blob: 8f2c8ee9a05468596dd7063057bffb405f5dfdb5 [file] [log] [blame]
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
Brian Paulddf4b2e2015-02-24 16:56:54 -070067#include <ctype.h>
Chia-I Wubfd7c9a2010-08-23 17:51:42 +080068#include "main/core.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070069#include "glsl_symbol_table.h"
Eric Anholtfaf3dba2013-06-12 16:57:11 -070070#include "glsl_parser_extras.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070071#include "ir.h"
72#include "program.h"
Aras Pranckevicius31747152010-07-29 12:40:49 +030073#include "program/hash_table.h"
Ian Romanick8fe8a812010-07-13 17:36:13 -070074#include "linker.h"
Paul Berry4b11b572012-12-17 14:20:35 -080075#include "link_varyings.h"
Ian Romanicka7ba9a72010-07-20 13:36:32 -070076#include "ir_optimization.h"
Bryan Cain25480922013-02-15 09:46:50 -060077#include "ir_rvalue_visitor.h"
Tapani Pällieca9d162014-04-08 08:45:36 +030078#include "ir_uniform.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070079
Ian Romanick3322fba2010-10-14 13:28:42 -070080#include "main/shaderobj.h"
Eric Anholt6065a872013-06-12 18:12:40 -070081#include "main/enums.h"
Brian Paul241c5992014-12-15 16:41:58 -070082
Ian Romanick3322fba2010-10-14 13:28:42 -070083
Bryan Cain25480922013-02-15 09:46:50 -060084void linker_error(gl_shader_program *, const char *, ...);
85
Eric Anholt10ef9492013-09-20 11:03:44 -070086namespace {
87
Ian Romanick832dfa52010-06-17 15:04:20 -070088/**
89 * Visitor that determines whether or not a variable is ever written.
90 */
91class find_assignment_visitor : public ir_hierarchical_visitor {
92public:
93 find_assignment_visitor(const char *name)
94 : name(name), found(false)
95 {
96 /* empty */
97 }
98
99 virtual ir_visitor_status visit_enter(ir_assignment *ir)
100 {
101 ir_variable *const var = ir->lhs->variable_referenced();
102
103 if (strcmp(name, var->name) == 0) {
104 found = true;
105 return visit_stop;
106 }
107
108 return visit_continue_with_parent;
109 }
110
Eric Anholt18a60232010-08-23 11:29:25 -0700111 virtual ir_visitor_status visit_enter(ir_call *ir)
112 {
Kenneth Graunke48d0faa2014-01-10 16:39:17 -0800113 foreach_two_lists(formal_node, &ir->callee->parameters,
114 actual_node, &ir->actual_parameters) {
115 ir_rvalue *param_rval = (ir_rvalue *) actual_node;
116 ir_variable *sig_param = (ir_variable *) formal_node;
Eric Anholt18a60232010-08-23 11:29:25 -0700117
Tapani Pälli33ee2c62013-12-12 13:51:01 +0200118 if (sig_param->data.mode == ir_var_function_out ||
119 sig_param->data.mode == ir_var_function_inout) {
Eric Anholt18a60232010-08-23 11:29:25 -0700120 ir_variable *var = param_rval->variable_referenced();
121 if (var && strcmp(name, var->name) == 0) {
122 found = true;
123 return visit_stop;
124 }
125 }
Eric Anholt18a60232010-08-23 11:29:25 -0700126 }
127
Kenneth Graunked884f602012-03-20 15:56:37 -0700128 if (ir->return_deref != NULL) {
129 ir_variable *const var = ir->return_deref->variable_referenced();
130
131 if (strcmp(name, var->name) == 0) {
132 found = true;
133 return visit_stop;
134 }
135 }
136
Eric Anholt18a60232010-08-23 11:29:25 -0700137 return visit_continue_with_parent;
138 }
139
Ian Romanick832dfa52010-06-17 15:04:20 -0700140 bool variable_found()
141 {
142 return found;
143 }
144
145private:
146 const char *name; /**< Find writes to a variable with this name. */
147 bool found; /**< Was a write to the variable found? */
148};
149
Ian Romanickc93b8f12010-06-17 15:20:22 -0700150
Ian Romanickc33e78f2010-08-13 12:30:41 -0700151/**
152 * Visitor that determines whether or not a variable is ever read.
153 */
154class find_deref_visitor : public ir_hierarchical_visitor {
155public:
156 find_deref_visitor(const char *name)
157 : name(name), found(false)
158 {
159 /* empty */
160 }
161
162 virtual ir_visitor_status visit(ir_dereference_variable *ir)
163 {
164 if (strcmp(this->name, ir->var->name) == 0) {
165 this->found = true;
166 return visit_stop;
167 }
168
169 return visit_continue;
170 }
171
172 bool variable_found() const
173 {
174 return this->found;
175 }
176
177private:
178 const char *name; /**< Find writes to a variable with this name. */
179 bool found; /**< Was a write to the variable found? */
180};
181
182
Paul Berry7cfefe62013-07-30 21:13:48 -0700183class geom_array_resize_visitor : public ir_hierarchical_visitor {
184public:
185 unsigned num_vertices;
186 gl_shader_program *prog;
187
188 geom_array_resize_visitor(unsigned num_vertices, gl_shader_program *prog)
189 {
190 this->num_vertices = num_vertices;
191 this->prog = prog;
192 }
193
194 virtual ~geom_array_resize_visitor()
195 {
196 /* empty */
197 }
198
199 virtual ir_visitor_status visit(ir_variable *var)
200 {
Tapani Pälli33ee2c62013-12-12 13:51:01 +0200201 if (!var->type->is_array() || var->data.mode != ir_var_shader_in)
Paul Berry7cfefe62013-07-30 21:13:48 -0700202 return visit_continue;
203
204 unsigned size = var->type->length;
205
206 /* Generate a link error if the shader has declared this array with an
207 * incorrect size.
208 */
209 if (size && size != this->num_vertices) {
210 linker_error(this->prog, "size of array %s declared as %u, "
211 "but number of input vertices is %u\n",
212 var->name, size, this->num_vertices);
213 return visit_continue;
214 }
215
216 /* Generate a link error if the shader attempts to access an input
217 * array using an index too large for its actual size assigned at link
218 * time.
219 */
Tapani Pälli447bb902013-12-12 15:08:59 +0200220 if (var->data.max_array_access >= this->num_vertices) {
Paul Berry7cfefe62013-07-30 21:13:48 -0700221 linker_error(this->prog, "geometry shader accesses element %i of "
222 "%s, but only %i input vertices\n",
Tapani Pälli447bb902013-12-12 15:08:59 +0200223 var->data.max_array_access, var->name, this->num_vertices);
Paul Berry7cfefe62013-07-30 21:13:48 -0700224 return visit_continue;
225 }
226
Timothy Arcerid67515b2015-04-30 20:45:54 +1000227 var->type = glsl_type::get_array_instance(var->type->fields.array,
Paul Berry7cfefe62013-07-30 21:13:48 -0700228 this->num_vertices);
Tapani Pälli447bb902013-12-12 15:08:59 +0200229 var->data.max_array_access = this->num_vertices - 1;
Paul Berry7cfefe62013-07-30 21:13:48 -0700230
231 return visit_continue;
232 }
233
234 /* Dereferences of input variables need to be updated so that their type
235 * matches the newly assigned type of the variable they are accessing. */
236 virtual ir_visitor_status visit(ir_dereference_variable *ir)
237 {
238 ir->type = ir->var->type;
239 return visit_continue;
240 }
241
242 /* Dereferences of 2D input arrays need to be updated so that their type
243 * matches the newly assigned type of the array they are accessing. */
244 virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
245 {
246 const glsl_type *const vt = ir->array->type;
247 if (vt->is_array())
Timothy Arcerid67515b2015-04-30 20:45:54 +1000248 ir->type = vt->fields.array;
Paul Berry7cfefe62013-07-30 21:13:48 -0700249 return visit_continue;
250 }
251};
252
Chris Forbes7c758c52014-09-21 13:33:14 +1200253class tess_eval_array_resize_visitor : public ir_hierarchical_visitor {
254public:
255 unsigned num_vertices;
256 gl_shader_program *prog;
257
258 tess_eval_array_resize_visitor(unsigned num_vertices, gl_shader_program *prog)
259 {
260 this->num_vertices = num_vertices;
261 this->prog = prog;
262 }
263
264 virtual ~tess_eval_array_resize_visitor()
265 {
266 /* empty */
267 }
268
269 virtual ir_visitor_status visit(ir_variable *var)
270 {
271 if (!var->type->is_array() || var->data.mode != ir_var_shader_in || var->data.patch)
272 return visit_continue;
273
274 var->type = glsl_type::get_array_instance(var->type->fields.array,
275 this->num_vertices);
276 var->data.max_array_access = this->num_vertices - 1;
277
278 return visit_continue;
279 }
280
281 /* Dereferences of input variables need to be updated so that their type
282 * matches the newly assigned type of the variable they are accessing. */
283 virtual ir_visitor_status visit(ir_dereference_variable *ir)
284 {
285 ir->type = ir->var->type;
286 return visit_continue;
287 }
288
289 /* Dereferences of 2D input arrays need to be updated so that their type
290 * matches the newly assigned type of the array they are accessing. */
291 virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
292 {
293 const glsl_type *const vt = ir->array->type;
294 if (vt->is_array())
295 ir->type = vt->fields.array;
296 return visit_continue;
297 }
298};
299
Chris Forbes8cf72972014-09-07 21:42:50 +1200300class barrier_use_visitor : public ir_hierarchical_visitor {
301public:
302 barrier_use_visitor(gl_shader_program *prog)
303 : prog(prog), in_main(false), after_return(false), control_flow(0)
304 {
305 }
306
307 virtual ~barrier_use_visitor()
308 {
309 /* empty */
310 }
311
312 virtual ir_visitor_status visit_enter(ir_function *ir)
313 {
314 if (strcmp(ir->name, "main") == 0)
315 in_main = true;
316
317 return visit_continue;
318 }
319
320 virtual ir_visitor_status visit_leave(ir_function *ir)
321 {
322 in_main = false;
323 after_return = false;
324 return visit_continue;
325 }
326
327 virtual ir_visitor_status visit_leave(ir_return *ir)
328 {
329 after_return = true;
330 return visit_continue;
331 }
332
333 virtual ir_visitor_status visit_enter(ir_if *ir)
334 {
335 ++control_flow;
336 return visit_continue;
337 }
338
339 virtual ir_visitor_status visit_leave(ir_if *ir)
340 {
341 --control_flow;
342 return visit_continue;
343 }
344
345 virtual ir_visitor_status visit_enter(ir_loop *ir)
346 {
347 ++control_flow;
348 return visit_continue;
349 }
350
351 virtual ir_visitor_status visit_leave(ir_loop *ir)
352 {
353 --control_flow;
354 return visit_continue;
355 }
356
357 /* FINISHME: `switch` is not expressed at the IR level -- it's already
358 * been lowered to a mess of `if`s. We'll correctly disallow any use of
359 * barrier() in a conditional path within the switch, but not in a path
360 * which is always hit.
361 */
362
363 virtual ir_visitor_status visit_enter(ir_call *ir)
364 {
365 if (ir->use_builtin && strcmp(ir->callee_name(), "barrier") == 0) {
366 /* Use of barrier(); determine if it is legal: */
367 if (!in_main) {
368 linker_error(prog, "Builtin barrier() may only be used in main");
369 return visit_stop;
370 }
371
372 if (after_return) {
373 linker_error(prog, "Builtin barrier() may not be used after return");
374 return visit_stop;
375 }
376
377 if (control_flow != 0) {
378 linker_error(prog, "Builtin barrier() may not be used inside control flow");
379 return visit_stop;
380 }
381 }
382 return visit_continue;
383 }
384
385private:
386 gl_shader_program *prog;
387 bool in_main, after_return;
388 int control_flow;
389};
390
Paul Berry1a33e022013-08-18 20:59:37 -0700391/**
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200392 * Visitor that determines the highest stream id to which a (geometry) shader
393 * emits vertices. It also checks whether End{Stream}Primitive is ever called.
Paul Berry1a33e022013-08-18 20:59:37 -0700394 */
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200395class find_emit_vertex_visitor : public ir_hierarchical_visitor {
Paul Berry1a33e022013-08-18 20:59:37 -0700396public:
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200397 find_emit_vertex_visitor(int max_allowed)
398 : max_stream_allowed(max_allowed),
399 invalid_stream_id(0),
400 invalid_stream_id_from_emit_vertex(false),
401 end_primitive_found(false),
402 uses_non_zero_stream(false)
Paul Berry1a33e022013-08-18 20:59:37 -0700403 {
404 /* empty */
405 }
406
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200407 virtual ir_visitor_status visit_leave(ir_emit_vertex *ir)
Paul Berry1a33e022013-08-18 20:59:37 -0700408 {
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200409 int stream_id = ir->stream_id();
410
411 if (stream_id < 0) {
412 invalid_stream_id = stream_id;
413 invalid_stream_id_from_emit_vertex = true;
414 return visit_stop;
415 }
416
417 if (stream_id > max_stream_allowed) {
418 invalid_stream_id = stream_id;
419 invalid_stream_id_from_emit_vertex = true;
420 return visit_stop;
421 }
422
423 if (stream_id != 0)
424 uses_non_zero_stream = true;
425
426 return visit_continue;
Paul Berry1a33e022013-08-18 20:59:37 -0700427 }
428
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200429 virtual ir_visitor_status visit_leave(ir_end_primitive *ir)
Paul Berry1a33e022013-08-18 20:59:37 -0700430 {
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200431 end_primitive_found = true;
432
433 int stream_id = ir->stream_id();
434
435 if (stream_id < 0) {
436 invalid_stream_id = stream_id;
437 invalid_stream_id_from_emit_vertex = false;
438 return visit_stop;
439 }
440
441 if (stream_id > max_stream_allowed) {
442 invalid_stream_id = stream_id;
443 invalid_stream_id_from_emit_vertex = false;
444 return visit_stop;
445 }
446
447 if (stream_id != 0)
448 uses_non_zero_stream = true;
449
450 return visit_continue;
451 }
452
453 bool error()
454 {
455 return invalid_stream_id != 0;
456 }
457
458 const char *error_func()
459 {
460 return invalid_stream_id_from_emit_vertex ?
461 "EmitStreamVertex" : "EndStreamPrimitive";
462 }
463
464 int error_stream()
465 {
466 return invalid_stream_id;
467 }
468
469 bool uses_streams()
470 {
471 return uses_non_zero_stream;
472 }
473
474 bool uses_end_primitive()
475 {
476 return end_primitive_found;
Paul Berry1a33e022013-08-18 20:59:37 -0700477 }
478
479private:
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200480 int max_stream_allowed;
481 int invalid_stream_id;
482 bool invalid_stream_id_from_emit_vertex;
483 bool end_primitive_found;
484 bool uses_non_zero_stream;
Paul Berry1a33e022013-08-18 20:59:37 -0700485};
486
Tapani Pälli9350ea62015-05-19 15:01:49 +0300487/* Class that finds array derefs and check if indexes are dynamic. */
488class dynamic_sampler_array_indexing_visitor : public ir_hierarchical_visitor
489{
490public:
491 dynamic_sampler_array_indexing_visitor() :
492 dynamic_sampler_array_indexing(false)
493 {
494 }
495
496 ir_visitor_status visit_enter(ir_dereference_array *ir)
497 {
498 if (!ir->variable_referenced())
499 return visit_continue;
500
501 if (!ir->variable_referenced()->type->contains_sampler())
502 return visit_continue;
503
504 if (!ir->array_index->constant_expression_value()) {
505 dynamic_sampler_array_indexing = true;
506 return visit_stop;
507 }
508 return visit_continue;
509 }
510
511 bool uses_dynamic_sampler_array_indexing()
512 {
513 return dynamic_sampler_array_indexing;
514 }
515
516private:
517 bool dynamic_sampler_array_indexing;
518};
519
Eric Anholt10ef9492013-09-20 11:03:44 -0700520} /* anonymous namespace */
Paul Berry1a33e022013-08-18 20:59:37 -0700521
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700522void
Ian Romanick586e7412011-07-28 14:04:09 -0700523linker_error(gl_shader_program *prog, const char *fmt, ...)
Ian Romanickf36460e2010-06-23 12:07:22 -0700524{
525 va_list ap;
526
Kenneth Graunked3073f52011-01-21 14:32:31 -0800527 ralloc_strcat(&prog->InfoLog, "error: ");
Ian Romanickf36460e2010-06-23 12:07:22 -0700528 va_start(ap, fmt);
Kenneth Graunked3073f52011-01-21 14:32:31 -0800529 ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
Ian Romanickf36460e2010-06-23 12:07:22 -0700530 va_end(ap);
Ian Romanick586e7412011-07-28 14:04:09 -0700531
532 prog->LinkStatus = false;
Ian Romanickf36460e2010-06-23 12:07:22 -0700533}
534
535
536void
Ian Romanick379a32f2011-07-28 14:09:06 -0700537linker_warning(gl_shader_program *prog, const char *fmt, ...)
538{
539 va_list ap;
540
Anuj Phogat80b4a362014-03-07 16:48:35 -0800541 ralloc_strcat(&prog->InfoLog, "warning: ");
Ian Romanick379a32f2011-07-28 14:09:06 -0700542 va_start(ap, fmt);
543 ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
544 va_end(ap);
545
546}
547
548
Paul Berryb92900d2013-01-28 14:21:59 -0800549/**
550 * Given a string identifying a program resource, break it into a base name
551 * and an optional array index in square brackets.
552 *
553 * If an array index is present, \c out_base_name_end is set to point to the
554 * "[" that precedes the array index, and the array index itself is returned
555 * as a long.
556 *
557 * If no array index is present (or if the array index is negative or
558 * mal-formed), \c out_base_name_end, is set to point to the null terminator
559 * at the end of the input string, and -1 is returned.
560 *
561 * Only the final array index is parsed; if the string contains other array
562 * indices (or structure field accesses), they are left in the base name.
563 *
564 * No attempt is made to check that the base name is properly formed;
565 * typically the caller will look up the base name in a hash table, so
566 * ill-formed base names simply turn into hash table lookup failures.
567 */
568long
569parse_program_resource_name(const GLchar *name,
570 const GLchar **out_base_name_end)
571{
572 /* Section 7.3.1 ("Program Interfaces") of the OpenGL 4.3 spec says:
573 *
574 * "When an integer array element or block instance number is part of
575 * the name string, it will be specified in decimal form without a "+"
576 * or "-" sign or any extra leading zeroes. Additionally, the name
577 * string will not include white space anywhere in the string."
578 */
579
580 const size_t len = strlen(name);
581 *out_base_name_end = name + len;
582
583 if (len == 0 || name[len-1] != ']')
584 return -1;
585
586 /* Walk backwards over the string looking for a non-digit character. This
587 * had better be the opening bracket for an array index.
588 *
589 * Initially, i specifies the location of the ']'. Since the string may
590 * contain only the ']' charcater, walk backwards very carefully.
591 */
592 unsigned i;
593 for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
594 /* empty */ ;
595
596 if ((i == 0) || name[i-1] != '[')
597 return -1;
598
599 long array_index = strtol(&name[i], NULL, 10);
600 if (array_index < 0)
601 return -1;
602
Timothy Arceri09c440c2015-07-03 08:45:30 +1000603 /* Check for leading zero */
604 if (name[i] == '0' && name[i+1] != ']')
605 return -1;
606
Paul Berryb92900d2013-01-28 14:21:59 -0800607 *out_base_name_end = name + (i - 1);
608 return array_index;
609}
610
611
Ian Romanick379a32f2011-07-28 14:09:06 -0700612void
Ian Romanick63974c02013-10-04 10:46:29 -0700613link_invalidate_variable_locations(exec_list *ir)
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700614{
Matt Turner4d784462014-06-24 21:34:05 -0700615 foreach_in_list(ir_instruction, node, ir) {
616 ir_variable *const var = node->as_variable();
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700617
Paul Berry50895d42012-12-05 07:17:07 -0800618 if (var == NULL)
619 continue;
620
Ian Romanick63974c02013-10-04 10:46:29 -0700621 /* Only assign locations for variables that lack an explicit location.
622 * Explicit locations are set for all built-in variables, generic vertex
623 * shader inputs (via layout(location=...)), and generic fragment shader
624 * outputs (also via layout(location=...)).
625 */
Tapani Pälli447bb902013-12-12 15:08:59 +0200626 if (!var->data.explicit_location) {
627 var->data.location = -1;
628 var->data.location_frac = 0;
Paul Berry50895d42012-12-05 07:17:07 -0800629 }
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700630
Ian Romanick63974c02013-10-04 10:46:29 -0700631 /* ir_variable::is_unmatched_generic_inout is used by the linker while
632 * connecting outputs from one stage to inputs of the next stage.
633 *
634 * There are two implicit assumptions here. First, we assume that any
635 * built-in variable (i.e., non-generic in or out) will have
636 * explicit_location set. Second, we assume that any generic in or out
637 * will not have explicit_location set.
638 *
639 * This second assumption will only be valid until
640 * GL_ARB_separate_shader_objects is supported. When that extension is
641 * implemented, this function will need some modifications.
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700642 */
Tapani Pälli447bb902013-12-12 15:08:59 +0200643 if (!var->data.explicit_location) {
644 var->data.is_unmatched_generic_inout = 1;
Paul Berry3e81c662012-12-05 10:47:55 -0800645 } else {
Tapani Pälli447bb902013-12-12 15:08:59 +0200646 var->data.is_unmatched_generic_inout = 0;
Paul Berry3e81c662012-12-05 10:47:55 -0800647 }
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700648 }
649}
650
651
Ian Romanickc93b8f12010-06-17 15:20:22 -0700652/**
Paul Berry44e07de2013-06-11 14:11:05 -0700653 * Set UsesClipDistance and ClipDistanceArraySize based on the given shader.
654 *
655 * Also check for errors based on incorrect usage of gl_ClipVertex and
656 * gl_ClipDistance.
657 *
658 * Return false if an error was reported.
659 */
660static void
Paul Berryb30e25f2013-12-17 09:49:43 -0800661analyze_clip_usage(struct gl_shader_program *prog,
Paul Berry44e07de2013-06-11 14:11:05 -0700662 struct gl_shader *shader, GLboolean *UsesClipDistance,
663 GLuint *ClipDistanceArraySize)
664{
665 *ClipDistanceArraySize = 0;
666
667 if (!prog->IsES && prog->Version >= 130) {
668 /* From section 7.1 (Vertex Shader Special Variables) of the
669 * GLSL 1.30 spec:
670 *
671 * "It is an error for a shader to statically write both
672 * gl_ClipVertex and gl_ClipDistance."
673 *
674 * This does not apply to GLSL ES shaders, since GLSL ES defines neither
675 * gl_ClipVertex nor gl_ClipDistance.
676 */
677 find_assignment_visitor clip_vertex("gl_ClipVertex");
678 find_assignment_visitor clip_distance("gl_ClipDistance");
679
680 clip_vertex.run(shader->ir);
681 clip_distance.run(shader->ir);
682 if (clip_vertex.variable_found() && clip_distance.variable_found()) {
683 linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
Paul Berryb30e25f2013-12-17 09:49:43 -0800684 "and `gl_ClipDistance'\n",
Paul Berrye3b86f02014-01-07 10:58:56 -0800685 _mesa_shader_stage_to_string(shader->Stage));
Paul Berry44e07de2013-06-11 14:11:05 -0700686 return;
687 }
688 *UsesClipDistance = clip_distance.variable_found();
689 ir_variable *clip_distance_var =
690 shader->symbols->get_variable("gl_ClipDistance");
691 if (clip_distance_var)
692 *ClipDistanceArraySize = clip_distance_var->type->length;
693 } else {
694 *UsesClipDistance = false;
695 }
696}
697
698
699/**
Paul Berry1ad54ae2011-09-17 09:42:02 -0700700 * Verify that a vertex shader executable meets all semantic requirements.
701 *
Paul Berry642e5b412012-01-04 13:57:52 -0800702 * Also sets prog->Vert.UsesClipDistance and prog->Vert.ClipDistanceArraySize
703 * as a side effect.
Ian Romanickc93b8f12010-06-17 15:20:22 -0700704 *
705 * \param shader Vertex shader executable to be verified
706 */
Paul Berryb95d2372013-07-27 11:08:31 -0700707void
Eric Anholt849e1812010-06-30 11:49:17 -0700708validate_vertex_shader_executable(struct gl_shader_program *prog,
Eric Anholt16b68b12010-06-30 11:05:43 -0700709 struct gl_shader *shader)
Ian Romanick832dfa52010-06-17 15:04:20 -0700710{
711 if (shader == NULL)
Paul Berryb95d2372013-07-27 11:08:31 -0700712 return;
Ian Romanick832dfa52010-06-17 15:04:20 -0700713
Eric Anholtf1c1c9e2012-03-19 22:43:27 -0700714 /* From the GLSL 1.10 spec, page 48:
715 *
716 * "The variable gl_Position is available only in the vertex
717 * language and is intended for writing the homogeneous vertex
718 * position. All executions of a well-formed vertex shader
719 * executable must write a value into this variable. [...] The
720 * variable gl_Position is available only in the vertex
721 * language and is intended for writing the homogeneous vertex
722 * position. All executions of a well-formed vertex shader
723 * executable must write a value into this variable."
724 *
725 * while in GLSL 1.40 this text is changed to:
726 *
727 * "The variable gl_Position is available only in the vertex
728 * language and is intended for writing the homogeneous vertex
729 * position. It can be written at any time during shader
730 * execution. It may also be read back by a vertex shader
731 * after being written. This value will be used by primitive
732 * assembly, clipping, culling, and other fixed functionality
733 * operations, if present, that operate on primitives after
734 * vertex processing has occurred. Its value is undefined if
735 * the vertex shader executable does not write gl_Position."
Paul Berry15ba2a52012-08-02 17:51:02 -0700736 *
Kalyan Kondapally78c92012014-09-08 11:10:42 +0300737 * All GLSL ES Versions are similar to GLSL 1.40--failing to write to
738 * gl_Position is not an error.
Eric Anholtf1c1c9e2012-03-19 22:43:27 -0700739 */
Kalyan Kondapallydbc2d812014-09-10 20:20:23 -0700740 if (prog->Version < (prog->IsES ? 300 : 140)) {
Eric Anholtf1c1c9e2012-03-19 22:43:27 -0700741 find_assignment_visitor find("gl_Position");
742 find.run(shader->ir);
743 if (!find.variable_found()) {
Kalyan Kondapallydbc2d812014-09-10 20:20:23 -0700744 if (prog->IsES) {
745 linker_warning(prog,
746 "vertex shader does not write to `gl_Position'."
747 "It's value is undefined. \n");
748 } else {
749 linker_error(prog,
750 "vertex shader does not write to `gl_Position'. \n");
751 }
Paul Berryb95d2372013-07-27 11:08:31 -0700752 return;
Eric Anholtf1c1c9e2012-03-19 22:43:27 -0700753 }
Ian Romanick832dfa52010-06-17 15:04:20 -0700754 }
755
Paul Berryb30e25f2013-12-17 09:49:43 -0800756 analyze_clip_usage(prog, shader, &prog->Vert.UsesClipDistance,
Paul Berry44e07de2013-06-11 14:11:05 -0700757 &prog->Vert.ClipDistanceArraySize);
Ian Romanick832dfa52010-06-17 15:04:20 -0700758}
759
Chris Forbesdf16e0d2014-09-09 19:25:02 +1200760void
761validate_tess_eval_shader_executable(struct gl_shader_program *prog,
762 struct gl_shader *shader)
763{
764 if (shader == NULL)
765 return;
766
767 analyze_clip_usage(prog, shader, &prog->TessEval.UsesClipDistance,
768 &prog->TessEval.ClipDistanceArraySize);
769}
770
Ian Romanick832dfa52010-06-17 15:04:20 -0700771
Ian Romanickc93b8f12010-06-17 15:20:22 -0700772/**
773 * Verify that a fragment shader executable meets all semantic requirements
774 *
775 * \param shader Fragment shader executable to be verified
776 */
Paul Berryb95d2372013-07-27 11:08:31 -0700777void
Eric Anholt849e1812010-06-30 11:49:17 -0700778validate_fragment_shader_executable(struct gl_shader_program *prog,
Eric Anholt16b68b12010-06-30 11:05:43 -0700779 struct gl_shader *shader)
Ian Romanick832dfa52010-06-17 15:04:20 -0700780{
781 if (shader == NULL)
Paul Berryb95d2372013-07-27 11:08:31 -0700782 return;
Ian Romanick832dfa52010-06-17 15:04:20 -0700783
Ian Romanick832dfa52010-06-17 15:04:20 -0700784 find_assignment_visitor frag_color("gl_FragColor");
785 find_assignment_visitor frag_data("gl_FragData");
786
Eric Anholt16b68b12010-06-30 11:05:43 -0700787 frag_color.run(shader->ir);
788 frag_data.run(shader->ir);
Ian Romanick832dfa52010-06-17 15:04:20 -0700789
Ian Romanick832dfa52010-06-17 15:04:20 -0700790 if (frag_color.variable_found() && frag_data.variable_found()) {
Ian Romanick586e7412011-07-28 14:04:09 -0700791 linker_error(prog, "fragment shader writes to both "
792 "`gl_FragColor' and `gl_FragData'\n");
Ian Romanick832dfa52010-06-17 15:04:20 -0700793 }
Ian Romanick832dfa52010-06-17 15:04:20 -0700794}
795
Bryan Cain25480922013-02-15 09:46:50 -0600796/**
797 * Verify that a geometry shader executable meets all semantic requirements
798 *
Paul Berry44e07de2013-06-11 14:11:05 -0700799 * Also sets prog->Geom.VerticesIn, prog->Geom.UsesClipDistance, and
800 * prog->Geom.ClipDistanceArraySize as a side effect.
Bryan Cain25480922013-02-15 09:46:50 -0600801 *
802 * \param shader Geometry shader executable to be verified
803 */
804void
805validate_geometry_shader_executable(struct gl_shader_program *prog,
806 struct gl_shader *shader)
807{
808 if (shader == NULL)
809 return;
810
811 unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
812 prog->Geom.VerticesIn = num_vertices;
Paul Berry44e07de2013-06-11 14:11:05 -0700813
Paul Berryb30e25f2013-12-17 09:49:43 -0800814 analyze_clip_usage(prog, shader, &prog->Geom.UsesClipDistance,
Paul Berry44e07de2013-06-11 14:11:05 -0700815 &prog->Geom.ClipDistanceArraySize);
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200816}
Paul Berry1a33e022013-08-18 20:59:37 -0700817
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200818/**
819 * Check if geometry shaders emit to non-zero streams and do corresponding
820 * validations.
821 */
822static void
823validate_geometry_shader_emissions(struct gl_context *ctx,
824 struct gl_shader_program *prog)
825{
826 if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
827 find_emit_vertex_visitor emit_vertex(ctx->Const.MaxVertexStreams - 1);
828 emit_vertex.run(prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->ir);
829 if (emit_vertex.error()) {
830 linker_error(prog, "Invalid call %s(%d). Accepted values for the "
Andres Gomezf9fc3ae2014-11-18 08:43:35 -0700831 "stream parameter are in the range [0, %d].\n",
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200832 emit_vertex.error_func(),
833 emit_vertex.error_stream(),
834 ctx->Const.MaxVertexStreams - 1);
835 }
836 prog->Geom.UsesStreams = emit_vertex.uses_streams();
837 prog->Geom.UsesEndPrimitive = emit_vertex.uses_end_primitive();
838
839 /* From the ARB_gpu_shader5 spec:
840 *
841 * "Multiple vertex streams are supported only if the output primitive
842 * type is declared to be "points". A program will fail to link if it
843 * contains a geometry shader calling EmitStreamVertex() or
844 * EndStreamPrimitive() if its output primitive type is not "points".
845 *
846 * However, in the same spec:
847 *
848 * "The function EmitVertex() is equivalent to calling EmitStreamVertex()
849 * with <stream> set to zero."
850 *
851 * And:
852 *
853 * "The function EndPrimitive() is equivalent to calling
854 * EndStreamPrimitive() with <stream> set to zero."
855 *
856 * Since we can call EmitVertex() and EndPrimitive() when we output
857 * primitives other than points, calling EmitStreamVertex(0) or
858 * EmitEndPrimitive(0) should not produce errors. This it also what Nvidia
859 * does. Currently we only set prog->Geom.UsesStreams to TRUE when
860 * EmitStreamVertex() or EmitEndPrimitive() are called with a non-zero
861 * stream.
862 */
863 if (prog->Geom.UsesStreams && prog->Geom.OutputType != GL_POINTS) {
864 linker_error(prog, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
Andres Gomezf9fc3ae2014-11-18 08:43:35 -0700865 "with n>0 requires point output\n");
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200866 }
867 }
Bryan Cain25480922013-02-15 09:46:50 -0600868}
869
Timothy Arceri50859c62015-02-21 21:47:14 +1100870bool
871validate_intrastage_arrays(struct gl_shader_program *prog,
872 ir_variable *const var,
873 ir_variable *const existing)
874{
875 /* Consider the types to be "the same" if both types are arrays
876 * of the same type and one of the arrays is implicitly sized.
877 * In addition, set the type of the linked variable to the
878 * explicitly sized array.
879 */
880 if (var->type->is_array() && existing->type->is_array() &&
881 (var->type->fields.array == existing->type->fields.array) &&
882 ((var->type->length == 0)|| (existing->type->length == 0))) {
883 if (var->type->length != 0) {
884 if (var->type->length <= existing->data.max_array_access) {
885 linker_error(prog, "%s `%s' declared as type "
886 "`%s' but outermost dimension has an index"
887 " of `%i'\n",
888 mode_string(var),
889 var->name, var->type->name,
890 existing->data.max_array_access);
891 }
892 existing->type = var->type;
893 return true;
894 } else if (existing->type->length != 0) {
895 if(existing->type->length <= var->data.max_array_access) {
896 linker_error(prog, "%s `%s' declared as type "
897 "`%s' but outermost dimension has an index"
898 " of `%i'\n",
899 mode_string(var),
900 var->name, existing->type->name,
901 var->data.max_array_access);
902 }
903 return true;
904 }
905 }
906 return false;
907}
908
Ian Romanick832dfa52010-06-17 15:04:20 -0700909
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700910/**
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700911 * Perform validation of global variables used across multiple shaders
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700912 */
Paul Berryb95d2372013-07-27 11:08:31 -0700913void
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700914cross_validate_globals(struct gl_shader_program *prog,
915 struct gl_shader **shader_list,
916 unsigned num_shaders,
917 bool uniforms_only)
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700918{
919 /* Examine all of the uniforms in all of the shaders and cross validate
920 * them.
921 */
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700922 glsl_symbol_table variables;
923 for (unsigned i = 0; i < num_shaders; i++) {
Ian Romanick3322fba2010-10-14 13:28:42 -0700924 if (shader_list[i] == NULL)
925 continue;
926
Matt Turner4d784462014-06-24 21:34:05 -0700927 foreach_in_list(ir_instruction, node, shader_list[i]->ir) {
928 ir_variable *const var = node->as_variable();
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700929
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700930 if (var == NULL)
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700931 continue;
932
Kristian Høgsberga78a5892015-05-13 11:17:23 +0200933 if (uniforms_only && (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage))
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700934 continue;
935
Dave Airlie60266862015-04-20 10:27:36 +1000936 /* don't cross validate subroutine uniforms */
937 if (var->type->contains_subroutine())
938 continue;
939
Ian Romanick7e2aa912010-07-19 17:12:42 -0700940 /* Don't cross validate temporaries that are at global scope. These
941 * will eventually get pulled into the shaders 'main'.
942 */
Tapani Pälli33ee2c62013-12-12 13:51:01 +0200943 if (var->data.mode == ir_var_temporary)
Ian Romanick7e2aa912010-07-19 17:12:42 -0700944 continue;
945
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700946 /* If a global with this name has already been seen, verify that the
947 * new instance has the same type. In addition, if the globals have
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700948 * initializers, the values of the initializers must be the same.
949 */
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700950 ir_variable *const existing = variables.get_variable(var->name);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700951 if (existing != NULL) {
Timothy Arceri50859c62015-02-21 21:47:14 +1100952 /* Check if types match. Interface blocks have some special
953 * rules so we handle those elsewhere.
954 */
Timothy Arceri1a96d9e2015-02-24 17:28:51 +1100955 if (var->type != existing->type &&
956 !var->is_interface_instance()) {
Timothy Arceri50859c62015-02-21 21:47:14 +1100957 if (!validate_intrastage_arrays(prog, var, existing)) {
958 if (var->type->is_record() && existing->type->is_record()
959 && existing->type->record_compare(var->type)) {
960 existing->type = var->type;
961 } else {
Timothy Arcerida4fb3e2014-11-25 23:04:23 +1100962 linker_error(prog, "%s `%s' declared as type "
Timothy Arceri50859c62015-02-21 21:47:14 +1100963 "`%s' and type `%s'\n",
Timothy Arcerida4fb3e2014-11-25 23:04:23 +1100964 mode_string(var),
Timothy Arceri50859c62015-02-21 21:47:14 +1100965 var->name, var->type->name,
966 existing->type->name);
Timothy Arcerida4fb3e2014-11-25 23:04:23 +1100967 return;
968 }
Ian Romanicka2711d62010-08-29 22:07:49 -0700969 }
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700970 }
971
Tapani Pälli447bb902013-12-12 15:08:59 +0200972 if (var->data.explicit_location) {
973 if (existing->data.explicit_location
974 && (var->data.location != existing->data.location)) {
Ian Romanick586e7412011-07-28 14:04:09 -0700975 linker_error(prog, "explicit locations for %s "
976 "`%s' have differing values\n",
977 mode_string(var), var->name);
Paul Berryb95d2372013-07-27 11:08:31 -0700978 return;
Ian Romanick68a4fc92010-10-07 17:21:22 -0700979 }
980
Tapani Pälli447bb902013-12-12 15:08:59 +0200981 existing->data.location = var->data.location;
982 existing->data.explicit_location = true;
Ian Romanick68a4fc92010-10-07 17:21:22 -0700983 }
984
Kenneth Graunke9a9a8302013-07-16 12:18:57 -0700985 /* From the GLSL 4.20 specification:
986 * "A link error will result if two compilation units in a program
987 * specify different integer-constant bindings for the same
988 * opaque-uniform name. However, it is not an error to specify a
989 * binding on some but not all declarations for the same name"
990 */
Tapani Pälli447bb902013-12-12 15:08:59 +0200991 if (var->data.explicit_binding) {
992 if (existing->data.explicit_binding &&
993 var->data.binding != existing->data.binding) {
Kenneth Graunke9a9a8302013-07-16 12:18:57 -0700994 linker_error(prog, "explicit bindings for %s "
995 "`%s' have differing values\n",
996 mode_string(var), var->name);
Paul Berryb95d2372013-07-27 11:08:31 -0700997 return;
Kenneth Graunke9a9a8302013-07-16 12:18:57 -0700998 }
999
Tapani Pälli447bb902013-12-12 15:08:59 +02001000 existing->data.binding = var->data.binding;
1001 existing->data.explicit_binding = true;
Kenneth Graunke9a9a8302013-07-16 12:18:57 -07001002 }
1003
Francisco Jerez5c114932013-09-11 12:14:46 -07001004 if (var->type->contains_atomic() &&
Tapani Pälli447bb902013-12-12 15:08:59 +02001005 var->data.atomic.offset != existing->data.atomic.offset) {
Francisco Jerez5c114932013-09-11 12:14:46 -07001006 linker_error(prog, "offset specifications for %s "
1007 "`%s' have differing values\n",
1008 mode_string(var), var->name);
1009 return;
1010 }
1011
Ian Romanick46173f92011-10-31 13:07:06 -07001012 /* Validate layout qualifiers for gl_FragDepth.
1013 *
1014 * From the AMD/ARB_conservative_depth specs:
1015 *
1016 * "If gl_FragDepth is redeclared in any fragment shader in a
1017 * program, it must be redeclared in all fragment shaders in
1018 * that program that have static assignments to
1019 * gl_FragDepth. All redeclarations of gl_FragDepth in all
1020 * fragment shaders in a single program must have the same set
1021 * of qualifiers."
1022 */
1023 if (strcmp(var->name, "gl_FragDepth") == 0) {
Tapani Pälli447bb902013-12-12 15:08:59 +02001024 bool layout_declared = var->data.depth_layout != ir_depth_layout_none;
Ian Romanick46173f92011-10-31 13:07:06 -07001025 bool layout_differs =
Tapani Pälli447bb902013-12-12 15:08:59 +02001026 var->data.depth_layout != existing->data.depth_layout;
Ian Romanick46173f92011-10-31 13:07:06 -07001027
1028 if (layout_declared && layout_differs) {
1029 linker_error(prog,
1030 "All redeclarations of gl_FragDepth in all "
1031 "fragment shaders in a single program must have "
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07001032 "the same set of qualifiers.\n");
Ian Romanick46173f92011-10-31 13:07:06 -07001033 }
1034
Tapani Pälli33ee2c62013-12-12 13:51:01 +02001035 if (var->data.used && layout_differs) {
Ian Romanick46173f92011-10-31 13:07:06 -07001036 linker_error(prog,
1037 "If gl_FragDepth is redeclared with a layout "
1038 "qualifier in any fragment shader, it must be "
1039 "redeclared with the same layout qualifier in "
1040 "all fragment shaders that have assignments to "
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07001041 "gl_FragDepth\n");
Ian Romanick46173f92011-10-31 13:07:06 -07001042 }
1043 }
Chad Versaceaddae332011-01-27 01:40:31 -08001044
Ian Romanickf37b1ad2011-10-31 14:31:07 -07001045 /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
1046 *
1047 * "If a shared global has multiple initializers, the
1048 * initializers must all be constant expressions, and they
1049 * must all have the same value. Otherwise, a link error will
1050 * result. (A shared global having only one initializer does
1051 * not require that initializer to be a constant expression.)"
1052 *
1053 * Previous to 4.20 the GLSL spec simply said that initializers
1054 * must have the same value. In this case of non-constant
1055 * initializers, this was impossible to determine. As a result,
1056 * no vendor actually implemented that behavior. The 4.20
1057 * behavior matches the implemented behavior of at least one other
1058 * vendor, so we'll implement that for all GLSL versions.
Ian Romanicke2e5d0d2010-06-29 18:47:11 -07001059 */
Ian Romanickf37b1ad2011-10-31 14:31:07 -07001060 if (var->constant_initializer != NULL) {
1061 if (existing->constant_initializer != NULL) {
1062 if (!var->constant_initializer->has_value(existing->constant_initializer)) {
Ian Romanick586e7412011-07-28 14:04:09 -07001063 linker_error(prog, "initializers for %s "
1064 "`%s' have differing values\n",
1065 mode_string(var), var->name);
Paul Berryb95d2372013-07-27 11:08:31 -07001066 return;
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001067 }
Ian Romanickf37b1ad2011-10-31 14:31:07 -07001068 } else {
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001069 /* If the first-seen instance of a particular uniform did not
1070 * have an initializer but a later instance does, copy the
1071 * initializer to the version stored in the symbol table.
1072 */
Ian Romanickde415b72010-07-14 13:22:12 -07001073 /* FINISHME: This is wrong. The constant_value field should
1074 * FINISHME: not be modified! Imagine a case where a shader
1075 * FINISHME: without an initializer is linked in two different
1076 * FINISHME: programs with shaders that have differing
1077 * FINISHME: initializers. Linking with the first will
1078 * FINISHME: modify the shader, and linking with the second
1079 * FINISHME: will fail.
1080 */
Ian Romanickf37b1ad2011-10-31 14:31:07 -07001081 existing->constant_initializer =
1082 var->constant_initializer->clone(ralloc_parent(existing),
1083 NULL);
1084 }
1085 }
1086
Tapani Pälli447bb902013-12-12 15:08:59 +02001087 if (var->data.has_initializer) {
1088 if (existing->data.has_initializer
Ian Romanickf37b1ad2011-10-31 14:31:07 -07001089 && (var->constant_initializer == NULL
1090 || existing->constant_initializer == NULL)) {
1091 linker_error(prog,
1092 "shared global variable `%s' has multiple "
1093 "non-constant initializers.\n",
1094 var->name);
Paul Berryb95d2372013-07-27 11:08:31 -07001095 return;
Ian Romanickf37b1ad2011-10-31 14:31:07 -07001096 }
1097
1098 /* Some instance had an initializer, so keep track of that. In
1099 * this location, all sorts of initializers (constant or
1100 * otherwise) will propagate the existence to the variable
1101 * stored in the symbol table.
1102 */
Tapani Pälli447bb902013-12-12 15:08:59 +02001103 existing->data.has_initializer = true;
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001104 }
Chad Versace7528f142010-11-17 14:34:38 -08001105
Tapani Pällic1d30802013-12-12 12:57:57 +02001106 if (existing->data.invariant != var->data.invariant) {
Ian Romanick586e7412011-07-28 14:04:09 -07001107 linker_error(prog, "declarations for %s `%s' have "
1108 "mismatching invariant qualifiers\n",
1109 mode_string(var), var->name);
Paul Berryb95d2372013-07-27 11:08:31 -07001110 return;
Chad Versace7528f142010-11-17 14:34:38 -08001111 }
Tapani Pällic1d30802013-12-12 12:57:57 +02001112 if (existing->data.centroid != var->data.centroid) {
Ian Romanick586e7412011-07-28 14:04:09 -07001113 linker_error(prog, "declarations for %s `%s' have "
1114 "mismatching centroid qualifiers\n",
1115 mode_string(var), var->name);
Paul Berryb95d2372013-07-27 11:08:31 -07001116 return;
Chad Versace61428dd2011-01-10 15:29:30 -08001117 }
Tapani Pällic1d30802013-12-12 12:57:57 +02001118 if (existing->data.sample != var->data.sample) {
Chris Forbes51c5fc82013-11-29 21:26:10 +13001119 linker_error(prog, "declarations for %s `%s` have "
1120 "mismatching sample qualifiers\n",
1121 mode_string(var), var->name);
1122 return;
1123 }
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001124 } else
Eric Anholt001eee52010-11-05 06:11:24 -07001125 variables.add_variable(var);
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001126 }
1127 }
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001128}
1129
1130
Ian Romanick37101922010-06-18 19:02:10 -07001131/**
Ian Romanicke2e5d0d2010-06-29 18:47:11 -07001132 * Perform validation of uniforms used across multiple shader stages
1133 */
Paul Berryb95d2372013-07-27 11:08:31 -07001134void
Ian Romanicke2e5d0d2010-06-29 18:47:11 -07001135cross_validate_uniforms(struct gl_shader_program *prog)
1136{
Paul Berryb95d2372013-07-27 11:08:31 -07001137 cross_validate_globals(prog, prog->_LinkedShaders,
Paul Berry665b8d72014-01-07 10:11:39 -08001138 MESA_SHADER_STAGES, true);
Ian Romanicke2e5d0d2010-06-29 18:47:11 -07001139}
1140
Eric Anholtf609cf72012-04-27 13:52:56 -07001141/**
1142 * Accumulates the array of prog->UniformBlocks and checks that all
1143 * definitons of blocks agree on their contents.
