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
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19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
26 * GLSL linker implementation
28 * Given a set of shaders that are to be linked to generate a final program,
29 * there are three distinct stages.
31 * In the first stage shaders are partitioned into groups based on the shader
32 * type. All shaders of a particular type (e.g., vertex shaders) are linked
35 * - Undefined references in each shader are resolve to definitions in
37 * - Types and qualifiers of uniforms, outputs, and global variables defined
38 * in multiple shaders with the same name are verified to be the same.
39 * - Initializers for uniforms and global variables defined
40 * in multiple shaders with the same name are verified to be the same.
42 * The result, in the terminology of the GLSL spec, is a set of shader
43 * executables for each processing unit.
45 * After the first stage is complete, a series of semantic checks are performed
46 * on each of the shader executables.
48 * - Each shader executable must define a \c main function.
49 * - Each vertex shader executable must write to \c gl_Position.
50 * - Each fragment shader executable must write to either \c gl_FragData or
53 * In the final stage individual shader executables are linked to create a
54 * complete exectuable.
56 * - Types of uniforms defined in multiple shader stages with the same name
57 * are verified to be the same.
58 * - Initializers for uniforms defined in multiple shader stages with the
59 * same name are verified to be the same.
60 * - Types and qualifiers of outputs defined in one stage are verified to
61 * be the same as the types and qualifiers of inputs defined with the same
62 * name in a later stage.
64 * \author Ian Romanick <ian.d.romanick@intel.com>
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_temporary
:
304 assert(!"Should not get here.");
305 return "invalid variable";
311 * Perform validation of global variables used across multiple shaders
314 cross_validate_globals(struct gl_shader_program
*prog
,
315 struct gl_shader
**shader_list
,
316 unsigned num_shaders
,
319 /* Examine all of the uniforms in all of the shaders and cross validate
322 glsl_symbol_table variables
;
323 for (unsigned i
= 0; i
< num_shaders
; i
++) {
324 if (shader_list
[i
] == NULL
)
327 foreach_list(node
, shader_list
[i
]->ir
) {
328 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
333 if (uniforms_only
&& (var
->mode
!= ir_var_uniform
))
336 /* Don't cross validate temporaries that are at global scope. These
337 * will eventually get pulled into the shaders 'main'.
339 if (var
->mode
== ir_var_temporary
)
342 /* If a global with this name has already been seen, verify that the
343 * new instance has the same type. In addition, if the globals have
344 * initializers, the values of the initializers must be the same.
346 ir_variable
*const existing
= variables
.get_variable(var
->name
);
347 if (existing
!= NULL
) {
348 if (var
->type
!= existing
->type
) {
349 /* Consider the types to be "the same" if both types are arrays
350 * of the same type and one of the arrays is implicitly sized.
351 * In addition, set the type of the linked variable to the
352 * explicitly sized array.
354 if (var
->type
->is_array()
355 && existing
->type
->is_array()
356 && (var
->type
->fields
.array
== existing
->type
->fields
.array
)
357 && ((var
->type
->length
== 0)
358 || (existing
->type
->length
== 0))) {
359 if (var
->type
->length
!= 0) {
360 existing
->type
= var
->type
;
363 linker_error_printf(prog
, "%s `%s' declared as type "
364 "`%s' and type `%s'\n",
366 var
->name
, var
->type
->name
,
367 existing
->type
->name
);
372 if (var
->explicit_location
) {
373 if (existing
->explicit_location
374 && (var
->location
!= existing
->location
)) {
375 linker_error_printf(prog
, "explicit locations for %s "
376 "`%s' have differing values\n",
377 mode_string(var
), var
->name
);
381 existing
->location
= var
->location
;
382 existing
->explicit_location
= true;
385 /* Validate layout qualifiers for gl_FragDepth.
387 * From the AMD_conservative_depth spec:
388 * "If gl_FragDepth is redeclared in any fragment shader in
389 * a program, it must be redeclared in all fragment shaders in that
390 * program that have static assignments to gl_FragDepth. All
391 * redeclarations of gl_FragDepth in all fragment shaders in
392 * a single program must have the same set of qualifiers."
394 if (strcmp(var
->name
, "gl_FragDepth") == 0) {
395 bool layout_declared
= var
->depth_layout
!= ir_depth_layout_none
;
396 bool layout_differs
= var
->depth_layout
!= existing
->depth_layout
;
397 if (layout_declared
&& layout_differs
) {
398 linker_error_printf(prog
,
399 "All redeclarations of gl_FragDepth in all fragment shaders "
400 "in a single program must have the same set of qualifiers.");
402 if (var
->used
&& layout_differs
) {
403 linker_error_printf(prog
,
404 "If gl_FragDepth is redeclared with a layout qualifier in"
405 "any fragment shader, it must be redeclared with the same"
406 "layout qualifier in all fragment shaders that have"
407 "assignments to gl_FragDepth");
411 /* FINISHME: Handle non-constant initializers.
413 if (var
->constant_value
!= NULL
) {
414 if (existing
->constant_value
!= NULL
) {
415 if (!var
->constant_value
->has_value(existing
->constant_value
)) {
416 linker_error_printf(prog
, "initializers for %s "
417 "`%s' have differing values\n",
418 mode_string(var
), var
->name
);
422 /* If the first-seen instance of a particular uniform did not
423 * have an initializer but a later instance does, copy the
424 * initializer to the version stored in the symbol table.
