linker: Reject shaders that have unresolved function calls
[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"),
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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 *
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16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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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 extern "C" {
72 #include <talloc.h>
73 }
74
75 #include "main/core.h"
76 #include "glsl_symbol_table.h"
77 #include "ir.h"
78 #include "program.h"
79 #include "program/hash_table.h"
80 #include "linker.h"
81 #include "ir_optimization.h"
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 prog->InfoLog = talloc_strdup_append(prog->InfoLog, "error: ");
176 va_start(ap, fmt);
177 prog->InfoLog = talloc_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_temporary:
303 default:
304 assert(!"Should not get here.");
305 return "invalid variable";
306 }
307 }
308
309
310 /**
311 * Perform validation of global variables used across multiple shaders
312 */
313 bool
314 cross_validate_globals(struct gl_shader_program *prog,
315 struct gl_shader **shader_list,
316 unsigned num_shaders,
317 bool uniforms_only)
318 {
319 /* Examine all of the uniforms in all of the shaders and cross validate
320 * them.
321 */
322 glsl_symbol_table variables;
323 for (unsigned i = 0; i < num_shaders; i++) {
324 foreach_list(node, shader_list[i]->ir) {
325 ir_variable *const var = ((ir_instruction *) node)->as_variable();
326
327 if (var == NULL)
328 continue;
329
330 if (uniforms_only && (var->mode != ir_var_uniform))
331 continue;
332
333 /* Don't cross validate temporaries that are at global scope. These
334 * will eventually get pulled into the shaders 'main'.
335 */
336 if (var->mode == ir_var_temporary)
337 continue;
338
339 /* If a global with this name has already been seen, verify that the
340 * new instance has the same type. In addition, if the globals have
341 * initializers, the values of the initializers must be the same.
342 */
343 ir_variable *const existing = variables.get_variable(var->name);
344 if (existing != NULL) {
345 if (var->type != existing->type) {
346 /* Consider the types to be "the same" if both types are arrays
347 * of the same type and one of the arrays is implicitly sized.
348 * In addition, set the type of the linked variable to the
349 * explicitly sized array.
350 */
351 if (var->type->is_array()
352 && existing->type->is_array()
353 && (var->type->fields.array == existing->type->fields.array)
354 && ((var->type->length == 0)
355 || (existing->type->length == 0))) {
356 if (existing->type->length == 0)
357 existing->type = var->type;
358 } else {
359 linker_error_printf(prog, "%s `%s' declared as type "
360 "`%s' and type `%s'\n",
361 mode_string(var),
362 var->name, var->type->name,
363 existing->type->name);
364 return false;
365 }
366 }
367
368 if (var->explicit_location) {
369 if (existing->explicit_location
370 && (var->location != existing->location)) {
371 linker_error_printf(prog, "explicit locations for %s "
372 "`%s' have differing values\n",
373 mode_string(var), var->name);
374 return false;
375 }
376
377 existing->location = var->location;
378 existing->explicit_location = true;
379 }
380
381 /* FINISHME: Handle non-constant initializers.
382 */
383 if (var->constant_value != NULL) {
384 if (existing->constant_value != NULL) {
385 if (!var->constant_value->has_value(existing->constant_value)) {
386 linker_error_printf(prog, "initializers for %s "
387 "`%s' have differing values\n",
388 mode_string(var), var->name);
389 return false;
390 }
391 } else
392 /* If the first-seen instance of a particular uniform did not
393 * have an initializer but a later instance does, copy the
394 * initializer to the version stored in the symbol table.
395 */
396 /* FINISHME: This is wrong. The constant_value field should
397 * FINISHME: not be modified! Imagine a case where a shader
398 * FINISHME: without an initializer is linked in two different
399 * FINISHME: programs with shaders that have differing
400 * FINISHME: initializers. Linking with the first will
401 * FINISHME: modify the shader, and linking with the second
402 * FINISHME: will fail.
403 */
404 existing->constant_value =
405 var->constant_value->clone(talloc_parent(existing), NULL);
406 }
407 } else
408 variables.add_variable(var->name, var);
409 }
410 }
411
412 return true;
413 }
414
415
416 /**
417 * Perform validation of uniforms used across multiple shader stages
418 */
419 bool
420 cross_validate_uniforms(struct gl_shader_program *prog)
421 {
422 return cross_validate_globals(prog, prog->_LinkedShaders,
423 prog->_NumLinkedShaders, true);
424 }
425
426
427 /**
428 * Validate that outputs from one stage match inputs of another
429 */
430 bool
431 cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
432 gl_shader *producer, gl_shader *consumer)
433 {
434 glsl_symbol_table parameters;
435 /* FINISHME: Figure these out dynamically. */
436 const char *const producer_stage = "vertex";
437 const char *const consumer_stage = "fragment";
438
439 /* Find all shader outputs in the "producer" stage.
440 */
441 foreach_list(node, producer->ir) {
442 ir_variable *const var = ((ir_instruction *) node)->as_variable();
443
444 /* FINISHME: For geometry shaders, this should also look for inout
445 * FINISHME: variables.
446 */
447 if ((var == NULL) || (var->mode != ir_var_out))
448 continue;
449
450 parameters.add_variable(var->name, var);
451 }
452
453
454 /* Find all shader inputs in the "consumer" stage. Any variables that have
455 * matching outputs already in the symbol table must have the same type and
456 * qualifiers.
457 */
458 foreach_list(node, consumer->ir) {
459 ir_variable *const input = ((ir_instruction *) node)->as_variable();
460
461 /* FINISHME: For geometry shaders, this should also look for inout
462 * FINISHME: variables.
463 */
464 if ((input == NULL) || (input->mode != ir_var_in))
465 continue;
466
467 ir_variable *const output = parameters.get_variable(input->name);
468 if (output != NULL) {
469 /* Check that the types match between stages.
470 */
471 if (input->type != output->type) {
472 linker_error_printf(prog,
473 "%s shader output `%s' declared as "
474 "type `%s', but %s shader input declared "
475 "as type `%s'\n",
476 producer_stage, output->name,
477 output->type->name,
478 consumer_stage, input->type->name);
479 return false;
480 }
481
482 /* Check that all of the qualifiers match between stages.
483 */
484 if (input->centroid != output->centroid) {
485 linker_error_printf(prog,
486 "%s shader output `%s' %s centroid qualifier, "
487 "but %s shader input %s centroid qualifier\n",
488 producer_stage,
489 output->name,
490 (output->centroid) ? "has" : "lacks",
491 consumer_stage,
492 (input->centroid) ? "has" : "lacks");
493 return false;
494 }
495
496 if (input->invariant != output->invariant) {
497 linker_error_printf(prog,
498 "%s shader output `%s' %s invariant qualifier, "
499 "but %s shader input %s invariant qualifier\n",
500 producer_stage,
501 output->name,
502 (output->invariant) ? "has" : "lacks",
503 consumer_stage,
504 (input->invariant) ? "has" : "lacks");
505 return false;
506 }
507
508 if (input->interpolation != output->interpolation) {
509 linker_error_printf(prog,
510 "%s shader output `%s' specifies %s "
511 "interpolation qualifier, "
512 "but %s shader input specifies %s "
513 "interpolation qualifier\n",
514 producer_stage,
515 output->name,
516 output->interpolation_string(),
517 consumer_stage,
518 input->interpolation_string());
519 return false;
520 }
521 }
522 }
523
524 return true;
525 }
526
527
528 /**
529 * Populates a shaders symbol table with all global declarations
530 */
531 static void
532 populate_symbol_table(gl_shader *sh)
533 {
534 sh->symbols = new(sh) glsl_symbol_table;
535
536 foreach_list(node, sh->ir) {
537 ir_instruction *const inst = (ir_instruction *) node;
538 ir_variable *var;
539 ir_function *func;
540
541 if ((func = inst->as_function()) != NULL) {
542 sh->symbols->add_function(func->name, func);
543 } else if ((var = inst->as_variable()) != NULL) {
544 sh->symbols->add_variable(var->name, var);
545 }
546 }
547 }
548
549
550 /**
551 * Remap variables referenced in an instruction tree
552 *
553 * This is used when instruction trees are cloned from one shader and placed in
554 * another. These trees will contain references to \c ir_variable nodes that
555 * do not exist in the target shader. This function finds these \c ir_variable
556 * references and replaces the references with matching variables in the target
557 * shader.
558 *
559 * If there is no matching variable in the target shader, a clone of the
560 * \c ir_variable is made and added to the target shader. The new variable is
561 * added to \b both the instruction stream and the symbol table.
562 *
563 * \param inst IR tree that is to be processed.
564 * \param symbols Symbol table containing global scope symbols in the
565 * linked shader.
566 * \param instructions Instruction stream where new variable declarations
567 * should be added.
568 */
569 void
570 remap_variables(ir_instruction *inst, struct gl_shader *target,
571 hash_table *temps)
572 {
573 class remap_visitor : public ir_hierarchical_visitor {
574 public:
575 remap_visitor(struct gl_shader *target,
576 hash_table *temps)
577 {
578 this->target = target;
579 this->symbols = target->symbols;
580 this->instructions = target->ir;
581 this->temps = temps;
582 }
583
584 virtual ir_visitor_status visit(ir_dereference_variable *ir)
585 {
586 if (ir->var->mode == ir_var_temporary) {
587 ir_variable *var = (ir_variable *) hash_table_find(temps, ir->var);
588
589 assert(var != NULL);
590 ir->var = var;
591 return visit_continue;
592 }
593
594 ir_variable *const existing =
595 this->symbols->get_variable(ir->var->name);
596 if (existing != NULL)
597 ir->var = existing;
598 else {
599 ir_variable *copy = ir->var->clone(this->target, NULL);
600
601 this->symbols->add_variable(copy->name, copy);
602 this->instructions->push_head(copy);
603 ir->var = copy;
604 }
605
606 return visit_continue;
607 }
608
609 private:
610 struct gl_shader *target;
611 glsl_symbol_table *symbols;
612 exec_list *instructions;
613 hash_table *temps;
614 };
615
616 remap_visitor v(target, temps);
617
618 inst->accept(&v);
619 }
620
621
622 /**
623 * Move non-declarations from one instruction stream to another
624 *
625 * The intended usage pattern of this function is to pass the pointer to the
626 * head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node
627 * pointer) for \c last and \c false for \c make_copies on the first
628 * call. Successive calls pass the return value of the previous call for
629 * \c last and \c true for \c make_copies.
