#include "ir.h"
#include "program.h"
#include "program/hash_table.h"
+#include "program/prog_instruction.h"
#include "linker.h"
#include "link_varyings.h"
#include "ir_optimization.h"
#include "main/enums.h"
-void linker_error(gl_shader_program *, const char *, ...);
-
namespace {
/**
/* Generate a link error if the shader has declared this array with an
* incorrect size.
*/
- if (size && size != this->num_vertices) {
+ 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);
* array using an index too large for its actual size assigned at link
* time.
*/
- if (var->data.max_array_access >= this->num_vertices) {
+ 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);
/**
- * Set clip_distance_array_size based on the given shader.
+ * Set clip_distance_array_size based and cull_distance_array_size on the given
+ * shader.
*
* Also check for errors based on incorrect usage of gl_ClipVertex and
- * gl_ClipDistance.
+ * gl_ClipDistance and gl_CullDistance.
+ * Additionally test whether the arrays gl_ClipDistance and gl_CullDistance
+ * exceed the maximum size defined by gl_MaxCombinedClipAndCullDistances.
*
* Return false if an error was reported.
*/
static void
-analyze_clip_usage(struct gl_shader_program *prog,
- struct gl_shader *shader,
- GLuint *clip_distance_array_size)
+analyze_clip_cull_usage(struct gl_shader_program *prog,
+ struct gl_shader *shader,
+ struct gl_context *ctx,
+ GLuint *clip_distance_array_size,
+ GLuint *cull_distance_array_size)
{
*clip_distance_array_size = 0;
+ *cull_distance_array_size = 0;
- if (!prog->IsES && prog->Version >= 130) {
+ if (prog->Version >= (prog->IsES ? 300 : 130)) {
/* From section 7.1 (Vertex Shader Special Variables) of the
* GLSL 1.30 spec:
*
* gl_ClipVertex and gl_ClipDistance."
*
* This does not apply to GLSL ES shaders, since GLSL ES defines neither
- * gl_ClipVertex nor gl_ClipDistance.
+ * gl_ClipVertex nor gl_ClipDistance. However with
+ * GL_EXT_clip_cull_distance, this functionality is exposed in ES 3.0.
*/
- find_assignment_visitor clip_vertex("gl_ClipVertex");
find_assignment_visitor clip_distance("gl_ClipDistance");
+ find_assignment_visitor cull_distance("gl_CullDistance");
- clip_vertex.run(shader->ir);
clip_distance.run(shader->ir);
- if (clip_vertex.variable_found() && clip_distance.variable_found()) {
- linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
- "and `gl_ClipDistance'\n",
- _mesa_shader_stage_to_string(shader->Stage));
- return;
+ cull_distance.run(shader->ir);
+
+ /* From the ARB_cull_distance spec:
+ *
+ * It is a compile-time or link-time error for the set of shaders forming
+ * a program to statically read or write both gl_ClipVertex and either
+ * gl_ClipDistance or gl_CullDistance.
+ *
+ * This does not apply to GLSL ES shaders, since GLSL ES doesn't define
+ * 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()) {
+ 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()) {
+ linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
+ "and `gl_CullDistance'\n",
+ _mesa_shader_stage_to_string(shader->Stage));
+ return;
+ }
}
if (clip_distance.variable_found()) {
ir_variable *clip_distance_var =
- shader->symbols->get_variable("gl_ClipDistance");
-
+ shader->symbols->get_variable("gl_ClipDistance");
assert(clip_distance_var);
*clip_distance_array_size = clip_distance_var->type->length;
}
+ if (cull_distance.variable_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;
+ }
+ /* From the ARB_cull_distance spec:
+ *
+ * It is a compile-time or link-time error for the set of shaders forming
+ * a program to have the sum of the sizes of the gl_ClipDistance and
+ * gl_CullDistance arrays to be larger than
+ * gl_MaxCombinedClipAndCullDistances.
+ */
+ if ((*clip_distance_array_size + *cull_distance_array_size) >
+ ctx->Const.MaxClipPlanes) {
+ linker_error(prog, "%s shader: the combined size of "
+ "'gl_ClipDistance' and 'gl_CullDistance' size cannot "
+ "be larger than "
+ "gl_MaxCombinedClipAndCullDistances (%u)",
+ _mesa_shader_stage_to_string(shader->Stage),
+ ctx->Const.MaxClipPlanes);
+ }
}
}
/**
* Verify that a vertex shader executable meets all semantic requirements.
*
- * Also sets prog->Vert.ClipDistanceArraySize as a side effect.
+ * Also sets prog->Vert.ClipDistanceArraySize and
+ * prog->Vert.CullDistanceArraySize as a side effect.
*
* \param shader Vertex shader executable to be verified
*/
void
validate_vertex_shader_executable(struct gl_shader_program *prog,
- struct gl_shader *shader)
+ struct gl_shader *shader,
+ struct gl_context *ctx)
{
if (shader == NULL)
return;
}
}
- analyze_clip_usage(prog, shader, &prog->Vert.ClipDistanceArraySize);
+ analyze_clip_cull_usage(prog, shader, ctx,
+ &prog->Vert.ClipDistanceArraySize,
+ &prog->Vert.CullDistanceArraySize);
}
void
validate_tess_eval_shader_executable(struct gl_shader_program *prog,
- struct gl_shader *shader)
+ struct gl_shader *shader,
+ struct gl_context *ctx)
{
if (shader == NULL)
return;
- analyze_clip_usage(prog, shader, &prog->TessEval.ClipDistanceArraySize);
+ analyze_clip_cull_usage(prog, shader, ctx,
+ &prog->TessEval.ClipDistanceArraySize,
+ &prog->TessEval.CullDistanceArraySize);
}
*/
void
validate_fragment_shader_executable(struct gl_shader_program *prog,
- struct gl_shader *shader)
+ struct gl_shader *shader)
{
if (shader == NULL)
return;
/**
* Verify that a geometry shader executable meets all semantic requirements
*
- * Also sets prog->Geom.VerticesIn, and prog->Geom.ClipDistanceArraySize as
- * a side effect.
+ * Also sets prog->Geom.VerticesIn, and prog->Geom.ClipDistanceArraySize and
+ * prog->Geom.CullDistanceArraySize as a side effect.
*
* \param shader Geometry shader executable to be verified
*/
void
validate_geometry_shader_executable(struct gl_shader_program *prog,
- struct gl_shader *shader)
+ struct gl_shader *shader,
+ struct gl_context *ctx)
{
if (shader == NULL)
return;
unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
prog->Geom.VerticesIn = num_vertices;
- analyze_clip_usage(prog, shader, &prog->Geom.ClipDistanceArraySize);
+ analyze_clip_cull_usage(prog, shader, ctx,
+ &prog->Geom.ClipDistanceArraySize,
+ &prog->Geom.CullDistanceArraySize);
}
/**
if ((var->type->fields.array == existing->type->fields.array) &&
((var->type->length == 0)|| (existing->type->length == 0))) {
if (var->type->length != 0) {
- if (var->type->length <= existing->data.max_array_access) {
+ if ((int)var->type->length <= existing->data.max_array_access) {
linker_error(prog, "%s `%s' declared as type "
"`%s' but outermost dimension has an index"
" of `%i'\n",
existing->type = var->type;
return true;
} else if (existing->type->length != 0) {
- if(existing->type->length <= var->data.max_array_access &&
+ if((int)existing->type->length <= var->data.max_array_access &&
!existing->data.from_ssbo_unsized_array) {
linker_error(prog, "%s `%s' declared as type "
"`%s' but outermost dimension has an index"
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 {
return;
}
} else {
- /* If the first-seen instance of a particular uniform did not
- * have an initializer but a later instance does, copy the
- * initializer to the version stored in the symbol table.
- */
- /* FINISHME: This is wrong. The constant_value field should
- * FINISHME: not be modified! Imagine a case where a shader
- * FINISHME: without an initializer is linked in two different
- * FINISHME: programs with shaders that have differing
- * FINISHME: initializers. Linking with the first will
- * FINISHME: modify the shader, and linking with the second
- * FINISHME: will fail.
