412 lines
12 KiB
C++
412 lines
12 KiB
C++
/*
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* Copyright © 2010 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file linker.cpp
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* GLSL linker implementation
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*
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* Given a set of shaders that are to be linked to generate a final program,
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* there are three distinct stages.
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*
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* In the first stage shaders are partitioned into groups based on the shader
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* type. All shaders of a particular type (e.g., vertex shaders) are linked
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* together.
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*
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* - Undefined references in each shader are resolve to definitions in
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* another shader.
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* - Types and qualifiers of uniforms, outputs, and global variables defined
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* in multiple shaders with the same name are verified to be the same.
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* - Initializers for uniforms and global variables defined
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* in multiple shaders with the same name are verified to be the same.
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*
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* The result, in the terminology of the GLSL spec, is a set of shader
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* executables for each processing unit.
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*
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* After the first stage is complete, a series of semantic checks are performed
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* on each of the shader executables.
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*
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* - Each shader executable must define a \c main function.
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* - Each vertex shader executable must write to \c gl_Position.
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* - Each fragment shader executable must write to either \c gl_FragData or
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* \c gl_FragColor.
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*
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* In the final stage individual shader executables are linked to create a
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* complete exectuable.
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*
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* - Types of uniforms defined in multiple shader stages with the same name
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* are verified to be the same.
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* - Initializers for uniforms defined in multiple shader stages with the
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* same name are verified to be the same.
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* - Types and qualifiers of outputs defined in one stage are verified to
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* be the same as the types and qualifiers of inputs defined with the same
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* name in a later stage.
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*
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* \author Ian Romanick <ian.d.romanick@intel.com>
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*/
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#include <cstdlib>
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#include <cstdio>
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#include "glsl_symbol_table.h"
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#include "glsl_parser_extras.h"
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#include "ir.h"
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#include "program.h"
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/**
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* Visitor that determines whether or not a variable is ever written.
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*/
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class find_assignment_visitor : public ir_hierarchical_visitor {
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public:
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find_assignment_visitor(const char *name)
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: name(name), found(false)
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{
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/* empty */
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}
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virtual ir_visitor_status visit_enter(ir_assignment *ir)
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{
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ir_variable *const var = ir->lhs->variable_referenced();
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if (strcmp(name, var->name) == 0) {
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found = true;
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return visit_stop;
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}
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return visit_continue_with_parent;
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}
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bool variable_found()
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{
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return found;
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}
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private:
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const char *name; /**< Find writes to a variable with this name. */
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bool found; /**< Was a write to the variable found? */
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};
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/**
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* Verify that a vertex shader executable meets all semantic requirements
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*
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* \param shader Vertex shader executable to be verified
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*/
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bool
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validate_vertex_shader_executable(struct glsl_shader *shader)
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{
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if (shader == NULL)
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return true;
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if (!shader->symbols->get_function("main")) {
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printf("error: vertex shader lacks `main'\n");
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return false;
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}
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find_assignment_visitor find("gl_Position");
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find.run(&shader->ir);
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if (!find.variable_found()) {
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printf("error: vertex shader does not write to `gl_Position'\n");
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return false;
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}
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return true;
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}
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/**
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* Verify that a fragment shader executable meets all semantic requirements
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*
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* \param shader Fragment shader executable to be verified
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*/
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bool
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validate_fragment_shader_executable(struct glsl_shader *shader)
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{
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if (shader == NULL)
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return true;
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if (!shader->symbols->get_function("main")) {
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printf("error: fragment shader lacks `main'\n");
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return false;
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}
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find_assignment_visitor frag_color("gl_FragColor");
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find_assignment_visitor frag_data("gl_FragData");
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frag_color.run(&shader->ir);
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frag_data.run(&shader->ir);
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if (!frag_color.variable_found() && !frag_data.variable_found()) {
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printf("error: fragment shader does not write to `gl_FragColor' or "
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"`gl_FragData'\n");
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return false;
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}
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if (frag_color.variable_found() && frag_data.variable_found()) {
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printf("error: fragment shader write to both `gl_FragColor' and "
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"`gl_FragData'\n");
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return false;
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}
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return true;
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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 glsl_shader **shaders, unsigned num_shaders)
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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 < num_shaders; i++) {
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foreach_list(node, &shaders[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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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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* 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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if (existing != NULL) {
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if (var->type != existing->type) {
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printf("error: uniform `%s' declared as type `%s' and "
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"type `%s'\n",
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var->name, var->type->name, existing->type->name);
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return false;
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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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printf("error: initializers for uniform `%s' have "
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"differing values\n",
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var->name);
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return false;
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}
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} else
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/* If the first-seen instance of a particular uniform did not
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* have an initializer but a later instance does, copy the
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* initializer to the version stored in the symbol table.
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*/
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existing->constant_value = var->constant_value->clone();
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}
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} else
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uniforms.add_variable(var->name, var);
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}
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}
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return 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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bool
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cross_validate_outputs_to_inputs(glsl_shader *producer, glsl_shader *consumer)
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{
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glsl_symbol_table parameters;
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/* FINISHME: Figure these out dynamically. */
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const char *const producer_stage = "vertex";
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const char *const consumer_stage = "fragment";
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/* Find all shader outputs in the "producer" stage.
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*/
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foreach_list(node, &producer->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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/* FINISHME: For geometry shaders, this should also look for inout
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* FINISHME: variables.
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*/
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if ((var == NULL) || (var->mode != ir_var_out))
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continue;
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parameters.add_variable(var->name, var);
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}
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/* Find all shader inputs in the "consumer" stage. Any variables that have
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* matching outputs already in the symbol table must have the same type and
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* qualifiers.
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*/
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foreach_list(node, &consumer->ir) {
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ir_variable *const input = ((ir_instruction *) node)->as_variable();
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/* FINISHME: For geometry shaders, this should also look for inout
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* FINISHME: variables.
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*/
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if ((input == NULL) || (input->mode != ir_var_in))
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continue;
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ir_variable *const output = parameters.get_variable(input->name);
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if (output != NULL) {
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/* Check that the types match between stages.
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*/
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if (input->type != output->type) {
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printf("error: %s shader output `%s' delcared as type `%s', but "
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"%s shader input declared as type `%s'\n",
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producer_stage, output->name, output->type->name,
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consumer_stage, input->type->name);
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return false;
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}
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/* Check that all of the qualifiers match between stages.
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*/
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if (input->centroid != output->centroid) {
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printf("error: %s shader output `%s' %s centroid qualifier, but "
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"%s shader input %s centroid qualifier\n",
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producer_stage,
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output->name,
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(output->centroid) ? "has" : "lacks",
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consumer_stage,
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(input->centroid) ? "has" : "lacks");
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return false;
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}
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if (input->invariant != output->invariant) {
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printf("error: %s shader output `%s' %s invariant qualifier, but "
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"%s shader input %s invariant qualifier\n",
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producer_stage,
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output->name,
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(output->invariant) ? "has" : "lacks",
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consumer_stage,
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(input->invariant) ? "has" : "lacks");
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return false;
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}
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if (input->interpolation != output->interpolation) {
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printf("error: %s shader output `%s' specifies %s interpolation "
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"qualifier, "
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"but %s shader input specifies %s interpolation "
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"qualifier\n",
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producer_stage,
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output->name,
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output->interpolation_string(),
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consumer_stage,
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input->interpolation_string());
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return false;
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}
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}
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}
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return true;
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}
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void
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link_shaders(struct glsl_program *prog)
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{
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prog->LinkStatus = false;
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prog->Validated = false;
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prog->_Used = false;
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/* Separate the shaders into groups based on their type.
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*/
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struct glsl_shader **vert_shader_list;
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unsigned num_vert_shaders = 0;
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struct glsl_shader **frag_shader_list;
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unsigned num_frag_shaders = 0;
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vert_shader_list = (struct glsl_shader **)
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calloc(2 * prog->NumShaders, sizeof(struct glsl_shader *));
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frag_shader_list = &vert_shader_list[prog->NumShaders];
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for (unsigned i = 0; i < prog->NumShaders; i++) {
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switch (prog->Shaders[i]->Type) {
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case GL_VERTEX_SHADER:
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vert_shader_list[num_vert_shaders] = prog->Shaders[i];
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num_vert_shaders++;
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break;
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case GL_FRAGMENT_SHADER:
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frag_shader_list[num_frag_shaders] = prog->Shaders[i];
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num_frag_shaders++;
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break;
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case GL_GEOMETRY_SHADER:
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/* FINISHME: Support geometry shaders. */
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assert(prog->Shaders[i]->Type != GL_GEOMETRY_SHADER);
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break;
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}
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}
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/* FINISHME: Implement intra-stage linking. */
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assert(num_vert_shaders <= 1);
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assert(num_frag_shaders <= 1);
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/* Verify that each of the per-target executables is valid.
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*/
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if (!validate_vertex_shader_executable(vert_shader_list[0])
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|| !validate_fragment_shader_executable(frag_shader_list[0]))
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goto done;
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/* FINISHME: Perform inter-stage linking. */
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glsl_shader *shader_executables[2];
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unsigned num_shader_executables;
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num_shader_executables = 0;
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if (num_vert_shaders > 0) {
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shader_executables[num_shader_executables] = vert_shader_list[0];
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num_shader_executables++;
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}
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if (num_frag_shaders > 0) {
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shader_executables[num_shader_executables] = frag_shader_list[0];
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num_shader_executables++;
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}
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if (cross_validate_uniforms(shader_executables, num_shader_executables)) {
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/* Validate the inputs of each stage with the output of the preceeding
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* stage.
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*/
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for (unsigned i = 1; i < num_shader_executables; i++) {
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if (!cross_validate_outputs_to_inputs(shader_executables[i - 1],
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shader_executables[i]))
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goto done;
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}
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prog->LinkStatus = true;
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}
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/* FINISHME: Perform whole-program optimization here. */
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/* FINISHME: Assign uniform locations. */
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/* FINISHME: Assign vertex shader input locations. */
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/* FINISHME: Assign vertex shader output / fragment shader input
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* FINISHME: locations.
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*/
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/* FINISHME: Assign fragment shader output locations. */
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/* FINISHME: Generate code here. */
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done:
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free(vert_shader_list);
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}
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