#include "program.h"
#include "program/prog_instruction.h"
#include "program/program.h"
+#include "util/mesa-sha1.h"
#include "util/set.h"
#include "util/string_to_uint_map.h"
#include "linker.h"
#include "ir_optimization.h"
#include "ir_rvalue_visitor.h"
#include "ir_uniform.h"
+#include "builtin_functions.h"
+#include "shader_cache.h"
#include "main/shaderobj.h"
#include "main/enums.h"
ralloc_vasprintf_append(&prog->data->InfoLog, fmt, ap);
va_end(ap);
- prog->data->LinkStatus = false;
+ prog->data->LinkStatus = linking_failure;
}
*clip_distance_array_size = 0;
*cull_distance_array_size = 0;
- if (prog->Version >= (prog->IsES ? 300 : 130)) {
+ if (prog->data->Version >= (prog->IsES ? 300 : 130)) {
/* From section 7.1 (Vertex Shader Special Variables) of the
* GLSL 1.30 spec:
*
/**
* Verify that a vertex shader executable meets all semantic requirements.
*
- * Also sets prog->Vert.ClipDistanceArraySize and
- * prog->Vert.CullDistanceArraySize as a side effect.
+ * Also sets info.clip_distance_array_size and
+ * info.cull_distance_array_size as a side effect.
*
* \param shader Vertex shader executable to be verified
*/
* All GLSL ES Versions are similar to GLSL 1.40--failing to write to
* gl_Position is not an error.
*/
- if (prog->Version < (prog->IsES ? 300 : 140)) {
+ if (prog->data->Version < (prog->IsES ? 300 : 140)) {
find_assignment_visitor find("gl_Position");
find.run(shader->ir);
if (!find.variable_found()) {
}
analyze_clip_cull_usage(prog, shader, ctx,
- &prog->Vert.ClipDistanceArraySize,
- &prog->Vert.CullDistanceArraySize);
+ &shader->Program->info.clip_distance_array_size,
+ &shader->Program->info.cull_distance_array_size);
}
void
return;
analyze_clip_cull_usage(prog, shader, ctx,
- &prog->TessEval.ClipDistanceArraySize,
- &prog->TessEval.CullDistanceArraySize);
+ &shader->Program->info.clip_distance_array_size,
+ &shader->Program->info.cull_distance_array_size);
}
/**
* Verify that a geometry shader executable meets all semantic requirements
*
- * Also sets prog->Geom.VerticesIn, and prog->Geom.ClipDistanceArraySize and
- * prog->Geom.CullDistanceArraySize as a side effect.
+ * Also sets prog->Geom.VerticesIn, and info.clip_distance_array_sizeand
+ * info.cull_distance_array_size as a side effect.
*
* \param shader Geometry shader executable to be verified
*/
if (shader == NULL)
return;
- unsigned num_vertices = vertices_per_prim(shader->info.Geom.InputType);
+ unsigned num_vertices =
+ vertices_per_prim(shader->Program->info.gs.input_primitive);
prog->Geom.VerticesIn = num_vertices;
analyze_clip_cull_usage(prog, shader, ctx,
- &prog->Geom.ClipDistanceArraySize,
- &prog->Geom.CullDistanceArraySize);
+ &shader->Program->info.clip_distance_array_size,
+ &shader->Program->info.cull_distance_array_size);
}
/**
* EmitStreamVertex() or EmitEndPrimitive() are called with a non-zero
* stream.
*/
- if (prog->Geom.UsesStreams && sh->info.Geom.OutputType != GL_POINTS) {
+ if (prog->Geom.UsesStreams &&
+ sh->Program->info.gs.output_primitive != GL_POINTS) {
linker_error(prog, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
"with n>0 requires point output\n");
}
if (var->type->contains_subroutine())
continue;
+ /* Don't cross validate interface instances. These are only relevant
+ * inside a shader. The cross validation is done at the Interface Block
+ * name level.
+ */
+ if (var->is_interface_instance())
+ continue;
+
/* Don't cross validate temporaries that are at global scope. These
* will eventually get pulled into the shaders 'main'.
*/
*/
ir_variable *const existing = variables->get_variable(var->name);
if (existing != NULL) {
- /* Check if types match. Interface blocks have some special
- * rules so we handle those elsewhere.
- */
- if (var->type != existing->type &&
- !var->is_interface_instance()) {
+ /* Check if types match. */
+ if (var->type != existing->type) {
if (!validate_intrastage_arrays(prog, var, existing)) {
if (var->type->is_record() && existing->type->is_record()
&& existing->type->record_compare(var->type)) {
* In GLSL ES 3.00 and ES 3.20, precision qualifier for each block
* member should match.
*/
- if (prog->IsES && (prog->Version != 310 || !var->get_interface_type()) &&
+ if (prog->IsES && (prog->data->Version != 310 ||
+ !var->get_interface_type()) &&
existing->data.precision != var->data.precision) {
linker_error(prog, "declarations for %s `%s` have "
"mismatching precision qualifiers\n",
if (prog->_LinkedShaders[i]) {
if (validate_ssbo) {
max_num_buffer_blocks +=
- prog->_LinkedShaders[i]->NumShaderStorageBlocks;
+ prog->_LinkedShaders[i]->Program->info.num_ssbos;
} else {
max_num_buffer_blocks +=
- prog->_LinkedShaders[i]->NumUniformBlocks;
+ prog->_LinkedShaders[i]->Program->info.num_ubos;
}
}
}
unsigned sh_num_blocks;
struct gl_uniform_block **sh_blks;
if (validate_ssbo) {
- sh_num_blocks = prog->_LinkedShaders[i]->NumShaderStorageBlocks;
- sh_blks = sh->ShaderStorageBlocks;
+ sh_num_blocks = prog->_LinkedShaders[i]->Program->info.num_ssbos;
+ sh_blks = sh->Program->sh.ShaderStorageBlocks;
} else {
- sh_num_blocks = prog->_LinkedShaders[i]->NumUniformBlocks;
- sh_blks = sh->UniformBlocks;
+ sh_num_blocks = prog->_LinkedShaders[i]->Program->info.num_ubos;
+ sh_blks = sh->Program->sh.UniformBlocks;
}
for (unsigned int j = 0; j < sh_num_blocks; j++) {
for (unsigned k = 0; k <= i; k++) {
delete[] InterfaceBlockStageIndex[k];
}
+
+ /* Reset the block count. This will help avoid various segfaults
+ * from api calls that assume the array exists due to the count
+ * being non-zero.
+ */
+ *num_blks = 0;
return false;
}
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
struct gl_uniform_block **sh_blks = validate_ssbo ?
- sh->ShaderStorageBlocks : sh->UniformBlocks;
+ sh->Program->sh.ShaderStorageBlocks :
+ sh->Program->sh.UniformBlocks;
blks[j].stageref |= sh_blks[stage_index]->stageref;
sh_blks[stage_index] = &blks[j];
hash_table *unnamed_interfaces;
};
+static bool
+validate_xfb_buffer_stride(struct gl_context *ctx, unsigned idx,
+ struct gl_shader_program *prog)
+{
+ /* We will validate doubles at a later stage */
+ if (prog->TransformFeedback.BufferStride[idx] % 4) {
+ linker_error(prog, "invalid qualifier xfb_stride=%d must be a "
+ "multiple of 4 or if its applied to a type that is "
+ "or contains a double a multiple of 8.",
+ prog->TransformFeedback.BufferStride[idx]);
+ return false;
+ }
+
+ if (prog->TransformFeedback.BufferStride[idx] / 4 >
+ ctx->Const.MaxTransformFeedbackInterleavedComponents) {
+ linker_error(prog, "The MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS "
+ "limit has been exceeded.");
+ return false;
+ }
+
+ return true;
+}
+
/**
* Check for conflicting xfb_stride default qualifiers and store buffer stride
* for later use.
unsigned num_shaders)
{
for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
- linked_shader->info.TransformFeedback.BufferStride[i] = 0;
+ prog->TransformFeedback.BufferStride[i] = 0;
}
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_shader *shader = shader_list[i];
for (unsigned j = 0; j < MAX_FEEDBACK_BUFFERS; j++) {
- if (shader->info.TransformFeedback.BufferStride[j]) {
- if (linked_shader->info.TransformFeedback.BufferStride[j] != 0 &&
- shader->info.TransformFeedback.BufferStride[j] != 0 &&
- linked_shader->info.TransformFeedback.BufferStride[j] !=
- shader->info.TransformFeedback.BufferStride[j]) {
+ if (shader->TransformFeedbackBufferStride[j]) {
+ if (prog->TransformFeedback.BufferStride[j] == 0) {
+ prog->TransformFeedback.BufferStride[j] =
+ shader->TransformFeedbackBufferStride[j];
+ if (!validate_xfb_buffer_stride(ctx, j, prog))
+ return;
+ } else if (prog->TransformFeedback.BufferStride[j] !=
+ shader->TransformFeedbackBufferStride[j]){
linker_error(prog,
"intrastage shaders defined with conflicting "
"xfb_stride for buffer %d (%d and %d)\n", j,
- linked_shader->
- info.TransformFeedback.BufferStride[j],
- shader->info.TransformFeedback.BufferStride[j]);
+ prog->TransformFeedback.BufferStride[j],
+ shader->TransformFeedbackBufferStride[j]);
return;
}
-
- if (shader->info.TransformFeedback.BufferStride[j])
- linked_shader->info.TransformFeedback.BufferStride[j] =
- shader->info.TransformFeedback.BufferStride[j];
- }
- }
- }
-
- for (unsigned j = 0; j < MAX_FEEDBACK_BUFFERS; j++) {
- if (linked_shader->info.TransformFeedback.BufferStride[j]) {
- prog->TransformFeedback.BufferStride[j] =
- linked_shader->info.TransformFeedback.BufferStride[j];
-
- /* We will validate doubles at a later stage */
- if (prog->TransformFeedback.BufferStride[j] % 4) {
- linker_error(prog, "invalid qualifier xfb_stride=%d must be a "
- "multiple of 4 or if its applied to a type that is "
- "or contains a double a multiple of 8.",
- prog->TransformFeedback.BufferStride[j]);
- return;
- }
-
- if (prog->TransformFeedback.BufferStride[j] / 4 >
- ctx->Const.MaxTransformFeedbackInterleavedComponents) {
- linker_error(prog,
- "The MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS "
- "limit has been exceeded.");
- return;
}
}
}
*/
static void
link_tcs_out_layout_qualifiers(struct gl_shader_program *prog,
- struct gl_linked_shader *linked_shader,
+ struct gl_program *gl_prog,
struct gl_shader **shader_list,
unsigned num_shaders)
{
- linked_shader->info.TessCtrl.VerticesOut = 0;
-
- if (linked_shader->Stage != MESA_SHADER_TESS_CTRL)
+ if (gl_prog->info.stage != MESA_SHADER_TESS_CTRL)
return;
+ gl_prog->info.tess.tcs_vertices_out = 0;
+
/* From the GLSL 4.0 spec (chapter 4.3.8.2):
*
* "All tessellation control shader layout declarations in a program
struct gl_shader *shader = shader_list[i];
if (shader->info.TessCtrl.VerticesOut != 0) {
- if (linked_shader->info.TessCtrl.VerticesOut != 0 &&
- linked_shader->info.TessCtrl.VerticesOut !=
- shader->info.TessCtrl.VerticesOut) {
+ if (gl_prog->info.tess.tcs_vertices_out != 0 &&
+ gl_prog->info.tess.tcs_vertices_out !=
+ (unsigned) shader->info.TessCtrl.VerticesOut) {
linker_error(prog, "tessellation control shader defined with "
"conflicting output vertex count (%d and %d)\n",
- linked_shader->info.TessCtrl.VerticesOut,
+ gl_prog->info.tess.tcs_vertices_out,
shader->info.TessCtrl.VerticesOut);
return;
}
- linked_shader->info.TessCtrl.VerticesOut =
+ gl_prog->info.tess.tcs_vertices_out =
shader->info.TessCtrl.VerticesOut;
}
}
* since we already know we're in the right type of shader program
* for doing it.
*/
- if (linked_shader->info.TessCtrl.VerticesOut == 0) {
+ if (gl_prog->info.tess.tcs_vertices_out == 0) {
linker_error(prog, "tessellation control shader didn't declare "
"vertices out layout qualifier\n");
return;
*/
static void
link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
- struct gl_linked_shader *linked_shader,
+ struct gl_program *gl_prog,
struct gl_shader **shader_list,
unsigned num_shaders)
{
- linked_shader->info.TessEval.PrimitiveMode = PRIM_UNKNOWN;
- linked_shader->info.TessEval.Spacing = 0;
- linked_shader->info.TessEval.VertexOrder = 0;
- linked_shader->info.TessEval.PointMode = -1;
-
- if (linked_shader->Stage != MESA_SHADER_TESS_EVAL)
+ if (gl_prog->info.stage != MESA_SHADER_TESS_EVAL)
return;
+ int point_mode = -1;
+ unsigned vertex_order = 0;
+
+ gl_prog->info.tess.primitive_mode = PRIM_UNKNOWN;
+ gl_prog->info.tess.spacing = TESS_SPACING_UNSPECIFIED;
+
/* From the GLSL 4.0 spec (chapter 4.3.8.1):
*
* "At least one tessellation evaluation shader (compilation unit) in
struct gl_shader *shader = shader_list[i];
if (shader->info.TessEval.PrimitiveMode != PRIM_UNKNOWN) {
- if (linked_shader->info.TessEval.PrimitiveMode != PRIM_UNKNOWN &&
- linked_shader->info.TessEval.PrimitiveMode !=
+ if (gl_prog->info.tess.primitive_mode != PRIM_UNKNOWN &&
+ gl_prog->info.tess.primitive_mode !=
shader->info.TessEval.PrimitiveMode) {
linker_error(prog, "tessellation evaluation shader defined with "
"conflicting input primitive modes.\n");
return;
}
- linked_shader->info.TessEval.PrimitiveMode = shader->info.TessEval.PrimitiveMode;
+ gl_prog->info.tess.primitive_mode =
+ shader->info.TessEval.PrimitiveMode;
}
if (shader->info.TessEval.Spacing != 0) {
- if (linked_shader->info.TessEval.Spacing != 0 &&
- linked_shader->info.TessEval.Spacing !=
+ if (gl_prog->info.tess.spacing != 0 && gl_prog->info.tess.spacing !=
shader->info.TessEval.Spacing) {
linker_error(prog, "tessellation evaluation shader defined with "
"conflicting vertex spacing.\n");
return;
}
- linked_shader->info.TessEval.Spacing = shader->info.TessEval.Spacing;
+ gl_prog->info.tess.spacing = shader->info.TessEval.Spacing;
}
if (shader->info.TessEval.VertexOrder != 0) {
- if (linked_shader->info.TessEval.VertexOrder != 0 &&
- linked_shader->info.TessEval.VertexOrder !=
- shader->info.TessEval.VertexOrder) {
+ if (vertex_order != 0 &&
+ vertex_order != shader->info.TessEval.VertexOrder) {
linker_error(prog, "tessellation evaluation shader defined with "
"conflicting ordering.\n");
return;
}
- linked_shader->info.TessEval.VertexOrder =
- shader->info.TessEval.VertexOrder;
+ vertex_order = shader->info.TessEval.VertexOrder;
}
if (shader->info.TessEval.PointMode != -1) {
- if (linked_shader->info.TessEval.PointMode != -1 &&
- linked_shader->info.TessEval.PointMode !=
- shader->info.TessEval.PointMode) {
+ if (point_mode != -1 &&
+ point_mode != shader->info.TessEval.PointMode) {
linker_error(prog, "tessellation evaluation shader defined with "
"conflicting point modes.\n");
return;
}
- linked_shader->info.TessEval.PointMode =
- shader->info.TessEval.PointMode;
+ point_mode = shader->info.TessEval.PointMode;
}
}
* since we already know we're in the right type of shader program
* for doing it.
*/
- if (linked_shader->info.TessEval.PrimitiveMode == PRIM_UNKNOWN) {
+ if (gl_prog->info.tess.primitive_mode == PRIM_UNKNOWN) {
linker_error(prog,
"tessellation evaluation shader didn't declare input "
"primitive modes.\n");
return;
}
- if (linked_shader->info.TessEval.Spacing == 0)
- linked_shader->info.TessEval.Spacing = GL_EQUAL;
+ if (gl_prog->info.tess.spacing == TESS_SPACING_UNSPECIFIED)
+ gl_prog->info.tess.spacing = TESS_SPACING_EQUAL;
+
+ if (vertex_order == 0 || vertex_order == GL_CCW)
+ gl_prog->info.tess.ccw = true;
+ else
+ gl_prog->info.tess.ccw = false;
- if (linked_shader->info.TessEval.VertexOrder == 0)
- linked_shader->info.TessEval.VertexOrder = GL_CCW;
- if (linked_shader->info.TessEval.PointMode == -1)
- linked_shader->info.TessEval.PointMode = GL_FALSE;
+ if (point_mode == -1 || point_mode == GL_FALSE)
+ gl_prog->info.tess.point_mode = false;
+ else
+ gl_prog->info.tess.point_mode = true;
}
struct gl_shader **shader_list,
unsigned num_shaders)
{
- linked_shader->info.redeclares_gl_fragcoord = false;
- linked_shader->info.uses_gl_fragcoord = false;
- linked_shader->info.origin_upper_left = false;
- linked_shader->info.pixel_center_integer = false;
- linked_shader->info.BlendSupport = 0;
+ bool redeclares_gl_fragcoord = false;
+ bool uses_gl_fragcoord = false;
+ bool origin_upper_left = false;
+ bool pixel_center_integer = false;
if (linked_shader->Stage != MESA_SHADER_FRAGMENT ||
- (prog->Version < 150 && !prog->ARB_fragment_coord_conventions_enable))
+ (prog->data->Version < 150 &&
+ !prog->ARB_fragment_coord_conventions_enable))
return;
for (unsigned i = 0; i < num_shaders; i++) {
* it must be redeclared in all the fragment shaders in that program
* that have a static use gl_FragCoord."
*/
- if ((linked_shader->info.redeclares_gl_fragcoord
- && !shader->info.redeclares_gl_fragcoord
- && shader->info.uses_gl_fragcoord)
- || (shader->info.redeclares_gl_fragcoord
- && !linked_shader->info.redeclares_gl_fragcoord
- && linked_shader->info.uses_gl_fragcoord)) {
+ if ((redeclares_gl_fragcoord && !shader->redeclares_gl_fragcoord &&
+ shader->uses_gl_fragcoord)
+ || (shader->redeclares_gl_fragcoord && !redeclares_gl_fragcoord &&
+ uses_gl_fragcoord)) {
linker_error(prog, "fragment shader defined with conflicting "
"layout qualifiers for gl_FragCoord\n");
}
* "All redeclarations of gl_FragCoord in all fragment shaders in a
* single program must have the same set of qualifiers."
*/
- if (linked_shader->info.redeclares_gl_fragcoord &&
- shader->info.redeclares_gl_fragcoord &&
- (shader->info.origin_upper_left !=
- linked_shader->info.origin_upper_left ||
- shader->info.pixel_center_integer !=
- linked_shader->info.pixel_center_integer)) {
+ if (redeclares_gl_fragcoord && shader->redeclares_gl_fragcoord &&
+ (shader->origin_upper_left != origin_upper_left ||
+ shader->pixel_center_integer != pixel_center_integer)) {
linker_error(prog, "fragment shader defined with conflicting "
"layout qualifiers for gl_FragCoord\n");
}
* are multiple redeclarations, all the fields except uses_gl_fragcoord
* are already known to be the same.
*/
- if (shader->info.redeclares_gl_fragcoord ||
- shader->info.uses_gl_fragcoord) {
- linked_shader->info.redeclares_gl_fragcoord =
- shader->info.redeclares_gl_fragcoord;
- linked_shader->info.uses_gl_fragcoord =
- linked_shader->info.uses_gl_fragcoord ||
- shader->info.uses_gl_fragcoord;
- linked_shader->info.origin_upper_left =
- shader->info.origin_upper_left;
- linked_shader->info.pixel_center_integer =
- shader->info.pixel_center_integer;
+ if (shader->redeclares_gl_fragcoord || shader->uses_gl_fragcoord) {
+ redeclares_gl_fragcoord = shader->redeclares_gl_fragcoord;
+ uses_gl_fragcoord |= shader->uses_gl_fragcoord;
+ origin_upper_left = shader->origin_upper_left;
+ pixel_center_integer = shader->pixel_center_integer;
}
- linked_shader->info.EarlyFragmentTests |=
- shader->info.EarlyFragmentTests;
- linked_shader->info.BlendSupport |= shader->info.BlendSupport;
+ linked_shader->Program->info.fs.early_fragment_tests |=
+ shader->EarlyFragmentTests || shader->PostDepthCoverage;
+ linked_shader->Program->info.fs.inner_coverage |= shader->InnerCoverage;
+ linked_shader->Program->info.fs.post_depth_coverage |=
+ shader->PostDepthCoverage;
+
+ linked_shader->Program->sh.fs.BlendSupport |= shader->BlendSupport;
}
}
*/
static void
link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
- struct gl_linked_shader *linked_shader,
+ struct gl_program *gl_prog,
struct gl_shader **shader_list,
unsigned num_shaders)
{
- linked_shader->info.Geom.VerticesOut = -1;
- linked_shader->info.Geom.Invocations = 0;
- linked_shader->info.Geom.InputType = PRIM_UNKNOWN;
- linked_shader->info.Geom.OutputType = PRIM_UNKNOWN;
-
/* No in/out qualifiers defined for anything but GLSL 1.50+
* geometry shaders so far.
*/
- if (linked_shader->Stage != MESA_SHADER_GEOMETRY || prog->Version < 150)
+ if (gl_prog->info.stage != MESA_SHADER_GEOMETRY ||
+ prog->data->Version < 150)
return;
+ int vertices_out = -1;
+
+ gl_prog->info.gs.invocations = 0;
+ gl_prog->info.gs.input_primitive = PRIM_UNKNOWN;
+ gl_prog->info.gs.output_primitive = PRIM_UNKNOWN;
+
/* From the GLSL 1.50 spec, page 46:
*
* "All geometry shader output layout declarations in a program
struct gl_shader *shader = shader_list[i];
if (shader->info.Geom.InputType != PRIM_UNKNOWN) {
- if (linked_shader->info.Geom.InputType != PRIM_UNKNOWN &&
- linked_shader->info.Geom.InputType !=
+ if (gl_prog->info.gs.input_primitive != PRIM_UNKNOWN &&
+ gl_prog->info.gs.input_primitive !=
shader->info.Geom.InputType) {
linker_error(prog, "geometry shader defined with conflicting "
"input types\n");
return;
}
- linked_shader->info.Geom.InputType = shader->info.Geom.InputType;
+ gl_prog->info.gs.input_primitive = shader->info.Geom.InputType;
}
if (shader->info.Geom.OutputType != PRIM_UNKNOWN) {
- if (linked_shader->info.Geom.OutputType != PRIM_UNKNOWN &&
- linked_shader->info.Geom.OutputType !=
+ if (gl_prog->info.gs.output_primitive != PRIM_UNKNOWN &&
+ gl_prog->info.gs.output_primitive !=
shader->info.Geom.OutputType) {
linker_error(prog, "geometry shader defined with conflicting "
"output types\n");
return;
}
- linked_shader->info.Geom.OutputType = shader->info.Geom.OutputType;
+ gl_prog->info.gs.output_primitive = shader->info.Geom.OutputType;
}
if (shader->info.Geom.VerticesOut != -1) {
- if (linked_shader->info.Geom.VerticesOut != -1 &&
- linked_shader->info.Geom.VerticesOut !=
- shader->info.Geom.VerticesOut) {
+ if (vertices_out != -1 &&
+ vertices_out != shader->info.Geom.VerticesOut) {
linker_error(prog, "geometry shader defined with conflicting "
"output vertex count (%d and %d)\n",
- linked_shader->info.Geom.VerticesOut,
- shader->info.Geom.VerticesOut);
+ vertices_out, shader->info.Geom.VerticesOut);
return;
}
- linked_shader->info.Geom.VerticesOut = shader->info.Geom.VerticesOut;
+ vertices_out = shader->info.Geom.VerticesOut;
}
if (shader->info.Geom.Invocations != 0) {
- if (linked_shader->info.Geom.Invocations != 0 &&
- linked_shader->info.Geom.Invocations !=
- shader->info.Geom.Invocations) {
+ if (gl_prog->info.gs.invocations != 0 &&
+ gl_prog->info.gs.invocations !=
+ (unsigned) shader->info.Geom.Invocations) {
linker_error(prog, "geometry shader defined with conflicting "
"invocation count (%d and %d)\n",
- linked_shader->info.Geom.Invocations,
+ gl_prog->info.gs.invocations,
shader->info.Geom.Invocations);
return;
}
- linked_shader->info.Geom.Invocations = shader->info.Geom.Invocations;
+ gl_prog->info.gs.invocations = shader->info.Geom.Invocations;
}
}
* since we already know we're in the right type of shader program
* for doing it.
*/
- if (linked_shader->info.Geom.InputType == PRIM_UNKNOWN) {
+ if (gl_prog->info.gs.input_primitive == PRIM_UNKNOWN) {
linker_error(prog,
"geometry shader didn't declare primitive input type\n");
return;
}
- if (linked_shader->info.Geom.OutputType == PRIM_UNKNOWN) {
+ if (gl_prog->info.gs.output_primitive == PRIM_UNKNOWN) {
linker_error(prog,
"geometry shader didn't declare primitive output type\n");
return;
}
- if (linked_shader->info.Geom.VerticesOut == -1) {
+ if (vertices_out == -1) {
linker_error(prog,
"geometry shader didn't declare max_vertices\n");
return;
+ } else {
+ gl_prog->info.gs.vertices_out = vertices_out;
}
- if (linked_shader->info.Geom.Invocations == 0)
- linked_shader->info.Geom.Invocations = 1;
+ if (gl_prog->info.gs.invocations == 0)
+ gl_prog->info.gs.invocations = 1;
}
*/
static void
link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
- struct gl_linked_shader *linked_shader,
+ struct gl_program *gl_prog,
struct gl_shader **shader_list,
unsigned num_shaders)
{
- for (int i = 0; i < 3; i++)
- linked_shader->info.Comp.LocalSize[i] = 0;
-
- linked_shader->info.Comp.LocalSizeVariable = false;
-
/* This function is called for all shader stages, but it only has an effect
* for compute shaders.
*/
- if (linked_shader->Stage != MESA_SHADER_COMPUTE)
+ if (gl_prog->info.stage != MESA_SHADER_COMPUTE)
return;
+ for (int i = 0; i < 3; i++)
+ gl_prog->info.cs.local_size[i] = 0;
+
+ gl_prog->info.cs.local_size_variable = false;
+
/* From the ARB_compute_shader spec, in the section describing local size
* declarations:
*
struct gl_shader *shader = shader_list[sh];
if (shader->info.Comp.LocalSize[0] != 0) {
- if (linked_shader->info.Comp.LocalSize[0] != 0) {
+ if (gl_prog->info.cs.local_size[0] != 0) {
for (int i = 0; i < 3; i++) {
- if (linked_shader->info.Comp.LocalSize[i] !=
+ if (gl_prog->info.cs.local_size[i] !=
shader->info.Comp.LocalSize[i]) {
linker_error(prog, "compute shader defined with conflicting "
"local sizes\n");
}
}
for (int i = 0; i < 3; i++) {
- linked_shader->info.Comp.LocalSize[i] =
+ gl_prog->info.cs.local_size[i] =
shader->info.Comp.LocalSize[i];
}
} else if (shader->info.Comp.LocalSizeVariable) {
- if (linked_shader->info.Comp.LocalSize[0] != 0) {
+ if (gl_prog->info.cs.local_size[0] != 0) {
/* The ARB_compute_variable_group_size spec says:
*
* If one compute shader attached to a program declares a
"variable local group size\n");
return;
}
- linked_shader->info.Comp.LocalSizeVariable = true;
+ gl_prog->info.cs.local_size_variable = true;
}
}
* since we already know we're in the right type of shader program
* for doing it.
*/
- if (linked_shader->info.Comp.LocalSize[0] == 0 &&
- !linked_shader->info.Comp.LocalSizeVariable) {
+ if (gl_prog->info.cs.local_size[0] == 0 &&
+ !gl_prog->info.cs.local_size_variable) {
linker_error(prog, "compute shader must contain a fixed or a variable "
"local group size\n");
return;
}
- for (int i = 0; i < 3; i++)
- prog->Comp.LocalSize[i] = linked_shader->info.Comp.LocalSize[i];
-
- prog->Comp.LocalSizeVariable =
- linked_shader->info.Comp.LocalSizeVariable;
}
return NULL;
}
- gl_linked_shader *linked = ctx->Driver.NewShader(shader_list[0]->Stage);
+ gl_linked_shader *linked = rzalloc(NULL, struct gl_linked_shader);
+ linked->Stage = shader_list[0]->Stage;
/* Create program and attach it to the linked shader */
struct gl_program *gl_prog =
ctx->Driver.NewProgram(ctx,
_mesa_shader_stage_to_program(shader_list[0]->Stage),
- prog->Name);
+ prog->Name, false);
if (!gl_prog) {
- prog->data->LinkStatus = false;
+ prog->data->LinkStatus = linking_failure;
_mesa_delete_linked_shader(ctx, linked);
return NULL;
}
+ if (!prog->data->cache_fallback)
+ _mesa_reference_shader_program_data(ctx, &gl_prog->sh.data, prog->data);
+
/* Don't use _mesa_reference_program() just take ownership */
linked->Program = gl_prog;
clone_ir_list(mem_ctx, linked->ir, main->ir);
link_fs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
- link_tcs_out_layout_qualifiers(prog, linked, shader_list, num_shaders);
- link_tes_in_layout_qualifiers(prog, linked, shader_list, num_shaders);
- link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
- link_cs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
+ link_tcs_out_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
+ link_tes_in_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
+ link_gs_inout_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
+ link_cs_input_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
link_xfb_stride_layout_qualifiers(ctx, prog, linked, shader_list,
num_shaders);
v.run(linked->ir);
v.fixup_unnamed_interface_types();
- /* Link up uniform blocks defined within this stage. */
- link_uniform_blocks(mem_ctx, ctx, prog, linked, &ubo_blocks,
- &num_ubo_blocks, &ssbo_blocks, &num_ssbo_blocks);
+ if (!prog->data->cache_fallback) {
+ /* Link up uniform blocks defined within this stage. */
+ link_uniform_blocks(mem_ctx, ctx, prog, linked, &ubo_blocks,
+ &num_ubo_blocks, &ssbo_blocks, &num_ssbo_blocks);
- if (!prog->data->LinkStatus) {
- _mesa_delete_linked_shader(ctx, linked);
- return NULL;
- }
-
- /* Copy ubo blocks to linked shader list */
- linked->UniformBlocks =
- ralloc_array(linked, gl_uniform_block *, num_ubo_blocks);
- ralloc_steal(linked, ubo_blocks);
- for (unsigned i = 0; i < num_ubo_blocks; i++) {
- linked->UniformBlocks[i] = &ubo_blocks[i];
- }
- linked->NumUniformBlocks = num_ubo_blocks;
+ if (!prog->data->LinkStatus) {
+ _mesa_delete_linked_shader(ctx, linked);
+ return NULL;
+ }
- /* Copy ssbo blocks to linked shader list */
- linked->ShaderStorageBlocks =
- ralloc_array(linked, gl_uniform_block *, num_ssbo_blocks);
- ralloc_steal(linked, ssbo_blocks);
- for (unsigned i = 0; i < num_ssbo_blocks; i++) {
- linked->ShaderStorageBlocks[i] = &ssbo_blocks[i];
+ /* Copy ubo blocks to linked shader list */
+ linked->Program->sh.UniformBlocks =
+ ralloc_array(linked, gl_uniform_block *, num_ubo_blocks);
+ ralloc_steal(linked, ubo_blocks);
+ for (unsigned i = 0; i < num_ubo_blocks; i++) {
+ linked->Program->sh.UniformBlocks[i] = &ubo_blocks[i];
+ }
+ linked->Program->info.num_ubos = num_ubo_blocks;
+
+ /* Copy ssbo blocks to linked shader list */
+ linked->Program->sh.ShaderStorageBlocks =
+ ralloc_array(linked, gl_uniform_block *, num_ssbo_blocks);
+ ralloc_steal(linked, ssbo_blocks);
+ for (unsigned i = 0; i < num_ssbo_blocks; i++) {
+ linked->Program->sh.ShaderStorageBlocks[i] = &ssbo_blocks[i];
+ }
+ linked->Program->info.num_ssbos = num_ssbo_blocks;
}
- linked->NumShaderStorageBlocks = num_ssbo_blocks;
/* At this point linked should contain all of the linked IR, so
* validate it to make sure nothing went wrong.
/* Set the size of geometry shader input arrays */
if (linked->Stage == MESA_SHADER_GEOMETRY) {
- unsigned num_vertices = vertices_per_prim(linked->info.Geom.InputType);
+ unsigned num_vertices =
+ vertices_per_prim(gl_prog->info.gs.input_primitive);
array_resize_visitor input_resize_visitor(num_vertices, prog,
MESA_SHADER_GEOMETRY);
foreach_in_list(ir_instruction, ir, linked->ir) {
* known until draw time.
*/
const int num_vertices = tcs
- ? tcs->info.TessCtrl.VerticesOut
+ ? tcs->Program->info.tess.tcs_vertices_out
: ctx->Const.MaxPatchVertices;
array_resize_visitor input_resize_visitor(num_vertices, prog,
}
}
} else if (target_index == MESA_SHADER_FRAGMENT ||
- (prog->IsES && prog->Version >= 300)) {
+ (prog->IsES && prog->data->Version >= 300)) {
linker_error(prog, "overlapping location is assigned "
"to %s `%s' %d %d %d\n", string, var->name,
used_locations, use_mask, attr);
if (sh == NULL)
continue;
- if (sh->num_samplers > ctx->Const.Program[i].MaxTextureImageUnits) {
+ if (sh->Program->info.num_textures >
+ ctx->Const.Program[i].MaxTextureImageUnits) {
linker_error(prog, "Too many %s shader texture samplers\n",
_mesa_shader_stage_to_string(i));
}
}
}
- total_shader_storage_blocks += sh->NumShaderStorageBlocks;
- total_uniform_blocks += sh->NumUniformBlocks;
+ total_shader_storage_blocks += sh->Program->info.num_ssbos;
+ total_uniform_blocks += sh->Program->info.num_ubos;
const unsigned max_uniform_blocks =
ctx->Const.Program[i].MaxUniformBlocks;
- if (max_uniform_blocks < sh->NumUniformBlocks) {
+ if (max_uniform_blocks < sh->Program->info.num_ubos) {
linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
- _mesa_shader_stage_to_string(i), sh->NumUniformBlocks,
- max_uniform_blocks);
+ _mesa_shader_stage_to_string(i),
+ sh->Program->info.num_ubos, max_uniform_blocks);
}
const unsigned max_shader_storage_blocks =
ctx->Const.Program[i].MaxShaderStorageBlocks;
- if (max_shader_storage_blocks < sh->NumShaderStorageBlocks) {
+ if (max_shader_storage_blocks < sh->Program->info.num_ssbos) {
linker_error(prog, "Too many %s shader storage blocks (%d/%d)\n",
_mesa_shader_stage_to_string(i),
- sh->NumShaderStorageBlocks, max_shader_storage_blocks);
+ sh->Program->info.num_ssbos, max_shader_storage_blocks);
}
}
unsigned mask = prog->data->linked_stages;
while (mask) {
const int i = u_bit_scan(&mask);
- struct gl_linked_shader *sh = prog->_LinkedShaders[i];
+ struct gl_program *p = prog->_LinkedShaders[i]->Program;
- for (unsigned j = 0; j < sh->NumSubroutineUniformRemapTable; j++) {
- if (sh->SubroutineUniformRemapTable[j] == INACTIVE_UNIFORM_EXPLICIT_LOCATION)
+ for (unsigned j = 0; j < p->sh.NumSubroutineUniformRemapTable; j++) {
+ if (p->sh.SubroutineUniformRemapTable[j] == INACTIVE_UNIFORM_EXPLICIT_LOCATION)
continue;
- struct gl_uniform_storage *uni = sh->SubroutineUniformRemapTable[j];
+ struct gl_uniform_storage *uni = p->sh.SubroutineUniformRemapTable[j];
if (!uni)
continue;
int count = 0;
- if (sh->NumSubroutineFunctions == 0) {
+ if (p->sh.NumSubroutineFunctions == 0) {
linker_error(prog, "subroutine uniform %s defined but no valid functions found\n", uni->type->name);
continue;
}
- for (unsigned f = 0; f < sh->NumSubroutineFunctions; f++) {
- struct gl_subroutine_function *fn = &sh->SubroutineFunctions[f];
+ for (unsigned f = 0; f < p->sh.NumSubroutineFunctions; f++) {
+ struct gl_subroutine_function *fn = &p->sh.SubroutineFunctions[f];
for (int k = 0; k < fn->num_compat_types; k++) {
if (fn->types[k] == uni->type) {
count++;
unsigned mask = prog->data->linked_stages;
while (mask) {
const int i = u_bit_scan(&mask);
- struct gl_linked_shader *sh = prog->_LinkedShaders[i];
+ struct gl_program *p = prog->_LinkedShaders[i]->Program;
- if (sh->NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS)
+ if (p->sh.NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS) {
linker_error(prog, "Too many %s shader subroutine uniforms\n",
_mesa_shader_stage_to_string(i));
+ }
}
}
/**
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
if (sh) {
- if (sh->NumImages > ctx->Const.Program[i].MaxImageUniforms)
+ if (sh->Program->info.num_images > ctx->Const.Program[i].MaxImageUniforms)
linker_error(prog, "Too many %s shader image uniforms (%u > %u)\n",
- _mesa_shader_stage_to_string(i), sh->NumImages,
+ _mesa_shader_stage_to_string(i),
+ sh->Program->info.num_images,
ctx->Const.Program[i].MaxImageUniforms);
- total_image_units += sh->NumImages;
- total_shader_storage_blocks += sh->NumShaderStorageBlocks;
+ total_image_units += sh->Program->info.num_images;
+ total_shader_storage_blocks += sh->Program->info.num_ssbos;
if (i == MESA_SHADER_FRAGMENT) {
foreach_in_list(ir_instruction, node, sh->ir) {
static bool
reserve_subroutine_explicit_locations(struct gl_shader_program *prog,
- struct gl_linked_shader *sh,
+ struct gl_program *p,
ir_variable *var)
{
unsigned slots = var->type->uniform_locations();
unsigned max_loc = var->data.location + slots - 1;
/* Resize remap table if locations do not fit in the current one. */
- if (max_loc + 1 > sh->NumSubroutineUniformRemapTable) {
- sh->SubroutineUniformRemapTable =
- reralloc(sh, sh->SubroutineUniformRemapTable,
+ if (max_loc + 1 > p->sh.NumSubroutineUniformRemapTable) {
+ p->sh.SubroutineUniformRemapTable =
+ reralloc(p, p->sh.SubroutineUniformRemapTable,
gl_uniform_storage *,
max_loc + 1);
- if (!sh->SubroutineUniformRemapTable) {
+ if (!p->sh.SubroutineUniformRemapTable) {
linker_error(prog, "Out of memory during linking.\n");
return false;
}
/* Initialize allocated space. */
- for (unsigned i = sh->NumSubroutineUniformRemapTable; i < max_loc + 1; i++)
- sh->SubroutineUniformRemapTable[i] = NULL;
+ for (unsigned i = p->sh.NumSubroutineUniformRemapTable; i < max_loc + 1; i++)
+ p->sh.SubroutineUniformRemapTable[i] = NULL;
- sh->NumSubroutineUniformRemapTable = max_loc + 1;
+ p->sh.NumSubroutineUniformRemapTable = max_loc + 1;
}
for (unsigned i = 0; i < slots; i++) {
unsigned loc = var->data.location + i;
/* Check if location is already used. */
- if (sh->SubroutineUniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
+ if (p->sh.SubroutineUniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
/* ARB_explicit_uniform_location specification states:
* "No two subroutine uniform variables can have the same location
/* Initialize location as inactive before optimization
* rounds and location assignment.
*/
- sh->SubroutineUniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
+ p->sh.SubroutineUniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
}
return true;
* any optimizations happen to handle also inactive uniforms and
* inactive array elements that may get trimmed away.
*/
-static unsigned
+static void
check_explicit_uniform_locations(struct gl_context *ctx,
struct gl_shader_program *prog)
{
+ prog->NumExplicitUniformLocations = 0;
+
if (!ctx->Extensions.ARB_explicit_uniform_location)
- return 0;
+ return;
/* This map is used to detect if overlapping explicit locations
* occur with the same uniform (from different stage) or a different one.
if (!uniform_map) {
linker_error(prog, "Out of memory during linking.\n");
- return 0;
+ return;
}
unsigned entries_total = 0;
unsigned mask = prog->data->linked_stages;
while (mask) {
const int i = u_bit_scan(&mask);
- struct gl_linked_shader *sh = prog->_LinkedShaders[i];
+ struct gl_program *p = prog->_LinkedShaders[i]->Program;
- foreach_in_list(ir_instruction, node, sh->ir) {
+ foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
ir_variable *var = node->as_variable();
if (!var || var->data.mode != ir_var_uniform)
continue;
if (var->data.explicit_location) {
bool ret = false;
if (var->type->without_array()->is_subroutine())
- ret = reserve_subroutine_explicit_locations(prog, sh, var);
+ ret = reserve_subroutine_explicit_locations(prog, p, var);
else {
int slots = reserve_explicit_locations(prog, uniform_map,
var);
}
if (!ret) {
delete uniform_map;
- return 0;
+ return;
}
}
}
}
delete uniform_map;
- return entries_total;
+ prog->NumExplicitUniformLocations = entries_total;
}
static bool
if (_mesa_set_search(resource_set, data))
return true;
- prog->ProgramResourceList =
+ prog->data->ProgramResourceList =
reralloc(prog,
- prog->ProgramResourceList,
+ prog->data->ProgramResourceList,
gl_program_resource,
- prog->NumProgramResourceList + 1);
+ prog->data->NumProgramResourceList + 1);
- if (!prog->ProgramResourceList) {
+ if (!prog->data->ProgramResourceList) {
linker_error(prog, "Out of memory during linking.\n");
return false;
}
struct gl_program_resource *res =
- &prog->ProgramResourceList[prog->NumProgramResourceList];
+ &prog->data->ProgramResourceList[prog->data->NumProgramResourceList];
res->Type = type;
res->Data = data;
res->StageReferences = stages;
- prog->NumProgramResourceList++;
+ prog->data->NumProgramResourceList++;
_mesa_set_add(resource_set, data);
* qualifier, except for vertex shader inputs and fragment shader
* outputs."
*/
- if (in->type->base_type == GLSL_TYPE_ATOMIC_UINT ||
- is_gl_identifier(in->name) ||
+ if (in->type->is_atomic_uint() || is_gl_identifier(in->name) ||
!(in->data.explicit_location || use_implicit_location)) {
out->location = -1;
} else {
return out;
}
-static const glsl_type *
-resize_to_max_patch_vertices(const struct gl_context *ctx,
- const glsl_type *type)
-{
- if (!type)
- return NULL;
-
- return glsl_type::get_array_instance(type->fields.array,
- ctx->Const.MaxPatchVertices);
-}
-
static bool
add_shader_variable(const struct gl_context *ctx,
struct gl_shader_program *shProg,
bool use_implicit_location, int location,
const glsl_type *outermost_struct_type = NULL)
{
- const bool is_vertex_input =
- programInterface == GL_PROGRAM_INPUT &&
- stage_mask == MESA_SHADER_VERTEX;
+ const glsl_type *interface_type = var->get_interface_type();
+
+ if (outermost_struct_type == NULL) {
+ if (var->data.from_named_ifc_block) {
+ const char *interface_name = interface_type->name;
+
+ if (interface_type->is_array()) {
+ /* Issue #16 of the ARB_program_interface_query spec says:
+ *
+ * "* If a variable is a member of an interface block without an
+ * instance name, it is enumerated using just the variable name.
+ *
+ * * If a variable is a member of an interface block with an
+ * instance name, it is enumerated as "BlockName.Member", where
+ * "BlockName" is the name of the interface block (not the
+ * instance name) and "Member" is the name of the variable."
+ *
+ * In particular, it indicates that it should be "BlockName",
+ * not "BlockName[array length]". The conformance suite and
+ * dEQP both require this behavior.
+ *
+ * Here, we unwrap the extra array level added by named interface
+ * block array lowering so we have the correct variable type. We
+ * also unwrap the interface type when constructing the name.
+ *
+ * We leave interface_type the same so that ES 3.x SSO pipeline
+ * validation can enforce the rules requiring array length to
+ * match on interface blocks.
+ */
+ type = type->fields.array;
+
+ interface_name = interface_type->fields.array->name;
+ }
+
+ name = ralloc_asprintf(shProg, "%s.%s", interface_name, name);
+ }
+ }
switch (type->base_type) {
case GLSL_TYPE_STRUCT: {
outermost_struct_type))
return false;
- field_location +=
- field->type->count_attribute_slots(is_vertex_input);
+ field_location += field->type->count_attribute_slots(false);
}
return true;
}
default: {
- const glsl_type *interface_type = var->get_interface_type();
-
- /* Unsized (non-patch) TCS output/TES input arrays are implicitly
- * sized to gl_MaxPatchVertices. Internally, we shrink them to a
- * smaller size.
- *
- * This can cause trouble with SSO programs. Since the TCS declares
- * the number of output vertices, we can always shrink TCS output
- * arrays. However, the TES might not be linked with a TCS, in
- * which case it won't know the size of the patch. In other words,
- * the TCS and TES may disagree on the (smaller) array sizes. This
- * can result in the resource names differing across stages, causing
- * SSO validation failures and other cascading issues.
- *
- * Expanding the array size to the full gl_MaxPatchVertices fixes
- * these issues. It's also what program interface queries expect,
- * as that is the official size of the array.
- */
- if (var->data.tess_varying_implicit_sized_array) {
- type = resize_to_max_patch_vertices(ctx, type);
- interface_type = resize_to_max_patch_vertices(ctx, interface_type);
- }
-
- /* Issue #16 of the ARB_program_interface_query spec says:
- *
- * "* If a variable is a member of an interface block without an
- * instance name, it is enumerated using just the variable name.
- *
- * * If a variable is a member of an interface block with an instance
- * name, it is enumerated as "BlockName.Member", where "BlockName" is
- * the name of the interface block (not the instance name) and
- * "Member" is the name of the variable."
- */
- const char *prefixed_name = (var->data.from_named_ifc_block &&
- !is_gl_identifier(var->name))
- ? ralloc_asprintf(shProg, "%s.%s", interface_type->name, name)
- : name;
-
/* The ARB_program_interface_query spec says:
*
* "For an active variable declared as a single instance of a basic
* from the shader source."
*/
gl_shader_variable *sha_v =
- create_shader_variable(shProg, var, prefixed_name, type,
- interface_type,
+ create_shader_variable(shProg, var, name, type, interface_type,
use_implicit_location, location,
outermost_struct_type);
if (!sha_v)
struct gl_shader_program *shProg)
{
/* Rebuild resource list. */
- if (shProg->ProgramResourceList) {
- ralloc_free(shProg->ProgramResourceList);
- shProg->ProgramResourceList = NULL;
- shProg->NumProgramResourceList = 0;
+ if (shProg->data->ProgramResourceList) {
+ ralloc_free(shProg->data->ProgramResourceList);
+ shProg->data->ProgramResourceList = NULL;
+ shProg->data->NumProgramResourceList = 0;
}
int input_stage = MESA_SHADER_STAGES, output_stage = 0;
output_stage, GL_PROGRAM_OUTPUT))
return;
- /* Add transform feedback varyings. */
- if (shProg->LinkedTransformFeedback.NumVarying > 0) {
- for (int i = 0; i < shProg->LinkedTransformFeedback.NumVarying; i++) {
- if (!add_program_resource(shProg, resource_set,
- GL_TRANSFORM_FEEDBACK_VARYING,
- &shProg->LinkedTransformFeedback.Varyings[i],
- 0))
- return;
+ if (shProg->last_vert_prog) {
+ struct gl_transform_feedback_info *linked_xfb =
+ shProg->last_vert_prog->sh.LinkedTransformFeedback;
+
+ /* Add transform feedback varyings. */
+ if (linked_xfb->NumVarying > 0) {
+ for (int i = 0; i < linked_xfb->NumVarying; i++) {
+ if (!add_program_resource(shProg, resource_set,
+ GL_TRANSFORM_FEEDBACK_VARYING,
+ &linked_xfb->Varyings[i], 0))
+ return;
+ }
}
- }
- /* Add transform feedback buffers. */
- for (unsigned i = 0; i < ctx->Const.MaxTransformFeedbackBuffers; i++) {
- if ((shProg->LinkedTransformFeedback.ActiveBuffers >> i) & 1) {
- shProg->LinkedTransformFeedback.Buffers[i].Binding = i;
- if (!add_program_resource(shProg, resource_set,
- GL_TRANSFORM_FEEDBACK_BUFFER,
- &shProg->LinkedTransformFeedback.Buffers[i],
- 0))
- return;
+ /* Add transform feedback buffers. */
+ for (unsigned i = 0; i < ctx->Const.MaxTransformFeedbackBuffers; i++) {
+ if ((linked_xfb->ActiveBuffers >> i) & 1) {
+ linked_xfb->Buffers[i].Binding = i;
+ if (!add_program_resource(shProg, resource_set,
+ GL_TRANSFORM_FEEDBACK_BUFFER,
+ &linked_xfb->Buffers[i], 0))
+ return;
+ }
}
}
unsigned mask = shProg->data->linked_stages;
while (mask) {
const int i = u_bit_scan(&mask);
- struct gl_linked_shader *sh = shProg->_LinkedShaders[i];
+ struct gl_program *p = shProg->_LinkedShaders[i]->Program;
GLuint type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
- for (unsigned j = 0; j < sh->NumSubroutineFunctions; j++) {
+ for (unsigned j = 0; j < p->sh.NumSubroutineFunctions; j++) {
if (!add_program_resource(shProg, resource_set,
- type, &sh->SubroutineFunctions[j], 0))
+ type, &p->sh.SubroutineFunctions[j], 0))
return;
}
}
"expressions is forbidden in GLSL %s %u";
/* Backend has indicated that it has no dynamic indexing support. */
if (no_dynamic_indexing) {
- linker_error(prog, msg, prog->IsES ? "ES" : "", prog->Version);
+ linker_error(prog, msg, prog->IsES ? "ES" : "",
+ prog->data->Version);
return false;
} else {
- linker_warning(prog, msg, prog->IsES ? "ES" : "", prog->Version);
+ linker_warning(prog, msg, prog->IsES ? "ES" : "",
+ prog->data->Version);
}
}
}
unsigned mask = prog->data->linked_stages;
while (mask) {
const int i = u_bit_scan(&mask);
- gl_linked_shader *sh = prog->_LinkedShaders[i];
+ gl_program *p = prog->_LinkedShaders[i]->Program;
- sh->MaxSubroutineFunctionIndex = 0;
- foreach_in_list(ir_instruction, node, sh->ir) {
+ p->sh.MaxSubroutineFunctionIndex = 0;
+ foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
ir_function *fn = node->as_function();
if (!fn)
continue;
if (fn->is_subroutine)
- sh->NumSubroutineUniformTypes++;
+ p->sh.NumSubroutineUniformTypes++;
if (!fn->num_subroutine_types)
continue;
/* these should have been calculated earlier. */
assert(fn->subroutine_index != -1);
- if (sh->NumSubroutineFunctions + 1 > MAX_SUBROUTINES) {
+ if (p->sh.NumSubroutineFunctions + 1 > MAX_SUBROUTINES) {
linker_error(prog, "Too many subroutine functions declared.\n");
return;
}
- sh->SubroutineFunctions = reralloc(sh, sh->SubroutineFunctions,
+ p->sh.SubroutineFunctions = reralloc(p, p->sh.SubroutineFunctions,
struct gl_subroutine_function,
- sh->NumSubroutineFunctions + 1);
- sh->SubroutineFunctions[sh->NumSubroutineFunctions].name = ralloc_strdup(sh, fn->name);
- sh->SubroutineFunctions[sh->NumSubroutineFunctions].num_compat_types = fn->num_subroutine_types;
- sh->SubroutineFunctions[sh->NumSubroutineFunctions].types =
- ralloc_array(sh, const struct glsl_type *,
+ p->sh.NumSubroutineFunctions + 1);
+ p->sh.SubroutineFunctions[p->sh.NumSubroutineFunctions].name = ralloc_strdup(p, fn->name);
+ p->sh.SubroutineFunctions[p->sh.NumSubroutineFunctions].num_compat_types = fn->num_subroutine_types;
+ p->sh.SubroutineFunctions[p->sh.NumSubroutineFunctions].types =
+ ralloc_array(p, const struct glsl_type *,
fn->num_subroutine_types);
/* From Section 4.4.4(Subroutine Function Layout Qualifiers) of the
* given a unique index, otherwise a compile or link error will be
* generated."
*/
- for (unsigned j = 0; j < sh->NumSubroutineFunctions; j++) {
- if (sh->SubroutineFunctions[j].index != -1 &&
- sh->SubroutineFunctions[j].index == fn->subroutine_index) {
+ for (unsigned j = 0; j < p->sh.NumSubroutineFunctions; j++) {
+ if (p->sh.SubroutineFunctions[j].index != -1 &&
+ p->sh.SubroutineFunctions[j].index == fn->subroutine_index) {
linker_error(prog, "each subroutine index qualifier in the "
"shader must be unique\n");
return;
}
}
- sh->SubroutineFunctions[sh->NumSubroutineFunctions].index =
+ p->sh.SubroutineFunctions[p->sh.NumSubroutineFunctions].index =
fn->subroutine_index;
- if (fn->subroutine_index > (int)sh->MaxSubroutineFunctionIndex)
- sh->MaxSubroutineFunctionIndex = fn->subroutine_index;
+ if (fn->subroutine_index > (int)p->sh.MaxSubroutineFunctionIndex)
+ p->sh.MaxSubroutineFunctionIndex = fn->subroutine_index;
for (int j = 0; j < fn->num_subroutine_types; j++)
- sh->SubroutineFunctions[sh->NumSubroutineFunctions].types[j] = fn->subroutine_types[j];
- sh->NumSubroutineFunctions++;
+ p->sh.SubroutineFunctions[p->sh.NumSubroutineFunctions].types[j] = fn->subroutine_types[j];
+ p->sh.NumSubroutineFunctions++;
}
}
}
}
}
+static void
+link_and_validate_uniforms(struct gl_context *ctx,
+ struct gl_shader_program *prog)
+{
+ update_array_sizes(prog);
+ link_assign_uniform_locations(prog, ctx);
+
+ if (!prog->data->cache_fallback) {
+ link_assign_atomic_counter_resources(ctx, prog);
+ link_calculate_subroutine_compat(prog);
+ check_resources(ctx, prog);
+ check_subroutine_resources(prog);
+ check_image_resources(ctx, prog);
+ link_check_atomic_counter_resources(ctx, prog);
+ }
+}
+
static bool
link_varyings_and_uniforms(unsigned first, unsigned last,
- unsigned num_explicit_uniform_locs,
struct gl_context *ctx,
struct gl_shader_program *prog, void *mem_ctx)
{
- bool has_xfb_qualifiers = false;
- unsigned num_tfeedback_decls = 0;
- char **varying_names = NULL;
- tfeedback_decl *tfeedback_decls = NULL;
-
/* Mark all generic shader inputs and outputs as unpaired. */
for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
if (prog->_LinkedShaders[i] != NULL) {
return false;
}
- /* From the ARB_enhanced_layouts spec:
- *
- * "If the shader used to record output variables for transform feedback
- * varyings uses the "xfb_buffer", "xfb_offset", or "xfb_stride" layout
- * qualifiers, the values specified by TransformFeedbackVaryings are
- * ignored, and the set of variables captured for transform feedback is
- * instead derived from the specified layout qualifiers."
- */
- for (int i = MESA_SHADER_FRAGMENT - 1; i >= 0; i--) {
- /* Find last stage before fragment shader */
- if (prog->_LinkedShaders[i]) {
- has_xfb_qualifiers =
- process_xfb_layout_qualifiers(mem_ctx, prog->_LinkedShaders[i],
- &num_tfeedback_decls,
- &varying_names);
- break;
- }
- }
-
- if (!has_xfb_qualifiers) {
- num_tfeedback_decls = prog->TransformFeedback.NumVarying;
- varying_names = prog->TransformFeedback.VaryingNames;
- }
-
- if (num_tfeedback_decls != 0) {
- /* From GL_EXT_transform_feedback:
- * A program will fail to link if:
- *
- * * the <count> specified by TransformFeedbackVaryingsEXT is
- * non-zero, but the program object has no vertex or geometry
- * shader;
- */
- if (first >= MESA_SHADER_FRAGMENT) {
- linker_error(prog, "Transform feedback varyings specified, but "
- "no vertex, tessellation, or geometry shader is "
- "present.\n");
- return false;
- }
-
- tfeedback_decls = rzalloc_array(mem_ctx, tfeedback_decl,
- num_tfeedback_decls);
- if (!parse_tfeedback_decls(ctx, prog, mem_ctx, num_tfeedback_decls,
- varying_names, tfeedback_decls))
- return false;
- }
-
- /* If there is no fragment shader we need to set transform feedback.
- *
- * For SSO we also need to assign output locations. We assign them here
- * because we need to do it for both single stage programs and multi stage
- * programs.
- */
- if (last < MESA_SHADER_FRAGMENT &&
- (num_tfeedback_decls != 0 || prog->SeparateShader)) {
- const uint64_t reserved_out_slots =
- reserved_varying_slot(prog->_LinkedShaders[last], ir_var_shader_out);
- if (!assign_varying_locations(ctx, mem_ctx, prog,
- prog->_LinkedShaders[last], NULL,
- num_tfeedback_decls, tfeedback_decls,
- reserved_out_slots))
- return false;
- }
-
- if (last <= MESA_SHADER_FRAGMENT) {
- /* Remove unused varyings from the first/last stage unless SSO */
- remove_unused_shader_inputs_and_outputs(prog->SeparateShader,
- prog->_LinkedShaders[first],
- ir_var_shader_in);
- remove_unused_shader_inputs_and_outputs(prog->SeparateShader,
- prog->_LinkedShaders[last],
- ir_var_shader_out);
-
- /* If the program is made up of only a single stage */
- if (first == last) {
- gl_linked_shader *const sh = prog->_LinkedShaders[last];
-
- do_dead_builtin_varyings(ctx, NULL, sh, 0, NULL);
- do_dead_builtin_varyings(ctx, sh, NULL, num_tfeedback_decls,
- tfeedback_decls);
-
- if (prog->SeparateShader) {
- const uint64_t reserved_slots =
- reserved_varying_slot(sh, ir_var_shader_in);
-
- /* Assign input locations for SSO, output locations are already
- * assigned.
- */
- if (!assign_varying_locations(ctx, mem_ctx, prog,
- NULL /* producer */,
- sh /* consumer */,
- 0 /* num_tfeedback_decls */,
- NULL /* tfeedback_decls */,
- reserved_slots))
- return false;
- }
- } else {
- /* Linking the stages in the opposite order (from fragment to vertex)
- * ensures that inter-shader outputs written to in an earlier stage
- * are eliminated if they are (transitively) not used in a later
- * stage.
- */
- int next = last;
- for (int i = next - 1; i >= 0; i--) {
- if (prog->_LinkedShaders[i] == NULL && i != 0)
- continue;
-
- gl_linked_shader *const sh_i = prog->_LinkedShaders[i];
- gl_linked_shader *const sh_next = prog->_LinkedShaders[next];
-
- const uint64_t reserved_out_slots =
- reserved_varying_slot(sh_i, ir_var_shader_out);
- const uint64_t reserved_in_slots =
- reserved_varying_slot(sh_next, ir_var_shader_in);
-
- do_dead_builtin_varyings(ctx, sh_i, sh_next,
- next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
- tfeedback_decls);
-
- if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
- next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
- tfeedback_decls,
- reserved_out_slots | reserved_in_slots))
- return false;
-
- /* This must be done after all dead varyings are eliminated. */
- if (sh_i != NULL) {
- unsigned slots_used = _mesa_bitcount_64(reserved_out_slots);
- if (!check_against_output_limit(ctx, prog, sh_i, slots_used)) {
- return false;
- }
- }
-
- unsigned slots_used = _mesa_bitcount_64(reserved_in_slots);
- if (!check_against_input_limit(ctx, prog, sh_next, slots_used))
- return false;
+ prog->last_vert_prog = NULL;
+ for (int i = MESA_SHADER_GEOMETRY; i >= MESA_SHADER_VERTEX; i--) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
- next = i;
- }
- }
+ prog->last_vert_prog = prog->_LinkedShaders[i]->Program;
+ break;
}
- if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls,
- has_xfb_qualifiers))
+ if (!link_varyings(prog, first, last, ctx, mem_ctx))
return false;
- update_array_sizes(prog);
- link_assign_uniform_locations(prog, ctx, num_explicit_uniform_locs);
- link_assign_atomic_counter_resources(ctx, prog);
-
- link_calculate_subroutine_compat(prog);
- check_resources(ctx, prog);
- check_subroutine_resources(prog);
- check_image_resources(ctx, prog);
- link_check_atomic_counter_resources(ctx, prog);
+ link_and_validate_uniforms(ctx, prog);
if (!prog->data->LinkStatus)
return false;
return true;
}
+static void
+linker_optimisation_loop(struct gl_context *ctx, exec_list *ir,
+ unsigned stage)
+{
+ if (ctx->Const.GLSLOptimizeConservatively) {
+ /* Run it just once. */
+ do_common_optimization(ir, true, false,
+ &ctx->Const.ShaderCompilerOptions[stage],
+ ctx->Const.NativeIntegers);
+ } else {
+ /* Repeat it until it stops making changes. */
+ while (do_common_optimization(ir, true, false,
+ &ctx->Const.ShaderCompilerOptions[stage],
+ ctx->Const.NativeIntegers))
+ ;
+ }
+}
+
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
- prog->data->LinkStatus = true; /* All error paths will set this to false */
+ prog->data->LinkStatus = linking_success; /* All error paths will set this to false */
prog->data->Validated = false;
- prog->_Used = false;
/* Section 7.3 (Program Objects) of the OpenGL 4.5 Core Profile spec says:
*
return;
}
- unsigned int num_explicit_uniform_locs = 0;
+#ifdef ENABLE_SHADER_CACHE
+ /* If transform feedback used on the program then compile all shaders. */
+ bool skip_cache = false;
+ if (prog->TransformFeedback.NumVarying > 0) {
+ for (unsigned i = 0; i < prog->NumShaders; i++) {
+ _mesa_glsl_compile_shader(ctx, prog->Shaders[i], false, false, true);
+ }
+ skip_cache = true;
+ }
+
+ if (!skip_cache && shader_cache_read_program_metadata(ctx, prog))
+ return;
+#endif
void *mem_ctx = ralloc_context(NULL); // temporary linker context
goto done;
}
- if (prog->Shaders[i]->info.ARB_fragment_coord_conventions_enable) {
+ if (prog->Shaders[i]->ARB_fragment_coord_conventions_enable) {
prog->ARB_fragment_coord_conventions_enable = true;
}
goto done;
}
- prog->Version = max_version;
+ prog->data->Version = max_version;
prog->IsES = prog->Shaders[0]->IsES;
/* Some shaders have to be linked with some other shaders present.
goto done;
}
- /* The spec is self-contradictory here. It allows linking without a tess
+ /* Section 7.3 of the OpenGL ES 3.2 specification says:
+ *
+ * "Linking can fail for [...] any of the following reasons:
+ *
+ * * program contains an object to form a tessellation control
+ * shader [...] and [...] the program is not separable and
+ * contains no object to form a tessellation evaluation shader"
+ *
+ * The OpenGL spec is contradictory. It allows linking without a tess
* eval shader, but that can only be used with transform feedback and
* rasterization disabled. However, transform feedback isn't allowed
* with GL_PATCHES, so it can't be used.
"tessellation evaluation shader\n");
goto done;
}
+
+ if (prog->IsES) {
+ if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
+ num_shaders[MESA_SHADER_TESS_CTRL] == 0) {
+ linker_error(prog, "GLSL ES requires non-separable programs "
+ "containing a tessellation evaluation shader to also "
+ "be linked with a tessellation control shader\n");
+ goto done;
+ }
+ }
}
/* Compute shaders have additional restrictions. */
}
}
- if (num_shaders[MESA_SHADER_GEOMETRY] > 0) {
- prog->LastClipDistanceArraySize = prog->Geom.ClipDistanceArraySize;
- prog->LastCullDistanceArraySize = prog->Geom.CullDistanceArraySize;
- } else if (num_shaders[MESA_SHADER_TESS_EVAL] > 0) {
- prog->LastClipDistanceArraySize = prog->TessEval.ClipDistanceArraySize;
- prog->LastCullDistanceArraySize = prog->TessEval.CullDistanceArraySize;
- } else if (num_shaders[MESA_SHADER_VERTEX] > 0) {
- prog->LastClipDistanceArraySize = prog->Vert.ClipDistanceArraySize;
- prog->LastCullDistanceArraySize = prog->Vert.CullDistanceArraySize;
- } else {
- prog->LastClipDistanceArraySize = 0; /* Not used */
- prog->LastCullDistanceArraySize = 0; /* Not used */
- }
-
/* Here begins the inter-stage linking phase. Some initial validation is
* performed, then locations are assigned for uniforms, attributes, and
* varyings.
last = i;
}
- num_explicit_uniform_locs = check_explicit_uniform_locations(ctx, prog);
- link_assign_subroutine_types(prog);
+ if (!prog->data->cache_fallback) {
+ check_explicit_uniform_locations(ctx, prog);
+ link_assign_subroutine_types(prog);
+ }
if (!prog->data->LinkStatus)
goto done;
if (prog->SeparateShader)
disable_varying_optimizations_for_sso(prog);
- /* Process UBOs */
- if (!interstage_cross_validate_uniform_blocks(prog, false))
- goto done;
+ if (!prog->data->cache_fallback) {
+ /* Process UBOs */
+ if (!interstage_cross_validate_uniform_blocks(prog, false))
+ goto done;
- /* Process SSBOs */
- if (!interstage_cross_validate_uniform_blocks(prog, true))
- goto done;
+ /* Process SSBOs */
+ if (!interstage_cross_validate_uniform_blocks(prog, true))
+ goto done;
+ }
/* Do common optimization before assigning storage for attributes,
* uniforms, and varyings. Later optimization could possibly make
lower_tess_level(prog->_LinkedShaders[i]);
}
- while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
- &ctx->Const.ShaderCompilerOptions[i],
- ctx->Const.NativeIntegers))
- ;
+ /* Call opts before lowering const arrays to uniforms so we can const
+ * propagate any elements accessed directly.
+ */
+ linker_optimisation_loop(ctx, prog->_LinkedShaders[i]->ir, i);
+
+ /* Call opts after lowering const arrays to copy propagate things. */
+ if (lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir, i))
+ linker_optimisation_loop(ctx, prog->_LinkedShaders[i]->ir, i);
- lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir, i);
propagate_invariance(prog->_LinkedShaders[i]->ir);
}
* with loop induction variable. This check emits a warning or error
* depending if backend can handle dynamic indexing.
*/
- if ((!prog->IsES && prog->Version < 130) ||
- (prog->IsES && prog->Version < 300)) {
+ if ((!prog->IsES && prog->data->Version < 130) ||
+ (prog->IsES && prog->data->Version < 300)) {
if (!validate_sampler_array_indexing(ctx, prog))
goto done;
}
store_fragdepth_layout(prog);
- if(!link_varyings_and_uniforms(first, last, num_explicit_uniform_locs, ctx,
- prog, mem_ctx))
+ if(!link_varyings_and_uniforms(first, last, ctx, prog, mem_ctx))
goto done;
/* OpenGL ES < 3.1 requires that a vertex shader and a fragment shader both