- */
- existing->constant_initializer =
- var->constant_initializer->clone(ralloc_parent(existing),
- NULL);
+ /* 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);
}
}
var->name);
return;
}
-
- /* Some instance had an initializer, so keep track of that. In
- * this location, all sorts of initializers (constant or
- * otherwise) will propagate the existence to the variable
- * stored in the symbol table.
- */
- existing->data.has_initializer = true;
}
if (existing->data.invariant != var->data.invariant) {
}
/**
- * Accumulates the array of prog->BufferInterfaceBlocks and checks that all
- * definitons of blocks agree on their contents.
+ * 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)
+interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
+ bool validate_ssbo)
{
- unsigned max_num_uniform_blocks = 0;
+ int *InterfaceBlockStageIndex[MESA_SHADER_STAGES];
+ struct gl_uniform_block *blks = NULL;
+ unsigned *num_blks = validate_ssbo ? &prog->NumShaderStorageBlocks :
+ &prog->NumUniformBlocks;
+
+ unsigned max_num_buffer_blocks = 0;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- if (prog->_LinkedShaders[i])
- max_num_uniform_blocks += prog->_LinkedShaders[i]->NumBufferInterfaceBlocks;
+ if (prog->_LinkedShaders[i]) {
+ if (validate_ssbo) {
+ max_num_buffer_blocks +=
+ prog->_LinkedShaders[i]->NumShaderStorageBlocks;
+ } else {
+ max_num_buffer_blocks +=
+ prog->_LinkedShaders[i]->NumUniformBlocks;
+ }
+ }
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_shader *sh = prog->_LinkedShaders[i];
- prog->InterfaceBlockStageIndex[i] = ralloc_array(prog, int,
- max_num_uniform_blocks);
- for (unsigned int j = 0; j < max_num_uniform_blocks; j++)
- prog->InterfaceBlockStageIndex[i][j] = -1;
+ 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;
- for (unsigned int j = 0; j < sh->NumBufferInterfaceBlocks; j++) {
- int index = link_cross_validate_uniform_block(prog,
- &prog->BufferInterfaceBlocks,
- &prog->NumBufferInterfaceBlocks,
- &sh->BufferInterfaceBlocks[j]);
+ unsigned sh_num_blocks;
+ struct gl_uniform_block **sh_blks;
+ if (validate_ssbo) {
+ sh_num_blocks = prog->_LinkedShaders[i]->NumShaderStorageBlocks;
+ sh_blks = sh->ShaderStorageBlocks;
+ } else {
+ sh_num_blocks = prog->_LinkedShaders[i]->NumUniformBlocks;
+ sh_blks = sh->UniformBlocks;
+ }
- if (index == -1) {
- linker_error(prog, "uniform block `%s' has mismatching definitions\n",
- sh->BufferInterfaceBlocks[j].Name);
- return false;
- }
+ for (unsigned int j = 0; j < sh_num_blocks; j++) {
+ int index = link_cross_validate_uniform_block(prog, &blks, num_blks,
+ sh_blks[j]);
+
+ if (index == -1) {
+ linker_error(prog, "buffer block `%s' has mismatching "
+ "definitions\n", sh_blks[j]->Name);
+
+ for (unsigned k = 0; k <= i; k++) {
+ delete[] InterfaceBlockStageIndex[k];
+ }
+ return false;
+ }
- prog->InterfaceBlockStageIndex[i][index] = j;
+ InterfaceBlockStageIndex[i][index] = j;
}
}
+ /* Update per stage block pointers to point to the program list.
+ * FIXME: We should be able to free the per stage blocks here.
+ */
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ 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);
+
+ struct gl_uniform_block **sh_blks = validate_ssbo ?
+ sh->ShaderStorageBlocks : sh->UniformBlocks;
+
+ sh_blks[stage_index] = &blks[j];
+ }
+ }
+ }
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ delete[] InterfaceBlockStageIndex[i];
+ }
+
+ if (validate_ssbo)
+ prog->ShaderStorageBlocks = blks;
+ else
+ prog->UniformBlocks = blks;
+
return true;
}
virtual ir_visitor_status visit(ir_variable *var)
{
const glsl_type *type_without_array;
+ bool implicit_sized_array = var->data.implicit_sized_array;
fixup_type(&var->type, var->data.max_array_access,
- var->data.from_ssbo_unsized_array);
+ var->data.from_ssbo_unsized_array,
+ &implicit_sized_array);
+ var->data.implicit_sized_array = implicit_sized_array;
type_without_array = var->type->without_array();
if (var->type->is_interface()) {
if (interface_contains_unsized_arrays(var->type)) {
* it with a sized array whose size is determined by max_array_access.
*/
static void fixup_type(const glsl_type **type, unsigned max_array_access,
- bool from_ssbo_unsized_array)
+ bool from_ssbo_unsized_array, bool *implicit_sized)
{
if (!from_ssbo_unsized_array && (*type)->is_unsized_array()) {
*type = glsl_type::get_array_instance((*type)->fields.array,
max_array_access + 1);
+ *implicit_sized = true;
assert(*type != NULL);
}
}
*/
static const glsl_type *
resize_interface_members(const glsl_type *type,
- const unsigned *max_ifc_array_access,
+ const int *max_ifc_array_access,
bool is_ssbo)
{
unsigned num_fields = type->length;
memcpy(fields, type->fields.structure,
num_fields * sizeof(*fields));
for (unsigned i = 0; i < num_fields; i++) {
+ bool implicit_sized_array = fields[i].implicit_sized_array;
/* If SSBO last member is unsized array, we don't replace it by a sized
* array.
*/
if (is_ssbo && i == (num_fields - 1))
fixup_type(&fields[i].type, max_ifc_array_access[i],
- true);
+ true, &implicit_sized_array);
else
fixup_type(&fields[i].type, max_ifc_array_access[i],
- false);
+ false, &implicit_sized_array);
+ fields[i].implicit_sized_array = implicit_sized_array;
}
glsl_interface_packing packing =
(glsl_interface_packing) type->interface_packing;
hash_table *unnamed_interfaces;
};
+/**
+ * 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)
+{
+ for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
+ linked_shader->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,
+ "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];
+ }
+ }
+ }
+
+ for (unsigned j = 0; j < MAX_FEEDBACK_BUFFERS; j++) {
+ if (linked_shader->TransformFeedback.BufferStride[j]) {
+ prog->TransformFeedback.BufferStride[j] =
+ linked_shader->TransformFeedback.BufferStride[j];
+
+ /* We will validate doubles at a later stage */
+ if (prog->TransformFeedback.BufferStride[j] % 4) {
+ linker_error(prog, "invalid qualifier xfb_stride=%d must be a "
+ "multiple of 4 or if its applied to a type that is "
+ "or contains a double a multiple of 8.",
+ prog->TransformFeedback.BufferStride[j]);
+ return;
+ }
+
+ if (prog->TransformFeedback.BufferStride[j] / 4 >
+ ctx->Const.MaxTransformFeedbackInterleavedComponents) {
+ linker_error(prog,
+ "The MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS "
+ "limit has been exceeded.");
+ return;
+ }
+ }
+ }
+}
/**
* Performs the cross-validation of tessellation control shader vertices and
"primitive modes.\n");
return;
}
- prog->TessEval.PrimitiveMode = linked_shader->TessEval.PrimitiveMode;
if (linked_shader->TessEval.Spacing == 0)
linked_shader->TessEval.Spacing = GL_EQUAL;
- prog->TessEval.Spacing = linked_shader->TessEval.Spacing;
if (linked_shader->TessEval.VertexOrder == 0)
linked_shader->TessEval.VertexOrder = GL_CCW;
- prog->TessEval.VertexOrder = linked_shader->TessEval.VertexOrder;
if (linked_shader->TessEval.PointMode == -1)
linked_shader->TessEval.PointMode = GL_FALSE;
- prog->TessEval.PointMode = linked_shader->TessEval.PointMode;
}
struct gl_shader **shader_list,
unsigned num_shaders)
{
- linked_shader->Geom.VerticesOut = 0;
+ linked_shader->Geom.VerticesOut = -1;
linked_shader->Geom.Invocations = 0;
linked_shader->Geom.InputType = PRIM_UNKNOWN;
linked_shader->Geom.OutputType = PRIM_UNKNOWN;
linked_shader->Geom.OutputType = shader->Geom.OutputType;
}
- if (shader->Geom.VerticesOut != 0) {
- if (linked_shader->Geom.VerticesOut != 0 &&
+ 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",
}
prog->Geom.OutputType = linked_shader->Geom.OutputType;
- if (linked_shader->Geom.VerticesOut == 0) {
+ if (linked_shader->Geom.VerticesOut == -1) {
linker_error(prog,
"geometry shader didn't declare max_vertices\n");
return;
struct gl_shader **shader_list,
unsigned num_shaders)
{
- struct gl_uniform_block *uniform_blocks = NULL;
+ struct gl_uniform_block *ubo_blocks = NULL;
+ struct gl_uniform_block *ssbo_blocks = NULL;
+ unsigned num_ubo_blocks = 0;
+ unsigned num_ssbo_blocks = 0;
/* Check that global variables defined in multiple shaders are consistent.
