2 * Copyright © 2010 Intel Corporation
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
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.
26 * GLSL linker implementation
28 * Given a set of shaders that are to be linked to generate a final program,
29 * there are three distinct stages.
31 * In the first stage shaders are partitioned into groups based on the shader
32 * type. All shaders of a particular type (e.g., vertex shaders) are linked
35 * - Undefined references in each shader are resolve to definitions in
37 * - Types and qualifiers of uniforms, outputs, and global variables defined
38 * in multiple shaders with the same name are verified to be the same.
39 * - Initializers for uniforms and global variables defined
40 * in multiple shaders with the same name are verified to be the same.
42 * The result, in the terminology of the GLSL spec, is a set of shader
43 * executables for each processing unit.
45 * After the first stage is complete, a series of semantic checks are performed
46 * on each of the shader executables.
48 * - Each shader executable must define a \c main function.
49 * - Each vertex shader executable must write to \c gl_Position.
50 * - Each fragment shader executable must write to either \c gl_FragData or
53 * In the final stage individual shader executables are linked to create a
54 * complete exectuable.
56 * - Types of uniforms defined in multiple shader stages with the same name
57 * are verified to be the same.
58 * - Initializers for uniforms defined in multiple shader stages with the
59 * same name are verified to be the same.
60 * - Types and qualifiers of outputs defined in one stage are verified to
61 * be the same as the types and qualifiers of inputs defined with the same
62 * name in a later stage.
64 * \author Ian Romanick <ian.d.romanick@intel.com>
71 #include "main/core.h"
72 #include "glsl_symbol_table.h"
75 #include "program/hash_table.h"
77 #include "ir_optimization.h"
80 #include "main/shaderobj.h"
84 * Visitor that determines whether or not a variable is ever written.
86 class find_assignment_visitor
: public ir_hierarchical_visitor
{
88 find_assignment_visitor(const char *name
)
89 : name(name
), found(false)
94 virtual ir_visitor_status
visit_enter(ir_assignment
*ir
)
96 ir_variable
*const var
= ir
->lhs
->variable_referenced();
98 if (strcmp(name
, var
->name
) == 0) {
103 return visit_continue_with_parent
;
106 virtual ir_visitor_status
visit_enter(ir_call
*ir
)
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();
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) {
124 return visit_continue_with_parent
;
127 bool variable_found()
133 const char *name
; /**< Find writes to a variable with this name. */
134 bool found
; /**< Was a write to the variable found? */
139 * Visitor that determines whether or not a variable is ever read.
141 class find_deref_visitor
: public ir_hierarchical_visitor
{
143 find_deref_visitor(const char *name
)
144 : name(name
), found(false)
149 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
151 if (strcmp(this->name
, ir
->var
->name
) == 0) {
156 return visit_continue
;
159 bool variable_found() const
165 const char *name
; /**< Find writes to a variable with this name. */
166 bool found
; /**< Was a write to the variable found? */
171 linker_error_printf(gl_shader_program
*prog
, const char *fmt
, ...)
175 ralloc_strcat(&prog
->InfoLog
, "error: ");
177 ralloc_vasprintf_append(&prog
->InfoLog
, fmt
, ap
);
183 invalidate_variable_locations(gl_shader
*sh
, enum ir_variable_mode mode
,
186 foreach_list(node
, sh
->ir
) {
187 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
189 if ((var
== NULL
) || (var
->mode
!= (unsigned) mode
))
192 /* Only assign locations for generic attributes / varyings / etc.
194 if ((var
->location
>= generic_base
) && !var
->explicit_location
)
201 * Determine the number of attribute slots required for a particular type
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.
208 count_attribute_slots(const glsl_type
*t
)
210 /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
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."
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.
226 return t
->array_size() * count_attribute_slots(t
->element_type());
229 return t
->matrix_columns
;
236 * Verify that a vertex shader executable meets all semantic requirements
238 * \param shader Vertex shader executable to be verified
241 validate_vertex_shader_executable(struct gl_shader_program
*prog
,
242 struct gl_shader
*shader
)
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");
260 * Verify that a fragment shader executable meets all semantic requirements
262 * \param shader Fragment shader executable to be verified
265 validate_fragment_shader_executable(struct gl_shader_program
*prog
,
266 struct gl_shader
*shader
)
271 find_assignment_visitor
frag_color("gl_FragColor");
272 find_assignment_visitor
frag_data("gl_FragData");
274 frag_color
.run(shader
->ir
);
275 frag_data
.run(shader
->ir
);
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");
288 * Generate a string describing the mode of a variable
291 mode_string(const ir_variable
*var
)
295 return (var
->read_only
) ? "global constant" : "global variable";
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";
302 case ir_var_const_in
:
303 case ir_var_temporary
:
305 assert(!"Should not get here.");
306 return "invalid variable";
312 * Perform validation of global variables used across multiple shaders
315 cross_validate_globals(struct gl_shader_program
*prog
,
316 struct gl_shader
**shader_list
,
317 unsigned num_shaders
,
320 /* Examine all of the uniforms in all of the shaders and cross validate
323 glsl_symbol_table variables
;
324 for (unsigned i
= 0; i
< num_shaders
; i
++) {
325 if (shader_list
[i
] == NULL
)
328 foreach_list(node
, shader_list
[i
]->ir
) {
329 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
334 if (uniforms_only
&& (var
->mode
!= ir_var_uniform
))
337 /* Don't cross validate temporaries that are at global scope. These
338 * will eventually get pulled into the shaders 'main'.
340 if (var
->mode
== ir_var_temporary
)
343 /* If a global with this name has already been seen, verify that the
344 * new instance has the same type. In addition, if the globals have
345 * initializers, the values of the initializers must be the same.
347 ir_variable
*const existing
= variables
.get_variable(var
->name
);
348 if (existing
!= NULL
) {
349 if (var
->type
!= existing
->type
) {
350 /* Consider the types to be "the same" if both types are arrays
351 * of the same type and one of the arrays is implicitly sized.
352 * In addition, set the type of the linked variable to the
353 * explicitly sized array.
355 if (var
->type
->is_array()
356 && existing
->type
->is_array()
357 && (var
->type
->fields
.array
== existing
->type
->fields
.array
)
358 && ((var
->type
->length
== 0)
359 || (existing
->type
->length
== 0))) {
360 if (var
->type
->length
!= 0) {
361 existing
->type
= var
->type
;
364 linker_error_printf(prog
, "%s `%s' declared as type "
365 "`%s' and type `%s'\n",
367 var
->name
, var
->type
->name
,
368 existing
->type
->name
);
373 if (var
->explicit_location
) {
374 if (existing
->explicit_location
375 && (var
->location
!= existing
->location
)) {
376 linker_error_printf(prog
, "explicit locations for %s "
377 "`%s' have differing values\n",
378 mode_string(var
), var
->name
);
382 existing
->location
= var
->location
;
383 existing
->explicit_location
= true;
386 /* Validate layout qualifiers for gl_FragDepth.
388 * From the AMD_conservative_depth spec:
389 * "If gl_FragDepth is redeclared in any fragment shader in
390 * a program, it must be redeclared in all fragment shaders in that
391 * program that have static assignments to gl_FragDepth. All
392 * redeclarations of gl_FragDepth in all fragment shaders in
393 * a single program must have the same set of qualifiers."
395 if (strcmp(var
->name
, "gl_FragDepth") == 0) {
396 bool layout_declared
= var
->depth_layout
!= ir_depth_layout_none
;
397 bool layout_differs
= var
->depth_layout
!= existing
->depth_layout
;
398 if (layout_declared
&& layout_differs
) {
399 linker_error_printf(prog
,
400 "All redeclarations of gl_FragDepth in all fragment shaders "
401 "in a single program must have the same set of qualifiers.");
403 if (var
->used
&& layout_differs
) {
404 linker_error_printf(prog
,
405 "If gl_FragDepth is redeclared with a layout qualifier in"
406 "any fragment shader, it must be redeclared with the same"
407 "layout qualifier in all fragment shaders that have"
408 "assignments to gl_FragDepth");
412 /* FINISHME: Handle non-constant initializers.
414 if (var
->constant_value
!= NULL
) {
415 if (existing
->constant_value
!= NULL
) {
416 if (!var
->constant_value
->has_value(existing
->constant_value
)) {
417 linker_error_printf(prog
, "initializers for %s "
418 "`%s' have differing values\n",
419 mode_string(var
), var
->name
);
423 /* If the first-seen instance of a particular uniform did not
424 * have an initializer but a later instance does, copy the
425 * initializer to the version stored in the symbol table.
427 /* FINISHME: This is wrong. The constant_value field should
428 * FINISHME: not be modified! Imagine a case where a shader
429 * FINISHME: without an initializer is linked in two different
430 * FINISHME: programs with shaders that have differing
431 * FINISHME: initializers. Linking with the first will
432 * FINISHME: modify the shader, and linking with the second
433 * FINISHME: will fail.
435 existing
->constant_value
=
436 var
->constant_value
->clone(ralloc_parent(existing
), NULL
);
439 if (existing
->invariant
!= var
->invariant
) {
440 linker_error_printf(prog
, "declarations for %s `%s' have "
441 "mismatching invariant qualifiers\n",
442 mode_string(var
), var
->name
);
445 if (existing
->centroid
!= var
->centroid
) {
446 linker_error_printf(prog
, "declarations for %s `%s' have "
447 "mismatching centroid qualifiers\n",
448 mode_string(var
), var
->name
);
452 variables
.add_variable(var
);
461 * Perform validation of uniforms used across multiple shader stages
464 cross_validate_uniforms(struct gl_shader_program
*prog
)
466 return cross_validate_globals(prog
, prog
->_LinkedShaders
,
467 MESA_SHADER_TYPES
, true);
472 * Validate that outputs from one stage match inputs of another
475 cross_validate_outputs_to_inputs(struct gl_shader_program
*prog
,
476 gl_shader
*producer
, gl_shader
*consumer
)
478 glsl_symbol_table parameters
;
479 /* FINISHME: Figure these out dynamically. */
480 const char *const producer_stage
= "vertex";
481 const char *const consumer_stage
= "fragment";
483 /* Find all shader outputs in the "producer" stage.
485 foreach_list(node
, producer
->ir
) {
486 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
488 /* FINISHME: For geometry shaders, this should also look for inout
489 * FINISHME: variables.
491 if ((var
== NULL
) || (var
->mode
!= ir_var_out
))
494 parameters
.add_variable(var
);
498 /* Find all shader inputs in the "consumer" stage. Any variables that have
499 * matching outputs already in the symbol table must have the same type and
502 foreach_list(node
, consumer
->ir
) {
503 ir_variable
*const input
= ((ir_instruction
*) node
)->as_variable();
505 /* FINISHME: For geometry shaders, this should also look for inout
506 * FINISHME: variables.
508 if ((input
== NULL
) || (input
->mode
!= ir_var_in
))
511 ir_variable
*const output
= parameters
.get_variable(input
->name
);
512 if (output
!= NULL
) {
513 /* Check that the types match between stages.
515 if (input
->type
!= output
->type
) {
516 /* There is a bit of a special case for gl_TexCoord. This
517 * built-in is unsized by default. Appliations that variable
518 * access it must redeclare it with a size. There is some
519 * language in the GLSL spec that implies the fragment shader
520 * and vertex shader do not have to agree on this size. Other
521 * driver behave this way, and one or two applications seem to
524 * Neither declaration needs to be modified here because the array
525 * sizes are fixed later when update_array_sizes is called.
527 * From page 48 (page 54 of the PDF) of the GLSL 1.10 spec:
529 * "Unlike user-defined varying variables, the built-in
530 * varying variables don't have a strict one-to-one
531 * correspondence between the vertex language and the
532 * fragment language."
