#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/set.h"
+#include "util/string_to_uint_map.h"
#include "linker.h"
#include "link_varyings.h"
#include "ir_optimization.h"
ir_variable *const var = ir->lhs->variable_referenced();
if (strcmp(name, var->name) == 0) {
- found = true;
- return visit_stop;
+ found = true;
+ return visit_stop;
}
return visit_continue_with_parent;
{
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 && strcmp(name, var->name) == 0) {
+ found = true;
+ 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 (strcmp(name, var->name) == 0) {
+ found = true;
+ return visit_stop;
+ }
}
return visit_continue_with_parent;
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 (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 >= 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)
+ {
+ for (unsigned i = 0; i < ir->record->type->length; i++) {
+ const struct glsl_struct_field *field =
+ &ir->record->type->fields.structure[i];
+ if (strcmp(field->name, ir->field) == 0) {
+ ir->type = field->type;
+ break;
+ }
+ }
+ return visit_continue;
+ }
};
-class tess_eval_array_resize_visitor : public ir_hierarchical_visitor {
+
+class array_resize_visitor : public deref_type_updater {
public:
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;
};
/**
{
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 = false;
}
{
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);
}
/**
- * 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_linked_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->data->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_linked_shader *shader,
+ struct gl_context *ctx)
{
if (shader == NULL)
return;
* All GLSL ES Versions are similar to GLSL 1.40--failing to write to
* gl_Position is not an error.
*/
- if (prog->Version < (prog->IsES ? 300 : 140)) {
+ if (prog->data->Version < (prog->IsES ? 300 : 140)) {
find_assignment_visitor find("gl_Position");
find.run(shader->ir);
if (!find.variable_found()) {
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_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_linked_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_linked_shader *shader)
{
if (shader == NULL)
return;
if (frag_color.variable_found() && frag_data.variable_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 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_linked_shader *shader,
+ struct gl_context *ctx)
{
if (shader == NULL)
return;
- unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
+ unsigned num_vertices = vertices_per_prim(shader->info.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);
}
/**
validate_geometry_shader_emissions(struct gl_context *ctx,
struct gl_shader_program *prog)
{
- if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
+ struct gl_linked_shader *sh = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
+
+ if (sh != NULL) {
find_emit_vertex_visitor emit_vertex(ctx->Const.MaxVertexStreams - 1);
- emit_vertex.run(prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->ir);
+ emit_vertex.run(sh->ir);
if (emit_vertex.error()) {
linker_error(prog, "Invalid call %s(%d). Accepted values for the "
"stream parameter are in the range [0, %d].\n",
* EmitStreamVertex() or EmitEndPrimitive() are called with a non-zero
* stream.
*/
- if (prog->Geom.UsesStreams && prog->Geom.OutputType != GL_POINTS) {
+ if (prog->Geom.UsesStreams && sh->info.Geom.OutputType != 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)
{
/* Consider the types to be "the same" if both types are arrays
* of the same type and one of the arrays is implicitly sized.
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"
*/
void
cross_validate_globals(struct gl_shader_program *prog,
- struct gl_shader **shader_list,
- unsigned num_shaders,
- bool uniforms_only)
+ 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 temporaries that are at global scope. These
+ * will eventually get pulled into the shaders 'main'.
+ */
+ if (var->data.mode == ir_var_temporary)
+ 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 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;
}
}
+ }
- /* 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;
- }
-
- 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",
+
+ 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;
+ }
+ }
+
+ /* 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;
}
- 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);
+
+ 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 "
+ "`%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;
}
- } else
- variables.add_variable(var);
- }
+ }
+
+ 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);
+ 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;
+ }
+
+ /* Only in GLSL ES 3.10, the precision qualifier should not match
+ * between block members defined in matched block names within a
+ * shader interface.
+ *
+ * In GLSL ES 3.00 and ES 3.20, precision qualifier for each block
+ * member should match.
+ */
+ if (prog->IsES && (prog->data->Version != 310 ||
+ !var->get_interface_type()) &&
+ existing->data.precision != var->data.precision) {
+ linker_error(prog, "declarations for %s `%s` have "
+ "mismatching precision qualifiers\n",
+ mode_string(var), var->name);
+ return;
+ }
+ } else
+ variables->add_variable(var);
}
}
void
cross_validate_uniforms(struct gl_shader_program *prog)
{
- cross_validate_globals(prog, prog->_LinkedShaders,
- MESA_SHADER_STAGES, true);
+ glsl_symbol_table variables;
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ cross_validate_globals(prog, prog->_LinkedShaders[i]->ir, &variables,
+ true);
+ }
}
/**
{
int *InterfaceBlockStageIndex[MESA_SHADER_STAGES];
struct gl_uniform_block *blks = NULL;
- unsigned *num_blks = validate_ssbo ? &prog->NumShaderStorageBlocks :
- &prog->NumUniformBlocks;
+ 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++) {
}
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;
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;
+ 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;
}
* Populates a shaders symbol table with all global declarations
*/
static void
-populate_symbol_table(gl_shader *sh)
+populate_symbol_table(gl_linked_shader *sh)
{
sh->symbols = new(sh) glsl_symbol_table;
ir_function *func;
if ((func = inst->as_function()) != NULL) {
- sh->symbols->add_function(func);
+ sh->symbols->add_function(func);
} else if ((var = inst->as_variable()) != NULL) {
if (var->data.mode != ir_var_temporary)
sh->symbols->add_variable(var);
* should be added.
*/
void
-remap_variables(ir_instruction *inst, struct gl_shader *target,
- hash_table *temps)
+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;
*/
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_hash_table_create(NULL, _mesa_hash_pointer,
+ _mesa_key_pointer_equal);
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:
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_hash_table_create(NULL, _mesa_hash_pointer,
+ _mesa_key_pointer_equal))
{
}
~array_sizing_visitor()
{
- hash_table_dtor(this->unnamed_interfaces);
+ _mesa_hash_table_destroy(this->unnamed_interfaces, NULL);
ralloc_free(this->mem_ctx);
}
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)) {
/* 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);
* 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;
+ 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)
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_linked_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;
+ linked_shader->info.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->info.TransformFeedback.BufferStride[j]) {
+ if (linked_shader->info.TransformFeedback.BufferStride[j] != 0 &&
+ shader->info.TransformFeedback.BufferStride[j] != 0 &&
+ linked_shader->info.TransformFeedback.BufferStride[j] !=
+ shader->info.TransformFeedback.BufferStride[j]) {
+ 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];
- }
+ linked_shader->
+ info.TransformFeedback.BufferStride[j],
+ shader->info.TransformFeedback.BufferStride[j]);
+ return;
+ }
+
+ if (shader->info.TransformFeedback.BufferStride[j])
+ linked_shader->info.TransformFeedback.BufferStride[j] =
+ shader->info.TransformFeedback.BufferStride[j];
+ }
}
}
for (unsigned j = 0; j < MAX_FEEDBACK_BUFFERS; j++) {
- if (linked_shader->TransformFeedback.BufferStride[j]) {
+ if (linked_shader->info.TransformFeedback.BufferStride[j]) {
prog->TransformFeedback.BufferStride[j] =
- linked_shader->TransformFeedback.BufferStride[j];
+ linked_shader->info.TransformFeedback.BufferStride[j];
/* We will validate doubles at a later stage */
if (prog->TransformFeedback.BufferStride[j] % 4) {
*/
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_linked_shader *linked_shader,
+ struct gl_shader **shader_list,
+ unsigned num_shaders)
{
- linked_shader->TessCtrl.VerticesOut = 0;
+ linked_shader->info.TessCtrl.VerticesOut = 0;
if (linked_shader->Stage != MESA_SHADER_TESS_CTRL)
return;
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 (linked_shader->info.TessCtrl.VerticesOut != 0 &&
+ linked_shader->info.TessCtrl.VerticesOut !=
+ shader->info.TessCtrl.VerticesOut) {
+ linker_error(prog, "tessellation control shader defined with "
+ "conflicting output vertex count (%d and %d)\n",
+ linked_shader->info.TessCtrl.VerticesOut,
+ shader->info.TessCtrl.VerticesOut);
+ return;
+ }
+ linked_shader->info.TessCtrl.VerticesOut =
+ 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 (linked_shader->info.TessCtrl.VerticesOut == 0) {
linker_error(prog, "tessellation control shader didn't declare "
- "vertices out layout qualifier\n");
+ "vertices out layout qualifier\n");
return;
}
- prog->TessCtrl.VerticesOut = linked_shader->TessCtrl.VerticesOut;
}
*/
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_linked_shader *linked_shader,
+ 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;
+ linked_shader->info.TessEval.PrimitiveMode = PRIM_UNKNOWN;
+ linked_shader->info.TessEval.Spacing = 0;
+ linked_shader->info.TessEval.VertexOrder = 0;
+ linked_shader->info.TessEval.PointMode = -1;
if (linked_shader->Stage != MESA_SHADER_TESS_EVAL)
return;
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 (linked_shader->info.TessEval.PrimitiveMode != PRIM_UNKNOWN &&
+ linked_shader->info.TessEval.PrimitiveMode !=
+ shader->info.TessEval.PrimitiveMode) {
+ linker_error(prog, "tessellation evaluation shader defined with "
+ "conflicting input primitive modes.\n");
+ return;
+ }
+ linked_shader->info.TessEval.PrimitiveMode = shader->info.TessEval.PrimitiveMode;
}
- 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 (linked_shader->info.TessEval.Spacing != 0 &&
+ linked_shader->info.TessEval.Spacing !=
+ shader->info.TessEval.Spacing) {
+ linker_error(prog, "tessellation evaluation shader defined with "
+ "conflicting vertex spacing.\n");
+ return;
+ }
+ linked_shader->info.TessEval.Spacing = shader->info.TessEval.Spacing;
}
- 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 (linked_shader->info.TessEval.VertexOrder != 0 &&
+ linked_shader->info.TessEval.VertexOrder !=
+ shader->info.TessEval.VertexOrder) {
+ linker_error(prog, "tessellation evaluation shader defined with "
+ "conflicting ordering.\n");
+ return;
+ }
+ linked_shader->info.TessEval.VertexOrder =
+ shader->info.TessEval.VertexOrder;
}
- 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 (linked_shader->info.TessEval.PointMode != -1 &&
+ linked_shader->info.TessEval.PointMode !=
+ shader->info.TessEval.PointMode) {
+ linker_error(prog, "tessellation evaluation shader defined with "
+ "conflicting point modes.\n");
+ return;
+ }
+ linked_shader->info.TessEval.PointMode =
+ shader->info.TessEval.PointMode;
}
}
* since we already know we're in the right type of shader program
* for doing it.
*/
- if (linked_shader->TessEval.PrimitiveMode == PRIM_UNKNOWN) {
+ if (linked_shader->info.TessEval.PrimitiveMode == 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;
}
- 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->info.TessEval.Spacing == 0)
+ linked_shader->info.TessEval.Spacing = GL_EQUAL;
- if (linked_shader->TessEval.VertexOrder == 0)
- linked_shader->TessEval.VertexOrder = GL_CCW;
- prog->TessEval.VertexOrder = linked_shader->TessEval.VertexOrder;
+ if (linked_shader->info.TessEval.VertexOrder == 0)
+ linked_shader->info.TessEval.VertexOrder = GL_CCW;
- if (linked_shader->TessEval.PointMode == -1)
- linked_shader->TessEval.PointMode = GL_FALSE;
- prog->TessEval.PointMode = linked_shader->TessEval.PointMode;
+ if (linked_shader->info.TessEval.PointMode == -1)
+ linked_shader->info.TessEval.PointMode = GL_FALSE;
}
* 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;
+ linked_shader->info.redeclares_gl_fragcoord = false;
+ linked_shader->info.uses_gl_fragcoord = false;
+ linked_shader->info.origin_upper_left = false;
+ linked_shader->info.pixel_center_integer = false;
+ linked_shader->info.BlendSupport = 0;
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 ((linked_shader->info.redeclares_gl_fragcoord
+ && !shader->info.redeclares_gl_fragcoord
+ && shader->info.uses_gl_fragcoord)
+ || (shader->info.redeclares_gl_fragcoord
+ && !linked_shader->info.redeclares_gl_fragcoord
+ && linked_shader->info.uses_gl_fragcoord)) {
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 (linked_shader->info.redeclares_gl_fragcoord &&
+ shader->info.redeclares_gl_fragcoord &&
+ (shader->info.origin_upper_left !=
+ linked_shader->info.origin_upper_left ||
+ shader->info.pixel_center_integer !=
+ linked_shader->info.pixel_center_integer)) {
linker_error(prog, "fragment shader defined with conflicting "
"layout qualifiers for gl_FragCoord\n");
}
* are multiple redeclarations, all the fields except uses_gl_fragcoord
* are already known to be the same.
*/
- if (shader->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;
+ if (shader->info.redeclares_gl_fragcoord ||
+ shader->info.uses_gl_fragcoord) {
+ linked_shader->info.redeclares_gl_fragcoord =
+ shader->info.redeclares_gl_fragcoord;
+ linked_shader->info.uses_gl_fragcoord =
+ linked_shader->info.uses_gl_fragcoord ||
+ shader->info.uses_gl_fragcoord;
+ linked_shader->info.origin_upper_left =
+ shader->info.origin_upper_left;
+ linked_shader->info.pixel_center_integer =
+ shader->info.pixel_center_integer;
}
- linked_shader->EarlyFragmentTests |= shader->EarlyFragmentTests;
+ linked_shader->info.EarlyFragmentTests |=
+ shader->info.EarlyFragmentTests;
+ linked_shader->info.InnerCoverage |=
+ shader->info.InnerCoverage;
+ linked_shader->Program->info.fs.post_depth_coverage |=
+ shader->info.PostDepthCoverage;
+
+ linked_shader->info.BlendSupport |= shader->info.BlendSupport;
}
}
*/
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_linked_shader *linked_shader,
+ struct gl_shader **shader_list,
+ unsigned num_shaders)
{
- linked_shader->Geom.VerticesOut = 0;
- linked_shader->Geom.Invocations = 0;
- linked_shader->Geom.InputType = PRIM_UNKNOWN;
- linked_shader->Geom.OutputType = PRIM_UNKNOWN;
+ linked_shader->info.Geom.VerticesOut = -1;
+ linked_shader->info.Geom.Invocations = 0;
+ linked_shader->info.Geom.InputType = PRIM_UNKNOWN;
+ linked_shader->info.Geom.OutputType = PRIM_UNKNOWN;
/* No in/out qualifiers defined for anything but GLSL 1.50+
* geometry shaders so far.
*/
- if (linked_shader->Stage != MESA_SHADER_GEOMETRY || prog->Version < 150)
+ if (linked_shader->Stage != MESA_SHADER_GEOMETRY ||
+ prog->data->Version < 150)
return;
/* From the GLSL 1.50 spec, page 46:
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 (linked_shader->info.Geom.InputType != PRIM_UNKNOWN &&
+ linked_shader->info.Geom.InputType !=
+ shader->info.Geom.InputType) {
+ linker_error(prog, "geometry shader defined with conflicting "
+ "input types\n");
+ return;
+ }
+ linked_shader->info.Geom.InputType = shader->info.Geom.InputType;
}
- 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 (linked_shader->info.Geom.OutputType != PRIM_UNKNOWN &&
+ linked_shader->info.Geom.OutputType !=
+ shader->info.Geom.OutputType) {
+ linker_error(prog, "geometry shader defined with conflicting "
+ "output types\n");
+ return;
+ }
+ linked_shader->info.Geom.OutputType = shader->info.Geom.OutputType;
}
- if (shader->Geom.VerticesOut != 0) {
- if (linked_shader->Geom.VerticesOut != 0 &&
- 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 (linked_shader->info.Geom.VerticesOut != -1 &&
+ linked_shader->info.Geom.VerticesOut !=
+ shader->info.Geom.VerticesOut) {
+ linker_error(prog, "geometry shader defined with conflicting "
+ "output vertex count (%d and %d)\n",
+ linked_shader->info.Geom.VerticesOut,
+ shader->info.Geom.VerticesOut);
+ return;
+ }
+ linked_shader->info.Geom.VerticesOut = 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 (linked_shader->info.Geom.Invocations != 0 &&
+ linked_shader->info.Geom.Invocations !=
+ shader->info.Geom.Invocations) {
+ linker_error(prog, "geometry shader defined with conflicting "
+ "invocation count (%d and %d)\n",
+ linked_shader->info.Geom.Invocations,
+ shader->info.Geom.Invocations);
+ return;
+ }
+ linked_shader->info.Geom.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 (linked_shader->info.Geom.InputType == PRIM_UNKNOWN) {
linker_error(prog,
- "geometry shader didn't declare primitive input type\n");
+ "geometry shader didn't declare primitive input type\n");
return;
}
- prog->Geom.InputType = linked_shader->Geom.InputType;
- if (linked_shader->Geom.OutputType == PRIM_UNKNOWN) {
+ if (linked_shader->info.Geom.OutputType == PRIM_UNKNOWN) {
linker_error(prog,
- "geometry shader didn't declare primitive output type\n");
+ "geometry shader didn't declare primitive output type\n");
return;
}
- prog->Geom.OutputType = linked_shader->Geom.OutputType;
- if (linked_shader->Geom.VerticesOut == 0) {
+ if (linked_shader->info.Geom.VerticesOut == -1) {
linker_error(prog,
- "geometry shader didn't declare max_vertices\n");
+ "geometry shader didn't declare max_vertices\n");
return;
}
- prog->Geom.VerticesOut = linked_shader->Geom.VerticesOut;
-
- if (linked_shader->Geom.Invocations == 0)
- linked_shader->Geom.Invocations = 1;
- prog->Geom.Invocations = linked_shader->Geom.Invocations;
+ if (linked_shader->info.Geom.Invocations == 0)
+ linked_shader->info.Geom.Invocations = 1;
}
*/
static void
link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
- struct gl_shader *linked_shader,
+ struct gl_linked_shader *linked_shader,
struct gl_shader **shader_list,
unsigned num_shaders)
{
for (int i = 0; i < 3; i++)
- linked_shader->Comp.LocalSize[i] = 0;
+ linked_shader->info.Comp.LocalSize[i] = 0;
+
+ linked_shader->info.Comp.LocalSizeVariable = false;
/* This function is called for all shader stages, but it only has an effect
* for compute shaders.
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 (linked_shader->info.Comp.LocalSize[0] != 0) {
for (int i = 0; i < 3; i++) {
- if (linked_shader->Comp.LocalSize[i] !=
- shader->Comp.LocalSize[i]) {
+ if (linked_shader->info.Comp.LocalSize[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++) {
+ linked_shader->info.Comp.LocalSize[i] =
+ shader->info.Comp.LocalSize[i];
+ }
+ } else if (shader->info.Comp.LocalSizeVariable) {
+ if (linked_shader->info.Comp.LocalSize[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;
+ }
+ linked_shader->info.Comp.LocalSizeVariable = true;
}
}
* 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 (linked_shader->info.Comp.LocalSize[0] == 0 &&
+ !linked_shader->info.Comp.LocalSizeVariable) {
+ 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];
+ prog->Comp.LocalSize[i] = linked_shader->info.Comp.LocalSize[i];
+
+ prog->Comp.LocalSizeVariable =
+ linked_shader->info.Comp.LocalSizeVariable;
}
* 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)
+ glsl_symbol_table variables;
+ for (unsigned i = 0; i < num_shaders; i++) {
+ if (shader_list[i] == NULL)
+ continue;
+ cross_validate_globals(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)
- return NULL;
-
- /* Link up uniform blocks defined within this stage. */
- link_uniform_blocks(mem_ctx, ctx, prog, shader_list, num_shaders,
- &ubo_blocks, &num_ubo_blocks, &ssbo_blocks,
- &num_ssbo_blocks);
-
- 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_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
- linked->ir = new(linked) exec_list;
- clone_ir_list(mem_ctx, linked->ir, main->ir);
+ gl_linked_shader *linked = ctx->Driver.NewShader(shader_list[0]->Stage);
- /* 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];
+ /* Create program and attach it to the linked shader */
+ struct gl_program *gl_prog =
+ ctx->Driver.NewProgram(ctx,
+ _mesa_shader_stage_to_program(shader_list[0]->Stage),
+ prog->Name);
+ if (!gl_prog) {
+ prog->data->LinkStatus = false;
+ _mesa_delete_linked_shader(ctx, linked);
+ return NULL;
}
- 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;
+ /* 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_fs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
link_tcs_out_layout_qualifiers(prog, linked, shader_list, num_shaders);
link_tes_in_layout_qualifiers(prog, linked, shader_list, num_shaders);
link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
* 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);
+ if (main_sig != NULL) {
+ 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);
- }
+ for (unsigned i = 0; i < num_shaders; i++) {
+ if (shader_list[i] == main)
+ continue;
- /* 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;
+ insertion_point = move_non_declarations(shader_list[i]->ir,
+ insertion_point, true, 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 (!link_function_calls(prog, linked, shader_list, num_shaders)) {
+ _mesa_delete_linked_shader(ctx, linked);
+ return 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();
+ /* 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();
- ok = link_function_calls(prog, linked, linking_shaders, num_shaders + 1);
+ /* Link up uniform blocks defined within this stage. */
+ link_uniform_blocks(mem_ctx, ctx, prog, linked, &ubo_blocks,
+ &num_ubo_blocks, &ssbo_blocks, &num_ssbo_blocks);
- free(linking_shaders);
- } else {
- _mesa_error_no_memory(__func__);
- }
- } else {
- ok = link_function_calls(prog, linked, shader_list, num_shaders);
+ if (!prog->data->LinkStatus) {
+ _mesa_delete_linked_shader(ctx, linked);
+ return NULL;
}
+ /* Copy ubo blocks to linked shader list */
+ linked->UniformBlocks =
+ ralloc_array(linked, gl_uniform_block *, num_ubo_blocks);
+ ralloc_steal(linked, ubo_blocks);
+ for (unsigned i = 0; i < num_ubo_blocks; i++) {
+ linked->UniformBlocks[i] = &ubo_blocks[i];
+ }
+ linked->NumUniformBlocks = num_ubo_blocks;
- if (!ok) {
- _mesa_delete_shader(ctx, linked);
- return NULL;
+ /* Copy ssbo blocks to linked shader list */
+ linked->ShaderStorageBlocks =
+ ralloc_array(linked, gl_uniform_block *, num_ssbo_blocks);
+ ralloc_steal(linked, ssbo_blocks);
+ for (unsigned i = 0; i < num_ssbo_blocks; i++) {
+ linked->ShaderStorageBlocks[i] = &ssbo_blocks[i];
}
+ linked->NumShaderStorageBlocks = num_ssbo_blocks;
/* At this point linked should contain all of the linked IR, so
* validate it to make sure nothing went wrong.
/* Set the size of geometry shader input arrays */
if (linked->Stage == MESA_SHADER_GEOMETRY) {
- unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
- geom_array_resize_visitor input_resize_visitor(num_vertices, prog);
+ unsigned num_vertices = vertices_per_prim(linked->info.Geom.InputType);
+ 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);
- }
+#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;
}
-
- /* 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();
+#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())
- continue;
-
- unsigned 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 != 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->info.TessCtrl.VerticesOut
: 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) {
+ 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;
+ }
}
}
}
for (int i = 0; i <= max_bit_to_test; i++) {
if ((needed_mask & ~used_mask) == needed_mask)
- return i;
+ return i;
needed_mask <<= 1;
}
/**
* Assign locations for either VS inputs or FS outputs
*
+ * \param mem_ctx Temporary ralloc context used for linking
* \param prog Shader program whose variables need locations assigned
* \param constants Driver specific constant values for the program.
