/* * 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 */ #include #include #include "glsl_symbol_table.h" #include "glsl_parser_extras.h" #include "ir.h" #include "program.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? */ }; /** * Verify that a vertex shader executable meets all semantic requirements * * \param shader Vertex shader executable to be verified */ bool validate_vertex_shader_executable(struct glsl_shader *shader) { if (shader == NULL) return true; if (!shader->symbols->get_function("main")) { printf("error: vertex shader lacks `main'\n"); return false; } find_assignment_visitor find("gl_Position"); find.run(&shader->ir); if (!find.variable_found()) { printf("error: 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 glsl_shader *shader) { if (shader == NULL) return true; if (!shader->symbols->get_function("main")) { printf("error: fragment shader lacks `main'\n"); return false; } 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()) { printf("error: fragment shader does not write to `gl_FragColor' or " "`gl_FragData'\n"); return false; } if (frag_color.variable_found() && frag_data.variable_found()) { printf("error: fragment shader write to both `gl_FragColor' and " "`gl_FragData'\n"); return false; } return true; } void link_shaders(struct glsl_program *prog) { prog->LinkStatus = false; prog->Validated = false; prog->_Used = false; /* Separate the shaders into groups based on their type. */ struct glsl_shader **vert_shader_list; unsigned num_vert_shaders = 0; struct glsl_shader **frag_shader_list; unsigned num_frag_shaders = 0; vert_shader_list = (struct glsl_shader **) calloc(2 * prog->NumShaders, sizeof(struct glsl_shader *)); frag_shader_list = &vert_shader_list[prog->NumShaders]; for (unsigned i = 0; i < prog->NumShaders; i++) { 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; } } /* FINISHME: Implement intra-stage linking. */ assert(num_vert_shaders <= 1); assert(num_frag_shaders <= 1); /* Verify that each of the per-target executables is valid. */ if (!validate_vertex_shader_executable(vert_shader_list[0]) || !validate_fragment_shader_executable(frag_shader_list[0])) goto done; /* FINISHME: Perform inter-stage linking. */ prog->LinkStatus = true; done: free(vert_shader_list); }