* DEALINGS IN THE SOFTWARE.
*/
-#include <cstdlib>
-#include <cstdio>
-#include <cstdarg>
-
-extern "C" {
-#include <talloc.h>
-}
-
-#include "main/mtypes.h"
+#include "main/core.h"
#include "glsl_symbol_table.h"
#include "glsl_parser_extras.h"
#include "ir.h"
#include "program.h"
-#include "hash_table.h"
+#include "program/hash_table.h"
#include "linker.h"
static ir_function_signature *
find_matching_signature(const char *name, const exec_list *actual_parameters,
- gl_shader **shader_list, unsigned num_shaders);
+ gl_shader **shader_list, unsigned num_shaders,
+ bool use_builtin);
class call_link_visitor : public ir_hierarchical_visitor {
public:
* Doing so will modify the original shader. This may prevent that
* shader from being linkable in other programs.
*/
- const ir_function_signature *const callee = ir->get_callee();
+ const ir_function_signature *const callee = ir->callee;
assert(callee != NULL);
const char *const name = callee->function_name();
* final linked shader. If it does, use it as the target of the call.
*/
ir_function_signature *sig =
- find_matching_signature(name, &callee->parameters, &linked, 1);
+ find_matching_signature(name, &callee->parameters, &linked, 1,
+ ir->use_builtin);
if (sig != NULL) {
- ir->set_callee(sig);
+ ir->callee = sig;
return visit_continue;
}
* linked. If it's not found there, return an error.
*/
sig = find_matching_signature(name, &ir->actual_parameters, shader_list,
- num_shaders);
+ num_shaders, ir->use_builtin);
if (sig == NULL) {
/* FINISHME: Log the full signature of unresolved function.
*/
- linker_error_printf(this->prog, "unresolved reference to function "
- "`%s'\n", name);
+ linker_error(this->prog, "unresolved reference to function `%s'\n",
+ name);
this->success = false;
return visit_stop;
}
* details that may be missing.
*/
ir_function *f = linked->symbols->get_function(name);
- if (f == NULL)
+ if (f == NULL) {
f = new(linked) ir_function(name);
+ /* Add the new function to the linked IR. Put it at the end
+ * so that it comes after any global variable declarations
+ * that it refers to.
+ */
+ linked->symbols->add_function(f);
+ linked->ir->push_tail(f);
+ }
+
ir_function_signature *linked_sig =
- f->matching_signature(&callee->parameters);
- if (linked_sig == NULL) {
+ f->exact_matching_signature(&callee->parameters);
+ if ((linked_sig == NULL)
+ || ((linked_sig != NULL)
+ && (linked_sig->is_builtin != ir->use_builtin))) {
linked_sig = new(linked) ir_function_signature(callee->return_type);
f->add_signature(linked_sig);
}
const ir_instruction *const original = (ir_instruction *) node;
assert(const_cast<ir_instruction *>(original)->as_variable());
- ir_instruction *copy = original->clone(ht);
+ ir_instruction *copy = original->clone(linked, ht);
formal_parameters.push_tail(copy);
}
foreach_list_const(node, &sig->body) {
const ir_instruction *const original = (ir_instruction *) node;
- ir_instruction *copy = original->clone(ht);
+ ir_instruction *copy = original->clone(linked, ht);
linked_sig->body.push_tail(copy);
}
*/
linked_sig->accept(this);
- ir->set_callee(linked_sig);
+ ir->callee = linked_sig;
return visit_continue;
}
/* Clone the ir_variable that the dereference already has and add
* it to the linked shader.
*/
- var = ir->var->clone(NULL);
- linked->symbols->add_variable(var->name, var);
+ var = ir->var->clone(linked, NULL);
+ linked->symbols->add_variable(var);
linked->ir->push_head(var);
+ } else if (var->type->is_array()) {
+ /* It is possible to have a global array declared in multiple
+ * shaders without a size. The array is implicitly sized by the
+ * maximal access to it in *any* shader. Because of this, we
+ * need to track the maximal access to the array as linking pulls
+ * more functions in that access the array.
+ */
+ var->max_array_access =
+ MAX2(var->max_array_access, ir->var->max_array_access);
+
+ if (var->type->length == 0 && ir->var->type->length != 0)
+ var->type = ir->var->type;
}
ir->var = var;
*/
ir_function_signature *
find_matching_signature(const char *name, const exec_list *actual_parameters,
- gl_shader **shader_list, unsigned num_shaders)
+ gl_shader **shader_list, unsigned num_shaders,
+ bool use_builtin)
{
for (unsigned i = 0; i < num_shaders; i++) {
ir_function *const f = shader_list[i]->symbols->get_function(name);
if ((sig == NULL) || !sig->is_defined)
continue;
+ /* If this function expects to bind to a built-in function and the
+ * signature that we found isn't a built-in, keep looking. Also keep
+ * looking if we expect a non-built-in but found a built-in.
+ */
+ if (use_builtin != sig->is_builtin)
+ continue;
+
return sig;
}