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 "main/core.h"
69 #include "glsl_symbol_table.h"
70 #include "glsl_parser_extras.h"
73 #include "program/hash_table.h"
75 #include "link_varyings.h"
76 #include "ir_optimization.h"
77 #include "ir_rvalue_visitor.h"
78 #include "ir_uniform.h"
80 #include "main/shaderobj.h"
81 #include "main/enums.h"
84 void linker_error(gl_shader_program
*, const char *, ...);
89 * Visitor that determines whether or not a variable is ever written.
91 class find_assignment_visitor
: public ir_hierarchical_visitor
{
93 find_assignment_visitor(const char *name
)
94 : name(name
), found(false)
99 virtual ir_visitor_status
visit_enter(ir_assignment
*ir
)
101 ir_variable
*const var
= ir
->lhs
->variable_referenced();
103 if (strcmp(name
, var
->name
) == 0) {
108 return visit_continue_with_parent
;
111 virtual ir_visitor_status
visit_enter(ir_call
*ir
)
113 foreach_two_lists(formal_node
, &ir
->callee
->parameters
,
114 actual_node
, &ir
->actual_parameters
) {
115 ir_rvalue
*param_rval
= (ir_rvalue
*) actual_node
;
116 ir_variable
*sig_param
= (ir_variable
*) formal_node
;
118 if (sig_param
->data
.mode
== ir_var_function_out
||
119 sig_param
->data
.mode
== ir_var_function_inout
) {
120 ir_variable
*var
= param_rval
->variable_referenced();
121 if (var
&& strcmp(name
, var
->name
) == 0) {
128 if (ir
->return_deref
!= NULL
) {
129 ir_variable
*const var
= ir
->return_deref
->variable_referenced();
131 if (strcmp(name
, var
->name
) == 0) {
137 return visit_continue_with_parent
;
140 bool variable_found()
146 const char *name
; /**< Find writes to a variable with this name. */
147 bool found
; /**< Was a write to the variable found? */
152 * Visitor that determines whether or not a variable is ever read.
154 class find_deref_visitor
: public ir_hierarchical_visitor
{
156 find_deref_visitor(const char *name
)
157 : name(name
), found(false)
162 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
164 if (strcmp(this->name
, ir
->var
->name
) == 0) {
169 return visit_continue
;
172 bool variable_found() const
178 const char *name
; /**< Find writes to a variable with this name. */
179 bool found
; /**< Was a write to the variable found? */
183 class geom_array_resize_visitor
: public ir_hierarchical_visitor
{
185 unsigned num_vertices
;
186 gl_shader_program
*prog
;
188 geom_array_resize_visitor(unsigned num_vertices
, gl_shader_program
*prog
)
190 this->num_vertices
= num_vertices
;
194 virtual ~geom_array_resize_visitor()
199 virtual ir_visitor_status
visit(ir_variable
*var
)
201 if (!var
->type
->is_array() || var
->data
.mode
!= ir_var_shader_in
)
202 return visit_continue
;
204 unsigned size
= var
->type
->length
;
206 /* Generate a link error if the shader has declared this array with an
209 if (size
&& size
!= this->num_vertices
) {
210 linker_error(this->prog
, "size of array %s declared as %u, "
211 "but number of input vertices is %u\n",
212 var
->name
, size
, this->num_vertices
);
213 return visit_continue
;
216 /* Generate a link error if the shader attempts to access an input
217 * array using an index too large for its actual size assigned at link
220 if (var
->data
.max_array_access
>= this->num_vertices
) {
221 linker_error(this->prog
, "geometry shader accesses element %i of "
222 "%s, but only %i input vertices\n",
223 var
->data
.max_array_access
, var
->name
, this->num_vertices
);
224 return visit_continue
;
227 var
->type
= glsl_type::get_array_instance(var
->type
->element_type(),
229 var
->data
.max_array_access
= this->num_vertices
- 1;
231 return visit_continue
;
234 /* Dereferences of input variables need to be updated so that their type
235 * matches the newly assigned type of the variable they are accessing. */
236 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
238 ir
->type
= ir
->var
->type
;
239 return visit_continue
;
242 /* Dereferences of 2D input arrays need to be updated so that their type
243 * matches the newly assigned type of the array they are accessing. */
244 virtual ir_visitor_status
visit_leave(ir_dereference_array
*ir
)
246 const glsl_type
*const vt
= ir
->array
->type
;
248 ir
->type
= vt
->element_type();
249 return visit_continue
;
254 * Visitor that determines the highest stream id to which a (geometry) shader
255 * emits vertices. It also checks whether End{Stream}Primitive is ever called.
257 class find_emit_vertex_visitor
: public ir_hierarchical_visitor
{
259 find_emit_vertex_visitor(int max_allowed
)
260 : max_stream_allowed(max_allowed
),
261 invalid_stream_id(0),
262 invalid_stream_id_from_emit_vertex(false),
263 end_primitive_found(false),
264 uses_non_zero_stream(false)
269 virtual ir_visitor_status
visit_leave(ir_emit_vertex
*ir
)
271 int stream_id
= ir
->stream_id();
274 invalid_stream_id
= stream_id
;
275 invalid_stream_id_from_emit_vertex
= true;
279 if (stream_id
> max_stream_allowed
) {
280 invalid_stream_id
= stream_id
;
281 invalid_stream_id_from_emit_vertex
= true;
286 uses_non_zero_stream
= true;
288 return visit_continue
;
291 virtual ir_visitor_status
visit_leave(ir_end_primitive
*ir
)
293 end_primitive_found
= true;
295 int stream_id
= ir
->stream_id();
298 invalid_stream_id
= stream_id
;
299 invalid_stream_id_from_emit_vertex
= false;
303 if (stream_id
> max_stream_allowed
) {
304 invalid_stream_id
= stream_id
;
305 invalid_stream_id_from_emit_vertex
= false;
310 uses_non_zero_stream
= true;
312 return visit_continue
;
317 return invalid_stream_id
!= 0;
320 const char *error_func()
322 return invalid_stream_id_from_emit_vertex
?
323 "EmitStreamVertex" : "EndStreamPrimitive";
328 return invalid_stream_id
;
333 return uses_non_zero_stream
;
336 bool uses_end_primitive()
338 return end_primitive_found
;
342 int max_stream_allowed
;
343 int invalid_stream_id
;
344 bool invalid_stream_id_from_emit_vertex
;
345 bool end_primitive_found
;
346 bool uses_non_zero_stream
;
349 } /* anonymous namespace */
352 linker_error(gl_shader_program
*prog
, const char *fmt
, ...)
356 ralloc_strcat(&prog
->InfoLog
, "error: ");
358 ralloc_vasprintf_append(&prog
->InfoLog
, fmt
, ap
);
361 prog
->LinkStatus
= false;
366 linker_warning(gl_shader_program
*prog
, const char *fmt
, ...)
370 ralloc_strcat(&prog
->InfoLog
, "warning: ");
372 ralloc_vasprintf_append(&prog
->InfoLog
, fmt
, ap
);
379 * Given a string identifying a program resource, break it into a base name
380 * and an optional array index in square brackets.
382 * If an array index is present, \c out_base_name_end is set to point to the
383 * "[" that precedes the array index, and the array index itself is returned
386 * If no array index is present (or if the array index is negative or
387 * mal-formed), \c out_base_name_end, is set to point to the null terminator
388 * at the end of the input string, and -1 is returned.
390 * Only the final array index is parsed; if the string contains other array
391 * indices (or structure field accesses), they are left in the base name.
393 * No attempt is made to check that the base name is properly formed;
394 * typically the caller will look up the base name in a hash table, so
395 * ill-formed base names simply turn into hash table lookup failures.
398 parse_program_resource_name(const GLchar
*name
,
399 const GLchar
**out_base_name_end
)
401 /* Section 7.3.1 ("Program Interfaces") of the OpenGL 4.3 spec says:
403 * "When an integer array element or block instance number is part of
404 * the name string, it will be specified in decimal form without a "+"
405 * or "-" sign or any extra leading zeroes. Additionally, the name
406 * string will not include white space anywhere in the string."
409 const size_t len
= strlen(name
);
410 *out_base_name_end
= name
+ len
;
412 if (len
== 0 || name
[len
-1] != ']')
415 /* Walk backwards over the string looking for a non-digit character. This
416 * had better be the opening bracket for an array index.
418 * Initially, i specifies the location of the ']'. Since the string may
419 * contain only the ']' charcater, walk backwards very carefully.
422 for (i
= len
- 1; (i
> 0) && isdigit(name
[i
-1]); --i
)
425 if ((i
== 0) || name
[i
-1] != '[')
428 long array_index
= strtol(&name
[i
], NULL
, 10);
432 *out_base_name_end
= name
+ (i
- 1);
438 link_invalidate_variable_locations(exec_list
*ir
)
440 foreach_in_list(ir_instruction
, node
, ir
) {
441 ir_variable
*const var
= node
->as_variable();
446 /* Only assign locations for variables that lack an explicit location.
447 * Explicit locations are set for all built-in variables, generic vertex
448 * shader inputs (via layout(location=...)), and generic fragment shader
449 * outputs (also via layout(location=...)).
451 if (!var
->data
.explicit_location
) {
452 var
->data
.location
= -1;
453 var
->data
.location_frac
= 0;
456 /* ir_variable::is_unmatched_generic_inout is used by the linker while
457 * connecting outputs from one stage to inputs of the next stage.
459 * There are two implicit assumptions here. First, we assume that any
460 * built-in variable (i.e., non-generic in or out) will have
461 * explicit_location set. Second, we assume that any generic in or out
462 * will not have explicit_location set.
464 * This second assumption will only be valid until
465 * GL_ARB_separate_shader_objects is supported. When that extension is
466 * implemented, this function will need some modifications.
468 if (!var
->data
.explicit_location
) {
469 var
->data
.is_unmatched_generic_inout
= 1;
471 var
->data
.is_unmatched_generic_inout
= 0;
478 * Set UsesClipDistance and ClipDistanceArraySize based on the given shader.
480 * Also check for errors based on incorrect usage of gl_ClipVertex and
483 * Return false if an error was reported.
486 analyze_clip_usage(struct gl_shader_program
*prog
,
487 struct gl_shader
*shader
, GLboolean
*UsesClipDistance
,
488 GLuint
*ClipDistanceArraySize
)
490 *ClipDistanceArraySize
= 0;
492 if (!prog
->IsES
&& prog
->Version
>= 130) {
493 /* From section 7.1 (Vertex Shader Special Variables) of the
496 * "It is an error for a shader to statically write both
497 * gl_ClipVertex and gl_ClipDistance."
499 * This does not apply to GLSL ES shaders, since GLSL ES defines neither
500 * gl_ClipVertex nor gl_ClipDistance.
502 find_assignment_visitor
clip_vertex("gl_ClipVertex");
503 find_assignment_visitor
clip_distance("gl_ClipDistance");
505 clip_vertex
.run(shader
->ir
);
506 clip_distance
.run(shader
->ir
);
507 if (clip_vertex
.variable_found() && clip_distance
.variable_found()) {
508 linker_error(prog
, "%s shader writes to both `gl_ClipVertex' "
509 "and `gl_ClipDistance'\n",
510 _mesa_shader_stage_to_string(shader
->Stage
));
513 *UsesClipDistance
= clip_distance
.variable_found();
514 ir_variable
*clip_distance_var
=
515 shader
->symbols
->get_variable("gl_ClipDistance");
516 if (clip_distance_var
)
517 *ClipDistanceArraySize
= clip_distance_var
->type
->length
;
519 *UsesClipDistance
= false;
525 * Verify that a vertex shader executable meets all semantic requirements.
527 * Also sets prog->Vert.UsesClipDistance and prog->Vert.ClipDistanceArraySize
530 * \param shader Vertex shader executable to be verified
533 validate_vertex_shader_executable(struct gl_shader_program
*prog
,
534 struct gl_shader
*shader
)
539 /* From the GLSL 1.10 spec, page 48:
541 * "The variable gl_Position is available only in the vertex
542 * language and is intended for writing the homogeneous vertex
543 * position. All executions of a well-formed vertex shader
544 * executable must write a value into this variable. [...] The
545 * variable gl_Position is available only in the vertex
546 * language and is intended for writing the homogeneous vertex
547 * position. All executions of a well-formed vertex shader
548 * executable must write a value into this variable."
