da5677067cdc86bb059184776b6af6631f05dee7
[mesa.git] / src / glsl / linker.cpp
1 /*
2 * Copyright © 2010 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24 /**
25 * \file linker.cpp
26 * GLSL linker implementation
27 *
28 * Given a set of shaders that are to be linked to generate a final program,
29 * there are three distinct stages.
30 *
31 * In the first stage shaders are partitioned into groups based on the shader
32 * type. All shaders of a particular type (e.g., vertex shaders) are linked
33 * together.
34 *
35 * - Undefined references in each shader are resolve to definitions in
36 * another shader.
37 * - Types and qualifiers of uniforms, outputs, and global variables defined
38 * in multiple shaders with the same name are verified to be the same.
39 * - Initializers for uniforms and global variables defined
40 * in multiple shaders with the same name are verified to be the same.
41 *
42 * The result, in the terminology of the GLSL spec, is a set of shader
43 * executables for each processing unit.
44 *
45 * After the first stage is complete, a series of semantic checks are performed
46 * on each of the shader executables.
47 *
48 * - Each shader executable must define a \c main function.
49 * - Each vertex shader executable must write to \c gl_Position.
50 * - Each fragment shader executable must write to either \c gl_FragData or
51 * \c gl_FragColor.
52 *
53 * In the final stage individual shader executables are linked to create a
54 * complete exectuable.
55 *
56 * - Types of uniforms defined in multiple shader stages with the same name
57 * are verified to be the same.
58 * - Initializers for uniforms defined in multiple shader stages with the
59 * same name are verified to be the same.
60 * - Types and qualifiers of outputs defined in one stage are verified to
61 * be the same as the types and qualifiers of inputs defined with the same
62 * name in a later stage.
63 *
64 * \author Ian Romanick <ian.d.romanick@intel.com>
65 */
66
67 #include "main/core.h"
68 #include "glsl_symbol_table.h"
69 #include "glsl_parser_extras.h"
70 #include "ir.h"
71 #include "program.h"
72 #include "program/hash_table.h"
73 #include "linker.h"
74 #include "link_varyings.h"
75 #include "ir_optimization.h"
76
77 extern "C" {
78 #include "main/shaderobj.h"
79 }
80
81 /**
82 * Visitor that determines whether or not a variable is ever written.
83 */
84 class find_assignment_visitor : public ir_hierarchical_visitor {
85 public:
86 find_assignment_visitor(const char *name)
87 : name(name), found(false)
88 {
89 /* empty */
90 }
91
92 virtual ir_visitor_status visit_enter(ir_assignment *ir)
93 {
94 ir_variable *const var = ir->lhs->variable_referenced();
95
96 if (strcmp(name, var->name) == 0) {
97 found = true;
98 return visit_stop;
99 }
100
101 return visit_continue_with_parent;
102 }
103
104 virtual ir_visitor_status visit_enter(ir_call *ir)
105 {
106 exec_list_iterator sig_iter = ir->callee->parameters.iterator();
107 foreach_iter(exec_list_iterator, iter, *ir) {
108 ir_rvalue *param_rval = (ir_rvalue *)iter.get();
109 ir_variable *sig_param = (ir_variable *)sig_iter.get();
110
111 if (sig_param->mode == ir_var_function_out ||
112 sig_param->mode == ir_var_function_inout) {
113 ir_variable *var = param_rval->variable_referenced();
114 if (var && strcmp(name, var->name) == 0) {
115 found = true;
116 return visit_stop;
117 }
118 }
119 sig_iter.next();
120 }
121
122 if (ir->return_deref != NULL) {
123 ir_variable *const var = ir->return_deref->variable_referenced();
124
125 if (strcmp(name, var->name) == 0) {
126 found = true;
127 return visit_stop;
128 }
129 }
130
131 return visit_continue_with_parent;
132 }
133
134 bool variable_found()
135 {
136 return found;
137 }
138
139 private:
140 const char *name; /**< Find writes to a variable with this name. */
141 bool found; /**< Was a write to the variable found? */
142 };
143
144
145 /**
146 * Visitor that determines whether or not a variable is ever read.
147 */
148 class find_deref_visitor : public ir_hierarchical_visitor {
149 public:
150 find_deref_visitor(const char *name)
151 : name(name), found(false)
152 {
153 /* empty */
154 }
155
156 virtual ir_visitor_status visit(ir_dereference_variable *ir)
157 {
158 if (strcmp(this->name, ir->var->name) == 0) {
159 this->found = true;
160 return visit_stop;
161 }
162
163 return visit_continue;
164 }
165
166 bool variable_found() const
167 {
168 return this->found;
169 }
170
171 private:
172 const char *name; /**< Find writes to a variable with this name. */
173 bool found; /**< Was a write to the variable found? */
174 };
175
176
177 void
178 linker_error(gl_shader_program *prog, const char *fmt, ...)
179 {
180 va_list ap;
181
182 ralloc_strcat(&prog->InfoLog, "error: ");
183 va_start(ap, fmt);
184 ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
185 va_end(ap);
186
187 prog->LinkStatus = false;
188 }
189
190
191 void
192 linker_warning(gl_shader_program *prog, const char *fmt, ...)
193 {
194 va_list ap;
195
196 ralloc_strcat(&prog->InfoLog, "error: ");
197 va_start(ap, fmt);
198 ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
199 va_end(ap);
200
201 }
202
203
204 /**
205 * Given a string identifying a program resource, break it into a base name
206 * and an optional array index in square brackets.
207 *
208 * If an array index is present, \c out_base_name_end is set to point to the
209 * "[" that precedes the array index, and the array index itself is returned
210 * as a long.
211 *
212 * If no array index is present (or if the array index is negative or
213 * mal-formed), \c out_base_name_end, is set to point to the null terminator
214 * at the end of the input string, and -1 is returned.
215 *
216 * Only the final array index is parsed; if the string contains other array
217 * indices (or structure field accesses), they are left in the base name.
218 *
219 * No attempt is made to check that the base name is properly formed;
220 * typically the caller will look up the base name in a hash table, so
221 * ill-formed base names simply turn into hash table lookup failures.
222 */
223 long
224 parse_program_resource_name(const GLchar *name,
225 const GLchar **out_base_name_end)
226 {
227 /* Section 7.3.1 ("Program Interfaces") of the OpenGL 4.3 spec says:
228 *
229 * "When an integer array element or block instance number is part of
230 * the name string, it will be specified in decimal form without a "+"
231 * or "-" sign or any extra leading zeroes. Additionally, the name
232 * string will not include white space anywhere in the string."
233 */
234
235 const size_t len = strlen(name);
236 *out_base_name_end = name + len;
237
238 if (len == 0 || name[len-1] != ']')
239 return -1;
240
241 /* Walk backwards over the string looking for a non-digit character. This
242 * had better be the opening bracket for an array index.
243 *
244 * Initially, i specifies the location of the ']'. Since the string may
245 * contain only the ']' charcater, walk backwards very carefully.
246 */
247 unsigned i;
248 for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
249 /* empty */ ;
250
251 if ((i == 0) || name[i-1] != '[')
252 return -1;
253
254 long array_index = strtol(&name[i], NULL, 10);
255 if (array_index < 0)
256 return -1;
257
258 *out_base_name_end = name + (i - 1);
259 return array_index;
260 }
261
262
263 void
264 link_invalidate_variable_locations(gl_shader *sh, int input_base,
265 int output_base)
266 {
267 foreach_list(node, sh->ir) {
268 ir_variable *const var = ((ir_instruction *) node)->as_variable();
269
270 if (var == NULL)
271 continue;
272
273 int base;
274 switch (var->mode) {
275 case ir_var_shader_in:
276 base = input_base;
277 break;
278 case ir_var_shader_out:
279 base = output_base;
280 break;
281 default:
282 continue;
283 }
284
285 /* Only assign locations for generic attributes / varyings / etc.
286 */
287 if ((var->location >= base) && !var->explicit_location)
288 var->location = -1;
289
290 if ((var->location == -1) && !var->explicit_location) {
291 var->is_unmatched_generic_inout = 1;
292 var->location_frac = 0;
293 } else {
294 var->is_unmatched_generic_inout = 0;
295 }
296 }
297 }
298
299
300 /**
301 * Determine the number of attribute slots required for a particular type
302 *
303 * This code is here because it implements the language rules of a specific
304 * GLSL version. Since it's a property of the language and not a property of
305 * types in general, it doesn't really belong in glsl_type.
