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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 */
Ian Romanickf36460e2010-06-23 12:07:22 -070066
Chia-I Wubfd7c9a2010-08-23 17:51:42 +080067#include "main/core.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070068#include "glsl_symbol_table.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070069#include "ir.h"
70#include "program.h"
Aras Pranckevicius31747152010-07-29 12:40:49 +030071#include "program/hash_table.h"
Ian Romanick8fe8a812010-07-13 17:36:13 -070072#include "linker.h"
Ian Romanicka7ba9a72010-07-20 13:36:32 -070073#include "ir_optimization.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070074
Ian Romanick3322fba2010-10-14 13:28:42 -070075extern "C" {
76#include "main/shaderobj.h"
77}
78
Ian Romanick832dfa52010-06-17 15:04:20 -070079/**
80 * Visitor that determines whether or not a variable is ever written.
81 */
82class find_assignment_visitor : public ir_hierarchical_visitor {
83public:
84 find_assignment_visitor(const char *name)
85 : name(name), found(false)
86 {
87 /* empty */
88 }
89
90 virtual ir_visitor_status visit_enter(ir_assignment *ir)
91 {
92 ir_variable *const var = ir->lhs->variable_referenced();
93
94 if (strcmp(name, var->name) == 0) {
95 found = true;
96 return visit_stop;
97 }
98
99 return visit_continue_with_parent;
100 }
101
Eric Anholt18a60232010-08-23 11:29:25 -0700102 virtual ir_visitor_status visit_enter(ir_call *ir)
103 {
104 exec_list_iterator sig_iter = ir->get_callee()->parameters.iterator();
105 foreach_iter(exec_list_iterator, iter, *ir) {
106 ir_rvalue *param_rval = (ir_rvalue *)iter.get();
107 ir_variable *sig_param = (ir_variable *)sig_iter.get();
108
109 if (sig_param->mode == ir_var_out ||
110 sig_param->mode == ir_var_inout) {
111 ir_variable *var = param_rval->variable_referenced();
112 if (var && strcmp(name, var->name) == 0) {
113 found = true;
114 return visit_stop;
115 }
116 }
117 sig_iter.next();
118 }
119
120 return visit_continue_with_parent;
121 }
122
Ian Romanick832dfa52010-06-17 15:04:20 -0700123 bool variable_found()
124 {
125 return found;
126 }
127
128private:
129 const char *name; /**< Find writes to a variable with this name. */
130 bool found; /**< Was a write to the variable found? */
131};
132
Ian Romanickc93b8f12010-06-17 15:20:22 -0700133
Ian Romanickc33e78f2010-08-13 12:30:41 -0700134/**
135 * Visitor that determines whether or not a variable is ever read.
136 */
137class find_deref_visitor : public ir_hierarchical_visitor {
138public:
139 find_deref_visitor(const char *name)
140 : name(name), found(false)
141 {
142 /* empty */
143 }
144
145 virtual ir_visitor_status visit(ir_dereference_variable *ir)
146 {
147 if (strcmp(this->name, ir->var->name) == 0) {
148 this->found = true;
149 return visit_stop;
150 }
151
152 return visit_continue;
153 }
154
155 bool variable_found() const
156 {
157 return this->found;
158 }
159
160private:
161 const char *name; /**< Find writes to a variable with this name. */
162 bool found; /**< Was a write to the variable found? */
163};
164
165
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700166void
Ian Romanick586e7412011-07-28 14:04:09 -0700167linker_error(gl_shader_program *prog, const char *fmt, ...)
Ian Romanickf36460e2010-06-23 12:07:22 -0700168{
169 va_list ap;
170
Kenneth Graunked3073f52011-01-21 14:32:31 -0800171 ralloc_strcat(&prog->InfoLog, "error: ");
Ian Romanickf36460e2010-06-23 12:07:22 -0700172 va_start(ap, fmt);
Kenneth Graunked3073f52011-01-21 14:32:31 -0800173 ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
Ian Romanickf36460e2010-06-23 12:07:22 -0700174 va_end(ap);
Ian Romanick586e7412011-07-28 14:04:09 -0700175
176 prog->LinkStatus = false;
Ian Romanickf36460e2010-06-23 12:07:22 -0700177}
178
179
180void
Ian Romanick379a32f2011-07-28 14:09:06 -0700181linker_warning(gl_shader_program *prog, const char *fmt, ...)
182{
183 va_list ap;
184
185 ralloc_strcat(&prog->InfoLog, "error: ");
186 va_start(ap, fmt);
187 ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
188 va_end(ap);
189
190}
191
192
193void
Eric Anholt16b68b12010-06-30 11:05:43 -0700194invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode,
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700195 int generic_base)
196{
Eric Anholt16b68b12010-06-30 11:05:43 -0700197 foreach_list(node, sh->ir) {
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700198 ir_variable *const var = ((ir_instruction *) node)->as_variable();
199
200 if ((var == NULL) || (var->mode != (unsigned) mode))
201 continue;
202
203 /* Only assign locations for generic attributes / varyings / etc.
204 */
Ian Romanick68a4fc92010-10-07 17:21:22 -0700205 if ((var->location >= generic_base) && !var->explicit_location)
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700206 var->location = -1;
207 }
208}
209
210
Ian Romanickc93b8f12010-06-17 15:20:22 -0700211/**
Ian Romanick69846702010-06-22 17:29:19 -0700212 * Determine the number of attribute slots required for a particular type
213 *
214 * This code is here because it implements the language rules of a specific
215 * GLSL version. Since it's a property of the language and not a property of
216 * types in general, it doesn't really belong in glsl_type.
217 */
218unsigned
219count_attribute_slots(const glsl_type *t)
220{
221 /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
222 *
223 * "A scalar input counts the same amount against this limit as a vec4,
224 * so applications may want to consider packing groups of four
225 * unrelated float inputs together into a vector to better utilize the
226 * capabilities of the underlying hardware. A matrix input will use up
227 * multiple locations. The number of locations used will equal the
228 * number of columns in the matrix."
229 *
230 * The spec does not explicitly say how arrays are counted. However, it
231 * should be safe to assume the total number of slots consumed by an array
232 * is the number of entries in the array multiplied by the number of slots
233 * consumed by a single element of the array.
234 */
235
236 if (t->is_array())
237 return t->array_size() * count_attribute_slots(t->element_type());
238
239 if (t->is_matrix())
240 return t->matrix_columns;
241
242 return 1;
243}
244
245
246/**
Paul Berry1ad54ae2011-09-17 09:42:02 -0700247 * Verify that a vertex shader executable meets all semantic requirements.
248 *
249 * Also sets prog->Vert.UsesClipDistance as a side effect.
Ian Romanickc93b8f12010-06-17 15:20:22 -0700250 *
251 * \param shader Vertex shader executable to be verified
252 */
Ian Romanick832dfa52010-06-17 15:04:20 -0700253bool
Eric Anholt849e1812010-06-30 11:49:17 -0700254validate_vertex_shader_executable(struct gl_shader_program *prog,
Eric Anholt16b68b12010-06-30 11:05:43 -0700255 struct gl_shader *shader)
Ian Romanick832dfa52010-06-17 15:04:20 -0700256{
257 if (shader == NULL)
258 return true;
259
Ian Romanick832dfa52010-06-17 15:04:20 -0700260 find_assignment_visitor find("gl_Position");
Eric Anholt16b68b12010-06-30 11:05:43 -0700261 find.run(shader->ir);
Ian Romanick832dfa52010-06-17 15:04:20 -0700262 if (!find.variable_found()) {
Ian Romanick586e7412011-07-28 14:04:09 -0700263 linker_error(prog, "vertex shader does not write to `gl_Position'\n");
Ian Romanick832dfa52010-06-17 15:04:20 -0700264 return false;
265 }
266
Paul Berryb453ba22011-08-11 18:10:22 -0700267 if (prog->Version >= 130) {
268 /* From section 7.1 (Vertex Shader Special Variables) of the
269 * GLSL 1.30 spec:
270 *
271 * "It is an error for a shader to statically write both
272 * gl_ClipVertex and gl_ClipDistance."
273 */
274 find_assignment_visitor clip_vertex("gl_ClipVertex");
275 find_assignment_visitor clip_distance("gl_ClipDistance");
276
277 clip_vertex.run(shader->ir);
278 clip_distance.run(shader->ir);
279 if (clip_vertex.variable_found() && clip_distance.variable_found()) {
280 linker_error(prog, "vertex shader writes to both `gl_ClipVertex' "
281 "and `gl_ClipDistance'\n");
282 return false;
283 }
Paul Berry1ad54ae2011-09-17 09:42:02 -0700284 prog->Vert.UsesClipDistance = clip_distance.variable_found();
Paul Berryb453ba22011-08-11 18:10:22 -0700285 }
286
Ian Romanick832dfa52010-06-17 15:04:20 -0700287 return true;
288}
289
290
Ian Romanickc93b8f12010-06-17 15:20:22 -0700291/**
292 * Verify that a fragment shader executable meets all semantic requirements
293 *
294 * \param shader Fragment shader executable to be verified
295 */
Ian Romanick832dfa52010-06-17 15:04:20 -0700296bool
Eric Anholt849e1812010-06-30 11:49:17 -0700297validate_fragment_shader_executable(struct gl_shader_program *prog,
Eric Anholt16b68b12010-06-30 11:05:43 -0700298 struct gl_shader *shader)
Ian Romanick832dfa52010-06-17 15:04:20 -0700299{
300 if (shader == NULL)
301 return true;
302
Ian Romanick832dfa52010-06-17 15:04:20 -0700303 find_assignment_visitor frag_color("gl_FragColor");
304 find_assignment_visitor frag_data("gl_FragData");
305
Eric Anholt16b68b12010-06-30 11:05:43 -0700306 frag_color.run(shader->ir);
307 frag_data.run(shader->ir);
Ian Romanick832dfa52010-06-17 15:04:20 -0700308
Ian Romanick832dfa52010-06-17 15:04:20 -0700309 if (frag_color.variable_found() && frag_data.variable_found()) {
Ian Romanick586e7412011-07-28 14:04:09 -0700310 linker_error(prog, "fragment shader writes to both "
311 "`gl_FragColor' and `gl_FragData'\n");
Ian Romanick832dfa52010-06-17 15:04:20 -0700312 return false;
313 }
314
315 return true;
316}
317
318
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700319/**
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700320 * Generate a string describing the mode of a variable
321 */
322static const char *
323mode_string(const ir_variable *var)
324{
325 switch (var->mode) {
326 case ir_var_auto:
327 return (var->read_only) ? "global constant" : "global variable";
328
329 case ir_var_uniform: return "uniform";
330 case ir_var_in: return "shader input";
331 case ir_var_out: return "shader output";
332 case ir_var_inout: return "shader inout";
Ian Romanick7e2aa912010-07-19 17:12:42 -0700333
Kenneth Graunke819d57f2011-01-12 15:37:37 -0800334 case ir_var_const_in:
Ian Romanick7e2aa912010-07-19 17:12:42 -0700335 case ir_var_temporary:
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700336 default:
337 assert(!"Should not get here.");
338 return "invalid variable";
339 }
340}
341
342
343/**
344 * Perform validation of global variables used across multiple shaders
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700345 */
346bool
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700347cross_validate_globals(struct gl_shader_program *prog,
348 struct gl_shader **shader_list,
349 unsigned num_shaders,
350 bool uniforms_only)
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700351{
352 /* Examine all of the uniforms in all of the shaders and cross validate
353 * them.
354 */
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700355 glsl_symbol_table variables;
356 for (unsigned i = 0; i < num_shaders; i++) {
Ian Romanick3322fba2010-10-14 13:28:42 -0700357 if (shader_list[i] == NULL)
358 continue;
359
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700360 foreach_list(node, shader_list[i]->ir) {
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700361 ir_variable *const var = ((ir_instruction *) node)->as_variable();
362
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700363 if (var == NULL)
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700364 continue;
365
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700366 if (uniforms_only && (var->mode != ir_var_uniform))
367 continue;
368
Ian Romanick7e2aa912010-07-19 17:12:42 -0700369 /* Don't cross validate temporaries that are at global scope. These
370 * will eventually get pulled into the shaders 'main'.
371 */
372 if (var->mode == ir_var_temporary)
373 continue;
374
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700375 /* If a global with this name has already been seen, verify that the
376 * new instance has the same type. In addition, if the globals have
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700377 * initializers, the values of the initializers must be the same.
378 */
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700379 ir_variable *const existing = variables.get_variable(var->name);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700380 if (existing != NULL) {
381 if (var->type != existing->type) {
Ian Romanicka2711d62010-08-29 22:07:49 -0700382 /* Consider the types to be "the same" if both types are arrays
383 * of the same type and one of the arrays is implicitly sized.
384 * In addition, set the type of the linked variable to the
385 * explicitly sized array.
386 */
387 if (var->type->is_array()
388 && existing->type->is_array()
389 && (var->type->fields.array == existing->type->fields.array)
390 && ((var->type->length == 0)
391 || (existing->type->length == 0))) {
Ian Romanick0f4b2a02011-01-25 12:06:18 -0800392 if (var->type->length != 0) {
Ian Romanicka2711d62010-08-29 22:07:49 -0700393 existing->type = var->type;
Ian Romanick6f539212010-12-07 18:30:33 -0800394 }
Ian Romanicka2711d62010-08-29 22:07:49 -0700395 } else {
Ian Romanick586e7412011-07-28 14:04:09 -0700396 linker_error(prog, "%s `%s' declared as type "
397 "`%s' and type `%s'\n",
398 mode_string(var),
399 var->name, var->type->name,
400 existing->type->name);
Ian Romanicka2711d62010-08-29 22:07:49 -0700401 return false;
402 }
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700403 }
404
Ian Romanick68a4fc92010-10-07 17:21:22 -0700405 if (var->explicit_location) {
406 if (existing->explicit_location
407 && (var->location != existing->location)) {
Ian Romanick586e7412011-07-28 14:04:09 -0700408 linker_error(prog, "explicit locations for %s "
409 "`%s' have differing values\n",
410 mode_string(var), var->name);
Ian Romanick68a4fc92010-10-07 17:21:22 -0700411 return false;
412 }
413
414 existing->location = var->location;
415 existing->explicit_location = true;
416 }
417
Chad Versaceaddae332011-01-27 01:40:31 -0800418 /* Validate layout qualifiers for gl_FragDepth.
419 *
Kenneth Graunkeb9eb4d82011-08-09 10:53:29 -0700420 * From the AMD/ARB_conservative_depth specs:
Chad Versaceaddae332011-01-27 01:40:31 -0800421 * "If gl_FragDepth is redeclared in any fragment shader in
422 * a program, it must be redeclared in all fragment shaders in that
423 * program that have static assignments to gl_FragDepth. All
424 * redeclarations of gl_FragDepth in all fragment shaders in
425 * a single program must have the same set of qualifiers."
426 */
427 if (strcmp(var->name, "gl_FragDepth") == 0) {
428 bool layout_declared = var->depth_layout != ir_depth_layout_none;
429 bool layout_differs = var->depth_layout != existing->depth_layout;
430 if (layout_declared && layout_differs) {
Ian Romanick586e7412011-07-28 14:04:09 -0700431 linker_error(prog,
Chad Versaceaddae332011-01-27 01:40:31 -0800432 "All redeclarations of gl_FragDepth in all fragment shaders "
433 "in a single program must have the same set of qualifiers.");
434 }
435 if (var->used && layout_differs) {
Ian Romanick586e7412011-07-28 14:04:09 -0700436 linker_error(prog,
Chad Versaceaddae332011-01-27 01:40:31 -0800437 "If gl_FragDepth is redeclared with a layout qualifier in"
438 "any fragment shader, it must be redeclared with the same"
439 "layout qualifier in all fragment shaders that have"
440 "assignments to gl_FragDepth");
441 }
442 }
443
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700444 /* FINISHME: Handle non-constant initializers.
445 */
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700446 if (var->constant_value != NULL) {
447 if (existing->constant_value != NULL) {
448 if (!var->constant_value->has_value(existing->constant_value)) {
Ian Romanick586e7412011-07-28 14:04:09 -0700449 linker_error(prog, "initializers for %s "
450 "`%s' have differing values\n",
451 mode_string(var), var->name);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700452 return false;
453 }
454 } else
455 /* If the first-seen instance of a particular uniform did not
456 * have an initializer but a later instance does, copy the
457 * initializer to the version stored in the symbol table.
458 */
Ian Romanickde415b72010-07-14 13:22:12 -0700459 /* FINISHME: This is wrong. The constant_value field should
460 * FINISHME: not be modified! Imagine a case where a shader
461 * FINISHME: without an initializer is linked in two different
462 * FINISHME: programs with shaders that have differing
463 * FINISHME: initializers. Linking with the first will
464 * FINISHME: modify the shader, and linking with the second
465 * FINISHME: will fail.
466 */
Eric Anholt8273bd42010-08-04 12:34:56 -0700467 existing->constant_value =
Kenneth Graunked3073f52011-01-21 14:32:31 -0800468 var->constant_value->clone(ralloc_parent(existing), NULL);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700469 }
Chad Versace7528f142010-11-17 14:34:38 -0800470
471 if (existing->invariant != var->invariant) {
Ian Romanick586e7412011-07-28 14:04:09 -0700472 linker_error(prog, "declarations for %s `%s' have "
473 "mismatching invariant qualifiers\n",
474 mode_string(var), var->name);
Chad Versace7528f142010-11-17 14:34:38 -0800475 return false;
476 }
Chad Versace61428dd2011-01-10 15:29:30 -0800477 if (existing->centroid != var->centroid) {
Ian Romanick586e7412011-07-28 14:04:09 -0700478 linker_error(prog, "declarations for %s `%s' have "
479 "mismatching centroid qualifiers\n",
480 mode_string(var), var->name);
Chad Versace61428dd2011-01-10 15:29:30 -0800481 return false;
482 }
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700483 } else
Eric Anholt001eee52010-11-05 06:11:24 -0700484 variables.add_variable(var);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700485 }
486 }
487
488 return true;
489}
490
491
Ian Romanick37101922010-06-18 19:02:10 -0700492/**
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700493 * Perform validation of uniforms used across multiple shader stages
494 */
495bool
496cross_validate_uniforms(struct gl_shader_program *prog)
497{
498 return cross_validate_globals(prog, prog->_LinkedShaders,
Ian Romanick3322fba2010-10-14 13:28:42 -0700499 MESA_SHADER_TYPES, true);
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700500}
501
502
503/**
Ian Romanick37101922010-06-18 19:02:10 -0700504 * Validate that outputs from one stage match inputs of another
505 */
506bool
Eric Anholt849e1812010-06-30 11:49:17 -0700507cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
Eric Anholt16b68b12010-06-30 11:05:43 -0700508 gl_shader *producer, gl_shader *consumer)
Ian Romanick37101922010-06-18 19:02:10 -0700509{
510 glsl_symbol_table parameters;
511 /* FINISHME: Figure these out dynamically. */
512 const char *const producer_stage = "vertex";
513 const char *const consumer_stage = "fragment";
514
515 /* Find all shader outputs in the "producer" stage.
516 */
Eric Anholt16b68b12010-06-30 11:05:43 -0700517 foreach_list(node, producer->ir) {
Ian Romanick37101922010-06-18 19:02:10 -0700518 ir_variable *const var = ((ir_instruction *) node)->as_variable();
519
520 /* FINISHME: For geometry shaders, this should also look for inout
521 * FINISHME: variables.
522 */
523 if ((var == NULL) || (var->mode != ir_var_out))
524 continue;
525
Eric Anholt001eee52010-11-05 06:11:24 -0700526 parameters.add_variable(var);
Ian Romanick37101922010-06-18 19:02:10 -0700527 }
528
529
530 /* Find all shader inputs in the "consumer" stage. Any variables that have
531 * matching outputs already in the symbol table must have the same type and
532 * qualifiers.
533 */
Eric Anholt16b68b12010-06-30 11:05:43 -0700534 foreach_list(node, consumer->ir) {
Ian Romanick37101922010-06-18 19:02:10 -0700535 ir_variable *const input = ((ir_instruction *) node)->as_variable();
536
537 /* FINISHME: For geometry shaders, this should also look for inout
538 * FINISHME: variables.
539 */
540 if ((input == NULL) || (input->mode != ir_var_in))
541 continue;
542
543 ir_variable *const output = parameters.get_variable(input->name);
544 if (output != NULL) {
545 /* Check that the types match between stages.
546 */
547 if (input->type != output->type) {
Ian Romanickcb2b5472010-12-13 15:16:39 -0800548 /* There is a bit of a special case for gl_TexCoord. This
Bryan Cainf18a0862011-04-23 19:29:15 -0500549 * built-in is unsized by default. Applications that variable
Ian Romanickcb2b5472010-12-13 15:16:39 -0800550 * access it must redeclare it with a size. There is some
551 * language in the GLSL spec that implies the fragment shader
552 * and vertex shader do not have to agree on this size. Other
553 * driver behave this way, and one or two applications seem to
554 * rely on it.
555 *
556 * Neither declaration needs to be modified here because the array
557 * sizes are fixed later when update_array_sizes is called.
558 *
559 * From page 48 (page 54 of the PDF) of the GLSL 1.10 spec:
560 *
561 * "Unlike user-defined varying variables, the built-in
562 * varying variables don't have a strict one-to-one
563 * correspondence between the vertex language and the
564 * fragment language."
565 */
566 if (!output->type->is_array()
567 || (strncmp("gl_", output->name, 3) != 0)) {
Ian Romanick586e7412011-07-28 14:04:09 -0700568 linker_error(prog,
569 "%s shader output `%s' declared as type `%s', "
570 "but %s shader input declared as type `%s'\n",
571 producer_stage, output->name,
572 output->type->name,
573 consumer_stage, input->type->name);
Ian Romanickcb2b5472010-12-13 15:16:39 -0800574 return false;
575 }
Ian Romanick37101922010-06-18 19:02:10 -0700576 }
577
578 /* Check that all of the qualifiers match between stages.
579 */
580 if (input->centroid != output->centroid) {
Ian Romanick586e7412011-07-28 14:04:09 -0700581 linker_error(prog,
582 "%s shader output `%s' %s centroid qualifier, "
583 "but %s shader input %s centroid qualifier\n",
584 producer_stage,
585 output->name,
586 (output->centroid) ? "has" : "lacks",
587 consumer_stage,
588 (input->centroid) ? "has" : "lacks");
Ian Romanick37101922010-06-18 19:02:10 -0700589 return false;
590 }
591
592 if (input->invariant != output->invariant) {
Ian Romanick586e7412011-07-28 14:04:09 -0700593 linker_error(prog,
594 "%s shader output `%s' %s invariant qualifier, "
595 "but %s shader input %s invariant qualifier\n",
596 producer_stage,
597 output->name,
598 (output->invariant) ? "has" : "lacks",
599 consumer_stage,
600 (input->invariant) ? "has" : "lacks");
Ian Romanick37101922010-06-18 19:02:10 -0700601 return false;
602 }
603
604 if (input->interpolation != output->interpolation) {
Ian Romanick586e7412011-07-28 14:04:09 -0700605 linker_error(prog,
606 "%s shader output `%s' specifies %s "
607 "interpolation qualifier, "
608 "but %s shader input specifies %s "
609 "interpolation qualifier\n",
610 producer_stage,
611 output->name,
612 output->interpolation_string(),
613 consumer_stage,
614 input->interpolation_string());
Ian Romanick37101922010-06-18 19:02:10 -0700615 return false;
616 }
617 }
618 }
619
620 return true;
621}
622
623
Ian Romanick3fb87872010-07-09 14:09:34 -0700624/**
625 * Populates a shaders symbol table with all global declarations
626 */
627static void
628populate_symbol_table(gl_shader *sh)
629{
630 sh->symbols = new(sh) glsl_symbol_table;
631
632 foreach_list(node, sh->ir) {
633 ir_instruction *const inst = (ir_instruction *) node;
634 ir_variable *var;
635 ir_function *func;
636
637 if ((func = inst->as_function()) != NULL) {
Eric Anholte8f5ebf2010-11-05 06:08:45 -0700638 sh->symbols->add_function(func);
Ian Romanick3fb87872010-07-09 14:09:34 -0700639 } else if ((var = inst->as_variable()) != NULL) {
Eric Anholt001eee52010-11-05 06:11:24 -0700640 sh->symbols->add_variable(var);
Ian Romanick3fb87872010-07-09 14:09:34 -0700641 }
642 }
643}
644
645
646/**
Ian Romanick31a97862010-07-12 18:48:50 -0700647 * Remap variables referenced in an instruction tree
648 *
649 * This is used when instruction trees are cloned from one shader and placed in
650 * another. These trees will contain references to \c ir_variable nodes that
651 * do not exist in the target shader. This function finds these \c ir_variable
652 * references and replaces the references with matching variables in the target
653 * shader.
654 *
655 * If there is no matching variable in the target shader, a clone of the
656 * \c ir_variable is made and added to the target shader. The new variable is
657 * added to \b both the instruction stream and the symbol table.
658 *
659 * \param inst IR tree that is to be processed.
660 * \param symbols Symbol table containing global scope symbols in the
661 * linked shader.
662 * \param instructions Instruction stream where new variable declarations
663 * should be added.
664 */
665void
Eric Anholt8273bd42010-08-04 12:34:56 -0700666remap_variables(ir_instruction *inst, struct gl_shader *target,
667 hash_table *temps)
Ian Romanick31a97862010-07-12 18:48:50 -0700668{
669 class remap_visitor : public ir_hierarchical_visitor {
670 public:
Eric Anholt8273bd42010-08-04 12:34:56 -0700671 remap_visitor(struct gl_shader *target,
Ian Romanick7e2aa912010-07-19 17:12:42 -0700672 hash_table *temps)
Ian Romanick31a97862010-07-12 18:48:50 -0700673 {
Eric Anholt8273bd42010-08-04 12:34:56 -0700674 this->target = target;
675 this->symbols = target->symbols;
676 this->instructions = target->ir;
Ian Romanick7e2aa912010-07-19 17:12:42 -0700677 this->temps = temps;
Ian Romanick31a97862010-07-12 18:48:50 -0700678 }
679
680 virtual ir_visitor_status visit(ir_dereference_variable *ir)
681 {
Ian Romanick7e2aa912010-07-19 17:12:42 -0700682 if (ir->var->mode == ir_var_temporary) {
683 ir_variable *var = (ir_variable *) hash_table_find(temps, ir->var);
684
685 assert(var != NULL);
686 ir->var = var;
687 return visit_continue;
688 }
689
Ian Romanick31a97862010-07-12 18:48:50 -0700690 ir_variable *const existing =
691 this->symbols->get_variable(ir->var->name);
692 if (existing != NULL)
693 ir->var = existing;
694 else {
Eric Anholt8273bd42010-08-04 12:34:56 -0700695 ir_variable *copy = ir->var->clone(this->target, NULL);
Ian Romanick31a97862010-07-12 18:48:50 -0700696
Eric Anholt001eee52010-11-05 06:11:24 -0700697 this->symbols->add_variable(copy);
Ian Romanick31a97862010-07-12 18:48:50 -0700698 this->instructions->push_head(copy);
Ian Romanick7e2aa912010-07-19 17:12:42 -0700699 ir->var = copy;
Ian Romanick31a97862010-07-12 18:48:50 -0700700 }
701
702 return visit_continue;
703 }
704
705 private:
Eric Anholt8273bd42010-08-04 12:34:56 -0700706 struct gl_shader *target;
Ian Romanick31a97862010-07-12 18:48:50 -0700707 glsl_symbol_table *symbols;
708 exec_list *instructions;
Ian Romanick7e2aa912010-07-19 17:12:42 -0700709 hash_table *temps;
Ian Romanick31a97862010-07-12 18:48:50 -0700710 };
711
Eric Anholt8273bd42010-08-04 12:34:56 -0700712 remap_visitor v(target, temps);
Ian Romanick31a97862010-07-12 18:48:50 -0700713
714 inst->accept(&v);
715}
716
717
718/**
719 * Move non-declarations from one instruction stream to another
720 *
721 * The intended usage pattern of this function is to pass the pointer to the
Eric Anholt62c47632010-07-29 13:52:25 -0700722 * 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 -0700723 * pointer) for \c last and \c false for \c make_copies on the first
724 * call. Successive calls pass the return value of the previous call for
725 * \c last and \c true for \c make_copies.
726 *
727 * \param instructions Source instruction stream
728 * \param last Instruction after which new instructions should be
729 * inserted in the target instruction stream
730 * \param make_copies Flag selecting whether instructions in \c instructions
731 * should be copied (via \c ir_instruction::clone) into the
732 * target list or moved.
733 *
734 * \return
735 * The new "last" instruction in the target instruction stream. This pointer
736 * is suitable for use as the \c last parameter of a later call to this
737 * function.
738 */
739exec_node *
740move_non_declarations(exec_list *instructions, exec_node *last,
741 bool make_copies, gl_shader *target)
742{
Ian Romanick7e2aa912010-07-19 17:12:42 -0700743 hash_table *temps = NULL;
744
745 if (make_copies)
746 temps = hash_table_ctor(0, hash_table_pointer_hash,
747 hash_table_pointer_compare);
748
Ian Romanick303c99f2010-07-19 12:34:56 -0700749 foreach_list_safe(node, instructions) {
Ian Romanick31a97862010-07-12 18:48:50 -0700750 ir_instruction *inst = (ir_instruction *) node;
751
Ian Romanick7e2aa912010-07-19 17:12:42 -0700752 if (inst->as_function())
Ian Romanick31a97862010-07-12 18:48:50 -0700753 continue;
754
Ian Romanick7e2aa912010-07-19 17:12:42 -0700755 ir_variable *var = inst->as_variable();
756 if ((var != NULL) && (var->mode != ir_var_temporary))
757 continue;
758
759 assert(inst->as_assignment()
760 || ((var != NULL) && (var->mode == ir_var_temporary)));
Ian Romanick31a97862010-07-12 18:48:50 -0700761
762 if (make_copies) {
Eric Anholt8273bd42010-08-04 12:34:56 -0700763 inst = inst->clone(target, NULL);
Ian Romanick7e2aa912010-07-19 17:12:42 -0700764
765 if (var != NULL)
766 hash_table_insert(temps, inst, var);
767 else
Eric Anholt8273bd42010-08-04 12:34:56 -0700768 remap_variables(inst, target, temps);
Ian Romanick31a97862010-07-12 18:48:50 -0700769 } else {
770 inst->remove();
771 }
772
773 last->insert_after(inst);
774 last = inst;
775 }
776
Ian Romanick7e2aa912010-07-19 17:12:42 -0700777 if (make_copies)
778 hash_table_dtor(temps);
779
Ian Romanick31a97862010-07-12 18:48:50 -0700780 return last;
781}
782
783/**
Ian Romanick15ce87e2010-07-09 15:28:22 -0700784 * Get the function signature for main from a shader
785 */
786static ir_function_signature *
787get_main_function_signature(gl_shader *sh)
788{
789 ir_function *const f = sh->symbols->get_function("main");
790 if (f != NULL) {
791 exec_list void_parameters;
792
793 /* Look for the 'void main()' signature and ensure that it's defined.
794 * This keeps the linker from accidentally pick a shader that just
795 * contains a prototype for main.
796 *
797 * We don't have to check for multiple definitions of main (in multiple
798 * shaders) because that would have already been caught above.
799 */
800 ir_function_signature *sig = f->matching_signature(&void_parameters);
801 if ((sig != NULL) && sig->is_defined) {
802 return sig;
803 }
804 }
805
806 return NULL;
807}
808
809
810/**
Ian Romanick3fb87872010-07-09 14:09:34 -0700811 * Combine a group of shaders for a single stage to generate a linked shader
812 *
813 * \note
814 * If this function is supplied a single shader, it is cloned, and the new
815 * shader is returned.
816 */
817static struct gl_shader *
Kenneth Graunke2da02e72010-11-17 11:03:57 -0800818link_intrastage_shaders(void *mem_ctx,
819 struct gl_context *ctx,
Eric Anholt5d0f4302010-08-18 12:02:35 -0700820 struct gl_shader_program *prog,
Ian Romanick3fb87872010-07-09 14:09:34 -0700821 struct gl_shader **shader_list,
822 unsigned num_shaders)
823{
Ian Romanick13f782c2010-06-29 18:53:38 -0700824 /* Check that global variables defined in multiple shaders are consistent.
825 */
826 if (!cross_validate_globals(prog, shader_list, num_shaders, false))
827 return NULL;
828
829 /* Check that there is only a single definition of each function signature
830 * across all shaders.
831 */
832 for (unsigned i = 0; i < (num_shaders - 1); i++) {
833 foreach_list(node, shader_list[i]->ir) {
834 ir_function *const f = ((ir_instruction *) node)->as_function();
835
836 if (f == NULL)
837 continue;
838
839 for (unsigned j = i + 1; j < num_shaders; j++) {
840 ir_function *const other =
841 shader_list[j]->symbols->get_function(f->name);
842
843 /* If the other shader has no function (and therefore no function
844 * signatures) with the same name, skip to the next shader.
845 */
846 if (other == NULL)
847 continue;
848
849 foreach_iter (exec_list_iterator, iter, *f) {
850 ir_function_signature *sig =
851 (ir_function_signature *) iter.get();
852
Kenneth Graunkef412fac2010-09-05 01:48:11 -0700853 if (!sig->is_defined || sig->is_builtin)
Ian Romanick13f782c2010-06-29 18:53:38 -0700854 continue;
855
856 ir_function_signature *other_sig =
857 other->exact_matching_signature(& sig->parameters);
858
859 if ((other_sig != NULL) && other_sig->is_defined
Kenneth Graunkef412fac2010-09-05 01:48:11 -0700860 && !other_sig->is_builtin) {
Ian Romanick586e7412011-07-28 14:04:09 -0700861 linker_error(prog, "function `%s' is multiply defined",
862 f->name);
Ian Romanick13f782c2010-06-29 18:53:38 -0700863 return NULL;
864 }
865 }
866 }
867 }
868 }
869
870 /* Find the shader that defines main, and make a clone of it.
871 *
872 * Starting with the clone, search for undefined references. If one is
873 * found, find the shader that defines it. Clone the reference and add
874 * it to the shader. Repeat until there are no undefined references or
875 * until a reference cannot be resolved.
876 */
Ian Romanick15ce87e2010-07-09 15:28:22 -0700877 gl_shader *main = NULL;
878 for (unsigned i = 0; i < num_shaders; i++) {
879 if (get_main_function_signature(shader_list[i]) != NULL) {
880 main = shader_list[i];
881 break;
882 }
883 }
Ian Romanick13f782c2010-06-29 18:53:38 -0700884
Ian Romanick15ce87e2010-07-09 15:28:22 -0700885 if (main == NULL) {
Ian Romanick586e7412011-07-28 14:04:09 -0700886 linker_error(prog, "%s shader lacks `main'\n",
887 (shader_list[0]->Type == GL_VERTEX_SHADER)
888 ? "vertex" : "fragment");
Ian Romanick15ce87e2010-07-09 15:28:22 -0700889 return NULL;
890 }
891
Ian Romanick4a455952010-10-13 15:13:02 -0700892 gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
Ian Romanick15ce87e2010-07-09 15:28:22 -0700893 linked->ir = new(linked) exec_list;
Kenneth Graunke2da02e72010-11-17 11:03:57 -0800894 clone_ir_list(mem_ctx, linked->ir, main->ir);
Ian Romanick15ce87e2010-07-09 15:28:22 -0700895
896 populate_symbol_table(linked);
Ian Romanick13f782c2010-06-29 18:53:38 -0700897
Ian Romanick31a97862010-07-12 18:48:50 -0700898 /* The a pointer to the main function in the final linked shader (i.e., the
899 * copy of the original shader that contained the main function).
900 */
901 ir_function_signature *const main_sig = get_main_function_signature(linked);
902
903 /* Move any instructions other than variable declarations or function
904 * declarations into main.
905 */
Ian Romanick9303e352010-07-19 12:33:54 -0700906 exec_node *insertion_point =
907 move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false,
908 linked);
909
Ian Romanick31a97862010-07-12 18:48:50 -0700910 for (unsigned i = 0; i < num_shaders; i++) {
Ian Romanick9303e352010-07-19 12:33:54 -0700911 if (shader_list[i] == main)
912 continue;
913
Ian Romanick31a97862010-07-12 18:48:50 -0700914 insertion_point = move_non_declarations(shader_list[i]->ir,
Ian Romanick9303e352010-07-19 12:33:54 -0700915 insertion_point, true, linked);
Ian Romanick31a97862010-07-12 18:48:50 -0700916 }
917
Ian Romanick13f782c2010-06-29 18:53:38 -0700918 /* Resolve initializers for global variables in the linked shader.
919 */
Ian Romanickd5be2ac2010-07-20 11:29:46 -0700920 unsigned num_linking_shaders = num_shaders;
921 for (unsigned i = 0; i < num_shaders; i++)
922 num_linking_shaders += shader_list[i]->num_builtins_to_link;
923
924 gl_shader **linking_shaders =
925 (gl_shader **) calloc(num_linking_shaders, sizeof(gl_shader *));
926
927 memcpy(linking_shaders, shader_list,
928 sizeof(linking_shaders[0]) * num_shaders);
929
930 unsigned idx = num_shaders;
931 for (unsigned i = 0; i < num_shaders; i++) {
932 memcpy(&linking_shaders[idx], shader_list[i]->builtins_to_link,
933 sizeof(linking_shaders[0]) * shader_list[i]->num_builtins_to_link);
934 idx += shader_list[i]->num_builtins_to_link;
935 }
936
937 assert(idx == num_linking_shaders);
938
Ian Romanick4a455952010-10-13 15:13:02 -0700939 if (!link_function_calls(prog, linked, linking_shaders,
940 num_linking_shaders)) {
941 ctx->Driver.DeleteShader(ctx, linked);
942 linked = NULL;
943 }
Ian Romanickd5be2ac2010-07-20 11:29:46 -0700944
945 free(linking_shaders);
Ian Romanick3fb87872010-07-09 14:09:34 -0700946
Paul Berryc148ef62011-08-03 15:37:01 -0700947#ifdef DEBUG
948 /* At this point linked should contain all of the linked IR, so
949 * validate it to make sure nothing went wrong.
950 */
951 if (linked)
952 validate_ir_tree(linked->ir);
953#endif
954
Ian Romanickc87e9ef2011-01-25 12:04:08 -0800955 /* Make a pass over all variable declarations to ensure that arrays with
Ian Romanick6f539212010-12-07 18:30:33 -0800956 * unspecified sizes have a size specified. The size is inferred from the
957 * max_array_access field.
958 */
Ian Romanick002cd2c2010-12-07 19:00:44 -0800959 if (linked != NULL) {
Ian Romanickc87e9ef2011-01-25 12:04:08 -0800960 class array_sizing_visitor : public ir_hierarchical_visitor {
961 public:
962 virtual ir_visitor_status visit(ir_variable *var)
963 {
964 if (var->type->is_array() && (var->type->length == 0)) {
965 const glsl_type *type =
966 glsl_type::get_array_instance(var->type->fields.array,
Ian Romanick25b36e82011-02-15 18:17:53 -0800967 var->max_array_access + 1);
Ian Romanick6f539212010-12-07 18:30:33 -0800968
Ian Romanickc87e9ef2011-01-25 12:04:08 -0800969 assert(type != NULL);
970 var->type = type;
971 }
Ian Romanick6f539212010-12-07 18:30:33 -0800972
Ian Romanickc87e9ef2011-01-25 12:04:08 -0800973 return visit_continue;
974 }
975 } v;
Ian Romanick6f539212010-12-07 18:30:33 -0800976
Ian Romanickc87e9ef2011-01-25 12:04:08 -0800977 v.run(linked->ir);
Ian Romanick6f539212010-12-07 18:30:33 -0800978 }
979
Ian Romanick3fb87872010-07-09 14:09:34 -0700980 return linked;
981}
982
983
Ian Romanick019a59b2010-06-21 16:10:42 -0700984struct uniform_node {
985 exec_node link;
986 struct gl_uniform *u;
987 unsigned slots;
988};
989
Eric Anholta721abf2010-08-23 10:32:01 -0700990/**
991 * Update the sizes of linked shader uniform arrays to the maximum
992 * array index used.
993 *
994 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
995 *
996 * If one or more elements of an array are active,
997 * GetActiveUniform will return the name of the array in name,
998 * subject to the restrictions listed above. The type of the array
999 * is returned in type. The size parameter contains the highest
1000 * array element index used, plus one. The compiler or linker
1001 * determines the highest index used. There will be only one
1002 * active uniform reported by the GL per uniform array.
1003
1004 */
1005static void
Eric Anholt586b4b52010-09-28 14:32:16 -07001006update_array_sizes(struct gl_shader_program *prog)
Eric Anholta721abf2010-08-23 10:32:01 -07001007{
Ian Romanick3322fba2010-10-14 13:28:42 -07001008 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1009 if (prog->_LinkedShaders[i] == NULL)
1010 continue;
1011
Eric Anholta721abf2010-08-23 10:32:01 -07001012 foreach_list(node, prog->_LinkedShaders[i]->ir) {
1013 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1014
Eric Anholt586b4b52010-09-28 14:32:16 -07001015 if ((var == NULL) || (var->mode != ir_var_uniform &&
1016 var->mode != ir_var_in &&
1017 var->mode != ir_var_out) ||
Eric Anholta721abf2010-08-23 10:32:01 -07001018 !var->type->is_array())
1019 continue;
1020
1021 unsigned int size = var->max_array_access;
Ian Romanick3322fba2010-10-14 13:28:42 -07001022 for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
1023 if (prog->_LinkedShaders[j] == NULL)
1024 continue;
1025
Eric Anholta721abf2010-08-23 10:32:01 -07001026 foreach_list(node2, prog->_LinkedShaders[j]->ir) {
1027 ir_variable *other_var = ((ir_instruction *) node2)->as_variable();
1028 if (!other_var)
1029 continue;
1030
1031 if (strcmp(var->name, other_var->name) == 0 &&
1032 other_var->max_array_access > size) {
1033 size = other_var->max_array_access;
1034 }
1035 }
1036 }
Eric Anholt586b4b52010-09-28 14:32:16 -07001037
Eric Anholta721abf2010-08-23 10:32:01 -07001038 if (size + 1 != var->type->fields.array->length) {
Ian Romanick89d81ab2011-01-25 10:41:20 -08001039 /* If this is a built-in uniform (i.e., it's backed by some
1040 * fixed-function state), adjust the number of state slots to
1041 * match the new array size. The number of slots per array entry
Bryan Cainf18a0862011-04-23 19:29:15 -05001042 * is not known. It seems safe to assume that the total number of
Ian Romanick89d81ab2011-01-25 10:41:20 -08001043 * slots is an integer multiple of the number of array elements.
1044 * Determine the number of slots per array element by dividing by
1045 * the old (total) size.
1046 */
1047 if (var->num_state_slots > 0) {
1048 var->num_state_slots = (size + 1)
1049 * (var->num_state_slots / var->type->length);
1050 }
1051
Eric Anholta721abf2010-08-23 10:32:01 -07001052 var->type = glsl_type::get_array_instance(var->type->fields.array,
1053 size + 1);
1054 /* FINISHME: We should update the types of array
1055 * dereferences of this variable now.
1056 */
1057 }
1058 }
1059 }
1060}
1061
Eric Anholt45388b52010-08-24 13:51:35 -07001062static void
1063add_uniform(void *mem_ctx, exec_list *uniforms, struct hash_table *ht,
1064 const char *name, const glsl_type *type, GLenum shader_type,
1065 unsigned *next_shader_pos, unsigned *total_uniforms)
1066{
1067 if (type->is_record()) {
1068 for (unsigned int i = 0; i < type->length; i++) {
1069 const glsl_type *field_type = type->fields.structure[i].type;
Kenneth Graunked3073f52011-01-21 14:32:31 -08001070 char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
Eric Anholt45388b52010-08-24 13:51:35 -07001071 type->fields.structure[i].name);
1072
1073 add_uniform(mem_ctx, uniforms, ht, field_name, field_type,
1074 shader_type, next_shader_pos, total_uniforms);
1075 }
1076 } else {
1077 uniform_node *n = (uniform_node *) hash_table_find(ht, name);
1078 unsigned int vec4_slots;
1079 const glsl_type *array_elem_type = NULL;
1080
1081 if (type->is_array()) {
1082 array_elem_type = type->fields.array;
1083 /* Array of structures. */
1084 if (array_elem_type->is_record()) {
1085 for (unsigned int i = 0; i < type->length; i++) {
Kenneth Graunked3073f52011-01-21 14:32:31 -08001086 char *elem_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
Eric Anholt45388b52010-08-24 13:51:35 -07001087 add_uniform(mem_ctx, uniforms, ht, elem_name, array_elem_type,
1088 shader_type, next_shader_pos, total_uniforms);
1089 }
1090 return;
1091 }
1092 }
1093
1094 /* Fix the storage size of samplers at 1 vec4 each. Be sure to pad out
1095 * vectors to vec4 slots.
1096 */
1097 if (type->is_array()) {
1098 if (array_elem_type->is_sampler())
1099 vec4_slots = type->length;
1100 else
1101 vec4_slots = type->length * array_elem_type->matrix_columns;
1102 } else if (type->is_sampler()) {
1103 vec4_slots = 1;
1104 } else {
1105 vec4_slots = type->matrix_columns;
1106 }
1107
1108 if (n == NULL) {
1109 n = (uniform_node *) calloc(1, sizeof(struct uniform_node));
1110 n->u = (gl_uniform *) calloc(1, sizeof(struct gl_uniform));
1111 n->slots = vec4_slots;
1112
1113 n->u->Name = strdup(name);
Eric Anholt0924ba02010-08-24 14:27:27 -07001114 n->u->Type = type;
Eric Anholt45388b52010-08-24 13:51:35 -07001115 n->u->VertPos = -1;
1116 n->u->FragPos = -1;
1117 n->u->GeomPos = -1;
1118 (*total_uniforms)++;
1119
1120 hash_table_insert(ht, n, name);
1121 uniforms->push_tail(& n->link);
1122 }
1123
1124 switch (shader_type) {
1125 case GL_VERTEX_SHADER:
1126 n->u->VertPos = *next_shader_pos;
1127 break;
1128 case GL_FRAGMENT_SHADER:
1129 n->u->FragPos = *next_shader_pos;
1130 break;
1131 case GL_GEOMETRY_SHADER:
1132 n->u->GeomPos = *next_shader_pos;
1133 break;
1134 }
1135
1136 (*next_shader_pos) += vec4_slots;
1137 }
1138}
1139
Ian Romanickabee16e2010-06-21 16:16:05 -07001140void
Eric Anholt849e1812010-06-30 11:49:17 -07001141assign_uniform_locations(struct gl_shader_program *prog)
Ian Romanick019a59b2010-06-21 16:10:42 -07001142{
1143 /* */
1144 exec_list uniforms;
1145 unsigned total_uniforms = 0;
1146 hash_table *ht = hash_table_ctor(32, hash_table_string_hash,
1147 hash_table_string_compare);
Kenneth Graunked3073f52011-01-21 14:32:31 -08001148 void *mem_ctx = ralloc_context(NULL);
Ian Romanick019a59b2010-06-21 16:10:42 -07001149
Ian Romanick3322fba2010-10-14 13:28:42 -07001150 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1151 if (prog->_LinkedShaders[i] == NULL)
1152 continue;
1153
Ian Romanick019a59b2010-06-21 16:10:42 -07001154 unsigned next_position = 0;
1155
Eric Anholt16b68b12010-06-30 11:05:43 -07001156 foreach_list(node, prog->_LinkedShaders[i]->ir) {
Ian Romanick019a59b2010-06-21 16:10:42 -07001157 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1158
1159 if ((var == NULL) || (var->mode != ir_var_uniform))
1160 continue;
1161
Eric Anholt45388b52010-08-24 13:51:35 -07001162 if (strncmp(var->name, "gl_", 3) == 0) {
1163 /* At the moment, we don't allocate uniform locations for
1164 * builtin uniforms. It's permitted by spec, and we'll
1165 * likely switch to doing that at some point, but not yet.
Eric Anholt8d61a232010-08-05 16:00:46 -07001166 */
1167 continue;
1168 }
Ian Romanick019a59b2010-06-21 16:10:42 -07001169
Ian Romanick019a59b2010-06-21 16:10:42 -07001170 var->location = next_position;
Eric Anholt45388b52010-08-24 13:51:35 -07001171 add_uniform(mem_ctx, &uniforms, ht, var->name, var->type,
1172 prog->_LinkedShaders[i]->Type,
1173 &next_position, &total_uniforms);
Ian Romanick019a59b2010-06-21 16:10:42 -07001174 }
1175 }
1176
Kenneth Graunked3073f52011-01-21 14:32:31 -08001177 ralloc_free(mem_ctx);
Eric Anholt45388b52010-08-24 13:51:35 -07001178
Ian Romanick019a59b2010-06-21 16:10:42 -07001179 gl_uniform_list *ul = (gl_uniform_list *)
1180 calloc(1, sizeof(gl_uniform_list));
1181
1182 ul->Size = total_uniforms;
1183 ul->NumUniforms = total_uniforms;
1184 ul->Uniforms = (gl_uniform *) calloc(total_uniforms, sizeof(gl_uniform));
1185
1186 unsigned idx = 0;
1187 uniform_node *next;
1188 for (uniform_node *node = (uniform_node *) uniforms.head
1189 ; node->link.next != NULL
1190 ; node = next) {
1191 next = (uniform_node *) node->link.next;
1192
1193 node->link.remove();
Eric Anholt45388b52010-08-24 13:51:35 -07001194 memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform));
1195 idx++;
Ian Romanick019a59b2010-06-21 16:10:42 -07001196
1197 free(node->u);
1198 free(node);
1199 }
1200
1201 hash_table_dtor(ht);
1202
Ian Romanickabee16e2010-06-21 16:16:05 -07001203 prog->Uniforms = ul;
Ian Romanick019a59b2010-06-21 16:10:42 -07001204}
1205
1206
Ian Romanick69846702010-06-22 17:29:19 -07001207/**
Bryan Cainf18a0862011-04-23 19:29:15 -05001208 * Find a contiguous set of available bits in a bitmask.
Ian Romanick69846702010-06-22 17:29:19 -07001209 *
1210 * \param used_mask Bits representing used (1) and unused (0) locations
1211 * \param needed_count Number of contiguous bits needed.
1212 *
1213 * \return
1214 * Base location of the available bits on success or -1 on failure.
1215 */
1216int
1217find_available_slots(unsigned used_mask, unsigned needed_count)
1218{
1219 unsigned needed_mask = (1 << needed_count) - 1;
1220 const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count;
1221
1222 /* The comparison to 32 is redundant, but without it GCC emits "warning:
1223 * cannot optimize possibly infinite loops" for the loop below.
1224 */
1225 if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32))
1226 return -1;
1227
1228 for (int i = 0; i <= max_bit_to_test; i++) {
1229 if ((needed_mask & ~used_mask) == needed_mask)
1230 return i;
1231
1232 needed_mask <<= 1;
1233 }
1234
1235 return -1;
1236}
1237
1238
Ian Romanickd32d4f72011-06-27 17:59:58 -07001239/**
1240 * Assign locations for either VS inputs for FS outputs
1241 *
1242 * \param prog Shader program whose variables need locations assigned
1243 * \param target_index Selector for the program target to receive location
1244 * assignmnets. Must be either \c MESA_SHADER_VERTEX or
1245 * \c MESA_SHADER_FRAGMENT.
1246 * \param max_index Maximum number of generic locations. This corresponds
1247 * to either the maximum number of draw buffers or the
1248 * maximum number of generic attributes.
1249 *
1250 * \return
1251 * If locations are successfully assigned, true is returned. Otherwise an
1252 * error is emitted to the shader link log and false is returned.
1253 *
1254 * \bug
1255 * Locations set via \c glBindFragDataLocation are not currently supported.
1256 * Only locations assigned automatically by the linker, explicitly set by a
1257 * layout qualifier, or explicitly set by a built-in variable (e.g., \c
1258 * gl_FragColor) are supported for fragment shaders.
1259 */
Ian Romanick69846702010-06-22 17:29:19 -07001260bool
Ian Romanickd32d4f72011-06-27 17:59:58 -07001261assign_attribute_or_color_locations(gl_shader_program *prog,
1262 unsigned target_index,
1263 unsigned max_index)
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001264{
Ian Romanickd32d4f72011-06-27 17:59:58 -07001265 /* Mark invalid locations as being used.
Ian Romanick9342d262010-06-22 17:41:37 -07001266 */
Ian Romanickd32d4f72011-06-27 17:59:58 -07001267 unsigned used_locations = (max_index >= 32)
1268 ? ~0 : ~((1 << max_index) - 1);
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001269
Ian Romanickd32d4f72011-06-27 17:59:58 -07001270 assert((target_index == MESA_SHADER_VERTEX)
1271 || (target_index == MESA_SHADER_FRAGMENT));
1272
1273 gl_shader *const sh = prog->_LinkedShaders[target_index];
1274 if (sh == NULL)
1275 return true;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001276
Ian Romanick69846702010-06-22 17:29:19 -07001277 /* Operate in a total of four passes.
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001278 *
1279 * 1. Invalidate the location assignments for all vertex shader inputs.
1280 *
1281 * 2. Assign locations for inputs that have user-defined (via
Bryan Cainf18a0862011-04-23 19:29:15 -05001282 * glBindVertexAttribLocation) locations.
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001283 *
Ian Romanick69846702010-06-22 17:29:19 -07001284 * 3. Sort the attributes without assigned locations by number of slots
1285 * required in decreasing order. Fragmentation caused by attribute
1286 * locations assigned by the application may prevent large attributes
1287 * from having enough contiguous space.
1288 *
1289 * 4. Assign locations to any inputs without assigned locations.
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001290 */
1291
Ian Romanickd32d4f72011-06-27 17:59:58 -07001292 const int generic_base = (target_index == MESA_SHADER_VERTEX)
Brian Paul7eb7d672011-07-07 16:47:59 -06001293 ? (int) VERT_ATTRIB_GENERIC0 : (int) FRAG_RESULT_DATA0;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001294
Ian Romanickd32d4f72011-06-27 17:59:58 -07001295 const enum ir_variable_mode direction =
1296 (target_index == MESA_SHADER_VERTEX) ? ir_var_in : ir_var_out;
1297
1298
1299 invalidate_variable_locations(sh, direction, generic_base);
1300
Ian Romanick69846702010-06-22 17:29:19 -07001301 /* Temporary storage for the set of attributes that need locations assigned.
1302 */
1303 struct temp_attr {
1304 unsigned slots;
1305 ir_variable *var;
1306
1307 /* Used below in the call to qsort. */
1308 static int compare(const void *a, const void *b)
1309 {
1310 const temp_attr *const l = (const temp_attr *) a;
1311 const temp_attr *const r = (const temp_attr *) b;
1312
1313 /* Reversed because we want a descending order sort below. */
1314 return r->slots - l->slots;
1315 }
1316 } to_assign[16];
1317
1318 unsigned num_attr = 0;
1319
Eric Anholt16b68b12010-06-30 11:05:43 -07001320 foreach_list(node, sh->ir) {
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001321 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1322
Brian Paul4470ff22011-07-19 21:10:25 -06001323 if ((var == NULL) || (var->mode != (unsigned) direction))
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001324 continue;
1325
Ian Romanick68a4fc92010-10-07 17:21:22 -07001326 if (var->explicit_location) {
Ian Romanickd32d4f72011-06-27 17:59:58 -07001327 if ((var->location >= (int)(max_index + generic_base))
Ian Romanick68a4fc92010-10-07 17:21:22 -07001328 || (var->location < 0)) {
Ian Romanick586e7412011-07-28 14:04:09 -07001329 linker_error(prog,
1330 "invalid explicit location %d specified for `%s'\n",
Ian Romanick523b6112011-08-17 15:40:03 -07001331 (var->location < 0)
1332 ? var->location : var->location - generic_base,
Ian Romanick586e7412011-07-28 14:04:09 -07001333 var->name);
Ian Romanick68a4fc92010-10-07 17:21:22 -07001334 return false;
Ian Romanick523b6112011-08-17 15:40:03 -07001335 }
1336 } else if (target_index == MESA_SHADER_VERTEX) {
1337 unsigned binding;
1338
1339 if (prog->AttributeBindings->get(binding, var->name)) {
1340 assert(binding >= VERT_ATTRIB_GENERIC0);
1341 var->location = binding;
Ian Romanick68a4fc92010-10-07 17:21:22 -07001342 }
1343 }
1344
Ian Romanick9f0e98d2011-10-06 10:25:34 -07001345 /* If the variable is not a built-in and has a location statically
1346 * assigned in the shader (presumably via a layout qualifier), make sure
1347 * that it doesn't collide with other assigned locations. Otherwise,
1348 * add it to the list of variables that need linker-assigned locations.
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001349 */
Ian Romanick523b6112011-08-17 15:40:03 -07001350 const unsigned slots = count_attribute_slots(var->type);
1351 if (var->location != -1) {
1352 if (var->location >= generic_base) {
1353 /* From page 61 of the OpenGL 4.0 spec:
1354 *
1355 * "LinkProgram will fail if the attribute bindings assigned
1356 * by BindAttribLocation do not leave not enough space to
1357 * assign a location for an active matrix attribute or an
1358 * active attribute array, both of which require multiple
1359 * contiguous generic attributes."
1360 *
1361 * Previous versions of the spec contain similar language but omit
1362 * the bit about attribute arrays.
1363 *
1364 * Page 61 of the OpenGL 4.0 spec also says:
1365 *
1366 * "It is possible for an application to bind more than one
1367 * attribute name to the same location. This is referred to as
1368 * aliasing. This will only work if only one of the aliased
1369 * attributes is active in the executable program, or if no
1370 * path through the shader consumes more than one attribute of
1371 * a set of attributes aliased to the same location. A link
1372 * error can occur if the linker determines that every path
1373 * through the shader consumes multiple aliased attributes,
1374 * but implementations are not required to generate an error
1375 * in this case."
1376 *
1377 * These two paragraphs are either somewhat contradictory, or I
1378 * don't fully understand one or both of them.
1379 */
1380 /* FINISHME: The code as currently written does not support
1381 * FINISHME: attribute location aliasing (see comment above).
1382 */
1383 /* Mask representing the contiguous slots that will be used by
1384 * this attribute.
1385 */
1386 const unsigned attr = var->location - generic_base;
1387 const unsigned use_mask = (1 << slots) - 1;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001388
Ian Romanick523b6112011-08-17 15:40:03 -07001389 /* Generate a link error if the set of bits requested for this
1390 * attribute overlaps any previously allocated bits.
1391 */
1392 if ((~(use_mask << attr) & used_locations) != used_locations) {
1393 linker_error(prog,
1394 "insufficient contiguous attribute locations "
1395 "available for vertex shader input `%s'",
1396 var->name);
1397 return false;
1398 }
1399
1400 used_locations |= (use_mask << attr);
1401 }
1402
1403 continue;
1404 }
1405
1406 to_assign[num_attr].slots = slots;
Ian Romanick69846702010-06-22 17:29:19 -07001407 to_assign[num_attr].var = var;
1408 num_attr++;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001409 }
Ian Romanick69846702010-06-22 17:29:19 -07001410
1411 /* If all of the attributes were assigned locations by the application (or
1412 * are built-in attributes with fixed locations), return early. This should
1413 * be the common case.
1414 */
1415 if (num_attr == 0)
1416 return true;
1417
1418 qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
1419
Ian Romanickd32d4f72011-06-27 17:59:58 -07001420 if (target_index == MESA_SHADER_VERTEX) {
1421 /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can
1422 * only be explicitly assigned by via glBindAttribLocation. Mark it as
1423 * reserved to prevent it from being automatically allocated below.
1424 */
1425 find_deref_visitor find("gl_Vertex");
1426 find.run(sh->ir);
1427 if (find.variable_found())
1428 used_locations |= (1 << 0);
1429 }
Ian Romanick982e3792010-06-29 18:58:20 -07001430
Ian Romanick69846702010-06-22 17:29:19 -07001431 for (unsigned i = 0; i < num_attr; i++) {
1432 /* Mask representing the contiguous slots that will be used by this
1433 * attribute.
1434 */
1435 const unsigned use_mask = (1 << to_assign[i].slots) - 1;
1436
1437 int location = find_available_slots(used_locations, to_assign[i].slots);
1438
1439 if (location < 0) {
Ian Romanickd32d4f72011-06-27 17:59:58 -07001440 const char *const string = (target_index == MESA_SHADER_VERTEX)
1441 ? "vertex shader input" : "fragment shader output";
1442
Ian Romanick586e7412011-07-28 14:04:09 -07001443 linker_error(prog,
1444 "insufficient contiguous attribute locations "
1445 "available for %s `%s'",
1446 string, to_assign[i].var->name);
Ian Romanick69846702010-06-22 17:29:19 -07001447 return false;
1448 }
1449
Ian Romanickd32d4f72011-06-27 17:59:58 -07001450 to_assign[i].var->location = generic_base + location;
Ian Romanick69846702010-06-22 17:29:19 -07001451 used_locations |= (use_mask << location);
1452 }
1453
1454 return true;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001455}
1456
1457
Ian Romanick40e114b2010-08-17 14:55:50 -07001458/**
Ian Romanickcc90e622010-10-19 17:59:10 -07001459 * Demote shader inputs and outputs that are not used in other stages
Ian Romanick40e114b2010-08-17 14:55:50 -07001460 */
1461void
Ian Romanickcc90e622010-10-19 17:59:10 -07001462demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
Ian Romanick40e114b2010-08-17 14:55:50 -07001463{
1464 foreach_list(node, sh->ir) {
1465 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1466
Ian Romanickcc90e622010-10-19 17:59:10 -07001467 if ((var == NULL) || (var->mode != int(mode)))
Ian Romanick40e114b2010-08-17 14:55:50 -07001468 continue;
1469
Ian Romanickcc90e622010-10-19 17:59:10 -07001470 /* A shader 'in' or 'out' variable is only really an input or output if
1471 * its value is used by other shader stages. This will cause the variable
1472 * to have a location assigned.
Ian Romanick40e114b2010-08-17 14:55:50 -07001473 */
1474 if (var->location == -1) {
1475 var->mode = ir_var_auto;
1476 }
1477 }
1478}
1479
1480
Ian Romanickde773242011-06-09 13:31:32 -07001481bool
1482assign_varying_locations(struct gl_context *ctx,
1483 struct gl_shader_program *prog,
Eric Anholtb7062832010-07-28 13:52:23 -07001484 gl_shader *producer, gl_shader *consumer)
Ian Romanick0e59b262010-06-23 11:23:01 -07001485{
1486 /* FINISHME: Set dynamically when geometry shader support is added. */
1487 unsigned output_index = VERT_RESULT_VAR0;
1488 unsigned input_index = FRAG_ATTRIB_VAR0;
1489
1490 /* Operate in a total of three passes.
1491 *
1492 * 1. Assign locations for any matching inputs and outputs.
1493 *
1494 * 2. Mark output variables in the producer that do not have locations as
1495 * not being outputs. This lets the optimizer eliminate them.
1496 *
1497 * 3. Mark input variables in the consumer that do not have locations as
1498 * not being inputs. This lets the optimizer eliminate them.
1499 */
1500
1501 invalidate_variable_locations(producer, ir_var_out, VERT_RESULT_VAR0);
1502 invalidate_variable_locations(consumer, ir_var_in, FRAG_ATTRIB_VAR0);
1503
Eric Anholt16b68b12010-06-30 11:05:43 -07001504 foreach_list(node, producer->ir) {
Ian Romanick0e59b262010-06-23 11:23:01 -07001505 ir_variable *const output_var = ((ir_instruction *) node)->as_variable();
1506
1507 if ((output_var == NULL) || (output_var->mode != ir_var_out)
1508 || (output_var->location != -1))
1509 continue;
1510
1511 ir_variable *const input_var =
1512 consumer->symbols->get_variable(output_var->name);
1513
1514 if ((input_var == NULL) || (input_var->mode != ir_var_in))
1515 continue;
1516
1517 assert(input_var->location == -1);
1518
Ian Romanick0e59b262010-06-23 11:23:01 -07001519 output_var->location = output_index;
1520 input_var->location = input_index;
1521
Ian Romanickdf869d92010-08-30 15:37:44 -07001522 /* FINISHME: Support for "varying" records in GLSL 1.50. */
1523 assert(!output_var->type->is_record());
1524
1525 if (output_var->type->is_array()) {
1526 const unsigned slots = output_var->type->length
1527 * output_var->type->fields.array->matrix_columns;
1528
1529 output_index += slots;
1530 input_index += slots;
1531 } else {
1532 const unsigned slots = output_var->type->matrix_columns;
1533
1534 output_index += slots;
1535 input_index += slots;
1536 }
Ian Romanick0e59b262010-06-23 11:23:01 -07001537 }
1538
Ian Romanickde773242011-06-09 13:31:32 -07001539 unsigned varying_vectors = 0;
1540
Eric Anholt16b68b12010-06-30 11:05:43 -07001541 foreach_list(node, consumer->ir) {
Ian Romanick0e59b262010-06-23 11:23:01 -07001542 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1543
1544 if ((var == NULL) || (var->mode != ir_var_in))
1545 continue;
1546
Eric Anholtb7062832010-07-28 13:52:23 -07001547 if (var->location == -1) {
1548 if (prog->Version <= 120) {
1549 /* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec:
1550 *
1551 * Only those varying variables used (i.e. read) in
1552 * the fragment shader executable must be written to
1553 * by the vertex shader executable; declaring
1554 * superfluous varying variables in a vertex shader is
1555 * permissible.
1556 *
1557 * We interpret this text as meaning that the VS must
1558 * write the variable for the FS to read it. See
1559 * "glsl1-varying read but not written" in piglit.
1560 */
1561
Ian Romanick586e7412011-07-28 14:04:09 -07001562 linker_error(prog, "fragment shader varying %s not written "
1563 "by vertex shader\n.", var->name);
Eric Anholtb7062832010-07-28 13:52:23 -07001564 }
1565
1566 /* An 'in' variable is only really a shader input if its
1567 * value is written by the previous stage.
1568 */
Eric Anholtb7062832010-07-28 13:52:23 -07001569 var->mode = ir_var_auto;
Ian Romanickde773242011-06-09 13:31:32 -07001570 } else {
1571 /* The packing rules are used for vertex shader inputs are also used
1572 * for fragment shader inputs.
1573 */
1574 varying_vectors += count_attribute_slots(var->type);
Eric Anholtb7062832010-07-28 13:52:23 -07001575 }
Ian Romanick0e59b262010-06-23 11:23:01 -07001576 }
Ian Romanickde773242011-06-09 13:31:32 -07001577
1578 if (ctx->API == API_OPENGLES2 || prog->Version == 100) {
1579 if (varying_vectors > ctx->Const.MaxVarying) {
Ian Romanick586e7412011-07-28 14:04:09 -07001580 linker_error(prog, "shader uses too many varying vectors "
1581 "(%u > %u)\n",
1582 varying_vectors, ctx->Const.MaxVarying);
Ian Romanickde773242011-06-09 13:31:32 -07001583 return false;
1584 }
1585 } else {
1586 const unsigned float_components = varying_vectors * 4;
1587 if (float_components > ctx->Const.MaxVarying * 4) {
Ian Romanick586e7412011-07-28 14:04:09 -07001588 linker_error(prog, "shader uses too many varying components "
1589 "(%u > %u)\n",
1590 float_components, ctx->Const.MaxVarying * 4);
Ian Romanickde773242011-06-09 13:31:32 -07001591 return false;
1592 }
1593 }
1594
1595 return true;
Ian Romanick0e59b262010-06-23 11:23:01 -07001596}
1597
1598
1599void
Kristian Høgsbergf9995b32010-10-12 12:26:10 -04001600link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
Ian Romanick832dfa52010-06-17 15:04:20 -07001601{
Kenneth Graunked3073f52011-01-21 14:32:31 -08001602 void *mem_ctx = ralloc_context(NULL); // temporary linker context
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001603
Ian Romanick832dfa52010-06-17 15:04:20 -07001604 prog->LinkStatus = false;
1605 prog->Validated = false;
1606 prog->_Used = false;
1607
Ian Romanickf36460e2010-06-23 12:07:22 -07001608 if (prog->InfoLog != NULL)
Kenneth Graunked3073f52011-01-21 14:32:31 -08001609 ralloc_free(prog->InfoLog);
Ian Romanickf36460e2010-06-23 12:07:22 -07001610
Kenneth Graunked3073f52011-01-21 14:32:31 -08001611 prog->InfoLog = ralloc_strdup(NULL, "");
Ian Romanickf36460e2010-06-23 12:07:22 -07001612
Ian Romanick832dfa52010-06-17 15:04:20 -07001613 /* Separate the shaders into groups based on their type.
1614 */
Eric Anholt16b68b12010-06-30 11:05:43 -07001615 struct gl_shader **vert_shader_list;
Ian Romanick832dfa52010-06-17 15:04:20 -07001616 unsigned num_vert_shaders = 0;
Eric Anholt16b68b12010-06-30 11:05:43 -07001617 struct gl_shader **frag_shader_list;
Ian Romanick832dfa52010-06-17 15:04:20 -07001618 unsigned num_frag_shaders = 0;
1619
Eric Anholt16b68b12010-06-30 11:05:43 -07001620 vert_shader_list = (struct gl_shader **)
1621 calloc(2 * prog->NumShaders, sizeof(struct gl_shader *));
Ian Romanick832dfa52010-06-17 15:04:20 -07001622 frag_shader_list = &vert_shader_list[prog->NumShaders];
1623
Ian Romanick25f51d32010-07-16 15:51:50 -07001624 unsigned min_version = UINT_MAX;
1625 unsigned max_version = 0;
Ian Romanick832dfa52010-06-17 15:04:20 -07001626 for (unsigned i = 0; i < prog->NumShaders; i++) {
Ian Romanick25f51d32010-07-16 15:51:50 -07001627 min_version = MIN2(min_version, prog->Shaders[i]->Version);
1628 max_version = MAX2(max_version, prog->Shaders[i]->Version);
1629
Ian Romanick832dfa52010-06-17 15:04:20 -07001630 switch (prog->Shaders[i]->Type) {
1631 case GL_VERTEX_SHADER:
1632 vert_shader_list[num_vert_shaders] = prog->Shaders[i];
1633 num_vert_shaders++;
1634 break;
1635 case GL_FRAGMENT_SHADER:
1636 frag_shader_list[num_frag_shaders] = prog->Shaders[i];
1637 num_frag_shaders++;
1638 break;
1639 case GL_GEOMETRY_SHADER:
1640 /* FINISHME: Support geometry shaders. */
1641 assert(prog->Shaders[i]->Type != GL_GEOMETRY_SHADER);
1642 break;
1643 }
1644 }
1645
Ian Romanick25f51d32010-07-16 15:51:50 -07001646 /* Previous to GLSL version 1.30, different compilation units could mix and
1647 * match shading language versions. With GLSL 1.30 and later, the versions
1648 * of all shaders must match.
1649 */
Kenneth Graunke5a81d052010-08-31 09:33:58 -07001650 assert(min_version >= 100);
Ian Romanick25f51d32010-07-16 15:51:50 -07001651 assert(max_version <= 130);
Kenneth Graunke5a81d052010-08-31 09:33:58 -07001652 if ((max_version >= 130 || min_version == 100)
1653 && min_version != max_version) {
Ian Romanick586e7412011-07-28 14:04:09 -07001654 linker_error(prog, "all shaders must use same shading "
1655 "language version\n");
Ian Romanick25f51d32010-07-16 15:51:50 -07001656 goto done;
1657 }
1658
1659 prog->Version = max_version;
1660
Ian Romanick3322fba2010-10-14 13:28:42 -07001661 for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
1662 if (prog->_LinkedShaders[i] != NULL)
1663 ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
1664
1665 prog->_LinkedShaders[i] = NULL;
Eric Anholt5d0f4302010-08-18 12:02:35 -07001666 }
1667
Ian Romanickcd6764e2010-07-16 16:00:07 -07001668 /* Link all shaders for a particular stage and validate the result.
1669 */
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001670 if (num_vert_shaders > 0) {
Ian Romanick3fb87872010-07-09 14:09:34 -07001671 gl_shader *const sh =
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001672 link_intrastage_shaders(mem_ctx, ctx, prog, vert_shader_list,
1673 num_vert_shaders);
Ian Romanick3fb87872010-07-09 14:09:34 -07001674
1675 if (sh == NULL)
1676 goto done;
1677
1678 if (!validate_vertex_shader_executable(prog, sh))
Ian Romanickf29ff6e2010-10-14 17:55:17 -07001679 goto done;
Ian Romanick3fb87872010-07-09 14:09:34 -07001680
Ian Romanick3322fba2010-10-14 13:28:42 -07001681 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_VERTEX],
1682 sh);
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001683 }
1684
1685 if (num_frag_shaders > 0) {
Ian Romanick3fb87872010-07-09 14:09:34 -07001686 gl_shader *const sh =
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001687 link_intrastage_shaders(mem_ctx, ctx, prog, frag_shader_list,
1688 num_frag_shaders);
Ian Romanick3fb87872010-07-09 14:09:34 -07001689
1690 if (sh == NULL)
1691 goto done;
1692
1693 if (!validate_fragment_shader_executable(prog, sh))
Ian Romanickf29ff6e2010-10-14 17:55:17 -07001694 goto done;
Ian Romanick3fb87872010-07-09 14:09:34 -07001695
Ian Romanick3322fba2010-10-14 13:28:42 -07001696 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
1697 sh);
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001698 }
1699
Ian Romanick3ed850e2010-06-23 12:18:21 -07001700 /* Here begins the inter-stage linking phase. Some initial validation is
1701 * performed, then locations are assigned for uniforms, attributes, and
1702 * varyings.
1703 */
Ian Romanicked1fe3d2010-06-23 12:09:14 -07001704 if (cross_validate_uniforms(prog)) {
Ian Romanick3322fba2010-10-14 13:28:42 -07001705 unsigned prev;
1706
1707 for (prev = 0; prev < MESA_SHADER_TYPES; prev++) {
1708 if (prog->_LinkedShaders[prev] != NULL)
1709 break;
1710 }
1711
Bryan Cainf18a0862011-04-23 19:29:15 -05001712 /* Validate the inputs of each stage with the output of the preceding
Ian Romanick37101922010-06-18 19:02:10 -07001713 * stage.
1714 */
Ian Romanick3322fba2010-10-14 13:28:42 -07001715 for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
1716 if (prog->_LinkedShaders[i] == NULL)
1717 continue;
1718
Ian Romanickf36460e2010-06-23 12:07:22 -07001719 if (!cross_validate_outputs_to_inputs(prog,
Ian Romanick3322fba2010-10-14 13:28:42 -07001720 prog->_LinkedShaders[prev],
Ian Romanickabee16e2010-06-21 16:16:05 -07001721 prog->_LinkedShaders[i]))
Ian Romanick37101922010-06-18 19:02:10 -07001722 goto done;
Ian Romanick3322fba2010-10-14 13:28:42 -07001723
1724 prev = i;
Ian Romanick37101922010-06-18 19:02:10 -07001725 }
1726
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001727 prog->LinkStatus = true;
Ian Romanick37101922010-06-18 19:02:10 -07001728 }
Ian Romanick832dfa52010-06-17 15:04:20 -07001729
Eric Anholt2f4fe152010-08-10 13:06:49 -07001730 /* Do common optimization before assigning storage for attributes,
1731 * uniforms, and varyings. Later optimization could possibly make
1732 * some of that unused.
1733 */
Ian Romanick3322fba2010-10-14 13:28:42 -07001734 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1735 if (prog->_LinkedShaders[i] == NULL)
1736 continue;
1737
Ian Romanick02c5ae12011-07-11 10:46:01 -07001738 detect_recursion_linked(prog, prog->_LinkedShaders[i]->ir);
1739 if (!prog->LinkStatus)
1740 goto done;
1741
Paul Berryc06e3252011-08-11 20:58:21 -07001742 if (ctx->ShaderCompilerOptions[i].LowerClipDistance)
1743 lower_clip_distance(prog->_LinkedShaders[i]->ir);
1744
Luca Barbierie591c462010-09-05 22:29:58 +02001745 while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, 32))
Eric Anholt2f4fe152010-08-10 13:06:49 -07001746 ;
Ian Romanicka7ba9a72010-07-20 13:36:32 -07001747 }
Ian Romanick13e10e42010-06-21 12:03:24 -07001748
Eric Anholt586b4b52010-09-28 14:32:16 -07001749 update_array_sizes(prog);
1750
Ian Romanickabee16e2010-06-21 16:16:05 -07001751 assign_uniform_locations(prog);
Ian Romanick13e10e42010-06-21 12:03:24 -07001752
Ian Romanickd32d4f72011-06-27 17:59:58 -07001753 /* FINISHME: The value of the max_attribute_index parameter is
1754 * FINISHME: implementation dependent based on the value of
1755 * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
1756 * FINISHME: at least 16, so hardcode 16 for now.
1757 */
1758 if (!assign_attribute_or_color_locations(prog, MESA_SHADER_VERTEX, 16)) {
Ian Romanickd32d4f72011-06-27 17:59:58 -07001759 goto done;
1760 }
1761
1762 if (!assign_attribute_or_color_locations(prog, MESA_SHADER_FRAGMENT, ctx->Const.MaxDrawBuffers)) {
Ian Romanickd32d4f72011-06-27 17:59:58 -07001763 goto done;
Ian Romanick40e114b2010-08-17 14:55:50 -07001764 }
1765
Ian Romanick3322fba2010-10-14 13:28:42 -07001766 unsigned prev;
1767 for (prev = 0; prev < MESA_SHADER_TYPES; prev++) {
1768 if (prog->_LinkedShaders[prev] != NULL)
1769 break;
1770 }
1771
1772 for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
1773 if (prog->_LinkedShaders[i] == NULL)
1774 continue;
1775
Ian Romanickde773242011-06-09 13:31:32 -07001776 if (!assign_varying_locations(ctx, prog,
1777 prog->_LinkedShaders[prev],
1778 prog->_LinkedShaders[i])) {
Ian Romanickde773242011-06-09 13:31:32 -07001779 goto done;
1780 }
1781
Ian Romanick3322fba2010-10-14 13:28:42 -07001782 prev = i;
1783 }
Ian Romanick13e10e42010-06-21 12:03:24 -07001784
Ian Romanickcc90e622010-10-19 17:59:10 -07001785 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
1786 demote_shader_inputs_and_outputs(prog->_LinkedShaders[MESA_SHADER_VERTEX],
1787 ir_var_out);
1788 }
1789
1790 if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
1791 gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
1792
1793 demote_shader_inputs_and_outputs(sh, ir_var_in);
1794 demote_shader_inputs_and_outputs(sh, ir_var_inout);
1795 demote_shader_inputs_and_outputs(sh, ir_var_out);
1796 }
1797
1798 if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
1799 gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
1800
1801 demote_shader_inputs_and_outputs(sh, ir_var_in);
1802 }
1803
Ian Romanickce9171f2011-02-03 17:10:14 -08001804 /* OpenGL ES requires that a vertex shader and a fragment shader both be
1805 * present in a linked program. By checking for use of shading language
1806 * version 1.00, we also catch the GL_ARB_ES2_compatibility case.
1807 */
Eric Anholt57f79782011-07-22 12:57:47 -07001808 if (!prog->InternalSeparateShader &&
1809 (ctx->API == API_OPENGLES2 || prog->Version == 100)) {
Ian Romanickce9171f2011-02-03 17:10:14 -08001810 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
Ian Romanick586e7412011-07-28 14:04:09 -07001811 linker_error(prog, "program lacks a vertex shader\n");
Ian Romanickce9171f2011-02-03 17:10:14 -08001812 } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
Ian Romanick586e7412011-07-28 14:04:09 -07001813 linker_error(prog, "program lacks a fragment shader\n");
Ian Romanickce9171f2011-02-03 17:10:14 -08001814 }
1815 }
1816
Ian Romanick13e10e42010-06-21 12:03:24 -07001817 /* FINISHME: Assign fragment shader output locations. */
1818
Ian Romanick832dfa52010-06-17 15:04:20 -07001819done:
1820 free(vert_shader_list);
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001821
1822 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1823 if (prog->_LinkedShaders[i] == NULL)
1824 continue;
1825
1826 /* Retain any live IR, but trash the rest. */
1827 reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);
Ian Romanick7bbcc0b2011-09-30 14:21:10 -07001828
1829 /* The symbol table in the linked shaders may contain references to
1830 * variables that were removed (e.g., unused uniforms). Since it may
1831 * contain junk, there is no possible valid use. Delete it and set the
1832 * pointer to NULL.
1833 */
1834 delete prog->_LinkedShaders[i]->symbols;
1835 prog->_LinkedShaders[i]->symbols = NULL;
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001836 }
1837
Kenneth Graunked3073f52011-01-21 14:32:31 -08001838 ralloc_free(mem_ctx);
Ian Romanick832dfa52010-06-17 15:04:20 -07001839}