blob: 6de42d31409c7e2966a57d7cf2d4f68f8223e3ef [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>
68
69#include "glsl_symbol_table.h"
70#include "glsl_parser_extras.h"
71#include "ir.h"
72#include "program.h"
73
74/**
75 * Visitor that determines whether or not a variable is ever written.
76 */
77class find_assignment_visitor : public ir_hierarchical_visitor {
78public:
79 find_assignment_visitor(const char *name)
80 : name(name), found(false)
81 {
82 /* empty */
83 }
84
85 virtual ir_visitor_status visit_enter(ir_assignment *ir)
86 {
87 ir_variable *const var = ir->lhs->variable_referenced();
88
89 if (strcmp(name, var->name) == 0) {
90 found = true;
91 return visit_stop;
92 }
93
94 return visit_continue_with_parent;
95 }
96
97 bool variable_found()
98 {
99 return found;
100 }
101
102private:
103 const char *name; /**< Find writes to a variable with this name. */
104 bool found; /**< Was a write to the variable found? */
105};
106
107bool
108validate_vertex_shader_executable(struct glsl_shader *shader)
109{
110 if (shader == NULL)
111 return true;
112
113 if (!shader->symbols->get_function("main")) {
114 printf("error: vertex shader lacks `main'\n");
115 return false;
116 }
117
118 find_assignment_visitor find("gl_Position");
119 find.run(&shader->ir);
120 if (!find.variable_found()) {
121 printf("error: vertex shader does not write to `gl_Position'\n");
122 return false;
123 }
124
125 return true;
126}
127
128
129bool
130validate_fragment_shader_executable(struct glsl_shader *shader)
131{
132 if (shader == NULL)
133 return true;
134
135 if (!shader->symbols->get_function("main")) {
136 printf("error: fragment shader lacks `main'\n");
137 return false;
138 }
139
140 find_assignment_visitor frag_color("gl_FragColor");
141 find_assignment_visitor frag_data("gl_FragData");
142
143 frag_color.run(&shader->ir);
144 frag_data.run(&shader->ir);
145
146 if (!frag_color.variable_found() && !frag_data.variable_found()) {
147 printf("error: fragment shader does not write to `gl_FragColor' or "
148 "`gl_FragData'\n");
149 return false;
150 }
151
152 if (frag_color.variable_found() && frag_data.variable_found()) {
153 printf("error: fragment shader write to both `gl_FragColor' and "
154 "`gl_FragData'\n");
155 return false;
156 }
157
158 return true;
159}
160
161
162void
163link_shaders(struct glsl_program *prog)
164{
165 prog->LinkStatus = false;
166 prog->Validated = false;
167 prog->_Used = false;
168
169 /* Separate the shaders into groups based on their type.
170 */
171 struct glsl_shader **vert_shader_list;
172 unsigned num_vert_shaders = 0;
173 struct glsl_shader **frag_shader_list;
174 unsigned num_frag_shaders = 0;
175
176 vert_shader_list = (struct glsl_shader **)
177 malloc(sizeof(struct glsl_shader *) * 2 * prog->NumShaders);
178 frag_shader_list = &vert_shader_list[prog->NumShaders];
179
180 for (unsigned i = 0; i < prog->NumShaders; i++) {
181 switch (prog->Shaders[i]->Type) {
182 case GL_VERTEX_SHADER:
183 vert_shader_list[num_vert_shaders] = prog->Shaders[i];
184 num_vert_shaders++;
185 break;
186 case GL_FRAGMENT_SHADER:
187 frag_shader_list[num_frag_shaders] = prog->Shaders[i];
188 num_frag_shaders++;
189 break;
190 case GL_GEOMETRY_SHADER:
191 /* FINISHME: Support geometry shaders. */
192 assert(prog->Shaders[i]->Type != GL_GEOMETRY_SHADER);
193 break;
194 }
195 }
196
197 /* FINISHME: Implement intra-stage linking. */
198 assert(num_vert_shaders <= 1);
199 assert(num_frag_shaders <= 1);
200
201 /* Verify that each of the per-target executables is valid.
202 */
203 if (!validate_vertex_shader_executable(vert_shader_list[0])
204 || !validate_fragment_shader_executable(frag_shader_list[0]))
205 goto done;
206
207
208 /* FINISHME: Perform inter-stage linking. */
209
210 prog->LinkStatus = true;
211
212done:
213 free(vert_shader_list);
214}