linker: Add carriage returns on several linker errors
[mesa.git] / src / glsl / linker.cpp
1 /*
2 * Copyright © 2010 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24 /**
25 * \file linker.cpp
26 * GLSL linker implementation
27 *
28 * Given a set of shaders that are to be linked to generate a final program,
29 * there are three distinct stages.
30 *
31 * In the first stage shaders are partitioned into groups based on the shader
32 * type. All shaders of a particular type (e.g., vertex shaders) are linked
33 * together.
34 *
35 * - Undefined references in each shader are resolve to definitions in
36 * another shader.
37 * - Types and qualifiers of uniforms, outputs, and global variables defined
38 * in multiple shaders with the same name are verified to be the same.
39 * - Initializers for uniforms and global variables defined
40 * in multiple shaders with the same name are verified to be the same.
41 *
42 * The result, in the terminology of the GLSL spec, is a set of shader
43 * executables for each processing unit.
44 *
45 * After the first stage is complete, a series of semantic checks are performed
46 * on each of the shader executables.
47 *
48 * - Each shader executable must define a \c main function.
49 * - Each vertex shader executable must write to \c gl_Position.
50 * - Each fragment shader executable must write to either \c gl_FragData or
51 * \c gl_FragColor.
52 *
53 * In the final stage individual shader executables are linked to create a
54 * complete exectuable.
55 *
56 * - Types of uniforms defined in multiple shader stages with the same name
57 * are verified to be the same.
58 * - Initializers for uniforms defined in multiple shader stages with the
59 * same name are verified to be the same.
60 * - Types and qualifiers of outputs defined in one stage are verified to
61 * be the same as the types and qualifiers of inputs defined with the same
62 * name in a later stage.
63 *
64 * \author Ian Romanick <ian.d.romanick@intel.com>
65 */
66
67 #include "main/core.h"
68 #include "glsl_symbol_table.h"
69 #include "glsl_parser_extras.h"
70 #include "ir.h"
71 #include "program.h"
72 #include "program/hash_table.h"
73 #include "linker.h"
74 #include "link_varyings.h"
75 #include "ir_optimization.h"
76 #include "ir_rvalue_visitor.h"
77 #include "ir_uniform.h"
78
79 extern "C" {
80 #include "main/shaderobj.h"
81 #include "main/enums.h"
82 }
83
84 void linker_error(gl_shader_program *, const char *, ...);
85
86 namespace {
87
88 /**
89 * Visitor that determines whether or not a variable is ever written.
90 */
91 class find_assignment_visitor : public ir_hierarchical_visitor {
92 public:
93 find_assignment_visitor(const char *name)
94 : name(name), found(false)
95 {
96 /* empty */
97 }
98
99 virtual ir_visitor_status visit_enter(ir_assignment *ir)
100 {
101 ir_variable *const var = ir->lhs->variable_referenced();
102
103 if (strcmp(name, var->name) == 0) {
104 found = true;
105 return visit_stop;
106 }
107
108 return visit_continue_with_parent;
109 }
110
111 virtual ir_visitor_status visit_enter(ir_call *ir)
112 {
113 foreach_two_lists(formal_node, &ir->callee->parameters,
114 actual_node, &ir->actual_parameters) {
115 ir_rvalue *param_rval = (ir_rvalue *) actual_node;
116 ir_variable *sig_param = (ir_variable *) formal_node;
117
118 if (sig_param->data.mode == ir_var_function_out ||
119 sig_param->data.mode == ir_var_function_inout) {
120 ir_variable *var = param_rval->variable_referenced();
121 if (var && strcmp(name, var->name) == 0) {
122 found = true;
123 return visit_stop;
124 }
125 }
126 }
127
128 if (ir->return_deref != NULL) {
129 ir_variable *const var = ir->return_deref->variable_referenced();
130
131 if (strcmp(name, var->name) == 0) {
132 found = true;
133 return visit_stop;
134 }
135 }
136
137 return visit_continue_with_parent;
138 }
139
140 bool variable_found()
141 {
142 return found;
143 }
144
145 private:
146 const char *name; /**< Find writes to a variable with this name. */
147 bool found; /**< Was a write to the variable found? */
148 };
149
150
151 /**
152 * Visitor that determines whether or not a variable is ever read.
153 */
154 class find_deref_visitor : public ir_hierarchical_visitor {
155 public:
156 find_deref_visitor(const char *name)
157 : name(name), found(false)
158 {
159 /* empty */
160 }
161
162 virtual ir_visitor_status visit(ir_dereference_variable *ir)
163 {
164 if (strcmp(this->name, ir->var->name) == 0) {
165 this->found = true;
166 return visit_stop;
167 }
168
169 return visit_continue;
170 }
171
172 bool variable_found() const
173 {
174 return this->found;
175 }
176
177 private:
178 const char *name; /**< Find writes to a variable with this name. */
179 bool found; /**< Was a write to the variable found? */
180 };
181
182
183 class geom_array_resize_visitor : public ir_hierarchical_visitor {
184 public:
185 unsigned num_vertices;
186 gl_shader_program *prog;
187
188 geom_array_resize_visitor(unsigned num_vertices, gl_shader_program *prog)
189 {
190 this->num_vertices = num_vertices;
191 this->prog = prog;
192 }
193
194 virtual ~geom_array_resize_visitor()
195 {
196 /* empty */
197 }
198
199 virtual ir_visitor_status visit(ir_variable *var)
200 {
201 if (!var->type->is_array() || var->data.mode != ir_var_shader_in)
202 return visit_continue;
203
204 unsigned size = var->type->length;
205
206 /* Generate a link error if the shader has declared this array with an
207 * incorrect size.
208 */
209 if (size && size != this->num_vertices) {
210 linker_error(this->prog, "size of array %s declared as %u, "
211 "but number of input vertices is %u\n",
212 var->name, size, this->num_vertices);
213 return visit_continue;
214 }
215
216 /* Generate a link error if the shader attempts to access an input
217 * array using an index too large for its actual size assigned at link
218 * time.
219 */
220 if (var->data.max_array_access >= this->num_vertices) {
221 linker_error(this->prog, "geometry shader accesses element %i of "
222 "%s, but only %i input vertices\n",
223 var->data.max_array_access, var->name, this->num_vertices);
224 return visit_continue;
225 }
226
227 var->type = glsl_type::get_array_instance(var->type->element_type(),
228 this->num_vertices);
229 var->data.max_array_access = this->num_vertices - 1;
230
231 return visit_continue;
232 }
233
234 /* Dereferences of input variables need to be updated so that their type
235 * matches the newly assigned type of the variable they are accessing. */
236 virtual ir_visitor_status visit(ir_dereference_variable *ir)
237 {
238 ir->type = ir->var->type;
239 return visit_continue;
240 }
241
242 /* Dereferences of 2D input arrays need to be updated so that their type
243 * matches the newly assigned type of the array they are accessing. */
244 virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
245 {
246 const glsl_type *const vt = ir->array->type;
247 if (vt->is_array())
248 ir->type = vt->element_type();
249 return visit_continue;
250 }
251 };
252
253 /**
254 * Visitor that determines the highest stream id to which a (geometry) shader
255 * emits vertices. It also checks whether End{Stream}Primitive is ever called.
256 */
257 class find_emit_vertex_visitor : public ir_hierarchical_visitor {
258 public:
259 find_emit_vertex_visitor(int max_allowed)
260 : max_stream_allowed(max_allowed),
261 invalid_stream_id(0),
262 invalid_stream_id_from_emit_vertex(false),
263 end_primitive_found(false),
264 uses_non_zero_stream(false)
265 {
266 /* empty */
267 }
268
269 virtual ir_visitor_status visit_leave(ir_emit_vertex *ir)
270 {
271 int stream_id = ir->stream_id();
272
273 if (stream_id < 0) {
274 invalid_stream_id = stream_id;
275 invalid_stream_id_from_emit_vertex = true;
276 return visit_stop;
277 }
278
279 if (stream_id > max_stream_allowed) {
280 invalid_stream_id = stream_id;
281 invalid_stream_id_from_emit_vertex = true;
282 return visit_stop;
283 }
284
285 if (stream_id != 0)
286 uses_non_zero_stream = true;
287
288 return visit_continue;
289 }
290
291 virtual ir_visitor_status visit_leave(ir_end_primitive *ir)
292 {
293 end_primitive_found = true;
294
295 int stream_id = ir->stream_id();
296
297 if (stream_id < 0) {
298 invalid_stream_id = stream_id;
299 invalid_stream_id_from_emit_vertex = false;
300 return visit_stop;
301 }
302
303 if (stream_id > max_stream_allowed) {
304 invalid_stream_id = stream_id;
305 invalid_stream_id_from_emit_vertex = false;
306 return visit_stop;
307 }
308
309 if (stream_id != 0)
310 uses_non_zero_stream = true;
311
312 return visit_continue;
313 }
314
315 bool error()
316 {
317 return invalid_stream_id != 0;
318 }
319
320 const char *error_func()
321 {
322 return invalid_stream_id_from_emit_vertex ?
323 "EmitStreamVertex" : "EndStreamPrimitive";
324 }
325
326 int error_stream()
327 {
328 return invalid_stream_id;
329 }
330
331 bool uses_streams()
332 {
333 return uses_non_zero_stream;
334 }
335
336 bool uses_end_primitive()
337 {
338 return end_primitive_found;
339 }
340
341 private:
342 int max_stream_allowed;
343 int invalid_stream_id;
344 bool invalid_stream_id_from_emit_vertex;
345 bool end_primitive_found;
346 bool uses_non_zero_stream;
347 };
348
349 } /* anonymous namespace */
350
351 void
352 linker_error(gl_shader_program *prog, const char *fmt, ...)
353 {
354 va_list ap;
355
356 ralloc_strcat(&prog->InfoLog, "error: ");
357 va_start(ap, fmt);
358 ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
359 va_end(ap);
360
361 prog->LinkStatus = false;
362 }
363
364
365 void
366 linker_warning(gl_shader_program *prog, const char *fmt, ...)
367 {
368 va_list ap;
369
370 ralloc_strcat(&prog->InfoLog, "warning: ");
371 va_start(ap, fmt);
372 ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
373 va_end(ap);
374
375 }
376
377
378 /**
379 * Given a string identifying a program resource, break it into a base name
380 * and an optional array index in square brackets.
381 *
382 * If an array index is present, \c out_base_name_end is set to point to the
383 * "[" that precedes the array index, and the array index itself is returned
384 * as a long.
385 *
386 * If no array index is present (or if the array index is negative or
387 * mal-formed), \c out_base_name_end, is set to point to the null terminator
388 * at the end of the input string, and -1 is returned.
389 *
390 * Only the final array index is parsed; if the string contains other array
391 * indices (or structure field accesses), they are left in the base name.
392 *
393 * No attempt is made to check that the base name is properly formed;
394 * typically the caller will look up the base name in a hash table, so
395 * ill-formed base names simply turn into hash table lookup failures.
396 */
397 long
398 parse_program_resource_name(const GLchar *name,
399 const GLchar **out_base_name_end)
400 {
401 /* Section 7.3.1 ("Program Interfaces") of the OpenGL 4.3 spec says:
402 *
403 * "When an integer array element or block instance number is part of
404 * the name string, it will be specified in decimal form without a "+"
405 * or "-" sign or any extra leading zeroes. Additionally, the name
406 * string will not include white space anywhere in the string."
407 */
408
409 const size_t len = strlen(name);
410 *out_base_name_end = name + len;
411
412 if (len == 0 || name[len-1] != ']')
413 return -1;
414
415 /* Walk backwards over the string looking for a non-digit character. This
416 * had better be the opening bracket for an array index.
417 *
418 * Initially, i specifies the location of the ']'. Since the string may
419 * contain only the ']' charcater, walk backwards very carefully.
420 */
421 unsigned i;
422 for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
423 /* empty */ ;
424
425 if ((i == 0) || name[i-1] != '[')
426 return -1;
427
428 long array_index = strtol(&name[i], NULL, 10);
429 if (array_index < 0)
430 return -1;
431
432 *out_base_name_end = name + (i - 1);
433 return array_index;
434 }
435
436
437 void
438 link_invalidate_variable_locations(exec_list *ir)
439 {
440 foreach_in_list(ir_instruction, node, ir) {
441 ir_variable *const var = node->as_variable();
442
443 if (var == NULL)
444 continue;
445
446 /* Only assign locations for variables that lack an explicit location.
447 * Explicit locations are set for all built-in variables, generic vertex
448 * shader inputs (via layout(location=...)), and generic fragment shader
449 * outputs (also via layout(location=...)).