550 * while in GLSL 1.40 this text is changed to:
552 * "The variable gl_Position is available only in the vertex
553 * language and is intended for writing the homogeneous vertex
554 * position. It can be written at any time during shader
555 * execution. It may also be read back by a vertex shader
556 * after being written. This value will be used by primitive
557 * assembly, clipping, culling, and other fixed functionality
558 * operations, if present, that operate on primitives after
559 * vertex processing has occurred. Its value is undefined if
560 * the vertex shader executable does not write gl_Position."
562 * All GLSL ES Versions are similar to GLSL 1.40--failing to write to
563 * gl_Position is not an error.
565 if (prog
->Version
< (prog
->IsES
? 300 : 140)) {
566 find_assignment_visitor
find("gl_Position");
567 find
.run(shader
->ir
);
568 if (!find
.variable_found()) {
571 "vertex shader does not write to `gl_Position'."
572 "It's value is undefined. \n");
575 "vertex shader does not write to `gl_Position'. \n");
581 analyze_clip_usage(prog
, shader
, &prog
->Vert
.UsesClipDistance
,
582 &prog
->Vert
.ClipDistanceArraySize
);
587 * Verify that a fragment shader executable meets all semantic requirements
589 * \param shader Fragment shader executable to be verified
592 validate_fragment_shader_executable(struct gl_shader_program
*prog
,
593 struct gl_shader
*shader
)
598 find_assignment_visitor
frag_color("gl_FragColor");
599 find_assignment_visitor
frag_data("gl_FragData");
601 frag_color
.run(shader
->ir
);
602 frag_data
.run(shader
->ir
);
604 if (frag_color
.variable_found() && frag_data
.variable_found()) {
605 linker_error(prog
, "fragment shader writes to both "
606 "`gl_FragColor' and `gl_FragData'\n");
611 * Verify that a geometry shader executable meets all semantic requirements
613 * Also sets prog->Geom.VerticesIn, prog->Geom.UsesClipDistance, and
614 * prog->Geom.ClipDistanceArraySize as a side effect.
616 * \param shader Geometry shader executable to be verified
619 validate_geometry_shader_executable(struct gl_shader_program
*prog
,
620 struct gl_shader
*shader
)
625 unsigned num_vertices
= vertices_per_prim(prog
->Geom
.InputType
);
626 prog
->Geom
.VerticesIn
= num_vertices
;
628 analyze_clip_usage(prog
, shader
, &prog
->Geom
.UsesClipDistance
,
629 &prog
->Geom
.ClipDistanceArraySize
);
633 * Check if geometry shaders emit to non-zero streams and do corresponding
637 validate_geometry_shader_emissions(struct gl_context
*ctx
,
638 struct gl_shader_program
*prog
)
640 if (prog
->_LinkedShaders
[MESA_SHADER_GEOMETRY
] != NULL
) {
641 find_emit_vertex_visitor
emit_vertex(ctx
->Const
.MaxVertexStreams
- 1);
642 emit_vertex
.run(prog
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]->ir
);
643 if (emit_vertex
.error()) {
644 linker_error(prog
, "Invalid call %s(%d). Accepted values for the "
645 "stream parameter are in the range [0, %d].\n",
646 emit_vertex
.error_func(),
647 emit_vertex
.error_stream(),
648 ctx
->Const
.MaxVertexStreams
- 1);
650 prog
->Geom
.UsesStreams
= emit_vertex
.uses_streams();
651 prog
->Geom
.UsesEndPrimitive
= emit_vertex
.uses_end_primitive();
653 /* From the ARB_gpu_shader5 spec:
655 * "Multiple vertex streams are supported only if the output primitive
656 * type is declared to be "points". A program will fail to link if it
657 * contains a geometry shader calling EmitStreamVertex() or
658 * EndStreamPrimitive() if its output primitive type is not "points".
660 * However, in the same spec:
662 * "The function EmitVertex() is equivalent to calling EmitStreamVertex()
663 * with <stream> set to zero."
667 * "The function EndPrimitive() is equivalent to calling
668 * EndStreamPrimitive() with <stream> set to zero."
670 * Since we can call EmitVertex() and EndPrimitive() when we output
671 * primitives other than points, calling EmitStreamVertex(0) or
672 * EmitEndPrimitive(0) should not produce errors. This it also what Nvidia
673 * does. Currently we only set prog->Geom.UsesStreams to TRUE when
674 * EmitStreamVertex() or EmitEndPrimitive() are called with a non-zero
677 if (prog
->Geom
.UsesStreams
&& prog
->Geom
.OutputType
!= GL_POINTS
) {
678 linker_error(prog
, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
679 "with n>0 requires point output\n");
685 validate_intrastage_arrays(struct gl_shader_program
*prog
,
686 ir_variable
*const var
,
687 ir_variable
*const existing
)
689 /* Consider the types to be "the same" if both types are arrays
690 * of the same type and one of the arrays is implicitly sized.
691 * In addition, set the type of the linked variable to the
692 * explicitly sized array.
694 if (var
->type
->is_array() && existing
->type
->is_array() &&
695 (var
->type
->fields
.array
== existing
->type
->fields
.array
) &&
696 ((var
->type
->length
== 0)|| (existing
->type
->length
== 0))) {
697 if (var
->type
->length
!= 0) {
698 if (var
->type
->length
<= existing
->data
.max_array_access
) {
699 linker_error(prog
, "%s `%s' declared as type "
700 "`%s' but outermost dimension has an index"
703 var
->name
, var
->type
->name
,
704 existing
->data
.max_array_access
);
706 existing
->type
= var
->type
;
708 } else if (existing
->type
->length
!= 0) {
709 if(existing
->type
->length
<= var
->data
.max_array_access
) {
710 linker_error(prog
, "%s `%s' declared as type "
711 "`%s' but outermost dimension has an index"
714 var
->name
, existing
->type
->name
,
715 var
->data
.max_array_access
);
725 * Perform validation of global variables used across multiple shaders
728 cross_validate_globals(struct gl_shader_program
*prog
,
729 struct gl_shader
**shader_list
,
730 unsigned num_shaders
,
733 /* Examine all of the uniforms in all of the shaders and cross validate
736 glsl_symbol_table variables
;
737 for (unsigned i
= 0; i
< num_shaders
; i
++) {
738 if (shader_list
[i
] == NULL
)
741 foreach_in_list(ir_instruction
, node
, shader_list
[i
]->ir
) {
742 ir_variable
*const var
= node
->as_variable();
747 if (uniforms_only
&& (var
->data
.mode
!= ir_var_uniform
))
750 /* Don't cross validate temporaries that are at global scope. These
751 * will eventually get pulled into the shaders 'main'.
753 if (var
->data
.mode
== ir_var_temporary
)
756 /* If a global with this name has already been seen, verify that the
757 * new instance has the same type. In addition, if the globals have
758 * initializers, the values of the initializers must be the same.
760 ir_variable
*const existing
= variables
.get_variable(var
->name
);
761 if (existing
!= NULL
) {
762 /* Check if types match. Interface blocks have some special
763 * rules so we handle those elsewhere.
765 if (var
->type
!= existing
->type
&&
766 !var
->is_interface_instance()) {
767 if (!validate_intrastage_arrays(prog
, var
, existing
)) {
768 if (var
->type
->is_record() && existing
->type
->is_record()
769 && existing
->type
->record_compare(var
->type
)) {
770 existing
->type
= var
->type
;
772 linker_error(prog
, "%s `%s' declared as type "
773 "`%s' and type `%s'\n",
775 var
->name
, var
->type
->name
,
776 existing
->type
->name
);
782 if (var
->data
.explicit_location
) {
783 if (existing
->data
.explicit_location
784 && (var
->data
.location
!= existing
->data
.location
)) {
785 linker_error(prog
, "explicit locations for %s "
786 "`%s' have differing values\n",
787 mode_string(var
), var
->name
);
791 existing
->data
.location
= var
->data
.location
;
792 existing
->data
.explicit_location
= true;
795 /* From the GLSL 4.20 specification:
796 * "A link error will result if two compilation units in a program
797 * specify different integer-constant bindings for the same
798 * opaque-uniform name. However, it is not an error to specify a
799 * binding on some but not all declarations for the same name"
801 if (var
->data
.explicit_binding
) {
802 if (existing
->data
.explicit_binding
&&
803 var
->data
.binding
!= existing
->data
.binding
) {
804 linker_error(prog
, "explicit bindings for %s "
805 "`%s' have differing values\n",
806 mode_string(var
), var
->name
);
810 existing
->data
.binding
= var
->data
.binding
;
811 existing
->data
.explicit_binding
= true;
814 if (var
->type
->contains_atomic() &&
815 var
->data
.atomic
.offset
!= existing
->data
.atomic
.offset
) {
816 linker_error(prog
, "offset specifications for %s "
817 "`%s' have differing values\n",
818 mode_string(var
), var
->name
);
822 /* Validate layout qualifiers for gl_FragDepth.
824 * From the AMD/ARB_conservative_depth specs:
826 * "If gl_FragDepth is redeclared in any fragment shader in a
827 * program, it must be redeclared in all fragment shaders in
828 * that program that have static assignments to
829 * gl_FragDepth. All redeclarations of gl_FragDepth in all
830 * fragment shaders in a single program must have the same set
833 if (strcmp(var
->name
, "gl_FragDepth") == 0) {
834 bool layout_declared
= var
->data
.depth_layout
!= ir_depth_layout_none
;
835 bool layout_differs
=
836 var
->data
.depth_layout
!= existing
->data
.depth_layout
;
838 if (layout_declared
&& layout_differs
) {
840 "All redeclarations of gl_FragDepth in all "
841 "fragment shaders in a single program must have "
842 "the same set of qualifiers.\n");
845 if (var
->data
.used
&& layout_differs
) {
847 "If gl_FragDepth is redeclared with a layout "
848 "qualifier in any fragment shader, it must be "
849 "redeclared with the same layout qualifier in "
850 "all fragment shaders that have assignments to "
855 /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
857 * "If a shared global has multiple initializers, the
858 * initializers must all be constant expressions, and they
859 * must all have the same value. Otherwise, a link error will
860 * result. (A shared global having only one initializer does
861 * not require that initializer to be a constant expression.)"
863 * Previous to 4.20 the GLSL spec simply said that initializers
864 * must have the same value. In this case of non-constant
865 * initializers, this was impossible to determine. As a result,
866 * no vendor actually implemented that behavior. The 4.20
867 * behavior matches the implemented behavior of at least one other
868 * vendor, so we'll implement that for all GLSL versions.
870 if (var
->constant_initializer
!= NULL
) {
871 if (existing
->constant_initializer
!= NULL
) {
872 if (!var
->constant_initializer
->has_value(existing
->constant_initializer
)) {
873 linker_error(prog
, "initializers for %s "
874 "`%s' have differing values\n",
875 mode_string(var
), var
->name
);
879 /* If the first-seen instance of a particular uniform did not
880 * have an initializer but a later instance does, copy the
881 * initializer to the version stored in the symbol table.
883 /* FINISHME: This is wrong. The constant_value field should
884 * FINISHME: not be modified! Imagine a case where a shader
885 * FINISHME: without an initializer is linked in two different
886 * FINISHME: programs with shaders that have differing
887 * FINISHME: initializers. Linking with the first will
888 * FINISHME: modify the shader, and linking with the second
889 * FINISHME: will fail.
891 existing
->constant_initializer
=
892 var
->constant_initializer
->clone(ralloc_parent(existing
),
897 if (var
->data
.has_initializer
) {
898 if (existing
->data
.has_initializer
899 && (var
->constant_initializer
== NULL
900 || existing
->constant_initializer
== NULL
)) {
902 "shared global variable `%s' has multiple "
903 "non-constant initializers.\n",
908 /* Some instance had an initializer, so keep track of that. In
909 * this location, all sorts of initializers (constant or
910 * otherwise) will propagate the existence to the variable
911 * stored in the symbol table.
913 existing
->data
.has_initializer
= true;
916 if (existing
->data
.invariant
!= var
->data
.invariant
) {
917 linker_error(prog
, "declarations for %s `%s' have "
918 "mismatching invariant qualifiers\n",
919 mode_string(var
), var
->name
);
922 if (existing
->data
.centroid
!= var
->data
.centroid
) {
923 linker_error(prog
, "declarations for %s `%s' have "
924 "mismatching centroid qualifiers\n",
925 mode_string(var
), var
->name
);
928 if (existing
->data
.sample
!= var
->data
.sample
) {
929 linker_error(prog
, "declarations for %s `%s` have "
930 "mismatching sample qualifiers\n",
931 mode_string(var
), var
->name
);
935 variables
.add_variable(var
);
942 * Perform validation of uniforms used across multiple shader stages
945 cross_validate_uniforms(struct gl_shader_program
*prog
)
947 cross_validate_globals(prog
, prog
->_LinkedShaders
,
948 MESA_SHADER_STAGES
, true);
952 * Accumulates the array of prog->UniformBlocks and checks that all
953 * definitons of blocks agree on their contents.
956 interstage_cross_validate_uniform_blocks(struct gl_shader_program
*prog
)
958 unsigned max_num_uniform_blocks
= 0;
959 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
960 if (prog
->_LinkedShaders
[i
])
961 max_num_uniform_blocks
+= prog
->_LinkedShaders
[i
]->NumUniformBlocks
;
964 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
965 struct gl_shader
*sh
= prog
->_LinkedShaders
[i
];
967 prog
->UniformBlockStageIndex
[i
] = ralloc_array(prog
, int,
968 max_num_uniform_blocks
);
969 for (unsigned int j
= 0; j
< max_num_uniform_blocks
; j
++)
970 prog
->UniformBlockStageIndex
[i
][j
] = -1;
975 for (unsigned int j
= 0; j
< sh
->NumUniformBlocks
; j
++) {
976 int index
= link_cross_validate_uniform_block(prog
,
977 &prog
->UniformBlocks
,
978 &prog
->NumUniformBlocks
,
979 &sh
->UniformBlocks
[j
]);
982 linker_error(prog
, "uniform block `%s' has mismatching definitions\n",
983 sh
->UniformBlocks
[j
].Name
);
987 prog
->UniformBlockStageIndex
[i
][index
] = j
;
996 * Populates a shaders symbol table with all global declarations
999 populate_symbol_table(gl_shader
*sh
)
1001 sh
->symbols
= new(sh
) glsl_symbol_table
;
1003 foreach_in_list(ir_instruction
, inst
, sh
->ir
) {
1007 if ((func
= inst
->as_function()) != NULL
) {
1008 sh
->symbols
->add_function(func
);
1009 } else if ((var
= inst
->as_variable()) != NULL
) {
1010 if (var
->data
.mode
!= ir_var_temporary
)
1011 sh
->symbols
->add_variable(var
);
1018 * Remap variables referenced in an instruction tree
1020 * This is used when instruction trees are cloned from one shader and placed in
1021 * another. These trees will contain references to \c ir_variable nodes that
1022 * do not exist in the target shader. This function finds these \c ir_variable
1023 * references and replaces the references with matching variables in the target
1026 * If there is no matching variable in the target shader, a clone of the
1027 * \c ir_variable is made and added to the target shader. The new variable is
1028 * added to \b both the instruction stream and the symbol table.
1030 * \param inst IR tree that is to be processed.
1031 * \param symbols Symbol table containing global scope symbols in the
1033 * \param instructions Instruction stream where new variable declarations
1037 remap_variables(ir_instruction
*inst
, struct gl_shader
*target
,
1040 class remap_visitor
: public ir_hierarchical_visitor
{
1042 remap_visitor(struct gl_shader
*target
,
1045 this->target
= target
;
1046 this->symbols
= target
->symbols
;
1047 this->instructions
= target
->ir
;
1048 this->temps
= temps
;
1051 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
1053 if (ir
->var
->data
.mode
== ir_var_temporary
) {
1054 ir_variable
*var
= (ir_variable
*) hash_table_find(temps
, ir
->var
);
1056 assert(var
!= NULL
);
1058 return visit_continue
;
1061 ir_variable
*const existing
=
1062 this->symbols
->get_variable(ir
->var
->name
);
1063 if (existing
!= NULL
)
1066 ir_variable
*copy
= ir
->var
->clone(this->target
, NULL
);
1068 this->symbols
->add_variable(copy
);
1069 this->instructions
->push_head(copy
);
1073 return visit_continue
;
1077 struct gl_shader
*target
;
1078 glsl_symbol_table
*symbols
;
1079 exec_list
*instructions
;
1083 remap_visitor
v(target
, temps
);
1090 * Move non-declarations from one instruction stream to another
1092 * The intended usage pattern of this function is to pass the pointer to the
1093 * head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node
1094 * pointer) for \c last and \c false for \c make_copies on the first
1095 * call. Successive calls pass the return value of the previous call for
1096 * \c last and \c true for \c make_copies.
1098 * \param instructions Source instruction stream
1099 * \param last Instruction after which new instructions should be
1100 * inserted in the target instruction stream
1101 * \param make_copies Flag selecting whether instructions in \c instructions
1102 * should be copied (via \c ir_instruction::clone) into the
1103 * target list or moved.
1106 * The new "last" instruction in the target instruction stream. This pointer
1107 * is suitable for use as the \c last parameter of a later call to this
1111 move_non_declarations(exec_list
*instructions
, exec_node
*last
,
1112 bool make_copies
, gl_shader
*target
)
1114 hash_table
*temps
= NULL
;
1117 temps
= hash_table_ctor(0, hash_table_pointer_hash
,
1118 hash_table_pointer_compare
);
1120 foreach_in_list_safe(ir_instruction
, inst
, instructions
) {
1121 if (inst
->as_function())
1124 ir_variable
*var
= inst
->as_variable();
1125 if ((var
!= NULL
) && (var
->data
.mode
!= ir_var_temporary
))
1128 assert(inst
->as_assignment()
1130 || inst
->as_if() /* for initializers with the ?: operator */
1131 || ((var
!= NULL
) && (var
->data
.mode
== ir_var_temporary
)));
1134 inst
= inst
->clone(target
, NULL
);
1137 hash_table_insert(temps
, inst
, var
);
1139 remap_variables(inst
, target
, temps
);
1144 last
->insert_after(inst
);
1149 hash_table_dtor(temps
);
1155 * Get the function signature for main from a shader
1157 ir_function_signature
*
1158 link_get_main_function_signature(gl_shader
*sh
)
1160 ir_function
*const f
= sh
->symbols
->get_function("main");
1162 exec_list void_parameters
;
1164 /* Look for the 'void main()' signature and ensure that it's defined.
1165 * This keeps the linker from accidentally pick a shader that just
1166 * contains a prototype for main.
1168 * We don't have to check for multiple definitions of main (in multiple
1169 * shaders) because that would have already been caught above.
1171 ir_function_signature
*sig
=
1172 f
->matching_signature(NULL
, &void_parameters
, false);
1173 if ((sig
!= NULL
) && sig
->is_defined
) {
1183 * This class is only used in link_intrastage_shaders() below but declaring
1184 * it inside that function leads to compiler warnings with some versions of
1187 class array_sizing_visitor
: public ir_hierarchical_visitor
{
1189 array_sizing_visitor()
1190 : mem_ctx(ralloc_context(NULL
)),
1191 unnamed_interfaces(hash_table_ctor(0, hash_table_pointer_hash
,
1192 hash_table_pointer_compare
))
1196 ~array_sizing_visitor()
1198 hash_table_dtor(this->unnamed_interfaces
);
1199 ralloc_free(this->mem_ctx
);
1202 virtual ir_visitor_status
visit(ir_variable
*var
)
1204 fixup_type(&var
->type
, var
->data
.max_array_access
);
1205 if (var
->type
->is_interface()) {
1206 if (interface_contains_unsized_arrays(var
->type
)) {
1207 const glsl_type
*new_type
=
1208 resize_interface_members(var
->type
,
1209 var
->get_max_ifc_array_access());
1210 var
->type
= new_type
;
1211 var
->change_interface_type(new_type
);
1213 } else if (var
->type
->is_array() &&
1214 var
->type
->fields
.array
->is_interface()) {
1215 if (interface_contains_unsized_arrays(var
->type
->fields
.array
)) {
1216 const glsl_type
*new_type
=
1217 resize_interface_members(var
->type
->fields
.array
,
1218 var
->get_max_ifc_array_access());
1219 var
->change_interface_type(new_type
);
1221 glsl_type::get_array_instance(new_type
, var
->type
->length
);
1223 } else if (const glsl_type
*ifc_type
= var
->get_interface_type()) {
1224 /* Store a pointer to the variable in the unnamed_interfaces
1227 ir_variable
**interface_vars
= (ir_variable
**)
1228 hash_table_find(this->unnamed_interfaces
, ifc_type
);
1229 if (interface_vars
== NULL
) {
1230 interface_vars
= rzalloc_array(mem_ctx
, ir_variable
*,
1232 hash_table_insert(this->unnamed_interfaces
, interface_vars
,
1235 unsigned index
= ifc_type
->field_index(var
->name
);
1236 assert(index
< ifc_type
->length
);
1237 assert(interface_vars
[index
] == NULL
);
1238 interface_vars
[index
] = var
;
1240 return visit_continue
;
1244 * For each unnamed interface block that was discovered while running the
1245 * visitor, adjust the interface type to reflect the newly assigned array
1246 * sizes, and fix up the ir_variable nodes to point to the new interface
1249 void fixup_unnamed_interface_types()
1251 hash_table_call_foreach(this->unnamed_interfaces
,
1252 fixup_unnamed_interface_type
, NULL
);
1257 * If the type pointed to by \c type represents an unsized array, replace
1258 * it with a sized array whose size is determined by max_array_access.
1260 static void fixup_type(const glsl_type
**type
, unsigned max_array_access
)
1262 if ((*type
)->is_unsized_array()) {
1263 *type
= glsl_type::get_array_instance((*type
)->fields
.array
,
1264 max_array_access
+ 1);
1265 assert(*type
!= NULL
);
1270 * Determine whether the given interface type contains unsized arrays (if
1271 * it doesn't, array_sizing_visitor doesn't need to process it).
1273 static bool interface_contains_unsized_arrays(const glsl_type
*type
)
1275 for (unsigned i
= 0; i
< type
->length
; i
++) {
1276 const glsl_type
*elem_type
= type
->fields
.structure
[i
].type
;
1277 if (elem_type
->is_unsized_array())
1284 * Create a new interface type based on the given type, with unsized arrays
1285 * replaced by sized arrays whose size is determined by
1286 * max_ifc_array_access.
1288 static const glsl_type
*
1289 resize_interface_members(const glsl_type
*type
,
1290 const unsigned *max_ifc_array_access
)
1292 unsigned num_fields
= type
->length
;
1293 glsl_struct_field
*fields
= new glsl_struct_field
[num_fields
];
1294 memcpy(fields
, type
->fields
.structure
,
1295 num_fields
* sizeof(*fields
));
1296 for (unsigned i
= 0; i
< num_fields
; i
++) {
1297 fixup_type(&fields
[i
].type
, max_ifc_array_access
[i
]);
1299 glsl_interface_packing packing
=
1300 (glsl_interface_packing
) type
->interface_packing
;
1301 const glsl_type
*new_ifc_type
=
1302 glsl_type::get_interface_instance(fields
, num_fields
,
1303 packing
, type
->name
);
1305 return new_ifc_type
;
1308 static void fixup_unnamed_interface_type(const void *key
, void *data
,
1311 const glsl_type
*ifc_type
= (const glsl_type
*) key
;
1312 ir_variable
**interface_vars
= (ir_variable
**) data
;
1313 unsigned num_fields
= ifc_type
->length
;
1314 glsl_struct_field
*fields
= new glsl_struct_field
[num_fields
];
1315 memcpy(fields
, ifc_type
->fields
.structure
,
1316 num_fields
* sizeof(*fields
));
1317 bool interface_type_changed
= false;
1318 for (unsigned i
= 0; i
< num_fields
; i
++) {
1319 if (interface_vars
[i
] != NULL
&&
1320 fields
[i
].type
!= interface_vars
[i
]->type
) {
1321 fields
[i
].type
= interface_vars
[i
]->type
;
1322 interface_type_changed
= true;
1325 if (!interface_type_changed
) {
1329 glsl_interface_packing packing
=
1330 (glsl_interface_packing
) ifc_type
->interface_packing
;
1331 const glsl_type
*new_ifc_type
=
1332 glsl_type::get_interface_instance(fields
, num_fields
, packing
,
1335 for (unsigned i
= 0; i
< num_fields
; i
++) {
1336 if (interface_vars
[i
] != NULL
)
1337 interface_vars
[i
]->change_interface_type(new_ifc_type
);
1342 * Memory context used to allocate the data in \c unnamed_interfaces.
1347 * Hash table from const glsl_type * to an array of ir_variable *'s
1348 * pointing to the ir_variables constituting each unnamed interface block.
1350 hash_table
*unnamed_interfaces
;
1354 * Performs the cross-validation of layout qualifiers specified in
1355 * redeclaration of gl_FragCoord for the attached fragment shaders,
1356 * and propagates them to the linked FS and linked shader program.
1359 link_fs_input_layout_qualifiers(struct gl_shader_program
*prog
,
1360 struct gl_shader
*linked_shader
,
1361 struct gl_shader
**shader_list
,
1362 unsigned num_shaders
)
1364 linked_shader
->redeclares_gl_fragcoord
= false;
1365 linked_shader
->uses_gl_fragcoord
= false;
1366 linked_shader
->origin_upper_left
= false;
1367 linked_shader
->pixel_center_integer
= false;
1369 if (linked_shader
->Stage
!= MESA_SHADER_FRAGMENT
||
1370 (prog
->Version
< 150 && !prog
->ARB_fragment_coord_conventions_enable
))
1373 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1374 struct gl_shader
*shader
= shader_list
[i
];
1375 /* From the GLSL 1.50 spec, page 39:
1377 * "If gl_FragCoord is redeclared in any fragment shader in a program,
1378 * it must be redeclared in all the fragment shaders in that program
1379 * that have a static use gl_FragCoord."
1381 if ((linked_shader
->redeclares_gl_fragcoord
1382 && !shader
->redeclares_gl_fragcoord
1383 && shader
->uses_gl_fragcoord
)
1384 || (shader
->redeclares_gl_fragcoord
1385 && !linked_shader
->redeclares_gl_fragcoord
1386 && linked_shader
->uses_gl_fragcoord
)) {
1387 linker_error(prog
, "fragment shader defined with conflicting "
1388 "layout qualifiers for gl_FragCoord\n");
1391 /* From the GLSL 1.50 spec, page 39:
1393 * "All redeclarations of gl_FragCoord in all fragment shaders in a
1394 * single program must have the same set of qualifiers."
1396 if (linked_shader
->redeclares_gl_fragcoord
&& shader
->redeclares_gl_fragcoord
1397 && (shader
->origin_upper_left
!= linked_shader
->origin_upper_left
1398 || shader
->pixel_center_integer
!= linked_shader
->pixel_center_integer
)) {
1399 linker_error(prog
, "fragment shader defined with conflicting "
1400 "layout qualifiers for gl_FragCoord\n");
1403 /* Update the linked shader state. Note that uses_gl_fragcoord should
1404 * accumulate the results. The other values should replace. If there
1405 * are multiple redeclarations, all the fields except uses_gl_fragcoord
1406 * are already known to be the same.
1408 if (shader
->redeclares_gl_fragcoord
|| shader
->uses_gl_fragcoord
) {
1409 linked_shader
->redeclares_gl_fragcoord
=
1410 shader
->redeclares_gl_fragcoord
;
1411 linked_shader
->uses_gl_fragcoord
= linked_shader
->uses_gl_fragcoord
1412 || shader
->uses_gl_fragcoord
;
1413 linked_shader
->origin_upper_left
= shader
->origin_upper_left
;
1414 linked_shader
->pixel_center_integer
= shader
->pixel_center_integer
;
1417 linked_shader
->EarlyFragmentTests
|= shader
->EarlyFragmentTests
;
1422 * Performs the cross-validation of geometry shader max_vertices and
1423 * primitive type layout qualifiers for the attached geometry shaders,
1424 * and propagates them to the linked GS and linked shader program.
1427 link_gs_inout_layout_qualifiers(struct gl_shader_program
*prog
,
1428 struct gl_shader
*linked_shader
,
1429 struct gl_shader
**shader_list
,
1430 unsigned num_shaders
)
1432 linked_shader
->Geom
.VerticesOut
= 0;
1433 linked_shader
->Geom
.Invocations
= 0;
1434 linked_shader
->Geom
.InputType
= PRIM_UNKNOWN
;
1435 linked_shader
->Geom
.OutputType
= PRIM_UNKNOWN
;
1437 /* No in/out qualifiers defined for anything but GLSL 1.50+
1438 * geometry shaders so far.
1440 if (linked_shader
->Stage
!= MESA_SHADER_GEOMETRY
|| prog
->Version
< 150)
1443 /* From the GLSL 1.50 spec, page 46:
1445 * "All geometry shader output layout declarations in a program
1446 * must declare the same layout and same value for
1447 * max_vertices. There must be at least one geometry output
1448 * layout declaration somewhere in a program, but not all
1449 * geometry shaders (compilation units) are required to
1453 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1454 struct gl_shader
*shader
= shader_list
[i
];
1456 if (shader
->Geom
.InputType
!= PRIM_UNKNOWN
) {
1457 if (linked_shader
->Geom
.InputType
!= PRIM_UNKNOWN
&&
1458 linked_shader
->Geom
.InputType
!= shader
->Geom
.InputType
) {
1459 linker_error(prog
, "geometry shader defined with conflicting "
1463 linked_shader
->Geom
.InputType
= shader
->Geom
.InputType
;
1466 if (shader
->Geom
.OutputType
!= PRIM_UNKNOWN
) {
1467 if (linked_shader
->Geom
.OutputType
!= PRIM_UNKNOWN
&&
1468 linked_shader
->Geom
.OutputType
!= shader
->Geom
.OutputType
) {
1469 linker_error(prog
, "geometry shader defined with conflicting "
1473 linked_shader
->Geom
.OutputType
= shader
->Geom
.OutputType
;
1476 if (shader
->Geom
.VerticesOut
!= 0) {
1477 if (linked_shader
->Geom
.VerticesOut
!= 0 &&
1478 linked_shader
->Geom
.VerticesOut
!= shader
->Geom
.VerticesOut
) {
1479 linker_error(prog
, "geometry shader defined with conflicting "
1480 "output vertex count (%d and %d)\n",
1481 linked_shader
->Geom
.VerticesOut
,
1482 shader
->Geom
.VerticesOut
);
1485 linked_shader
->Geom
.VerticesOut
= shader
->Geom
.VerticesOut
;
1488 if (shader
->Geom
.Invocations
!= 0) {
1489 if (linked_shader
->Geom
.Invocations
!= 0 &&
1490 linked_shader
->Geom
.Invocations
!= shader
->Geom
.Invocations
) {
1491 linker_error(prog
, "geometry shader defined with conflicting "
1492 "invocation count (%d and %d)\n",
1493 linked_shader
->Geom
.Invocations
,
1494 shader
->Geom
.Invocations
);
1497 linked_shader
->Geom
.Invocations
= shader
->Geom
.Invocations
;
1501 /* Just do the intrastage -> interstage propagation right now,
1502 * since we already know we're in the right type of shader program
1505 if (linked_shader
->Geom
.InputType
== PRIM_UNKNOWN
) {
1507 "geometry shader didn't declare primitive input type\n");
1510 prog
->Geom
.InputType
= linked_shader
->Geom
.InputType
;
1512 if (linked_shader
->Geom
.OutputType
== PRIM_UNKNOWN
) {
1514 "geometry shader didn't declare primitive output type\n");
1517 prog
->Geom
.OutputType
= linked_shader
->Geom
.OutputType
;
1519 if (linked_shader
->Geom
.VerticesOut
== 0) {
1521 "geometry shader didn't declare max_vertices\n");
1524 prog
->Geom
.VerticesOut
= linked_shader
->Geom
.VerticesOut
;
1526 if (linked_shader
->Geom
.Invocations
== 0)
1527 linked_shader
->Geom
.Invocations
= 1;
1529 prog
->Geom
.Invocations
= linked_shader
->Geom
.Invocations
;
1534 * Perform cross-validation of compute shader local_size_{x,y,z} layout
1535 * qualifiers for the attached compute shaders, and propagate them to the
1536 * linked CS and linked shader program.
1539 link_cs_input_layout_qualifiers(struct gl_shader_program
*prog
,
1540 struct gl_shader
*linked_shader
,
1541 struct gl_shader
**shader_list
,
1542 unsigned num_shaders
)
1544 for (int i
= 0; i
< 3; i
++)
1545 linked_shader
->Comp
.LocalSize
[i
] = 0;
1547 /* This function is called for all shader stages, but it only has an effect
1548 * for compute shaders.
1550 if (linked_shader
->Stage
!= MESA_SHADER_COMPUTE
)
1553 /* From the ARB_compute_shader spec, in the section describing local size
1556 * If multiple compute shaders attached to a single program object
1557 * declare local work-group size, the declarations must be identical;
1558 * otherwise a link-time error results. Furthermore, if a program
1559 * object contains any compute shaders, at least one must contain an
1560 * input layout qualifier specifying the local work sizes of the
1561 * program, or a link-time error will occur.
1563 for (unsigned sh
= 0; sh
< num_shaders
; sh
++) {
1564 struct gl_shader
*shader
= shader_list
[sh
];
1566 if (shader
->Comp
.LocalSize
[0] != 0) {
1567 if (linked_shader
->Comp
.LocalSize
[0] != 0) {
1568 for (int i
= 0; i
< 3; i
++) {
1569 if (linked_shader
->Comp
.LocalSize
[i
] !=
1570 shader
->Comp
.LocalSize
[i
]) {
1571 linker_error(prog
, "compute shader defined with conflicting "
1577 for (int i
= 0; i
< 3; i
++)
1578 linked_shader
->Comp
.LocalSize
[i
] = shader
->Comp
.LocalSize
[i
];
1582 /* Just do the intrastage -> interstage propagation right now,
1583 * since we already know we're in the right type of shader program
1586 if (linked_shader
->Comp
.LocalSize
[0] == 0) {
1587 linker_error(prog
, "compute shader didn't declare local size\n");
1590 for (int i
= 0; i
< 3; i
++)
1591 prog
->Comp
.LocalSize
[i
] = linked_shader
->Comp
.LocalSize
[i
];
1596 * Combine a group of shaders for a single stage to generate a linked shader
1599 * If this function is supplied a single shader, it is cloned, and the new
1600 * shader is returned.
1602 static struct gl_shader
*
1603 link_intrastage_shaders(void *mem_ctx
,
1604 struct gl_context
*ctx
,
1605 struct gl_shader_program
*prog
,
1606 struct gl_shader
**shader_list
,
1607 unsigned num_shaders
)
1609 struct gl_uniform_block
*uniform_blocks
= NULL
;
1611 /* Check that global variables defined in multiple shaders are consistent.
1613 cross_validate_globals(prog
, shader_list
, num_shaders
, false);
1614 if (!prog
->LinkStatus
)
1617 /* Check that interface blocks defined in multiple shaders are consistent.
1619 validate_intrastage_interface_blocks(prog
, (const gl_shader
**)shader_list
,
1621 if (!prog
->LinkStatus
)
1624 /* Link up uniform blocks defined within this stage. */
1625 const unsigned num_uniform_blocks
=
1626 link_uniform_blocks(mem_ctx
, prog
, shader_list
, num_shaders
,
1628 if (!prog
->LinkStatus
)
1631 /* Check that there is only a single definition of each function signature
1632 * across all shaders.
1634 for (unsigned i
= 0; i
< (num_shaders
- 1); i
++) {
1635 foreach_in_list(ir_instruction
, node
, shader_list
[i
]->ir
) {
1636 ir_function
*const f
= node
->as_function();
1641 for (unsigned j
= i
+ 1; j
< num_shaders
; j
++) {
1642 ir_function
*const other
=
1643 shader_list
[j
]->symbols
->get_function(f
->name
);
1645 /* If the other shader has no function (and therefore no function
1646 * signatures) with the same name, skip to the next shader.
