2 * Copyright © 2010 Intel Corporation
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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,
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9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
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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
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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.
26 * GLSL linker implementation
28 * Given a set of shaders that are to be linked to generate a final program,
29 * there are three distinct stages.
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
35 * - Undefined references in each shader are resolve to definitions in
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.
42 * The result, in the terminology of the GLSL spec, is a set of shader
43 * executables for each processing unit.
45 * After the first stage is complete, a series of semantic checks are performed
46 * on each of the shader executables.
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
53 * In the final stage individual shader executables are linked to create a
54 * complete exectuable.
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.
64 * \author Ian Romanick <ian.d.romanick@intel.com>
67 #include "main/core.h"
68 #include "glsl_symbol_table.h"
71 #include "program/hash_table.h"
73 #include "ir_optimization.h"
76 #include "main/shaderobj.h"
80 * Visitor that determines whether or not a variable is ever written.
82 class find_assignment_visitor
: public ir_hierarchical_visitor
{
84 find_assignment_visitor(const char *name
)
85 : name(name
), found(false)
90 virtual ir_visitor_status
visit_enter(ir_assignment
*ir
)
92 ir_variable
*const var
= ir
->lhs
->variable_referenced();
94 if (strcmp(name
, var
->name
) == 0) {
99 return visit_continue_with_parent
;
102 virtual ir_visitor_status
visit_enter(ir_call
*ir
)
104 exec_list_iterator sig_iter
= ir
->get_callee()->parameters
.iterator();
105 foreach_iter(exec_list_iterator
, iter
, *ir
) {
106 ir_rvalue
*param_rval
= (ir_rvalue
*)iter
.get();
107 ir_variable
*sig_param
= (ir_variable
*)sig_iter
.get();
109 if (sig_param
->mode
== ir_var_out
||
110 sig_param
->mode
== ir_var_inout
) {
111 ir_variable
*var
= param_rval
->variable_referenced();
112 if (var
&& strcmp(name
, var
->name
) == 0) {
120 return visit_continue_with_parent
;
123 bool variable_found()
129 const char *name
; /**< Find writes to a variable with this name. */
130 bool found
; /**< Was a write to the variable found? */
135 * Visitor that determines whether or not a variable is ever read.
137 class find_deref_visitor
: public ir_hierarchical_visitor
{
139 find_deref_visitor(const char *name
)
140 : name(name
), found(false)
145 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
147 if (strcmp(this->name
, ir
->var
->name
) == 0) {
152 return visit_continue
;
155 bool variable_found() const
161 const char *name
; /**< Find writes to a variable with this name. */
162 bool found
; /**< Was a write to the variable found? */
167 linker_error_printf(gl_shader_program
*prog
, const char *fmt
, ...)
171 ralloc_strcat(&prog
->InfoLog
, "error: ");
173 ralloc_vasprintf_append(&prog
->InfoLog
, fmt
, ap
);
179 invalidate_variable_locations(gl_shader
*sh
, enum ir_variable_mode mode
,
182 foreach_list(node
, sh
->ir
) {
183 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
185 if ((var
== NULL
) || (var
->mode
!= (unsigned) mode
))
188 /* Only assign locations for generic attributes / varyings / etc.
190 if ((var
->location
>= generic_base
) && !var
->explicit_location
)
197 * Determine the number of attribute slots required for a particular type
199 * This code is here because it implements the language rules of a specific
200 * GLSL version. Since it's a property of the language and not a property of
201 * types in general, it doesn't really belong in glsl_type.
204 count_attribute_slots(const glsl_type
*t
)
206 /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
208 * "A scalar input counts the same amount against this limit as a vec4,
209 * so applications may want to consider packing groups of four
210 * unrelated float inputs together into a vector to better utilize the
211 * capabilities of the underlying hardware. A matrix input will use up
212 * multiple locations. The number of locations used will equal the
213 * number of columns in the matrix."
215 * The spec does not explicitly say how arrays are counted. However, it
216 * should be safe to assume the total number of slots consumed by an array
217 * is the number of entries in the array multiplied by the number of slots
218 * consumed by a single element of the array.
222 return t
->array_size() * count_attribute_slots(t
->element_type());
225 return t
->matrix_columns
;
232 * Verify that a vertex shader executable meets all semantic requirements
234 * \param shader Vertex shader executable to be verified
237 validate_vertex_shader_executable(struct gl_shader_program
*prog
,
238 struct gl_shader
*shader
)
243 find_assignment_visitor
find("gl_Position");
244 find
.run(shader
->ir
);
245 if (!find
.variable_found()) {
246 linker_error_printf(prog
,
247 "vertex shader does not write to `gl_Position'\n");
256 * Verify that a fragment shader executable meets all semantic requirements
258 * \param shader Fragment shader executable to be verified
261 validate_fragment_shader_executable(struct gl_shader_program
*prog
,
262 struct gl_shader
*shader
)
267 find_assignment_visitor
frag_color("gl_FragColor");
268 find_assignment_visitor
frag_data("gl_FragData");
270 frag_color
.run(shader
->ir
);
271 frag_data
.run(shader
->ir
);
273 if (frag_color
.variable_found() && frag_data
.variable_found()) {
274 linker_error_printf(prog
, "fragment shader writes to both "
275 "`gl_FragColor' and `gl_FragData'\n");
284 * Generate a string describing the mode of a variable
287 mode_string(const ir_variable
*var
)
291 return (var
->read_only
) ? "global constant" : "global variable";
293 case ir_var_uniform
: return "uniform";
294 case ir_var_in
: return "shader input";
295 case ir_var_out
: return "shader output";
296 case ir_var_inout
: return "shader inout";
298 case ir_var_const_in
:
299 case ir_var_temporary
:
301 assert(!"Should not get here.");
302 return "invalid variable";
308 * Perform validation of global variables used across multiple shaders
311 cross_validate_globals(struct gl_shader_program
*prog
,
312 struct gl_shader
**shader_list
,
313 unsigned num_shaders
,
316 /* Examine all of the uniforms in all of the shaders and cross validate
319 glsl_symbol_table variables
;
320 for (unsigned i
= 0; i
< num_shaders
; i
++) {
321 if (shader_list
[i
] == NULL
)
324 foreach_list(node
, shader_list
[i
]->ir
) {
325 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
330 if (uniforms_only
&& (var
->mode
!= ir_var_uniform
))
333 /* Don't cross validate temporaries that are at global scope. These
334 * will eventually get pulled into the shaders 'main'.
336 if (var
->mode
== ir_var_temporary
)
339 /* If a global with this name has already been seen, verify that the
340 * new instance has the same type. In addition, if the globals have
341 * initializers, the values of the initializers must be the same.
343 ir_variable
*const existing
= variables
.get_variable(var
->name
);
344 if (existing
!= NULL
) {
345 if (var
->type
!= existing
->type
) {
346 /* Consider the types to be "the same" if both types are arrays
347 * of the same type and one of the arrays is implicitly sized.
348 * In addition, set the type of the linked variable to the
349 * explicitly sized array.
351 if (var
->type
->is_array()
352 && existing
->type
->is_array()
353 && (var
->type
->fields
.array
== existing
->type
->fields
.array
)
354 && ((var
->type
->length
== 0)
355 || (existing
->type
->length
== 0))) {
356 if (var
->type
->length
!= 0) {
357 existing
->type
= var
->type
;
360 linker_error_printf(prog
, "%s `%s' declared as type "
361 "`%s' and type `%s'\n",
363 var
->name
, var
->type
->name
,
364 existing
->type
->name
);
369 if (var
->explicit_location
) {
370 if (existing
->explicit_location
371 && (var
->location
!= existing
->location
)) {
372 linker_error_printf(prog
, "explicit locations for %s "
373 "`%s' have differing values\n",
374 mode_string(var
), var
->name
);
378 existing
->location
= var
->location
;
379 existing
->explicit_location
= true;
382 /* Validate layout qualifiers for gl_FragDepth.
384 * From the AMD_conservative_depth spec:
385 * "If gl_FragDepth is redeclared in any fragment shader in
386 * a program, it must be redeclared in all fragment shaders in that
387 * program that have static assignments to gl_FragDepth. All
388 * redeclarations of gl_FragDepth in all fragment shaders in
389 * a single program must have the same set of qualifiers."
391 if (strcmp(var
->name
, "gl_FragDepth") == 0) {
392 bool layout_declared
= var
->depth_layout
!= ir_depth_layout_none
;
393 bool layout_differs
= var
->depth_layout
!= existing
->depth_layout
;
394 if (layout_declared
&& layout_differs
) {
395 linker_error_printf(prog
,
396 "All redeclarations of gl_FragDepth in all fragment shaders "
397 "in a single program must have the same set of qualifiers.");
399 if (var
->used
&& layout_differs
) {
400 linker_error_printf(prog
,
401 "If gl_FragDepth is redeclared with a layout qualifier in"
402 "any fragment shader, it must be redeclared with the same"
403 "layout qualifier in all fragment shaders that have"
404 "assignments to gl_FragDepth");
408 /* FINISHME: Handle non-constant initializers.
410 if (var
->constant_value
!= NULL
) {
411 if (existing
->constant_value
!= NULL
) {
412 if (!var
->constant_value
->has_value(existing
->constant_value
)) {
413 linker_error_printf(prog
, "initializers for %s "
414 "`%s' have differing values\n",
415 mode_string(var
), var
->name
);
419 /* If the first-seen instance of a particular uniform did not
420 * have an initializer but a later instance does, copy the
421 * initializer to the version stored in the symbol table.
423 /* FINISHME: This is wrong. The constant_value field should
424 * FINISHME: not be modified! Imagine a case where a shader
425 * FINISHME: without an initializer is linked in two different
426 * FINISHME: programs with shaders that have differing
427 * FINISHME: initializers. Linking with the first will
428 * FINISHME: modify the shader, and linking with the second
429 * FINISHME: will fail.
431 existing
->constant_value
=
432 var
->constant_value
->clone(ralloc_parent(existing
), NULL
);
435 if (existing
->invariant
!= var
->invariant
) {
436 linker_error_printf(prog
, "declarations for %s `%s' have "
437 "mismatching invariant qualifiers\n",
438 mode_string(var
), var
->name
);
441 if (existing
->centroid
!= var
->centroid
) {
442 linker_error_printf(prog
, "declarations for %s `%s' have "
443 "mismatching centroid qualifiers\n",
444 mode_string(var
), var
->name
);
448 variables
.add_variable(var
);
457 * Perform validation of uniforms used across multiple shader stages
460 cross_validate_uniforms(struct gl_shader_program
*prog
)
462 return cross_validate_globals(prog
, prog
->_LinkedShaders
,
463 MESA_SHADER_TYPES
, true);
468 * Validate that outputs from one stage match inputs of another
471 cross_validate_outputs_to_inputs(struct gl_shader_program
*prog
,
472 gl_shader
*producer
, gl_shader
*consumer
)
474 glsl_symbol_table parameters
;
475 /* FINISHME: Figure these out dynamically. */
476 const char *const producer_stage
= "vertex";
477 const char *const consumer_stage
= "fragment";
479 /* Find all shader outputs in the "producer" stage.
481 foreach_list(node
, producer
->ir
) {
482 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
484 /* FINISHME: For geometry shaders, this should also look for inout
485 * FINISHME: variables.
487 if ((var
== NULL
) || (var
->mode
!= ir_var_out
))
490 parameters
.add_variable(var
);
494 /* Find all shader inputs in the "consumer" stage. Any variables that have
495 * matching outputs already in the symbol table must have the same type and
498 foreach_list(node
, consumer
->ir
) {
499 ir_variable
*const input
= ((ir_instruction
*) node
)->as_variable();
501 /* FINISHME: For geometry shaders, this should also look for inout
502 * FINISHME: variables.
504 if ((input
== NULL
) || (input
->mode
!= ir_var_in
))
507 ir_variable
*const output
= parameters
.get_variable(input
->name
);
508 if (output
!= NULL
) {
509 /* Check that the types match between stages.
511 if (input
->type
!= output
->type
) {
512 /* There is a bit of a special case for gl_TexCoord. This
513 * built-in is unsized by default. Applications that variable
514 * access it must redeclare it with a size. There is some
515 * language in the GLSL spec that implies the fragment shader
516 * and vertex shader do not have to agree on this size. Other
517 * driver behave this way, and one or two applications seem to
520 * Neither declaration needs to be modified here because the array
521 * sizes are fixed later when update_array_sizes is called.
523 * From page 48 (page 54 of the PDF) of the GLSL 1.10 spec:
525 * "Unlike user-defined varying variables, the built-in
526 * varying variables don't have a strict one-to-one
527 * correspondence between the vertex language and the
528 * fragment language."
530 if (!output
->type
->is_array()
531 || (strncmp("gl_", output
->name
, 3) != 0)) {
532 linker_error_printf(prog
,
533 "%s shader output `%s' declared as "
534 "type `%s', but %s shader input declared "
536 producer_stage
, output
->name
,
538 consumer_stage
, input
->type
->name
);
543 /* Check that all of the qualifiers match between stages.
545 if (input
->centroid
!= output
->centroid
) {
546 linker_error_printf(prog
,
547 "%s shader output `%s' %s centroid qualifier, "
548 "but %s shader input %s centroid qualifier\n",
551 (output
->centroid
) ? "has" : "lacks",
553 (input
->centroid
) ? "has" : "lacks");
557 if (input
->invariant
!= output
->invariant
) {
558 linker_error_printf(prog
,
559 "%s shader output `%s' %s invariant qualifier, "
560 "but %s shader input %s invariant qualifier\n",
563 (output
->invariant
) ? "has" : "lacks",
565 (input
->invariant
) ? "has" : "lacks");
569 if (input
->interpolation
!= output
->interpolation
) {
570 linker_error_printf(prog
,
571 "%s shader output `%s' specifies %s "
572 "interpolation qualifier, "
573 "but %s shader input specifies %s "
574 "interpolation qualifier\n",
577 output
->interpolation_string(),
579 input
->interpolation_string());
590 * Populates a shaders symbol table with all global declarations
593 populate_symbol_table(gl_shader
*sh
)
595 sh
->symbols
= new(sh
) glsl_symbol_table
;
597 foreach_list(node
, sh
->ir
) {
598 ir_instruction
*const inst
= (ir_instruction
*) node
;
602 if ((func
= inst
->as_function()) != NULL
) {
603 sh
->symbols
->add_function(func
);
604 } else if ((var
= inst
->as_variable()) != NULL
) {
605 sh
->symbols
->add_variable(var
);
612 * Remap variables referenced in an instruction tree
614 * This is used when instruction trees are cloned from one shader and placed in
615 * another. These trees will contain references to \c ir_variable nodes that
616 * do not exist in the target shader. This function finds these \c ir_variable
617 * references and replaces the references with matching variables in the target
620 * If there is no matching variable in the target shader, a clone of the
621 * \c ir_variable is made and added to the target shader. The new variable is
622 * added to \b both the instruction stream and the symbol table.
624 * \param inst IR tree that is to be processed.
625 * \param symbols Symbol table containing global scope symbols in the
627 * \param instructions Instruction stream where new variable declarations
631 remap_variables(ir_instruction
*inst
, struct gl_shader
*target
,
634 class remap_visitor
: public ir_hierarchical_visitor
{
636 remap_visitor(struct gl_shader
*target
,
639 this->target
= target
;
640 this->symbols
= target
->symbols
;
641 this->instructions
= target
->ir
;
645 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
647 if (ir
->var
->mode
== ir_var_temporary
) {
648 ir_variable
*var
= (ir_variable
*) hash_table_find(temps
, ir
->var
);
652 return visit_continue
;
655 ir_variable
*const existing
=
656 this->symbols
->get_variable(ir
->var
->name
);
657 if (existing
!= NULL
)
660 ir_variable
*copy
= ir
->var
->clone(this->target
, NULL
);
662 this->symbols
->add_variable(copy
);
663 this->instructions
->push_head(copy
);
667 return visit_continue
;
671 struct gl_shader
*target
;
672 glsl_symbol_table
*symbols
;
673 exec_list
*instructions
;
677 remap_visitor
v(target
, temps
);
684 * Move non-declarations from one instruction stream to another
686 * The intended usage pattern of this function is to pass the pointer to the
687 * head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node
688 * pointer) for \c last and \c false for \c make_copies on the first
689 * call. Successive calls pass the return value of the previous call for
690 * \c last and \c true for \c make_copies.
692 * \param instructions Source instruction stream
693 * \param last Instruction after which new instructions should be
694 * inserted in the target instruction stream
695 * \param make_copies Flag selecting whether instructions in \c instructions
696 * should be copied (via \c ir_instruction::clone) into the
697 * target list or moved.
700 * The new "last" instruction in the target instruction stream. This pointer
701 * is suitable for use as the \c last parameter of a later call to this
705 move_non_declarations(exec_list
*instructions
, exec_node
*last
,
706 bool make_copies
, gl_shader
*target
)
708 hash_table
*temps
= NULL
;
711 temps
= hash_table_ctor(0, hash_table_pointer_hash
,
712 hash_table_pointer_compare
);
714 foreach_list_safe(node
, instructions
) {
715 ir_instruction
*inst
= (ir_instruction
*) node
;
717 if (inst
->as_function())
720 ir_variable
*var
= inst
->as_variable();
721 if ((var
!= NULL
) && (var
->mode
!= ir_var_temporary
))
724 assert(inst
->as_assignment()
725 || ((var
!= NULL
) && (var
->mode
== ir_var_temporary
)));
728 inst
= inst
->clone(target
, NULL
);
731 hash_table_insert(temps
, inst
, var
);
733 remap_variables(inst
, target
, temps
);
738 last
->insert_after(inst
);
743 hash_table_dtor(temps
);
749 * Get the function signature for main from a shader
751 static ir_function_signature
*
752 get_main_function_signature(gl_shader
*sh
)
754 ir_function
*const f
= sh
->symbols
->get_function("main");
756 exec_list void_parameters
;
758 /* Look for the 'void main()' signature and ensure that it's defined.
759 * This keeps the linker from accidentally pick a shader that just
760 * contains a prototype for main.
762 * We don't have to check for multiple definitions of main (in multiple
763 * shaders) because that would have already been caught above.
765 ir_function_signature
*sig
= f
->matching_signature(&void_parameters
);
766 if ((sig
!= NULL
) && sig
->is_defined
) {
776 * Combine a group of shaders for a single stage to generate a linked shader
779 * If this function is supplied a single shader, it is cloned, and the new
780 * shader is returned.
782 static struct gl_shader
*
783 link_intrastage_shaders(void *mem_ctx
,
784 struct gl_context
*ctx
,
785 struct gl_shader_program
*prog
,
786 struct gl_shader
**shader_list
,
787 unsigned num_shaders
)
789 /* Check that global variables defined in multiple shaders are consistent.
791 if (!cross_validate_globals(prog
, shader_list
, num_shaders
, false))
794 /* Check that there is only a single definition of each function signature
795 * across all shaders.
797 for (unsigned i
= 0; i
< (num_shaders
- 1); i
++) {
798 foreach_list(node
, shader_list
[i
]->ir
) {
799 ir_function
*const f
= ((ir_instruction
*) node
)->as_function();
804 for (unsigned j
= i
+ 1; j
< num_shaders
; j
++) {
805 ir_function
*const other
=
806 shader_list
[j
]->symbols
->get_function(f
->name
);
808 /* If the other shader has no function (and therefore no function
809 * signatures) with the same name, skip to the next shader.
814 foreach_iter (exec_list_iterator
, iter
, *f
) {
815 ir_function_signature
*sig
=
816 (ir_function_signature
*) iter
.get();
818 if (!sig
->is_defined
|| sig
->is_builtin
)
821 ir_function_signature
*other_sig
=
822 other
->exact_matching_signature(& sig
->parameters
);
824 if ((other_sig
!= NULL
) && other_sig
->is_defined
825 && !other_sig
->is_builtin
) {
826 linker_error_printf(prog
,
827 "function `%s' is multiply defined",
836 /* Find the shader that defines main, and make a clone of it.
838 * Starting with the clone, search for undefined references. If one is
839 * found, find the shader that defines it. Clone the reference and add
840 * it to the shader. Repeat until there are no undefined references or
841 * until a reference cannot be resolved.
843 gl_shader
*main
= NULL
;
844 for (unsigned i
= 0; i
< num_shaders
; i
++) {
845 if (get_main_function_signature(shader_list
[i
]) != NULL
) {
846 main
= shader_list
[i
];
852 linker_error_printf(prog
, "%s shader lacks `main'\n",
853 (shader_list
[0]->Type
== GL_VERTEX_SHADER
)
854 ? "vertex" : "fragment");
858 gl_shader
*linked
= ctx
->Driver
.NewShader(NULL
, 0, main
->Type
);
859 linked
->ir
= new(linked
) exec_list
;
860 clone_ir_list(mem_ctx
, linked
->ir
, main
->ir
);
862 populate_symbol_table(linked
);
864 /* The a pointer to the main function in the final linked shader (i.e., the
865 * copy of the original shader that contained the main function).
867 ir_function_signature
*const main_sig
= get_main_function_signature(linked
);
869 /* Move any instructions other than variable declarations or function
870 * declarations into main.
872 exec_node
*insertion_point
=
873 move_non_declarations(linked
->ir
, (exec_node
*) &main_sig
->body
, false,
876 for (unsigned i
= 0; i
< num_shaders
; i
++) {
877 if (shader_list
[i
] == main
)
880 insertion_point
= move_non_declarations(shader_list
[i
]->ir
,
881 insertion_point
, true, linked
);
884 /* Resolve initializers for global variables in the linked shader.
886 unsigned num_linking_shaders
= num_shaders
;
887 for (unsigned i
= 0; i
< num_shaders
; i
++)
888 num_linking_shaders
+= shader_list
[i
]->num_builtins_to_link
;
890 gl_shader
**linking_shaders
=
891 (gl_shader
**) calloc(num_linking_shaders
, sizeof(gl_shader
*));
893 memcpy(linking_shaders
, shader_list
,
894 sizeof(linking_shaders
[0]) * num_shaders
);
896 unsigned idx
= num_shaders
;
897 for (unsigned i
= 0; i
< num_shaders
; i
++) {
898 memcpy(&linking_shaders
[idx
], shader_list
[i
]->builtins_to_link
,
899 sizeof(linking_shaders
[0]) * shader_list
[i
]->num_builtins_to_link
);
900 idx
+= shader_list
[i
]->num_builtins_to_link
;
903 assert(idx
== num_linking_shaders
);
905 if (!link_function_calls(prog
, linked
, linking_shaders
,
906 num_linking_shaders
)) {
907 ctx
->Driver
.DeleteShader(ctx
, linked
);
911 free(linking_shaders
);
913 /* Make a pass over all variable declarations to ensure that arrays with
914 * unspecified sizes have a size specified. The size is inferred from the
915 * max_array_access field.
917 if (linked
!= NULL
) {
918 class array_sizing_visitor
: public ir_hierarchical_visitor
{
920 virtual ir_visitor_status
visit(ir_variable
*var
)
922 if (var
->type
->is_array() && (var
->type
->length
== 0)) {
923 const glsl_type
*type
=
924 glsl_type::get_array_instance(var
->type
->fields
.array
,
925 var
->max_array_access
+ 1);
927 assert(type
!= NULL
);
931 return visit_continue
;
942 struct uniform_node
{
944 struct gl_uniform
*u
;
949 * Update the sizes of linked shader uniform arrays to the maximum
952 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
954 * If one or more elements of an array are active,
955 * GetActiveUniform will return the name of the array in name,
956 * subject to the restrictions listed above. The type of the array
957 * is returned in type. The size parameter contains the highest
958 * array element index used, plus one. The compiler or linker
959 * determines the highest index used. There will be only one
960 * active uniform reported by the GL per uniform array.
964 update_array_sizes(struct gl_shader_program
*prog
)
966 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
967 if (prog
->_LinkedShaders
[i
] == NULL
)
970 foreach_list(node
, prog
->_LinkedShaders
[i
]->ir
) {
971 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
973 if ((var
== NULL
) || (var
->mode
!= ir_var_uniform
&&
974 var
->mode
!= ir_var_in
&&
975 var
->mode
!= ir_var_out
) ||
976 !var
->type
->is_array())
979 unsigned int size
= var
->max_array_access
;
980 for (unsigned j
= 0; j
< MESA_SHADER_TYPES
; j
++) {
981 if (prog
->_LinkedShaders
[j
] == NULL
)
984 foreach_list(node2
, prog
->_LinkedShaders
[j
]->ir
) {
985 ir_variable
*other_var
= ((ir_instruction
*) node2
)->as_variable();
989 if (strcmp(var
->name
, other_var
->name
) == 0 &&
990 other_var
->max_array_access
> size
) {
991 size
= other_var
->max_array_access
;
996 if (size
+ 1 != var
->type
->fields
.array
->length
) {
997 /* If this is a built-in uniform (i.e., it's backed by some
998 * fixed-function state), adjust the number of state slots to
999 * match the new array size. The number of slots per array entry
1000 * is not known. It seems safe to assume that the total number of
1001 * slots is an integer multiple of the number of array elements.
1002 * Determine the number of slots per array element by dividing by
1003 * the old (total) size.
1005 if (var
->num_state_slots
> 0) {
1006 var
->num_state_slots
= (size
+ 1)
1007 * (var
->num_state_slots
/ var
->type
->length
);
1010 var
->type
= glsl_type::get_array_instance(var
->type
->fields
.array
,
1012 /* FINISHME: We should update the types of array
1013 * dereferences of this variable now.
1021 add_uniform(void *mem_ctx
, exec_list
*uniforms
, struct hash_table
*ht
,
1022 const char *name
, const glsl_type
*type
, GLenum shader_type
,
1023 unsigned *next_shader_pos
, unsigned *total_uniforms
)
1025 if (type
->is_record()) {
1026 for (unsigned int i
= 0; i
< type
->length
; i
++) {
1027 const glsl_type
*field_type
= type
->fields
.structure
[i
].type
;
1028 char *field_name
= ralloc_asprintf(mem_ctx
, "%s.%s", name
,
1029 type
->fields
.structure
[i
].name
);
1031 add_uniform(mem_ctx
, uniforms
, ht
, field_name
, field_type
,
1032 shader_type
, next_shader_pos
, total_uniforms
);
1035 uniform_node
*n
= (uniform_node
*) hash_table_find(ht
, name
);
1036 unsigned int vec4_slots
;
1037 const glsl_type
*array_elem_type
= NULL
;
1039 if (type
->is_array()) {
1040 array_elem_type
= type
->fields
.array
;
1041 /* Array of structures. */
1042 if (array_elem_type
->is_record()) {
1043 for (unsigned int i
= 0; i
< type
->length
; i
++) {
1044 char *elem_name
= ralloc_asprintf(mem_ctx
, "%s[%d]", name
, i
);
1045 add_uniform(mem_ctx
, uniforms
, ht
, elem_name
, array_elem_type
,
1046 shader_type
, next_shader_pos
, total_uniforms
);
1052 /* Fix the storage size of samplers at 1 vec4 each. Be sure to pad out
1053 * vectors to vec4 slots.
1055 if (type
->is_array()) {
1056 if (array_elem_type
->is_sampler())
1057 vec4_slots
= type
->length
;
1059 vec4_slots
= type
->length
* array_elem_type
->matrix_columns
;
1060 } else if (type
->is_sampler()) {
1063 vec4_slots
= type
->matrix_columns
;
1067 n
= (uniform_node
*) calloc(1, sizeof(struct uniform_node
));
1068 n
->u
= (gl_uniform
*) calloc(1, sizeof(struct gl_uniform
));
1069 n
->slots
= vec4_slots
;
1071 n
->u
->Name
= strdup(name
);
1076 (*total_uniforms
)++;
1078 hash_table_insert(ht
, n
, name
);
1079 uniforms
->push_tail(& n
->link
);
1082 switch (shader_type
) {
1083 case GL_VERTEX_SHADER
:
1084 n
->u
->VertPos
= *next_shader_pos
;
1086 case GL_FRAGMENT_SHADER
:
1087 n
->u
->FragPos
= *next_shader_pos
;
1089 case GL_GEOMETRY_SHADER
:
1090 n
->u
->GeomPos
= *next_shader_pos
;
1094 (*next_shader_pos
) += vec4_slots
;
1099 assign_uniform_locations(struct gl_shader_program
*prog
)
1103 unsigned total_uniforms
= 0;
1104 hash_table
*ht
= hash_table_ctor(32, hash_table_string_hash
,
1105 hash_table_string_compare
);
1106 void *mem_ctx
= ralloc_context(NULL
);
1108 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
1109 if (prog
->_LinkedShaders
[i
] == NULL
)
1112 unsigned next_position
= 0;
1114 foreach_list(node
, prog
->_LinkedShaders
[i
]->ir
) {
1115 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
1117 if ((var
== NULL
) || (var
->mode
!= ir_var_uniform
))
1120 if (strncmp(var
->name
, "gl_", 3) == 0) {
1121 /* At the moment, we don't allocate uniform locations for
1122 * builtin uniforms. It's permitted by spec, and we'll
1123 * likely switch to doing that at some point, but not yet.
1128 var
->location
= next_position
;
1129 add_uniform(mem_ctx
, &uniforms
, ht
, var
->name
, var
->type
,
1130 prog
->_LinkedShaders
[i
]->Type
,
1131 &next_position
, &total_uniforms
);
1135 ralloc_free(mem_ctx
);
1137 gl_uniform_list
*ul
= (gl_uniform_list
*)
1138 calloc(1, sizeof(gl_uniform_list
));
1140 ul
->Size
= total_uniforms
;
1141 ul
->NumUniforms
= total_uniforms
;
1142 ul
->Uniforms
= (gl_uniform
*) calloc(total_uniforms
, sizeof(gl_uniform
));
1146 for (uniform_node
*node
= (uniform_node
*) uniforms
.head
1147 ; node
->link
.next
!= NULL
1149 next
= (uniform_node
*) node
->link
.next
;
1151 node
->link
.remove();
1152 memcpy(&ul
->Uniforms
[idx
], node
->u
, sizeof(gl_uniform
));
1159 hash_table_dtor(ht
);
1161 prog
->Uniforms
= ul
;
1166 * Find a contiguous set of available bits in a bitmask.
1168 * \param used_mask Bits representing used (1) and unused (0) locations
1169 * \param needed_count Number of contiguous bits needed.
1172 * Base location of the available bits on success or -1 on failure.
1175 find_available_slots(unsigned used_mask
, unsigned needed_count
)
1177 unsigned needed_mask
= (1 << needed_count
) - 1;
1178 const int max_bit_to_test
= (8 * sizeof(used_mask
)) - needed_count
;
1180 /* The comparison to 32 is redundant, but without it GCC emits "warning:
1181 * cannot optimize possibly infinite loops" for the loop below.
1183 if ((needed_count
== 0) || (max_bit_to_test
< 0) || (max_bit_to_test
> 32))
1186 for (int i
= 0; i
<= max_bit_to_test
; i
++) {
1187 if ((needed_mask
& ~used_mask
) == needed_mask
)
1198 * Assign locations for either VS inputs for FS outputs
1200 * \param prog Shader program whose variables need locations assigned
1201 * \param target_index Selector for the program target to receive location
1202 * assignmnets. Must be either \c MESA_SHADER_VERTEX or
1203 * \c MESA_SHADER_FRAGMENT.
1204 * \param max_index Maximum number of generic locations. This corresponds
1205 * to either the maximum number of draw buffers or the
1206 * maximum number of generic attributes.
1209 * If locations are successfully assigned, true is returned. Otherwise an
1210 * error is emitted to the shader link log and false is returned.
1213 * Locations set via \c glBindFragDataLocation are not currently supported.
1214 * Only locations assigned automatically by the linker, explicitly set by a
1215 * layout qualifier, or explicitly set by a built-in variable (e.g., \c
1216 * gl_FragColor) are supported for fragment shaders.
1219 assign_attribute_or_color_locations(gl_shader_program
*prog
,
1220 unsigned target_index
,
1223 /* Mark invalid locations as being used.
1225 unsigned used_locations
= (max_index
>= 32)
1226 ? ~0 : ~((1 << max_index
) - 1);
1228 assert((target_index
== MESA_SHADER_VERTEX
)
1229 || (target_index
== MESA_SHADER_FRAGMENT
));
1231 gl_shader
*const sh
= prog
->_LinkedShaders
[target_index
];
1235 /* Operate in a total of four passes.
1237 * 1. Invalidate the location assignments for all vertex shader inputs.
1239 * 2. Assign locations for inputs that have user-defined (via
1240 * glBindVertexAttribLocation) locations.
1242 * 3. Sort the attributes without assigned locations by number of slots
1243 * required in decreasing order. Fragmentation caused by attribute
1244 * locations assigned by the application may prevent large attributes
1245 * from having enough contiguous space.
1247 * 4. Assign locations to any inputs without assigned locations.
1250 const int generic_base
= (target_index
== MESA_SHADER_VERTEX
)
1251 ? (int) VERT_ATTRIB_GENERIC0
: (int) FRAG_RESULT_DATA0
;
1253 const enum ir_variable_mode direction
=
1254 (target_index
== MESA_SHADER_VERTEX
) ? ir_var_in
: ir_var_out
;
1257 invalidate_variable_locations(sh
, direction
, generic_base
);
1259 if ((target_index
== MESA_SHADER_VERTEX
) && (prog
->Attributes
!= NULL
)) {
1260 for (unsigned i
= 0; i
< prog
->Attributes
->NumParameters
; i
++) {
1261 ir_variable
*const var
=
1262 sh
->symbols
->get_variable(prog
->Attributes
->Parameters
[i
].Name
);
1264 /* Note: attributes that occupy multiple slots, such as arrays or
1265 * matrices, may appear in the attrib array multiple times.
1267 if ((var
== NULL
) || (var
->location
!= -1))
1270 /* From page 61 of the OpenGL 4.0 spec:
1272 * "LinkProgram will fail if the attribute bindings assigned by
1273 * BindAttribLocation do not leave not enough space to assign a
1274 * location for an active matrix attribute or an active attribute
1275 * array, both of which require multiple contiguous generic
1278 * Previous versions of the spec contain similar language but omit the
1279 * bit about attribute arrays.
1281 * Page 61 of the OpenGL 4.0 spec also says:
1283 * "It is possible for an application to bind more than one
1284 * attribute name to the same location. This is referred to as
1285 * aliasing. This will only work if only one of the aliased
1286 * attributes is active in the executable program, or if no path
1287 * through the shader consumes more than one attribute of a set
1288 * of attributes aliased to the same location. A link error can
1289 * occur if the linker determines that every path through the
1290 * shader consumes multiple aliased attributes, but
1291 * implementations are not required to generate an error in this
1294 * These two paragraphs are either somewhat contradictory, or I don't
1295 * fully understand one or both of them.
1297 /* FINISHME: The code as currently written does not support attribute
1298 * FINISHME: location aliasing (see comment above).
1300 const int attr
= prog
->Attributes
->Parameters
[i
].StateIndexes
[0];
1301 const unsigned slots
= count_attribute_slots(var
->type
);
1303 /* Mask representing the contiguous slots that will be used by this
1306 const unsigned use_mask
= (1 << slots
) - 1;
1308 /* Generate a link error if the set of bits requested for this
1309 * attribute overlaps any previously allocated bits.
1311 if ((~(use_mask
<< attr
) & used_locations
) != used_locations
) {
1312 linker_error_printf(prog
,
1313 "insufficient contiguous attribute locations "
1314 "available for vertex shader input `%s'",
1319 var
->location
= VERT_ATTRIB_GENERIC0
+ attr
;
1320 used_locations
|= (use_mask
<< attr
);
1324 /* Temporary storage for the set of attributes that need locations assigned.
1330 /* Used below in the call to qsort. */
1331 static int compare(const void *a
, const void *b
)
1333 const temp_attr
*const l
= (const temp_attr
*) a
;
1334 const temp_attr
*const r
= (const temp_attr
*) b
;
1336 /* Reversed because we want a descending order sort below. */
1337 return r
->slots
- l
->slots
;
1341 unsigned num_attr
= 0;
1343 foreach_list(node
, sh
->ir
) {
1344 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
1346 if ((var
== NULL
) || (var
->mode
!= (unsigned) direction
))
1349 if (var
->explicit_location
) {
1350 const unsigned slots
= count_attribute_slots(var
->type
);
1351 const unsigned use_mask
= (1 << slots
) - 1;
1352 const int attr
= var
->location
- generic_base
;
1354 if ((var
->location
>= (int)(max_index
+ generic_base
))
1355 || (var
->location
< 0)) {
1356 linker_error_printf(prog
,
1357 "invalid explicit location %d specified for "
1359 (var
->location
< 0) ? var
->location
: attr
,
1362 } else if (var
->location
>= generic_base
) {
1363 used_locations
|= (use_mask
<< attr
);
1367 /* The location was explicitly assigned, nothing to do here.
1369 if (var
->location
!= -1)
1372 to_assign
[num_attr
].slots
= count_attribute_slots(var
->type
);
1373 to_assign
[num_attr
].var
= var
;
1377 /* If all of the attributes were assigned locations by the application (or
1378 * are built-in attributes with fixed locations), return early. This should
1379 * be the common case.
1384 qsort(to_assign
, num_attr
, sizeof(to_assign
[0]), temp_attr::compare
);
1386 if (target_index
== MESA_SHADER_VERTEX
) {
1387 /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can
1388 * only be explicitly assigned by via glBindAttribLocation. Mark it as
1389 * reserved to prevent it from being automatically allocated below.
1391 find_deref_visitor
find("gl_Vertex");
1393 if (find
.variable_found())
1394 used_locations
|= (1 << 0);
1397 for (unsigned i
= 0; i
< num_attr
; i
++) {
1398 /* Mask representing the contiguous slots that will be used by this
1401 const unsigned use_mask
= (1 << to_assign
[i
].slots
) - 1;
1403 int location
= find_available_slots(used_locations
, to_assign
[i
].slots
);
1406 const char *const string
= (target_index
== MESA_SHADER_VERTEX
)
1407 ? "vertex shader input" : "fragment shader output";
1409 linker_error_printf(prog
,
1410 "insufficient contiguous attribute locations "
1411 "available for %s `%s'",
1412 string
, to_assign
[i
].var
->name
);
1416 to_assign
[i
].var
->location
= generic_base
+ location
;
1417 used_locations
|= (use_mask
<< location
);
1425 * Demote shader inputs and outputs that are not used in other stages
1428 demote_shader_inputs_and_outputs(gl_shader
*sh
, enum ir_variable_mode mode
)
1430 foreach_list(node
, sh
->ir
) {
1431 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
1433 if ((var
== NULL
) || (var
->mode
!= int(mode
)))
1436 /* A shader 'in' or 'out' variable is only really an input or output if
1437 * its value is used by other shader stages. This will cause the variable
1438 * to have a location assigned.
1440 if (var
->location
== -1) {
1441 var
->mode
= ir_var_auto
;
1448 assign_varying_locations(struct gl_context
*ctx
,
1449 struct gl_shader_program
*prog
,
1450 gl_shader
*producer
, gl_shader
*consumer
)
1452 /* FINISHME: Set dynamically when geometry shader support is added. */
1453 unsigned output_index
= VERT_RESULT_VAR0
;
1454 unsigned input_index
= FRAG_ATTRIB_VAR0
;
1456 /* Operate in a total of three passes.
1458 * 1. Assign locations for any matching inputs and outputs.
1460 * 2. Mark output variables in the producer that do not have locations as
1461 * not being outputs. This lets the optimizer eliminate them.
1463 * 3. Mark input variables in the consumer that do not have locations as
1464 * not being inputs. This lets the optimizer eliminate them.
1467 invalidate_variable_locations(producer
, ir_var_out
, VERT_RESULT_VAR0
);
1468 invalidate_variable_locations(consumer
, ir_var_in
, FRAG_ATTRIB_VAR0
);
1470 foreach_list(node
, producer
->ir
) {
1471 ir_variable
*const output_var
= ((ir_instruction
*) node
)->as_variable();
1473 if ((output_var
== NULL
) || (output_var
->mode
!= ir_var_out
)
1474 || (output_var
->location
!= -1))
1477 ir_variable
*const input_var
=
1478 consumer
->symbols
->get_variable(output_var
->name
);
1480 if ((input_var
== NULL
) || (input_var
->mode
!= ir_var_in
))
1483 assert(input_var
->location
== -1);
1485 output_var
->location
= output_index
;
1486 input_var
->location
= input_index
;
1488 /* FINISHME: Support for "varying" records in GLSL 1.50. */
1489 assert(!output_var
->type
->is_record());
1491 if (output_var
->type
->is_array()) {
1492 const unsigned slots
= output_var
->type
->length
1493 * output_var
->type
->fields
.array
->matrix_columns
;
1495 output_index
+= slots
;
1496 input_index
+= slots
;
1498 const unsigned slots
= output_var
->type
->matrix_columns
;
1500 output_index
+= slots
;
1501 input_index
+= slots
;
1505 unsigned varying_vectors
= 0;
1507 foreach_list(node
, consumer
->ir
) {
1508 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
1510 if ((var
== NULL
) || (var
->mode
!= ir_var_in
))
1513 if (var
->location
== -1) {
1514 if (prog
->Version
<= 120) {
1515 /* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec:
1517 * Only those varying variables used (i.e. read) in
1518 * the fragment shader executable must be written to
1519 * by the vertex shader executable; declaring
1520 * superfluous varying variables in a vertex shader is
1523 * We interpret this text as meaning that the VS must
1524 * write the variable for the FS to read it. See
1525 * "glsl1-varying read but not written" in piglit.
1528 linker_error_printf(prog
, "fragment shader varying %s not written "
1529 "by vertex shader\n.", var
->name
);
1530 prog
->LinkStatus
= false;
1533 /* An 'in' variable is only really a shader input if its
1534 * value is written by the previous stage.
1536 var
->mode
= ir_var_auto
;
1538 /* The packing rules are used for vertex shader inputs are also used
1539 * for fragment shader inputs.
1541 varying_vectors
+= count_attribute_slots(var
->type
);
1545 if (ctx
->API
== API_OPENGLES2
|| prog
->Version
== 100) {
1546 if (varying_vectors
> ctx
->Const
.MaxVarying
) {
1547 linker_error_printf(prog
, "shader uses too many varying vectors "
1549 varying_vectors
, ctx
->Const
.MaxVarying
);
1553 const unsigned float_components
= varying_vectors
* 4;
1554 if (float_components
> ctx
->Const
.MaxVarying
* 4) {
1555 linker_error_printf(prog
, "shader uses too many varying components "
1557 float_components
, ctx
->Const
.MaxVarying
* 4);
1567 link_shaders(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
1569 void *mem_ctx
= ralloc_context(NULL
); // temporary linker context
1571 prog
->LinkStatus
= false;
1572 prog
->Validated
= false;
1573 prog
->_Used
= false;
1575 if (prog
->InfoLog
!= NULL
)
1576 ralloc_free(prog
->InfoLog
);
1578 prog
->InfoLog
= ralloc_strdup(NULL
, "");
1580 /* Separate the shaders into groups based on their type.
1582 struct gl_shader
**vert_shader_list
;
1583 unsigned num_vert_shaders
= 0;
1584 struct gl_shader
**frag_shader_list
;
1585 unsigned num_frag_shaders
= 0;
1587 vert_shader_list
= (struct gl_shader
**)
1588 calloc(2 * prog
->NumShaders
, sizeof(struct gl_shader
*));
1589 frag_shader_list
= &vert_shader_list
[prog
->NumShaders
];
1591 unsigned min_version
= UINT_MAX
;
1592 unsigned max_version
= 0;
1593 for (unsigned i
= 0; i
< prog
->NumShaders
; i
++) {
1594 min_version
= MIN2(min_version
, prog
->Shaders
[i
]->Version
);
1595 max_version
= MAX2(max_version
, prog
->Shaders
[i
]->Version
);
1597 switch (prog
->Shaders
[i
]->Type
) {
1598 case GL_VERTEX_SHADER
:
1599 vert_shader_list
[num_vert_shaders
] = prog
->Shaders
[i
];
1602 case GL_FRAGMENT_SHADER
:
1603 frag_shader_list
[num_frag_shaders
] = prog
->Shaders
[i
];
1606 case GL_GEOMETRY_SHADER
:
1607 /* FINISHME: Support geometry shaders. */
1608 assert(prog
->Shaders
[i
]->Type
!= GL_GEOMETRY_SHADER
);
1613 /* Previous to GLSL version 1.30, different compilation units could mix and
1614 * match shading language versions. With GLSL 1.30 and later, the versions
1615 * of all shaders must match.
1617 assert(min_version
>= 100);
1618 assert(max_version
<= 130);
1619 if ((max_version
>= 130 || min_version
== 100)
1620 && min_version
!= max_version
) {
1621 linker_error_printf(prog
, "all shaders must use same shading "
1622 "language version\n");
1626 prog
->Version
= max_version
;
1628 for (unsigned int i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
1629 if (prog
->_LinkedShaders
[i
] != NULL
)
1630 ctx
->Driver
.DeleteShader(ctx
, prog
->_LinkedShaders
[i
]);
1632 prog
->_LinkedShaders
[i
] = NULL
;
1635 /* Link all shaders for a particular stage and validate the result.
1637 if (num_vert_shaders
> 0) {
1638 gl_shader
*const sh
=
1639 link_intrastage_shaders(mem_ctx
, ctx
, prog
, vert_shader_list
,
1645 if (!validate_vertex_shader_executable(prog
, sh
))
1648 _mesa_reference_shader(ctx
, &prog
->_LinkedShaders
[MESA_SHADER_VERTEX
],
1652 if (num_frag_shaders
> 0) {
1653 gl_shader
*const sh
=
1654 link_intrastage_shaders(mem_ctx
, ctx
, prog
, frag_shader_list
,
1660 if (!validate_fragment_shader_executable(prog
, sh
))
1663 _mesa_reference_shader(ctx
, &prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
],
1667 /* Here begins the inter-stage linking phase. Some initial validation is
1668 * performed, then locations are assigned for uniforms, attributes, and
1671 if (cross_validate_uniforms(prog
)) {
1674 for (prev
= 0; prev
< MESA_SHADER_TYPES
; prev
++) {
1675 if (prog
->_LinkedShaders
[prev
] != NULL
)
1679 /* Validate the inputs of each stage with the output of the preceding
1682 for (unsigned i
= prev
+ 1; i
< MESA_SHADER_TYPES
; i
++) {
1683 if (prog
->_LinkedShaders
[i
] == NULL
)
1686 if (!cross_validate_outputs_to_inputs(prog
,
1687 prog
->_LinkedShaders
[prev
],
1688 prog
->_LinkedShaders
[i
]))
1694 prog
->LinkStatus
= true;
1697 /* Do common optimization before assigning storage for attributes,
1698 * uniforms, and varyings. Later optimization could possibly make
1699 * some of that unused.
1701 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
1702 if (prog
->_LinkedShaders
[i
] == NULL
)
1705 detect_recursion_linked(prog
, prog
->_LinkedShaders
[i
]->ir
);
1706 if (!prog
->LinkStatus
)
1709 while (do_common_optimization(prog
->_LinkedShaders
[i
]->ir
, true, 32))
1713 update_array_sizes(prog
);
1715 assign_uniform_locations(prog
);
1717 /* FINISHME: The value of the max_attribute_index parameter is
1718 * FINISHME: implementation dependent based on the value of
1719 * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
1720 * FINISHME: at least 16, so hardcode 16 for now.
1722 if (!assign_attribute_or_color_locations(prog
, MESA_SHADER_VERTEX
, 16)) {
1723 prog
->LinkStatus
= false;
1727 if (!assign_attribute_or_color_locations(prog
, MESA_SHADER_FRAGMENT
, ctx
->Const
.MaxDrawBuffers
)) {
1728 prog
->LinkStatus
= false;
1733 for (prev
= 0; prev
< MESA_SHADER_TYPES
; prev
++) {
1734 if (prog
->_LinkedShaders
[prev
] != NULL
)
1738 for (unsigned i
= prev
+ 1; i
< MESA_SHADER_TYPES
; i
++) {
1739 if (prog
->_LinkedShaders
[i
] == NULL
)
1742 if (!assign_varying_locations(ctx
, prog
,
1743 prog
->_LinkedShaders
[prev
],
1744 prog
->_LinkedShaders
[i
])) {
1745 prog
->LinkStatus
= false;
1752 if (prog
->_LinkedShaders
[MESA_SHADER_VERTEX
] != NULL
) {
1753 demote_shader_inputs_and_outputs(prog
->_LinkedShaders
[MESA_SHADER_VERTEX
],
1757 if (prog
->_LinkedShaders
[MESA_SHADER_GEOMETRY
] != NULL
) {
1758 gl_shader
*const sh
= prog
->_LinkedShaders
[MESA_SHADER_GEOMETRY
];
1760 demote_shader_inputs_and_outputs(sh
, ir_var_in
);
1761 demote_shader_inputs_and_outputs(sh
, ir_var_inout
);
1762 demote_shader_inputs_and_outputs(sh
, ir_var_out
);
1765 if (prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
] != NULL
) {
1766 gl_shader
*const sh
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
1768 demote_shader_inputs_and_outputs(sh
, ir_var_in
);
1771 /* OpenGL ES requires that a vertex shader and a fragment shader both be
1772 * present in a linked program. By checking for use of shading language
1773 * version 1.00, we also catch the GL_ARB_ES2_compatibility case.
1775 if (ctx
->API
== API_OPENGLES2
|| prog
->Version
== 100) {
1776 if (prog
->_LinkedShaders
[MESA_SHADER_VERTEX
] == NULL
) {
1777 linker_error_printf(prog
, "program lacks a vertex shader\n");
1778 prog
->LinkStatus
= false;
1779 } else if (prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
] == NULL
) {
1780 linker_error_printf(prog
, "program lacks a fragment shader\n");
1781 prog
->LinkStatus
= false;
1785 /* FINISHME: Assign fragment shader output locations. */
1788 free(vert_shader_list
);
1790 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
1791 if (prog
->_LinkedShaders
[i
] == NULL
)
1794 /* Retain any live IR, but trash the rest. */
1795 reparent_ir(prog
->_LinkedShaders
[i
]->ir
, prog
->_LinkedShaders
[i
]->ir
);
1798 ralloc_free(mem_ctx
);