glsl: Refactor handling of gl_ClipDistance/gl_ClipVertex linkage rules for GS.
[mesa.git] / src / glsl / linker.cpp
1 /*
2 * Copyright © 2010 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24 /**
25 * \file linker.cpp
26 * GLSL linker implementation
27 *
28 * Given a set of shaders that are to be linked to generate a final program,
29 * there are three distinct stages.
30 *
31 * In the first stage shaders are partitioned into groups based on the shader
32 * type. All shaders of a particular type (e.g., vertex shaders) are linked
33 * together.
34 *
35 * - Undefined references in each shader are resolve to definitions in
36 * another shader.
37 * - Types and qualifiers of uniforms, outputs, and global variables defined
38 * in multiple shaders with the same name are verified to be the same.
39 * - Initializers for uniforms and global variables defined
40 * in multiple shaders with the same name are verified to be the same.
41 *
42 * The result, in the terminology of the GLSL spec, is a set of shader
43 * executables for each processing unit.
44 *
45 * After the first stage is complete, a series of semantic checks are performed
46 * on each of the shader executables.
47 *
48 * - Each shader executable must define a \c main function.
49 * - Each vertex shader executable must write to \c gl_Position.
50 * - Each fragment shader executable must write to either \c gl_FragData or
51 * \c gl_FragColor.
52 *
53 * In the final stage individual shader executables are linked to create a
54 * complete exectuable.
55 *
56 * - Types of uniforms defined in multiple shader stages with the same name
57 * are verified to be the same.
58 * - Initializers for uniforms defined in multiple shader stages with the
59 * same name are verified to be the same.
60 * - Types and qualifiers of outputs defined in one stage are verified to
61 * be the same as the types and qualifiers of inputs defined with the same
62 * name in a later stage.
63 *
64 * \author Ian Romanick <ian.d.romanick@intel.com>
65 */
66
67 #include "main/core.h"
68 #include "glsl_symbol_table.h"
69 #include "glsl_parser_extras.h"
70 #include "ir.h"
71 #include "program.h"
72 #include "program/hash_table.h"
73 #include "linker.h"
74 #include "link_varyings.h"
75 #include "ir_optimization.h"
76 #include "ir_rvalue_visitor.h"
77
78 extern "C" {
79 #include "main/shaderobj.h"
80 #include "main/enums.h"
81 }
82
83 void linker_error(gl_shader_program *, const char *, ...);
84
85 /**
86 * Visitor that determines whether or not a variable is ever written.
87 */
88 class find_assignment_visitor : public ir_hierarchical_visitor {
89 public:
90 find_assignment_visitor(const char *name)
91 : name(name), found(false)
92 {
93 /* empty */
94 }
95
96 virtual ir_visitor_status visit_enter(ir_assignment *ir)
97 {
98 ir_variable *const var = ir->lhs->variable_referenced();
99
100 if (strcmp(name, var->name) == 0) {
101 found = true;
102 return visit_stop;
103 }
104
105 return visit_continue_with_parent;
106 }
107
108 virtual ir_visitor_status visit_enter(ir_call *ir)
109 {
110 exec_list_iterator sig_iter = ir->callee->parameters.iterator();
111 foreach_iter(exec_list_iterator, iter, *ir) {
112 ir_rvalue *param_rval = (ir_rvalue *)iter.get();
113 ir_variable *sig_param = (ir_variable *)sig_iter.get();
114
115 if (sig_param->mode == ir_var_function_out ||
116 sig_param->mode == ir_var_function_inout) {
117 ir_variable *var = param_rval->variable_referenced();
118 if (var && strcmp(name, var->name) == 0) {
119 found = true;
120 return visit_stop;
121 }
122 }
123 sig_iter.next();
124 }
125
126 if (ir->return_deref != NULL) {
127 ir_variable *const var = ir->return_deref->variable_referenced();
128
129 if (strcmp(name, var->name) == 0) {
130 found = true;
131 return visit_stop;
132 }
133 }
134
135 return visit_continue_with_parent;
136 }
137
138 bool variable_found()
139 {
140 return found;
141 }
142
143 private:
144 const char *name; /**< Find writes to a variable with this name. */
145 bool found; /**< Was a write to the variable found? */
146 };
147
148
149 /**
150 * Visitor that determines whether or not a variable is ever read.
151 */
152 class find_deref_visitor : public ir_hierarchical_visitor {
153 public:
154 find_deref_visitor(const char *name)
155 : name(name), found(false)
156 {
157 /* empty */
158 }
159
160 virtual ir_visitor_status visit(ir_dereference_variable *ir)
161 {
162 if (strcmp(this->name, ir->var->name) == 0) {
163 this->found = true;
164 return visit_stop;
165 }
166
167 return visit_continue;
168 }
169
170 bool variable_found() const
171 {
172 return this->found;
173 }
174
175 private:
176 const char *name; /**< Find writes to a variable with this name. */
177 bool found; /**< Was a write to the variable found? */
178 };
179
180
181 class geom_array_resize_visitor : public ir_hierarchical_visitor {
182 public:
183 unsigned num_vertices;
184 gl_shader_program *prog;
185
186 geom_array_resize_visitor(unsigned num_vertices, gl_shader_program *prog)
187 {
188 this->num_vertices = num_vertices;
189 this->prog = prog;
190 }
191
192 virtual ~geom_array_resize_visitor()
193 {
194 /* empty */
195 }
196
197 virtual ir_visitor_status visit(ir_variable *var)
198 {
199 if (!var->type->is_array() || var->mode != ir_var_shader_in)
200 return visit_continue;
201
202 unsigned size = var->type->length;
203
204 /* Generate a link error if the shader has declared this array with an
205 * incorrect size.
206 */
207 if (size && size != this->num_vertices) {
208 linker_error(this->prog, "size of array %s declared as %u, "
209 "but number of input vertices is %u\n",
210 var->name, size, this->num_vertices);
211 return visit_continue;
212 }
213
214 /* Generate a link error if the shader attempts to access an input
215 * array using an index too large for its actual size assigned at link
216 * time.
217 */
218 if (var->max_array_access >= this->num_vertices) {
219 linker_error(this->prog, "geometry shader accesses element %i of "
220 "%s, but only %i input vertices\n",
221 var->max_array_access, var->name, this->num_vertices);
222 return visit_continue;
223 }
224
225 var->type = glsl_type::get_array_instance(var->type->element_type(),
226 this->num_vertices);
227 var->max_array_access = this->num_vertices - 1;
228
229 return visit_continue;
230 }
231
232 /* Dereferences of input variables need to be updated so that their type
233 * matches the newly assigned type of the variable they are accessing. */
234 virtual ir_visitor_status visit(ir_dereference_variable *ir)
235 {
236 ir->type = ir->var->type;
237 return visit_continue;
238 }
239
240 /* Dereferences of 2D input arrays need to be updated so that their type
241 * matches the newly assigned type of the array they are accessing. */
242 virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
243 {
244 const glsl_type *const vt = ir->array->type;
245 if (vt->is_array())
246 ir->type = vt->element_type();
247 return visit_continue;
248 }
249 };
250
251
252 void
253 linker_error(gl_shader_program *prog, const char *fmt, ...)
254 {
255 va_list ap;
256
257 ralloc_strcat(&prog->InfoLog, "error: ");
258 va_start(ap, fmt);
259 ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
260 va_end(ap);
261
262 prog->LinkStatus = false;
263 }
264
265
266 void
267 linker_warning(gl_shader_program *prog, const char *fmt, ...)
268 {
269 va_list ap;
270
271 ralloc_strcat(&prog->InfoLog, "error: ");
272 va_start(ap, fmt);
273 ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
274 va_end(ap);
275
276 }
277
278
279 /**
280 * Given a string identifying a program resource, break it into a base name
281 * and an optional array index in square brackets.
282 *
283 * If an array index is present, \c out_base_name_end is set to point to the
284 * "[" that precedes the array index, and the array index itself is returned
285 * as a long.
286 *
287 * If no array index is present (or if the array index is negative or
288 * mal-formed), \c out_base_name_end, is set to point to the null terminator
289 * at the end of the input string, and -1 is returned.
290 *
291 * Only the final array index is parsed; if the string contains other array
292 * indices (or structure field accesses), they are left in the base name.
293 *
294 * No attempt is made to check that the base name is properly formed;
295 * typically the caller will look up the base name in a hash table, so
296 * ill-formed base names simply turn into hash table lookup failures.
297 */
298 long
299 parse_program_resource_name(const GLchar *name,
300 const GLchar **out_base_name_end)
301 {
302 /* Section 7.3.1 ("Program Interfaces") of the OpenGL 4.3 spec says:
303 *
304 * "When an integer array element or block instance number is part of
305 * the name string, it will be specified in decimal form without a "+"
306 * or "-" sign or any extra leading zeroes. Additionally, the name
307 * string will not include white space anywhere in the string."
308 */
309
310 const size_t len = strlen(name);
311 *out_base_name_end = name + len;
312
313 if (len == 0 || name[len-1] != ']')
314 return -1;
315
316 /* Walk backwards over the string looking for a non-digit character. This
317 * had better be the opening bracket for an array index.
318 *
319 * Initially, i specifies the location of the ']'. Since the string may
320 * contain only the ']' charcater, walk backwards very carefully.