*/
if (!prog->LinkStatus)
return NULL;
- /* Link up uniform blocks defined within this stage. */
- const unsigned num_uniform_blocks =
- link_uniform_blocks(mem_ctx, ctx, prog, shader_list, num_shaders,
- &uniform_blocks);
- if (!prog->LinkStatus)
- return NULL;
-
/* Check that there is only a single definition of each function signature
* across all shaders.
*/
return NULL;
}
- gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
+ gl_shader *linked = ctx->Driver.NewShader(NULL, 0, shader_list[0]->Stage);
linked->ir = new(linked) exec_list;
clone_ir_list(mem_ctx, linked->ir, main->ir);
- linked->BufferInterfaceBlocks = uniform_blocks;
- linked->NumBufferInterfaceBlocks = num_uniform_blocks;
- ralloc_steal(linked, linked->BufferInterfaceBlocks);
-
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);
populate_symbol_table(linked);
return NULL;
}
+ /* 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.
+ */
+ array_sizing_visitor v;
+ v.run(linked->ir);
+ v.fixup_unnamed_interface_types();
+
+ /* Link up uniform blocks defined within this stage. */
+ link_uniform_blocks(mem_ctx, ctx, prog, &linked, 1,
+ &ubo_blocks, &num_ubo_blocks, &ssbo_blocks,
+ &num_ssbo_blocks);
+
+ if (!prog->LinkStatus) {
+ _mesa_delete_shader(ctx, linked);
+ return NULL;
+ }
+
+ /* Copy ubo blocks to linked shader list */
+ linked->UniformBlocks =
+ ralloc_array(linked, gl_uniform_block *, num_ubo_blocks);
+ ralloc_steal(linked, ubo_blocks);
+ for (unsigned i = 0; i < num_ubo_blocks; i++) {
+ linked->UniformBlocks[i] = &ubo_blocks[i];
+ }
+ linked->NumUniformBlocks = num_ubo_blocks;
+
+ /* Copy ssbo blocks to linked shader list */
+ linked->ShaderStorageBlocks =
+ ralloc_array(linked, gl_uniform_block *, num_ssbo_blocks);
+ ralloc_steal(linked, ssbo_blocks);
+ for (unsigned i = 0; i < num_ssbo_blocks; i++) {
+ linked->ShaderStorageBlocks[i] = &ssbo_blocks[i];
+ }
+ linked->NumShaderStorageBlocks = num_ssbo_blocks;
+
/* At this point linked should contain all of the linked IR, so
* validate it to make sure nothing went wrong.
*/
}
}
- /* 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.
- */
- array_sizing_visitor v;
- v.run(linked->ir);
- v.fixup_unnamed_interface_types();
-
return linked;
}
* Subroutine uniforms are not removed.
*/
if (var->is_in_buffer_block() || var->type->contains_atomic() ||
- var->type->contains_subroutine())
+ var->type->contains_subroutine() || var->constant_initializer)
continue;
- unsigned int size = var->data.max_array_access;
+ int size = var->data.max_array_access;
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
if (prog->_LinkedShaders[j] == NULL)
continue;
}
}
- if (size + 1 != var->type->length) {
+ 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
ir->accept(&input_resize_visitor);
}
- if (tcs) {
+ if (tcs || ctx->Const.LowerTESPatchVerticesIn) {
/* Convert the gl_PatchVerticesIn system value into a constant, since
* the value is known at this point.
*/
if (var && var->data.mode == ir_var_system_value &&
var->data.location == SYSTEM_VALUE_VERTICES_IN) {
void *mem_ctx = ralloc_parent(var);
- var->data.mode = ir_var_auto;
var->data.location = 0;
- var->constant_value = new(mem_ctx) ir_constant(num_vertices);
+ 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;
+ }
}
}
}
/* Reversed because we want a descending order sort below. */
return r->slots - l->slots;
}
- } to_assign[16];
+ } to_assign[32];
+ assert(max_index <= 32);
+
+ /* Temporary array for the set of attributes that have locations assigned.
+ */
+ ir_variable *assigned[16];
unsigned num_attr = 0;
+ unsigned assigned_attr = 0;
foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *const var = node->as_variable();
return false;
}
- const unsigned slots = var->type->count_attribute_slots(target_index == MESA_SHADER_VERTEX ? true : false);
+ const unsigned slots = var->type->count_attribute_slots(target_index == MESA_SHADER_VERTEX);
/* If the variable is not a built-in and has a location statically
* assigned in the shader (presumably via a layout qualifier), make sure
* attribute overlaps any previously allocated bits.
*/
if ((~(use_mask << attr) & used_locations) != used_locations) {
- if (target_index == MESA_SHADER_FRAGMENT ||
- (prog->IsES && prog->Version >= 300)) {
- linker_error(prog,
- "overlapping location is assigned "
- "to %s `%s' %d %d %d\n", string,
- var->name, used_locations, use_mask, attr);
+ if (target_index == MESA_SHADER_FRAGMENT && !prog->IsES) {
+ /* From section 4.4.2 (Output Layout Qualifiers) of the GLSL
+ * 4.40 spec:
+ *
+ * "Additionally, for fragment shader outputs, if two
+ * variables are placed within the same location, they
+ * must have the same underlying type (floating-point or
+ * integer). No component aliasing of output variables or
+ * members is allowed.
+ */
+ for (unsigned i = 0; i < assigned_attr; i++) {
+ unsigned assigned_slots =
+ assigned[i]->type->count_attribute_slots(false);
+ unsigned assig_attr =
+ assigned[i]->data.location - generic_base;
+ unsigned assigned_use_mask = (1 << assigned_slots) - 1;
+
+ if ((assigned_use_mask << assig_attr) &
+ (use_mask << attr)) {
+
+ const glsl_type *assigned_type =
+ assigned[i]->type->without_array();
+ const glsl_type *type = var->type->without_array();
+ if (assigned_type->base_type != type->base_type) {
+ linker_error(prog, "types do not match for aliased"
+ " %ss %s and %s\n", string,
+ assigned[i]->name, var->name);
+ return false;
+ }
+
+ unsigned assigned_component_mask =
+ ((1 << assigned_type->vector_elements) - 1) <<
+ assigned[i]->data.location_frac;
+ unsigned component_mask =
+ ((1 << type->vector_elements) - 1) <<
+ var->data.location_frac;
+ if (assigned_component_mask & component_mask) {
+ linker_error(prog, "overlapping component is "
+ "assigned to %ss %s and %s "
+ "(component=%d)\n",
+ string, assigned[i]->name, var->name,
+ var->data.location_frac);
+ return false;
+ }
+ }
+ }
+ } else if (target_index == MESA_SHADER_FRAGMENT ||
+ (prog->IsES && prog->Version >= 300)) {
+ linker_error(prog, "overlapping location is assigned "
+ "to %s `%s' %d %d %d\n", string, var->name,
+ used_locations, use_mask, attr);
return false;
} else {
- linker_warning(prog,
- "overlapping location is assigned "
- "to %s `%s' %d %d %d\n", string,
- var->name, used_locations, use_mask, attr);
+ linker_warning(prog, "overlapping location is assigned "
+ "to %s `%s' %d %d %d\n", string, var->name,
+ used_locations, use_mask, attr);
}
}
* issue (3) of the GL_ARB_vertex_attrib_64bit behavior, this
* is optional behavior, but it seems preferable.
*/
- if (var->type->without_array()->is_dual_slot_double())
+ if (var->type->without_array()->is_dual_slot())
double_storage_locations |= (use_mask << attr);
}
+ assigned[assigned_attr] = var;
+ assigned_attr++;
+
continue;
}
+ if (num_attr >= max_index) {
+ linker_error(prog, "too many %s (max %u)",
+ target_index == MESA_SHADER_VERTEX ?
+ "vertex shader inputs" : "fragment shader outputs",
+ max_index);
+ return false;
+ }
to_assign[num_attr].slots = slots;
to_assign[num_attr].var = var;
num_attr++;
to_assign[i].var->data.location = generic_base + location;
to_assign[i].var->data.is_unmatched_generic_inout = 0;
used_locations |= (use_mask << location);
+
+ if (to_assign[i].var->type->without_array()->is_dual_slot())
+ double_storage_locations |= (use_mask << location);
+ }
+
+ /* Now that we have all the locations, from the GL 4.5 core spec, section
+ * 11.1.1 (Vertex Attributes), dvec3, dvec4, dmat2x3, dmat2x4, dmat3,
+ * dmat3x4, dmat4x3, and dmat4 count as consuming twice as many attributes
+ * as equivalent single-precision types.
+ */
+ if (target_index == MESA_SHADER_VERTEX) {
+ unsigned total_attribs_size =
+ _mesa_bitcount(used_locations & ((1 << max_index) - 1)) +
+ _mesa_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;
+ }
}
return true;
* unmatch flag if found so we don't optimise them away.
*/
static void
-match_explicit_outputs_to_inputs(struct gl_shader_program *prog,
- gl_shader *producer,
+match_explicit_outputs_to_inputs(gl_shader *producer,
gl_shader *consumer)
{
glsl_symbol_table parameters;
- ir_variable *explicit_locations[MAX_VARYING] = { NULL };
+ ir_variable *explicit_locations[MAX_VARYINGS_INCL_PATCH][4] =
+ { {NULL, NULL} };
/* Find all shader outputs in the "producer" stage.
*/
if (var->data.explicit_location &&
var->data.location >= VARYING_SLOT_VAR0) {
const unsigned idx = var->data.location - VARYING_SLOT_VAR0;
- if (explicit_locations[idx] == NULL)
- explicit_locations[idx] = var;
+ if (explicit_locations[idx][var->data.location_frac] == NULL)
+ explicit_locations[idx][var->data.location_frac] = var;
}
}
ir_variable *output = NULL;
if (input->data.explicit_location
&& input->data.location >= VARYING_SLOT_VAR0) {
- output = explicit_locations[input->data.location - VARYING_SLOT_VAR0];
+ output = explicit_locations[input->data.location - VARYING_SLOT_VAR0]
+ [input->data.location_frac];
if (output != NULL){
input->data.is_unmatched_generic_inout = 0;
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];
_mesa_shader_stage_to_string(i));
}
}
- }
- unsigned blocks[MESA_SHADER_STAGES] = {0};
- unsigned total_uniform_blocks = 0;
- unsigned shader_blocks[MESA_SHADER_STAGES] = {0};
- unsigned total_shader_storage_blocks = 0;
+ total_shader_storage_blocks += sh->NumShaderStorageBlocks;
+ total_uniform_blocks += sh->NumUniformBlocks;
- for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) {
- /* Don't check SSBOs for Uniform Block Size */
- if (!prog->BufferInterfaceBlocks[i].IsShaderStorage &&
- prog->BufferInterfaceBlocks[i].UniformBufferSize > ctx->Const.MaxUniformBlockSize) {
- linker_error(prog, "Uniform block %s too big (%d/%d)\n",
- prog->BufferInterfaceBlocks[i].Name,
- prog->BufferInterfaceBlocks[i].UniformBufferSize,
- ctx->Const.MaxUniformBlockSize);
+ 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);
}
- if (prog->BufferInterfaceBlocks[i].IsShaderStorage &&
- prog->BufferInterfaceBlocks[i].UniformBufferSize > ctx->Const.MaxShaderStorageBlockSize) {
- linker_error(prog, "Shader storage block %s too big (%d/%d)\n",
- prog->BufferInterfaceBlocks[i].Name,
- prog->BufferInterfaceBlocks[i].UniformBufferSize,
- ctx->Const.MaxShaderStorageBlockSize);
+ 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);
}
+ }
- for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
- if (prog->InterfaceBlockStageIndex[j][i] != -1) {
- struct gl_shader *sh = prog->_LinkedShaders[j];
- int stage_index = prog->InterfaceBlockStageIndex[j][i];
- if (sh && sh->BufferInterfaceBlocks[stage_index].IsShaderStorage) {
- shader_blocks[j]++;
- total_shader_storage_blocks++;
- } else {
- blocks[j]++;
- total_uniform_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_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
- linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
- total_uniform_blocks,
- ctx->Const.MaxCombinedUniformBlocks);
- } else {
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- const unsigned max_uniform_blocks =
- ctx->Const.Program[i].MaxUniformBlocks;
- if (blocks[i] > max_uniform_blocks) {
- linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
- _mesa_shader_stage_to_string(i),
- blocks[i],
- max_uniform_blocks);
- break;
- }
- }
+ 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);
}
+ }
- 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);
- } else {
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- const unsigned max_shader_storage_blocks =
- ctx->Const.Program[i].MaxShaderStorageBlocks;
- if (shader_blocks[i] > max_shader_storage_blocks) {
- linker_error(prog, "Too many %s shader storage blocks (%d/%d)\n",
- _mesa_shader_stage_to_string(i),
- shader_blocks[i],
- max_shader_storage_blocks);
- break;
- }
- }
+ 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);
}
}
}
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++) {
ctx->Const.Program[i].MaxImageUniforms);
total_image_units += sh->NumImages;
-
- for (unsigned j = 0; j < prog->NumBufferInterfaceBlocks; j++) {
- int stage_index = prog->InterfaceBlockStageIndex[i][j];
- if (stage_index != -1 && sh->BufferInterfaceBlocks[stage_index].IsShaderStorage)
- total_shader_storage_blocks++;
- }
+ total_shader_storage_blocks += sh->NumShaderStorageBlocks;
if (i == MESA_SHADER_FRAGMENT) {
foreach_in_list(ir_instruction, node, sh->ir) {
* for a variable, checks for overlaps between other uniforms using explicit
* locations.
*/
-static bool
+static int
reserve_explicit_locations(struct gl_shader_program *prog,
string_to_uint_map *map, ir_variable *var)
{
unsigned slots = var->type->uniform_locations();
unsigned max_loc = var->data.location + slots - 1;
+ unsigned return_value = slots;
/* Resize remap table if locations do not fit in the current one. */
if (max_loc + 1 > prog->NumUniformRemapTable) {
if (!prog->UniformRemapTable) {
linker_error(prog, "Out of memory during linking.\n");
- return false;
+ return -1;
}
/* Initialize allocated space. */
/* Possibly same uniform from a different stage, this is ok. */
unsigned hash_loc;
- if (map->get(hash_loc, var->name) && hash_loc == loc - i)
- continue;
+ if (map->get(hash_loc, var->name) && hash_loc == loc - i) {
+ return_value = 0;
+ continue;
+ }
/* ARB_explicit_uniform_location specification states:
*
"location qualifier for uniform %s overlaps "
"previously used location\n",
var->name);
- return false;
+ return -1;
}
/* Initialize location as inactive before optimization
/* Note, base location used for arrays. */
map->put(var->data.location, var->name);
- return true;
+ return return_value;
}
static bool
* any optimizations happen to handle also inactive uniforms and
* inactive array elements that may get trimmed away.
*/
-static void
+static unsigned
check_explicit_uniform_locations(struct gl_context *ctx,
struct gl_shader_program *prog)
{
if (!ctx->Extensions.ARB_explicit_uniform_location)
- return;
+ return 0;
/* 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;
+ return 0;
}
unsigned entries_total = 0;
if (!var || var->data.mode != ir_var_uniform)
continue;
- entries_total += var->type->uniform_locations();
-
if (var->data.explicit_location) {
- bool ret;
+ bool ret = false;
if (var->type->without_array()->is_subroutine())
ret = reserve_subroutine_explicit_locations(prog, sh, var);
- else
- ret = reserve_explicit_locations(prog, uniform_map, var);
+ else {
+ int slots = reserve_explicit_locations(prog, uniform_map,
+ var);
+ if (slots != -1) {
+ ret = true;
+ entries_total += slots;
+ }
+ }
if (!ret) {
delete uniform_map;
- return;
+ return 0;
}
}
}
}
- /* Verify that total amount of entries for explicit and implicit locations
- * is less than MAX_UNIFORM_LOCATIONS.
- */
- if (entries_total >= ctx->Const.MaxUserAssignableUniformLocations) {
- linker_error(prog, "count of uniform locations >= MAX_UNIFORM_LOCATIONS"
- "(%u >= %u)", entries_total,
- ctx->Const.MaxUserAssignableUniformLocations);
+ 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++;
+ }
}
+
delete uniform_map;
+ return entries_total;
}
static bool
if (type != GL_BUFFER_VARIABLE)
return true;
- for (unsigned i = 0; i < shProg->NumBufferInterfaceBlocks; i++) {
- const char *block_name = shProg->BufferInterfaceBlocks[i].Name;
+ 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 (found_interface)
name = name + block_name_len + 1;
- /* From: ARB_program_interface_query extension:
+ /* 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.
+ * "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, '[');
* Create gl_shader_variable from ir_variable class.
*/
static gl_shader_variable *
-create_shader_variable(struct gl_shader_program *shProg, const ir_variable *in)
+create_shader_variable(struct gl_shader_program *shProg,
+ const ir_variable *in,
+ const char *name, const glsl_type *type,
+ bool use_implicit_location, int location,
+ const glsl_type *outermost_struct_type)
{
gl_shader_variable *out = ralloc(shProg, struct gl_shader_variable);
if (!out)
return NULL;
- out->type = in->type;
- out->name = ralloc_strdup(shProg, in->name);
+ /* Since gl_VertexID may be lowered to gl_VertexIDMESA, but applications
+ * expect to see gl_VertexID in the program resource list. Pretend.
+ */
+ 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 {
+ out->name = ralloc_strdup(shProg, name);
+ }
if (!out->name)
return NULL;
- out->location = in->data.location;
+ /* The ARB_program_interface_query spec says:
+ *
+ * "Not all active variables are assigned valid locations; the
+ * following variables will have an effective location of -1:
+ *
+ * * uniforms declared as atomic counters;
+ *
+ * * members of a uniform block;
+ *
+ * * built-in inputs, outputs, and uniforms (starting with "gl_"); and
+ *
+ * * inputs or outputs not declared with a "location" layout
+ * qualifier, except for vertex shader inputs and fragment shader
+ * outputs."
+ */
+ if (in->type->base_type == GLSL_TYPE_ATOMIC_UINT ||
+ is_gl_identifier(in->name) ||
+ !(in->data.explicit_location || use_implicit_location)) {
+ out->location = -1;
+ } else {
+ out->location = location;
+ }
+
+ out->type = type;
+ out->outermost_struct_type = outermost_struct_type;
+ out->interface_type = in->get_interface_type();
+ out->component = in->data.location_frac;
out->index = in->data.index;
out->patch = in->data.patch;
out->mode = in->data.mode;
+ out->interpolation = in->data.interpolation;
+ out->explicit_location = in->data.explicit_location;
+ out->precision = in->data.precision;
return out;
}
+static bool
+add_shader_variable(struct gl_shader_program *shProg, unsigned stage_mask,
+ GLenum programInterface, ir_variable *var,
+ const char *name, const glsl_type *type,
+ bool use_implicit_location, int location,
+ const glsl_type *outermost_struct_type = NULL)
+{
+ const bool is_vertex_input =
+ programInterface == GL_PROGRAM_INPUT &&
+ stage_mask == MESA_SHADER_VERTEX;
+
+ switch (type->base_type) {
+ case GLSL_TYPE_STRUCT: {
+ /* The ARB_program_interface_query spec says:
+ *
+ * "For an active variable declared as a structure, a separate entry
+ * will be generated for each active structure member. The name of
+ * each entry is formed by concatenating the name of the structure,
+ * the "." character, and the name of the structure member. If a
+ * structure member to enumerate is itself a structure or array,
+ * these enumeration rules are applied recursively."
+ */
+ if (outermost_struct_type == NULL)
+ outermost_struct_type = type;
+
+ unsigned field_location = location;
+ 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,
+ var, field_name, field->type,
+ use_implicit_location, field_location,
+ outermost_struct_type))
+ return false;
+
+ field_location +=
+ field->type->count_attribute_slots(is_vertex_input);
+ }
+ return true;
+ }
+
+ default: {
+ /* Issue #16 of the ARB_program_interface_query spec says:
+ *
+ * "* If a variable is a member of an interface block without an
+ * instance name, it is enumerated using just the variable name.
+ *
+ * * If a variable is a member of an interface block with an instance
+ * name, it is enumerated as "BlockName.Member", where "BlockName" is
+ * the name of the interface block (not the instance name) and
+ * "Member" is the name of the variable."
+ */
+ const char *prefixed_name = (var->data.from_named_ifc_block &&
+ !is_gl_identifier(var->name))
+ ? ralloc_asprintf(shProg, "%s.%s", var->get_interface_type()->name,
+ name)
+ : name;
+
+ /* The ARB_program_interface_query spec says:
+ *
+ * "For an active variable declared as a single instance of a basic
+ * type, a single entry will be generated, using the variable name
+ * from the shader source."
+ */
+ gl_shader_variable *sha_v =
+ create_shader_variable(shProg, var, prefixed_name, type,
+ use_implicit_location, location,
+ outermost_struct_type);
+ if (!sha_v)
+ return false;
+
+ return add_program_resource(shProg, programInterface, sha_v, stage_mask);
+ }
+ }
+}
+
static bool
add_interface_variables(struct gl_shader_program *shProg,
- exec_list *ir, GLenum programInterface)
+ unsigned stage, GLenum programInterface)
{
+ exec_list *ir = shProg->_LinkedShaders[stage]->ir;
+
foreach_in_list(ir_instruction, node, ir) {
ir_variable *var = node->as_variable();
- uint8_t mask = 0;
- if (!var)
+ if (!var || var->data.how_declared == ir_var_hidden)
continue;
+ int loc_bias;
+
switch (var->data.mode) {
- /* From GL 4.3 core spec, section 11.1.1 (Vertex Attributes):
- * "For GetActiveAttrib, all active vertex shader input variables
- * are enumerated, including the special built-in inputs gl_VertexID
- * and gl_InstanceID."
- */
case ir_var_system_value:
- if (var->data.location != SYSTEM_VALUE_VERTEX_ID &&
- var->data.location != SYSTEM_VALUE_VERTEX_ID_ZERO_BASE &&
- var->data.location != SYSTEM_VALUE_INSTANCE_ID)
- continue;
- /* Mark special built-in inputs referenced by the vertex stage so
- * that they are considered active by the shader queries.
