void
-invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode,
- int generic_base)
+link_invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode,
+ int generic_base)
{
foreach_list(node, sh->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
/**
* Verify that a vertex shader executable meets all semantic requirements.
*
- * Also sets prog->Vert.UsesClipDistance as a side effect.
+ * Also sets prog->Vert.UsesClipDistance and prog->Vert.ClipDistanceArraySize
+ * as a side effect.
*
* \param shader Vertex shader executable to be verified
*/
return false;
}
+ prog->Vert.ClipDistanceArraySize = 0;
+
if (prog->Version >= 130) {
/* From section 7.1 (Vertex Shader Special Variables) of the
* GLSL 1.30 spec:
return false;
}
prog->Vert.UsesClipDistance = clip_distance.variable_found();
+ ir_variable *clip_distance_var =
+ shader->symbols->get_variable("gl_ClipDistance");
+ if (clip_distance_var)
+ prog->Vert.ClipDistanceArraySize = clip_distance_var->type->length;
}
return true;
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.
+ /* 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");
+ }
+ }
+
+ /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
+ *
+ * "If a shared global has multiple initializers, the
+ * initializers must all be constant expressions, and they
+ * must all have the same value. Otherwise, a link error will
+ * result. (A shared global having only one initializer does
+ * not require that initializer to be a constant expression.)"
+ *
+ * Previous to 4.20 the GLSL spec simply said that initializers
+ * must have the same value. In this case of non-constant
+ * initializers, this was impossible to determine. As a result,
+ * no vendor actually implemented that behavior. The 4.20
+ * behavior matches the implemented behavior of at least one other
+ * vendor, so we'll implement that for all GLSL versions.
*/
- if (var->constant_value != NULL) {
- if (existing->constant_value != NULL) {
- if (!var->constant_value->has_value(existing->constant_value)) {
+ if (var->constant_initializer != NULL) {
+ if (existing->constant_initializer != NULL) {
+ if (!var->constant_initializer->has_value(existing->constant_initializer)) {
linker_error(prog, "initializers for %s "
"`%s' have differing values\n",
mode_string(var), var->name);
return false;
}
- } else
+ } else {
/* If the first-seen instance of a particular uniform did not
* have an initializer but a later instance does, copy the
* initializer to the version stored in the symbol table.
* FINISHME: modify the shader, and linking with the second
* FINISHME: will fail.
*/
- existing->constant_value =
- var->constant_value->clone(ralloc_parent(existing), NULL);
+ existing->constant_initializer =
+ var->constant_initializer->clone(ralloc_parent(existing),
+ NULL);
+ }
+ }
+
+ if (var->has_initializer) {
+ if (existing->has_initializer
+ && (var->constant_initializer == NULL
+ || existing->constant_initializer == NULL)) {
+ linker_error(prog,
+ "shared global variable `%s' has multiple "
+ "non-constant initializers.\n",
+ var->name);
+ return false;
+ }
+
+ /* Some instance had an initializer, so keep track of that. In
+ * this location, all sorts of initializers (constant or
+ * otherwise) will propagate the existence to the variable
+ * stored in the symbol table.
+ */
+ existing->has_initializer = true;
}
if (existing->invariant != var->invariant) {
}
+/**
+ * This class is only used in link_intrastage_shaders() below but declaring
+ * it inside that function leads to compiler warnings with some versions of
+ * gcc.
+ */
+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;
+ }
+};
+
+
/**
* Combine a group of shaders for a single stage to generate a linked shader
*
* 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;
+ array_sizing_visitor v;
v.run(linked->ir);
}
return linked;
}
-
-struct uniform_node {
- exec_node link;
- struct gl_uniform *u;
- unsigned slots;
-};
-
/**
* Update the sizes of linked shader uniform arrays to the maximum
* array index used.
