diff options
author | Timothy Arceri <[email protected]> | 2016-09-28 16:04:05 +1000 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2016-09-29 11:06:12 +1000 |
commit | 386045a3df1b12be1d9ebc03233df07a0a286618 (patch) | |
tree | 477d14fde84b1e128d81115f5f634360403f4366 /src/compiler/glsl/linker.cpp | |
parent | 8c60bcb4c317026e017a8ecffe303fd4e7f0db33 (diff) |
glsl: remove tabs from linker.{cpp,h}
Acked-by: Dave Airlie <[email protected]>
Diffstat (limited to 'src/compiler/glsl/linker.cpp')
-rw-r--r-- | src/compiler/glsl/linker.cpp | 807 |
1 files changed, 403 insertions, 404 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index 290811fd2b9..e6b2231a596 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -102,8 +102,8 @@ public: ir_variable *const var = ir->lhs->variable_referenced(); if (strcmp(name, var->name) == 0) { - found = true; - return visit_stop; + found = true; + return visit_stop; } return visit_continue_with_parent; @@ -113,26 +113,26 @@ public: { foreach_two_lists(formal_node, &ir->callee->parameters, actual_node, &ir->actual_parameters) { - ir_rvalue *param_rval = (ir_rvalue *) actual_node; - ir_variable *sig_param = (ir_variable *) formal_node; - - if (sig_param->data.mode == ir_var_function_out || - sig_param->data.mode == ir_var_function_inout) { - ir_variable *var = param_rval->variable_referenced(); - if (var && strcmp(name, var->name) == 0) { - found = true; - return visit_stop; - } - } + ir_rvalue *param_rval = (ir_rvalue *) actual_node; + ir_variable *sig_param = (ir_variable *) formal_node; + + if (sig_param->data.mode == ir_var_function_out || + sig_param->data.mode == ir_var_function_inout) { + ir_variable *var = param_rval->variable_referenced(); + if (var && strcmp(name, var->name) == 0) { + found = true; + return visit_stop; + } + } } if (ir->return_deref != NULL) { - ir_variable *const var = ir->return_deref->variable_referenced(); + ir_variable *const var = ir->return_deref->variable_referenced(); - if (strcmp(name, var->name) == 0) { - found = true; - return visit_stop; - } + if (strcmp(name, var->name) == 0) { + found = true; + return visit_stop; + } } return visit_continue_with_parent; @@ -163,8 +163,8 @@ public: virtual ir_visitor_status visit(ir_dereference_variable *ir) { if (strcmp(this->name, ir->var->name) == 0) { - this->found = true; - return visit_stop; + this->found = true; + return visit_stop; } return visit_continue; @@ -665,7 +665,7 @@ validate_vertex_shader_executable(struct gl_shader_program *prog, linker_error(prog, "vertex shader does not write to `gl_Position'. \n"); } - return; + return; } } @@ -708,7 +708,7 @@ validate_fragment_shader_executable(struct gl_shader_program *prog, if (frag_color.variable_found() && frag_data.variable_found()) { linker_error(prog, "fragment shader writes to both " - "`gl_FragColor' and `gl_FragData'\n"); + "`gl_FragColor' and `gl_FragData'\n"); } } @@ -793,7 +793,7 @@ validate_geometry_shader_emissions(struct gl_context *ctx, bool validate_intrastage_arrays(struct gl_shader_program *prog, ir_variable *const var, - ir_variable *const existing) + ir_variable *const existing) { /* Consider the types to be "the same" if both types are arrays * of the same type and one of the arrays is implicitly sized. @@ -1084,7 +1084,7 @@ cross_validate_uniforms(struct gl_shader_program *prog) glsl_symbol_table variables; for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { if (prog->_LinkedShaders[i] == NULL) - continue; + continue; cross_validate_globals(prog, prog->_LinkedShaders[i]->ir, &variables, true); @@ -1125,7 +1125,7 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog, InterfaceBlockStageIndex[i][j] = -1; if (sh == NULL) - continue; + continue; unsigned sh_num_blocks; struct gl_uniform_block **sh_blks; @@ -1162,8 +1162,8 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog, for (unsigned j = 0; j < *num_blks; j++) { int stage_index = InterfaceBlockStageIndex[i][j]; - if (stage_index != -1) { - struct gl_linked_shader *sh = prog->_LinkedShaders[i]; + if (stage_index != -1) { + struct gl_linked_shader *sh = prog->_LinkedShaders[i]; blks[j].stageref |= (1 << i); @@ -1171,7 +1171,7 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog, sh->ShaderStorageBlocks : sh->UniformBlocks; sh_blks[stage_index] = &blks[j]; - } + } } } @@ -1201,7 +1201,7 @@ populate_symbol_table(gl_linked_shader *sh) ir_function *func; if ((func = inst->as_function()) != NULL) { - sh->symbols->add_function(func); + sh->symbols->add_function(func); } else if ((var = inst->as_variable()) != NULL) { if (var->data.mode != ir_var_temporary) sh->symbols->add_variable(var); @@ -1231,43 +1231,42 @@ populate_symbol_table(gl_linked_shader *sh) */ void remap_variables(ir_instruction *inst, struct gl_linked_shader *target, - hash_table *temps) + hash_table *temps) { class remap_visitor : public ir_hierarchical_visitor { public: - remap_visitor(struct gl_linked_shader *target, - hash_table *temps) + remap_visitor(struct gl_linked_shader *target, hash_table *temps) { - this->target = target; - this->symbols = target->symbols; - this->instructions = target->ir; - this->temps = temps; + this->target = target; + this->symbols = target->symbols; + this->instructions = target->ir; + this->temps = temps; } virtual ir_visitor_status visit(ir_dereference_variable *ir) { - if (ir->var->data.mode == ir_var_temporary) { - hash_entry *entry = _mesa_hash_table_search(temps, ir->var); - ir_variable *var = entry ? (ir_variable *) entry->data : NULL; - - assert(var != NULL); - ir->var = var; - return visit_continue; - } - - ir_variable *const existing = - this->symbols->get_variable(ir->var->name); - if (existing != NULL) - ir->var = existing; - else { - ir_variable *copy = ir->var->clone(this->target, NULL); - - this->symbols->add_variable(copy); - this->instructions->push_head(copy); - ir->var = copy; - } - - return visit_continue; + if (ir->var->data.mode == ir_var_temporary) { + hash_entry *entry = _mesa_hash_table_search(temps, ir->var); + ir_variable *var = entry ? (ir_variable *) entry->data : NULL; + + assert(var != NULL); + ir->var = var; + return visit_continue; + } + + ir_variable *const existing = + this->symbols->get_variable(ir->var->name); + if (existing != NULL) + ir->var = existing; + else { + ir_variable *copy = ir->var->clone(this->target, NULL); + + this->symbols->add_variable(copy); + this->instructions->push_head(copy); + ir->var = copy; + } + + return visit_continue; } private: @@ -1306,7 +1305,7 @@ remap_variables(ir_instruction *inst, struct gl_linked_shader *target, */ exec_node * move_non_declarations(exec_list *instructions, exec_node *last, - bool make_copies, gl_linked_shader *target) + bool make_copies, gl_linked_shader *target) { hash_table *temps = NULL; @@ -1316,26 +1315,26 @@ move_non_declarations(exec_list *instructions, exec_node *last, foreach_in_list_safe(ir_instruction, inst, instructions) { if (inst->as_function()) - continue; + continue; ir_variable *var = inst->as_variable(); if ((var != NULL) && (var->data.mode != ir_var_temporary)) - continue; + continue; assert(inst->as_assignment() || inst->as_call() || inst->as_if() /* for initializers with the ?: operator */ - || ((var != NULL) && (var->data.mode == ir_var_temporary))); + || ((var != NULL) && (var->data.mode == ir_var_temporary))); if (make_copies) { - inst = inst->clone(target, NULL); + inst = inst->clone(target, NULL); - if (var != NULL) - _mesa_hash_table_insert(temps, var, inst); - else - remap_variables(inst, target, temps); + if (var != NULL) + _mesa_hash_table_insert(temps, var, inst); + else + remap_variables(inst, target, temps); } else { - inst->remove(); + inst->remove(); } last->insert_after(inst); @@ -1565,9 +1564,9 @@ private: static void link_xfb_stride_layout_qualifiers(struct gl_context *ctx, struct gl_shader_program *prog, - struct gl_linked_shader *linked_shader, - struct gl_shader **shader_list, - unsigned num_shaders) + struct gl_linked_shader *linked_shader, + struct gl_shader **shader_list, + unsigned num_shaders) { for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) { linked_shader->info.TransformFeedback.BufferStride[i] = 0; @@ -1578,21 +1577,21 @@ link_xfb_stride_layout_qualifiers(struct gl_context *ctx, for (unsigned j = 0; j < MAX_FEEDBACK_BUFFERS; j++) { if (shader->info.TransformFeedback.BufferStride[j]) { - if (linked_shader->info.TransformFeedback.BufferStride[j] != 0 && + if (linked_shader->info.TransformFeedback.BufferStride[j] != 0 && shader->info.TransformFeedback.BufferStride[j] != 0 && - linked_shader->info.TransformFeedback.BufferStride[j] != + linked_shader->info.TransformFeedback.BufferStride[j] != shader->info.TransformFeedback.BufferStride[j]) { - linker_error(prog, + linker_error(prog, "intrastage shaders defined with conflicting " "xfb_stride for buffer %d (%d and %d)\n", j, linked_shader-> info.TransformFeedback.BufferStride[j], - shader->info.TransformFeedback.BufferStride[j]); - return; - } + shader->info.TransformFeedback.BufferStride[j]); + return; + } if (shader->info.TransformFeedback.BufferStride[j]) - linked_shader->info.TransformFeedback.BufferStride[j] = + linked_shader->info.TransformFeedback.BufferStride[j] = shader->info.TransformFeedback.BufferStride[j]; } } @@ -1630,9 +1629,9 @@ link_xfb_stride_layout_qualifiers(struct gl_context *ctx, */ static void link_tcs_out_layout_qualifiers(struct gl_shader_program *prog, - struct gl_linked_shader *linked_shader, - struct gl_shader **shader_list, - unsigned num_shaders) + struct gl_linked_shader *linked_shader, + struct gl_shader **shader_list, + unsigned num_shaders) { linked_shader->info.TessCtrl.VerticesOut = 0; @@ -1653,16 +1652,16 @@ link_tcs_out_layout_qualifiers(struct gl_shader_program *prog, struct gl_shader *shader = shader_list[i]; if (shader->info.TessCtrl.VerticesOut != 0) { - if (linked_shader->info.TessCtrl.VerticesOut != 0 && - linked_shader->info.TessCtrl.VerticesOut != + if (linked_shader->info.TessCtrl.VerticesOut != 0 && + linked_shader->info.TessCtrl.VerticesOut != shader->info.TessCtrl.VerticesOut) { - linker_error(prog, "tessellation control shader defined with " - "conflicting output vertex count (%d and %d)\n", - linked_shader->info.TessCtrl.VerticesOut, - shader->info.TessCtrl.VerticesOut); - return; - } - linked_shader->info.TessCtrl.VerticesOut = + linker_error(prog, "tessellation control shader defined with " + "conflicting output vertex count (%d and %d)\n", + linked_shader->info.TessCtrl.VerticesOut, + shader->info.TessCtrl.VerticesOut); + return; + } + linked_shader->info.TessCtrl.VerticesOut = shader->info.TessCtrl.VerticesOut; } } @@ -1673,7 +1672,7 @@ link_tcs_out_layout_qualifiers(struct gl_shader_program *prog, */ if (linked_shader->info.TessCtrl.VerticesOut == 0) { linker_error(prog, "tessellation control shader didn't declare " - "vertices out layout qualifier\n"); + "vertices out layout qualifier\n"); return; } } @@ -1687,9 +1686,9 @@ link_tcs_out_layout_qualifiers(struct gl_shader_program *prog, */ static void link_tes_in_layout_qualifiers(struct gl_shader_program *prog, - struct gl_linked_shader *linked_shader, - struct gl_shader **shader_list, - unsigned num_shaders) + struct gl_linked_shader *linked_shader, + struct gl_shader **shader_list, + unsigned num_shaders) { linked_shader->info.TessEval.PrimitiveMode = PRIM_UNKNOWN; linked_shader->info.TessEval.Spacing = 0; @@ -1717,48 +1716,48 @@ link_tes_in_layout_qualifiers(struct gl_shader_program *prog, struct gl_shader *shader = shader_list[i]; if (shader->info.TessEval.PrimitiveMode != PRIM_UNKNOWN) { - if (linked_shader->info.TessEval.PrimitiveMode != PRIM_UNKNOWN && - linked_shader->info.TessEval.PrimitiveMode != + if (linked_shader->info.TessEval.PrimitiveMode != PRIM_UNKNOWN && + linked_shader->info.TessEval.PrimitiveMode != shader->info.TessEval.PrimitiveMode) { - linker_error(prog, "tessellation evaluation shader defined with " - "conflicting input primitive modes.\n"); - return; - } - linked_shader->info.TessEval.PrimitiveMode = shader->info.TessEval.PrimitiveMode; + linker_error(prog, "tessellation evaluation shader defined with " + "conflicting input primitive modes.\n"); + return; + } + linked_shader->info.TessEval.PrimitiveMode = shader->info.TessEval.PrimitiveMode; } if (shader->info.TessEval.Spacing != 0) { - if (linked_shader->info.TessEval.Spacing != 0 && - linked_shader->info.TessEval.Spacing != + if (linked_shader->info.TessEval.Spacing != 0 && + linked_shader->info.TessEval.Spacing != shader->info.TessEval.Spacing) { - linker_error(prog, "tessellation evaluation shader defined with " - "conflicting vertex spacing.\n"); - return; - } - linked_shader->info.TessEval.Spacing = shader->info.TessEval.Spacing; + linker_error(prog, "tessellation evaluation shader defined with " + "conflicting vertex spacing.\n"); + return; + } + linked_shader->info.TessEval.Spacing = shader->info.TessEval.Spacing; } if (shader->info.TessEval.VertexOrder != 0) { - if (linked_shader->info.TessEval.VertexOrder != 0 && - linked_shader->info.TessEval.VertexOrder != + if (linked_shader->info.TessEval.VertexOrder != 0 && + linked_shader->info.TessEval.VertexOrder != shader->info.TessEval.VertexOrder) { - linker_error(prog, "tessellation evaluation shader defined with " - "conflicting ordering.\n"); - return; - } - linked_shader->info.TessEval.VertexOrder = + linker_error(prog, "tessellation evaluation shader defined with " + "conflicting ordering.\n"); + return; + } + linked_shader->info.TessEval.VertexOrder = shader->info.TessEval.VertexOrder; } if (shader->info.TessEval.PointMode != -1) { - if (linked_shader->info.TessEval.PointMode != -1 && - linked_shader->info.TessEval.PointMode != + if (linked_shader->info.TessEval.PointMode != -1 && + linked_shader->info.TessEval.PointMode != shader->info.TessEval.PointMode) { - linker_error(prog, "tessellation evaluation shader defined with " - "conflicting point modes.\n"); - return; - } - linked_shader->info.TessEval.PointMode = + linker_error(prog, "tessellation evaluation shader defined with " + "conflicting point modes.\n"); + return; + } + linked_shader->info.TessEval.PointMode = shader->info.TessEval.PointMode; } @@ -1770,8 +1769,8 @@ link_tes_in_layout_qualifiers(struct gl_shader_program *prog, */ if (linked_shader->info.TessEval.PrimitiveMode == PRIM_UNKNOWN) { linker_error(prog, - "tessellation evaluation shader didn't declare input " - "primitive modes.\n"); + "tessellation evaluation shader didn't declare input " + "primitive modes.\n"); return; } @@ -1793,9 +1792,9 @@ link_tes_in_layout_qualifiers(struct gl_shader_program *prog, */ static void link_fs_inout_layout_qualifiers(struct gl_shader_program *prog, - struct gl_linked_shader *linked_shader, - struct gl_shader **shader_list, - unsigned num_shaders) + struct gl_linked_shader *linked_shader, + struct gl_shader **shader_list, + unsigned num_shaders) { linked_shader->info.redeclares_gl_fragcoord = false; linked_shader->info.uses_gl_fragcoord = false; @@ -1871,9 +1870,9 @@ link_fs_inout_layout_qualifiers(struct gl_shader_program *prog, */ static void link_gs_inout_layout_qualifiers(struct gl_shader_program *prog, - struct gl_linked_shader *linked_shader, - struct gl_shader **shader_list, - unsigned num_shaders) + struct gl_linked_shader *linked_shader, + struct gl_shader **shader_list, + unsigned num_shaders) { linked_shader->info.Geom.VerticesOut = -1; linked_shader->info.Geom.Invocations = 0; @@ -1900,51 +1899,51 @@ link_gs_inout_layout_qualifiers(struct gl_shader_program *prog, struct gl_shader *shader = shader_list[i]; if (shader->info.Geom.InputType != PRIM_UNKNOWN) { - if (linked_shader->info.Geom.InputType != PRIM_UNKNOWN && - linked_shader->info.Geom.InputType != + if (linked_shader->info.Geom.InputType != PRIM_UNKNOWN && + linked_shader->info.Geom.InputType != shader->info.Geom.InputType) { - linker_error(prog, "geometry shader defined with conflicting " - "input types\n"); - return; - } - linked_shader->info.Geom.InputType = shader->info.Geom.InputType; + linker_error(prog, "geometry shader defined with conflicting " + "input