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authorJason Ekstrand <[email protected]>2015-08-14 17:25:04 -0700
committerJason Ekstrand <[email protected]>2015-08-17 11:25:03 -0700
commit6a7ca4ef2cd3f39d3b5e77051cb3f3175e9e60df (patch)
treed5413781ac9e9ecfc22cf403fa7465d6a7cadb34 /src/glsl/linker.cpp
parentb4c02253c4e1a7bc5a7a6369045210932f5de605 (diff)
parentd3e23f1ff915c01541f8df375b50b93b3da565a8 (diff)
Merge remote-tracking branch 'mesa-public/master' into vulkan
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r--src/glsl/linker.cpp802
1 files changed, 756 insertions, 46 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 4a726d4e2e7..a7cd82049bd 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -250,6 +250,144 @@ public:
}
};
+class tess_eval_array_resize_visitor : public ir_hierarchical_visitor {
+public:
+ unsigned num_vertices;
+ gl_shader_program *prog;
+
+ tess_eval_array_resize_visitor(unsigned num_vertices, gl_shader_program *prog)
+ {
+ this->num_vertices = num_vertices;
+ this->prog = prog;
+ }
+
+ virtual ~tess_eval_array_resize_visitor()
+ {
+ /* empty */
+ }
+
+ virtual ir_visitor_status visit(ir_variable *var)
+ {
+ if (!var->type->is_array() || var->data.mode != ir_var_shader_in || var->data.patch)
+ return visit_continue;
+
+ var->type = glsl_type::get_array_instance(var->type->fields.array,
+ this->num_vertices);
+ var->data.max_array_access = this->num_vertices - 1;
+
+ return visit_continue;
+ }
+
+ /* Dereferences of input variables need to be updated so that their type
+ * matches the newly assigned type of the variable they are accessing. */
+ virtual ir_visitor_status visit(ir_dereference_variable *ir)
+ {
+ ir->type = ir->var->type;
+ return visit_continue;
+ }
+
+ /* Dereferences of 2D input arrays need to be updated so that their type
+ * matches the newly assigned type of the array they are accessing. */
+ virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
+ {
+ const glsl_type *const vt = ir->array->type;
+ if (vt->is_array())
+ ir->type = vt->fields.array;
+ return visit_continue;
+ }
+};
+
+class barrier_use_visitor : public ir_hierarchical_visitor {
+public:
+ barrier_use_visitor(gl_shader_program *prog)
+ : prog(prog), in_main(false), after_return(false), control_flow(0)
+ {
+ }
+
+ virtual ~barrier_use_visitor()
+ {
+ /* empty */
+ }
+
+ virtual ir_visitor_status visit_enter(ir_function *ir)
+ {
+ if (strcmp(ir->name, "main") == 0)
+ in_main = true;
+
+ return visit_continue;
+ }
+
+ virtual ir_visitor_status visit_leave(ir_function *ir)
+ {
+ in_main = false;
+ after_return = false;
+ return visit_continue;
+ }
+
+ virtual ir_visitor_status visit_leave(ir_return *ir)
+ {
+ after_return = true;
+ return visit_continue;
+ }
+
+ virtual ir_visitor_status visit_enter(ir_if *ir)
+ {
+ ++control_flow;
+ return visit_continue;
+ }
+
+ virtual ir_visitor_status visit_leave(ir_if *ir)
+ {
+ --control_flow;
+ return visit_continue;
+ }
+
+ virtual ir_visitor_status visit_enter(ir_loop *ir)
+ {
+ ++control_flow;
+ return visit_continue;
+ }
+
+ virtual ir_visitor_status visit_leave(ir_loop *ir)
+ {
+ --control_flow;
+ return visit_continue;
+ }
+
+ /* FINISHME: `switch` is not expressed at the IR level -- it's already
+ * been lowered to a mess of `if`s. We'll correctly disallow any use of
+ * barrier() in a conditional path within the switch, but not in a path
+ * which is always hit.
+ */
+
+ virtual ir_visitor_status visit_enter(ir_call *ir)
+ {
+ if (ir->use_builtin && strcmp(ir->callee_name(), "barrier") == 0) {
+ /* Use of barrier(); determine if it is legal: */
+ if (!in_main) {
+ linker_error(prog, "Builtin barrier() may only be used in main");
+ return visit_stop;
+ }
+
+ if (after_return) {
+ linker_error(prog, "Builtin barrier() may not be used after return");
+ return visit_stop;
+ }
+
+ if (control_flow != 0) {
+ linker_error(prog, "Builtin barrier() may not be used inside control flow");
+ return visit_stop;
+ }
+ }
+ return visit_continue;
+ }
+
+private:
+ gl_shader_program *prog;
+ bool in_main, after_return;
+ int control_flow;
+};
+
/**
* Visitor that determines the highest stream id to which a (geometry) shader
* emits vertices. It also checks whether End{Stream}Primitive is ever called.
