2 * Copyright © 2010 Intel Corporation
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
26 * GLSL linker implementation
28 * Given a set of shaders that are to be linked to generate a final program,
29 * there are three distinct stages.
31 * In the first stage shaders are partitioned into groups based on the shader
32 * type. All shaders of a particular type (e.g., vertex shaders) are linked
35 * - Undefined references in each shader are resolve to definitions in
37 * - Types and qualifiers of uniforms, outputs, and global variables defined
38 * in multiple shaders with the same name are verified to be the same.
39 * - Initializers for uniforms and global variables defined
40 * in multiple shaders with the same name are verified to be the same.
42 * The result, in the terminology of the GLSL spec, is a set of shader
43 * executables for each processing unit.
45 * After the first stage is complete, a series of semantic checks are performed
46 * on each of the shader executables.
48 * - Each shader executable must define a \c main function.
49 * - Each vertex shader executable must write to \c gl_Position.
50 * - Each fragment shader executable must write to either \c gl_FragData or
53 * In the final stage individual shader executables are linked to create a
54 * complete exectuable.
56 * - Types of uniforms defined in multiple shader stages with the same name
57 * are verified to be the same.
58 * - Initializers for uniforms defined in multiple shader stages with the
59 * same name are verified to be the same.
60 * - Types and qualifiers of outputs defined in one stage are verified to
61 * be the same as the types and qualifiers of inputs defined with the same
62 * name in a later stage.
64 * \author Ian Romanick <ian.d.romanick@intel.com>
68 #include "util/strndup.h"
69 #include "main/core.h"
70 #include "glsl_symbol_table.h"
71 #include "glsl_parser_extras.h"
74 #include "program/prog_instruction.h"
75 #include "program/program.h"
76 #include "util/mesa-sha1.h"
78 #include "string_to_uint_map.h"
80 #include "link_varyings.h"
81 #include "ir_optimization.h"
82 #include "ir_rvalue_visitor.h"
83 #include "ir_uniform.h"
84 #include "builtin_functions.h"
85 #include "shader_cache.h"
87 #include "main/shaderobj.h"
88 #include "main/enums.h"
93 struct find_variable
{
97 find_variable(const char *name
) : name(name
), found(false) {}
101 * Visitor that determines whether or not a variable is ever written.
103 * Use \ref find_assignments for convenience.
105 class find_assignment_visitor
: public ir_hierarchical_visitor
{
107 find_assignment_visitor(unsigned num_vars
,
108 find_variable
* const *vars
)
109 : num_variables(num_vars
), num_found(0), variables(vars
)
113 virtual ir_visitor_status
visit_enter(ir_assignment
*ir
)
115 ir_variable
*const var
= ir
->lhs
->variable_referenced();
117 return check_variable_name(var
->name
);
120 virtual ir_visitor_status
visit_enter(ir_call
*ir
)
122 foreach_two_lists(formal_node
, &ir
->callee
->parameters
,
123 actual_node
, &ir
->actual_parameters
) {
124 ir_rvalue
*param_rval
= (ir_rvalue
*) actual_node
;
125 ir_variable
*sig_param
= (ir_variable
*) formal_node
;
127 if (sig_param
->data
.mode
== ir_var_function_out
||
128 sig_param
->data
.mode
== ir_var_function_inout
) {
129 ir_variable
*var
= param_rval
->variable_referenced();
130 if (var
&& check_variable_name(var
->name
) == visit_stop
)
135 if (ir
->return_deref
!= NULL
) {
136 ir_variable
*const var
= ir
->return_deref
->variable_referenced();
138 if (check_variable_name(var
->name
) == visit_stop
)
142 return visit_continue_with_parent
;
146 ir_visitor_status
check_variable_name(const char *name
)
148 for (unsigned i
= 0; i
< num_variables
; ++i
) {
149 if (strcmp(variables
[i
]->name
, name
) == 0) {
150 if (!variables
[i
]->found
) {
151 variables
[i
]->found
= true;
153 assert(num_found
< num_variables
);
154 if (++num_found
== num_variables
)
161 return visit_continue_with_parent
;
165 unsigned num_variables
; /**< Number of variables to find */
166 unsigned num_found
; /**< Number of variables already found */
167 find_variable
* const *variables
; /**< Variables to find */
171 * Determine whether or not any of NULL-terminated list of variables is ever
175 find_assignments(exec_list
*ir
, find_variable
* const *vars
)
177 unsigned num_variables
= 0;
179 for (find_variable
* const *v
= vars
; *v
; ++v
)
182 find_assignment_visitor
visitor(num_variables
, vars
);
187 * Determine whether or not the given variable is ever written to.
190 find_assignments(exec_list
*ir
, find_variable
*var
)
192 find_assignment_visitor
visitor(1, &var
);
197 * Visitor that determines whether or not a variable is ever read.
199 class find_deref_visitor
: public ir_hierarchical_visitor
{
201 find_deref_visitor(const char *name
)
202 : name(name
), found(false)
207 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
209 if (strcmp(this->name
, ir
->var
->name
) == 0) {
214 return visit_continue
;
217 bool variable_found() const
223 const char *name
; /**< Find writes to a variable with this name. */
224 bool found
; /**< Was a write to the variable found? */
229 * A visitor helper that provides methods for updating the types of
230 * ir_dereferences. Classes that update variable types (say, updating
231 * array sizes) will want to use this so that dereference types stay in sync.
233 class deref_type_updater
: public ir_hierarchical_visitor
{
235 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
237 ir
->type
= ir
->var
->type
;
238 return visit_continue
;
241 virtual ir_visitor_status
visit_leave(ir_dereference_array
*ir
)
243 const glsl_type
*const vt
= ir
->array
->type
;
245 ir
->type
= vt
->fields
.array
;
246 return visit_continue
;
249 virtual ir_visitor_status
visit_leave(ir_dereference_record
*ir
)
251 ir
->type
= ir
->record
->type
->fields
.structure
[ir
->field_idx
].type
;
252 return visit_continue
;
257 class array_resize_visitor
: public deref_type_updater
{
259 unsigned num_vertices
;
260 gl_shader_program
*prog
;
261 gl_shader_stage stage
;
263 array_resize_visitor(unsigned num_vertices
,
264 gl_shader_program
*prog
,
265 gl_shader_stage stage
)
267 this->num_vertices
= num_vertices
;
272 virtual ~array_resize_visitor()
277 virtual ir_visitor_status
visit(ir_variable
*var
)
279 if (!var
->type
->is_array() || var
->data
.mode
!= ir_var_shader_in
||
281 return visit_continue
;
283 unsigned size
= var
->type
->length
;
285 if (stage
== MESA_SHADER_GEOMETRY
) {
286 /* Generate a link error if the shader has declared this array with
289 if (!var
->data
.implicit_sized_array
&&
290 size
&& size
!= this->num_vertices
) {
291 linker_error(this->prog
, "size of array %s declared as %u, "
292 "but number of input vertices is %u\n",
293 var
->name
, size
, this->num_vertices
);
294 return visit_continue
;
297 /* Generate a link error if the shader attempts to access an input
298 * array using an index too large for its actual size assigned at
301 if (var
->data
.max_array_access
>= (int)this->num_vertices
) {
302 linker_error(this->prog
, "%s shader accesses element %i of "
303 "%s, but only %i input vertices\n",
304 _mesa_shader_stage_to_string(this->stage
),
305 var
->data
.max_array_access
, var
->name
, this->num_vertices
);
306 return visit_continue
;
310 var
->type
= glsl_type::get_array_instance(var
->type
->fields
.array
,
312 var
->data
.max_array_access
= this->num_vertices
- 1;
314 return visit_continue
;
319 * Visitor that determines the highest stream id to which a (geometry) shader
320 * emits vertices. It also checks whether End{Stream}Primitive is ever called.
322 class find_emit_vertex_visitor
: public ir_hierarchical_visitor
{
324 find_emit_vertex_visitor(int max_allowed
)
325 : max_stream_allowed(max_allowed
),
326 invalid_stream_id(0),
327 invalid_stream_id_from_emit_vertex(false),
328 end_primitive_found(false),
329 uses_non_zero_stream(false)
334 virtual ir_visitor_status
visit_leave(ir_emit_vertex
*ir
)
336 int stream_id
= ir
->stream_id();
339 invalid_stream_id
= stream_id
;
340 invalid_stream_id_from_emit_vertex
= true;
344 if (stream_id
> max_stream_allowed
) {
345 invalid_stream_id
= stream_id
;
346 invalid_stream_id_from_emit_vertex
= true;
351 uses_non_zero_stream
= true;
353 return visit_continue
;
356 virtual ir_visitor_status
visit_leave(ir_end_primitive
*ir
)
358 end_primitive_found
= true;
360 int stream_id
= ir
->stream_id();
363 invalid_stream_id
= stream_id
;
364 invalid_stream_id_from_emit_vertex
= false;
368 if (stream_id
> max_stream_allowed
) {
369 invalid_stream_id
= stream_id
;
370 invalid_stream_id_from_emit_vertex
= false;
375 uses_non_zero_stream
= true;
377 return visit_continue
;
382 return invalid_stream_id
!= 0;
385 const char *error_func()
387 return invalid_stream_id_from_emit_vertex
?
388 "EmitStreamVertex" : "EndStreamPrimitive";
393 return invalid_stream_id
;
398 return uses_non_zero_stream
;
401 bool uses_end_primitive()
403 return end_primitive_found
;
407 int max_stream_allowed
;
408 int invalid_stream_id
;
409 bool invalid_stream_id_from_emit_vertex
;
410 bool end_primitive_found
;
411 bool uses_non_zero_stream
;
414 /* Class that finds array derefs and check if indexes are dynamic. */
415 class dynamic_sampler_array_indexing_visitor
: public ir_hierarchical_visitor
418 dynamic_sampler_array_indexing_visitor() :
419 dynamic_sampler_array_indexing(false)
423 ir_visitor_status
visit_enter(ir_dereference_array
*ir
)
425 if (!ir
->variable_referenced())
426 return visit_continue
;
428 if (!ir
->variable_referenced()->type
->contains_sampler())
429 return visit_continue
;
431 if (!ir
->array_index
->constant_expression_value(ralloc_parent(ir
))) {
432 dynamic_sampler_array_indexing
= true;
435 return visit_continue
;
438 bool uses_dynamic_sampler_array_indexing()
440 return dynamic_sampler_array_indexing
;
444 bool dynamic_sampler_array_indexing
;
447 } /* anonymous namespace */
450 linker_error(gl_shader_program
*prog
, const char *fmt
, ...)
454 ralloc_strcat(&prog
->data
->InfoLog
, "error: ");
456 ralloc_vasprintf_append(&prog
->data
->InfoLog
, fmt
, ap
);
459 prog
->data
->LinkStatus
= LINKING_FAILURE
;
464 linker_warning(gl_shader_program
*prog
, const char *fmt
, ...)
468 ralloc_strcat(&prog
->data
->InfoLog
, "warning: ");
470 ralloc_vasprintf_append(&prog
->data
->InfoLog
, fmt
, ap
);
477 * Given a string identifying a program resource, break it into a base name
478 * and an optional array index in square brackets.
480 * If an array index is present, \c out_base_name_end is set to point to the
481 * "[" that precedes the array index, and the array index itself is returned
484 * If no array index is present (or if the array index is negative or
485 * mal-formed), \c out_base_name_end, is set to point to the null terminator
486 * at the end of the input string, and -1 is returned.
488 * Only the final array index is parsed; if the string contains other array
489 * indices (or structure field accesses), they are left in the base name.
491 * No attempt is made to check that the base name is properly formed;
492 * typically the caller will look up the base name in a hash table, so
493 * ill-formed base names simply turn into hash table lookup failures.
496 parse_program_resource_name(const GLchar
*name
,
497 const GLchar
**out_base_name_end
)
499 /* Section 7.3.1 ("Program Interfaces") of the OpenGL 4.3 spec says:
501 * "When an integer array element or block instance number is part of
502 * the name string, it will be specified in decimal form without a "+"
503 * or "-" sign or any extra leading zeroes. Additionally, the name
504 * string will not include white space anywhere in the string."
507 const size_t len
= strlen(name
);
508 *out_base_name_end
= name
+ len
;
510 if (len
== 0 || name
[len
-1] != ']')
513 /* Walk backwards over the string looking for a non-digit character. This
514 * had better be the opening bracket for an array index.
516 * Initially, i specifies the location of the ']'. Since the string may
517 * contain only the ']' charcater, walk backwards very carefully.
520 for (i
= len
- 1; (i
> 0) && isdigit(name
[i
-1]); --i
)
523 if ((i
== 0) || name
[i
-1] != '[')
526 long array_index
= strtol(&name
[i
], NULL
, 10);
530 /* Check for leading zero */
531 if (name
[i
] == '0' && name
[i
+1] != ']')
534 *out_base_name_end
= name
+ (i
- 1);
540 link_invalidate_variable_locations(exec_list
*ir
)
542 foreach_in_list(ir_instruction
, node
, ir
) {
543 ir_variable
*const var
= node
->as_variable();
548 /* Only assign locations for variables that lack an explicit location.
549 * Explicit locations are set for all built-in variables, generic vertex
550 * shader inputs (via layout(location=...)), and generic fragment shader
551 * outputs (also via layout(location=...)).
553 if (!var
->data
.explicit_location
) {
554 var
->data
.location
= -1;
555 var
->data
.location_frac
= 0;
558 /* ir_variable::is_unmatched_generic_inout is used by the linker while
559 * connecting outputs from one stage to inputs of the next stage.
561 if (var
->data
.explicit_location
&&
562 var
->data
.location
< VARYING_SLOT_VAR0
) {
563 var
->data
.is_unmatched_generic_inout
= 0;
565 var
->data
.is_unmatched_generic_inout
= 1;
572 * Set clip_distance_array_size based and cull_distance_array_size on the given
575 * Also check for errors based on incorrect usage of gl_ClipVertex and
576 * gl_ClipDistance and gl_CullDistance.
577 * Additionally test whether the arrays gl_ClipDistance and gl_CullDistance
578 * exceed the maximum size defined by gl_MaxCombinedClipAndCullDistances.
580 * Return false if an error was reported.
583 analyze_clip_cull_usage(struct gl_shader_program
*prog
,
584 struct gl_linked_shader
*shader
,
585 struct gl_context
*ctx
,
586 GLuint
*clip_distance_array_size
,
587 GLuint
*cull_distance_array_size
)
589 *clip_distance_array_size
= 0;
590 *cull_distance_array_size
= 0;
592 if (prog
->data
->Version
>= (prog
->IsES
? 300 : 130)) {
593 /* From section 7.1 (Vertex Shader Special Variables) of the
596 * "It is an error for a shader to statically write both
597 * gl_ClipVertex and gl_ClipDistance."
599 * This does not apply to GLSL ES shaders, since GLSL ES defines neither
600 * gl_ClipVertex nor gl_ClipDistance. However with
601 * GL_EXT_clip_cull_distance, this functionality is exposed in ES 3.0.
603 find_variable
gl_ClipDistance("gl_ClipDistance");
604 find_variable
gl_CullDistance("gl_CullDistance");
605 find_variable
gl_ClipVertex("gl_ClipVertex");
606 find_variable
* const variables
[] = {
609 !prog
->IsES
? &gl_ClipVertex
: NULL
,
612 find_assignments(shader
->ir
, variables
);
614 /* From the ARB_cull_distance spec:
616 * It is a compile-time or link-time error for the set of shaders forming
617 * a program to statically read or write both gl_ClipVertex and either
618 * gl_ClipDistance or gl_CullDistance.
620 * This does not apply to GLSL ES shaders, since GLSL ES doesn't define
624 if (gl_ClipVertex
.found
&& gl_ClipDistance
.found
) {
625 linker_error(prog
, "%s shader writes to both `gl_ClipVertex' "
626 "and `gl_ClipDistance'\n",
627 _mesa_shader_stage_to_string(shader
->Stage
));
630 if (gl_ClipVertex
.found
&& gl_CullDistance
.found
) {
631 linker_error(prog
, "%s shader writes to both `gl_ClipVertex' "
632 "and `gl_CullDistance'\n",
633 _mesa_shader_stage_to_string(shader
->Stage
));
638 if (gl_ClipDistance
.found
) {
639 ir_variable
*clip_distance_var
=
640 shader
->symbols
->get_variable("gl_ClipDistance");
641 assert(clip_distance_var
);
642 *clip_distance_array_size
= clip_distance_var
->type
->length
;
644 if (gl_CullDistance
.found
) {
645 ir_variable
*cull_distance_var
=
646 shader
->symbols
->get_variable("gl_CullDistance");
647 assert(cull_distance_var
);
648 *cull_distance_array_size
= cull_distance_var
->type
->length
;
650 /* From the ARB_cull_distance spec:
652 * It is a compile-time or link-time error for the set of shaders forming
653 * a program to have the sum of the sizes of the gl_ClipDistance and
654 * gl_CullDistance arrays to be larger than
655 * gl_MaxCombinedClipAndCullDistances.
657 if ((*clip_distance_array_size
+ *cull_distance_array_size
) >
658 ctx
->Const
.MaxClipPlanes
) {
659 linker_error(prog
, "%s shader: the combined size of "
660 "'gl_ClipDistance' and 'gl_CullDistance' size cannot "
662 "gl_MaxCombinedClipAndCullDistances (%u)",
663 _mesa_shader_stage_to_string(shader
->Stage
),
664 ctx
->Const
.MaxClipPlanes
);
671 * Verify that a vertex shader executable meets all semantic requirements.
673 * Also sets info.clip_distance_array_size and
674 * info.cull_distance_array_size as a side effect.
676 * \param shader Vertex shader executable to be verified
679 validate_vertex_shader_executable(struct gl_shader_program
*prog
,
680 struct gl_linked_shader
*shader
,
681 struct gl_context
*ctx
)
686 /* From the GLSL 1.10 spec, page 48:
688 * "The variable gl_Position is available only in the vertex
689 * language and is intended for writing the homogeneous vertex
690 * position. All executions of a well-formed vertex shader
691 * executable must write a value into this variable. [...] The
692 * variable gl_Position is available only in the vertex
693 * language and is intended for writing the homogeneous vertex
694 * position. All executions of a well-formed vertex shader
695 * executable must write a value into this variable."
697 * while in GLSL 1.40 this text is changed to:
699 * "The variable gl_Position is available only in the vertex
700 * language and is intended for writing the homogeneous vertex
701 * position. It can be written at any time during shader
702 * execution. It may also be read back by a vertex shader
703 * after being written. This value will be used by primitive
704 * assembly, clipping, culling, and other fixed functionality
705 * operations, if present, that operate on primitives after
706 * vertex processing has occurred. Its value is undefined if
707 * the vertex shader executable does not write gl_Position."
709 * All GLSL ES Versions are similar to GLSL 1.40--failing to write to
710 * gl_Position is not an error.
712 if (prog
->data
->Version
< (prog
->IsES
? 300 : 140)) {
713 find_variable
gl_Position("gl_Position");
714 find_assignments(shader
->ir
, &gl_Position
);
715 if (!gl_Position
.found
) {
718 "vertex shader does not write to `gl_Position'. "
719 "Its value is undefined. \n");
722 "vertex shader does not write to `gl_Position'. \n");
728 analyze_clip_cull_usage(prog
, shader
, ctx
,
729 &shader
->Program
->info
.clip_distance_array_size
,
730 &shader
->Program
->info
.cull_distance_array_size
);
734 validate_tess_eval_shader_executable(struct gl_shader_program
*prog
,
735 struct gl_linked_shader
*shader
,
736 struct gl_context
*ctx
)
741 analyze_clip_cull_usage(prog
, shader
, ctx
,
742 &shader
->Program
->info
.clip_distance_array_size
,
743 &shader
->Program
->info
.cull_distance_array_size
);
748 * Verify that a fragment shader executable meets all semantic requirements
750 * \param shader Fragment shader executable to be verified
753 validate_fragment_shader_executable(struct gl_shader_program
*prog
,
754 struct gl_linked_shader
*shader
)
759 find_variable
gl_FragColor("gl_FragColor");
760 find_variable
gl_FragData("gl_FragData");
761 find_variable
* const variables
[] = { &gl_FragColor
, &gl_FragData
, NULL
};
762 find_assignments(shader
->ir
, variables
);
764 if (gl_FragColor
.found
&& gl_FragData
.found
) {
765 linker_error(prog
, "fragment shader writes to both "
766 "`gl_FragColor' and `gl_FragData'\n");
771 * Verify that a geometry shader executable meets all semantic requirements
773 * Also sets prog->Geom.VerticesIn, and info.clip_distance_array_sizeand
774 * info.cull_distance_array_size as a side effect.
776 * \param shader Geometry shader executable to be verified
779 validate_geometry_shader_executable(struct gl_shader_program
*prog
,
780 struct gl_linked_shader
*shader
,
781 struct gl_context
*ctx
)
786 unsigned num_vertices
=
787 vertices_per_prim(shader
->Program
->info
.gs
.input_primitive
);
788 prog
->Geom
.VerticesIn
= num_vertices
;
790 analyze_clip_cull_usage(prog
, shader
, ctx
,
791 &shader
->Program
->info
.clip_distance_array_size
,
792 &shader
->Program
->info
.cull_distance_array_size
);
796 * Check if geometry shaders emit to non-zero streams and do corresponding
800 validate_geometry_shader_emissions(struct gl_context
*ctx
,
801 struct gl_shader_program
*prog
)
803 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[MESA_SHADER_GEOMETRY
];
806 find_emit_vertex_visitor
emit_vertex(ctx
->Const
.MaxVertexStreams
- 1);
807 emit_vertex
.run(sh
->ir
);
808 if (emit_vertex
.error()) {
809 linker_error(prog
, "Invalid call %s(%d). Accepted values for the "
810 "stream parameter are in the range [0, %d].\n",
811 emit_vertex
.error_func(),
812 emit_vertex
.error_stream(),
813 ctx
->Const
.MaxVertexStreams
- 1);
815 prog
->Geom
.UsesStreams
= emit_vertex
.uses_streams();
816 prog
->Geom
.UsesEndPrimitive
= emit_vertex
.uses_end_primitive();
818 /* From the ARB_gpu_shader5 spec:
820 * "Multiple vertex streams are supported only if the output primitive
821 * type is declared to be "points". A program will fail to link if it
822 * contains a geometry shader calling EmitStreamVertex() or
823 * EndStreamPrimitive() if its output primitive type is not "points".
825 * However, in the same spec:
827 * "The function EmitVertex() is equivalent to calling EmitStreamVertex()
828 * with <stream> set to zero."
832 * "The function EndPrimitive() is equivalent to calling
833 * EndStreamPrimitive() with <stream> set to zero."
835 * Since we can call EmitVertex() and EndPrimitive() when we output
836 * primitives other than points, calling EmitStreamVertex(0) or
837 * EmitEndPrimitive(0) should not produce errors. This it also what Nvidia
838 * does. Currently we only set prog->Geom.UsesStreams to TRUE when
839 * EmitStreamVertex() or EmitEndPrimitive() are called with a non-zero
842 if (prog
->Geom
.UsesStreams
&&
843 sh
->Program
->info
.gs
.output_primitive
!= GL_POINTS
) {
844 linker_error(prog
, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
845 "with n>0 requires point output\n");
851 validate_intrastage_arrays(struct gl_shader_program
*prog
,
852 ir_variable
*const var
,
853 ir_variable
*const existing
)
855 /* Consider the types to be "the same" if both types are arrays
856 * of the same type and one of the arrays is implicitly sized.
857 * In addition, set the type of the linked variable to the
858 * explicitly sized array.
860 if (var
->type
->is_array() && existing
->type
->is_array()) {
861 if ((var
->type
->fields
.array
== existing
->type
->fields
.array
) &&
862 ((var
->type
->length
== 0)|| (existing
->type
->length
== 0))) {
863 if (var
->type
->length
!= 0) {
864 if ((int)var
->type
->length
<= existing
->data
.max_array_access
) {
865 linker_error(prog
, "%s `%s' declared as type "
866 "`%s' but outermost dimension has an index"
869 var
->name
, var
->type
->name
,
870 existing
->data
.max_array_access
);
872 existing
->type
= var
->type
;
874 } else if (existing
->type
->length
!= 0) {
875 if((int)existing
->type
->length
<= var
->data
.max_array_access
&&
876 !existing
->data
.from_ssbo_unsized_array
) {
877 linker_error(prog
, "%s `%s' declared as type "
878 "`%s' but outermost dimension has an index"
881 var
->name
, existing
->type
->name
,
882 var
->data
.max_array_access
);
893 * Perform validation of global variables used across multiple shaders
896 cross_validate_globals(struct gl_shader_program
*prog
,
897 struct exec_list
*ir
, glsl_symbol_table
*variables
,
900 foreach_in_list(ir_instruction
, node
, ir
) {
901 ir_variable
*const var
= node
->as_variable();
906 if (uniforms_only
&& (var
->data
.mode
!= ir_var_uniform
&& var
->data
.mode
!= ir_var_shader_storage
))
909 /* don't cross validate subroutine uniforms */
910 if (var
->type
->contains_subroutine())
913 /* Don't cross validate interface instances. These are only relevant
914 * inside a shader. The cross validation is done at the Interface Block
917 if (var
->is_interface_instance())
920 /* Don't cross validate temporaries that are at global scope. These
921 * will eventually get pulled into the shaders 'main'.
923 if (var
->data
.mode
== ir_var_temporary
)
926 /* If a global with this name has already been seen, verify that the
927 * new instance has the same type. In addition, if the globals have
928 * initializers, the values of the initializers must be the same.
930 ir_variable
*const existing
= variables
->get_variable(var
->name
);
931 if (existing
!= NULL
) {
932 /* Check if types match. */
933 if (var
->type
!= existing
->type
) {
934 if (!validate_intrastage_arrays(prog
, var
, existing
)) {
935 /* If it is an unsized array in a Shader Storage Block,
936 * two different shaders can access to different elements.
937 * Because of that, they might be converted to different
938 * sized arrays, then check that they are compatible but
939 * ignore the array size.
941 if (!(var
->data
.mode
== ir_var_shader_storage
&&
942 var
->data
.from_ssbo_unsized_array
&&
943 existing
->data
.mode
== ir_var_shader_storage
&&
944 existing
->data
.from_ssbo_unsized_array
&&
945 var
->type
->gl_type
== existing
->type
->gl_type
)) {
946 linker_error(prog
, "%s `%s' declared as type "
947 "`%s' and type `%s'\n",
949 var
->name
, var
->type
->name
,
950 existing
->type
->name
);
956 if (var
->data
.explicit_location
) {
957 if (existing
->data
.explicit_location
958 && (var
->data
.location
!= existing
->data
.location
)) {
959 linker_error(prog
, "explicit locations for %s "
960 "`%s' have differing values\n",
961 mode_string(var
), var
->name
);
965 if (var
->data
.location_frac
!= existing
->data
.location_frac
) {
966 linker_error(prog
, "explicit components for %s `%s' have "
967 "differing values\n", mode_string(var
), var
->name
);
971 existing
->data
.location
= var
->data
.location
;
972 existing
->data
.explicit_location
= true;
974 /* Check if uniform with implicit location was marked explicit
975 * by earlier shader stage. If so, mark it explicit in this stage
976 * too to make sure later processing does not treat it as
979 if (existing
->data
.explicit_location
) {
980 var
->data
.location
= existing
->data
.location
;
981 var
->data
.explicit_location
= true;
985 /* From the GLSL 4.20 specification:
986 * "A link error will result if two compilation units in a program
987 * specify different integer-constant bindings for the same
988 * opaque-uniform name. However, it is not an error to specify a
989 * binding on some but not all declarations for the same name"
991 if (var
->data
.explicit_binding
) {
992 if (existing
->data
.explicit_binding
&&
993 var
->data
.binding
!= existing
->data
.binding
) {
994 linker_error(prog
, "explicit bindings for %s "
995 "`%s' have differing values\n",
996 mode_string(var
), var
->name
);
1000 existing
->data
.binding
= var
->data
.binding
;
1001 existing
->data
.explicit_binding
= true;
1004 if (var
->type
->contains_atomic() &&
1005 var
->data
.offset
!= existing
->data
.offset
) {
1006 linker_error(prog
, "offset specifications for %s "
1007 "`%s' have differing values\n",
1008 mode_string(var
), var
->name
);
1012 /* Validate layout qualifiers for gl_FragDepth.
1014 * From the AMD/ARB_conservative_depth specs:
1016 * "If gl_FragDepth is redeclared in any fragment shader in a
1017 * program, it must be redeclared in all fragment shaders in
1018 * that program that have static assignments to
1019 * gl_FragDepth. All redeclarations of gl_FragDepth in all
1020 * fragment shaders in a single program must have the same set
1023 if (strcmp(var
->name
, "gl_FragDepth") == 0) {
1024 bool layout_declared
= var
->data
.depth_layout
!= ir_depth_layout_none
;
1025 bool layout_differs
=
1026 var
->data
.depth_layout
!= existing
->data
.depth_layout
;
1028 if (layout_declared
&& layout_differs
) {
1030 "All redeclarations of gl_FragDepth in all "
1031 "fragment shaders in a single program must have "
1032 "the same set of qualifiers.\n");
1035 if (var
->data
.used
&& layout_differs
) {
1037 "If gl_FragDepth is redeclared with a layout "
1038 "qualifier in any fragment shader, it must be "
1039 "redeclared with the same layout qualifier in "
1040 "all fragment shaders that have assignments to "
1045 /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
1047 * "If a shared global has multiple initializers, the
1048 * initializers must all be constant expressions, and they
1049 * must all have the same value. Otherwise, a link error will
1050 * result. (A shared global having only one initializer does
1051 * not require that initializer to be a constant expression.)"
1053 * Previous to 4.20 the GLSL spec simply said that initializers
1054 * must have the same value. In this case of non-constant
1055 * initializers, this was impossible to determine. As a result,
1056 * no vendor actually implemented that behavior. The 4.20
1057 * behavior matches the implemented behavior of at least one other
1058 * vendor, so we'll implement that for all GLSL versions.
1060 if (var
->constant_initializer
!= NULL
) {
1061 if (existing
->constant_initializer
!= NULL
) {
1062 if (!var
->constant_initializer
->has_value(existing
->constant_initializer
)) {
1063 linker_error(prog
, "initializers for %s "
1064 "`%s' have differing values\n",
1065 mode_string(var
), var
->name
);
1069 /* If the first-seen instance of a particular uniform did
1070 * not have an initializer but a later instance does,
1071 * replace the former with the later.
1073 variables
->replace_variable(existing
->name
, var
);
1077 if (var
->data
.has_initializer
) {
1078 if (existing
->data
.has_initializer
1079 && (var
->constant_initializer
== NULL
1080 || existing
->constant_initializer
== NULL
)) {
1082 "shared global variable `%s' has multiple "
1083 "non-constant initializers.\n",
1089 if (existing
->data
.invariant
!= var
->data
.invariant
) {
1090 linker_error(prog
, "declarations for %s `%s' have "
1091 "mismatching invariant qualifiers\n",
1092 mode_string(var
), var
->name
);
1095 if (existing
->data
.centroid
!= var
->data
.centroid
) {
1096 linker_error(prog
, "declarations for %s `%s' have "
1097 "mismatching centroid qualifiers\n",
1098 mode_string(var
), var
->name
);
1101 if (existing
->data
.sample
!= var
->data
.sample
) {
1102 linker_error(prog
, "declarations for %s `%s` have "
1103 "mismatching sample qualifiers\n",
1104 mode_string(var
), var
->name
);
1107 if (existing
->data
.image_format
!= var
->data
.image_format
) {
1108 linker_error(prog
, "declarations for %s `%s` have "
1109 "mismatching image format qualifiers\n",
1110 mode_string(var
), var
->name
);
1114 /* Check the precision qualifier matches for uniform variables on
1117 if (prog
->IsES
&& !var
->get_interface_type() &&
1118 existing
->data
.precision
!= var
->data
.precision
) {
1119 if ((existing
->data
.used
&& var
->data
.used
) || prog
->data
->Version
>= 300) {
1120 linker_error(prog
, "declarations for %s `%s` have "
1121 "mismatching precision qualifiers\n",
1122 mode_string(var
), var
->name
);
1125 linker_warning(prog
, "declarations for %s `%s` have "
1126 "mismatching precision qualifiers\n",
1127 mode_string(var
), var
->name
);
1131 /* In OpenGL GLSL 3.20 spec, section 4.3.9:
1133 * "It is a link-time error if any particular shader interface
1136 * - two different blocks, each having no instance name, and each
1137 * having a member of the same name, or
1139 * - a variable outside a block, and a block with no instance name,
1140 * where the variable has the same name as a member in the block."
1142 const glsl_type
*var_itype
= var
->get_interface_type();
1143 const glsl_type
*existing_itype
= existing
->get_interface_type();
1144 if (var_itype
!= existing_itype
) {
1145 if (!var_itype
|| !existing_itype
) {
1146 linker_error(prog
, "declarations for %s `%s` are inside block "
1147 "`%s` and outside a block",
1148 mode_string(var
), var
->name
,
1149 var_itype
? var_itype
->name
: existing_itype
->name
);
1151 } else if (strcmp(var_itype
->name
, existing_itype
->name
) != 0) {
1152 linker_error(prog
, "declarations for %s `%s` are inside blocks "
1154 mode_string(var
), var
->name
,
1155 existing_itype
->name
,
1161 variables
->add_variable(var
);
1167 * Perform validation of uniforms used across multiple shader stages
1170 cross_validate_uniforms(struct gl_shader_program
*prog
)
1172 glsl_symbol_table variables
;
1173 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1174 if (prog
->_LinkedShaders
[i
] == NULL
)
1177 cross_validate_globals(prog
, prog
->_LinkedShaders
[i
]->ir
, &variables
,
1183 * Accumulates the array of buffer blocks and checks that all definitions of
1184 * blocks agree on their contents.
1187 interstage_cross_validate_uniform_blocks(struct gl_shader_program
*prog
,
1190 int *InterfaceBlockStageIndex
[MESA_SHADER_STAGES
];
1191 struct gl_uniform_block
*blks
= NULL
;
1192 unsigned *num_blks
= validate_ssbo
? &prog
->data
->NumShaderStorageBlocks
:
1193 &prog
->data
->NumUniformBlocks
;
1195 unsigned max_num_buffer_blocks
= 0;
1196 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1197 if (prog
->_LinkedShaders
[i
]) {
1198 if (validate_ssbo
) {
1199 max_num_buffer_blocks
+=
1200 prog
->_LinkedShaders
[i
]->Program
->info
.num_ssbos
;
1202 max_num_buffer_blocks
+=
1203 prog
->_LinkedShaders
[i
]->Program
->info
.num_ubos
;
1208 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1209 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
1211 InterfaceBlockStageIndex
[i
] = new int[max_num_buffer_blocks
];
1212 for (unsigned int j
= 0; j
< max_num_buffer_blocks
; j
++)
1213 InterfaceBlockStageIndex
[i
][j
] = -1;
1218 unsigned sh_num_blocks
;
1219 struct gl_uniform_block
**sh_blks
;
1220 if (validate_ssbo
) {
1221 sh_num_blocks
= prog
->_LinkedShaders
[i
]->Program
->info
.num_ssbos
;
1222 sh_blks
= sh
->Program
->sh
.ShaderStorageBlocks
;
1224 sh_num_blocks
= prog
->_LinkedShaders
[i
]->Program
->info
.num_ubos
;
1225 sh_blks
= sh
->Program
->sh
.UniformBlocks
;
1228 for (unsigned int j
= 0; j
< sh_num_blocks
; j
++) {
1229 int index
= link_cross_validate_uniform_block(prog
->data
, &blks
,
1230 num_blks
, sh_blks
[j
]);
1233 linker_error(prog
, "buffer block `%s' has mismatching "
1234 "definitions\n", sh_blks
[j
]->Name
);
1236 for (unsigned k
= 0; k
<= i
; k
++) {
1237 delete[] InterfaceBlockStageIndex
[k
];
1240 /* Reset the block count. This will help avoid various segfaults
1241 * from api calls that assume the array exists due to the count
1248 InterfaceBlockStageIndex
[i
][index
] = j
;
1252 /* Update per stage block pointers to point to the program list.
1253 * FIXME: We should be able to free the per stage blocks here.
1255 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1256 for (unsigned j
= 0; j
< *num_blks
; j
++) {
1257 int stage_index
= InterfaceBlockStageIndex
[i
][j
];
1259 if (stage_index
!= -1) {
1260 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
1262 struct gl_uniform_block
**sh_blks
= validate_ssbo
?
1263 sh
->Program
->sh
.ShaderStorageBlocks
:
1264 sh
->Program
->sh
.UniformBlocks
;
1266 blks
[j
].stageref
|= sh_blks
[stage_index
]->stageref
;
1267 sh_blks
[stage_index
] = &blks
[j
];
1272 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1273 delete[] InterfaceBlockStageIndex
[i
];
1277 prog
->data
->ShaderStorageBlocks
= blks
;
1279 prog
->data
->UniformBlocks
= blks
;
1286 * Populates a shaders symbol table with all global declarations
1289 populate_symbol_table(gl_linked_shader
*sh
, glsl_symbol_table
*symbols
)
1291 sh
->symbols
= new(sh
) glsl_symbol_table
;
1293 _mesa_glsl_copy_symbols_from_table(sh
->ir
, symbols
, sh
->symbols
);
1298 * Remap variables referenced in an instruction tree
1300 * This is used when instruction trees are cloned from one shader and placed in
1301 * another. These trees will contain references to \c ir_variable nodes that
1302 * do not exist in the target shader. This function finds these \c ir_variable
1303 * references and replaces the references with matching variables in the target
1306 * If there is no matching variable in the target shader, a clone of the
1307 * \c ir_variable is made and added to the target shader. The new variable is
1308 * added to \b both the instruction stream and the symbol table.
1310 * \param inst IR tree that is to be processed.
1311 * \param symbols Symbol table containing global scope symbols in the
1313 * \param instructions Instruction stream where new variable declarations
1317 remap_variables(ir_instruction
*inst
, struct gl_linked_shader
*target
,
1320 class remap_visitor
: public ir_hierarchical_visitor
{
1322 remap_visitor(struct gl_linked_shader
*target
, hash_table
*temps
)
1324 this->target
= target
;
1325 this->symbols
= target
->symbols
;
1326 this->instructions
= target
->ir
;
1327 this->temps
= temps
;
1330 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
1332 if (ir
->var
->data
.mode
== ir_var_temporary
) {
1333 hash_entry
*entry
= _mesa_hash_table_search(temps
, ir
->var
);
1334 ir_variable
*var
= entry
? (ir_variable
*) entry
->data
: NULL
;
1336 assert(var
!= NULL
);
1338 return visit_continue
;
1341 ir_variable
*const existing
=
1342 this->symbols
->get_variable(ir
->var
->name
);
1343 if (existing
!= NULL
)
1346 ir_variable
*copy
= ir
->var
->clone(this->target
, NULL
);
1348 this->symbols
->add_variable(copy
);
1349 this->instructions
->push_head(copy
);
1353 return visit_continue
;
1357 struct gl_linked_shader
*target
;
1358 glsl_symbol_table
*symbols
;
1359 exec_list
*instructions
;
1363 remap_visitor
v(target
, temps
);
1370 * Move non-declarations from one instruction stream to another
1372 * The intended usage pattern of this function is to pass the pointer to the
1373 * head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node
1374 * pointer) for \c last and \c false for \c make_copies on the first
1375 * call. Successive calls pass the return value of the previous call for
1376 * \c last and \c true for \c make_copies.
1378 * \param instructions Source instruction stream
1379 * \param last Instruction after which new instructions should be
1380 * inserted in the target instruction stream
1381 * \param make_copies Flag selecting whether instructions in \c instructions
1382 * should be copied (via \c ir_instruction::clone) into the
1383 * target list or moved.
1386 * The new "last" instruction in the target instruction stream. This pointer
1387 * is suitable for use as the \c last parameter of a later call to this
1391 move_non_declarations(exec_list
*instructions
, exec_node
*last
,
1392 bool make_copies
, gl_linked_shader
*target
)
1394 hash_table
*temps
= NULL
;
1397 temps
= _mesa_hash_table_create(NULL
, _mesa_hash_pointer
,
1398 _mesa_key_pointer_equal
);
1400 foreach_in_list_safe(ir_instruction
, inst
, instructions
) {
1401 if (inst
->as_function())
1404 ir_variable
*var
= inst
->as_variable();
1405 if ((var
!= NULL
) && (var
->data
.mode
!= ir_var_temporary
))
1408 assert(inst
->as_assignment()
1410 || inst
->as_if() /* for initializers with the ?: operator */
1411 || ((var
!= NULL
) && (var
->data
.mode
== ir_var_temporary
)));
1414 inst
= inst
->clone(target
, NULL
);
1417 _mesa_hash_table_insert(temps
, var
, inst
);
1419 remap_variables(inst
, target
, temps
);
1424 last
->insert_after(inst
);
1429 _mesa_hash_table_destroy(temps
, NULL
);
1436 * This class is only used in link_intrastage_shaders() below but declaring
1437 * it inside that function leads to compiler warnings with some versions of
1440 class array_sizing_visitor
: public deref_type_updater
{
1442 array_sizing_visitor()
1443 : mem_ctx(ralloc_context(NULL
)),
1444 unnamed_interfaces(_mesa_hash_table_create(NULL
, _mesa_hash_pointer
,
1445 _mesa_key_pointer_equal
))
1449 ~array_sizing_visitor()
1451 _mesa_hash_table_destroy(this->unnamed_interfaces
, NULL
);
1452 ralloc_free(this->mem_ctx
);
1455 virtual ir_visitor_status
visit(ir_variable
*var
)
1457 const glsl_type
*type_without_array
;
1458 bool implicit_sized_array
= var
->data
.implicit_sized_array
;
1459 fixup_type(&var
->type
, var
->data
.max_array_access
,
1460 var
->data
.from_ssbo_unsized_array
,
1461 &implicit_sized_array
);
1462 var
->data
.implicit_sized_array
= implicit_sized_array
;
1463 type_without_array
= var
->type
->without_array();
1464 if (var
->type
->is_interface()) {
1465 if (interface_contains_unsized_arrays(var
->type
)) {
1466 const glsl_type
*new_type
=
1467 resize_interface_members(var
->type
,
1468 var
->get_max_ifc_array_access(),
1469 var
->is_in_shader_storage_block());
1470 var
->type
= new_type
;
1471 var
->change_interface_type(new_type
);
1473 } else if (type_without_array
->is_interface()) {
1474 if (interface_contains_unsized_arrays(type_without_array
)) {
1475 const glsl_type
*new_type
=
1476 resize_interface_members(type_without_array
,
1477 var
->get_max_ifc_array_access(),
1478 var
->is_in_shader_storage_block());
1479 var
->change_interface_type(new_type
);
1480 var
->type
= update_interface_members_array(var
->type
, new_type
);
1482 } else if (const glsl_type
*ifc_type
= var
->get_interface_type()) {
1483 /* Store a pointer to the variable in the unnamed_interfaces
1487 _mesa_hash_table_search(this->unnamed_interfaces
,
1490 ir_variable
**interface_vars
= entry
? (ir_variable
**) entry
->data
: NULL
;
1492 if (interface_vars
== NULL
) {
1493 interface_vars
= rzalloc_array(mem_ctx
, ir_variable
*,
1495 _mesa_hash_table_insert(this->unnamed_interfaces
, ifc_type
,
1498 unsigned index
= ifc_type
->field_index(var
->name
);
1499 assert(index
< ifc_type
->length
);
1500 assert(interface_vars
[index
] == NULL
);
1501 interface_vars
[index
] = var
;
1503 return visit_continue
;
1507 * For each unnamed interface block that was discovered while running the
1508 * visitor, adjust the interface type to reflect the newly assigned array
1509 * sizes, and fix up the ir_variable nodes to point to the new interface
1512 void fixup_unnamed_interface_types()
1514 hash_table_call_foreach(this->unnamed_interfaces
,
1515 fixup_unnamed_interface_type
, NULL
);
1520 * If the type pointed to by \c type represents an unsized array, replace
1521 * it with a sized array whose size is determined by max_array_access.
1523 static void fixup_type(const glsl_type
**type
, unsigned max_array_access
,
1524 bool from_ssbo_unsized_array
, bool *implicit_sized
)
1526 if (!from_ssbo_unsized_array
&& (*type
)->is_unsized_array()) {
1527 *type
= glsl_type::get_array_instance((*type
)->fields
.array
,
1528 max_array_access
+ 1);
1529 *implicit_sized
= true;
1530 assert(*type
!= NULL
);
1534 static const glsl_type
*
1535 update_interface_members_array(const glsl_type
*type
,
1536 const glsl_type
*new_interface_type
)
1538 const glsl_type
*element_type
= type
->fields
.array
;
1539 if (element_type
->is_array()) {
1540 const glsl_type
*new_array_type
=
1541 update_interface_members_array(element_type
, new_interface_type
);
1542 return glsl_type::get_array_instance(new_array_type
, type
->length
);
1544 return glsl_type::get_array_instance(new_interface_type
,
1550 * Determine whether the given interface type contains unsized arrays (if
1551 * it doesn't, array_sizing_visitor doesn't need to process it).
1553 static bool interface_contains_unsized_arrays(const glsl_type
*type
)
1555 for (unsigned i
= 0; i
< type
->length
; i
++) {
1556 const glsl_type
*elem_type
= type
->fields
.structure
[i
].type
;
1557 if (elem_type
->is_unsized_array())
1564 * Create a new interface type based on the given type, with unsized arrays
1565 * replaced by sized arrays whose size is determined by
1566 * max_ifc_array_access.
1568 static const glsl_type
*
1569 resize_interface_members(const glsl_type
*type
,
1570 const int *max_ifc_array_access
,
1573 unsigned num_fields
= type
->length
;
1574 glsl_struct_field
*fields
= new glsl_struct_field
[num_fields
];
1575 memcpy(fields
, type
->fields
.structure
,
1576 num_fields
* sizeof(*fields
));
1577 for (unsigned i
= 0; i
< num_fields
; i
++) {
1578 bool implicit_sized_array
= fields
[i
].implicit_sized_array
;
1579 /* If SSBO last member is unsized array, we don't replace it by a sized
1582 if (is_ssbo
&& i
== (num_fields
- 1))
1583 fixup_type(&fields
[i
].type
, max_ifc_array_access
[i
],
1584 true, &implicit_sized_array
);
1586 fixup_type(&fields
[i
].type
, max_ifc_array_access
[i
],
1587 false, &implicit_sized_array
);
1588 fields
[i
].implicit_sized_array
= implicit_sized_array
;
1590 glsl_interface_packing packing
=
1591 (glsl_interface_packing
) type
->interface_packing
;
1592 bool row_major
= (bool) type
->interface_row_major
;
1593 const glsl_type
*new_ifc_type
=
1594 glsl_type::get_interface_instance(fields
, num_fields
,
1595 packing
, row_major
, type
->name
);
1597 return new_ifc_type
;
1600 static void fixup_unnamed_interface_type(const void *key
, void *data
,
1603 const glsl_type
*ifc_type
= (const glsl_type
*) key
;
1604 ir_variable
**interface_vars
= (ir_variable
**) data
;
1605 unsigned num_fields
= ifc_type
->length
;
1606 glsl_struct_field
*fields
= new glsl_struct_field
[num_fields
];
1607 memcpy(fields
, ifc_type
->fields
.structure
,
1608 num_fields
* sizeof(*fields
));
1609 bool interface_type_changed
= false;
1610 for (unsigned i
= 0; i
< num_fields
; i
++) {
1611 if (interface_vars
[i
] != NULL
&&
1612 fields
[i
].type
!= interface_vars
[i
]->type
) {
1613 fields
[i
].type
= interface_vars
[i
]->type
;
1614 interface_type_changed
= true;
1617 if (!interface_type_changed
) {
1621 glsl_interface_packing packing
=
1622 (glsl_interface_packing
) ifc_type
->interface_packing
;
1623 bool row_major
= (bool) ifc_type
->interface_row_major
;
1624 const glsl_type
*new_ifc_type
=
1625 glsl_type::get_interface_instance(fields
, num_fields
, packing
,
1626 row_major
, ifc_type
->name
);
1628 for (unsigned i
= 0; i
< num_fields
; i
++) {
1629 if (interface_vars
[i
] != NULL
)
1630 interface_vars
[i
]->change_interface_type(new_ifc_type
);
1635 * Memory context used to allocate the data in \c unnamed_interfaces.
1640 * Hash table from const glsl_type * to an array of ir_variable *'s
1641 * pointing to the ir_variables constituting each unnamed interface block.
1643 hash_table
*unnamed_interfaces
;
1647 validate_xfb_buffer_stride(struct gl_context
*ctx
, unsigned idx
,
1648 struct gl_shader_program
*prog
)
1650 /* We will validate doubles at a later stage */
1651 if (prog
->TransformFeedback
.BufferStride
[idx
] % 4) {
1652 linker_error(prog
, "invalid qualifier xfb_stride=%d must be a "
1653 "multiple of 4 or if its applied to a type that is "
1654 "or contains a double a multiple of 8.",
1655 prog
->TransformFeedback
.BufferStride
[idx
]);
1659 if (prog
->TransformFeedback
.BufferStride
[idx
] / 4 >
1660 ctx
->Const
.MaxTransformFeedbackInterleavedComponents
) {
1661 linker_error(prog
, "The MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS "
1662 "limit has been exceeded.");
1670 * Check for conflicting xfb_stride default qualifiers and store buffer stride
1674 link_xfb_stride_layout_qualifiers(struct gl_context
*ctx
,
1675 struct gl_shader_program
*prog
,
1676 struct gl_shader
**shader_list
,
1677 unsigned num_shaders
)
1679 for (unsigned i
= 0; i
< MAX_FEEDBACK_BUFFERS
; i
++) {
1680 prog
->TransformFeedback
.BufferStride
[i
] = 0;
1683 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1684 struct gl_shader
*shader
= shader_list
[i
];
1686 for (unsigned j
= 0; j
< MAX_FEEDBACK_BUFFERS
; j
++) {
1687 if (shader
->TransformFeedbackBufferStride
[j
]) {
1688 if (prog
->TransformFeedback
.BufferStride
[j
] == 0) {
1689 prog
->TransformFeedback
.BufferStride
[j
] =
1690 shader
->TransformFeedbackBufferStride
[j
];
1691 if (!validate_xfb_buffer_stride(ctx
, j
, prog
))
1693 } else if (prog
->TransformFeedback
.BufferStride
[j
] !=
1694 shader
->TransformFeedbackBufferStride
[j
]){
1696 "intrastage shaders defined with conflicting "
1697 "xfb_stride for buffer %d (%d and %d)\n", j
,
1698 prog
->TransformFeedback
.BufferStride
[j
],
1699 shader
->TransformFeedbackBufferStride
[j
]);
1708 * Check for conflicting bindless/bound sampler/image layout qualifiers at
1712 link_bindless_layout_qualifiers(struct gl_shader_program
*prog
,
1713 struct gl_shader
**shader_list
,
1714 unsigned num_shaders
)
1716 bool bindless_sampler
, bindless_image
;
1717 bool bound_sampler
, bound_image
;
1719 bindless_sampler
= bindless_image
= false;
1720 bound_sampler
= bound_image
= false;
1722 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1723 struct gl_shader
*shader
= shader_list
[i
];
1725 if (shader
->bindless_sampler
)
1726 bindless_sampler
= true;
1727 if (shader
->bindless_image
)
1728 bindless_image
= true;
1729 if (shader
->bound_sampler
)
1730 bound_sampler
= true;
1731 if (shader
->bound_image
)
1734 if ((bindless_sampler
&& bound_sampler
) ||
1735 (bindless_image
&& bound_image
)) {
1736 /* From section 4.4.6 of the ARB_bindless_texture spec:
1738 * "If both bindless_sampler and bound_sampler, or bindless_image
1739 * and bound_image, are declared at global scope in any
1740 * compilation unit, a link- time error will be generated."
1742 linker_error(prog
, "both bindless_sampler and bound_sampler, or "
1743 "bindless_image and bound_image, can't be declared at "
1750 * Performs the cross-validation of tessellation control shader vertices and
1751 * layout qualifiers for the attached tessellation control shaders,
1752 * and propagates them to the linked TCS and linked shader program.
1755 link_tcs_out_layout_qualifiers(struct gl_shader_program
*prog
,
1756 struct gl_program
*gl_prog
,
1757 struct gl_shader
**shader_list
,
1758 unsigned num_shaders
)
1760 if (gl_prog
->info
.stage
!= MESA_SHADER_TESS_CTRL
)
1763 gl_prog
->info
.tess
.tcs_vertices_out
= 0;
1765 /* From the GLSL 4.0 spec (chapter 4.3.8.2):
1767 * "All tessellation control shader layout declarations in a program
1768 * must specify the same output patch vertex count. There must be at
1769 * least one layout qualifier specifying an output patch vertex count
1770 * in any program containing tessellation control shaders; however,
1771 * such a declaration is not required in all tessellation control
1775 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1776 struct gl_shader
*shader
= shader_list
[i
];
1778 if (shader
->info
.TessCtrl
.VerticesOut
!= 0) {
1779 if (gl_prog
->info
.tess
.tcs_vertices_out
!= 0 &&
1780 gl_prog
->info
.tess
.tcs_vertices_out
!=
1781 (unsigned) shader
->info
.TessCtrl
.VerticesOut
) {
1782 linker_error(prog
, "tessellation control shader defined with "
1783 "conflicting output vertex count (%d and %d)\n",
1784 gl_prog
->info
.tess
.tcs_vertices_out
,
1785 shader
->info
.TessCtrl
.VerticesOut
);
1788 gl_prog
->info
.tess
.tcs_vertices_out
=
1789 shader
->info
.TessCtrl
.VerticesOut
;
1793 /* Just do the intrastage -> interstage propagation right now,
1794 * since we already know we're in the right type of shader program
1797 if (gl_prog
->info
.tess
.tcs_vertices_out
== 0) {
1798 linker_error(prog
, "tessellation control shader didn't declare "
1799 "vertices out layout qualifier\n");
1806 * Performs the cross-validation of tessellation evaluation shader
1807 * primitive type, vertex spacing, ordering and point_mode layout qualifiers
1808 * for the attached tessellation evaluation shaders, and propagates them
1809 * to the linked TES and linked shader program.
1812 link_tes_in_layout_qualifiers(struct gl_shader_program
*prog
,
1813 struct gl_program
*gl_prog
,
1814 struct gl_shader
**shader_list
,
1815 unsigned num_shaders
)
1817 if (gl_prog
->info
.stage
!= MESA_SHADER_TESS_EVAL
)
1820 int point_mode
= -1;
1821 unsigned vertex_order
= 0;
1823 gl_prog
->info
.tess
.primitive_mode
= PRIM_UNKNOWN
;
1824 gl_prog
->info
.tess
.spacing
= TESS_SPACING_UNSPECIFIED
;
1826 /* From the GLSL 4.0 spec (chapter 4.3.8.1):
1828 * "At least one tessellation evaluation shader (compilation unit) in
1829 * a program must declare a primitive mode in its input layout.
1830 * Declaration vertex spacing, ordering, and point mode identifiers is
1831 * optional. It is not required that all tessellation evaluation
1832 * shaders in a program declare a primitive mode. If spacing or
1833 * vertex ordering declarations are omitted, the tessellation
1834 * primitive generator will use equal spacing or counter-clockwise
1835 * vertex ordering, respectively. If a point mode declaration is
1836 * omitted, the tessellation primitive generator will produce lines or
1837 * triangles according to the primitive mode."
1840 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1841 struct gl_shader
*shader
= shader_list
[i
];
1843 if (shader
->info
.TessEval
.PrimitiveMode
!= PRIM_UNKNOWN
) {
1844 if (gl_prog
->info
.tess
.primitive_mode
!= PRIM_UNKNOWN
&&
1845 gl_prog
->info
.tess
.primitive_mode
!=
1846 shader
->info
.TessEval
.PrimitiveMode
) {
1847 linker_error(prog
, "tessellation evaluation shader defined with "
1848 "conflicting input primitive modes.\n");
1851 gl_prog
->info
.tess
.primitive_mode
=
1852 shader
->info
.TessEval
.PrimitiveMode
;
1855 if (shader
->info
.TessEval
.Spacing
!= 0) {
1856 if (gl_prog
->info
.tess
.spacing
!= 0 && gl_prog
->info
.tess
.spacing
!=
1857 shader
->info
.TessEval
.Spacing
) {
1858 linker_error(prog
, "tessellation evaluation shader defined with "
1859 "conflicting vertex spacing.\n");
1862 gl_prog
->info
.tess
.spacing
= shader
->info
.TessEval
.Spacing
;
1865 if (shader
->info
.TessEval
.VertexOrder
!= 0) {
1866 if (vertex_order
!= 0 &&
1867 vertex_order
!= shader
->info
.TessEval
.VertexOrder
) {
1868 linker_error(prog
, "tessellation evaluation shader defined with "
1869 "conflicting ordering.\n");
1872 vertex_order
= shader
->info
.TessEval
.VertexOrder
;
1875 if (shader
->info
.TessEval
.PointMode
!= -1) {
1876 if (point_mode
!= -1 &&
1877 point_mode
!= shader
->info
.TessEval
.PointMode
) {
1878 linker_error(prog
, "tessellation evaluation shader defined with "
1879 "conflicting point modes.\n");
1882 point_mode
= shader
->info
.TessEval
.PointMode
;
1887 /* Just do the intrastage -> interstage propagation right now,
1888 * since we already know we're in the right type of shader program
1891 if (gl_prog
->info
.tess
.primitive_mode
== PRIM_UNKNOWN
) {
1893 "tessellation evaluation shader didn't declare input "
1894 "primitive modes.\n");
1898 if (gl_prog
->info
.tess
.spacing
== TESS_SPACING_UNSPECIFIED
)
1899 gl_prog
->info
.tess
.spacing
= TESS_SPACING_EQUAL
;
1901 if (vertex_order
== 0 || vertex_order
== GL_CCW
)
1902 gl_prog
->info
.tess
.ccw
= true;
1904 gl_prog
->info
.tess
.ccw
= false;
1907 if (point_mode
== -1 || point_mode
== GL_FALSE
)
1908 gl_prog
->info
.tess
.point_mode
= false;
1910 gl_prog
->info
.tess
.point_mode
= true;
1915 * Performs the cross-validation of layout qualifiers specified in
1916 * redeclaration of gl_FragCoord for the attached fragment shaders,
1917 * and propagates them to the linked FS and linked shader program.
1920 link_fs_inout_layout_qualifiers(struct gl_shader_program
*prog
,
1921 struct gl_linked_shader
*linked_shader
,
1922 struct gl_shader
**shader_list
,
1923 unsigned num_shaders
)
1925 bool redeclares_gl_fragcoord
= false;
1926 bool uses_gl_fragcoord
= false;
1927 bool origin_upper_left
= false;
1928 bool pixel_center_integer
= false;
1930 if (linked_shader
->Stage
!= MESA_SHADER_FRAGMENT
||
1931 (prog
->data
->Version
< 150 &&
1932 !prog
->ARB_fragment_coord_conventions_enable
))
1935 for (unsigned i
= 0; i
< num_shaders
; i
++) {
1936 struct gl_shader
*shader
= shader_list
[i
];
1937 /* From the GLSL 1.50 spec, page 39:
1939 * "If gl_FragCoord is redeclared in any fragment shader in a program,
1940 * it must be redeclared in all the fragment shaders in that program
1941 * that have a static use gl_FragCoord."
1943 if ((redeclares_gl_fragcoord
&& !shader
->redeclares_gl_fragcoord
&&
1944 shader
->uses_gl_fragcoord
)
1945 || (shader
->redeclares_gl_fragcoord
&& !redeclares_gl_fragcoord
&&
1946 uses_gl_fragcoord
)) {
1947 linker_error(prog
, "fragment shader defined with conflicting "
1948 "layout qualifiers for gl_FragCoord\n");
1951 /* From the GLSL 1.50 spec, page 39:
1953 * "All redeclarations of gl_FragCoord in all fragment shaders in a
1954 * single program must have the same set of qualifiers."
1956 if (redeclares_gl_fragcoord
&& shader
->redeclares_gl_fragcoord
&&
1957 (shader
->origin_upper_left
!= origin_upper_left
||
1958 shader
->pixel_center_integer
!= pixel_center_integer
)) {
1959 linker_error(prog
, "fragment shader defined with conflicting "
1960 "layout qualifiers for gl_FragCoord\n");
1963 /* Update the linked shader state. Note that uses_gl_fragcoord should
1964 * accumulate the results. The other values should replace. If there
1965 * are multiple redeclarations, all the fields except uses_gl_fragcoord
1966 * are already known to be the same.
1968 if (shader
->redeclares_gl_fragcoord
|| shader
->uses_gl_fragcoord
) {
1969 redeclares_gl_fragcoord
= shader
->redeclares_gl_fragcoord
;
1970 uses_gl_fragcoord
|= shader
->uses_gl_fragcoord
;
1971 origin_upper_left
= shader
->origin_upper_left
;
1972 pixel_center_integer
= shader
->pixel_center_integer
;
1975 linked_shader
->Program
->info
.fs
.early_fragment_tests
|=
1976 shader
->EarlyFragmentTests
|| shader
->PostDepthCoverage
;
1977 linked_shader
->Program
->info
.fs
.inner_coverage
|= shader
->InnerCoverage
;
1978 linked_shader
->Program
->info
.fs
.post_depth_coverage
|=
1979 shader
->PostDepthCoverage
;
1981 linked_shader
->Program
->sh
.fs
.BlendSupport
|= shader
->BlendSupport
;
1986 * Performs the cross-validation of geometry shader max_vertices and
1987 * primitive type layout qualifiers for the attached geometry shaders,
1988 * and propagates them to the linked GS and linked shader program.
1991 link_gs_inout_layout_qualifiers(struct gl_shader_program
*prog
,
1992 struct gl_program
*gl_prog
,
1993 struct gl_shader
**shader_list
,
1994 unsigned num_shaders
)
1996 /* No in/out qualifiers defined for anything but GLSL 1.50+
1997 * geometry shaders so far.
1999 if (gl_prog
->info
.stage
!= MESA_SHADER_GEOMETRY
||
2000 prog
->data
->Version
< 150)
2003 int vertices_out
= -1;
2005 gl_prog
->info
.gs
.invocations
= 0;
2006 gl_prog
->info
.gs
.input_primitive
= PRIM_UNKNOWN
;
2007 gl_prog
->info
.gs
.output_primitive
= PRIM_UNKNOWN
;
2009 /* From the GLSL 1.50 spec, page 46:
2011 * "All geometry shader output layout declarations in a program
2012 * must declare the same layout and same value for
2013 * max_vertices. There must be at least one geometry output
2014 * layout declaration somewhere in a program, but not all
2015 * geometry shaders (compilation units) are required to
2019 for (unsigned i
= 0; i
< num_shaders
; i
++) {
2020 struct gl_shader
*shader
= shader_list
[i
];
2022 if (shader
->info
.Geom
.InputType
!= PRIM_UNKNOWN
) {
2023 if (gl_prog
->info
.gs
.input_primitive
!= PRIM_UNKNOWN
&&
2024 gl_prog
->info
.gs
.input_primitive
!=
2025 shader
->info
.Geom
.InputType
) {
2026 linker_error(prog
, "geometry shader defined with conflicting "
2030 gl_prog
->info
.gs
.input_primitive
= shader
->info
.Geom
.InputType
;
2033 if (shader
->info
.Geom
.OutputType
!= PRIM_UNKNOWN
) {
2034 if (gl_prog
->info
.gs
.output_primitive
!= PRIM_UNKNOWN
&&
2035 gl_prog
->info
.gs
.output_primitive
!=
2036 shader
->info
.Geom
.OutputType
) {
2037 linker_error(prog
, "geometry shader defined with conflicting "
2041 gl_prog
->info
.gs
.output_primitive
= shader
->info
.Geom
.OutputType
;
2044 if (shader
->info
.Geom
.VerticesOut
!= -1) {
2045 if (vertices_out
!= -1 &&
2046 vertices_out
!= shader
->info
.Geom
.VerticesOut
) {
2047 linker_error(prog
, "geometry shader defined with conflicting "
2048 "output vertex count (%d and %d)\n",
2049 vertices_out
, shader
->info
.Geom
.VerticesOut
);
2052 vertices_out
= shader
->info
.Geom
.VerticesOut
;
2055 if (shader
->info
.Geom
.Invocations
!= 0) {
2056 if (gl_prog
->info
.gs
.invocations
!= 0 &&
2057 gl_prog
->info
.gs
.invocations
!=
2058 (unsigned) shader
->info
.Geom
.Invocations
) {
2059 linker_error(prog
, "geometry shader defined with conflicting "
2060 "invocation count (%d and %d)\n",
2061 gl_prog
->info
.gs
.invocations
,
2062 shader
->info
.Geom
.Invocations
);
2065 gl_prog
->info
.gs
.invocations
= shader
->info
.Geom
.Invocations
;
2069 /* Just do the intrastage -> interstage propagation right now,
2070 * since we already know we're in the right type of shader program
2073 if (gl_prog
->info
.gs
.input_primitive
== PRIM_UNKNOWN
) {
2075 "geometry shader didn't declare primitive input type\n");
2079 if (gl_prog
->info
.gs
.output_primitive
== PRIM_UNKNOWN
) {
2081 "geometry shader didn't declare primitive output type\n");
2085 if (vertices_out
== -1) {
2087 "geometry shader didn't declare max_vertices\n");
2090 gl_prog
->info
.gs
.vertices_out
= vertices_out
;
2093 if (gl_prog
->info
.gs
.invocations
== 0)
2094 gl_prog
->info
.gs
.invocations
= 1;
2099 * Perform cross-validation of compute shader local_size_{x,y,z} layout
2100 * qualifiers for the attached compute shaders, and propagate them to the
2101 * linked CS and linked shader program.
2104 link_cs_input_layout_qualifiers(struct gl_shader_program
*prog
,
2105 struct gl_program
*gl_prog
,
2106 struct gl_shader
**shader_list
,
2107 unsigned num_shaders
)
2109 /* This function is called for all shader stages, but it only has an effect
2110 * for compute shaders.
2112 if (gl_prog
->info
.stage
!= MESA_SHADER_COMPUTE
)
2115 for (int i
= 0; i
< 3; i
++)
2116 gl_prog
->info
.cs
.local_size
[i
] = 0;
2118 gl_prog
->info
.cs
.local_size_variable
= false;
2120 /* From the ARB_compute_shader spec, in the section describing local size
2123 * If multiple compute shaders attached to a single program object
2124 * declare local work-group size, the declarations must be identical;
2125 * otherwise a link-time error results. Furthermore, if a program
2126 * object contains any compute shaders, at least one must contain an
2127 * input layout qualifier specifying the local work sizes of the
2128 * program, or a link-time error will occur.
2130 for (unsigned sh
= 0; sh
< num_shaders
; sh
++) {
2131 struct gl_shader
*shader
= shader_list
[sh
];
2133 if (shader
->info
.Comp
.LocalSize
[0] != 0) {
2134 if (gl_prog
->info
.cs
.local_size
[0] != 0) {
2135 for (int i
= 0; i
< 3; i
++) {
2136 if (gl_prog
->info
.cs
.local_size
[i
] !=
2137 shader
->info
.Comp
.LocalSize
[i
]) {
2138 linker_error(prog
, "compute shader defined with conflicting "
2144 for (int i
= 0; i
< 3; i
++) {
2145 gl_prog
->info
.cs
.local_size
[i
] =
2146 shader
->info
.Comp
.LocalSize
[i
];
2148 } else if (shader
->info
.Comp
.LocalSizeVariable
) {
2149 if (gl_prog
->info
.cs
.local_size
[0] != 0) {
2150 /* The ARB_compute_variable_group_size spec says:
2152 * If one compute shader attached to a program declares a
2153 * variable local group size and a second compute shader
2154 * attached to the same program declares a fixed local group
2155 * size, a link-time error results.
2157 linker_error(prog
, "compute shader defined with both fixed and "
2158 "variable local group size\n");
2161 gl_prog
->info
.cs
.local_size_variable
= true;
2165 /* Just do the intrastage -> interstage propagation right now,
2166 * since we already know we're in the right type of shader program
2169 if (gl_prog
->info
.cs
.local_size
[0] == 0 &&
2170 !gl_prog
->info
.cs
.local_size_variable
) {
2171 linker_error(prog
, "compute shader must contain a fixed or a variable "
2172 "local group size\n");
2179 * Combine a group of shaders for a single stage to generate a linked shader
2182 * If this function is supplied a single shader, it is cloned, and the new
2183 * shader is returned.
2185 struct gl_linked_shader
*
2186 link_intrastage_shaders(void *mem_ctx
,
2187 struct gl_context
*ctx
,
2188 struct gl_shader_program
*prog
,
2189 struct gl_shader
**shader_list
,
2190 unsigned num_shaders
,
2191 bool allow_missing_main
)
2193 struct gl_uniform_block
*ubo_blocks
= NULL
;
2194 struct gl_uniform_block
*ssbo_blocks
= NULL
;
2195 unsigned num_ubo_blocks
= 0;
2196 unsigned num_ssbo_blocks
= 0;
2198 /* Check that global variables defined in multiple shaders are consistent.
2200 glsl_symbol_table variables
;
2201 for (unsigned i
= 0; i
< num_shaders
; i
++) {
2202 if (shader_list
[i
] == NULL
)
2204 cross_validate_globals(prog
, shader_list
[i
]->ir
, &variables
, false);
2207 if (!prog
->data
->LinkStatus
)
2210 /* Check that interface blocks defined in multiple shaders are consistent.
2212 validate_intrastage_interface_blocks(prog
, (const gl_shader
**)shader_list
,
2214 if (!prog
->data
->LinkStatus
)
2217 /* Check that there is only a single definition of each function signature
2218 * across all shaders.
2220 for (unsigned i
= 0; i
< (num_shaders
- 1); i
++) {
2221 foreach_in_list(ir_instruction
, node
, shader_list
[i
]->ir
) {
2222 ir_function
*const f
= node
->as_function();
2227 for (unsigned j
= i
+ 1; j
< num_shaders
; j
++) {
2228 ir_function
*const other
=
2229 shader_list
[j
]->symbols
->get_function(f
->name
);
2231 /* If the other shader has no function (and therefore no function
2232 * signatures) with the same name, skip to the next shader.
2237 foreach_in_list(ir_function_signature
, sig
, &f
->signatures
) {
2238 if (!sig
->is_defined
)
2241 ir_function_signature
*other_sig
=
2242 other
->exact_matching_signature(NULL
, &sig
->parameters
);
2244 if (other_sig
!= NULL
&& other_sig
->is_defined
) {
2245 linker_error(prog
, "function `%s' is multiply defined\n",
2254 /* Find the shader that defines main, and make a clone of it.
2256 * Starting with the clone, search for undefined references. If one is
2257 * found, find the shader that defines it. Clone the reference and add
2258 * it to the shader. Repeat until there are no undefined references or
2259 * until a reference cannot be resolved.
2261 gl_shader
*main
= NULL
;
2262 for (unsigned i
= 0; i
< num_shaders
; i
++) {
2263 if (_mesa_get_main_function_signature(shader_list
[i
]->symbols
)) {
2264 main
= shader_list
[i
];
2269 if (main
== NULL
&& allow_missing_main
)
2270 main
= shader_list
[0];
2273 linker_error(prog
, "%s shader lacks `main'\n",
2274 _mesa_shader_stage_to_string(shader_list
[0]->Stage
));
2278 gl_linked_shader
*linked
= rzalloc(NULL
, struct gl_linked_shader
);
2279 linked
->Stage
= shader_list
[0]->Stage
;
2281 /* Create program and attach it to the linked shader */
2282 struct gl_program
*gl_prog
=
2283 ctx
->Driver
.NewProgram(ctx
,
2284 _mesa_shader_stage_to_program(shader_list
[0]->Stage
),
2287 prog
->data
->LinkStatus
= LINKING_FAILURE
;
2288 _mesa_delete_linked_shader(ctx
, linked
);
2292 _mesa_reference_shader_program_data(ctx
, &gl_prog
->sh
.data
, prog
->data
);
2294 /* Don't use _mesa_reference_program() just take ownership */
2295 linked
->Program
= gl_prog
;
2297 linked
->ir
= new(linked
) exec_list
;
2298 clone_ir_list(mem_ctx
, linked
->ir
, main
->ir
);
2300 link_fs_inout_layout_qualifiers(prog
, linked
, shader_list
, num_shaders
);
2301 link_tcs_out_layout_qualifiers(prog
, gl_prog
, shader_list
, num_shaders
);
2302 link_tes_in_layout_qualifiers(prog
, gl_prog
, shader_list
, num_shaders
);
2303 link_gs_inout_layout_qualifiers(prog
, gl_prog
, shader_list
, num_shaders
);
2304 link_cs_input_layout_qualifiers(prog
, gl_prog
, shader_list
, num_shaders
);
2306 if (linked
->Stage
!= MESA_SHADER_FRAGMENT
)
2307 link_xfb_stride_layout_qualifiers(ctx
, prog
, shader_list
, num_shaders
);
2309 link_bindless_layout_qualifiers(prog
, shader_list
, num_shaders
);
2311 populate_symbol_table(linked
, shader_list
[0]->symbols
);
2313 /* The pointer to the main function in the final linked shader (i.e., the
2314 * copy of the original shader that contained the main function).
2316 ir_function_signature
*const main_sig
=
2317 _mesa_get_main_function_signature(linked
->symbols
);
2319 /* Move any instructions other than variable declarations or function
2320 * declarations into main.
2322 if (main_sig
!= NULL
) {
2323 exec_node
*insertion_point
=
2324 move_non_declarations(linked
->ir
, (exec_node
*) &main_sig
->body
, false,
2327 for (unsigned i
= 0; i
< num_shaders
; i
++) {
2328 if (shader_list
[i
] == main
)
2331 insertion_point
= move_non_declarations(shader_list
[i
]->ir
,
2332 insertion_point
, true, linked
);
2336 if (!link_function_calls(prog
, linked
, shader_list
, num_shaders
)) {
2337 _mesa_delete_linked_shader(ctx
, linked
);
2341 /* Make a pass over all variable declarations to ensure that arrays with
2342 * unspecified sizes have a size specified. The size is inferred from the
2343 * max_array_access field.
2345 array_sizing_visitor v
;
2347 v
.fixup_unnamed_interface_types();
2349 /* Link up uniform blocks defined within this stage. */
2350 link_uniform_blocks(mem_ctx
, ctx
, prog
, linked
, &ubo_blocks
,
2351 &num_ubo_blocks
, &ssbo_blocks
, &num_ssbo_blocks
);
2353 if (!prog
->data
->LinkStatus
) {
2354 _mesa_delete_linked_shader(ctx
, linked
);
2358 /* Copy ubo blocks to linked shader list */
2359 linked
->Program
->sh
.UniformBlocks
=
2360 ralloc_array(linked
, gl_uniform_block
*, num_ubo_blocks
);
2361 ralloc_steal(linked
, ubo_blocks
);
2362 for (unsigned i
= 0; i
< num_ubo_blocks
; i
++) {
2363 linked
->Program
->sh
.UniformBlocks
[i
] = &ubo_blocks
[i
];
2365 linked
->Program
->info
.num_ubos
= num_ubo_blocks
;
2367 /* Copy ssbo blocks to linked shader list */
2368 linked
->Program
->sh
.ShaderStorageBlocks
=
2369 ralloc_array(linked
, gl_uniform_block
*, num_ssbo_blocks
);
2370 ralloc_steal(linked
, ssbo_blocks
);
2371 for (unsigned i
= 0; i
< num_ssbo_blocks
; i
++) {
2372 linked
->Program
->sh
.ShaderStorageBlocks
[i
] = &ssbo_blocks
[i
];
2374 linked
->Program
->info
.num_ssbos
= num_ssbo_blocks
;
2376 /* At this point linked should contain all of the linked IR, so
2377 * validate it to make sure nothing went wrong.
2379 validate_ir_tree(linked
->ir
);
2381 /* Set the size of geometry shader input arrays */
2382 if (linked
->Stage
== MESA_SHADER_GEOMETRY
) {
2383 unsigned num_vertices
=
2384 vertices_per_prim(gl_prog
->info
.gs
.input_primitive
);
2385 array_resize_visitor
input_resize_visitor(num_vertices
, prog
,
2386 MESA_SHADER_GEOMETRY
);
2387 foreach_in_list(ir_instruction
, ir
, linked
->ir
) {
2388 ir
->accept(&input_resize_visitor
);
2392 if (ctx
->Const
.VertexID_is_zero_based
)
2393 lower_vertex_id(linked
);
2395 if (ctx
->Const
.LowerCsDerivedVariables
)
2396 lower_cs_derived(linked
);
2399 /* Compute the source checksum. */
2400 linked
->SourceChecksum
= 0;
2401 for (unsigned i
= 0; i
< num_shaders
; i
++) {
2402 if (shader_list
[i
] == NULL
)
2404 linked
->SourceChecksum
^= shader_list
[i
]->SourceChecksum
;
2412 * Update the sizes of linked shader uniform arrays to the maximum
2415 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
2417 * If one or more elements of an array are active,
2418 * GetActiveUniform will return the name of the array in name,
2419 * subject to the restrictions listed above. The type of the array
2420 * is returned in type. The size parameter contains the highest
2421 * array element index used, plus one. The compiler or linker
2422 * determines the highest index used. There will be only one
2423 * active uniform reported by the GL per uniform array.
2427 update_array_sizes(struct gl_shader_program
*prog
)
2429 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
2430 if (prog
->_LinkedShaders
[i
] == NULL
)
2433 bool types_were_updated
= false;
2435 foreach_in_list(ir_instruction
, node
, prog
->_LinkedShaders
[i
]->ir
) {
2436 ir_variable
*const var
= node
->as_variable();
2438 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_uniform
) ||
2439 !var
->type
->is_array())
2442 /* GL_ARB_uniform_buffer_object says that std140 uniforms
2443 * will not be eliminated. Since we always do std140, just
2444 * don't resize arrays in UBOs.
2446 * Atomic counters are supposed to get deterministic
2447 * locations assigned based on the declaration ordering and
2448 * sizes, array compaction would mess that up.
2450 * Subroutine uniforms are not removed.
2452 if (var
->is_in_buffer_block() || var
->type
->contains_atomic() ||
2453 var
->type
->contains_subroutine() || var
->constant_initializer
)
2456 int size
= var
->data
.max_array_access
;
2457 for (unsigned j
= 0; j
< MESA_SHADER_STAGES
; j
++) {
2458 if (prog
->_LinkedShaders
[j
] == NULL
)
2461 foreach_in_list(ir_instruction
, node2
, prog
->_LinkedShaders
[j
]->ir
) {
2462 ir_variable
*other_var
= node2
->as_variable();
2466 if (strcmp(var
->name
, other_var
->name
) == 0 &&
2467 other_var
->data
.max_array_access
> size
) {
2468 size
= other_var
->data
.max_array_access
;
2473 if (size
+ 1 != (int)var
->type
->length
) {
2474 /* If this is a built-in uniform (i.e., it's backed by some
2475 * fixed-function state), adjust the number of state slots to
2476 * match the new array size. The number of slots per array entry
2477 * is not known. It seems safe to assume that the total number of
2478 * slots is an integer multiple of the number of array elements.
2479 * Determine the number of slots per array element by dividing by
2480 * the old (total) size.
2482 const unsigned num_slots
= var
->get_num_state_slots();
2483 if (num_slots
> 0) {
2484 var
->set_num_state_slots((size
+ 1)
2485 * (num_slots
/ var
->type
->length
));
2488 var
->type
= glsl_type::get_array_instance(var
->type
->fields
.array
,
2490 types_were_updated
= true;
2494 /* Update the types of dereferences in case we changed any. */
2495 if (types_were_updated
) {
2496 deref_type_updater v
;
2497 v
.run(prog
->_LinkedShaders
[i
]->ir
);
2503 * Resize tessellation evaluation per-vertex inputs to the size of
2504 * tessellation control per-vertex outputs.
2507 resize_tes_inputs(struct gl_context
*ctx
,
2508 struct gl_shader_program
*prog
)
2510 if (prog
->_LinkedShaders
[MESA_SHADER_TESS_EVAL
] == NULL
)
2513 gl_linked_shader
*const tcs
= prog
->_LinkedShaders
[MESA_SHADER_TESS_CTRL
];
2514 gl_linked_shader
*const tes
= prog
->_LinkedShaders
[MESA_SHADER_TESS_EVAL
];
2516 /* If no control shader is present, then the TES inputs are statically
2517 * sized to MaxPatchVertices; the actual size of the arrays won't be
2518 * known until draw time.
2520 const int num_vertices
= tcs
2521 ? tcs
->Program
->info
.tess
.tcs_vertices_out
2522 : ctx
->Const
.MaxPatchVertices
;
2524 array_resize_visitor
input_resize_visitor(num_vertices
, prog
,
2525 MESA_SHADER_TESS_EVAL
);
2526 foreach_in_list(ir_instruction
, ir
, tes
->ir
) {
2527 ir
->accept(&input_resize_visitor
);
2531 /* Convert the gl_PatchVerticesIn system value into a constant, since
2532 * the value is known at this point.
2534 foreach_in_list(ir_instruction
, ir
, tes
->ir
) {
2535 ir_variable
*var
= ir
->as_variable();
2536 if (var
&& var
->data
.mode
== ir_var_system_value
&&
2537 var
->data
.location
== SYSTEM_VALUE_VERTICES_IN
) {
2538 void *mem_ctx
= ralloc_parent(var
);
2539 var
->data
.location
= 0;
2540 var
->data
.explicit_location
= false;
2541 var
->data
.mode
= ir_var_auto
;
2542 var
->constant_value
= new(mem_ctx
) ir_constant(num_vertices
);
2549 * Find a contiguous set of available bits in a bitmask.
2551 * \param used_mask Bits representing used (1) and unused (0) locations
2552 * \param needed_count Number of contiguous bits needed.
2555 * Base location of the available bits on success or -1 on failure.
2558 find_available_slots(unsigned used_mask
, unsigned needed_count
)
2560 unsigned needed_mask
= (1 << needed_count
) - 1;
2561 const int max_bit_to_test
= (8 * sizeof(used_mask
)) - needed_count
;
2563 /* The comparison to 32 is redundant, but without it GCC emits "warning:
2564 * cannot optimize possibly infinite loops" for the loop below.
2566 if ((needed_count
== 0) || (max_bit_to_test
< 0) || (max_bit_to_test
> 32))
2569 for (int i
= 0; i
<= max_bit_to_test
; i
++) {
2570 if ((needed_mask
& ~used_mask
) == needed_mask
)
2580 #define SAFE_MASK_FROM_INDEX(i) (((i) >= 32) ? ~0 : ((1 << (i)) - 1))
2583 * Assign locations for either VS inputs or FS outputs
2585 * \param mem_ctx Temporary ralloc context used for linking
2586 * \param prog Shader program whose variables need locations assigned
2587 * \param constants Driver specific constant values for the program.
2588 * \param target_index Selector for the program target to receive location
2589 * assignmnets. Must be either \c MESA_SHADER_VERTEX or
2590 * \c MESA_SHADER_FRAGMENT.
2593 * If locations are successfully assigned, true is returned. Otherwise an
2594 * error is emitted to the shader link log and false is returned.
2597 assign_attribute_or_color_locations(void *mem_ctx
,
2598 gl_shader_program
*prog
,
2599 struct gl_constants
*constants
,
2600 unsigned target_index
)
2602 /* Maximum number of generic locations. This corresponds to either the
2603 * maximum number of draw buffers or the maximum number of generic
2606 unsigned max_index
= (target_index
== MESA_SHADER_VERTEX
) ?
2607 constants
->Program
[target_index
].MaxAttribs
:
2608 MAX2(constants
->MaxDrawBuffers
, constants
->MaxDualSourceDrawBuffers
);
2610 /* Mark invalid locations as being used.
2612 unsigned used_locations
= ~SAFE_MASK_FROM_INDEX(max_index
);
2613 unsigned double_storage_locations
= 0;
2615 assert((target_index
== MESA_SHADER_VERTEX
)
2616 || (target_index
== MESA_SHADER_FRAGMENT
));
2618 gl_linked_shader
*const sh
= prog
->_LinkedShaders
[target_index
];
2622 /* Operate in a total of four passes.
2624 * 1. Invalidate the location assignments for all vertex shader inputs.
2626 * 2. Assign locations for inputs that have user-defined (via
2627 * glBindVertexAttribLocation) locations and outputs that have
2628 * user-defined locations (via glBindFragDataLocation).
2630 * 3. Sort the attributes without assigned locations by number of slots
2631 * required in decreasing order. Fragmentation caused by attribute
2632 * locations assigned by the application may prevent large attributes
2633 * from having enough contiguous space.
2635 * 4. Assign locations to any inputs without assigned locations.
2638 const int generic_base
= (target_index
== MESA_SHADER_VERTEX
)
2639 ? (int) VERT_ATTRIB_GENERIC0
: (int) FRAG_RESULT_DATA0
;
2641 const enum ir_variable_mode direction
=
2642 (target_index
== MESA_SHADER_VERTEX
)
2643 ? ir_var_shader_in
: ir_var_shader_out
;
2646 /* Temporary storage for the set of attributes that need locations assigned.
2652 /* Used below in the call to qsort. */
2653 static int compare(const void *a
, const void *b
)
2655 const temp_attr
*const l
= (const temp_attr
*) a
;
2656 const temp_attr
*const r
= (const temp_attr
*) b
;
2658 /* Reversed because we want a descending order sort below. */
2659 return r
->slots
- l
->slots
;
2662 assert(max_index
<= 32);
2664 /* Temporary array for the set of attributes that have locations assigned,
2665 * for the purpose of checking overlapping slots/components of (non-ES)
2666 * fragment shader outputs.
2668 ir_variable
*assigned
[12 * 4]; /* (max # of FS outputs) * # components */
2669 unsigned assigned_attr
= 0;
2671 unsigned num_attr
= 0;
2673 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
2674 ir_variable
*const var
= node
->as_variable();
2676 if ((var
== NULL
) || (var
->data
.mode
!= (unsigned) direction
))
2679 if (var
->data
.explicit_location
) {
2680 var
->data
.is_unmatched_generic_inout
= 0;
2681 if ((var
->data
.location
>= (int)(max_index
+ generic_base
))
2682 || (var
->data
.location
< 0)) {
2684 "invalid explicit location %d specified for `%s'\n",
2685 (var
->data
.location
< 0)
2686 ? var
->data
.location
2687 : var
->data
.location
- generic_base
,
2691 } else if (target_index
== MESA_SHADER_VERTEX
) {
2694 if (prog
->AttributeBindings
->get(binding
, var
->name
)) {
2695 assert(binding
>= VERT_ATTRIB_GENERIC0
);
2696 var
->data
.location
= binding
;
2697 var
->data
.is_unmatched_generic_inout
= 0;
2699 } else if (target_index
== MESA_SHADER_FRAGMENT
) {
2702 const char *name
= var
->name
;
2703 const glsl_type
*type
= var
->type
;
2706 /* Check if there's a binding for the variable name */
2707 if (prog
->FragDataBindings
->get(binding
, name
)) {
2708 assert(binding
>= FRAG_RESULT_DATA0
);
2709 var
->data
.location
= binding
;
2710 var
->data
.is_unmatched_generic_inout
= 0;
2712 if (prog
->FragDataIndexBindings
->get(index
, name
)) {
2713 var
->data
.index
= index
;
2718 /* If not, but it's an array type, look for name[0] */
2719 if (type
->is_array()) {
2720 name
= ralloc_asprintf(mem_ctx
, "%s[0]", name
);
2721 type
= type
->fields
.array
;
2729 if (strcmp(var
->name
, "gl_LastFragData") == 0)
2732 /* From GL4.5 core spec, section 15.2 (Shader Execution):
2734 * "Output binding assignments will cause LinkProgram to fail:
2736 * If the program has an active output assigned to a location greater
2737 * than or equal to the value of MAX_DUAL_SOURCE_DRAW_BUFFERS and has
2738 * an active output assigned an index greater than or equal to one;"
2740 if (target_index
== MESA_SHADER_FRAGMENT
&& var
->data
.index
>= 1 &&
2741 var
->data
.location
- generic_base
>=
2742 (int) constants
->MaxDualSourceDrawBuffers
) {
2744 "output location %d >= GL_MAX_DUAL_SOURCE_DRAW_BUFFERS "
2745 "with index %u for %s\n",
2746 var
->data
.location
- generic_base
, var
->data
.index
,
2751 const unsigned slots
= var
->type
->count_attribute_slots(target_index
== MESA_SHADER_VERTEX
);
2753 /* If the variable is not a built-in and has a location statically
2754 * assigned in the shader (presumably via a layout qualifier), make sure
2755 * that it doesn't collide with other assigned locations. Otherwise,
2756 * add it to the list of variables that need linker-assigned locations.
2758 if (var
->data
.location
!= -1) {
2759 if (var
->data
.location
>= generic_base
&& var
->data
.index
< 1) {
2760 /* From page 61 of the OpenGL 4.0 spec:
2762 * "LinkProgram will fail if the attribute bindings assigned
2763 * by BindAttribLocation do not leave not enough space to
2764 * assign a location for an active matrix attribute or an
2765 * active attribute array, both of which require multiple
2766 * contiguous generic attributes."
2768 * I think above text prohibits the aliasing of explicit and
2769 * automatic assignments. But, aliasing is allowed in manual
2770 * assignments of attribute locations. See below comments for
2773 * From OpenGL 4.0 spec, page 61:
2775 * "It is possible for an application to bind more than one
2776 * attribute name to the same location. This is referred to as
2777 * aliasing. This will only work if only one of the aliased
2778 * attributes is active in the executable program, or if no
2779 * path through the shader consumes more than one attribute of
2780 * a set of attributes aliased to the same location. A link
2781 * error can occur if the linker determines that every path
2782 * through the shader consumes multiple aliased attributes,
2783 * but implementations are not required to generate an error
2786 * From GLSL 4.30 spec, page 54:
2788 * "A program will fail to link if any two non-vertex shader
2789 * input variables are assigned to the same location. For
2790 * vertex shaders, multiple input variables may be assigned
2791 * to the same location using either layout qualifiers or via
2792 * the OpenGL API. However, such aliasing is intended only to
2793 * support vertex shaders where each execution path accesses
2794 * at most one input per each location. Implementations are
2795 * permitted, but not required, to generate link-time errors
2796 * if they detect that every path through the vertex shader
2797 * executable accesses multiple inputs assigned to any single
2798 * location. For all shader types, a program will fail to link
2799 * if explicit location assignments leave the linker unable
2800 * to find space for other variables without explicit
2803 * From OpenGL ES 3.0 spec, page 56:
2805 * "Binding more than one attribute name to the same location
2806 * is referred to as aliasing, and is not permitted in OpenGL
2807 * ES Shading Language 3.00 vertex shaders. LinkProgram will
2808 * fail when this condition exists. However, aliasing is
2809 * possible in OpenGL ES Shading Language 1.00 vertex shaders.
2810 * This will only work if only one of the aliased attributes
2811 * is active in the executable program, or if no path through
2812 * the shader consumes more than one attribute of a set of
2813 * attributes aliased to the same location. A link error can
2814 * occur if the linker determines that every path through the
2815 * shader consumes multiple aliased attributes, but implemen-
2816 * tations are not required to generate an error in this case."
2818 * After looking at above references from OpenGL, OpenGL ES and
2819 * GLSL specifications, we allow aliasing of vertex input variables
2820 * in: OpenGL 2.0 (and above) and OpenGL ES 2.0.
2822 * NOTE: This is not required by the spec but its worth mentioning
2823 * here that we're not doing anything to make sure that no path
2824 * through the vertex shader executable accesses multiple inputs
2825 * assigned to any single location.
2828 /* Mask representing the contiguous slots that will be used by
2831 const unsigned attr
= var
->data
.location
- generic_base
;
2832 const unsigned use_mask
= (1 << slots
) - 1;
2833 const char *const string
= (target_index
== MESA_SHADER_VERTEX
)
2834 ? "vertex shader input" : "fragment shader output";
2836 /* Generate a link error if the requested locations for this
2837 * attribute exceed the maximum allowed attribute location.
2839 if (attr
+ slots
> max_index
) {
2841 "insufficient contiguous locations "
2842 "available for %s `%s' %d %d %d\n", string
,
2843 var
->name
, used_locations
, use_mask
, attr
);
2847 /* Generate a link error if the set of bits requested for this
2848 * attribute overlaps any previously allocated bits.
2850 if ((~(use_mask
<< attr
) & used_locations
) != used_locations
) {
2851 if (target_index
== MESA_SHADER_FRAGMENT
&& !prog
->IsES
) {
2852 /* From section 4.4.2 (Output Layout Qualifiers) of the GLSL
2855 * "Additionally, for fragment shader outputs, if two
2856 * variables are placed within the same location, they
2857 * must have the same underlying type (floating-point or
2858 * integer). No component aliasing of output variables or
2859 * members is allowed.
2861 for (unsigned i
= 0; i
< assigned_attr
; i
++) {
2862 unsigned assigned_slots
=
2863 assigned
[i
]->type
->count_attribute_slots(false);
2864 unsigned assig_attr
=
2865 assigned
[i
]->data
.location
- generic_base
;
2866 unsigned assigned_use_mask
= (1 << assigned_slots
) - 1;
2868 if ((assigned_use_mask
<< assig_attr
) &
2869 (use_mask
<< attr
)) {
2871 const glsl_type
*assigned_type
=
2872 assigned
[i
]->type
->without_array();
2873 const glsl_type
*type
= var
->type
->without_array();
2874 if (assigned_type
->base_type
!= type
->base_type
) {
2875 linker_error(prog
, "types do not match for aliased"
2876 " %ss %s and %s\n", string
,
2877 assigned
[i
]->name
, var
->name
);
2881 unsigned assigned_component_mask
=
2882 ((1 << assigned_type
->vector_elements
) - 1) <<
2883 assigned
[i
]->data
.location_frac
;
2884 unsigned component_mask
=
2885 ((1 << type
->vector_elements
) - 1) <<
2886 var
->data
.location_frac
;
2887 if (assigned_component_mask
& component_mask
) {
2888 linker_error(prog
, "overlapping component is "
2889 "assigned to %ss %s and %s "
2891 string
, assigned
[i
]->name
, var
->name
,
2892 var
->data
.location_frac
);
2897 } else if (target_index
== MESA_SHADER_FRAGMENT
||
2898 (prog
->IsES
&& prog
->data
->Version
>= 300)) {
2899 linker_error(prog
, "overlapping location is assigned "
2900 "to %s `%s' %d %d %d\n", string
, var
->name
,
2901 used_locations
, use_mask
, attr
);
2904 linker_warning(prog
, "overlapping location is assigned "
2905 "to %s `%s' %d %d %d\n", string
, var
->name
,
2906 used_locations
, use_mask
, attr
);
2910 if (target_index
== MESA_SHADER_FRAGMENT
&& !prog
->IsES
) {
2911 /* Only track assigned variables for non-ES fragment shaders
2912 * to avoid overflowing the array.
2914 * At most one variable per fragment output component should
2917 assert(assigned_attr
< ARRAY_SIZE(assigned
));
2918 assigned
[assigned_attr
] = var
;
2922 used_locations
|= (use_mask
<< attr
);
2924 /* From the GL 4.5 core spec, section 11.1.1 (Vertex Attributes):
2926 * "A program with more than the value of MAX_VERTEX_ATTRIBS
2927 * active attribute variables may fail to link, unless
2928 * device-dependent optimizations are able to make the program
2929 * fit within available hardware resources. For the purposes
2930 * of this test, attribute variables of the type dvec3, dvec4,
2931 * dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3, and dmat4 may
2932 * count as consuming twice as many attributes as equivalent
2933 * single-precision types. While these types use the same number
2934 * of generic attributes as their single-precision equivalents,
2935 * implementations are permitted to consume two single-precision
2936 * vectors of internal storage for each three- or four-component
2937 * double-precision vector."
2939 * Mark this attribute slot as taking up twice as much space
2940 * so we can count it properly against limits. According to
2941 * issue (3) of the GL_ARB_vertex_attrib_64bit behavior, this
2942 * is optional behavior, but it seems preferable.
2944 if (var
->type
->without_array()->is_dual_slot())
2945 double_storage_locations
|= (use_mask
<< attr
);
2951 if (num_attr
>= max_index
) {
2952 linker_error(prog
, "too many %s (max %u)",
2953 target_index
== MESA_SHADER_VERTEX
?
2954 "vertex shader inputs" : "fragment shader outputs",
2958 to_assign
[num_attr
].slots
= slots
;
2959 to_assign
[num_attr
].var
= var
;
2963 if (target_index
== MESA_SHADER_VERTEX
) {
2964 unsigned total_attribs_size
=
2965 _mesa_bitcount(used_locations
& SAFE_MASK_FROM_INDEX(max_index
)) +
2966 _mesa_bitcount(double_storage_locations
);
2967 if (total_attribs_size
> max_index
) {
2969 "attempt to use %d vertex attribute slots only %d available ",
2970 total_attribs_size
, max_index
);
2975 /* If all of the attributes were assigned locations by the application (or
2976 * are built-in attributes with fixed locations), return early. This should
2977 * be the common case.
2982 qsort(to_assign
, num_attr
, sizeof(to_assign
[0]), temp_attr::compare
);
2984 if (target_index
== MESA_SHADER_VERTEX
) {
2985 /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can
2986 * only be explicitly assigned by via glBindAttribLocation. Mark it as
2987 * reserved to prevent it from being automatically allocated below.
2989 find_deref_visitor
find("gl_Vertex");
2991 if (find
.variable_found())
2992 used_locations
|= (1 << 0);
2995 for (unsigned i
= 0; i
< num_attr
; i
++) {
2996 /* Mask representing the contiguous slots that will be used by this
2999 const unsigned use_mask
= (1 << to_assign
[i
].slots
) - 1;
3001 int location
= find_available_slots(used_locations
, to_assign
[i
].slots
);
3004 const char *const string
= (target_index
== MESA_SHADER_VERTEX
)
3005 ? "vertex shader input" : "fragment shader output";
3008 "insufficient contiguous locations "
3009 "available for %s `%s'\n",
3010 string
, to_assign
[i
].var
->name
);
3014 to_assign
[i
].var
->data
.location
= generic_base
+ location
;
3015 to_assign
[i
].var
->data
.is_unmatched_generic_inout
= 0;
3016 used_locations
|= (use_mask
<< location
);
3018 if (to_assign
[i
].var
->type
->without_array()->is_dual_slot())
3019 double_storage_locations
|= (use_mask
<< location
);
3022 /* Now that we have all the locations, from the GL 4.5 core spec, section
3023 * 11.1.1 (Vertex Attributes), dvec3, dvec4, dmat2x3, dmat2x4, dmat3,
3024 * dmat3x4, dmat4x3, and dmat4 count as consuming twice as many attributes
3025 * as equivalent single-precision types.
3027 if (target_index
== MESA_SHADER_VERTEX
) {
3028 unsigned total_attribs_size
=
3029 _mesa_bitcount(used_locations
& SAFE_MASK_FROM_INDEX(max_index
)) +
3030 _mesa_bitcount(double_storage_locations
);
3031 if (total_attribs_size
> max_index
) {
3033 "attempt to use %d vertex attribute slots only %d available ",
3034 total_attribs_size
, max_index
);
3043 * Match explicit locations of outputs to inputs and deactivate the
3044 * unmatch flag if found so we don't optimise them away.
3047 match_explicit_outputs_to_inputs(gl_linked_shader
*producer
,
3048 gl_linked_shader
*consumer
)
3050 glsl_symbol_table parameters
;
3051 ir_variable
*explicit_locations
[MAX_VARYINGS_INCL_PATCH
][4] =
3054 /* Find all shader outputs in the "producer" stage.
3056 foreach_in_list(ir_instruction
, node
, producer
->ir
) {
3057 ir_variable
*const var
= node
->as_variable();
3059 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_shader_out
))
3062 if (var
->data
.explicit_location
&&
3063 var
->data
.location
>= VARYING_SLOT_VAR0
) {
3064 const unsigned idx
= var
->data
.location
- VARYING_SLOT_VAR0
;
3065 if (explicit_locations
[idx
][var
->data
.location_frac
] == NULL
)
3066 explicit_locations
[idx
][var
->data
.location_frac
] = var
;
3070 /* Match inputs to outputs */
3071 foreach_in_list(ir_instruction
, node
, consumer
->ir
) {
3072 ir_variable
*const input
= node
->as_variable();
3074 if ((input
== NULL
) || (input
->data
.mode
!= ir_var_shader_in
))
3077 ir_variable
*output
= NULL
;
3078 if (input
->data
.explicit_location
3079 && input
->data
.location
>= VARYING_SLOT_VAR0
) {
3080 output
= explicit_locations
[input
->data
.location
- VARYING_SLOT_VAR0
]
3081 [input
->data
.location_frac
];
3083 if (output
!= NULL
){
3084 input
->data
.is_unmatched_generic_inout
= 0;
3085 output
->data
.is_unmatched_generic_inout
= 0;
3092 * Store the gl_FragDepth layout in the gl_shader_program struct.
3095 store_fragdepth_layout(struct gl_shader_program
*prog
)
3097 if (prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
] == NULL
) {
3101 struct exec_list
*ir
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->ir
;
3103 /* We don't look up the gl_FragDepth symbol directly because if
3104 * gl_FragDepth is not used in the shader, it's removed from the IR.
3105 * However, the symbol won't be removed from the symbol table.
3107 * We're only interested in the cases where the variable is NOT removed
3110 foreach_in_list(ir_instruction
, node
, ir
) {
3111 ir_variable
*const var
= node
->as_variable();
3113 if (var
== NULL
|| var
->data
.mode
!= ir_var_shader_out
) {
3117 if (strcmp(var
->name
, "gl_FragDepth") == 0) {
3118 switch (var
->data
.depth_layout
) {
3119 case ir_depth_layout_none
:
3120 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_NONE
;
3122 case ir_depth_layout_any
:
3123 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_ANY
;
3125 case ir_depth_layout_greater
:
3126 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_GREATER
;
3128 case ir_depth_layout_less
:
3129 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_LESS
;
3131 case ir_depth_layout_unchanged
:
3132 prog
->FragDepthLayout
= FRAG_DEPTH_LAYOUT_UNCHANGED
;
3143 * Validate the resources used by a program versus the implementation limits
3146 check_resources(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
3148 unsigned total_uniform_blocks
= 0;
3149 unsigned total_shader_storage_blocks
= 0;
3151 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
3152 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
3157 if (sh
->Program
->info
.num_textures
>
3158 ctx
->Const
.Program
[i
].MaxTextureImageUnits
) {
3159 linker_error(prog
, "Too many %s shader texture samplers\n",
3160 _mesa_shader_stage_to_string(i
));
3163 if (sh
->num_uniform_components
>
3164 ctx
->Const
.Program
[i
].MaxUniformComponents
) {
3165 if (ctx
->Const
.GLSLSkipStrictMaxUniformLimitCheck
) {
3166 linker_warning(prog
, "Too many %s shader default uniform block "
3167 "components, but the driver will try to optimize "
3168 "them out; this is non-portable out-of-spec "
3170 _mesa_shader_stage_to_string(i
));
3172 linker_error(prog
, "Too many %s shader default uniform block "
3174 _mesa_shader_stage_to_string(i
));
3178 if (sh
->num_combined_uniform_components
>
3179 ctx
->Const
.Program
[i
].MaxCombinedUniformComponents
) {
3180 if (ctx
->Const
.GLSLSkipStrictMaxUniformLimitCheck
) {
3181 linker_warning(prog
, "Too many %s shader uniform components, "
3182 "but the driver will try to optimize them out; "
3183 "this is non-portable out-of-spec behavior\n",
3184 _mesa_shader_stage_to_string(i
));
3186 linker_error(prog
, "Too many %s shader uniform components\n",
3187 _mesa_shader_stage_to_string(i
));
3191 total_shader_storage_blocks
+= sh
->Program
->info
.num_ssbos
;
3192 total_uniform_blocks
+= sh
->Program
->info
.num_ubos
;
3194 const unsigned max_uniform_blocks
=
3195 ctx
->Const
.Program
[i
].MaxUniformBlocks
;
3196 if (max_uniform_blocks
< sh
->Program
->info
.num_ubos
) {
3197 linker_error(prog
, "Too many %s uniform blocks (%d/%d)\n",
3198 _mesa_shader_stage_to_string(i
),
3199 sh
->Program
->info
.num_ubos
, max_uniform_blocks
);
3202 const unsigned max_shader_storage_blocks
=
3203 ctx
->Const
.Program
[i
].MaxShaderStorageBlocks
;
3204 if (max_shader_storage_blocks
< sh
->Program
->info
.num_ssbos
) {
3205 linker_error(prog
, "Too many %s shader storage blocks (%d/%d)\n",
3206 _mesa_shader_stage_to_string(i
),
3207 sh
->Program
->info
.num_ssbos
, max_shader_storage_blocks
);
3211 if (total_uniform_blocks
> ctx
->Const
.MaxCombinedUniformBlocks
) {
3212 linker_error(prog
, "Too many combined uniform blocks (%d/%d)\n",
3213 total_uniform_blocks
, ctx
->Const
.MaxCombinedUniformBlocks
);
3216 if (total_shader_storage_blocks
> ctx
->Const
.MaxCombinedShaderStorageBlocks
) {
3217 linker_error(prog
, "Too many combined shader storage blocks (%d/%d)\n",
3218 total_shader_storage_blocks
,
3219 ctx
->Const
.MaxCombinedShaderStorageBlocks
);
3222 for (unsigned i
= 0; i
< prog
->data
->NumUniformBlocks
; i
++) {
3223 if (prog
->data
->UniformBlocks
[i
].UniformBufferSize
>
3224 ctx
->Const
.MaxUniformBlockSize
) {
3225 linker_error(prog
, "Uniform block %s too big (%d/%d)\n",
3226 prog
->data
->UniformBlocks
[i
].Name
,
3227 prog
->data
->UniformBlocks
[i
].UniformBufferSize
,
3228 ctx
->Const
.MaxUniformBlockSize
);
3232 for (unsigned i
= 0; i
< prog
->data
->NumShaderStorageBlocks
; i
++) {
3233 if (prog
->data
->ShaderStorageBlocks
[i
].UniformBufferSize
>
3234 ctx
->Const
.MaxShaderStorageBlockSize
) {
3235 linker_error(prog
, "Shader storage block %s too big (%d/%d)\n",
3236 prog
->data
->ShaderStorageBlocks
[i
].Name
,
3237 prog
->data
->ShaderStorageBlocks
[i
].UniformBufferSize
,
3238 ctx
->Const
.MaxShaderStorageBlockSize
);
3244 link_calculate_subroutine_compat(struct gl_shader_program
*prog
)
3246 unsigned mask
= prog
->data
->linked_stages
;
3248 const int i
= u_bit_scan(&mask
);
3249 struct gl_program
*p
= prog
->_LinkedShaders
[i
]->Program
;
3251 for (unsigned j
= 0; j
< p
->sh
.NumSubroutineUniformRemapTable
; j
++) {
3252 if (p
->sh
.SubroutineUniformRemapTable
[j
] == INACTIVE_UNIFORM_EXPLICIT_LOCATION
)
3255 struct gl_uniform_storage
*uni
= p
->sh
.SubroutineUniformRemapTable
[j
];
3261 if (p
->sh
.NumSubroutineFunctions
== 0) {
3262 linker_error(prog
, "subroutine uniform %s defined but no valid functions found\n", uni
->type
->name
);
3265 for (unsigned f
= 0; f
< p
->sh
.NumSubroutineFunctions
; f
++) {
3266 struct gl_subroutine_function
*fn
= &p
->sh
.SubroutineFunctions
[f
];
3267 for (int k
= 0; k
< fn
->num_compat_types
; k
++) {
3268 if (fn
->types
[k
] == uni
->type
) {
3274 uni
->num_compatible_subroutines
= count
;
3280 check_subroutine_resources(struct gl_shader_program
*prog
)
3282 unsigned mask
= prog
->data
->linked_stages
;
3284 const int i
= u_bit_scan(&mask
);
3285 struct gl_program
*p
= prog
->_LinkedShaders
[i
]->Program
;
3287 if (p
->sh
.NumSubroutineUniformRemapTable
> MAX_SUBROUTINE_UNIFORM_LOCATIONS
) {
3288 linker_error(prog
, "Too many %s shader subroutine uniforms\n",
3289 _mesa_shader_stage_to_string(i
));
3294 * Validate shader image resources.