}
}
-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)
-{
- /* */
- exec_list uniforms;
- 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;
-
- unsigned next_position = 0;
-
- foreach_list(node, prog->_LinkedShaders[i]->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
-
- if ((var == NULL) || (var->mode != ir_var_uniform))
- continue;
-
- 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;
- }
-
- var->location = 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));
-
- ul->Size = total_uniforms;
- ul->NumUniforms = total_uniforms;
- ul->Uniforms = (gl_uniform *) calloc(total_uniforms, sizeof(gl_uniform));
-
- unsigned idx = 0;
- uniform_node *next;
- for (uniform_node *node = (uniform_node *) uniforms.head
- ; node->link.next != NULL
- ; node = next) {
- next = (uniform_node *) node->link.next;
-
- node->link.remove();
- memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform));
- idx++;
-
- free(node->u);
- free(node);
- }
-
- hash_table_dtor(ht);
-
- prog->Uniforms = ul;
-}
-
-
/**
* Find a contiguous set of available bits in a bitmask.
*
* \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_or_color_locations(gl_shader_program *prog,
* 1. Invalidate the location assignments for all vertex shader inputs.
*
* 2. Assign locations for inputs that have user-defined (via
- * glBindVertexAttribLocation) locations.
+ * glBindVertexAttribLocation) locations and outputs that have
+ * user-defined locations (via glBindFragDataLocation).
*
* 3. Sort the attributes without assigned locations by number of slots
* required in decreasing order. Fragmentation caused by attribute
(target_index == MESA_SHADER_VERTEX) ? ir_var_in : ir_var_out;
- invalidate_variable_locations(sh, direction, generic_base);
+ link_invalidate_variable_locations(sh, direction, generic_base);
/* Temporary storage for the set of attributes that need locations assigned.
*/
assert(binding >= VERT_ATTRIB_GENERIC0);
var->location = binding;
}
+ } else if (target_index == MESA_SHADER_FRAGMENT) {
+ unsigned binding;
+
+ if (prog->FragDataBindings->get(binding, var->name)) {
+ assert(binding >= FRAG_RESULT_DATA0);
+ var->location = binding;
+ }
}
/* If the variable is not a built-in and has a location statically
}
+/**
+ * Data structure tracking information about a transform feedback declaration
+ * during linking.
+ */
+class tfeedback_decl
+{
+public:
+ bool init(struct gl_context *ctx, struct gl_shader_program *prog,
+ const void *mem_ctx, const char *input);
+ static bool is_same(const tfeedback_decl &x, const tfeedback_decl &y);
+ bool assign_location(struct gl_context *ctx, struct gl_shader_program *prog,
+ ir_variable *output_var);
+ bool accumulate_num_outputs(struct gl_shader_program *prog, unsigned *count);
+ bool store(struct gl_context *ctx, struct gl_shader_program *prog,
+ struct gl_transform_feedback_info *info, unsigned buffer,
+ unsigned varying, const unsigned max_outputs) const;
+
+
+ /**
+ * True if assign_location() has been called for this object.
+ */
+ bool is_assigned() const
+ {
+ return this->location != -1;
+ }
+
+ /**
+ * Determine whether this object refers to the variable var.
+ */
+ bool matches_var(ir_variable *var) const
+ {
+ if (this->is_clip_distance_mesa)
+ return strcmp(var->name, "gl_ClipDistanceMESA") == 0;
+ else
+ return strcmp(var->name, this->var_name) == 0;
+ }
+
+ /**
+ * The total number of varying components taken up by this variable. Only
+ * valid if is_assigned() is true.
+ */
+ unsigned num_components() const
+ {
+ if (this->is_clip_distance_mesa)
+ return this->size;
+ else
+ return this->vector_elements * this->matrix_columns * this->size;
+ }
+
+private:
+ /**
+ * The name that was supplied to glTransformFeedbackVaryings. Used for
+ * error reporting and glGetTransformFeedbackVarying().
+ */
+ const char *orig_name;
+
+ /**
+ * The name of the variable, parsed from orig_name.
+ */
+ const char *var_name;
+
+ /**
+ * True if the declaration in orig_name represents an array.
+ */
+ bool is_subscripted;
+
+ /**
+ * If is_subscripted is true, the subscript that was specified in orig_name.
+ */
+ unsigned array_subscript;
+
+ /**
+ * True if the variable is gl_ClipDistance and the driver lowers
+ * gl_ClipDistance to gl_ClipDistanceMESA.
+ */
+ bool is_clip_distance_mesa;
+
+ /**
+ * The vertex shader output location that the linker assigned for this
+ * variable. -1 if a location hasn't been assigned yet.
+ */
+ int location;
+
+ /**
+ * If location != -1, the number of vector elements in this variable, or 1
+ * if this variable is a scalar.
+ */
+ unsigned vector_elements;
+
+ /**
+ * If location != -1, the number of matrix columns in this variable, or 1
+ * if this variable is not a matrix.
+ */
+ unsigned matrix_columns;
+
+ /** Type of the varying returned by glGetTransformFeedbackVarying() */
+ GLenum type;
+
+ /**
+ * If location != -1, the size that should be returned by
+ * glGetTransformFeedbackVarying().
+ */
+ unsigned size;
+};
+
+
+/**
+ * Initialize this object based on a string that was passed to
+ * glTransformFeedbackVaryings. If there is a parse error, the error is
+ * reported using linker_error(), and false is returned.
+ */
+bool
+tfeedback_decl::init(struct gl_context *ctx, struct gl_shader_program *prog,
+ 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;
+
+ const char *bracket = strrchr(input, '[');
+
+ if (bracket) {
+ this->var_name = ralloc_strndup(mem_ctx, input, bracket - input);
+ if (sscanf(bracket, "[%u]", &this->array_subscript) != 1) {
+ linker_error(prog, "Cannot parse transform feedback varying %s", input);
+ return false;
+ }
+ this->is_subscripted = true;
+ } else {
+ this->var_name = ralloc_strdup(mem_ctx, input);
+ this->is_subscripted = false;
+ }
+
+ /* For drivers that lower gl_ClipDistance to gl_ClipDistanceMESA, this
+ * 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 &&
+ strcmp(this->var_name, "gl_ClipDistance") == 0) {
+ this->is_clip_distance_mesa = true;
+ }
+
+ return true;
+}
+
+
+/**
+ * Determine whether two tfeedback_decl objects refer to the same variable and
+ * array index (if applicable).
+ */
+bool
+tfeedback_decl::is_same(const tfeedback_decl &x, const tfeedback_decl &y)
+{
+ if (strcmp(x.var_name, y.var_name) != 0)
+ return false;
+ if (x.is_subscripted != y.is_subscripted)
+ return false;
+ if (x.is_subscripted && x.array_subscript != y.array_subscript)
+ return false;
+ return true;
+}
+
+
+/**
+ * Assign a location for this tfeedback_decl object based on the location
+ * assignment in output_var.
+ *
+ * If an error occurs, the error is reported through linker_error() and false
+ * is returned.
+ */
+bool
+tfeedback_decl::assign_location(struct gl_context *ctx,
+ struct gl_shader_program *prog,
+ ir_variable *output_var)
+{
+ if (output_var->type->is_array()) {
+ /* Array variable */
+ const unsigned matrix_cols =
+ output_var->type->fields.array->matrix_columns;
+ unsigned actual_array_size = this->is_clip_distance_mesa ?
+ prog->Vert.ClipDistanceArraySize : output_var->type->array_size();
+
+ if (this->is_subscripted) {
+ /* Check array bounds. */
+ if (this->array_subscript >= actual_array_size) {
+ linker_error(prog, "Transform feedback varying %s has index "
+ "%i, but the array size is %u.",
+ this->orig_name, this->array_subscript,
+ actual_array_size);
+ return false;
+ }
+ if (this->is_clip_distance_mesa) {
+ this->location =
+ output_var->location + this->array_subscript / 4;
+ } else {
+ this->location =
+ output_var->location + this->array_subscript * matrix_cols;
+ }
+ this->size = 1;
+ } else {
+ this->location = output_var->location;
+ this->size = actual_array_size;
+ }
+ this->vector_elements = output_var->type->fields.array->vector_elements;
+ this->matrix_columns = matrix_cols;
+ if (this->is_clip_distance_mesa)
+ this->type = GL_FLOAT;
+ else
+ this->type = output_var->type->fields.array->gl_type;
+ } else {
+ /* Regular variable (scalar, vector, or matrix) */
+ if (this->is_subscripted) {
+ linker_error(prog, "Transform feedback varying %s requested, "
+ "but %s is not an array.",
+ this->orig_name, this->var_name);
+ return false;
+ }
+ this->location = output_var->location;
+ this->size = 1;
+ this->vector_elements = output_var->type->vector_elements;
+ this->matrix_columns = output_var->type->matrix_columns;
+ this->type = output_var->type->gl_type;
+ }
+
+ /* From GL_EXT_transform_feedback:
+ * A program will fail to link if:
+ *
+ * * the total number of components to capture in any varying
+ * variable in <varyings> is greater than the constant
+ * MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT and the
+ * buffer mode is SEPARATE_ATTRIBS_EXT;
+ */
+ if (prog->TransformFeedback.BufferMode == GL_SEPARATE_ATTRIBS &&
+ this->num_components() >
+ ctx->Const.MaxTransformFeedbackSeparateComponents) {
+ linker_error(prog, "Transform feedback varying %s exceeds "
+ "MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS.",
+ this->orig_name);
+ return false;
+ }
+
+ return true;
+}
+
+
+bool
+tfeedback_decl::accumulate_num_outputs(struct gl_shader_program *prog,
+ unsigned *count)
+{
+ if (!this->is_assigned()) {
+ /* From GL_EXT_transform_feedback:
+ * A program will fail to link if:
+ *
+ * * any variable name specified in the <varyings> array is not
+ * declared as an output in the geometry shader (if present) or
+ * the vertex shader (if no geometry shader is present);
+ */
+ linker_error(prog, "Transform feedback varying %s undeclared.",
+ this->orig_name);
+ return false;
+ }
+
+ unsigned translated_size = this->size;
+ if (this->is_clip_distance_mesa)
+ translated_size = (translated_size + 3) / 4;
+
+ *count += translated_size * this->matrix_columns;
+
+ return true;
+}
+
+
+/**
+ * Update gl_transform_feedback_info to reflect this tfeedback_decl.
+ *
+ * If an error occurs, the error is reported through linker_error() and false
+ * is returned.
+ */
+bool
+tfeedback_decl::store(struct gl_context *ctx, struct gl_shader_program *prog,
+ struct gl_transform_feedback_info *info,
+ unsigned buffer,
+ unsigned varying, const unsigned max_outputs) const
+{
+ /* From GL_EXT_transform_feedback:
+ * A program will fail to link if:
+ *
+ * * the total number of components to capture is greater than
+ * the constant MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT
+ * and the buffer mode is INTERLEAVED_ATTRIBS_EXT.
+ */
+ if (prog->TransformFeedback.BufferMode == GL_INTERLEAVED_ATTRIBS &&
+ info->BufferStride[buffer] + this->num_components() >
+ ctx->Const.MaxTransformFeedbackInterleavedComponents) {
+ linker_error(prog, "The MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS "
+ "limit has been exceeded.");
+ return false;
+ }
+
+ unsigned translated_size = this->size;
+ if (this->is_clip_distance_mesa)
+ translated_size = (translated_size + 3) / 4;
+ unsigned components_so_far = 0;
+ for (unsigned index = 0; index < translated_size; ++index) {
+ for (unsigned v = 0; v < this->matrix_columns; ++v) {
+ unsigned num_components = this->vector_elements;
+ assert(info->NumOutputs < max_outputs);
+ info->Outputs[info->NumOutputs].ComponentOffset = 0;
+ if (this->is_clip_distance_mesa) {
+ if (this->is_subscripted) {
+ num_components = 1;
+ info->Outputs[info->NumOutputs].ComponentOffset =
+ this->array_subscript % 4;
+ } else {
+ num_components = MIN2(4, this->size - components_so_far);
+ }
+ }
+ info->Outputs[info->NumOutputs].OutputRegister =
+ this->location + v + index * this->matrix_columns;
+ info->Outputs[info->NumOutputs].NumComponents = num_components;
+ info->Outputs[info->NumOutputs].OutputBuffer = buffer;
+ info->Outputs[info->NumOutputs].DstOffset = info->BufferStride[buffer];
+ ++info->NumOutputs;
+ info->BufferStride[buffer] += num_components;
+ components_so_far += num_components;
+ }
+ }
+ assert(components_so_far == this->num_components());
+
+ info->Varyings[varying].Name = ralloc_strdup(prog, this->orig_name);
+ info->Varyings[varying].Type = this->type;
+ info->Varyings[varying].Size = this->size;
+ info->NumVarying++;
+
+ return true;
+}
+
+
+/**
+ * Parse all the transform feedback declarations that were passed to
+ * glTransformFeedbackVaryings() and store them in tfeedback_decl objects.
+ *
+ * If an error occurs, the error is reported through linker_error() and false
+ * is returned.
+ */
+static bool
+parse_tfeedback_decls(struct gl_context *ctx, struct gl_shader_program *prog,
+ const void *mem_ctx, unsigned num_names,
+ char **varying_names, tfeedback_decl *decls)
+{
+ for (unsigned i = 0; i < num_names; ++i) {
+ if (!decls[i].init(ctx, prog, mem_ctx, varying_names[i]))
+ return false;
+ /* From GL_EXT_transform_feedback:
+ * A program will fail to link if:
+ *
+ * * any two entries in the <varyings> array specify the same varying
+ * variable;
+ *
+ * We interpret this to mean "any two entries in the <varyings> array
+ * specify the same varying variable and array index", since transform
+ * feedback of arrays would be useless otherwise.
+ */
+ for (unsigned j = 0; j < i; ++j) {
+ if (tfeedback_decl::is_same(decls[i], decls[j])) {
+ linker_error(prog, "Transform feedback varying %s specified "
+ "more than once.", varying_names[i]);
+ return false;
+ }
+ }
+ }
+ return true;
+}
+
+
+/**
+ * Assign a location for a variable that is produced in one pipeline stage
+ * (the "producer") and consumed in the next stage (the "consumer").
+ *
+ * \param input_var is the input variable declaration in the consumer.
+ *
+ * \param output_var is the output variable declaration in the producer.
+ *
+ * \param input_index is the counter that keeps track of assigned input
+ * locations in the consumer.
+ *
+ * \param output_index is the counter that keeps track of assigned output
+ * locations in the producer.
+ *
+ * It is permissible for \c input_var to be NULL (this happens if a variable
+ * is output by the producer and consumed by transform feedback, but not
+ * consumed by the consumer).
+ *
+ * If the variable has already been assigned a location, this function has no
+ * effect.
+ */
+void
+assign_varying_location(ir_variable *input_var, ir_variable *output_var,
+ unsigned *input_index, unsigned *output_index)
+{
+ if (output_var->location != -1) {
+ /* Location already assigned. */
+ return;
+ }
+
+ if (input_var) {
+ assert(input_var->location == -1);
+ input_var->location = *input_index;
+ }
+
+ output_var->location = *output_index;
+
+ /* FINISHME: Support for "varying" records in GLSL 1.50. */
+ assert(!output_var->type->is_record());
+
+ if (output_var->type->is_array()) {
+ const unsigned slots = output_var->type->length
+ * output_var->type->fields.array->matrix_columns;
+
+ *output_index += slots;
+ *input_index += slots;
+ } else {
+ const unsigned slots = output_var->type->matrix_columns;
+
+ *output_index += slots;
+ *input_index += slots;
+ }
+}
+
+
+/**
+ * Assign locations for all variables that are produced in one pipeline stage
+ * (the "producer") and consumed in the next stage (the "consumer").
+ *
+ * Variables produced by the producer may also be consumed by transform
+ * feedback.
+ *
+ * \param num_tfeedback_decls is the number of declarations indicating
+ * variables that may be consumed by transform feedback.
+ *
+ * \param tfeedback_decls is a pointer to an array of tfeedback_decl objects
+ * representing the result of parsing the strings passed to
+ * glTransformFeedbackVaryings(). assign_location() will be called for
+ * each of these objects that matches one of the outputs of the
+ * producer.
+ *
+ * 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.
+ */
bool
assign_varying_locations(struct gl_context *ctx,
struct gl_shader_program *prog,
- gl_shader *producer, gl_shader *consumer)
+ gl_shader *producer, gl_shader *consumer,
+ unsigned num_tfeedback_decls,
+ tfeedback_decl *tfeedback_decls)
{
/* FINISHME: Set dynamically when geometry shader support is added. */
unsigned output_index = VERT_RESULT_VAR0;
* not being inputs. This lets the optimizer eliminate them.
*/
- invalidate_variable_locations(producer, ir_var_out, VERT_RESULT_VAR0);
- invalidate_variable_locations(consumer, ir_var_in, FRAG_ATTRIB_VAR0);
+ link_invalidate_variable_locations(producer, ir_var_out, VERT_RESULT_VAR0);
+ if (consumer)
+ link_invalidate_variable_locations(consumer, ir_var_in, FRAG_ATTRIB_VAR0);
foreach_list(node, producer->ir) {
ir_variable *const output_var = ((ir_instruction *) node)->as_variable();
- if ((output_var == NULL) || (output_var->mode != ir_var_out)
- || (output_var->location != -1))
- continue;
-
- ir_variable *const input_var =
- consumer->symbols->get_variable(output_var->name);
-
- if ((input_var == NULL) || (input_var->mode != ir_var_in))
+ if ((output_var == NULL) || (output_var->mode != ir_var_out))
continue;
- assert(input_var->location == -1);
-
- output_var->location = output_index;
- input_var->location = input_index;
-
- /* FINISHME: Support for "varying" records in GLSL 1.50. */
- assert(!output_var->type->is_record());
+ ir_variable *input_var =
+ consumer ? consumer->symbols->get_variable(output_var->name) : NULL;
- if (output_var->type->is_array()) {
- const unsigned slots = output_var->type->length
- * output_var->type->fields.array->matrix_columns;
+ if (input_var && input_var->mode != ir_var_in)
+ input_var = NULL;
- output_index += slots;
- input_index += slots;
- } else {
- const unsigned slots = output_var->type->matrix_columns;
+ if (input_var) {
+ assign_varying_location(input_var, output_var, &input_index,
+ &output_index);
+ }
- output_index += slots;
- input_index += slots;
+ for (unsigned i = 0; i < num_tfeedback_decls; ++i) {
+ if (!tfeedback_decls[i].is_assigned() &&
+ tfeedback_decls[i].matches_var(output_var)) {
+ if (output_var->location == -1) {
+ assign_varying_location(input_var, output_var, &input_index,
+ &output_index);
+ }
+ if (!tfeedback_decls[i].assign_location(ctx, prog, output_var))
+ return false;
+ }
}
}
unsigned varying_vectors = 0;
- foreach_list(node, consumer->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
-
- if ((var == NULL) || (var->mode != ir_var_in))
- continue;
-
- 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(prog, "fragment shader varying %s not written "
- "by vertex shader\n.", var->name);
- }
+ if (consumer) {
+ foreach_list(node, consumer->ir) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if ((var == NULL) || (var->mode != ir_var_in))
+ continue;
+
+ 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(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);
+ /* 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;
+ if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) {
+ linker_warning(prog, "shader uses too many varying vectors "
+ "(%u > %u), but the driver will try to optimize "
+ "them out; this is non-portable out-of-spec "
+ "behavior\n",
+ varying_vectors, ctx->Const.MaxVarying);
+ } else {
+ 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;
+ if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) {
+ linker_warning(prog, "shader uses too many varying components "
+ "(%u > %u), but the driver will try to optimize "
+ "them out; this is non-portable out-of-spec "
+ "behavior\n",
+ float_components, ctx->Const.MaxVarying * 4);
+ } else {
+ linker_error(prog, "shader uses too many varying components "
+ "(%u > %u)\n",
+ float_components, ctx->Const.MaxVarying * 4);
+ return false;
+ }
}
}
}
+/**
+ * Store transform feedback location assignments into
+ * prog->LinkedTransformFeedback based on the data stored in tfeedback_decls.
+ *
+ * If an error occurs, the error is reported through linker_error() and false
+ * is returned.
+ */
+static bool
+store_tfeedback_info(struct gl_context *ctx, struct gl_shader_program *prog,
+ unsigned num_tfeedback_decls,
+ tfeedback_decl *tfeedback_decls)
+{
+ bool separate_attribs_mode =
+ prog->TransformFeedback.BufferMode == GL_SEPARATE_ATTRIBS;
+
+ ralloc_free(prog->LinkedTransformFeedback.Varyings);
+ ralloc_free(prog->LinkedTransformFeedback.Outputs);
+
+ memset(&prog->LinkedTransformFeedback, 0,
+ sizeof(prog->LinkedTransformFeedback));
+
+ prog->LinkedTransformFeedback.NumBuffers =
+ separate_attribs_mode ? num_tfeedback_decls : 1;
+
+ prog->LinkedTransformFeedback.Varyings =
+ rzalloc_array(prog,
+ struct gl_transform_feedback_varying_info,
+ num_tfeedback_decls);
+
+ unsigned num_outputs = 0;
+ for (unsigned i = 0; i < num_tfeedback_decls; ++i)
+ if (!tfeedback_decls[i].accumulate_num_outputs(prog, &num_outputs))
+ return false;
+
+ prog->LinkedTransformFeedback.Outputs =
+ rzalloc_array(prog,
+ struct gl_transform_feedback_output,
+ num_outputs);
+
+ for (unsigned i = 0; i < num_tfeedback_decls; ++i) {
+ unsigned buffer = separate_attribs_mode ? i : 0;
+ if (!tfeedback_decls[i].store(ctx, prog, &prog->LinkedTransformFeedback,
+ buffer, i, num_outputs))
+ return false;
+ }
+ assert(prog->LinkedTransformFeedback.NumOutputs == num_outputs);
+
+ return true;
+}
+
+/**
+ * Store the gl_FragDepth layout in the gl_shader_program struct.
+ */
+static void
+store_fragdepth_layout(struct gl_shader_program *prog)
+{
+ if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
+ return;
+ }
+
+ struct exec_list *ir = prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir;
+
+ /* We don't look up the gl_FragDepth symbol directly because if
+ * gl_FragDepth is not used in the shader, it's removed from the IR.
+ * However, the symbol won't be removed from the symbol table.
+ *
+ * We're only interested in the cases where the variable is NOT removed
+ * from the IR.
+ */
+ foreach_list(node, ir) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if (var == NULL || var->mode != ir_var_out) {
+ continue;
+ }
+
+ if (strcmp(var->name, "gl_FragDepth") == 0) {
+ switch (var->depth_layout) {
+ case ir_depth_layout_none:
+ prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_NONE;
+ return;
+ case ir_depth_layout_any:
+ prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_ANY;
+ return;
+ case ir_depth_layout_greater:
+ prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_GREATER;
+ return;
+ case ir_depth_layout_less:
+ prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_LESS;
+ return;
+ case ir_depth_layout_unchanged:
+ prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_UNCHANGED;
+ return;
+ default:
+ assert(0);
+ return;
+ }
+ }
+ }
+}
+
+/**
+ * Validate the resources used by a program versus the implementation limits
+ */
+static bool
+check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
+{
+ static const char *const shader_names[MESA_SHADER_TYPES] = {
+ "vertex", "fragment", "geometry"
+ };
+
+ const unsigned max_samplers[MESA_SHADER_TYPES] = {
+ ctx->Const.MaxVertexTextureImageUnits,
+ ctx->Const.MaxTextureImageUnits,
+ ctx->Const.MaxGeometryTextureImageUnits
+ };
+
+ const unsigned max_uniform_components[MESA_SHADER_TYPES] = {
+ ctx->Const.VertexProgram.MaxUniformComponents,
+ ctx->Const.FragmentProgram.MaxUniformComponents,
+ 0 /* FINISHME: Geometry shaders. */
+ };
+
+ for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+ struct gl_shader *sh = prog->_LinkedShaders[i];
+
+ if (sh == NULL)
+ continue;
+
+ if (sh->num_samplers > max_samplers[i]) {
+ linker_error(prog, "Too many %s shader texture samplers",
+ shader_names[i]);
+ }
+
+ if (sh->num_uniform_components > max_uniform_components[i]) {
+ if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
+ linker_warning(prog, "Too many %s shader uniform components, "
+ "but the driver will try to optimize them out; "
+ "this is non-portable out-of-spec behavior\n",
+ shader_names[i]);
+ } else {
+ linker_error(prog, "Too many %s shader uniform components",
+ shader_names[i]);
+ }
+ }
+ }
+
+ return prog->LinkStatus;
+}
+
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
+ tfeedback_decl *tfeedback_decls = NULL;
+ unsigned num_tfeedback_decls = prog->TransformFeedback.NumVarying;
+
void *mem_ctx = ralloc_context(NULL); // temporary linker context
prog->LinkStatus = false;
if (ctx->ShaderCompilerOptions[i].LowerClipDistance)
lower_clip_distance(prog->_LinkedShaders[i]->ir);
- while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, 32))
+ while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false, 32))
;
}
- update_array_sizes(prog);
-
- assign_uniform_locations(prog);
-
/* 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
break;
}
+ if (num_tfeedback_decls != 0) {
+ /* From GL_EXT_transform_feedback:
+ * A program will fail to link if:
+ *
+ * * the <count> specified by TransformFeedbackVaryingsEXT is
+ * non-zero, but the program object has no vertex or geometry
+ * shader;
+ */
+ if (prev >= MESA_SHADER_FRAGMENT) {
+ linker_error(prog, "Transform feedback varyings specified, but "
+ "no vertex or geometry shader is present.");
+ goto done;
+ }
+
+ tfeedback_decls = ralloc_array(mem_ctx, tfeedback_decl,
+ prog->TransformFeedback.NumVarying);
+ if (!parse_tfeedback_decls(ctx, prog, mem_ctx, num_tfeedback_decls,
+ prog->TransformFeedback.VaryingNames,
+ tfeedback_decls))
+ goto done;
+ }
+
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])) {
+ if (!assign_varying_locations(
+ ctx, prog, prog->_LinkedShaders[prev], prog->_LinkedShaders[i],
+ i == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
+ tfeedback_decls))
goto done;
- }
prev = i;
}
+ if (prev != MESA_SHADER_FRAGMENT && num_tfeedback_decls != 0) {
+ /* There was no fragment shader, but we still have to assign varying
+ * locations for use by transform feedback.
+ */
+ if (!assign_varying_locations(
+ ctx, prog, prog->_LinkedShaders[prev], NULL, num_tfeedback_decls,
+ tfeedback_decls))
+ goto done;
+ }
+
+ if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls))
+ goto done;
+
if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
demote_shader_inputs_and_outputs(prog->_LinkedShaders[MESA_SHADER_VERTEX],
ir_var_out);
+
+ /* Eliminate code that is now dead due to unused vertex outputs being
+ * demoted.
+ */
+ while (do_dead_code(prog->_LinkedShaders[MESA_SHADER_VERTEX]->ir, false))
+ ;
}
if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
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);
+
+ /* Eliminate code that is now dead due to unused geometry outputs being
+ * demoted.
+ */
+ while (do_dead_code(prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->ir, false))
+ ;
}
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);
+
+ /* Eliminate code that is now dead due to unused fragment inputs being
+ * demoted. This shouldn't actually do anything other than remove
+ * declarations of the (now unused) global variables.
+ */
+ while (do_dead_code(prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir, false))
+ ;
}
+ update_array_sizes(prog);
+ link_assign_uniform_locations(prog);
+ store_fragdepth_layout(prog);
+
+ if (!check_resources(ctx, prog))
+ goto done;
+
/* 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.