diff options
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r-- | src/glsl/linker.cpp | 1341 |
1 files changed, 1341 insertions, 0 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp new file mode 100644 index 00000000000..22cdd76015a --- /dev/null +++ b/src/glsl/linker.cpp @@ -0,0 +1,1341 @@ +/* + * Copyright © 2010 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 linker.cpp + * GLSL linker implementation + * + * Given a set of shaders that are to be linked to generate a final program, + * there are three distinct stages. + * + * In the first stage shaders are partitioned into groups based on the shader + * type. All shaders of a particular type (e.g., vertex shaders) are linked + * together. + * + * - Undefined references in each shader are resolve to definitions in + * another shader. + * - Types and qualifiers of uniforms, outputs, and global variables defined + * in multiple shaders with the same name are verified to be the same. + * - Initializers for uniforms and global variables defined + * in multiple shaders with the same name are verified to be the same. + * + * The result, in the terminology of the GLSL spec, is a set of shader + * executables for each processing unit. + * + * After the first stage is complete, a series of semantic checks are performed + * on each of the shader executables. + * + * - Each shader executable must define a \c main function. + * - Each vertex shader executable must write to \c gl_Position. + * - Each fragment shader executable must write to either \c gl_FragData or + * \c gl_FragColor. + * + * In the final stage individual shader executables are linked to create a + * complete exectuable. + * + * - Types of uniforms defined in multiple shader stages with the same name + * are verified to be the same. + * - Initializers for uniforms defined in multiple shader stages with the + * same name are verified to be the same. + * - Types and qualifiers of outputs defined in one stage are verified to + * be the same as the types and qualifiers of inputs defined with the same + * name in a later stage. + * + * \author Ian Romanick <[email protected]> + */ +#include <cstdlib> +#include <cstdio> +#include <cstdarg> +#include <climits> + +extern "C" { +#include <talloc.h> +} + +#include "main/compiler.h" +#include "main/mtypes.h" +#include "main/macros.h" +#include "main/shaderobj.h" +#include "glsl_symbol_table.h" +#include "ir.h" +#include "program.h" +#include "program/hash_table.h" +#include "linker.h" +#include "ir_optimization.h" + +/** + * Visitor that determines whether or not a variable is ever written. + */ +class find_assignment_visitor : public ir_hierarchical_visitor { +public: + find_assignment_visitor(const char *name) + : name(name), found(false) + { + /* empty */ + } + + virtual ir_visitor_status visit_enter(ir_assignment *ir) + { + ir_variable *const var = ir->lhs->variable_referenced(); + + if (strcmp(name, var->name) == 0) { + found = true; + return visit_stop; + } + + return visit_continue_with_parent; + } + + bool variable_found() + { + return found; + } + +private: + const char *name; /**< Find writes to a variable with this name. */ + bool found; /**< Was a write to the variable found? */ +}; + + +/** + * Visitor that determines whether or not a variable is ever read. + */ +class find_deref_visitor : public ir_hierarchical_visitor { +public: + find_deref_visitor(const char *name) + : name(name), found(false) + { + /* empty */ + } + + virtual ir_visitor_status visit(ir_dereference_variable *ir) + { + if (strcmp(this->name, ir->var->name) == 0) { + this->found = true; + return visit_stop; + } + + return visit_continue; + } + + bool variable_found() const + { + return this->found; + } + +private: + const char *name; /**< Find writes to a variable with this name. */ + bool found; /**< Was a write to the variable found? */ +}; + + +void +linker_error_printf(gl_shader_program *prog, const char *fmt, ...) +{ + va_list ap; + + prog->InfoLog = talloc_strdup_append(prog->InfoLog, "error: "); + va_start(ap, fmt); + prog->InfoLog = talloc_vasprintf_append(prog->InfoLog, fmt, ap); + va_end(ap); +} + + +void +invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode, + int generic_base) +{ + foreach_list(node, sh->ir) { + ir_variable *const var = ((ir_instruction *) node)->as_variable(); + + if ((var == NULL) || (var->mode != (unsigned) mode)) + continue; + + /* Only assign locations for generic attributes / varyings / etc. + */ + if (var->location >= generic_base) + var->location = -1; + } +} + + +/** + * Determine the number of attribute slots required for a particular type + * + * This code is here because it implements the language rules of a specific + * GLSL version. Since it's a property of the language and not a property of + * types in general, it doesn't really belong in glsl_type. + */ +unsigned +count_attribute_slots(const glsl_type *t) +{ + /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec: + * + * "A scalar input counts the same amount against this limit as a vec4, + * so applications may want to consider packing groups of four + * unrelated float inputs together into a vector to better utilize the + * capabilities of the underlying hardware. A matrix input will use up + * multiple locations. The number of locations used will equal the + * number of columns in the matrix." + * + * The spec does not explicitly say how arrays are counted. However, it + * should be safe to assume the total number of slots consumed by an array + * is the number of entries in the array multiplied by the number of slots + * consumed by a single element of the array. + */ + + if (t->is_array()) + return t->array_size() * count_attribute_slots(t->element_type()); + + if (t->is_matrix()) + return t->matrix_columns; + + return 1; +} + + +/** + * Verify that a vertex shader executable meets all semantic requirements + * + * \param shader Vertex shader executable to be verified + */ +bool +validate_vertex_shader_executable(struct gl_shader_program *prog, + struct gl_shader *shader) +{ + if (shader == NULL) + return true; + + find_assignment_visitor find("gl_Position"); + find.run(shader->ir); + if (!find.variable_found()) { + linker_error_printf(prog, + "vertex shader does not write to `gl_Position'\n"); + return false; + } + + return true; +} + + +/** + * Verify that a fragment shader executable meets all semantic requirements + * + * \param shader Fragment shader executable to be verified + */ +bool +validate_fragment_shader_executable(struct gl_shader_program *prog, + struct gl_shader *shader) +{ + if (shader == NULL) + return true; + + find_assignment_visitor frag_color("gl_FragColor"); + find_assignment_visitor frag_data("gl_FragData"); + + frag_color.run(shader->ir); + frag_data.run(shader->ir); + + if (frag_color.variable_found() && frag_data.variable_found()) { + linker_error_printf(prog, "fragment shader writes to both " + "`gl_FragColor' and `gl_FragData'\n"); + return false; + } + + return true; +} + + +/** + * Generate a string describing the mode of a variable + */ +static const char * +mode_string(const ir_variable *var) +{ + switch (var->mode) { + case ir_var_auto: + return (var->read_only) ? "global constant" : "global variable"; + + case ir_var_uniform: return "uniform"; + case ir_var_in: return "shader input"; + case ir_var_out: return "shader output"; + case ir_var_inout: return "shader inout"; + + case ir_var_temporary: + default: + assert(!"Should not get here."); + return "invalid variable"; + } +} + + +/** + * Perform validation of global variables used across multiple shaders + */ +bool +cross_validate_globals(struct gl_shader_program *prog, + struct gl_shader **shader_list, + unsigned num_shaders, + bool uniforms_only) +{ + /* Examine all of the uniforms in all of the shaders and cross validate + * them. + */ + glsl_symbol_table variables; + for (unsigned i = 0; i < num_shaders; i++) { + foreach_list(node, shader_list[i]->ir) { + ir_variable *const var = ((ir_instruction *) node)->as_variable(); + + if (var == NULL) + continue; + + if (uniforms_only && (var->mode != ir_var_uniform)) + continue; + + /* Don't cross validate temporaries that are at global scope. These + * will eventually get pulled into the shaders 'main'. + */ + if (var->mode == ir_var_temporary) + continue; + + /* If a global with this name has already been seen, verify that the + * new instance has the same type. In addition, if the globals have + * initializers, the values of the initializers must be the same. + */ + ir_variable *const existing = variables.get_variable(var->name); + if (existing != NULL) { + if (var->type != existing->type) { + linker_error_printf(prog, "%s `%s' declared as type " + "`%s' and type `%s'\n", + mode_string(var), + var->name, var->type->name, + existing->type->name); + return false; + } + + /* FINISHME: Handle non-constant initializers. + */ + if (var->constant_value != NULL) { + if (existing->constant_value != NULL) { + if (!var->constant_value->has_value(existing->constant_value)) { + linker_error_printf(prog, "initializers for %s " + "`%s' have differing values\n", + mode_string(var), var->name); + return false; + } + } else + /* If the first-seen instance of a particular uniform did not + * have an initializer but a later instance does, copy the + * initializer to the version stored in the symbol table. + */ + /* FINISHME: This is wrong. The constant_value field should + * FINISHME: not be modified! Imagine a case where a shader + * FINISHME: without an initializer is linked in two different + * FINISHME: programs with shaders that have differing + * FINISHME: initializers. Linking with the first will + * FINISHME: modify the shader, and linking with the second + * FINISHME: will fail. + */ + existing->constant_value = + var->constant_value->clone(talloc_parent(existing), NULL); + } + } else + variables.add_variable(var->name, var); + } + } + + return true; +} + + +/** + * Perform validation of uniforms used across multiple shader stages + */ +bool +cross_validate_uniforms(struct gl_shader_program *prog) +{ + return cross_validate_globals(prog, prog->_LinkedShaders, + prog->_NumLinkedShaders, true); +} + + +/** + * Validate that outputs from one stage match inputs of another + */ +bool +cross_validate_outputs_to_inputs(struct gl_shader_program *prog, + gl_shader *producer, gl_shader *consumer) +{ + glsl_symbol_table parameters; + /* FINISHME: Figure these out dynamically. */ + const char *const producer_stage = "vertex"; + const char *const consumer_stage = "fragment"; + + /* Find all shader outputs in the "producer" stage. + */ + foreach_list(node, producer->ir) { + ir_variable *const var = ((ir_instruction *) node)->as_variable(); + + /* FINISHME: For geometry shaders, this should also look for inout + * FINISHME: variables. + */ + if ((var == NULL) || (var->mode != ir_var_out)) + continue; + + parameters.add_variable(var->name, var); + } + + + /* Find all shader inputs in the "consumer" stage. Any variables that have + * matching outputs already in the symbol table must have the same type and + * qualifiers. + */ + foreach_list(node, consumer->ir) { + ir_variable *const input = ((ir_instruction *) node)->as_variable(); + + /* FINISHME: For geometry shaders, this should also look for inout + * FINISHME: variables. + */ + if ((input == NULL) || (input->mode != ir_var_in)) + continue; + + ir_variable *const output = parameters.get_variable(input->name); + if (output != NULL) { + /* Check that the types match between stages. + */ + if (input->type != output->type) { + linker_error_printf(prog, + "%s shader output `%s' delcared as " + "type `%s', but %s shader input declared " + "as type `%s'\n", + producer_stage, output->name, + output->type->name, + consumer_stage, input->type->name); + return false; + } + + /* Check that all of the qualifiers match between stages. + */ + if (input->centroid != output->centroid) { + linker_error_printf(prog, + "%s shader output `%s' %s centroid qualifier, " + "but %s shader input %s centroid qualifier\n", + producer_stage, + output->name, + (output->centroid) ? "has" : "lacks", + consumer_stage, + (input->centroid) ? "has" : "lacks"); + return false; + } + + if (input->invariant != output->invariant) { + linker_error_printf(prog, + "%s shader output `%s' %s invariant qualifier, " + "but %s shader input %s invariant qualifier\n", + producer_stage, + output->name, + (output->invariant) ? "has" : "lacks", + consumer_stage, + (input->invariant) ? "has" : "lacks"); + return false; + } + + if (input->interpolation != output->interpolation) { + linker_error_printf(prog, + "%s shader output `%s' specifies %s " + "interpolation qualifier, " + "but %s shader input specifies %s " + "interpolation qualifier\n", + producer_stage, + output->name, + output->interpolation_string(), + consumer_stage, + input->interpolation_string()); + return false; + } + } + } + + return true; +} + + +/** + * Populates a shaders symbol table with all global declarations + */ +static void +populate_symbol_table(gl_shader *sh) +{ + sh->symbols = new(sh) glsl_symbol_table; + + foreach_list(node, sh->ir) { + ir_instruction *const inst = (ir_instruction *) node; + ir_variable *var; + ir_function *func; + + if ((func = inst->as_function()) != NULL) { + sh->symbols->add_function(func->name, func); + } else if ((var = inst->as_variable()) != NULL) { + sh->symbols->add_variable(var->name, var); + } + } +} + + +/** + * Remap variables referenced in an instruction tree + * + * This is used when instruction trees are cloned from one shader and placed in + * another. These trees will contain references to \c ir_variable nodes that + * do not exist in the target shader. This function finds these \c ir_variable + * references and replaces the references with matching variables in the target + * shader. + * + * If there is no matching variable in the target shader, a clone of the + * \c ir_variable is made and added to the target shader. The new variable is + * added to \b both the instruction stream and the symbol table. + * + * \param inst IR tree that is to be processed. + * \param symbols Symbol table containing global scope symbols in the + * linked shader. + * \param instructions Instruction stream where new variable declarations + * should be added. + */ +void +remap_variables(ir_instruction *inst, struct gl_shader *target, + hash_table *temps) +{ + class remap_visitor : public ir_hierarchical_visitor { + public: + remap_visitor(struct gl_shader *target, + hash_table *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->mode == ir_var_temporary) { + ir_variable *var = (ir_variable *) hash_table_find(temps, ir->var); + + 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->name, copy); + this->instructions->push_head(copy); + ir->var = copy; + } + + return visit_continue; + } + + private: + struct gl_shader *target; + glsl_symbol_table *symbols; + exec_list *instructions; + hash_table *temps; + }; + + remap_visitor v(target, temps); + + inst->accept(&v); +} + + +/** + * Move non-declarations from one instruction stream to another + * + * The intended usage pattern of this function is to pass the pointer to the + * head sentinel of a list (i.e., a pointer to the list cast to an \c exec_node + * pointer) for \c last and \c false for \c make_copies on the first + * call. Successive calls pass the return value of the previous call for + * \c last and \c true for \c make_copies. + * + * \param instructions Source instruction stream + * \param last Instruction after which new instructions should be + * inserted in the target instruction stream + * \param make_copies Flag selecting whether instructions in \c instructions + * should be copied (via \c ir_instruction::clone) into the + * target list or moved. + * + * \return + * The new "last" instruction in the target instruction stream. This pointer + * is suitable for use as the \c last parameter of a later call to this + * function. + */ +exec_node * +move_non_declarations(exec_list *instructions, exec_node *last, + bool make_copies, gl_shader *target) +{ + hash_table *temps = NULL; + + if (make_copies) + temps = hash_table_ctor(0, hash_table_pointer_hash, + hash_table_pointer_compare); + + foreach_list_safe(node, instructions) { + ir_instruction *inst = (ir_instruction *) node; + + if (inst->as_function()) + continue; + + ir_variable *var = inst->as_variable(); + if ((var != NULL) && (var->mode != ir_var_temporary)) + continue; + + assert(inst->as_assignment() + || ((var != NULL) && (var->mode == ir_var_temporary))); + + if (make_copies) { + inst = inst->clone(target, NULL); + + if (var != NULL) + hash_table_insert(temps, inst, var); + else + remap_variables(inst, target, temps); + } else { + inst->remove(); + } + + last->insert_after(inst); + last = inst; + } + + if (make_copies) + hash_table_dtor(temps); + + return last; +} + +/** + * Get the function signature for main from a shader + */ +static ir_function_signature * +get_main_function_signature(gl_shader *sh) +{ + ir_function *const f = sh->symbols->get_function("main"); + if (f != NULL) { + exec_list void_parameters; + + /* Look for the 'void main()' signature and ensure that it's defined. + * This keeps the linker from accidentally pick a shader that just + * contains a prototype for main. + * + * We don't have to check for multiple definitions of main (in multiple + * shaders) because that would have already been caught above. + */ + ir_function_signature *sig = f->matching_signature(&void_parameters); + if ((sig != NULL) && sig->is_defined) { + return sig; + } + } + + return NULL; +} + + +/** + * Combine a group of shaders for a single stage to generate a linked shader + * + * \note + * If this function is supplied a single shader, it is cloned, and the new + * shader is returned. + */ +static struct gl_shader * +link_intrastage_shaders(struct gl_shader_program *prog, + struct gl_shader **shader_list, + unsigned num_shaders) +{ + /* Check that global variables defined in multiple shaders are consistent. + */ + if (!cross_validate_globals(prog, shader_list, num_shaders, false)) + return NULL; + + /* Check that there is only a single definition of each function signature + * across all shaders. + */ + for (unsigned i = 0; i < (num_shaders - 1); i++) { + foreach_list(node, shader_list[i]->ir) { + ir_function *const f = ((ir_instruction *) 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_iter (exec_list_iterator, iter, *f) { + ir_function_signature *sig = + (ir_function_signature *) iter.get(); + + if (!sig->is_defined || sig->is_built_in) + continue; + + ir_function_signature *other_sig = + other->exact_matching_signature(& sig->parameters); + + if ((other_sig != NULL) && other_sig->is_defined + && !other_sig->is_built_in) { + linker_error_printf(prog, + "function `%s' is multiply defined", + f->name); + return NULL; + } + } + } + } + } + + /* Find the shader that defines main, and make a clone of it. + * + * Starting with the clone, search for undefined references. If one is + * found, find the shader that defines it. Clone the reference and add + * it to the shader. Repeat until there are no undefined references or + * until a reference cannot be resolved. + */ + gl_shader *main = NULL; + for (unsigned i = 0; i < num_shaders; i++) { + if (get_main_function_signature(shader_list[i]) != NULL) { + main = shader_list[i]; + break; + } + } + + if (main == NULL) { + linker_error_printf(prog, "%s shader lacks `main'\n", + (shader_list[0]->Type == GL_VERTEX_SHADER) + ? "vertex" : "fragment"); + return NULL; + } + + gl_shader *const linked = _mesa_new_shader(NULL, 0, main->Type); + linked->ir = new(linked) exec_list; + clone_ir_list(linked, linked->ir, main->ir); + + populate_symbol_table(linked); + + /* The a pointer to the main function in the final linked shader (i.e., the + * copy of the original shader that contained the main function). + */ + ir_function_signature *const main_sig = get_main_function_signature(linked); + + /* Move any instructions other than variable declarations or function + * declarations into main. + */ + exec_node *insertion_point = + move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false, + linked); + + for (unsigned i = 0; i < num_shaders; i++) { + if (shader_list[i] == main) + continue; + + insertion_point = move_non_declarations(shader_list[i]->ir, + insertion_point, true, linked); + } + + /* Resolve initializers for global variables in the linked shader. + */ + unsigned num_linking_shaders = num_shaders; + for (unsigned i = 0; i < num_shaders; i++) + num_linking_shaders += shader_list[i]->num_builtins_to_link; + + gl_shader **linking_shaders = + (gl_shader **) calloc(num_linking_shaders, sizeof(gl_shader *)); + + memcpy(linking_shaders, shader_list, + sizeof(linking_shaders[0]) * num_shaders); + + unsigned idx = num_shaders; + for (unsigned i = 0; i < num_shaders; i++) { + memcpy(&linking_shaders[idx], shader_list[i]->builtins_to_link, + sizeof(linking_shaders[0]) * shader_list[i]->num_builtins_to_link); + idx += shader_list[i]->num_builtins_to_link; + } + + assert(idx == num_linking_shaders); + + link_function_calls(prog, linked, linking_shaders, num_linking_shaders); + + free(linking_shaders); + + return linked; +} + + +struct uniform_node { + exec_node link; + struct gl_uniform *u; + unsigned slots; +}; + +void +assign_uniform_locations(struct gl_shader_program *prog) +{ + /* */ + exec_list uniforms; + unsigned total_uniforms = 0; + hash_table *ht = hash_table_ctor(32, hash_table_string_hash, + hash_table_string_compare); + + for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) { + unsigned next_position = 0; + + foreach_list(node, prog->_LinkedShaders[i]->ir) { + ir_variable *const var = ((ir_instruction *) node)->as_variable(); + + if ((var == NULL) || (var->mode != ir_var_uniform)) + continue; + + const unsigned vec4_slots = (var->component_slots() + 3) / 4; + if (vec4_slots == 0) { + /* If we've got a sampler or an aggregate of them, the size can + * end up zero. Don't allocate any space. + */ + continue; + } + + uniform_node *n = (uniform_node *) hash_table_find(ht, var->name); + if (n == NULL) { + n = (uniform_node *) calloc(1, sizeof(struct uniform_node)); + n->u = (gl_uniform *) calloc(vec4_slots, sizeof(struct gl_uniform)); + n->slots = vec4_slots; + + n->u[0].Name = strdup(var->name); + for (unsigned j = 1; j < vec4_slots; j++) + n->u[j].Name = n->u[0].Name; + + hash_table_insert(ht, n, n->u[0].Name); + uniforms.push_tail(& n->link); + total_uniforms += vec4_slots; + } + + if (var->constant_value != NULL) + for (unsigned j = 0; j < vec4_slots; j++) + n->u[j].Initialized = true; + + var->location = next_position; + + for (unsigned j = 0; j < vec4_slots; j++) { + switch (prog->_LinkedShaders[i]->Type) { + case GL_VERTEX_SHADER: + n->u[j].VertPos = next_position; + break; + case GL_FRAGMENT_SHADER: + n->u[j].FragPos = next_position; + break; + case GL_GEOMETRY_SHADER: + /* FINISHME: Support geometry shaders. */ + assert(prog->_LinkedShaders[i]->Type != GL_GEOMETRY_SHADER); + break; + } + + next_position++; + } + } + } + + gl_uniform_list *ul = (gl_uniform_list *) + calloc(1, sizeof(gl_uniform_list)); + + ul->Size = total_uniforms; + ul->NumUniforms = total_uniforms; + ul->Uniforms = (gl_uniform *) calloc(total_uniforms, sizeof(gl_uniform)); + + unsigned idx = 0; + uniform_node *next; + for (uniform_node *node = (uniform_node *) uniforms.head + ; node->link.next != NULL + ; node = next) { + next = (uniform_node *) node->link.next; + + node->link.remove(); + memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform) * node->slots); + idx += node->slots; + + free(node->u); + free(node); + } + + hash_table_dtor(ht); + + prog->Uniforms = ul; +} + + +/** + * Find a contiguous set of available bits in a bitmask + * + * \param used_mask Bits representing used (1) and unused (0) locations + * \param needed_count Number of contiguous bits needed. + * + * \return + * Base location of the available bits on success or -1 on failure. + */ +int +find_available_slots(unsigned used_mask, unsigned needed_count) +{ + unsigned needed_mask = (1 << needed_count) - 1; + const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count; + + /* The comparison to 32 is redundant, but without it GCC emits "warning: + * cannot optimize possibly infinite loops" for the loop below. + */ + if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32)) + return -1; + + for (int i = 0; i <= max_bit_to_test; i++) { + if ((needed_mask & ~used_mask) == needed_mask) + return i; + + needed_mask <<= 1; + } + + return -1; +} + + +bool +assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index) +{ + /* Mark invalid attribute locations as being used. + */ + unsigned used_locations = (max_attribute_index >= 32) + ? ~0 : ~((1 << max_attribute_index) - 1); + + gl_shader *const sh = prog->_LinkedShaders[0]; + assert(sh->Type == GL_VERTEX_SHADER); + + /* Operate in a total of four passes. + * + * 1. Invalidate the location assignments for all vertex shader inputs. + * + * 2. Assign locations for inputs that have user-defined (via + * glBindVertexAttribLocation) locatoins. + * + * 3. Sort the attributes without assigned locations by number of slots + * required in decreasing order. Fragmentation caused by attribute + * locations assigned by the application may prevent large attributes + * from having enough contiguous space. + * + * 4. Assign locations to any inputs without assigned locations. + */ + + invalidate_variable_locations(sh, ir_var_in, VERT_ATTRIB_GENERIC0); + + if (prog->Attributes != NULL) { + for (unsigned i = 0; i < prog->Attributes->NumParameters; i++) { + ir_variable *const var = + sh->symbols->get_variable(prog->Attributes->Parameters[i].Name); + + /* Note: attributes that occupy multiple slots, such as arrays or + * matrices, may appear in the attrib array multiple times. + */ + if ((var == NULL) || (var->location != -1)) + continue; + + /* 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." + * + * Previous versions of the spec contain similar language but omit the + * bit about attribute arrays. + * + * Page 61 of the OpenGL 4.0 spec also says: + * + * "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." + * + * These two paragraphs are either somewhat contradictory, or I don't + * fully understand one or both of them. + */ + /* FINISHME: The code as currently written does not support attribute + * FINISHME: location aliasing (see comment above). + */ + const int attr = prog->Attributes->Parameters[i].StateIndexes[0]; + const unsigned slots = count_attribute_slots(var->type); + + /* Mask representing the contiguous slots that will be used by this + * attribute. + */ + const unsigned use_mask = (1 << slots) - 1; + + /* 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) { + linker_error_printf(prog, + "insufficient contiguous attribute locations " + "available for vertex shader input `%s'", + var->name); + return false; + } + + var->location = VERT_ATTRIB_GENERIC0 + attr; + used_locations |= (use_mask << attr); + } + } + + /* Temporary storage for the set of attributes that need locations assigned. + */ + struct temp_attr { + unsigned slots; + ir_variable *var; + + /* 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; + + /* Reversed because we want a descending order sort below. */ + return r->slots - l->slots; + } + } to_assign[16]; + + unsigned num_attr = 0; + + foreach_list(node, sh->ir) { + ir_variable *const var = ((ir_instruction *) node)->as_variable(); + + if ((var == NULL) || (var->mode != ir_var_in)) + continue; + + /* The location was explicitly assigned, nothing to do here. + */ + if (var->location != -1) + continue; + + to_assign[num_attr].slots = count_attribute_slots(var->type); + to_assign[num_attr].var = var; + num_attr++; + } + + /* If all of the attributes were assigned locations by the application (or + * are built-in attributes with fixed locations), return early. This should + * be the common case. + */ + if (num_attr == 0) + return true; + + qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare); + + /* VERT_ATTRIB_GENERIC0 is a psdueo-alias for VERT_ATTRIB_POS. It can only + * be explicitly assigned by via glBindAttribLocation. Mark it as reserved + * to prevent it from being automatically allocated below. + */ + find_deref_visitor find("gl_Vertex"); + find.run(sh->ir); + if (find.variable_found()) + used_locations |= (1 << 0); + + for (unsigned i = 0; i < num_attr; i++) { + /* Mask representing the contiguous slots that will be used by this + * attribute. + */ + const unsigned use_mask = (1 << to_assign[i].slots) - 1; + + int location = find_available_slots(used_locations, to_assign[i].slots); + + if (location < 0) { + linker_error_printf(prog, + "insufficient contiguous attribute locations " + "available for vertex shader input `%s'", + to_assign[i].var->name); + return false; + } + + to_assign[i].var->location = VERT_ATTRIB_GENERIC0 + location; + used_locations |= (use_mask << location); + } + + return true; +} + + +void +assign_varying_locations(struct gl_shader_program *prog, + gl_shader *producer, gl_shader *consumer) +{ + /* FINISHME: Set dynamically when geometry shader support is added. */ + unsigned output_index = VERT_RESULT_VAR0; + unsigned input_index = FRAG_ATTRIB_VAR0; + + /* Operate in a total of three passes. + * + * 1. Assign locations for any matching inputs and outputs. + * + * 2. Mark output variables in the producer that do not have locations as + * not being outputs. This lets the optimizer eliminate them. + * + * 3. Mark input variables in the consumer that do not have locations as + * not being inputs. This lets the optimizer eliminate them. + */ + + invalidate_variable_locations(producer, ir_var_out, VERT_RESULT_VAR0); + invalidate_variable_locations(consumer, ir_var_in, FRAG_ATTRIB_VAR0); + + foreach_list(node, producer->ir) { + ir_variable *const output_var = ((ir_instruction *) node)->as_variable(); + + if ((output_var == NULL) || (output_var->mode != ir_var_out) + || (output_var->location != -1)) + continue; + + ir_variable *const input_var = + consumer->symbols->get_variable(output_var->name); + + if ((input_var == NULL) || (input_var->mode != ir_var_in)) + continue; + + assert(input_var->location == -1); + + /* FINISHME: Location assignment will need some changes when arrays, + * FINISHME: matrices, and structures are allowed as shader inputs / + * FINISHME: outputs. + */ + output_var->location = output_index; + input_var->location = input_index; + + output_index++; + input_index++; + } + + foreach_list(node, producer->ir) { + ir_variable *const var = ((ir_instruction *) node)->as_variable(); + + if ((var == NULL) || (var->mode != ir_var_out)) + continue; + + /* An 'out' variable is only really a shader output if its value is read + * by the following stage. + */ + if (var->location == -1) { + var->mode = ir_var_auto; + } + } + + foreach_list(node, consumer->ir) { + ir_variable *const var = ((ir_instruction *) node)->as_variable(); + + if ((var == NULL) || (var->mode != ir_var_in)) + continue; + + if (var->location == -1) { + if (prog->Version <= 120) { + /* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec: + * + * Only those varying variables used (i.e. read) in + * the fragment shader executable must be written to + * by the vertex shader executable; declaring + * superfluous varying variables in a vertex shader is + * permissible. + * + * We interpret this text as meaning that the VS must + * write the variable for the FS to read it. See + * "glsl1-varying read but not written" in piglit. + */ + + linker_error_printf(prog, "fragment shader varying %s not written " + "by vertex shader\n.", var->name); + prog->LinkStatus = false; + } + + /* An 'in' variable is only really a shader input if its + * value is written by the previous stage. + */ + var->mode = ir_var_auto; + } + } +} + + +void +link_shaders(struct gl_shader_program *prog) +{ + prog->LinkStatus = false; + prog->Validated = false; + prog->_Used = false; + + if (prog->InfoLog != NULL) + talloc_free(prog->InfoLog); + + prog->InfoLog = talloc_strdup(NULL, ""); + + /* Separate the shaders into groups based on their type. + */ + struct gl_shader **vert_shader_list; + unsigned num_vert_shaders = 0; + struct gl_shader **frag_shader_list; + unsigned num_frag_shaders = 0; + + vert_shader_list = (struct gl_shader **) + calloc(2 * prog->NumShaders, sizeof(struct gl_shader *)); + frag_shader_list = &vert_shader_list[prog->NumShaders]; + + unsigned min_version = UINT_MAX; + unsigned max_version = 0; + for (unsigned i = 0; i < prog->NumShaders; i++) { + min_version = MIN2(min_version, prog->Shaders[i]->Version); + max_version = MAX2(max_version, prog->Shaders[i]->Version); + + switch (prog->Shaders[i]->Type) { + case GL_VERTEX_SHADER: + vert_shader_list[num_vert_shaders] = prog->Shaders[i]; + num_vert_shaders++; + break; + case GL_FRAGMENT_SHADER: + frag_shader_list[num_frag_shaders] = prog->Shaders[i]; + num_frag_shaders++; + break; + case GL_GEOMETRY_SHADER: + /* FINISHME: Support geometry shaders. */ + assert(prog->Shaders[i]->Type != GL_GEOMETRY_SHADER); + break; + } + } + + /* Previous to GLSL version 1.30, different compilation units could mix and + * match shading language versions. With GLSL 1.30 and later, the versions + * of all shaders must match. + */ + assert(min_version >= 110); + assert(max_version <= 130); + if ((max_version >= 130) && (min_version != max_version)) { + linker_error_printf(prog, "all shaders must use same shading " + "language version\n"); + goto done; + } + + prog->Version = max_version; + + /* Link all shaders for a particular stage and validate the result. + */ + prog->_NumLinkedShaders = 0; + if (num_vert_shaders > 0) { + gl_shader *const sh = + link_intrastage_shaders(prog, vert_shader_list, num_vert_shaders); + + if (sh == NULL) + goto done; + + if (!validate_vertex_shader_executable(prog, sh)) + goto done; + + prog->_LinkedShaders[prog->_NumLinkedShaders] = sh; + prog->_NumLinkedShaders++; + } + + if (num_frag_shaders > 0) { + gl_shader *const sh = + link_intrastage_shaders(prog, frag_shader_list, num_frag_shaders); + + if (sh == NULL) + goto done; + + if (!validate_fragment_shader_executable(prog, sh)) + goto done; + + prog->_LinkedShaders[prog->_NumLinkedShaders] = sh; + prog->_NumLinkedShaders++; + } + + /* Here begins the inter-stage linking phase. Some initial validation is + * performed, then locations are assigned for uniforms, attributes, and + * varyings. + */ + if (cross_validate_uniforms(prog)) { + /* Validate the inputs of each stage with the output of the preceeding + * stage. + */ + for (unsigned i = 1; i < prog->_NumLinkedShaders; i++) { + if (!cross_validate_outputs_to_inputs(prog, + prog->_LinkedShaders[i - 1], + prog->_LinkedShaders[i])) + goto done; + } + + prog->LinkStatus = true; + } + + /* Do common optimization before assigning storage for attributes, + * uniforms, and varyings. Later optimization could possibly make + * some of that unused. + */ + for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) { + while (do_common_optimization(prog->_LinkedShaders[i]->ir, true)) + ; + } + + assign_uniform_locations(prog); + + if (prog->_LinkedShaders[0]->Type == GL_VERTEX_SHADER) + /* 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_locations(prog, 16)) + goto done; + + for (unsigned i = 1; i < prog->_NumLinkedShaders; i++) + assign_varying_locations(prog, + prog->_LinkedShaders[i - 1], + prog->_LinkedShaders[i]); + + /* FINISHME: Assign fragment shader output locations. */ + +done: + free(vert_shader_list); +} |