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
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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
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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>
67 #include "main/core.h"
68 #include "glsl_symbol_table.h"
71 #include "program/hash_table.h"
73 #include "ir_optimization.h"
76 #include "main/shaderobj.h"
80 * Visitor that determines whether or not a variable is ever written.
82 class find_assignment_visitor
: public ir_hierarchical_visitor
{
84 find_assignment_visitor(const char *name
)
85 : name(name
), found(false)
90 virtual ir_visitor_status
visit_enter(ir_assignment
*ir
)
92 ir_variable
*const var
= ir
->lhs
->variable_referenced();
94 if (strcmp(name
, var
->name
) == 0) {
99 return visit_continue_with_parent
;
102 virtual ir_visitor_status
visit_enter(ir_call
*ir
)
104 exec_list_iterator sig_iter
= ir
->callee
->parameters
.iterator();
105 foreach_iter(exec_list_iterator
, iter
, *ir
) {
106 ir_rvalue
*param_rval
= (ir_rvalue
*)iter
.get();
107 ir_variable
*sig_param
= (ir_variable
*)sig_iter
.get();
109 if (sig_param
->mode
== ir_var_out
||
110 sig_param
->mode
== ir_var_inout
) {
111 ir_variable
*var
= param_rval
->variable_referenced();
112 if (var
&& strcmp(name
, var
->name
) == 0) {
120 if (ir
->return_deref
!= NULL
) {
121 ir_variable
*const var
= ir
->return_deref
->variable_referenced();
123 if (strcmp(name
, var
->name
) == 0) {
129 return visit_continue_with_parent
;
132 bool variable_found()
138 const char *name
; /**< Find writes to a variable with this name. */
139 bool found
; /**< Was a write to the variable found? */
144 * Visitor that determines whether or not a variable is ever read.
146 class find_deref_visitor
: public ir_hierarchical_visitor
{
148 find_deref_visitor(const char *name
)
149 : name(name
), found(false)
154 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
156 if (strcmp(this->name
, ir
->var
->name
) == 0) {
161 return visit_continue
;
164 bool variable_found() const
170 const char *name
; /**< Find writes to a variable with this name. */
171 bool found
; /**< Was a write to the variable found? */
176 linker_error(gl_shader_program
*prog
, const char *fmt
, ...)
180 ralloc_strcat(&prog
->InfoLog
, "error: ");
182 ralloc_vasprintf_append(&prog
->InfoLog
, fmt
, ap
);
185 prog
->LinkStatus
= false;
190 linker_warning(gl_shader_program
*prog
, const char *fmt
, ...)
194 ralloc_strcat(&prog
->InfoLog
, "error: ");
196 ralloc_vasprintf_append(&prog
->InfoLog
, fmt
, ap
);
203 link_invalidate_variable_locations(gl_shader
*sh
, enum ir_variable_mode mode
,
206 foreach_list(node
, sh
->ir
) {
207 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
209 if ((var
== NULL
) || (var
->mode
!= (unsigned) mode
))
212 /* Only assign locations for generic attributes / varyings / etc.
214 if ((var
->location
>= generic_base
) && !var
->explicit_location
)
221 * Determine the number of attribute slots required for a particular type
223 * This code is here because it implements the language rules of a specific
224 * GLSL version. Since it's a property of the language and not a property of
225 * types in general, it doesn't really belong in glsl_type.
228 count_attribute_slots(const glsl_type
*t
)
230 /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
232 * "A scalar input counts the same amount against this limit as a vec4,
233 * so applications may want to consider packing groups of four
234 * unrelated float inputs together into a vector to better utilize the
235 * capabilities of the underlying hardware. A matrix input will use up
236 * multiple locations. The number of locations used will equal the
237 * number of columns in the matrix."
239 * The spec does not explicitly say how arrays are counted. However, it
240 * should be safe to assume the total number of slots consumed by an array
241 * is the number of entries in the array multiplied by the number of slots
242 * consumed by a single element of the array.
246 return t
->array_size() * count_attribute_slots(t
->element_type());
249 return t
->matrix_columns
;
256 * Verify that a vertex shader executable meets all semantic requirements.
258 * Also sets prog->Vert.UsesClipDistance and prog->Vert.ClipDistanceArraySize
261 * \param shader Vertex shader executable to be verified
264 validate_vertex_shader_executable(struct gl_shader_program
*prog
,
265 struct gl_shader
*shader
)
270 /* From the GLSL 1.10 spec, page 48:
272 * "The variable gl_Position is available only in the vertex
273 * language and is intended for writing the homogeneous vertex
274 * position. All executions of a well-formed vertex shader
275 * executable must write a value into this variable. [...] The
276 * variable gl_Position is available only in the vertex
277 * language and is intended for writing the homogeneous vertex
278 * position. All executions of a well-formed vertex shader
279 * executable must write a value into this variable."
281 * while in GLSL 1.40 this text is changed to:
283 * "The variable gl_Position is available only in the vertex
284 * language and is intended for writing the homogeneous vertex
285 * position. It can be written at any time during shader
286 * execution. It may also be read back by a vertex shader
287 * after being written. This value will be used by primitive
288 * assembly, clipping, culling, and other fixed functionality
289 * operations, if present, that operate on primitives after
290 * vertex processing has occurred. Its value is undefined if
291 * the vertex shader executable does not write gl_Position."
293 * GLSL ES 3.00 is similar to GLSL 1.40--failing to write to gl_Position is
296 if (prog
->Version
< (prog
->IsES
? 300 : 140)) {
297 find_assignment_visitor
find("gl_Position");
298 find
.run(shader
->ir
);
299 if (!find
.variable_found()) {
300 linker_error(prog
, "vertex shader does not write to `gl_Position'\n");
305 prog
->Vert
.ClipDistanceArraySize
= 0;
307 if (!prog
->IsES
&& prog
->Version
>= 130) {
308 /* From section 7.1 (Vertex Shader Special Variables) of the
311 * "It is an error for a shader to statically write both
312 * gl_ClipVertex and gl_ClipDistance."
314 * This does not apply to GLSL ES shaders, since GLSL ES defines neither
315 * gl_ClipVertex nor gl_ClipDistance.
317 find_assignment_visitor
clip_vertex("gl_ClipVertex");
318 find_assignment_visitor
clip_distance("gl_ClipDistance");
320 clip_vertex
.run(shader
->ir
);
321 clip_distance
.run(shader
->ir
);
322 if (clip_vertex
.variable_found() && clip_distance
.variable_found()) {
323 linker_error(prog
, "vertex shader writes to both `gl_ClipVertex' "
324 "and `gl_ClipDistance'\n");
327 prog
->Vert
.UsesClipDistance
= clip_distance
.variable_found();
328 ir_variable
*clip_distance_var
=
329 shader
->symbols
->get_variable("gl_ClipDistance");
330 if (clip_distance_var
)
331 prog
->Vert
.ClipDistanceArraySize
= clip_distance_var
->type
->length
;
339 * Verify that a fragment shader executable meets all semantic requirements
341 * \param shader Fragment shader executable to be verified
344 validate_fragment_shader_executable(struct gl_shader_program
*prog
,
345 struct gl_shader
*shader
)
350 find_assignment_visitor
frag_color("gl_FragColor");
351 find_assignment_visitor
frag_data("gl_FragData");
353 frag_color
.run(shader
->ir
);
354 frag_data
.run(shader
->ir
);
356 if (frag_color
.variable_found() && frag_data
.variable_found()) {
357 linker_error(prog
, "fragment shader writes to both "
358 "`gl_FragColor' and `gl_FragData'\n");
367 * Generate a string describing the mode of a variable
370 mode_string(const ir_variable
*var
)
374 return (var
->read_only
) ? "global constant" : "global variable";
376 case ir_var_uniform
: return "uniform";
377 case ir_var_in
: return "shader input";
378 case ir_var_out
: return "shader output";
379 case ir_var_inout
: return "shader inout";
381 case ir_var_const_in
:
382 case ir_var_temporary
:
384 assert(!"Should not get here.");
385 return "invalid variable";
391 * Perform validation of global variables used across multiple shaders
394 cross_validate_globals(struct gl_shader_program
*prog
,
395 struct gl_shader
**shader_list
,
396 unsigned num_shaders
,
399 /* Examine all of the uniforms in all of the shaders and cross validate
402 glsl_symbol_table variables
;
403 for (unsigned i
= 0; i
< num_shaders
; i
++) {
404 if (shader_list
[i
] == NULL
)
407 foreach_list(node
, shader_list
[i
]->ir
) {
408 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
413 if (uniforms_only
&& (var
->mode
!= ir_var_uniform
))
416 /* Don't cross validate temporaries that are at global scope. These
417 * will eventually get pulled into the shaders 'main'.
419 if (var
->mode
== ir_var_temporary
)
422 /* If a global with this name has already been seen, verify that the
423 * new instance has the same type. In addition, if the globals have
424 * initializers, the values of the initializers must be the same.
426 ir_variable
*const existing
= variables
.get_variable(var
->name
);
427 if (existing
!= NULL
) {
428 if (var
->type
!= existing
->type
) {
429 /* Consider the types to be "the same" if both types are arrays
430 * of the same type and one of the arrays is implicitly sized.
431 * In addition, set the type of the linked variable to the
432 * explicitly sized array.
434 if (var
->type
->is_array()
435 && existing
->type
->is_array()
436 && (var
->type
->fields
.array
== existing
->type
->fields
.array
)
437 && ((var
->type
->length
== 0)
438 || (existing
->type
->length
== 0))) {
439 if (var
->type
->length
!= 0) {
440 existing
->type
= var
->type
;
443 linker_error(prog
, "%s `%s' declared as type "
444 "`%s' and type `%s'\n",
446 var
->name
, var
->type
->name
,
447 existing
->type
->name
);
452 if (var
->explicit_location
) {
453 if (existing
->explicit_location
454 && (var
->location
!= existing
->location
)) {
455 linker_error(prog
, "explicit locations for %s "
456 "`%s' have differing values\n",
457 mode_string(var
), var
->name
);
461 existing
->location
= var
->location
;
462 existing
->explicit_location
= true;
465 /* Validate layout qualifiers for gl_FragDepth.
467 * From the AMD/ARB_conservative_depth specs:
469 * "If gl_FragDepth is redeclared in any fragment shader in a
470 * program, it must be redeclared in all fragment shaders in
471 * that program that have static assignments to
472 * gl_FragDepth. All redeclarations of gl_FragDepth in all
473 * fragment shaders in a single program must have the same set
476 if (strcmp(var
->name
, "gl_FragDepth") == 0) {
477 bool layout_declared
= var
->depth_layout
!= ir_depth_layout_none
;
478 bool layout_differs
=
479 var
->depth_layout
!= existing
->depth_layout
;
481 if (layout_declared
&& layout_differs
) {
483 "All redeclarations of gl_FragDepth in all "
484 "fragment shaders in a single program must have "
485 "the same set of qualifiers.");
488 if (var
->used
&& layout_differs
) {
490 "If gl_FragDepth is redeclared with a layout "
491 "qualifier in any fragment shader, it must be "
492 "redeclared with the same layout qualifier in "
493 "all fragment shaders that have assignments to "
498 /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
500 * "If a shared global has multiple initializers, the
501 * initializers must all be constant expressions, and they
502 * must all have the same value. Otherwise, a link error will
503 * result. (A shared global having only one initializer does
504 * not require that initializer to be a constant expression.)"
506 * Previous to 4.20 the GLSL spec simply said that initializers
507 * must have the same value. In this case of non-constant
508 * initializers, this was impossible to determine. As a result,
509 * no vendor actually implemented that behavior. The 4.20
510 * behavior matches the implemented behavior of at least one other
511 * vendor, so we'll implement that for all GLSL versions.
513 if (var
->constant_initializer
!= NULL
) {
514 if (existing
->constant_initializer
!= NULL
) {
515 if (!var
->constant_initializer
->has_value(existing
->constant_initializer
)) {
516 linker_error(prog
, "initializers for %s "
517 "`%s' have differing values\n",
518 mode_string(var
), var
->name
);
522 /* If the first-seen instance of a particular uniform did not
523 * have an initializer but a later instance does, copy the
524 * initializer to the version stored in the symbol table.
526 /* FINISHME: This is wrong. The constant_value field should
527 * FINISHME: not be modified! Imagine a case where a shader
528 * FINISHME: without an initializer is linked in two different
529 * FINISHME: programs with shaders that have differing
530 * FINISHME: initializers. Linking with the first will
531 * FINISHME: modify the shader, and linking with the second
532 * FINISHME: will fail.
534 existing
->constant_initializer
=
535 var
->constant_initializer
->clone(ralloc_parent(existing
),
540 if (var
->has_initializer
) {
541 if (existing
->has_initializer
542 && (var
->constant_initializer
== NULL
543 || existing
->constant_initializer
== NULL
)) {
545 "shared global variable `%s' has multiple "
546 "non-constant initializers.\n",
551 /* Some instance had an initializer, so keep track of that. In
552 * this location, all sorts of initializers (constant or
553 * otherwise) will propagate the existence to the variable
554 * stored in the symbol table.
556 existing
->has_initializer
= true;
559 if (existing
->invariant
!= var
->invariant
) {
560 linker_error(prog
, "declarations for %s `%s' have "
561 "mismatching invariant qualifiers\n",
562 mode_string(var
), var
->name
);
565 if (existing
->centroid
!= var
->centroid
) {
566 linker_error(prog
, "declarations for %s `%s' have "
567 "mismatching centroid qualifiers\n",
568 mode_string(var
), var
->name
);
572 variables
.add_variable(var
);
581 * Perform validation of uniforms used across multiple shader stages
584 cross_validate_uniforms(struct gl_shader_program
*prog
)
586 return cross_validate_globals(prog
, prog
->_LinkedShaders
,
587 MESA_SHADER_TYPES
, true);
591 * Accumulates the array of prog->UniformBlocks and checks that all
592 * definitons of blocks agree on their contents.
595 interstage_cross_validate_uniform_blocks(struct gl_shader_program
*prog
)
597 unsigned max_num_uniform_blocks
= 0;
598 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
599 if (prog
->_LinkedShaders
[i
])
600 max_num_uniform_blocks
+= prog
->_LinkedShaders
[i
]->NumUniformBlocks
;
603 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
604 struct gl_shader
*sh
= prog
->_LinkedShaders
[i
];
606 prog
->UniformBlockStageIndex
[i
] = ralloc_array(prog
, int,
607 max_num_uniform_blocks
);
608 for (unsigned int j
= 0; j
< max_num_uniform_blocks
; j
++)
609 prog
->UniformBlockStageIndex
[i
][j
] = -1;
614 for (unsigned int j
= 0; j
< sh
->NumUniformBlocks
; j
++) {
615 int index
= link_cross_validate_uniform_block(prog
,
616 &prog
->UniformBlocks
,
617 &prog
->NumUniformBlocks
,
618 &sh
->UniformBlocks
[j
]);
621 linker_error(prog
, "uniform block `%s' has mismatching definitions",
622 sh
->UniformBlocks
[j
].Name
);
626 prog
->UniformBlockStageIndex
[i
][index
] = j
;
634 * Validate that outputs from one stage match inputs of another
637 cross_validate_outputs_to_inputs(struct gl_shader_program
*prog
,
638 gl_shader
*producer
, gl_shader
*consumer
)
640 glsl_symbol_table parameters
;
641 /* FINISHME: Figure these out dynamically. */
642 const char *const producer_stage
= "vertex";
643 const char *const consumer_stage
= "fragment";
645 /* Find all shader outputs in the "producer" stage.
647 foreach_list(node
, producer
->ir
) {
648 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
650 /* FINISHME: For geometry shaders, this should also look for inout
651 * FINISHME: variables.
653 if ((var
== NULL
) || (var
->mode
!= ir_var_out
))
656 parameters
.add_variable(var
);
660 /* Find all shader inputs in the "consumer" stage. Any variables that have
661 * matching outputs already in the symbol table must have the same type and
664 foreach_list(node
, consumer
->ir
) {
665 ir_variable
*const input
= ((ir_instruction
*) node
)->as_variable();
667 /* FINISHME: For geometry shaders, this should also look for inout
668 * FINISHME: variables.
670 if ((input
== NULL
) || (input
->mode
!= ir_var_in
))
673 ir_variable
*const output
= parameters
.get_variable(input
->name
);
674 if (output
!= NULL
) {
675 /* Check that the types match between stages.
677 if (input
->type
!= output
->type
) {
678 /* There is a bit of a special case for gl_TexCoord. This
679 * built-in is unsized by default. Applications that variable
680 * access it must redeclare it with a size. There is some
681 * language in the GLSL spec that implies the fragment shader
682 * and vertex shader do not have to agree on this size. Other
683 * driver behave this way, and one or two applications seem to
686 * Neither declaration needs to be modified here because the array
687 * sizes are fixed later when update_array_sizes is called.
689 * From page 48 (page 54 of the PDF) of the GLSL 1.10 spec:
691 * "Unlike user-defined varying variables, the built-in
692 * varying variables don't have a strict one-to-one
693 * correspondence between the vertex language and the
694 * fragment language."
696 if (!output
->type
->is_array()
697 || (strncmp("gl_", output
->name
, 3) != 0)) {
699 "%s shader output `%s' declared as type `%s', "
700 "but %s shader input declared as type `%s'\n",
701 producer_stage
, output
->name
,
703 consumer_stage
, input
->type
->name
);
708 /* Check that all of the qualifiers match between stages.
710 if (input
->centroid
!= output
->centroid
) {
712 "%s shader output `%s' %s centroid qualifier, "
713 "but %s shader input %s centroid qualifier\n",
716 (output
->centroid
) ? "has" : "lacks",
718 (input
->centroid
) ? "has" : "lacks");
722 if (input
->invariant
!= output
->invariant
) {
724 "%s shader output `%s' %s invariant qualifier, "
725 "but %s shader input %s invariant qualifier\n",
728 (output
->invariant
) ? "has" : "lacks",
730 (input
->invariant
) ? "has" : "lacks");
734 if (input
->interpolation
!= output
->interpolation
) {
736 "%s shader output `%s' specifies %s "
737 "interpolation qualifier, "
738 "but %s shader input specifies %s "
739 "interpolation qualifier\n",
742 output
->interpolation_string(),
744 input
->interpolation_string());
755 * Populates a shaders symbol table with all global declarations
758 populate_symbol_table(gl_shader
*sh
)
760 sh
->symbols
= new(sh
) glsl_symbol_table
;
762 foreach_list(node
, sh
->ir
) {
763 ir_instruction
*const inst
= (ir_instruction
*) node
;
767 if ((func
= inst
->as_function()) != NULL
) {
768 sh
->symbols
->add_function(func
);
769 } else if ((var
= inst
->as_variable()) != NULL
) {
770 sh
->symbols
->add_variable(var
);
777 * Remap variables referenced in an instruction tree
779 * This is used when instruction trees are cloned from one shader and placed in
780 * another. These trees will contain references to \c ir_variable nodes that
781 * do not exist in the target shader. This function finds these \c ir_variable
782 * references and replaces the references with matching variables in the target
785 * If there is no matching variable in the target shader, a clone of the
786 * \c ir_variable is made and added to the target shader. The new variable is
787 * added to \b both the instruction stream and the symbol table.
789 * \param inst IR tree that is to be processed.
