#include <ctype.h>
#include "util/strndup.h"
-#include "main/core.h"
#include "glsl_symbol_table.h"
#include "glsl_parser_extras.h"
#include "ir.h"
#include "util/set.h"
#include "string_to_uint_map.h"
#include "linker.h"
+#include "linker_util.h"
#include "link_varyings.h"
#include "ir_optimization.h"
#include "ir_rvalue_visitor.h"
#include "ir_uniform.h"
#include "builtin_functions.h"
#include "shader_cache.h"
+#include "util/u_string.h"
+#include "util/u_math.h"
+
#include "main/shaderobj.h"
#include "main/enums.h"
+#include "main/mtypes.h"
namespace {
class array_resize_visitor : public deref_type_updater {
public:
+ using deref_type_updater::visit;
+
unsigned num_vertices;
gl_shader_program *prog;
gl_shader_stage stage;
ralloc_vasprintf_append(&prog->data->InfoLog, fmt, ap);
va_end(ap);
- prog->data->LinkStatus = linking_failure;
+ prog->data->LinkStatus = LINKING_FAILURE;
}
analyze_clip_cull_usage(struct gl_shader_program *prog,
struct gl_linked_shader *shader,
struct gl_context *ctx,
- GLuint *clip_distance_array_size,
- GLuint *cull_distance_array_size)
+ struct shader_info *info)
{
- *clip_distance_array_size = 0;
- *cull_distance_array_size = 0;
+ info->clip_distance_array_size = 0;
+ info->cull_distance_array_size = 0;
if (prog->data->Version >= (prog->IsES ? 300 : 130)) {
/* From section 7.1 (Vertex Shader Special Variables) of the
ir_variable *clip_distance_var =
shader->symbols->get_variable("gl_ClipDistance");
assert(clip_distance_var);
- *clip_distance_array_size = clip_distance_var->type->length;
+ info->clip_distance_array_size = clip_distance_var->type->length;
}
if (gl_CullDistance.found) {
ir_variable *cull_distance_var =
shader->symbols->get_variable("gl_CullDistance");
assert(cull_distance_var);
- *cull_distance_array_size = cull_distance_var->type->length;
+ info->cull_distance_array_size = cull_distance_var->type->length;
}
/* From the ARB_cull_distance spec:
*
* gl_CullDistance arrays to be larger than
* gl_MaxCombinedClipAndCullDistances.
*/
- if ((*clip_distance_array_size + *cull_distance_array_size) >
+ if ((uint32_t)(info->clip_distance_array_size + info->cull_distance_array_size) >
ctx->Const.MaxClipPlanes) {
linker_error(prog, "%s shader: the combined size of "
"'gl_ClipDistance' and 'gl_CullDistance' size cannot "
}
}
- analyze_clip_cull_usage(prog, shader, ctx,
- &shader->Program->info.clip_distance_array_size,
- &shader->Program->info.cull_distance_array_size);
+ analyze_clip_cull_usage(prog, shader, ctx, &shader->Program->info);
}
static void
if (shader == NULL)
return;
- analyze_clip_cull_usage(prog, shader, ctx,
- &shader->Program->info.clip_distance_array_size,
- &shader->Program->info.cull_distance_array_size);
+ analyze_clip_cull_usage(prog, shader, ctx, &shader->Program->info);
}
vertices_per_prim(shader->Program->info.gs.input_primitive);
prog->Geom.VerticesIn = num_vertices;
- analyze_clip_cull_usage(prog, shader, ctx,
- &shader->Program->info.clip_distance_array_size,
- &shader->Program->info.cull_distance_array_size);
+ analyze_clip_cull_usage(prog, shader, ctx, &shader->Program->info);
}
/**
bool
validate_intrastage_arrays(struct gl_shader_program *prog,
ir_variable *const var,
- ir_variable *const existing)
+ ir_variable *const existing,
+ bool match_precision)
{
/* Consider the types to be "the same" if both types are arrays
* of the same type and one of the arrays is implicitly sized.
* explicitly sized array.
*/
if (var->type->is_array() && existing->type->is_array()) {
- if ((var->type->fields.array == existing->type->fields.array) &&
+ const glsl_type *no_array_var = var->type->fields.array;
+ const glsl_type *no_array_existing = existing->type->fields.array;
+ bool type_matches;
+
+ type_matches = (match_precision ?
+ no_array_var == no_array_existing :
+ no_array_var->compare_no_precision(no_array_existing));
+
+ if (type_matches &&
((var->type->length == 0)|| (existing->type->length == 0))) {
if (var->type->length != 0) {
if ((int)var->type->length <= existing->data.max_array_access) {
* Perform validation of global variables used across multiple shaders
*/
static void
-cross_validate_globals(struct gl_shader_program *prog,
+cross_validate_globals(struct gl_context *ctx, struct gl_shader_program *prog,
struct exec_list *ir, glsl_symbol_table *variables,
bool uniforms_only)
{
* no vendor actually implemented that behavior. The 4.20
* behavior matches the implemented behavior of at least one other
* vendor, so we'll implement that for all GLSL versions.
+ * If (at least) one of these constant expressions is implicit,
+ * because it was added by glsl_zero_init, we skip the verification.
*/
if (var->constant_initializer != NULL) {
- if (existing->constant_initializer != NULL) {
+ if (existing->constant_initializer != NULL &&
+ !existing->data.is_implicit_initializer &&
+ !var->data.is_implicit_initializer) {
if (!var->constant_initializer->has_value(existing->constant_initializer)) {
linker_error(prog, "initializers for %s "
"`%s' have differing values\n",
* not have an initializer but a later instance does,
* replace the former with the later.
*/
- variables->replace_variable(existing->name, var);
+ if (!var->data.is_implicit_initializer)
+ variables->replace_variable(existing->name, var);
}
}
}
}
- if (existing->data.invariant != var->data.invariant) {
+ if (existing->data.explicit_invariant != var->data.explicit_invariant) {
linker_error(prog, "declarations for %s `%s' have "
"mismatching invariant qualifiers\n",
mode_string(var), var->name);
return;
}
- /* Only in GLSL ES 3.10, the precision qualifier should not match
- * between block members defined in matched block names within a
- * shader interface.
- *
- * In GLSL ES 3.00 and ES 3.20, precision qualifier for each block
- * member should match.
+ /* Check the precision qualifier matches for uniform variables on
+ * GLSL ES.
*/
- if (prog->IsES && (prog->data->Version != 310 ||
- !var->get_interface_type()) &&
+ if (!ctx->Const.AllowGLSLRelaxedES &&
+ prog->IsES && !var->get_interface_type() &&
existing->data.precision != var->data.precision) {
- linker_error(prog, "declarations for %s `%s` have "
- "mismatching precision qualifiers\n",
- mode_string(var), var->name);
- return;
+ if ((existing->data.used && var->data.used) || prog->data->Version >= 300) {
+ linker_error(prog, "declarations for %s `%s` have "
+ "mismatching precision qualifiers\n",
+ mode_string(var), var->name);
+ return;
+ } else {
+ linker_warning(prog, "declarations for %s `%s` have "
+ "mismatching precision qualifiers\n",
+ mode_string(var), var->name);
+ }
+ }
+
+ /* In OpenGL GLSL 3.20 spec, section 4.3.9:
+ *
+ * "It is a link-time error if any particular shader interface
+ * contains:
+ *
+ * - two different blocks, each having no instance name, and each
+ * having a member of the same name, or
+ *
+ * - a variable outside a block, and a block with no instance name,
+ * where the variable has the same name as a member in the block."