@@ -346,6 +484,39 @@ private:
bool uses_non_zero_stream;
};
+/* Class that finds array derefs and check if indexes are dynamic. */
+class dynamic_sampler_array_indexing_visitor : public ir_hierarchical_visitor
+{
+public:
+ dynamic_sampler_array_indexing_visitor() :
+ dynamic_sampler_array_indexing(false)
+ {
+ }
+
+ ir_visitor_status visit_enter(ir_dereference_array *ir)
+ {
+ if (!ir->variable_referenced())
+ return visit_continue;
+
+ if (!ir->variable_referenced()->type->contains_sampler())
+ return visit_continue;
+
+ if (!ir->array_index->constant_expression_value()) {
+ dynamic_sampler_array_indexing = true;
+ return visit_stop;
+ }
+ return visit_continue;
+ }
+
+ bool uses_dynamic_sampler_array_indexing()
+ {
+ return dynamic_sampler_array_indexing;
+ }
+
+private:
+ bool dynamic_sampler_array_indexing;
+};
+
} /* anonymous namespace */
void
@@ -429,6 +600,10 @@ parse_program_resource_name(const GLchar *name,
if (array_index < 0)
return -1;
+ /* Check for leading zero */
+ if (name[i] == '0' && name[i+1] != ']')
+ return -1;
+
*out_base_name_end = name + (i - 1);
return array_index;
}
@@ -582,6 +757,17 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
&prog->Vert.ClipDistanceArraySize);
}
+void
+validate_tess_eval_shader_executable(struct gl_shader_program *prog,
+ struct gl_shader *shader)
+{
+ if (shader == NULL)
+ return;
+
+ analyze_clip_usage(prog, shader, &prog->TessEval.UsesClipDistance,
+ &prog->TessEval.ClipDistanceArraySize);
+}
+
/**
* Verify that a fragment shader executable meets all semantic requirements
@@ -744,9 +930,13 @@ cross_validate_globals(struct gl_shader_program *prog,
if (var == NULL)
continue;
- if (uniforms_only && (var->data.mode != ir_var_uniform))
+ if (uniforms_only && (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage))
continue;
+ /* don't cross validate subroutine uniforms */
+ if (var->type->contains_subroutine())
+ continue;
+
/* Don't cross validate temporaries that are at global scope. These
* will eventually get pulled into the shaders 'main'.
*/
@@ -1217,8 +1407,7 @@ public:
resize_interface_members(var->type->fields.array,
var->get_max_ifc_array_access());
var->change_interface_type(new_type);
- var->type =
- glsl_type::get_array_instance(new_type, var->type->length);
+ var->type = update_interface_members_array(var->type, new_type);
}
} else if (const glsl_type *ifc_type = var->get_interface_type()) {
/* Store a pointer to the variable in the unnamed_interfaces
@@ -1266,6 +1455,21 @@ private:
}
}
+ static const glsl_type *
+ update_interface_members_array(const glsl_type *type,
+ const glsl_type *new_interface_type)
+ {
+ const glsl_type *element_type = type->fields.array;
+ if (element_type->is_array()) {
+ const glsl_type *new_array_type =
+ update_interface_members_array(element_type, new_interface_type);
+ return glsl_type::get_array_instance(new_array_type, type->length);
+ } else {
+ return glsl_type::get_array_instance(new_interface_type,
+ type->length);
+ }
+ }
+
/**
* Determine whether the given interface type contains unsized arrays (if
* it doesn't, array_sizing_visitor doesn't need to process it).
@@ -1350,6 +1554,167 @@ private:
hash_table *unnamed_interfaces;
};
+
+/**
+ * Performs the cross-validation of tessellation control shader vertices and
+ * layout qualifiers for the attached tessellation control shaders,
+ * and propagates them to the linked TCS and linked shader program.
+ */
+static void
+link_tcs_out_layout_qualifiers(struct gl_shader_program *prog,
+ struct gl_shader *linked_shader,
+ struct gl_shader **shader_list,
+ unsigned num_shaders)
+{
+ linked_shader->TessCtrl.VerticesOut = 0;
+
+ if (linked_shader->Stage != MESA_SHADER_TESS_CTRL)
+ return;
+
+ /* From the GLSL 4.0 spec (chapter 4.3.8.2):
+ *
+ * "All tessellation control shader layout declarations in a program
+ * must specify the same output patch vertex count. There must be at
+ * least one layout qualifier specifying an output patch vertex count
+ * in any program containing tessellation control shaders; however,
+ * such a declaration is not required in all tessellation control
+ * shaders."
