Cody Northrop | 0d5881e | 2014-09-17 14:06:55 -0600 | [diff] [blame^] | 1 | /* |
| 2 | * Copyright © 2010 Intel Corporation |
| 3 | * |
| 4 | * Permission is hereby granted, free of charge, to any person obtaining a |
| 5 | * copy of this software and associated documentation files (the "Software"), |
| 6 | * to deal in the Software without restriction, including without limitation |
| 7 | * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| 8 | * and/or sell copies of the Software, and to permit persons to whom the |
| 9 | * Software is furnished to do so, subject to the following conditions: |
| 10 | * |
| 11 | * The above copyright notice and this permission notice (including the next |
| 12 | * paragraph) shall be included in all copies or substantial portions of the |
| 13 | * Software. |
| 14 | * |
| 15 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| 16 | * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| 17 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| 18 | * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
| 19 | * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
| 20 | * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
| 21 | * DEALINGS IN THE SOFTWARE. |
| 22 | */ |
| 23 | |
| 24 | /** |
| 25 | * \file linker.cpp |
| 26 | * GLSL linker implementation |
| 27 | * |
| 28 | * Given a set of shaders that are to be linked to generate a final program, |
| 29 | * there are three distinct stages. |
| 30 | * |
| 31 | * In the first stage shaders are partitioned into groups based on the shader |
| 32 | * type. All shaders of a particular type (e.g., vertex shaders) are linked |
| 33 | * together. |
| 34 | * |
| 35 | * - Undefined references in each shader are resolve to definitions in |
| 36 | * another shader. |
| 37 | * - Types and qualifiers of uniforms, outputs, and global variables defined |
| 38 | * in multiple shaders with the same name are verified to be the same. |
| 39 | * - Initializers for uniforms and global variables defined |
| 40 | * in multiple shaders with the same name are verified to be the same. |
| 41 | * |
| 42 | * The result, in the terminology of the GLSL spec, is a set of shader |
| 43 | * executables for each processing unit. |
| 44 | * |
| 45 | * After the first stage is complete, a series of semantic checks are performed |
| 46 | * on each of the shader executables. |
| 47 | * |
| 48 | * - Each shader executable must define a \c main function. |
| 49 | * - Each vertex shader executable must write to \c gl_Position. |
| 50 | * - Each fragment shader executable must write to either \c gl_FragData or |
| 51 | * \c gl_FragColor. |
| 52 | * |
| 53 | * In the final stage individual shader executables are linked to create a |
| 54 | * complete exectuable. |
| 55 | * |
| 56 | * - Types of uniforms defined in multiple shader stages with the same name |
| 57 | * are verified to be the same. |
| 58 | * - Initializers for uniforms defined in multiple shader stages with the |
| 59 | * same name are verified to be the same. |
| 60 | * - Types and qualifiers of outputs defined in one stage are verified to |
| 61 | * be the same as the types and qualifiers of inputs defined with the same |
| 62 | * name in a later stage. |
| 63 | * |
| 64 | * \author Ian Romanick <ian.d.romanick@intel.com> |
| 65 | */ |
| 66 | |
| 67 | #include "main/core.h" |
| 68 | #include "glsl_symbol_table.h" |
| 69 | #include "glsl_parser_extras.h" |
| 70 | #include "ir.h" |
| 71 | #include "program.h" |
| 72 | #include "program/hash_table.h" |
| 73 | #include "linker.h" |
| 74 | #include "link_varyings.h" |
| 75 | #include "ir_optimization.h" |
| 76 | #include "ir_rvalue_visitor.h" |
| 77 | |
| 78 | extern "C" { |
| 79 | #include "main/shaderobj.h" |
| 80 | #include "main/enums.h" |
| 81 | } |
| 82 | |
| 83 | void linker_error(gl_shader_program *, const char *, ...); |
| 84 | |
| 85 | namespace { |
| 86 | |
| 87 | /** |
| 88 | * Visitor that determines whether or not a variable is ever written. |
| 89 | */ |
| 90 | class find_assignment_visitor : public ir_hierarchical_visitor { |
| 91 | public: |
| 92 | find_assignment_visitor(const char *name) |
| 93 | : name(name), found(false) |
| 94 | { |
| 95 | /* empty */ |
| 96 | } |
| 97 | |
| 98 | virtual ir_visitor_status visit_enter(ir_assignment *ir) |
| 99 | { |
| 100 | ir_variable *const var = ir->lhs->variable_referenced(); |
| 101 | |
| 102 | if (strcmp(name, var->name) == 0) { |
| 103 | found = true; |
| 104 | return visit_stop; |
| 105 | } |
| 106 | |
| 107 | return visit_continue_with_parent; |
| 108 | } |
| 109 | |
| 110 | virtual ir_visitor_status visit_enter(ir_call *ir) |
| 111 | { |
| 112 | foreach_two_lists(formal_node, &ir->callee->parameters, |
| 113 | actual_node, &ir->actual_parameters) { |
| 114 | ir_rvalue *param_rval = (ir_rvalue *) actual_node; |
| 115 | ir_variable *sig_param = (ir_variable *) formal_node; |
| 116 | |
| 117 | if (sig_param->data.mode == ir_var_function_out || |
| 118 | sig_param->data.mode == ir_var_function_inout) { |
| 119 | ir_variable *var = param_rval->variable_referenced(); |
| 120 | if (var && strcmp(name, var->name) == 0) { |
| 121 | found = true; |
| 122 | return visit_stop; |
| 123 | } |
| 124 | } |
| 125 | } |
| 126 | |
| 127 | if (ir->return_deref != NULL) { |
| 128 | ir_variable *const var = ir->return_deref->variable_referenced(); |
| 129 | |
| 130 | if (strcmp(name, var->name) == 0) { |
| 131 | found = true; |
| 132 | return visit_stop; |
| 133 | } |
| 134 | } |
| 135 | |
| 136 | return visit_continue_with_parent; |
| 137 | } |
| 138 | |
| 139 | bool variable_found() |
| 140 | { |
| 141 | return found; |
| 142 | } |
| 143 | |
| 144 | private: |
| 145 | const char *name; /**< Find writes to a variable with this name. */ |
| 146 | bool found; /**< Was a write to the variable found? */ |
| 147 | }; |
| 148 | |
| 149 | |
| 150 | /** |
| 151 | * Visitor that determines whether or not a variable is ever read. |
| 152 | */ |
| 153 | class find_deref_visitor : public ir_hierarchical_visitor { |
| 154 | public: |
| 155 | find_deref_visitor(const char *name) |
| 156 | : name(name), found(false) |
| 157 | { |
| 158 | /* empty */ |
| 159 | } |
| 160 | |
| 161 | virtual ir_visitor_status visit(ir_dereference_variable *ir) |
| 162 | { |
| 163 | if (strcmp(this->name, ir->var->name) == 0) { |
| 164 | this->found = true; |
| 165 | return visit_stop; |
| 166 | } |
| 167 | |
| 168 | return visit_continue; |
| 169 | } |
| 170 | |
| 171 | bool variable_found() const |
| 172 | { |
| 173 | return this->found; |
| 174 | } |
| 175 | |
| 176 | private: |
| 177 | const char *name; /**< Find writes to a variable with this name. */ |
| 178 | bool found; /**< Was a write to the variable found? */ |
| 179 | }; |
| 180 | |
| 181 | |
| 182 | class geom_array_resize_visitor : public ir_hierarchical_visitor { |
| 183 | public: |
| 184 | unsigned num_vertices; |
| 185 | gl_shader_program *prog; |
| 186 | |
| 187 | geom_array_resize_visitor(unsigned num_vertices, gl_shader_program *prog) |
| 188 | { |
| 189 | this->num_vertices = num_vertices; |
| 190 | this->prog = prog; |
| 191 | } |
| 192 | |
| 193 | virtual ~geom_array_resize_visitor() |
| 194 | { |
| 195 | /* empty */ |
| 196 | } |
| 197 | |
| 198 | virtual ir_visitor_status visit(ir_variable *var) |
| 199 | { |
| 200 | if (!var->type->is_array() || var->data.mode != ir_var_shader_in) |
| 201 | return visit_continue; |
| 202 | |
| 203 | unsigned size = var->type->length; |
| 204 | |
| 205 | /* Generate a link error if the shader has declared this array with an |
| 206 | * incorrect size. |
| 207 | */ |
| 208 | if (size && size != this->num_vertices) { |
| 209 | linker_error(this->prog, "size of array %s declared as %u, " |
| 210 | "but number of input vertices is %u\n", |
| 211 | var->name, size, this->num_vertices); |
| 212 | return visit_continue; |
| 213 | } |
| 214 | |
| 215 | /* Generate a link error if the shader attempts to access an input |
| 216 | * array using an index too large for its actual size assigned at link |
| 217 | * time. |
| 218 | */ |
| 219 | if (var->data.max_array_access >= this->num_vertices) { |
| 220 | linker_error(this->prog, "geometry shader accesses element %i of " |
| 221 | "%s, but only %i input vertices\n", |
| 222 | var->data.max_array_access, var->name, this->num_vertices); |
| 223 | return visit_continue; |
| 224 | } |
| 225 | |
| 226 | var->type = glsl_type::get_array_instance(var->type->element_type(), |
| 227 | this->num_vertices); |
| 228 | var->data.max_array_access = this->num_vertices - 1; |
| 229 | |
| 230 | return visit_continue; |
| 231 | } |
| 232 | |
| 233 | /* Dereferences of input variables need to be updated so that their type |
| 234 | * matches the newly assigned type of the variable they are accessing. */ |
| 235 | virtual ir_visitor_status visit(ir_dereference_variable *ir) |
| 236 | { |
| 237 | ir->type = ir->var->type; |
| 238 | return visit_continue; |
| 239 | } |
| 240 | |
| 241 | /* Dereferences of 2D input arrays need to be updated so that their type |
| 242 | * matches the newly assigned type of the array they are accessing. */ |
| 243 | virtual ir_visitor_status visit_leave(ir_dereference_array *ir) |
| 244 | { |
| 245 | const glsl_type *const vt = ir->array->type; |
| 246 | if (vt->is_array()) |
| 247 | ir->type = vt->element_type(); |
| 248 | return visit_continue; |
| 249 | } |
| 250 | }; |
| 251 | |
| 252 | |
| 253 | /** |
| 254 | * Visitor that determines whether or not a shader uses ir_end_primitive. |
| 255 | */ |
| 256 | class find_end_primitive_visitor : public ir_hierarchical_visitor { |
| 257 | public: |
| 258 | find_end_primitive_visitor() |
| 259 | : found(false) |
| 260 | { |
| 261 | /* empty */ |
| 262 | } |
| 263 | |
| 264 | virtual ir_visitor_status visit(ir_end_primitive *) |
| 265 | { |
| 266 | found = true; |
| 267 | return visit_stop; |
| 268 | } |
| 269 | |
| 270 | bool end_primitive_found() |
| 271 | { |
| 272 | return found; |
| 273 | } |
| 274 | |
| 275 | private: |
| 276 | bool found; |
| 277 | }; |
| 278 | |
| 279 | } /* anonymous namespace */ |
| 280 | |
| 281 | void |
| 282 | linker_error(gl_shader_program *prog, const char *fmt, ...) |
| 283 | { |
| 284 | va_list ap; |
| 285 | |
| 286 | ralloc_strcat(&prog->InfoLog, "error: "); |
| 287 | va_start(ap, fmt); |
| 288 | ralloc_vasprintf_append(&prog->InfoLog, fmt, ap); |
| 289 | va_end(ap); |
| 290 | |
| 291 | prog->LinkStatus = false; |
| 292 | } |
| 293 | |
| 294 | |
| 295 | void |
| 296 | linker_warning(gl_shader_program *prog, const char *fmt, ...) |
| 297 | { |
| 298 | va_list ap; |
| 299 | |
| 300 | ralloc_strcat(&prog->InfoLog, "warning: "); |
| 301 | va_start(ap, fmt); |
| 302 | ralloc_vasprintf_append(&prog->InfoLog, fmt, ap); |
| 303 | va_end(ap); |
| 304 | |
| 305 | } |
| 306 | |
| 307 | |
| 308 | /** |
| 309 | * Given a string identifying a program resource, break it into a base name |
| 310 | * and an optional array index in square brackets. |
| 311 | * |
| 312 | * If an array index is present, \c out_base_name_end is set to point to the |
| 313 | * "[" that precedes the array index, and the array index itself is returned |
| 314 | * as a long. |
| 315 | * |
| 316 | * If no array index is present (or if the array index is negative or |
| 317 | * mal-formed), \c out_base_name_end, is set to point to the null terminator |
| 318 | * at the end of the input string, and -1 is returned. |
| 319 | * |
| 320 | * Only the final array index is parsed; if the string contains other array |
| 321 | * indices (or structure field accesses), they are left in the base name. |
| 322 | * |
| 323 | * No attempt is made to check that the base name is properly formed; |
| 324 | * typically the caller will look up the base name in a hash table, so |
| 325 | * ill-formed base names simply turn into hash table lookup failures. |
| 326 | */ |
| 327 | long |
| 328 | parse_program_resource_name(const GLchar *name, |
| 329 | const GLchar **out_base_name_end) |
| 330 | { |
| 331 | /* Section 7.3.1 ("Program Interfaces") of the OpenGL 4.3 spec says: |
| 332 | * |
| 333 | * "When an integer array element or block instance number is part of |
| 334 | * the name string, it will be specified in decimal form without a "+" |
| 335 | * or "-" sign or any extra leading zeroes. Additionally, the name |
| 336 | * string will not include white space anywhere in the string." |
| 337 | */ |
| 338 | |
| 339 | const size_t len = strlen(name); |
| 340 | *out_base_name_end = name + len; |
| 341 | |
| 342 | if (len == 0 || name[len-1] != ']') |
| 343 | return -1; |
| 344 | |
| 345 | /* Walk backwards over the string looking for a non-digit character. This |
| 346 | * had better be the opening bracket for an array index. |
| 347 | * |
| 348 | * Initially, i specifies the location of the ']'. Since the string may |
| 349 | * contain only the ']' charcater, walk backwards very carefully. |
| 350 | */ |
| 351 | unsigned i; |
| 352 | for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i) |
| 353 | /* empty */ ; |
| 354 | |
| 355 | if ((i == 0) || name[i-1] != '[') |
| 356 | return -1; |
| 357 | |
| 358 | long array_index = strtol(&name[i], NULL, 10); |
| 359 | if (array_index < 0) |
| 360 | return -1; |
| 361 | |
| 362 | *out_base_name_end = name + (i - 1); |
| 363 | return array_index; |
| 364 | } |
| 365 | |
| 366 | |
| 367 | void |
| 368 | link_invalidate_variable_locations(exec_list *ir) |
| 369 | { |
| 370 | foreach_list(node, ir) { |
| 371 | ir_variable *const var = ((ir_instruction *) node)->as_variable(); |
| 372 | |
| 373 | if (var == NULL) |
| 374 | continue; |
| 375 | |
| 376 | /* Only assign locations for variables that lack an explicit location. |
| 377 | * Explicit locations are set for all built-in variables, generic vertex |
| 378 | * shader inputs (via layout(location=...)), and generic fragment shader |
| 379 | * outputs (also via layout(location=...)). |
| 380 | */ |
| 381 | if (!var->data.explicit_location) { |
| 382 | var->data.location = -1; |
| 383 | var->data.location_frac = 0; |
| 384 | } |
| 385 | |
| 386 | /* ir_variable::is_unmatched_generic_inout is used by the linker while |
| 387 | * connecting outputs from one stage to inputs of the next stage. |
| 388 | * |
| 389 | * There are two implicit assumptions here. First, we assume that any |
| 390 | * built-in variable (i.e., non-generic in or out) will have |
| 391 | * explicit_location set. Second, we assume that any generic in or out |
| 392 | * will not have explicit_location set. |
| 393 | * |
| 394 | * This second assumption will only be valid until |
| 395 | * GL_ARB_separate_shader_objects is supported. When that extension is |
| 396 | * implemented, this function will need some modifications. |
| 397 | */ |
| 398 | if (!var->data.explicit_location) { |
| 399 | var->data.is_unmatched_generic_inout = 1; |
| 400 | } else { |
| 401 | var->data.is_unmatched_generic_inout = 0; |
| 402 | } |
| 403 | } |
| 404 | } |
| 405 | |
| 406 | |
| 407 | /** |
| 408 | * Set UsesClipDistance and ClipDistanceArraySize based on the given shader. |
| 409 | * |
| 410 | * Also check for errors based on incorrect usage of gl_ClipVertex and |
| 411 | * gl_ClipDistance. |
| 412 | * |
| 413 | * Return false if an error was reported. |
| 414 | */ |
| 415 | static void |
| 416 | analyze_clip_usage(struct gl_shader_program *prog, |
| 417 | struct gl_shader *shader, GLboolean *UsesClipDistance, |
| 418 | GLuint *ClipDistanceArraySize) |
| 419 | { |
| 420 | *ClipDistanceArraySize = 0; |
| 421 | |
| 422 | if (!prog->IsES && prog->Version >= 130) { |
| 423 | /* From section 7.1 (Vertex Shader Special Variables) of the |
| 424 | * GLSL 1.30 spec: |
| 425 | * |
| 426 | * "It is an error for a shader to statically write both |
| 427 | * gl_ClipVertex and gl_ClipDistance." |
| 428 | * |
| 429 | * This does not apply to GLSL ES shaders, since GLSL ES defines neither |
| 430 | * gl_ClipVertex nor gl_ClipDistance. |
| 431 | */ |
| 432 | find_assignment_visitor clip_vertex("gl_ClipVertex"); |
| 433 | find_assignment_visitor clip_distance("gl_ClipDistance"); |
| 434 | |
| 435 | clip_vertex.run(shader->ir); |
| 436 | clip_distance.run(shader->ir); |
| 437 | if (clip_vertex.variable_found() && clip_distance.variable_found()) { |
| 438 | linker_error(prog, "%s shader writes to both `gl_ClipVertex' " |
| 439 | "and `gl_ClipDistance'\n", |
| 440 | _mesa_shader_stage_to_string(shader->Stage)); |
| 441 | return; |
| 442 | } |
| 443 | *UsesClipDistance = clip_distance.variable_found(); |
| 444 | ir_variable *clip_distance_var = |
| 445 | shader->symbols->get_variable("gl_ClipDistance"); |
| 446 | if (clip_distance_var) |
| 447 | *ClipDistanceArraySize = clip_distance_var->type->length; |
| 448 | } else { |
| 449 | *UsesClipDistance = false; |
| 450 | } |
| 451 | } |
| 452 | |
| 453 | |
| 454 | /** |
| 455 | * Verify that a vertex shader executable meets all semantic requirements. |
| 456 | * |
| 457 | * Also sets prog->Vert.UsesClipDistance and prog->Vert.ClipDistanceArraySize |
| 458 | * as a side effect. |
| 459 | * |
| 460 | * \param shader Vertex shader executable to be verified |
| 461 | */ |
| 462 | void |
| 463 | validate_vertex_shader_executable(struct gl_shader_program *prog, |
| 464 | struct gl_shader *shader) |
| 465 | { |
| 466 | if (shader == NULL) |
| 467 | return; |
| 468 | |
| 469 | /* From the GLSL 1.10 spec, page 48: |
| 470 | * |
| 471 | * "The variable gl_Position is available only in the vertex |
| 472 | * language and is intended for writing the homogeneous vertex |
| 473 | * position. All executions of a well-formed vertex shader |
| 474 | * executable must write a value into this variable. [...] The |
| 475 | * variable gl_Position is available only in the vertex |
| 476 | * language and is intended for writing the homogeneous vertex |
| 477 | * position. All executions of a well-formed vertex shader |
| 478 | * executable must write a value into this variable." |
| 479 | * |
| 480 | * while in GLSL 1.40 this text is changed to: |
| 481 | * |
| 482 | * "The variable gl_Position is available only in the vertex |
| 483 | * language and is intended for writing the homogeneous vertex |
| 484 | * position. It can be written at any time during shader |
| 485 | * execution. It may also be read back by a vertex shader |
| 486 | * after being written. This value will be used by primitive |
| 487 | * assembly, clipping, culling, and other fixed functionality |
| 488 | * operations, if present, that operate on primitives after |
| 489 | * vertex processing has occurred. Its value is undefined if |
| 490 | * the vertex shader executable does not write gl_Position." |
| 491 | * |
| 492 | * GLSL ES 3.00 is similar to GLSL 1.40--failing to write to gl_Position is |
| 493 | * not an error. |
| 494 | */ |
| 495 | if (prog->Version < (prog->IsES ? 300 : 140)) { |
| 496 | find_assignment_visitor find("gl_Position"); |
| 497 | find.run(shader->ir); |
| 498 | if (!find.variable_found()) { |
| 499 | linker_error(prog, "vertex shader does not write to `gl_Position'\n"); |
| 500 | return; |
| 501 | } |
| 502 | } |
| 503 | |
| 504 | analyze_clip_usage(prog, shader, &prog->Vert.UsesClipDistance, |
| 505 | &prog->Vert.ClipDistanceArraySize); |
| 506 | } |
| 507 | |
| 508 | |
| 509 | /** |
| 510 | * Verify that a fragment shader executable meets all semantic requirements |
| 511 | * |
| 512 | * \param shader Fragment shader executable to be verified |
| 513 | */ |
| 514 | void |
| 515 | validate_fragment_shader_executable(struct gl_shader_program *prog, |
| 516 | struct gl_shader *shader) |
| 517 | { |
| 518 | if (shader == NULL) |
| 519 | return; |
| 520 | |
| 521 | find_assignment_visitor frag_color("gl_FragColor"); |
| 522 | find_assignment_visitor frag_data("gl_FragData"); |
| 523 | |
| 524 | frag_color.run(shader->ir); |
| 525 | frag_data.run(shader->ir); |
| 526 | |
| 527 | if (frag_color.variable_found() && frag_data.variable_found()) { |
| 528 | linker_error(prog, "fragment shader writes to both " |
| 529 | "`gl_FragColor' and `gl_FragData'\n"); |
| 530 | } |
| 531 | } |
| 532 | |
| 533 | /** |
| 534 | * Verify that a geometry shader executable meets all semantic requirements |
| 535 | * |
| 536 | * Also sets prog->Geom.VerticesIn, prog->Geom.UsesClipDistance, and |
| 537 | * prog->Geom.ClipDistanceArraySize as a side effect. |
| 538 | * |
| 539 | * \param shader Geometry shader executable to be verified |
| 540 | */ |
| 541 | void |
| 542 | validate_geometry_shader_executable(struct gl_shader_program *prog, |
| 543 | struct gl_shader *shader) |
| 544 | { |
| 545 | if (shader == NULL) |
| 546 | return; |
| 547 | |
| 548 | unsigned num_vertices = vertices_per_prim(prog->Geom.InputType); |
| 549 | prog->Geom.VerticesIn = num_vertices; |
| 550 | |
| 551 | analyze_clip_usage(prog, shader, &prog->Geom.UsesClipDistance, |
| 552 | &prog->Geom.ClipDistanceArraySize); |
| 553 | |
| 554 | find_end_primitive_visitor end_primitive; |
| 555 | end_primitive.run(shader->ir); |
| 556 | prog->Geom.UsesEndPrimitive = end_primitive.end_primitive_found(); |
| 557 | } |
| 558 | |
| 559 | |
| 560 | /** |
| 561 | * Perform validation of global variables used across multiple shaders |
| 562 | */ |
| 563 | void |
| 564 | cross_validate_globals(struct gl_shader_program *prog, |
| 565 | struct gl_shader **shader_list, |
| 566 | unsigned num_shaders, |
| 567 | bool uniforms_only) |
| 568 | { |
| 569 | /* Examine all of the uniforms in all of the shaders and cross validate |
| 570 | * them. |
| 571 | */ |
| 572 | glsl_symbol_table variables; |
| 573 | for (unsigned i = 0; i < num_shaders; i++) { |
| 574 | if (shader_list[i] == NULL) |
| 575 | continue; |
| 576 | |
| 577 | foreach_list(node, shader_list[i]->ir) { |
| 578 | ir_variable *const var = ((ir_instruction *) node)->as_variable(); |
| 579 | |
| 580 | if (var == NULL) |
| 581 | continue; |
| 582 | |
| 583 | if (uniforms_only && (var->data.mode != ir_var_uniform)) |
| 584 | continue; |
| 585 | |
| 586 | /* Don't cross validate temporaries that are at global scope. These |
| 587 | * will eventually get pulled into the shaders 'main'. |
| 588 | */ |
| 589 | if (var->data.mode == ir_var_temporary) |
| 590 | continue; |
| 591 | |
| 592 | /* If a global with this name has already been seen, verify that the |
| 593 | * new instance has the same type. In addition, if the globals have |
| 594 | * initializers, the values of the initializers must be the same. |
| 595 | */ |
| 596 | ir_variable *const existing = variables.get_variable(var->name); |
| 597 | if (existing != NULL) { |
| 598 | if (var->type != existing->type) { |
| 599 | /* Consider the types to be "the same" if both types are arrays |
| 600 | * of the same type and one of the arrays is implicitly sized. |
| 601 | * In addition, set the type of the linked variable to the |
| 602 | * explicitly sized array. |
| 603 | */ |
| 604 | if (var->type->is_array() |
| 605 | && existing->type->is_array() |
| 606 | && (var->type->fields.array == existing->type->fields.array) |
| 607 | && ((var->type->length == 0) |
| 608 | || (existing->type->length == 0))) { |
| 609 | if (var->type->length != 0) { |
| 610 | existing->type = var->type; |
| 611 | } |
| 612 | } else if (var->type->is_record() |
| 613 | && existing->type->is_record() |
| 614 | && existing->type->record_compare(var->type)) { |
| 615 | existing->type = var->type; |
| 616 | } else { |
| 617 | linker_error(prog, "%s `%s' declared as type " |
| 618 | "`%s' and type `%s'\n", |
| 619 | mode_string(var), |
| 620 | var->name, var->type->name, |
| 621 | existing->type->name); |
| 622 | return; |
| 623 | } |
| 624 | } |
| 625 | |
| 626 | if (var->data.explicit_location) { |
| 627 | if (existing->data.explicit_location |
| 628 | && (var->data.location != existing->data.location)) { |
| 629 | linker_error(prog, "explicit locations for %s " |
| 630 | "`%s' have differing values\n", |
| 631 | mode_string(var), var->name); |
| 632 | return; |
| 633 | } |
| 634 | |
| 635 | existing->data.location = var->data.location; |
| 636 | existing->data.explicit_location = true; |
| 637 | } |
| 638 | |
| 639 | /* From the GLSL 4.20 specification: |
| 640 | * "A link error will result if two compilation units in a program |
| 641 | * specify different integer-constant bindings for the same |
| 642 | * opaque-uniform name. However, it is not an error to specify a |
| 643 | * binding on some but not all declarations for the same name" |
| 644 | */ |
| 645 | if (var->data.explicit_binding) { |
| 646 | if (existing->data.explicit_binding && |
| 647 | var->data.binding != existing->data.binding) { |
| 648 | linker_error(prog, "explicit bindings for %s " |
| 649 | "`%s' have differing values\n", |
| 650 | mode_string(var), var->name); |
| 651 | return; |
| 652 | } |
| 653 | |
| 654 | existing->data.binding = var->data.binding; |
| 655 | existing->data.explicit_binding = true; |
| 656 | } |
| 657 | |
| 658 | if (var->type->contains_atomic() && |
| 659 | var->data.atomic.offset != existing->data.atomic.offset) { |
| 660 | linker_error(prog, "offset specifications for %s " |
| 661 | "`%s' have differing values\n", |
| 662 | mode_string(var), var->name); |
| 663 | return; |
| 664 | } |
| 665 | |
| 666 | /* Validate layout qualifiers for gl_FragDepth. |
| 667 | * |
| 668 | * From the AMD/ARB_conservative_depth specs: |
| 669 | * |
| 670 | * "If gl_FragDepth is redeclared in any fragment shader in a |
| 671 | * program, it must be redeclared in all fragment shaders in |
| 672 | * that program that have static assignments to |
| 673 | * gl_FragDepth. All redeclarations of gl_FragDepth in all |
| 674 | * fragment shaders in a single program must have the same set |
| 675 | * of qualifiers." |
| 676 | */ |
| 677 | if (strcmp(var->name, "gl_FragDepth") == 0) { |
| 678 | bool layout_declared = var->data.depth_layout != ir_depth_layout_none; |
| 679 | bool layout_differs = |
| 680 | var->data.depth_layout != existing->data.depth_layout; |
| 681 | |
| 682 | if (layout_declared && layout_differs) { |
| 683 | linker_error(prog, |
| 684 | "All redeclarations of gl_FragDepth in all " |
| 685 | "fragment shaders in a single program must have " |
| 686 | "the same set of qualifiers."); |
| 687 | } |
| 688 | |
| 689 | if (var->data.used && layout_differs) { |
| 690 | linker_error(prog, |
| 691 | "If gl_FragDepth is redeclared with a layout " |
| 692 | "qualifier in any fragment shader, it must be " |
| 693 | "redeclared with the same layout qualifier in " |
| 694 | "all fragment shaders that have assignments to " |
| 695 | "gl_FragDepth"); |
| 696 | } |
| 697 | } |
| 698 | |
| 699 | /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says: |
| 700 | * |
| 701 | * "If a shared global has multiple initializers, the |
| 702 | * initializers must all be constant expressions, and they |
| 703 | * must all have the same value. Otherwise, a link error will |
| 704 | * result. (A shared global having only one initializer does |
| 705 | * not require that initializer to be a constant expression.)" |
| 706 | * |
| 707 | * Previous to 4.20 the GLSL spec simply said that initializers |
| 708 | * must have the same value. In this case of non-constant |
| 709 | * initializers, this was impossible to determine. As a result, |
| 710 | * no vendor actually implemented that behavior. The 4.20 |
| 711 | * behavior matches the implemented behavior of at least one other |
| 712 | * vendor, so we'll implement that for all GLSL versions. |
| 713 | */ |
| 714 | if (var->constant_initializer != NULL) { |
| 715 | if (existing->constant_initializer != NULL) { |
| 716 | if (!var->constant_initializer->has_value(existing->constant_initializer)) { |
| 717 | linker_error(prog, "initializers for %s " |
| 718 | "`%s' have differing values\n", |
| 719 | mode_string(var), var->name); |
| 720 | return; |
| 721 | } |
| 722 | } else { |
| 723 | /* If the first-seen instance of a particular uniform did not |
| 724 | * have an initializer but a later instance does, copy the |
| 725 | * initializer to the version stored in the symbol table. |
| 726 | */ |
| 727 | /* FINISHME: This is wrong. The constant_value field should |
| 728 | * FINISHME: not be modified! Imagine a case where a shader |
| 729 | * FINISHME: without an initializer is linked in two different |
| 730 | * FINISHME: programs with shaders that have differing |
| 731 | * FINISHME: initializers. Linking with the first will |
| 732 | * FINISHME: modify the shader, and linking with the second |
| 733 | * FINISHME: will fail. |
| 734 | */ |
| 735 | existing->constant_initializer = |
| 736 | var->constant_initializer->clone(ralloc_parent(existing), |
| 737 | NULL); |
| 738 | } |
| 739 | } |
| 740 | |
| 741 | if (var->data.has_initializer) { |
| 742 | if (existing->data.has_initializer |
| 743 | && (var->constant_initializer == NULL |
| 744 | || existing->constant_initializer == NULL)) { |
| 745 | linker_error(prog, |
| 746 | "shared global variable `%s' has multiple " |
| 747 | "non-constant initializers.\n", |
| 748 | var->name); |
| 749 | return; |
| 750 | } |
| 751 | |
| 752 | /* Some instance had an initializer, so keep track of that. In |
| 753 | * this location, all sorts of initializers (constant or |
| 754 | * otherwise) will propagate the existence to the variable |
| 755 | * stored in the symbol table. |
| 756 | */ |
| 757 | existing->data.has_initializer = true; |
| 758 | } |
| 759 | |
| 760 | if (existing->data.invariant != var->data.invariant) { |
| 761 | linker_error(prog, "declarations for %s `%s' have " |
| 762 | "mismatching invariant qualifiers\n", |
| 763 | mode_string(var), var->name); |
| 764 | return; |
| 765 | } |
| 766 | if (existing->data.centroid != var->data.centroid) { |
| 767 | linker_error(prog, "declarations for %s `%s' have " |
| 768 | "mismatching centroid qualifiers\n", |
| 769 | mode_string(var), var->name); |
| 770 | return; |
| 771 | } |
| 772 | if (existing->data.sample != var->data.sample) { |
| 773 | linker_error(prog, "declarations for %s `%s` have " |
| 774 | "mismatching sample qualifiers\n", |
| 775 | mode_string(var), var->name); |
| 776 | return; |
| 777 | } |
| 778 | } else |
| 779 | variables.add_variable(var); |
| 780 | } |
| 781 | } |
| 782 | } |
| 783 | |
| 784 | |
| 785 | /** |
| 786 | * Perform validation of uniforms used across multiple shader stages |
| 787 | */ |
| 788 | void |
| 789 | cross_validate_uniforms(struct gl_shader_program *prog) |
| 790 | { |
| 791 | cross_validate_globals(prog, prog->_LinkedShaders, |
| 792 | MESA_SHADER_STAGES, true); |
| 793 | } |
| 794 | |
| 795 | /** |
| 796 | * Accumulates the array of prog->UniformBlocks and checks that all |
| 797 | * definitons of blocks agree on their contents. |
| 798 | */ |
| 799 | static bool |
| 800 | interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog) |
| 801 | { |
| 802 | unsigned max_num_uniform_blocks = 0; |
| 803 | for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { |
| 804 | if (prog->_LinkedShaders[i]) |
| 805 | max_num_uniform_blocks += prog->_LinkedShaders[i]->NumUniformBlocks; |
| 806 | } |
| 807 | |
| 808 | for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { |
| 809 | struct gl_shader *sh = prog->_LinkedShaders[i]; |
| 810 | |
| 811 | prog->UniformBlockStageIndex[i] = ralloc_array(prog, int, |
| 812 | max_num_uniform_blocks); |
| 813 | for (unsigned int j = 0; j < max_num_uniform_blocks; j++) |
| 814 | prog->UniformBlockStageIndex[i][j] = -1; |
| 815 | |
| 816 | if (sh == NULL) |
| 817 | continue; |
| 818 | |
| 819 | for (unsigned int j = 0; j < sh->NumUniformBlocks; j++) { |
| 820 | int index = link_cross_validate_uniform_block(prog, |
| 821 | &prog->UniformBlocks, |
| 822 | &prog->NumUniformBlocks, |
| 823 | &sh->UniformBlocks[j]); |
| 824 | |
| 825 | if (index == -1) { |
| 826 | linker_error(prog, "uniform block `%s' has mismatching definitions", |
| 827 | sh->UniformBlocks[j].Name); |
| 828 | return false; |
| 829 | } |
| 830 | |
| 831 | prog->UniformBlockStageIndex[i][index] = j; |
| 832 | } |
| 833 | } |
| 834 | |
| 835 | return true; |
| 836 | } |
| 837 | |
| 838 | |
| 839 | /** |
| 840 | * Populates a shaders symbol table with all global declarations |
| 841 | */ |
| 842 | void |
| 843 | populate_symbol_table(gl_shader *sh) |
| 844 | { |
| 845 | sh->symbols = new(sh) glsl_symbol_table; |
| 846 | |
| 847 | foreach_list(node, sh->ir) { |
| 848 | ir_instruction *const inst = (ir_instruction *) node; |
| 849 | ir_variable *var; |
| 850 | ir_function *func; |
| 851 | |
| 852 | if ((func = inst->as_function()) != NULL) { |
| 853 | sh->symbols->add_function(func); |
| 854 | } else if ((var = inst->as_variable()) != NULL) { |
| 855 | sh->symbols->add_variable(var); |
| 856 | } |
| 857 | } |
| 858 | } |
| 859 | |
| 860 | |
| 861 | /** |
| 862 | * Remap variables referenced in an instruction tree |
| 863 | * |
| 864 | * This is used when instruction trees are cloned from one shader and placed in |
| 865 | * another. These trees will contain references to \c ir_variable nodes that |
| 866 | * do not exist in the target shader. This function finds these \c ir_variable |
| 867 | * references and replaces the references with matching variables in the target |
| 868 | * shader. |
| 869 | * |
| 870 | * If there is no matching variable in the target shader, a clone of the |
| 871 | * \c ir_variable is made and added to the target shader. The new variable is |
| 872 | * added to \b both the instruction stream and the symbol table. |
| 873 | * |
| 874 | * \param inst IR tree that is to be processed. |
| 875 | * \param symbols Symbol table containing global scope symbols in the |
| 876 | * linked shader. |
| 877 | * \param instructions Instruction stream where new variable declarations |
| 878 | * should be added. |
| 879 | */ |
| 880 | void |
| 881 | remap_variables(ir_instruction *inst, struct gl_shader *target, |
| 882 | hash_table *temps) |
| 883 | { |
| 884 | class remap_visitor : public ir_hierarchical_visitor { |
| 885 | public: |
| 886 | remap_visitor(struct gl_shader *target, |
| 887 | hash_table *temps) |
| 888 | { |
| 889 | this->target = target; |
| 890 | this->symbols = target->symbols; |
| 891 | this->instructions = target->ir; |
| 892 | this->temps = temps; |
| 893 | } |
| 894 | |
| 895 | virtual ir_visitor_status visit(ir_dereference_variable *ir) |
| 896 | { |
| 897 | if (ir->var->data.mode == ir_var_temporary) { |
| 898 | ir_variable *var = (ir_variable *) hash_table_find(temps, ir->var); |
| 899 | |
| 900 | assert(var != NULL); |
| 901 | ir->var = var; |
| 902 | return visit_continue; |
| 903 | } |
| 904 | |
| 905 | ir_variable *const existing = |
| 906 | this->symbols->get_variable(ir->var->name); |
| 907 | if (existing != NULL) |
| 908 | ir->var = existing; |
| 909 | else { |
| 910 | ir_variable *copy = ir->var->clone(this->target, NULL); |
| 911 | |
| 912 | this->symbols->add_variable(copy); |
| 913 | this->instructions->push_head(copy); |
| 914 | ir->var = copy; |
| 915 | } |
| 916 | |
| 917 | return visit_continue; |
| 918 | } |
| 919 | |
| 920 | private: |
| 921 | struct gl_shader *target; |
| 922 | glsl_symbol_table *symbols; |
| 923 | exec_list *instructions; |
| 924 | hash_table *temps; |
| 925 | }; |
| 926 | |
| 927 | remap_visitor v(target, temps); |
| 928 | |
| 929 | inst->accept(&v); |
| 930 | } |
| 931 | |
| 932 | |
| 933 | /** |
| 934 | * Move non-declarations from one instruction stream to another |
| 935 | * |
| 936 | * The intended usage pattern of this function is to pass the pointer to the |
| 937 | * head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node |
| 938 | * pointer) for \c last and \c false for \c make_copies on the first |
| 939 | * call. Successive calls pass the return value of the previous call for |
| 940 | * \c last and \c true for \c make_copies. |
| 941 | * |
| 942 | * \param instructions Source instruction stream |
| 943 | * \param last Instruction after which new instructions should be |
| 944 | * inserted in the target instruction stream |
| 945 | * \param make_copies Flag selecting whether instructions in \c instructions |
| 946 | * should be copied (via \c ir_instruction::clone) into the |
| 947 | * target list or moved. |
| 948 | * |
| 949 | * \return |
| 950 | * The new "last" instruction in the target instruction stream. This pointer |
| 951 | * is suitable for use as the \c last parameter of a later call to this |
| 952 | * function. |
| 953 | */ |
| 954 | exec_node * |
| 955 | move_non_declarations(exec_list *instructions, exec_node *last, |
| 956 | bool make_copies, gl_shader *target) |
| 957 | { |
| 958 | hash_table *temps = NULL; |
| 959 | |
| 960 | if (make_copies) |
| 961 | temps = hash_table_ctor(0, hash_table_pointer_hash, |
| 962 | hash_table_pointer_compare); |
| 963 | |
| 964 | foreach_list_safe(node, instructions) { |
| 965 | ir_instruction *inst = (ir_instruction *) node; |
| 966 | |
| 967 | if (inst->as_function()) |
| 968 | continue; |
| 969 | |
| 970 | ir_variable *var = inst->as_variable(); |
| 971 | if ((var != NULL) && (var->data.mode != ir_var_temporary)) |
| 972 | continue; |
| 973 | |
| 974 | assert(inst->as_assignment() |
| 975 | || inst->as_call() |
| 976 | || inst->as_if() /* for initializers with the ?: operator */ |
| 977 | || ((var != NULL) && (var->data.mode == ir_var_temporary))); |
| 978 | |
| 979 | if (make_copies) { |
| 980 | inst = inst->clone(target, NULL); |
| 981 | |
| 982 | if (var != NULL) |
| 983 | hash_table_insert(temps, inst, var); |
| 984 | else |
| 985 | remap_variables(inst, target, temps); |
| 986 | } else { |
| 987 | inst->remove(); |
| 988 | } |
| 989 | |
| 990 | last->insert_after(inst); |
| 991 | last = inst; |
| 992 | } |
| 993 | |
| 994 | if (make_copies) |
| 995 | hash_table_dtor(temps); |
| 996 | |
| 997 | return last; |
| 998 | } |
| 999 | |
| 1000 | /** |
| 1001 | * Get the function signature for main from a shader |
| 1002 | */ |
| 1003 | static ir_function_signature * |
| 1004 | get_main_function_signature(gl_shader *sh) |
| 1005 | { |
| 1006 | ir_function *const f = sh->symbols->get_function("main"); |
| 1007 | if (f != NULL) { |
| 1008 | exec_list void_parameters; |
| 1009 | |
| 1010 | /* Look for the 'void main()' signature and ensure that it's defined. |
| 1011 | * This keeps the linker from accidentally pick a shader that just |
| 1012 | * contains a prototype for main. |
| 1013 | * |
| 1014 | * We don't have to check for multiple definitions of main (in multiple |
| 1015 | * shaders) because that would have already been caught above. |
| 1016 | */ |
| 1017 | ir_function_signature *sig = f->matching_signature(NULL, &void_parameters); |
| 1018 | if ((sig != NULL) && sig->is_defined) { |
| 1019 | return sig; |
| 1020 | } |
| 1021 | } |
| 1022 | |
| 1023 | return NULL; |
| 1024 | } |
| 1025 | |
| 1026 | |
| 1027 | /** |
| 1028 | * This class is only used in link_intrastage_shaders() below but declaring |
| 1029 | * it inside that function leads to compiler warnings with some versions of |
| 1030 | * gcc. |
| 1031 | */ |
| 1032 | class array_sizing_visitor : public ir_hierarchical_visitor { |
| 1033 | public: |
| 1034 | array_sizing_visitor() |
| 1035 | : mem_ctx(ralloc_context(NULL)), |
| 1036 | unnamed_interfaces(hash_table_ctor(0, hash_table_pointer_hash, |
| 1037 | hash_table_pointer_compare)) |
| 1038 | { |
| 1039 | } |
| 1040 | |
| 1041 | ~array_sizing_visitor() |
| 1042 | { |
| 1043 | hash_table_dtor(this->unnamed_interfaces); |
| 1044 | ralloc_free(this->mem_ctx); |
| 1045 | } |
| 1046 | |
| 1047 | virtual ir_visitor_status visit(ir_variable *var) |
| 1048 | { |
| 1049 | fixup_type(&var->type, var->data.max_array_access); |
| 1050 | if (var->type->is_interface()) { |
| 1051 | if (interface_contains_unsized_arrays(var->type)) { |
| 1052 | const glsl_type *new_type = |
| 1053 | resize_interface_members(var->type, var->max_ifc_array_access); |
| 1054 | var->type = new_type; |
| 1055 | var->change_interface_type(new_type); |
| 1056 | } |
| 1057 | } else if (var->type->is_array() && |
| 1058 | var->type->fields.array->is_interface()) { |
| 1059 | if (interface_contains_unsized_arrays(var->type->fields.array)) { |
| 1060 | const glsl_type *new_type = |
| 1061 | resize_interface_members(var->type->fields.array, |
| 1062 | var->max_ifc_array_access); |
| 1063 | var->change_interface_type(new_type); |
| 1064 | var->type = |
| 1065 | glsl_type::get_array_instance(new_type, var->type->length); |
| 1066 | } |
| 1067 | } else if (const glsl_type *ifc_type = var->get_interface_type()) { |
| 1068 | /* Store a pointer to the variable in the unnamed_interfaces |
| 1069 | * hashtable. |
| 1070 | */ |
| 1071 | ir_variable **interface_vars = (ir_variable **) |
| 1072 | hash_table_find(this->unnamed_interfaces, ifc_type); |
| 1073 | if (interface_vars == NULL) { |
| 1074 | interface_vars = rzalloc_array(mem_ctx, ir_variable *, |
| 1075 | ifc_type->length); |
| 1076 | hash_table_insert(this->unnamed_interfaces, interface_vars, |
| 1077 | ifc_type); |
| 1078 | } |
| 1079 | unsigned index = ifc_type->field_index(var->name); |
| 1080 | assert(index < ifc_type->length); |
| 1081 | assert(interface_vars[index] == NULL); |
| 1082 | interface_vars[index] = var; |
| 1083 | } |
| 1084 | return visit_continue; |
| 1085 | } |
| 1086 | |
| 1087 | /** |
| 1088 | * For each unnamed interface block that was discovered while running the |
| 1089 | * visitor, adjust the interface type to reflect the newly assigned array |
| 1090 | * sizes, and fix up the ir_variable nodes to point to the new interface |
| 1091 | * type. |
| 1092 | */ |
| 1093 | void fixup_unnamed_interface_types() |
| 1094 | { |
| 1095 | hash_table_call_foreach(this->unnamed_interfaces, |
| 1096 | fixup_unnamed_interface_type, NULL); |
| 1097 | } |
| 1098 | |
| 1099 | private: |
| 1100 | /** |
| 1101 | * If the type pointed to by \c type represents an unsized array, replace |
| 1102 | * it with a sized array whose size is determined by max_array_access. |
| 1103 | */ |
| 1104 | static void fixup_type(const glsl_type **type, unsigned max_array_access) |
| 1105 | { |
| 1106 | if ((*type)->is_unsized_array()) { |
| 1107 | *type = glsl_type::get_array_instance((*type)->fields.array, |
| 1108 | max_array_access + 1); |
| 1109 | assert(*type != NULL); |
| 1110 | } |
| 1111 | } |
| 1112 | |
| 1113 | /** |
| 1114 | * Determine whether the given interface type contains unsized arrays (if |
| 1115 | * it doesn't, array_sizing_visitor doesn't need to process it). |
| 1116 | */ |
| 1117 | static bool interface_contains_unsized_arrays(const glsl_type *type) |
| 1118 | { |
| 1119 | for (unsigned i = 0; i < type->length; i++) { |
| 1120 | const glsl_type *elem_type = type->fields.structure[i].type; |
| 1121 | if (elem_type->is_unsized_array()) |
| 1122 | return true; |
| 1123 | } |
| 1124 | return false; |
| 1125 | } |
| 1126 | |
| 1127 | /** |
| 1128 | * Create a new interface type based on the given type, with unsized arrays |
| 1129 | * replaced by sized arrays whose size is determined by |
| 1130 | * max_ifc_array_access. |
| 1131 | */ |
| 1132 | static const glsl_type * |
| 1133 | resize_interface_members(const glsl_type *type, |
| 1134 | const unsigned *max_ifc_array_access) |
| 1135 | { |
| 1136 | unsigned num_fields = type->length; |
| 1137 | glsl_struct_field *fields = new glsl_struct_field[num_fields]; |
| 1138 | memcpy(fields, type->fields.structure, |
| 1139 | num_fields * sizeof(*fields)); |
| 1140 | for (unsigned i = 0; i < num_fields; i++) { |
| 1141 | fixup_type(&fields[i].type, max_ifc_array_access[i]); |
| 1142 | } |
| 1143 | glsl_interface_packing packing = |
| 1144 | (glsl_interface_packing) type->interface_packing; |
| 1145 | const glsl_type *new_ifc_type = |
| 1146 | glsl_type::get_interface_instance(fields, num_fields, |
| 1147 | packing, type->name); |
| 1148 | delete [] fields; |
| 1149 | return new_ifc_type; |
| 1150 | } |
| 1151 | |
| 1152 | static void fixup_unnamed_interface_type(const void *key, void *data, |
| 1153 | void *) |
| 1154 | { |
| 1155 | const glsl_type *ifc_type = (const glsl_type *) key; |
| 1156 | ir_variable **interface_vars = (ir_variable **) data; |
| 1157 | unsigned num_fields = ifc_type->length; |
| 1158 | glsl_struct_field *fields = new glsl_struct_field[num_fields]; |
| 1159 | memcpy(fields, ifc_type->fields.structure, |
| 1160 | num_fields * sizeof(*fields)); |
| 1161 | bool interface_type_changed = false; |
| 1162 | for (unsigned i = 0; i < num_fields; i++) { |
| 1163 | if (interface_vars[i] != NULL && |
| 1164 | fields[i].type != interface_vars[i]->type) { |
| 1165 | fields[i].type = interface_vars[i]->type; |
| 1166 | interface_type_changed = true; |
| 1167 | } |
| 1168 | } |
| 1169 | if (!interface_type_changed) { |
| 1170 | delete [] fields; |
| 1171 | return; |
| 1172 | } |
| 1173 | glsl_interface_packing packing = |
| 1174 | (glsl_interface_packing) ifc_type->interface_packing; |
| 1175 | const glsl_type *new_ifc_type = |
| 1176 | glsl_type::get_interface_instance(fields, num_fields, packing, |
| 1177 | ifc_type->name); |
| 1178 | delete [] fields; |
| 1179 | for (unsigned i = 0; i < num_fields; i++) { |
| 1180 | if (interface_vars[i] != NULL) |
| 1181 | interface_vars[i]->change_interface_type(new_ifc_type); |
| 1182 | } |
| 1183 | } |
| 1184 | |
| 1185 | /** |
| 1186 | * Memory context used to allocate the data in \c unnamed_interfaces. |
| 1187 | */ |
| 1188 | void *mem_ctx; |
| 1189 | |
| 1190 | /** |
| 1191 | * Hash table from const glsl_type * to an array of ir_variable *'s |
| 1192 | * pointing to the ir_variables constituting each unnamed interface block. |
| 1193 | */ |
| 1194 | hash_table *unnamed_interfaces; |
| 1195 | }; |
| 1196 | |
| 1197 | /** |
| 1198 | * Performs the cross-validation of layout qualifiers specified in |
| 1199 | * redeclaration of gl_FragCoord for the attached fragment shaders, |
| 1200 | * and propagates them to the linked FS and linked shader program. |
| 1201 | */ |
| 1202 | static void |
| 1203 | link_fs_input_layout_qualifiers(struct gl_shader_program *prog, |
| 1204 | struct gl_shader *linked_shader, |
| 1205 | struct gl_shader **shader_list, |
| 1206 | unsigned num_shaders) |
| 1207 | { |
| 1208 | linked_shader->redeclares_gl_fragcoord = false; |
| 1209 | linked_shader->uses_gl_fragcoord = false; |
| 1210 | linked_shader->origin_upper_left = false; |
| 1211 | linked_shader->pixel_center_integer = false; |
| 1212 | |
| 1213 | if (linked_shader->Stage != MESA_SHADER_FRAGMENT || |
| 1214 | (prog->Version < 150 && !prog->ARB_fragment_coord_conventions_enable)) |
| 1215 | return; |
| 1216 | |
| 1217 | for (unsigned i = 0; i < num_shaders; i++) { |
| 1218 | struct gl_shader *shader = shader_list[i]; |
| 1219 | /* From the GLSL 1.50 spec, page 39: |
| 1220 | * |
| 1221 | * "If gl_FragCoord is redeclared in any fragment shader in a program, |
| 1222 | * it must be redeclared in all the fragment shaders in that program |
| 1223 | * that have a static use gl_FragCoord." |
| 1224 | * |
| 1225 | * Exclude the case when one of the 'linked_shader' or 'shader' redeclares |
| 1226 | * gl_FragCoord with no layout qualifiers but the other one doesn't |
| 1227 | * redeclare it. If we strictly follow GLSL 1.50 spec's language, it |
| 1228 | * should be a link error. But, generating link error for this case will |
| 1229 | * be a wrong behaviour which spec didn't intend to do and it could also |
| 1230 | * break some applications. |
| 1231 | */ |
| 1232 | if ((linked_shader->redeclares_gl_fragcoord |
| 1233 | && !shader->redeclares_gl_fragcoord |
| 1234 | && shader->uses_gl_fragcoord |
| 1235 | && (linked_shader->origin_upper_left |
| 1236 | || linked_shader->pixel_center_integer)) |
| 1237 | || (shader->redeclares_gl_fragcoord |
| 1238 | && !linked_shader->redeclares_gl_fragcoord |
| 1239 | && linked_shader->uses_gl_fragcoord |
| 1240 | && (shader->origin_upper_left |
| 1241 | || shader->pixel_center_integer))) { |
| 1242 | linker_error(prog, "fragment shader defined with conflicting " |
| 1243 | "layout qualifiers for gl_FragCoord\n"); |
| 1244 | } |
| 1245 | |
| 1246 | /* From the GLSL 1.50 spec, page 39: |
| 1247 | * |
| 1248 | * "All redeclarations of gl_FragCoord in all fragment shaders in a |
| 1249 | * single program must have the same set of qualifiers." |
| 1250 | */ |
| 1251 | if (linked_shader->redeclares_gl_fragcoord && shader->redeclares_gl_fragcoord |
| 1252 | && (shader->origin_upper_left != linked_shader->origin_upper_left |
| 1253 | || shader->pixel_center_integer != linked_shader->pixel_center_integer)) { |
| 1254 | linker_error(prog, "fragment shader defined with conflicting " |
| 1255 | "layout qualifiers for gl_FragCoord\n"); |
| 1256 | } |
| 1257 | |
| 1258 | /* Update the linked shader state. Note that uses_gl_fragcoord should |
| 1259 | * accumulate the results. The other values should replace. If there |
| 1260 | * are multiple redeclarations, all the fields except uses_gl_fragcoord |
| 1261 | * are already known to be the same. |
| 1262 | */ |
| 1263 | if (shader->redeclares_gl_fragcoord || shader->uses_gl_fragcoord) { |
| 1264 | linked_shader->redeclares_gl_fragcoord = |
| 1265 | shader->redeclares_gl_fragcoord; |
| 1266 | linked_shader->uses_gl_fragcoord = linked_shader->uses_gl_fragcoord |
| 1267 | || shader->uses_gl_fragcoord; |
| 1268 | linked_shader->origin_upper_left = shader->origin_upper_left; |
| 1269 | linked_shader->pixel_center_integer = shader->pixel_center_integer; |
| 1270 | } |
| 1271 | } |
| 1272 | } |
| 1273 | |
| 1274 | /** |
| 1275 | * Performs the cross-validation of geometry shader max_vertices and |
| 1276 | * primitive type layout qualifiers for the attached geometry shaders, |
| 1277 | * and propagates them to the linked GS and linked shader program. |
| 1278 | */ |
| 1279 | static void |
| 1280 | link_gs_inout_layout_qualifiers(struct gl_shader_program *prog, |
| 1281 | struct gl_shader *linked_shader, |
| 1282 | struct gl_shader **shader_list, |
| 1283 | unsigned num_shaders) |
| 1284 | { |
| 1285 | linked_shader->Geom.VerticesOut = 0; |
| 1286 | linked_shader->Geom.Invocations = 0; |
| 1287 | linked_shader->Geom.InputType = PRIM_UNKNOWN; |
| 1288 | linked_shader->Geom.OutputType = PRIM_UNKNOWN; |
| 1289 | |
| 1290 | /* No in/out qualifiers defined for anything but GLSL 1.50+ |
| 1291 | * geometry shaders so far. |
| 1292 | */ |
| 1293 | if (linked_shader->Stage != MESA_SHADER_GEOMETRY || prog->Version < 150) |
| 1294 | return; |
| 1295 | |
| 1296 | /* From the GLSL 1.50 spec, page 46: |
| 1297 | * |
| 1298 | * "All geometry shader output layout declarations in a program |
| 1299 | * must declare the same layout and same value for |
| 1300 | * max_vertices. There must be at least one geometry output |
| 1301 | * layout declaration somewhere in a program, but not all |
| 1302 | * geometry shaders (compilation units) are required to |
| 1303 | * declare it." |
| 1304 | */ |
| 1305 | |
| 1306 | for (unsigned i = 0; i < num_shaders; i++) { |
| 1307 | struct gl_shader *shader = shader_list[i]; |
| 1308 | |
| 1309 | if (shader->Geom.InputType != PRIM_UNKNOWN) { |
| 1310 | if (linked_shader->Geom.InputType != PRIM_UNKNOWN && |
| 1311 | linked_shader->Geom.InputType != shader->Geom.InputType) { |
| 1312 | linker_error(prog, "geometry shader defined with conflicting " |
| 1313 | "input types\n"); |
| 1314 | return; |
| 1315 | } |
| 1316 | linked_shader->Geom.InputType = shader->Geom.InputType; |
| 1317 | } |
| 1318 | |
| 1319 | if (shader->Geom.OutputType != PRIM_UNKNOWN) { |
| 1320 | if (linked_shader->Geom.OutputType != PRIM_UNKNOWN && |
| 1321 | linked_shader->Geom.OutputType != shader->Geom.OutputType) { |
| 1322 | linker_error(prog, "geometry shader defined with conflicting " |
| 1323 | "output types\n"); |
| 1324 | return; |
| 1325 | } |
| 1326 | linked_shader->Geom.OutputType = shader->Geom.OutputType; |
| 1327 | } |
| 1328 | |
| 1329 | if (shader->Geom.VerticesOut != 0) { |
| 1330 | if (linked_shader->Geom.VerticesOut != 0 && |
| 1331 | linked_shader->Geom.VerticesOut != shader->Geom.VerticesOut) { |
| 1332 | linker_error(prog, "geometry shader defined with conflicting " |
| 1333 | "output vertex count (%d and %d)\n", |
| 1334 | linked_shader->Geom.VerticesOut, |
| 1335 | shader->Geom.VerticesOut); |
| 1336 | return; |
| 1337 | } |
| 1338 | linked_shader->Geom.VerticesOut = shader->Geom.VerticesOut; |
| 1339 | } |
| 1340 | |
| 1341 | if (shader->Geom.Invocations != 0) { |
| 1342 | if (linked_shader->Geom.Invocations != 0 && |
| 1343 | linked_shader->Geom.Invocations != shader->Geom.Invocations) { |
| 1344 | linker_error(prog, "geometry shader defined with conflicting " |
| 1345 | "invocation count (%d and %d)\n", |
| 1346 | linked_shader->Geom.Invocations, |
| 1347 | shader->Geom.Invocations); |
| 1348 | return; |
| 1349 | } |
| 1350 | linked_shader->Geom.Invocations = shader->Geom.Invocations; |
| 1351 | } |
| 1352 | } |
| 1353 | |
| 1354 | /* Just do the intrastage -> interstage propagation right now, |
| 1355 | * since we already know we're in the right type of shader program |
| 1356 | * for doing it. |
| 1357 | */ |
| 1358 | if (linked_shader->Geom.InputType == PRIM_UNKNOWN) { |
| 1359 | linker_error(prog, |
| 1360 | "geometry shader didn't declare primitive input type\n"); |
| 1361 | return; |
| 1362 | } |
| 1363 | prog->Geom.InputType = linked_shader->Geom.InputType; |
| 1364 | |
| 1365 | if (linked_shader->Geom.OutputType == PRIM_UNKNOWN) { |
| 1366 | linker_error(prog, |
| 1367 | "geometry shader didn't declare primitive output type\n"); |
| 1368 | return; |
| 1369 | } |
| 1370 | prog->Geom.OutputType = linked_shader->Geom.OutputType; |
| 1371 | |
| 1372 | if (linked_shader->Geom.VerticesOut == 0) { |
| 1373 | linker_error(prog, |
| 1374 | "geometry shader didn't declare max_vertices\n"); |
| 1375 | return; |
| 1376 | } |
| 1377 | prog->Geom.VerticesOut = linked_shader->Geom.VerticesOut; |
| 1378 | |
| 1379 | if (linked_shader->Geom.Invocations == 0) |
| 1380 | linked_shader->Geom.Invocations = 1; |
| 1381 | |
| 1382 | prog->Geom.Invocations = linked_shader->Geom.Invocations; |
| 1383 | } |
| 1384 | |
| 1385 | |
| 1386 | /** |
| 1387 | * Perform cross-validation of compute shader local_size_{x,y,z} layout |
| 1388 | * qualifiers for the attached compute shaders, and propagate them to the |
| 1389 | * linked CS and linked shader program. |
| 1390 | */ |
| 1391 | static void |
| 1392 | link_cs_input_layout_qualifiers(struct gl_shader_program *prog, |
| 1393 | struct gl_shader *linked_shader, |
| 1394 | struct gl_shader **shader_list, |
| 1395 | unsigned num_shaders) |
| 1396 | { |
| 1397 | for (int i = 0; i < 3; i++) |
| 1398 | linked_shader->Comp.LocalSize[i] = 0; |
| 1399 | |
| 1400 | /* This function is called for all shader stages, but it only has an effect |
| 1401 | * for compute shaders. |
| 1402 | */ |
| 1403 | if (linked_shader->Stage != MESA_SHADER_COMPUTE) |
| 1404 | return; |
| 1405 | |
| 1406 | /* From the ARB_compute_shader spec, in the section describing local size |
| 1407 | * declarations: |
| 1408 | * |
| 1409 | * If multiple compute shaders attached to a single program object |
| 1410 | * declare local work-group size, the declarations must be identical; |
| 1411 | * otherwise a link-time error results. Furthermore, if a program |
| 1412 | * object contains any compute shaders, at least one must contain an |
| 1413 | * input layout qualifier specifying the local work sizes of the |
| 1414 | * program, or a link-time error will occur. |
| 1415 | */ |
| 1416 | for (unsigned sh = 0; sh < num_shaders; sh++) { |
| 1417 | struct gl_shader *shader = shader_list[sh]; |
| 1418 | |
| 1419 | if (shader->Comp.LocalSize[0] != 0) { |
| 1420 | if (linked_shader->Comp.LocalSize[0] != 0) { |
| 1421 | for (int i = 0; i < 3; i++) { |
| 1422 | if (linked_shader->Comp.LocalSize[i] != |
| 1423 | shader->Comp.LocalSize[i]) { |
| 1424 | linker_error(prog, "compute shader defined with conflicting " |
| 1425 | "local sizes\n"); |
| 1426 | return; |
| 1427 | } |
| 1428 | } |
| 1429 | } |
| 1430 | for (int i = 0; i < 3; i++) |
| 1431 | linked_shader->Comp.LocalSize[i] = shader->Comp.LocalSize[i]; |
| 1432 | } |
| 1433 | } |
| 1434 | |
| 1435 | /* Just do the intrastage -> interstage propagation right now, |
| 1436 | * since we already know we're in the right type of shader program |
| 1437 | * for doing it. |
| 1438 | */ |
| 1439 | if (linked_shader->Comp.LocalSize[0] == 0) { |
| 1440 | linker_error(prog, "compute shader didn't declare local size\n"); |
| 1441 | return; |
| 1442 | } |
| 1443 | for (int i = 0; i < 3; i++) |
| 1444 | prog->Comp.LocalSize[i] = linked_shader->Comp.LocalSize[i]; |
| 1445 | } |
| 1446 | |
| 1447 | |
| 1448 | /** |
| 1449 | * Combine a group of shaders for a single stage to generate a linked shader |
| 1450 | * |
| 1451 | * \note |
| 1452 | * If this function is supplied a single shader, it is cloned, and the new |
| 1453 | * shader is returned. |
| 1454 | */ |
| 1455 | static struct gl_shader * |
| 1456 | link_intrastage_shaders(void *mem_ctx, |
| 1457 | struct gl_context *ctx, |
| 1458 | struct gl_shader_program *prog, |
| 1459 | struct gl_shader **shader_list, |
| 1460 | unsigned num_shaders) |
| 1461 | { |
| 1462 | struct gl_uniform_block *uniform_blocks = NULL; |
| 1463 | |
| 1464 | /* Check that global variables defined in multiple shaders are consistent. |
| 1465 | */ |
| 1466 | cross_validate_globals(prog, shader_list, num_shaders, false); |
| 1467 | if (!prog->LinkStatus) |
| 1468 | return NULL; |
| 1469 | |
| 1470 | /* Check that interface blocks defined in multiple shaders are consistent. |
| 1471 | */ |
| 1472 | validate_intrastage_interface_blocks(prog, (const gl_shader **)shader_list, |
| 1473 | num_shaders); |
| 1474 | if (!prog->LinkStatus) |
| 1475 | return NULL; |
| 1476 | |
| 1477 | /* Link up uniform blocks defined within this stage. */ |
| 1478 | const unsigned num_uniform_blocks = |
| 1479 | link_uniform_blocks(mem_ctx, prog, shader_list, num_shaders, |
| 1480 | &uniform_blocks); |
| 1481 | |
| 1482 | /* Check that there is only a single definition of each function signature |
| 1483 | * across all shaders. |
| 1484 | */ |
| 1485 | for (unsigned i = 0; i < (num_shaders - 1); i++) { |
| 1486 | foreach_list(node, shader_list[i]->ir) { |
| 1487 | ir_function *const f = ((ir_instruction *) node)->as_function(); |
| 1488 | |
| 1489 | if (f == NULL) |
| 1490 | continue; |
| 1491 | |
| 1492 | for (unsigned j = i + 1; j < num_shaders; j++) { |
| 1493 | ir_function *const other = |
| 1494 | shader_list[j]->symbols->get_function(f->name); |
| 1495 | |
| 1496 | /* If the other shader has no function (and therefore no function |
| 1497 | * signatures) with the same name, skip to the next shader. |
| 1498 | */ |
| 1499 | if (other == NULL) |
| 1500 | continue; |
| 1501 | |
| 1502 | foreach_list(n, &f->signatures) { |
| 1503 | ir_function_signature *sig = (ir_function_signature *) n; |
| 1504 | |
| 1505 | if (!sig->is_defined || sig->is_builtin()) |
| 1506 | continue; |
| 1507 | |
| 1508 | ir_function_signature *other_sig = |
| 1509 | other->exact_matching_signature(NULL, &sig->parameters); |
| 1510 | |
| 1511 | if ((other_sig != NULL) && other_sig->is_defined |
| 1512 | && !other_sig->is_builtin()) { |
| 1513 | linker_error(prog, "function `%s' is multiply defined", |
| 1514 | f->name); |
| 1515 | return NULL; |
| 1516 | } |
| 1517 | } |
| 1518 | } |
| 1519 | } |
| 1520 | } |
| 1521 | |
| 1522 | /* Find the shader that defines main, and make a clone of it. |
| 1523 | * |
| 1524 | * Starting with the clone, search for undefined references. If one is |
| 1525 | * found, find the shader that defines it. Clone the reference and add |
| 1526 | * it to the shader. Repeat until there are no undefined references or |
| 1527 | * until a reference cannot be resolved. |
| 1528 | */ |
| 1529 | gl_shader *main = NULL; |
| 1530 | for (unsigned i = 0; i < num_shaders; i++) { |
| 1531 | if (get_main_function_signature(shader_list[i]) != NULL) { |
| 1532 | main = shader_list[i]; |
| 1533 | break; |
| 1534 | } |
| 1535 | } |
| 1536 | |
| 1537 | if (main == NULL) { |
| 1538 | linker_error(prog, "%s shader lacks `main'\n", |
| 1539 | _mesa_shader_stage_to_string(shader_list[0]->Stage)); |
| 1540 | return NULL; |
| 1541 | } |
| 1542 | |
| 1543 | gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type); |
| 1544 | linked->ir = new(linked) exec_list; |
| 1545 | clone_ir_list(mem_ctx, linked->ir, main->ir); |
| 1546 | |
| 1547 | linked->UniformBlocks = uniform_blocks; |
| 1548 | linked->NumUniformBlocks = num_uniform_blocks; |
| 1549 | ralloc_steal(linked, linked->UniformBlocks); |
| 1550 | |
| 1551 | link_fs_input_layout_qualifiers(prog, linked, shader_list, num_shaders); |
| 1552 | link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders); |
| 1553 | link_cs_input_layout_qualifiers(prog, linked, shader_list, num_shaders); |
| 1554 | |
| 1555 | populate_symbol_table(linked); |
| 1556 | |
| 1557 | /* The a pointer to the main function in the final linked shader (i.e., the |
| 1558 | * copy of the original shader that contained the main function). |
| 1559 | */ |
| 1560 | ir_function_signature *const main_sig = get_main_function_signature(linked); |
| 1561 | |
| 1562 | /* Move any instructions other than variable declarations or function |
| 1563 | * declarations into main. |
| 1564 | */ |
| 1565 | exec_node *insertion_point = |
| 1566 | move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false, |
| 1567 | linked); |
| 1568 | |
| 1569 | for (unsigned i = 0; i < num_shaders; i++) { |
| 1570 | if (shader_list[i] == main) |
| 1571 | continue; |
| 1572 | |
| 1573 | insertion_point = move_non_declarations(shader_list[i]->ir, |
| 1574 | insertion_point, true, linked); |
| 1575 | } |
| 1576 | |
| 1577 | /* Check if any shader needs built-in functions. */ |
| 1578 | bool need_builtins = false; |
| 1579 | for (unsigned i = 0; i < num_shaders; i++) { |
| 1580 | if (shader_list[i]->uses_builtin_functions) { |
| 1581 | need_builtins = true; |
| 1582 | break; |
| 1583 | } |
| 1584 | } |
| 1585 | |
| 1586 | bool ok; |
| 1587 | if (need_builtins) { |
| 1588 | /* Make a temporary array one larger than shader_list, which will hold |
| 1589 | * the built-in function shader as well. |
| 1590 | */ |
| 1591 | gl_shader **linking_shaders = (gl_shader **) |
| 1592 | calloc(num_shaders + 1, sizeof(gl_shader *)); |
| 1593 | memcpy(linking_shaders, shader_list, num_shaders * sizeof(gl_shader *)); |
| 1594 | linking_shaders[num_shaders] = _mesa_glsl_get_builtin_function_shader(); |
| 1595 | |
| 1596 | ok = link_function_calls(prog, linked, linking_shaders, num_shaders + 1); |
| 1597 | |
| 1598 | free(linking_shaders); |
| 1599 | } else { |
| 1600 | ok = link_function_calls(prog, linked, shader_list, num_shaders); |
| 1601 | } |
| 1602 | |
| 1603 | |
| 1604 | if (!ok) { |
| 1605 | ctx->Driver.DeleteShader(ctx, linked); |
| 1606 | return NULL; |
| 1607 | } |
| 1608 | |
| 1609 | /* At this point linked should contain all of the linked IR, so |
| 1610 | * validate it to make sure nothing went wrong. |
| 1611 | */ |
| 1612 | validate_ir_tree(linked->ir); |
| 1613 | |
| 1614 | /* Set the size of geometry shader input arrays */ |
| 1615 | if (linked->Stage == MESA_SHADER_GEOMETRY) { |
| 1616 | unsigned num_vertices = vertices_per_prim(prog->Geom.InputType); |
| 1617 | geom_array_resize_visitor input_resize_visitor(num_vertices, prog); |
| 1618 | foreach_list(n, linked->ir) { |
| 1619 | ir_instruction *ir = (ir_instruction *) n; |
| 1620 | ir->accept(&input_resize_visitor); |
| 1621 | } |
| 1622 | } |
| 1623 | |
| 1624 | /* Make a pass over all variable declarations to ensure that arrays with |
| 1625 | * unspecified sizes have a size specified. The size is inferred from the |
| 1626 | * max_array_access field. |
| 1627 | */ |
| 1628 | array_sizing_visitor v; |
| 1629 | v.run(linked->ir); |
| 1630 | v.fixup_unnamed_interface_types(); |
| 1631 | |
| 1632 | return linked; |
| 1633 | } |
| 1634 | |
| 1635 | /** |
| 1636 | * Update the sizes of linked shader uniform arrays to the maximum |
| 1637 | * array index used. |
| 1638 | * |
| 1639 | * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec: |
| 1640 | * |
| 1641 | * If one or more elements of an array are active, |
| 1642 | * GetActiveUniform will return the name of the array in name, |
| 1643 | * subject to the restrictions listed above. The type of the array |
| 1644 | * is returned in type. The size parameter contains the highest |
| 1645 | * array element index used, plus one. The compiler or linker |
| 1646 | * determines the highest index used. There will be only one |
| 1647 | * active uniform reported by the GL per uniform array. |
| 1648 | |
| 1649 | */ |
| 1650 | static void |
| 1651 | update_array_sizes(struct gl_shader_program *prog) |
| 1652 | { |
| 1653 | for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { |
| 1654 | if (prog->_LinkedShaders[i] == NULL) |
| 1655 | continue; |
| 1656 | |
| 1657 | foreach_list(node, prog->_LinkedShaders[i]->ir) { |
| 1658 | ir_variable *const var = ((ir_instruction *) node)->as_variable(); |
| 1659 | |
| 1660 | if ((var == NULL) || (var->data.mode != ir_var_uniform) || |
| 1661 | !var->type->is_array()) |
| 1662 | continue; |
| 1663 | |
| 1664 | /* GL_ARB_uniform_buffer_object says that std140 uniforms |
| 1665 | * will not be eliminated. Since we always do std140, just |
| 1666 | * don't resize arrays in UBOs. |
| 1667 | * |
| 1668 | * Atomic counters are supposed to get deterministic |
| 1669 | * locations assigned based on the declaration ordering and |
| 1670 | * sizes, array compaction would mess that up. |
| 1671 | */ |
| 1672 | if (var->is_in_uniform_block() || var->type->contains_atomic()) |
| 1673 | continue; |
| 1674 | |
| 1675 | unsigned int size = var->data.max_array_access; |
| 1676 | for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) { |
| 1677 | if (prog->_LinkedShaders[j] == NULL) |
| 1678 | continue; |
| 1679 | |
| 1680 | foreach_list(node2, prog->_LinkedShaders[j]->ir) { |
| 1681 | ir_variable *other_var = ((ir_instruction *) node2)->as_variable(); |
| 1682 | if (!other_var) |
| 1683 | continue; |
| 1684 | |
| 1685 | if (strcmp(var->name, other_var->name) == 0 && |
| 1686 | other_var->data.max_array_access > size) { |
| 1687 | size = other_var->data.max_array_access; |
| 1688 | } |
| 1689 | } |
| 1690 | } |
| 1691 | |
| 1692 | if (size + 1 != var->type->length) { |
| 1693 | /* If this is a built-in uniform (i.e., it's backed by some |
| 1694 | * fixed-function state), adjust the number of state slots to |
| 1695 | * match the new array size. The number of slots per array entry |
| 1696 | * is not known. It seems safe to assume that the total number of |
| 1697 | * slots is an integer multiple of the number of array elements. |
| 1698 | * Determine the number of slots per array element by dividing by |
| 1699 | * the old (total) size. |
| 1700 | */ |
| 1701 | if (var->num_state_slots > 0) { |
| 1702 | var->num_state_slots = (size + 1) |
| 1703 | * (var->num_state_slots / var->type->length); |
| 1704 | } |
| 1705 | |
| 1706 | var->type = glsl_type::get_array_instance(var->type->fields.array, |
| 1707 | size + 1); |
| 1708 | /* FINISHME: We should update the types of array |
| 1709 | * dereferences of this variable now. |
| 1710 | */ |
| 1711 | } |
| 1712 | } |
| 1713 | } |
| 1714 | } |
| 1715 | |
| 1716 | /** |
| 1717 | * Find a contiguous set of available bits in a bitmask. |
| 1718 | * |
| 1719 | * \param used_mask Bits representing used (1) and unused (0) locations |
| 1720 | * \param needed_count Number of contiguous bits needed. |
| 1721 | * |
| 1722 | * \return |
| 1723 | * Base location of the available bits on success or -1 on failure. |
| 1724 | */ |
| 1725 | int |
| 1726 | find_available_slots(unsigned used_mask, unsigned needed_count) |
| 1727 | { |
| 1728 | unsigned needed_mask = (1 << needed_count) - 1; |
| 1729 | const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count; |
| 1730 | |
| 1731 | /* The comparison to 32 is redundant, but without it GCC emits "warning: |
| 1732 | * cannot optimize possibly infinite loops" for the loop below. |
| 1733 | */ |
| 1734 | if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32)) |
| 1735 | return -1; |
| 1736 | |
| 1737 | for (int i = 0; i <= max_bit_to_test; i++) { |
| 1738 | if ((needed_mask & ~used_mask) == needed_mask) |
| 1739 | return i; |
| 1740 | |
| 1741 | needed_mask <<= 1; |
| 1742 | } |
| 1743 | |
| 1744 | return -1; |
| 1745 | } |
| 1746 | |
| 1747 | |
| 1748 | /** |
| 1749 | * Assign locations for either VS inputs for FS outputs |
| 1750 | * |
| 1751 | * \param prog Shader program whose variables need locations assigned |
| 1752 | * \param target_index Selector for the program target to receive location |
| 1753 | * assignmnets. Must be either \c MESA_SHADER_VERTEX or |
| 1754 | * \c MESA_SHADER_FRAGMENT. |
| 1755 | * \param max_index Maximum number of generic locations. This corresponds |
| 1756 | * to either the maximum number of draw buffers or the |
| 1757 | * maximum number of generic attributes. |
| 1758 | * |
| 1759 | * \return |
| 1760 | * If locations are successfully assigned, true is returned. Otherwise an |
| 1761 | * error is emitted to the shader link log and false is returned. |
| 1762 | */ |
| 1763 | bool |
| 1764 | assign_attribute_or_color_locations(gl_shader_program *prog, |
| 1765 | unsigned target_index, |
| 1766 | unsigned max_index) |
| 1767 | { |
| 1768 | /* Mark invalid locations as being used. |
| 1769 | */ |
| 1770 | unsigned used_locations = (max_index >= 32) |
| 1771 | ? ~0 : ~((1 << max_index) - 1); |
| 1772 | |
| 1773 | assert((target_index == MESA_SHADER_VERTEX) |
| 1774 | || (target_index == MESA_SHADER_FRAGMENT)); |
| 1775 | |
| 1776 | gl_shader *const sh = prog->_LinkedShaders[target_index]; |
| 1777 | if (sh == NULL) |
| 1778 | return true; |
| 1779 | |
| 1780 | /* Operate in a total of four passes. |
| 1781 | * |
| 1782 | * 1. Invalidate the location assignments for all vertex shader inputs. |
| 1783 | * |
| 1784 | * 2. Assign locations for inputs that have user-defined (via |
| 1785 | * glBindVertexAttribLocation) locations and outputs that have |
| 1786 | * user-defined locations (via glBindFragDataLocation). |
| 1787 | * |
| 1788 | * 3. Sort the attributes without assigned locations by number of slots |
| 1789 | * required in decreasing order. Fragmentation caused by attribute |
| 1790 | * locations assigned by the application may prevent large attributes |
| 1791 | * from having enough contiguous space. |
| 1792 | * |
| 1793 | * 4. Assign locations to any inputs without assigned locations. |
| 1794 | */ |
| 1795 | |
| 1796 | const int generic_base = (target_index == MESA_SHADER_VERTEX) |
| 1797 | ? (int) VERT_ATTRIB_GENERIC0 : (int) FRAG_RESULT_DATA0; |
| 1798 | |
| 1799 | const enum ir_variable_mode direction = |
| 1800 | (target_index == MESA_SHADER_VERTEX) |
| 1801 | ? ir_var_shader_in : ir_var_shader_out; |
| 1802 | |
| 1803 | |
| 1804 | /* Temporary storage for the set of attributes that need locations assigned. |
| 1805 | */ |
| 1806 | struct temp_attr { |
| 1807 | unsigned slots; |
| 1808 | ir_variable *var; |
| 1809 | |
| 1810 | /* Used below in the call to qsort. */ |
| 1811 | static int compare(const void *a, const void *b) |
| 1812 | { |
| 1813 | const temp_attr *const l = (const temp_attr *) a; |
| 1814 | const temp_attr *const r = (const temp_attr *) b; |
| 1815 | |
| 1816 | /* Reversed because we want a descending order sort below. */ |
| 1817 | return r->slots - l->slots; |
| 1818 | } |
| 1819 | } to_assign[16]; |
| 1820 | |
| 1821 | unsigned num_attr = 0; |
| 1822 | |
| 1823 | foreach_list(node, sh->ir) { |
| 1824 | ir_variable *const var = ((ir_instruction *) node)->as_variable(); |
| 1825 | |
| 1826 | if ((var == NULL) || (var->data.mode != (unsigned) direction)) |
| 1827 | continue; |
| 1828 | |
| 1829 | if (var->data.explicit_location) { |
| 1830 | if ((var->data.location >= (int)(max_index + generic_base)) |
| 1831 | || (var->data.location < 0)) { |
| 1832 | linker_error(prog, |
| 1833 | "invalid explicit location %d specified for `%s'\n", |
| 1834 | (var->data.location < 0) |
| 1835 | ? var->data.location |
| 1836 | : var->data.location - generic_base, |
| 1837 | var->name); |
| 1838 | return false; |
| 1839 | } |
| 1840 | } else if (target_index == MESA_SHADER_VERTEX) { |
| 1841 | unsigned binding; |
| 1842 | |
| 1843 | if (prog->AttributeBindings->get(binding, var->name)) { |
| 1844 | assert(binding >= VERT_ATTRIB_GENERIC0); |
| 1845 | var->data.location = binding; |
| 1846 | var->data.is_unmatched_generic_inout = 0; |
| 1847 | } |
| 1848 | } else if (target_index == MESA_SHADER_FRAGMENT) { |
| 1849 | unsigned binding; |
| 1850 | unsigned index; |
| 1851 | |
| 1852 | if (prog->FragDataBindings->get(binding, var->name)) { |
| 1853 | assert(binding >= FRAG_RESULT_DATA0); |
| 1854 | var->data.location = binding; |
| 1855 | var->data.is_unmatched_generic_inout = 0; |
| 1856 | |
| 1857 | if (prog->FragDataIndexBindings->get(index, var->name)) { |
| 1858 | var->data.index = index; |
| 1859 | } |
| 1860 | } |
| 1861 | } |
| 1862 | |
| 1863 | /* If the variable is not a built-in and has a location statically |
| 1864 | * assigned in the shader (presumably via a layout qualifier), make sure |
| 1865 | * that it doesn't collide with other assigned locations. Otherwise, |
| 1866 | * add it to the list of variables that need linker-assigned locations. |
| 1867 | */ |
| 1868 | const unsigned slots = var->type->count_attribute_slots(); |
| 1869 | if (var->data.location != -1) { |
| 1870 | if (var->data.location >= generic_base && var->data.index < 1) { |
| 1871 | /* From page 61 of the OpenGL 4.0 spec: |
| 1872 | * |
| 1873 | * "LinkProgram will fail if the attribute bindings assigned |
| 1874 | * by BindAttribLocation do not leave not enough space to |
| 1875 | * assign a location for an active matrix attribute or an |
| 1876 | * active attribute array, both of which require multiple |
| 1877 | * contiguous generic attributes." |
| 1878 | * |
| 1879 | * I think above text prohibits the aliasing of explicit and |
| 1880 | * automatic assignments. But, aliasing is allowed in manual |
| 1881 | * assignments of attribute locations. See below comments for |
| 1882 | * the details. |
| 1883 | * |
| 1884 | * From OpenGL 4.0 spec, page 61: |
| 1885 | * |
| 1886 | * "It is possible for an application to bind more than one |
| 1887 | * attribute name to the same location. This is referred to as |
| 1888 | * aliasing. This will only work if only one of the aliased |
| 1889 | * attributes is active in the executable program, or if no |
| 1890 | * path through the shader consumes more than one attribute of |
| 1891 | * a set of attributes aliased to the same location. A link |
| 1892 | * error can occur if the linker determines that every path |
| 1893 | * through the shader consumes multiple aliased attributes, |
| 1894 | * but implementations are not required to generate an error |
| 1895 | * in this case." |
| 1896 | * |
| 1897 | * From GLSL 4.30 spec, page 54: |
| 1898 | * |
| 1899 | * "A program will fail to link if any two non-vertex shader |
| 1900 | * input variables are assigned to the same location. For |
| 1901 | * vertex shaders, multiple input variables may be assigned |
| 1902 | * to the same location using either layout qualifiers or via |
| 1903 | * the OpenGL API. However, such aliasing is intended only to |
| 1904 | * support vertex shaders where each execution path accesses |
| 1905 | * at most one input per each location. Implementations are |
| 1906 | * permitted, but not required, to generate link-time errors |
| 1907 | * if they detect that every path through the vertex shader |
| 1908 | * executable accesses multiple inputs assigned to any single |
| 1909 | * location. For all shader types, a program will fail to link |
| 1910 | * if explicit location assignments leave the linker unable |
| 1911 | * to find space for other variables without explicit |
| 1912 | * assignments." |
| 1913 | * |
| 1914 | * From OpenGL ES 3.0 spec, page 56: |
| 1915 | * |
| 1916 | * "Binding more than one attribute name to the same location |
| 1917 | * is referred to as aliasing, and is not permitted in OpenGL |
| 1918 | * ES Shading Language 3.00 vertex shaders. LinkProgram will |
| 1919 | * fail when this condition exists. However, aliasing is |
| 1920 | * possible in OpenGL ES Shading Language 1.00 vertex shaders. |
| 1921 | * This will only work if only one of the aliased attributes |
| 1922 | * is active in the executable program, or if no path through |
| 1923 | * the shader consumes more than one attribute of a set of |
| 1924 | * attributes aliased to the same location. A link error can |
| 1925 | * occur if the linker determines that every path through the |
| 1926 | * shader consumes multiple aliased attributes, but implemen- |
| 1927 | * tations are not required to generate an error in this case." |
| 1928 | * |
| 1929 | * After looking at above references from OpenGL, OpenGL ES and |
| 1930 | * GLSL specifications, we allow aliasing of vertex input variables |
| 1931 | * in: OpenGL 2.0 (and above) and OpenGL ES 2.0. |
| 1932 | * |
| 1933 | * NOTE: This is not required by the spec but its worth mentioning |
| 1934 | * here that we're not doing anything to make sure that no path |
| 1935 | * through the vertex shader executable accesses multiple inputs |
| 1936 | * assigned to any single location. |
| 1937 | */ |
| 1938 | |
| 1939 | /* Mask representing the contiguous slots that will be used by |
| 1940 | * this attribute. |
| 1941 | */ |
| 1942 | const unsigned attr = var->data.location - generic_base; |
| 1943 | const unsigned use_mask = (1 << slots) - 1; |
| 1944 | const char *const string = (target_index == MESA_SHADER_VERTEX) |
| 1945 | ? "vertex shader input" : "fragment shader output"; |
| 1946 | |
| 1947 | /* Generate a link error if the requested locations for this |
| 1948 | * attribute exceed the maximum allowed attribute location. |
| 1949 | */ |
| 1950 | if (attr + slots > max_index) { |
| 1951 | linker_error(prog, |
| 1952 | "insufficient contiguous locations " |
| 1953 | "available for %s `%s' %d %d %d", string, |
| 1954 | var->name, used_locations, use_mask, attr); |
| 1955 | return false; |
| 1956 | } |
| 1957 | |
| 1958 | /* Generate a link error if the set of bits requested for this |
| 1959 | * attribute overlaps any previously allocated bits. |
| 1960 | */ |
| 1961 | if ((~(use_mask << attr) & used_locations) != used_locations) { |
| 1962 | if (target_index == MESA_SHADER_FRAGMENT || |
| 1963 | (prog->IsES && prog->Version >= 300)) { |
| 1964 | linker_error(prog, |
| 1965 | "overlapping location is assigned " |
| 1966 | "to %s `%s' %d %d %d\n", string, |
| 1967 | var->name, used_locations, use_mask, attr); |
| 1968 | return false; |
| 1969 | } else { |
| 1970 | linker_warning(prog, |
| 1971 | "overlapping location is assigned " |
| 1972 | "to %s `%s' %d %d %d\n", string, |
| 1973 | var->name, used_locations, use_mask, attr); |
| 1974 | } |
| 1975 | } |
| 1976 | |
| 1977 | used_locations |= (use_mask << attr); |
| 1978 | } |
| 1979 | |
| 1980 | continue; |
| 1981 | } |
| 1982 | |
| 1983 | to_assign[num_attr].slots = slots; |
| 1984 | to_assign[num_attr].var = var; |
| 1985 | num_attr++; |
| 1986 | } |
| 1987 | |
| 1988 | /* If all of the attributes were assigned locations by the application (or |
| 1989 | * are built-in attributes with fixed locations), return early. This should |
| 1990 | * be the common case. |
| 1991 | */ |
| 1992 | if (num_attr == 0) |
| 1993 | return true; |
| 1994 | |
| 1995 | qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare); |
| 1996 | |
| 1997 | if (target_index == MESA_SHADER_VERTEX) { |
| 1998 | /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can |
| 1999 | * only be explicitly assigned by via glBindAttribLocation. Mark it as |
| 2000 | * reserved to prevent it from being automatically allocated below. |
| 2001 | */ |
| 2002 | find_deref_visitor find("gl_Vertex"); |
| 2003 | find.run(sh->ir); |
| 2004 | if (find.variable_found()) |
| 2005 | used_locations |= (1 << 0); |
| 2006 | } |
| 2007 | |
| 2008 | for (unsigned i = 0; i < num_attr; i++) { |
| 2009 | /* Mask representing the contiguous slots that will be used by this |
| 2010 | * attribute. |
| 2011 | */ |
| 2012 | const unsigned use_mask = (1 << to_assign[i].slots) - 1; |
| 2013 | |
| 2014 | int location = find_available_slots(used_locations, to_assign[i].slots); |
| 2015 | |
| 2016 | if (location < 0) { |
| 2017 | const char *const string = (target_index == MESA_SHADER_VERTEX) |
| 2018 | ? "vertex shader input" : "fragment shader output"; |
| 2019 | |
| 2020 | linker_error(prog, |
| 2021 | "insufficient contiguous locations " |
| 2022 | "available for %s `%s'", |
| 2023 | string, to_assign[i].var->name); |
| 2024 | return false; |
| 2025 | } |
| 2026 | |
| 2027 | to_assign[i].var->data.location = generic_base + location; |
| 2028 | to_assign[i].var->data.is_unmatched_generic_inout = 0; |
| 2029 | used_locations |= (use_mask << location); |
| 2030 | } |
| 2031 | |
| 2032 | return true; |
| 2033 | } |
| 2034 | |
| 2035 | |
| 2036 | /** |
| 2037 | * Demote shader inputs and outputs that are not used in other stages |
| 2038 | */ |
| 2039 | void |
| 2040 | demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode) |
| 2041 | { |
| 2042 | foreach_list(node, sh->ir) { |
| 2043 | ir_variable *const var = ((ir_instruction *) node)->as_variable(); |
| 2044 | |
| 2045 | if ((var == NULL) || (var->data.mode != int(mode))) |
| 2046 | continue; |
| 2047 | |
| 2048 | /* A shader 'in' or 'out' variable is only really an input or output if |
| 2049 | * its value is used by other shader stages. This will cause the variable |
| 2050 | * to have a location assigned. |
| 2051 | */ |
| 2052 | if (var->data.is_unmatched_generic_inout) { |
| 2053 | var->data.mode = ir_var_auto; |
| 2054 | } |
| 2055 | } |
| 2056 | } |
| 2057 | |
| 2058 | |
| 2059 | /** |
| 2060 | * Store the gl_FragDepth layout in the gl_shader_program struct. |
| 2061 | */ |
| 2062 | static void |
| 2063 | store_fragdepth_layout(struct gl_shader_program *prog) |
| 2064 | { |
| 2065 | if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) { |
| 2066 | return; |
| 2067 | } |
| 2068 | |
| 2069 | struct exec_list *ir = prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir; |
| 2070 | |
| 2071 | /* We don't look up the gl_FragDepth symbol directly because if |
| 2072 | * gl_FragDepth is not used in the shader, it's removed from the IR. |
| 2073 | * However, the symbol won't be removed from the symbol table. |
| 2074 | * |
| 2075 | * We're only interested in the cases where the variable is NOT removed |
| 2076 | * from the IR. |
| 2077 | */ |
| 2078 | foreach_list(node, ir) { |
| 2079 | ir_variable *const var = ((ir_instruction *) node)->as_variable(); |
| 2080 | |
| 2081 | if (var == NULL || var->data.mode != ir_var_shader_out) { |
| 2082 | continue; |
| 2083 | } |
| 2084 | |
| 2085 | if (strcmp(var->name, "gl_FragDepth") == 0) { |
| 2086 | switch (var->data.depth_layout) { |
| 2087 | case ir_depth_layout_none: |
| 2088 | prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_NONE; |
| 2089 | return; |
| 2090 | case ir_depth_layout_any: |
| 2091 | prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_ANY; |
| 2092 | return; |
| 2093 | case ir_depth_layout_greater: |
| 2094 | prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_GREATER; |
| 2095 | return; |
| 2096 | case ir_depth_layout_less: |
| 2097 | prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_LESS; |
| 2098 | return; |
| 2099 | case ir_depth_layout_unchanged: |
| 2100 | prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_UNCHANGED; |
| 2101 | return; |
| 2102 | default: |
| 2103 | assert(0); |
| 2104 | return; |
| 2105 | } |
| 2106 | } |
| 2107 | } |
| 2108 | } |
| 2109 | |
| 2110 | /** |
| 2111 | * Validate the resources used by a program versus the implementation limits |
| 2112 | */ |
| 2113 | static void |
| 2114 | check_resources(struct gl_context *ctx, struct gl_shader_program *prog) |
| 2115 | { |
| 2116 | for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { |
| 2117 | struct gl_shader *sh = prog->_LinkedShaders[i]; |
| 2118 | |
| 2119 | if (sh == NULL) |
| 2120 | continue; |
| 2121 | |
| 2122 | if (sh->num_samplers > ctx->Const.Program[i].MaxTextureImageUnits) { |
| 2123 | linker_error(prog, "Too many %s shader texture samplers", |
| 2124 | _mesa_shader_stage_to_string(i)); |
| 2125 | } |
| 2126 | |
| 2127 | if (sh->num_uniform_components > |
| 2128 | ctx->Const.Program[i].MaxUniformComponents) { |
| 2129 | if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) { |
| 2130 | linker_warning(prog, "Too many %s shader default uniform block " |
| 2131 | "components, but the driver will try to optimize " |
| 2132 | "them out; this is non-portable out-of-spec " |
| 2133 | "behavior\n", |
| 2134 | _mesa_shader_stage_to_string(i)); |
| 2135 | } else { |
| 2136 | linker_error(prog, "Too many %s shader default uniform block " |
| 2137 | "components", |
| 2138 | _mesa_shader_stage_to_string(i)); |
| 2139 | } |
| 2140 | } |
| 2141 | |
| 2142 | if (sh->num_combined_uniform_components > |
| 2143 | ctx->Const.Program[i].MaxCombinedUniformComponents) { |
| 2144 | if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) { |
| 2145 | linker_warning(prog, "Too many %s shader uniform components, " |
| 2146 | "but the driver will try to optimize them out; " |
| 2147 | "this is non-portable out-of-spec behavior\n", |
| 2148 | _mesa_shader_stage_to_string(i)); |
| 2149 | } else { |
| 2150 | linker_error(prog, "Too many %s shader uniform components", |
| 2151 | _mesa_shader_stage_to_string(i)); |
| 2152 | } |
| 2153 | } |
| 2154 | } |
| 2155 | |
| 2156 | unsigned blocks[MESA_SHADER_STAGES] = {0}; |
| 2157 | unsigned total_uniform_blocks = 0; |
| 2158 | |
| 2159 | for (unsigned i = 0; i < prog->NumUniformBlocks; i++) { |
| 2160 | for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) { |
| 2161 | if (prog->UniformBlockStageIndex[j][i] != -1) { |
| 2162 | blocks[j]++; |
| 2163 | total_uniform_blocks++; |
| 2164 | } |
| 2165 | } |
| 2166 | |
| 2167 | if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) { |
| 2168 | linker_error(prog, "Too many combined uniform blocks (%d/%d)", |
| 2169 | prog->NumUniformBlocks, |
| 2170 | ctx->Const.MaxCombinedUniformBlocks); |
| 2171 | } else { |
| 2172 | for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { |
| 2173 | const unsigned max_uniform_blocks = |
| 2174 | ctx->Const.Program[i].MaxUniformBlocks; |
| 2175 | if (blocks[i] > max_uniform_blocks) { |
| 2176 | linker_error(prog, "Too many %s uniform blocks (%d/%d)", |
| 2177 | _mesa_shader_stage_to_string(i), |
| 2178 | blocks[i], |
| 2179 | max_uniform_blocks); |
| 2180 | break; |
| 2181 | } |
| 2182 | } |
| 2183 | } |
| 2184 | } |
| 2185 | } |
| 2186 | |
| 2187 | /** |
| 2188 | * Validate shader image resources. |
| 2189 | */ |
| 2190 | static void |
| 2191 | check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog) |
| 2192 | { |
| 2193 | unsigned total_image_units = 0; |
| 2194 | unsigned fragment_outputs = 0; |
| 2195 | |
| 2196 | if (!ctx->Extensions.ARB_shader_image_load_store) |
| 2197 | return; |
| 2198 | |
| 2199 | for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { |
| 2200 | struct gl_shader *sh = prog->_LinkedShaders[i]; |
| 2201 | |
| 2202 | if (sh) { |
| 2203 | if (sh->NumImages > ctx->Const.Program[i].MaxImageUniforms) |
| 2204 | linker_error(prog, "Too many %s shader image uniforms", |
| 2205 | _mesa_shader_stage_to_string(i)); |
| 2206 | |
| 2207 | total_image_units += sh->NumImages; |
| 2208 | |
| 2209 | if (i == MESA_SHADER_FRAGMENT) { |
| 2210 | foreach_list(node, sh->ir) { |
| 2211 | ir_variable *var = ((ir_instruction *)node)->as_variable(); |
| 2212 | if (var && var->data.mode == ir_var_shader_out) |
| 2213 | fragment_outputs += var->type->count_attribute_slots(); |
| 2214 | } |
| 2215 | } |
| 2216 | } |
| 2217 | } |
| 2218 | |
| 2219 | if (total_image_units > ctx->Const.MaxCombinedImageUniforms) |
| 2220 | linker_error(prog, "Too many combined image uniforms"); |
| 2221 | |
| 2222 | if (total_image_units + fragment_outputs > |
| 2223 | ctx->Const.MaxCombinedImageUnitsAndFragmentOutputs) |
| 2224 | linker_error(prog, "Too many combined image uniforms and fragment outputs"); |
| 2225 | } |
| 2226 | |
| 2227 | void |
| 2228 | link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) |
| 2229 | { |
| 2230 | tfeedback_decl *tfeedback_decls = NULL; |
| 2231 | unsigned num_tfeedback_decls = prog->TransformFeedback.NumVarying; |
| 2232 | |
| 2233 | void *mem_ctx = ralloc_context(NULL); // temporary linker context |
| 2234 | |
| 2235 | prog->LinkStatus = true; /* All error paths will set this to false */ |
| 2236 | prog->Validated = false; |
| 2237 | prog->_Used = false; |
| 2238 | |
| 2239 | ralloc_free(prog->InfoLog); |
| 2240 | prog->InfoLog = ralloc_strdup(NULL, ""); |
| 2241 | |
| 2242 | ralloc_free(prog->UniformBlocks); |
| 2243 | prog->UniformBlocks = NULL; |
| 2244 | prog->NumUniformBlocks = 0; |
| 2245 | for (int i = 0; i < MESA_SHADER_STAGES; i++) { |
| 2246 | ralloc_free(prog->UniformBlockStageIndex[i]); |
| 2247 | prog->UniformBlockStageIndex[i] = NULL; |
| 2248 | } |
| 2249 | |
| 2250 | ralloc_free(prog->AtomicBuffers); |
| 2251 | prog->AtomicBuffers = NULL; |
| 2252 | prog->NumAtomicBuffers = 0; |
| 2253 | prog->ARB_fragment_coord_conventions_enable = false; |
| 2254 | |
| 2255 | /* Separate the shaders into groups based on their type. |
| 2256 | */ |
| 2257 | struct gl_shader **shader_list[MESA_SHADER_STAGES]; |
| 2258 | unsigned num_shaders[MESA_SHADER_STAGES]; |
| 2259 | |
| 2260 | for (int i = 0; i < MESA_SHADER_STAGES; i++) { |
| 2261 | shader_list[i] = (struct gl_shader **) |
| 2262 | calloc(prog->NumShaders, sizeof(struct gl_shader *)); |
| 2263 | num_shaders[i] = 0; |
| 2264 | } |
| 2265 | |
| 2266 | unsigned min_version = UINT_MAX; |
| 2267 | unsigned max_version = 0; |
| 2268 | const bool is_es_prog = |
| 2269 | (prog->NumShaders > 0 && prog->Shaders[0]->IsES) ? true : false; |
| 2270 | for (unsigned i = 0; i < prog->NumShaders; i++) { |
| 2271 | min_version = MIN2(min_version, prog->Shaders[i]->Version); |
| 2272 | max_version = MAX2(max_version, prog->Shaders[i]->Version); |
| 2273 | |
| 2274 | if (prog->Shaders[i]->IsES != is_es_prog) { |
| 2275 | linker_error(prog, "all shaders must use same shading " |
| 2276 | "language version\n"); |
| 2277 | goto done; |
| 2278 | } |
| 2279 | |
| 2280 | prog->ARB_fragment_coord_conventions_enable |= |
| 2281 | prog->Shaders[i]->ARB_fragment_coord_conventions_enable; |
| 2282 | |
| 2283 | gl_shader_stage shader_type = prog->Shaders[i]->Stage; |
| 2284 | shader_list[shader_type][num_shaders[shader_type]] = prog->Shaders[i]; |
| 2285 | num_shaders[shader_type]++; |
| 2286 | } |
| 2287 | |
| 2288 | /* In desktop GLSL, different shader versions may be linked together. In |
| 2289 | * GLSL ES, all shader versions must be the same. |
| 2290 | */ |
| 2291 | if (is_es_prog && min_version != max_version) { |
| 2292 | linker_error(prog, "all shaders must use same shading " |
| 2293 | "language version\n"); |
| 2294 | goto done; |
| 2295 | } |
| 2296 | |
| 2297 | prog->Version = max_version; |
| 2298 | prog->IsES = is_es_prog; |
| 2299 | |
| 2300 | /* Geometry shaders have to be linked with vertex shaders. |
| 2301 | */ |
| 2302 | if (num_shaders[MESA_SHADER_GEOMETRY] > 0 && |
| 2303 | num_shaders[MESA_SHADER_VERTEX] == 0 && |
| 2304 | !prog->SeparateShader) { |
| 2305 | linker_error(prog, "Geometry shader must be linked with " |
| 2306 | "vertex shader\n"); |
| 2307 | goto done; |
| 2308 | } |
| 2309 | |
| 2310 | /* Compute shaders have additional restrictions. */ |
| 2311 | if (num_shaders[MESA_SHADER_COMPUTE] > 0 && |
| 2312 | num_shaders[MESA_SHADER_COMPUTE] != prog->NumShaders) { |
| 2313 | linker_error(prog, "Compute shaders may not be linked with any other " |
| 2314 | "type of shader\n"); |
| 2315 | } |
| 2316 | |
| 2317 | for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) { |
| 2318 | if (prog->_LinkedShaders[i] != NULL) |
| 2319 | ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]); |
| 2320 | |
| 2321 | prog->_LinkedShaders[i] = NULL; |
| 2322 | } |
| 2323 | |
| 2324 | /* Link all shaders for a particular stage and validate the result. |
| 2325 | */ |
| 2326 | for (int stage = 0; stage < MESA_SHADER_STAGES; stage++) { |
| 2327 | if (num_shaders[stage] > 0) { |
| 2328 | gl_shader *const sh = |
| 2329 | link_intrastage_shaders(mem_ctx, ctx, prog, shader_list[stage], |
| 2330 | num_shaders[stage]); |
| 2331 | |
| 2332 | if (!prog->LinkStatus) |
| 2333 | goto done; |
| 2334 | |
| 2335 | switch (stage) { |
| 2336 | case MESA_SHADER_VERTEX: |
| 2337 | validate_vertex_shader_executable(prog, sh); |
| 2338 | break; |
| 2339 | case MESA_SHADER_GEOMETRY: |
| 2340 | validate_geometry_shader_executable(prog, sh); |
| 2341 | break; |
| 2342 | case MESA_SHADER_FRAGMENT: |
| 2343 | validate_fragment_shader_executable(prog, sh); |
| 2344 | break; |
| 2345 | } |
| 2346 | if (!prog->LinkStatus) |
| 2347 | goto done; |
| 2348 | |
| 2349 | _mesa_reference_shader(ctx, &prog->_LinkedShaders[stage], sh); |
| 2350 | } |
| 2351 | } |
| 2352 | |
| 2353 | if (num_shaders[MESA_SHADER_GEOMETRY] > 0) |
| 2354 | prog->LastClipDistanceArraySize = prog->Geom.ClipDistanceArraySize; |
| 2355 | else if (num_shaders[MESA_SHADER_VERTEX] > 0) |
| 2356 | prog->LastClipDistanceArraySize = prog->Vert.ClipDistanceArraySize; |
| 2357 | else |
| 2358 | prog->LastClipDistanceArraySize = 0; /* Not used */ |
| 2359 | |
| 2360 | /* Here begins the inter-stage linking phase. Some initial validation is |
| 2361 | * performed, then locations are assigned for uniforms, attributes, and |
| 2362 | * varyings. |
| 2363 | */ |
| 2364 | cross_validate_uniforms(prog); |
| 2365 | if (!prog->LinkStatus) |
| 2366 | goto done; |
| 2367 | |
| 2368 | unsigned prev; |
| 2369 | |
| 2370 | for (prev = 0; prev <= MESA_SHADER_FRAGMENT; prev++) { |
| 2371 | if (prog->_LinkedShaders[prev] != NULL) |
| 2372 | break; |
| 2373 | } |
| 2374 | |
| 2375 | /* Validate the inputs of each stage with the output of the preceding |
| 2376 | * stage. |
| 2377 | */ |
| 2378 | for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) { |
| 2379 | if (prog->_LinkedShaders[i] == NULL) |
| 2380 | continue; |
| 2381 | |
| 2382 | validate_interstage_inout_blocks(prog, prog->_LinkedShaders[prev], |
| 2383 | prog->_LinkedShaders[i]); |
| 2384 | if (!prog->LinkStatus) |
| 2385 | goto done; |
| 2386 | |
| 2387 | cross_validate_outputs_to_inputs(prog, |
| 2388 | prog->_LinkedShaders[prev], |
| 2389 | prog->_LinkedShaders[i]); |
| 2390 | if (!prog->LinkStatus) |
| 2391 | goto done; |
| 2392 | |
| 2393 | prev = i; |
| 2394 | } |
| 2395 | |
| 2396 | /* Cross-validate uniform blocks between shader stages */ |
| 2397 | validate_interstage_uniform_blocks(prog, prog->_LinkedShaders, |
| 2398 | MESA_SHADER_STAGES); |
| 2399 | if (!prog->LinkStatus) |
| 2400 | goto done; |
| 2401 | |
| 2402 | for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) { |
| 2403 | if (prog->_LinkedShaders[i] != NULL) |
| 2404 | lower_named_interface_blocks(mem_ctx, prog->_LinkedShaders[i]); |
| 2405 | } |
| 2406 | |
| 2407 | /* Implement the GLSL 1.30+ rule for discard vs infinite loops Do |
| 2408 | * it before optimization because we want most of the checks to get |
| 2409 | * dropped thanks to constant propagation. |
| 2410 | * |
| 2411 | * This rule also applies to GLSL ES 3.00. |
| 2412 | */ |
| 2413 | if (max_version >= (is_es_prog ? 300 : 130)) { |
| 2414 | struct gl_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT]; |
| 2415 | if (sh) { |
| 2416 | lower_discard_flow(sh->ir); |
| 2417 | } |
| 2418 | } |
| 2419 | |
| 2420 | if (!interstage_cross_validate_uniform_blocks(prog)) |
| 2421 | goto done; |
| 2422 | |
| 2423 | /* Do common optimization before assigning storage for attributes, |
| 2424 | * uniforms, and varyings. Later optimization could possibly make |
| 2425 | * some of that unused. |
| 2426 | */ |
| 2427 | for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { |
| 2428 | if (prog->_LinkedShaders[i] == NULL) |
| 2429 | continue; |
| 2430 | |
| 2431 | detect_recursion_linked(prog, prog->_LinkedShaders[i]->ir); |
| 2432 | if (!prog->LinkStatus) |
| 2433 | goto done; |
| 2434 | |
| 2435 | if (ctx->ShaderCompilerOptions[i].LowerClipDistance) { |
| 2436 | lower_clip_distance(prog->_LinkedShaders[i]); |
| 2437 | } |
| 2438 | |
| 2439 | while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false, |
| 2440 | &ctx->ShaderCompilerOptions[i], |
| 2441 | ctx->Const.NativeIntegers)) |
| 2442 | ; |
| 2443 | } |
| 2444 | |
| 2445 | /* Mark all generic shader inputs and outputs as unpaired. */ |
| 2446 | for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) { |
| 2447 | if (prog->_LinkedShaders[i] != NULL) { |
| 2448 | link_invalidate_variable_locations(prog->_LinkedShaders[i]->ir); |
| 2449 | } |
| 2450 | } |
| 2451 | |
| 2452 | /* FINISHME: The value of the max_attribute_index parameter is |
| 2453 | * FINISHME: implementation dependent based on the value of |
| 2454 | * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be |
| 2455 | * FINISHME: at least 16, so hardcode 16 for now. |
| 2456 | */ |
| 2457 | if (!assign_attribute_or_color_locations(prog, MESA_SHADER_VERTEX, 16)) { |
| 2458 | goto done; |
| 2459 | } |
| 2460 | |
| 2461 | if (!assign_attribute_or_color_locations(prog, MESA_SHADER_FRAGMENT, MAX2(ctx->Const.MaxDrawBuffers, ctx->Const.MaxDualSourceDrawBuffers))) { |
| 2462 | goto done; |
| 2463 | } |
| 2464 | |
| 2465 | unsigned first; |
| 2466 | for (first = 0; first <= MESA_SHADER_FRAGMENT; first++) { |
| 2467 | if (prog->_LinkedShaders[first] != NULL) |
| 2468 | break; |
| 2469 | } |
| 2470 | |
| 2471 | if (num_tfeedback_decls != 0) { |
| 2472 | /* From GL_EXT_transform_feedback: |
| 2473 | * A program will fail to link if: |
| 2474 | * |
| 2475 | * * the <count> specified by TransformFeedbackVaryingsEXT is |
| 2476 | * non-zero, but the program object has no vertex or geometry |
| 2477 | * shader; |
| 2478 | */ |
| 2479 | if (first == MESA_SHADER_FRAGMENT) { |
| 2480 | linker_error(prog, "Transform feedback varyings specified, but " |
| 2481 | "no vertex or geometry shader is present."); |
| 2482 | goto done; |
| 2483 | } |
| 2484 | |
| 2485 | tfeedback_decls = ralloc_array(mem_ctx, tfeedback_decl, |
| 2486 | prog->TransformFeedback.NumVarying); |
| 2487 | if (!parse_tfeedback_decls(ctx, prog, mem_ctx, num_tfeedback_decls, |
| 2488 | prog->TransformFeedback.VaryingNames, |
| 2489 | tfeedback_decls)) |
| 2490 | goto done; |
| 2491 | } |
| 2492 | |
| 2493 | /* Linking the stages in the opposite order (from fragment to vertex) |
| 2494 | * ensures that inter-shader outputs written to in an earlier stage are |
| 2495 | * eliminated if they are (transitively) not used in a later stage. |
| 2496 | */ |
| 2497 | int last, next; |
| 2498 | for (last = MESA_SHADER_FRAGMENT; last >= 0; last--) { |
| 2499 | if (prog->_LinkedShaders[last] != NULL) |
| 2500 | break; |
| 2501 | } |
| 2502 | |
| 2503 | if (last >= 0 && last < MESA_SHADER_FRAGMENT) { |
| 2504 | gl_shader *const sh = prog->_LinkedShaders[last]; |
| 2505 | |
| 2506 | if (num_tfeedback_decls != 0 || prog->SeparateShader) { |
| 2507 | /* There was no fragment shader, but we still have to assign varying |
| 2508 | * locations for use by transform feedback. |
| 2509 | */ |
| 2510 | if (!assign_varying_locations(ctx, mem_ctx, prog, |
| 2511 | sh, NULL, |
| 2512 | num_tfeedback_decls, tfeedback_decls, |
| 2513 | 0)) |
| 2514 | goto done; |
| 2515 | } |
| 2516 | |
| 2517 | do_dead_builtin_varyings(ctx, sh, NULL, |
| 2518 | num_tfeedback_decls, tfeedback_decls); |
| 2519 | |
| 2520 | if (!prog->SeparateShader) |
| 2521 | demote_shader_inputs_and_outputs(sh, ir_var_shader_out); |
| 2522 | |
| 2523 | /* Eliminate code that is now dead due to unused outputs being demoted. |
| 2524 | */ |
| 2525 | while (do_dead_code(sh->ir, false)) |
| 2526 | ; |
| 2527 | } |
| 2528 | else if (first == MESA_SHADER_FRAGMENT) { |
| 2529 | /* If the program only contains a fragment shader... |
| 2530 | */ |
| 2531 | gl_shader *const sh = prog->_LinkedShaders[first]; |
| 2532 | |
| 2533 | do_dead_builtin_varyings(ctx, NULL, sh, |
| 2534 | num_tfeedback_decls, tfeedback_decls); |
| 2535 | |
| 2536 | if (prog->SeparateShader) { |
| 2537 | if (!assign_varying_locations(ctx, mem_ctx, prog, |
| 2538 | NULL /* producer */, |
| 2539 | sh /* consumer */, |
| 2540 | 0 /* num_tfeedback_decls */, |
| 2541 | NULL /* tfeedback_decls */, |
| 2542 | 0 /* gs_input_vertices */)) |
| 2543 | goto done; |
| 2544 | } else |
| 2545 | demote_shader_inputs_and_outputs(sh, ir_var_shader_in); |
| 2546 | |
| 2547 | while (do_dead_code(sh->ir, false)) |
| 2548 | ; |
| 2549 | } |
| 2550 | |
| 2551 | next = last; |
| 2552 | for (int i = next - 1; i >= 0; i--) { |
| 2553 | if (prog->_LinkedShaders[i] == NULL) |
| 2554 | continue; |
| 2555 | |
| 2556 | gl_shader *const sh_i = prog->_LinkedShaders[i]; |
| 2557 | gl_shader *const sh_next = prog->_LinkedShaders[next]; |
| 2558 | unsigned gs_input_vertices = |
| 2559 | next == MESA_SHADER_GEOMETRY ? prog->Geom.VerticesIn : 0; |
| 2560 | |
| 2561 | if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next, |
| 2562 | next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0, |
| 2563 | tfeedback_decls, gs_input_vertices)) |
| 2564 | goto done; |
| 2565 | |
| 2566 | do_dead_builtin_varyings(ctx, sh_i, sh_next, |
| 2567 | next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0, |
| 2568 | tfeedback_decls); |
| 2569 | |
| 2570 | demote_shader_inputs_and_outputs(sh_i, ir_var_shader_out); |
| 2571 | demote_shader_inputs_and_outputs(sh_next, ir_var_shader_in); |
| 2572 | |
| 2573 | /* Eliminate code that is now dead due to unused outputs being demoted. |
| 2574 | */ |
| 2575 | while (do_dead_code(sh_i->ir, false)) |
| 2576 | ; |
| 2577 | while (do_dead_code(sh_next->ir, false)) |
| 2578 | ; |
| 2579 | |
| 2580 | /* This must be done after all dead varyings are eliminated. */ |
| 2581 | if (!check_against_output_limit(ctx, prog, sh_i)) |
| 2582 | goto done; |
| 2583 | if (!check_against_input_limit(ctx, prog, sh_next)) |
| 2584 | goto done; |
| 2585 | |
| 2586 | next = i; |
| 2587 | } |
| 2588 | |
| 2589 | if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls)) |
| 2590 | goto done; |
| 2591 | |
| 2592 | update_array_sizes(prog); |
| 2593 | link_assign_uniform_locations(prog); |
| 2594 | link_assign_atomic_counter_resources(ctx, prog); |
| 2595 | store_fragdepth_layout(prog); |
| 2596 | |
| 2597 | check_resources(ctx, prog); |
| 2598 | check_image_resources(ctx, prog); |
| 2599 | link_check_atomic_counter_resources(ctx, prog); |
| 2600 | |
| 2601 | if (!prog->LinkStatus) |
| 2602 | goto done; |
| 2603 | |
| 2604 | /* OpenGL ES requires that a vertex shader and a fragment shader both be |
| 2605 | * present in a linked program. GL_ARB_ES2_compatibility doesn't say |
| 2606 | * anything about shader linking when one of the shaders (vertex or |
| 2607 | * fragment shader) is absent. So, the extension shouldn't change the |
| 2608 | * behavior specified in GLSL specification. |
| 2609 | */ |
| 2610 | if (!prog->SeparateShader && ctx->API == API_OPENGLES2) { |
| 2611 | if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) { |
| 2612 | linker_error(prog, "program lacks a vertex shader\n"); |
| 2613 | } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) { |
| 2614 | linker_error(prog, "program lacks a fragment shader\n"); |
| 2615 | } |
| 2616 | } |
| 2617 | |
| 2618 | /* FINISHME: Assign fragment shader output locations. */ |
| 2619 | |
| 2620 | done: |
| 2621 | for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { |
| 2622 | free(shader_list[i]); |
| 2623 | if (prog->_LinkedShaders[i] == NULL) |
| 2624 | continue; |
| 2625 | |
| 2626 | /* Do a final validation step to make sure that the IR wasn't |
| 2627 | * invalidated by any modifications performed after intrastage linking. |
| 2628 | */ |
| 2629 | validate_ir_tree(prog->_LinkedShaders[i]->ir); |
| 2630 | |
| 2631 | /* Retain any live IR, but trash the rest. */ |
| 2632 | reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir); |
| 2633 | |
| 2634 | /* The symbol table in the linked shaders may contain references to |
| 2635 | * variables that were removed (e.g., unused uniforms). Since it may |
| 2636 | * contain junk, there is no possible valid use. Delete it and set the |
| 2637 | * pointer to NULL. |
| 2638 | */ |
| 2639 | delete prog->_LinkedShaders[i]->symbols; |
| 2640 | prog->_LinkedShaders[i]->symbols = NULL; |
| 2641 | } |
| 2642 | |
| 2643 | ralloc_free(mem_ctx); |
| 2644 | } |