*
* \author Ian Romanick <ian.d.romanick@intel.com>
*/
-#include <cstdlib>
-#include <cstdio>
-#include <cstdarg>
-#include <climits>
#include "main/core.h"
#include "glsl_symbol_table.h"
{
va_list ap;
- prog->InfoLog = talloc_strdup_append(prog->InfoLog, "error: ");
+ ralloc_strcat(&prog->InfoLog, "error: ");
va_start(ap, fmt);
- prog->InfoLog = talloc_vasprintf_append(prog->InfoLog, fmt, ap);
+ ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
va_end(ap);
}
case ir_var_out: return "shader output";
case ir_var_inout: return "shader inout";
+ case ir_var_const_in:
case ir_var_temporary:
default:
assert(!"Should not get here.");
&& (var->type->fields.array == existing->type->fields.array)
&& ((var->type->length == 0)
|| (existing->type->length == 0))) {
- if (existing->type->length == 0) {
+ if (var->type->length != 0) {
existing->type = var->type;
- existing->max_array_access =
- MAX2(existing->max_array_access,
- var->max_array_access);
}
} else {
linker_error_printf(prog, "%s `%s' declared as type "
existing->explicit_location = true;
}
+ /* Validate layout qualifiers for gl_FragDepth.
+ *
+ * From the AMD_conservative_depth spec:
+ * "If gl_FragDepth is redeclared in any fragment shader in
+ * a program, it must be redeclared in all fragment shaders in that
+ * program that have static assignments to gl_FragDepth. All
+ * redeclarations of gl_FragDepth in all fragment shaders in
+ * a single program must have the same set of qualifiers."
+ */
+ if (strcmp(var->name, "gl_FragDepth") == 0) {
+ bool layout_declared = var->depth_layout != ir_depth_layout_none;
+ bool layout_differs = var->depth_layout != existing->depth_layout;
+ if (layout_declared && layout_differs) {
+ linker_error_printf(prog,
+ "All redeclarations of gl_FragDepth in all fragment shaders "
+ "in a single program must have the same set of qualifiers.");
+ }
+ if (var->used && layout_differs) {
+ linker_error_printf(prog,
+ "If gl_FragDepth is redeclared with a layout qualifier in"
+ "any fragment shader, it must be redeclared with the same"
+ "layout qualifier in all fragment shaders that have"
+ "assignments to gl_FragDepth");
+ }
+ }
+
/* FINISHME: Handle non-constant initializers.
*/
if (var->constant_value != NULL) {
* FINISHME: will fail.
*/
existing->constant_value =
- var->constant_value->clone(talloc_parent(existing), NULL);
+ var->constant_value->clone(ralloc_parent(existing), NULL);
}
if (existing->invariant != var->invariant) {
*/
if (input->type != output->type) {
/* There is a bit of a special case for gl_TexCoord. This
- * built-in is unsized by default. Appliations that variable
+ * built-in is unsized by default. Applications that variable
* access it must redeclare it with a size. There is some
* language in the GLSL spec that implies the fragment shader
* and vertex shader do not have to agree on this size. Other
free(linking_shaders);
- /* Make a pass over all global variables to ensure that arrays with
+ /* Make a pass over all variable declarations to ensure that arrays with
* unspecified sizes have a size specified. The size is inferred from the
* max_array_access field.
*/
if (linked != NULL) {
- foreach_list(node, linked->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
-
- if (var == NULL)
- continue;
-
- if ((var->mode != ir_var_auto) && (var->mode != ir_var_temporary))
- continue;
-
- if (!var->type->is_array() || (var->type->length != 0))
- continue;
+ class array_sizing_visitor : public ir_hierarchical_visitor {
+ public:
+ virtual ir_visitor_status visit(ir_variable *var)
+ {
+ if (var->type->is_array() && (var->type->length == 0)) {
+ const glsl_type *type =
+ glsl_type::get_array_instance(var->type->fields.array,
+ var->max_array_access + 1);
+
+ assert(type != NULL);
+ var->type = type;
+ }
- const glsl_type *type =
- glsl_type::get_array_instance(var->type->fields.array,
- var->max_array_access);
+ return visit_continue;
+ }
+ } v;
- assert(type != NULL);
- var->type = type;
- }
+ v.run(linked->ir);
}
return linked;
}
if (size + 1 != var->type->fields.array->length) {
+ /* If this is a built-in uniform (i.e., it's backed by some
+ * fixed-function state), adjust the number of state slots to
+ * match the new array size. The number of slots per array entry
+ * is not known. It seems safe to assume that the total number of
+ * slots is an integer multiple of the number of array elements.
+ * Determine the number of slots per array element by dividing by
+ * the old (total) size.
+ */
+ if (var->num_state_slots > 0) {
+ var->num_state_slots = (size + 1)
+ * (var->num_state_slots / var->type->length);
+ }
+
var->type = glsl_type::get_array_instance(var->type->fields.array,
size + 1);
/* FINISHME: We should update the types of array
if (type->is_record()) {
for (unsigned int i = 0; i < type->length; i++) {
const glsl_type *field_type = type->fields.structure[i].type;
- char *field_name = talloc_asprintf(mem_ctx, "%s.%s", name,
+ char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
type->fields.structure[i].name);
add_uniform(mem_ctx, uniforms, ht, field_name, field_type,
/* Array of structures. */
if (array_elem_type->is_record()) {
for (unsigned int i = 0; i < type->length; i++) {
- char *elem_name = talloc_asprintf(mem_ctx, "%s[%d]", name, i);
+ char *elem_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
add_uniform(mem_ctx, uniforms, ht, elem_name, array_elem_type,
shader_type, next_shader_pos, total_uniforms);
}
unsigned total_uniforms = 0;
hash_table *ht = hash_table_ctor(32, hash_table_string_hash,
hash_table_string_compare);
- void *mem_ctx = talloc_new(NULL);
+ void *mem_ctx = ralloc_context(NULL);
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
if (prog->_LinkedShaders[i] == NULL)
}
}
- talloc_free(mem_ctx);
+ ralloc_free(mem_ctx);
gl_uniform_list *ul = (gl_uniform_list *)
calloc(1, sizeof(gl_uniform_list));
/**
- * Find a contiguous set of available bits in a bitmask
+ * Find a contiguous set of available bits in a bitmask.
*
* \param used_mask Bits representing used (1) and unused (0) locations
* \param needed_count Number of contiguous bits needed.
* 1. Invalidate the location assignments for all vertex shader inputs.
*
* 2. Assign locations for inputs that have user-defined (via
- * glBindVertexAttribLocation) locatoins.
+ * glBindVertexAttribLocation) locations.
*
* 3. Sort the attributes without assigned locations by number of slots
* required in decreasing order. Fragmentation caused by attribute
qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
- /* VERT_ATTRIB_GENERIC0 is a psdueo-alias for VERT_ATTRIB_POS. It can only
+ /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can only
* be explicitly assigned by via glBindAttribLocation. Mark it as reserved
* to prevent it from being automatically allocated below.
*/
}
-void
-assign_varying_locations(struct gl_shader_program *prog,
+bool
+assign_varying_locations(struct gl_context *ctx,
+ struct gl_shader_program *prog,
gl_shader *producer, gl_shader *consumer)
{
/* FINISHME: Set dynamically when geometry shader support is added. */
}
}
+ unsigned varying_vectors = 0;
+
foreach_list(node, consumer->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
* value is written by the previous stage.
*/
var->mode = ir_var_auto;
+ } else {
+ /* The packing rules are used for vertex shader inputs are also used
+ * for fragment shader inputs.
+ */
+ varying_vectors += count_attribute_slots(var->type);
+ }
+ }
+
+ if (ctx->API == API_OPENGLES2 || prog->Version == 100) {
+ if (varying_vectors > ctx->Const.MaxVarying) {
+ linker_error_printf(prog, "shader uses too many varying vectors "
+ "(%u > %u)\n",
+ varying_vectors, ctx->Const.MaxVarying);
+ return false;
+ }
+ } else {
+ const unsigned float_components = varying_vectors * 4;
+ if (float_components > ctx->Const.MaxVarying * 4) {
+ linker_error_printf(prog, "shader uses too many varying components "
+ "(%u > %u)\n",
+ float_components, ctx->Const.MaxVarying * 4);
+ return false;
}
}
+
+ return true;
}
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
- void *mem_ctx = talloc_init("temporary linker context");
+ void *mem_ctx = ralloc_context(NULL); // temporary linker context
prog->LinkStatus = false;
prog->Validated = false;
prog->_Used = false;
if (prog->InfoLog != NULL)
- talloc_free(prog->InfoLog);
+ ralloc_free(prog->InfoLog);
- prog->InfoLog = talloc_strdup(NULL, "");
+ prog->InfoLog = ralloc_strdup(NULL, "");
/* Separate the shaders into groups based on their type.
*/
break;
}
- /* Validate the inputs of each stage with the output of the preceeding
+ /* Validate the inputs of each stage with the output of the preceding
* stage.
*/
for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
- assign_varying_locations(prog,
- prog->_LinkedShaders[prev],
- prog->_LinkedShaders[i]);
+ if (!assign_varying_locations(ctx, prog,
+ prog->_LinkedShaders[prev],
+ prog->_LinkedShaders[i])) {
+ prog->LinkStatus = false;
+ goto done;
+ }
+
prev = i;
}
demote_shader_inputs_and_outputs(sh, ir_var_in);
}
+ /* OpenGL ES requires that a vertex shader and a fragment shader both be
+ * present in a linked program. By checking for use of shading language
+ * version 1.00, we also catch the GL_ARB_ES2_compatibility case.
+ */
+ if (ctx->API == API_OPENGLES2 || prog->Version == 100) {
+ if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
+ linker_error_printf(prog, "program lacks a vertex shader\n");
+ prog->LinkStatus = false;
+ } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
+ linker_error_printf(prog, "program lacks a fragment shader\n");
+ prog->LinkStatus = false;
+ }
+ }
+
/* FINISHME: Assign fragment shader output locations. */
done:
reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);
}
- talloc_free(mem_ctx);
+ ralloc_free(mem_ctx);
}