*
* \author Ian Romanick <ian.d.romanick@intel.com>
*/
-#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 "ir_optimization.h"
#include "program.h"
-#include "hash_table.h"
-#include "shader_api.h"
+#include "program/hash_table.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, ...)
{
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);
}
/* Only assign locations for generic attributes / varyings / etc.
*/
- if (var->location >= generic_base)
+ if ((var->location >= generic_base) && !var->explicit_location)
var->location = -1;
}
}
if (shader == NULL)
return true;
- if (!shader->symbols->get_function("main")) {
- linker_error_printf(prog, "vertex shader lacks `main'\n");
- return false;
- }
-
find_assignment_visitor find("gl_Position");
find.run(shader->ir);
if (!find.variable_found()) {
if (shader == NULL)
return true;
- if (!shader->symbols->get_function("main")) {
- linker_error_printf(prog, "fragment shader lacks `main'\n");
- return false;
- }
-
find_assignment_visitor frag_color("gl_FragColor");
find_assignment_visitor frag_data("gl_FragData");
case ir_var_in: return "shader input";
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.");
return "invalid variable";
*/
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();
if (uniforms_only && (var->mode != ir_var_uniform))
continue;
+ /* Don't cross validate temporaries that are at global scope. These
+ * will eventually get pulled into the shaders 'main'.
+ */
+ if (var->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) {
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_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;
+ }
}
+ if (var->explicit_location) {
+ if (existing->explicit_location
+ && (var->location != existing->location)) {
+ linker_error_printf(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_conservative_depth spec:
+ * "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_printf(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_printf(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) {
* have an initializer but a later instance does, copy the
* initializer to the version stored in the symbol table.
*/
+ /* FINISHME: This is wrong. The constant_value field should
+ * FINISHME: not be modified! Imagine a case where a shader
+ * FINISHME: without an initializer is linked in two different
+ * FINISHME: programs with shaders that have differing
+ * FINISHME: initializers. Linking with the first will
+ * FINISHME: modify the shader, and linking with the second
+ * FINISHME: will fail.
+ */
existing->constant_value =
- (ir_constant *)var->constant_value->clone(NULL);
+ var->constant_value->clone(ralloc_parent(existing), NULL);
+ }
+
+ if (existing->invariant != var->invariant) {
+ linker_error_printf(prog, "declarations for %s `%s' have "
+ "mismatching invariant qualifiers\n",
+ mode_string(var), var->name);
+ return false;
}
+ if (existing->centroid != var->centroid) {
+ linker_error_printf(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. Appliations 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_printf(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.
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);
}
}
}
+/**
+ * Remap variables referenced in an instruction tree
+ *
+ * This is used when instruction trees are cloned from one shader and placed in
+ * another. These trees will contain references to \c ir_variable nodes that
+ * do not exist in the target shader. This function finds these \c ir_variable
+ * references and replaces the references with matching variables in the target
+ * shader.
+ *
+ * If there is no matching variable in the target shader, a clone of the
+ * \c ir_variable is made and added to the target shader. The new variable is
+ * added to \b both the instruction stream and the symbol table.
+ *
+ * \param inst IR tree that is to be processed.
+ * \param symbols Symbol table containing global scope symbols in the
+ * linked shader.
+ * \param instructions Instruction stream where new variable declarations
+ * should be added.
+ */
+void
+remap_variables(ir_instruction *inst, struct gl_shader *target,
+ hash_table *temps)
+{
+ class remap_visitor : public ir_hierarchical_visitor {
+ public:
+ remap_visitor(struct gl_shader *target,
+ hash_table *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->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;
+ }
+
+ private:
+ struct gl_shader *target;
+ glsl_symbol_table *symbols;
+ exec_list *instructions;
+ hash_table *temps;
+ };
+
+ remap_visitor v(target, temps);
+
+ inst->accept(&v);
+}
+
+
+/**
+ * Move non-declarations from one instruction stream to another
+ *
+ * The intended usage pattern of this function is to pass the pointer to the
+ * head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node
+ * pointer) for \c last and \c false for \c make_copies on the first
+ * call. Successive calls pass the return value of the previous call for
+ * \c last and \c true for \c make_copies.
+ *
+ * \param instructions Source instruction stream
+ * \param last Instruction after which new instructions should be
+ * inserted in the target instruction stream
+ * \param make_copies Flag selecting whether instructions in \c instructions
+ * should be copied (via \c ir_instruction::clone) into the
+ * target list or moved.
+ *
+ * \return
+ * The new "last" instruction in the target instruction stream. This pointer
+ * is suitable for use as the \c last parameter of a later call to this
+ * function.
+ */
+exec_node *
+move_non_declarations(exec_list *instructions, exec_node *last,
+ bool make_copies, gl_shader *target)
+{
+ hash_table *temps = NULL;
+
+ if (make_copies)
+ temps = hash_table_ctor(0, hash_table_pointer_hash,
+ hash_table_pointer_compare);
+
+ foreach_list_safe(node, instructions) {
+ ir_instruction *inst = (ir_instruction *) node;
+
+ if (inst->as_function())
+ continue;
+
+ ir_variable *var = inst->as_variable();
+ if ((var != NULL) && (var->mode != ir_var_temporary))
+ continue;
+
+ assert(inst->as_assignment()
+ || ((var != NULL) && (var->mode == ir_var_temporary)));
+
+ if (make_copies) {
+ inst = inst->clone(target, NULL);
+
+ if (var != NULL)
+ hash_table_insert(temps, inst, var);
+ else
+ remap_variables(inst, target, temps);
+ } else {
+ inst->remove();
+ }
+
+ last->insert_after(inst);
+ last = inst;
+ }
+
+ if (make_copies)
+ hash_table_dtor(temps);
+
+ return last;
+}
+
/**
* Get the function signature for main from a shader
*/
* 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) {
+ && !other_sig->is_builtin) {
linker_error_printf(prog,
"function `%s' is multiply defined",
f->name);
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->ir, main->ir);
+ clone_ir_list(mem_ctx, linked->ir, main->ir);
populate_symbol_table(linked);
+ /* The a pointer to the main function in the final linked shader (i.e., the
+ * copy of the original shader that contained the main function).
+ */
+ ir_function_signature *const main_sig = get_main_function_signature(linked);
+
+ /* 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);
+
+ 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);
+ }
+
/* Resolve initializers for global variables in the linked shader.
*/
+ unsigned num_linking_shaders = num_shaders;
+ for (unsigned i = 0; i < num_shaders; i++)
+ num_linking_shaders += shader_list[i]->num_builtins_to_link;
+
+ gl_shader **linking_shaders =
+ (gl_shader **) calloc(num_linking_shaders, sizeof(gl_shader *));
+
+ memcpy(linking_shaders, shader_list,
+ sizeof(linking_shaders[0]) * num_shaders);
+
+ unsigned idx = num_shaders;
+ for (unsigned i = 0; i < num_shaders; i++) {
+ memcpy(&linking_shaders[idx], shader_list[i]->builtins_to_link,
+ sizeof(linking_shaders[0]) * shader_list[i]->num_builtins_to_link);
+ idx += shader_list[i]->num_builtins_to_link;
+ }
+
+ assert(idx == num_linking_shaders);
+
+ if (!link_function_calls(prog, linked, linking_shaders,
+ num_linking_shaders)) {
+ ctx->Driver.DeleteShader(ctx, linked);
+ linked = NULL;
+ }
+
+ free(linking_shaders);
+
+ /* 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) {
+ 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;
- assert(vec4_slots != 0);
-
- 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 (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;
}
- 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);
if ((var == NULL) || (var->mode != ir_var_in))
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 - VERT_ATTRIB_GENERIC0;
+
+ if ((var->location >= (int)(max_attribute_index + VERT_ATTRIB_GENERIC0))
+ || (var->location < 0)) {
+ linker_error_printf(prog,
+ "invalid explicit location %d specified for "
+ "`%s'\n",
+ (var->location < 0) ? var->location : attr,
+ var->name);
+ return false;
+ } else if (var->location >= VERT_ATTRIB_GENERIC0) {
+ used_locations |= (use_mask << attr);
+ }
+ }
+
/* The location was explicitly assigned, nothing to do here.
*/
if (var->location != -1)
* be explicitly assigned by via glBindAttribLocation. Mark it as reserved
* to prevent it from being automatically allocated below.
*/
- used_locations |= (1 << 0);
+ 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
}
+/**
+ * Demote shader inputs and outputs that are not used in other stages
+ */
+void
+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;
+ }
+ }
+}
+
+
void
-assign_varying_locations(gl_shader *producer, gl_shader *consumer)
+assign_varying_locations(struct gl_shader_program *prog,
+ gl_shader *producer, gl_shader *consumer)
{
/* FINISHME: Set dynamically when geometry shader support is added. */
unsigned output_index = VERT_RESULT_VAR0;
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.
- */
- var->shader_out = (var->location != -1);
+ output_index += slots;
+ input_index += slots;
+ }
}
foreach_list(node, consumer->ir) {
if ((var == NULL) || (var->mode != ir_var_in))
continue;
- /* An 'in' variable is only really a shader input if its value is written
- * by the previous stage.
- */
- var->shader_in = (var->location != -1);
+ if (var->location == -1) {
+ 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
+ * the fragment shader executable must be written to
+ * by the vertex shader executable; declaring
+ * superfluous varying variables in a vertex shader is
+ * permissible.
+ *
+ * We interpret this text as meaning that the VS must
+ * write the variable for the FS to read it. See
+ * "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;
+ }
+
+ /* An 'in' variable is only really a shader input if its
+ * value is written by the previous stage.
+ */
+ var->mode = ir_var_auto;
+ }
}
}
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.
*/
calloc(2 * prog->NumShaders, sizeof(struct gl_shader *));
frag_shader_list = &vert_shader_list[prog->NumShaders];
+ unsigned min_version = UINT_MAX;
+ unsigned max_version = 0;
for (unsigned i = 0; i < prog->NumShaders; i++) {
+ min_version = MIN2(min_version, prog->Shaders[i]->Version);
+ max_version = MAX2(max_version, prog->Shaders[i]->Version);
+
switch (prog->Shaders[i]->Type) {
case GL_VERTEX_SHADER:
vert_shader_list[num_vert_shaders] = prog->Shaders[i];
}
}
- /* FINISHME: Implement intra-stage linking. */
- prog->_NumLinkedShaders = 0;
+ /* Previous to GLSL version 1.30, different compilation units could mix and
+ * match shading language versions. With GLSL 1.30 and later, the versions
+ * of all shaders must match.
+ */
+ assert(min_version >= 100);
+ assert(max_version <= 130);
+ if ((max_version >= 130 || min_version == 100)
+ && min_version != max_version) {
+ linker_error_printf(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.
+ */
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)) {
+ 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 preceeding
* 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. */
+ /* 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;
+
+ 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)
+ if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
/* 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))
+ if (!assign_attribute_locations(prog, 16)) {
+ prog->LinkStatus = false;
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;
- for (unsigned i = 1; i < prog->_NumLinkedShaders; i++)
- assign_varying_locations(prog->_LinkedShaders[i - 1],
+ assign_varying_locations(prog,
+ prog->_LinkedShaders[prev],
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_printf(prog, "program lacks a vertex shader\n");
+ prog->LinkStatus = false;
+ } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
+ linker_error_printf(prog, "program lacks a fragment shader\n");
+ prog->LinkStatus = false;
+ }
+ }
/* 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);
}