306 */
307 unsigned
308 count_attribute_slots(const glsl_type *t)
309 {
310 /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
311 *
312 * "A scalar input counts the same amount against this limit as a vec4,
313 * so applications may want to consider packing groups of four
314 * unrelated float inputs together into a vector to better utilize the
315 * capabilities of the underlying hardware. A matrix input will use up
316 * multiple locations. The number of locations used will equal the
317 * number of columns in the matrix."
318 *
319 * The spec does not explicitly say how arrays are counted. However, it
320 * should be safe to assume the total number of slots consumed by an array
321 * is the number of entries in the array multiplied by the number of slots
322 * consumed by a single element of the array.
323 */
324
325 if (t->is_array())
326 return t->array_size() * count_attribute_slots(t->element_type());
327
328 if (t->is_matrix())
329 return t->matrix_columns;
330
331 return 1;
332 }
333
334
335 /**
336 * Verify that a vertex shader executable meets all semantic requirements.
337 *
338 * Also sets prog->Vert.UsesClipDistance and prog->Vert.ClipDistanceArraySize
339 * as a side effect.
340 *
341 * \param shader Vertex shader executable to be verified
342 */
343 bool
344 validate_vertex_shader_executable(struct gl_shader_program *prog,
345 struct gl_shader *shader)
346 {
347 if (shader == NULL)
348 return true;
349
350 /* From the GLSL 1.10 spec, page 48:
351 *
352 * "The variable gl_Position is available only in the vertex
353 * language and is intended for writing the homogeneous vertex
354 * position. All executions of a well-formed vertex shader
355 * executable must write a value into this variable. [...] The
356 * variable gl_Position is available only in the vertex
357 * language and is intended for writing the homogeneous vertex
358 * position. All executions of a well-formed vertex shader
359 * executable must write a value into this variable."
360 *
361 * while in GLSL 1.40 this text is changed to:
362 *
363 * "The variable gl_Position is available only in the vertex
364 * language and is intended for writing the homogeneous vertex
365 * position. It can be written at any time during shader
366 * execution. It may also be read back by a vertex shader
367 * after being written. This value will be used by primitive
368 * assembly, clipping, culling, and other fixed functionality
369 * operations, if present, that operate on primitives after
370 * vertex processing has occurred. Its value is undefined if
371 * the vertex shader executable does not write gl_Position."
372 *
373 * GLSL ES 3.00 is similar to GLSL 1.40--failing to write to gl_Position is
374 * not an error.
375 */
376 if (prog->Version < (prog->IsES ? 300 : 140)) {
377 find_assignment_visitor find("gl_Position");
378 find.run(shader->ir);
379 if (!find.variable_found()) {
380 linker_error(prog, "vertex shader does not write to `gl_Position'\n");
381 return false;
382 }
383 }
384
385 prog->Vert.ClipDistanceArraySize = 0;
386
387 if (!prog->IsES && prog->Version >= 130) {
388 /* From section 7.1 (Vertex Shader Special Variables) of the
389 * GLSL 1.30 spec:
390 *
391 * "It is an error for a shader to statically write both
392 * gl_ClipVertex and gl_ClipDistance."
393 *
394 * This does not apply to GLSL ES shaders, since GLSL ES defines neither
395 * gl_ClipVertex nor gl_ClipDistance.
396 */
397 find_assignment_visitor clip_vertex("gl_ClipVertex");
398 find_assignment_visitor clip_distance("gl_ClipDistance");
399
400 clip_vertex.run(shader->ir);
401 clip_distance.run(shader->ir);
402 if (clip_vertex.variable_found() && clip_distance.variable_found()) {
403 linker_error(prog, "vertex shader writes to both `gl_ClipVertex' "
404 "and `gl_ClipDistance'\n");
405 return false;
406 }
407 prog->Vert.UsesClipDistance = clip_distance.variable_found();
408 ir_variable *clip_distance_var =
409 shader->symbols->get_variable("gl_ClipDistance");
410 if (clip_distance_var)
411 prog->Vert.ClipDistanceArraySize = clip_distance_var->type->length;
412 }
413
414 return true;
415 }
416
417
418 /**
419 * Verify that a fragment shader executable meets all semantic requirements
420 *
421 * \param shader Fragment shader executable to be verified
422 */
423 bool
424 validate_fragment_shader_executable(struct gl_shader_program *prog,
425 struct gl_shader *shader)
426 {
427 if (shader == NULL)
428 return true;
429
430 find_assignment_visitor frag_color("gl_FragColor");
431 find_assignment_visitor frag_data("gl_FragData");
432
433 frag_color.run(shader->ir);
434 frag_data.run(shader->ir);
435
436 if (frag_color.variable_found() && frag_data.variable_found()) {
437 linker_error(prog, "fragment shader writes to both "
438 "`gl_FragColor' and `gl_FragData'\n");
439 return false;
440 }
441
442 return true;
443 }
444
445
446 /**
447 * Generate a string describing the mode of a variable
448 */
449 static const char *
450 mode_string(const ir_variable *var)
451 {
452 switch (var->mode) {
453 case ir_var_auto:
454 return (var->read_only) ? "global constant" : "global variable";
455
456 case ir_var_uniform: return "uniform";
457 case ir_var_shader_in: return "shader input";
458 case ir_var_shader_out: return "shader output";
459
460 case ir_var_const_in:
461 case ir_var_temporary:
462 default:
463 assert(!"Should not get here.");
464 return "invalid variable";
465 }
466 }
467
468
469 /**
470 * Perform validation of global variables used across multiple shaders
471 */
472 bool
473 cross_validate_globals(struct gl_shader_program *prog,
474 struct gl_shader **shader_list,
475 unsigned num_shaders,
476 bool uniforms_only)
477 {
478 /* Examine all of the uniforms in all of the shaders and cross validate
479 * them.
480 */
481 glsl_symbol_table variables;
482 for (unsigned i = 0; i < num_shaders; i++) {
483 if (shader_list[i] == NULL)
484 continue;
485
486 foreach_list(node, shader_list[i]->ir) {
487 ir_variable *const var = ((ir_instruction *) node)->as_variable();
488
489 if (var == NULL)
490 continue;
491
492 if (uniforms_only && (var->mode != ir_var_uniform))
493 continue;
494
495 /* Don't cross validate temporaries that are at global scope. These
496 * will eventually get pulled into the shaders 'main'.
497 */
498 if (var->mode == ir_var_temporary)
499 continue;
500
501 /* If a global with this name has already been seen, verify that the
502 * new instance has the same type. In addition, if the globals have
503 * initializers, the values of the initializers must be the same.
504 */
505 ir_variable *const existing = variables.get_variable(var->name);
506 if (existing != NULL) {
507 if (var->type != existing->type) {
508 /* Consider the types to be "the same" if both types are arrays
509 * of the same type and one of the arrays is implicitly sized.
510 * In addition, set the type of the linked variable to the
511 * explicitly sized array.
512 */
513 if (var->type->is_array()
514 && existing->type->is_array()
515 && (var->type->fields.array == existing->type->fields.array)
516 && ((var->type->length == 0)
517 || (existing->type->length == 0))) {
518 if (var->type->length != 0) {
519 existing->type = var->type;
520 }
521 } else {
522 linker_error(prog, "%s `%s' declared as type "
523 "`%s' and type `%s'\n",
524 mode_string(var),
525 var->name, var->type->name,
526 existing->type->name);
527 return false;
528 }
529 }
530
531 if (var->explicit_location) {
532 if (existing->explicit_location
533 && (var->location != existing->location)) {
534 linker_error(prog, "explicit locations for %s "
535 "`%s' have differing values\n",
536 mode_string(var), var->name);
537 return false;
538 }
539
540 existing->location = var->location;
541 existing->explicit_location = true;
542 }
543
544 /* Validate layout qualifiers for gl_FragDepth.