534 if (!output
->type
->is_array()
535 || (strncmp("gl_", output
->name
, 3) != 0)) {
536 linker_error_printf(prog
,
537 "%s shader output `%s' declared as "
538 "type `%s', but %s shader input declared "
540 producer_stage
, output
->name
,
542 consumer_stage
, input
->type
->name
);
547 /* Check that all of the qualifiers match between stages.
549 if (input
->centroid
!= output
->centroid
) {
550 linker_error_printf(prog
,
551 "%s shader output `%s' %s centroid qualifier, "
552 "but %s shader input %s centroid qualifier\n",
555 (output
->centroid
) ? "has" : "lacks",
557 (input
->centroid
) ? "has" : "lacks");
561 if (input
->invariant
!= output
->invariant
) {
562 linker_error_printf(prog
,
563 "%s shader output `%s' %s invariant qualifier, "
564 "but %s shader input %s invariant qualifier\n",
567 (output
->invariant
) ? "has" : "lacks",
569 (input
->invariant
) ? "has" : "lacks");
573 if (input
->interpolation
!= output
->interpolation
) {
574 linker_error_printf(prog
,
575 "%s shader output `%s' specifies %s "
576 "interpolation qualifier, "
577 "but %s shader input specifies %s "
578 "interpolation qualifier\n",
581 output
->interpolation_string(),
583 input
->interpolation_string());
594 * Populates a shaders symbol table with all global declarations
597 populate_symbol_table(gl_shader
*sh
)
599 sh
->symbols
= new(sh
) glsl_symbol_table
;
601 foreach_list(node
, sh
->ir
) {
602 ir_instruction
*const inst
= (ir_instruction
*) node
;
606 if ((func
= inst
->as_function()) != NULL
) {
607 sh
->symbols
->add_function(func
);
608 } else if ((var
= inst
->as_variable()) != NULL
) {
609 sh
->symbols
->add_variable(var
);
616 * Remap variables referenced in an instruction tree
618 * This is used when instruction trees are cloned from one shader and placed in
619 * another. These trees will contain references to \c ir_variable nodes that
620 * do not exist in the target shader. This function finds these \c ir_variable
621 * references and replaces the references with matching variables in the target
624 * If there is no matching variable in the target shader, a clone of the
625 * \c ir_variable is made and added to the target shader. The new variable is
626 * added to \b both the instruction stream and the symbol table.
628 * \param inst IR tree that is to be processed.
629 * \param symbols Symbol table containing global scope symbols in the
631 * \param instructions Instruction stream where new variable declarations
635 remap_variables(ir_instruction
*inst
, struct gl_shader
*target
,
638 class remap_visitor
: public ir_hierarchical_visitor
{
640 remap_visitor(struct gl_shader
*target
,
643 this->target
= target
;
644 this->symbols
= target
->symbols
;
645 this->instructions
= target
->ir
;
649 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
651 if (ir
->var
->mode
== ir_var_temporary
) {
652 ir_variable
*var
= (ir_variable
*) hash_table_find(temps
, ir
->var
);
656 return visit_continue
;
659 ir_variable
*const existing
=
660 this->symbols
->get_variable(ir
->var
->name
);
661 if (existing
!= NULL
)
664 ir_variable
*copy
= ir
->var
->clone(this->target
, NULL
);
666 this->symbols
->add_variable(copy
);
667 this->instructions
->push_head(copy
);
671 return visit_continue
;
675 struct gl_shader
*target
;
676 glsl_symbol_table
*symbols
;
677 exec_list
*instructions
;
681 remap_visitor
v(target
, temps
);
688 * Move non-declarations from one instruction stream to another
690 * The intended usage pattern of this function is to pass the pointer to the
691 * head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node
692 * pointer) for \c last and \c false for \c make_copies on the first
693 * call. Successive calls pass the return value of the previous call for
694 * \c last and \c true for \c make_copies.
696 * \param instructions Source instruction stream
697 * \param last Instruction after which new instructions should be
698 * inserted in the target instruction stream
699 * \param make_copies Flag selecting whether instructions in \c instructions
700 * should be copied (via \c ir_instruction::clone) into the
701 * target list or moved.
704 * The new "last" instruction in the target instruction stream. This pointer
705 * is suitable for use as the \c last parameter of a later call to this
709 move_non_declarations(exec_list
*instructions
, exec_node
*last
,
710 bool make_copies
, gl_shader
*target
)
712 hash_table
*temps
= NULL
;
715 temps
= hash_table_ctor(0, hash_table_pointer_hash
,
716 hash_table_pointer_compare
);
718 foreach_list_safe(node
, instructions
) {
719 ir_instruction
*inst
= (ir_instruction
*) node
;
721 if (inst
->as_function())
724 ir_variable
*var
= inst
->as_variable();
725 if ((var
!= NULL
) && (var
->mode
!= ir_var_temporary
))
728 assert(inst
->as_assignment()
729 || ((var
!= NULL
) && (var
->mode
== ir_var_temporary
)));
732 inst
= inst
->clone(target
, NULL
);
735 hash_table_insert(temps
, inst
, var
);
737 remap_variables(inst
, target
, temps
);
742 last
->insert_after(inst
);
747 hash_table_dtor(temps
);
753 * Get the function signature for main from a shader
755 static ir_function_signature
*
756 get_main_function_signature(gl_shader
*sh
)
758 ir_function
*const f
= sh
->symbols
->get_function("main");
760 exec_list void_parameters
;
762 /* Look for the 'void main()' signature and ensure that it's defined.
763 * This keeps the linker from accidentally pick a shader that just
764 * contains a prototype for main.
766 * We don't have to check for multiple definitions of main (in multiple
767 * shaders) because that would have already been caught above.
769 ir_function_signature
*sig
= f
->matching_signature(&void_parameters
);
770 if ((sig
!= NULL
) && sig
->is_defined
) {
780 * Combine a group of shaders for a single stage to generate a linked shader
783 * If this function is supplied a single shader, it is cloned, and the new
784 * shader is returned.
