blob: d7638facce66ce8fc8a13b53dd3df01435549199 [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 */
66#include <cstdlib>
67#include <cstdio>
Ian Romanickf36460e2010-06-23 12:07:22 -070068#include <cstdarg>
Ian Romanick25f51d32010-07-16 15:51:50 -070069#include <climits>
Ian Romanickf36460e2010-06-23 12:07:22 -070070
71extern "C" {
72#include <talloc.h>
73}
Ian Romanick832dfa52010-06-17 15:04:20 -070074
Chia-I Wubfd7c9a2010-08-23 17:51:42 +080075#include "main/core.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070076#include "glsl_symbol_table.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070077#include "ir.h"
78#include "program.h"
Aras Pranckevicius31747152010-07-29 12:40:49 +030079#include "program/hash_table.h"
Ian Romanick8fe8a812010-07-13 17:36:13 -070080#include "linker.h"
Ian Romanicka7ba9a72010-07-20 13:36:32 -070081#include "ir_optimization.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070082
Ian Romanick3322fba2010-10-14 13:28:42 -070083extern "C" {
84#include "main/shaderobj.h"
85}
86
Ian Romanick832dfa52010-06-17 15:04:20 -070087/**
88 * Visitor that determines whether or not a variable is ever written.
89 */
90class find_assignment_visitor : public ir_hierarchical_visitor {
91public:
92 find_assignment_visitor(const char *name)
93 : name(name), found(false)
94 {
95 /* empty */
96 }
97
98 virtual ir_visitor_status visit_enter(ir_assignment *ir)
99 {
100 ir_variable *const var = ir->lhs->variable_referenced();
101
102 if (strcmp(name, var->name) == 0) {
103 found = true;
104 return visit_stop;
105 }
106
107 return visit_continue_with_parent;
108 }
109
Eric Anholt18a60232010-08-23 11:29:25 -0700110 virtual ir_visitor_status visit_enter(ir_call *ir)
111 {
112 exec_list_iterator sig_iter = ir->get_callee()->parameters.iterator();
113 foreach_iter(exec_list_iterator, iter, *ir) {
114 ir_rvalue *param_rval = (ir_rvalue *)iter.get();
115 ir_variable *sig_param = (ir_variable *)sig_iter.get();
116
117 if (sig_param->mode == ir_var_out ||
118 sig_param->mode == ir_var_inout) {
119 ir_variable *var = param_rval->variable_referenced();
120 if (var && strcmp(name, var->name) == 0) {
121 found = true;
122 return visit_stop;
123 }
124 }
125 sig_iter.next();
126 }
127
128 return visit_continue_with_parent;
129 }
130
Ian Romanick832dfa52010-06-17 15:04:20 -0700131 bool variable_found()
132 {
133 return found;
134 }
135
136private:
137 const char *name; /**< Find writes to a variable with this name. */
138 bool found; /**< Was a write to the variable found? */
139};
140
Ian Romanickc93b8f12010-06-17 15:20:22 -0700141
Ian Romanickc33e78f2010-08-13 12:30:41 -0700142/**
143 * Visitor that determines whether or not a variable is ever read.
144 */
145class find_deref_visitor : public ir_hierarchical_visitor {
146public:
147 find_deref_visitor(const char *name)
148 : name(name), found(false)
149 {
150 /* empty */
151 }
152
153 virtual ir_visitor_status visit(ir_dereference_variable *ir)
154 {
155 if (strcmp(this->name, ir->var->name) == 0) {
156 this->found = true;
157 return visit_stop;
158 }
159
160 return visit_continue;
161 }
162
163 bool variable_found() const
164 {
165 return this->found;
166 }
167
168private:
169 const char *name; /**< Find writes to a variable with this name. */
170 bool found; /**< Was a write to the variable found? */
171};
172
173
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700174void
Eric Anholt849e1812010-06-30 11:49:17 -0700175linker_error_printf(gl_shader_program *prog, const char *fmt, ...)
Ian Romanickf36460e2010-06-23 12:07:22 -0700176{
177 va_list ap;
178
179 prog->InfoLog = talloc_strdup_append(prog->InfoLog, "error: ");
180 va_start(ap, fmt);
181 prog->InfoLog = talloc_vasprintf_append(prog->InfoLog, fmt, ap);
182 va_end(ap);
183}
184
185
186void
Eric Anholt16b68b12010-06-30 11:05:43 -0700187invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode,
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700188 int generic_base)
189{
Eric Anholt16b68b12010-06-30 11:05:43 -0700190 foreach_list(node, sh->ir) {
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700191 ir_variable *const var = ((ir_instruction *) node)->as_variable();
192
193 if ((var == NULL) || (var->mode != (unsigned) mode))
194 continue;
195
196 /* Only assign locations for generic attributes / varyings / etc.
197 */
Ian Romanick68a4fc92010-10-07 17:21:22 -0700198 if ((var->location >= generic_base) && !var->explicit_location)
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700199 var->location = -1;
200 }
201}
202
203
Ian Romanickc93b8f12010-06-17 15:20:22 -0700204/**
Ian Romanick69846702010-06-22 17:29:19 -0700205 * Determine the number of attribute slots required for a particular type
206 *
207 * This code is here because it implements the language rules of a specific
208 * GLSL version. Since it's a property of the language and not a property of
209 * types in general, it doesn't really belong in glsl_type.
210 */
211unsigned
212count_attribute_slots(const glsl_type *t)
213{
214 /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
215 *
216 * "A scalar input counts the same amount against this limit as a vec4,
217 * so applications may want to consider packing groups of four
218 * unrelated float inputs together into a vector to better utilize the
219 * capabilities of the underlying hardware. A matrix input will use up
220 * multiple locations. The number of locations used will equal the
221 * number of columns in the matrix."
222 *
223 * The spec does not explicitly say how arrays are counted. However, it
224 * should be safe to assume the total number of slots consumed by an array
225 * is the number of entries in the array multiplied by the number of slots
226 * consumed by a single element of the array.
227 */
228
229 if (t->is_array())
230 return t->array_size() * count_attribute_slots(t->element_type());
231
232 if (t->is_matrix())
233 return t->matrix_columns;
234
235 return 1;
236}
237
238
239/**
Ian Romanickc93b8f12010-06-17 15:20:22 -0700240 * Verify that a vertex shader executable meets all semantic requirements
241 *
242 * \param shader Vertex shader executable to be verified
243 */
Ian Romanick832dfa52010-06-17 15:04:20 -0700244bool
Eric Anholt849e1812010-06-30 11:49:17 -0700245validate_vertex_shader_executable(struct gl_shader_program *prog,
Eric Anholt16b68b12010-06-30 11:05:43 -0700246 struct gl_shader *shader)
Ian Romanick832dfa52010-06-17 15:04:20 -0700247{
248 if (shader == NULL)
249 return true;
250
Ian Romanick832dfa52010-06-17 15:04:20 -0700251 find_assignment_visitor find("gl_Position");
Eric Anholt16b68b12010-06-30 11:05:43 -0700252 find.run(shader->ir);
Ian Romanick832dfa52010-06-17 15:04:20 -0700253 if (!find.variable_found()) {
Ian Romanickf36460e2010-06-23 12:07:22 -0700254 linker_error_printf(prog,
255 "vertex shader does not write to `gl_Position'\n");
Ian Romanick832dfa52010-06-17 15:04:20 -0700256 return false;
257 }
258
259 return true;
260}
261
262
Ian Romanickc93b8f12010-06-17 15:20:22 -0700263/**
264 * Verify that a fragment shader executable meets all semantic requirements
265 *
266 * \param shader Fragment shader executable to be verified
267 */
Ian Romanick832dfa52010-06-17 15:04:20 -0700268bool
Eric Anholt849e1812010-06-30 11:49:17 -0700269validate_fragment_shader_executable(struct gl_shader_program *prog,
Eric Anholt16b68b12010-06-30 11:05:43 -0700270 struct gl_shader *shader)
Ian Romanick832dfa52010-06-17 15:04:20 -0700271{
272 if (shader == NULL)
273 return true;
274
Ian Romanick832dfa52010-06-17 15:04:20 -0700275 find_assignment_visitor frag_color("gl_FragColor");
276 find_assignment_visitor frag_data("gl_FragData");
277
Eric Anholt16b68b12010-06-30 11:05:43 -0700278 frag_color.run(shader->ir);
279 frag_data.run(shader->ir);
Ian Romanick832dfa52010-06-17 15:04:20 -0700280
Ian Romanick832dfa52010-06-17 15:04:20 -0700281 if (frag_color.variable_found() && frag_data.variable_found()) {
Ian Romanickf36460e2010-06-23 12:07:22 -0700282 linker_error_printf(prog, "fragment shader writes to both "
283 "`gl_FragColor' and `gl_FragData'\n");
Ian Romanick832dfa52010-06-17 15:04:20 -0700284 return false;
285 }
286
287 return true;
288}
289
290
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700291/**
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700292 * Generate a string describing the mode of a variable
293 */
294static const char *
295mode_string(const ir_variable *var)
296{
297 switch (var->mode) {
298 case ir_var_auto:
299 return (var->read_only) ? "global constant" : "global variable";
300
301 case ir_var_uniform: return "uniform";
302 case ir_var_in: return "shader input";
303 case ir_var_out: return "shader output";
304 case ir_var_inout: return "shader inout";
Ian Romanick7e2aa912010-07-19 17:12:42 -0700305
306 case ir_var_temporary:
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700307 default:
308 assert(!"Should not get here.");
309 return "invalid variable";
310 }
311}
312
313
314/**
315 * Perform validation of global variables used across multiple shaders
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700316 */
317bool
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700318cross_validate_globals(struct gl_shader_program *prog,
319 struct gl_shader **shader_list,
320 unsigned num_shaders,
321 bool uniforms_only)
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700322{
323 /* Examine all of the uniforms in all of the shaders and cross validate
324 * them.
325 */
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700326 glsl_symbol_table variables;
327 for (unsigned i = 0; i < num_shaders; i++) {
Ian Romanick3322fba2010-10-14 13:28:42 -0700328 if (shader_list[i] == NULL)
329 continue;
330
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700331 foreach_list(node, shader_list[i]->ir) {
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700332 ir_variable *const var = ((ir_instruction *) node)->as_variable();
333
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700334 if (var == NULL)
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700335 continue;
336
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700337 if (uniforms_only && (var->mode != ir_var_uniform))
338 continue;
339
Ian Romanick7e2aa912010-07-19 17:12:42 -0700340 /* Don't cross validate temporaries that are at global scope. These
341 * will eventually get pulled into the shaders 'main'.
342 */
343 if (var->mode == ir_var_temporary)
344 continue;
345
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700346 /* If a global with this name has already been seen, verify that the
347 * new instance has the same type. In addition, if the globals have
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700348 * initializers, the values of the initializers must be the same.
349 */
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700350 ir_variable *const existing = variables.get_variable(var->name);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700351 if (existing != NULL) {
352 if (var->type != existing->type) {
Ian Romanicka2711d62010-08-29 22:07:49 -0700353 /* Consider the types to be "the same" if both types are arrays
354 * of the same type and one of the arrays is implicitly sized.
355 * In addition, set the type of the linked variable to the
356 * explicitly sized array.
357 */
358 if (var->type->is_array()
359 && existing->type->is_array()
360 && (var->type->fields.array == existing->type->fields.array)
361 && ((var->type->length == 0)
362 || (existing->type->length == 0))) {
Ian Romanick6f539212010-12-07 18:30:33 -0800363 if (existing->type->length == 0) {
Ian Romanicka2711d62010-08-29 22:07:49 -0700364 existing->type = var->type;
Ian Romanick6f539212010-12-07 18:30:33 -0800365 existing->max_array_access =
366 MAX2(existing->max_array_access,
367 var->max_array_access);
368 }
Ian Romanicka2711d62010-08-29 22:07:49 -0700369 } else {
370 linker_error_printf(prog, "%s `%s' declared as type "
371 "`%s' and type `%s'\n",
372 mode_string(var),
373 var->name, var->type->name,
374 existing->type->name);
375 return false;
376 }
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700377 }
378
Ian Romanick68a4fc92010-10-07 17:21:22 -0700379 if (var->explicit_location) {
380 if (existing->explicit_location
381 && (var->location != existing->location)) {
382 linker_error_printf(prog, "explicit locations for %s "
383 "`%s' have differing values\n",
384 mode_string(var), var->name);
385 return false;
386 }
387
388 existing->location = var->location;
389 existing->explicit_location = true;
390 }
391
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700392 /* FINISHME: Handle non-constant initializers.
393 */
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700394 if (var->constant_value != NULL) {
395 if (existing->constant_value != NULL) {
396 if (!var->constant_value->has_value(existing->constant_value)) {
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700397 linker_error_printf(prog, "initializers for %s "
Ian Romanickf36460e2010-06-23 12:07:22 -0700398 "`%s' have differing values\n",
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700399 mode_string(var), var->name);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700400 return false;
401 }
402 } else
403 /* If the first-seen instance of a particular uniform did not
404 * have an initializer but a later instance does, copy the
405 * initializer to the version stored in the symbol table.
406 */
Ian Romanickde415b72010-07-14 13:22:12 -0700407 /* FINISHME: This is wrong. The constant_value field should
408 * FINISHME: not be modified! Imagine a case where a shader
409 * FINISHME: without an initializer is linked in two different
410 * FINISHME: programs with shaders that have differing
411 * FINISHME: initializers. Linking with the first will
412 * FINISHME: modify the shader, and linking with the second
413 * FINISHME: will fail.
414 */
Eric Anholt8273bd42010-08-04 12:34:56 -0700415 existing->constant_value =
416 var->constant_value->clone(talloc_parent(existing), NULL);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700417 }
Chad Versace7528f142010-11-17 14:34:38 -0800418
419 if (existing->invariant != var->invariant) {
420 linker_error_printf(prog, "declarations for %s `%s' have "
421 "mismatching invariant qualifiers\n",
422 mode_string(var), var->name);
423 return false;
424 }
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700425 } else
Eric Anholt001eee52010-11-05 06:11:24 -0700426 variables.add_variable(var);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700427 }
428 }
429
430 return true;
431}
432
433
Ian Romanick37101922010-06-18 19:02:10 -0700434/**
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700435 * Perform validation of uniforms used across multiple shader stages
436 */
437bool
438cross_validate_uniforms(struct gl_shader_program *prog)
439{
440 return cross_validate_globals(prog, prog->_LinkedShaders,
Ian Romanick3322fba2010-10-14 13:28:42 -0700441 MESA_SHADER_TYPES, true);
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700442}
443
444
445/**
Ian Romanick37101922010-06-18 19:02:10 -0700446 * Validate that outputs from one stage match inputs of another
447 */
448bool
Eric Anholt849e1812010-06-30 11:49:17 -0700449cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
Eric Anholt16b68b12010-06-30 11:05:43 -0700450 gl_shader *producer, gl_shader *consumer)
Ian Romanick37101922010-06-18 19:02:10 -0700451{
452 glsl_symbol_table parameters;
453 /* FINISHME: Figure these out dynamically. */
454 const char *const producer_stage = "vertex";
455 const char *const consumer_stage = "fragment";
456
457 /* Find all shader outputs in the "producer" stage.
458 */
Eric Anholt16b68b12010-06-30 11:05:43 -0700459 foreach_list(node, producer->ir) {
Ian Romanick37101922010-06-18 19:02:10 -0700460 ir_variable *const var = ((ir_instruction *) node)->as_variable();
461
462 /* FINISHME: For geometry shaders, this should also look for inout
463 * FINISHME: variables.
464 */
465 if ((var == NULL) || (var->mode != ir_var_out))
466 continue;
467
Eric Anholt001eee52010-11-05 06:11:24 -0700468 parameters.add_variable(var);
Ian Romanick37101922010-06-18 19:02:10 -0700469 }
470
471
472 /* Find all shader inputs in the "consumer" stage. Any variables that have
473 * matching outputs already in the symbol table must have the same type and
474 * qualifiers.
475 */
Eric Anholt16b68b12010-06-30 11:05:43 -0700476 foreach_list(node, consumer->ir) {
Ian Romanick37101922010-06-18 19:02:10 -0700477 ir_variable *const input = ((ir_instruction *) node)->as_variable();
478
479 /* FINISHME: For geometry shaders, this should also look for inout
480 * FINISHME: variables.
481 */
482 if ((input == NULL) || (input->mode != ir_var_in))
483 continue;
484
485 ir_variable *const output = parameters.get_variable(input->name);
486 if (output != NULL) {
487 /* Check that the types match between stages.
488 */
489 if (input->type != output->type) {
Ian Romanickf36460e2010-06-23 12:07:22 -0700490 linker_error_printf(prog,
Brian Paul2b955252010-09-21 14:56:58 -0600491 "%s shader output `%s' declared as "
Ian Romanickf36460e2010-06-23 12:07:22 -0700492 "type `%s', but %s shader input declared "
493 "as type `%s'\n",
494 producer_stage, output->name,
495 output->type->name,
496 consumer_stage, input->type->name);
Ian Romanick37101922010-06-18 19:02:10 -0700497 return false;
498 }
499
500 /* Check that all of the qualifiers match between stages.
501 */
502 if (input->centroid != output->centroid) {
Ian Romanickf36460e2010-06-23 12:07:22 -0700503 linker_error_printf(prog,
504 "%s shader output `%s' %s centroid qualifier, "
505 "but %s shader input %s centroid qualifier\n",
506 producer_stage,
507 output->name,
508 (output->centroid) ? "has" : "lacks",
509 consumer_stage,
510 (input->centroid) ? "has" : "lacks");
Ian Romanick37101922010-06-18 19:02:10 -0700511 return false;
512 }
513
514 if (input->invariant != output->invariant) {
Ian Romanickf36460e2010-06-23 12:07:22 -0700515 linker_error_printf(prog,
516 "%s shader output `%s' %s invariant qualifier, "
517 "but %s shader input %s invariant qualifier\n",
518 producer_stage,
519 output->name,
520 (output->invariant) ? "has" : "lacks",
521 consumer_stage,
522 (input->invariant) ? "has" : "lacks");
Ian Romanick37101922010-06-18 19:02:10 -0700523 return false;
524 }
525
526 if (input->interpolation != output->interpolation) {
Ian Romanickf36460e2010-06-23 12:07:22 -0700527 linker_error_printf(prog,
528 "%s shader output `%s' specifies %s "
529 "interpolation qualifier, "
530 "but %s shader input specifies %s "
531 "interpolation qualifier\n",
532 producer_stage,
533 output->name,
534 output->interpolation_string(),
535 consumer_stage,
536 input->interpolation_string());
Ian Romanick37101922010-06-18 19:02:10 -0700537 return false;
538 }
539 }
540 }
541
542 return true;
543}
544
545
Ian Romanick3fb87872010-07-09 14:09:34 -0700546/**
547 * Populates a shaders symbol table with all global declarations
548 */
549static void
550populate_symbol_table(gl_shader *sh)
551{
552 sh->symbols = new(sh) glsl_symbol_table;
553
554 foreach_list(node, sh->ir) {
555 ir_instruction *const inst = (ir_instruction *) node;
556 ir_variable *var;
557 ir_function *func;
558
559 if ((func = inst->as_function()) != NULL) {
Eric Anholte8f5ebf2010-11-05 06:08:45 -0700560 sh->symbols->add_function(func);
Ian Romanick3fb87872010-07-09 14:09:34 -0700561 } else if ((var = inst->as_variable()) != NULL) {
Eric Anholt001eee52010-11-05 06:11:24 -0700562 sh->symbols->add_variable(var);
Ian Romanick3fb87872010-07-09 14:09:34 -0700563 }
564 }
565}
566
567
568/**
Ian Romanick31a97862010-07-12 18:48:50 -0700569 * Remap variables referenced in an instruction tree
570 *
571 * This is used when instruction trees are cloned from one shader and placed in
572 * another. These trees will contain references to \c ir_variable nodes that
573 * do not exist in the target shader. This function finds these \c ir_variable
574 * references and replaces the references with matching variables in the target
575 * shader.
576 *
577 * If there is no matching variable in the target shader, a clone of the
578 * \c ir_variable is made and added to the target shader. The new variable is
579 * added to \b both the instruction stream and the symbol table.
580 *
581 * \param inst IR tree that is to be processed.
582 * \param symbols Symbol table containing global scope symbols in the
583 * linked shader.
584 * \param instructions Instruction stream where new variable declarations
585 * should be added.
586 */
587void
Eric Anholt8273bd42010-08-04 12:34:56 -0700588remap_variables(ir_instruction *inst, struct gl_shader *target,
589 hash_table *temps)
Ian Romanick31a97862010-07-12 18:48:50 -0700590{
591 class remap_visitor : public ir_hierarchical_visitor {
592 public:
Eric Anholt8273bd42010-08-04 12:34:56 -0700593 remap_visitor(struct gl_shader *target,
Ian Romanick7e2aa912010-07-19 17:12:42 -0700594 hash_table *temps)
Ian Romanick31a97862010-07-12 18:48:50 -0700595 {
Eric Anholt8273bd42010-08-04 12:34:56 -0700596 this->target = target;
597 this->symbols = target->symbols;
598 this->instructions = target->ir;
Ian Romanick7e2aa912010-07-19 17:12:42 -0700599 this->temps = temps;
Ian Romanick31a97862010-07-12 18:48:50 -0700600 }
601
602 virtual ir_visitor_status visit(ir_dereference_variable *ir)
603 {
Ian Romanick7e2aa912010-07-19 17:12:42 -0700604 if (ir->var->mode == ir_var_temporary) {
605 ir_variable *var = (ir_variable *) hash_table_find(temps, ir->var);
606
607 assert(var != NULL);
608 ir->var = var;
609 return visit_continue;
610 }
611
Ian Romanick31a97862010-07-12 18:48:50 -0700612 ir_variable *const existing =
613 this->symbols->get_variable(ir->var->name);
614 if (existing != NULL)
615 ir->var = existing;
616 else {
Eric Anholt8273bd42010-08-04 12:34:56 -0700617 ir_variable *copy = ir->var->clone(this->target, NULL);
Ian Romanick31a97862010-07-12 18:48:50 -0700618
Eric Anholt001eee52010-11-05 06:11:24 -0700619 this->symbols->add_variable(copy);
Ian Romanick31a97862010-07-12 18:48:50 -0700620 this->instructions->push_head(copy);
Ian Romanick7e2aa912010-07-19 17:12:42 -0700621 ir->var = copy;
Ian Romanick31a97862010-07-12 18:48:50 -0700622 }
623
624 return visit_continue;
625 }
626
627 private:
Eric Anholt8273bd42010-08-04 12:34:56 -0700628 struct gl_shader *target;
Ian Romanick31a97862010-07-12 18:48:50 -0700629 glsl_symbol_table *symbols;
630 exec_list *instructions;
Ian Romanick7e2aa912010-07-19 17:12:42 -0700631 hash_table *temps;
Ian Romanick31a97862010-07-12 18:48:50 -0700632 };
633
Eric Anholt8273bd42010-08-04 12:34:56 -0700634 remap_visitor v(target, temps);
Ian Romanick31a97862010-07-12 18:48:50 -0700635
636 inst->accept(&v);
637}
638
639
640/**
641 * Move non-declarations from one instruction stream to another
642 *
643 * The intended usage pattern of this function is to pass the pointer to the
Eric Anholt62c47632010-07-29 13:52:25 -0700644 * 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 -0700645 * pointer) for \c last and \c false for \c make_copies on the first
646 * call. Successive calls pass the return value of the previous call for
647 * \c last and \c true for \c make_copies.
648 *
649 * \param instructions Source instruction stream
650 * \param last Instruction after which new instructions should be
651 * inserted in the target instruction stream
652 * \param make_copies Flag selecting whether instructions in \c instructions
653 * should be copied (via \c ir_instruction::clone) into the
654 * target list or moved.
655 *
656 * \return
657 * The new "last" instruction in the target instruction stream. This pointer
658 * is suitable for use as the \c last parameter of a later call to this
659 * function.
660 */
661exec_node *
662move_non_declarations(exec_list *instructions, exec_node *last,
663 bool make_copies, gl_shader *target)
664{
Ian Romanick7e2aa912010-07-19 17:12:42 -0700665 hash_table *temps = NULL;
666
667 if (make_copies)
668 temps = hash_table_ctor(0, hash_table_pointer_hash,
669 hash_table_pointer_compare);
670
Ian Romanick303c99f2010-07-19 12:34:56 -0700671 foreach_list_safe(node, instructions) {
Ian Romanick31a97862010-07-12 18:48:50 -0700672 ir_instruction *inst = (ir_instruction *) node;
673
Ian Romanick7e2aa912010-07-19 17:12:42 -0700674 if (inst->as_function())
Ian Romanick31a97862010-07-12 18:48:50 -0700675 continue;
676
Ian Romanick7e2aa912010-07-19 17:12:42 -0700677 ir_variable *var = inst->as_variable();
678 if ((var != NULL) && (var->mode != ir_var_temporary))
679 continue;
680
681 assert(inst->as_assignment()
682 || ((var != NULL) && (var->mode == ir_var_temporary)));
Ian Romanick31a97862010-07-12 18:48:50 -0700683
684 if (make_copies) {
Eric Anholt8273bd42010-08-04 12:34:56 -0700685 inst = inst->clone(target, NULL);
Ian Romanick7e2aa912010-07-19 17:12:42 -0700686
687 if (var != NULL)
688 hash_table_insert(temps, inst, var);
689 else
Eric Anholt8273bd42010-08-04 12:34:56 -0700690 remap_variables(inst, target, temps);
Ian Romanick31a97862010-07-12 18:48:50 -0700691 } else {
692 inst->remove();
693 }
694
695 last->insert_after(inst);
696 last = inst;
697 }
698
Ian Romanick7e2aa912010-07-19 17:12:42 -0700699 if (make_copies)
700 hash_table_dtor(temps);
701
Ian Romanick31a97862010-07-12 18:48:50 -0700702 return last;
703}
704
705/**
Ian Romanick15ce87e2010-07-09 15:28:22 -0700706 * Get the function signature for main from a shader
707 */
708static ir_function_signature *
709get_main_function_signature(gl_shader *sh)
710{
711 ir_function *const f = sh->symbols->get_function("main");
712 if (f != NULL) {
713 exec_list void_parameters;
714
715 /* Look for the 'void main()' signature and ensure that it's defined.
716 * This keeps the linker from accidentally pick a shader that just
717 * contains a prototype for main.
718 *
719 * We don't have to check for multiple definitions of main (in multiple
720 * shaders) because that would have already been caught above.
721 */
722 ir_function_signature *sig = f->matching_signature(&void_parameters);
723 if ((sig != NULL) && sig->is_defined) {
724 return sig;
725 }
726 }
727
728 return NULL;
729}
730
731
732/**
Ian Romanick3fb87872010-07-09 14:09:34 -0700733 * Combine a group of shaders for a single stage to generate a linked shader
734 *
735 * \note
736 * If this function is supplied a single shader, it is cloned, and the new
737 * shader is returned.
738 */
739static struct gl_shader *
Kenneth Graunke2da02e72010-11-17 11:03:57 -0800740link_intrastage_shaders(void *mem_ctx,
741 struct gl_context *ctx,
Eric Anholt5d0f4302010-08-18 12:02:35 -0700742 struct gl_shader_program *prog,
Ian Romanick3fb87872010-07-09 14:09:34 -0700743 struct gl_shader **shader_list,
744 unsigned num_shaders)
745{
Ian Romanick13f782c2010-06-29 18:53:38 -0700746 /* Check that global variables defined in multiple shaders are consistent.
747 */
748 if (!cross_validate_globals(prog, shader_list, num_shaders, false))
749 return NULL;
750
751 /* Check that there is only a single definition of each function signature
752 * across all shaders.
753 */
754 for (unsigned i = 0; i < (num_shaders - 1); i++) {
755 foreach_list(node, shader_list[i]->ir) {
756 ir_function *const f = ((ir_instruction *) node)->as_function();
757
758 if (f == NULL)
759 continue;
760
761 for (unsigned j = i + 1; j < num_shaders; j++) {
762 ir_function *const other =
763 shader_list[j]->symbols->get_function(f->name);
764
765 /* If the other shader has no function (and therefore no function
766 * signatures) with the same name, skip to the next shader.
767 */
768 if (other == NULL)
769 continue;
770
771 foreach_iter (exec_list_iterator, iter, *f) {
772 ir_function_signature *sig =
773 (ir_function_signature *) iter.get();
774
Kenneth Graunkef412fac2010-09-05 01:48:11 -0700775 if (!sig->is_defined || sig->is_builtin)
Ian Romanick13f782c2010-06-29 18:53:38 -0700776 continue;
777
778 ir_function_signature *other_sig =
779 other->exact_matching_signature(& sig->parameters);
780
781 if ((other_sig != NULL) && other_sig->is_defined
Kenneth Graunkef412fac2010-09-05 01:48:11 -0700782 && !other_sig->is_builtin) {
Ian Romanick13f782c2010-06-29 18:53:38 -0700783 linker_error_printf(prog,
784 "function `%s' is multiply defined",
785 f->name);
786 return NULL;
787 }
788 }
789 }
790 }
791 }
792
793 /* Find the shader that defines main, and make a clone of it.
794 *
795 * Starting with the clone, search for undefined references. If one is
796 * found, find the shader that defines it. Clone the reference and add
797 * it to the shader. Repeat until there are no undefined references or
798 * until a reference cannot be resolved.
799 */
Ian Romanick15ce87e2010-07-09 15:28:22 -0700800 gl_shader *main = NULL;
801 for (unsigned i = 0; i < num_shaders; i++) {
802 if (get_main_function_signature(shader_list[i]) != NULL) {
803 main = shader_list[i];
804 break;
805 }
806 }
Ian Romanick13f782c2010-06-29 18:53:38 -0700807
Ian Romanick15ce87e2010-07-09 15:28:22 -0700808 if (main == NULL) {
809 linker_error_printf(prog, "%s shader lacks `main'\n",
810 (shader_list[0]->Type == GL_VERTEX_SHADER)
811 ? "vertex" : "fragment");
812 return NULL;
813 }
814
Ian Romanick4a455952010-10-13 15:13:02 -0700815 gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
Ian Romanick15ce87e2010-07-09 15:28:22 -0700816 linked->ir = new(linked) exec_list;
Kenneth Graunke2da02e72010-11-17 11:03:57 -0800817 clone_ir_list(mem_ctx, linked->ir, main->ir);
Ian Romanick15ce87e2010-07-09 15:28:22 -0700818
819 populate_symbol_table(linked);
Ian Romanick13f782c2010-06-29 18:53:38 -0700820
Ian Romanick31a97862010-07-12 18:48:50 -0700821 /* The a pointer to the main function in the final linked shader (i.e., the
822 * copy of the original shader that contained the main function).
823 */
824 ir_function_signature *const main_sig = get_main_function_signature(linked);
825
826 /* Move any instructions other than variable declarations or function
827 * declarations into main.
828 */
Ian Romanick9303e352010-07-19 12:33:54 -0700829 exec_node *insertion_point =
830 move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false,
831 linked);
832
Ian Romanick31a97862010-07-12 18:48:50 -0700833 for (unsigned i = 0; i < num_shaders; i++) {
Ian Romanick9303e352010-07-19 12:33:54 -0700834 if (shader_list[i] == main)
835 continue;
836
Ian Romanick31a97862010-07-12 18:48:50 -0700837 insertion_point = move_non_declarations(shader_list[i]->ir,
Ian Romanick9303e352010-07-19 12:33:54 -0700838 insertion_point, true, linked);
Ian Romanick31a97862010-07-12 18:48:50 -0700839 }
840
Ian Romanick13f782c2010-06-29 18:53:38 -0700841 /* Resolve initializers for global variables in the linked shader.
842 */
Ian Romanickd5be2ac2010-07-20 11:29:46 -0700843 unsigned num_linking_shaders = num_shaders;
844 for (unsigned i = 0; i < num_shaders; i++)
845 num_linking_shaders += shader_list[i]->num_builtins_to_link;
846
847 gl_shader **linking_shaders =
848 (gl_shader **) calloc(num_linking_shaders, sizeof(gl_shader *));
849
850 memcpy(linking_shaders, shader_list,
851 sizeof(linking_shaders[0]) * num_shaders);
852
853 unsigned idx = num_shaders;
854 for (unsigned i = 0; i < num_shaders; i++) {
855 memcpy(&linking_shaders[idx], shader_list[i]->builtins_to_link,
856 sizeof(linking_shaders[0]) * shader_list[i]->num_builtins_to_link);
857 idx += shader_list[i]->num_builtins_to_link;
858 }
859
860 assert(idx == num_linking_shaders);
861
Ian Romanick4a455952010-10-13 15:13:02 -0700862 if (!link_function_calls(prog, linked, linking_shaders,
863 num_linking_shaders)) {
864 ctx->Driver.DeleteShader(ctx, linked);
865 linked = NULL;
866 }
Ian Romanickd5be2ac2010-07-20 11:29:46 -0700867
868 free(linking_shaders);
Ian Romanick3fb87872010-07-09 14:09:34 -0700869
Ian Romanick6f539212010-12-07 18:30:33 -0800870 /* Make a pass over all global variables to ensure that arrays with
871 * unspecified sizes have a size specified. The size is inferred from the
872 * max_array_access field.
873 */
874 foreach_list(node, linked->ir) {
875 ir_variable *const var = ((ir_instruction *) node)->as_variable();
876
877 if (var == NULL)
878 continue;
879
880 if (!var->type->is_array() || (var->type->length != 0))
881 continue;
882
883 const glsl_type *type =
884 glsl_type::get_array_instance(var->type->fields.array,
885 var->max_array_access);
886
887 assert(type != NULL);
888 var->type = type;
889 }
890
891
Ian Romanick3fb87872010-07-09 14:09:34 -0700892 return linked;
893}
894
895
Ian Romanick019a59b2010-06-21 16:10:42 -0700896struct uniform_node {
897 exec_node link;
898 struct gl_uniform *u;
899 unsigned slots;
900};
901
Eric Anholta721abf2010-08-23 10:32:01 -0700902/**
903 * Update the sizes of linked shader uniform arrays to the maximum
904 * array index used.
905 *
906 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
907 *
908 * If one or more elements of an array are active,
909 * GetActiveUniform will return the name of the array in name,
910 * subject to the restrictions listed above. The type of the array
911 * is returned in type. The size parameter contains the highest
912 * array element index used, plus one. The compiler or linker
913 * determines the highest index used. There will be only one
914 * active uniform reported by the GL per uniform array.
915
916 */
917static void
Eric Anholt586b4b52010-09-28 14:32:16 -0700918update_array_sizes(struct gl_shader_program *prog)
Eric Anholta721abf2010-08-23 10:32:01 -0700919{
Ian Romanick3322fba2010-10-14 13:28:42 -0700920 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
921 if (prog->_LinkedShaders[i] == NULL)
922 continue;
923
Eric Anholta721abf2010-08-23 10:32:01 -0700924 foreach_list(node, prog->_LinkedShaders[i]->ir) {
925 ir_variable *const var = ((ir_instruction *) node)->as_variable();
926
Eric Anholt586b4b52010-09-28 14:32:16 -0700927 if ((var == NULL) || (var->mode != ir_var_uniform &&
928 var->mode != ir_var_in &&
929 var->mode != ir_var_out) ||
Eric Anholta721abf2010-08-23 10:32:01 -0700930 !var->type->is_array())
931 continue;
932
933 unsigned int size = var->max_array_access;
Ian Romanick3322fba2010-10-14 13:28:42 -0700934 for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
935 if (prog->_LinkedShaders[j] == NULL)
936 continue;
937
Eric Anholta721abf2010-08-23 10:32:01 -0700938 foreach_list(node2, prog->_LinkedShaders[j]->ir) {
939 ir_variable *other_var = ((ir_instruction *) node2)->as_variable();
940 if (!other_var)
941 continue;
942
943 if (strcmp(var->name, other_var->name) == 0 &&
944 other_var->max_array_access > size) {
945 size = other_var->max_array_access;
946 }
947 }
948 }
Eric Anholt586b4b52010-09-28 14:32:16 -0700949
Eric Anholta721abf2010-08-23 10:32:01 -0700950 if (size + 1 != var->type->fields.array->length) {
951 var->type = glsl_type::get_array_instance(var->type->fields.array,
952 size + 1);
953 /* FINISHME: We should update the types of array
954 * dereferences of this variable now.
955 */
956 }
957 }
958 }
959}
960
Eric Anholt45388b52010-08-24 13:51:35 -0700961static void
962add_uniform(void *mem_ctx, exec_list *uniforms, struct hash_table *ht,
963 const char *name, const glsl_type *type, GLenum shader_type,
964 unsigned *next_shader_pos, unsigned *total_uniforms)
965{
966 if (type->is_record()) {
967 for (unsigned int i = 0; i < type->length; i++) {
968 const glsl_type *field_type = type->fields.structure[i].type;
969 char *field_name = talloc_asprintf(mem_ctx, "%s.%s", name,
970 type->fields.structure[i].name);
971
972 add_uniform(mem_ctx, uniforms, ht, field_name, field_type,
973 shader_type, next_shader_pos, total_uniforms);
974 }
975 } else {
976 uniform_node *n = (uniform_node *) hash_table_find(ht, name);
977 unsigned int vec4_slots;
978 const glsl_type *array_elem_type = NULL;
979
980 if (type->is_array()) {
981 array_elem_type = type->fields.array;
982 /* Array of structures. */
983 if (array_elem_type->is_record()) {
984 for (unsigned int i = 0; i < type->length; i++) {
985 char *elem_name = talloc_asprintf(mem_ctx, "%s[%d]", name, i);
986 add_uniform(mem_ctx, uniforms, ht, elem_name, array_elem_type,
987 shader_type, next_shader_pos, total_uniforms);
988 }
989 return;
990 }
991 }
992
993 /* Fix the storage size of samplers at 1 vec4 each. Be sure to pad out
994 * vectors to vec4 slots.
995 */
996 if (type->is_array()) {
997 if (array_elem_type->is_sampler())
998 vec4_slots = type->length;
999 else
1000 vec4_slots = type->length * array_elem_type->matrix_columns;
1001 } else if (type->is_sampler()) {
1002 vec4_slots = 1;
1003 } else {
1004 vec4_slots = type->matrix_columns;
1005 }
1006
1007 if (n == NULL) {
1008 n = (uniform_node *) calloc(1, sizeof(struct uniform_node));
1009 n->u = (gl_uniform *) calloc(1, sizeof(struct gl_uniform));
1010 n->slots = vec4_slots;
1011
1012 n->u->Name = strdup(name);
Eric Anholt0924ba02010-08-24 14:27:27 -07001013 n->u->Type = type;
Eric Anholt45388b52010-08-24 13:51:35 -07001014 n->u->VertPos = -1;
1015 n->u->FragPos = -1;
1016 n->u->GeomPos = -1;
1017 (*total_uniforms)++;
1018
1019 hash_table_insert(ht, n, name);
1020 uniforms->push_tail(& n->link);
1021 }
1022
1023 switch (shader_type) {
1024 case GL_VERTEX_SHADER:
1025 n->u->VertPos = *next_shader_pos;
1026 break;
1027 case GL_FRAGMENT_SHADER:
1028 n->u->FragPos = *next_shader_pos;
1029 break;
1030 case GL_GEOMETRY_SHADER:
1031 n->u->GeomPos = *next_shader_pos;
1032 break;
1033 }
1034
1035 (*next_shader_pos) += vec4_slots;
1036 }
1037}
1038
Ian Romanickabee16e2010-06-21 16:16:05 -07001039void
Eric Anholt849e1812010-06-30 11:49:17 -07001040assign_uniform_locations(struct gl_shader_program *prog)
Ian Romanick019a59b2010-06-21 16:10:42 -07001041{
1042 /* */
1043 exec_list uniforms;
1044 unsigned total_uniforms = 0;
1045 hash_table *ht = hash_table_ctor(32, hash_table_string_hash,
1046 hash_table_string_compare);
Eric Anholt45388b52010-08-24 13:51:35 -07001047 void *mem_ctx = talloc_new(NULL);
Ian Romanick019a59b2010-06-21 16:10:42 -07001048
Ian Romanick3322fba2010-10-14 13:28:42 -07001049 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1050 if (prog->_LinkedShaders[i] == NULL)
1051 continue;
1052
Ian Romanick019a59b2010-06-21 16:10:42 -07001053 unsigned next_position = 0;
1054
Eric Anholt16b68b12010-06-30 11:05:43 -07001055 foreach_list(node, prog->_LinkedShaders[i]->ir) {
Ian Romanick019a59b2010-06-21 16:10:42 -07001056 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1057
1058 if ((var == NULL) || (var->mode != ir_var_uniform))
1059 continue;
1060
Eric Anholt45388b52010-08-24 13:51:35 -07001061 if (strncmp(var->name, "gl_", 3) == 0) {
1062 /* At the moment, we don't allocate uniform locations for
1063 * builtin uniforms. It's permitted by spec, and we'll
1064 * likely switch to doing that at some point, but not yet.
Eric Anholt8d61a232010-08-05 16:00:46 -07001065 */
1066 continue;
1067 }
Ian Romanick019a59b2010-06-21 16:10:42 -07001068
Ian Romanick019a59b2010-06-21 16:10:42 -07001069 var->location = next_position;
Eric Anholt45388b52010-08-24 13:51:35 -07001070 add_uniform(mem_ctx, &uniforms, ht, var->name, var->type,
1071 prog->_LinkedShaders[i]->Type,
1072 &next_position, &total_uniforms);
Ian Romanick019a59b2010-06-21 16:10:42 -07001073 }
1074 }
1075
Eric Anholt45388b52010-08-24 13:51:35 -07001076 talloc_free(mem_ctx);
1077
Ian Romanick019a59b2010-06-21 16:10:42 -07001078 gl_uniform_list *ul = (gl_uniform_list *)
1079 calloc(1, sizeof(gl_uniform_list));
1080
1081 ul->Size = total_uniforms;
1082 ul->NumUniforms = total_uniforms;
1083 ul->Uniforms = (gl_uniform *) calloc(total_uniforms, sizeof(gl_uniform));
1084
1085 unsigned idx = 0;
1086 uniform_node *next;
1087 for (uniform_node *node = (uniform_node *) uniforms.head
1088 ; node->link.next != NULL
1089 ; node = next) {
1090 next = (uniform_node *) node->link.next;
1091
1092 node->link.remove();
Eric Anholt45388b52010-08-24 13:51:35 -07001093 memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform));
1094 idx++;
Ian Romanick019a59b2010-06-21 16:10:42 -07001095
1096 free(node->u);
1097 free(node);
1098 }
1099
1100 hash_table_dtor(ht);
1101
Ian Romanickabee16e2010-06-21 16:16:05 -07001102 prog->Uniforms = ul;
Ian Romanick019a59b2010-06-21 16:10:42 -07001103}
1104
1105
Ian Romanick69846702010-06-22 17:29:19 -07001106/**
1107 * Find a contiguous set of available bits in a bitmask
1108 *
1109 * \param used_mask Bits representing used (1) and unused (0) locations
1110 * \param needed_count Number of contiguous bits needed.
1111 *
1112 * \return
1113 * Base location of the available bits on success or -1 on failure.
1114 */
1115int
1116find_available_slots(unsigned used_mask, unsigned needed_count)
1117{
1118 unsigned needed_mask = (1 << needed_count) - 1;
1119 const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count;
1120
1121 /* The comparison to 32 is redundant, but without it GCC emits "warning:
1122 * cannot optimize possibly infinite loops" for the loop below.
1123 */
1124 if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32))
1125 return -1;
1126
1127 for (int i = 0; i <= max_bit_to_test; i++) {
1128 if ((needed_mask & ~used_mask) == needed_mask)
1129 return i;
1130
1131 needed_mask <<= 1;
1132 }
1133
1134 return -1;
1135}
1136
1137
1138bool
Eric Anholt849e1812010-06-30 11:49:17 -07001139assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index)
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001140{
Ian Romanick9342d262010-06-22 17:41:37 -07001141 /* Mark invalid attribute locations as being used.
1142 */
1143 unsigned used_locations = (max_attribute_index >= 32)
1144 ? ~0 : ~((1 << max_attribute_index) - 1);
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001145
Eric Anholt16b68b12010-06-30 11:05:43 -07001146 gl_shader *const sh = prog->_LinkedShaders[0];
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001147 assert(sh->Type == GL_VERTEX_SHADER);
1148
Ian Romanick69846702010-06-22 17:29:19 -07001149 /* Operate in a total of four passes.
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001150 *
1151 * 1. Invalidate the location assignments for all vertex shader inputs.
1152 *
1153 * 2. Assign locations for inputs that have user-defined (via
1154 * glBindVertexAttribLocation) locatoins.
1155 *
Ian Romanick69846702010-06-22 17:29:19 -07001156 * 3. Sort the attributes without assigned locations by number of slots
1157 * required in decreasing order. Fragmentation caused by attribute
1158 * locations assigned by the application may prevent large attributes
1159 * from having enough contiguous space.
1160 *
1161 * 4. Assign locations to any inputs without assigned locations.
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001162 */
1163
1164 invalidate_variable_locations(sh, ir_var_in, VERT_ATTRIB_GENERIC0);
1165
Ian Romanick553dcdc2010-06-23 12:14:02 -07001166 if (prog->Attributes != NULL) {
1167 for (unsigned i = 0; i < prog->Attributes->NumParameters; i++) {
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001168 ir_variable *const var =
Ian Romanick553dcdc2010-06-23 12:14:02 -07001169 sh->symbols->get_variable(prog->Attributes->Parameters[i].Name);
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001170
Ian Romanick69846702010-06-22 17:29:19 -07001171 /* Note: attributes that occupy multiple slots, such as arrays or
1172 * matrices, may appear in the attrib array multiple times.
1173 */
1174 if ((var == NULL) || (var->location != -1))
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001175 continue;
1176
Ian Romanick69846702010-06-22 17:29:19 -07001177 /* From page 61 of the OpenGL 4.0 spec:
1178 *
1179 * "LinkProgram will fail if the attribute bindings assigned by
1180 * BindAttribLocation do not leave not enough space to assign a
1181 * location for an active matrix attribute or an active attribute
1182 * array, both of which require multiple contiguous generic
1183 * attributes."
1184 *
1185 * Previous versions of the spec contain similar language but omit the
1186 * bit about attribute arrays.
1187 *
1188 * Page 61 of the OpenGL 4.0 spec also says:
1189 *
1190 * "It is possible for an application to bind more than one
1191 * attribute name to the same location. This is referred to as
1192 * aliasing. This will only work if only one of the aliased
1193 * attributes is active in the executable program, or if no path
1194 * through the shader consumes more than one attribute of a set
1195 * of attributes aliased to the same location. A link error can
1196 * occur if the linker determines that every path through the
1197 * shader consumes multiple aliased attributes, but
1198 * implementations are not required to generate an error in this
1199 * case."
1200 *
1201 * These two paragraphs are either somewhat contradictory, or I don't
1202 * fully understand one or both of them.
1203 */
1204 /* FINISHME: The code as currently written does not support attribute
1205 * FINISHME: location aliasing (see comment above).
1206 */
Ian Romanick553dcdc2010-06-23 12:14:02 -07001207 const int attr = prog->Attributes->Parameters[i].StateIndexes[0];
Ian Romanick69846702010-06-22 17:29:19 -07001208 const unsigned slots = count_attribute_slots(var->type);
1209
1210 /* Mask representing the contiguous slots that will be used by this
1211 * attribute.
1212 */
1213 const unsigned use_mask = (1 << slots) - 1;
1214
1215 /* Generate a link error if the set of bits requested for this
1216 * attribute overlaps any previously allocated bits.
1217 */
1218 if ((~(use_mask << attr) & used_locations) != used_locations) {
Ian Romanick553dcdc2010-06-23 12:14:02 -07001219 linker_error_printf(prog,
1220 "insufficient contiguous attribute locations "
1221 "available for vertex shader input `%s'",
1222 var->name);
Ian Romanick69846702010-06-22 17:29:19 -07001223 return false;
1224 }
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001225
1226 var->location = VERT_ATTRIB_GENERIC0 + attr;
Ian Romanick69846702010-06-22 17:29:19 -07001227 used_locations |= (use_mask << attr);
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001228 }
1229 }
1230
Ian Romanick69846702010-06-22 17:29:19 -07001231 /* Temporary storage for the set of attributes that need locations assigned.
1232 */
1233 struct temp_attr {
1234 unsigned slots;
1235 ir_variable *var;
1236
1237 /* Used below in the call to qsort. */
1238 static int compare(const void *a, const void *b)
1239 {
1240 const temp_attr *const l = (const temp_attr *) a;
1241 const temp_attr *const r = (const temp_attr *) b;
1242
1243 /* Reversed because we want a descending order sort below. */
1244 return r->slots - l->slots;
1245 }
1246 } to_assign[16];
1247
1248 unsigned num_attr = 0;
1249
Eric Anholt16b68b12010-06-30 11:05:43 -07001250 foreach_list(node, sh->ir) {
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001251 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1252
1253 if ((var == NULL) || (var->mode != ir_var_in))
1254 continue;
1255
Ian Romanick68a4fc92010-10-07 17:21:22 -07001256 if (var->explicit_location) {
1257 const unsigned slots = count_attribute_slots(var->type);
1258 const unsigned use_mask = (1 << slots) - 1;
1259 const int attr = var->location - VERT_ATTRIB_GENERIC0;
1260
1261 if ((var->location >= (int)(max_attribute_index + VERT_ATTRIB_GENERIC0))
1262 || (var->location < 0)) {
1263 linker_error_printf(prog,
1264 "invalid explicit location %d specified for "
1265 "`%s'\n",
1266 (var->location < 0) ? var->location : attr,
1267 var->name);
1268 return false;
1269 } else if (var->location >= VERT_ATTRIB_GENERIC0) {
1270 used_locations |= (use_mask << attr);
1271 }
1272 }
1273
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001274 /* The location was explicitly assigned, nothing to do here.
1275 */
1276 if (var->location != -1)
1277 continue;
1278
Ian Romanick69846702010-06-22 17:29:19 -07001279 to_assign[num_attr].slots = count_attribute_slots(var->type);
1280 to_assign[num_attr].var = var;
1281 num_attr++;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001282 }
Ian Romanick69846702010-06-22 17:29:19 -07001283
1284 /* If all of the attributes were assigned locations by the application (or
1285 * are built-in attributes with fixed locations), return early. This should
1286 * be the common case.
1287 */
1288 if (num_attr == 0)
1289 return true;
1290
1291 qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
1292
Ian Romanick982e3792010-06-29 18:58:20 -07001293 /* VERT_ATTRIB_GENERIC0 is a psdueo-alias for VERT_ATTRIB_POS. It can only
1294 * be explicitly assigned by via glBindAttribLocation. Mark it as reserved
1295 * to prevent it from being automatically allocated below.
1296 */
Ian Romanickc33e78f2010-08-13 12:30:41 -07001297 find_deref_visitor find("gl_Vertex");
1298 find.run(sh->ir);
1299 if (find.variable_found())
1300 used_locations |= (1 << 0);
Ian Romanick982e3792010-06-29 18:58:20 -07001301
Ian Romanick69846702010-06-22 17:29:19 -07001302 for (unsigned i = 0; i < num_attr; i++) {
1303 /* Mask representing the contiguous slots that will be used by this
1304 * attribute.
1305 */
1306 const unsigned use_mask = (1 << to_assign[i].slots) - 1;
1307
1308 int location = find_available_slots(used_locations, to_assign[i].slots);
1309
1310 if (location < 0) {
Ian Romanick553dcdc2010-06-23 12:14:02 -07001311 linker_error_printf(prog,
1312 "insufficient contiguous attribute locations "
1313 "available for vertex shader input `%s'",
1314 to_assign[i].var->name);
Ian Romanick69846702010-06-22 17:29:19 -07001315 return false;
1316 }
1317
1318 to_assign[i].var->location = VERT_ATTRIB_GENERIC0 + location;
1319 used_locations |= (use_mask << location);
1320 }
1321
1322 return true;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001323}
1324
1325
Ian Romanick40e114b2010-08-17 14:55:50 -07001326/**
Ian Romanickcc90e622010-10-19 17:59:10 -07001327 * Demote shader inputs and outputs that are not used in other stages
Ian Romanick40e114b2010-08-17 14:55:50 -07001328 */
1329void
Ian Romanickcc90e622010-10-19 17:59:10 -07001330demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
Ian Romanick40e114b2010-08-17 14:55:50 -07001331{
1332 foreach_list(node, sh->ir) {
1333 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1334
Ian Romanickcc90e622010-10-19 17:59:10 -07001335 if ((var == NULL) || (var->mode != int(mode)))
Ian Romanick40e114b2010-08-17 14:55:50 -07001336 continue;
1337
Ian Romanickcc90e622010-10-19 17:59:10 -07001338 /* A shader 'in' or 'out' variable is only really an input or output if
1339 * its value is used by other shader stages. This will cause the variable
1340 * to have a location assigned.
Ian Romanick40e114b2010-08-17 14:55:50 -07001341 */
1342 if (var->location == -1) {
1343 var->mode = ir_var_auto;
1344 }
1345 }
1346}
1347
1348
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001349void
Eric Anholtb7062832010-07-28 13:52:23 -07001350assign_varying_locations(struct gl_shader_program *prog,
1351 gl_shader *producer, gl_shader *consumer)
Ian Romanick0e59b262010-06-23 11:23:01 -07001352{
1353 /* FINISHME: Set dynamically when geometry shader support is added. */
1354 unsigned output_index = VERT_RESULT_VAR0;
1355 unsigned input_index = FRAG_ATTRIB_VAR0;
1356
1357 /* Operate in a total of three passes.
1358 *
1359 * 1. Assign locations for any matching inputs and outputs.
1360 *
1361 * 2. Mark output variables in the producer that do not have locations as
1362 * not being outputs. This lets the optimizer eliminate them.
1363 *
1364 * 3. Mark input variables in the consumer that do not have locations as
1365 * not being inputs. This lets the optimizer eliminate them.
1366 */
1367
1368 invalidate_variable_locations(producer, ir_var_out, VERT_RESULT_VAR0);
1369 invalidate_variable_locations(consumer, ir_var_in, FRAG_ATTRIB_VAR0);
1370
Eric Anholt16b68b12010-06-30 11:05:43 -07001371 foreach_list(node, producer->ir) {
Ian Romanick0e59b262010-06-23 11:23:01 -07001372 ir_variable *const output_var = ((ir_instruction *) node)->as_variable();
1373
1374 if ((output_var == NULL) || (output_var->mode != ir_var_out)
1375 || (output_var->location != -1))
1376 continue;
1377
1378 ir_variable *const input_var =
1379 consumer->symbols->get_variable(output_var->name);
1380
1381 if ((input_var == NULL) || (input_var->mode != ir_var_in))
1382 continue;
1383
1384 assert(input_var->location == -1);
1385
Ian Romanick0e59b262010-06-23 11:23:01 -07001386 output_var->location = output_index;
1387 input_var->location = input_index;
1388
Ian Romanickdf869d92010-08-30 15:37:44 -07001389 /* FINISHME: Support for "varying" records in GLSL 1.50. */
1390 assert(!output_var->type->is_record());
1391
1392 if (output_var->type->is_array()) {
1393 const unsigned slots = output_var->type->length
1394 * output_var->type->fields.array->matrix_columns;
1395
1396 output_index += slots;
1397 input_index += slots;
1398 } else {
1399 const unsigned slots = output_var->type->matrix_columns;
1400
1401 output_index += slots;
1402 input_index += slots;
1403 }
Ian Romanick0e59b262010-06-23 11:23:01 -07001404 }
1405
Eric Anholt16b68b12010-06-30 11:05:43 -07001406 foreach_list(node, consumer->ir) {
Ian Romanick0e59b262010-06-23 11:23:01 -07001407 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1408
1409 if ((var == NULL) || (var->mode != ir_var_in))
1410 continue;
1411
Eric Anholtb7062832010-07-28 13:52:23 -07001412 if (var->location == -1) {
1413 if (prog->Version <= 120) {
1414 /* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec:
1415 *
1416 * Only those varying variables used (i.e. read) in
1417 * the fragment shader executable must be written to
1418 * by the vertex shader executable; declaring
1419 * superfluous varying variables in a vertex shader is
1420 * permissible.
1421 *
1422 * We interpret this text as meaning that the VS must
1423 * write the variable for the FS to read it. See
1424 * "glsl1-varying read but not written" in piglit.
1425 */
1426
1427 linker_error_printf(prog, "fragment shader varying %s not written "
1428 "by vertex shader\n.", var->name);
1429 prog->LinkStatus = false;
1430 }
1431
1432 /* An 'in' variable is only really a shader input if its
1433 * value is written by the previous stage.
1434 */
Eric Anholtb7062832010-07-28 13:52:23 -07001435 var->mode = ir_var_auto;
1436 }
Ian Romanick0e59b262010-06-23 11:23:01 -07001437 }
1438}
1439
1440
1441void
Kristian Høgsbergf9995b32010-10-12 12:26:10 -04001442link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
Ian Romanick832dfa52010-06-17 15:04:20 -07001443{
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001444 void *mem_ctx = talloc_init("temporary linker context");
1445
Ian Romanick832dfa52010-06-17 15:04:20 -07001446 prog->LinkStatus = false;
1447 prog->Validated = false;
1448 prog->_Used = false;
1449
Ian Romanickf36460e2010-06-23 12:07:22 -07001450 if (prog->InfoLog != NULL)
1451 talloc_free(prog->InfoLog);
1452
1453 prog->InfoLog = talloc_strdup(NULL, "");
1454
Ian Romanick832dfa52010-06-17 15:04:20 -07001455 /* Separate the shaders into groups based on their type.
1456 */
Eric Anholt16b68b12010-06-30 11:05:43 -07001457 struct gl_shader **vert_shader_list;
Ian Romanick832dfa52010-06-17 15:04:20 -07001458 unsigned num_vert_shaders = 0;
Eric Anholt16b68b12010-06-30 11:05:43 -07001459 struct gl_shader **frag_shader_list;
Ian Romanick832dfa52010-06-17 15:04:20 -07001460 unsigned num_frag_shaders = 0;
1461
Eric Anholt16b68b12010-06-30 11:05:43 -07001462 vert_shader_list = (struct gl_shader **)
1463 calloc(2 * prog->NumShaders, sizeof(struct gl_shader *));
Ian Romanick832dfa52010-06-17 15:04:20 -07001464 frag_shader_list = &vert_shader_list[prog->NumShaders];
1465
Ian Romanick25f51d32010-07-16 15:51:50 -07001466 unsigned min_version = UINT_MAX;
1467 unsigned max_version = 0;
Ian Romanick832dfa52010-06-17 15:04:20 -07001468 for (unsigned i = 0; i < prog->NumShaders; i++) {
Ian Romanick25f51d32010-07-16 15:51:50 -07001469 min_version = MIN2(min_version, prog->Shaders[i]->Version);
1470 max_version = MAX2(max_version, prog->Shaders[i]->Version);
1471
Ian Romanick832dfa52010-06-17 15:04:20 -07001472 switch (prog->Shaders[i]->Type) {
1473 case GL_VERTEX_SHADER:
1474 vert_shader_list[num_vert_shaders] = prog->Shaders[i];
1475 num_vert_shaders++;
1476 break;
1477 case GL_FRAGMENT_SHADER:
1478 frag_shader_list[num_frag_shaders] = prog->Shaders[i];
1479 num_frag_shaders++;
1480 break;
1481 case GL_GEOMETRY_SHADER:
1482 /* FINISHME: Support geometry shaders. */
1483 assert(prog->Shaders[i]->Type != GL_GEOMETRY_SHADER);
1484 break;
1485 }
1486 }
1487
Ian Romanick25f51d32010-07-16 15:51:50 -07001488 /* Previous to GLSL version 1.30, different compilation units could mix and
1489 * match shading language versions. With GLSL 1.30 and later, the versions
1490 * of all shaders must match.
1491 */
Kenneth Graunke5a81d052010-08-31 09:33:58 -07001492 assert(min_version >= 100);
Ian Romanick25f51d32010-07-16 15:51:50 -07001493 assert(max_version <= 130);
Kenneth Graunke5a81d052010-08-31 09:33:58 -07001494 if ((max_version >= 130 || min_version == 100)
1495 && min_version != max_version) {
Ian Romanick25f51d32010-07-16 15:51:50 -07001496 linker_error_printf(prog, "all shaders must use same shading "
1497 "language version\n");
1498 goto done;
1499 }
1500
1501 prog->Version = max_version;
1502
Ian Romanick3322fba2010-10-14 13:28:42 -07001503 for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
1504 if (prog->_LinkedShaders[i] != NULL)
1505 ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
1506
1507 prog->_LinkedShaders[i] = NULL;
Eric Anholt5d0f4302010-08-18 12:02:35 -07001508 }
1509
Ian Romanickcd6764e2010-07-16 16:00:07 -07001510 /* Link all shaders for a particular stage and validate the result.
1511 */
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001512 if (num_vert_shaders > 0) {
Ian Romanick3fb87872010-07-09 14:09:34 -07001513 gl_shader *const sh =
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001514 link_intrastage_shaders(mem_ctx, ctx, prog, vert_shader_list,
1515 num_vert_shaders);
Ian Romanick3fb87872010-07-09 14:09:34 -07001516
1517 if (sh == NULL)
1518 goto done;
1519
1520 if (!validate_vertex_shader_executable(prog, sh))
Ian Romanickf29ff6e2010-10-14 17:55:17 -07001521 goto done;
Ian Romanick3fb87872010-07-09 14:09:34 -07001522
Ian Romanick3322fba2010-10-14 13:28:42 -07001523 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_VERTEX],
1524 sh);
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001525 }
1526
1527 if (num_frag_shaders > 0) {
Ian Romanick3fb87872010-07-09 14:09:34 -07001528 gl_shader *const sh =
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001529 link_intrastage_shaders(mem_ctx, ctx, prog, frag_shader_list,
1530 num_frag_shaders);
Ian Romanick3fb87872010-07-09 14:09:34 -07001531
1532 if (sh == NULL)
1533 goto done;
1534
1535 if (!validate_fragment_shader_executable(prog, sh))
Ian Romanickf29ff6e2010-10-14 17:55:17 -07001536 goto done;
Ian Romanick3fb87872010-07-09 14:09:34 -07001537
Ian Romanick3322fba2010-10-14 13:28:42 -07001538 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
1539 sh);
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001540 }
1541
Ian Romanick3ed850e2010-06-23 12:18:21 -07001542 /* Here begins the inter-stage linking phase. Some initial validation is
1543 * performed, then locations are assigned for uniforms, attributes, and
1544 * varyings.
1545 */
Ian Romanicked1fe3d2010-06-23 12:09:14 -07001546 if (cross_validate_uniforms(prog)) {
Ian Romanick3322fba2010-10-14 13:28:42 -07001547 unsigned prev;
1548
1549 for (prev = 0; prev < MESA_SHADER_TYPES; prev++) {
1550 if (prog->_LinkedShaders[prev] != NULL)
1551 break;
1552 }
1553
Ian Romanick37101922010-06-18 19:02:10 -07001554 /* Validate the inputs of each stage with the output of the preceeding
1555 * stage.
1556 */
Ian Romanick3322fba2010-10-14 13:28:42 -07001557 for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
1558 if (prog->_LinkedShaders[i] == NULL)
1559 continue;
1560
Ian Romanickf36460e2010-06-23 12:07:22 -07001561 if (!cross_validate_outputs_to_inputs(prog,
Ian Romanick3322fba2010-10-14 13:28:42 -07001562 prog->_LinkedShaders[prev],
Ian Romanickabee16e2010-06-21 16:16:05 -07001563 prog->_LinkedShaders[i]))
Ian Romanick37101922010-06-18 19:02:10 -07001564 goto done;
Ian Romanick3322fba2010-10-14 13:28:42 -07001565
1566 prev = i;
Ian Romanick37101922010-06-18 19:02:10 -07001567 }
1568
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001569 prog->LinkStatus = true;
Ian Romanick37101922010-06-18 19:02:10 -07001570 }
Ian Romanick832dfa52010-06-17 15:04:20 -07001571
Eric Anholt2f4fe152010-08-10 13:06:49 -07001572 /* Do common optimization before assigning storage for attributes,
1573 * uniforms, and varyings. Later optimization could possibly make
1574 * some of that unused.
1575 */
Ian Romanick3322fba2010-10-14 13:28:42 -07001576 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1577 if (prog->_LinkedShaders[i] == NULL)
1578 continue;
1579
Luca Barbierie591c462010-09-05 22:29:58 +02001580 while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, 32))
Eric Anholt2f4fe152010-08-10 13:06:49 -07001581 ;
Ian Romanicka7ba9a72010-07-20 13:36:32 -07001582 }
Ian Romanick13e10e42010-06-21 12:03:24 -07001583
Eric Anholt586b4b52010-09-28 14:32:16 -07001584 update_array_sizes(prog);
1585
Ian Romanickabee16e2010-06-21 16:16:05 -07001586 assign_uniform_locations(prog);
Ian Romanick13e10e42010-06-21 12:03:24 -07001587
Ian Romanick3322fba2010-10-14 13:28:42 -07001588 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
Ian Romanick9342d262010-06-22 17:41:37 -07001589 /* FINISHME: The value of the max_attribute_index parameter is
1590 * FINISHME: implementation dependent based on the value of
1591 * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
1592 * FINISHME: at least 16, so hardcode 16 for now.
1593 */
Ian Romanick4b5489d2010-10-07 17:20:15 -07001594 if (!assign_attribute_locations(prog, 16)) {
1595 prog->LinkStatus = false;
Ian Romanick69846702010-06-22 17:29:19 -07001596 goto done;
Ian Romanick4b5489d2010-10-07 17:20:15 -07001597 }
Ian Romanick40e114b2010-08-17 14:55:50 -07001598 }
1599
Ian Romanick3322fba2010-10-14 13:28:42 -07001600 unsigned prev;
1601 for (prev = 0; prev < MESA_SHADER_TYPES; prev++) {
1602 if (prog->_LinkedShaders[prev] != NULL)
1603 break;
1604 }
1605
1606 for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
1607 if (prog->_LinkedShaders[i] == NULL)
1608 continue;
1609
Eric Anholtb7062832010-07-28 13:52:23 -07001610 assign_varying_locations(prog,
Ian Romanick3322fba2010-10-14 13:28:42 -07001611 prog->_LinkedShaders[prev],
Ian Romanick0e59b262010-06-23 11:23:01 -07001612 prog->_LinkedShaders[i]);
Ian Romanick3322fba2010-10-14 13:28:42 -07001613 prev = i;
1614 }
Ian Romanick13e10e42010-06-21 12:03:24 -07001615
Ian Romanickcc90e622010-10-19 17:59:10 -07001616 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
1617 demote_shader_inputs_and_outputs(prog->_LinkedShaders[MESA_SHADER_VERTEX],
1618 ir_var_out);
1619 }
1620
1621 if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
1622 gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
1623
1624 demote_shader_inputs_and_outputs(sh, ir_var_in);
1625 demote_shader_inputs_and_outputs(sh, ir_var_inout);
1626 demote_shader_inputs_and_outputs(sh, ir_var_out);
1627 }
1628
1629 if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
1630 gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
1631
1632 demote_shader_inputs_and_outputs(sh, ir_var_in);
1633 }
1634
Ian Romanick13e10e42010-06-21 12:03:24 -07001635 /* FINISHME: Assign fragment shader output locations. */
1636
Ian Romanick832dfa52010-06-17 15:04:20 -07001637done:
1638 free(vert_shader_list);
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001639
1640 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1641 if (prog->_LinkedShaders[i] == NULL)
1642 continue;
1643
1644 /* Retain any live IR, but trash the rest. */
1645 reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);
1646 }
1647
1648 talloc_free(mem_ctx);
Ian Romanick832dfa52010-06-17 15:04:20 -07001649}