X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fglsl%2Flinker.cpp;h=c168e47e0c81ffc061336929ca9ec4f0031f5ddf;hb=faf3dbad0d30ed36ae6010a90ca2513edb591148;hp=63ce178f44c48c53ac7f528c8ef404ed8a0b2954;hpb=514f8c7ec7cc1ab18be93cebb5b9bf970b1955a9;p=mesa.git diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 63ce178f44c..c168e47e0c8 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -66,6 +66,7 @@ #include "main/core.h" #include "glsl_symbol_table.h" +#include "glsl_parser_extras.h" #include "ir.h" #include "program.h" #include "program/hash_table.h" @@ -200,6 +201,65 @@ linker_warning(gl_shader_program *prog, const char *fmt, ...) } +/** + * Given a string identifying a program resource, break it into a base name + * and an optional array index in square brackets. + * + * If an array index is present, \c out_base_name_end is set to point to the + * "[" that precedes the array index, and the array index itself is returned + * as a long. + * + * If no array index is present (or if the array index is negative or + * mal-formed), \c out_base_name_end, is set to point to the null terminator + * at the end of the input string, and -1 is returned. + * + * Only the final array index is parsed; if the string contains other array + * indices (or structure field accesses), they are left in the base name. + * + * No attempt is made to check that the base name is properly formed; + * typically the caller will look up the base name in a hash table, so + * ill-formed base names simply turn into hash table lookup failures. + */ +long +parse_program_resource_name(const GLchar *name, + const GLchar **out_base_name_end) +{ + /* Section 7.3.1 ("Program Interfaces") of the OpenGL 4.3 spec says: + * + * "When an integer array element or block instance number is part of + * the name string, it will be specified in decimal form without a "+" + * or "-" sign or any extra leading zeroes. Additionally, the name + * string will not include white space anywhere in the string." + */ + + const size_t len = strlen(name); + *out_base_name_end = name + len; + + if (len == 0 || name[len-1] != ']') + return -1; + + /* Walk backwards over the string looking for a non-digit character. This + * had better be the opening bracket for an array index. + * + * Initially, i specifies the location of the ']'. Since the string may + * contain only the ']' charcater, walk backwards very carefully. + */ + unsigned i; + for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i) + /* empty */ ; + + if ((i == 0) || name[i-1] != '[') + return -1; + + long array_index = strtol(&name[i], NULL, 10); + if (array_index < 0) + return -1; + + *out_base_name_end = name + (i - 1); + return array_index; +} + + void link_invalidate_variable_locations(gl_shader *sh, int input_base, int output_base) @@ -879,6 +939,12 @@ link_intrastage_shaders(void *mem_ctx, if (!cross_validate_globals(prog, shader_list, num_shaders, false)) return NULL; + /* Check that interface blocks defined in multiple shaders are consistent. + */ + if (!validate_intrastage_interface_blocks((const gl_shader **)shader_list, + num_shaders)) + return NULL; + /* Check that uniform blocks between shaders for a stage agree. */ const int num_uniform_blocks = link_uniform_blocks(mem_ctx, prog, shader_list, num_shaders, @@ -944,8 +1010,7 @@ link_intrastage_shaders(void *mem_ctx, if (main == NULL) { linker_error(prog, "%s shader lacks `main'\n", - (shader_list[0]->Type == GL_VERTEX_SHADER) - ? "vertex" : "fragment"); + _mesa_glsl_shader_target_name(shader_list[0]->Type)); return NULL; } @@ -1008,13 +1073,11 @@ link_intrastage_shaders(void *mem_ctx, free(linking_shaders); -#ifdef DEBUG /* At this point linked should contain all of the linked IR, so * validate it to make sure nothing went wrong. */ if (linked) validate_ir_tree(linked->ir); -#endif /* Make a pass over all variable declarations to ensure that arrays with * unspecified sizes have a size specified. The size is inferred from the @@ -1455,15 +1518,21 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog) }; const unsigned max_samplers[MESA_SHADER_TYPES] = { - ctx->Const.MaxVertexTextureImageUnits, - ctx->Const.MaxTextureImageUnits, - ctx->Const.MaxGeometryTextureImageUnits + ctx->Const.VertexProgram.MaxTextureImageUnits, + ctx->Const.FragmentProgram.MaxTextureImageUnits, + ctx->Const.GeometryProgram.MaxTextureImageUnits }; - const unsigned max_uniform_components[MESA_SHADER_TYPES] = { + const unsigned max_default_uniform_components[MESA_SHADER_TYPES] = { ctx->Const.VertexProgram.MaxUniformComponents, ctx->Const.FragmentProgram.MaxUniformComponents, - 0 /* FINISHME: Geometry shaders. */ + ctx->Const.GeometryProgram.MaxUniformComponents + }; + + const unsigned max_combined_uniform_components[MESA_SHADER_TYPES] = { + ctx->Const.VertexProgram.MaxCombinedUniformComponents, + ctx->Const.FragmentProgram.MaxCombinedUniformComponents, + ctx->Const.GeometryProgram.MaxCombinedUniformComponents }; const unsigned max_uniform_blocks[MESA_SHADER_TYPES] = { @@ -1483,7 +1552,22 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog) shader_names[i]); } - if (sh->num_uniform_components > max_uniform_components[i]) { + if (sh->num_uniform_components > max_default_uniform_components[i]) { + if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) { + linker_warning(prog, "Too many %s shader default uniform block " + "components, but the driver will try to optimize " + "them out; this is non-portable out-of-spec " + "behavior\n", + shader_names[i]); + } else { + linker_error(prog, "Too many %s shader default uniform block " + "components", + shader_names[i]); + } + } + + if (sh->num_combined_uniform_components > + max_combined_uniform_components[i]) { if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) { linker_warning(prog, "Too many %s shader uniform components, " "but the driver will try to optimize them out; " @@ -1665,6 +1749,12 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) if (prog->_LinkedShaders[i] == NULL) continue; + if (!validate_interstage_interface_blocks(prog->_LinkedShaders[prev], + prog->_LinkedShaders[i])) { + linker_error(prog, "interface block mismatch between shader stages\n"); + goto done; + } + if (!cross_validate_outputs_to_inputs(prog, prog->_LinkedShaders[prev], prog->_LinkedShaders[i])) @@ -1676,6 +1766,12 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) prog->LinkStatus = true; } + + for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) { + if (prog->_LinkedShaders[i] != NULL) + lower_named_interface_blocks(mem_ctx, prog->_LinkedShaders[i]); + } + /* Implement the GLSL 1.30+ rule for discard vs infinite loops Do * it before optimization because we want most of the checks to get * dropped thanks to constant propagation. @@ -1710,7 +1806,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) unsigned max_unroll = ctx->ShaderCompilerOptions[i].MaxUnrollIterations; - while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false, max_unroll)) + while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false, max_unroll, &ctx->ShaderCompilerOptions[i])) ; } @@ -1718,13 +1814,13 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) { link_invalidate_variable_locations( prog->_LinkedShaders[MESA_SHADER_VERTEX], - VERT_ATTRIB_GENERIC0, VERT_RESULT_VAR0); + VERT_ATTRIB_GENERIC0, VARYING_SLOT_VAR0); } /* FINISHME: Geometry shaders not implemented yet */ if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) { link_invalidate_variable_locations( prog->_LinkedShaders[MESA_SHADER_FRAGMENT], - FRAG_ATTRIB_VAR0, FRAG_RESULT_DATA0); + VARYING_SLOT_VAR0, FRAG_RESULT_DATA0); } /* FINISHME: The value of the max_attribute_index parameter is