linker: Fix off-by-one error implicit array sizing
[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 #include <cstdlib>
67 #include <cstdio>
68 #include <cstdarg>
69 #include <climits>
70
71 #include "main/core.h"
72 #include "glsl_symbol_table.h"
73 #include "ir.h"
74 #include "program.h"
75 #include "program/hash_table.h"
76 #include "linker.h"
77 #include "ir_optimization.h"
78
79 extern "C" {
80 #include "main/shaderobj.h"
81 }
82
83 /**
84 * Visitor that determines whether or not a variable is ever written.
85 */
86 class find_assignment_visitor : public ir_hierarchical_visitor {
87 public:
88 find_assignment_visitor(const char *name)
89 : name(name), found(false)
90 {
91 /* empty */
92 }
93
94 virtual ir_visitor_status visit_enter(ir_assignment *ir)
95 {
96 ir_variable *const var = ir->lhs->variable_referenced();
97
98 if (strcmp(name, var->name) == 0) {
99 found = true;
100 return visit_stop;
101 }
102
103 return visit_continue_with_parent;
104 }
105
106 virtual ir_visitor_status visit_enter(ir_call *ir)
107 {
108 exec_list_iterator sig_iter = ir->get_callee()->parameters.iterator();
109 foreach_iter(exec_list_iterator, iter, *ir) {
110 ir_rvalue *param_rval = (ir_rvalue *)iter.get();
111 ir_variable *sig_param = (ir_variable *)sig_iter.get();
112
113 if (sig_param->mode == ir_var_out ||
114 sig_param->mode == ir_var_inout) {
115 ir_variable *var = param_rval->variable_referenced();
116 if (var && strcmp(name, var->name) == 0) {
117 found = true;
118 return visit_stop;
119 }
120 }
121 sig_iter.next();
122 }
123
124 return visit_continue_with_parent;
125 }
126
127 bool variable_found()
128 {
129 return found;
130 }
131
132 private:
133 const char *name; /**< Find writes to a variable with this name. */
134 bool found; /**< Was a write to the variable found? */
135 };
136
137
138 /**
139 * Visitor that determines whether or not a variable is ever read.
140 */
141 class find_deref_visitor : public ir_hierarchical_visitor {
142 public:
143 find_deref_visitor(const char *name)
144 : name(name), found(false)
145 {
146 /* empty */
147 }
148
149 virtual ir_visitor_status visit(ir_dereference_variable *ir)
150 {
151 if (strcmp(this->name, ir->var->name) == 0) {
152 this->found = true;
153 return visit_stop;
154 }
155
156 return visit_continue;
157 }
158
159 bool variable_found() const
160 {
161 return this->found;
162 }
163
164 private:
165 const char *name; /**< Find writes to a variable with this name. */
166 bool found; /**< Was a write to the variable found? */
167 };
168
169
170 void
171 linker_error_printf(gl_shader_program *prog, const char *fmt, ...)
172 {
173 va_list ap;
174
175 ralloc_strcat(&prog->InfoLog, "error: ");
176 va_start(ap, fmt);
177 ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
178 va_end(ap);
179 }
180
181
182 void
183 invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode,
184 int generic_base)
185 {
186 foreach_list(node, sh->ir) {
187 ir_variable *const var = ((ir_instruction *) node)->as_variable();
188
189 if ((var == NULL) || (var->mode != (unsigned) mode))
190 continue;
191
192 /* Only assign locations for generic attributes / varyings / etc.
193 */
194 if ((var->location >= generic_base) && !var->explicit_location)
195 var->location = -1;
196 }
197 }
198
199
200 /**
201 * Determine the number of attribute slots required for a particular type
202 *
203 * This code is here because it implements the language rules of a specific
204 * GLSL version. Since it's a property of the language and not a property of
205 * types in general, it doesn't really belong in glsl_type.
206 */
207 unsigned
208 count_attribute_slots(const glsl_type *t)
209 {
210 /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
211 *
212 * "A scalar input counts the same amount against this limit as a vec4,
213 * so applications may want to consider packing groups of four
214 * unrelated float inputs together into a vector to better utilize the
215 * capabilities of the underlying hardware. A matrix input will use up
216 * multiple locations. The number of locations used will equal the
217 * number of columns in the matrix."
218 *
219 * The spec does not explicitly say how arrays are counted. However, it
220 * should be safe to assume the total number of slots consumed by an array
221 * is the number of entries in the array multiplied by the number of slots
222 * consumed by a single element of the array.
223 */
224
225 if (t->is_array())
226 return t->array_size() * count_attribute_slots(t->element_type());
227
228 if (t->is_matrix())
229 return t->matrix_columns;
230
231 return 1;
232 }
233
234
235 /**
236 * Verify that a vertex shader executable meets all semantic requirements
237 *
238 * \param shader Vertex shader executable to be verified
239 */
240 bool
241 validate_vertex_shader_executable(struct gl_shader_program *prog,
242 struct gl_shader *shader)
243 {
244 if (shader == NULL)
245 return true;
246
247 find_assignment_visitor find("gl_Position");
248 find.run(shader->ir);
249 if (!find.variable_found()) {
250 linker_error_printf(prog,
251 "vertex shader does not write to `gl_Position'\n");
252 return false;
253 }
254
255 return true;
256 }
257
258
259 /**
260 * Verify that a fragment shader executable meets all semantic requirements
261 *
262 * \param shader Fragment shader executable to be verified
263 */
264 bool
265 validate_fragment_shader_executable(struct gl_shader_program *prog,
266 struct gl_shader *shader)
267 {
268 if (shader == NULL)
269 return true;
270
271 find_assignment_visitor frag_color("gl_FragColor");
272 find_assignment_visitor frag_data("gl_FragData");
273
274 frag_color.run(shader->ir);
275 frag_data.run(shader->ir);
276
277 if (frag_color.variable_found() && frag_data.variable_found()) {
278 linker_error_printf(prog, "fragment shader writes to both "
279 "`gl_FragColor' and `gl_FragData'\n");
280 return false;
281 }
282
283 return true;
284 }
285
286
287 /**
288 * Generate a string describing the mode of a variable
289 */
290 static const char *
291 mode_string(const ir_variable *var)
292 {
293 switch (var->mode) {
294 case ir_var_auto:
295 return (var->read_only) ? "global constant" : "global variable";
296
297 case ir_var_uniform: return "uniform";
298 case ir_var_in: return "shader input";
299 case ir_var_out: return "shader output";
300 case ir_var_inout: return "shader inout";
301
302 case ir_var_const_in:
303 case ir_var_temporary:
304 default:
305 assert(!"Should not get here.");
306 return "invalid variable";
307 }
308 }
309
310
311 /**
312 * Perform validation of global variables used across multiple shaders
313 */
314 bool
315 cross_validate_globals(struct gl_shader_program *prog,
316 struct gl_shader **shader_list,
317 unsigned num_shaders,
318 bool uniforms_only)
319 {
320 /* Examine all of the uniforms in all of the shaders and cross validate
321 * them.
