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Ian Romanick832dfa52010-06-17 15:04:20 -07001/*
2 * Copyright © 2010 Intel Corporation
3 *
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:
10 *
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
13 * Software.
14 *
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
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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.
22 */
23
24/**
25 * \file linker.cpp
26 * GLSL linker implementation
27 *
28 * Given a set of shaders that are to be linked to generate a final program,
29 * there are three distinct stages.
30 *
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
33 * together.
34 *
35 * - Undefined references in each shader are resolve to definitions in
36 * another shader.
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.
41 *
42 * The result, in the terminology of the GLSL spec, is a set of shader
43 * executables for each processing unit.
44 *
45 * After the first stage is complete, a series of semantic checks are performed
46 * on each of the shader executables.
47 *
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
51 * \c gl_FragColor.
52 *
53 * In the final stage individual shader executables are linked to create a
54 * complete exectuable.
55 *
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.
63 *
64 * \author Ian Romanick <ian.d.romanick@intel.com>
65 */
66#include <cstdlib>
67#include <cstdio>
Ian Romanickf36460e2010-06-23 12:07:22 -070068#include <cstdarg>
Ian Romanick25f51d32010-07-16 15:51:50 -070069#include <climits>
Ian Romanickf36460e2010-06-23 12:07:22 -070070
Chia-I Wubfd7c9a2010-08-23 17:51:42 +080071#include "main/core.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070072#include "glsl_symbol_table.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070073#include "ir.h"
74#include "program.h"
Aras Pranckevicius31747152010-07-29 12:40:49 +030075#include "program/hash_table.h"
Ian Romanick8fe8a812010-07-13 17:36:13 -070076#include "linker.h"
Ian Romanicka7ba9a72010-07-20 13:36:32 -070077#include "ir_optimization.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070078
Ian Romanick3322fba2010-10-14 13:28:42 -070079extern "C" {
80#include "main/shaderobj.h"
81}
82
Ian Romanick832dfa52010-06-17 15:04:20 -070083/**
84 * Visitor that determines whether or not a variable is ever written.
85 */
86class find_assignment_visitor : public ir_hierarchical_visitor {
87public:
88 find_assignment_visitor(const char *name)
89 : name(name), found(false)
90 {
91 /* empty */
92 }
93
94 virtual ir_visitor_status visit_enter(ir_assignment *ir)
95 {
96 ir_variable *const var = ir->lhs->variable_referenced();
97
98 if (strcmp(name, var->name) == 0) {
99 found = true;
100 return visit_stop;
101 }
102
103 return visit_continue_with_parent;
104 }
105
Eric Anholt18a60232010-08-23 11:29:25 -0700106 virtual ir_visitor_status visit_enter(ir_call *ir)
107 {
108 exec_list_iterator sig_iter = ir->get_callee()->parameters.iterator();
109 foreach_iter(exec_list_iterator, iter, *ir) {
110 ir_rvalue *param_rval = (ir_rvalue *)iter.get();
111 ir_variable *sig_param = (ir_variable *)sig_iter.get();
112
113 if (sig_param->mode == ir_var_out ||
114 sig_param->mode == ir_var_inout) {
115 ir_variable *var = param_rval->variable_referenced();
116 if (var && strcmp(name, var->name) == 0) {
117 found = true;
118 return visit_stop;
119 }
120 }
121 sig_iter.next();
122 }
123
124 return visit_continue_with_parent;
125 }
126
Ian Romanick832dfa52010-06-17 15:04:20 -0700127 bool variable_found()
128 {
129 return found;
130 }
131
132private:
133 const char *name; /**< Find writes to a variable with this name. */
134 bool found; /**< Was a write to the variable found? */
135};
136
Ian Romanickc93b8f12010-06-17 15:20:22 -0700137
Ian Romanickc33e78f2010-08-13 12:30:41 -0700138/**
139 * Visitor that determines whether or not a variable is ever read.
140 */
141class find_deref_visitor : public ir_hierarchical_visitor {
142public:
143 find_deref_visitor(const char *name)
144 : name(name), found(false)
145 {
146 /* empty */
147 }
148
149 virtual ir_visitor_status visit(ir_dereference_variable *ir)
150 {
151 if (strcmp(this->name, ir->var->name) == 0) {
152 this->found = true;
153 return visit_stop;
154 }
155
156 return visit_continue;
157 }
158
159 bool variable_found() const
160 {
161 return this->found;
162 }
163
164private:
165 const char *name; /**< Find writes to a variable with this name. */
166 bool found; /**< Was a write to the variable found? */
167};
168
169
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700170void
Eric Anholt849e1812010-06-30 11:49:17 -0700171linker_error_printf(gl_shader_program *prog, const char *fmt, ...)
Ian Romanickf36460e2010-06-23 12:07:22 -0700172{
173 va_list ap;
174
175 prog->InfoLog = talloc_strdup_append(prog->InfoLog, "error: ");
176 va_start(ap, fmt);
177 prog->InfoLog = talloc_vasprintf_append(prog->InfoLog, fmt, ap);
178 va_end(ap);
179}
180
181
182void
Eric Anholt16b68b12010-06-30 11:05:43 -0700183invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode,
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700184 int generic_base)
185{
Eric Anholt16b68b12010-06-30 11:05:43 -0700186 foreach_list(node, sh->ir) {
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700187 ir_variable *const var = ((ir_instruction *) node)->as_variable();
188
189 if ((var == NULL) || (var->mode != (unsigned) mode))
190 continue;
191
192 /* Only assign locations for generic attributes / varyings / etc.
193 */
Ian Romanick68a4fc92010-10-07 17:21:22 -0700194 if ((var->location >= generic_base) && !var->explicit_location)
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700195 var->location = -1;
196 }
197}
198
199
Ian Romanickc93b8f12010-06-17 15:20:22 -0700200/**
Ian Romanick69846702010-06-22 17:29:19 -0700201 * Determine the number of attribute slots required for a particular type
202 *
203 * This code is here because it implements the language rules of a specific
204 * GLSL version. Since it's a property of the language and not a property of
205 * types in general, it doesn't really belong in glsl_type.
206 */
207unsigned
208count_attribute_slots(const glsl_type *t)
209{
210 /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
211 *
212 * "A scalar input counts the same amount against this limit as a vec4,
213 * so applications may want to consider packing groups of four
214 * unrelated float inputs together into a vector to better utilize the
215 * capabilities of the underlying hardware. A matrix input will use up
216 * multiple locations. The number of locations used will equal the
217 * number of columns in the matrix."
218 *
219 * The spec does not explicitly say how arrays are counted. However, it
220 * should be safe to assume the total number of slots consumed by an array
221 * is the number of entries in the array multiplied by the number of slots
222 * consumed by a single element of the array.
223 */
224
225 if (t->is_array())
226 return t->array_size() * count_attribute_slots(t->element_type());
227
228 if (t->is_matrix())
229 return t->matrix_columns;
230
231 return 1;
232}
233
234
235/**
Ian Romanickc93b8f12010-06-17 15:20:22 -0700236 * Verify that a vertex shader executable meets all semantic requirements
237 *
238 * \param shader Vertex shader executable to be verified
239 */
Ian Romanick832dfa52010-06-17 15:04:20 -0700240bool
Eric Anholt849e1812010-06-30 11:49:17 -0700241validate_vertex_shader_executable(struct gl_shader_program *prog,
Eric Anholt16b68b12010-06-30 11:05:43 -0700242 struct gl_shader *shader)
Ian Romanick832dfa52010-06-17 15:04:20 -0700243{
244 if (shader == NULL)
245 return true;
246
Ian Romanick832dfa52010-06-17 15:04:20 -0700247 find_assignment_visitor find("gl_Position");
Eric Anholt16b68b12010-06-30 11:05:43 -0700248 find.run(shader->ir);
Ian Romanick832dfa52010-06-17 15:04:20 -0700249 if (!find.variable_found()) {
Ian Romanickf36460e2010-06-23 12:07:22 -0700250 linker_error_printf(prog,
251 "vertex shader does not write to `gl_Position'\n");
Ian Romanick832dfa52010-06-17 15:04:20 -0700252 return false;
253 }
254
255 return true;
256}
257
258
Ian Romanickc93b8f12010-06-17 15:20:22 -0700259/**
260 * Verify that a fragment shader executable meets all semantic requirements
261 *
262 * \param shader Fragment shader executable to be verified
263 */
Ian Romanick832dfa52010-06-17 15:04:20 -0700264bool
Eric Anholt849e1812010-06-30 11:49:17 -0700265validate_fragment_shader_executable(struct gl_shader_program *prog,
Eric Anholt16b68b12010-06-30 11:05:43 -0700266 struct gl_shader *shader)
Ian Romanick832dfa52010-06-17 15:04:20 -0700267{
268 if (shader == NULL)
269 return true;
270
Ian Romanick832dfa52010-06-17 15:04:20 -0700271 find_assignment_visitor frag_color("gl_FragColor");
272 find_assignment_visitor frag_data("gl_FragData");
273
Eric Anholt16b68b12010-06-30 11:05:43 -0700274 frag_color.run(shader->ir);
275 frag_data.run(shader->ir);
Ian Romanick832dfa52010-06-17 15:04:20 -0700276
Ian Romanick832dfa52010-06-17 15:04:20 -0700277 if (frag_color.variable_found() && frag_data.variable_found()) {
Ian Romanickf36460e2010-06-23 12:07:22 -0700278 linker_error_printf(prog, "fragment shader writes to both "
279 "`gl_FragColor' and `gl_FragData'\n");
Ian Romanick832dfa52010-06-17 15:04:20 -0700280 return false;
281 }
282
283 return true;
284}
285
286
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700287/**
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700288 * Generate a string describing the mode of a variable
289 */
290static const char *
291mode_string(const ir_variable *var)
292{
293 switch (var->mode) {
294 case ir_var_auto:
295 return (var->read_only) ? "global constant" : "global variable";
296
297 case ir_var_uniform: return "uniform";
298 case ir_var_in: return "shader input";
299 case ir_var_out: return "shader output";
300 case ir_var_inout: return "shader inout";
Ian Romanick7e2aa912010-07-19 17:12:42 -0700301
302 case ir_var_temporary:
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700303 default:
304 assert(!"Should not get here.");
305 return "invalid variable";
306 }
307}
308
309
310/**
311 * Perform validation of global variables used across multiple shaders
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700312 */
313bool
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700314cross_validate_globals(struct gl_shader_program *prog,
315 struct gl_shader **shader_list,
316 unsigned num_shaders,
317 bool uniforms_only)
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700318{
319 /* Examine all of the uniforms in all of the shaders and cross validate
320 * them.
321 */
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700322 glsl_symbol_table variables;
323 for (unsigned i = 0; i < num_shaders; i++) {
Ian Romanick3322fba2010-10-14 13:28:42 -0700324 if (shader_list[i] == NULL)
325 continue;
326
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700327 foreach_list(node, shader_list[i]->ir) {
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700328 ir_variable *const var = ((ir_instruction *) node)->as_variable();
329
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700330 if (var == NULL)
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700331 continue;
332
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700333 if (uniforms_only && (var->mode != ir_var_uniform))
334 continue;
335
Ian Romanick7e2aa912010-07-19 17:12:42 -0700336 /* Don't cross validate temporaries that are at global scope. These
337 * will eventually get pulled into the shaders 'main'.
338 */
339 if (var->mode == ir_var_temporary)
340 continue;
341
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700342 /* If a global with this name has already been seen, verify that the
343 * new instance has the same type. In addition, if the globals have
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700344 * initializers, the values of the initializers must be the same.
345 */
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700346 ir_variable *const existing = variables.get_variable(var->name);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700347 if (existing != NULL) {
348 if (var->type != existing->type) {
Ian Romanicka2711d62010-08-29 22:07:49 -0700349 /* Consider the types to be "the same" if both types are arrays
350 * of the same type and one of the arrays is implicitly sized.
351 * In addition, set the type of the linked variable to the
352 * explicitly sized array.
353 */
354 if (var->type->is_array()
355 && existing->type->is_array()
356 && (var->type->fields.array == existing->type->fields.array)
357 && ((var->type->length == 0)
358 || (existing->type->length == 0))) {
Ian Romanick0f4b2a02011-01-25 12:06:18 -0800359 if (var->type->length != 0) {
Ian Romanicka2711d62010-08-29 22:07:49 -0700360 existing->type = var->type;
Ian Romanick6f539212010-12-07 18:30:33 -0800361 }
Ian Romanicka2711d62010-08-29 22:07:49 -0700362 } else {
363 linker_error_printf(prog, "%s `%s' declared as type "
364 "`%s' and type `%s'\n",
365 mode_string(var),
366 var->name, var->type->name,
367 existing->type->name);
368 return false;
369 }
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700370 }
371
Ian Romanick68a4fc92010-10-07 17:21:22 -0700372 if (var->explicit_location) {
373 if (existing->explicit_location
374 && (var->location != existing->location)) {
375 linker_error_printf(prog, "explicit locations for %s "
376 "`%s' have differing values\n",
377 mode_string(var), var->name);
378 return false;
379 }
380
381 existing->location = var->location;
382 existing->explicit_location = true;
383 }
384
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700385 /* FINISHME: Handle non-constant initializers.
386 */
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700387 if (var->constant_value != NULL) {
388 if (existing->constant_value != NULL) {
389 if (!var->constant_value->has_value(existing->constant_value)) {
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700390 linker_error_printf(prog, "initializers for %s "
Ian Romanickf36460e2010-06-23 12:07:22 -0700391 "`%s' have differing values\n",
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700392 mode_string(var), var->name);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700393 return false;
394 }
395 } else
396 /* If the first-seen instance of a particular uniform did not
397 * have an initializer but a later instance does, copy the
398 * initializer to the version stored in the symbol table.
399 */
Ian Romanickde415b72010-07-14 13:22:12 -0700400 /* FINISHME: This is wrong. The constant_value field should
401 * FINISHME: not be modified! Imagine a case where a shader
402 * FINISHME: without an initializer is linked in two different
403 * FINISHME: programs with shaders that have differing
404 * FINISHME: initializers. Linking with the first will
405 * FINISHME: modify the shader, and linking with the second
406 * FINISHME: will fail.
407 */
Eric Anholt8273bd42010-08-04 12:34:56 -0700408 existing->constant_value =
409 var->constant_value->clone(talloc_parent(existing), NULL);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700410 }
Chad Versace7528f142010-11-17 14:34:38 -0800411
412 if (existing->invariant != var->invariant) {
413 linker_error_printf(prog, "declarations for %s `%s' have "
414 "mismatching invariant qualifiers\n",
415 mode_string(var), var->name);
416 return false;
417 }
Chad Versace61428dd2011-01-10 15:29:30 -0800418 if (existing->centroid != var->centroid) {
419 linker_error_printf(prog, "declarations for %s `%s' have "
420 "mismatching centroid qualifiers\n",
421 mode_string(var), var->name);
422 return false;
423 }
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700424 } else
Eric Anholt001eee52010-11-05 06:11:24 -0700425 variables.add_variable(var);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700426 }
427 }
428
429 return true;
430}
431
432
Ian Romanick37101922010-06-18 19:02:10 -0700433/**
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700434 * Perform validation of uniforms used across multiple shader stages
435 */
436bool
437cross_validate_uniforms(struct gl_shader_program *prog)
438{
439 return cross_validate_globals(prog, prog->_LinkedShaders,
Ian Romanick3322fba2010-10-14 13:28:42 -0700440 MESA_SHADER_TYPES, true);
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700441}
442
443
444/**
Ian Romanick37101922010-06-18 19:02:10 -0700445 * Validate that outputs from one stage match inputs of another
446 */
447bool
Eric Anholt849e1812010-06-30 11:49:17 -0700448cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
Eric Anholt16b68b12010-06-30 11:05:43 -0700449 gl_shader *producer, gl_shader *consumer)
Ian Romanick37101922010-06-18 19:02:10 -0700450{
451 glsl_symbol_table parameters;
452 /* FINISHME: Figure these out dynamically. */
453 const char *const producer_stage = "vertex";
454 const char *const consumer_stage = "fragment";
455
456 /* Find all shader outputs in the "producer" stage.
457 */
Eric Anholt16b68b12010-06-30 11:05:43 -0700458 foreach_list(node, producer->ir) {
Ian Romanick37101922010-06-18 19:02:10 -0700459 ir_variable *const var = ((ir_instruction *) node)->as_variable();
460
461 /* FINISHME: For geometry shaders, this should also look for inout
462 * FINISHME: variables.
463 */
464 if ((var == NULL) || (var->mode != ir_var_out))
465 continue;
466
Eric Anholt001eee52010-11-05 06:11:24 -0700467 parameters.add_variable(var);
Ian Romanick37101922010-06-18 19:02:10 -0700468 }
469
470
471 /* Find all shader inputs in the "consumer" stage. Any variables that have
472 * matching outputs already in the symbol table must have the same type and
473 * qualifiers.
474 */
Eric Anholt16b68b12010-06-30 11:05:43 -0700475 foreach_list(node, consumer->ir) {
Ian Romanick37101922010-06-18 19:02:10 -0700476 ir_variable *const input = ((ir_instruction *) node)->as_variable();
477
478 /* FINISHME: For geometry shaders, this should also look for inout
479 * FINISHME: variables.
480 */
481 if ((input == NULL) || (input->mode != ir_var_in))
482 continue;
483
484 ir_variable *const output = parameters.get_variable(input->name);
485 if (output != NULL) {
486 /* Check that the types match between stages.
487 */
488 if (input->type != output->type) {
Ian Romanickcb2b5472010-12-13 15:16:39 -0800489 /* There is a bit of a special case for gl_TexCoord. This
490 * built-in is unsized by default. Appliations that variable
491 * access it must redeclare it with a size. There is some
492 * language in the GLSL spec that implies the fragment shader
493 * and vertex shader do not have to agree on this size. Other
494 * driver behave this way, and one or two applications seem to
495 * rely on it.
496 *
497 * Neither declaration needs to be modified here because the array
498 * sizes are fixed later when update_array_sizes is called.
499 *
500 * From page 48 (page 54 of the PDF) of the GLSL 1.10 spec:
501 *
502 * "Unlike user-defined varying variables, the built-in
503 * varying variables don't have a strict one-to-one
504 * correspondence between the vertex language and the
505 * fragment language."
506 */
507 if (!output->type->is_array()
508 || (strncmp("gl_", output->name, 3) != 0)) {
509 linker_error_printf(prog,
510 "%s shader output `%s' declared as "
511 "type `%s', but %s shader input declared "
512 "as type `%s'\n",
513 producer_stage, output->name,
514 output->type->name,
515 consumer_stage, input->type->name);
516 return false;
517 }
Ian Romanick37101922010-06-18 19:02:10 -0700518 }
519
520 /* Check that all of the qualifiers match between stages.
521 */
522 if (input->centroid != output->centroid) {
Ian Romanickf36460e2010-06-23 12:07:22 -0700523 linker_error_printf(prog,
524 "%s shader output `%s' %s centroid qualifier, "
525 "but %s shader input %s centroid qualifier\n",
526 producer_stage,
527 output->name,
528 (output->centroid) ? "has" : "lacks",
529 consumer_stage,
530 (input->centroid) ? "has" : "lacks");
Ian Romanick37101922010-06-18 19:02:10 -0700531 return false;
532 }
533
534 if (input->invariant != output->invariant) {
Ian Romanickf36460e2010-06-23 12:07:22 -0700535 linker_error_printf(prog,
536 "%s shader output `%s' %s invariant qualifier, "
537 "but %s shader input %s invariant qualifier\n",
538 producer_stage,
539 output->name,
540 (output->invariant) ? "has" : "lacks",
541 consumer_stage,
542 (input->invariant) ? "has" : "lacks");
Ian Romanick37101922010-06-18 19:02:10 -0700543 return false;
544 }
545
546 if (input->interpolation != output->interpolation) {
Ian Romanickf36460e2010-06-23 12:07:22 -0700547 linker_error_printf(prog,
548 "%s shader output `%s' specifies %s "
549 "interpolation qualifier, "
550 "but %s shader input specifies %s "
551 "interpolation qualifier\n",
552 producer_stage,
553 output->name,
554 output->interpolation_string(),
555 consumer_stage,
556 input->interpolation_string());
Ian Romanick37101922010-06-18 19:02:10 -0700557 return false;
558 }
559 }
560 }
561
562 return true;
563}
564
565
Ian Romanick3fb87872010-07-09 14:09:34 -0700566/**
567 * Populates a shaders symbol table with all global declarations
568 */
569static void
570populate_symbol_table(gl_shader *sh)
571{
572 sh->symbols = new(sh) glsl_symbol_table;
573
574 foreach_list(node, sh->ir) {
575 ir_instruction *const inst = (ir_instruction *) node;
576 ir_variable *var;
577 ir_function *func;
578
579 if ((func = inst->as_function()) != NULL) {
Eric Anholte8f5ebf2010-11-05 06:08:45 -0700580 sh->symbols->add_function(func);
Ian Romanick3fb87872010-07-09 14:09:34 -0700581 } else if ((var = inst->as_variable()) != NULL) {
Eric Anholt001eee52010-11-05 06:11:24 -0700582 sh->symbols->add_variable(var);
Ian Romanick3fb87872010-07-09 14:09:34 -0700583 }
584 }
585}
586
587
588/**
Ian Romanick31a97862010-07-12 18:48:50 -0700589 * Remap variables referenced in an instruction tree
590 *
591 * This is used when instruction trees are cloned from one shader and placed in
592 * another. These trees will contain references to \c ir_variable nodes that
593 * do not exist in the target shader. This function finds these \c ir_variable
594 * references and replaces the references with matching variables in the target
595 * shader.
596 *
597 * If there is no matching variable in the target shader, a clone of the
598 * \c ir_variable is made and added to the target shader. The new variable is
599 * added to \b both the instruction stream and the symbol table.
600 *
601 * \param inst IR tree that is to be processed.
602 * \param symbols Symbol table containing global scope symbols in the
603 * linked shader.
604 * \param instructions Instruction stream where new variable declarations
605 * should be added.
606 */
607void
Eric Anholt8273bd42010-08-04 12:34:56 -0700608remap_variables(ir_instruction *inst, struct gl_shader *target,
609 hash_table *temps)
Ian Romanick31a97862010-07-12 18:48:50 -0700610{
611 class remap_visitor : public ir_hierarchical_visitor {
612 public:
Eric Anholt8273bd42010-08-04 12:34:56 -0700613 remap_visitor(struct gl_shader *target,
Ian Romanick7e2aa912010-07-19 17:12:42 -0700614 hash_table *temps)
Ian Romanick31a97862010-07-12 18:48:50 -0700615 {
Eric Anholt8273bd42010-08-04 12:34:56 -0700616 this->target = target;
617 this->symbols = target->symbols;
618 this->instructions = target->ir;
Ian Romanick7e2aa912010-07-19 17:12:42 -0700619 this->temps = temps;
Ian Romanick31a97862010-07-12 18:48:50 -0700620 }
621
622 virtual ir_visitor_status visit(ir_dereference_variable *ir)
623 {
Ian Romanick7e2aa912010-07-19 17:12:42 -0700624 if (ir->var->mode == ir_var_temporary) {
625 ir_variable *var = (ir_variable *) hash_table_find(temps, ir->var);
626
627 assert(var != NULL);
628 ir->var = var;
629 return visit_continue;
630 }
631
Ian Romanick31a97862010-07-12 18:48:50 -0700632 ir_variable *const existing =
633 this->symbols->get_variable(ir->var->name);
634 if (existing != NULL)
635 ir->var = existing;
636 else {
Eric Anholt8273bd42010-08-04 12:34:56 -0700637 ir_variable *copy = ir->var->clone(this->target, NULL);
Ian Romanick31a97862010-07-12 18:48:50 -0700638
Eric Anholt001eee52010-11-05 06:11:24 -0700639 this->symbols->add_variable(copy);
Ian Romanick31a97862010-07-12 18:48:50 -0700640 this->instructions->push_head(copy);
Ian Romanick7e2aa912010-07-19 17:12:42 -0700641 ir->var = copy;
Ian Romanick31a97862010-07-12 18:48:50 -0700642 }
643
644 return visit_continue;
645 }
646
647 private:
Eric Anholt8273bd42010-08-04 12:34:56 -0700648 struct gl_shader *target;
Ian Romanick31a97862010-07-12 18:48:50 -0700649 glsl_symbol_table *symbols;
650 exec_list *instructions;
Ian Romanick7e2aa912010-07-19 17:12:42 -0700651 hash_table *temps;
Ian Romanick31a97862010-07-12 18:48:50 -0700652 };
653
Eric Anholt8273bd42010-08-04 12:34:56 -0700654 remap_visitor v(target, temps);
Ian Romanick31a97862010-07-12 18:48:50 -0700655
656 inst->accept(&v);
657}
658
659
660/**
661 * Move non-declarations from one instruction stream to another
662 *
663 * The intended usage pattern of this function is to pass the pointer to the
Eric Anholt62c47632010-07-29 13:52:25 -0700664 * head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node
Ian Romanick31a97862010-07-12 18:48:50 -0700665 * pointer) for \c last and \c false for \c make_copies on the first
666 * call. Successive calls pass the return value of the previous call for
667 * \c last and \c true for \c make_copies.
668 *
669 * \param instructions Source instruction stream
670 * \param last Instruction after which new instructions should be
671 * inserted in the target instruction stream
672 * \param make_copies Flag selecting whether instructions in \c instructions
673 * should be copied (via \c ir_instruction::clone) into the
674 * target list or moved.
675 *
676 * \return
677 * The new "last" instruction in the target instruction stream. This pointer
678 * is suitable for use as the \c last parameter of a later call to this
679 * function.
680 */
681exec_node *
682move_non_declarations(exec_list *instructions, exec_node *last,
683 bool make_copies, gl_shader *target)
684{
Ian Romanick7e2aa912010-07-19 17:12:42 -0700685 hash_table *temps = NULL;
686
687 if (make_copies)
688 temps = hash_table_ctor(0, hash_table_pointer_hash,
689 hash_table_pointer_compare);
690
Ian Romanick303c99f2010-07-19 12:34:56 -0700691 foreach_list_safe(node, instructions) {
Ian Romanick31a97862010-07-12 18:48:50 -0700692 ir_instruction *inst = (ir_instruction *) node;
693
Ian Romanick7e2aa912010-07-19 17:12:42 -0700694 if (inst->as_function())
Ian Romanick31a97862010-07-12 18:48:50 -0700695 continue;
696
Ian Romanick7e2aa912010-07-19 17:12:42 -0700697 ir_variable *var = inst->as_variable();
698 if ((var != NULL) && (var->mode != ir_var_temporary))
699 continue;
700
701 assert(inst->as_assignment()
702 || ((var != NULL) && (var->mode == ir_var_temporary)));
Ian Romanick31a97862010-07-12 18:48:50 -0700703
704 if (make_copies) {
Eric Anholt8273bd42010-08-04 12:34:56 -0700705 inst = inst->clone(target, NULL);
Ian Romanick7e2aa912010-07-19 17:12:42 -0700706
707 if (var != NULL)
708 hash_table_insert(temps, inst, var);
709 else
Eric Anholt8273bd42010-08-04 12:34:56 -0700710 remap_variables(inst, target, temps);
Ian Romanick31a97862010-07-12 18:48:50 -0700711 } else {
712 inst->remove();
713 }
714
715 last->insert_after(inst);
716 last = inst;
717 }
718
Ian Romanick7e2aa912010-07-19 17:12:42 -0700719 if (make_copies)
720 hash_table_dtor(temps);
721
Ian Romanick31a97862010-07-12 18:48:50 -0700722 return last;
723}
724
725/**
Ian Romanick15ce87e2010-07-09 15:28:22 -0700726 * Get the function signature for main from a shader
727 */
728static ir_function_signature *
729get_main_function_signature(gl_shader *sh)
730{
731 ir_function *const f = sh->symbols->get_function("main");
732 if (f != NULL) {
733 exec_list void_parameters;
734
735 /* Look for the 'void main()' signature and ensure that it's defined.
736 * This keeps the linker from accidentally pick a shader that just
737 * contains a prototype for main.
738 *
739 * We don't have to check for multiple definitions of main (in multiple
740 * shaders) because that would have already been caught above.
741 */
742 ir_function_signature *sig = f->matching_signature(&void_parameters);
743 if ((sig != NULL) && sig->is_defined) {
744 return sig;
745 }
746 }
747
748 return NULL;
749}
750
751
752/**
Ian Romanick3fb87872010-07-09 14:09:34 -0700753 * Combine a group of shaders for a single stage to generate a linked shader
754 *
755 * \note
756 * If this function is supplied a single shader, it is cloned, and the new
757 * shader is returned.
758 */
759static struct gl_shader *
Kenneth Graunke2da02e72010-11-17 11:03:57 -0800760link_intrastage_shaders(void *mem_ctx,
761 struct gl_context *ctx,
Eric Anholt5d0f4302010-08-18 12:02:35 -0700762 struct gl_shader_program *prog,
Ian Romanick3fb87872010-07-09 14:09:34 -0700763 struct gl_shader **shader_list,
764 unsigned num_shaders)
765{
Ian Romanick13f782c2010-06-29 18:53:38 -0700766 /* Check that global variables defined in multiple shaders are consistent.
767 */
768 if (!cross_validate_globals(prog, shader_list, num_shaders, false))
769 return NULL;
770
771 /* Check that there is only a single definition of each function signature
772 * across all shaders.
773 */
774 for (unsigned i = 0; i < (num_shaders - 1); i++) {
775 foreach_list(node, shader_list[i]->ir) {
776 ir_function *const f = ((ir_instruction *) node)->as_function();
777
778 if (f == NULL)
779 continue;
780
781 for (unsigned j = i + 1; j < num_shaders; j++) {
782 ir_function *const other =
783 shader_list[j]->symbols->get_function(f->name);
784
785 /* If the other shader has no function (and therefore no function
786 * signatures) with the same name, skip to the next shader.
787 */
788 if (other == NULL)
789 continue;
790
791 foreach_iter (exec_list_iterator, iter, *f) {
792 ir_function_signature *sig =
793 (ir_function_signature *) iter.get();
794
Kenneth Graunkef412fac2010-09-05 01:48:11 -0700795 if (!sig->is_defined || sig->is_builtin)
Ian Romanick13f782c2010-06-29 18:53:38 -0700796 continue;
797
798 ir_function_signature *other_sig =
799 other->exact_matching_signature(& sig->parameters);
800
801 if ((other_sig != NULL) && other_sig->is_defined
Kenneth Graunkef412fac2010-09-05 01:48:11 -0700802 && !other_sig->is_builtin) {
Ian Romanick13f782c2010-06-29 18:53:38 -0700803 linker_error_printf(prog,
804 "function `%s' is multiply defined",
805 f->name);
806 return NULL;
807 }
808 }
809 }
810 }
811 }
812
813 /* Find the shader that defines main, and make a clone of it.
814 *
815 * Starting with the clone, search for undefined references. If one is
816 * found, find the shader that defines it. Clone the reference and add
817 * it to the shader. Repeat until there are no undefined references or
818 * until a reference cannot be resolved.
819 */
Ian Romanick15ce87e2010-07-09 15:28:22 -0700820 gl_shader *main = NULL;
821 for (unsigned i = 0; i < num_shaders; i++) {
822 if (get_main_function_signature(shader_list[i]) != NULL) {
823 main = shader_list[i];
824 break;
825 }
826 }
Ian Romanick13f782c2010-06-29 18:53:38 -0700827
Ian Romanick15ce87e2010-07-09 15:28:22 -0700828 if (main == NULL) {
829 linker_error_printf(prog, "%s shader lacks `main'\n",
830 (shader_list[0]->Type == GL_VERTEX_SHADER)
831 ? "vertex" : "fragment");
832 return NULL;
833 }
834
Ian Romanick4a455952010-10-13 15:13:02 -0700835 gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
Ian Romanick15ce87e2010-07-09 15:28:22 -0700836 linked->ir = new(linked) exec_list;
Kenneth Graunke2da02e72010-11-17 11:03:57 -0800837 clone_ir_list(mem_ctx, linked->ir, main->ir);
Ian Romanick15ce87e2010-07-09 15:28:22 -0700838
839 populate_symbol_table(linked);
Ian Romanick13f782c2010-06-29 18:53:38 -0700840
Ian Romanick31a97862010-07-12 18:48:50 -0700841 /* The a pointer to the main function in the final linked shader (i.e., the
842 * copy of the original shader that contained the main function).
843 */
844 ir_function_signature *const main_sig = get_main_function_signature(linked);
845
846 /* Move any instructions other than variable declarations or function
847 * declarations into main.
848 */
Ian Romanick9303e352010-07-19 12:33:54 -0700849 exec_node *insertion_point =
850 move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false,
851 linked);
852
Ian Romanick31a97862010-07-12 18:48:50 -0700853 for (unsigned i = 0; i < num_shaders; i++) {
Ian Romanick9303e352010-07-19 12:33:54 -0700854 if (shader_list[i] == main)
855 continue;
856
Ian Romanick31a97862010-07-12 18:48:50 -0700857 insertion_point = move_non_declarations(shader_list[i]->ir,
Ian Romanick9303e352010-07-19 12:33:54 -0700858 insertion_point, true, linked);
Ian Romanick31a97862010-07-12 18:48:50 -0700859 }
860
Ian Romanick13f782c2010-06-29 18:53:38 -0700861 /* Resolve initializers for global variables in the linked shader.
862 */
Ian Romanickd5be2ac2010-07-20 11:29:46 -0700863 unsigned num_linking_shaders = num_shaders;
864 for (unsigned i = 0; i < num_shaders; i++)
865 num_linking_shaders += shader_list[i]->num_builtins_to_link;
866
867 gl_shader **linking_shaders =
868 (gl_shader **) calloc(num_linking_shaders, sizeof(gl_shader *));
869
870 memcpy(linking_shaders, shader_list,
871 sizeof(linking_shaders[0]) * num_shaders);
872
873 unsigned idx = num_shaders;
874 for (unsigned i = 0; i < num_shaders; i++) {
875 memcpy(&linking_shaders[idx], shader_list[i]->builtins_to_link,
876 sizeof(linking_shaders[0]) * shader_list[i]->num_builtins_to_link);
877 idx += shader_list[i]->num_builtins_to_link;
878 }
879
880 assert(idx == num_linking_shaders);
881
Ian Romanick4a455952010-10-13 15:13:02 -0700882 if (!link_function_calls(prog, linked, linking_shaders,
883 num_linking_shaders)) {
884 ctx->Driver.DeleteShader(ctx, linked);
885 linked = NULL;
886 }
Ian Romanickd5be2ac2010-07-20 11:29:46 -0700887
888 free(linking_shaders);
Ian Romanick3fb87872010-07-09 14:09:34 -0700889
Ian Romanickc87e9ef2011-01-25 12:04:08 -0800890 /* Make a pass over all variable declarations to ensure that arrays with
Ian Romanick6f539212010-12-07 18:30:33 -0800891 * unspecified sizes have a size specified. The size is inferred from the
892 * max_array_access field.
893 */
Ian Romanick002cd2c2010-12-07 19:00:44 -0800894 if (linked != NULL) {
Ian Romanickc87e9ef2011-01-25 12:04:08 -0800895 class array_sizing_visitor : public ir_hierarchical_visitor {
896 public:
897 virtual ir_visitor_status visit(ir_variable *var)
898 {
899 if (var->type->is_array() && (var->type->length == 0)) {
900 const glsl_type *type =
901 glsl_type::get_array_instance(var->type->fields.array,
902 var->max_array_access);
Ian Romanick6f539212010-12-07 18:30:33 -0800903
Ian Romanickc87e9ef2011-01-25 12:04:08 -0800904 assert(type != NULL);
905 var->type = type;
906 }
Ian Romanick6f539212010-12-07 18:30:33 -0800907
Ian Romanickc87e9ef2011-01-25 12:04:08 -0800908 return visit_continue;
909 }
910 } v;
Ian Romanick6f539212010-12-07 18:30:33 -0800911
Ian Romanickc87e9ef2011-01-25 12:04:08 -0800912 v.run(linked->ir);
Ian Romanick6f539212010-12-07 18:30:33 -0800913 }
914
Ian Romanick3fb87872010-07-09 14:09:34 -0700915 return linked;
916}
917
918
Ian Romanick019a59b2010-06-21 16:10:42 -0700919struct uniform_node {
920 exec_node link;
921 struct gl_uniform *u;
922 unsigned slots;
923};
924
Eric Anholta721abf2010-08-23 10:32:01 -0700925/**
926 * Update the sizes of linked shader uniform arrays to the maximum
927 * array index used.
928 *
929 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
930 *
931 * If one or more elements of an array are active,
932 * GetActiveUniform will return the name of the array in name,
933 * subject to the restrictions listed above. The type of the array
934 * is returned in type. The size parameter contains the highest
935 * array element index used, plus one. The compiler or linker
936 * determines the highest index used. There will be only one
937 * active uniform reported by the GL per uniform array.
938
939 */
940static void
Eric Anholt586b4b52010-09-28 14:32:16 -0700941update_array_sizes(struct gl_shader_program *prog)
Eric Anholta721abf2010-08-23 10:32:01 -0700942{
Ian Romanick3322fba2010-10-14 13:28:42 -0700943 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
944 if (prog->_LinkedShaders[i] == NULL)
945 continue;
946
Eric Anholta721abf2010-08-23 10:32:01 -0700947 foreach_list(node, prog->_LinkedShaders[i]->ir) {
948 ir_variable *const var = ((ir_instruction *) node)->as_variable();
949
Eric Anholt586b4b52010-09-28 14:32:16 -0700950 if ((var == NULL) || (var->mode != ir_var_uniform &&
951 var->mode != ir_var_in &&
952 var->mode != ir_var_out) ||
Eric Anholta721abf2010-08-23 10:32:01 -0700953 !var->type->is_array())
954 continue;
955
956 unsigned int size = var->max_array_access;
Ian Romanick3322fba2010-10-14 13:28:42 -0700957 for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
958 if (prog->_LinkedShaders[j] == NULL)
959 continue;
960
Eric Anholta721abf2010-08-23 10:32:01 -0700961 foreach_list(node2, prog->_LinkedShaders[j]->ir) {
962 ir_variable *other_var = ((ir_instruction *) node2)->as_variable();
963 if (!other_var)
964 continue;
965
966 if (strcmp(var->name, other_var->name) == 0 &&
967 other_var->max_array_access > size) {
968 size = other_var->max_array_access;
969 }
970 }
971 }
Eric Anholt586b4b52010-09-28 14:32:16 -0700972
Eric Anholta721abf2010-08-23 10:32:01 -0700973 if (size + 1 != var->type->fields.array->length) {
974 var->type = glsl_type::get_array_instance(var->type->fields.array,
975 size + 1);
976 /* FINISHME: We should update the types of array
977 * dereferences of this variable now.
978 */
979 }
980 }
981 }
982}
983
Eric Anholt45388b52010-08-24 13:51:35 -0700984static void
985add_uniform(void *mem_ctx, exec_list *uniforms, struct hash_table *ht,
986 const char *name, const glsl_type *type, GLenum shader_type,
987 unsigned *next_shader_pos, unsigned *total_uniforms)
988{
989 if (type->is_record()) {
990 for (unsigned int i = 0; i < type->length; i++) {
991 const glsl_type *field_type = type->fields.structure[i].type;
992 char *field_name = talloc_asprintf(mem_ctx, "%s.%s", name,
993 type->fields.structure[i].name);
994
995 add_uniform(mem_ctx, uniforms, ht, field_name, field_type,
996 shader_type, next_shader_pos, total_uniforms);
997 }
998 } else {
999 uniform_node *n = (uniform_node *) hash_table_find(ht, name);
1000 unsigned int vec4_slots;
1001 const glsl_type *array_elem_type = NULL;
1002
1003 if (type->is_array()) {
1004 array_elem_type = type->fields.array;
1005 /* Array of structures. */
1006 if (array_elem_type->is_record()) {
1007 for (unsigned int i = 0; i < type->length; i++) {
1008 char *elem_name = talloc_asprintf(mem_ctx, "%s[%d]", name, i);
1009 add_uniform(mem_ctx, uniforms, ht, elem_name, array_elem_type,
1010 shader_type, next_shader_pos, total_uniforms);
1011 }
1012 return;
1013 }
1014 }
1015
1016 /* Fix the storage size of samplers at 1 vec4 each. Be sure to pad out
1017 * vectors to vec4 slots.
1018 */
1019 if (type->is_array()) {
1020 if (array_elem_type->is_sampler())
1021 vec4_slots = type->length;
1022 else
1023 vec4_slots = type->length * array_elem_type->matrix_columns;
1024 } else if (type->is_sampler()) {
1025 vec4_slots = 1;
1026 } else {
1027 vec4_slots = type->matrix_columns;
1028 }
1029
1030 if (n == NULL) {
1031 n = (uniform_node *) calloc(1, sizeof(struct uniform_node));
1032 n->u = (gl_uniform *) calloc(1, sizeof(struct gl_uniform));
1033 n->slots = vec4_slots;
1034
1035 n->u->Name = strdup(name);
Eric Anholt0924ba02010-08-24 14:27:27 -07001036 n->u->Type = type;
Eric Anholt45388b52010-08-24 13:51:35 -07001037 n->u->VertPos = -1;
1038 n->u->FragPos = -1;
1039 n->u->GeomPos = -1;
1040 (*total_uniforms)++;
1041
1042 hash_table_insert(ht, n, name);
1043 uniforms->push_tail(& n->link);
1044 }
1045
1046 switch (shader_type) {
1047 case GL_VERTEX_SHADER:
1048 n->u->VertPos = *next_shader_pos;
1049 break;
1050 case GL_FRAGMENT_SHADER:
1051 n->u->FragPos = *next_shader_pos;
1052 break;
1053 case GL_GEOMETRY_SHADER:
1054 n->u->GeomPos = *next_shader_pos;
1055 break;
1056 }
1057
1058 (*next_shader_pos) += vec4_slots;
1059 }
1060}
1061
Ian Romanickabee16e2010-06-21 16:16:05 -07001062void
Eric Anholt849e1812010-06-30 11:49:17 -07001063assign_uniform_locations(struct gl_shader_program *prog)
Ian Romanick019a59b2010-06-21 16:10:42 -07001064{
1065 /* */
1066 exec_list uniforms;
1067 unsigned total_uniforms = 0;
1068 hash_table *ht = hash_table_ctor(32, hash_table_string_hash,
1069 hash_table_string_compare);
Eric Anholt45388b52010-08-24 13:51:35 -07001070 void *mem_ctx = talloc_new(NULL);
Ian Romanick019a59b2010-06-21 16:10:42 -07001071
Ian Romanick3322fba2010-10-14 13:28:42 -07001072 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1073 if (prog->_LinkedShaders[i] == NULL)
1074 continue;
1075
Ian Romanick019a59b2010-06-21 16:10:42 -07001076 unsigned next_position = 0;
1077
Eric Anholt16b68b12010-06-30 11:05:43 -07001078 foreach_list(node, prog->_LinkedShaders[i]->ir) {
Ian Romanick019a59b2010-06-21 16:10:42 -07001079 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1080
1081 if ((var == NULL) || (var->mode != ir_var_uniform))
1082 continue;
1083
Eric Anholt45388b52010-08-24 13:51:35 -07001084 if (strncmp(var->name, "gl_", 3) == 0) {
1085 /* At the moment, we don't allocate uniform locations for
1086 * builtin uniforms. It's permitted by spec, and we'll
1087 * likely switch to doing that at some point, but not yet.
Eric Anholt8d61a232010-08-05 16:00:46 -07001088 */
1089 continue;
1090 }
Ian Romanick019a59b2010-06-21 16:10:42 -07001091
Ian Romanick019a59b2010-06-21 16:10:42 -07001092 var->location = next_position;
Eric Anholt45388b52010-08-24 13:51:35 -07001093 add_uniform(mem_ctx, &uniforms, ht, var->name, var->type,
1094 prog->_LinkedShaders[i]->Type,
1095 &next_position, &total_uniforms);
Ian Romanick019a59b2010-06-21 16:10:42 -07001096 }
1097 }
1098
Eric Anholt45388b52010-08-24 13:51:35 -07001099 talloc_free(mem_ctx);
1100
Ian Romanick019a59b2010-06-21 16:10:42 -07001101 gl_uniform_list *ul = (gl_uniform_list *)
1102 calloc(1, sizeof(gl_uniform_list));
1103
1104 ul->Size = total_uniforms;
1105 ul->NumUniforms = total_uniforms;
1106 ul->Uniforms = (gl_uniform *) calloc(total_uniforms, sizeof(gl_uniform));
1107
1108 unsigned idx = 0;
1109 uniform_node *next;
1110 for (uniform_node *node = (uniform_node *) uniforms.head
1111 ; node->link.next != NULL
1112 ; node = next) {
1113 next = (uniform_node *) node->link.next;
1114
1115 node->link.remove();
Eric Anholt45388b52010-08-24 13:51:35 -07001116 memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform));
1117 idx++;
Ian Romanick019a59b2010-06-21 16:10:42 -07001118
1119 free(node->u);
1120 free(node);
1121 }
1122
1123 hash_table_dtor(ht);
1124
Ian Romanickabee16e2010-06-21 16:16:05 -07001125 prog->Uniforms = ul;
Ian Romanick019a59b2010-06-21 16:10:42 -07001126}
1127
1128
Ian Romanick69846702010-06-22 17:29:19 -07001129/**
1130 * Find a contiguous set of available bits in a bitmask
1131 *
1132 * \param used_mask Bits representing used (1) and unused (0) locations
1133 * \param needed_count Number of contiguous bits needed.
1134 *
1135 * \return
1136 * Base location of the available bits on success or -1 on failure.
1137 */
1138int
1139find_available_slots(unsigned used_mask, unsigned needed_count)
1140{
1141 unsigned needed_mask = (1 << needed_count) - 1;
1142 const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count;
1143
1144 /* The comparison to 32 is redundant, but without it GCC emits "warning:
1145 * cannot optimize possibly infinite loops" for the loop below.
1146 */
1147 if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32))
1148 return -1;
1149
1150 for (int i = 0; i <= max_bit_to_test; i++) {
1151 if ((needed_mask & ~used_mask) == needed_mask)
1152 return i;
1153
1154 needed_mask <<= 1;
1155 }
1156
1157 return -1;
1158}
1159
1160
1161bool
Eric Anholt849e1812010-06-30 11:49:17 -07001162assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index)
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001163{
Ian Romanick9342d262010-06-22 17:41:37 -07001164 /* Mark invalid attribute locations as being used.
1165 */
1166 unsigned used_locations = (max_attribute_index >= 32)
1167 ? ~0 : ~((1 << max_attribute_index) - 1);
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001168
Eric Anholt16b68b12010-06-30 11:05:43 -07001169 gl_shader *const sh = prog->_LinkedShaders[0];
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001170 assert(sh->Type == GL_VERTEX_SHADER);
1171
Ian Romanick69846702010-06-22 17:29:19 -07001172 /* Operate in a total of four passes.
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001173 *
1174 * 1. Invalidate the location assignments for all vertex shader inputs.
1175 *
1176 * 2. Assign locations for inputs that have user-defined (via
1177 * glBindVertexAttribLocation) locatoins.
1178 *
Ian Romanick69846702010-06-22 17:29:19 -07001179 * 3. Sort the attributes without assigned locations by number of slots
1180 * required in decreasing order. Fragmentation caused by attribute
1181 * locations assigned by the application may prevent large attributes
1182 * from having enough contiguous space.
1183 *
1184 * 4. Assign locations to any inputs without assigned locations.
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001185 */
1186
1187 invalidate_variable_locations(sh, ir_var_in, VERT_ATTRIB_GENERIC0);
1188
Ian Romanick553dcdc2010-06-23 12:14:02 -07001189 if (prog->Attributes != NULL) {
1190 for (unsigned i = 0; i < prog->Attributes->NumParameters; i++) {
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001191 ir_variable *const var =
Ian Romanick553dcdc2010-06-23 12:14:02 -07001192 sh->symbols->get_variable(prog->Attributes->Parameters[i].Name);
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001193
Ian Romanick69846702010-06-22 17:29:19 -07001194 /* Note: attributes that occupy multiple slots, such as arrays or
1195 * matrices, may appear in the attrib array multiple times.
1196 */
1197 if ((var == NULL) || (var->location != -1))
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001198 continue;
1199
Ian Romanick69846702010-06-22 17:29:19 -07001200 /* From page 61 of the OpenGL 4.0 spec:
1201 *
1202 * "LinkProgram will fail if the attribute bindings assigned by
1203 * BindAttribLocation do not leave not enough space to assign a
1204 * location for an active matrix attribute or an active attribute
1205 * array, both of which require multiple contiguous generic
1206 * attributes."
1207 *
1208 * Previous versions of the spec contain similar language but omit the
1209 * bit about attribute arrays.
1210 *
1211 * Page 61 of the OpenGL 4.0 spec also says:
1212 *
1213 * "It is possible for an application to bind more than one
1214 * attribute name to the same location. This is referred to as
1215 * aliasing. This will only work if only one of the aliased
1216 * attributes is active in the executable program, or if no path
1217 * through the shader consumes more than one attribute of a set
1218 * of attributes aliased to the same location. A link error can
1219 * occur if the linker determines that every path through the
1220 * shader consumes multiple aliased attributes, but
1221 * implementations are not required to generate an error in this
1222 * case."
1223 *
1224 * These two paragraphs are either somewhat contradictory, or I don't
1225 * fully understand one or both of them.
1226 */
1227 /* FINISHME: The code as currently written does not support attribute
1228 * FINISHME: location aliasing (see comment above).
1229 */
Ian Romanick553dcdc2010-06-23 12:14:02 -07001230 const int attr = prog->Attributes->Parameters[i].StateIndexes[0];
Ian Romanick69846702010-06-22 17:29:19 -07001231 const unsigned slots = count_attribute_slots(var->type);
1232
1233 /* Mask representing the contiguous slots that will be used by this
1234 * attribute.
1235 */
1236 const unsigned use_mask = (1 << slots) - 1;
1237
1238 /* Generate a link error if the set of bits requested for this
1239 * attribute overlaps any previously allocated bits.
1240 */
1241 if ((~(use_mask << attr) & used_locations) != used_locations) {
Ian Romanick553dcdc2010-06-23 12:14:02 -07001242 linker_error_printf(prog,
1243 "insufficient contiguous attribute locations "
1244 "available for vertex shader input `%s'",
1245 var->name);
Ian Romanick69846702010-06-22 17:29:19 -07001246 return false;
1247 }
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001248
1249 var->location = VERT_ATTRIB_GENERIC0 + attr;
Ian Romanick69846702010-06-22 17:29:19 -07001250 used_locations |= (use_mask << attr);
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001251 }
1252 }
1253
Ian Romanick69846702010-06-22 17:29:19 -07001254 /* Temporary storage for the set of attributes that need locations assigned.
1255 */
1256 struct temp_attr {
1257 unsigned slots;
1258 ir_variable *var;
1259
1260 /* Used below in the call to qsort. */
1261 static int compare(const void *a, const void *b)
1262 {
1263 const temp_attr *const l = (const temp_attr *) a;
1264 const temp_attr *const r = (const temp_attr *) b;
1265
1266 /* Reversed because we want a descending order sort below. */
1267 return r->slots - l->slots;
1268 }
1269 } to_assign[16];
1270
1271 unsigned num_attr = 0;
1272
Eric Anholt16b68b12010-06-30 11:05:43 -07001273 foreach_list(node, sh->ir) {
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001274 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1275
1276 if ((var == NULL) || (var->mode != ir_var_in))
1277 continue;
1278
Ian Romanick68a4fc92010-10-07 17:21:22 -07001279 if (var->explicit_location) {
1280 const unsigned slots = count_attribute_slots(var->type);
1281 const unsigned use_mask = (1 << slots) - 1;
1282 const int attr = var->location - VERT_ATTRIB_GENERIC0;
1283
1284 if ((var->location >= (int)(max_attribute_index + VERT_ATTRIB_GENERIC0))
1285 || (var->location < 0)) {
1286 linker_error_printf(prog,
1287 "invalid explicit location %d specified for "
1288 "`%s'\n",
1289 (var->location < 0) ? var->location : attr,
1290 var->name);
1291 return false;
1292 } else if (var->location >= VERT_ATTRIB_GENERIC0) {
1293 used_locations |= (use_mask << attr);
1294 }
1295 }
1296
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001297 /* The location was explicitly assigned, nothing to do here.
1298 */
1299 if (var->location != -1)
1300 continue;
1301
Ian Romanick69846702010-06-22 17:29:19 -07001302 to_assign[num_attr].slots = count_attribute_slots(var->type);
1303 to_assign[num_attr].var = var;
1304 num_attr++;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001305 }
Ian Romanick69846702010-06-22 17:29:19 -07001306
1307 /* If all of the attributes were assigned locations by the application (or
1308 * are built-in attributes with fixed locations), return early. This should
1309 * be the common case.
1310 */
1311 if (num_attr == 0)
1312 return true;
1313
1314 qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
1315
Ian Romanick982e3792010-06-29 18:58:20 -07001316 /* VERT_ATTRIB_GENERIC0 is a psdueo-alias for VERT_ATTRIB_POS. It can only
1317 * be explicitly assigned by via glBindAttribLocation. Mark it as reserved
1318 * to prevent it from being automatically allocated below.
1319 */
Ian Romanickc33e78f2010-08-13 12:30:41 -07001320 find_deref_visitor find("gl_Vertex");
1321 find.run(sh->ir);
1322 if (find.variable_found())
1323 used_locations |= (1 << 0);
Ian Romanick982e3792010-06-29 18:58:20 -07001324
Ian Romanick69846702010-06-22 17:29:19 -07001325 for (unsigned i = 0; i < num_attr; i++) {
1326 /* Mask representing the contiguous slots that will be used by this
1327 * attribute.
1328 */
1329 const unsigned use_mask = (1 << to_assign[i].slots) - 1;
1330
1331 int location = find_available_slots(used_locations, to_assign[i].slots);
1332
1333 if (location < 0) {
Ian Romanick553dcdc2010-06-23 12:14:02 -07001334 linker_error_printf(prog,
1335 "insufficient contiguous attribute locations "
1336 "available for vertex shader input `%s'",
1337 to_assign[i].var->name);
Ian Romanick69846702010-06-22 17:29:19 -07001338 return false;
1339 }
1340
1341 to_assign[i].var->location = VERT_ATTRIB_GENERIC0 + location;
1342 used_locations |= (use_mask << location);
1343 }
1344
1345 return true;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001346}
1347
1348
Ian Romanick40e114b2010-08-17 14:55:50 -07001349/**
Ian Romanickcc90e622010-10-19 17:59:10 -07001350 * Demote shader inputs and outputs that are not used in other stages
Ian Romanick40e114b2010-08-17 14:55:50 -07001351 */
1352void
Ian Romanickcc90e622010-10-19 17:59:10 -07001353demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
Ian Romanick40e114b2010-08-17 14:55:50 -07001354{
1355 foreach_list(node, sh->ir) {
1356 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1357
Ian Romanickcc90e622010-10-19 17:59:10 -07001358 if ((var == NULL) || (var->mode != int(mode)))
Ian Romanick40e114b2010-08-17 14:55:50 -07001359 continue;
1360
Ian Romanickcc90e622010-10-19 17:59:10 -07001361 /* A shader 'in' or 'out' variable is only really an input or output if
1362 * its value is used by other shader stages. This will cause the variable
1363 * to have a location assigned.
Ian Romanick40e114b2010-08-17 14:55:50 -07001364 */
1365 if (var->location == -1) {
1366 var->mode = ir_var_auto;
1367 }
1368 }
1369}
1370
1371
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001372void
Eric Anholtb7062832010-07-28 13:52:23 -07001373assign_varying_locations(struct gl_shader_program *prog,
1374 gl_shader *producer, gl_shader *consumer)
Ian Romanick0e59b262010-06-23 11:23:01 -07001375{
1376 /* FINISHME: Set dynamically when geometry shader support is added. */
1377 unsigned output_index = VERT_RESULT_VAR0;
1378 unsigned input_index = FRAG_ATTRIB_VAR0;
1379
1380 /* Operate in a total of three passes.
1381 *
1382 * 1. Assign locations for any matching inputs and outputs.
1383 *
1384 * 2. Mark output variables in the producer that do not have locations as
1385 * not being outputs. This lets the optimizer eliminate them.
1386 *
1387 * 3. Mark input variables in the consumer that do not have locations as
1388 * not being inputs. This lets the optimizer eliminate them.
1389 */
1390
1391 invalidate_variable_locations(producer, ir_var_out, VERT_RESULT_VAR0);
1392 invalidate_variable_locations(consumer, ir_var_in, FRAG_ATTRIB_VAR0);
1393
Eric Anholt16b68b12010-06-30 11:05:43 -07001394 foreach_list(node, producer->ir) {
Ian Romanick0e59b262010-06-23 11:23:01 -07001395 ir_variable *const output_var = ((ir_instruction *) node)->as_variable();
1396
1397 if ((output_var == NULL) || (output_var->mode != ir_var_out)
1398 || (output_var->location != -1))
1399 continue;
1400
1401 ir_variable *const input_var =
1402 consumer->symbols->get_variable(output_var->name);
1403
1404 if ((input_var == NULL) || (input_var->mode != ir_var_in))
1405 continue;
1406
1407 assert(input_var->location == -1);
1408
Ian Romanick0e59b262010-06-23 11:23:01 -07001409 output_var->location = output_index;
1410 input_var->location = input_index;
1411
Ian Romanickdf869d92010-08-30 15:37:44 -07001412 /* FINISHME: Support for "varying" records in GLSL 1.50. */
1413 assert(!output_var->type->is_record());
1414
1415 if (output_var->type->is_array()) {
1416 const unsigned slots = output_var->type->length
1417 * output_var->type->fields.array->matrix_columns;
1418
1419 output_index += slots;
1420 input_index += slots;
1421 } else {
1422 const unsigned slots = output_var->type->matrix_columns;
1423
1424 output_index += slots;
1425 input_index += slots;
1426 }
Ian Romanick0e59b262010-06-23 11:23:01 -07001427 }
1428
Eric Anholt16b68b12010-06-30 11:05:43 -07001429 foreach_list(node, consumer->ir) {
Ian Romanick0e59b262010-06-23 11:23:01 -07001430 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1431
1432 if ((var == NULL) || (var->mode != ir_var_in))
1433 continue;
1434
Eric Anholtb7062832010-07-28 13:52:23 -07001435 if (var->location == -1) {
1436 if (prog->Version <= 120) {
1437 /* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec:
1438 *
1439 * Only those varying variables used (i.e. read) in
1440 * the fragment shader executable must be written to
1441 * by the vertex shader executable; declaring
1442 * superfluous varying variables in a vertex shader is
1443 * permissible.
1444 *
1445 * We interpret this text as meaning that the VS must
1446 * write the variable for the FS to read it. See
1447 * "glsl1-varying read but not written" in piglit.
1448 */
1449
1450 linker_error_printf(prog, "fragment shader varying %s not written "
1451 "by vertex shader\n.", var->name);
1452 prog->LinkStatus = false;
1453 }
1454
1455 /* An 'in' variable is only really a shader input if its
1456 * value is written by the previous stage.
1457 */
Eric Anholtb7062832010-07-28 13:52:23 -07001458 var->mode = ir_var_auto;
1459 }
Ian Romanick0e59b262010-06-23 11:23:01 -07001460 }
1461}
1462
1463
1464void
Kristian Høgsbergf9995b32010-10-12 12:26:10 -04001465link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
Ian Romanick832dfa52010-06-17 15:04:20 -07001466{
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001467 void *mem_ctx = talloc_init("temporary linker context");
1468
Ian Romanick832dfa52010-06-17 15:04:20 -07001469 prog->LinkStatus = false;
1470 prog->Validated = false;
1471 prog->_Used = false;
1472
Ian Romanickf36460e2010-06-23 12:07:22 -07001473 if (prog->InfoLog != NULL)
1474 talloc_free(prog->InfoLog);
1475
1476 prog->InfoLog = talloc_strdup(NULL, "");
1477
Ian Romanick832dfa52010-06-17 15:04:20 -07001478 /* Separate the shaders into groups based on their type.
1479 */
Eric Anholt16b68b12010-06-30 11:05:43 -07001480 struct gl_shader **vert_shader_list;
Ian Romanick832dfa52010-06-17 15:04:20 -07001481 unsigned num_vert_shaders = 0;
Eric Anholt16b68b12010-06-30 11:05:43 -07001482 struct gl_shader **frag_shader_list;
Ian Romanick832dfa52010-06-17 15:04:20 -07001483 unsigned num_frag_shaders = 0;
1484
Eric Anholt16b68b12010-06-30 11:05:43 -07001485 vert_shader_list = (struct gl_shader **)
1486 calloc(2 * prog->NumShaders, sizeof(struct gl_shader *));
Ian Romanick832dfa52010-06-17 15:04:20 -07001487 frag_shader_list = &vert_shader_list[prog->NumShaders];
1488
Ian Romanick25f51d32010-07-16 15:51:50 -07001489 unsigned min_version = UINT_MAX;
1490 unsigned max_version = 0;
Ian Romanick832dfa52010-06-17 15:04:20 -07001491 for (unsigned i = 0; i < prog->NumShaders; i++) {
Ian Romanick25f51d32010-07-16 15:51:50 -07001492 min_version = MIN2(min_version, prog->Shaders[i]->Version);
1493 max_version = MAX2(max_version, prog->Shaders[i]->Version);
1494
Ian Romanick832dfa52010-06-17 15:04:20 -07001495 switch (prog->Shaders[i]->Type) {
1496 case GL_VERTEX_SHADER:
1497 vert_shader_list[num_vert_shaders] = prog->Shaders[i];
1498 num_vert_shaders++;
1499 break;
1500 case GL_FRAGMENT_SHADER:
1501 frag_shader_list[num_frag_shaders] = prog->Shaders[i];
1502 num_frag_shaders++;
1503 break;
1504 case GL_GEOMETRY_SHADER:
1505 /* FINISHME: Support geometry shaders. */
1506 assert(prog->Shaders[i]->Type != GL_GEOMETRY_SHADER);
1507 break;
1508 }
1509 }
1510
Ian Romanick25f51d32010-07-16 15:51:50 -07001511 /* Previous to GLSL version 1.30, different compilation units could mix and
1512 * match shading language versions. With GLSL 1.30 and later, the versions
1513 * of all shaders must match.
1514 */
Kenneth Graunke5a81d052010-08-31 09:33:58 -07001515 assert(min_version >= 100);
Ian Romanick25f51d32010-07-16 15:51:50 -07001516 assert(max_version <= 130);
Kenneth Graunke5a81d052010-08-31 09:33:58 -07001517 if ((max_version >= 130 || min_version == 100)
1518 && min_version != max_version) {
Ian Romanick25f51d32010-07-16 15:51:50 -07001519 linker_error_printf(prog, "all shaders must use same shading "
1520 "language version\n");
1521 goto done;
1522 }
1523
1524 prog->Version = max_version;
1525
Ian Romanick3322fba2010-10-14 13:28:42 -07001526 for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
1527 if (prog->_LinkedShaders[i] != NULL)
1528 ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
1529
1530 prog->_LinkedShaders[i] = NULL;
Eric Anholt5d0f4302010-08-18 12:02:35 -07001531 }
1532
Ian Romanickcd6764e2010-07-16 16:00:07 -07001533 /* Link all shaders for a particular stage and validate the result.
1534 */
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001535 if (num_vert_shaders > 0) {
Ian Romanick3fb87872010-07-09 14:09:34 -07001536 gl_shader *const sh =
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001537 link_intrastage_shaders(mem_ctx, ctx, prog, vert_shader_list,
1538 num_vert_shaders);
Ian Romanick3fb87872010-07-09 14:09:34 -07001539
1540 if (sh == NULL)
1541 goto done;
1542
1543 if (!validate_vertex_shader_executable(prog, sh))
Ian Romanickf29ff6e2010-10-14 17:55:17 -07001544 goto done;
Ian Romanick3fb87872010-07-09 14:09:34 -07001545
Ian Romanick3322fba2010-10-14 13:28:42 -07001546 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_VERTEX],
1547 sh);
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001548 }
1549
1550 if (num_frag_shaders > 0) {
Ian Romanick3fb87872010-07-09 14:09:34 -07001551 gl_shader *const sh =
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001552 link_intrastage_shaders(mem_ctx, ctx, prog, frag_shader_list,
1553 num_frag_shaders);
Ian Romanick3fb87872010-07-09 14:09:34 -07001554
1555 if (sh == NULL)
1556 goto done;
1557
1558 if (!validate_fragment_shader_executable(prog, sh))
Ian Romanickf29ff6e2010-10-14 17:55:17 -07001559 goto done;
Ian Romanick3fb87872010-07-09 14:09:34 -07001560
Ian Romanick3322fba2010-10-14 13:28:42 -07001561 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
1562 sh);
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001563 }
1564
Ian Romanick3ed850e2010-06-23 12:18:21 -07001565 /* Here begins the inter-stage linking phase. Some initial validation is
1566 * performed, then locations are assigned for uniforms, attributes, and
1567 * varyings.
1568 */
Ian Romanicked1fe3d2010-06-23 12:09:14 -07001569 if (cross_validate_uniforms(prog)) {
Ian Romanick3322fba2010-10-14 13:28:42 -07001570 unsigned prev;
1571
1572 for (prev = 0; prev < MESA_SHADER_TYPES; prev++) {
1573 if (prog->_LinkedShaders[prev] != NULL)
1574 break;
1575 }
1576
Ian Romanick37101922010-06-18 19:02:10 -07001577 /* Validate the inputs of each stage with the output of the preceeding
1578 * stage.
1579 */
Ian Romanick3322fba2010-10-14 13:28:42 -07001580 for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
1581 if (prog->_LinkedShaders[i] == NULL)
1582 continue;
1583
Ian Romanickf36460e2010-06-23 12:07:22 -07001584 if (!cross_validate_outputs_to_inputs(prog,
Ian Romanick3322fba2010-10-14 13:28:42 -07001585 prog->_LinkedShaders[prev],
Ian Romanickabee16e2010-06-21 16:16:05 -07001586 prog->_LinkedShaders[i]))
Ian Romanick37101922010-06-18 19:02:10 -07001587 goto done;
Ian Romanick3322fba2010-10-14 13:28:42 -07001588
1589 prev = i;
Ian Romanick37101922010-06-18 19:02:10 -07001590 }
1591
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001592 prog->LinkStatus = true;
Ian Romanick37101922010-06-18 19:02:10 -07001593 }
Ian Romanick832dfa52010-06-17 15:04:20 -07001594
Eric Anholt2f4fe152010-08-10 13:06:49 -07001595 /* Do common optimization before assigning storage for attributes,
1596 * uniforms, and varyings. Later optimization could possibly make
1597 * some of that unused.
1598 */
Ian Romanick3322fba2010-10-14 13:28:42 -07001599 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1600 if (prog->_LinkedShaders[i] == NULL)
1601 continue;
1602
Luca Barbierie591c462010-09-05 22:29:58 +02001603 while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, 32))
Eric Anholt2f4fe152010-08-10 13:06:49 -07001604 ;
Ian Romanicka7ba9a72010-07-20 13:36:32 -07001605 }
Ian Romanick13e10e42010-06-21 12:03:24 -07001606
Eric Anholt586b4b52010-09-28 14:32:16 -07001607 update_array_sizes(prog);
1608
Ian Romanickabee16e2010-06-21 16:16:05 -07001609 assign_uniform_locations(prog);
Ian Romanick13e10e42010-06-21 12:03:24 -07001610
Ian Romanick3322fba2010-10-14 13:28:42 -07001611 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
Ian Romanick9342d262010-06-22 17:41:37 -07001612 /* FINISHME: The value of the max_attribute_index parameter is
1613 * FINISHME: implementation dependent based on the value of
1614 * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
1615 * FINISHME: at least 16, so hardcode 16 for now.
1616 */
Ian Romanick4b5489d2010-10-07 17:20:15 -07001617 if (!assign_attribute_locations(prog, 16)) {
1618 prog->LinkStatus = false;
Ian Romanick69846702010-06-22 17:29:19 -07001619 goto done;
Ian Romanick4b5489d2010-10-07 17:20:15 -07001620 }
Ian Romanick40e114b2010-08-17 14:55:50 -07001621 }
1622
Ian Romanick3322fba2010-10-14 13:28:42 -07001623 unsigned prev;
1624 for (prev = 0; prev < MESA_SHADER_TYPES; prev++) {
1625 if (prog->_LinkedShaders[prev] != NULL)
1626 break;
1627 }
1628
1629 for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
1630 if (prog->_LinkedShaders[i] == NULL)
1631 continue;
1632
Eric Anholtb7062832010-07-28 13:52:23 -07001633 assign_varying_locations(prog,
Ian Romanick3322fba2010-10-14 13:28:42 -07001634 prog->_LinkedShaders[prev],
Ian Romanick0e59b262010-06-23 11:23:01 -07001635 prog->_LinkedShaders[i]);
Ian Romanick3322fba2010-10-14 13:28:42 -07001636 prev = i;
1637 }
Ian Romanick13e10e42010-06-21 12:03:24 -07001638
Ian Romanickcc90e622010-10-19 17:59:10 -07001639 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
1640 demote_shader_inputs_and_outputs(prog->_LinkedShaders[MESA_SHADER_VERTEX],
1641 ir_var_out);
1642 }
1643
1644 if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
1645 gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
1646
1647 demote_shader_inputs_and_outputs(sh, ir_var_in);
1648 demote_shader_inputs_and_outputs(sh, ir_var_inout);
1649 demote_shader_inputs_and_outputs(sh, ir_var_out);
1650 }
1651
1652 if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
1653 gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
1654
1655 demote_shader_inputs_and_outputs(sh, ir_var_in);
1656 }
1657
Ian Romanick13e10e42010-06-21 12:03:24 -07001658 /* FINISHME: Assign fragment shader output locations. */
1659
Ian Romanick832dfa52010-06-17 15:04:20 -07001660done:
1661 free(vert_shader_list);
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001662
1663 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1664 if (prog->_LinkedShaders[i] == NULL)
1665 continue;
1666
1667 /* Retain any live IR, but trash the rest. */
1668 reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);
1669 }
1670
1671 talloc_free(mem_ctx);
Ian Romanick832dfa52010-06-17 15:04:20 -07001672}