426 /* FINISHME: This is wrong. The constant_value field should
427 * FINISHME: not be modified! Imagine a case where a shader
428 * FINISHME: without an initializer is linked in two different
429 * FINISHME: programs with shaders that have differing
430 * FINISHME: initializers. Linking with the first will
431 * FINISHME: modify the shader, and linking with the second
432 * FINISHME: will fail.
434 existing
->constant_value
=
435 var
->constant_value
->clone(ralloc_parent(existing
), NULL
);
438 if (existing
->invariant
!= var
->invariant
) {
439 linker_error_printf(prog
, "declarations for %s `%s' have "
440 "mismatching invariant qualifiers\n",
441 mode_string(var
), var
->name
);
444 if (existing
->centroid
!= var
->centroid
) {
445 linker_error_printf(prog
, "declarations for %s `%s' have "
446 "mismatching centroid qualifiers\n",
447 mode_string(var
), var
->name
);
451 variables
.add_variable(var
);
460 * Perform validation of uniforms used across multiple shader stages
463 cross_validate_uniforms(struct gl_shader_program
*prog
)
465 return cross_validate_globals(prog
, prog
->_LinkedShaders
,
466 MESA_SHADER_TYPES
, true);
471 * Validate that outputs from one stage match inputs of another
474 cross_validate_outputs_to_inputs(struct gl_shader_program
*prog
,
475 gl_shader
*producer
, gl_shader
*consumer
)
477 glsl_symbol_table parameters
;
478 /* FINISHME: Figure these out dynamically. */
479 const char *const producer_stage
= "vertex";
480 const char *const consumer_stage
= "fragment";
482 /* Find all shader outputs in the "producer" stage.
484 foreach_list(node
, producer
->ir
) {
485 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
487 /* FINISHME: For geometry shaders, this should also look for inout
488 * FINISHME: variables.
490 if ((var
== NULL
) || (var
->mode
!= ir_var_out
))
493 parameters
.add_variable(var
);
497 /* Find all shader inputs in the "consumer" stage. Any variables that have
498 * matching outputs already in the symbol table must have the same type and
501 foreach_list(node
, consumer
->ir
) {
502 ir_variable
*const input
= ((ir_instruction
*) node
)->as_variable();
504 /* FINISHME: For geometry shaders, this should also look for inout
505 * FINISHME: variables.
507 if ((input
== NULL
) || (input
->mode
!= ir_var_in
))
510 ir_variable
*const output
= parameters
.get_variable(input
->name
);
511 if (output
!= NULL
) {
512 /* Check that the types match between stages.
514 if (input
->type
!= output
->type
) {
515 /* There is a bit of a special case for gl_TexCoord. This
516 * built-in is unsized by default. Appliations that variable
517 * access it must redeclare it with a size. There is some
518 * language in the GLSL spec that implies the fragment shader
519 * and vertex shader do not have to agree on this size. Other
520 * driver behave this way, and one or two applications seem to
523 * Neither declaration needs to be modified here because the array
524 * sizes are fixed later when update_array_sizes is called.
526 * From page 48 (page 54 of the PDF) of the GLSL 1.10 spec:
528 * "Unlike user-defined varying variables, the built-in
529 * varying variables don't have a strict one-to-one
530 * correspondence between the vertex language and the
531 * fragment language."
533 if (!output
->type
->is_array()
534 || (strncmp("gl_", output
->name
, 3) != 0)) {
535 linker_error_printf(prog
,
536 "%s shader output `%s' declared as "
537 "type `%s', but %s shader input declared "
539 producer_stage
, output
->name
,
541 consumer_stage
, input
->type
->name
);
546 /* Check that all of the qualifiers match between stages.
548 if (input
->centroid
!= output
->centroid
) {
549 linker_error_printf(prog
,
550 "%s shader output `%s' %s centroid qualifier, "
551 "but %s shader input %s centroid qualifier\n",
554 (output
->centroid
) ? "has" : "lacks",
556 (input
->centroid
) ? "has" : "lacks");
560 if (input
->invariant
!= output
->invariant
) {
561 linker_error_printf(prog
,
562 "%s shader output `%s' %s invariant qualifier, "
563 "but %s shader input %s invariant qualifier\n",
566 (output
->invariant
) ? "has" : "lacks",
568 (input
->invariant
) ? "has" : "lacks");
572 if (input
->interpolation
!= output
->interpolation
) {
573 linker_error_printf(prog
,
574 "%s shader output `%s' specifies %s "
575 "interpolation qualifier, "
576 "but %s shader input specifies %s "
577 "interpolation qualifier\n",
580 output
->interpolation_string(),
582 input
->interpolation_string());
593 * Populates a shaders symbol table with all global declarations
596 populate_symbol_table(gl_shader
*sh
)
598 sh
->symbols
= new(sh
) glsl_symbol_table
;
600 foreach_list(node
, sh
->ir
) {
601 ir_instruction
*const inst
= (ir_instruction
*) node
;
605 if ((func
= inst
->as_function()) != NULL
) {
606 sh
->symbols
->add_function(func
);
607 } else if ((var
= inst
->as_variable()) != NULL
) {
608 sh
->symbols
->add_variable(var
);
615 * Remap variables referenced in an instruction tree
617 * This is used when instruction trees are cloned from one shader and placed in
618 * another. These trees will contain references to \c ir_variable nodes that
619 * do not exist in the target shader. This function finds these \c ir_variable
620 * references and replaces the references with matching variables in the target
623 * If there is no matching variable in the target shader, a clone of the
624 * \c ir_variable is made and added to the target shader. The new variable is
625 * added to \b both the instruction stream and the symbol table.
627 * \param inst IR tree that is to be processed.
628 * \param symbols Symbol table containing global scope symbols in the
630 * \param instructions Instruction stream where new variable declarations
634 remap_variables(ir_instruction
*inst
, struct gl_shader
*target
,
637 class remap_visitor
: public ir_hierarchical_visitor
{
639 remap_visitor(struct gl_shader
*target
,
642 this->target
= target
;
643 this->symbols
= target
->symbols
;
644 this->instructions
= target
->ir
;
648 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
650 if (ir
->var
->mode
== ir_var_temporary
) {
651 ir_variable
*var
= (ir_variable
*) hash_table_find(temps
, ir
->var
);
655 return visit_continue
;
658 ir_variable
*const existing
=
659 this->symbols
->get_variable(ir
->var
->name
);
660 if (existing
!= NULL
)
663 ir_variable
*copy
= ir
->var
->clone(this->target
, NULL
);
665 this->symbols
->add_variable(copy
);
666 this->instructions
->push_head(copy
);
670 return visit_continue
;
674 struct gl_shader
*target
;
675 glsl_symbol_table
*symbols
;
676 exec_list
*instructions
;
680 remap_visitor
v(target
, temps
);
687 * Move non-declarations from one instruction stream to another
689 * The intended usage pattern of this function is to pass the pointer to the
690 * head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node
691 * pointer) for \c last and \c false for \c make_copies on the first
692 * call. Successive calls pass the return value of the previous call for
693 * \c last and \c true for \c make_copies.
695 * \param instructions Source instruction stream
696 * \param last Instruction after which new instructions should be
697 * inserted in the target instruction stream
698 * \param make_copies Flag selecting whether instructions in \c instructions
699 * should be copied (via \c ir_instruction::clone) into the
700 * target list or moved.
703 * The new "last" instruction in the target instruction stream. This pointer
704 * is suitable for use as the \c last parameter of a later call to this
708 move_non_declarations(exec_list
*instructions
, exec_node
*last
,
709 bool make_copies
, gl_shader
*target
)
711 hash_table
*temps
= NULL
;
714 temps
= hash_table_ctor(0, hash_table_pointer_hash
,
715 hash_table_pointer_compare
);
717 foreach_list_safe(node
, instructions
) {
718 ir_instruction
*inst
= (ir_instruction
*) node
;
720 if (inst
->as_function())
723 ir_variable
*var
= inst
->as_variable();
724 if ((var
!= NULL
) && (var
->mode
!= ir_var_temporary
))
727 assert(inst
->as_assignment()
728 || ((var
!= NULL
) && (var
->mode
== ir_var_temporary
)));
731 inst
= inst
->clone(target
, NULL
);
734 hash_table_insert(temps
, inst
, var
);
736 remap_variables(inst
, target
, temps
);
741 last
->insert_after(inst
);
746 hash_table_dtor(temps
);
752 * Get the function signature for main from a shader
754 static ir_function_signature
*
755 get_main_function_signature(gl_shader
*sh
)
757 ir_function
*const f
= sh
->symbols
->get_function("main");
759 exec_list void_parameters
;
761 /* Look for the 'void main()' signature and ensure that it's defined.
762 * This keeps the linker from accidentally pick a shader that just
763 * contains a prototype for main.
765 * We don't have to check for multiple definitions of main (in multiple
766 * shaders) because that would have already been caught above.
768 ir_function_signature
*sig
= f
->matching_signature(&void_parameters
);
769 if ((sig
!= NULL
) && sig
->is_defined
) {
779 * Combine a group of shaders for a single stage to generate a linked shader
782 * If this function is supplied a single shader, it is cloned, and the new
783 * shader is returned.
785 static struct gl_shader
*
786 link_intrastage_shaders(void *mem_ctx
,
787 struct gl_context
*ctx
,
788 struct gl_shader_program
*prog
,
789 struct gl_shader
**shader_list
,
790 unsigned num_shaders
)
792 /* Check that global variables defined in multiple shaders are consistent.
794 if (!cross_validate_globals(prog
, shader_list
, num_shaders
, false))
797 /* Check that there is only a single definition of each function signature
798 * across all shaders.
800 for (unsigned i
= 0; i
< (num_shaders
- 1); i
++) {
801 foreach_list(node
, shader_list
[i
]->ir
) {
802 ir_function
*const f
= ((ir_instruction
*) node
)->as_function();
807 for (unsigned j
= i
+ 1; j
< num_shaders
; j
++) {
808 ir_function
*const other
=
809 shader_list
[j
]->symbols
->get_function(f
->name
);
811 /* If the other shader has no function (and therefore no function
812 * signatures) with the same name, skip to the next shader.
817 foreach_iter (exec_list_iterator
, iter
, *f
) {
818 ir_function_signature
*sig
=
819 (ir_function_signature
*) iter
.get();
821 if (!sig
->is_defined
|| sig
->is_builtin
)
824 ir_function_signature
*other_sig
=
825 other
->exact_matching_signature(& sig
->parameters
);
827 if ((other_sig
!= NULL
) && other_sig
->is_defined
828 && !other_sig
->is_builtin
) {
829 linker_error_printf(prog
,
830 "function `%s' is multiply defined",
839 /* Find the shader that defines main, and make a clone of it.
841 * Starting with the clone, search for undefined references. If one is
842 * found, find the shader that defines it. Clone the reference and add
843 * it to the shader. Repeat until there are no undefined references or
844 * until a reference cannot be resolved.
