| /* |
| * 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 "glsl_symbol_table.h" |
| #include "glsl_parser_extras.h" |
| #include "ir.h" |
| #include "program.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? */ |
| }; |
| |
| 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; |
| } |
| |
| |
| 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; |
| } |
| |
| |
| 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 **) |
| malloc(sizeof(struct glsl_shader *) * 2 * prog->NumShaders); |
| 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->LinkStatus = true; |
| |
| done: |
| free(vert_shader_list); |
| } |