450 */
451 if (!var->data.explicit_location) {
452 var->data.location = -1;
453 var->data.location_frac = 0;
454 }
455
456 /* ir_variable::is_unmatched_generic_inout is used by the linker while
457 * connecting outputs from one stage to inputs of the next stage.
458 *
459 * There are two implicit assumptions here. First, we assume that any
460 * built-in variable (i.e., non-generic in or out) will have
461 * explicit_location set. Second, we assume that any generic in or out
462 * will not have explicit_location set.
463 *
464 * This second assumption will only be valid until
465 * GL_ARB_separate_shader_objects is supported. When that extension is
466 * implemented, this function will need some modifications.
467 */
468 if (!var->data.explicit_location) {
469 var->data.is_unmatched_generic_inout = 1;
470 } else {
471 var->data.is_unmatched_generic_inout = 0;
472 }
473 }
474 }
475
476
477 /**
478 * Set UsesClipDistance and ClipDistanceArraySize based on the given shader.
479 *
480 * Also check for errors based on incorrect usage of gl_ClipVertex and
481 * gl_ClipDistance.
482 *
483 * Return false if an error was reported.
484 */
485 static void
486 analyze_clip_usage(struct gl_shader_program *prog,
487 struct gl_shader *shader, GLboolean *UsesClipDistance,
488 GLuint *ClipDistanceArraySize)
489 {
490 *ClipDistanceArraySize = 0;
491
492 if (!prog->IsES && prog->Version >= 130) {
493 /* From section 7.1 (Vertex Shader Special Variables) of the
494 * GLSL 1.30 spec:
495 *
496 * "It is an error for a shader to statically write both
497 * gl_ClipVertex and gl_ClipDistance."
498 *
499 * This does not apply to GLSL ES shaders, since GLSL ES defines neither
500 * gl_ClipVertex nor gl_ClipDistance.
501 */
502 find_assignment_visitor clip_vertex("gl_ClipVertex");
503 find_assignment_visitor clip_distance("gl_ClipDistance");
504
505 clip_vertex.run(shader->ir);
506 clip_distance.run(shader->ir);
507 if (clip_vertex.variable_found() && clip_distance.variable_found()) {
508 linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
509 "and `gl_ClipDistance'\n",
510 _mesa_shader_stage_to_string(shader->Stage));
511 return;
512 }
513 *UsesClipDistance = clip_distance.variable_found();
514 ir_variable *clip_distance_var =
515 shader->symbols->get_variable("gl_ClipDistance");
516 if (clip_distance_var)
517 *ClipDistanceArraySize = clip_distance_var->type->length;
518 } else {
519 *UsesClipDistance = false;
520 }
521 }
522
523
524 /**
525 * Verify that a vertex shader executable meets all semantic requirements.
526 *
527 * Also sets prog->Vert.UsesClipDistance and prog->Vert.ClipDistanceArraySize
528 * as a side effect.
529 *
530 * \param shader Vertex shader executable to be verified
531 */
532 void
533 validate_vertex_shader_executable(struct gl_shader_program *prog,
534 struct gl_shader *shader)
535 {
536 if (shader == NULL)
537 return;
538
539 /* From the GLSL 1.10 spec, page 48:
540 *
541 * "The variable gl_Position is available only in the vertex
542 * language and is intended for writing the homogeneous vertex
543 * position. All executions of a well-formed vertex shader
544 * executable must write a value into this variable. [...] The
545 * variable gl_Position is available only in the vertex
546 * language and is intended for writing the homogeneous vertex
547 * position. All executions of a well-formed vertex shader
548 * executable must write a value into this variable."
549 *
550 * while in GLSL 1.40 this text is changed to:
551 *
552 * "The variable gl_Position is available only in the vertex
553 * language and is intended for writing the homogeneous vertex
554 * position. It can be written at any time during shader
555 * execution. It may also be read back by a vertex shader
556 * after being written. This value will be used by primitive
557 * assembly, clipping, culling, and other fixed functionality
558 * operations, if present, that operate on primitives after
559 * vertex processing has occurred. Its value is undefined if
560 * the vertex shader executable does not write gl_Position."
561 *
562 * All GLSL ES Versions are similar to GLSL 1.40--failing to write to
563 * gl_Position is not an error.
564 */
565 if (prog->Version < (prog->IsES ? 300 : 140)) {
566 find_assignment_visitor find("gl_Position");
567 find.run(shader->ir);
568 if (!find.variable_found()) {
569 if (prog->IsES) {
570 linker_warning(prog,
571 "vertex shader does not write to `gl_Position'."
572 "It's value is undefined. \n");
573 } else {
574 linker_error(prog,
575 "vertex shader does not write to `gl_Position'. \n");
576 }
577 return;
578 }
579 }
580
581 analyze_clip_usage(prog, shader, &prog->Vert.UsesClipDistance,
582 &prog->Vert.ClipDistanceArraySize);
583 }
584
585
586 /**
587 * Verify that a fragment shader executable meets all semantic requirements
588 *
589 * \param shader Fragment shader executable to be verified
590 */
591 void
592 validate_fragment_shader_executable(struct gl_shader_program *prog,
593 struct gl_shader *shader)
594 {
595 if (shader == NULL)
596 return;
597
598 find_assignment_visitor frag_color("gl_FragColor");
599 find_assignment_visitor frag_data("gl_FragData");
600
601 frag_color.run(shader->ir);
602 frag_data.run(shader->ir);
603
604 if (frag_color.variable_found() && frag_data.variable_found()) {
605 linker_error(prog, "fragment shader writes to both "
606 "`gl_FragColor' and `gl_FragData'\n");
607 }
608 }
609
610 /**
611 * Verify that a geometry shader executable meets all semantic requirements
612 *
613 * Also sets prog->Geom.VerticesIn, prog->Geom.UsesClipDistance, and
614 * prog->Geom.ClipDistanceArraySize as a side effect.
615 *
616 * \param shader Geometry shader executable to be verified
617 */
618 void
619 validate_geometry_shader_executable(struct gl_shader_program *prog,
620 struct gl_shader *shader)
621 {
622 if (shader == NULL)
623 return;
624
625 unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
626 prog->Geom.VerticesIn = num_vertices;
627
628 analyze_clip_usage(prog, shader, &prog->Geom.UsesClipDistance,
629 &prog->Geom.ClipDistanceArraySize);
630 }
631
632 /**
633 * Check if geometry shaders emit to non-zero streams and do corresponding
634 * validations.
635 */
636 static void
637 validate_geometry_shader_emissions(struct gl_context *ctx,
638 struct gl_shader_program *prog)
639 {
640 if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
641 find_emit_vertex_visitor emit_vertex(ctx->Const.MaxVertexStreams - 1);
642 emit_vertex.run(prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->ir);
643 if (emit_vertex.error()) {
644 linker_error(prog, "Invalid call %s(%d). Accepted values for the "
645 "stream parameter are in the range [0, %d].\n",
646 emit_vertex.error_func(),
647 emit_vertex.error_stream(),
648 ctx->Const.MaxVertexStreams - 1);
649 }
650 prog->Geom.UsesStreams = emit_vertex.uses_streams();
651 prog->Geom.UsesEndPrimitive = emit_vertex.uses_end_primitive();
652
653 /* From the ARB_gpu_shader5 spec:
654 *
655 * "Multiple vertex streams are supported only if the output primitive
656 * type is declared to be "points". A program will fail to link if it
657 * contains a geometry shader calling EmitStreamVertex() or
658 * EndStreamPrimitive() if its output primitive type is not "points".
659 *
660 * However, in the same spec:
661 *
662 * "The function EmitVertex() is equivalent to calling EmitStreamVertex()
663 * with <stream> set to zero."
664 *
665 * And:
666 *
667 * "The function EndPrimitive() is equivalent to calling
668 * EndStreamPrimitive() with <stream> set to zero."
669 *
670 * Since we can call EmitVertex() and EndPrimitive() when we output
671 * primitives other than points, calling EmitStreamVertex(0) or
672 * EmitEndPrimitive(0) should not produce errors. This it also what Nvidia
673 * does. Currently we only set prog->Geom.UsesStreams to TRUE when
674 * EmitStreamVertex() or EmitEndPrimitive() are called with a non-zero
675 * stream.
676 */
677 if (prog->Geom.UsesStreams && prog->Geom.OutputType != GL_POINTS) {
678 linker_error(prog, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
679 "with n>0 requires point output\n");
680 }
681 }
682 }
683
684
685 /**
686 * Perform validation of global variables used across multiple shaders
687 */
688 void
689 cross_validate_globals(struct gl_shader_program *prog,
690 struct gl_shader **shader_list,
691 unsigned num_shaders,
692 bool uniforms_only)
693 {
694 /* Examine all of the uniforms in all of the shaders and cross validate
695 * them.
696 */
697 glsl_symbol_table variables;
698 for (unsigned i = 0; i < num_shaders; i++) {
699 if (shader_list[i] == NULL)
700 continue;
701
702 foreach_in_list(ir_instruction, node, shader_list[i]->ir) {
703 ir_variable *const var = node->as_variable();
704
705 if (var == NULL)
706 continue;
707
708 if (uniforms_only && (var->data.mode != ir_var_uniform))
709 continue;
710
711 /* Don't cross validate temporaries that are at global scope. These
712 * will eventually get pulled into the shaders 'main'.
713 */
714 if (var->data.mode == ir_var_temporary)
715 continue;
716
717 /* If a global with this name has already been seen, verify that the
718 * new instance has the same type. In addition, if the globals have
719 * initializers, the values of the initializers must be the same.
720 */
721 ir_variable *const existing = variables.get_variable(var->name);
722 if (existing != NULL) {
723 if (var->type != existing->type) {
724 /* Consider the types to be "the same" if both types are arrays
725 * of the same type and one of the arrays is implicitly sized.
726 * In addition, set the type of the linked variable to the
727 * explicitly sized array.
728 */
729 if (var->type->is_array()
730 && existing->type->is_array()
731 && (var->type->fields.array == existing->type->fields.array)
732 && ((var->type->length == 0)
733 || (existing->type->length == 0))) {
734 if (var->type->length != 0) {
735 existing->type = var->type;
736 }
737 } else if (var->type->is_record()
738 && existing->type->is_record()
739 && existing->type->record_compare(var->type)) {
740 existing->type = var->type;
741 } else {
742 linker_error(prog, "%s `%s' declared as type "
743 "`%s' and type `%s'\n",
744 mode_string(var),
745 var->name, var->type->name,
746 existing->type->name);
747 return;
748 }
749 }
750
751 if (var->data.explicit_location) {
752 if (existing->data.explicit_location
753 && (var->data.location != existing->data.location)) {
754 linker_error(prog, "explicit locations for %s "
755 "`%s' have differing values\n",
756 mode_string(var), var->name);
757 return;
758 }
759
760 existing->data.location = var->data.location;
761 existing->data.explicit_location = true;
762 }
763
764 /* From the GLSL 4.20 specification:
765 * "A link error will result if two compilation units in a program
766 * specify different integer-constant bindings for the same
767 * opaque-uniform name. However, it is not an error to specify a
768 * binding on some but not all declarations for the same name"
769 */
770 if (var->data.explicit_binding) {
771 if (existing->data.explicit_binding &&
772 var->data.binding != existing->data.binding) {
773 linker_error(prog, "explicit bindings for %s "
774 "`%s' have differing values\n",
775 mode_string(var), var->name);
776 return;
777 }
778
779 existing->data.binding = var->data.binding;
780 existing->data.explicit_binding = true;
781 }
782
783 if (var->type->contains_atomic() &&
784 var->data.atomic.offset != existing->data.atomic.offset) {
785 linker_error(prog, "offset specifications for %s "
786 "`%s' have differing values\n",
787 mode_string(var), var->name);
788 return;
789 }
790
791 /* Validate layout qualifiers for gl_FragDepth.
792 *
793 * From the AMD/ARB_conservative_depth specs:
794 *
795 * "If gl_FragDepth is redeclared in any fragment shader in a
796 * program, it must be redeclared in all fragment shaders in
797 * that program that have static assignments to
798 * gl_FragDepth. All redeclarations of gl_FragDepth in all
799 * fragment shaders in a single program must have the same set
800 * of qualifiers."