+ */
+
+ for (unsigned i = 0; i < num_shaders; i++) {
+ struct gl_shader *shader = shader_list[i];
+
+ if (shader->TessCtrl.VerticesOut != 0) {
+ if (linked_shader->TessCtrl.VerticesOut != 0 &&
+ linked_shader->TessCtrl.VerticesOut != shader->TessCtrl.VerticesOut) {
+ linker_error(prog, "tessellation control shader defined with "
+ "conflicting output vertex count (%d and %d)\n",
+ linked_shader->TessCtrl.VerticesOut,
+ shader->TessCtrl.VerticesOut);
+ return;
+ }
+ linked_shader->TessCtrl.VerticesOut = shader->TessCtrl.VerticesOut;
+ }
+ }
+
+ /* Just do the intrastage -> interstage propagation right now,
+ * since we already know we're in the right type of shader program
+ * for doing it.
+ */
+ if (linked_shader->TessCtrl.VerticesOut == 0) {
+ linker_error(prog, "tessellation control shader didn't declare "
+ "vertices out layout qualifier\n");
+ return;
+ }
+ prog->TessCtrl.VerticesOut = linked_shader->TessCtrl.VerticesOut;
+}
+
+
+/**
+ * Performs the cross-validation of tessellation evaluation shader
+ * primitive type, vertex spacing, ordering and point_mode layout qualifiers
+ * for the attached tessellation evaluation shaders, and propagates them
+ * to the linked TES and linked shader program.
+ */
+static void
+link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
+ struct gl_shader *linked_shader,
+ struct gl_shader **shader_list,
+ unsigned num_shaders)
+{
+ linked_shader->TessEval.PrimitiveMode = PRIM_UNKNOWN;
+ linked_shader->TessEval.Spacing = 0;
+ linked_shader->TessEval.VertexOrder = 0;
+ linked_shader->TessEval.PointMode = -1;
+
+ if (linked_shader->Stage != MESA_SHADER_TESS_EVAL)
+ return;
+
+ /* From the GLSL 4.0 spec (chapter 4.3.8.1):
+ *
+ * "At least one tessellation evaluation shader (compilation unit) in
+ * a program must declare a primitive mode in its input layout.
+ * Declaration vertex spacing, ordering, and point mode identifiers is
+ * optional. It is not required that all tessellation evaluation
+ * shaders in a program declare a primitive mode. If spacing or
+ * vertex ordering declarations are omitted, the tessellation
+ * primitive generator will use equal spacing or counter-clockwise
+ * vertex ordering, respectively. If a point mode declaration is
+ * omitted, the tessellation primitive generator will produce lines or
+ * triangles according to the primitive mode."
+ */
+
+ for (unsigned i = 0; i < num_shaders; i++) {
+ struct gl_shader *shader = shader_list[i];
+
+ if (shader->TessEval.PrimitiveMode != PRIM_UNKNOWN) {
+ if (linked_shader->TessEval.PrimitiveMode != PRIM_UNKNOWN &&
+ linked_shader->TessEval.PrimitiveMode != shader->TessEval.PrimitiveMode) {
+ linker_error(prog, "tessellation evaluation shader defined with "
+ "conflicting input primitive modes.\n");
+ return;
+ }
+ linked_shader->TessEval.PrimitiveMode = shader->TessEval.PrimitiveMode;
+ }
+
+ if (shader->TessEval.Spacing != 0) {
+ if (linked_shader->TessEval.Spacing != 0 &&
+ linked_shader->TessEval.Spacing != shader->TessEval.Spacing) {
+ linker_error(prog, "tessellation evaluation shader defined with "
+ "conflicting vertex spacing.\n");
+ return;
+ }
+ linked_shader->TessEval.Spacing = shader->TessEval.Spacing;
+ }
+
+ if (shader->TessEval.VertexOrder != 0) {
+ if (linked_shader->TessEval.VertexOrder != 0 &&
+ linked_shader->TessEval.VertexOrder != shader->TessEval.VertexOrder) {
+ linker_error(prog, "tessellation evaluation shader defined with "
+ "conflicting ordering.\n");
+ return;
+ }
+ linked_shader->TessEval.VertexOrder = shader->TessEval.VertexOrder;
+ }
+
+ if (shader->TessEval.PointMode != -1) {
+ if (linked_shader->TessEval.PointMode != -1 &&
+ linked_shader->TessEval.PointMode != shader->TessEval.PointMode) {
+ linker_error(prog, "tessellation evaluation shader defined with "
+ "conflicting point modes.\n");
+ return;
+ }
+ linked_shader->TessEval.PointMode = shader->TessEval.PointMode;
+ }
+
+ }
+
+ /* Just do the intrastage -> interstage propagation right now,
+ * since we already know we're in the right type of shader program
+ * for doing it.
