#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 "program.h"
-#include "program/hash_table.h"
#include "program/prog_instruction.h"
+#include "program/program.h"
+#include "util/mesa-sha1.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 {
+struct find_variable {
+ const char *name;
+ bool found;
+
+ find_variable(const char *name) : name(name), found(false) {}
+};
+
/**
* Visitor that determines whether or not a variable is ever written.
+ *
+ * Use \ref find_assignments for convenience.
*/
class find_assignment_visitor : public ir_hierarchical_visitor {
public:
- find_assignment_visitor(const char *name)
- : name(name), found(false)
+ find_assignment_visitor(unsigned num_vars,
+ find_variable * const *vars)
+ : num_variables(num_vars), num_found(0), variables(vars)
{
- /* empty */
}
virtual ir_visitor_status visit_enter(ir_assignment *ir)
{
ir_variable *const var = ir->lhs->variable_referenced();
- if (strcmp(name, var->name) == 0) {
- found = true;
- return visit_stop;
- }
-
- return visit_continue_with_parent;
+ return check_variable_name(var->name);
}
virtual ir_visitor_status visit_enter(ir_call *ir)
{
foreach_two_lists(formal_node, &ir->callee->parameters,
actual_node, &ir->actual_parameters) {
- ir_rvalue *param_rval = (ir_rvalue *) actual_node;
- ir_variable *sig_param = (ir_variable *) formal_node;
-
- if (sig_param->data.mode == ir_var_function_out ||
- sig_param->data.mode == ir_var_function_inout) {
- ir_variable *var = param_rval->variable_referenced();
- if (var && strcmp(name, var->name) == 0) {
- found = true;
- return visit_stop;
- }
- }
+ ir_rvalue *param_rval = (ir_rvalue *) actual_node;
+ ir_variable *sig_param = (ir_variable *) formal_node;
+
+ if (sig_param->data.mode == ir_var_function_out ||
+ sig_param->data.mode == ir_var_function_inout) {
+ ir_variable *var = param_rval->variable_referenced();
+ if (var && check_variable_name(var->name) == visit_stop)
+ return visit_stop;
+ }
}
if (ir->return_deref != NULL) {
- ir_variable *const var = ir->return_deref->variable_referenced();
+ ir_variable *const var = ir->return_deref->variable_referenced();
- if (strcmp(name, var->name) == 0) {
- found = true;
- return visit_stop;
- }
+ if (check_variable_name(var->name) == visit_stop)
+ return visit_stop;
}
return visit_continue_with_parent;
}
- bool variable_found()
+private:
+ ir_visitor_status check_variable_name(const char *name)
{
- return found;
+ for (unsigned i = 0; i < num_variables; ++i) {
+ if (strcmp(variables[i]->name, name) == 0) {
+ if (!variables[i]->found) {
+ variables[i]->found = true;
+
+ assert(num_found < num_variables);
+ if (++num_found == num_variables)
+ return visit_stop;
+ }
+ break;
+ }
+ }
+
+ return visit_continue_with_parent;
}
private:
- const char *name; /**< Find writes to a variable with this name. */
- bool found; /**< Was a write to the variable found? */
+ unsigned num_variables; /**< Number of variables to find */
+ unsigned num_found; /**< Number of variables already found */
+ find_variable * const *variables; /**< Variables to find */
};
+/**
+ * Determine whether or not any of NULL-terminated list of variables is ever
+ * written to.
+ */
+static void
+find_assignments(exec_list *ir, find_variable * const *vars)
+{
+ unsigned num_variables = 0;
+
+ for (find_variable * const *v = vars; *v; ++v)
+ num_variables++;
+
+ find_assignment_visitor visitor(num_variables, vars);
+ visitor.run(ir);
+}
+
+/**
+ * Determine whether or not the given variable is ever written to.
+ */
+static void
+find_assignments(exec_list *ir, find_variable *var)
+{
+ find_assignment_visitor visitor(1, &var);
+ visitor.run(ir);
+}
/**
* Visitor that determines whether or not a variable is ever read.
virtual ir_visitor_status visit(ir_dereference_variable *ir)
{
if (strcmp(this->name, ir->var->name) == 0) {
- this->found = true;
- return visit_stop;
+ this->found = true;
+ return visit_stop;
}
return visit_continue;
};
-class geom_array_resize_visitor : public ir_hierarchical_visitor {
+/**
+ * A visitor helper that provides methods for updating the types of
+ * ir_dereferences. Classes that update variable types (say, updating
+ * array sizes) will want to use this so that dereference types stay in sync.
+ */
+class deref_type_updater : public ir_hierarchical_visitor {
public:
- unsigned num_vertices;
- gl_shader_program *prog;
-
- geom_array_resize_visitor(unsigned num_vertices, gl_shader_program *prog)
- {
- this->num_vertices = num_vertices;
- this->prog = prog;
- }
-
- virtual ~geom_array_resize_visitor()
- {
- /* empty */
- }
-
- virtual ir_visitor_status visit(ir_variable *var)
- {
- if (!var->type->is_array() || var->data.mode != ir_var_shader_in)
- return visit_continue;
-
- unsigned size = var->type->length;
-
- /* Generate a link error if the shader has declared this array with an
- * incorrect size.
- */
- if (!var->data.implicit_sized_array &&
- size && size != this->num_vertices) {
- linker_error(this->prog, "size of array %s declared as %u, "
- "but number of input vertices is %u\n",
- var->name, size, this->num_vertices);
- return visit_continue;
- }
-
- /* Generate a link error if the shader attempts to access an input
- * array using an index too large for its actual size assigned at link
- * time.
- */
- if (var->data.max_array_access >= (int)this->num_vertices) {
- linker_error(this->prog, "geometry shader accesses element %i of "
- "%s, but only %i input vertices\n",
- var->data.max_array_access, var->name, this->num_vertices);
- return visit_continue;
- }
-
- var->type = glsl_type::get_array_instance(var->type->fields.array,
- this->num_vertices);
- var->data.max_array_access = this->num_vertices - 1;
-
- return visit_continue;
- }
-
- /* Dereferences of input variables need to be updated so that their type
- * matches the newly assigned type of the variable they are accessing. */
virtual ir_visitor_status visit(ir_dereference_variable *ir)
{
ir->type = ir->var->type;
return visit_continue;
}
- /* Dereferences of 2D input arrays need to be updated so that their type
- * matches the newly assigned type of the array they are accessing. */
virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
{
const glsl_type *const vt = ir->array->type;
ir->type = vt->fields.array;
return visit_continue;
}
+
+ virtual ir_visitor_status visit_leave(ir_dereference_record *ir)
+ {
+ ir->type = ir->record->type->fields.structure[ir->field_idx].type;
+ return visit_continue;
+ }
};
-class tess_eval_array_resize_visitor : public ir_hierarchical_visitor {
+
+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;
- tess_eval_array_resize_visitor(unsigned num_vertices, gl_shader_program *prog)
+ array_resize_visitor(unsigned num_vertices,
+ gl_shader_program *prog,
+ gl_shader_stage stage)
{
this->num_vertices = num_vertices;
this->prog = prog;
+ this->stage = stage;
}
- virtual ~tess_eval_array_resize_visitor()
+ virtual ~array_resize_visitor()
{
/* empty */
}
virtual ir_visitor_status visit(ir_variable *var)
{
- if (!var->type->is_array() || var->data.mode != ir_var_shader_in || var->data.patch)
+ if (!var->type->is_array() || var->data.mode != ir_var_shader_in ||
+ var->data.patch)
return visit_continue;
- var->type = glsl_type::get_array_instance(var->type->fields.array,
- this->num_vertices);
- var->data.max_array_access = this->num_vertices - 1;
-
- return visit_continue;
- }
-
- /* Dereferences of input variables need to be updated so that their type
- * matches the newly assigned type of the variable they are accessing. */
- virtual ir_visitor_status visit(ir_dereference_variable *ir)
- {
- ir->type = ir->var->type;
- return visit_continue;
- }
-
- /* Dereferences of 2D input arrays need to be updated so that their type
- * matches the newly assigned type of the array they are accessing. */
- virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
- {
- const glsl_type *const vt = ir->array->type;
- if (vt->is_array())
- ir->type = vt->fields.array;
- return visit_continue;
- }
-};
-
-class barrier_use_visitor : public ir_hierarchical_visitor {
-public:
- barrier_use_visitor(gl_shader_program *prog)
- : prog(prog), in_main(false), after_return(false), control_flow(0)
- {
- }
-
- virtual ~barrier_use_visitor()
- {
- /* empty */
- }
-
- virtual ir_visitor_status visit_enter(ir_function *ir)
- {
- if (strcmp(ir->name, "main") == 0)
- in_main = true;
-
- return visit_continue;
- }
-
- virtual ir_visitor_status visit_leave(ir_function *)
- {
- in_main = false;
- after_return = false;
- return visit_continue;
- }
-
- virtual ir_visitor_status visit_leave(ir_return *)
- {
- after_return = true;
- return visit_continue;
- }
-
- virtual ir_visitor_status visit_enter(ir_if *)
- {
- ++control_flow;
- return visit_continue;
- }
-
- virtual ir_visitor_status visit_leave(ir_if *)
- {
- --control_flow;
- return visit_continue;
- }
-
- virtual ir_visitor_status visit_enter(ir_loop *)
- {
- ++control_flow;
- return visit_continue;
- }
-
- virtual ir_visitor_status visit_leave(ir_loop *)
- {
- --control_flow;
- return visit_continue;
- }
-
- /* FINISHME: `switch` is not expressed at the IR level -- it's already
- * been lowered to a mess of `if`s. We'll correctly disallow any use of
- * barrier() in a conditional path within the switch, but not in a path
- * which is always hit.
- */
-
- virtual ir_visitor_status visit_enter(ir_call *ir)
- {
- if (ir->use_builtin && strcmp(ir->callee_name(), "barrier") == 0) {
- /* Use of barrier(); determine if it is legal: */
- if (!in_main) {
- linker_error(prog, "Builtin barrier() may only be used in main");
- return visit_stop;
- }
+ unsigned size = var->type->length;
- if (after_return) {
- linker_error(prog, "Builtin barrier() may not be used after return");
- return visit_stop;
+ if (stage == MESA_SHADER_GEOMETRY) {
+ /* Generate a link error if the shader has declared this array with
+ * an incorrect size.
+ */
+ if (!var->data.implicit_sized_array &&
+ size && size != this->num_vertices) {
+ linker_error(this->prog, "size of array %s declared as %u, "
+ "but number of input vertices is %u\n",
+ var->name, size, this->num_vertices);
+ return visit_continue;
}
- if (control_flow != 0) {
- linker_error(prog, "Builtin barrier() may not be used inside control flow");
- return visit_stop;
+ /* Generate a link error if the shader attempts to access an input
+ * array using an index too large for its actual size assigned at
+ * link time.
+ */
+ if (var->data.max_array_access >= (int)this->num_vertices) {
+ linker_error(this->prog, "%s shader accesses element %i of "
+ "%s, but only %i input vertices\n",
+ _mesa_shader_stage_to_string(this->stage),
+ var->data.max_array_access, var->name, this->num_vertices);
+ return visit_continue;
}
}
+
+ var->type = glsl_type::get_array_instance(var->type->fields.array,
+ this->num_vertices);
+ var->data.max_array_access = this->num_vertices - 1;
+
return visit_continue;
}
-
-private:
- gl_shader_program *prog;
- bool in_main, after_return;
- int control_flow;
};
/**
if (!ir->variable_referenced()->type->contains_sampler())
return visit_continue;
- if (!ir->array_index->constant_expression_value()) {
+ if (!ir->array_index->constant_expression_value(ralloc_parent(ir))) {
dynamic_sampler_array_indexing = true;
return visit_stop;
}
{
va_list ap;
- ralloc_strcat(&prog->InfoLog, "error: ");
+ ralloc_strcat(&prog->data->InfoLog, "error: ");
va_start(ap, fmt);
- ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
+ ralloc_vasprintf_append(&prog->data->InfoLog, fmt, ap);
va_end(ap);
- prog->LinkStatus = false;
+ prog->data->LinkStatus = LINKING_FAILURE;
}
{
va_list ap;
- ralloc_strcat(&prog->InfoLog, "warning: ");
+ ralloc_strcat(&prog->data->InfoLog, "warning: ");
va_start(ap, fmt);
- ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
+ ralloc_vasprintf_append(&prog->data->InfoLog, fmt, ap);
va_end(ap);
}
*/
static void
analyze_clip_cull_usage(struct gl_shader_program *prog,
- struct gl_shader *shader,
+ 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->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:
*
* gl_ClipVertex nor gl_ClipDistance. However with
* GL_EXT_clip_cull_distance, this functionality is exposed in ES 3.0.
*/
- find_assignment_visitor clip_distance("gl_ClipDistance");
- find_assignment_visitor cull_distance("gl_CullDistance");
-
- clip_distance.run(shader->ir);
- cull_distance.run(shader->ir);
+ find_variable gl_ClipDistance("gl_ClipDistance");
+ find_variable gl_CullDistance("gl_CullDistance");
+ find_variable gl_ClipVertex("gl_ClipVertex");
+ find_variable * const variables[] = {
+ &gl_ClipDistance,
+ &gl_CullDistance,
+ !prog->IsES ? &gl_ClipVertex : NULL,
+ NULL
+ };
+ find_assignments(shader->ir, variables);
/* From the ARB_cull_distance spec:
*
* gl_ClipVertex.
*/
if (!prog->IsES) {
- find_assignment_visitor clip_vertex("gl_ClipVertex");
-
- clip_vertex.run(shader->ir);
-
- if (clip_vertex.variable_found() && clip_distance.variable_found()) {
+ if (gl_ClipVertex.found && gl_ClipDistance.found) {
linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
"and `gl_ClipDistance'\n",
_mesa_shader_stage_to_string(shader->Stage));
return;
}
- if (clip_vertex.variable_found() && cull_distance.variable_found()) {
+ if (gl_ClipVertex.found && gl_CullDistance.found) {
linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
"and `gl_CullDistance'\n",
_mesa_shader_stage_to_string(shader->Stage));
}
}
- if (clip_distance.variable_found()) {
+ if (gl_ClipDistance.found) {
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 (cull_distance.variable_found()) {
+ 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 "
/**
* 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
*/
-void
+static void
validate_vertex_shader_executable(struct gl_shader_program *prog,
- struct gl_shader *shader,
+ struct gl_linked_shader *shader,
struct gl_context *ctx)
{
if (shader == NULL)
* 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)) {
- find_assignment_visitor find("gl_Position");
- find.run(shader->ir);
- if (!find.variable_found()) {
+ if (prog->data->Version < (prog->IsES ? 300 : 140)) {
+ find_variable gl_Position("gl_Position");
+ find_assignments(shader->ir, &gl_Position);
+ if (!gl_Position.found) {
if (prog->IsES) {
linker_warning(prog,
- "vertex shader does not write to `gl_Position'."
- "It's value is undefined. \n");
+ "vertex shader does not write to `gl_Position'. "
+ "Its value is undefined. \n");
} else {
linker_error(prog,
"vertex shader does not write to `gl_Position'. \n");
}
- return;
+ return;
}
}
- analyze_clip_cull_usage(prog, shader, ctx,
- &prog->Vert.ClipDistanceArraySize,
- &prog->Vert.CullDistanceArraySize);
+ analyze_clip_cull_usage(prog, shader, ctx, &shader->Program->info);
}
-void
+static void
validate_tess_eval_shader_executable(struct gl_shader_program *prog,
- struct gl_shader *shader,
+ struct gl_linked_shader *shader,
struct gl_context *ctx)
{
if (shader == NULL)
return;
- analyze_clip_cull_usage(prog, shader, ctx,
- &prog->TessEval.ClipDistanceArraySize,
- &prog->TessEval.CullDistanceArraySize);
+ analyze_clip_cull_usage(prog, shader, ctx, &shader->Program->info);
}
*
* \param shader Fragment shader executable to be verified
*/
-void
+static void
validate_fragment_shader_executable(struct gl_shader_program *prog,
- struct gl_shader *shader)
+ struct gl_linked_shader *shader)
{
if (shader == NULL)
return;
- find_assignment_visitor frag_color("gl_FragColor");
- find_assignment_visitor frag_data("gl_FragData");
-
- frag_color.run(shader->ir);
- frag_data.run(shader->ir);
+ find_variable gl_FragColor("gl_FragColor");
+ find_variable gl_FragData("gl_FragData");
+ find_variable * const variables[] = { &gl_FragColor, &gl_FragData, NULL };
+ find_assignments(shader->ir, variables);
- if (frag_color.variable_found() && frag_data.variable_found()) {
+ if (gl_FragColor.found && gl_FragData.found) {
linker_error(prog, "fragment shader writes to both "
- "`gl_FragColor' and `gl_FragData'\n");
+ "`gl_FragColor' and `gl_FragData'\n");
}
}
/**
* 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
*/
-void
+static void
validate_geometry_shader_executable(struct gl_shader_program *prog,
- struct gl_shader *shader,
+ struct gl_linked_shader *shader,
struct gl_context *ctx)
{
if (shader == NULL)
return;
- unsigned num_vertices = vertices_per_prim(shader->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);
+ analyze_clip_cull_usage(prog, shader, ctx, &shader->Program->info);
}
/**
validate_geometry_shader_emissions(struct gl_context *ctx,
struct gl_shader_program *prog)
{
- struct gl_shader *sh = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
+ struct gl_linked_shader *sh = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
if (sh != NULL) {
find_emit_vertex_visitor emit_vertex(ctx->Const.MaxVertexStreams - 1);
* EmitStreamVertex() or EmitEndPrimitive() are called with a non-zero
* stream.
*/
- if (prog->Geom.UsesStreams && sh->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");
}
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) {
}
return true;
}
- } else {
- /* The arrays of structs could have different glsl_type pointers but
- * they are actually the same type. Use record_compare() to check that.
- */
- if (existing->type->fields.array->is_record() &&
- var->type->fields.array->is_record() &&
- existing->type->fields.array->record_compare(var->type->fields.array))
- return true;
}
}
return false;
/**
* Perform validation of global variables used across multiple shaders
*/
-void
-cross_validate_globals(struct gl_shader_program *prog,
- struct gl_shader **shader_list,
- unsigned num_shaders,
- bool uniforms_only)
+static void
+cross_validate_globals(struct gl_context *ctx, struct gl_shader_program *prog,
+ struct exec_list *ir, glsl_symbol_table *variables,
+ bool uniforms_only)
{
- /* Examine all of the uniforms in all of the shaders and cross validate
- * them.
- */
- glsl_symbol_table variables;
- for (unsigned i = 0; i < num_shaders; i++) {
- if (shader_list[i] == NULL)
- continue;
+ foreach_in_list(ir_instruction, node, ir) {
+ ir_variable *const var = node->as_variable();
- foreach_in_list(ir_instruction, node, shader_list[i]->ir) {
- ir_variable *const var = node->as_variable();
+ if (var == NULL)
+ continue;
- if (var == NULL)
- continue;
+ if (uniforms_only && (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage))
+ continue;
- if (uniforms_only && (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage))
- continue;
+ /* don't cross validate subroutine uniforms */
+ if (var->type->contains_subroutine())
+ continue;
- /* don't cross validate subroutine uniforms */
- 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'.
- */
- if (var->data.mode == ir_var_temporary)
- continue;
-
- /* If a global with this name has already been seen, verify that the
- * new instance has the same type. In addition, if the globals have
- * initializers, the values of the initializers must be the same.
- */
- 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()) {
- if (!validate_intrastage_arrays(prog, var, existing)) {
- if (var->type->is_record() && existing->type->is_record()
- && existing->type->record_compare(var->type)) {
- existing->type = var->type;
- } else {
- /* If it is an unsized array in a Shader Storage Block,
- * two different shaders can access to different elements.
- * Because of that, they might be converted to different
- * sized arrays, then check that they are compatible but
- * ignore the array size.
- */
- if (!(var->data.mode == ir_var_shader_storage &&
- var->data.from_ssbo_unsized_array &&
- existing->data.mode == ir_var_shader_storage &&
- existing->data.from_ssbo_unsized_array &&
- var->type->gl_type == existing->type->gl_type)) {
- linker_error(prog, "%s `%s' declared as type "
- "`%s' and type `%s'\n",
- mode_string(var),
- var->name, var->type->name,
- existing->type->name);
- return;
- }
- }
- }
- }
-
- if (var->data.explicit_location) {
- if (existing->data.explicit_location
- && (var->data.location != existing->data.location)) {
- linker_error(prog, "explicit locations for %s "
- "`%s' have differing values\n",
- mode_string(var), var->name);
- return;
- }
-
- if (var->data.location_frac != existing->data.location_frac) {
- linker_error(prog, "explicit components for %s "
- "`%s' have differing values\n",
- mode_string(var), var->name);
- return;
- }
-
- existing->data.location = var->data.location;
- existing->data.explicit_location = true;
- } else {
- /* Check if uniform with implicit location was marked explicit
- * by earlier shader stage. If so, mark it explicit in this stage
- * too to make sure later processing does not treat it as
- * implicit one.
- */
- if (existing->data.explicit_location) {
- var->data.location = existing->data.location;
- var->data.explicit_location = true;
- }
- }
+ /* Don't cross validate temporaries that are at global scope. These
+ * will eventually get pulled into the shaders 'main'.
+ */
+ if (var->data.mode == ir_var_temporary)
+ continue;
- /* From the GLSL 4.20 specification:
- * "A link error will result if two compilation units in a program
- * specify different integer-constant bindings for the same
- * opaque-uniform name. However, it is not an error to specify a
- * binding on some but not all declarations for the same name"
- */
- if (var->data.explicit_binding) {
- if (existing->data.explicit_binding &&
- var->data.binding != existing->data.binding) {
- linker_error(prog, "explicit bindings for %s "
- "`%s' have differing values\n",
- mode_string(var), var->name);
+ /* If a global with this name has already been seen, verify that the
+ * new instance has the same type. In addition, if the globals have
+ * initializers, the values of the initializers must be the same.
+ */
+ ir_variable *const existing = variables->get_variable(var->name);
+ if (existing != NULL) {
+ /* Check if types match. */
+ if (var->type != existing->type) {
+ if (!validate_intrastage_arrays(prog, var, existing)) {
+ /* If it is an unsized array in a Shader Storage Block,
+ * two different shaders can access to different elements.
+ * Because of that, they might be converted to different
+ * sized arrays, then check that they are compatible but
+ * ignore the array size.
+ */
+ if (!(var->data.mode == ir_var_shader_storage &&
+ var->data.from_ssbo_unsized_array &&
+ existing->data.mode == ir_var_shader_storage &&
+ existing->data.from_ssbo_unsized_array &&
+ var->type->gl_type == existing->type->gl_type)) {
+ linker_error(prog, "%s `%s' declared as type "
+ "`%s' and type `%s'\n",
+ mode_string(var),
+ var->name, var->type->name,
+ existing->type->name);
return;
}
-
- existing->data.binding = var->data.binding;
- existing->data.explicit_binding = true;
}
+ }
- if (var->type->contains_atomic() &&
- var->data.offset != existing->data.offset) {
- linker_error(prog, "offset specifications for %s "
+ if (var->data.explicit_location) {
+ if (existing->data.explicit_location
+ && (var->data.location != existing->data.location)) {
+ linker_error(prog, "explicit locations for %s "
"`%s' have differing values\n",
mode_string(var), var->name);
return;
}
- /* Validate layout qualifiers for gl_FragDepth.
- *
- * From the AMD/ARB_conservative_depth specs:
- *
- * "If gl_FragDepth is redeclared in any fragment shader in a
- * program, it must be redeclared in all fragment shaders in
- * that program that have static assignments to
- * gl_FragDepth. All redeclarations of gl_FragDepth in all
- * fragment shaders in a single program must have the same set
- * of qualifiers."
- */
- if (strcmp(var->name, "gl_FragDepth") == 0) {
- bool layout_declared = var->data.depth_layout != ir_depth_layout_none;
- bool layout_differs =
- var->data.depth_layout != existing->data.depth_layout;
-
- if (layout_declared && layout_differs) {
- linker_error(prog,
- "All redeclarations of gl_FragDepth in all "
- "fragment shaders in a single program must have "
- "the same set of qualifiers.\n");
- }
-
- if (var->data.used && layout_differs) {
- linker_error(prog,
- "If gl_FragDepth is redeclared with a layout "
- "qualifier in any fragment shader, it must be "
- "redeclared with the same layout qualifier in "
- "all fragment shaders that have assignments to "
- "gl_FragDepth\n");
- }
- }
-
- /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
- *
- * "If a shared global has multiple initializers, the
- * initializers must all be constant expressions, and they
- * must all have the same value. Otherwise, a link error will
- * result. (A shared global having only one initializer does
- * not require that initializer to be a constant expression.)"
- *
- * Previous to 4.20 the GLSL spec simply said that initializers
- * must have the same value. In this case of non-constant
- * initializers, this was impossible to determine. As a result,
- * 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 (var->constant_initializer != NULL) {
- if (existing->constant_initializer != NULL) {
- if (!var->constant_initializer->has_value(existing->constant_initializer)) {
- linker_error(prog, "initializers for %s "
- "`%s' have differing values\n",
- mode_string(var), var->name);
- return;
- }
- } else {
- /* If the first-seen instance of a particular uniform did
- * not have an initializer but a later instance does,
- * replace the former with the later.
- */
- variables.replace_variable(existing->name, var);
- }
- }
-
- if (var->data.has_initializer) {
- if (existing->data.has_initializer
- && (var->constant_initializer == NULL
- || existing->constant_initializer == NULL)) {
- linker_error(prog,
- "shared global variable `%s' has multiple "
- "non-constant initializers.\n",
- var->name);
- return;
- }
- }
-
- if (existing->data.invariant != var->data.invariant) {
- linker_error(prog, "declarations for %s `%s' have "
- "mismatching invariant qualifiers\n",
- mode_string(var), var->name);
- return;
- }
- if (existing->data.centroid != var->data.centroid) {
- linker_error(prog, "declarations for %s `%s' have "
- "mismatching centroid qualifiers\n",
- mode_string(var), var->name);
+ if (var->data.location_frac != existing->data.location_frac) {
+ linker_error(prog, "explicit components for %s `%s' have "
+ "differing values\n", mode_string(var), var->name);
return;
}
- if (existing->data.sample != var->data.sample) {
- linker_error(prog, "declarations for %s `%s` have "
- "mismatching sample qualifiers\n",
- mode_string(var), var->name);
- return;
+
+ existing->data.location = var->data.location;
+ existing->data.explicit_location = true;
+ } else {
+ /* Check if uniform with implicit location was marked explicit
+ * by earlier shader stage. If so, mark it explicit in this stage
+ * too to make sure later processing does not treat it as
+ * implicit one.
+ */
+ if (existing->data.explicit_location) {
+ var->data.location = existing->data.location;
+ var->data.explicit_location = true;
}
- if (existing->data.image_format != var->data.image_format) {
- linker_error(prog, "declarations for %s `%s` have "
- "mismatching image format qualifiers\n",
+ }
+
+ /* From the GLSL 4.20 specification:
+ * "A link error will result if two compilation units in a program
+ * specify different integer-constant bindings for the same
+ * opaque-uniform name. However, it is not an error to specify a
+ * binding on some but not all declarations for the same name"
+ */
+ if (var->data.explicit_binding) {
+ if (existing->data.explicit_binding &&
+ var->data.binding != existing->data.binding) {
+ linker_error(prog, "explicit bindings for %s "
+ "`%s' have differing values\n",
mode_string(var), var->name);
return;
}
- } else
- variables.add_variable(var);
- }
- }
-}
+ existing->data.binding = var->data.binding;
+ existing->data.explicit_binding = true;
+ }
-/**
- * Perform validation of uniforms used across multiple shader stages
- */
-void
-cross_validate_uniforms(struct gl_shader_program *prog)
-{
- cross_validate_globals(prog, prog->_LinkedShaders,
- MESA_SHADER_STAGES, true);
-}
+ if (var->type->contains_atomic() &&
+ var->data.offset != existing->data.offset) {
+ linker_error(prog, "offset specifications for %s "
+ "`%s' have differing values\n",
+ mode_string(var), var->name);
+ return;
+ }
-/**
- * Accumulates the array of buffer blocks and checks that all definitions of
- * blocks agree on their contents.
- */
-static bool
-interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
- bool validate_ssbo)
-{
- int *InterfaceBlockStageIndex[MESA_SHADER_STAGES];
- struct gl_uniform_block *blks = NULL;
- unsigned *num_blks = validate_ssbo ? &prog->NumShaderStorageBlocks :
- &prog->NumUniformBlocks;
+ /* Validate layout qualifiers for gl_FragDepth.