801 */
802 if (strcmp(var->name, "gl_FragDepth") == 0) {
803 bool layout_declared = var->data.depth_layout != ir_depth_layout_none;
804 bool layout_differs =
805 var->data.depth_layout != existing->data.depth_layout;
806
807 if (layout_declared && layout_differs) {
808 linker_error(prog,
809 "All redeclarations of gl_FragDepth in all "
810 "fragment shaders in a single program must have "
811 "the same set of qualifiers.\n");
812 }
813
814 if (var->data.used && layout_differs) {
815 linker_error(prog,
816 "If gl_FragDepth is redeclared with a layout "
817 "qualifier in any fragment shader, it must be "
818 "redeclared with the same layout qualifier in "
819 "all fragment shaders that have assignments to "
820 "gl_FragDepth\n");
821 }
822 }
823
824 /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
825 *
826 * "If a shared global has multiple initializers, the
827 * initializers must all be constant expressions, and they
828 * must all have the same value. Otherwise, a link error will
829 * result. (A shared global having only one initializer does
830 * not require that initializer to be a constant expression.)"
831 *
832 * Previous to 4.20 the GLSL spec simply said that initializers
833 * must have the same value. In this case of non-constant
834 * initializers, this was impossible to determine. As a result,
835 * no vendor actually implemented that behavior. The 4.20
836 * behavior matches the implemented behavior of at least one other
837 * vendor, so we'll implement that for all GLSL versions.
838 */
839 if (var->constant_initializer != NULL) {
840 if (existing->constant_initializer != NULL) {
841 if (!var->constant_initializer->has_value(existing->constant_initializer)) {
842 linker_error(prog, "initializers for %s "
843 "`%s' have differing values\n",
844 mode_string(var), var->name);
845 return;
846 }
847 } else {
848 /* If the first-seen instance of a particular uniform did not
849 * have an initializer but a later instance does, copy the
850 * initializer to the version stored in the symbol table.
851 */
852 /* FINISHME: This is wrong. The constant_value field should
853 * FINISHME: not be modified! Imagine a case where a shader
854 * FINISHME: without an initializer is linked in two different
855 * FINISHME: programs with shaders that have differing
856 * FINISHME: initializers. Linking with the first will
857 * FINISHME: modify the shader, and linking with the second
858 * FINISHME: will fail.
859 */
860 existing->constant_initializer =
861 var->constant_initializer->clone(ralloc_parent(existing),
862 NULL);
863 }
864 }
865
866 if (var->data.has_initializer) {
867 if (existing->data.has_initializer
868 && (var->constant_initializer == NULL
869 || existing->constant_initializer == NULL)) {
870 linker_error(prog,
871 "shared global variable `%s' has multiple "
872 "non-constant initializers.\n",
873 var->name);
874 return;
875 }
876
877 /* Some instance had an initializer, so keep track of that. In
878 * this location, all sorts of initializers (constant or
879 * otherwise) will propagate the existence to the variable
880 * stored in the symbol table.
881 */
882 existing->data.has_initializer = true;
883 }
884
885 if (existing->data.invariant != var->data.invariant) {
886 linker_error(prog, "declarations for %s `%s' have "
887 "mismatching invariant qualifiers\n",
888 mode_string(var), var->name);
889 return;
890 }
891 if (existing->data.centroid != var->data.centroid) {
892 linker_error(prog, "declarations for %s `%s' have "
893 "mismatching centroid qualifiers\n",
894 mode_string(var), var->name);
895 return;
896 }
897 if (existing->data.sample != var->data.sample) {
898 linker_error(prog, "declarations for %s `%s` have "
899 "mismatching sample qualifiers\n",
900 mode_string(var), var->name);
901 return;
902 }
903 } else
904 variables.add_variable(var);
905 }
906 }
907 }
908
909
910 /**
911 * Perform validation of uniforms used across multiple shader stages
912 */
913 void
914 cross_validate_uniforms(struct gl_shader_program *prog)
915 {
916 cross_validate_globals(prog, prog->_LinkedShaders,
917 MESA_SHADER_STAGES, true);
918 }
919
920 /**
921 * Accumulates the array of prog->UniformBlocks and checks that all
922 * definitons of blocks agree on their contents.
923 */
924 static bool
925 interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog)
926 {
927 unsigned max_num_uniform_blocks = 0;
928 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
929 if (prog->_LinkedShaders[i])
930 max_num_uniform_blocks += prog->_LinkedShaders[i]->NumUniformBlocks;
931 }
932
933 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
934 struct gl_shader *sh = prog->_LinkedShaders[i];
935
936 prog->UniformBlockStageIndex[i] = ralloc_array(prog, int,
937 max_num_uniform_blocks);
938 for (unsigned int j = 0; j < max_num_uniform_blocks; j++)
939 prog->UniformBlockStageIndex[i][j] = -1;
940
941 if (sh == NULL)
942 continue;
943
944 for (unsigned int j = 0; j < sh->NumUniformBlocks; j++) {
945 int index = link_cross_validate_uniform_block(prog,
946 &prog->UniformBlocks,
947 &prog->NumUniformBlocks,
948 &sh->UniformBlocks[j]);
949
950 if (index == -1) {
951 linker_error(prog, "uniform block `%s' has mismatching definitions\n",
952 sh->UniformBlocks[j].Name);
953 return false;
954 }
955
956 prog->UniformBlockStageIndex[i][index] = j;
957 }
958 }
959
960 return true;
961 }
962
963
964 /**
965 * Populates a shaders symbol table with all global declarations
966 */
967 static void
968 populate_symbol_table(gl_shader *sh)
969 {
970 sh->symbols = new(sh) glsl_symbol_table;
971
972 foreach_in_list(ir_instruction, inst, sh->ir) {
973 ir_variable *var;
974 ir_function *func;
975
976 if ((func = inst->as_function()) != NULL) {
977 sh->symbols->add_function(func);
978 } else if ((var = inst->as_variable()) != NULL) {
979 if (var->data.mode != ir_var_temporary)
980 sh->symbols->add_variable(var);
981 }
982 }
983 }
984
985
986 /**
987 * Remap variables referenced in an instruction tree
988 *
989 * This is used when instruction trees are cloned from one shader and placed in
990 * another. These trees will contain references to \c ir_variable nodes that
991 * do not exist in the target shader. This function finds these \c ir_variable
992 * references and replaces the references with matching variables in the target
993 * shader.
994 *
995 * If there is no matching variable in the target shader, a clone of the
996 * \c ir_variable is made and added to the target shader. The new variable is
997 * added to \b both the instruction stream and the symbol table.
998 *
999 * \param inst IR tree that is to be processed.
1000 * \param symbols Symbol table containing global scope symbols in the
1001 * linked shader.
1002 * \param instructions Instruction stream where new variable declarations
1003 * should be added.
1004 */
1005 void
1006 remap_variables(ir_instruction *inst, struct gl_shader *target,
1007 hash_table *temps)
1008 {
1009 class remap_visitor : public ir_hierarchical_visitor {
1010 public:
1011 remap_visitor(struct gl_shader *target,
1012 hash_table *temps)
1013 {
1014 this->target = target;
1015 this->symbols = target->symbols;
1016 this->instructions = target->ir;
1017 this->temps = temps;
1018 }
1019
1020 virtual ir_visitor_status visit(ir_dereference_variable *ir)
1021 {
1022 if (ir->var->data.mode == ir_var_temporary) {
1023 ir_variable *var = (ir_variable *) hash_table_find(temps, ir->var);
1024
1025 assert(var != NULL);
1026 ir->var = var;
1027 return visit_continue;
1028 }
1029
1030 ir_variable *const existing =
1031 this->symbols->get_variable(ir->var->name);
1032 if (existing != NULL)
1033 ir->var = existing;
1034 else {
1035 ir_variable *copy = ir->var->clone(this->target, NULL);
1036
1037 this->symbols->add_variable(copy);
1038 this->instructions->push_head(copy);
1039 ir->var = copy;
1040 }
1041
1042 return visit_continue;
1043 }
1044
1045 private:
1046 struct gl_shader *target;
1047 glsl_symbol_table *symbols;
1048 exec_list *instructions;
1049 hash_table *temps;
1050 };
1051
1052 remap_visitor v(target, temps);
1053
1054 inst->accept(&v);
1055 }
1056
1057
1058 /**
1059 * Move non-declarations from one instruction stream to another
1060 *
1061 * The intended usage pattern of this function is to pass the pointer to the
1062 * head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node
1063 * pointer) for \c last and \c false for \c make_copies on the first
1064 * call. Successive calls pass the return value of the previous call for
1065 * \c last and \c true for \c make_copies.
1066 *
1067 * \param instructions Source instruction stream
1068 * \param last Instruction after which new instructions should be
1069 * inserted in the target instruction stream
1070 * \param make_copies Flag selecting whether instructions in \c instructions
1071 * should be copied (via \c ir_instruction::clone) into the
1072 * target list or moved.
1073 *
1074 * \return
1075 * The new "last" instruction in the target instruction stream. This pointer
1076 * is suitable for use as the \c last parameter of a later call to this
1077 * function.
1078 */
1079 exec_node *
1080 move_non_declarations(exec_list *instructions, exec_node *last,
1081 bool make_copies, gl_shader *target)
1082 {
1083 hash_table *temps = NULL;
1084
1085 if (make_copies)
1086 temps = hash_table_ctor(0, hash_table_pointer_hash,
1087 hash_table_pointer_compare);
1088
1089 foreach_in_list_safe(ir_instruction, inst, instructions) {
1090 if (inst->as_function())
1091 continue;
1092
1093 ir_variable *var = inst->as_variable();
1094 if ((var != NULL) && (var->data.mode != ir_var_temporary))
1095 continue;
1096
1097 assert(inst->as_assignment()
1098 || inst->as_call()
1099 || inst->as_if() /* for initializers with the ?: operator */
1100 || ((var != NULL) && (var->data.mode == ir_var_temporary)));
1101
1102 if (make_copies) {
1103 inst = inst->clone(target, NULL);
1104
1105 if (var != NULL)
1106 hash_table_insert(temps, inst, var);
1107 else
1108 remap_variables(inst, target, temps);
1109 } else {
1110 inst->remove();
1111 }
1112
1113 last->insert_after(inst);
1114 last = inst;
1115 }
1116
1117 if (make_copies)
1118 hash_table_dtor(temps);
1119
1120 return last;
1121 }
1122
1123 /**
1124 * Get the function signature for main from a shader
1125 */
1126 ir_function_signature *
1127 link_get_main_function_signature(gl_shader *sh)
1128 {
1129 ir_function *const f = sh->symbols->get_function("main");
1130 if (f != NULL) {
1131 exec_list void_parameters;
1132
1133 /* Look for the 'void main()' signature and ensure that it's defined.
1134 * This keeps the linker from accidentally pick a shader that just
1135 * contains a prototype for main.
1136 *
1137 * We don't have to check for multiple definitions of main (in multiple
1138 * shaders) because that would have already been caught above.
1139 */
1140 ir_function_signature *sig =
1141 f->matching_signature(NULL, &void_parameters, false);
1142 if ((sig != NULL) && sig->is_defined) {
1143 return sig;
1144 }
1145 }
1146
1147 return NULL;
1148 }
1149
1150
1151 /**
1152 * This class is only used in link_intrastage_shaders() below but declaring
1153 * it inside that function leads to compiler warnings with some versions of
1154 * gcc.
1155 */
1156 class array_sizing_visitor : public ir_hierarchical_visitor {
1157 public:
1158 array_sizing_visitor()
1159 : mem_ctx(ralloc_context(NULL)),
1160 unnamed_interfaces(hash_table_ctor(0, hash_table_pointer_hash,
1161 hash_table_pointer_compare))
1162 {
1163 }
1164
1165 ~array_sizing_visitor()
1166 {
1167 hash_table_dtor(this->unnamed_interfaces);
1168 ralloc_free(this->mem_ctx);
1169 }
1170
1171 virtual ir_visitor_status visit(ir_variable *var)
1172 {
1173 fixup_type(&var->type, var->data.max_array_access);
1174 if (var->type->is_interface()) {
1175 if (interface_contains_unsized_arrays(var->type)) {
1176 const glsl_type *new_type =
1177 resize_interface_members(var->type,
1178 var->get_max_ifc_array_access());
1179 var->type = new_type;
1180 var->change_interface_type(new_type);
1181 }
1182 } else if (var->type->is_array() &&
1183 var->type->fields.array->is_interface()) {
1184 if (interface_contains_unsized_arrays(var->type->fields.array)) {
1185 const glsl_type *new_type =
1186 resize_interface_members(var->type->fields.array,
1187 var->get_max_ifc_array_access());
1188 var->change_interface_type(new_type);
1189 var->type =
1190 glsl_type::get_array_instance(new_type, var->type->length);
1191 }
1192 } else if (const glsl_type *ifc_type = var->get_interface_type()) {
1193 /* Store a pointer to the variable in the unnamed_interfaces
1194 * hashtable.