846 gl_shader
*main
= NULL
;
847 for (unsigned i
= 0; i
< num_shaders
; i
++) {
848 if (get_main_function_signature(shader_list
[i
]) != NULL
) {
849 main
= shader_list
[i
];
855 linker_error_printf(prog
, "%s shader lacks `main'\n",
856 (shader_list
[0]->Type
== GL_VERTEX_SHADER
)
857 ? "vertex" : "fragment");
861 gl_shader
*linked
= ctx
->Driver
.NewShader(NULL
, 0, main
->Type
);
862 linked
->ir
= new(linked
) exec_list
;
863 clone_ir_list(mem_ctx
, linked
->ir
, main
->ir
);
865 populate_symbol_table(linked
);
867 /* The a pointer to the main function in the final linked shader (i.e., the
868 * copy of the original shader that contained the main function).
870 ir_function_signature
*const main_sig
= get_main_function_signature(linked
);
872 /* Move any instructions other than variable declarations or function
873 * declarations into main.
875 exec_node
*insertion_point
=
876 move_non_declarations(linked
->ir
, (exec_node
*) &main_sig
->body
, false,
879 for (unsigned i
= 0; i
< num_shaders
; i
++) {
880 if (shader_list
[i
] == main
)
883 insertion_point
= move_non_declarations(shader_list
[i
]->ir
,
884 insertion_point
, true, linked
);
887 /* Resolve initializers for global variables in the linked shader.
889 unsigned num_linking_shaders
= num_shaders
;
890 for (unsigned i
= 0; i
< num_shaders
; i
++)
891 num_linking_shaders
+= shader_list
[i
]->num_builtins_to_link
;
893 gl_shader
**linking_shaders
=
894 (gl_shader
**) calloc(num_linking_shaders
, sizeof(gl_shader
*));
896 memcpy(linking_shaders
, shader_list
,
897 sizeof(linking_shaders
[0]) * num_shaders
);
899 unsigned idx
= num_shaders
;
900 for (unsigned i
= 0; i
< num_shaders
; i
++) {
901 memcpy(&linking_shaders
[idx
], shader_list
[i
]->builtins_to_link
,
902 sizeof(linking_shaders
[0]) * shader_list
[i
]->num_builtins_to_link
);
903 idx
+= shader_list
[i
]->num_builtins_to_link
;
906 assert(idx
== num_linking_shaders
);
908 if (!link_function_calls(prog
, linked
, linking_shaders
,
909 num_linking_shaders
)) {
910 ctx
->Driver
.DeleteShader(ctx
, linked
);
914 free(linking_shaders
);
916 /* Make a pass over all variable declarations to ensure that arrays with
917 * unspecified sizes have a size specified. The size is inferred from the
918 * max_array_access field.
920 if (linked
!= NULL
) {
921 class array_sizing_visitor
: public ir_hierarchical_visitor
{
923 virtual ir_visitor_status
visit(ir_variable
*var
)
925 if (var
->type
->is_array() && (var
->type
->length
== 0)) {
926 const glsl_type
*type
=
927 glsl_type::get_array_instance(var
->type
->fields
.array
,
928 var
->max_array_access
);
930 assert(type
!= NULL
);
934 return visit_continue
;
945 struct uniform_node
{
947 struct gl_uniform
*u
;
952 * Update the sizes of linked shader uniform arrays to the maximum
955 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
957 * If one or more elements of an array are active,
958 * GetActiveUniform will return the name of the array in name,
959 * subject to the restrictions listed above. The type of the array
960 * is returned in type. The size parameter contains the highest
961 * array element index used, plus one. The compiler or linker
962 * determines the highest index used. There will be only one
963 * active uniform reported by the GL per uniform array.
967 update_array_sizes(struct gl_shader_program
*prog
)
969 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
970 if (prog
->_LinkedShaders
[i
] == NULL
)
973 foreach_list(node
, prog
->_LinkedShaders
[i
]->ir
) {
974 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
976 if ((var
== NULL
) || (var
->mode
!= ir_var_uniform
&&
977 var
->mode
!= ir_var_in
&&
978 var
->mode
!= ir_var_out
) ||
979 !var
->type
->is_array())
982 unsigned int size
= var
->max_array_access
;
983 for (unsigned j
= 0; j
< MESA_SHADER_TYPES
; j
++) {
984 if (prog
->_LinkedShaders
[j
] == NULL
)
987 foreach_list(node2
, prog
->_LinkedShaders
[j
]->ir
) {
988 ir_variable
*other_var
= ((ir_instruction
*) node2
)->as_variable();
992 if (strcmp(var
->name
, other_var
->name
) == 0 &&
993 other_var
->max_array_access
> size
) {
994 size
= other_var
->max_array_access
;
999 if (size
+ 1 != var
->type
->fields
.array
->length
) {
1000 var
->type
= glsl_type::get_array_instance(var
->type
->fields
.array
,
1002 /* FINISHME: We should update the types of array
1003 * dereferences of this variable now.
1011 add_uniform(void *mem_ctx
, exec_list
*uniforms
, struct hash_table
*ht
,
1012 const char *name
, const glsl_type
*type
, GLenum shader_type
,
1013 unsigned *next_shader_pos
, unsigned *total_uniforms
)
1015 if (type
->is_record()) {
1016 for (unsigned int i
= 0; i
< type
->length
; i
++) {
1017 const glsl_type
*field_type
= type
->fields
.structure
[i
].type
;
1018 char *field_name
= ralloc_asprintf(mem_ctx
, "%s.%s", name
,
1019 type
->fields
.structure
[i
].name
);
1021 add_uniform(mem_ctx
, uniforms
, ht
, field_name
, field_type
,
1022 shader_type
, next_shader_pos
, total_uniforms
);
1025 uniform_node
*n
= (uniform_node
*) hash_table_find(ht
, name
);
1026 unsigned int vec4_slots
;
1027 const glsl_type
*array_elem_type
= NULL
;
1029 if (type
->is_array()) {
1030 array_elem_type
= type
->fields
.array
;
1031 /* Array of structures. */
1032 if (array_elem_type
->is_record()) {
1033 for (unsigned int i
= 0; i
< type
->length
; i
++) {
1034 char *elem_name
= ralloc_asprintf(mem_ctx
, "%s[%d]", name
, i
);
1035 add_uniform(mem_ctx
, uniforms
, ht
, elem_name
, array_elem_type
,
1036 shader_type
, next_shader_pos
, total_uniforms
);
1042 /* Fix the storage size of samplers at 1 vec4 each. Be sure to pad out
1043 * vectors to vec4 slots.
1045 if (type
->is_array()) {
1046 if (array_elem_type
->is_sampler())
1047 vec4_slots
= type
->length
;
1049 vec4_slots
= type
->length
* array_elem_type
->matrix_columns
;
1050 } else if (type
->is_sampler()) {
1053 vec4_slots
= type
->matrix_columns
;
1057 n
= (uniform_node
*) calloc(1, sizeof(struct uniform_node
));
1058 n
->u
= (gl_uniform
*) calloc(1, sizeof(struct gl_uniform
));
1059 n
->slots
= vec4_slots
;
1061 n
->u
->Name
= strdup(name
);
1066 (*total_uniforms
)++;
1068 hash_table_insert(ht
, n
, name
);
1069 uniforms
->push_tail(& n
->link
);
1072 switch (shader_type
) {
1073 case GL_VERTEX_SHADER
:
1074 n
->u
->VertPos
= *next_shader_pos
;
1076 case GL_FRAGMENT_SHADER
:
1077 n
->u
->FragPos
= *next_shader_pos
;
1079 case GL_GEOMETRY_SHADER
:
1080 n
->u
->GeomPos
= *next_shader_pos
;
1084 (*next_shader_pos
) += vec4_slots
;
1089 assign_uniform_locations(struct gl_shader_program
*prog
)
1093 unsigned total_uniforms
= 0;
1094 hash_table
*ht
= hash_table_ctor(32, hash_table_string_hash
,
1095 hash_table_string_compare
);
1096 void *mem_ctx
= ralloc_context(NULL
);
1098 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
1099 if (prog
->_LinkedShaders
[i
] == NULL
)
1102 unsigned next_position
= 0;
1104 foreach_list(node
, prog
->_LinkedShaders
[i
]->ir
) {
1105 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
1107 if ((var
== NULL
) || (var
->mode
!= ir_var_uniform
))
1110 if (strncmp(var
->name
, "gl_", 3) == 0) {
1111 /* At the moment, we don't allocate uniform locations for
1112 * builtin uniforms. It's permitted by spec, and we'll
1113 * likely switch to doing that at some point, but not yet.
1118 var
->location
= next_position
;
1119 add_uniform(mem_ctx
, &uniforms
, ht
, var
->name
, var
->type
,
1120 prog
->_LinkedShaders
[i
]->Type
,
1121 &next_position
, &total_uniforms
);
1125 ralloc_free(mem_ctx
);
1127 gl_uniform_list
*ul
= (gl_uniform_list
*)
1128 calloc(1, sizeof(gl_uniform_list
));
1130 ul
->Size
= total_uniforms
;
1131 ul
->NumUniforms
= total_uniforms
;
1132 ul
->Uniforms
= (gl_uniform
*) calloc(total_uniforms
, sizeof(gl_uniform
));
1136 for (uniform_node
*node
= (uniform_node
*) uniforms
.head
1137 ; node
->link
.next
!= NULL
1139 next
= (uniform_node
*) node
->link
.next
;
1141 node
->link
.remove();
1142 memcpy(&ul
->Uniforms
[idx
], node
->u
, sizeof(gl_uniform
));
1149 hash_table_dtor(ht
);
1151 prog
->Uniforms
= ul
;
1156 * Find a contiguous set of available bits in a bitmask
1158 * \param used_mask Bits representing used (1) and unused (0) locations
1159 * \param needed_count Number of contiguous bits needed.
1162 * Base location of the available bits on success or -1 on failure.
1165 find_available_slots(unsigned used_mask
, unsigned needed_count
)
1167 unsigned needed_mask
= (1 << needed_count
) - 1;
1168 const int max_bit_to_test
= (8 * sizeof(used_mask
)) - needed_count
;
1170 /* The comparison to 32 is redundant, but without it GCC emits "warning:
1171 * cannot optimize possibly infinite loops" for the loop below.
1173 if ((needed_count
== 0) || (max_bit_to_test
< 0) || (max_bit_to_test
> 32))
1176 for (int i
= 0; i
<= max_bit_to_test
; i
++) {
1177 if ((needed_mask
& ~used_mask
) == needed_mask
)
1188 assign_attribute_locations(gl_shader_program
*prog
, unsigned max_attribute_index
)
1190 /* Mark invalid attribute locations as being used.
1192 unsigned used_locations
= (max_attribute_index
>= 32)
1193 ? ~0 : ~((1 << max_attribute_index
) - 1);
1195 gl_shader
*const sh
= prog
->_LinkedShaders
[0];
1196 assert(sh
->Type
== GL_VERTEX_SHADER
);
1198 /* Operate in a total of four passes.
1200 * 1. Invalidate the location assignments for all vertex shader inputs.
1202 * 2. Assign locations for inputs that have user-defined (via
1203 * glBindVertexAttribLocation) locatoins.
1205 * 3. Sort the attributes without assigned locations by number of slots
1206 * required in decreasing order. Fragmentation caused by attribute
1207 * locations assigned by the application may prevent large attributes
1208 * from having enough contiguous space.
1210 * 4. Assign locations to any inputs without assigned locations.
1213 invalidate_variable_locations(sh
, ir_var_in
, VERT_ATTRIB_GENERIC0
);
1215 if (prog
->Attributes
!= NULL
) {
1216 for (unsigned i
= 0; i
< prog
->Attributes
->NumParameters
; i
++) {
1217 ir_variable
*const var
=
1218 sh
->symbols
->get_variable(prog
->Attributes
->Parameters
[i
].Name
);
1220 /* Note: attributes that occupy multiple slots, such as arrays or
1221 * matrices, may appear in the attrib array multiple times.
1223 if ((var
== NULL
) || (var
->location
!= -1))
1226 /* From page 61 of the OpenGL 4.0 spec:
1228 * "LinkProgram will fail if the attribute bindings assigned by
1229 * BindAttribLocation do not leave not enough space to assign a
1230 * location for an active matrix attribute or an active attribute
1231 * array, both of which require multiple contiguous generic
1234 * Previous versions of the spec contain similar language but omit the
1235 * bit about attribute arrays.
1237 * Page 61 of the OpenGL 4.0 spec also says:
1239 * "It is possible for an application to bind more than one
1240 * attribute name to the same location. This is referred to as
1241 * aliasing. This will only work if only one of the aliased
1242 * attributes is active in the executable program, or if no path
1243 * through the shader consumes more than one attribute of a set
1244 * of attributes aliased to the same location. A link error can
1245 * occur if the linker determines that every path through the
1246 * shader consumes multiple aliased attributes, but
1247 * implementations are not required to generate an error in this
1250 * These two paragraphs are either somewhat contradictory, or I don't
1251 * fully understand one or both of them.
1253 /* FINISHME: The code as currently written does not support attribute
1254 * FINISHME: location aliasing (see comment above).
1256 const int attr
= prog
->Attributes
->Parameters
[i
].StateIndexes
[0];
1257 const unsigned slots
= count_attribute_slots(var
->type
);
1259 /* Mask representing the contiguous slots that will be used by this
1262 const unsigned use_mask
= (1 << slots
) - 1;
1264 /* Generate a link error if the set of bits requested for this
1265 * attribute overlaps any previously allocated bits.
1267 if ((~(use_mask
<< attr
) & used_locations
) != used_locations
) {
1268 linker_error_printf(prog
,
1269 "insufficient contiguous attribute locations "
1270 "available for vertex shader input `%s'",
1275 var
->location
= VERT_ATTRIB_GENERIC0
+ attr
;
1276 used_locations
|= (use_mask
<< attr
);
1280 /* Temporary storage for the set of attributes that need locations assigned.
1286 /* Used below in the call to qsort. */
1287 static int compare(const void *a
, const void *b
)
1289 const temp_attr
*const l
= (const temp_attr
*) a
;
1290 const temp_attr
*const r
= (const temp_attr
*) b
;
1292 /* Reversed because we want a descending order sort below. */
1293 return r
->slots
- l
->slots
;
1297 unsigned num_attr
= 0;
1299 foreach_list(node
, sh
->ir
) {
1300 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
1302 if ((var
== NULL
) || (var
->mode
!= ir_var_in
))
1305 if (var
->explicit_location
) {
1306 const unsigned slots
= count_attribute_slots(var
->type
);
1307 const unsigned use_mask
= (1 << slots
) - 1;
1308 const int attr
= var
->location
- VERT_ATTRIB_GENERIC0
;
1310 if ((var
->location
>= (int)(max_attribute_index
+ VERT_ATTRIB_GENERIC0
))
1311 || (var
->location
< 0)) {
1312 linker_error_printf(prog
,
1313 "invalid explicit location %d specified for "
1315 (var
->location
< 0) ? var
->location
: attr
,
1318 } else if (var
->location
>= VERT_ATTRIB_GENERIC0
) {
1319 used_locations
|= (use_mask
<< attr
);
1323 /* The location was explicitly assigned, nothing to do here.
1325 if (var
->location
!= -1)
1328 to_assign
[num_attr
].slots
= count_attribute_slots(var
->type
);
1329 to_assign
[num_attr
].var
= var
;
1333 /* If all of the attributes were assigned locations by the application (or
1334 * are built-in attributes with fixed locations), return early. This should
1335 * be the common case.
1340 qsort(to_assign
, num_attr
, sizeof(to_assign
[0]), temp_attr::compare
);
1342 /* VERT_ATTRIB_GENERIC0 is a psdueo-alias for VERT_ATTRIB_POS. It can only
1343 * be explicitly assigned by via glBindAttribLocation. Mark it as reserved
1344 * to prevent it from being automatically allocated below.
1346 find_deref_visitor
find("gl_Vertex");
1348 if (find
.variable_found())
1349 used_locations
|= (1 << 0);
1351 for (unsigned i
= 0; i
< num_attr
; i
++) {
1352 /* Mask representing the contiguous slots that will be used by this
1355 const unsigned use_mask
= (1 << to_assign
[i
].slots
) - 1;
1357 int location
= find_available_slots(used_locations
, to_assign
[i
].slots
);
1360 linker_error_printf(prog
,
1361 "insufficient contiguous attribute locations "
1362 "available for vertex shader input `%s'",
1363 to_assign
[i
].var
->name
);
1367 to_assign
[i
].var
->location
= VERT_ATTRIB_GENERIC0
+ location
;
1368 used_locations
|= (use_mask
<< location
);
1376 * Demote shader inputs and outputs that are not used in other stages
1379 demote_shader_inputs_and_outputs(gl_shader
*sh
, enum ir_variable_mode mode
)
1381 foreach_list(node
, sh
->ir
) {
1382 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
1384 if ((var
== NULL
) || (var
->mode
!= int(mode
)))
1387 /* A shader 'in' or 'out' variable is only really an input or output if
1388 * its value is used by other shader stages. This will cause the variable
1389 * to have a location assigned.
1391 if (var
->location
== -1) {
1392 var
->mode
= ir_var_auto
;
1399 assign_varying_locations(struct gl_shader_program
*prog
,
1400 gl_shader
*producer
, gl_shader
*consumer
)
1402 /* FINISHME: Set dynamically when geometry shader support is added. */
1403 unsigned output_index
= VERT_RESULT_VAR0
;
1404 unsigned input_index
= FRAG_ATTRIB_VAR0
;
1406 /* Operate in a total of three passes.
1408 * 1. Assign locations for any matching inputs and outputs.
1410 * 2. Mark output variables in the producer that do not have locations as
1411 * not being outputs. This lets the optimizer eliminate them.
1413 * 3. Mark input variables in the consumer that do not have locations as
1414 * not being inputs. This lets the optimizer eliminate them.
1417 invalidate_variable_locations(producer
, ir_var_out
, VERT_RESULT_VAR0
);
1418 invalidate_variable_locations(consumer
, ir_var_in
, FRAG_ATTRIB_VAR0
);
1420 foreach_list(node
, producer
->ir
) {
1421 ir_variable
*const output_var
= ((ir_instruction
*) node
)->as_variable();
1423 if ((output_var
== NULL
) || (output_var
->mode
!= ir_var_out
)
1424 || (output_var
->location
!= -1))
1427 ir_variable
*const input_var
=
1428 consumer
->symbols
->get_variable(output_var
->name
);
1430 if ((input_var
== NULL
) || (input_var
->mode
!= ir_var_in
))
1433 assert(input_var
->location
== -1);
1435 output_var
->location
= output_index
;
1436 input_var
->location
= input_index
;
1438 /* FINISHME: Support for "varying" records in GLSL 1.50. */
1439 assert(!output_var
->type
->is_record());
1441 if (output_var
->type
->is_array()) {
1442 const unsigned slots
= output_var
->type
->length
1443 * output_var
->type
->fields
.array
->matrix_columns
;
1445 output_index
+= slots
;
1446 input_index
+= slots
;
1448 const unsigned slots
= output_var
->type
->matrix_columns
;
1450 output_index
+= slots
;
1451 input_index
+= slots
;
1455 foreach_list(node
, consumer
->ir
) {
1456 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
1458 if ((var
== NULL
) || (var
->mode
!= ir_var_in
))
1461 if (var
->location
== -1) {
1462 if (prog
->Version
<= 120) {
1463 /* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec:
1465 * Only those varying variables used (i.e. read) in
1466 * the fragment shader executable must be written to
1467 * by the vertex shader executable; declaring
1468 * superfluous varying variables in a vertex shader is
1471 * We interpret this text as meaning that the VS must
1472 * write the variable for the FS to read it. See
1473 * "glsl1-varying read but not written" in piglit.
1476 linker_error_printf(prog
, "fragment shader varying %s not written "
1477 "by vertex shader\n.", var
->name
);
1478 prog
->LinkStatus
= false;
1481 /* An 'in' variable is only really a shader input if its
1482 * value is written by the previous stage.
1484 var
->mode
= ir_var_auto
;
1491 link_shaders(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
1493 void *mem_ctx
= ralloc_context(NULL
); // temporary linker context
1495 prog
->LinkStatus
= false;
1496 prog
->Validated
= false;
1497 prog
->_Used
= false;
1499 if (prog
->InfoLog
!= NULL
)
1500 ralloc_free(prog
->InfoLog
);
1502 prog
->InfoLog
= ralloc_strdup(NULL
, "");
1504 /* Separate the shaders into groups based on their type.
1506 struct gl_shader
**vert_shader_list
;
1507 unsigned num_vert_shaders
= 0;
1508 struct gl_shader
**frag_shader_list
;
1509 unsigned num_frag_shaders
= 0;
1511 vert_shader_list
= (struct gl_shader
**)
1512 calloc(2 * prog
->NumShaders
, sizeof(struct gl_shader
*));
1513 frag_shader_list
= &vert_shader_list
[prog
->NumShaders
];
1515 unsigned min_version
= UINT_MAX
;
1516 unsigned max_version
= 0;
1517 for (unsigned i
= 0; i
< prog
->NumShaders
; i
++) {
1518 min_version
= MIN2(min_version
, prog
->Shaders
[i
]->Version
);
1519 max_version
= MAX2(max_version
, prog
->Shaders
[i
]->Version
);
1521 switch (prog
->Shaders
[i
]->Type
) {
1522 case GL_VERTEX_SHADER
:
1523 vert_shader_list
[num_vert_shaders
] = prog
->Shaders
[i
];
1526 case GL_FRAGMENT_SHADER
:
1527 frag_shader_list
[num_frag_shaders
] = prog
->Shaders
[i
];
1530 case GL_GEOMETRY_SHADER
:
1531 /* FINISHME: Support geometry shaders. */
1532 assert(prog
->Shaders
[i
]->Type
!= GL_GEOMETRY_SHADER
);
1537 /* Previous to GLSL version 1.30, different compilation units could mix and
1538 * match shading language versions. With GLSL 1.30 and later, the versions
1539 * of all shaders must match.
1541 assert(min_version
>= 100);
1542 assert(max_version
<= 130);
1543 if ((max_version
>= 130 || min_version
== 100)
1544 && min_version
!= max_version
) {
1545 linker_error_printf(prog
, "all shaders must use same shading "
1546 "language version\n");
1550 prog
->Version
= max_version
;
1552 for (unsigned int i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
1553 if (prog
->_LinkedShaders
[i
] != NULL
)
1554 ctx
->Driver
.DeleteShader(ctx
, prog
->_LinkedShaders
[i
]);
1556 prog
->_LinkedShaders
[i
] = NULL
;
1559 /* Link all shaders for a particular stage and validate the result.
1561 if (num_vert_shaders
> 0) {
1562 gl_shader
*const sh
=
1563 link_intrastage_shaders(mem_ctx
, ctx
, prog
, vert_shader_list
,
1569 if (!validate_vertex_shader_executable(prog
, sh
))
1572 _mesa_reference_shader(ctx
, &prog
->_LinkedShaders
[MESA_SHADER_VERTEX
],
1576 if (num_frag_shaders
> 0) {
1577 gl_shader
*const sh
=
1578 link_intrastage_shaders(mem_ctx
, ctx
, prog
, frag_shader_list
,
1584 if (!validate_fragment_shader_executable(prog
, sh
))
1587 _mesa_reference_shader(ctx
, &prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
],
1591 /* Here begins the inter-stage linking phase. Some initial validation is
1592 * performed, then locations are assigned for uniforms, attributes, and
1595 if (cross_validate_uniforms(prog
)) {
1598 for (prev
= 0; prev
< MESA_SHADER_TYPES
; prev
++) {
1599 if (prog
->_LinkedShaders
[prev
] != NULL
)
1603 /* Validate the inputs of each stage with the output of the preceeding
1606 for (unsigned i
= prev
+ 1; i
< MESA_SHADER_TYPES
; i
++) {
1607 if (prog
->_LinkedShaders
[i
] == NULL
)
1610 if (!cross_validate_outputs_to_inputs(prog
,
1611 prog
->_LinkedShaders
[prev
],
1612 prog
->_LinkedShaders
[i
]))
1618 prog
->LinkStatus
= true;
1621 /* Do common optimization before assigning storage for attributes,
1622 * uniforms, and varyings. Later optimization could possibly make
1623 * some of that unused.
1625 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
1626 if (prog
->_LinkedShaders
[i
] == NULL
)
1629 while (do_common_optimization(prog
->_LinkedShaders
[i
]->ir
, true, 32))
1633 update_array_sizes(prog
);
1635 assign_uniform_locations(prog
);
1637 if (prog
->_LinkedShaders
[MESA_SHADER_VERTEX
] != NULL
) {
1638 /* FINISHME: The value of the max_attribute_index parameter is
1639 * FINISHME: implementation dependent based on the value of
1640 * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
1641 * FINISHME: at least 16, so hardcode 16 for now.
1643 if (!assign_attribute_locations(prog
, 16)) {
1644 prog
->LinkStatus
= false;
1650 for (prev
= 0; prev
< MESA_SHADER_TYPES
; prev
++) {
1651 if (prog
->_LinkedShaders
[prev
] != NULL
)
1655 for (unsigned i
= prev
+ 1; i
< MESA_SHADER_TYPES
; i
++) {
1656 if (prog
->_LinkedShaders
[i
] == NULL
)
1659 assign_varying_locations(prog
,
1660 prog
->_LinkedShaders
[prev
],
1661 prog
->_LinkedShaders
[i
]);
1665 if (prog
->_LinkedShaders
[MESA_SHADER_VERTEX
] != NULL
) {
1666 demote_shader_inputs_and_outputs(prog
->_LinkedShaders
[MESA_SHADER_VERTEX
],
1670 if (prog
->_LinkedShaders
[MESA_SHADER_GEOMETRY
] != NULL
) {
1671 gl_shader
*const sh
= prog
->_LinkedShaders
[MESA_SHADER_GEOMETRY
];
1673 demote_shader_inputs_and_outputs(sh
, ir_var_in
);
1674 demote_shader_inputs_and_outputs(sh
, ir_var_inout
);
1675 demote_shader_inputs_and_outputs(sh
, ir_var_out
);
1678 if (prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
] != NULL
) {
1679 gl_shader
*const sh
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
1681 demote_shader_inputs_and_outputs(sh
, ir_var_in
);
1684 /* FINISHME: Assign fragment shader output locations. */
1687 free(vert_shader_list
);
1689 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
1690 if (prog
->_LinkedShaders
[i
] == NULL
)
1693 /* Retain any live IR, but trash the rest. */
1694 reparent_ir(prog
->_LinkedShaders
[i
]->ir
, prog
->_LinkedShaders
[i
]->ir
);
1697 ralloc_free(mem_ctx
);