cross_validate_types_and_qualifiers(struct gl_shader_program *prog,
const ir_variable *input,
const ir_variable *output,
- GLenum consumer_type,
- GLenum producer_type)
+ gl_shader_stage consumer_stage,
+ gl_shader_stage producer_stage)
{
/* Check that the types match between stages.
*/
const glsl_type *type_to_match = input->type;
- if (consumer_type == GL_GEOMETRY_SHADER) {
- assert(type_to_match->is_array()); /* Enforced by ast_to_hir */
- type_to_match = type_to_match->element_type();
+
+ /* VS -> GS, VS -> TCS, VS -> TES, TES -> GS */
+ const bool extra_array_level = (producer_stage == MESA_SHADER_VERTEX &&
+ consumer_stage != MESA_SHADER_FRAGMENT) ||
+ consumer_stage == MESA_SHADER_GEOMETRY;
+ if (extra_array_level) {
+ assert(type_to_match->is_array());
+ type_to_match = type_to_match->fields.array;
}
+
if (type_to_match != output->type) {
/* There is a bit of a special case for gl_TexCoord. This
* built-in is unsized by default. Applications that variable
* correspondence between the vertex language and the
* fragment language."
*/
- if (!output->type->is_array()
- || (strncmp("gl_", output->name, 3) != 0)) {
+ if (!output->type->is_array() || !is_gl_identifier(output->name)) {
linker_error(prog,
"%s shader output `%s' declared as type `%s', "
"but %s shader input declared as type `%s'\n",
- _mesa_glsl_shader_target_name(producer_type),
+ _mesa_shader_stage_to_string(producer_stage),
output->name,
output->type->name,
- _mesa_glsl_shader_target_name(consumer_type),
+ _mesa_shader_stage_to_string(consumer_stage),
input->type->name);
return;
}
/* Check that all of the qualifiers match between stages.
*/
- if (input->centroid != output->centroid) {
+ if (input->data.centroid != output->data.centroid) {
linker_error(prog,
"%s shader output `%s' %s centroid qualifier, "
"but %s shader input %s centroid qualifier\n",
- _mesa_glsl_shader_target_name(producer_type),
+ _mesa_shader_stage_to_string(producer_stage),
+ output->name,
+ (output->data.centroid) ? "has" : "lacks",
+ _mesa_shader_stage_to_string(consumer_stage),
+ (input->data.centroid) ? "has" : "lacks");
+ return;
+ }
+
+ if (input->data.sample != output->data.sample) {
+ linker_error(prog,
+ "%s shader output `%s' %s sample qualifier, "
+ "but %s shader input %s sample qualifier\n",
+ _mesa_shader_stage_to_string(producer_stage),
output->name,
- (output->centroid) ? "has" : "lacks",
- _mesa_glsl_shader_target_name(consumer_type),
- (input->centroid) ? "has" : "lacks");
+ (output->data.sample) ? "has" : "lacks",
+ _mesa_shader_stage_to_string(consumer_stage),
+ (input->data.sample) ? "has" : "lacks");
return;
}
- if (input->invariant != output->invariant) {
+ if (input->data.patch != output->data.patch) {
+ linker_error(prog,
+ "%s shader output `%s' %s patch qualifier, "
+ "but %s shader input %s patch qualifier\n",
+ _mesa_shader_stage_to_string(producer_stage),
+ output->name,
+ (output->data.patch) ? "has" : "lacks",
+ _mesa_shader_stage_to_string(consumer_stage),
+ (input->data.patch) ? "has" : "lacks");
+ return;
+ }
+
+ if (!prog->IsES && input->data.invariant != output->data.invariant) {
linker_error(prog,
"%s shader output `%s' %s invariant qualifier, "
"but %s shader input %s invariant qualifier\n",
- _mesa_glsl_shader_target_name(producer_type),
+ _mesa_shader_stage_to_string(producer_stage),
output->name,
- (output->invariant) ? "has" : "lacks",
- _mesa_glsl_shader_target_name(consumer_type),
- (input->invariant) ? "has" : "lacks");
+ (output->data.invariant) ? "has" : "lacks",
+ _mesa_shader_stage_to_string(consumer_stage),
+ (input->data.invariant) ? "has" : "lacks");
return;
}
- if (input->interpolation != output->interpolation) {
+ /* GLSL >= 4.40 removes text requiring interpolation qualifiers
+ * to match cross stage, they must only match within the same stage.
+ *
+ * From page 84 (page 90 of the PDF) of the GLSL 4.40 spec:
+ *
+ * "It is a link-time error if, within the same stage, the interpolation
+ * qualifiers of variables of the same name do not match.
+ *
+ */
+ if (input->data.interpolation != output->data.interpolation &&
+ prog->Version < 440) {
linker_error(prog,
"%s shader output `%s' specifies %s "
"interpolation qualifier, "
"but %s shader input specifies %s "
"interpolation qualifier\n",
- _mesa_glsl_shader_target_name(producer_type),
+ _mesa_shader_stage_to_string(producer_stage),
output->name,
- output->interpolation_string(),
- _mesa_glsl_shader_target_name(consumer_type),
- input->interpolation_string());
+ interpolation_string(output->data.interpolation),
+ _mesa_shader_stage_to_string(consumer_stage),
+ interpolation_string(input->data.interpolation));
return;
}
}
+/**
+ * Validate front and back color outputs against single color input
+ */
+static void
+cross_validate_front_and_back_color(struct gl_shader_program *prog,
+ const ir_variable *input,
+ const ir_variable *front_color,
+ const ir_variable *back_color,
+ gl_shader_stage consumer_stage,
+ gl_shader_stage producer_stage)
+{
+ if (front_color != NULL && front_color->data.assigned)
+ cross_validate_types_and_qualifiers(prog, input, front_color,
+ consumer_stage, producer_stage);
+
+ if (back_color != NULL && back_color->data.assigned)
+ cross_validate_types_and_qualifiers(prog, input, back_color,
+ consumer_stage, producer_stage);
+}
+
/**
* Validate that outputs from one stage match inputs of another
*/
gl_shader *producer, gl_shader *consumer)
{
glsl_symbol_table parameters;
+ ir_variable *explicit_locations[MAX_VARYING] = { NULL, };
/* Find all shader outputs in the "producer" stage.
*/
- foreach_list(node, producer->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
+ foreach_in_list(ir_instruction, node, producer->ir) {
+ ir_variable *const var = node->as_variable();
- if ((var == NULL) || (var->mode != ir_var_shader_out))
+ if ((var == NULL) || (var->data.mode != ir_var_shader_out))
continue;
- parameters.add_variable(var);
+ if (!var->data.explicit_location
+ || var->data.location < VARYING_SLOT_VAR0)
+ parameters.add_variable(var);
+ else {
+ /* User-defined varyings with explicit locations are handled
+ * differently because they do not need to have matching names.
+ */
+ const unsigned idx = var->data.location - VARYING_SLOT_VAR0;
+
+ if (explicit_locations[idx] != NULL) {
+ linker_error(prog,
+ "%s shader has multiple outputs explicitly "
+ "assigned to location %d\n",
+ _mesa_shader_stage_to_string(producer->Stage),
+ idx);
+ return;
+ }
+
+ explicit_locations[idx] = var;
+ }
}
* should be arrays and the type of the array element should match the type
* of the corresponding producer output.
*/
- foreach_list(node, consumer->ir) {
- ir_variable *const input = ((ir_instruction *) node)->as_variable();
+ foreach_in_list(ir_instruction, node, consumer->ir) {
+ ir_variable *const input = node->as_variable();
- if ((input == NULL) || (input->mode != ir_var_shader_in))
+ if ((input == NULL) || (input->data.mode != ir_var_shader_in))
continue;
- ir_variable *const output = parameters.get_variable(input->name);
- if (output != NULL) {
- cross_validate_types_and_qualifiers(prog, input, output,
- consumer->Type, producer->Type);
+ if (strcmp(input->name, "gl_Color") == 0 && input->data.used) {
+ const ir_variable *const front_color =
+ parameters.get_variable("gl_FrontColor");
+
+ const ir_variable *const back_color =
+ parameters.get_variable("gl_BackColor");
+
+ cross_validate_front_and_back_color(prog, input,
+ front_color, back_color,
+ consumer->Stage, producer->Stage);
+ } else if (strcmp(input->name, "gl_SecondaryColor") == 0 && input->data.used) {
+ const ir_variable *const front_color =
+ parameters.get_variable("gl_FrontSecondaryColor");
+
+ const ir_variable *const back_color =
+ parameters.get_variable("gl_BackSecondaryColor");
+
+ cross_validate_front_and_back_color(prog, input,
+ front_color, back_color,
+ consumer->Stage, producer->Stage);
+ } else {
+ /* The rules for connecting inputs and outputs change in the presence
+ * of explicit locations. In this case, we no longer care about the
+ * names of the variables. Instead, we care only about the
+ * explicitly assigned location.
+ */
+ ir_variable *output = NULL;
+ if (input->data.explicit_location
+ && input->data.location >= VARYING_SLOT_VAR0) {
+ output = explicit_locations[input->data.location - VARYING_SLOT_VAR0];
+
+ if (output == NULL) {
+ linker_error(prog,
+ "%s shader input `%s' with explicit location "
+ "has no matching output\n",
+ _mesa_shader_stage_to_string(consumer->Stage),
+ input->name);
+ }
+ } else {
+ output = parameters.get_variable(input->name);
+ }
+
+ if (output != NULL) {
+ cross_validate_types_and_qualifiers(prog, input, output,
+ consumer->Stage, producer->Stage);
+ } else {
+ /* Check for input vars with unmatched output vars in prev stage
+ * taking into account that interface blocks could have a matching
+ * output but with different name, so we ignore them.
+ */
+ assert(!input->data.assigned);
+ if (input->data.used && !input->get_interface_type() &&
+ !input->data.explicit_location && !prog->SeparateShader)
+ linker_error(prog,
+ "%s shader input `%s' "
+ "has no matching output in the previous stage\n",
+ _mesa_shader_stage_to_string(consumer->Stage),
+ input->name);
+ }
}
}
}
* will fail to find any matching variable.
*/
void
-tfeedback_decl::init(struct gl_context *ctx, struct gl_shader_program *prog,
- const void *mem_ctx, const char *input)
+tfeedback_decl::init(struct gl_context *ctx, const void *mem_ctx,
+ const char *input)
{
/* We don't have to be pedantic about what is a valid GLSL variable name,
* because any variable with an invalid name can't exist in the IR anyway.
this->location = -1;
this->orig_name = input;
- this->is_clip_distance_mesa = false;
+ this->lowered_builtin_array_variable = none;
this->skip_components = 0;
this->next_buffer_separator = false;
this->matched_candidate = NULL;
+ this->stream_id = 0;
if (ctx->Extensions.ARB_transform_feedback3) {
/* Parse gl_NextBuffer. */
const char *base_name_end;
long subscript = parse_program_resource_name(input, &base_name_end);
this->var_name = ralloc_strndup(mem_ctx, input, base_name_end - input);
+ if (this->var_name == NULL) {
+ _mesa_error_no_memory(__func__);
+ return;
+ }
+
if (subscript >= 0) {
this->array_subscript = subscript;
this->is_subscripted = true;
* class must behave specially to account for the fact that gl_ClipDistance
* is converted from a float[8] to a vec4[2].
*/
- if (ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].LowerClipDistance &&
+ if (ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].LowerClipDistance &&
strcmp(this->var_name, "gl_ClipDistance") == 0) {
- this->is_clip_distance_mesa = true;
+ this->lowered_builtin_array_variable = clip_distance;
}
+
+ if (ctx->Const.LowerTessLevel &&
+ (strcmp(this->var_name, "gl_TessLevelOuter") == 0))
+ this->lowered_builtin_array_variable = tess_level_outer;
+ if (ctx->Const.LowerTessLevel &&
+ (strcmp(this->var_name, "gl_TessLevelInner") == 0))
+ this->lowered_builtin_array_variable = tess_level_inner;
}
/**
- * Assign a location for this tfeedback_decl object based on the transform
- * feedback candidate found by find_candidate.
+ * Assign a location and stream ID for this tfeedback_decl object based on the
+ * transform feedback candidate found by find_candidate.
*
* If an error occurs, the error is reported through linker_error() and false
* is returned.
assert(this->is_varying());
unsigned fine_location
- = this->matched_candidate->toplevel_var->location * 4
- + this->matched_candidate->toplevel_var->location_frac
+ = this->matched_candidate->toplevel_var->data.location * 4
+ + this->matched_candidate->toplevel_var->data.location_frac
+ this->matched_candidate->offset;
if (this->matched_candidate->type->is_array()) {
this->matched_candidate->type->fields.array->matrix_columns;
const unsigned vector_elements =
this->matched_candidate->type->fields.array->vector_elements;
- unsigned actual_array_size = this->is_clip_distance_mesa ?
- prog->Vert.ClipDistanceArraySize :
- this->matched_candidate->type->array_size();
+ unsigned actual_array_size;
+ switch (this->lowered_builtin_array_variable) {
+ case clip_distance:
+ actual_array_size = prog->LastClipDistanceArraySize;
+ break;
+ case tess_level_outer:
+ actual_array_size = 4;
+ break;
+ case tess_level_inner:
+ actual_array_size = 2;
+ break;
+ case none:
+ default:
+ actual_array_size = this->matched_candidate->type->array_size();
+ break;
+ }
if (this->is_subscripted) {
/* Check array bounds. */
actual_array_size);
return false;
}
- unsigned array_elem_size = this->is_clip_distance_mesa ?
+ unsigned array_elem_size = this->lowered_builtin_array_variable ?
1 : vector_elements * matrix_cols;
fine_location += array_elem_size * this->array_subscript;
this->size = 1;
}
this->vector_elements = vector_elements;
this->matrix_columns = matrix_cols;
- if (this->is_clip_distance_mesa)
+ if (this->lowered_builtin_array_variable)
this->type = GL_FLOAT;
else
this->type = this->matched_candidate->type->fields.array->gl_type;
return false;
}
+ /* Only transform feedback varyings can be assigned to non-zero streams,
+ * so assign the stream id here.
+ */
+ this->stream_id = this->matched_candidate->toplevel_var->data.stream;
+
return true;
}
info->Outputs[info->NumOutputs].ComponentOffset = location_frac;
info->Outputs[info->NumOutputs].OutputRegister = location;
info->Outputs[info->NumOutputs].NumComponents = output_size;
+ info->Outputs[info->NumOutputs].StreamId = stream_id;
info->Outputs[info->NumOutputs].OutputBuffer = buffer;
info->Outputs[info->NumOutputs].DstOffset = info->BufferStride[buffer];
++info->NumOutputs;
info->BufferStride[buffer] += output_size;
+ info->BufferStream[buffer] = this->stream_id;
num_components -= output_size;
location++;
location_frac = 0;
tfeedback_decl::find_candidate(gl_shader_program *prog,
hash_table *tfeedback_candidates)
{
- const char *name = this->is_clip_distance_mesa
- ? "gl_ClipDistanceMESA" : this->var_name;
+ const char *name = this->var_name;
+ switch (this->lowered_builtin_array_variable) {
+ case none:
+ name = this->var_name;
+ break;
+ case clip_distance:
+ name = "gl_ClipDistanceMESA";
+ break;
+ case tess_level_outer:
+ name = "gl_TessLevelOuterMESA";
+ break;
+ case tess_level_inner:
+ name = "gl_TessLevelInnerMESA";
+ break;
+ }
this->matched_candidate = (const tfeedback_candidate *)
hash_table_find(tfeedback_candidates, name);
if (!this->matched_candidate) {
char **varying_names, tfeedback_decl *decls)
{
for (unsigned i = 0; i < num_names; ++i) {
- decls[i].init(ctx, prog, mem_ctx, varying_names[i]);
+ decls[i].init(ctx, mem_ctx, varying_names[i]);
if (!decls[i].is_varying())
continue;
}
else {
/* GL_INVERLEAVED_ATTRIBS */
+ int buffer_stream_id = -1;
for (unsigned i = 0; i < num_tfeedback_decls; ++i) {
if (tfeedback_decls[i].is_next_buffer_separator()) {
num_buffers++;
+ buffer_stream_id = -1;
continue;
+ } else if (buffer_stream_id == -1) {
+ /* First varying writing to this buffer: remember its stream */
+ buffer_stream_id = (int) tfeedback_decls[i].get_stream_id();
+ } else if (buffer_stream_id !=
+ (int) tfeedback_decls[i].get_stream_id()) {
+ /* Varying writes to the same buffer from a different stream */
+ linker_error(prog,
+ "Transform feedback can't capture varyings belonging "
+ "to different vertex streams in a single buffer. "
+ "Varying %s writes to buffer from stream %u, other "
+ "varyings in the same buffer write from stream %u.",
+ tfeedback_decls[i].name(),
+ tfeedback_decls[i].get_stream_id(),
+ buffer_stream_id);
+ return false;
}
if (!tfeedback_decls[i].store(ctx, prog,
return true;
}
+namespace {
/**
* Data structure recording the relationship between outputs of one shader
class varying_matches
{
public:
- varying_matches(bool disable_varying_packing, bool consumer_is_fs);
+ varying_matches(bool disable_varying_packing,
+ gl_shader_stage producer_stage,
+ gl_shader_stage consumer_stage);
~varying_matches();
void record(ir_variable *producer_var, ir_variable *consumer_var);
- unsigned assign_locations();
- void store_locations(unsigned producer_base, unsigned consumer_base) const;
+ unsigned assign_locations(uint64_t reserved_slots, bool separate_shader);
+ void store_locations() const;
private:
/**
PACKING_ORDER_VEC3,
};
- static unsigned compute_packing_class(ir_variable *var);
- static packing_order_enum compute_packing_order(ir_variable *var);
+ static unsigned compute_packing_class(const ir_variable *var);
+ static packing_order_enum compute_packing_order(const ir_variable *var);
static int match_comparator(const void *x_generic, const void *y_generic);
/**
*/
unsigned matches_capacity;
- const bool consumer_is_fs;
+ gl_shader_stage producer_stage;
+ gl_shader_stage consumer_stage;
};
+} /* anonymous namespace */
varying_matches::varying_matches(bool disable_varying_packing,
- bool consumer_is_fs)
+ gl_shader_stage producer_stage,
+ gl_shader_stage consumer_stage)
: disable_varying_packing(disable_varying_packing),
- consumer_is_fs(consumer_is_fs)
+ producer_stage(producer_stage),
+ consumer_stage(consumer_stage)
{
/* Note: this initial capacity is rather arbitrarily chosen to be large
* enough for many cases without wasting an unreasonable amount of space.
void
varying_matches::record(ir_variable *producer_var, ir_variable *consumer_var)
{
- if (!producer_var->is_unmatched_generic_inout) {
+ assert(producer_var != NULL || consumer_var != NULL);
+
+ if ((producer_var && (!producer_var->data.is_unmatched_generic_inout ||
+ producer_var->data.explicit_location)) ||
+ (consumer_var && (!consumer_var->data.is_unmatched_generic_inout ||
+ consumer_var->data.explicit_location))) {
/* Either a location already exists for this variable (since it is part
* of fixed functionality), or it has already been recorded as part of a
* previous match.
}
if ((consumer_var == NULL && producer_var->type->contains_integer()) ||
- !consumer_is_fs) {
+ consumer_stage != MESA_SHADER_FRAGMENT) {
/* Since this varying is not being consumed by the fragment shader, its
* interpolation type varying cannot possibly affect rendering. Also,
* this variable is non-flat and is (or contains) an integer.
* regardless of where they appear. We can trivially satisfy that
* requirement by changing the interpolation type to flat here.
*/
- producer_var->centroid = false;
- producer_var->interpolation = INTERP_QUALIFIER_FLAT;
+ if (producer_var) {
+ producer_var->data.centroid = false;
+ producer_var->data.sample = false;
+ producer_var->data.interpolation = INTERP_QUALIFIER_FLAT;
+ }
if (consumer_var) {
- consumer_var->centroid = false;
- consumer_var->interpolation = INTERP_QUALIFIER_FLAT;
+ consumer_var->data.centroid = false;
+ consumer_var->data.sample = false;
+ consumer_var->data.interpolation = INTERP_QUALIFIER_FLAT;
}
}
realloc(this->matches,
sizeof(*this->matches) * this->matches_capacity);
}
+
+ const ir_variable *const var = (producer_var != NULL)
+ ? producer_var : consumer_var;
+
this->matches[this->num_matches].packing_class
- = this->compute_packing_class(producer_var);
+ = this->compute_packing_class(var);
this->matches[this->num_matches].packing_order
- = this->compute_packing_order(producer_var);
+ = this->compute_packing_order(var);
if (this->disable_varying_packing) {
- unsigned slots = producer_var->type->is_array()
- ? (producer_var->type->length
- * producer_var->type->fields.array->matrix_columns)
- : producer_var->type->matrix_columns;
+ const struct glsl_type *type = var->type;
+ unsigned slots;
+
+ /* Some shader stages have 2-dimensional varyings. Use the inner type. */
+ if (!var->data.patch &&
+ ((var == producer_var && producer_stage == MESA_SHADER_TESS_CTRL) ||
+ (var == consumer_var && (consumer_stage == MESA_SHADER_TESS_CTRL ||
+ consumer_stage == MESA_SHADER_TESS_EVAL ||
+ consumer_stage == MESA_SHADER_GEOMETRY)))) {
+ assert(type->is_array());
+ type = type->fields.array;
+ }
+
+ if (type->is_array()) {
+ slots = 1;
+ while (type->is_array()) {
+ slots *= type->length;
+ type = type->fields.array;
+ }
+ slots *= type->matrix_columns;
+ } else {
+ slots = type->matrix_columns;
+ }
this->matches[this->num_matches].num_components = 4 * slots;
} else {
this->matches[this->num_matches].num_components
- = producer_var->type->component_slots();
+ = var->type->component_slots();
}
this->matches[this->num_matches].producer_var = producer_var;
this->matches[this->num_matches].consumer_var = consumer_var;
this->num_matches++;
- producer_var->is_unmatched_generic_inout = 0;
+ if (producer_var)
+ producer_var->data.is_unmatched_generic_inout = 0;
if (consumer_var)
- consumer_var->is_unmatched_generic_inout = 0;
+ consumer_var->data.is_unmatched_generic_inout = 0;
}
* passed to varying_matches::record().
*/
unsigned
-varying_matches::assign_locations()
+varying_matches::assign_locations(uint64_t reserved_slots, bool separate_shader)
{
- /* Sort varying matches into an order that makes them easy to pack. */
- qsort(this->matches, this->num_matches, sizeof(*this->matches),
- &varying_matches::match_comparator);
+ /* We disable varying sorting for separate shader programs for the
+ * following reasons:
+ *
+ * 1/ All programs must sort the code in the same order to guarantee the
+ * interface matching. However varying_matches::record() will change the
+ * interpolation qualifier of some stages.
+ *
+ * 2/ GLSL version 4.50 removes the matching constrain on the interpolation
+ * qualifier.
+ *
+ * From Section 4.5 (Interpolation Qualifiers) of the GLSL 4.40 spec:
+ *
+ * "The type and presence of interpolation qualifiers of variables with
+ * the same name declared in all linked shaders for the same cross-stage
+ * interface must match, otherwise the link command will fail.
+ *
+ * When comparing an output from one stage to an input of a subsequent
+ * stage, the input and output don't match if their interpolation
+ * qualifiers (or lack thereof) are not the same."
+ *
+ * "It is a link-time error if, within the same stage, the interpolation
+ * qualifiers of variables of the same name do not match."
+ */
+ if (!separate_shader) {
+ /* Sort varying matches into an order that makes them easy to pack. */
+ qsort(this->matches, this->num_matches, sizeof(*this->matches),
+ &varying_matches::match_comparator);
+ }
unsigned generic_location = 0;
+ unsigned generic_patch_location = MAX_VARYING*4;
for (unsigned i = 0; i < this->num_matches; i++) {
+ unsigned *location = &generic_location;
+
+ if ((this->matches[i].consumer_var &&
+ this->matches[i].consumer_var->data.patch) ||
+ (this->matches[i].producer_var &&
+ this->matches[i].producer_var->data.patch))
+ location = &generic_patch_location;
+
/* Advance to the next slot if this varying has a different packing
* class than the previous one, and we're not already on a slot
* boundary.
if (i > 0 &&
this->matches[i - 1].packing_class
!= this->matches[i].packing_class) {
- generic_location = ALIGN(generic_location, 4);
+ *location = ALIGN(*location, 4);
+ }
+ while ((*location < MAX_VARYING * 4u) &&
+ (reserved_slots & (1u << *location / 4u))) {
+ *location = ALIGN(*location + 1, 4);
}
- this->matches[i].generic_location = generic_location;
+ this->matches[i].generic_location = *location;
- generic_location += this->matches[i].num_components;
+ *location += this->matches[i].num_components;
}
return (generic_location + 3) / 4;
* assignments that were made by varying_matches::assign_locations().
*/
void
-varying_matches::store_locations(unsigned producer_base,
- unsigned consumer_base) const
+varying_matches::store_locations() const
{
for (unsigned i = 0; i < this->num_matches; i++) {
ir_variable *producer_var = this->matches[i].producer_var;
unsigned slot = generic_location / 4;
unsigned offset = generic_location % 4;
- producer_var->location = producer_base + slot;
- producer_var->location_frac = offset;
+ if (producer_var) {
+ producer_var->data.location = VARYING_SLOT_VAR0 + slot;
+ producer_var->data.location_frac = offset;
+ }
+
if (consumer_var) {
- assert(consumer_var->location == -1);
- consumer_var->location = consumer_base + slot;
- consumer_var->location_frac = offset;
+ assert(consumer_var->data.location == -1);
+ consumer_var->data.location = VARYING_SLOT_VAR0 + slot;
+ consumer_var->data.location_frac = offset;
}
}
}
* be safely backed into the same vec4.
*/
unsigned
-varying_matches::compute_packing_class(ir_variable *var)
+varying_matches::compute_packing_class(const ir_variable *var)
{
/* Without help from the back-end, there is no way to pack together
* variables with different interpolation types, because
*
* Therefore, the packing class depends only on the interpolation type.
*/
- unsigned packing_class = var->centroid ? 1 : 0;
+ unsigned packing_class = var->data.centroid | (var->data.sample << 1) |
+ (var->data.patch << 2);
packing_class *= 4;
- packing_class += var->interpolation;
+ packing_class += var->data.interpolation;
return packing_class;
}
* other varyings in the same packing class.
*/
varying_matches::packing_order_enum
-varying_matches::compute_packing_order(ir_variable *var)
+varying_matches::compute_packing_order(const ir_variable *var)
{
const glsl_type *element_type = var->type;
* varyings, but excludes variables such as gl_FrontFacing and gl_FragCoord.
*/
static bool
-is_varying_var(GLenum shaderType, const ir_variable *var)
+var_counts_against_varying_limit(gl_shader_stage stage, const ir_variable *var)
{
/* Only fragment shaders will take a varying variable as an input */
- if (shaderType == GL_FRAGMENT_SHADER &&
- var->mode == ir_var_shader_in) {
- switch (var->location) {
+ if (stage == MESA_SHADER_FRAGMENT &&
+ var->data.mode == ir_var_shader_in) {
+ switch (var->data.location) {
case VARYING_SLOT_POS:
case VARYING_SLOT_FACE:
case VARYING_SLOT_PNTC:
this->toplevel_var = var;
this->varying_floats = 0;
if (var->is_interface_instance())
- program_resource_visitor::process(var->interface_type,
- var->interface_type->name);
+ program_resource_visitor::process(var->get_interface_type(),
+ var->get_interface_type()->name);
else
program_resource_visitor::process(var);
}
virtual void visit_field(const glsl_type *type, const char *name,
bool row_major)
{
- assert(!type->is_record());
- assert(!(type->is_array() && type->fields.array->is_record()));
- assert(!type->is_interface());
- assert(!(type->is_array() && type->fields.array->is_interface()));
+ assert(!type->without_array()->is_record());
+ assert(!type->without_array()->is_interface());
(void) row_major;
};
+namespace linker {
+
+bool
+populate_consumer_input_sets(void *mem_ctx, exec_list *ir,
+ hash_table *consumer_inputs,
+ hash_table *consumer_interface_inputs,
+ ir_variable *consumer_inputs_with_locations[VARYING_SLOT_TESS_MAX])
+{
+ memset(consumer_inputs_with_locations,
+ 0,
+ sizeof(consumer_inputs_with_locations[0]) * VARYING_SLOT_TESS_MAX);
+
+ foreach_in_list(ir_instruction, node, ir) {
+ ir_variable *const input_var = node->as_variable();
+
+ if ((input_var != NULL) && (input_var->data.mode == ir_var_shader_in)) {
+ if (input_var->type->is_interface())
+ return false;
+
+ if (input_var->data.explicit_location) {
+ /* assign_varying_locations only cares about finding the
+ * ir_variable at the start of a contiguous location block.
+ *
+ * - For !producer, consumer_inputs_with_locations isn't used.
+ *
+ * - For !consumer, consumer_inputs_with_locations is empty.
+ *
+ * For consumer && producer, if you were trying to set some
+ * ir_variable to the middle of a location block on the other side
+ * of producer/consumer, cross_validate_outputs_to_inputs() should
+ * be link-erroring due to either type mismatch or location
+ * overlaps. If the variables do match up, then they've got a
+ * matching data.location and you only looked at
+ * consumer_inputs_with_locations[var->data.location], not any
+ * following entries for the array/structure.
+ */
+ consumer_inputs_with_locations[input_var->data.location] =
+ input_var;
+ } else if (input_var->get_interface_type() != NULL) {
+ char *const iface_field_name =
+ ralloc_asprintf(mem_ctx, "%s.%s",
+ input_var->get_interface_type()->name,
+ input_var->name);
+ hash_table_insert(consumer_interface_inputs, input_var,
+ iface_field_name);
+ } else {
+ hash_table_insert(consumer_inputs, input_var,
+ ralloc_strdup(mem_ctx, input_var->name));
+ }
+ }
+ }
+
+ return true;
+}
+
+/**
+ * Find a variable from the consumer that "matches" the specified variable
+ *
+ * This function only finds inputs with names that match. There is no
+ * validation (here) that the types, etc. are compatible.
+ */
+ir_variable *
+get_matching_input(void *mem_ctx,
+ const ir_variable *output_var,
+ hash_table *consumer_inputs,
+ hash_table *consumer_interface_inputs,
+ ir_variable *consumer_inputs_with_locations[VARYING_SLOT_TESS_MAX])
+{
+ ir_variable *input_var;
+
+ if (output_var->data.explicit_location) {
+ input_var = consumer_inputs_with_locations[output_var->data.location];
+ } else if (output_var->get_interface_type() != NULL) {
+ char *const iface_field_name =
+ ralloc_asprintf(mem_ctx, "%s.%s",
+ output_var->get_interface_type()->name,
+ output_var->name);
+ input_var =
+ (ir_variable *) hash_table_find(consumer_interface_inputs,
+ iface_field_name);
+ } else {
+ input_var =
+ (ir_variable *) hash_table_find(consumer_inputs, output_var->name);
+ }
+
+ return (input_var == NULL || input_var->data.mode != ir_var_shader_in)
+ ? NULL : input_var;
+}
+
+}
+
+static int
+io_variable_cmp(const void *_a, const void *_b)
+{
+ const ir_variable *const a = *(const ir_variable **) _a;
+ const ir_variable *const b = *(const ir_variable **) _b;
+
+ if (a->data.explicit_location && b->data.explicit_location)
+ return b->data.location - a->data.location;
+
+ if (a->data.explicit_location && !b->data.explicit_location)
+ return 1;
+
+ if (!a->data.explicit_location && b->data.explicit_location)
+ return -1;
+
+ return -strcmp(a->name, b->name);
+}
+
+/**
+ * Sort the shader IO variables into canonical order
+ */
+static void
+canonicalize_shader_io(exec_list *ir, enum ir_variable_mode io_mode)
+{
+ ir_variable *var_table[MAX_PROGRAM_OUTPUTS * 4];
+ unsigned num_variables = 0;
+
+ foreach_in_list(ir_instruction, node, ir) {
+ ir_variable *const var = node->as_variable();
+
+ if (var == NULL || var->data.mode != io_mode)
+ continue;
+
+ /* If we have already encountered more I/O variables that could
+ * successfully link, bail.
+ */
+ if (num_variables == ARRAY_SIZE(var_table))
+ return;
+
+ var_table[num_variables++] = var;
+ }
+
+ if (num_variables == 0)
+ return;
+
+ /* Sort the list in reverse order (io_variable_cmp handles this). Later
+ * we're going to push the variables on to the IR list as a stack, so we
+ * want the last variable (in canonical order) to be first in the list.
+ */
+ qsort(var_table, num_variables, sizeof(var_table[0]), io_variable_cmp);
+
+ /* Remove the variable from it's current location in the IR, and put it at
+ * the front.
+ */
+ for (unsigned i = 0; i < num_variables; i++) {
+ var_table[i]->remove();
+ ir->push_head(var_table[i]);
+ }
+}
+
+/**
+ * Generate a bitfield map of the explicit locations for shader varyings.
+ *
+ * In theory a 32 bits value will be enough but a 64 bits value is future proof.
+ */
+uint64_t
+reserved_varying_slot(struct gl_shader *stage, ir_variable_mode io_mode)
+{
+ assert(io_mode == ir_var_shader_in || io_mode == ir_var_shader_out);
+ assert(MAX_VARYING <= 64); /* avoid an overflow of the returned value */
+
+ uint64_t slots = 0;
+ int var_slot;
+
+ if (!stage)
+ return slots;
+
+ foreach_in_list(ir_instruction, node, stage->ir) {
+ ir_variable *const var = node->as_variable();
+
+ if (var == NULL || var->data.mode != io_mode || !var->data.explicit_location)
+ continue;
+
+ var_slot = var->data.location - VARYING_SLOT_VAR0;
+ if (var_slot >= 0 && var_slot < MAX_VARYING)
+ slots |= 1u << var_slot;
+ }
+
+ return slots;
+}
+
+
/**
* Assign locations for all variables that are produced in one pipeline stage
* (the "producer") and consumed in the next stage (the "consumer").
* each of these objects that matches one of the outputs of the
* producer.
*
- * \param gs_input_vertices: if \c consumer is a geometry shader, this is the
- * number of input vertices it accepts. Otherwise zero.
- *
* When num_tfeedback_decls is nonzero, it is permissible for the consumer to
* be NULL. In this case, varying locations are assigned solely based on the
* requirements of transform feedback.
struct gl_shader_program *prog,
gl_shader *producer, gl_shader *consumer,
unsigned num_tfeedback_decls,
- tfeedback_decl *tfeedback_decls,
- unsigned gs_input_vertices)
+ tfeedback_decl *tfeedback_decls)
{
- const unsigned producer_base = VARYING_SLOT_VAR0;
- const unsigned consumer_base = VARYING_SLOT_VAR0;
- varying_matches matches(ctx->Const.DisableVaryingPacking,
- consumer && consumer->Type == GL_FRAGMENT_SHADER);
+ if (ctx->Const.DisableVaryingPacking) {
+ /* Transform feedback code assumes varyings are packed, so if the driver
+ * has disabled varying packing, make sure it does not support transform
+ * feedback.
+ */
+ assert(!ctx->Extensions.EXT_transform_feedback);
+ }
+
+ /* Tessellation shaders treat inputs and outputs as shared memory and can
+ * access inputs and outputs of other invocations.
+ * Therefore, they can't be lowered to temps easily (and definitely not
+ * efficiently).
+ */
+ bool disable_varying_packing =
+ ctx->Const.DisableVaryingPacking ||
+ (consumer && consumer->Stage == MESA_SHADER_TESS_EVAL) ||
+ (consumer && consumer->Stage == MESA_SHADER_TESS_CTRL) ||
+ (producer && producer->Stage == MESA_SHADER_TESS_CTRL);
+
+ varying_matches matches(disable_varying_packing,
+ producer ? producer->Stage : (gl_shader_stage)-1,
+ consumer ? consumer->Stage : (gl_shader_stage)-1);
hash_table *tfeedback_candidates
= hash_table_ctor(0, hash_table_string_hash, hash_table_string_compare);
hash_table *consumer_inputs
= hash_table_ctor(0, hash_table_string_hash, hash_table_string_compare);
hash_table *consumer_interface_inputs
= hash_table_ctor(0, hash_table_string_hash, hash_table_string_compare);
+ ir_variable *consumer_inputs_with_locations[VARYING_SLOT_TESS_MAX] = {
+ NULL,
+ };
+
+ unsigned consumer_vertices = 0;
+ if (consumer && consumer->Stage == MESA_SHADER_GEOMETRY)
+ consumer_vertices = prog->Geom.VerticesIn;
- /* Operate in a total of three passes.
+ /* Operate in a total of four passes.
+ *
+ * 1. Sort inputs / outputs into a canonical order. This is necessary so
+ * that inputs / outputs of separable shaders will be assigned
+ * predictable locations regardless of the order in which declarations
+ * appeared in the shader source.
*
- * 1. Assign locations for any matching inputs and outputs.
+ * 2. Assign locations for any matching inputs and outputs.
*
- * 2. Mark output variables in the producer that do not have locations as
+ * 3. Mark output variables in the producer that do not have locations as
* not being outputs. This lets the optimizer eliminate them.
*
- * 3. Mark input variables in the consumer that do not have locations as
+ * 4. Mark input variables in the consumer that do not have locations as
* not being inputs. This lets the optimizer eliminate them.
*/
-
- if (consumer) {
- foreach_list(node, consumer->ir) {
- ir_variable *const input_var =
- ((ir_instruction *) node)->as_variable();
-
- if ((input_var != NULL) && (input_var->mode == ir_var_shader_in)) {
- if (input_var->interface_type != NULL) {
- char *const iface_field_name =
- ralloc_asprintf(mem_ctx, "%s.%s",
- input_var->interface_type->name,
- input_var->name);
- hash_table_insert(consumer_interface_inputs, input_var,
- iface_field_name);
- } else {
- hash_table_insert(consumer_inputs, input_var,
- ralloc_strdup(mem_ctx, input_var->name));
- }
- }
- }
+ if (consumer)
+ canonicalize_shader_io(consumer->ir, ir_var_shader_in);
+
+ if (producer)
+ canonicalize_shader_io(producer->ir, ir_var_shader_out);
+
+ if (consumer
+ && !linker::populate_consumer_input_sets(mem_ctx,
+ consumer->ir,
+ consumer_inputs,
+ consumer_interface_inputs,
+ consumer_inputs_with_locations)) {
+ assert(!"populate_consumer_input_sets failed");
+ hash_table_dtor(tfeedback_candidates);
+ hash_table_dtor(consumer_inputs);
+ hash_table_dtor(consumer_interface_inputs);
+ return false;
}
- foreach_list(node, producer->ir) {
- ir_variable *const output_var = ((ir_instruction *) node)->as_variable();
+ if (producer) {
+ foreach_in_list(ir_instruction, node, producer->ir) {
+ ir_variable *const output_var = node->as_variable();
- if ((output_var == NULL) || (output_var->mode != ir_var_shader_out))
- continue;
+ if ((output_var == NULL) ||
+ (output_var->data.mode != ir_var_shader_out))
+ continue;
- tfeedback_candidate_generator g(mem_ctx, tfeedback_candidates);
- g.process(output_var);
-
- ir_variable *input_var;
- if (output_var->interface_type != NULL) {
- char *const iface_field_name =
- ralloc_asprintf(mem_ctx, "%s.%s",
- output_var->interface_type->name,
- output_var->name);
- input_var =
- (ir_variable *) hash_table_find(consumer_interface_inputs,
- iface_field_name);
- } else {
- input_var =
- (ir_variable *) hash_table_find(consumer_inputs, output_var->name);
+ /* Only geometry shaders can use non-zero streams */
+ assert(output_var->data.stream == 0 ||
+ (output_var->data.stream < MAX_VERTEX_STREAMS &&
+ producer->Stage == MESA_SHADER_GEOMETRY));
+
+ tfeedback_candidate_generator g(mem_ctx, tfeedback_candidates);
+ g.process(output_var);
+
+ ir_variable *const input_var =
+ linker::get_matching_input(mem_ctx, output_var, consumer_inputs,
+ consumer_interface_inputs,
+ consumer_inputs_with_locations);
+
+ /* If a matching input variable was found, add this ouptut (and the
+ * input) to the set. If this is a separable program and there is no
+ * consumer stage, add the output.
+ *
+ * Always add TCS outputs. They are shared by all invocations
+ * within a patch and can be used as shared memory.
+ */
+ if (input_var || (prog->SeparateShader && consumer == NULL) ||
+ producer->Type == GL_TESS_CONTROL_SHADER) {
+ matches.record(output_var, input_var);
+ }
+
+ /* Only stream 0 outputs can be consumed in the next stage */
+ if (input_var && output_var->data.stream != 0) {
+ linker_error(prog, "output %s is assigned to stream=%d but "
+ "is linked to an input, which requires stream=0",
+ output_var->name, output_var->data.stream);
+ return false;
+ }
}
+ } else {
+ /* If there's no producer stage, then this must be a separable program.
+ * For example, we may have a program that has just a fragment shader.
+ * Later this program will be used with some arbitrary vertex (or
+ * geometry) shader program. This means that locations must be assigned
+ * for all the inputs.
+ */
+ foreach_in_list(ir_instruction, node, consumer->ir) {
+ ir_variable *const input_var = node->as_variable();
- if (input_var && input_var->mode != ir_var_shader_in)
- input_var = NULL;
+ if ((input_var == NULL) ||
+ (input_var->data.mode != ir_var_shader_in))
+ continue;
- if (input_var) {
- matches.record(output_var, input_var);
+ matches.record(NULL, input_var);
}
}
return false;
}
- if (matched_candidate->toplevel_var->is_unmatched_generic_inout)
+ if (matched_candidate->toplevel_var->data.is_unmatched_generic_inout)
matches.record(matched_candidate->toplevel_var, NULL);
}
- const unsigned slots_used = matches.assign_locations();
- matches.store_locations(producer_base, consumer_base);
+ const uint64_t reserved_slots =
+ reserved_varying_slot(producer, ir_var_shader_out) |
+ reserved_varying_slot(consumer, ir_var_shader_in);
+
+ const unsigned slots_used = matches.assign_locations(reserved_slots,
+ prog->SeparateShader);
+ matches.store_locations();
for (unsigned i = 0; i < num_tfeedback_decls; ++i) {
if (!tfeedback_decls[i].is_varying())
hash_table_dtor(consumer_inputs);
hash_table_dtor(consumer_interface_inputs);
- if (ctx->Const.DisableVaryingPacking) {
- /* Transform feedback code assumes varyings are packed, so if the driver
- * has disabled varying packing, make sure it does not support transform
- * feedback.
- */
- assert(!ctx->Extensions.EXT_transform_feedback);
- } else {
- lower_packed_varyings(mem_ctx, producer_base, slots_used,
- ir_var_shader_out, 0, producer);
+ if (!disable_varying_packing) {
+ if (producer) {
+ lower_packed_varyings(mem_ctx, slots_used, ir_var_shader_out,
+ 0, producer);
+ }
if (consumer) {
- lower_packed_varyings(mem_ctx, consumer_base, slots_used,
- ir_var_shader_in, gs_input_vertices, consumer);
+ lower_packed_varyings(mem_ctx, slots_used, ir_var_shader_in,
+ consumer_vertices, consumer);
}
}
- if (consumer) {
- foreach_list(node, consumer->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
+ if (consumer && producer) {
+ foreach_in_list(ir_instruction, node, consumer->ir) {
+ ir_variable *const var = node->as_variable();
- if (var && var->mode == ir_var_shader_in &&
- var->is_unmatched_generic_inout) {
- if (prog->Version <= 120) {
+ if (var && var->data.mode == ir_var_shader_in &&
+ var->data.is_unmatched_generic_inout) {
+ if (prog->IsES) {
+ /*
+ * On Page 91 (Page 97 of the PDF) of the GLSL ES 1.0 spec:
+ *
+ * If the vertex shader declares but doesn't write to a
+ * varying and the fragment shader declares and reads it,
+ * is this an error?
+ *
+ * RESOLUTION: No.
+ */
+ linker_warning(prog, "%s shader varying %s not written "
+ "by %s shader\n.",
+ _mesa_shader_stage_to_string(consumer->Stage),
+ var->name,
+ _mesa_shader_stage_to_string(producer->Stage));
+ } else if (prog->Version <= 120) {
/* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec:
*
* Only those varying variables used (i.e. read) in
* write the variable for the FS to read it. See
* "glsl1-varying read but not written" in piglit.
*/
-
linker_error(prog, "%s shader varying %s not written "
"by %s shader\n.",
- _mesa_glsl_shader_target_name(consumer->Type),
+ _mesa_shader_stage_to_string(consumer->Stage),
var->name,
- _mesa_glsl_shader_target_name(producer->Type));
+ _mesa_shader_stage_to_string(producer->Stage));
}
/* An 'in' variable is only really a shader input if its
* value is written by the previous stage.
*/
- var->mode = ir_var_auto;
+ var->data.mode = ir_var_auto;
}
}
}
}
bool
-check_against_varying_limit(struct gl_context *ctx,
- struct gl_shader_program *prog,
- gl_shader *consumer)
+check_against_output_limit(struct gl_context *ctx,
+ struct gl_shader_program *prog,
+ gl_shader *producer)
{
- unsigned varying_vectors = 0;
+ unsigned output_vectors = 0;
- foreach_list(node, consumer->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
+ foreach_in_list(ir_instruction, node, producer->ir) {
+ ir_variable *const var = node->as_variable();
- if (var && var->mode == ir_var_shader_in &&
- is_varying_var(consumer->Type, var)) {
- /* The packing rules used for vertex shader inputs are also
- * used for fragment shader inputs.
- */
- varying_vectors += var->type->count_attribute_slots();
+ if (var && var->data.mode == ir_var_shader_out &&
+ var_counts_against_varying_limit(producer->Stage, var)) {
+ output_vectors += var->type->count_attribute_slots();
}
}
- if (ctx->API == API_OPENGLES2 || prog->IsES) {
- if (varying_vectors > ctx->Const.MaxVarying) {
- linker_error(prog, "shader uses too many varying vectors "
+ assert(producer->Stage != MESA_SHADER_FRAGMENT);
+ unsigned max_output_components =
+ ctx->Const.Program[producer->Stage].MaxOutputComponents;
+
+ const unsigned output_components = output_vectors * 4;
+ if (output_components > max_output_components) {
+ if (ctx->API == API_OPENGLES2 || prog->IsES)
+ linker_error(prog, "%s shader uses too many output vectors "
"(%u > %u)\n",
- varying_vectors, ctx->Const.MaxVarying);
- return false;
- }
- } else {
- const unsigned float_components = varying_vectors * 4;
- if (float_components > ctx->Const.MaxVarying * 4) {
- linker_error(prog, "shader uses too many varying components "
+ _mesa_shader_stage_to_string(producer->Stage),
+ output_vectors,
+ max_output_components / 4);
+ else
+ linker_error(prog, "%s shader uses too many output components "
"(%u > %u)\n",
- float_components, ctx->Const.MaxVarying * 4);
- return false;
+ _mesa_shader_stage_to_string(producer->Stage),
+ output_components,
+ max_output_components);
+
+ return false;
+ }
+
+ return true;
+}
+
+bool
+check_against_input_limit(struct gl_context *ctx,
+ struct gl_shader_program *prog,
+ gl_shader *consumer)
+{
+ unsigned input_vectors = 0;
+
+ foreach_in_list(ir_instruction, node, consumer->ir) {
+ ir_variable *const var = node->as_variable();
+
+ if (var && var->data.mode == ir_var_shader_in &&
+ var_counts_against_varying_limit(consumer->Stage, var)) {
+ input_vectors += var->type->count_attribute_slots();
}
}
+ assert(consumer->Stage != MESA_SHADER_VERTEX);
+ unsigned max_input_components =
+ ctx->Const.Program[consumer->Stage].MaxInputComponents;
+
+ const unsigned input_components = input_vectors * 4;
+ if (input_components > max_input_components) {
+ if (ctx->API == API_OPENGLES2 || prog->IsES)
+ linker_error(prog, "%s shader uses too many input vectors "
+ "(%u > %u)\n",
+ _mesa_shader_stage_to_string(consumer->Stage),
+ input_vectors,
+ max_input_components / 4);
+ else
+ linker_error(prog, "%s shader uses too many input components "
+ "(%u > %u)\n",
+ _mesa_shader_stage_to_string(consumer->Stage),
+ input_components,
+ max_input_components);
+
+ return false;
+ }
+
return true;
}