* \param target_index Selector for the program target to receive location
* error is emitted to the shader link log and false is returned.
*/
bool
-assign_attribute_or_color_locations(gl_shader_program *prog,
+assign_attribute_or_color_locations(void *mem_ctx,
+ gl_shader_program *prog,
struct gl_constants *constants,
unsigned target_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.
+ */
+ 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();
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) {
- 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);
+ /* 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:
+ *
+ * "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->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);
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);
}
- }
+ }
- used_locations |= (use_mask << attr);
+ used_locations |= (use_mask << attr);
/* From the GL 4.5 core spec, section 11.1.1 (Vertex Attributes):
*
* 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;
+ continue;
}
if (num_attr >= max_index) {
_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;
+ 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;
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,
- 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_VARYING][4] = { {NULL, NULL} };
+ ir_variable *explicit_locations[MAX_VARYINGS_INCL_PATCH][4] =
+ { {NULL, NULL} };
/* Find all shader outputs in the "producer" stage.
*/
unsigned total_shader_storage_blocks = 0;
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 == NULL)
- continue;
+ 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));
+ linker_error(prog, "Too many %s shader texture samplers\n",
+ _mesa_shader_stage_to_string(i));
}
if (sh->num_uniform_components >
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",
+ "behavior\n",
_mesa_shader_stage_to_string(i));
} else {
linker_error(prog, "Too many %s shader default uniform block "
- "components\n",
+ "components\n",
_mesa_shader_stage_to_string(i));
}
}
if (sh->num_combined_uniform_components >
- ctx->Const.Program[i].MaxCombinedUniformComponents) {
+ 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; "
ctx->Const.MaxCombinedShaderStorageBlocks);
}
- for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
- if (prog->UniformBlocks[i].UniformBufferSize >
+ for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
+ if (prog->data->UniformBlocks[i].UniformBufferSize >
ctx->Const.MaxUniformBlockSize) {
linker_error(prog, "Uniform block %s too big (%d/%d)\n",
- prog->UniformBlocks[i].Name,
- prog->UniformBlocks[i].UniformBufferSize,
+ prog->data->UniformBlocks[i].Name,
+ prog->data->UniformBlocks[i].UniformBufferSize,
ctx->Const.MaxUniformBlockSize);
}
}
- for (unsigned i = 0; i < prog->NumShaderStorageBlocks; i++) {
- if (prog->ShaderStorageBlocks[i].UniformBufferSize >
+ for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
+ if (prog->data->ShaderStorageBlocks[i].UniformBufferSize >
ctx->Const.MaxShaderStorageBlockSize) {
linker_error(prog, "Shader storage block %s too big (%d/%d)\n",
- prog->ShaderStorageBlocks[i].Name,
- prog->ShaderStorageBlocks[i].UniformBufferSize,
+ prog->data->ShaderStorageBlocks[i].Name,
+ prog->data->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;
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
+ struct gl_program *p = prog->_LinkedShaders[i]->Program;
- for (unsigned j = 0; j < sh->NumSubroutineUniformRemapTable; j++) {
- struct gl_uniform_storage *uni = sh->SubroutineUniformRemapTable[j];
+ for (unsigned j = 0; j < p->sh.NumSubroutineUniformRemapTable; j++) {
+ if (p->sh.SubroutineUniformRemapTable[j] == INACTIVE_UNIFORM_EXPLICIT_LOCATION)
+ continue;
+
+ struct gl_uniform_storage *uni = p->sh.SubroutineUniformRemapTable[j];
if (!uni)
continue;
- count = 0;
- for (unsigned f = 0; f < sh->NumSubroutineFunctions; f++) {
- struct gl_subroutine_function *fn = &sh->SubroutineFunctions[f];
+ int count = 0;
+ if (p->sh.NumSubroutineFunctions == 0) {
+ linker_error(prog, "subroutine uniform %s defined but no valid functions found\n", uni->type->name);
+ continue;
+ }
+ for (unsigned f = 0; f < p->sh.NumSubroutineFunctions; f++) {
+ struct gl_subroutine_function *fn = &p->sh.SubroutineFunctions[f];
for (int k = 0; k < fn->num_compat_types; k++) {
if (fn->types[k] == uni->type) {
count++;
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));
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
+ struct gl_program *p = prog->_LinkedShaders[i]->Program;
+
+ if (p->sh.NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS) {
+ linker_error(prog, "Too many %s shader subroutine uniforms\n",
+ _mesa_shader_stage_to_string(i));
}
}
}
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)
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;
}
unsigned entries_total = 0;
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- struct gl_shader *sh = prog->_LinkedShaders[i];
-
- if (!sh)
- continue;
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
+ struct gl_program *p = prog->_LinkedShaders[i]->Program;
- foreach_in_list(ir_instruction, node, sh->ir) {
+ foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
ir_variable *var = node->as_variable();
if (!var || var->data.mode != ir_var_uniform)
continue;
if (var->data.explicit_location) {
bool ret = false;
if (var->type->without_array()->is_subroutine())
- ret = reserve_subroutine_explicit_locations(prog, sh, var);
+ ret = reserve_subroutine_explicit_locations(prog, p, var);
else {
int slots = reserve_explicit_locations(prog, uniform_map,
var);
if (type != GL_BUFFER_VARIABLE)
return true;
- for (unsigned i = 0; i < shProg->NumShaderStorageBlocks; i++) {
- const char *block_name = shProg->ShaderStorageBlocks[i].Name;
+ for (unsigned i = 0; i < shProg->data->NumShaderStorageBlocks; i++) {
+ const char *block_name = shProg->data->ShaderStorageBlocks[i].Name;
block_name_len = strlen(block_name);
const char *block_square_bracket = strchr(block_name, '[');
if (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, '[');
}
static bool
-add_program_resource(struct gl_shader_program *prog, GLenum type,
- const void *data, uint8_t stages)
+add_program_resource(struct gl_shader_program *prog,
+ struct set *resource_set,
+ GLenum type, const void *data, uint8_t stages)
{
assert(data);
/* If resource already exists, do not add it again. */
- for (unsigned i = 0; i < prog->NumProgramResourceList; i++)
- if (prog->ProgramResourceList[i].Data == data)
- return true;
+ if (_mesa_set_search(resource_set, data))
+ return true;
prog->ProgramResourceList =
reralloc(prog,
prog->NumProgramResourceList++;
+ _mesa_set_add(resource_set, data);
+
return true;
}
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,
- bool use_implicit_location, int location)
+ 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);
if (!out)
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);
}
if (!out->name)
return NULL;
- /* From the ARB_program_interface_query specification:
+ /* 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:
+ * "Not all active variables are assigned valid locations; the
+ * following variables will have an effective location of -1:
*
- * * uniforms declared as atomic counters;
+ * * uniforms declared as atomic counters;
*
- * * members of a uniform block;
+ * * members of a uniform block;
*
- * * built-in inputs, outputs, and uniforms (starting with "gl_"); and
+ * * 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."
+ * * 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) ||
}
out->type = type;
+ out->outermost_struct_type = outermost_struct_type;
+ out->interface_type = 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 const glsl_type *
+resize_to_max_patch_vertices(const struct gl_context *ctx,
+ const glsl_type *type)
+{
+ if (!type)
+ return NULL;
+
+ return glsl_type::get_array_instance(type->fields.array,
+ ctx->Const.MaxPatchVertices);
+}
+
static bool
-add_shader_variable(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 use_implicit_location, int location,
+ const glsl_type *outermost_struct_type = NULL)
{
- const bool is_vertex_input =
- programInterface == GL_PROGRAM_INPUT &&
- stage_mask == MESA_SHADER_VERTEX;
+ const glsl_type *interface_type = var->get_interface_type();
+
+ if (outermost_struct_type == NULL) {
+ /* Unsized (non-patch) TCS output/TES input arrays are implicitly
+ * sized to gl_MaxPatchVertices. Internally, we shrink them to a
+ * smaller size.
+ *
+ * This can cause trouble with SSO programs. Since the TCS declares
+ * the number of output vertices, we can always shrink TCS output
+ * arrays. However, the TES might not be linked with a TCS, in
+ * which case it won't know the size of the patch. In other words,
+ * the TCS and TES may disagree on the (smaller) array sizes. This
+ * can result in the resource names differing across stages, causing
+ * SSO validation failures and other cascading issues.
+ *
+ * Expanding the array size to the full gl_MaxPatchVertices fixes
+ * these issues. It's also what program interface queries expect,
+ * as that is the official size of the array.
+ */
+ if (var->data.tess_varying_implicit_sized_array) {
+ type = resize_to_max_patch_vertices(ctx, type);
+ interface_type = resize_to_max_patch_vertices(ctx, interface_type);
+ }
+
+ 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: {
- /* From the ARB_program_interface_query specification:
+ /* 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."
+ * "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,
+ if (!add_shader_variable(ctx, shProg, resource_set,
+ stage_mask, programInterface,
var, field_name, field->type,
- use_implicit_location, field_location))
+ use_implicit_location, field_location,
+ 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: {
- /* From the ARB_program_interface_query specification:
+ /* 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."
+ * "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, name, type,
- use_implicit_location, location);
+ 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 add_program_resource(shProg, resource_set,
+ programInterface, sha_v, stage_mask);
}
}
}
static bool
-add_interface_variables(struct gl_shader_program *shProg,
+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))
return false;
}
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))
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))
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 =
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);
+ shProg->data->ShaderStorageBlocks[block_index].Name :
+ shProg->data->UniformBlocks[block_index].Name);
if (strcmp(var_name, interface_name) == 0) {
/* Deal with instanced array of SSBOs */
}
}
- for (unsigned i = 0; i < shProg->NumShaders; i++) {
- if (shProg->Shaders[i] == NULL)
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ const gl_linked_shader *sh = shProg->_LinkedShaders[i];
+ if (sh == NULL)
continue;
- const gl_shader *stage = shProg->Shaders[i];
- foreach_in_list(ir_instruction, node, stage->ir) {
+ foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *var = node->as_variable();
if (!var || !var->get_interface_type() ||
var->data.mode != ir_var_shader_storage)
if (input_stage == MESA_SHADER_STAGES && output_stage == 0)
return;
+ struct set *resource_set = _mesa_set_create(NULL,
+ _mesa_hash_pointer,
+ _mesa_key_pointer_equal);
+
/* 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_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,
+ if (!add_program_resource(shProg, resource_set,
+ GL_TRANSFORM_FEEDBACK_VARYING,
&shProg->LinkedTransformFeedback.Varyings[i],
0))
return;
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,
+ if (!add_program_resource(shProg, resource_set,
+ GL_TRANSFORM_FEEDBACK_BUFFER,
&shProg->LinkedTransformFeedback.Buffers[i],
0))
return;
}
/* 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,
+ build_stageref(shProg, shProg->data->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;
+ bool is_shader_storage =
+ shProg->data->UniformStorage[i].is_shader_storage;
+ int block_index = shProg->data->UniformStorage[i].block_index;
if (block_index != -1) {
stageref |= is_shader_storage ?
- shProg->ShaderStorageBlocks[block_index].stageref :
- shProg->UniformBlocks[block_index].stageref;
+ shProg->data->ShaderStorageBlocks[block_index].stageref :
+ shProg->data->UniformBlocks[block_index].stageref;
}
GLenum type = is_shader_storage ? GL_BUFFER_VARIABLE : GL_UNIFORM;
if (!should_add_buffer_variable(shProg, type,
- shProg->UniformStorage[i].name))
+ shProg->data->UniformStorage[i].name))
continue;
if (is_shader_storage) {
- calculate_array_size_and_stride(shProg, &shProg->UniformStorage[i]);
+ calculate_array_size_and_stride(shProg,
+ &shProg->data->UniformStorage[i]);
}
- if (!add_program_resource(shProg, type,
- &shProg->UniformStorage[i], stageref))
+ if (!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 (!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 (!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 (!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 (!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 (!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;
-
- 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;
- sh->SubroutineFunctions = reralloc(sh, sh->SubroutineFunctions,
+ /* 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;
+ }
+ 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;
- for (int j = 0; j < fn->num_subroutine_types; j++)
- sh->SubroutineFunctions[sh->NumSubroutineFunctions].types[j] = fn->subroutine_types[j];
- sh->NumSubroutineFunctions++;
- }
+ if (fn->subroutine_index > (int)p->sh.MaxSubroutineFunctionIndex)
+ p->sh.MaxSubroutineFunctionIndex = fn->subroutine_index;
- /* 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++;
- }
+ for (int j = 0; j < fn->num_subroutine_types; j++)
+ p->sh.SubroutineFunctions[p->sh.NumSubroutineFunctions].types[j] = fn->subroutine_types[j];
+ p->sh.NumSubroutineFunctions++;
}
}
}
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;
}
}
+static bool
+link_varyings_and_uniforms(unsigned first, unsigned last,
+ unsigned num_explicit_uniform_locs,
+ struct gl_context *ctx,
+ struct gl_shader_program *prog, void *mem_ctx)
+{
+ bool has_xfb_qualifiers = false;
+ unsigned num_tfeedback_decls = 0;
+ char **varying_names = NULL;
+ tfeedback_decl *tfeedback_decls = NULL;
+
+ /* Mark all generic shader inputs and outputs as unpaired. */
+ for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
+ if (prog->_LinkedShaders[i] != NULL) {
+ 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)) {
+ return false;
+ }
+
+ if (!assign_attribute_or_color_locations(mem_ctx, prog, &ctx->Const,
+ MESA_SHADER_FRAGMENT)) {
+ return false;
+ }
+
+ /* From the ARB_enhanced_layouts spec:
+ *
+ * "If the shader used to record output variables for transform feedback
+ * varyings uses the "xfb_buffer", "xfb_offset", or "xfb_stride" layout
+ * qualifiers, the values specified by TransformFeedbackVaryings are
+ * ignored, and the set of variables captured for transform feedback is
+ * instead derived from the specified layout qualifiers."
+ */
+ for (int i = MESA_SHADER_FRAGMENT - 1; i >= 0; i--) {
+ /* Find last stage before fragment shader */
+ if (prog->_LinkedShaders[i]) {
+ has_xfb_qualifiers =
+ process_xfb_layout_qualifiers(mem_ctx, prog->_LinkedShaders[i],
+ &num_tfeedback_decls,
+ &varying_names);
+ break;
+ }
+ }
+
+ if (!has_xfb_qualifiers) {
+ num_tfeedback_decls = prog->TransformFeedback.NumVarying;
+ varying_names = prog->TransformFeedback.VaryingNames;
+ }
+
+ if (num_tfeedback_decls != 0) {
+ /* From GL_EXT_transform_feedback:
+ * A program will fail to link if:
+ *
+ * * the <count> specified by TransformFeedbackVaryingsEXT is
+ * non-zero, but the program object has no vertex or geometry
+ * shader;
+ */
+ if (first >= MESA_SHADER_FRAGMENT) {
+ linker_error(prog, "Transform feedback varyings specified, but "
+ "no vertex, tessellation, or geometry shader is "
+ "present.\n");
+ return false;
+ }
+
+ tfeedback_decls = rzalloc_array(mem_ctx, tfeedback_decl,
+ num_tfeedback_decls);
+ if (!parse_tfeedback_decls(ctx, prog, mem_ctx, num_tfeedback_decls,
+ varying_names, tfeedback_decls))
+ return false;
+ }
+
+ /* If there is no fragment shader we need to set transform feedback.
+ *
+ * For SSO we also need to assign output locations. We assign them here
+ * because we need to do it for both single stage programs and multi stage
+ * programs.
+ */
+ if (last < MESA_SHADER_FRAGMENT &&
+ (num_tfeedback_decls != 0 || prog->SeparateShader)) {
+ const uint64_t reserved_out_slots =
+ reserved_varying_slot(prog->_LinkedShaders[last], ir_var_shader_out);
+ if (!assign_varying_locations(ctx, mem_ctx, prog,
+ prog->_LinkedShaders[last], NULL,
+ num_tfeedback_decls, tfeedback_decls,
+ reserved_out_slots))
+ return false;
+ }
+
+ if (last <= MESA_SHADER_FRAGMENT) {
+ /* Remove unused varyings from the first/last stage unless SSO */
+ remove_unused_shader_inputs_and_outputs(prog->SeparateShader,
+ prog->_LinkedShaders[first],
+ ir_var_shader_in);
+ remove_unused_shader_inputs_and_outputs(prog->SeparateShader,
+ prog->_LinkedShaders[last],
+ ir_var_shader_out);
+
+ /* If the program is made up of only a single stage */
+ if (first == last) {
+ gl_linked_shader *const sh = prog->_LinkedShaders[last];
+
+ do_dead_builtin_varyings(ctx, NULL, sh, 0, NULL);
+ do_dead_builtin_varyings(ctx, sh, NULL, num_tfeedback_decls,
+ tfeedback_decls);
+
+ if (prog->SeparateShader) {
+ const uint64_t reserved_slots =
+ reserved_varying_slot(sh, ir_var_shader_in);
+
+ /* Assign input locations for SSO, output locations are already
+ * assigned.