+ */
+ if (linked_shader->TessEval.PrimitiveMode == PRIM_UNKNOWN) {
+ linker_error(prog,
+ "tessellation evaluation shader didn't declare input "
+ "primitive modes.\n");
+ return;
+ }
+ prog->TessEval.PrimitiveMode = linked_shader->TessEval.PrimitiveMode;
+
+ if (linked_shader->TessEval.Spacing == 0)
+ linked_shader->TessEval.Spacing = GL_EQUAL;
+ prog->TessEval.Spacing = linked_shader->TessEval.Spacing;
+
+ if (linked_shader->TessEval.VertexOrder == 0)
+ linked_shader->TessEval.VertexOrder = GL_CCW;
+ prog->TessEval.VertexOrder = linked_shader->TessEval.VertexOrder;
+
+ if (linked_shader->TessEval.PointMode == -1)
+ linked_shader->TessEval.PointMode = GL_FALSE;
+ prog->TessEval.PointMode = linked_shader->TessEval.PointMode;
+}
+
+
/**
* Performs the cross-validation of layout qualifiers specified in
* redeclaration of gl_FragCoord for the attached fragment shaders,
@@ -1696,6 +2061,8 @@ link_intrastage_shaders(void *mem_ctx,
ralloc_steal(linked, linked->UniformBlocks);
link_fs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
+ link_tcs_out_layout_qualifiers(prog, linked, shader_list, num_shaders);
+ link_tes_in_layout_qualifiers(prog, linked, shader_list, num_shaders);
link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
link_cs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
@@ -1778,6 +2145,14 @@ link_intrastage_shaders(void *mem_ctx,
if (ctx->Const.VertexID_is_zero_based)
lower_vertex_id(linked);
+ /* Validate correct usage of barrier() in the tess control shader */
+ if (linked->Stage == MESA_SHADER_TESS_CTRL) {
+ barrier_use_visitor visitor(prog);
+ foreach_in_list(ir_instruction, ir, linked->ir) {
+ ir->accept(&visitor);
+ }
+ }
+
/* Make a pass over all variable declarations to ensure that arrays with
* unspecified sizes have a size specified. The size is inferred from the
* max_array_access field.
@@ -1825,8 +2200,11 @@ update_array_sizes(struct gl_shader_program *prog)
* 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_uniform_block() || var->type->contains_atomic())
+ if (var->is_in_buffer_block() || var->type->contains_atomic() ||
+ var->type->contains_subroutine())
continue;
unsigned int size = var->data.max_array_access;
@@ -1872,6 +2250,34 @@ update_array_sizes(struct gl_shader_program *prog)
}
/**
+ * Resize tessellation evaluation per-vertex inputs to the size of
+ * tessellation control per-vertex outputs.
+ */
+static void
+resize_tes_inputs(struct gl_context *ctx,
+ struct gl_shader_program *prog)
+{
+ if (prog->_LinkedShaders[MESA_SHADER_TESS_EVAL] == NULL)
+ return;
+
+ gl_shader *const tcs = prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
+ gl_shader *const tes = prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
+
+ /* If no control shader is present, then the TES inputs are statically
+ * sized to MaxPatchVertices; the actual size of the arrays won't be
+ * known until draw time.
+ */
+ const int num_vertices = tcs
+ ? tcs->TessCtrl.VerticesOut
+ : ctx->Const.MaxPatchVertices;
+
+ tess_eval_array_resize_visitor input_resize_visitor(num_vertices, prog);
+ foreach_in_list(ir_instruction, ir, tes->ir) {
+ ir->accept(&input_resize_visitor);
+ }
+}
+
+/**
* Find a contiguous set of available bits in a bitmask.
*
* \param used_mask Bits representing used (1) and unused (0) locations
@@ -1907,12 +2313,10 @@ find_available_slots(unsigned used_mask, unsigned needed_count)
* Assign locations for either VS inputs or FS outputs
*
* \param prog Shader program whose variables need locations assigned
+ * \param constants Driver specific constant values for the program.
* \param target_index Selector for the program target to receive location
* assignmnets. Must be either \c MESA_SHADER_VERTEX or
* \c MESA_SHADER_FRAGMENT.
- * \param max_index Maximum number of generic locations. This corresponds
- * to either the maximum number of draw buffers or the
- * maximum number of generic attributes.
*
* \return
* If locations are successfully assigned, true is returned. Otherwise an
@@ -1920,9 +2324,17 @@ find_available_slots(unsigned used_mask, unsigned needed_count)
*/
bool
assign_attribute_or_color_locations(gl_shader_program *prog,
- unsigned target_index,
- unsigned max_index)
+ struct gl_constants *constants,
+ unsigned target_index)
{
+ /* Maximum number of generic locations. This corresponds to either the
+ * maximum number of draw buffers or the maximum number of generic
+ * attributes.
+ */
+ unsigned max_index = (target_index == MESA_SHADER_VERTEX) ?
+ constants->Program[target_index].MaxAttribs :
+ MAX2(constants->MaxDrawBuffers, constants->MaxDualSourceDrawBuffers);
+
/* Mark invalid locations as being used.
*/
unsigned used_locations = (max_index >= 32)
@@ -2019,6 +2431,25 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
}
}
+ /* From GL4.5 core spec, section 15.2 (Shader Execution):
+ *
+ * "Output binding assignments will cause LinkProgram to fail:
+ * ...
