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+/*
+ * 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/compiler.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);
+}