1195 */
1196 ir_variable **interface_vars = (ir_variable **)
1197 hash_table_find(this->unnamed_interfaces, ifc_type);
1198 if (interface_vars == NULL) {
1199 interface_vars = rzalloc_array(mem_ctx, ir_variable *,
1200 ifc_type->length);
1201 hash_table_insert(this->unnamed_interfaces, interface_vars,
1202 ifc_type);
1203 }
1204 unsigned index = ifc_type->field_index(var->name);
1205 assert(index < ifc_type->length);
1206 assert(interface_vars[index] == NULL);
1207 interface_vars[index] = var;
1208 }
1209 return visit_continue;
1210 }
1211
1212 /**
1213 * For each unnamed interface block that was discovered while running the
1214 * visitor, adjust the interface type to reflect the newly assigned array
1215 * sizes, and fix up the ir_variable nodes to point to the new interface
1216 * type.
1217 */
1218 void fixup_unnamed_interface_types()
1219 {
1220 hash_table_call_foreach(this->unnamed_interfaces,
1221 fixup_unnamed_interface_type, NULL);
1222 }
1223
1224 private:
1225 /**
1226 * If the type pointed to by \c type represents an unsized array, replace
1227 * it with a sized array whose size is determined by max_array_access.
1228 */
1229 static void fixup_type(const glsl_type **type, unsigned max_array_access)
1230 {
1231 if ((*type)->is_unsized_array()) {
1232 *type = glsl_type::get_array_instance((*type)->fields.array,
1233 max_array_access + 1);
1234 assert(*type != NULL);
1235 }
1236 }
1237
1238 /**
1239 * Determine whether the given interface type contains unsized arrays (if
1240 * it doesn't, array_sizing_visitor doesn't need to process it).
1241 */
1242 static bool interface_contains_unsized_arrays(const glsl_type *type)
1243 {
1244 for (unsigned i = 0; i < type->length; i++) {
1245 const glsl_type *elem_type = type->fields.structure[i].type;
1246 if (elem_type->is_unsized_array())
1247 return true;
1248 }
1249 return false;
1250 }
1251
1252 /**
1253 * Create a new interface type based on the given type, with unsized arrays
1254 * replaced by sized arrays whose size is determined by
1255 * max_ifc_array_access.
1256 */
1257 static const glsl_type *
1258 resize_interface_members(const glsl_type *type,
1259 const unsigned *max_ifc_array_access)
1260 {
1261 unsigned num_fields = type->length;
1262 glsl_struct_field *fields = new glsl_struct_field[num_fields];
1263 memcpy(fields, type->fields.structure,
1264 num_fields * sizeof(*fields));
1265 for (unsigned i = 0; i < num_fields; i++) {
1266 fixup_type(&fields[i].type, max_ifc_array_access[i]);
1267 }
1268 glsl_interface_packing packing =
1269 (glsl_interface_packing) type->interface_packing;
1270 const glsl_type *new_ifc_type =
1271 glsl_type::get_interface_instance(fields, num_fields,
1272 packing, type->name);
1273 delete [] fields;
1274 return new_ifc_type;
1275 }
1276
1277 static void fixup_unnamed_interface_type(const void *key, void *data,
1278 void *)
1279 {
1280 const glsl_type *ifc_type = (const glsl_type *) key;
1281 ir_variable **interface_vars = (ir_variable **) data;
1282 unsigned num_fields = ifc_type->length;
1283 glsl_struct_field *fields = new glsl_struct_field[num_fields];
1284 memcpy(fields, ifc_type->fields.structure,
1285 num_fields * sizeof(*fields));
1286 bool interface_type_changed = false;
1287 for (unsigned i = 0; i < num_fields; i++) {
1288 if (interface_vars[i] != NULL &&
1289 fields[i].type != interface_vars[i]->type) {
1290 fields[i].type = interface_vars[i]->type;
1291 interface_type_changed = true;
1292 }
1293 }
1294 if (!interface_type_changed) {
1295 delete [] fields;
1296 return;
1297 }
1298 glsl_interface_packing packing =
1299 (glsl_interface_packing) ifc_type->interface_packing;
1300 const glsl_type *new_ifc_type =
1301 glsl_type::get_interface_instance(fields, num_fields, packing,
1302 ifc_type->name);
1303 delete [] fields;
1304 for (unsigned i = 0; i < num_fields; i++) {
1305 if (interface_vars[i] != NULL)
1306 interface_vars[i]->change_interface_type(new_ifc_type);
1307 }
1308 }
1309
1310 /**
1311 * Memory context used to allocate the data in \c unnamed_interfaces.
1312 */
1313 void *mem_ctx;
1314
1315 /**
1316 * Hash table from const glsl_type * to an array of ir_variable *'s
1317 * pointing to the ir_variables constituting each unnamed interface block.
1318 */
1319 hash_table *unnamed_interfaces;
1320 };
1321
1322 /**
1323 * Performs the cross-validation of layout qualifiers specified in
1324 * redeclaration of gl_FragCoord for the attached fragment shaders,
1325 * and propagates them to the linked FS and linked shader program.
1326 */
1327 static void
1328 link_fs_input_layout_qualifiers(struct gl_shader_program *prog,
1329 struct gl_shader *linked_shader,
1330 struct gl_shader **shader_list,
1331 unsigned num_shaders)
1332 {
1333 linked_shader->redeclares_gl_fragcoord = false;
1334 linked_shader->uses_gl_fragcoord = false;
1335 linked_shader->origin_upper_left = false;
1336 linked_shader->pixel_center_integer = false;
1337
1338 if (linked_shader->Stage != MESA_SHADER_FRAGMENT ||
1339 (prog->Version < 150 && !prog->ARB_fragment_coord_conventions_enable))
1340 return;
1341
1342 for (unsigned i = 0; i < num_shaders; i++) {
1343 struct gl_shader *shader = shader_list[i];
1344 /* From the GLSL 1.50 spec, page 39:
1345 *
1346 * "If gl_FragCoord is redeclared in any fragment shader in a program,
1347 * it must be redeclared in all the fragment shaders in that program
1348 * that have a static use gl_FragCoord."
1349 *
1350 * Exclude the case when one of the 'linked_shader' or 'shader' redeclares
1351 * gl_FragCoord with no layout qualifiers but the other one doesn't
1352 * redeclare it. If we strictly follow GLSL 1.50 spec's language, it
1353 * should be a link error. But, generating link error for this case will
1354 * be a wrong behaviour which spec didn't intend to do and it could also
1355 * break some applications.
1356 */
1357 if ((linked_shader->redeclares_gl_fragcoord
1358 && !shader->redeclares_gl_fragcoord
1359 && shader->uses_gl_fragcoord
1360 && (linked_shader->origin_upper_left
1361 || linked_shader->pixel_center_integer))
1362 || (shader->redeclares_gl_fragcoord
1363 && !linked_shader->redeclares_gl_fragcoord
1364 && linked_shader->uses_gl_fragcoord
1365 && (shader->origin_upper_left
1366 || shader->pixel_center_integer))) {
1367 linker_error(prog, "fragment shader defined with conflicting "
1368 "layout qualifiers for gl_FragCoord\n");
1369 }
1370
1371 /* From the GLSL 1.50 spec, page 39:
1372 *
1373 * "All redeclarations of gl_FragCoord in all fragment shaders in a
1374 * single program must have the same set of qualifiers."
1375 */
1376 if (linked_shader->redeclares_gl_fragcoord && shader->redeclares_gl_fragcoord
1377 && (shader->origin_upper_left != linked_shader->origin_upper_left
1378 || shader->pixel_center_integer != linked_shader->pixel_center_integer)) {
1379 linker_error(prog, "fragment shader defined with conflicting "
1380 "layout qualifiers for gl_FragCoord\n");
1381 }
1382
1383 /* Update the linked shader state.  Note that uses_gl_fragcoord should
1384 * accumulate the results.  The other values should replace.  If there
1385 * are multiple redeclarations, all the fields except uses_gl_fragcoord
1386 * are already known to be the same.
1387 */
1388 if (shader->redeclares_gl_fragcoord || shader->uses_gl_fragcoord) {
1389 linked_shader->redeclares_gl_fragcoord =
1390 shader->redeclares_gl_fragcoord;
1391 linked_shader->uses_gl_fragcoord = linked_shader->uses_gl_fragcoord
1392 || shader->uses_gl_fragcoord;
1393 linked_shader->origin_upper_left = shader->origin_upper_left;
1394 linked_shader->pixel_center_integer = shader->pixel_center_integer;
1395 }
1396 }
1397 }
1398
1399 /**
1400 * Performs the cross-validation of geometry shader max_vertices and
1401 * primitive type layout qualifiers for the attached geometry shaders,
1402 * and propagates them to the linked GS and linked shader program.
1403 */
1404 static void
1405 link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
1406 struct gl_shader *linked_shader,
1407 struct gl_shader **shader_list,
1408 unsigned num_shaders)
1409 {
1410 linked_shader->Geom.VerticesOut = 0;
1411 linked_shader->Geom.Invocations = 0;
1412 linked_shader->Geom.InputType = PRIM_UNKNOWN;
1413 linked_shader->Geom.OutputType = PRIM_UNKNOWN;
1414
1415 /* No in/out qualifiers defined for anything but GLSL 1.50+
1416 * geometry shaders so far.
1417 */
1418 if (linked_shader->Stage != MESA_SHADER_GEOMETRY || prog->Version < 150)
1419 return;
1420
1421 /* From the GLSL 1.50 spec, page 46:
1422 *
1423 * "All geometry shader output layout declarations in a program
1424 * must declare the same layout and same value for
1425 * max_vertices. There must be at least one geometry output
1426 * layout declaration somewhere in a program, but not all
1427 * geometry shaders (compilation units) are required to
1428 * declare it."
1429 */
1430
1431 for (unsigned i = 0; i < num_shaders; i++) {
1432 struct gl_shader *shader = shader_list[i];
1433
1434 if (shader->Geom.InputType != PRIM_UNKNOWN) {
1435 if (linked_shader->Geom.InputType != PRIM_UNKNOWN &&
1436 linked_shader->Geom.InputType != shader->Geom.InputType) {
1437 linker_error(prog, "geometry shader defined with conflicting "
1438 "input types\n");
1439 return;
1440 }
1441 linked_shader->Geom.InputType = shader->Geom.InputType;
1442 }
1443
1444 if (shader->Geom.OutputType != PRIM_UNKNOWN) {
1445 if (linked_shader->Geom.OutputType != PRIM_UNKNOWN &&
1446 linked_shader->Geom.OutputType != shader->Geom.OutputType) {
1447 linker_error(prog, "geometry shader defined with conflicting "
1448 "output types\n");
1449 return;
1450 }
1451 linked_shader->Geom.OutputType = shader->Geom.OutputType;
1452 }
1453
1454 if (shader->Geom.VerticesOut != 0) {
1455 if (linked_shader->Geom.VerticesOut != 0 &&
1456 linked_shader->Geom.VerticesOut != shader->Geom.VerticesOut) {
1457 linker_error(prog, "geometry shader defined with conflicting "
1458 "output vertex count (%d and %d)\n",
1459 linked_shader->Geom.VerticesOut,
1460 shader->Geom.VerticesOut);
1461 return;
1462 }
1463 linked_shader->Geom.VerticesOut = shader->Geom.VerticesOut;
1464 }
1465
1466 if (shader->Geom.Invocations != 0) {
1467 if (linked_shader->Geom.Invocations != 0 &&
1468 linked_shader->Geom.Invocations != shader->Geom.Invocations) {
1469 linker_error(prog, "geometry shader defined with conflicting "
1470 "invocation count (%d and %d)\n",
1471 linked_shader->Geom.Invocations,
1472 shader->Geom.Invocations);
1473 return;
1474 }
1475 linked_shader->Geom.Invocations = shader->Geom.Invocations;
1476 }
1477 }
1478
1479 /* Just do the intrastage -> interstage propagation right now,
1480 * since we already know we're in the right type of shader program
1481 * for doing it.