790 * \param symbols Symbol table containing global scope symbols in the
792 * \param instructions Instruction stream where new variable declarations
796 remap_variables(ir_instruction
*inst
, struct gl_shader
*target
,
799 class remap_visitor
: public ir_hierarchical_visitor
{
801 remap_visitor(struct gl_shader
*target
,
804 this->target
= target
;
805 this->symbols
= target
->symbols
;
806 this->instructions
= target
->ir
;
810 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
812 if (ir
->var
->mode
== ir_var_temporary
) {
813 ir_variable
*var
= (ir_variable
*) hash_table_find(temps
, ir
->var
);
817 return visit_continue
;
820 ir_variable
*const existing
=
821 this->symbols
->get_variable(ir
->var
->name
);
822 if (existing
!= NULL
)
825 ir_variable
*copy
= ir
->var
->clone(this->target
, NULL
);
827 this->symbols
->add_variable(copy
);
828 this->instructions
->push_head(copy
);
832 return visit_continue
;
836 struct gl_shader
*target
;
837 glsl_symbol_table
*symbols
;
838 exec_list
*instructions
;
842 remap_visitor
v(target
, temps
);
849 * Move non-declarations from one instruction stream to another
851 * The intended usage pattern of this function is to pass the pointer to the
852 * head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node
853 * pointer) for \c last and \c false for \c make_copies on the first
854 * call. Successive calls pass the return value of the previous call for
855 * \c last and \c true for \c make_copies.
857 * \param instructions Source instruction stream
858 * \param last Instruction after which new instructions should be
859 * inserted in the target instruction stream
860 * \param make_copies Flag selecting whether instructions in \c instructions
861 * should be copied (via \c ir_instruction::clone) into the
862 * target list or moved.
865 * The new "last" instruction in the target instruction stream. This pointer
866 * is suitable for use as the \c last parameter of a later call to this
870 move_non_declarations(exec_list
*instructions
, exec_node
*last
,
871 bool make_copies
, gl_shader
*target
)
873 hash_table
*temps
= NULL
;
876 temps
= hash_table_ctor(0, hash_table_pointer_hash
,
877 hash_table_pointer_compare
);
879 foreach_list_safe(node
, instructions
) {
880 ir_instruction
*inst
= (ir_instruction
*) node
;
882 if (inst
->as_function())
885 ir_variable
*var
= inst
->as_variable();
886 if ((var
!= NULL
) && (var
->mode
!= ir_var_temporary
))
889 assert(inst
->as_assignment()
891 || inst
->as_if() /* for initializers with the ?: operator */
892 || ((var
!= NULL
) && (var
->mode
== ir_var_temporary
)));
895 inst
= inst
->clone(target
, NULL
);
898 hash_table_insert(temps
, inst
, var
);
900 remap_variables(inst
, target
, temps
);
905 last
->insert_after(inst
);
910 hash_table_dtor(temps
);
916 * Get the function signature for main from a shader
918 static ir_function_signature
*
919 get_main_function_signature(gl_shader
*sh
)
921 ir_function
*const f
= sh
->symbols
->get_function("main");
923 exec_list void_parameters
;
925 /* Look for the 'void main()' signature and ensure that it's defined.
926 * This keeps the linker from accidentally pick a shader that just
927 * contains a prototype for main.
929 * We don't have to check for multiple definitions of main (in multiple
930 * shaders) because that would have already been caught above.
932 ir_function_signature
*sig
= f
->matching_signature(&void_parameters
);
933 if ((sig
!= NULL
) && sig
->is_defined
) {
943 * This class is only used in link_intrastage_shaders() below but declaring
944 * it inside that function leads to compiler warnings with some versions of
947 class array_sizing_visitor
: public ir_hierarchical_visitor
{
949 virtual ir_visitor_status
visit(ir_variable
*var
)
951 if (var
->type
->is_array() && (var
->type
->length
== 0)) {
952 const glsl_type
*type
=
953 glsl_type::get_array_instance(var
->type
->fields
.array
,
954 var
->max_array_access
+ 1);
955 assert(type
!= NULL
);
958 return visit_continue
;
963 * Combine a group of shaders for a single stage to generate a linked shader
966 * If this function is supplied a single shader, it is cloned, and the new
967 * shader is returned.
969 static struct gl_shader
*
970 link_intrastage_shaders(void *mem_ctx
,
971 struct gl_context
*ctx
,
972 struct gl_shader_program
*prog
,
973 struct gl_shader
**shader_list
,
974 unsigned num_shaders
)
976 struct gl_uniform_block
*uniform_blocks
= NULL
;
977 unsigned num_uniform_blocks
= 0;
979 /* Check that global variables defined in multiple shaders are consistent.
981 if (!cross_validate_globals(prog
, shader_list
, num_shaders
, false))
984 /* Check that uniform blocks between shaders for a stage agree. */
985 for (unsigned i
= 0; i
< num_shaders
; i
++) {
986 struct gl_shader
*sh
= shader_list
[i
];
988 for (unsigned j
= 0; j
< shader_list
[i
]->NumUniformBlocks
; j
++) {
989 link_assign_uniform_block_offsets(shader_list
[i
]);
991 int index
= link_cross_validate_uniform_block(mem_ctx
,
994 &sh
->UniformBlocks
[j
]);
996 linker_error(prog
, "uniform block `%s' has mismatching definitions",
997 sh
->UniformBlocks
[j
].Name
);
1003 /* Check that there is only a single definition of each function signature
1004 * across all shaders.
1006 for (unsigned i
= 0; i
< (num_shaders
- 1); i
++) {
1007 foreach_list(node
, shader_list
[i
]->ir
) {
1008 ir_function
*const f
= ((ir_instruction
*) node
)->as_function();
1013 for (unsigned j
= i
+ 1; j
< num_shaders
; j
++) {
1014 ir_function
*const other
=
1015 shader_list
[j
]->symbols
->get_function(f
->name
);
1017 /* If the other shader has no function (and therefore no function
1018 * signatures) with the same name, skip to the next shader.
1023 foreach_iter (exec_list_iterator
, iter
, *f
) {
1024 ir_function_signature
*sig
=
1025 (ir_function_signature
*) iter
.get();
1027 if (!sig
->is_defined
|| sig
->is_builtin
)
1030 ir_function_signature
*other_sig
=
1031 other
->exact_matching_signature(& sig
->parameters
);
1033 if ((other_sig
!= NULL
) && other_sig
->is_defined
1034 && !other_sig
->is_builtin
) {
1035 linker_error(prog
, "function `%s' is multiply defined",
1044 /* Find the shader that defines main, and make a clone of it.
1046 * Starting with the clone, search for undefined references. If one is
1047 * found, find the shader that defines it. Clone the reference and add
1048 * it to the shader. Repeat until there are no undefined references or
1049 * until a reference cannot be resolved.
1051 gl_shader
*main
= NULL
;
1052 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1053 if (get_main_function_signature(shader_list
[i
]) != NULL
) {
1054 main
= shader_list
[i
];
1060 linker_error(prog
, "%s shader lacks `main'\n",
1061 (shader_list
[0]->Type
== GL_VERTEX_SHADER
)
1062 ? "vertex" : "fragment");
1066 gl_shader
*linked
= ctx
->Driver
.NewShader(NULL
, 0, main
->Type
);
1067 linked
->ir
= new(linked
) exec_list
;
1068 clone_ir_list(mem_ctx
, linked
->ir
, main
->ir
);
1070 linked
->UniformBlocks
= uniform_blocks
;
1071 linked
->NumUniformBlocks
= num_uniform_blocks
;
1072 ralloc_steal(linked
, linked
->UniformBlocks
);
1074 populate_symbol_table(linked
);
1076 /* The a pointer to the main function in the final linked shader (i.e., the
1077 * copy of the original shader that contained the main function).
1079 ir_function_signature
*const main_sig
= get_main_function_signature(linked
);
1081 /* Move any instructions other than variable declarations or function
1082 * declarations into main.
1084 exec_node
*insertion_point
=
1085 move_non_declarations(linked
->ir
, (exec_node
*) &main_sig
->body
, false,
1088 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1089 if (shader_list
[i
] == main
)
1092 insertion_point
= move_non_declarations(shader_list
[i
]->ir
,
1093 insertion_point
, true, linked
);
1096 /* Resolve initializers for global variables in the linked shader.
1098 unsigned num_linking_shaders
= num_shaders
;
1099 for (unsigned i
= 0; i
< num_shaders
; i
++)
1100 num_linking_shaders
+= shader_list
[i
]->num_builtins_to_link
;
1102 gl_shader
**linking_shaders
=
1103 (gl_shader
**) calloc(num_linking_shaders
, sizeof(gl_shader
*));
1105 memcpy(linking_shaders
, shader_list
,
1106 sizeof(linking_shaders
[0]) * num_shaders
);
1108 unsigned idx
= num_shaders
;
1109 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1110 memcpy(&linking_shaders
[idx
], shader_list
[i
]->builtins_to_link
,
1111 sizeof(linking_shaders
[0]) * shader_list
[i
]->num_builtins_to_link
);
1112 idx
+= shader_list
[i
]->num_builtins_to_link
;
1115 assert(idx
== num_linking_shaders
);
1117 if (!link_function_calls(prog
, linked
, linking_shaders
,
1118 num_linking_shaders
)) {
1119 ctx
->Driver
.DeleteShader(ctx
, linked
);
1123 free(linking_shaders
);
1126 /* At this point linked should contain all of the linked IR, so
1127 * validate it to make sure nothing went wrong.
1130 validate_ir_tree(linked
->ir
);
1133 /* Make a pass over all variable declarations to ensure that arrays with
1134 * unspecified sizes have a size specified. The size is inferred from the
1135 * max_array_access field.
1137 if (linked
!= NULL
) {
1138 array_sizing_visitor v
;
1147 * Update the sizes of linked shader uniform arrays to the maximum
1150 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
1152 * If one or more elements of an array are active,
1153 * GetActiveUniform will return the name of the array in name,
1154 * subject to the restrictions listed above. The type of the array
1155 * is returned in type. The size parameter contains the highest
1156 * array element index used, plus one. The compiler or linker
1157 * determines the highest index used. There will be only one
1158 * active uniform reported by the GL per uniform array.
