2 * Copyright © 2010 Intel Corporation
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:
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
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.
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>
75 #include "main/core.h"
76 #include "glsl_symbol_table.h"
79 #include "program/hash_table.h"
81 #include "ir_optimization.h"
84 * Visitor that determines whether or not a variable is ever written.
86 class find_assignment_visitor
: public ir_hierarchical_visitor
{
88 find_assignment_visitor(const char *name
)
89 : name(name
), found(false)
94 virtual ir_visitor_status
visit_enter(ir_assignment
*ir
)
96 ir_variable
*const var
= ir
->lhs
->variable_referenced();
98 if (strcmp(name
, var
->name
) == 0) {
103 return visit_continue_with_parent
;
106 virtual ir_visitor_status
visit_enter(ir_call
*ir
)
108 exec_list_iterator sig_iter
= ir
->get_callee()->parameters
.iterator();
109 foreach_iter(exec_list_iterator
, iter
, *ir
) {
110 ir_rvalue
*param_rval
= (ir_rvalue
*)iter
.get();
111 ir_variable
*sig_param
= (ir_variable
*)sig_iter
.get();
113 if (sig_param
->mode
== ir_var_out
||
114 sig_param
->mode
== ir_var_inout
) {
115 ir_variable
*var
= param_rval
->variable_referenced();
116 if (var
&& strcmp(name
, var
->name
) == 0) {
124 return visit_continue_with_parent
;
127 bool variable_found()
133 const char *name
; /**< Find writes to a variable with this name. */
134 bool found
; /**< Was a write to the variable found? */
139 * Visitor that determines whether or not a variable is ever read.
141 class find_deref_visitor
: public ir_hierarchical_visitor
{
143 find_deref_visitor(const char *name
)
144 : name(name
), found(false)
149 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
151 if (strcmp(this->name
, ir
->var
->name
) == 0) {
156 return visit_continue
;
159 bool variable_found() const
165 const char *name
; /**< Find writes to a variable with this name. */
166 bool found
; /**< Was a write to the variable found? */
171 linker_error_printf(gl_shader_program
*prog
, const char *fmt
, ...)
175 prog
->InfoLog
= talloc_strdup_append(prog
->InfoLog
, "error: ");
177 prog
->InfoLog
= talloc_vasprintf_append(prog
->InfoLog
, fmt
, ap
);
183 invalidate_variable_locations(gl_shader
*sh
, enum ir_variable_mode mode
,
186 foreach_list(node
, sh
->ir
) {
187 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
189 if ((var
== NULL
) || (var
->mode
!= (unsigned) mode
))
192 /* Only assign locations for generic attributes / varyings / etc.
194 if (var
->location
>= generic_base
)
201 * Determine the number of attribute slots required for a particular type
203 * This code is here because it implements the language rules of a specific
204 * GLSL version. Since it's a property of the language and not a property of
205 * types in general, it doesn't really belong in glsl_type.
208 count_attribute_slots(const glsl_type
*t
)
210 /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
212 * "A scalar input counts the same amount against this limit as a vec4,
213 * so applications may want to consider packing groups of four
214 * unrelated float inputs together into a vector to better utilize the
215 * capabilities of the underlying hardware. A matrix input will use up
216 * multiple locations. The number of locations used will equal the
217 * number of columns in the matrix."
219 * The spec does not explicitly say how arrays are counted. However, it
220 * should be safe to assume the total number of slots consumed by an array
221 * is the number of entries in the array multiplied by the number of slots
222 * consumed by a single element of the array.
226 return t
->array_size() * count_attribute_slots(t
->element_type());
229 return t
->matrix_columns
;
236 * Verify that a vertex shader executable meets all semantic requirements
238 * \param shader Vertex shader executable to be verified
241 validate_vertex_shader_executable(struct gl_shader_program
*prog
,
242 struct gl_shader
*shader
)
247 find_assignment_visitor
find("gl_Position");
248 find
.run(shader
->ir
);
249 if (!find
.variable_found()) {
250 linker_error_printf(prog
,
251 "vertex shader does not write to `gl_Position'\n");
260 * Verify that a fragment shader executable meets all semantic requirements
262 * \param shader Fragment shader executable to be verified
265 validate_fragment_shader_executable(struct gl_shader_program
*prog
,
266 struct gl_shader
*shader
)
271 find_assignment_visitor
frag_color("gl_FragColor");
272 find_assignment_visitor
frag_data("gl_FragData");
274 frag_color
.run(shader
->ir
);
275 frag_data
.run(shader
->ir
);
277 if (frag_color
.variable_found() && frag_data
.variable_found()) {
278 linker_error_printf(prog
, "fragment shader writes to both "
279 "`gl_FragColor' and `gl_FragData'\n");
288 * Generate a string describing the mode of a variable
291 mode_string(const ir_variable
*var
)
295 return (var
->read_only
) ? "global constant" : "global variable";
297 case ir_var_uniform
: return "uniform";
298 case ir_var_in
: return "shader input";
299 case ir_var_out
: return "shader output";
300 case ir_var_inout
: return "shader inout";
302 case ir_var_temporary
:
304 assert(!"Should not get here.");
305 return "invalid variable";
311 * Perform validation of global variables used across multiple shaders
314 cross_validate_globals(struct gl_shader_program
*prog
,
315 struct gl_shader
**shader_list
,
316 unsigned num_shaders
,
319 /* Examine all of the uniforms in all of the shaders and cross validate
322 glsl_symbol_table variables
;
323 for (unsigned i
= 0; i
< num_shaders
; i
++) {
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 (existing
->type
->length
== 0)
357 existing
->type
= var
->type
;
359 linker_error_printf(prog
, "%s `%s' declared as type "
360 "`%s' and type `%s'\n",
362 var
->name
, var
->type
->name
,
363 existing
->type
->name
);
368 /* FINISHME: Handle non-constant initializers.
370 if (var
->constant_value
!= NULL
) {
371 if (existing
->constant_value
!= NULL
) {
372 if (!var
->constant_value
->has_value(existing
->constant_value
)) {
373 linker_error_printf(prog
, "initializers for %s "
374 "`%s' have differing values\n",
375 mode_string(var
), var
->name
);
379 /* If the first-seen instance of a particular uniform did not
380 * have an initializer but a later instance does, copy the
381 * initializer to the version stored in the symbol table.
383 /* FINISHME: This is wrong. The constant_value field should
384 * FINISHME: not be modified! Imagine a case where a shader
385 * FINISHME: without an initializer is linked in two different
386 * FINISHME: programs with shaders that have differing
387 * FINISHME: initializers. Linking with the first will
388 * FINISHME: modify the shader, and linking with the second
389 * FINISHME: will fail.
391 existing
->constant_value
=
392 var
->constant_value
->clone(talloc_parent(existing
), NULL
);
395 variables
.add_variable(var
->name
, var
);
404 * Perform validation of uniforms used across multiple shader stages
407 cross_validate_uniforms(struct gl_shader_program
*prog
)
409 return cross_validate_globals(prog
, prog
->_LinkedShaders
,
410 prog
->_NumLinkedShaders
, true);
415 * Validate that outputs from one stage match inputs of another
418 cross_validate_outputs_to_inputs(struct gl_shader_program
*prog
,
419 gl_shader
*producer
, gl_shader
*consumer
)
421 glsl_symbol_table parameters
;
422 /* FINISHME: Figure these out dynamically. */
423 const char *const producer_stage
= "vertex";
424 const char *const consumer_stage
= "fragment";
426 /* Find all shader outputs in the "producer" stage.
428 foreach_list(node
, producer
->ir
) {
429 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
431 /* FINISHME: For geometry shaders, this should also look for inout
432 * FINISHME: variables.
434 if ((var
== NULL
) || (var
->mode
!= ir_var_out
))
437 parameters
.add_variable(var
->name
, var
);
441 /* Find all shader inputs in the "consumer" stage. Any variables that have
442 * matching outputs already in the symbol table must have the same type and
445 foreach_list(node
, consumer
->ir
) {
446 ir_variable
*const input
= ((ir_instruction
*) node
)->as_variable();
448 /* FINISHME: For geometry shaders, this should also look for inout
449 * FINISHME: variables.
451 if ((input
== NULL
) || (input
->mode
!= ir_var_in
))
454 ir_variable
*const output
= parameters
.get_variable(input
->name
);
455 if (output
!= NULL
) {
456 /* Check that the types match between stages.
458 if (input
->type
!= output
->type
) {
459 linker_error_printf(prog
,
460 "%s shader output `%s' declared as "
461 "type `%s', but %s shader input declared "
463 producer_stage
, output
->name
,
465 consumer_stage
, input
->type
->name
);
469 /* Check that all of the qualifiers match between stages.
471 if (input
->centroid
!= output
->centroid
) {
472 linker_error_printf(prog
,
473 "%s shader output `%s' %s centroid qualifier, "
474 "but %s shader input %s centroid qualifier\n",
477 (output
->centroid
) ? "has" : "lacks",
479 (input
->centroid
) ? "has" : "lacks");
483 if (input
->invariant
!= output
->invariant
) {
484 linker_error_printf(prog
,
485 "%s shader output `%s' %s invariant qualifier, "
486 "but %s shader input %s invariant qualifier\n",
489 (output
->invariant
) ? "has" : "lacks",
491 (input
->invariant
) ? "has" : "lacks");
495 if (input
->interpolation
!= output
->interpolation
) {
496 linker_error_printf(prog
,
497 "%s shader output `%s' specifies %s "
498 "interpolation qualifier, "
499 "but %s shader input specifies %s "
500 "interpolation qualifier\n",
503 output
->interpolation_string(),
505 input
->interpolation_string());
516 * Populates a shaders symbol table with all global declarations
519 populate_symbol_table(gl_shader
*sh
)
521 sh
->symbols
= new(sh
) glsl_symbol_table
;
523 foreach_list(node
, sh
->ir
) {
524 ir_instruction
*const inst
= (ir_instruction
*) node
;
528 if ((func
= inst
->as_function()) != NULL
) {
529 sh
->symbols
->add_function(func
->name
, func
);
530 } else if ((var
= inst
->as_variable()) != NULL
) {
531 sh
->symbols
->add_variable(var
->name
, var
);
538 * Remap variables referenced in an instruction tree
540 * This is used when instruction trees are cloned from one shader and placed in
541 * another. These trees will contain references to \c ir_variable nodes that
542 * do not exist in the target shader. This function finds these \c ir_variable
543 * references and replaces the references with matching variables in the target
546 * If there is no matching variable in the target shader, a clone of the
547 * \c ir_variable is made and added to the target shader. The new variable is
548 * added to \b both the instruction stream and the symbol table.
550 * \param inst IR tree that is to be processed.
551 * \param symbols Symbol table containing global scope symbols in the
553 * \param instructions Instruction stream where new variable declarations
557 remap_variables(ir_instruction
*inst
, struct gl_shader
*target
,
560 class remap_visitor
: public ir_hierarchical_visitor
{
562 remap_visitor(struct gl_shader
*target
,
565 this->target
= target
;
566 this->symbols
= target
->symbols
;
567 this->instructions
= target
->ir
;
571 virtual ir_visitor_status
visit(ir_dereference_variable
*ir
)
573 if (ir
->var
->mode
== ir_var_temporary
) {
574 ir_variable
*var
= (ir_variable
*) hash_table_find(temps
, ir
->var
);
578 return visit_continue
;
581 ir_variable
*const existing
=
582 this->symbols
->get_variable(ir
->var
->name
);
583 if (existing
!= NULL
)
586 ir_variable
*copy
= ir
->var
->clone(this->target
, NULL
);
588 this->symbols
->add_variable(copy
->name
, copy
);
589 this->instructions
->push_head(copy
);
593 return visit_continue
;
597 struct gl_shader
*target
;
598 glsl_symbol_table
*symbols
;
599 exec_list
*instructions
;
603 remap_visitor
v(target
, temps
);
610 * Move non-declarations from one instruction stream to another
612 * The intended usage pattern of this function is to pass the pointer to the
613 * head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node
614 * pointer) for \c last and \c false for \c make_copies on the first
615 * call. Successive calls pass the return value of the previous call for
616 * \c last and \c true for \c make_copies.
618 * \param instructions Source instruction stream
619 * \param last Instruction after which new instructions should be
620 * inserted in the target instruction stream
621 * \param make_copies Flag selecting whether instructions in \c instructions
622 * should be copied (via \c ir_instruction::clone) into the
623 * target list or moved.
626 * The new "last" instruction in the target instruction stream. This pointer
627 * is suitable for use as the \c last parameter of a later call to this
631 move_non_declarations(exec_list
*instructions
, exec_node
*last
,
632 bool make_copies
, gl_shader
*target
)
634 hash_table
*temps
= NULL
;
637 temps
= hash_table_ctor(0, hash_table_pointer_hash
,
638 hash_table_pointer_compare
);
640 foreach_list_safe(node
, instructions
) {
641 ir_instruction
*inst
= (ir_instruction
*) node
;
643 if (inst
->as_function())
646 ir_variable
*var
= inst
->as_variable();
647 if ((var
!= NULL
) && (var
->mode
!= ir_var_temporary
))
650 assert(inst
->as_assignment()
651 || ((var
!= NULL
) && (var
->mode
== ir_var_temporary
)));
654 inst
= inst
->clone(target
, NULL
);
657 hash_table_insert(temps
, inst
, var
);
659 remap_variables(inst
, target
, temps
);
664 last
->insert_after(inst
);
669 hash_table_dtor(temps
);
675 * Get the function signature for main from a shader
677 static ir_function_signature
*
678 get_main_function_signature(gl_shader
*sh
)
680 ir_function
*const f
= sh
->symbols
->get_function("main");
682 exec_list void_parameters
;
684 /* Look for the 'void main()' signature and ensure that it's defined.
685 * This keeps the linker from accidentally pick a shader that just
686 * contains a prototype for main.
688 * We don't have to check for multiple definitions of main (in multiple
689 * shaders) because that would have already been caught above.
691 ir_function_signature
*sig
= f
->matching_signature(&void_parameters
);
692 if ((sig
!= NULL
) && sig
->is_defined
) {
702 * Combine a group of shaders for a single stage to generate a linked shader
705 * If this function is supplied a single shader, it is cloned, and the new
706 * shader is returned.
708 static struct gl_shader
*
709 link_intrastage_shaders(GLcontext
*ctx
,
710 struct gl_shader_program
*prog
,
711 struct gl_shader
**shader_list
,
712 unsigned num_shaders
)
714 /* Check that global variables defined in multiple shaders are consistent.
716 if (!cross_validate_globals(prog
, shader_list
, num_shaders
, false))
719 /* Check that there is only a single definition of each function signature
720 * across all shaders.
722 for (unsigned i
= 0; i
< (num_shaders
- 1); i
++) {
723 foreach_list(node
, shader_list
[i
]->ir
) {
724 ir_function
*const f
= ((ir_instruction
*) node
)->as_function();
729 for (unsigned j
= i
+ 1; j
< num_shaders
; j
++) {
730 ir_function
*const other
=
731 shader_list
[j
]->symbols
->get_function(f
->name
);
733 /* If the other shader has no function (and therefore no function
734 * signatures) with the same name, skip to the next shader.
739 foreach_iter (exec_list_iterator
, iter
, *f
) {
740 ir_function_signature
*sig
=
741 (ir_function_signature
*) iter
.get();
743 if (!sig
->is_defined
|| sig
->is_builtin
)
746 ir_function_signature
*other_sig
=
747 other
->exact_matching_signature(& sig
->parameters
);
749 if ((other_sig
!= NULL
) && other_sig
->is_defined
750 && !other_sig
->is_builtin
) {
751 linker_error_printf(prog
,
752 "function `%s' is multiply defined",
761 /* Find the shader that defines main, and make a clone of it.
763 * Starting with the clone, search for undefined references. If one is
764 * found, find the shader that defines it. Clone the reference and add
765 * it to the shader. Repeat until there are no undefined references or
766 * until a reference cannot be resolved.
768 gl_shader
*main
= NULL
;
769 for (unsigned i
= 0; i
< num_shaders
; i
++) {
770 if (get_main_function_signature(shader_list
[i
]) != NULL
) {
771 main
= shader_list
[i
];
777 linker_error_printf(prog
, "%s shader lacks `main'\n",
778 (shader_list
[0]->Type
== GL_VERTEX_SHADER
)
779 ? "vertex" : "fragment");
783 gl_shader
*linked
= ctx
->Driver
.NewShader(NULL
, 0, main
->Type
);
784 linked
->ir
= new(linked
) exec_list
;
785 clone_ir_list(linked
, linked
->ir
, main
->ir
);
787 populate_symbol_table(linked
);
789 /* The a pointer to the main function in the final linked shader (i.e., the
790 * copy of the original shader that contained the main function).
792 ir_function_signature
*const main_sig
= get_main_function_signature(linked
);
794 /* Move any instructions other than variable declarations or function
795 * declarations into main.
797 exec_node
*insertion_point
=
798 move_non_declarations(linked
->ir
, (exec_node
*) &main_sig
->body
, false,
801 for (unsigned i
= 0; i
< num_shaders
; i
++) {
802 if (shader_list
[i
] == main
)
805 insertion_point
= move_non_declarations(shader_list
[i
]->ir
,
806 insertion_point
, true, linked
);
809 /* Resolve initializers for global variables in the linked shader.
811 unsigned num_linking_shaders
= num_shaders
;
812 for (unsigned i
= 0; i
< num_shaders
; i
++)
813 num_linking_shaders
+= shader_list
[i
]->num_builtins_to_link
;
815 gl_shader
**linking_shaders
=
816 (gl_shader
**) calloc(num_linking_shaders
, sizeof(gl_shader
*));
818 memcpy(linking_shaders
, shader_list
,
819 sizeof(linking_shaders
[0]) * num_shaders
);
821 unsigned idx
= num_shaders
;
822 for (unsigned i
= 0; i
< num_shaders
; i
++) {
823 memcpy(&linking_shaders
[idx
], shader_list
[i
]->builtins_to_link
,
824 sizeof(linking_shaders
[0]) * shader_list
[i
]->num_builtins_to_link
);
825 idx
+= shader_list
[i
]->num_builtins_to_link
;
828 assert(idx
== num_linking_shaders
);
830 if (!link_function_calls(prog
, linked
, linking_shaders
,
831 num_linking_shaders
)) {
832 ctx
->Driver
.DeleteShader(ctx
, linked
);
836 free(linking_shaders
);
842 struct uniform_node
{
844 struct gl_uniform
*u
;
849 * Update the sizes of linked shader uniform arrays to the maximum
852 * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
854 * If one or more elements of an array are active,
855 * GetActiveUniform will return the name of the array in name,
856 * subject to the restrictions listed above. The type of the array
857 * is returned in type. The size parameter contains the highest
858 * array element index used, plus one. The compiler or linker
859 * determines the highest index used. There will be only one
860 * active uniform reported by the GL per uniform array.
864 update_array_sizes(struct gl_shader_program
*prog
)
866 for (unsigned i
= 0; i
< prog
->_NumLinkedShaders
; i
++) {
867 foreach_list(node
, prog
->_LinkedShaders
[i
]->ir
) {
868 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
870 if ((var
== NULL
) || (var
->mode
!= ir_var_uniform
&&
871 var
->mode
!= ir_var_in
&&
872 var
->mode
!= ir_var_out
) ||
873 !var
->type
->is_array())
876 unsigned int size
= var
->max_array_access
;
877 for (unsigned j
= 0; j
< prog
->_NumLinkedShaders
; j
++) {
878 foreach_list(node2
, prog
->_LinkedShaders
[j
]->ir
) {
879 ir_variable
*other_var
= ((ir_instruction
*) node2
)->as_variable();
883 if (strcmp(var
->name
, other_var
->name
) == 0 &&
884 other_var
->max_array_access
> size
) {
885 size
= other_var
->max_array_access
;
890 if (size
+ 1 != var
->type
->fields
.array
->length
) {
891 var
->type
= glsl_type::get_array_instance(var
->type
->fields
.array
,
893 /* FINISHME: We should update the types of array
894 * dereferences of this variable now.
902 add_uniform(void *mem_ctx
, exec_list
*uniforms
, struct hash_table
*ht
,
903 const char *name
, const glsl_type
*type
, GLenum shader_type
,
904 unsigned *next_shader_pos
, unsigned *total_uniforms
)
906 if (type
->is_record()) {
907 for (unsigned int i
= 0; i
< type
->length
; i
++) {
908 const glsl_type
*field_type
= type
->fields
.structure
[i
].type
;
909 char *field_name
= talloc_asprintf(mem_ctx
, "%s.%s", name
,
910 type
->fields
.structure
[i
].name
);
912 add_uniform(mem_ctx
, uniforms
, ht
, field_name
, field_type
,
913 shader_type
, next_shader_pos
, total_uniforms
);
916 uniform_node
*n
= (uniform_node
*) hash_table_find(ht
, name
);
917 unsigned int vec4_slots
;
918 const glsl_type
*array_elem_type
= NULL
;
920 if (type
->is_array()) {
921 array_elem_type
= type
->fields
.array
;
922 /* Array of structures. */
923 if (array_elem_type
->is_record()) {
924 for (unsigned int i
= 0; i
< type
->length
; i
++) {
925 char *elem_name
= talloc_asprintf(mem_ctx
, "%s[%d]", name
, i
);
926 add_uniform(mem_ctx
, uniforms
, ht
, elem_name
, array_elem_type
,
927 shader_type
, next_shader_pos
, total_uniforms
);
933 /* Fix the storage size of samplers at 1 vec4 each. Be sure to pad out
934 * vectors to vec4 slots.
936 if (type
->is_array()) {
937 if (array_elem_type
->is_sampler())
938 vec4_slots
= type
->length
;
940 vec4_slots
= type
->length
* array_elem_type
->matrix_columns
;
941 } else if (type
->is_sampler()) {
944 vec4_slots
= type
->matrix_columns
;
948 n
= (uniform_node
*) calloc(1, sizeof(struct uniform_node
));
949 n
->u
= (gl_uniform
*) calloc(1, sizeof(struct gl_uniform
));
950 n
->slots
= vec4_slots
;
952 n
->u
->Name
= strdup(name
);
959 hash_table_insert(ht
, n
, name
);
960 uniforms
->push_tail(& n
->link
);
963 switch (shader_type
) {
964 case GL_VERTEX_SHADER
:
965 n
->u
->VertPos
= *next_shader_pos
;
967 case GL_FRAGMENT_SHADER
:
968 n
->u
->FragPos
= *next_shader_pos
;
970 case GL_GEOMETRY_SHADER
:
971 n
->u
->GeomPos
= *next_shader_pos
;
975 (*next_shader_pos
) += vec4_slots
;
980 assign_uniform_locations(struct gl_shader_program
*prog
)
984 unsigned total_uniforms
= 0;
985 hash_table
*ht
= hash_table_ctor(32, hash_table_string_hash
,
986 hash_table_string_compare
);
987 void *mem_ctx
= talloc_new(NULL
);
989 for (unsigned i
= 0; i
< prog
->_NumLinkedShaders
; i
++) {
990 unsigned next_position
= 0;
992 foreach_list(node
, prog
->_LinkedShaders
[i
]->ir
) {
993 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
995 if ((var
== NULL
) || (var
->mode
!= ir_var_uniform
))
998 if (strncmp(var
->name
, "gl_", 3) == 0) {
999 /* At the moment, we don't allocate uniform locations for
1000 * builtin uniforms. It's permitted by spec, and we'll
1001 * likely switch to doing that at some point, but not yet.
1006 var
->location
= next_position
;
1007 add_uniform(mem_ctx
, &uniforms
, ht
, var
->name
, var
->type
,
1008 prog
->_LinkedShaders
[i
]->Type
,
1009 &next_position
, &total_uniforms
);
1013 talloc_free(mem_ctx
);
1015 gl_uniform_list
*ul
= (gl_uniform_list
*)
1016 calloc(1, sizeof(gl_uniform_list
));
1018 ul
->Size
= total_uniforms
;
1019 ul
->NumUniforms
= total_uniforms
;
1020 ul
->Uniforms
= (gl_uniform
*) calloc(total_uniforms
, sizeof(gl_uniform
));
1024 for (uniform_node
*node
= (uniform_node
*) uniforms
.head
1025 ; node
->link
.next
!= NULL
1027 next
= (uniform_node
*) node
->link
.next
;
1029 node
->link
.remove();
1030 memcpy(&ul
->Uniforms
[idx
], node
->u
, sizeof(gl_uniform
));
1037 hash_table_dtor(ht
);
1039 prog
->Uniforms
= ul
;
1044 * Find a contiguous set of available bits in a bitmask
1046 * \param used_mask Bits representing used (1) and unused (0) locations
1047 * \param needed_count Number of contiguous bits needed.
1050 * Base location of the available bits on success or -1 on failure.
1053 find_available_slots(unsigned used_mask
, unsigned needed_count
)
1055 unsigned needed_mask
= (1 << needed_count
) - 1;
1056 const int max_bit_to_test
= (8 * sizeof(used_mask
)) - needed_count
;
1058 /* The comparison to 32 is redundant, but without it GCC emits "warning:
1059 * cannot optimize possibly infinite loops" for the loop below.
1061 if ((needed_count
== 0) || (max_bit_to_test
< 0) || (max_bit_to_test
> 32))
1064 for (int i
= 0; i
<= max_bit_to_test
; i
++) {
1065 if ((needed_mask
& ~used_mask
) == needed_mask
)
1076 assign_attribute_locations(gl_shader_program
*prog
, unsigned max_attribute_index
)
1078 /* Mark invalid attribute locations as being used.
1080 unsigned used_locations
= (max_attribute_index
>= 32)
1081 ? ~0 : ~((1 << max_attribute_index
) - 1);
1083 gl_shader
*const sh
= prog
->_LinkedShaders
[0];
1084 assert(sh
->Type
== GL_VERTEX_SHADER
);
1086 /* Operate in a total of four passes.
1088 * 1. Invalidate the location assignments for all vertex shader inputs.
1090 * 2. Assign locations for inputs that have user-defined (via
1091 * glBindVertexAttribLocation) locatoins.
1093 * 3. Sort the attributes without assigned locations by number of slots
1094 * required in decreasing order. Fragmentation caused by attribute
1095 * locations assigned by the application may prevent large attributes
1096 * from having enough contiguous space.
1098 * 4. Assign locations to any inputs without assigned locations.
1101 invalidate_variable_locations(sh
, ir_var_in
, VERT_ATTRIB_GENERIC0
);
1103 if (prog
->Attributes
!= NULL
) {
1104 for (unsigned i
= 0; i
< prog
->Attributes
->NumParameters
; i
++) {
1105 ir_variable
*const var
=
1106 sh
->symbols
->get_variable(prog
->Attributes
->Parameters
[i
].Name
);
1108 /* Note: attributes that occupy multiple slots, such as arrays or
1109 * matrices, may appear in the attrib array multiple times.
1111 if ((var
== NULL
) || (var
->location
!= -1))
1114 /* From page 61 of the OpenGL 4.0 spec:
1116 * "LinkProgram will fail if the attribute bindings assigned by
1117 * BindAttribLocation do not leave not enough space to assign a
1118 * location for an active matrix attribute or an active attribute
1119 * array, both of which require multiple contiguous generic
1122 * Previous versions of the spec contain similar language but omit the
1123 * bit about attribute arrays.
1125 * Page 61 of the OpenGL 4.0 spec also says:
1127 * "It is possible for an application to bind more than one
1128 * attribute name to the same location. This is referred to as
1129 * aliasing. This will only work if only one of the aliased
1130 * attributes is active in the executable program, or if no path
1131 * through the shader consumes more than one attribute of a set
1132 * of attributes aliased to the same location. A link error can
1133 * occur if the linker determines that every path through the
1134 * shader consumes multiple aliased attributes, but
1135 * implementations are not required to generate an error in this
1138 * These two paragraphs are either somewhat contradictory, or I don't
1139 * fully understand one or both of them.
1141 /* FINISHME: The code as currently written does not support attribute
1142 * FINISHME: location aliasing (see comment above).
1144 const int attr
= prog
->Attributes
->Parameters
[i
].StateIndexes
[0];
1145 const unsigned slots
= count_attribute_slots(var
->type
);
1147 /* Mask representing the contiguous slots that will be used by this
1150 const unsigned use_mask
= (1 << slots
) - 1;
1152 /* Generate a link error if the set of bits requested for this
1153 * attribute overlaps any previously allocated bits.
1155 if ((~(use_mask
<< attr
) & used_locations
) != used_locations
) {
1156 linker_error_printf(prog
,
1157 "insufficient contiguous attribute locations "
1158 "available for vertex shader input `%s'",
1163 var
->location
= VERT_ATTRIB_GENERIC0
+ attr
;
1164 used_locations
|= (use_mask
<< attr
);
1168 /* Temporary storage for the set of attributes that need locations assigned.
1174 /* Used below in the call to qsort. */
1175 static int compare(const void *a
, const void *b
)
1177 const temp_attr
*const l
= (const temp_attr
*) a
;
1178 const temp_attr
*const r
= (const temp_attr
*) b
;
1180 /* Reversed because we want a descending order sort below. */
1181 return r
->slots
- l
->slots
;
1185 unsigned num_attr
= 0;
1187 foreach_list(node
, sh
->ir
) {
1188 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
1190 if ((var
== NULL
) || (var
->mode
!= ir_var_in
))
1193 /* The location was explicitly assigned, nothing to do here.
1195 if (var
->location
!= -1)
1198 to_assign
[num_attr
].slots
= count_attribute_slots(var
->type
);
1199 to_assign
[num_attr
].var
= var
;
1203 /* If all of the attributes were assigned locations by the application (or
1204 * are built-in attributes with fixed locations), return early. This should
1205 * be the common case.
1210 qsort(to_assign
, num_attr
, sizeof(to_assign
[0]), temp_attr::compare
);
1212 /* VERT_ATTRIB_GENERIC0 is a psdueo-alias for VERT_ATTRIB_POS. It can only
1213 * be explicitly assigned by via glBindAttribLocation. Mark it as reserved
1214 * to prevent it from being automatically allocated below.
1216 find_deref_visitor
find("gl_Vertex");
1218 if (find
.variable_found())
1219 used_locations
|= (1 << 0);
1221 for (unsigned i
= 0; i
< num_attr
; i
++) {
1222 /* Mask representing the contiguous slots that will be used by this
1225 const unsigned use_mask
= (1 << to_assign
[i
].slots
) - 1;
1227 int location
= find_available_slots(used_locations
, to_assign
[i
].slots
);
1230 linker_error_printf(prog
,
1231 "insufficient contiguous attribute locations "
1232 "available for vertex shader input `%s'",
1233 to_assign
[i
].var
->name
);
1237 to_assign
[i
].var
->location
= VERT_ATTRIB_GENERIC0
+ location
;
1238 used_locations
|= (use_mask
<< location
);
1246 * Demote shader outputs that are not read to being just plain global variables
1249 demote_unread_shader_outputs(gl_shader
*sh
)
1251 foreach_list(node
, sh
->ir
) {
1252 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
1254 if ((var
== NULL
) || (var
->mode
!= ir_var_out
))
1257 /* An 'out' variable is only really a shader output if its value is read
1258 * by the following stage.
1260 if (var
->location
== -1) {
1261 var
->mode
= ir_var_auto
;
1268 assign_varying_locations(struct gl_shader_program
*prog
,
1269 gl_shader
*producer
, gl_shader
*consumer
)
1271 /* FINISHME: Set dynamically when geometry shader support is added. */
1272 unsigned output_index
= VERT_RESULT_VAR0
;
1273 unsigned input_index
= FRAG_ATTRIB_VAR0
;
1275 /* Operate in a total of three passes.
1277 * 1. Assign locations for any matching inputs and outputs.
1279 * 2. Mark output variables in the producer that do not have locations as
1280 * not being outputs. This lets the optimizer eliminate them.
1282 * 3. Mark input variables in the consumer that do not have locations as
1283 * not being inputs. This lets the optimizer eliminate them.
1286 invalidate_variable_locations(producer
, ir_var_out
, VERT_RESULT_VAR0
);
1287 invalidate_variable_locations(consumer
, ir_var_in
, FRAG_ATTRIB_VAR0
);
1289 foreach_list(node
, producer
->ir
) {
1290 ir_variable
*const output_var
= ((ir_instruction
*) node
)->as_variable();
1292 if ((output_var
== NULL
) || (output_var
->mode
!= ir_var_out
)
1293 || (output_var
->location
!= -1))
1296 ir_variable
*const input_var
=
1297 consumer
->symbols
->get_variable(output_var
->name
);
1299 if ((input_var
== NULL
) || (input_var
->mode
!= ir_var_in
))
1302 assert(input_var
->location
== -1);
1304 output_var
->location
= output_index
;
1305 input_var
->location
= input_index
;
1307 /* FINISHME: Support for "varying" records in GLSL 1.50. */
1308 assert(!output_var
->type
->is_record());
1310 if (output_var
->type
->is_array()) {
1311 const unsigned slots
= output_var
->type
->length
1312 * output_var
->type
->fields
.array
->matrix_columns
;
1314 output_index
+= slots
;
1315 input_index
+= slots
;
1317 const unsigned slots
= output_var
->type
->matrix_columns
;
1319 output_index
+= slots
;
1320 input_index
+= slots
;
1324 demote_unread_shader_outputs(producer
);
1326 foreach_list(node
, consumer
->ir
) {
1327 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
1329 if ((var
== NULL
) || (var
->mode
!= ir_var_in
))
1332 if (var
->location
== -1) {
1333 if (prog
->Version
<= 120) {
1334 /* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec:
1336 * Only those varying variables used (i.e. read) in
1337 * the fragment shader executable must be written to
1338 * by the vertex shader executable; declaring
1339 * superfluous varying variables in a vertex shader is
1342 * We interpret this text as meaning that the VS must
1343 * write the variable for the FS to read it. See
1344 * "glsl1-varying read but not written" in piglit.
1347 linker_error_printf(prog
, "fragment shader varying %s not written "
1348 "by vertex shader\n.", var
->name
);
1349 prog
->LinkStatus
= false;
1352 /* An 'in' variable is only really a shader input if its
1353 * value is written by the previous stage.
1355 var
->mode
= ir_var_auto
;
1362 link_shaders(GLcontext
*ctx
, struct gl_shader_program
*prog
)
1364 prog
->LinkStatus
= false;
1365 prog
->Validated
= false;
1366 prog
->_Used
= false;
1368 if (prog
->InfoLog
!= NULL
)
1369 talloc_free(prog
->InfoLog
);
1371 prog
->InfoLog
= talloc_strdup(NULL
, "");
1373 /* Separate the shaders into groups based on their type.
1375 struct gl_shader
**vert_shader_list
;
1376 unsigned num_vert_shaders
= 0;
1377 struct gl_shader
**frag_shader_list
;
1378 unsigned num_frag_shaders
= 0;
1380 vert_shader_list
= (struct gl_shader
**)
1381 calloc(2 * prog
->NumShaders
, sizeof(struct gl_shader
*));
1382 frag_shader_list
= &vert_shader_list
[prog
->NumShaders
];
1384 unsigned min_version
= UINT_MAX
;
1385 unsigned max_version
= 0;
1386 for (unsigned i
= 0; i
< prog
->NumShaders
; i
++) {
1387 min_version
= MIN2(min_version
, prog
->Shaders
[i
]->Version
);
1388 max_version
= MAX2(max_version
, prog
->Shaders
[i
]->Version
);
1390 switch (prog
->Shaders
[i
]->Type
) {
1391 case GL_VERTEX_SHADER
:
1392 vert_shader_list
[num_vert_shaders
] = prog
->Shaders
[i
];
1395 case GL_FRAGMENT_SHADER
:
1396 frag_shader_list
[num_frag_shaders
] = prog
->Shaders
[i
];
1399 case GL_GEOMETRY_SHADER
:
1400 /* FINISHME: Support geometry shaders. */
1401 assert(prog
->Shaders
[i
]->Type
!= GL_GEOMETRY_SHADER
);
1406 /* Previous to GLSL version 1.30, different compilation units could mix and
1407 * match shading language versions. With GLSL 1.30 and later, the versions
1408 * of all shaders must match.
1410 assert(min_version
>= 100);
1411 assert(max_version
<= 130);
1412 if ((max_version
>= 130 || min_version
== 100)
1413 && min_version
!= max_version
) {
1414 linker_error_printf(prog
, "all shaders must use same shading "
1415 "language version\n");
1419 prog
->Version
= max_version
;
1421 for (unsigned int i
= 0; i
< prog
->_NumLinkedShaders
; i
++) {
1422 ctx
->Driver
.DeleteShader(ctx
, prog
->_LinkedShaders
[i
]);
1425 /* Link all shaders for a particular stage and validate the result.
1427 prog
->_NumLinkedShaders
= 0;
1428 if (num_vert_shaders
> 0) {
1429 gl_shader
*const sh
=
1430 link_intrastage_shaders(ctx
, prog
, vert_shader_list
, num_vert_shaders
);
1435 if (!validate_vertex_shader_executable(prog
, sh
))
1438 prog
->_LinkedShaders
[prog
->_NumLinkedShaders
] = sh
;
1439 prog
->_NumLinkedShaders
++;
1442 if (num_frag_shaders
> 0) {
1443 gl_shader
*const sh
=
1444 link_intrastage_shaders(ctx
, prog
, frag_shader_list
, num_frag_shaders
);
1449 if (!validate_fragment_shader_executable(prog
, sh
))
1452 prog
->_LinkedShaders
[prog
->_NumLinkedShaders
] = sh
;
1453 prog
->_NumLinkedShaders
++;
1456 /* Here begins the inter-stage linking phase. Some initial validation is
1457 * performed, then locations are assigned for uniforms, attributes, and
1460 if (cross_validate_uniforms(prog
)) {
1461 /* Validate the inputs of each stage with the output of the preceeding
1464 for (unsigned i
= 1; i
< prog
->_NumLinkedShaders
; i
++) {
1465 if (!cross_validate_outputs_to_inputs(prog
,
1466 prog
->_LinkedShaders
[i
- 1],
1467 prog
->_LinkedShaders
[i
]))
1471 prog
->LinkStatus
= true;
1474 /* Do common optimization before assigning storage for attributes,
1475 * uniforms, and varyings. Later optimization could possibly make
1476 * some of that unused.
1478 for (unsigned i
= 0; i
< prog
->_NumLinkedShaders
; i
++) {
1479 while (do_common_optimization(prog
->_LinkedShaders
[i
]->ir
, true, 32))
1483 update_array_sizes(prog
);
1485 assign_uniform_locations(prog
);
1487 if (prog
->_NumLinkedShaders
&& prog
->_LinkedShaders
[0]->Type
== GL_VERTEX_SHADER
) {
1488 /* FINISHME: The value of the max_attribute_index parameter is
1489 * FINISHME: implementation dependent based on the value of
1490 * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
1491 * FINISHME: at least 16, so hardcode 16 for now.
1493 if (!assign_attribute_locations(prog
, 16))
1496 if (prog
->_NumLinkedShaders
== 1)
1497 demote_unread_shader_outputs(prog
->_LinkedShaders
[0]);
1500 for (unsigned i
= 1; i
< prog
->_NumLinkedShaders
; i
++)
1501 assign_varying_locations(prog
,
1502 prog
->_LinkedShaders
[i
- 1],
1503 prog
->_LinkedShaders
[i
]);
1505 /* FINISHME: Assign fragment shader output locations. */
1508 free(vert_shader_list
);