*
* \author Ian Romanick <ian.d.romanick@intel.com>
*/
-#include <cstdlib>
-#include <cstdio>
-#include <cstdarg>
-#include <climits>
-extern "C" {
-#include <talloc.h>
-}
-
-#include "main/mtypes.h"
-#include "main/macros.h"
-#include "main/shaderobj.h"
+#include "main/core.h"
#include "glsl_symbol_table.h"
#include "ir.h"
#include "program.h"
#include "linker.h"
#include "ir_optimization.h"
+extern "C" {
+#include "main/shaderobj.h"
+}
+
/**
* Visitor that determines whether or not a variable is ever written.
*/
return visit_continue_with_parent;
}
+ virtual ir_visitor_status visit_enter(ir_call *ir)
+ {
+ exec_list_iterator sig_iter = ir->get_callee()->parameters.iterator();
+ foreach_iter(exec_list_iterator, iter, *ir) {
+ ir_rvalue *param_rval = (ir_rvalue *)iter.get();
+ ir_variable *sig_param = (ir_variable *)sig_iter.get();
+
+ if (sig_param->mode == ir_var_out ||
+ sig_param->mode == ir_var_inout) {
+ ir_variable *var = param_rval->variable_referenced();
+ if (var && strcmp(name, var->name) == 0) {
+ found = true;
+ return visit_stop;
+ }
+ }
+ sig_iter.next();
+ }
+
+ return visit_continue_with_parent;
+ }
+
bool variable_found()
{
return found;
};
+/**
+ * Visitor that determines whether or not a variable is ever read.
+ */
+class find_deref_visitor : public ir_hierarchical_visitor {
+public:
+ find_deref_visitor(const char *name)
+ : name(name), found(false)
+ {
+ /* empty */
+ }
+
+ virtual ir_visitor_status visit(ir_dereference_variable *ir)
+ {
+ if (strcmp(this->name, ir->var->name) == 0) {
+ this->found = true;
+ return visit_stop;
+ }
+
+ return visit_continue;
+ }
+
+ bool variable_found() const
+ {
+ return this->found;
+ }
+
+private:
+ const char *name; /**< Find writes to a variable with this name. */
+ bool found; /**< Was a write to the variable found? */
+};
+
+
void
-linker_error_printf(gl_shader_program *prog, const char *fmt, ...)
+linker_error(gl_shader_program *prog, const char *fmt, ...)
{
va_list ap;
- prog->InfoLog = talloc_strdup_append(prog->InfoLog, "error: ");
+ ralloc_strcat(&prog->InfoLog, "error: ");
va_start(ap, fmt);
- prog->InfoLog = talloc_vasprintf_append(prog->InfoLog, fmt, ap);
+ ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
va_end(ap);
+
+ prog->LinkStatus = false;
+}
+
+
+void
+linker_warning(gl_shader_program *prog, const char *fmt, ...)
+{
+ va_list ap;
+
+ ralloc_strcat(&prog->InfoLog, "error: ");
+ va_start(ap, fmt);
+ ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
+ va_end(ap);
+
}
/* Only assign locations for generic attributes / varyings / etc.
*/
- if (var->location >= generic_base)
+ if ((var->location >= generic_base) && !var->explicit_location)
var->location = -1;
}
}
find_assignment_visitor find("gl_Position");
find.run(shader->ir);
if (!find.variable_found()) {
- linker_error_printf(prog,
- "vertex shader does not write to `gl_Position'\n");
+ linker_error(prog, "vertex shader does not write to `gl_Position'\n");
return false;
}
+ if (prog->Version >= 130) {
+ /* From section 7.1 (Vertex Shader Special Variables) of the
+ * GLSL 1.30 spec:
+ *
+ * "It is an error for a shader to statically write both
+ * gl_ClipVertex and gl_ClipDistance."
+ */
+ find_assignment_visitor clip_vertex("gl_ClipVertex");
+ find_assignment_visitor clip_distance("gl_ClipDistance");
+
+ clip_vertex.run(shader->ir);
+ clip_distance.run(shader->ir);
+ if (clip_vertex.variable_found() && clip_distance.variable_found()) {
+ linker_error(prog, "vertex shader writes to both `gl_ClipVertex' "
+ "and `gl_ClipDistance'\n");
+ return false;
+ }
+ }
+
return true;
}
frag_data.run(shader->ir);
if (frag_color.variable_found() && frag_data.variable_found()) {
- linker_error_printf(prog, "fragment shader writes to both "
- "`gl_FragColor' and `gl_FragData'\n");
+ linker_error(prog, "fragment shader writes to both "
+ "`gl_FragColor' and `gl_FragData'\n");
return false;
}
case ir_var_out: return "shader output";
case ir_var_inout: return "shader inout";
+ case ir_var_const_in:
case ir_var_temporary:
default:
assert(!"Should not get here.");
*/
glsl_symbol_table variables;
for (unsigned i = 0; i < num_shaders; i++) {
+ if (shader_list[i] == NULL)
+ continue;
+
foreach_list(node, shader_list[i]->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
ir_variable *const existing = variables.get_variable(var->name);
if (existing != NULL) {
if (var->type != existing->type) {
- linker_error_printf(prog, "%s `%s' declared as type "
- "`%s' and type `%s'\n",
- mode_string(var),
- var->name, var->type->name,
- existing->type->name);
- return false;
+ /* Consider the types to be "the same" if both types are arrays
+ * of the same type and one of the arrays is implicitly sized.
+ * In addition, set the type of the linked variable to the
+ * explicitly sized array.
+ */
+ if (var->type->is_array()
+ && existing->type->is_array()
+ && (var->type->fields.array == existing->type->fields.array)
+ && ((var->type->length == 0)
+ || (existing->type->length == 0))) {
+ if (var->type->length != 0) {
+ existing->type = var->type;
+ }
+ } else {
+ 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 false;
+ }
+ }
+
+ if (var->explicit_location) {
+ if (existing->explicit_location
+ && (var->location != existing->location)) {
+ linker_error(prog, "explicit locations for %s "
+ "`%s' have differing values\n",
+ mode_string(var), var->name);
+ return false;
+ }
+
+ existing->location = var->location;
+ existing->explicit_location = true;
}
+ /* 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->depth_layout != ir_depth_layout_none;
+ bool layout_differs = var->depth_layout != existing->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.");
+ }
+ if (var->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");
+ }
+ }
+
/* FINISHME: Handle non-constant initializers.
*/
if (var->constant_value != NULL) {
if (existing->constant_value != NULL) {
if (!var->constant_value->has_value(existing->constant_value)) {
- linker_error_printf(prog, "initializers for %s "
- "`%s' have differing values\n",
- mode_string(var), var->name);
+ linker_error(prog, "initializers for %s "
+ "`%s' have differing values\n",
+ mode_string(var), var->name);
return false;
}
} else
* FINISHME: will fail.
*/
existing->constant_value =
- var->constant_value->clone(talloc_parent(existing), NULL);
+ var->constant_value->clone(ralloc_parent(existing), NULL);
}
+
+ if (existing->invariant != var->invariant) {
+ linker_error(prog, "declarations for %s `%s' have "
+ "mismatching invariant qualifiers\n",
+ mode_string(var), var->name);
+ return false;
+ }
+ if (existing->centroid != var->centroid) {
+ linker_error(prog, "declarations for %s `%s' have "
+ "mismatching centroid qualifiers\n",
+ mode_string(var), var->name);
+ return false;
+ }
} else
- variables.add_variable(var->name, var);
+ variables.add_variable(var);
}
}
cross_validate_uniforms(struct gl_shader_program *prog)
{
return cross_validate_globals(prog, prog->_LinkedShaders,
- prog->_NumLinkedShaders, true);
+ MESA_SHADER_TYPES, true);
}
if ((var == NULL) || (var->mode != ir_var_out))
continue;
- parameters.add_variable(var->name, var);
+ parameters.add_variable(var);
}
/* Check that the types match between stages.
*/
if (input->type != output->type) {
- linker_error_printf(prog,
- "%s shader output `%s' delcared as "
- "type `%s', but %s shader input declared "
- "as type `%s'\n",
- producer_stage, output->name,
- output->type->name,
- consumer_stage, input->type->name);
- return false;
+ /* There is a bit of a special case for gl_TexCoord. This
+ * built-in is unsized by default. Applications that variable
+ * access it must redeclare it with a size. There is some
+ * language in the GLSL spec that implies the fragment shader
+ * and vertex shader do not have to agree on this size. Other
+ * driver behave this way, and one or two applications seem to
+ * rely on it.
+ *
+ * Neither declaration needs to be modified here because the array
+ * sizes are fixed later when update_array_sizes is called.
+ *
+ * From page 48 (page 54 of the PDF) of the GLSL 1.10 spec:
+ *
+ * "Unlike user-defined varying variables, the built-in
+ * varying variables don't have a strict one-to-one
+ * correspondence between the vertex language and the
+ * fragment language."
+ */
+ if (!output->type->is_array()
+ || (strncmp("gl_", output->name, 3) != 0)) {
+ linker_error(prog,
+ "%s shader output `%s' declared as type `%s', "
+ "but %s shader input declared as type `%s'\n",
+ producer_stage, output->name,
+ output->type->name,
+ consumer_stage, input->type->name);
+ return false;
+ }
}
/* Check that all of the qualifiers match between stages.
