blob: 3d1b8a2f70368e07dd10399630875f5401dfe5b9 [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
Chia-I Wubfd7c9a2010-08-23 17:51:42 +080071#include "main/core.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070072#include "glsl_symbol_table.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070073#include "ir.h"
74#include "program.h"
Aras Pranckevicius31747152010-07-29 12:40:49 +030075#include "program/hash_table.h"
Ian Romanick8fe8a812010-07-13 17:36:13 -070076#include "linker.h"
Ian Romanicka7ba9a72010-07-20 13:36:32 -070077#include "ir_optimization.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070078
Ian Romanick3322fba2010-10-14 13:28:42 -070079extern "C" {
80#include "main/shaderobj.h"
81}
82
Ian Romanick832dfa52010-06-17 15:04:20 -070083/**
84 * Visitor that determines whether or not a variable is ever written.
85 */
86class find_assignment_visitor : public ir_hierarchical_visitor {
87public:
88 find_assignment_visitor(const char *name)
89 : name(name), found(false)
90 {
91 /* empty */
92 }
93
94 virtual ir_visitor_status visit_enter(ir_assignment *ir)
95 {
96 ir_variable *const var = ir->lhs->variable_referenced();
97
98 if (strcmp(name, var->name) == 0) {
99 found = true;
100 return visit_stop;
101 }
102
103 return visit_continue_with_parent;
104 }
105
Eric Anholt18a60232010-08-23 11:29:25 -0700106 virtual ir_visitor_status visit_enter(ir_call *ir)
107 {
108 exec_list_iterator sig_iter = ir->get_callee()->parameters.iterator();
109 foreach_iter(exec_list_iterator, iter, *ir) {
110 ir_rvalue *param_rval = (ir_rvalue *)iter.get();
111 ir_variable *sig_param = (ir_variable *)sig_iter.get();
112
113 if (sig_param->mode == ir_var_out ||
114 sig_param->mode == ir_var_inout) {
115 ir_variable *var = param_rval->variable_referenced();
116 if (var && strcmp(name, var->name) == 0) {
117 found = true;
118 return visit_stop;
119 }
120 }
121 sig_iter.next();
122 }
123
124 return visit_continue_with_parent;
125 }
126
Ian Romanick832dfa52010-06-17 15:04:20 -0700127 bool variable_found()
128 {
129 return found;
130 }
131
132private:
133 const char *name; /**< Find writes to a variable with this name. */
134 bool found; /**< Was a write to the variable found? */
135};
136
Ian Romanickc93b8f12010-06-17 15:20:22 -0700137
Ian Romanickc33e78f2010-08-13 12:30:41 -0700138/**
139 * Visitor that determines whether or not a variable is ever read.
140 */
141class find_deref_visitor : public ir_hierarchical_visitor {
142public:
143 find_deref_visitor(const char *name)
144 : name(name), found(false)
145 {
146 /* empty */
147 }
148
149 virtual ir_visitor_status visit(ir_dereference_variable *ir)
150 {
151 if (strcmp(this->name, ir->var->name) == 0) {
152 this->found = true;
153 return visit_stop;
154 }
155
156 return visit_continue;
157 }
158
159 bool variable_found() const
160 {
161 return this->found;
162 }
163
164private:
165 const char *name; /**< Find writes to a variable with this name. */
166 bool found; /**< Was a write to the variable found? */
167};
168
169
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700170void
Eric Anholt849e1812010-06-30 11:49:17 -0700171linker_error_printf(gl_shader_program *prog, const char *fmt, ...)
Ian Romanickf36460e2010-06-23 12:07:22 -0700172{
173 va_list ap;
174
Kenneth Graunked3073f52011-01-21 14:32:31 -0800175 ralloc_strcat(&prog->InfoLog, "error: ");
Ian Romanickf36460e2010-06-23 12:07:22 -0700176 va_start(ap, fmt);
Kenneth Graunked3073f52011-01-21 14:32:31 -0800177 ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
Ian Romanickf36460e2010-06-23 12:07:22 -0700178 va_end(ap);
179}
180
181
182void
Eric Anholt16b68b12010-06-30 11:05:43 -0700183invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode,
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700184 int generic_base)
185{
Eric Anholt16b68b12010-06-30 11:05:43 -0700186 foreach_list(node, sh->ir) {
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700187 ir_variable *const var = ((ir_instruction *) node)->as_variable();
188
189 if ((var == NULL) || (var->mode != (unsigned) mode))
190 continue;
191
192 /* Only assign locations for generic attributes / varyings / etc.
193 */
Ian Romanick68a4fc92010-10-07 17:21:22 -0700194 if ((var->location >= generic_base) && !var->explicit_location)
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700195 var->location = -1;
196 }
197}
198
199
Ian Romanickc93b8f12010-06-17 15:20:22 -0700200/**
Ian Romanick69846702010-06-22 17:29:19 -0700201 * Determine the number of attribute slots required for a particular type
202 *
203 * This code is here because it implements the language rules of a specific
204 * GLSL version. Since it's a property of the language and not a property of
205 * types in general, it doesn't really belong in glsl_type.
206 */
207unsigned
208count_attribute_slots(const glsl_type *t)
209{
210 /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
211 *
212 * "A scalar input counts the same amount against this limit as a vec4,
213 * so applications may want to consider packing groups of four
214 * unrelated float inputs together into a vector to better utilize the
215 * capabilities of the underlying hardware. A matrix input will use up
216 * multiple locations. The number of locations used will equal the
217 * number of columns in the matrix."
218 *
219 * The spec does not explicitly say how arrays are counted. However, it
220 * should be safe to assume the total number of slots consumed by an array
221 * is the number of entries in the array multiplied by the number of slots
222 * consumed by a single element of the array.
223 */
224
225 if (t->is_array())
226 return t->array_size() * count_attribute_slots(t->element_type());
227
228 if (t->is_matrix())
229 return t->matrix_columns;
230
231 return 1;
232}
233
234
235/**
Ian Romanickc93b8f12010-06-17 15:20:22 -0700236 * Verify that a vertex shader executable meets all semantic requirements
237 *
238 * \param shader Vertex shader executable to be verified
239 */
Ian Romanick832dfa52010-06-17 15:04:20 -0700240bool
Eric Anholt849e1812010-06-30 11:49:17 -0700241validate_vertex_shader_executable(struct gl_shader_program *prog,
Eric Anholt16b68b12010-06-30 11:05:43 -0700242 struct gl_shader *shader)
Ian Romanick832dfa52010-06-17 15:04:20 -0700243{
244 if (shader == NULL)
245 return true;
246
Ian Romanick832dfa52010-06-17 15:04:20 -0700247 find_assignment_visitor find("gl_Position");
Eric Anholt16b68b12010-06-30 11:05:43 -0700248 find.run(shader->ir);
Ian Romanick832dfa52010-06-17 15:04:20 -0700249 if (!find.variable_found()) {
Ian Romanickf36460e2010-06-23 12:07:22 -0700250 linker_error_printf(prog,
251 "vertex shader does not write to `gl_Position'\n");
Ian Romanick832dfa52010-06-17 15:04:20 -0700252 return false;
253 }
254
255 return true;
256}
257
258
Ian Romanickc93b8f12010-06-17 15:20:22 -0700259/**
260 * Verify that a fragment shader executable meets all semantic requirements
261 *
262 * \param shader Fragment shader executable to be verified
263 */
Ian Romanick832dfa52010-06-17 15:04:20 -0700264bool
Eric Anholt849e1812010-06-30 11:49:17 -0700265validate_fragment_shader_executable(struct gl_shader_program *prog,
Eric Anholt16b68b12010-06-30 11:05:43 -0700266 struct gl_shader *shader)
Ian Romanick832dfa52010-06-17 15:04:20 -0700267{
268 if (shader == NULL)
269 return true;
270
Ian Romanick832dfa52010-06-17 15:04:20 -0700271 find_assignment_visitor frag_color("gl_FragColor");
272 find_assignment_visitor frag_data("gl_FragData");
273
Eric Anholt16b68b12010-06-30 11:05:43 -0700274 frag_color.run(shader->ir);
275 frag_data.run(shader->ir);
Ian Romanick832dfa52010-06-17 15:04:20 -0700276
Ian Romanick832dfa52010-06-17 15:04:20 -0700277 if (frag_color.variable_found() && frag_data.variable_found()) {
Ian Romanickf36460e2010-06-23 12:07:22 -0700278 linker_error_printf(prog, "fragment shader writes to both "
279 "`gl_FragColor' and `gl_FragData'\n");
Ian Romanick832dfa52010-06-17 15:04:20 -0700280 return false;
281 }
282
283 return true;
284}
285
286
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700287/**
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700288 * Generate a string describing the mode of a variable
289 */
290static const char *
291mode_string(const ir_variable *var)
292{
293 switch (var->mode) {
294 case ir_var_auto:
295 return (var->read_only) ? "global constant" : "global variable";
296
297 case ir_var_uniform: return "uniform";
298 case ir_var_in: return "shader input";
299 case ir_var_out: return "shader output";
300 case ir_var_inout: return "shader inout";
Ian Romanick7e2aa912010-07-19 17:12:42 -0700301
302 case ir_var_temporary:
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700303 default:
304 assert(!"Should not get here.");
305 return "invalid variable";
306 }
307}
308
309
310/**
311 * Perform validation of global variables used across multiple shaders
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700312 */
313bool
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700314cross_validate_globals(struct gl_shader_program *prog,
315 struct gl_shader **shader_list,
316 unsigned num_shaders,
317 bool uniforms_only)
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700318{
319 /* Examine all of the uniforms in all of the shaders and cross validate
320 * them.
321 */
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700322 glsl_symbol_table variables;
323 for (unsigned i = 0; i < num_shaders; i++) {
Ian Romanick3322fba2010-10-14 13:28:42 -0700324 if (shader_list[i] == NULL)
325 continue;
326
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700327 foreach_list(node, shader_list[i]->ir) {
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700328 ir_variable *const var = ((ir_instruction *) node)->as_variable();
329
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700330 if (var == NULL)
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700331 continue;
332
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700333 if (uniforms_only && (var->mode != ir_var_uniform))
334 continue;
335
Ian Romanick7e2aa912010-07-19 17:12:42 -0700336 /* Don't cross validate temporaries that are at global scope. These
337 * will eventually get pulled into the shaders 'main'.
338 */
339 if (var->mode == ir_var_temporary)
340 continue;
341
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700342 /* If a global with this name has already been seen, verify that the
343 * new instance has the same type. In addition, if the globals have
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700344 * initializers, the values of the initializers must be the same.
345 */
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700346 ir_variable *const existing = variables.get_variable(var->name);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700347 if (existing != NULL) {
348 if (var->type != existing->type) {
Ian Romanicka2711d62010-08-29 22:07:49 -0700349 /* Consider the types to be "the same" if both types are arrays
350 * of the same type and one of the arrays is implicitly sized.
351 * In addition, set the type of the linked variable to the
352 * explicitly sized array.
353 */
354 if (var->type->is_array()
355 && existing->type->is_array()
356 && (var->type->fields.array == existing->type->fields.array)
357 && ((var->type->length == 0)
358 || (existing->type->length == 0))) {
Ian Romanick0f4b2a02011-01-25 12:06:18 -0800359 if (var->type->length != 0) {
Ian Romanicka2711d62010-08-29 22:07:49 -0700360 existing->type = var->type;
Ian Romanick6f539212010-12-07 18:30:33 -0800361 }
Ian Romanicka2711d62010-08-29 22:07:49 -0700362 } else {
363 linker_error_printf(prog, "%s `%s' declared as type "
364 "`%s' and type `%s'\n",
365 mode_string(var),
366 var->name, var->type->name,
367 existing->type->name);
368 return false;
369 }
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700370 }
371
Ian Romanick68a4fc92010-10-07 17:21:22 -0700372 if (var->explicit_location) {
373 if (existing->explicit_location
374 && (var->location != existing->location)) {
375 linker_error_printf(prog, "explicit locations for %s "
376 "`%s' have differing values\n",
377 mode_string(var), var->name);
378 return false;
379 }
380
381 existing->location = var->location;
382 existing->explicit_location = true;
383 }
384
Chad Versaceaddae332011-01-27 01:40:31 -0800385 /* Validate layout qualifiers for gl_FragDepth.
386 *
387 * From the AMD_conservative_depth spec:
388 * "If gl_FragDepth is redeclared in any fragment shader in
389 * a program, it must be redeclared in all fragment shaders in that
390 * program that have static assignments to gl_FragDepth. All
391 * redeclarations of gl_FragDepth in all fragment shaders in
392 * a single program must have the same set of qualifiers."
393 */
394 if (strcmp(var->name, "gl_FragDepth") == 0) {
395 bool layout_declared = var->depth_layout != ir_depth_layout_none;
396 bool layout_differs = var->depth_layout != existing->depth_layout;
397 if (layout_declared && layout_differs) {
398 linker_error_printf(prog,
399 "All redeclarations of gl_FragDepth in all fragment shaders "
400 "in a single program must have the same set of qualifiers.");
401 }
402 if (var->used && layout_differs) {
403 linker_error_printf(prog,
404 "If gl_FragDepth is redeclared with a layout qualifier in"
405 "any fragment shader, it must be redeclared with the same"
406 "layout qualifier in all fragment shaders that have"
407 "assignments to gl_FragDepth");
408 }
409 }
410
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700411 /* FINISHME: Handle non-constant initializers.
412 */
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700413 if (var->constant_value != NULL) {
414 if (existing->constant_value != NULL) {
415 if (!var->constant_value->has_value(existing->constant_value)) {
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700416 linker_error_printf(prog, "initializers for %s "
Ian Romanickf36460e2010-06-23 12:07:22 -0700417 "`%s' have differing values\n",
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700418 mode_string(var), var->name);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700419 return false;
420 }
421 } else
422 /* If the first-seen instance of a particular uniform did not
423 * have an initializer but a later instance does, copy the
424 * initializer to the version stored in the symbol table.
425 */
Ian Romanickde415b72010-07-14 13:22:12 -0700426 /* FINISHME: This is wrong. The constant_value field should
427 * FINISHME: not be modified! Imagine a case where a shader
428 * FINISHME: without an initializer is linked in two different
429 * FINISHME: programs with shaders that have differing
430 * FINISHME: initializers. Linking with the first will
431 * FINISHME: modify the shader, and linking with the second
432 * FINISHME: will fail.
433 */
Eric Anholt8273bd42010-08-04 12:34:56 -0700434 existing->constant_value =
Kenneth Graunked3073f52011-01-21 14:32:31 -0800435 var->constant_value->clone(ralloc_parent(existing), NULL);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700436 }
Chad Versace7528f142010-11-17 14:34:38 -0800437
438 if (existing->invariant != var->invariant) {
439 linker_error_printf(prog, "declarations for %s `%s' have "
440 "mismatching invariant qualifiers\n",
441 mode_string(var), var->name);
442 return false;
443 }
Chad Versace61428dd2011-01-10 15:29:30 -0800444 if (existing->centroid != var->centroid) {
445 linker_error_printf(prog, "declarations for %s `%s' have "
446 "mismatching centroid qualifiers\n",
447 mode_string(var), var->name);
448 return false;
449 }
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700450 } else
Eric Anholt001eee52010-11-05 06:11:24 -0700451 variables.add_variable(var);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700452 }
453 }
454
455 return true;
456}
457
458
Ian Romanick37101922010-06-18 19:02:10 -0700459/**
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700460 * Perform validation of uniforms used across multiple shader stages
461 */
462bool
463cross_validate_uniforms(struct gl_shader_program *prog)
464{
465 return cross_validate_globals(prog, prog->_LinkedShaders,
Ian Romanick3322fba2010-10-14 13:28:42 -0700466 MESA_SHADER_TYPES, true);
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700467}
468
469
470/**
Ian Romanick37101922010-06-18 19:02:10 -0700471 * Validate that outputs from one stage match inputs of another
472 */
473bool
Eric Anholt849e1812010-06-30 11:49:17 -0700474cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
Eric Anholt16b68b12010-06-30 11:05:43 -0700475 gl_shader *producer, gl_shader *consumer)
Ian Romanick37101922010-06-18 19:02:10 -0700476{
477 glsl_symbol_table parameters;
478 /* FINISHME: Figure these out dynamically. */
479 const char *const producer_stage = "vertex";
480 const char *const consumer_stage = "fragment";
481
482 /* Find all shader outputs in the "producer" stage.
483 */
Eric Anholt16b68b12010-06-30 11:05:43 -0700484 foreach_list(node, producer->ir) {
Ian Romanick37101922010-06-18 19:02:10 -0700485 ir_variable *const var = ((ir_instruction *) node)->as_variable();
486
487 /* FINISHME: For geometry shaders, this should also look for inout
488 * FINISHME: variables.
489 */
490 if ((var == NULL) || (var->mode != ir_var_out))
491 continue;
492
Eric Anholt001eee52010-11-05 06:11:24 -0700493 parameters.add_variable(var);
Ian Romanick37101922010-06-18 19:02:10 -0700494 }
495
496
497 /* Find all shader inputs in the "consumer" stage. Any variables that have
498 * matching outputs already in the symbol table must have the same type and
499 * qualifiers.
500 */
Eric Anholt16b68b12010-06-30 11:05:43 -0700501 foreach_list(node, consumer->ir) {
Ian Romanick37101922010-06-18 19:02:10 -0700502 ir_variable *const input = ((ir_instruction *) node)->as_variable();
503
504 /* FINISHME: For geometry shaders, this should also look for inout
505 * FINISHME: variables.
506 */
507 if ((input == NULL) || (input->mode != ir_var_in))
508 continue;
509
510 ir_variable *const output = parameters.get_variable(input->name);
511 if (output != NULL) {
512 /* Check that the types match between stages.
513 */
514 if (input->type != output->type) {
Ian Romanickcb2b5472010-12-13 15:16:39 -0800515 /* There is a bit of a special case for gl_TexCoord. This
516 * built-in is unsized by default. Appliations that variable
517 * access it must redeclare it with a size. There is some
518 * language in the GLSL spec that implies the fragment shader
519 * and vertex shader do not have to agree on this size. Other
520 * driver behave this way, and one or two applications seem to
521 * rely on it.
522 *
523 * Neither declaration needs to be modified here because the array
524 * sizes are fixed later when update_array_sizes is called.
525 *
526 * From page 48 (page 54 of the PDF) of the GLSL 1.10 spec:
527 *
528 * "Unlike user-defined varying variables, the built-in
529 * varying variables don't have a strict one-to-one
530 * correspondence between the vertex language and the
531 * fragment language."
532 */
533 if (!output->type->is_array()
534 || (strncmp("gl_", output->name, 3) != 0)) {
535 linker_error_printf(prog,
536 "%s shader output `%s' declared as "
537 "type `%s', but %s shader input declared "
538 "as type `%s'\n",
539 producer_stage, output->name,
540 output->type->name,
541 consumer_stage, input->type->name);
542 return false;
543 }
Ian Romanick37101922010-06-18 19:02:10 -0700544 }
545
546 /* Check that all of the qualifiers match between stages.
547 */
548 if (input->centroid != output->centroid) {
Ian Romanickf36460e2010-06-23 12:07:22 -0700549 linker_error_printf(prog,
550 "%s shader output `%s' %s centroid qualifier, "
551 "but %s shader input %s centroid qualifier\n",
552 producer_stage,
553 output->name,
554 (output->centroid) ? "has" : "lacks",
555 consumer_stage,
556 (input->centroid) ? "has" : "lacks");
Ian Romanick37101922010-06-18 19:02:10 -0700557 return false;
558 }
559
560 if (input->invariant != output->invariant) {
Ian Romanickf36460e2010-06-23 12:07:22 -0700561 linker_error_printf(prog,
562 "%s shader output `%s' %s invariant qualifier, "
563 "but %s shader input %s invariant qualifier\n",
564 producer_stage,
565 output->name,
566 (output->invariant) ? "has" : "lacks",
567 consumer_stage,
568 (input->invariant) ? "has" : "lacks");
Ian Romanick37101922010-06-18 19:02:10 -0700569 return false;
570 }
571
572 if (input->interpolation != output->interpolation) {
Ian Romanickf36460e2010-06-23 12:07:22 -0700573 linker_error_printf(prog,
574 "%s shader output `%s' specifies %s "
575 "interpolation qualifier, "
576 "but %s shader input specifies %s "
577 "interpolation qualifier\n",
578 producer_stage,
579 output->name,
580 output->interpolation_string(),
581 consumer_stage,
582 input->interpolation_string());
Ian Romanick37101922010-06-18 19:02:10 -0700583 return false;
584 }
585 }
586 }
587
588 return true;
589}
590
591
Ian Romanick3fb87872010-07-09 14:09:34 -0700592/**
593 * Populates a shaders symbol table with all global declarations
594 */
595static void
596populate_symbol_table(gl_shader *sh)
597{
598 sh->symbols = new(sh) glsl_symbol_table;
599
600 foreach_list(node, sh->ir) {
601 ir_instruction *const inst = (ir_instruction *) node;
602 ir_variable *var;
603 ir_function *func;
604
605 if ((func = inst->as_function()) != NULL) {
Eric Anholte8f5ebf2010-11-05 06:08:45 -0700606 sh->symbols->add_function(func);
Ian Romanick3fb87872010-07-09 14:09:34 -0700607 } else if ((var = inst->as_variable()) != NULL) {
Eric Anholt001eee52010-11-05 06:11:24 -0700608 sh->symbols->add_variable(var);
Ian Romanick3fb87872010-07-09 14:09:34 -0700609 }
610 }
611}
612
613
614/**
Ian Romanick31a97862010-07-12 18:48:50 -0700615 * Remap variables referenced in an instruction tree
616 *
617 * This is used when instruction trees are cloned from one shader and placed in
618 * another. These trees will contain references to \c ir_variable nodes that
619 * do not exist in the target shader. This function finds these \c ir_variable
620 * references and replaces the references with matching variables in the target
621 * shader.
622 *
623 * If there is no matching variable in the target shader, a clone of the
624 * \c ir_variable is made and added to the target shader. The new variable is
625 * added to \b both the instruction stream and the symbol table.
626 *
627 * \param inst IR tree that is to be processed.
628 * \param symbols Symbol table containing global scope symbols in the
629 * linked shader.
630 * \param instructions Instruction stream where new variable declarations
631 * should be added.
632 */
633void
Eric Anholt8273bd42010-08-04 12:34:56 -0700634remap_variables(ir_instruction *inst, struct gl_shader *target,
635 hash_table *temps)
Ian Romanick31a97862010-07-12 18:48:50 -0700636{
637 class remap_visitor : public ir_hierarchical_visitor {
638 public:
Eric Anholt8273bd42010-08-04 12:34:56 -0700639 remap_visitor(struct gl_shader *target,
Ian Romanick7e2aa912010-07-19 17:12:42 -0700640 hash_table *temps)
Ian Romanick31a97862010-07-12 18:48:50 -0700641 {
Eric Anholt8273bd42010-08-04 12:34:56 -0700642 this->target = target;
643 this->symbols = target->symbols;
644 this->instructions = target->ir;
Ian Romanick7e2aa912010-07-19 17:12:42 -0700645 this->temps = temps;
Ian Romanick31a97862010-07-12 18:48:50 -0700646 }
647
648 virtual ir_visitor_status visit(ir_dereference_variable *ir)
649 {
Ian Romanick7e2aa912010-07-19 17:12:42 -0700650 if (ir->var->mode == ir_var_temporary) {
651 ir_variable *var = (ir_variable *) hash_table_find(temps, ir->var);
652
653 assert(var != NULL);
654 ir->var = var;
655 return visit_continue;
656 }
657
Ian Romanick31a97862010-07-12 18:48:50 -0700658 ir_variable *const existing =
659 this->symbols->get_variable(ir->var->name);
660 if (existing != NULL)
661 ir->var = existing;
662 else {
Eric Anholt8273bd42010-08-04 12:34:56 -0700663 ir_variable *copy = ir->var->clone(this->target, NULL);
Ian Romanick31a97862010-07-12 18:48:50 -0700664
Eric Anholt001eee52010-11-05 06:11:24 -0700665 this->symbols->add_variable(copy);
Ian Romanick31a97862010-07-12 18:48:50 -0700666 this->instructions->push_head(copy);
Ian Romanick7e2aa912010-07-19 17:12:42 -0700667 ir->var = copy;
Ian Romanick31a97862010-07-12 18:48:50 -0700668 }
669
670 return visit_continue;
671 }
672
673 private:
Eric Anholt8273bd42010-08-04 12:34:56 -0700674 struct gl_shader *target;
Ian Romanick31a97862010-07-12 18:48:50 -0700675 glsl_symbol_table *symbols;
676 exec_list *instructions;
Ian Romanick7e2aa912010-07-19 17:12:42 -0700677 hash_table *temps;
Ian Romanick31a97862010-07-12 18:48:50 -0700678 };
679
Eric Anholt8273bd42010-08-04 12:34:56 -0700680 remap_visitor v(target, temps);
Ian Romanick31a97862010-07-12 18:48:50 -0700681
682 inst->accept(&v);
683}
684
685
686/**
687 * Move non-declarations from one instruction stream to another
688 *
689 * The intended usage pattern of this function is to pass the pointer to the
Eric Anholt62c47632010-07-29 13:52:25 -0700690 * 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 -0700691 * pointer) for \c last and \c false for \c make_copies on the first
692 * call. Successive calls pass the return value of the previous call for
693 * \c last and \c true for \c make_copies.
694 *
695 * \param instructions Source instruction stream
696 * \param last Instruction after which new instructions should be
697 * inserted in the target instruction stream
698 * \param make_copies Flag selecting whether instructions in \c instructions
699 * should be copied (via \c ir_instruction::clone) into the
700 * target list or moved.
701 *
702 * \return
703 * The new "last" instruction in the target instruction stream. This pointer
704 * is suitable for use as the \c last parameter of a later call to this
705 * function.
706 */
707exec_node *
708move_non_declarations(exec_list *instructions, exec_node *last,
709 bool make_copies, gl_shader *target)
710{
Ian Romanick7e2aa912010-07-19 17:12:42 -0700711 hash_table *temps = NULL;
712
713 if (make_copies)
714 temps = hash_table_ctor(0, hash_table_pointer_hash,
715 hash_table_pointer_compare);
716
Ian Romanick303c99f2010-07-19 12:34:56 -0700717 foreach_list_safe(node, instructions) {
Ian Romanick31a97862010-07-12 18:48:50 -0700718 ir_instruction *inst = (ir_instruction *) node;
719
Ian Romanick7e2aa912010-07-19 17:12:42 -0700720 if (inst->as_function())
Ian Romanick31a97862010-07-12 18:48:50 -0700721 continue;
722
Ian Romanick7e2aa912010-07-19 17:12:42 -0700723 ir_variable *var = inst->as_variable();
724 if ((var != NULL) && (var->mode != ir_var_temporary))
725 continue;
726
727 assert(inst->as_assignment()
728 || ((var != NULL) && (var->mode == ir_var_temporary)));
Ian Romanick31a97862010-07-12 18:48:50 -0700729
730 if (make_copies) {
Eric Anholt8273bd42010-08-04 12:34:56 -0700731 inst = inst->clone(target, NULL);
Ian Romanick7e2aa912010-07-19 17:12:42 -0700732
733 if (var != NULL)
734 hash_table_insert(temps, inst, var);
735 else
Eric Anholt8273bd42010-08-04 12:34:56 -0700736 remap_variables(inst, target, temps);
Ian Romanick31a97862010-07-12 18:48:50 -0700737 } else {
738 inst->remove();
739 }
740
741 last->insert_after(inst);
742 last = inst;
743 }
744
Ian Romanick7e2aa912010-07-19 17:12:42 -0700745 if (make_copies)
746 hash_table_dtor(temps);
747
Ian Romanick31a97862010-07-12 18:48:50 -0700748 return last;
749}
750
751/**
Ian Romanick15ce87e2010-07-09 15:28:22 -0700752 * Get the function signature for main from a shader
753 */
754static ir_function_signature *
755get_main_function_signature(gl_shader *sh)
756{
757 ir_function *const f = sh->symbols->get_function("main");
758 if (f != NULL) {
759 exec_list void_parameters;
760
761 /* Look for the 'void main()' signature and ensure that it's defined.
762 * This keeps the linker from accidentally pick a shader that just
763 * contains a prototype for main.
764 *
765 * We don't have to check for multiple definitions of main (in multiple
766 * shaders) because that would have already been caught above.
767 */
768 ir_function_signature *sig = f->matching_signature(&void_parameters);
769 if ((sig != NULL) && sig->is_defined) {
770 return sig;
771 }
772 }
773
774 return NULL;
775}
776
777
778/**
Ian Romanick3fb87872010-07-09 14:09:34 -0700779 * Combine a group of shaders for a single stage to generate a linked shader
780 *
781 * \note
782 * If this function is supplied a single shader, it is cloned, and the new
783 * shader is returned.
784 */
785static struct gl_shader *
Kenneth Graunke2da02e72010-11-17 11:03:57 -0800786link_intrastage_shaders(void *mem_ctx,
787 struct gl_context *ctx,
Eric Anholt5d0f4302010-08-18 12:02:35 -0700788 struct gl_shader_program *prog,
Ian Romanick3fb87872010-07-09 14:09:34 -0700789 struct gl_shader **shader_list,
790 unsigned num_shaders)
791{
Ian Romanick13f782c2010-06-29 18:53:38 -0700792 /* Check that global variables defined in multiple shaders are consistent.
793 */
794 if (!cross_validate_globals(prog, shader_list, num_shaders, false))
795 return NULL;
796
797 /* Check that there is only a single definition of each function signature
798 * across all shaders.
799 */
800 for (unsigned i = 0; i < (num_shaders - 1); i++) {
801 foreach_list(node, shader_list[i]->ir) {
802 ir_function *const f = ((ir_instruction *) node)->as_function();
803
804 if (f == NULL)
805 continue;
806
807 for (unsigned j = i + 1; j < num_shaders; j++) {
808 ir_function *const other =
809 shader_list[j]->symbols->get_function(f->name);
810
811 /* If the other shader has no function (and therefore no function
812 * signatures) with the same name, skip to the next shader.
813 */
814 if (other == NULL)
815 continue;
816
817 foreach_iter (exec_list_iterator, iter, *f) {
818 ir_function_signature *sig =
819 (ir_function_signature *) iter.get();
820
Kenneth Graunkef412fac2010-09-05 01:48:11 -0700821 if (!sig->is_defined || sig->is_builtin)
Ian Romanick13f782c2010-06-29 18:53:38 -0700822 continue;
823
824 ir_function_signature *other_sig =
825 other->exact_matching_signature(& sig->parameters);
826
827 if ((other_sig != NULL) && other_sig->is_defined
Kenneth Graunkef412fac2010-09-05 01:48:11 -0700828 && !other_sig->is_builtin) {
Ian Romanick13f782c2010-06-29 18:53:38 -0700829 linker_error_printf(prog,
830 "function `%s' is multiply defined",
831 f->name);
832 return NULL;
833 }
834 }
835 }
836 }
837 }
838
839 /* Find the shader that defines main, and make a clone of it.
840 *
841 * Starting with the clone, search for undefined references. If one is
842 * found, find the shader that defines it. Clone the reference and add
843 * it to the shader. Repeat until there are no undefined references or
844 * until a reference cannot be resolved.
845 */
Ian Romanick15ce87e2010-07-09 15:28:22 -0700846 gl_shader *main = NULL;
847 for (unsigned i = 0; i < num_shaders; i++) {
848 if (get_main_function_signature(shader_list[i]) != NULL) {
849 main = shader_list[i];
850 break;
851 }
852 }
Ian Romanick13f782c2010-06-29 18:53:38 -0700853
Ian Romanick15ce87e2010-07-09 15:28:22 -0700854 if (main == NULL) {
855 linker_error_printf(prog, "%s shader lacks `main'\n",
856 (shader_list[0]->Type == GL_VERTEX_SHADER)
857 ? "vertex" : "fragment");
858 return NULL;
859 }
860
Ian Romanick4a455952010-10-13 15:13:02 -0700861 gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
Ian Romanick15ce87e2010-07-09 15:28:22 -0700862 linked->ir = new(linked) exec_list;
Kenneth Graunke2da02e72010-11-17 11:03:57 -0800863 clone_ir_list(mem_ctx, linked->ir, main->ir);
Ian Romanick15ce87e2010-07-09 15:28:22 -0700864
865 populate_symbol_table(linked);
Ian Romanick13f782c2010-06-29 18:53:38 -0700866
Ian Romanick31a97862010-07-12 18:48:50 -0700867 /* The a pointer to the main function in the final linked shader (i.e., the
868 * copy of the original shader that contained the main function).
869 */
870 ir_function_signature *const main_sig = get_main_function_signature(linked);
871
872 /* Move any instructions other than variable declarations or function
873 * declarations into main.
874 */
Ian Romanick9303e352010-07-19 12:33:54 -0700875 exec_node *insertion_point =
876 move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false,
877 linked);
878
Ian Romanick31a97862010-07-12 18:48:50 -0700879 for (unsigned i = 0; i < num_shaders; i++) {
Ian Romanick9303e352010-07-19 12:33:54 -0700880 if (shader_list[i] == main)
881 continue;
882
Ian Romanick31a97862010-07-12 18:48:50 -0700883 insertion_point = move_non_declarations(shader_list[i]->ir,
Ian Romanick9303e352010-07-19 12:33:54 -0700884 insertion_point, true, linked);
Ian Romanick31a97862010-07-12 18:48:50 -0700885 }
886
Ian Romanick13f782c2010-06-29 18:53:38 -0700887 /* Resolve initializers for global variables in the linked shader.
888 */
Ian Romanickd5be2ac2010-07-20 11:29:46 -0700889 unsigned num_linking_shaders = num_shaders;
890 for (unsigned i = 0; i < num_shaders; i++)
891 num_linking_shaders += shader_list[i]->num_builtins_to_link;
892
893 gl_shader **linking_shaders =
894 (gl_shader **) calloc(num_linking_shaders, sizeof(gl_shader *));
895
896 memcpy(linking_shaders, shader_list,
897 sizeof(linking_shaders[0]) * num_shaders);
898
899 unsigned idx = num_shaders;
900 for (unsigned i = 0; i < num_shaders; i++) {
901 memcpy(&linking_shaders[idx], shader_list[i]->builtins_to_link,
902 sizeof(linking_shaders[0]) * shader_list[i]->num_builtins_to_link);
903 idx += shader_list[i]->num_builtins_to_link;
904 }
905
906 assert(idx == num_linking_shaders);
907
Ian Romanick4a455952010-10-13 15:13:02 -0700908 if (!link_function_calls(prog, linked, linking_shaders,
909 num_linking_shaders)) {
910 ctx->Driver.DeleteShader(ctx, linked);
911 linked = NULL;
912 }
Ian Romanickd5be2ac2010-07-20 11:29:46 -0700913
914 free(linking_shaders);
Ian Romanick3fb87872010-07-09 14:09:34 -0700915
Ian Romanickc87e9ef2011-01-25 12:04:08 -0800916 /* Make a pass over all variable declarations to ensure that arrays with
Ian Romanick6f539212010-12-07 18:30:33 -0800917 * unspecified sizes have a size specified. The size is inferred from the
918 * max_array_access field.
919 */
Ian Romanick002cd2c2010-12-07 19:00:44 -0800920 if (linked != NULL) {
Ian Romanickc87e9ef2011-01-25 12:04:08 -0800921 class array_sizing_visitor : public ir_hierarchical_visitor {
922 public:
923 virtual ir_visitor_status visit(ir_variable *var)
924 {
925 if (var->type->is_array() && (var->type->length == 0)) {
926 const glsl_type *type =
927 glsl_type::get_array_instance(var->type->fields.array,
928 var->max_array_access);
Ian Romanick6f539212010-12-07 18:30:33 -0800929
Ian Romanickc87e9ef2011-01-25 12:04:08 -0800930 assert(type != NULL);
931 var->type = type;
932 }
Ian Romanick6f539212010-12-07 18:30:33 -0800933
Ian Romanickc87e9ef2011-01-25 12:04:08 -0800934 return visit_continue;
935 }
936 } v;
Ian Romanick6f539212010-12-07 18:30:33 -0800937
Ian Romanickc87e9ef2011-01-25 12:04:08 -0800938 v.run(linked->ir);
Ian Romanick6f539212010-12-07 18:30:33 -0800939 }
940
Ian Romanick3fb87872010-07-09 14:09:34 -0700941 return linked;
942}
943
944
Ian Romanick019a59b2010-06-21 16:10:42 -0700945struct uniform_node {
946 exec_node link;
947 struct gl_uniform *u;
948 unsigned slots;
949};
950
Eric Anholta721abf2010-08-23 10:32:01 -0700951/**
952 * Update the sizes of linked shader uniform arrays to the maximum
953 * array index used.
954 *
955 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
956 *
957 * If one or more elements of an array are active,
958 * GetActiveUniform will return the name of the array in name,
959 * subject to the restrictions listed above. The type of the array
960 * is returned in type. The size parameter contains the highest
961 * array element index used, plus one. The compiler or linker
962 * determines the highest index used. There will be only one
963 * active uniform reported by the GL per uniform array.
964
965 */
966static void
Eric Anholt586b4b52010-09-28 14:32:16 -0700967update_array_sizes(struct gl_shader_program *prog)
Eric Anholta721abf2010-08-23 10:32:01 -0700968{
Ian Romanick3322fba2010-10-14 13:28:42 -0700969 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
970 if (prog->_LinkedShaders[i] == NULL)
971 continue;
972
Eric Anholta721abf2010-08-23 10:32:01 -0700973 foreach_list(node, prog->_LinkedShaders[i]->ir) {
974 ir_variable *const var = ((ir_instruction *) node)->as_variable();
975
Eric Anholt586b4b52010-09-28 14:32:16 -0700976 if ((var == NULL) || (var->mode != ir_var_uniform &&
977 var->mode != ir_var_in &&
978 var->mode != ir_var_out) ||
Eric Anholta721abf2010-08-23 10:32:01 -0700979 !var->type->is_array())
980 continue;
981
982 unsigned int size = var->max_array_access;
Ian Romanick3322fba2010-10-14 13:28:42 -0700983 for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
984 if (prog->_LinkedShaders[j] == NULL)
985 continue;
986
Eric Anholta721abf2010-08-23 10:32:01 -0700987 foreach_list(node2, prog->_LinkedShaders[j]->ir) {
988 ir_variable *other_var = ((ir_instruction *) node2)->as_variable();
989 if (!other_var)
990 continue;
991
992 if (strcmp(var->name, other_var->name) == 0 &&
993 other_var->max_array_access > size) {
994 size = other_var->max_array_access;
995 }
996 }
997 }
Eric Anholt586b4b52010-09-28 14:32:16 -0700998
Eric Anholta721abf2010-08-23 10:32:01 -0700999 if (size + 1 != var->type->fields.array->length) {
1000 var->type = glsl_type::get_array_instance(var->type->fields.array,
1001 size + 1);
1002 /* FINISHME: We should update the types of array
1003 * dereferences of this variable now.
1004 */
1005 }
1006 }
1007 }
1008}
1009
Eric Anholt45388b52010-08-24 13:51:35 -07001010static void
1011add_uniform(void *mem_ctx, exec_list *uniforms, struct hash_table *ht,
1012 const char *name, const glsl_type *type, GLenum shader_type,
1013 unsigned *next_shader_pos, unsigned *total_uniforms)
1014{
1015 if (type->is_record()) {
1016 for (unsigned int i = 0; i < type->length; i++) {
1017 const glsl_type *field_type = type->fields.structure[i].type;
Kenneth Graunked3073f52011-01-21 14:32:31 -08001018 char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
Eric Anholt45388b52010-08-24 13:51:35 -07001019 type->fields.structure[i].name);
1020
1021 add_uniform(mem_ctx, uniforms, ht, field_name, field_type,
1022 shader_type, next_shader_pos, total_uniforms);
1023 }
1024 } else {
1025 uniform_node *n = (uniform_node *) hash_table_find(ht, name);
1026 unsigned int vec4_slots;
1027 const glsl_type *array_elem_type = NULL;
1028
1029 if (type->is_array()) {
1030 array_elem_type = type->fields.array;
1031 /* Array of structures. */
1032 if (array_elem_type->is_record()) {
1033 for (unsigned int i = 0; i < type->length; i++) {
Kenneth Graunked3073f52011-01-21 14:32:31 -08001034 char *elem_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
Eric Anholt45388b52010-08-24 13:51:35 -07001035 add_uniform(mem_ctx, uniforms, ht, elem_name, array_elem_type,
1036 shader_type, next_shader_pos, total_uniforms);
1037 }
1038 return;
1039 }
1040 }
1041
1042 /* Fix the storage size of samplers at 1 vec4 each. Be sure to pad out
1043 * vectors to vec4 slots.
1044 */
1045 if (type->is_array()) {
1046 if (array_elem_type->is_sampler())
1047 vec4_slots = type->length;
1048 else
1049 vec4_slots = type->length * array_elem_type->matrix_columns;
1050 } else if (type->is_sampler()) {
1051 vec4_slots = 1;
1052 } else {
1053 vec4_slots = type->matrix_columns;
1054 }
1055
1056 if (n == NULL) {
1057 n = (uniform_node *) calloc(1, sizeof(struct uniform_node));
1058 n->u = (gl_uniform *) calloc(1, sizeof(struct gl_uniform));
1059 n->slots = vec4_slots;
1060
1061 n->u->Name = strdup(name);
Eric Anholt0924ba02010-08-24 14:27:27 -07001062 n->u->Type = type;
Eric Anholt45388b52010-08-24 13:51:35 -07001063 n->u->VertPos = -1;
1064 n->u->FragPos = -1;
1065 n->u->GeomPos = -1;
1066 (*total_uniforms)++;
1067
1068 hash_table_insert(ht, n, name);
1069 uniforms->push_tail(& n->link);
1070 }
1071
1072 switch (shader_type) {
1073 case GL_VERTEX_SHADER:
1074 n->u->VertPos = *next_shader_pos;
1075 break;
1076 case GL_FRAGMENT_SHADER:
1077 n->u->FragPos = *next_shader_pos;
1078 break;
1079 case GL_GEOMETRY_SHADER:
1080 n->u->GeomPos = *next_shader_pos;
1081 break;
1082 }
1083
1084 (*next_shader_pos) += vec4_slots;
1085 }
1086}
1087
Ian Romanickabee16e2010-06-21 16:16:05 -07001088void
Eric Anholt849e1812010-06-30 11:49:17 -07001089assign_uniform_locations(struct gl_shader_program *prog)
Ian Romanick019a59b2010-06-21 16:10:42 -07001090{
1091 /* */
1092 exec_list uniforms;
1093 unsigned total_uniforms = 0;
1094 hash_table *ht = hash_table_ctor(32, hash_table_string_hash,
1095 hash_table_string_compare);
Kenneth Graunked3073f52011-01-21 14:32:31 -08001096 void *mem_ctx = ralloc_context(NULL);
Ian Romanick019a59b2010-06-21 16:10:42 -07001097
Ian Romanick3322fba2010-10-14 13:28:42 -07001098 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1099 if (prog->_LinkedShaders[i] == NULL)
1100 continue;
1101
Ian Romanick019a59b2010-06-21 16:10:42 -07001102 unsigned next_position = 0;
1103
Eric Anholt16b68b12010-06-30 11:05:43 -07001104 foreach_list(node, prog->_LinkedShaders[i]->ir) {
Ian Romanick019a59b2010-06-21 16:10:42 -07001105 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1106
1107 if ((var == NULL) || (var->mode != ir_var_uniform))
1108 continue;
1109
Eric Anholt45388b52010-08-24 13:51:35 -07001110 if (strncmp(var->name, "gl_", 3) == 0) {
1111 /* At the moment, we don't allocate uniform locations for
1112 * builtin uniforms. It's permitted by spec, and we'll
1113 * likely switch to doing that at some point, but not yet.
Eric Anholt8d61a232010-08-05 16:00:46 -07001114 */
1115 continue;
1116 }
Ian Romanick019a59b2010-06-21 16:10:42 -07001117
Ian Romanick019a59b2010-06-21 16:10:42 -07001118 var->location = next_position;
Eric Anholt45388b52010-08-24 13:51:35 -07001119 add_uniform(mem_ctx, &uniforms, ht, var->name, var->type,
1120 prog->_LinkedShaders[i]->Type,
1121 &next_position, &total_uniforms);
Ian Romanick019a59b2010-06-21 16:10:42 -07001122 }
1123 }
1124
Kenneth Graunked3073f52011-01-21 14:32:31 -08001125 ralloc_free(mem_ctx);
Eric Anholt45388b52010-08-24 13:51:35 -07001126
Ian Romanick019a59b2010-06-21 16:10:42 -07001127 gl_uniform_list *ul = (gl_uniform_list *)
1128 calloc(1, sizeof(gl_uniform_list));
1129
1130 ul->Size = total_uniforms;
1131 ul->NumUniforms = total_uniforms;
1132 ul->Uniforms = (gl_uniform *) calloc(total_uniforms, sizeof(gl_uniform));
1133
1134 unsigned idx = 0;
1135 uniform_node *next;
1136 for (uniform_node *node = (uniform_node *) uniforms.head
1137 ; node->link.next != NULL
1138 ; node = next) {
1139 next = (uniform_node *) node->link.next;
1140
1141 node->link.remove();
Eric Anholt45388b52010-08-24 13:51:35 -07001142 memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform));
1143 idx++;
Ian Romanick019a59b2010-06-21 16:10:42 -07001144
1145 free(node->u);
1146 free(node);
1147 }
1148
1149 hash_table_dtor(ht);
1150
Ian Romanickabee16e2010-06-21 16:16:05 -07001151 prog->Uniforms = ul;
Ian Romanick019a59b2010-06-21 16:10:42 -07001152}
1153
1154
Ian Romanick69846702010-06-22 17:29:19 -07001155/**
1156 * Find a contiguous set of available bits in a bitmask
1157 *
1158 * \param used_mask Bits representing used (1) and unused (0) locations
1159 * \param needed_count Number of contiguous bits needed.
1160 *
1161 * \return
1162 * Base location of the available bits on success or -1 on failure.
1163 */
1164int
1165find_available_slots(unsigned used_mask, unsigned needed_count)
1166{
1167 unsigned needed_mask = (1 << needed_count) - 1;
1168 const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count;
1169
1170 /* The comparison to 32 is redundant, but without it GCC emits "warning:
1171 * cannot optimize possibly infinite loops" for the loop below.
1172 */
1173 if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32))
1174 return -1;
1175
1176 for (int i = 0; i <= max_bit_to_test; i++) {
1177 if ((needed_mask & ~used_mask) == needed_mask)
1178 return i;
1179
1180 needed_mask <<= 1;
1181 }
1182
1183 return -1;
1184}
1185
1186
1187bool
Eric Anholt849e1812010-06-30 11:49:17 -07001188assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index)
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001189{
Ian Romanick9342d262010-06-22 17:41:37 -07001190 /* Mark invalid attribute locations as being used.
1191 */
1192 unsigned used_locations = (max_attribute_index >= 32)
1193 ? ~0 : ~((1 << max_attribute_index) - 1);
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001194
Eric Anholt16b68b12010-06-30 11:05:43 -07001195 gl_shader *const sh = prog->_LinkedShaders[0];
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001196 assert(sh->Type == GL_VERTEX_SHADER);
1197
Ian Romanick69846702010-06-22 17:29:19 -07001198 /* Operate in a total of four passes.
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001199 *
1200 * 1. Invalidate the location assignments for all vertex shader inputs.
1201 *
1202 * 2. Assign locations for inputs that have user-defined (via
1203 * glBindVertexAttribLocation) locatoins.
1204 *
Ian Romanick69846702010-06-22 17:29:19 -07001205 * 3. Sort the attributes without assigned locations by number of slots
1206 * required in decreasing order. Fragmentation caused by attribute
1207 * locations assigned by the application may prevent large attributes
1208 * from having enough contiguous space.
1209 *
1210 * 4. Assign locations to any inputs without assigned locations.
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001211 */
1212
1213 invalidate_variable_locations(sh, ir_var_in, VERT_ATTRIB_GENERIC0);
1214
Ian Romanick553dcdc2010-06-23 12:14:02 -07001215 if (prog->Attributes != NULL) {
1216 for (unsigned i = 0; i < prog->Attributes->NumParameters; i++) {
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001217 ir_variable *const var =
Ian Romanick553dcdc2010-06-23 12:14:02 -07001218 sh->symbols->get_variable(prog->Attributes->Parameters[i].Name);
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001219
Ian Romanick69846702010-06-22 17:29:19 -07001220 /* Note: attributes that occupy multiple slots, such as arrays or
1221 * matrices, may appear in the attrib array multiple times.
1222 */
1223 if ((var == NULL) || (var->location != -1))
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001224 continue;
1225
Ian Romanick69846702010-06-22 17:29:19 -07001226 /* From page 61 of the OpenGL 4.0 spec:
1227 *
1228 * "LinkProgram will fail if the attribute bindings assigned by
1229 * BindAttribLocation do not leave not enough space to assign a
1230 * location for an active matrix attribute or an active attribute
1231 * array, both of which require multiple contiguous generic
1232 * attributes."
1233 *
1234 * Previous versions of the spec contain similar language but omit the
1235 * bit about attribute arrays.
1236 *
1237 * Page 61 of the OpenGL 4.0 spec also says:
1238 *
1239 * "It is possible for an application to bind more than one
1240 * attribute name to the same location. This is referred to as
1241 * aliasing. This will only work if only one of the aliased
1242 * attributes is active in the executable program, or if no path
1243 * through the shader consumes more than one attribute of a set
1244 * of attributes aliased to the same location. A link error can
1245 * occur if the linker determines that every path through the
1246 * shader consumes multiple aliased attributes, but
1247 * implementations are not required to generate an error in this
1248 * case."
1249 *
1250 * These two paragraphs are either somewhat contradictory, or I don't
1251 * fully understand one or both of them.
1252 */
1253 /* FINISHME: The code as currently written does not support attribute
1254 * FINISHME: location aliasing (see comment above).
1255 */
Ian Romanick553dcdc2010-06-23 12:14:02 -07001256 const int attr = prog->Attributes->Parameters[i].StateIndexes[0];
Ian Romanick69846702010-06-22 17:29:19 -07001257 const unsigned slots = count_attribute_slots(var->type);
1258
1259 /* Mask representing the contiguous slots that will be used by this
1260 * attribute.
1261 */
1262 const unsigned use_mask = (1 << slots) - 1;
1263
1264 /* Generate a link error if the set of bits requested for this
1265 * attribute overlaps any previously allocated bits.
1266 */
1267 if ((~(use_mask << attr) & used_locations) != used_locations) {
Ian Romanick553dcdc2010-06-23 12:14:02 -07001268 linker_error_printf(prog,
1269 "insufficient contiguous attribute locations "
1270 "available for vertex shader input `%s'",
1271 var->name);
Ian Romanick69846702010-06-22 17:29:19 -07001272 return false;
1273 }
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001274
1275 var->location = VERT_ATTRIB_GENERIC0 + attr;
Ian Romanick69846702010-06-22 17:29:19 -07001276 used_locations |= (use_mask << attr);
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001277 }
1278 }
1279
Ian Romanick69846702010-06-22 17:29:19 -07001280 /* Temporary storage for the set of attributes that need locations assigned.
1281 */
1282 struct temp_attr {
1283 unsigned slots;
1284 ir_variable *var;
1285
1286 /* Used below in the call to qsort. */
1287 static int compare(const void *a, const void *b)
1288 {
1289 const temp_attr *const l = (const temp_attr *) a;
1290 const temp_attr *const r = (const temp_attr *) b;
1291
1292 /* Reversed because we want a descending order sort below. */
1293 return r->slots - l->slots;
1294 }
1295 } to_assign[16];
1296
1297 unsigned num_attr = 0;
1298
Eric Anholt16b68b12010-06-30 11:05:43 -07001299 foreach_list(node, sh->ir) {
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001300 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1301
1302 if ((var == NULL) || (var->mode != ir_var_in))
1303 continue;
1304
Ian Romanick68a4fc92010-10-07 17:21:22 -07001305 if (var->explicit_location) {
1306 const unsigned slots = count_attribute_slots(var->type);
1307 const unsigned use_mask = (1 << slots) - 1;
1308 const int attr = var->location - VERT_ATTRIB_GENERIC0;
1309
1310 if ((var->location >= (int)(max_attribute_index + VERT_ATTRIB_GENERIC0))
1311 || (var->location < 0)) {
1312 linker_error_printf(prog,
1313 "invalid explicit location %d specified for "
1314 "`%s'\n",
1315 (var->location < 0) ? var->location : attr,
1316 var->name);
1317 return false;
1318 } else if (var->location >= VERT_ATTRIB_GENERIC0) {
1319 used_locations |= (use_mask << attr);
1320 }
1321 }
1322
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001323 /* The location was explicitly assigned, nothing to do here.
1324 */
1325 if (var->location != -1)
1326 continue;
1327
Ian Romanick69846702010-06-22 17:29:19 -07001328 to_assign[num_attr].slots = count_attribute_slots(var->type);
1329 to_assign[num_attr].var = var;
1330 num_attr++;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001331 }
Ian Romanick69846702010-06-22 17:29:19 -07001332
1333 /* If all of the attributes were assigned locations by the application (or
1334 * are built-in attributes with fixed locations), return early. This should
1335 * be the common case.
1336 */
1337 if (num_attr == 0)
1338 return true;
1339
1340 qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
1341
Ian Romanick982e3792010-06-29 18:58:20 -07001342 /* VERT_ATTRIB_GENERIC0 is a psdueo-alias for VERT_ATTRIB_POS. It can only
1343 * be explicitly assigned by via glBindAttribLocation. Mark it as reserved
1344 * to prevent it from being automatically allocated below.
1345 */
Ian Romanickc33e78f2010-08-13 12:30:41 -07001346 find_deref_visitor find("gl_Vertex");
1347 find.run(sh->ir);
1348 if (find.variable_found())
1349 used_locations |= (1 << 0);
Ian Romanick982e3792010-06-29 18:58:20 -07001350
Ian Romanick69846702010-06-22 17:29:19 -07001351 for (unsigned i = 0; i < num_attr; i++) {
1352 /* Mask representing the contiguous slots that will be used by this
1353 * attribute.
1354 */
1355 const unsigned use_mask = (1 << to_assign[i].slots) - 1;
1356
1357 int location = find_available_slots(used_locations, to_assign[i].slots);
1358
1359 if (location < 0) {
Ian Romanick553dcdc2010-06-23 12:14:02 -07001360 linker_error_printf(prog,
1361 "insufficient contiguous attribute locations "
1362 "available for vertex shader input `%s'",
1363 to_assign[i].var->name);
Ian Romanick69846702010-06-22 17:29:19 -07001364 return false;
1365 }
1366
1367 to_assign[i].var->location = VERT_ATTRIB_GENERIC0 + location;
1368 used_locations |= (use_mask << location);
1369 }
1370
1371 return true;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001372}
1373
1374
Ian Romanick40e114b2010-08-17 14:55:50 -07001375/**
Ian Romanickcc90e622010-10-19 17:59:10 -07001376 * Demote shader inputs and outputs that are not used in other stages
Ian Romanick40e114b2010-08-17 14:55:50 -07001377 */
1378void
Ian Romanickcc90e622010-10-19 17:59:10 -07001379demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
Ian Romanick40e114b2010-08-17 14:55:50 -07001380{
1381 foreach_list(node, sh->ir) {
1382 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1383
Ian Romanickcc90e622010-10-19 17:59:10 -07001384 if ((var == NULL) || (var->mode != int(mode)))
Ian Romanick40e114b2010-08-17 14:55:50 -07001385 continue;
1386
Ian Romanickcc90e622010-10-19 17:59:10 -07001387 /* A shader 'in' or 'out' variable is only really an input or output if
1388 * its value is used by other shader stages. This will cause the variable
1389 * to have a location assigned.
Ian Romanick40e114b2010-08-17 14:55:50 -07001390 */
1391 if (var->location == -1) {
1392 var->mode = ir_var_auto;
1393 }
1394 }
1395}
1396
1397
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001398void
Eric Anholtb7062832010-07-28 13:52:23 -07001399assign_varying_locations(struct gl_shader_program *prog,
1400 gl_shader *producer, gl_shader *consumer)
Ian Romanick0e59b262010-06-23 11:23:01 -07001401{
1402 /* FINISHME: Set dynamically when geometry shader support is added. */
1403 unsigned output_index = VERT_RESULT_VAR0;
1404 unsigned input_index = FRAG_ATTRIB_VAR0;
1405
1406 /* Operate in a total of three passes.
1407 *
1408 * 1. Assign locations for any matching inputs and outputs.
1409 *
1410 * 2. Mark output variables in the producer that do not have locations as
1411 * not being outputs. This lets the optimizer eliminate them.
1412 *
1413 * 3. Mark input variables in the consumer that do not have locations as
1414 * not being inputs. This lets the optimizer eliminate them.
1415 */
1416
1417 invalidate_variable_locations(producer, ir_var_out, VERT_RESULT_VAR0);
1418 invalidate_variable_locations(consumer, ir_var_in, FRAG_ATTRIB_VAR0);
1419
Eric Anholt16b68b12010-06-30 11:05:43 -07001420 foreach_list(node, producer->ir) {
Ian Romanick0e59b262010-06-23 11:23:01 -07001421 ir_variable *const output_var = ((ir_instruction *) node)->as_variable();
1422
1423 if ((output_var == NULL) || (output_var->mode != ir_var_out)
1424 || (output_var->location != -1))
1425 continue;
1426
1427 ir_variable *const input_var =
1428 consumer->symbols->get_variable(output_var->name);
1429
1430 if ((input_var == NULL) || (input_var->mode != ir_var_in))
1431 continue;
1432
1433 assert(input_var->location == -1);
1434
Ian Romanick0e59b262010-06-23 11:23:01 -07001435 output_var->location = output_index;
1436 input_var->location = input_index;
1437
Ian Romanickdf869d92010-08-30 15:37:44 -07001438 /* FINISHME: Support for "varying" records in GLSL 1.50. */
1439 assert(!output_var->type->is_record());
1440
1441 if (output_var->type->is_array()) {
1442 const unsigned slots = output_var->type->length
1443 * output_var->type->fields.array->matrix_columns;
1444
1445 output_index += slots;
1446 input_index += slots;
1447 } else {
1448 const unsigned slots = output_var->type->matrix_columns;
1449
1450 output_index += slots;
1451 input_index += slots;
1452 }
Ian Romanick0e59b262010-06-23 11:23:01 -07001453 }
1454
Eric Anholt16b68b12010-06-30 11:05:43 -07001455 foreach_list(node, consumer->ir) {
Ian Romanick0e59b262010-06-23 11:23:01 -07001456 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1457
1458 if ((var == NULL) || (var->mode != ir_var_in))
1459 continue;
1460
Eric Anholtb7062832010-07-28 13:52:23 -07001461 if (var->location == -1) {
1462 if (prog->Version <= 120) {
1463 /* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec:
1464 *
1465 * Only those varying variables used (i.e. read) in
1466 * the fragment shader executable must be written to
1467 * by the vertex shader executable; declaring
1468 * superfluous varying variables in a vertex shader is
1469 * permissible.
1470 *
1471 * We interpret this text as meaning that the VS must
1472 * write the variable for the FS to read it. See
1473 * "glsl1-varying read but not written" in piglit.
1474 */
1475
1476 linker_error_printf(prog, "fragment shader varying %s not written "
1477 "by vertex shader\n.", var->name);
1478 prog->LinkStatus = false;
1479 }
1480
1481 /* An 'in' variable is only really a shader input if its
1482 * value is written by the previous stage.
1483 */
Eric Anholtb7062832010-07-28 13:52:23 -07001484 var->mode = ir_var_auto;
1485 }
Ian Romanick0e59b262010-06-23 11:23:01 -07001486 }
1487}
1488
1489
1490void
Kristian Høgsbergf9995b32010-10-12 12:26:10 -04001491link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
Ian Romanick832dfa52010-06-17 15:04:20 -07001492{
Kenneth Graunked3073f52011-01-21 14:32:31 -08001493 void *mem_ctx = ralloc_context(NULL); // temporary linker context
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001494
Ian Romanick832dfa52010-06-17 15:04:20 -07001495 prog->LinkStatus = false;
1496 prog->Validated = false;
1497 prog->_Used = false;
1498
Ian Romanickf36460e2010-06-23 12:07:22 -07001499 if (prog->InfoLog != NULL)
Kenneth Graunked3073f52011-01-21 14:32:31 -08001500 ralloc_free(prog->InfoLog);
Ian Romanickf36460e2010-06-23 12:07:22 -07001501
Kenneth Graunked3073f52011-01-21 14:32:31 -08001502 prog->InfoLog = ralloc_strdup(NULL, "");
Ian Romanickf36460e2010-06-23 12:07:22 -07001503
Ian Romanick832dfa52010-06-17 15:04:20 -07001504 /* Separate the shaders into groups based on their type.
1505 */
Eric Anholt16b68b12010-06-30 11:05:43 -07001506 struct gl_shader **vert_shader_list;
Ian Romanick832dfa52010-06-17 15:04:20 -07001507 unsigned num_vert_shaders = 0;
Eric Anholt16b68b12010-06-30 11:05:43 -07001508 struct gl_shader **frag_shader_list;
Ian Romanick832dfa52010-06-17 15:04:20 -07001509 unsigned num_frag_shaders = 0;
1510
Eric Anholt16b68b12010-06-30 11:05:43 -07001511 vert_shader_list = (struct gl_shader **)
1512 calloc(2 * prog->NumShaders, sizeof(struct gl_shader *));
Ian Romanick832dfa52010-06-17 15:04:20 -07001513 frag_shader_list = &vert_shader_list[prog->NumShaders];
1514
Ian Romanick25f51d32010-07-16 15:51:50 -07001515 unsigned min_version = UINT_MAX;
1516 unsigned max_version = 0;
Ian Romanick832dfa52010-06-17 15:04:20 -07001517 for (unsigned i = 0; i < prog->NumShaders; i++) {
Ian Romanick25f51d32010-07-16 15:51:50 -07001518 min_version = MIN2(min_version, prog->Shaders[i]->Version);
1519 max_version = MAX2(max_version, prog->Shaders[i]->Version);
1520
Ian Romanick832dfa52010-06-17 15:04:20 -07001521 switch (prog->Shaders[i]->Type) {
1522 case GL_VERTEX_SHADER:
1523 vert_shader_list[num_vert_shaders] = prog->Shaders[i];
1524 num_vert_shaders++;
1525 break;
1526 case GL_FRAGMENT_SHADER:
1527 frag_shader_list[num_frag_shaders] = prog->Shaders[i];
1528 num_frag_shaders++;
1529 break;
1530 case GL_GEOMETRY_SHADER:
1531 /* FINISHME: Support geometry shaders. */
1532 assert(prog->Shaders[i]->Type != GL_GEOMETRY_SHADER);
1533 break;
1534 }
1535 }
1536
Ian Romanick25f51d32010-07-16 15:51:50 -07001537 /* Previous to GLSL version 1.30, different compilation units could mix and
1538 * match shading language versions. With GLSL 1.30 and later, the versions
1539 * of all shaders must match.
1540 */
Kenneth Graunke5a81d052010-08-31 09:33:58 -07001541 assert(min_version >= 100);
Ian Romanick25f51d32010-07-16 15:51:50 -07001542 assert(max_version <= 130);
Kenneth Graunke5a81d052010-08-31 09:33:58 -07001543 if ((max_version >= 130 || min_version == 100)
1544 && min_version != max_version) {
Ian Romanick25f51d32010-07-16 15:51:50 -07001545 linker_error_printf(prog, "all shaders must use same shading "
1546 "language version\n");
1547 goto done;
1548 }
1549
1550 prog->Version = max_version;
1551
Ian Romanick3322fba2010-10-14 13:28:42 -07001552 for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
1553 if (prog->_LinkedShaders[i] != NULL)
1554 ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
1555
1556 prog->_LinkedShaders[i] = NULL;
Eric Anholt5d0f4302010-08-18 12:02:35 -07001557 }
1558
Ian Romanickcd6764e2010-07-16 16:00:07 -07001559 /* Link all shaders for a particular stage and validate the result.
1560 */
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001561 if (num_vert_shaders > 0) {
Ian Romanick3fb87872010-07-09 14:09:34 -07001562 gl_shader *const sh =
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001563 link_intrastage_shaders(mem_ctx, ctx, prog, vert_shader_list,
1564 num_vert_shaders);
Ian Romanick3fb87872010-07-09 14:09:34 -07001565
1566 if (sh == NULL)
1567 goto done;
1568
1569 if (!validate_vertex_shader_executable(prog, sh))
Ian Romanickf29ff6e2010-10-14 17:55:17 -07001570 goto done;
Ian Romanick3fb87872010-07-09 14:09:34 -07001571
Ian Romanick3322fba2010-10-14 13:28:42 -07001572 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_VERTEX],
1573 sh);
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001574 }
1575
1576 if (num_frag_shaders > 0) {
Ian Romanick3fb87872010-07-09 14:09:34 -07001577 gl_shader *const sh =
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001578 link_intrastage_shaders(mem_ctx, ctx, prog, frag_shader_list,
1579 num_frag_shaders);
Ian Romanick3fb87872010-07-09 14:09:34 -07001580
1581 if (sh == NULL)
1582 goto done;
1583
1584 if (!validate_fragment_shader_executable(prog, sh))
Ian Romanickf29ff6e2010-10-14 17:55:17 -07001585 goto done;
Ian Romanick3fb87872010-07-09 14:09:34 -07001586
Ian Romanick3322fba2010-10-14 13:28:42 -07001587 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
1588 sh);
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001589 }
1590
Ian Romanick3ed850e2010-06-23 12:18:21 -07001591 /* Here begins the inter-stage linking phase. Some initial validation is
1592 * performed, then locations are assigned for uniforms, attributes, and
1593 * varyings.
1594 */
Ian Romanicked1fe3d2010-06-23 12:09:14 -07001595 if (cross_validate_uniforms(prog)) {
Ian Romanick3322fba2010-10-14 13:28:42 -07001596 unsigned prev;
1597
1598 for (prev = 0; prev < MESA_SHADER_TYPES; prev++) {
1599 if (prog->_LinkedShaders[prev] != NULL)
1600 break;
1601 }
1602
Ian Romanick37101922010-06-18 19:02:10 -07001603 /* Validate the inputs of each stage with the output of the preceeding
1604 * stage.
1605 */
Ian Romanick3322fba2010-10-14 13:28:42 -07001606 for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
1607 if (prog->_LinkedShaders[i] == NULL)
1608 continue;
1609
Ian Romanickf36460e2010-06-23 12:07:22 -07001610 if (!cross_validate_outputs_to_inputs(prog,
Ian Romanick3322fba2010-10-14 13:28:42 -07001611 prog->_LinkedShaders[prev],
Ian Romanickabee16e2010-06-21 16:16:05 -07001612 prog->_LinkedShaders[i]))
Ian Romanick37101922010-06-18 19:02:10 -07001613 goto done;
Ian Romanick3322fba2010-10-14 13:28:42 -07001614
1615 prev = i;
Ian Romanick37101922010-06-18 19:02:10 -07001616 }
1617
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001618 prog->LinkStatus = true;
Ian Romanick37101922010-06-18 19:02:10 -07001619 }
Ian Romanick832dfa52010-06-17 15:04:20 -07001620
Eric Anholt2f4fe152010-08-10 13:06:49 -07001621 /* Do common optimization before assigning storage for attributes,
1622 * uniforms, and varyings. Later optimization could possibly make
1623 * some of that unused.
1624 */
Ian Romanick3322fba2010-10-14 13:28:42 -07001625 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1626 if (prog->_LinkedShaders[i] == NULL)
1627 continue;
1628
Luca Barbierie591c462010-09-05 22:29:58 +02001629 while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, 32))
Eric Anholt2f4fe152010-08-10 13:06:49 -07001630 ;
Ian Romanicka7ba9a72010-07-20 13:36:32 -07001631 }
Ian Romanick13e10e42010-06-21 12:03:24 -07001632
Eric Anholt586b4b52010-09-28 14:32:16 -07001633 update_array_sizes(prog);
1634
Ian Romanickabee16e2010-06-21 16:16:05 -07001635 assign_uniform_locations(prog);
Ian Romanick13e10e42010-06-21 12:03:24 -07001636
Ian Romanick3322fba2010-10-14 13:28:42 -07001637 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
Ian Romanick9342d262010-06-22 17:41:37 -07001638 /* FINISHME: The value of the max_attribute_index parameter is
1639 * FINISHME: implementation dependent based on the value of
1640 * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
1641 * FINISHME: at least 16, so hardcode 16 for now.
1642 */
Ian Romanick4b5489d2010-10-07 17:20:15 -07001643 if (!assign_attribute_locations(prog, 16)) {
1644 prog->LinkStatus = false;
Ian Romanick69846702010-06-22 17:29:19 -07001645 goto done;
Ian Romanick4b5489d2010-10-07 17:20:15 -07001646 }
Ian Romanick40e114b2010-08-17 14:55:50 -07001647 }
1648
Ian Romanick3322fba2010-10-14 13:28:42 -07001649 unsigned prev;
1650 for (prev = 0; prev < MESA_SHADER_TYPES; prev++) {
1651 if (prog->_LinkedShaders[prev] != NULL)
1652 break;
1653 }
1654
1655 for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
1656 if (prog->_LinkedShaders[i] == NULL)
1657 continue;
1658
Eric Anholtb7062832010-07-28 13:52:23 -07001659 assign_varying_locations(prog,
Ian Romanick3322fba2010-10-14 13:28:42 -07001660 prog->_LinkedShaders[prev],
Ian Romanick0e59b262010-06-23 11:23:01 -07001661 prog->_LinkedShaders[i]);
Ian Romanick3322fba2010-10-14 13:28:42 -07001662 prev = i;
1663 }
Ian Romanick13e10e42010-06-21 12:03:24 -07001664
Ian Romanickcc90e622010-10-19 17:59:10 -07001665 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
1666 demote_shader_inputs_and_outputs(prog->_LinkedShaders[MESA_SHADER_VERTEX],
1667 ir_var_out);
1668 }
1669
1670 if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
1671 gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
1672
1673 demote_shader_inputs_and_outputs(sh, ir_var_in);
1674 demote_shader_inputs_and_outputs(sh, ir_var_inout);
1675 demote_shader_inputs_and_outputs(sh, ir_var_out);
1676 }
1677
1678 if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
1679 gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
1680
1681 demote_shader_inputs_and_outputs(sh, ir_var_in);
1682 }
1683
Ian Romanick13e10e42010-06-21 12:03:24 -07001684 /* FINISHME: Assign fragment shader output locations. */
1685
Ian Romanick832dfa52010-06-17 15:04:20 -07001686done:
1687 free(vert_shader_list);
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001688
1689 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1690 if (prog->_LinkedShaders[i] == NULL)
1691 continue;
1692
1693 /* Retain any live IR, but trash the rest. */
1694 reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);
1695 }
1696
Kenneth Graunked3073f52011-01-21 14:32:31 -08001697 ralloc_free(mem_ctx);
Ian Romanick832dfa52010-06-17 15:04:20 -07001698}