#include "util/u_string.h"
#include "util/u_math.h"
-#include "main/imports.h"
+
#include "main/shaderobj.h"
#include "main/enums.h"
#include "main/mtypes.h"
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;
* 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);
}
}
*/
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_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,
/* 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;
_mesa_delete_linked_shader(ctx, linked);
link_bindless_layout_qualifiers(prog, shader_list, num_shaders);
+ 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
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 */
}
}
-/**
- * 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->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;
- }
-
- 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;
- }
- }
-}
-
/**
* Validate shader image resources.
*/
return;
}
- if (add_packed_varyings_only)
+ if (add_packed_varyings_only) {
+ _mesa_set_destroy(resource_set, NULL);
return;
+ }
if (!add_fragdata_arrays(ctx, shProg, resource_set))
return;
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->LinkStatus == LINKING_FAILURE)
return;
- link_calculate_subroutine_compat(prog);
- check_resources(ctx, prog);
+ link_util_calculate_subroutine_compat(prog);
+ link_util_check_uniform_resources(ctx, prog);
link_util_check_subroutine_resources(prog);
-
- if (!ctx->Const.UseNIRGLSLLinker) {
- check_image_resources(ctx, prog);
- link_assign_atomic_counter_resources(ctx, prog);
- link_check_atomic_counter_resources(ctx, prog);
- }
+ check_image_resources(ctx, prog);
+ link_assign_atomic_counter_resources(ctx, prog);
+ link_check_atomic_counter_resources(ctx, prog);
}
static bool
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;