diff options
| -rw-r--r-- | src/glsl/link_functions.cpp | 83 | 
1 files changed, 59 insertions, 24 deletions
| diff --git a/src/glsl/link_functions.cpp b/src/glsl/link_functions.cpp index 28e56cb0fa..721bec65f3 100644 --- a/src/glsl/link_functions.cpp +++ b/src/glsl/link_functions.cpp @@ -43,36 +43,43 @@ find_matching_signature(const char *name, const exec_list *actual_parameters,  class call_link_visitor : public ir_hierarchical_visitor {  public: -   call_link_visitor(gl_shader_program *prog, gl_shader **shader_list, -		     unsigned num_shaders) +   call_link_visitor(gl_shader_program *prog, gl_shader *linked, +		     gl_shader **shader_list, unsigned num_shaders)     {        this->prog = prog;        this->shader_list = shader_list;        this->num_shaders = num_shaders;        this->success = true; +      this->linked = linked;     }     virtual ir_visitor_status visit_enter(ir_call *ir)     { -      /* If the function call references a function signature that does not -       * have a definition, try to find the definition in one of the other -       * shaders. +      /* If ir is an ir_call from a function that was imported from another +       * shader callee will point to an ir_function_signature in the original +       * shader.  In this case the function signature MUST NOT BE MODIFIED. +       * Doing so will modify the original shader.  This may prevent that +       * shader from being linkable in other programs.         */ -      ir_function_signature *callee = -	 const_cast<ir_function_signature *>(ir->get_callee()); +      const ir_function_signature *const callee = ir->get_callee();        assert(callee != NULL); - -      if (callee->is_defined) -	 /* FINISHME: Do children need to be processed, or are all parameters -	  * FINISHME: with function calls already flattend? -	  */ -	 return visit_continue; -        const char *const name = callee->function_name(); +      /* Determine if the requested function signature already exists in the +       * final linked shader.  If it does, use it as the target of the call. +       */        ir_function_signature *sig = -	 find_matching_signature(name, &ir->actual_parameters, shader_list, -				 num_shaders); +	 find_matching_signature(name, &callee->parameters, &linked, 1); +      if (sig != NULL) { +	 ir->set_callee(sig); +	 return visit_continue; +      } + +      /* Try to find the signature in one of the other shaders that is being +       * linked.  If it's not found there, return an error. +       */ +      sig = find_matching_signature(name, &ir->actual_parameters, shader_list, +				    num_shaders);        if (sig == NULL) {  	 /* FINISHME: Log the full signature of unresolved function.  	  */ @@ -82,6 +89,27 @@ public:  	 return visit_stop;        } +      /* Find the prototype information in the linked shader.  Generate any +       * details that may be missing. +       */ +      ir_function *f = linked->symbols->get_function(name); +      if (f == NULL) +	 f = new(linked) ir_function(name); + +      ir_function_signature *linked_sig = +	 f->matching_signature(&callee->parameters); +      if (linked_sig == NULL) { +	 linked_sig = new(linked) ir_function_signature(callee->return_type); +	 f->add_signature(linked_sig); +      } + +      /* At this point linked_sig and called may be the same.  If ir is an +       * ir_call from linked then linked_sig and callee will be +       * ir_function_signatures that have no definitions (is_defined is false). +       */ +      assert(!linked_sig->is_defined); +      assert(linked_sig->body.is_empty()); +        /* Create an in-place clone of the function definition.  This multistep         * process introduces some complexity here, but it has some advantages.         * The parameter list and the and function body are cloned separately. @@ -90,9 +118,9 @@ public:         *         * The big advantage is that the ir_function_signature does not change.         * This means that we don't have to process the rest of the IR tree to -       * patch ir_call nodes.  In addition, there is no way to remove or replace -       * signature stored in a function.  One could easily be added, but this -       * avoids the need. +       * patch ir_call nodes.  In addition, there is no way to remove or +       * replace signature stored in a function.  One could easily be added, +       * but this avoids the need.         */        struct hash_table *ht = hash_table_ctor(0, hash_table_pointer_hash,  					      hash_table_pointer_compare); @@ -105,17 +133,16 @@ public:  	 formal_parameters.push_tail(copy);        } -      callee->replace_parameters(&formal_parameters); +      linked_sig->replace_parameters(&formal_parameters); -      assert(callee->body.is_empty());        foreach_list_const(node, &sig->body) {  	 const ir_instruction *const original = (ir_instruction *) node;  	 ir_instruction *copy = original->clone(ht); -	 callee->body.push_tail(copy); +	 linked_sig->body.push_tail(copy);        } -      callee->is_defined = true; +      linked_sig->is_defined = true;        /* FINISHME: Patch references inside the function to things outside the         * FINISHME: function (i.e., function calls and global variables). @@ -143,6 +170,14 @@ private:     /** Number of shaders available for linking. */     unsigned num_shaders; +   /** +    * Final linked shader +    * +    * This is used two ways.  It is used to find global variables in the +    * linked shader that are accessed by the function.  It is also used to add +    * global variables from the shader where the function originated. +    */ +   gl_shader *linked;  }; @@ -175,7 +210,7 @@ bool  link_function_calls(gl_shader_program *prog, gl_shader *main,  		    gl_shader **shader_list, unsigned num_shaders)  { -   call_link_visitor v(prog, shader_list, num_shaders); +   call_link_visitor v(prog, main, shader_list, num_shaders);     v.run(main->ir);     return v.success; | 