- */
- mask = (1 << (MESA_SHADER_VERTEX));
- /* FALLTHROUGH */
case ir_var_shader_in:
if (programInterface != GL_PROGRAM_INPUT)
continue;
+ loc_bias = (stage == MESA_SHADER_VERTEX) ? int(VERT_ATTRIB_GENERIC0)
+ : int(VARYING_SLOT_VAR0);
break;
case ir_var_shader_out:
if (programInterface != GL_PROGRAM_OUTPUT)
continue;
+ loc_bias = (stage == MESA_SHADER_FRAGMENT) ? int(FRAG_RESULT_DATA0)
+ : int(VARYING_SLOT_VAR0);
break;
default:
continue;
if (strncmp(var->name, "gl_out_FragData", 15) == 0)
continue;
- gl_shader_variable *sha_v = create_shader_variable(shProg, var);
- if (!sha_v)
- return false;
+ const bool vs_input_or_fs_output =
+ (stage == MESA_SHADER_VERTEX && var->data.mode == ir_var_shader_in) ||
+ (stage == MESA_SHADER_FRAGMENT && var->data.mode == ir_var_shader_out);
- if (!add_program_resource(shProg, programInterface, sha_v,
- build_stageref(shProg, sha_v->name,
- sha_v->mode) | mask))
+ if (!add_shader_variable(shProg, 1 << stage, programInterface,
+ var, var->name, var->type, vs_input_or_fs_output,
+ var->data.location - loc_bias))
return false;
}
return true;
}
if (type == iface) {
- gl_shader_variable *sha_v = create_shader_variable(shProg, var);
- if (!sha_v)
- return false;
- if (!add_program_resource(shProg, iface, sha_v,
- build_stageref(shProg, sha_v->name,
- sha_v->mode)))
+ const int stage_mask =
+ build_stageref(shProg, var->name, var->data.mode);
+ if (!add_shader_variable(shProg, stage_mask,
+ iface, var, var->name, var->type, false,
+ var->data.location - VARYING_SLOT_VAR0))
return false;
}
}
ir_variable *var = node->as_variable();
if (var) {
assert(var->data.mode == ir_var_shader_out);
- gl_shader_variable *sha_v = create_shader_variable(shProg, var);
- if (!sha_v)
- return false;
- if (!add_program_resource(shProg, GL_PROGRAM_OUTPUT, sha_v,
- 1 << MESA_SHADER_FRAGMENT))
+
+ if (!add_shader_variable(shProg,
+ 1 << MESA_SHADER_FRAGMENT,
+ GL_PROGRAM_OUTPUT, var, var->name, var->type,
+ true, var->data.location - FRAG_RESULT_DATA0))
return false;
}
}
const char *first_dot = strchr(name, '.');
const char *first_square_bracket = strchr(name, '[');
int name_size = 0;
- /* From ARB_program_interface_query spec:
+
+ /* 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>.
+ * "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.*/
get_array_size(struct gl_uniform_storage *uni, const glsl_struct_field *field,
char *interface_name, char *var_name)
{
- /* From GL_ARB_program_interface_query spec:
+ /* 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>.
+ * "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,
const glsl_struct_field *field, char *interface_name,
char *var_name)
{
- /* From GL_ARB_program_interface_query:
+ /* 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>."
+ * "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 =
int array_stride = -1;
char *var_name = get_top_level_name(uni->name);
char *interface_name =
- get_top_level_name(shProg->BufferInterfaceBlocks[block_index].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 */
* resource data.
*/
void
-build_program_resource_list(struct gl_shader_program *shProg)
+build_program_resource_list(struct gl_context *ctx,
+ struct gl_shader_program *shProg)
{
/* Rebuild resource list. */
if (shProg->ProgramResourceList) {
return;
/* Add inputs and outputs to the resource list. */
- if (!add_interface_variables(shProg, shProg->_LinkedShaders[input_stage]->ir,
- GL_PROGRAM_INPUT))
+ if (!add_interface_variables(shProg, input_stage, GL_PROGRAM_INPUT))
return;
- if (!add_interface_variables(shProg, shProg->_LinkedShaders[output_stage]->ir,
- GL_PROGRAM_OUTPUT))
+ if (!add_interface_variables(shProg, output_stage, GL_PROGRAM_OUTPUT))
return;
/* Add transform feedback varyings. */
}
}
+ /* 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 uniforms from uniform storage. */
for (unsigned i = 0; i < shProg->NumUniformStorage; i++) {
/* Do not add uniforms internally used by Mesa. */
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) {
- for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
- if (shProg->InterfaceBlockStageIndex[j][block_index] != -1)
- stageref |= (1 << j);
- }
+ stageref |= is_shader_storage ?
+ shProg->ShaderStorageBlocks[block_index].stageref :
+ shProg->UniformBlocks[block_index].stageref;
}
- bool is_shader_storage = shProg->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))
return;
}
- /* Add program uniform blocks and shader storage blocks. */
- for (unsigned i = 0; i < shProg->NumBufferInterfaceBlocks; i++) {
- bool is_shader_storage = shProg->BufferInterfaceBlocks[i].IsShaderStorage;
- GLenum type = is_shader_storage ? GL_SHADER_STORAGE_BLOCK : GL_UNIFORM_BLOCK;
- if (!add_program_resource(shProg, type,
- &shProg->BufferInterfaceBlocks[i], 0))
+ /* Add program uniform blocks. */
+ for (unsigned i = 0; i < shProg->NumUniformBlocks; i++) {
+ if (!add_program_resource(shProg, GL_UNIFORM_BLOCK,
+ &shProg->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))
return;
}
if (sh == NULL)
continue;
+ sh->MaxSubroutineFunctionIndex = 0;
foreach_in_list(ir_instruction, node, sh->ir) {
ir_function *fn = node->as_function();
if (!fn)
if (!fn->num_subroutine_types)
continue;
+ /* these should have been calculated earlier. */
+ assert(fn->subroutine_index != -1);
+ if (sh->NumSubroutineFunctions + 1 > MAX_SUBROUTINES) {
+ linker_error(prog, "Too many subroutine functions declared.\n");
+ return;
+ }
sh->SubroutineFunctions = reralloc(sh, sh->SubroutineFunctions,
struct gl_subroutine_function,
sh->NumSubroutineFunctions + 1);
sh->SubroutineFunctions[sh->NumSubroutineFunctions].index =
fn->subroutine_index;
+ if (fn->subroutine_index > (int)sh->MaxSubroutineFunctionIndex)
+ 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++;
}
-
- /* Assign index for subroutines without an explicit index*/
- int index = 0;
- for (unsigned j = 0; j < sh->NumSubroutineFunctions; j++) {
- while (sh->SubroutineFunctions[j].index == -1) {
- for (unsigned k = 0; k < sh->NumSubroutineFunctions; k++) {
- if (sh->SubroutineFunctions[k].index == index)
- break;
- else if (k == sh->NumSubroutineFunctions - 1)
- sh->SubroutineFunctions[j].index = index;
- }
- index++;
- }
- }
}
}
-static void
-split_ubos_and_ssbos(void *mem_ctx,
- struct gl_uniform_block *blocks,
- unsigned num_blocks,
- struct gl_uniform_block ***ubos,
- unsigned *num_ubos,
- unsigned **ubo_interface_block_indices,
- struct gl_uniform_block ***ssbos,
- unsigned *num_ssbos,
- unsigned **ssbo_interface_block_indices)
-{
- unsigned num_ubo_blocks = 0;
- unsigned num_ssbo_blocks = 0;
-
- for (unsigned i = 0; i < num_blocks; i++) {
- if (blocks[i].IsShaderStorage)
- num_ssbo_blocks++;
- else
- num_ubo_blocks++;
- }
-
- *ubos = ralloc_array(mem_ctx, gl_uniform_block *, num_ubo_blocks);
- *num_ubos = 0;
-
- *ssbos = ralloc_array(mem_ctx, gl_uniform_block *, num_ssbo_blocks);
- *num_ssbos = 0;
-
- if (ubo_interface_block_indices)
- *ubo_interface_block_indices =
- ralloc_array(mem_ctx, unsigned, num_ubo_blocks);
-
- if (ssbo_interface_block_indices)
- *ssbo_interface_block_indices =
- ralloc_array(mem_ctx, unsigned, num_ssbo_blocks);
-
- for (unsigned i = 0; i < num_blocks; i++) {
- if (blocks[i].IsShaderStorage) {
- (*ssbos)[*num_ssbos] = &blocks[i];
- if (ssbo_interface_block_indices)
- (*ssbo_interface_block_indices)[*num_ssbos] = i;
- (*num_ssbos)++;
- } else {
- (*ubos)[*num_ubos] = &blocks[i];
- if (ubo_interface_block_indices)
- (*ubo_interface_block_indices)[*num_ubos] = i;
- (*num_ubos)++;
- }
- }
-
- assert(*num_ubos + *num_ssbos == num_blocks);
-}
-
static void
set_always_active_io(exec_list *ir, ir_variable_mode io_mode)
{
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
- tfeedback_decl *tfeedback_decls = NULL;
- unsigned num_tfeedback_decls = prog->TransformFeedback.NumVarying;
-
- void *mem_ctx = ralloc_context(NULL); // temporary linker context
-
prog->LinkStatus = true; /* All error paths will set this to false */
prog->Validated = false;
prog->_Used = false;
+ /* Section 7.3 (Program Objects) of the OpenGL 4.5 Core Profile spec says:
+ *
+ * "Linking can fail for a variety of reasons as specified in the
+ * OpenGL Shading Language Specification, as well as any of the
+ * following reasons:
+ *
+ * - No shader objects are attached to program."