*/
if (input->centroid != output->centroid) {
- linker_error_printf(prog,
- "%s shader output `%s' %s centroid qualifier, "
- "but %s shader input %s centroid qualifier\n",
- producer_stage,
- output->name,
- (output->centroid) ? "has" : "lacks",
- consumer_stage,
- (input->centroid) ? "has" : "lacks");
+ linker_error(prog,
+ "%s shader output `%s' %s centroid qualifier, "
+ "but %s shader input %s centroid qualifier\n",
+ producer_stage,
+ output->name,
+ (output->centroid) ? "has" : "lacks",
+ consumer_stage,
+ (input->centroid) ? "has" : "lacks");
return false;
}
if (input->invariant != output->invariant) {
- linker_error_printf(prog,
- "%s shader output `%s' %s invariant qualifier, "
- "but %s shader input %s invariant qualifier\n",
- producer_stage,
- output->name,
- (output->invariant) ? "has" : "lacks",
- consumer_stage,
- (input->invariant) ? "has" : "lacks");
+ linker_error(prog,
+ "%s shader output `%s' %s invariant qualifier, "
+ "but %s shader input %s invariant qualifier\n",
+ producer_stage,
+ output->name,
+ (output->invariant) ? "has" : "lacks",
+ consumer_stage,
+ (input->invariant) ? "has" : "lacks");
return false;
}
if (input->interpolation != output->interpolation) {
- linker_error_printf(prog,
- "%s shader output `%s' specifies %s "
- "interpolation qualifier, "
- "but %s shader input specifies %s "
- "interpolation qualifier\n",
- producer_stage,
- output->name,
- output->interpolation_string(),
- consumer_stage,
- input->interpolation_string());
+ linker_error(prog,
+ "%s shader output `%s' specifies %s "
+ "interpolation qualifier, "
+ "but %s shader input specifies %s "
+ "interpolation qualifier\n",
+ producer_stage,
+ output->name,
+ output->interpolation_string(),
+ consumer_stage,
+ input->interpolation_string());
return false;
}
}
ir_function *func;
if ((func = inst->as_function()) != NULL) {
- sh->symbols->add_function(func->name, func);
+ sh->symbols->add_function(func);
} else if ((var = inst->as_variable()) != NULL) {
- sh->symbols->add_variable(var->name, var);
+ sh->symbols->add_variable(var);
}
}
}
else {
ir_variable *copy = ir->var->clone(this->target, NULL);
- this->symbols->add_variable(copy->name, copy);
+ this->symbols->add_variable(copy);
this->instructions->push_head(copy);
ir->var = copy;
}
* shader is returned.
*/
static struct gl_shader *
-link_intrastage_shaders(struct gl_shader_program *prog,
+link_intrastage_shaders(void *mem_ctx,
+ struct gl_context *ctx,
+ struct gl_shader_program *prog,
struct gl_shader **shader_list,
unsigned num_shaders)
{
ir_function_signature *sig =
(ir_function_signature *) iter.get();
- if (!sig->is_defined || sig->is_built_in)
+ if (!sig->is_defined || sig->is_builtin)
continue;
ir_function_signature *other_sig =
other->exact_matching_signature(& sig->parameters);
if ((other_sig != NULL) && other_sig->is_defined
- && !other_sig->is_built_in) {
- linker_error_printf(prog,
- "function `%s' is multiply defined",
- f->name);
+ && !other_sig->is_builtin) {
+ linker_error(prog, "function `%s' is multiply defined",
+ f->name);
return NULL;
}
}
}
if (main == NULL) {
- linker_error_printf(prog, "%s shader lacks `main'\n",
- (shader_list[0]->Type == GL_VERTEX_SHADER)
- ? "vertex" : "fragment");
+ linker_error(prog, "%s shader lacks `main'\n",
+ (shader_list[0]->Type == GL_VERTEX_SHADER)
+ ? "vertex" : "fragment");
return NULL;
}
- gl_shader *const linked = _mesa_new_shader(NULL, 0, main->Type);
+ gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
linked->ir = new(linked) exec_list;
- clone_ir_list(linked, linked->ir, main->ir);
+ clone_ir_list(mem_ctx, linked->ir, main->ir);
populate_symbol_table(linked);
assert(idx == num_linking_shaders);
- link_function_calls(prog, linked, linking_shaders, num_linking_shaders);
+ if (!link_function_calls(prog, linked, linking_shaders,
+ num_linking_shaders)) {
+ ctx->Driver.DeleteShader(ctx, linked);
+ linked = NULL;
+ }
free(linking_shaders);
+#ifdef DEBUG
+ /* At this point linked should contain all of the linked IR, so
+ * validate it to make sure nothing went wrong.
+ */
+ if (linked)
+ validate_ir_tree(linked->ir);
+#endif
+
+ /* 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.
+ */
+ if (linked != NULL) {
+ class array_sizing_visitor : public ir_hierarchical_visitor {
+ public:
+ virtual ir_visitor_status visit(ir_variable *var)
+ {
+ if (var->type->is_array() && (var->type->length == 0)) {
+ const glsl_type *type =
+ glsl_type::get_array_instance(var->type->fields.array,
+ var->max_array_access + 1);
+
+ assert(type != NULL);
+ var->type = type;
+ }
+
+ return visit_continue;
+ }
+ } v;
+
+ v.run(linked->ir);
+ }
+
return linked;
}
unsigned slots;
};
+/**
+ * Update the sizes of linked shader uniform arrays to the maximum
+ * array index used.
+ *
+ * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
+ *
+ * If one or more elements of an array are active,
+ * GetActiveUniform will return the name of the array in name,
+ * subject to the restrictions listed above. The type of the array
+ * is returned in type. The size parameter contains the highest
+ * array element index used, plus one. The compiler or linker
+ * determines the highest index used. There will be only one
+ * active uniform reported by the GL per uniform array.
+
+ */
+static void
+update_array_sizes(struct gl_shader_program *prog)
+{
+ for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ foreach_list(node, prog->_LinkedShaders[i]->ir) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if ((var == NULL) || (var->mode != ir_var_uniform &&
+ var->mode != ir_var_in &&
+ var->mode != ir_var_out) ||
+ !var->type->is_array())
+ continue;
+
+ unsigned int size = var->max_array_access;
+ for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
+ if (prog->_LinkedShaders[j] == NULL)
+ continue;
+
+ foreach_list(node2, prog->_LinkedShaders[j]->ir) {
+ ir_variable *other_var = ((ir_instruction *) node2)->as_variable();
+ if (!other_var)
+ continue;
+
+ if (strcmp(var->name, other_var->name) == 0 &&
+ other_var->max_array_access > size) {
+ size = other_var->max_array_access;
+ }
+ }
+ }
+
+ if (size + 1 != var->type->fields.array->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->num_state_slots > 0) {
+ var->num_state_slots = (size + 1)
+ * (var->num_state_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.
+ */
+ }
+ }
+ }
+}
+
+static void
+add_uniform(void *mem_ctx, exec_list *uniforms, struct hash_table *ht,
+ const char *name, const glsl_type *type, GLenum shader_type,
+ unsigned *next_shader_pos, unsigned *total_uniforms)
+{
+ if (type->is_record()) {
+ for (unsigned int i = 0; i < type->length; i++) {
+ const glsl_type *field_type = type->fields.structure[i].type;
+ char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
+ type->fields.structure[i].name);
+
+ add_uniform(mem_ctx, uniforms, ht, field_name, field_type,
+ shader_type, next_shader_pos, total_uniforms);
+ }
+ } else {
+ uniform_node *n = (uniform_node *) hash_table_find(ht, name);
+ unsigned int vec4_slots;
+ const glsl_type *array_elem_type = NULL;
+
+ if (type->is_array()) {
+ array_elem_type = type->fields.array;
+ /* Array of structures. */
+ if (array_elem_type->is_record()) {
+ for (unsigned int i = 0; i < type->length; i++) {
+ char *elem_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
+ add_uniform(mem_ctx, uniforms, ht, elem_name, array_elem_type,
+ shader_type, next_shader_pos, total_uniforms);
+ }
+ return;
+ }
+ }
+
+ /* Fix the storage size of samplers at 1 vec4 each. Be sure to pad out
+ * vectors to vec4 slots.
+ */
+ if (type->is_array()) {
+ if (array_elem_type->is_sampler())
+ vec4_slots = type->length;
+ else
+ vec4_slots = type->length * array_elem_type->matrix_columns;
+ } else if (type->is_sampler()) {
+ vec4_slots = 1;
+ } else {
+ vec4_slots = type->matrix_columns;
+ }
+
+ if (n == NULL) {
+ n = (uniform_node *) calloc(1, sizeof(struct uniform_node));
+ n->u = (gl_uniform *) calloc(1, sizeof(struct gl_uniform));
+ n->slots = vec4_slots;
+
+ n->u->Name = strdup(name);
+ n->u->Type = type;
+ n->u->VertPos = -1;
+ n->u->FragPos = -1;
+ n->u->GeomPos = -1;
+ (*total_uniforms)++;
+
+ hash_table_insert(ht, n, name);
+ uniforms->push_tail(& n->link);
+ }
+
+ switch (shader_type) {
+ case GL_VERTEX_SHADER:
+ n->u->VertPos = *next_shader_pos;
+ break;
+ case GL_FRAGMENT_SHADER:
+ n->u->FragPos = *next_shader_pos;
+ break;
+ case GL_GEOMETRY_SHADER:
+ n->u->GeomPos = *next_shader_pos;
+ break;
+ }
+
+ (*next_shader_pos) += vec4_slots;
+ }
+}
+
void
assign_uniform_locations(struct gl_shader_program *prog)
{
unsigned total_uniforms = 0;
hash_table *ht = hash_table_ctor(32, hash_table_string_hash,
hash_table_string_compare);
+ void *mem_ctx = ralloc_context(NULL);
+
+ for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
- for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
unsigned next_position = 0;
foreach_list(node, prog->_LinkedShaders[i]->ir) {
if ((var == NULL) || (var->mode != ir_var_uniform))
continue;
- const unsigned vec4_slots = (var->component_slots() + 3) / 4;
- if (vec4_slots == 0) {
- /* If we've got a sampler or an aggregate of them, the size can
- * end up zero. Don't allocate any space.
+ if (strncmp(var->name, "gl_", 3) == 0) {
+ /* At the moment, we don't allocate uniform locations for
+ * builtin uniforms. It's permitted by spec, and we'll
+ * likely switch to doing that at some point, but not yet.
*/
continue;
}
- uniform_node *n = (uniform_node *) hash_table_find(ht, var->name);
- if (n == NULL) {
- n = (uniform_node *) calloc(1, sizeof(struct uniform_node));
- n->u = (gl_uniform *) calloc(vec4_slots, sizeof(struct gl_uniform));
- n->slots = vec4_slots;
-
- n->u[0].Name = strdup(var->name);
- for (unsigned j = 1; j < vec4_slots; j++)
- n->u[j].Name = n->u[0].Name;
-
- hash_table_insert(ht, n, n->u[0].Name);
- uniforms.push_tail(& n->link);
- total_uniforms += vec4_slots;
- }
-
- if (var->constant_value != NULL)
- for (unsigned j = 0; j < vec4_slots; j++)
- n->u[j].Initialized = true;
-
var->location = next_position;
-
- for (unsigned j = 0; j < vec4_slots; j++) {
- switch (prog->_LinkedShaders[i]->Type) {
- case GL_VERTEX_SHADER:
- n->u[j].VertPos = next_position;
- break;
- case GL_FRAGMENT_SHADER:
- n->u[j].FragPos = next_position;
- break;
- case GL_GEOMETRY_SHADER:
- /* FINISHME: Support geometry shaders. */
- assert(prog->_LinkedShaders[i]->Type != GL_GEOMETRY_SHADER);
- break;
- }
-
- next_position++;
- }
+ add_uniform(mem_ctx, &uniforms, ht, var->name, var->type,
+ prog->_LinkedShaders[i]->Type,
+ &next_position, &total_uniforms);
}
}
+ ralloc_free(mem_ctx);
+
gl_uniform_list *ul = (gl_uniform_list *)
calloc(1, sizeof(gl_uniform_list));
next = (uniform_node *) node->link.next;
node->link.remove();
- memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform) * node->slots);
- idx += node->slots;
+ memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform));
+ idx++;
free(node->u);
free(node);
/**
- * Find a contiguous set of available bits in a bitmask
+ * Find a contiguous set of available bits in a bitmask.
*
* \param used_mask Bits representing used (1) and unused (0) locations
* \param needed_count Number of contiguous bits needed.
}
+/**
+ * Assign locations for either VS inputs for FS outputs
+ *
+ * \param prog Shader program whose variables need locations assigned
+ * \param target_index Selector for the program target to receive location
+ * assignmnets. Must be either \c MESA_SHADER_VERTEX or
+ * \c MESA_SHADER_FRAGMENT.
+ * \param max_index Maximum number of generic locations. This corresponds
+ * to either the maximum number of draw buffers or the
+ * maximum number of generic attributes.
+ *
+ * \return
+ * If locations are successfully assigned, true is returned. Otherwise an
+ * error is emitted to the shader link log and false is returned.
+ *
+ * \bug
+ * Locations set via \c glBindFragDataLocation are not currently supported.
+ * Only locations assigned automatically by the linker, explicitly set by a
+ * layout qualifier, or explicitly set by a built-in variable (e.g., \c
+ * gl_FragColor) are supported for fragment shaders.
+ */
bool
-assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index)
+assign_attribute_or_color_locations(gl_shader_program *prog,
+ unsigned target_index,
+ unsigned max_index)
{
- /* Mark invalid attribute locations as being used.
+ /* Mark invalid locations as being used.
*/
- unsigned used_locations = (max_attribute_index >= 32)
- ? ~0 : ~((1 << max_attribute_index) - 1);
+ unsigned used_locations = (max_index >= 32)
+ ? ~0 : ~((1 << max_index) - 1);
- gl_shader *const sh = prog->_LinkedShaders[0];
- assert(sh->Type == GL_VERTEX_SHADER);
+ assert((target_index == MESA_SHADER_VERTEX)
+ || (target_index == MESA_SHADER_FRAGMENT));
+
+ gl_shader *const sh = prog->_LinkedShaders[target_index];
+ if (sh == NULL)
+ return true;
/* Operate in a total of four passes.
*
* 1. Invalidate the location assignments for all vertex shader inputs.
*
* 2. Assign locations for inputs that have user-defined (via
- * glBindVertexAttribLocation) locatoins.
+ * glBindVertexAttribLocation) locations.
*
* 3. Sort the attributes without assigned locations by number of slots
* required in decreasing order. Fragmentation caused by attribute
* 4. Assign locations to any inputs without assigned locations.
*/
- invalidate_variable_locations(sh, ir_var_in, VERT_ATTRIB_GENERIC0);
+ const int generic_base = (target_index == MESA_SHADER_VERTEX)
+ ? (int) VERT_ATTRIB_GENERIC0 : (int) FRAG_RESULT_DATA0;
+
+ const enum ir_variable_mode direction =
+ (target_index == MESA_SHADER_VERTEX) ? ir_var_in : ir_var_out;
+
- if (prog->Attributes != NULL) {
+ invalidate_variable_locations(sh, direction, generic_base);
+
+ if ((target_index == MESA_SHADER_VERTEX) && (prog->Attributes != NULL)) {
for (unsigned i = 0; i < prog->Attributes->NumParameters; i++) {
ir_variable *const var =
sh->symbols->get_variable(prog->Attributes->Parameters[i].Name);
* attribute overlaps any previously allocated bits.
*/
if ((~(use_mask << attr) & used_locations) != used_locations) {
- linker_error_printf(prog,
- "insufficient contiguous attribute locations "
- "available for vertex shader input `%s'",
- var->name);
+ linker_error(prog,
+ "insufficient contiguous attribute locations "
+ "available for vertex shader input `%s'",
+ var->name);
return false;
}
foreach_list(node, sh->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
- if ((var == NULL) || (var->mode != ir_var_in))
+ if ((var == NULL) || (var->mode != (unsigned) direction))
continue;
+ if (var->explicit_location) {
+ const unsigned slots = count_attribute_slots(var->type);
+ const unsigned use_mask = (1 << slots) - 1;
+ const int attr = var->location - generic_base;
+
+ if ((var->location >= (int)(max_index + generic_base))
+ || (var->location < 0)) {
+ linker_error(prog,
+ "invalid explicit location %d specified for `%s'\n",
+ (var->location < 0) ? var->location : attr,
+ var->name);
+ return false;
+ } else if (var->location >= generic_base) {
+ used_locations |= (use_mask << attr);
+ }
+ }
+
/* The location was explicitly assigned, nothing to do here.
*/
if (var->location != -1)
qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
- /* VERT_ATTRIB_GENERIC0 is a psdueo-alias for VERT_ATTRIB_POS. It can only
- * be explicitly assigned by via glBindAttribLocation. Mark it as reserved
- * to prevent it from being automatically allocated below.
- */
- used_locations |= (1 << 0);
+ if (target_index == MESA_SHADER_VERTEX) {
+ /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can
+ * only be explicitly assigned by via glBindAttribLocation. Mark it as
+ * reserved to prevent it from being automatically allocated below.
+ */
+ find_deref_visitor find("gl_Vertex");
+ find.run(sh->ir);
+ if (find.variable_found())
+ used_locations |= (1 << 0);
+ }
for (unsigned i = 0; i < num_attr; i++) {
/* Mask representing the contiguous slots that will be used by this
int location = find_available_slots(used_locations, to_assign[i].slots);
if (location < 0) {
- linker_error_printf(prog,
- "insufficient contiguous attribute locations "
- "available for vertex shader input `%s'",
- to_assign[i].var->name);
+ const char *const string = (target_index == MESA_SHADER_VERTEX)
+ ? "vertex shader input" : "fragment shader output";
+
+ linker_error(prog,
+ "insufficient contiguous attribute locations "
+ "available for %s `%s'",
+ string, to_assign[i].var->name);
return false;
}
- to_assign[i].var->location = VERT_ATTRIB_GENERIC0 + location;
+ to_assign[i].var->location = generic_base + location;
used_locations |= (use_mask << location);
}
}
+/**
+ * Demote shader inputs and outputs that are not used in other stages
+ */
void
-assign_varying_locations(struct gl_shader_program *prog,
+demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
+{
+ foreach_list(node, sh->ir) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if ((var == NULL) || (var->mode != int(mode)))
+ continue;
+
+ /* A shader 'in' or 'out' variable is only really an input or output if
+ * its value is used by other shader stages. This will cause the variable
+ * to have a location assigned.
+ */
+ if (var->location == -1) {
+ var->mode = ir_var_auto;
+ }
+ }
+}
+
+
+bool
+assign_varying_locations(struct gl_context *ctx,
+ struct gl_shader_program *prog,
gl_shader *producer, gl_shader *consumer)
{
/* FINISHME: Set dynamically when geometry shader support is added. */
assert(input_var->location == -1);
- /* FINISHME: Location assignment will need some changes when arrays,
- * FINISHME: matrices, and structures are allowed as shader inputs /
- * FINISHME: outputs.
- */
output_var->location = output_index;
input_var->location = input_index;
- output_index++;
- input_index++;
- }
+ /* FINISHME: Support for "varying" records in GLSL 1.50. */
+ assert(!output_var->type->is_record());
- foreach_list(node, producer->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
+ if (output_var->type->is_array()) {
+ const unsigned slots = output_var->type->length
+ * output_var->type->fields.array->matrix_columns;
- if ((var == NULL) || (var->mode != ir_var_out))
- continue;
+ output_index += slots;
+ input_index += slots;
+ } else {
+ const unsigned slots = output_var->type->matrix_columns;
- /* An 'out' variable is only really a shader output if its value is read
- * by the following stage.
- */
- if (var->location == -1) {
- var->mode = ir_var_auto;
+ output_index += slots;
+ input_index += slots;
}
}
+ unsigned varying_vectors = 0;
+
foreach_list(node, consumer->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
* "glsl1-varying read but not written" in piglit.
*/
- linker_error_printf(prog, "fragment shader varying %s not written "
- "by vertex shader\n.", var->name);
- prog->LinkStatus = false;
+ linker_error(prog, "fragment shader varying %s not written "
+ "by vertex shader\n.", var->name);
}
/* An 'in' variable is only really a shader input if its
* value is written by the previous stage.
*/
var->mode = ir_var_auto;
+ } else {
+ /* The packing rules are used for vertex shader inputs are also used
+ * for fragment shader inputs.
+ */
+ varying_vectors += count_attribute_slots(var->type);
}
}
+
+ if (ctx->API == API_OPENGLES2 || prog->Version == 100) {
+ if (varying_vectors > ctx->Const.MaxVarying) {
+ linker_error(prog, "shader uses too many varying 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 "
+ "(%u > %u)\n",
+ float_components, ctx->Const.MaxVarying * 4);
+ return false;
+ }
+ }
+
+ return true;
}
void
-link_shaders(struct gl_shader_program *prog)
+link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
+ void *mem_ctx = ralloc_context(NULL); // temporary linker context
+
prog->LinkStatus = false;
prog->Validated = false;
prog->_Used = false;
if (prog->InfoLog != NULL)
- talloc_free(prog->InfoLog);
+ ralloc_free(prog->InfoLog);
- prog->InfoLog = talloc_strdup(NULL, "");
+ prog->InfoLog = ralloc_strdup(NULL, "");
/* Separate the shaders into groups based on their type.
*/
* match shading language versions. With GLSL 1.30 and later, the versions
* of all shaders must match.
*/
- assert(min_version >= 110);
+ assert(min_version >= 100);
assert(max_version <= 130);
- if ((max_version >= 130) && (min_version != max_version)) {
- linker_error_printf(prog, "all shaders must use same shading "
- "language version\n");
+ if ((max_version >= 130 || min_version == 100)
+ && min_version != max_version) {
+ linker_error(prog, "all shaders must use same shading "
+ "language version\n");
goto done;
}
prog->Version = max_version;
+ for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
+ if (prog->_LinkedShaders[i] != NULL)
+ ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
+
+ prog->_LinkedShaders[i] = NULL;
+ }
+
/* Link all shaders for a particular stage and validate the result.
*/
- prog->_NumLinkedShaders = 0;
if (num_vert_shaders > 0) {
gl_shader *const sh =
- link_intrastage_shaders(prog, vert_shader_list, num_vert_shaders);
+ link_intrastage_shaders(mem_ctx, ctx, prog, vert_shader_list,
+ num_vert_shaders);
if (sh == NULL)
goto done;
if (!validate_vertex_shader_executable(prog, sh))
- goto done;
+ goto done;
- prog->_LinkedShaders[prog->_NumLinkedShaders] = sh;
- prog->_NumLinkedShaders++;
+ _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_VERTEX],
+ sh);
}
if (num_frag_shaders > 0) {
gl_shader *const sh =
- link_intrastage_shaders(prog, frag_shader_list, num_frag_shaders);
+ link_intrastage_shaders(mem_ctx, ctx, prog, frag_shader_list,
+ num_frag_shaders);
if (sh == NULL)
goto done;
if (!validate_fragment_shader_executable(prog, sh))
- goto done;
+ goto done;
- prog->_LinkedShaders[prog->_NumLinkedShaders] = sh;
- prog->_NumLinkedShaders++;
+ _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
+ sh);
}
/* Here begins the inter-stage linking phase. Some initial validation is
* varyings.
*/
if (cross_validate_uniforms(prog)) {
- /* Validate the inputs of each stage with the output of the preceeding
+ unsigned prev;
+
+ for (prev = 0; prev < MESA_SHADER_TYPES; prev++) {
+ if (prog->_LinkedShaders[prev] != NULL)
+ break;
+ }
+
+ /* Validate the inputs of each stage with the output of the preceding
* stage.
*/
- for (unsigned i = 1; i < prog->_NumLinkedShaders; i++) {
+ for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
if (!cross_validate_outputs_to_inputs(prog,
- prog->_LinkedShaders[i - 1],
+ prog->_LinkedShaders[prev],
prog->_LinkedShaders[i]))
goto done;
+
+ prev = i;
}
prog->LinkStatus = true;
}
- /* FINISHME: Perform whole-program optimization here. */
- for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
- /* Optimization passes */
- bool progress;
- exec_list *ir = prog->_LinkedShaders[i]->ir;
-
- /* Lowering */
- do_mat_op_to_vec(ir);
- do_mod_to_fract(ir);
- do_div_to_mul_rcp(ir);
- do_explog_to_explog2(ir);
-
- do {
- progress = false;
-
- progress = do_function_inlining(ir) || progress;
- progress = do_dead_functions(ir) || progress;
- progress = do_structure_splitting(ir) || progress;
- progress = do_if_simplification(ir) || progress;
- progress = do_copy_propagation(ir) || progress;
- progress = do_dead_code_local(ir) || progress;
- progress = do_dead_code(ir) || progress;
- progress = do_tree_grafting(ir) || progress;
- progress = do_constant_propagation(ir) || progress;
- progress = do_constant_variable(ir) || progress;
- progress = do_constant_folding(ir) || progress;
- progress = do_algebraic(ir) || progress;
- progress = do_if_return(ir) || progress;
-#if 0
- if (ctx->Shader.EmitNoIfs)
- progress = do_if_to_cond_assign(ir) || progress;
-#endif
+ /* Do common optimization before assigning storage for attributes,
+ * uniforms, and varyings. Later optimization could possibly make
+ * some of that unused.
+ */
+ for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
- progress = do_vec_index_to_swizzle(ir) || progress;
- /* Do this one after the previous to let the easier pass handle
- * constant vector indexing.
- */
- progress = do_vec_index_to_cond_assign(ir) || progress;
+ detect_recursion_linked(prog, prog->_LinkedShaders[i]->ir);
+ if (!prog->LinkStatus)
+ goto done;
- progress = do_swizzle_swizzle(ir) || progress;
- } while (progress);
+ while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, 32))
+ ;
}
+ update_array_sizes(prog);
+
assign_uniform_locations(prog);
- if (prog->_LinkedShaders[0]->Type == GL_VERTEX_SHADER)
- /* FINISHME: The value of the max_attribute_index parameter is
- * FINISHME: implementation dependent based on the value of
- * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
- * FINISHME: at least 16, so hardcode 16 for now.
- */
- if (!assign_attribute_locations(prog, 16))
+ /* FINISHME: The value of the max_attribute_index parameter is
+ * FINISHME: implementation dependent based on the value of
+ * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
+ * FINISHME: at least 16, so hardcode 16 for now.
+ */
+ if (!assign_attribute_or_color_locations(prog, MESA_SHADER_VERTEX, 16)) {
+ goto done;
+ }
+
+ if (!assign_attribute_or_color_locations(prog, MESA_SHADER_FRAGMENT, ctx->Const.MaxDrawBuffers)) {
+ goto done;
+ }
+
+ unsigned prev;
+ for (prev = 0; prev < MESA_SHADER_TYPES; prev++) {
+ if (prog->_LinkedShaders[prev] != NULL)
+ break;
+ }
+
+ for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ if (!assign_varying_locations(ctx, prog,
+ prog->_LinkedShaders[prev],
+ prog->_LinkedShaders[i])) {
goto done;
+ }
- for (unsigned i = 1; i < prog->_NumLinkedShaders; i++)
- assign_varying_locations(prog,
- prog->_LinkedShaders[i - 1],
- prog->_LinkedShaders[i]);
+ prev = i;
+ }
+
+ if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
+ demote_shader_inputs_and_outputs(prog->_LinkedShaders[MESA_SHADER_VERTEX],
+ ir_var_out);
+ }
+
+ if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
+ gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
+
+ demote_shader_inputs_and_outputs(sh, ir_var_in);
+ demote_shader_inputs_and_outputs(sh, ir_var_inout);
+ demote_shader_inputs_and_outputs(sh, ir_var_out);
+ }
+
+ if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
+ gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
+
+ demote_shader_inputs_and_outputs(sh, ir_var_in);
+ }
+
+ /* OpenGL ES requires that a vertex shader and a fragment shader both be
+ * present in a linked program. By checking for use of shading language
+ * version 1.00, we also catch the GL_ARB_ES2_compatibility case.
+ */
+ if (ctx->API == API_OPENGLES2 || prog->Version == 100) {
+ if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
+ linker_error(prog, "program lacks a vertex shader\n");
+ } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
+ linker_error(prog, "program lacks a fragment shader\n");
+ }
+ }
/* FINISHME: Assign fragment shader output locations. */
done:
free(vert_shader_list);
+
+ for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ /* Retain any live IR, but trash the rest. */
+ reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);
+ }
+
+ ralloc_free(mem_ctx);
}