3297 check_image_resources(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
3299 unsigned total_image_units
= 0;
3300 unsigned fragment_outputs
= 0;
3301 unsigned total_shader_storage_blocks
= 0;
3303 if (!ctx
->Extensions
.ARB_shader_image_load_store
)
3306 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
3307 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
3310 if (sh
->Program
->info
.num_images
> ctx
->Const
.Program
[i
].MaxImageUniforms
)
3311 linker_error(prog
, "Too many %s shader image uniforms (%u > %u)\n",
3312 _mesa_shader_stage_to_string(i
),
3313 sh
->Program
->info
.num_images
,
3314 ctx
->Const
.Program
[i
].MaxImageUniforms
);
3316 total_image_units
+= sh
->Program
->info
.num_images
;
3317 total_shader_storage_blocks
+= sh
->Program
->info
.num_ssbos
;
3319 if (i
== MESA_SHADER_FRAGMENT
) {
3320 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
3321 ir_variable
*var
= node
->as_variable();
3322 if (var
&& var
->data
.mode
== ir_var_shader_out
)
3323 /* since there are no double fs outputs - pass false */
3324 fragment_outputs
+= var
->type
->count_attribute_slots(false);
3330 if (total_image_units
> ctx
->Const
.MaxCombinedImageUniforms
)
3331 linker_error(prog
, "Too many combined image uniforms\n");
3333 if (total_image_units
+ fragment_outputs
+ total_shader_storage_blocks
>
3334 ctx
->Const
.MaxCombinedShaderOutputResources
)
3335 linker_error(prog
, "Too many combined image uniforms, shader storage "
3336 " buffers and fragment outputs\n");
3341 * Initializes explicit location slots to INACTIVE_UNIFORM_EXPLICIT_LOCATION
3342 * for a variable, checks for overlaps between other uniforms using explicit
3346 reserve_explicit_locations(struct gl_shader_program
*prog
,
3347 string_to_uint_map
*map
, ir_variable
*var
)
3349 unsigned slots
= var
->type
->uniform_locations();
3350 unsigned max_loc
= var
->data
.location
+ slots
- 1;
3351 unsigned return_value
= slots
;
3353 /* Resize remap table if locations do not fit in the current one. */
3354 if (max_loc
+ 1 > prog
->NumUniformRemapTable
) {
3355 prog
->UniformRemapTable
=
3356 reralloc(prog
, prog
->UniformRemapTable
,
3357 gl_uniform_storage
*,
3360 if (!prog
->UniformRemapTable
) {
3361 linker_error(prog
, "Out of memory during linking.\n");
3365 /* Initialize allocated space. */
3366 for (unsigned i
= prog
->NumUniformRemapTable
; i
< max_loc
+ 1; i
++)
3367 prog
->UniformRemapTable
[i
] = NULL
;
3369 prog
->NumUniformRemapTable
= max_loc
+ 1;
3372 for (unsigned i
= 0; i
< slots
; i
++) {
3373 unsigned loc
= var
->data
.location
+ i
;
3375 /* Check if location is already used. */
3376 if (prog
->UniformRemapTable
[loc
] == INACTIVE_UNIFORM_EXPLICIT_LOCATION
) {
3378 /* Possibly same uniform from a different stage, this is ok. */
3380 if (map
->get(hash_loc
, var
->name
) && hash_loc
== loc
- i
) {
3385 /* ARB_explicit_uniform_location specification states:
3387 * "No two default-block uniform variables in the program can have
3388 * the same location, even if they are unused, otherwise a compiler
3389 * or linker error will be generated."
3392 "location qualifier for uniform %s overlaps "
3393 "previously used location\n",
3398 /* Initialize location as inactive before optimization
3399 * rounds and location assignment.
3401 prog
->UniformRemapTable
[loc
] = INACTIVE_UNIFORM_EXPLICIT_LOCATION
;
3404 /* Note, base location used for arrays. */
3405 map
->put(var
->data
.location
, var
->name
);
3407 return return_value
;
3411 reserve_subroutine_explicit_locations(struct gl_shader_program
*prog
,
3412 struct gl_program
*p
,
3415 unsigned slots
= var
->type
->uniform_locations();
3416 unsigned max_loc
= var
->data
.location
+ slots
- 1;
3418 /* Resize remap table if locations do not fit in the current one. */
3419 if (max_loc
+ 1 > p
->sh
.NumSubroutineUniformRemapTable
) {
3420 p
->sh
.SubroutineUniformRemapTable
=
3421 reralloc(p
, p
->sh
.SubroutineUniformRemapTable
,
3422 gl_uniform_storage
*,
3425 if (!p
->sh
.SubroutineUniformRemapTable
) {
3426 linker_error(prog
, "Out of memory during linking.\n");
3430 /* Initialize allocated space. */
3431 for (unsigned i
= p
->sh
.NumSubroutineUniformRemapTable
; i
< max_loc
+ 1; i
++)
3432 p
->sh
.SubroutineUniformRemapTable
[i
] = NULL
;
3434 p
->sh
.NumSubroutineUniformRemapTable
= max_loc
+ 1;
3437 for (unsigned i
= 0; i
< slots
; i
++) {
3438 unsigned loc
= var
->data
.location
+ i
;
3440 /* Check if location is already used. */
3441 if (p
->sh
.SubroutineUniformRemapTable
[loc
] == INACTIVE_UNIFORM_EXPLICIT_LOCATION
) {
3443 /* ARB_explicit_uniform_location specification states:
3444 * "No two subroutine uniform variables can have the same location
3445 * in the same shader stage, otherwise a compiler or linker error
3446 * will be generated."
3449 "location qualifier for uniform %s overlaps "
3450 "previously used location\n",
3455 /* Initialize location as inactive before optimization
3456 * rounds and location assignment.
3458 p
->sh
.SubroutineUniformRemapTable
[loc
] = INACTIVE_UNIFORM_EXPLICIT_LOCATION
;
3464 * Check and reserve all explicit uniform locations, called before
3465 * any optimizations happen to handle also inactive uniforms and
3466 * inactive array elements that may get trimmed away.
3469 check_explicit_uniform_locations(struct gl_context
*ctx
,
3470 struct gl_shader_program
*prog
)
3472 prog
->NumExplicitUniformLocations
= 0;
3474 if (!ctx
->Extensions
.ARB_explicit_uniform_location
)
3477 /* This map is used to detect if overlapping explicit locations
3478 * occur with the same uniform (from different stage) or a different one.
3480 string_to_uint_map
*uniform_map
= new string_to_uint_map
;
3483 linker_error(prog
, "Out of memory during linking.\n");
3487 unsigned entries_total
= 0;
3488 unsigned mask
= prog
->data
->linked_stages
;
3490 const int i
= u_bit_scan(&mask
);
3491 struct gl_program
*p
= prog
->_LinkedShaders
[i
]->Program
;
3493 foreach_in_list(ir_instruction
, node
, prog
->_LinkedShaders
[i
]->ir
) {
3494 ir_variable
*var
= node
->as_variable();
3495 if (!var
|| var
->data
.mode
!= ir_var_uniform
)
3498 if (var
->data
.explicit_location
) {
3500 if (var
->type
->without_array()->is_subroutine())
3501 ret
= reserve_subroutine_explicit_locations(prog
, p
, var
);
3503 int slots
= reserve_explicit_locations(prog
, uniform_map
,
3507 entries_total
+= slots
;
3518 struct empty_uniform_block
*current_block
= NULL
;
3520 for (unsigned i
= 0; i
< prog
->NumUniformRemapTable
; i
++) {
3521 /* We found empty space in UniformRemapTable. */
3522 if (prog
->UniformRemapTable
[i
] == NULL
) {
3523 /* We've found the beginning of a new continous block of empty slots */
3524 if (!current_block
|| current_block
->start
+ current_block
->slots
!= i
) {
3525 current_block
= rzalloc(prog
, struct empty_uniform_block
);
3526 current_block
->start
= i
;
3527 exec_list_push_tail(&prog
->EmptyUniformLocations
,
3528 ¤t_block
->link
);
3531 /* The current block continues, so we simply increment its slots */
3532 current_block
->slots
++;
3537 prog
->NumExplicitUniformLocations
= entries_total
;
3541 should_add_buffer_variable(struct gl_shader_program
*shProg
,
3542 GLenum type
, const char *name
)
3544 bool found_interface
= false;
3545 unsigned block_name_len
= 0;
3546 const char *block_name_dot
= strchr(name
, '.');
3548 /* These rules only apply to buffer variables. So we return
3549 * true for the rest of types.
3551 if (type
!= GL_BUFFER_VARIABLE
)
3554 for (unsigned i
= 0; i
< shProg
->data
->NumShaderStorageBlocks
; i
++) {
3555 const char *block_name
= shProg
->data
->ShaderStorageBlocks
[i
].Name
;
3556 block_name_len
= strlen(block_name
);
3558 const char *block_square_bracket
= strchr(block_name
, '[');
3559 if (block_square_bracket
) {
3560 /* The block is part of an array of named interfaces,
3561 * for the name comparison we ignore the "[x]" part.
3563 block_name_len
-= strlen(block_square_bracket
);
3566 if (block_name_dot
) {
3567 /* Check if the variable name starts with the interface
3568 * name. The interface name (if present) should have the
3569 * length than the interface block name we are comparing to.
3571 unsigned len
= strlen(name
) - strlen(block_name_dot
);
3572 if (len
!= block_name_len
)
3576 if (strncmp(block_name
, name
, block_name_len
) == 0) {
3577 found_interface
= true;
3582 /* We remove the interface name from the buffer variable name,
3583 * including the dot that follows it.
3585 if (found_interface
)
3586 name
= name
+ block_name_len
+ 1;
3588 /* The ARB_program_interface_query spec says:
3590 * "For an active shader storage block member declared as an array, an
3591 * entry will be generated only for the first array element, regardless
3592 * of its type. For arrays of aggregate types, the enumeration rules
3593 * are applied recursively for the single enumerated array element."
3595 const char *struct_first_dot
= strchr(name
, '.');
3596 const char *first_square_bracket
= strchr(name
, '[');
3598 /* The buffer variable is on top level and it is not an array */
3599 if (!first_square_bracket
) {
3601 /* The shader storage block member is a struct, then generate the entry */
3602 } else if (struct_first_dot
&& struct_first_dot
< first_square_bracket
) {
3605 /* Shader storage block member is an array, only generate an entry for the
3606 * first array element.
3608 if (strncmp(first_square_bracket
, "[0]", 3) == 0)
3616 add_program_resource(struct gl_shader_program
*prog
,
3617 struct set
*resource_set
,
3618 GLenum type
, const void *data
, uint8_t stages
)
3622 /* If resource already exists, do not add it again. */
3623 if (_mesa_set_search(resource_set
, data
))
3626 prog
->data
->ProgramResourceList
=
3627 reralloc(prog
->data
,
3628 prog
->data
->ProgramResourceList
,
3629 gl_program_resource
,
3630 prog
->data
->NumProgramResourceList
+ 1);
3632 if (!prog
->data
->ProgramResourceList
) {
3633 linker_error(prog
, "Out of memory during linking.\n");
3637 struct gl_program_resource
*res
=
3638 &prog
->data
->ProgramResourceList
[prog
->data
->NumProgramResourceList
];
3642 res
->StageReferences
= stages
;
3644 prog
->data
->NumProgramResourceList
++;
3646 _mesa_set_add(resource_set
, data
);
3651 /* Function checks if a variable var is a packed varying and
3652 * if given name is part of packed varying's list.
3654 * If a variable is a packed varying, it has a name like
3655 * 'packed:a,b,c' where a, b and c are separate variables.
3658 included_in_packed_varying(ir_variable
*var
, const char *name
)
3660 if (strncmp(var
->name
, "packed:", 7) != 0)
3663 char *list
= strdup(var
->name
+ 7);
3668 char *token
= strtok_r(list
, ",", &saveptr
);
3670 if (strcmp(token
, name
) == 0) {
3674 token
= strtok_r(NULL
, ",", &saveptr
);
3681 * Function builds a stage reference bitmask from variable name.
3684 build_stageref(struct gl_shader_program
*shProg
, const char *name
,
3689 /* Note, that we assume MAX 8 stages, if there will be more stages, type
3690 * used for reference mask in gl_program_resource will need to be changed.
3692 assert(MESA_SHADER_STAGES
< 8);
3694 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
3695 struct gl_linked_shader
*sh
= shProg
->_LinkedShaders
[i
];
3699 /* Shader symbol table may contain variables that have
3700 * been optimized away. Search IR for the variable instead.
3702 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
3703 ir_variable
*var
= node
->as_variable();
3705 unsigned baselen
= strlen(var
->name
);
3707 if (included_in_packed_varying(var
, name
)) {
3712 /* Type needs to match if specified, otherwise we might
3713 * pick a variable with same name but different interface.
3715 if (var
->data
.mode
!= mode
)
3718 if (strncmp(var
->name
, name
, baselen
) == 0) {
3719 /* Check for exact name matches but also check for arrays and
3722 if (name
[baselen
] == '\0' ||
3723 name
[baselen
] == '[' ||
3724 name
[baselen
] == '.') {
3736 * Create gl_shader_variable from ir_variable class.
3738 static gl_shader_variable
*
3739 create_shader_variable(struct gl_shader_program
*shProg
,
3740 const ir_variable
*in
,
3741 const char *name
, const glsl_type
*type
,
3742 const glsl_type
*interface_type
,
3743 bool use_implicit_location
, int location
,
3744 const glsl_type
*outermost_struct_type
)
3746 /* Allocate zero-initialized memory to ensure that bitfield padding
3749 gl_shader_variable
*out
= rzalloc(shProg
, struct gl_shader_variable
);
3753 /* Since gl_VertexID may be lowered to gl_VertexIDMESA, but applications
3754 * expect to see gl_VertexID in the program resource list. Pretend.
3756 if (in
->data
.mode
== ir_var_system_value
&&
3757 in
->data
.location
== SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
) {
3758 out
->name
= ralloc_strdup(shProg
, "gl_VertexID");
3759 } else if ((in
->data
.mode
== ir_var_shader_out
&&
3760 in
->data
.location
== VARYING_SLOT_TESS_LEVEL_OUTER
) ||
3761 (in
->data
.mode
== ir_var_system_value
&&
3762 in
->data
.location
== SYSTEM_VALUE_TESS_LEVEL_OUTER
)) {
3763 out
->name
= ralloc_strdup(shProg
, "gl_TessLevelOuter");
3764 type
= glsl_type::get_array_instance(glsl_type::float_type
, 4);
3765 } else if ((in
->data
.mode
== ir_var_shader_out
&&
3766 in
->data
.location
== VARYING_SLOT_TESS_LEVEL_INNER
) ||
3767 (in
->data
.mode
== ir_var_system_value
&&
3768 in
->data
.location
== SYSTEM_VALUE_TESS_LEVEL_INNER
)) {
3769 out
->name
= ralloc_strdup(shProg
, "gl_TessLevelInner");
3770 type
= glsl_type::get_array_instance(glsl_type::float_type
, 2);
3772 out
->name
= ralloc_strdup(shProg
, name
);
3778 /* The ARB_program_interface_query spec says:
3780 * "Not all active variables are assigned valid locations; the
3781 * following variables will have an effective location of -1:
3783 * * uniforms declared as atomic counters;
3785 * * members of a uniform block;
3787 * * built-in inputs, outputs, and uniforms (starting with "gl_"); and
3789 * * inputs or outputs not declared with a "location" layout
3790 * qualifier, except for vertex shader inputs and fragment shader
3793 if (in
->type
->is_atomic_uint() || is_gl_identifier(in
->name
) ||
3794 !(in
->data
.explicit_location
|| use_implicit_location
)) {
3797 out
->location
= location
;
3801 out
->outermost_struct_type
= outermost_struct_type
;
3802 out
->interface_type
= interface_type
;
3803 out
->component
= in
->data
.location_frac
;
3804 out
->index
= in
->data
.index
;
3805 out
->patch
= in
->data
.patch
;
3806 out
->mode
= in
->data
.mode
;
3807 out
->interpolation
= in
->data
.interpolation
;
3808 out
->explicit_location
= in
->data
.explicit_location
;
3809 out
->precision
= in
->data
.precision
;
3815 add_shader_variable(const struct gl_context
*ctx
,
3816 struct gl_shader_program
*shProg
,
3817 struct set
*resource_set
,
3818 unsigned stage_mask
,
3819 GLenum programInterface
, ir_variable
*var
,
3820 const char *name
, const glsl_type
*type
,
3821 bool use_implicit_location
, int location
,
3822 bool inouts_share_location
,
3823 const glsl_type
*outermost_struct_type
= NULL
)
3825 const glsl_type
*interface_type
= var
->get_interface_type();
3827 if (outermost_struct_type
== NULL
) {
3828 if (var
->data
.from_named_ifc_block
) {
3829 const char *interface_name
= interface_type
->name
;
3831 if (interface_type
->is_array()) {
3832 /* Issue #16 of the ARB_program_interface_query spec says:
3834 * "* If a variable is a member of an interface block without an
3835 * instance name, it is enumerated using just the variable name.
3837 * * If a variable is a member of an interface block with an
3838 * instance name, it is enumerated as "BlockName.Member", where
3839 * "BlockName" is the name of the interface block (not the
3840 * instance name) and "Member" is the name of the variable."
3842 * In particular, it indicates that it should be "BlockName",
3843 * not "BlockName[array length]". The conformance suite and
3844 * dEQP both require this behavior.
3846 * Here, we unwrap the extra array level added by named interface
3847 * block array lowering so we have the correct variable type. We
3848 * also unwrap the interface type when constructing the name.
3850 * We leave interface_type the same so that ES 3.x SSO pipeline
3851 * validation can enforce the rules requiring array length to
3852 * match on interface blocks.
3854 type
= type
->fields
.array
;
3856 interface_name
= interface_type
->fields
.array
->name
;
3859 name
= ralloc_asprintf(shProg
, "%s.%s", interface_name
, name
);
3863 switch (type
->base_type
) {
3864 case GLSL_TYPE_STRUCT
: {
3865 /* The ARB_program_interface_query spec says:
3867 * "For an active variable declared as a structure, a separate entry
3868 * will be generated for each active structure member. The name of
3869 * each entry is formed by concatenating the name of the structure,
3870 * the "." character, and the name of the structure member. If a
3871 * structure member to enumerate is itself a structure or array,
3872 * these enumeration rules are applied recursively."
3874 if (outermost_struct_type
== NULL
)
3875 outermost_struct_type
= type
;
3877 unsigned field_location
= location
;
3878 for (unsigned i
= 0; i
< type
->length
; i
++) {
3879 const struct glsl_struct_field
*field
= &type
->fields
.structure
[i
];
3880 char *field_name
= ralloc_asprintf(shProg
, "%s.%s", name
, field
->name
);
3881 if (!add_shader_variable(ctx
, shProg
, resource_set
,
3882 stage_mask
, programInterface
,
3883 var
, field_name
, field
->type
,
3884 use_implicit_location
, field_location
,
3885 false, outermost_struct_type
))
3888 field_location
+= field
->type
->count_attribute_slots(false);
3893 case GLSL_TYPE_ARRAY
: {
3894 /* The ARB_program_interface_query spec says:
3896 * "For an active variable declared as an array of basic types, a
3897 * single entry will be generated, with its name string formed by
3898 * concatenating the name of the array and the string "[0]"."
3900 * "For an active variable declared as an array of an aggregate data
3901 * type (structures or arrays), a separate entry will be generated
3902 * for each active array element, unless noted immediately below.
3903 * The name of each entry is formed by concatenating the name of
3904 * the array, the "[" character, an integer identifying the element
3905 * number, and the "]" character. These enumeration rules are
3906 * applied recursively, treating each enumerated array element as a
3907 * separate active variable."
3909 const struct glsl_type
*array_type
= type
->fields
.array
;
3910 if (array_type
->base_type
== GLSL_TYPE_STRUCT
||
3911 array_type
->base_type
== GLSL_TYPE_ARRAY
) {
3912 unsigned elem_location
= location
;
3913 unsigned stride
= inouts_share_location
? 0 :
3914 array_type
->count_attribute_slots(false);
3915 for (unsigned i
= 0; i
< type
->length
; i
++) {
3916 char *elem
= ralloc_asprintf(shProg
, "%s[%d]", name
, i
);
3917 if (!add_shader_variable(ctx
, shProg
, resource_set
,
3918 stage_mask
, programInterface
,
3919 var
, elem
, array_type
,
3920 use_implicit_location
, elem_location
,
3921 false, outermost_struct_type
))
3923 elem_location
+= stride
;
3931 /* The ARB_program_interface_query spec says:
3933 * "For an active variable declared as a single instance of a basic
3934 * type, a single entry will be generated, using the variable name
3935 * from the shader source."
3937 gl_shader_variable
*sha_v
=
3938 create_shader_variable(shProg
, var
, name
, type
, interface_type
,
3939 use_implicit_location
, location
,
3940 outermost_struct_type
);
3944 return add_program_resource(shProg
, resource_set
,
3945 programInterface
, sha_v
, stage_mask
);
3951 inout_has_same_location(const ir_variable
*var
, unsigned stage
)
3953 if (!var
->data
.patch
&&
3954 ((var
->data
.mode
== ir_var_shader_out
&&
3955 stage
== MESA_SHADER_TESS_CTRL
) ||
3956 (var
->data
.mode
== ir_var_shader_in
&&
3957 (stage
== MESA_SHADER_TESS_CTRL
|| stage
== MESA_SHADER_TESS_EVAL
||
3958 stage
== MESA_SHADER_GEOMETRY
))))
3965 add_interface_variables(const struct gl_context
*ctx
,
3966 struct gl_shader_program
*shProg
,
3967 struct set
*resource_set
,
3968 unsigned stage
, GLenum programInterface
)
3970 exec_list
*ir
= shProg
->_LinkedShaders
[stage
]->ir
;
3972 foreach_in_list(ir_instruction
, node
, ir
) {
3973 ir_variable
*var
= node
->as_variable();
3975 if (!var
|| var
->data
.how_declared
== ir_var_hidden
)
3980 switch (var
->data
.mode
) {
3981 case ir_var_system_value
:
3982 case ir_var_shader_in
:
3983 if (programInterface
!= GL_PROGRAM_INPUT
)
3985 loc_bias
= (stage
== MESA_SHADER_VERTEX
) ? int(VERT_ATTRIB_GENERIC0
)
3986 : int(VARYING_SLOT_VAR0
);
3988 case ir_var_shader_out
:
3989 if (programInterface
!= GL_PROGRAM_OUTPUT
)
3991 loc_bias
= (stage
== MESA_SHADER_FRAGMENT
) ? int(FRAG_RESULT_DATA0
)
3992 : int(VARYING_SLOT_VAR0
);
3998 if (var
->data
.patch
)
3999 loc_bias
= int(VARYING_SLOT_PATCH0
);
4001 /* Skip packed varyings, packed varyings are handled separately
4002 * by add_packed_varyings.
4004 if (strncmp(var
->name
, "packed:", 7) == 0)
4007 /* Skip fragdata arrays, these are handled separately
4008 * by add_fragdata_arrays.
4010 if (strncmp(var
->name
, "gl_out_FragData", 15) == 0)
4013 const bool vs_input_or_fs_output
=
4014 (stage
== MESA_SHADER_VERTEX
&& var
->data
.mode
== ir_var_shader_in
) ||
4015 (stage
== MESA_SHADER_FRAGMENT
&& var
->data
.mode
== ir_var_shader_out
);
4017 if (!add_shader_variable(ctx
, shProg
, resource_set
,
4018 1 << stage
, programInterface
,
4019 var
, var
->name
, var
->type
, vs_input_or_fs_output
,
4020 var
->data
.location
- loc_bias
,
4021 inout_has_same_location(var
, stage
)))
4028 add_packed_varyings(const struct gl_context
*ctx
,
4029 struct gl_shader_program
*shProg
,
4030 struct set
*resource_set
,
4031 int stage
, GLenum type
)
4033 struct gl_linked_shader
*sh
= shProg
->_LinkedShaders
[stage
];
4036 if (!sh
|| !sh
->packed_varyings
)
4039 foreach_in_list(ir_instruction
, node
, sh
->packed_varyings
) {
4040 ir_variable
*var
= node
->as_variable();
4042 switch (var
->data
.mode
) {
4043 case ir_var_shader_in
:
4044 iface
= GL_PROGRAM_INPUT
;
4046 case ir_var_shader_out
:
4047 iface
= GL_PROGRAM_OUTPUT
;
4050 unreachable("unexpected type");
4053 if (type
== iface
) {
4054 const int stage_mask
=
4055 build_stageref(shProg
, var
->name
, var
->data
.mode
);
4056 if (!add_shader_variable(ctx
, shProg
, resource_set
,
4058 iface
, var
, var
->name
, var
->type
, false,
4059 var
->data
.location
- VARYING_SLOT_VAR0
,
4060 inout_has_same_location(var
, stage
)))
4069 add_fragdata_arrays(const struct gl_context
*ctx
,
4070 struct gl_shader_program
*shProg
,
4071 struct set
*resource_set
)
4073 struct gl_linked_shader
*sh
= shProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
4075 if (!sh
|| !sh
->fragdata_arrays
)
4078 foreach_in_list(ir_instruction
, node
, sh
->fragdata_arrays
) {
4079 ir_variable
*var
= node
->as_variable();
4081 assert(var
->data
.mode
== ir_var_shader_out
);
4083 if (!add_shader_variable(ctx
, shProg
, resource_set
,
4084 1 << MESA_SHADER_FRAGMENT
,
4085 GL_PROGRAM_OUTPUT
, var
, var
->name
, var
->type
,
4086 true, var
->data
.location
- FRAG_RESULT_DATA0
,
4095 get_top_level_name(const char *name
)
4097 const char *first_dot
= strchr(name
, '.');
4098 const char *first_square_bracket
= strchr(name
, '[');
4101 /* The ARB_program_interface_query spec says:
4103 * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
4104 * the number of active array elements of the top-level shader storage
4105 * block member containing to the active variable is written to
4106 * <params>. If the top-level block member is not declared as an
4107 * array, the value one is written to <params>. If the top-level block
4108 * member is an array with no declared size, the value zero is written
4112 /* The buffer variable is on top level.*/
4113 if (!first_square_bracket
&& !first_dot
)
4114 name_size
= strlen(name
);
4115 else if ((!first_square_bracket
||
4116 (first_dot
&& first_dot
< first_square_bracket
)))
4117 name_size
= first_dot
- name
;
4119 name_size
= first_square_bracket
- name
;
4121 return strndup(name
, name_size
);
4125 get_var_name(const char *name
)
4127 const char *first_dot
= strchr(name
, '.');
4130 return strdup(name
);
4132 return strndup(first_dot
+1, strlen(first_dot
) - 1);
4136 is_top_level_shader_storage_block_member(const char* name
,
4137 const char* interface_name
,
4138 const char* field_name
)
4140 bool result
= false;
4142 /* If the given variable is already a top-level shader storage
4143 * block member, then return array_size = 1.
4144 * We could have two possibilities: if we have an instanced
4145 * shader storage block or not instanced.
4147 * For the first, we check create a name as it was in top level and
4148 * compare it with the real name. If they are the same, then
4149 * the variable is already at top-level.
4151 * Full instanced name is: interface name + '.' + var name +
4154 int name_length
= strlen(interface_name
) + 1 + strlen(field_name
) + 1;
4155 char *full_instanced_name
= (char *) calloc(name_length
, sizeof(char));
4156 if (!full_instanced_name
) {
4157 fprintf(stderr
, "%s: Cannot allocate space for name\n", __func__
);
4161 snprintf(full_instanced_name
, name_length
, "%s.%s",
4162 interface_name
, field_name
);
4164 /* Check if its top-level shader storage block member of an
4165 * instanced interface block, or of a unnamed interface block.
4167 if (strcmp(name
, full_instanced_name
) == 0 ||
4168 strcmp(name
, field_name
) == 0)
4171 free(full_instanced_name
);
4176 get_array_size(struct gl_uniform_storage
*uni
, const glsl_struct_field
*field
,
4177 char *interface_name
, char *var_name
)
4179 /* The ARB_program_interface_query spec says:
4181 * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
4182 * the number of active array elements of the top-level shader storage
4183 * block member containing to the active variable is written to
4184 * <params>. If the top-level block member is not declared as an
4185 * array, the value one is written to <params>. If the top-level block
4186 * member is an array with no declared size, the value zero is written
4189 if (is_top_level_shader_storage_block_member(uni
->name
,
4193 else if (field
->type
->is_unsized_array())
4195 else if (field
->type
->is_array())
4196 return field
->type
->length
;
4202 get_array_stride(struct gl_context
*ctx
, struct gl_uniform_storage
*uni
,
4203 const glsl_type
*interface
, const glsl_struct_field
*field
,
4204 char *interface_name
, char *var_name
)
4206 /* The ARB_program_interface_query spec says:
4208 * "For the property TOP_LEVEL_ARRAY_STRIDE, a single integer
4209 * identifying the stride between array elements of the top-level
4210 * shader storage block member containing the active variable is
4211 * written to <params>. For top-level block members declared as
4212 * arrays, the value written is the difference, in basic machine units,
4213 * between the offsets of the active variable for consecutive elements
4214 * in the top-level array. For top-level block members not declared as
4215 * an array, zero is written to <params>."
4217 if (field
->type
->is_array()) {
4218 const enum glsl_matrix_layout matrix_layout
=
4219 glsl_matrix_layout(field
->matrix_layout
);
4220 bool row_major
= matrix_layout
== GLSL_MATRIX_LAYOUT_ROW_MAJOR
;
4221 const glsl_type
*array_type
= field
->type
->fields
.array
;
4223 if (is_top_level_shader_storage_block_member(uni
->name
,
4228 if (GLSL_INTERFACE_PACKING_STD140
==
4230 get_internal_ifc_packing(ctx
->Const
.UseSTD430AsDefaultPacking
)) {
4231 if (array_type
->is_record() || array_type
->is_array())
4232 return glsl_align(array_type
->std140_size(row_major
), 16);
4234 return MAX2(array_type
->std140_base_alignment(row_major
), 16);
4236 return array_type
->std430_array_stride(row_major
);
4243 calculate_array_size_and_stride(struct gl_context
*ctx
,
4244 struct gl_shader_program
*shProg
,
4245 struct gl_uniform_storage
*uni
)
4247 int block_index
= uni
->block_index
;
4248 int array_size
= -1;
4249 int array_stride
= -1;
4250 char *var_name
= get_top_level_name(uni
->name
);
4251 char *interface_name
=
4252 get_top_level_name(uni
->is_shader_storage
?
4253 shProg
->data
->ShaderStorageBlocks
[block_index
].Name
:
4254 shProg
->data
->UniformBlocks
[block_index
].Name
);
4256 if (strcmp(var_name
, interface_name
) == 0) {
4257 /* Deal with instanced array of SSBOs */
4258 char *temp_name
= get_var_name(uni
->name
);
4260 linker_error(shProg
, "Out of memory during linking.\n");
4261 goto write_top_level_array_size_and_stride
;
4264 var_name
= get_top_level_name(temp_name
);
4267 linker_error(shProg
, "Out of memory during linking.\n");
4268 goto write_top_level_array_size_and_stride
;
4272 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4273 const gl_linked_shader
*sh
= shProg
->_LinkedShaders
[i
];
4277 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
4278 ir_variable
*var
= node
->as_variable();
4279 if (!var
|| !var
->get_interface_type() ||
4280 var
->data
.mode
!= ir_var_shader_storage
)
4283 const glsl_type
*interface
= var
->get_interface_type();
4285 if (strcmp(interface_name
, interface
->name
) != 0)
4288 for (unsigned i
= 0; i
< interface
->length
; i
++) {
4289 const glsl_struct_field
*field
= &interface
->fields
.structure
[i
];
4290 if (strcmp(field
->name
, var_name
) != 0)
4293 array_stride
= get_array_stride(ctx
, uni
, interface
, field
,
4294 interface_name
, var_name
);
4295 array_size
= get_array_size(uni
, field
, interface_name
, var_name
);
4296 goto write_top_level_array_size_and_stride
;
4300 write_top_level_array_size_and_stride
:
4301 free(interface_name
);
4303 uni
->top_level_array_stride
= array_stride
;
4304 uni
->top_level_array_size
= array_size
;
4308 * Builds up a list of program resources that point to existing
4312 build_program_resource_list(struct gl_context
*ctx
,
4313 struct gl_shader_program
*shProg
)
4315 /* Rebuild resource list. */
4316 if (shProg
->data
->ProgramResourceList
) {
4317 ralloc_free(shProg
->data
->ProgramResourceList
);
4318 shProg
->data
->ProgramResourceList
= NULL
;
4319 shProg
->data
->NumProgramResourceList
= 0;
4322 int input_stage
= MESA_SHADER_STAGES
, output_stage
= 0;
4324 /* Determine first input and final output stage. These are used to
4325 * detect which variables should be enumerated in the resource list
4326 * for GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT.
4328 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4329 if (!shProg
->_LinkedShaders
[i
])
4331 if (input_stage
== MESA_SHADER_STAGES
)
4336 /* Empty shader, no resources. */
4337 if (input_stage
== MESA_SHADER_STAGES
&& output_stage
== 0)
4340 struct set
*resource_set
= _mesa_set_create(NULL
,
4342 _mesa_key_pointer_equal
);
4344 /* Program interface needs to expose varyings in case of SSO. */
4345 if (shProg
->SeparateShader
) {
4346 if (!add_packed_varyings(ctx
, shProg
, resource_set
,
4347 input_stage
, GL_PROGRAM_INPUT
))
4350 if (!add_packed_varyings(ctx
, shProg
, resource_set
,
4351 output_stage
, GL_PROGRAM_OUTPUT
))
4355 if (!add_fragdata_arrays(ctx
, shProg
, resource_set
))
4358 /* Add inputs and outputs to the resource list. */
4359 if (!add_interface_variables(ctx
, shProg
, resource_set
,
4360 input_stage
, GL_PROGRAM_INPUT
))
4363 if (!add_interface_variables(ctx
, shProg
, resource_set
,
4364 output_stage
, GL_PROGRAM_OUTPUT
))
4367 if (shProg
->last_vert_prog
) {
4368 struct gl_transform_feedback_info
*linked_xfb
=
4369 shProg
->last_vert_prog
->sh
.LinkedTransformFeedback
;
4371 /* Add transform feedback varyings. */
4372 if (linked_xfb
->NumVarying
> 0) {
4373 for (int i
= 0; i
< linked_xfb
->NumVarying
; i
++) {
4374 if (!add_program_resource(shProg
, resource_set
,
4375 GL_TRANSFORM_FEEDBACK_VARYING
,
4376 &linked_xfb
->Varyings
[i
], 0))
4381 /* Add transform feedback buffers. */
4382 for (unsigned i
= 0; i
< ctx
->Const
.MaxTransformFeedbackBuffers
; i
++) {
4383 if ((linked_xfb
->ActiveBuffers
>> i
) & 1) {
4384 linked_xfb
->Buffers
[i
].Binding
= i
;
4385 if (!add_program_resource(shProg
, resource_set
,
4386 GL_TRANSFORM_FEEDBACK_BUFFER
,
4387 &linked_xfb
->Buffers
[i
], 0))
4393 /* Add uniforms from uniform storage. */
4394 for (unsigned i
= 0; i
< shProg
->data
->NumUniformStorage
; i
++) {
4395 /* Do not add uniforms internally used by Mesa. */
4396 if (shProg
->data
->UniformStorage
[i
].hidden
)
4400 build_stageref(shProg
, shProg
->data
->UniformStorage
[i
].name
,
4403 /* Add stagereferences for uniforms in a uniform block. */
4404 bool is_shader_storage
=
4405 shProg
->data
->UniformStorage
[i
].is_shader_storage
;
4406 int block_index
= shProg
->data
->UniformStorage
[i
].block_index
;
4407 if (block_index
!= -1) {
4408 stageref
|= is_shader_storage
?
4409 shProg
->data
->ShaderStorageBlocks
[block_index
].stageref
:
4410 shProg
->data
->UniformBlocks
[block_index
].stageref
;
4413 GLenum type
= is_shader_storage
? GL_BUFFER_VARIABLE
: GL_UNIFORM
;
4414 if (!should_add_buffer_variable(shProg
, type
,
4415 shProg
->data
->UniformStorage
[i
].name
))
4418 if (is_shader_storage
) {
4419 calculate_array_size_and_stride(ctx
, shProg
,
4420 &shProg
->data
->UniformStorage
[i
]);
4423 if (!add_program_resource(shProg
, resource_set
, type
,
4424 &shProg
->data
->UniformStorage
[i
], stageref
))
4428 /* Add program uniform blocks. */
4429 for (unsigned i
= 0; i
< shProg
->data
->NumUniformBlocks
; i
++) {
4430 if (!add_program_resource(shProg
, resource_set
, GL_UNIFORM_BLOCK
,
4431 &shProg
->data
->UniformBlocks
[i
], 0))
4435 /* Add program shader storage blocks. */
4436 for (unsigned i
= 0; i
< shProg
->data
->NumShaderStorageBlocks
; i
++) {
4437 if (!add_program_resource(shProg
, resource_set
, GL_SHADER_STORAGE_BLOCK
,
4438 &shProg
->data
->ShaderStorageBlocks
[i
], 0))
4442 /* Add atomic counter buffers. */
4443 for (unsigned i
= 0; i
< shProg
->data
->NumAtomicBuffers
; i
++) {
4444 if (!add_program_resource(shProg
, resource_set
, GL_ATOMIC_COUNTER_BUFFER
,
4445 &shProg
->data
->AtomicBuffers
[i
], 0))
4449 for (unsigned i
= 0; i
< shProg
->data
->NumUniformStorage
; i
++) {
4451 if (!shProg
->data
->UniformStorage
[i
].hidden
)
4454 for (int j
= MESA_SHADER_VERTEX
; j
< MESA_SHADER_STAGES
; j
++) {
4455 if (!shProg
->data
->UniformStorage
[i
].opaque
[j
].active
||
4456 !shProg
->data
->UniformStorage
[i
].type
->is_subroutine())
4459 type
= _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage
)j
);
4460 /* add shader subroutines */
4461 if (!add_program_resource(shProg
, resource_set
,
4462 type
, &shProg
->data
->UniformStorage
[i
], 0))
4467 unsigned mask
= shProg
->data
->linked_stages
;
4469 const int i
= u_bit_scan(&mask
);
4470 struct gl_program
*p
= shProg
->_LinkedShaders
[i
]->Program
;
4472 GLuint type
= _mesa_shader_stage_to_subroutine((gl_shader_stage
)i
);
4473 for (unsigned j
= 0; j
< p
->sh
.NumSubroutineFunctions
; j
++) {
4474 if (!add_program_resource(shProg
, resource_set
,
4475 type
, &p
->sh
.SubroutineFunctions
[j
], 0))
4480 _mesa_set_destroy(resource_set
, NULL
);
4484 * This check is done to make sure we allow only constant expression
4485 * indexing and "constant-index-expression" (indexing with an expression
4486 * that includes loop induction variable).
4489 validate_sampler_array_indexing(struct gl_context
*ctx
,
4490 struct gl_shader_program
*prog
)
4492 dynamic_sampler_array_indexing_visitor v
;
4493 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4494 if (prog
->_LinkedShaders
[i
] == NULL
)
4497 bool no_dynamic_indexing
=
4498 ctx
->Const
.ShaderCompilerOptions
[i
].EmitNoIndirectSampler
;
4500 /* Search for array derefs in shader. */
4501 v
.run(prog
->_LinkedShaders
[i
]->ir
);
4502 if (v
.uses_dynamic_sampler_array_indexing()) {
4503 const char *msg
= "sampler arrays indexed with non-constant "
4504 "expressions is forbidden in GLSL %s %u";
4505 /* Backend has indicated that it has no dynamic indexing support. */
4506 if (no_dynamic_indexing
) {
4507 linker_error(prog
, msg
, prog
->IsES
? "ES" : "",
4508 prog
->data
->Version
);
4511 linker_warning(prog
, msg
, prog
->IsES
? "ES" : "",
4512 prog
->data
->Version
);
4520 link_assign_subroutine_types(struct gl_shader_program
*prog
)
4522 unsigned mask
= prog
->data
->linked_stages
;
4524 const int i
= u_bit_scan(&mask
);
4525 gl_program
*p
= prog
->_LinkedShaders
[i
]->Program
;
4527 p
->sh
.MaxSubroutineFunctionIndex
= 0;
4528 foreach_in_list(ir_instruction
, node
, prog
->_LinkedShaders
[i
]->ir
) {
4529 ir_function
*fn
= node
->as_function();
4533 if (fn
->is_subroutine
)
4534 p
->sh
.NumSubroutineUniformTypes
++;
4536 if (!fn
->num_subroutine_types
)
4539 /* these should have been calculated earlier. */
4540 assert(fn
->subroutine_index
!= -1);
4541 if (p
->sh
.NumSubroutineFunctions
+ 1 > MAX_SUBROUTINES
) {
4542 linker_error(prog
, "Too many subroutine functions declared.\n");
4545 p
->sh
.SubroutineFunctions
= reralloc(p
, p
->sh
.SubroutineFunctions
,
4546 struct gl_subroutine_function
,
4547 p
->sh
.NumSubroutineFunctions
+ 1);
4548 p
->sh
.SubroutineFunctions
[p
->sh
.NumSubroutineFunctions
].name
= ralloc_strdup(p
, fn
->name
);
4549 p
->sh
.SubroutineFunctions
[p
->sh
.NumSubroutineFunctions
].num_compat_types
= fn
->num_subroutine_types
;
4550 p
->sh
.SubroutineFunctions
[p
->sh
.NumSubroutineFunctions
].types
=
4551 ralloc_array(p
, const struct glsl_type
*,
4552 fn
->num_subroutine_types
);
4554 /* From Section 4.4.4(Subroutine Function Layout Qualifiers) of the
4557 * "Each subroutine with an index qualifier in the shader must be
4558 * given a unique index, otherwise a compile or link error will be
4561 for (unsigned j
= 0; j
< p
->sh
.NumSubroutineFunctions
; j
++) {
4562 if (p
->sh
.SubroutineFunctions
[j
].index
!= -1 &&
4563 p
->sh
.SubroutineFunctions
[j
].index
== fn
->subroutine_index
) {
4564 linker_error(prog
, "each subroutine index qualifier in the "
4565 "shader must be unique\n");
4569 p
->sh
.SubroutineFunctions
[p
->sh
.NumSubroutineFunctions
].index
=
4570 fn
->subroutine_index
;
4572 if (fn
->subroutine_index
> (int)p
->sh
.MaxSubroutineFunctionIndex
)
4573 p
->sh
.MaxSubroutineFunctionIndex
= fn
->subroutine_index
;
4575 for (int j
= 0; j
< fn
->num_subroutine_types
; j
++)
4576 p
->sh
.SubroutineFunctions
[p
->sh
.NumSubroutineFunctions
].types
[j
] = fn
->subroutine_types
[j
];
4577 p
->sh
.NumSubroutineFunctions
++;
4583 set_always_active_io(exec_list
*ir
, ir_variable_mode io_mode
)
4585 assert(io_mode
== ir_var_shader_in
|| io_mode
== ir_var_shader_out
);
4587 foreach_in_list(ir_instruction
, node
, ir
) {
4588 ir_variable
*const var
= node
->as_variable();
4590 if (var
== NULL
|| var
->data
.mode
!= io_mode
)
4593 /* Don't set always active on builtins that haven't been redeclared */
4594 if (var
->data
.how_declared
== ir_var_declared_implicitly
)
4597 var
->data
.always_active_io
= true;
4602 * When separate shader programs are enabled, only input/outputs between
4603 * the stages of a multi-stage separate program can be safely removed
4604 * from the shader interface. Other inputs/outputs must remain active.
4607 disable_varying_optimizations_for_sso(struct gl_shader_program
*prog
)
4609 unsigned first
, last
;
4610 assert(prog
->SeparateShader
);
4612 first
= MESA_SHADER_STAGES
;
4615 /* Determine first and last stage. Excluding the compute stage */
4616 for (unsigned i
= 0; i
< MESA_SHADER_COMPUTE
; i
++) {
4617 if (!prog
->_LinkedShaders
[i
])
4619 if (first
== MESA_SHADER_STAGES
)
4624 if (first
== MESA_SHADER_STAGES
)
4627 for (unsigned stage
= 0; stage
< MESA_SHADER_STAGES
; stage
++) {
4628 gl_linked_shader
*sh
= prog
->_LinkedShaders
[stage
];
4632 /* Prevent the removal of inputs to the first and outputs from the last
4633 * stage, unless they are the initial pipeline inputs or final pipeline
4634 * outputs, respectively.
4636 * The removal of IO between shaders in the same program is always
4639 if (stage
== first
&& stage
!= MESA_SHADER_VERTEX
)
4640 set_always_active_io(sh
->ir
, ir_var_shader_in
);
4641 if (stage
== last
&& stage
!= MESA_SHADER_FRAGMENT
)
4642 set_always_active_io(sh
->ir
, ir_var_shader_out
);
4647 link_and_validate_uniforms(struct gl_context
*ctx
,
4648 struct gl_shader_program
*prog
)
4650 update_array_sizes(prog
);
4651 link_assign_uniform_locations(prog
, ctx
);
4653 link_assign_atomic_counter_resources(ctx
, prog
);
4654 link_calculate_subroutine_compat(prog
);
4655 check_resources(ctx
, prog
);
4656 check_subroutine_resources(prog
);
4657 check_image_resources(ctx
, prog
);
4658 link_check_atomic_counter_resources(ctx
, prog
);
4662 link_varyings_and_uniforms(unsigned first
, unsigned last
,
4663 struct gl_context
*ctx
,
4664 struct gl_shader_program
*prog
, void *mem_ctx
)
4666 /* Mark all generic shader inputs and outputs as unpaired. */
4667 for (unsigned i
= MESA_SHADER_VERTEX
; i
<= MESA_SHADER_FRAGMENT
; i
++) {
4668 if (prog
->_LinkedShaders
[i
] != NULL
) {
4669 link_invalidate_variable_locations(prog
->_LinkedShaders
[i
]->ir
);
4673 unsigned prev
= first
;
4674 for (unsigned i
= prev
+ 1; i
<= MESA_SHADER_FRAGMENT
; i
++) {
4675 if (prog
->_LinkedShaders
[i
] == NULL
)
4678 match_explicit_outputs_to_inputs(prog
->_LinkedShaders
[prev
],
4679 prog
->_LinkedShaders
[i
]);
4683 if (!assign_attribute_or_color_locations(mem_ctx
, prog
, &ctx
->Const
,
4684 MESA_SHADER_VERTEX
)) {
4688 if (!assign_attribute_or_color_locations(mem_ctx
, prog
, &ctx
->Const
,
4689 MESA_SHADER_FRAGMENT
)) {
4693 prog
->last_vert_prog
= NULL
;
4694 for (int i
= MESA_SHADER_GEOMETRY
; i
>= MESA_SHADER_VERTEX
; i
--) {
4695 if (prog
->_LinkedShaders
[i
] == NULL
)
4698 prog
->last_vert_prog
= prog
->_LinkedShaders
[i
]->Program
;
4702 if (!link_varyings(prog
, first
, last
, ctx
, mem_ctx
))
4705 link_and_validate_uniforms(ctx
, prog
);
4707 if (!prog
->data
->LinkStatus
)
4710 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4711 if (prog
->_LinkedShaders
[i
] == NULL
)
4714 const struct gl_shader_compiler_options
*options
=
4715 &ctx
->Const
.ShaderCompilerOptions
[i
];
4717 if (options
->LowerBufferInterfaceBlocks
)
4718 lower_ubo_reference(prog
->_LinkedShaders
[i
],
4719 options
->ClampBlockIndicesToArrayBounds
,
4720 ctx
->Const
.UseSTD430AsDefaultPacking
);
4722 if (i
== MESA_SHADER_COMPUTE
)
4723 lower_shared_reference(ctx
, prog
, prog
->_LinkedShaders
[i
]);
4725 lower_vector_derefs(prog
->_LinkedShaders
[i
]);
4726 do_vec_index_to_swizzle(prog
->_LinkedShaders
[i
]->ir
);
4733 linker_optimisation_loop(struct gl_context
*ctx
, exec_list
*ir
,
4736 if (ctx
->Const
.GLSLOptimizeConservatively
) {
4737 /* Run it just once. */
4738 do_common_optimization(ir
, true, false,
4739 &ctx
->Const
.ShaderCompilerOptions
[stage
],
4740 ctx
->Const
.NativeIntegers
);
4742 /* Repeat it until it stops making changes. */
4743 while (do_common_optimization(ir
, true, false,
4744 &ctx
->Const
.ShaderCompilerOptions
[stage
],
4745 ctx
->Const
.NativeIntegers
))
4751 link_shaders(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
4753 prog
->data
->LinkStatus
= LINKING_SUCCESS
; /* All error paths will set this to false */
4754 prog
->data
->Validated
= false;
4756 /* Section 7.3 (Program Objects) of the OpenGL 4.5 Core Profile spec says:
4758 * "Linking can fail for a variety of reasons as specified in the
4759 * OpenGL Shading Language Specification, as well as any of the
4760 * following reasons:
4762 * - No shader objects are attached to program."
4764 * The Compatibility Profile specification does not list the error. In
4765 * Compatibility Profile missing shader stages are replaced by
4766 * fixed-function. This applies to the case where all stages are
4769 if (prog
->NumShaders
== 0) {
4770 if (ctx
->API
!= API_OPENGL_COMPAT
)
4771 linker_error(prog
, "no shaders attached to the program\n");
4775 #ifdef ENABLE_SHADER_CACHE
4776 if (shader_cache_read_program_metadata(ctx
, prog
))
4780 void *mem_ctx
= ralloc_context(NULL
); // temporary linker context
4782 prog
->ARB_fragment_coord_conventions_enable
= false;
4784 /* Separate the shaders into groups based on their type.
4786 struct gl_shader
**shader_list
[MESA_SHADER_STAGES
];
4787 unsigned num_shaders
[MESA_SHADER_STAGES
];
4789 for (int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4790 shader_list
[i
] = (struct gl_shader
**)
4791 calloc(prog
->NumShaders
, sizeof(struct gl_shader
*));
4795 unsigned min_version
= UINT_MAX
;
4796 unsigned max_version
= 0;
4797 for (unsigned i
= 0; i
< prog
->NumShaders
; i
++) {
4798 min_version
= MIN2(min_version
, prog
->Shaders
[i
]->Version
);
4799 max_version
= MAX2(max_version
, prog
->Shaders
[i
]->Version
);
4801 if (prog
->Shaders
[i
]->IsES
!= prog
->Shaders
[0]->IsES
) {
4802 linker_error(prog
, "all shaders must use same shading "
4803 "language version\n");
4807 if (prog
->Shaders
[i
]->ARB_fragment_coord_conventions_enable
) {
4808 prog
->ARB_fragment_coord_conventions_enable
= true;
4811 gl_shader_stage shader_type
= prog
->Shaders
[i
]->Stage
;
4812 shader_list
[shader_type
][num_shaders
[shader_type
]] = prog
->Shaders
[i
];
4813 num_shaders
[shader_type
]++;
4816 /* In desktop GLSL, different shader versions may be linked together. In
4817 * GLSL ES, all shader versions must be the same.
4819 if (prog
->Shaders
[0]->IsES
&& min_version
!= max_version
) {
4820 linker_error(prog
, "all shaders must use same shading "
4821 "language version\n");
4825 prog
->data
->Version
= max_version
;
4826 prog
->IsES
= prog
->Shaders
[0]->IsES
;
4828 /* Some shaders have to be linked with some other shaders present.
4830 if (!prog
->SeparateShader
) {
4831 if (num_shaders
[MESA_SHADER_GEOMETRY
] > 0 &&
4832 num_shaders
[MESA_SHADER_VERTEX
] == 0) {
4833 linker_error(prog
, "Geometry shader must be linked with "
4837 if (num_shaders
[MESA_SHADER_TESS_EVAL
] > 0 &&
4838 num_shaders
[MESA_SHADER_VERTEX
] == 0) {
4839 linker_error(prog
, "Tessellation evaluation shader must be linked "
4840 "with vertex shader\n");
4843 if (num_shaders
[MESA_SHADER_TESS_CTRL
] > 0 &&
4844 num_shaders
[MESA_SHADER_VERTEX
] == 0) {
4845 linker_error(prog
, "Tessellation control shader must be linked with "
4850 /* Section 7.3 of the OpenGL ES 3.2 specification says:
4852 * "Linking can fail for [...] any of the following reasons:
4854 * * program contains an object to form a tessellation control
4855 * shader [...] and [...] the program is not separable and
4856 * contains no object to form a tessellation evaluation shader"
4858 * The OpenGL spec is contradictory. It allows linking without a tess
4859 * eval shader, but that can only be used with transform feedback and
4860 * rasterization disabled. However, transform feedback isn't allowed
4861 * with GL_PATCHES, so it can't be used.
4863 * More investigation showed that the idea of transform feedback after
4864 * a tess control shader was dropped, because some hw vendors couldn't
4865 * support tessellation without a tess eval shader, but the linker
4866 * section wasn't updated to reflect that.
4868 * All specifications (ARB_tessellation_shader, GL 4.0-4.5) have this
4871 * Do what's reasonable and always require a tess eval shader if a tess
4872 * control shader is present.
4874 if (num_shaders
[MESA_SHADER_TESS_CTRL
] > 0 &&
4875 num_shaders
[MESA_SHADER_TESS_EVAL
] == 0) {
4876 linker_error(prog
, "Tessellation control shader must be linked with "
4877 "tessellation evaluation shader\n");
4882 if (num_shaders
[MESA_SHADER_TESS_EVAL
] > 0 &&
4883 num_shaders
[MESA_SHADER_TESS_CTRL
] == 0) {
4884 linker_error(prog
, "GLSL ES requires non-separable programs "
4885 "containing a tessellation evaluation shader to also "
4886 "be linked with a tessellation control shader\n");
4892 /* Compute shaders have additional restrictions. */
4893 if (num_shaders
[MESA_SHADER_COMPUTE
] > 0 &&
4894 num_shaders
[MESA_SHADER_COMPUTE
] != prog
->NumShaders
) {
4895 linker_error(prog
, "Compute shaders may not be linked with any other "
4896 "type of shader\n");
4899 /* Link all shaders for a particular stage and validate the result.
4901 for (int stage
= 0; stage
< MESA_SHADER_STAGES
; stage
++) {
4902 if (num_shaders
[stage
] > 0) {
4903 gl_linked_shader
*const sh
=
4904 link_intrastage_shaders(mem_ctx
, ctx
, prog
, shader_list
[stage
],
4905 num_shaders
[stage
], false);
4907 if (!prog
->data
->LinkStatus
) {
4909 _mesa_delete_linked_shader(ctx
, sh
);
4914 case MESA_SHADER_VERTEX
:
4915 validate_vertex_shader_executable(prog
, sh
, ctx
);
4917 case MESA_SHADER_TESS_CTRL
:
4918 /* nothing to be done */
4920 case MESA_SHADER_TESS_EVAL
:
4921 validate_tess_eval_shader_executable(prog
, sh
, ctx
);
4923 case MESA_SHADER_GEOMETRY
:
4924 validate_geometry_shader_executable(prog
, sh
, ctx
);
4926 case MESA_SHADER_FRAGMENT
:
4927 validate_fragment_shader_executable(prog
, sh
);
4930 if (!prog
->data
->LinkStatus
) {
4932 _mesa_delete_linked_shader(ctx
, sh
);
4936 prog
->_LinkedShaders
[stage
] = sh
;
4937 prog
->data
->linked_stages
|= 1 << stage
;
4941 /* Here begins the inter-stage linking phase. Some initial validation is
4942 * performed, then locations are assigned for uniforms, attributes, and
4945 cross_validate_uniforms(prog
);
4946 if (!prog
->data
->LinkStatus
)
4949 unsigned first
, last
, prev
;
4951 first
= MESA_SHADER_STAGES
;
4954 /* Determine first and last stage. */
4955 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
4956 if (!prog
->_LinkedShaders
[i
])
4958 if (first
== MESA_SHADER_STAGES
)
4963 check_explicit_uniform_locations(ctx
, prog
);
4964 link_assign_subroutine_types(prog
);
4966 if (!prog
->data
->LinkStatus
)
4969 resize_tes_inputs(ctx
, prog
);
4971 /* Validate the inputs of each stage with the output of the preceding
4975 for (unsigned i
= prev
+ 1; i
<= MESA_SHADER_FRAGMENT
; i
++) {
4976 if (prog
->_LinkedShaders
[i
] == NULL
)
4979 validate_interstage_inout_blocks(prog
, prog
->_LinkedShaders
[prev
],
4980 prog
->_LinkedShaders
[i
]);
4981 if (!prog
->data
->LinkStatus
)
4984 cross_validate_outputs_to_inputs(ctx
, prog
,
4985 prog
->_LinkedShaders
[prev
],
4986 prog
->_LinkedShaders
[i
]);
4987 if (!prog
->data
->LinkStatus
)
4993 /* The cross validation of outputs/inputs above validates explicit locations
4994 * but for SSO programs we need to do this also for the inputs in the
4995 * first stage and outputs of the last stage included in the program, since
4996 * there is no cross validation for these.
4998 if (prog
->SeparateShader
)
4999 validate_sso_explicit_locations(ctx
, prog
,
5000 (gl_shader_stage
) first
,
5001 (gl_shader_stage
) last
);
5003 /* Cross-validate uniform blocks between shader stages */
5004 validate_interstage_uniform_blocks(prog
, prog
->_LinkedShaders
);
5005 if (!prog
->data
->LinkStatus
)
5008 for (unsigned int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
5009 if (prog
->_LinkedShaders
[i
] != NULL
)
5010 lower_named_interface_blocks(mem_ctx
, prog
->_LinkedShaders
[i
]);
5013 /* Implement the GLSL 1.30+ rule for discard vs infinite loops Do
5014 * it before optimization because we want most of the checks to get
5015 * dropped thanks to constant propagation.
5017 * This rule also applies to GLSL ES 3.00.
5019 if (max_version
>= (prog
->IsES
? 300 : 130)) {
5020 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
5022 lower_discard_flow(sh
->ir
);
5026 if (prog
->SeparateShader
)
5027 disable_varying_optimizations_for_sso(prog
);
5030 if (!interstage_cross_validate_uniform_blocks(prog
, false))
5034 if (!interstage_cross_validate_uniform_blocks(prog
, true))
5037 /* Do common optimization before assigning storage for attributes,
5038 * uniforms, and varyings. Later optimization could possibly make
5039 * some of that unused.
5041 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
5042 if (prog
->_LinkedShaders
[i
] == NULL
)
5045 detect_recursion_linked(prog
, prog
->_LinkedShaders
[i
]->ir
);
5046 if (!prog
->data
->LinkStatus
)
5049 if (ctx
->Const
.ShaderCompilerOptions
[i
].LowerCombinedClipCullDistance
) {
5050 lower_clip_cull_distance(prog
, prog
->_LinkedShaders
[i
]);
5053 if (ctx
->Const
.LowerTessLevel
) {
5054 lower_tess_level(prog
->_LinkedShaders
[i
]);
5057 /* Call opts before lowering const arrays to uniforms so we can const
5058 * propagate any elements accessed directly.
5060 linker_optimisation_loop(ctx
, prog
->_LinkedShaders
[i
]->ir
, i
);
5062 /* Call opts after lowering const arrays to copy propagate things. */
5063 if (lower_const_arrays_to_uniforms(prog
->_LinkedShaders
[i
]->ir
, i
))
5064 linker_optimisation_loop(ctx
, prog
->_LinkedShaders
[i
]->ir
, i
);
5066 propagate_invariance(prog
->_LinkedShaders
[i
]->ir
);
5069 /* Validation for special cases where we allow sampler array indexing
5070 * with loop induction variable. This check emits a warning or error
5071 * depending if backend can handle dynamic indexing.
5073 if ((!prog
->IsES
&& prog
->data
->Version
< 130) ||
5074 (prog
->IsES
&& prog
->data
->Version
< 300)) {
5075 if (!validate_sampler_array_indexing(ctx
, prog
))
5079 /* Check and validate stream emissions in geometry shaders */
5080 validate_geometry_shader_emissions(ctx
, prog
);
5082 store_fragdepth_layout(prog
);
5084 if(!link_varyings_and_uniforms(first
, last
, ctx
, prog
, mem_ctx
))
5087 /* Linking varyings can cause some extra, useless swizzles to be generated
5088 * due to packing and unpacking.
5090 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
5091 if (prog
->_LinkedShaders
[i
] == NULL
)
5094 optimize_swizzles(prog
->_LinkedShaders
[i
]->ir
);
5097 /* OpenGL ES < 3.1 requires that a vertex shader and a fragment shader both
5098 * be present in a linked program. GL_ARB_ES2_compatibility doesn't say
5099 * anything about shader linking when one of the shaders (vertex or
5100 * fragment shader) is absent. So, the extension shouldn't change the
5101 * behavior specified in GLSL specification.
5103 * From OpenGL ES 3.1 specification (7.3 Program Objects):
5104 * "Linking can fail for a variety of reasons as specified in the
5105 * OpenGL ES Shading Language Specification, as well as any of the
5106 * following reasons:
5110 * * program contains objects to form either a vertex shader or
5111 * fragment shader, and program is not separable, and does not
5112 * contain objects to form both a vertex shader and fragment
5115 * However, the only scenario in 3.1+ where we don't require them both is
5116 * when we have a compute shader. For example:
5118 * - No shaders is a link error.
5119 * - Geom or Tess without a Vertex shader is a link error which means we
5120 * always require a Vertex shader and hence a Fragment shader.
5121 * - Finally a Compute shader linked with any other stage is a link error.
5123 if (!prog
->SeparateShader
&& ctx
->API
== API_OPENGLES2
&&
5124 num_shaders
[MESA_SHADER_COMPUTE
] == 0) {
5125 if (prog
->_LinkedShaders
[MESA_SHADER_VERTEX
] == NULL
) {
5126 linker_error(prog
, "program lacks a vertex shader\n");
5127 } else if (prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
] == NULL
) {
5128 linker_error(prog
, "program lacks a fragment shader\n");
5133 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
5134 free(shader_list
[i
]);
5135 if (prog
->_LinkedShaders
[i
] == NULL
)
5138 /* Do a final validation step to make sure that the IR wasn't
5139 * invalidated by any modifications performed after intrastage linking.
5141 validate_ir_tree(prog
->_LinkedShaders
[i
]->ir
);
5143 /* Retain any live IR, but trash the rest. */
5144 reparent_ir(prog
->_LinkedShaders
[i
]->ir
, prog
->_LinkedShaders
[i
]->ir
);
5146 /* The symbol table in the linked shaders may contain references to
5147 * variables that were removed (e.g., unused uniforms). Since it may
5148 * contain junk, there is no possible valid use. Delete it and set the
5151 delete prog
->_LinkedShaders
[i
]->symbols
;
5152 prog
->_LinkedShaders
[i
]->symbols
= NULL
;
5155 ralloc_free(mem_ctx
);