 150)
1964 int vertices_out
= -1;
1966 gl_prog
->info
.gs
.invocations
= 0;
1967 gl_prog
->info
.gs
.input_primitive
= PRIM_UNKNOWN
;
1968 gl_prog
->info
.gs
.output_primitive
= PRIM_UNKNOWN
;
1970 /* From the GLSL 1.50 spec, page 46:
1972 * "All geometry shader output layout declarations in a program
1973 * must declare the same layout and same value for
1974 * max_vertices. There must be at least one geometry output
1975 * layout declaration somewhere in a program, but not all
1976 * geometry shaders (compilation units) are required to
1980 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1981 struct gl_shader
*shader
= shader_list
[i
];
1983 if (shader
->info
.Geom
.InputType
!= PRIM_UNKNOWN
) {
1984 if (gl_prog
->info
.gs
.input_primitive
!= PRIM_UNKNOWN
&&
1985 gl_prog
->info
.gs
.input_primitive
!=
1986 shader
->info
.Geom
.InputType
) {
1987 linker_error(prog
, "geometry shader defined with conflicting "
1991 gl_prog
->info
.gs
.input_primitive
= shader
->info
.Geom
.InputType
;
1994 if (shader
->info
.Geom
.OutputType
!= PRIM_UNKNOWN
) {
1995 if (gl_prog
->info
.gs
.output_primitive
!= PRIM_UNKNOWN
&&
1996 gl_prog
->info
.gs
.output_primitive
!=
1997 shader
->info
.Geom
.OutputType
) {
1998 linker_error(prog
, "geometry shader defined with conflicting "
2002 gl_prog
->info
.gs
.output_primitive
= shader
->info
.Geom
.OutputType
;
2005 if (shader
->info
.Geom
.VerticesOut
!= -1) {
2006 if (vertices_out
!= -1 &&
2007 vertices_out
!= shader
->info
.Geom
.VerticesOut
) {
2008 linker_error(prog
, "geometry shader defined with conflicting "
2009 "output vertex count (%d and %d)\n",
2010 vertices_out
, shader
->info
.Geom
.VerticesOut
);
2013 vertices_out
= shader
->info
.Geom
.VerticesOut
;
2016 if (shader
->info
.Geom
.Invocations
!= 0) {
2017 if (gl_prog
->info
.gs
.invocations
!= 0 &&
2018 gl_prog
->info
.gs
.invocations
!=
2019 (unsigned) shader
->info
.Geom
.Invocations
) {
2020 linker_error(prog
, "geometry shader defined with conflicting "
2021 "invocation count (%d and %d)\n",
2022 gl_prog
->info
.gs
.invocations
,
2023 shader
->info
.Geom
.Invocations
);
2026 gl_prog
->info
.gs
.invocations
= shader
->info
.Geom
.Invocations
;
2030 /* Just do the intrastage -> interstage propagation right now,
2031 * since we already know we're in the right type of shader program
2034 if (gl_prog
->info
.gs
.input_primitive
== PRIM_UNKNOWN
) {
2036 "geometry shader didn't declare primitive input type\n");
2040 if (gl_prog
->info
.gs
.output_primitive
== PRIM_UNKNOWN
) {
2042 "geometry shader didn't declare primitive output type\n");
2046 if (vertices_out
== -1) {
2048 "geometry shader didn't declare max_vertices\n");
2051 gl_prog
->info
.gs
.vertices_out
= vertices_out
;
2054 if (gl_prog
->info
.gs
.invocations
== 0)
2055 gl_prog
->info
.gs
.invocations
= 1;
2060 * Perform cross-validation of compute shader local_size_{x,y,z} layout
2061 * qualifiers for the attached compute shaders, and propagate them to the
2062 * linked CS and linked shader program.
2065 link_cs_input_layout_qualifiers(struct gl_shader_program
*prog
,
2066 struct gl_program
*gl_prog
,
2067 struct gl_shader
**shader_list
,
2068 unsigned num_shaders
)
2070 /* This function is called for all shader stages, but it only has an effect
2071 * for compute shaders.
2073 if (gl_prog
->info
.stage
!= MESA_SHADER_COMPUTE
)
2076 for (int i
= 0; i
< 3; i
++)
2077 gl_prog
->info
.cs
.local_size
[i
] = 0;
2079 gl_prog
->info
.cs
.local_size_variable
= false;
2081 /* From the ARB_compute_shader spec, in the section describing local size
2084 * If multiple compute shaders attached to a single program object
2085 * declare local work-group size, the declarations must be identical;
2086 * otherwise a link-time error results. Furthermore, if a program
2087 * object contains any compute shaders, at least one must contain an
2088 * input layout qualifier specifying the local work sizes of the
2089 * program, or a link-time error will occur.
2091 for (unsigned sh
= 0; sh
< num_shaders
; sh
++) {
2092 struct gl_shader
*shader
= shader_list
[sh
];
2094 if (shader
->info
.Comp
.LocalSize
[0] != 0) {
2095 if (gl_prog
->info
.cs
.local_size
[0] != 0) {
2096 for (int i
= 0; i
< 3; i
++) {
2097 if (gl_prog
->info
.cs
.local_size
[i
] !=
2098 shader
->info
.Comp
.LocalSize
[i
]) {
2099 linker_error(prog
, "compute shader defined with conflicting "
2105 for (int i
= 0; i
< 3; i
++) {
2106 gl_prog
->info
.cs
.local_size
[i
] =
2107 shader
->info
.Comp
.LocalSize
[i
];
2109 } else if (shader
->info
.Comp
.LocalSizeVariable
) {
2110 if (gl_prog
->info
.cs
.local_size
[0] != 0) {
2111 /* The ARB_compute_variable_group_size spec says:
2113 * If one compute shader attached to a program declares a
2114 * variable local group size and a second compute shader
2115 * attached to the same program declares a fixed local group
2116 * size, a link-time error results.
2118 linker_error(prog
, "compute shader defined with both fixed and "
2119 "variable local group size\n");
2122 gl_prog
->info
.cs
.local_size_variable
= true;
2126 /* Just do the intrastage -> interstage propagation right now,
2127 * since we already know we're in the right type of shader program
2130 if (gl_prog
->info
.cs
.local_size
[0] == 0 &&
2131 !gl_prog
->info
.cs
.local_size_variable
) {
2132 linker_error(prog
, "compute shader must contain a fixed or a variable "
2133 "local group size\n");
2140 * Combine a group of shaders for a single stage to generate a linked shader
2143 * If this function is supplied a single shader, it is cloned, and the new
2144 * shader is returned.
2146 struct gl_linked_shader
*
2147 link_intrastage_shaders(void *mem_ctx
,
2148 struct gl_context
*ctx
,
2149 struct gl_shader_program
*prog
,
2150 struct gl_shader
**shader_list
,
2151 unsigned num_shaders
,
2152 bool allow_missing_main
)
2154 struct gl_uniform_block
*ubo_blocks
= NULL
;
2155 struct gl_uniform_block
*ssbo_blocks
= NULL
;
2156 unsigned num_ubo_blocks
= 0;
2157 unsigned num_ssbo_blocks
= 0;
2159 /* Check that global variables defined in multiple shaders are consistent.
2161 glsl_symbol_table variables
;
2162 for (unsigned i
= 0; i
< num_shaders
; i
++) {
2163 if (shader_list
[i
] == NULL
)
2165 cross_validate_globals(prog
, shader_list
[i
]->ir
, &variables
, false);
2168 if (!prog
->data
->LinkStatus
)
2171 /* Check that interface blocks defined in multiple shaders are consistent.
2173 validate_intrastage_interface_blocks(prog
, (const gl_shader
**)shader_list
,
2175 if (!prog
->data
->LinkStatus
)
2178 /* Check that there is only a single definition of each function signature
2179 * across all shaders.
2181 for (unsigned i
= 0; i
< (num_shaders
- 1); i
++) {
2182 foreach_in_list(ir_instruction
, node
, shader_list
[i
]->ir
) {
2183 ir_function
*const f
= node
->as_function();
2188 for (unsigned j
= i
+ 1; j
< num_shaders
; j
++) {
2189 ir_function
*const other
=
2190 shader_list
[j
]->symbols
->get_function(f
->name
);
2192 /* If the other shader has no function (and therefore no function
2193 * signatures) with the same name, skip to the next shader.
2198 foreach_in_list(ir_function_signature
, sig
, &f
->signatures
) {
2199 if (!sig
->is_defined
)
2202 ir_function_signature
*other_sig
=
2203 other
->exact_matching_signature(NULL
, &sig
->parameters
);
2205 if (other_sig
!= NULL
&& other_sig
->is_defined
) {
2206 linker_error(prog
, "function `%s' is multiply defined\n",
2215 /* Find the shader that defines main, and make a clone of it.
2217 * Starting with the clone, search for undefined references. If one is
2218 * found, find the shader that defines it. Clone the reference and add
2219 * it to the shader. Repeat until there are no undefined references or
2220 * until a reference cannot be resolved.
2222 gl_shader
*main
= NULL
;
2223 for (unsigned i
= 0; i
< num_shaders
; i
++) {
2224 if (_mesa_get_main_function_signature(shader_list
[i
]->symbols
)) {
2225 main
= shader_list
[i
];
2230 if (main
== NULL
&& allow_missing_main
)
2231 main
= shader_list
[0];
2234 linker_error(prog
, "%s shader lacks `main'\n",
2235 _mesa_shader_stage_to_string(shader_list
[0]->Stage
));
2239 gl_linked_shader
*linked
= rzalloc(NULL
, struct gl_linked_shader
);
2240 linked
->Stage
= shader_list
[0]->Stage
;
2242 /* Create program and attach it to the linked shader */
2243 struct gl_program
*gl_prog
=
2244 ctx
->Driver
.NewProgram(ctx
,
2245 _mesa_shader_stage_to_program(shader_list
[0]->Stage
),
2248 prog
->data
->LinkStatus
= linking_failure
;
2249 _mesa_delete_linked_shader(ctx
, linked
);
2253 if (!prog
->data
->cache_fallback
)
2254 _mesa_reference_shader_program_data(ctx
, &gl_prog
->sh
.data
, prog
->data
);
2256 /* Don't use _mesa_reference_program() just take ownership */
2257 linked
->Program
= gl_prog
;
2259 linked
->ir
= new(linked
) exec_list
;
2260 clone_ir_list(mem_ctx
, linked
->ir
, main
->ir
);
2262 link_fs_inout_layout_qualifiers(prog
, linked
, shader_list
, num_shaders
);
2263 link_tcs_out_layout_qualifiers(prog
, gl_prog
, shader_list
, num_shaders
);
2264 link_tes_in_layout_qualifiers(prog
, gl_prog
, shader_list
, num_shaders
);
2265 link_gs_inout_layout_qualifiers(prog
, gl_prog
, shader_list
, num_shaders
);
2266 link_cs_input_layout_qualifiers(prog
, gl_prog
, shader_list
, num_shaders
);
2267 link_xfb_stride_layout_qualifiers(ctx
, prog
, linked
, shader_list
,
2269 link_bindless_layout_qualifiers(prog
, gl_prog
, shader_list
, num_shaders
);
2271 populate_symbol_table(linked
);
2273 /* The pointer to the main function in the final linked shader (i.e., the
2274 * copy of the original shader that contained the main function).
2276 ir_function_signature
*const main_sig
=
2277 _mesa_get_main_function_signature(linked
->symbols
);
2279 /* Move any instructions other than variable declarations or function
2280 * declarations into main.
2282 if (main_sig
!= NULL
) {
2283 exec_node
*insertion_point
=
2284 move_non_declarations(linked
->ir
, (exec_node
*) &main_sig
->body
, false,
2287 for (unsigned i
= 0; i
< num_shaders
; i
++) {
2288 if (shader_list
[i
] == main
)
2291 insertion_point
= move_non_declarations(shader_list
[i
]->ir
,
2292 insertion_point
, true, linked
);
2296 if (!link_function_calls(prog
, linked
, shader_list
, num_shaders
)) {
2297 _mesa_delete_linked_shader(ctx
, linked
);
2301 /* Make a pass over all variable declarations to ensure that arrays with
2302 * unspecified sizes have a size specified. The size is inferred from the
2303 * max_array_access field.
2305 array_sizing_visitor v
;
2307 v
.fixup_unnamed_interface_types();
2309 if (!prog
->data
->cache_fallback
) {
2310 /* Link up uniform blocks defined within this stage. */
2311 link_uniform_blocks(mem_ctx
, ctx
, prog
, linked
, &ubo_blocks
,
2312 &num_ubo_blocks
, &ssbo_blocks
, &num_ssbo_blocks
);
2314 if (!prog
->data
->LinkStatus
) {
2315 _mesa_delete_linked_shader(ctx
, linked
);
2319 /* Copy ubo blocks to linked shader list */
2320 linked
->Program
->sh
.UniformBlocks
=
2321 ralloc_array(linked
, gl_uniform_block
*, num_ubo_blocks
);
2322 ralloc_steal(linked
, ubo_blocks
);
2323 for (unsigned i
= 0; i
< num_ubo_blocks
; i
++) {
2324 linked
->Program
->sh
.UniformBlocks
[i
] = &ubo_blocks
[i
];
2326 linked
->Program
->info
.num_ubos
= num_ubo_blocks
;
2328 /* Copy ssbo blocks to linked shader list */
2329 linked
->Program
->sh
.ShaderStorageBlocks
=
2330 ralloc_array(linked
, gl_uniform_block
*, num_ssbo_blocks
);
2331 ralloc_steal(linked
, ssbo_blocks
);
2332 for (unsigned i
= 0; i
< num_ssbo_blocks
; i
++) {
2333 linked
->Program
->sh
.ShaderStorageBlocks
[i
] = &ssbo_blocks
[i
];
2335 linked
->Program
->info
.num_ssbos
= num_ssbo_blocks
;
2338 /* At this point linked should contain all of the linked IR, so
2339 * validate it to make sure nothing went wrong.
2341 validate_ir_tree(linked
->ir
);
2343 /* Set the size of geometry shader input arrays */
2344 if (linked
->Stage
== MESA_SHADER_GEOMETRY
) {
2345 unsigned num_vertices
=
2346 vertices_per_prim(gl_prog
->info
.gs
.input_primitive
);
2347 array_resize_visitor
input_resize_visitor(num_vertices
, prog
,
2348 MESA_SHADER_GEOMETRY
);
2349 foreach_in_list(ir_instruction
, ir
, linked
->ir
) {
2350 ir
->accept(&input_resize_visitor
);
2354 if (ctx
->Const
.VertexID_is_zero_based
)
2355 lower_vertex_id(linked
);
2358 /* Compute the source checksum. */
2359 linked
->SourceChecksum
= 0;
2360 for (unsigned i
= 0; i
< num_shaders
; i
++) {
2361 if (shader_list
[i
] == NULL
)
2363 linked
->SourceChecksum
^= shader_list
[i
]->SourceChecksum
;
2371 * Update the sizes of linked shader uniform arrays to the maximum
2374 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
2376 * If one or more elements of an array are active,
2377 * GetActiveUniform will return the name of the array in name,
2378 * subject to the restrictions listed above. The type of the array
2379 * is returned in type. The size parameter contains the highest
2380 * array element index used, plus one. The compiler or linker
2381 * determines the highest index used. There will be only one
2382 * active uniform reported by the GL per uniform array.
2386 update_array_sizes(struct gl_shader_program
*prog
)
2388 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
2389 if (prog
->_LinkedShaders
[i
] == NULL
)
2392 bool types_were_updated
= false;
2394 foreach_in_list(ir_instruction
, node
, prog
->_LinkedShaders
[i
]->ir
) {
2395 ir_variable
*const var
= node
->as_variable();
2397 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_uniform
) ||
2398 !var
->type
->is_array())
2401 /* GL_ARB_uniform_buffer_object says that std140 uniforms
2402 * will not be eliminated. Since we always do std140, just
2403 * don't resize arrays in UBOs.
2405 * Atomic counters are supposed to get deterministic
2406 * locations assigned based on the declaration ordering and
2407 * sizes, array compaction would mess that up.
2409 * Subroutine uniforms are not removed.
2411 if (var
->is_in_buffer_block() || var
->type
->contains_atomic() ||
2412 var
->type
->contains_subroutine() || var
->constant_initializer
)
2415 int size
= var
->data
.max_array_access
;
2416 for (unsigned j
= 0; j
< MESA_SHADER_STAGES
; j
++) {
2417 if (prog
->_LinkedShaders
[j
] == NULL
)
2420 foreach_in_list(ir_instruction
, node2
, prog
->_LinkedShaders
[j
]->ir
) {
2421 ir_variable
*other_var
= node2
->as_variable();
2425 if (strcmp(var
->name
, other_var
->name
) == 0 &&
2426 other_var
->data
.max_array_access
> size
) {
2427 size
= other_var
->data
.max_array_access
;
2432 if (size
+ 1 != (int)var
->type
->length
) {
2433 /* If this is a built-in uniform (i.e., it's backed by some
2434 * fixed-function state), adjust the number of state slots to
2435 * match the new array size. The number of slots per array entry
2436 * is not known. It seems safe to assume that the total number of
2437 * slots is an integer multiple of the number of array elements.
2438 * Determine the number of slots per array element by dividing by
2439 * the old (total) size.
2441 const unsigned num_slots
= var
->get_num_state_slots();
2442 if (num_slots
> 0) {
2443 var
->set_num_state_slots((size
+ 1)
2444 * (num_slots
/ var
->type
->length
));
2447 var
->type
= glsl_type::get_array_instance(var
->type
->fields
.array
,
2449 types_were_updated
= true;
2453 /* Update the types of dereferences in case we changed any. */
2454 if (types_were_updated
) {
2455 deref_type_updater v
;
2456 v
.run(prog
->_LinkedShaders
[i
]->ir
);
2462 * Resize tessellation evaluation per-vertex inputs to the size of
2463 * tessellation control per-vertex outputs.
2466 resize_tes_inputs(struct gl_context
*ctx
,
2467 struct gl_shader_program
*prog
)
2469 if (prog
->_LinkedShaders
[MESA_SHADER_TESS_EVAL
] == NULL
)
2472 gl_linked_shader
*const tcs
= prog
->_LinkedShaders
[MESA_SHADER_TESS_CTRL
];
2473 gl_linked_shader
*const tes
= prog
->_LinkedShaders
[MESA_SHADER_TESS_EVAL
];
2475 /* If no control shader is present, then the TES inputs are statically
2476 * sized to MaxPatchVertices; the actual size of the arrays won't be
2477 * known until draw time.
2479 const int num_vertices
= tcs
2480 ? tcs
->Program
->info
.tess
.tcs_vertices_out
2481 : ctx
->Const
.MaxPatchVertices
;
2483 array_resize_visitor
input_resize_visitor(num_vertices
, prog
,
2484 MESA_SHADER_TESS_EVAL
);
2485 foreach_in_list(ir_instruction
, ir
, tes
->ir
) {
2486 ir
->accept(&input_resize_visitor
);
2489 if (tcs
|| ctx
->Const
.LowerTESPatchVerticesIn
) {
2490 /* Convert the gl_PatchVerticesIn system value into a constant, since
2491 * the value is known at this point.
2493 foreach_in_list(ir_instruction
, ir
, tes
->ir
) {
2494 ir_variable
*var
= ir
->as_variable();
2495 if (var
&& var
->data
.mode
== ir_var_system_value
&&
2496 var
->data
.location
== SYSTEM_VALUE_VERTICES_IN
) {
2497 void *mem_ctx
= ralloc_parent(var
);
2498 var
->data
.location
= 0;
2499 var
->data
.explicit_location
= false;
2501 var
->data
.mode
= ir_var_auto
;
2502 var
->constant_value
= new(mem_ctx
) ir_constant(num_vertices
);
2504 var
->data
.mode
= ir_var_uniform
;
2505 var
->data
.how_declared
= ir_var_hidden
;
2506 var
->allocate_state_slots(1);
2507 ir_state_slot
*slot0
= &var
->get_state_slots()[0];
2508 slot0
->swizzle
= SWIZZLE_XXXX
;
2509 slot0
->tokens
[0] = STATE_INTERNAL
;
2510 slot0
->tokens
[1] = STATE_TES_PATCH_VERTICES_IN
;
2511 for (int i
= 2; i
< STATE_LENGTH
; i
++)
2512 slot0
->tokens
[i
] = 0;
2520 * Find a contiguous set of available bits in a bitmask.
2522 * \param used_mask Bits representing used (1) and unused (0) locations
2523 * \param needed_count Number of contiguous bits needed.
2526 * Base location of the available bits on success or -1 on failure.
2529 find_available_slots(unsigned used_mask
, unsigned needed_count
)
2531 unsigned needed_mask
= (1 << needed_count
) - 1;
2532 const int max_bit_to_test
= (8 * sizeof(used_mask
)) - needed_count
;
2534 /* The comparison to 32 is redundant, but without it GCC emits "warning:
2535 * cannot optimize possibly infinite loops" for the loop below.
2537 if ((needed_count
== 0) || (max_bit_to_test
< 0) || (max_bit_to_test
> 32))
2540 for (int i
= 0; i
<= max_bit_to_test
; i
++) {
2541 if ((needed_mask
& ~used_mask
) == needed_mask
)
2552 * Assign locations for either VS inputs or FS outputs
2554 * \param mem_ctx Temporary ralloc context used for linking
2555 * \param prog Shader program whose variables need locations assigned
2556 * \param constants Driver specific constant values for the program.
2557 * \param target_index Selector for the program target to receive location
2558 * assignmnets. Must be either \c MESA_SHADER_VERTEX or
2559 * \c MESA_SHADER_FRAGMENT.
2562 * If locations are successfully assigned, true is returned. Otherwise an
2563 * error is emitted to the shader link log and false is returned.
2566 assign_attribute_or_color_locations(void *mem_ctx
,
2567 gl_shader_program
*prog
,
2568 struct gl_constants
*constants
,
2569 unsigned target_index
)
2571 /* Maximum number of generic locations. This corresponds to either the
2572 * maximum number of draw buffers or the maximum number of generic
2575 unsigned max_index
= (target_index
== MESA_SHADER_VERTEX
) ?
2576 constants
->Program
[target_index
].MaxAttribs
:
2577 MAX2(constants
->MaxDrawBuffers
, constants
->MaxDualSourceDrawBuffers
);
2579 /* Mark invalid locations as being used.
2581 unsigned used_locations
= (max_index
>= 32)
2582 ? ~0 : ~((1 << max_index
) - 1);
2583 unsigned double_storage_locations
= 0;
2585 assert((target_index
== MESA_SHADER_VERTEX
)
2586 || (target_index
== MESA_SHADER_FRAGMENT
));
2588 gl_linked_shader
*const sh
= prog
->_LinkedShaders
[target_index
];
2592 /* Operate in a total of four passes.
2594 * 1. Invalidate the location assignments for all vertex shader inputs.
2596 * 2. Assign locations for inputs that have user-defined (via
2597 * glBindVertexAttribLocation) locations and outputs that have
2598 * user-defined locations (via glBindFragDataLocation).
2600 * 3. Sort the attributes without assigned locations by number of slots
2601 * required in decreasing order. Fragmentation caused by attribute
2602 * locations assigned by the application may prevent large attributes
2603 * from having enough contiguous space.
2605 * 4. Assign locations to any inputs without assigned locations.
2608 const int generic_base
= (target_index
== MESA_SHADER_VERTEX
)
2609 ? (int) VERT_ATTRIB_GENERIC0
: (int) FRAG_RESULT_DATA0
;
2611 const enum ir_variable_mode direction
=
2612 (target_index
== MESA_SHADER_VERTEX
)
2613 ? ir_var_shader_in
: ir_var_shader_out
;
2616 /* Temporary storage for the set of attributes that need locations assigned.
2622 /* Used below in the call to qsort. */
2623 static int compare(const void *a
, const void *b
)
2625 const temp_attr
*const l
= (const temp_attr
*) a
;
2626 const temp_attr
*const r
= (const temp_attr
*) b
;
2628 /* Reversed because we want a descending order sort below. */
2629 return r
->slots
- l
->slots
;
2632 assert(max_index
<= 32);
2634 /* Temporary array for the set of attributes that have locations assigned.
2636 ir_variable
*assigned
[16];
2638 unsigned num_attr
= 0;
2639 unsigned assigned_attr
= 0;
2641 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
2642 ir_variable
*const var
= node
->as_variable();
2644 if ((var
== NULL
) || (var
->data
.mode
!= (unsigned) direction
))
2647 if (var
->data
.explicit_location
) {
2648 var
->data
.is_unmatched_generic_inout
= 0;
2649 if ((var
->data
.location
>= (int)(max_index
+ generic_base
))
2650 || (var
->data
.location
< 0)) {
2652 "invalid explicit location %d specified for `%s'\n",
2653 (var
->data
.location
< 0)
2654 ? var
->data
.location
2655 : var
->data
.location
- generic_base
,
2659 } else if (target_index
== MESA_SHADER_VERTEX
) {
2662 if (prog
->AttributeBindings
->get(binding
, var
->name
)) {
2663 assert(binding
>= VERT_ATTRIB_GENERIC0
);
2664 var
->data
.location
= binding
;
2665 var
->data
.is_unmatched_generic_inout
= 0;
2667 } else if (target_index
== MESA_SHADER_FRAGMENT
) {
2670 const char *name
= var
->name
;
2671 const glsl_type
*type
= var
->type
;
2674 /* Check if there's a binding for the variable name */
2675 if (prog
->FragDataBindings
->get(binding
, name
)) {
2676 assert(binding
>= FRAG_RESULT_DATA0
);
2677 var
->data
.location
= binding
;
2678 var
->data
.is_unmatched_generic_inout
= 0;
2680 if (prog
->FragDataIndexBindings
->get(index
, name
)) {
2681 var
->data
.index
= index
;
2686 /* If not, but it's an array type, look for name[0] */
2687 if (type
->is_array()) {
2688 name
= ralloc_asprintf(mem_ctx
, "%s[0]", name
);
2689 type
= type
->fields
.array
;
2697 if (strcmp(var
->name
, "gl_LastFragData") == 0)
2700 /* From GL4.5 core spec, section 15.2 (Shader Execution):
2702 * "Output binding assignments will cause LinkProgram to fail:
2704 * If the program has an active output assigned to a location greater
2705 * than or equal to the value of MAX_DUAL_SOURCE_DRAW_BUFFERS and has
2706 * an active output assigned an index greater than or equal to one;"
2708 if (target_index
== MESA_SHADER_FRAGMENT
&& var
->data
.index
>= 1 &&
2709 var
->data
.location
- generic_base
>=
2710 (int) constants
->MaxDualSourceDrawBuffers
) {
2712 "output location %d >= GL_MAX_DUAL_SOURCE_DRAW_BUFFERS "
2713 "with index %u for %s\n",
2714 var
->data
.location
- generic_base
, var
->data
.index
,
2719 const unsigned slots
= var
->type
->count_attribute_slots(target_index
== MESA_SHADER_VERTEX
);
2721 /* If the variable is not a built-in and has a location statically
2722 * assigned in the shader (presumably via a layout qualifier), make sure
2723 * that it doesn't collide with other assigned locations. Otherwise,
2724 * add it to the list of variables that need linker-assigned locations.
2726 if (var
->data
.location
!= -1) {
2727 if (var
->data
.location
>= generic_base
&& var
->data
.index
< 1) {
2728 /* From page 61 of the OpenGL 4.0 spec:
2730 * "LinkProgram will fail if the attribute bindings assigned
2731 * by BindAttribLocation do not leave not enough space to
2732 * assign a location for an active matrix attribute or an
2733 * active attribute array, both of which require multiple
2734 * contiguous generic attributes."
2736 * I think above text prohibits the aliasing of explicit and
2737 * automatic assignments. But, aliasing is allowed in manual
2738 * assignments of attribute locations. See below comments for
2741 * From OpenGL 4.0 spec, page 61:
2743 * "It is possible for an application to bind more than one
2744 * attribute name to the same location. This is referred to as
2745 * aliasing. This will only work if only one of the aliased
2746 * attributes is active in the executable program, or if no
2747 * path through the shader consumes more than one attribute of
2748 * a set of attributes aliased to the same location. A link
2749 * error can occur if the linker determines that every path
2750 * through the shader consumes multiple aliased attributes,
2751 * but implementations are not required to generate an error
2754 * From GLSL 4.30 spec, page 54:
2756 * "A program will fail to link if any two non-vertex shader
2757 * input variables are assigned to the same location. For
2758 * vertex shaders, multiple input variables may be assigned
2759 * to the same location using either layout qualifiers or via
2760 * the OpenGL API. However, such aliasing is intended only to
2761 * support vertex shaders where each execution path accesses
2762 * at most one input per each location. Implementations are
2763 * permitted, but not required, to generate link-time errors
2764 * if they detect that every path through the vertex shader
2765 * executable accesses multiple inputs assigned to any single
2766 * location. For all shader types, a program will fail to link
2767 * if explicit location assignments leave the linker unable
2768 * to find space for other variables without explicit
2771 * From OpenGL ES 3.0 spec, page 56:
2773 * "Binding more than one attribute name to the same location
2774 * is referred to as aliasing, and is not permitted in OpenGL
2775 * ES Shading Language 3.00 vertex shaders. LinkProgram will
2776 * fail when this condition exists. However, aliasing is
2777 * possible in OpenGL ES Shading Language 1.00 vertex shaders.
2778 * This will only work if only one of the aliased attributes
2779 * is active in the executable program, or if no path through
2780 * the shader consumes more than one attribute of a set of
2781 * attributes aliased to the same location. A link error can
2782 * occur if the linker determines that every path through the
2783 * shader consumes multiple aliased attributes, but implemen-
2784 * tations are not required to generate an error in this case."
2786 * After looking at above references from OpenGL, OpenGL ES and
2787 * GLSL specifications, we allow aliasing of vertex input variables
2788 * in: OpenGL 2.0 (and above) and OpenGL ES 2.0.
2790 * NOTE: This is not required by the spec but its worth mentioning
2791 * here that we're not doing anything to make sure that no path
2792 * through the vertex shader executable accesses multiple inputs
2793 * assigned to any single location.
2796 /* Mask representing the contiguous slots that will be used by
2799 const unsigned attr
= var
->data
.location
- generic_base
;
2800 const unsigned use_mask
= (1 << slots
) - 1;
2801 const char *const string
= (target_index
== MESA_SHADER_VERTEX
)
2802 ? "vertex shader input" : "fragment shader output";
2804 /* Generate a link error if the requested locations for this
2805 * attribute exceed the maximum allowed attribute location.
2807 if (attr
+ slots
> max_index
) {
2809 "insufficient contiguous locations "
2810 "available for %s `%s' %d %d %d\n", string
,
2811 var
->name
, used_locations
, use_mask
, attr
);
2815 /* Generate a link error if the set of bits requested for this
2816 * attribute overlaps any previously allocated bits.
2818 if ((~(use_mask
<< attr
) & used_locations
) != used_locations
) {
2819 if (target_index
== MESA_SHADER_FRAGMENT
&& !prog
->IsES
) {
2820 /* From section 4.4.2 (Output Layout Qualifiers) of the GLSL
2823 * "Additionally, for fragment shader outputs, if two
2824 * variables are placed within the same location, they
2825 * must have the same underlying type (floating-point or
2826 * integer). No component aliasing of output variables or
2827 * members is allowed.
2829 for (unsigned i
= 0; i
< assigned_attr
; i
++) {
2830 unsigned assigned_slots
=
2831 assigned
[i
]->type
->count_attribute_slots(false);
2832 unsigned assig_attr
=
2833 assigned
[i
]->data
.location
- generic_base
;
2834 unsigned assigned_use_mask
= (1 << assigned_slots
) - 1;
2836 if ((assigned_use_mask
<< assig_attr
) &
2837 (use_mask
<< attr
)) {
2839 const glsl_type
*assigned_type
=
2840 assigned
[i
]->type
->without_array();
2841 const glsl_type
*type
= var
->type
->without_array();
2842 if (assigned_type
->base_type
!= type
->base_type
) {
2843 linker_error(prog
, "types do not match for aliased"
2844 " %ss %s and %s\n", string
,
2845 assigned
[i
]->name
, var
->name
);
2849 unsigned assigned_component_mask
=
2850 ((1 << assigned_type
->vector_elements
) - 1) <<
2851 assigned
[i
]->data
.location_frac
;
2852 unsigned component_mask
=
2853 ((1 << type
->vector_elements
) - 1) <<
2854 var
->data
.location_frac
;
2855 if (assigned_component_mask
& component_mask
) {
2856 linker_error(prog
, "overlapping component is "
2857 "assigned to %ss %s and %s "
2859 string
, assigned
[i
]->name
, var
->name
,
2860 var
->data
.location_frac
);
2865 } else if (target_index
== MESA_SHADER_FRAGMENT
||
2866 (prog
->IsES
&& prog
->data
->Version
>= 300)) {
2867 linker_error(prog
, "overlapping location is assigned "
2868 "to %s `%s' %d %d %d\n", string
, var
->name
,
2869 used_locations
, use_mask
, attr
);
2872 linker_warning(prog
, "overlapping location is assigned "
2873 "to %s `%s' %d %d %d\n", string
, var
->name
,
2874 used_locations
, use_mask
, attr
);
2878 used_locations
|= (use_mask
<< attr
);
2880 /* From the GL 4.5 core spec, section 11.1.1 (Vertex Attributes):
2882 * "A program with more than the value of MAX_VERTEX_ATTRIBS
2883 * active attribute variables may fail to link, unless
2884 * device-dependent optimizations are able to make the program
2885 * fit within available hardware resources. For the purposes
2886 * of this test, attribute variables of the type dvec3, dvec4,
2887 * dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3, and dmat4 may
2888 * count as consuming twice as many attributes as equivalent
2889 * single-precision types. While these types use the same number
2890 * of generic attributes as their single-precision equivalents,
2891 * implementations are permitted to consume two single-precision
2892 * vectors of internal storage for each three- or four-component
2893 * double-precision vector."
2895 * Mark this attribute slot as taking up twice as much space
2896 * so we can count it properly against limits. According to
2897 * issue (3) of the GL_ARB_vertex_attrib_64bit behavior, this
2898 * is optional behavior, but it seems preferable.
2900 if (var
->type
->without_array()->is_dual_slot())
2901 double_storage_locations
|= (use_mask
<< attr
);
2904 assigned
[assigned_attr
] = var
;
2910 if (num_attr
>= max_index
) {
2911 linker_error(prog
, "too many %s (max %u)",
2912 target_index
== MESA_SHADER_VERTEX
?
2913 "vertex shader inputs" : "fragment shader outputs",
2917 to_assign
[num_attr
].slots
= slots
;
2918 to_assign
[num_attr
].var
= var
;
2922 if (target_index
== MESA_SHADER_VERTEX
) {
2923 unsigned total_attribs_size
=
2924 _mesa_bitcount(used_locations
& ((1 << max_index
) - 1)) +
2925 _mesa_bitcount(double_storage_locations
);
2926 if (total_attribs_size
> max_index
) {
2928 "attempt to use %d vertex attribute slots only %d available ",
2929 total_attribs_size
, max_index
);
2934 /* If all of the attributes were assigned locations by the application (or
2935 * are built-in attributes with fixed locations), return early. This should
2936 * be the common case.
2941 qsort(to_assign
, num_attr
, sizeof(to_assign
[0]), temp_attr::compare
);
2943 if (target_index
== MESA_SHADER_VERTEX
) {
2944 /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can
2945 * only be explicitly assigned by via glBindAttribLocation. Mark it as
2946 * reserved to prevent it from being automatically allocated below.
2948 find_deref_visitor
find("gl_Vertex");
2950 if (find
.variable_found())
2951 used_locations
|= (1 << 0);
2954 for (unsigned i
= 0; i
< num_attr
; i
++) {
2955 /* Mask representing the contiguous slots that will be used by this
2958 const unsigned use_mask
= (1 << to_assign
[i
].slots
) - 1;
2960 int location
= find_available_slots(used_locations
, to_assign
[i
].slots
);
2963 const char *const string
= (target_index
== MESA_SHADER_VERTEX
)
2964 ? "vertex shader input" : "fragment shader output";
2967 "insufficient contiguous locations "
2968 "available for %s `%s'\n",
2969 string
, to_assign
[i
].var
->name
);
2973 to_assign
[i
].var
->data
.location
= generic_base
+ location
;
2974 to_assign
[i
].var
->data
.is_unmatched_generic_inout
= 0;
2975 used_locations
|= (use_mask
<< location
);
2977 if (to_assign
[i
].var
->type
->without_array()->is_dual_slot())
2978 double_storage_locations
|= (use_mask
<< location
);
2981 /* Now that we have all the locations, from the GL 4.5 core spec, section
2982 * 11.1.1 (Vertex Attributes), dvec3, dvec4, dmat2x3, dmat2x4, dmat3,
2983 * dmat3x4, dmat4x3, and dmat4 count as consuming twice as many attributes
2984 * as equivalent single-precision types.
2986 if (target_index
== MESA_SHADER_VERTEX
) {
2987 unsigned total_attribs_size
=
2988 _mesa_bitcount(used_locations
& ((1 << max_index
) - 1)) +
2989 _mesa_bitcount(double_storage_locations
);
2990 if (total_attribs_size
> max_index
) {
2992 "attempt to use %d vertex attribute slots only %d available ",
2993 total_attribs_size
, max_index
);
3002 * Match explicit locations of outputs to inputs and deactivate the
3003 * unmatch flag if found so we don't optimise them away.
3006 match_explicit_outputs_to_inputs(gl_linked_shader
*producer
,
3007 gl_linked_shader
*consumer
)
3009 glsl_symbol_table parameters
;
3010 ir_variable
*explicit_locations
[MAX_VARYINGS_INCL_PATCH
][4] =
3013 /* Find all shader outputs in the "producer" stage.
3015 foreach_in_list(ir_instruction
, node
, producer
->ir
) {
3016 ir_variable
*const var
= node
->as_variable();
3018 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_shader_out
))
3021 if (var
->data
.explicit_location
&&
3022 var
->data
.location
>= VARYING_SLOT_VAR0
) {
3023 const unsigned idx
= var
->data
.location
- VARYING_SLOT_VAR0
;
3024 if (explicit_locations
[idx
][var
->data
.location_frac
] == NULL
)
3025 explicit_locations
[idx
][var
->data
.location_frac
] = var
;
3029 /* Match inputs to outputs */
3030 foreach_in_list(ir_instruction
, node
, consumer
->ir
) {
3031 ir_variable
*const input
= node
->as_variable();
3033 if ((input
== NULL
) || (input
->data
.mode
!= ir_var_shader_in
))
3036 ir_variable
*output
= NULL
;
3037 if (input
->data
.explicit_location
3038 && input
->data
.location
>= VARYING_SLOT_VAR0
) {
3039 output
= explicit_locations
[input
->data
.location
- VARYING_SLOT_VAR0
]
3040 [input
->data
.location_frac
];
3042 if (output
!= NULL
){
3043 input
->data
.is_unmatched_generic_inout
= 0;
3044 output
->data
.is_unmatched_generic_inout
= 0;
3051 * Store the gl_FragDepth layout in the gl_shader_program struct.
3054 store_fragdepth_layout(struct gl_shader_program
*prog
)
3056 if (prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
] == NULL
) {
3060 struct exec_list
*ir
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->ir
;
3062 /* We don't look up the gl_FragDepth symbol directly because if
3063 * gl_FragDepth is not used in the shader, it's removed from the IR.
3064 * However, the symbol won't be removed from the symbol table.
3066 * We're only interested in the cases where the variable is NOT removed
3069 foreach_in_list(ir_instruction
, node
, ir
) {
3070 ir_variable
*const var
= node
->as_variable();
3072 if (var
== NULL
|| var
->data
.mode
!= ir_var_shader_out
) {
3076 if (strcmp(var
->name
, "gl_FragDepth") == 0) {
3077 switch (var
->data
.depth_layout
) {
3078 case ir_depth_layout_none
:
3079 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_NONE
;
3081 case ir_depth_layout_any
:
3082 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_ANY
;
3084 case ir_depth_layout_greater
:
3085 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_GREATER
;
3087 case ir_depth_layout_less
:
3088 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_LESS
;
3090 case ir_depth_layout_unchanged
:
3091 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_UNCHANGED
;
3102 * Validate the resources used by a program versus the implementation limits
3105 check_resources(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
3107 unsigned total_uniform_blocks
= 0;
3108 unsigned total_shader_storage_blocks
= 0;
3110 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
3111 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
3116 if (sh
->Program
->info
.num_textures
>
3117 ctx
->Const
.Program
[i
].MaxTextureImageUnits
) {
3118 linker_error(prog
, "Too many %s shader texture samplers\n",
3119 _mesa_shader_stage_to_string(i
));
3122 if (sh
->num_uniform_components
>
3123 ctx
->Const
.Program
[i
].MaxUniformComponents
) {
3124 if (ctx
->Const
.GLSLSkipStrictMaxUniformLimitCheck
) {
3125 linker_warning(prog
, "Too many %s shader default uniform block "
3126 "components, but the driver will try to optimize "
3127 "them out; this is non-portable out-of-spec "
3129 _mesa_shader_stage_to_string(i
));
3131 linker_error(prog
, "Too many %s shader default uniform block "
3133 _mesa_shader_stage_to_string(i
));
3137 if (sh
->num_combined_uniform_components
>
3138 ctx
->Const
.Program
[i
].MaxCombinedUniformComponents
) {
3139 if (ctx
->Const
.GLSLSkipStrictMaxUniformLimitCheck
) {
3140 linker_warning(prog
, "Too many %s shader uniform components, "
3141 "but the driver will try to optimize them out; "
3142 "this is non-portable out-of-spec behavior\n",
3143 _mesa_shader_stage_to_string(i
));
3145 linker_error(prog
, "Too many %s shader uniform components\n",
3146 _mesa_shader_stage_to_string(i
));
3150 total_shader_storage_blocks
+= sh
->Program
->info
.num_ssbos
;
3151 total_uniform_blocks
+= sh
->Program
->info
.num_ubos
;
3153 const unsigned max_uniform_blocks
=
3154 ctx
->Const
.Program
[i
].MaxUniformBlocks
;
3155 if (max_uniform_blocks
< sh
->Program
->info
.num_ubos
) {
3156 linker_error(prog
, "Too many %s uniform blocks (%d/%d)\n",
3157 _mesa_shader_stage_to_string(i
),
3158 sh
->Program
->info
.num_ubos
, max_uniform_blocks
);
3161 const unsigned max_shader_storage_blocks
=
3162 ctx
->Const
.Program
[i
].MaxShaderStorageBlocks
;
3163 if (max_shader_storage_blocks
< sh
->Program
->info
.num_ssbos
) {
3164 linker_error(prog
, "Too many %s shader storage blocks (%d/%d)\n",
3165 _mesa_shader_stage_to_string(i
),
3166 sh
->Program
->info
.num_ssbos
, max_shader_storage_blocks
);
3170 if (total_uniform_blocks
> ctx
->Const
.MaxCombinedUniformBlocks
) {
3171 linker_error(prog
, "Too many combined uniform blocks (%d/%d)\n",
3172 total_uniform_blocks
, ctx
->Const
.MaxCombinedUniformBlocks
);
3175 if (total_shader_storage_blocks
> ctx
->Const
.MaxCombinedShaderStorageBlocks
) {
3176 linker_error(prog
, "Too many combined shader storage blocks (%d/%d)\n",
3177 total_shader_storage_blocks
,
3178 ctx
->Const
.MaxCombinedShaderStorageBlocks
);
3181 for (unsigned i
= 0; i
< prog
->data
->NumUniformBlocks
; i
++) {
3182 if (prog
->data
->UniformBlocks
[i
].UniformBufferSize
>
3183 ctx
->Const
.MaxUniformBlockSize
) {
3184 linker_error(prog
, "Uniform block %s too big (%d/%d)\n",
3185 prog
->data
->UniformBlocks
[i
].Name
,
3186 prog
->data
->UniformBlocks
[i
].UniformBufferSize
,
3187 ctx
->Const
.MaxUniformBlockSize
);
3191 for (unsigned i
= 0; i
< prog
->data
->NumShaderStorageBlocks
; i
++) {
3192 if (prog
->data
->ShaderStorageBlocks
[i
].UniformBufferSize
>
3193 ctx
->Const
.MaxShaderStorageBlockSize
) {
3194 linker_error(prog
, "Shader storage block %s too big (%d/%d)\n",
3195 prog
->data
->ShaderStorageBlocks
[i
].Name
,
3196 prog
->data
->ShaderStorageBlocks
[i
].UniformBufferSize
,
3197 ctx
->Const
.MaxShaderStorageBlockSize
);
3203 link_calculate_subroutine_compat(struct gl_shader_program
*prog
)
3205 unsigned mask
= prog
->data
->linked_stages
;
3207 const int i
= u_bit_scan(&mask
);
3208 struct gl_program
*p
= prog
->_LinkedShaders
[i
]->Program
;
3210 for (unsigned j
= 0; j
< p
->sh
.NumSubroutineUniformRemapTable
; j
++) {
3211 if (p
->sh
.SubroutineUniformRemapTable
[j
] == INACTIVE_UNIFORM_EXPLICIT_LOCATION
)
3214 struct gl_uniform_storage
*uni
= p
->sh
.SubroutineUniformRemapTable
[j
];
3220 if (p
->sh
.NumSubroutineFunctions
== 0) {
3221 linker_error(prog
, "subroutine uniform %s defined but no valid functions found\n", uni
->type
->name
);
3224 for (unsigned f
= 0; f
< p
->sh
.NumSubroutineFunctions
; f
++) {
3225 struct gl_subroutine_function
*fn
= &p
->sh
.SubroutineFunctions
[f
];
3226 for (int k
= 0; k
< fn
->num_compat_types
; k
++) {
3227 if (fn
->types
[k
] == uni
->type
) {
3233 uni
->num_compatible_subroutines
= count
;
3239 check_subroutine_resources(struct gl_shader_program
*prog
)
3241 unsigned mask
= prog
->data
->linked_stages
;
3243 const int i
= u_bit_scan(&mask
);
3244 struct gl_program
*p
= prog
->_LinkedShaders
[i
]->Program
;
3246 if (p
->sh
.NumSubroutineUniformRemapTable
> MAX_SUBROUTINE_UNIFORM_LOCATIONS
) {
3247 linker_error(prog
, "Too many %s shader subroutine uniforms\n",
3248 _mesa_shader_stage_to_string(i
));
3253 * Validate shader image resources.
3256 check_image_resources(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
3258 unsigned total_image_units
= 0;
3259 unsigned fragment_outputs
= 0;
3260 unsigned total_shader_storage_blocks
= 0;
3262 if (!ctx
->Extensions
.ARB_shader_image_load_store
)
3265 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
3266 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
3269 if (sh
->Program
->info
.num_images
> ctx
->Const
.Program
[i
].MaxImageUniforms
)
3270 linker_error(prog
, "Too many %s shader image uniforms (%u > %u)\n",
3271 _mesa_shader_stage_to_string(i
),
3272 sh
->Program
->info
.num_images
,
3273 ctx
->Const
.Program
[i
].MaxImageUniforms
);
3275 total_image_units
+= sh
->Program
->info
.num_images
;
3276 total_shader_storage_blocks
+= sh
->Program
->info
.num_ssbos
;
3278 if (i
== MESA_SHADER_FRAGMENT
) {
3279 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
3280 ir_variable
*var
= node
->as_variable();
3281 if (var
&& var
->data
.mode
== ir_var_shader_out
)
3282 /* since there are no double fs outputs - pass false */
3283 fragment_outputs
+= var
->type
->count_attribute_slots(false);
3289 if (total_image_units
> ctx
->Const
.MaxCombinedImageUniforms
)
3290 linker_error(prog
, "Too many combined image uniforms\n");
3292 if (total_image_units
+ fragment_outputs
+ total_shader_storage_blocks
>
3293 ctx
->Const
.MaxCombinedShaderOutputResources
)
3294 linker_error(prog
, "Too many combined image uniforms, shader storage "
3295 " buffers and fragment outputs\n");
3300 * Initializes explicit location slots to INACTIVE_UNIFORM_EXPLICIT_LOCATION
3301 * for a variable, checks for overlaps between other uniforms using explicit
3305 reserve_explicit_locations(struct gl_shader_program
*prog
,
3306 string_to_uint_map
*map
, ir_variable
*var
)
3308 unsigned slots
= var
->type
->uniform_locations();
3309 unsigned max_loc
= var
->data
.location
+ slots
- 1;
3310 unsigned return_value
= slots
;
3312 /* Resize remap table if locations do not fit in the current one. */
3313 if (max_loc
+ 1 > prog
->NumUniformRemapTable
) {
3314 prog
->UniformRemapTable
=
3315 reralloc(prog
, prog
->UniformRemapTable
,
3316 gl_uniform_storage
*,
3319 if (!prog
->UniformRemapTable
) {
3320 linker_error(prog
, "Out of memory during linking.\n");
3324 /* Initialize allocated space. */
3325 for (unsigned i
= prog
->NumUniformRemapTable
; i
< max_loc
+ 1; i
++)
3326 prog
->UniformRemapTable
[i
] = NULL
;
3328 prog
->NumUniformRemapTable
= max_loc
+ 1;
3331 for (unsigned i
= 0; i
< slots
; i
++) {
3332 unsigned loc
= var
->data
.location
+ i
;
3334 /* Check if location is already used. */
3335 if (prog
->UniformRemapTable
[loc
] == INACTIVE_UNIFORM_EXPLICIT_LOCATION
) {
3337 /* Possibly same uniform from a different stage, this is ok. */
3339 if (map
->get(hash_loc
, var
->name
) && hash_loc
== loc
- i
) {
3344 /* ARB_explicit_uniform_location specification states:
3346 * "No two default-block uniform variables in the program can have
3347 * the same location, even if they are unused, otherwise a compiler
3348 * or linker error will be generated."
3351 "location qualifier for uniform %s overlaps "
3352 "previously used location\n",
3357 /* Initialize location as inactive before optimization
3358 * rounds and location assignment.
3360 prog
->UniformRemapTable
[loc
] = INACTIVE_UNIFORM_EXPLICIT_LOCATION
;
3363 /* Note, base location used for arrays. */
3364 map
->put(var
->data
.location
, var
->name
);
3366 return return_value
;
3370 reserve_subroutine_explicit_locations(struct gl_shader_program
*prog
,
3371 struct gl_program
*p
,
3374 unsigned slots
= var
->type
->uniform_locations();
3375 unsigned max_loc
= var
->data
.location
+ slots
- 1;
3377 /* Resize remap table if locations do not fit in the current one. */
3378 if (max_loc
+ 1 > p
->sh
.NumSubroutineUniformRemapTable
) {
3379 p
->sh
.SubroutineUniformRemapTable
=
3380 reralloc(p
, p
->sh
.SubroutineUniformRemapTable
,
3381 gl_uniform_storage
*,
3384 if (!p
->sh
.SubroutineUniformRemapTable
) {
3385 linker_error(prog
, "Out of memory during linking.\n");
3389 /* Initialize allocated space. */
3390 for (unsigned i
= p
->sh
.NumSubroutineUniformRemapTable
; i
< max_loc
+ 1; i
++)
3391 p
->sh
.SubroutineUniformRemapTable
[i
] = NULL
;
3393 p
->sh
.NumSubroutineUniformRemapTable
= max_loc
+ 1;
3396 for (unsigned i
= 0; i
< slots
; i
++) {
3397 unsigned loc
= var
->data
.location
+ i
;
3399 /* Check if location is already used. */
3400 if (p
->sh
.SubroutineUniformRemapTable
[loc
] == INACTIVE_UNIFORM_EXPLICIT_LOCATION
) {
3402 /* ARB_explicit_uniform_location specification states:
3403 * "No two subroutine uniform variables can have the same location
3404 * in the same shader stage, otherwise a compiler or linker error
3405 * will be generated."
3408 "location qualifier for uniform %s overlaps "
3409 "previously used location\n",
3414 /* Initialize location as inactive before optimization
3415 * rounds and location assignment.
3417 p
->sh
.SubroutineUniformRemapTable
[loc
] = INACTIVE_UNIFORM_EXPLICIT_LOCATION
;
3423 * Check and reserve all explicit uniform locations, called before
3424 * any optimizations happen to handle also inactive uniforms and
3425 * inactive array elements that may get trimmed away.
3428 check_explicit_uniform_locations(struct gl_context
*ctx
,
3429 struct gl_shader_program
*prog
)
3431 prog
->NumExplicitUniformLocations
= 0;
3433 if (!ctx
->Extensions
.ARB_explicit_uniform_location
)
3436 /* This map is used to detect if overlapping explicit locations
3437 * occur with the same uniform (from different stage) or a different one.
3439 string_to_uint_map
*uniform_map
= new string_to_uint_map
;
3442 linker_error(prog
, "Out of memory during linking.\n");
3446 unsigned entries_total
= 0;
3447 unsigned mask
= prog
->data
->linked_stages
;
3449 const int i
= u_bit_scan(&mask
);
3450 struct gl_program
*p
= prog
->_LinkedShaders
[i
]->Program
;
3452 foreach_in_list(ir_instruction
, node
, prog
->_LinkedShaders
[i
]->ir
) {
3453 ir_variable
*var
= node
->as_variable();
3454 if (!var
|| var
->data
.mode
!= ir_var_uniform
)
3457 if (var
->data
.explicit_location
) {
3459 if (var
->type
->without_array()->is_subroutine())
3460 ret
= reserve_subroutine_explicit_locations(prog
, p
, var
);
3462 int slots
= reserve_explicit_locations(prog
, uniform_map
,
3466 entries_total
+= slots
;
3477 struct empty_uniform_block
*current_block
= NULL
;
3479 for (unsigned i
= 0; i
< prog
->NumUniformRemapTable
; i
++) {
3480 /* We found empty space in UniformRemapTable. */
3481 if (prog
->UniformRemapTable
[i
] == NULL
) {
3482 /* We've found the beginning of a new continous block of empty slots */
3483 if (!current_block
|| current_block
->start
+ current_block
->slots
!= i
) {
3484 current_block
= rzalloc(prog
, struct empty_uniform_block
);
3485 current_block
->start
= i
;
3486 exec_list_push_tail(&prog
->EmptyUniformLocations
,
3487 ¤t_block
->link
);
3490 /* The current block continues, so we simply increment its slots */
3491 current_block
->slots
++;
3496 prog
->NumExplicitUniformLocations
= entries_total
;
3500 should_add_buffer_variable(struct gl_shader_program
*shProg
,
3501 GLenum type
, const char *name
)
3503 bool found_interface
= false;
3504 unsigned block_name_len
= 0;
3505 const char *block_name_dot
= strchr(name
, '.');
3507 /* These rules only apply to buffer variables. So we return
3508 * true for the rest of types.
3510 if (type
!= GL_BUFFER_VARIABLE
)
3513 for (unsigned i
= 0; i
< shProg
->data
->NumShaderStorageBlocks
; i
++) {
3514 const char *block_name
= shProg
->data
->ShaderStorageBlocks
[i
].Name
;
3515 block_name_len
= strlen(block_name
);
3517 const char *block_square_bracket
= strchr(block_name
, '[');
3518 if (block_square_bracket
) {
3519 /* The block is part of an array of named interfaces,
3520 * for the name comparison we ignore the "[x]" part.
3522 block_name_len
-= strlen(block_square_bracket
);
3525 if (block_name_dot
) {
3526 /* Check if the variable name starts with the interface
3527 * name. The interface name (if present) should have the
3528 * length than the interface block name we are comparing to.
3530 unsigned len
= strlen(name
) - strlen(block_name_dot
);
3531 if (len
!= block_name_len
)
3535 if (strncmp(block_name
, name
, block_name_len
) == 0) {
3536 found_interface
= true;
3541 /* We remove the interface name from the buffer variable name,
3542 * including the dot that follows it.
3544 if (found_interface
)
3545 name
= name
+ block_name_len
+ 1;
3547 /* The ARB_program_interface_query spec says:
3549 * "For an active shader storage block member declared as an array, an
3550 * entry will be generated only for the first array element, regardless
3551 * of its type. For arrays of aggregate types, the enumeration rules
3552 * are applied recursively for the single enumerated array element."
3554 const char *struct_first_dot
= strchr(name
, '.');
3555 const char *first_square_bracket
= strchr(name
, '[');
3557 /* The buffer variable is on top level and it is not an array */
3558 if (!first_square_bracket
) {
3560 /* The shader storage block member is a struct, then generate the entry */
3561 } else if (struct_first_dot
&& struct_first_dot
< first_square_bracket
) {
3564 /* Shader storage block member is an array, only generate an entry for the
3565 * first array element.
3567 if (strncmp(first_square_bracket
, "[0]", 3) == 0)
3575 add_program_resource(struct gl_shader_program
*prog
,
3576 struct set
*resource_set
,
3577 GLenum type
, const void *data
, uint8_t stages
)
3581 /* If resource already exists, do not add it again. */
3582 if (_mesa_set_search(resource_set
, data
))
3585 prog
->data
->ProgramResourceList
=
3587 prog
->data
->ProgramResourceList
,
3588 gl_program_resource
,
3589 prog
->data
->NumProgramResourceList
+ 1);
3591 if (!prog
->data
->ProgramResourceList
) {
3592 linker_error(prog
, "Out of memory during linking.\n");
3596 struct gl_program_resource
*res
=
3597 &prog
->data
->ProgramResourceList
[prog
->data
->NumProgramResourceList
];
3601 res
->StageReferences
= stages
;
3603 prog
->data
->NumProgramResourceList
++;
3605 _mesa_set_add(resource_set
, data
);
3610 /* Function checks if a variable var is a packed varying and
3611 * if given name is part of packed varying's list.
3613 * If a variable is a packed varying, it has a name like
3614 * 'packed:a,b,c' where a, b and c are separate variables.
3617 included_in_packed_varying(ir_variable
*var
, const char *name
)
3619 if (strncmp(var
->name
, "packed:", 7) != 0)
3622 char *list
= strdup(var
->name
+ 7);
3627 char *token
= strtok_r(list
, ",", &saveptr
);
3629 if (strcmp(token
, name
) == 0) {
3633 token
= strtok_r(NULL
, ",", &saveptr
);
3640 * Function builds a stage reference bitmask from variable name.
3643 build_stageref(struct gl_shader_program
*shProg
, const char *name
,
3648 /* Note, that we assume MAX 8 stages, if there will be more stages, type
3649 * used for reference mask in gl_program_resource will need to be changed.
3651 assert(MESA_SHADER_STAGES
< 8);
3653 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
3654 struct gl_linked_shader
*sh
= shProg
->_LinkedShaders
[i
];
3658 /* Shader symbol table may contain variables that have
3659 * been optimized away. Search IR for the variable instead.
3661 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
3662 ir_variable
*var
= node
->as_variable();
3664 unsigned baselen
= strlen(var
->name
);
3666 if (included_in_packed_varying(var
, name
)) {
3671 /* Type needs to match if specified, otherwise we might
3672 * pick a variable with same name but different interface.
3674 if (var
->data
.mode
!= mode
)
3677 if (strncmp(var
->name
, name
, baselen
) == 0) {
3678 /* Check for exact name matches but also check for arrays and
3681 if (name
[baselen
] == '\0' ||
3682 name
[baselen
] == '[' ||
3683 name
[baselen
] == '.') {
3695 * Create gl_shader_variable from ir_variable class.
3697 static gl_shader_variable
*
3698 create_shader_variable(struct gl_shader_program
*shProg
,
3699 const ir_variable
*in
,
3700 const char *name
, const glsl_type
*type
,
3701 const glsl_type
*interface_type
,
3702 bool use_implicit_location
, int location
,
3703 const glsl_type
*outermost_struct_type
)
3705 gl_shader_variable
*out
= ralloc(shProg
, struct gl_shader_variable
);
3709 /* Since gl_VertexID may be lowered to gl_VertexIDMESA, but applications
3710 * expect to see gl_VertexID in the program resource list. Pretend.
3712 if (in
->data
.mode
== ir_var_system_value
&&
3713 in
->data
.location
== SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
) {
3714 out
->name
= ralloc_strdup(shProg
, "gl_VertexID");
3715 } else if ((in
->data
.mode
== ir_var_shader_out
&&
3716 in
->data
.location
== VARYING_SLOT_TESS_LEVEL_OUTER
) ||
3717 (in
->data
.mode
== ir_var_system_value
&&
3718 in
->data
.location
== SYSTEM_VALUE_TESS_LEVEL_OUTER
)) {
3719 out
->name
= ralloc_strdup(shProg
, "gl_TessLevelOuter");
3720 type
= glsl_type::get_array_instance(glsl_type::float_type
, 4);
3721 } else if ((in
->data
.mode
== ir_var_shader_out
&&
3722 in
->data
.location
== VARYING_SLOT_TESS_LEVEL_INNER
) ||
3723 (in
->data
.mode
== ir_var_system_value
&&
3724 in
->data
.location
== SYSTEM_VALUE_TESS_LEVEL_INNER
)) {
3725 out
->name
= ralloc_strdup(shProg
, "gl_TessLevelInner");
3726 type
= glsl_type::get_array_instance(glsl_type::float_type
, 2);
3728 out
->name
= ralloc_strdup(shProg
, name
);
3734 /* The ARB_program_interface_query spec says:
3736 * "Not all active variables are assigned valid locations; the
3737 * following variables will have an effective location of -1:
3739 * * uniforms declared as atomic counters;
3741 * * members of a uniform block;
3743 * * built-in inputs, outputs, and uniforms (starting with "gl_"); and
3745 * * inputs or outputs not declared with a "location" layout
3746 * qualifier, except for vertex shader inputs and fragment shader
3749 if (in
->type
->is_atomic_uint() || is_gl_identifier(in
->name
) ||
3750 !(in
->data
.explicit_location
|| use_implicit_location
)) {
3753 out
->location
= location
;
3757 out
->outermost_struct_type
= outermost_struct_type
;
3758 out
->interface_type
= interface_type
;
3759 out
->component
= in
->data
.location_frac
;
3760 out
->index
= in
->data
.index
;
3761 out
->patch
= in
->data
.patch
;
3762 out
->mode
= in
->data
.mode
;
3763 out
->interpolation
= in
->data
.interpolation
;
3764 out
->explicit_location
= in
->data
.explicit_location
;
3765 out
->precision
= in
->data
.precision
;
3771 add_shader_variable(const struct gl_context
*ctx
,
3772 struct gl_shader_program
*shProg
,
3773 struct set
*resource_set
,
3774 unsigned stage_mask
,
3775 GLenum programInterface
, ir_variable
*var
,
3776 const char *name
, const glsl_type
*type
,
3777 bool use_implicit_location
, int location
,
3778 const glsl_type
*outermost_struct_type
= NULL
)
3780 const glsl_type
*interface_type
= var
->get_interface_type();
3782 if (outermost_struct_type
== NULL
) {
3783 if (var
->data
.from_named_ifc_block
) {
3784 const char *interface_name
= interface_type
->name
;
3786 if (interface_type
->is_array()) {
3787 /* Issue #16 of the ARB_program_interface_query spec says:
3789 * "* If a variable is a member of an interface block without an
3790 * instance name, it is enumerated using just the variable name.
3792 * * If a variable is a member of an interface block with an
3793 * instance name, it is enumerated as "BlockName.Member", where
3794 * "BlockName" is the name of the interface block (not the
3795 * instance name) and "Member" is the name of the variable."
3797 * In particular, it indicates that it should be "BlockName",
3798 * not "BlockName[array length]". The conformance suite and
3799 * dEQP both require this behavior.
3801 * Here, we unwrap the extra array level added by named interface
3802 * block array lowering so we have the correct variable type. We
3803 * also unwrap the interface type when constructing the name.
3805 * We leave interface_type the same so that ES 3.x SSO pipeline
3806 * validation can enforce the rules requiring array length to
3807 * match on interface blocks.
3809 type
= type
->fields
.array
;
3811 interface_name
= interface_type
->fields
.array
->name
;
3814 name
= ralloc_asprintf(shProg
, "%s.%s", interface_name
, name
);
3818 switch (type
->base_type
) {
3819 case GLSL_TYPE_STRUCT
: {
3820 /* The ARB_program_interface_query spec says:
3822 * "For an active variable declared as a structure, a separate entry
3823 * will be generated for each active structure member. The name of
3824 * each entry is formed by concatenating the name of the structure,
3825 * the "." character, and the name of the structure member. If a
3826 * structure member to enumerate is itself a structure or array,
3827 * these enumeration rules are applied recursively."
3829 if (outermost_struct_type
== NULL
)
3830 outermost_struct_type
= type
;
3832 unsigned field_location
= location
;
3833 for (unsigned i
= 0; i
< type
->length
; i
++) {
3834 const struct glsl_struct_field
*field
= &type
->fields
.structure
[i
];
3835 char *field_name
= ralloc_asprintf(shProg
, "%s.%s", name
, field
->name
);
3836 if (!add_shader_variable(ctx
, shProg
, resource_set
,
3837 stage_mask
, programInterface
,
3838 var
, field_name
, field
->type
,
3839 use_implicit_location
, field_location
,
3840 outermost_struct_type
))
3843 field_location
+= field
->type
->count_attribute_slots(false);
3849 /* The ARB_program_interface_query spec says:
3851 * "For an active variable declared as a single instance of a basic
3852 * type, a single entry will be generated, using the variable name
3853 * from the shader source."
3855 gl_shader_variable
*sha_v
=
3856 create_shader_variable(shProg
, var
, name
, type
, interface_type
,
3857 use_implicit_location
, location
,
3858 outermost_struct_type
);
3862 return add_program_resource(shProg
, resource_set
,
3863 programInterface
, sha_v
, stage_mask
);
3869 add_interface_variables(const struct gl_context
*ctx
,
3870 struct gl_shader_program
*shProg
,
3871 struct set
*resource_set
,
3872 unsigned stage
, GLenum programInterface
)
3874 exec_list
*ir
= shProg
->_LinkedShaders
[stage
]->ir
;
3876 foreach_in_list(ir_instruction
, node
, ir
) {
3877 ir_variable
*var
= node
->as_variable();
3879 if (!var
|| var
->data
.how_declared
== ir_var_hidden
)
3884 switch (var
->data
.mode
) {
3885 case ir_var_system_value
:
3886 case ir_var_shader_in
:
3887 if (programInterface
!= GL_PROGRAM_INPUT
)
3889 loc_bias
= (stage
== MESA_SHADER_VERTEX
) ? int(VERT_ATTRIB_GENERIC0
)
3890 : int(VARYING_SLOT_VAR0
);
3892 case ir_var_shader_out
:
3893 if (programInterface
!= GL_PROGRAM_OUTPUT
)
3895 loc_bias
= (stage
== MESA_SHADER_FRAGMENT
) ? int(FRAG_RESULT_DATA0
)
3896 : int(VARYING_SLOT_VAR0
);
3902 if (var
->data
.patch
)
3903 loc_bias
= int(VARYING_SLOT_PATCH0
);
3905 /* Skip packed varyings, packed varyings are handled separately
3906 * by add_packed_varyings.
3908 if (strncmp(var
->name
, "packed:", 7) == 0)
3911 /* Skip fragdata arrays, these are handled separately
3912 * by add_fragdata_arrays.
3914 if (strncmp(var
->name
, "gl_out_FragData", 15) == 0)
3917 const bool vs_input_or_fs_output
=
3918 (stage
== MESA_SHADER_VERTEX
&& var
->data
.mode
== ir_var_shader_in
) ||
3919 (stage
== MESA_SHADER_FRAGMENT
&& var
->data
.mode
== ir_var_shader_out
);
3921 if (!add_shader_variable(ctx
, shProg
, resource_set
,
3922 1 << stage
, programInterface
,
3923 var
, var
->name
, var
->type
, vs_input_or_fs_output
,
3924 var
->data
.location
- loc_bias
))
3931 add_packed_varyings(const struct gl_context
*ctx
,
3932 struct gl_shader_program
*shProg
,
3933 struct set
*resource_set
,
3934 int stage
, GLenum type
)
3936 struct gl_linked_shader
*sh
= shProg
->_LinkedShaders
[stage
];
3939 if (!sh
|| !sh
->packed_varyings
)
3942 foreach_in_list(ir_instruction
, node
, sh
->packed_varyings
) {
3943 ir_variable
*var
= node
->as_variable();
3945 switch (var
->data
.mode
) {
3946 case ir_var_shader_in
:
3947 iface
= GL_PROGRAM_INPUT
;
3949 case ir_var_shader_out
:
3950 iface
= GL_PROGRAM_OUTPUT
;
3953 unreachable("unexpected type");
3956 if (type
== iface
) {
3957 const int stage_mask
=
3958 build_stageref(shProg
, var
->name
, var
->data
.mode
);
3959 if (!add_shader_variable(ctx
, shProg
, resource_set
,
3961 iface
, var
, var
->name
, var
->type
, false,
3962 var
->data
.location
- VARYING_SLOT_VAR0
))
3971 add_fragdata_arrays(const struct gl_context
*ctx
,
3972 struct gl_shader_program
*shProg
,
3973 struct set
*resource_set
)
3975 struct gl_linked_shader
*sh
= shProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
3977 if (!sh
|| !sh
->fragdata_arrays
)
3980 foreach_in_list(ir_instruction
, node
, sh
->fragdata_arrays
) {
3981 ir_variable
*var
= node
->as_variable();
3983 assert(var
->data
.mode
== ir_var_shader_out
);
3985 if (!add_shader_variable(ctx
, shProg
, resource_set
,
3986 1 << MESA_SHADER_FRAGMENT
,
3987 GL_PROGRAM_OUTPUT
, var
, var
->name
, var
->type
,
3988 true, var
->data
.location
- FRAG_RESULT_DATA0
))
3996 get_top_level_name(const char *name
)
3998 const char *first_dot
= strchr(name
, '.');
3999 const char *first_square_bracket
= strchr(name
, '[');
4002 /* The ARB_program_interface_query spec says:
4004 * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
4005 * the number of active array elements of the top-level shader storage
4006 * block member containing to the active variable is written to
4007 * <params>. If the top-level block member is not declared as an
4008 * array, the value one is written to <params>. If the top-level block
4009 * member is an array with no declared size, the value zero is written
4013 /* The buffer variable is on top level.*/
4014 if (!first_square_bracket
&& !first_dot
)
4015 name_size
= strlen(name
);
4016 else if ((!first_square_bracket
||
4017 (first_dot
&& first_dot
< first_square_bracket
)))
4018 name_size
= first_dot
- name
;
4020 name_size
= first_square_bracket
- name
;
4022 return strndup(name
, name_size
);
4026 get_var_name(const char *name
)
4028 const char *first_dot
= strchr(name
, '.');
4031 return strdup(name
);
4033 return strndup(first_dot
+1, strlen(first_dot
) - 1);
4037 is_top_level_shader_storage_block_member(const char* name
,
4038 const char* interface_name
,
4039 const char* field_name
)
4041 bool result
= false;
4043 /* If the given variable is already a top-level shader storage
4044 * block member, then return array_size = 1.
4045 * We could have two possibilities: if we have an instanced
4046 * shader storage block or not instanced.
4048 * For the first, we check create a name as it was in top level and
4049 * compare it with the real name. If they are the same, then
4050 * the variable is already at top-level.
4052 * Full instanced name is: interface name + '.' + var name +
4055 int name_length
= strlen(interface_name
) + 1 + strlen(field_name
) + 1;
4056 char *full_instanced_name
= (char *) calloc(name_length
, sizeof(char));
4057 if (!full_instanced_name
) {
4058 fprintf(stderr
, "%s: Cannot allocate space for name\n", __func__
);
4062 snprintf(full_instanced_name
, name_length
, "%s.%s",
4063 interface_name
, field_name
);
4065 /* Check if its top-level shader storage block member of an
4066 * instanced interface block, or of a unnamed interface block.
4068 if (strcmp(name
, full_instanced_name
) == 0 ||
4069 strcmp(name
, field_name
) == 0)
4072 free(full_instanced_name
);
4077 get_array_size(struct gl_uniform_storage
*uni
, const glsl_struct_field
*field
,
4078 char *interface_name
, char *var_name
)
4080 /* The ARB_program_interface_query spec says:
4082 * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
4083 * the number of active array elements of the top-level shader storage
4084 * block member containing to the active variable is written to
4085 * <params>. If the top-level block member is not declared as an
4086 * array, the value one is written to <params>. If the top-level block
4087 * member is an array with no declared size, the value zero is written
4090 if (is_top_level_shader_storage_block_member(uni
->name
,
4094 else if (field
->type
->is_unsized_array())
4096 else if (field
->type
->is_array())
4097 return field
->type
->length
;
4103 get_array_stride(struct gl_uniform_storage
*uni
, const glsl_type
*interface
,
4104 const glsl_struct_field
*field
, char *interface_name
,
4107 /* The ARB_program_interface_query spec says:
4109 * "For the property TOP_LEVEL_ARRAY_STRIDE, a single integer
4110 * identifying the stride between array elements of the top-level
4111 * shader storage block member containing the active variable is
4112 * written to <params>. For top-level block members declared as
4113 * arrays, the value written is the difference, in basic machine units,
4114 * between the offsets of the active variable for consecutive elements
4115 * in the top-level array. For top-level block members not declared as
4116 * an array, zero is written to <params>."
4118 if (field
->type
->is_array()) {
4119 const enum glsl_matrix_layout matrix_layout
=
4120 glsl_matrix_layout(field
->matrix_layout
);
4121 bool row_major
= matrix_layout
== GLSL_MATRIX_LAYOUT_ROW_MAJOR
;
4122 const glsl_type
*array_type
= field
->type
->fields
.array
;
4124 if (is_top_level_shader_storage_block_member(uni
->name
,
4129 if (interface
->interface_packing
!= GLSL_INTERFACE_PACKING_STD430
) {
4130 if (array_type
->is_record() || array_type
->is_array())
4131 return glsl_align(array_type
->std140_size(row_major
), 16);
4133 return MAX2(array_type
->std140_base_alignment(row_major
), 16);
4135 return array_type
->std430_array_stride(row_major
);
4142 calculate_array_size_and_stride(struct gl_shader_program
*shProg
,
4143 struct gl_uniform_storage
*uni
)
4145 int block_index
= uni
->block_index
;
4146 int array_size
= -1;
4147 int array_stride
= -1;
4148 char *var_name
= get_top_level_name(uni
->name
);
4149 char *interface_name
=
4150 get_top_level_name(uni
->is_shader_storage
?
4151 shProg
->data
->ShaderStorageBlocks
[block_index
].Name
:
4152 shProg
->data
->UniformBlocks
[block_index
].Name
);
4154 if (strcmp(var_name
, interface_name
) == 0) {
4155 /* Deal with instanced array of SSBOs */
4156 char *temp_name
= get_var_name(uni
->name
);
4158 linker_error(shProg
, "Out of memory during linking.\n");
4159 goto write_top_level_array_size_and_stride
;
4162 var_name
= get_top_level_name(temp_name
);
4165 linker_error(shProg
, "Out of memory during linking.\n");
4166 goto write_top_level_array_size_and_stride
;
4170 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4171 const gl_linked_shader
*sh
= shProg
->_LinkedShaders
[i
];
4175 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
4176 ir_variable
*var
= node
->as_variable();
4177 if (!var
|| !var
->get_interface_type() ||
4178 var
->data
.mode
!= ir_var_shader_storage
)
4181 const glsl_type
*interface
= var
->get_interface_type();
4183 if (strcmp(interface_name
, interface
->name
) != 0)
4186 for (unsigned i
= 0; i
< interface
->length
; i
++) {
4187 const glsl_struct_field
*field
= &interface
->fields
.structure
[i
];
4188 if (strcmp(field
->name
, var_name
) != 0)
4191 array_stride
= get_array_stride(uni
, interface
, field
,
4192 interface_name
, var_name
);
4193 array_size
= get_array_size(uni
, field
, interface_name
, var_name
);
4194 goto write_top_level_array_size_and_stride
;
4198 write_top_level_array_size_and_stride
:
4199 free(interface_name
);
4201 uni
->top_level_array_stride
= array_stride
;
4202 uni
->top_level_array_size
= array_size
;
4206 * Builds up a list of program resources that point to existing
4210 build_program_resource_list(struct gl_context
*ctx
,
4211 struct gl_shader_program
*shProg
)
4213 /* Rebuild resource list. */
4214 if (shProg
->data
->ProgramResourceList
) {
4215 ralloc_free(shProg
->data
->ProgramResourceList
);
4216 shProg
->data
->ProgramResourceList
= NULL
;
4217 shProg
->data
->NumProgramResourceList
= 0;
4220 int input_stage
= MESA_SHADER_STAGES
, output_stage
= 0;
4222 /* Determine first input and final output stage. These are used to
4223 * detect which variables should be enumerated in the resource list
4224 * for GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT.
4226 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4227 if (!shProg
->_LinkedShaders
[i
])
4229 if (input_stage
== MESA_SHADER_STAGES
)
4234 /* Empty shader, no resources. */
4235 if (input_stage
== MESA_SHADER_STAGES
&& output_stage
== 0)
4238 struct set
*resource_set
= _mesa_set_create(NULL
,
4240 _mesa_key_pointer_equal
);
4242 /* Program interface needs to expose varyings in case of SSO. */
4243 if (shProg
->SeparateShader
) {
4244 if (!add_packed_varyings(ctx
, shProg
, resource_set
,
4245 input_stage
, GL_PROGRAM_INPUT
))
4248 if (!add_packed_varyings(ctx
, shProg
, resource_set
,
4249 output_stage
, GL_PROGRAM_OUTPUT
))
4253 if (!add_fragdata_arrays(ctx
, shProg
, resource_set
))
4256 /* Add inputs and outputs to the resource list. */
4257 if (!add_interface_variables(ctx
, shProg
, resource_set
,
4258 input_stage
, GL_PROGRAM_INPUT
))
4261 if (!add_interface_variables(ctx
, shProg
, resource_set
,
4262 output_stage
, GL_PROGRAM_OUTPUT
))
4265 if (shProg
->last_vert_prog
) {
4266 struct gl_transform_feedback_info
*linked_xfb
=
4267 shProg
->last_vert_prog
->sh
.LinkedTransformFeedback
;
4269 /* Add transform feedback varyings. */
4270 if (linked_xfb
->NumVarying
> 0) {
4271 for (int i
= 0; i
< linked_xfb
->NumVarying
; i
++) {
4272 if (!add_program_resource(shProg
, resource_set
,
4273 GL_TRANSFORM_FEEDBACK_VARYING
,
4274 &linked_xfb
->Varyings
[i
], 0))
4279 /* Add transform feedback buffers. */
4280 for (unsigned i
= 0; i
< ctx
->Const
.MaxTransformFeedbackBuffers
; i
++) {
4281 if ((linked_xfb
->ActiveBuffers
>> i
) & 1) {
4282 linked_xfb
->Buffers
[i
].Binding
= i
;
4283 if (!add_program_resource(shProg
, resource_set
,
4284 GL_TRANSFORM_FEEDBACK_BUFFER
,
4285 &linked_xfb
->Buffers
[i
], 0))
4291 /* Add uniforms from uniform storage. */
4292 for (unsigned i
= 0; i
< shProg
->data
->NumUniformStorage
; i
++) {
4293 /* Do not add uniforms internally used by Mesa. */
4294 if (shProg
->data
->UniformStorage
[i
].hidden
)
4298 build_stageref(shProg
, shProg
->data
->UniformStorage
[i
].name
,
4301 /* Add stagereferences for uniforms in a uniform block. */
4302 bool is_shader_storage
=
4303 shProg
->data
->UniformStorage
[i
].is_shader_storage
;
4304 int block_index
= shProg
->data
->UniformStorage
[i
].block_index
;
4305 if (block_index
!= -1) {
4306 stageref
|= is_shader_storage
?