1162 update_array_sizes(struct gl_shader_program
*prog
)
1164 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
1165 if (prog
->_LinkedShaders
[i
] == NULL
)
1168 foreach_list(node
, prog
->_LinkedShaders
[i
]->ir
) {
1169 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
1171 if ((var
== NULL
) || (var
->mode
!= ir_var_uniform
&&
1172 var
->mode
!= ir_var_in
&&
1173 var
->mode
!= ir_var_out
) ||
1174 !var
->type
->is_array())
1177 /* GL_ARB_uniform_buffer_object says that std140 uniforms
1178 * will not be eliminated. Since we always do std140, just
1179 * don't resize arrays in UBOs.
1181 if (var
->uniform_block
!= -1)
1184 unsigned int size
= var
->max_array_access
;
1185 for (unsigned j
= 0; j
< MESA_SHADER_TYPES
; j
++) {
1186 if (prog
->_LinkedShaders
[j
] == NULL
)
1189 foreach_list(node2
, prog
->_LinkedShaders
[j
]->ir
) {
1190 ir_variable
*other_var
= ((ir_instruction
*) node2
)->as_variable();
1194 if (strcmp(var
->name
, other_var
->name
) == 0 &&
1195 other_var
->max_array_access
> size
) {
1196 size
= other_var
->max_array_access
;
1201 if (size
+ 1 != var
->type
->fields
.array
->length
) {
1202 /* If this is a built-in uniform (i.e., it's backed by some
1203 * fixed-function state), adjust the number of state slots to
1204 * match the new array size. The number of slots per array entry
1205 * is not known. It seems safe to assume that the total number of
1206 * slots is an integer multiple of the number of array elements.
1207 * Determine the number of slots per array element by dividing by
1208 * the old (total) size.
1210 if (var
->num_state_slots
> 0) {
1211 var
->num_state_slots
= (size
+ 1)
1212 * (var
->num_state_slots
/ var
->type
->length
);
1215 var
->type
= glsl_type::get_array_instance(var
->type
->fields
.array
,
1217 /* FINISHME: We should update the types of array
1218 * dereferences of this variable now.
1226 * Find a contiguous set of available bits in a bitmask.
1228 * \param used_mask Bits representing used (1) and unused (0) locations
1229 * \param needed_count Number of contiguous bits needed.
1232 * Base location of the available bits on success or -1 on failure.
1235 find_available_slots(unsigned used_mask
, unsigned needed_count
)
1237 unsigned needed_mask
= (1 << needed_count
) - 1;
1238 const int max_bit_to_test
= (8 * sizeof(used_mask
)) - needed_count
;
1240 /* The comparison to 32 is redundant, but without it GCC emits "warning:
1241 * cannot optimize possibly infinite loops" for the loop below.
1243 if ((needed_count
== 0) || (max_bit_to_test
< 0) || (max_bit_to_test
> 32))
1246 for (int i
= 0; i
<= max_bit_to_test
; i
++) {
1247 if ((needed_mask
& ~used_mask
) == needed_mask
)
1258 * Assign locations for either VS inputs for FS outputs
1260 * \param prog Shader program whose variables need locations assigned
1261 * \param target_index Selector for the program target to receive location
1262 * assignmnets. Must be either \c MESA_SHADER_VERTEX or
1263 * \c MESA_SHADER_FRAGMENT.
1264 * \param max_index Maximum number of generic locations. This corresponds
1265 * to either the maximum number of draw buffers or the
1266 * maximum number of generic attributes.
1269 * If locations are successfully assigned, true is returned. Otherwise an
1270 * error is emitted to the shader link log and false is returned.
1273 assign_attribute_or_color_locations(gl_shader_program
*prog
,
1274 unsigned target_index
,
1277 /* Mark invalid locations as being used.
1279 unsigned used_locations
= (max_index
>= 32)
1280 ? ~0 : ~((1 << max_index
) - 1);
1282 assert((target_index
== MESA_SHADER_VERTEX
)
1283 || (target_index
== MESA_SHADER_FRAGMENT
));
1285 gl_shader
*const sh
= prog
->_LinkedShaders
[target_index
];
1289 /* Operate in a total of four passes.
1291 * 1. Invalidate the location assignments for all vertex shader inputs.
1293 * 2. Assign locations for inputs that have user-defined (via
1294 * glBindVertexAttribLocation) locations and outputs that have
1295 * user-defined locations (via glBindFragDataLocation).
1297 * 3. Sort the attributes without assigned locations by number of slots
1298 * required in decreasing order. Fragmentation caused by attribute
1299 * locations assigned by the application may prevent large attributes
1300 * from having enough contiguous space.
1302 * 4. Assign locations to any inputs without assigned locations.
1305 const int generic_base
= (target_index
== MESA_SHADER_VERTEX
)
1306 ? (int) VERT_ATTRIB_GENERIC0
: (int) FRAG_RESULT_DATA0
;
1308 const enum ir_variable_mode direction
=
1309 (target_index
== MESA_SHADER_VERTEX
) ? ir_var_in
: ir_var_out
;
1312 link_invalidate_variable_locations(sh
, direction
, generic_base
);
1314 /* Temporary storage for the set of attributes that need locations assigned.
1320 /* Used below in the call to qsort. */
1321 static int compare(const void *a
, const void *b
)
1323 const temp_attr
*const l
= (const temp_attr
*) a
;
1324 const temp_attr
*const r
= (const temp_attr
*) b
;
1326 /* Reversed because we want a descending order sort below. */
1327 return r
->slots
- l
->slots
;
1331 unsigned num_attr
= 0;
1333 foreach_list(node
, sh
->ir
) {
1334 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
1336 if ((var
== NULL
) || (var
->mode
!= (unsigned) direction
))
1339 if (var
->explicit_location
) {
1340 if ((var
->location
>= (int)(max_index
+ generic_base
))
1341 || (var
->location
< 0)) {
1343 "invalid explicit location %d specified for `%s'\n",
1345 ? var
->location
: var
->location
- generic_base
,
1349 } else if (target_index
== MESA_SHADER_VERTEX
) {
1352 if (prog
->AttributeBindings
->get(binding
, var
->name
)) {
1353 assert(binding
>= VERT_ATTRIB_GENERIC0
);
1354 var
->location
= binding
;
1356 } else if (target_index
== MESA_SHADER_FRAGMENT
) {
1360 if (prog
->FragDataBindings
->get(binding
, var
->name
)) {
1361 assert(binding
>= FRAG_RESULT_DATA0
);
1362 var
->location
= binding
;
1364 if (prog
->FragDataIndexBindings
->get(index
, var
->name
)) {
1370 /* If the variable is not a built-in and has a location statically
1371 * assigned in the shader (presumably via a layout qualifier), make sure
1372 * that it doesn't collide with other assigned locations. Otherwise,
1373 * add it to the list of variables that need linker-assigned locations.
1375 const unsigned slots
= count_attribute_slots(var
->type
);
1376 if (var
->location
!= -1) {
1377 if (var
->location
>= generic_base
&& var
->index
< 1) {
1378 /* From page 61 of the OpenGL 4.0 spec:
1380 * "LinkProgram will fail if the attribute bindings assigned
1381 * by BindAttribLocation do not leave not enough space to
1382 * assign a location for an active matrix attribute or an
1383 * active attribute array, both of which require multiple
1384 * contiguous generic attributes."
1386 * Previous versions of the spec contain similar language but omit
1387 * the bit about attribute arrays.
1389 * Page 61 of the OpenGL 4.0 spec also says:
1391 * "It is possible for an application to bind more than one
1392 * attribute name to the same location. This is referred to as
1393 * aliasing. This will only work if only one of the aliased
1394 * attributes is active in the executable program, or if no
1395 * path through the shader consumes more than one attribute of
1396 * a set of attributes aliased to the same location. A link
1397 * error can occur if the linker determines that every path
1398 * through the shader consumes multiple aliased attributes,
1399 * but implementations are not required to generate an error
1402 * These two paragraphs are either somewhat contradictory, or I
1403 * don't fully understand one or both of them.
1405 /* FINISHME: The code as currently written does not support
1406 * FINISHME: attribute location aliasing (see comment above).
1408 /* Mask representing the contiguous slots that will be used by
1411 const unsigned attr
= var
->location
- generic_base
;
1412 const unsigned use_mask
= (1 << slots
) - 1;
1414 /* Generate a link error if the set of bits requested for this
1415 * attribute overlaps any previously allocated bits.
1417 if ((~(use_mask
<< attr
) & used_locations
) != used_locations
) {
1418 const char *const string
= (target_index
== MESA_SHADER_VERTEX
)
1419 ? "vertex shader input" : "fragment shader output";
1421 "insufficient contiguous locations "
1422 "available for %s `%s' %d %d %d", string
,
1423 var
->name
, used_locations
, use_mask
, attr
);
1427 used_locations
|= (use_mask
<< attr
);
1433 to_assign
[num_attr
].slots
= slots
;
1434 to_assign
[num_attr
].var
= var
;
1438 /* If all of the attributes were assigned locations by the application (or
1439 * are built-in attributes with fixed locations), return early. This should
1440 * be the common case.
1445 qsort(to_assign
, num_attr
, sizeof(to_assign
[0]), temp_attr::compare
);
1447 if (target_index
== MESA_SHADER_VERTEX
) {
1448 /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can
1449 * only be explicitly assigned by via glBindAttribLocation. Mark it as
1450 * reserved to prevent it from being automatically allocated below.
1452 find_deref_visitor
find("gl_Vertex");
1454 if (find
.variable_found())
1455 used_locations
|= (1 << 0);
1458 for (unsigned i
= 0; i
< num_attr
; i
++) {
1459 /* Mask representing the contiguous slots that will be used by this
1462 const unsigned use_mask
= (1 << to_assign
[i
].slots
) - 1;
1464 int location
= find_available_slots(used_locations
, to_assign
[i
].slots
);
1467 const char *const string
= (target_index
== MESA_SHADER_VERTEX
)
1468 ? "vertex shader input" : "fragment shader output";
1471 "insufficient contiguous locations "
1472 "available for %s `%s'",
1473 string
, to_assign
[i
].var
->name
);
1477 to_assign
[i
].var
->location
= generic_base
+ location
;
1478 used_locations
|= (use_mask
<< location
);
1486 * Demote shader inputs and outputs that are not used in other stages
1489 demote_shader_inputs_and_outputs(gl_shader
*sh
, enum ir_variable_mode mode
)
1491 foreach_list(node
, sh
->ir
) {
1492 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
1494 if ((var
== NULL
) || (var
->mode
!= int(mode
)))
1497 /* A shader 'in' or 'out' variable is only really an input or output if
1498 * its value is used by other shader stages. This will cause the variable
1499 * to have a location assigned.
1501 if (var
->location
== -1) {
1502 var
->mode
= ir_var_auto
;
1509 * Data structure tracking information about a transform feedback declaration
1512 class tfeedback_decl
1515 bool init(struct gl_context
*ctx
, struct gl_shader_program
*prog
,
1516 const void *mem_ctx
, const char *input
);
1517 static bool is_same(const tfeedback_decl
&x
, const tfeedback_decl
&y
);
1518 bool assign_location(struct gl_context
*ctx
, struct gl_shader_program
*prog
,
1519 ir_variable
*output_var
);
1520 bool accumulate_num_outputs(struct gl_shader_program
*prog
, unsigned *count
);
1521 bool store(struct gl_context
*ctx
, struct gl_shader_program
*prog
,
1522 struct gl_transform_feedback_info
*info
, unsigned buffer
,
1523 const unsigned max_outputs
) const;
1526 * True if assign_location() has been called for this object.
1528 bool is_assigned() const
1530 return this->location
!= -1;
1533 bool is_next_buffer_separator() const
1535 return this->next_buffer_separator
;
1538 bool is_varying() const
1540 return !this->next_buffer_separator
&& !this->skip_components
;
1544 * Determine whether this object refers to the variable var.
1546 bool matches_var(ir_variable
*var
) const
1548 if (this->is_clip_distance_mesa
)
1549 return strcmp(var
->name
, "gl_ClipDistanceMESA") == 0;
1551 return strcmp(var
->name
, this->var_name
) == 0;
1555 * The total number of varying components taken up by this variable. Only
1556 * valid if is_assigned() is true.
1558 unsigned num_components() const
1560 if (this->is_clip_distance_mesa
)
1563 return this->vector_elements
* this->matrix_columns
* this->size
;
1568 * The name that was supplied to glTransformFeedbackVaryings. Used for
1569 * error reporting and glGetTransformFeedbackVarying().
1571 const char *orig_name
;
1574 * The name of the variable, parsed from orig_name.
1576 const char *var_name
;
1579 * True if the declaration in orig_name represents an array.
1581 bool is_subscripted
;
1584 * If is_subscripted is true, the subscript that was specified in orig_name.
1586 unsigned array_subscript
;
1589 * True if the variable is gl_ClipDistance and the driver lowers
1590 * gl_ClipDistance to gl_ClipDistanceMESA.
1592 bool is_clip_distance_mesa
;
1595 * The vertex shader output location that the linker assigned for this
1596 * variable. -1 if a location hasn't been assigned yet.
1601 * If location != -1, the number of vector elements in this variable, or 1
1602 * if this variable is a scalar.
1604 unsigned vector_elements
;
1607 * If location != -1, the number of matrix columns in this variable, or 1
1608 * if this variable is not a matrix.
1610 unsigned matrix_columns
;
1612 /** Type of the varying returned by glGetTransformFeedbackVarying() */
1616 * If location != -1, the size that should be returned by
1617 * glGetTransformFeedbackVarying().
1622 * How many components to skip. If non-zero, this is
1623 * gl_SkipComponents{1,2,3,4} from ARB_transform_feedback3.
1625 unsigned skip_components
;
1628 * Whether this is gl_NextBuffer from ARB_transform_feedback3.
1630 bool next_buffer_separator
;
1635 * Initialize this object based on a string that was passed to
1636 * glTransformFeedbackVaryings. If there is a parse error, the error is
1637 * reported using linker_error(), and false is returned.
1640 tfeedback_decl::init(struct gl_context
*ctx
, struct gl_shader_program
*prog
,
1641 const void *mem_ctx
, const char *input
)
1643 /* We don't have to be pedantic about what is a valid GLSL variable name,
1644 * because any variable with an invalid name can't exist in the IR anyway.
1647 this->location
= -1;
1648 this->orig_name
= input
;
1649 this->is_clip_distance_mesa
= false;
1650 this->skip_components
= 0;
1651 this->next_buffer_separator
= false;
1653 if (ctx
->Extensions
.ARB_transform_feedback3
) {
1654 /* Parse gl_NextBuffer. */
1655 if (strcmp(input
, "gl_NextBuffer") == 0) {
1656 this->next_buffer_separator
= true;
1660 /* Parse gl_SkipComponents. */
1661 if (strcmp(input
, "gl_SkipComponents1") == 0)
1662 this->skip_components
= 1;
1663 else if (strcmp(input
, "gl_SkipComponents2") == 0)
1664 this->skip_components
= 2;
1665 else if (strcmp(input
, "gl_SkipComponents3") == 0)
1666 this->skip_components
= 3;
1667 else if (strcmp(input
, "gl_SkipComponents4") == 0)
1668 this->skip_components
= 4;
1670 if (this->skip_components
)
1674 /* Parse a declaration. */
1675 const char *bracket
= strrchr(input
, '[');
1678 this->var_name
= ralloc_strndup(mem_ctx
, input
, bracket
- input
);
1679 if (sscanf(bracket
, "[%u]", &this->array_subscript
) != 1) {
1680 linker_error(prog
, "Cannot parse transform feedback varying %s", input
);
1683 this->is_subscripted
= true;
1685 this->var_name
= ralloc_strdup(mem_ctx
, input
);
1686 this->is_subscripted
= false;
1689 /* For drivers that lower gl_ClipDistance to gl_ClipDistanceMESA, this
1690 * class must behave specially to account for the fact that gl_ClipDistance
1691 * is converted from a float[8] to a vec4[2].
1693 if (ctx
->ShaderCompilerOptions
[MESA_SHADER_VERTEX
].LowerClipDistance
&&
1694 strcmp(this->var_name
, "gl_ClipDistance") == 0) {
1695 this->is_clip_distance_mesa
= true;
1703 * Determine whether two tfeedback_decl objects refer to the same variable and
1704 * array index (if applicable).
1707 tfeedback_decl::is_same(const tfeedback_decl
&x
, const tfeedback_decl
&y
)
1709 assert(x
.is_varying() && y
.is_varying());
1711 if (strcmp(x
.var_name
, y
.var_name
) != 0)
1713 if (x
.is_subscripted
!= y
.is_subscripted
)
1715 if (x
.is_subscripted
&& x
.array_subscript
!= y
.array_subscript
)
1722 * Assign a location for this tfeedback_decl object based on the location
1723 * assignment in output_var.
1725 * If an error occurs, the error is reported through linker_error() and false
1729 tfeedback_decl::assign_location(struct gl_context
*ctx
,
1730 struct gl_shader_program
*prog
,
1731 ir_variable
*output_var
)
1733 assert(this->is_varying());
1735 if (output_var
->type
->is_array()) {
1736 /* Array variable */
1737 const unsigned matrix_cols
=
1738 output_var
->type
->fields
.array
->matrix_columns
;
1739 unsigned actual_array_size
= this->is_clip_distance_mesa
?
1740 prog
->Vert
.ClipDistanceArraySize
: output_var
->type
->array_size();
1742 if (this->is_subscripted
) {
1743 /* Check array bounds. */
1744 if (this->array_subscript
>= actual_array_size
) {
1745 linker_error(prog
, "Transform feedback varying %s has index "
1746 "%i, but the array size is %u.",
1747 this->orig_name
, this->array_subscript
,
1751 if (this->is_clip_distance_mesa
) {
1753 output_var
->location
+ this->array_subscript
/ 4;
1756 output_var
->location
+ this->array_subscript
* matrix_cols
;
1760 this->location
= output_var
->location
;
1761 this->size
= actual_array_size
;
1763 this->vector_elements
= output_var
->type
->fields
.array
->vector_elements
;
1764 this->matrix_columns
= matrix_cols
;
1765 if (this->is_clip_distance_mesa
)
1766 this->type
= GL_FLOAT
;
1768 this->type
= output_var
->type
->fields
.array
->gl_type
;
1770 /* Regular variable (scalar, vector, or matrix) */
1771 if (this->is_subscripted
) {
1772 linker_error(prog
, "Transform feedback varying %s requested, "
1773 "but %s is not an array.",
1774 this->orig_name
, this->var_name
);
1777 this->location
= output_var
->location
;
1779 this->vector_elements
= output_var
->type
->vector_elements
;
1780 this->matrix_columns
= output_var
->type
->matrix_columns
;
1781 this->type
= output_var
->type
->gl_type
;
1784 /* From GL_EXT_transform_feedback:
1785 * A program will fail to link if:
1787 * * the total number of components to capture in any varying
1788 * variable in <varyings> is greater than the constant
1789 * MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT and the
1790 * buffer mode is SEPARATE_ATTRIBS_EXT;
1792 if (prog
->TransformFeedback
.BufferMode
== GL_SEPARATE_ATTRIBS
&&
1793 this->num_components() >
1794 ctx
->Const
.MaxTransformFeedbackSeparateComponents
) {
1795 linker_error(prog
, "Transform feedback varying %s exceeds "
1796 "MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS.",
1806 tfeedback_decl::accumulate_num_outputs(struct gl_shader_program
*prog
,
1809 if (!this->is_varying()) {
1813 if (!this->is_assigned()) {
1814 /* From GL_EXT_transform_feedback:
1815 * A program will fail to link if:
1817 * * any variable name specified in the <varyings> array is not
1818 * declared as an output in the geometry shader (if present) or
1819 * the vertex shader (if no geometry shader is present);
1821 linker_error(prog
, "Transform feedback varying %s undeclared.",
1826 unsigned translated_size
= this->size
;
1827 if (this->is_clip_distance_mesa
)
1828 translated_size
= (translated_size
+ 3) / 4;
1830 *count
+= translated_size
* this->matrix_columns
;
1837 * Update gl_transform_feedback_info to reflect this tfeedback_decl.
1839 * If an error occurs, the error is reported through linker_error() and false
1843 tfeedback_decl::store(struct gl_context
*ctx
, struct gl_shader_program
*prog
,
1844 struct gl_transform_feedback_info
*info
,
1845 unsigned buffer
, const unsigned max_outputs
) const
1847 assert(!this->next_buffer_separator
);
1849 /* Handle gl_SkipComponents. */
1850 if (this->skip_components
) {
1851 info
->BufferStride
[buffer
] += this->skip_components
;
1855 /* From GL_EXT_transform_feedback:
1856 * A program will fail to link if:
1858 * * the total number of components to capture is greater than
1859 * the constant MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT
1860 * and the buffer mode is INTERLEAVED_ATTRIBS_EXT.
1862 if (prog
->TransformFeedback
.BufferMode
== GL_INTERLEAVED_ATTRIBS
&&
1863 info
->BufferStride
[buffer
] + this->num_components() >
1864 ctx
->Const
.MaxTransformFeedbackInterleavedComponents
) {
1865 linker_error(prog
, "The MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS "
1866 "limit has been exceeded.");
1870 unsigned translated_size
= this->size
;
1871 if (this->is_clip_distance_mesa
)
1872 translated_size
= (translated_size
+ 3) / 4;
1873 unsigned components_so_far
= 0;
1874 for (unsigned index
= 0; index
< translated_size
; ++index
) {
1875 for (unsigned v
= 0; v
< this->matrix_columns
; ++v
) {
1876 unsigned num_components
= this->vector_elements
;
1877 assert(info
->NumOutputs
< max_outputs
);
1878 info
->Outputs
[info
->NumOutputs
].ComponentOffset
= 0;
1879 if (this->is_clip_distance_mesa
) {
1880 if (this->is_subscripted
) {
1882 info
->Outputs
[info
->NumOutputs
].ComponentOffset
=
1883 this->array_subscript
% 4;
1885 num_components
= MIN2(4, this->size
- components_so_far
);
1888 info
->Outputs
[info
->NumOutputs
].OutputRegister
=
1889 this->location
+ v
+ index
* this->matrix_columns
;
1890 info
->Outputs
[info
->NumOutputs
].NumComponents
= num_components
;
1891 info
->Outputs
[info
->NumOutputs
].OutputBuffer
= buffer
;
1892 info
->Outputs
[info
->NumOutputs
].DstOffset
= info
->BufferStride
[buffer
];
1894 info
->BufferStride
[buffer
] += num_components
;
1895 components_so_far
+= num_components
;
1898 assert(components_so_far
== this->num_components());
1900 info
->Varyings
[info
->NumVarying
].Name
= ralloc_strdup(prog
, this->orig_name
);
1901 info
->Varyings
[info
->NumVarying
].Type
= this->type
;
1902 info
->Varyings
[info
->NumVarying
].Size
= this->size
;
1910 * Parse all the transform feedback declarations that were passed to
1911 * glTransformFeedbackVaryings() and store them in tfeedback_decl objects.
1913 * If an error occurs, the error is reported through linker_error() and false
1917 parse_tfeedback_decls(struct gl_context
*ctx
, struct gl_shader_program
*prog
,
1918 const void *mem_ctx
, unsigned num_names
,
1919 char **varying_names
, tfeedback_decl
*decls
)
1921 for (unsigned i
= 0; i
< num_names
; ++i
) {
1922 if (!decls
[i
].init(ctx
, prog
, mem_ctx
, varying_names
[i
]))
1925 if (!decls
[i
].is_varying())
1928 /* From GL_EXT_transform_feedback:
1929 * A program will fail to link if:
1931 * * any two entries in the <varyings> array specify the same varying
1934 * We interpret this to mean "any two entries in the <varyings> array
1935 * specify the same varying variable and array index", since transform
1936 * feedback of arrays would be useless otherwise.
1938 for (unsigned j
= 0; j
< i
; ++j
) {
1939 if (!decls
[j
].is_varying())
1942 if (tfeedback_decl::is_same(decls
[i
], decls
[j
])) {
1943 linker_error(prog
, "Transform feedback varying %s specified "
1944 "more than once.", varying_names
[i
]);
1954 * Assign a location for a variable that is produced in one pipeline stage
1955 * (the "producer") and consumed in the next stage (the "consumer").
1957 * \param input_var is the input variable declaration in the consumer.
1959 * \param output_var is the output variable declaration in the producer.
1961 * \param input_index is the counter that keeps track of assigned input
1962 * locations in the consumer.
1964 * \param output_index is the counter that keeps track of assigned output
1965 * locations in the producer.
1967 * It is permissible for \c input_var to be NULL (this happens if a variable
1968 * is output by the producer and consumed by transform feedback, but not
1969 * consumed by the consumer).
1971 * If the variable has already been assigned a location, this function has no
1975 assign_varying_location(ir_variable
*input_var
, ir_variable
*output_var
,
1976 unsigned *input_index
, unsigned *output_index
)
1978 if (output_var
->location
!= -1) {
1979 /* Location already assigned. */
1984 assert(input_var
->location
== -1);
1985 input_var
->location
= *input_index
;
1988 output_var
->location
= *output_index
;
1990 /* FINISHME: Support for "varying" records in GLSL 1.50. */
1991 assert(!output_var
->type
->is_record());
1993 if (output_var
->type
->is_array()) {
1994 const unsigned slots
= output_var
->type
->length
1995 * output_var
->type
->fields
.array
->matrix_columns
;
1997 *output_index
+= slots
;
1998 *input_index
+= slots
;
2000 const unsigned slots
= output_var
->type
->matrix_columns
;
2002 *output_index
+= slots
;
2003 *input_index
+= slots
;
2009 * Is the given variable a varying variable to be counted against the
2010 * limit in ctx->Const.MaxVarying?
2011 * This includes variables such as texcoords, colors and generic
2012 * varyings, but excludes variables such as gl_FrontFacing and gl_FragCoord.
2015 is_varying_var(GLenum shaderType
, const ir_variable
*var
)
2017 /* Only fragment shaders will take a varying variable as an input */
2018 if (shaderType
== GL_FRAGMENT_SHADER
&&
2019 var
->mode
== ir_var_in
) {
2020 switch (var
->location
) {
2021 case FRAG_ATTRIB_WPOS
:
2022 case FRAG_ATTRIB_FACE
:
2023 case FRAG_ATTRIB_PNTC
:
2034 * Assign locations for all variables that are produced in one pipeline stage
2035 * (the "producer") and consumed in the next stage (the "consumer").
2037 * Variables produced by the producer may also be consumed by transform
2040 * \param num_tfeedback_decls is the number of declarations indicating
2041 * variables that may be consumed by transform feedback.
2043 * \param tfeedback_decls is a pointer to an array of tfeedback_decl objects
2044 * representing the result of parsing the strings passed to
2045 * glTransformFeedbackVaryings(). assign_location() will be called for
2046 * each of these objects that matches one of the outputs of the
2049 * When num_tfeedback_decls is nonzero, it is permissible for the consumer to
2050 * be NULL. In this case, varying locations are assigned solely based on the
2051 * requirements of transform feedback.
2054 assign_varying_locations(struct gl_context
*ctx
,
2055 struct gl_shader_program
*prog
,
2056 gl_shader
*producer
, gl_shader
*consumer
,
2057 unsigned num_tfeedback_decls
,
2058 tfeedback_decl
*tfeedback_decls
)
2060 /* FINISHME: Set dynamically when geometry shader support is added. */
2061 unsigned output_index
= VERT_RESULT_VAR0
;
2062 unsigned input_index
= FRAG_ATTRIB_VAR0
;
2064 /* Operate in a total of three passes.
2066 * 1. Assign locations for any matching inputs and outputs.
2068 * 2. Mark output variables in the producer that do not have locations as
2069 * not being outputs. This lets the optimizer eliminate them.
2071 * 3. Mark input variables in the consumer that do not have locations as
2072 * not being inputs. This lets the optimizer eliminate them.
2075 link_invalidate_variable_locations(producer
, ir_var_out
, VERT_RESULT_VAR0
);
2077 link_invalidate_variable_locations(consumer
, ir_var_in
, FRAG_ATTRIB_VAR0
);
2079 foreach_list(node
, producer
->ir
) {
2080 ir_variable
*const output_var
= ((ir_instruction
*) node
)->as_variable();
2082 if ((output_var
== NULL
) || (output_var
->mode
!= ir_var_out
))
2085 ir_variable
*input_var
=
2086 consumer
? consumer
->symbols
->get_variable(output_var
->name
) : NULL
;
2088 if (input_var
&& input_var
->mode
!= ir_var_in
)
2092 assign_varying_location(input_var
, output_var
, &input_index
,
2096 for (unsigned i
= 0; i
< num_tfeedback_decls
; ++i
) {
2097 if (!tfeedback_decls
[i
].is_varying())
2100 if (!tfeedback_decls
[i
].is_assigned() &&
2101 tfeedback_decls
[i
].matches_var(output_var
)) {
2102 if (output_var
->location
== -1) {
2103 assign_varying_location(input_var
, output_var
, &input_index
,
2106 if (!tfeedback_decls
[i
].assign_location(ctx
, prog
, output_var
))
2112 unsigned varying_vectors
= 0;
2115 foreach_list(node
, consumer
->ir
) {
2116 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
2118 if ((var
== NULL
) || (var
->mode
!= ir_var_in
))
2121 if (var
->location
== -1) {
2122 if (prog
->Version
<= 120) {
2123 /* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec:
2125 * Only those varying variables used (i.e. read) in
2126 * the fragment shader executable must be written to
2127 * by the vertex shader executable; declaring
2128 * superfluous varying variables in a vertex shader is
2131 * We interpret this text as meaning that the VS must
2132 * write the variable for the FS to read it. See
2133 * "glsl1-varying read but not written" in piglit.
2136 linker_error(prog
, "fragment shader varying %s not written "
2137 "by vertex shader\n.", var
->name
);
2140 /* An 'in' variable is only really a shader input if its
2141 * value is written by the previous stage.
2143 var
->mode
= ir_var_auto
;
2144 } else if (is_varying_var(consumer
->Type
, var
)) {
2145 /* The packing rules are used for vertex shader inputs are also
2146 * used for fragment shader inputs.
2148 varying_vectors
+= count_attribute_slots(var
->type
);
2153 if (ctx
->API
== API_OPENGLES2
|| prog
->IsES
) {
2154 if (varying_vectors
> ctx
->Const
.MaxVarying
) {
2155 if (ctx
->Const
.GLSLSkipStrictMaxVaryingLimitCheck
) {
2156 linker_warning(prog
, "shader uses too many varying vectors "
2157 "(%u > %u), but the driver will try to optimize "
2158 "them out; this is non-portable out-of-spec "
2160 varying_vectors
, ctx
->Const
.MaxVarying
);
2162 linker_error(prog
, "shader uses too many varying vectors "
2164 varying_vectors
, ctx
->Const
.MaxVarying
);
2169 const unsigned float_components
= varying_vectors
* 4;
2170 if (float_components
> ctx
->Const
.MaxVarying
* 4) {
2171 if (ctx
->Const
.GLSLSkipStrictMaxVaryingLimitCheck
) {
2172 linker_warning(prog
, "shader uses too many varying components "
2173 "(%u > %u), but the driver will try to optimize "
2174 "them out; this is non-portable out-of-spec "
2176 float_components
, ctx
->Const
.MaxVarying
* 4);
2178 linker_error(prog
, "shader uses too many varying components "
2180 float_components
, ctx
->Const
.MaxVarying
* 4);
2191 * Store transform feedback location assignments into
2192 * prog->LinkedTransformFeedback based on the data stored in tfeedback_decls.
2194 * If an error occurs, the error is reported through linker_error() and false
2198 store_tfeedback_info(struct gl_context
*ctx
, struct gl_shader_program
*prog
,
2199 unsigned num_tfeedback_decls
,
2200 tfeedback_decl
*tfeedback_decls
)
2202 bool separate_attribs_mode
=
2203 prog
->TransformFeedback
.BufferMode
== GL_SEPARATE_ATTRIBS
;
2205 ralloc_free(prog
->LinkedTransformFeedback
.Varyings
);
2206 ralloc_free(prog
->LinkedTransformFeedback
.Outputs
);
2208 memset(&prog
->LinkedTransformFeedback
, 0,
2209 sizeof(prog
->LinkedTransformFeedback
));
2211 prog
->LinkedTransformFeedback
.Varyings
=
2213 struct gl_transform_feedback_varying_info
,
2214 num_tfeedback_decls
);
2216 unsigned num_outputs
= 0;
2217 for (unsigned i
= 0; i
< num_tfeedback_decls
; ++i
)
2218 if (!tfeedback_decls
[i
].accumulate_num_outputs(prog
, &num_outputs
))
2221 prog
->LinkedTransformFeedback
.Outputs
=
2223 struct gl_transform_feedback_output
,
2226 unsigned num_buffers
= 0;
2228 if (separate_attribs_mode
) {
2229 /* GL_SEPARATE_ATTRIBS */
2230 for (unsigned i
= 0; i
< num_tfeedback_decls
; ++i
) {
2231 if (!tfeedback_decls
[i
].store(ctx
, prog
, &prog
->LinkedTransformFeedback
,
2232 num_buffers
, num_outputs
))
2239 /* GL_INVERLEAVED_ATTRIBS */
2240 for (unsigned i
= 0; i
< num_tfeedback_decls
; ++i
) {
2241 if (tfeedback_decls
[i
].is_next_buffer_separator()) {
2246 if (!tfeedback_decls
[i
].store(ctx
, prog
,
2247 &prog
->LinkedTransformFeedback
,
2248 num_buffers
, num_outputs
))
2254 assert(prog
->LinkedTransformFeedback
.NumOutputs
== num_outputs
);
2256 prog
->LinkedTransformFeedback
.NumBuffers
= num_buffers
;
2261 * Store the gl_FragDepth layout in the gl_shader_program struct.
2264 store_fragdepth_layout(struct gl_shader_program
*prog
)
2266 if (prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
] == NULL
) {
2270 struct exec_list
*ir
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->ir
;
2272 /* We don't look up the gl_FragDepth symbol directly because if
2273 * gl_FragDepth is not used in the shader, it's removed from the IR.
2274 * However, the symbol won't be removed from the symbol table.
2276 * We're only interested in the cases where the variable is NOT removed
2279 foreach_list(node
, ir
) {
2280 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
2282 if (var
== NULL
|| var
->mode
!= ir_var_out
) {
2286 if (strcmp(var
->name
, "gl_FragDepth") == 0) {
2287 switch (var
->depth_layout
) {
2288 case ir_depth_layout_none
:
2289 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_NONE
;
2291 case ir_depth_layout_any
:
2292 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_ANY
;
2294 case ir_depth_layout_greater
:
2295 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_GREATER
;
2297 case ir_depth_layout_less
:
2298 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_LESS
;
2300 case ir_depth_layout_unchanged
:
2301 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_UNCHANGED
;
2312 * Validate the resources used by a program versus the implementation limits
2315 check_resources(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
2317 static const char *const shader_names
[MESA_SHADER_TYPES
] = {
2318 "vertex", "fragment", "geometry"
2321 const unsigned max_samplers
[MESA_SHADER_TYPES
] = {
2322 ctx
->Const
.MaxVertexTextureImageUnits
,
2323 ctx
->Const
.MaxTextureImageUnits
,
2324 ctx
->Const
.MaxGeometryTextureImageUnits
2327 const unsigned max_uniform_components
[MESA_SHADER_TYPES
] = {
2328 ctx
->Const
.VertexProgram
.MaxUniformComponents
,
2329 ctx
->Const
.FragmentProgram
.MaxUniformComponents
,
2330 0 /* FINISHME: Geometry shaders. */
2333 const unsigned max_uniform_blocks
[MESA_SHADER_TYPES
] = {
2334 ctx
->Const
.VertexProgram
.MaxUniformBlocks
,
2335 ctx
->Const
.FragmentProgram
.MaxUniformBlocks
,
2336 ctx
->Const
.GeometryProgram
.MaxUniformBlocks
,
2339 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
2340 struct gl_shader
*sh
= prog
->_LinkedShaders
[i
];
2345 if (sh
->num_samplers
> max_samplers
[i
]) {
2346 linker_error(prog
, "Too many %s shader texture samplers",
2350 if (sh
->num_uniform_components
> max_uniform_components
[i
]) {
2351 if (ctx
->Const
.GLSLSkipStrictMaxUniformLimitCheck
) {
2352 linker_warning(prog
, "Too many %s shader uniform components, "
2353 "but the driver will try to optimize them out; "
2354 "this is non-portable out-of-spec behavior\n",
2357 linker_error(prog
, "Too many %s shader uniform components",
2363 unsigned blocks
[MESA_SHADER_TYPES
] = {0};
2364 unsigned total_uniform_blocks
= 0;
2366 for (unsigned i
= 0; i
< prog
->NumUniformBlocks
; i
++) {
2367 for (unsigned j
= 0; j
< MESA_SHADER_TYPES
; j
++) {
2368 if (prog
->UniformBlockStageIndex
[j
][i
] != -1) {
2370 total_uniform_blocks
++;
2374 if (total_uniform_blocks
> ctx
->Const
.MaxCombinedUniformBlocks
) {
2375 linker_error(prog
, "Too many combined uniform blocks (%d/%d)",
2376 prog
->NumUniformBlocks
,
2377 ctx
->Const
.MaxCombinedUniformBlocks
);
2379 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
2380 if (blocks
[i
] > max_uniform_blocks
[i
]) {
2381 linker_error(prog
, "Too many %s uniform blocks (%d/%d)",
2384 max_uniform_blocks
[i
]);
2391 return prog
->LinkStatus
;
2395 link_shaders(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
2397 tfeedback_decl
*tfeedback_decls
= NULL
;
2398 unsigned num_tfeedback_decls
= prog
->TransformFeedback
.NumVarying
;
2400 void *mem_ctx
= ralloc_context(NULL
); // temporary linker context
2402 prog
->LinkStatus
= false;
2403 prog
->Validated
= false;
2404 prog
->_Used
= false;
2406 ralloc_free(prog
->InfoLog
);
2407 prog
->InfoLog
= ralloc_strdup(NULL
, "");
2409 ralloc_free(prog
->UniformBlocks
);
2410 prog
->UniformBlocks
= NULL
;
2411 prog
->NumUniformBlocks
= 0;
2412 for (int i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
2413 ralloc_free(prog
->UniformBlockStageIndex
[i
]);
2414 prog
->UniformBlockStageIndex
[i
] = NULL
;
2417 /* Separate the shaders into groups based on their type.
2419 struct gl_shader
**vert_shader_list
;
2420 unsigned num_vert_shaders
= 0;
2421 struct gl_shader
**frag_shader_list
;
2422 unsigned num_frag_shaders
= 0;
2424 vert_shader_list
= (struct gl_shader
**)
2425 calloc(2 * prog
->NumShaders
, sizeof(struct gl_shader
*));
2426 frag_shader_list
= &vert_shader_list
[prog
->NumShaders
];
2428 unsigned min_version
= UINT_MAX
;
2429 unsigned max_version
= 0;
2430 const bool is_es_prog
=
2431 (prog
->NumShaders
> 0 && prog
->Shaders
[0]->IsES
) ? true : false;
2432 for (unsigned i
= 0; i
< prog
->NumShaders
; i
++) {
2433 min_version
= MIN2(min_version
, prog
->Shaders
[i
]->Version
);
2434 max_version
= MAX2(max_version
, prog
->Shaders
[i
]->Version
);
2436 if (prog
->Shaders
[i
]->IsES
!= is_es_prog
) {
2437 linker_error(prog
, "all shaders must use same shading "
2438 "language version\n");
2442 switch (prog
->Shaders
[i
]->Type
) {
2443 case GL_VERTEX_SHADER
:
2444 vert_shader_list
[num_vert_shaders
] = prog
->Shaders
[i
];
2447 case GL_FRAGMENT_SHADER
:
2448 frag_shader_list
[num_frag_shaders
] = prog
->Shaders
[i
];
2451 case GL_GEOMETRY_SHADER
:
2452 /* FINISHME: Support geometry shaders. */
2453 assert(prog
->Shaders
[i
]->Type
!= GL_GEOMETRY_SHADER
);
2458 /* Previous to GLSL version 1.30, different compilation units could mix and
2459 * match shading language versions. With GLSL 1.30 and later, the versions
2460 * of all shaders must match.
2462 * GLSL ES has never allowed mixing of shading language versions.
2464 if ((is_es_prog
|| max_version
>= 130)
2465 && min_version
!= max_version
) {
2466 linker_error(prog
, "all shaders must use same shading "
2467 "language version\n");
2471 prog
->Version
= max_version
;
2472 prog
->IsES
= is_es_prog
;
2474 for (unsigned int i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
2475 if (prog
->_LinkedShaders
[i
] != NULL
)
2476 ctx
->Driver
.DeleteShader(ctx
, prog
->_LinkedShaders
[i
]);
2478 prog
->_LinkedShaders
[i
] = NULL
;
2481 /* Link all shaders for a particular stage and validate the result.
2483 if (num_vert_shaders
> 0) {
2484 gl_shader
*const sh
=
2485 link_intrastage_shaders(mem_ctx
, ctx
, prog
, vert_shader_list
,
2491 if (!validate_vertex_shader_executable(prog
, sh
))
2494 _mesa_reference_shader(ctx
, &prog
->_LinkedShaders
[MESA_SHADER_VERTEX
],
2498 if (num_frag_shaders
> 0) {
2499 gl_shader
*const sh
=
2500 link_intrastage_shaders(mem_ctx
, ctx
, prog
, frag_shader_list
,
2506 if (!validate_fragment_shader_executable(prog
, sh
))
2509 _mesa_reference_shader(ctx
, &prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
],
2513 /* Here begins the inter-stage linking phase. Some initial validation is
2514 * performed, then locations are assigned for uniforms, attributes, and
2517 if (cross_validate_uniforms(prog
)) {
2520 for (prev
= 0; prev
< MESA_SHADER_TYPES
; prev
++) {
2521 if (prog
->_LinkedShaders
[prev
] != NULL
)
2525 /* Validate the inputs of each stage with the output of the preceding
2528 for (unsigned i
= prev
+ 1; i
< MESA_SHADER_TYPES
; i
++) {
2529 if (prog
->_LinkedShaders
[i
] == NULL
)
2532 if (!cross_validate_outputs_to_inputs(prog
,
2533 prog
->_LinkedShaders
[prev
],
2534 prog
->_LinkedShaders
[i
]))
2540 prog
->LinkStatus
= true;
2543 /* Implement the GLSL 1.30+ rule for discard vs infinite loops Do
2544 * it before optimization because we want most of the checks to get
2545 * dropped thanks to constant propagation.
2547 * This rule also applies to GLSL ES 3.00.
2549 if (max_version
>= (is_es_prog
? 300 : 130)) {
2550 struct gl_shader
*sh
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
2552 lower_discard_flow(sh
->ir
);
2556 if (!interstage_cross_validate_uniform_blocks(prog
))
2559 /* Do common optimization before assigning storage for attributes,
2560 * uniforms, and varyings. Later optimization could possibly make
2561 * some of that unused.
2563 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
2564 if (prog
->_LinkedShaders
[i
] == NULL
)
2567 detect_recursion_linked(prog
, prog
->_LinkedShaders
[i
]->ir
);
2568 if (!prog
->LinkStatus
)
2571 if (ctx
->ShaderCompilerOptions
[i
].LowerClipDistance
)
2572 lower_clip_distance(prog
->_LinkedShaders
[i
]->ir
);
2574 unsigned max_unroll
= ctx
->ShaderCompilerOptions
[i
].MaxUnrollIterations
;
2576 while (do_common_optimization(prog
->_LinkedShaders
[i
]->ir
, true, false, max_unroll
))
2580 /* FINISHME: The value of the max_attribute_index parameter is
2581 * FINISHME: implementation dependent based on the value of
2582 * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
2583 * FINISHME: at least 16, so hardcode 16 for now.
2585 if (!assign_attribute_or_color_locations(prog
, MESA_SHADER_VERTEX
, 16)) {
2589 if (!assign_attribute_or_color_locations(prog
, MESA_SHADER_FRAGMENT
, MAX2(ctx
->Const
.MaxDrawBuffers
, ctx
->Const
.MaxDualSourceDrawBuffers
))) {
2594 for (prev
= 0; prev
< MESA_SHADER_TYPES
; prev
++) {
2595 if (prog
->_LinkedShaders
[prev
] != NULL
)
2599 if (num_tfeedback_decls
!= 0) {
2600 /* From GL_EXT_transform_feedback:
2601 * A program will fail to link if:
2603 * * the <count> specified by TransformFeedbackVaryingsEXT is
2604 * non-zero, but the program object has no vertex or geometry
2607 if (prev
>= MESA_SHADER_FRAGMENT
) {
2608 linker_error(prog
, "Transform feedback varyings specified, but "
2609 "no vertex or geometry shader is present.");
2613 tfeedback_decls
= ralloc_array(mem_ctx
, tfeedback_decl
,
2614 prog
->TransformFeedback
.NumVarying
);
2615 if (!parse_tfeedback_decls(ctx
, prog
, mem_ctx
, num_tfeedback_decls
,
2616 prog
->TransformFeedback
.VaryingNames
,
2621 for (unsigned i
= prev
+ 1; i
< MESA_SHADER_TYPES
; i
++) {
2622 if (prog
->_LinkedShaders
[i
] == NULL
)
2625 if (!assign_varying_locations(
2626 ctx
, prog
, prog
->_LinkedShaders
[prev
], prog
->_LinkedShaders
[i
],
2627 i
== MESA_SHADER_FRAGMENT
? num_tfeedback_decls
: 0,
2634 if (prev
!= MESA_SHADER_FRAGMENT
&& num_tfeedback_decls
!= 0) {
2635 /* There was no fragment shader, but we still have to assign varying
2636 * locations for use by transform feedback.
2638 if (!assign_varying_locations(
2639 ctx
, prog
, prog
->_LinkedShaders
[prev
], NULL
, num_tfeedback_decls
,
2644 if (!store_tfeedback_info(ctx
, prog
, num_tfeedback_decls
, tfeedback_decls
))
2647 if (prog
->_LinkedShaders
[MESA_SHADER_VERTEX
] != NULL
) {
2648 demote_shader_inputs_and_outputs(prog
->_LinkedShaders
[MESA_SHADER_VERTEX
],
2651 /* Eliminate code that is now dead due to unused vertex outputs being
2654 while (do_dead_code(prog
->_LinkedShaders
[MESA_SHADER_VERTEX
]->ir
, false))
2658 if (prog
->_LinkedShaders
[MESA_SHADER_GEOMETRY
] != NULL
) {
2659 gl_shader
*const sh
= prog
->_LinkedShaders
[MESA_SHADER_GEOMETRY
];
2661 demote_shader_inputs_and_outputs(sh
, ir_var_in
);
2662 demote_shader_inputs_and_outputs(sh
, ir_var_inout
);
2663 demote_shader_inputs_and_outputs(sh
, ir_var_out
);
2665 /* Eliminate code that is now dead due to unused geometry outputs being
2668 while (do_dead_code(prog
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]->ir
, false))
2672 if (prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
] != NULL
) {
2673 gl_shader
*const sh
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
2675 demote_shader_inputs_and_outputs(sh
, ir_var_in
);
2677 /* Eliminate code that is now dead due to unused fragment inputs being
2678 * demoted. This shouldn't actually do anything other than remove
2679 * declarations of the (now unused) global variables.
2681 while (do_dead_code(prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->ir
, false))
2685 update_array_sizes(prog
);
2686 link_assign_uniform_locations(prog
);
2687 store_fragdepth_layout(prog
);
2689 if (!check_resources(ctx
, prog
))
2692 /* OpenGL ES requires that a vertex shader and a fragment shader both be
2693 * present in a linked program. By checking prog->IsES, we also
2694 * catch the GL_ARB_ES2_compatibility case.
2696 if (!prog
->InternalSeparateShader
&&
2697 (ctx
->API
== API_OPENGLES2
|| prog
->IsES
)) {
2698 if (prog
->_LinkedShaders
[MESA_SHADER_VERTEX
] == NULL
) {
2699 linker_error(prog
, "program lacks a vertex shader\n");
2700 } else if (prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
] == NULL
) {
2701 linker_error(prog
, "program lacks a fragment shader\n");
2705 /* FINISHME: Assign fragment shader output locations. */
2708 free(vert_shader_list
);
2710 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
2711 if (prog
->_LinkedShaders
[i
] == NULL
)
2714 /* Retain any live IR, but trash the rest. */
2715 reparent_ir(prog
->_LinkedShaders
[i
]->ir
, prog
->_LinkedShaders
[i
]->ir
);
2717 /* The symbol table in the linked shaders may contain references to
2718 * variables that were removed (e.g., unused uniforms). Since it may
2719 * contain junk, there is no possible valid use. Delete it and set the
2722 delete prog
->_LinkedShaders
[i
]->symbols
;
2723 prog
->_LinkedShaders
[i
]->symbols
= NULL
;
2726 ralloc_free(mem_ctx
);