630 *
631 * \param instructions Source instruction stream
632 * \param last Instruction after which new instructions should be
633 * inserted in the target instruction stream
634 * \param make_copies Flag selecting whether instructions in \c instructions
635 * should be copied (via \c ir_instruction::clone) into the
636 * target list or moved.
637 *
638 * \return
639 * The new "last" instruction in the target instruction stream. This pointer
640 * is suitable for use as the \c last parameter of a later call to this
641 * function.
642 */
643 exec_node *
644 move_non_declarations(exec_list *instructions, exec_node *last,
645 bool make_copies, gl_shader *target)
646 {
647 hash_table *temps = NULL;
648
649 if (make_copies)
650 temps = hash_table_ctor(0, hash_table_pointer_hash,
651 hash_table_pointer_compare);
652
653 foreach_list_safe(node, instructions) {
654 ir_instruction *inst = (ir_instruction *) node;
655
656 if (inst->as_function())
657 continue;
658
659 ir_variable *var = inst->as_variable();
660 if ((var != NULL) && (var->mode != ir_var_temporary))
661 continue;
662
663 assert(inst->as_assignment()
664 || ((var != NULL) && (var->mode == ir_var_temporary)));
665
666 if (make_copies) {
667 inst = inst->clone(target, NULL);
668
669 if (var != NULL)
670 hash_table_insert(temps, inst, var);
671 else
672 remap_variables(inst, target, temps);
673 } else {
674 inst->remove();
675 }
676
677 last->insert_after(inst);
678 last = inst;
679 }
680
681 if (make_copies)
682 hash_table_dtor(temps);
683
684 return last;
685 }
686
687 /**
688 * Get the function signature for main from a shader
689 */
690 static ir_function_signature *
691 get_main_function_signature(gl_shader *sh)
692 {
693 ir_function *const f = sh->symbols->get_function("main");
694 if (f != NULL) {
695 exec_list void_parameters;
696
697 /* Look for the 'void main()' signature and ensure that it's defined.
698 * This keeps the linker from accidentally pick a shader that just
699 * contains a prototype for main.
700 *
701 * We don't have to check for multiple definitions of main (in multiple
702 * shaders) because that would have already been caught above.
703 */
704 ir_function_signature *sig = f->matching_signature(&void_parameters);
705 if ((sig != NULL) && sig->is_defined) {
706 return sig;
707 }
708 }
709
710 return NULL;
711 }
712
713
714 /**
715 * Combine a group of shaders for a single stage to generate a linked shader
716 *
717 * \note
718 * If this function is supplied a single shader, it is cloned, and the new
719 * shader is returned.
720 */
721 static struct gl_shader *
722 link_intrastage_shaders(struct gl_context *ctx,
723 struct gl_shader_program *prog,
724 struct gl_shader **shader_list,
725 unsigned num_shaders)
726 {
727 /* Check that global variables defined in multiple shaders are consistent.
728 */
729 if (!cross_validate_globals(prog, shader_list, num_shaders, false))
730 return NULL;
731
732 /* Check that there is only a single definition of each function signature
733 * across all shaders.
734 */
735 for (unsigned i = 0; i < (num_shaders - 1); i++) {
736 foreach_list(node, shader_list[i]->ir) {
737 ir_function *const f = ((ir_instruction *) node)->as_function();
738
739 if (f == NULL)
740 continue;
741
742 for (unsigned j = i + 1; j < num_shaders; j++) {
743 ir_function *const other =
744 shader_list[j]->symbols->get_function(f->name);
745
746 /* If the other shader has no function (and therefore no function
747 * signatures) with the same name, skip to the next shader.
748 */
749 if (other == NULL)
750 continue;
751
752 foreach_iter (exec_list_iterator, iter, *f) {
753 ir_function_signature *sig =
754 (ir_function_signature *) iter.get();
755
756 if (!sig->is_defined || sig->is_builtin)
757 continue;
758
759 ir_function_signature *other_sig =
760 other->exact_matching_signature(& sig->parameters);
761
762 if ((other_sig != NULL) && other_sig->is_defined
763 && !other_sig->is_builtin) {
764 linker_error_printf(prog,
765 "function `%s' is multiply defined",
766 f->name);
767 return NULL;
768 }
769 }
770 }
771 }
772 }
773
774 /* Find the shader that defines main, and make a clone of it.
775 *
776 * Starting with the clone, search for undefined references. If one is
777 * found, find the shader that defines it. Clone the reference and add
778 * it to the shader. Repeat until there are no undefined references or
779 * until a reference cannot be resolved.
780 */
781 gl_shader *main = NULL;
782 for (unsigned i = 0; i < num_shaders; i++) {
783 if (get_main_function_signature(shader_list[i]) != NULL) {
784 main = shader_list[i];
785 break;
786 }
787 }
788
789 if (main == NULL) {
790 linker_error_printf(prog, "%s shader lacks `main'\n",
791 (shader_list[0]->Type == GL_VERTEX_SHADER)
792 ? "vertex" : "fragment");
793 return NULL;
794 }
795
796 gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
797 linked->ir = new(linked) exec_list;
798 clone_ir_list(linked, linked->ir, main->ir);
799
800 populate_symbol_table(linked);
801
802 /* The a pointer to the main function in the final linked shader (i.e., the
803 * copy of the original shader that contained the main function).
804 */
805 ir_function_signature *const main_sig = get_main_function_signature(linked);
806
807 /* Move any instructions other than variable declarations or function
808 * declarations into main.
809 */
810 exec_node *insertion_point =
811 move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false,
812 linked);
813
814 for (unsigned i = 0; i < num_shaders; i++) {
815 if (shader_list[i] == main)
816 continue;
817
818 insertion_point = move_non_declarations(shader_list[i]->ir,
819 insertion_point, true, linked);
820 }
821
822 /* Resolve initializers for global variables in the linked shader.
823 */
824 unsigned num_linking_shaders = num_shaders;
825 for (unsigned i = 0; i < num_shaders; i++)
826 num_linking_shaders += shader_list[i]->num_builtins_to_link;
827
828 gl_shader **linking_shaders =
829 (gl_shader **) calloc(num_linking_shaders, sizeof(gl_shader *));
830
831 memcpy(linking_shaders, shader_list,
832 sizeof(linking_shaders[0]) * num_shaders);
833
834 unsigned idx = num_shaders;
835 for (unsigned i = 0; i < num_shaders; i++) {
836 memcpy(&linking_shaders[idx], shader_list[i]->builtins_to_link,
837 sizeof(linking_shaders[0]) * shader_list[i]->num_builtins_to_link);
838 idx += shader_list[i]->num_builtins_to_link;
839 }
840
841 assert(idx == num_linking_shaders);
842
843 if (!link_function_calls(prog, linked, linking_shaders,
844 num_linking_shaders)) {
845 ctx->Driver.DeleteShader(ctx, linked);
846 linked = NULL;
847 }
848
849 free(linking_shaders);
850
851 return linked;
852 }
853
854
855 struct uniform_node {
856 exec_node link;
857 struct gl_uniform *u;
858 unsigned slots;
859 };
860
861 /**
862 * Update the sizes of linked shader uniform arrays to the maximum
863 * array index used.
864 *
865 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
866 *
867 * If one or more elements of an array are active,
868 * GetActiveUniform will return the name of the array in name,
869 * subject to the restrictions listed above. The type of the array
870 * is returned in type. The size parameter contains the highest
871 * array element index used, plus one. The compiler or linker
872 * determines the highest index used. There will be only one
873 * active uniform reported by the GL per uniform array.
874
875 */
876 static void
877 update_array_sizes(struct gl_shader_program *prog)
878 {
879 for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
880 foreach_list(node, prog->_LinkedShaders[i]->ir) {
881 ir_variable *const var = ((ir_instruction *) node)->as_variable();
882
883 if ((var == NULL) || (var->mode != ir_var_uniform &&
884 var->mode != ir_var_in &&
885 var->mode != ir_var_out) ||
886 !var->type->is_array())
887 continue;
888
889 unsigned int size = var->max_array_access;
890 for (unsigned j = 0; j < prog->_NumLinkedShaders; j++) {
891 foreach_list(node2, prog->_LinkedShaders[j]->ir) {
892 ir_variable *other_var = ((ir_instruction *) node2)->as_variable();
893 if (!other_var)
894 continue;
895
896 if (strcmp(var->name, other_var->name) == 0 &&
897 other_var->max_array_access > size) {
898 size = other_var->max_array_access;
899 }
900 }
901 }
902
903 if (size + 1 != var->type->fields.array->length) {
904 var->type = glsl_type::get_array_instance(var->type->fields.array,
905 size + 1);
906 /* FINISHME: We should update the types of array
907 * dereferences of this variable now.
908 */
909 }
910 }
911 }
912 }
913
914 static void
915 add_uniform(void *mem_ctx, exec_list *uniforms, struct hash_table *ht,
916 const char *name, const glsl_type *type, GLenum shader_type,
917 unsigned *next_shader_pos, unsigned *total_uniforms)
918 {
919 if (type->is_record()) {
920 for (unsigned int i = 0; i < type->length; i++) {
921 const glsl_type *field_type = type->fields.structure[i].type;
922 char *field_name = talloc_asprintf(mem_ctx, "%s.%s", name,
923 type->fields.structure[i].name);
924
925 add_uniform(mem_ctx, uniforms, ht, field_name, field_type,
926 shader_type, next_shader_pos, total_uniforms);
927 }
928 } else {
929 uniform_node *n = (uniform_node *) hash_table_find(ht, name);
930 unsigned int vec4_slots;
931 const glsl_type *array_elem_type = NULL;
932
933 if (type->is_array()) {
934 array_elem_type = type->fields.array;
935 /* Array of structures. */
936 if (array_elem_type->is_record()) {
937 for (unsigned int i = 0; i < type->length; i++) {
938 char *elem_name = talloc_asprintf(mem_ctx, "%s[%d]", name, i);
939 add_uniform(mem_ctx, uniforms, ht, elem_name, array_elem_type,
940 shader_type, next_shader_pos, total_uniforms);
941 }
942 return;
943 }
944 }
945
946 /* Fix the storage size of samplers at 1 vec4 each. Be sure to pad out
947 * vectors to vec4 slots.
948 */
949 if (type->is_array()) {
950 if (array_elem_type->is_sampler())
951 vec4_slots = type->length;
952 else
953 vec4_slots = type->length * array_elem_type->matrix_columns;
954 } else if (type->is_sampler()) {
955 vec4_slots = 1;
956 } else {
957 vec4_slots = type->matrix_columns;
958 }
959
960 if (n == NULL) {
961 n = (uniform_node *) calloc(1, sizeof(struct uniform_node));
962 n->u = (gl_uniform *) calloc(1, sizeof(struct gl_uniform));
963 n->slots = vec4_slots;
964
965 n->u->Name = strdup(name);
966 n->u->Type = type;
967 n->u->VertPos = -1;
968 n->u->FragPos = -1;
969 n->u->GeomPos = -1;
970 (*total_uniforms)++;
971
972 hash_table_insert(ht, n, name);
973 uniforms->push_tail(& n->link);
974 }
975
976 switch (shader_type) {
977 case GL_VERTEX_SHADER:
978 n->u->VertPos = *next_shader_pos;
979 break;
980 case GL_FRAGMENT_SHADER:
981 n->u->FragPos = *next_shader_pos;
982 break;
983 case GL_GEOMETRY_SHADER:
984 n->u->GeomPos = *next_shader_pos;
985 break;
986 }
987
988 (*next_shader_pos) += vec4_slots;
989 }
990 }
991
992 void
993 assign_uniform_locations(struct gl_shader_program *prog)
994 {
995 /* */
996 exec_list uniforms;
997 unsigned total_uniforms = 0;
998 hash_table *ht = hash_table_ctor(32, hash_table_string_hash,
999 hash_table_string_compare);
1000 void *mem_ctx = talloc_new(NULL);
1001
1002 for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
1003 unsigned next_position = 0;
1004
1005 foreach_list(node, prog->_LinkedShaders[i]->ir) {
1006 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1007
1008 if ((var == NULL) || (var->mode != ir_var_uniform))
1009 continue;
1010
1011 if (strncmp(var->name, "gl_", 3) == 0) {
1012 /* At the moment, we don't allocate uniform locations for
1013 * builtin uniforms. It's permitted by spec, and we'll
1014 * likely switch to doing that at some point, but not yet.
1015 */
1016 continue;
1017 }
1018
1019 var->location = next_position;
1020 add_uniform(mem_ctx, &uniforms, ht, var->name, var->type,
1021 prog->_LinkedShaders[i]->Type,
1022 &next_position, &total_uniforms);
1023 }
1024 }
1025
1026 talloc_free(mem_ctx);
1027
1028 gl_uniform_list *ul = (gl_uniform_list *)
1029 calloc(1, sizeof(gl_uniform_list));
1030
1031 ul->Size = total_uniforms;
1032 ul->NumUniforms = total_uniforms;
1033 ul->Uniforms = (gl_uniform *) calloc(total_uniforms, sizeof(gl_uniform));
1034
1035 unsigned idx = 0;
1036 uniform_node *next;
1037 for (uniform_node *node = (uniform_node *) uniforms.head
1038 ; node->link.next != NULL
1039 ; node = next) {
1040 next = (uniform_node *) node->link.next;
1041
1042 node->link.remove();
1043 memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform));
1044 idx++;
1045
1046 free(node->u);
1047 free(node);
1048 }
1049
1050 hash_table_dtor(ht);
1051
1052 prog->Uniforms = ul;
1053 }
1054
1055
1056 /**
1057 * Find a contiguous set of available bits in a bitmask
1058 *
1059 * \param used_mask Bits representing used (1) and unused (0) locations
1060 * \param needed_count Number of contiguous bits needed.
1061 *
1062 * \return
1063 * Base location of the available bits on success or -1 on failure.
1064 */
1065 int
1066 find_available_slots(unsigned used_mask, unsigned needed_count)
1067 {
1068 unsigned needed_mask = (1 << needed_count) - 1;
1069 const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count;
1070
1071 /* The comparison to 32 is redundant, but without it GCC emits "warning:
1072 * cannot optimize possibly infinite loops" for the loop below.
1073 */
1074 if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32))
1075 return -1;
1076
1077 for (int i = 0; i <= max_bit_to_test; i++) {
1078 if ((needed_mask & ~used_mask) == needed_mask)
1079 return i;
1080
1081 needed_mask <<= 1;
1082 }
1083
1084 return -1;
1085 }
1086
1087
1088 bool
1089 assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index)
1090 {
1091 /* Mark invalid attribute locations as being used.
1092 */
1093 unsigned used_locations = (max_attribute_index >= 32)
1094 ? ~0 : ~((1 << max_attribute_index) - 1);
1095
1096 gl_shader *const sh = prog->_LinkedShaders[0];
1097 assert(sh->Type == GL_VERTEX_SHADER);
1098
1099 /* Operate in a total of four passes.
1100 *
1101 * 1. Invalidate the location assignments for all vertex shader inputs.
1102 *
1103 * 2. Assign locations for inputs that have user-defined (via
1104 * glBindVertexAttribLocation) locatoins.
1105 *
1106 * 3. Sort the attributes without assigned locations by number of slots
1107 * required in decreasing order. Fragmentation caused by attribute
1108 * locations assigned by the application may prevent large attributes
1109 * from having enough contiguous space.
1110 *
1111 * 4. Assign locations to any inputs without assigned locations.
1112 */
1113
1114 invalidate_variable_locations(sh, ir_var_in, VERT_ATTRIB_GENERIC0);
1115
1116 if (prog->Attributes != NULL) {
1117 for (unsigned i = 0; i < prog->Attributes->NumParameters; i++) {
1118 ir_variable *const var =
1119 sh->symbols->get_variable(prog->Attributes->Parameters[i].Name);
1120
1121 /* Note: attributes that occupy multiple slots, such as arrays or
1122 * matrices, may appear in the attrib array multiple times.
1123 */
1124 if ((var == NULL) || (var->location != -1))
1125 continue;
1126
1127 /* From page 61 of the OpenGL 4.0 spec:
1128 *
1129 * "LinkProgram will fail if the attribute bindings assigned by
1130 * BindAttribLocation do not leave not enough space to assign a
1131 * location for an active matrix attribute or an active attribute
1132 * array, both of which require multiple contiguous generic
1133 * attributes."
1134 *
1135 * Previous versions of the spec contain similar language but omit the
1136 * bit about attribute arrays.
1137 *
1138 * Page 61 of the OpenGL 4.0 spec also says:
1139 *
1140 * "It is possible for an application to bind more than one
1141 * attribute name to the same location. This is referred to as
1142 * aliasing. This will only work if only one of the aliased
1143 * attributes is active in the executable program, or if no path
1144 * through the shader consumes more than one attribute of a set
1145 * of attributes aliased to the same location. A link error can
1146 * occur if the linker determines that every path through the
1147 * shader consumes multiple aliased attributes, but
1148 * implementations are not required to generate an error in this
1149 * case."
1150 *
1151 * These two paragraphs are either somewhat contradictory, or I don't
1152 * fully understand one or both of them.
1153 */
1154 /* FINISHME: The code as currently written does not support attribute
1155 * FINISHME: location aliasing (see comment above).
1156 */
1157 const int attr = prog->Attributes->Parameters[i].StateIndexes[0];
1158 const unsigned slots = count_attribute_slots(var->type);
1159
1160 /* Mask representing the contiguous slots that will be used by this
1161 * attribute.
1162 */
1163 const unsigned use_mask = (1 << slots) - 1;
1164
1165 /* Generate a link error if the set of bits requested for this
1166 * attribute overlaps any previously allocated bits.
1167 */
1168 if ((~(use_mask << attr) & used_locations) != used_locations) {
1169 linker_error_printf(prog,
1170 "insufficient contiguous attribute locations "
1171 "available for vertex shader input `%s'",
1172 var->name);
1173 return false;
1174 }
1175
1176 var->location = VERT_ATTRIB_GENERIC0 + attr;
1177 used_locations |= (use_mask << attr);
1178 }
1179 }
1180
1181 /* Temporary storage for the set of attributes that need locations assigned.
1182 */
1183 struct temp_attr {
1184 unsigned slots;
1185 ir_variable *var;
1186
1187 /* Used below in the call to qsort. */
1188 static int compare(const void *a, const void *b)
1189 {
1190 const temp_attr *const l = (const temp_attr *) a;
1191 const temp_attr *const r = (const temp_attr *) b;
1192
1193 /* Reversed because we want a descending order sort below. */
1194 return r->slots - l->slots;
1195 }
1196 } to_assign[16];
1197
1198 unsigned num_attr = 0;
1199
1200 foreach_list(node, sh->ir) {
1201 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1202
1203 if ((var == NULL) || (var->mode != ir_var_in))
1204 continue;
1205
1206 if (var->explicit_location) {
1207 const unsigned slots = count_attribute_slots(var->type);
1208 const unsigned use_mask = (1 << slots) - 1;
1209 const int attr = var->location - VERT_ATTRIB_GENERIC0;
1210
1211 if ((var->location >= (int)(max_attribute_index + VERT_ATTRIB_GENERIC0))
1212 || (var->location < 0)) {
1213 linker_error_printf(prog,
1214 "invalid explicit location %d specified for "
1215 "`%s'\n",
1216 (var->location < 0) ? var->location : attr,
1217 var->name);
1218 return false;
1219 } else if (var->location >= VERT_ATTRIB_GENERIC0) {
1220 used_locations |= (use_mask << attr);
1221 }
1222 }
1223
1224 /* The location was explicitly assigned, nothing to do here.
1225 */
1226 if (var->location != -1)
1227 continue;
1228
1229 to_assign[num_attr].slots = count_attribute_slots(var->type);
1230 to_assign[num_attr].var = var;
1231 num_attr++;
1232 }
1233
1234 /* If all of the attributes were assigned locations by the application (or
1235 * are built-in attributes with fixed locations), return early. This should
1236 * be the common case.
1237 */
1238 if (num_attr == 0)
1239 return true;
1240
1241 qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
1242
1243 /* VERT_ATTRIB_GENERIC0 is a psdueo-alias for VERT_ATTRIB_POS. It can only
1244 * be explicitly assigned by via glBindAttribLocation. Mark it as reserved
1245 * to prevent it from being automatically allocated below.
1246 */
1247 find_deref_visitor find("gl_Vertex");
1248 find.run(sh->ir);
1249 if (find.variable_found())
1250 used_locations |= (1 << 0);
1251
1252 for (unsigned i = 0; i < num_attr; i++) {
1253 /* Mask representing the contiguous slots that will be used by this
1254 * attribute.
1255 */
1256 const unsigned use_mask = (1 << to_assign[i].slots) - 1;
1257
1258 int location = find_available_slots(used_locations, to_assign[i].slots);
1259
1260 if (location < 0) {
1261 linker_error_printf(prog,
1262 "insufficient contiguous attribute locations "
1263 "available for vertex shader input `%s'",
1264 to_assign[i].var->name);
1265 return false;
1266 }
1267
1268 to_assign[i].var->location = VERT_ATTRIB_GENERIC0 + location;
1269 used_locations |= (use_mask << location);
1270 }
1271
1272 return true;
1273 }
1274
1275
1276 /**
1277 * Demote shader outputs that are not read to being just plain global variables
1278 */
1279 void
1280 demote_unread_shader_outputs(gl_shader *sh)
1281 {
1282 foreach_list(node, sh->ir) {
1283 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1284
1285 if ((var == NULL) || (var->mode != ir_var_out))
1286 continue;
1287
1288 /* An 'out' variable is only really a shader output if its value is read
1289 * by the following stage.
1290 */
1291 if (var->location == -1) {
1292 var->mode = ir_var_auto;
1293 }
1294 }
1295 }
1296
1297
1298 void
1299 assign_varying_locations(struct gl_shader_program *prog,
1300 gl_shader *producer, gl_shader *consumer)
1301 {
1302 /* FINISHME: Set dynamically when geometry shader support is added. */
1303 unsigned output_index = VERT_RESULT_VAR0;
1304 unsigned input_index = FRAG_ATTRIB_VAR0;
1305
1306 /* Operate in a total of three passes.
1307 *
1308 * 1. Assign locations for any matching inputs and outputs.
1309 *
1310 * 2. Mark output variables in the producer that do not have locations as
1311 * not being outputs. This lets the optimizer eliminate them.
1312 *
1313 * 3. Mark input variables in the consumer that do not have locations as
1314 * not being inputs. This lets the optimizer eliminate them.
1315 */
1316
1317 invalidate_variable_locations(producer, ir_var_out, VERT_RESULT_VAR0);
1318 invalidate_variable_locations(consumer, ir_var_in, FRAG_ATTRIB_VAR0);
1319
1320 foreach_list(node, producer->ir) {
1321 ir_variable *const output_var = ((ir_instruction *) node)->as_variable();
1322
1323 if ((output_var == NULL) || (output_var->mode != ir_var_out)
1324 || (output_var->location != -1))
1325 continue;
1326
1327 ir_variable *const input_var =
1328 consumer->symbols->get_variable(output_var->name);
1329
1330 if ((input_var == NULL) || (input_var->mode != ir_var_in))
1331 continue;
1332
1333 assert(input_var->location == -1);
1334
1335 output_var->location = output_index;
1336 input_var->location = input_index;
1337
1338 /* FINISHME: Support for "varying" records in GLSL 1.50. */
1339 assert(!output_var->type->is_record());
1340
1341 if (output_var->type->is_array()) {
1342 const unsigned slots = output_var->type->length
1343 * output_var->type->fields.array->matrix_columns;
1344
1345 output_index += slots;
1346 input_index += slots;
1347 } else {
1348 const unsigned slots = output_var->type->matrix_columns;
1349
1350 output_index += slots;
1351 input_index += slots;
1352 }
1353 }
1354
1355 demote_unread_shader_outputs(producer);
1356
1357 foreach_list(node, consumer->ir) {
1358 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1359
1360 if ((var == NULL) || (var->mode != ir_var_in))
1361 continue;
1362
1363 if (var->location == -1) {
1364 if (prog->Version <= 120) {
1365 /* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec:
1366 *
1367 * Only those varying variables used (i.e. read) in
1368 * the fragment shader executable must be written to
1369 * by the vertex shader executable; declaring
1370 * superfluous varying variables in a vertex shader is
1371 * permissible.
1372 *
1373 * We interpret this text as meaning that the VS must
1374 * write the variable for the FS to read it. See
1375 * "glsl1-varying read but not written" in piglit.
1376 */
1377
1378 linker_error_printf(prog, "fragment shader varying %s not written "
1379 "by vertex shader\n.", var->name);
1380 prog->LinkStatus = false;
1381 }
1382
1383 /* An 'in' variable is only really a shader input if its
1384 * value is written by the previous stage.
1385 */
1386 var->mode = ir_var_auto;
1387 }
1388 }
1389 }
1390
1391
1392 void
1393 link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
1394 {
1395 prog->LinkStatus = false;
1396 prog->Validated = false;
1397 prog->_Used = false;
1398
1399 if (prog->InfoLog != NULL)
1400 talloc_free(prog->InfoLog);
1401
1402 prog->InfoLog = talloc_strdup(NULL, "");
1403
1404 /* Separate the shaders into groups based on their type.
1405 */
1406 struct gl_shader **vert_shader_list;
1407 unsigned num_vert_shaders = 0;
1408 struct gl_shader **frag_shader_list;
1409 unsigned num_frag_shaders = 0;
1410
1411 vert_shader_list = (struct gl_shader **)
1412 calloc(2 * prog->NumShaders, sizeof(struct gl_shader *));
1413 frag_shader_list = &vert_shader_list[prog->NumShaders];
1414
1415 unsigned min_version = UINT_MAX;
1416 unsigned max_version = 0;
1417 for (unsigned i = 0; i < prog->NumShaders; i++) {
1418 min_version = MIN2(min_version, prog->Shaders[i]->Version);
1419 max_version = MAX2(max_version, prog->Shaders[i]->Version);
1420
1421 switch (prog->Shaders[i]->Type) {
1422 case GL_VERTEX_SHADER:
1423 vert_shader_list[num_vert_shaders] = prog->Shaders[i];
1424 num_vert_shaders++;
1425 break;
1426 case GL_FRAGMENT_SHADER:
1427 frag_shader_list[num_frag_shaders] = prog->Shaders[i];
1428 num_frag_shaders++;
1429 break;
1430 case GL_GEOMETRY_SHADER:
1431 /* FINISHME: Support geometry shaders. */
1432 assert(prog->Shaders[i]->Type != GL_GEOMETRY_SHADER);
1433 break;
1434 }
1435 }
1436
1437 /* Previous to GLSL version 1.30, different compilation units could mix and
1438 * match shading language versions. With GLSL 1.30 and later, the versions
1439 * of all shaders must match.
1440 */
1441 assert(min_version >= 100);
1442 assert(max_version <= 130);
1443 if ((max_version >= 130 || min_version == 100)
1444 && min_version != max_version) {
1445 linker_error_printf(prog, "all shaders must use same shading "
1446 "language version\n");
1447 goto done;
1448 }
1449
1450 prog->Version = max_version;
1451
1452 for (unsigned int i = 0; i < prog->_NumLinkedShaders; i++) {
1453 ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
1454 }
1455
1456 /* Link all shaders for a particular stage and validate the result.
1457 */
1458 prog->_NumLinkedShaders = 0;
1459 if (num_vert_shaders > 0) {
1460 gl_shader *const sh =
1461 link_intrastage_shaders(ctx, prog, vert_shader_list, num_vert_shaders);
1462
1463 if (sh == NULL)
1464 goto done;
1465
1466 if (!validate_vertex_shader_executable(prog, sh))
1467 goto done;
1468
1469 prog->_LinkedShaders[prog->_NumLinkedShaders] = sh;
1470 prog->_NumLinkedShaders++;
1471 }
1472
1473 if (num_frag_shaders > 0) {
1474 gl_shader *const sh =
1475 link_intrastage_shaders(ctx, prog, frag_shader_list, num_frag_shaders);
1476
1477 if (sh == NULL)
1478 goto done;
1479
1480 if (!validate_fragment_shader_executable(prog, sh))
1481 goto done;
1482
1483 prog->_LinkedShaders[prog->_NumLinkedShaders] = sh;
1484 prog->_NumLinkedShaders++;
1485 }
1486
1487 /* Here begins the inter-stage linking phase. Some initial validation is
1488 * performed, then locations are assigned for uniforms, attributes, and
1489 * varyings.
1490 */
1491 if (cross_validate_uniforms(prog)) {
1492 /* Validate the inputs of each stage with the output of the preceeding
1493 * stage.
1494 */
1495 for (unsigned i = 1; i < prog->_NumLinkedShaders; i++) {
1496 if (!cross_validate_outputs_to_inputs(prog,
1497 prog->_LinkedShaders[i - 1],
1498 prog->_LinkedShaders[i]))
1499 goto done;
1500 }
1501
1502 prog->LinkStatus = true;
1503 }
1504
1505 /* Do common optimization before assigning storage for attributes,
1506 * uniforms, and varyings. Later optimization could possibly make
1507 * some of that unused.
1508 */
1509 for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
1510 while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, 32))
1511 ;
1512 }
1513
1514 update_array_sizes(prog);
1515
1516 assign_uniform_locations(prog);
1517
1518 if (prog->_NumLinkedShaders && prog->_LinkedShaders[0]->Type == GL_VERTEX_SHADER) {
1519 /* FINISHME: The value of the max_attribute_index parameter is
1520 * FINISHME: implementation dependent based on the value of
1521 * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
1522 * FINISHME: at least 16, so hardcode 16 for now.
1523 */
1524 if (!assign_attribute_locations(prog, 16)) {
1525 prog->LinkStatus = false;
1526 goto done;
1527 }
1528
1529 if (prog->_NumLinkedShaders == 1)
1530 demote_unread_shader_outputs(prog->_LinkedShaders[0]);
1531 }
1532
1533 for (unsigned i = 1; i < prog->_NumLinkedShaders; i++)
1534 assign_varying_locations(prog,
1535 prog->_LinkedShaders[i - 1],
1536 prog->_LinkedShaders[i]);
1537
1538 /* FINISHME: Assign fragment shader output locations. */
1539
1540 done:
1541 free(vert_shader_list);
1542 }