glsl: Fix write mask in matrix-from-matrix constructors.
[mesa.git] / src / glsl / linker.cpp
index 22cdd76015a81468ba591ee69dea58c98b0dfd08..e0823c3af420136213f420263f0e98742d0b27e0 100644 (file)
@@ -72,10 +72,7 @@ extern "C" {
 #include <talloc.h>
 }
 
-#include "main/compiler.h"
-#include "main/mtypes.h"
-#include "main/macros.h"
-#include "main/shaderobj.h"
+#include "main/core.h"
 #include "glsl_symbol_table.h"
 #include "ir.h"
 #include "program.h"
@@ -106,6 +103,27 @@ public:
       return visit_continue_with_parent;
    }
 
+   virtual ir_visitor_status visit_enter(ir_call *ir)
+   {
+      exec_list_iterator sig_iter = ir->get_callee()->parameters.iterator();
+      foreach_iter(exec_list_iterator, iter, *ir) {
+        ir_rvalue *param_rval = (ir_rvalue *)iter.get();
+        ir_variable *sig_param = (ir_variable *)sig_iter.get();
+
+        if (sig_param->mode == ir_var_out ||
+            sig_param->mode == ir_var_inout) {
+           ir_variable *var = param_rval->variable_referenced();
+           if (var && strcmp(name, var->name) == 0) {
+              found = true;
+              return visit_stop;
+           }
+        }
+        sig_iter.next();
+      }
+
+      return visit_continue_with_parent;
+   }
+
    bool variable_found()
    {
       return found;
@@ -325,12 +343,26 @@ cross_validate_globals(struct gl_shader_program *prog,
         ir_variable *const existing = variables.get_variable(var->name);
         if (existing != NULL) {
            if (var->type != existing->type) {
-              linker_error_printf(prog, "%s `%s' declared as type "
-                                  "`%s' and type `%s'\n",
-                                  mode_string(var),
-                                  var->name, var->type->name,
-                                  existing->type->name);
-              return false;
+              /* Consider the types to be "the same" if both types are arrays
+               * of the same type and one of the arrays is implicitly sized.
+               * In addition, set the type of the linked variable to the
+               * explicitly sized array.
+               */
+              if (var->type->is_array()
+                  && existing->type->is_array()
+                  && (var->type->fields.array == existing->type->fields.array)
+                  && ((var->type->length == 0)
+                      || (existing->type->length == 0))) {
+                 if (existing->type->length == 0)
+                    existing->type = var->type;
+              } else {
+                 linker_error_printf(prog, "%s `%s' declared as type "
+                                     "`%s' and type `%s'\n",
+                                     mode_string(var),
+                                     var->name, var->type->name,
+                                     existing->type->name);
+                 return false;
+              }
            }
 
            /* FINISHME: Handle non-constant initializers.
@@ -674,7 +706,8 @@ get_main_function_signature(gl_shader *sh)
  * shader is returned.
  */
 static struct gl_shader *
-link_intrastage_shaders(struct gl_shader_program *prog,
+link_intrastage_shaders(GLcontext *ctx,
+                       struct gl_shader_program *prog,
                        struct gl_shader **shader_list,
                        unsigned num_shaders)
 {
@@ -707,14 +740,14 @@ link_intrastage_shaders(struct gl_shader_program *prog,
               ir_function_signature *sig =
                  (ir_function_signature *) iter.get();
 
-              if (!sig->is_defined || sig->is_built_in)
+              if (!sig->is_defined || f->is_builtin)
                  continue;
 
               ir_function_signature *other_sig =
                  other->exact_matching_signature(& sig->parameters);
 
               if ((other_sig != NULL) && other_sig->is_defined
-                  && !other_sig->is_built_in) {
+                  && !other_sig->function()->is_builtin) {
                  linker_error_printf(prog,
                                      "function `%s' is multiply defined",
                                      f->name);
@@ -747,7 +780,7 @@ link_intrastage_shaders(struct gl_shader_program *prog,
       return NULL;
    }
 
-   gl_shader *const linked = _mesa_new_shader(NULL, 0, main->Type);
+   gl_shader *const linked = ctx->Driver.NewShader(NULL, 0, main->Type);
    linked->ir = new(linked) exec_list;
    clone_ir_list(linked, linked->ir, main->ir);
 
@@ -808,6 +841,134 @@ struct uniform_node {
    unsigned slots;
 };
 
+/**
+ * Update the sizes of linked shader uniform arrays to the maximum
+ * array index used.
+ *
+ * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
+ *
+ *     If one or more elements of an array are active,
+ *     GetActiveUniform will return the name of the array in name,
+ *     subject to the restrictions listed above. The type of the array
+ *     is returned in type. The size parameter contains the highest
+ *     array element index used, plus one. The compiler or linker
+ *     determines the highest index used.  There will be only one
+ *     active uniform reported by the GL per uniform array.
+
+ */
+static void
+update_uniform_array_sizes(struct gl_shader_program *prog)
+{
+   for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
+      foreach_list(node, prog->_LinkedShaders[i]->ir) {
+        ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+        if ((var == NULL) || (var->mode != ir_var_uniform) ||
+            !var->type->is_array())
+           continue;
+
+        unsigned int size = var->max_array_access;
+        for (unsigned j = 0; j < prog->_NumLinkedShaders; j++) {
+           foreach_list(node2, prog->_LinkedShaders[j]->ir) {
+              ir_variable *other_var = ((ir_instruction *) node2)->as_variable();
+              if (!other_var)
+                 continue;
+
+              if (strcmp(var->name, other_var->name) == 0 &&
+                  other_var->max_array_access > size) {
+                 size = other_var->max_array_access;
+              }
+           }
+        }
+        if (size + 1 != var->type->fields.array->length) {
+           var->type = glsl_type::get_array_instance(var->type->fields.array,
+                                                     size + 1);
+           /* FINISHME: We should update the types of array
+            * dereferences of this variable now.
+            */
+        }
+      }
+   }
+}
+
+static void
+add_uniform(void *mem_ctx, exec_list *uniforms, struct hash_table *ht,
+           const char *name, const glsl_type *type, GLenum shader_type,
+           unsigned *next_shader_pos, unsigned *total_uniforms)
+{
+   if (type->is_record()) {
+      for (unsigned int i = 0; i < type->length; i++) {
+        const glsl_type *field_type = type->fields.structure[i].type;
+        char *field_name = talloc_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 = talloc_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)
 {
@@ -816,6 +977,9 @@ assign_uniform_locations(struct gl_shader_program *prog)
    unsigned total_uniforms = 0;
    hash_table *ht = hash_table_ctor(32, hash_table_string_hash,
                                    hash_table_string_compare);
+   void *mem_ctx = talloc_new(NULL);
+
+   update_uniform_array_sizes(prog);
 
    for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
       unsigned next_position = 0;
@@ -826,54 +990,23 @@ assign_uniform_locations(struct gl_shader_program *prog)
         if ((var == NULL) || (var->mode != ir_var_uniform))
            continue;
 
-        const unsigned vec4_slots = (var->component_slots() + 3) / 4;
-        if (vec4_slots == 0) {
-           /* If we've got a sampler or an aggregate of them, the size can
-            * end up zero.  Don't allocate any space.
+        if (strncmp(var->name, "gl_", 3) == 0) {
+           /* At the moment, we don't allocate uniform locations for
+            * builtin uniforms.  It's permitted by spec, and we'll
+            * likely switch to doing that at some point, but not yet.
             */
            continue;
         }
 
-        uniform_node *n = (uniform_node *) hash_table_find(ht, var->name);
-        if (n == NULL) {
-           n = (uniform_node *) calloc(1, sizeof(struct uniform_node));
-           n->u = (gl_uniform *) calloc(vec4_slots, sizeof(struct gl_uniform));
-           n->slots = vec4_slots;
-
-           n->u[0].Name = strdup(var->name);
-           for (unsigned j = 1; j < vec4_slots; j++)
-              n->u[j].Name = n->u[0].Name;
-
-           hash_table_insert(ht, n, n->u[0].Name);
-           uniforms.push_tail(& n->link);
-           total_uniforms += vec4_slots;
-        }
-
-        if (var->constant_value != NULL)
-           for (unsigned j = 0; j < vec4_slots; j++)
-              n->u[j].Initialized = true;
-
         var->location = next_position;
-
-        for (unsigned j = 0; j < vec4_slots; j++) {
-           switch (prog->_LinkedShaders[i]->Type) {
-           case GL_VERTEX_SHADER:
-              n->u[j].VertPos = next_position;
-              break;
-           case GL_FRAGMENT_SHADER:
-              n->u[j].FragPos = next_position;
-              break;
-           case GL_GEOMETRY_SHADER:
-              /* FINISHME: Support geometry shaders. */
-              assert(prog->_LinkedShaders[i]->Type != GL_GEOMETRY_SHADER);
-              break;
-           }
-
-           next_position++;
-        }
+        add_uniform(mem_ctx, &uniforms, ht, var->name, var->type,
+                    prog->_LinkedShaders[i]->Type,
+                    &next_position, &total_uniforms);
       }
    }
 
+   talloc_free(mem_ctx);
+
    gl_uniform_list *ul = (gl_uniform_list *)
       calloc(1, sizeof(gl_uniform_list));
 
@@ -889,8 +1022,8 @@ assign_uniform_locations(struct gl_shader_program *prog)
       next = (uniform_node *) node->link.next;
 
       node->link.remove();
-      memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform) * node->slots);
-      idx += node->slots;
+      memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform));
+      idx++;
 
       free(node->u);
       free(node);
@@ -1104,6 +1237,28 @@ assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index
 }
 
 
+/**
+ * Demote shader outputs that are not read to being just plain global variables
+ */
+void
+demote_unread_shader_outputs(gl_shader *sh)
+{
+   foreach_list(node, sh->ir) {
+      ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+      if ((var == NULL) || (var->mode != ir_var_out))
+        continue;
+
+      /* An 'out' variable is only really a shader output if its value is read
+       * by the following stage.
+       */
+      if (var->location == -1) {
+        var->mode = ir_var_auto;
+      }
+   }
+}
+
+
 void
 assign_varying_locations(struct gl_shader_program *prog,
                         gl_shader *producer, gl_shader *consumer)
@@ -1141,31 +1296,28 @@ assign_varying_locations(struct gl_shader_program *prog,
 
       assert(input_var->location == -1);
 
-      /* FINISHME: Location assignment will need some changes when arrays,
-       * FINISHME: matrices, and structures are allowed as shader inputs /
-       * FINISHME: outputs.
-       */
       output_var->location = output_index;
       input_var->location = input_index;
 
-      output_index++;
-      input_index++;
-   }
+      /* FINISHME: Support for "varying" records in GLSL 1.50. */
+      assert(!output_var->type->is_record());
 
-   foreach_list(node, producer->ir) {
-      ir_variable *const var = ((ir_instruction *) node)->as_variable();
+      if (output_var->type->is_array()) {
+        const unsigned slots = output_var->type->length
+           * output_var->type->fields.array->matrix_columns;
 
-      if ((var == NULL) || (var->mode != ir_var_out))
-        continue;
+        output_index += slots;
+        input_index += slots;
+      } else {
+        const unsigned slots = output_var->type->matrix_columns;
 
-      /* An 'out' variable is only really a shader output if its value is read
-       * by the following stage.
-       */
-      if (var->location == -1) {
-        var->mode = ir_var_auto;
+        output_index += slots;
+        input_index += slots;
       }
    }
 
+   demote_unread_shader_outputs(producer);
+
    foreach_list(node, consumer->ir) {
       ir_variable *const var = ((ir_instruction *) node)->as_variable();
 
@@ -1202,7 +1354,7 @@ assign_varying_locations(struct gl_shader_program *prog,
 
 
 void
-link_shaders(struct gl_shader_program *prog)
+link_shaders(GLcontext *ctx, struct gl_shader_program *prog)
 {
    prog->LinkStatus = false;
    prog->Validated = false;
@@ -1260,12 +1412,16 @@ link_shaders(struct gl_shader_program *prog)
 
    prog->Version = max_version;
 
+   for (unsigned int i = 0; i < prog->_NumLinkedShaders; i++) {
+      ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
+   }
+
    /* Link all shaders for a particular stage and validate the result.
     */
    prog->_NumLinkedShaders = 0;
    if (num_vert_shaders > 0) {
       gl_shader *const sh =
-        link_intrastage_shaders(prog, vert_shader_list, num_vert_shaders);
+        link_intrastage_shaders(ctx, prog, vert_shader_list, num_vert_shaders);
 
       if (sh == NULL)
         goto done;
@@ -1279,7 +1435,7 @@ link_shaders(struct gl_shader_program *prog)
 
    if (num_frag_shaders > 0) {
       gl_shader *const sh =
-        link_intrastage_shaders(prog, frag_shader_list, num_frag_shaders);
+        link_intrastage_shaders(ctx, prog, frag_shader_list, num_frag_shaders);
 
       if (sh == NULL)
         goto done;
@@ -1320,7 +1476,7 @@ link_shaders(struct gl_shader_program *prog)
 
    assign_uniform_locations(prog);
 
-   if (prog->_LinkedShaders[0]->Type == GL_VERTEX_SHADER)
+   if (prog->_LinkedShaders[0]->Type == GL_VERTEX_SHADER) {
       /* FINISHME: The value of the max_attribute_index parameter is
        * FINISHME: implementation dependent based on the value of
        * FINISHME: GL_MAX_VERTEX_ATTRIBS.  GL_MAX_VERTEX_ATTRIBS must be
@@ -1329,6 +1485,10 @@ link_shaders(struct gl_shader_program *prog)
       if (!assign_attribute_locations(prog, 16))
         goto done;
 
+      if (prog->_NumLinkedShaders == 1)
+        demote_unread_shader_outputs(prog->_LinkedShaders[0]);
+   }
+
    for (unsigned i = 1; i < prog->_NumLinkedShaders; i++)
       assign_varying_locations(prog,
                               prog->_LinkedShaders[i - 1],