1144 */
1145static bool
1146interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog)
1147{
1148 unsigned max_num_uniform_blocks = 0;
Paul Berry665b8d72014-01-07 10:11:39 -08001149 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
Eric Anholtf609cf72012-04-27 13:52:56 -07001150 if (prog->_LinkedShaders[i])
1151 max_num_uniform_blocks += prog->_LinkedShaders[i]->NumUniformBlocks;
1152 }
1153
Paul Berry665b8d72014-01-07 10:11:39 -08001154 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
Eric Anholtf609cf72012-04-27 13:52:56 -07001155 struct gl_shader *sh = prog->_LinkedShaders[i];
1156
1157 prog->UniformBlockStageIndex[i] = ralloc_array(prog, int,
1158 max_num_uniform_blocks);
1159 for (unsigned int j = 0; j < max_num_uniform_blocks; j++)
1160 prog->UniformBlockStageIndex[i][j] = -1;
1161
1162 if (sh == NULL)
1163 continue;
1164
1165 for (unsigned int j = 0; j < sh->NumUniformBlocks; j++) {
1166 int index = link_cross_validate_uniform_block(prog,
1167 &prog->UniformBlocks,
1168 &prog->NumUniformBlocks,
1169 &sh->UniformBlocks[j]);
1170
1171 if (index == -1) {
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07001172 linker_error(prog, "uniform block `%s' has mismatching definitions\n",
Eric Anholtf609cf72012-04-27 13:52:56 -07001173 sh->UniformBlocks[j].Name);
1174 return false;
1175 }
1176
1177 prog->UniformBlockStageIndex[i][index] = j;
1178 }
1179 }
1180
1181 return true;
1182}
Ian Romanicke2e5d0d2010-06-29 18:47:11 -07001183
Ian Romanick37101922010-06-18 19:02:10 -07001184
Ian Romanick3fb87872010-07-09 14:09:34 -07001185/**
1186 * Populates a shaders symbol table with all global declarations
1187 */
1188static void
1189populate_symbol_table(gl_shader *sh)
1190{
1191 sh->symbols = new(sh) glsl_symbol_table;
1192
Matt Turner4d784462014-06-24 21:34:05 -07001193 foreach_in_list(ir_instruction, inst, sh->ir) {
Ian Romanick3fb87872010-07-09 14:09:34 -07001194 ir_variable *var;
1195 ir_function *func;
1196
1197 if ((func = inst->as_function()) != NULL) {
Eric Anholte8f5ebf2010-11-05 06:08:45 -07001198 sh->symbols->add_function(func);
Ian Romanick3fb87872010-07-09 14:09:34 -07001199 } else if ((var = inst->as_variable()) != NULL) {
Ian Romanicka9948242014-07-08 18:53:09 -07001200 if (var->data.mode != ir_var_temporary)
1201 sh->symbols->add_variable(var);
Ian Romanick3fb87872010-07-09 14:09:34 -07001202 }
1203 }
1204}
1205
1206
1207/**
Ian Romanick31a97862010-07-12 18:48:50 -07001208 * Remap variables referenced in an instruction tree
1209 *
1210 * This is used when instruction trees are cloned from one shader and placed in
1211 * another. These trees will contain references to \c ir_variable nodes that
1212 * do not exist in the target shader. This function finds these \c ir_variable
1213 * references and replaces the references with matching variables in the target
1214 * shader.
1215 *
1216 * If there is no matching variable in the target shader, a clone of the
1217 * \c ir_variable is made and added to the target shader. The new variable is
1218 * added to \b both the instruction stream and the symbol table.
1219 *
1220 * \param inst IR tree that is to be processed.
1221 * \param symbols Symbol table containing global scope symbols in the
1222 * linked shader.
1223 * \param instructions Instruction stream where new variable declarations
1224 * should be added.
1225 */
1226void
Eric Anholt8273bd42010-08-04 12:34:56 -07001227remap_variables(ir_instruction *inst, struct gl_shader *target,
1228 hash_table *temps)
Ian Romanick31a97862010-07-12 18:48:50 -07001229{
1230 class remap_visitor : public ir_hierarchical_visitor {
1231 public:
Eric Anholt8273bd42010-08-04 12:34:56 -07001232 remap_visitor(struct gl_shader *target,
Ian Romanick7e2aa912010-07-19 17:12:42 -07001233 hash_table *temps)
Ian Romanick31a97862010-07-12 18:48:50 -07001234 {
Eric Anholt8273bd42010-08-04 12:34:56 -07001235 this->target = target;
1236 this->symbols = target->symbols;
1237 this->instructions = target->ir;
Ian Romanick7e2aa912010-07-19 17:12:42 -07001238 this->temps = temps;
Ian Romanick31a97862010-07-12 18:48:50 -07001239 }
1240
1241 virtual ir_visitor_status visit(ir_dereference_variable *ir)
1242 {
Tapani Pälli33ee2c62013-12-12 13:51:01 +02001243 if (ir->var->data.mode == ir_var_temporary) {
Ian Romanick7e2aa912010-07-19 17:12:42 -07001244 ir_variable *var = (ir_variable *) hash_table_find(temps, ir->var);
1245
1246 assert(var != NULL);
1247 ir->var = var;
1248 return visit_continue;
1249 }
1250
Ian Romanick31a97862010-07-12 18:48:50 -07001251 ir_variable *const existing =
1252 this->symbols->get_variable(ir->var->name);
1253 if (existing != NULL)
1254 ir->var = existing;
1255 else {
Eric Anholt8273bd42010-08-04 12:34:56 -07001256 ir_variable *copy = ir->var->clone(this->target, NULL);
Ian Romanick31a97862010-07-12 18:48:50 -07001257
Eric Anholt001eee52010-11-05 06:11:24 -07001258 this->symbols->add_variable(copy);
Ian Romanick31a97862010-07-12 18:48:50 -07001259 this->instructions->push_head(copy);
Ian Romanick7e2aa912010-07-19 17:12:42 -07001260 ir->var = copy;
Ian Romanick31a97862010-07-12 18:48:50 -07001261 }
1262
1263 return visit_continue;
1264 }
1265
1266 private:
Eric Anholt8273bd42010-08-04 12:34:56 -07001267 struct gl_shader *target;
Ian Romanick31a97862010-07-12 18:48:50 -07001268 glsl_symbol_table *symbols;
1269 exec_list *instructions;
Ian Romanick7e2aa912010-07-19 17:12:42 -07001270 hash_table *temps;
Ian Romanick31a97862010-07-12 18:48:50 -07001271 };
1272
Eric Anholt8273bd42010-08-04 12:34:56 -07001273 remap_visitor v(target, temps);
Ian Romanick31a97862010-07-12 18:48:50 -07001274
1275 inst->accept(&v);
1276}
1277
1278
1279/**
1280 * Move non-declarations from one instruction stream to another
1281 *
1282 * The intended usage pattern of this function is to pass the pointer to the
Eric Anholt62c47632010-07-29 13:52:25 -07001283 * 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 -07001284 * pointer) for \c last and \c false for \c make_copies on the first
1285 * call. Successive calls pass the return value of the previous call for
1286 * \c last and \c true for \c make_copies.
1287 *
1288 * \param instructions Source instruction stream
1289 * \param last Instruction after which new instructions should be
1290 * inserted in the target instruction stream
1291 * \param make_copies Flag selecting whether instructions in \c instructions
1292 * should be copied (via \c ir_instruction::clone) into the
1293 * target list or moved.
1294 *
1295 * \return
1296 * The new "last" instruction in the target instruction stream. This pointer
1297 * is suitable for use as the \c last parameter of a later call to this
1298 * function.
1299 */
1300exec_node *
1301move_non_declarations(exec_list *instructions, exec_node *last,
1302 bool make_copies, gl_shader *target)
1303{
Ian Romanick7e2aa912010-07-19 17:12:42 -07001304 hash_table *temps = NULL;
1305
1306 if (make_copies)
1307 temps = hash_table_ctor(0, hash_table_pointer_hash,
1308 hash_table_pointer_compare);
1309
Matt Turnerc6a16f62014-06-24 21:58:35 -07001310 foreach_in_list_safe(ir_instruction, inst, instructions) {
Ian Romanick7e2aa912010-07-19 17:12:42 -07001311 if (inst->as_function())
Ian Romanick31a97862010-07-12 18:48:50 -07001312 continue;
1313
Ian Romanick7e2aa912010-07-19 17:12:42 -07001314 ir_variable *var = inst->as_variable();
Tapani Pälli33ee2c62013-12-12 13:51:01 +02001315 if ((var != NULL) && (var->data.mode != ir_var_temporary))
Ian Romanick7e2aa912010-07-19 17:12:42 -07001316 continue;
1317
1318 assert(inst->as_assignment()
Kenneth Graunked884f602012-03-20 15:56:37 -07001319 || inst->as_call()
Kenneth Graunkeb45a68e2012-10-24 13:17:24 -07001320 || inst->as_if() /* for initializers with the ?: operator */
Tapani Pälli33ee2c62013-12-12 13:51:01 +02001321 || ((var != NULL) && (var->data.mode == ir_var_temporary)));
Ian Romanick31a97862010-07-12 18:48:50 -07001322
1323 if (make_copies) {
Eric Anholt8273bd42010-08-04 12:34:56 -07001324 inst = inst->clone(target, NULL);
Ian Romanick7e2aa912010-07-19 17:12:42 -07001325
1326 if (var != NULL)
1327 hash_table_insert(temps, inst, var);
1328 else
Eric Anholt8273bd42010-08-04 12:34:56 -07001329 remap_variables(inst, target, temps);
Ian Romanick31a97862010-07-12 18:48:50 -07001330 } else {
1331 inst->remove();
1332 }
1333
1334 last->insert_after(inst);
1335 last = inst;
1336 }
1337
Ian Romanick7e2aa912010-07-19 17:12:42 -07001338 if (make_copies)
1339 hash_table_dtor(temps);
1340
Ian Romanick31a97862010-07-12 18:48:50 -07001341 return last;
1342}
1343
1344/**
Ian Romanick15ce87e2010-07-09 15:28:22 -07001345 * Get the function signature for main from a shader
1346 */
Ian Romanick04d33232014-06-19 12:05:20 -07001347ir_function_signature *
1348link_get_main_function_signature(gl_shader *sh)
Ian Romanick15ce87e2010-07-09 15:28:22 -07001349{
1350 ir_function *const f = sh->symbols->get_function("main");
1351 if (f != NULL) {
1352 exec_list void_parameters;
1353
1354 /* Look for the 'void main()' signature and ensure that it's defined.
1355 * This keeps the linker from accidentally pick a shader that just
1356 * contains a prototype for main.
1357 *
1358 * We don't have to check for multiple definitions of main (in multiple
1359 * shaders) because that would have already been caught above.
1360 */
Kenneth Graunke21129d42014-07-24 14:05:40 -07001361 ir_function_signature *sig =
1362 f->matching_signature(NULL, &void_parameters, false);
Ian Romanick15ce87e2010-07-09 15:28:22 -07001363 if ((sig != NULL) && sig->is_defined) {
1364 return sig;
1365 }
1366 }
1367
1368 return NULL;
1369}
1370
1371
1372/**
Brian Paul84a12732012-02-02 20:10:40 -07001373 * This class is only used in link_intrastage_shaders() below but declaring
1374 * it inside that function leads to compiler warnings with some versions of
1375 * gcc.
1376 */
1377class array_sizing_visitor : public ir_hierarchical_visitor {
1378public:
Paul Berry15e05b92013-09-25 14:07:37 -07001379 array_sizing_visitor()
1380 : mem_ctx(ralloc_context(NULL)),
1381 unnamed_interfaces(hash_table_ctor(0, hash_table_pointer_hash,
1382 hash_table_pointer_compare))
1383 {
1384 }
1385
1386 ~array_sizing_visitor()
1387 {
1388 hash_table_dtor(this->unnamed_interfaces);
1389 ralloc_free(this->mem_ctx);
1390 }
1391
Brian Paul84a12732012-02-02 20:10:40 -07001392 virtual ir_visitor_status visit(ir_variable *var)
1393 {
Tapani Pälli447bb902013-12-12 15:08:59 +02001394 fixup_type(&var->type, var->data.max_array_access);
Paul Berrye2266692013-09-23 10:44:19 -07001395 if (var->type->is_interface()) {
1396 if (interface_contains_unsized_arrays(var->type)) {
1397 const glsl_type *new_type =
Ian Romanick21df0162014-05-23 18:57:36 -07001398 resize_interface_members(var->type,
1399 var->get_max_ifc_array_access());
Paul Berrye2266692013-09-23 10:44:19 -07001400 var->type = new_type;
1401 var->change_interface_type(new_type);
1402 }
1403 } else if (var->type->is_array() &&
1404 var->type->fields.array->is_interface()) {
1405 if (interface_contains_unsized_arrays(var->type->fields.array)) {
1406 const glsl_type *new_type =
1407 resize_interface_members(var->type->fields.array,
Ian Romanick21df0162014-05-23 18:57:36 -07001408 var->get_max_ifc_array_access());
Paul Berrye2266692013-09-23 10:44:19 -07001409 var->change_interface_type(new_type);
Timothy Arceri939dc282015-03-14 12:40:20 +11001410 var->type = update_interface_members_array(var->type, new_type);
Paul Berrye2266692013-09-23 10:44:19 -07001411 }
Paul Berry15e05b92013-09-25 14:07:37 -07001412 } else if (const glsl_type *ifc_type = var->get_interface_type()) {
1413 /* Store a pointer to the variable in the unnamed_interfaces
1414 * hashtable.
1415 */
1416 ir_variable **interface_vars = (ir_variable **)
1417 hash_table_find(this->unnamed_interfaces, ifc_type);
1418 if (interface_vars == NULL) {
1419 interface_vars = rzalloc_array(mem_ctx, ir_variable *,
1420 ifc_type->length);
1421 hash_table_insert(this->unnamed_interfaces, interface_vars,
1422 ifc_type);
1423 }
1424 unsigned index = ifc_type->field_index(var->name);
1425 assert(index < ifc_type->length);
1426 assert(interface_vars[index] == NULL);
1427 interface_vars[index] = var;
Brian Paul84a12732012-02-02 20:10:40 -07001428 }
1429 return visit_continue;
1430 }
Paul Berrye2266692013-09-23 10:44:19 -07001431
Paul Berry15e05b92013-09-25 14:07:37 -07001432 /**
1433 * For each unnamed interface block that was discovered while running the
1434 * visitor, adjust the interface type to reflect the newly assigned array
1435 * sizes, and fix up the ir_variable nodes to point to the new interface
1436 * type.
1437 */
1438 void fixup_unnamed_interface_types()
1439 {
1440 hash_table_call_foreach(this->unnamed_interfaces,
1441 fixup_unnamed_interface_type, NULL);
1442 }
1443
Paul Berrye2266692013-09-23 10:44:19 -07001444private:
1445 /**
1446 * If the type pointed to by \c type represents an unsized array, replace
1447 * it with a sized array whose size is determined by max_array_access.
1448 */
1449 static void fixup_type(const glsl_type **type, unsigned max_array_access)
1450 {
Timothy Arcerib59c5922013-10-23 21:31:27 +11001451 if ((*type)->is_unsized_array()) {
Paul Berrye2266692013-09-23 10:44:19 -07001452 *type = glsl_type::get_array_instance((*type)->fields.array,
1453 max_array_access + 1);
1454 assert(*type != NULL);
1455 }
1456 }
1457
Timothy Arceri939dc282015-03-14 12:40:20 +11001458 static const glsl_type *
1459 update_interface_members_array(const glsl_type *type,
1460 const glsl_type *new_interface_type)
1461 {
1462 const glsl_type *element_type = type->fields.array;
1463 if (element_type->is_array()) {
1464 const glsl_type *new_array_type =
1465 update_interface_members_array(element_type, new_interface_type);
1466 return glsl_type::get_array_instance(new_array_type, type->length);
1467 } else {
1468 return glsl_type::get_array_instance(new_interface_type,
1469 type->length);
1470 }
1471 }
1472
Paul Berrye2266692013-09-23 10:44:19 -07001473 /**
1474 * Determine whether the given interface type contains unsized arrays (if
1475 * it doesn't, array_sizing_visitor doesn't need to process it).
1476 */
1477 static bool interface_contains_unsized_arrays(const glsl_type *type)
1478 {
1479 for (unsigned i = 0; i < type->length; i++) {
1480 const glsl_type *elem_type = type->fields.structure[i].type;
Timothy Arcerib59c5922013-10-23 21:31:27 +11001481 if (elem_type->is_unsized_array())
Paul Berrye2266692013-09-23 10:44:19 -07001482 return true;
1483 }
1484 return false;
1485 }
1486
1487 /**
1488 * Create a new interface type based on the given type, with unsized arrays
1489 * replaced by sized arrays whose size is determined by
1490 * max_ifc_array_access.
1491 */
1492 static const glsl_type *
1493 resize_interface_members(const glsl_type *type,
1494 const unsigned *max_ifc_array_access)
1495 {
1496 unsigned num_fields = type->length;
1497 glsl_struct_field *fields = new glsl_struct_field[num_fields];
1498 memcpy(fields, type->fields.structure,
1499 num_fields * sizeof(*fields));
1500 for (unsigned i = 0; i < num_fields; i++) {
1501 fixup_type(&fields[i].type, max_ifc_array_access[i]);
1502 }
1503 glsl_interface_packing packing =
1504 (glsl_interface_packing) type->interface_packing;
1505 const glsl_type *new_ifc_type =
1506 glsl_type::get_interface_instance(fields, num_fields,
1507 packing, type->name);
1508 delete [] fields;
1509 return new_ifc_type;
1510 }
Paul Berry15e05b92013-09-25 14:07:37 -07001511
1512 static void fixup_unnamed_interface_type(const void *key, void *data,
1513 void *)
1514 {
1515 const glsl_type *ifc_type = (const glsl_type *) key;
1516 ir_variable **interface_vars = (ir_variable **) data;
1517 unsigned num_fields = ifc_type->length;
1518 glsl_struct_field *fields = new glsl_struct_field[num_fields];
1519 memcpy(fields, ifc_type->fields.structure,
1520 num_fields * sizeof(*fields));
1521 bool interface_type_changed = false;
1522 for (unsigned i = 0; i < num_fields; i++) {
1523 if (interface_vars[i] != NULL &&
1524 fields[i].type != interface_vars[i]->type) {
1525 fields[i].type = interface_vars[i]->type;
1526 interface_type_changed = true;
1527 }
1528 }
1529 if (!interface_type_changed) {
1530 delete [] fields;
1531 return;
1532 }
1533 glsl_interface_packing packing =
1534 (glsl_interface_packing) ifc_type->interface_packing;
1535 const glsl_type *new_ifc_type =
1536 glsl_type::get_interface_instance(fields, num_fields, packing,
1537 ifc_type->name);
1538 delete [] fields;
1539 for (unsigned i = 0; i < num_fields; i++) {
1540 if (interface_vars[i] != NULL)
1541 interface_vars[i]->change_interface_type(new_ifc_type);
1542 }
1543 }
1544
1545 /**
1546 * Memory context used to allocate the data in \c unnamed_interfaces.
1547 */
1548 void *mem_ctx;
1549
1550 /**
1551 * Hash table from const glsl_type * to an array of ir_variable *'s
1552 * pointing to the ir_variables constituting each unnamed interface block.
1553 */
1554 hash_table *unnamed_interfaces;
Brian Paul84a12732012-02-02 20:10:40 -07001555};
1556
Chris Forbes7c758c52014-09-21 13:33:14 +12001557
1558/**
1559 * Performs the cross-validation of tessellation control shader vertices and
1560 * layout qualifiers for the attached tessellation control shaders,
1561 * and propagates them to the linked TCS and linked shader program.
1562 */
1563static void
1564link_tcs_out_layout_qualifiers(struct gl_shader_program *prog,
1565 struct gl_shader *linked_shader,
1566 struct gl_shader **shader_list,
1567 unsigned num_shaders)
1568{
1569 linked_shader->TessCtrl.VerticesOut = 0;
1570
1571 if (linked_shader->Stage != MESA_SHADER_TESS_CTRL)
1572 return;
1573
1574 /* From the GLSL 4.0 spec (chapter 4.3.8.2):
1575 *
1576 * "All tessellation control shader layout declarations in a program
1577 * must specify the same output patch vertex count. There must be at
1578 * least one layout qualifier specifying an output patch vertex count
1579 * in any program containing tessellation control shaders; however,
1580 * such a declaration is not required in all tessellation control
1581 * shaders."
1582 */
1583
1584 for (unsigned i = 0; i < num_shaders; i++) {
1585 struct gl_shader *shader = shader_list[i];
1586
1587 if (shader->TessCtrl.VerticesOut != 0) {
1588 if (linked_shader->TessCtrl.VerticesOut != 0 &&
1589 linked_shader->TessCtrl.VerticesOut != shader->TessCtrl.VerticesOut) {
1590 linker_error(prog, "tessellation control shader defined with "
1591 "conflicting output vertex count (%d and %d)\n",
1592 linked_shader->TessCtrl.VerticesOut,
1593 shader->TessCtrl.VerticesOut);
1594 return;
1595 }
1596 linked_shader->TessCtrl.VerticesOut = shader->TessCtrl.VerticesOut;
1597 }
1598 }
1599
1600 /* Just do the intrastage -> interstage propagation right now,
1601 * since we already know we're in the right type of shader program
1602 * for doing it.
1603 */
1604 if (linked_shader->TessCtrl.VerticesOut == 0) {
1605 linker_error(prog, "tessellation control shader didn't declare "
1606 "vertices out layout qualifier\n");
1607 return;
1608 }
1609 prog->TessCtrl.VerticesOut = linked_shader->TessCtrl.VerticesOut;
1610}
1611
1612
1613/**
1614 * Performs the cross-validation of tessellation evaluation shader
1615 * primitive type, vertex spacing, ordering and point_mode layout qualifiers
1616 * for the attached tessellation evaluation shaders, and propagates them
1617 * to the linked TES and linked shader program.
1618 */
1619static void
1620link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
1621 struct gl_shader *linked_shader,
1622 struct gl_shader **shader_list,
1623 unsigned num_shaders)
1624{
1625 linked_shader->TessEval.PrimitiveMode = PRIM_UNKNOWN;
1626 linked_shader->TessEval.Spacing = 0;
1627 linked_shader->TessEval.VertexOrder = 0;
1628 linked_shader->TessEval.PointMode = -1;
1629
1630 if (linked_shader->Stage != MESA_SHADER_TESS_EVAL)
1631 return;
1632
1633 /* From the GLSL 4.0 spec (chapter 4.3.8.1):
1634 *
1635 * "At least one tessellation evaluation shader (compilation unit) in
1636 * a program must declare a primitive mode in its input layout.
1637 * Declaration vertex spacing, ordering, and point mode identifiers is
1638 * optional. It is not required that all tessellation evaluation
1639 * shaders in a program declare a primitive mode. If spacing or
1640 * vertex ordering declarations are omitted, the tessellation
1641 * primitive generator will use equal spacing or counter-clockwise
1642 * vertex ordering, respectively. If a point mode declaration is
1643 * omitted, the tessellation primitive generator will produce lines or
1644 * triangles according to the primitive mode."
1645 */
1646
1647 for (unsigned i = 0; i < num_shaders; i++) {
1648 struct gl_shader *shader = shader_list[i];
1649
1650 if (shader->TessEval.PrimitiveMode != PRIM_UNKNOWN) {
1651 if (linked_shader->TessEval.PrimitiveMode != PRIM_UNKNOWN &&
1652 linked_shader->TessEval.PrimitiveMode != shader->TessEval.PrimitiveMode) {
1653 linker_error(prog, "tessellation evaluation shader defined with "
1654 "conflicting input primitive modes.\n");
1655 return;
1656 }
1657 linked_shader->TessEval.PrimitiveMode = shader->TessEval.PrimitiveMode;
1658 }
1659
1660 if (shader->TessEval.Spacing != 0) {
1661 if (linked_shader->TessEval.Spacing != 0 &&
1662 linked_shader->TessEval.Spacing != shader->TessEval.Spacing) {
1663 linker_error(prog, "tessellation evaluation shader defined with "
1664 "conflicting vertex spacing.\n");
1665 return;
1666 }
1667 linked_shader->TessEval.Spacing = shader->TessEval.Spacing;
1668 }
1669
1670 if (shader->TessEval.VertexOrder != 0) {
1671 if (linked_shader->TessEval.VertexOrder != 0 &&
1672 linked_shader->TessEval.VertexOrder != shader->TessEval.VertexOrder) {
1673 linker_error(prog, "tessellation evaluation shader defined with "
1674 "conflicting ordering.\n");
1675 return;
1676 }
1677 linked_shader->TessEval.VertexOrder = shader->TessEval.VertexOrder;
1678 }
1679
1680 if (shader->TessEval.PointMode != -1) {
1681 if (linked_shader->TessEval.PointMode != -1 &&
1682 linked_shader->TessEval.PointMode != shader->TessEval.PointMode) {
1683 linker_error(prog, "tessellation evaluation shader defined with "
1684 "conflicting point modes.\n");
1685 return;
1686 }
1687 linked_shader->TessEval.PointMode = shader->TessEval.PointMode;
1688 }
1689
1690 }
1691
1692 /* Just do the intrastage -> interstage propagation right now,
1693 * since we already know we're in the right type of shader program
1694 * for doing it.
1695 */
1696 if (linked_shader->TessEval.PrimitiveMode == PRIM_UNKNOWN) {
1697 linker_error(prog,
1698 "tessellation evaluation shader didn't declare input "
1699 "primitive modes.\n");
1700 return;
1701 }
1702 prog->TessEval.PrimitiveMode = linked_shader->TessEval.PrimitiveMode;
1703
1704 if (linked_shader->TessEval.Spacing == 0)
1705 linked_shader->TessEval.Spacing = GL_EQUAL;
1706 prog->TessEval.Spacing = linked_shader->TessEval.Spacing;
1707
1708 if (linked_shader->TessEval.VertexOrder == 0)
1709 linked_shader->TessEval.VertexOrder = GL_CCW;
1710 prog->TessEval.VertexOrder = linked_shader->TessEval.VertexOrder;
1711
1712 if (linked_shader->TessEval.PointMode == -1)
1713 linked_shader->TessEval.PointMode = GL_FALSE;
1714 prog->TessEval.PointMode = linked_shader->TessEval.PointMode;
1715}
1716
1717
Brian Paul84a12732012-02-02 20:10:40 -07001718/**
Anuj Phogat35f11e82014-02-05 15:01:58 -08001719 * Performs the cross-validation of layout qualifiers specified in
1720 * redeclaration of gl_FragCoord for the attached fragment shaders,
1721 * and propagates them to the linked FS and linked shader program.
1722 */
1723static void
1724link_fs_input_layout_qualifiers(struct gl_shader_program *prog,
1725 struct gl_shader *linked_shader,
1726 struct gl_shader **shader_list,
1727 unsigned num_shaders)
1728{
1729 linked_shader->redeclares_gl_fragcoord = false;
1730 linked_shader->uses_gl_fragcoord = false;
1731 linked_shader->origin_upper_left = false;
1732 linked_shader->pixel_center_integer = false;
1733
Anuj Phogat9bcb0a82014-02-10 14:12:40 -08001734 if (linked_shader->Stage != MESA_SHADER_FRAGMENT ||
1735 (prog->Version < 150 && !prog->ARB_fragment_coord_conventions_enable))
Anuj Phogat35f11e82014-02-05 15:01:58 -08001736 return;
1737
1738 for (unsigned i = 0; i < num_shaders; i++) {
1739 struct gl_shader *shader = shader_list[i];
1740 /* From the GLSL 1.50 spec, page 39:
1741 *
1742 * "If gl_FragCoord is redeclared in any fragment shader in a program,
1743 * it must be redeclared in all the fragment shaders in that program
1744 * that have a static use gl_FragCoord."
Anuj Phogat35f11e82014-02-05 15:01:58 -08001745 */
1746 if ((linked_shader->redeclares_gl_fragcoord
1747 && !shader->redeclares_gl_fragcoord
Anuj Phogatd8208312015-03-05 11:07:52 -08001748 && shader->uses_gl_fragcoord)
Anuj Phogat35f11e82014-02-05 15:01:58 -08001749 || (shader->redeclares_gl_fragcoord
1750 && !linked_shader->redeclares_gl_fragcoord
Anuj Phogatd8208312015-03-05 11:07:52 -08001751 && linked_shader->uses_gl_fragcoord)) {
Anuj Phogat35f11e82014-02-05 15:01:58 -08001752 linker_error(prog, "fragment shader defined with conflicting "
1753 "layout qualifiers for gl_FragCoord\n");
1754 }
1755
1756 /* From the GLSL 1.50 spec, page 39:
1757 *
1758 * "All redeclarations of gl_FragCoord in all fragment shaders in a
1759 * single program must have the same set of qualifiers."
1760 */
1761 if (linked_shader->redeclares_gl_fragcoord && shader->redeclares_gl_fragcoord
1762 && (shader->origin_upper_left != linked_shader->origin_upper_left
1763 || shader->pixel_center_integer != linked_shader->pixel_center_integer)) {
1764 linker_error(prog, "fragment shader defined with conflicting "
1765 "layout qualifiers for gl_FragCoord\n");
1766 }
1767
Martin Peres87a4bc52015-05-21 15:51:09 +03001768 /* Update the linked shader state. Note that uses_gl_fragcoord should
1769 * accumulate the results. The other values should replace. If there
Anuj Phogat35f11e82014-02-05 15:01:58 -08001770 * are multiple redeclarations, all the fields except uses_gl_fragcoord
1771 * are already known to be the same.
1772 */
1773 if (shader->redeclares_gl_fragcoord || shader->uses_gl_fragcoord) {
1774 linked_shader->redeclares_gl_fragcoord =
1775 shader->redeclares_gl_fragcoord;
1776 linked_shader->uses_gl_fragcoord = linked_shader->uses_gl_fragcoord
1777 || shader->uses_gl_fragcoord;
1778 linked_shader->origin_upper_left = shader->origin_upper_left;
1779 linked_shader->pixel_center_integer = shader->pixel_center_integer;
1780 }
Francisco Jerezce0e1512015-01-28 17:42:37 +02001781
1782 linked_shader->EarlyFragmentTests |= shader->EarlyFragmentTests;
Anuj Phogat35f11e82014-02-05 15:01:58 -08001783 }
1784}
1785
1786/**
Eric Anholt6065a872013-06-12 18:12:40 -07001787 * Performs the cross-validation of geometry shader max_vertices and
1788 * primitive type layout qualifiers for the attached geometry shaders,
1789 * and propagates them to the linked GS and linked shader program.
1790 */
1791static void
1792link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
1793 struct gl_shader *linked_shader,
1794 struct gl_shader **shader_list,
1795 unsigned num_shaders)
1796{
1797 linked_shader->Geom.VerticesOut = 0;
Jordan Justen31340202014-01-25 02:17:21 -08001798 linked_shader->Geom.Invocations = 0;
Eric Anholt6065a872013-06-12 18:12:40 -07001799 linked_shader->Geom.InputType = PRIM_UNKNOWN;
1800 linked_shader->Geom.OutputType = PRIM_UNKNOWN;
1801
1802 /* No in/out qualifiers defined for anything but GLSL 1.50+
1803 * geometry shaders so far.
1804 */
Paul Berrye3b86f02014-01-07 10:58:56 -08001805 if (linked_shader->Stage != MESA_SHADER_GEOMETRY || prog->Version < 150)
Eric Anholt6065a872013-06-12 18:12:40 -07001806 return;
1807
1808 /* From the GLSL 1.50 spec, page 46:
1809 *
1810 * "All geometry shader output layout declarations in a program
1811 * must declare the same layout and same value for
1812 * max_vertices. There must be at least one geometry output
1813 * layout declaration somewhere in a program, but not all
1814 * geometry shaders (compilation units) are required to
1815 * declare it."
1816 */
1817
1818 for (unsigned i = 0; i < num_shaders; i++) {
1819 struct gl_shader *shader = shader_list[i];
1820
1821 if (shader->Geom.InputType != PRIM_UNKNOWN) {
1822 if (linked_shader->Geom.InputType != PRIM_UNKNOWN &&
1823 linked_shader->Geom.InputType != shader->Geom.InputType) {
1824 linker_error(prog, "geometry shader defined with conflicting "
1825 "input types\n");
1826 return;
1827 }
1828 linked_shader->Geom.InputType = shader->Geom.InputType;
1829 }
1830
1831 if (shader->Geom.OutputType != PRIM_UNKNOWN) {
1832 if (linked_shader->Geom.OutputType != PRIM_UNKNOWN &&
1833 linked_shader->Geom.OutputType != shader->Geom.OutputType) {
1834 linker_error(prog, "geometry shader defined with conflicting "
1835 "output types\n");
1836 return;
1837 }
1838 linked_shader->Geom.OutputType = shader->Geom.OutputType;
1839 }
1840
1841 if (shader->Geom.VerticesOut != 0) {
1842 if (linked_shader->Geom.VerticesOut != 0 &&
1843 linked_shader->Geom.VerticesOut != shader->Geom.VerticesOut) {
1844 linker_error(prog, "geometry shader defined with conflicting "
1845 "output vertex count (%d and %d)\n",
1846 linked_shader->Geom.VerticesOut,
1847 shader->Geom.VerticesOut);
1848 return;
1849 }
1850 linked_shader->Geom.VerticesOut = shader->Geom.VerticesOut;
1851 }
Jordan Justen31340202014-01-25 02:17:21 -08001852
1853 if (shader->Geom.Invocations != 0) {
1854 if (linked_shader->Geom.Invocations != 0 &&
1855 linked_shader->Geom.Invocations != shader->Geom.Invocations) {
1856 linker_error(prog, "geometry shader defined with conflicting "
1857 "invocation count (%d and %d)\n",
1858 linked_shader->Geom.Invocations,
1859 shader->Geom.Invocations);
1860 return;
1861 }
1862 linked_shader->Geom.Invocations = shader->Geom.Invocations;
1863 }
Eric Anholt6065a872013-06-12 18:12:40 -07001864 }
1865
1866 /* Just do the intrastage -> interstage propagation right now,
1867 * since we already know we're in the right type of shader program
1868 * for doing it.
1869 */
1870 if (linked_shader->Geom.InputType == PRIM_UNKNOWN) {
1871 linker_error(prog,
1872 "geometry shader didn't declare primitive input type\n");
1873 return;
1874 }
1875 prog->Geom.InputType = linked_shader->Geom.InputType;
1876
1877 if (linked_shader->Geom.OutputType == PRIM_UNKNOWN) {
1878 linker_error(prog,
1879 "geometry shader didn't declare primitive output type\n");
1880 return;
1881 }
1882 prog->Geom.OutputType = linked_shader->Geom.OutputType;
1883
1884 if (linked_shader->Geom.VerticesOut == 0) {
1885 linker_error(prog,
1886 "geometry shader didn't declare max_vertices\n");
1887 return;
1888 }
1889 prog->Geom.VerticesOut = linked_shader->Geom.VerticesOut;
Jordan Justen31340202014-01-25 02:17:21 -08001890
1891 if (linked_shader->Geom.Invocations == 0)
1892 linked_shader->Geom.Invocations = 1;
1893
1894 prog->Geom.Invocations = linked_shader->Geom.Invocations;
Eric Anholt6065a872013-06-12 18:12:40 -07001895}
1896
Paul Berry28ce6042014-01-08 11:59:28 -08001897
1898/**
1899 * Perform cross-validation of compute shader local_size_{x,y,z} layout
1900 * qualifiers for the attached compute shaders, and propagate them to the
1901 * linked CS and linked shader program.
1902 */
1903static void
1904link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
1905 struct gl_shader *linked_shader,
1906 struct gl_shader **shader_list,
1907 unsigned num_shaders)
1908{
1909 for (int i = 0; i < 3; i++)
1910 linked_shader->Comp.LocalSize[i] = 0;
1911
1912 /* This function is called for all shader stages, but it only has an effect
1913 * for compute shaders.
1914 */
1915 if (linked_shader->Stage != MESA_SHADER_COMPUTE)
1916 return;
1917
1918 /* From the ARB_compute_shader spec, in the section describing local size
1919 * declarations:
1920 *
1921 * If multiple compute shaders attached to a single program object
1922 * declare local work-group size, the declarations must be identical;
1923 * otherwise a link-time error results. Furthermore, if a program
1924 * object contains any compute shaders, at least one must contain an
1925 * input layout qualifier specifying the local work sizes of the
1926 * program, or a link-time error will occur.
1927 */
1928 for (unsigned sh = 0; sh < num_shaders; sh++) {
1929 struct gl_shader *shader = shader_list[sh];
1930
1931 if (shader->Comp.LocalSize[0] != 0) {
1932 if (linked_shader->Comp.LocalSize[0] != 0) {
1933 for (int i = 0; i < 3; i++) {
1934 if (linked_shader->Comp.LocalSize[i] !=
1935 shader->Comp.LocalSize[i]) {
1936 linker_error(prog, "compute shader defined with conflicting "
1937 "local sizes\n");
1938 return;
1939 }
1940 }
1941 }
1942 for (int i = 0; i < 3; i++)
1943 linked_shader->Comp.LocalSize[i] = shader->Comp.LocalSize[i];
1944 }
1945 }
1946
1947 /* Just do the intrastage -> interstage propagation right now,
1948 * since we already know we're in the right type of shader program
1949 * for doing it.
1950 */
1951 if (linked_shader->Comp.LocalSize[0] == 0) {
1952 linker_error(prog, "compute shader didn't declare local size\n");
1953 return;
1954 }
1955 for (int i = 0; i < 3; i++)
1956 prog->Comp.LocalSize[i] = linked_shader->Comp.LocalSize[i];
1957}
1958
1959
Eric Anholt6065a872013-06-12 18:12:40 -07001960/**
Ian Romanick3fb87872010-07-09 14:09:34 -07001961 * Combine a group of shaders for a single stage to generate a linked shader
1962 *
1963 * \note
1964 * If this function is supplied a single shader, it is cloned, and the new
1965 * shader is returned.
1966 */
1967static struct gl_shader *
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001968link_intrastage_shaders(void *mem_ctx,
1969 struct gl_context *ctx,
Eric Anholt5d0f4302010-08-18 12:02:35 -07001970 struct gl_shader_program *prog,
Ian Romanick3fb87872010-07-09 14:09:34 -07001971 struct gl_shader **shader_list,
1972 unsigned num_shaders)
1973{
Eric Anholtf609cf72012-04-27 13:52:56 -07001974 struct gl_uniform_block *uniform_blocks = NULL;
Eric Anholtf609cf72012-04-27 13:52:56 -07001975
Ian Romanick13f782c2010-06-29 18:53:38 -07001976 /* Check that global variables defined in multiple shaders are consistent.
1977 */
Paul Berryb95d2372013-07-27 11:08:31 -07001978 cross_validate_globals(prog, shader_list, num_shaders, false);
1979 if (!prog->LinkStatus)
Ian Romanick13f782c2010-06-29 18:53:38 -07001980 return NULL;
1981
Jordan Justen4a0bcd92013-05-20 23:42:49 -07001982 /* Check that interface blocks defined in multiple shaders are consistent.
1983 */
Paul Berryb95d2372013-07-27 11:08:31 -07001984 validate_intrastage_interface_blocks(prog, (const gl_shader **)shader_list,
1985 num_shaders);
1986 if (!prog->LinkStatus)
Jordan Justen4a0bcd92013-05-20 23:42:49 -07001987 return NULL;
1988
Paul Berry4682b9b2013-07-27 15:07:08 -07001989 /* Link up uniform blocks defined within this stage. */
1990 const unsigned num_uniform_blocks =
Ian Romanick514f8c72013-01-22 01:09:16 -05001991 link_uniform_blocks(mem_ctx, prog, shader_list, num_shaders,
1992 &uniform_blocks);
Juha-Pekka Heikkila088da372014-04-03 17:06:42 +03001993 if (!prog->LinkStatus)
1994 return NULL;
Eric Anholtf609cf72012-04-27 13:52:56 -07001995
Ian Romanick13f782c2010-06-29 18:53:38 -07001996 /* Check that there is only a single definition of each function signature
1997 * across all shaders.
1998 */
1999 for (unsigned i = 0; i < (num_shaders - 1); i++) {
Matt Turner4d784462014-06-24 21:34:05 -07002000 foreach_in_list(ir_instruction, node, shader_list[i]->ir) {
2001 ir_function *const f = node->as_function();
Ian Romanick13f782c2010-06-29 18:53:38 -07002002
2003 if (f == NULL)
2004 continue;
2005
2006 for (unsigned j = i + 1; j < num_shaders; j++) {
2007 ir_function *const other =
2008 shader_list[j]->symbols->get_function(f->name);
2009
2010 /* If the other shader has no function (and therefore no function
2011 * signatures) with the same name, skip to the next shader.
2012 */
2013 if (other == NULL)
2014 continue;
2015
Matt Turner4d784462014-06-24 21:34:05 -07002016 foreach_in_list(ir_function_signature, sig, &f->signatures) {
Kenneth Graunke4b0bac02013-08-30 16:12:55 -07002017 if (!sig->is_defined || sig->is_builtin())
Ian Romanick13f782c2010-06-29 18:53:38 -07002018 continue;
2019
2020 ir_function_signature *other_sig =
Kenneth Graunke3e820e32013-08-30 23:11:55 -07002021 other->exact_matching_signature(NULL, &sig->parameters);
Ian Romanick13f782c2010-06-29 18:53:38 -07002022
2023 if ((other_sig != NULL) && other_sig->is_defined
Kenneth Graunke4b0bac02013-08-30 16:12:55 -07002024 && !other_sig->is_builtin()) {
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002025 linker_error(prog, "function `%s' is multiply defined\n",
Ian Romanick586e7412011-07-28 14:04:09 -07002026 f->name);
Ian Romanick13f782c2010-06-29 18:53:38 -07002027 return NULL;
2028 }
2029 }
2030 }
2031 }
2032 }
2033
2034 /* Find the shader that defines main, and make a clone of it.
2035 *
2036 * Starting with the clone, search for undefined references. If one is
2037 * found, find the shader that defines it. Clone the reference and add
2038 * it to the shader. Repeat until there are no undefined references or
2039 * until a reference cannot be resolved.
2040 */
Ian Romanick15ce87e2010-07-09 15:28:22 -07002041 gl_shader *main = NULL;
2042 for (unsigned i = 0; i < num_shaders; i++) {
Ian Romanick04d33232014-06-19 12:05:20 -07002043 if (link_get_main_function_signature(shader_list[i]) != NULL) {
Ian Romanick15ce87e2010-07-09 15:28:22 -07002044 main = shader_list[i];
2045 break;
2046 }
2047 }
Ian Romanick13f782c2010-06-29 18:53:38 -07002048
Ian Romanick15ce87e2010-07-09 15:28:22 -07002049 if (main == NULL) {
Ian Romanick586e7412011-07-28 14:04:09 -07002050 linker_error(prog, "%s shader lacks `main'\n",
Paul Berrye3b86f02014-01-07 10:58:56 -08002051 _mesa_shader_stage_to_string(shader_list[0]->Stage));
Ian Romanick15ce87e2010-07-09 15:28:22 -07002052 return NULL;
2053 }
2054
Ian Romanick4a455952010-10-13 15:13:02 -07002055 gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
Ian Romanick15ce87e2010-07-09 15:28:22 -07002056 linked->ir = new(linked) exec_list;
Kenneth Graunke2da02e72010-11-17 11:03:57 -08002057 clone_ir_list(mem_ctx, linked->ir, main->ir);
Ian Romanick15ce87e2010-07-09 15:28:22 -07002058
Eric Anholtf609cf72012-04-27 13:52:56 -07002059 linked->UniformBlocks = uniform_blocks;
2060 linked->NumUniformBlocks = num_uniform_blocks;
2061 ralloc_steal(linked, linked->UniformBlocks);
2062
Anuj Phogat35f11e82014-02-05 15:01:58 -08002063 link_fs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
Chris Forbes7c758c52014-09-21 13:33:14 +12002064 link_tcs_out_layout_qualifiers(prog, linked, shader_list, num_shaders);
2065 link_tes_in_layout_qualifiers(prog, linked, shader_list, num_shaders);
Eric Anholt6065a872013-06-12 18:12:40 -07002066 link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
Paul Berry28ce6042014-01-08 11:59:28 -08002067 link_cs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
Eric Anholt6065a872013-06-12 18:12:40 -07002068
Ian Romanick15ce87e2010-07-09 15:28:22 -07002069 populate_symbol_table(linked);
Ian Romanick13f782c2010-06-29 18:53:38 -07002070
Andres Gomezb0e0c262014-10-24 16:51:09 +03002071 /* The pointer to the main function in the final linked shader (i.e., the
Ian Romanick31a97862010-07-12 18:48:50 -07002072 * copy of the original shader that contained the main function).
2073 */
Ian Romanick04d33232014-06-19 12:05:20 -07002074 ir_function_signature *const main_sig =
2075 link_get_main_function_signature(linked);
Ian Romanick31a97862010-07-12 18:48:50 -07002076
2077 /* Move any instructions other than variable declarations or function
2078 * declarations into main.
2079 */
Ian Romanick9303e352010-07-19 12:33:54 -07002080 exec_node *insertion_point =
2081 move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false,
2082 linked);
2083
Ian Romanick31a97862010-07-12 18:48:50 -07002084 for (unsigned i = 0; i < num_shaders; i++) {
Ian Romanick9303e352010-07-19 12:33:54 -07002085 if (shader_list[i] == main)
2086 continue;
2087
Ian Romanick31a97862010-07-12 18:48:50 -07002088 insertion_point = move_non_declarations(shader_list[i]->ir,
Ian Romanick9303e352010-07-19 12:33:54 -07002089 insertion_point, true, linked);
Ian Romanick31a97862010-07-12 18:48:50 -07002090 }
2091
Kenneth Graunke5b331f62013-11-23 12:11:34 -08002092 /* Check if any shader needs built-in functions. */
2093 bool need_builtins = false;
Ian Romanickd5be2ac2010-07-20 11:29:46 -07002094 for (unsigned i = 0; i < num_shaders; i++) {
Kenneth Graunke5b331f62013-11-23 12:11:34 -08002095 if (shader_list[i]->uses_builtin_functions) {
2096 need_builtins = true;
2097 break;
2098 }
Ian Romanickd5be2ac2010-07-20 11:29:46 -07002099 }
2100
Kenneth Graunke5b331f62013-11-23 12:11:34 -08002101 bool ok;
2102 if (need_builtins) {
2103 /* Make a temporary array one larger than shader_list, which will hold
2104 * the built-in function shader as well.
2105 */
2106 gl_shader **linking_shaders = (gl_shader **)
2107 calloc(num_shaders + 1, sizeof(gl_shader *));
Ian Romanickd5be2ac2010-07-20 11:29:46 -07002108
Juha-Pekka Heikkilad2f04422014-05-07 16:20:12 +03002109 ok = linking_shaders != NULL;
Kenneth Graunke5b331f62013-11-23 12:11:34 -08002110
Juha-Pekka Heikkilad2f04422014-05-07 16:20:12 +03002111 if (ok) {
2112 memcpy(linking_shaders, shader_list, num_shaders * sizeof(gl_shader *));
2113 linking_shaders[num_shaders] = _mesa_glsl_get_builtin_function_shader();
2114
2115 ok = link_function_calls(prog, linked, linking_shaders, num_shaders + 1);
2116
2117 free(linking_shaders);
2118 } else {
2119 _mesa_error_no_memory(__func__);
2120 }
Kenneth Graunke5b331f62013-11-23 12:11:34 -08002121 } else {
2122 ok = link_function_calls(prog, linked, shader_list, num_shaders);
2123 }
2124
2125
2126 if (!ok) {
2127 ctx->Driver.DeleteShader(ctx, linked);
Kenneth Graunke7d2423a2013-08-02 00:35:05 -07002128 return NULL;
Ian Romanick4a455952010-10-13 15:13:02 -07002129 }
Ian Romanickd5be2ac2010-07-20 11:29:46 -07002130
Paul Berryc148ef62011-08-03 15:37:01 -07002131 /* At this point linked should contain all of the linked IR, so
2132 * validate it to make sure nothing went wrong.
2133 */
Kenneth Graunke7d2423a2013-08-02 00:35:05 -07002134 validate_ir_tree(linked->ir);
Paul Berryc148ef62011-08-03 15:37:01 -07002135
Paul Berry7cfefe62013-07-30 21:13:48 -07002136 /* Set the size of geometry shader input arrays */
Paul Berrye3b86f02014-01-07 10:58:56 -08002137 if (linked->Stage == MESA_SHADER_GEOMETRY) {
Paul Berry7cfefe62013-07-30 21:13:48 -07002138 unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
2139 geom_array_resize_visitor input_resize_visitor(num_vertices, prog);
Matt Turner4d784462014-06-24 21:34:05 -07002140 foreach_in_list(ir_instruction, ir, linked->ir) {
Paul Berry7cfefe62013-07-30 21:13:48 -07002141 ir->accept(&input_resize_visitor);
2142 }
2143 }
2144
Ian Romanickec08b5e2014-06-19 12:06:42 -07002145 if (ctx->Const.VertexID_is_zero_based)
2146 lower_vertex_id(linked);
2147
Chris Forbes8cf72972014-09-07 21:42:50 +12002148 /* Validate correct usage of barrier() in the tess control shader */
2149 if (linked->Stage == MESA_SHADER_TESS_CTRL) {
2150 barrier_use_visitor visitor(prog);
2151 foreach_in_list(ir_instruction, ir, linked->ir) {
2152 ir->accept(&visitor);
2153 }
2154 }
2155
Ian Romanickc87e9ef2011-01-25 12:04:08 -08002156 /* Make a pass over all variable declarations to ensure that arrays with
Ian Romanick6f539212010-12-07 18:30:33 -08002157 * unspecified sizes have a size specified. The size is inferred from the
2158 * max_array_access field.
2159 */
Kenneth Graunke7d2423a2013-08-02 00:35:05 -07002160 array_sizing_visitor v;
2161 v.run(linked->ir);
Paul Berry15e05b92013-09-25 14:07:37 -07002162 v.fixup_unnamed_interface_types();
Ian Romanick6f539212010-12-07 18:30:33 -08002163
Ian Romanick3fb87872010-07-09 14:09:34 -07002164 return linked;
2165}
2166
Eric Anholta721abf2010-08-23 10:32:01 -07002167/**
2168 * Update the sizes of linked shader uniform arrays to the maximum
2169 * array index used.
2170 *
2171 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
2172 *
2173 * If one or more elements of an array are active,
2174 * GetActiveUniform will return the name of the array in name,
2175 * subject to the restrictions listed above. The type of the array
2176 * is returned in type. The size parameter contains the highest
2177 * array element index used, plus one. The compiler or linker
2178 * determines the highest index used. There will be only one
2179 * active uniform reported by the GL per uniform array.
2180
2181 */
2182static void
Eric Anholt586b4b52010-09-28 14:32:16 -07002183update_array_sizes(struct gl_shader_program *prog)
Eric Anholta721abf2010-08-23 10:32:01 -07002184{
Paul Berry665b8d72014-01-07 10:11:39 -08002185 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
Ian Romanick3322fba2010-10-14 13:28:42 -07002186 if (prog->_LinkedShaders[i] == NULL)
2187 continue;
2188
Matt Turner4d784462014-06-24 21:34:05 -07002189 foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
2190 ir_variable *const var = node->as_variable();
Eric Anholta721abf2010-08-23 10:32:01 -07002191
Tapani Pälli33ee2c62013-12-12 13:51:01 +02002192 if ((var == NULL) || (var->data.mode != ir_var_uniform) ||
Eric Anholta721abf2010-08-23 10:32:01 -07002193 !var->type->is_array())
2194 continue;
2195
Eric Anholt9feb4032012-05-01 14:43:31 -07002196 /* GL_ARB_uniform_buffer_object says that std140 uniforms
2197 * will not be eliminated. Since we always do std140, just
2198 * don't resize arrays in UBOs.
Francisco Jerez5c114932013-09-11 12:14:46 -07002199 *
2200 * Atomic counters are supposed to get deterministic
2201 * locations assigned based on the declaration ordering and
2202 * sizes, array compaction would mess that up.
Dave Airlie60266862015-04-20 10:27:36 +10002203 *
2204 * Subroutine uniforms are not removed.
Eric Anholt9feb4032012-05-01 14:43:31 -07002205 */
Dave Airlie60266862015-04-20 10:27:36 +10002206 if (var->is_in_buffer_block() || var->type->contains_atomic() ||
2207 var->type->contains_subroutine())
Eric Anholt9feb4032012-05-01 14:43:31 -07002208 continue;
2209
Tapani Pälli447bb902013-12-12 15:08:59 +02002210 unsigned int size = var->data.max_array_access;
Paul Berry665b8d72014-01-07 10:11:39 -08002211 for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
Ian Romanick3322fba2010-10-14 13:28:42 -07002212 if (prog->_LinkedShaders[j] == NULL)
2213 continue;
2214
Matt Turner4d784462014-06-24 21:34:05 -07002215 foreach_in_list(ir_instruction, node2, prog->_LinkedShaders[j]->ir) {
2216 ir_variable *other_var = node2->as_variable();
Eric Anholta721abf2010-08-23 10:32:01 -07002217 if (!other_var)
2218 continue;
2219
2220 if (strcmp(var->name, other_var->name) == 0 &&
Tapani Pälli447bb902013-12-12 15:08:59 +02002221 other_var->data.max_array_access > size) {
2222 size = other_var->data.max_array_access;
Eric Anholta721abf2010-08-23 10:32:01 -07002223 }
2224 }
2225 }
Eric Anholt586b4b52010-09-28 14:32:16 -07002226
Fabian Bieler63684782013-06-14 13:37:07 +02002227 if (size + 1 != var->type->length) {
Ian Romanick89d81ab2011-01-25 10:41:20 -08002228 /* If this is a built-in uniform (i.e., it's backed by some
2229 * fixed-function state), adjust the number of state slots to
2230 * match the new array size. The number of slots per array entry
Bryan Cainf18a0862011-04-23 19:29:15 -05002231 * is not known. It seems safe to assume that the total number of
Ian Romanick89d81ab2011-01-25 10:41:20 -08002232 * slots is an integer multiple of the number of array elements.
2233 * Determine the number of slots per array element by dividing by
2234 * the old (total) size.
2235 */
Ian Romanick5aa8d812014-05-14 19:47:28 -07002236 const unsigned num_slots = var->get_num_state_slots();
2237 if (num_slots > 0) {
2238 var->set_num_state_slots((size + 1)
2239 * (num_slots / var->type->length));
Ian Romanick89d81ab2011-01-25 10:41:20 -08002240 }
2241
Eric Anholta721abf2010-08-23 10:32:01 -07002242 var->type = glsl_type::get_array_instance(var->type->fields.array,
2243 size + 1);
2244 /* FINISHME: We should update the types of array
2245 * dereferences of this variable now.
2246 */
2247 }
2248 }
2249 }
2250}
2251
Ian Romanick69846702010-06-22 17:29:19 -07002252/**
Chris Forbes7c758c52014-09-21 13:33:14 +12002253 * Resize tessellation evaluation per-vertex inputs to the size of
2254 * tessellation control per-vertex outputs.
2255 */
2256static void
2257resize_tes_inputs(struct gl_context *ctx,
2258 struct gl_shader_program *prog)
2259{
2260 if (prog->_LinkedShaders[MESA_SHADER_TESS_EVAL] == NULL)
2261 return;
2262
2263 gl_shader *const tcs = prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
2264 gl_shader *const tes = prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
2265
2266 /* If no control shader is present, then the TES inputs are statically
2267 * sized to MaxPatchVertices; the actual size of the arrays won't be
2268 * known until draw time.
2269 */
2270 const int num_vertices = tcs
2271 ? tcs->TessCtrl.VerticesOut
2272 : ctx->Const.MaxPatchVertices;
2273
2274 tess_eval_array_resize_visitor input_resize_visitor(num_vertices, prog);
2275 foreach_in_list(ir_instruction, ir, tes->ir) {
2276 ir->accept(&input_resize_visitor);
2277 }
2278}
2279
2280/**
Bryan Cainf18a0862011-04-23 19:29:15 -05002281 * Find a contiguous set of available bits in a bitmask.
Ian Romanick69846702010-06-22 17:29:19 -07002282 *
2283 * \param used_mask Bits representing used (1) and unused (0) locations
2284 * \param needed_count Number of contiguous bits needed.
2285 *
2286 * \return
2287 * Base location of the available bits on success or -1 on failure.
2288 */
2289int
2290find_available_slots(unsigned used_mask, unsigned needed_count)
2291{
2292 unsigned needed_mask = (1 << needed_count) - 1;
2293 const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count;
2294
2295 /* The comparison to 32 is redundant, but without it GCC emits "warning:
2296 * cannot optimize possibly infinite loops" for the loop below.
2297 */
2298 if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32))
2299 return -1;
2300
2301 for (int i = 0; i <= max_bit_to_test; i++) {
2302 if ((needed_mask & ~used_mask) == needed_mask)
2303 return i;
2304
2305 needed_mask <<= 1;
2306 }
2307
2308 return -1;
2309}
2310
2311
Ian Romanickd32d4f72011-06-27 17:59:58 -07002312/**
Andres Gomezb0e0c262014-10-24 16:51:09 +03002313 * Assign locations for either VS inputs or FS outputs
Ian Romanickd32d4f72011-06-27 17:59:58 -07002314 *
2315 * \param prog Shader program whose variables need locations assigned
2316 * \param target_index Selector for the program target to receive location
2317 * assignmnets. Must be either \c MESA_SHADER_VERTEX or
2318 * \c MESA_SHADER_FRAGMENT.
2319 * \param max_index Maximum number of generic locations. This corresponds
2320 * to either the maximum number of draw buffers or the
2321 * maximum number of generic attributes.
2322 *
2323 * \return
2324 * If locations are successfully assigned, true is returned. Otherwise an
2325 * error is emitted to the shader link log and false is returned.
Ian Romanickd32d4f72011-06-27 17:59:58 -07002326 */
Ian Romanick69846702010-06-22 17:29:19 -07002327bool
Ian Romanickd32d4f72011-06-27 17:59:58 -07002328assign_attribute_or_color_locations(gl_shader_program *prog,
2329 unsigned target_index,
2330 unsigned max_index)
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002331{
Ian Romanickd32d4f72011-06-27 17:59:58 -07002332 /* Mark invalid locations as being used.
Ian Romanick9342d262010-06-22 17:41:37 -07002333 */
Ian Romanickd32d4f72011-06-27 17:59:58 -07002334 unsigned used_locations = (max_index >= 32)
2335 ? ~0 : ~((1 << max_index) - 1);
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002336
Ian Romanickd32d4f72011-06-27 17:59:58 -07002337 assert((target_index == MESA_SHADER_VERTEX)
2338 || (target_index == MESA_SHADER_FRAGMENT));
2339
2340 gl_shader *const sh = prog->_LinkedShaders[target_index];
2341 if (sh == NULL)
2342 return true;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002343
Ian Romanick69846702010-06-22 17:29:19 -07002344 /* Operate in a total of four passes.
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002345 *
2346 * 1. Invalidate the location assignments for all vertex shader inputs.
2347 *
2348 * 2. Assign locations for inputs that have user-defined (via
Ian Romanickb12b5d92011-11-04 16:08:52 -07002349 * glBindVertexAttribLocation) locations and outputs that have
2350 * user-defined locations (via glBindFragDataLocation).
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002351 *
Ian Romanick69846702010-06-22 17:29:19 -07002352 * 3. Sort the attributes without assigned locations by number of slots
2353 * required in decreasing order. Fragmentation caused by attribute
2354 * locations assigned by the application may prevent large attributes
2355 * from having enough contiguous space.
2356 *
2357 * 4. Assign locations to any inputs without assigned locations.
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002358 */
2359
Ian Romanickd32d4f72011-06-27 17:59:58 -07002360 const int generic_base = (target_index == MESA_SHADER_VERTEX)
Brian Paul7eb7d672011-07-07 16:47:59 -06002361 ? (int) VERT_ATTRIB_GENERIC0 : (int) FRAG_RESULT_DATA0;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002362
Ian Romanickd32d4f72011-06-27 17:59:58 -07002363 const enum ir_variable_mode direction =
Paul Berry42a29d82013-01-11 14:39:32 -08002364 (target_index == MESA_SHADER_VERTEX)
2365 ? ir_var_shader_in : ir_var_shader_out;
Ian Romanickd32d4f72011-06-27 17:59:58 -07002366
2367
Ian Romanick69846702010-06-22 17:29:19 -07002368 /* Temporary storage for the set of attributes that need locations assigned.
2369 */
2370 struct temp_attr {
2371 unsigned slots;
2372 ir_variable *var;
2373
2374 /* Used below in the call to qsort. */
2375 static int compare(const void *a, const void *b)
2376 {
2377 const temp_attr *const l = (const temp_attr *) a;
2378 const temp_attr *const r = (const temp_attr *) b;
2379
2380 /* Reversed because we want a descending order sort below. */
2381 return r->slots - l->slots;
2382 }
2383 } to_assign[16];
2384
2385 unsigned num_attr = 0;
Dave Airliead208d92015-04-30 10:42:06 +10002386 unsigned total_attribs_size = 0;
Ian Romanick69846702010-06-22 17:29:19 -07002387
Matt Turner4d784462014-06-24 21:34:05 -07002388 foreach_in_list(ir_instruction, node, sh->ir) {
2389 ir_variable *const var = node->as_variable();
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002390
Tapani Pälli33ee2c62013-12-12 13:51:01 +02002391 if ((var == NULL) || (var->data.mode != (unsigned) direction))
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002392 continue;
2393
Tapani Pälli447bb902013-12-12 15:08:59 +02002394 if (var->data.explicit_location) {
2395 if ((var->data.location >= (int)(max_index + generic_base))
2396 || (var->data.location < 0)) {
Ian Romanick586e7412011-07-28 14:04:09 -07002397 linker_error(prog,
2398 "invalid explicit location %d specified for `%s'\n",
Tapani Pälli447bb902013-12-12 15:08:59 +02002399 (var->data.location < 0)
2400 ? var->data.location
2401 : var->data.location - generic_base,
Ian Romanick586e7412011-07-28 14:04:09 -07002402 var->name);
Ian Romanick68a4fc92010-10-07 17:21:22 -07002403 return false;
Ian Romanick523b6112011-08-17 15:40:03 -07002404 }
2405 } else if (target_index == MESA_SHADER_VERTEX) {
2406 unsigned binding;
2407
2408 if (prog->AttributeBindings->get(binding, var->name)) {
2409 assert(binding >= VERT_ATTRIB_GENERIC0);
Tapani Pälli447bb902013-12-12 15:08:59 +02002410 var->data.location = binding;
2411 var->data.is_unmatched_generic_inout = 0;
Ian Romanick68a4fc92010-10-07 17:21:22 -07002412 }
Ian Romanickb12b5d92011-11-04 16:08:52 -07002413 } else if (target_index == MESA_SHADER_FRAGMENT) {
2414 unsigned binding;
Dave Airlie1256a5d2012-03-24 13:33:41 +00002415 unsigned index;
Ian Romanickb12b5d92011-11-04 16:08:52 -07002416
2417 if (prog->FragDataBindings->get(binding, var->name)) {
2418 assert(binding >= FRAG_RESULT_DATA0);
Tapani Pälli447bb902013-12-12 15:08:59 +02002419 var->data.location = binding;
2420 var->data.is_unmatched_generic_inout = 0;
Dave Airlie1256a5d2012-03-24 13:33:41 +00002421
2422 if (prog->FragDataIndexBindings->get(index, var->name)) {
Tapani Pälli447bb902013-12-12 15:08:59 +02002423 var->data.index = index;
Dave Airlie1256a5d2012-03-24 13:33:41 +00002424 }
Ian Romanickb12b5d92011-11-04 16:08:52 -07002425 }
Ian Romanick68a4fc92010-10-07 17:21:22 -07002426 }
2427
Dave Airliead208d92015-04-30 10:42:06 +10002428 const unsigned slots = var->type->count_attribute_slots();
2429
2430 /* From GL4.5 core spec, section 11.1.1 (Vertex Attributes):
2431 *
2432 * "A program with more than the value of MAX_VERTEX_ATTRIBS active
2433 * attribute variables may fail to link, unless device-dependent
2434 * optimizations are able to make the program fit within available
2435 * hardware resources. For the purposes of this test, attribute variables
2436 * of the type dvec3, dvec4, dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3,
2437 * and dmat4 may count as consuming twice as many attributes as equivalent
2438 * single-precision types. While these types use the same number of
2439 * generic attributes as their single-precision equivalents,
2440 * implementations are permitted to consume two single-precision vectors
2441 * of internal storage for each three- or four-component double-precision
2442 * vector."
2443 * Until someone has a good reason in Mesa, enforce that now.
2444 */
2445 if (target_index == MESA_SHADER_VERTEX) {
2446 total_attribs_size += slots;
2447 if (var->type->without_array() == glsl_type::dvec3_type ||
2448 var->type->without_array() == glsl_type::dvec4_type ||
2449 var->type->without_array() == glsl_type::dmat2x3_type ||
2450 var->type->without_array() == glsl_type::dmat2x4_type ||
2451 var->type->without_array() == glsl_type::dmat3_type ||
2452 var->type->without_array() == glsl_type::dmat3x4_type ||
2453 var->type->without_array() == glsl_type::dmat4x3_type ||
2454 var->type->without_array() == glsl_type::dmat4_type)
2455 total_attribs_size += slots;
2456 }
2457
Ian Romanick9f0e98d2011-10-06 10:25:34 -07002458 /* If the variable is not a built-in and has a location statically
2459 * assigned in the shader (presumably via a layout qualifier), make sure
2460 * that it doesn't collide with other assigned locations. Otherwise,
2461 * add it to the list of variables that need linker-assigned locations.
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002462 */
Tapani Pälli447bb902013-12-12 15:08:59 +02002463 if (var->data.location != -1) {
2464 if (var->data.location >= generic_base && var->data.index < 1) {
Ian Romanick523b6112011-08-17 15:40:03 -07002465 /* From page 61 of the OpenGL 4.0 spec:
2466 *
2467 * "LinkProgram will fail if the attribute bindings assigned
2468 * by BindAttribLocation do not leave not enough space to
2469 * assign a location for an active matrix attribute or an
2470 * active attribute array, both of which require multiple
2471 * contiguous generic attributes."
2472 *
Anuj Phogat8c61b6a2014-03-04 17:03:28 -08002473 * I think above text prohibits the aliasing of explicit and
2474 * automatic assignments. But, aliasing is allowed in manual
2475 * assignments of attribute locations. See below comments for
2476 * the details.
Ian Romanick523b6112011-08-17 15:40:03 -07002477 *
Anuj Phogat8c61b6a2014-03-04 17:03:28 -08002478 * From OpenGL 4.0 spec, page 61:
Ian Romanick523b6112011-08-17 15:40:03 -07002479 *
2480 * "It is possible for an application to bind more than one
2481 * attribute name to the same location. This is referred to as
2482 * aliasing. This will only work if only one of the aliased
2483 * attributes is active in the executable program, or if no
2484 * path through the shader consumes more than one attribute of
2485 * a set of attributes aliased to the same location. A link
2486 * error can occur if the linker determines that every path
2487 * through the shader consumes multiple aliased attributes,
2488 * but implementations are not required to generate an error
2489 * in this case."
2490 *
Anuj Phogat8c61b6a2014-03-04 17:03:28 -08002491 * From GLSL 4.30 spec, page 54:
2492 *
2493 * "A program will fail to link if any two non-vertex shader
2494 * input variables are assigned to the same location. For
2495 * vertex shaders, multiple input variables may be assigned
2496 * to the same location using either layout qualifiers or via
2497 * the OpenGL API. However, such aliasing is intended only to
2498 * support vertex shaders where each execution path accesses
2499 * at most one input per each location. Implementations are
2500 * permitted, but not required, to generate link-time errors
2501 * if they detect that every path through the vertex shader
2502 * executable accesses multiple inputs assigned to any single
2503 * location. For all shader types, a program will fail to link
2504 * if explicit location assignments leave the linker unable
2505 * to find space for other variables without explicit
2506 * assignments."
2507 *
2508 * From OpenGL ES 3.0 spec, page 56:
2509 *
2510 * "Binding more than one attribute name to the same location
2511 * is referred to as aliasing, and is not permitted in OpenGL
2512 * ES Shading Language 3.00 vertex shaders. LinkProgram will
2513 * fail when this condition exists. However, aliasing is
2514 * possible in OpenGL ES Shading Language 1.00 vertex shaders.
2515 * This will only work if only one of the aliased attributes
2516 * is active in the executable program, or if no path through
2517 * the shader consumes more than one attribute of a set of
2518 * attributes aliased to the same location. A link error can
2519 * occur if the linker determines that every path through the
2520 * shader consumes multiple aliased attributes, but implemen-
2521 * tations are not required to generate an error in this case."
2522 *
2523 * After looking at above references from OpenGL, OpenGL ES and
2524 * GLSL specifications, we allow aliasing of vertex input variables
2525 * in: OpenGL 2.0 (and above) and OpenGL ES 2.0.
2526 *
2527 * NOTE: This is not required by the spec but its worth mentioning
2528 * here that we're not doing anything to make sure that no path
2529 * through the vertex shader executable accesses multiple inputs
2530 * assigned to any single location.
Ian Romanick523b6112011-08-17 15:40:03 -07002531 */
Anuj Phogat8c61b6a2014-03-04 17:03:28 -08002532
Ian Romanick523b6112011-08-17 15:40:03 -07002533 /* Mask representing the contiguous slots that will be used by
2534 * this attribute.
2535 */
Tapani Pälli447bb902013-12-12 15:08:59 +02002536 const unsigned attr = var->data.location - generic_base;
Ian Romanick523b6112011-08-17 15:40:03 -07002537 const unsigned use_mask = (1 << slots) - 1;
Anuj Phogat8c61b6a2014-03-04 17:03:28 -08002538 const char *const string = (target_index == MESA_SHADER_VERTEX)
2539 ? "vertex shader input" : "fragment shader output";
2540
2541 /* Generate a link error if the requested locations for this
2542 * attribute exceed the maximum allowed attribute location.
2543 */
2544 if (attr + slots > max_index) {
2545 linker_error(prog,
2546 "insufficient contiguous locations "
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002547 "available for %s `%s' %d %d %d\n", string,
Anuj Phogat8c61b6a2014-03-04 17:03:28 -08002548 var->name, used_locations, use_mask, attr);
2549 return false;
2550 }
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002551
Ian Romanick523b6112011-08-17 15:40:03 -07002552 /* Generate a link error if the set of bits requested for this
2553 * attribute overlaps any previously allocated bits.
2554 */
2555 if ((~(use_mask << attr) & used_locations) != used_locations) {
Anuj Phogat8c61b6a2014-03-04 17:03:28 -08002556 if (target_index == MESA_SHADER_FRAGMENT ||
2557 (prog->IsES && prog->Version >= 300)) {
2558 linker_error(prog,
2559 "overlapping location is assigned "
2560 "to %s `%s' %d %d %d\n", string,
2561 var->name, used_locations, use_mask, attr);
2562 return false;
2563 } else {
2564 linker_warning(prog,
2565 "overlapping location is assigned "
2566 "to %s `%s' %d %d %d\n", string,
2567 var->name, used_locations, use_mask, attr);
2568 }
Ian Romanick523b6112011-08-17 15:40:03 -07002569 }
2570
2571 used_locations |= (use_mask << attr);
2572 }
2573
2574 continue;
2575 }
2576
2577 to_assign[num_attr].slots = slots;
Ian Romanick69846702010-06-22 17:29:19 -07002578 to_assign[num_attr].var = var;
2579 num_attr++;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002580 }
Ian Romanick69846702010-06-22 17:29:19 -07002581
Dave Airliead208d92015-04-30 10:42:06 +10002582 if (target_index == MESA_SHADER_VERTEX) {
2583 if (total_attribs_size > max_index) {
2584 linker_error(prog,
2585 "attempt to use %d vertex attribute slots only %d available ",
2586 total_attribs_size, max_index);
2587 return false;
2588 }
2589 }
2590
Ian Romanick69846702010-06-22 17:29:19 -07002591 /* If all of the attributes were assigned locations by the application (or
2592 * are built-in attributes with fixed locations), return early. This should
2593 * be the common case.
2594 */
2595 if (num_attr == 0)
2596 return true;
2597
2598 qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
2599
Ian Romanickd32d4f72011-06-27 17:59:58 -07002600 if (target_index == MESA_SHADER_VERTEX) {
2601 /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can
2602 * only be explicitly assigned by via glBindAttribLocation. Mark it as
2603 * reserved to prevent it from being automatically allocated below.
2604 */
2605 find_deref_visitor find("gl_Vertex");
2606 find.run(sh->ir);
2607 if (find.variable_found())
2608 used_locations |= (1 << 0);
2609 }
Ian Romanick982e3792010-06-29 18:58:20 -07002610
Ian Romanick69846702010-06-22 17:29:19 -07002611 for (unsigned i = 0; i < num_attr; i++) {
2612 /* Mask representing the contiguous slots that will be used by this
2613 * attribute.
2614 */
2615 const unsigned use_mask = (1 << to_assign[i].slots) - 1;
2616
2617 int location = find_available_slots(used_locations, to_assign[i].slots);
2618
2619 if (location < 0) {
Ian Romanickd32d4f72011-06-27 17:59:58 -07002620 const char *const string = (target_index == MESA_SHADER_VERTEX)
2621 ? "vertex shader input" : "fragment shader output";
2622
Ian Romanick586e7412011-07-28 14:04:09 -07002623 linker_error(prog,
Dave Airlie7449ae42011-11-20 19:56:35 +00002624 "insufficient contiguous locations "
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002625 "available for %s `%s'\n",
Ian Romanick586e7412011-07-28 14:04:09 -07002626 string, to_assign[i].var->name);
Ian Romanick69846702010-06-22 17:29:19 -07002627 return false;
2628 }
2629
Tapani Pälli447bb902013-12-12 15:08:59 +02002630 to_assign[i].var->data.location = generic_base + location;
2631 to_assign[i].var->data.is_unmatched_generic_inout = 0;
Ian Romanick69846702010-06-22 17:29:19 -07002632 used_locations |= (use_mask << location);
2633 }
2634
2635 return true;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002636}
2637
2638
Ian Romanick40e114b2010-08-17 14:55:50 -07002639/**
Ian Romanickcc90e622010-10-19 17:59:10 -07002640 * Demote shader inputs and outputs that are not used in other stages
Ian Romanick40e114b2010-08-17 14:55:50 -07002641 */
2642void
Ian Romanickcc90e622010-10-19 17:59:10 -07002643demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
Ian Romanick40e114b2010-08-17 14:55:50 -07002644{
Matt Turner4d784462014-06-24 21:34:05 -07002645 foreach_in_list(ir_instruction, node, sh->ir) {
2646 ir_variable *const var = node->as_variable();
Ian Romanick40e114b2010-08-17 14:55:50 -07002647
Tapani Pälli33ee2c62013-12-12 13:51:01 +02002648 if ((var == NULL) || (var->data.mode != int(mode)))
Ian Romanick40e114b2010-08-17 14:55:50 -07002649 continue;
2650
Ian Romanickcc90e622010-10-19 17:59:10 -07002651 /* A shader 'in' or 'out' variable is only really an input or output if
2652 * its value is used by other shader stages. This will cause the variable
2653 * to have a location assigned.
Ian Romanick40e114b2010-08-17 14:55:50 -07002654 */
Tapani Pälli447bb902013-12-12 15:08:59 +02002655 if (var->data.is_unmatched_generic_inout) {
Ian Romanicka9948242014-07-08 18:53:09 -07002656 assert(var->data.mode != ir_var_temporary);
Tapani Pälli33ee2c62013-12-12 13:51:01 +02002657 var->data.mode = ir_var_auto;
Ian Romanick40e114b2010-08-17 14:55:50 -07002658 }
2659 }
2660}
2661
2662
Paul Berry871ddb92011-11-05 11:17:32 -07002663/**
Marek Olšákec174a42011-11-18 15:00:10 +01002664 * Store the gl_FragDepth layout in the gl_shader_program struct.
2665 */
2666static void
2667store_fragdepth_layout(struct gl_shader_program *prog)
2668{
2669 if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
2670 return;
2671 }
2672
2673 struct exec_list *ir = prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir;
2674
2675 /* We don't look up the gl_FragDepth symbol directly because if
2676 * gl_FragDepth is not used in the shader, it's removed from the IR.
2677 * However, the symbol won't be removed from the symbol table.
2678 *
2679 * We're only interested in the cases where the variable is NOT removed
2680 * from the IR.
2681 */
Matt Turner4d784462014-06-24 21:34:05 -07002682 foreach_in_list(ir_instruction, node, ir) {
2683 ir_variable *const var = node->as_variable();
Marek Olšákec174a42011-11-18 15:00:10 +01002684
Tapani Pälli33ee2c62013-12-12 13:51:01 +02002685 if (var == NULL || var->data.mode != ir_var_shader_out) {
Marek Olšákec174a42011-11-18 15:00:10 +01002686 continue;
2687 }
2688
2689 if (strcmp(var->name, "gl_FragDepth") == 0) {
Tapani Pälli447bb902013-12-12 15:08:59 +02002690 switch (var->data.depth_layout) {
Marek Olšákec174a42011-11-18 15:00:10 +01002691 case ir_depth_layout_none:
2692 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_NONE;
2693 return;
2694 case ir_depth_layout_any:
2695 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_ANY;
2696 return;
2697 case ir_depth_layout_greater:
2698 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_GREATER;
2699 return;
2700 case ir_depth_layout_less:
2701 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_LESS;
2702 return;
2703 case ir_depth_layout_unchanged:
2704 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_UNCHANGED;
2705 return;
2706 default:
2707 assert(0);
2708 return;
2709 }
2710 }
2711 }
2712}
2713
2714/**
Ian Romanick92f81592011-11-08 12:37:19 -08002715 * Validate the resources used by a program versus the implementation limits
2716 */
Paul Berryb95d2372013-07-27 11:08:31 -07002717static void
Ian Romanick92f81592011-11-08 12:37:19 -08002718check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
2719{
Paul Berry665b8d72014-01-07 10:11:39 -08002720 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
Ian Romanick92f81592011-11-08 12:37:19 -08002721 struct gl_shader *sh = prog->_LinkedShaders[i];
2722
2723 if (sh == NULL)
2724 continue;
2725
Paul Berrybce8bc02014-01-08 10:17:01 -08002726 if (sh->num_samplers > ctx->Const.Program[i].MaxTextureImageUnits) {
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002727 linker_error(prog, "Too many %s shader texture samplers\n",
Paul Berry665b8d72014-01-07 10:11:39 -08002728 _mesa_shader_stage_to_string(i));
Ian Romanick92f81592011-11-08 12:37:19 -08002729 }
2730
Paul Berrybce8bc02014-01-08 10:17:01 -08002731 if (sh->num_uniform_components >
2732 ctx->Const.Program[i].MaxUniformComponents) {
Eric Anholt38e77e52013-05-23 11:10:15 -07002733 if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
2734 linker_warning(prog, "Too many %s shader default uniform block "
2735 "components, but the driver will try to optimize "
2736 "them out; this is non-portable out-of-spec "
2737 "behavior\n",
Paul Berry665b8d72014-01-07 10:11:39 -08002738 _mesa_shader_stage_to_string(i));
Eric Anholt38e77e52013-05-23 11:10:15 -07002739 } else {
2740 linker_error(prog, "Too many %s shader default uniform block "
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002741 "components\n",
Paul Berry665b8d72014-01-07 10:11:39 -08002742 _mesa_shader_stage_to_string(i));
Eric Anholt38e77e52013-05-23 11:10:15 -07002743 }
2744 }
2745
2746 if (sh->num_combined_uniform_components >
Paul Berrybce8bc02014-01-08 10:17:01 -08002747 ctx->Const.Program[i].MaxCombinedUniformComponents) {
Marek Olšákdf809ae2011-12-10 04:14:46 +01002748 if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
2749 linker_warning(prog, "Too many %s shader uniform components, "
2750 "but the driver will try to optimize them out; "
2751 "this is non-portable out-of-spec behavior\n",
Paul Berry665b8d72014-01-07 10:11:39 -08002752 _mesa_shader_stage_to_string(i));
Marek Olšákdf809ae2011-12-10 04:14:46 +01002753 } else {
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002754 linker_error(prog, "Too many %s shader uniform components\n",
Paul Berry665b8d72014-01-07 10:11:39 -08002755 _mesa_shader_stage_to_string(i));
Marek Olšákdf809ae2011-12-10 04:14:46 +01002756 }
Ian Romanick92f81592011-11-08 12:37:19 -08002757 }
2758 }
2759
Paul Berry665b8d72014-01-07 10:11:39 -08002760 unsigned blocks[MESA_SHADER_STAGES] = {0};
Eric Anholt877a8972012-06-25 12:47:01 -07002761 unsigned total_uniform_blocks = 0;
2762
2763 for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
Jose Fonsecaf734d252015-06-15 18:29:02 +01002764 if (prog->UniformBlocks[i].UniformBufferSize > ctx->Const.MaxUniformBlockSize) {
2765 linker_error(prog, "Uniform block %s too big (%d/%d)\n",
2766 prog->UniformBlocks[i].Name,
2767 prog->UniformBlocks[i].UniformBufferSize,
2768 ctx->Const.MaxUniformBlockSize);
2769 }
2770
Paul Berry665b8d72014-01-07 10:11:39 -08002771 for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
Eric Anholt877a8972012-06-25 12:47:01 -07002772 if (prog->UniformBlockStageIndex[j][i] != -1) {
2773 blocks[j]++;
2774 total_uniform_blocks++;
2775 }
2776 }
2777
2778 if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002779 linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
Eric Anholt877a8972012-06-25 12:47:01 -07002780 prog->NumUniformBlocks,
2781 ctx->Const.MaxCombinedUniformBlocks);
2782 } else {
Paul Berry665b8d72014-01-07 10:11:39 -08002783 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
Paul Berrybce8bc02014-01-08 10:17:01 -08002784 const unsigned max_uniform_blocks =
2785 ctx->Const.Program[i].MaxUniformBlocks;
2786 if (blocks[i] > max_uniform_blocks) {
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002787 linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
Paul Berry665b8d72014-01-07 10:11:39 -08002788 _mesa_shader_stage_to_string(i),
Eric Anholt877a8972012-06-25 12:47:01 -07002789 blocks[i],
Paul Berrybce8bc02014-01-08 10:17:01 -08002790 max_uniform_blocks);
Eric Anholt877a8972012-06-25 12:47:01 -07002791 break;
2792 }
2793 }
2794 }
2795 }
Ian Romanick92f81592011-11-08 12:37:19 -08002796}
Paul Berry871ddb92011-11-05 11:17:32 -07002797
Dave Airlie60266862015-04-20 10:27:36 +10002798static void
2799link_calculate_subroutine_compat(struct gl_context *ctx, struct gl_shader_program *prog)
2800{
2801 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
2802 struct gl_shader *sh = prog->_LinkedShaders[i];
2803 int count;
2804 if (!sh)
2805 continue;
2806
2807 for (unsigned j = 0; j < sh->NumSubroutineUniformRemapTable; j++) {
2808 struct gl_uniform_storage *uni = sh->SubroutineUniformRemapTable[j];
2809
2810 if (!uni)
2811 continue;
2812
2813 count = 0;
2814 for (unsigned f = 0; f < sh->NumSubroutineFunctions; f++) {
2815 struct gl_subroutine_function *fn = &sh->SubroutineFunctions[f];
2816 for (int k = 0; k < fn->num_compat_types; k++) {
2817 if (fn->types[k] == uni->type) {
2818 count++;
2819 break;
2820 }
2821 }
2822 }
2823 uni->num_compatible_subroutines = count;
2824 }
2825 }
2826}
2827
2828static void
2829check_subroutine_resources(struct gl_context *ctx, struct gl_shader_program *prog)
2830{
2831 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
2832 struct gl_shader *sh = prog->_LinkedShaders[i];
2833
2834 if (sh) {
2835 if (sh->NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS)
2836 linker_error(prog, "Too many %s shader subroutine uniforms\n",
2837 _mesa_shader_stage_to_string(i));
2838 }
2839 }
2840}
Francisco Jereze51158f2013-11-22 15:53:26 -08002841/**
2842 * Validate shader image resources.
2843 */
2844static void
2845check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
2846{
2847 unsigned total_image_units = 0;
2848 unsigned fragment_outputs = 0;
2849
2850 if (!ctx->Extensions.ARB_shader_image_load_store)
2851 return;
2852
2853 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
2854 struct gl_shader *sh = prog->_LinkedShaders[i];
2855
2856 if (sh) {
2857 if (sh->NumImages > ctx->Const.Program[i].MaxImageUniforms)
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002858 linker_error(prog, "Too many %s shader image uniforms\n",
Francisco Jereze51158f2013-11-22 15:53:26 -08002859 _mesa_shader_stage_to_string(i));
2860
2861 total_image_units += sh->NumImages;
2862
2863 if (i == MESA_SHADER_FRAGMENT) {
Matt Turner4d784462014-06-24 21:34:05 -07002864 foreach_in_list(ir_instruction, node, sh->ir) {
2865 ir_variable *var = node->as_variable();
Francisco Jereze51158f2013-11-22 15:53:26 -08002866 if (var && var->data.mode == ir_var_shader_out)
2867 fragment_outputs += var->type->count_attribute_slots();
2868 }
2869 }
2870 }
2871 }
2872
2873 if (total_image_units > ctx->Const.MaxCombinedImageUniforms)
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002874 linker_error(prog, "Too many combined image uniforms\n");
Francisco Jereze51158f2013-11-22 15:53:26 -08002875
2876 if (total_image_units + fragment_outputs >
2877 ctx->Const.MaxCombinedImageUnitsAndFragmentOutputs)
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002878 linker_error(prog, "Too many combined image uniforms and fragment outputs\n");
Francisco Jereze51158f2013-11-22 15:53:26 -08002879}
2880
Tapani Pällieca9d162014-04-08 08:45:36 +03002881
2882/**
2883 * Initializes explicit location slots to INACTIVE_UNIFORM_EXPLICIT_LOCATION
2884 * for a variable, checks for overlaps between other uniforms using explicit
2885 * locations.
2886 */
2887static bool
2888reserve_explicit_locations(struct gl_shader_program *prog,
2889 string_to_uint_map *map, ir_variable *var)
2890{
2891 unsigned slots = var->type->uniform_locations();
2892 unsigned max_loc = var->data.location + slots - 1;
2893
2894 /* Resize remap table if locations do not fit in the current one. */
2895 if (max_loc + 1 > prog->NumUniformRemapTable) {
2896 prog->UniformRemapTable =
2897 reralloc(prog, prog->UniformRemapTable,
2898 gl_uniform_storage *,
2899 max_loc + 1);
2900
2901 if (!prog->UniformRemapTable) {
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002902 linker_error(prog, "Out of memory during linking.\n");
Tapani Pällieca9d162014-04-08 08:45:36 +03002903 return false;
2904 }
2905
2906 /* Initialize allocated space. */
2907 for (unsigned i = prog->NumUniformRemapTable; i < max_loc + 1; i++)
2908 prog->UniformRemapTable[i] = NULL;
2909
2910 prog->NumUniformRemapTable = max_loc + 1;
2911 }
2912
2913 for (unsigned i = 0; i < slots; i++) {
2914 unsigned loc = var->data.location + i;
2915
2916 /* Check if location is already used. */
2917 if (prog->UniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
2918
2919 /* Possibly same uniform from a different stage, this is ok. */
2920 unsigned hash_loc;
2921 if (map->get(hash_loc, var->name) && hash_loc == loc - i)
2922 continue;
2923
2924 /* ARB_explicit_uniform_location specification states:
2925 *
2926 * "No two default-block uniform variables in the program can have
2927 * the same location, even if they are unused, otherwise a compiler
2928 * or linker error will be generated."
2929 */
2930 linker_error(prog,
Neil Roberts352f8f22014-11-13 15:31:44 +00002931 "location qualifier for uniform %s overlaps "
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002932 "previously used location\n",
Tapani Pällieca9d162014-04-08 08:45:36 +03002933 var->name);
2934 return false;
2935 }
2936
2937 /* Initialize location as inactive before optimization
2938 * rounds and location assignment.
2939 */
2940 prog->UniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
2941 }
2942
2943 /* Note, base location used for arrays. */
2944 map->put(var->data.location, var->name);
2945
2946 return true;
2947}
2948
Dave Airlie60266862015-04-20 10:27:36 +10002949static bool
2950reserve_subroutine_explicit_locations(struct gl_shader_program *prog,
2951 struct gl_shader *sh,
2952 ir_variable *var)
2953{
2954 unsigned slots = var->type->uniform_locations();
2955 unsigned max_loc = var->data.location + slots - 1;
2956
2957 /* Resize remap table if locations do not fit in the current one. */
2958 if (max_loc + 1 > sh->NumSubroutineUniformRemapTable) {
2959 sh->SubroutineUniformRemapTable =
2960 reralloc(sh, sh->SubroutineUniformRemapTable,
2961 gl_uniform_storage *,
2962 max_loc + 1);
2963
2964 if (!sh->SubroutineUniformRemapTable) {
2965 linker_error(prog, "Out of memory during linking.\n");
2966 return false;
2967 }
2968
2969 /* Initialize allocated space. */
2970 for (unsigned i = sh->NumSubroutineUniformRemapTable; i < max_loc + 1; i++)
2971 sh->SubroutineUniformRemapTable[i] = NULL;
2972
2973 sh->NumSubroutineUniformRemapTable = max_loc + 1;
2974 }
2975
2976 for (unsigned i = 0; i < slots; i++) {
2977 unsigned loc = var->data.location + i;
2978
2979 /* Check if location is already used. */
2980 if (sh->SubroutineUniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
2981
2982 /* ARB_explicit_uniform_location specification states:
2983 * "No two subroutine uniform variables can have the same location
2984 * in the same shader stage, otherwise a compiler or linker error
2985 * will be generated."
2986 */
2987 linker_error(prog,
2988 "location qualifier for uniform %s overlaps "
2989 "previously used location\n",
2990 var->name);
2991 return false;
2992 }
2993
2994 /* Initialize location as inactive before optimization
2995 * rounds and location assignment.
2996 */
2997 sh->SubroutineUniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
2998 }
2999
3000 return true;
3001}
Tapani Pällieca9d162014-04-08 08:45:36 +03003002/**
3003 * Check and reserve all explicit uniform locations, called before
3004 * any optimizations happen to handle also inactive uniforms and
3005 * inactive array elements that may get trimmed away.
3006 */
3007static void
3008check_explicit_uniform_locations(struct gl_context *ctx,
3009 struct gl_shader_program *prog)
3010{
3011 if (!ctx->Extensions.ARB_explicit_uniform_location)
3012 return;
3013
3014 /* This map is used to detect if overlapping explicit locations
3015 * occur with the same uniform (from different stage) or a different one.
3016 */
3017 string_to_uint_map *uniform_map = new string_to_uint_map;
3018
3019 if (!uniform_map) {
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07003020 linker_error(prog, "Out of memory during linking.\n");
Tapani Pällieca9d162014-04-08 08:45:36 +03003021 return;
3022 }
3023
3024 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
3025 struct gl_shader *sh = prog->_LinkedShaders[i];
3026
3027 if (!sh)
3028 continue;
3029
Matt Turner4d784462014-06-24 21:34:05 -07003030 foreach_in_list(ir_instruction, node, sh->ir) {
3031 ir_variable *var = node->as_variable();
Kristian Høgsberga78a5892015-05-13 11:17:23 +02003032 if (var && (var->data.mode == ir_var_uniform || var->data.mode == ir_var_shader_storage) &&
Tapani Pällieca9d162014-04-08 08:45:36 +03003033 var->data.explicit_location) {
Dave Airlie60266862015-04-20 10:27:36 +10003034 bool ret;
3035 if (var->type->is_subroutine())
3036 ret = reserve_subroutine_explicit_locations(prog, sh, var);
3037 else
3038 ret = reserve_explicit_locations(prog, uniform_map, var);
3039 if (!ret) {
Dave Airlie2d5d1f52014-09-02 09:54:36 +10003040 delete uniform_map;
Tapani Pällieca9d162014-04-08 08:45:36 +03003041 return;
Dave Airlie2d5d1f52014-09-02 09:54:36 +10003042 }
Tapani Pällieca9d162014-04-08 08:45:36 +03003043 }
3044 }
3045 }
3046
3047 delete uniform_map;
3048}
3049
Tapani Pällic796ce42015-03-06 09:14:49 +02003050static bool
3051add_program_resource(struct gl_shader_program *prog, GLenum type,
3052 const void *data, uint8_t stages)
3053{
3054 assert(data);
3055
3056 /* If resource already exists, do not add it again. */
3057 for (unsigned i = 0; i < prog->NumProgramResourceList; i++)
3058 if (prog->ProgramResourceList[i].Data == data)
3059 return true;
3060
3061 prog->ProgramResourceList =
3062 reralloc(prog,
3063 prog->ProgramResourceList,
3064 gl_program_resource,
3065 prog->NumProgramResourceList + 1);
3066
3067 if (!prog->ProgramResourceList) {
3068 linker_error(prog, "Out of memory during linking.\n");
3069 return false;
3070 }
3071
3072 struct gl_program_resource *res =
3073 &prog->ProgramResourceList[prog->NumProgramResourceList];
3074
3075 res->Type = type;
3076 res->Data = data;
3077 res->StageReferences = stages;
3078
3079 prog->NumProgramResourceList++;
3080
3081 return true;
3082}
3083
3084/**
3085 * Function builds a stage reference bitmask from variable name.
3086 */
3087static uint8_t
3088build_stageref(struct gl_shader_program *shProg, const char *name)
3089{
3090 uint8_t stages = 0;
3091
3092 /* Note, that we assume MAX 8 stages, if there will be more stages, type
3093 * used for reference mask in gl_program_resource will need to be changed.
3094 */
3095 assert(MESA_SHADER_STAGES < 8);
3096
3097 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
3098 struct gl_shader *sh = shProg->_LinkedShaders[i];
3099 if (!sh)
3100 continue;
Tapani Pälliccaf37f2015-06-29 14:19:00 +03003101
3102 /* Shader symbol table may contain variables that have
3103 * been optimized away. Search IR for the variable instead.
3104 */
3105 foreach_in_list(ir_instruction, node, sh->ir) {
3106 ir_variable *var = node->as_variable();
3107 if (var && strcmp(var->name, name) == 0) {
3108 stages |= (1 << i);
3109 break;
3110 }
3111 }
Tapani Pällic796ce42015-03-06 09:14:49 +02003112 }
3113 return stages;
3114}
3115
3116static bool
3117add_interface_variables(struct gl_shader_program *shProg,
Jose Fonseca037e0e72015-04-16 10:19:57 +01003118 struct gl_shader *sh, GLenum programInterface)
Tapani Pällic796ce42015-03-06 09:14:49 +02003119{
3120 foreach_in_list(ir_instruction, node, sh->ir) {
3121 ir_variable *var = node->as_variable();
Tapani Pälli3706e5d2015-04-30 09:27:00 +03003122 uint8_t mask = 0;
Tapani Pällic796ce42015-03-06 09:14:49 +02003123
3124 if (!var)
3125 continue;
3126
3127 switch (var->data.mode) {
3128 /* From GL 4.3 core spec, section 11.1.1 (Vertex Attributes):
3129 * "For GetActiveAttrib, all active vertex shader input variables
3130 * are enumerated, including the special built-in inputs gl_VertexID
3131 * and gl_InstanceID."
3132 */
3133 case ir_var_system_value:
3134 if (var->data.location != SYSTEM_VALUE_VERTEX_ID &&
3135 var->data.location != SYSTEM_VALUE_VERTEX_ID_ZERO_BASE &&
3136 var->data.location != SYSTEM_VALUE_INSTANCE_ID)
Tapani Pälli5917ca32015-04-21 08:25:16 +03003137 continue;
Tapani Pälli3706e5d2015-04-30 09:27:00 +03003138 /* Mark special built-in inputs referenced by the vertex stage so
3139 * that they are considered active by the shader queries.
3140 */
3141 mask = (1 << (MESA_SHADER_VERTEX));
Tapani Pällied10f9c2015-04-21 20:11:43 +03003142 /* FALLTHROUGH */
Tapani Pällic796ce42015-03-06 09:14:49 +02003143 case ir_var_shader_in:
Jose Fonseca037e0e72015-04-16 10:19:57 +01003144 if (programInterface != GL_PROGRAM_INPUT)
Tapani Pällic796ce42015-03-06 09:14:49 +02003145 continue;
3146 break;
3147 case ir_var_shader_out:
Jose Fonseca037e0e72015-04-16 10:19:57 +01003148 if (programInterface != GL_PROGRAM_OUTPUT)
Tapani Pällic796ce42015-03-06 09:14:49 +02003149 continue;
3150 break;
3151 default:
3152 continue;
3153 };
3154
Kenneth Graunke6218c682015-06-28 22:17:16 -07003155 if (!add_program_resource(shProg, programInterface, var,
Tapani Pälli3706e5d2015-04-30 09:27:00 +03003156 build_stageref(shProg, var->name) | mask))
Tapani Pällic796ce42015-03-06 09:14:49 +02003157 return false;
3158 }
3159 return true;
3160}
3161
3162/**
3163 * Builds up a list of program resources that point to existing
3164 * resource data.
3165 */
Tapani Pälli73afa312015-06-29 14:39:05 +03003166void
Tapani Pällic796ce42015-03-06 09:14:49 +02003167build_program_resource_list(struct gl_context *ctx,
3168 struct gl_shader_program *shProg)
3169{
3170 /* Rebuild resource list. */
3171 if (shProg->ProgramResourceList) {
3172 ralloc_free(shProg->ProgramResourceList);
3173 shProg->ProgramResourceList = NULL;
3174 shProg->NumProgramResourceList = 0;
3175 }
3176
3177 int input_stage = MESA_SHADER_STAGES, output_stage = 0;
3178
3179 /* Determine first input and final output stage. These are used to
3180 * detect which variables should be enumerated in the resource list
3181 * for GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT.
3182 */
3183 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
3184 if (!shProg->_LinkedShaders[i])
3185 continue;
3186 if (input_stage == MESA_SHADER_STAGES)
3187 input_stage = i;
3188 output_stage = i;
3189 }
3190
3191 /* Empty shader, no resources. */
3192 if (input_stage == MESA_SHADER_STAGES && output_stage == 0)
3193 return;
3194
3195 /* Add inputs and outputs to the resource list. */
3196 if (!add_interface_variables(shProg, shProg->_LinkedShaders[input_stage],
3197 GL_PROGRAM_INPUT))
3198 return;
3199
3200 if (!add_interface_variables(shProg, shProg->_LinkedShaders[output_stage],
3201 GL_PROGRAM_OUTPUT))
3202 return;
3203
3204 /* Add transform feedback varyings. */
3205 if (shProg->LinkedTransformFeedback.NumVarying > 0) {
3206 for (int i = 0; i < shProg->LinkedTransformFeedback.NumVarying; i++) {
3207 uint8_t stageref =
3208 build_stageref(shProg,
3209 shProg->LinkedTransformFeedback.Varyings[i].Name);
3210 if (!add_program_resource(shProg, GL_TRANSFORM_FEEDBACK_VARYING,
3211 &shProg->LinkedTransformFeedback.Varyings[i],
3212 stageref))
3213 return;
3214 }
3215 }
3216
3217 /* Add uniforms from uniform storage. */
Martin Peres87a4bc52015-05-21 15:51:09 +03003218 for (unsigned i = 0; i < shProg->NumUniformStorage; i++) {
Tapani Pällic796ce42015-03-06 09:14:49 +02003219 /* Do not add uniforms internally used by Mesa. */
3220 if (shProg->UniformStorage[i].hidden)
3221 continue;
3222
3223 uint8_t stageref =
3224 build_stageref(shProg, shProg->UniformStorage[i].name);
Tapani Pälli9f4eaba2015-05-11 13:24:20 +03003225
3226 /* Add stagereferences for uniforms in a uniform block. */
3227 int block_index = shProg->UniformStorage[i].block_index;
3228 if (block_index != -1) {
3229 for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
3230 if (shProg->UniformBlockStageIndex[j][block_index] != -1)
3231 stageref |= (1 << j);
3232 }
3233 }
3234
Tapani Pällic796ce42015-03-06 09:14:49 +02003235 if (!add_program_resource(shProg, GL_UNIFORM,
3236 &shProg->UniformStorage[i], stageref))
3237 return;
3238 }
3239
3240 /* Add program uniform blocks. */
3241 for (unsigned i = 0; i < shProg->NumUniformBlocks; i++) {
3242 if (!add_program_resource(shProg, GL_UNIFORM_BLOCK,
3243 &shProg->UniformBlocks[i], 0))
3244 return;
3245 }
3246
3247 /* Add atomic counter buffers. */
3248 for (unsigned i = 0; i < shProg->NumAtomicBuffers; i++) {
3249 if (!add_program_resource(shProg, GL_ATOMIC_COUNTER_BUFFER,
3250 &shProg->AtomicBuffers[i], 0))
3251 return;
3252 }
3253
Dave Airlie60266862015-04-20 10:27:36 +10003254 for (unsigned i = 0; i < shProg->NumUniformStorage; i++) {
3255 GLenum type;
3256 if (!shProg->UniformStorage[i].hidden)
3257 continue;
3258
3259 for (int j = MESA_SHADER_VERTEX; j < MESA_SHADER_STAGES; j++) {
3260 if (!shProg->UniformStorage[i].subroutine[j].active)
3261 continue;
3262
3263 type = _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j);
3264 /* add shader subroutines */
3265 if (!add_program_resource(shProg, type, &shProg->UniformStorage[i], 0))
3266 return;
3267 }
3268 }
3269
3270 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
3271 struct gl_shader *sh = shProg->_LinkedShaders[i];
3272 GLuint type;
3273
3274 if (!sh)
3275 continue;
3276
3277 type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
3278 for (unsigned j = 0; j < sh->NumSubroutineFunctions; j++) {
3279 if (!add_program_resource(shProg, type, &sh->SubroutineFunctions[j], 0))
3280 return;
3281 }
3282 }
3283
Tapani Pällic796ce42015-03-06 09:14:49 +02003284 /* TODO - following extensions will require more resource types:
3285 *
3286 * GL_ARB_shader_storage_buffer_object
Tapani Pällic796ce42015-03-06 09:14:49 +02003287 */
3288}
3289
Tapani Pälli9350ea62015-05-19 15:01:49 +03003290/**
3291 * This check is done to make sure we allow only constant expression
3292 * indexing and "constant-index-expression" (indexing with an expression
3293 * that includes loop induction variable).
3294 */
3295static bool
3296validate_sampler_array_indexing(struct gl_context *ctx,
3297 struct gl_shader_program *prog)
3298{
3299 dynamic_sampler_array_indexing_visitor v;
3300 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
3301 if (prog->_LinkedShaders[i] == NULL)
3302 continue;
3303
3304 bool no_dynamic_indexing =
3305 ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler;
3306
3307 /* Search for array derefs in shader. */
3308 v.run(prog->_LinkedShaders[i]->ir);
3309 if (v.uses_dynamic_sampler_array_indexing()) {
3310 const char *msg = "sampler arrays indexed with non-constant "
3311 "expressions is forbidden in GLSL %s %u";
3312 /* Backend has indicated that it has no dynamic indexing support. */
3313 if (no_dynamic_indexing) {
3314 linker_error(prog, msg, prog->IsES ? "ES" : "", prog->Version);
3315 return false;
3316 } else {
3317 linker_warning(prog, msg, prog->IsES ? "ES" : "", prog->Version);
3318 }
3319 }
3320 }
3321 return true;
3322}
3323
Dave Airlie60266862015-04-20 10:27:36 +10003324void
3325link_assign_subroutine_types(struct gl_context *ctx,
3326 struct gl_shader_program *prog)
3327{
3328 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
3329 gl_shader *sh = prog->_LinkedShaders[i];
3330
3331 if (sh == NULL)
3332 continue;
3333
3334 foreach_in_list(ir_instruction, node, sh->ir) {
3335 ir_function *fn = node->as_function();
3336 if (!fn)
3337 continue;
3338
3339 if (fn->is_subroutine)
3340 sh->NumSubroutineUniformTypes++;
3341
3342 if (!fn->num_subroutine_types)
3343 continue;
3344
3345 sh->SubroutineFunctions = reralloc(sh, sh->SubroutineFunctions,
3346 struct gl_subroutine_function,
3347 sh->NumSubroutineFunctions + 1);
3348 sh->SubroutineFunctions[sh->NumSubroutineFunctions].name = ralloc_strdup(sh, fn->name);
3349 sh->SubroutineFunctions[sh->NumSubroutineFunctions].num_compat_types = fn->num_subroutine_types;
3350 sh->SubroutineFunctions[sh->NumSubroutineFunctions].types =
3351 ralloc_array(sh, const struct glsl_type *,
3352 fn->num_subroutine_types);
3353 for (int j = 0; j < fn->num_subroutine_types; j++)
3354 sh->SubroutineFunctions[sh->NumSubroutineFunctions].types[j] = fn->subroutine_types[j];
3355 sh->NumSubroutineFunctions++;
3356 }
3357 }
3358}
Tapani Pällic796ce42015-03-06 09:14:49 +02003359
Ian Romanick0e59b262010-06-23 11:23:01 -07003360void
Kristian Høgsbergf9995b32010-10-12 12:26:10 -04003361link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
Ian Romanick832dfa52010-06-17 15:04:20 -07003362{
Paul Berry871ddb92011-11-05 11:17:32 -07003363 tfeedback_decl *tfeedback_decls = NULL;
3364 unsigned num_tfeedback_decls = prog->TransformFeedback.NumVarying;
3365
Kenneth Graunked3073f52011-01-21 14:32:31 -08003366 void *mem_ctx = ralloc_context(NULL); // temporary linker context
Kenneth Graunke2da02e72010-11-17 11:03:57 -08003367
Paul Berryb95d2372013-07-27 11:08:31 -07003368 prog->LinkStatus = true; /* All error paths will set this to false */
Ian Romanick832dfa52010-06-17 15:04:20 -07003369 prog->Validated = false;
3370 prog->_Used = false;
3371
Anuj Phogat9bcb0a82014-02-10 14:12:40 -08003372 prog->ARB_fragment_coord_conventions_enable = false;
Francisco Jerez5c114932013-09-11 12:14:46 -07003373
Ian Romanick832dfa52010-06-17 15:04:20 -07003374 /* Separate the shaders into groups based on their type.
3375 */
Paul Berrycd18ba12014-01-07 08:56:57 -08003376 struct gl_shader **shader_list[MESA_SHADER_STAGES];
3377 unsigned num_shaders[MESA_SHADER_STAGES];
Ian Romanick832dfa52010-06-17 15:04:20 -07003378
Paul Berrycd18ba12014-01-07 08:56:57 -08003379 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
3380 shader_list[i] = (struct gl_shader **)
3381 calloc(prog->NumShaders, sizeof(struct gl_shader *));
3382 num_shaders[i] = 0;
3383 }
Ian Romanick832dfa52010-06-17 15:04:20 -07003384
Ian Romanick25f51d32010-07-16 15:51:50 -07003385 unsigned min_version = UINT_MAX;
3386 unsigned max_version = 0;
Paul Berrya9f34dc2012-08-02 17:49:44 -07003387 const bool is_es_prog =
3388 (prog->NumShaders > 0 && prog->Shaders[0]->IsES) ? true : false;
Ian Romanick832dfa52010-06-17 15:04:20 -07003389 for (unsigned i = 0; i < prog->NumShaders; i++) {
Ian Romanick25f51d32010-07-16 15:51:50 -07003390 min_version = MIN2(min_version, prog->Shaders[i]->Version);
3391 max_version = MAX2(max_version, prog->Shaders[i]->Version);
3392
Paul Berrya9f34dc2012-08-02 17:49:44 -07003393 if (prog->Shaders[i]->IsES != is_es_prog) {
3394 linker_error(prog, "all shaders must use same shading "
3395 "language version\n");
3396 goto done;
3397 }
3398
Jose Fonsecad01a7cda2015-03-18 14:21:15 +00003399 if (prog->Shaders[i]->ARB_fragment_coord_conventions_enable) {
3400 prog->ARB_fragment_coord_conventions_enable = true;
3401 }
Anuj Phogat9bcb0a82014-02-10 14:12:40 -08003402
Paul Berrycd18ba12014-01-07 08:56:57 -08003403 gl_shader_stage shader_type = prog->Shaders[i]->Stage;
3404 shader_list[shader_type][num_shaders[shader_type]] = prog->Shaders[i];
3405 num_shaders[shader_type]++;
Ian Romanick832dfa52010-06-17 15:04:20 -07003406 }
3407
Paul Berry672fab02013-10-13 18:01:11 -07003408 /* In desktop GLSL, different shader versions may be linked together. In
3409 * GLSL ES, all shader versions must be the same.
Ian Romanick25f51d32010-07-16 15:51:50 -07003410 */
Paul Berry672fab02013-10-13 18:01:11 -07003411 if (is_es_prog && min_version != max_version) {
Ian Romanick586e7412011-07-28 14:04:09 -07003412 linker_error(prog, "all shaders must use same shading "
3413 "language version\n");
Ian Romanick25f51d32010-07-16 15:51:50 -07003414 goto done;
3415 }
3416
3417 prog->Version = max_version;
Paul Berry91c92bb2012-08-02 17:50:43 -07003418 prog->IsES = is_es_prog;
Ian Romanick25f51d32010-07-16 15:51:50 -07003419
Chris Forbes7c758c52014-09-21 13:33:14 +12003420 /* Some shaders have to be linked with some other shaders present.
Fabian Bielerbd85ba02013-05-24 23:26:54 +02003421 */
Paul Berrycd18ba12014-01-07 08:56:57 -08003422 if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
Ian Romanickc557eb72014-01-23 18:26:29 -08003423 num_shaders[MESA_SHADER_VERTEX] == 0 &&
3424 !prog->SeparateShader) {
Fabian Bielerbd85ba02013-05-24 23:26:54 +02003425 linker_error(prog, "Geometry shader must be linked with "
3426 "vertex shader\n");
3427 goto done;
3428 }
Chris Forbes7c758c52014-09-21 13:33:14 +12003429 if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
3430 num_shaders[MESA_SHADER_VERTEX] == 0 &&
3431 !prog->SeparateShader) {
3432 linker_error(prog, "Tessellation evaluation shader must be linked with "
3433 "vertex shader\n");
3434 goto done;
3435 }
3436 if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
3437 num_shaders[MESA_SHADER_VERTEX] == 0 &&
3438 !prog->SeparateShader) {
3439 linker_error(prog, "Tessellation control shader must be linked with "
3440 "vertex shader\n");
3441 goto done;
3442 }
3443
3444 /* The spec is self-contradictory here. It allows linking without a tess
3445 * eval shader, but that can only be used with transform feedback and
3446 * rasterization disabled. However, transform feedback isn't allowed
3447 * with GL_PATCHES, so it can't be used.
3448 *
3449 * More investigation showed that the idea of transform feedback after
3450 * a tess control shader was dropped, because some hw vendors couldn't
3451 * support tessellation without a tess eval shader, but the linker section
3452 * wasn't updated to reflect that.
3453 *
3454 * All specifications (ARB_tessellation_shader, GL 4.0-4.5) have this
3455 * spec bug.
3456 *
3457 * Do what's reasonable and always require a tess eval shader if a tess
3458 * control shader is present.
3459 */
3460 if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
3461 num_shaders[MESA_SHADER_TESS_EVAL] == 0 &&
3462 !prog->SeparateShader) {
3463 linker_error(prog, "Tessellation control shader must be linked with "
3464 "tessellation evaluation shader\n");
3465 goto done;
3466 }
Fabian Bielerbd85ba02013-05-24 23:26:54 +02003467
Paul Berry1fe274b2014-01-08 11:40:23 -08003468 /* Compute shaders have additional restrictions. */
3469 if (num_shaders[MESA_SHADER_COMPUTE] > 0 &&
3470 num_shaders[MESA_SHADER_COMPUTE] != prog->NumShaders) {
3471 linker_error(prog, "Compute shaders may not be linked with any other "
3472 "type of shader\n");
3473 }
3474
Paul Berry665b8d72014-01-07 10:11:39 -08003475 for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
Ian Romanick3322fba2010-10-14 13:28:42 -07003476 if (prog->_LinkedShaders[i] != NULL)
3477 ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
3478
3479 prog->_LinkedShaders[i] = NULL;
Eric Anholt5d0f4302010-08-18 12:02:35 -07003480 }
3481
Ian Romanickcd6764e2010-07-16 16:00:07 -07003482 /* Link all shaders for a particular stage and validate the result.
3483 */
Paul Berrycd18ba12014-01-07 08:56:57 -08003484 for (int stage = 0; stage < MESA_SHADER_STAGES; stage++) {
3485 if (num_shaders[stage] > 0) {
3486 gl_shader *const sh =
3487 link_intrastage_shaders(mem_ctx, ctx, prog, shader_list[stage],
3488 num_shaders[stage]);
Ian Romanick3fb87872010-07-09 14:09:34 -07003489
Ilia Mirkin5646f0f2015-05-17 17:56:44 -04003490 if (!prog->LinkStatus) {
3491 if (sh)
3492 ctx->Driver.DeleteShader(ctx, sh);
Paul Berrycd18ba12014-01-07 08:56:57 -08003493 goto done;
Ilia Mirkin5646f0f2015-05-17 17:56:44 -04003494 }
Ian Romanick3fb87872010-07-09 14:09:34 -07003495
Paul Berrycd18ba12014-01-07 08:56:57 -08003496 switch (stage) {
3497 case MESA_SHADER_VERTEX:
3498 validate_vertex_shader_executable(prog, sh);
3499 break;
Chris Forbesdf16e0d2014-09-09 19:25:02 +12003500 case MESA_SHADER_TESS_CTRL:
3501 /* nothing to be done */
3502 break;
3503 case MESA_SHADER_TESS_EVAL:
3504 validate_tess_eval_shader_executable(prog, sh);
3505 break;
Paul Berrycd18ba12014-01-07 08:56:57 -08003506 case MESA_SHADER_GEOMETRY:
3507 validate_geometry_shader_executable(prog, sh);
3508 break;
3509 case MESA_SHADER_FRAGMENT:
3510 validate_fragment_shader_executable(prog, sh);
3511 break;
3512 }
Ilia Mirkin5646f0f2015-05-17 17:56:44 -04003513 if (!prog->LinkStatus) {
3514 if (sh)
3515 ctx->Driver.DeleteShader(ctx, sh);
Paul Berrycd18ba12014-01-07 08:56:57 -08003516 goto done;
Ilia Mirkin5646f0f2015-05-17 17:56:44 -04003517 }
Ian Romanick3fb87872010-07-09 14:09:34 -07003518
Paul Berrycd18ba12014-01-07 08:56:57 -08003519 _mesa_reference_shader(ctx, &prog->_LinkedShaders[stage], sh);
3520 }
Ian Romanickcc22c5a2010-06-18 17:13:42 -07003521 }
3522
Paul Berrycd18ba12014-01-07 08:56:57 -08003523 if (num_shaders[MESA_SHADER_GEOMETRY] > 0)
Paul Berry44b7ebe2013-10-23 12:55:24 -07003524 prog->LastClipDistanceArraySize = prog->Geom.ClipDistanceArraySize;
Chris Forbesdf16e0d2014-09-09 19:25:02 +12003525 else if (num_shaders[MESA_SHADER_TESS_EVAL] > 0)
3526 prog->LastClipDistanceArraySize = prog->TessEval.ClipDistanceArraySize;
Paul Berrycd18ba12014-01-07 08:56:57 -08003527 else if (num_shaders[MESA_SHADER_VERTEX] > 0)
3528 prog->LastClipDistanceArraySize = prog->Vert.ClipDistanceArraySize;
3529 else
3530 prog->LastClipDistanceArraySize = 0; /* Not used */
Bryan Cain25480922013-02-15 09:46:50 -06003531
Ian Romanick3ed850e2010-06-23 12:18:21 -07003532 /* Here begins the inter-stage linking phase. Some initial validation is
3533 * performed, then locations are assigned for uniforms, attributes, and
3534 * varyings.
3535 */
Paul Berryb95d2372013-07-27 11:08:31 -07003536 cross_validate_uniforms(prog);
3537 if (!prog->LinkStatus)
3538 goto done;
Ian Romanick3322fba2010-10-14 13:28:42 -07003539
Paul Berryb95d2372013-07-27 11:08:31 -07003540 unsigned prev;
Ian Romanick3322fba2010-10-14 13:28:42 -07003541
Paul Berry28e526d2014-01-06 19:47:25 -08003542 for (prev = 0; prev <= MESA_SHADER_FRAGMENT; prev++) {
Paul Berryb95d2372013-07-27 11:08:31 -07003543 if (prog->_LinkedShaders[prev] != NULL)
3544 break;
3545 }
Ian Romanick3322fba2010-10-14 13:28:42 -07003546
Tapani Pällieca9d162014-04-08 08:45:36 +03003547 check_explicit_uniform_locations(ctx, prog);
Dave Airlie60266862015-04-20 10:27:36 +10003548 link_assign_subroutine_types(ctx, prog);
3549
Tapani Pällieca9d162014-04-08 08:45:36 +03003550 if (!prog->LinkStatus)
3551 goto done;
3552
Chris Forbes7c758c52014-09-21 13:33:14 +12003553 resize_tes_inputs(ctx, prog);
3554
Paul Berryb95d2372013-07-27 11:08:31 -07003555 /* Validate the inputs of each stage with the output of the preceding
3556 * stage.
3557 */
Paul Berry28e526d2014-01-06 19:47:25 -08003558 for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) {
Paul Berryb95d2372013-07-27 11:08:31 -07003559 if (prog->_LinkedShaders[i] == NULL)
3560 continue;
Kenneth Graunke3ddfccb2013-05-20 23:46:16 -07003561
Paul Berry544e3122013-11-15 14:23:45 -08003562 validate_interstage_inout_blocks(prog, prog->_LinkedShaders[prev],
3563 prog->_LinkedShaders[i]);
Paul Berryb95d2372013-07-27 11:08:31 -07003564 if (!prog->LinkStatus)
3565 goto done;
Ian Romanick3322fba2010-10-14 13:28:42 -07003566
Paul Berryb95d2372013-07-27 11:08:31 -07003567 cross_validate_outputs_to_inputs(prog,
3568 prog->_LinkedShaders[prev],
3569 prog->_LinkedShaders[i]);
3570 if (!prog->LinkStatus)
3571 goto done;
Ian Romanick37101922010-06-18 19:02:10 -07003572
Paul Berryb95d2372013-07-27 11:08:31 -07003573 prev = i;
Ian Romanick37101922010-06-18 19:02:10 -07003574 }
Ian Romanick832dfa52010-06-17 15:04:20 -07003575
Paul Berry544e3122013-11-15 14:23:45 -08003576 /* Cross-validate uniform blocks between shader stages */
3577 validate_interstage_uniform_blocks(prog, prog->_LinkedShaders,
Paul Berry665b8d72014-01-07 10:11:39 -08003578 MESA_SHADER_STAGES);
Paul Berry544e3122013-11-15 14:23:45 -08003579 if (!prog->LinkStatus)
3580 goto done;
Jordan Justen5ebf5472013-03-10 03:20:03 -07003581
Paul Berry665b8d72014-01-07 10:11:39 -08003582 for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
Jordan Justen5ebf5472013-03-10 03:20:03 -07003583 if (prog->_LinkedShaders[i] != NULL)
3584 lower_named_interface_blocks(mem_ctx, prog->_LinkedShaders[i]);
3585 }
3586
Eric Anholt3de13952012-05-04 13:08:46 -07003587 /* Implement the GLSL 1.30+ rule for discard vs infinite loops Do
3588 * it before optimization because we want most of the checks to get
3589 * dropped thanks to constant propagation.
Paul Berry15ba2a52012-08-02 17:51:02 -07003590 *
3591 * This rule also applies to GLSL ES 3.00.
Eric Anholt3de13952012-05-04 13:08:46 -07003592 */
Paul Berry15ba2a52012-08-02 17:51:02 -07003593 if (max_version >= (is_es_prog ? 300 : 130)) {
Eric Anholt3de13952012-05-04 13:08:46 -07003594 struct gl_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
3595 if (sh) {
3596 lower_discard_flow(sh->ir);
3597 }
3598 }
3599
Eric Anholtf609cf72012-04-27 13:52:56 -07003600 if (!interstage_cross_validate_uniform_blocks(prog))
3601 goto done;
3602
Eric Anholt2f4fe152010-08-10 13:06:49 -07003603 /* Do common optimization before assigning storage for attributes,
3604 * uniforms, and varyings. Later optimization could possibly make
3605 * some of that unused.
3606 */
Paul Berry665b8d72014-01-07 10:11:39 -08003607 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
Ian Romanick3322fba2010-10-14 13:28:42 -07003608 if (prog->_LinkedShaders[i] == NULL)
3609 continue;
3610
Ian Romanick02c5ae12011-07-11 10:46:01 -07003611 detect_recursion_linked(prog, prog->_LinkedShaders[i]->ir);
3612 if (!prog->LinkStatus)
3613 goto done;
3614
Marek Olšák002211f2014-08-03 04:31:56 +02003615 if (ctx->Const.ShaderCompilerOptions[i].LowerClipDistance) {
Paul Berry18392442012-12-04 11:11:02 -08003616 lower_clip_distance(prog->_LinkedShaders[i]);
3617 }
Paul Berryc06e3252011-08-11 20:58:21 -07003618
Fabian Bieler73a9a152014-03-10 17:55:36 +01003619 if (ctx->Const.LowerTessLevel) {
3620 lower_tess_level(prog->_LinkedShaders[i]);
3621 }
3622
Kenneth Graunke169c6452014-04-06 23:25:00 -07003623 while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
Marek Olšák002211f2014-08-03 04:31:56 +02003624 &ctx->Const.ShaderCompilerOptions[i],
Kenneth Graunke169c6452014-04-06 23:25:00 -07003625 ctx->Const.NativeIntegers))
Eric Anholt2f4fe152010-08-10 13:06:49 -07003626 ;
Kenneth Graunke4f22db52014-04-26 00:18:54 -07003627
3628 lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir);
Ian Romanicka7ba9a72010-07-20 13:36:32 -07003629 }
Ian Romanick13e10e42010-06-21 12:03:24 -07003630
Tapani Pälli9350ea62015-05-19 15:01:49 +03003631 /* Validation for special cases where we allow sampler array indexing
3632 * with loop induction variable. This check emits a warning or error
3633 * depending if backend can handle dynamic indexing.
3634 */
3635 if ((!prog->IsES && prog->Version < 130) ||
3636 (prog->IsES && prog->Version < 300)) {
3637 if (!validate_sampler_array_indexing(ctx, prog))
3638 goto done;
3639 }
3640
Iago Toral Quiroga75896832014-06-16 16:09:53 +02003641 /* Check and validate stream emissions in geometry shaders */
3642 validate_geometry_shader_emissions(ctx, prog);
3643
Paul Berry50895d42012-12-05 07:17:07 -08003644 /* Mark all generic shader inputs and outputs as unpaired. */
Ian Romanick6bdc1d92014-02-11 16:37:56 -08003645 for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
3646 if (prog->_LinkedShaders[i] != NULL) {
3647 link_invalidate_variable_locations(prog->_LinkedShaders[i]->ir);
3648 }
Paul Berry50895d42012-12-05 07:17:07 -08003649 }
3650
Timothy Arceri87d2e152015-07-08 09:20:40 +10003651 if (!assign_attribute_or_color_locations(prog, MESA_SHADER_VERTEX,
3652 ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)) {
Ian Romanickd32d4f72011-06-27 17:59:58 -07003653 goto done;
3654 }
3655
Dave Airlie1256a5d2012-03-24 13:33:41 +00003656 if (!assign_attribute_or_color_locations(prog, MESA_SHADER_FRAGMENT, MAX2(ctx->Const.MaxDrawBuffers, ctx->Const.MaxDualSourceDrawBuffers))) {
Ian Romanickd32d4f72011-06-27 17:59:58 -07003657 goto done;
Ian Romanick40e114b2010-08-17 14:55:50 -07003658 }
3659
Tapani Pälli993b9b62015-03-17 13:58:57 +02003660 unsigned first, last;
3661
3662 first = MESA_SHADER_STAGES;
3663 last = 0;
3664
3665 /* Determine first and last stage. */
3666 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
3667 if (!prog->_LinkedShaders[i])
3668 continue;
3669 if (first == MESA_SHADER_STAGES)
3670 first = i;
3671 last = i;
Ian Romanick3322fba2010-10-14 13:28:42 -07003672 }
3673
Paul Berry871ddb92011-11-05 11:17:32 -07003674 if (num_tfeedback_decls != 0) {
3675 /* From GL_EXT_transform_feedback:
3676 * A program will fail to link if:
3677 *
3678 * * the <count> specified by TransformFeedbackVaryingsEXT is
3679 * non-zero, but the program object has no vertex or geometry
3680 * shader;
3681 */
Bryan Cain25480922013-02-15 09:46:50 -06003682 if (first == MESA_SHADER_FRAGMENT) {
Paul Berry871ddb92011-11-05 11:17:32 -07003683 linker_error(prog, "Transform feedback varyings specified, but "
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07003684 "no vertex or geometry shader is present.\n");
Paul Berry871ddb92011-11-05 11:17:32 -07003685 goto done;
3686 }
3687
3688 tfeedback_decls = ralloc_array(mem_ctx, tfeedback_decl,
3689 prog->TransformFeedback.NumVarying);
Paul Berry456279b2011-12-26 19:39:25 -08003690 if (!parse_tfeedback_decls(ctx, prog, mem_ctx, num_tfeedback_decls,
Paul Berry871ddb92011-11-05 11:17:32 -07003691 prog->TransformFeedback.VaryingNames,
3692 tfeedback_decls))
3693 goto done;
3694 }
3695
Marek Olšák284d9542013-06-12 02:18:09 +02003696 /* Linking the stages in the opposite order (from fragment to vertex)
3697 * ensures that inter-shader outputs written to in an earlier stage are
3698 * eliminated if they are (transitively) not used in a later stage.
3699 */
Tapani Pälli993b9b62015-03-17 13:58:57 +02003700 int next;
Ian Romanick13e10e42010-06-21 12:03:24 -07003701
Tapani Pälli993b9b62015-03-17 13:58:57 +02003702 if (first < MESA_SHADER_FRAGMENT) {
Marek Olšák284d9542013-06-12 02:18:09 +02003703 gl_shader *const sh = prog->_LinkedShaders[last];
3704
Ian Romanicka909b992014-12-01 14:07:30 -08003705 if (first == MESA_SHADER_GEOMETRY) {
3706 /* There was no vertex shader, but we still have to assign varying
3707 * locations for use by geometry shader inputs in SSO.
3708 *
3709 * If the shader is not separable (i.e., prog->SeparateShader is
3710 * false), linking will have already failed when first is
3711 * MESA_SHADER_GEOMETRY.
3712 */
3713 if (!assign_varying_locations(ctx, mem_ctx, prog,
Tapani Pälli993b9b62015-03-17 13:58:57 +02003714 NULL, prog->_LinkedShaders[first],
Chris Forbes0e94f352014-09-07 18:19:15 +12003715 num_tfeedback_decls, tfeedback_decls))
Ian Romanicka909b992014-12-01 14:07:30 -08003716 goto done;
3717 }
3718
Tapani Pälli993b9b62015-03-17 13:58:57 +02003719 if (last != MESA_SHADER_FRAGMENT &&
3720 (num_tfeedback_decls != 0 || prog->SeparateShader)) {
Marek Olšák284d9542013-06-12 02:18:09 +02003721 /* There was no fragment shader, but we still have to assign varying
3722 * locations for use by transform feedback.
3723 */
3724 if (!assign_varying_locations(ctx, mem_ctx, prog,
3725 sh, NULL,
Chris Forbes0e94f352014-09-07 18:19:15 +12003726 num_tfeedback_decls, tfeedback_decls))
Marek Olšák284d9542013-06-12 02:18:09 +02003727 goto done;
3728 }
3729
Marek Olšákd13003f2013-08-09 22:34:45 +02003730 do_dead_builtin_varyings(ctx, sh, NULL,
Marek Olšákb3d8b4c2013-06-12 13:23:48 +02003731 num_tfeedback_decls, tfeedback_decls);
3732
Ian Romanick1ff5a2b2014-02-14 12:10:27 -08003733 if (!prog->SeparateShader)
3734 demote_shader_inputs_and_outputs(sh, ir_var_shader_out);
Marek Olšák284d9542013-06-12 02:18:09 +02003735
3736 /* Eliminate code that is now dead due to unused outputs being demoted.
Paul Berry871ddb92011-11-05 11:17:32 -07003737 */
Marek Olšák284d9542013-06-12 02:18:09 +02003738 while (do_dead_code(sh->ir, false))
3739 ;
3740 }
3741 else if (first == MESA_SHADER_FRAGMENT) {
Marek Olšákb3d8b4c2013-06-12 13:23:48 +02003742 /* If the program only contains a fragment shader...
Marek Olšák284d9542013-06-12 02:18:09 +02003743 */
3744 gl_shader *const sh = prog->_LinkedShaders[first];
3745
Marek Olšákd13003f2013-08-09 22:34:45 +02003746 do_dead_builtin_varyings(ctx, NULL, sh,
Marek Olšákb3d8b4c2013-06-12 13:23:48 +02003747 num_tfeedback_decls, tfeedback_decls);
3748
Ian Romanick1ff5a2b2014-02-14 12:10:27 -08003749 if (prog->SeparateShader) {
3750 if (!assign_varying_locations(ctx, mem_ctx, prog,
3751 NULL /* producer */,
3752 sh /* consumer */,
3753 0 /* num_tfeedback_decls */,
Chris Forbes0e94f352014-09-07 18:19:15 +12003754 NULL /* tfeedback_decls */))
Ian Romanick1ff5a2b2014-02-14 12:10:27 -08003755 goto done;
3756 } else
3757 demote_shader_inputs_and_outputs(sh, ir_var_shader_in);
Marek Olšák284d9542013-06-12 02:18:09 +02003758
3759 while (do_dead_code(sh->ir, false))
3760 ;
3761 }
3762
3763 next = last;
3764 for (int i = next - 1; i >= 0; i--) {
3765 if (prog->_LinkedShaders[i] == NULL)
3766 continue;
3767
3768 gl_shader *const sh_i = prog->_LinkedShaders[i];
3769 gl_shader *const sh_next = prog->_LinkedShaders[next];
3770
3771 if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
3772 next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
Chris Forbes0e94f352014-09-07 18:19:15 +12003773 tfeedback_decls))
Paul Berry871ddb92011-11-05 11:17:32 -07003774 goto done;
Marek Olšák284d9542013-06-12 02:18:09 +02003775
Marek Olšákd13003f2013-08-09 22:34:45 +02003776 do_dead_builtin_varyings(ctx, sh_i, sh_next,
Marek Olšákb3d8b4c2013-06-12 13:23:48 +02003777 next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
3778 tfeedback_decls);
3779
Marek Olšák284d9542013-06-12 02:18:09 +02003780 demote_shader_inputs_and_outputs(sh_i, ir_var_shader_out);
3781 demote_shader_inputs_and_outputs(sh_next, ir_var_shader_in);
3782
3783 /* Eliminate code that is now dead due to unused outputs being demoted.
3784 */
3785 while (do_dead_code(sh_i->ir, false))
3786 ;
3787 while (do_dead_code(sh_next->ir, false))
3788 ;
3789
Marek Olšák3c555822013-06-13 03:17:22 +02003790 /* This must be done after all dead varyings are eliminated. */
Ian Romanick42305fb2013-09-10 12:00:34 -05003791 if (!check_against_output_limit(ctx, prog, sh_i))
3792 goto done;
3793 if (!check_against_input_limit(ctx, prog, sh_next))
Marek Olšák3c555822013-06-13 03:17:22 +02003794 goto done;
3795
Marek Olšák284d9542013-06-12 02:18:09 +02003796 next = i;
Paul Berry871ddb92011-11-05 11:17:32 -07003797 }
3798
3799 if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls))
3800 goto done;
3801
Ian Romanick960d7222011-10-21 11:21:02 -07003802 update_array_sizes(prog);
Matt Turner9e2e7c72014-08-08 19:46:05 -07003803 link_assign_uniform_locations(prog, ctx->Const.UniformBooleanTrue);
Francisco Jerez5c114932013-09-11 12:14:46 -07003804 link_assign_atomic_counter_resources(ctx, prog);
Marek Olšákec174a42011-11-18 15:00:10 +01003805 store_fragdepth_layout(prog);
Ian Romanick960d7222011-10-21 11:21:02 -07003806
Dave Airlie60266862015-04-20 10:27:36 +10003807 link_calculate_subroutine_compat(ctx, prog);
Paul Berryb95d2372013-07-27 11:08:31 -07003808 check_resources(ctx, prog);
Dave Airlie60266862015-04-20 10:27:36 +10003809 check_subroutine_resources(ctx, prog);
Francisco Jereze51158f2013-11-22 15:53:26 -08003810 check_image_resources(ctx, prog);
Francisco Jerez5c114932013-09-11 12:14:46 -07003811 link_check_atomic_counter_resources(ctx, prog);
3812
Paul Berryb95d2372013-07-27 11:08:31 -07003813 if (!prog->LinkStatus)
Ian Romanick92f81592011-11-08 12:37:19 -08003814 goto done;
3815
Ian Romanickce9171f2011-02-03 17:10:14 -08003816 /* OpenGL ES requires that a vertex shader and a fragment shader both be
Anuj Phogat03597cf2013-12-19 14:17:19 -08003817 * present in a linked program. GL_ARB_ES2_compatibility doesn't say
3818 * anything about shader linking when one of the shaders (vertex or
3819 * fragment shader) is absent. So, the extension shouldn't change the
3820 * behavior specified in GLSL specification.
Ian Romanickce9171f2011-02-03 17:10:14 -08003821 */
Ian Romanickf64bfb22014-03-27 10:29:30 -07003822 if (!prog->SeparateShader && ctx->API == API_OPENGLES2) {
Ian Romanickce9171f2011-02-03 17:10:14 -08003823 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
Ian Romanick586e7412011-07-28 14:04:09 -07003824 linker_error(prog, "program lacks a vertex shader\n");
Ian Romanickce9171f2011-02-03 17:10:14 -08003825 } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
Ian Romanick586e7412011-07-28 14:04:09 -07003826 linker_error(prog, "program lacks a fragment shader\n");
Ian Romanickce9171f2011-02-03 17:10:14 -08003827 }
3828 }
3829
Ian Romanick13e10e42010-06-21 12:03:24 -07003830 /* FINISHME: Assign fragment shader output locations. */
3831
Ian Romanick832dfa52010-06-17 15:04:20 -07003832done:
Paul Berry665b8d72014-01-07 10:11:39 -08003833 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
Paul Berrycd18ba12014-01-07 08:56:57 -08003834 free(shader_list[i]);
Kenneth Graunke2da02e72010-11-17 11:03:57 -08003835 if (prog->_LinkedShaders[i] == NULL)
3836 continue;
3837
Paul Berryd7fa9eb2013-11-22 12:37:22 -08003838 /* Do a final validation step to make sure that the IR wasn't
3839 * invalidated by any modifications performed after intrastage linking.
3840 */
3841 validate_ir_tree(prog->_LinkedShaders[i]->ir);
3842
Kenneth Graunke2da02e72010-11-17 11:03:57 -08003843 /* Retain any live IR, but trash the rest. */
3844 reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);
Ian Romanick7bbcc0b2011-09-30 14:21:10 -07003845
3846 /* The symbol table in the linked shaders may contain references to
3847 * variables that were removed (e.g., unused uniforms). Since it may
3848 * contain junk, there is no possible valid use. Delete it and set the
3849 * pointer to NULL.
3850 */
3851 delete prog->_LinkedShaders[i]->symbols;
3852 prog->_LinkedShaders[i]->symbols = NULL;
Kenneth Graunke2da02e72010-11-17 11:03:57 -08003853 }
3854
Kenneth Graunked3073f52011-01-21 14:32:31 -08003855 ralloc_free(mem_ctx);
Ian Romanick832dfa52010-06-17 15:04:20 -07003856}