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authorEric Anholt <eric@anholt.net>2010-06-24 15:47:38 -0700
committerEric Anholt <eric@anholt.net>2010-06-24 15:47:40 -0700
commitbcc13b74443137043e8a34f8cb64a5add0d8af93 (patch)
tree5f4e003dceb61c091ce0fcb8c5cf9d91bec033c0 /src/glsl/linker.cpp
parent84341f4b2014810b2964230384fe76338be1d78e (diff)
parente5cf3aadb8d57dcc70b597092ecac276042f73cb (diff)
Merge branch 'glsl2-head' into glsl2
This brings in the standalone GLSL compiler that we are planning on replacing the existing Mesa GLSL compiler. It currently targets GLSL 1.20 and the Mesa IR.
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r--src/glsl/linker.cpp871
1 files changed, 871 insertions, 0 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
new file mode 100644
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--- /dev/null
+++ b/src/glsl/linker.cpp
@@ -0,0 +1,871 @@
+/*
+ * 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 <ian.d.romanick@intel.com>
+ */
+#include <cstdlib>
+#include <cstdio>
+#include <cstdarg>
+
+extern "C" {
+#include <talloc.h>
+}
+
+#include "main/mtypes.h"
+#include "glsl_symbol_table.h"
+#include "glsl_parser_extras.h"
+#include "ir.h"
+#include "ir_optimization.h"
+#include "program.h"
+#include "hash_table.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? */
+};
+
+
+void
+linker_error_printf(glsl_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(glsl_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 glsl_program *prog,
+ struct glsl_shader *shader)
+{
+ if (shader == NULL)
+ return true;
+
+ if (!shader->symbols->get_function("main")) {
+ linker_error_printf(prog, "vertex shader lacks `main'\n");
+ return false;
+ }
+
+ 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 glsl_program *prog,
+ struct glsl_shader *shader)
+{
+ if (shader == NULL)
+ return true;
+
+ if (!shader->symbols->get_function("main")) {
+ linker_error_printf(prog, "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()) {
+ linker_error_printf(prog, "fragment shader does not write to "
+ "`gl_FragColor' or `gl_FragData'\n");
+ return false;
+ }
+
+ 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;
+}
+
+
+/**
+ * Perform validation of uniforms used across multiple shader stages
+ */
+bool
+cross_validate_uniforms(struct glsl_program *prog)
+{
+ /* Examine all of the uniforms in all of the shaders and cross validate
+ * them.
+ */
+ glsl_symbol_table uniforms;
+ for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
+ 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;
+
+ /* If a uniform with this name has already been seen, verify that the
+ * new instance has the same type. In addition, if the uniforms have
+ * initializers, the values of the initializers must be the same.
+ */
+ ir_variable *const existing = uniforms.get_variable(var->name);
+ if (existing != NULL) {
+ if (var->type != existing->type) {
+ linker_error_printf(prog, "uniform `%s' declared as type "
+ "`%s' and type `%s'\n",
+ var->name, var->type->name,
+ existing->type->name);
+ return false;
+ }
+
+ 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 uniform "
+ "`%s' have differing values\n",
+ 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.
+ */
+ existing->constant_value =
+ (ir_constant *)var->constant_value->clone(NULL);
+ }
+ } else
+ uniforms.add_variable(var->name, var);
+ }
+ }
+
+ return true;
+}
+
+
+/**
+ * Validate that outputs from one stage match inputs of another
+ */
+bool
+cross_validate_outputs_to_inputs(struct glsl_program *prog,
+ glsl_shader *producer, glsl_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;
+}
+
+
+struct uniform_node {
+ exec_node link;
+ struct gl_uniform *u;
+ unsigned slots;
+};
+
+void
+assign_uniform_locations(struct glsl_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;
+ assert(vec4_slots != 0);
+
+ 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(glsl_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);
+
+ glsl_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);
+
+ 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(glsl_shader *producer, glsl_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.
+ */
+ var->shader_out = (var->location != -1);
+ }
+
+ foreach_list(node, &consumer->ir) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if ((var == NULL) || (var->mode != ir_var_in))
+ continue;
+
+ /* An 'in' variable is only really a shader input if its value is written
+ * by the previous stage.
+ */
+ var->shader_in = (var->location != -1);
+ }
+}
+
+
+void
+link_shaders(struct glsl_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 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(prog, vert_shader_list[0])
+ || !validate_fragment_shader_executable(prog, frag_shader_list[0]))
+ goto done;
+
+
+ prog->_LinkedShaders = (struct glsl_shader **)
+ calloc(2, sizeof(struct glsl_shader *));
+ prog->_NumLinkedShaders = 0;
+
+ if (num_vert_shaders > 0) {
+ prog->_LinkedShaders[prog->_NumLinkedShaders] = vert_shader_list[0];
+ prog->_NumLinkedShaders++;
+ }
+
+ if (num_frag_shaders > 0) {
+ prog->_LinkedShaders[prog->_NumLinkedShaders] = frag_shader_list[0];
+ 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;
+ }
+
+ /* FINISHME: Perform whole-program optimization here. */
+
+ 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->_LinkedShaders[i - 1],
+ prog->_LinkedShaders[i]);
+
+ /* FINISHME: Assign fragment shader output locations. */
+
+done:
+ free(vert_shader_list);
+}