glsl2: Move the compiler to the subdirectory it will live in in Mesa.
This commit is contained in:
871
src/glsl/linker.cpp
Normal file
871
src/glsl/linker.cpp
Normal file
@@ -0,0 +1,871 @@
|
||||
/*
|
||||
* Copyright © 2010 Intel Corporation
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the "Software"),
|
||||
* to deal in the Software without restriction, including without limitation
|
||||
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
* and/or sell copies of the Software, and to permit persons to whom the
|
||||
* Software is furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice (including the next
|
||||
* paragraph) shall be included in all copies or substantial portions of the
|
||||
* Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
||||
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
||||
* DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
|
||||
/**
|
||||
* \file linker.cpp
|
||||
* GLSL linker implementation
|
||||
*
|
||||
* Given a set of shaders that are to be linked to generate a final program,
|
||||
* there are three distinct stages.
|
||||
*
|
||||
* In the first stage shaders are partitioned into groups based on the shader
|
||||
* type. All shaders of a particular type (e.g., vertex shaders) are linked
|
||||
* together.
|
||||
*
|
||||
* - Undefined references in each shader are resolve to definitions in
|
||||
* another shader.
|
||||
* - Types and qualifiers of uniforms, outputs, and global variables defined
|
||||
* in multiple shaders with the same name are verified to be the same.
|
||||
* - Initializers for uniforms and global variables defined
|
||||
* in multiple shaders with the same name are verified to be the same.
|
||||
*
|
||||
* The result, in the terminology of the GLSL spec, is a set of shader
|
||||
* executables for each processing unit.
|
||||
*
|
||||
* After the first stage is complete, a series of semantic checks are performed
|
||||
* on each of the shader executables.
|
||||
*
|
||||
* - Each shader executable must define a \c main function.
|
||||
* - Each vertex shader executable must write to \c gl_Position.
|
||||
* - Each fragment shader executable must write to either \c gl_FragData or
|
||||
* \c gl_FragColor.
|
||||
*
|
||||
* In the final stage individual shader executables are linked to create a
|
||||
* complete exectuable.
|
||||
*
|
||||
* - Types of uniforms defined in multiple shader stages with the same name
|
||||
* are verified to be the same.
|
||||
* - Initializers for uniforms defined in multiple shader stages with the
|
||||
* same name are verified to be the same.
|
||||
* - Types and qualifiers of outputs defined in one stage are verified to
|
||||
* be the same as the types and qualifiers of inputs defined with the same
|
||||
* name in a later stage.
|
||||
*
|
||||
* \author Ian Romanick <ian.d.romanick@intel.com>
|
||||
*/
|
||||
#include <cstdlib>
|
||||
#include <cstdio>
|
||||
#include <cstdarg>
|
||||
|
||||
extern "C" {
|
||||
#include <talloc.h>
|
||||
}
|
||||
|
||||
#include "main/mtypes.h"
|
||||
#include "glsl_symbol_table.h"
|
||||
#include "glsl_parser_extras.h"
|
||||
#include "ir.h"
|
||||
#include "ir_optimization.h"
|
||||
#include "program.h"
|
||||
#include "hash_table.h"
|
||||
|
||||
/**
|
||||
* Visitor that determines whether or not a variable is ever written.
|
||||
*/
|
||||
class find_assignment_visitor : public ir_hierarchical_visitor {
|
||||
public:
|
||||
find_assignment_visitor(const char *name)
|
||||
: name(name), found(false)
|
||||
{
|
||||
/* empty */
|
||||
}
|
||||
|
||||
virtual ir_visitor_status visit_enter(ir_assignment *ir)
|
||||
{
|
||||
ir_variable *const var = ir->lhs->variable_referenced();
|
||||
|
||||
if (strcmp(name, var->name) == 0) {
|
||||
found = true;
|
||||
return visit_stop;
|
||||
}
|
||||
|
||||
return visit_continue_with_parent;
|
||||
}
|
||||
|
||||
bool variable_found()
|
||||
{
|
||||
return found;
|
||||
}
|
||||
|
||||
private:
|
||||
const char *name; /**< Find writes to a variable with this name. */
|
||||
bool found; /**< Was a write to the variable found? */
|
||||
};
|
||||
|
||||
|
||||
void
|
||||
linker_error_printf(glsl_program *prog, const char *fmt, ...)
|
||||
{
|
||||
va_list ap;
|
||||
|
||||
prog->InfoLog = talloc_strdup_append(prog->InfoLog, "error: ");
|
||||
va_start(ap, fmt);
|
||||
prog->InfoLog = talloc_vasprintf_append(prog->InfoLog, fmt, ap);
|
||||
va_end(ap);
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
invalidate_variable_locations(glsl_shader *sh, enum ir_variable_mode mode,
|
||||
int generic_base)
|
||||
{
|
||||
foreach_list(node, &sh->ir) {
|
||||
ir_variable *const var = ((ir_instruction *) node)->as_variable();
|
||||
|
||||
if ((var == NULL) || (var->mode != (unsigned) mode))
|
||||
continue;
|
||||
|
||||
/* Only assign locations for generic attributes / varyings / etc.
|
||||
*/
|
||||
if (var->location >= generic_base)
|
||||
var->location = -1;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Determine the number of attribute slots required for a particular type
|
||||
*
|
||||
* This code is here because it implements the language rules of a specific
|
||||
* GLSL version. Since it's a property of the language and not a property of
|
||||
* types in general, it doesn't really belong in glsl_type.
|
||||
*/
|
||||
unsigned
|
||||
count_attribute_slots(const glsl_type *t)
|
||||
{
|
||||
/* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
|
||||
*
|
||||
* "A scalar input counts the same amount against this limit as a vec4,
|
||||
* so applications may want to consider packing groups of four
|
||||
* unrelated float inputs together into a vector to better utilize the
|
||||
* capabilities of the underlying hardware. A matrix input will use up
|
||||
* multiple locations. The number of locations used will equal the
|
||||
* number of columns in the matrix."
|
||||
*
|
||||
* The spec does not explicitly say how arrays are counted. However, it
|
||||
* should be safe to assume the total number of slots consumed by an array
|
||||
* is the number of entries in the array multiplied by the number of slots
|
||||
* consumed by a single element of the array.
|
||||
*/
|
||||
|
||||
if (t->is_array())
|
||||
return t->array_size() * count_attribute_slots(t->element_type());
|
||||
|
||||
if (t->is_matrix())
|
||||
return t->matrix_columns;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Verify that a vertex shader executable meets all semantic requirements
|
||||
*
|
||||
* \param shader Vertex shader executable to be verified
|
||||
*/
|
||||
bool
|
||||
validate_vertex_shader_executable(struct glsl_program *prog,
|
||||
struct glsl_shader *shader)
|
||||
{
|
||||
if (shader == NULL)
|
||||
return true;
|
||||
|
||||
if (!shader->symbols->get_function("main")) {
|
||||
linker_error_printf(prog, "vertex shader lacks `main'\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
find_assignment_visitor find("gl_Position");
|
||||
find.run(&shader->ir);
|
||||
if (!find.variable_found()) {
|
||||
linker_error_printf(prog,
|
||||
"vertex shader does not write to `gl_Position'\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Verify that a fragment shader executable meets all semantic requirements
|
||||
*
|
||||
* \param shader Fragment shader executable to be verified
|
||||
*/
|
||||
bool
|
||||
validate_fragment_shader_executable(struct glsl_program *prog,
|
||||
struct glsl_shader *shader)
|
||||
{
|
||||
if (shader == NULL)
|
||||
return true;
|
||||
|
||||
if (!shader->symbols->get_function("main")) {
|
||||
linker_error_printf(prog, "fragment shader lacks `main'\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
find_assignment_visitor frag_color("gl_FragColor");
|
||||
find_assignment_visitor frag_data("gl_FragData");
|
||||
|
||||
frag_color.run(&shader->ir);
|
||||
frag_data.run(&shader->ir);
|
||||
|
||||
if (!frag_color.variable_found() && !frag_data.variable_found()) {
|
||||
linker_error_printf(prog, "fragment shader does not write to "
|
||||
"`gl_FragColor' or `gl_FragData'\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (frag_color.variable_found() && frag_data.variable_found()) {
|
||||
linker_error_printf(prog, "fragment shader writes to both "
|
||||
"`gl_FragColor' and `gl_FragData'\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Perform validation of uniforms used across multiple shader stages
|
||||
*/
|
||||
bool
|
||||
cross_validate_uniforms(struct glsl_program *prog)
|
||||
{
|
||||
/* Examine all of the uniforms in all of the shaders and cross validate
|
||||
* them.
|
||||
*/
|
||||
glsl_symbol_table uniforms;
|
||||
for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
|
||||
foreach_list(node, &prog->_LinkedShaders[i]->ir) {
|
||||
ir_variable *const var = ((ir_instruction *) node)->as_variable();
|
||||
|
||||
if ((var == NULL) || (var->mode != ir_var_uniform))
|
||||
continue;
|
||||
|
||||
/* If a uniform with this name has already been seen, verify that the
|
||||
* new instance has the same type. In addition, if the uniforms have
|
||||
* initializers, the values of the initializers must be the same.
|
||||
*/
|
||||
ir_variable *const existing = uniforms.get_variable(var->name);
|
||||
if (existing != NULL) {
|
||||
if (var->type != existing->type) {
|
||||
linker_error_printf(prog, "uniform `%s' declared as type "
|
||||
"`%s' and type `%s'\n",
|
||||
var->name, var->type->name,
|
||||
existing->type->name);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (var->constant_value != NULL) {
|
||||
if (existing->constant_value != NULL) {
|
||||
if (!var->constant_value->has_value(existing->constant_value)) {
|
||||
linker_error_printf(prog, "initializers for uniform "
|
||||
"`%s' have differing values\n",
|
||||
var->name);
|
||||
return false;
|
||||
}
|
||||
} else
|
||||
/* If the first-seen instance of a particular uniform did not
|
||||
* have an initializer but a later instance does, copy the
|
||||
* initializer to the version stored in the symbol table.
|
||||
*/
|
||||
existing->constant_value =
|
||||
(ir_constant *)var->constant_value->clone(NULL);
|
||||
}
|
||||
} else
|
||||
uniforms.add_variable(var->name, var);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Validate that outputs from one stage match inputs of another
|
||||
*/
|
||||
bool
|
||||
cross_validate_outputs_to_inputs(struct glsl_program *prog,
|
||||
glsl_shader *producer, glsl_shader *consumer)
|
||||
{
|
||||
glsl_symbol_table parameters;
|
||||
/* FINISHME: Figure these out dynamically. */
|
||||
const char *const producer_stage = "vertex";
|
||||
const char *const consumer_stage = "fragment";
|
||||
|
||||
/* Find all shader outputs in the "producer" stage.
|
||||
*/
|
||||
foreach_list(node, &producer->ir) {
|
||||
ir_variable *const var = ((ir_instruction *) node)->as_variable();
|
||||
|
||||
/* FINISHME: For geometry shaders, this should also look for inout
|
||||
* FINISHME: variables.
|
||||
*/
|
||||
if ((var == NULL) || (var->mode != ir_var_out))
|
||||
continue;
|
||||
|
||||
parameters.add_variable(var->name, var);
|
||||
}
|
||||
|
||||
|
||||
/* Find all shader inputs in the "consumer" stage. Any variables that have
|
||||
* matching outputs already in the symbol table must have the same type and
|
||||
* qualifiers.
|
||||
*/
|
||||
foreach_list(node, &consumer->ir) {
|
||||
ir_variable *const input = ((ir_instruction *) node)->as_variable();
|
||||
|
||||
/* FINISHME: For geometry shaders, this should also look for inout
|
||||
* FINISHME: variables.
|
||||
*/
|
||||
if ((input == NULL) || (input->mode != ir_var_in))
|
||||
continue;
|
||||
|
||||
ir_variable *const output = parameters.get_variable(input->name);
|
||||
if (output != NULL) {
|
||||
/* Check that the types match between stages.
|
||||
*/
|
||||
if (input->type != output->type) {
|
||||
linker_error_printf(prog,
|
||||
"%s shader output `%s' delcared as "
|
||||
"type `%s', but %s shader input declared "
|
||||
"as type `%s'\n",
|
||||
producer_stage, output->name,
|
||||
output->type->name,
|
||||
consumer_stage, input->type->name);
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Check that all of the qualifiers match between stages.
|
||||
*/
|
||||
if (input->centroid != output->centroid) {
|
||||
linker_error_printf(prog,
|
||||
"%s shader output `%s' %s centroid qualifier, "
|
||||
"but %s shader input %s centroid qualifier\n",
|
||||
producer_stage,
|
||||
output->name,
|
||||
(output->centroid) ? "has" : "lacks",
|
||||
consumer_stage,
|
||||
(input->centroid) ? "has" : "lacks");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (input->invariant != output->invariant) {
|
||||
linker_error_printf(prog,
|
||||
"%s shader output `%s' %s invariant qualifier, "
|
||||
"but %s shader input %s invariant qualifier\n",
|
||||
producer_stage,
|
||||
output->name,
|
||||
(output->invariant) ? "has" : "lacks",
|
||||
consumer_stage,
|
||||
(input->invariant) ? "has" : "lacks");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (input->interpolation != output->interpolation) {
|
||||
linker_error_printf(prog,
|
||||
"%s shader output `%s' specifies %s "
|
||||
"interpolation qualifier, "
|
||||
"but %s shader input specifies %s "
|
||||
"interpolation qualifier\n",
|
||||
producer_stage,
|
||||
output->name,
|
||||
output->interpolation_string(),
|
||||
consumer_stage,
|
||||
input->interpolation_string());
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
struct uniform_node {
|
||||
exec_node link;
|
||||
struct gl_uniform *u;
|
||||
unsigned slots;
|
||||
};
|
||||
|
||||
void
|
||||
assign_uniform_locations(struct glsl_program *prog)
|
||||
{
|
||||
/* */
|
||||
exec_list uniforms;
|
||||
unsigned total_uniforms = 0;
|
||||
hash_table *ht = hash_table_ctor(32, hash_table_string_hash,
|
||||
hash_table_string_compare);
|
||||
|
||||
for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
|
||||
unsigned next_position = 0;
|
||||
|
||||
foreach_list(node, &prog->_LinkedShaders[i]->ir) {
|
||||
ir_variable *const var = ((ir_instruction *) node)->as_variable();
|
||||
|
||||
if ((var == NULL) || (var->mode != ir_var_uniform))
|
||||
continue;
|
||||
|
||||
const unsigned vec4_slots = (var->component_slots() + 3) / 4;
|
||||
assert(vec4_slots != 0);
|
||||
|
||||
uniform_node *n = (uniform_node *) hash_table_find(ht, var->name);
|
||||
if (n == NULL) {
|
||||
n = (uniform_node *) calloc(1, sizeof(struct uniform_node));
|
||||
n->u = (gl_uniform *) calloc(vec4_slots, sizeof(struct gl_uniform));
|
||||
n->slots = vec4_slots;
|
||||
|
||||
n->u[0].Name = strdup(var->name);
|
||||
for (unsigned j = 1; j < vec4_slots; j++)
|
||||
n->u[j].Name = n->u[0].Name;
|
||||
|
||||
hash_table_insert(ht, n, n->u[0].Name);
|
||||
uniforms.push_tail(& n->link);
|
||||
total_uniforms += vec4_slots;
|
||||
}
|
||||
|
||||
if (var->constant_value != NULL)
|
||||
for (unsigned j = 0; j < vec4_slots; j++)
|
||||
n->u[j].Initialized = true;
|
||||
|
||||
var->location = next_position;
|
||||
|
||||
for (unsigned j = 0; j < vec4_slots; j++) {
|
||||
switch (prog->_LinkedShaders[i]->Type) {
|
||||
case GL_VERTEX_SHADER:
|
||||
n->u[j].VertPos = next_position;
|
||||
break;
|
||||
case GL_FRAGMENT_SHADER:
|
||||
n->u[j].FragPos = next_position;
|
||||
break;
|
||||
case GL_GEOMETRY_SHADER:
|
||||
/* FINISHME: Support geometry shaders. */
|
||||
assert(prog->_LinkedShaders[i]->Type != GL_GEOMETRY_SHADER);
|
||||
break;
|
||||
}
|
||||
|
||||
next_position++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
gl_uniform_list *ul = (gl_uniform_list *)
|
||||
calloc(1, sizeof(gl_uniform_list));
|
||||
|
||||
ul->Size = total_uniforms;
|
||||
ul->NumUniforms = total_uniforms;
|
||||
ul->Uniforms = (gl_uniform *) calloc(total_uniforms, sizeof(gl_uniform));
|
||||
|
||||
unsigned idx = 0;
|
||||
uniform_node *next;
|
||||
for (uniform_node *node = (uniform_node *) uniforms.head
|
||||
; node->link.next != NULL
|
||||
; node = next) {
|
||||
next = (uniform_node *) node->link.next;
|
||||
|
||||
node->link.remove();
|
||||
memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform) * node->slots);
|
||||
idx += node->slots;
|
||||
|
||||
free(node->u);
|
||||
free(node);
|
||||
}
|
||||
|
||||
hash_table_dtor(ht);
|
||||
|
||||
prog->Uniforms = ul;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Find a contiguous set of available bits in a bitmask
|
||||
*
|
||||
* \param used_mask Bits representing used (1) and unused (0) locations
|
||||
* \param needed_count Number of contiguous bits needed.
|
||||
*
|
||||
* \return
|
||||
* Base location of the available bits on success or -1 on failure.
|
||||
*/
|
||||
int
|
||||
find_available_slots(unsigned used_mask, unsigned needed_count)
|
||||
{
|
||||
unsigned needed_mask = (1 << needed_count) - 1;
|
||||
const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count;
|
||||
|
||||
/* The comparison to 32 is redundant, but without it GCC emits "warning:
|
||||
* cannot optimize possibly infinite loops" for the loop below.
|
||||
*/
|
||||
if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32))
|
||||
return -1;
|
||||
|
||||
for (int i = 0; i <= max_bit_to_test; i++) {
|
||||
if ((needed_mask & ~used_mask) == needed_mask)
|
||||
return i;
|
||||
|
||||
needed_mask <<= 1;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
||||
bool
|
||||
assign_attribute_locations(glsl_program *prog, unsigned max_attribute_index)
|
||||
{
|
||||
/* Mark invalid attribute locations as being used.
|
||||
*/
|
||||
unsigned used_locations = (max_attribute_index >= 32)
|
||||
? ~0 : ~((1 << max_attribute_index) - 1);
|
||||
|
||||
glsl_shader *const sh = prog->_LinkedShaders[0];
|
||||
assert(sh->Type == GL_VERTEX_SHADER);
|
||||
|
||||
/* Operate in a total of four passes.
|
||||
*
|
||||
* 1. Invalidate the location assignments for all vertex shader inputs.
|
||||
*
|
||||
* 2. Assign locations for inputs that have user-defined (via
|
||||
* glBindVertexAttribLocation) locatoins.
|
||||
*
|
||||
* 3. Sort the attributes without assigned locations by number of slots
|
||||
* required in decreasing order. Fragmentation caused by attribute
|
||||
* locations assigned by the application may prevent large attributes
|
||||
* from having enough contiguous space.
|
||||
*
|
||||
* 4. Assign locations to any inputs without assigned locations.
|
||||
*/
|
||||
|
||||
invalidate_variable_locations(sh, ir_var_in, VERT_ATTRIB_GENERIC0);
|
||||
|
||||
if (prog->Attributes != NULL) {
|
||||
for (unsigned i = 0; i < prog->Attributes->NumParameters; i++) {
|
||||
ir_variable *const var =
|
||||
sh->symbols->get_variable(prog->Attributes->Parameters[i].Name);
|
||||
|
||||
/* Note: attributes that occupy multiple slots, such as arrays or
|
||||
* matrices, may appear in the attrib array multiple times.
|
||||
*/
|
||||
if ((var == NULL) || (var->location != -1))
|
||||
continue;
|
||||
|
||||
/* From page 61 of the OpenGL 4.0 spec:
|
||||
*
|
||||
* "LinkProgram will fail if the attribute bindings assigned by
|
||||
* BindAttribLocation do not leave not enough space to assign a
|
||||
* location for an active matrix attribute or an active attribute
|
||||
* array, both of which require multiple contiguous generic
|
||||
* attributes."
|
||||
*
|
||||
* Previous versions of the spec contain similar language but omit the
|
||||
* bit about attribute arrays.
|
||||
*
|
||||
* Page 61 of the OpenGL 4.0 spec also says:
|
||||
*
|
||||
* "It is possible for an application to bind more than one
|
||||
* attribute name to the same location. This is referred to as
|
||||
* aliasing. This will only work if only one of the aliased
|
||||
* attributes is active in the executable program, or if no path
|
||||
* through the shader consumes more than one attribute of a set
|
||||
* of attributes aliased to the same location. A link error can
|
||||
* occur if the linker determines that every path through the
|
||||
* shader consumes multiple aliased attributes, but
|
||||
* implementations are not required to generate an error in this
|
||||
* case."
|
||||
*
|
||||
* These two paragraphs are either somewhat contradictory, or I don't
|
||||
* fully understand one or both of them.
|
||||
*/
|
||||
/* FINISHME: The code as currently written does not support attribute
|
||||
* FINISHME: location aliasing (see comment above).
|
||||
*/
|
||||
const int attr = prog->Attributes->Parameters[i].StateIndexes[0];
|
||||
const unsigned slots = count_attribute_slots(var->type);
|
||||
|
||||
/* Mask representing the contiguous slots that will be used by this
|
||||
* attribute.
|
||||
*/
|
||||
const unsigned use_mask = (1 << slots) - 1;
|
||||
|
||||
/* Generate a link error if the set of bits requested for this
|
||||
* attribute overlaps any previously allocated bits.
|
||||
*/
|
||||
if ((~(use_mask << attr) & used_locations) != used_locations) {
|
||||
linker_error_printf(prog,
|
||||
"insufficient contiguous attribute locations "
|
||||
"available for vertex shader input `%s'",
|
||||
var->name);
|
||||
return false;
|
||||
}
|
||||
|
||||
var->location = VERT_ATTRIB_GENERIC0 + attr;
|
||||
used_locations |= (use_mask << attr);
|
||||
}
|
||||
}
|
||||
|
||||
/* Temporary storage for the set of attributes that need locations assigned.
|
||||
*/
|
||||
struct temp_attr {
|
||||
unsigned slots;
|
||||
ir_variable *var;
|
||||
|
||||
/* Used below in the call to qsort. */
|
||||
static int compare(const void *a, const void *b)
|
||||
{
|
||||
const temp_attr *const l = (const temp_attr *) a;
|
||||
const temp_attr *const r = (const temp_attr *) b;
|
||||
|
||||
/* Reversed because we want a descending order sort below. */
|
||||
return r->slots - l->slots;
|
||||
}
|
||||
} to_assign[16];
|
||||
|
||||
unsigned num_attr = 0;
|
||||
|
||||
foreach_list(node, &sh->ir) {
|
||||
ir_variable *const var = ((ir_instruction *) node)->as_variable();
|
||||
|
||||
if ((var == NULL) || (var->mode != ir_var_in))
|
||||
continue;
|
||||
|
||||
/* The location was explicitly assigned, nothing to do here.
|
||||
*/
|
||||
if (var->location != -1)
|
||||
continue;
|
||||
|
||||
to_assign[num_attr].slots = count_attribute_slots(var->type);
|
||||
to_assign[num_attr].var = var;
|
||||
num_attr++;
|
||||
}
|
||||
|
||||
/* If all of the attributes were assigned locations by the application (or
|
||||
* are built-in attributes with fixed locations), return early. This should
|
||||
* be the common case.
|
||||
*/
|
||||
if (num_attr == 0)
|
||||
return true;
|
||||
|
||||
qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
|
||||
|
||||
for (unsigned i = 0; i < num_attr; i++) {
|
||||
/* Mask representing the contiguous slots that will be used by this
|
||||
* attribute.
|
||||
*/
|
||||
const unsigned use_mask = (1 << to_assign[i].slots) - 1;
|
||||
|
||||
int location = find_available_slots(used_locations, to_assign[i].slots);
|
||||
|
||||
if (location < 0) {
|
||||
linker_error_printf(prog,
|
||||
"insufficient contiguous attribute locations "
|
||||
"available for vertex shader input `%s'",
|
||||
to_assign[i].var->name);
|
||||
return false;
|
||||
}
|
||||
|
||||
to_assign[i].var->location = VERT_ATTRIB_GENERIC0 + location;
|
||||
used_locations |= (use_mask << location);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
assign_varying_locations(glsl_shader *producer, glsl_shader *consumer)
|
||||
{
|
||||
/* FINISHME: Set dynamically when geometry shader support is added. */
|
||||
unsigned output_index = VERT_RESULT_VAR0;
|
||||
unsigned input_index = FRAG_ATTRIB_VAR0;
|
||||
|
||||
/* Operate in a total of three passes.
|
||||
*
|
||||
* 1. Assign locations for any matching inputs and outputs.
|
||||
*
|
||||
* 2. Mark output variables in the producer that do not have locations as
|
||||
* not being outputs. This lets the optimizer eliminate them.
|
||||
*
|
||||
* 3. Mark input variables in the consumer that do not have locations as
|
||||
* not being inputs. This lets the optimizer eliminate them.
|
||||
*/
|
||||
|
||||
invalidate_variable_locations(producer, ir_var_out, VERT_RESULT_VAR0);
|
||||
invalidate_variable_locations(consumer, ir_var_in, FRAG_ATTRIB_VAR0);
|
||||
|
||||
foreach_list(node, &producer->ir) {
|
||||
ir_variable *const output_var = ((ir_instruction *) node)->as_variable();
|
||||
|
||||
if ((output_var == NULL) || (output_var->mode != ir_var_out)
|
||||
|| (output_var->location != -1))
|
||||
continue;
|
||||
|
||||
ir_variable *const input_var =
|
||||
consumer->symbols->get_variable(output_var->name);
|
||||
|
||||
if ((input_var == NULL) || (input_var->mode != ir_var_in))
|
||||
continue;
|
||||
|
||||
assert(input_var->location == -1);
|
||||
|
||||
/* FINISHME: Location assignment will need some changes when arrays,
|
||||
* FINISHME: matrices, and structures are allowed as shader inputs /
|
||||
* FINISHME: outputs.
|
||||
*/
|
||||
output_var->location = output_index;
|
||||
input_var->location = input_index;
|
||||
|
||||
output_index++;
|
||||
input_index++;
|
||||
}
|
||||
|
||||
foreach_list(node, &producer->ir) {
|
||||
ir_variable *const var = ((ir_instruction *) node)->as_variable();
|
||||
|
||||
if ((var == NULL) || (var->mode != ir_var_out))
|
||||
continue;
|
||||
|
||||
/* An 'out' variable is only really a shader output if its value is read
|
||||
* by the following stage.
|
||||
*/
|
||||
var->shader_out = (var->location != -1);
|
||||
}
|
||||
|
||||
foreach_list(node, &consumer->ir) {
|
||||
ir_variable *const var = ((ir_instruction *) node)->as_variable();
|
||||
|
||||
if ((var == NULL) || (var->mode != ir_var_in))
|
||||
continue;
|
||||
|
||||
/* An 'in' variable is only really a shader input if its value is written
|
||||
* by the previous stage.
|
||||
*/
|
||||
var->shader_in = (var->location != -1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
link_shaders(struct glsl_program *prog)
|
||||
{
|
||||
prog->LinkStatus = false;
|
||||
prog->Validated = false;
|
||||
prog->_Used = false;
|
||||
|
||||
if (prog->InfoLog != NULL)
|
||||
talloc_free(prog->InfoLog);
|
||||
|
||||
prog->InfoLog = talloc_strdup(NULL, "");
|
||||
|
||||
/* Separate the shaders into groups based on their type.
|
||||
*/
|
||||
struct glsl_shader **vert_shader_list;
|
||||
unsigned num_vert_shaders = 0;
|
||||
struct glsl_shader **frag_shader_list;
|
||||
unsigned num_frag_shaders = 0;
|
||||
|
||||
vert_shader_list = (struct glsl_shader **)
|
||||
calloc(2 * prog->NumShaders, sizeof(struct glsl_shader *));
|
||||
frag_shader_list = &vert_shader_list[prog->NumShaders];
|
||||
|
||||
for (unsigned i = 0; i < prog->NumShaders; i++) {
|
||||
switch (prog->Shaders[i]->Type) {
|
||||
case GL_VERTEX_SHADER:
|
||||
vert_shader_list[num_vert_shaders] = prog->Shaders[i];
|
||||
num_vert_shaders++;
|
||||
break;
|
||||
case GL_FRAGMENT_SHADER:
|
||||
frag_shader_list[num_frag_shaders] = prog->Shaders[i];
|
||||
num_frag_shaders++;
|
||||
break;
|
||||
case GL_GEOMETRY_SHADER:
|
||||
/* FINISHME: Support geometry shaders. */
|
||||
assert(prog->Shaders[i]->Type != GL_GEOMETRY_SHADER);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/* FINISHME: Implement intra-stage linking. */
|
||||
assert(num_vert_shaders <= 1);
|
||||
assert(num_frag_shaders <= 1);
|
||||
|
||||
/* Verify that each of the per-target executables is valid.
|
||||
*/
|
||||
if (!validate_vertex_shader_executable(prog, vert_shader_list[0])
|
||||
|| !validate_fragment_shader_executable(prog, frag_shader_list[0]))
|
||||
goto done;
|
||||
|
||||
|
||||
prog->_LinkedShaders = (struct glsl_shader **)
|
||||
calloc(2, sizeof(struct glsl_shader *));
|
||||
prog->_NumLinkedShaders = 0;
|
||||
|
||||
if (num_vert_shaders > 0) {
|
||||
prog->_LinkedShaders[prog->_NumLinkedShaders] = vert_shader_list[0];
|
||||
prog->_NumLinkedShaders++;
|
||||
}
|
||||
|
||||
if (num_frag_shaders > 0) {
|
||||
prog->_LinkedShaders[prog->_NumLinkedShaders] = frag_shader_list[0];
|
||||
prog->_NumLinkedShaders++;
|
||||
}
|
||||
|
||||
/* Here begins the inter-stage linking phase. Some initial validation is
|
||||
* performed, then locations are assigned for uniforms, attributes, and
|
||||
* varyings.
|
||||
*/
|
||||
if (cross_validate_uniforms(prog)) {
|
||||
/* Validate the inputs of each stage with the output of the preceeding
|
||||
* stage.
|
||||
*/
|
||||
for (unsigned i = 1; i < prog->_NumLinkedShaders; i++) {
|
||||
if (!cross_validate_outputs_to_inputs(prog,
|
||||
prog->_LinkedShaders[i - 1],
|
||||
prog->_LinkedShaders[i]))
|
||||
goto done;
|
||||
}
|
||||
|
||||
prog->LinkStatus = true;
|
||||
}
|
||||
|
||||
/* FINISHME: Perform whole-program optimization here. */
|
||||
|
||||
assign_uniform_locations(prog);
|
||||
|
||||
if (prog->_LinkedShaders[0]->Type == GL_VERTEX_SHADER)
|
||||
/* FINISHME: The value of the max_attribute_index parameter is
|
||||
* FINISHME: implementation dependent based on the value of
|
||||
* FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
|
||||
* FINISHME: at least 16, so hardcode 16 for now.
|
||||
*/
|
||||
if (!assign_attribute_locations(prog, 16))
|
||||
goto done;
|
||||
|
||||
for (unsigned i = 1; i < prog->_NumLinkedShaders; i++)
|
||||
assign_varying_locations(prog->_LinkedShaders[i - 1],
|
||||
prog->_LinkedShaders[i]);
|
||||
|
||||
/* FINISHME: Assign fragment shader output locations. */
|
||||
|
||||
done:
|
||||
free(vert_shader_list);
|
||||
}
|
Reference in New Issue
Block a user