Files
third_party_mesa3d/src/compiler/glsl/link_interface_blocks.cpp
Samuel Iglesias Gonsálvez fc6d55952d glsl/es: precision qualifier doesn't need to match in UBOs
They might mismatch due to the two shaders using different GLSL
versions, and that's ok in desktop GL. In ES, precision qualifiers
don't need to match.

Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-12-04 09:32:57 +01:00

471 lines
17 KiB
C++

/*
* Copyright © 2013 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 link_interface_blocks.cpp
* Linker support for GLSL's interface blocks.
*/
#include "ir.h"
#include "glsl_symbol_table.h"
#include "linker.h"
#include "main/macros.h"
#include "util/hash_table.h"
namespace {
/**
* Return true if interface members mismatch and its not allowed by GLSL.
*/
static bool
interstage_member_mismatch(struct gl_shader_program *prog,
const glsl_type *c, const glsl_type *p) {
if (c->length != p->length)
return true;
for (unsigned i = 0; i < c->length; i++) {
if (c->fields.structure[i].type != p->fields.structure[i].type)
return true;
if (strcmp(c->fields.structure[i].name,
p->fields.structure[i].name) != 0)
return true;
if (c->fields.structure[i].location !=
p->fields.structure[i].location)
return true;
if (c->fields.structure[i].patch !=
p->fields.structure[i].patch)
return true;
/* From Section 4.5 (Interpolation Qualifiers) of the GLSL 4.40 spec:
*
* "It is a link-time error if, within the same stage, the
* interpolation qualifiers of variables of the same name do not
* match."
*/
if (prog->IsES || prog->data->Version < 440)
if (c->fields.structure[i].interpolation !=
p->fields.structure[i].interpolation)
return true;
/* From Section 4.3.4 (Input Variables) of the GLSL ES 3.0 spec:
*
* "The output of the vertex shader and the input of the fragment
* shader form an interface. For this interface, vertex shader
* output variables and fragment shader input variables of the same
* name must match in type and qualification (other than precision
* and out matching to in).
*
* The table in Section 9.2.1 Linked Shaders of the GLSL ES 3.1 spec
* says that centroid no longer needs to match for varyings.
*
* The table in Section 9.2.1 Linked Shaders of the GLSL ES 3.2 spec
* says that sample need not match for varyings.
*/
if (!prog->IsES || prog->data->Version < 310)
if (c->fields.structure[i].centroid !=
p->fields.structure[i].centroid)
return true;
if (!prog->IsES)
if (c->fields.structure[i].sample !=
p->fields.structure[i].sample)
return true;
}
return false;
}
/**
* Check if two interfaces match, according to intrastage interface matching
* rules. If they do, and the first interface uses an unsized array, it will
* be updated to reflect the array size declared in the second interface.
*/
bool
intrastage_match(ir_variable *a,
ir_variable *b,
struct gl_shader_program *prog)
{
/* Types must match. */
if (a->get_interface_type() != b->get_interface_type()) {
/* Exception: if both the interface blocks are implicitly declared,
* don't force their types to match. They might mismatch due to the two
* shaders using different GLSL versions, and that's ok.
*/
if ((a->data.how_declared != ir_var_declared_implicitly ||
b->data.how_declared != ir_var_declared_implicitly) &&
(!prog->IsES ||
interstage_member_mismatch(prog, a->get_interface_type(),
b->get_interface_type())))
return false;
}
/* Presence/absence of interface names must match. */
if (a->is_interface_instance() != b->is_interface_instance())
return false;
/* For uniforms, instance names need not match. For shader ins/outs,
* it's not clear from the spec whether they need to match, but
* Mesa's implementation relies on them matching.
*/
if (a->is_interface_instance() && b->data.mode != ir_var_uniform &&
b->data.mode != ir_var_shader_storage &&
strcmp(a->name, b->name) != 0) {
return false;
}
/* If a block is an array then it must match across the shader.
* Unsized arrays are also processed and matched agaist sized arrays.
*/
if (b->type != a->type &&
(b->is_interface_instance() || a->is_interface_instance()) &&
!validate_intrastage_arrays(prog, b, a))
return false;
return true;
}
/**
* Check if two interfaces match, according to interstage (in/out) interface
* matching rules.
*
* If \c extra_array_level is true, the consumer interface is required to be
* an array and the producer interface is required to be a non-array.
* This is used for tessellation control and geometry shader consumers.
*/
static bool
interstage_match(struct gl_shader_program *prog, ir_variable *producer,
ir_variable *consumer, bool extra_array_level)
{
/* Types must match. */
if (consumer->get_interface_type() != producer->get_interface_type()) {
/* Exception: if both the interface blocks are implicitly declared,
* don't force their types to match. They might mismatch due to the two
* shaders using different GLSL versions, and that's ok.
*
* Also we store some member information such as interpolation in
* glsl_type that doesn't always have to match across shader stages.
* Therefore we make a pass over the members glsl_struct_field to make
* sure we don't reject shaders where fields don't need to match.
*/
if ((consumer->data.how_declared != ir_var_declared_implicitly ||
producer->data.how_declared != ir_var_declared_implicitly) &&
interstage_member_mismatch(prog, consumer->get_interface_type(),
producer->get_interface_type()))
return false;
}
/* Ignore outermost array if geom shader */
const glsl_type *consumer_instance_type;
if (extra_array_level) {
consumer_instance_type = consumer->type->fields.array;
} else {
consumer_instance_type = consumer->type;
}
/* If a block is an array then it must match across shaders.
* Since unsized arrays have been ruled out, we can check this by just
* making sure the types are equal.
*/
if ((consumer->is_interface_instance() &&
consumer_instance_type->is_array()) ||
(producer->is_interface_instance() &&
producer->type->is_array())) {
if (consumer_instance_type != producer->type)
return false;
}
return true;
}
/**
* This class keeps track of a mapping from an interface block name to the
* necessary information about that interface block to determine whether to
* generate a link error.
*
* Note: this class is expected to be short lived, so it doesn't make copies
* of the strings it references; it simply borrows the pointers from the
* ir_variable class.
*/
class interface_block_definitions
{
public:
interface_block_definitions()
: mem_ctx(ralloc_context(NULL)),
ht(_mesa_hash_table_create(NULL, _mesa_key_hash_string,
_mesa_key_string_equal))
{
}
~interface_block_definitions()
{
ralloc_free(mem_ctx);
_mesa_hash_table_destroy(ht, NULL);
}
/**
* Lookup the interface definition. Return NULL if none is found.
*/
ir_variable *lookup(ir_variable *var)
{
if (var->data.explicit_location &&
var->data.location >= VARYING_SLOT_VAR0) {
char location_str[11];
snprintf(location_str, 11, "%d", var->data.location);
const struct hash_entry *entry =
_mesa_hash_table_search(ht, location_str);
return entry ? (ir_variable *) entry->data : NULL;
} else {
const struct hash_entry *entry =
_mesa_hash_table_search(ht,
var->get_interface_type()->without_array()->name);
return entry ? (ir_variable *) entry->data : NULL;
}
}
/**
* Add a new interface definition.
*/
void store(ir_variable *var)
{
if (var->data.explicit_location &&
var->data.location >= VARYING_SLOT_VAR0) {
/* If explicit location is given then lookup the variable by location.
* We turn the location into a string and use this as the hash key
* rather than the name. Note: We allocate enough space for a 32-bit
* unsigned location value which is overkill but future proof.
*/
char location_str[11];
snprintf(location_str, 11, "%d", var->data.location);
_mesa_hash_table_insert(ht, ralloc_strdup(mem_ctx, location_str), var);
} else {
_mesa_hash_table_insert(ht,
var->get_interface_type()->without_array()->name, var);
}
}
private:
/**
* Ralloc context for data structures allocated by this class.
*/
void *mem_ctx;
/**
* Hash table mapping interface block name to an \c
* ir_variable.
*/
hash_table *ht;
};
}; /* anonymous namespace */
void
validate_intrastage_interface_blocks(struct gl_shader_program *prog,
const gl_shader **shader_list,
unsigned num_shaders)
{
interface_block_definitions in_interfaces;
interface_block_definitions out_interfaces;
interface_block_definitions uniform_interfaces;
interface_block_definitions buffer_interfaces;
for (unsigned int i = 0; i < num_shaders; i++) {
if (shader_list[i] == NULL)
continue;
foreach_in_list(ir_instruction, node, shader_list[i]->ir) {
ir_variable *var = node->as_variable();
if (!var)
continue;
const glsl_type *iface_type = var->get_interface_type();
if (iface_type == NULL)
continue;
interface_block_definitions *definitions;
switch (var->data.mode) {
case ir_var_shader_in:
definitions = &in_interfaces;
break;
case ir_var_shader_out:
definitions = &out_interfaces;
break;
case ir_var_uniform:
definitions = &uniform_interfaces;
break;
case ir_var_shader_storage:
definitions = &buffer_interfaces;
break;
default:
/* Only in, out, and uniform interfaces are legal, so we should
* never get here.
*/
assert(!"illegal interface type");
continue;
}
ir_variable *prev_def = definitions->lookup(var);
if (prev_def == NULL) {
/* This is the first time we've seen the interface, so save
* it into the appropriate data structure.
*/
definitions->store(var);
} else if (!intrastage_match(prev_def, var, prog)) {
linker_error(prog, "definitions of interface block `%s' do not"
" match\n", iface_type->name);
return;
}
}
}
}
static bool
is_builtin_gl_in_block(ir_variable *var, int consumer_stage)
{
return !strcmp(var->name, "gl_in") &&
(consumer_stage == MESA_SHADER_TESS_CTRL ||
consumer_stage == MESA_SHADER_TESS_EVAL ||
consumer_stage == MESA_SHADER_GEOMETRY);
}
void
validate_interstage_inout_blocks(struct gl_shader_program *prog,
const gl_linked_shader *producer,
const gl_linked_shader *consumer)
{
interface_block_definitions definitions;
/* VS -> GS, VS -> TCS, VS -> TES, TES -> GS */
const bool extra_array_level = (producer->Stage == MESA_SHADER_VERTEX &&
consumer->Stage != MESA_SHADER_FRAGMENT) ||
consumer->Stage == MESA_SHADER_GEOMETRY;
/* Check that block re-declarations of gl_PerVertex are compatible
* across shaders: From OpenGL Shading Language 4.5, section
* "7.1 Built-In Language Variables", page 130 of the PDF:
*
* "If multiple shaders using members of a built-in block belonging
* to the same interface are linked together in the same program,
* they must all redeclare the built-in block in the same way, as
* described in section 4.3.9 “Interface Blocks” for interface-block
* matching, or a link-time error will result."
*
* This is done explicitly outside of iterating the member variable
* declarations because it is possible that the variables are not used and
* so they would have been optimised out.
*/
const glsl_type *consumer_iface =
consumer->symbols->get_interface("gl_PerVertex",
ir_var_shader_in);
const glsl_type *producer_iface =
producer->symbols->get_interface("gl_PerVertex",
ir_var_shader_out);
if (producer_iface && consumer_iface &&
interstage_member_mismatch(prog, consumer_iface, producer_iface)) {
linker_error(prog, "Incompatible or missing gl_PerVertex re-declaration "
"in consecutive shaders");
return;
}
/* Add output interfaces from the producer to the symbol table. */
foreach_in_list(ir_instruction, node, producer->ir) {
ir_variable *var = node->as_variable();
if (!var || !var->get_interface_type() || var->data.mode != ir_var_shader_out)
continue;
definitions.store(var);
}
/* Verify that the consumer's input interfaces match. */
foreach_in_list(ir_instruction, node, consumer->ir) {
ir_variable *var = node->as_variable();
if (!var || !var->get_interface_type() || var->data.mode != ir_var_shader_in)
continue;
ir_variable *producer_def = definitions.lookup(var);
/* The producer doesn't generate this input: fail to link. Skip built-in
* 'gl_in[]' since that may not be present if the producer does not
* write to any of the pre-defined outputs (e.g. if the vertex shader
* does not write to gl_Position, etc), which is allowed and results in
* undefined behavior.
*/
if (producer_def == NULL &&
!is_builtin_gl_in_block(var, consumer->Stage)) {
linker_error(prog, "Input block `%s' is not an output of "
"the previous stage\n", var->get_interface_type()->name);
return;
}
if (producer_def &&
!interstage_match(prog, producer_def, var, extra_array_level)) {
linker_error(prog, "definitions of interface block `%s' do not "
"match\n", var->get_interface_type()->name);
return;
}
}
}
void
validate_interstage_uniform_blocks(struct gl_shader_program *prog,
gl_linked_shader **stages)
{
interface_block_definitions definitions;
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
if (stages[i] == NULL)
continue;
const gl_linked_shader *stage = stages[i];
foreach_in_list(ir_instruction, node, stage->ir) {
ir_variable *var = node->as_variable();
if (!var || !var->get_interface_type() ||
(var->data.mode != ir_var_uniform &&
var->data.mode != ir_var_shader_storage))
continue;
ir_variable *old_def = definitions.lookup(var);
if (old_def == NULL) {
definitions.store(var);
} else {
/* Interstage uniform matching rules are the same as intrastage
* uniform matchin rules (for uniforms, it is as though all
* shaders are in the same shader stage).
*/
if (!intrastage_match(old_def, var, prog)) {
linker_error(prog, "definitions of uniform block `%s' do not "
"match\n", var->get_interface_type()->name);
return;
}
}
}
}
}