| /* |
| * Copyright © 2010 Intel Corporation |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice (including the next |
| * paragraph) shall be included in all copies or substantial portions of the |
| * Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
| * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
| * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
| * DEALINGS IN THE SOFTWARE. |
| */ |
| |
| /** |
| * \file linker.cpp |
| * GLSL linker implementation |
| * |
| * Given a set of shaders that are to be linked to generate a final program, |
| * there are three distinct stages. |
| * |
| * In the first stage shaders are partitioned into groups based on the shader |
| * type. All shaders of a particular type (e.g., vertex shaders) are linked |
| * together. |
| * |
| * - Undefined references in each shader are resolve to definitions in |
| * another shader. |
| * - Types and qualifiers of uniforms, outputs, and global variables defined |
| * in multiple shaders with the same name are verified to be the same. |
| * - Initializers for uniforms and global variables defined |
| * in multiple shaders with the same name are verified to be the same. |
| * |
| * The result, in the terminology of the GLSL spec, is a set of shader |
| * executables for each processing unit. |
| * |
| * After the first stage is complete, a series of semantic checks are performed |
| * on each of the shader executables. |
| * |
| * - Each shader executable must define a \c main function. |
| * - Each vertex shader executable must write to \c gl_Position. |
| * - Each fragment shader executable must write to either \c gl_FragData or |
| * \c gl_FragColor. |
| * |
| * In the final stage individual shader executables are linked to create a |
| * complete exectuable. |
| * |
| * - Types of uniforms defined in multiple shader stages with the same name |
| * are verified to be the same. |
| * - Initializers for uniforms defined in multiple shader stages with the |
| * same name are verified to be the same. |
| * - Types and qualifiers of outputs defined in one stage are verified to |
| * be the same as the types and qualifiers of inputs defined with the same |
| * name in a later stage. |
| * |
| * \author Ian Romanick <ian.d.romanick@intel.com> |
| */ |
| #include <cstdlib> |
| #include <cstdio> |
| |
| #include "main/mtypes.h" |
| #include "glsl_symbol_table.h" |
| #include "glsl_parser_extras.h" |
| #include "ir.h" |
| #include "ir_optimization.h" |
| #include "program.h" |
| #include "hash_table.h" |
| |
| /** |
| * Visitor that determines whether or not a variable is ever written. |
| */ |
| class find_assignment_visitor : public ir_hierarchical_visitor { |
| public: |
| find_assignment_visitor(const char *name) |
| : name(name), found(false) |
| { |
| /* empty */ |
| } |
| |
| virtual ir_visitor_status visit_enter(ir_assignment *ir) |
| { |
| ir_variable *const var = ir->lhs->variable_referenced(); |
| |
| if (strcmp(name, var->name) == 0) { |
| found = true; |
| return visit_stop; |
| } |
| |
| return visit_continue_with_parent; |
| } |
| |
| bool variable_found() |
| { |
| return found; |
| } |
| |
| private: |
| const char *name; /**< Find writes to a variable with this name. */ |
| bool found; /**< Was a write to the variable found? */ |
| }; |
| |
| |
| void |
| invalidate_variable_locations(glsl_shader *sh, enum ir_variable_mode mode, |
| int generic_base) |
| { |
| foreach_list(node, &sh->ir) { |
| ir_variable *const var = ((ir_instruction *) node)->as_variable(); |
| |
| if ((var == NULL) || (var->mode != (unsigned) mode)) |
| continue; |
| |
| /* Only assign locations for generic attributes / varyings / etc. |
| */ |
| if (var->location >= generic_base) |
| var->location = -1; |
| } |
| } |
| |
| |
| /** |
| * Verify that a vertex shader executable meets all semantic requirements |
| * |
| * \param shader Vertex shader executable to be verified |
| */ |
| bool |
| validate_vertex_shader_executable(struct glsl_shader *shader) |
| { |
| if (shader == NULL) |
| return true; |
| |
| if (!shader->symbols->get_function("main")) { |
| printf("error: vertex shader lacks `main'\n"); |
| return false; |
| } |
| |
| find_assignment_visitor find("gl_Position"); |
| find.run(&shader->ir); |
| if (!find.variable_found()) { |
| printf("error: vertex shader does not write to `gl_Position'\n"); |
| return false; |
| } |
| |
| return true; |
| } |
| |
| |
| /** |
| * Verify that a fragment shader executable meets all semantic requirements |
| * |
| * \param shader Fragment shader executable to be verified |
| */ |
| bool |
| validate_fragment_shader_executable(struct glsl_shader *shader) |
| { |
| if (shader == NULL) |
| return true; |
| |
| if (!shader->symbols->get_function("main")) { |
| printf("error: fragment shader lacks `main'\n"); |
| return false; |
| } |
| |
| find_assignment_visitor frag_color("gl_FragColor"); |
| find_assignment_visitor frag_data("gl_FragData"); |
| |
| frag_color.run(&shader->ir); |
| frag_data.run(&shader->ir); |
| |
| if (!frag_color.variable_found() && !frag_data.variable_found()) { |
| printf("error: fragment shader does not write to `gl_FragColor' or " |
| "`gl_FragData'\n"); |
| return false; |
| } |
| |
| if (frag_color.variable_found() && frag_data.variable_found()) { |
| printf("error: fragment shader write to both `gl_FragColor' and " |
| "`gl_FragData'\n"); |
| return false; |
| } |
| |
| return true; |
| } |
| |
| |
| /** |
| * Perform validation of uniforms used across multiple shader stages |
| */ |
| bool |
| cross_validate_uniforms(struct glsl_shader **shaders, unsigned num_shaders) |
| { |
| /* Examine all of the uniforms in all of the shaders and cross validate |
| * them. |
| */ |
| glsl_symbol_table uniforms; |
| for (unsigned i = 0; i < num_shaders; i++) { |
| foreach_list(node, &shaders[i]->ir) { |
| ir_variable *const var = ((ir_instruction *) node)->as_variable(); |
| |
| if ((var == NULL) || (var->mode != ir_var_uniform)) |
| continue; |
| |
| /* If a uniform with this name has already been seen, verify that the |
| * new instance has the same type. In addition, if the uniforms have |
| * initializers, the values of the initializers must be the same. |
| */ |
| ir_variable *const existing = uniforms.get_variable(var->name); |
| if (existing != NULL) { |
| if (var->type != existing->type) { |
| printf("error: uniform `%s' declared as type `%s' and " |
| "type `%s'\n", |
| var->name, var->type->name, existing->type->name); |
| return false; |
| } |
| |
| if (var->constant_value != NULL) { |
| if (existing->constant_value != NULL) { |
| if (!var->constant_value->has_value(existing->constant_value)) { |
| printf("error: initializers for uniform `%s' have " |
| "differing values\n", |
| var->name); |
| return false; |
| } |
| } else |
| /* If the first-seen instance of a particular uniform did not |
| * have an initializer but a later instance does, copy the |
| * initializer to the version stored in the symbol table. |
| */ |
| existing->constant_value = var->constant_value->clone(); |
| } |
| } else |
| uniforms.add_variable(var->name, var); |
| } |
| } |
| |
| return true; |
| } |
| |
| |
| /** |
| * Validate that outputs from one stage match inputs of another |
| */ |
| bool |
| cross_validate_outputs_to_inputs(glsl_shader *producer, glsl_shader *consumer) |
| { |
| glsl_symbol_table parameters; |
| /* FINISHME: Figure these out dynamically. */ |
| const char *const producer_stage = "vertex"; |
| const char *const consumer_stage = "fragment"; |
| |
| /* Find all shader outputs in the "producer" stage. |
| */ |
| foreach_list(node, &producer->ir) { |
| ir_variable *const var = ((ir_instruction *) node)->as_variable(); |
| |
| /* FINISHME: For geometry shaders, this should also look for inout |
| * FINISHME: variables. |
| */ |
| if ((var == NULL) || (var->mode != ir_var_out)) |
| continue; |
| |
| parameters.add_variable(var->name, var); |
| } |
| |
| |
| /* Find all shader inputs in the "consumer" stage. Any variables that have |
| * matching outputs already in the symbol table must have the same type and |
| * qualifiers. |
| */ |
| foreach_list(node, &consumer->ir) { |
| ir_variable *const input = ((ir_instruction *) node)->as_variable(); |
| |
| /* FINISHME: For geometry shaders, this should also look for inout |
| * FINISHME: variables. |
| */ |
| if ((input == NULL) || (input->mode != ir_var_in)) |
| continue; |
| |
| ir_variable *const output = parameters.get_variable(input->name); |
| if (output != NULL) { |
| /* Check that the types match between stages. |
| */ |
| if (input->type != output->type) { |
| printf("error: %s shader output `%s' delcared as type `%s', but " |
| "%s shader input declared as type `%s'\n", |
| producer_stage, output->name, output->type->name, |
| consumer_stage, input->type->name); |
| return false; |
| } |
| |
| /* Check that all of the qualifiers match between stages. |
| */ |
| if (input->centroid != output->centroid) { |
| printf("error: %s shader output `%s' %s centroid qualifier, but " |
| "%s shader input %s centroid qualifier\n", |
| producer_stage, |
| output->name, |
| (output->centroid) ? "has" : "lacks", |
| consumer_stage, |
| (input->centroid) ? "has" : "lacks"); |
| return false; |
| } |
| |
| if (input->invariant != output->invariant) { |
| printf("error: %s shader output `%s' %s invariant qualifier, but " |
| "%s shader input %s invariant qualifier\n", |
| producer_stage, |
| output->name, |
| (output->invariant) ? "has" : "lacks", |
| consumer_stage, |
| (input->invariant) ? "has" : "lacks"); |
| return false; |
| } |
| |
| if (input->interpolation != output->interpolation) { |
| printf("error: %s shader output `%s' specifies %s interpolation " |
| "qualifier, " |
| "but %s shader input specifies %s interpolation " |
| "qualifier\n", |
| producer_stage, |
| output->name, |
| output->interpolation_string(), |
| consumer_stage, |
| input->interpolation_string()); |
| return false; |
| } |
| } |
| } |
| |
| return true; |
| } |
| |
| |
| struct uniform_node { |
| exec_node link; |
| struct gl_uniform *u; |
| unsigned slots; |
| }; |
| |
| void |
| assign_uniform_locations(struct glsl_program *prog) |
| { |
| /* */ |
| exec_list uniforms; |
| unsigned total_uniforms = 0; |
| hash_table *ht = hash_table_ctor(32, hash_table_string_hash, |
| hash_table_string_compare); |
| |
| for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) { |
| unsigned next_position = 0; |
| |
| foreach_list(node, &prog->_LinkedShaders[i]->ir) { |
| ir_variable *const var = ((ir_instruction *) node)->as_variable(); |
| |
| if ((var == NULL) || (var->mode != ir_var_uniform)) |
| continue; |
| |
| const unsigned vec4_slots = (var->component_slots() + 3) / 4; |
| assert(vec4_slots != 0); |
| |
| uniform_node *n = (uniform_node *) hash_table_find(ht, var->name); |
| if (n == NULL) { |
| n = (uniform_node *) calloc(1, sizeof(struct uniform_node)); |
| n->u = (gl_uniform *) calloc(vec4_slots, sizeof(struct gl_uniform)); |
| n->slots = vec4_slots; |
| |
| n->u[0].Name = strdup(var->name); |
| for (unsigned j = 1; j < vec4_slots; j++) |
| n->u[j].Name = n->u[0].Name; |
| |
| hash_table_insert(ht, n, n->u[0].Name); |
| uniforms.push_tail(& n->link); |
| total_uniforms += vec4_slots; |
| } |
| |
| if (var->constant_value != NULL) |
| for (unsigned j = 0; j < vec4_slots; j++) |
| n->u[j].Initialized = true; |
| |
| var->location = next_position; |
| |
| for (unsigned j = 0; j < vec4_slots; j++) { |
| switch (prog->_LinkedShaders[i]->Type) { |
| case GL_VERTEX_SHADER: |
| n->u[j].VertPos = next_position; |
| break; |
| case GL_FRAGMENT_SHADER: |
| n->u[j].FragPos = next_position; |
| break; |
| case GL_GEOMETRY_SHADER: |
| /* FINISHME: Support geometry shaders. */ |
| assert(prog->_LinkedShaders[i]->Type != GL_GEOMETRY_SHADER); |
| break; |
| } |
| |
| next_position++; |
| } |
| } |
| } |
| |
| gl_uniform_list *ul = (gl_uniform_list *) |
| calloc(1, sizeof(gl_uniform_list)); |
| |
| ul->Size = total_uniforms; |
| ul->NumUniforms = total_uniforms; |
| ul->Uniforms = (gl_uniform *) calloc(total_uniforms, sizeof(gl_uniform)); |
| |
| unsigned idx = 0; |
| uniform_node *next; |
| for (uniform_node *node = (uniform_node *) uniforms.head |
| ; node->link.next != NULL |
| ; node = next) { |
| next = (uniform_node *) node->link.next; |
| |
| node->link.remove(); |
| memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform) * node->slots); |
| idx += node->slots; |
| |
| free(node->u); |
| free(node); |
| } |
| |
| hash_table_dtor(ht); |
| |
| prog->Uniforms = ul; |
| } |
| |
| |
| void |
| assign_attribute_locations(glsl_shader *sh, |
| struct gl_program_parameter_list *attrib) |
| { |
| unsigned used_locations = 0; |
| |
| assert(sh->Type == GL_VERTEX_SHADER); |
| |
| /* Operate in a total of three passes. |
| * |
| * 1. Invalidate the location assignments for all vertex shader inputs. |
| * |
| * 2. Assign locations for inputs that have user-defined (via |
| * glBindVertexAttribLocation) locatoins. |
| * |
| * 3. Assign locations to any inputs without assigned locations. |
| */ |
| |
| invalidate_variable_locations(sh, ir_var_in, VERT_ATTRIB_GENERIC0); |
| |
| if (attrib != NULL) { |
| for (unsigned i = 0; i < attrib->NumParameters; i++) { |
| ir_variable *const var = |
| sh->symbols->get_variable(attrib->Parameters[i].Name); |
| |
| if (var == NULL) |
| continue; |
| |
| const int attr = attrib->Parameters[i].StateIndexes[0]; |
| |
| var->location = VERT_ATTRIB_GENERIC0 + attr; |
| used_locations |= (1 << attr); |
| } |
| } |
| |
| foreach_list(node, &sh->ir) { |
| ir_variable *const var = ((ir_instruction *) node)->as_variable(); |
| |
| if ((var == NULL) || (var->mode != ir_var_in)) |
| continue; |
| |
| /* The location was explicitly assigned, nothing to do here. |
| */ |
| if (var->location != -1) |
| continue; |
| |
| /* Find an unused bit in used_locations and assign that as the |
| * attribute location. |
| */ |
| for (unsigned i = 0; i < (8 * sizeof(used_locations)); i++) { |
| if ((used_locations & (1 << i)) == 0) { |
| var->location = VERT_ATTRIB_GENERIC0 + i; |
| used_locations |= (1 << i); |
| break; |
| } |
| } |
| } |
| } |
| |
| |
| void |
| link_shaders(struct glsl_program *prog) |
| { |
| prog->LinkStatus = false; |
| prog->Validated = false; |
| prog->_Used = false; |
| |
| /* Separate the shaders into groups based on their type. |
| */ |
| struct glsl_shader **vert_shader_list; |
| unsigned num_vert_shaders = 0; |
| struct glsl_shader **frag_shader_list; |
| unsigned num_frag_shaders = 0; |
| |
| vert_shader_list = (struct glsl_shader **) |
| calloc(2 * prog->NumShaders, sizeof(struct glsl_shader *)); |
| frag_shader_list = &vert_shader_list[prog->NumShaders]; |
| |
| for (unsigned i = 0; i < prog->NumShaders; i++) { |
| switch (prog->Shaders[i]->Type) { |
| case GL_VERTEX_SHADER: |
| vert_shader_list[num_vert_shaders] = prog->Shaders[i]; |
| num_vert_shaders++; |
| break; |
| case GL_FRAGMENT_SHADER: |
| frag_shader_list[num_frag_shaders] = prog->Shaders[i]; |
| num_frag_shaders++; |
| break; |
| case GL_GEOMETRY_SHADER: |
| /* FINISHME: Support geometry shaders. */ |
| assert(prog->Shaders[i]->Type != GL_GEOMETRY_SHADER); |
| break; |
| } |
| } |
| |
| /* FINISHME: Implement intra-stage linking. */ |
| assert(num_vert_shaders <= 1); |
| assert(num_frag_shaders <= 1); |
| |
| /* Verify that each of the per-target executables is valid. |
| */ |
| if (!validate_vertex_shader_executable(vert_shader_list[0]) |
| || !validate_fragment_shader_executable(frag_shader_list[0])) |
| goto done; |
| |
| |
| /* FINISHME: Perform inter-stage linking. */ |
| prog->_LinkedShaders = (struct glsl_shader **) |
| calloc(2, sizeof(struct glsl_shader *)); |
| prog->_NumLinkedShaders = 0; |
| |
| if (num_vert_shaders > 0) { |
| prog->_LinkedShaders[prog->_NumLinkedShaders] = vert_shader_list[0]; |
| prog->_NumLinkedShaders++; |
| } |
| |
| if (num_frag_shaders > 0) { |
| prog->_LinkedShaders[prog->_NumLinkedShaders] = frag_shader_list[0]; |
| prog->_NumLinkedShaders++; |
| } |
| |
| if (cross_validate_uniforms(prog->_LinkedShaders, prog->_NumLinkedShaders)) { |
| /* Validate the inputs of each stage with the output of the preceeding |
| * stage. |
| */ |
| for (unsigned i = 1; i < prog->_NumLinkedShaders; i++) { |
| if (!cross_validate_outputs_to_inputs(prog->_LinkedShaders[i - 1], |
| prog->_LinkedShaders[i])) |
| goto done; |
| } |
| |
| prog->LinkStatus = true; |
| } |
| |
| /* FINISHME: Perform whole-program optimization here. */ |
| |
| assign_uniform_locations(prog); |
| |
| if (prog->_LinkedShaders[0]->Type == GL_VERTEX_SHADER) |
| assign_attribute_locations(prog->_LinkedShaders[0], |
| prog->Attributes); |
| |
| /* FINISHME: Assign vertex shader output / fragment shader input |
| * FINISHME: locations. |
| */ |
| |
| /* FINISHME: Assign fragment shader output locations. */ |
| |
| /* FINISHME: Generate code here. */ |
| |
| done: |
| free(vert_shader_list); |
| } |