+ */
+ const glsl_type *var_itype = var->get_interface_type();
+ const glsl_type *existing_itype = existing->get_interface_type();
+ if (var_itype != existing_itype) {
+ if (!var_itype || !existing_itype) {
+ linker_error(prog, "declarations for %s `%s` are inside block "
+ "`%s` and outside a block",
+ mode_string(var), var->name,
+ var_itype ? var_itype->name : existing_itype->name);
+ return;
+ } else if (strcmp(var_itype->name, existing_itype->name) != 0) {
+ linker_error(prog, "declarations for %s `%s` are inside blocks "
+ "`%s` and `%s`",
+ mode_string(var), var->name,
+ existing_itype->name,
+ var_itype->name);
+ return;
+ }
}
} else
variables->add_variable(var);
* Perform validation of uniforms used across multiple shader stages
*/
static void
-cross_validate_uniforms(struct gl_shader_program *prog)
+cross_validate_uniforms(struct gl_context *ctx,
+ struct gl_shader_program *prog)
{
glsl_symbol_table variables;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
- cross_validate_globals(prog, prog->_LinkedShaders[i]->ir, &variables,
- true);
+ cross_validate_globals(ctx, prog, prog->_LinkedShaders[i]->ir,
+ &variables, true);
}
}
}
for (unsigned int j = 0; j < sh_num_blocks; j++) {
- int index = link_cross_validate_uniform_block(prog, &blks, num_blks,
- sh_blks[j]);
+ int index = link_cross_validate_uniform_block(prog->data, &blks,
+ num_blks, sh_blks[j]);
if (index == -1) {
linker_error(prog, "buffer block `%s' has mismatching "
return true;
}
+/**
+ * Verifies the invariance of built-in special variables.
+ */
+static bool
+validate_invariant_builtins(struct gl_shader_program *prog,
+ const gl_linked_shader *vert,
+ const gl_linked_shader *frag)
+{
+ const ir_variable *var_vert;
+ const ir_variable *var_frag;
+
+ if (!vert || !frag)
+ return true;
+
+ /*
+ * From OpenGL ES Shading Language 1.0 specification
+ * (4.6.4 Invariance and Linkage):
+ * "The invariance of varyings that are declared in both the vertex and
+ * fragment shaders must match. For the built-in special variables,
+ * gl_FragCoord can only be declared invariant if and only if
+ * gl_Position is declared invariant. Similarly gl_PointCoord can only
+ * be declared invariant if and only if gl_PointSize is declared
+ * invariant. It is an error to declare gl_FrontFacing as invariant.
+ * The invariance of gl_FrontFacing is the same as the invariance of
+ * gl_Position."
+ */
+ var_frag = frag->symbols->get_variable("gl_FragCoord");
+ if (var_frag && var_frag->data.invariant) {
+ var_vert = vert->symbols->get_variable("gl_Position");
+ if (var_vert && !var_vert->data.invariant) {
+ linker_error(prog,
+ "fragment shader built-in `%s' has invariant qualifier, "
+ "but vertex shader built-in `%s' lacks invariant qualifier\n",
+ var_frag->name, var_vert->name);
+ return false;
+ }
+ }
+
+ var_frag = frag->symbols->get_variable("gl_PointCoord");
+ if (var_frag && var_frag->data.invariant) {
+ var_vert = vert->symbols->get_variable("gl_PointSize");
+ if (var_vert && !var_vert->data.invariant) {
+ linker_error(prog,
+ "fragment shader built-in `%s' has invariant qualifier, "
+ "but vertex shader built-in `%s' lacks invariant qualifier\n",
+ var_frag->name, var_vert->name);
+ return false;
+ }
+ }
+
+ var_frag = frag->symbols->get_variable("gl_FrontFacing");
+ if (var_frag && var_frag->data.invariant) {
+ linker_error(prog,
+ "fragment shader built-in `%s' can not be declared as invariant\n",
+ var_frag->name);
+ return false;
+ }
+
+ return true;
+}
/**
* Populates a shaders symbol table with all global declarations
*/
static void
-populate_symbol_table(gl_linked_shader *sh)
+populate_symbol_table(gl_linked_shader *sh, glsl_symbol_table *symbols)
{
sh->symbols = new(sh) glsl_symbol_table;
- foreach_in_list(ir_instruction, inst, sh->ir) {
- ir_variable *var;
- ir_function *func;
-
- if ((func = inst->as_function()) != NULL) {
- sh->symbols->add_function(func);
- } else if ((var = inst->as_variable()) != NULL) {
- if (var->data.mode != ir_var_temporary)
- sh->symbols->add_variable(var);
- }
- }
+ _mesa_glsl_copy_symbols_from_table(sh->ir, symbols, sh->symbols);
}
hash_table *temps = NULL;
if (make_copies)
- temps = _mesa_hash_table_create(NULL, _mesa_hash_pointer,
- _mesa_key_pointer_equal);
+ temps = _mesa_pointer_hash_table_create(NULL);
foreach_in_list_safe(ir_instruction, inst, instructions) {
if (inst->as_function())
*/
class array_sizing_visitor : public deref_type_updater {
public:
+ using deref_type_updater::visit;
+
array_sizing_visitor()
: mem_ctx(ralloc_context(NULL)),
- unnamed_interfaces(_mesa_hash_table_create(NULL, _mesa_hash_pointer,
- _mesa_key_pointer_equal))
+ unnamed_interfaces(_mesa_pointer_hash_table_create(NULL))
{
}
}
}
+/**
+ * Check for conflicting viewport_relative settings across shaders, and sets
+ * the value for the linked shader.
+ */
+static void
+link_layer_viewport_relative_qualifier(struct gl_shader_program *prog,
+ struct gl_program *gl_prog,
+ struct gl_shader **shader_list,
+ unsigned num_shaders)
+{
+ unsigned i;
+
+ /* Find first shader with explicit layer declaration */
+ for (i = 0; i < num_shaders; i++) {
+ if (shader_list[i]->redeclares_gl_layer) {
+ gl_prog->info.layer_viewport_relative =
+ shader_list[i]->layer_viewport_relative;
+ break;
+ }
+ }
+
+ /* Now make sure that each subsequent shader's explicit layer declaration
+ * matches the first one's.
+ */
+ for (; i < num_shaders; i++) {
+ if (shader_list[i]->redeclares_gl_layer &&
+ shader_list[i]->layer_viewport_relative !=
+ gl_prog->info.layer_viewport_relative) {
+ linker_error(prog, "all gl_Layer redeclarations must have identical "
+ "viewport_relative settings");
+ }
+ }
+}
+
/**
* Performs the cross-validation of tessellation control shader vertices and
* layout qualifiers for the attached tessellation control shaders,
linked_shader->Program->info.fs.inner_coverage |= shader->InnerCoverage;
linked_shader->Program->info.fs.post_depth_coverage |=
shader->PostDepthCoverage;
-
+ linked_shader->Program->info.fs.pixel_interlock_ordered |=
+ shader->PixelInterlockOrdered;
+ linked_shader->Program->info.fs.pixel_interlock_unordered |=
+ shader->PixelInterlockUnordered;
+ linked_shader->Program->info.fs.sample_interlock_ordered |=
+ shader->SampleInterlockOrdered;
+ linked_shader->Program->info.fs.sample_interlock_unordered |=
+ shader->SampleInterlockUnordered;
linked_shader->Program->sh.fs.BlendSupport |= shader->BlendSupport;
}
+
+ linked_shader->Program->info.fs.pixel_center_integer = pixel_center_integer;
+ linked_shader->Program->info.fs.origin_upper_left = origin_upper_left;
}
/**
/**
- * Perform cross-validation of compute shader local_size_{x,y,z} layout
- * qualifiers for the attached compute shaders, and propagate them to the
- * linked CS and linked shader program.
+ * Perform cross-validation of compute shader local_size_{x,y,z} layout and
+ * derivative arrangement qualifiers for the attached compute shaders, and
+ * propagate them to the linked CS and linked shader program.
*/
static void
link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
gl_prog->info.cs.local_size_variable = false;
+ gl_prog->info.cs.derivative_group = DERIVATIVE_GROUP_NONE;
+
/* From the ARB_compute_shader spec, in the section describing local size
* declarations:
*
}
gl_prog->info.cs.local_size_variable = true;
}
+
+ enum gl_derivative_group group = shader->info.Comp.DerivativeGroup;
+ if (group != DERIVATIVE_GROUP_NONE) {
+ if (gl_prog->info.cs.derivative_group != DERIVATIVE_GROUP_NONE &&
+ gl_prog->info.cs.derivative_group != group) {
+ linker_error(prog, "compute shader defined with conflicting "
+ "derivative groups\n");
+ return;
+ }
+ gl_prog->info.cs.derivative_group = group;
+ }
}
/* Just do the intrastage -> interstage propagation right now,
"local group size\n");
return;
}
+
+ if (gl_prog->info.cs.derivative_group == DERIVATIVE_GROUP_QUADS) {
+ if (gl_prog->info.cs.local_size[0] % 2 != 0) {
+ linker_error(prog, "derivative_group_quadsNV must be used with a "
+ "local group size whose first dimension "
+ "is a multiple of 2\n");
+ return;
+ }
+ if (gl_prog->info.cs.local_size[1] % 2 != 0) {
+ linker_error(prog, "derivative_group_quadsNV must be used with a local"
+ "group size whose second dimension "
+ "is a multiple of 2\n");
+ return;
+ }
+ } else if (gl_prog->info.cs.derivative_group == DERIVATIVE_GROUP_LINEAR) {
+ if ((gl_prog->info.cs.local_size[0] *
+ gl_prog->info.cs.local_size[1] *
+ gl_prog->info.cs.local_size[2]) % 4 != 0) {
+ linker_error(prog, "derivative_group_linearNV must be used with a "
+ "local group size whose total number of invocations "
+ "is a multiple of 4\n");
+ return;
+ }
+ }
+}
+
+/**
+ * Link all out variables on a single stage which are not
+ * directly used in a shader with the main function.
+ */
+static void
+link_output_variables(struct gl_linked_shader *linked_shader,
+ struct gl_shader **shader_list,
+ unsigned num_shaders)
+{
+ struct glsl_symbol_table *symbols = linked_shader->symbols;
+
+ for (unsigned i = 0; i < num_shaders; i++) {
+
+ /* Skip shader object with main function */
+ if (shader_list[i]->symbols->get_function("main"))
+ continue;
+
+ foreach_in_list(ir_instruction, ir, shader_list[i]->ir) {
+ if (ir->ir_type != ir_type_variable)
+ continue;
+
+ ir_variable *var = (ir_variable *) ir;
+
+ if (var->data.mode == ir_var_shader_out &&
+ !symbols->get_variable(var->name)) {
+ var = var->clone(linked_shader, NULL);
+ symbols->add_variable(var);
+ linked_shader->ir->push_head(var);
+ }
+ }
+ }
+
+ return;
}
for (unsigned i = 0; i < num_shaders; i++) {
if (shader_list[i] == NULL)
continue;
- cross_validate_globals(prog, shader_list[i]->ir, &variables, false);
+ cross_validate_globals(ctx, prog, shader_list[i]->ir, &variables,
+ false);
}
if (!prog->data->LinkStatus)
/* 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, false);
+ ctx->Driver.NewProgram(ctx, shader_list[0]->Stage, prog->Name, false);
if (!gl_prog) {
- prog->data->LinkStatus = linking_failure;
+ 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);
+ _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;
link_bindless_layout_qualifiers(prog, shader_list, num_shaders);
- populate_symbol_table(linked);
+ link_layer_viewport_relative_qualifier(prog, gl_prog, shader_list, num_shaders);
+
+ populate_symbol_table(linked, shader_list[0]->symbols);
/* The pointer to the main function in the final linked shader (i.e., the
* copy of the original shader that contained the main function).
return NULL;
}
+ if (linked->Stage != MESA_SHADER_FRAGMENT)
+ link_output_variables(linked, shader_list, num_shaders);
+
/* Make a pass over all variable declarations to ensure that arrays with
* unspecified sizes have a size specified. The size is inferred from the
* max_array_access field.
v.run(linked->ir);
v.fixup_unnamed_interface_types();
- 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);
+ /* 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;
- }
+ const unsigned max_uniform_blocks =
+ ctx->Const.Program[linked->Stage].MaxUniformBlocks;
+ if (num_ubo_blocks > max_uniform_blocks) {
+ linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
+ _mesa_shader_stage_to_string(linked->Stage),
+ num_ubo_blocks, max_uniform_blocks);
+ }
- /* 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;
+ const unsigned max_shader_storage_blocks =
+ ctx->Const.Program[linked->Stage].MaxShaderStorageBlocks;
+ if (num_ssbo_blocks > max_shader_storage_blocks) {
+ linker_error(prog, "Too many %s shader storage blocks (%d/%d)\n",
+ _mesa_shader_stage_to_string(linked->Stage),
+ num_ssbo_blocks, max_shader_storage_blocks);
+ }
+
+ if (!prog->data->LinkStatus) {
+ _mesa_delete_linked_shader(ctx, linked);
+ return NULL;
}
+ /* 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->sh.NumUniformBlocks = num_ubo_blocks;
+ 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;
+
/* At this point linked should contain all of the linked IR, so
* validate it to make sure nothing went wrong.
*/
if (ctx->Const.VertexID_is_zero_based)
lower_vertex_id(linked);
+ if (ctx->Const.LowerCsDerivedVariables)
+ lower_cs_derived(linked);
+
#ifdef DEBUG
/* Compute the source checksum. */
linked->SourceChecksum = 0;
ir->accept(&input_resize_visitor);
}
- if (tcs || ctx->Const.LowerTESPatchVerticesIn) {
+ if (tcs) {
/* Convert the gl_PatchVerticesIn system value into a constant, since
* the value is known at this point.
*/
void *mem_ctx = ralloc_parent(var);
var->data.location = 0;
var->data.explicit_location = false;
- if (tcs) {
- var->data.mode = ir_var_auto;
- var->constant_value = new(mem_ctx) ir_constant(num_vertices);
- } else {
- var->data.mode = ir_var_uniform;
- var->data.how_declared = ir_var_hidden;
- var->allocate_state_slots(1);
- ir_state_slot *slot0 = &var->get_state_slots()[0];
- slot0->swizzle = SWIZZLE_XXXX;
- slot0->tokens[0] = STATE_INTERNAL;
- slot0->tokens[1] = STATE_TES_PATCH_VERTICES_IN;
- for (int i = 2; i < STATE_LENGTH; i++)
- slot0->tokens[i] = 0;
- }
+ var->data.mode = ir_var_auto;
+ var->constant_value = new(mem_ctx) ir_constant(num_vertices);
}
}
}
}
+#define SAFE_MASK_FROM_INDEX(i) (((i) >= 32) ? ~0 : ((1 << (i)) - 1))
+
/**
- * Assign locations for either VS inputs or FS outputs
+ * Assign locations for either VS inputs or FS outputs.
*
- * \param mem_ctx Temporary ralloc context used for linking
- * \param prog Shader program whose variables need locations assigned
- * \param constants Driver specific constant values for the program.
- * \param target_index Selector for the program target to receive location
- * assignmnets. Must be either \c MESA_SHADER_VERTEX or
- * \c MESA_SHADER_FRAGMENT.
+ * \param mem_ctx Temporary ralloc context used for linking.
+ * \param prog Shader program whose variables need locations
+ * assigned.
+ * \param constants Driver specific constant values for the program.
+ * \param target_index Selector for the program target to receive location
+ * assignmnets. Must be either \c MESA_SHADER_VERTEX or
+ * \c MESA_SHADER_FRAGMENT.
+ * \param do_assignment Whether we are actually marking the assignment or we
+ * are just doing a dry-run checking.
*
* \return
- * If locations are successfully assigned, true is returned. Otherwise an
- * error is emitted to the shader link log and false is returned.
+ * If locations are (or can be, in case of dry-running) successfully assigned,
+ * true is returned. Otherwise an error is emitted to the shader link log and
+ * false is returned.
*/
static bool
assign_attribute_or_color_locations(void *mem_ctx,
gl_shader_program *prog,
struct gl_constants *constants,
- unsigned target_index)
+ unsigned target_index,
+ bool do_assignment)
{
/* Maximum number of generic locations. This corresponds to either the
* maximum number of draw buffers or the maximum number of generic
/* Mark invalid locations as being used.
*/
- unsigned used_locations = (max_index >= 32)
- ? ~0 : ~((1 << max_index) - 1);
+ unsigned used_locations = ~SAFE_MASK_FROM_INDEX(max_index);
unsigned double_storage_locations = 0;
assert((target_index == MESA_SHADER_VERTEX)
num_attr++;
}
+ if (!do_assignment)
+ return true;
+
if (target_index == MESA_SHADER_VERTEX) {
unsigned total_attribs_size =
- _mesa_bitcount(used_locations & ((1 << max_index) - 1)) +
- _mesa_bitcount(double_storage_locations);
+ util_bitcount(used_locations & SAFE_MASK_FROM_INDEX(max_index)) +
+ util_bitcount(double_storage_locations);
if (total_attribs_size > max_index) {
linker_error(prog,
"attempt to use %d vertex attribute slots only %d available ",
*/
if (target_index == MESA_SHADER_VERTEX) {
unsigned total_attribs_size =
- _mesa_bitcount(used_locations & ((1 << max_index) - 1)) +
- _mesa_bitcount(double_storage_locations);
+ util_bitcount(used_locations & SAFE_MASK_FROM_INDEX(max_index)) +
+ util_bitcount(double_storage_locations);
if (total_attribs_size > max_index) {
linker_error(prog,
"attempt to use %d vertex attribute slots only %d available ",
const unsigned idx = var->data.location - VARYING_SLOT_VAR0;
if (explicit_locations[idx][var->data.location_frac] == NULL)
explicit_locations[idx][var->data.location_frac] = var;
+
+ /* Always match TCS outputs. They are shared by all invocations
+ * within a patch and can be used as shared memory.
+ */
+ if (producer->Stage == MESA_SHADER_TESS_CTRL)
+ var->data.is_unmatched_generic_inout = 0;
}
}
}
}
-/**
- * Validate the resources used by a program versus the implementation limits
- */
-static void
-check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
-{
- unsigned total_uniform_blocks = 0;
- unsigned total_shader_storage_blocks = 0;
-
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- struct gl_linked_shader *sh = prog->_LinkedShaders[i];
-
- if (sh == NULL)
- continue;
-
- 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));
- }
-
- if (sh->num_uniform_components >
- ctx->Const.Program[i].MaxUniformComponents) {
- if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
- linker_warning(prog, "Too many %s shader default uniform block "
- "components, but the driver will try to optimize "
- "them out; this is non-portable out-of-spec "
- "behavior\n",
- _mesa_shader_stage_to_string(i));
- } else {
- linker_error(prog, "Too many %s shader default uniform block "
- "components\n",
- _mesa_shader_stage_to_string(i));
- }
- }
-
- if (sh->num_combined_uniform_components >
- ctx->Const.Program[i].MaxCombinedUniformComponents) {
- if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
- linker_warning(prog, "Too many %s shader uniform components, "
- "but the driver will try to optimize them out; "
- "this is non-portable out-of-spec behavior\n",
- _mesa_shader_stage_to_string(i));
- } else {
- linker_error(prog, "Too many %s shader uniform components\n",
- _mesa_shader_stage_to_string(i));
- }
- }
-
- 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->Program->info.num_ubos) {
- linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
- _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->Program->info.num_ssbos) {
- linker_error(prog, "Too many %s shader storage blocks (%d/%d)\n",
- _mesa_shader_stage_to_string(i),
- sh->Program->info.num_ssbos, max_shader_storage_blocks);
- }
- }
-
- if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
- linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
- total_uniform_blocks, ctx->Const.MaxCombinedUniformBlocks);
- }
-
- if (total_shader_storage_blocks > ctx->Const.MaxCombinedShaderStorageBlocks) {
- linker_error(prog, "Too many combined shader storage blocks (%d/%d)\n",
- total_shader_storage_blocks,
- ctx->Const.MaxCombinedShaderStorageBlocks);
- }
-
- for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
- if (prog->data->UniformBlocks[i].UniformBufferSize >
- ctx->Const.MaxUniformBlockSize) {
- linker_error(prog, "Uniform block %s too big (%d/%d)\n",
- prog->data->UniformBlocks[i].Name,
- prog->data->UniformBlocks[i].UniformBufferSize,
- ctx->Const.MaxUniformBlockSize);
- }
- }
-
- for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
- if (prog->data->ShaderStorageBlocks[i].UniformBufferSize >
- ctx->Const.MaxShaderStorageBlockSize) {
- linker_error(prog, "Shader storage block %s too big (%d/%d)\n",
- prog->data->ShaderStorageBlocks[i].Name,
- prog->data->ShaderStorageBlocks[i].UniformBufferSize,
- ctx->Const.MaxShaderStorageBlockSize);
- }
- }
-}
-
-static void
-link_calculate_subroutine_compat(struct gl_shader_program *prog)
-{
- unsigned mask = prog->data->linked_stages;
- while (mask) {
- const int i = u_bit_scan(&mask);
- struct gl_program *p = prog->_LinkedShaders[i]->Program;
-
- for (unsigned j = 0; j < p->sh.NumSubroutineUniformRemapTable; j++) {
- if (p->sh.SubroutineUniformRemapTable[j] == INACTIVE_UNIFORM_EXPLICIT_LOCATION)
- continue;
-
- struct gl_uniform_storage *uni = p->sh.SubroutineUniformRemapTable[j];
-
- if (!uni)
- continue;
-
- int count = 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 < 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++;
- break;
- }
- }
- }
- uni->num_compatible_subroutines = count;
- }
- }
-}
-
-static void
-check_subroutine_resources(struct gl_shader_program *prog)
-{
- unsigned mask = prog->data->linked_stages;
- while (mask) {
- const int i = u_bit_scan(&mask);
- struct gl_program *p = prog->_LinkedShaders[i]->Program;
-
- if (p->sh.NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS) {
- linker_error(prog, "Too many %s shader subroutine uniforms\n",
- _mesa_shader_stage_to_string(i));
- }
- }
-}
/**
* Validate shader image resources.
*/
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
if (sh) {
- 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->Program->info.num_images,
- ctx->Const.Program[i].MaxImageUniforms);
-
total_image_units += sh->Program->info.num_images;
total_shader_storage_blocks += sh->Program->info.num_ssbos;
}
}
- struct empty_uniform_block *current_block = NULL;
-
- for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
- /* We found empty space in UniformRemapTable. */
- if (prog->UniformRemapTable[i] == NULL) {
- /* We've found the beginning of a new continous block of empty slots */
- if (!current_block || current_block->start + current_block->slots != i) {
- current_block = rzalloc(prog, struct empty_uniform_block);
- current_block->start = i;
- exec_list_push_tail(&prog->EmptyUniformLocations,
- ¤t_block->link);
- }
-
- /* The current block continues, so we simply increment its slots */
- current_block->slots++;
- }
- }
+ link_util_update_empty_uniform_locations(prog);
delete uniform_map;
prog->NumExplicitUniformLocations = entries_total;
}
-static bool
-should_add_buffer_variable(struct gl_shader_program *shProg,
- GLenum type, const char *name)
-{
- bool found_interface = false;
- unsigned block_name_len = 0;
- const char *block_name_dot = strchr(name, '.');
-
- /* These rules only apply to buffer variables. So we return
- * true for the rest of types.
- */
- if (type != GL_BUFFER_VARIABLE)
- return true;
-
- for (unsigned i = 0; i < shProg->data->NumShaderStorageBlocks; i++) {
- const char *block_name = shProg->data->ShaderStorageBlocks[i].Name;
- block_name_len = strlen(block_name);
-
- const char *block_square_bracket = strchr(block_name, '[');
- if (block_square_bracket) {
- /* The block is part of an array of named interfaces,
- * for the name comparison we ignore the "[x]" part.
- */
- block_name_len -= strlen(block_square_bracket);
- }
-
- if (block_name_dot) {
- /* Check if the variable name starts with the interface
- * name. The interface name (if present) should have the
- * length than the interface block name we are comparing to.
- */
- unsigned len = strlen(name) - strlen(block_name_dot);
- if (len != block_name_len)
- continue;
- }
-
- if (strncmp(block_name, name, block_name_len) == 0) {
- found_interface = true;
- break;
- }
- }
-
- /* We remove the interface name from the buffer variable name,
- * including the dot that follows it.
- */
- if (found_interface)
- name = name + block_name_len + 1;
-
- /* The ARB_program_interface_query spec says:
- *
- * "For an active shader storage block member declared as an array, an
- * entry will be generated only for the first array element, regardless
- * of its type. For arrays of aggregate types, the enumeration rules
- * are applied recursively for the single enumerated array element."
- */
- const char *struct_first_dot = strchr(name, '.');
- const char *first_square_bracket = strchr(name, '[');
-
- /* The buffer variable is on top level and it is not an array */
- if (!first_square_bracket) {
- return true;
- /* The shader storage block member is a struct, then generate the entry */
- } else if (struct_first_dot && struct_first_dot < first_square_bracket) {
- return true;
- } else {
- /* Shader storage block member is an array, only generate an entry for the
- * first array element.
- */
- if (strncmp(first_square_bracket, "[0]", 3) == 0)
- return true;
- }
-
- return false;
-}
-
-static bool
-add_program_resource(struct gl_shader_program *prog,
- struct set *resource_set,
- GLenum type, const void *data, uint8_t stages)
-{
- assert(data);
-
- /* If resource already exists, do not add it again. */
- if (_mesa_set_search(resource_set, data))
- return true;
-
- prog->data->ProgramResourceList =
- reralloc(prog,
- prog->data->ProgramResourceList,
- gl_program_resource,
- prog->data->NumProgramResourceList + 1);
-
- if (!prog->data->ProgramResourceList) {
- linker_error(prog, "Out of memory during linking.\n");
- return false;
- }
-
- struct gl_program_resource *res =
- &prog->data->ProgramResourceList[prog->data->NumProgramResourceList];
-
- res->Type = type;
- res->Data = data;
- res->StageReferences = stages;
-
- prog->data->NumProgramResourceList++;
-
- _mesa_set_add(resource_set, data);
-
- return true;
-}
-
/* Function checks if a variable var is a packed varying and
* if given name is part of packed varying's list.
*
GLenum programInterface, ir_variable *var,
const char *name, const glsl_type *type,
bool use_implicit_location, int location,
+ bool inouts_share_location,
const glsl_type *outermost_struct_type = NULL)
{
const glsl_type *interface_type = var->get_interface_type();
stage_mask, programInterface,
var, field_name, field->type,
use_implicit_location, field_location,
- outermost_struct_type))
+ false, outermost_struct_type))
return false;
field_location += field->type->count_attribute_slots(false);
return true;
}
+ case GLSL_TYPE_ARRAY: {
+ /* The ARB_program_interface_query spec says:
+ *
+ * "For an active variable declared as an array of basic types, a
+ * single entry will be generated, with its name string formed by
+ * concatenating the name of the array and the string "[0]"."
+ *
+ * "For an active variable declared as an array of an aggregate data
+ * type (structures or arrays), a separate entry will be generated
+ * for each active array element, unless noted immediately below.
+ * The name of each entry is formed by concatenating the name of
+ * the array, the "[" character, an integer identifying the element
+ * number, and the "]" character. These enumeration rules are
+ * applied recursively, treating each enumerated array element as a
+ * separate active variable."
+ */
+ const struct glsl_type *array_type = type->fields.array;
+ if (array_type->base_type == GLSL_TYPE_STRUCT ||
+ array_type->base_type == GLSL_TYPE_ARRAY) {
+ unsigned elem_location = location;
+ unsigned stride = inouts_share_location ? 0 :
+ array_type->count_attribute_slots(false);
+ for (unsigned i = 0; i < type->length; i++) {
+ char *elem = ralloc_asprintf(shProg, "%s[%d]", name, i);
+ if (!add_shader_variable(ctx, shProg, resource_set,
+ stage_mask, programInterface,
+ var, elem, array_type,
+ use_implicit_location, elem_location,
+ false, outermost_struct_type))
+ return false;
+ elem_location += stride;
+ }
+ return true;
+ }
+ /* fallthrough */
+ }
+
default: {
/* The ARB_program_interface_query spec says:
*
if (!sha_v)
return false;
- return add_program_resource(shProg, resource_set,
- programInterface, sha_v, stage_mask);
+ return link_util_add_program_resource(shProg, resource_set,
+ programInterface, sha_v, stage_mask);
}
}
}
+static bool
+inout_has_same_location(const ir_variable *var, unsigned stage)
+{
+ if (!var->data.patch &&
+ ((var->data.mode == ir_var_shader_out &&
+ stage == MESA_SHADER_TESS_CTRL) ||
+ (var->data.mode == ir_var_shader_in &&
+ (stage == MESA_SHADER_TESS_CTRL || stage == MESA_SHADER_TESS_EVAL ||
+ stage == MESA_SHADER_GEOMETRY))))
+ return true;
+ else
+ return false;
+}
+
static bool
add_interface_variables(const struct gl_context *ctx,
struct gl_shader_program *shProg,
if (!add_shader_variable(ctx, shProg, resource_set,
1 << stage, programInterface,
var, var->name, var->type, vs_input_or_fs_output,
- var->data.location - loc_bias))
+ var->data.location - loc_bias,
+ inout_has_same_location(var, stage)))
return false;
}
return true;
if (!add_shader_variable(ctx, shProg, resource_set,
stage_mask,
iface, var, var->name, var->type, false,
- var->data.location - VARYING_SLOT_VAR0))
+ var->data.location - VARYING_SLOT_VAR0,
+ inout_has_same_location(var, stage)))
return false;
}
}
if (!add_shader_variable(ctx, shProg, resource_set,
1 << MESA_SHADER_FRAGMENT,
GL_PROGRAM_OUTPUT, var, var->name, var->type,
- true, var->data.location - FRAG_RESULT_DATA0))
+ true, var->data.location - FRAG_RESULT_DATA0,
+ false))
return false;
}
}
return true;
}
-static char*
-get_top_level_name(const char *name)
-{
- const char *first_dot = strchr(name, '.');
- const char *first_square_bracket = strchr(name, '[');
- int name_size = 0;
-
- /* The ARB_program_interface_query spec says:
- *
- * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
- * the number of active array elements of the top-level shader storage
- * block member containing to the active variable is written to
- * <params>. If the top-level block member is not declared as an
- * array, the value one is written to <params>. If the top-level block
- * member is an array with no declared size, the value zero is written
- * to <params>."
- */
-
- /* The buffer variable is on top level.*/
- if (!first_square_bracket && !first_dot)
- name_size = strlen(name);
- else if ((!first_square_bracket ||
- (first_dot && first_dot < first_square_bracket)))
- name_size = first_dot - name;
- else
- name_size = first_square_bracket - name;
-
- return strndup(name, name_size);
-}
-
-static char*
-get_var_name(const char *name)
-{
- const char *first_dot = strchr(name, '.');
-
- if (!first_dot)
- return strdup(name);
-
- return strndup(first_dot+1, strlen(first_dot) - 1);
-}
-
-static bool
-is_top_level_shader_storage_block_member(const char* name,
- const char* interface_name,
- const char* field_name)
-{
- bool result = false;
-
- /* If the given variable is already a top-level shader storage
- * block member, then return array_size = 1.
- * We could have two possibilities: if we have an instanced
- * shader storage block or not instanced.
- *
- * For the first, we check create a name as it was in top level and
- * compare it with the real name. If they are the same, then
- * the variable is already at top-level.
- *
- * Full instanced name is: interface name + '.' + var name +
- * NULL character
- */
- int name_length = strlen(interface_name) + 1 + strlen(field_name) + 1;
- char *full_instanced_name = (char *) calloc(name_length, sizeof(char));
- if (!full_instanced_name) {
- fprintf(stderr, "%s: Cannot allocate space for name\n", __func__);
- return false;
- }
-
- snprintf(full_instanced_name, name_length, "%s.%s",
- interface_name, field_name);
-
- /* Check if its top-level shader storage block member of an
- * instanced interface block, or of a unnamed interface block.
- */
- if (strcmp(name, full_instanced_name) == 0 ||
- strcmp(name, field_name) == 0)
- result = true;
-
- free(full_instanced_name);
- return result;
-}
-
-static int
-get_array_size(struct gl_uniform_storage *uni, const glsl_struct_field *field,
- char *interface_name, char *var_name)
-{
- /* The ARB_program_interface_query spec says:
- *
- * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
- * the number of active array elements of the top-level shader storage
- * block member containing to the active variable is written to
- * <params>. If the top-level block member is not declared as an
- * array, the value one is written to <params>. If the top-level block
- * member is an array with no declared size, the value zero is written
- * to <params>."
- */
- if (is_top_level_shader_storage_block_member(uni->name,
- interface_name,
- var_name))
- return 1;
- else if (field->type->is_unsized_array())
- return 0;
- else if (field->type->is_array())
- return field->type->length;
-
- return 1;
-}
-
-static int
-get_array_stride(struct gl_context *ctx, struct gl_uniform_storage *uni,
- const glsl_type *interface, const glsl_struct_field *field,
- char *interface_name, char *var_name)
-{
- /* The ARB_program_interface_query spec says:
- *
- * "For the property TOP_LEVEL_ARRAY_STRIDE, a single integer
- * identifying the stride between array elements of the top-level
- * shader storage block member containing the active variable is
- * written to <params>. For top-level block members declared as
- * arrays, the value written is the difference, in basic machine units,
- * between the offsets of the active variable for consecutive elements
- * in the top-level array. For top-level block members not declared as
- * an array, zero is written to <params>."
- */
- if (field->type->is_array()) {
- const enum glsl_matrix_layout matrix_layout =
- glsl_matrix_layout(field->matrix_layout);
- bool row_major = matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
- const glsl_type *array_type = field->type->fields.array;
-
- if (is_top_level_shader_storage_block_member(uni->name,
- interface_name,
- var_name))
- return 0;
-
- if (GLSL_INTERFACE_PACKING_STD140 ==
- interface->
- get_internal_ifc_packing(ctx->Const.UseSTD430AsDefaultPacking)) {
- if (array_type->is_record() || array_type->is_array())
- return glsl_align(array_type->std140_size(row_major), 16);
- else
- return MAX2(array_type->std140_base_alignment(row_major), 16);
- } else {
- return array_type->std430_array_stride(row_major);
- }
- }
- return 0;
-}
-
-static void
-calculate_array_size_and_stride(struct gl_context *ctx,
- struct gl_shader_program *shProg,
- struct gl_uniform_storage *uni)
-{
- int block_index = uni->block_index;
- int array_size = -1;
- int array_stride = -1;
- char *var_name = get_top_level_name(uni->name);
- char *interface_name =
- get_top_level_name(uni->is_shader_storage ?
- shProg->data->ShaderStorageBlocks[block_index].Name :
- shProg->data->UniformBlocks[block_index].Name);
-
- if (strcmp(var_name, interface_name) == 0) {
- /* Deal with instanced array of SSBOs */
- char *temp_name = get_var_name(uni->name);
- if (!temp_name) {
- linker_error(shProg, "Out of memory during linking.\n");
- goto write_top_level_array_size_and_stride;
- }
- free(var_name);
- var_name = get_top_level_name(temp_name);
- free(temp_name);
- if (!var_name) {
- linker_error(shProg, "Out of memory during linking.\n");
- goto write_top_level_array_size_and_stride;
- }
- }
-
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- const gl_linked_shader *sh = shProg->_LinkedShaders[i];
- if (sh == NULL)
- continue;
-
- foreach_in_list(ir_instruction, node, sh->ir) {
- ir_variable *var = node->as_variable();
- if (!var || !var->get_interface_type() ||
- var->data.mode != ir_var_shader_storage)
- continue;
-
- const glsl_type *interface = var->get_interface_type();
-
- if (strcmp(interface_name, interface->name) != 0)
- continue;
-
- for (unsigned i = 0; i < interface->length; i++) {
- const glsl_struct_field *field = &interface->fields.structure[i];
- if (strcmp(field->name, var_name) != 0)
- continue;
-
- array_stride = get_array_stride(ctx, uni, interface, field,
- interface_name, var_name);
- array_size = get_array_size(uni, field, interface_name, var_name);
- goto write_top_level_array_size_and_stride;
- }
- }
- }
-write_top_level_array_size_and_stride:
- free(interface_name);
- free(var_name);
- uni->top_level_array_stride = array_stride;
- uni->top_level_array_size = array_size;
-}
-
/**
* Builds up a list of program resources that point to existing
* resource data.
*/
void
build_program_resource_list(struct gl_context *ctx,
- struct gl_shader_program *shProg)
+ struct gl_shader_program *shProg,
+ bool add_packed_varyings_only)
{
/* Rebuild resource list. */
if (shProg->data->ProgramResourceList) {
if (input_stage == MESA_SHADER_STAGES && output_stage == 0)
return;
- struct set *resource_set = _mesa_set_create(NULL,
- _mesa_hash_pointer,
- _mesa_key_pointer_equal);
+ struct set *resource_set = _mesa_pointer_set_create(NULL);
/* Program interface needs to expose varyings in case of SSO. */
if (shProg->SeparateShader) {
return;
}
+ if (add_packed_varyings_only) {
+ _mesa_set_destroy(resource_set, NULL);
+ return;
+ }
+
if (!add_fragdata_arrays(ctx, shProg, resource_set))
return;
/* 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))
+ if (!link_util_add_program_resource(shProg, resource_set,
+ GL_TRANSFORM_FEEDBACK_VARYING,
+ &linked_xfb->Varyings[i], 0))
return;
}
}
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))
+ if (!link_util_add_program_resource(shProg, resource_set,
+ GL_TRANSFORM_FEEDBACK_BUFFER,
+ &linked_xfb->Buffers[i], 0))
return;
}
}
}
+ int top_level_array_base_offset = -1;
+ int top_level_array_size_in_bytes = -1;
+ int second_element_offset = -1;
+ int buffer_block_index = -1;
+
/* Add uniforms from uniform storage. */
for (unsigned i = 0; i < shProg->data->NumUniformStorage; i++) {
/* Do not add uniforms internally used by Mesa. */
if (shProg->data->UniformStorage[i].hidden)
continue;
- uint8_t stageref =
- build_stageref(shProg, shProg->data->UniformStorage[i].name,
- ir_var_uniform);
-
- /* Add stagereferences for uniforms in a uniform block. */
bool is_shader_storage =
shProg->data->UniformStorage[i].is_shader_storage;
- int block_index = shProg->data->UniformStorage[i].block_index;
- if (block_index != -1) {
- stageref |= is_shader_storage ?
- shProg->data->ShaderStorageBlocks[block_index].stageref :
- shProg->data->UniformBlocks[block_index].stageref;
- }
-
GLenum type = is_shader_storage ? GL_BUFFER_VARIABLE : GL_UNIFORM;
- if (!should_add_buffer_variable(shProg, type,
- shProg->data->UniformStorage[i].name))
+ if (!link_util_should_add_buffer_variable(shProg,
+ &shProg->data->UniformStorage[i],
+ top_level_array_base_offset,
+ top_level_array_size_in_bytes,
+ second_element_offset,
+ buffer_block_index))
continue;
if (is_shader_storage) {
- calculate_array_size_and_stride(ctx, shProg,
- &shProg->data->UniformStorage[i]);
+ /* From the OpenGL 4.6 specification, 7.3.1.1 Naming Active Resources:
+ *
+ * "For an active shader storage block member declared as an array
+ * of an aggregate type, an entry will be generated only for the
+ * first array element, regardless of its type. Such block members
+ * are referred to as top-level arrays. If the block member is an
+ * aggregate type, the enumeration rules are then applied
+ * recursively."
+ *
+ * Below we update our tracking values used by
+ * link_util_should_add_buffer_variable(). We only want to reset the
+ * offsets once we have moved past the first element.
+ */
+ if (shProg->data->UniformStorage[i].offset >= second_element_offset) {
+ top_level_array_base_offset =
+ shProg->data->UniformStorage[i].offset;
+
+ top_level_array_size_in_bytes =
+ shProg->data->UniformStorage[i].top_level_array_size *
+ shProg->data->UniformStorage[i].top_level_array_stride;
+
+ /* Set or reset the second element offset. For non arrays this
+ * will be set to -1.
+ */
+ second_element_offset = top_level_array_size_in_bytes ?
+ top_level_array_base_offset +
+ shProg->data->UniformStorage[i].top_level_array_stride : -1;
+ }
+
+ buffer_block_index = shProg->data->UniformStorage[i].block_index;
}
- if (!add_program_resource(shProg, resource_set, type,
- &shProg->data->UniformStorage[i], stageref))
+ uint8_t stageref = shProg->data->UniformStorage[i].active_shader_mask;
+ if (!link_util_add_program_resource(shProg, resource_set, type,
+ &shProg->data->UniformStorage[i], stageref))
return;
}
/* Add program uniform blocks. */
for (unsigned i = 0; i < shProg->data->NumUniformBlocks; i++) {
- if (!add_program_resource(shProg, resource_set, GL_UNIFORM_BLOCK,
- &shProg->data->UniformBlocks[i], 0))
+ if (!link_util_add_program_resource(shProg, resource_set, GL_UNIFORM_BLOCK,
+ &shProg->data->UniformBlocks[i], 0))
return;
}
/* Add program shader storage blocks. */
for (unsigned i = 0; i < shProg->data->NumShaderStorageBlocks; i++) {
- if (!add_program_resource(shProg, resource_set, GL_SHADER_STORAGE_BLOCK,
- &shProg->data->ShaderStorageBlocks[i], 0))
+ if (!link_util_add_program_resource(shProg, resource_set, GL_SHADER_STORAGE_BLOCK,
+ &shProg->data->ShaderStorageBlocks[i], 0))
return;
}
/* Add atomic counter buffers. */
for (unsigned i = 0; i < shProg->data->NumAtomicBuffers; i++) {
- if (!add_program_resource(shProg, resource_set, GL_ATOMIC_COUNTER_BUFFER,
- &shProg->data->AtomicBuffers[i], 0))
+ if (!link_util_add_program_resource(shProg, resource_set, GL_ATOMIC_COUNTER_BUFFER,
+ &shProg->data->AtomicBuffers[i], 0))
return;
}
type = _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j);
/* add shader subroutines */
- if (!add_program_resource(shProg, resource_set,
- type, &shProg->data->UniformStorage[i], 0))
+ if (!link_util_add_program_resource(shProg, resource_set,
+ type, &shProg->data->UniformStorage[i], 0))
return;
}
}
GLuint type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
for (unsigned j = 0; j < p->sh.NumSubroutineFunctions; j++) {
- if (!add_program_resource(shProg, resource_set,
- type, &p->sh.SubroutineFunctions[j], 0))
+ if (!link_util_add_program_resource(shProg, resource_set,
+ type, &p->sh.SubroutineFunctions[j], 0))
return;
}
}
}
}
+static void
+verify_subroutine_associated_funcs(struct gl_shader_program *prog)
+{
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
+ gl_program *p = prog->_LinkedShaders[i]->Program;
+ glsl_symbol_table *symbols = prog->_LinkedShaders[i]->symbols;
+
+ /* Section 6.1.2 (Subroutines) of the GLSL 4.00 spec says:
+ *
+ * "A program will fail to compile or link if any shader
+ * or stage contains two or more functions with the same
+ * name if the name is associated with a subroutine type."
+ */
+ for (unsigned j = 0; j < p->sh.NumSubroutineFunctions; j++) {
+ unsigned definitions = 0;
+ char *name = p->sh.SubroutineFunctions[j].name;
+ ir_function *fn = symbols->get_function(name);
+
+ /* Calculate number of function definitions with the same name */
+ foreach_in_list(ir_function_signature, sig, &fn->signatures) {
+ if (sig->is_defined) {
+ if (++definitions > 1) {
+ linker_error(prog, "%s shader contains two or more function "
+ "definitions with name `%s', which is "
+ "associated with a subroutine type.\n",
+ _mesa_shader_stage_to_string(i),
+ fn->name);
+ return;
+ }
+ }
+ }
+ }
+ }
+}
+
+
static void
set_always_active_io(exec_list *ir, ir_variable_mode io_mode)
{
link_and_validate_uniforms(struct gl_context *ctx,
struct gl_shader_program *prog)
{
+ assert(!ctx->Const.UseNIRGLSLLinker);
+
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);
- }
+ if (prog->data->LinkStatus == LINKING_FAILURE)
+ return;
+
+ link_util_calculate_subroutine_compat(prog);
+ link_util_check_uniform_resources(ctx, prog);
+ link_util_check_subroutine_resources(prog);
+ check_image_resources(ctx, prog);
+ link_assign_atomic_counter_resources(ctx, prog);
+ link_check_atomic_counter_resources(ctx, prog);
}
static bool
}
if (!assign_attribute_or_color_locations(mem_ctx, prog, &ctx->Const,
- MESA_SHADER_VERTEX)) {
+ MESA_SHADER_VERTEX, true)) {
return false;
}
if (!assign_attribute_or_color_locations(mem_ctx, prog, &ctx->Const,
- MESA_SHADER_FRAGMENT)) {
+ MESA_SHADER_FRAGMENT, true)) {
return false;
}
if (!link_varyings(prog, first, last, ctx, mem_ctx))
return false;
- link_and_validate_uniforms(ctx, prog);
+ if (!ctx->Const.UseNIRGLSLLinker)
+ link_and_validate_uniforms(ctx, prog);
if (!prog->data->LinkStatus)
return false;
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
- prog->data->LinkStatus = linking_success; /* 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;
/* Section 7.3 (Program Objects) of the OpenGL 4.5 Core Profile spec says:
}
#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))
+ if (shader_cache_read_program_metadata(ctx, prog))
return;
#endif
min_version = MIN2(min_version, prog->Shaders[i]->Version);
max_version = MAX2(max_version, prog->Shaders[i]->Version);
- if (prog->Shaders[i]->IsES != prog->Shaders[0]->IsES) {
+ if (!ctx->Const.AllowGLSLRelaxedES &&
+ prog->Shaders[i]->IsES != prog->Shaders[0]->IsES) {
linker_error(prog, "all shaders must use same shading "
"language version\n");
goto done;
/* In desktop GLSL, different shader versions may be linked together. In
* GLSL ES, all shader versions must be the same.
*/
- if (prog->Shaders[0]->IsES && min_version != max_version) {
+ if (!ctx->Const.AllowGLSLRelaxedES && prog->Shaders[0]->IsES &&
+ min_version != max_version) {
linker_error(prog, "all shaders must use same shading "
"language version\n");
goto done;
* performed, then locations are assigned for uniforms, attributes, and
* varyings.
*/
- cross_validate_uniforms(prog);
+ cross_validate_uniforms(ctx, prog);
if (!prog->data->LinkStatus)
goto done;
last = i;
}
- if (!prog->data->cache_fallback) {
- check_explicit_uniform_locations(ctx, prog);
- link_assign_subroutine_types(prog);
- }
+ check_explicit_uniform_locations(ctx, prog);
+ link_assign_subroutine_types(prog);
+ verify_subroutine_associated_funcs(prog);
if (!prog->data->LinkStatus)
goto done;
if (!prog->data->LinkStatus)
goto done;
- cross_validate_outputs_to_inputs(prog,
+ cross_validate_outputs_to_inputs(ctx, prog,
prog->_LinkedShaders[prev],
prog->_LinkedShaders[i]);
if (!prog->data->LinkStatus)
prev = i;
}
+ /* The cross validation of outputs/inputs above validates interstage
+ * explicit locations. We need to do this also for the inputs in the first
+ * stage and outputs of the last stage included in the program, since there
+ * is no cross validation for these.
+ */
+ validate_first_and_last_interface_explicit_locations(ctx, prog,
+ (gl_shader_stage) first,
+ (gl_shader_stage) last);
+
/* Cross-validate uniform blocks between shader stages */
validate_interstage_uniform_blocks(prog, prog->_LinkedShaders);
if (!prog->data->LinkStatus)
lower_named_interface_blocks(mem_ctx, prog->_LinkedShaders[i]);
}
+ if (prog->IsES && prog->data->Version == 100)
+ if (!validate_invariant_builtins(prog,
+ prog->_LinkedShaders[MESA_SHADER_VERTEX],
+ prog->_LinkedShaders[MESA_SHADER_FRAGMENT]))
+ goto done;
+
/* Implement the GLSL 1.30+ rule for discard vs infinite loops Do
* it before optimization because we want most of the checks to get
* dropped thanks to constant propagation.
if (prog->SeparateShader)
disable_varying_optimizations_for_sso(prog);
- if (!prog->data->cache_fallback) {
- /* Process UBOs */
- if (!interstage_cross_validate_uniform_blocks(prog, false))
- goto done;
+ /* 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]);
}
+ /* Section 13.46 (Vertex Attribute Aliasing) of the OpenGL ES 3.2
+ * specification says:
+ *
+ * "In general, the behavior of GLSL ES should not depend on compiler
+ * optimizations which might be implementation-dependent. Name matching
+ * rules in most languages, including C++ from which GLSL ES is derived,
+ * are based on declarations rather than use.
+ *
+ * RESOLUTION: The existence of aliasing is determined by declarations
+ * present after preprocessing."
+ *
+ * Because of this rule, we do a 'dry-run' of attribute assignment for
+ * vertex shader inputs here.
+ */
+ if (prog->IsES && i == MESA_SHADER_VERTEX) {
+ if (!assign_attribute_or_color_locations(mem_ctx, prog, &ctx->Const,
+ MESA_SHADER_VERTEX, false)) {
+ goto done;
+ }
+ }
+
/* 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))
+ if (ctx->Const.GLSLLowerConstArrays &&
+ lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir, i,
+ ctx->Const.Program[i].MaxUniformComponents))
linker_optimisation_loop(ctx, prog->_LinkedShaders[i]->ir, i);
- propagate_invariance(prog->_LinkedShaders[i]->ir);
}
/* Validation for special cases where we allow sampler array indexing
if(!link_varyings_and_uniforms(first, last, ctx, prog, mem_ctx))
goto done;
+ /* Linking varyings can cause some extra, useless swizzles to be generated
+ * due to packing and unpacking.
+ */
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ optimize_swizzles(prog->_LinkedShaders[i]->ir);
+ }
+
/* OpenGL ES < 3.1 requires that a vertex shader and a fragment shader both
* be present in a linked program. GL_ARB_ES2_compatibility doesn't say
* anything about shader linking when one of the shaders (vertex or