X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fglsl%2Flinker.cpp;h=b6479e7a3a4e5084a6c6ceb9dc4dfd8334728367;hb=424b1210d951c206e7c2fb8f2778acbd384eb247;hp=5702ec0e91ad72e40edaf46538c0a687d2cd9d52;hpb=e256e4743c3f8f924f0d191759d9428f33f3e329;p=mesa.git diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 5702ec0e91a..b6479e7a3a4 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -63,10 +63,6 @@ * * \author Ian Romanick */ -#include -#include -#include -#include #include "main/core.h" #include "glsl_symbol_table.h" @@ -172,9 +168,9 @@ linker_error_printf(gl_shader_program *prog, const char *fmt, ...) { va_list ap; - prog->InfoLog = talloc_strdup_append(prog->InfoLog, "error: "); + ralloc_strcat(&prog->InfoLog, "error: "); va_start(ap, fmt); - prog->InfoLog = talloc_vasprintf_append(prog->InfoLog, fmt, ap); + ralloc_vasprintf_append(&prog->InfoLog, fmt, ap); va_end(ap); } @@ -299,6 +295,7 @@ mode_string(const ir_variable *var) case ir_var_out: return "shader output"; case ir_var_inout: return "shader inout"; + case ir_var_const_in: case ir_var_temporary: default: assert(!"Should not get here."); @@ -356,11 +353,8 @@ cross_validate_globals(struct gl_shader_program *prog, && (var->type->fields.array == existing->type->fields.array) && ((var->type->length == 0) || (existing->type->length == 0))) { - if (existing->type->length == 0) { + if (var->type->length != 0) { existing->type = var->type; - existing->max_array_access = - MAX2(existing->max_array_access, - var->max_array_access); } } else { linker_error_printf(prog, "%s `%s' declared as type " @@ -385,6 +379,32 @@ cross_validate_globals(struct gl_shader_program *prog, existing->explicit_location = true; } + /* Validate layout qualifiers for gl_FragDepth. + * + * From the AMD_conservative_depth spec: + * "If gl_FragDepth is redeclared in any fragment shader in + * a program, it must be redeclared in all fragment shaders in that + * program that have static assignments to gl_FragDepth. All + * redeclarations of gl_FragDepth in all fragment shaders in + * a single program must have the same set of qualifiers." + */ + if (strcmp(var->name, "gl_FragDepth") == 0) { + bool layout_declared = var->depth_layout != ir_depth_layout_none; + bool layout_differs = var->depth_layout != existing->depth_layout; + if (layout_declared && layout_differs) { + linker_error_printf(prog, + "All redeclarations of gl_FragDepth in all fragment shaders " + "in a single program must have the same set of qualifiers."); + } + if (var->used && layout_differs) { + linker_error_printf(prog, + "If gl_FragDepth is redeclared with a layout qualifier in" + "any fragment shader, it must be redeclared with the same" + "layout qualifier in all fragment shaders that have" + "assignments to gl_FragDepth"); + } + } + /* FINISHME: Handle non-constant initializers. */ if (var->constant_value != NULL) { @@ -409,7 +429,7 @@ cross_validate_globals(struct gl_shader_program *prog, * FINISHME: will fail. */ existing->constant_value = - var->constant_value->clone(talloc_parent(existing), NULL); + var->constant_value->clone(ralloc_parent(existing), NULL); } if (existing->invariant != var->invariant) { @@ -490,7 +510,7 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog, */ if (input->type != output->type) { /* There is a bit of a special case for gl_TexCoord. This - * built-in is unsized by default. Appliations that variable + * built-in is unsized by default. Applications that variable * access it must redeclare it with a size. There is some * language in the GLSL spec that implies the fragment shader * and vertex shader do not have to agree on this size. Other @@ -890,30 +910,29 @@ link_intrastage_shaders(void *mem_ctx, free(linking_shaders); - /* Make a pass over all global variables to ensure that arrays with + /* Make a pass over all variable declarations to ensure that arrays with * unspecified sizes have a size specified. The size is inferred from the * max_array_access field. */ if (linked != NULL) { - foreach_list(node, linked->ir) { - ir_variable *const var = ((ir_instruction *) node)->as_variable(); - - if (var == NULL) - continue; - - if ((var->mode != ir_var_auto) && (var->mode != ir_var_temporary)) - continue; - - if (!var->type->is_array() || (var->type->length != 0)) - continue; + class array_sizing_visitor : public ir_hierarchical_visitor { + public: + virtual ir_visitor_status visit(ir_variable *var) + { + if (var->type->is_array() && (var->type->length == 0)) { + const glsl_type *type = + glsl_type::get_array_instance(var->type->fields.array, + var->max_array_access + 1); + + assert(type != NULL); + var->type = type; + } - const glsl_type *type = - glsl_type::get_array_instance(var->type->fields.array, - var->max_array_access); + return visit_continue; + } + } v; - assert(type != NULL); - var->type = type; - } + v.run(linked->ir); } return linked; @@ -975,6 +994,19 @@ update_array_sizes(struct gl_shader_program *prog) } if (size + 1 != var->type->fields.array->length) { + /* If this is a built-in uniform (i.e., it's backed by some + * fixed-function state), adjust the number of state slots to + * match the new array size. The number of slots per array entry + * is not known. It seems safe to assume that the total number of + * slots is an integer multiple of the number of array elements. + * 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); + } + var->type = glsl_type::get_array_instance(var->type->fields.array, size + 1); /* FINISHME: We should update the types of array @@ -993,7 +1025,7 @@ add_uniform(void *mem_ctx, exec_list *uniforms, struct hash_table *ht, 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, + char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name, type->fields.structure[i].name); add_uniform(mem_ctx, uniforms, ht, field_name, field_type, @@ -1009,7 +1041,7 @@ add_uniform(void *mem_ctx, exec_list *uniforms, struct hash_table *ht, /* 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); + char *elem_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i); add_uniform(mem_ctx, uniforms, ht, elem_name, array_elem_type, shader_type, next_shader_pos, total_uniforms); } @@ -1071,7 +1103,7 @@ 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); + void *mem_ctx = ralloc_context(NULL); for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) { if (prog->_LinkedShaders[i] == NULL) @@ -1100,7 +1132,7 @@ assign_uniform_locations(struct gl_shader_program *prog) } } - talloc_free(mem_ctx); + ralloc_free(mem_ctx); gl_uniform_list *ul = (gl_uniform_list *) calloc(1, sizeof(gl_uniform_list)); @@ -1131,7 +1163,7 @@ assign_uniform_locations(struct gl_shader_program *prog) /** - * Find a contiguous set of available bits in a bitmask + * Find a contiguous set of available bits in a bitmask. * * \param used_mask Bits representing used (1) and unused (0) locations * \param needed_count Number of contiguous bits needed. @@ -1178,7 +1210,7 @@ assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index * 1. Invalidate the location assignments for all vertex shader inputs. * * 2. Assign locations for inputs that have user-defined (via - * glBindVertexAttribLocation) locatoins. + * glBindVertexAttribLocation) locations. * * 3. Sort the attributes without assigned locations by number of slots * required in decreasing order. Fragmentation caused by attribute @@ -1317,7 +1349,7 @@ assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare); - /* VERT_ATTRIB_GENERIC0 is a psdueo-alias for VERT_ATTRIB_POS. It can only + /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can only * be explicitly assigned by via glBindAttribLocation. Mark it as reserved * to prevent it from being automatically allocated below. */ @@ -1373,8 +1405,9 @@ demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode) } -void -assign_varying_locations(struct gl_shader_program *prog, +bool +assign_varying_locations(struct gl_context *ctx, + struct gl_shader_program *prog, gl_shader *producer, gl_shader *consumer) { /* FINISHME: Set dynamically when geometry shader support is added. */ @@ -1430,6 +1463,8 @@ assign_varying_locations(struct gl_shader_program *prog, } } + unsigned varying_vectors = 0; + foreach_list(node, consumer->ir) { ir_variable *const var = ((ir_instruction *) node)->as_variable(); @@ -1460,24 +1495,48 @@ assign_varying_locations(struct gl_shader_program *prog, * value is written by the previous stage. */ var->mode = ir_var_auto; + } else { + /* The packing rules are used for vertex shader inputs are also used + * for fragment shader inputs. + */ + varying_vectors += count_attribute_slots(var->type); + } + } + + if (ctx->API == API_OPENGLES2 || prog->Version == 100) { + if (varying_vectors > ctx->Const.MaxVarying) { + linker_error_printf(prog, "shader uses too many varying vectors " + "(%u > %u)\n", + varying_vectors, ctx->Const.MaxVarying); + return false; + } + } else { + const unsigned float_components = varying_vectors * 4; + if (float_components > ctx->Const.MaxVarying * 4) { + linker_error_printf(prog, "shader uses too many varying components " + "(%u > %u)\n", + float_components, ctx->Const.MaxVarying * 4); + return false; } } + + return true; } void link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) { - void *mem_ctx = talloc_init("temporary linker context"); + void *mem_ctx = ralloc_context(NULL); // temporary linker context prog->LinkStatus = false; prog->Validated = false; prog->_Used = false; if (prog->InfoLog != NULL) - talloc_free(prog->InfoLog); + ralloc_free(prog->InfoLog); - prog->InfoLog = talloc_strdup(NULL, ""); + prog->InfoLog = ralloc_strdup(NULL, ""); /* Separate the shaders into groups based on their type. */ @@ -1578,7 +1637,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) break; } - /* Validate the inputs of each stage with the output of the preceeding + /* Validate the inputs of each stage with the output of the preceding * stage. */ for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) { @@ -1634,9 +1693,13 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) if (prog->_LinkedShaders[i] == NULL) continue; - assign_varying_locations(prog, - prog->_LinkedShaders[prev], - prog->_LinkedShaders[i]); + if (!assign_varying_locations(ctx, prog, + prog->_LinkedShaders[prev], + prog->_LinkedShaders[i])) { + prog->LinkStatus = false; + goto done; + } + prev = i; } @@ -1659,6 +1722,20 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) demote_shader_inputs_and_outputs(sh, ir_var_in); } + /* OpenGL ES requires that a vertex shader and a fragment shader both be + * present in a linked program. By checking for use of shading language + * version 1.00, we also catch the GL_ARB_ES2_compatibility case. + */ + if (ctx->API == API_OPENGLES2 || prog->Version == 100) { + if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) { + linker_error_printf(prog, "program lacks a vertex shader\n"); + prog->LinkStatus = false; + } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) { + linker_error_printf(prog, "program lacks a fragment shader\n"); + prog->LinkStatus = false; + } + } + /* FINISHME: Assign fragment shader output locations. */ done: @@ -1672,5 +1749,5 @@ done: reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir); } - talloc_free(mem_ctx); + ralloc_free(mem_ctx); }