+ */
+ if (!assign_varying_locations(ctx, mem_ctx, prog,
+ NULL /* producer */,
+ sh /* consumer */,
+ 0 /* num_tfeedback_decls */,
+ NULL /* tfeedback_decls */,
+ reserved_slots))
+ return false;
+ }
+ } else {
+ /* Linking the stages in the opposite order (from fragment to vertex)
+ * ensures that inter-shader outputs written to in an earlier stage
+ * are eliminated if they are (transitively) not used in a later
+ * stage.
+ */
+ int next = last;
+ for (int i = next - 1; i >= 0; i--) {
+ if (prog->_LinkedShaders[i] == NULL && i != 0)
+ continue;
+
+ gl_linked_shader *const sh_i = prog->_LinkedShaders[i];
+ gl_linked_shader *const sh_next = prog->_LinkedShaders[next];
+
+ const uint64_t reserved_out_slots =
+ reserved_varying_slot(sh_i, ir_var_shader_out);
+ const uint64_t reserved_in_slots =
+ reserved_varying_slot(sh_next, ir_var_shader_in);
+
+ do_dead_builtin_varyings(ctx, sh_i, sh_next,
+ next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
+ tfeedback_decls);
+
+ if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
+ next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
+ tfeedback_decls,
+ reserved_out_slots | reserved_in_slots))
+ return false;
+
+ /* This must be done after all dead varyings are eliminated. */
+ if (sh_i != NULL) {
+ unsigned slots_used = _mesa_bitcount_64(reserved_out_slots);
+ if (!check_against_output_limit(ctx, prog, sh_i, slots_used)) {
+ return false;
+ }
+ }
+
+ unsigned slots_used = _mesa_bitcount_64(reserved_in_slots);
+ if (!check_against_input_limit(ctx, prog, sh_next, slots_used))
+ return false;
+
+ next = i;
+ }
+ }
+ }
+
+ if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls,
+ has_xfb_qualifiers))
+ return false;
+
+ update_array_sizes(prog);
+ link_assign_uniform_locations(prog, ctx, num_explicit_uniform_locs);
+ link_assign_atomic_counter_resources(ctx, prog);
+
+ link_calculate_subroutine_compat(prog);
+ check_resources(ctx, prog);
+ check_subroutine_resources(prog);
+ check_image_resources(ctx, prog);
+ link_check_atomic_counter_resources(ctx, prog);
+
+ 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);
+
+ if (i == MESA_SHADER_COMPUTE)
+ lower_shared_reference(prog->_LinkedShaders[i],
+ &prog->Comp.SharedSize);
+
+ lower_vector_derefs(prog->_LinkedShaders[i]);
+ do_vec_index_to_swizzle(prog->_LinkedShaders[i]->ir);
+ }
+
+ return true;
+}
+
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 = true; /* 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;
void *mem_ctx = ralloc_context(NULL); // temporary linker context
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;
+ linker_error(prog, "all shaders must use same shading "
+ "language version\n");
+ goto done;
}
- if (prog->Shaders[i]->ARB_fragment_coord_conventions_enable) {
+ if (prog->Shaders[i]->info.ARB_fragment_coord_conventions_enable) {
prog->ARB_fragment_coord_conventions_enable = true;
}
*/
if (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;
}
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;
}
}
"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;
}
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);
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)
+ 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
* varyings.
*/
cross_validate_uniforms(prog);
- if (!prog->LinkStatus)
+ if (!prog->data->LinkStatus)
goto done;
unsigned first, last, prev;
num_explicit_uniform_locs = check_explicit_uniform_locations(ctx, prog);
link_assign_subroutine_types(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,
prog->_LinkedShaders[prev],
prog->_LinkedShaders[i]);
- if (!prog->LinkStatus)
+ if (!prog->data->LinkStatus)
goto done;
prev = i;
}
/* 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++) {
* 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_distance(prog->_LinkedShaders[i]);
+ lower_clip_cull_distance(prog, prog->_LinkedShaders[i]);
}
if (ctx->Const.LowerTessLevel) {
while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
&ctx->Const.ShaderCompilerOptions[i],
ctx->Const.NativeIntegers))
- ;
+ ;
- lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir);
+ lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir, i);
+ propagate_invariance(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, prog->_LinkedShaders[prev],
- prog->_LinkedShaders[i]);
- prev = i;
- }
-
- if (!assign_attribute_or_color_locations(prog, &ctx->Const,
- MESA_SHADER_VERTEX)) {
- goto done;
- }
-
- if (!assign_attribute_or_color_locations(prog, &ctx->Const,
- MESA_SHADER_FRAGMENT)) {
- 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 need also need to assign output locations, we assign them
- * here because we need to do it for both single stage programs and multi
- * stage programs.
- */
- if (last < MESA_SHADER_FRAGMENT &&
- (num_tfeedback_decls != 0 || prog->SeparateShader)) {
- if (!assign_varying_locations(ctx, mem_ctx, prog,
- prog->_LinkedShaders[last], NULL,
- num_tfeedback_decls, tfeedback_decls))
- 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) {
- /* 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 */))
- 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)
- continue;
-
- gl_shader *const sh_i = prog->_LinkedShaders[i];
- gl_shader *const sh_next = prog->_LinkedShaders[next];
-
- 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, 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 (!check_against_output_limit(ctx, prog, sh_i))
- goto done;
- if (!check_against_input_limit(ctx, prog, sh_next))
- goto done;
-
- next = i;
- }
- }
- }
-
- 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)
+ if(!link_varyings_and_uniforms(first, last, num_explicit_uniform_locs, ctx,
+ prog, mem_ctx))
goto done;
/* OpenGL ES < 3.1 requires that a vertex shader and a fragment shader both
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;
-
- if (ctx->Const.ShaderCompilerOptions[i].LowerBufferInterfaceBlocks)
- lower_ubo_reference(prog->_LinkedShaders[i]);
-
- if (ctx->Const.ShaderCompilerOptions[i].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.