+ *
+ * From the AMD/ARB_conservative_depth specs:
+ *
+ * "If gl_FragDepth is redeclared in any fragment shader in a
+ * program, it must be redeclared in all fragment shaders in
+ * that program that have static assignments to
+ * gl_FragDepth. All redeclarations of gl_FragDepth in all
+ * fragment shaders in a single program must have the same set
+ * of qualifiers."
+ */
+ if (strcmp(var->name, "gl_FragDepth") == 0) {
+ bool layout_declared = var->data.depth_layout != ir_depth_layout_none;
+ bool layout_differs =
+ var->data.depth_layout != existing->data.depth_layout;
- unsigned max_num_buffer_blocks = 0;
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- if (prog->_LinkedShaders[i]) {
- if (validate_ssbo) {
- max_num_buffer_blocks +=
- prog->_LinkedShaders[i]->NumShaderStorageBlocks;
- } else {
- max_num_buffer_blocks +=
- prog->_LinkedShaders[i]->NumUniformBlocks;
+ if (layout_declared && layout_differs) {
+ linker_error(prog,
+ "All redeclarations of gl_FragDepth in all "
+ "fragment shaders in a single program must have "
+ "the same set of qualifiers.\n");
+ }
+
+ if (var->data.used && layout_differs) {
+ linker_error(prog,
+ "If gl_FragDepth is redeclared with a layout "
+ "qualifier in any fragment shader, it must be "
+ "redeclared with the same layout qualifier in "
+ "all fragment shaders that have assignments to "
+ "gl_FragDepth\n");
+ }
}
- }
- }
+
+ /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
+ *
+ * "If a shared global has multiple initializers, the
+ * initializers must all be constant expressions, and they
+ * must all have the same value. Otherwise, a link error will
+ * result. (A shared global having only one initializer does
+ * not require that initializer to be a constant expression.)"
+ *
+ * Previous to 4.20 the GLSL spec simply said that initializers
+ * must have the same value. In this case of non-constant
+ * initializers, this was impossible to determine. As a result,
+ * 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 &&
+ !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",
+ mode_string(var), var->name);
+ return;
+ }
+ } else {
+ /* If the first-seen instance of a particular uniform did
+ * not have an initializer but a later instance does,
+ * replace the former with the later.
+ */
+ if (!var->data.is_implicit_initializer)
+ variables->replace_variable(existing->name, var);
+ }
+ }
+
+ if (var->data.has_initializer) {
+ if (existing->data.has_initializer
+ && (var->constant_initializer == NULL
+ || existing->constant_initializer == NULL)) {
+ linker_error(prog,
+ "shared global variable `%s' has multiple "
+ "non-constant initializers.\n",
+ var->name);
+ return;
+ }
+ }
+
+ 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;
+ }
+ if (existing->data.centroid != var->data.centroid) {
+ linker_error(prog, "declarations for %s `%s' have "
+ "mismatching centroid qualifiers\n",
+ mode_string(var), var->name);
+ return;
+ }
+ if (existing->data.sample != var->data.sample) {
+ linker_error(prog, "declarations for %s `%s` have "
+ "mismatching sample qualifiers\n",
+ mode_string(var), var->name);
+ return;
+ }
+ if (existing->data.image_format != var->data.image_format) {
+ linker_error(prog, "declarations for %s `%s` have "
+ "mismatching image format qualifiers\n",
+ mode_string(var), var->name);
+ return;
+ }
+
+ /* Check the precision qualifier matches for uniform variables on
+ * GLSL ES.
+ */
+ if (!ctx->Const.AllowGLSLRelaxedES &&
+ prog->IsES && !var->get_interface_type() &&
+ existing->data.precision != var->data.precision) {
+ 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_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(ctx, prog, prog->_LinkedShaders[i]->ir,
+ &variables, true);
+ }
+}
+
+/**
+ * Accumulates the array of buffer blocks and checks that all definitions of
+ * blocks agree on their contents.
+ */
+static bool
+interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
+ bool validate_ssbo)
+{
+ int *InterfaceBlockStageIndex[MESA_SHADER_STAGES];
+ struct gl_uniform_block *blks = NULL;
+ unsigned *num_blks = validate_ssbo ? &prog->data->NumShaderStorageBlocks :
+ &prog->data->NumUniformBlocks;
+
+ unsigned max_num_buffer_blocks = 0;
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (prog->_LinkedShaders[i]) {
+ if (validate_ssbo) {
+ max_num_buffer_blocks +=
+ prog->_LinkedShaders[i]->Program->info.num_ssbos;
+ } else {
+ max_num_buffer_blocks +=
+ prog->_LinkedShaders[i]->Program->info.num_ubos;
+ }
+ }
+ }
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- struct gl_shader *sh = prog->_LinkedShaders[i];
+ struct gl_linked_shader *sh = prog->_LinkedShaders[i];
InterfaceBlockStageIndex[i] = new int[max_num_buffer_blocks];
for (unsigned int j = 0; j < max_num_buffer_blocks; j++)
InterfaceBlockStageIndex[i][j] = -1;
if (sh == NULL)
- continue;
+ continue;
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++) {
- 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 "
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;
}
for (unsigned j = 0; j < *num_blks; j++) {
int stage_index = InterfaceBlockStageIndex[i][j];
- if (stage_index != -1) {
- struct gl_shader *sh = prog->_LinkedShaders[i];
-
- blks[j].stageref |= (1 << i);
+ if (stage_index != -1) {
+ 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];
- }
+ }
}
}
}
if (validate_ssbo)
- prog->ShaderStorageBlocks = blks;
+ prog->data->ShaderStorageBlocks = blks;
else
- prog->UniformBlocks = blks;
+ prog->data->UniformBlocks = blks;
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_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);
}
* \param instructions Instruction stream where new variable declarations
* should be added.
*/
-void
-remap_variables(ir_instruction *inst, struct gl_shader *target,
- hash_table *temps)
+static void
+remap_variables(ir_instruction *inst, struct gl_linked_shader *target,
+ hash_table *temps)
{
class remap_visitor : public ir_hierarchical_visitor {
public:
- remap_visitor(struct gl_shader *target,
- hash_table *temps)
+ remap_visitor(struct gl_linked_shader *target, hash_table *temps)
{
- this->target = target;
- this->symbols = target->symbols;
- this->instructions = target->ir;
- this->temps = temps;
+ this->target = target;
+ this->symbols = target->symbols;
+ this->instructions = target->ir;
+ this->temps = temps;
}
virtual ir_visitor_status visit(ir_dereference_variable *ir)
{
- if (ir->var->data.mode == ir_var_temporary) {
- ir_variable *var = (ir_variable *) hash_table_find(temps, ir->var);
-
- assert(var != NULL);
- ir->var = var;
- return visit_continue;
- }
-
- ir_variable *const existing =
- this->symbols->get_variable(ir->var->name);
- if (existing != NULL)
- ir->var = existing;
- else {
- ir_variable *copy = ir->var->clone(this->target, NULL);
-
- this->symbols->add_variable(copy);
- this->instructions->push_head(copy);
- ir->var = copy;
- }
-
- return visit_continue;
+ if (ir->var->data.mode == ir_var_temporary) {
+ hash_entry *entry = _mesa_hash_table_search(temps, ir->var);
+ ir_variable *var = entry ? (ir_variable *) entry->data : NULL;
+
+ assert(var != NULL);
+ ir->var = var;
+ return visit_continue;
+ }
+
+ ir_variable *const existing =
+ this->symbols->get_variable(ir->var->name);
+ if (existing != NULL)
+ ir->var = existing;
+ else {
+ ir_variable *copy = ir->var->clone(this->target, NULL);
+
+ this->symbols->add_variable(copy);
+ this->instructions->push_head(copy);
+ ir->var = copy;
+ }
+
+ return visit_continue;
}
private:
- struct gl_shader *target;
+ struct gl_linked_shader *target;
glsl_symbol_table *symbols;
exec_list *instructions;
hash_table *temps;
* is suitable for use as the \c last parameter of a later call to this
* function.
*/
-exec_node *
+static exec_node *
move_non_declarations(exec_list *instructions, exec_node *last,
- bool make_copies, gl_shader *target)
+ bool make_copies, gl_linked_shader *target)
{
hash_table *temps = NULL;
if (make_copies)
- temps = hash_table_ctor(0, hash_table_pointer_hash,
- hash_table_pointer_compare);
+ temps = _mesa_pointer_hash_table_create(NULL);
foreach_in_list_safe(ir_instruction, inst, instructions) {
if (inst->as_function())
- continue;
+ continue;
ir_variable *var = inst->as_variable();
if ((var != NULL) && (var->data.mode != ir_var_temporary))
- continue;
+ continue;
assert(inst->as_assignment()
|| inst->as_call()
|| inst->as_if() /* for initializers with the ?: operator */
- || ((var != NULL) && (var->data.mode == ir_var_temporary)));
+ || ((var != NULL) && (var->data.mode == ir_var_temporary)));
if (make_copies) {
- inst = inst->clone(target, NULL);
+ inst = inst->clone(target, NULL);
- if (var != NULL)
- hash_table_insert(temps, inst, var);
- else
- remap_variables(inst, target, temps);
+ if (var != NULL)
+ _mesa_hash_table_insert(temps, var, inst);
+ else
+ remap_variables(inst, target, temps);
} else {
- inst->remove();
+ inst->remove();
}
last->insert_after(inst);
}
if (make_copies)
- hash_table_dtor(temps);
+ _mesa_hash_table_destroy(temps, NULL);
return last;
}
* it inside that function leads to compiler warnings with some versions of
* gcc.
*/
-class array_sizing_visitor : public ir_hierarchical_visitor {
+class array_sizing_visitor : public deref_type_updater {
public:
+ using deref_type_updater::visit;
+
array_sizing_visitor()
: mem_ctx(ralloc_context(NULL)),
- unnamed_interfaces(hash_table_ctor(0, hash_table_pointer_hash,
- hash_table_pointer_compare))
+ unnamed_interfaces(_mesa_pointer_hash_table_create(NULL))
{
}
~array_sizing_visitor()
{
- hash_table_dtor(this->unnamed_interfaces);
+ _mesa_hash_table_destroy(this->unnamed_interfaces, NULL);
ralloc_free(this->mem_ctx);
}
/* Store a pointer to the variable in the unnamed_interfaces
* hashtable.
*/
- ir_variable **interface_vars = (ir_variable **)
- hash_table_find(this->unnamed_interfaces, ifc_type);
+ hash_entry *entry =
+ _mesa_hash_table_search(this->unnamed_interfaces,
+ ifc_type);
+
+ ir_variable **interface_vars = entry ? (ir_variable **) entry->data : NULL;
+
if (interface_vars == NULL) {
interface_vars = rzalloc_array(mem_ctx, ir_variable *,
ifc_type->length);
- hash_table_insert(this->unnamed_interfaces, interface_vars,
- ifc_type);
+ _mesa_hash_table_insert(this->unnamed_interfaces, ifc_type,
+ interface_vars);
}
unsigned index = ifc_type->field_index(var->name);
assert(index < ifc_type->length);
}
glsl_interface_packing packing =
(glsl_interface_packing) type->interface_packing;
+ bool row_major = (bool) type->interface_row_major;
const glsl_type *new_ifc_type =
glsl_type::get_interface_instance(fields, num_fields,
- packing, type->name);
+ packing, row_major, type->name);
delete [] fields;
return new_ifc_type;
}
}
glsl_interface_packing packing =
(glsl_interface_packing) ifc_type->interface_packing;
+ bool row_major = (bool) ifc_type->interface_row_major;
const glsl_type *new_ifc_type =
glsl_type::get_interface_instance(fields, num_fields, packing,
- ifc_type->name);
+ row_major, ifc_type->name);
delete [] fields;
for (unsigned i = 0; i < num_fields; i++) {
if (interface_vars[i] != NULL)
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.
static void
link_xfb_stride_layout_qualifiers(struct gl_context *ctx,
struct gl_shader_program *prog,
- struct gl_shader *linked_shader,
- struct gl_shader **shader_list,
- unsigned num_shaders)
+ struct gl_shader **shader_list,
+ unsigned num_shaders)
{
for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
- linked_shader->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->TransformFeedback.BufferStride[j]) {
- if (linked_shader->TransformFeedback.BufferStride[j] != 0 &&
- shader->TransformFeedback.BufferStride[j] != 0 &&
- linked_shader->TransformFeedback.BufferStride[j] !=
- shader->TransformFeedback.BufferStride[j]) {
- linker_error(prog,
+ 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->TransformFeedback.BufferStride[j],
- shader->TransformFeedback.BufferStride[j]);
- return;
- }
-
- if (shader->TransformFeedback.BufferStride[j])
- linked_shader->TransformFeedback.BufferStride[j] =
- shader->TransformFeedback.BufferStride[j];
+ prog->TransformFeedback.BufferStride[j],
+ shader->TransformFeedbackBufferStride[j]);
+ return;
+ }
}
}
}
+}
- for (unsigned j = 0; j < MAX_FEEDBACK_BUFFERS; j++) {
- if (linked_shader->TransformFeedback.BufferStride[j]) {
- prog->TransformFeedback.BufferStride[j] =
- linked_shader->TransformFeedback.BufferStride[j];
+/**
+ * Check for conflicting bindless/bound sampler/image layout qualifiers at
+ * global scope.
+ */
+static void
+link_bindless_layout_qualifiers(struct gl_shader_program *prog,
+ struct gl_shader **shader_list,
+ unsigned num_shaders)
+{
+ bool bindless_sampler, bindless_image;
+ bool bound_sampler, bound_image;
- /* 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;
- }
+ bindless_sampler = bindless_image = false;
+ bound_sampler = bound_image = false;
- if (prog->TransformFeedback.BufferStride[j] / 4 >
- ctx->Const.MaxTransformFeedbackInterleavedComponents) {
- linker_error(prog,
- "The MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS "
- "limit has been exceeded.");
- return;
- }
+ for (unsigned i = 0; i < num_shaders; i++) {
+ struct gl_shader *shader = shader_list[i];
+
+ if (shader->bindless_sampler)
+ bindless_sampler = true;
+ if (shader->bindless_image)
+ bindless_image = true;
+ if (shader->bound_sampler)
+ bound_sampler = true;
+ if (shader->bound_image)
+ bound_image = true;
+
+ if ((bindless_sampler && bound_sampler) ||
+ (bindless_image && bound_image)) {
+ /* From section 4.4.6 of the ARB_bindless_texture spec:
+ *
+ * "If both bindless_sampler and bound_sampler, or bindless_image
+ * and bound_image, are declared at global scope in any
+ * compilation unit, a link- time error will be generated."
+ */
+ linker_error(prog, "both bindless_sampler and bound_sampler, or "
+ "bindless_image and bound_image, can't be declared at "
+ "global scope");
+ }
+ }
+}
+
+/**
+ * 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");
}
}
}
*/
static void
link_tcs_out_layout_qualifiers(struct gl_shader_program *prog,
- struct gl_shader *linked_shader,
- struct gl_shader **shader_list,
- unsigned num_shaders)
+ struct gl_program *gl_prog,
+ struct gl_shader **shader_list,
+ unsigned num_shaders)
{
- linked_shader->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
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_shader *shader = shader_list[i];
- if (shader->TessCtrl.VerticesOut != 0) {
- if (linked_shader->TessCtrl.VerticesOut != 0 &&
- linked_shader->TessCtrl.VerticesOut != shader->TessCtrl.VerticesOut) {
- linker_error(prog, "tessellation control shader defined with "
- "conflicting output vertex count (%d and %d)\n",
- linked_shader->TessCtrl.VerticesOut,
- shader->TessCtrl.VerticesOut);
- return;
- }
- linked_shader->TessCtrl.VerticesOut = shader->TessCtrl.VerticesOut;
+ if (shader->info.TessCtrl.VerticesOut != 0) {
+ 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",
+ gl_prog->info.tess.tcs_vertices_out,
+ shader->info.TessCtrl.VerticesOut);
+ return;
+ }
+ 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->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");
+ "vertices out layout qualifier\n");
return;
}
}
*/
static void
link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
- struct gl_shader *linked_shader,
- struct gl_shader **shader_list,
- unsigned num_shaders)
+ struct gl_program *gl_prog,
+ struct gl_shader **shader_list,
+ unsigned num_shaders)
{
- linked_shader->TessEval.PrimitiveMode = PRIM_UNKNOWN;
- linked_shader->TessEval.Spacing = 0;
- linked_shader->TessEval.VertexOrder = 0;
- linked_shader->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
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_shader *shader = shader_list[i];
- if (shader->TessEval.PrimitiveMode != PRIM_UNKNOWN) {
- if (linked_shader->TessEval.PrimitiveMode != PRIM_UNKNOWN &&
- linked_shader->TessEval.PrimitiveMode != shader->TessEval.PrimitiveMode) {
- linker_error(prog, "tessellation evaluation shader defined with "
- "conflicting input primitive modes.\n");
- return;
- }
- linked_shader->TessEval.PrimitiveMode = shader->TessEval.PrimitiveMode;
+ if (shader->info.TessEval.PrimitiveMode != PRIM_UNKNOWN) {
+ 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;
+ }
+ gl_prog->info.tess.primitive_mode =
+ shader->info.TessEval.PrimitiveMode;
}
- if (shader->TessEval.Spacing != 0) {
- if (linked_shader->TessEval.Spacing != 0 &&
- linked_shader->TessEval.Spacing != shader->TessEval.Spacing) {
- linker_error(prog, "tessellation evaluation shader defined with "
- "conflicting vertex spacing.\n");
- return;
- }
- linked_shader->TessEval.Spacing = shader->TessEval.Spacing;
+ if (shader->info.TessEval.Spacing != 0) {
+ 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;
+ }
+ gl_prog->info.tess.spacing = shader->info.TessEval.Spacing;
}
- if (shader->TessEval.VertexOrder != 0) {
- if (linked_shader->TessEval.VertexOrder != 0 &&
- linked_shader->TessEval.VertexOrder != shader->TessEval.VertexOrder) {
- linker_error(prog, "tessellation evaluation shader defined with "
- "conflicting ordering.\n");
- return;
- }
- linked_shader->TessEval.VertexOrder = shader->TessEval.VertexOrder;
+ if (shader->info.TessEval.VertexOrder != 0) {
+ if (vertex_order != 0 &&
+ vertex_order != shader->info.TessEval.VertexOrder) {
+ linker_error(prog, "tessellation evaluation shader defined with "
+ "conflicting ordering.\n");
+ return;
+ }
+ vertex_order = shader->info.TessEval.VertexOrder;
}
- if (shader->TessEval.PointMode != -1) {
- if (linked_shader->TessEval.PointMode != -1 &&
- linked_shader->TessEval.PointMode != shader->TessEval.PointMode) {
- linker_error(prog, "tessellation evaluation shader defined with "
- "conflicting point modes.\n");
- return;
- }
- linked_shader->TessEval.PointMode = shader->TessEval.PointMode;
+ if (shader->info.TessEval.PointMode != -1) {
+ if (point_mode != -1 &&
+ point_mode != shader->info.TessEval.PointMode) {
+ linker_error(prog, "tessellation evaluation shader defined with "
+ "conflicting point modes.\n");
+ return;
+ }
+ 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->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");
+ "tessellation evaluation shader didn't declare input "
+ "primitive modes.\n");
return;
}
- if (linked_shader->TessEval.Spacing == 0)
- linked_shader->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->TessEval.VertexOrder == 0)
- linked_shader->TessEval.VertexOrder = GL_CCW;
- if (linked_shader->TessEval.PointMode == -1)
- linked_shader->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;
}
* and propagates them to the linked FS and linked shader program.
*/
static void
-link_fs_input_layout_qualifiers(struct gl_shader_program *prog,
- struct gl_shader *linked_shader,
- struct gl_shader **shader_list,
- unsigned num_shaders)
+link_fs_inout_layout_qualifiers(struct gl_shader_program *prog,
+ struct gl_linked_shader *linked_shader,
+ struct gl_shader **shader_list,
+ unsigned num_shaders)
{
- linked_shader->redeclares_gl_fragcoord = false;
- linked_shader->uses_gl_fragcoord = false;
- linked_shader->origin_upper_left = false;
- linked_shader->pixel_center_integer = false;
+ 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->redeclares_gl_fragcoord
- && !shader->redeclares_gl_fragcoord
- && shader->uses_gl_fragcoord)
- || (shader->redeclares_gl_fragcoord
- && !linked_shader->redeclares_gl_fragcoord
- && linked_shader->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->redeclares_gl_fragcoord && shader->redeclares_gl_fragcoord
- && (shader->origin_upper_left != linked_shader->origin_upper_left
- || shader->pixel_center_integer != linked_shader->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 already known to be the same.
*/
if (shader->redeclares_gl_fragcoord || shader->uses_gl_fragcoord) {
- linked_shader->redeclares_gl_fragcoord =
- shader->redeclares_gl_fragcoord;
- linked_shader->uses_gl_fragcoord = linked_shader->uses_gl_fragcoord
- || shader->uses_gl_fragcoord;
- linked_shader->origin_upper_left = shader->origin_upper_left;
- linked_shader->pixel_center_integer = shader->pixel_center_integer;
+ 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->EarlyFragmentTests |= shader->EarlyFragmentTests;
- }
+ 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->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;
}
/**
*/
static void
link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
- struct gl_shader *linked_shader,
- struct gl_shader **shader_list,
- unsigned num_shaders)
+ struct gl_program *gl_prog,
+ struct gl_shader **shader_list,
+ unsigned num_shaders)
{
- linked_shader->Geom.VerticesOut = -1;
- linked_shader->Geom.Invocations = 0;
- linked_shader->Geom.InputType = PRIM_UNKNOWN;
- linked_shader->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
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_shader *shader = shader_list[i];
- if (shader->Geom.InputType != PRIM_UNKNOWN) {
- if (linked_shader->Geom.InputType != PRIM_UNKNOWN &&
- linked_shader->Geom.InputType != shader->Geom.InputType) {
- linker_error(prog, "geometry shader defined with conflicting "
- "input types\n");
- return;
- }
- linked_shader->Geom.InputType = shader->Geom.InputType;
+ if (shader->info.Geom.InputType != PRIM_UNKNOWN) {
+ 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;
+ }
+ gl_prog->info.gs.input_primitive = shader->info.Geom.InputType;
}
- if (shader->Geom.OutputType != PRIM_UNKNOWN) {
- if (linked_shader->Geom.OutputType != PRIM_UNKNOWN &&
- linked_shader->Geom.OutputType != shader->Geom.OutputType) {
- linker_error(prog, "geometry shader defined with conflicting "
- "output types\n");
- return;
- }
- linked_shader->Geom.OutputType = shader->Geom.OutputType;
+ if (shader->info.Geom.OutputType != PRIM_UNKNOWN) {
+ 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;
+ }
+ gl_prog->info.gs.output_primitive = shader->info.Geom.OutputType;
}
- if (shader->Geom.VerticesOut != -1) {
- if (linked_shader->Geom.VerticesOut != -1 &&
- linked_shader->Geom.VerticesOut != shader->Geom.VerticesOut) {
- linker_error(prog, "geometry shader defined with conflicting "
- "output vertex count (%d and %d)\n",
- linked_shader->Geom.VerticesOut,
- shader->Geom.VerticesOut);
- return;
- }
- linked_shader->Geom.VerticesOut = shader->Geom.VerticesOut;
+ if (shader->info.Geom.VerticesOut != -1) {
+ 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",
+ vertices_out, shader->info.Geom.VerticesOut);
+ return;
+ }
+ vertices_out = shader->info.Geom.VerticesOut;
}
- if (shader->Geom.Invocations != 0) {
- if (linked_shader->Geom.Invocations != 0 &&
- linked_shader->Geom.Invocations != shader->Geom.Invocations) {
- linker_error(prog, "geometry shader defined with conflicting "
- "invocation count (%d and %d)\n",
- linked_shader->Geom.Invocations,
- shader->Geom.Invocations);
- return;
- }
- linked_shader->Geom.Invocations = shader->Geom.Invocations;
+ if (shader->info.Geom.Invocations != 0) {
+ 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",
+ gl_prog->info.gs.invocations,
+ shader->info.Geom.Invocations);
+ return;
+ }
+ 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->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");
+ "geometry shader didn't declare primitive input type\n");
return;
}
- if (linked_shader->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");
+ "geometry shader didn't declare primitive output type\n");
return;
}
- if (linked_shader->Geom.VerticesOut == -1) {
+ if (vertices_out == -1) {
linker_error(prog,
- "geometry shader didn't declare max_vertices\n");
+ "geometry shader didn't declare max_vertices\n");
return;
+ } else {
+ gl_prog->info.gs.vertices_out = vertices_out;
}
- if (linked_shader->Geom.Invocations == 0)
- linked_shader->Geom.Invocations = 1;
+ if (gl_prog->info.gs.invocations == 0)
+ gl_prog->info.gs.invocations = 1;
}
/**
- * 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,
- struct gl_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->Comp.LocalSize[i] = 0;
-
/* 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;
+
+ gl_prog->info.cs.derivative_group = DERIVATIVE_GROUP_NONE;
+
/* From the ARB_compute_shader spec, in the section describing local size
* declarations:
*
for (unsigned sh = 0; sh < num_shaders; sh++) {
struct gl_shader *shader = shader_list[sh];
- if (shader->Comp.LocalSize[0] != 0) {
- if (linked_shader->Comp.LocalSize[0] != 0) {
+ if (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->Comp.LocalSize[i] !=
- shader->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");
return;
}
}
}
- for (int i = 0; i < 3; i++)
- linked_shader->Comp.LocalSize[i] = shader->Comp.LocalSize[i];
+ for (int i = 0; i < 3; i++) {
+ gl_prog->info.cs.local_size[i] =
+ shader->info.Comp.LocalSize[i];
+ }
+ } else if (shader->info.Comp.LocalSizeVariable) {
+ 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 and a second compute shader
+ * attached to the same program declares a fixed local group
+ * size, a link-time error results.
+ */
+ linker_error(prog, "compute shader defined with both fixed and "
+ "variable local group size\n");
+ return;
+ }
+ 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;
}
}
* since we already know we're in the right type of shader program
* for doing it.
*/
- if (linked_shader->Comp.LocalSize[0] == 0) {
- linker_error(prog, "compute shader didn't declare local size\n");
+ 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->Comp.LocalSize[i];
+
+ 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;
}
* If this function is supplied a single shader, it is cloned, and the new
* shader is returned.
*/
-static struct gl_shader *
+struct gl_linked_shader *
link_intrastage_shaders(void *mem_ctx,
- struct gl_context *ctx,
- struct gl_shader_program *prog,
- struct gl_shader **shader_list,
- unsigned num_shaders)
+ struct gl_context *ctx,
+ struct gl_shader_program *prog,
+ struct gl_shader **shader_list,
+ unsigned num_shaders,
+ bool allow_missing_main)
{
struct gl_uniform_block *ubo_blocks = NULL;
struct gl_uniform_block *ssbo_blocks = NULL;
/* Check that global variables defined in multiple shaders are consistent.
*/
- cross_validate_globals(prog, shader_list, num_shaders, false);
- if (!prog->LinkStatus)
- return NULL;
-
+ glsl_symbol_table variables;
+ for (unsigned i = 0; i < num_shaders; i++) {
+ if (shader_list[i] == NULL)
+ continue;
+ cross_validate_globals(ctx, prog, shader_list[i]->ir, &variables,
+ false);
+ }
+
+ if (!prog->data->LinkStatus)
+ return NULL;
+
/* Check that interface blocks defined in multiple shaders are consistent.
*/
validate_intrastage_interface_blocks(prog, (const gl_shader **)shader_list,
num_shaders);
- if (!prog->LinkStatus)
+ if (!prog->data->LinkStatus)
return NULL;
/* Check that there is only a single definition of each function signature
*/
for (unsigned i = 0; i < (num_shaders - 1); i++) {
foreach_in_list(ir_instruction, node, shader_list[i]->ir) {
- ir_function *const f = node->as_function();
-
- if (f == NULL)
- continue;
-
- for (unsigned j = i + 1; j < num_shaders; j++) {
- ir_function *const other =
- shader_list[j]->symbols->get_function(f->name);
-
- /* If the other shader has no function (and therefore no function
- * signatures) with the same name, skip to the next shader.
- */
- if (other == NULL)
- continue;
-
- foreach_in_list(ir_function_signature, sig, &f->signatures) {
- if (!sig->is_defined || sig->is_builtin())
- continue;
-
- ir_function_signature *other_sig =
- other->exact_matching_signature(NULL, &sig->parameters);
-
- if ((other_sig != NULL) && other_sig->is_defined
- && !other_sig->is_builtin()) {
- linker_error(prog, "function `%s' is multiply defined\n",
- f->name);
- return NULL;
- }
- }
- }
+ ir_function *const f = node->as_function();
+
+ if (f == NULL)
+ continue;
+
+ for (unsigned j = i + 1; j < num_shaders; j++) {
+ ir_function *const other =
+ shader_list[j]->symbols->get_function(f->name);
+
+ /* If the other shader has no function (and therefore no function
+ * signatures) with the same name, skip to the next shader.
+ */
+ if (other == NULL)
+ continue;
+
+ foreach_in_list(ir_function_signature, sig, &f->signatures) {
+ if (!sig->is_defined)
+ continue;
+
+ ir_function_signature *other_sig =
+ other->exact_matching_signature(NULL, &sig->parameters);
+
+ if (other_sig != NULL && other_sig->is_defined) {
+ linker_error(prog, "function `%s' is multiply defined\n",
+ f->name);
+ return NULL;
+ }
+ }
+ }
}
}
*/
gl_shader *main = NULL;
for (unsigned i = 0; i < num_shaders; i++) {
- if (_mesa_get_main_function_signature(shader_list[i]) != NULL) {
- main = shader_list[i];
- break;
+ if (_mesa_get_main_function_signature(shader_list[i]->symbols)) {
+ main = shader_list[i];
+ break;
}
}
+ if (main == NULL && allow_missing_main)
+ main = shader_list[0];
+
if (main == NULL) {
linker_error(prog, "%s shader lacks `main'\n",
- _mesa_shader_stage_to_string(shader_list[0]->Stage));
+ _mesa_shader_stage_to_string(shader_list[0]->Stage));
+ return NULL;
+ }
+
+ 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, shader_list[0]->Stage, prog->Name, false);
+ if (!gl_prog) {
+ prog->data->LinkStatus = LINKING_FAILURE;
+ _mesa_delete_linked_shader(ctx, linked);
return NULL;
}
- gl_shader *linked = ctx->Driver.NewShader(NULL, 0, shader_list[0]->Stage);
+ _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;
+
linked->ir = new(linked) exec_list;
clone_ir_list(mem_ctx, linked->ir, main->ir);
- link_fs_input_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_xfb_stride_layout_qualifiers(ctx, prog, linked, shader_list,
- num_shaders);
+ link_fs_inout_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);
- populate_symbol_table(linked);
+ if (linked->Stage != MESA_SHADER_FRAGMENT)
+ link_xfb_stride_layout_qualifiers(ctx, prog, shader_list, num_shaders);
+
+ 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
* copy of the original shader that contained the main function).
*/
ir_function_signature *const main_sig =
- _mesa_get_main_function_signature(linked);
+ _mesa_get_main_function_signature(linked->symbols);
/* Move any instructions other than variable declarations or function
* declarations into main.
*/
- exec_node *insertion_point =
- move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false,
- linked);
-
- for (unsigned i = 0; i < num_shaders; i++) {
- if (shader_list[i] == main)
- continue;
-
- insertion_point = move_non_declarations(shader_list[i]->ir,
- insertion_point, true, linked);
- }
-
- /* Check if any shader needs built-in functions. */
- bool need_builtins = false;
- for (unsigned i = 0; i < num_shaders; i++) {
- if (shader_list[i]->uses_builtin_functions) {
- need_builtins = true;
- break;
- }
- }
+ if (main_sig != NULL) {
+ exec_node *insertion_point =
+ move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false,
+ linked);
- bool ok;
- if (need_builtins) {
- /* Make a temporary array one larger than shader_list, which will hold
- * the built-in function shader as well.
- */
- gl_shader **linking_shaders = (gl_shader **)
- calloc(num_shaders + 1, sizeof(gl_shader *));
-
- ok = linking_shaders != NULL;
-
- if (ok) {
- memcpy(linking_shaders, shader_list, num_shaders * sizeof(gl_shader *));
- _mesa_glsl_initialize_builtin_functions();
- linking_shaders[num_shaders] = _mesa_glsl_get_builtin_function_shader();
-
- ok = link_function_calls(prog, linked, linking_shaders, num_shaders + 1);
+ for (unsigned i = 0; i < num_shaders; i++) {
+ if (shader_list[i] == main)
+ continue;
- free(linking_shaders);
- } else {
- _mesa_error_no_memory(__func__);
+ insertion_point = move_non_declarations(shader_list[i]->ir,
+ insertion_point, true, linked);
}
- } else {
- ok = link_function_calls(prog, linked, shader_list, num_shaders);
}
-
- if (!ok) {
- _mesa_delete_shader(ctx, linked);
+ if (!link_function_calls(prog, linked, shader_list, num_shaders)) {
+ _mesa_delete_linked_shader(ctx, linked);
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.fixup_unnamed_interface_types();
/* Link up uniform blocks defined within this stage. */
- link_uniform_blocks(mem_ctx, ctx, prog, &linked, 1,
- &ubo_blocks, &num_ubo_blocks, &ssbo_blocks,
- &num_ssbo_blocks);
+ link_uniform_blocks(mem_ctx, ctx, prog, linked, &ubo_blocks,
+ &num_ubo_blocks, &ssbo_blocks, &num_ssbo_blocks);
+
+ 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);
+ }
+
+ 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->LinkStatus) {
- _mesa_delete_shader(ctx, linked);
+ if (!prog->data->LinkStatus) {
+ _mesa_delete_linked_shader(ctx, linked);
return NULL;
}
/* Copy ubo blocks to linked shader list */
- linked->UniformBlocks =
+ 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->UniformBlocks[i] = &ubo_blocks[i];
+ linked->Program->sh.UniformBlocks[i] = &ubo_blocks[i];
}
- linked->NumUniformBlocks = num_ubo_blocks;
+ linked->Program->sh.NumUniformBlocks = num_ubo_blocks;
+ linked->Program->info.num_ubos = num_ubo_blocks;
/* Copy ssbo blocks to linked shader list */
- linked->ShaderStorageBlocks =
+ 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->ShaderStorageBlocks[i] = &ssbo_blocks[i];
+ linked->Program->sh.ShaderStorageBlocks[i] = &ssbo_blocks[i];
}
- linked->NumShaderStorageBlocks = num_ssbo_blocks;
+ 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.
/* Set the size of geometry shader input arrays */
if (linked->Stage == MESA_SHADER_GEOMETRY) {
- unsigned num_vertices = vertices_per_prim(linked->Geom.InputType);
- geom_array_resize_visitor input_resize_visitor(num_vertices, prog);
+ 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) {
ir->accept(&input_resize_visitor);
}
if (ctx->Const.VertexID_is_zero_based)
lower_vertex_id(linked);
- /* Validate correct usage of barrier() in the tess control shader */
- if (linked->Stage == MESA_SHADER_TESS_CTRL) {
- barrier_use_visitor visitor(prog);
- foreach_in_list(ir_instruction, ir, linked->ir) {
- ir->accept(&visitor);
- }
+ if (ctx->Const.LowerCsDerivedVariables)
+ lower_cs_derived(linked);
+
+#ifdef DEBUG
+ /* Compute the source checksum. */
+ linked->SourceChecksum = 0;
+ for (unsigned i = 0; i < num_shaders; i++) {
+ if (shader_list[i] == NULL)
+ continue;
+ linked->SourceChecksum ^= shader_list[i]->SourceChecksum;
}
+#endif
return linked;
}
update_array_sizes(struct gl_shader_program *prog)
{
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- if (prog->_LinkedShaders[i] == NULL)
- continue;
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ bool types_were_updated = false;
foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
- ir_variable *const var = node->as_variable();
+ ir_variable *const var = node->as_variable();
- if ((var == NULL) || (var->data.mode != ir_var_uniform) ||
- !var->type->is_array())
- continue;
+ if ((var == NULL) || (var->data.mode != ir_var_uniform) ||
+ !var->type->is_array())
+ continue;
- /* GL_ARB_uniform_buffer_object says that std140 uniforms
- * will not be eliminated. Since we always do std140, just
- * don't resize arrays in UBOs.
+ /* GL_ARB_uniform_buffer_object says that std140 uniforms
+ * will not be eliminated. Since we always do std140, just
+ * don't resize arrays in UBOs.
*
* Atomic counters are supposed to get deterministic
* locations assigned based on the declaration ordering and
* sizes, array compaction would mess that up.
*
* Subroutine uniforms are not removed.
- */
- if (var->is_in_buffer_block() || var->type->contains_atomic() ||
- var->type->contains_subroutine() || var->constant_initializer)
- continue;
-
- int size = var->data.max_array_access;
- for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
- if (prog->_LinkedShaders[j] == NULL)
- continue;
-
- foreach_in_list(ir_instruction, node2, prog->_LinkedShaders[j]->ir) {
- ir_variable *other_var = node2->as_variable();
- if (!other_var)
- continue;
-
- if (strcmp(var->name, other_var->name) == 0 &&
- other_var->data.max_array_access > size) {
- size = other_var->data.max_array_access;
- }
- }
- }
-
- if (size + 1 != (int)var->type->length) {
- /* If this is a built-in uniform (i.e., it's backed by some
- * fixed-function state), adjust the number of state slots to
- * match the new array size. The number of slots per array entry
- * is not known. It seems safe to assume that the total number of
- * slots is an integer multiple of the number of array elements.
- * Determine the number of slots per array element by dividing by
- * the old (total) size.
- */
+ */
+ if (var->is_in_buffer_block() || var->type->contains_atomic() ||
+ var->type->contains_subroutine() || var->constant_initializer)
+ continue;
+
+ int size = var->data.max_array_access;
+ for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
+ if (prog->_LinkedShaders[j] == NULL)
+ continue;
+
+ foreach_in_list(ir_instruction, node2, prog->_LinkedShaders[j]->ir) {
+ ir_variable *other_var = node2->as_variable();
+ if (!other_var)
+ continue;
+
+ if (strcmp(var->name, other_var->name) == 0 &&
+ other_var->data.max_array_access > size) {
+ size = other_var->data.max_array_access;
+ }
+ }
+ }
+
+ if (size + 1 != (int)var->type->length) {
+ /* If this is a built-in uniform (i.e., it's backed by some
+ * fixed-function state), adjust the number of state slots to
+ * match the new array size. The number of slots per array entry
+ * is not known. It seems safe to assume that the total number of
+ * slots is an integer multiple of the number of array elements.
+ * Determine the number of slots per array element by dividing by
+ * the old (total) size.
+ */
const unsigned num_slots = var->get_num_state_slots();
- if (num_slots > 0) {
- var->set_num_state_slots((size + 1)
+ if (num_slots > 0) {
+ var->set_num_state_slots((size + 1)
* (num_slots / var->type->length));
- }
-
- var->type = glsl_type::get_array_instance(var->type->fields.array,
- size + 1);
- /* FINISHME: We should update the types of array
- * dereferences of this variable now.
- */
- }
+ }
+
+ var->type = glsl_type::get_array_instance(var->type->fields.array,
+ size + 1);
+ types_were_updated = true;
+ }
+ }
+
+ /* Update the types of dereferences in case we changed any. */
+ if (types_were_updated) {
+ deref_type_updater v;
+ v.run(prog->_LinkedShaders[i]->ir);
}
}
}
if (prog->_LinkedShaders[MESA_SHADER_TESS_EVAL] == NULL)
return;
- gl_shader *const tcs = prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
- gl_shader *const tes = prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
+ gl_linked_shader *const tcs = prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
+ gl_linked_shader *const tes = prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
/* If no control shader is present, then the TES inputs are statically
* sized to MaxPatchVertices; the actual size of the arrays won't be
* known until draw time.
*/
const int num_vertices = tcs
- ? tcs->TessCtrl.VerticesOut
+ ? tcs->Program->info.tess.tcs_vertices_out
: ctx->Const.MaxPatchVertices;
- tess_eval_array_resize_visitor input_resize_visitor(num_vertices, prog);
+ array_resize_visitor input_resize_visitor(num_vertices, prog,
+ MESA_SHADER_TESS_EVAL);
foreach_in_list(ir_instruction, ir, tes->ir) {
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);
}
}
}
* \return
* Base location of the available bits on success or -1 on failure.
*/
-int
+static int
find_available_slots(unsigned used_mask, unsigned needed_count)
{
unsigned needed_mask = (1 << needed_count) - 1;
for (int i = 0; i <= max_bit_to_test; i++) {
if ((needed_mask & ~used_mask) == needed_mask)
- return i;
+ return i;
needed_mask <<= 1;
}
}
+#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 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.
*/
-bool
-assign_attribute_or_color_locations(gl_shader_program *prog,
+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)
- || (target_index == MESA_SHADER_FRAGMENT));
+ || (target_index == MESA_SHADER_FRAGMENT));
- gl_shader *const sh = prog->_LinkedShaders[target_index];
+ gl_linked_shader *const sh = prog->_LinkedShaders[target_index];
if (sh == NULL)
return true;
/* Used below in the call to qsort. */
static int compare(const void *a, const void *b)
{
- const temp_attr *const l = (const temp_attr *) a;
- const temp_attr *const r = (const temp_attr *) b;
+ const temp_attr *const l = (const temp_attr *) a;
+ const temp_attr *const r = (const temp_attr *) b;
- /* Reversed because we want a descending order sort below. */
- return r->slots - l->slots;
+ /* Reversed because we want a descending order sort below. */
+ return r->slots - l->slots;
}
} to_assign[32];
assert(max_index <= 32);
- /* Temporary array for the set of attributes that have locations assigned.
+ /* Temporary array for the set of attributes that have locations assigned,
+ * for the purpose of checking overlapping slots/components of (non-ES)
+ * fragment shader outputs.
*/
- ir_variable *assigned[16];
+ ir_variable *assigned[12 * 4]; /* (max # of FS outputs) * # components */
+ unsigned assigned_attr = 0;
unsigned num_attr = 0;
- unsigned assigned_attr = 0;
foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *const var = node->as_variable();
if ((var == NULL) || (var->data.mode != (unsigned) direction))
- continue;
+ continue;
if (var->data.explicit_location) {
var->data.is_unmatched_generic_inout = 0;
- if ((var->data.location >= (int)(max_index + generic_base))
- || (var->data.location < 0)) {
- linker_error(prog,
- "invalid explicit location %d specified for `%s'\n",
- (var->data.location < 0)
- ? var->data.location
+ if ((var->data.location >= (int)(max_index + generic_base))
+ || (var->data.location < 0)) {
+ linker_error(prog,
+ "invalid explicit location %d specified for `%s'\n",
+ (var->data.location < 0)
+ ? var->data.location
: var->data.location - generic_base,
- var->name);
- return false;
- }
+ var->name);
+ return false;
+ }
} else if (target_index == MESA_SHADER_VERTEX) {
- unsigned binding;
+ unsigned binding;
- if (prog->AttributeBindings->get(binding, var->name)) {
- assert(binding >= VERT_ATTRIB_GENERIC0);
- var->data.location = binding;
+ if (prog->AttributeBindings->get(binding, var->name)) {
+ assert(binding >= VERT_ATTRIB_GENERIC0);
+ var->data.location = binding;
var->data.is_unmatched_generic_inout = 0;
- }
+ }
} else if (target_index == MESA_SHADER_FRAGMENT) {
- unsigned binding;
- unsigned index;
+ unsigned binding;
+ unsigned index;
+ const char *name = var->name;
+ const glsl_type *type = var->type;
+
+ while (type) {
+ /* Check if there's a binding for the variable name */
+ if (prog->FragDataBindings->get(binding, name)) {
+ assert(binding >= FRAG_RESULT_DATA0);
+ var->data.location = binding;
+ var->data.is_unmatched_generic_inout = 0;
+
+ if (prog->FragDataIndexBindings->get(index, name)) {
+ var->data.index = index;
+ }
+ break;
+ }
- if (prog->FragDataBindings->get(binding, var->name)) {
- assert(binding >= FRAG_RESULT_DATA0);
- var->data.location = binding;
- var->data.is_unmatched_generic_inout = 0;
+ /* If not, but it's an array type, look for name[0] */
+ if (type->is_array()) {
+ name = ralloc_asprintf(mem_ctx, "%s[0]", name);
+ type = type->fields.array;
+ continue;
+ }
- if (prog->FragDataIndexBindings->get(index, var->name)) {
- var->data.index = index;
- }
- }
+ break;
+ }
}
+ if (strcmp(var->name, "gl_LastFragData") == 0)
+ continue;
+
/* From GL4.5 core spec, section 15.2 (Shader Execution):
*
* "Output binding assignments will cause LinkProgram to fail:
* add it to the list of variables that need linker-assigned locations.
*/
if (var->data.location != -1) {
- if (var->data.location >= generic_base && var->data.index < 1) {
- /* From page 61 of the OpenGL 4.0 spec:
- *
- * "LinkProgram will fail if the attribute bindings assigned
- * by BindAttribLocation do not leave not enough space to
- * assign a location for an active matrix attribute or an
- * active attribute array, both of which require multiple
- * contiguous generic attributes."
- *
- * I think above text prohibits the aliasing of explicit and
- * automatic assignments. But, aliasing is allowed in manual
- * assignments of attribute locations. See below comments for
- * the details.
- *
- * From OpenGL 4.0 spec, page 61:
- *
- * "It is possible for an application to bind more than one
- * attribute name to the same location. This is referred to as
- * aliasing. This will only work if only one of the aliased
- * attributes is active in the executable program, or if no
- * path through the shader consumes more than one attribute of
- * a set of attributes aliased to the same location. A link
- * error can occur if the linker determines that every path
- * through the shader consumes multiple aliased attributes,
- * but implementations are not required to generate an error
- * in this case."
- *
- * From GLSL 4.30 spec, page 54:
- *
- * "A program will fail to link if any two non-vertex shader
- * input variables are assigned to the same location. For
- * vertex shaders, multiple input variables may be assigned
- * to the same location using either layout qualifiers or via
- * the OpenGL API. However, such aliasing is intended only to
- * support vertex shaders where each execution path accesses
- * at most one input per each location. Implementations are
- * permitted, but not required, to generate link-time errors
- * if they detect that every path through the vertex shader
- * executable accesses multiple inputs assigned to any single
- * location. For all shader types, a program will fail to link
- * if explicit location assignments leave the linker unable
- * to find space for other variables without explicit
- * assignments."
- *
- * From OpenGL ES 3.0 spec, page 56:
- *
- * "Binding more than one attribute name to the same location
- * is referred to as aliasing, and is not permitted in OpenGL
- * ES Shading Language 3.00 vertex shaders. LinkProgram will
- * fail when this condition exists. However, aliasing is
- * possible in OpenGL ES Shading Language 1.00 vertex shaders.
- * This will only work if only one of the aliased attributes
- * is active in the executable program, or if no path through
- * the shader consumes more than one attribute of a set of
- * attributes aliased to the same location. A link error can
- * occur if the linker determines that every path through the
- * shader consumes multiple aliased attributes, but implemen-
- * tations are not required to generate an error in this case."
- *
- * After looking at above references from OpenGL, OpenGL ES and
- * GLSL specifications, we allow aliasing of vertex input variables
- * in: OpenGL 2.0 (and above) and OpenGL ES 2.0.
- *
- * NOTE: This is not required by the spec but its worth mentioning
- * here that we're not doing anything to make sure that no path
- * through the vertex shader executable accesses multiple inputs
- * assigned to any single location.
- */
-
- /* Mask representing the contiguous slots that will be used by
- * this attribute.
- */
- const unsigned attr = var->data.location - generic_base;
- const unsigned use_mask = (1 << slots) - 1;
+ if (var->data.location >= generic_base && var->data.index < 1) {
+ /* From page 61 of the OpenGL 4.0 spec:
+ *
+ * "LinkProgram will fail if the attribute bindings assigned
+ * by BindAttribLocation do not leave not enough space to
+ * assign a location for an active matrix attribute or an
+ * active attribute array, both of which require multiple
+ * contiguous generic attributes."
+ *
+ * I think above text prohibits the aliasing of explicit and
+ * automatic assignments. But, aliasing is allowed in manual
+ * assignments of attribute locations. See below comments for
+ * the details.
+ *
+ * From OpenGL 4.0 spec, page 61:
+ *
+ * "It is possible for an application to bind more than one
+ * attribute name to the same location. This is referred to as
+ * aliasing. This will only work if only one of the aliased
+ * attributes is active in the executable program, or if no
+ * path through the shader consumes more than one attribute of
+ * a set of attributes aliased to the same location. A link
+ * error can occur if the linker determines that every path
+ * through the shader consumes multiple aliased attributes,
+ * but implementations are not required to generate an error
+ * in this case."
+ *
+ * From GLSL 4.30 spec, page 54:
+ *
+ * "A program will fail to link if any two non-vertex shader
+ * input variables are assigned to the same location. For
+ * vertex shaders, multiple input variables may be assigned
+ * to the same location using either layout qualifiers or via
+ * the OpenGL API. However, such aliasing is intended only to
+ * support vertex shaders where each execution path accesses
+ * at most one input per each location. Implementations are
+ * permitted, but not required, to generate link-time errors
+ * if they detect that every path through the vertex shader
+ * executable accesses multiple inputs assigned to any single
+ * location. For all shader types, a program will fail to link
+ * if explicit location assignments leave the linker unable
+ * to find space for other variables without explicit
+ * assignments."
+ *
+ * From OpenGL ES 3.0 spec, page 56:
+ *
+ * "Binding more than one attribute name to the same location
+ * is referred to as aliasing, and is not permitted in OpenGL
+ * ES Shading Language 3.00 vertex shaders. LinkProgram will
+ * fail when this condition exists. However, aliasing is
+ * possible in OpenGL ES Shading Language 1.00 vertex shaders.
+ * This will only work if only one of the aliased attributes
+ * is active in the executable program, or if no path through
+ * the shader consumes more than one attribute of a set of
+ * attributes aliased to the same location. A link error can
+ * occur if the linker determines that every path through the
+ * shader consumes multiple aliased attributes, but implemen-
+ * tations are not required to generate an error in this case."
+ *
+ * After looking at above references from OpenGL, OpenGL ES and
+ * GLSL specifications, we allow aliasing of vertex input variables
+ * in: OpenGL 2.0 (and above) and OpenGL ES 2.0.
+ *
+ * NOTE: This is not required by the spec but its worth mentioning
+ * here that we're not doing anything to make sure that no path
+ * through the vertex shader executable accesses multiple inputs
+ * assigned to any single location.
+ */
+
+ /* Mask representing the contiguous slots that will be used by
+ * this attribute.
+ */
+ const unsigned attr = var->data.location - generic_base;
+ const unsigned use_mask = (1 << slots) - 1;
const char *const string = (target_index == MESA_SHADER_VERTEX)
? "vertex shader input" : "fragment shader output";
return false;
}
- /* Generate a link error if the set of bits requested for this
- * attribute overlaps any previously allocated bits.
- */
- if ((~(use_mask << attr) & used_locations) != used_locations) {
+ /* Generate a link error if the set of bits requested for this
+ * attribute overlaps any previously allocated bits.
+ */
+ if ((~(use_mask << attr) & used_locations) != used_locations) {
if (target_index == MESA_SHADER_FRAGMENT && !prog->IsES) {
/* From section 4.4.2 (Output Layout Qualifiers) of the GLSL
* 4.40 spec:
for (unsigned i = 0; i < assigned_attr; i++) {
unsigned assigned_slots =
assigned[i]->type->count_attribute_slots(false);
- unsigned assig_attr =
+ unsigned assig_attr =
assigned[i]->data.location - generic_base;
- unsigned assigned_use_mask = (1 << assigned_slots) - 1;
+ unsigned assigned_use_mask = (1 << assigned_slots) - 1;
if ((assigned_use_mask << assig_attr) &
(use_mask << attr)) {
}
}
} 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);
"to %s `%s' %d %d %d\n", string, var->name,
used_locations, use_mask, attr);
}
- }
+ }
+
+ if (target_index == MESA_SHADER_FRAGMENT && !prog->IsES) {
+ /* Only track assigned variables for non-ES fragment shaders
+ * to avoid overflowing the array.
+ *
+ * At most one variable per fragment output component should
+ * reach this.
+ */
+ assert(assigned_attr < ARRAY_SIZE(assigned));
+ assigned[assigned_attr] = var;
+ assigned_attr++;
+ }
- used_locations |= (use_mask << attr);
+ used_locations |= (use_mask << attr);
/* From the GL 4.5 core spec, section 11.1.1 (Vertex Attributes):
*
*/
if (var->type->without_array()->is_dual_slot())
double_storage_locations |= (use_mask << attr);
- }
-
- assigned[assigned_attr] = var;
- assigned_attr++;
+ }
- continue;
+ continue;
}
if (num_attr >= max_index) {
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 ",
- total_attribs_size, max_index);
- return false;
+ linker_error(prog,
+ "attempt to use %d vertex attribute slots only %d available ",
+ total_attribs_size, max_index);
+ return false;
}
}
find_deref_visitor find("gl_Vertex");
find.run(sh->ir);
if (find.variable_found())
- used_locations |= (1 << 0);
+ used_locations |= (1 << 0);
}
for (unsigned i = 0; i < num_attr; i++) {
int location = find_available_slots(used_locations, to_assign[i].slots);
if (location < 0) {
- const char *const string = (target_index == MESA_SHADER_VERTEX)
- ? "vertex shader input" : "fragment shader output";
-
- linker_error(prog,
- "insufficient contiguous locations "
- "available for %s `%s'\n",
- string, to_assign[i].var->name);
- return false;
+ const char *const string = (target_index == MESA_SHADER_VERTEX)
+ ? "vertex shader input" : "fragment shader output";
+
+ linker_error(prog,
+ "insufficient contiguous locations "
+ "available for %s `%s'\n",
+ string, to_assign[i].var->name);
+ return false;
}
to_assign[i].var->data.location = generic_base + location;
*/
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 ",
- total_attribs_size, max_index);
- return false;
+ linker_error(prog,
+ "attempt to use %d vertex attribute slots only %d available ",
+ total_attribs_size, max_index);
+ return false;
}
}
* unmatch flag if found so we don't optimise them away.
*/
static void
-match_explicit_outputs_to_inputs(gl_shader *producer,
- gl_shader *consumer)
+match_explicit_outputs_to_inputs(gl_linked_shader *producer,
+ gl_linked_shader *consumer)
{
glsl_symbol_table parameters;
ir_variable *explicit_locations[MAX_VARYINGS_INCL_PATCH][4] =
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_shader *sh = prog->_LinkedShaders[i];
-
- if (sh == NULL)
- continue;
-
- if (sh->num_samplers > 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->NumShaderStorageBlocks;
- total_uniform_blocks += sh->NumUniformBlocks;
-
- const unsigned max_uniform_blocks =
- ctx->Const.Program[i].MaxUniformBlocks;
- if (max_uniform_blocks < sh->NumUniformBlocks) {
- linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
- _mesa_shader_stage_to_string(i), sh->NumUniformBlocks,
- max_uniform_blocks);
- }
-
- const unsigned max_shader_storage_blocks =
- ctx->Const.Program[i].MaxShaderStorageBlocks;
- if (max_shader_storage_blocks < sh->NumShaderStorageBlocks) {
- linker_error(prog, "Too many %s shader storage blocks (%d/%d)\n",
- _mesa_shader_stage_to_string(i),
- sh->NumShaderStorageBlocks, 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->NumUniformBlocks; i++) {
- if (prog->UniformBlocks[i].UniformBufferSize >
- ctx->Const.MaxUniformBlockSize) {
- linker_error(prog, "Uniform block %s too big (%d/%d)\n",
- prog->UniformBlocks[i].Name,
- prog->UniformBlocks[i].UniformBufferSize,
- ctx->Const.MaxUniformBlockSize);
- }
- }
-
- for (unsigned i = 0; i < prog->NumShaderStorageBlocks; i++) {
- if (prog->ShaderStorageBlocks[i].UniformBufferSize >
- ctx->Const.MaxShaderStorageBlockSize) {
- linker_error(prog, "Shader storage block %s too big (%d/%d)\n",
- prog->ShaderStorageBlocks[i].Name,
- prog->ShaderStorageBlocks[i].UniformBufferSize,
- ctx->Const.MaxShaderStorageBlockSize);
- }
- }
-}
-
-static void
-link_calculate_subroutine_compat(struct gl_shader_program *prog)
-{
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- struct gl_shader *sh = prog->_LinkedShaders[i];
- int count;
- if (!sh)
- continue;
-
- for (unsigned j = 0; j < sh->NumSubroutineUniformRemapTable; j++) {
- if (sh->SubroutineUniformRemapTable[j] == INACTIVE_UNIFORM_EXPLICIT_LOCATION)
- continue;
-
- struct gl_uniform_storage *uni = sh->SubroutineUniformRemapTable[j];
-
- if (!uni)
- continue;
-
- sh->NumSubroutineUniforms++;
- count = 0;
- if (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 (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)
-{
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- struct gl_shader *sh = prog->_LinkedShaders[i];
-
- if (sh) {
- if (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.
*/
return;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- struct gl_shader *sh = prog->_LinkedShaders[i];
+ struct gl_linked_shader *sh = prog->_LinkedShaders[i];
if (sh) {
- if (sh->NumImages > 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,
- 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_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;
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- struct gl_shader *sh = prog->_LinkedShaders[i];
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
+ struct gl_program *p = prog->_LinkedShaders[i]->Program;
- if (!sh)
- continue;
-
- 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;
}
}
}
}
- 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;
- return entries_total;
+ prog->NumExplicitUniformLocations = entries_total;
}
+/* Function checks if a variable var is a packed varying and
+ * if given name is part of packed varying's list.
+ *
+ * If a variable is a packed varying, it has a name like
+ * 'packed:a,b,c' where a, b and c are separate variables.
+ */
static bool
-should_add_buffer_variable(struct gl_shader_program *shProg,
- GLenum type, const char *name)
+included_in_packed_varying(ir_variable *var, 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->NumShaderStorageBlocks; i++) {
- const char *block_name = shProg->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 (strncmp(var->name, "packed:", 7) != 0)
+ return false;
- 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;
- }
+ char *list = strdup(var->name + 7);
+ assert(list);
- if (strncmp(block_name, name, block_name_len) == 0) {
- found_interface = true;
+ bool found = false;
+ char *saveptr;
+ char *token = strtok_r(list, ",", &saveptr);
+ while (token) {
+ if (strcmp(token, name) == 0) {
+ found = true;
break;
}
+ token = strtok_r(NULL, ",", &saveptr);
}
+ free(list);
+ return found;
+}
- /* 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, GLenum type,
- const void *data, uint8_t stages)
-{
- assert(data);
-
- /* If resource already exists, do not add it again. */
- for (unsigned i = 0; i < prog->NumProgramResourceList; i++)
- if (prog->ProgramResourceList[i].Data == data)
- return true;
-
- prog->ProgramResourceList =
- reralloc(prog,
- prog->ProgramResourceList,
- gl_program_resource,
- prog->NumProgramResourceList + 1);
-
- if (!prog->ProgramResourceList) {
- linker_error(prog, "Out of memory during linking.\n");
- return false;
- }
-
- struct gl_program_resource *res =
- &prog->ProgramResourceList[prog->NumProgramResourceList];
-
- res->Type = type;
- res->Data = data;
- res->StageReferences = stages;
-
- prog->NumProgramResourceList++;
-
- return true;
-}
-
-/* Function checks if a variable var is a packed varying and
- * if given name is part of packed varying's list.
- *
- * If a variable is a packed varying, it has a name like
- * 'packed:a,b,c' where a, b and c are separate variables.
- */
-static bool
-included_in_packed_varying(ir_variable *var, const char *name)
-{
- if (strncmp(var->name, "packed:", 7) != 0)
- return false;
-
- char *list = strdup(var->name + 7);
- assert(list);
-
- bool found = false;
- char *saveptr;
- char *token = strtok_r(list, ",", &saveptr);
- while (token) {
- if (strcmp(token, name) == 0) {
- found = true;
- break;
- }
- token = strtok_r(NULL, ",", &saveptr);
- }
- free(list);
- return found;
-}
-
-/**
- * Function builds a stage reference bitmask from variable name.
- */
-static uint8_t
-build_stageref(struct gl_shader_program *shProg, const char *name,
- unsigned mode)
-{
- uint8_t stages = 0;
+/**
+ * Function builds a stage reference bitmask from variable name.
+ */
+static uint8_t
+build_stageref(struct gl_shader_program *shProg, const char *name,
+ unsigned mode)
+{
+ uint8_t stages = 0;
/* Note, that we assume MAX 8 stages, if there will be more stages, type
* used for reference mask in gl_program_resource will need to be changed.
assert(MESA_SHADER_STAGES < 8);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- struct gl_shader *sh = shProg->_LinkedShaders[i];
+ struct gl_linked_shader *sh = shProg->_LinkedShaders[i];
if (!sh)
continue;
create_shader_variable(struct gl_shader_program *shProg,
const ir_variable *in,
const char *name, const glsl_type *type,
+ const glsl_type *interface_type,
bool use_implicit_location, int location,
const glsl_type *outermost_struct_type)
{
- gl_shader_variable *out = ralloc(shProg, struct gl_shader_variable);
+ /* Allocate zero-initialized memory to ensure that bitfield padding
+ * is zero.
+ */
+ gl_shader_variable *out = rzalloc(shProg, struct gl_shader_variable);
if (!out)
return NULL;
if (in->data.mode == ir_var_system_value &&
in->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
out->name = ralloc_strdup(shProg, "gl_VertexID");
+ } else if ((in->data.mode == ir_var_shader_out &&
+ in->data.location == VARYING_SLOT_TESS_LEVEL_OUTER) ||
+ (in->data.mode == ir_var_system_value &&
+ in->data.location == SYSTEM_VALUE_TESS_LEVEL_OUTER)) {
+ out->name = ralloc_strdup(shProg, "gl_TessLevelOuter");
+ type = glsl_type::get_array_instance(glsl_type::float_type, 4);
+ } else if ((in->data.mode == ir_var_shader_out &&
+ in->data.location == VARYING_SLOT_TESS_LEVEL_INNER) ||
+ (in->data.mode == ir_var_system_value &&
+ in->data.location == SYSTEM_VALUE_TESS_LEVEL_INNER)) {
+ out->name = ralloc_strdup(shProg, "gl_TessLevelInner");
+ type = glsl_type::get_array_instance(glsl_type::float_type, 2);
} else {
out->name = ralloc_strdup(shProg, name);
}
* 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 {
out->type = type;
out->outermost_struct_type = outermost_struct_type;
- out->interface_type = in->get_interface_type();
+ out->interface_type = interface_type;
out->component = in->data.location_frac;
out->index = in->data.index;
out->patch = in->data.patch;
}
static bool
-add_shader_variable(struct gl_shader_program *shProg, unsigned stage_mask,
+add_shader_variable(const struct gl_context *ctx,
+ struct gl_shader_program *shProg,
+ struct set *resource_set,
+ unsigned stage_mask,
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 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: {
for (unsigned i = 0; i < type->length; i++) {
const struct glsl_struct_field *field = &type->fields.structure[i];
char *field_name = ralloc_asprintf(shProg, "%s.%s", name, field->name);
- if (!add_shader_variable(shProg, stage_mask, programInterface,
+ if (!add_shader_variable(ctx, shProg, resource_set,
+ 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(is_vertex_input);
+ field_location += field->type->count_attribute_slots(false);
}
return true;
}
- default: {
- /* Issue #16 of the ARB_program_interface_query spec says:
+ case GLSL_TYPE_ARRAY: {
+ /* 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.
+ * "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]"."
*
- * * 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."
+ * "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 char *prefixed_name = (var->data.from_named_ifc_block &&
- !is_gl_identifier(var->name))
- ? ralloc_asprintf(shProg, "%s.%s", var->get_interface_type()->name,
- name)
- : name;
+ 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:
*
* "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,
+ create_shader_variable(shProg, var, name, type, interface_type,
use_implicit_location, location,
outermost_struct_type);
if (!sha_v)
return false;
- return add_program_resource(shProg, programInterface, sha_v, stage_mask);
+ return link_util_add_program_resource(shProg, resource_set,
+ programInterface, sha_v, stage_mask);
}
}
}
static bool
-add_interface_variables(struct gl_shader_program *shProg,
+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,
+ struct set *resource_set,
unsigned stage, GLenum programInterface)
{
exec_list *ir = shProg->_LinkedShaders[stage]->ir;
continue;
};
+ if (var->data.patch)
+ loc_bias = int(VARYING_SLOT_PATCH0);
+
/* Skip packed varyings, packed varyings are handled separately
* by add_packed_varyings.
*/
(stage == MESA_SHADER_VERTEX && var->data.mode == ir_var_shader_in) ||
(stage == MESA_SHADER_FRAGMENT && var->data.mode == ir_var_shader_out);
- if (!add_shader_variable(shProg, 1 << stage, programInterface,
+ 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;
}
static bool
-add_packed_varyings(struct gl_shader_program *shProg, int stage, GLenum type)
+add_packed_varyings(const struct gl_context *ctx,
+ struct gl_shader_program *shProg,
+ struct set *resource_set,
+ int stage, GLenum type)
{
- struct gl_shader *sh = shProg->_LinkedShaders[stage];
+ struct gl_linked_shader *sh = shProg->_LinkedShaders[stage];
GLenum iface;
if (!sh || !sh->packed_varyings)
if (type == iface) {
const int stage_mask =
build_stageref(shProg, var->name, var->data.mode);
- if (!add_shader_variable(shProg, stage_mask,
+ 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;
}
}
}
static bool
-add_fragdata_arrays(struct gl_shader_program *shProg)
+add_fragdata_arrays(const struct gl_context *ctx,
+ struct gl_shader_program *shProg,
+ struct set *resource_set)
{
- struct gl_shader *sh = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT];
+ struct gl_linked_shader *sh = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT];
if (!sh || !sh->fragdata_arrays)
return true;
if (var) {
assert(var->data.mode == ir_var_shader_out);
- if (!add_shader_variable(shProg,
+ 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_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 (interface->interface_packing != GLSL_INTERFACE_PACKING_STD430) {
- 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_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->ShaderStorageBlocks[block_index].Name :
- shProg->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 < shProg->NumShaders; i++) {
- if (shProg->Shaders[i] == NULL)
- continue;
-
- const gl_shader *stage = shProg->Shaders[i];
- foreach_in_list(ir_instruction, node, stage->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(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->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;
if (input_stage == MESA_SHADER_STAGES && output_stage == 0)
return;
+ struct set *resource_set = _mesa_pointer_set_create(NULL);
+
/* Program interface needs to expose varyings in case of SSO. */
if (shProg->SeparateShader) {
- if (!add_packed_varyings(shProg, input_stage, GL_PROGRAM_INPUT))
+ if (!add_packed_varyings(ctx, shProg, resource_set,
+ input_stage, GL_PROGRAM_INPUT))
return;
- if (!add_packed_varyings(shProg, output_stage, GL_PROGRAM_OUTPUT))
+ if (!add_packed_varyings(ctx, shProg, resource_set,
+ output_stage, GL_PROGRAM_OUTPUT))
return;
}
- if (!add_fragdata_arrays(shProg))
+ if (add_packed_varyings_only) {
+ _mesa_set_destroy(resource_set, NULL);
+ return;
+ }
+
+ if (!add_fragdata_arrays(ctx, shProg, resource_set))
return;
/* Add inputs and outputs to the resource list. */
- if (!add_interface_variables(shProg, input_stage, GL_PROGRAM_INPUT))
+ if (!add_interface_variables(ctx, shProg, resource_set,
+ input_stage, GL_PROGRAM_INPUT))
return;
- if (!add_interface_variables(shProg, output_stage, GL_PROGRAM_OUTPUT))
+ if (!add_interface_variables(ctx, shProg, resource_set,
+ 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, 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 (!link_util_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, 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 (!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->NumUniformStorage; i++) {
+ for (unsigned i = 0; i < shProg->data->NumUniformStorage; i++) {
/* Do not add uniforms internally used by Mesa. */
- if (shProg->UniformStorage[i].hidden)
+ if (shProg->data->UniformStorage[i].hidden)
continue;
- uint8_t stageref =
- build_stageref(shProg, shProg->UniformStorage[i].name,
- ir_var_uniform);
-
- /* Add stagereferences for uniforms in a uniform block. */
- bool is_shader_storage = shProg->UniformStorage[i].is_shader_storage;
- int block_index = shProg->UniformStorage[i].block_index;
- if (block_index != -1) {
- stageref |= is_shader_storage ?
- shProg->ShaderStorageBlocks[block_index].stageref :
- shProg->UniformBlocks[block_index].stageref;
- }
-
+ bool is_shader_storage =
+ shProg->data->UniformStorage[i].is_shader_storage;
GLenum type = is_shader_storage ? GL_BUFFER_VARIABLE : GL_UNIFORM;
- if (!should_add_buffer_variable(shProg, type,
- shProg->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(shProg, &shProg->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, type,
- &shProg->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->NumUniformBlocks; i++) {
- if (!add_program_resource(shProg, GL_UNIFORM_BLOCK,
- &shProg->UniformBlocks[i], 0))
+ for (unsigned i = 0; i < shProg->data->NumUniformBlocks; i++) {
+ 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->NumShaderStorageBlocks; i++) {
- if (!add_program_resource(shProg, GL_SHADER_STORAGE_BLOCK,
- &shProg->ShaderStorageBlocks[i], 0))
+ for (unsigned i = 0; i < shProg->data->NumShaderStorageBlocks; i++) {
+ 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->NumAtomicBuffers; i++) {
- if (!add_program_resource(shProg, GL_ATOMIC_COUNTER_BUFFER,
- &shProg->AtomicBuffers[i], 0))
+ for (unsigned i = 0; i < shProg->data->NumAtomicBuffers; i++) {
+ if (!link_util_add_program_resource(shProg, resource_set, GL_ATOMIC_COUNTER_BUFFER,
+ &shProg->data->AtomicBuffers[i], 0))
return;
}
- for (unsigned i = 0; i < shProg->NumUniformStorage; i++) {
+ for (unsigned i = 0; i < shProg->data->NumUniformStorage; i++) {
GLenum type;
- if (!shProg->UniformStorage[i].hidden)
+ if (!shProg->data->UniformStorage[i].hidden)
continue;
for (int j = MESA_SHADER_VERTEX; j < MESA_SHADER_STAGES; j++) {
- if (!shProg->UniformStorage[i].opaque[j].active ||
- !shProg->UniformStorage[i].type->is_subroutine())
+ if (!shProg->data->UniformStorage[i].opaque[j].active ||
+ !shProg->data->UniformStorage[i].type->is_subroutine())
continue;
type = _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j);
/* add shader subroutines */
- if (!add_program_resource(shProg, type, &shProg->UniformStorage[i], 0))
+ if (!link_util_add_program_resource(shProg, resource_set,
+ type, &shProg->data->UniformStorage[i], 0))
return;
}
}
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- struct gl_shader *sh = shProg->_LinkedShaders[i];
- GLuint type;
+ unsigned mask = shProg->data->linked_stages;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
+ struct gl_program *p = shProg->_LinkedShaders[i]->Program;
- if (!sh)
- continue;
-
- type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
- for (unsigned j = 0; j < sh->NumSubroutineFunctions; j++) {
- if (!add_program_resource(shProg, type, &sh->SubroutineFunctions[j], 0))
+ GLuint type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
+ for (unsigned j = 0; j < p->sh.NumSubroutineFunctions; j++) {
+ if (!link_util_add_program_resource(shProg, resource_set,
+ type, &p->sh.SubroutineFunctions[j], 0))
return;
}
}
+
+ _mesa_set_destroy(resource_set, NULL);
}
/**
dynamic_sampler_array_indexing_visitor v;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
- continue;
+ continue;
bool no_dynamic_indexing =
ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler;
"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);
}
}
}
static void
link_assign_subroutine_types(struct gl_shader_program *prog)
{
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- gl_shader *sh = prog->_LinkedShaders[i];
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
+ gl_program *p = prog->_LinkedShaders[i]->Program;
- if (sh == NULL)
- continue;
-
- 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) {
+ /* these should have been calculated earlier. */
+ assert(fn->subroutine_index != -1);
+ 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
+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)
{
return;
for (unsigned stage = 0; stage < MESA_SHADER_STAGES; stage++) {
- gl_shader *sh = prog->_LinkedShaders[stage];
+ gl_linked_shader *sh = prog->_LinkedShaders[stage];
if (!sh)
continue;
- if (first == last) {
- /* For a single shader program only allow inputs to the vertex shader
- * and outputs from the fragment shader to be removed.
- */
- if (stage != MESA_SHADER_VERTEX)
- set_always_active_io(sh->ir, ir_var_shader_in);
- if (stage != MESA_SHADER_FRAGMENT)
- set_always_active_io(sh->ir, ir_var_shader_out);
- } else {
- /* For multi-stage separate shader programs only allow inputs and
- * outputs between the shader stages to be removed as well as inputs
- * to the vertex shader and outputs from the fragment shader.
- */
- if (stage == first && stage != MESA_SHADER_VERTEX)
- set_always_active_io(sh->ir, ir_var_shader_in);
- else if (stage == last && stage != MESA_SHADER_FRAGMENT)
- set_always_active_io(sh->ir, ir_var_shader_out);
+ /* Prevent the removal of inputs to the first and outputs from the last
+ * stage, unless they are the initial pipeline inputs or final pipeline
+ * outputs, respectively.
+ *
+ * The removal of IO between shaders in the same program is always
+ * allowed.
+ */
+ if (stage == first && stage != MESA_SHADER_VERTEX)
+ set_always_active_io(sh->ir, ir_var_shader_in);
+ if (stage == last && stage != MESA_SHADER_FRAGMENT)
+ set_always_active_io(sh->ir, ir_var_shader_out);
+ }
+}
+
+static void
+link_and_validate_uniforms(struct gl_context *ctx,
+ struct gl_shader_program *prog)
+{
+ update_array_sizes(prog);
+
+ if (!ctx->Const.UseNIRGLSLLinker) {
+ link_assign_uniform_locations(prog, ctx);
+
+ 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
+link_varyings_and_uniforms(unsigned first, unsigned last,
+ struct gl_context *ctx,
+ struct gl_shader_program *prog, void *mem_ctx)
+{
+ /* 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) {
+ link_invalidate_variable_locations(prog->_LinkedShaders[i]->ir);
}
}
+
+ unsigned prev = first;
+ for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ match_explicit_outputs_to_inputs(prog->_LinkedShaders[prev],
+ prog->_LinkedShaders[i]);
+ prev = i;
+ }
+
+ if (!assign_attribute_or_color_locations(mem_ctx, prog, &ctx->Const,
+ MESA_SHADER_VERTEX, true)) {
+ return false;
+ }
+
+ if (!assign_attribute_or_color_locations(mem_ctx, prog, &ctx->Const,
+ MESA_SHADER_FRAGMENT, true)) {
+ return false;
+ }
+
+ prog->last_vert_prog = NULL;
+ for (int i = MESA_SHADER_GEOMETRY; i >= MESA_SHADER_VERTEX; i--) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ prog->last_vert_prog = prog->_LinkedShaders[i]->Program;
+ break;
+ }
+
+ if (!link_varyings(prog, first, last, ctx, mem_ctx))
+ return false;
+
+ link_and_validate_uniforms(ctx, prog);
+
+ if (!prog->data->LinkStatus)
+ return false;
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ const struct gl_shader_compiler_options *options =
+ &ctx->Const.ShaderCompilerOptions[i];
+
+ if (options->LowerBufferInterfaceBlocks)
+ lower_ubo_reference(prog->_LinkedShaders[i],
+ options->ClampBlockIndicesToArrayBounds,
+ ctx->Const.UseSTD430AsDefaultPacking);
+
+ if (i == MESA_SHADER_COMPUTE)
+ lower_shared_reference(ctx, prog, prog->_LinkedShaders[i]);
+
+ lower_vector_derefs(prog->_LinkedShaders[i]);
+ do_vec_index_to_swizzle(prog->_LinkedShaders[i]->ir);
+ }
+
+ 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->LinkStatus = true; /* All error paths will set this to false */
- prog->Validated = false;
- prog->_Used = 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:
*
return;
}
- unsigned num_tfeedback_decls = 0;
- unsigned int num_explicit_uniform_locs = 0;
- bool has_xfb_qualifiers = false;
- char **varying_names = NULL;
- tfeedback_decl *tfeedback_decls = NULL;
+#ifdef ENABLE_SHADER_CACHE
+ if (shader_cache_read_program_metadata(ctx, prog))
+ return;
+#endif
void *mem_ctx = ralloc_context(NULL); // temporary linker context
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) {
- linker_error(prog, "all shaders must use same shading "
- "language version\n");
- goto done;
+ 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;
}
if (prog->Shaders[i]->ARB_fragment_coord_conventions_enable) {
/* 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");
+ "language version\n");
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.
if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
num_shaders[MESA_SHADER_VERTEX] == 0) {
linker_error(prog, "Geometry shader must be linked with "
- "vertex shader\n");
+ "vertex shader\n");
goto done;
}
if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
num_shaders[MESA_SHADER_VERTEX] == 0) {
linker_error(prog, "Tessellation evaluation shader must be linked "
- "with vertex shader\n");
+ "with vertex shader\n");
goto done;
}
if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
num_shaders[MESA_SHADER_VERTEX] == 0) {
linker_error(prog, "Tessellation control shader must be linked with "
- "vertex shader\n");
+ "vertex shader\n");
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.
if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
num_shaders[MESA_SHADER_TESS_EVAL] == 0) {
linker_error(prog, "Tessellation control shader must be linked with "
- "tessellation evaluation shader\n");
+ "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. */
"type of shader\n");
}
- for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
- if (prog->_LinkedShaders[i] != NULL)
- _mesa_delete_shader(ctx, prog->_LinkedShaders[i]);
-
- prog->_LinkedShaders[i] = NULL;
- }
-
/* Link all shaders for a particular stage and validate the result.
*/
for (int stage = 0; stage < MESA_SHADER_STAGES; stage++) {
if (num_shaders[stage] > 0) {
- gl_shader *const sh =
+ gl_linked_shader *const sh =
link_intrastage_shaders(mem_ctx, ctx, prog, shader_list[stage],
- num_shaders[stage]);
+ num_shaders[stage], false);
- if (!prog->LinkStatus) {
+ if (!prog->data->LinkStatus) {
if (sh)
- _mesa_delete_shader(ctx, sh);
+ _mesa_delete_linked_shader(ctx, sh);
goto done;
}
validate_fragment_shader_executable(prog, sh);
break;
}
- if (!prog->LinkStatus) {
+ if (!prog->data->LinkStatus) {
if (sh)
- _mesa_delete_shader(ctx, sh);
+ _mesa_delete_linked_shader(ctx, sh);
goto done;
}
- _mesa_reference_shader(ctx, &prog->_LinkedShaders[stage], sh);
+ prog->_LinkedShaders[stage] = sh;
+ prog->data->linked_stages |= 1 << stage;
}
}
- 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.
*/
- cross_validate_uniforms(prog);
- if (!prog->LinkStatus)
+ cross_validate_uniforms(ctx, prog);
+ if (!prog->data->LinkStatus)
goto done;
unsigned first, last, prev;
last = i;
}
- num_explicit_uniform_locs = check_explicit_uniform_locations(ctx, prog);
+ check_explicit_uniform_locations(ctx, prog);
link_assign_subroutine_types(prog);
+ verify_subroutine_associated_funcs(prog);
- if (!prog->LinkStatus)
+ if (!prog->data->LinkStatus)
goto done;
resize_tes_inputs(ctx, prog);
validate_interstage_inout_blocks(prog, prog->_LinkedShaders[prev],
prog->_LinkedShaders[i]);
- if (!prog->LinkStatus)
+ 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->LinkStatus)
+ if (!prog->data->LinkStatus)
goto done;
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,
- MESA_SHADER_STAGES);
- if (!prog->LinkStatus)
+ validate_interstage_uniform_blocks(prog, prog->_LinkedShaders);
+ if (!prog->data->LinkStatus)
goto done;
for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
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.
* This rule also applies to GLSL ES 3.00.
*/
if (max_version >= (prog->IsES ? 300 : 130)) {
- struct gl_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
+ struct gl_linked_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
if (sh) {
- lower_discard_flow(sh->ir);
+ lower_discard_flow(sh->ir);
}
}
*/
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
- continue;
+ continue;
detect_recursion_linked(prog, prog->_LinkedShaders[i]->ir);
- if (!prog->LinkStatus)
- goto done;
+ if (!prog->data->LinkStatus)
+ goto done;
if (ctx->Const.ShaderCompilerOptions[i].LowerCombinedClipCullDistance) {
lower_clip_cull_distance(prog, prog->_LinkedShaders[i]);
lower_tess_level(prog->_LinkedShaders[i]);
}
- while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
- &ctx->Const.ShaderCompilerOptions[i],
- ctx->Const.NativeIntegers))
- ;
+ /* 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 (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);
- lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir);
}
/* Validation for special cases where we allow sampler array indexing
* 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;
}
/* Check and validate stream emissions in geometry shaders */
validate_geometry_shader_emissions(ctx, prog);
- /* 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) {
- link_invalidate_variable_locations(prog->_LinkedShaders[i]->ir);
- }
- }
-
- prev = first;
- for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) {
- if (prog->_LinkedShaders[i] == NULL)
- continue;
-
- match_explicit_outputs_to_inputs(prog->_LinkedShaders[prev],
- prog->_LinkedShaders[i]);
- prev = i;
- }
-
- if (!assign_attribute_or_color_locations(prog, &ctx->Const,
- MESA_SHADER_VERTEX)) {
- goto done;
- }
+ store_fragdepth_layout(prog);
- if (!assign_attribute_or_color_locations(prog, &ctx->Const,
- MESA_SHADER_FRAGMENT)) {
+ if(!link_varyings_and_uniforms(first, last, ctx, prog, mem_ctx))
goto done;
- }
-
- /* 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");
- goto done;
- }
- tfeedback_decls = ralloc_array(mem_ctx, tfeedback_decl,
- num_tfeedback_decls);
- if (!parse_tfeedback_decls(ctx, prog, mem_ctx, num_tfeedback_decls,
- varying_names, tfeedback_decls))
- goto done;
- }
-
- /* 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.
+ /* Linking varyings can cause some extra, useless swizzles to be generated
+ * due to packing and unpacking.
*/
- 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))
- goto done;
- }
-
- 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_shader *const sh = prog->_LinkedShaders[last];
- 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))
- goto done;
- }
-
- do_dead_builtin_varyings(ctx, NULL, sh, 0, NULL);
- do_dead_builtin_varyings(ctx, sh, NULL, num_tfeedback_decls,
- tfeedback_decls);
- } 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_shader *const sh_i = prog->_LinkedShaders[i];
- gl_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);
-
- 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))
- goto done;
-
- do_dead_builtin_varyings(ctx, sh_i, sh_next,
- next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
- tfeedback_decls);
-
- /* 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)) {
- goto done;
- }
- }
-
- unsigned slots_used = _mesa_bitcount_64(reserved_in_slots);
- if (!check_against_input_limit(ctx, prog, sh_next, slots_used))
- goto done;
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
- next = i;
- }
- }
+ optimize_swizzles(prog->_LinkedShaders[i]->ir);
}
- if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls,
- has_xfb_qualifiers))
- goto done;
-
- update_array_sizes(prog);
- link_assign_uniform_locations(prog, ctx->Const.UniformBooleanTrue,
- num_explicit_uniform_locs,
- ctx->Const.MaxUserAssignableUniformLocations);
- link_assign_atomic_counter_resources(ctx, prog);
- store_fragdepth_layout(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->LinkStatus)
- goto done;
-
/* 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
if (!prog->SeparateShader && ctx->API == API_OPENGLES2 &&
num_shaders[MESA_SHADER_COMPUTE] == 0) {
if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
- linker_error(prog, "program lacks a vertex shader\n");
+ linker_error(prog, "program lacks a vertex shader\n");
} else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
- linker_error(prog, "program lacks a fragment shader\n");
+ linker_error(prog, "program lacks a fragment shader\n");
}
}
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- if (prog->_LinkedShaders[i] == NULL)
- continue;
-
- const struct gl_shader_compiler_options *options =
- &ctx->Const.ShaderCompilerOptions[i];
-
- if (options->LowerBufferInterfaceBlocks)
- lower_ubo_reference(prog->_LinkedShaders[i],
- options->ClampBlockIndicesToArrayBounds);
-
- if (options->LowerShaderSharedVariables)
- lower_shared_reference(prog->_LinkedShaders[i],
- &prog->Comp.SharedSize);
-
- lower_vector_derefs(prog->_LinkedShaders[i]);
- do_vec_index_to_swizzle(prog->_LinkedShaders[i]->ir);
- }
-
done:
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
free(shader_list[i]);
if (prog->_LinkedShaders[i] == NULL)
- continue;
+ continue;
/* Do a final validation step to make sure that the IR wasn't
* invalidated by any modifications performed after intrastage linking.