545 *
546 * From the AMD/ARB_conservative_depth specs:
547 *
548 * "If gl_FragDepth is redeclared in any fragment shader in a
549 * program, it must be redeclared in all fragment shaders in
550 * that program that have static assignments to
551 * gl_FragDepth. All redeclarations of gl_FragDepth in all
552 * fragment shaders in a single program must have the same set
553 * of qualifiers."
554 */
555 if (strcmp(var->name, "gl_FragDepth") == 0) {
556 bool layout_declared = var->depth_layout != ir_depth_layout_none;
557 bool layout_differs =
558 var->depth_layout != existing->depth_layout;
559
560 if (layout_declared && layout_differs) {
561 linker_error(prog,
562 "All redeclarations of gl_FragDepth in all "
563 "fragment shaders in a single program must have "
564 "the same set of qualifiers.");
565 }
566
567 if (var->used && layout_differs) {
568 linker_error(prog,
569 "If gl_FragDepth is redeclared with a layout "
570 "qualifier in any fragment shader, it must be "
571 "redeclared with the same layout qualifier in "
572 "all fragment shaders that have assignments to "
573 "gl_FragDepth");
574 }
575 }
576
577 /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
578 *
579 * "If a shared global has multiple initializers, the
580 * initializers must all be constant expressions, and they
581 * must all have the same value. Otherwise, a link error will
582 * result. (A shared global having only one initializer does
583 * not require that initializer to be a constant expression.)"
584 *
585 * Previous to 4.20 the GLSL spec simply said that initializers
586 * must have the same value. In this case of non-constant
587 * initializers, this was impossible to determine. As a result,
588 * no vendor actually implemented that behavior. The 4.20
589 * behavior matches the implemented behavior of at least one other
590 * vendor, so we'll implement that for all GLSL versions.
591 */
592 if (var->constant_initializer != NULL) {
593 if (existing->constant_initializer != NULL) {
594 if (!var->constant_initializer->has_value(existing->constant_initializer)) {
595 linker_error(prog, "initializers for %s "
596 "`%s' have differing values\n",
597 mode_string(var), var->name);
598 return false;
599 }
600 } else {
601 /* If the first-seen instance of a particular uniform did not
602 * have an initializer but a later instance does, copy the
603 * initializer to the version stored in the symbol table.
604 */
605 /* FINISHME: This is wrong. The constant_value field should
606 * FINISHME: not be modified! Imagine a case where a shader
607 * FINISHME: without an initializer is linked in two different
608 * FINISHME: programs with shaders that have differing
609 * FINISHME: initializers. Linking with the first will
610 * FINISHME: modify the shader, and linking with the second
611 * FINISHME: will fail.
612 */
613 existing->constant_initializer =
614 var->constant_initializer->clone(ralloc_parent(existing),
615 NULL);
616 }
617 }
618
619 if (var->has_initializer) {
620 if (existing->has_initializer
621 && (var->constant_initializer == NULL
622 || existing->constant_initializer == NULL)) {
623 linker_error(prog,
624 "shared global variable `%s' has multiple "
625 "non-constant initializers.\n",
626 var->name);
627 return false;
628 }
629
630 /* Some instance had an initializer, so keep track of that. In
631 * this location, all sorts of initializers (constant or
632 * otherwise) will propagate the existence to the variable
633 * stored in the symbol table.
634 */
635 existing->has_initializer = true;
636 }
637
638 if (existing->invariant != var->invariant) {
639 linker_error(prog, "declarations for %s `%s' have "
640 "mismatching invariant qualifiers\n",
641 mode_string(var), var->name);
642 return false;
643 }
644 if (existing->centroid != var->centroid) {
645 linker_error(prog, "declarations for %s `%s' have "
646 "mismatching centroid qualifiers\n",
647 mode_string(var), var->name);
648 return false;
649 }
650 } else
651 variables.add_variable(var);
652 }
653 }
654
655 return true;
656 }
657
658
659 /**
660 * Perform validation of uniforms used across multiple shader stages
661 */
662 bool
663 cross_validate_uniforms(struct gl_shader_program *prog)
664 {
665 return cross_validate_globals(prog, prog->_LinkedShaders,
666 MESA_SHADER_TYPES, true);
667 }
668
669 /**
670 * Accumulates the array of prog->UniformBlocks and checks that all
671 * definitons of blocks agree on their contents.
672 */
673 static bool
674 interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog)
675 {
676 unsigned max_num_uniform_blocks = 0;
677 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
678 if (prog->_LinkedShaders[i])
679 max_num_uniform_blocks += prog->_LinkedShaders[i]->NumUniformBlocks;
680 }
681
682 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
683 struct gl_shader *sh = prog->_LinkedShaders[i];
684
685 prog->UniformBlockStageIndex[i] = ralloc_array(prog, int,
686 max_num_uniform_blocks);
687 for (unsigned int j = 0; j < max_num_uniform_blocks; j++)
688 prog->UniformBlockStageIndex[i][j] = -1;
689
690 if (sh == NULL)
691 continue;
692
693 for (unsigned int j = 0; j < sh->NumUniformBlocks; j++) {
694 int index = link_cross_validate_uniform_block(prog,
695 &prog->UniformBlocks,
696 &prog->NumUniformBlocks,
697 &sh->UniformBlocks[j]);
698
699 if (index == -1) {
700 linker_error(prog, "uniform block `%s' has mismatching definitions",
701 sh->UniformBlocks[j].Name);
702 return false;
703 }
704
705 prog->UniformBlockStageIndex[i][index] = j;
706 }
707 }
708
709 return true;
710 }
711
712
713 /**
714 * Populates a shaders symbol table with all global declarations
715 */
716 static void
717 populate_symbol_table(gl_shader *sh)
718 {
719 sh->symbols = new(sh) glsl_symbol_table;
720
721 foreach_list(node, sh->ir) {
722 ir_instruction *const inst = (ir_instruction *) node;
723 ir_variable *var;
724 ir_function *func;
725
726 if ((func = inst->as_function()) != NULL) {
727 sh->symbols->add_function(func);
728 } else if ((var = inst->as_variable()) != NULL) {
729 sh->symbols->add_variable(var);
730 }
731 }
732 }
733
734
735 /**
736 * Remap variables referenced in an instruction tree
737 *
738 * This is used when instruction trees are cloned from one shader and placed in
739 * another. These trees will contain references to \c ir_variable nodes that
740 * do not exist in the target shader. This function finds these \c ir_variable
741 * references and replaces the references with matching variables in the target
742 * shader.
743 *
744 * If there is no matching variable in the target shader, a clone of the
745 * \c ir_variable is made and added to the target shader. The new variable is
746 * added to \b both the instruction stream and the symbol table.
747 *
748 * \param inst IR tree that is to be processed.
749 * \param symbols Symbol table containing global scope symbols in the
750 * linked shader.
751 * \param instructions Instruction stream where new variable declarations
752 * should be added.
753 */
754 void
755 remap_variables(ir_instruction *inst, struct gl_shader *target,
756 hash_table *temps)
757 {
758 class remap_visitor : public ir_hierarchical_visitor {
759 public:
760 remap_visitor(struct gl_shader *target,
761 hash_table *temps)
762 {
763 this->target = target;
764 this->symbols = target->symbols;
765 this->instructions = target->ir;
766 this->temps = temps;
767 }
768
769 virtual ir_visitor_status visit(ir_dereference_variable *ir)
770 {
771 if (ir->var->mode == ir_var_temporary) {
772 ir_variable *var = (ir_variable *) hash_table_find(temps, ir->var);
773
774 assert(var != NULL);
775 ir->var = var;
776 return visit_continue;
777 }
778
779 ir_variable *const existing =
780 this->symbols->get_variable(ir->var->name);
781 if (existing != NULL)
782 ir->var = existing;
783 else {
784 ir_variable *copy = ir->var->clone(this->target, NULL);
785
786 this->symbols->add_variable(copy);
787 this->instructions->push_head(copy);
788 ir->var = copy;
789 }
790
791 return visit_continue;
792 }
793
794 private:
795 struct gl_shader *target;
796 glsl_symbol_table *symbols;
797 exec_list *instructions;
798 hash_table *temps;
799 };
800
801 remap_visitor v(target, temps);
802
803 inst->accept(&v);
804 }
805
806
807 /**
808 * Move non-declarations from one instruction stream to another
809 *
810 * The intended usage pattern of this function is to pass the pointer to the
811 * head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node
812 * pointer) for \c last and \c false for \c make_copies on the first
813 * call. Successive calls pass the return value of the previous call for
814 * \c last and \c true for \c make_copies.
