class call_link_visitor : public ir_hierarchical_visitor {
public:
- call_link_visitor(gl_shader_program *prog, gl_shader **shader_list,
- unsigned num_shaders)
+ call_link_visitor(gl_shader_program *prog, gl_shader *linked,
+ gl_shader **shader_list, unsigned num_shaders)
{
this->prog = prog;
this->shader_list = shader_list;
this->num_shaders = num_shaders;
this->success = true;
+ this->linked = linked;
}
virtual ir_visitor_status visit_enter(ir_call *ir)
{
- /* If the function call references a function signature that does not
- * have a definition, try to find the definition in one of the other
- * shaders.
+ /* If ir is an ir_call from a function that was imported from another
+ * shader callee will point to an ir_function_signature in the original
+ * shader. In this case the function signature MUST NOT BE MODIFIED.
+ * Doing so will modify the original shader. This may prevent that
+ * shader from being linkable in other programs.
*/
- ir_function_signature *callee =
- const_cast<ir_function_signature *>(ir->get_callee());
+ const ir_function_signature *const callee = ir->get_callee();
assert(callee != NULL);
-
- if (callee->is_defined)
- /* FINISHME: Do children need to be processed, or are all parameters
- * FINISHME: with function calls already flattend?
- */
- return visit_continue;
-
const char *const name = callee->function_name();
+ /* Determine if the requested function signature already exists in the
+ * final linked shader. If it does, use it as the target of the call.
+ */
ir_function_signature *sig =
- find_matching_signature(name, &ir->actual_parameters, shader_list,
- num_shaders);
+ find_matching_signature(name, &callee->parameters, &linked, 1);
+ if (sig != NULL) {
+ ir->set_callee(sig);
+ return visit_continue;
+ }
+
+ /* Try to find the signature in one of the other shaders that is being
+ * linked. If it's not found there, return an error.
+ */
+ sig = find_matching_signature(name, &ir->actual_parameters, shader_list,
+ num_shaders);
if (sig == NULL) {
/* FINISHME: Log the full signature of unresolved function.
*/
return visit_stop;
}
+ /* Find the prototype information in the linked shader. Generate any
+ * details that may be missing.
+ */
+ ir_function *f = linked->symbols->get_function(name);
+ if (f == NULL)
+ f = new(linked) ir_function(name);
+
+ ir_function_signature *linked_sig =
+ f->matching_signature(&callee->parameters);
+ if (linked_sig == NULL) {
+ linked_sig = new(linked) ir_function_signature(callee->return_type);
+ f->add_signature(linked_sig);
+ }
+
+ /* At this point linked_sig and called may be the same. If ir is an
+ * ir_call from linked then linked_sig and callee will be
+ * ir_function_signatures that have no definitions (is_defined is false).
+ */
+ assert(!linked_sig->is_defined);
+ assert(linked_sig->body.is_empty());
+
/* Create an in-place clone of the function definition. This multistep
* process introduces some complexity here, but it has some advantages.
* The parameter list and the and function body are cloned separately.
*
* The big advantage is that the ir_function_signature does not change.
* This means that we don't have to process the rest of the IR tree to
- * patch ir_call nodes. In addition, there is no way to remove or replace
- * signature stored in a function. One could easily be added, but this
- * avoids the need.
+ * patch ir_call nodes. In addition, there is no way to remove or
+ * replace signature stored in a function. One could easily be added,
+ * but this avoids the need.
*/
struct hash_table *ht = hash_table_ctor(0, hash_table_pointer_hash,
hash_table_pointer_compare);
formal_parameters.push_tail(copy);
}
- callee->replace_parameters(&formal_parameters);
+ linked_sig->replace_parameters(&formal_parameters);
- assert(callee->body.is_empty());
foreach_list_const(node, &sig->body) {
const ir_instruction *const original = (ir_instruction *) node;
ir_instruction *copy = original->clone(ht);
- callee->body.push_tail(copy);
+ linked_sig->body.push_tail(copy);
}
- callee->is_defined = true;
+ linked_sig->is_defined = true;
/* FINISHME: Patch references inside the function to things outside the
* FINISHME: function (i.e., function calls and global variables).
/** Number of shaders available for linking. */
unsigned num_shaders;
+ /**
+ * Final linked shader
+ *
+ * This is used two ways. It is used to find global variables in the
+ * linked shader that are accessed by the function. It is also used to add
+ * global variables from the shader where the function originated.
+ */
+ gl_shader *linked;
};
link_function_calls(gl_shader_program *prog, gl_shader *main,
gl_shader **shader_list, unsigned num_shaders)
{
- call_link_visitor v(prog, shader_list, num_shaders);
+ call_link_visitor v(prog, main, shader_list, num_shaders);
v.run(main->ir);
return v.success;