321 */
322 unsigned i;
323 for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
324 /* empty */ ;
325
326 if ((i == 0) || name[i-1] != '[')
327 return -1;
328
329 long array_index = strtol(&name[i], NULL, 10);
330 if (array_index < 0)
331 return -1;
332
333 *out_base_name_end = name + (i - 1);
334 return array_index;
335 }
336
337
338 void
339 link_invalidate_variable_locations(gl_shader *sh, int input_base,
340 int output_base)
341 {
342 foreach_list(node, sh->ir) {
343 ir_variable *const var = ((ir_instruction *) node)->as_variable();
344
345 if (var == NULL)
346 continue;
347
348 int base;
349 switch (var->mode) {
350 case ir_var_shader_in:
351 base = input_base;
352 break;
353 case ir_var_shader_out:
354 base = output_base;
355 break;
356 default:
357 continue;
358 }
359
360 /* Only assign locations for generic attributes / varyings / etc.
361 */
362 if ((var->location >= base) && !var->explicit_location)
363 var->location = -1;
364
365 if ((var->location == -1) && !var->explicit_location) {
366 var->is_unmatched_generic_inout = 1;
367 var->location_frac = 0;
368 } else {
369 var->is_unmatched_generic_inout = 0;
370 }
371 }
372 }
373
374
375 /**
376 * Set UsesClipDistance and ClipDistanceArraySize based on the given shader.
377 *
378 * Also check for errors based on incorrect usage of gl_ClipVertex and
379 * gl_ClipDistance.
380 *
381 * Return false if an error was reported.
382 */
383 static void
384 analyze_clip_usage(const char *shader_type, struct gl_shader_program *prog,
385 struct gl_shader *shader, GLboolean *UsesClipDistance,
386 GLuint *ClipDistanceArraySize)
387 {
388 *ClipDistanceArraySize = 0;
389
390 if (!prog->IsES && prog->Version >= 130) {
391 /* From section 7.1 (Vertex Shader Special Variables) of the
392 * GLSL 1.30 spec:
393 *
394 * "It is an error for a shader to statically write both
395 * gl_ClipVertex and gl_ClipDistance."
396 *
397 * This does not apply to GLSL ES shaders, since GLSL ES defines neither
398 * gl_ClipVertex nor gl_ClipDistance.
399 */
400 find_assignment_visitor clip_vertex("gl_ClipVertex");
401 find_assignment_visitor clip_distance("gl_ClipDistance");
402
403 clip_vertex.run(shader->ir);
404 clip_distance.run(shader->ir);
405 if (clip_vertex.variable_found() && clip_distance.variable_found()) {
406 linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
407 "and `gl_ClipDistance'\n", shader_type);
408 return;
409 }
410 *UsesClipDistance = clip_distance.variable_found();
411 ir_variable *clip_distance_var =
412 shader->symbols->get_variable("gl_ClipDistance");
413 if (clip_distance_var)
414 *ClipDistanceArraySize = clip_distance_var->type->length;
415 } else {
416 *UsesClipDistance = false;
417 }
418 }
419
420
421 /**
422 * Verify that a vertex shader executable meets all semantic requirements.
423 *
424 * Also sets prog->Vert.UsesClipDistance and prog->Vert.ClipDistanceArraySize
425 * as a side effect.
426 *
427 * \param shader Vertex shader executable to be verified
428 */
429 void
430 validate_vertex_shader_executable(struct gl_shader_program *prog,
431 struct gl_shader *shader)
432 {
433 if (shader == NULL)
434 return;
435
436 /* From the GLSL 1.10 spec, page 48:
437 *
438 * "The variable gl_Position is available only in the vertex
439 * language and is intended for writing the homogeneous vertex
440 * position. All executions of a well-formed vertex shader
441 * executable must write a value into this variable. [...] The
442 * variable gl_Position is available only in the vertex
443 * language and is intended for writing the homogeneous vertex
444 * position. All executions of a well-formed vertex shader
445 * executable must write a value into this variable."
446 *
447 * while in GLSL 1.40 this text is changed to:
448 *
449 * "The variable gl_Position is available only in the vertex
450 * language and is intended for writing the homogeneous vertex
451 * position. It can be written at any time during shader
452 * execution. It may also be read back by a vertex shader
453 * after being written. This value will be used by primitive
454 * assembly, clipping, culling, and other fixed functionality
455 * operations, if present, that operate on primitives after
456 * vertex processing has occurred. Its value is undefined if
457 * the vertex shader executable does not write gl_Position."
458 *
459 * GLSL ES 3.00 is similar to GLSL 1.40--failing to write to gl_Position is
460 * not an error.
461 */
462 if (prog->Version < (prog->IsES ? 300 : 140)) {
463 find_assignment_visitor find("gl_Position");
464 find.run(shader->ir);
465 if (!find.variable_found()) {
466 linker_error(prog, "vertex shader does not write to `gl_Position'\n");
467 return;
468 }
469 }
470
471 analyze_clip_usage("vertex", prog, shader, &prog->Vert.UsesClipDistance,
472 &prog->Vert.ClipDistanceArraySize);
473 }
474
475
476 /**
477 * Verify that a fragment shader executable meets all semantic requirements
478 *
479 * \param shader Fragment shader executable to be verified
480 */
481 void
482 validate_fragment_shader_executable(struct gl_shader_program *prog,
483 struct gl_shader *shader)
484 {
485 if (shader == NULL)
486 return;
487
488 find_assignment_visitor frag_color("gl_FragColor");
489 find_assignment_visitor frag_data("gl_FragData");
490
491 frag_color.run(shader->ir);
492 frag_data.run(shader->ir);
493
494 if (frag_color.variable_found() && frag_data.variable_found()) {
495 linker_error(prog, "fragment shader writes to both "
496 "`gl_FragColor' and `gl_FragData'\n");
497 }
498 }
499
500 /**
501 * Verify that a geometry shader executable meets all semantic requirements
502 *
503 * Also sets prog->Geom.VerticesIn, prog->Geom.UsesClipDistance, and
504 * prog->Geom.ClipDistanceArraySize as a side effect.
505 *
506 * \param shader Geometry shader executable to be verified
507 */
508 void
509 validate_geometry_shader_executable(struct gl_shader_program *prog,
510 struct gl_shader *shader)
511 {
512 if (shader == NULL)
513 return;
514
515 unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
516 prog->Geom.VerticesIn = num_vertices;
517
518 analyze_clip_usage("geometry", prog, shader, &prog->Geom.UsesClipDistance,
519 &prog->Geom.ClipDistanceArraySize);
520 }
521
522
523 /**
524 * Generate a string describing the mode of a variable
525 */
526 static const char *
527 mode_string(const ir_variable *var)
528 {
529 switch (var->mode) {
530 case ir_var_auto:
531 return (var->read_only) ? "global constant" : "global variable";
532
533 case ir_var_uniform: return "uniform";
534 case ir_var_shader_in: return "shader input";
535 case ir_var_shader_out: return "shader output";
536
537 case ir_var_const_in:
538 case ir_var_temporary:
539 default:
540 assert(!"Should not get here.");
541 return "invalid variable";
542 }
543 }
544
545
546 /**
547 * Perform validation of global variables used across multiple shaders
548 */
549 void
550 cross_validate_globals(struct gl_shader_program *prog,
551 struct gl_shader **shader_list,
552 unsigned num_shaders,
553 bool uniforms_only)
554 {
555 /* Examine all of the uniforms in all of the shaders and cross validate
556 * them.
557 */
558 glsl_symbol_table variables;
559 for (unsigned i = 0; i < num_shaders; i++) {
560 if (shader_list[i] == NULL)
561 continue;
562
563 foreach_list(node, shader_list[i]->ir) {
564 ir_variable *const var = ((ir_instruction *) node)->as_variable();
565
566 if (var == NULL)
567 continue;
568
569 if (uniforms_only && (var->mode != ir_var_uniform))
570 continue;
571
572 /* Don't cross validate temporaries that are at global scope. These
573 * will eventually get pulled into the shaders 'main'.
574 */
575 if (var->mode == ir_var_temporary)
576 continue;
577
578 /* If a global with this name has already been seen, verify that the
579 * new instance has the same type. In addition, if the globals have
580 * initializers, the values of the initializers must be the same.
581 */
582 ir_variable *const existing = variables.get_variable(var->name);
583 if (existing != NULL) {
584 if (var->type != existing->type) {
585 /* Consider the types to be "the same" if both types are arrays
586 * of the same type and one of the arrays is implicitly sized.
587 * In addition, set the type of the linked variable to the
588 * explicitly sized array.
589 */
590 if (var->type->is_array()
591 && existing->type->is_array()
592 && (var->type->fields.array == existing->type->fields.array)
593 && ((var->type->length == 0)
594 || (existing->type->length == 0))) {
595 if (var->type->length != 0) {
596 existing->type = var->type;
597 }
598 } else {
599 linker_error(prog, "%s `%s' declared as type "
600 "`%s' and type `%s'\n",
601 mode_string(var),
602 var->name, var->type->name,
603 existing->type->name);
604 return;
605 }
606 }
607
608 if (var->explicit_location) {
609 if (existing->explicit_location
610 && (var->location != existing->location)) {
611 linker_error(prog, "explicit locations for %s "
612 "`%s' have differing values\n",
613 mode_string(var), var->name);
614 return;
615 }
616
617 existing->location = var->location;
618 existing->explicit_location = true;
619 }
620
621 /* From the GLSL 4.20 specification:
622 * "A link error will result if two compilation units in a program
623 * specify different integer-constant bindings for the same
624 * opaque-uniform name. However, it is not an error to specify a
625 * binding on some but not all declarations for the same name"
626 */
627 if (var->explicit_binding) {
628 if (existing->explicit_binding &&
629 var->binding != existing->binding) {
630 linker_error(prog, "explicit bindings for %s "
631 "`%s' have differing values\n",
632 mode_string(var), var->name);
633 return;
634 }
635
636 existing->binding = var->binding;
637 existing->explicit_binding = true;
638 }
639
640 /* Validate layout qualifiers for gl_FragDepth.
641 *
642 * From the AMD/ARB_conservative_depth specs:
643 *
644 * "If gl_FragDepth is redeclared in any fragment shader in a
645 * program, it must be redeclared in all fragment shaders in
646 * that program that have static assignments to
647 * gl_FragDepth. All redeclarations of gl_FragDepth in all
648 * fragment shaders in a single program must have the same set
649 * of qualifiers."
650 */
651 if (strcmp(var->name, "gl_FragDepth") == 0) {
652 bool layout_declared = var->depth_layout != ir_depth_layout_none;
653 bool layout_differs =
654 var->depth_layout != existing->depth_layout;
655
656 if (layout_declared && layout_differs) {
657 linker_error(prog,
658 "All redeclarations of gl_FragDepth in all "
659 "fragment shaders in a single program must have "
660 "the same set of qualifiers.");
661 }
662
663 if (var->used && layout_differs) {
664 linker_error(prog,
665 "If gl_FragDepth is redeclared with a layout "
666 "qualifier in any fragment shader, it must be "
667 "redeclared with the same layout qualifier in "
668 "all fragment shaders that have assignments to "
669 "gl_FragDepth");
670 }
671 }
672
673 /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
674 *
675 * "If a shared global has multiple initializers, the
676 * initializers must all be constant expressions, and they
677 * must all have the same value. Otherwise, a link error will
678 * result. (A shared global having only one initializer does
679 * not require that initializer to be a constant expression.)"
680 *
681 * Previous to 4.20 the GLSL spec simply said that initializers
682 * must have the same value. In this case of non-constant
683 * initializers, this was impossible to determine. As a result,
684 * no vendor actually implemented that behavior. The 4.20
685 * behavior matches the implemented behavior of at least one other
686 * vendor, so we'll implement that for all GLSL versions.
687 */
688 if (var->constant_initializer != NULL) {
689 if (existing->constant_initializer != NULL) {
690 if (!var->constant_initializer->has_value(existing->constant_initializer)) {
691 linker_error(prog, "initializers for %s "
692 "`%s' have differing values\n",
693 mode_string(var), var->name);
694 return;
695 }
696 } else {
697 /* If the first-seen instance of a particular uniform did not
698 * have an initializer but a later instance does, copy the
699 * initializer to the version stored in the symbol table.
700 */
701 /* FINISHME: This is wrong. The constant_value field should
702 * FINISHME: not be modified! Imagine a case where a shader
703 * FINISHME: without an initializer is linked in two different
704 * FINISHME: programs with shaders that have differing
705 * FINISHME: initializers. Linking with the first will
706 * FINISHME: modify the shader, and linking with the second
707 * FINISHME: will fail.
708 */
709 existing->constant_initializer =
710 var->constant_initializer->clone(ralloc_parent(existing),
711 NULL);
712 }
713 }
714
715 if (var->has_initializer) {
716 if (existing->has_initializer
717 && (var->constant_initializer == NULL
718 || existing->constant_initializer == NULL)) {
719 linker_error(prog,
720 "shared global variable `%s' has multiple "
721 "non-constant initializers.\n",
722 var->name);
723 return;
724 }
725
726 /* Some instance had an initializer, so keep track of that. In
727 * this location, all sorts of initializers (constant or
728 * otherwise) will propagate the existence to the variable
729 * stored in the symbol table.
730 */
731 existing->has_initializer = true;
732 }
733
734 if (existing->invariant != var->invariant) {
735 linker_error(prog, "declarations for %s `%s' have "
736 "mismatching invariant qualifiers\n",
737 mode_string(var), var->name);
738 return;
739 }
740 if (existing->centroid != var->centroid) {
741 linker_error(prog, "declarations for %s `%s' have "
742 "mismatching centroid qualifiers\n",
743 mode_string(var), var->name);
744 return;
745 }
746 } else
747 variables.add_variable(var);
748 }
749 }
750 }
751
752
753 /**
754 * Perform validation of uniforms used across multiple shader stages
755 */
756 void
757 cross_validate_uniforms(struct gl_shader_program *prog)
758 {
759 cross_validate_globals(prog, prog->_LinkedShaders,
760 MESA_SHADER_TYPES, true);
761 }
762
763 /**
764 * Accumulates the array of prog->UniformBlocks and checks that all
765 * definitons of blocks agree on their contents.
766 */
767 static bool
768 interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog)
769 {
770 unsigned max_num_uniform_blocks = 0;
771 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
772 if (prog->_LinkedShaders[i])
773 max_num_uniform_blocks += prog->_LinkedShaders[i]->NumUniformBlocks;
774 }
775
776 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
777 struct gl_shader *sh = prog->_LinkedShaders[i];
778
779 prog->UniformBlockStageIndex[i] = ralloc_array(prog, int,
780 max_num_uniform_blocks);
781 for (unsigned int j = 0; j < max_num_uniform_blocks; j++)
782 prog->UniformBlockStageIndex[i][j] = -1;
783
784 if (sh == NULL)
785 continue;
786
787 for (unsigned int j = 0; j < sh->NumUniformBlocks; j++) {
788 int index = link_cross_validate_uniform_block(prog,
789 &prog->UniformBlocks,
790 &prog->NumUniformBlocks,
791 &sh->UniformBlocks[j]);
792
793 if (index == -1) {
794 linker_error(prog, "uniform block `%s' has mismatching definitions",
795 sh->UniformBlocks[j].Name);
796 return false;
797 }
798
799 prog->UniformBlockStageIndex[i][index] = j;
800 }
801 }
802
803 return true;
804 }
805
806
807 /**
808 * Populates a shaders symbol table with all global declarations
809 */
810 static void
811 populate_symbol_table(gl_shader *sh)
812 {
813 sh->symbols = new(sh) glsl_symbol_table;
814
815 foreach_list(node, sh->ir) {
816 ir_instruction *const inst = (ir_instruction *) node;
817 ir_variable *var;
818 ir_function *func;
819
820 if ((func = inst->as_function()) != NULL) {
821 sh->symbols->add_function(func);
822 } else if ((var = inst->as_variable()) != NULL) {
823 sh->symbols->add_variable(var);
824 }
825 }
826 }
827
828
829 /**
830 * Remap variables referenced in an instruction tree
831 *
832 * This is used when instruction trees are cloned from one shader and placed in
833 * another. These trees will contain references to \c ir_variable nodes that
834 * do not exist in the target shader. This function finds these \c ir_variable
835 * references and replaces the references with matching variables in the target
836 * shader.
837 *
838 * If there is no matching variable in the target shader, a clone of the
839 * \c ir_variable is made and added to the target shader. The new variable is
840 * added to \b both the instruction stream and the symbol table.
841 *
842 * \param inst IR tree that is to be processed.
843 * \param symbols Symbol table containing global scope symbols in the
844 * linked shader.
845 * \param instructions Instruction stream where new variable declarations
846 * should be added.
847 */
848 void
849 remap_variables(ir_instruction *inst, struct gl_shader *target,
850 hash_table *temps)
851 {
852 class remap_visitor : public ir_hierarchical_visitor {
853 public:
854 remap_visitor(struct gl_shader *target,
855 hash_table *temps)
856 {
857 this->target = target;
858 this->symbols = target->symbols;
859 this->instructions = target->ir;
860 this->temps = temps;
861 }
862
863 virtual ir_visitor_status visit(ir_dereference_variable *ir)
864 {
865 if (ir->var->mode == ir_var_temporary) {
866 ir_variable *var = (ir_variable *) hash_table_find(temps, ir->var);
867
868 assert(var != NULL);
869 ir->var = var;
870 return visit_continue;
871 }
872
873 ir_variable *const existing =
874 this->symbols->get_variable(ir->var->name);
875 if (existing != NULL)
876 ir->var = existing;
877 else {
878 ir_variable *copy = ir->var->clone(this->target, NULL);
879
880 this->symbols->add_variable(copy);
881 this->instructions->push_head(copy);
882 ir->var = copy;
883 }
884
885 return visit_continue;
886 }
887
888 private:
889 struct gl_shader *target;
890 glsl_symbol_table *symbols;
891 exec_list *instructions;
892 hash_table *temps;
893 };
894
895 remap_visitor v(target, temps);
896
897 inst->accept(&v);
898 }
899
900
901 /**
902 * Move non-declarations from one instruction stream to another
903 *
904 * The intended usage pattern of this function is to pass the pointer to the
905 * head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node
906 * pointer) for \c last and \c false for \c make_copies on the first
907 * call. Successive calls pass the return value of the previous call for
908 * \c last and \c true for \c make_copies.
909 *
910 * \param instructions Source instruction stream
911 * \param last Instruction after which new instructions should be
912 * inserted in the target instruction stream
913 * \param make_copies Flag selecting whether instructions in \c instructions
914 * should be copied (via \c ir_instruction::clone) into the
915 * target list or moved.
916 *
917 * \return
918 * The new "last" instruction in the target instruction stream. This pointer
919 * is suitable for use as the \c last parameter of a later call to this
920 * function.
921 */
922 exec_node *
923 move_non_declarations(exec_list *instructions, exec_node *last,
924 bool make_copies, gl_shader *target)
925 {
926 hash_table *temps = NULL;
927
928 if (make_copies)
929 temps = hash_table_ctor(0, hash_table_pointer_hash,
930 hash_table_pointer_compare);
931
932 foreach_list_safe(node, instructions) {
933 ir_instruction *inst = (ir_instruction *) node;
934
935 if (inst->as_function())
936 continue;
937
938 ir_variable *var = inst->as_variable();
939 if ((var != NULL) && (var->mode != ir_var_temporary))
940 continue;
941
942 assert(inst->as_assignment()
943 || inst->as_call()
944 || inst->as_if() /* for initializers with the ?: operator */
945 || ((var != NULL) && (var->mode == ir_var_temporary)));
946
947 if (make_copies) {
948 inst = inst->clone(target, NULL);
949
950 if (var != NULL)
951 hash_table_insert(temps, inst, var);
952 else
953 remap_variables(inst, target, temps);
954 } else {
955 inst->remove();
956 }
957
958 last->insert_after(inst);
959 last = inst;
960 }
961
962 if (make_copies)
963 hash_table_dtor(temps);
964
965 return last;
966 }
967
968 /**
969 * Get the function signature for main from a shader
970 */
971 static ir_function_signature *
972 get_main_function_signature(gl_shader *sh)
973 {
974 ir_function *const f = sh->symbols->get_function("main");
975 if (f != NULL) {
976 exec_list void_parameters;
977
978 /* Look for the 'void main()' signature and ensure that it's defined.
979 * This keeps the linker from accidentally pick a shader that just
980 * contains a prototype for main.
981 *
982 * We don't have to check for multiple definitions of main (in multiple
983 * shaders) because that would have already been caught above.
984 */
985 ir_function_signature *sig = f->matching_signature(&void_parameters);
986 if ((sig != NULL) && sig->is_defined) {
987 return sig;
988 }
989 }
990
991 return NULL;
992 }
993
994
995 /**
996 * This class is only used in link_intrastage_shaders() below but declaring
997 * it inside that function leads to compiler warnings with some versions of
998 * gcc.
999 */
1000 class array_sizing_visitor : public ir_hierarchical_visitor {
1001 public:
1002 virtual ir_visitor_status visit(ir_variable *var)
1003 {
1004 if (var->type->is_array() && (var->type->length == 0)) {
1005 const glsl_type *type =
1006 glsl_type::get_array_instance(var->type->fields.array,
1007 var->max_array_access + 1);
1008 assert(type != NULL);
1009 var->type = type;
1010 }
1011 return visit_continue;
1012 }
1013 };
1014
1015 /**
1016 * Performs the cross-validation of geometry shader max_vertices and
1017 * primitive type layout qualifiers for the attached geometry shaders,
1018 * and propagates them to the linked GS and linked shader program.
1019 */
1020 static void
1021 link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
1022 struct gl_shader *linked_shader,
1023 struct gl_shader **shader_list,
1024 unsigned num_shaders)
1025 {
1026 linked_shader->Geom.VerticesOut = 0;
1027 linked_shader->Geom.InputType = PRIM_UNKNOWN;
1028 linked_shader->Geom.OutputType = PRIM_UNKNOWN;
1029
1030 /* No in/out qualifiers defined for anything but GLSL 1.50+
1031 * geometry shaders so far.
1032 */
1033 if (linked_shader->Type != GL_GEOMETRY_SHADER || prog->Version < 150)
1034 return;
1035
1036 /* From the GLSL 1.50 spec, page 46:
1037 *
1038 * "All geometry shader output layout declarations in a program
1039 * must declare the same layout and same value for
1040 * max_vertices. There must be at least one geometry output
1041 * layout declaration somewhere in a program, but not all
1042 * geometry shaders (compilation units) are required to
1043 * declare it."
1044 */
1045
1046 for (unsigned i = 0; i < num_shaders; i++) {
1047 struct gl_shader *shader = shader_list[i];
1048
1049 if (shader->Geom.InputType != PRIM_UNKNOWN) {
1050 if (linked_shader->Geom.InputType != PRIM_UNKNOWN &&
1051 linked_shader->Geom.InputType != shader->Geom.InputType) {
1052 linker_error(prog, "geometry shader defined with conflicting "
1053 "input types\n");
1054 return;
1055 }
1056 linked_shader->Geom.InputType = shader->Geom.InputType;
1057 }
1058
1059 if (shader->Geom.OutputType != PRIM_UNKNOWN) {
1060 if (linked_shader->Geom.OutputType != PRIM_UNKNOWN &&
1061 linked_shader->Geom.OutputType != shader->Geom.OutputType) {
1062 linker_error(prog, "geometry shader defined with conflicting "
1063 "output types\n");
1064 return;
1065 }
1066 linked_shader->Geom.OutputType = shader->Geom.OutputType;
1067 }
1068
1069 if (shader->Geom.VerticesOut != 0) {
1070 if (linked_shader->Geom.VerticesOut != 0 &&
1071 linked_shader->Geom.VerticesOut != shader->Geom.VerticesOut) {
1072 linker_error(prog, "geometry shader defined with conflicting "
1073 "output vertex count (%d and %d)\n",
1074 linked_shader->Geom.VerticesOut,
1075 shader->Geom.VerticesOut);
1076 return;
1077 }
1078 linked_shader->Geom.VerticesOut = shader->Geom.VerticesOut;
1079 }
1080 }
1081
1082 /* Just do the intrastage -> interstage propagation right now,
1083 * since we already know we're in the right type of shader program
1084 * for doing it.
1085 */
1086 if (linked_shader->Geom.InputType == PRIM_UNKNOWN) {
1087 linker_error(prog,
1088 "geometry shader didn't declare primitive input type\n");
1089 return;
1090 }
1091 prog->Geom.InputType = linked_shader->Geom.InputType;
1092
1093 if (linked_shader->Geom.OutputType == PRIM_UNKNOWN) {
1094 linker_error(prog,
1095 "geometry shader didn't declare primitive output type\n");
1096 return;
1097 }
1098 prog->Geom.OutputType = linked_shader->Geom.OutputType;
1099
1100 if (linked_shader->Geom.VerticesOut == 0) {
1101 linker_error(prog,
1102 "geometry shader didn't declare max_vertices\n");
1103 return;
1104 }
1105 prog->Geom.VerticesOut = linked_shader->Geom.VerticesOut;
1106 }
1107
1108 /**
1109 * Combine a group of shaders for a single stage to generate a linked shader
1110 *
1111 * \note
1112 * If this function is supplied a single shader, it is cloned, and the new
1113 * shader is returned.
1114 */
1115 static struct gl_shader *
1116 link_intrastage_shaders(void *mem_ctx,
1117 struct gl_context *ctx,
1118 struct gl_shader_program *prog,
1119 struct gl_shader **shader_list,
1120 unsigned num_shaders)
1121 {
1122 struct gl_uniform_block *uniform_blocks = NULL;
1123
1124 /* Check that global variables defined in multiple shaders are consistent.
1125 */
1126 cross_validate_globals(prog, shader_list, num_shaders, false);
1127 if (!prog->LinkStatus)
1128 return NULL;
1129
1130 /* Check that interface blocks defined in multiple shaders are consistent.
1131 */
1132 validate_intrastage_interface_blocks(prog, (const gl_shader **)shader_list,
1133 num_shaders);
1134 if (!prog->LinkStatus)
1135 return NULL;
1136
1137 /* Link up uniform blocks defined within this stage. */
1138 const unsigned num_uniform_blocks =
1139 link_uniform_blocks(mem_ctx, prog, shader_list, num_shaders,
1140 &uniform_blocks);
1141
1142 /* Check that there is only a single definition of each function signature
1143 * across all shaders.
1144 */
1145 for (unsigned i = 0; i < (num_shaders - 1); i++) {
1146 foreach_list(node, shader_list[i]->ir) {
1147 ir_function *const f = ((ir_instruction *) node)->as_function();
1148
1149 if (f == NULL)
1150 continue;
1151
1152 for (unsigned j = i + 1; j < num_shaders; j++) {
1153 ir_function *const other =
1154 shader_list[j]->symbols->get_function(f->name);
1155
1156 /* If the other shader has no function (and therefore no function
1157 * signatures) with the same name, skip to the next shader.
1158 */
1159 if (other == NULL)
1160 continue;
1161
1162 foreach_iter (exec_list_iterator, iter, *f) {
1163 ir_function_signature *sig =
1164 (ir_function_signature *) iter.get();
1165
1166 if (!sig->is_defined || sig->is_builtin)
1167 continue;
1168
1169 ir_function_signature *other_sig =
1170 other->exact_matching_signature(& sig->parameters);
1171
1172 if ((other_sig != NULL) && other_sig->is_defined
1173 && !other_sig->is_builtin) {
1174 linker_error(prog, "function `%s' is multiply defined",
1175 f->name);
1176 return NULL;
1177 }
1178 }
1179 }
1180 }
1181 }
1182
1183 /* Find the shader that defines main, and make a clone of it.
1184 *
1185 * Starting with the clone, search for undefined references. If one is
1186 * found, find the shader that defines it. Clone the reference and add
1187 * it to the shader. Repeat until there are no undefined references or
1188 * until a reference cannot be resolved.
1189 */
1190 gl_shader *main = NULL;
1191 for (unsigned i = 0; i < num_shaders; i++) {
1192 if (get_main_function_signature(shader_list[i]) != NULL) {
1193 main = shader_list[i];
1194 break;
1195 }
1196 }
1197
1198 if (main == NULL) {
1199 linker_error(prog, "%s shader lacks `main'\n",
1200 _mesa_glsl_shader_target_name(shader_list[0]->Type));
1201 return NULL;
1202 }
1203
1204 gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
1205 linked->ir = new(linked) exec_list;
1206 clone_ir_list(mem_ctx, linked->ir, main->ir);
1207
1208 linked->UniformBlocks = uniform_blocks;
1209 linked->NumUniformBlocks = num_uniform_blocks;
1210 ralloc_steal(linked, linked->UniformBlocks);
1211
1212 link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
1213
1214 populate_symbol_table(linked);
1215
1216 /* The a pointer to the main function in the final linked shader (i.e., the
1217 * copy of the original shader that contained the main function).
1218 */
1219 ir_function_signature *const main_sig = get_main_function_signature(linked);
1220
1221 /* Move any instructions other than variable declarations or function
1222 * declarations into main.
1223 */
1224 exec_node *insertion_point =
1225 move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false,
1226 linked);
1227
1228 for (unsigned i = 0; i < num_shaders; i++) {
1229 if (shader_list[i] == main)
1230 continue;
1231
1232 insertion_point = move_non_declarations(shader_list[i]->ir,
1233 insertion_point, true, linked);
1234 }
1235
1236 /* Resolve initializers for global variables in the linked shader.
1237 */
1238 unsigned num_linking_shaders = num_shaders;
1239 for (unsigned i = 0; i < num_shaders; i++)
1240 num_linking_shaders += shader_list[i]->num_builtins_to_link;
1241
1242 gl_shader **linking_shaders =
1243 (gl_shader **) calloc(num_linking_shaders, sizeof(gl_shader *));
1244
1245 memcpy(linking_shaders, shader_list,
1246 sizeof(linking_shaders[0]) * num_shaders);
1247
1248 unsigned idx = num_shaders;
1249 for (unsigned i = 0; i < num_shaders; i++) {
1250 memcpy(&linking_shaders[idx], shader_list[i]->builtins_to_link,
1251 sizeof(linking_shaders[0]) * shader_list[i]->num_builtins_to_link);
1252 idx += shader_list[i]->num_builtins_to_link;
1253 }
1254
1255 assert(idx == num_linking_shaders);
1256
1257 if (!link_function_calls(prog, linked, linking_shaders,
1258 num_linking_shaders)) {
1259 ctx->Driver.DeleteShader(ctx, linked);
1260 free(linking_shaders);
1261 return NULL;
1262 }
1263
1264 free(linking_shaders);
1265
1266 /* At this point linked should contain all of the linked IR, so
1267 * validate it to make sure nothing went wrong.
1268 */
1269 validate_ir_tree(linked->ir);
1270
1271 /* Set the size of geometry shader input arrays */
1272 if (linked->Type == GL_GEOMETRY_SHADER) {
1273 unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
1274 geom_array_resize_visitor input_resize_visitor(num_vertices, prog);
1275 foreach_iter(exec_list_iterator, iter, *linked->ir) {
1276 ir_instruction *ir = (ir_instruction *)iter.get();
1277 ir->accept(&input_resize_visitor);
1278 }
1279 }
1280
1281 /* Make a pass over all variable declarations to ensure that arrays with
1282 * unspecified sizes have a size specified. The size is inferred from the
1283 * max_array_access field.
1284 */
1285 array_sizing_visitor v;
1286 v.run(linked->ir);
1287
1288 return linked;
1289 }
1290
1291 /**
1292 * Update the sizes of linked shader uniform arrays to the maximum
1293 * array index used.
1294 *
1295 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
1296 *
1297 * If one or more elements of an array are active,
1298 * GetActiveUniform will return the name of the array in name,
1299 * subject to the restrictions listed above. The type of the array
1300 * is returned in type. The size parameter contains the highest
1301 * array element index used, plus one. The compiler or linker
1302 * determines the highest index used. There will be only one
1303 * active uniform reported by the GL per uniform array.
1304
1305 */
1306 static void
1307 update_array_sizes(struct gl_shader_program *prog)
1308 {
1309 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1310 if (prog->_LinkedShaders[i] == NULL)
1311 continue;
1312
1313 foreach_list(node, prog->_LinkedShaders[i]->ir) {
1314 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1315
1316 if ((var == NULL) || (var->mode != ir_var_uniform) ||
1317 !var->type->is_array())
1318 continue;
1319
1320 /* GL_ARB_uniform_buffer_object says that std140 uniforms
1321 * will not be eliminated. Since we always do std140, just
1322 * don't resize arrays in UBOs.
1323 */
1324 if (var->is_in_uniform_block())
1325 continue;
1326
1327 unsigned int size = var->max_array_access;
1328 for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
1329 if (prog->_LinkedShaders[j] == NULL)
1330 continue;
1331
1332 foreach_list(node2, prog->_LinkedShaders[j]->ir) {
1333 ir_variable *other_var = ((ir_instruction *) node2)->as_variable();
1334 if (!other_var)
1335 continue;
1336
1337 if (strcmp(var->name, other_var->name) == 0 &&
1338 other_var->max_array_access > size) {
1339 size = other_var->max_array_access;
1340 }
1341 }
1342 }
1343
1344 if (size + 1 != var->type->length) {
1345 /* If this is a built-in uniform (i.e., it's backed by some
1346 * fixed-function state), adjust the number of state slots to
1347 * match the new array size. The number of slots per array entry
1348 * is not known. It seems safe to assume that the total number of
1349 * slots is an integer multiple of the number of array elements.
1350 * Determine the number of slots per array element by dividing by
1351 * the old (total) size.
1352 */
1353 if (var->num_state_slots > 0) {
1354 var->num_state_slots = (size + 1)
1355 * (var->num_state_slots / var->type->length);
1356 }
1357
1358 var->type = glsl_type::get_array_instance(var->type->fields.array,
1359 size + 1);
1360 /* FINISHME: We should update the types of array
1361 * dereferences of this variable now.
1362 */
1363 }
1364 }
1365 }
1366 }
1367
1368 /**
1369 * Find a contiguous set of available bits in a bitmask.
1370 *
1371 * \param used_mask Bits representing used (1) and unused (0) locations
1372 * \param needed_count Number of contiguous bits needed.
1373 *
1374 * \return
1375 * Base location of the available bits on success or -1 on failure.
1376 */
1377 int
1378 find_available_slots(unsigned used_mask, unsigned needed_count)
1379 {
1380 unsigned needed_mask = (1 << needed_count) - 1;
1381 const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count;
1382
1383 /* The comparison to 32 is redundant, but without it GCC emits "warning:
1384 * cannot optimize possibly infinite loops" for the loop below.
1385 */
1386 if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32))
1387 return -1;
1388
1389 for (int i = 0; i <= max_bit_to_test; i++) {
1390 if ((needed_mask & ~used_mask) == needed_mask)
1391 return i;
1392
1393 needed_mask <<= 1;
1394 }
1395
1396 return -1;
1397 }
1398
1399
1400 /**
1401 * Assign locations for either VS inputs for FS outputs
1402 *
1403 * \param prog Shader program whose variables need locations assigned
1404 * \param target_index Selector for the program target to receive location
1405 * assignmnets. Must be either \c MESA_SHADER_VERTEX or
1406 * \c MESA_SHADER_FRAGMENT.
1407 * \param max_index Maximum number of generic locations. This corresponds
1408 * to either the maximum number of draw buffers or the
1409 * maximum number of generic attributes.
1410 *
1411 * \return
1412 * If locations are successfully assigned, true is returned. Otherwise an
1413 * error is emitted to the shader link log and false is returned.
1414 */
1415 bool
1416 assign_attribute_or_color_locations(gl_shader_program *prog,
1417 unsigned target_index,
1418 unsigned max_index)
1419 {
1420 /* Mark invalid locations as being used.
1421 */
1422 unsigned used_locations = (max_index >= 32)
1423 ? ~0 : ~((1 << max_index) - 1);
1424
1425 assert((target_index == MESA_SHADER_VERTEX)
1426 || (target_index == MESA_SHADER_FRAGMENT));
1427
1428 gl_shader *const sh = prog->_LinkedShaders[target_index];
1429 if (sh == NULL)
1430 return true;
1431
1432 /* Operate in a total of four passes.
1433 *
1434 * 1. Invalidate the location assignments for all vertex shader inputs.
1435 *
1436 * 2. Assign locations for inputs that have user-defined (via
1437 * glBindVertexAttribLocation) locations and outputs that have
1438 * user-defined locations (via glBindFragDataLocation).
1439 *
1440 * 3. Sort the attributes without assigned locations by number of slots
1441 * required in decreasing order. Fragmentation caused by attribute
1442 * locations assigned by the application may prevent large attributes
1443 * from having enough contiguous space.
1444 *
1445 * 4. Assign locations to any inputs without assigned locations.
1446 */
1447
1448 const int generic_base = (target_index == MESA_SHADER_VERTEX)
1449 ? (int) VERT_ATTRIB_GENERIC0 : (int) FRAG_RESULT_DATA0;
1450
1451 const enum ir_variable_mode direction =
1452 (target_index == MESA_SHADER_VERTEX)
1453 ? ir_var_shader_in : ir_var_shader_out;
1454
1455
1456 /* Temporary storage for the set of attributes that need locations assigned.
1457 */
1458 struct temp_attr {
1459 unsigned slots;
1460 ir_variable *var;
1461
1462 /* Used below in the call to qsort. */
1463 static int compare(const void *a, const void *b)
1464 {
1465 const temp_attr *const l = (const temp_attr *) a;
1466 const temp_attr *const r = (const temp_attr *) b;
1467
1468 /* Reversed because we want a descending order sort below. */
1469 return r->slots - l->slots;
1470 }
1471 } to_assign[16];
1472
1473 unsigned num_attr = 0;
1474
1475 foreach_list(node, sh->ir) {
1476 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1477
1478 if ((var == NULL) || (var->mode != (unsigned) direction))
1479 continue;
1480
1481 if (var->explicit_location) {
1482 if ((var->location >= (int)(max_index + generic_base))
1483 || (var->location < 0)) {
1484 linker_error(prog,
1485 "invalid explicit location %d specified for `%s'\n",
1486 (var->location < 0)
1487 ? var->location : var->location - generic_base,
1488 var->name);
1489 return false;
1490 }
1491 } else if (target_index == MESA_SHADER_VERTEX) {
1492 unsigned binding;
1493
1494 if (prog->AttributeBindings->get(binding, var->name)) {
1495 assert(binding >= VERT_ATTRIB_GENERIC0);
1496 var->location = binding;
1497 var->is_unmatched_generic_inout = 0;
1498 }
1499 } else if (target_index == MESA_SHADER_FRAGMENT) {
1500 unsigned binding;
1501 unsigned index;
1502
1503 if (prog->FragDataBindings->get(binding, var->name)) {
1504 assert(binding >= FRAG_RESULT_DATA0);
1505 var->location = binding;
1506 var->is_unmatched_generic_inout = 0;
1507
1508 if (prog->FragDataIndexBindings->get(index, var->name)) {
1509 var->index = index;
1510 }
1511 }
1512 }
1513
1514 /* If the variable is not a built-in and has a location statically
1515 * assigned in the shader (presumably via a layout qualifier), make sure
1516 * that it doesn't collide with other assigned locations. Otherwise,
1517 * add it to the list of variables that need linker-assigned locations.
1518 */
1519 const unsigned slots = var->type->count_attribute_slots();
1520 if (var->location != -1) {
1521 if (var->location >= generic_base && var->index < 1) {
1522 /* From page 61 of the OpenGL 4.0 spec:
1523 *
1524 * "LinkProgram will fail if the attribute bindings assigned
1525 * by BindAttribLocation do not leave not enough space to
1526 * assign a location for an active matrix attribute or an
1527 * active attribute array, both of which require multiple
1528 * contiguous generic attributes."
1529 *
1530 * Previous versions of the spec contain similar language but omit
1531 * the bit about attribute arrays.
1532 *
1533 * Page 61 of the OpenGL 4.0 spec also says:
1534 *
1535 * "It is possible for an application to bind more than one
1536 * attribute name to the same location. This is referred to as
1537 * aliasing. This will only work if only one of the aliased
1538 * attributes is active in the executable program, or if no
1539 * path through the shader consumes more than one attribute of
1540 * a set of attributes aliased to the same location. A link
1541 * error can occur if the linker determines that every path
1542 * through the shader consumes multiple aliased attributes,
1543 * but implementations are not required to generate an error
1544 * in this case."
1545 *
1546 * These two paragraphs are either somewhat contradictory, or I
1547 * don't fully understand one or both of them.
1548 */
1549 /* FINISHME: The code as currently written does not support
1550 * FINISHME: attribute location aliasing (see comment above).
1551 */
1552 /* Mask representing the contiguous slots that will be used by
1553 * this attribute.
1554 */
1555 const unsigned attr = var->location - generic_base;
1556 const unsigned use_mask = (1 << slots) - 1;
1557
1558 /* Generate a link error if the set of bits requested for this
1559 * attribute overlaps any previously allocated bits.
1560 */
1561 if ((~(use_mask << attr) & used_locations) != used_locations) {
1562 const char *const string = (target_index == MESA_SHADER_VERTEX)
1563 ? "vertex shader input" : "fragment shader output";
1564 linker_error(prog,
1565 "insufficient contiguous locations "
1566 "available for %s `%s' %d %d %d", string,
1567 var->name, used_locations, use_mask, attr);
1568 return false;
1569 }
1570
1571 used_locations |= (use_mask << attr);
1572 }
1573
1574 continue;
1575 }
1576
1577 to_assign[num_attr].slots = slots;
1578 to_assign[num_attr].var = var;
1579 num_attr++;
1580 }
1581
1582 /* If all of the attributes were assigned locations by the application (or
1583 * are built-in attributes with fixed locations), return early. This should
1584 * be the common case.
1585 */
1586 if (num_attr == 0)
1587 return true;
1588
1589 qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
1590
1591 if (target_index == MESA_SHADER_VERTEX) {
1592 /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can
1593 * only be explicitly assigned by via glBindAttribLocation. Mark it as
1594 * reserved to prevent it from being automatically allocated below.
1595 */
1596 find_deref_visitor find("gl_Vertex");
1597 find.run(sh->ir);
1598 if (find.variable_found())
1599 used_locations |= (1 << 0);
1600 }
1601
1602 for (unsigned i = 0; i < num_attr; i++) {
1603 /* Mask representing the contiguous slots that will be used by this
1604 * attribute.
1605 */
1606 const unsigned use_mask = (1 << to_assign[i].slots) - 1;
1607
1608 int location = find_available_slots(used_locations, to_assign[i].slots);
1609
1610 if (location < 0) {
1611 const char *const string = (target_index == MESA_SHADER_VERTEX)
1612 ? "vertex shader input" : "fragment shader output";
1613
1614 linker_error(prog,
1615 "insufficient contiguous locations "
1616 "available for %s `%s'",
1617 string, to_assign[i].var->name);
1618 return false;
1619 }
1620
1621 to_assign[i].var->location = generic_base + location;
1622 to_assign[i].var->is_unmatched_generic_inout = 0;
1623 used_locations |= (use_mask << location);
1624 }
1625
1626 return true;
1627 }
1628
1629
1630 /**
1631 * Demote shader inputs and outputs that are not used in other stages
1632 */
1633 void
1634 demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
1635 {
1636 foreach_list(node, sh->ir) {
1637 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1638
1639 if ((var == NULL) || (var->mode != int(mode)))
1640 continue;
1641
1642 /* A shader 'in' or 'out' variable is only really an input or output if
1643 * its value is used by other shader stages. This will cause the variable
1644 * to have a location assigned.
1645 */
1646 if (var->is_unmatched_generic_inout) {
1647 var->mode = ir_var_auto;
1648 }
1649 }
1650 }
1651
1652
1653 /**
1654 * Store the gl_FragDepth layout in the gl_shader_program struct.
1655 */
1656 static void
1657 store_fragdepth_layout(struct gl_shader_program *prog)
1658 {
1659 if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
1660 return;
1661 }
1662
1663 struct exec_list *ir = prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir;
1664
1665 /* We don't look up the gl_FragDepth symbol directly because if
1666 * gl_FragDepth is not used in the shader, it's removed from the IR.
1667 * However, the symbol won't be removed from the symbol table.
1668 *
1669 * We're only interested in the cases where the variable is NOT removed
1670 * from the IR.
1671 */
1672 foreach_list(node, ir) {
1673 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1674
1675 if (var == NULL || var->mode != ir_var_shader_out) {
1676 continue;
1677 }
1678
1679 if (strcmp(var->name, "gl_FragDepth") == 0) {
1680 switch (var->depth_layout) {
1681 case ir_depth_layout_none:
1682 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_NONE;
1683 return;
1684 case ir_depth_layout_any:
1685 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_ANY;
1686 return;
1687 case ir_depth_layout_greater:
1688 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_GREATER;
1689 return;
1690 case ir_depth_layout_less:
1691 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_LESS;
1692 return;
1693 case ir_depth_layout_unchanged:
1694 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_UNCHANGED;
1695 return;
1696 default:
1697 assert(0);
1698 return;
1699 }
1700 }
1701 }
1702 }
1703
1704 /**
1705 * Validate the resources used by a program versus the implementation limits
1706 */
1707 static void
1708 check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
1709 {
1710 static const char *const shader_names[MESA_SHADER_TYPES] = {
1711 "vertex", "geometry", "fragment"
1712 };
1713
1714 const unsigned max_samplers[MESA_SHADER_TYPES] = {
1715 ctx->Const.VertexProgram.MaxTextureImageUnits,
1716 ctx->Const.GeometryProgram.MaxTextureImageUnits,
1717 ctx->Const.FragmentProgram.MaxTextureImageUnits
1718 };
1719
1720 const unsigned max_default_uniform_components[MESA_SHADER_TYPES] = {
1721 ctx->Const.VertexProgram.MaxUniformComponents,
1722 ctx->Const.GeometryProgram.MaxUniformComponents,
1723 ctx->Const.FragmentProgram.MaxUniformComponents
1724 };
1725
1726 const unsigned max_combined_uniform_components[MESA_SHADER_TYPES] = {
1727 ctx->Const.VertexProgram.MaxCombinedUniformComponents,
1728 ctx->Const.GeometryProgram.MaxCombinedUniformComponents,
1729 ctx->Const.FragmentProgram.MaxCombinedUniformComponents
1730 };
1731
1732 const unsigned max_uniform_blocks[MESA_SHADER_TYPES] = {
1733 ctx->Const.VertexProgram.MaxUniformBlocks,
1734 ctx->Const.GeometryProgram.MaxUniformBlocks,
1735 ctx->Const.FragmentProgram.MaxUniformBlocks
1736 };
1737
1738 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1739 struct gl_shader *sh = prog->_LinkedShaders[i];
1740
1741 if (sh == NULL)
1742 continue;
1743
1744 if (sh->num_samplers > max_samplers[i]) {
1745 linker_error(prog, "Too many %s shader texture samplers",
1746 shader_names[i]);
1747 }
1748
1749 if (sh->num_uniform_components > max_default_uniform_components[i]) {
1750 if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
1751 linker_warning(prog, "Too many %s shader default uniform block "
1752 "components, but the driver will try to optimize "
1753 "them out; this is non-portable out-of-spec "
1754 "behavior\n",
1755 shader_names[i]);
1756 } else {
1757 linker_error(prog, "Too many %s shader default uniform block "
1758 "components",
1759 shader_names[i]);
1760 }
1761 }
1762
1763 if (sh->num_combined_uniform_components >
1764 max_combined_uniform_components[i]) {
1765 if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
1766 linker_warning(prog, "Too many %s shader uniform components, "
1767 "but the driver will try to optimize them out; "
1768 "this is non-portable out-of-spec behavior\n",
1769 shader_names[i]);
1770 } else {
1771 linker_error(prog, "Too many %s shader uniform components",
1772 shader_names[i]);
1773 }
1774 }
1775 }
1776
1777 unsigned blocks[MESA_SHADER_TYPES] = {0};
1778 unsigned total_uniform_blocks = 0;
1779
1780 for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
1781 for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
1782 if (prog->UniformBlockStageIndex[j][i] != -1) {
1783 blocks[j]++;
1784 total_uniform_blocks++;
1785 }
1786 }
1787
1788 if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
1789 linker_error(prog, "Too many combined uniform blocks (%d/%d)",
1790 prog->NumUniformBlocks,
1791 ctx->Const.MaxCombinedUniformBlocks);
1792 } else {
1793 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1794 if (blocks[i] > max_uniform_blocks[i]) {
1795 linker_error(prog, "Too many %s uniform blocks (%d/%d)",
1796 shader_names[i],
1797 blocks[i],
1798 max_uniform_blocks[i]);
1799 break;
1800 }
1801 }
1802 }
1803 }
1804 }
1805
1806 void
1807 link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
1808 {
1809 tfeedback_decl *tfeedback_decls = NULL;
1810 unsigned num_tfeedback_decls = prog->TransformFeedback.NumVarying;
1811
1812 void *mem_ctx = ralloc_context(NULL); // temporary linker context
1813
1814 prog->LinkStatus = true; /* All error paths will set this to false */
1815 prog->Validated = false;
1816 prog->_Used = false;
1817
1818 ralloc_free(prog->InfoLog);
1819 prog->InfoLog = ralloc_strdup(NULL, "");
1820
1821 ralloc_free(prog->UniformBlocks);
1822 prog->UniformBlocks = NULL;
1823 prog->NumUniformBlocks = 0;
1824 for (int i = 0; i < MESA_SHADER_TYPES; i++) {
1825 ralloc_free(prog->UniformBlockStageIndex[i]);
1826 prog->UniformBlockStageIndex[i] = NULL;
1827 }
1828
1829 /* Separate the shaders into groups based on their type.
1830 */
1831 struct gl_shader **vert_shader_list;
1832 unsigned num_vert_shaders = 0;
1833 struct gl_shader **frag_shader_list;
1834 unsigned num_frag_shaders = 0;
1835 struct gl_shader **geom_shader_list;
1836 unsigned num_geom_shaders = 0;
1837
1838 vert_shader_list = (struct gl_shader **)
1839 calloc(prog->NumShaders, sizeof(struct gl_shader *));
1840 frag_shader_list = (struct gl_shader **)
1841 calloc(prog->NumShaders, sizeof(struct gl_shader *));
1842 geom_shader_list = (struct gl_shader **)
1843 calloc(prog->NumShaders, sizeof(struct gl_shader *));
1844
1845 unsigned min_version = UINT_MAX;
1846 unsigned max_version = 0;
1847 const bool is_es_prog =
1848 (prog->NumShaders > 0 && prog->Shaders[0]->IsES) ? true : false;
1849 for (unsigned i = 0; i < prog->NumShaders; i++) {
1850 min_version = MIN2(min_version, prog->Shaders[i]->Version);
1851 max_version = MAX2(max_version, prog->Shaders[i]->Version);
1852
1853 if (prog->Shaders[i]->IsES != is_es_prog) {
1854 linker_error(prog, "all shaders must use same shading "
1855 "language version\n");
1856 goto done;
1857 }
1858
1859 switch (prog->Shaders[i]->Type) {
1860 case GL_VERTEX_SHADER:
1861 vert_shader_list[num_vert_shaders] = prog->Shaders[i];
1862 num_vert_shaders++;
1863 break;
1864 case GL_FRAGMENT_SHADER:
1865 frag_shader_list[num_frag_shaders] = prog->Shaders[i];
1866 num_frag_shaders++;
1867 break;
1868 case GL_GEOMETRY_SHADER:
1869 geom_shader_list[num_geom_shaders] = prog->Shaders[i];
1870 num_geom_shaders++;
1871 break;
1872 }
1873 }
1874
1875 /* Previous to GLSL version 1.30, different compilation units could mix and
1876 * match shading language versions. With GLSL 1.30 and later, the versions
1877 * of all shaders must match.
1878 *
1879 * GLSL ES has never allowed mixing of shading language versions.
1880 */
1881 if ((is_es_prog || max_version >= 130)
1882 && min_version != max_version) {
1883 linker_error(prog, "all shaders must use same shading "
1884 "language version\n");
1885 goto done;
1886 }
1887
1888 prog->Version = max_version;
1889 prog->IsES = is_es_prog;
1890
1891 /* Geometry shaders have to be linked with vertex shaders.
1892 */
1893 if (num_geom_shaders > 0 && num_vert_shaders == 0) {
1894 linker_error(prog, "Geometry shader must be linked with "
1895 "vertex shader\n");
1896 goto done;
1897 }
1898
1899 for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
1900 if (prog->_LinkedShaders[i] != NULL)
1901 ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
1902
1903 prog->_LinkedShaders[i] = NULL;
1904 }
1905
1906 /* Link all shaders for a particular stage and validate the result.
1907 */
1908 if (num_vert_shaders > 0) {
1909 gl_shader *const sh =
1910 link_intrastage_shaders(mem_ctx, ctx, prog, vert_shader_list,
1911 num_vert_shaders);
1912
1913 if (!prog->LinkStatus)
1914 goto done;
1915
1916 validate_vertex_shader_executable(prog, sh);
1917 if (!prog->LinkStatus)
1918 goto done;
1919
1920 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_VERTEX],
1921 sh);
1922 }
1923
1924 if (num_frag_shaders > 0) {
1925 gl_shader *const sh =
1926 link_intrastage_shaders(mem_ctx, ctx, prog, frag_shader_list,
1927 num_frag_shaders);
1928
1929 if (!prog->LinkStatus)
1930 goto done;
1931
1932 validate_fragment_shader_executable(prog, sh);
1933 if (!prog->LinkStatus)
1934 goto done;
1935
1936 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
1937 sh);
1938 }
1939
1940 if (num_geom_shaders > 0) {
1941 gl_shader *const sh =
1942 link_intrastage_shaders(mem_ctx, ctx, prog, geom_shader_list,
1943 num_geom_shaders);
1944
1945 if (!prog->LinkStatus)
1946 goto done;
1947
1948 validate_geometry_shader_executable(prog, sh);
1949 if (!prog->LinkStatus)
1950 goto done;
1951
1952 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_GEOMETRY],
1953 sh);
1954 }
1955
1956 /* Here begins the inter-stage linking phase. Some initial validation is
1957 * performed, then locations are assigned for uniforms, attributes, and
1958 * varyings.
1959 */
1960 cross_validate_uniforms(prog);
1961 if (!prog->LinkStatus)
1962 goto done;
1963
1964 unsigned prev;
1965
1966 for (prev = 0; prev < MESA_SHADER_TYPES; prev++) {
1967 if (prog->_LinkedShaders[prev] != NULL)
1968 break;
1969 }
1970
1971 /* Validate the inputs of each stage with the output of the preceding
1972 * stage.
1973 */
1974 for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
1975 if (prog->_LinkedShaders[i] == NULL)
1976 continue;
1977
1978 validate_interstage_interface_blocks(prog, prog->_LinkedShaders[prev],
1979 prog->_LinkedShaders[i]);
1980 if (!prog->LinkStatus)
1981 goto done;
1982
1983 cross_validate_outputs_to_inputs(prog,
1984 prog->_LinkedShaders[prev],
1985 prog->_LinkedShaders[i]);
1986 if (!prog->LinkStatus)
1987 goto done;
1988
1989 prev = i;
1990 }
1991
1992
1993 for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
1994 if (prog->_LinkedShaders[i] != NULL)
1995 lower_named_interface_blocks(mem_ctx, prog->_LinkedShaders[i]);
1996 }
1997
1998 /* Implement the GLSL 1.30+ rule for discard vs infinite loops Do
1999 * it before optimization because we want most of the checks to get
2000 * dropped thanks to constant propagation.
2001 *
2002 * This rule also applies to GLSL ES 3.00.
2003 */
2004 if (max_version >= (is_es_prog ? 300 : 130)) {
2005 struct gl_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
2006 if (sh) {
2007 lower_discard_flow(sh->ir);
2008 }
2009 }
2010
2011 if (!interstage_cross_validate_uniform_blocks(prog))
2012 goto done;
2013
2014 /* Do common optimization before assigning storage for attributes,
2015 * uniforms, and varyings. Later optimization could possibly make
2016 * some of that unused.
2017 */
2018 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
2019 if (prog->_LinkedShaders[i] == NULL)
2020 continue;
2021
2022 detect_recursion_linked(prog, prog->_LinkedShaders[i]->ir);
2023 if (!prog->LinkStatus)
2024 goto done;
2025
2026 if (ctx->ShaderCompilerOptions[i].LowerClipDistance) {
2027 lower_clip_distance(prog->_LinkedShaders[i]);
2028 }
2029
2030 unsigned max_unroll = ctx->ShaderCompilerOptions[i].MaxUnrollIterations;
2031
2032 while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false, max_unroll, &ctx->ShaderCompilerOptions[i]))
2033 ;
2034 }
2035
2036 /* Mark all generic shader inputs and outputs as unpaired. */
2037 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
2038 link_invalidate_variable_locations(
2039 prog->_LinkedShaders[MESA_SHADER_VERTEX],
2040 VERT_ATTRIB_GENERIC0, VARYING_SLOT_VAR0);
2041 }
2042 if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
2043 link_invalidate_variable_locations(
2044 prog->_LinkedShaders[MESA_SHADER_GEOMETRY],
2045 VARYING_SLOT_VAR0, VARYING_SLOT_VAR0);
2046 }
2047 if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
2048 link_invalidate_variable_locations(
2049 prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
2050 VARYING_SLOT_VAR0, FRAG_RESULT_DATA0);
2051 }
2052
2053 /* FINISHME: The value of the max_attribute_index parameter is
2054 * FINISHME: implementation dependent based on the value of
2055 * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
2056 * FINISHME: at least 16, so hardcode 16 for now.
2057 */
2058 if (!assign_attribute_or_color_locations(prog, MESA_SHADER_VERTEX, 16)) {
2059 goto done;
2060 }
2061
2062 if (!assign_attribute_or_color_locations(prog, MESA_SHADER_FRAGMENT, MAX2(ctx->Const.MaxDrawBuffers, ctx->Const.MaxDualSourceDrawBuffers))) {
2063 goto done;
2064 }
2065
2066 unsigned first;
2067 for (first = 0; first < MESA_SHADER_TYPES; first++) {
2068 if (prog->_LinkedShaders[first] != NULL)
2069 break;
2070 }
2071
2072 if (num_tfeedback_decls != 0) {
2073 /* From GL_EXT_transform_feedback:
2074 * A program will fail to link if:
2075 *
2076 * * the <count> specified by TransformFeedbackVaryingsEXT is
2077 * non-zero, but the program object has no vertex or geometry
2078 * shader;
2079 */
2080 if (first == MESA_SHADER_FRAGMENT) {
2081 linker_error(prog, "Transform feedback varyings specified, but "
2082 "no vertex or geometry shader is present.");
2083 goto done;
2084 }
2085
2086 tfeedback_decls = ralloc_array(mem_ctx, tfeedback_decl,
2087 prog->TransformFeedback.NumVarying);
2088 if (!parse_tfeedback_decls(ctx, prog, mem_ctx, num_tfeedback_decls,
2089 prog->TransformFeedback.VaryingNames,
2090 tfeedback_decls))
2091 goto done;
2092 }
2093
2094 /* Linking the stages in the opposite order (from fragment to vertex)
2095 * ensures that inter-shader outputs written to in an earlier stage are
2096 * eliminated if they are (transitively) not used in a later stage.
2097 */
2098 int last, next;
2099 for (last = MESA_SHADER_TYPES-1; last >= 0; last--) {
2100 if (prog->_LinkedShaders[last] != NULL)
2101 break;
2102 }
2103
2104 if (last >= 0 && last < MESA_SHADER_FRAGMENT) {
2105 gl_shader *const sh = prog->_LinkedShaders[last];
2106
2107 if (num_tfeedback_decls != 0) {
2108 /* There was no fragment shader, but we still have to assign varying
2109 * locations for use by transform feedback.
2110 */
2111 if (!assign_varying_locations(ctx, mem_ctx, prog,
2112 sh, NULL,
2113 num_tfeedback_decls, tfeedback_decls,
2114 0))
2115 goto done;
2116 }
2117
2118 do_dead_builtin_varyings(ctx, sh, NULL,
2119 num_tfeedback_decls, tfeedback_decls);
2120
2121 demote_shader_inputs_and_outputs(sh, ir_var_shader_out);
2122
2123 /* Eliminate code that is now dead due to unused outputs being demoted.
2124 */
2125 while (do_dead_code(sh->ir, false))
2126 ;
2127 }
2128 else if (first == MESA_SHADER_FRAGMENT) {
2129 /* If the program only contains a fragment shader...
2130 */
2131 gl_shader *const sh = prog->_LinkedShaders[first];
2132
2133 do_dead_builtin_varyings(ctx, NULL, sh,
2134 num_tfeedback_decls, tfeedback_decls);
2135
2136 demote_shader_inputs_and_outputs(sh, ir_var_shader_in);
2137
2138 while (do_dead_code(sh->ir, false))
2139 ;
2140 }
2141
2142 next = last;
2143 for (int i = next - 1; i >= 0; i--) {
2144 if (prog->_LinkedShaders[i] == NULL)
2145 continue;
2146
2147 gl_shader *const sh_i = prog->_LinkedShaders[i];
2148 gl_shader *const sh_next = prog->_LinkedShaders[next];
2149 unsigned gs_input_vertices =
2150 next == MESA_SHADER_GEOMETRY ? prog->Geom.VerticesIn : 0;
2151
2152 if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
2153 next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
2154 tfeedback_decls, gs_input_vertices))
2155 goto done;
2156
2157 do_dead_builtin_varyings(ctx, sh_i, sh_next,
2158 next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
2159 tfeedback_decls);
2160
2161 demote_shader_inputs_and_outputs(sh_i, ir_var_shader_out);
2162 demote_shader_inputs_and_outputs(sh_next, ir_var_shader_in);
2163
2164 /* Eliminate code that is now dead due to unused outputs being demoted.
2165 */
2166 while (do_dead_code(sh_i->ir, false))
2167 ;
2168 while (do_dead_code(sh_next->ir, false))
2169 ;
2170
2171 /* This must be done after all dead varyings are eliminated. */
2172 if (!check_against_varying_limit(ctx, prog, sh_next))
2173 goto done;
2174
2175 next = i;
2176 }
2177
2178 if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls))
2179 goto done;
2180
2181 update_array_sizes(prog);
2182 link_assign_uniform_locations(prog);
2183 store_fragdepth_layout(prog);
2184
2185 check_resources(ctx, prog);
2186 if (!prog->LinkStatus)
2187 goto done;
2188
2189 /* OpenGL ES requires that a vertex shader and a fragment shader both be
2190 * present in a linked program. By checking prog->IsES, we also
2191 * catch the GL_ARB_ES2_compatibility case.
2192 */
2193 if (!prog->InternalSeparateShader &&
2194 (ctx->API == API_OPENGLES2 || prog->IsES)) {
2195 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
2196 linker_error(prog, "program lacks a vertex shader\n");
2197 } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
2198 linker_error(prog, "program lacks a fragment shader\n");
2199 }
2200 }
2201
2202 /* FINISHME: Assign fragment shader output locations. */
2203
2204 done:
2205 free(vert_shader_list);
2206 free(frag_shader_list);
2207 free(geom_shader_list);
2208
2209 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
2210 if (prog->_LinkedShaders[i] == NULL)
2211 continue;
2212
2213 /* Retain any live IR, but trash the rest. */
2214 reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);
2215
2216 /* The symbol table in the linked shaders may contain references to
2217 * variables that were removed (e.g., unused uniforms). Since it may
2218 * contain junk, there is no possible valid use. Delete it and set the
2219 * pointer to NULL.
2220 */
2221 delete prog->_LinkedShaders[i]->symbols;
2222 prog->_LinkedShaders[i]->symbols = NULL;
2223 }
2224
2225 ralloc_free(mem_ctx);
2226 }