+ * If the program has an active output assigned to a location greater
+ * than or equal to the value of MAX_DUAL_SOURCE_DRAW_BUFFERS and has
+ * an active output assigned an index greater than or equal to one;"
+ */
+ if (target_index == MESA_SHADER_FRAGMENT && var->data.index >= 1 &&
+ var->data.location - generic_base >=
+ (int) constants->MaxDualSourceDrawBuffers) {
+ linker_error(prog,
+ "output location %d >= GL_MAX_DUAL_SOURCE_DRAW_BUFFERS "
+ "with index %u for %s\n",
+ var->data.location - generic_base, var->data.index,
+ var->name);
+ return false;
+ }
+
const unsigned slots = var->type->count_attribute_slots();
/* From GL4.5 core spec, section 11.1.1 (Vertex Attributes):
@@ -2389,6 +2820,49 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
}
}
+static void
+link_calculate_subroutine_compat(struct gl_context *ctx, struct gl_shader_program *prog)
+{
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_shader *sh = prog->_LinkedShaders[i];
+ int count;
+ if (!sh)
+ continue;
+
+ for (unsigned j = 0; j < sh->NumSubroutineUniformRemapTable; j++) {
+ struct gl_uniform_storage *uni = sh->SubroutineUniformRemapTable[j];
+
+ if (!uni)
+ continue;
+
+ count = 0;
+ for (unsigned f = 0; f < sh->NumSubroutineFunctions; f++) {
+ struct gl_subroutine_function *fn = &sh->SubroutineFunctions[f];
+ for (int k = 0; k < fn->num_compat_types; k++) {
+ if (fn->types[k] == uni->type) {
+ count++;
+ break;
+ }
+ }
+ }
+ uni->num_compatible_subroutines = count;
+ }
+ }
+}
+
+static void
+check_subroutine_resources(struct gl_context *ctx, struct gl_shader_program *prog)
+{
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_shader *sh = prog->_LinkedShaders[i];
+
+ if (sh) {
+ if (sh->NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS)
+ linker_error(prog, "Too many %s shader subroutine uniforms\n",
+ _mesa_shader_stage_to_string(i));
+ }
+ }
+}
/**
* Validate shader image resources.
*/
@@ -2406,8 +2880,9 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
if (sh) {
if (sh->NumImages > ctx->Const.Program[i].MaxImageUniforms)
- linker_error(prog, "Too many %s shader image uniforms\n",
- _mesa_shader_stage_to_string(i));
+ linker_error(prog, "Too many %s shader image uniforms (%u > %u)\n",
+ _mesa_shader_stage_to_string(i), sh->NumImages,
+ ctx->Const.Program[i].MaxImageUniforms);
total_image_units += sh->NumImages;
@@ -2497,6 +2972,59 @@ reserve_explicit_locations(struct gl_shader_program *prog,
return true;
}
+static bool
+reserve_subroutine_explicit_locations(struct gl_shader_program *prog,
+ struct gl_shader *sh,
+ ir_variable *var)
+{
+ unsigned slots = var->type->uniform_locations();
+ unsigned max_loc = var->data.location + slots - 1;
+
+ /* Resize remap table if locations do not fit in the current one. */
+ if (max_loc + 1 > sh->NumSubroutineUniformRemapTable) {
+ sh->SubroutineUniformRemapTable =
+ reralloc(sh, sh->SubroutineUniformRemapTable,
+ gl_uniform_storage *,
+ max_loc + 1);
+
+ if (!sh->SubroutineUniformRemapTable) {
+ linker_error(prog, "Out of memory during linking.\n");
+ return false;
+ }
+
+ /* Initialize allocated space. */
+ for (unsigned i = sh->NumSubroutineUniformRemapTable; i < max_loc + 1; i++)
+ sh->SubroutineUniformRemapTable[i] = NULL;
+
+ sh->NumSubroutineUniformRemapTable = max_loc + 1;
+ }
+
+ for (unsigned i = 0; i < slots; i++) {
+ unsigned loc = var->data.location + i;
+
+ /* Check if location is already used. */
+ if (sh->SubroutineUniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
+
+ /* ARB_explicit_uniform_location specification states:
+ * "No two subroutine uniform variables can have the same location
+ * in the same shader stage, otherwise a compiler or linker error
+ * will be generated."
+ */
+ linker_error(prog,
+ "location qualifier for uniform %s overlaps "
+ "previously used location\n",
+ var->name);
+ return false;
+ }
+
+ /* Initialize location as inactive before optimization
+ * rounds and location assignment.
+ */
+ sh->SubroutineUniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
+ }
+
+ return true;
+}
/**
* Check and reserve all explicit uniform locations, called before
* any optimizations happen to handle also inactive uniforms and
@@ -2527,9 +3055,14 @@ check_explicit_uniform_locations(struct gl_context *ctx,
foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *var = node->as_variable();
- if ((var && var->data.mode == ir_var_uniform) &&
+ if (var && (var->data.mode == ir_var_uniform || var->data.mode == ir_var_shader_storage) &&
var->data.explicit_location) {
- if (!reserve_explicit_locations(prog, uniform_map, var)) {
+ bool ret;
+ if (var->type->is_subroutine())
+ ret = reserve_subroutine_explicit_locations(prog, sh, var);
+ else
+ ret = reserve_explicit_locations(prog, uniform_map, var);
+ if (!ret) {
delete uniform_map;
return;
}
@@ -2578,7 +3111,8 @@ add_program_resource(struct gl_shader_program *prog, GLenum type,
* Function builds a stage reference bitmask from variable name.
*/
static uint8_t
-build_stageref(struct gl_shader_program *shProg, const char *name)
+build_stageref(struct gl_shader_program *shProg, const char *name,
+ unsigned mode)
{
uint8_t stages = 0;
@@ -2591,9 +3125,34 @@ build_stageref(struct gl_shader_program *shProg, const char *name)
struct gl_shader *sh = shProg->_LinkedShaders[i];
if (!sh)
continue;
- ir_variable *var = sh->symbols->get_variable(name);
- if (var)
- stages |= (1 << i);
+
+ /* Shader symbol table may contain variables that have
+ * been optimized away. Search IR for the variable instead.
+ */
+ foreach_in_list(ir_instruction, node, sh->ir) {
+ ir_variable *var = node->as_variable();
+ if (var) {
+ unsigned baselen = strlen(var->name);
+
+ /* Type needs to match if specified, otherwise we might
+ * pick a variable with same name but different interface.
+ */
+ if (var->data.mode != mode)
+ continue;
+
+ if (strncmp(var->name, name, baselen) == 0) {
+ /* Check for exact name matches but also check for arrays and
+ * structs.
+ */
+ if (name[baselen] == '\0' ||
+ name[baselen] == '[' ||
+ name[baselen] == '.') {
+ stages |= (1 << i);
+ break;
+ }
+ }
+ }
+ }
}
return stages;
}
@@ -2638,7 +3197,8 @@ add_interface_variables(struct gl_shader_program *shProg,
};
if (!add_program_resource(shProg, programInterface, var,
- build_stageref(shProg, var->name) | mask))
+ build_stageref(shProg, var->name,
+ var->data.mode) | mask))
return false;
}
return true;
@@ -2648,7 +3208,7 @@ add_interface_variables(struct gl_shader_program *shProg,
* Builds up a list of program resources that point to existing
* resource data.
*/
-static void
+void
build_program_resource_list(struct gl_context *ctx,
struct gl_shader_program *shProg)
{
@@ -2689,12 +3249,9 @@ build_program_resource_list(struct gl_context *ctx,
/* Add transform feedback varyings. */
if (shProg->LinkedTransformFeedback.NumVarying > 0) {
for (int i = 0; i < shProg->LinkedTransformFeedback.NumVarying; i++) {
- uint8_t stageref =
- build_stageref(shProg,
- shProg->LinkedTransformFeedback.Varyings[i].Name);
if (!add_program_resource(shProg, GL_TRANSFORM_FEEDBACK_VARYING,
&shProg->LinkedTransformFeedback.Varyings[i],
- stageref))
+ 0))
return;
}
}
@@ -2706,7 +3263,8 @@ build_program_resource_list(struct gl_context *ctx,
continue;
uint8_t stageref =
- build_stageref(shProg, shProg->UniformStorage[i].name);
+ build_stageref(shProg, shProg->UniformStorage[i].name,
+ ir_var_uniform);
/* Add stagereferences for uniforms in a uniform block. */
int block_index = shProg->UniformStorage[i].block_index;
@@ -2736,13 +3294,111 @@ build_program_resource_list(struct gl_context *ctx,
return;
}
+ for (unsigned i = 0; i < shProg->NumUniformStorage; i++) {
+ GLenum type;
+ if (!shProg->UniformStorage[i].hidden)
+ continue;
+
+ for (int j = MESA_SHADER_VERTEX; j < MESA_SHADER_STAGES; j++) {
+ if (!shProg->UniformStorage[i].subroutine[j].active)
+ continue;
+
+ type = _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j);
+ /* add shader subroutines */
+ if (!add_program_resource(shProg, type, &shProg->UniformStorage[i], 0))
+ return;
+ }
+ }
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_shader *sh = shProg->_LinkedShaders[i];
+ GLuint type;
+
+ if (!sh)
+ continue;
+
+ type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
+ for (unsigned j = 0; j < sh->NumSubroutineFunctions; j++) {
+ if (!add_program_resource(shProg, type, &sh->SubroutineFunctions[j], 0))
+ return;
+ }
+ }
+
/* TODO - following extensions will require more resource types:
*
* GL_ARB_shader_storage_buffer_object
- * GL_ARB_shader_subroutine
*/
}
+/**
+ * This check is done to make sure we allow only constant expression
+ * indexing and "constant-index-expression" (indexing with an expression
+ * that includes loop induction variable).
+ */
+static bool
+validate_sampler_array_indexing(struct gl_context *ctx,
+ struct gl_shader_program *prog)
+{
+ dynamic_sampler_array_indexing_visitor v;
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ bool no_dynamic_indexing =
+ ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler;
+
+ /* Search for array derefs in shader. */
+ v.run(prog->_LinkedShaders[i]->ir);
+ if (v.uses_dynamic_sampler_array_indexing()) {
+ const char *msg = "sampler arrays indexed with non-constant "
+ "expressions is forbidden in GLSL %s %u";
+ /* Backend has indicated that it has no dynamic indexing support. */
+ if (no_dynamic_indexing) {
+ linker_error(prog, msg, prog->IsES ? "ES" : "", prog->Version);
+ return false;
+ } else {
+ linker_warning(prog, msg, prog->IsES ? "ES" : "", prog->Version);
+ }
+ }
+ }
+ return true;
+}
+
+void
+link_assign_subroutine_types(struct gl_context *ctx,
+ struct gl_shader_program *prog)
+{
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ gl_shader *sh = prog->_LinkedShaders[i];
+
+ if (sh == NULL)
+ continue;
+
+ foreach_in_list(ir_instruction, node, sh->ir) {
+ ir_function *fn = node->as_function();
+ if (!fn)
+ continue;
+
+ if (fn->is_subroutine)
+ sh->NumSubroutineUniformTypes++;
+
+ if (!fn->num_subroutine_types)
+ continue;
+
+ sh->SubroutineFunctions = reralloc(sh, sh->SubroutineFunctions,
+ struct gl_subroutine_function,
+ sh->NumSubroutineFunctions + 1);
+ sh->SubroutineFunctions[sh->NumSubroutineFunctions].name = ralloc_strdup(sh, fn->name);
+ sh->SubroutineFunctions[sh->NumSubroutineFunctions].num_compat_types = fn->num_subroutine_types;
+ sh->SubroutineFunctions[sh->NumSubroutineFunctions].types =
+ ralloc_array(sh, const struct glsl_type *,
+ fn->num_subroutine_types);
+ for (int j = 0; j < fn->num_subroutine_types; j++)
+ sh->SubroutineFunctions[sh->NumSubroutineFunctions].types[j] = fn->subroutine_types[j];
+ sh->NumSubroutineFunctions++;
+ }
+ }
+}
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
@@ -2804,7 +3460,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
prog->Version = max_version;
prog->IsES = is_es_prog;
- /* Geometry shaders have to be linked with vertex shaders.
+ /* Some shaders have to be linked with some other shaders present.
*/
if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
num_shaders[MESA_SHADER_VERTEX] == 0 &&
@@ -2813,6 +3469,44 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
"vertex shader\n");
goto done;
}
+ if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
+ num_shaders[MESA_SHADER_VERTEX] == 0 &&
+ !prog->SeparateShader) {
+ linker_error(prog, "Tessellation evaluation shader must be linked with "
+ "vertex shader\n");
+ goto done;
+ }
+ if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
+ num_shaders[MESA_SHADER_VERTEX] == 0 &&
+ !prog->SeparateShader) {
+ linker_error(prog, "Tessellation control shader must be linked with "
+ "vertex shader\n");
+ goto done;
+ }
+
+ /* The spec is self-contradictory here. It allows linking without a tess
+ * eval shader, but that can only be used with transform feedback and
+ * rasterization disabled. However, transform feedback isn't allowed
+ * with GL_PATCHES, so it can't be used.
+ *
+ * More investigation showed that the idea of transform feedback after
+ * a tess control shader was dropped, because some hw vendors couldn't
+ * support tessellation without a tess eval shader, but the linker section
+ * wasn't updated to reflect that.
+ *
+ * All specifications (ARB_tessellation_shader, GL 4.0-4.5) have this
+ * spec bug.
+ *
+ * Do what's reasonable and always require a tess eval shader if a tess
+ * control shader is present.
+ */
+ if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
+ num_shaders[MESA_SHADER_TESS_EVAL] == 0 &&
+ !prog->SeparateShader) {
+ linker_error(prog, "Tessellation control shader must be linked with "
+ "tessellation evaluation shader\n");
+ goto done;
+ }
/* Compute shaders have additional restrictions. */
if (num_shaders[MESA_SHADER_COMPUTE] > 0 &&
@@ -2846,6 +3540,12 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
case MESA_SHADER_VERTEX:
validate_vertex_shader_executable(prog, sh);
break;
+ case MESA_SHADER_TESS_CTRL:
+ /* nothing to be done */
+ break;
+ case MESA_SHADER_TESS_EVAL:
+ validate_tess_eval_shader_executable(prog, sh);
+ break;
case MESA_SHADER_GEOMETRY:
validate_geometry_shader_executable(prog, sh);
break;
@@ -2865,6 +3565,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
if (num_shaders[MESA_SHADER_GEOMETRY] > 0)
prog->LastClipDistanceArraySize = prog->Geom.ClipDistanceArraySize;
+ else if (num_shaders[MESA_SHADER_TESS_EVAL] > 0)
+ prog->LastClipDistanceArraySize = prog->TessEval.ClipDistanceArraySize;
else if (num_shaders[MESA_SHADER_VERTEX] > 0)
prog->LastClipDistanceArraySize = prog->Vert.ClipDistanceArraySize;
else
@@ -2886,9 +3588,13 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
}
check_explicit_uniform_locations(ctx, prog);
+ link_assign_subroutine_types(ctx, prog);
+
if (!prog->LinkStatus)
goto done;
+ resize_tes_inputs(ctx, prog);
+
/* Validate the inputs of each stage with the output of the preceding
* stage.
*/
@@ -2953,6 +3659,10 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
lower_clip_distance(prog->_LinkedShaders[i]);
}
+ if (ctx->Const.LowerTessLevel) {
+ lower_tess_level(prog->_LinkedShaders[i]);
+ }
+
while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
&ctx->Const.ShaderCompilerOptions[i],
ctx->Const.NativeIntegers))
@@ -2961,6 +3671,16 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir);
}
+ /* Validation for special cases where we allow sampler array indexing
+ * with loop induction variable. This check emits a warning or error
+ * depending if backend can handle dynamic indexing.
+ */
+ if ((!prog->IsES && prog->Version < 130) ||
+ (prog->IsES && prog->Version < 300)) {
+ if (!validate_sampler_array_indexing(ctx, prog))
+ goto done;
+ }
+
/* Check and validate stream emissions in geometry shaders */
validate_geometry_shader_emissions(ctx, prog);
@@ -2971,16 +3691,13 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
}
}
- /* FINISHME: The value of the max_attribute_index parameter is
- * FINISHME: implementation dependent based on the value of
- * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
- * FINISHME: at least 16, so hardcode 16 for now.
- */
- if (!assign_attribute_or_color_locations(prog, MESA_SHADER_VERTEX, 16)) {
+ if (!assign_attribute_or_color_locations(prog, &ctx->Const,
+ MESA_SHADER_VERTEX)) {
goto done;
}
- if (!assign_attribute_or_color_locations(prog, MESA_SHADER_FRAGMENT, MAX2(ctx->Const.MaxDrawBuffers, ctx->Const.MaxDualSourceDrawBuffers))) {
+ if (!assign_attribute_or_color_locations(prog, &ctx->Const,
+ MESA_SHADER_FRAGMENT)) {
goto done;
}
@@ -3039,8 +3756,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
*/
if (!assign_varying_locations(ctx, mem_ctx, prog,
NULL, prog->_LinkedShaders[first],
- num_tfeedback_decls, tfeedback_decls,
- prog->Geom.VerticesIn))
+ num_tfeedback_decls, tfeedback_decls))
goto done;
}
@@ -3051,8 +3767,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
*/
if (!assign_varying_locations(ctx, mem_ctx, prog,
sh, NULL,
- num_tfeedback_decls, tfeedback_decls,
- 0))
+ num_tfeedback_decls, tfeedback_decls))
goto done;
}
@@ -3080,8 +3795,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
NULL /* producer */,
sh /* consumer */,
0 /* num_tfeedback_decls */,
- NULL /* tfeedback_decls */,
- 0 /* gs_input_vertices */))
+ NULL /* tfeedback_decls */))
goto done;
} else
demote_shader_inputs_and_outputs(sh, ir_var_shader_in);
@@ -3097,12 +3811,10 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
gl_shader *const sh_i = prog->_LinkedShaders[i];
gl_shader *const sh_next = prog->_LinkedShaders[next];
- unsigned gs_input_vertices =
- next == MESA_SHADER_GEOMETRY ? prog->Geom.VerticesIn : 0;
if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
- tfeedback_decls, gs_input_vertices))
+ tfeedback_decls))
goto done;
do_dead_builtin_varyings(ctx, sh_i, sh_next,
@@ -3136,7 +3848,9 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
link_assign_atomic_counter_resources(ctx, prog);
store_fragdepth_layout(prog);
+ link_calculate_subroutine_compat(ctx, prog);
check_resources(ctx, prog);
+ check_subroutine_resources(ctx, prog);
check_image_resources(ctx, prog);
link_check_atomic_counter_resources(ctx, prog);
@@ -3157,10 +3871,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
}
}
- build_program_resource_list(ctx, prog);
- if (!prog->LinkStatus)
- goto done;
-
/* FINISHME: Assign fragment shader output locations. */
done: