*/
#include <ctype.h>
+#include "util/strndup.h"
#include "main/core.h"
#include "glsl_symbol_table.h"
#include "glsl_parser_extras.h"
}
};
+class tess_eval_array_resize_visitor : public ir_hierarchical_visitor {
+public:
+ unsigned num_vertices;
+ gl_shader_program *prog;
+
+ tess_eval_array_resize_visitor(unsigned num_vertices, gl_shader_program *prog)
+ {
+ this->num_vertices = num_vertices;
+ this->prog = prog;
+ }
+
+ virtual ~tess_eval_array_resize_visitor()
+ {
+ /* empty */
+ }
+
+ virtual ir_visitor_status visit(ir_variable *var)
+ {
+ if (!var->type->is_array() || var->data.mode != ir_var_shader_in || var->data.patch)
+ return visit_continue;
+
+ var->type = glsl_type::get_array_instance(var->type->fields.array,
+ this->num_vertices);
+ var->data.max_array_access = this->num_vertices - 1;
+
+ return visit_continue;
+ }
+
+ /* Dereferences of input variables need to be updated so that their type
+ * matches the newly assigned type of the variable they are accessing. */
+ virtual ir_visitor_status visit(ir_dereference_variable *ir)
+ {
+ ir->type = ir->var->type;
+ return visit_continue;
+ }
+
+ /* Dereferences of 2D input arrays need to be updated so that their type
+ * matches the newly assigned type of the array they are accessing. */
+ virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
+ {
+ const glsl_type *const vt = ir->array->type;
+ if (vt->is_array())
+ ir->type = vt->fields.array;
+ return visit_continue;
+ }
+};
+
+class barrier_use_visitor : public ir_hierarchical_visitor {
+public:
+ barrier_use_visitor(gl_shader_program *prog)
+ : prog(prog), in_main(false), after_return(false), control_flow(0)
+ {
+ }
+
+ virtual ~barrier_use_visitor()
+ {
+ /* empty */
+ }
+
+ virtual ir_visitor_status visit_enter(ir_function *ir)
+ {
+ if (strcmp(ir->name, "main") == 0)
+ in_main = true;
+
+ return visit_continue;
+ }
+
+ virtual ir_visitor_status visit_leave(ir_function *)
+ {
+ in_main = false;
+ after_return = false;
+ return visit_continue;
+ }
+
+ virtual ir_visitor_status visit_leave(ir_return *)
+ {
+ after_return = true;
+ return visit_continue;
+ }
+
+ virtual ir_visitor_status visit_enter(ir_if *)
+ {
+ ++control_flow;
+ return visit_continue;
+ }
+
+ virtual ir_visitor_status visit_leave(ir_if *)
+ {
+ --control_flow;
+ return visit_continue;
+ }
+
+ virtual ir_visitor_status visit_enter(ir_loop *)
+ {
+ ++control_flow;
+ return visit_continue;
+ }
+
+ virtual ir_visitor_status visit_leave(ir_loop *)
+ {
+ --control_flow;
+ return visit_continue;
+ }
+
+ /* FINISHME: `switch` is not expressed at the IR level -- it's already
+ * been lowered to a mess of `if`s. We'll correctly disallow any use of
+ * barrier() in a conditional path within the switch, but not in a path
+ * which is always hit.
+ */
+
+ virtual ir_visitor_status visit_enter(ir_call *ir)
+ {
+ if (ir->use_builtin && strcmp(ir->callee_name(), "barrier") == 0) {
+ /* Use of barrier(); determine if it is legal: */
+ if (!in_main) {
+ linker_error(prog, "Builtin barrier() may only be used in main");
+ return visit_stop;
+ }
+
+ if (after_return) {
+ linker_error(prog, "Builtin barrier() may not be used after return");
+ return visit_stop;
+ }
+
+ if (control_flow != 0) {
+ linker_error(prog, "Builtin barrier() may not be used inside control flow");
+ return visit_stop;
+ }
+ }
+ return visit_continue;
+ }
+
+private:
+ gl_shader_program *prog;
+ bool in_main, after_return;
+ int control_flow;
+};
+
/**
* Visitor that determines the highest stream id to which a (geometry) shader
* emits vertices. It also checks whether End{Stream}Primitive is ever called.
if (array_index < 0)
return -1;
+ /* Check for leading zero */
+ if (name[i] == '0' && name[i+1] != ']')
+ return -1;
+
*out_base_name_end = name + (i - 1);
return array_index;
}
/**
- * Set UsesClipDistance and ClipDistanceArraySize based on the given shader.
+ * Set clip_distance_array_size based on the given shader.
*
* Also check for errors based on incorrect usage of gl_ClipVertex and
* gl_ClipDistance.
*/
static void
analyze_clip_usage(struct gl_shader_program *prog,
- struct gl_shader *shader, GLboolean *UsesClipDistance,
- GLuint *ClipDistanceArraySize)
+ struct gl_shader *shader,
+ GLuint *clip_distance_array_size)
{
- *ClipDistanceArraySize = 0;
+ *clip_distance_array_size = 0;
if (!prog->IsES && prog->Version >= 130) {
/* From section 7.1 (Vertex Shader Special Variables) of the
_mesa_shader_stage_to_string(shader->Stage));
return;
}
- *UsesClipDistance = clip_distance.variable_found();
- ir_variable *clip_distance_var =
- shader->symbols->get_variable("gl_ClipDistance");
- if (clip_distance_var)
- *ClipDistanceArraySize = clip_distance_var->type->length;
- } else {
- *UsesClipDistance = false;
+
+ if (clip_distance.variable_found()) {
+ ir_variable *clip_distance_var =
+ shader->symbols->get_variable("gl_ClipDistance");
+
+ assert(clip_distance_var);
+ *clip_distance_array_size = clip_distance_var->type->length;
+ }
}
}
/**
* Verify that a vertex shader executable meets all semantic requirements.
*
- * Also sets prog->Vert.UsesClipDistance and prog->Vert.ClipDistanceArraySize
- * as a side effect.
+ * Also sets prog->Vert.ClipDistanceArraySize as a side effect.
*
* \param shader Vertex shader executable to be verified
*/
}
}
- analyze_clip_usage(prog, shader, &prog->Vert.UsesClipDistance,
- &prog->Vert.ClipDistanceArraySize);
+ analyze_clip_usage(prog, shader, &prog->Vert.ClipDistanceArraySize);
+}
+
+void
+validate_tess_eval_shader_executable(struct gl_shader_program *prog,
+ struct gl_shader *shader)
+{
+ if (shader == NULL)
+ return;
+
+ analyze_clip_usage(prog, shader, &prog->TessEval.ClipDistanceArraySize);
}
/**
* Verify that a geometry shader executable meets all semantic requirements
*
- * Also sets prog->Geom.VerticesIn, prog->Geom.UsesClipDistance, and
- * prog->Geom.ClipDistanceArraySize as a side effect.
+ * Also sets prog->Geom.VerticesIn, and prog->Geom.ClipDistanceArraySize as
+ * a side effect.
*
* \param shader Geometry shader executable to be verified
*/
unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
prog->Geom.VerticesIn = num_vertices;
- analyze_clip_usage(prog, shader, &prog->Geom.UsesClipDistance,
- &prog->Geom.ClipDistanceArraySize);
+ analyze_clip_usage(prog, shader, &prog->Geom.ClipDistanceArraySize);
}
/**
* 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) {
- if (var->type->length <= existing->data.max_array_access) {
- linker_error(prog, "%s `%s' declared as type "
- "`%s' but outermost dimension has an index"
- " of `%i'\n",
- mode_string(var),
- var->name, var->type->name,
- existing->data.max_array_access);
- }
- existing->type = var->type;
- return true;
- } else if (existing->type->length != 0) {
- if(existing->type->length <= var->data.max_array_access) {
- linker_error(prog, "%s `%s' declared as type "
- "`%s' but outermost dimension has an index"
- " of `%i'\n",
- mode_string(var),
- var->name, existing->type->name,
- var->data.max_array_access);
+ if (var->type->is_array() && existing->type->is_array()) {
+ if ((var->type->fields.array == existing->type->fields.array) &&
+ ((var->type->length == 0)|| (existing->type->length == 0))) {
+ if (var->type->length != 0) {
+ if (var->type->length <= existing->data.max_array_access) {
+ linker_error(prog, "%s `%s' declared as type "
+ "`%s' but outermost dimension has an index"
+ " of `%i'\n",
+ mode_string(var),
+ var->name, var->type->name,
+ existing->data.max_array_access);
+ }
+ existing->type = var->type;
+ return true;
+ } else if (existing->type->length != 0) {
+ if(existing->type->length <= var->data.max_array_access &&
+ !existing->data.from_ssbo_unsized_array) {
+ linker_error(prog, "%s `%s' declared as type "
+ "`%s' but outermost dimension has an index"
+ " of `%i'\n",
+ mode_string(var),
+ var->name, existing->type->name,
+ var->data.max_array_access);
+ }
+ return true;
}
- return true;
+ } else {
+ /* The arrays of structs could have different glsl_type pointers but
+ * they are actually the same type. Use record_compare() to check that.
+ */
+ if (existing->type->fields.array->is_record() &&
+ var->type->fields.array->is_record() &&
+ existing->type->fields.array->record_compare(var->type->fields.array))
+ return true;
}
}
return false;
if (var == NULL)
continue;
- if (uniforms_only && (var->data.mode != ir_var_uniform))
+ if (uniforms_only && (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage))
continue;
+ /* don't cross validate subroutine uniforms */
+ if (var->type->contains_subroutine())
+ continue;
+
/* Don't cross validate temporaries that are at global scope. These
* will eventually get pulled into the shaders 'main'.
*/
&& existing->type->record_compare(var->type)) {
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;
+ /* If it is an unsized array in a Shader Storage Block,
+ * two different shaders can access to different elements.
+ * Because of that, they might be converted to different
+ * sized arrays, then check that they are compatible but
+ * ignore the array size.
+ */
+ if (!(var->data.mode == ir_var_shader_storage &&
+ var->data.from_ssbo_unsized_array &&
+ existing->data.mode == ir_var_shader_storage &&
+ existing->data.from_ssbo_unsized_array &&
+ var->type->gl_type == existing->type->gl_type)) {
+ 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;
+ }
}
}
}
}
/**
- * Accumulates the array of prog->UniformBlocks and checks that all
+ * Accumulates the array of prog->BufferInterfaceBlocks and checks that all
* definitons of blocks agree on their contents.
*/
static bool
unsigned max_num_uniform_blocks = 0;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i])
- max_num_uniform_blocks += prog->_LinkedShaders[i]->NumUniformBlocks;
+ max_num_uniform_blocks += prog->_LinkedShaders[i]->NumBufferInterfaceBlocks;
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (sh == NULL)
continue;
- for (unsigned int j = 0; j < sh->NumUniformBlocks; j++) {
+ for (unsigned int j = 0; j < sh->NumBufferInterfaceBlocks; j++) {
int index = link_cross_validate_uniform_block(prog,
- &prog->UniformBlocks,
- &prog->NumUniformBlocks,
- &sh->UniformBlocks[j]);
+ &prog->BufferInterfaceBlocks,
+ &prog->NumBufferInterfaceBlocks,
+ &sh->BufferInterfaceBlocks[j]);
if (index == -1) {
linker_error(prog, "uniform block `%s' has mismatching definitions\n",
- sh->UniformBlocks[j].Name);
+ sh->BufferInterfaceBlocks[j].Name);
return false;
}
return last;
}
-/**
- * Get the function signature for main from a shader
- */
-ir_function_signature *
-link_get_main_function_signature(gl_shader *sh)
-{
- ir_function *const f = sh->symbols->get_function("main");
- if (f != NULL) {
- exec_list void_parameters;
-
- /* Look for the 'void main()' signature and ensure that it's defined.
- * This keeps the linker from accidentally pick a shader that just
- * contains a prototype for main.
- *
- * We don't have to check for multiple definitions of main (in multiple
- * shaders) because that would have already been caught above.
- */
- ir_function_signature *sig =
- f->matching_signature(NULL, &void_parameters, false);
- if ((sig != NULL) && sig->is_defined) {
- return sig;
- }
- }
-
- return NULL;
-}
-
/**
* This class is only used in link_intrastage_shaders() below but declaring
virtual ir_visitor_status visit(ir_variable *var)
{
- fixup_type(&var->type, var->data.max_array_access);
+ const glsl_type *type_without_array;
+ fixup_type(&var->type, var->data.max_array_access,
+ var->data.from_ssbo_unsized_array);
+ type_without_array = var->type->without_array();
if (var->type->is_interface()) {
if (interface_contains_unsized_arrays(var->type)) {
const glsl_type *new_type =
resize_interface_members(var->type,
- var->get_max_ifc_array_access());
+ var->get_max_ifc_array_access(),
+ var->is_in_shader_storage_block());
var->type = new_type;
var->change_interface_type(new_type);
}
- } else if (var->type->is_array() &&
- var->type->fields.array->is_interface()) {
- if (interface_contains_unsized_arrays(var->type->fields.array)) {
+ } else if (type_without_array->is_interface()) {
+ if (interface_contains_unsized_arrays(type_without_array)) {
const glsl_type *new_type =
- resize_interface_members(var->type->fields.array,
- var->get_max_ifc_array_access());
+ resize_interface_members(type_without_array,
+ var->get_max_ifc_array_access(),
+ var->is_in_shader_storage_block());
var->change_interface_type(new_type);
var->type = update_interface_members_array(var->type, new_type);
}
* If the type pointed to by \c type represents an unsized array, replace
* it with a sized array whose size is determined by max_array_access.
*/
- static void fixup_type(const glsl_type **type, unsigned max_array_access)
+ static void fixup_type(const glsl_type **type, unsigned max_array_access,
+ bool from_ssbo_unsized_array)
{
- if ((*type)->is_unsized_array()) {
+ if (!from_ssbo_unsized_array && (*type)->is_unsized_array()) {
*type = glsl_type::get_array_instance((*type)->fields.array,
max_array_access + 1);
assert(*type != NULL);
*/
static const glsl_type *
resize_interface_members(const glsl_type *type,
- const unsigned *max_ifc_array_access)
+ const unsigned *max_ifc_array_access,
+ bool is_ssbo)
{
unsigned num_fields = type->length;
glsl_struct_field *fields = new glsl_struct_field[num_fields];
memcpy(fields, type->fields.structure,
num_fields * sizeof(*fields));
for (unsigned i = 0; i < num_fields; i++) {
- fixup_type(&fields[i].type, max_ifc_array_access[i]);
+ /* If SSBO last member is unsized array, we don't replace it by a sized
+ * array.
+ */
+ if (is_ssbo && i == (num_fields - 1))
+ fixup_type(&fields[i].type, max_ifc_array_access[i],
+ true);
+ else
+ fixup_type(&fields[i].type, max_ifc_array_access[i],
+ false);
}
glsl_interface_packing packing =
(glsl_interface_packing) type->interface_packing;
hash_table *unnamed_interfaces;
};
+
+/**
+ * Performs the cross-validation of tessellation control shader vertices and
+ * layout qualifiers for the attached tessellation control shaders,
+ * and propagates them to the linked TCS and linked shader program.
+ */
+static void
+link_tcs_out_layout_qualifiers(struct gl_shader_program *prog,
+ struct gl_shader *linked_shader,
+ struct gl_shader **shader_list,
+ unsigned num_shaders)
+{
+ linked_shader->TessCtrl.VerticesOut = 0;
+
+ if (linked_shader->Stage != MESA_SHADER_TESS_CTRL)
+ return;
+
+ /* From the GLSL 4.0 spec (chapter 4.3.8.2):
+ *
+ * "All tessellation control shader layout declarations in a program
+ * must specify the same output patch vertex count. There must be at
+ * least one layout qualifier specifying an output patch vertex count
+ * in any program containing tessellation control shaders; however,
+ * such a declaration is not required in all tessellation control
+ * shaders."
+ */
+
+ for (unsigned i = 0; i < num_shaders; i++) {
+ struct gl_shader *shader = shader_list[i];
+
+ if (shader->TessCtrl.VerticesOut != 0) {
+ if (linked_shader->TessCtrl.VerticesOut != 0 &&
+ linked_shader->TessCtrl.VerticesOut != shader->TessCtrl.VerticesOut) {
+ linker_error(prog, "tessellation control shader defined with "
+ "conflicting output vertex count (%d and %d)\n",
+ linked_shader->TessCtrl.VerticesOut,
+ shader->TessCtrl.VerticesOut);
+ return;
+ }
+ linked_shader->TessCtrl.VerticesOut = shader->TessCtrl.VerticesOut;
+ }
+ }
+
+ /* Just do the intrastage -> interstage propagation right now,
+ * since we already know we're in the right type of shader program
+ * for doing it.
+ */
+ if (linked_shader->TessCtrl.VerticesOut == 0) {
+ linker_error(prog, "tessellation control shader didn't declare "
+ "vertices out layout qualifier\n");
+ return;
+ }
+ prog->TessCtrl.VerticesOut = linked_shader->TessCtrl.VerticesOut;
+}
+
+
+/**
+ * Performs the cross-validation of tessellation evaluation shader
+ * primitive type, vertex spacing, ordering and point_mode layout qualifiers
+ * for the attached tessellation evaluation shaders, and propagates them
+ * to the linked TES and linked shader program.
+ */
+static void
+link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
+ struct gl_shader *linked_shader,
+ struct gl_shader **shader_list,
+ unsigned num_shaders)
+{
+ linked_shader->TessEval.PrimitiveMode = PRIM_UNKNOWN;
+ linked_shader->TessEval.Spacing = 0;
+ linked_shader->TessEval.VertexOrder = 0;
+ linked_shader->TessEval.PointMode = -1;
+
+ if (linked_shader->Stage != MESA_SHADER_TESS_EVAL)
+ return;
+
+ /* From the GLSL 4.0 spec (chapter 4.3.8.1):
+ *
+ * "At least one tessellation evaluation shader (compilation unit) in
+ * a program must declare a primitive mode in its input layout.
+ * Declaration vertex spacing, ordering, and point mode identifiers is
+ * optional. It is not required that all tessellation evaluation
+ * shaders in a program declare a primitive mode. If spacing or
+ * vertex ordering declarations are omitted, the tessellation
+ * primitive generator will use equal spacing or counter-clockwise
+ * vertex ordering, respectively. If a point mode declaration is
+ * omitted, the tessellation primitive generator will produce lines or
+ * triangles according to the primitive mode."
+ */
+
+ for (unsigned i = 0; i < num_shaders; i++) {
+ struct gl_shader *shader = shader_list[i];
+
+ if (shader->TessEval.PrimitiveMode != PRIM_UNKNOWN) {
+ if (linked_shader->TessEval.PrimitiveMode != PRIM_UNKNOWN &&
+ linked_shader->TessEval.PrimitiveMode != shader->TessEval.PrimitiveMode) {
+ linker_error(prog, "tessellation evaluation shader defined with "
+ "conflicting input primitive modes.\n");
+ return;
+ }
+ linked_shader->TessEval.PrimitiveMode = shader->TessEval.PrimitiveMode;
+ }
+
+ if (shader->TessEval.Spacing != 0) {
+ if (linked_shader->TessEval.Spacing != 0 &&
+ linked_shader->TessEval.Spacing != shader->TessEval.Spacing) {
+ linker_error(prog, "tessellation evaluation shader defined with "
+ "conflicting vertex spacing.\n");
+ return;
+ }
+ linked_shader->TessEval.Spacing = shader->TessEval.Spacing;
+ }
+
+ if (shader->TessEval.VertexOrder != 0) {
+ if (linked_shader->TessEval.VertexOrder != 0 &&
+ linked_shader->TessEval.VertexOrder != shader->TessEval.VertexOrder) {
+ linker_error(prog, "tessellation evaluation shader defined with "
+ "conflicting ordering.\n");
+ return;
+ }
+ linked_shader->TessEval.VertexOrder = shader->TessEval.VertexOrder;
+ }
+
+ if (shader->TessEval.PointMode != -1) {
+ if (linked_shader->TessEval.PointMode != -1 &&
+ linked_shader->TessEval.PointMode != shader->TessEval.PointMode) {
+ linker_error(prog, "tessellation evaluation shader defined with "
+ "conflicting point modes.\n");
+ return;
+ }
+ linked_shader->TessEval.PointMode = shader->TessEval.PointMode;
+ }
+
+ }
+
+ /* Just do the intrastage -> interstage propagation right now,
+ * since we already know we're in the right type of shader program
+ * for doing it.
+ */
+ if (linked_shader->TessEval.PrimitiveMode == PRIM_UNKNOWN) {
+ linker_error(prog,
+ "tessellation evaluation shader didn't declare input "
+ "primitive modes.\n");
+ return;
+ }
+ prog->TessEval.PrimitiveMode = linked_shader->TessEval.PrimitiveMode;
+
+ if (linked_shader->TessEval.Spacing == 0)
+ linked_shader->TessEval.Spacing = GL_EQUAL;
+ prog->TessEval.Spacing = linked_shader->TessEval.Spacing;
+
+ if (linked_shader->TessEval.VertexOrder == 0)
+ linked_shader->TessEval.VertexOrder = GL_CCW;
+ prog->TessEval.VertexOrder = linked_shader->TessEval.VertexOrder;
+
+ if (linked_shader->TessEval.PointMode == -1)
+ linked_shader->TessEval.PointMode = GL_FALSE;
+ prog->TessEval.PointMode = linked_shader->TessEval.PointMode;
+}
+
+
/**
* Performs the cross-validation of layout qualifiers specified in
* redeclaration of gl_FragCoord for the attached fragment shaders,
/* Link up uniform blocks defined within this stage. */
const unsigned num_uniform_blocks =
- link_uniform_blocks(mem_ctx, prog, shader_list, num_shaders,
+ link_uniform_blocks(mem_ctx, ctx, prog, shader_list, num_shaders,
&uniform_blocks);
if (!prog->LinkStatus)
return NULL;
*/
gl_shader *main = NULL;
for (unsigned i = 0; i < num_shaders; i++) {
- if (link_get_main_function_signature(shader_list[i]) != NULL) {
+ if (_mesa_get_main_function_signature(shader_list[i]) != NULL) {
main = shader_list[i];
break;
}
linked->ir = new(linked) exec_list;
clone_ir_list(mem_ctx, linked->ir, main->ir);
- linked->UniformBlocks = uniform_blocks;
- linked->NumUniformBlocks = num_uniform_blocks;
- ralloc_steal(linked, linked->UniformBlocks);
+ linked->BufferInterfaceBlocks = uniform_blocks;
+ linked->NumBufferInterfaceBlocks = num_uniform_blocks;
+ ralloc_steal(linked, linked->BufferInterfaceBlocks);
link_fs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
+ link_tcs_out_layout_qualifiers(prog, linked, shader_list, num_shaders);
+ link_tes_in_layout_qualifiers(prog, linked, shader_list, num_shaders);
link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
link_cs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
* copy of the original shader that contained the main function).
*/
ir_function_signature *const main_sig =
- link_get_main_function_signature(linked);
+ _mesa_get_main_function_signature(linked);
/* Move any instructions other than variable declarations or function
* declarations into main.
if (!ok) {
- ctx->Driver.DeleteShader(ctx, linked);
+ _mesa_delete_shader(ctx, linked);
return NULL;
}
if (ctx->Const.VertexID_is_zero_based)
lower_vertex_id(linked);
+ /* Validate correct usage of barrier() in the tess control shader */
+ if (linked->Stage == MESA_SHADER_TESS_CTRL) {
+ barrier_use_visitor visitor(prog);
+ foreach_in_list(ir_instruction, ir, linked->ir) {
+ ir->accept(&visitor);
+ }
+ }
+
/* 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.
* Atomic counters are supposed to get deterministic
* locations assigned based on the declaration ordering and
* sizes, array compaction would mess that up.
+ *
+ * Subroutine uniforms are not removed.
*/
- if (var->is_in_buffer_block() || var->type->contains_atomic())
+ if (var->is_in_buffer_block() || var->type->contains_atomic() ||
+ var->type->contains_subroutine())
continue;
unsigned int size = var->data.max_array_access;
}
}
+/**
+ * Resize tessellation evaluation per-vertex inputs to the size of
+ * tessellation control per-vertex outputs.
+ */
+static void
+resize_tes_inputs(struct gl_context *ctx,
+ struct gl_shader_program *prog)
+{
+ if (prog->_LinkedShaders[MESA_SHADER_TESS_EVAL] == NULL)
+ return;
+
+ gl_shader *const tcs = prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
+ gl_shader *const tes = prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
+
+ /* If no control shader is present, then the TES inputs are statically
+ * sized to MaxPatchVertices; the actual size of the arrays won't be
+ * known until draw time.
+ */
+ const int num_vertices = tcs
+ ? tcs->TessCtrl.VerticesOut
+ : ctx->Const.MaxPatchVertices;
+
+ tess_eval_array_resize_visitor input_resize_visitor(num_vertices, prog);
+ foreach_in_list(ir_instruction, ir, tes->ir) {
+ ir->accept(&input_resize_visitor);
+ }
+
+ if (tcs) {
+ /* Convert the gl_PatchVerticesIn system value into a constant, since
+ * the value is known at this point.
+ */
+ foreach_in_list(ir_instruction, ir, tes->ir) {
+ ir_variable *var = ir->as_variable();
+ if (var && var->data.mode == ir_var_system_value &&
+ var->data.location == SYSTEM_VALUE_VERTICES_IN) {
+ void *mem_ctx = ralloc_parent(var);
+ var->data.mode = ir_var_auto;
+ var->data.location = 0;
+ var->constant_value = new(mem_ctx) ir_constant(num_vertices);
+ }
+ }
+ }
+}
+
/**
* Find a contiguous set of available bits in a bitmask.
*
* Assign locations for either VS inputs or FS outputs
*
* \param prog Shader program whose variables need locations assigned
+ * \param constants Driver specific constant values for the program.
* \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
*/
bool
assign_attribute_or_color_locations(gl_shader_program *prog,
- unsigned target_index,
- unsigned max_index)
+ struct gl_constants *constants,
+ unsigned target_index)
{
+ /* Maximum number of generic locations. This corresponds to either the
+ * maximum number of draw buffers or the maximum number of generic
+ * attributes.
+ */
+ unsigned max_index = (target_index == MESA_SHADER_VERTEX) ?
+ constants->Program[target_index].MaxAttribs :
+ MAX2(constants->MaxDrawBuffers, constants->MaxDualSourceDrawBuffers);
+
/* Mark invalid locations as being used.
*/
unsigned used_locations = (max_index >= 32)
? ~0 : ~((1 << max_index) - 1);
+ unsigned double_storage_locations = 0;
assert((target_index == MESA_SHADER_VERTEX)
|| (target_index == MESA_SHADER_FRAGMENT));
} to_assign[16];
unsigned num_attr = 0;
- unsigned total_attribs_size = 0;
foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *const var = node->as_variable();
}
}
- const unsigned slots = var->type->count_attribute_slots();
-
- /* From GL4.5 core spec, section 11.1.1 (Vertex Attributes):
+ /* From GL4.5 core spec, section 15.2 (Shader Execution):
*
- * "A program with more than the value of MAX_VERTEX_ATTRIBS active
- * attribute variables may fail to link, unless device-dependent
- * optimizations are able to make the program fit within available
- * hardware resources. For the purposes of this test, attribute variables
- * of the type dvec3, dvec4, dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3,
- * and dmat4 may count as consuming twice as many attributes as equivalent
- * single-precision types. While these types use the same number of
- * generic attributes as their single-precision equivalents,
- * implementations are permitted to consume two single-precision vectors
- * of internal storage for each three- or four-component double-precision
- * vector."
- * Until someone has a good reason in Mesa, enforce that now.
+ * "Output binding assignments will cause LinkProgram to fail:
+ * ...
+ * If the program has an active output assigned to a location greater
+ * than or equal to the value of MAX_DUAL_SOURCE_DRAW_BUFFERS and has
+ * an active output assigned an index greater than or equal to one;"
*/
- if (target_index == MESA_SHADER_VERTEX) {
- total_attribs_size += slots;
- if (var->type->without_array() == glsl_type::dvec3_type ||
- var->type->without_array() == glsl_type::dvec4_type ||
- var->type->without_array() == glsl_type::dmat2x3_type ||
- var->type->without_array() == glsl_type::dmat2x4_type ||
- var->type->without_array() == glsl_type::dmat3_type ||
- var->type->without_array() == glsl_type::dmat3x4_type ||
- var->type->without_array() == glsl_type::dmat4x3_type ||
- var->type->without_array() == glsl_type::dmat4_type)
- total_attribs_size += slots;
+ if (target_index == MESA_SHADER_FRAGMENT && var->data.index >= 1 &&
+ var->data.location - generic_base >=
+ (int) constants->MaxDualSourceDrawBuffers) {
+ linker_error(prog,
+ "output location %d >= GL_MAX_DUAL_SOURCE_DRAW_BUFFERS "
+ "with index %u for %s\n",
+ var->data.location - generic_base, var->data.index,
+ var->name);
+ return false;
}
+ const unsigned slots = var->type->count_attribute_slots();
+
/* If the variable is not a built-in and has a location statically
* assigned in the shader (presumably via a layout qualifier), make sure
* that it doesn't collide with other assigned locations. Otherwise,
}
used_locations |= (use_mask << attr);
+
+ /* From the GL 4.5 core spec, section 11.1.1 (Vertex Attributes):
+ *
+ * "A program with more than the value of MAX_VERTEX_ATTRIBS
+ * active attribute variables may fail to link, unless
+ * device-dependent optimizations are able to make the program
+ * fit within available hardware resources. For the purposes
+ * of this test, attribute variables of the type dvec3, dvec4,
+ * dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3, and dmat4 may
+ * count as consuming twice as many attributes as equivalent
+ * single-precision types. While these types use the same number
+ * of generic attributes as their single-precision equivalents,
+ * implementations are permitted to consume two single-precision
+ * vectors of internal storage for each three- or four-component
+ * double-precision vector."
+ *
+ * Mark this attribute slot as taking up twice as much space
+ * so we can count it properly against limits. According to
+ * issue (3) of the GL_ARB_vertex_attrib_64bit behavior, this
+ * is optional behavior, but it seems preferable.
+ */
+ const glsl_type *type = var->type->without_array();
+ if (type == glsl_type::dvec3_type ||
+ type == glsl_type::dvec4_type ||
+ type == glsl_type::dmat2x3_type ||
+ type == glsl_type::dmat2x4_type ||
+ type == glsl_type::dmat3_type ||
+ type == glsl_type::dmat3x4_type ||
+ type == glsl_type::dmat4x3_type ||
+ type == glsl_type::dmat4_type) {
+ double_storage_locations |= (use_mask << attr);
+ }
}
continue;
}
if (target_index == MESA_SHADER_VERTEX) {
+ unsigned total_attribs_size =
+ _mesa_bitcount(used_locations & ((1 << max_index) - 1)) +
+ _mesa_bitcount(double_storage_locations);
if (total_attribs_size > max_index) {
linker_error(prog,
"attempt to use %d vertex attribute slots only %d available ",
unsigned blocks[MESA_SHADER_STAGES] = {0};
unsigned total_uniform_blocks = 0;
+ unsigned shader_blocks[MESA_SHADER_STAGES] = {0};
+ unsigned total_shader_storage_blocks = 0;
- for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
- if (prog->UniformBlocks[i].UniformBufferSize > ctx->Const.MaxUniformBlockSize) {
+ for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) {
+ /* Don't check SSBOs for Uniform Block Size */
+ if (!prog->BufferInterfaceBlocks[i].IsShaderStorage &&
+ prog->BufferInterfaceBlocks[i].UniformBufferSize > ctx->Const.MaxUniformBlockSize) {
linker_error(prog, "Uniform block %s too big (%d/%d)\n",
- prog->UniformBlocks[i].Name,
- prog->UniformBlocks[i].UniformBufferSize,
+ prog->BufferInterfaceBlocks[i].Name,
+ prog->BufferInterfaceBlocks[i].UniformBufferSize,
ctx->Const.MaxUniformBlockSize);
}
+ if (prog->BufferInterfaceBlocks[i].IsShaderStorage &&
+ prog->BufferInterfaceBlocks[i].UniformBufferSize > ctx->Const.MaxShaderStorageBlockSize) {
+ linker_error(prog, "Shader storage block %s too big (%d/%d)\n",
+ prog->BufferInterfaceBlocks[i].Name,
+ prog->BufferInterfaceBlocks[i].UniformBufferSize,
+ ctx->Const.MaxShaderStorageBlockSize);
+ }
+
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
if (prog->UniformBlockStageIndex[j][i] != -1) {
- blocks[j]++;
- total_uniform_blocks++;
+ struct gl_shader *sh = prog->_LinkedShaders[j];
+ int stage_index = prog->UniformBlockStageIndex[j][i];
+ if (sh && sh->BufferInterfaceBlocks[stage_index].IsShaderStorage) {
+ shader_blocks[j]++;
+ total_shader_storage_blocks++;
+ } else {
+ blocks[j]++;
+ total_uniform_blocks++;
+ }
}
}
if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
- prog->NumUniformBlocks,
+ total_uniform_blocks,
ctx->Const.MaxCombinedUniformBlocks);
} else {
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
}
}
}
+
+ if (total_shader_storage_blocks > ctx->Const.MaxCombinedShaderStorageBlocks) {
+ linker_error(prog, "Too many combined shader storage blocks (%d/%d)\n",
+ total_shader_storage_blocks,
+ ctx->Const.MaxCombinedShaderStorageBlocks);
+ } else {
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ const unsigned max_shader_storage_blocks =
+ ctx->Const.Program[i].MaxShaderStorageBlocks;
+ if (shader_blocks[i] > max_shader_storage_blocks) {
+ linker_error(prog, "Too many %s shader storage blocks (%d/%d)\n",
+ _mesa_shader_stage_to_string(i),
+ shader_blocks[i],
+ max_shader_storage_blocks);
+ break;
+ }
+ }
+ }
}
}
-/**
- * Validate shader image resources.
- */
static void
-check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
+link_calculate_subroutine_compat(struct gl_shader_program *prog)
{
- unsigned total_image_units = 0;
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_shader *sh = prog->_LinkedShaders[i];
+ int count;
+ if (!sh)
+ continue;
+
+ for (unsigned j = 0; j < sh->NumSubroutineUniformRemapTable; j++) {
+ struct gl_uniform_storage *uni = sh->SubroutineUniformRemapTable[j];
+
+ if (!uni)
+ continue;
+
+ count = 0;
+ for (unsigned f = 0; f < sh->NumSubroutineFunctions; f++) {
+ struct gl_subroutine_function *fn = &sh->SubroutineFunctions[f];
+ for (int k = 0; k < fn->num_compat_types; k++) {
+ if (fn->types[k] == uni->type) {
+ count++;
+ break;
+ }
+ }
+ }
+ uni->num_compatible_subroutines = count;
+ }
+ }
+}
+
+static void
+check_subroutine_resources(struct gl_shader_program *prog)
+{
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_shader *sh = prog->_LinkedShaders[i];
+
+ if (sh) {
+ if (sh->NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS)
+ linker_error(prog, "Too many %s shader subroutine uniforms\n",
+ _mesa_shader_stage_to_string(i));
+ }
+ }
+}
+/**
+ * Validate shader image resources.
+ */
+static void
+check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
+{
+ unsigned total_image_units = 0;
unsigned fragment_outputs = 0;
+ unsigned total_shader_storage_blocks = 0;
if (!ctx->Extensions.ARB_shader_image_load_store)
return;
if (sh) {
if (sh->NumImages > ctx->Const.Program[i].MaxImageUniforms)
- linker_error(prog, "Too many %s shader image uniforms\n",
- _mesa_shader_stage_to_string(i));
+ linker_error(prog, "Too many %s shader image uniforms (%u > %u)\n",
+ _mesa_shader_stage_to_string(i), sh->NumImages,
+ ctx->Const.Program[i].MaxImageUniforms);
total_image_units += sh->NumImages;
+ for (unsigned j = 0; j < prog->NumBufferInterfaceBlocks; j++) {
+ int stage_index = prog->UniformBlockStageIndex[i][j];
+ if (stage_index != -1 && sh->BufferInterfaceBlocks[stage_index].IsShaderStorage)
+ total_shader_storage_blocks++;
+ }
+
if (i == MESA_SHADER_FRAGMENT) {
foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *var = node->as_variable();
if (total_image_units > ctx->Const.MaxCombinedImageUniforms)
linker_error(prog, "Too many combined image uniforms\n");
- if (total_image_units + fragment_outputs >
- ctx->Const.MaxCombinedImageUnitsAndFragmentOutputs)
- linker_error(prog, "Too many combined image uniforms and fragment outputs\n");
+ if (total_image_units + fragment_outputs + total_shader_storage_blocks >
+ ctx->Const.MaxCombinedShaderOutputResources)
+ linker_error(prog, "Too many combined image uniforms, shader storage "
+ " buffers and fragment outputs\n");
}
return true;
}
+static bool
+reserve_subroutine_explicit_locations(struct gl_shader_program *prog,
+ struct gl_shader *sh,
+ ir_variable *var)
+{
+ unsigned slots = var->type->uniform_locations();
+ unsigned max_loc = var->data.location + slots - 1;
+
+ /* Resize remap table if locations do not fit in the current one. */
+ if (max_loc + 1 > sh->NumSubroutineUniformRemapTable) {
+ sh->SubroutineUniformRemapTable =
+ reralloc(sh, sh->SubroutineUniformRemapTable,
+ gl_uniform_storage *,
+ max_loc + 1);
+
+ if (!sh->SubroutineUniformRemapTable) {
+ linker_error(prog, "Out of memory during linking.\n");
+ return false;
+ }
+
+ /* Initialize allocated space. */
+ for (unsigned i = sh->NumSubroutineUniformRemapTable; i < max_loc + 1; i++)
+ sh->SubroutineUniformRemapTable[i] = NULL;
+
+ sh->NumSubroutineUniformRemapTable = max_loc + 1;
+ }
+
+ for (unsigned i = 0; i < slots; i++) {
+ unsigned loc = var->data.location + i;
+
+ /* Check if location is already used. */
+ if (sh->SubroutineUniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
+
+ /* ARB_explicit_uniform_location specification states:
+ * "No two subroutine uniform variables can have the same location
+ * in the same shader stage, otherwise a compiler or linker error
+ * will be generated."
+ */
+ linker_error(prog,
+ "location qualifier for uniform %s overlaps "
+ "previously used location\n",
+ var->name);
+ return false;
+ }
+
+ /* Initialize location as inactive before optimization
+ * rounds and location assignment.
+ */
+ sh->SubroutineUniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
+ }
+
+ return true;
+}
/**
* Check and reserve all explicit uniform locations, called before
* any optimizations happen to handle also inactive uniforms and
foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *var = node->as_variable();
- if ((var && var->data.mode == ir_var_uniform) &&
- var->data.explicit_location) {
- if (!reserve_explicit_locations(prog, uniform_map, var)) {
+ if (var && (var->data.mode == ir_var_uniform &&
+ var->data.explicit_location)) {
+ bool ret;
+ if (var->type->is_subroutine())
+ ret = reserve_subroutine_explicit_locations(prog, sh, var);
+ else
+ ret = reserve_explicit_locations(prog, uniform_map, var);
+ if (!ret) {
delete uniform_map;
return;
}
delete uniform_map;
}
+static bool
+should_add_buffer_variable(struct gl_shader_program *shProg,
+ GLenum type, const char *name)
+{
+ bool found_interface = false;
+ unsigned block_name_len = 0;
+ const char *block_name_dot = strchr(name, '.');
+
+ /* These rules only apply to buffer variables. So we return
+ * true for the rest of types.
+ */
+ if (type != GL_BUFFER_VARIABLE)
+ return true;
+
+ for (unsigned i = 0; i < shProg->NumBufferInterfaceBlocks; i++) {
+ const char *block_name = shProg->BufferInterfaceBlocks[i].Name;
+ block_name_len = strlen(block_name);
+
+ const char *block_square_bracket = strchr(block_name, '[');
+ if (block_square_bracket) {
+ /* The block is part of an array of named interfaces,
+ * for the name comparison we ignore the "[x]" part.
+ */
+ block_name_len -= strlen(block_square_bracket);
+ }
+
+ if (block_name_dot) {
+ /* Check if the variable name starts with the interface
+ * name. The interface name (if present) should have the
+ * length than the interface block name we are comparing to.
+ */
+ unsigned len = strlen(name) - strlen(block_name_dot);
+ if (len != block_name_len)
+ continue;
+ }
+
+ if (strncmp(block_name, name, block_name_len) == 0) {
+ found_interface = true;
+ break;
+ }
+ }
+
+ /* We remove the interface name from the buffer variable name,
+ * including the dot that follows it.
+ */
+ if (found_interface)
+ name = name + block_name_len + 1;
+
+ /* From: ARB_program_interface_query extension:
+ *
+ * "For an active shader storage block member declared as an array, an
+ * entry will be generated only for the first array element, regardless
+ * of its type. For arrays of aggregate types, the enumeration rules are
+ * applied recursively for the single enumerated array element.
+ */
+ const char *struct_first_dot = strchr(name, '.');
+ const char *first_square_bracket = strchr(name, '[');
+
+ /* The buffer variable is on top level and it is not an array */
+ if (!first_square_bracket) {
+ return true;
+ /* The shader storage block member is a struct, then generate the entry */
+ } else if (struct_first_dot && struct_first_dot < first_square_bracket) {
+ return true;
+ } else {
+ /* Shader storage block member is an array, only generate an entry for the
+ * first array element.
+ */
+ if (strncmp(first_square_bracket, "[0]", 3) == 0)
+ return true;
+ }
+
+ return false;
+}
+
static bool
add_program_resource(struct gl_shader_program *prog, GLenum type,
const void *data, uint8_t stages)
return true;
}
+/* Function checks if a variable var is a packed varying and
+ * if given name is part of packed varying's list.
+ *
+ * If a variable is a packed varying, it has a name like
+ * 'packed:a,b,c' where a, b and c are separate variables.
+ */
+static bool
+included_in_packed_varying(ir_variable *var, const char *name)
+{
+ if (strncmp(var->name, "packed:", 7) != 0)
+ return false;
+
+ char *list = strdup(var->name + 7);
+ assert(list);
+
+ bool found = false;
+ char *saveptr;
+ char *token = strtok_r(list, ",", &saveptr);
+ while (token) {
+ if (strcmp(token, name) == 0) {
+ found = true;
+ break;
+ }
+ token = strtok_r(NULL, ",", &saveptr);
+ }
+ free(list);
+ return found;
+}
+
/**
* Function builds a stage reference bitmask from variable name.
*/
static uint8_t
-build_stageref(struct gl_shader_program *shProg, const char *name)
+build_stageref(struct gl_shader_program *shProg, const char *name,
+ unsigned mode)
{
uint8_t stages = 0;
*/
foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *var = node->as_variable();
- if (var && strcmp(var->name, name) == 0) {
- stages |= (1 << i);
- break;
+ if (var) {
+ unsigned baselen = strlen(var->name);
+
+ if (included_in_packed_varying(var, name)) {
+ stages |= (1 << i);
+ break;
+ }
+
+ /* Type needs to match if specified, otherwise we might
+ * pick a variable with same name but different interface.
+ */
+ if (var->data.mode != mode)
+ continue;
+
+ if (strncmp(var->name, name, baselen) == 0) {
+ /* Check for exact name matches but also check for arrays and
+ * structs.
+ */
+ if (name[baselen] == '\0' ||
+ name[baselen] == '[' ||
+ name[baselen] == '.') {
+ stages |= (1 << i);
+ break;
+ }
+ }
}
}
}
static bool
add_interface_variables(struct gl_shader_program *shProg,
- struct gl_shader *sh, GLenum programInterface)
+ exec_list *ir, GLenum programInterface)
{
- foreach_in_list(ir_instruction, node, sh->ir) {
+ foreach_in_list(ir_instruction, node, ir) {
ir_variable *var = node->as_variable();
uint8_t mask = 0;
continue;
};
+ /* Skip packed varyings, packed varyings are handled separately
+ * by add_packed_varyings.
+ */
+ if (strncmp(var->name, "packed:", 7) == 0)
+ continue;
+
+ /* Skip fragdata arrays, these are handled separately
+ * by add_fragdata_arrays.
+ */
+ if (strncmp(var->name, "gl_out_FragData", 15) == 0)
+ continue;
+
if (!add_program_resource(shProg, programInterface, var,
- build_stageref(shProg, var->name) | mask))
+ build_stageref(shProg, var->name,
+ var->data.mode) | mask))
return false;
}
return true;
}
+static bool
+add_packed_varyings(struct gl_shader_program *shProg, int stage)
+{
+ struct gl_shader *sh = shProg->_LinkedShaders[stage];
+ GLenum iface;
+
+ if (!sh || !sh->packed_varyings)
+ return true;
+
+ foreach_in_list(ir_instruction, node, sh->packed_varyings) {
+ ir_variable *var = node->as_variable();
+ if (var) {
+ switch (var->data.mode) {
+ case ir_var_shader_in:
+ iface = GL_PROGRAM_INPUT;
+ break;
+ case ir_var_shader_out:
+ iface = GL_PROGRAM_OUTPUT;
+ break;
+ default:
+ unreachable("unexpected type");
+ }
+ if (!add_program_resource(shProg, iface, var,
+ build_stageref(shProg, var->name,
+ var->data.mode)))
+ return false;
+ }
+ }
+ return true;
+}
+
+static bool
+add_fragdata_arrays(struct gl_shader_program *shProg)
+{
+ struct gl_shader *sh = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT];
+
+ if (!sh || !sh->fragdata_arrays)
+ return true;
+
+ foreach_in_list(ir_instruction, node, sh->fragdata_arrays) {
+ ir_variable *var = node->as_variable();
+ if (var) {
+ assert(var->data.mode == ir_var_shader_out);
+ if (!add_program_resource(shProg, GL_PROGRAM_OUTPUT, var,
+ 1 << MESA_SHADER_FRAGMENT))
+ return false;
+ }
+ }
+ return true;
+}
+
+static char*
+get_top_level_name(const char *name)
+{
+ const char *first_dot = strchr(name, '.');
+ const char *first_square_bracket = strchr(name, '[');
+ int name_size = 0;
+ /* From ARB_program_interface_query spec:
+ *
+ * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying the
+ * number of active array elements of the top-level shader storage block
+ * member containing to the active variable is written to <params>. If the
+ * top-level block member is not declared as an array, the value one is
+ * written to <params>. If the top-level block member is an array with no
+ * declared size, the value zero is written to <params>.
+ */
+
+ /* The buffer variable is on top level.*/
+ if (!first_square_bracket && !first_dot)
+ name_size = strlen(name);
+ else if ((!first_square_bracket ||
+ (first_dot && first_dot < first_square_bracket)))
+ name_size = first_dot - name;
+ else
+ name_size = first_square_bracket - name;
+
+ return strndup(name, name_size);
+}
+
+static char*
+get_var_name(const char *name)
+{
+ const char *first_dot = strchr(name, '.');
+
+ if (!first_dot)
+ return strdup(name);
+
+ return strndup(first_dot+1, strlen(first_dot) - 1);
+}
+
+static bool
+is_top_level_shader_storage_block_member(const char* name,
+ const char* interface_name,
+ const char* field_name)
+{
+ bool result = false;
+
+ /* If the given variable is already a top-level shader storage
+ * block member, then return array_size = 1.
+ * We could have two possibilities: if we have an instanced
+ * shader storage block or not instanced.
+ *
+ * For the first, we check create a name as it was in top level and
+ * compare it with the real name. If they are the same, then
+ * the variable is already at top-level.
+ *
+ * Full instanced name is: interface name + '.' + var name +
+ * NULL character
+ */
+ int name_length = strlen(interface_name) + 1 + strlen(field_name) + 1;
+ char *full_instanced_name = (char *) calloc(name_length, sizeof(char));
+ if (!full_instanced_name) {
+ fprintf(stderr, "%s: Cannot allocate space for name\n", __func__);
+ return false;
+ }
+
+ snprintf(full_instanced_name, name_length, "%s.%s",
+ interface_name, field_name);
+
+ /* Check if its top-level shader storage block member of an
+ * instanced interface block, or of a unnamed interface block.
+ */
+ if (strcmp(name, full_instanced_name) == 0 ||
+ strcmp(name, field_name) == 0)
+ result = true;
+
+ free(full_instanced_name);
+ return result;
+}
+
+static int
+get_array_size(struct gl_uniform_storage *uni, const glsl_struct_field *field,
+ char *interface_name, char *var_name)
+{
+ /* From GL_ARB_program_interface_query spec:
+ *
+ * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer
+ * identifying the number of active array elements of the top-level
+ * shader storage block member containing to the active variable is
+ * written to <params>. If the top-level block member is not
+ * declared as an array, the value one is written to <params>. If
+ * the top-level block member is an array with no declared size,
+ * the value zero is written to <params>.
+ */
+ if (is_top_level_shader_storage_block_member(uni->name,
+ interface_name,
+ var_name))
+ return 1;
+ else if (field->type->is_unsized_array())
+ return 0;
+ else if (field->type->is_array())
+ return field->type->length;
+
+ return 1;
+}
+
+static int
+get_array_stride(struct gl_uniform_storage *uni, const glsl_type *interface,
+ const glsl_struct_field *field, char *interface_name,
+ char *var_name)
+{
+ /* From GL_ARB_program_interface_query:
+ *
+ * "For the property TOP_LEVEL_ARRAY_STRIDE, a single integer
+ * identifying the stride between array elements of the top-level
+ * shader storage block member containing the active variable is
+ * written to <params>. For top-level block members declared as
+ * arrays, the value written is the difference, in basic machine
+ * units, between the offsets of the active variable for
+ * consecutive elements in the top-level array. For top-level
+ * block members not declared as an array, zero is written to
+ * <params>."
+ */
+ if (field->type->is_array()) {
+ const enum glsl_matrix_layout matrix_layout =
+ glsl_matrix_layout(field->matrix_layout);
+ bool row_major = matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
+ const glsl_type *array_type = field->type->fields.array;
+
+ if (is_top_level_shader_storage_block_member(uni->name,
+ interface_name,
+ var_name))
+ return 0;
+
+ if (interface->interface_packing != GLSL_INTERFACE_PACKING_STD430) {
+ if (array_type->is_record() || array_type->is_array())
+ return glsl_align(array_type->std140_size(row_major), 16);
+ else
+ return MAX2(array_type->std140_base_alignment(row_major), 16);
+ } else {
+ return array_type->std430_array_stride(row_major);
+ }
+ }
+ return 0;
+}
+
+static void
+calculate_array_size_and_stride(struct gl_shader_program *shProg,
+ struct gl_uniform_storage *uni)
+{
+ int block_index = uni->block_index;
+ int array_size = -1;
+ int array_stride = -1;
+ char *var_name = get_top_level_name(uni->name);
+ char *interface_name =
+ get_top_level_name(shProg->BufferInterfaceBlocks[block_index].Name);
+
+ if (strcmp(var_name, interface_name) == 0) {
+ /* Deal with instanced array of SSBOs */
+ char *temp_name = get_var_name(uni->name);
+ if (!temp_name) {
+ linker_error(shProg, "Out of memory during linking.\n");
+ goto write_top_level_array_size_and_stride;
+ }
+ free(var_name);
+ var_name = get_top_level_name(temp_name);
+ free(temp_name);
+ if (!var_name) {
+ linker_error(shProg, "Out of memory during linking.\n");
+ goto write_top_level_array_size_and_stride;
+ }
+ }
+
+ for (unsigned i = 0; i < shProg->NumShaders; i++) {
+ if (shProg->Shaders[i] == NULL)
+ continue;
+
+ const gl_shader *stage = shProg->Shaders[i];
+ foreach_in_list(ir_instruction, node, stage->ir) {
+ ir_variable *var = node->as_variable();
+ if (!var || !var->get_interface_type() ||
+ var->data.mode != ir_var_shader_storage)
+ continue;
+
+ const glsl_type *interface = var->get_interface_type();
+
+ if (strcmp(interface_name, interface->name) != 0)
+ continue;
+
+ for (unsigned i = 0; i < interface->length; i++) {
+ const glsl_struct_field *field = &interface->fields.structure[i];
+ if (strcmp(field->name, var_name) != 0)
+ continue;
+
+ array_stride = get_array_stride(uni, interface, field,
+ interface_name, var_name);
+ array_size = get_array_size(uni, field, interface_name, var_name);
+ goto write_top_level_array_size_and_stride;
+ }
+ }
+ }
+write_top_level_array_size_and_stride:
+ free(interface_name);
+ free(var_name);
+ uni->top_level_array_stride = array_stride;
+ uni->top_level_array_size = array_size;
+}
+
/**
* Builds up a list of program resources that point to existing
* resource data.
*/
void
-build_program_resource_list(struct gl_context *ctx,
- struct gl_shader_program *shProg)
+build_program_resource_list(struct gl_shader_program *shProg)
{
/* Rebuild resource list. */
if (shProg->ProgramResourceList) {
if (input_stage == MESA_SHADER_STAGES && output_stage == 0)
return;
+ /* Program interface needs to expose varyings in case of SSO. */
+ if (shProg->SeparateShader) {
+ if (!add_packed_varyings(shProg, input_stage))
+ return;
+ if (!add_packed_varyings(shProg, output_stage))
+ return;
+ }
+
+ if (!add_fragdata_arrays(shProg))
+ return;
+
/* Add inputs and outputs to the resource list. */
- if (!add_interface_variables(shProg, shProg->_LinkedShaders[input_stage],
+ if (!add_interface_variables(shProg, shProg->_LinkedShaders[input_stage]->ir,
GL_PROGRAM_INPUT))
return;
- if (!add_interface_variables(shProg, shProg->_LinkedShaders[output_stage],
+ if (!add_interface_variables(shProg, shProg->_LinkedShaders[output_stage]->ir,
GL_PROGRAM_OUTPUT))
return;
/* Add transform feedback varyings. */
if (shProg->LinkedTransformFeedback.NumVarying > 0) {
for (int i = 0; i < shProg->LinkedTransformFeedback.NumVarying; i++) {
- uint8_t stageref =
- build_stageref(shProg,
- shProg->LinkedTransformFeedback.Varyings[i].Name);
if (!add_program_resource(shProg, GL_TRANSFORM_FEEDBACK_VARYING,
&shProg->LinkedTransformFeedback.Varyings[i],
- stageref))
+ 0))
return;
}
}
continue;
uint8_t stageref =
- build_stageref(shProg, shProg->UniformStorage[i].name);
+ build_stageref(shProg, shProg->UniformStorage[i].name,
+ ir_var_uniform);
/* Add stagereferences for uniforms in a uniform block. */
int block_index = shProg->UniformStorage[i].block_index;
}
}
- if (!add_program_resource(shProg, GL_UNIFORM,
+ bool is_shader_storage = shProg->UniformStorage[i].is_shader_storage;
+ GLenum type = is_shader_storage ? GL_BUFFER_VARIABLE : GL_UNIFORM;
+ if (!should_add_buffer_variable(shProg, type,
+ shProg->UniformStorage[i].name))
+ continue;
+
+ if (is_shader_storage) {
+ calculate_array_size_and_stride(shProg, &shProg->UniformStorage[i]);
+ }
+
+ if (!add_program_resource(shProg, type,
&shProg->UniformStorage[i], stageref))
return;
}
- /* Add program uniform blocks. */
- for (unsigned i = 0; i < shProg->NumUniformBlocks; i++) {
- if (!add_program_resource(shProg, GL_UNIFORM_BLOCK,
- &shProg->UniformBlocks[i], 0))
+ /* Add program uniform blocks and shader storage blocks. */
+ for (unsigned i = 0; i < shProg->NumBufferInterfaceBlocks; i++) {
+ bool is_shader_storage = shProg->BufferInterfaceBlocks[i].IsShaderStorage;
+ GLenum type = is_shader_storage ? GL_SHADER_STORAGE_BLOCK : GL_UNIFORM_BLOCK;
+ if (!add_program_resource(shProg, type,
+ &shProg->BufferInterfaceBlocks[i], 0))
return;
}
return;
}
+ for (unsigned i = 0; i < shProg->NumUniformStorage; i++) {
+ GLenum type;
+ if (!shProg->UniformStorage[i].hidden)
+ continue;
+
+ for (int j = MESA_SHADER_VERTEX; j < MESA_SHADER_STAGES; j++) {
+ if (!shProg->UniformStorage[i].opaque[j].active)
+ continue;
+
+ type = _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j);
+ /* add shader subroutines */
+ if (!add_program_resource(shProg, type, &shProg->UniformStorage[i], 0))
+ return;
+ }
+ }
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_shader *sh = shProg->_LinkedShaders[i];
+ GLuint type;
+
+ if (!sh)
+ continue;
+
+ type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
+ for (unsigned j = 0; j < sh->NumSubroutineFunctions; j++) {
+ if (!add_program_resource(shProg, type, &sh->SubroutineFunctions[j], 0))
+ return;
+ }
+ }
+
/* TODO - following extensions will require more resource types:
*
* GL_ARB_shader_storage_buffer_object
- * GL_ARB_shader_subroutine
*/
}
return true;
}
+static void
+link_assign_subroutine_types(struct gl_shader_program *prog)
+{
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ gl_shader *sh = prog->_LinkedShaders[i];
+
+ if (sh == NULL)
+ continue;
+
+ foreach_in_list(ir_instruction, node, sh->ir) {
+ ir_function *fn = node->as_function();
+ if (!fn)
+ continue;
+
+ if (fn->is_subroutine)
+ sh->NumSubroutineUniformTypes++;
+
+ if (!fn->num_subroutine_types)
+ continue;
+
+ sh->SubroutineFunctions = reralloc(sh, sh->SubroutineFunctions,
+ struct gl_subroutine_function,
+ sh->NumSubroutineFunctions + 1);
+ sh->SubroutineFunctions[sh->NumSubroutineFunctions].name = ralloc_strdup(sh, fn->name);
+ sh->SubroutineFunctions[sh->NumSubroutineFunctions].num_compat_types = fn->num_subroutine_types;
+ sh->SubroutineFunctions[sh->NumSubroutineFunctions].types =
+ ralloc_array(sh, const struct glsl_type *,
+ fn->num_subroutine_types);
+ for (int j = 0; j < fn->num_subroutine_types; j++)
+ sh->SubroutineFunctions[sh->NumSubroutineFunctions].types[j] = fn->subroutine_types[j];
+ sh->NumSubroutineFunctions++;
+ }
+ }
+}
+
+static void
+split_ubos_and_ssbos(void *mem_ctx,
+ struct gl_uniform_block *blocks,
+ unsigned num_blocks,
+ struct gl_uniform_block ***ubos,
+ unsigned *num_ubos,
+ struct gl_uniform_block ***ssbos,
+ unsigned *num_ssbos)
+{
+ unsigned num_ubo_blocks = 0;
+ unsigned num_ssbo_blocks = 0;
+
+ for (unsigned i = 0; i < num_blocks; i++) {
+ if (blocks[i].IsShaderStorage)
+ num_ssbo_blocks++;
+ else
+ num_ubo_blocks++;
+ }
+
+ *ubos = ralloc_array(mem_ctx, gl_uniform_block *, num_ubo_blocks);
+ *num_ubos = 0;
+
+ *ssbos = ralloc_array(mem_ctx, gl_uniform_block *, num_ssbo_blocks);
+ *num_ssbos = 0;
+
+ for (unsigned i = 0; i < num_blocks; i++) {
+ if (blocks[i].IsShaderStorage) {
+ (*ssbos)[(*num_ssbos)++] = &blocks[i];
+ } else {
+ (*ubos)[(*num_ubos)++] = &blocks[i];
+ }
+ }
+
+ assert(*num_ubos + *num_ssbos == num_blocks);
+}
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
prog->Version = max_version;
prog->IsES = is_es_prog;
- /* Geometry shaders have to be linked with vertex shaders.
+ /* From OpenGL 4.5 Core specification (7.3 Program Objects):
+ * "Linking can fail for a variety of reasons as specified in the OpenGL
+ * Shading Language Specification, as well as any of the following
+ * reasons:
+ *
+ * * No shader objects are attached to program.
+ *
+ * ..."
+ *
+ * Same rule applies for OpenGL ES >= 3.1.
+ */
+
+ if (prog->NumShaders == 0 &&
+ ((ctx->API == API_OPENGL_CORE && ctx->Version >= 45) ||
+ (ctx->API == API_OPENGLES2 && ctx->Version >= 31))) {
+ linker_error(prog, "No shader objects are attached to program.\n");
+ goto done;
+ }
+
+ /* Some shaders have to be linked with some other shaders present.
*/
if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
num_shaders[MESA_SHADER_VERTEX] == 0 &&
"vertex shader\n");
goto done;
}
+ if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
+ num_shaders[MESA_SHADER_VERTEX] == 0 &&
+ !prog->SeparateShader) {
+ linker_error(prog, "Tessellation evaluation shader must be linked with "
+ "vertex shader\n");
+ goto done;
+ }
+ if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
+ num_shaders[MESA_SHADER_VERTEX] == 0 &&
+ !prog->SeparateShader) {
+ linker_error(prog, "Tessellation control shader must be linked with "
+ "vertex shader\n");
+ goto done;
+ }
+
+ /* The spec is self-contradictory here. It allows linking without a tess
+ * eval shader, but that can only be used with transform feedback and
+ * rasterization disabled. However, transform feedback isn't allowed
+ * with GL_PATCHES, so it can't be used.
+ *
+ * More investigation showed that the idea of transform feedback after
+ * a tess control shader was dropped, because some hw vendors couldn't
+ * support tessellation without a tess eval shader, but the linker section
+ * wasn't updated to reflect that.
+ *
+ * All specifications (ARB_tessellation_shader, GL 4.0-4.5) have this
+ * spec bug.
+ *
+ * Do what's reasonable and always require a tess eval shader if a tess
+ * control shader is present.
+ */
+ if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
+ num_shaders[MESA_SHADER_TESS_EVAL] == 0 &&
+ !prog->SeparateShader) {
+ linker_error(prog, "Tessellation control shader must be linked with "
+ "tessellation evaluation shader\n");
+ goto done;
+ }
/* Compute shaders have additional restrictions. */
if (num_shaders[MESA_SHADER_COMPUTE] > 0 &&
for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] != NULL)
- ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
+ _mesa_delete_shader(ctx, prog->_LinkedShaders[i]);
prog->_LinkedShaders[i] = NULL;
}
if (!prog->LinkStatus) {
if (sh)
- ctx->Driver.DeleteShader(ctx, sh);
+ _mesa_delete_shader(ctx, sh);
goto done;
}
case MESA_SHADER_VERTEX:
validate_vertex_shader_executable(prog, sh);
break;
+ case MESA_SHADER_TESS_CTRL:
+ /* nothing to be done */
+ break;
+ case MESA_SHADER_TESS_EVAL:
+ validate_tess_eval_shader_executable(prog, sh);
+ break;
case MESA_SHADER_GEOMETRY:
validate_geometry_shader_executable(prog, sh);
break;
}
if (!prog->LinkStatus) {
if (sh)
- ctx->Driver.DeleteShader(ctx, sh);
+ _mesa_delete_shader(ctx, sh);
goto done;
}
if (num_shaders[MESA_SHADER_GEOMETRY] > 0)
prog->LastClipDistanceArraySize = prog->Geom.ClipDistanceArraySize;
+ else if (num_shaders[MESA_SHADER_TESS_EVAL] > 0)
+ prog->LastClipDistanceArraySize = prog->TessEval.ClipDistanceArraySize;
else if (num_shaders[MESA_SHADER_VERTEX] > 0)
prog->LastClipDistanceArraySize = prog->Vert.ClipDistanceArraySize;
else
}
check_explicit_uniform_locations(ctx, prog);
+ link_assign_subroutine_types(prog);
+
if (!prog->LinkStatus)
goto done;
+ resize_tes_inputs(ctx, prog);
+
/* Validate the inputs of each stage with the output of the preceding
* stage.
*/
lower_clip_distance(prog->_LinkedShaders[i]);
}
+ if (ctx->Const.LowerTessLevel) {
+ lower_tess_level(prog->_LinkedShaders[i]);
+ }
+
while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
&ctx->Const.ShaderCompilerOptions[i],
ctx->Const.NativeIntegers))
}
}
- if (!assign_attribute_or_color_locations(prog, MESA_SHADER_VERTEX,
- ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)) {
+ if (!assign_attribute_or_color_locations(prog, &ctx->Const,
+ MESA_SHADER_VERTEX)) {
goto done;
}
- if (!assign_attribute_or_color_locations(prog, MESA_SHADER_FRAGMENT, MAX2(ctx->Const.MaxDrawBuffers, ctx->Const.MaxDualSourceDrawBuffers))) {
+ if (!assign_attribute_or_color_locations(prog, &ctx->Const,
+ MESA_SHADER_FRAGMENT)) {
goto done;
}
*/
if (!assign_varying_locations(ctx, mem_ctx, prog,
NULL, prog->_LinkedShaders[first],
- num_tfeedback_decls, tfeedback_decls,
- prog->Geom.VerticesIn))
+ num_tfeedback_decls, tfeedback_decls))
goto done;
}
*/
if (!assign_varying_locations(ctx, mem_ctx, prog,
sh, NULL,
- num_tfeedback_decls, tfeedback_decls,
- 0))
+ num_tfeedback_decls, tfeedback_decls))
goto done;
}
NULL /* producer */,
sh /* consumer */,
0 /* num_tfeedback_decls */,
- NULL /* tfeedback_decls */,
- 0 /* gs_input_vertices */))
+ NULL /* tfeedback_decls */))
goto done;
} else
demote_shader_inputs_and_outputs(sh, ir_var_shader_in);
gl_shader *const sh_i = prog->_LinkedShaders[i];
gl_shader *const sh_next = prog->_LinkedShaders[next];
- unsigned gs_input_vertices =
- next == MESA_SHADER_GEOMETRY ? prog->Geom.VerticesIn : 0;
if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
- tfeedback_decls, gs_input_vertices))
+ tfeedback_decls))
goto done;
do_dead_builtin_varyings(ctx, sh_i, sh_next,
link_assign_atomic_counter_resources(ctx, prog);
store_fragdepth_layout(prog);
+ link_calculate_subroutine_compat(prog);
check_resources(ctx, prog);
+ check_subroutine_resources(prog);
check_image_resources(ctx, prog);
link_check_atomic_counter_resources(ctx, prog);
* behavior specified in GLSL specification.
*/
if (!prog->SeparateShader && ctx->API == API_OPENGLES2) {
- 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");
+ /* With ES < 3.1 one needs to have always vertex + fragment shader. */
+ if (ctx->Version < 31) {
+ 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");
+ }
+ } else {
+ /* From OpenGL ES 3.1 specification (7.3 Program Objects):
+ * "Linking can fail for a variety of reasons as specified in the
+ * OpenGL ES Shading Language Specification, as well as any of the
+ * following reasons:
+ *
+ * ...
+ *
+ * * program contains objects to form either a vertex shader or
+ * fragment shader, and program is not separable, and does not
+ * contain objects to form both a vertex shader and fragment
+ * shader."
+ */
+ if (!!prog->_LinkedShaders[MESA_SHADER_VERTEX] ^
+ !!prog->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
+ linker_error(prog, "Program needs to contain both vertex and "
+ "fragment shaders.\n");
+ }
+ }
+ }
+
+ /* Split BufferInterfaceBlocks into UniformBlocks and ShaderStorageBlocks
+ * for gl_shader_program and gl_shader, so that drivers that need separate
+ * index spaces for each set can have that.
+ */
+ for (unsigned i = MESA_SHADER_VERTEX; i < MESA_SHADER_STAGES; i++) {
+ if (prog->_LinkedShaders[i] != NULL) {
+ gl_shader *sh = prog->_LinkedShaders[i];
+ split_ubos_and_ssbos(sh,
+ sh->BufferInterfaceBlocks,
+ sh->NumBufferInterfaceBlocks,
+ &sh->UniformBlocks,
+ &sh->NumUniformBlocks,
+ &sh->ShaderStorageBlocks,
+ &sh->NumShaderStorageBlocks);
}
}
+ split_ubos_and_ssbos(prog,
+ prog->BufferInterfaceBlocks,
+ prog->NumBufferInterfaceBlocks,
+ &prog->UniformBlocks,
+ &prog->NumUniformBlocks,
+ &prog->ShaderStorageBlocks,
+ &prog->NumShaderStorageBlocks);
+
/* FINISHME: Assign fragment shader output locations. */
done: