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Diffstat (limited to 'src/glsl/linker.cpp')
| -rw-r--r-- | src/glsl/linker.cpp | 1340 | 
1 files changed, 1340 insertions, 0 deletions
| diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp new file mode 100644 index 0000000000..9931251f40 --- /dev/null +++ b/src/glsl/linker.cpp @@ -0,0 +1,1340 @@ +/* + * 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> +#include <climits> + +extern "C" { +#include <talloc.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); +} | 
