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authorTimothy Arceri <timothy.arceri@collabora.com>2016-06-27 15:38:51 +1000
committerTimothy Arceri <timothy.arceri@collabora.com>2016-06-30 16:51:25 +1000
commit962933b6d42426b2600a6350431b7de6d36fa3e0 (patch)
tree607572cbbea1e71f1c0070782997457e7f7bd235 /src/compiler/glsl/linker.cpp
parent5921f372c89a68fac6ddefc009442721d9df4db2 (diff)
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glsl: make cross_validate_globals() more generic
Rather than passing in gl_shader we now pass in the IR. This will allow us to later split gl_shader into two structs. One for use as a linked per stage shader struct and one for use as a GL shader object. Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Diffstat (limited to 'src/compiler/glsl/linker.cpp')
-rw-r--r--src/compiler/glsl/linker.cpp413
1 files changed, 207 insertions, 206 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 3bcb907..90d7831 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -974,236 +974,225 @@ validate_intrastage_arrays(struct gl_shader_program *prog,
*/
void
cross_validate_globals(struct gl_shader_program *prog,
- struct gl_shader **shader_list,
- unsigned num_shaders,
- bool uniforms_only)
+ struct exec_list *ir, glsl_symbol_table *variables,
+ 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++) {
- if (shader_list[i] == NULL)
- continue;
-
- foreach_in_list(ir_instruction, node, shader_list[i]->ir) {
- ir_variable *const var = node->as_variable();
+ foreach_in_list(ir_instruction, node, ir) {
+ ir_variable *const var = node->as_variable();
- if (var == NULL)
- continue;
+ if (var == NULL)
+ continue;
- if (uniforms_only && (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage))
- continue;
+ if (uniforms_only && (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage))
+ continue;
- /* don't cross validate subroutine uniforms */
- if (var->type->contains_subroutine())
- continue;
+ /* don't cross validate subroutine uniforms */
+ if (var->type->contains_subroutine())
+ continue;
- /* Don't cross validate temporaries that are at global scope. These
- * will eventually get pulled into the shaders 'main'.
- */
- if (var->data.mode == ir_var_temporary)
- continue;
+ /* Don't cross validate temporaries that are at global scope. These
+ * will eventually get pulled into the shaders 'main'.
+ */
+ if (var->data.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) {
- /* Check if types match. Interface blocks have some special
- * rules so we handle those elsewhere.
- */
- if (var->type != existing->type &&
- !var->is_interface_instance()) {
- if (!validate_intrastage_arrays(prog, var, existing)) {
- if (var->type->is_record() && existing->type->is_record()
- && existing->type->record_compare(var->type)) {
- existing->type = var->type;
- } else {
- /* If it is an unsized array in a Shader Storage Block,
- * two different shaders can access to different elements.
- * Because of that, they might be converted to different
- * sized arrays, then check that they are compatible but
- * ignore the array size.
- */
- if (!(var->data.mode == ir_var_shader_storage &&
- var->data.from_ssbo_unsized_array &&
- existing->data.mode == ir_var_shader_storage &&
- existing->data.from_ssbo_unsized_array &&
- var->type->gl_type == existing->type->gl_type)) {
- linker_error(prog, "%s `%s' declared as type "
- "`%s' and type `%s'\n",
- mode_string(var),
- var->name, var->type->name,
- existing->type->name);
- return;
- }
+ /* 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) {
+ /* Check if types match. Interface blocks have some special
+ * rules so we handle those elsewhere.
+ */
+ if (var->type != existing->type &&
+ !var->is_interface_instance()) {
+ if (!validate_intrastage_arrays(prog, var, existing)) {
+ if (var->type->is_record() && existing->type->is_record()
+ && existing->type->record_compare(var->type)) {
+ existing->type = var->type;
+ } else {
+ /* If it is an unsized array in a Shader Storage Block,
+ * two different shaders can access to different elements.
+ * Because of that, they might be converted to different
+ * sized arrays, then check that they are compatible but
+ * ignore the array size.
+ */
+ if (!(var->data.mode == ir_var_shader_storage &&
+ var->data.from_ssbo_unsized_array &&
+ existing->data.mode == ir_var_shader_storage &&
+ existing->data.from_ssbo_unsized_array &&
+ var->type->gl_type == existing->type->gl_type)) {
+ linker_error(prog, "%s `%s' declared as type "
+ "`%s' and type `%s'\n",
+ mode_string(var),
+ var->name, var->type->name,
+ existing->type->name);
+ return;
}
- }
- }
-
- if (var->data.explicit_location) {
- if (existing->data.explicit_location
- && (var->data.location != existing->data.location)) {
- linker_error(prog, "explicit locations for %s "
- "`%s' have differing values\n",
- mode_string(var), var->name);
- return;
- }
+ }
+ }
+ }
- if (var->data.location_frac != existing->data.location_frac) {
- linker_error(prog, "explicit components for %s "
- "`%s' have differing values\n",
- mode_string(var), var->name);
- return;
- }
+ if (var->data.explicit_location) {
+ if (existing->data.explicit_location
+ && (var->data.location != existing->data.location)) {
+ linker_error(prog, "explicit locations for %s "
+ "`%s' have differing values\n",
+ mode_string(var), var->name);
+ return;
+ }
- existing->data.location = var->data.location;
- existing->data.explicit_location = true;
- } else {
- /* Check if uniform with implicit location was marked explicit
- * by earlier shader stage. If so, mark it explicit in this stage
- * too to make sure later processing does not treat it as
- * implicit one.
- */
- if (existing->data.explicit_location) {
- var->data.location = existing->data.location;
- var->data.explicit_location = true;
- }
+ if (var->data.location_frac != existing->data.location_frac) {
+ linker_error(prog, "explicit components for %s `%s' have "
+ "differing values\n", mode_string(var), var->name);
+ return;
}
- /* From the GLSL 4.20 specification:
- * "A link error will result if two compilation units in a program
- * specify different integer-constant bindings for the same
- * opaque-uniform name. However, it is not an error to specify a
- * binding on some but not all declarations for the same name"
+ existing->data.location = var->data.location;
+ existing->data.explicit_location = true;
+ } else {
+ /* Check if uniform with implicit location was marked explicit
+ * by earlier shader stage. If so, mark it explicit in this stage
+ * too to make sure later processing does not treat it as
+ * implicit one.
*/
- if (var->data.explicit_binding) {
- if (existing->data.explicit_binding &&
- var->data.binding != existing->data.binding) {
- linker_error(prog, "explicit bindings for %s "
- "`%s' have differing values\n",
- mode_string(var), var->name);
- return;
- }
-
- existing->data.binding = var->data.binding;
- existing->data.explicit_binding = true;
+ if (existing->data.explicit_location) {
+ var->data.location = existing->data.location;
+ var->data.explicit_location = true;
}
+ }
- if (var->type->contains_atomic() &&
- var->data.offset != existing->data.offset) {
- linker_error(prog, "offset specifications for %s "
+ /* From the GLSL 4.20 specification:
+ * "A link error will result if two compilation units in a program
+ * specify different integer-constant bindings for the same
+ * opaque-uniform name. However, it is not an error to specify a
+ * binding on some but not all declarations for the same name"
+ */
+ if (var->data.explicit_binding) {
+ if (existing->data.explicit_binding &&
+ var->data.binding != existing->data.binding) {
+ linker_error(prog, "explicit bindings for %s "
"`%s' have differing values\n",
mode_string(var), var->name);
return;
}
- /* Validate layout qualifiers for gl_FragDepth.
- *
- * From the AMD/ARB_conservative_depth specs:
- *
- * "If gl_FragDepth is redeclared in any fragment shader in a
- * program, it must be redeclared in all fragment shaders in
- * that program that have static assignments to
- * gl_FragDepth. All redeclarations of gl_FragDepth in all
- * fragment shaders in a single program must have the same set
- * of qualifiers."
- */
- if (strcmp(var->name, "gl_FragDepth") == 0) {
- bool layout_declared = var->data.depth_layout != ir_depth_layout_none;
- bool layout_differs =
- var->data.depth_layout != existing->data.depth_layout;
-
- if (layout_declared && layout_differs) {
- linker_error(prog,
- "All redeclarations of gl_FragDepth in all "
- "fragment shaders in a single program must have "
- "the same set of qualifiers.\n");
- }
+ existing->data.binding = var->data.binding;
+ existing->data.explicit_binding = true;
+ }
- if (var->data.used && layout_differs) {
- linker_error(prog,
- "If gl_FragDepth is redeclared with a layout "
- "qualifier in any fragment shader, it must be "
- "redeclared with the same layout qualifier in "
- "all fragment shaders that have assignments to "
- "gl_FragDepth\n");
- }
- }
+ if (var->type->contains_atomic() &&
+ var->data.offset != existing->data.offset) {
+ linker_error(prog, "offset specifications for %s "
+ "`%s' have differing values\n",
+ mode_string(var), var->name);
+ return;
+ }
- /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
- *
- * "If a shared global has multiple initializers, the
- * initializers must all be constant expressions, and they
- * must all have the same value. Otherwise, a link error will
- * result. (A shared global having only one initializer does
- * not require that initializer to be a constant expression.)"
- *
- * Previous to 4.20 the GLSL spec simply said that initializers
- * must have the same value. In this case of non-constant
- * initializers, this was impossible to determine. As a result,
- * no vendor actually implemented that behavior. The 4.20
- * behavior matches the implemented behavior of at least one other
- * vendor, so we'll implement that for all GLSL versions.
- */
- if (var->constant_initializer != NULL) {
- if (existing->constant_initializer != NULL) {
- if (!var->constant_initializer->has_value(existing->constant_initializer)) {
- linker_error(prog, "initializers for %s "
- "`%s' have differing values\n",
- mode_string(var), var->name);
- return;
- }
- } else {
- /* If the first-seen instance of a particular uniform did
- * not have an initializer but a later instance does,
- * replace the former with the later.
- */
- variables.replace_variable(existing->name, var);
- }
- }
+ /* Validate layout qualifiers for gl_FragDepth.
+ *
+ * From the AMD/ARB_conservative_depth specs:
+ *
+ * "If gl_FragDepth is redeclared in any fragment shader in a
+ * program, it must be redeclared in all fragment shaders in
+ * that program that have static assignments to
+ * gl_FragDepth. All redeclarations of gl_FragDepth in all
+ * fragment shaders in a single program must have the same set
+ * of qualifiers."
+ */
+ if (strcmp(var->name, "gl_FragDepth") == 0) {
+ bool layout_declared = var->data.depth_layout != ir_depth_layout_none;
+ bool layout_differs =
+ var->data.depth_layout != existing->data.depth_layout;
- if (var->data.has_initializer) {
- if (existing->data.has_initializer
- && (var->constant_initializer == NULL
- || existing->constant_initializer == NULL)) {
- linker_error(prog,
- "shared global variable `%s' has multiple "
- "non-constant initializers.\n",
- var->name);
- return;
- }
- }
+ if (layout_declared && layout_differs) {
+ linker_error(prog,
+ "All redeclarations of gl_FragDepth in all "
+ "fragment shaders in a single program must have "
+ "the same set of qualifiers.\n");
+ }
- if (existing->data.invariant != var->data.invariant) {
- linker_error(prog, "declarations for %s `%s' have "
- "mismatching invariant qualifiers\n",
- mode_string(var), var->name);
- return;
- }
- if (existing->data.centroid != var->data.centroid) {
- linker_error(prog, "declarations for %s `%s' have "
- "mismatching centroid qualifiers\n",
- mode_string(var), var->name);
- return;
+ if (var->data.used && layout_differs) {
+ linker_error(prog,
+ "If gl_FragDepth is redeclared with a layout "
+ "qualifier in any fragment shader, it must be "
+ "redeclared with the same layout qualifier in "
+ "all fragment shaders that have assignments to "
+ "gl_FragDepth\n");
}
- if (existing->data.sample != var->data.sample) {
- linker_error(prog, "declarations for %s `%s` have "
- "mismatching sample qualifiers\n",
- mode_string(var), var->name);
- return;
+ }
+
+ /* Page 35 (page 41 of the PDF) of the GLSL 4.20 spec says:
+ *
+ * "If a shared global has multiple initializers, the
+ * initializers must all be constant expressions, and they
+ * must all have the same value. Otherwise, a link error will
+ * result. (A shared global having only one initializer does
+ * not require that initializer to be a constant expression.)"
+ *
+ * Previous to 4.20 the GLSL spec simply said that initializers
+ * must have the same value. In this case of non-constant
+ * initializers, this was impossible to determine. As a result,
+ * no vendor actually implemented that behavior. The 4.20
+ * behavior matches the implemented behavior of at least one other
+ * vendor, so we'll implement that for all GLSL versions.
+ */
+ if (var->constant_initializer != NULL) {
+ if (existing->constant_initializer != NULL) {
+ if (!var->constant_initializer->has_value(existing->constant_initializer)) {
+ linker_error(prog, "initializers for %s "
+ "`%s' have differing values\n",
+ mode_string(var), var->name);
+ return;
+ }
+ } else {
+ /* If the first-seen instance of a particular uniform did
+ * not have an initializer but a later instance does,
+ * replace the former with the later.
+ */
+ variables->replace_variable(existing->name, var);
}
- if (existing->data.image_format != var->data.image_format) {
- linker_error(prog, "declarations for %s `%s` have "
- "mismatching image format qualifiers\n",
- mode_string(var), var->name);
+ }
+
+ if (var->data.has_initializer) {
+ if (existing->data.has_initializer
+ && (var->constant_initializer == NULL
+ || existing->constant_initializer == NULL)) {
+ linker_error(prog,
+ "shared global variable `%s' has multiple "
+ "non-constant initializers.\n",
+ var->name);
return;
}
- } else
- variables.add_variable(var);
- }
+ }
+
+ if (existing->data.invariant != var->data.invariant) {
+ linker_error(prog, "declarations for %s `%s' have "
+ "mismatching invariant qualifiers\n",
+ mode_string(var), var->name);
+ return;
+ }
+ if (existing->data.centroid != var->data.centroid) {
+ linker_error(prog, "declarations for %s `%s' have "
+ "mismatching centroid qualifiers\n",
+ mode_string(var), var->name);
+ return;
+ }
+ if (existing->data.sample != var->data.sample) {
+ linker_error(prog, "declarations for %s `%s` have "
+ "mismatching sample qualifiers\n",
+ mode_string(var), var->name);
+ return;
+ }
+ if (existing->data.image_format != var->data.image_format) {
+ linker_error(prog, "declarations for %s `%s` have "
+ "mismatching image format qualifiers\n",
+ mode_string(var), var->name);
+ return;
+ }
+ } else
+ variables->add_variable(var);
}
}
@@ -1214,8 +1203,14 @@ cross_validate_globals(struct gl_shader_program *prog,
void
cross_validate_uniforms(struct gl_shader_program *prog)
{
- cross_validate_globals(prog, prog->_LinkedShaders,
- MESA_SHADER_STAGES, true);
+ glsl_symbol_table variables;
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ cross_validate_globals(prog, prog->_LinkedShaders[i]->ir, &variables,
+ true);
+ }
}
/**
@@ -2157,7 +2152,13 @@ link_intrastage_shaders(void *mem_ctx,
/* Check that global variables defined in multiple shaders are consistent.
*/
- cross_validate_globals(prog, shader_list, num_shaders, false);
+ glsl_symbol_table variables;
+ for (unsigned i = 0; i < num_shaders; i++) {
+ if (shader_list[i] == NULL)
+ continue;
+ cross_validate_globals(prog, shader_list[i]->ir, &variables, false);
+ }
+
if (!prog->LinkStatus)
return NULL;