types\n"); + return; + } + linked_shader->info.Geom.InputType = shader->info.Geom.InputType; } if (shader->info.Geom.OutputType != PRIM_UNKNOWN) { - if (linked_shader->info.Geom.OutputType != PRIM_UNKNOWN && - linked_shader->info.Geom.OutputType != + if (linked_shader->info.Geom.OutputType != PRIM_UNKNOWN && + linked_shader->info.Geom.OutputType != shader->info.Geom.OutputType) { - linker_error(prog, "geometry shader defined with conflicting " - "output types\n"); - return; - } - linked_shader->info.Geom.OutputType = shader->info.Geom.OutputType; + linker_error(prog, "geometry shader defined with conflicting " + "output types\n"); + return; + } + linked_shader->info.Geom.OutputType = shader->info.Geom.OutputType; } if (shader->info.Geom.VerticesOut != -1) { - if (linked_shader->info.Geom.VerticesOut != -1 && - linked_shader->info.Geom.VerticesOut != + if (linked_shader->info.Geom.VerticesOut != -1 && + linked_shader->info.Geom.VerticesOut != shader->info.Geom.VerticesOut) { - linker_error(prog, "geometry shader defined with conflicting " - "output vertex count (%d and %d)\n", - linked_shader->info.Geom.VerticesOut, - shader->info.Geom.VerticesOut); - return; - } - linked_shader->info.Geom.VerticesOut = shader->info.Geom.VerticesOut; + linker_error(prog, "geometry shader defined with conflicting " + "output vertex count (%d and %d)\n", + linked_shader->info.Geom.VerticesOut, + shader->info.Geom.VerticesOut); + return; + } + linked_shader->info.Geom.VerticesOut = shader->info.Geom.VerticesOut; } if (shader->info.Geom.Invocations != 0) { - if (linked_shader->info.Geom.Invocations != 0 && - linked_shader->info.Geom.Invocations != + if (linked_shader->info.Geom.Invocations != 0 && + linked_shader->info.Geom.Invocations != shader->info.Geom.Invocations) { - linker_error(prog, "geometry shader defined with conflicting " - "invocation count (%d and %d)\n", - linked_shader->info.Geom.Invocations, - shader->info.Geom.Invocations); - return; - } - linked_shader->info.Geom.Invocations = shader->info.Geom.Invocations; + linker_error(prog, "geometry shader defined with conflicting " + "invocation count (%d and %d)\n", + linked_shader->info.Geom.Invocations, + shader->info.Geom.Invocations); + return; + } + linked_shader->info.Geom.Invocations = shader->info.Geom.Invocations; } } @@ -1954,19 +1953,19 @@ link_gs_inout_layout_qualifiers(struct gl_shader_program *prog, */ if (linked_shader->info.Geom.InputType == PRIM_UNKNOWN) { linker_error(prog, - "geometry shader didn't declare primitive input type\n"); + "geometry shader didn't declare primitive input type\n"); return; } if (linked_shader->info.Geom.OutputType == PRIM_UNKNOWN) { linker_error(prog, - "geometry shader didn't declare primitive output type\n"); + "geometry shader didn't declare primitive output type\n"); return; } if (linked_shader->info.Geom.VerticesOut == -1) { linker_error(prog, - "geometry shader didn't declare max_vertices\n"); + "geometry shader didn't declare max_vertices\n"); return; } @@ -2048,10 +2047,10 @@ link_cs_input_layout_qualifiers(struct gl_shader_program *prog, */ static struct gl_linked_shader * link_intrastage_shaders(void *mem_ctx, - struct gl_context *ctx, - struct gl_shader_program *prog, - struct gl_shader **shader_list, - unsigned num_shaders) + struct gl_context *ctx, + struct gl_shader_program *prog, + struct gl_shader **shader_list, + unsigned num_shaders) { struct gl_uniform_block *ubo_blocks = NULL; struct gl_uniform_block *ssbo_blocks = NULL; @@ -2063,7 +2062,7 @@ link_intrastage_shaders(void *mem_ctx, glsl_symbol_table variables; for (unsigned i = 0; i < num_shaders; i++) { if (shader_list[i] == NULL) - continue; + continue; cross_validate_globals(prog, shader_list[i]->ir, &variables, false); } @@ -2082,35 +2081,35 @@ link_intrastage_shaders(void *mem_ctx, */ for (unsigned i = 0; i < (num_shaders - 1); i++) { foreach_in_list(ir_instruction, node, shader_list[i]->ir) { - ir_function *const f = node->as_function(); - - if (f == NULL) - continue; - - for (unsigned j = i + 1; j < num_shaders; j++) { - ir_function *const other = - shader_list[j]->symbols->get_function(f->name); - - /* If the other shader has no function (and therefore no function - * signatures) with the same name, skip to the next shader. - */ - if (other == NULL) - continue; - - foreach_in_list(ir_function_signature, sig, &f->signatures) { - if (!sig->is_defined) - continue; - - ir_function_signature *other_sig = - other->exact_matching_signature(NULL, &sig->parameters); - - if (other_sig != NULL && other_sig->is_defined) { - linker_error(prog, "function `%s' is multiply defined\n", - f->name); - return NULL; - } - } - } + ir_function *const f = node->as_function(); + + if (f == NULL) + continue; + + for (unsigned j = i + 1; j < num_shaders; j++) { + ir_function *const other = + shader_list[j]->symbols->get_function(f->name); + + /* If the other shader has no function (and therefore no function + * signatures) with the same name, skip to the next shader. + */ + if (other == NULL) + continue; + + foreach_in_list(ir_function_signature, sig, &f->signatures) { + if (!sig->is_defined) + continue; + + ir_function_signature *other_sig = + other->exact_matching_signature(NULL, &sig->parameters); + + if (other_sig != NULL && other_sig->is_defined) { + linker_error(prog, "function `%s' is multiply defined\n", + f->name); + return NULL; + } + } + } } } @@ -2124,14 +2123,14 @@ link_intrastage_shaders(void *mem_ctx, gl_shader *main = NULL; for (unsigned i = 0; i < num_shaders; i++) { if (_mesa_get_main_function_signature(shader_list[i]->symbols)) { - main = shader_list[i]; - break; + main = shader_list[i]; + break; } } if (main == NULL) { linker_error(prog, "%s shader lacks `main'\n", - _mesa_shader_stage_to_string(shader_list[0]->Stage)); + _mesa_shader_stage_to_string(shader_list[0]->Stage)); return NULL; } @@ -2160,14 +2159,14 @@ link_intrastage_shaders(void *mem_ctx, */ exec_node *insertion_point = move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false, - linked); + linked); for (unsigned i = 0; i < num_shaders; i++) { if (shader_list[i] == main) - continue; + continue; insertion_point = move_non_declarations(shader_list[i]->ir, - insertion_point, true, linked); + insertion_point, true, linked); } if (!link_function_calls(prog, linked, shader_list, num_shaders)) { @@ -2250,68 +2249,68 @@ static void update_array_sizes(struct gl_shader_program *prog) { for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { - if (prog->_LinkedShaders[i] == NULL) - continue; + if (prog->_LinkedShaders[i] == NULL) + continue; foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) { - ir_variable *const var = node->as_variable(); + ir_variable *const var = node->as_variable(); - if ((var == NULL) || (var->data.mode != ir_var_uniform) || - !var->type->is_array()) - continue; + if ((var == NULL) || (var->data.mode != ir_var_uniform) || + !var->type->is_array()) + continue; - /* GL_ARB_uniform_buffer_object says that std140 uniforms - * will not be eliminated. Since we always do std140, just - * don't resize arrays in UBOs. + /* GL_ARB_uniform_buffer_object says that std140 uniforms + * will not be eliminated. Since we always do std140, just + * don't resize arrays in UBOs. * * Atomic counters are supposed to get deterministic * locations assigned based on the declaration ordering and * sizes, array compaction would mess that up. * * Subroutine uniforms are not removed. - */ - if (var->is_in_buffer_block() || var->type->contains_atomic() || - var->type->contains_subroutine() || var->constant_initializer) - continue; - - int size = var->data.max_array_access; - for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) { - if (prog->_LinkedShaders[j] == NULL) - continue; - - foreach_in_list(ir_instruction, node2, prog->_LinkedShaders[j]->ir) { - ir_variable *other_var = node2->as_variable(); - if (!other_var) - continue; - - if (strcmp(var->name, other_var->name) == 0 && - other_var->data.max_array_access > size) { - size = other_var->data.max_array_access; - } - } - } - - if (size + 1 != (int)var->type->length) { - /* If this is a built-in uniform (i.e., it's backed by some - * fixed-function state), adjust the number of state slots to - * match the new array size. The number of slots per array entry - * is not known. It seems safe to assume that the total number of - * slots is an integer multiple of the number of array elements. - * Determine the number of slots per array element by dividing by - * the old (total) size. - */ + */ + if (var->is_in_buffer_block() || var->type->contains_atomic() || + var->type->contains_subroutine() || var->constant_initializer) + continue; + + int size = var->data.max_array_access; + for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) { + if (prog->_LinkedShaders[j] == NULL) + continue; + + foreach_in_list(ir_instruction, node2, prog->_LinkedShaders[j]->ir) { + ir_variable *other_var = node2->as_variable(); + if (!other_var) + continue; + + if (strcmp(var->name, other_var->name) == 0 && + other_var->data.max_array_access > size) { + size = other_var->data.max_array_access; + } + } + } + + if (size + 1 != (int)var->type->length) { + /* If this is a built-in uniform (i.e., it's backed by some + * fixed-function state), adjust the number of state slots to + * match the new array size. The number of slots per array entry + * is not known. It seems safe to assume that the total number of + * slots is an integer multiple of the number of array elements. + * Determine the number of slots per array element by dividing by + * the old (total) size. + */ const unsigned num_slots = var->get_num_state_slots(); - if (num_slots > 0) { - var->set_num_state_slots((size + 1) + if (num_slots > 0) { + var->set_num_state_slots((size + 1) * (num_slots / var->type->length)); - } - - var->type = glsl_type::get_array_instance(var->type->fields.array, - size + 1); - /* FINISHME: We should update the types of array - * dereferences of this variable now. - */ - } + } + + var->type = glsl_type::get_array_instance(var->type->fields.array, + size + 1); + /* FINISHME: We should update the types of array + * dereferences of this variable now. + */ + } } } } @@ -2397,7 +2396,7 @@ find_available_slots(unsigned used_mask, unsigned needed_count) for (int i = 0; i <= max_bit_to_test; i++) { if ((needed_mask & ~used_mask) == needed_mask) - return i; + return i; needed_mask <<= 1; } @@ -2441,7 +2440,7 @@ assign_attribute_or_color_locations(void *mem_ctx, unsigned double_storage_locations = 0; assert((target_index == MESA_SHADER_VERTEX) - || (target_index == MESA_SHADER_FRAGMENT)); + || (target_index == MESA_SHADER_FRAGMENT)); gl_linked_shader *const sh = prog->_LinkedShaders[target_index]; if (sh == NULL) @@ -2480,11 +2479,11 @@ assign_attribute_or_color_locations(void *mem_ctx, /* 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; + 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; + /* Reversed because we want a descending order sort below. */ + return r->slots - l->slots; } } to_assign[32]; assert(max_index <= 32); @@ -2500,31 +2499,31 @@ assign_attribute_or_color_locations(void *mem_ctx, ir_variable *const var = node->as_variable(); if ((var == NULL) || (var->data.mode != (unsigned) direction)) - continue; + continue; if (var->data.explicit_location) { var->data.is_unmatched_generic_inout = 0; - if ((var->data.location >= (int)(max_index + generic_base)) - || (var->data.location < 0)) { - linker_error(prog, - "invalid explicit location %d specified for `%s'\n", - (var->data.location < 0) - ? var->data.location + if ((var->data.location >= (int)(max_index + generic_base)) + || (var->data.location < 0)) { + linker_error(prog, + "invalid explicit location %d specified for `%s'\n", + (var->data.location < 0) + ? var->data.location : var->data.location - generic_base, - var->name); - return false; - } + var->name); + return false; + } } else if (target_index == MESA_SHADER_VERTEX) { - unsigned binding; + unsigned binding; - if (prog->AttributeBindings->get(binding, var->name)) { - assert(binding >= VERT_ATTRIB_GENERIC0); - var->data.location = binding; + if (prog->AttributeBindings->get(binding, var->name)) { + assert(binding >= VERT_ATTRIB_GENERIC0); + var->data.location = binding; var->data.is_unmatched_generic_inout = 0; - } + } } else if (target_index == MESA_SHADER_FRAGMENT) { - unsigned binding; - unsigned index; + unsigned binding; + unsigned index; const char *name = var->name; const glsl_type *type = var->type; @@ -2582,80 +2581,80 @@ assign_attribute_or_color_locations(void *mem_ctx, * add it to the list of variables that need linker-assigned locations. */ if (var->data.location != -1) { - if (var->data.location >= generic_base && var->data.index < 1) { - /* 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." - * - * I think above text prohibits the aliasing of explicit and - * automatic assignments. But, aliasing is allowed in manual - * assignments of attribute locations. See below comments for - * the details. - * - * From OpenGL 4.0 spec, page 61: - * - * "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." - * - * From GLSL 4.30 spec, page 54: - * - * "A program will fail to link if any two non-vertex shader - * input variables are assigned to the same location. For - * vertex shaders, multiple input variables may be assigned - * to the same location using either layout qualifiers or via - * the OpenGL API. However, such aliasing is intended only to - * support vertex shaders where each execution path accesses - * at most one input per each location. Implementations are - * permitted, but not required, to generate link-time errors - * if they detect that every path through the vertex shader - * executable accesses multiple inputs assigned to any single - * location. For all shader types, a program will fail to link - * if explicit location assignments leave the linker unable - * to find space for other variables without explicit - * assignments." - * - * From OpenGL ES 3.0 spec, page 56: - * - * "Binding more than one attribute name to the same location - * is referred to as aliasing, and is not permitted in OpenGL - * ES Shading Language 3.00 vertex shaders. LinkProgram will - * fail when this condition exists. However, aliasing is - * possible in OpenGL ES Shading Language 1.00 vertex shaders. - * 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 implemen- - * tations are not required to generate an error in this case." - * - * After looking at above references from OpenGL, OpenGL ES and - * GLSL specifications, we allow aliasing of vertex input variables - * in: OpenGL 2.0 (and above) and OpenGL ES 2.0. - * - * NOTE: This is not required by the spec but its worth mentioning - * here that we're not doing anything to make sure that no path - * through the vertex shader executable accesses multiple inputs - * assigned to any single location. - */ - - /* Mask representing the contiguous slots that will be used by - * this attribute. - */ - const unsigned attr = var->data.location - generic_base; - const unsigned use_mask = (1 << slots) - 1; + if (var->data.location >= generic_base && var->data.index < 1) { + /* 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." + * + * I think above text prohibits the aliasing of explicit and + * automatic assignments. But, aliasing is allowed in manual + * assignments of attribute locations. See below comments for + * the details. + * + * From OpenGL 4.0 spec, page 61: + * + * "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." + * + * From GLSL 4.30 spec, page 54: + * + * "A program will fail to link if any two non-vertex shader + * input variables are assigned to the same location. For + * vertex shaders, multiple input variables may be assigned + * to the same location using either layout qualifiers or via + * the OpenGL API. However, such aliasing is intended only to + * support vertex shaders where each execution path accesses + * at most one input per each location. Implementations are + * permitted, but not required, to generate link-time errors + * if they detect that every path through the vertex shader + * executable accesses multiple inputs assigned to any single + * location. For all shader types, a program will fail to link + * if explicit location assignments leave the linker unable + * to find space for other variables without explicit + * assignments." + * + * From OpenGL ES 3.0 spec, page 56: + * + * "Binding more than one attribute name to the same location + * is referred to as aliasing, and is not permitted in OpenGL + * ES Shading Language 3.00 vertex shaders. LinkProgram will + * fail when this condition exists. However, aliasing is + * possible in OpenGL ES Shading Language 1.00 vertex shaders. + * 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 implemen- + * tations are not required to generate an error in this case." + * + * After looking at above references from OpenGL, OpenGL ES and + * GLSL specifications, we allow aliasing of vertex input variables + * in: OpenGL 2.0 (and above) and OpenGL ES 2.0. + * + * NOTE: This is not required by the spec but its worth mentioning + * here that we're not doing anything to make sure that no path + * through the vertex shader executable accesses multiple inputs + * assigned to any single location. + */ + + /* Mask representing the contiguous slots that will be used by + * this attribute. + */ + const unsigned attr = var->data.location - generic_base; + const unsigned use_mask = (1 << slots) - 1; const char *const string = (target_index == MESA_SHADER_VERTEX) ? "vertex shader input" : "fragment shader output"; @@ -2670,10 +2669,10 @@ assign_attribute_or_color_locations(void *mem_ctx, return false; } - /* 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) { + /* 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) { if (target_index == MESA_SHADER_FRAGMENT && !prog->IsES) { /* From section 4.4.2 (Output Layout Qualifiers) of the GLSL * 4.40 spec: @@ -2687,9 +2686,9 @@ assign_attribute_or_color_locations(void *mem_ctx, for (unsigned i = 0; i < assigned_attr; i++) { unsigned assigned_slots = assigned[i]->type->count_attribute_slots(false); - unsigned assig_attr = + unsigned assig_attr = assigned[i]->data.location - generic_base; - unsigned assigned_use_mask = (1 << assigned_slots) - 1; + unsigned assigned_use_mask = (1 << assigned_slots) - 1; if ((assigned_use_mask << assig_attr) & (use_mask << attr)) { @@ -2731,9 +2730,9 @@ assign_attribute_or_color_locations(void *mem_ctx, "to %s `%s' %d %d %d\n", string, var->name, used_locations, use_mask, attr); } - } + } - used_locations |= (use_mask << attr); + used_locations |= (use_mask << attr); /* From the GL 4.5 core spec, section 11.1.1 (Vertex Attributes): * @@ -2757,12 +2756,12 @@ assign_attribute_or_color_locations(void *mem_ctx, */ if (var->type->without_array()->is_dual_slot()) double_storage_locations |= (use_mask << attr); - } + } assigned[assigned_attr] = var; assigned_attr++; - continue; + continue; } if (num_attr >= max_index) { @@ -2782,10 +2781,10 @@ assign_attribute_or_color_locations(void *mem_ctx, _mesa_bitcount(used_locations & ((1 << max_index) - 1)) + _mesa_bitcount(double_storage_locations); if (total_attribs_size > max_index) { - linker_error(prog, - "attempt to use %d vertex attribute slots only %d available ", - total_attribs_size, max_index); - return false; + linker_error(prog, + "attempt to use %d vertex attribute slots only %d available ", + total_attribs_size, max_index); + return false; } } @@ -2806,7 +2805,7 @@ assign_attribute_or_color_locations(void *mem_ctx, find_deref_visitor find("gl_Vertex"); find.run(sh->ir); if (find.variable_found()) - used_locations |= (1 << 0); + used_locations |= (1 << 0); } for (unsigned i = 0; i < num_attr; i++) { @@ -2818,14 +2817,14 @@ assign_attribute_or_color_locations(void *mem_ctx, int location = find_available_slots(used_locations, to_assign[i].slots); if (location < 0) { - const char *const string = (target_index == MESA_SHADER_VERTEX) - ? "vertex shader input" : "fragment shader output"; - - linker_error(prog, - "insufficient contiguous locations " - "available for %s `%s'\n", - string, to_assign[i].var->name); - return false; + const char *const string = (target_index == MESA_SHADER_VERTEX) + ? "vertex shader input" : "fragment shader output"; + + linker_error(prog, + "insufficient contiguous locations " + "available for %s `%s'\n", + string, to_assign[i].var->name); + return false; } to_assign[i].var->data.location = generic_base + location; @@ -2846,10 +2845,10 @@ assign_attribute_or_color_locations(void *mem_ctx, _mesa_bitcount(used_locations & ((1 << max_index) - 1)) + _mesa_bitcount(double_storage_locations); if (total_attribs_size > max_index) { - linker_error(prog, - "attempt to use %d vertex attribute slots only %d available ", - total_attribs_size, max_index); - return false; + linker_error(prog, + "attempt to use %d vertex attribute slots only %d available ", + total_attribs_size, max_index); + return false; } } @@ -2969,11 +2968,11 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog) struct gl_linked_shader *sh = prog->_LinkedShaders[i]; if (sh == NULL) - continue; + continue; if (sh->num_samplers > ctx->Const.Program[i].MaxTextureImageUnits) { - linker_error(prog, "Too many %s shader texture samplers\n", - _mesa_shader_stage_to_string(i)); + linker_error(prog, "Too many %s shader texture samplers\n", + _mesa_shader_stage_to_string(i)); } if (sh->num_uniform_components > @@ -2982,17 +2981,17 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog) linker_warning(prog, "Too many %s shader default uniform block " "components, but the driver will try to optimize " "them out; this is non-portable out-of-spec " - "behavior\n", + "behavior\n", _mesa_shader_stage_to_string(i)); } else { linker_error(prog, "Too many %s shader default uniform block " - "components\n", + "components\n", _mesa_shader_stage_to_string(i)); } } if (sh->num_combined_uniform_components > - ctx->Const.Program[i].MaxCombinedUniformComponents) { + ctx->Const.Program[i].MaxCombinedUniformComponents) { if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) { linker_warning(prog, "Too many %s shader uniform components, " "but the driver will try to optimize them out; " @@ -4219,7 +4218,7 @@ validate_sampler_array_indexing(struct gl_context *ctx, dynamic_sampler_array_indexing_visitor v; for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { if (prog->_LinkedShaders[i] == NULL) - continue; + continue; bool no_dynamic_indexing = ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler; @@ -4262,8 +4261,8 @@ link_assign_subroutine_types(struct gl_shader_program *prog) if (!fn->num_subroutine_types) continue; - /* these should have been calculated earlier. */ - assert(fn->subroutine_index != -1); + /* these should have been calculated earlier. */ + assert(fn->subroutine_index != -1); if (sh->NumSubroutineFunctions + 1 > MAX_SUBROUTINES) { linker_error(prog, "Too many subroutine functions declared.\n"); return; @@ -4644,9 +4643,9 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) max_version = MAX2(max_version, prog->Shaders[i]->Version); if (prog->Shaders[i]->IsES != prog->Shaders[0]->IsES) { - linker_error(prog, "all shaders must use same shading " - "language version\n"); - goto done; + linker_error(prog, "all shaders must use same shading " + "language version\n"); + goto done; } if (prog->Shaders[i]->info.ARB_fragment_coord_conventions_enable) { @@ -4663,7 +4662,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) */ if (prog->Shaders[0]->IsES && min_version != max_version) { linker_error(prog, "all shaders must use same shading " - "language version\n"); + "language version\n"); goto done; } @@ -4676,19 +4675,19 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) if (num_shaders[MESA_SHADER_GEOMETRY] > 0 && num_shaders[MESA_SHADER_VERTEX] == 0) { linker_error(prog, "Geometry shader must be linked with " - "vertex shader\n"); + "vertex shader\n"); goto done; } if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 && num_shaders[MESA_SHADER_VERTEX] == 0) { linker_error(prog, "Tessellation evaluation shader must be linked " - "with vertex shader\n"); + "with vertex shader\n"); goto done; } if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 && num_shaders[MESA_SHADER_VERTEX] == 0) { linker_error(prog, "Tessellation control shader must be linked with " - "vertex shader\n"); + "vertex shader\n"); goto done; } @@ -4711,7 +4710,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 && num_shaders[MESA_SHADER_TESS_EVAL] == 0) { linker_error(prog, "Tessellation control shader must be linked with " - "tessellation evaluation shader\n"); + "tessellation evaluation shader\n"); goto done; } } @@ -4725,7 +4724,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) { if (prog->_LinkedShaders[i] != NULL) { - _mesa_delete_linked_shader(ctx, prog->_LinkedShaders[i]); + _mesa_delete_linked_shader(ctx, prog->_LinkedShaders[i]); } prog->_LinkedShaders[i] = NULL; @@ -4857,7 +4856,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) if (max_version >= (prog->IsES ? 300 : 130)) { struct gl_linked_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT]; if (sh) { - lower_discard_flow(sh->ir); + lower_discard_flow(sh->ir); } } @@ -4878,11 +4877,11 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) */ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { if (prog->_LinkedShaders[i] == NULL) - continue; + continue; detect_recursion_linked(prog, prog->_LinkedShaders[i]->ir); if (!prog->LinkStatus) - goto done; + goto done; if (ctx->Const.ShaderCompilerOptions[i].LowerCombinedClipCullDistance) { lower_clip_cull_distance(prog, prog->_LinkedShaders[i]); @@ -4895,7 +4894,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false, &ctx->Const.ShaderCompilerOptions[i], ctx->Const.NativeIntegers)) - ; + ; lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir, i); propagate_invariance(prog->_LinkedShaders[i]->ir); @@ -4949,9 +4948,9 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) if (!prog->SeparateShader && ctx->API == API_OPENGLES2 && num_shaders[MESA_SHADER_COMPUTE] == 0) { if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) { - linker_error(prog, "program lacks a vertex shader\n"); + linker_error(prog, "program lacks a vertex shader\n"); } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) { - linker_error(prog, "program lacks a fragment shader\n"); + linker_error(prog, "program lacks a fragment shader\n"); } } @@ -4959,7 +4958,7 @@ done: for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { free(shader_list[i]); if (prog->_LinkedShaders[i] == NULL) - continue; + continue; /* Do a final validation step to make sure that the IR wasn't * invalidated by any modifications performed after intrastage linking. |