786 static struct gl_shader
*
787 link_intrastage_shaders(void *mem_ctx
,
788 struct gl_context
*ctx
,
789 struct gl_shader_program
*prog
,
790 struct gl_shader
**shader_list
,
791 unsigned num_shaders
)
793 /* Check that global variables defined in multiple shaders are consistent.
795 if (!cross_validate_globals(prog
, shader_list
, num_shaders
, false))
798 /* Check that there is only a single definition of each function signature
799 * across all shaders.
801 for (unsigned i
= 0; i
< (num_shaders
- 1); i
++) {
802 foreach_list(node
, shader_list
[i
]->ir
) {
803 ir_function
*const f
= ((ir_instruction
*) node
)->as_function();
808 for (unsigned j
= i
+ 1; j
< num_shaders
; j
++) {
809 ir_function
*const other
=
810 shader_list
[j
]->symbols
->get_function(f
->name
);
812 /* If the other shader has no function (and therefore no function
813 * signatures) with the same name, skip to the next shader.
818 foreach_iter (exec_list_iterator
, iter
, *f
) {
819 ir_function_signature
*sig
=
820 (ir_function_signature
*) iter
.get();
822 if (!sig
->is_defined
|| sig
->is_builtin
)
825 ir_function_signature
*other_sig
=
826 other
->exact_matching_signature(& sig
->parameters
);
828 if ((other_sig
!= NULL
) && other_sig
->is_defined
829 && !other_sig
->is_builtin
) {
830 linker_error_printf(prog
,
831 "function `%s' is multiply defined",
840 /* Find the shader that defines main, and make a clone of it.
842 * Starting with the clone, search for undefined references. If one is
843 * found, find the shader that defines it. Clone the reference and add
844 * it to the shader. Repeat until there are no undefined references or
845 * until a reference cannot be resolved.
847 gl_shader
*main
= NULL
;
848 for (unsigned i
= 0; i
< num_shaders
; i
++) {
849 if (get_main_function_signature(shader_list
[i
]) != NULL
) {
850 main
= shader_list
[i
];
856 linker_error_printf(prog
, "%s shader lacks `main'\n",
857 (shader_list
[0]->Type
== GL_VERTEX_SHADER
)
858 ? "vertex" : "fragment");
862 gl_shader
*linked
= ctx
->Driver
.NewShader(NULL
, 0, main
->Type
);
863 linked
->ir
= new(linked
) exec_list
;
864 clone_ir_list(mem_ctx
, linked
->ir
, main
->ir
);
866 populate_symbol_table(linked
);
868 /* The a pointer to the main function in the final linked shader (i.e., the
869 * copy of the original shader that contained the main function).
871 ir_function_signature
*const main_sig
= get_main_function_signature(linked
);
873 /* Move any instructions other than variable declarations or function
874 * declarations into main.
876 exec_node
*insertion_point
=
877 move_non_declarations(linked
->ir
, (exec_node
*) &main_sig
->body
, false,
880 for (unsigned i
= 0; i
< num_shaders
; i
++) {
881 if (shader_list
[i
] == main
)
884 insertion_point
= move_non_declarations(shader_list
[i
]->ir
,
885 insertion_point
, true, linked
);
888 /* Resolve initializers for global variables in the linked shader.
890 unsigned num_linking_shaders
= num_shaders
;
891 for (unsigned i
= 0; i
< num_shaders
; i
++)
892 num_linking_shaders
+= shader_list
[i
]->num_builtins_to_link
;
894 gl_shader
**linking_shaders
=
895 (gl_shader
**) calloc(num_linking_shaders
, sizeof(gl_shader
*));
897 memcpy(linking_shaders
, shader_list
,
898 sizeof(linking_shaders
[0]) * num_shaders
);
900 unsigned idx
= num_shaders
;
901 for (unsigned i
= 0; i
< num_shaders
; i
++) {
902 memcpy(&linking_shaders
[idx
], shader_list
[i
]->builtins_to_link
,
903 sizeof(linking_shaders
[0]) * shader_list
[i
]->num_builtins_to_link
);
904 idx
+= shader_list
[i
]->num_builtins_to_link
;
907 assert(idx
== num_linking_shaders
);
909 if (!link_function_calls(prog
, linked
, linking_shaders
,
910 num_linking_shaders
)) {
911 ctx
->Driver
.DeleteShader(ctx
, linked
);
915 free(linking_shaders
);
917 /* Make a pass over all variable declarations to ensure that arrays with
918 * unspecified sizes have a size specified. The size is inferred from the
919 * max_array_access field.
921 if (linked
!= NULL
) {
922 class array_sizing_visitor
: public ir_hierarchical_visitor
{
924 virtual ir_visitor_status
visit(ir_variable
*var
)
926 if (var
->type
->is_array() && (var
->type
->length
== 0)) {
927 const glsl_type
*type
=
928 glsl_type::get_array_instance(var
->type
->fields
.array
,
929 var
->max_array_access
);
931 assert(type
!= NULL
);
935 return visit_continue
;
946 struct uniform_node
{
948 struct gl_uniform
*u
;
953 * Update the sizes of linked shader uniform arrays to the maximum
956 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
958 * If one or more elements of an array are active,
959 * GetActiveUniform will return the name of the array in name,
960 * subject to the restrictions listed above. The type of the array
961 * is returned in type. The size parameter contains the highest
962 * array element index used, plus one. The compiler or linker
963 * determines the highest index used. There will be only one
964 * active uniform reported by the GL per uniform array.
968 update_array_sizes(struct gl_shader_program
*prog
)
970 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
971 if (prog
->_LinkedShaders
[i
] == NULL
)
974 foreach_list(node
, prog
->_LinkedShaders
[i
]->ir
) {
975 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
977 if ((var
== NULL
) || (var
->mode
!= ir_var_uniform
&&
978 var
->mode
!= ir_var_in
&&
979 var
->mode
!= ir_var_out
) ||
980 !var
->type
->is_array())
983 unsigned int size
= var
->max_array_access
;
984 for (unsigned j
= 0; j
< MESA_SHADER_TYPES
; j
++) {
985 if (prog
->_LinkedShaders
[j
] == NULL
)
988 foreach_list(node2
, prog
->_LinkedShaders
[j
]->ir
) {
989 ir_variable
*other_var
= ((ir_instruction
*) node2
)->as_variable();
993 if (strcmp(var
->name
, other_var
->name
) == 0 &&
994 other_var
->max_array_access
> size
) {
995 size
= other_var
->max_array_access
;
1000 if (size
+ 1 != var
->type
->fields
.array
->length
) {
1001 var
->type
= glsl_type::get_array_instance(var
->type
->fields
.array
,
1003 /* FINISHME: We should update the types of array
1004 * dereferences of this variable now.
1012 add_uniform(void *mem_ctx
, exec_list
*uniforms
, struct hash_table
*ht
,
1013 const char *name
, const glsl_type
*type
, GLenum shader_type
,
1014 unsigned *next_shader_pos
, unsigned *total_uniforms
)
1016 if (type
->is_record()) {
1017 for (unsigned int i
= 0; i
< type
->length
; i
++) {
1018 const glsl_type
*field_type
= type
->fields
.structure
[i
].type
;
1019 char *field_name
= ralloc_asprintf(mem_ctx
, "%s.%s", name
,
1020 type
->fields
.structure
[i
].name
);
1022 add_uniform(mem_ctx
, uniforms
, ht
, field_name
, field_type
,
1023 shader_type
, next_shader_pos
, total_uniforms
);
1026 uniform_node
*n
= (uniform_node
*) hash_table_find(ht
, name
);
1027 unsigned int vec4_slots
;
1028 const glsl_type
*array_elem_type
= NULL
;
1030 if (type
->is_array()) {
1031 array_elem_type
= type
->fields
.array
;
1032 /* Array of structures. */
1033 if (array_elem_type
->is_record()) {
1034 for (unsigned int i
= 0; i
< type
->length
; i
++) {
1035 char *elem_name
= ralloc_asprintf(mem_ctx
, "%s[%d]", name
, i
);
1036 add_uniform(mem_ctx
, uniforms
, ht
, elem_name
, array_elem_type
,
1037 shader_type
, next_shader_pos
, total_uniforms
);
1043 /* Fix the storage size of samplers at 1 vec4 each. Be sure to pad out
1044 * vectors to vec4 slots.
1046 if (type
->is_array()) {
1047 if (array_elem_type
->is_sampler())
1048 vec4_slots
= type
->length
;
1050 vec4_slots
= type
->length
* array_elem_type
->matrix_columns
;
1051 } else if (type
->is_sampler()) {
1054 vec4_slots
= type
->matrix_columns
;
1058 n
= (uniform_node
*) calloc(1, sizeof(struct uniform_node
));
1059 n
->u
= (gl_uniform
*) calloc(1, sizeof(struct gl_uniform
));
1060 n
->slots
= vec4_slots
;
1062 n
->u
->Name
= strdup(name
);
1067 (*total_uniforms
)++;
1069 hash_table_insert(ht
, n
, name
);
1070 uniforms
->push_tail(& n
->link
);
1073 switch (shader_type
) {
1074 case GL_VERTEX_SHADER
:
1075 n
->u
->VertPos
= *next_shader_pos
;
1077 case GL_FRAGMENT_SHADER
:
1078 n
->u
->FragPos
= *next_shader_pos
;
1080 case GL_GEOMETRY_SHADER
:
1081 n
->u
->GeomPos
= *next_shader_pos
;
1085 (*next_shader_pos
) += vec4_slots
;
1090 assign_uniform_locations(struct gl_shader_program
*prog
)
1094 unsigned total_uniforms
= 0;
1095 hash_table
*ht
= hash_table_ctor(32, hash_table_string_hash
,
1096 hash_table_string_compare
);
1097 void *mem_ctx
= ralloc_context(NULL
);
1099 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
1100 if (prog
->_LinkedShaders
[i
] == NULL
)
1103 unsigned next_position
= 0;
1105 foreach_list(node
, prog
->_LinkedShaders
[i
]->ir
) {
1106 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
1108 if ((var
== NULL
) || (var
->mode
!= ir_var_uniform
))
1111 if (strncmp(var
->name
, "gl_", 3) == 0) {
1112 /* At the moment, we don't allocate uniform locations for
1113 * builtin uniforms. It's permitted by spec, and we'll
1114 * likely switch to doing that at some point, but not yet.
1119 var
->location
= next_position
;
1120 add_uniform(mem_ctx
, &uniforms
, ht
, var
->name
, var
->type
,
1121 prog
->_LinkedShaders
[i
]->Type
,
1122 &next_position
, &total_uniforms
);
1126 ralloc_free(mem_ctx
);
1128 gl_uniform_list
*ul
= (gl_uniform_list
*)
1129 calloc(1, sizeof(gl_uniform_list
));
1131 ul
->Size
= total_uniforms
;
1132 ul
->NumUniforms
= total_uniforms
;
1133 ul
->Uniforms
= (gl_uniform
*) calloc(total_uniforms
, sizeof(gl_uniform
));
1137 for (uniform_node
*node
= (uniform_node
*) uniforms
.head
1138 ; node
->link
.next
!= NULL
1140 next
= (uniform_node
*) node
->link
.next
;
1142 node
->link
.remove();
1143 memcpy(&ul
->Uniforms
[idx
], node
->u
, sizeof(gl_uniform
));
1150 hash_table_dtor(ht
);
1152 prog
->Uniforms
= ul
;
1157 * Find a contiguous set of available bits in a bitmask
1159 * \param used_mask Bits representing used (1) and unused (0) locations
1160 * \param needed_count Number of contiguous bits needed.
1163 * Base location of the available bits on success or -1 on failure.
1166 find_available_slots(unsigned used_mask
, unsigned needed_count
)
1168 unsigned needed_mask
= (1 << needed_count
) - 1;
1169 const int max_bit_to_test
= (8 * sizeof(used_mask
)) - needed_count
;
1171 /* The comparison to 32 is redundant, but without it GCC emits "warning:
1172 * cannot optimize possibly infinite loops" for the loop below.
1174 if ((needed_count
== 0) || (max_bit_to_test
< 0) || (max_bit_to_test
> 32))
1177 for (int i
= 0; i
<= max_bit_to_test
; i
++) {
1178 if ((needed_mask
& ~used_mask
) == needed_mask
)
1189 assign_attribute_locations(gl_shader_program
*prog
, unsigned max_attribute_index
)
1191 /* Mark invalid attribute locations as being used.
1193 unsigned used_locations
= (max_attribute_index
>= 32)
1194 ? ~0 : ~((1 << max_attribute_index
) - 1);
1196 gl_shader
*const sh
= prog
->_LinkedShaders
[0];
1197 assert(sh
->Type
== GL_VERTEX_SHADER
);
1199 /* Operate in a total of four passes.
1201 * 1. Invalidate the location assignments for all vertex shader inputs.
1203 * 2. Assign locations for inputs that have user-defined (via
1204 * glBindVertexAttribLocation) locatoins.
1206 * 3. Sort the attributes without assigned locations by number of slots
1207 * required in decreasing order. Fragmentation caused by attribute
1208 * locations assigned by the application may prevent large attributes
1209 * from having enough contiguous space.
1211 * 4. Assign locations to any inputs without assigned locations.
1214 invalidate_variable_locations(sh
, ir_var_in
, VERT_ATTRIB_GENERIC0
);
1216 if (prog
->Attributes
!= NULL
) {
1217 for (unsigned i
= 0; i
< prog
->Attributes
->NumParameters
; i
++) {
1218 ir_variable
*const var
=
1219 sh
->symbols
->get_variable(prog
->Attributes
->Parameters
[i
].Name
);
1221 /* Note: attributes that occupy multiple slots, such as arrays or
1222 * matrices, may appear in the attrib array multiple times.
1224 if ((var
== NULL
) || (var
->location
!= -1))
1227 /* From page 61 of the OpenGL 4.0 spec:
1229 * "LinkProgram will fail if the attribute bindings assigned by
1230 * BindAttribLocation do not leave not enough space to assign a
1231 * location for an active matrix attribute or an active attribute
1232 * array, both of which require multiple contiguous generic
1235 * Previous versions of the spec contain similar language but omit the
1236 * bit about attribute arrays.
1238 * Page 61 of the OpenGL 4.0 spec also says:
1240 * "It is possible for an application to bind more than one
1241 * attribute name to the same location. This is referred to as
1242 * aliasing. This will only work if only one of the aliased
1243 * attributes is active in the executable program, or if no path
1244 * through the shader consumes more than one attribute of a set
1245 * of attributes aliased to the same location. A link error can
1246 * occur if the linker determines that every path through the
1247 * shader consumes multiple aliased attributes, but
1248 * implementations are not required to generate an error in this
1251 * These two paragraphs are either somewhat contradictory, or I don't
1252 * fully understand one or both of them.
1254 /* FINISHME: The code as currently written does not support attribute
1255 * FINISHME: location aliasing (see comment above).
1257 const int attr
= prog
->Attributes
->Parameters
[i
].StateIndexes
[0];
1258 const unsigned slots
= count_attribute_slots(var
->type
);
1260 /* Mask representing the contiguous slots that will be used by this
1263 const unsigned use_mask
= (1 << slots
) - 1;
1265 /* Generate a link error if the set of bits requested for this
1266 * attribute overlaps any previously allocated bits.
1268 if ((~(use_mask
<< attr
) & used_locations
) != used_locations
) {
1269 linker_error_printf(prog
,
1270 "insufficient contiguous attribute locations "
1271 "available for vertex shader input `%s'",
1276 var
->location
= VERT_ATTRIB_GENERIC0
+ attr
;
1277 used_locations
|= (use_mask
<< attr
);
1281 /* Temporary storage for the set of attributes that need locations assigned.
1287 /* Used below in the call to qsort. */
1288 static int compare(const void *a
, const void *b
)
1290 const temp_attr
*const l
= (const temp_attr
*) a
;
1291 const temp_attr
*const r
= (const temp_attr
*) b
;
1293 /* Reversed because we want a descending order sort below. */
1294 return r
->slots
- l
->slots
;
1298 unsigned num_attr
= 0;
1300 foreach_list(node
, sh
->ir
) {
1301 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
1303 if ((var
== NULL
) || (var
->mode
!= ir_var_in
))
1306 if (var
->explicit_location
) {
1307 const unsigned slots
= count_attribute_slots(var
->type
);
1308 const unsigned use_mask
= (1 << slots
) - 1;
1309 const int attr
= var
->location
- VERT_ATTRIB_GENERIC0
;
1311 if ((var
->location
>= (int)(max_attribute_index
+ VERT_ATTRIB_GENERIC0
))
1312 || (var
->location
< 0)) {
1313 linker_error_printf(prog
,
1314 "invalid explicit location %d specified for "
1316 (var
->location
< 0) ? var
->location
: attr
,
1319 } else if (var
->location
>= VERT_ATTRIB_GENERIC0
) {
1320 used_locations
|= (use_mask
<< attr
);
1324 /* The location was explicitly assigned, nothing to do here.
1326 if (var
->location
!= -1)
1329 to_assign
[num_attr
].slots
= count_attribute_slots(var
->type
);
1330 to_assign
[num_attr
].var
= var
;
1334 /* If all of the attributes were assigned locations by the application (or
1335 * are built-in attributes with fixed locations), return early. This should
1336 * be the common case.
1341 qsort(to_assign
, num_attr
, sizeof(to_assign
[0]), temp_attr::compare
);
1343 /* VERT_ATTRIB_GENERIC0 is a psdueo-alias for VERT_ATTRIB_POS. It can only
1344 * be explicitly assigned by via glBindAttribLocation. Mark it as reserved
1345 * to prevent it from being automatically allocated below.
1347 find_deref_visitor
find("gl_Vertex");
1349 if (find
.variable_found())
1350 used_locations
|= (1 << 0);
1352 for (unsigned i
= 0; i
< num_attr
; i
++) {
1353 /* Mask representing the contiguous slots that will be used by this
1356 const unsigned use_mask
= (1 << to_assign
[i
].slots
) - 1;
1358 int location
= find_available_slots(used_locations
, to_assign
[i
].slots
);
1361 linker_error_printf(prog
,
1362 "insufficient contiguous attribute locations "
1363 "available for vertex shader input `%s'",
1364 to_assign
[i
].var
->name
);
1368 to_assign
[i
].var
->location
= VERT_ATTRIB_GENERIC0
+ location
;
1369 used_locations
|= (use_mask
<< location
);
1377 * Demote shader inputs and outputs that are not used in other stages
1380 demote_shader_inputs_and_outputs(gl_shader
*sh
, enum ir_variable_mode mode
)
1382 foreach_list(node
, sh
->ir
) {
1383 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
1385 if ((var
== NULL
) || (var
->mode
!= int(mode
)))
1388 /* A shader 'in' or 'out' variable is only really an input or output if
1389 * its value is used by other shader stages. This will cause the variable
1390 * to have a location assigned.
1392 if (var
->location
== -1) {
1393 var
->mode
= ir_var_auto
;
1400 assign_varying_locations(struct gl_shader_program
*prog
,
1401 gl_shader
*producer
, gl_shader
*consumer
)
1403 /* FINISHME: Set dynamically when geometry shader support is added. */
1404 unsigned output_index
= VERT_RESULT_VAR0
;
1405 unsigned input_index
= FRAG_ATTRIB_VAR0
;
1407 /* Operate in a total of three passes.
1409 * 1. Assign locations for any matching inputs and outputs.
1411 * 2. Mark output variables in the producer that do not have locations as
1412 * not being outputs. This lets the optimizer eliminate them.
1414 * 3. Mark input variables in the consumer that do not have locations as
1415 * not being inputs. This lets the optimizer eliminate them.
1418 invalidate_variable_locations(producer
, ir_var_out
, VERT_RESULT_VAR0
);
1419 invalidate_variable_locations(consumer
, ir_var_in
, FRAG_ATTRIB_VAR0
);
1421 foreach_list(node
, producer
->ir
) {
1422 ir_variable
*const output_var
= ((ir_instruction
*) node
)->as_variable();
1424 if ((output_var
== NULL
) || (output_var
->mode
!= ir_var_out
)
1425 || (output_var
->location
!= -1))
1428 ir_variable
*const input_var
=
1429 consumer
->symbols
->get_variable(output_var
->name
);
1431 if ((input_var
== NULL
) || (input_var
->mode
!= ir_var_in
))
1434 assert(input_var
->location
== -1);
1436 output_var
->location
= output_index
;
1437 input_var
->location
= input_index
;
1439 /* FINISHME: Support for "varying" records in GLSL 1.50. */
1440 assert(!output_var
->type
->is_record());
1442 if (output_var
->type
->is_array()) {
1443 const unsigned slots
= output_var
->type
->length
1444 * output_var
->type
->fields
.array
->matrix_columns
;
1446 output_index
+= slots
;
1447 input_index
+= slots
;
1449 const unsigned slots
= output_var
->type
->matrix_columns
;
1451 output_index
+= slots
;
1452 input_index
+= slots
;
1456 foreach_list(node
, consumer
->ir
) {
1457 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
1459 if ((var
== NULL
) || (var
->mode
!= ir_var_in
))
1462 if (var
->location
== -1) {
1463 if (prog
->Version
<= 120) {
1464 /* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec:
1466 * Only those varying variables used (i.e. read) in
1467 * the fragment shader executable must be written to
1468 * by the vertex shader executable; declaring
1469 * superfluous varying variables in a vertex shader is
1472 * We interpret this text as meaning that the VS must
1473 * write the variable for the FS to read it. See
1474 * "glsl1-varying read but not written" in piglit.
1477 linker_error_printf(prog
, "fragment shader varying %s not written "
1478 "by vertex shader\n.", var
->name
);
1479 prog
->LinkStatus
= false;
1482 /* An 'in' variable is only really a shader input if its
1483 * value is written by the previous stage.
1485 var
->mode
= ir_var_auto
;
1492 link_shaders(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
1494 void *mem_ctx
= ralloc_context(NULL
); // temporary linker context
1496 prog
->LinkStatus
= false;
1497 prog
->Validated
= false;
1498 prog
->_Used
= false;
1500 if (prog
->InfoLog
!= NULL
)
1501 ralloc_free(prog
->InfoLog
);
1503 prog
->InfoLog
= ralloc_strdup(NULL
, "");
1505 /* Separate the shaders into groups based on their type.
1507 struct gl_shader
**vert_shader_list
;
1508 unsigned num_vert_shaders
= 0;
1509 struct gl_shader
**frag_shader_list
;
1510 unsigned num_frag_shaders
= 0;
1512 vert_shader_list
= (struct gl_shader
**)
1513 calloc(2 * prog
->NumShaders
, sizeof(struct gl_shader
*));
1514 frag_shader_list
= &vert_shader_list
[prog
->NumShaders
];
1516 unsigned min_version
= UINT_MAX
;
1517 unsigned max_version
= 0;
1518 for (unsigned i
= 0; i
< prog
->NumShaders
; i
++) {
1519 min_version
= MIN2(min_version
, prog
->Shaders
[i
]->Version
);
1520 max_version
= MAX2(max_version
, prog
->Shaders
[i
]->Version
);
1522 switch (prog
->Shaders
[i
]->Type
) {
1523 case GL_VERTEX_SHADER
:
1524 vert_shader_list
[num_vert_shaders
] = prog
->Shaders
[i
];
1527 case GL_FRAGMENT_SHADER
:
1528 frag_shader_list
[num_frag_shaders
] = prog
->Shaders
[i
];
1531 case GL_GEOMETRY_SHADER
:
1532 /* FINISHME: Support geometry shaders. */
1533 assert(prog
->Shaders
[i
]->Type
!= GL_GEOMETRY_SHADER
);
1538 /* Previous to GLSL version 1.30, different compilation units could mix and
1539 * match shading language versions. With GLSL 1.30 and later, the versions
1540 * of all shaders must match.
1542 assert(min_version
>= 100);
1543 assert(max_version
<= 130);
1544 if ((max_version
>= 130 || min_version
== 100)
1545 && min_version
!= max_version
) {
1546 linker_error_printf(prog
, "all shaders must use same shading "
1547 "language version\n");
1551 prog
->Version
= max_version
;
1553 for (unsigned int i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
1554 if (prog
->_LinkedShaders
[i
] != NULL
)
1555 ctx
->Driver
.DeleteShader(ctx
, prog
->_LinkedShaders
[i
]);
1557 prog
->_LinkedShaders
[i
] = NULL
;
1560 /* Link all shaders for a particular stage and validate the result.
1562 if (num_vert_shaders
> 0) {
1563 gl_shader
*const sh
=
1564 link_intrastage_shaders(mem_ctx
, ctx
, prog
, vert_shader_list
,
1570 if (!validate_vertex_shader_executable(prog
, sh
))
1573 _mesa_reference_shader(ctx
, &prog
->_LinkedShaders
[MESA_SHADER_VERTEX
],
1577 if (num_frag_shaders
> 0) {
1578 gl_shader
*const sh
=
1579 link_intrastage_shaders(mem_ctx
, ctx
, prog
, frag_shader_list
,
1585 if (!validate_fragment_shader_executable(prog
, sh
))
1588 _mesa_reference_shader(ctx
, &prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
],
1592 /* Here begins the inter-stage linking phase. Some initial validation is
1593 * performed, then locations are assigned for uniforms, attributes, and
1596 if (cross_validate_uniforms(prog
)) {
1599 for (prev
= 0; prev
< MESA_SHADER_TYPES
; prev
++) {
1600 if (prog
->_LinkedShaders
[prev
] != NULL
)
1604 /* Validate the inputs of each stage with the output of the preceeding
1607 for (unsigned i
= prev
+ 1; i
< MESA_SHADER_TYPES
; i
++) {
1608 if (prog
->_LinkedShaders
[i
] == NULL
)
1611 if (!cross_validate_outputs_to_inputs(prog
,
1612 prog
->_LinkedShaders
[prev
],
1613 prog
->_LinkedShaders
[i
]))
1619 prog
->LinkStatus
= true;
1622 /* Do common optimization before assigning storage for attributes,
1623 * uniforms, and varyings. Later optimization could possibly make
1624 * some of that unused.
1626 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
1627 if (prog
->_LinkedShaders
[i
] == NULL
)
1630 while (do_common_optimization(prog
->_LinkedShaders
[i
]->ir
, true, 32))
1634 update_array_sizes(prog
);
1636 assign_uniform_locations(prog
);
1638 if (prog
->_LinkedShaders
[MESA_SHADER_VERTEX
] != NULL
) {
1639 /* FINISHME: The value of the max_attribute_index parameter is
1640 * FINISHME: implementation dependent based on the value of
1641 * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
1642 * FINISHME: at least 16, so hardcode 16 for now.
1644 if (!assign_attribute_locations(prog
, 16)) {
1645 prog
->LinkStatus
= false;
1651 for (prev
= 0; prev
< MESA_SHADER_TYPES
; prev
++) {
1652 if (prog
->_LinkedShaders
[prev
] != NULL
)
1656 for (unsigned i
= prev
+ 1; i
< MESA_SHADER_TYPES
; i
++) {
1657 if (prog
->_LinkedShaders
[i
] == NULL
)
1660 assign_varying_locations(prog
,
1661 prog
->_LinkedShaders
[prev
],
1662 prog
->_LinkedShaders
[i
]);
1666 if (prog
->_LinkedShaders
[MESA_SHADER_VERTEX
] != NULL
) {
1667 demote_shader_inputs_and_outputs(prog
->_LinkedShaders
[MESA_SHADER_VERTEX
],
1671 if (prog
->_LinkedShaders
[MESA_SHADER_GEOMETRY
] != NULL
) {
1672 gl_shader
*const sh
= prog
->_LinkedShaders
[MESA_SHADER_GEOMETRY
];
1674 demote_shader_inputs_and_outputs(sh
, ir_var_in
);
1675 demote_shader_inputs_and_outputs(sh
, ir_var_inout
);
1676 demote_shader_inputs_and_outputs(sh
, ir_var_out
);
1679 if (prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
] != NULL
) {
1680 gl_shader
*const sh
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
1682 demote_shader_inputs_and_outputs(sh
, ir_var_in
);
1685 /* OpenGL ES requires that a vertex shader and a fragment shader both be
1686 * present in a linked program. By checking for use of shading language
1687 * version 1.00, we also catch the GL_ARB_ES2_compatibility case.
1689 if (ctx
->API
== API_OPENGLES2
|| prog
->Version
== 100) {
1690 if (prog
->_LinkedShaders
[MESA_SHADER_VERTEX
] == NULL
) {
1691 linker_error_printf(prog
, "program lacks a vertex shader\n");
1692 prog
->LinkStatus
= false;
1693 } else if (prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
] == NULL
) {
1694 linker_error_printf(prog
, "program lacks a fragment shader\n");
1695 prog
->LinkStatus
= false;
1699 /* FINISHME: Assign fragment shader output locations. */
1702 free(vert_shader_list
);
1704 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
1705 if (prog
->_LinkedShaders
[i
] == NULL
)
1708 /* Retain any live IR, but trash the rest. */
1709 reparent_ir(prog
->_LinkedShaders
[i
]->ir
, prog
->_LinkedShaders
[i
]->ir
);
1712 ralloc_free(mem_ctx
);