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;
+ ir_variable *var = sh->symbols->get_variable(name);
+ if (var)
+ stages |= (1 << i);
+ }
+ return stages;
+}
+
+static bool
+add_interface_variables(struct gl_shader_program *shProg,
+ struct gl_shader *sh, GLenum interface)
+{
+ foreach_in_list(ir_instruction, node, sh->ir) {
+ ir_variable *var = node->as_variable();
+
+ 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;
+ case ir_var_shader_in:
+ if (interface != GL_PROGRAM_INPUT)
+ continue;
+ break;
+ case ir_var_shader_out:
+ if (interface != GL_PROGRAM_OUTPUT)
+ continue;
+ break;
+ default:
+ continue;
+ };
+
+ if (!add_program_resource(shProg, interface, var,
+ build_stageref(shProg, var->name)))
+ return false;
+ }
+ return true;
+}
+
+/**
+ * Builds up a list of program resources that point to existing
+ * resource data.
+ */
+static 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->NumUserUniformStorage; 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);
+ 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
+ */
+}
+
+
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
}
}
+ build_program_resource_list(ctx, prog);
+ if (!prog->LinkStatus)
+ goto done;
+
/* FINISHME: Assign fragment shader output locations. */
done: