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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
Chia-I Wubfd7c9a2010-08-23 17:51:42 +080067#include "main/core.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070068#include "glsl_symbol_table.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070069#include "ir.h"
70#include "program.h"
Aras Pranckevicius31747152010-07-29 12:40:49 +030071#include "program/hash_table.h"
Ian Romanick8fe8a812010-07-13 17:36:13 -070072#include "linker.h"
Ian Romanicka7ba9a72010-07-20 13:36:32 -070073#include "ir_optimization.h"
Ian Romanick832dfa52010-06-17 15:04:20 -070074
Ian Romanick3322fba2010-10-14 13:28:42 -070075extern "C" {
76#include "main/shaderobj.h"
77}
78
Ian Romanick832dfa52010-06-17 15:04:20 -070079/**
80 * Visitor that determines whether or not a variable is ever written.
81 */
82class find_assignment_visitor : public ir_hierarchical_visitor {
83public:
84 find_assignment_visitor(const char *name)
85 : name(name), found(false)
86 {
87 /* empty */
88 }
89
90 virtual ir_visitor_status visit_enter(ir_assignment *ir)
91 {
92 ir_variable *const var = ir->lhs->variable_referenced();
93
94 if (strcmp(name, var->name) == 0) {
95 found = true;
96 return visit_stop;
97 }
98
99 return visit_continue_with_parent;
100 }
101
Eric Anholt18a60232010-08-23 11:29:25 -0700102 virtual ir_visitor_status visit_enter(ir_call *ir)
103 {
104 exec_list_iterator sig_iter = ir->get_callee()->parameters.iterator();
105 foreach_iter(exec_list_iterator, iter, *ir) {
106 ir_rvalue *param_rval = (ir_rvalue *)iter.get();
107 ir_variable *sig_param = (ir_variable *)sig_iter.get();
108
109 if (sig_param->mode == ir_var_out ||
110 sig_param->mode == ir_var_inout) {
111 ir_variable *var = param_rval->variable_referenced();
112 if (var && strcmp(name, var->name) == 0) {
113 found = true;
114 return visit_stop;
115 }
116 }
117 sig_iter.next();
118 }
119
120 return visit_continue_with_parent;
121 }
122
Ian Romanick832dfa52010-06-17 15:04:20 -0700123 bool variable_found()
124 {
125 return found;
126 }
127
128private:
129 const char *name; /**< Find writes to a variable with this name. */
130 bool found; /**< Was a write to the variable found? */
131};
132
Ian Romanickc93b8f12010-06-17 15:20:22 -0700133
Ian Romanickc33e78f2010-08-13 12:30:41 -0700134/**
135 * Visitor that determines whether or not a variable is ever read.
136 */
137class find_deref_visitor : public ir_hierarchical_visitor {
138public:
139 find_deref_visitor(const char *name)
140 : name(name), found(false)
141 {
142 /* empty */
143 }
144
145 virtual ir_visitor_status visit(ir_dereference_variable *ir)
146 {
147 if (strcmp(this->name, ir->var->name) == 0) {
148 this->found = true;
149 return visit_stop;
150 }
151
152 return visit_continue;
153 }
154
155 bool variable_found() const
156 {
157 return this->found;
158 }
159
160private:
161 const char *name; /**< Find writes to a variable with this name. */
162 bool found; /**< Was a write to the variable found? */
163};
164
165
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700166void
Ian Romanick586e7412011-07-28 14:04:09 -0700167linker_error(gl_shader_program *prog, const char *fmt, ...)
Ian Romanickf36460e2010-06-23 12:07:22 -0700168{
169 va_list ap;
170
Kenneth Graunked3073f52011-01-21 14:32:31 -0800171 ralloc_strcat(&prog->InfoLog, "error: ");
Ian Romanickf36460e2010-06-23 12:07:22 -0700172 va_start(ap, fmt);
Kenneth Graunked3073f52011-01-21 14:32:31 -0800173 ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
Ian Romanickf36460e2010-06-23 12:07:22 -0700174 va_end(ap);
Ian Romanick586e7412011-07-28 14:04:09 -0700175
176 prog->LinkStatus = false;
Ian Romanickf36460e2010-06-23 12:07:22 -0700177}
178
179
180void
Ian Romanick379a32f2011-07-28 14:09:06 -0700181linker_warning(gl_shader_program *prog, const char *fmt, ...)
182{
183 va_list ap;
184
185 ralloc_strcat(&prog->InfoLog, "error: ");
186 va_start(ap, fmt);
187 ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
188 va_end(ap);
189
190}
191
192
193void
Eric Anholt16b68b12010-06-30 11:05:43 -0700194invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode,
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700195 int generic_base)
196{
Eric Anholt16b68b12010-06-30 11:05:43 -0700197 foreach_list(node, sh->ir) {
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700198 ir_variable *const var = ((ir_instruction *) node)->as_variable();
199
200 if ((var == NULL) || (var->mode != (unsigned) mode))
201 continue;
202
203 /* Only assign locations for generic attributes / varyings / etc.
204 */
Ian Romanick68a4fc92010-10-07 17:21:22 -0700205 if ((var->location >= generic_base) && !var->explicit_location)
Ian Romanick0ad22cd2010-06-21 17:18:31 -0700206 var->location = -1;
207 }
208}
209
210
Ian Romanickc93b8f12010-06-17 15:20:22 -0700211/**
Ian Romanick69846702010-06-22 17:29:19 -0700212 * Determine the number of attribute slots required for a particular type
213 *
214 * This code is here because it implements the language rules of a specific
215 * GLSL version. Since it's a property of the language and not a property of
216 * types in general, it doesn't really belong in glsl_type.
217 */
218unsigned
219count_attribute_slots(const glsl_type *t)
220{
221 /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
222 *
223 * "A scalar input counts the same amount against this limit as a vec4,
224 * so applications may want to consider packing groups of four
225 * unrelated float inputs together into a vector to better utilize the
226 * capabilities of the underlying hardware. A matrix input will use up
227 * multiple locations. The number of locations used will equal the
228 * number of columns in the matrix."
229 *
230 * The spec does not explicitly say how arrays are counted. However, it
231 * should be safe to assume the total number of slots consumed by an array
232 * is the number of entries in the array multiplied by the number of slots
233 * consumed by a single element of the array.
234 */
235
236 if (t->is_array())
237 return t->array_size() * count_attribute_slots(t->element_type());
238
239 if (t->is_matrix())
240 return t->matrix_columns;
241
242 return 1;
243}
244
245
246/**
Paul Berry1ad54ae2011-09-17 09:42:02 -0700247 * Verify that a vertex shader executable meets all semantic requirements.
248 *
249 * Also sets prog->Vert.UsesClipDistance as a side effect.
Ian Romanickc93b8f12010-06-17 15:20:22 -0700250 *
251 * \param shader Vertex shader executable to be verified
252 */
Ian Romanick832dfa52010-06-17 15:04:20 -0700253bool
Eric Anholt849e1812010-06-30 11:49:17 -0700254validate_vertex_shader_executable(struct gl_shader_program *prog,
Eric Anholt16b68b12010-06-30 11:05:43 -0700255 struct gl_shader *shader)
Ian Romanick832dfa52010-06-17 15:04:20 -0700256{
257 if (shader == NULL)
258 return true;
259
Ian Romanick832dfa52010-06-17 15:04:20 -0700260 find_assignment_visitor find("gl_Position");
Eric Anholt16b68b12010-06-30 11:05:43 -0700261 find.run(shader->ir);
Ian Romanick832dfa52010-06-17 15:04:20 -0700262 if (!find.variable_found()) {
Ian Romanick586e7412011-07-28 14:04:09 -0700263 linker_error(prog, "vertex shader does not write to `gl_Position'\n");
Ian Romanick832dfa52010-06-17 15:04:20 -0700264 return false;
265 }
266
Paul Berryb453ba22011-08-11 18:10:22 -0700267 if (prog->Version >= 130) {
268 /* From section 7.1 (Vertex Shader Special Variables) of the
269 * GLSL 1.30 spec:
270 *
271 * "It is an error for a shader to statically write both
272 * gl_ClipVertex and gl_ClipDistance."
273 */
274 find_assignment_visitor clip_vertex("gl_ClipVertex");
275 find_assignment_visitor clip_distance("gl_ClipDistance");
276
277 clip_vertex.run(shader->ir);
278 clip_distance.run(shader->ir);
279 if (clip_vertex.variable_found() && clip_distance.variable_found()) {
280 linker_error(prog, "vertex shader writes to both `gl_ClipVertex' "
281 "and `gl_ClipDistance'\n");
282 return false;
283 }
Paul Berry1ad54ae2011-09-17 09:42:02 -0700284 prog->Vert.UsesClipDistance = clip_distance.variable_found();
Paul Berryb453ba22011-08-11 18:10:22 -0700285 }
286
Ian Romanick832dfa52010-06-17 15:04:20 -0700287 return true;
288}
289
290
Ian Romanickc93b8f12010-06-17 15:20:22 -0700291/**
292 * Verify that a fragment shader executable meets all semantic requirements
293 *
294 * \param shader Fragment shader executable to be verified
295 */
Ian Romanick832dfa52010-06-17 15:04:20 -0700296bool
Eric Anholt849e1812010-06-30 11:49:17 -0700297validate_fragment_shader_executable(struct gl_shader_program *prog,
Eric Anholt16b68b12010-06-30 11:05:43 -0700298 struct gl_shader *shader)
Ian Romanick832dfa52010-06-17 15:04:20 -0700299{
300 if (shader == NULL)
301 return true;
302
Ian Romanick832dfa52010-06-17 15:04:20 -0700303 find_assignment_visitor frag_color("gl_FragColor");
304 find_assignment_visitor frag_data("gl_FragData");
305
Eric Anholt16b68b12010-06-30 11:05:43 -0700306 frag_color.run(shader->ir);
307 frag_data.run(shader->ir);
Ian Romanick832dfa52010-06-17 15:04:20 -0700308
Ian Romanick832dfa52010-06-17 15:04:20 -0700309 if (frag_color.variable_found() && frag_data.variable_found()) {
Ian Romanick586e7412011-07-28 14:04:09 -0700310 linker_error(prog, "fragment shader writes to both "
311 "`gl_FragColor' and `gl_FragData'\n");
Ian Romanick832dfa52010-06-17 15:04:20 -0700312 return false;
313 }
314
315 return true;
316}
317
318
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700319/**
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700320 * Generate a string describing the mode of a variable
321 */
322static const char *
323mode_string(const ir_variable *var)
324{
325 switch (var->mode) {
326 case ir_var_auto:
327 return (var->read_only) ? "global constant" : "global variable";
328
329 case ir_var_uniform: return "uniform";
330 case ir_var_in: return "shader input";
331 case ir_var_out: return "shader output";
332 case ir_var_inout: return "shader inout";
Ian Romanick7e2aa912010-07-19 17:12:42 -0700333
Kenneth Graunke819d57f2011-01-12 15:37:37 -0800334 case ir_var_const_in:
Ian Romanick7e2aa912010-07-19 17:12:42 -0700335 case ir_var_temporary:
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700336 default:
337 assert(!"Should not get here.");
338 return "invalid variable";
339 }
340}
341
342
343/**
344 * Perform validation of global variables used across multiple shaders
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700345 */
346bool
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700347cross_validate_globals(struct gl_shader_program *prog,
348 struct gl_shader **shader_list,
349 unsigned num_shaders,
350 bool uniforms_only)
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700351{
352 /* Examine all of the uniforms in all of the shaders and cross validate
353 * them.
354 */
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700355 glsl_symbol_table variables;
356 for (unsigned i = 0; i < num_shaders; i++) {
Ian Romanick3322fba2010-10-14 13:28:42 -0700357 if (shader_list[i] == NULL)
358 continue;
359
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700360 foreach_list(node, shader_list[i]->ir) {
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700361 ir_variable *const var = ((ir_instruction *) node)->as_variable();
362
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700363 if (var == NULL)
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700364 continue;
365
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700366 if (uniforms_only && (var->mode != ir_var_uniform))
367 continue;
368
Ian Romanick7e2aa912010-07-19 17:12:42 -0700369 /* Don't cross validate temporaries that are at global scope. These
370 * will eventually get pulled into the shaders 'main'.
371 */
372 if (var->mode == ir_var_temporary)
373 continue;
374
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700375 /* If a global with this name has already been seen, verify that the
376 * new instance has the same type. In addition, if the globals have
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700377 * initializers, the values of the initializers must be the same.
378 */
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700379 ir_variable *const existing = variables.get_variable(var->name);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700380 if (existing != NULL) {
381 if (var->type != existing->type) {
Ian Romanicka2711d62010-08-29 22:07:49 -0700382 /* Consider the types to be "the same" if both types are arrays
383 * of the same type and one of the arrays is implicitly sized.
384 * In addition, set the type of the linked variable to the
385 * explicitly sized array.
386 */
387 if (var->type->is_array()
388 && existing->type->is_array()
389 && (var->type->fields.array == existing->type->fields.array)
390 && ((var->type->length == 0)
391 || (existing->type->length == 0))) {
Ian Romanick0f4b2a02011-01-25 12:06:18 -0800392 if (var->type->length != 0) {
Ian Romanicka2711d62010-08-29 22:07:49 -0700393 existing->type = var->type;
Ian Romanick6f539212010-12-07 18:30:33 -0800394 }
Ian Romanicka2711d62010-08-29 22:07:49 -0700395 } else {
Ian Romanick586e7412011-07-28 14:04:09 -0700396 linker_error(prog, "%s `%s' declared as type "
397 "`%s' and type `%s'\n",
398 mode_string(var),
399 var->name, var->type->name,
400 existing->type->name);
Ian Romanicka2711d62010-08-29 22:07:49 -0700401 return false;
402 }
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700403 }
404
Ian Romanick68a4fc92010-10-07 17:21:22 -0700405 if (var->explicit_location) {
406 if (existing->explicit_location
407 && (var->location != existing->location)) {
Ian Romanick586e7412011-07-28 14:04:09 -0700408 linker_error(prog, "explicit locations for %s "
409 "`%s' have differing values\n",
410 mode_string(var), var->name);
Ian Romanick68a4fc92010-10-07 17:21:22 -0700411 return false;
412 }
413
414 existing->location = var->location;
415 existing->explicit_location = true;
416 }
417
Ian Romanick46173f92011-10-31 13:07:06 -0700418 /* Validate layout qualifiers for gl_FragDepth.
419 *
420 * From the AMD/ARB_conservative_depth specs:
421 *
422 * "If gl_FragDepth is redeclared in any fragment shader in a
423 * program, it must be redeclared in all fragment shaders in
424 * that program that have static assignments to
425 * gl_FragDepth. All redeclarations of gl_FragDepth in all
426 * fragment shaders in a single program must have the same set
427 * of qualifiers."
428 */
429 if (strcmp(var->name, "gl_FragDepth") == 0) {
430 bool layout_declared = var->depth_layout != ir_depth_layout_none;
431 bool layout_differs =
432 var->depth_layout != existing->depth_layout;
433
434 if (layout_declared && layout_differs) {
435 linker_error(prog,
436 "All redeclarations of gl_FragDepth in all "
437 "fragment shaders in a single program must have "
438 "the same set of qualifiers.");
439 }
440
441 if (var->used && layout_differs) {
442 linker_error(prog,
443 "If gl_FragDepth is redeclared with a layout "
444 "qualifier in any fragment shader, it must be "
445 "redeclared with the same layout qualifier in "
446 "all fragment shaders that have assignments to "
447 "gl_FragDepth");
448 }
449 }
Chad Versaceaddae332011-01-27 01:40:31 -0800450
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700451 /* FINISHME: Handle non-constant initializers.
452 */
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700453 if (var->constant_value != NULL) {
454 if (existing->constant_value != NULL) {
455 if (!var->constant_value->has_value(existing->constant_value)) {
Ian Romanick586e7412011-07-28 14:04:09 -0700456 linker_error(prog, "initializers for %s "
457 "`%s' have differing values\n",
458 mode_string(var), var->name);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700459 return false;
460 }
461 } else
462 /* If the first-seen instance of a particular uniform did not
463 * have an initializer but a later instance does, copy the
464 * initializer to the version stored in the symbol table.
465 */
Ian Romanickde415b72010-07-14 13:22:12 -0700466 /* FINISHME: This is wrong. The constant_value field should
467 * FINISHME: not be modified! Imagine a case where a shader
468 * FINISHME: without an initializer is linked in two different
469 * FINISHME: programs with shaders that have differing
470 * FINISHME: initializers. Linking with the first will
471 * FINISHME: modify the shader, and linking with the second
472 * FINISHME: will fail.
473 */
Eric Anholt8273bd42010-08-04 12:34:56 -0700474 existing->constant_value =
Kenneth Graunked3073f52011-01-21 14:32:31 -0800475 var->constant_value->clone(ralloc_parent(existing), NULL);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700476 }
Chad Versace7528f142010-11-17 14:34:38 -0800477
478 if (existing->invariant != var->invariant) {
Ian Romanick586e7412011-07-28 14:04:09 -0700479 linker_error(prog, "declarations for %s `%s' have "
480 "mismatching invariant qualifiers\n",
481 mode_string(var), var->name);
Chad Versace7528f142010-11-17 14:34:38 -0800482 return false;
483 }
Chad Versace61428dd2011-01-10 15:29:30 -0800484 if (existing->centroid != var->centroid) {
Ian Romanick586e7412011-07-28 14:04:09 -0700485 linker_error(prog, "declarations for %s `%s' have "
486 "mismatching centroid qualifiers\n",
487 mode_string(var), var->name);
Chad Versace61428dd2011-01-10 15:29:30 -0800488 return false;
489 }
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700490 } else
Eric Anholt001eee52010-11-05 06:11:24 -0700491 variables.add_variable(var);
Ian Romanickcc22c5a2010-06-18 17:13:42 -0700492 }
493 }
494
495 return true;
496}
497
498
Ian Romanick37101922010-06-18 19:02:10 -0700499/**
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700500 * Perform validation of uniforms used across multiple shader stages
501 */
502bool
503cross_validate_uniforms(struct gl_shader_program *prog)
504{
505 return cross_validate_globals(prog, prog->_LinkedShaders,
Ian Romanick3322fba2010-10-14 13:28:42 -0700506 MESA_SHADER_TYPES, true);
Ian Romanicke2e5d0d2010-06-29 18:47:11 -0700507}
508
509
510/**
Ian Romanick37101922010-06-18 19:02:10 -0700511 * Validate that outputs from one stage match inputs of another
512 */
513bool
Eric Anholt849e1812010-06-30 11:49:17 -0700514cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
Eric Anholt16b68b12010-06-30 11:05:43 -0700515 gl_shader *producer, gl_shader *consumer)
Ian Romanick37101922010-06-18 19:02:10 -0700516{
517 glsl_symbol_table parameters;
518 /* FINISHME: Figure these out dynamically. */
519 const char *const producer_stage = "vertex";
520 const char *const consumer_stage = "fragment";
521
522 /* Find all shader outputs in the "producer" stage.
523 */
Eric Anholt16b68b12010-06-30 11:05:43 -0700524 foreach_list(node, producer->ir) {
Ian Romanick37101922010-06-18 19:02:10 -0700525 ir_variable *const var = ((ir_instruction *) node)->as_variable();
526
527 /* FINISHME: For geometry shaders, this should also look for inout
528 * FINISHME: variables.
529 */
530 if ((var == NULL) || (var->mode != ir_var_out))
531 continue;
532
Eric Anholt001eee52010-11-05 06:11:24 -0700533 parameters.add_variable(var);
Ian Romanick37101922010-06-18 19:02:10 -0700534 }
535
536
537 /* Find all shader inputs in the "consumer" stage. Any variables that have
538 * matching outputs already in the symbol table must have the same type and
539 * qualifiers.
540 */
Eric Anholt16b68b12010-06-30 11:05:43 -0700541 foreach_list(node, consumer->ir) {
Ian Romanick37101922010-06-18 19:02:10 -0700542 ir_variable *const input = ((ir_instruction *) node)->as_variable();
543
544 /* FINISHME: For geometry shaders, this should also look for inout
545 * FINISHME: variables.
546 */
547 if ((input == NULL) || (input->mode != ir_var_in))
548 continue;
549
550 ir_variable *const output = parameters.get_variable(input->name);
551 if (output != NULL) {
552 /* Check that the types match between stages.
553 */
554 if (input->type != output->type) {
Ian Romanickcb2b5472010-12-13 15:16:39 -0800555 /* There is a bit of a special case for gl_TexCoord. This
Bryan Cainf18a0862011-04-23 19:29:15 -0500556 * built-in is unsized by default. Applications that variable
Ian Romanickcb2b5472010-12-13 15:16:39 -0800557 * access it must redeclare it with a size. There is some
558 * language in the GLSL spec that implies the fragment shader
559 * and vertex shader do not have to agree on this size. Other
560 * driver behave this way, and one or two applications seem to
561 * rely on it.
562 *
563 * Neither declaration needs to be modified here because the array
564 * sizes are fixed later when update_array_sizes is called.
565 *
566 * From page 48 (page 54 of the PDF) of the GLSL 1.10 spec:
567 *
568 * "Unlike user-defined varying variables, the built-in
569 * varying variables don't have a strict one-to-one
570 * correspondence between the vertex language and the
571 * fragment language."
572 */
573 if (!output->type->is_array()
574 || (strncmp("gl_", output->name, 3) != 0)) {
Ian Romanick586e7412011-07-28 14:04:09 -0700575 linker_error(prog,
576 "%s shader output `%s' declared as type `%s', "
577 "but %s shader input declared as type `%s'\n",
578 producer_stage, output->name,
579 output->type->name,
580 consumer_stage, input->type->name);
Ian Romanickcb2b5472010-12-13 15:16:39 -0800581 return false;
582 }
Ian Romanick37101922010-06-18 19:02:10 -0700583 }
584
585 /* Check that all of the qualifiers match between stages.
586 */
587 if (input->centroid != output->centroid) {
Ian Romanick586e7412011-07-28 14:04:09 -0700588 linker_error(prog,
589 "%s shader output `%s' %s centroid qualifier, "
590 "but %s shader input %s centroid qualifier\n",
591 producer_stage,
592 output->name,
593 (output->centroid) ? "has" : "lacks",
594 consumer_stage,
595 (input->centroid) ? "has" : "lacks");
Ian Romanick37101922010-06-18 19:02:10 -0700596 return false;
597 }
598
599 if (input->invariant != output->invariant) {
Ian Romanick586e7412011-07-28 14:04:09 -0700600 linker_error(prog,
601 "%s shader output `%s' %s invariant qualifier, "
602 "but %s shader input %s invariant qualifier\n",
603 producer_stage,
604 output->name,
605 (output->invariant) ? "has" : "lacks",
606 consumer_stage,
607 (input->invariant) ? "has" : "lacks");
Ian Romanick37101922010-06-18 19:02:10 -0700608 return false;
609 }
610
611 if (input->interpolation != output->interpolation) {
Ian Romanick586e7412011-07-28 14:04:09 -0700612 linker_error(prog,
613 "%s shader output `%s' specifies %s "
614 "interpolation qualifier, "
615 "but %s shader input specifies %s "
616 "interpolation qualifier\n",
617 producer_stage,
618 output->name,
619 output->interpolation_string(),
620 consumer_stage,
621 input->interpolation_string());
Ian Romanick37101922010-06-18 19:02:10 -0700622 return false;
623 }
624 }
625 }
626
627 return true;
628}
629
630
Ian Romanick3fb87872010-07-09 14:09:34 -0700631/**
632 * Populates a shaders symbol table with all global declarations
633 */
634static void
635populate_symbol_table(gl_shader *sh)
636{
637 sh->symbols = new(sh) glsl_symbol_table;
638
639 foreach_list(node, sh->ir) {
640 ir_instruction *const inst = (ir_instruction *) node;
641 ir_variable *var;
642 ir_function *func;
643
644 if ((func = inst->as_function()) != NULL) {
Eric Anholte8f5ebf2010-11-05 06:08:45 -0700645 sh->symbols->add_function(func);
Ian Romanick3fb87872010-07-09 14:09:34 -0700646 } else if ((var = inst->as_variable()) != NULL) {
Eric Anholt001eee52010-11-05 06:11:24 -0700647 sh->symbols->add_variable(var);
Ian Romanick3fb87872010-07-09 14:09:34 -0700648 }
649 }
650}
651
652
653/**
Ian Romanick31a97862010-07-12 18:48:50 -0700654 * Remap variables referenced in an instruction tree
655 *
656 * This is used when instruction trees are cloned from one shader and placed in
657 * another. These trees will contain references to \c ir_variable nodes that
658 * do not exist in the target shader. This function finds these \c ir_variable
659 * references and replaces the references with matching variables in the target
660 * shader.
661 *
662 * If there is no matching variable in the target shader, a clone of the
663 * \c ir_variable is made and added to the target shader. The new variable is
664 * added to \b both the instruction stream and the symbol table.
665 *
666 * \param inst IR tree that is to be processed.
667 * \param symbols Symbol table containing global scope symbols in the
668 * linked shader.
669 * \param instructions Instruction stream where new variable declarations
670 * should be added.
671 */
672void
Eric Anholt8273bd42010-08-04 12:34:56 -0700673remap_variables(ir_instruction *inst, struct gl_shader *target,
674 hash_table *temps)
Ian Romanick31a97862010-07-12 18:48:50 -0700675{
676 class remap_visitor : public ir_hierarchical_visitor {
677 public:
Eric Anholt8273bd42010-08-04 12:34:56 -0700678 remap_visitor(struct gl_shader *target,
Ian Romanick7e2aa912010-07-19 17:12:42 -0700679 hash_table *temps)
Ian Romanick31a97862010-07-12 18:48:50 -0700680 {
Eric Anholt8273bd42010-08-04 12:34:56 -0700681 this->target = target;
682 this->symbols = target->symbols;
683 this->instructions = target->ir;
Ian Romanick7e2aa912010-07-19 17:12:42 -0700684 this->temps = temps;
Ian Romanick31a97862010-07-12 18:48:50 -0700685 }
686
687 virtual ir_visitor_status visit(ir_dereference_variable *ir)
688 {
Ian Romanick7e2aa912010-07-19 17:12:42 -0700689 if (ir->var->mode == ir_var_temporary) {
690 ir_variable *var = (ir_variable *) hash_table_find(temps, ir->var);
691
692 assert(var != NULL);
693 ir->var = var;
694 return visit_continue;
695 }
696
Ian Romanick31a97862010-07-12 18:48:50 -0700697 ir_variable *const existing =
698 this->symbols->get_variable(ir->var->name);
699 if (existing != NULL)
700 ir->var = existing;
701 else {
Eric Anholt8273bd42010-08-04 12:34:56 -0700702 ir_variable *copy = ir->var->clone(this->target, NULL);
Ian Romanick31a97862010-07-12 18:48:50 -0700703
Eric Anholt001eee52010-11-05 06:11:24 -0700704 this->symbols->add_variable(copy);
Ian Romanick31a97862010-07-12 18:48:50 -0700705 this->instructions->push_head(copy);
Ian Romanick7e2aa912010-07-19 17:12:42 -0700706 ir->var = copy;
Ian Romanick31a97862010-07-12 18:48:50 -0700707 }
708
709 return visit_continue;
710 }
711
712 private:
Eric Anholt8273bd42010-08-04 12:34:56 -0700713 struct gl_shader *target;
Ian Romanick31a97862010-07-12 18:48:50 -0700714 glsl_symbol_table *symbols;
715 exec_list *instructions;
Ian Romanick7e2aa912010-07-19 17:12:42 -0700716 hash_table *temps;
Ian Romanick31a97862010-07-12 18:48:50 -0700717 };
718
Eric Anholt8273bd42010-08-04 12:34:56 -0700719 remap_visitor v(target, temps);
Ian Romanick31a97862010-07-12 18:48:50 -0700720
721 inst->accept(&v);
722}
723
724
725/**
726 * Move non-declarations from one instruction stream to another
727 *
728 * The intended usage pattern of this function is to pass the pointer to the
Eric Anholt62c47632010-07-29 13:52:25 -0700729 * 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 -0700730 * pointer) for \c last and \c false for \c make_copies on the first
731 * call. Successive calls pass the return value of the previous call for
732 * \c last and \c true for \c make_copies.
733 *
734 * \param instructions Source instruction stream
735 * \param last Instruction after which new instructions should be
736 * inserted in the target instruction stream
737 * \param make_copies Flag selecting whether instructions in \c instructions
738 * should be copied (via \c ir_instruction::clone) into the
739 * target list or moved.
740 *
741 * \return
742 * The new "last" instruction in the target instruction stream. This pointer
743 * is suitable for use as the \c last parameter of a later call to this
744 * function.
745 */
746exec_node *
747move_non_declarations(exec_list *instructions, exec_node *last,
748 bool make_copies, gl_shader *target)
749{
Ian Romanick7e2aa912010-07-19 17:12:42 -0700750 hash_table *temps = NULL;
751
752 if (make_copies)
753 temps = hash_table_ctor(0, hash_table_pointer_hash,
754 hash_table_pointer_compare);
755
Ian Romanick303c99f2010-07-19 12:34:56 -0700756 foreach_list_safe(node, instructions) {
Ian Romanick31a97862010-07-12 18:48:50 -0700757 ir_instruction *inst = (ir_instruction *) node;
758
Ian Romanick7e2aa912010-07-19 17:12:42 -0700759 if (inst->as_function())
Ian Romanick31a97862010-07-12 18:48:50 -0700760 continue;
761
Ian Romanick7e2aa912010-07-19 17:12:42 -0700762 ir_variable *var = inst->as_variable();
763 if ((var != NULL) && (var->mode != ir_var_temporary))
764 continue;
765
766 assert(inst->as_assignment()
767 || ((var != NULL) && (var->mode == ir_var_temporary)));
Ian Romanick31a97862010-07-12 18:48:50 -0700768
769 if (make_copies) {
Eric Anholt8273bd42010-08-04 12:34:56 -0700770 inst = inst->clone(target, NULL);
Ian Romanick7e2aa912010-07-19 17:12:42 -0700771
772 if (var != NULL)
773 hash_table_insert(temps, inst, var);
774 else
Eric Anholt8273bd42010-08-04 12:34:56 -0700775 remap_variables(inst, target, temps);
Ian Romanick31a97862010-07-12 18:48:50 -0700776 } else {
777 inst->remove();
778 }
779
780 last->insert_after(inst);
781 last = inst;
782 }
783
Ian Romanick7e2aa912010-07-19 17:12:42 -0700784 if (make_copies)
785 hash_table_dtor(temps);
786
Ian Romanick31a97862010-07-12 18:48:50 -0700787 return last;
788}
789
790/**
Ian Romanick15ce87e2010-07-09 15:28:22 -0700791 * Get the function signature for main from a shader
792 */
793static ir_function_signature *
794get_main_function_signature(gl_shader *sh)
795{
796 ir_function *const f = sh->symbols->get_function("main");
797 if (f != NULL) {
798 exec_list void_parameters;
799
800 /* Look for the 'void main()' signature and ensure that it's defined.
801 * This keeps the linker from accidentally pick a shader that just
802 * contains a prototype for main.
803 *
804 * We don't have to check for multiple definitions of main (in multiple
805 * shaders) because that would have already been caught above.
806 */
807 ir_function_signature *sig = f->matching_signature(&void_parameters);
808 if ((sig != NULL) && sig->is_defined) {
809 return sig;
810 }
811 }
812
813 return NULL;
814}
815
816
817/**
Ian Romanick3fb87872010-07-09 14:09:34 -0700818 * Combine a group of shaders for a single stage to generate a linked shader
819 *
820 * \note
821 * If this function is supplied a single shader, it is cloned, and the new
822 * shader is returned.
823 */
824static struct gl_shader *
Kenneth Graunke2da02e72010-11-17 11:03:57 -0800825link_intrastage_shaders(void *mem_ctx,
826 struct gl_context *ctx,
Eric Anholt5d0f4302010-08-18 12:02:35 -0700827 struct gl_shader_program *prog,
Ian Romanick3fb87872010-07-09 14:09:34 -0700828 struct gl_shader **shader_list,
829 unsigned num_shaders)
830{
Ian Romanick13f782c2010-06-29 18:53:38 -0700831 /* Check that global variables defined in multiple shaders are consistent.
832 */
833 if (!cross_validate_globals(prog, shader_list, num_shaders, false))
834 return NULL;
835
836 /* Check that there is only a single definition of each function signature
837 * across all shaders.
838 */
839 for (unsigned i = 0; i < (num_shaders - 1); i++) {
840 foreach_list(node, shader_list[i]->ir) {
841 ir_function *const f = ((ir_instruction *) node)->as_function();
842
843 if (f == NULL)
844 continue;
845
846 for (unsigned j = i + 1; j < num_shaders; j++) {
847 ir_function *const other =
848 shader_list[j]->symbols->get_function(f->name);
849
850 /* If the other shader has no function (and therefore no function
851 * signatures) with the same name, skip to the next shader.
852 */
853 if (other == NULL)
854 continue;
855
856 foreach_iter (exec_list_iterator, iter, *f) {
857 ir_function_signature *sig =
858 (ir_function_signature *) iter.get();
859
Kenneth Graunkef412fac2010-09-05 01:48:11 -0700860 if (!sig->is_defined || sig->is_builtin)
Ian Romanick13f782c2010-06-29 18:53:38 -0700861 continue;
862
863 ir_function_signature *other_sig =
864 other->exact_matching_signature(& sig->parameters);
865
866 if ((other_sig != NULL) && other_sig->is_defined
Kenneth Graunkef412fac2010-09-05 01:48:11 -0700867 && !other_sig->is_builtin) {
Ian Romanick586e7412011-07-28 14:04:09 -0700868 linker_error(prog, "function `%s' is multiply defined",
869 f->name);
Ian Romanick13f782c2010-06-29 18:53:38 -0700870 return NULL;
871 }
872 }
873 }
874 }
875 }
876
877 /* Find the shader that defines main, and make a clone of it.
878 *
879 * Starting with the clone, search for undefined references. If one is
880 * found, find the shader that defines it. Clone the reference and add
881 * it to the shader. Repeat until there are no undefined references or
882 * until a reference cannot be resolved.
883 */
Ian Romanick15ce87e2010-07-09 15:28:22 -0700884 gl_shader *main = NULL;
885 for (unsigned i = 0; i < num_shaders; i++) {
886 if (get_main_function_signature(shader_list[i]) != NULL) {
887 main = shader_list[i];
888 break;
889 }
890 }
Ian Romanick13f782c2010-06-29 18:53:38 -0700891
Ian Romanick15ce87e2010-07-09 15:28:22 -0700892 if (main == NULL) {
Ian Romanick586e7412011-07-28 14:04:09 -0700893 linker_error(prog, "%s shader lacks `main'\n",
894 (shader_list[0]->Type == GL_VERTEX_SHADER)
895 ? "vertex" : "fragment");
Ian Romanick15ce87e2010-07-09 15:28:22 -0700896 return NULL;
897 }
898
Ian Romanick4a455952010-10-13 15:13:02 -0700899 gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
Ian Romanick15ce87e2010-07-09 15:28:22 -0700900 linked->ir = new(linked) exec_list;
Kenneth Graunke2da02e72010-11-17 11:03:57 -0800901 clone_ir_list(mem_ctx, linked->ir, main->ir);
Ian Romanick15ce87e2010-07-09 15:28:22 -0700902
903 populate_symbol_table(linked);
Ian Romanick13f782c2010-06-29 18:53:38 -0700904
Ian Romanick31a97862010-07-12 18:48:50 -0700905 /* The a pointer to the main function in the final linked shader (i.e., the
906 * copy of the original shader that contained the main function).
907 */
908 ir_function_signature *const main_sig = get_main_function_signature(linked);
909
910 /* Move any instructions other than variable declarations or function
911 * declarations into main.
912 */
Ian Romanick9303e352010-07-19 12:33:54 -0700913 exec_node *insertion_point =
914 move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false,
915 linked);
916
Ian Romanick31a97862010-07-12 18:48:50 -0700917 for (unsigned i = 0; i < num_shaders; i++) {
Ian Romanick9303e352010-07-19 12:33:54 -0700918 if (shader_list[i] == main)
919 continue;
920
Ian Romanick31a97862010-07-12 18:48:50 -0700921 insertion_point = move_non_declarations(shader_list[i]->ir,
Ian Romanick9303e352010-07-19 12:33:54 -0700922 insertion_point, true, linked);
Ian Romanick31a97862010-07-12 18:48:50 -0700923 }
924
Ian Romanick13f782c2010-06-29 18:53:38 -0700925 /* Resolve initializers for global variables in the linked shader.
926 */
Ian Romanickd5be2ac2010-07-20 11:29:46 -0700927 unsigned num_linking_shaders = num_shaders;
928 for (unsigned i = 0; i < num_shaders; i++)
929 num_linking_shaders += shader_list[i]->num_builtins_to_link;
930
931 gl_shader **linking_shaders =
932 (gl_shader **) calloc(num_linking_shaders, sizeof(gl_shader *));
933
934 memcpy(linking_shaders, shader_list,
935 sizeof(linking_shaders[0]) * num_shaders);
936
937 unsigned idx = num_shaders;
938 for (unsigned i = 0; i < num_shaders; i++) {
939 memcpy(&linking_shaders[idx], shader_list[i]->builtins_to_link,
940 sizeof(linking_shaders[0]) * shader_list[i]->num_builtins_to_link);
941 idx += shader_list[i]->num_builtins_to_link;
942 }
943
944 assert(idx == num_linking_shaders);
945
Ian Romanick4a455952010-10-13 15:13:02 -0700946 if (!link_function_calls(prog, linked, linking_shaders,
947 num_linking_shaders)) {
948 ctx->Driver.DeleteShader(ctx, linked);
949 linked = NULL;
950 }
Ian Romanickd5be2ac2010-07-20 11:29:46 -0700951
952 free(linking_shaders);
Ian Romanick3fb87872010-07-09 14:09:34 -0700953
Paul Berryc148ef62011-08-03 15:37:01 -0700954#ifdef DEBUG
955 /* At this point linked should contain all of the linked IR, so
956 * validate it to make sure nothing went wrong.
957 */
958 if (linked)
959 validate_ir_tree(linked->ir);
960#endif
961
Ian Romanickc87e9ef2011-01-25 12:04:08 -0800962 /* Make a pass over all variable declarations to ensure that arrays with
Ian Romanick6f539212010-12-07 18:30:33 -0800963 * unspecified sizes have a size specified. The size is inferred from the
964 * max_array_access field.
965 */
Ian Romanick002cd2c2010-12-07 19:00:44 -0800966 if (linked != NULL) {
Ian Romanickc87e9ef2011-01-25 12:04:08 -0800967 class array_sizing_visitor : public ir_hierarchical_visitor {
968 public:
969 virtual ir_visitor_status visit(ir_variable *var)
970 {
971 if (var->type->is_array() && (var->type->length == 0)) {
972 const glsl_type *type =
973 glsl_type::get_array_instance(var->type->fields.array,
Ian Romanick25b36e82011-02-15 18:17:53 -0800974 var->max_array_access + 1);
Ian Romanick6f539212010-12-07 18:30:33 -0800975
Ian Romanickc87e9ef2011-01-25 12:04:08 -0800976 assert(type != NULL);
977 var->type = type;
978 }
Ian Romanick6f539212010-12-07 18:30:33 -0800979
Ian Romanickc87e9ef2011-01-25 12:04:08 -0800980 return visit_continue;
981 }
982 } v;
Ian Romanick6f539212010-12-07 18:30:33 -0800983
Ian Romanickc87e9ef2011-01-25 12:04:08 -0800984 v.run(linked->ir);
Ian Romanick6f539212010-12-07 18:30:33 -0800985 }
986
Ian Romanick3fb87872010-07-09 14:09:34 -0700987 return linked;
988}
989
990
Ian Romanick019a59b2010-06-21 16:10:42 -0700991struct uniform_node {
992 exec_node link;
993 struct gl_uniform *u;
994 unsigned slots;
995};
996
Eric Anholta721abf2010-08-23 10:32:01 -0700997/**
998 * Update the sizes of linked shader uniform arrays to the maximum
999 * array index used.
1000 *
1001 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
1002 *
1003 * If one or more elements of an array are active,
1004 * GetActiveUniform will return the name of the array in name,
1005 * subject to the restrictions listed above. The type of the array
1006 * is returned in type. The size parameter contains the highest
1007 * array element index used, plus one. The compiler or linker
1008 * determines the highest index used. There will be only one
1009 * active uniform reported by the GL per uniform array.
1010
1011 */
1012static void
Eric Anholt586b4b52010-09-28 14:32:16 -07001013update_array_sizes(struct gl_shader_program *prog)
Eric Anholta721abf2010-08-23 10:32:01 -07001014{
Ian Romanick3322fba2010-10-14 13:28:42 -07001015 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1016 if (prog->_LinkedShaders[i] == NULL)
1017 continue;
1018
Eric Anholta721abf2010-08-23 10:32:01 -07001019 foreach_list(node, prog->_LinkedShaders[i]->ir) {
1020 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1021
Eric Anholt586b4b52010-09-28 14:32:16 -07001022 if ((var == NULL) || (var->mode != ir_var_uniform &&
1023 var->mode != ir_var_in &&
1024 var->mode != ir_var_out) ||
Eric Anholta721abf2010-08-23 10:32:01 -07001025 !var->type->is_array())
1026 continue;
1027
1028 unsigned int size = var->max_array_access;
Ian Romanick3322fba2010-10-14 13:28:42 -07001029 for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
1030 if (prog->_LinkedShaders[j] == NULL)
1031 continue;
1032
Eric Anholta721abf2010-08-23 10:32:01 -07001033 foreach_list(node2, prog->_LinkedShaders[j]->ir) {
1034 ir_variable *other_var = ((ir_instruction *) node2)->as_variable();
1035 if (!other_var)
1036 continue;
1037
1038 if (strcmp(var->name, other_var->name) == 0 &&
1039 other_var->max_array_access > size) {
1040 size = other_var->max_array_access;
1041 }
1042 }
1043 }
Eric Anholt586b4b52010-09-28 14:32:16 -07001044
Eric Anholta721abf2010-08-23 10:32:01 -07001045 if (size + 1 != var->type->fields.array->length) {
Ian Romanick89d81ab2011-01-25 10:41:20 -08001046 /* If this is a built-in uniform (i.e., it's backed by some
1047 * fixed-function state), adjust the number of state slots to
1048 * match the new array size. The number of slots per array entry
Bryan Cainf18a0862011-04-23 19:29:15 -05001049 * is not known. It seems safe to assume that the total number of
Ian Romanick89d81ab2011-01-25 10:41:20 -08001050 * slots is an integer multiple of the number of array elements.
1051 * Determine the number of slots per array element by dividing by
1052 * the old (total) size.
1053 */
1054 if (var->num_state_slots > 0) {
1055 var->num_state_slots = (size + 1)
1056 * (var->num_state_slots / var->type->length);
1057 }
1058
Eric Anholta721abf2010-08-23 10:32:01 -07001059 var->type = glsl_type::get_array_instance(var->type->fields.array,
1060 size + 1);
1061 /* FINISHME: We should update the types of array
1062 * dereferences of this variable now.
1063 */
1064 }
1065 }
1066 }
1067}
1068
Eric Anholt45388b52010-08-24 13:51:35 -07001069static void
1070add_uniform(void *mem_ctx, exec_list *uniforms, struct hash_table *ht,
1071 const char *name, const glsl_type *type, GLenum shader_type,
1072 unsigned *next_shader_pos, unsigned *total_uniforms)
1073{
1074 if (type->is_record()) {
1075 for (unsigned int i = 0; i < type->length; i++) {
1076 const glsl_type *field_type = type->fields.structure[i].type;
Kenneth Graunked3073f52011-01-21 14:32:31 -08001077 char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
Eric Anholt45388b52010-08-24 13:51:35 -07001078 type->fields.structure[i].name);
1079
1080 add_uniform(mem_ctx, uniforms, ht, field_name, field_type,
1081 shader_type, next_shader_pos, total_uniforms);
1082 }
1083 } else {
1084 uniform_node *n = (uniform_node *) hash_table_find(ht, name);
1085 unsigned int vec4_slots;
1086 const glsl_type *array_elem_type = NULL;
1087
1088 if (type->is_array()) {
1089 array_elem_type = type->fields.array;
1090 /* Array of structures. */
1091 if (array_elem_type->is_record()) {
1092 for (unsigned int i = 0; i < type->length; i++) {
Kenneth Graunked3073f52011-01-21 14:32:31 -08001093 char *elem_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
Eric Anholt45388b52010-08-24 13:51:35 -07001094 add_uniform(mem_ctx, uniforms, ht, elem_name, array_elem_type,
1095 shader_type, next_shader_pos, total_uniforms);
1096 }
1097 return;
1098 }
1099 }
1100
1101 /* Fix the storage size of samplers at 1 vec4 each. Be sure to pad out
1102 * vectors to vec4 slots.
1103 */
1104 if (type->is_array()) {
1105 if (array_elem_type->is_sampler())
1106 vec4_slots = type->length;
1107 else
1108 vec4_slots = type->length * array_elem_type->matrix_columns;
1109 } else if (type->is_sampler()) {
1110 vec4_slots = 1;
1111 } else {
1112 vec4_slots = type->matrix_columns;
1113 }
1114
1115 if (n == NULL) {
1116 n = (uniform_node *) calloc(1, sizeof(struct uniform_node));
1117 n->u = (gl_uniform *) calloc(1, sizeof(struct gl_uniform));
1118 n->slots = vec4_slots;
1119
1120 n->u->Name = strdup(name);
Eric Anholt0924ba02010-08-24 14:27:27 -07001121 n->u->Type = type;
Eric Anholt45388b52010-08-24 13:51:35 -07001122 n->u->VertPos = -1;
1123 n->u->FragPos = -1;
1124 n->u->GeomPos = -1;
1125 (*total_uniforms)++;
1126
1127 hash_table_insert(ht, n, name);
1128 uniforms->push_tail(& n->link);
1129 }
1130
1131 switch (shader_type) {
1132 case GL_VERTEX_SHADER:
1133 n->u->VertPos = *next_shader_pos;
1134 break;
1135 case GL_FRAGMENT_SHADER:
1136 n->u->FragPos = *next_shader_pos;
1137 break;
1138 case GL_GEOMETRY_SHADER:
1139 n->u->GeomPos = *next_shader_pos;
1140 break;
1141 }
1142
1143 (*next_shader_pos) += vec4_slots;
1144 }
1145}
1146
Ian Romanickabee16e2010-06-21 16:16:05 -07001147void
Eric Anholt849e1812010-06-30 11:49:17 -07001148assign_uniform_locations(struct gl_shader_program *prog)
Ian Romanick019a59b2010-06-21 16:10:42 -07001149{
1150 /* */
1151 exec_list uniforms;
1152 unsigned total_uniforms = 0;
1153 hash_table *ht = hash_table_ctor(32, hash_table_string_hash,
1154 hash_table_string_compare);
Kenneth Graunked3073f52011-01-21 14:32:31 -08001155 void *mem_ctx = ralloc_context(NULL);
Ian Romanick019a59b2010-06-21 16:10:42 -07001156
Ian Romanick3322fba2010-10-14 13:28:42 -07001157 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1158 if (prog->_LinkedShaders[i] == NULL)
1159 continue;
1160
Ian Romanick019a59b2010-06-21 16:10:42 -07001161 unsigned next_position = 0;
1162
Eric Anholt16b68b12010-06-30 11:05:43 -07001163 foreach_list(node, prog->_LinkedShaders[i]->ir) {
Ian Romanick019a59b2010-06-21 16:10:42 -07001164 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1165
1166 if ((var == NULL) || (var->mode != ir_var_uniform))
1167 continue;
1168
Eric Anholt45388b52010-08-24 13:51:35 -07001169 if (strncmp(var->name, "gl_", 3) == 0) {
1170 /* At the moment, we don't allocate uniform locations for
1171 * builtin uniforms. It's permitted by spec, and we'll
1172 * likely switch to doing that at some point, but not yet.
Eric Anholt8d61a232010-08-05 16:00:46 -07001173 */
1174 continue;
1175 }
Ian Romanick019a59b2010-06-21 16:10:42 -07001176
Ian Romanick019a59b2010-06-21 16:10:42 -07001177 var->location = next_position;
Eric Anholt45388b52010-08-24 13:51:35 -07001178 add_uniform(mem_ctx, &uniforms, ht, var->name, var->type,
1179 prog->_LinkedShaders[i]->Type,
1180 &next_position, &total_uniforms);
Ian Romanick019a59b2010-06-21 16:10:42 -07001181 }
1182 }
1183
Kenneth Graunked3073f52011-01-21 14:32:31 -08001184 ralloc_free(mem_ctx);
Eric Anholt45388b52010-08-24 13:51:35 -07001185
Ian Romanick019a59b2010-06-21 16:10:42 -07001186 gl_uniform_list *ul = (gl_uniform_list *)
1187 calloc(1, sizeof(gl_uniform_list));
1188
1189 ul->Size = total_uniforms;
1190 ul->NumUniforms = total_uniforms;
1191 ul->Uniforms = (gl_uniform *) calloc(total_uniforms, sizeof(gl_uniform));
1192
1193 unsigned idx = 0;
1194 uniform_node *next;
1195 for (uniform_node *node = (uniform_node *) uniforms.head
1196 ; node->link.next != NULL
1197 ; node = next) {
1198 next = (uniform_node *) node->link.next;
1199
1200 node->link.remove();
Eric Anholt45388b52010-08-24 13:51:35 -07001201 memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform));
1202 idx++;
Ian Romanick019a59b2010-06-21 16:10:42 -07001203
1204 free(node->u);
1205 free(node);
1206 }
1207
1208 hash_table_dtor(ht);
1209
Ian Romanickabee16e2010-06-21 16:16:05 -07001210 prog->Uniforms = ul;
Ian Romanick019a59b2010-06-21 16:10:42 -07001211}
1212
1213
Ian Romanick69846702010-06-22 17:29:19 -07001214/**
Bryan Cainf18a0862011-04-23 19:29:15 -05001215 * Find a contiguous set of available bits in a bitmask.
Ian Romanick69846702010-06-22 17:29:19 -07001216 *
1217 * \param used_mask Bits representing used (1) and unused (0) locations
1218 * \param needed_count Number of contiguous bits needed.
1219 *
1220 * \return
1221 * Base location of the available bits on success or -1 on failure.
1222 */
1223int
1224find_available_slots(unsigned used_mask, unsigned needed_count)
1225{
1226 unsigned needed_mask = (1 << needed_count) - 1;
1227 const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count;
1228
1229 /* The comparison to 32 is redundant, but without it GCC emits "warning:
1230 * cannot optimize possibly infinite loops" for the loop below.
1231 */
1232 if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32))
1233 return -1;
1234
1235 for (int i = 0; i <= max_bit_to_test; i++) {
1236 if ((needed_mask & ~used_mask) == needed_mask)
1237 return i;
1238
1239 needed_mask <<= 1;
1240 }
1241
1242 return -1;
1243}
1244
1245
Ian Romanickd32d4f72011-06-27 17:59:58 -07001246/**
1247 * Assign locations for either VS inputs for FS outputs
1248 *
1249 * \param prog Shader program whose variables need locations assigned
1250 * \param target_index Selector for the program target to receive location
1251 * assignmnets. Must be either \c MESA_SHADER_VERTEX or
1252 * \c MESA_SHADER_FRAGMENT.
1253 * \param max_index Maximum number of generic locations. This corresponds
1254 * to either the maximum number of draw buffers or the
1255 * maximum number of generic attributes.
1256 *
1257 * \return
1258 * If locations are successfully assigned, true is returned. Otherwise an
1259 * error is emitted to the shader link log and false is returned.
1260 *
1261 * \bug
1262 * Locations set via \c glBindFragDataLocation are not currently supported.
1263 * Only locations assigned automatically by the linker, explicitly set by a
1264 * layout qualifier, or explicitly set by a built-in variable (e.g., \c
1265 * gl_FragColor) are supported for fragment shaders.
1266 */
Ian Romanick69846702010-06-22 17:29:19 -07001267bool
Ian Romanickd32d4f72011-06-27 17:59:58 -07001268assign_attribute_or_color_locations(gl_shader_program *prog,
1269 unsigned target_index,
1270 unsigned max_index)
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001271{
Ian Romanickd32d4f72011-06-27 17:59:58 -07001272 /* Mark invalid locations as being used.
Ian Romanick9342d262010-06-22 17:41:37 -07001273 */
Ian Romanickd32d4f72011-06-27 17:59:58 -07001274 unsigned used_locations = (max_index >= 32)
1275 ? ~0 : ~((1 << max_index) - 1);
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001276
Ian Romanickd32d4f72011-06-27 17:59:58 -07001277 assert((target_index == MESA_SHADER_VERTEX)
1278 || (target_index == MESA_SHADER_FRAGMENT));
1279
1280 gl_shader *const sh = prog->_LinkedShaders[target_index];
1281 if (sh == NULL)
1282 return true;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001283
Ian Romanick69846702010-06-22 17:29:19 -07001284 /* Operate in a total of four passes.
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001285 *
1286 * 1. Invalidate the location assignments for all vertex shader inputs.
1287 *
1288 * 2. Assign locations for inputs that have user-defined (via
Bryan Cainf18a0862011-04-23 19:29:15 -05001289 * glBindVertexAttribLocation) locations.
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001290 *
Ian Romanick69846702010-06-22 17:29:19 -07001291 * 3. Sort the attributes without assigned locations by number of slots
1292 * required in decreasing order. Fragmentation caused by attribute
1293 * locations assigned by the application may prevent large attributes
1294 * from having enough contiguous space.
1295 *
1296 * 4. Assign locations to any inputs without assigned locations.
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001297 */
1298
Ian Romanickd32d4f72011-06-27 17:59:58 -07001299 const int generic_base = (target_index == MESA_SHADER_VERTEX)
Brian Paul7eb7d672011-07-07 16:47:59 -06001300 ? (int) VERT_ATTRIB_GENERIC0 : (int) FRAG_RESULT_DATA0;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001301
Ian Romanickd32d4f72011-06-27 17:59:58 -07001302 const enum ir_variable_mode direction =
1303 (target_index == MESA_SHADER_VERTEX) ? ir_var_in : ir_var_out;
1304
1305
1306 invalidate_variable_locations(sh, direction, generic_base);
1307
Ian Romanick69846702010-06-22 17:29:19 -07001308 /* Temporary storage for the set of attributes that need locations assigned.
1309 */
1310 struct temp_attr {
1311 unsigned slots;
1312 ir_variable *var;
1313
1314 /* Used below in the call to qsort. */
1315 static int compare(const void *a, const void *b)
1316 {
1317 const temp_attr *const l = (const temp_attr *) a;
1318 const temp_attr *const r = (const temp_attr *) b;
1319
1320 /* Reversed because we want a descending order sort below. */
1321 return r->slots - l->slots;
1322 }
1323 } to_assign[16];
1324
1325 unsigned num_attr = 0;
1326
Eric Anholt16b68b12010-06-30 11:05:43 -07001327 foreach_list(node, sh->ir) {
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001328 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1329
Brian Paul4470ff22011-07-19 21:10:25 -06001330 if ((var == NULL) || (var->mode != (unsigned) direction))
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001331 continue;
1332
Ian Romanick68a4fc92010-10-07 17:21:22 -07001333 if (var->explicit_location) {
Ian Romanickd32d4f72011-06-27 17:59:58 -07001334 if ((var->location >= (int)(max_index + generic_base))
Ian Romanick68a4fc92010-10-07 17:21:22 -07001335 || (var->location < 0)) {
Ian Romanick586e7412011-07-28 14:04:09 -07001336 linker_error(prog,
1337 "invalid explicit location %d specified for `%s'\n",
Ian Romanick523b6112011-08-17 15:40:03 -07001338 (var->location < 0)
1339 ? var->location : var->location - generic_base,
Ian Romanick586e7412011-07-28 14:04:09 -07001340 var->name);
Ian Romanick68a4fc92010-10-07 17:21:22 -07001341 return false;
Ian Romanick523b6112011-08-17 15:40:03 -07001342 }
1343 } else if (target_index == MESA_SHADER_VERTEX) {
1344 unsigned binding;
1345
1346 if (prog->AttributeBindings->get(binding, var->name)) {
1347 assert(binding >= VERT_ATTRIB_GENERIC0);
1348 var->location = binding;
Ian Romanick68a4fc92010-10-07 17:21:22 -07001349 }
1350 }
1351
Ian Romanick9f0e98d2011-10-06 10:25:34 -07001352 /* If the variable is not a built-in and has a location statically
1353 * assigned in the shader (presumably via a layout qualifier), make sure
1354 * that it doesn't collide with other assigned locations. Otherwise,
1355 * add it to the list of variables that need linker-assigned locations.
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001356 */
Ian Romanick523b6112011-08-17 15:40:03 -07001357 const unsigned slots = count_attribute_slots(var->type);
1358 if (var->location != -1) {
1359 if (var->location >= generic_base) {
1360 /* From page 61 of the OpenGL 4.0 spec:
1361 *
1362 * "LinkProgram will fail if the attribute bindings assigned
1363 * by BindAttribLocation do not leave not enough space to
1364 * assign a location for an active matrix attribute or an
1365 * active attribute array, both of which require multiple
1366 * contiguous generic attributes."
1367 *
1368 * Previous versions of the spec contain similar language but omit
1369 * the bit about attribute arrays.
1370 *
1371 * Page 61 of the OpenGL 4.0 spec also says:
1372 *
1373 * "It is possible for an application to bind more than one
1374 * attribute name to the same location. This is referred to as
1375 * aliasing. This will only work if only one of the aliased
1376 * attributes is active in the executable program, or if no
1377 * path through the shader consumes more than one attribute of
1378 * a set of attributes aliased to the same location. A link
1379 * error can occur if the linker determines that every path
1380 * through the shader consumes multiple aliased attributes,
1381 * but implementations are not required to generate an error
1382 * in this case."
1383 *
1384 * These two paragraphs are either somewhat contradictory, or I
1385 * don't fully understand one or both of them.
1386 */
1387 /* FINISHME: The code as currently written does not support
1388 * FINISHME: attribute location aliasing (see comment above).
1389 */
1390 /* Mask representing the contiguous slots that will be used by
1391 * this attribute.
1392 */
1393 const unsigned attr = var->location - generic_base;
1394 const unsigned use_mask = (1 << slots) - 1;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001395
Ian Romanick523b6112011-08-17 15:40:03 -07001396 /* Generate a link error if the set of bits requested for this
1397 * attribute overlaps any previously allocated bits.
1398 */
1399 if ((~(use_mask << attr) & used_locations) != used_locations) {
1400 linker_error(prog,
1401 "insufficient contiguous attribute locations "
1402 "available for vertex shader input `%s'",
1403 var->name);
1404 return false;
1405 }
1406
1407 used_locations |= (use_mask << attr);
1408 }
1409
1410 continue;
1411 }
1412
1413 to_assign[num_attr].slots = slots;
Ian Romanick69846702010-06-22 17:29:19 -07001414 to_assign[num_attr].var = var;
1415 num_attr++;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001416 }
Ian Romanick69846702010-06-22 17:29:19 -07001417
1418 /* If all of the attributes were assigned locations by the application (or
1419 * are built-in attributes with fixed locations), return early. This should
1420 * be the common case.
1421 */
1422 if (num_attr == 0)
1423 return true;
1424
1425 qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
1426
Ian Romanickd32d4f72011-06-27 17:59:58 -07001427 if (target_index == MESA_SHADER_VERTEX) {
1428 /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can
1429 * only be explicitly assigned by via glBindAttribLocation. Mark it as
1430 * reserved to prevent it from being automatically allocated below.
1431 */
1432 find_deref_visitor find("gl_Vertex");
1433 find.run(sh->ir);
1434 if (find.variable_found())
1435 used_locations |= (1 << 0);
1436 }
Ian Romanick982e3792010-06-29 18:58:20 -07001437
Ian Romanick69846702010-06-22 17:29:19 -07001438 for (unsigned i = 0; i < num_attr; i++) {
1439 /* Mask representing the contiguous slots that will be used by this
1440 * attribute.
1441 */
1442 const unsigned use_mask = (1 << to_assign[i].slots) - 1;
1443
1444 int location = find_available_slots(used_locations, to_assign[i].slots);
1445
1446 if (location < 0) {
Ian Romanickd32d4f72011-06-27 17:59:58 -07001447 const char *const string = (target_index == MESA_SHADER_VERTEX)
1448 ? "vertex shader input" : "fragment shader output";
1449
Ian Romanick586e7412011-07-28 14:04:09 -07001450 linker_error(prog,
1451 "insufficient contiguous attribute locations "
1452 "available for %s `%s'",
1453 string, to_assign[i].var->name);
Ian Romanick69846702010-06-22 17:29:19 -07001454 return false;
1455 }
1456
Ian Romanickd32d4f72011-06-27 17:59:58 -07001457 to_assign[i].var->location = generic_base + location;
Ian Romanick69846702010-06-22 17:29:19 -07001458 used_locations |= (use_mask << location);
1459 }
1460
1461 return true;
Ian Romanick0ad22cd2010-06-21 17:18:31 -07001462}
1463
1464
Ian Romanick40e114b2010-08-17 14:55:50 -07001465/**
Ian Romanickcc90e622010-10-19 17:59:10 -07001466 * Demote shader inputs and outputs that are not used in other stages
Ian Romanick40e114b2010-08-17 14:55:50 -07001467 */
1468void
Ian Romanickcc90e622010-10-19 17:59:10 -07001469demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
Ian Romanick40e114b2010-08-17 14:55:50 -07001470{
1471 foreach_list(node, sh->ir) {
1472 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1473
Ian Romanickcc90e622010-10-19 17:59:10 -07001474 if ((var == NULL) || (var->mode != int(mode)))
Ian Romanick40e114b2010-08-17 14:55:50 -07001475 continue;
1476
Ian Romanickcc90e622010-10-19 17:59:10 -07001477 /* A shader 'in' or 'out' variable is only really an input or output if
1478 * its value is used by other shader stages. This will cause the variable
1479 * to have a location assigned.
Ian Romanick40e114b2010-08-17 14:55:50 -07001480 */
1481 if (var->location == -1) {
1482 var->mode = ir_var_auto;
1483 }
1484 }
1485}
1486
1487
Ian Romanickde773242011-06-09 13:31:32 -07001488bool
1489assign_varying_locations(struct gl_context *ctx,
1490 struct gl_shader_program *prog,
Eric Anholtb7062832010-07-28 13:52:23 -07001491 gl_shader *producer, gl_shader *consumer)
Ian Romanick0e59b262010-06-23 11:23:01 -07001492{
1493 /* FINISHME: Set dynamically when geometry shader support is added. */
1494 unsigned output_index = VERT_RESULT_VAR0;
1495 unsigned input_index = FRAG_ATTRIB_VAR0;
1496
1497 /* Operate in a total of three passes.
1498 *
1499 * 1. Assign locations for any matching inputs and outputs.
1500 *
1501 * 2. Mark output variables in the producer that do not have locations as
1502 * not being outputs. This lets the optimizer eliminate them.
1503 *
1504 * 3. Mark input variables in the consumer that do not have locations as
1505 * not being inputs. This lets the optimizer eliminate them.
1506 */
1507
1508 invalidate_variable_locations(producer, ir_var_out, VERT_RESULT_VAR0);
1509 invalidate_variable_locations(consumer, ir_var_in, FRAG_ATTRIB_VAR0);
1510
Eric Anholt16b68b12010-06-30 11:05:43 -07001511 foreach_list(node, producer->ir) {
Ian Romanick0e59b262010-06-23 11:23:01 -07001512 ir_variable *const output_var = ((ir_instruction *) node)->as_variable();
1513
1514 if ((output_var == NULL) || (output_var->mode != ir_var_out)
1515 || (output_var->location != -1))
1516 continue;
1517
1518 ir_variable *const input_var =
1519 consumer->symbols->get_variable(output_var->name);
1520
1521 if ((input_var == NULL) || (input_var->mode != ir_var_in))
1522 continue;
1523
1524 assert(input_var->location == -1);
1525
Ian Romanick0e59b262010-06-23 11:23:01 -07001526 output_var->location = output_index;
1527 input_var->location = input_index;
1528
Ian Romanickdf869d92010-08-30 15:37:44 -07001529 /* FINISHME: Support for "varying" records in GLSL 1.50. */
1530 assert(!output_var->type->is_record());
1531
1532 if (output_var->type->is_array()) {
1533 const unsigned slots = output_var->type->length
1534 * output_var->type->fields.array->matrix_columns;
1535
1536 output_index += slots;
1537 input_index += slots;
1538 } else {
1539 const unsigned slots = output_var->type->matrix_columns;
1540
1541 output_index += slots;
1542 input_index += slots;
1543 }
Ian Romanick0e59b262010-06-23 11:23:01 -07001544 }
1545
Ian Romanickde773242011-06-09 13:31:32 -07001546 unsigned varying_vectors = 0;
1547
Eric Anholt16b68b12010-06-30 11:05:43 -07001548 foreach_list(node, consumer->ir) {
Ian Romanick0e59b262010-06-23 11:23:01 -07001549 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1550
1551 if ((var == NULL) || (var->mode != ir_var_in))
1552 continue;
1553
Eric Anholtb7062832010-07-28 13:52:23 -07001554 if (var->location == -1) {
1555 if (prog->Version <= 120) {
1556 /* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec:
1557 *
1558 * Only those varying variables used (i.e. read) in
1559 * the fragment shader executable must be written to
1560 * by the vertex shader executable; declaring
1561 * superfluous varying variables in a vertex shader is
1562 * permissible.
1563 *
1564 * We interpret this text as meaning that the VS must
1565 * write the variable for the FS to read it. See
1566 * "glsl1-varying read but not written" in piglit.
1567 */
1568
Ian Romanick586e7412011-07-28 14:04:09 -07001569 linker_error(prog, "fragment shader varying %s not written "
1570 "by vertex shader\n.", var->name);
Eric Anholtb7062832010-07-28 13:52:23 -07001571 }
1572
1573 /* An 'in' variable is only really a shader input if its
1574 * value is written by the previous stage.
1575 */
Eric Anholtb7062832010-07-28 13:52:23 -07001576 var->mode = ir_var_auto;
Ian Romanickde773242011-06-09 13:31:32 -07001577 } else {
1578 /* The packing rules are used for vertex shader inputs are also used
1579 * for fragment shader inputs.
1580 */
1581 varying_vectors += count_attribute_slots(var->type);
Eric Anholtb7062832010-07-28 13:52:23 -07001582 }
Ian Romanick0e59b262010-06-23 11:23:01 -07001583 }
Ian Romanickde773242011-06-09 13:31:32 -07001584
1585 if (ctx->API == API_OPENGLES2 || prog->Version == 100) {
1586 if (varying_vectors > ctx->Const.MaxVarying) {
Ian Romanick586e7412011-07-28 14:04:09 -07001587 linker_error(prog, "shader uses too many varying vectors "
1588 "(%u > %u)\n",
1589 varying_vectors, ctx->Const.MaxVarying);
Ian Romanickde773242011-06-09 13:31:32 -07001590 return false;
1591 }
1592 } else {
1593 const unsigned float_components = varying_vectors * 4;
1594 if (float_components > ctx->Const.MaxVarying * 4) {
Ian Romanick586e7412011-07-28 14:04:09 -07001595 linker_error(prog, "shader uses too many varying components "
1596 "(%u > %u)\n",
1597 float_components, ctx->Const.MaxVarying * 4);
Ian Romanickde773242011-06-09 13:31:32 -07001598 return false;
1599 }
1600 }
1601
1602 return true;
Ian Romanick0e59b262010-06-23 11:23:01 -07001603}
1604
1605
1606void
Kristian Høgsbergf9995b32010-10-12 12:26:10 -04001607link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
Ian Romanick832dfa52010-06-17 15:04:20 -07001608{
Kenneth Graunked3073f52011-01-21 14:32:31 -08001609 void *mem_ctx = ralloc_context(NULL); // temporary linker context
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001610
Ian Romanick832dfa52010-06-17 15:04:20 -07001611 prog->LinkStatus = false;
1612 prog->Validated = false;
1613 prog->_Used = false;
1614
Ian Romanickf36460e2010-06-23 12:07:22 -07001615 if (prog->InfoLog != NULL)
Kenneth Graunked3073f52011-01-21 14:32:31 -08001616 ralloc_free(prog->InfoLog);
Ian Romanickf36460e2010-06-23 12:07:22 -07001617
Kenneth Graunked3073f52011-01-21 14:32:31 -08001618 prog->InfoLog = ralloc_strdup(NULL, "");
Ian Romanickf36460e2010-06-23 12:07:22 -07001619
Ian Romanick832dfa52010-06-17 15:04:20 -07001620 /* Separate the shaders into groups based on their type.
1621 */
Eric Anholt16b68b12010-06-30 11:05:43 -07001622 struct gl_shader **vert_shader_list;
Ian Romanick832dfa52010-06-17 15:04:20 -07001623 unsigned num_vert_shaders = 0;
Eric Anholt16b68b12010-06-30 11:05:43 -07001624 struct gl_shader **frag_shader_list;
Ian Romanick832dfa52010-06-17 15:04:20 -07001625 unsigned num_frag_shaders = 0;
1626
Eric Anholt16b68b12010-06-30 11:05:43 -07001627 vert_shader_list = (struct gl_shader **)
1628 calloc(2 * prog->NumShaders, sizeof(struct gl_shader *));
Ian Romanick832dfa52010-06-17 15:04:20 -07001629 frag_shader_list = &vert_shader_list[prog->NumShaders];
1630
Ian Romanick25f51d32010-07-16 15:51:50 -07001631 unsigned min_version = UINT_MAX;
1632 unsigned max_version = 0;
Ian Romanick832dfa52010-06-17 15:04:20 -07001633 for (unsigned i = 0; i < prog->NumShaders; i++) {
Ian Romanick25f51d32010-07-16 15:51:50 -07001634 min_version = MIN2(min_version, prog->Shaders[i]->Version);
1635 max_version = MAX2(max_version, prog->Shaders[i]->Version);
1636
Ian Romanick832dfa52010-06-17 15:04:20 -07001637 switch (prog->Shaders[i]->Type) {
1638 case GL_VERTEX_SHADER:
1639 vert_shader_list[num_vert_shaders] = prog->Shaders[i];
1640 num_vert_shaders++;
1641 break;
1642 case GL_FRAGMENT_SHADER:
1643 frag_shader_list[num_frag_shaders] = prog->Shaders[i];
1644 num_frag_shaders++;
1645 break;
1646 case GL_GEOMETRY_SHADER:
1647 /* FINISHME: Support geometry shaders. */
1648 assert(prog->Shaders[i]->Type != GL_GEOMETRY_SHADER);
1649 break;
1650 }
1651 }
1652
Ian Romanick25f51d32010-07-16 15:51:50 -07001653 /* Previous to GLSL version 1.30, different compilation units could mix and
1654 * match shading language versions. With GLSL 1.30 and later, the versions
1655 * of all shaders must match.
1656 */
Kenneth Graunke5a81d052010-08-31 09:33:58 -07001657 assert(min_version >= 100);
Ian Romanick25f51d32010-07-16 15:51:50 -07001658 assert(max_version <= 130);
Kenneth Graunke5a81d052010-08-31 09:33:58 -07001659 if ((max_version >= 130 || min_version == 100)
1660 && min_version != max_version) {
Ian Romanick586e7412011-07-28 14:04:09 -07001661 linker_error(prog, "all shaders must use same shading "
1662 "language version\n");
Ian Romanick25f51d32010-07-16 15:51:50 -07001663 goto done;
1664 }
1665
1666 prog->Version = max_version;
1667
Ian Romanick3322fba2010-10-14 13:28:42 -07001668 for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
1669 if (prog->_LinkedShaders[i] != NULL)
1670 ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
1671
1672 prog->_LinkedShaders[i] = NULL;
Eric Anholt5d0f4302010-08-18 12:02:35 -07001673 }
1674
Ian Romanickcd6764e2010-07-16 16:00:07 -07001675 /* Link all shaders for a particular stage and validate the result.
1676 */
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001677 if (num_vert_shaders > 0) {
Ian Romanick3fb87872010-07-09 14:09:34 -07001678 gl_shader *const sh =
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001679 link_intrastage_shaders(mem_ctx, ctx, prog, vert_shader_list,
1680 num_vert_shaders);
Ian Romanick3fb87872010-07-09 14:09:34 -07001681
1682 if (sh == NULL)
1683 goto done;
1684
1685 if (!validate_vertex_shader_executable(prog, sh))
Ian Romanickf29ff6e2010-10-14 17:55:17 -07001686 goto done;
Ian Romanick3fb87872010-07-09 14:09:34 -07001687
Ian Romanick3322fba2010-10-14 13:28:42 -07001688 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_VERTEX],
1689 sh);
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001690 }
1691
1692 if (num_frag_shaders > 0) {
Ian Romanick3fb87872010-07-09 14:09:34 -07001693 gl_shader *const sh =
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001694 link_intrastage_shaders(mem_ctx, ctx, prog, frag_shader_list,
1695 num_frag_shaders);
Ian Romanick3fb87872010-07-09 14:09:34 -07001696
1697 if (sh == NULL)
1698 goto done;
1699
1700 if (!validate_fragment_shader_executable(prog, sh))
Ian Romanickf29ff6e2010-10-14 17:55:17 -07001701 goto done;
Ian Romanick3fb87872010-07-09 14:09:34 -07001702
Ian Romanick3322fba2010-10-14 13:28:42 -07001703 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
1704 sh);
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001705 }
1706
Ian Romanick3ed850e2010-06-23 12:18:21 -07001707 /* Here begins the inter-stage linking phase. Some initial validation is
1708 * performed, then locations are assigned for uniforms, attributes, and
1709 * varyings.
1710 */
Ian Romanicked1fe3d2010-06-23 12:09:14 -07001711 if (cross_validate_uniforms(prog)) {
Ian Romanick3322fba2010-10-14 13:28:42 -07001712 unsigned prev;
1713
1714 for (prev = 0; prev < MESA_SHADER_TYPES; prev++) {
1715 if (prog->_LinkedShaders[prev] != NULL)
1716 break;
1717 }
1718
Bryan Cainf18a0862011-04-23 19:29:15 -05001719 /* Validate the inputs of each stage with the output of the preceding
Ian Romanick37101922010-06-18 19:02:10 -07001720 * stage.
1721 */
Ian Romanick3322fba2010-10-14 13:28:42 -07001722 for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
1723 if (prog->_LinkedShaders[i] == NULL)
1724 continue;
1725
Ian Romanickf36460e2010-06-23 12:07:22 -07001726 if (!cross_validate_outputs_to_inputs(prog,
Ian Romanick3322fba2010-10-14 13:28:42 -07001727 prog->_LinkedShaders[prev],
Ian Romanickabee16e2010-06-21 16:16:05 -07001728 prog->_LinkedShaders[i]))
Ian Romanick37101922010-06-18 19:02:10 -07001729 goto done;
Ian Romanick3322fba2010-10-14 13:28:42 -07001730
1731 prev = i;
Ian Romanick37101922010-06-18 19:02:10 -07001732 }
1733
Ian Romanickcc22c5a2010-06-18 17:13:42 -07001734 prog->LinkStatus = true;
Ian Romanick37101922010-06-18 19:02:10 -07001735 }
Ian Romanick832dfa52010-06-17 15:04:20 -07001736
Eric Anholt2f4fe152010-08-10 13:06:49 -07001737 /* Do common optimization before assigning storage for attributes,
1738 * uniforms, and varyings. Later optimization could possibly make
1739 * some of that unused.
1740 */
Ian Romanick3322fba2010-10-14 13:28:42 -07001741 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1742 if (prog->_LinkedShaders[i] == NULL)
1743 continue;
1744
Ian Romanick02c5ae12011-07-11 10:46:01 -07001745 detect_recursion_linked(prog, prog->_LinkedShaders[i]->ir);
1746 if (!prog->LinkStatus)
1747 goto done;
1748
Paul Berryc06e3252011-08-11 20:58:21 -07001749 if (ctx->ShaderCompilerOptions[i].LowerClipDistance)
1750 lower_clip_distance(prog->_LinkedShaders[i]->ir);
1751
Ian Romanick1d5d67f2011-10-21 11:17:39 -07001752 while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false, 32))
Eric Anholt2f4fe152010-08-10 13:06:49 -07001753 ;
Ian Romanicka7ba9a72010-07-20 13:36:32 -07001754 }
Ian Romanick13e10e42010-06-21 12:03:24 -07001755
Ian Romanickd32d4f72011-06-27 17:59:58 -07001756 /* FINISHME: The value of the max_attribute_index parameter is
1757 * FINISHME: implementation dependent based on the value of
1758 * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
1759 * FINISHME: at least 16, so hardcode 16 for now.
1760 */
1761 if (!assign_attribute_or_color_locations(prog, MESA_SHADER_VERTEX, 16)) {
Ian Romanickd32d4f72011-06-27 17:59:58 -07001762 goto done;
1763 }
1764
1765 if (!assign_attribute_or_color_locations(prog, MESA_SHADER_FRAGMENT, ctx->Const.MaxDrawBuffers)) {
Ian Romanickd32d4f72011-06-27 17:59:58 -07001766 goto done;
Ian Romanick40e114b2010-08-17 14:55:50 -07001767 }
1768
Ian Romanick3322fba2010-10-14 13:28:42 -07001769 unsigned prev;
1770 for (prev = 0; prev < MESA_SHADER_TYPES; prev++) {
1771 if (prog->_LinkedShaders[prev] != NULL)
1772 break;
1773 }
1774
1775 for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
1776 if (prog->_LinkedShaders[i] == NULL)
1777 continue;
1778
Ian Romanickde773242011-06-09 13:31:32 -07001779 if (!assign_varying_locations(ctx, prog,
1780 prog->_LinkedShaders[prev],
1781 prog->_LinkedShaders[i])) {
Ian Romanickde773242011-06-09 13:31:32 -07001782 goto done;
1783 }
1784
Ian Romanick3322fba2010-10-14 13:28:42 -07001785 prev = i;
1786 }
Ian Romanick13e10e42010-06-21 12:03:24 -07001787
Ian Romanickcc90e622010-10-19 17:59:10 -07001788 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
1789 demote_shader_inputs_and_outputs(prog->_LinkedShaders[MESA_SHADER_VERTEX],
1790 ir_var_out);
Ian Romanick960d7222011-10-21 11:21:02 -07001791
1792 /* Eliminate code that is now dead due to unused vertex outputs being
1793 * demoted.
1794 */
1795 while (do_dead_code(prog->_LinkedShaders[MESA_SHADER_VERTEX]->ir, false))
1796 ;
Ian Romanickcc90e622010-10-19 17:59:10 -07001797 }
1798
1799 if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
1800 gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
1801
1802 demote_shader_inputs_and_outputs(sh, ir_var_in);
1803 demote_shader_inputs_and_outputs(sh, ir_var_inout);
1804 demote_shader_inputs_and_outputs(sh, ir_var_out);
Ian Romanick960d7222011-10-21 11:21:02 -07001805
1806 /* Eliminate code that is now dead due to unused geometry outputs being
1807 * demoted.
1808 */
1809 while (do_dead_code(prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->ir, false))
1810 ;
Ian Romanickcc90e622010-10-19 17:59:10 -07001811 }
1812
1813 if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
1814 gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
1815
1816 demote_shader_inputs_and_outputs(sh, ir_var_in);
Ian Romanick960d7222011-10-21 11:21:02 -07001817
1818 /* Eliminate code that is now dead due to unused fragment inputs being
1819 * demoted. This shouldn't actually do anything other than remove
1820 * declarations of the (now unused) global variables.
1821 */
1822 while (do_dead_code(prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir, false))
1823 ;
Ian Romanickcc90e622010-10-19 17:59:10 -07001824 }
1825
Ian Romanick960d7222011-10-21 11:21:02 -07001826 update_array_sizes(prog);
1827 assign_uniform_locations(prog);
1828
Ian Romanickce9171f2011-02-03 17:10:14 -08001829 /* OpenGL ES requires that a vertex shader and a fragment shader both be
1830 * present in a linked program. By checking for use of shading language
1831 * version 1.00, we also catch the GL_ARB_ES2_compatibility case.
1832 */
Eric Anholt57f79782011-07-22 12:57:47 -07001833 if (!prog->InternalSeparateShader &&
1834 (ctx->API == API_OPENGLES2 || prog->Version == 100)) {
Ian Romanickce9171f2011-02-03 17:10:14 -08001835 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
Ian Romanick586e7412011-07-28 14:04:09 -07001836 linker_error(prog, "program lacks a vertex shader\n");
Ian Romanickce9171f2011-02-03 17:10:14 -08001837 } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
Ian Romanick586e7412011-07-28 14:04:09 -07001838 linker_error(prog, "program lacks a fragment shader\n");
Ian Romanickce9171f2011-02-03 17:10:14 -08001839 }
1840 }
1841
Ian Romanick13e10e42010-06-21 12:03:24 -07001842 /* FINISHME: Assign fragment shader output locations. */
1843
Ian Romanick832dfa52010-06-17 15:04:20 -07001844done:
1845 free(vert_shader_list);
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001846
1847 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
1848 if (prog->_LinkedShaders[i] == NULL)
1849 continue;
1850
1851 /* Retain any live IR, but trash the rest. */
1852 reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);
Ian Romanick7bbcc0b2011-09-30 14:21:10 -07001853
1854 /* The symbol table in the linked shaders may contain references to
1855 * variables that were removed (e.g., unused uniforms). Since it may
1856 * contain junk, there is no possible valid use. Delete it and set the
1857 * pointer to NULL.
1858 */
1859 delete prog->_LinkedShaders[i]->symbols;
1860 prog->_LinkedShaders[i]->symbols = NULL;
Kenneth Graunke2da02e72010-11-17 11:03:57 -08001861 }
1862
Kenneth Graunked3073f52011-01-21 14:32:31 -08001863 ralloc_free(mem_ctx);
Ian Romanick832dfa52010-06-17 15:04:20 -07001864}