1482 */
1483 if (linked_shader->Geom.InputType == PRIM_UNKNOWN) {
1484 linker_error(prog,
1485 "geometry shader didn't declare primitive input type\n");
1486 return;
1487 }
1488 prog->Geom.InputType = linked_shader->Geom.InputType;
1489
1490 if (linked_shader->Geom.OutputType == PRIM_UNKNOWN) {
1491 linker_error(prog,
1492 "geometry shader didn't declare primitive output type\n");
1493 return;
1494 }
1495 prog->Geom.OutputType = linked_shader->Geom.OutputType;
1496
1497 if (linked_shader->Geom.VerticesOut == 0) {
1498 linker_error(prog,
1499 "geometry shader didn't declare max_vertices\n");
1500 return;
1501 }
1502 prog->Geom.VerticesOut = linked_shader->Geom.VerticesOut;
1503
1504 if (linked_shader->Geom.Invocations == 0)
1505 linked_shader->Geom.Invocations = 1;
1506
1507 prog->Geom.Invocations = linked_shader->Geom.Invocations;
1508 }
1509
1510
1511 /**
1512 * Perform cross-validation of compute shader local_size_{x,y,z} layout
1513 * qualifiers for the attached compute shaders, and propagate them to the
1514 * linked CS and linked shader program.
1515 */
1516 static void
1517 link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
1518 struct gl_shader *linked_shader,
1519 struct gl_shader **shader_list,
1520 unsigned num_shaders)
1521 {
1522 for (int i = 0; i < 3; i++)
1523 linked_shader->Comp.LocalSize[i] = 0;
1524
1525 /* This function is called for all shader stages, but it only has an effect
1526 * for compute shaders.
1527 */
1528 if (linked_shader->Stage != MESA_SHADER_COMPUTE)
1529 return;
1530
1531 /* From the ARB_compute_shader spec, in the section describing local size
1532 * declarations:
1533 *
1534 * If multiple compute shaders attached to a single program object
1535 * declare local work-group size, the declarations must be identical;
1536 * otherwise a link-time error results. Furthermore, if a program
1537 * object contains any compute shaders, at least one must contain an
1538 * input layout qualifier specifying the local work sizes of the
1539 * program, or a link-time error will occur.
1540 */
1541 for (unsigned sh = 0; sh < num_shaders; sh++) {
1542 struct gl_shader *shader = shader_list[sh];
1543
1544 if (shader->Comp.LocalSize[0] != 0) {
1545 if (linked_shader->Comp.LocalSize[0] != 0) {
1546 for (int i = 0; i < 3; i++) {
1547 if (linked_shader->Comp.LocalSize[i] !=
1548 shader->Comp.LocalSize[i]) {
1549 linker_error(prog, "compute shader defined with conflicting "
1550 "local sizes\n");
1551 return;
1552 }
1553 }
1554 }
1555 for (int i = 0; i < 3; i++)
1556 linked_shader->Comp.LocalSize[i] = shader->Comp.LocalSize[i];
1557 }
1558 }
1559
1560 /* Just do the intrastage -> interstage propagation right now,
1561 * since we already know we're in the right type of shader program
1562 * for doing it.
1563 */
1564 if (linked_shader->Comp.LocalSize[0] == 0) {
1565 linker_error(prog, "compute shader didn't declare local size\n");
1566 return;
1567 }
1568 for (int i = 0; i < 3; i++)
1569 prog->Comp.LocalSize[i] = linked_shader->Comp.LocalSize[i];
1570 }
1571
1572
1573 /**
1574 * Combine a group of shaders for a single stage to generate a linked shader
1575 *
1576 * \note
1577 * If this function is supplied a single shader, it is cloned, and the new
1578 * shader is returned.
1579 */
1580 static struct gl_shader *
1581 link_intrastage_shaders(void *mem_ctx,
1582 struct gl_context *ctx,
1583 struct gl_shader_program *prog,
1584 struct gl_shader **shader_list,
1585 unsigned num_shaders)
1586 {
1587 struct gl_uniform_block *uniform_blocks = NULL;
1588
1589 /* Check that global variables defined in multiple shaders are consistent.
1590 */
1591 cross_validate_globals(prog, shader_list, num_shaders, false);
1592 if (!prog->LinkStatus)
1593 return NULL;
1594
1595 /* Check that interface blocks defined in multiple shaders are consistent.
1596 */
1597 validate_intrastage_interface_blocks(prog, (const gl_shader **)shader_list,
1598 num_shaders);
1599 if (!prog->LinkStatus)
1600 return NULL;
1601
1602 /* Link up uniform blocks defined within this stage. */
1603 const unsigned num_uniform_blocks =
1604 link_uniform_blocks(mem_ctx, prog, shader_list, num_shaders,
1605 &uniform_blocks);
1606 if (!prog->LinkStatus)
1607 return NULL;
1608
1609 /* Check that there is only a single definition of each function signature
1610 * across all shaders.
1611 */
1612 for (unsigned i = 0; i < (num_shaders - 1); i++) {
1613 foreach_in_list(ir_instruction, node, shader_list[i]->ir) {
1614 ir_function *const f = node->as_function();
1615
1616 if (f == NULL)
1617 continue;
1618
1619 for (unsigned j = i + 1; j < num_shaders; j++) {
1620 ir_function *const other =
1621 shader_list[j]->symbols->get_function(f->name);
1622
1623 /* If the other shader has no function (and therefore no function
1624 * signatures) with the same name, skip to the next shader.
1625 */
1626 if (other == NULL)
1627 continue;
1628
1629 foreach_in_list(ir_function_signature, sig, &f->signatures) {
1630 if (!sig->is_defined || sig->is_builtin())
1631 continue;
1632
1633 ir_function_signature *other_sig =
1634 other->exact_matching_signature(NULL, &sig->parameters);
1635
1636 if ((other_sig != NULL) && other_sig->is_defined
1637 && !other_sig->is_builtin()) {
1638 linker_error(prog, "function `%s' is multiply defined\n",
1639 f->name);
1640 return NULL;
1641 }
1642 }
1643 }
1644 }
1645 }
1646
1647 /* Find the shader that defines main, and make a clone of it.
1648 *
1649 * Starting with the clone, search for undefined references. If one is
1650 * found, find the shader that defines it. Clone the reference and add
1651 * it to the shader. Repeat until there are no undefined references or
1652 * until a reference cannot be resolved.
1653 */
1654 gl_shader *main = NULL;
1655 for (unsigned i = 0; i < num_shaders; i++) {
1656 if (link_get_main_function_signature(shader_list[i]) != NULL) {
1657 main = shader_list[i];
1658 break;
1659 }
1660 }
1661
1662 if (main == NULL) {
1663 linker_error(prog, "%s shader lacks `main'\n",
1664 _mesa_shader_stage_to_string(shader_list[0]->Stage));
1665 return NULL;
1666 }
1667
1668 gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
1669 linked->ir = new(linked) exec_list;
1670 clone_ir_list(mem_ctx, linked->ir, main->ir);
1671
1672 linked->UniformBlocks = uniform_blocks;
1673 linked->NumUniformBlocks = num_uniform_blocks;
1674 ralloc_steal(linked, linked->UniformBlocks);
1675
1676 link_fs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
1677 link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
1678 link_cs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
1679
1680 populate_symbol_table(linked);
1681
1682 /* The pointer to the main function in the final linked shader (i.e., the
1683 * copy of the original shader that contained the main function).
1684 */
1685 ir_function_signature *const main_sig =
1686 link_get_main_function_signature(linked);
1687
1688 /* Move any instructions other than variable declarations or function
1689 * declarations into main.
1690 */
1691 exec_node *insertion_point =
1692 move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false,
1693 linked);
1694
1695 for (unsigned i = 0; i < num_shaders; i++) {
1696 if (shader_list[i] == main)
1697 continue;
1698
1699 insertion_point = move_non_declarations(shader_list[i]->ir,
1700 insertion_point, true, linked);
1701 }
1702
1703 /* Check if any shader needs built-in functions. */
1704 bool need_builtins = false;
1705 for (unsigned i = 0; i < num_shaders; i++) {
1706 if (shader_list[i]->uses_builtin_functions) {
1707 need_builtins = true;
1708 break;
1709 }
1710 }
1711
1712 bool ok;
1713 if (need_builtins) {
1714 /* Make a temporary array one larger than shader_list, which will hold
1715 * the built-in function shader as well.
1716 */
1717 gl_shader **linking_shaders = (gl_shader **)
1718 calloc(num_shaders + 1, sizeof(gl_shader *));
1719
1720 ok = linking_shaders != NULL;
1721
1722 if (ok) {
1723 memcpy(linking_shaders, shader_list, num_shaders * sizeof(gl_shader *));
1724 linking_shaders[num_shaders] = _mesa_glsl_get_builtin_function_shader();
1725
1726 ok = link_function_calls(prog, linked, linking_shaders, num_shaders + 1);
1727
1728 free(linking_shaders);
1729 } else {
1730 _mesa_error_no_memory(__func__);
1731 }
1732 } else {
1733 ok = link_function_calls(prog, linked, shader_list, num_shaders);
1734 }
1735
1736
1737 if (!ok) {
1738 ctx->Driver.DeleteShader(ctx, linked);
1739 return NULL;
1740 }
1741
1742 /* At this point linked should contain all of the linked IR, so
1743 * validate it to make sure nothing went wrong.
1744 */
1745 validate_ir_tree(linked->ir);
1746
1747 /* Set the size of geometry shader input arrays */
1748 if (linked->Stage == MESA_SHADER_GEOMETRY) {
1749 unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
1750 geom_array_resize_visitor input_resize_visitor(num_vertices, prog);
1751 foreach_in_list(ir_instruction, ir, linked->ir) {
1752 ir->accept(&input_resize_visitor);
1753 }
1754 }
1755
1756 if (ctx->Const.VertexID_is_zero_based)
1757 lower_vertex_id(linked);
1758
1759 /* Make a pass over all variable declarations to ensure that arrays with
1760 * unspecified sizes have a size specified. The size is inferred from the
1761 * max_array_access field.
1762 */
1763 array_sizing_visitor v;
1764 v.run(linked->ir);
1765 v.fixup_unnamed_interface_types();
1766
1767 return linked;
1768 }
1769
1770 /**
1771 * Update the sizes of linked shader uniform arrays to the maximum
1772 * array index used.
1773 *
1774 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
1775 *
1776 * If one or more elements of an array are active,
1777 * GetActiveUniform will return the name of the array in name,
1778 * subject to the restrictions listed above. The type of the array
1779 * is returned in type. The size parameter contains the highest
1780 * array element index used, plus one. The compiler or linker
1781 * determines the highest index used. There will be only one
1782 * active uniform reported by the GL per uniform array.
1783
1784 */
1785 static void
1786 update_array_sizes(struct gl_shader_program *prog)
1787 {
1788 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1789 if (prog->_LinkedShaders[i] == NULL)
1790 continue;
1791
1792 foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
1793 ir_variable *const var = node->as_variable();
1794
1795 if ((var == NULL) || (var->data.mode != ir_var_uniform) ||
1796 !var->type->is_array())
1797 continue;
1798
1799 /* GL_ARB_uniform_buffer_object says that std140 uniforms
1800 * will not be eliminated. Since we always do std140, just
1801 * don't resize arrays in UBOs.
1802 *
1803 * Atomic counters are supposed to get deterministic
1804 * locations assigned based on the declaration ordering and
1805 * sizes, array compaction would mess that up.
1806 */
1807 if (var->is_in_uniform_block() || var->type->contains_atomic())
1808 continue;
1809
1810 unsigned int size = var->data.max_array_access;
1811 for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
1812 if (prog->_LinkedShaders[j] == NULL)
1813 continue;
1814
1815 foreach_in_list(ir_instruction, node2, prog->_LinkedShaders[j]->ir) {
1816 ir_variable *other_var = node2->as_variable();
1817 if (!other_var)
1818 continue;
1819
1820 if (strcmp(var->name, other_var->name) == 0 &&
1821 other_var->data.max_array_access > size) {
1822 size = other_var->data.max_array_access;
1823 }
1824 }
1825 }
1826
1827 if (size + 1 != var->type->length) {
1828 /* If this is a built-in uniform (i.e., it's backed by some
1829 * fixed-function state), adjust the number of state slots to
1830 * match the new array size. The number of slots per array entry
1831 * is not known. It seems safe to assume that the total number of
1832 * slots is an integer multiple of the number of array elements.
1833 * Determine the number of slots per array element by dividing by
1834 * the old (total) size.
1835 */
1836 const unsigned num_slots = var->get_num_state_slots();
1837 if (num_slots > 0) {
1838 var->set_num_state_slots((size + 1)
1839 * (num_slots / var->type->length));
1840 }
1841
1842 var->type = glsl_type::get_array_instance(var->type->fields.array,
1843 size + 1);
1844 /* FINISHME: We should update the types of array
1845 * dereferences of this variable now.
1846 */
1847 }
1848 }
1849 }
1850 }
1851
1852 /**
1853 * Find a contiguous set of available bits in a bitmask.
1854 *
1855 * \param used_mask Bits representing used (1) and unused (0) locations
1856 * \param needed_count Number of contiguous bits needed.
1857 *
1858 * \return
1859 * Base location of the available bits on success or -1 on failure.
1860 */
1861 int
1862 find_available_slots(unsigned used_mask, unsigned needed_count)
1863 {
1864 unsigned needed_mask = (1 << needed_count) - 1;
1865 const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count;
1866
1867 /* The comparison to 32 is redundant, but without it GCC emits "warning:
1868 * cannot optimize possibly infinite loops" for the loop below.
1869 */
1870 if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32))
1871 return -1;
1872
1873 for (int i = 0; i <= max_bit_to_test; i++) {
1874 if ((needed_mask & ~used_mask) == needed_mask)
1875 return i;
1876
1877 needed_mask <<= 1;
1878 }
1879
1880 return -1;
1881 }
1882
1883
1884 /**
1885 * Assign locations for either VS inputs or FS outputs
1886 *
1887 * \param prog Shader program whose variables need locations assigned
1888 * \param target_index Selector for the program target to receive location
1889 * assignmnets. Must be either \c MESA_SHADER_VERTEX or
1890 * \c MESA_SHADER_FRAGMENT.
1891 * \param max_index Maximum number of generic locations. This corresponds
1892 * to either the maximum number of draw buffers or the
1893 * maximum number of generic attributes.
1894 *
1895 * \return
1896 * If locations are successfully assigned, true is returned. Otherwise an
1897 * error is emitted to the shader link log and false is returned.
1898 */
1899 bool
1900 assign_attribute_or_color_locations(gl_shader_program *prog,
1901 unsigned target_index,
1902 unsigned max_index)
1903 {
1904 /* Mark invalid locations as being used.
1905 */
1906 unsigned used_locations = (max_index >= 32)
1907 ? ~0 : ~((1 << max_index) - 1);
1908
1909 assert((target_index == MESA_SHADER_VERTEX)
1910 || (target_index == MESA_SHADER_FRAGMENT));
1911
1912 gl_shader *const sh = prog->_LinkedShaders[target_index];
1913 if (sh == NULL)
1914 return true;
1915
1916 /* Operate in a total of four passes.
1917 *
1918 * 1. Invalidate the location assignments for all vertex shader inputs.
1919 *
1920 * 2. Assign locations for inputs that have user-defined (via
1921 * glBindVertexAttribLocation) locations and outputs that have
1922 * user-defined locations (via glBindFragDataLocation).
1923 *
1924 * 3. Sort the attributes without assigned locations by number of slots
1925 * required in decreasing order. Fragmentation caused by attribute
1926 * locations assigned by the application may prevent large attributes
1927 * from having enough contiguous space.
1928 *
1929 * 4. Assign locations to any inputs without assigned locations.
1930 */
1931
1932 const int generic_base = (target_index == MESA_SHADER_VERTEX)
1933 ? (int) VERT_ATTRIB_GENERIC0 : (int) FRAG_RESULT_DATA0;
1934
1935 const enum ir_variable_mode direction =
1936 (target_index == MESA_SHADER_VERTEX)
1937 ? ir_var_shader_in : ir_var_shader_out;
1938
1939
1940 /* Temporary storage for the set of attributes that need locations assigned.
1941 */
1942 struct temp_attr {
1943 unsigned slots;
1944 ir_variable *var;
1945
1946 /* Used below in the call to qsort. */
1947 static int compare(const void *a, const void *b)
1948 {
1949 const temp_attr *const l = (const temp_attr *) a;
1950 const temp_attr *const r = (const temp_attr *) b;
1951
1952 /* Reversed because we want a descending order sort below. */
1953 return r->slots - l->slots;
1954 }
1955 } to_assign[16];
1956
1957 unsigned num_attr = 0;
1958
1959 foreach_in_list(ir_instruction, node, sh->ir) {
1960 ir_variable *const var = node->as_variable();
1961
1962 if ((var == NULL) || (var->data.mode != (unsigned) direction))
1963 continue;
1964
1965 if (var->data.explicit_location) {
1966 if ((var->data.location >= (int)(max_index + generic_base))
1967 || (var->data.location < 0)) {
1968 linker_error(prog,
1969 "invalid explicit location %d specified for `%s'\n",
1970 (var->data.location < 0)
1971 ? var->data.location
1972 : var->data.location - generic_base,
1973 var->name);
1974 return false;
1975 }
1976 } else if (target_index == MESA_SHADER_VERTEX) {
1977 unsigned binding;
1978
1979 if (prog->AttributeBindings->get(binding, var->name)) {
1980 assert(binding >= VERT_ATTRIB_GENERIC0);
1981 var->data.location = binding;
1982 var->data.is_unmatched_generic_inout = 0;
1983 }
1984 } else if (target_index == MESA_SHADER_FRAGMENT) {
1985 unsigned binding;
1986 unsigned index;
1987
1988 if (prog->FragDataBindings->get(binding, var->name)) {
1989 assert(binding >= FRAG_RESULT_DATA0);
1990 var->data.location = binding;
1991 var->data.is_unmatched_generic_inout = 0;
1992
1993 if (prog->FragDataIndexBindings->get(index, var->name)) {
1994 var->data.index = index;
1995 }
1996 }
1997 }
1998
1999 /* If the variable is not a built-in and has a location statically
2000 * assigned in the shader (presumably via a layout qualifier), make sure
2001 * that it doesn't collide with other assigned locations. Otherwise,
2002 * add it to the list of variables that need linker-assigned locations.
2003 */
2004 const unsigned slots = var->type->count_attribute_slots();
2005 if (var->data.location != -1) {
2006 if (var->data.location >= generic_base && var->data.index < 1) {
2007 /* From page 61 of the OpenGL 4.0 spec:
2008 *
2009 * "LinkProgram will fail if the attribute bindings assigned
2010 * by BindAttribLocation do not leave not enough space to
2011 * assign a location for an active matrix attribute or an
2012 * active attribute array, both of which require multiple
2013 * contiguous generic attributes."
2014 *
2015 * I think above text prohibits the aliasing of explicit and
2016 * automatic assignments. But, aliasing is allowed in manual
2017 * assignments of attribute locations. See below comments for
2018 * the details.
2019 *
2020 * From OpenGL 4.0 spec, page 61:
2021 *
2022 * "It is possible for an application to bind more than one
2023 * attribute name to the same location. This is referred to as
2024 * aliasing. This will only work if only one of the aliased
2025 * attributes is active in the executable program, or if no
2026 * path through the shader consumes more than one attribute of
2027 * a set of attributes aliased to the same location. A link
2028 * error can occur if the linker determines that every path
2029 * through the shader consumes multiple aliased attributes,
2030 * but implementations are not required to generate an error
2031 * in this case."
2032 *
2033 * From GLSL 4.30 spec, page 54:
2034 *
2035 * "A program will fail to link if any two non-vertex shader
2036 * input variables are assigned to the same location. For
2037 * vertex shaders, multiple input variables may be assigned
2038 * to the same location using either layout qualifiers or via
2039 * the OpenGL API. However, such aliasing is intended only to
2040 * support vertex shaders where each execution path accesses
2041 * at most one input per each location. Implementations are
2042 * permitted, but not required, to generate link-time errors
2043 * if they detect that every path through the vertex shader
2044 * executable accesses multiple inputs assigned to any single
2045 * location. For all shader types, a program will fail to link
2046 * if explicit location assignments leave the linker unable
2047 * to find space for other variables without explicit
2048 * assignments."
2049 *
2050 * From OpenGL ES 3.0 spec, page 56:
2051 *
2052 * "Binding more than one attribute name to the same location
2053 * is referred to as aliasing, and is not permitted in OpenGL
2054 * ES Shading Language 3.00 vertex shaders. LinkProgram will
2055 * fail when this condition exists. However, aliasing is
2056 * possible in OpenGL ES Shading Language 1.00 vertex shaders.
2057 * This will only work if only one of the aliased attributes
2058 * is active in the executable program, or if no path through
2059 * the shader consumes more than one attribute of a set of
2060 * attributes aliased to the same location. A link error can
2061 * occur if the linker determines that every path through the
2062 * shader consumes multiple aliased attributes, but implemen-
2063 * tations are not required to generate an error in this case."
2064 *
2065 * After looking at above references from OpenGL, OpenGL ES and
2066 * GLSL specifications, we allow aliasing of vertex input variables
2067 * in: OpenGL 2.0 (and above) and OpenGL ES 2.0.
2068 *
2069 * NOTE: This is not required by the spec but its worth mentioning
2070 * here that we're not doing anything to make sure that no path
2071 * through the vertex shader executable accesses multiple inputs
2072 * assigned to any single location.
2073 */
2074
2075 /* Mask representing the contiguous slots that will be used by
2076 * this attribute.
2077 */
2078 const unsigned attr = var->data.location - generic_base;
2079 const unsigned use_mask = (1 << slots) - 1;
2080 const char *const string = (target_index == MESA_SHADER_VERTEX)
2081 ? "vertex shader input" : "fragment shader output";
2082
2083 /* Generate a link error if the requested locations for this
2084 * attribute exceed the maximum allowed attribute location.
2085 */
2086 if (attr + slots > max_index) {
2087 linker_error(prog,
2088 "insufficient contiguous locations "
2089 "available for %s `%s' %d %d %d\n", string,
2090 var->name, used_locations, use_mask, attr);
2091 return false;
2092 }
2093
2094 /* Generate a link error if the set of bits requested for this
2095 * attribute overlaps any previously allocated bits.
2096 */
2097 if ((~(use_mask << attr) & used_locations) != used_locations) {
2098 if (target_index == MESA_SHADER_FRAGMENT ||
2099 (prog->IsES && prog->Version >= 300)) {
2100 linker_error(prog,
2101 "overlapping location is assigned "
2102 "to %s `%s' %d %d %d\n", string,
2103 var->name, used_locations, use_mask, attr);
2104 return false;
2105 } else {
2106 linker_warning(prog,
2107 "overlapping location is assigned "
2108 "to %s `%s' %d %d %d\n", string,
2109 var->name, used_locations, use_mask, attr);
2110 }
2111 }
2112
2113 used_locations |= (use_mask << attr);
2114 }
2115
2116 continue;
2117 }
2118
2119 to_assign[num_attr].slots = slots;
2120 to_assign[num_attr].var = var;
2121 num_attr++;
2122 }
2123
2124 /* If all of the attributes were assigned locations by the application (or
2125 * are built-in attributes with fixed locations), return early. This should
2126 * be the common case.
2127 */
2128 if (num_attr == 0)
2129 return true;
2130
2131 qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
2132
2133 if (target_index == MESA_SHADER_VERTEX) {
2134 /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can
2135 * only be explicitly assigned by via glBindAttribLocation. Mark it as
2136 * reserved to prevent it from being automatically allocated below.
2137 */
2138 find_deref_visitor find("gl_Vertex");
2139 find.run(sh->ir);
2140 if (find.variable_found())
2141 used_locations |= (1 << 0);
2142 }
2143
2144 for (unsigned i = 0; i < num_attr; i++) {
2145 /* Mask representing the contiguous slots that will be used by this
2146 * attribute.
2147 */
2148 const unsigned use_mask = (1 << to_assign[i].slots) - 1;
2149
2150 int location = find_available_slots(used_locations, to_assign[i].slots);
2151
2152 if (location < 0) {
2153 const char *const string = (target_index == MESA_SHADER_VERTEX)
2154 ? "vertex shader input" : "fragment shader output";
2155
2156 linker_error(prog,
2157 "insufficient contiguous locations "
2158 "available for %s `%s'\n",
2159 string, to_assign[i].var->name);
2160 return false;
2161 }
2162
2163 to_assign[i].var->data.location = generic_base + location;
2164 to_assign[i].var->data.is_unmatched_generic_inout = 0;
2165 used_locations |= (use_mask << location);
2166 }
2167
2168 return true;
2169 }
2170
2171
2172 /**
2173 * Demote shader inputs and outputs that are not used in other stages
2174 */
2175 void
2176 demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
2177 {
2178 foreach_in_list(ir_instruction, node, sh->ir) {
2179 ir_variable *const var = node->as_variable();
2180
2181 if ((var == NULL) || (var->data.mode != int(mode)))
2182 continue;
2183
2184 /* A shader 'in' or 'out' variable is only really an input or output if
2185 * its value is used by other shader stages. This will cause the variable
2186 * to have a location assigned.