+ *
+ * The Compatibility Profile specification does not list the error. In
+ * Compatibility Profile missing shader stages are replaced by
+ * fixed-function. This applies to the case where all stages are
+ * missing.
+ */
+ if (prog->NumShaders == 0) {
+ if (ctx->API != API_OPENGL_COMPAT)
+ linker_error(prog, "no shaders attached to the program\n");
+ 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;
+
+ void *mem_ctx = ralloc_context(NULL); // temporary linker context
+
prog->ARB_fragment_coord_conventions_enable = false;
/* Separate the shaders into groups based on their type.
unsigned min_version = UINT_MAX;
unsigned max_version = 0;
- const bool is_es_prog =
- (prog->NumShaders > 0 && prog->Shaders[0]->IsES) ? true : false;
for (unsigned i = 0; i < prog->NumShaders; i++) {
min_version = MIN2(min_version, prog->Shaders[i]->Version);
max_version = MAX2(max_version, prog->Shaders[i]->Version);
- if (prog->Shaders[i]->IsES != is_es_prog) {
+ if (prog->Shaders[i]->IsES != prog->Shaders[0]->IsES) {
linker_error(prog, "all shaders must use same shading "
"language version\n");
goto done;
/* In desktop GLSL, different shader versions may be linked together. In
* GLSL ES, all shader versions must be the same.
*/
- if (is_es_prog && min_version != max_version) {
+ if (prog->Shaders[0]->IsES && min_version != max_version) {
linker_error(prog, "all shaders must use same shading "
"language version\n");
goto done;
}
prog->Version = max_version;
- prog->IsES = is_es_prog;
-
- /* From OpenGL 4.5 Core specification (7.3 Program Objects):
- * "Linking can fail for a variety of reasons as specified in the OpenGL
- * Shading Language Specification, as well as any of the following
- * reasons:
- *
- * * No shader objects are attached to program.
- *
- * ..."
- *
- * Same rule applies for OpenGL ES >= 3.1.
- */
-
- if (prog->NumShaders == 0 &&
- ((ctx->API == API_OPENGL_CORE && ctx->Version >= 45) ||
- (ctx->API == API_OPENGLES2 && ctx->Version >= 31))) {
- linker_error(prog, "No shader objects are attached to program.\n");
- goto done;
- }
+ 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 &&
- !prog->SeparateShader) {
- linker_error(prog, "Geometry shader must be linked with "
- "vertex shader\n");
- goto done;
- }
- if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
- num_shaders[MESA_SHADER_VERTEX] == 0 &&
- !prog->SeparateShader) {
- linker_error(prog, "Tessellation evaluation shader must be linked with "
- "vertex shader\n");
- goto done;
- }
- if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
- num_shaders[MESA_SHADER_VERTEX] == 0 &&
- !prog->SeparateShader) {
- linker_error(prog, "Tessellation control shader must be linked with "
- "vertex shader\n");
- goto done;
- }
+ if (!prog->SeparateShader) {
+ 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");
+ 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");
+ 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");
+ goto done;
+ }
- /* The spec is self-contradictory here. 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.
- *
- * More investigation showed that the idea of transform feedback after
- * a tess control shader was dropped, because some hw vendors couldn't
- * support tessellation without a tess eval shader, but the linker section
- * wasn't updated to reflect that.
- *
- * All specifications (ARB_tessellation_shader, GL 4.0-4.5) have this
- * spec bug.
- *
- * Do what's reasonable and always require a tess eval shader if a tess
- * control shader is present.
- */
- if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
- num_shaders[MESA_SHADER_TESS_EVAL] == 0 &&
- !prog->SeparateShader) {
- linker_error(prog, "Tessellation control shader must be linked with "
- "tessellation evaluation shader\n");
- goto done;
+ /* The spec is self-contradictory here. 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.
+ *
+ * More investigation showed that the idea of transform feedback after
+ * a tess control shader was dropped, because some hw vendors couldn't
+ * support tessellation without a tess eval shader, but the linker
+ * section wasn't updated to reflect that.
+ *
+ * All specifications (ARB_tessellation_shader, GL 4.0-4.5) have this
+ * spec bug.
+ *
+ * Do what's reasonable and always require a tess eval shader if a tess
+ * control shader is present.
+ */
+ 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");
+ goto done;
+ }
}
/* Compute shaders have additional restrictions. */
switch (stage) {
case MESA_SHADER_VERTEX:
- validate_vertex_shader_executable(prog, sh);
+ validate_vertex_shader_executable(prog, sh, ctx);
break;
case MESA_SHADER_TESS_CTRL:
/* nothing to be done */
break;
case MESA_SHADER_TESS_EVAL:
- validate_tess_eval_shader_executable(prog, sh);
+ validate_tess_eval_shader_executable(prog, sh, ctx);
break;
case MESA_SHADER_GEOMETRY:
- validate_geometry_shader_executable(prog, sh);
+ validate_geometry_shader_executable(prog, sh, ctx);
break;
case MESA_SHADER_FRAGMENT:
validate_fragment_shader_executable(prog, sh);
}
}
- if (num_shaders[MESA_SHADER_GEOMETRY] > 0)
+ if (num_shaders[MESA_SHADER_GEOMETRY] > 0) {
prog->LastClipDistanceArraySize = prog->Geom.ClipDistanceArraySize;
- else if (num_shaders[MESA_SHADER_TESS_EVAL] > 0)
+ prog->LastCullDistanceArraySize = prog->Geom.CullDistanceArraySize;
+ } else if (num_shaders[MESA_SHADER_TESS_EVAL] > 0) {
prog->LastClipDistanceArraySize = prog->TessEval.ClipDistanceArraySize;
- else if (num_shaders[MESA_SHADER_VERTEX] > 0)
+ prog->LastCullDistanceArraySize = prog->TessEval.CullDistanceArraySize;
+ } else if (num_shaders[MESA_SHADER_VERTEX] > 0) {
prog->LastClipDistanceArraySize = prog->Vert.ClipDistanceArraySize;
- else
+ 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
last = i;
}
- check_explicit_uniform_locations(ctx, prog);
+ num_explicit_uniform_locs = check_explicit_uniform_locations(ctx, prog);
link_assign_subroutine_types(prog);
if (!prog->LinkStatus)
*
* This rule also applies to GLSL ES 3.00.
*/
- if (max_version >= (is_es_prog ? 300 : 130)) {
+ if (max_version >= (prog->IsES ? 300 : 130)) {
struct gl_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
if (sh) {
lower_discard_flow(sh->ir);
if (prog->SeparateShader)
disable_varying_optimizations_for_sso(prog);
- if (!interstage_cross_validate_uniform_blocks(prog))
+ /* Process UBOs */
+ if (!interstage_cross_validate_uniform_blocks(prog, false))
+ goto done;
+
+ /* Process SSBOs */
+ if (!interstage_cross_validate_uniform_blocks(prog, true))
goto done;
/* Do common optimization before assigning storage for attributes,
if (!prog->LinkStatus)
goto done;
- if (ctx->Const.ShaderCompilerOptions[i].LowerClipDistance) {
- lower_clip_distance(prog->_LinkedShaders[i]);
+ if (ctx->Const.ShaderCompilerOptions[i].LowerCombinedClipCullDistance) {
+ lower_clip_cull_distance(prog, prog->_LinkedShaders[i]);
}
if (ctx->Const.LowerTessLevel) {
if (prog->_LinkedShaders[i] == NULL)
continue;
- match_explicit_outputs_to_inputs(prog, prog->_LinkedShaders[prev],
+ match_explicit_outputs_to_inputs(prog->_LinkedShaders[prev],
prog->_LinkedShaders[i]);
prev = i;
}
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:
* non-zero, but the program object has no vertex or geometry
* shader;
*/
- if (first == MESA_SHADER_FRAGMENT) {
+ if (first >= MESA_SHADER_FRAGMENT) {
linker_error(prog, "Transform feedback varyings specified, but "
- "no vertex or geometry shader is present.\n");
+ "no vertex, tessellation, or geometry shader is "
+ "present.\n");
goto done;
}
tfeedback_decls = ralloc_array(mem_ctx, tfeedback_decl,
- prog->TransformFeedback.NumVarying);
+ num_tfeedback_decls);
if (!parse_tfeedback_decls(ctx, prog, mem_ctx, num_tfeedback_decls,
- prog->TransformFeedback.VaryingNames,
- tfeedback_decls))
+ varying_names, tfeedback_decls))
goto done;
}
- /* 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.
+ /* 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.
*/
- int next;
-
- if (first < MESA_SHADER_FRAGMENT) {
- gl_shader *const sh = prog->_LinkedShaders[last];
-
- if (first != MESA_SHADER_VERTEX) {
- /* There was no vertex shader, but we still have to assign varying
- * locations for use by tessellation/geometry shader inputs in SSO.
- *
- * If the shader is not separable (i.e., prog->SeparateShader is
- * false), linking will have already failed when first is not
- * MESA_SHADER_VERTEX.
- */
- if (!assign_varying_locations(ctx, mem_ctx, prog,
- NULL, prog->_LinkedShaders[first],
- num_tfeedback_decls, tfeedback_decls))
- goto done;
- }
-
- if (last != MESA_SHADER_FRAGMENT &&
- (num_tfeedback_decls != 0 || prog->SeparateShader)) {
- /* There was no fragment shader, but we still have to assign varying
- * locations for use by transform feedback.
- */
- if (!assign_varying_locations(ctx, mem_ctx, prog,
- sh, NULL,
- num_tfeedback_decls, tfeedback_decls))
- goto done;
- }
-
- do_dead_builtin_varyings(ctx, sh, NULL,
- num_tfeedback_decls, tfeedback_decls);
-
- remove_unused_shader_inputs_and_outputs(prog->SeparateShader, sh,
- ir_var_shader_out);
+ 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;
}
- else if (first == MESA_SHADER_FRAGMENT) {
- /* If the program only contains a fragment shader...
- */
- gl_shader *const sh = prog->_LinkedShaders[first];
- do_dead_builtin_varyings(ctx, NULL, sh,
- num_tfeedback_decls, tfeedback_decls);
+ 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 (prog->SeparateShader) {
- if (!assign_varying_locations(ctx, mem_ctx, prog,
- NULL /* producer */,
- sh /* consumer */,
- 0 /* num_tfeedback_decls */,
- NULL /* tfeedback_decls */))
- goto done;
- } else {
- remove_unused_shader_inputs_and_outputs(false, sh,
- ir_var_shader_in);
- }
- }
+ /* If the program is made up of only a single stage */
+ if (first == last) {
- next = last;
- for (int i = next - 1; i >= 0; i--) {
- if (prog->_LinkedShaders[i] == NULL)
- continue;
+ gl_shader *const sh = prog->_LinkedShaders[last];
+ if (prog->SeparateShader) {
+ const uint64_t reserved_slots =
+ reserved_varying_slot(sh, ir_var_shader_in);
- gl_shader *const sh_i = prog->_LinkedShaders[i];
- gl_shader *const sh_next = prog->_LinkedShaders[next];
+ /* 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;
+ }
- if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
- next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
- tfeedback_decls))
- 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;
- do_dead_builtin_varyings(ctx, sh_i, sh_next,
- next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
- tfeedback_decls);
+ 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;
+ }
+ }
- /* This must be done after all dead varyings are eliminated. */
- if (!check_against_output_limit(ctx, prog, sh_i))
- goto done;
- if (!check_against_input_limit(ctx, prog, sh_next))
- goto done;
+ unsigned slots_used = _mesa_bitcount_64(reserved_in_slots);
+ if (!check_against_input_limit(ctx, prog, sh_next, slots_used))
+ goto done;
- next = i;
+ next = i;
+ }
+ }
}
- if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls))
+ 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);
+ 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);
if (!prog->LinkStatus)
goto done;
- /* OpenGL ES requires that a vertex shader and a fragment shader both be
- * present in a linked program. GL_ARB_ES2_compatibility doesn't say
+ /* 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
* fragment shader) is absent. So, the extension shouldn't change the
* behavior specified in GLSL specification.
+ *
+ * From OpenGL ES 3.1 specification (7.3 Program Objects):
+ * "Linking can fail for a variety of reasons as specified in the
+ * OpenGL ES Shading Language Specification, as well as any of the
+ * following reasons:
+ *
+ * ...
+ *
+ * * program contains objects to form either a vertex shader or
+ * fragment shader, and program is not separable, and does not
+ * contain objects to form both a vertex shader and fragment
+ * shader."
+ *
+ * However, the only scenario in 3.1+ where we don't require them both is
+ * when we have a compute shader. For example:
+ *
+ * - No shaders is a link error.
+ * - Geom or Tess without a Vertex shader is a link error which means we
+ * always require a Vertex shader and hence a Fragment shader.
+ * - Finally a Compute shader linked with any other stage is a link error.
*/
- if (!prog->SeparateShader && ctx->API == API_OPENGLES2) {
- /* With ES < 3.1 one needs to have always vertex + fragment shader. */
- if (ctx->Version < 31) {
- if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
- 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");
- }
- } else {
- /* From OpenGL ES 3.1 specification (7.3 Program Objects):
- * "Linking can fail for a variety of reasons as specified in the
- * OpenGL ES Shading Language Specification, as well as any of the
- * following reasons:
- *
- * ...
- *
- * * program contains objects to form either a vertex shader or
- * fragment shader, and program is not separable, and does not
- * contain objects to form both a vertex shader and fragment
- * shader."
- */
- if (!!prog->_LinkedShaders[MESA_SHADER_VERTEX] ^
- !!prog->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
- linker_error(prog, "Program needs to contain both vertex and "
- "fragment shaders.\n");
- }
- }
- }
-
- /* Split BufferInterfaceBlocks into UniformBlocks and ShaderStorageBlocks
- * for gl_shader_program and gl_shader, so that drivers that need separate
- * index spaces for each set can have that.
- */
- for (unsigned i = MESA_SHADER_VERTEX; i < MESA_SHADER_STAGES; i++) {
- if (prog->_LinkedShaders[i] != NULL) {
- gl_shader *sh = prog->_LinkedShaders[i];
- split_ubos_and_ssbos(sh,
- sh->BufferInterfaceBlocks,
- sh->NumBufferInterfaceBlocks,
- &sh->UniformBlocks,
- &sh->NumUniformBlocks,
- NULL,
- &sh->ShaderStorageBlocks,
- &sh->NumShaderStorageBlocks,
- NULL);
+ 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");
+ } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
+ linker_error(prog, "program lacks a fragment shader\n");
}
}
- split_ubos_and_ssbos(prog,
- prog->BufferInterfaceBlocks,
- prog->NumBufferInterfaceBlocks,
- &prog->UniformBlocks,
- &prog->NumUniformBlocks,
- &prog->UboInterfaceBlockIndex,
- &prog->ShaderStorageBlocks,
- &prog->NumShaderStorageBlocks,
- &prog->SsboInterfaceBlockIndex);
-
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
- if (ctx->Const.ShaderCompilerOptions[i].LowerBufferInterfaceBlocks)
- lower_ubo_reference(prog->_LinkedShaders[i]);
+ const struct gl_shader_compiler_options *options =
+ &ctx->Const.ShaderCompilerOptions[i];
+
+ if (options->LowerBufferInterfaceBlocks)
+ lower_ubo_reference(prog->_LinkedShaders[i],
+ options->ClampBlockIndicesToArrayBounds);
- if (ctx->Const.ShaderCompilerOptions[i].LowerShaderSharedVariables)
+ 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: