blob: eeab3a3ca91012701f6821e21b14e306f44463b4 [file] [log] [blame]
Ian Romanick832dfa52010-06-17 15:04:20 -07001/*
2 * Copyright © 2010 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24/**
25 * \file linker.cpp
26 * GLSL linker implementation
27 *
28 * Given a set of shaders that are to be linked to generate a final program,
29 * there are three distinct stages.
30 *
31 * In the first stage shaders are partitioned into groups based on the shader
32 * type. All shaders of a particular type (e.g., vertex shaders) are linked
33 * together.
34 *
35 * - Undefined references in each shader are resolve to definitions in
36 * another shader.
37 * - Types and qualifiers of uniforms, outputs, and global variables defined
38 * in multiple shaders with the same name are verified to be the same.
39 * - Initializers for uniforms and global variables defined
40 * in multiple shaders with the same name are verified to be the same.
41 *
42 * The result, in the terminology of the GLSL spec, is a set of shader
43 * executables for each processing unit.
44 *
45 * After the first stage is complete, a series of semantic checks are performed
46 * on each of the shader executables.
47 *
48 * - Each shader executable must define a \c main function.
49 * - Each vertex shader executable must write to \c gl_Position.
50 * - Each fragment shader executable must write to either \c gl_FragData or
51 * \c gl_FragColor.
52 *
53 * In the final stage individual shader executables are linked to create a
54 * complete exectuable.
55 *
56 * - Types of uniforms defined in multiple shader stages with the same name
57 * are verified to be the same.
58 * - Initializers for uniforms defined in multiple shader stages with the
59 * same name are verified to be the same.
60 * - Types and qualifiers of outputs defined in one stage are verified to
61 * be the same as the types and qualifiers of inputs defined with the same
62 * name in a later stage.
63 *
64 * \author Ian Romanick <ian.d.romanick@intel.com>
65 */
Ian Romanickf36460e2010-06-23 12:07:22 -070066
Brian Paulddf4b2e2015-02-24 16:56:54 -070067#include <ctype.h>
Chia-I Wubfd7c9a2010-08-23 17:51:42 +080068#include "main/core.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070069#include "glsl_symbol_table.h"
Eric Anholtfaf3dba2013-06-12 16:57:11 -070070#include "glsl_parser_extras.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070071#include "ir.h"
72#include "program.h"
Aras Pranckevicius31747152010-07-29 12:40:49 +030073#include "program/hash_table.h"
Ian Romanick8fe8a812010-07-13 17:36:13 -070074#include "linker.h"
Paul Berry4b11b572012-12-17 14:20:35 -080075#include "link_varyings.h"
Ian Romanicka7ba9a72010-07-20 13:36:32 -070076#include "ir_optimization.h"
Bryan Cain25480922013-02-15 09:46:50 -060077#include "ir_rvalue_visitor.h"
Tapani Pällieca9d162014-04-08 08:45:36 +030078#include "ir_uniform.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070079
Ian Romanick3322fba2010-10-14 13:28:42 -070080#include "main/shaderobj.h"
Eric Anholt6065a872013-06-12 18:12:40 -070081#include "main/enums.h"
Brian Paul241c5992014-12-15 16:41:58 -070082
Ian Romanick3322fba2010-10-14 13:28:42 -070083
Bryan Cain25480922013-02-15 09:46:50 -060084void linker_error(gl_shader_program *, const char *, ...);
85
Eric Anholt10ef9492013-09-20 11:03:44 -070086namespace {
87
Ian Romanick832dfa52010-06-17 15:04:20 -070088/**
89 * Visitor that determines whether or not a variable is ever written.
90 */
91class find_assignment_visitor : public ir_hierarchical_visitor {
92public:
93 find_assignment_visitor(const char *name)
94 : name(name), found(false)
95 {
96 /* empty */
97 }
98
99 virtual ir_visitor_status visit_enter(ir_assignment *ir)
100 {
101 ir_variable *const var = ir->lhs->variable_referenced();
102
103 if (strcmp(name, var->name) == 0) {
104 found = true;
105 return visit_stop;
106 }
107
108 return visit_continue_with_parent;
109 }
110
Eric Anholt18a60232010-08-23 11:29:25 -0700111 virtual ir_visitor_status visit_enter(ir_call *ir)
112 {
Kenneth Graunke48d0faa2014-01-10 16:39:17 -0800113 foreach_two_lists(formal_node, &ir->callee->parameters,
114 actual_node, &ir->actual_parameters) {
115 ir_rvalue *param_rval = (ir_rvalue *) actual_node;
116 ir_variable *sig_param = (ir_variable *) formal_node;
Eric Anholt18a60232010-08-23 11:29:25 -0700117
Tapani Pälli33ee2c62013-12-12 13:51:01 +0200118 if (sig_param->data.mode == ir_var_function_out ||
119 sig_param->data.mode == ir_var_function_inout) {
Eric Anholt18a60232010-08-23 11:29:25 -0700120 ir_variable *var = param_rval->variable_referenced();
121 if (var && strcmp(name, var->name) == 0) {
122 found = true;
123 return visit_stop;
124 }
125 }
Eric Anholt18a60232010-08-23 11:29:25 -0700126 }
127
Kenneth Graunked884f602012-03-20 15:56:37 -0700128 if (ir->return_deref != NULL) {
129 ir_variable *const var = ir->return_deref->variable_referenced();
130
131 if (strcmp(name, var->name) == 0) {
132 found = true;
133 return visit_stop;
134 }
135 }
136
Eric Anholt18a60232010-08-23 11:29:25 -0700137 return visit_continue_with_parent;
138 }
139
Ian Romanick832dfa52010-06-17 15:04:20 -0700140 bool variable_found()
141 {
142 return found;
143 }
144
145private:
146 const char *name; /**< Find writes to a variable with this name. */
147 bool found; /**< Was a write to the variable found? */
148};
149
Ian Romanickc93b8f12010-06-17 15:20:22 -0700150
Ian Romanickc33e78f2010-08-13 12:30:41 -0700151/**
152 * Visitor that determines whether or not a variable is ever read.
153 */
154class find_deref_visitor : public ir_hierarchical_visitor {
155public:
156 find_deref_visitor(const char *name)
157 : name(name), found(false)
158 {
159 /* empty */
160 }
161
162 virtual ir_visitor_status visit(ir_dereference_variable *ir)
163 {
164 if (strcmp(this->name, ir->var->name) == 0) {
165 this->found = true;
166 return visit_stop;
167 }
168
169 return visit_continue;
170 }
171
172 bool variable_found() const
173 {
174 return this->found;
175 }
176
177private:
178 const char *name; /**< Find writes to a variable with this name. */
179 bool found; /**< Was a write to the variable found? */
180};
181
182
Paul Berry7cfefe62013-07-30 21:13:48 -0700183class geom_array_resize_visitor : public ir_hierarchical_visitor {
184public:
185 unsigned num_vertices;
186 gl_shader_program *prog;
187
188 geom_array_resize_visitor(unsigned num_vertices, gl_shader_program *prog)
189 {
190 this->num_vertices = num_vertices;
191 this->prog = prog;
192 }
193
194 virtual ~geom_array_resize_visitor()
195 {
196 /* empty */
197 }
198
199 virtual ir_visitor_status visit(ir_variable *var)
200 {
Tapani Pälli33ee2c62013-12-12 13:51:01 +0200201 if (!var->type->is_array() || var->data.mode != ir_var_shader_in)
Paul Berry7cfefe62013-07-30 21:13:48 -0700202 return visit_continue;
203
204 unsigned size = var->type->length;
205
206 /* Generate a link error if the shader has declared this array with an
207 * incorrect size.
208 */
209 if (size && size != this->num_vertices) {
210 linker_error(this->prog, "size of array %s declared as %u, "
211 "but number of input vertices is %u\n",
212 var->name, size, this->num_vertices);
213 return visit_continue;
214 }
215
216 /* Generate a link error if the shader attempts to access an input
217 * array using an index too large for its actual size assigned at link
218 * time.
219 */
Tapani Pälli447bb902013-12-12 15:08:59 +0200220 if (var->data.max_array_access >= this->num_vertices) {
Paul Berry7cfefe62013-07-30 21:13:48 -0700221 linker_error(this->prog, "geometry shader accesses element %i of "
222 "%s, but only %i input vertices\n",
Tapani Pälli447bb902013-12-12 15:08:59 +0200223 var->data.max_array_access, var->name, this->num_vertices);
Paul Berry7cfefe62013-07-30 21:13:48 -0700224 return visit_continue;
225 }
226
Timothy Arcerid67515b2015-04-30 20:45:54 +1000227 var->type = glsl_type::get_array_instance(var->type->fields.array,
Paul Berry7cfefe62013-07-30 21:13:48 -0700228 this->num_vertices);
Tapani Pälli447bb902013-12-12 15:08:59 +0200229 var->data.max_array_access = this->num_vertices - 1;
Paul Berry7cfefe62013-07-30 21:13:48 -0700230
231 return visit_continue;
232 }
233
234 /* Dereferences of input variables need to be updated so that their type
235 * matches the newly assigned type of the variable they are accessing. */
236 virtual ir_visitor_status visit(ir_dereference_variable *ir)
237 {
238 ir->type = ir->var->type;
239 return visit_continue;
240 }
241
242 /* Dereferences of 2D input arrays need to be updated so that their type
243 * matches the newly assigned type of the array they are accessing. */
244 virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
245 {
246 const glsl_type *const vt = ir->array->type;
247 if (vt->is_array())
Timothy Arcerid67515b2015-04-30 20:45:54 +1000248 ir->type = vt->fields.array;
Paul Berry7cfefe62013-07-30 21:13:48 -0700249 return visit_continue;
250 }
251};
252
Chris Forbes7c758c52014-09-21 13:33:14 +1200253class tess_eval_array_resize_visitor : public ir_hierarchical_visitor {
254public:
255 unsigned num_vertices;
256 gl_shader_program *prog;
257
258 tess_eval_array_resize_visitor(unsigned num_vertices, gl_shader_program *prog)
259 {
260 this->num_vertices = num_vertices;
261 this->prog = prog;
262 }
263
264 virtual ~tess_eval_array_resize_visitor()
265 {
266 /* empty */
267 }
268
269 virtual ir_visitor_status visit(ir_variable *var)
270 {
271 if (!var->type->is_array() || var->data.mode != ir_var_shader_in || var->data.patch)
272 return visit_continue;
273
274 var->type = glsl_type::get_array_instance(var->type->fields.array,
275 this->num_vertices);
276 var->data.max_array_access = this->num_vertices - 1;
277
278 return visit_continue;
279 }
280
281 /* Dereferences of input variables need to be updated so that their type
282 * matches the newly assigned type of the variable they are accessing. */
283 virtual ir_visitor_status visit(ir_dereference_variable *ir)
284 {
285 ir->type = ir->var->type;
286 return visit_continue;
287 }
288
289 /* Dereferences of 2D input arrays need to be updated so that their type
290 * matches the newly assigned type of the array they are accessing. */
291 virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
292 {
293 const glsl_type *const vt = ir->array->type;
294 if (vt->is_array())
295 ir->type = vt->fields.array;
296 return visit_continue;
297 }
298};
299
Paul Berry1a33e022013-08-18 20:59:37 -0700300/**
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200301 * Visitor that determines the highest stream id to which a (geometry) shader
302 * emits vertices. It also checks whether End{Stream}Primitive is ever called.
Paul Berry1a33e022013-08-18 20:59:37 -0700303 */
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200304class find_emit_vertex_visitor : public ir_hierarchical_visitor {
Paul Berry1a33e022013-08-18 20:59:37 -0700305public:
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200306 find_emit_vertex_visitor(int max_allowed)
307 : max_stream_allowed(max_allowed),
308 invalid_stream_id(0),
309 invalid_stream_id_from_emit_vertex(false),
310 end_primitive_found(false),
311 uses_non_zero_stream(false)
Paul Berry1a33e022013-08-18 20:59:37 -0700312 {
313 /* empty */
314 }
315
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200316 virtual ir_visitor_status visit_leave(ir_emit_vertex *ir)
Paul Berry1a33e022013-08-18 20:59:37 -0700317 {
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200318 int stream_id = ir->stream_id();
319
320 if (stream_id < 0) {
321 invalid_stream_id = stream_id;
322 invalid_stream_id_from_emit_vertex = true;
323 return visit_stop;
324 }
325
326 if (stream_id > max_stream_allowed) {
327 invalid_stream_id = stream_id;
328 invalid_stream_id_from_emit_vertex = true;
329 return visit_stop;
330 }
331
332 if (stream_id != 0)
333 uses_non_zero_stream = true;
334
335 return visit_continue;
Paul Berry1a33e022013-08-18 20:59:37 -0700336 }
337
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200338 virtual ir_visitor_status visit_leave(ir_end_primitive *ir)
Paul Berry1a33e022013-08-18 20:59:37 -0700339 {
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200340 end_primitive_found = true;
341
342 int stream_id = ir->stream_id();
343
344 if (stream_id < 0) {
345 invalid_stream_id = stream_id;
346 invalid_stream_id_from_emit_vertex = false;
347 return visit_stop;
348 }
349
350 if (stream_id > max_stream_allowed) {
351 invalid_stream_id = stream_id;
352 invalid_stream_id_from_emit_vertex = false;
353 return visit_stop;
354 }
355
356 if (stream_id != 0)
357 uses_non_zero_stream = true;
358
359 return visit_continue;
360 }
361
362 bool error()
363 {
364 return invalid_stream_id != 0;
365 }
366
367 const char *error_func()
368 {
369 return invalid_stream_id_from_emit_vertex ?
370 "EmitStreamVertex" : "EndStreamPrimitive";
371 }
372
373 int error_stream()
374 {
375 return invalid_stream_id;
376 }
377
378 bool uses_streams()
379 {
380 return uses_non_zero_stream;
381 }
382
383 bool uses_end_primitive()
384 {
385 return end_primitive_found;
Paul Berry1a33e022013-08-18 20:59:37 -0700386 }
387
388private:
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200389 int max_stream_allowed;
390 int invalid_stream_id;
391 bool invalid_stream_id_from_emit_vertex;
392 bool end_primitive_found;
393 bool uses_non_zero_stream;
Paul Berry1a33e022013-08-18 20:59:37 -0700394};
395
Tapani Pälli9350ea62015-05-19 15:01:49 +0300396/* Class that finds array derefs and check if indexes are dynamic. */
397class dynamic_sampler_array_indexing_visitor : public ir_hierarchical_visitor
398{
399public:
400 dynamic_sampler_array_indexing_visitor() :
401 dynamic_sampler_array_indexing(false)
402 {
403 }
404
405 ir_visitor_status visit_enter(ir_dereference_array *ir)
406 {
407 if (!ir->variable_referenced())
408 return visit_continue;
409
410 if (!ir->variable_referenced()->type->contains_sampler())
411 return visit_continue;
412
413 if (!ir->array_index->constant_expression_value()) {
414 dynamic_sampler_array_indexing = true;
415 return visit_stop;
416 }
417 return visit_continue;
418 }
419
420 bool uses_dynamic_sampler_array_indexing()
421 {
422 return dynamic_sampler_array_indexing;
423 }
424
425private:
426 bool dynamic_sampler_array_indexing;
427};
428
Eric Anholt10ef9492013-09-20 11:03:44 -0700429} /* anonymous namespace */
Paul Berry1a33e022013-08-18 20:59:37 -0700430
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700431void
Ian Romanick586e7412011-07-28 14:04:09 -0700432linker_error(gl_shader_program *prog, const char *fmt, ...)
Ian Romanickf36460e2010-06-23 12:07:22 -0700433{
434 va_list ap;
435
Kenneth Graunked3073f52011-01-21 14:32:31 -0800436 ralloc_strcat(&prog->InfoLog, "error: ");
Ian Romanickf36460e2010-06-23 12:07:22 -0700437 va_start(ap, fmt);
Kenneth Graunked3073f52011-01-21 14:32:31 -0800438 ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
Ian Romanickf36460e2010-06-23 12:07:22 -0700439 va_end(ap);
Ian Romanick586e7412011-07-28 14:04:09 -0700440
441 prog->LinkStatus = false;
Ian Romanickf36460e2010-06-23 12:07:22 -0700442}
443
444
445void
Ian Romanick379a32f2011-07-28 14:09:06 -0700446linker_warning(gl_shader_program *prog, const char *fmt, ...)
447{
448 va_list ap;
449
Anuj Phogat80b4a362014-03-07 16:48:35 -0800450 ralloc_strcat(&prog->InfoLog, "warning: ");
Ian Romanick379a32f2011-07-28 14:09:06 -0700451 va_start(ap, fmt);
452 ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
453 va_end(ap);
454
455}
456
457
Paul Berryb92900d2013-01-28 14:21:59 -0800458/**
459 * Given a string identifying a program resource, break it into a base name
460 * and an optional array index in square brackets.
461 *
462 * If an array index is present, \c out_base_name_end is set to point to the
463 * "[" that precedes the array index, and the array index itself is returned
464 * as a long.
465 *
466 * If no array index is present (or if the array index is negative or
467 * mal-formed), \c out_base_name_end, is set to point to the null terminator
468 * at the end of the input string, and -1 is returned.
469 *
470 * Only the final array index is parsed; if the string contains other array
471 * indices (or structure field accesses), they are left in the base name.
472 *
473 * No attempt is made to check that the base name is properly formed;
474 * typically the caller will look up the base name in a hash table, so
475 * ill-formed base names simply turn into hash table lookup failures.
476 */
477long
478parse_program_resource_name(const GLchar *name,
479 const GLchar **out_base_name_end)
480{
481 /* Section 7.3.1 ("Program Interfaces") of the OpenGL 4.3 spec says:
482 *
483 * "When an integer array element or block instance number is part of
484 * the name string, it will be specified in decimal form without a "+"
485 * or "-" sign or any extra leading zeroes. Additionally, the name
486 * string will not include white space anywhere in the string."
487 */
488
489 const size_t len = strlen(name);
490 *out_base_name_end = name + len;
491
492 if (len == 0 || name[len-1] != ']')
493 return -1;
494
495 /* Walk backwards over the string looking for a non-digit character. This
496 * had better be the opening bracket for an array index.
497 *
498 * Initially, i specifies the location of the ']'. Since the string may
499 * contain only the ']' charcater, walk backwards very carefully.
500 */
501 unsigned i;
502 for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
503 /* empty */ ;
504
505 if ((i == 0) || name[i-1] != '[')
506 return -1;
507
508 long array_index = strtol(&name[i], NULL, 10);
509 if (array_index < 0)
510 return -1;
511
Timothy Arceri09c440c2015-07-03 08:45:30 +1000512 /* Check for leading zero */
513 if (name[i] == '0' && name[i+1] != ']')
514 return -1;
515
Paul Berryb92900d2013-01-28 14:21:59 -0800516 *out_base_name_end = name + (i - 1);
517 return array_index;
518}
519
520
Ian Romanick379a32f2011-07-28 14:09:06 -0700521void
Ian Romanick63974c02013-10-04 10:46:29 -0700522link_invalidate_variable_locations(exec_list *ir)
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700523{
Matt Turner4d784462014-06-24 21:34:05 -0700524 foreach_in_list(ir_instruction, node, ir) {
525 ir_variable *const var = node->as_variable();
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700526
Paul Berry50895d42012-12-05 07:17:07 -0800527 if (var == NULL)
528 continue;
529
Ian Romanick63974c02013-10-04 10:46:29 -0700530 /* Only assign locations for variables that lack an explicit location.
531 * Explicit locations are set for all built-in variables, generic vertex
532 * shader inputs (via layout(location=...)), and generic fragment shader
533 * outputs (also via layout(location=...)).
534 */
Tapani Pälli447bb902013-12-12 15:08:59 +0200535 if (!var->data.explicit_location) {
536 var->data.location = -1;
537 var->data.location_frac = 0;
Paul Berry50895d42012-12-05 07:17:07 -0800538 }
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700539
Ian Romanick63974c02013-10-04 10:46:29 -0700540 /* ir_variable::is_unmatched_generic_inout is used by the linker while
541 * connecting outputs from one stage to inputs of the next stage.
542 *
543 * There are two implicit assumptions here. First, we assume that any
544 * built-in variable (i.e., non-generic in or out) will have
545 * explicit_location set. Second, we assume that any generic in or out
546 * will not have explicit_location set.
547 *
548 * This second assumption will only be valid until
549 * GL_ARB_separate_shader_objects is supported. When that extension is
550 * implemented, this function will need some modifications.
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700551 */
Tapani Pälli447bb902013-12-12 15:08:59 +0200552 if (!var->data.explicit_location) {
553 var->data.is_unmatched_generic_inout = 1;
Paul Berry3e81c662012-12-05 10:47:55 -0800554 } else {
Tapani Pälli447bb902013-12-12 15:08:59 +0200555 var->data.is_unmatched_generic_inout = 0;
Paul Berry3e81c662012-12-05 10:47:55 -0800556 }
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700557 }
558}
559
560
Ian Romanickc93b8f12010-06-17 15:20:22 -0700561/**
Paul Berry44e07de2013-06-11 14:11:05 -0700562 * Set UsesClipDistance and ClipDistanceArraySize based on the given shader.
563 *
564 * Also check for errors based on incorrect usage of gl_ClipVertex and
565 * gl_ClipDistance.
566 *
567 * Return false if an error was reported.
568 */
569static void
Paul Berryb30e25f2013-12-17 09:49:43 -0800570analyze_clip_usage(struct gl_shader_program *prog,
Paul Berry44e07de2013-06-11 14:11:05 -0700571 struct gl_shader *shader, GLboolean *UsesClipDistance,
572 GLuint *ClipDistanceArraySize)
573{
574 *ClipDistanceArraySize = 0;
575
576 if (!prog->IsES && prog->Version >= 130) {
577 /* From section 7.1 (Vertex Shader Special Variables) of the
578 * GLSL 1.30 spec:
579 *
580 * "It is an error for a shader to statically write both
581 * gl_ClipVertex and gl_ClipDistance."
582 *
583 * This does not apply to GLSL ES shaders, since GLSL ES defines neither
584 * gl_ClipVertex nor gl_ClipDistance.
585 */
586 find_assignment_visitor clip_vertex("gl_ClipVertex");
587 find_assignment_visitor clip_distance("gl_ClipDistance");
588
589 clip_vertex.run(shader->ir);
590 clip_distance.run(shader->ir);
591 if (clip_vertex.variable_found() && clip_distance.variable_found()) {
592 linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
Paul Berryb30e25f2013-12-17 09:49:43 -0800593 "and `gl_ClipDistance'\n",
Paul Berrye3b86f02014-01-07 10:58:56 -0800594 _mesa_shader_stage_to_string(shader->Stage));
Paul Berry44e07de2013-06-11 14:11:05 -0700595 return;
596 }
597 *UsesClipDistance = clip_distance.variable_found();
598 ir_variable *clip_distance_var =
599 shader->symbols->get_variable("gl_ClipDistance");
600 if (clip_distance_var)
601 *ClipDistanceArraySize = clip_distance_var->type->length;
602 } else {
603 *UsesClipDistance = false;
604 }
605}
606
607
608/**
Paul Berry1ad54ae2011-09-17 09:42:02 -0700609 * Verify that a vertex shader executable meets all semantic requirements.
610 *
Paul Berry642e5b412012-01-04 13:57:52 -0800611 * Also sets prog->Vert.UsesClipDistance and prog->Vert.ClipDistanceArraySize
612 * as a side effect.
Ian Romanickc93b8f12010-06-17 15:20:22 -0700613 *
614 * \param shader Vertex shader executable to be verified
615 */
Paul Berryb95d2372013-07-27 11:08:31 -0700616void
Eric Anholt849e1812010-06-30 11:49:17 -0700617validate_vertex_shader_executable(struct gl_shader_program *prog,
Eric Anholt16b68b12010-06-30 11:05:43 -0700618 struct gl_shader *shader)
Ian Romanick832dfa52010-06-17 15:04:20 -0700619{
620 if (shader == NULL)
Paul Berryb95d2372013-07-27 11:08:31 -0700621 return;
Ian Romanick832dfa52010-06-17 15:04:20 -0700622
Eric Anholtf1c1c9e2012-03-19 22:43:27 -0700623 /* From the GLSL 1.10 spec, page 48:
624 *
625 * "The variable gl_Position is available only in the vertex
626 * language and is intended for writing the homogeneous vertex
627 * position. All executions of a well-formed vertex shader
628 * executable must write a value into this variable. [...] The
629 * variable gl_Position is available only in the vertex
630 * language and is intended for writing the homogeneous vertex
631 * position. All executions of a well-formed vertex shader
632 * executable must write a value into this variable."
633 *
634 * while in GLSL 1.40 this text is changed to:
635 *
636 * "The variable gl_Position is available only in the vertex
637 * language and is intended for writing the homogeneous vertex
638 * position. It can be written at any time during shader
639 * execution. It may also be read back by a vertex shader
640 * after being written. This value will be used by primitive
641 * assembly, clipping, culling, and other fixed functionality
642 * operations, if present, that operate on primitives after
643 * vertex processing has occurred. Its value is undefined if
644 * the vertex shader executable does not write gl_Position."
Paul Berry15ba2a52012-08-02 17:51:02 -0700645 *
Kalyan Kondapally78c92012014-09-08 11:10:42 +0300646 * All GLSL ES Versions are similar to GLSL 1.40--failing to write to
647 * gl_Position is not an error.
Eric Anholtf1c1c9e2012-03-19 22:43:27 -0700648 */
Kalyan Kondapallydbc2d812014-09-10 20:20:23 -0700649 if (prog->Version < (prog->IsES ? 300 : 140)) {
Eric Anholtf1c1c9e2012-03-19 22:43:27 -0700650 find_assignment_visitor find("gl_Position");
651 find.run(shader->ir);
652 if (!find.variable_found()) {
Kalyan Kondapallydbc2d812014-09-10 20:20:23 -0700653 if (prog->IsES) {
654 linker_warning(prog,
655 "vertex shader does not write to `gl_Position'."
656 "It's value is undefined. \n");
657 } else {
658 linker_error(prog,
659 "vertex shader does not write to `gl_Position'. \n");
660 }
Paul Berryb95d2372013-07-27 11:08:31 -0700661 return;
Eric Anholtf1c1c9e2012-03-19 22:43:27 -0700662 }
Ian Romanick832dfa52010-06-17 15:04:20 -0700663 }
664
Paul Berryb30e25f2013-12-17 09:49:43 -0800665 analyze_clip_usage(prog, shader, &prog->Vert.UsesClipDistance,
Paul Berry44e07de2013-06-11 14:11:05 -0700666 &prog->Vert.ClipDistanceArraySize);
Ian Romanick832dfa52010-06-17 15:04:20 -0700667}
668
Chris Forbesdf16e0d2014-09-09 19:25:02 +1200669void
670validate_tess_eval_shader_executable(struct gl_shader_program *prog,
671 struct gl_shader *shader)
672{
673 if (shader == NULL)
674 return;
675
676 analyze_clip_usage(prog, shader, &prog->TessEval.UsesClipDistance,
677 &prog->TessEval.ClipDistanceArraySize);
678}
679
Ian Romanick832dfa52010-06-17 15:04:20 -0700680
Ian Romanickc93b8f12010-06-17 15:20:22 -0700681/**
682 * Verify that a fragment shader executable meets all semantic requirements
683 *
684 * \param shader Fragment shader executable to be verified
685 */
Paul Berryb95d2372013-07-27 11:08:31 -0700686void
Eric Anholt849e1812010-06-30 11:49:17 -0700687validate_fragment_shader_executable(struct gl_shader_program *prog,
Eric Anholt16b68b12010-06-30 11:05:43 -0700688 struct gl_shader *shader)
Ian Romanick832dfa52010-06-17 15:04:20 -0700689{
690 if (shader == NULL)
Paul Berryb95d2372013-07-27 11:08:31 -0700691 return;
Ian Romanick832dfa52010-06-17 15:04:20 -0700692
Ian Romanick832dfa52010-06-17 15:04:20 -0700693 find_assignment_visitor frag_color("gl_FragColor");
694 find_assignment_visitor frag_data("gl_FragData");
695
Eric Anholt16b68b12010-06-30 11:05:43 -0700696 frag_color.run(shader->ir);
697 frag_data.run(shader->ir);
Ian Romanick832dfa52010-06-17 15:04:20 -0700698
Ian Romanick832dfa52010-06-17 15:04:20 -0700699 if (frag_color.variable_found() && frag_data.variable_found()) {
Ian Romanick586e7412011-07-28 14:04:09 -0700700 linker_error(prog, "fragment shader writes to both "
701 "`gl_FragColor' and `gl_FragData'\n");
Ian Romanick832dfa52010-06-17 15:04:20 -0700702 }
Ian Romanick832dfa52010-06-17 15:04:20 -0700703}
704
Bryan Cain25480922013-02-15 09:46:50 -0600705/**
706 * Verify that a geometry shader executable meets all semantic requirements
707 *
Paul Berry44e07de2013-06-11 14:11:05 -0700708 * Also sets prog->Geom.VerticesIn, prog->Geom.UsesClipDistance, and
709 * prog->Geom.ClipDistanceArraySize as a side effect.
Bryan Cain25480922013-02-15 09:46:50 -0600710 *
711 * \param shader Geometry shader executable to be verified
712 */
713void
714validate_geometry_shader_executable(struct gl_shader_program *prog,
715 struct gl_shader *shader)
716{
717 if (shader == NULL)
718 return;
719
720 unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
721 prog->Geom.VerticesIn = num_vertices;
Paul Berry44e07de2013-06-11 14:11:05 -0700722
Paul Berryb30e25f2013-12-17 09:49:43 -0800723 analyze_clip_usage(prog, shader, &prog->Geom.UsesClipDistance,
Paul Berry44e07de2013-06-11 14:11:05 -0700724 &prog->Geom.ClipDistanceArraySize);
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200725}
Paul Berry1a33e022013-08-18 20:59:37 -0700726
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200727/**
728 * Check if geometry shaders emit to non-zero streams and do corresponding
729 * validations.
730 */
731static void
732validate_geometry_shader_emissions(struct gl_context *ctx,
733 struct gl_shader_program *prog)
734{
735 if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
736 find_emit_vertex_visitor emit_vertex(ctx->Const.MaxVertexStreams - 1);
737 emit_vertex.run(prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->ir);
738 if (emit_vertex.error()) {
739 linker_error(prog, "Invalid call %s(%d). Accepted values for the "
Andres Gomezf9fc3ae2014-11-18 08:43:35 -0700740 "stream parameter are in the range [0, %d].\n",
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200741 emit_vertex.error_func(),
742 emit_vertex.error_stream(),
743 ctx->Const.MaxVertexStreams - 1);
744 }
745 prog->Geom.UsesStreams = emit_vertex.uses_streams();
746 prog->Geom.UsesEndPrimitive = emit_vertex.uses_end_primitive();
747
748 /* From the ARB_gpu_shader5 spec:
749 *
750 * "Multiple vertex streams are supported only if the output primitive
751 * type is declared to be "points". A program will fail to link if it
752 * contains a geometry shader calling EmitStreamVertex() or
753 * EndStreamPrimitive() if its output primitive type is not "points".
754 *
755 * However, in the same spec:
756 *
757 * "The function EmitVertex() is equivalent to calling EmitStreamVertex()
758 * with <stream> set to zero."
759 *
760 * And:
761 *
762 * "The function EndPrimitive() is equivalent to calling
763 * EndStreamPrimitive() with <stream> set to zero."
764 *
765 * Since we can call EmitVertex() and EndPrimitive() when we output
766 * primitives other than points, calling EmitStreamVertex(0) or
767 * EmitEndPrimitive(0) should not produce errors. This it also what Nvidia
768 * does. Currently we only set prog->Geom.UsesStreams to TRUE when
769 * EmitStreamVertex() or EmitEndPrimitive() are called with a non-zero
770 * stream.
771 */
772 if (prog->Geom.UsesStreams && prog->Geom.OutputType != GL_POINTS) {
773 linker_error(prog, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
Andres Gomezf9fc3ae2014-11-18 08:43:35 -0700774 "with n>0 requires point output\n");
Iago Toral Quiroga75896832014-06-16 16:09:53 +0200775 }
776 }
Bryan Cain25480922013-02-15 09:46:50 -0600777}
778
Timothy Arceri50859c62015-02-21 21:47:14 +1100779bool
780validate_intrastage_arrays(struct gl_shader_program *prog,
781 ir_variable *const var,
782 ir_variable *const existing)
783{
784 /* Consider the types to be "the same" if both types are arrays
785 * of the same type and one of the arrays is implicitly sized.
786 * In addition, set the type of the linked variable to the
787 * explicitly sized array.
788 */
789 if (var->type->is_array() && existing->type->is_array() &&
790 (var->type->fields.array == existing->type->fields.array) &&
791 ((var->type->length == 0)|| (existing->type->length == 0))) {
792 if (var->type->length != 0) {
793 if (var->type->length <= existing->data.max_array_access) {
794 linker_error(prog, "%s `%s' declared as type "
795 "`%s' but outermost dimension has an index"
796 " of `%i'\n",
797 mode_string(var),
798 var->name, var->type->name,
799 existing->data.max_array_access);
800 }
801 existing->type = var->type;
802 return true;
803 } else if (existing->type->length != 0) {
804 if(existing->type->length <= var->data.max_array_access) {
805 linker_error(prog, "%s `%s' declared as type "
806 "`%s' but outermost dimension has an index"
807 " of `%i'\n",
808 mode_string(var),
809 var->name, existing->type->name,
810 var->data.max_array_access);
811 }
812 return true;
813 }
814 }
815 return false;
816}
817
Ian Romanick832dfa52010-06-17 15:04:20 -0700818
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700819/**
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700820 * Perform validation of global variables used across multiple shaders
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700821 */
Paul Berryb95d2372013-07-27 11:08:31 -0700822void
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700823cross_validate_globals(struct gl_shader_program *prog,
824 struct gl_shader **shader_list,
825 unsigned num_shaders,
826 bool uniforms_only)
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700827{
828 /* Examine all of the uniforms in all of the shaders and cross validate
829 * them.
830 */
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700831 glsl_symbol_table variables;
832 for (unsigned i = 0; i < num_shaders; i++) {
Ian Romanick3322fba2010-10-14 13:28:42 -0700833 if (shader_list[i] == NULL)
834 continue;
835
Matt Turner4d784462014-06-24 21:34:05 -0700836 foreach_in_list(ir_instruction, node, shader_list[i]->ir) {
837 ir_variable *const var = node->as_variable();
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700838
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700839 if (var == NULL)
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700840 continue;
841
Kristian Høgsberga78a5892015-05-13 11:17:23 +0200842 if (uniforms_only && (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage))
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700843 continue;
844
Ian Romanick7e2aa912010-07-19 17:12:42 -0700845 /* Don't cross validate temporaries that are at global scope. These
846 * will eventually get pulled into the shaders 'main'.
847 */
Tapani Pälli33ee2c62013-12-12 13:51:01 +0200848 if (var->data.mode == ir_var_temporary)
Ian Romanick7e2aa912010-07-19 17:12:42 -0700849 continue;
850
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700851 /* If a global with this name has already been seen, verify that the
852 * new instance has the same type. In addition, if the globals have
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700853 * initializers, the values of the initializers must be the same.
854 */
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700855 ir_variable *const existing = variables.get_variable(var->name);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700856 if (existing != NULL) {
Timothy Arceri50859c62015-02-21 21:47:14 +1100857 /* Check if types match. Interface blocks have some special
858 * rules so we handle those elsewhere.
859 */
Timothy Arceri1a96d9e2015-02-24 17:28:51 +1100860 if (var->type != existing->type &&
861 !var->is_interface_instance()) {
Timothy Arceri50859c62015-02-21 21:47:14 +1100862 if (!validate_intrastage_arrays(prog, var, existing)) {
863 if (var->type->is_record() && existing->type->is_record()
864 && existing->type->record_compare(var->type)) {
865 existing->type = var->type;
866 } else {
Timothy Arcerida4fb3e2014-11-25 23:04:23 +1100867 linker_error(prog, "%s `%s' declared as type "
Timothy Arceri50859c62015-02-21 21:47:14 +1100868 "`%s' and type `%s'\n",
Timothy Arcerida4fb3e2014-11-25 23:04:23 +1100869 mode_string(var),
Timothy Arceri50859c62015-02-21 21:47:14 +1100870 var->name, var->type->name,
871 existing->type->name);
Timothy Arcerida4fb3e2014-11-25 23:04:23 +1100872 return;
873 }
Ian Romanicka2711d62010-08-29 22:07:49 -0700874 }
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700875 }
876
Tapani Pälli447bb902013-12-12 15:08:59 +0200877 if (var->data.explicit_location) {
878 if (existing->data.explicit_location
879 && (var->data.location != existing->data.location)) {
Ian Romanick586e7412011-07-28 14:04:09 -0700880 linker_error(prog, "explicit locations for %s "
881 "`%s' have differing values\n",
882 mode_string(var), var->name);
Paul Berryb95d2372013-07-27 11:08:31 -0700883 return;
Ian Romanick68a4fc92010-10-07 17:21:22 -0700884 }
885
Tapani Pälli447bb902013-12-12 15:08:59 +0200886 existing->data.location = var->data.location;
887 existing->data.explicit_location = true;
Ian Romanick68a4fc92010-10-07 17:21:22 -0700888 }
889
Kenneth Graunke9a9a8302013-07-16 12:18:57 -0700890 /* From the GLSL 4.20 specification:
891 * "A link error will result if two compilation units in a program
892 * specify different integer-constant bindings for the same
893 * opaque-uniform name. However, it is not an error to specify a
894 * binding on some but not all declarations for the same name"
895 */
Tapani Pälli447bb902013-12-12 15:08:59 +0200896 if (var->data.explicit_binding) {
897 if (existing->data.explicit_binding &&
898 var->data.binding != existing->data.binding) {
Kenneth Graunke9a9a8302013-07-16 12:18:57 -0700899 linker_error(prog, "explicit bindings for %s "
900 "`%s' have differing values\n",
901 mode_string(var), var->name);
Paul Berryb95d2372013-07-27 11:08:31 -0700902 return;
Kenneth Graunke9a9a8302013-07-16 12:18:57 -0700903 }
904
Tapani Pälli447bb902013-12-12 15:08:59 +0200905 existing->data.binding = var->data.binding;
906 existing->data.explicit_binding = true;
Kenneth Graunke9a9a8302013-07-16 12:18:57 -0700907 }
908
Francisco Jerez5c114932013-09-11 12:14:46 -0700909 if (var->type->contains_atomic() &&
Tapani Pälli447bb902013-12-12 15:08:59 +0200910 var->data.atomic.offset != existing->data.atomic.offset) {
Francisco Jerez5c114932013-09-11 12:14:46 -0700911 linker_error(prog, "offset specifications for %s "
912 "`%s' have differing values\n",
913 mode_string(var), var->name);
914 return;
915 }
916
Ian Romanick46173f92011-10-31 13:07:06 -0700917 /* Validate layout qualifiers for gl_FragDepth.
918 *
919 * From the AMD/ARB_conservative_depth specs:
920 *
921 * "If gl_FragDepth is redeclared in any fragment shader in a
922 * program, it must be redeclared in all fragment shaders in
923 * that program that have static assignments to
924 * gl_FragDepth. All redeclarations of gl_FragDepth in all
925 * fragment shaders in a single program must have the same set
926 * of qualifiers."
927 */
928 if (strcmp(var->name, "gl_FragDepth") == 0) {
Tapani Pälli447bb902013-12-12 15:08:59 +0200929 bool layout_declared = var->data.depth_layout != ir_depth_layout_none;
Ian Romanick46173f92011-10-31 13:07:06 -0700930 bool layout_differs =
Tapani Pälli447bb902013-12-12 15:08:59 +0200931 var->data.depth_layout != existing->data.depth_layout;
Ian Romanick46173f92011-10-31 13:07:06 -0700932
933 if (layout_declared && layout_differs) {
934 linker_error(prog,
935 "All redeclarations of gl_FragDepth in all "
936 "fragment shaders in a single program must have "
Andres Gomezf9fc3ae2014-11-18 08:43:35 -0700937 "the same set of qualifiers.\n");
Ian Romanick46173f92011-10-31 13:07:06 -0700938 }
939
Tapani Pälli33ee2c62013-12-12 13:51:01 +0200940 if (var->data.used && layout_differs) {
Ian Romanick46173f92011-10-31 13:07:06 -0700941 linker_error(prog,
942 "If gl_FragDepth is redeclared with a layout "
943 "qualifier in any fragment shader, it must be "
944 "redeclared with the same layout qualifier in "
945 "all fragment shaders that have assignments to "
Andres Gomezf9fc3ae2014-11-18 08:43:35 -0700946 "gl_FragDepth\n");
Ian Romanick46173f92011-10-31 13:07:06 -0700947 }
948 }
Chad Versaceaddae332011-01-27 01:40:31 -0800949
Ian Romanickf37b1ad2011-10-31 14:31:07 -0700950 /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
951 *
952 * "If a shared global has multiple initializers, the
953 * initializers must all be constant expressions, and they
954 * must all have the same value. Otherwise, a link error will
955 * result. (A shared global having only one initializer does
956 * not require that initializer to be a constant expression.)"
957 *
958 * Previous to 4.20 the GLSL spec simply said that initializers
959 * must have the same value. In this case of non-constant
960 * initializers, this was impossible to determine. As a result,
961 * no vendor actually implemented that behavior. The 4.20
962 * behavior matches the implemented behavior of at least one other
963 * vendor, so we'll implement that for all GLSL versions.
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700964 */
Ian Romanickf37b1ad2011-10-31 14:31:07 -0700965 if (var->constant_initializer != NULL) {
966 if (existing->constant_initializer != NULL) {
967 if (!var->constant_initializer->has_value(existing->constant_initializer)) {
Ian Romanick586e7412011-07-28 14:04:09 -0700968 linker_error(prog, "initializers for %s "
969 "`%s' have differing values\n",
970 mode_string(var), var->name);
Paul Berryb95d2372013-07-27 11:08:31 -0700971 return;
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700972 }
Ian Romanickf37b1ad2011-10-31 14:31:07 -0700973 } else {
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700974 /* If the first-seen instance of a particular uniform did not
975 * have an initializer but a later instance does, copy the
976 * initializer to the version stored in the symbol table.
977 */
Ian Romanickde415b72010-07-14 13:22:12 -0700978 /* FINISHME: This is wrong. The constant_value field should
979 * FINISHME: not be modified! Imagine a case where a shader
980 * FINISHME: without an initializer is linked in two different
981 * FINISHME: programs with shaders that have differing
982 * FINISHME: initializers. Linking with the first will
983 * FINISHME: modify the shader, and linking with the second
984 * FINISHME: will fail.
985 */
Ian Romanickf37b1ad2011-10-31 14:31:07 -0700986 existing->constant_initializer =
987 var->constant_initializer->clone(ralloc_parent(existing),
988 NULL);
989 }
990 }
991
Tapani Pälli447bb902013-12-12 15:08:59 +0200992 if (var->data.has_initializer) {
993 if (existing->data.has_initializer
Ian Romanickf37b1ad2011-10-31 14:31:07 -0700994 && (var->constant_initializer == NULL
995 || existing->constant_initializer == NULL)) {
996 linker_error(prog,
997 "shared global variable `%s' has multiple "
998 "non-constant initializers.\n",
999 var->name);
Paul Berryb95d2372013-07-27 11:08:31 -07001000 return;
Ian Romanickf37b1ad2011-10-31 14:31:07 -07001001 }
1002
1003 /* Some instance had an initializer, so keep track of that. In
1004 * this location, all sorts of initializers (constant or
1005 * otherwise) will propagate the existence to the variable
1006 * stored in the symbol table.
1007 */
Tapani Pälli447bb902013-12-12 15:08:59 +02001008 existing->data.has_initializer = true;
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001009 }
Chad Versace7528f142010-11-17 14:34:38 -08001010
Tapani Pällic1d30802013-12-12 12:57:57 +02001011 if (existing->data.invariant != var->data.invariant) {
Ian Romanick586e7412011-07-28 14:04:09 -07001012 linker_error(prog, "declarations for %s `%s' have "
1013 "mismatching invariant qualifiers\n",
1014 mode_string(var), var->name);
Paul Berryb95d2372013-07-27 11:08:31 -07001015 return;
Chad Versace7528f142010-11-17 14:34:38 -08001016 }
Tapani Pällic1d30802013-12-12 12:57:57 +02001017 if (existing->data.centroid != var->data.centroid) {
Ian Romanick586e7412011-07-28 14:04:09 -07001018 linker_error(prog, "declarations for %s `%s' have "
1019 "mismatching centroid qualifiers\n",
1020 mode_string(var), var->name);
Paul Berryb95d2372013-07-27 11:08:31 -07001021 return;
Chad Versace61428dd2011-01-10 15:29:30 -08001022 }
Tapani Pällic1d30802013-12-12 12:57:57 +02001023 if (existing->data.sample != var->data.sample) {
Chris Forbes51c5fc82013-11-29 21:26:10 +13001024 linker_error(prog, "declarations for %s `%s` have "
1025 "mismatching sample qualifiers\n",
1026 mode_string(var), var->name);
1027 return;
1028 }
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001029 } else
Eric Anholt001eee52010-11-05 06:11:24 -07001030 variables.add_variable(var);
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001031 }
1032 }
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001033}
1034
1035
Ian Romanick37101922010-06-18 19:02:10 -07001036/**
Ian Romanicke2e5d0d2010-06-29 18:47:11 -07001037 * Perform validation of uniforms used across multiple shader stages
1038 */
Paul Berryb95d2372013-07-27 11:08:31 -07001039void
Ian Romanicke2e5d0d2010-06-29 18:47:11 -07001040cross_validate_uniforms(struct gl_shader_program *prog)
1041{
Paul Berryb95d2372013-07-27 11:08:31 -07001042 cross_validate_globals(prog, prog->_LinkedShaders,
Paul Berry665b8d72014-01-07 10:11:39 -08001043 MESA_SHADER_STAGES, true);
Ian Romanicke2e5d0d2010-06-29 18:47:11 -07001044}
1045
Eric Anholtf609cf72012-04-27 13:52:56 -07001046/**
1047 * Accumulates the array of prog->UniformBlocks and checks that all
1048 * definitons of blocks agree on their contents.
1049 */
1050static bool
1051interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog)
1052{
1053 unsigned max_num_uniform_blocks = 0;
Paul Berry665b8d72014-01-07 10:11:39 -08001054 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
Eric Anholtf609cf72012-04-27 13:52:56 -07001055 if (prog->_LinkedShaders[i])
1056 max_num_uniform_blocks += prog->_LinkedShaders[i]->NumUniformBlocks;
1057 }
1058
Paul Berry665b8d72014-01-07 10:11:39 -08001059 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
Eric Anholtf609cf72012-04-27 13:52:56 -07001060 struct gl_shader *sh = prog->_LinkedShaders[i];
1061
1062 prog->UniformBlockStageIndex[i] = ralloc_array(prog, int,
1063 max_num_uniform_blocks);
1064 for (unsigned int j = 0; j < max_num_uniform_blocks; j++)
1065 prog->UniformBlockStageIndex[i][j] = -1;
1066
1067 if (sh == NULL)
1068 continue;
1069
1070 for (unsigned int j = 0; j < sh->NumUniformBlocks; j++) {
1071 int index = link_cross_validate_uniform_block(prog,
1072 &prog->UniformBlocks,
1073 &prog->NumUniformBlocks,
1074 &sh->UniformBlocks[j]);
1075
1076 if (index == -1) {
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07001077 linker_error(prog, "uniform block `%s' has mismatching definitions\n",
Eric Anholtf609cf72012-04-27 13:52:56 -07001078 sh->UniformBlocks[j].Name);
1079 return false;
1080 }
1081
1082 prog->UniformBlockStageIndex[i][index] = j;
1083 }
1084 }
1085
1086 return true;
1087}
Ian Romanicke2e5d0d2010-06-29 18:47:11 -07001088
Ian Romanick37101922010-06-18 19:02:10 -07001089
Ian Romanick3fb87872010-07-09 14:09:34 -07001090/**
1091 * Populates a shaders symbol table with all global declarations
1092 */
1093static void
1094populate_symbol_table(gl_shader *sh)
1095{
1096 sh->symbols = new(sh) glsl_symbol_table;
1097
Matt Turner4d784462014-06-24 21:34:05 -07001098 foreach_in_list(ir_instruction, inst, sh->ir) {
Ian Romanick3fb87872010-07-09 14:09:34 -07001099 ir_variable *var;
1100 ir_function *func;
1101
1102 if ((func = inst->as_function()) != NULL) {
Eric Anholte8f5ebf2010-11-05 06:08:45 -07001103 sh->symbols->add_function(func);
Ian Romanick3fb87872010-07-09 14:09:34 -07001104 } else if ((var = inst->as_variable()) != NULL) {
Ian Romanicka9948242014-07-08 18:53:09 -07001105 if (var->data.mode != ir_var_temporary)
1106 sh->symbols->add_variable(var);
Ian Romanick3fb87872010-07-09 14:09:34 -07001107 }
1108 }
1109}
1110
1111
1112/**
Ian Romanick31a97862010-07-12 18:48:50 -07001113 * Remap variables referenced in an instruction tree
1114 *
1115 * This is used when instruction trees are cloned from one shader and placed in
1116 * another. These trees will contain references to \c ir_variable nodes that
1117 * do not exist in the target shader. This function finds these \c ir_variable
1118 * references and replaces the references with matching variables in the target
1119 * shader.
1120 *
1121 * If there is no matching variable in the target shader, a clone of the
1122 * \c ir_variable is made and added to the target shader. The new variable is
1123 * added to \b both the instruction stream and the symbol table.
1124 *
1125 * \param inst IR tree that is to be processed.
1126 * \param symbols Symbol table containing global scope symbols in the
1127 * linked shader.
1128 * \param instructions Instruction stream where new variable declarations
1129 * should be added.
1130 */
1131void
Eric Anholt8273bd42010-08-04 12:34:56 -07001132remap_variables(ir_instruction *inst, struct gl_shader *target,
1133 hash_table *temps)
Ian Romanick31a97862010-07-12 18:48:50 -07001134{
1135 class remap_visitor : public ir_hierarchical_visitor {
1136 public:
Eric Anholt8273bd42010-08-04 12:34:56 -07001137 remap_visitor(struct gl_shader *target,
Ian Romanick7e2aa912010-07-19 17:12:42 -07001138 hash_table *temps)
Ian Romanick31a97862010-07-12 18:48:50 -07001139 {
Eric Anholt8273bd42010-08-04 12:34:56 -07001140 this->target = target;
1141 this->symbols = target->symbols;
1142 this->instructions = target->ir;
Ian Romanick7e2aa912010-07-19 17:12:42 -07001143 this->temps = temps;
Ian Romanick31a97862010-07-12 18:48:50 -07001144 }
1145
1146 virtual ir_visitor_status visit(ir_dereference_variable *ir)
1147 {
Tapani Pälli33ee2c62013-12-12 13:51:01 +02001148 if (ir->var->data.mode == ir_var_temporary) {
Ian Romanick7e2aa912010-07-19 17:12:42 -07001149 ir_variable *var = (ir_variable *) hash_table_find(temps, ir->var);
1150
1151 assert(var != NULL);
1152 ir->var = var;
1153 return visit_continue;
1154 }
1155
Ian Romanick31a97862010-07-12 18:48:50 -07001156 ir_variable *const existing =
1157 this->symbols->get_variable(ir->var->name);
1158 if (existing != NULL)
1159 ir->var = existing;
1160 else {
Eric Anholt8273bd42010-08-04 12:34:56 -07001161 ir_variable *copy = ir->var->clone(this->target, NULL);
Ian Romanick31a97862010-07-12 18:48:50 -07001162
Eric Anholt001eee52010-11-05 06:11:24 -07001163 this->symbols->add_variable(copy);
Ian Romanick31a97862010-07-12 18:48:50 -07001164 this->instructions->push_head(copy);
Ian Romanick7e2aa912010-07-19 17:12:42 -07001165 ir->var = copy;
Ian Romanick31a97862010-07-12 18:48:50 -07001166 }
1167
1168 return visit_continue;
1169 }
1170
1171 private:
Eric Anholt8273bd42010-08-04 12:34:56 -07001172 struct gl_shader *target;
Ian Romanick31a97862010-07-12 18:48:50 -07001173 glsl_symbol_table *symbols;
1174 exec_list *instructions;
Ian Romanick7e2aa912010-07-19 17:12:42 -07001175 hash_table *temps;
Ian Romanick31a97862010-07-12 18:48:50 -07001176 };
1177
Eric Anholt8273bd42010-08-04 12:34:56 -07001178 remap_visitor v(target, temps);
Ian Romanick31a97862010-07-12 18:48:50 -07001179
1180 inst->accept(&v);
1181}
1182
1183
1184/**
1185 * Move non-declarations from one instruction stream to another
1186 *
1187 * The intended usage pattern of this function is to pass the pointer to the
Eric Anholt62c47632010-07-29 13:52:25 -07001188 * 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 -07001189 * pointer) for \c last and \c false for \c make_copies on the first
1190 * call. Successive calls pass the return value of the previous call for
1191 * \c last and \c true for \c make_copies.
1192 *
1193 * \param instructions Source instruction stream
1194 * \param last Instruction after which new instructions should be
1195 * inserted in the target instruction stream
1196 * \param make_copies Flag selecting whether instructions in \c instructions
1197 * should be copied (via \c ir_instruction::clone) into the
1198 * target list or moved.
1199 *
1200 * \return
1201 * The new "last" instruction in the target instruction stream. This pointer
1202 * is suitable for use as the \c last parameter of a later call to this
1203 * function.
1204 */
1205exec_node *
1206move_non_declarations(exec_list *instructions, exec_node *last,
1207 bool make_copies, gl_shader *target)
1208{
Ian Romanick7e2aa912010-07-19 17:12:42 -07001209 hash_table *temps = NULL;
1210
1211 if (make_copies)
1212 temps = hash_table_ctor(0, hash_table_pointer_hash,
1213 hash_table_pointer_compare);
1214
Matt Turnerc6a16f62014-06-24 21:58:35 -07001215 foreach_in_list_safe(ir_instruction, inst, instructions) {
Ian Romanick7e2aa912010-07-19 17:12:42 -07001216 if (inst->as_function())
Ian Romanick31a97862010-07-12 18:48:50 -07001217 continue;
1218
Ian Romanick7e2aa912010-07-19 17:12:42 -07001219 ir_variable *var = inst->as_variable();
Tapani Pälli33ee2c62013-12-12 13:51:01 +02001220 if ((var != NULL) && (var->data.mode != ir_var_temporary))
Ian Romanick7e2aa912010-07-19 17:12:42 -07001221 continue;
1222
1223 assert(inst->as_assignment()
Kenneth Graunked884f602012-03-20 15:56:37 -07001224 || inst->as_call()
Kenneth Graunkeb45a68e2012-10-24 13:17:24 -07001225 || inst->as_if() /* for initializers with the ?: operator */
Tapani Pälli33ee2c62013-12-12 13:51:01 +02001226 || ((var != NULL) && (var->data.mode == ir_var_temporary)));
Ian Romanick31a97862010-07-12 18:48:50 -07001227
1228 if (make_copies) {
Eric Anholt8273bd42010-08-04 12:34:56 -07001229 inst = inst->clone(target, NULL);
Ian Romanick7e2aa912010-07-19 17:12:42 -07001230
1231 if (var != NULL)
1232 hash_table_insert(temps, inst, var);
1233 else
Eric Anholt8273bd42010-08-04 12:34:56 -07001234 remap_variables(inst, target, temps);
Ian Romanick31a97862010-07-12 18:48:50 -07001235 } else {
1236 inst->remove();
1237 }
1238
1239 last->insert_after(inst);
1240 last = inst;
1241 }
1242
Ian Romanick7e2aa912010-07-19 17:12:42 -07001243 if (make_copies)
1244 hash_table_dtor(temps);
1245
Ian Romanick31a97862010-07-12 18:48:50 -07001246 return last;
1247}
1248
1249/**
Ian Romanick15ce87e2010-07-09 15:28:22 -07001250 * Get the function signature for main from a shader
1251 */
Ian Romanick04d33232014-06-19 12:05:20 -07001252ir_function_signature *
1253link_get_main_function_signature(gl_shader *sh)
Ian Romanick15ce87e2010-07-09 15:28:22 -07001254{
1255 ir_function *const f = sh->symbols->get_function("main");
1256 if (f != NULL) {
1257 exec_list void_parameters;
1258
1259 /* Look for the 'void main()' signature and ensure that it's defined.
1260 * This keeps the linker from accidentally pick a shader that just
1261 * contains a prototype for main.
1262 *
1263 * We don't have to check for multiple definitions of main (in multiple
1264 * shaders) because that would have already been caught above.
1265 */
Kenneth Graunke21129d42014-07-24 14:05:40 -07001266 ir_function_signature *sig =
1267 f->matching_signature(NULL, &void_parameters, false);
Ian Romanick15ce87e2010-07-09 15:28:22 -07001268 if ((sig != NULL) && sig->is_defined) {
1269 return sig;
1270 }
1271 }
1272
1273 return NULL;
1274}
1275
1276
1277/**
Brian Paul84a12732012-02-02 20:10:40 -07001278 * This class is only used in link_intrastage_shaders() below but declaring
1279 * it inside that function leads to compiler warnings with some versions of
1280 * gcc.
1281 */
1282class array_sizing_visitor : public ir_hierarchical_visitor {
1283public:
Paul Berry15e05b92013-09-25 14:07:37 -07001284 array_sizing_visitor()
1285 : mem_ctx(ralloc_context(NULL)),
1286 unnamed_interfaces(hash_table_ctor(0, hash_table_pointer_hash,
1287 hash_table_pointer_compare))
1288 {
1289 }
1290
1291 ~array_sizing_visitor()
1292 {
1293 hash_table_dtor(this->unnamed_interfaces);
1294 ralloc_free(this->mem_ctx);
1295 }
1296
Brian Paul84a12732012-02-02 20:10:40 -07001297 virtual ir_visitor_status visit(ir_variable *var)
1298 {
Tapani Pälli447bb902013-12-12 15:08:59 +02001299 fixup_type(&var->type, var->data.max_array_access);
Paul Berrye2266692013-09-23 10:44:19 -07001300 if (var->type->is_interface()) {
1301 if (interface_contains_unsized_arrays(var->type)) {
1302 const glsl_type *new_type =
Ian Romanick21df0162014-05-23 18:57:36 -07001303 resize_interface_members(var->type,
1304 var->get_max_ifc_array_access());
Paul Berrye2266692013-09-23 10:44:19 -07001305 var->type = new_type;
1306 var->change_interface_type(new_type);
1307 }
1308 } else if (var->type->is_array() &&
1309 var->type->fields.array->is_interface()) {
1310 if (interface_contains_unsized_arrays(var->type->fields.array)) {
1311 const glsl_type *new_type =
1312 resize_interface_members(var->type->fields.array,
Ian Romanick21df0162014-05-23 18:57:36 -07001313 var->get_max_ifc_array_access());
Paul Berrye2266692013-09-23 10:44:19 -07001314 var->change_interface_type(new_type);
Timothy Arceri939dc282015-03-14 12:40:20 +11001315 var->type = update_interface_members_array(var->type, new_type);
Paul Berrye2266692013-09-23 10:44:19 -07001316 }
Paul Berry15e05b92013-09-25 14:07:37 -07001317 } else if (const glsl_type *ifc_type = var->get_interface_type()) {
1318 /* Store a pointer to the variable in the unnamed_interfaces
1319 * hashtable.
1320 */
1321 ir_variable **interface_vars = (ir_variable **)
1322 hash_table_find(this->unnamed_interfaces, ifc_type);
1323 if (interface_vars == NULL) {
1324 interface_vars = rzalloc_array(mem_ctx, ir_variable *,
1325 ifc_type->length);
1326 hash_table_insert(this->unnamed_interfaces, interface_vars,
1327 ifc_type);
1328 }
1329 unsigned index = ifc_type->field_index(var->name);
1330 assert(index < ifc_type->length);
1331 assert(interface_vars[index] == NULL);
1332 interface_vars[index] = var;
Brian Paul84a12732012-02-02 20:10:40 -07001333 }
1334 return visit_continue;
1335 }
Paul Berrye2266692013-09-23 10:44:19 -07001336
Paul Berry15e05b92013-09-25 14:07:37 -07001337 /**
1338 * For each unnamed interface block that was discovered while running the
1339 * visitor, adjust the interface type to reflect the newly assigned array
1340 * sizes, and fix up the ir_variable nodes to point to the new interface
1341 * type.
1342 */
1343 void fixup_unnamed_interface_types()
1344 {
1345 hash_table_call_foreach(this->unnamed_interfaces,
1346 fixup_unnamed_interface_type, NULL);
1347 }
1348
Paul Berrye2266692013-09-23 10:44:19 -07001349private:
1350 /**
1351 * If the type pointed to by \c type represents an unsized array, replace
1352 * it with a sized array whose size is determined by max_array_access.
1353 */
1354 static void fixup_type(const glsl_type **type, unsigned max_array_access)
1355 {
Timothy Arcerib59c5922013-10-23 21:31:27 +11001356 if ((*type)->is_unsized_array()) {
Paul Berrye2266692013-09-23 10:44:19 -07001357 *type = glsl_type::get_array_instance((*type)->fields.array,
1358 max_array_access + 1);
1359 assert(*type != NULL);
1360 }
1361 }
1362
Timothy Arceri939dc282015-03-14 12:40:20 +11001363 static const glsl_type *
1364 update_interface_members_array(const glsl_type *type,
1365 const glsl_type *new_interface_type)
1366 {
1367 const glsl_type *element_type = type->fields.array;
1368 if (element_type->is_array()) {
1369 const glsl_type *new_array_type =
1370 update_interface_members_array(element_type, new_interface_type);
1371 return glsl_type::get_array_instance(new_array_type, type->length);
1372 } else {
1373 return glsl_type::get_array_instance(new_interface_type,
1374 type->length);
1375 }
1376 }
1377
Paul Berrye2266692013-09-23 10:44:19 -07001378 /**
1379 * Determine whether the given interface type contains unsized arrays (if
1380 * it doesn't, array_sizing_visitor doesn't need to process it).
1381 */
1382 static bool interface_contains_unsized_arrays(const glsl_type *type)
1383 {
1384 for (unsigned i = 0; i < type->length; i++) {
1385 const glsl_type *elem_type = type->fields.structure[i].type;
Timothy Arcerib59c5922013-10-23 21:31:27 +11001386 if (elem_type->is_unsized_array())
Paul Berrye2266692013-09-23 10:44:19 -07001387 return true;
1388 }
1389 return false;
1390 }
1391
1392 /**
1393 * Create a new interface type based on the given type, with unsized arrays
1394 * replaced by sized arrays whose size is determined by
1395 * max_ifc_array_access.
1396 */
1397 static const glsl_type *
1398 resize_interface_members(const glsl_type *type,
1399 const unsigned *max_ifc_array_access)
1400 {
1401 unsigned num_fields = type->length;
1402 glsl_struct_field *fields = new glsl_struct_field[num_fields];
1403 memcpy(fields, type->fields.structure,
1404 num_fields * sizeof(*fields));
1405 for (unsigned i = 0; i < num_fields; i++) {
1406 fixup_type(&fields[i].type, max_ifc_array_access[i]);
1407 }
1408 glsl_interface_packing packing =
1409 (glsl_interface_packing) type->interface_packing;
1410 const glsl_type *new_ifc_type =
1411 glsl_type::get_interface_instance(fields, num_fields,
1412 packing, type->name);
1413 delete [] fields;
1414 return new_ifc_type;
1415 }
Paul Berry15e05b92013-09-25 14:07:37 -07001416
1417 static void fixup_unnamed_interface_type(const void *key, void *data,
1418 void *)
1419 {
1420 const glsl_type *ifc_type = (const glsl_type *) key;
1421 ir_variable **interface_vars = (ir_variable **) data;
1422 unsigned num_fields = ifc_type->length;
1423 glsl_struct_field *fields = new glsl_struct_field[num_fields];
1424 memcpy(fields, ifc_type->fields.structure,
1425 num_fields * sizeof(*fields));
1426 bool interface_type_changed = false;
1427 for (unsigned i = 0; i < num_fields; i++) {
1428 if (interface_vars[i] != NULL &&
1429 fields[i].type != interface_vars[i]->type) {
1430 fields[i].type = interface_vars[i]->type;
1431 interface_type_changed = true;
1432 }
1433 }
1434 if (!interface_type_changed) {
1435 delete [] fields;
1436 return;
1437 }
1438 glsl_interface_packing packing =
1439 (glsl_interface_packing) ifc_type->interface_packing;
1440 const glsl_type *new_ifc_type =
1441 glsl_type::get_interface_instance(fields, num_fields, packing,
1442 ifc_type->name);
1443 delete [] fields;
1444 for (unsigned i = 0; i < num_fields; i++) {
1445 if (interface_vars[i] != NULL)
1446 interface_vars[i]->change_interface_type(new_ifc_type);
1447 }
1448 }
1449
1450 /**
1451 * Memory context used to allocate the data in \c unnamed_interfaces.
1452 */
1453 void *mem_ctx;
1454
1455 /**
1456 * Hash table from const glsl_type * to an array of ir_variable *'s
1457 * pointing to the ir_variables constituting each unnamed interface block.
1458 */
1459 hash_table *unnamed_interfaces;
Brian Paul84a12732012-02-02 20:10:40 -07001460};
1461
Chris Forbes7c758c52014-09-21 13:33:14 +12001462
1463/**
1464 * Performs the cross-validation of tessellation control shader vertices and
1465 * layout qualifiers for the attached tessellation control shaders,
1466 * and propagates them to the linked TCS and linked shader program.
1467 */
1468static void
1469link_tcs_out_layout_qualifiers(struct gl_shader_program *prog,
1470 struct gl_shader *linked_shader,
1471 struct gl_shader **shader_list,
1472 unsigned num_shaders)
1473{
1474 linked_shader->TessCtrl.VerticesOut = 0;
1475
1476 if (linked_shader->Stage != MESA_SHADER_TESS_CTRL)
1477 return;
1478
1479 /* From the GLSL 4.0 spec (chapter 4.3.8.2):
1480 *
1481 * "All tessellation control shader layout declarations in a program
1482 * must specify the same output patch vertex count. There must be at
1483 * least one layout qualifier specifying an output patch vertex count
1484 * in any program containing tessellation control shaders; however,
1485 * such a declaration is not required in all tessellation control
1486 * shaders."
1487 */
1488
1489 for (unsigned i = 0; i < num_shaders; i++) {
1490 struct gl_shader *shader = shader_list[i];
1491
1492 if (shader->TessCtrl.VerticesOut != 0) {
1493 if (linked_shader->TessCtrl.VerticesOut != 0 &&
1494 linked_shader->TessCtrl.VerticesOut != shader->TessCtrl.VerticesOut) {
1495 linker_error(prog, "tessellation control shader defined with "
1496 "conflicting output vertex count (%d and %d)\n",
1497 linked_shader->TessCtrl.VerticesOut,
1498 shader->TessCtrl.VerticesOut);
1499 return;
1500 }
1501 linked_shader->TessCtrl.VerticesOut = shader->TessCtrl.VerticesOut;
1502 }
1503 }
1504
1505 /* Just do the intrastage -> interstage propagation right now,
1506 * since we already know we're in the right type of shader program
1507 * for doing it.
1508 */
1509 if (linked_shader->TessCtrl.VerticesOut == 0) {
1510 linker_error(prog, "tessellation control shader didn't declare "
1511 "vertices out layout qualifier\n");
1512 return;
1513 }
1514 prog->TessCtrl.VerticesOut = linked_shader->TessCtrl.VerticesOut;
1515}
1516
1517
1518/**
1519 * Performs the cross-validation of tessellation evaluation shader
1520 * primitive type, vertex spacing, ordering and point_mode layout qualifiers
1521 * for the attached tessellation evaluation shaders, and propagates them
1522 * to the linked TES and linked shader program.
1523 */
1524static void
1525link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
1526 struct gl_shader *linked_shader,
1527 struct gl_shader **shader_list,
1528 unsigned num_shaders)
1529{
1530 linked_shader->TessEval.PrimitiveMode = PRIM_UNKNOWN;
1531 linked_shader->TessEval.Spacing = 0;
1532 linked_shader->TessEval.VertexOrder = 0;
1533 linked_shader->TessEval.PointMode = -1;
1534
1535 if (linked_shader->Stage != MESA_SHADER_TESS_EVAL)
1536 return;
1537
1538 /* From the GLSL 4.0 spec (chapter 4.3.8.1):
1539 *
1540 * "At least one tessellation evaluation shader (compilation unit) in
1541 * a program must declare a primitive mode in its input layout.
1542 * Declaration vertex spacing, ordering, and point mode identifiers is
1543 * optional. It is not required that all tessellation evaluation
1544 * shaders in a program declare a primitive mode. If spacing or
1545 * vertex ordering declarations are omitted, the tessellation
1546 * primitive generator will use equal spacing or counter-clockwise
1547 * vertex ordering, respectively. If a point mode declaration is
1548 * omitted, the tessellation primitive generator will produce lines or
1549 * triangles according to the primitive mode."
1550 */
1551
1552 for (unsigned i = 0; i < num_shaders; i++) {
1553 struct gl_shader *shader = shader_list[i];
1554
1555 if (shader->TessEval.PrimitiveMode != PRIM_UNKNOWN) {
1556 if (linked_shader->TessEval.PrimitiveMode != PRIM_UNKNOWN &&
1557 linked_shader->TessEval.PrimitiveMode != shader->TessEval.PrimitiveMode) {
1558 linker_error(prog, "tessellation evaluation shader defined with "
1559 "conflicting input primitive modes.\n");
1560 return;
1561 }
1562 linked_shader->TessEval.PrimitiveMode = shader->TessEval.PrimitiveMode;
1563 }
1564
1565 if (shader->TessEval.Spacing != 0) {
1566 if (linked_shader->TessEval.Spacing != 0 &&
1567 linked_shader->TessEval.Spacing != shader->TessEval.Spacing) {
1568 linker_error(prog, "tessellation evaluation shader defined with "
1569 "conflicting vertex spacing.\n");
1570 return;
1571 }
1572 linked_shader->TessEval.Spacing = shader->TessEval.Spacing;
1573 }
1574
1575 if (shader->TessEval.VertexOrder != 0) {
1576 if (linked_shader->TessEval.VertexOrder != 0 &&
1577 linked_shader->TessEval.VertexOrder != shader->TessEval.VertexOrder) {
1578 linker_error(prog, "tessellation evaluation shader defined with "
1579 "conflicting ordering.\n");
1580 return;
1581 }
1582 linked_shader->TessEval.VertexOrder = shader->TessEval.VertexOrder;
1583 }
1584
1585 if (shader->TessEval.PointMode != -1) {
1586 if (linked_shader->TessEval.PointMode != -1 &&
1587 linked_shader->TessEval.PointMode != shader->TessEval.PointMode) {
1588 linker_error(prog, "tessellation evaluation shader defined with "
1589 "conflicting point modes.\n");
1590 return;
1591 }
1592 linked_shader->TessEval.PointMode = shader->TessEval.PointMode;
1593 }
1594
1595 }
1596
1597 /* Just do the intrastage -> interstage propagation right now,
1598 * since we already know we're in the right type of shader program
1599 * for doing it.
1600 */
1601 if (linked_shader->TessEval.PrimitiveMode == PRIM_UNKNOWN) {
1602 linker_error(prog,
1603 "tessellation evaluation shader didn't declare input "
1604 "primitive modes.\n");
1605 return;
1606 }
1607 prog->TessEval.PrimitiveMode = linked_shader->TessEval.PrimitiveMode;
1608
1609 if (linked_shader->TessEval.Spacing == 0)
1610 linked_shader->TessEval.Spacing = GL_EQUAL;
1611 prog->TessEval.Spacing = linked_shader->TessEval.Spacing;
1612
1613 if (linked_shader->TessEval.VertexOrder == 0)
1614 linked_shader->TessEval.VertexOrder = GL_CCW;
1615 prog->TessEval.VertexOrder = linked_shader->TessEval.VertexOrder;
1616
1617 if (linked_shader->TessEval.PointMode == -1)
1618 linked_shader->TessEval.PointMode = GL_FALSE;
1619 prog->TessEval.PointMode = linked_shader->TessEval.PointMode;
1620}
1621
1622
Brian Paul84a12732012-02-02 20:10:40 -07001623/**
Anuj Phogat35f11e82014-02-05 15:01:58 -08001624 * Performs the cross-validation of layout qualifiers specified in
1625 * redeclaration of gl_FragCoord for the attached fragment shaders,
1626 * and propagates them to the linked FS and linked shader program.
1627 */
1628static void
1629link_fs_input_layout_qualifiers(struct gl_shader_program *prog,
1630 struct gl_shader *linked_shader,
1631 struct gl_shader **shader_list,
1632 unsigned num_shaders)
1633{
1634 linked_shader->redeclares_gl_fragcoord = false;
1635 linked_shader->uses_gl_fragcoord = false;
1636 linked_shader->origin_upper_left = false;
1637 linked_shader->pixel_center_integer = false;
1638
Anuj Phogat9bcb0a82014-02-10 14:12:40 -08001639 if (linked_shader->Stage != MESA_SHADER_FRAGMENT ||
1640 (prog->Version < 150 && !prog->ARB_fragment_coord_conventions_enable))
Anuj Phogat35f11e82014-02-05 15:01:58 -08001641 return;
1642
1643 for (unsigned i = 0; i < num_shaders; i++) {
1644 struct gl_shader *shader = shader_list[i];
1645 /* From the GLSL 1.50 spec, page 39:
1646 *
1647 * "If gl_FragCoord is redeclared in any fragment shader in a program,
1648 * it must be redeclared in all the fragment shaders in that program
1649 * that have a static use gl_FragCoord."
Anuj Phogat35f11e82014-02-05 15:01:58 -08001650 */
1651 if ((linked_shader->redeclares_gl_fragcoord
1652 && !shader->redeclares_gl_fragcoord
Anuj Phogatd8208312015-03-05 11:07:52 -08001653 && shader->uses_gl_fragcoord)
Anuj Phogat35f11e82014-02-05 15:01:58 -08001654 || (shader->redeclares_gl_fragcoord
1655 && !linked_shader->redeclares_gl_fragcoord
Anuj Phogatd8208312015-03-05 11:07:52 -08001656 && linked_shader->uses_gl_fragcoord)) {
Anuj Phogat35f11e82014-02-05 15:01:58 -08001657 linker_error(prog, "fragment shader defined with conflicting "
1658 "layout qualifiers for gl_FragCoord\n");
1659 }
1660
1661 /* From the GLSL 1.50 spec, page 39:
1662 *
1663 * "All redeclarations of gl_FragCoord in all fragment shaders in a
1664 * single program must have the same set of qualifiers."
1665 */
1666 if (linked_shader->redeclares_gl_fragcoord && shader->redeclares_gl_fragcoord
1667 && (shader->origin_upper_left != linked_shader->origin_upper_left
1668 || shader->pixel_center_integer != linked_shader->pixel_center_integer)) {
1669 linker_error(prog, "fragment shader defined with conflicting "
1670 "layout qualifiers for gl_FragCoord\n");
1671 }
1672
Martin Peres87a4bc52015-05-21 15:51:09 +03001673 /* Update the linked shader state. Note that uses_gl_fragcoord should
1674 * accumulate the results. The other values should replace. If there
Anuj Phogat35f11e82014-02-05 15:01:58 -08001675 * are multiple redeclarations, all the fields except uses_gl_fragcoord
1676 * are already known to be the same.
1677 */
1678 if (shader->redeclares_gl_fragcoord || shader->uses_gl_fragcoord) {
1679 linked_shader->redeclares_gl_fragcoord =
1680 shader->redeclares_gl_fragcoord;
1681 linked_shader->uses_gl_fragcoord = linked_shader->uses_gl_fragcoord
1682 || shader->uses_gl_fragcoord;
1683 linked_shader->origin_upper_left = shader->origin_upper_left;
1684 linked_shader->pixel_center_integer = shader->pixel_center_integer;
1685 }
Francisco Jerezce0e1512015-01-28 17:42:37 +02001686
1687 linked_shader->EarlyFragmentTests |= shader->EarlyFragmentTests;
Anuj Phogat35f11e82014-02-05 15:01:58 -08001688 }
1689}
1690
1691/**
Eric Anholt6065a872013-06-12 18:12:40 -07001692 * Performs the cross-validation of geometry shader max_vertices and
1693 * primitive type layout qualifiers for the attached geometry shaders,
1694 * and propagates them to the linked GS and linked shader program.
1695 */
1696static void
1697link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
1698 struct gl_shader *linked_shader,
1699 struct gl_shader **shader_list,
1700 unsigned num_shaders)
1701{
1702 linked_shader->Geom.VerticesOut = 0;
Jordan Justen31340202014-01-25 02:17:21 -08001703 linked_shader->Geom.Invocations = 0;
Eric Anholt6065a872013-06-12 18:12:40 -07001704 linked_shader->Geom.InputType = PRIM_UNKNOWN;
1705 linked_shader->Geom.OutputType = PRIM_UNKNOWN;
1706
1707 /* No in/out qualifiers defined for anything but GLSL 1.50+
1708 * geometry shaders so far.
1709 */
Paul Berrye3b86f02014-01-07 10:58:56 -08001710 if (linked_shader->Stage != MESA_SHADER_GEOMETRY || prog->Version < 150)
Eric Anholt6065a872013-06-12 18:12:40 -07001711 return;
1712
1713 /* From the GLSL 1.50 spec, page 46:
1714 *
1715 * "All geometry shader output layout declarations in a program
1716 * must declare the same layout and same value for
1717 * max_vertices. There must be at least one geometry output
1718 * layout declaration somewhere in a program, but not all
1719 * geometry shaders (compilation units) are required to
1720 * declare it."
1721 */
1722
1723 for (unsigned i = 0; i < num_shaders; i++) {
1724 struct gl_shader *shader = shader_list[i];
1725
1726 if (shader->Geom.InputType != PRIM_UNKNOWN) {
1727 if (linked_shader->Geom.InputType != PRIM_UNKNOWN &&
1728 linked_shader->Geom.InputType != shader->Geom.InputType) {
1729 linker_error(prog, "geometry shader defined with conflicting "
1730 "input types\n");
1731 return;
1732 }
1733 linked_shader->Geom.InputType = shader->Geom.InputType;
1734 }
1735
1736 if (shader->Geom.OutputType != PRIM_UNKNOWN) {
1737 if (linked_shader->Geom.OutputType != PRIM_UNKNOWN &&
1738 linked_shader->Geom.OutputType != shader->Geom.OutputType) {
1739 linker_error(prog, "geometry shader defined with conflicting "
1740 "output types\n");
1741 return;
1742 }
1743 linked_shader->Geom.OutputType = shader->Geom.OutputType;
1744 }
1745
1746 if (shader->Geom.VerticesOut != 0) {
1747 if (linked_shader->Geom.VerticesOut != 0 &&
1748 linked_shader->Geom.VerticesOut != shader->Geom.VerticesOut) {
1749 linker_error(prog, "geometry shader defined with conflicting "
1750 "output vertex count (%d and %d)\n",
1751 linked_shader->Geom.VerticesOut,
1752 shader->Geom.VerticesOut);
1753 return;
1754 }
1755 linked_shader->Geom.VerticesOut = shader->Geom.VerticesOut;
1756 }
Jordan Justen31340202014-01-25 02:17:21 -08001757
1758 if (shader->Geom.Invocations != 0) {
1759 if (linked_shader->Geom.Invocations != 0 &&
1760 linked_shader->Geom.Invocations != shader->Geom.Invocations) {
1761 linker_error(prog, "geometry shader defined with conflicting "
1762 "invocation count (%d and %d)\n",
1763 linked_shader->Geom.Invocations,
1764 shader->Geom.Invocations);
1765 return;
1766 }
1767 linked_shader->Geom.Invocations = shader->Geom.Invocations;
1768 }
Eric Anholt6065a872013-06-12 18:12:40 -07001769 }
1770
1771 /* Just do the intrastage -> interstage propagation right now,
1772 * since we already know we're in the right type of shader program
1773 * for doing it.
1774 */
1775 if (linked_shader->Geom.InputType == PRIM_UNKNOWN) {
1776 linker_error(prog,
1777 "geometry shader didn't declare primitive input type\n");
1778 return;
1779 }
1780 prog->Geom.InputType = linked_shader->Geom.InputType;
1781
1782 if (linked_shader->Geom.OutputType == PRIM_UNKNOWN) {
1783 linker_error(prog,
1784 "geometry shader didn't declare primitive output type\n");
1785 return;
1786 }
1787 prog->Geom.OutputType = linked_shader->Geom.OutputType;
1788
1789 if (linked_shader->Geom.VerticesOut == 0) {
1790 linker_error(prog,
1791 "geometry shader didn't declare max_vertices\n");
1792 return;
1793 }
1794 prog->Geom.VerticesOut = linked_shader->Geom.VerticesOut;
Jordan Justen31340202014-01-25 02:17:21 -08001795
1796 if (linked_shader->Geom.Invocations == 0)
1797 linked_shader->Geom.Invocations = 1;
1798
1799 prog->Geom.Invocations = linked_shader->Geom.Invocations;
Eric Anholt6065a872013-06-12 18:12:40 -07001800}
1801
Paul Berry28ce6042014-01-08 11:59:28 -08001802
1803/**
1804 * Perform cross-validation of compute shader local_size_{x,y,z} layout
1805 * qualifiers for the attached compute shaders, and propagate them to the
1806 * linked CS and linked shader program.
1807 */
1808static void
1809link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
1810 struct gl_shader *linked_shader,
1811 struct gl_shader **shader_list,
1812 unsigned num_shaders)
1813{
1814 for (int i = 0; i < 3; i++)
1815 linked_shader->Comp.LocalSize[i] = 0;
1816
1817 /* This function is called for all shader stages, but it only has an effect
1818 * for compute shaders.
1819 */
1820 if (linked_shader->Stage != MESA_SHADER_COMPUTE)
1821 return;
1822
1823 /* From the ARB_compute_shader spec, in the section describing local size
1824 * declarations:
1825 *
1826 * If multiple compute shaders attached to a single program object
1827 * declare local work-group size, the declarations must be identical;
1828 * otherwise a link-time error results. Furthermore, if a program
1829 * object contains any compute shaders, at least one must contain an
1830 * input layout qualifier specifying the local work sizes of the
1831 * program, or a link-time error will occur.
1832 */
1833 for (unsigned sh = 0; sh < num_shaders; sh++) {
1834 struct gl_shader *shader = shader_list[sh];
1835
1836 if (shader->Comp.LocalSize[0] != 0) {
1837 if (linked_shader->Comp.LocalSize[0] != 0) {
1838 for (int i = 0; i < 3; i++) {
1839 if (linked_shader->Comp.LocalSize[i] !=
1840 shader->Comp.LocalSize[i]) {
1841 linker_error(prog, "compute shader defined with conflicting "
1842 "local sizes\n");
1843 return;
1844 }
1845 }
1846 }
1847 for (int i = 0; i < 3; i++)
1848 linked_shader->Comp.LocalSize[i] = shader->Comp.LocalSize[i];
1849 }
1850 }
1851
1852 /* Just do the intrastage -> interstage propagation right now,
1853 * since we already know we're in the right type of shader program
1854 * for doing it.
1855 */
1856 if (linked_shader->Comp.LocalSize[0] == 0) {
1857 linker_error(prog, "compute shader didn't declare local size\n");
1858 return;
1859 }
1860 for (int i = 0; i < 3; i++)
1861 prog->Comp.LocalSize[i] = linked_shader->Comp.LocalSize[i];
1862}
1863
1864
Eric Anholt6065a872013-06-12 18:12:40 -07001865/**
Ian Romanick3fb87872010-07-09 14:09:34 -07001866 * Combine a group of shaders for a single stage to generate a linked shader
1867 *
1868 * \note
1869 * If this function is supplied a single shader, it is cloned, and the new
1870 * shader is returned.
1871 */
1872static struct gl_shader *
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001873link_intrastage_shaders(void *mem_ctx,
1874 struct gl_context *ctx,
Eric Anholt5d0f4302010-08-18 12:02:35 -07001875 struct gl_shader_program *prog,
Ian Romanick3fb87872010-07-09 14:09:34 -07001876 struct gl_shader **shader_list,
1877 unsigned num_shaders)
1878{
Eric Anholtf609cf72012-04-27 13:52:56 -07001879 struct gl_uniform_block *uniform_blocks = NULL;
Eric Anholtf609cf72012-04-27 13:52:56 -07001880
Ian Romanick13f782c2010-06-29 18:53:38 -07001881 /* Check that global variables defined in multiple shaders are consistent.
1882 */
Paul Berryb95d2372013-07-27 11:08:31 -07001883 cross_validate_globals(prog, shader_list, num_shaders, false);
1884 if (!prog->LinkStatus)
Ian Romanick13f782c2010-06-29 18:53:38 -07001885 return NULL;
1886
Jordan Justen4a0bcd92013-05-20 23:42:49 -07001887 /* Check that interface blocks defined in multiple shaders are consistent.
1888 */
Paul Berryb95d2372013-07-27 11:08:31 -07001889 validate_intrastage_interface_blocks(prog, (const gl_shader **)shader_list,
1890 num_shaders);
1891 if (!prog->LinkStatus)
Jordan Justen4a0bcd92013-05-20 23:42:49 -07001892 return NULL;
1893
Paul Berry4682b9b2013-07-27 15:07:08 -07001894 /* Link up uniform blocks defined within this stage. */
1895 const unsigned num_uniform_blocks =
Ian Romanick514f8c72013-01-22 01:09:16 -05001896 link_uniform_blocks(mem_ctx, prog, shader_list, num_shaders,
1897 &uniform_blocks);
Juha-Pekka Heikkila088da372014-04-03 17:06:42 +03001898 if (!prog->LinkStatus)
1899 return NULL;
Eric Anholtf609cf72012-04-27 13:52:56 -07001900
Ian Romanick13f782c2010-06-29 18:53:38 -07001901 /* Check that there is only a single definition of each function signature
1902 * across all shaders.
1903 */
1904 for (unsigned i = 0; i < (num_shaders - 1); i++) {
Matt Turner4d784462014-06-24 21:34:05 -07001905 foreach_in_list(ir_instruction, node, shader_list[i]->ir) {
1906 ir_function *const f = node->as_function();
Ian Romanick13f782c2010-06-29 18:53:38 -07001907
1908 if (f == NULL)
1909 continue;
1910
1911 for (unsigned j = i + 1; j < num_shaders; j++) {
1912 ir_function *const other =
1913 shader_list[j]->symbols->get_function(f->name);
1914
1915 /* If the other shader has no function (and therefore no function
1916 * signatures) with the same name, skip to the next shader.
1917 */
1918 if (other == NULL)
1919 continue;
1920
Matt Turner4d784462014-06-24 21:34:05 -07001921 foreach_in_list(ir_function_signature, sig, &f->signatures) {
Kenneth Graunke4b0bac02013-08-30 16:12:55 -07001922 if (!sig->is_defined || sig->is_builtin())
Ian Romanick13f782c2010-06-29 18:53:38 -07001923 continue;
1924
1925 ir_function_signature *other_sig =
Kenneth Graunke3e820e32013-08-30 23:11:55 -07001926 other->exact_matching_signature(NULL, &sig->parameters);
Ian Romanick13f782c2010-06-29 18:53:38 -07001927
1928 if ((other_sig != NULL) && other_sig->is_defined
Kenneth Graunke4b0bac02013-08-30 16:12:55 -07001929 && !other_sig->is_builtin()) {
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07001930 linker_error(prog, "function `%s' is multiply defined\n",
Ian Romanick586e7412011-07-28 14:04:09 -07001931 f->name);
Ian Romanick13f782c2010-06-29 18:53:38 -07001932 return NULL;
1933 }
1934 }
1935 }
1936 }
1937 }
1938
1939 /* Find the shader that defines main, and make a clone of it.
1940 *
1941 * Starting with the clone, search for undefined references. If one is
1942 * found, find the shader that defines it. Clone the reference and add
1943 * it to the shader. Repeat until there are no undefined references or
1944 * until a reference cannot be resolved.
1945 */
Ian Romanick15ce87e2010-07-09 15:28:22 -07001946 gl_shader *main = NULL;
1947 for (unsigned i = 0; i < num_shaders; i++) {
Ian Romanick04d33232014-06-19 12:05:20 -07001948 if (link_get_main_function_signature(shader_list[i]) != NULL) {
Ian Romanick15ce87e2010-07-09 15:28:22 -07001949 main = shader_list[i];
1950 break;
1951 }
1952 }
Ian Romanick13f782c2010-06-29 18:53:38 -07001953
Ian Romanick15ce87e2010-07-09 15:28:22 -07001954 if (main == NULL) {
Ian Romanick586e7412011-07-28 14:04:09 -07001955 linker_error(prog, "%s shader lacks `main'\n",
Paul Berrye3b86f02014-01-07 10:58:56 -08001956 _mesa_shader_stage_to_string(shader_list[0]->Stage));
Ian Romanick15ce87e2010-07-09 15:28:22 -07001957 return NULL;
1958 }
1959
Ian Romanick4a455952010-10-13 15:13:02 -07001960 gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
Ian Romanick15ce87e2010-07-09 15:28:22 -07001961 linked->ir = new(linked) exec_list;
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001962 clone_ir_list(mem_ctx, linked->ir, main->ir);
Ian Romanick15ce87e2010-07-09 15:28:22 -07001963
Eric Anholtf609cf72012-04-27 13:52:56 -07001964 linked->UniformBlocks = uniform_blocks;
1965 linked->NumUniformBlocks = num_uniform_blocks;
1966 ralloc_steal(linked, linked->UniformBlocks);
1967
Anuj Phogat35f11e82014-02-05 15:01:58 -08001968 link_fs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
Chris Forbes7c758c52014-09-21 13:33:14 +12001969 link_tcs_out_layout_qualifiers(prog, linked, shader_list, num_shaders);
1970 link_tes_in_layout_qualifiers(prog, linked, shader_list, num_shaders);
Eric Anholt6065a872013-06-12 18:12:40 -07001971 link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
Paul Berry28ce6042014-01-08 11:59:28 -08001972 link_cs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
Eric Anholt6065a872013-06-12 18:12:40 -07001973
Ian Romanick15ce87e2010-07-09 15:28:22 -07001974 populate_symbol_table(linked);
Ian Romanick13f782c2010-06-29 18:53:38 -07001975
Andres Gomezb0e0c262014-10-24 16:51:09 +03001976 /* The pointer to the main function in the final linked shader (i.e., the
Ian Romanick31a97862010-07-12 18:48:50 -07001977 * copy of the original shader that contained the main function).
1978 */
Ian Romanick04d33232014-06-19 12:05:20 -07001979 ir_function_signature *const main_sig =
1980 link_get_main_function_signature(linked);
Ian Romanick31a97862010-07-12 18:48:50 -07001981
1982 /* Move any instructions other than variable declarations or function
1983 * declarations into main.
1984 */
Ian Romanick9303e352010-07-19 12:33:54 -07001985 exec_node *insertion_point =
1986 move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false,
1987 linked);
1988
Ian Romanick31a97862010-07-12 18:48:50 -07001989 for (unsigned i = 0; i < num_shaders; i++) {
Ian Romanick9303e352010-07-19 12:33:54 -07001990 if (shader_list[i] == main)
1991 continue;
1992
Ian Romanick31a97862010-07-12 18:48:50 -07001993 insertion_point = move_non_declarations(shader_list[i]->ir,
Ian Romanick9303e352010-07-19 12:33:54 -07001994 insertion_point, true, linked);
Ian Romanick31a97862010-07-12 18:48:50 -07001995 }
1996
Kenneth Graunke5b331f62013-11-23 12:11:34 -08001997 /* Check if any shader needs built-in functions. */
1998 bool need_builtins = false;
Ian Romanickd5be2ac2010-07-20 11:29:46 -07001999 for (unsigned i = 0; i < num_shaders; i++) {
Kenneth Graunke5b331f62013-11-23 12:11:34 -08002000 if (shader_list[i]->uses_builtin_functions) {
2001 need_builtins = true;
2002 break;
2003 }
Ian Romanickd5be2ac2010-07-20 11:29:46 -07002004 }
2005
Kenneth Graunke5b331f62013-11-23 12:11:34 -08002006 bool ok;
2007 if (need_builtins) {
2008 /* Make a temporary array one larger than shader_list, which will hold
2009 * the built-in function shader as well.
2010 */
2011 gl_shader **linking_shaders = (gl_shader **)
2012 calloc(num_shaders + 1, sizeof(gl_shader *));
Ian Romanickd5be2ac2010-07-20 11:29:46 -07002013
Juha-Pekka Heikkilad2f04422014-05-07 16:20:12 +03002014 ok = linking_shaders != NULL;
Kenneth Graunke5b331f62013-11-23 12:11:34 -08002015
Juha-Pekka Heikkilad2f04422014-05-07 16:20:12 +03002016 if (ok) {
2017 memcpy(linking_shaders, shader_list, num_shaders * sizeof(gl_shader *));
2018 linking_shaders[num_shaders] = _mesa_glsl_get_builtin_function_shader();
2019
2020 ok = link_function_calls(prog, linked, linking_shaders, num_shaders + 1);
2021
2022 free(linking_shaders);
2023 } else {
2024 _mesa_error_no_memory(__func__);
2025 }
Kenneth Graunke5b331f62013-11-23 12:11:34 -08002026 } else {
2027 ok = link_function_calls(prog, linked, shader_list, num_shaders);
2028 }
2029
2030
2031 if (!ok) {
2032 ctx->Driver.DeleteShader(ctx, linked);
Kenneth Graunke7d2423a2013-08-02 00:35:05 -07002033 return NULL;
Ian Romanick4a455952010-10-13 15:13:02 -07002034 }
Ian Romanickd5be2ac2010-07-20 11:29:46 -07002035
Paul Berryc148ef62011-08-03 15:37:01 -07002036 /* At this point linked should contain all of the linked IR, so
2037 * validate it to make sure nothing went wrong.
2038 */
Kenneth Graunke7d2423a2013-08-02 00:35:05 -07002039 validate_ir_tree(linked->ir);
Paul Berryc148ef62011-08-03 15:37:01 -07002040
Paul Berry7cfefe62013-07-30 21:13:48 -07002041 /* Set the size of geometry shader input arrays */
Paul Berrye3b86f02014-01-07 10:58:56 -08002042 if (linked->Stage == MESA_SHADER_GEOMETRY) {
Paul Berry7cfefe62013-07-30 21:13:48 -07002043 unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
2044 geom_array_resize_visitor input_resize_visitor(num_vertices, prog);
Matt Turner4d784462014-06-24 21:34:05 -07002045 foreach_in_list(ir_instruction, ir, linked->ir) {
Paul Berry7cfefe62013-07-30 21:13:48 -07002046 ir->accept(&input_resize_visitor);
2047 }
2048 }
2049
Ian Romanickec08b5e2014-06-19 12:06:42 -07002050 if (ctx->Const.VertexID_is_zero_based)
2051 lower_vertex_id(linked);
2052
Ian Romanickc87e9ef2011-01-25 12:04:08 -08002053 /* Make a pass over all variable declarations to ensure that arrays with
Ian Romanick6f539212010-12-07 18:30:33 -08002054 * unspecified sizes have a size specified. The size is inferred from the
2055 * max_array_access field.
2056 */
Kenneth Graunke7d2423a2013-08-02 00:35:05 -07002057 array_sizing_visitor v;
2058 v.run(linked->ir);
Paul Berry15e05b92013-09-25 14:07:37 -07002059 v.fixup_unnamed_interface_types();
Ian Romanick6f539212010-12-07 18:30:33 -08002060
Ian Romanick3fb87872010-07-09 14:09:34 -07002061 return linked;
2062}
2063
Eric Anholta721abf2010-08-23 10:32:01 -07002064/**
2065 * Update the sizes of linked shader uniform arrays to the maximum
2066 * array index used.
2067 *
2068 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
2069 *
2070 * If one or more elements of an array are active,
2071 * GetActiveUniform will return the name of the array in name,
2072 * subject to the restrictions listed above. The type of the array
2073 * is returned in type. The size parameter contains the highest
2074 * array element index used, plus one. The compiler or linker
2075 * determines the highest index used. There will be only one
2076 * active uniform reported by the GL per uniform array.
2077
2078 */
2079static void
Eric Anholt586b4b52010-09-28 14:32:16 -07002080update_array_sizes(struct gl_shader_program *prog)
Eric Anholta721abf2010-08-23 10:32:01 -07002081{
Paul Berry665b8d72014-01-07 10:11:39 -08002082 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
Ian Romanick3322fba2010-10-14 13:28:42 -07002083 if (prog->_LinkedShaders[i] == NULL)
2084 continue;
2085
Matt Turner4d784462014-06-24 21:34:05 -07002086 foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
2087 ir_variable *const var = node->as_variable();
Eric Anholta721abf2010-08-23 10:32:01 -07002088
Tapani Pälli33ee2c62013-12-12 13:51:01 +02002089 if ((var == NULL) || (var->data.mode != ir_var_uniform) ||
Eric Anholta721abf2010-08-23 10:32:01 -07002090 !var->type->is_array())
2091 continue;
2092
Eric Anholt9feb4032012-05-01 14:43:31 -07002093 /* GL_ARB_uniform_buffer_object says that std140 uniforms
2094 * will not be eliminated. Since we always do std140, just
2095 * don't resize arrays in UBOs.
Francisco Jerez5c114932013-09-11 12:14:46 -07002096 *
2097 * Atomic counters are supposed to get deterministic
2098 * locations assigned based on the declaration ordering and
2099 * sizes, array compaction would mess that up.
Eric Anholt9feb4032012-05-01 14:43:31 -07002100 */
Iago Toral Quiroga11466962015-06-05 09:11:53 +02002101 if (var->is_in_buffer_block() || var->type->contains_atomic())
Eric Anholt9feb4032012-05-01 14:43:31 -07002102 continue;
2103
Tapani Pälli447bb902013-12-12 15:08:59 +02002104 unsigned int size = var->data.max_array_access;
Paul Berry665b8d72014-01-07 10:11:39 -08002105 for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
Ian Romanick3322fba2010-10-14 13:28:42 -07002106 if (prog->_LinkedShaders[j] == NULL)
2107 continue;
2108
Matt Turner4d784462014-06-24 21:34:05 -07002109 foreach_in_list(ir_instruction, node2, prog->_LinkedShaders[j]->ir) {
2110 ir_variable *other_var = node2->as_variable();
Eric Anholta721abf2010-08-23 10:32:01 -07002111 if (!other_var)
2112 continue;
2113
2114 if (strcmp(var->name, other_var->name) == 0 &&
Tapani Pälli447bb902013-12-12 15:08:59 +02002115 other_var->data.max_array_access > size) {
2116 size = other_var->data.max_array_access;
Eric Anholta721abf2010-08-23 10:32:01 -07002117 }
2118 }
2119 }
Eric Anholt586b4b52010-09-28 14:32:16 -07002120
Fabian Bieler63684782013-06-14 13:37:07 +02002121 if (size + 1 != var->type->length) {
Ian Romanick89d81ab2011-01-25 10:41:20 -08002122 /* If this is a built-in uniform (i.e., it's backed by some
2123 * fixed-function state), adjust the number of state slots to
2124 * match the new array size. The number of slots per array entry
Bryan Cainf18a0862011-04-23 19:29:15 -05002125 * is not known. It seems safe to assume that the total number of
Ian Romanick89d81ab2011-01-25 10:41:20 -08002126 * slots is an integer multiple of the number of array elements.
2127 * Determine the number of slots per array element by dividing by
2128 * the old (total) size.
2129 */
Ian Romanick5aa8d812014-05-14 19:47:28 -07002130 const unsigned num_slots = var->get_num_state_slots();
2131 if (num_slots > 0) {
2132 var->set_num_state_slots((size + 1)
2133 * (num_slots / var->type->length));
Ian Romanick89d81ab2011-01-25 10:41:20 -08002134 }
2135
Eric Anholta721abf2010-08-23 10:32:01 -07002136 var->type = glsl_type::get_array_instance(var->type->fields.array,
2137 size + 1);
2138 /* FINISHME: We should update the types of array
2139 * dereferences of this variable now.
2140 */
2141 }
2142 }
2143 }
2144}
2145
Ian Romanick69846702010-06-22 17:29:19 -07002146/**
Chris Forbes7c758c52014-09-21 13:33:14 +12002147 * Resize tessellation evaluation per-vertex inputs to the size of
2148 * tessellation control per-vertex outputs.
2149 */
2150static void
2151resize_tes_inputs(struct gl_context *ctx,
2152 struct gl_shader_program *prog)
2153{
2154 if (prog->_LinkedShaders[MESA_SHADER_TESS_EVAL] == NULL)
2155 return;
2156
2157 gl_shader *const tcs = prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
2158 gl_shader *const tes = prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
2159
2160 /* If no control shader is present, then the TES inputs are statically
2161 * sized to MaxPatchVertices; the actual size of the arrays won't be
2162 * known until draw time.
2163 */
2164 const int num_vertices = tcs
2165 ? tcs->TessCtrl.VerticesOut
2166 : ctx->Const.MaxPatchVertices;
2167
2168 tess_eval_array_resize_visitor input_resize_visitor(num_vertices, prog);
2169 foreach_in_list(ir_instruction, ir, tes->ir) {
2170 ir->accept(&input_resize_visitor);
2171 }
2172}
2173
2174/**
Bryan Cainf18a0862011-04-23 19:29:15 -05002175 * Find a contiguous set of available bits in a bitmask.
Ian Romanick69846702010-06-22 17:29:19 -07002176 *
2177 * \param used_mask Bits representing used (1) and unused (0) locations
2178 * \param needed_count Number of contiguous bits needed.
2179 *
2180 * \return
2181 * Base location of the available bits on success or -1 on failure.
2182 */
2183int
2184find_available_slots(unsigned used_mask, unsigned needed_count)
2185{
2186 unsigned needed_mask = (1 << needed_count) - 1;
2187 const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count;
2188
2189 /* The comparison to 32 is redundant, but without it GCC emits "warning:
2190 * cannot optimize possibly infinite loops" for the loop below.
2191 */
2192 if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32))
2193 return -1;
2194
2195 for (int i = 0; i <= max_bit_to_test; i++) {
2196 if ((needed_mask & ~used_mask) == needed_mask)
2197 return i;
2198
2199 needed_mask <<= 1;
2200 }
2201
2202 return -1;
2203}
2204
2205
Ian Romanickd32d4f72011-06-27 17:59:58 -07002206/**
Andres Gomezb0e0c262014-10-24 16:51:09 +03002207 * Assign locations for either VS inputs or FS outputs
Ian Romanickd32d4f72011-06-27 17:59:58 -07002208 *
2209 * \param prog Shader program whose variables need locations assigned
2210 * \param target_index Selector for the program target to receive location
2211 * assignmnets. Must be either \c MESA_SHADER_VERTEX or
2212 * \c MESA_SHADER_FRAGMENT.
2213 * \param max_index Maximum number of generic locations. This corresponds
2214 * to either the maximum number of draw buffers or the
2215 * maximum number of generic attributes.
2216 *
2217 * \return
2218 * If locations are successfully assigned, true is returned. Otherwise an
2219 * error is emitted to the shader link log and false is returned.
Ian Romanickd32d4f72011-06-27 17:59:58 -07002220 */
Ian Romanick69846702010-06-22 17:29:19 -07002221bool
Ian Romanickd32d4f72011-06-27 17:59:58 -07002222assign_attribute_or_color_locations(gl_shader_program *prog,
2223 unsigned target_index,
2224 unsigned max_index)
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002225{
Ian Romanickd32d4f72011-06-27 17:59:58 -07002226 /* Mark invalid locations as being used.
Ian Romanick9342d262010-06-22 17:41:37 -07002227 */
Ian Romanickd32d4f72011-06-27 17:59:58 -07002228 unsigned used_locations = (max_index >= 32)
2229 ? ~0 : ~((1 << max_index) - 1);
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002230
Ian Romanickd32d4f72011-06-27 17:59:58 -07002231 assert((target_index == MESA_SHADER_VERTEX)
2232 || (target_index == MESA_SHADER_FRAGMENT));
2233
2234 gl_shader *const sh = prog->_LinkedShaders[target_index];
2235 if (sh == NULL)
2236 return true;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002237
Ian Romanick69846702010-06-22 17:29:19 -07002238 /* Operate in a total of four passes.
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002239 *
2240 * 1. Invalidate the location assignments for all vertex shader inputs.
2241 *
2242 * 2. Assign locations for inputs that have user-defined (via
Ian Romanickb12b5d92011-11-04 16:08:52 -07002243 * glBindVertexAttribLocation) locations and outputs that have
2244 * user-defined locations (via glBindFragDataLocation).
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002245 *
Ian Romanick69846702010-06-22 17:29:19 -07002246 * 3. Sort the attributes without assigned locations by number of slots
2247 * required in decreasing order. Fragmentation caused by attribute
2248 * locations assigned by the application may prevent large attributes
2249 * from having enough contiguous space.
2250 *
2251 * 4. Assign locations to any inputs without assigned locations.
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002252 */
2253
Ian Romanickd32d4f72011-06-27 17:59:58 -07002254 const int generic_base = (target_index == MESA_SHADER_VERTEX)
Brian Paul7eb7d672011-07-07 16:47:59 -06002255 ? (int) VERT_ATTRIB_GENERIC0 : (int) FRAG_RESULT_DATA0;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002256
Ian Romanickd32d4f72011-06-27 17:59:58 -07002257 const enum ir_variable_mode direction =
Paul Berry42a29d82013-01-11 14:39:32 -08002258 (target_index == MESA_SHADER_VERTEX)
2259 ? ir_var_shader_in : ir_var_shader_out;
Ian Romanickd32d4f72011-06-27 17:59:58 -07002260
2261
Ian Romanick69846702010-06-22 17:29:19 -07002262 /* Temporary storage for the set of attributes that need locations assigned.
2263 */
2264 struct temp_attr {
2265 unsigned slots;
2266 ir_variable *var;
2267
2268 /* Used below in the call to qsort. */
2269 static int compare(const void *a, const void *b)
2270 {
2271 const temp_attr *const l = (const temp_attr *) a;
2272 const temp_attr *const r = (const temp_attr *) b;
2273
2274 /* Reversed because we want a descending order sort below. */
2275 return r->slots - l->slots;
2276 }
2277 } to_assign[16];
2278
2279 unsigned num_attr = 0;
Dave Airliead208d92015-04-30 10:42:06 +10002280 unsigned total_attribs_size = 0;
Ian Romanick69846702010-06-22 17:29:19 -07002281
Matt Turner4d784462014-06-24 21:34:05 -07002282 foreach_in_list(ir_instruction, node, sh->ir) {
2283 ir_variable *const var = node->as_variable();
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002284
Tapani Pälli33ee2c62013-12-12 13:51:01 +02002285 if ((var == NULL) || (var->data.mode != (unsigned) direction))
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002286 continue;
2287
Tapani Pälli447bb902013-12-12 15:08:59 +02002288 if (var->data.explicit_location) {
2289 if ((var->data.location >= (int)(max_index + generic_base))
2290 || (var->data.location < 0)) {
Ian Romanick586e7412011-07-28 14:04:09 -07002291 linker_error(prog,
2292 "invalid explicit location %d specified for `%s'\n",
Tapani Pälli447bb902013-12-12 15:08:59 +02002293 (var->data.location < 0)
2294 ? var->data.location
2295 : var->data.location - generic_base,
Ian Romanick586e7412011-07-28 14:04:09 -07002296 var->name);
Ian Romanick68a4fc92010-10-07 17:21:22 -07002297 return false;
Ian Romanick523b6112011-08-17 15:40:03 -07002298 }
2299 } else if (target_index == MESA_SHADER_VERTEX) {
2300 unsigned binding;
2301
2302 if (prog->AttributeBindings->get(binding, var->name)) {
2303 assert(binding >= VERT_ATTRIB_GENERIC0);
Tapani Pälli447bb902013-12-12 15:08:59 +02002304 var->data.location = binding;
2305 var->data.is_unmatched_generic_inout = 0;
Ian Romanick68a4fc92010-10-07 17:21:22 -07002306 }
Ian Romanickb12b5d92011-11-04 16:08:52 -07002307 } else if (target_index == MESA_SHADER_FRAGMENT) {
2308 unsigned binding;
Dave Airlie1256a5d2012-03-24 13:33:41 +00002309 unsigned index;
Ian Romanickb12b5d92011-11-04 16:08:52 -07002310
2311 if (prog->FragDataBindings->get(binding, var->name)) {
2312 assert(binding >= FRAG_RESULT_DATA0);
Tapani Pälli447bb902013-12-12 15:08:59 +02002313 var->data.location = binding;
2314 var->data.is_unmatched_generic_inout = 0;
Dave Airlie1256a5d2012-03-24 13:33:41 +00002315
2316 if (prog->FragDataIndexBindings->get(index, var->name)) {
Tapani Pälli447bb902013-12-12 15:08:59 +02002317 var->data.index = index;
Dave Airlie1256a5d2012-03-24 13:33:41 +00002318 }
Ian Romanickb12b5d92011-11-04 16:08:52 -07002319 }
Ian Romanick68a4fc92010-10-07 17:21:22 -07002320 }
2321
Dave Airliead208d92015-04-30 10:42:06 +10002322 const unsigned slots = var->type->count_attribute_slots();
2323
2324 /* From GL4.5 core spec, section 11.1.1 (Vertex Attributes):
2325 *
2326 * "A program with more than the value of MAX_VERTEX_ATTRIBS active
2327 * attribute variables may fail to link, unless device-dependent
2328 * optimizations are able to make the program fit within available
2329 * hardware resources. For the purposes of this test, attribute variables
2330 * of the type dvec3, dvec4, dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3,
2331 * and dmat4 may count as consuming twice as many attributes as equivalent
2332 * single-precision types. While these types use the same number of
2333 * generic attributes as their single-precision equivalents,
2334 * implementations are permitted to consume two single-precision vectors
2335 * of internal storage for each three- or four-component double-precision
2336 * vector."
2337 * Until someone has a good reason in Mesa, enforce that now.
2338 */
2339 if (target_index == MESA_SHADER_VERTEX) {
2340 total_attribs_size += slots;
2341 if (var->type->without_array() == glsl_type::dvec3_type ||
2342 var->type->without_array() == glsl_type::dvec4_type ||
2343 var->type->without_array() == glsl_type::dmat2x3_type ||
2344 var->type->without_array() == glsl_type::dmat2x4_type ||
2345 var->type->without_array() == glsl_type::dmat3_type ||
2346 var->type->without_array() == glsl_type::dmat3x4_type ||
2347 var->type->without_array() == glsl_type::dmat4x3_type ||
2348 var->type->without_array() == glsl_type::dmat4_type)
2349 total_attribs_size += slots;
2350 }
2351
Ian Romanick9f0e98d2011-10-06 10:25:34 -07002352 /* If the variable is not a built-in and has a location statically
2353 * assigned in the shader (presumably via a layout qualifier), make sure
2354 * that it doesn't collide with other assigned locations. Otherwise,
2355 * add it to the list of variables that need linker-assigned locations.
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002356 */
Tapani Pälli447bb902013-12-12 15:08:59 +02002357 if (var->data.location != -1) {
2358 if (var->data.location >= generic_base && var->data.index < 1) {
Ian Romanick523b6112011-08-17 15:40:03 -07002359 /* From page 61 of the OpenGL 4.0 spec:
2360 *
2361 * "LinkProgram will fail if the attribute bindings assigned
2362 * by BindAttribLocation do not leave not enough space to
2363 * assign a location for an active matrix attribute or an
2364 * active attribute array, both of which require multiple
2365 * contiguous generic attributes."
2366 *
Anuj Phogat8c61b6a2014-03-04 17:03:28 -08002367 * I think above text prohibits the aliasing of explicit and
2368 * automatic assignments. But, aliasing is allowed in manual
2369 * assignments of attribute locations. See below comments for
2370 * the details.
Ian Romanick523b6112011-08-17 15:40:03 -07002371 *
Anuj Phogat8c61b6a2014-03-04 17:03:28 -08002372 * From OpenGL 4.0 spec, page 61:
Ian Romanick523b6112011-08-17 15:40:03 -07002373 *
2374 * "It is possible for an application to bind more than one
2375 * attribute name to the same location. This is referred to as
2376 * aliasing. This will only work if only one of the aliased
2377 * attributes is active in the executable program, or if no
2378 * path through the shader consumes more than one attribute of
2379 * a set of attributes aliased to the same location. A link
2380 * error can occur if the linker determines that every path
2381 * through the shader consumes multiple aliased attributes,
2382 * but implementations are not required to generate an error
2383 * in this case."
2384 *
Anuj Phogat8c61b6a2014-03-04 17:03:28 -08002385 * From GLSL 4.30 spec, page 54:
2386 *
2387 * "A program will fail to link if any two non-vertex shader
2388 * input variables are assigned to the same location. For
2389 * vertex shaders, multiple input variables may be assigned
2390 * to the same location using either layout qualifiers or via
2391 * the OpenGL API. However, such aliasing is intended only to
2392 * support vertex shaders where each execution path accesses
2393 * at most one input per each location. Implementations are
2394 * permitted, but not required, to generate link-time errors
2395 * if they detect that every path through the vertex shader
2396 * executable accesses multiple inputs assigned to any single
2397 * location. For all shader types, a program will fail to link
2398 * if explicit location assignments leave the linker unable
2399 * to find space for other variables without explicit
2400 * assignments."
2401 *
2402 * From OpenGL ES 3.0 spec, page 56:
2403 *
2404 * "Binding more than one attribute name to the same location
2405 * is referred to as aliasing, and is not permitted in OpenGL
2406 * ES Shading Language 3.00 vertex shaders. LinkProgram will
2407 * fail when this condition exists. However, aliasing is
2408 * possible in OpenGL ES Shading Language 1.00 vertex shaders.
2409 * This will only work if only one of the aliased attributes
2410 * is active in the executable program, or if no path through
2411 * the shader consumes more than one attribute of a set of
2412 * attributes aliased to the same location. A link error can
2413 * occur if the linker determines that every path through the
2414 * shader consumes multiple aliased attributes, but implemen-
2415 * tations are not required to generate an error in this case."
2416 *
2417 * After looking at above references from OpenGL, OpenGL ES and
2418 * GLSL specifications, we allow aliasing of vertex input variables
2419 * in: OpenGL 2.0 (and above) and OpenGL ES 2.0.
2420 *
2421 * NOTE: This is not required by the spec but its worth mentioning
2422 * here that we're not doing anything to make sure that no path
2423 * through the vertex shader executable accesses multiple inputs
2424 * assigned to any single location.
Ian Romanick523b6112011-08-17 15:40:03 -07002425 */
Anuj Phogat8c61b6a2014-03-04 17:03:28 -08002426
Ian Romanick523b6112011-08-17 15:40:03 -07002427 /* Mask representing the contiguous slots that will be used by
2428 * this attribute.
2429 */
Tapani Pälli447bb902013-12-12 15:08:59 +02002430 const unsigned attr = var->data.location - generic_base;
Ian Romanick523b6112011-08-17 15:40:03 -07002431 const unsigned use_mask = (1 << slots) - 1;
Anuj Phogat8c61b6a2014-03-04 17:03:28 -08002432 const char *const string = (target_index == MESA_SHADER_VERTEX)
2433 ? "vertex shader input" : "fragment shader output";
2434
2435 /* Generate a link error if the requested locations for this
2436 * attribute exceed the maximum allowed attribute location.
2437 */
2438 if (attr + slots > max_index) {
2439 linker_error(prog,
2440 "insufficient contiguous locations "
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002441 "available for %s `%s' %d %d %d\n", string,
Anuj Phogat8c61b6a2014-03-04 17:03:28 -08002442 var->name, used_locations, use_mask, attr);
2443 return false;
2444 }
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002445
Ian Romanick523b6112011-08-17 15:40:03 -07002446 /* Generate a link error if the set of bits requested for this
2447 * attribute overlaps any previously allocated bits.
2448 */
2449 if ((~(use_mask << attr) & used_locations) != used_locations) {
Anuj Phogat8c61b6a2014-03-04 17:03:28 -08002450 if (target_index == MESA_SHADER_FRAGMENT ||
2451 (prog->IsES && prog->Version >= 300)) {
2452 linker_error(prog,
2453 "overlapping location is assigned "
2454 "to %s `%s' %d %d %d\n", string,
2455 var->name, used_locations, use_mask, attr);
2456 return false;
2457 } else {
2458 linker_warning(prog,
2459 "overlapping location is assigned "
2460 "to %s `%s' %d %d %d\n", string,
2461 var->name, used_locations, use_mask, attr);
2462 }
Ian Romanick523b6112011-08-17 15:40:03 -07002463 }
2464
2465 used_locations |= (use_mask << attr);
2466 }
2467
2468 continue;
2469 }
2470
2471 to_assign[num_attr].slots = slots;
Ian Romanick69846702010-06-22 17:29:19 -07002472 to_assign[num_attr].var = var;
2473 num_attr++;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002474 }
Ian Romanick69846702010-06-22 17:29:19 -07002475
Dave Airliead208d92015-04-30 10:42:06 +10002476 if (target_index == MESA_SHADER_VERTEX) {
2477 if (total_attribs_size > max_index) {
2478 linker_error(prog,
2479 "attempt to use %d vertex attribute slots only %d available ",
2480 total_attribs_size, max_index);
2481 return false;
2482 }
2483 }
2484
Ian Romanick69846702010-06-22 17:29:19 -07002485 /* If all of the attributes were assigned locations by the application (or
2486 * are built-in attributes with fixed locations), return early. This should
2487 * be the common case.
2488 */
2489 if (num_attr == 0)
2490 return true;
2491
2492 qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
2493
Ian Romanickd32d4f72011-06-27 17:59:58 -07002494 if (target_index == MESA_SHADER_VERTEX) {
2495 /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can
2496 * only be explicitly assigned by via glBindAttribLocation. Mark it as
2497 * reserved to prevent it from being automatically allocated below.
2498 */
2499 find_deref_visitor find("gl_Vertex");
2500 find.run(sh->ir);
2501 if (find.variable_found())
2502 used_locations |= (1 << 0);
2503 }
Ian Romanick982e3792010-06-29 18:58:20 -07002504
Ian Romanick69846702010-06-22 17:29:19 -07002505 for (unsigned i = 0; i < num_attr; i++) {
2506 /* Mask representing the contiguous slots that will be used by this
2507 * attribute.
2508 */
2509 const unsigned use_mask = (1 << to_assign[i].slots) - 1;
2510
2511 int location = find_available_slots(used_locations, to_assign[i].slots);
2512
2513 if (location < 0) {
Ian Romanickd32d4f72011-06-27 17:59:58 -07002514 const char *const string = (target_index == MESA_SHADER_VERTEX)
2515 ? "vertex shader input" : "fragment shader output";
2516
Ian Romanick586e7412011-07-28 14:04:09 -07002517 linker_error(prog,
Dave Airlie7449ae42011-11-20 19:56:35 +00002518 "insufficient contiguous locations "
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002519 "available for %s `%s'\n",
Ian Romanick586e7412011-07-28 14:04:09 -07002520 string, to_assign[i].var->name);
Ian Romanick69846702010-06-22 17:29:19 -07002521 return false;
2522 }
2523
Tapani Pälli447bb902013-12-12 15:08:59 +02002524 to_assign[i].var->data.location = generic_base + location;
2525 to_assign[i].var->data.is_unmatched_generic_inout = 0;
Ian Romanick69846702010-06-22 17:29:19 -07002526 used_locations |= (use_mask << location);
2527 }
2528
2529 return true;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07002530}
2531
2532
Ian Romanick40e114b2010-08-17 14:55:50 -07002533/**
Ian Romanickcc90e622010-10-19 17:59:10 -07002534 * Demote shader inputs and outputs that are not used in other stages
Ian Romanick40e114b2010-08-17 14:55:50 -07002535 */
2536void
Ian Romanickcc90e622010-10-19 17:59:10 -07002537demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
Ian Romanick40e114b2010-08-17 14:55:50 -07002538{
Matt Turner4d784462014-06-24 21:34:05 -07002539 foreach_in_list(ir_instruction, node, sh->ir) {
2540 ir_variable *const var = node->as_variable();
Ian Romanick40e114b2010-08-17 14:55:50 -07002541
Tapani Pälli33ee2c62013-12-12 13:51:01 +02002542 if ((var == NULL) || (var->data.mode != int(mode)))
Ian Romanick40e114b2010-08-17 14:55:50 -07002543 continue;
2544
Ian Romanickcc90e622010-10-19 17:59:10 -07002545 /* A shader 'in' or 'out' variable is only really an input or output if
2546 * its value is used by other shader stages. This will cause the variable
2547 * to have a location assigned.
Ian Romanick40e114b2010-08-17 14:55:50 -07002548 */
Tapani Pälli447bb902013-12-12 15:08:59 +02002549 if (var->data.is_unmatched_generic_inout) {
Ian Romanicka9948242014-07-08 18:53:09 -07002550 assert(var->data.mode != ir_var_temporary);
Tapani Pälli33ee2c62013-12-12 13:51:01 +02002551 var->data.mode = ir_var_auto;
Ian Romanick40e114b2010-08-17 14:55:50 -07002552 }
2553 }
2554}
2555
2556
Paul Berry871ddb92011-11-05 11:17:32 -07002557/**
Marek Olšákec174a42011-11-18 15:00:10 +01002558 * Store the gl_FragDepth layout in the gl_shader_program struct.
2559 */
2560static void
2561store_fragdepth_layout(struct gl_shader_program *prog)
2562{
2563 if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
2564 return;
2565 }
2566
2567 struct exec_list *ir = prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir;
2568
2569 /* We don't look up the gl_FragDepth symbol directly because if
2570 * gl_FragDepth is not used in the shader, it's removed from the IR.
2571 * However, the symbol won't be removed from the symbol table.
2572 *
2573 * We're only interested in the cases where the variable is NOT removed
2574 * from the IR.
2575 */
Matt Turner4d784462014-06-24 21:34:05 -07002576 foreach_in_list(ir_instruction, node, ir) {
2577 ir_variable *const var = node->as_variable();
Marek Olšákec174a42011-11-18 15:00:10 +01002578
Tapani Pälli33ee2c62013-12-12 13:51:01 +02002579 if (var == NULL || var->data.mode != ir_var_shader_out) {
Marek Olšákec174a42011-11-18 15:00:10 +01002580 continue;
2581 }
2582
2583 if (strcmp(var->name, "gl_FragDepth") == 0) {
Tapani Pälli447bb902013-12-12 15:08:59 +02002584 switch (var->data.depth_layout) {
Marek Olšákec174a42011-11-18 15:00:10 +01002585 case ir_depth_layout_none:
2586 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_NONE;
2587 return;
2588 case ir_depth_layout_any:
2589 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_ANY;
2590 return;
2591 case ir_depth_layout_greater:
2592 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_GREATER;
2593 return;
2594 case ir_depth_layout_less:
2595 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_LESS;
2596 return;
2597 case ir_depth_layout_unchanged:
2598 prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_UNCHANGED;
2599 return;
2600 default:
2601 assert(0);
2602 return;
2603 }
2604 }
2605 }
2606}
2607
2608/**
Ian Romanick92f81592011-11-08 12:37:19 -08002609 * Validate the resources used by a program versus the implementation limits
2610 */
Paul Berryb95d2372013-07-27 11:08:31 -07002611static void
Ian Romanick92f81592011-11-08 12:37:19 -08002612check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
2613{
Paul Berry665b8d72014-01-07 10:11:39 -08002614 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
Ian Romanick92f81592011-11-08 12:37:19 -08002615 struct gl_shader *sh = prog->_LinkedShaders[i];
2616
2617 if (sh == NULL)
2618 continue;
2619
Paul Berrybce8bc02014-01-08 10:17:01 -08002620 if (sh->num_samplers > ctx->Const.Program[i].MaxTextureImageUnits) {
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002621 linker_error(prog, "Too many %s shader texture samplers\n",
Paul Berry665b8d72014-01-07 10:11:39 -08002622 _mesa_shader_stage_to_string(i));
Ian Romanick92f81592011-11-08 12:37:19 -08002623 }
2624
Paul Berrybce8bc02014-01-08 10:17:01 -08002625 if (sh->num_uniform_components >
2626 ctx->Const.Program[i].MaxUniformComponents) {
Eric Anholt38e77e52013-05-23 11:10:15 -07002627 if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
2628 linker_warning(prog, "Too many %s shader default uniform block "
2629 "components, but the driver will try to optimize "
2630 "them out; this is non-portable out-of-spec "
2631 "behavior\n",
Paul Berry665b8d72014-01-07 10:11:39 -08002632 _mesa_shader_stage_to_string(i));
Eric Anholt38e77e52013-05-23 11:10:15 -07002633 } else {
2634 linker_error(prog, "Too many %s shader default uniform block "
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002635 "components\n",
Paul Berry665b8d72014-01-07 10:11:39 -08002636 _mesa_shader_stage_to_string(i));
Eric Anholt38e77e52013-05-23 11:10:15 -07002637 }
2638 }
2639
2640 if (sh->num_combined_uniform_components >
Paul Berrybce8bc02014-01-08 10:17:01 -08002641 ctx->Const.Program[i].MaxCombinedUniformComponents) {
Marek Olšákdf809ae2011-12-10 04:14:46 +01002642 if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
2643 linker_warning(prog, "Too many %s shader uniform components, "
2644 "but the driver will try to optimize them out; "
2645 "this is non-portable out-of-spec behavior\n",
Paul Berry665b8d72014-01-07 10:11:39 -08002646 _mesa_shader_stage_to_string(i));
Marek Olšákdf809ae2011-12-10 04:14:46 +01002647 } else {
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002648 linker_error(prog, "Too many %s shader uniform components\n",
Paul Berry665b8d72014-01-07 10:11:39 -08002649 _mesa_shader_stage_to_string(i));
Marek Olšákdf809ae2011-12-10 04:14:46 +01002650 }
Ian Romanick92f81592011-11-08 12:37:19 -08002651 }
2652 }
2653
Paul Berry665b8d72014-01-07 10:11:39 -08002654 unsigned blocks[MESA_SHADER_STAGES] = {0};
Eric Anholt877a8972012-06-25 12:47:01 -07002655 unsigned total_uniform_blocks = 0;
2656
2657 for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
Jose Fonsecaf734d252015-06-15 18:29:02 +01002658 if (prog->UniformBlocks[i].UniformBufferSize > ctx->Const.MaxUniformBlockSize) {
2659 linker_error(prog, "Uniform block %s too big (%d/%d)\n",
2660 prog->UniformBlocks[i].Name,
2661 prog->UniformBlocks[i].UniformBufferSize,
2662 ctx->Const.MaxUniformBlockSize);
2663 }
2664
Paul Berry665b8d72014-01-07 10:11:39 -08002665 for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
Eric Anholt877a8972012-06-25 12:47:01 -07002666 if (prog->UniformBlockStageIndex[j][i] != -1) {
2667 blocks[j]++;
2668 total_uniform_blocks++;
2669 }
2670 }
2671
2672 if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002673 linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
Eric Anholt877a8972012-06-25 12:47:01 -07002674 prog->NumUniformBlocks,
2675 ctx->Const.MaxCombinedUniformBlocks);
2676 } else {
Paul Berry665b8d72014-01-07 10:11:39 -08002677 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
Paul Berrybce8bc02014-01-08 10:17:01 -08002678 const unsigned max_uniform_blocks =
2679 ctx->Const.Program[i].MaxUniformBlocks;
2680 if (blocks[i] > max_uniform_blocks) {
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002681 linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
Paul Berry665b8d72014-01-07 10:11:39 -08002682 _mesa_shader_stage_to_string(i),
Eric Anholt877a8972012-06-25 12:47:01 -07002683 blocks[i],
Paul Berrybce8bc02014-01-08 10:17:01 -08002684 max_uniform_blocks);
Eric Anholt877a8972012-06-25 12:47:01 -07002685 break;
2686 }
2687 }
2688 }
2689 }
Ian Romanick92f81592011-11-08 12:37:19 -08002690}
Paul Berry871ddb92011-11-05 11:17:32 -07002691
Francisco Jereze51158f2013-11-22 15:53:26 -08002692/**
2693 * Validate shader image resources.
2694 */
2695static void
2696check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
2697{
2698 unsigned total_image_units = 0;
2699 unsigned fragment_outputs = 0;
2700
2701 if (!ctx->Extensions.ARB_shader_image_load_store)
2702 return;
2703
2704 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
2705 struct gl_shader *sh = prog->_LinkedShaders[i];
2706
2707 if (sh) {
2708 if (sh->NumImages > ctx->Const.Program[i].MaxImageUniforms)
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002709 linker_error(prog, "Too many %s shader image uniforms\n",
Francisco Jereze51158f2013-11-22 15:53:26 -08002710 _mesa_shader_stage_to_string(i));
2711
2712 total_image_units += sh->NumImages;
2713
2714 if (i == MESA_SHADER_FRAGMENT) {
Matt Turner4d784462014-06-24 21:34:05 -07002715 foreach_in_list(ir_instruction, node, sh->ir) {
2716 ir_variable *var = node->as_variable();
Francisco Jereze51158f2013-11-22 15:53:26 -08002717 if (var && var->data.mode == ir_var_shader_out)
2718 fragment_outputs += var->type->count_attribute_slots();
2719 }
2720 }
2721 }
2722 }
2723
2724 if (total_image_units > ctx->Const.MaxCombinedImageUniforms)
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002725 linker_error(prog, "Too many combined image uniforms\n");
Francisco Jereze51158f2013-11-22 15:53:26 -08002726
2727 if (total_image_units + fragment_outputs >
2728 ctx->Const.MaxCombinedImageUnitsAndFragmentOutputs)
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002729 linker_error(prog, "Too many combined image uniforms and fragment outputs\n");
Francisco Jereze51158f2013-11-22 15:53:26 -08002730}
2731
Tapani Pällieca9d162014-04-08 08:45:36 +03002732
2733/**
2734 * Initializes explicit location slots to INACTIVE_UNIFORM_EXPLICIT_LOCATION
2735 * for a variable, checks for overlaps between other uniforms using explicit
2736 * locations.
2737 */
2738static bool
2739reserve_explicit_locations(struct gl_shader_program *prog,
2740 string_to_uint_map *map, ir_variable *var)
2741{
2742 unsigned slots = var->type->uniform_locations();
2743 unsigned max_loc = var->data.location + slots - 1;
2744
2745 /* Resize remap table if locations do not fit in the current one. */
2746 if (max_loc + 1 > prog->NumUniformRemapTable) {
2747 prog->UniformRemapTable =
2748 reralloc(prog, prog->UniformRemapTable,
2749 gl_uniform_storage *,
2750 max_loc + 1);
2751
2752 if (!prog->UniformRemapTable) {
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002753 linker_error(prog, "Out of memory during linking.\n");
Tapani Pällieca9d162014-04-08 08:45:36 +03002754 return false;
2755 }
2756
2757 /* Initialize allocated space. */
2758 for (unsigned i = prog->NumUniformRemapTable; i < max_loc + 1; i++)
2759 prog->UniformRemapTable[i] = NULL;
2760
2761 prog->NumUniformRemapTable = max_loc + 1;
2762 }
2763
2764 for (unsigned i = 0; i < slots; i++) {
2765 unsigned loc = var->data.location + i;
2766
2767 /* Check if location is already used. */
2768 if (prog->UniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
2769
2770 /* Possibly same uniform from a different stage, this is ok. */
2771 unsigned hash_loc;
2772 if (map->get(hash_loc, var->name) && hash_loc == loc - i)
2773 continue;
2774
2775 /* ARB_explicit_uniform_location specification states:
2776 *
2777 * "No two default-block uniform variables in the program can have
2778 * the same location, even if they are unused, otherwise a compiler
2779 * or linker error will be generated."
2780 */
2781 linker_error(prog,
Neil Roberts352f8f22014-11-13 15:31:44 +00002782 "location qualifier for uniform %s overlaps "
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002783 "previously used location\n",
Tapani Pällieca9d162014-04-08 08:45:36 +03002784 var->name);
2785 return false;
2786 }
2787
2788 /* Initialize location as inactive before optimization
2789 * rounds and location assignment.
2790 */
2791 prog->UniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
2792 }
2793
2794 /* Note, base location used for arrays. */
2795 map->put(var->data.location, var->name);
2796
2797 return true;
2798}
2799
2800/**
2801 * Check and reserve all explicit uniform locations, called before
2802 * any optimizations happen to handle also inactive uniforms and
2803 * inactive array elements that may get trimmed away.
2804 */
2805static void
2806check_explicit_uniform_locations(struct gl_context *ctx,
2807 struct gl_shader_program *prog)
2808{
2809 if (!ctx->Extensions.ARB_explicit_uniform_location)
2810 return;
2811
2812 /* This map is used to detect if overlapping explicit locations
2813 * occur with the same uniform (from different stage) or a different one.
2814 */
2815 string_to_uint_map *uniform_map = new string_to_uint_map;
2816
2817 if (!uniform_map) {
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07002818 linker_error(prog, "Out of memory during linking.\n");
Tapani Pällieca9d162014-04-08 08:45:36 +03002819 return;
2820 }
2821
2822 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
2823 struct gl_shader *sh = prog->_LinkedShaders[i];
2824
2825 if (!sh)
2826 continue;
2827
Matt Turner4d784462014-06-24 21:34:05 -07002828 foreach_in_list(ir_instruction, node, sh->ir) {
2829 ir_variable *var = node->as_variable();
Kristian Høgsberga78a5892015-05-13 11:17:23 +02002830 if (var && (var->data.mode == ir_var_uniform || var->data.mode == ir_var_shader_storage) &&
Tapani Pällieca9d162014-04-08 08:45:36 +03002831 var->data.explicit_location) {
Dave Airlie2d5d1f52014-09-02 09:54:36 +10002832 if (!reserve_explicit_locations(prog, uniform_map, var)) {
2833 delete uniform_map;
Tapani Pällieca9d162014-04-08 08:45:36 +03002834 return;
Dave Airlie2d5d1f52014-09-02 09:54:36 +10002835 }
Tapani Pällieca9d162014-04-08 08:45:36 +03002836 }
2837 }
2838 }
2839
2840 delete uniform_map;
2841}
2842
Tapani Pällic796ce42015-03-06 09:14:49 +02002843static bool
2844add_program_resource(struct gl_shader_program *prog, GLenum type,
2845 const void *data, uint8_t stages)
2846{
2847 assert(data);
2848
2849 /* If resource already exists, do not add it again. */
2850 for (unsigned i = 0; i < prog->NumProgramResourceList; i++)
2851 if (prog->ProgramResourceList[i].Data == data)
2852 return true;
2853
2854 prog->ProgramResourceList =
2855 reralloc(prog,
2856 prog->ProgramResourceList,
2857 gl_program_resource,
2858 prog->NumProgramResourceList + 1);
2859
2860 if (!prog->ProgramResourceList) {
2861 linker_error(prog, "Out of memory during linking.\n");
2862 return false;
2863 }
2864
2865 struct gl_program_resource *res =
2866 &prog->ProgramResourceList[prog->NumProgramResourceList];
2867
2868 res->Type = type;
2869 res->Data = data;
2870 res->StageReferences = stages;
2871
2872 prog->NumProgramResourceList++;
2873
2874 return true;
2875}
2876
2877/**
2878 * Function builds a stage reference bitmask from variable name.
2879 */
2880static uint8_t
2881build_stageref(struct gl_shader_program *shProg, const char *name)
2882{
2883 uint8_t stages = 0;
2884
2885 /* Note, that we assume MAX 8 stages, if there will be more stages, type
2886 * used for reference mask in gl_program_resource will need to be changed.
2887 */
2888 assert(MESA_SHADER_STAGES < 8);
2889
2890 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
2891 struct gl_shader *sh = shProg->_LinkedShaders[i];
2892 if (!sh)
2893 continue;
Tapani Pälliccaf37f2015-06-29 14:19:00 +03002894
2895 /* Shader symbol table may contain variables that have
2896 * been optimized away. Search IR for the variable instead.
2897 */
2898 foreach_in_list(ir_instruction, node, sh->ir) {
2899 ir_variable *var = node->as_variable();
2900 if (var && strcmp(var->name, name) == 0) {
2901 stages |= (1 << i);
2902 break;
2903 }
2904 }
Tapani Pällic796ce42015-03-06 09:14:49 +02002905 }
2906 return stages;
2907}
2908
2909static bool
2910add_interface_variables(struct gl_shader_program *shProg,
Jose Fonseca037e0e72015-04-16 10:19:57 +01002911 struct gl_shader *sh, GLenum programInterface)
Tapani Pällic796ce42015-03-06 09:14:49 +02002912{
2913 foreach_in_list(ir_instruction, node, sh->ir) {
2914 ir_variable *var = node->as_variable();
Tapani Pälli3706e5d2015-04-30 09:27:00 +03002915 uint8_t mask = 0;
Tapani Pällic796ce42015-03-06 09:14:49 +02002916
2917 if (!var)
2918 continue;
2919
2920 switch (var->data.mode) {
2921 /* From GL 4.3 core spec, section 11.1.1 (Vertex Attributes):
2922 * "For GetActiveAttrib, all active vertex shader input variables
2923 * are enumerated, including the special built-in inputs gl_VertexID
2924 * and gl_InstanceID."
2925 */
2926 case ir_var_system_value:
2927 if (var->data.location != SYSTEM_VALUE_VERTEX_ID &&
2928 var->data.location != SYSTEM_VALUE_VERTEX_ID_ZERO_BASE &&
2929 var->data.location != SYSTEM_VALUE_INSTANCE_ID)
Tapani Pälli5917ca32015-04-21 08:25:16 +03002930 continue;
Tapani Pälli3706e5d2015-04-30 09:27:00 +03002931 /* Mark special built-in inputs referenced by the vertex stage so
2932 * that they are considered active by the shader queries.
2933 */
2934 mask = (1 << (MESA_SHADER_VERTEX));
Tapani Pällied10f9c2015-04-21 20:11:43 +03002935 /* FALLTHROUGH */
Tapani Pällic796ce42015-03-06 09:14:49 +02002936 case ir_var_shader_in:
Jose Fonseca037e0e72015-04-16 10:19:57 +01002937 if (programInterface != GL_PROGRAM_INPUT)
Tapani Pällic796ce42015-03-06 09:14:49 +02002938 continue;
2939 break;
2940 case ir_var_shader_out:
Jose Fonseca037e0e72015-04-16 10:19:57 +01002941 if (programInterface != GL_PROGRAM_OUTPUT)
Tapani Pällic796ce42015-03-06 09:14:49 +02002942 continue;
2943 break;
2944 default:
2945 continue;
2946 };
2947
Kenneth Graunke6218c682015-06-28 22:17:16 -07002948 if (!add_program_resource(shProg, programInterface, var,
Tapani Pälli3706e5d2015-04-30 09:27:00 +03002949 build_stageref(shProg, var->name) | mask))
Tapani Pällic796ce42015-03-06 09:14:49 +02002950 return false;
2951 }
2952 return true;
2953}
2954
2955/**
2956 * Builds up a list of program resources that point to existing
2957 * resource data.
2958 */
Tapani Pälli73afa312015-06-29 14:39:05 +03002959void
Tapani Pällic796ce42015-03-06 09:14:49 +02002960build_program_resource_list(struct gl_context *ctx,
2961 struct gl_shader_program *shProg)
2962{
2963 /* Rebuild resource list. */
2964 if (shProg->ProgramResourceList) {
2965 ralloc_free(shProg->ProgramResourceList);
2966 shProg->ProgramResourceList = NULL;
2967 shProg->NumProgramResourceList = 0;
2968 }
2969
2970 int input_stage = MESA_SHADER_STAGES, output_stage = 0;
2971
2972 /* Determine first input and final output stage. These are used to
2973 * detect which variables should be enumerated in the resource list
2974 * for GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT.
2975 */
2976 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
2977 if (!shProg->_LinkedShaders[i])
2978 continue;
2979 if (input_stage == MESA_SHADER_STAGES)
2980 input_stage = i;
2981 output_stage = i;
2982 }
2983
2984 /* Empty shader, no resources. */
2985 if (input_stage == MESA_SHADER_STAGES && output_stage == 0)
2986 return;
2987
2988 /* Add inputs and outputs to the resource list. */
2989 if (!add_interface_variables(shProg, shProg->_LinkedShaders[input_stage],
2990 GL_PROGRAM_INPUT))
2991 return;
2992
2993 if (!add_interface_variables(shProg, shProg->_LinkedShaders[output_stage],
2994 GL_PROGRAM_OUTPUT))
2995 return;
2996
2997 /* Add transform feedback varyings. */
2998 if (shProg->LinkedTransformFeedback.NumVarying > 0) {
2999 for (int i = 0; i < shProg->LinkedTransformFeedback.NumVarying; i++) {
3000 uint8_t stageref =
3001 build_stageref(shProg,
3002 shProg->LinkedTransformFeedback.Varyings[i].Name);
3003 if (!add_program_resource(shProg, GL_TRANSFORM_FEEDBACK_VARYING,
3004 &shProg->LinkedTransformFeedback.Varyings[i],
3005 stageref))
3006 return;
3007 }
3008 }
3009
3010 /* Add uniforms from uniform storage. */
Martin Peres87a4bc52015-05-21 15:51:09 +03003011 for (unsigned i = 0; i < shProg->NumUniformStorage; i++) {
Tapani Pällic796ce42015-03-06 09:14:49 +02003012 /* Do not add uniforms internally used by Mesa. */
3013 if (shProg->UniformStorage[i].hidden)
3014 continue;
3015
3016 uint8_t stageref =
3017 build_stageref(shProg, shProg->UniformStorage[i].name);
Tapani Pälli9f4eaba2015-05-11 13:24:20 +03003018
3019 /* Add stagereferences for uniforms in a uniform block. */
3020 int block_index = shProg->UniformStorage[i].block_index;
3021 if (block_index != -1) {
3022 for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
3023 if (shProg->UniformBlockStageIndex[j][block_index] != -1)
3024 stageref |= (1 << j);
3025 }
3026 }
3027
Tapani Pällic796ce42015-03-06 09:14:49 +02003028 if (!add_program_resource(shProg, GL_UNIFORM,
3029 &shProg->UniformStorage[i], stageref))
3030 return;
3031 }
3032
3033 /* Add program uniform blocks. */
3034 for (unsigned i = 0; i < shProg->NumUniformBlocks; i++) {
3035 if (!add_program_resource(shProg, GL_UNIFORM_BLOCK,
3036 &shProg->UniformBlocks[i], 0))
3037 return;
3038 }
3039
3040 /* Add atomic counter buffers. */
3041 for (unsigned i = 0; i < shProg->NumAtomicBuffers; i++) {
3042 if (!add_program_resource(shProg, GL_ATOMIC_COUNTER_BUFFER,
3043 &shProg->AtomicBuffers[i], 0))
3044 return;
3045 }
3046
3047 /* TODO - following extensions will require more resource types:
3048 *
3049 * GL_ARB_shader_storage_buffer_object
3050 * GL_ARB_shader_subroutine
3051 */
3052}
3053
Tapani Pälli9350ea62015-05-19 15:01:49 +03003054/**
3055 * This check is done to make sure we allow only constant expression
3056 * indexing and "constant-index-expression" (indexing with an expression
3057 * that includes loop induction variable).
3058 */
3059static bool
3060validate_sampler_array_indexing(struct gl_context *ctx,
3061 struct gl_shader_program *prog)
3062{
3063 dynamic_sampler_array_indexing_visitor v;
3064 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
3065 if (prog->_LinkedShaders[i] == NULL)
3066 continue;
3067
3068 bool no_dynamic_indexing =
3069 ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler;
3070
3071 /* Search for array derefs in shader. */
3072 v.run(prog->_LinkedShaders[i]->ir);
3073 if (v.uses_dynamic_sampler_array_indexing()) {
3074 const char *msg = "sampler arrays indexed with non-constant "
3075 "expressions is forbidden in GLSL %s %u";
3076 /* Backend has indicated that it has no dynamic indexing support. */
3077 if (no_dynamic_indexing) {
3078 linker_error(prog, msg, prog->IsES ? "ES" : "", prog->Version);
3079 return false;
3080 } else {
3081 linker_warning(prog, msg, prog->IsES ? "ES" : "", prog->Version);
3082 }
3083 }
3084 }
3085 return true;
3086}
3087
Tapani Pällic796ce42015-03-06 09:14:49 +02003088
Ian Romanick0e59b262010-06-23 11:23:01 -07003089void
Kristian Høgsbergf9995b32010-10-12 12:26:10 -04003090link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
Ian Romanick832dfa52010-06-17 15:04:20 -07003091{
Paul Berry871ddb92011-11-05 11:17:32 -07003092 tfeedback_decl *tfeedback_decls = NULL;
3093 unsigned num_tfeedback_decls = prog->TransformFeedback.NumVarying;
3094
Kenneth Graunked3073f52011-01-21 14:32:31 -08003095 void *mem_ctx = ralloc_context(NULL); // temporary linker context
Kenneth Graunke2da02e72010-11-17 11:03:57 -08003096
Paul Berryb95d2372013-07-27 11:08:31 -07003097 prog->LinkStatus = true; /* All error paths will set this to false */
Ian Romanick832dfa52010-06-17 15:04:20 -07003098 prog->Validated = false;
3099 prog->_Used = false;
3100
Anuj Phogat9bcb0a82014-02-10 14:12:40 -08003101 prog->ARB_fragment_coord_conventions_enable = false;
Francisco Jerez5c114932013-09-11 12:14:46 -07003102
Ian Romanick832dfa52010-06-17 15:04:20 -07003103 /* Separate the shaders into groups based on their type.
3104 */
Paul Berrycd18ba12014-01-07 08:56:57 -08003105 struct gl_shader **shader_list[MESA_SHADER_STAGES];
3106 unsigned num_shaders[MESA_SHADER_STAGES];
Ian Romanick832dfa52010-06-17 15:04:20 -07003107
Paul Berrycd18ba12014-01-07 08:56:57 -08003108 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
3109 shader_list[i] = (struct gl_shader **)
3110 calloc(prog->NumShaders, sizeof(struct gl_shader *));
3111 num_shaders[i] = 0;
3112 }
Ian Romanick832dfa52010-06-17 15:04:20 -07003113
Ian Romanick25f51d32010-07-16 15:51:50 -07003114 unsigned min_version = UINT_MAX;
3115 unsigned max_version = 0;
Paul Berrya9f34dc2012-08-02 17:49:44 -07003116 const bool is_es_prog =
3117 (prog->NumShaders > 0 && prog->Shaders[0]->IsES) ? true : false;
Ian Romanick832dfa52010-06-17 15:04:20 -07003118 for (unsigned i = 0; i < prog->NumShaders; i++) {
Ian Romanick25f51d32010-07-16 15:51:50 -07003119 min_version = MIN2(min_version, prog->Shaders[i]->Version);
3120 max_version = MAX2(max_version, prog->Shaders[i]->Version);
3121
Paul Berrya9f34dc2012-08-02 17:49:44 -07003122 if (prog->Shaders[i]->IsES != is_es_prog) {
3123 linker_error(prog, "all shaders must use same shading "
3124 "language version\n");
3125 goto done;
3126 }
3127
Jose Fonsecad01a7cda2015-03-18 14:21:15 +00003128 if (prog->Shaders[i]->ARB_fragment_coord_conventions_enable) {
3129 prog->ARB_fragment_coord_conventions_enable = true;
3130 }
Anuj Phogat9bcb0a82014-02-10 14:12:40 -08003131
Paul Berrycd18ba12014-01-07 08:56:57 -08003132 gl_shader_stage shader_type = prog->Shaders[i]->Stage;
3133 shader_list[shader_type][num_shaders[shader_type]] = prog->Shaders[i];
3134 num_shaders[shader_type]++;
Ian Romanick832dfa52010-06-17 15:04:20 -07003135 }
3136
Paul Berry672fab02013-10-13 18:01:11 -07003137 /* In desktop GLSL, different shader versions may be linked together. In
3138 * GLSL ES, all shader versions must be the same.
Ian Romanick25f51d32010-07-16 15:51:50 -07003139 */
Paul Berry672fab02013-10-13 18:01:11 -07003140 if (is_es_prog && min_version != max_version) {
Ian Romanick586e7412011-07-28 14:04:09 -07003141 linker_error(prog, "all shaders must use same shading "
3142 "language version\n");
Ian Romanick25f51d32010-07-16 15:51:50 -07003143 goto done;
3144 }
3145
3146 prog->Version = max_version;
Paul Berry91c92bb2012-08-02 17:50:43 -07003147 prog->IsES = is_es_prog;
Ian Romanick25f51d32010-07-16 15:51:50 -07003148
Chris Forbes7c758c52014-09-21 13:33:14 +12003149 /* Some shaders have to be linked with some other shaders present.
Fabian Bielerbd85ba02013-05-24 23:26:54 +02003150 */
Paul Berrycd18ba12014-01-07 08:56:57 -08003151 if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
Ian Romanickc557eb72014-01-23 18:26:29 -08003152 num_shaders[MESA_SHADER_VERTEX] == 0 &&
3153 !prog->SeparateShader) {
Fabian Bielerbd85ba02013-05-24 23:26:54 +02003154 linker_error(prog, "Geometry shader must be linked with "
3155 "vertex shader\n");
3156 goto done;
3157 }
Chris Forbes7c758c52014-09-21 13:33:14 +12003158 if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
3159 num_shaders[MESA_SHADER_VERTEX] == 0 &&
3160 !prog->SeparateShader) {
3161 linker_error(prog, "Tessellation evaluation shader must be linked with "
3162 "vertex shader\n");
3163 goto done;
3164 }
3165 if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
3166 num_shaders[MESA_SHADER_VERTEX] == 0 &&
3167 !prog->SeparateShader) {
3168 linker_error(prog, "Tessellation control shader must be linked with "
3169 "vertex shader\n");
3170 goto done;
3171 }
3172
3173 /* The spec is self-contradictory here. It allows linking without a tess
3174 * eval shader, but that can only be used with transform feedback and
3175 * rasterization disabled. However, transform feedback isn't allowed
3176 * with GL_PATCHES, so it can't be used.
3177 *
3178 * More investigation showed that the idea of transform feedback after
3179 * a tess control shader was dropped, because some hw vendors couldn't
3180 * support tessellation without a tess eval shader, but the linker section
3181 * wasn't updated to reflect that.
3182 *
3183 * All specifications (ARB_tessellation_shader, GL 4.0-4.5) have this
3184 * spec bug.
3185 *
3186 * Do what's reasonable and always require a tess eval shader if a tess
3187 * control shader is present.
3188 */
3189 if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
3190 num_shaders[MESA_SHADER_TESS_EVAL] == 0 &&
3191 !prog->SeparateShader) {
3192 linker_error(prog, "Tessellation control shader must be linked with "
3193 "tessellation evaluation shader\n");
3194 goto done;
3195 }
Fabian Bielerbd85ba02013-05-24 23:26:54 +02003196
Paul Berry1fe274b2014-01-08 11:40:23 -08003197 /* Compute shaders have additional restrictions. */
3198 if (num_shaders[MESA_SHADER_COMPUTE] > 0 &&
3199 num_shaders[MESA_SHADER_COMPUTE] != prog->NumShaders) {
3200 linker_error(prog, "Compute shaders may not be linked with any other "
3201 "type of shader\n");
3202 }
3203
Paul Berry665b8d72014-01-07 10:11:39 -08003204 for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
Ian Romanick3322fba2010-10-14 13:28:42 -07003205 if (prog->_LinkedShaders[i] != NULL)
3206 ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
3207
3208 prog->_LinkedShaders[i] = NULL;
Eric Anholt5d0f4302010-08-18 12:02:35 -07003209 }
3210
Ian Romanickcd6764e2010-07-16 16:00:07 -07003211 /* Link all shaders for a particular stage and validate the result.
3212 */
Paul Berrycd18ba12014-01-07 08:56:57 -08003213 for (int stage = 0; stage < MESA_SHADER_STAGES; stage++) {
3214 if (num_shaders[stage] > 0) {
3215 gl_shader *const sh =
3216 link_intrastage_shaders(mem_ctx, ctx, prog, shader_list[stage],
3217 num_shaders[stage]);
Ian Romanick3fb87872010-07-09 14:09:34 -07003218
Ilia Mirkin5646f0f2015-05-17 17:56:44 -04003219 if (!prog->LinkStatus) {
3220 if (sh)
3221 ctx->Driver.DeleteShader(ctx, sh);
Paul Berrycd18ba12014-01-07 08:56:57 -08003222 goto done;
Ilia Mirkin5646f0f2015-05-17 17:56:44 -04003223 }
Ian Romanick3fb87872010-07-09 14:09:34 -07003224
Paul Berrycd18ba12014-01-07 08:56:57 -08003225 switch (stage) {
3226 case MESA_SHADER_VERTEX:
3227 validate_vertex_shader_executable(prog, sh);
3228 break;
Chris Forbesdf16e0d2014-09-09 19:25:02 +12003229 case MESA_SHADER_TESS_CTRL:
3230 /* nothing to be done */
3231 break;
3232 case MESA_SHADER_TESS_EVAL:
3233 validate_tess_eval_shader_executable(prog, sh);
3234 break;
Paul Berrycd18ba12014-01-07 08:56:57 -08003235 case MESA_SHADER_GEOMETRY:
3236 validate_geometry_shader_executable(prog, sh);
3237 break;
3238 case MESA_SHADER_FRAGMENT:
3239 validate_fragment_shader_executable(prog, sh);
3240 break;
3241 }
Ilia Mirkin5646f0f2015-05-17 17:56:44 -04003242 if (!prog->LinkStatus) {
3243 if (sh)
3244 ctx->Driver.DeleteShader(ctx, sh);
Paul Berrycd18ba12014-01-07 08:56:57 -08003245 goto done;
Ilia Mirkin5646f0f2015-05-17 17:56:44 -04003246 }
Ian Romanick3fb87872010-07-09 14:09:34 -07003247
Paul Berrycd18ba12014-01-07 08:56:57 -08003248 _mesa_reference_shader(ctx, &prog->_LinkedShaders[stage], sh);
3249 }
Ian Romanickcc22c5a2010-06-18 17:13:42 -07003250 }
3251
Paul Berrycd18ba12014-01-07 08:56:57 -08003252 if (num_shaders[MESA_SHADER_GEOMETRY] > 0)
Paul Berry44b7ebe2013-10-23 12:55:24 -07003253 prog->LastClipDistanceArraySize = prog->Geom.ClipDistanceArraySize;
Chris Forbesdf16e0d2014-09-09 19:25:02 +12003254 else if (num_shaders[MESA_SHADER_TESS_EVAL] > 0)
3255 prog->LastClipDistanceArraySize = prog->TessEval.ClipDistanceArraySize;
Paul Berrycd18ba12014-01-07 08:56:57 -08003256 else if (num_shaders[MESA_SHADER_VERTEX] > 0)
3257 prog->LastClipDistanceArraySize = prog->Vert.ClipDistanceArraySize;
3258 else
3259 prog->LastClipDistanceArraySize = 0; /* Not used */
Bryan Cain25480922013-02-15 09:46:50 -06003260
Ian Romanick3ed850e2010-06-23 12:18:21 -07003261 /* Here begins the inter-stage linking phase. Some initial validation is
3262 * performed, then locations are assigned for uniforms, attributes, and
3263 * varyings.
3264 */
Paul Berryb95d2372013-07-27 11:08:31 -07003265 cross_validate_uniforms(prog);
3266 if (!prog->LinkStatus)
3267 goto done;
Ian Romanick3322fba2010-10-14 13:28:42 -07003268
Paul Berryb95d2372013-07-27 11:08:31 -07003269 unsigned prev;
Ian Romanick3322fba2010-10-14 13:28:42 -07003270
Paul Berry28e526d2014-01-06 19:47:25 -08003271 for (prev = 0; prev <= MESA_SHADER_FRAGMENT; prev++) {
Paul Berryb95d2372013-07-27 11:08:31 -07003272 if (prog->_LinkedShaders[prev] != NULL)
3273 break;
3274 }
Ian Romanick3322fba2010-10-14 13:28:42 -07003275
Tapani Pällieca9d162014-04-08 08:45:36 +03003276 check_explicit_uniform_locations(ctx, prog);
3277 if (!prog->LinkStatus)
3278 goto done;
3279
Chris Forbes7c758c52014-09-21 13:33:14 +12003280 resize_tes_inputs(ctx, prog);
3281
Paul Berryb95d2372013-07-27 11:08:31 -07003282 /* Validate the inputs of each stage with the output of the preceding
3283 * stage.
3284 */
Paul Berry28e526d2014-01-06 19:47:25 -08003285 for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) {
Paul Berryb95d2372013-07-27 11:08:31 -07003286 if (prog->_LinkedShaders[i] == NULL)
3287 continue;
Kenneth Graunke3ddfccb2013-05-20 23:46:16 -07003288
Paul Berry544e3122013-11-15 14:23:45 -08003289 validate_interstage_inout_blocks(prog, prog->_LinkedShaders[prev],
3290 prog->_LinkedShaders[i]);
Paul Berryb95d2372013-07-27 11:08:31 -07003291 if (!prog->LinkStatus)
3292 goto done;
Ian Romanick3322fba2010-10-14 13:28:42 -07003293
Paul Berryb95d2372013-07-27 11:08:31 -07003294 cross_validate_outputs_to_inputs(prog,
3295 prog->_LinkedShaders[prev],
3296 prog->_LinkedShaders[i]);
3297 if (!prog->LinkStatus)
3298 goto done;
Ian Romanick37101922010-06-18 19:02:10 -07003299
Paul Berryb95d2372013-07-27 11:08:31 -07003300 prev = i;
Ian Romanick37101922010-06-18 19:02:10 -07003301 }
Ian Romanick832dfa52010-06-17 15:04:20 -07003302
Paul Berry544e3122013-11-15 14:23:45 -08003303 /* Cross-validate uniform blocks between shader stages */
3304 validate_interstage_uniform_blocks(prog, prog->_LinkedShaders,
Paul Berry665b8d72014-01-07 10:11:39 -08003305 MESA_SHADER_STAGES);
Paul Berry544e3122013-11-15 14:23:45 -08003306 if (!prog->LinkStatus)
3307 goto done;
Jordan Justen5ebf5472013-03-10 03:20:03 -07003308
Paul Berry665b8d72014-01-07 10:11:39 -08003309 for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
Jordan Justen5ebf5472013-03-10 03:20:03 -07003310 if (prog->_LinkedShaders[i] != NULL)
3311 lower_named_interface_blocks(mem_ctx, prog->_LinkedShaders[i]);
3312 }
3313
Eric Anholt3de13952012-05-04 13:08:46 -07003314 /* Implement the GLSL 1.30+ rule for discard vs infinite loops Do
3315 * it before optimization because we want most of the checks to get
3316 * dropped thanks to constant propagation.
Paul Berry15ba2a52012-08-02 17:51:02 -07003317 *
3318 * This rule also applies to GLSL ES 3.00.
Eric Anholt3de13952012-05-04 13:08:46 -07003319 */
Paul Berry15ba2a52012-08-02 17:51:02 -07003320 if (max_version >= (is_es_prog ? 300 : 130)) {
Eric Anholt3de13952012-05-04 13:08:46 -07003321 struct gl_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
3322 if (sh) {
3323 lower_discard_flow(sh->ir);
3324 }
3325 }
3326
Eric Anholtf609cf72012-04-27 13:52:56 -07003327 if (!interstage_cross_validate_uniform_blocks(prog))
3328 goto done;
3329
Eric Anholt2f4fe152010-08-10 13:06:49 -07003330 /* Do common optimization before assigning storage for attributes,
3331 * uniforms, and varyings. Later optimization could possibly make
3332 * some of that unused.
3333 */
Paul Berry665b8d72014-01-07 10:11:39 -08003334 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
Ian Romanick3322fba2010-10-14 13:28:42 -07003335 if (prog->_LinkedShaders[i] == NULL)
3336 continue;
3337
Ian Romanick02c5ae12011-07-11 10:46:01 -07003338 detect_recursion_linked(prog, prog->_LinkedShaders[i]->ir);
3339 if (!prog->LinkStatus)
3340 goto done;
3341
Marek Olšák002211f2014-08-03 04:31:56 +02003342 if (ctx->Const.ShaderCompilerOptions[i].LowerClipDistance) {
Paul Berry18392442012-12-04 11:11:02 -08003343 lower_clip_distance(prog->_LinkedShaders[i]);
3344 }
Paul Berryc06e3252011-08-11 20:58:21 -07003345
Fabian Bieler73a9a152014-03-10 17:55:36 +01003346 if (ctx->Const.LowerTessLevel) {
3347 lower_tess_level(prog->_LinkedShaders[i]);
3348 }
3349
Kenneth Graunke169c6452014-04-06 23:25:00 -07003350 while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
Marek Olšák002211f2014-08-03 04:31:56 +02003351 &ctx->Const.ShaderCompilerOptions[i],
Kenneth Graunke169c6452014-04-06 23:25:00 -07003352 ctx->Const.NativeIntegers))
Eric Anholt2f4fe152010-08-10 13:06:49 -07003353 ;
Kenneth Graunke4f22db52014-04-26 00:18:54 -07003354
3355 lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir);
Ian Romanicka7ba9a72010-07-20 13:36:32 -07003356 }
Ian Romanick13e10e42010-06-21 12:03:24 -07003357
Tapani Pälli9350ea62015-05-19 15:01:49 +03003358 /* Validation for special cases where we allow sampler array indexing
3359 * with loop induction variable. This check emits a warning or error
3360 * depending if backend can handle dynamic indexing.
3361 */
3362 if ((!prog->IsES && prog->Version < 130) ||
3363 (prog->IsES && prog->Version < 300)) {
3364 if (!validate_sampler_array_indexing(ctx, prog))
3365 goto done;
3366 }
3367
Iago Toral Quiroga75896832014-06-16 16:09:53 +02003368 /* Check and validate stream emissions in geometry shaders */
3369 validate_geometry_shader_emissions(ctx, prog);
3370
Paul Berry50895d42012-12-05 07:17:07 -08003371 /* Mark all generic shader inputs and outputs as unpaired. */
Ian Romanick6bdc1d92014-02-11 16:37:56 -08003372 for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
3373 if (prog->_LinkedShaders[i] != NULL) {
3374 link_invalidate_variable_locations(prog->_LinkedShaders[i]->ir);
3375 }
Paul Berry50895d42012-12-05 07:17:07 -08003376 }
3377
Timothy Arceri87d2e152015-07-08 09:20:40 +10003378 if (!assign_attribute_or_color_locations(prog, MESA_SHADER_VERTEX,
3379 ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)) {
Ian Romanickd32d4f72011-06-27 17:59:58 -07003380 goto done;
3381 }
3382
Dave Airlie1256a5d2012-03-24 13:33:41 +00003383 if (!assign_attribute_or_color_locations(prog, MESA_SHADER_FRAGMENT, MAX2(ctx->Const.MaxDrawBuffers, ctx->Const.MaxDualSourceDrawBuffers))) {
Ian Romanickd32d4f72011-06-27 17:59:58 -07003384 goto done;
Ian Romanick40e114b2010-08-17 14:55:50 -07003385 }
3386
Tapani Pälli993b9b62015-03-17 13:58:57 +02003387 unsigned first, last;
3388
3389 first = MESA_SHADER_STAGES;
3390 last = 0;
3391
3392 /* Determine first and last stage. */
3393 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
3394 if (!prog->_LinkedShaders[i])
3395 continue;
3396 if (first == MESA_SHADER_STAGES)
3397 first = i;
3398 last = i;
Ian Romanick3322fba2010-10-14 13:28:42 -07003399 }
3400
Paul Berry871ddb92011-11-05 11:17:32 -07003401 if (num_tfeedback_decls != 0) {
3402 /* From GL_EXT_transform_feedback:
3403 * A program will fail to link if:
3404 *
3405 * * the <count> specified by TransformFeedbackVaryingsEXT is
3406 * non-zero, but the program object has no vertex or geometry
3407 * shader;
3408 */
Bryan Cain25480922013-02-15 09:46:50 -06003409 if (first == MESA_SHADER_FRAGMENT) {
Paul Berry871ddb92011-11-05 11:17:32 -07003410 linker_error(prog, "Transform feedback varyings specified, but "
Andres Gomezf9fc3ae2014-11-18 08:43:35 -07003411 "no vertex or geometry shader is present.\n");
Paul Berry871ddb92011-11-05 11:17:32 -07003412 goto done;
3413 }
3414
3415 tfeedback_decls = ralloc_array(mem_ctx, tfeedback_decl,
3416 prog->TransformFeedback.NumVarying);
Paul Berry456279b2011-12-26 19:39:25 -08003417 if (!parse_tfeedback_decls(ctx, prog, mem_ctx, num_tfeedback_decls,
Paul Berry871ddb92011-11-05 11:17:32 -07003418 prog->TransformFeedback.VaryingNames,
3419 tfeedback_decls))
3420 goto done;
3421 }
3422
Marek Olšák284d9542013-06-12 02:18:09 +02003423 /* Linking the stages in the opposite order (from fragment to vertex)
3424 * ensures that inter-shader outputs written to in an earlier stage are
3425 * eliminated if they are (transitively) not used in a later stage.
3426 */
Tapani Pälli993b9b62015-03-17 13:58:57 +02003427 int next;
Ian Romanick13e10e42010-06-21 12:03:24 -07003428
Tapani Pälli993b9b62015-03-17 13:58:57 +02003429 if (first < MESA_SHADER_FRAGMENT) {
Marek Olšák284d9542013-06-12 02:18:09 +02003430 gl_shader *const sh = prog->_LinkedShaders[last];
3431
Ian Romanicka909b992014-12-01 14:07:30 -08003432 if (first == MESA_SHADER_GEOMETRY) {
3433 /* There was no vertex shader, but we still have to assign varying
3434 * locations for use by geometry shader inputs in SSO.
3435 *
3436 * If the shader is not separable (i.e., prog->SeparateShader is
3437 * false), linking will have already failed when first is
3438 * MESA_SHADER_GEOMETRY.
3439 */
3440 if (!assign_varying_locations(ctx, mem_ctx, prog,
Tapani Pälli993b9b62015-03-17 13:58:57 +02003441 NULL, prog->_LinkedShaders[first],
Chris Forbes0e94f352014-09-07 18:19:15 +12003442 num_tfeedback_decls, tfeedback_decls))
Ian Romanicka909b992014-12-01 14:07:30 -08003443 goto done;
3444 }
3445
Tapani Pälli993b9b62015-03-17 13:58:57 +02003446 if (last != MESA_SHADER_FRAGMENT &&
3447 (num_tfeedback_decls != 0 || prog->SeparateShader)) {
Marek Olšák284d9542013-06-12 02:18:09 +02003448 /* There was no fragment shader, but we still have to assign varying
3449 * locations for use by transform feedback.
3450 */
3451 if (!assign_varying_locations(ctx, mem_ctx, prog,
3452 sh, NULL,
Chris Forbes0e94f352014-09-07 18:19:15 +12003453 num_tfeedback_decls, tfeedback_decls))
Marek Olšák284d9542013-06-12 02:18:09 +02003454 goto done;
3455 }
3456
Marek Olšákd13003f2013-08-09 22:34:45 +02003457 do_dead_builtin_varyings(ctx, sh, NULL,
Marek Olšákb3d8b4c2013-06-12 13:23:48 +02003458 num_tfeedback_decls, tfeedback_decls);
3459
Ian Romanick1ff5a2b2014-02-14 12:10:27 -08003460 if (!prog->SeparateShader)
3461 demote_shader_inputs_and_outputs(sh, ir_var_shader_out);
Marek Olšák284d9542013-06-12 02:18:09 +02003462
3463 /* Eliminate code that is now dead due to unused outputs being demoted.
Paul Berry871ddb92011-11-05 11:17:32 -07003464 */
Marek Olšák284d9542013-06-12 02:18:09 +02003465 while (do_dead_code(sh->ir, false))
3466 ;
3467 }
3468 else if (first == MESA_SHADER_FRAGMENT) {
Marek Olšákb3d8b4c2013-06-12 13:23:48 +02003469 /* If the program only contains a fragment shader...
Marek Olšák284d9542013-06-12 02:18:09 +02003470 */
3471 gl_shader *const sh = prog->_LinkedShaders[first];
3472
Marek Olšákd13003f2013-08-09 22:34:45 +02003473 do_dead_builtin_varyings(ctx, NULL, sh,
Marek Olšákb3d8b4c2013-06-12 13:23:48 +02003474 num_tfeedback_decls, tfeedback_decls);
3475
Ian Romanick1ff5a2b2014-02-14 12:10:27 -08003476 if (prog->SeparateShader) {
3477 if (!assign_varying_locations(ctx, mem_ctx, prog,
3478 NULL /* producer */,
3479 sh /* consumer */,
3480 0 /* num_tfeedback_decls */,
Chris Forbes0e94f352014-09-07 18:19:15 +12003481 NULL /* tfeedback_decls */))
Ian Romanick1ff5a2b2014-02-14 12:10:27 -08003482 goto done;
3483 } else
3484 demote_shader_inputs_and_outputs(sh, ir_var_shader_in);
Marek Olšák284d9542013-06-12 02:18:09 +02003485
3486 while (do_dead_code(sh->ir, false))
3487 ;
3488 }
3489
3490 next = last;
3491 for (int i = next - 1; i >= 0; i--) {
3492 if (prog->_LinkedShaders[i] == NULL)
3493 continue;
3494
3495 gl_shader *const sh_i = prog->_LinkedShaders[i];
3496 gl_shader *const sh_next = prog->_LinkedShaders[next];
3497
3498 if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
3499 next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
Chris Forbes0e94f352014-09-07 18:19:15 +12003500 tfeedback_decls))
Paul Berry871ddb92011-11-05 11:17:32 -07003501 goto done;
Marek Olšák284d9542013-06-12 02:18:09 +02003502
Marek Olšákd13003f2013-08-09 22:34:45 +02003503 do_dead_builtin_varyings(ctx, sh_i, sh_next,
Marek Olšákb3d8b4c2013-06-12 13:23:48 +02003504 next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
3505 tfeedback_decls);
3506
Marek Olšák284d9542013-06-12 02:18:09 +02003507 demote_shader_inputs_and_outputs(sh_i, ir_var_shader_out);
3508 demote_shader_inputs_and_outputs(sh_next, ir_var_shader_in);
3509
3510 /* Eliminate code that is now dead due to unused outputs being demoted.
3511 */
3512 while (do_dead_code(sh_i->ir, false))
3513 ;
3514 while (do_dead_code(sh_next->ir, false))
3515 ;
3516
Marek Olšák3c555822013-06-13 03:17:22 +02003517 /* This must be done after all dead varyings are eliminated. */
Ian Romanick42305fb2013-09-10 12:00:34 -05003518 if (!check_against_output_limit(ctx, prog, sh_i))
3519 goto done;
3520 if (!check_against_input_limit(ctx, prog, sh_next))
Marek Olšák3c555822013-06-13 03:17:22 +02003521 goto done;
3522
Marek Olšák284d9542013-06-12 02:18:09 +02003523 next = i;
Paul Berry871ddb92011-11-05 11:17:32 -07003524 }
3525
3526 if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls))
3527 goto done;
3528
Ian Romanick960d7222011-10-21 11:21:02 -07003529 update_array_sizes(prog);
Matt Turner9e2e7c72014-08-08 19:46:05 -07003530 link_assign_uniform_locations(prog, ctx->Const.UniformBooleanTrue);
Francisco Jerez5c114932013-09-11 12:14:46 -07003531 link_assign_atomic_counter_resources(ctx, prog);
Marek Olšákec174a42011-11-18 15:00:10 +01003532 store_fragdepth_layout(prog);
Ian Romanick960d7222011-10-21 11:21:02 -07003533
Paul Berryb95d2372013-07-27 11:08:31 -07003534 check_resources(ctx, prog);
Francisco Jereze51158f2013-11-22 15:53:26 -08003535 check_image_resources(ctx, prog);
Francisco Jerez5c114932013-09-11 12:14:46 -07003536 link_check_atomic_counter_resources(ctx, prog);
3537
Paul Berryb95d2372013-07-27 11:08:31 -07003538 if (!prog->LinkStatus)
Ian Romanick92f81592011-11-08 12:37:19 -08003539 goto done;
3540
Ian Romanickce9171f2011-02-03 17:10:14 -08003541 /* OpenGL ES requires that a vertex shader and a fragment shader both be
Anuj Phogat03597cf2013-12-19 14:17:19 -08003542 * present in a linked program. GL_ARB_ES2_compatibility doesn't say
3543 * anything about shader linking when one of the shaders (vertex or
3544 * fragment shader) is absent. So, the extension shouldn't change the
3545 * behavior specified in GLSL specification.
Ian Romanickce9171f2011-02-03 17:10:14 -08003546 */
Ian Romanickf64bfb22014-03-27 10:29:30 -07003547 if (!prog->SeparateShader && ctx->API == API_OPENGLES2) {
Ian Romanickce9171f2011-02-03 17:10:14 -08003548 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
Ian Romanick586e7412011-07-28 14:04:09 -07003549 linker_error(prog, "program lacks a vertex shader\n");
Ian Romanickce9171f2011-02-03 17:10:14 -08003550 } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
Ian Romanick586e7412011-07-28 14:04:09 -07003551 linker_error(prog, "program lacks a fragment shader\n");
Ian Romanickce9171f2011-02-03 17:10:14 -08003552 }
3553 }
3554
Ian Romanick13e10e42010-06-21 12:03:24 -07003555 /* FINISHME: Assign fragment shader output locations. */
3556
Ian Romanick832dfa52010-06-17 15:04:20 -07003557done:
Paul Berry665b8d72014-01-07 10:11:39 -08003558 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
Paul Berrycd18ba12014-01-07 08:56:57 -08003559 free(shader_list[i]);
Kenneth Graunke2da02e72010-11-17 11:03:57 -08003560 if (prog->_LinkedShaders[i] == NULL)
3561 continue;
3562
Paul Berryd7fa9eb2013-11-22 12:37:22 -08003563 /* Do a final validation step to make sure that the IR wasn't
3564 * invalidated by any modifications performed after intrastage linking.
3565 */
3566 validate_ir_tree(prog->_LinkedShaders[i]->ir);
3567
Kenneth Graunke2da02e72010-11-17 11:03:57 -08003568 /* Retain any live IR, but trash the rest. */
3569 reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);
Ian Romanick7bbcc0b2011-09-30 14:21:10 -07003570
3571 /* The symbol table in the linked shaders may contain references to
3572 * variables that were removed (e.g., unused uniforms). Since it may
3573 * contain junk, there is no possible valid use. Delete it and set the
3574 * pointer to NULL.
3575 */
3576 delete prog->_LinkedShaders[i]->symbols;
3577 prog->_LinkedShaders[i]->symbols = NULL;
Kenneth Graunke2da02e72010-11-17 11:03:57 -08003578 }
3579
Kenneth Graunked3073f52011-01-21 14:32:31 -08003580 ralloc_free(mem_ctx);
Ian Romanick832dfa52010-06-17 15:04:20 -07003581}