322 */
323 glsl_symbol_table variables;
324 for (unsigned i = 0; i < num_shaders; i++) {
325 if (shader_list[i] == NULL)
326 continue;
327
328 foreach_list(node, shader_list[i]->ir) {
329 ir_variable *const var = ((ir_instruction *) node)->as_variable();
330
331 if (var == NULL)
332 continue;
333
334 if (uniforms_only && (var->mode != ir_var_uniform))
335 continue;
336
337 /* Don't cross validate temporaries that are at global scope. These
338 * will eventually get pulled into the shaders 'main'.
339 */
340 if (var->mode == ir_var_temporary)
341 continue;
342
343 /* If a global with this name has already been seen, verify that the
344 * new instance has the same type. In addition, if the globals have
345 * initializers, the values of the initializers must be the same.
346 */
347 ir_variable *const existing = variables.get_variable(var->name);
348 if (existing != NULL) {
349 if (var->type != existing->type) {
350 /* Consider the types to be "the same" if both types are arrays
351 * of the same type and one of the arrays is implicitly sized.
352 * In addition, set the type of the linked variable to the
353 * explicitly sized array.
354 */
355 if (var->type->is_array()
356 && existing->type->is_array()
357 && (var->type->fields.array == existing->type->fields.array)
358 && ((var->type->length == 0)
359 || (existing->type->length == 0))) {
360 if (var->type->length != 0) {
361 existing->type = var->type;
362 }
363 } else {
364 linker_error_printf(prog, "%s `%s' declared as type "
365 "`%s' and type `%s'\n",
366 mode_string(var),
367 var->name, var->type->name,
368 existing->type->name);
369 return false;
370 }
371 }
372
373 if (var->explicit_location) {
374 if (existing->explicit_location
375 && (var->location != existing->location)) {
376 linker_error_printf(prog, "explicit locations for %s "
377 "`%s' have differing values\n",
378 mode_string(var), var->name);
379 return false;
380 }
381
382 existing->location = var->location;
383 existing->explicit_location = true;
384 }
385
386 /* Validate layout qualifiers for gl_FragDepth.
387 *
388 * From the AMD_conservative_depth spec:
389 * "If gl_FragDepth is redeclared in any fragment shader in
390 * a program, it must be redeclared in all fragment shaders in that
391 * program that have static assignments to gl_FragDepth. All
392 * redeclarations of gl_FragDepth in all fragment shaders in
393 * a single program must have the same set of qualifiers."
394 */
395 if (strcmp(var->name, "gl_FragDepth") == 0) {
396 bool layout_declared = var->depth_layout != ir_depth_layout_none;
397 bool layout_differs = var->depth_layout != existing->depth_layout;
398 if (layout_declared && layout_differs) {
399 linker_error_printf(prog,
400 "All redeclarations of gl_FragDepth in all fragment shaders "
401 "in a single program must have the same set of qualifiers.");
402 }
403 if (var->used && layout_differs) {
404 linker_error_printf(prog,
405 "If gl_FragDepth is redeclared with a layout qualifier in"
406 "any fragment shader, it must be redeclared with the same"
407 "layout qualifier in all fragment shaders that have"
408 "assignments to gl_FragDepth");
409 }
410 }
411
412 /* FINISHME: Handle non-constant initializers.
413 */
414 if (var->constant_value != NULL) {
415 if (existing->constant_value != NULL) {
416 if (!var->constant_value->has_value(existing->constant_value)) {
417 linker_error_printf(prog, "initializers for %s "
418 "`%s' have differing values\n",
419 mode_string(var), var->name);
420 return false;
421 }
422 } else
423 /* If the first-seen instance of a particular uniform did not
424 * have an initializer but a later instance does, copy the
425 * initializer to the version stored in the symbol table.
426 */
427 /* FINISHME: This is wrong. The constant_value field should
428 * FINISHME: not be modified! Imagine a case where a shader
429 * FINISHME: without an initializer is linked in two different
430 * FINISHME: programs with shaders that have differing
431 * FINISHME: initializers. Linking with the first will
432 * FINISHME: modify the shader, and linking with the second
433 * FINISHME: will fail.
434 */
435 existing->constant_value =
436 var->constant_value->clone(ralloc_parent(existing), NULL);
437 }
438
439 if (existing->invariant != var->invariant) {
440 linker_error_printf(prog, "declarations for %s `%s' have "
441 "mismatching invariant qualifiers\n",
442 mode_string(var), var->name);
443 return false;
444 }
445 if (existing->centroid != var->centroid) {
446 linker_error_printf(prog, "declarations for %s `%s' have "
447 "mismatching centroid qualifiers\n",
448 mode_string(var), var->name);
449 return false;
450 }
451 } else
452 variables.add_variable(var);
453 }
454 }
455
456 return true;
457 }
458
459
460 /**
461 * Perform validation of uniforms used across multiple shader stages
462 */
463 bool
464 cross_validate_uniforms(struct gl_shader_program *prog)
465 {
466 return cross_validate_globals(prog, prog->_LinkedShaders,
467 MESA_SHADER_TYPES, true);
468 }
469
470
471 /**
472 * Validate that outputs from one stage match inputs of another
473 */
474 bool
475 cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
476 gl_shader *producer, gl_shader *consumer)
477 {
478 glsl_symbol_table parameters;
479 /* FINISHME: Figure these out dynamically. */
480 const char *const producer_stage = "vertex";
481 const char *const consumer_stage = "fragment";
482
483 /* Find all shader outputs in the "producer" stage.
484 */
485 foreach_list(node, producer->ir) {
486 ir_variable *const var = ((ir_instruction *) node)->as_variable();
487
488 /* FINISHME: For geometry shaders, this should also look for inout
489 * FINISHME: variables.
490 */
491 if ((var == NULL) || (var->mode != ir_var_out))
492 continue;
493
494 parameters.add_variable(var);
495 }
496
497
498 /* Find all shader inputs in the "consumer" stage. Any variables that have
499 * matching outputs already in the symbol table must have the same type and
500 * qualifiers.
501 */
502 foreach_list(node, consumer->ir) {
503 ir_variable *const input = ((ir_instruction *) node)->as_variable();
504
505 /* FINISHME: For geometry shaders, this should also look for inout
506 * FINISHME: variables.
507 */
508 if ((input == NULL) || (input->mode != ir_var_in))
509 continue;
510
511 ir_variable *const output = parameters.get_variable(input->name);
512 if (output != NULL) {
513 /* Check that the types match between stages.
514 */
515 if (input->type != output->type) {
516 /* There is a bit of a special case for gl_TexCoord. This
517 * built-in is unsized by default. Appliations that variable
518 * access it must redeclare it with a size. There is some
519 * language in the GLSL spec that implies the fragment shader
520 * and vertex shader do not have to agree on this size. Other
521 * driver behave this way, and one or two applications seem to
522 * rely on it.
523 *
524 * Neither declaration needs to be modified here because the array
525 * sizes are fixed later when update_array_sizes is called.
526 *
527 * From page 48 (page 54 of the PDF) of the GLSL 1.10 spec:
528 *
529 * "Unlike user-defined varying variables, the built-in
530 * varying variables don't have a strict one-to-one
531 * correspondence between the vertex language and the
532 * fragment language."
533 */
534 if (!output->type->is_array()
535 || (strncmp("gl_", output->name, 3) != 0)) {
536 linker_error_printf(prog,
537 "%s shader output `%s' declared as "
538 "type `%s', but %s shader input declared "
539 "as type `%s'\n",
540 producer_stage, output->name,
541 output->type->name,
542 consumer_stage, input->type->name);
543 return false;
544 }
545 }
546
547 /* Check that all of the qualifiers match between stages.
548 */
549 if (input->centroid != output->centroid) {
550 linker_error_printf(prog,
551 "%s shader output `%s' %s centroid qualifier, "
552 "but %s shader input %s centroid qualifier\n",
553 producer_stage,
554 output->name,
555 (output->centroid) ? "has" : "lacks",
556 consumer_stage,
557 (input->centroid) ? "has" : "lacks");
558 return false;
559 }
560
561 if (input->invariant != output->invariant) {
562 linker_error_printf(prog,
563 "%s shader output `%s' %s invariant qualifier, "
564 "but %s shader input %s invariant qualifier\n",
565 producer_stage,
566 output->name,
567 (output->invariant) ? "has" : "lacks",
568 consumer_stage,
569 (input->invariant) ? "has" : "lacks");
570 return false;
571 }
572
573 if (input->interpolation != output->interpolation) {
574 linker_error_printf(prog,
575 "%s shader output `%s' specifies %s "
576 "interpolation qualifier, "
577 "but %s shader input specifies %s "
578 "interpolation qualifier\n",
579 producer_stage,
580 output->name,
581 output->interpolation_string(),
582 consumer_stage,
583 input->interpolation_string());
584 return false;
585 }
586 }
587 }
588
589 return true;
590 }
591
592
593 /**
594 * Populates a shaders symbol table with all global declarations
595 */
596 static void
597 populate_symbol_table(gl_shader *sh)
598 {
599 sh->symbols = new(sh) glsl_symbol_table;
600
601 foreach_list(node, sh->ir) {
602 ir_instruction *const inst = (ir_instruction *) node;
603 ir_variable *var;
604 ir_function *func;
605
606 if ((func = inst->as_function()) != NULL) {
607 sh->symbols->add_function(func);
608 } else if ((var = inst->as_variable()) != NULL) {
609 sh->symbols->add_variable(var);
610 }
611 }
612 }
613
614
615 /**
616 * Remap variables referenced in an instruction tree
617 *
618 * This is used when instruction trees are cloned from one shader and placed in
619 * another. These trees will contain references to \c ir_variable nodes that
620 * do not exist in the target shader. This function finds these \c ir_variable
621 * references and replaces the references with matching variables in the target
622 * shader.
623 *
624 * If there is no matching variable in the target shader, a clone of the
625 * \c ir_variable is made and added to the target shader. The new variable is
626 * added to \b both the instruction stream and the symbol table.
627 *
628 * \param inst IR tree that is to be processed.
629 * \param symbols Symbol table containing global scope symbols in the
630 * linked shader.
631 * \param instructions Instruction stream where new variable declarations
632 * should be added.
633 */
634 void
635 remap_variables(ir_instruction *inst, struct gl_shader *target,
636 hash_table *temps)
637 {
638 class remap_visitor : public ir_hierarchical_visitor {
639 public:
640 remap_visitor(struct gl_shader *target,
641 hash_table *temps)
642 {
643 this->target = target;
644 this->symbols = target->symbols;
645 this->instructions = target->ir;
646 this->temps = temps;
647 }
648
649 virtual ir_visitor_status visit(ir_dereference_variable *ir)
650 {
651 if (ir->var->mode == ir_var_temporary) {
652 ir_variable *var = (ir_variable *) hash_table_find(temps, ir->var);
653
654 assert(var != NULL);
655 ir->var = var;
656 return visit_continue;
657 }
658
659 ir_variable *const existing =
660 this->symbols->get_variable(ir->var->name);
661 if (existing != NULL)
662 ir->var = existing;
663 else {
664 ir_variable *copy = ir->var->clone(this->target, NULL);
665
666 this->symbols->add_variable(copy);
667 this->instructions->push_head(copy);
668 ir->var = copy;
669 }
670
671 return visit_continue;
672 }
673
674 private:
675 struct gl_shader *target;
676 glsl_symbol_table *symbols;
677 exec_list *instructions;
678 hash_table *temps;
679 };
680
681 remap_visitor v(target, temps);
682
683 inst->accept(&v);
684 }
685
686
687 /**
688 * Move non-declarations from one instruction stream to another
689 *
690 * The intended usage pattern of this function is to pass the pointer to the
691 * head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node
692 * pointer) for \c last and \c false for \c make_copies on the first
693 * call. Successive calls pass the return value of the previous call for
694 * \c last and \c true for \c make_copies.
695 *
696 * \param instructions Source instruction stream
697 * \param last Instruction after which new instructions should be
698 * inserted in the target instruction stream
699 * \param make_copies Flag selecting whether instructions in \c instructions
700 * should be copied (via \c ir_instruction::clone) into the
701 * target list or moved.
702 *
703 * \return
704 * The new "last" instruction in the target instruction stream. This pointer
705 * is suitable for use as the \c last parameter of a later call to this
706 * function.
707 */
708 exec_node *
709 move_non_declarations(exec_list *instructions, exec_node *last,
710 bool make_copies, gl_shader *target)
711 {
712 hash_table *temps = NULL;
713
714 if (make_copies)
715 temps = hash_table_ctor(0, hash_table_pointer_hash,
716 hash_table_pointer_compare);
717
718 foreach_list_safe(node, instructions) {
719 ir_instruction *inst = (ir_instruction *) node;
720
721 if (inst->as_function())
722 continue;
723
724 ir_variable *var = inst->as_variable();
725 if ((var != NULL) && (var->mode != ir_var_temporary))
726 continue;
727
728 assert(inst->as_assignment()
729 || ((var != NULL) && (var->mode == ir_var_temporary)));
730
731 if (make_copies) {
732 inst = inst->clone(target, NULL);
733
734 if (var != NULL)
735 hash_table_insert(temps, inst, var);
736 else
737 remap_variables(inst, target, temps);
738 } else {
739 inst->remove();
740 }
741
742 last->insert_after(inst);
743 last = inst;
744 }
745
746 if (make_copies)
747 hash_table_dtor(temps);
748
749 return last;
750 }
751
752 /**
753 * Get the function signature for main from a shader
754 */
755 static ir_function_signature *
756 get_main_function_signature(gl_shader *sh)
757 {
758 ir_function *const f = sh->symbols->get_function("main");
759 if (f != NULL) {
760 exec_list void_parameters;
761
762 /* Look for the 'void main()' signature and ensure that it's defined.
763 * This keeps the linker from accidentally pick a shader that just
764 * contains a prototype for main.
765 *
766 * We don't have to check for multiple definitions of main (in multiple
767 * shaders) because that would have already been caught above.
768 */
769 ir_function_signature *sig = f->matching_signature(&void_parameters);
770 if ((sig != NULL) && sig->is_defined) {
771 return sig;
772 }
773 }
774
775 return NULL;
776 }
777
778
779 /**
780 * Combine a group of shaders for a single stage to generate a linked shader
781 *
782 * \note
783 * If this function is supplied a single shader, it is cloned, and the new
784 * shader is returned.
785 */
786 static struct gl_shader *
787 link_intrastage_shaders(void *mem_ctx,
788 struct gl_context *ctx,
789 struct gl_shader_program *prog,
790 struct gl_shader **shader_list,
791 unsigned num_shaders)
792 {
793 /* Check that global variables defined in multiple shaders are consistent.
794 */
795 if (!cross_validate_globals(prog, shader_list, num_shaders, false))
796 return NULL;
797
798 /* Check that there is only a single definition of each function signature
799 * across all shaders.
800 */
801 for (unsigned i = 0; i < (num_shaders - 1); i++) {
802 foreach_list(node, shader_list[i]->ir) {
803 ir_function *const f = ((ir_instruction *) node)->as_function();
804
805 if (f == NULL)
806 continue;
807
808 for (unsigned j = i + 1; j < num_shaders; j++) {
809 ir_function *const other =
810 shader_list[j]->symbols->get_function(f->name);
811
812 /* If the other shader has no function (and therefore no function
813 * signatures) with the same name, skip to the next shader.
814 */
815 if (other == NULL)
816 continue;
817
818 foreach_iter (exec_list_iterator, iter, *f) {
819 ir_function_signature *sig =
820 (ir_function_signature *) iter.get();
821
822 if (!sig->is_defined || sig->is_builtin)
823 continue;
824
825 ir_function_signature *other_sig =
826 other->exact_matching_signature(& sig->parameters);
827
828 if ((other_sig != NULL) && other_sig->is_defined
829 && !other_sig->is_builtin) {
830 linker_error_printf(prog,
831 "function `%s' is multiply defined",
832 f->name);
833 return NULL;
834 }
835 }
836 }
837 }
838 }
839
840 /* Find the shader that defines main, and make a clone of it.
841 *
842 * Starting with the clone, search for undefined references. If one is
843 * found, find the shader that defines it. Clone the reference and add
844 * it to the shader. Repeat until there are no undefined references or
845 * until a reference cannot be resolved.
846 */
847 gl_shader *main = NULL;
848 for (unsigned i = 0; i < num_shaders; i++) {
849 if (get_main_function_signature(shader_list[i]) != NULL) {
850 main = shader_list[i];
851 break;
852 }
853 }
854
855 if (main == NULL) {
856 linker_error_printf(prog, "%s shader lacks `main'\n",
857 (shader_list[0]->Type == GL_VERTEX_SHADER)
858 ? "vertex" : "fragment");
859 return NULL;
860 }
861
862 gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
863 linked->ir = new(linked) exec_list;
864 clone_ir_list(mem_ctx, linked->ir, main->ir);
865
866 populate_symbol_table(linked);
867
868 /* The a pointer to the main function in the final linked shader (i.e., the
869 * copy of the original shader that contained the main function).
870 */
871 ir_function_signature *const main_sig = get_main_function_signature(linked);
872
873 /* Move any instructions other than variable declarations or function
874 * declarations into main.
875 */
876 exec_node *insertion_point =
877 move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false,
878 linked);
879
880 for (unsigned i = 0; i < num_shaders; i++) {
881 if (shader_list[i] == main)
882 continue;
883
884 insertion_point = move_non_declarations(shader_list[i]->ir,
885 insertion_point, true, linked);
886 }
887
888 /* Resolve initializers for global variables in the linked shader.
889 */
890 unsigned num_linking_shaders = num_shaders;
891 for (unsigned i = 0; i < num_shaders; i++)
892 num_linking_shaders += shader_list[i]->num_builtins_to_link;
893
894 gl_shader **linking_shaders =
895 (gl_shader **) calloc(num_linking_shaders, sizeof(gl_shader *));
896
897 memcpy(linking_shaders, shader_list,
898 sizeof(linking_shaders[0]) * num_shaders);
899
900 unsigned idx = num_shaders;
901 for (unsigned i = 0; i < num_shaders; i++) {
902 memcpy(&linking_shaders[idx], shader_list[i]->builtins_to_link,
903 sizeof(linking_shaders[0]) * shader_list[i]->num_builtins_to_link);
904 idx += shader_list[i]->num_builtins_to_link;
905 }
906
907 assert(idx == num_linking_shaders);
908
909 if (!link_function_calls(prog, linked, linking_shaders,
910 num_linking_shaders)) {
911 ctx->Driver.DeleteShader(ctx, linked);
912 linked = NULL;
913 }
914
915 free(linking_shaders);
916
917 /* Make a pass over all variable declarations to ensure that arrays with
918 * unspecified sizes have a size specified. The size is inferred from the
919 * max_array_access field.
920 */
921 if (linked != NULL) {
922 class array_sizing_visitor : public ir_hierarchical_visitor {
923 public:
924 virtual ir_visitor_status visit(ir_variable *var)
925 {
926 if (var->type->is_array() && (var->type->length == 0)) {
927 const glsl_type *type =
928 glsl_type::get_array_instance(var->type->fields.array,
929 var->max_array_access + 1);
930
931 assert(type != NULL);
932 var->type = type;
933 }
934
935 return visit_continue;
936 }
937 } v;
938
939 v.run(linked->ir);
940 }
941
942 return linked;
943 }
944
945
946 struct uniform_node {
947 exec_node link;
948 struct gl_uniform *u;
949 unsigned slots;
950 };
951
952 /**
953 * Update the sizes of linked shader uniform arrays to the maximum
954 * array index used.
955 *
956 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
957 *
958 * If one or more elements of an array are active,
959 * GetActiveUniform will return the name of the array in name,
960 * subject to the restrictions listed above. The type of the array
961 * is returned in type. The size parameter contains the highest
962 * array element index used, plus one. The compiler or linker
963 * determines the highest index used. There will be only one
964 * active uniform reported by the GL per uniform array.
965
966 */
967 static void
968 update_array_sizes(struct gl_shader_program *prog)
969 {
970 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
971 if (prog->_LinkedShaders[i] == NULL)
972 continue;
973
974 foreach_list(node, prog->_LinkedShaders[i]->ir) {
975 ir_variable *const var = ((ir_instruction *) node)->as_variable();
976
977 if ((var == NULL) || (var->mode != ir_var_uniform &&
978 var->mode != ir_var_in &&
979 var->mode != ir_var_out) ||
980 !var->type->is_array())
981 continue;
982
983 unsigned int size = var->max_array_access;
984 for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
985 if (prog->_LinkedShaders[j] == NULL)
986 continue;
987
988 foreach_list(node2, prog->_LinkedShaders[j]->ir) {
989 ir_variable *other_var = ((ir_instruction *) node2)->as_variable();
990 if (!other_var)
991 continue;
992
993 if (strcmp(var->name, other_var->name) == 0 &&
994 other_var->max_array_access > size) {
995 size = other_var->max_array_access;
996 }
997 }
998 }
999
1000 if (size + 1 != var->type->fields.array->length) {
1001 var->type = glsl_type::get_array_instance(var->type->fields.array,
1002 size + 1);
1003 /* FINISHME: We should update the types of array
1004 * dereferences of this variable now.
1005 */
1006 }
1007 }
1008 }
1009 }
1010
1011 static void
1012 add_uniform(void *mem_ctx, exec_list *uniforms, struct hash_table *ht,
1013 const char *name, const glsl_type *type, GLenum shader_type,
1014 unsigned *next_shader_pos, unsigned *total_uniforms)
1015 {
1016 if (type->is_record()) {
1017 for (unsigned int i = 0; i < type->length; i++) {
1018 const glsl_type *field_type = type->fields.structure[i].type;
1019 char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
1020 type->fields.structure[i].name);
1021
1022 add_uniform(mem_ctx, uniforms, ht, field_name, field_type,
1023 shader_type, next_shader_pos, total_uniforms);
1024 }
1025 } else {
1026 uniform_node *n = (uniform_node *) hash_table_find(ht, name);
1027 unsigned int vec4_slots;
1028 const glsl_type *array_elem_type = NULL;
1029
1030 if (type->is_array()) {
1031 array_elem_type = type->fields.array;
1032 /* Array of structures. */
1033 if (array_elem_type->is_record()) {
1034 for (unsigned int i = 0; i < type->length; i++) {
1035 char *elem_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
1036 add_uniform(mem_ctx, uniforms, ht, elem_name, array_elem_type,
1037 shader_type, next_shader_pos, total_uniforms);
1038 }
1039 return;
1040 }
1041 }
1042
1043 /* Fix the storage size of samplers at 1 vec4 each. Be sure to pad out
1044 * vectors to vec4 slots.
1045 */
1046 if (type->is_array()) {
1047 if (array_elem_type->is_sampler())
1048 vec4_slots = type->length;
1049 else
1050 vec4_slots = type->length * array_elem_type->matrix_columns;
1051 } else if (type->is_sampler()) {
1052 vec4_slots = 1;
1053 } else {
1054 vec4_slots = type->matrix_columns;
1055 }
1056
1057 if (n == NULL) {
1058 n = (uniform_node *) calloc(1, sizeof(struct uniform_node));
1059 n->u = (gl_uniform *) calloc(1, sizeof(struct gl_uniform));
1060 n->slots = vec4_slots;
1061
1062 n->u->Name = strdup(name);
1063 n->u->Type = type;
1064 n->u->VertPos = -1;
1065 n->u->FragPos = -1;
1066 n->u->GeomPos = -1;
1067 (*total_uniforms)++;
1068
1069 hash_table_insert(ht, n, name);
1070 uniforms->push_tail(& n->link);
1071 }
1072
1073 switch (shader_type) {
1074 case GL_VERTEX_SHADER:
1075 n->u->VertPos = *next_shader_pos;
1076 break;
1077 case GL_FRAGMENT_SHADER:
1078 n->u->FragPos = *next_shader_pos;
1079 break;
1080 case GL_GEOMETRY_SHADER:
1081 n->u->GeomPos = *next_shader_pos;
1082 break;
1083 }
1084
1085 (*next_shader_pos) += vec4_slots;
1086 }
1087 }
1088
1089 void
1090 assign_uniform_locations(struct gl_shader_program *prog)
1091 {
1092 /* */
1093 exec_list uniforms;
1094 unsigned total_uniforms = 0;
1095 hash_table *ht = hash_table_ctor(32, hash_table_string_hash,
1096 hash_table_string_compare);
1097 void *mem_ctx = ralloc_context(NULL);
1098
1099 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1100 if (prog->_LinkedShaders[i] == NULL)
1101 continue;
1102
1103 unsigned next_position = 0;
1104
1105 foreach_list(node, prog->_LinkedShaders[i]->ir) {
1106 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1107
1108 if ((var == NULL) || (var->mode != ir_var_uniform))
1109 continue;
1110
1111 if (strncmp(var->name, "gl_", 3) == 0) {
1112 /* At the moment, we don't allocate uniform locations for
1113 * builtin uniforms. It's permitted by spec, and we'll
1114 * likely switch to doing that at some point, but not yet.
1115 */
1116 continue;
1117 }
1118
1119 var->location = next_position;
1120 add_uniform(mem_ctx, &uniforms, ht, var->name, var->type,
1121 prog->_LinkedShaders[i]->Type,
1122 &next_position, &total_uniforms);
1123 }
1124 }
1125
1126 ralloc_free(mem_ctx);
1127
1128 gl_uniform_list *ul = (gl_uniform_list *)
1129 calloc(1, sizeof(gl_uniform_list));
1130
1131 ul->Size = total_uniforms;
1132 ul->NumUniforms = total_uniforms;
1133 ul->Uniforms = (gl_uniform *) calloc(total_uniforms, sizeof(gl_uniform));
1134
1135 unsigned idx = 0;
1136 uniform_node *next;
1137 for (uniform_node *node = (uniform_node *) uniforms.head
1138 ; node->link.next != NULL
1139 ; node = next) {
1140 next = (uniform_node *) node->link.next;
1141
1142 node->link.remove();
1143 memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform));
1144 idx++;
1145
1146 free(node->u);
1147 free(node);
1148 }
1149
1150 hash_table_dtor(ht);
1151
1152 prog->Uniforms = ul;
1153 }
1154
1155
1156 /**
1157 * Find a contiguous set of available bits in a bitmask
1158 *
1159 * \param used_mask Bits representing used (1) and unused (0) locations
1160 * \param needed_count Number of contiguous bits needed.
1161 *
1162 * \return
1163 * Base location of the available bits on success or -1 on failure.
1164 */
1165 int
1166 find_available_slots(unsigned used_mask, unsigned needed_count)
1167 {
1168 unsigned needed_mask = (1 << needed_count) - 1;
1169 const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count;
1170
1171 /* The comparison to 32 is redundant, but without it GCC emits "warning:
1172 * cannot optimize possibly infinite loops" for the loop below.
1173 */
1174 if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32))
1175 return -1;
1176
1177 for (int i = 0; i <= max_bit_to_test; i++) {
1178 if ((needed_mask & ~used_mask) == needed_mask)
1179 return i;
1180
1181 needed_mask <<= 1;
1182 }
1183
1184 return -1;
1185 }
1186
1187
1188 bool
1189 assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index)
1190 {
1191 /* Mark invalid attribute locations as being used.
1192 */
1193 unsigned used_locations = (max_attribute_index >= 32)
1194 ? ~0 : ~((1 << max_attribute_index) - 1);
1195
1196 gl_shader *const sh = prog->_LinkedShaders[0];
1197 assert(sh->Type == GL_VERTEX_SHADER);
1198
1199 /* Operate in a total of four passes.
1200 *
1201 * 1. Invalidate the location assignments for all vertex shader inputs.
1202 *
1203 * 2. Assign locations for inputs that have user-defined (via
1204 * glBindVertexAttribLocation) locatoins.
1205 *
1206 * 3. Sort the attributes without assigned locations by number of slots
1207 * required in decreasing order. Fragmentation caused by attribute
1208 * locations assigned by the application may prevent large attributes
1209 * from having enough contiguous space.
1210 *
1211 * 4. Assign locations to any inputs without assigned locations.
1212 */
1213
1214 invalidate_variable_locations(sh, ir_var_in, VERT_ATTRIB_GENERIC0);
1215
1216 if (prog->Attributes != NULL) {
1217 for (unsigned i = 0; i < prog->Attributes->NumParameters; i++) {
1218 ir_variable *const var =
1219 sh->symbols->get_variable(prog->Attributes->Parameters[i].Name);
1220
1221 /* Note: attributes that occupy multiple slots, such as arrays or
1222 * matrices, may appear in the attrib array multiple times.
1223 */
1224 if ((var == NULL) || (var->location != -1))
1225 continue;
1226
1227 /* From page 61 of the OpenGL 4.0 spec:
1228 *
1229 * "LinkProgram will fail if the attribute bindings assigned by
1230 * BindAttribLocation do not leave not enough space to assign a
1231 * location for an active matrix attribute or an active attribute
1232 * array, both of which require multiple contiguous generic
1233 * attributes."
1234 *
1235 * Previous versions of the spec contain similar language but omit the
1236 * bit about attribute arrays.
1237 *
1238 * Page 61 of the OpenGL 4.0 spec also says:
1239 *
1240 * "It is possible for an application to bind more than one
1241 * attribute name to the same location. This is referred to as
1242 * aliasing. This will only work if only one of the aliased
1243 * attributes is active in the executable program, or if no path
1244 * through the shader consumes more than one attribute of a set
1245 * of attributes aliased to the same location. A link error can
1246 * occur if the linker determines that every path through the
1247 * shader consumes multiple aliased attributes, but
1248 * implementations are not required to generate an error in this
1249 * case."
1250 *
1251 * These two paragraphs are either somewhat contradictory, or I don't
1252 * fully understand one or both of them.
1253 */
1254 /* FINISHME: The code as currently written does not support attribute
1255 * FINISHME: location aliasing (see comment above).
1256 */
1257 const int attr = prog->Attributes->Parameters[i].StateIndexes[0];
1258 const unsigned slots = count_attribute_slots(var->type);
1259
1260 /* Mask representing the contiguous slots that will be used by this
1261 * attribute.
1262 */
1263 const unsigned use_mask = (1 << slots) - 1;
1264
1265 /* Generate a link error if the set of bits requested for this
1266 * attribute overlaps any previously allocated bits.
1267 */
1268 if ((~(use_mask << attr) & used_locations) != used_locations) {
1269 linker_error_printf(prog,
1270 "insufficient contiguous attribute locations "
1271 "available for vertex shader input `%s'",
1272 var->name);
1273 return false;
1274 }
1275
1276 var->location = VERT_ATTRIB_GENERIC0 + attr;
1277 used_locations |= (use_mask << attr);
1278 }
1279 }
1280
1281 /* Temporary storage for the set of attributes that need locations assigned.
1282 */
1283 struct temp_attr {
1284 unsigned slots;
1285 ir_variable *var;
1286
1287 /* Used below in the call to qsort. */
1288 static int compare(const void *a, const void *b)
1289 {
1290 const temp_attr *const l = (const temp_attr *) a;
1291 const temp_attr *const r = (const temp_attr *) b;
1292
1293 /* Reversed because we want a descending order sort below. */
1294 return r->slots - l->slots;
1295 }
1296 } to_assign[16];
1297
1298 unsigned num_attr = 0;
1299
1300 foreach_list(node, sh->ir) {
1301 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1302
1303 if ((var == NULL) || (var->mode != ir_var_in))
1304 continue;
1305
1306 if (var->explicit_location) {
1307 const unsigned slots = count_attribute_slots(var->type);
1308 const unsigned use_mask = (1 << slots) - 1;
1309 const int attr = var->location - VERT_ATTRIB_GENERIC0;
1310
1311 if ((var->location >= (int)(max_attribute_index + VERT_ATTRIB_GENERIC0))
1312 || (var->location < 0)) {
1313 linker_error_printf(prog,
1314 "invalid explicit location %d specified for "
1315 "`%s'\n",
1316 (var->location < 0) ? var->location : attr,
1317 var->name);
1318 return false;
1319 } else if (var->location >= VERT_ATTRIB_GENERIC0) {
1320 used_locations |= (use_mask << attr);
1321 }
1322 }
1323
1324 /* The location was explicitly assigned, nothing to do here.
1325 */
1326 if (var->location != -1)
1327 continue;
1328
1329 to_assign[num_attr].slots = count_attribute_slots(var->type);
1330 to_assign[num_attr].var = var;
1331 num_attr++;
1332 }
1333
1334 /* If all of the attributes were assigned locations by the application (or
1335 * are built-in attributes with fixed locations), return early. This should
1336 * be the common case.
1337 */
1338 if (num_attr == 0)
1339 return true;
1340
1341 qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
1342
1343 /* VERT_ATTRIB_GENERIC0 is a psdueo-alias for VERT_ATTRIB_POS. It can only
1344 * be explicitly assigned by via glBindAttribLocation. Mark it as reserved
1345 * to prevent it from being automatically allocated below.
1346 */
1347 find_deref_visitor find("gl_Vertex");
1348 find.run(sh->ir);
1349 if (find.variable_found())
1350 used_locations |= (1 << 0);
1351
1352 for (unsigned i = 0; i < num_attr; i++) {
1353 /* Mask representing the contiguous slots that will be used by this
1354 * attribute.
1355 */
1356 const unsigned use_mask = (1 << to_assign[i].slots) - 1;
1357
1358 int location = find_available_slots(used_locations, to_assign[i].slots);
1359
1360 if (location < 0) {
1361 linker_error_printf(prog,
1362 "insufficient contiguous attribute locations "
1363 "available for vertex shader input `%s'",
1364 to_assign[i].var->name);
1365 return false;
1366 }
1367
1368 to_assign[i].var->location = VERT_ATTRIB_GENERIC0 + location;
1369 used_locations |= (use_mask << location);
1370 }
1371
1372 return true;
1373 }
1374
1375
1376 /**
1377 * Demote shader inputs and outputs that are not used in other stages
1378 */
1379 void
1380 demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
1381 {
1382 foreach_list(node, sh->ir) {
1383 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1384
1385 if ((var == NULL) || (var->mode != int(mode)))
1386 continue;
1387
1388 /* A shader 'in' or 'out' variable is only really an input or output if
1389 * its value is used by other shader stages. This will cause the variable
1390 * to have a location assigned.
1391 */
1392 if (var->location == -1) {
1393 var->mode = ir_var_auto;
1394 }
1395 }
1396 }
1397
1398
1399 void
1400 assign_varying_locations(struct gl_shader_program *prog,
1401 gl_shader *producer, gl_shader *consumer)
1402 {
1403 /* FINISHME: Set dynamically when geometry shader support is added. */
1404 unsigned output_index = VERT_RESULT_VAR0;
1405 unsigned input_index = FRAG_ATTRIB_VAR0;
1406
1407 /* Operate in a total of three passes.
1408 *
1409 * 1. Assign locations for any matching inputs and outputs.
1410 *
1411 * 2. Mark output variables in the producer that do not have locations as
1412 * not being outputs. This lets the optimizer eliminate them.
1413 *
1414 * 3. Mark input variables in the consumer that do not have locations as
1415 * not being inputs. This lets the optimizer eliminate them.
1416 */
1417
1418 invalidate_variable_locations(producer, ir_var_out, VERT_RESULT_VAR0);
1419 invalidate_variable_locations(consumer, ir_var_in, FRAG_ATTRIB_VAR0);
1420
1421 foreach_list(node, producer->ir) {
1422 ir_variable *const output_var = ((ir_instruction *) node)->as_variable();
1423
1424 if ((output_var == NULL) || (output_var->mode != ir_var_out)
1425 || (output_var->location != -1))
1426 continue;
1427
1428 ir_variable *const input_var =
1429 consumer->symbols->get_variable(output_var->name);
1430
1431 if ((input_var == NULL) || (input_var->mode != ir_var_in))
1432 continue;
1433
1434 assert(input_var->location == -1);
1435
1436 output_var->location = output_index;
1437 input_var->location = input_index;
1438
1439 /* FINISHME: Support for "varying" records in GLSL 1.50. */
1440 assert(!output_var->type->is_record());
1441
1442 if (output_var->type->is_array()) {
1443 const unsigned slots = output_var->type->length
1444 * output_var->type->fields.array->matrix_columns;
1445
1446 output_index += slots;
1447 input_index += slots;
1448 } else {
1449 const unsigned slots = output_var->type->matrix_columns;
1450
1451 output_index += slots;
1452 input_index += slots;
1453 }
1454 }
1455
1456 foreach_list(node, consumer->ir) {
1457 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1458
1459 if ((var == NULL) || (var->mode != ir_var_in))
1460 continue;
1461
1462 if (var->location == -1) {
1463 if (prog->Version <= 120) {
1464 /* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec:
1465 *
1466 * Only those varying variables used (i.e. read) in
1467 * the fragment shader executable must be written to
1468 * by the vertex shader executable; declaring
1469 * superfluous varying variables in a vertex shader is
1470 * permissible.
1471 *
1472 * We interpret this text as meaning that the VS must
1473 * write the variable for the FS to read it. See
1474 * "glsl1-varying read but not written" in piglit.
1475 */
1476
1477 linker_error_printf(prog, "fragment shader varying %s not written "
1478 "by vertex shader\n.", var->name);
1479 prog->LinkStatus = false;
1480 }
1481
1482 /* An 'in' variable is only really a shader input if its
1483 * value is written by the previous stage.
1484 */
1485 var->mode = ir_var_auto;
1486 }
1487 }
1488 }
1489
1490
1491 void
1492 link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
1493 {
1494 void *mem_ctx = ralloc_context(NULL); // temporary linker context
1495
1496 prog->LinkStatus = false;
1497 prog->Validated = false;
1498 prog->_Used = false;
1499
1500 if (prog->InfoLog != NULL)
1501 ralloc_free(prog->InfoLog);
1502
1503 prog->InfoLog = ralloc_strdup(NULL, "");
1504
1505 /* Separate the shaders into groups based on their type.
1506 */
1507 struct gl_shader **vert_shader_list;
1508 unsigned num_vert_shaders = 0;
1509 struct gl_shader **frag_shader_list;
1510 unsigned num_frag_shaders = 0;
1511
1512 vert_shader_list = (struct gl_shader **)
1513 calloc(2 * prog->NumShaders, sizeof(struct gl_shader *));
1514 frag_shader_list = &vert_shader_list[prog->NumShaders];
1515
1516 unsigned min_version = UINT_MAX;
1517 unsigned max_version = 0;
1518 for (unsigned i = 0; i < prog->NumShaders; i++) {
1519 min_version = MIN2(min_version, prog->Shaders[i]->Version);
1520 max_version = MAX2(max_version, prog->Shaders[i]->Version);
1521
1522 switch (prog->Shaders[i]->Type) {
1523 case GL_VERTEX_SHADER:
1524 vert_shader_list[num_vert_shaders] = prog->Shaders[i];
1525 num_vert_shaders++;
1526 break;
1527 case GL_FRAGMENT_SHADER:
1528 frag_shader_list[num_frag_shaders] = prog->Shaders[i];
1529 num_frag_shaders++;
1530 break;
1531 case GL_GEOMETRY_SHADER:
1532 /* FINISHME: Support geometry shaders. */
1533 assert(prog->Shaders[i]->Type != GL_GEOMETRY_SHADER);
1534 break;
1535 }
1536 }
1537
1538 /* Previous to GLSL version 1.30, different compilation units could mix and
1539 * match shading language versions. With GLSL 1.30 and later, the versions
1540 * of all shaders must match.
1541 */
1542 assert(min_version >= 100);
1543 assert(max_version <= 130);
1544 if ((max_version >= 130 || min_version == 100)
1545 && min_version != max_version) {
1546 linker_error_printf(prog, "all shaders must use same shading "
1547 "language version\n");
1548 goto done;
1549 }
1550
1551 prog->Version = max_version;
1552
1553 for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
1554 if (prog->_LinkedShaders[i] != NULL)
1555 ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
1556
1557 prog->_LinkedShaders[i] = NULL;
1558 }
1559
1560 /* Link all shaders for a particular stage and validate the result.
1561 */
1562 if (num_vert_shaders > 0) {
1563 gl_shader *const sh =
1564 link_intrastage_shaders(mem_ctx, ctx, prog, vert_shader_list,
1565 num_vert_shaders);
1566
1567 if (sh == NULL)
1568 goto done;
1569
1570 if (!validate_vertex_shader_executable(prog, sh))
1571 goto done;
1572
1573 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_VERTEX],
1574 sh);
1575 }
1576
1577 if (num_frag_shaders > 0) {
1578 gl_shader *const sh =
1579 link_intrastage_shaders(mem_ctx, ctx, prog, frag_shader_list,
1580 num_frag_shaders);
1581
1582 if (sh == NULL)
1583 goto done;
1584
1585 if (!validate_fragment_shader_executable(prog, sh))
1586 goto done;
1587
1588 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
1589 sh);
1590 }
1591
1592 /* Here begins the inter-stage linking phase. Some initial validation is
1593 * performed, then locations are assigned for uniforms, attributes, and
1594 * varyings.
1595 */
1596 if (cross_validate_uniforms(prog)) {
1597 unsigned prev;
1598
1599 for (prev = 0; prev < MESA_SHADER_TYPES; prev++) {
1600 if (prog->_LinkedShaders[prev] != NULL)
1601 break;
1602 }
1603
1604 /* Validate the inputs of each stage with the output of the preceeding
1605 * stage.
1606 */
1607 for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
1608 if (prog->_LinkedShaders[i] == NULL)
1609 continue;
1610
1611 if (!cross_validate_outputs_to_inputs(prog,
1612 prog->_LinkedShaders[prev],
1613 prog->_LinkedShaders[i]))
1614 goto done;
1615
1616 prev = i;
1617 }
1618
1619 prog->LinkStatus = true;
1620 }
1621
1622 /* Do common optimization before assigning storage for attributes,
1623 * uniforms, and varyings. Later optimization could possibly make
1624 * some of that unused.
1625 */
1626 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1627 if (prog->_LinkedShaders[i] == NULL)
1628 continue;
1629
1630 while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, 32))
1631 ;
1632 }
1633
1634 update_array_sizes(prog);
1635
1636 assign_uniform_locations(prog);
1637
1638 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
1639 /* FINISHME: The value of the max_attribute_index parameter is
1640 * FINISHME: implementation dependent based on the value of
1641 * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
1642 * FINISHME: at least 16, so hardcode 16 for now.
1643 */
1644 if (!assign_attribute_locations(prog, 16)) {
1645 prog->LinkStatus = false;
1646 goto done;
1647 }
1648 }
1649
1650 unsigned prev;
1651 for (prev = 0; prev < MESA_SHADER_TYPES; prev++) {
1652 if (prog->_LinkedShaders[prev] != NULL)
1653 break;
1654 }
1655
1656 for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
1657 if (prog->_LinkedShaders[i] == NULL)
1658 continue;
1659
1660 assign_varying_locations(prog,
1661 prog->_LinkedShaders[prev],
1662 prog->_LinkedShaders[i]);
1663 prev = i;
1664 }
1665
1666 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
1667 demote_shader_inputs_and_outputs(prog->_LinkedShaders[MESA_SHADER_VERTEX],
1668 ir_var_out);
1669 }
1670
1671 if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
1672 gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
1673
1674 demote_shader_inputs_and_outputs(sh, ir_var_in);
1675 demote_shader_inputs_and_outputs(sh, ir_var_inout);
1676 demote_shader_inputs_and_outputs(sh, ir_var_out);
1677 }
1678
1679 if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
1680 gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
1681
1682 demote_shader_inputs_and_outputs(sh, ir_var_in);
1683 }
1684
1685 /* OpenGL ES requires that a vertex shader and a fragment shader both be
1686 * present in a linked program. By checking for use of shading language
1687 * version 1.00, we also catch the GL_ARB_ES2_compatibility case.
1688 */
1689 if (ctx->API == API_OPENGLES2 || prog->Version == 100) {
1690 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
1691 linker_error_printf(prog, "program lacks a vertex shader\n");
1692 prog->LinkStatus = false;
1693 } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
1694 linker_error_printf(prog, "program lacks a fragment shader\n");
1695 prog->LinkStatus = false;
1696 }
1697 }
1698
1699 /* FINISHME: Assign fragment shader output locations. */
1700
1701 done:
1702 free(vert_shader_list);
1703
1704 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1705 if (prog->_LinkedShaders[i] == NULL)
1706 continue;
1707
1708 /* Retain any live IR, but trash the rest. */
1709 reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);
1710 }
1711
1712 ralloc_free(mem_ctx);
1713 }