815 *
816 * \param instructions Source instruction stream
817 * \param last Instruction after which new instructions should be
818 * inserted in the target instruction stream
819 * \param make_copies Flag selecting whether instructions in \c instructions
820 * should be copied (via \c ir_instruction::clone) into the
821 * target list or moved.
822 *
823 * \return
824 * The new "last" instruction in the target instruction stream. This pointer
825 * is suitable for use as the \c last parameter of a later call to this
826 * function.
827 */
828 exec_node *
829 move_non_declarations(exec_list *instructions, exec_node *last,
830 bool make_copies, gl_shader *target)
831 {
832 hash_table *temps = NULL;
833
834 if (make_copies)
835 temps = hash_table_ctor(0, hash_table_pointer_hash,
836 hash_table_pointer_compare);
837
838 foreach_list_safe(node, instructions) {
839 ir_instruction *inst = (ir_instruction *) node;
840
841 if (inst->as_function())
842 continue;
843
844 ir_variable *var = inst->as_variable();
845 if ((var != NULL) && (var->mode != ir_var_temporary))
846 continue;
847
848 assert(inst->as_assignment()
849 || inst->as_call()
850 || inst->as_if() /* for initializers with the ?: operator */
851 || ((var != NULL) && (var->mode == ir_var_temporary)));
852
853 if (make_copies) {
854 inst = inst->clone(target, NULL);
855
856 if (var != NULL)
857 hash_table_insert(temps, inst, var);
858 else
859 remap_variables(inst, target, temps);
860 } else {
861 inst->remove();
862 }
863
864 last->insert_after(inst);
865 last = inst;
866 }
867
868 if (make_copies)
869 hash_table_dtor(temps);
870
871 return last;
872 }
873
874 /**
875 * Get the function signature for main from a shader
876 */
877 static ir_function_signature *
878 get_main_function_signature(gl_shader *sh)
879 {
880 ir_function *const f = sh->symbols->get_function("main");
881 if (f != NULL) {
882 exec_list void_parameters;
883
884 /* Look for the 'void main()' signature and ensure that it's defined.
885 * This keeps the linker from accidentally pick a shader that just
886 * contains a prototype for main.
887 *
888 * We don't have to check for multiple definitions of main (in multiple
889 * shaders) because that would have already been caught above.
890 */
891 ir_function_signature *sig = f->matching_signature(&void_parameters);
892 if ((sig != NULL) && sig->is_defined) {
893 return sig;
894 }
895 }
896
897 return NULL;
898 }
899
900
901 /**
902 * This class is only used in link_intrastage_shaders() below but declaring
903 * it inside that function leads to compiler warnings with some versions of
904 * gcc.
905 */
906 class array_sizing_visitor : public ir_hierarchical_visitor {
907 public:
908 virtual ir_visitor_status visit(ir_variable *var)
909 {
910 if (var->type->is_array() && (var->type->length == 0)) {
911 const glsl_type *type =
912 glsl_type::get_array_instance(var->type->fields.array,
913 var->max_array_access + 1);
914 assert(type != NULL);
915 var->type = type;
916 }
917 return visit_continue;
918 }
919 };
920
921 /**
922 * Combine a group of shaders for a single stage to generate a linked shader
923 *
924 * \note
925 * If this function is supplied a single shader, it is cloned, and the new
926 * shader is returned.
927 */
928 static struct gl_shader *
929 link_intrastage_shaders(void *mem_ctx,
930 struct gl_context *ctx,
931 struct gl_shader_program *prog,
932 struct gl_shader **shader_list,
933 unsigned num_shaders)
934 {
935 struct gl_uniform_block *uniform_blocks = NULL;
936
937 /* Check that global variables defined in multiple shaders are consistent.
938 */
939 if (!cross_validate_globals(prog, shader_list, num_shaders, false))
940 return NULL;
941
942 /* Check that interface blocks defined in multiple shaders are consistent.
943 */
944 if (!validate_intrastage_interface_blocks((const gl_shader **)shader_list,
945 num_shaders))
946 return NULL;
947
948 /* Check that uniform blocks between shaders for a stage agree. */
949 const int num_uniform_blocks =
950 link_uniform_blocks(mem_ctx, prog, shader_list, num_shaders,
951 &uniform_blocks);
952 if (num_uniform_blocks < 0)
953 return NULL;
954
955 /* Check that there is only a single definition of each function signature
956 * across all shaders.
957 */
958 for (unsigned i = 0; i < (num_shaders - 1); i++) {
959 foreach_list(node, shader_list[i]->ir) {
960 ir_function *const f = ((ir_instruction *) node)->as_function();
961
962 if (f == NULL)
963 continue;
964
965 for (unsigned j = i + 1; j < num_shaders; j++) {
966 ir_function *const other =
967 shader_list[j]->symbols->get_function(f->name);
968
969 /* If the other shader has no function (and therefore no function
970 * signatures) with the same name, skip to the next shader.
971 */
972 if (other == NULL)
973 continue;
974
975 foreach_iter (exec_list_iterator, iter, *f) {
976 ir_function_signature *sig =
977 (ir_function_signature *) iter.get();
978
979 if (!sig->is_defined || sig->is_builtin)
980 continue;
981
982 ir_function_signature *other_sig =
983 other->exact_matching_signature(& sig->parameters);
984
985 if ((other_sig != NULL) && other_sig->is_defined
986 && !other_sig->is_builtin) {
987 linker_error(prog, "function `%s' is multiply defined",
988 f->name);
989 return NULL;
990 }
991 }
992 }
993 }
994 }
995
996 /* Find the shader that defines main, and make a clone of it.
997 *
998 * Starting with the clone, search for undefined references. If one is
999 * found, find the shader that defines it. Clone the reference and add
1000 * it to the shader. Repeat until there are no undefined references or
1001 * until a reference cannot be resolved.
1002 */
1003 gl_shader *main = NULL;
1004 for (unsigned i = 0; i < num_shaders; i++) {
1005 if (get_main_function_signature(shader_list[i]) != NULL) {
1006 main = shader_list[i];
1007 break;
1008 }
1009 }
1010
1011 if (main == NULL) {
1012 linker_error(prog, "%s shader lacks `main'\n",
1013 _mesa_glsl_shader_target_name(shader_list[0]->Type));
1014 return NULL;
1015 }
1016
1017 gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
1018 linked->ir = new(linked) exec_list;
1019 clone_ir_list(mem_ctx, linked->ir, main->ir);
1020
1021 linked->UniformBlocks = uniform_blocks;
1022 linked->NumUniformBlocks = num_uniform_blocks;
1023 ralloc_steal(linked, linked->UniformBlocks);
1024
1025 populate_symbol_table(linked);
1026
1027 /* The a pointer to the main function in the final linked shader (i.e., the
1028 * copy of the original shader that contained the main function).
1029 */
1030 ir_function_signature *const main_sig = get_main_function_signature(linked);
1031
1032 /* Move any instructions other than variable declarations or function
1033 * declarations into main.
1034 */
1035 exec_node *insertion_point =
1036 move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false,
1037 linked);
1038
1039 for (unsigned i = 0; i < num_shaders; i++) {
1040 if (shader_list[i] == main)
1041 continue;
1042
1043 insertion_point = move_non_declarations(shader_list[i]->ir,
1044 insertion_point, true, linked);
1045 }
1046
1047 /* Resolve initializers for global variables in the linked shader.
1048 */
1049 unsigned num_linking_shaders = num_shaders;
1050 for (unsigned i = 0; i < num_shaders; i++)
1051 num_linking_shaders += shader_list[i]->num_builtins_to_link;
1052
1053 gl_shader **linking_shaders =
1054 (gl_shader **) calloc(num_linking_shaders, sizeof(gl_shader *));
1055
1056 memcpy(linking_shaders, shader_list,
1057 sizeof(linking_shaders[0]) * num_shaders);
1058
1059 unsigned idx = num_shaders;
1060 for (unsigned i = 0; i < num_shaders; i++) {
1061 memcpy(&linking_shaders[idx], shader_list[i]->builtins_to_link,
1062 sizeof(linking_shaders[0]) * shader_list[i]->num_builtins_to_link);
1063 idx += shader_list[i]->num_builtins_to_link;
1064 }
1065
1066 assert(idx == num_linking_shaders);
1067
1068 if (!link_function_calls(prog, linked, linking_shaders,
1069 num_linking_shaders)) {
1070 ctx->Driver.DeleteShader(ctx, linked);
1071 linked = NULL;
1072 }
1073
1074 free(linking_shaders);
1075
1076 /* At this point linked should contain all of the linked IR, so
1077 * validate it to make sure nothing went wrong.
1078 */
1079 if (linked)
1080 validate_ir_tree(linked->ir);
1081
1082 /* Make a pass over all variable declarations to ensure that arrays with
1083 * unspecified sizes have a size specified. The size is inferred from the
1084 * max_array_access field.
1085 */
1086 if (linked != NULL) {
1087 array_sizing_visitor v;
1088
1089 v.run(linked->ir);
1090 }
1091
1092 return linked;
1093 }
1094
1095 /**
1096 * Update the sizes of linked shader uniform arrays to the maximum
1097 * array index used.
1098 *
1099 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
1100 *
1101 * If one or more elements of an array are active,
1102 * GetActiveUniform will return the name of the array in name,
1103 * subject to the restrictions listed above. The type of the array
1104 * is returned in type. The size parameter contains the highest
1105 * array element index used, plus one. The compiler or linker
1106 * determines the highest index used. There will be only one
1107 * active uniform reported by the GL per uniform array.
1108
1109 */
1110 static void
1111 update_array_sizes(struct gl_shader_program *prog)
1112 {
1113 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1114 if (prog->_LinkedShaders[i] == NULL)
1115 continue;
1116
1117 foreach_list(node, prog->_LinkedShaders[i]->ir) {
1118 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1119
1120 if ((var == NULL) || (var->mode != ir_var_uniform &&
1121 var->mode != ir_var_shader_in &&
1122 var->mode != ir_var_shader_out) ||
1123 !var->type->is_array())
1124 continue;
1125
1126 /* GL_ARB_uniform_buffer_object says that std140 uniforms
1127 * will not be eliminated. Since we always do std140, just
1128 * don't resize arrays in UBOs.
1129 */
1130 if (var->is_in_uniform_block())
1131 continue;
1132
1133 unsigned int size = var->max_array_access;
1134 for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
1135 if (prog->_LinkedShaders[j] == NULL)
1136 continue;
1137
1138 foreach_list(node2, prog->_LinkedShaders[j]->ir) {
1139 ir_variable *other_var = ((ir_instruction *) node2)->as_variable();
1140 if (!other_var)
1141 continue;
1142
1143 if (strcmp(var->name, other_var->name) == 0 &&
1144 other_var->max_array_access > size) {
1145 size = other_var->max_array_access;
1146 }
1147 }
1148 }
1149
1150 if (size + 1 != var->type->length) {
1151 /* If this is a built-in uniform (i.e., it's backed by some
1152 * fixed-function state), adjust the number of state slots to
1153 * match the new array size. The number of slots per array entry
1154 * is not known. It seems safe to assume that the total number of
1155 * slots is an integer multiple of the number of array elements.
1156 * Determine the number of slots per array element by dividing by
1157 * the old (total) size.
1158 */
1159 if (var->num_state_slots > 0) {
1160 var->num_state_slots = (size + 1)
1161 * (var->num_state_slots / var->type->length);
1162 }
1163
1164 var->type = glsl_type::get_array_instance(var->type->fields.array,
1165 size + 1);
1166 /* FINISHME: We should update the types of array
1167 * dereferences of this variable now.
1168 */
1169 }
1170 }
1171 }
1172 }
1173
1174 /**
1175 * Find a contiguous set of available bits in a bitmask.
1176 *
1177 * \param used_mask Bits representing used (1) and unused (0) locations
1178 * \param needed_count Number of contiguous bits needed.
1179 *
1180 * \return
1181 * Base location of the available bits on success or -1 on failure.
1182 */
1183 int
1184 find_available_slots(unsigned used_mask, unsigned needed_count)
1185 {
1186 unsigned needed_mask = (1 << needed_count) - 1;
1187 const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count;
1188
1189 /* The comparison to 32 is redundant, but without it GCC emits "warning:
1190 * cannot optimize possibly infinite loops" for the loop below.
1191 */
1192 if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32))
1193 return -1;
1194
1195 for (int i = 0; i <= max_bit_to_test; i++) {
1196 if ((needed_mask & ~used_mask) == needed_mask)
1197 return i;
1198
1199 needed_mask <<= 1;
1200 }
1201
1202 return -1;
1203 }
1204
1205
1206 /**
1207 * Assign locations for either VS inputs for FS outputs
1208 *
1209 * \param prog Shader program whose variables need locations assigned
1210 * \param target_index Selector for the program target to receive location
1211 * assignmnets. Must be either \c MESA_SHADER_VERTEX or
1212 * \c MESA_SHADER_FRAGMENT.
1213 * \param max_index Maximum number of generic locations. This corresponds
1214 * to either the maximum number of draw buffers or the
1215 * maximum number of generic attributes.
1216 *
1217 * \return
1218 * If locations are successfully assigned, true is returned. Otherwise an
1219 * error is emitted to the shader link log and false is returned.
1220 */
1221 bool
1222 assign_attribute_or_color_locations(gl_shader_program *prog,
1223 unsigned target_index,
1224 unsigned max_index)
1225 {
1226 /* Mark invalid locations as being used.
1227 */
1228 unsigned used_locations = (max_index >= 32)
1229 ? ~0 : ~((1 << max_index) - 1);
1230
1231 assert((target_index == MESA_SHADER_VERTEX)
1232 || (target_index == MESA_SHADER_FRAGMENT));
1233
1234 gl_shader *const sh = prog->_LinkedShaders[target_index];
1235 if (sh == NULL)
1236 return true;
1237
1238 /* Operate in a total of four passes.
1239 *
1240 * 1. Invalidate the location assignments for all vertex shader inputs.
1241 *
1242 * 2. Assign locations for inputs that have user-defined (via
1243 * glBindVertexAttribLocation) locations and outputs that have
1244 * user-defined locations (via glBindFragDataLocation).
1245 *
1246 * 3. Sort the attributes without assigned locations by number of slots
1247 * required in decreasing order. Fragmentation caused by attribute
1248 * locations assigned by the application may prevent large attributes
1249 * from having enough contiguous space.
1250 *
1251 * 4. Assign locations to any inputs without assigned locations.
1252 */
1253
1254 const int generic_base = (target_index == MESA_SHADER_VERTEX)
1255 ? (int) VERT_ATTRIB_GENERIC0 : (int) FRAG_RESULT_DATA0;
1256
1257 const enum ir_variable_mode direction =
1258 (target_index == MESA_SHADER_VERTEX)
1259 ? ir_var_shader_in : ir_var_shader_out;
1260
1261
1262 /* Temporary storage for the set of attributes that need locations assigned.
1263 */
1264 struct temp_attr {
1265 unsigned slots;
1266 ir_variable *var;
1267
1268 /* Used below in the call to qsort. */
1269 static int compare(const void *a, const void *b)
1270 {
1271 const temp_attr *const l = (const temp_attr *) a;
1272 const temp_attr *const r = (const temp_attr *) b;
1273
1274 /* Reversed because we want a descending order sort below. */
1275 return r->slots - l->slots;
1276 }
1277 } to_assign[16];
1278
1279 unsigned num_attr = 0;
1280
1281 foreach_list(node, sh->ir) {
1282 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1283
1284 if ((var == NULL) || (var->mode != (unsigned) direction))
1285 continue;
1286
1287 if (var->explicit_location) {
1288 if ((var->location >= (int)(max_index + generic_base))
1289 || (var->location < 0)) {
1290 linker_error(prog,
1291 "invalid explicit location %d specified for `%s'\n",
1292 (var->location < 0)
1293 ? var->location : var->location - generic_base,
1294 var->name);
1295 return false;
1296 }
1297 } else if (target_index == MESA_SHADER_VERTEX) {
1298 unsigned binding;
1299
1300 if (prog->AttributeBindings->get(binding, var->name)) {
1301 assert(binding >= VERT_ATTRIB_GENERIC0);
1302 var->location = binding;
1303 var->is_unmatched_generic_inout = 0;
1304 }
1305 } else if (target_index == MESA_SHADER_FRAGMENT) {
1306 unsigned binding;
1307 unsigned index;
1308
1309 if (prog->FragDataBindings->get(binding, var->name)) {
1310 assert(binding >= FRAG_RESULT_DATA0);
1311 var->location = binding;
1312 var->is_unmatched_generic_inout = 0;
1313
1314 if (prog->FragDataIndexBindings->get(index, var->name)) {
1315 var->index = index;
1316 }
1317 }
1318 }
1319
1320 /* If the variable is not a built-in and has a location statically
1321 * assigned in the shader (presumably via a layout qualifier), make sure
1322 * that it doesn't collide with other assigned locations. Otherwise,
1323 * add it to the list of variables that need linker-assigned locations.
1324 */
1325 const unsigned slots = count_attribute_slots(var->type);
1326 if (var->location != -1) {
1327 if (var->location >= generic_base && var->index < 1) {
1328 /* From page 61 of the OpenGL 4.0 spec:
1329 *
1330 * "LinkProgram will fail if the attribute bindings assigned
1331 * by BindAttribLocation do not leave not enough space to
1332 * assign a location for an active matrix attribute or an
1333 * active attribute array, both of which require multiple
1334 * contiguous generic attributes."
1335 *
1336 * Previous versions of the spec contain similar language but omit
1337 * the bit about attribute arrays.
1338 *
1339 * Page 61 of the OpenGL 4.0 spec also says:
1340 *
1341 * "It is possible for an application to bind more than one
1342 * attribute name to the same location. This is referred to as
1343 * aliasing. This will only work if only one of the aliased
1344 * attributes is active in the executable program, or if no
1345 * path through the shader consumes more than one attribute of
1346 * a set of attributes aliased to the same location. A link
1347 * error can occur if the linker determines that every path
1348 * through the shader consumes multiple aliased attributes,
1349 * but implementations are not required to generate an error
1350 * in this case."
1351 *
1352 * These two paragraphs are either somewhat contradictory, or I
1353 * don't fully understand one or both of them.
1354 */
1355 /* FINISHME: The code as currently written does not support
1356 * FINISHME: attribute location aliasing (see comment above).
1357 */
1358 /* Mask representing the contiguous slots that will be used by
1359 * this attribute.
1360 */
1361 const unsigned attr = var->location - generic_base;
1362 const unsigned use_mask = (1 << slots) - 1;
1363
1364 /* Generate a link error if the set of bits requested for this
1365 * attribute overlaps any previously allocated bits.
1366 */
1367 if ((~(use_mask << attr) & used_locations) != used_locations) {
1368 const char *const string = (target_index == MESA_SHADER_VERTEX)
1369 ? "vertex shader input" : "fragment shader output";
1370 linker_error(prog,
1371 "insufficient contiguous locations "
1372 "available for %s `%s' %d %d %d", string,
1373 var->name, used_locations, use_mask, attr);
1374 return false;
1375 }
1376
1377 used_locations |= (use_mask << attr);
1378 }
1379
1380 continue;
1381 }
1382
1383 to_assign[num_attr].slots = slots;
1384 to_assign[num_attr].var = var;
1385 num_attr++;
1386 }
1387
1388 /* If all of the attributes were assigned locations by the application (or
1389 * are built-in attributes with fixed locations), return early. This should
1390 * be the common case.
1391 */
1392 if (num_attr == 0)
1393 return true;
1394
1395 qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
1396
1397 if (target_index == MESA_SHADER_VERTEX) {
1398 /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can
1399 * only be explicitly assigned by via glBindAttribLocation. Mark it as
1400 * reserved to prevent it from being automatically allocated below.
1401 */
1402 find_deref_visitor find("gl_Vertex");
1403 find.run(sh->ir);
1404 if (find.variable_found())
1405 used_locations |= (1 << 0);
1406 }
1407
1408 for (unsigned i = 0; i < num_attr; i++) {
1409 /* Mask representing the contiguous slots that will be used by this
1410 * attribute.
1411 */
1412 const unsigned use_mask = (1 << to_assign[i].slots) - 1;
1413
1414 int location = find_available_slots(used_locations, to_assign[i].slots);
1415
1416 if (location < 0) {
1417 const char *const string = (target_index == MESA_SHADER_VERTEX)
1418 ? "vertex shader input" : "fragment shader output";
1419
1420 linker_error(prog,
1421 "insufficient contiguous locations "
1422 "available for %s `%s'",
1423 string, to_assign[i].var->name);
1424 return false;
1425 }
1426
1427 to_assign[i].var->location = generic_base + location;
1428 to_assign[i].var->is_unmatched_generic_inout = 0;
1429 used_locations |= (use_mask << location);
1430 }
1431
1432 return true;
1433 }
1434
1435
1436 /**
1437 * Demote shader inputs and outputs that are not used in other stages
1438 */
1439 void
1440 demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
1441 {
1442 foreach_list(node, sh->ir) {
1443 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1444
1445 if ((var == NULL) || (var->mode != int(mode)))
1446 continue;
1447
1448 /* A shader 'in' or 'out' variable is only really an input or output if
1449 * its value is used by other shader stages. This will cause the variable
1450 * to have a location assigned.
1451 */
1452 if (var->is_unmatched_generic_inout) {
1453 var->mode = ir_var_auto;
1454 }
1455 }
1456 }
1457
1458
1459 /**
1460 * Store the gl_FragDepth layout in the gl_shader_program struct.
1461 */
1462 static void
1463 store_fragdepth_layout(struct gl_shader_program *prog)
1464 {
1465 if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
1466 return;
1467 }
1468
1469 struct exec_list *ir = prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir;
1470
1471 /* We don't look up the gl_FragDepth symbol directly because if
1472 * gl_FragDepth is not used in the shader, it's removed from the IR.
1473 * However, the symbol won't be removed from the symbol table.
1474 *
1475 * We're only interested in the cases where the variable is NOT removed
1476 * from the IR.
1477 */
1478 foreach_list(node, ir) {
1479 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1480
1481 if (var == NULL || var->mode != ir_var_shader_out) {
1482 continue;
1483 }
1484
1485 if (strcmp(var->name, "gl_FragDepth") == 0) {
1486 switch (var->depth_layout) {
1487 case ir_depth_layout_none:
1488 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_NONE;
1489 return;
1490 case ir_depth_layout_any:
1491 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_ANY;
1492 return;
1493 case ir_depth_layout_greater:
1494 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_GREATER;
1495 return;
1496 case ir_depth_layout_less:
1497 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_LESS;
1498 return;
1499 case ir_depth_layout_unchanged:
1500 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_UNCHANGED;
1501 return;
1502 default:
1503 assert(0);
1504 return;
1505 }
1506 }
1507 }
1508 }
1509
1510 /**
1511 * Validate the resources used by a program versus the implementation limits
1512 */
1513 static bool
1514 check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
1515 {
1516 static const char *const shader_names[MESA_SHADER_TYPES] = {
1517 "vertex", "geometry", "fragment"
1518 };
1519
1520 const unsigned max_samplers[MESA_SHADER_TYPES] = {
1521 ctx->Const.VertexProgram.MaxTextureImageUnits,
1522 ctx->Const.GeometryProgram.MaxTextureImageUnits,
1523 ctx->Const.FragmentProgram.MaxTextureImageUnits
1524 };
1525
1526 const unsigned max_default_uniform_components[MESA_SHADER_TYPES] = {
1527 ctx->Const.VertexProgram.MaxUniformComponents,
1528 ctx->Const.GeometryProgram.MaxUniformComponents,
1529 ctx->Const.FragmentProgram.MaxUniformComponents
1530 };
1531
1532 const unsigned max_combined_uniform_components[MESA_SHADER_TYPES] = {
1533 ctx->Const.VertexProgram.MaxCombinedUniformComponents,
1534 ctx->Const.GeometryProgram.MaxCombinedUniformComponents,
1535 ctx->Const.FragmentProgram.MaxCombinedUniformComponents
1536 };
1537
1538 const unsigned max_uniform_blocks[MESA_SHADER_TYPES] = {
1539 ctx->Const.VertexProgram.MaxUniformBlocks,
1540 ctx->Const.GeometryProgram.MaxUniformBlocks,
1541 ctx->Const.FragmentProgram.MaxUniformBlocks
1542 };
1543
1544 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1545 struct gl_shader *sh = prog->_LinkedShaders[i];
1546
1547 if (sh == NULL)
1548 continue;
1549
1550 if (sh->num_samplers > max_samplers[i]) {
1551 linker_error(prog, "Too many %s shader texture samplers",
1552 shader_names[i]);
1553 }
1554
1555 if (sh->num_uniform_components > max_default_uniform_components[i]) {
1556 if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
1557 linker_warning(prog, "Too many %s shader default uniform block "
1558 "components, but the driver will try to optimize "
1559 "them out; this is non-portable out-of-spec "
1560 "behavior\n",
1561 shader_names[i]);
1562 } else {
1563 linker_error(prog, "Too many %s shader default uniform block "
1564 "components",
1565 shader_names[i]);
1566 }
1567 }
1568
1569 if (sh->num_combined_uniform_components >
1570 max_combined_uniform_components[i]) {
1571 if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
1572 linker_warning(prog, "Too many %s shader uniform components, "
1573 "but the driver will try to optimize them out; "
1574 "this is non-portable out-of-spec behavior\n",
1575 shader_names[i]);
1576 } else {
1577 linker_error(prog, "Too many %s shader uniform components",
1578 shader_names[i]);
1579 }
1580 }
1581 }
1582
1583 unsigned blocks[MESA_SHADER_TYPES] = {0};
1584 unsigned total_uniform_blocks = 0;
1585
1586 for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
1587 for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
1588 if (prog->UniformBlockStageIndex[j][i] != -1) {
1589 blocks[j]++;
1590 total_uniform_blocks++;
1591 }
1592 }
1593
1594 if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
1595 linker_error(prog, "Too many combined uniform blocks (%d/%d)",
1596 prog->NumUniformBlocks,
1597 ctx->Const.MaxCombinedUniformBlocks);
1598 } else {
1599 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1600 if (blocks[i] > max_uniform_blocks[i]) {
1601 linker_error(prog, "Too many %s uniform blocks (%d/%d)",
1602 shader_names[i],
1603 blocks[i],
1604 max_uniform_blocks[i]);
1605 break;
1606 }
1607 }
1608 }
1609 }
1610
1611 return prog->LinkStatus;
1612 }
1613
1614 void
1615 link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
1616 {
1617 tfeedback_decl *tfeedback_decls = NULL;
1618 unsigned num_tfeedback_decls = prog->TransformFeedback.NumVarying;
1619
1620 void *mem_ctx = ralloc_context(NULL); // temporary linker context
1621
1622 prog->LinkStatus = false;
1623 prog->Validated = false;
1624 prog->_Used = false;
1625
1626 ralloc_free(prog->InfoLog);
1627 prog->InfoLog = ralloc_strdup(NULL, "");
1628
1629 ralloc_free(prog->UniformBlocks);
1630 prog->UniformBlocks = NULL;
1631 prog->NumUniformBlocks = 0;
1632 for (int i = 0; i < MESA_SHADER_TYPES; i++) {
1633 ralloc_free(prog->UniformBlockStageIndex[i]);
1634 prog->UniformBlockStageIndex[i] = NULL;
1635 }
1636
1637 /* Separate the shaders into groups based on their type.
1638 */
1639 struct gl_shader **vert_shader_list;
1640 unsigned num_vert_shaders = 0;
1641 struct gl_shader **frag_shader_list;
1642 unsigned num_frag_shaders = 0;
1643
1644 vert_shader_list = (struct gl_shader **)
1645 calloc(2 * prog->NumShaders, sizeof(struct gl_shader *));
1646 frag_shader_list = &vert_shader_list[prog->NumShaders];
1647
1648 unsigned min_version = UINT_MAX;
1649 unsigned max_version = 0;
1650 const bool is_es_prog =
1651 (prog->NumShaders > 0 && prog->Shaders[0]->IsES) ? true : false;
1652 for (unsigned i = 0; i < prog->NumShaders; i++) {
1653 min_version = MIN2(min_version, prog->Shaders[i]->Version);
1654 max_version = MAX2(max_version, prog->Shaders[i]->Version);
1655
1656 if (prog->Shaders[i]->IsES != is_es_prog) {
1657 linker_error(prog, "all shaders must use same shading "
1658 "language version\n");
1659 goto done;
1660 }
1661
1662 switch (prog->Shaders[i]->Type) {
1663 case GL_VERTEX_SHADER:
1664 vert_shader_list[num_vert_shaders] = prog->Shaders[i];
1665 num_vert_shaders++;
1666 break;
1667 case GL_FRAGMENT_SHADER:
1668 frag_shader_list[num_frag_shaders] = prog->Shaders[i];
1669 num_frag_shaders++;
1670 break;
1671 case GL_GEOMETRY_SHADER:
1672 /* FINISHME: Support geometry shaders. */
1673 assert(prog->Shaders[i]->Type != GL_GEOMETRY_SHADER);
1674 break;
1675 }
1676 }
1677
1678 /* Previous to GLSL version 1.30, different compilation units could mix and
1679 * match shading language versions. With GLSL 1.30 and later, the versions
1680 * of all shaders must match.
1681 *
1682 * GLSL ES has never allowed mixing of shading language versions.
1683 */
1684 if ((is_es_prog || max_version >= 130)
1685 && min_version != max_version) {
1686 linker_error(prog, "all shaders must use same shading "
1687 "language version\n");
1688 goto done;
1689 }
1690
1691 prog->Version = max_version;
1692 prog->IsES = is_es_prog;
1693
1694 for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
1695 if (prog->_LinkedShaders[i] != NULL)
1696 ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
1697
1698 prog->_LinkedShaders[i] = NULL;
1699 }
1700
1701 /* Link all shaders for a particular stage and validate the result.
1702 */
1703 if (num_vert_shaders > 0) {
1704 gl_shader *const sh =
1705 link_intrastage_shaders(mem_ctx, ctx, prog, vert_shader_list,
1706 num_vert_shaders);
1707
1708 if (sh == NULL)
1709 goto done;
1710
1711 if (!validate_vertex_shader_executable(prog, sh))
1712 goto done;
1713
1714 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_VERTEX],
1715 sh);
1716 }
1717
1718 if (num_frag_shaders > 0) {
1719 gl_shader *const sh =
1720 link_intrastage_shaders(mem_ctx, ctx, prog, frag_shader_list,
1721 num_frag_shaders);
1722
1723 if (sh == NULL)
1724 goto done;
1725
1726 if (!validate_fragment_shader_executable(prog, sh))
1727 goto done;
1728
1729 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
1730 sh);
1731 }
1732
1733 /* Here begins the inter-stage linking phase. Some initial validation is
1734 * performed, then locations are assigned for uniforms, attributes, and
1735 * varyings.
1736 */
1737 if (cross_validate_uniforms(prog)) {
1738 unsigned prev;
1739
1740 for (prev = 0; prev < MESA_SHADER_TYPES; prev++) {
1741 if (prog->_LinkedShaders[prev] != NULL)
1742 break;
1743 }
1744
1745 /* Validate the inputs of each stage with the output of the preceding
1746 * stage.
1747 */
1748 for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
1749 if (prog->_LinkedShaders[i] == NULL)
1750 continue;
1751
1752 if (!validate_interstage_interface_blocks(prog->_LinkedShaders[prev],
1753 prog->_LinkedShaders[i])) {
1754 linker_error(prog, "interface block mismatch between shader stages\n");
1755 goto done;
1756 }
1757
1758 if (!cross_validate_outputs_to_inputs(prog,
1759 prog->_LinkedShaders[prev],
1760 prog->_LinkedShaders[i]))
1761 goto done;
1762
1763 prev = i;
1764 }
1765
1766 prog->LinkStatus = true;
1767 }
1768
1769
1770 for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
1771 if (prog->_LinkedShaders[i] != NULL)
1772 lower_named_interface_blocks(mem_ctx, prog->_LinkedShaders[i]);
1773 }
1774
1775 /* Implement the GLSL 1.30+ rule for discard vs infinite loops Do
1776 * it before optimization because we want most of the checks to get
1777 * dropped thanks to constant propagation.
1778 *
1779 * This rule also applies to GLSL ES 3.00.
1780 */
1781 if (max_version >= (is_es_prog ? 300 : 130)) {
1782 struct gl_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
1783 if (sh) {
1784 lower_discard_flow(sh->ir);
1785 }
1786 }
1787
1788 if (!interstage_cross_validate_uniform_blocks(prog))
1789 goto done;
1790
1791 /* Do common optimization before assigning storage for attributes,
1792 * uniforms, and varyings. Later optimization could possibly make
1793 * some of that unused.
1794 */
1795 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1796 if (prog->_LinkedShaders[i] == NULL)
1797 continue;
1798
1799 detect_recursion_linked(prog, prog->_LinkedShaders[i]->ir);
1800 if (!prog->LinkStatus)
1801 goto done;
1802
1803 if (ctx->ShaderCompilerOptions[i].LowerClipDistance) {
1804 lower_clip_distance(prog->_LinkedShaders[i]);
1805 }
1806
1807 unsigned max_unroll = ctx->ShaderCompilerOptions[i].MaxUnrollIterations;
1808
1809 while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false, max_unroll, &ctx->ShaderCompilerOptions[i]))
1810 ;
1811 }
1812
1813 /* Mark all generic shader inputs and outputs as unpaired. */
1814 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
1815 link_invalidate_variable_locations(
1816 prog->_LinkedShaders[MESA_SHADER_VERTEX],
1817 VERT_ATTRIB_GENERIC0, VARYING_SLOT_VAR0);
1818 }
1819 /* FINISHME: Geometry shaders not implemented yet */
1820 if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
1821 link_invalidate_variable_locations(
1822 prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
1823 VARYING_SLOT_VAR0, FRAG_RESULT_DATA0);
1824 }
1825
1826 /* FINISHME: The value of the max_attribute_index parameter is
1827 * FINISHME: implementation dependent based on the value of
1828 * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
1829 * FINISHME: at least 16, so hardcode 16 for now.
1830 */
1831 if (!assign_attribute_or_color_locations(prog, MESA_SHADER_VERTEX, 16)) {
1832 goto done;
1833 }
1834
1835 if (!assign_attribute_or_color_locations(prog, MESA_SHADER_FRAGMENT, MAX2(ctx->Const.MaxDrawBuffers, ctx->Const.MaxDualSourceDrawBuffers))) {
1836 goto done;
1837 }
1838
1839 unsigned first;
1840 for (first = 0; first < MESA_SHADER_TYPES; first++) {
1841 if (prog->_LinkedShaders[first] != NULL)
1842 break;
1843 }
1844
1845 if (num_tfeedback_decls != 0) {
1846 /* From GL_EXT_transform_feedback:
1847 * A program will fail to link if:
1848 *
1849 * * the <count> specified by TransformFeedbackVaryingsEXT is
1850 * non-zero, but the program object has no vertex or geometry
1851 * shader;
1852 */
1853 if (first >= MESA_SHADER_FRAGMENT) {
1854 linker_error(prog, "Transform feedback varyings specified, but "
1855 "no vertex or geometry shader is present.");
1856 goto done;
1857 }
1858
1859 tfeedback_decls = ralloc_array(mem_ctx, tfeedback_decl,
1860 prog->TransformFeedback.NumVarying);
1861 if (!parse_tfeedback_decls(ctx, prog, mem_ctx, num_tfeedback_decls,
1862 prog->TransformFeedback.VaryingNames,
1863 tfeedback_decls))
1864 goto done;
1865 }
1866
1867 /* Linking the stages in the opposite order (from fragment to vertex)
1868 * ensures that inter-shader outputs written to in an earlier stage are
1869 * eliminated if they are (transitively) not used in a later stage.
1870 */
1871 int last, next;
1872 for (last = MESA_SHADER_TYPES-1; last >= 0; last--) {
1873 if (prog->_LinkedShaders[last] != NULL)
1874 break;
1875 }
1876
1877 if (last >= 0 && last < MESA_SHADER_FRAGMENT) {
1878 gl_shader *const sh = prog->_LinkedShaders[last];
1879
1880 if (num_tfeedback_decls != 0) {
1881 /* There was no fragment shader, but we still have to assign varying
1882 * locations for use by transform feedback.
1883 */
1884 if (!assign_varying_locations(ctx, mem_ctx, prog,
1885 sh, NULL,
1886 num_tfeedback_decls, tfeedback_decls))
1887 goto done;
1888 }
1889
1890 do_dead_builtin_varyings(ctx, sh->ir, NULL,
1891 num_tfeedback_decls, tfeedback_decls);
1892
1893 demote_shader_inputs_and_outputs(sh, ir_var_shader_out);
1894
1895 /* Eliminate code that is now dead due to unused outputs being demoted.
1896 */
1897 while (do_dead_code(sh->ir, false))
1898 ;
1899 }
1900 else if (first == MESA_SHADER_FRAGMENT) {
1901 /* If the program only contains a fragment shader...
1902 */
1903 gl_shader *const sh = prog->_LinkedShaders[first];
1904
1905 do_dead_builtin_varyings(ctx, NULL, sh->ir,
1906 num_tfeedback_decls, tfeedback_decls);
1907
1908 demote_shader_inputs_and_outputs(sh, ir_var_shader_in);
1909
1910 while (do_dead_code(sh->ir, false))
1911 ;
1912 }
1913
1914 next = last;
1915 for (int i = next - 1; i >= 0; i--) {
1916 if (prog->_LinkedShaders[i] == NULL)
1917 continue;
1918
1919 gl_shader *const sh_i = prog->_LinkedShaders[i];
1920 gl_shader *const sh_next = prog->_LinkedShaders[next];
1921
1922 if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
1923 next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
1924 tfeedback_decls))
1925 goto done;
1926
1927 do_dead_builtin_varyings(ctx, sh_i->ir, sh_next->ir,
1928 next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
1929 tfeedback_decls);
1930
1931 demote_shader_inputs_and_outputs(sh_i, ir_var_shader_out);
1932 demote_shader_inputs_and_outputs(sh_next, ir_var_shader_in);
1933
1934 /* Eliminate code that is now dead due to unused outputs being demoted.
1935 */
1936 while (do_dead_code(sh_i->ir, false))
1937 ;
1938 while (do_dead_code(sh_next->ir, false))
1939 ;
1940
1941 /* This must be done after all dead varyings are eliminated. */
1942 if (!check_against_varying_limit(ctx, prog, sh_next))
1943 goto done;
1944
1945 next = i;
1946 }
1947
1948 if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls))
1949 goto done;
1950
1951 update_array_sizes(prog);
1952 link_assign_uniform_locations(prog);
1953 store_fragdepth_layout(prog);
1954
1955 if (!check_resources(ctx, prog))
1956 goto done;
1957
1958 /* OpenGL ES requires that a vertex shader and a fragment shader both be
1959 * present in a linked program. By checking prog->IsES, we also
1960 * catch the GL_ARB_ES2_compatibility case.
1961 */
1962 if (!prog->InternalSeparateShader &&
1963 (ctx->API == API_OPENGLES2 || prog->IsES)) {
1964 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
1965 linker_error(prog, "program lacks a vertex shader\n");
1966 } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
1967 linker_error(prog, "program lacks a fragment shader\n");
1968 }
1969 }
1970
1971 /* FINISHME: Assign fragment shader output locations. */
1972
1973 done:
1974 free(vert_shader_list);
1975
1976 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1977 if (prog->_LinkedShaders[i] == NULL)
1978 continue;
1979
1980 /* Retain any live IR, but trash the rest. */
1981 reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);
1982
1983 /* The symbol table in the linked shaders may contain references to
1984 * variables that were removed (e.g., unused uniforms). Since it may
1985 * contain junk, there is no possible valid use. Delete it and set the
1986 * pointer to NULL.
1987 */
1988 delete prog->_LinkedShaders[i]->symbols;
1989 prog->_LinkedShaders[i]->symbols = NULL;
1990 }
1991
1992 ralloc_free(mem_ctx);
1993 }