4307 shProg
->data
->ShaderStorageBlocks
[block_index
].stageref
:
4308 shProg
->data
->UniformBlocks
[block_index
].stageref
;
4311 GLenum type
= is_shader_storage
? GL_BUFFER_VARIABLE
: GL_UNIFORM
;
4312 if (!should_add_buffer_variable(shProg
, type
,
4313 shProg
->data
->UniformStorage
[i
].name
))
4316 if (is_shader_storage
) {
4317 calculate_array_size_and_stride(shProg
,
4318 &shProg
->data
->UniformStorage
[i
]);
4321 if (!add_program_resource(shProg
, resource_set
, type
,
4322 &shProg
->data
->UniformStorage
[i
], stageref
))
4326 /* Add program uniform blocks. */
4327 for (unsigned i
= 0; i
< shProg
->data
->NumUniformBlocks
; i
++) {
4328 if (!add_program_resource(shProg
, resource_set
, GL_UNIFORM_BLOCK
,
4329 &shProg
->data
->UniformBlocks
[i
], 0))
4333 /* Add program shader storage blocks. */
4334 for (unsigned i
= 0; i
< shProg
->data
->NumShaderStorageBlocks
; i
++) {
4335 if (!add_program_resource(shProg
, resource_set
, GL_SHADER_STORAGE_BLOCK
,
4336 &shProg
->data
->ShaderStorageBlocks
[i
], 0))
4340 /* Add atomic counter buffers. */
4341 for (unsigned i
= 0; i
< shProg
->data
->NumAtomicBuffers
; i
++) {
4342 if (!add_program_resource(shProg
, resource_set
, GL_ATOMIC_COUNTER_BUFFER
,
4343 &shProg
->data
->AtomicBuffers
[i
], 0))
4347 for (unsigned i
= 0; i
< shProg
->data
->NumUniformStorage
; i
++) {
4349 if (!shProg
->data
->UniformStorage
[i
].hidden
)
4352 for (int j
= MESA_SHADER_VERTEX
; j
< MESA_SHADER_STAGES
; j
++) {
4353 if (!shProg
->data
->UniformStorage
[i
].opaque
[j
].active
||
4354 !shProg
->data
->UniformStorage
[i
].type
->is_subroutine())
4357 type
= _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage
)j
);
4358 /* add shader subroutines */
4359 if (!add_program_resource(shProg
, resource_set
,
4360 type
, &shProg
->data
->UniformStorage
[i
], 0))
4365 unsigned mask
= shProg
->data
->linked_stages
;
4367 const int i
= u_bit_scan(&mask
);
4368 struct gl_program
*p
= shProg
->_LinkedShaders
[i
]->Program
;
4370 GLuint type
= _mesa_shader_stage_to_subroutine((gl_shader_stage
)i
);
4371 for (unsigned j
= 0; j
< p
->sh
.NumSubroutineFunctions
; j
++) {
4372 if (!add_program_resource(shProg
, resource_set
,
4373 type
, &p
->sh
.SubroutineFunctions
[j
], 0))
4378 _mesa_set_destroy(resource_set
, NULL
);
4382 * This check is done to make sure we allow only constant expression
4383 * indexing and "constant-index-expression" (indexing with an expression
4384 * that includes loop induction variable).
4387 validate_sampler_array_indexing(struct gl_context
*ctx
,
4388 struct gl_shader_program
*prog
)
4390 dynamic_sampler_array_indexing_visitor v
;
4391 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4392 if (prog
->_LinkedShaders
[i
] == NULL
)
4395 bool no_dynamic_indexing
=
4396 ctx
->Const
.ShaderCompilerOptions
[i
].EmitNoIndirectSampler
;
4398 /* Search for array derefs in shader. */
4399 v
.run(prog
->_LinkedShaders
[i
]->ir
);
4400 if (v
.uses_dynamic_sampler_array_indexing()) {
4401 const char *msg
= "sampler arrays indexed with non-constant "
4402 "expressions is forbidden in GLSL %s %u";
4403 /* Backend has indicated that it has no dynamic indexing support. */
4404 if (no_dynamic_indexing
) {
4405 linker_error(prog
, msg
, prog
->IsES
? "ES" : "",
4406 prog
->data
->Version
);
4409 linker_warning(prog
, msg
, prog
->IsES
? "ES" : "",
4410 prog
->data
->Version
);
4418 link_assign_subroutine_types(struct gl_shader_program
*prog
)
4420 unsigned mask
= prog
->data
->linked_stages
;
4422 const int i
= u_bit_scan(&mask
);
4423 gl_program
*p
= prog
->_LinkedShaders
[i
]->Program
;
4425 p
->sh
.MaxSubroutineFunctionIndex
= 0;
4426 foreach_in_list(ir_instruction
, node
, prog
->_LinkedShaders
[i
]->ir
) {
4427 ir_function
*fn
= node
->as_function();
4431 if (fn
->is_subroutine
)
4432 p
->sh
.NumSubroutineUniformTypes
++;
4434 if (!fn
->num_subroutine_types
)
4437 /* these should have been calculated earlier. */
4438 assert(fn
->subroutine_index
!= -1);
4439 if (p
->sh
.NumSubroutineFunctions
+ 1 > MAX_SUBROUTINES
) {
4440 linker_error(prog
, "Too many subroutine functions declared.\n");
4443 p
->sh
.SubroutineFunctions
= reralloc(p
, p
->sh
.SubroutineFunctions
,
4444 struct gl_subroutine_function
,
4445 p
->sh
.NumSubroutineFunctions
+ 1);
4446 p
->sh
.SubroutineFunctions
[p
->sh
.NumSubroutineFunctions
].name
= ralloc_strdup(p
, fn
->name
);
4447 p
->sh
.SubroutineFunctions
[p
->sh
.NumSubroutineFunctions
].num_compat_types
= fn
->num_subroutine_types
;
4448 p
->sh
.SubroutineFunctions
[p
->sh
.NumSubroutineFunctions
].types
=
4449 ralloc_array(p
, const struct glsl_type
*,
4450 fn
->num_subroutine_types
);
4452 /* From Section 4.4.4(Subroutine Function Layout Qualifiers) of the
4455 * "Each subroutine with an index qualifier in the shader must be
4456 * given a unique index, otherwise a compile or link error will be
4459 for (unsigned j
= 0; j
< p
->sh
.NumSubroutineFunctions
; j
++) {
4460 if (p
->sh
.SubroutineFunctions
[j
].index
!= -1 &&
4461 p
->sh
.SubroutineFunctions
[j
].index
== fn
->subroutine_index
) {
4462 linker_error(prog
, "each subroutine index qualifier in the "
4463 "shader must be unique\n");
4467 p
->sh
.SubroutineFunctions
[p
->sh
.NumSubroutineFunctions
].index
=
4468 fn
->subroutine_index
;
4470 if (fn
->subroutine_index
> (int)p
->sh
.MaxSubroutineFunctionIndex
)
4471 p
->sh
.MaxSubroutineFunctionIndex
= fn
->subroutine_index
;
4473 for (int j
= 0; j
< fn
->num_subroutine_types
; j
++)
4474 p
->sh
.SubroutineFunctions
[p
->sh
.NumSubroutineFunctions
].types
[j
] = fn
->subroutine_types
[j
];
4475 p
->sh
.NumSubroutineFunctions
++;
4481 set_always_active_io(exec_list
*ir
, ir_variable_mode io_mode
)
4483 assert(io_mode
== ir_var_shader_in
|| io_mode
== ir_var_shader_out
);
4485 foreach_in_list(ir_instruction
, node
, ir
) {
4486 ir_variable
*const var
= node
->as_variable();
4488 if (var
== NULL
|| var
->data
.mode
!= io_mode
)
4491 /* Don't set always active on builtins that haven't been redeclared */
4492 if (var
->data
.how_declared
== ir_var_declared_implicitly
)
4495 var
->data
.always_active_io
= true;
4500 * When separate shader programs are enabled, only input/outputs between
4501 * the stages of a multi-stage separate program can be safely removed
4502 * from the shader interface. Other inputs/outputs must remain active.
4505 disable_varying_optimizations_for_sso(struct gl_shader_program
*prog
)
4507 unsigned first
, last
;
4508 assert(prog
->SeparateShader
);
4510 first
= MESA_SHADER_STAGES
;
4513 /* Determine first and last stage. Excluding the compute stage */
4514 for (unsigned i
= 0; i
< MESA_SHADER_COMPUTE
; i
++) {
4515 if (!prog
->_LinkedShaders
[i
])
4517 if (first
== MESA_SHADER_STAGES
)
4522 if (first
== MESA_SHADER_STAGES
)
4525 for (unsigned stage
= 0; stage
< MESA_SHADER_STAGES
; stage
++) {
4526 gl_linked_shader
*sh
= prog
->_LinkedShaders
[stage
];
4530 if (first
== last
) {
4531 /* For a single shader program only allow inputs to the vertex shader
4532 * and outputs from the fragment shader to be removed.
4534 if (stage
!= MESA_SHADER_VERTEX
)
4535 set_always_active_io(sh
->ir
, ir_var_shader_in
);
4536 if (stage
!= MESA_SHADER_FRAGMENT
)
4537 set_always_active_io(sh
->ir
, ir_var_shader_out
);
4539 /* For multi-stage separate shader programs only allow inputs and
4540 * outputs between the shader stages to be removed as well as inputs
4541 * to the vertex shader and outputs from the fragment shader.
4543 if (stage
== first
&& stage
!= MESA_SHADER_VERTEX
)
4544 set_always_active_io(sh
->ir
, ir_var_shader_in
);
4545 else if (stage
== last
&& stage
!= MESA_SHADER_FRAGMENT
)
4546 set_always_active_io(sh
->ir
, ir_var_shader_out
);
4552 link_and_validate_uniforms(struct gl_context
*ctx
,
4553 struct gl_shader_program
*prog
)
4555 update_array_sizes(prog
);
4556 link_assign_uniform_locations(prog
, ctx
);
4558 if (!prog
->data
->cache_fallback
) {
4559 link_assign_atomic_counter_resources(ctx
, prog
);
4560 link_calculate_subroutine_compat(prog
);
4561 check_resources(ctx
, prog
);
4562 check_subroutine_resources(prog
);
4563 check_image_resources(ctx
, prog
);
4564 link_check_atomic_counter_resources(ctx
, prog
);
4569 link_varyings_and_uniforms(unsigned first
, unsigned last
,
4570 struct gl_context
*ctx
,
4571 struct gl_shader_program
*prog
, void *mem_ctx
)
4573 /* Mark all generic shader inputs and outputs as unpaired. */
4574 for (unsigned i
= MESA_SHADER_VERTEX
; i
<= MESA_SHADER_FRAGMENT
; i
++) {
4575 if (prog
->_LinkedShaders
[i
] != NULL
) {
4576 link_invalidate_variable_locations(prog
->_LinkedShaders
[i
]->ir
);
4580 unsigned prev
= first
;
4581 for (unsigned i
= prev
+ 1; i
<= MESA_SHADER_FRAGMENT
; i
++) {
4582 if (prog
->_LinkedShaders
[i
] == NULL
)
4585 match_explicit_outputs_to_inputs(prog
->_LinkedShaders
[prev
],
4586 prog
->_LinkedShaders
[i
]);
4590 if (!assign_attribute_or_color_locations(mem_ctx
, prog
, &ctx
->Const
,
4591 MESA_SHADER_VERTEX
)) {
4595 if (!assign_attribute_or_color_locations(mem_ctx
, prog
, &ctx
->Const
,
4596 MESA_SHADER_FRAGMENT
)) {
4600 prog
->last_vert_prog
= NULL
;
4601 for (int i
= MESA_SHADER_GEOMETRY
; i
>= MESA_SHADER_VERTEX
; i
--) {
4602 if (prog
->_LinkedShaders
[i
] == NULL
)
4605 prog
->last_vert_prog
= prog
->_LinkedShaders
[i
]->Program
;
4609 if (!link_varyings(prog
, first
, last
, ctx
, mem_ctx
))
4612 link_and_validate_uniforms(ctx
, prog
);
4614 if (!prog
->data
->LinkStatus
)
4617 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4618 if (prog
->_LinkedShaders
[i
] == NULL
)
4621 const struct gl_shader_compiler_options
*options
=
4622 &ctx
->Const
.ShaderCompilerOptions
[i
];
4624 if (options
->LowerBufferInterfaceBlocks
)
4625 lower_ubo_reference(prog
->_LinkedShaders
[i
],
4626 options
->ClampBlockIndicesToArrayBounds
);
4628 if (i
== MESA_SHADER_COMPUTE
)
4629 lower_shared_reference(prog
->_LinkedShaders
[i
],
4630 &prog
->Comp
.SharedSize
);
4632 lower_vector_derefs(prog
->_LinkedShaders
[i
]);
4633 do_vec_index_to_swizzle(prog
->_LinkedShaders
[i
]->ir
);
4640 linker_optimisation_loop(struct gl_context
*ctx
, exec_list
*ir
,
4643 if (ctx
->Const
.GLSLOptimizeConservatively
) {
4644 /* Run it just once. */
4645 do_common_optimization(ir
, true, false,
4646 &ctx
->Const
.ShaderCompilerOptions
[stage
],
4647 ctx
->Const
.NativeIntegers
);
4649 /* Repeat it until it stops making changes. */
4650 while (do_common_optimization(ir
, true, false,
4651 &ctx
->Const
.ShaderCompilerOptions
[stage
],
4652 ctx
->Const
.NativeIntegers
))
4658 link_shaders(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
4660 prog
->data
->LinkStatus
= linking_success
; /* All error paths will set this to false */
4661 prog
->data
->Validated
= false;
4663 /* Section 7.3 (Program Objects) of the OpenGL 4.5 Core Profile spec says:
4665 * "Linking can fail for a variety of reasons as specified in the
4666 * OpenGL Shading Language Specification, as well as any of the
4667 * following reasons:
4669 * - No shader objects are attached to program."
4671 * The Compatibility Profile specification does not list the error. In
4672 * Compatibility Profile missing shader stages are replaced by
4673 * fixed-function. This applies to the case where all stages are
4676 if (prog
->NumShaders
== 0) {
4677 if (ctx
->API
!= API_OPENGL_COMPAT
)
4678 linker_error(prog
, "no shaders attached to the program\n");
4682 #ifdef ENABLE_SHADER_CACHE
4683 /* If transform feedback used on the program then compile all shaders. */
4684 bool skip_cache
= false;
4685 if (prog
->TransformFeedback
.NumVarying
> 0) {
4686 for (unsigned i
= 0; i
< prog
->NumShaders
; i
++) {
4687 _mesa_glsl_compile_shader(ctx
, prog
->Shaders
[i
], false, false, true);
4692 if (!skip_cache
&& shader_cache_read_program_metadata(ctx
, prog
))
4696 void *mem_ctx
= ralloc_context(NULL
); // temporary linker context
4698 prog
->ARB_fragment_coord_conventions_enable
= false;
4700 /* Separate the shaders into groups based on their type.
4702 struct gl_shader
**shader_list
[MESA_SHADER_STAGES
];
4703 unsigned num_shaders
[MESA_SHADER_STAGES
];
4705 for (int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4706 shader_list
[i
] = (struct gl_shader
**)
4707 calloc(prog
->NumShaders
, sizeof(struct gl_shader
*));
4711 unsigned min_version
= UINT_MAX
;
4712 unsigned max_version
= 0;
4713 for (unsigned i
= 0; i
< prog
->NumShaders
; i
++) {
4714 min_version
= MIN2(min_version
, prog
->Shaders
[i
]->Version
);
4715 max_version
= MAX2(max_version
, prog
->Shaders
[i
]->Version
);
4717 if (prog
->Shaders
[i
]->IsES
!= prog
->Shaders
[0]->IsES
) {
4718 linker_error(prog
, "all shaders must use same shading "
4719 "language version\n");
4723 if (prog
->Shaders
[i
]->ARB_fragment_coord_conventions_enable
) {
4724 prog
->ARB_fragment_coord_conventions_enable
= true;
4727 gl_shader_stage shader_type
= prog
->Shaders
[i
]->Stage
;
4728 shader_list
[shader_type
][num_shaders
[shader_type
]] = prog
->Shaders
[i
];
4729 num_shaders
[shader_type
]++;
4732 /* In desktop GLSL, different shader versions may be linked together. In
4733 * GLSL ES, all shader versions must be the same.
4735 if (prog
->Shaders
[0]->IsES
&& min_version
!= max_version
) {
4736 linker_error(prog
, "all shaders must use same shading "
4737 "language version\n");
4741 prog
->data
->Version
= max_version
;
4742 prog
->IsES
= prog
->Shaders
[0]->IsES
;
4744 /* Some shaders have to be linked with some other shaders present.
4746 if (!prog
->SeparateShader
) {
4747 if (num_shaders
[MESA_SHADER_GEOMETRY
] > 0 &&
4748 num_shaders
[MESA_SHADER_VERTEX
] == 0) {
4749 linker_error(prog
, "Geometry shader must be linked with "
4753 if (num_shaders
[MESA_SHADER_TESS_EVAL
] > 0 &&
4754 num_shaders
[MESA_SHADER_VERTEX
] == 0) {
4755 linker_error(prog
, "Tessellation evaluation shader must be linked "
4756 "with vertex shader\n");
4759 if (num_shaders
[MESA_SHADER_TESS_CTRL
] > 0 &&
4760 num_shaders
[MESA_SHADER_VERTEX
] == 0) {
4761 linker_error(prog
, "Tessellation control shader must be linked with "
4766 /* Section 7.3 of the OpenGL ES 3.2 specification says:
4768 * "Linking can fail for [...] any of the following reasons:
4770 * * program contains an object to form a tessellation control
4771 * shader [...] and [...] the program is not separable and
4772 * contains no object to form a tessellation evaluation shader"
4774 * The OpenGL spec is contradictory. It allows linking without a tess
4775 * eval shader, but that can only be used with transform feedback and
4776 * rasterization disabled. However, transform feedback isn't allowed
4777 * with GL_PATCHES, so it can't be used.
4779 * More investigation showed that the idea of transform feedback after
4780 * a tess control shader was dropped, because some hw vendors couldn't
4781 * support tessellation without a tess eval shader, but the linker
4782 * section wasn't updated to reflect that.
4784 * All specifications (ARB_tessellation_shader, GL 4.0-4.5) have this
4787 * Do what's reasonable and always require a tess eval shader if a tess
4788 * control shader is present.
4790 if (num_shaders
[MESA_SHADER_TESS_CTRL
] > 0 &&
4791 num_shaders
[MESA_SHADER_TESS_EVAL
] == 0) {
4792 linker_error(prog
, "Tessellation control shader must be linked with "
4793 "tessellation evaluation shader\n");
4798 if (num_shaders
[MESA_SHADER_TESS_EVAL
] > 0 &&
4799 num_shaders
[MESA_SHADER_TESS_CTRL
] == 0) {
4800 linker_error(prog
, "GLSL ES requires non-separable programs "
4801 "containing a tessellation evaluation shader to also "
4802 "be linked with a tessellation control shader\n");
4808 /* Compute shaders have additional restrictions. */
4809 if (num_shaders
[MESA_SHADER_COMPUTE
] > 0 &&
4810 num_shaders
[MESA_SHADER_COMPUTE
] != prog
->NumShaders
) {
4811 linker_error(prog
, "Compute shaders may not be linked with any other "
4812 "type of shader\n");
4815 /* Link all shaders for a particular stage and validate the result.
4817 for (int stage
= 0; stage
< MESA_SHADER_STAGES
; stage
++) {
4818 if (num_shaders
[stage
] > 0) {
4819 gl_linked_shader
*const sh
=
4820 link_intrastage_shaders(mem_ctx
, ctx
, prog
, shader_list
[stage
],
4821 num_shaders
[stage
], false);
4823 if (!prog
->data
->LinkStatus
) {
4825 _mesa_delete_linked_shader(ctx
, sh
);
4830 case MESA_SHADER_VERTEX
:
4831 validate_vertex_shader_executable(prog
, sh
, ctx
);
4833 case MESA_SHADER_TESS_CTRL
:
4834 /* nothing to be done */
4836 case MESA_SHADER_TESS_EVAL
:
4837 validate_tess_eval_shader_executable(prog
, sh
, ctx
);
4839 case MESA_SHADER_GEOMETRY
:
4840 validate_geometry_shader_executable(prog
, sh
, ctx
);
4842 case MESA_SHADER_FRAGMENT
:
4843 validate_fragment_shader_executable(prog
, sh
);
4846 if (!prog
->data
->LinkStatus
) {
4848 _mesa_delete_linked_shader(ctx
, sh
);
4852 prog
->_LinkedShaders
[stage
] = sh
;
4853 prog
->data
->linked_stages
|= 1 << stage
;
4857 /* Here begins the inter-stage linking phase. Some initial validation is
4858 * performed, then locations are assigned for uniforms, attributes, and
4861 cross_validate_uniforms(prog
);
4862 if (!prog
->data
->LinkStatus
)
4865 unsigned first
, last
, prev
;
4867 first
= MESA_SHADER_STAGES
;
4870 /* Determine first and last stage. */
4871 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4872 if (!prog
->_LinkedShaders
[i
])
4874 if (first
== MESA_SHADER_STAGES
)
4879 if (!prog
->data
->cache_fallback
) {
4880 check_explicit_uniform_locations(ctx
, prog
);
4881 link_assign_subroutine_types(prog
);
4884 if (!prog
->data
->LinkStatus
)
4887 resize_tes_inputs(ctx
, prog
);
4889 /* Validate the inputs of each stage with the output of the preceding
4893 for (unsigned i
= prev
+ 1; i
<= MESA_SHADER_FRAGMENT
; i
++) {
4894 if (prog
->_LinkedShaders
[i
] == NULL
)
4897 validate_interstage_inout_blocks(prog
, prog
->_LinkedShaders
[prev
],
4898 prog
->_LinkedShaders
[i
]);
4899 if (!prog
->data
->LinkStatus
)
4902 cross_validate_outputs_to_inputs(prog
,
4903 prog
->_LinkedShaders
[prev
],
4904 prog
->_LinkedShaders
[i
]);
4905 if (!prog
->data
->LinkStatus
)
4911 /* Cross-validate uniform blocks between shader stages */
4912 validate_interstage_uniform_blocks(prog
, prog
->_LinkedShaders
);
4913 if (!prog
->data
->LinkStatus
)
4916 for (unsigned int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4917 if (prog
->_LinkedShaders
[i
] != NULL
)
4918 lower_named_interface_blocks(mem_ctx
, prog
->_LinkedShaders
[i
]);
4921 /* Implement the GLSL 1.30+ rule for discard vs infinite loops Do
4922 * it before optimization because we want most of the checks to get
4923 * dropped thanks to constant propagation.
4925 * This rule also applies to GLSL ES 3.00.
4927 if (max_version
>= (prog
->IsES
? 300 : 130)) {
4928 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
4930 lower_discard_flow(sh
->ir
);
4934 if (prog
->SeparateShader
)
4935 disable_varying_optimizations_for_sso(prog
);
4937 if (!prog
->data
->cache_fallback
) {
4939 if (!interstage_cross_validate_uniform_blocks(prog
, false))
4943 if (!interstage_cross_validate_uniform_blocks(prog
, true))
4947 /* Do common optimization before assigning storage for attributes,
4948 * uniforms, and varyings. Later optimization could possibly make
4949 * some of that unused.
4951 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4952 if (prog
->_LinkedShaders
[i
] == NULL
)
4955 detect_recursion_linked(prog
, prog
->_LinkedShaders
[i
]->ir
);
4956 if (!prog
->data
->LinkStatus
)
4959 if (ctx
->Const
.ShaderCompilerOptions
[i
].LowerCombinedClipCullDistance
) {
4960 lower_clip_cull_distance(prog
, prog
->_LinkedShaders
[i
]);
4963 if (ctx
->Const
.LowerTessLevel
) {
4964 lower_tess_level(prog
->_LinkedShaders
[i
]);
4967 /* Call opts before lowering const arrays to uniforms so we can const
4968 * propagate any elements accessed directly.
4970 linker_optimisation_loop(ctx
, prog
->_LinkedShaders
[i
]->ir
, i
);
4972 /* Call opts after lowering const arrays to copy propagate things. */
4973 if (lower_const_arrays_to_uniforms(prog
->_LinkedShaders
[i
]->ir
, i
))
4974 linker_optimisation_loop(ctx
, prog
->_LinkedShaders
[i
]->ir
, i
);
4976 propagate_invariance(prog
->_LinkedShaders
[i
]->ir
);
4979 /* Validation for special cases where we allow sampler array indexing
4980 * with loop induction variable. This check emits a warning or error
4981 * depending if backend can handle dynamic indexing.
4983 if ((!prog
->IsES
&& prog
->data
->Version
< 130) ||
4984 (prog
->IsES
&& prog
->data
->Version
< 300)) {
4985 if (!validate_sampler_array_indexing(ctx
, prog
))
4989 /* Check and validate stream emissions in geometry shaders */
4990 validate_geometry_shader_emissions(ctx
, prog
);
4992 store_fragdepth_layout(prog
);
4994 if(!link_varyings_and_uniforms(first
, last
, ctx
, prog
, mem_ctx
))
4997 /* OpenGL ES < 3.1 requires that a vertex shader and a fragment shader both
4998 * be present in a linked program. GL_ARB_ES2_compatibility doesn't say
4999 * anything about shader linking when one of the shaders (vertex or
5000 * fragment shader) is absent. So, the extension shouldn't change the
5001 * behavior specified in GLSL specification.
5003 * From OpenGL ES 3.1 specification (7.3 Program Objects):
5004 * "Linking can fail for a variety of reasons as specified in the
5005 * OpenGL ES Shading Language Specification, as well as any of the
5006 * following reasons:
5010 * * program contains objects to form either a vertex shader or
5011 * fragment shader, and program is not separable, and does not
5012 * contain objects to form both a vertex shader and fragment
5015 * However, the only scenario in 3.1+ where we don't require them both is
5016 * when we have a compute shader. For example:
5018 * - No shaders is a link error.
5019 * - Geom or Tess without a Vertex shader is a link error which means we
5020 * always require a Vertex shader and hence a Fragment shader.
5021 * - Finally a Compute shader linked with any other stage is a link error.
5023 if (!prog
->SeparateShader
&& ctx
->API
== API_OPENGLES2
&&
5024 num_shaders
[MESA_SHADER_COMPUTE
] == 0) {
5025 if (prog
->_LinkedShaders
[MESA_SHADER_VERTEX
] == NULL
) {
5026 linker_error(prog
, "program lacks a vertex shader\n");
5027 } else if (prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
] == NULL
) {
5028 linker_error(prog
, "program lacks a fragment shader\n");
5033 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
5034 free(shader_list
[i
]);
5035 if (prog
->_LinkedShaders
[i
] == NULL
)
5038 /* Do a final validation step to make sure that the IR wasn't
5039 * invalidated by any modifications performed after intrastage linking.
5041 validate_ir_tree(prog
->_LinkedShaders
[i
]->ir
);
5043 /* Retain any live IR, but trash the rest. */
5044 reparent_ir(prog
->_LinkedShaders
[i
]->ir
, prog
->_LinkedShaders
[i
]->ir
);
5046 /* The symbol table in the linked shaders may contain references to
5047 * variables that were removed (e.g., unused uniforms). Since it may
5048 * contain junk, there is no possible valid use. Delete it and set the
5051 delete prog
->_LinkedShaders
[i
]->symbols
;
5052 prog
->_LinkedShaders
[i
]->symbols
= NULL
;
5055 ralloc_free(mem_ctx
);