1651 foreach_in_list(ir_function_signature
, sig
, &f
->signatures
) {
1652 if (!sig
->is_defined
|| sig
->is_builtin())
1655 ir_function_signature
*other_sig
=
1656 other
->exact_matching_signature(NULL
, &sig
->parameters
);
1658 if ((other_sig
!= NULL
) && other_sig
->is_defined
1659 && !other_sig
->is_builtin()) {
1660 linker_error(prog
, "function `%s' is multiply defined\n",
1669 /* Find the shader that defines main, and make a clone of it.
1671 * Starting with the clone, search for undefined references. If one is
1672 * found, find the shader that defines it. Clone the reference and add
1673 * it to the shader. Repeat until there are no undefined references or
1674 * until a reference cannot be resolved.
1676 gl_shader
*main
= NULL
;
1677 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1678 if (link_get_main_function_signature(shader_list
[i
]) != NULL
) {
1679 main
= shader_list
[i
];
1685 linker_error(prog
, "%s shader lacks `main'\n",
1686 _mesa_shader_stage_to_string(shader_list
[0]->Stage
));
1690 gl_shader
*linked
= ctx
->Driver
.NewShader(NULL
, 0, main
->Type
);
1691 linked
->ir
= new(linked
) exec_list
;
1692 clone_ir_list(mem_ctx
, linked
->ir
, main
->ir
);
1694 linked
->UniformBlocks
= uniform_blocks
;
1695 linked
->NumUniformBlocks
= num_uniform_blocks
;
1696 ralloc_steal(linked
, linked
->UniformBlocks
);
1698 link_fs_input_layout_qualifiers(prog
, linked
, shader_list
, num_shaders
);
1699 link_gs_inout_layout_qualifiers(prog
, linked
, shader_list
, num_shaders
);
1700 link_cs_input_layout_qualifiers(prog
, linked
, shader_list
, num_shaders
);
1702 populate_symbol_table(linked
);
1704 /* The pointer to the main function in the final linked shader (i.e., the
1705 * copy of the original shader that contained the main function).
1707 ir_function_signature
*const main_sig
=
1708 link_get_main_function_signature(linked
);
1710 /* Move any instructions other than variable declarations or function
1711 * declarations into main.
1713 exec_node
*insertion_point
=
1714 move_non_declarations(linked
->ir
, (exec_node
*) &main_sig
->body
, false,
1717 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1718 if (shader_list
[i
] == main
)
1721 insertion_point
= move_non_declarations(shader_list
[i
]->ir
,
1722 insertion_point
, true, linked
);
1725 /* Check if any shader needs built-in functions. */
1726 bool need_builtins
= false;
1727 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1728 if (shader_list
[i
]->uses_builtin_functions
) {
1729 need_builtins
= true;
1735 if (need_builtins
) {
1736 /* Make a temporary array one larger than shader_list, which will hold
1737 * the built-in function shader as well.
1739 gl_shader
**linking_shaders
= (gl_shader
**)
1740 calloc(num_shaders
+ 1, sizeof(gl_shader
*));
1742 ok
= linking_shaders
!= NULL
;
1745 memcpy(linking_shaders
, shader_list
, num_shaders
* sizeof(gl_shader
*));
1746 linking_shaders
[num_shaders
] = _mesa_glsl_get_builtin_function_shader();
1748 ok
= link_function_calls(prog
, linked
, linking_shaders
, num_shaders
+ 1);
1750 free(linking_shaders
);
1752 _mesa_error_no_memory(__func__
);
1755 ok
= link_function_calls(prog
, linked
, shader_list
, num_shaders
);
1760 ctx
->Driver
.DeleteShader(ctx
, linked
);
1764 /* At this point linked should contain all of the linked IR, so
1765 * validate it to make sure nothing went wrong.
1767 validate_ir_tree(linked
->ir
);
1769 /* Set the size of geometry shader input arrays */
1770 if (linked
->Stage
== MESA_SHADER_GEOMETRY
) {
1771 unsigned num_vertices
= vertices_per_prim(prog
->Geom
.InputType
);
1772 geom_array_resize_visitor
input_resize_visitor(num_vertices
, prog
);
1773 foreach_in_list(ir_instruction
, ir
, linked
->ir
) {
1774 ir
->accept(&input_resize_visitor
);
1778 if (ctx
->Const
.VertexID_is_zero_based
)
1779 lower_vertex_id(linked
);
1781 /* Make a pass over all variable declarations to ensure that arrays with
1782 * unspecified sizes have a size specified. The size is inferred from the
1783 * max_array_access field.
1785 array_sizing_visitor v
;
1787 v
.fixup_unnamed_interface_types();
1793 * Update the sizes of linked shader uniform arrays to the maximum
1796 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
1798 * If one or more elements of an array are active,
1799 * GetActiveUniform will return the name of the array in name,
1800 * subject to the restrictions listed above. The type of the array
1801 * is returned in type. The size parameter contains the highest
1802 * array element index used, plus one. The compiler or linker
1803 * determines the highest index used. There will be only one
1804 * active uniform reported by the GL per uniform array.
1808 update_array_sizes(struct gl_shader_program
*prog
)
1810 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1811 if (prog
->_LinkedShaders
[i
] == NULL
)
1814 foreach_in_list(ir_instruction
, node
, prog
->_LinkedShaders
[i
]->ir
) {
1815 ir_variable
*const var
= node
->as_variable();
1817 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_uniform
) ||
1818 !var
->type
->is_array())
1821 /* GL_ARB_uniform_buffer_object says that std140 uniforms
1822 * will not be eliminated. Since we always do std140, just
1823 * don't resize arrays in UBOs.
1825 * Atomic counters are supposed to get deterministic
1826 * locations assigned based on the declaration ordering and
1827 * sizes, array compaction would mess that up.
1829 if (var
->is_in_uniform_block() || var
->type
->contains_atomic())
1832 unsigned int size
= var
->data
.max_array_access
;
1833 for (unsigned j
= 0; j
< MESA_SHADER_STAGES
; j
++) {
1834 if (prog
->_LinkedShaders
[j
] == NULL
)
1837 foreach_in_list(ir_instruction
, node2
, prog
->_LinkedShaders
[j
]->ir
) {
1838 ir_variable
*other_var
= node2
->as_variable();
1842 if (strcmp(var
->name
, other_var
->name
) == 0 &&
1843 other_var
->data
.max_array_access
> size
) {
1844 size
= other_var
->data
.max_array_access
;
1849 if (size
+ 1 != var
->type
->length
) {
1850 /* If this is a built-in uniform (i.e., it's backed by some
1851 * fixed-function state), adjust the number of state slots to
1852 * match the new array size. The number of slots per array entry
1853 * is not known. It seems safe to assume that the total number of
1854 * slots is an integer multiple of the number of array elements.
1855 * Determine the number of slots per array element by dividing by
1856 * the old (total) size.
1858 const unsigned num_slots
= var
->get_num_state_slots();
1859 if (num_slots
> 0) {
1860 var
->set_num_state_slots((size
+ 1)
1861 * (num_slots
/ var
->type
->length
));
1864 var
->type
= glsl_type::get_array_instance(var
->type
->fields
.array
,
1866 /* FINISHME: We should update the types of array
1867 * dereferences of this variable now.
1875 * Find a contiguous set of available bits in a bitmask.
1877 * \param used_mask Bits representing used (1) and unused (0) locations
1878 * \param needed_count Number of contiguous bits needed.
1881 * Base location of the available bits on success or -1 on failure.
1884 find_available_slots(unsigned used_mask
, unsigned needed_count
)
1886 unsigned needed_mask
= (1 << needed_count
) - 1;
1887 const int max_bit_to_test
= (8 * sizeof(used_mask
)) - needed_count
;
1889 /* The comparison to 32 is redundant, but without it GCC emits "warning:
1890 * cannot optimize possibly infinite loops" for the loop below.
1892 if ((needed_count
== 0) || (max_bit_to_test
< 0) || (max_bit_to_test
> 32))
1895 for (int i
= 0; i
<= max_bit_to_test
; i
++) {
1896 if ((needed_mask
& ~used_mask
) == needed_mask
)
1907 * Assign locations for either VS inputs or FS outputs
1909 * \param prog Shader program whose variables need locations assigned
1910 * \param target_index Selector for the program target to receive location
1911 * assignmnets. Must be either \c MESA_SHADER_VERTEX or
1912 * \c MESA_SHADER_FRAGMENT.
1913 * \param max_index Maximum number of generic locations. This corresponds
1914 * to either the maximum number of draw buffers or the
1915 * maximum number of generic attributes.
1918 * If locations are successfully assigned, true is returned. Otherwise an
1919 * error is emitted to the shader link log and false is returned.
1922 assign_attribute_or_color_locations(gl_shader_program
*prog
,
1923 unsigned target_index
,
1926 /* Mark invalid locations as being used.
1928 unsigned used_locations
= (max_index
>= 32)
1929 ? ~0 : ~((1 << max_index
) - 1);
1931 assert((target_index
== MESA_SHADER_VERTEX
)
1932 || (target_index
== MESA_SHADER_FRAGMENT
));
1934 gl_shader
*const sh
= prog
->_LinkedShaders
[target_index
];
1938 /* Operate in a total of four passes.
1940 * 1. Invalidate the location assignments for all vertex shader inputs.
1942 * 2. Assign locations for inputs that have user-defined (via
1943 * glBindVertexAttribLocation) locations and outputs that have
1944 * user-defined locations (via glBindFragDataLocation).
1946 * 3. Sort the attributes without assigned locations by number of slots
1947 * required in decreasing order. Fragmentation caused by attribute
1948 * locations assigned by the application may prevent large attributes
1949 * from having enough contiguous space.
1951 * 4. Assign locations to any inputs without assigned locations.
1954 const int generic_base
= (target_index
== MESA_SHADER_VERTEX
)
1955 ? (int) VERT_ATTRIB_GENERIC0
: (int) FRAG_RESULT_DATA0
;
1957 const enum ir_variable_mode direction
=
1958 (target_index
== MESA_SHADER_VERTEX
)
1959 ? ir_var_shader_in
: ir_var_shader_out
;
1962 /* Temporary storage for the set of attributes that need locations assigned.
1968 /* Used below in the call to qsort. */
1969 static int compare(const void *a
, const void *b
)
1971 const temp_attr
*const l
= (const temp_attr
*) a
;
1972 const temp_attr
*const r
= (const temp_attr
*) b
;
1974 /* Reversed because we want a descending order sort below. */
1975 return r
->slots
- l
->slots
;
1979 unsigned num_attr
= 0;
1981 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
1982 ir_variable
*const var
= node
->as_variable();
1984 if ((var
== NULL
) || (var
->data
.mode
!= (unsigned) direction
))
1987 if (var
->data
.explicit_location
) {
1988 if ((var
->data
.location
>= (int)(max_index
+ generic_base
))
1989 || (var
->data
.location
< 0)) {
1991 "invalid explicit location %d specified for `%s'\n",
1992 (var
->data
.location
< 0)
1993 ? var
->data
.location
1994 : var
->data
.location
- generic_base
,
1998 } else if (target_index
== MESA_SHADER_VERTEX
) {
2001 if (prog
->AttributeBindings
->get(binding
, var
->name
)) {
2002 assert(binding
>= VERT_ATTRIB_GENERIC0
);
2003 var
->data
.location
= binding
;
2004 var
->data
.is_unmatched_generic_inout
= 0;
2006 } else if (target_index
== MESA_SHADER_FRAGMENT
) {
2010 if (prog
->FragDataBindings
->get(binding
, var
->name
)) {
2011 assert(binding
>= FRAG_RESULT_DATA0
);
2012 var
->data
.location
= binding
;
2013 var
->data
.is_unmatched_generic_inout
= 0;
2015 if (prog
->FragDataIndexBindings
->get(index
, var
->name
)) {
2016 var
->data
.index
= index
;
2021 /* If the variable is not a built-in and has a location statically
2022 * assigned in the shader (presumably via a layout qualifier), make sure
2023 * that it doesn't collide with other assigned locations. Otherwise,
2024 * add it to the list of variables that need linker-assigned locations.
2026 const unsigned slots
= var
->type
->count_attribute_slots();
2027 if (var
->data
.location
!= -1) {
2028 if (var
->data
.location
>= generic_base
&& var
->data
.index
< 1) {
2029 /* From page 61 of the OpenGL 4.0 spec:
2031 * "LinkProgram will fail if the attribute bindings assigned
2032 * by BindAttribLocation do not leave not enough space to
2033 * assign a location for an active matrix attribute or an
2034 * active attribute array, both of which require multiple
2035 * contiguous generic attributes."
2037 * I think above text prohibits the aliasing of explicit and
2038 * automatic assignments. But, aliasing is allowed in manual
2039 * assignments of attribute locations. See below comments for
2042 * From OpenGL 4.0 spec, page 61:
2044 * "It is possible for an application to bind more than one
2045 * attribute name to the same location. This is referred to as
2046 * aliasing. This will only work if only one of the aliased
2047 * attributes is active in the executable program, or if no
2048 * path through the shader consumes more than one attribute of
2049 * a set of attributes aliased to the same location. A link
2050 * error can occur if the linker determines that every path
2051 * through the shader consumes multiple aliased attributes,
2052 * but implementations are not required to generate an error
2055 * From GLSL 4.30 spec, page 54:
2057 * "A program will fail to link if any two non-vertex shader
2058 * input variables are assigned to the same location. For
2059 * vertex shaders, multiple input variables may be assigned
2060 * to the same location using either layout qualifiers or via
2061 * the OpenGL API. However, such aliasing is intended only to
2062 * support vertex shaders where each execution path accesses
2063 * at most one input per each location. Implementations are
2064 * permitted, but not required, to generate link-time errors
2065 * if they detect that every path through the vertex shader
2066 * executable accesses multiple inputs assigned to any single
2067 * location. For all shader types, a program will fail to link
2068 * if explicit location assignments leave the linker unable
2069 * to find space for other variables without explicit
2072 * From OpenGL ES 3.0 spec, page 56:
2074 * "Binding more than one attribute name to the same location
2075 * is referred to as aliasing, and is not permitted in OpenGL
2076 * ES Shading Language 3.00 vertex shaders. LinkProgram will
2077 * fail when this condition exists. However, aliasing is
2078 * possible in OpenGL ES Shading Language 1.00 vertex shaders.
2079 * This will only work if only one of the aliased attributes
2080 * is active in the executable program, or if no path through
2081 * the shader consumes more than one attribute of a set of
2082 * attributes aliased to the same location. A link error can
2083 * occur if the linker determines that every path through the
2084 * shader consumes multiple aliased attributes, but implemen-
2085 * tations are not required to generate an error in this case."
2087 * After looking at above references from OpenGL, OpenGL ES and
2088 * GLSL specifications, we allow aliasing of vertex input variables
2089 * in: OpenGL 2.0 (and above) and OpenGL ES 2.0.
2091 * NOTE: This is not required by the spec but its worth mentioning
2092 * here that we're not doing anything to make sure that no path
2093 * through the vertex shader executable accesses multiple inputs
2094 * assigned to any single location.
2097 /* Mask representing the contiguous slots that will be used by
2100 const unsigned attr
= var
->data
.location
- generic_base
;
2101 const unsigned use_mask
= (1 << slots
) - 1;
2102 const char *const string
= (target_index
== MESA_SHADER_VERTEX
)
2103 ? "vertex shader input" : "fragment shader output";
2105 /* Generate a link error if the requested locations for this
2106 * attribute exceed the maximum allowed attribute location.
2108 if (attr
+ slots
> max_index
) {
2110 "insufficient contiguous locations "
2111 "available for %s `%s' %d %d %d\n", string
,
2112 var
->name
, used_locations
, use_mask
, attr
);
2116 /* Generate a link error if the set of bits requested for this
2117 * attribute overlaps any previously allocated bits.
2119 if ((~(use_mask
<< attr
) & used_locations
) != used_locations
) {
2120 if (target_index
== MESA_SHADER_FRAGMENT
||
2121 (prog
->IsES
&& prog
->Version
>= 300)) {
2123 "overlapping location is assigned "
2124 "to %s `%s' %d %d %d\n", string
,
2125 var
->name
, used_locations
, use_mask
, attr
);
2128 linker_warning(prog
,
2129 "overlapping location is assigned "
2130 "to %s `%s' %d %d %d\n", string
,
2131 var
->name
, used_locations
, use_mask
, attr
);
2135 used_locations
|= (use_mask
<< attr
);
2141 to_assign
[num_attr
].slots
= slots
;
2142 to_assign
[num_attr
].var
= var
;
2146 /* If all of the attributes were assigned locations by the application (or
2147 * are built-in attributes with fixed locations), return early. This should
2148 * be the common case.
2153 qsort(to_assign
, num_attr
, sizeof(to_assign
[0]), temp_attr::compare
);
2155 if (target_index
== MESA_SHADER_VERTEX
) {
2156 /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can
2157 * only be explicitly assigned by via glBindAttribLocation. Mark it as
2158 * reserved to prevent it from being automatically allocated below.
2160 find_deref_visitor
find("gl_Vertex");
2162 if (find
.variable_found())
2163 used_locations
|= (1 << 0);
2166 for (unsigned i
= 0; i
< num_attr
; i
++) {
2167 /* Mask representing the contiguous slots that will be used by this
2170 const unsigned use_mask
= (1 << to_assign
[i
].slots
) - 1;
2172 int location
= find_available_slots(used_locations
, to_assign
[i
].slots
);
2175 const char *const string
= (target_index
== MESA_SHADER_VERTEX
)
2176 ? "vertex shader input" : "fragment shader output";
2179 "insufficient contiguous locations "
2180 "available for %s `%s'\n",
2181 string
, to_assign
[i
].var
->name
);
2185 to_assign
[i
].var
->data
.location
= generic_base
+ location
;
2186 to_assign
[i
].var
->data
.is_unmatched_generic_inout
= 0;
2187 used_locations
|= (use_mask
<< location
);
2195 * Demote shader inputs and outputs that are not used in other stages
2198 demote_shader_inputs_and_outputs(gl_shader
*sh
, enum ir_variable_mode mode
)
2200 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
2201 ir_variable
*const var
= node
->as_variable();
2203 if ((var
== NULL
) || (var
->data
.mode
!= int(mode
)))
2206 /* A shader 'in' or 'out' variable is only really an input or output if
2207 * its value is used by other shader stages. This will cause the variable
2208 * to have a location assigned.
2210 if (var
->data
.is_unmatched_generic_inout
) {
2211 assert(var
->data
.mode
!= ir_var_temporary
);
2212 var
->data
.mode
= ir_var_auto
;
2219 * Store the gl_FragDepth layout in the gl_shader_program struct.
2222 store_fragdepth_layout(struct gl_shader_program
*prog
)
2224 if (prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
] == NULL
) {
2228 struct exec_list
*ir
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->ir
;
2230 /* We don't look up the gl_FragDepth symbol directly because if
2231 * gl_FragDepth is not used in the shader, it's removed from the IR.
2232 * However, the symbol won't be removed from the symbol table.
2234 * We're only interested in the cases where the variable is NOT removed
2237 foreach_in_list(ir_instruction
, node
, ir
) {
2238 ir_variable
*const var
= node
->as_variable();
2240 if (var
== NULL
|| var
->data
.mode
!= ir_var_shader_out
) {
2244 if (strcmp(var
->name
, "gl_FragDepth") == 0) {
2245 switch (var
->data
.depth_layout
) {
2246 case ir_depth_layout_none
:
2247 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_NONE
;
2249 case ir_depth_layout_any
:
2250 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_ANY
;
2252 case ir_depth_layout_greater
:
2253 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_GREATER
;
2255 case ir_depth_layout_less
:
2256 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_LESS
;
2258 case ir_depth_layout_unchanged
:
2259 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_UNCHANGED
;
2270 * Validate the resources used by a program versus the implementation limits
2273 check_resources(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
2275 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
2276 struct gl_shader
*sh
= prog
->_LinkedShaders
[i
];
2281 if (sh
->num_samplers
> ctx
->Const
.Program
[i
].MaxTextureImageUnits
) {
2282 linker_error(prog
, "Too many %s shader texture samplers\n",
2283 _mesa_shader_stage_to_string(i
));
2286 if (sh
->num_uniform_components
>
2287 ctx
->Const
.Program
[i
].MaxUniformComponents
) {
2288 if (ctx
->Const
.GLSLSkipStrictMaxUniformLimitCheck
) {
2289 linker_warning(prog
, "Too many %s shader default uniform block "
2290 "components, but the driver will try to optimize "
2291 "them out; this is non-portable out-of-spec "
2293 _mesa_shader_stage_to_string(i
));
2295 linker_error(prog
, "Too many %s shader default uniform block "
2297 _mesa_shader_stage_to_string(i
));
2301 if (sh
->num_combined_uniform_components
>
2302 ctx
->Const
.Program
[i
].MaxCombinedUniformComponents
) {
2303 if (ctx
->Const
.GLSLSkipStrictMaxUniformLimitCheck
) {
2304 linker_warning(prog
, "Too many %s shader uniform components, "
2305 "but the driver will try to optimize them out; "
2306 "this is non-portable out-of-spec behavior\n",
2307 _mesa_shader_stage_to_string(i
));
2309 linker_error(prog
, "Too many %s shader uniform components\n",
2310 _mesa_shader_stage_to_string(i
));
2315 unsigned blocks
[MESA_SHADER_STAGES
] = {0};
2316 unsigned total_uniform_blocks
= 0;
2318 for (unsigned i
= 0; i
< prog
->NumUniformBlocks
; i
++) {
2319 for (unsigned j
= 0; j
< MESA_SHADER_STAGES
; j
++) {
2320 if (prog
->UniformBlockStageIndex
[j
][i
] != -1) {
2322 total_uniform_blocks
++;
2326 if (total_uniform_blocks
> ctx
->Const
.MaxCombinedUniformBlocks
) {
2327 linker_error(prog
, "Too many combined uniform blocks (%d/%d)\n",
2328 prog
->NumUniformBlocks
,
2329 ctx
->Const
.MaxCombinedUniformBlocks
);
2331 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
2332 const unsigned max_uniform_blocks
=
2333 ctx
->Const
.Program
[i
].MaxUniformBlocks
;
2334 if (blocks
[i
] > max_uniform_blocks
) {
2335 linker_error(prog
, "Too many %s uniform blocks (%d/%d)\n",
2336 _mesa_shader_stage_to_string(i
),
2338 max_uniform_blocks
);
2347 * Validate shader image resources.
2350 check_image_resources(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
2352 unsigned total_image_units
= 0;
2353 unsigned fragment_outputs
= 0;
2355 if (!ctx
->Extensions
.ARB_shader_image_load_store
)
2358 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
2359 struct gl_shader
*sh
= prog
->_LinkedShaders
[i
];
2362 if (sh
->NumImages
> ctx
->Const
.Program
[i
].MaxImageUniforms
)
2363 linker_error(prog
, "Too many %s shader image uniforms\n",
2364 _mesa_shader_stage_to_string(i
));
2366 total_image_units
+= sh
->NumImages
;
2368 if (i
== MESA_SHADER_FRAGMENT
) {
2369 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
2370 ir_variable
*var
= node
->as_variable();
2371 if (var
&& var
->data
.mode
== ir_var_shader_out
)
2372 fragment_outputs
+= var
->type
->count_attribute_slots();
2378 if (total_image_units
> ctx
->Const
.MaxCombinedImageUniforms
)
2379 linker_error(prog
, "Too many combined image uniforms\n");
2381 if (total_image_units
+ fragment_outputs
>
2382 ctx
->Const
.MaxCombinedImageUnitsAndFragmentOutputs
)
2383 linker_error(prog
, "Too many combined image uniforms and fragment outputs\n");
2388 * Initializes explicit location slots to INACTIVE_UNIFORM_EXPLICIT_LOCATION
2389 * for a variable, checks for overlaps between other uniforms using explicit
2393 reserve_explicit_locations(struct gl_shader_program
*prog
,
2394 string_to_uint_map
*map
, ir_variable
*var
)
2396 unsigned slots
= var
->type
->uniform_locations();
2397 unsigned max_loc
= var
->data
.location
+ slots
- 1;
2399 /* Resize remap table if locations do not fit in the current one. */
2400 if (max_loc
+ 1 > prog
->NumUniformRemapTable
) {
2401 prog
->UniformRemapTable
=
2402 reralloc(prog
, prog
->UniformRemapTable
,
2403 gl_uniform_storage
*,
2406 if (!prog
->UniformRemapTable
) {
2407 linker_error(prog
, "Out of memory during linking.\n");
2411 /* Initialize allocated space. */
2412 for (unsigned i
= prog
->NumUniformRemapTable
; i
< max_loc
+ 1; i
++)
2413 prog
->UniformRemapTable
[i
] = NULL
;
2415 prog
->NumUniformRemapTable
= max_loc
+ 1;
2418 for (unsigned i
= 0; i
< slots
; i
++) {
2419 unsigned loc
= var
->data
.location
+ i
;
2421 /* Check if location is already used. */
2422 if (prog
->UniformRemapTable
[loc
] == INACTIVE_UNIFORM_EXPLICIT_LOCATION
) {
2424 /* Possibly same uniform from a different stage, this is ok. */
2426 if (map
->get(hash_loc
, var
->name
) && hash_loc
== loc
- i
)
2429 /* ARB_explicit_uniform_location specification states:
2431 * "No two default-block uniform variables in the program can have
2432 * the same location, even if they are unused, otherwise a compiler
2433 * or linker error will be generated."
2436 "location qualifier for uniform %s overlaps "
2437 "previously used location\n",
2442 /* Initialize location as inactive before optimization
2443 * rounds and location assignment.
2445 prog
->UniformRemapTable
[loc
] = INACTIVE_UNIFORM_EXPLICIT_LOCATION
;
2448 /* Note, base location used for arrays. */
2449 map
->put(var
->data
.location
, var
->name
);
2455 * Check and reserve all explicit uniform locations, called before
2456 * any optimizations happen to handle also inactive uniforms and
2457 * inactive array elements that may get trimmed away.
2460 check_explicit_uniform_locations(struct gl_context
*ctx
,
2461 struct gl_shader_program
*prog
)
2463 if (!ctx
->Extensions
.ARB_explicit_uniform_location
)
2466 /* This map is used to detect if overlapping explicit locations
2467 * occur with the same uniform (from different stage) or a different one.
2469 string_to_uint_map
*uniform_map
= new string_to_uint_map
;
2472 linker_error(prog
, "Out of memory during linking.\n");
2476 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
2477 struct gl_shader
*sh
= prog
->_LinkedShaders
[i
];
2482 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
2483 ir_variable
*var
= node
->as_variable();
2484 if ((var
&& var
->data
.mode
== ir_var_uniform
) &&
2485 var
->data
.explicit_location
) {
2486 if (!reserve_explicit_locations(prog
, uniform_map
, var
)) {
2498 add_program_resource(struct gl_shader_program
*prog
, GLenum type
,
2499 const void *data
, uint8_t stages
)
2503 /* If resource already exists, do not add it again. */
2504 for (unsigned i
= 0; i
< prog
->NumProgramResourceList
; i
++)
2505 if (prog
->ProgramResourceList
[i
].Data
== data
)
2508 prog
->ProgramResourceList
=
2510 prog
->ProgramResourceList
,
2511 gl_program_resource
,
2512 prog
->NumProgramResourceList
+ 1);
2514 if (!prog
->ProgramResourceList
) {
2515 linker_error(prog
, "Out of memory during linking.\n");
2519 struct gl_program_resource
*res
=
2520 &prog
->ProgramResourceList
[prog
->NumProgramResourceList
];
2524 res
->StageReferences
= stages
;
2526 prog
->NumProgramResourceList
++;
2532 * Function builds a stage reference bitmask from variable name.
2535 build_stageref(struct gl_shader_program
*shProg
, const char *name
)
2539 /* Note, that we assume MAX 8 stages, if there will be more stages, type
2540 * used for reference mask in gl_program_resource will need to be changed.
2542 assert(MESA_SHADER_STAGES
< 8);
2544 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
2545 struct gl_shader
*sh
= shProg
->_LinkedShaders
[i
];
2548 ir_variable
*var
= sh
->symbols
->get_variable(name
);
2556 add_interface_variables(struct gl_shader_program
*shProg
,
2557 struct gl_shader
*sh
, GLenum programInterface
)
2559 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
2560 ir_variable
*var
= node
->as_variable();
2566 switch (var
->data
.mode
) {
2567 /* From GL 4.3 core spec, section 11.1.1 (Vertex Attributes):
2568 * "For GetActiveAttrib, all active vertex shader input variables
2569 * are enumerated, including the special built-in inputs gl_VertexID
2570 * and gl_InstanceID."
2572 case ir_var_system_value
:
2573 if (var
->data
.location
!= SYSTEM_VALUE_VERTEX_ID
&&
2574 var
->data
.location
!= SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
&&
2575 var
->data
.location
!= SYSTEM_VALUE_INSTANCE_ID
)
2577 /* Mark special built-in inputs referenced by the vertex stage so
2578 * that they are considered active by the shader queries.
2580 mask
= (1 << (MESA_SHADER_VERTEX
));
2582 case ir_var_shader_in
:
2583 if (programInterface
!= GL_PROGRAM_INPUT
)
2586 case ir_var_shader_out
:
2587 if (programInterface
!= GL_PROGRAM_OUTPUT
)
2594 if (!add_program_resource(shProg
, programInterface
, var
,
2595 build_stageref(shProg
, var
->name
) | mask
))
2602 * Builds up a list of program resources that point to existing
2606 build_program_resource_list(struct gl_context
*ctx
,
2607 struct gl_shader_program
*shProg
)
2609 /* Rebuild resource list. */
2610 if (shProg
->ProgramResourceList
) {
2611 ralloc_free(shProg
->ProgramResourceList
);
2612 shProg
->ProgramResourceList
= NULL
;
2613 shProg
->NumProgramResourceList
= 0;
2616 int input_stage
= MESA_SHADER_STAGES
, output_stage
= 0;
2618 /* Determine first input and final output stage. These are used to
2619 * detect which variables should be enumerated in the resource list
2620 * for GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT.
2622 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
2623 if (!shProg
->_LinkedShaders
[i
])
2625 if (input_stage
== MESA_SHADER_STAGES
)
2630 /* Empty shader, no resources. */
2631 if (input_stage
== MESA_SHADER_STAGES
&& output_stage
== 0)
2634 /* Add inputs and outputs to the resource list. */
2635 if (!add_interface_variables(shProg
, shProg
->_LinkedShaders
[input_stage
],
2639 if (!add_interface_variables(shProg
, shProg
->_LinkedShaders
[output_stage
],
2643 /* Add transform feedback varyings. */
2644 if (shProg
->LinkedTransformFeedback
.NumVarying
> 0) {
2645 for (int i
= 0; i
< shProg
->LinkedTransformFeedback
.NumVarying
; i
++) {
2647 build_stageref(shProg
,
2648 shProg
->LinkedTransformFeedback
.Varyings
[i
].Name
);
2649 if (!add_program_resource(shProg
, GL_TRANSFORM_FEEDBACK_VARYING
,
2650 &shProg
->LinkedTransformFeedback
.Varyings
[i
],
2656 /* Add uniforms from uniform storage. */
2657 for (unsigned i
= 0; i
< shProg
->NumUserUniformStorage
; i
++) {
2658 /* Do not add uniforms internally used by Mesa. */
2659 if (shProg
->UniformStorage
[i
].hidden
)
2663 build_stageref(shProg
, shProg
->UniformStorage
[i
].name
);
2664 if (!add_program_resource(shProg
, GL_UNIFORM
,
2665 &shProg
->UniformStorage
[i
], stageref
))
2669 /* Add program uniform blocks. */
2670 for (unsigned i
= 0; i
< shProg
->NumUniformBlocks
; i
++) {
2671 if (!add_program_resource(shProg
, GL_UNIFORM_BLOCK
,
2672 &shProg
->UniformBlocks
[i
], 0))
2676 /* Add atomic counter buffers. */
2677 for (unsigned i
= 0; i
< shProg
->NumAtomicBuffers
; i
++) {
2678 if (!add_program_resource(shProg
, GL_ATOMIC_COUNTER_BUFFER
,
2679 &shProg
->AtomicBuffers
[i
], 0))
2683 /* TODO - following extensions will require more resource types:
2685 * GL_ARB_shader_storage_buffer_object
2686 * GL_ARB_shader_subroutine
2692 link_shaders(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
2694 tfeedback_decl
*tfeedback_decls
= NULL
;
2695 unsigned num_tfeedback_decls
= prog
->TransformFeedback
.NumVarying
;
2697 void *mem_ctx
= ralloc_context(NULL
); // temporary linker context
2699 prog
->LinkStatus
= true; /* All error paths will set this to false */
2700 prog
->Validated
= false;
2701 prog
->_Used
= false;
2703 prog
->ARB_fragment_coord_conventions_enable
= false;
2705 /* Separate the shaders into groups based on their type.
2707 struct gl_shader
**shader_list
[MESA_SHADER_STAGES
];
2708 unsigned num_shaders
[MESA_SHADER_STAGES
];
2710 for (int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
2711 shader_list
[i
] = (struct gl_shader
**)
2712 calloc(prog
->NumShaders
, sizeof(struct gl_shader
*));
2716 unsigned min_version
= UINT_MAX
;
2717 unsigned max_version
= 0;
2718 const bool is_es_prog
=
2719 (prog
->NumShaders
> 0 && prog
->Shaders
[0]->IsES
) ? true : false;
2720 for (unsigned i
= 0; i
< prog
->NumShaders
; i
++) {
2721 min_version
= MIN2(min_version
, prog
->Shaders
[i
]->Version
);
2722 max_version
= MAX2(max_version
, prog
->Shaders
[i
]->Version
);
2724 if (prog
->Shaders
[i
]->IsES
!= is_es_prog
) {
2725 linker_error(prog
, "all shaders must use same shading "
2726 "language version\n");
2730 if (prog
->Shaders
[i
]->ARB_fragment_coord_conventions_enable
) {
2731 prog
->ARB_fragment_coord_conventions_enable
= true;
2734 gl_shader_stage shader_type
= prog
->Shaders
[i
]->Stage
;
2735 shader_list
[shader_type
][num_shaders
[shader_type
]] = prog
->Shaders
[i
];
2736 num_shaders
[shader_type
]++;
2739 /* In desktop GLSL, different shader versions may be linked together. In
2740 * GLSL ES, all shader versions must be the same.
2742 if (is_es_prog
&& min_version
!= max_version
) {
2743 linker_error(prog
, "all shaders must use same shading "
2744 "language version\n");
2748 prog
->Version
= max_version
;
2749 prog
->IsES
= is_es_prog
;
2751 /* Geometry shaders have to be linked with vertex shaders.
2753 if (num_shaders
[MESA_SHADER_GEOMETRY
] > 0 &&
2754 num_shaders
[MESA_SHADER_VERTEX
] == 0 &&
2755 !prog
->SeparateShader
) {
2756 linker_error(prog
, "Geometry shader must be linked with "
2761 /* Compute shaders have additional restrictions. */
2762 if (num_shaders
[MESA_SHADER_COMPUTE
] > 0 &&
2763 num_shaders
[MESA_SHADER_COMPUTE
] != prog
->NumShaders
) {
2764 linker_error(prog
, "Compute shaders may not be linked with any other "
2765 "type of shader\n");
2768 for (unsigned int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
2769 if (prog
->_LinkedShaders
[i
] != NULL
)
2770 ctx
->Driver
.DeleteShader(ctx
, prog
->_LinkedShaders
[i
]);
2772 prog
->_LinkedShaders
[i
] = NULL
;
2775 /* Link all shaders for a particular stage and validate the result.
2777 for (int stage
= 0; stage
< MESA_SHADER_STAGES
; stage
++) {
2778 if (num_shaders
[stage
] > 0) {
2779 gl_shader
*const sh
=
2780 link_intrastage_shaders(mem_ctx
, ctx
, prog
, shader_list
[stage
],
2781 num_shaders
[stage
]);
2783 if (!prog
->LinkStatus
)
2787 case MESA_SHADER_VERTEX
:
2788 validate_vertex_shader_executable(prog
, sh
);
2790 case MESA_SHADER_GEOMETRY
:
2791 validate_geometry_shader_executable(prog
, sh
);
2793 case MESA_SHADER_FRAGMENT
:
2794 validate_fragment_shader_executable(prog
, sh
);
2797 if (!prog
->LinkStatus
)
2800 _mesa_reference_shader(ctx
, &prog
->_LinkedShaders
[stage
], sh
);
2804 if (num_shaders
[MESA_SHADER_GEOMETRY
] > 0)
2805 prog
->LastClipDistanceArraySize
= prog
->Geom
.ClipDistanceArraySize
;
2806 else if (num_shaders
[MESA_SHADER_VERTEX
] > 0)
2807 prog
->LastClipDistanceArraySize
= prog
->Vert
.ClipDistanceArraySize
;
2809 prog
->LastClipDistanceArraySize
= 0; /* Not used */
2811 /* Here begins the inter-stage linking phase. Some initial validation is
2812 * performed, then locations are assigned for uniforms, attributes, and
2815 cross_validate_uniforms(prog
);
2816 if (!prog
->LinkStatus
)
2821 for (prev
= 0; prev
<= MESA_SHADER_FRAGMENT
; prev
++) {
2822 if (prog
->_LinkedShaders
[prev
] != NULL
)
2826 check_explicit_uniform_locations(ctx
, prog
);
2827 if (!prog
->LinkStatus
)
2830 /* Validate the inputs of each stage with the output of the preceding
2833 for (unsigned i
= prev
+ 1; i
<= MESA_SHADER_FRAGMENT
; i
++) {
2834 if (prog
->_LinkedShaders
[i
] == NULL
)
2837 validate_interstage_inout_blocks(prog
, prog
->_LinkedShaders
[prev
],
2838 prog
->_LinkedShaders
[i
]);
2839 if (!prog
->LinkStatus
)
2842 cross_validate_outputs_to_inputs(prog
,
2843 prog
->_LinkedShaders
[prev
],
2844 prog
->_LinkedShaders
[i
]);
2845 if (!prog
->LinkStatus
)
2851 /* Cross-validate uniform blocks between shader stages */
2852 validate_interstage_uniform_blocks(prog
, prog
->_LinkedShaders
,
2853 MESA_SHADER_STAGES
);
2854 if (!prog
->LinkStatus
)
2857 for (unsigned int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
2858 if (prog
->_LinkedShaders
[i
] != NULL
)
2859 lower_named_interface_blocks(mem_ctx
, prog
->_LinkedShaders
[i
]);
2862 /* Implement the GLSL 1.30+ rule for discard vs infinite loops Do
2863 * it before optimization because we want most of the checks to get
2864 * dropped thanks to constant propagation.
2866 * This rule also applies to GLSL ES 3.00.
2868 if (max_version
>= (is_es_prog
? 300 : 130)) {
2869 struct gl_shader
*sh
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
2871 lower_discard_flow(sh
->ir
);
2875 if (!interstage_cross_validate_uniform_blocks(prog
))
2878 /* Do common optimization before assigning storage for attributes,
2879 * uniforms, and varyings. Later optimization could possibly make
2880 * some of that unused.
2882 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
2883 if (prog
->_LinkedShaders
[i
] == NULL
)
2886 detect_recursion_linked(prog
, prog
->_LinkedShaders
[i
]->ir
);
2887 if (!prog
->LinkStatus
)
2890 if (ctx
->Const
.ShaderCompilerOptions
[i
].LowerClipDistance
) {
2891 lower_clip_distance(prog
->_LinkedShaders
[i
]);
2894 while (do_common_optimization(prog
->_LinkedShaders
[i
]->ir
, true, false,
2895 &ctx
->Const
.ShaderCompilerOptions
[i
],
2896 ctx
->Const
.NativeIntegers
))
2899 lower_const_arrays_to_uniforms(prog
->_LinkedShaders
[i
]->ir
);
2902 /* Check and validate stream emissions in geometry shaders */
2903 validate_geometry_shader_emissions(ctx
, prog
);
2905 /* Mark all generic shader inputs and outputs as unpaired. */
2906 for (unsigned i
= MESA_SHADER_VERTEX
; i
<= MESA_SHADER_FRAGMENT
; i
++) {
2907 if (prog
->_LinkedShaders
[i
] != NULL
) {
2908 link_invalidate_variable_locations(prog
->_LinkedShaders
[i
]->ir
);
2912 /* FINISHME: The value of the max_attribute_index parameter is
2913 * FINISHME: implementation dependent based on the value of
2914 * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
2915 * FINISHME: at least 16, so hardcode 16 for now.
2917 if (!assign_attribute_or_color_locations(prog
, MESA_SHADER_VERTEX
, 16)) {
2921 if (!assign_attribute_or_color_locations(prog
, MESA_SHADER_FRAGMENT
, MAX2(ctx
->Const
.MaxDrawBuffers
, ctx
->Const
.MaxDualSourceDrawBuffers
))) {
2925 unsigned first
, last
;
2927 first
= MESA_SHADER_STAGES
;
2930 /* Determine first and last stage. */
2931 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
2932 if (!prog
->_LinkedShaders
[i
])
2934 if (first
== MESA_SHADER_STAGES
)
2939 if (num_tfeedback_decls
!= 0) {
2940 /* From GL_EXT_transform_feedback:
2941 * A program will fail to link if:
2943 * * the <count> specified by TransformFeedbackVaryingsEXT is
2944 * non-zero, but the program object has no vertex or geometry
2947 if (first
== MESA_SHADER_FRAGMENT
) {
2948 linker_error(prog
, "Transform feedback varyings specified, but "
2949 "no vertex or geometry shader is present.\n");
2953 tfeedback_decls
= ralloc_array(mem_ctx
, tfeedback_decl
,
2954 prog
->TransformFeedback
.NumVarying
);
2955 if (!parse_tfeedback_decls(ctx
, prog
, mem_ctx
, num_tfeedback_decls
,
2956 prog
->TransformFeedback
.VaryingNames
,
2961 /* Linking the stages in the opposite order (from fragment to vertex)
2962 * ensures that inter-shader outputs written to in an earlier stage are
2963 * eliminated if they are (transitively) not used in a later stage.
2967 if (first
< MESA_SHADER_FRAGMENT
) {
2968 gl_shader
*const sh
= prog
->_LinkedShaders
[last
];
2970 if (first
== MESA_SHADER_GEOMETRY
) {
2971 /* There was no vertex shader, but we still have to assign varying
2972 * locations for use by geometry shader inputs in SSO.
2974 * If the shader is not separable (i.e., prog->SeparateShader is
2975 * false), linking will have already failed when first is
2976 * MESA_SHADER_GEOMETRY.
2978 if (!assign_varying_locations(ctx
, mem_ctx
, prog
,
2979 NULL
, prog
->_LinkedShaders
[first
],
2980 num_tfeedback_decls
, tfeedback_decls
,
2981 prog
->Geom
.VerticesIn
))
2985 if (last
!= MESA_SHADER_FRAGMENT
&&
2986 (num_tfeedback_decls
!= 0 || prog
->SeparateShader
)) {
2987 /* There was no fragment shader, but we still have to assign varying
2988 * locations for use by transform feedback.
2990 if (!assign_varying_locations(ctx
, mem_ctx
, prog
,
2992 num_tfeedback_decls
, tfeedback_decls
,
2997 do_dead_builtin_varyings(ctx
, sh
, NULL
,
2998 num_tfeedback_decls
, tfeedback_decls
);
3000 if (!prog
->SeparateShader
)
3001 demote_shader_inputs_and_outputs(sh
, ir_var_shader_out
);
3003 /* Eliminate code that is now dead due to unused outputs being demoted.
3005 while (do_dead_code(sh
->ir
, false))
3008 else if (first
== MESA_SHADER_FRAGMENT
) {
3009 /* If the program only contains a fragment shader...
3011 gl_shader
*const sh
= prog
->_LinkedShaders
[first
];
3013 do_dead_builtin_varyings(ctx
, NULL
, sh
,
3014 num_tfeedback_decls
, tfeedback_decls
);
3016 if (prog
->SeparateShader
) {
3017 if (!assign_varying_locations(ctx
, mem_ctx
, prog
,
3018 NULL
/* producer */,
3020 0 /* num_tfeedback_decls */,
3021 NULL
/* tfeedback_decls */,
3022 0 /* gs_input_vertices */))
3025 demote_shader_inputs_and_outputs(sh
, ir_var_shader_in
);
3027 while (do_dead_code(sh
->ir
, false))
3032 for (int i
= next
- 1; i
>= 0; i
--) {
3033 if (prog
->_LinkedShaders
[i
] == NULL
)
3036 gl_shader
*const sh_i
= prog
->_LinkedShaders
[i
];
3037 gl_shader
*const sh_next
= prog
->_LinkedShaders
[next
];
3038 unsigned gs_input_vertices
=
3039 next
== MESA_SHADER_GEOMETRY
? prog
->Geom
.VerticesIn
: 0;
3041 if (!assign_varying_locations(ctx
, mem_ctx
, prog
, sh_i
, sh_next
,
3042 next
== MESA_SHADER_FRAGMENT
? num_tfeedback_decls
: 0,
3043 tfeedback_decls
, gs_input_vertices
))
3046 do_dead_builtin_varyings(ctx
, sh_i
, sh_next
,
3047 next
== MESA_SHADER_FRAGMENT
? num_tfeedback_decls
: 0,
3050 demote_shader_inputs_and_outputs(sh_i
, ir_var_shader_out
);
3051 demote_shader_inputs_and_outputs(sh_next
, ir_var_shader_in
);
3053 /* Eliminate code that is now dead due to unused outputs being demoted.
3055 while (do_dead_code(sh_i
->ir
, false))
3057 while (do_dead_code(sh_next
->ir
, false))
3060 /* This must be done after all dead varyings are eliminated. */
3061 if (!check_against_output_limit(ctx
, prog
, sh_i
))
3063 if (!check_against_input_limit(ctx
, prog
, sh_next
))
3069 if (!store_tfeedback_info(ctx
, prog
, num_tfeedback_decls
, tfeedback_decls
))
3072 update_array_sizes(prog
);
3073 link_assign_uniform_locations(prog
, ctx
->Const
.UniformBooleanTrue
);
3074 link_assign_atomic_counter_resources(ctx
, prog
);
3075 store_fragdepth_layout(prog
);
3077 check_resources(ctx
, prog
);
3078 check_image_resources(ctx
, prog
);
3079 link_check_atomic_counter_resources(ctx
, prog
);
3081 if (!prog
->LinkStatus
)
3084 /* OpenGL ES requires that a vertex shader and a fragment shader both be
3085 * present in a linked program. GL_ARB_ES2_compatibility doesn't say
3086 * anything about shader linking when one of the shaders (vertex or
3087 * fragment shader) is absent. So, the extension shouldn't change the
3088 * behavior specified in GLSL specification.
3090 if (!prog
->SeparateShader
&& ctx
->API
== API_OPENGLES2
) {
3091 if (prog
->_LinkedShaders
[MESA_SHADER_VERTEX
] == NULL
) {
3092 linker_error(prog
, "program lacks a vertex shader\n");
3093 } else if (prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
] == NULL
) {
3094 linker_error(prog
, "program lacks a fragment shader\n");
3098 build_program_resource_list(ctx
, prog
);
3099 if (!prog
->LinkStatus
)
3102 /* FINISHME: Assign fragment shader output locations. */
3105 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
3106 free(shader_list
[i
]);
3107 if (prog
->_LinkedShaders
[i
] == NULL
)
3110 /* Do a final validation step to make sure that the IR wasn't
3111 * invalidated by any modifications performed after intrastage linking.
3113 validate_ir_tree(prog
->_LinkedShaders
[i
]->ir
);
3115 /* Retain any live IR, but trash the rest. */
3116 reparent_ir(prog
->_LinkedShaders
[i
]->ir
, prog
->_LinkedShaders
[i
]->ir
);
3118 /* The symbol table in the linked shaders may contain references to
3119 * variables that were removed (e.g., unused uniforms). Since it may
3120 * contain junk, there is no possible valid use. Delete it and set the
3123 delete prog
->_LinkedShaders
[i
]->symbols
;
3124 prog
->_LinkedShaders
[i
]->symbols
= NULL
;
3127 ralloc_free(mem_ctx
);