/* * Copyright © 2013 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ /** * \file link_interface_blocks.cpp * Linker support for GLSL's interface blocks. */ #include "ir.h" #include "glsl_symbol_table.h" #include "linker.h" #include "main/macros.h" #include "main/mtypes.h" #include "util/hash_table.h" #include "util/u_string.h" namespace { /** * Return true if interface members mismatch and its not allowed by GLSL. */ static bool interstage_member_mismatch(struct gl_shader_program *prog, const glsl_type *c, const glsl_type *p) { if (c->length != p->length) return true; for (unsigned i = 0; i < c->length; i++) { if (c->fields.structure[i].type != p->fields.structure[i].type) return true; if (strcmp(c->fields.structure[i].name, p->fields.structure[i].name) != 0) return true; if (c->fields.structure[i].location != p->fields.structure[i].location) return true; if (c->fields.structure[i].patch != p->fields.structure[i].patch) return true; /* From Section 4.5 (Interpolation Qualifiers) of the GLSL 4.40 spec: * * "It is a link-time error if, within the same stage, the * interpolation qualifiers of variables of the same name do not * match." */ if (prog->IsES || prog->data->Version < 440) if (c->fields.structure[i].interpolation != p->fields.structure[i].interpolation) return true; /* From Section 4.3.4 (Input Variables) of the GLSL ES 3.0 spec: * * "The output of the vertex shader and the input of the fragment * shader form an interface. For this interface, vertex shader * output variables and fragment shader input variables of the same * name must match in type and qualification (other than precision * and out matching to in). * * The table in Section 9.2.1 Linked Shaders of the GLSL ES 3.1 spec * says that centroid no longer needs to match for varyings. * * The table in Section 9.2.1 Linked Shaders of the GLSL ES 3.2 spec * says that sample need not match for varyings. */ if (!prog->IsES || prog->data->Version < 310) if (c->fields.structure[i].centroid != p->fields.structure[i].centroid) return true; if (!prog->IsES) if (c->fields.structure[i].sample != p->fields.structure[i].sample) return true; } return false; } /** * Check if two interfaces match, according to intrastage interface matching * rules. If they do, and the first interface uses an unsized array, it will * be updated to reflect the array size declared in the second interface. */ bool intrastage_match(ir_variable *a, ir_variable *b, struct gl_shader_program *prog, bool match_precision) { /* Types must match. */ if (a->get_interface_type() != b->get_interface_type()) { /* Exception: if both the interface blocks are implicitly declared, * don't force their types to match. They might mismatch due to the two * shaders using different GLSL versions, and that's ok. */ if ((a->data.how_declared != ir_var_declared_implicitly || b->data.how_declared != ir_var_declared_implicitly) && (!prog->IsES || interstage_member_mismatch(prog, a->get_interface_type(), b->get_interface_type()))) return false; } /* Presence/absence of interface names must match. */ if (a->is_interface_instance() != b->is_interface_instance()) return false; /* For uniforms, instance names need not match. For shader ins/outs, * it's not clear from the spec whether they need to match, but * Mesa's implementation relies on them matching. */ if (a->is_interface_instance() && b->data.mode != ir_var_uniform && b->data.mode != ir_var_shader_storage && strcmp(a->name, b->name) != 0) { return false; } bool type_match = (match_precision ? a->type == b->type : a->type->compare_no_precision(b->type)); /* If a block is an array then it must match across the shader. * Unsized arrays are also processed and matched agaist sized arrays. */ if (!type_match && (b->type->is_array() || a->type->is_array()) && (b->is_interface_instance() || a->is_interface_instance()) && !validate_intrastage_arrays(prog, b, a, match_precision)) return false; return true; } /** * Check if two interfaces match, according to interstage (in/out) interface * matching rules. * * If \c extra_array_level is true, the consumer interface is required to be * an array and the producer interface is required to be a non-array. * This is used for tessellation control and geometry shader consumers. */ static bool interstage_match(struct gl_shader_program *prog, ir_variable *producer, ir_variable *consumer, bool extra_array_level) { /* Types must match. */ if (consumer->get_interface_type() != producer->get_interface_type()) { /* Exception: if both the interface blocks are implicitly declared, * don't force their types to match. They might mismatch due to the two * shaders using different GLSL versions, and that's ok. * * Also we store some member information such as interpolation in * glsl_type that doesn't always have to match across shader stages. * Therefore we make a pass over the members glsl_struct_field to make * sure we don't reject shaders where fields don't need to match. */ if ((consumer->data.how_declared != ir_var_declared_implicitly || producer->data.how_declared != ir_var_declared_implicitly) && interstage_member_mismatch(prog, consumer->get_interface_type(), producer->get_interface_type())) return false; } /* Ignore outermost array if geom shader */ const glsl_type *consumer_instance_type; if (extra_array_level) { consumer_instance_type = consumer->type->fields.array; } else { consumer_instance_type = consumer->type; } /* If a block is an array then it must match across shaders. * Since unsized arrays have been ruled out, we can check this by just * making sure the types are equal. */ if ((consumer->is_interface_instance() && consumer_instance_type->is_array()) || (producer->is_interface_instance() && producer->type->is_array())) { if (consumer_instance_type != producer->type) return false; } return true; } /** * This class keeps track of a mapping from an interface block name to the * necessary information about that interface block to determine whether to * generate a link error. * * Note: this class is expected to be short lived, so it doesn't make copies * of the strings it references; it simply borrows the pointers from the * ir_variable class. */ class interface_block_definitions { public: interface_block_definitions() : mem_ctx(ralloc_context(NULL)), ht(_mesa_hash_table_create(NULL, _mesa_key_hash_string, _mesa_key_string_equal)) { } ~interface_block_definitions() { ralloc_free(mem_ctx); _mesa_hash_table_destroy(ht, NULL); } /** * Lookup the interface definition. Return NULL if none is found. */ ir_variable *lookup(ir_variable *var) { if (var->data.explicit_location && var->data.location >= VARYING_SLOT_VAR0) { char location_str[11]; util_snprintf(location_str, 11, "%d", var->data.location); const struct hash_entry *entry = _mesa_hash_table_search(ht, location_str); return entry ? (ir_variable *) entry->data : NULL; } else { const struct hash_entry *entry = _mesa_hash_table_search(ht, var->get_interface_type()->without_array()->name); return entry ? (ir_variable *) entry->data : NULL; } } /** * Add a new interface definition. */ void store(ir_variable *var) { if (var->data.explicit_location && var->data.location >= VARYING_SLOT_VAR0) { /* If explicit location is given then lookup the variable by location. * We turn the location into a string and use this as the hash key * rather than the name. Note: We allocate enough space for a 32-bit * unsigned location value which is overkill but future proof. */ char location_str[11]; util_snprintf(location_str, 11, "%d", var->data.location); _mesa_hash_table_insert(ht, ralloc_strdup(mem_ctx, location_str), var); } else { _mesa_hash_table_insert(ht, var->get_interface_type()->without_array()->name, var); } } private: /** * Ralloc context for data structures allocated by this class. */ void *mem_ctx; /** * Hash table mapping interface block name to an \c * ir_variable. */ hash_table *ht; }; }; /* anonymous namespace */ void validate_intrastage_interface_blocks(struct gl_shader_program *prog, const gl_shader **shader_list, unsigned num_shaders) { interface_block_definitions in_interfaces; interface_block_definitions out_interfaces; interface_block_definitions uniform_interfaces; interface_block_definitions buffer_interfaces; for (unsigned int i = 0; i < num_shaders; i++) { if (shader_list[i] == NULL) continue; foreach_in_list(ir_instruction, node, shader_list[i]->ir) { ir_variable *var = node->as_variable(); if (!var) continue; const glsl_type *iface_type = var->get_interface_type(); if (iface_type == NULL) continue; interface_block_definitions *definitions; switch (var->data.mode) { case ir_var_shader_in: definitions = &in_interfaces; break; case ir_var_shader_out: definitions = &out_interfaces; break; case ir_var_uniform: definitions = &uniform_interfaces; break; case ir_var_shader_storage: definitions = &buffer_interfaces; break; default: /* Only in, out, and uniform interfaces are legal, so we should * never get here. */ assert(!"illegal interface type"); continue; } ir_variable *prev_def = definitions->lookup(var); if (prev_def == NULL) { /* This is the first time we've seen the interface, so save * it into the appropriate data structure. */ definitions->store(var); } else if (!intrastage_match(prev_def, var, prog, true /* match_precision */)) { linker_error(prog, "definitions of interface block `%s' do not" " match\n", iface_type->name); return; } } } } static bool is_builtin_gl_in_block(ir_variable *var, int consumer_stage) { return !strcmp(var->name, "gl_in") && (consumer_stage == MESA_SHADER_TESS_CTRL || consumer_stage == MESA_SHADER_TESS_EVAL || consumer_stage == MESA_SHADER_GEOMETRY); } void validate_interstage_inout_blocks(struct gl_shader_program *prog, const gl_linked_shader *producer, const gl_linked_shader *consumer) { interface_block_definitions definitions; /* VS -> GS, VS -> TCS, VS -> TES, TES -> GS */ const bool extra_array_level = (producer->Stage == MESA_SHADER_VERTEX && consumer->Stage != MESA_SHADER_FRAGMENT) || consumer->Stage == MESA_SHADER_GEOMETRY; /* Check that block re-declarations of gl_PerVertex are compatible * across shaders: From OpenGL Shading Language 4.5, section * "7.1 Built-In Language Variables", page 130 of the PDF: * * "If multiple shaders using members of a built-in block belonging * to the same interface are linked together in the same program, * they must all redeclare the built-in block in the same way, as * described in section 4.3.9 “Interface Blocks” for interface-block * matching, or a link-time error will result." * * This is done explicitly outside of iterating the member variable * declarations because it is possible that the variables are not used and * so they would have been optimised out. */ const glsl_type *consumer_iface = consumer->symbols->get_interface("gl_PerVertex", ir_var_shader_in); const glsl_type *producer_iface = producer->symbols->get_interface("gl_PerVertex", ir_var_shader_out); if (producer_iface && consumer_iface && interstage_member_mismatch(prog, consumer_iface, producer_iface)) { linker_error(prog, "Incompatible or missing gl_PerVertex re-declaration " "in consecutive shaders"); return; } /* Add output interfaces from the producer to the symbol table. */ foreach_in_list(ir_instruction, node, producer->ir) { ir_variable *var = node->as_variable(); if (!var || !var->get_interface_type() || var->data.mode != ir_var_shader_out) continue; definitions.store(var); } /* Verify that the consumer's input interfaces match. */ foreach_in_list(ir_instruction, node, consumer->ir) { ir_variable *var = node->as_variable(); if (!var || !var->get_interface_type() || var->data.mode != ir_var_shader_in) continue; ir_variable *producer_def = definitions.lookup(var); /* The producer doesn't generate this input: fail to link. Skip built-in * 'gl_in[]' since that may not be present if the producer does not * write to any of the pre-defined outputs (e.g. if the vertex shader * does not write to gl_Position, etc), which is allowed and results in * undefined behavior. * * From Section 4.3.4 (Inputs) of the GLSL 1.50 spec: * * "Only the input variables that are actually read need to be written * by the previous stage; it is allowed to have superfluous * declarations of input variables." */ if (producer_def == NULL && !is_builtin_gl_in_block(var, consumer->Stage) && var->data.used) { linker_error(prog, "Input block `%s' is not an output of " "the previous stage\n", var->get_interface_type()->name); return; } if (producer_def && !interstage_match(prog, producer_def, var, extra_array_level)) { linker_error(prog, "definitions of interface block `%s' do not " "match\n", var->get_interface_type()->name); return; } } } void validate_interstage_uniform_blocks(struct gl_shader_program *prog, gl_linked_shader **stages) { interface_block_definitions definitions; for (int i = 0; i < MESA_SHADER_STAGES; i++) { if (stages[i] == NULL) continue; const gl_linked_shader *stage = stages[i]; foreach_in_list(ir_instruction, node, stage->ir) { ir_variable *var = node->as_variable(); if (!var || !var->get_interface_type() || (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage)) continue; ir_variable *old_def = definitions.lookup(var); if (old_def == NULL) { definitions.store(var); } else { /* Interstage uniform matching rules are the same as intrastage * uniform matchin rules (for uniforms, it is as though all * shaders are in the same shader stage). */ if (!intrastage_match(old_def, var, prog, false /* precision */)) { linker_error(prog, "definitions of uniform block `%s' do not " "match\n", var->get_interface_type()->name); return; } } } } }