* \author Ian Romanick <ian.d.romanick@intel.com>
*/
+#include <ctype.h>
#include "main/core.h"
#include "glsl_symbol_table.h"
#include "glsl_parser_extras.h"
#include "link_varyings.h"
#include "ir_optimization.h"
#include "ir_rvalue_visitor.h"
+#include "ir_uniform.h"
-extern "C" {
#include "main/shaderobj.h"
#include "main/enums.h"
-}
+
void linker_error(gl_shader_program *, const char *, ...);
return visit_continue;
}
- var->type = glsl_type::get_array_instance(var->type->element_type(),
+ var->type = glsl_type::get_array_instance(var->type->fields.array,
this->num_vertices);
var->data.max_array_access = this->num_vertices - 1;
{
const glsl_type *const vt = ir->array->type;
if (vt->is_array())
- ir->type = vt->element_type();
+ ir->type = vt->fields.array;
return visit_continue;
}
};
+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;
+ }
+};
/**
- * Visitor that determines whether or not a shader uses ir_end_primitive.
+ * Visitor that determines the highest stream id to which a (geometry) shader
+ * emits vertices. It also checks whether End{Stream}Primitive is ever called.
*/
-class find_end_primitive_visitor : public ir_hierarchical_visitor {
+class find_emit_vertex_visitor : public ir_hierarchical_visitor {
public:
- find_end_primitive_visitor()
- : found(false)
+ find_emit_vertex_visitor(int max_allowed)
+ : max_stream_allowed(max_allowed),
+ invalid_stream_id(0),
+ invalid_stream_id_from_emit_vertex(false),
+ end_primitive_found(false),
+ uses_non_zero_stream(false)
{
/* empty */
}
- virtual ir_visitor_status visit(ir_end_primitive *)
+ virtual ir_visitor_status visit_leave(ir_emit_vertex *ir)
{
- found = true;
- return visit_stop;
+ int stream_id = ir->stream_id();
+
+ if (stream_id < 0) {
+ invalid_stream_id = stream_id;
+ invalid_stream_id_from_emit_vertex = true;
+ return visit_stop;
+ }
+
+ if (stream_id > max_stream_allowed) {
+ invalid_stream_id = stream_id;
+ invalid_stream_id_from_emit_vertex = true;
+ return visit_stop;
+ }
+
+ if (stream_id != 0)
+ uses_non_zero_stream = true;
+
+ return visit_continue;
}
- bool end_primitive_found()
+ virtual ir_visitor_status visit_leave(ir_end_primitive *ir)
{
- return found;
+ end_primitive_found = true;
+
+ int stream_id = ir->stream_id();
+
+ if (stream_id < 0) {
+ invalid_stream_id = stream_id;
+ invalid_stream_id_from_emit_vertex = false;
+ return visit_stop;
+ }
+
+ if (stream_id > max_stream_allowed) {
+ invalid_stream_id = stream_id;
+ invalid_stream_id_from_emit_vertex = false;
+ return visit_stop;
+ }
+
+ if (stream_id != 0)
+ uses_non_zero_stream = true;
+
+ return visit_continue;
+ }
+
+ bool error()
+ {
+ return invalid_stream_id != 0;
+ }
+
+ const char *error_func()
+ {
+ return invalid_stream_id_from_emit_vertex ?
+ "EmitStreamVertex" : "EndStreamPrimitive";
+ }
+
+ int error_stream()
+ {
+ return invalid_stream_id;
+ }
+
+ bool uses_streams()
+ {
+ return uses_non_zero_stream;
+ }
+
+ bool uses_end_primitive()
+ {
+ return end_primitive_found;
}
private:
- bool found;
+ int max_stream_allowed;
+ int invalid_stream_id;
+ bool invalid_stream_id_from_emit_vertex;
+ bool end_primitive_found;
+ bool uses_non_zero_stream;
+};
+
+/* Class that finds array derefs and check if indexes are dynamic. */
+class dynamic_sampler_array_indexing_visitor : public ir_hierarchical_visitor
+{
+public:
+ dynamic_sampler_array_indexing_visitor() :
+ dynamic_sampler_array_indexing(false)
+ {
+ }
+
+ ir_visitor_status visit_enter(ir_dereference_array *ir)
+ {
+ if (!ir->variable_referenced())
+ return visit_continue;
+
+ if (!ir->variable_referenced()->type->contains_sampler())
+ return visit_continue;
+
+ if (!ir->array_index->constant_expression_value()) {
+ dynamic_sampler_array_indexing = true;
+ return visit_stop;
+ }
+ return visit_continue;
+ }
+
+ bool uses_dynamic_sampler_array_indexing()
+ {
+ return dynamic_sampler_array_indexing;
+ }
+
+private:
+ bool dynamic_sampler_array_indexing;
};
} /* anonymous namespace */
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;
}
void
link_invalidate_variable_locations(exec_list *ir)
{
- foreach_list(node, ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
+ foreach_in_list(ir_instruction, node, ir) {
+ ir_variable *const var = node->as_variable();
if (var == NULL)
continue;
* vertex processing has occurred. Its value is undefined if
* the vertex shader executable does not write gl_Position."
*
- * GLSL ES 3.00 is similar to GLSL 1.40--failing to write to gl_Position is
- * not an error.
+ * All GLSL ES Versions are similar to GLSL 1.40--failing to write to
+ * gl_Position is not an error.
*/
if (prog->Version < (prog->IsES ? 300 : 140)) {
find_assignment_visitor find("gl_Position");
find.run(shader->ir);
if (!find.variable_found()) {
- linker_error(prog, "vertex shader does not write to `gl_Position'\n");
+ if (prog->IsES) {
+ linker_warning(prog,
+ "vertex shader does not write to `gl_Position'."
+ "It's value is undefined. \n");
+ } else {
+ linker_error(prog,
+ "vertex shader does not write to `gl_Position'. \n");
+ }
return;
}
}
&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.UsesClipDistance,
+ &prog->TessEval.ClipDistanceArraySize);
+}
+
/**
* Verify that a fragment shader executable meets all semantic requirements
analyze_clip_usage(prog, shader, &prog->Geom.UsesClipDistance,
&prog->Geom.ClipDistanceArraySize);
+}
+
+/**
+ * Check if geometry shaders emit to non-zero streams and do corresponding
+ * validations.
+ */
+static void
+validate_geometry_shader_emissions(struct gl_context *ctx,
+ struct gl_shader_program *prog)
+{
+ if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
+ find_emit_vertex_visitor emit_vertex(ctx->Const.MaxVertexStreams - 1);
+ emit_vertex.run(prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->ir);
+ if (emit_vertex.error()) {
+ linker_error(prog, "Invalid call %s(%d). Accepted values for the "
+ "stream parameter are in the range [0, %d].\n",
+ emit_vertex.error_func(),
+ emit_vertex.error_stream(),
+ ctx->Const.MaxVertexStreams - 1);
+ }
+ prog->Geom.UsesStreams = emit_vertex.uses_streams();
+ prog->Geom.UsesEndPrimitive = emit_vertex.uses_end_primitive();
- find_end_primitive_visitor end_primitive;
- end_primitive.run(shader->ir);
- prog->Geom.UsesEndPrimitive = end_primitive.end_primitive_found();
+ /* From the ARB_gpu_shader5 spec:
+ *
+ * "Multiple vertex streams are supported only if the output primitive
+ * type is declared to be "points". A program will fail to link if it
+ * contains a geometry shader calling EmitStreamVertex() or
+ * EndStreamPrimitive() if its output primitive type is not "points".
+ *
+ * However, in the same spec:
+ *
+ * "The function EmitVertex() is equivalent to calling EmitStreamVertex()
+ * with <stream> set to zero."
+ *
+ * And:
+ *
+ * "The function EndPrimitive() is equivalent to calling
+ * EndStreamPrimitive() with <stream> set to zero."
+ *
+ * Since we can call EmitVertex() and EndPrimitive() when we output
+ * primitives other than points, calling EmitStreamVertex(0) or
+ * EmitEndPrimitive(0) should not produce errors. This it also what Nvidia
+ * does. Currently we only set prog->Geom.UsesStreams to TRUE when
+ * EmitStreamVertex() or EmitEndPrimitive() are called with a non-zero
+ * stream.
+ */
+ if (prog->Geom.UsesStreams && prog->Geom.OutputType != GL_POINTS) {
+ linker_error(prog, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
+ "with n>0 requires point output\n");
+ }
+ }
+}
+
+bool
+validate_intrastage_arrays(struct gl_shader_program *prog,
+ ir_variable *const var,
+ ir_variable *const existing)
+{
+ /* Consider the types to be "the same" if both types are arrays
+ * of the same type and one of the arrays is implicitly sized.
+ * In addition, set the type of the linked variable to the
+ * explicitly sized array.
+ */
+ if (var->type->is_array() && existing->type->is_array() &&
+ (var->type->fields.array == existing->type->fields.array) &&
+ ((var->type->length == 0)|| (existing->type->length == 0))) {
+ if (var->type->length != 0) {
+ 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);
+ }
+ return true;
+ }
+ }
+ return false;
}
if (shader_list[i] == NULL)
continue;
- foreach_list(node, shader_list[i]->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
+ foreach_in_list(ir_instruction, node, shader_list[i]->ir) {
+ ir_variable *const var = node->as_variable();
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 temporaries that are at global scope. These
*/
ir_variable *const existing = variables.get_variable(var->name);
if (existing != NULL) {
- if (var->type != existing->type) {
- /* Consider the types to be "the same" if both types are arrays
- * of the same type and one of the arrays is implicitly sized.
- * In addition, set the type of the linked variable to the
- * explicitly sized array.
- */
- if (var->type->is_array()
- && existing->type->is_array()
- && (var->type->fields.array == existing->type->fields.array)
- && ((var->type->length == 0)
- || (existing->type->length == 0))) {
- if (var->type->length != 0) {
- existing->type = var->type;
- }
- } else if (var->type->is_record()
- && existing->type->is_record()
- && 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;
+ /* Check if types match. Interface blocks have some special
+ * rules so we handle those elsewhere.
+ */
+ if (var->type != existing->type &&
+ !var->is_interface_instance()) {
+ if (!validate_intrastage_arrays(prog, var, existing)) {
+ if (var->type->is_record() && existing->type->is_record()
+ && 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;
+ }
}
}
linker_error(prog,
"All redeclarations of gl_FragDepth in all "
"fragment shaders in a single program must have "
- "the same set of qualifiers.");
+ "the same set of qualifiers.\n");
}
if (var->data.used && layout_differs) {
"qualifier in any fragment shader, it must be "
"redeclared with the same layout qualifier in "
"all fragment shaders that have assignments to "
- "gl_FragDepth");
+ "gl_FragDepth\n");
}
}
&sh->UniformBlocks[j]);
if (index == -1) {
- linker_error(prog, "uniform block `%s' has mismatching definitions",
+ linker_error(prog, "uniform block `%s' has mismatching definitions\n",
sh->UniformBlocks[j].Name);
return false;
}
{
sh->symbols = new(sh) glsl_symbol_table;
- foreach_list(node, sh->ir) {
- ir_instruction *const inst = (ir_instruction *) node;
+ foreach_in_list(ir_instruction, inst, sh->ir) {
ir_variable *var;
ir_function *func;
if ((func = inst->as_function()) != NULL) {
sh->symbols->add_function(func);
} else if ((var = inst->as_variable()) != NULL) {
- sh->symbols->add_variable(var);
+ if (var->data.mode != ir_var_temporary)
+ sh->symbols->add_variable(var);
}
}
}
temps = hash_table_ctor(0, hash_table_pointer_hash,
hash_table_pointer_compare);
- foreach_list_safe(node, instructions) {
- ir_instruction *inst = (ir_instruction *) node;
-
+ foreach_in_list_safe(ir_instruction, inst, instructions) {
if (inst->as_function())
continue;
/**
* Get the function signature for main from a shader
*/
-static ir_function_signature *
-get_main_function_signature(gl_shader *sh)
+ir_function_signature *
+link_get_main_function_signature(gl_shader *sh)
{
ir_function *const f = sh->symbols->get_function("main");
if (f != NULL) {
* 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);
+ ir_function_signature *sig =
+ f->matching_signature(NULL, &void_parameters, false);
if ((sig != NULL) && sig->is_defined) {
return sig;
}
if (var->type->is_interface()) {
if (interface_contains_unsized_arrays(var->type)) {
const glsl_type *new_type =
- resize_interface_members(var->type, var->max_ifc_array_access);
+ resize_interface_members(var->type,
+ var->get_max_ifc_array_access());
var->type = new_type;
var->change_interface_type(new_type);
}
if (interface_contains_unsized_arrays(var->type->fields.array)) {
const glsl_type *new_type =
resize_interface_members(var->type->fields.array,
- var->max_ifc_array_access);
+ var->get_max_ifc_array_access());
var->change_interface_type(new_type);
- var->type =
- glsl_type::get_array_instance(new_type, var->type->length);
+ var->type = update_interface_members_array(var->type, new_type);
}
} else if (const glsl_type *ifc_type = var->get_interface_type()) {
/* Store a pointer to the variable in the unnamed_interfaces
}
}
+ static const glsl_type *
+ update_interface_members_array(const glsl_type *type,
+ const glsl_type *new_interface_type)
+ {
+ const glsl_type *element_type = type->fields.array;
+ if (element_type->is_array()) {
+ const glsl_type *new_array_type =
+ update_interface_members_array(element_type, new_interface_type);
+ return glsl_type::get_array_instance(new_array_type, type->length);
+ } else {
+ return glsl_type::get_array_instance(new_interface_type,
+ type->length);
+ }
+ }
+
/**
* Determine whether the given interface type contains unsized arrays (if
* it doesn't, array_sizing_visitor doesn't need to process it).
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,
* "If gl_FragCoord is redeclared in any fragment shader in a program,
* it must be redeclared in all the fragment shaders in that program
* that have a static use gl_FragCoord."
- *
- * Exclude the case when one of the 'linked_shader' or 'shader' redeclares
- * gl_FragCoord with no layout qualifiers but the other one doesn't
- * redeclare it. If we strictly follow GLSL 1.50 spec's language, it
- * should be a link error. But, generating link error for this case will
- * be a wrong behaviour which spec didn't intend to do and it could also
- * break some applications.
*/
if ((linked_shader->redeclares_gl_fragcoord
&& !shader->redeclares_gl_fragcoord
- && shader->uses_gl_fragcoord
- && (linked_shader->origin_upper_left
- || linked_shader->pixel_center_integer))
+ && shader->uses_gl_fragcoord)
|| (shader->redeclares_gl_fragcoord
&& !linked_shader->redeclares_gl_fragcoord
- && linked_shader->uses_gl_fragcoord
- && (shader->origin_upper_left
- || shader->pixel_center_integer))) {
+ && linked_shader->uses_gl_fragcoord)) {
linker_error(prog, "fragment shader defined with conflicting "
"layout qualifiers for gl_FragCoord\n");
}
"layout qualifiers for gl_FragCoord\n");
}
- /* Update the linked shader state. Â Note that uses_gl_fragcoord should
- * accumulate the results. Â The other values should replace. Â If there
+ /* Update the linked shader state. Note that uses_gl_fragcoord should
+ * accumulate the results. The other values should replace. If there
* are multiple redeclarations, all the fields except uses_gl_fragcoord
* are already known to be the same.
*/
linked_shader->origin_upper_left = shader->origin_upper_left;
linked_shader->pixel_center_integer = shader->pixel_center_integer;
}
+
+ linked_shader->EarlyFragmentTests |= shader->EarlyFragmentTests;
}
}
const unsigned num_uniform_blocks =
link_uniform_blocks(mem_ctx, prog, shader_list, num_shaders,
&uniform_blocks);
+ if (!prog->LinkStatus)
+ return NULL;
/* Check that there is only a single definition of each function signature
* across all shaders.
*/
for (unsigned i = 0; i < (num_shaders - 1); i++) {
- foreach_list(node, shader_list[i]->ir) {
- ir_function *const f = ((ir_instruction *) node)->as_function();
+ foreach_in_list(ir_instruction, node, shader_list[i]->ir) {
+ ir_function *const f = node->as_function();
if (f == NULL)
continue;
if (other == NULL)
continue;
- foreach_list(n, &f->signatures) {
- ir_function_signature *sig = (ir_function_signature *) n;
-
+ foreach_in_list(ir_function_signature, sig, &f->signatures) {
if (!sig->is_defined || sig->is_builtin())
continue;
if ((other_sig != NULL) && other_sig->is_defined
&& !other_sig->is_builtin()) {
- linker_error(prog, "function `%s' is multiply defined",
+ linker_error(prog, "function `%s' is multiply defined\n",
f->name);
return NULL;
}
*/
gl_shader *main = NULL;
for (unsigned i = 0; i < num_shaders; i++) {
- if (get_main_function_signature(shader_list[i]) != NULL) {
+ if (link_get_main_function_signature(shader_list[i]) != NULL) {
main = shader_list[i];
break;
}
ralloc_steal(linked, linked->UniformBlocks);
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);
populate_symbol_table(linked);
- /* The a pointer to the main function in the final linked shader (i.e., the
+ /* The pointer to the main function in the final linked shader (i.e., the
* copy of the original shader that contained the main function).
*/
- ir_function_signature *const main_sig = get_main_function_signature(linked);
+ ir_function_signature *const main_sig =
+ link_get_main_function_signature(linked);
/* Move any instructions other than variable declarations or function
* declarations into main.
*/
gl_shader **linking_shaders = (gl_shader **)
calloc(num_shaders + 1, sizeof(gl_shader *));
- memcpy(linking_shaders, shader_list, num_shaders * sizeof(gl_shader *));
- linking_shaders[num_shaders] = _mesa_glsl_get_builtin_function_shader();
- ok = link_function_calls(prog, linked, linking_shaders, num_shaders + 1);
+ ok = linking_shaders != NULL;
+
+ if (ok) {
+ memcpy(linking_shaders, shader_list, num_shaders * sizeof(gl_shader *));
+ linking_shaders[num_shaders] = _mesa_glsl_get_builtin_function_shader();
- free(linking_shaders);
+ ok = link_function_calls(prog, linked, linking_shaders, num_shaders + 1);
+
+ free(linking_shaders);
+ } else {
+ _mesa_error_no_memory(__func__);
+ }
} else {
ok = link_function_calls(prog, linked, shader_list, num_shaders);
}
if (linked->Stage == MESA_SHADER_GEOMETRY) {
unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
geom_array_resize_visitor input_resize_visitor(num_vertices, prog);
- foreach_list(n, linked->ir) {
- ir_instruction *ir = (ir_instruction *) n;
+ foreach_in_list(ir_instruction, ir, linked->ir) {
ir->accept(&input_resize_visitor);
}
}
+ if (ctx->Const.VertexID_is_zero_based)
+ lower_vertex_id(linked);
+
/* Make a pass over all variable declarations to ensure that arrays with
* unspecified sizes have a size specified. The size is inferred from the
* max_array_access field.
if (prog->_LinkedShaders[i] == NULL)
continue;
- foreach_list(node, prog->_LinkedShaders[i]->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
+ foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
+ ir_variable *const var = node->as_variable();
if ((var == NULL) || (var->data.mode != ir_var_uniform) ||
!var->type->is_array())
* locations assigned based on the declaration ordering and
* sizes, array compaction would mess that up.
*/
- if (var->is_in_uniform_block() || var->type->contains_atomic())
+ if (var->is_in_buffer_block() || var->type->contains_atomic())
continue;
unsigned int size = var->data.max_array_access;
if (prog->_LinkedShaders[j] == NULL)
continue;
- foreach_list(node2, prog->_LinkedShaders[j]->ir) {
- ir_variable *other_var = ((ir_instruction *) node2)->as_variable();
+ foreach_in_list(ir_instruction, node2, prog->_LinkedShaders[j]->ir) {
+ ir_variable *other_var = node2->as_variable();
if (!other_var)
continue;
* Determine the number of slots per array element by dividing by
* the old (total) size.
*/
- if (var->num_state_slots > 0) {
- var->num_state_slots = (size + 1)
- * (var->num_state_slots / var->type->length);
+ const unsigned num_slots = var->get_num_state_slots();
+ if (num_slots > 0) {
+ var->set_num_state_slots((size + 1)
+ * (num_slots / var->type->length));
}
var->type = glsl_type::get_array_instance(var->type->fields.array,
}
}
+/**
+ * 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);
+ }
+}
+
/**
* Find a contiguous set of available bits in a bitmask.
*
/**
- * Assign locations for either VS inputs for FS outputs
+ * Assign locations for either VS inputs or FS outputs
*
* \param prog Shader program whose variables need locations assigned
* \param target_index Selector for the program target to receive location
} to_assign[16];
unsigned num_attr = 0;
+ unsigned total_attribs_size = 0;
- foreach_list(node, sh->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
+ foreach_in_list(ir_instruction, node, sh->ir) {
+ ir_variable *const var = node->as_variable();
if ((var == NULL) || (var->data.mode != (unsigned) direction))
continue;
}
}
+ const unsigned slots = var->type->count_attribute_slots();
+
+ /* From GL4.5 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."
+ * Until someone has a good reason in Mesa, enforce that now.
+ */
+ 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 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,
* add it to the list of variables that need linker-assigned locations.
*/
- const unsigned slots = var->type->count_attribute_slots();
if (var->data.location != -1) {
if (var->data.location >= generic_base && var->data.index < 1) {
/* From page 61 of the OpenGL 4.0 spec:
if (attr + slots > max_index) {
linker_error(prog,
"insufficient contiguous locations "
- "available for %s `%s' %d %d %d", string,
+ "available for %s `%s' %d %d %d\n", string,
var->name, used_locations, use_mask, attr);
return false;
}
num_attr++;
}
+ if (target_index == MESA_SHADER_VERTEX) {
+ if (total_attribs_size > max_index) {
+ linker_error(prog,
+ "attempt to use %d vertex attribute slots only %d available ",
+ total_attribs_size, max_index);
+ return false;
+ }
+ }
+
/* If all of the attributes were assigned locations by the application (or
* are built-in attributes with fixed locations), return early. This should
* be the common case.
linker_error(prog,
"insufficient contiguous locations "
- "available for %s `%s'",
+ "available for %s `%s'\n",
string, to_assign[i].var->name);
return false;
}
void
demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
{
- foreach_list(node, sh->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
+ foreach_in_list(ir_instruction, node, sh->ir) {
+ ir_variable *const var = node->as_variable();
if ((var == NULL) || (var->data.mode != int(mode)))
continue;
* to have a location assigned.
*/
if (var->data.is_unmatched_generic_inout) {
+ assert(var->data.mode != ir_var_temporary);
var->data.mode = ir_var_auto;
}
}
* 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();
+ foreach_in_list(ir_instruction, node, ir) {
+ ir_variable *const var = node->as_variable();
if (var == NULL || var->data.mode != ir_var_shader_out) {
continue;
continue;
if (sh->num_samplers > ctx->Const.Program[i].MaxTextureImageUnits) {
- linker_error(prog, "Too many %s shader texture samplers",
+ linker_error(prog, "Too many %s shader texture samplers\n",
_mesa_shader_stage_to_string(i));
}
_mesa_shader_stage_to_string(i));
} else {
linker_error(prog, "Too many %s shader default uniform block "
- "components",
+ "components\n",
_mesa_shader_stage_to_string(i));
}
}
"this is non-portable out-of-spec behavior\n",
_mesa_shader_stage_to_string(i));
} else {
- linker_error(prog, "Too many %s shader uniform components",
+ linker_error(prog, "Too many %s shader uniform components\n",
_mesa_shader_stage_to_string(i));
}
}
unsigned total_uniform_blocks = 0;
for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+ if (prog->UniformBlocks[i].UniformBufferSize > ctx->Const.MaxUniformBlockSize) {
+ linker_error(prog, "Uniform block %s too big (%d/%d)\n",
+ prog->UniformBlocks[i].Name,
+ prog->UniformBlocks[i].UniformBufferSize,
+ ctx->Const.MaxUniformBlockSize);
+ }
+
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
if (prog->UniformBlockStageIndex[j][i] != -1) {
blocks[j]++;
}
if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
- linker_error(prog, "Too many combined uniform blocks (%d/%d)",
+ linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
prog->NumUniformBlocks,
ctx->Const.MaxCombinedUniformBlocks);
} else {
const unsigned max_uniform_blocks =
ctx->Const.Program[i].MaxUniformBlocks;
if (blocks[i] > max_uniform_blocks) {
- linker_error(prog, "Too many %s uniform blocks (%d/%d)",
+ linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
_mesa_shader_stage_to_string(i),
blocks[i],
max_uniform_blocks);
if (sh) {
if (sh->NumImages > ctx->Const.Program[i].MaxImageUniforms)
- linker_error(prog, "Too many %s shader image uniforms",
+ linker_error(prog, "Too many %s shader image uniforms\n",
_mesa_shader_stage_to_string(i));
total_image_units += sh->NumImages;
if (i == MESA_SHADER_FRAGMENT) {
- foreach_list(node, sh->ir) {
- ir_variable *var = ((ir_instruction *)node)->as_variable();
+ foreach_in_list(ir_instruction, node, sh->ir) {
+ ir_variable *var = node->as_variable();
if (var && var->data.mode == ir_var_shader_out)
fragment_outputs += var->type->count_attribute_slots();
}
}
if (total_image_units > ctx->Const.MaxCombinedImageUniforms)
- linker_error(prog, "Too many combined image uniforms");
+ 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");
+ linker_error(prog, "Too many combined image uniforms and fragment outputs\n");
+}
+
+
+/**
+ * Initializes explicit location slots to INACTIVE_UNIFORM_EXPLICIT_LOCATION
+ * for a variable, checks for overlaps between other uniforms using explicit
+ * locations.
+ */
+static bool
+reserve_explicit_locations(struct gl_shader_program *prog,
+ string_to_uint_map *map, 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 > prog->NumUniformRemapTable) {
+ prog->UniformRemapTable =
+ reralloc(prog, prog->UniformRemapTable,
+ gl_uniform_storage *,
+ max_loc + 1);
+
+ if (!prog->UniformRemapTable) {
+ linker_error(prog, "Out of memory during linking.\n");
+ return false;
+ }
+
+ /* Initialize allocated space. */
+ for (unsigned i = prog->NumUniformRemapTable; i < max_loc + 1; i++)
+ prog->UniformRemapTable[i] = NULL;
+
+ prog->NumUniformRemapTable = max_loc + 1;
+ }
+
+ for (unsigned i = 0; i < slots; i++) {
+ unsigned loc = var->data.location + i;
+
+ /* Check if location is already used. */
+ if (prog->UniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
+
+ /* Possibly same uniform from a different stage, this is ok. */
+ unsigned hash_loc;
+ if (map->get(hash_loc, var->name) && hash_loc == loc - i)
+ continue;
+
+ /* ARB_explicit_uniform_location specification states:
+ *
+ * "No two default-block uniform variables in the program can have
+ * the same location, even if they are unused, 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.
+ */
+ prog->UniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
+ }
+
+ /* Note, base location used for arrays. */
+ map->put(var->data.location, var->name);
+
+ return true;
+}
+
+/**
+ * Check and reserve all explicit uniform locations, called before
+ * any optimizations happen to handle also inactive uniforms and
+ * inactive array elements that may get trimmed away.
+ */
+static void
+check_explicit_uniform_locations(struct gl_context *ctx,
+ struct gl_shader_program *prog)
+{
+ if (!ctx->Extensions.ARB_explicit_uniform_location)
+ return;
+
+ /* This map is used to detect if overlapping explicit locations
+ * occur with the same uniform (from different stage) or a different one.
+ */
+ string_to_uint_map *uniform_map = new string_to_uint_map;
+
+ if (!uniform_map) {
+ linker_error(prog, "Out of memory during linking.\n");
+ return;
+ }
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_shader *sh = prog->_LinkedShaders[i];
+
+ if (!sh)
+ continue;
+
+ foreach_in_list(ir_instruction, node, sh->ir) {
+ ir_variable *var = node->as_variable();
+ if (var && (var->data.mode == ir_var_uniform || var->data.mode == ir_var_shader_storage) &&
+ var->data.explicit_location) {
+ if (!reserve_explicit_locations(prog, uniform_map, var)) {
+ delete uniform_map;
+ return;
+ }
+ }
+ }
+ }
+
+ delete uniform_map;
+}
+
+static bool
+add_program_resource(struct gl_shader_program *prog, GLenum type,
+ const void *data, uint8_t stages)
+{
+ assert(data);
+
+ /* If resource already exists, do not add it again. */
+ for (unsigned i = 0; i < prog->NumProgramResourceList; i++)
+ if (prog->ProgramResourceList[i].Data == data)
+ return true;
+
+ prog->ProgramResourceList =
+ reralloc(prog,
+ prog->ProgramResourceList,
+ gl_program_resource,
+ prog->NumProgramResourceList + 1);
+
+ if (!prog->ProgramResourceList) {
+ linker_error(prog, "Out of memory during linking.\n");
+ return false;
+ }
+
+ struct gl_program_resource *res =
+ &prog->ProgramResourceList[prog->NumProgramResourceList];
+
+ res->Type = type;
+ res->Data = data;
+ res->StageReferences = stages;
+
+ prog->NumProgramResourceList++;
+
+ return true;
}
+/**
+ * Function builds a stage reference bitmask from variable name.
+ */
+static uint8_t
+build_stageref(struct gl_shader_program *shProg, const char *name)
+{
+ uint8_t stages = 0;
+
+ /* Note, that we assume MAX 8 stages, if there will be more stages, type
+ * used for reference mask in gl_program_resource will need to be changed.
+ */
+ assert(MESA_SHADER_STAGES < 8);
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_shader *sh = shProg->_LinkedShaders[i];
+ if (!sh)
+ continue;
+
+ /* Shader symbol table may contain variables that have
+ * been optimized away. Search IR for the variable instead.
+ */
+ 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;
+ }
+ }
+ }
+ return stages;
+}
+
+static bool
+add_interface_variables(struct gl_shader_program *shProg,
+ struct gl_shader *sh, GLenum programInterface)
+{
+ foreach_in_list(ir_instruction, node, sh->ir) {
+ ir_variable *var = node->as_variable();
+ uint8_t mask = 0;
+
+ if (!var)
+ continue;
+
+ switch (var->data.mode) {
+ /* From GL 4.3 core spec, section 11.1.1 (Vertex Attributes):
+ * "For GetActiveAttrib, all active vertex shader input variables
+ * are enumerated, including the special built-in inputs gl_VertexID
+ * and gl_InstanceID."
+ */
+ case ir_var_system_value:
+ if (var->data.location != SYSTEM_VALUE_VERTEX_ID &&
+ var->data.location != SYSTEM_VALUE_VERTEX_ID_ZERO_BASE &&
+ var->data.location != SYSTEM_VALUE_INSTANCE_ID)
+ continue;
+ /* Mark special built-in inputs referenced by the vertex stage so
+ * that they are considered active by the shader queries.
+ */
+ mask = (1 << (MESA_SHADER_VERTEX));
+ /* FALLTHROUGH */
+ case ir_var_shader_in:
+ if (programInterface != GL_PROGRAM_INPUT)
+ continue;
+ break;
+ case ir_var_shader_out:
+ if (programInterface != GL_PROGRAM_OUTPUT)
+ continue;
+ break;
+ default:
+ continue;
+ };
+
+ if (!add_program_resource(shProg, programInterface, var,
+ build_stageref(shProg, var->name) | mask))
+ return false;
+ }
+ return true;
+}
+
+/**
+ * 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)
+{
+ /* Rebuild resource list. */
+ if (shProg->ProgramResourceList) {
+ ralloc_free(shProg->ProgramResourceList);
+ shProg->ProgramResourceList = NULL;
+ shProg->NumProgramResourceList = 0;
+ }
+
+ int input_stage = MESA_SHADER_STAGES, output_stage = 0;
+
+ /* Determine first input and final output stage. These are used to
+ * detect which variables should be enumerated in the resource list
+ * for GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT.
+ */
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (!shProg->_LinkedShaders[i])
+ continue;
+ if (input_stage == MESA_SHADER_STAGES)
+ input_stage = i;
+ output_stage = i;
+ }
+
+ /* Empty shader, no resources. */
+ if (input_stage == MESA_SHADER_STAGES && output_stage == 0)
+ return;
+
+ /* Add inputs and outputs to the resource list. */
+ if (!add_interface_variables(shProg, shProg->_LinkedShaders[input_stage],
+ GL_PROGRAM_INPUT))
+ return;
+
+ if (!add_interface_variables(shProg, shProg->_LinkedShaders[output_stage],
+ 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))
+ return;
+ }
+ }
+
+ /* Add uniforms from uniform storage. */
+ for (unsigned i = 0; i < shProg->NumUniformStorage; i++) {
+ /* Do not add uniforms internally used by Mesa. */
+ if (shProg->UniformStorage[i].hidden)
+ continue;
+
+ uint8_t stageref =
+ build_stageref(shProg, shProg->UniformStorage[i].name);
+
+ /* Add stagereferences for uniforms in a uniform block. */
+ int block_index = shProg->UniformStorage[i].block_index;
+ if (block_index != -1) {
+ for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
+ if (shProg->UniformBlockStageIndex[j][block_index] != -1)
+ stageref |= (1 << j);
+ }
+ }
+
+ if (!add_program_resource(shProg, GL_UNIFORM,
+ &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))
+ return;
+ }
+
+ /* Add atomic counter buffers. */
+ for (unsigned i = 0; i < shProg->NumAtomicBuffers; i++) {
+ if (!add_program_resource(shProg, GL_ATOMIC_COUNTER_BUFFER,
+ &shProg->AtomicBuffers[i], 0))
+ return;
+ }
+
+ /* TODO - following extensions will require more resource types:
+ *
+ * GL_ARB_shader_storage_buffer_object
+ * GL_ARB_shader_subroutine
+ */
+}
+
+/**
+ * This check is done to make sure we allow only constant expression
+ * indexing and "constant-index-expression" (indexing with an expression
+ * that includes loop induction variable).
+ */
+static bool
+validate_sampler_array_indexing(struct gl_context *ctx,
+ struct gl_shader_program *prog)
+{
+ dynamic_sampler_array_indexing_visitor v;
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ bool no_dynamic_indexing =
+ ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler;
+
+ /* Search for array derefs in shader. */
+ v.run(prog->_LinkedShaders[i]->ir);
+ if (v.uses_dynamic_sampler_array_indexing()) {
+ const char *msg = "sampler arrays indexed with non-constant "
+ "expressions is forbidden in GLSL %s %u";
+ /* Backend has indicated that it has no dynamic indexing support. */
+ if (no_dynamic_indexing) {
+ linker_error(prog, msg, prog->IsES ? "ES" : "", prog->Version);
+ return false;
+ } else {
+ linker_warning(prog, msg, prog->IsES ? "ES" : "", prog->Version);
+ }
+ }
+ }
+ return true;
+}
+
+
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
prog->Validated = false;
prog->_Used = false;
- ralloc_free(prog->InfoLog);
- prog->InfoLog = ralloc_strdup(NULL, "");
-
- ralloc_free(prog->UniformBlocks);
- prog->UniformBlocks = NULL;
- prog->NumUniformBlocks = 0;
- for (int i = 0; i < MESA_SHADER_STAGES; i++) {
- ralloc_free(prog->UniformBlockStageIndex[i]);
- prog->UniformBlockStageIndex[i] = NULL;
- }
-
- ralloc_free(prog->AtomicBuffers);
- prog->AtomicBuffers = NULL;
- prog->NumAtomicBuffers = 0;
prog->ARB_fragment_coord_conventions_enable = false;
/* Separate the shaders into groups based on their type.
goto done;
}
- prog->ARB_fragment_coord_conventions_enable |=
- prog->Shaders[i]->ARB_fragment_coord_conventions_enable;
+ if (prog->Shaders[i]->ARB_fragment_coord_conventions_enable) {
+ prog->ARB_fragment_coord_conventions_enable = true;
+ }
gl_shader_stage shader_type = prog->Shaders[i]->Stage;
shader_list[shader_type][num_shaders[shader_type]] = prog->Shaders[i];
prog->Version = max_version;
prog->IsES = is_es_prog;
- /* Geometry shaders have to be linked with vertex shaders.
+ /* 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 &&
link_intrastage_shaders(mem_ctx, ctx, prog, shader_list[stage],
num_shaders[stage]);
- if (!prog->LinkStatus)
+ if (!prog->LinkStatus) {
+ if (sh)
+ ctx->Driver.DeleteShader(ctx, sh);
goto done;
+ }
switch (stage) {
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;
validate_fragment_shader_executable(prog, sh);
break;
}
- if (!prog->LinkStatus)
+ if (!prog->LinkStatus) {
+ if (sh)
+ ctx->Driver.DeleteShader(ctx, sh);
goto done;
+ }
_mesa_reference_shader(ctx, &prog->_LinkedShaders[stage], sh);
}
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
break;
}
+ check_explicit_uniform_locations(ctx, prog);
+ if (!prog->LinkStatus)
+ goto done;
+
+ resize_tes_inputs(ctx, prog);
+
/* Validate the inputs of each stage with the output of the preceding
* stage.
*/
if (!prog->LinkStatus)
goto done;
- if (ctx->ShaderCompilerOptions[i].LowerClipDistance) {
+ if (ctx->Const.ShaderCompilerOptions[i].LowerClipDistance) {
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->ShaderCompilerOptions[i],
+ &ctx->Const.ShaderCompilerOptions[i],
ctx->Const.NativeIntegers))
;
+
+ lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir);
}
+ /* Validation for special cases where we allow sampler array indexing
+ * with loop induction variable. This check emits a warning or error
+ * depending if backend can handle dynamic indexing.
+ */
+ if ((!prog->IsES && prog->Version < 130) ||
+ (prog->IsES && prog->Version < 300)) {
+ if (!validate_sampler_array_indexing(ctx, prog))
+ goto done;
+ }
+
+ /* Check and validate stream emissions in geometry shaders */
+ validate_geometry_shader_emissions(ctx, prog);
+
/* Mark all generic shader inputs and outputs as unpaired. */
for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
if (prog->_LinkedShaders[i] != NULL) {
}
}
- /* FINISHME: The value of the max_attribute_index parameter is
- * FINISHME: implementation dependent based on the value of
- * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
- * FINISHME: at least 16, so hardcode 16 for now.
- */
- if (!assign_attribute_or_color_locations(prog, MESA_SHADER_VERTEX, 16)) {
+ if (!assign_attribute_or_color_locations(prog, MESA_SHADER_VERTEX,
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)) {
goto done;
}
goto done;
}
- unsigned first;
- for (first = 0; first <= MESA_SHADER_FRAGMENT; first++) {
- if (prog->_LinkedShaders[first] != NULL)
- break;
+ unsigned first, last;
+
+ first = MESA_SHADER_STAGES;
+ last = 0;
+
+ /* Determine first and last stage. */
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (!prog->_LinkedShaders[i])
+ continue;
+ if (first == MESA_SHADER_STAGES)
+ first = i;
+ last = i;
}
if (num_tfeedback_decls != 0) {
*/
if (first == MESA_SHADER_FRAGMENT) {
linker_error(prog, "Transform feedback varyings specified, but "
- "no vertex or geometry shader is present.");
+ "no vertex or geometry shader is present.\n");
goto done;
}
* ensures that inter-shader outputs written to in an earlier stage are
* eliminated if they are (transitively) not used in a later stage.
*/
- int last, next;
- for (last = MESA_SHADER_FRAGMENT; last >= 0; last--) {
- if (prog->_LinkedShaders[last] != NULL)
- break;
- }
+ int next;
- if (last >= 0 && last < MESA_SHADER_FRAGMENT) {
+ if (first < MESA_SHADER_FRAGMENT) {
gl_shader *const sh = prog->_LinkedShaders[last];
- if (num_tfeedback_decls != 0 || prog->SeparateShader) {
+ if (first == MESA_SHADER_GEOMETRY) {
+ /* There was no vertex shader, but we still have to assign varying
+ * locations for use by geometry shader inputs in SSO.
+ *
+ * If the shader is not separable (i.e., prog->SeparateShader is
+ * false), linking will have already failed when first is
+ * MESA_SHADER_GEOMETRY.
+ */
+ if (!assign_varying_locations(ctx, mem_ctx, prog,
+ NULL, prog->_LinkedShaders[first],
+ num_tfeedback_decls, tfeedback_decls))
+ goto done;
+ }
+
+ if (last != MESA_SHADER_FRAGMENT &&
+ (num_tfeedback_decls != 0 || prog->SeparateShader)) {
/* There was no fragment shader, but we still have to assign varying
* locations for use by transform feedback.
*/
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,
goto done;
update_array_sizes(prog);
- link_assign_uniform_locations(prog);
+ link_assign_uniform_locations(prog, ctx->Const.UniformBooleanTrue);
link_assign_atomic_counter_resources(ctx, prog);
store_fragdepth_layout(prog);