linker: Refactor cross_validate_uniforms into cross_validate_globals
The later, more generic function will be used in the intra-stage linker.
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@@ -242,42 +242,72 @@ validate_fragment_shader_executable(struct gl_shader_program *prog,
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/**
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* Perform validation of uniforms used across multiple shader stages
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* Generate a string describing the mode of a variable
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*/
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static const char *
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mode_string(const ir_variable *var)
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{
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switch (var->mode) {
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case ir_var_auto:
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return (var->read_only) ? "global constant" : "global variable";
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case ir_var_uniform: return "uniform";
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case ir_var_in: return "shader input";
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case ir_var_out: return "shader output";
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case ir_var_inout: return "shader inout";
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default:
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assert(!"Should not get here.");
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return "invalid variable";
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}
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}
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/**
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* Perform validation of global variables used across multiple shaders
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*/
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bool
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cross_validate_uniforms(struct gl_shader_program *prog)
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cross_validate_globals(struct gl_shader_program *prog,
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struct gl_shader **shader_list,
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unsigned num_shaders,
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bool uniforms_only)
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{
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/* Examine all of the uniforms in all of the shaders and cross validate
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* them.
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*/
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glsl_symbol_table uniforms;
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for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
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foreach_list(node, prog->_LinkedShaders[i]->ir) {
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glsl_symbol_table variables;
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for (unsigned i = 0; i < num_shaders; i++) {
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foreach_list(node, shader_list[i]->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if ((var == NULL) || (var->mode != ir_var_uniform))
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if (var == NULL)
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continue;
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/* If a uniform with this name has already been seen, verify that the
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* new instance has the same type. In addition, if the uniforms have
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if (uniforms_only && (var->mode != ir_var_uniform))
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continue;
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/* If a global with this name has already been seen, verify that the
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* new instance has the same type. In addition, if the globals have
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* initializers, the values of the initializers must be the same.
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*/
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ir_variable *const existing = uniforms.get_variable(var->name);
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ir_variable *const existing = variables.get_variable(var->name);
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if (existing != NULL) {
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if (var->type != existing->type) {
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linker_error_printf(prog, "uniform `%s' declared as type "
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linker_error_printf(prog, "%s `%s' declared as type "
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"`%s' and type `%s'\n",
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mode_string(var),
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var->name, var->type->name,
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existing->type->name);
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return false;
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}
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/* FINISHME: Handle non-constant initializers.
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*/
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if (var->constant_value != NULL) {
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if (existing->constant_value != NULL) {
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if (!var->constant_value->has_value(existing->constant_value)) {
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linker_error_printf(prog, "initializers for uniform "
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linker_error_printf(prog, "initializers for %s "
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"`%s' have differing values\n",
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var->name);
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mode_string(var), var->name);
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return false;
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}
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} else
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@@ -289,7 +319,7 @@ cross_validate_uniforms(struct gl_shader_program *prog)
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(ir_constant *)var->constant_value->clone(NULL);
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}
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} else
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uniforms.add_variable(var->name, var);
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variables.add_variable(var->name, var);
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}
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}
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@@ -297,6 +327,17 @@ cross_validate_uniforms(struct gl_shader_program *prog)
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}
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/**
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* Perform validation of uniforms used across multiple shader stages
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*/
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bool
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cross_validate_uniforms(struct gl_shader_program *prog)
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{
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return cross_validate_globals(prog, prog->_LinkedShaders,
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prog->_NumLinkedShaders, true);
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}
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/**
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* Validate that outputs from one stage match inputs of another
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*/
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