2187 */
2188 if (var->data.is_unmatched_generic_inout) {
2189 assert(var->data.mode != ir_var_temporary);
2190 var->data.mode = ir_var_auto;
2191 }
2192 }
2193 }
2194
2195
2196 /**
2197 * Store the gl_FragDepth layout in the gl_shader_program struct.
2198 */
2199 static void
2200 store_fragdepth_layout(struct gl_shader_program *prog)
2201 {
2202 if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
2203 return;
2204 }
2205
2206 struct exec_list *ir = prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir;
2207
2208 /* We don't look up the gl_FragDepth symbol directly because if
2209 * gl_FragDepth is not used in the shader, it's removed from the IR.
2210 * However, the symbol won't be removed from the symbol table.
2211 *
2212 * We're only interested in the cases where the variable is NOT removed
2213 * from the IR.
2214 */
2215 foreach_in_list(ir_instruction, node, ir) {
2216 ir_variable *const var = node->as_variable();
2217
2218 if (var == NULL || var->data.mode != ir_var_shader_out) {
2219 continue;
2220 }
2221
2222 if (strcmp(var->name, "gl_FragDepth") == 0) {
2223 switch (var->data.depth_layout) {
2224 case ir_depth_layout_none:
2225 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_NONE;
2226 return;
2227 case ir_depth_layout_any:
2228 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_ANY;
2229 return;
2230 case ir_depth_layout_greater:
2231 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_GREATER;
2232 return;
2233 case ir_depth_layout_less:
2234 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_LESS;
2235 return;
2236 case ir_depth_layout_unchanged:
2237 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_UNCHANGED;
2238 return;
2239 default:
2240 assert(0);
2241 return;
2242 }
2243 }
2244 }
2245 }
2246
2247 /**
2248 * Validate the resources used by a program versus the implementation limits
2249 */
2250 static void
2251 check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
2252 {
2253 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
2254 struct gl_shader *sh = prog->_LinkedShaders[i];
2255
2256 if (sh == NULL)
2257 continue;
2258
2259 if (sh->num_samplers > ctx->Const.Program[i].MaxTextureImageUnits) {
2260 linker_error(prog, "Too many %s shader texture samplers\n",
2261 _mesa_shader_stage_to_string(i));
2262 }
2263
2264 if (sh->num_uniform_components >
2265 ctx->Const.Program[i].MaxUniformComponents) {
2266 if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
2267 linker_warning(prog, "Too many %s shader default uniform block "
2268 "components, but the driver will try to optimize "
2269 "them out; this is non-portable out-of-spec "
2270 "behavior\n",
2271 _mesa_shader_stage_to_string(i));
2272 } else {
2273 linker_error(prog, "Too many %s shader default uniform block "
2274 "components\n",
2275 _mesa_shader_stage_to_string(i));
2276 }
2277 }
2278
2279 if (sh->num_combined_uniform_components >
2280 ctx->Const.Program[i].MaxCombinedUniformComponents) {
2281 if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
2282 linker_warning(prog, "Too many %s shader uniform components, "
2283 "but the driver will try to optimize them out; "
2284 "this is non-portable out-of-spec behavior\n",
2285 _mesa_shader_stage_to_string(i));
2286 } else {
2287 linker_error(prog, "Too many %s shader uniform components\n",
2288 _mesa_shader_stage_to_string(i));
2289 }
2290 }
2291 }
2292
2293 unsigned blocks[MESA_SHADER_STAGES] = {0};
2294 unsigned total_uniform_blocks = 0;
2295
2296 for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
2297 for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
2298 if (prog->UniformBlockStageIndex[j][i] != -1) {
2299 blocks[j]++;
2300 total_uniform_blocks++;
2301 }
2302 }
2303
2304 if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
2305 linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
2306 prog->NumUniformBlocks,
2307 ctx->Const.MaxCombinedUniformBlocks);
2308 } else {
2309 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
2310 const unsigned max_uniform_blocks =
2311 ctx->Const.Program[i].MaxUniformBlocks;
2312 if (blocks[i] > max_uniform_blocks) {
2313 linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
2314 _mesa_shader_stage_to_string(i),
2315 blocks[i],
2316 max_uniform_blocks);
2317 break;
2318 }
2319 }
2320 }
2321 }
2322 }
2323
2324 /**
2325 * Validate shader image resources.
2326 */
2327 static void
2328 check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
2329 {
2330 unsigned total_image_units = 0;
2331 unsigned fragment_outputs = 0;
2332
2333 if (!ctx->Extensions.ARB_shader_image_load_store)
2334 return;
2335
2336 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
2337 struct gl_shader *sh = prog->_LinkedShaders[i];
2338
2339 if (sh) {
2340 if (sh->NumImages > ctx->Const.Program[i].MaxImageUniforms)
2341 linker_error(prog, "Too many %s shader image uniforms\n",
2342 _mesa_shader_stage_to_string(i));
2343
2344 total_image_units += sh->NumImages;
2345
2346 if (i == MESA_SHADER_FRAGMENT) {
2347 foreach_in_list(ir_instruction, node, sh->ir) {
2348 ir_variable *var = node->as_variable();
2349 if (var && var->data.mode == ir_var_shader_out)
2350 fragment_outputs += var->type->count_attribute_slots();
2351 }
2352 }
2353 }
2354 }
2355
2356 if (total_image_units > ctx->Const.MaxCombinedImageUniforms)
2357 linker_error(prog, "Too many combined image uniforms\n");
2358
2359 if (total_image_units + fragment_outputs >
2360 ctx->Const.MaxCombinedImageUnitsAndFragmentOutputs)
2361 linker_error(prog, "Too many combined image uniforms and fragment outputs\n");
2362 }
2363
2364
2365 /**
2366 * Initializes explicit location slots to INACTIVE_UNIFORM_EXPLICIT_LOCATION
2367 * for a variable, checks for overlaps between other uniforms using explicit
2368 * locations.
2369 */
2370 static bool
2371 reserve_explicit_locations(struct gl_shader_program *prog,
2372 string_to_uint_map *map, ir_variable *var)
2373 {
2374 unsigned slots = var->type->uniform_locations();
2375 unsigned max_loc = var->data.location + slots - 1;
2376
2377 /* Resize remap table if locations do not fit in the current one. */
2378 if (max_loc + 1 > prog->NumUniformRemapTable) {
2379 prog->UniformRemapTable =
2380 reralloc(prog, prog->UniformRemapTable,
2381 gl_uniform_storage *,
2382 max_loc + 1);
2383
2384 if (!prog->UniformRemapTable) {
2385 linker_error(prog, "Out of memory during linking.\n");
2386 return false;
2387 }
2388
2389 /* Initialize allocated space. */
2390 for (unsigned i = prog->NumUniformRemapTable; i < max_loc + 1; i++)
2391 prog->UniformRemapTable[i] = NULL;
2392
2393 prog->NumUniformRemapTable = max_loc + 1;
2394 }
2395
2396 for (unsigned i = 0; i < slots; i++) {
2397 unsigned loc = var->data.location + i;
2398
2399 /* Check if location is already used. */
2400 if (prog->UniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
2401
2402 /* Possibly same uniform from a different stage, this is ok. */
2403 unsigned hash_loc;
2404 if (map->get(hash_loc, var->name) && hash_loc == loc - i)
2405 continue;
2406
2407 /* ARB_explicit_uniform_location specification states:
2408 *
2409 * "No two default-block uniform variables in the program can have
2410 * the same location, even if they are unused, otherwise a compiler
2411 * or linker error will be generated."
2412 */
2413 linker_error(prog,
2414 "location qualifier for uniform %s overlaps "
2415 "previously used location\n",
2416 var->name);
2417 return false;
2418 }
2419
2420 /* Initialize location as inactive before optimization
2421 * rounds and location assignment.
2422 */
2423 prog->UniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
2424 }
2425
2426 /* Note, base location used for arrays. */
2427 map->put(var->data.location, var->name);
2428
2429 return true;
2430 }
2431
2432 /**
2433 * Check and reserve all explicit uniform locations, called before
2434 * any optimizations happen to handle also inactive uniforms and
2435 * inactive array elements that may get trimmed away.
2436 */
2437 static void
2438 check_explicit_uniform_locations(struct gl_context *ctx,
2439 struct gl_shader_program *prog)
2440 {
2441 if (!ctx->Extensions.ARB_explicit_uniform_location)
2442 return;
2443
2444 /* This map is used to detect if overlapping explicit locations
2445 * occur with the same uniform (from different stage) or a different one.
2446 */
2447 string_to_uint_map *uniform_map = new string_to_uint_map;
2448
2449 if (!uniform_map) {
2450 linker_error(prog, "Out of memory during linking.\n");
2451 return;
2452 }
2453
2454 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
2455 struct gl_shader *sh = prog->_LinkedShaders[i];
2456
2457 if (!sh)
2458 continue;
2459
2460 foreach_in_list(ir_instruction, node, sh->ir) {
2461 ir_variable *var = node->as_variable();
2462 if ((var && var->data.mode == ir_var_uniform) &&
2463 var->data.explicit_location) {
2464 if (!reserve_explicit_locations(prog, uniform_map, var)) {
2465 delete uniform_map;
2466 return;
2467 }
2468 }
2469 }
2470 }
2471
2472 delete uniform_map;
2473 }
2474
2475 void
2476 link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
2477 {
2478 tfeedback_decl *tfeedback_decls = NULL;
2479 unsigned num_tfeedback_decls = prog->TransformFeedback.NumVarying;
2480
2481 void *mem_ctx = ralloc_context(NULL); // temporary linker context
2482
2483 prog->LinkStatus = true; /* All error paths will set this to false */
2484 prog->Validated = false;
2485 prog->_Used = false;
2486
2487 prog->ARB_fragment_coord_conventions_enable = false;
2488
2489 /* Separate the shaders into groups based on their type.
2490 */
2491 struct gl_shader **shader_list[MESA_SHADER_STAGES];
2492 unsigned num_shaders[MESA_SHADER_STAGES];
2493
2494 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
2495 shader_list[i] = (struct gl_shader **)
2496 calloc(prog->NumShaders, sizeof(struct gl_shader *));
2497 num_shaders[i] = 0;
2498 }
2499
2500 unsigned min_version = UINT_MAX;
2501 unsigned max_version = 0;
2502 const bool is_es_prog =
2503 (prog->NumShaders > 0 && prog->Shaders[0]->IsES) ? true : false;
2504 for (unsigned i = 0; i < prog->NumShaders; i++) {
2505 min_version = MIN2(min_version, prog->Shaders[i]->Version);
2506 max_version = MAX2(max_version, prog->Shaders[i]->Version);
2507
2508 if (prog->Shaders[i]->IsES != is_es_prog) {
2509 linker_error(prog, "all shaders must use same shading "
2510 "language version\n");
2511 goto done;
2512 }
2513
2514 prog->ARB_fragment_coord_conventions_enable |=
2515 prog->Shaders[i]->ARB_fragment_coord_conventions_enable;
2516
2517 gl_shader_stage shader_type = prog->Shaders[i]->Stage;
2518 shader_list[shader_type][num_shaders[shader_type]] = prog->Shaders[i];
2519 num_shaders[shader_type]++;
2520 }
2521
2522 /* In desktop GLSL, different shader versions may be linked together. In
2523 * GLSL ES, all shader versions must be the same.
2524 */
2525 if (is_es_prog && min_version != max_version) {
2526 linker_error(prog, "all shaders must use same shading "
2527 "language version\n");
2528 goto done;
2529 }
2530
2531 prog->Version = max_version;
2532 prog->IsES = is_es_prog;
2533
2534 /* Geometry shaders have to be linked with vertex shaders.
2535 */
2536 if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
2537 num_shaders[MESA_SHADER_VERTEX] == 0 &&
2538 !prog->SeparateShader) {
2539 linker_error(prog, "Geometry shader must be linked with "
2540 "vertex shader\n");
2541 goto done;
2542 }
2543
2544 /* Compute shaders have additional restrictions. */
2545 if (num_shaders[MESA_SHADER_COMPUTE] > 0 &&
2546 num_shaders[MESA_SHADER_COMPUTE] != prog->NumShaders) {
2547 linker_error(prog, "Compute shaders may not be linked with any other "
2548 "type of shader\n");
2549 }
2550
2551 for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
2552 if (prog->_LinkedShaders[i] != NULL)
2553 ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
2554
2555 prog->_LinkedShaders[i] = NULL;
2556 }
2557
2558 /* Link all shaders for a particular stage and validate the result.
2559 */
2560 for (int stage = 0; stage < MESA_SHADER_STAGES; stage++) {
2561 if (num_shaders[stage] > 0) {
2562 gl_shader *const sh =
2563 link_intrastage_shaders(mem_ctx, ctx, prog, shader_list[stage],
2564 num_shaders[stage]);
2565
2566 if (!prog->LinkStatus)
2567 goto done;
2568
2569 switch (stage) {
2570 case MESA_SHADER_VERTEX:
2571 validate_vertex_shader_executable(prog, sh);
2572 break;
2573 case MESA_SHADER_GEOMETRY:
2574 validate_geometry_shader_executable(prog, sh);
2575 break;
2576 case MESA_SHADER_FRAGMENT:
2577 validate_fragment_shader_executable(prog, sh);
2578 break;
2579 }
2580 if (!prog->LinkStatus)
2581 goto done;
2582
2583 _mesa_reference_shader(ctx, &prog->_LinkedShaders[stage], sh);
2584 }
2585 }
2586
2587 if (num_shaders[MESA_SHADER_GEOMETRY] > 0)
2588 prog->LastClipDistanceArraySize = prog->Geom.ClipDistanceArraySize;
2589 else if (num_shaders[MESA_SHADER_VERTEX] > 0)
2590 prog->LastClipDistanceArraySize = prog->Vert.ClipDistanceArraySize;
2591 else
2592 prog->LastClipDistanceArraySize = 0; /* Not used */
2593
2594 /* Here begins the inter-stage linking phase. Some initial validation is
2595 * performed, then locations are assigned for uniforms, attributes, and
2596 * varyings.
2597 */
2598 cross_validate_uniforms(prog);
2599 if (!prog->LinkStatus)
2600 goto done;
2601
2602 unsigned prev;
2603
2604 for (prev = 0; prev <= MESA_SHADER_FRAGMENT; prev++) {
2605 if (prog->_LinkedShaders[prev] != NULL)
2606 break;
2607 }
2608
2609 check_explicit_uniform_locations(ctx, prog);
2610 if (!prog->LinkStatus)
2611 goto done;
2612
2613 /* Validate the inputs of each stage with the output of the preceding
2614 * stage.
2615 */
2616 for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) {
2617 if (prog->_LinkedShaders[i] == NULL)
2618 continue;
2619
2620 validate_interstage_inout_blocks(prog, prog->_LinkedShaders[prev],
2621 prog->_LinkedShaders[i]);
2622 if (!prog->LinkStatus)
2623 goto done;
2624
2625 cross_validate_outputs_to_inputs(prog,
2626 prog->_LinkedShaders[prev],
2627 prog->_LinkedShaders[i]);
2628 if (!prog->LinkStatus)
2629 goto done;
2630
2631 prev = i;
2632 }
2633
2634 /* Cross-validate uniform blocks between shader stages */
2635 validate_interstage_uniform_blocks(prog, prog->_LinkedShaders,
2636 MESA_SHADER_STAGES);
2637 if (!prog->LinkStatus)
2638 goto done;
2639
2640 for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
2641 if (prog->_LinkedShaders[i] != NULL)
2642 lower_named_interface_blocks(mem_ctx, prog->_LinkedShaders[i]);
2643 }
2644
2645 /* Implement the GLSL 1.30+ rule for discard vs infinite loops Do
2646 * it before optimization because we want most of the checks to get
2647 * dropped thanks to constant propagation.
2648 *
2649 * This rule also applies to GLSL ES 3.00.
2650 */
2651 if (max_version >= (is_es_prog ? 300 : 130)) {
2652 struct gl_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
2653 if (sh) {
2654 lower_discard_flow(sh->ir);
2655 }
2656 }
2657
2658 if (!interstage_cross_validate_uniform_blocks(prog))
2659 goto done;
2660
2661 /* Do common optimization before assigning storage for attributes,
2662 * uniforms, and varyings. Later optimization could possibly make
2663 * some of that unused.
2664 */
2665 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
2666 if (prog->_LinkedShaders[i] == NULL)
2667 continue;
2668
2669 detect_recursion_linked(prog, prog->_LinkedShaders[i]->ir);
2670 if (!prog->LinkStatus)
2671 goto done;
2672
2673 if (ctx->Const.ShaderCompilerOptions[i].LowerClipDistance) {
2674 lower_clip_distance(prog->_LinkedShaders[i]);
2675 }
2676
2677 while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
2678 &ctx->Const.ShaderCompilerOptions[i],
2679 ctx->Const.NativeIntegers))
2680 ;
2681
2682 lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir);
2683 }
2684
2685 /* Check and validate stream emissions in geometry shaders */
2686 validate_geometry_shader_emissions(ctx, prog);
2687
2688 /* Mark all generic shader inputs and outputs as unpaired. */
2689 for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
2690 if (prog->_LinkedShaders[i] != NULL) {
2691 link_invalidate_variable_locations(prog->_LinkedShaders[i]->ir);
2692 }
2693 }
2694
2695 /* FINISHME: The value of the max_attribute_index parameter is
2696 * FINISHME: implementation dependent based on the value of
2697 * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
2698 * FINISHME: at least 16, so hardcode 16 for now.
2699 */
2700 if (!assign_attribute_or_color_locations(prog, MESA_SHADER_VERTEX, 16)) {
2701 goto done;
2702 }
2703
2704 if (!assign_attribute_or_color_locations(prog, MESA_SHADER_FRAGMENT, MAX2(ctx->Const.MaxDrawBuffers, ctx->Const.MaxDualSourceDrawBuffers))) {
2705 goto done;
2706 }
2707
2708 unsigned first;
2709 for (first = 0; first <= MESA_SHADER_FRAGMENT; first++) {
2710 if (prog->_LinkedShaders[first] != NULL)
2711 break;
2712 }
2713
2714 if (num_tfeedback_decls != 0) {
2715 /* From GL_EXT_transform_feedback:
2716 * A program will fail to link if:
2717 *
2718 * * the <count> specified by TransformFeedbackVaryingsEXT is
2719 * non-zero, but the program object has no vertex or geometry
2720 * shader;
2721 */
2722 if (first == MESA_SHADER_FRAGMENT) {
2723 linker_error(prog, "Transform feedback varyings specified, but "
2724 "no vertex or geometry shader is present.\n");
2725 goto done;
2726 }
2727
2728 tfeedback_decls = ralloc_array(mem_ctx, tfeedback_decl,
2729 prog->TransformFeedback.NumVarying);
2730 if (!parse_tfeedback_decls(ctx, prog, mem_ctx, num_tfeedback_decls,
2731 prog->TransformFeedback.VaryingNames,
2732 tfeedback_decls))
2733 goto done;
2734 }
2735
2736 /* Linking the stages in the opposite order (from fragment to vertex)
2737 * ensures that inter-shader outputs written to in an earlier stage are
2738 * eliminated if they are (transitively) not used in a later stage.
2739 */
2740 int last, next;
2741 for (last = MESA_SHADER_FRAGMENT; last >= 0; last--) {
2742 if (prog->_LinkedShaders[last] != NULL)
2743 break;
2744 }
2745
2746 if (last >= 0 && last < MESA_SHADER_FRAGMENT) {
2747 gl_shader *const sh = prog->_LinkedShaders[last];
2748
2749 if (num_tfeedback_decls != 0 || prog->SeparateShader) {
2750 /* There was no fragment shader, but we still have to assign varying
2751 * locations for use by transform feedback.
2752 */
2753 if (!assign_varying_locations(ctx, mem_ctx, prog,
2754 sh, NULL,
2755 num_tfeedback_decls, tfeedback_decls,
2756 0))
2757 goto done;
2758 }
2759
2760 do_dead_builtin_varyings(ctx, sh, NULL,
2761 num_tfeedback_decls, tfeedback_decls);
2762
2763 if (!prog->SeparateShader)
2764 demote_shader_inputs_and_outputs(sh, ir_var_shader_out);
2765
2766 /* Eliminate code that is now dead due to unused outputs being demoted.
2767 */
2768 while (do_dead_code(sh->ir, false))
2769 ;
2770 }
2771 else if (first == MESA_SHADER_FRAGMENT) {
2772 /* If the program only contains a fragment shader...
2773 */
2774 gl_shader *const sh = prog->_LinkedShaders[first];
2775
2776 do_dead_builtin_varyings(ctx, NULL, sh,
2777 num_tfeedback_decls, tfeedback_decls);
2778
2779 if (prog->SeparateShader) {
2780 if (!assign_varying_locations(ctx, mem_ctx, prog,
2781 NULL /* producer */,
2782 sh /* consumer */,
2783 0 /* num_tfeedback_decls */,
2784 NULL /* tfeedback_decls */,
2785 0 /* gs_input_vertices */))
2786 goto done;
2787 } else
2788 demote_shader_inputs_and_outputs(sh, ir_var_shader_in);
2789
2790 while (do_dead_code(sh->ir, false))
2791 ;
2792 }
2793
2794 next = last;
2795 for (int i = next - 1; i >= 0; i--) {
2796 if (prog->_LinkedShaders[i] == NULL)
2797 continue;
2798
2799 gl_shader *const sh_i = prog->_LinkedShaders[i];
2800 gl_shader *const sh_next = prog->_LinkedShaders[next];
2801 unsigned gs_input_vertices =
2802 next == MESA_SHADER_GEOMETRY ? prog->Geom.VerticesIn : 0;
2803
2804 if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
2805 next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
2806 tfeedback_decls, gs_input_vertices))
2807 goto done;
2808
2809 do_dead_builtin_varyings(ctx, sh_i, sh_next,
2810 next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
2811 tfeedback_decls);
2812
2813 demote_shader_inputs_and_outputs(sh_i, ir_var_shader_out);
2814 demote_shader_inputs_and_outputs(sh_next, ir_var_shader_in);
2815
2816 /* Eliminate code that is now dead due to unused outputs being demoted.
2817 */
2818 while (do_dead_code(sh_i->ir, false))
2819 ;
2820 while (do_dead_code(sh_next->ir, false))
2821 ;
2822
2823 /* This must be done after all dead varyings are eliminated. */
2824 if (!check_against_output_limit(ctx, prog, sh_i))
2825 goto done;
2826 if (!check_against_input_limit(ctx, prog, sh_next))
2827 goto done;
2828
2829 next = i;
2830 }
2831
2832 if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls))
2833 goto done;
2834
2835 update_array_sizes(prog);
2836 link_assign_uniform_locations(prog, ctx->Const.UniformBooleanTrue);
2837 link_assign_atomic_counter_resources(ctx, prog);
2838 store_fragdepth_layout(prog);
2839
2840 check_resources(ctx, prog);
2841 check_image_resources(ctx, prog);
2842 link_check_atomic_counter_resources(ctx, prog);
2843
2844 if (!prog->LinkStatus)
2845 goto done;
2846
2847 /* OpenGL ES requires that a vertex shader and a fragment shader both be
2848 * present in a linked program. GL_ARB_ES2_compatibility doesn't say
2849 * anything about shader linking when one of the shaders (vertex or
2850 * fragment shader) is absent. So, the extension shouldn't change the
2851 * behavior specified in GLSL specification.
2852 */
2853 if (!prog->SeparateShader && ctx->API == API_OPENGLES2) {
2854 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
2855 linker_error(prog, "program lacks a vertex shader\n");
2856 } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
2857 linker_error(prog, "program lacks a fragment shader\n");
2858 }
2859 }
2860
2861 /* FINISHME: Assign fragment shader output locations. */
2862
2863 done:
2864 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
2865 free(shader_list[i]);
2866 if (prog->_LinkedShaders[i] == NULL)
2867 continue;
2868
2869 /* Do a final validation step to make sure that the IR wasn't
2870 * invalidated by any modifications performed after intrastage linking.
2871 */
2872 validate_ir_tree(prog->_LinkedShaders[i]->ir);
2873
2874 /* Retain any live IR, but trash the rest. */
2875 reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);
2876
2877 /* The symbol table in the linked shaders may contain references to
2878 * variables that were removed (e.g., unused uniforms). Since it may
2879 * contain junk, there is no possible valid use. Delete it and set the
2880 * pointer to NULL.
2881 */
2882 delete prog->_LinkedShaders[i]->symbols;
2883 prog->_LinkedShaders[i]->symbols = NULL;
2884 }
2885
2886 ralloc_free(mem_ctx);
2887 }