0dcbd8a8a4
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28690>
2691 lines
99 KiB
C
2691 lines
99 KiB
C
/*
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* Copyright © 2018 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "nir.h"
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#include "nir_builder.h"
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#include "nir_xfb_info.h"
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#include "gl_nir.h"
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#include "gl_nir_linker.h"
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#include "gl_nir_link_varyings.h"
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#include "linker_util.h"
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#include "string_to_uint_map.h"
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#include "main/shader_types.h"
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#include "main/consts_exts.h"
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#include "main/shaderobj.h"
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#include "ir_uniform.h" /* for gl_uniform_storage */
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#include "util/glheader.h"
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#include "util/perf/cpu_trace.h"
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/**
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* This file included general link methods, using NIR, instead of IR as
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* the counter-part glsl/linker.cpp
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*/
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void
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gl_nir_opts(nir_shader *nir)
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{
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bool progress;
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MESA_TRACE_FUNC();
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do {
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progress = false;
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NIR_PASS(_, nir, nir_lower_vars_to_ssa);
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/* Linking deals with unused inputs/outputs, but here we can remove
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* things local to the shader in the hopes that we can cleanup other
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* things. This pass will also remove variables with only stores, so we
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* might be able to make progress after it.
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*/
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NIR_PASS(progress, nir, nir_remove_dead_variables,
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nir_var_function_temp | nir_var_shader_temp |
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nir_var_mem_shared,
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NULL);
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NIR_PASS(progress, nir, nir_opt_find_array_copies);
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NIR_PASS(progress, nir, nir_opt_copy_prop_vars);
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NIR_PASS(progress, nir, nir_opt_dead_write_vars);
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if (nir->options->lower_to_scalar) {
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NIR_PASS(_, nir, nir_lower_alu_to_scalar,
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nir->options->lower_to_scalar_filter, NULL);
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NIR_PASS(_, nir, nir_lower_phis_to_scalar, false);
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}
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NIR_PASS(_, nir, nir_lower_alu);
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NIR_PASS(_, nir, nir_lower_pack);
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NIR_PASS(progress, nir, nir_copy_prop);
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NIR_PASS(progress, nir, nir_opt_remove_phis);
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NIR_PASS(progress, nir, nir_opt_dce);
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if (nir_opt_loop(nir)) {
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progress = true;
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NIR_PASS(progress, nir, nir_copy_prop);
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NIR_PASS(progress, nir, nir_opt_dce);
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}
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NIR_PASS(progress, nir, nir_opt_if, 0);
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NIR_PASS(progress, nir, nir_opt_dead_cf);
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NIR_PASS(progress, nir, nir_opt_cse);
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NIR_PASS(progress, nir, nir_opt_peephole_select, 8, true, true);
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NIR_PASS(progress, nir, nir_opt_phi_precision);
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NIR_PASS(progress, nir, nir_opt_algebraic);
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NIR_PASS(progress, nir, nir_opt_constant_folding);
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if (!nir->info.flrp_lowered) {
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unsigned lower_flrp =
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(nir->options->lower_flrp16 ? 16 : 0) |
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(nir->options->lower_flrp32 ? 32 : 0) |
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(nir->options->lower_flrp64 ? 64 : 0);
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if (lower_flrp) {
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bool lower_flrp_progress = false;
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NIR_PASS(lower_flrp_progress, nir, nir_lower_flrp,
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lower_flrp,
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false /* always_precise */);
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if (lower_flrp_progress) {
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NIR_PASS(progress, nir,
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nir_opt_constant_folding);
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progress = true;
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}
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}
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/* Nothing should rematerialize any flrps, so we only need to do this
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* lowering once.
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*/
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nir->info.flrp_lowered = true;
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}
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NIR_PASS(progress, nir, nir_opt_undef);
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NIR_PASS(progress, nir, nir_opt_conditional_discard);
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if (nir->options->max_unroll_iterations ||
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(nir->options->max_unroll_iterations_fp64 &&
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(nir->options->lower_doubles_options & nir_lower_fp64_full_software))) {
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NIR_PASS(progress, nir, nir_opt_loop_unroll);
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}
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} while (progress);
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NIR_PASS(_, nir, nir_lower_var_copies);
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}
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void
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gl_nir_inline_functions(nir_shader *shader)
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{
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/* We have to lower away local constant initializers right before we
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* inline functions. That way they get properly initialized at the top
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* of the function and not at the top of its caller.
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*/
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NIR_PASS(_, shader, nir_lower_variable_initializers, nir_var_all);
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NIR_PASS(_, shader, nir_lower_returns);
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NIR_PASS(_, shader, nir_inline_functions);
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NIR_PASS(_, shader, nir_opt_deref);
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nir_validate_shader(shader, "after function inlining and return lowering");
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/* We set func->is_entrypoint after nir_function_create if the function
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* is named "main", so we can use nir_remove_non_entrypoints() for this.
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* Now that we have inlined everything remove all of the functions except
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* func->is_entrypoint.
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*/
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nir_remove_non_entrypoints(shader);
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}
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struct emit_vertex_state {
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int max_stream_allowed;
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int invalid_stream_id;
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bool invalid_stream_id_from_emit_vertex;
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bool end_primitive_found;
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unsigned used_streams;
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};
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/**
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* Determine the highest stream id to which a (geometry) shader emits
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* vertices. Also check whether End{Stream}Primitive is ever called.
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*/
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static void
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find_emit_vertex(struct emit_vertex_state *state, nir_shader *shader) {
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nir_function_impl *impl = nir_shader_get_entrypoint(shader);
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nir_foreach_block_safe(block, impl) {
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nir_foreach_instr_safe(instr, block) {
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if (instr->type == nir_instr_type_intrinsic) {
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nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
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if (intr->intrinsic == nir_intrinsic_emit_vertex ||
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intr->intrinsic == nir_intrinsic_end_primitive) {
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int stream_id = nir_intrinsic_stream_id(intr);
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bool from_emit_vertex =
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intr->intrinsic == nir_intrinsic_emit_vertex;
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state->end_primitive_found |=
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intr->intrinsic == nir_intrinsic_end_primitive;
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if (stream_id < 0) {
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state->invalid_stream_id = stream_id;
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state->invalid_stream_id_from_emit_vertex = from_emit_vertex;
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return;
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}
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if (stream_id > state->max_stream_allowed) {
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state->invalid_stream_id = stream_id;
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state->invalid_stream_id_from_emit_vertex = from_emit_vertex;
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return;
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}
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state->used_streams |= 1 << stream_id;
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}
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}
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}
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}
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}
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/**
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* Check if geometry shaders emit to non-zero streams and do corresponding
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* validations.
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*/
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static void
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validate_geometry_shader_emissions(const struct gl_constants *consts,
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struct gl_shader_program *prog)
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{
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struct gl_linked_shader *sh = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
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if (sh != NULL) {
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struct emit_vertex_state state;
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state.max_stream_allowed = consts->MaxVertexStreams - 1;
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state.invalid_stream_id = 0;
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state.invalid_stream_id_from_emit_vertex = false;
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state.end_primitive_found = false;
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state.used_streams = 0;
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find_emit_vertex(&state, sh->Program->nir);
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if (state.invalid_stream_id != 0) {
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linker_error(prog, "Invalid call %s(%d). Accepted values for the "
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"stream parameter are in the range [0, %d].\n",
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state.invalid_stream_id_from_emit_vertex ?
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"EmitStreamVertex" : "EndStreamPrimitive",
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state.invalid_stream_id, state.max_stream_allowed);
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}
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prog->Geom.ActiveStreamMask = state.used_streams;
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prog->Geom.UsesEndPrimitive = state.end_primitive_found;
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/* From the ARB_gpu_shader5 spec:
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*
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* "Multiple vertex streams are supported only if the output primitive
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* type is declared to be "points". A program will fail to link if it
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* contains a geometry shader calling EmitStreamVertex() or
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* EndStreamPrimitive() if its output primitive type is not "points".
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*
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* However, in the same spec:
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*
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* "The function EmitVertex() is equivalent to calling EmitStreamVertex()
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* with <stream> set to zero."
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*
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* And:
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*
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* "The function EndPrimitive() is equivalent to calling
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* EndStreamPrimitive() with <stream> set to zero."
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*
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* Since we can call EmitVertex() and EndPrimitive() when we output
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* primitives other than points, calling EmitStreamVertex(0) or
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* EmitEndPrimitive(0) should not produce errors. This it also what Nvidia
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* does. We can use prog->Geom.ActiveStreamMask to check whether only the
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* first (zero) stream is active.
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* stream.
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*/
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if (prog->Geom.ActiveStreamMask & ~(1 << 0) &&
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sh->Program->info.gs.output_primitive != MESA_PRIM_POINTS) {
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linker_error(prog, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
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"with n>0 requires point output\n");
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}
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}
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}
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/**
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* Generate a string describing the mode of a variable
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*/
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const char *
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gl_nir_mode_string(const nir_variable *var)
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{
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switch (var->data.mode) {
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case nir_var_shader_temp:
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return (var->data.read_only) ? "global constant" : "global variable";
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case nir_var_uniform:
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case nir_var_image:
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case nir_var_mem_ubo:
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return "uniform";
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case nir_var_mem_ssbo:
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return "buffer";
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case nir_var_shader_in:
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return "shader input";
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case nir_var_shader_out:
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return "shader output";
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case nir_var_system_value:
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return "shader input";
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case nir_var_function_temp:
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return "local variable";
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case nir_var_mem_shared:
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return "shader shared";
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case nir_num_variable_modes:
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break;
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}
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assert(!"Should not get here.");
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return "invalid variable";
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}
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bool
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gl_nir_can_add_pointsize_to_program(const struct gl_constants *consts,
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struct gl_program *prog)
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{
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nir_shader *nir = prog->nir;
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if (!nir)
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return true; /* fixedfunction */
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assert(nir->info.stage == MESA_SHADER_VERTEX ||
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nir->info.stage == MESA_SHADER_TESS_EVAL ||
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nir->info.stage == MESA_SHADER_GEOMETRY);
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if (nir->info.outputs_written & VARYING_BIT_PSIZ)
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return false;
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unsigned max_components = nir->info.stage == MESA_SHADER_GEOMETRY ?
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consts->MaxGeometryTotalOutputComponents :
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consts->Program[nir->info.stage].MaxOutputComponents;
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unsigned num_components = 0;
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unsigned needed_components = nir->info.stage == MESA_SHADER_GEOMETRY ? nir->info.gs.vertices_out : 1;
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nir_foreach_shader_out_variable(var, nir) {
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num_components += glsl_count_dword_slots(var->type, false);
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}
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/* Ensure that there is enough attribute space to emit at least one primitive */
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if (num_components && nir->info.stage == MESA_SHADER_GEOMETRY) {
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if (num_components + needed_components > consts->Program[nir->info.stage].MaxOutputComponents)
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return false;
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num_components *= nir->info.gs.vertices_out;
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}
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return num_components + needed_components <= max_components;
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}
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static void
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gl_nir_link_opts(nir_shader *producer, nir_shader *consumer)
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{
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MESA_TRACE_FUNC();
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if (producer->options->lower_to_scalar) {
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NIR_PASS(_, producer, nir_lower_io_to_scalar_early, nir_var_shader_out);
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NIR_PASS(_, consumer, nir_lower_io_to_scalar_early, nir_var_shader_in);
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}
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nir_lower_io_arrays_to_elements(producer, consumer);
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gl_nir_opts(producer);
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gl_nir_opts(consumer);
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if (nir_link_opt_varyings(producer, consumer))
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gl_nir_opts(consumer);
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NIR_PASS(_, producer, nir_remove_dead_variables, nir_var_shader_out, NULL);
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NIR_PASS(_, consumer, nir_remove_dead_variables, nir_var_shader_in, NULL);
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if (nir_remove_unused_varyings(producer, consumer)) {
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NIR_PASS(_, producer, nir_lower_global_vars_to_local);
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NIR_PASS(_, consumer, nir_lower_global_vars_to_local);
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gl_nir_opts(producer);
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gl_nir_opts(consumer);
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/* Optimizations can cause varyings to become unused.
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* nir_compact_varyings() depends on all dead varyings being removed so
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* we need to call nir_remove_dead_variables() again here.
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*/
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NIR_PASS(_, producer, nir_remove_dead_variables, nir_var_shader_out,
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NULL);
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NIR_PASS(_, consumer, nir_remove_dead_variables, nir_var_shader_in,
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NULL);
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}
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nir_link_varying_precision(producer, consumer);
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}
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static bool
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can_remove_var(nir_variable *var, UNUSED void *data)
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{
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/* Section 2.11.6 (Uniform Variables) of the OpenGL ES 3.0.3 spec
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* says:
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*
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* "All members of a named uniform block declared with a shared or
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* std140 layout qualifier are considered active, even if they are not
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* referenced in any shader in the program. The uniform block itself is
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* also considered active, even if no member of the block is
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* referenced."
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*
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* Although the spec doesn't state it std430 layouts are expect to behave
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* the same way. If the variable is in a uniform block with one of those
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* layouts, do not eliminate it.
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*/
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if (nir_variable_is_in_block(var) &&
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(glsl_get_ifc_packing(var->interface_type) !=
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GLSL_INTERFACE_PACKING_PACKED))
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return false;
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if (glsl_get_base_type(glsl_without_array(var->type)) ==
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GLSL_TYPE_SUBROUTINE)
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return false;
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/* Uniform initializers could get used by another stage. However if its a
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* hidden uniform then it should be safe to remove as this was a constant
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* variable that has been lowered to a uniform.
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*/
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if (var->constant_initializer && var->data.how_declared != nir_var_hidden)
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return false;
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return true;
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}
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static void
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set_always_active_io(nir_shader *shader, nir_variable_mode io_mode)
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{
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assert(io_mode == nir_var_shader_in || io_mode == nir_var_shader_out);
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nir_foreach_variable_with_modes(var, shader, io_mode) {
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/* Don't set always active on builtins that haven't been redeclared */
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if (var->data.how_declared == nir_var_declared_implicitly)
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continue;
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var->data.always_active_io = true;
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}
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}
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/**
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* When separate shader programs are enabled, only input/outputs between
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* the stages of a multi-stage separate program can be safely removed
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* from the shader interface. Other inputs/outputs must remain active.
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*/
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static void
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disable_varying_optimizations_for_sso(struct gl_shader_program *prog)
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{
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unsigned first, last;
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assert(prog->SeparateShader);
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first = MESA_SHADER_STAGES;
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last = 0;
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/* Determine first and last stage. Excluding the compute stage */
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for (unsigned i = 0; i < MESA_SHADER_COMPUTE; i++) {
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if (!prog->_LinkedShaders[i])
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continue;
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if (first == MESA_SHADER_STAGES)
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first = i;
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last = i;
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}
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if (first == MESA_SHADER_STAGES)
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return;
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for (unsigned stage = 0; stage < MESA_SHADER_STAGES; stage++) {
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if (!prog->_LinkedShaders[stage])
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continue;
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/* Prevent the removal of inputs to the first and outputs from the last
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* stage, unless they are the initial pipeline inputs or final pipeline
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* outputs, respectively.
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*
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* The removal of IO between shaders in the same program is always
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* allowed.
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*/
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if (stage == first && stage != MESA_SHADER_VERTEX) {
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set_always_active_io(prog->_LinkedShaders[stage]->Program->nir,
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nir_var_shader_in);
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}
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if (stage == last && stage != MESA_SHADER_FRAGMENT) {
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|
set_always_active_io(prog->_LinkedShaders[stage]->Program->nir,
|
|
nir_var_shader_out);
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool
|
|
inout_has_same_location(const nir_variable *var, unsigned stage)
|
|
{
|
|
if (!var->data.patch &&
|
|
((var->data.mode == nir_var_shader_out &&
|
|
stage == MESA_SHADER_TESS_CTRL) ||
|
|
(var->data.mode == nir_var_shader_in &&
|
|
(stage == MESA_SHADER_TESS_CTRL || stage == MESA_SHADER_TESS_EVAL ||
|
|
stage == MESA_SHADER_GEOMETRY))))
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Create gl_shader_variable from nir_variable.
|
|
*/
|
|
static struct gl_shader_variable *
|
|
create_shader_variable(struct gl_shader_program *shProg,
|
|
const nir_variable *in,
|
|
const char *name, const struct glsl_type *type,
|
|
const struct glsl_type *interface_type,
|
|
bool use_implicit_location, int location,
|
|
const struct glsl_type *outermost_struct_type)
|
|
{
|
|
/* Allocate zero-initialized memory to ensure that bitfield padding
|
|
* is zero.
|
|
*/
|
|
struct gl_shader_variable *out = rzalloc(shProg,
|
|
struct gl_shader_variable);
|
|
if (!out)
|
|
return NULL;
|
|
|
|
/* Since gl_VertexID may be lowered to gl_VertexIDMESA, but applications
|
|
* expect to see gl_VertexID in the program resource list. Pretend.
|
|
*/
|
|
if (in->data.mode == nir_var_system_value &&
|
|
in->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
|
|
out->name.string = ralloc_strdup(shProg, "gl_VertexID");
|
|
} else if ((in->data.mode == nir_var_shader_out &&
|
|
in->data.location == VARYING_SLOT_TESS_LEVEL_OUTER) ||
|
|
(in->data.mode == nir_var_system_value &&
|
|
in->data.location == SYSTEM_VALUE_TESS_LEVEL_OUTER)) {
|
|
out->name.string = ralloc_strdup(shProg, "gl_TessLevelOuter");
|
|
type = glsl_array_type(glsl_float_type(), 4, 0);
|
|
} else if ((in->data.mode == nir_var_shader_out &&
|
|
in->data.location == VARYING_SLOT_TESS_LEVEL_INNER) ||
|
|
(in->data.mode == nir_var_system_value &&
|
|
in->data.location == SYSTEM_VALUE_TESS_LEVEL_INNER)) {
|
|
out->name.string = ralloc_strdup(shProg, "gl_TessLevelInner");
|
|
type = glsl_array_type(glsl_float_type(), 2, 0);
|
|
} else {
|
|
out->name.string = ralloc_strdup(shProg, name);
|
|
}
|
|
|
|
resource_name_updated(&out->name);
|
|
|
|
if (!out->name.string)
|
|
return NULL;
|
|
|
|
/* The ARB_program_interface_query spec says:
|
|
*
|
|
* "Not all active variables are assigned valid locations; the
|
|
* following variables will have an effective location of -1:
|
|
*
|
|
* * uniforms declared as atomic counters;
|
|
*
|
|
* * members of a uniform block;
|
|
*
|
|
* * built-in inputs, outputs, and uniforms (starting with "gl_"); and
|
|
*
|
|
* * inputs or outputs not declared with a "location" layout
|
|
* qualifier, except for vertex shader inputs and fragment shader
|
|
* outputs."
|
|
*/
|
|
if (glsl_get_base_type(in->type) == GLSL_TYPE_ATOMIC_UINT ||
|
|
is_gl_identifier(in->name) ||
|
|
!(in->data.explicit_location || use_implicit_location)) {
|
|
out->location = -1;
|
|
} else {
|
|
out->location = location;
|
|
}
|
|
|
|
out->type = type;
|
|
out->outermost_struct_type = outermost_struct_type;
|
|
out->interface_type = interface_type;
|
|
out->component = in->data.location_frac;
|
|
out->index = in->data.index;
|
|
out->patch = in->data.patch;
|
|
out->mode = in->data.mode;
|
|
out->interpolation = in->data.interpolation;
|
|
out->precision = in->data.precision;
|
|
out->explicit_location = in->data.explicit_location;
|
|
|
|
return out;
|
|
}
|
|
|
|
static bool
|
|
add_shader_variable(const struct gl_constants *consts,
|
|
struct gl_shader_program *shProg,
|
|
struct set *resource_set,
|
|
unsigned stage_mask,
|
|
GLenum programInterface, nir_variable *var,
|
|
const char *name, const struct glsl_type *type,
|
|
bool use_implicit_location, int location,
|
|
bool inouts_share_location,
|
|
const struct glsl_type *outermost_struct_type)
|
|
{
|
|
const struct glsl_type *interface_type = var->interface_type;
|
|
|
|
if (outermost_struct_type == NULL) {
|
|
if (var->data.from_named_ifc_block) {
|
|
const char *interface_name = glsl_get_type_name(interface_type);
|
|
|
|
if (glsl_type_is_array(interface_type)) {
|
|
/* Issue #16 of the ARB_program_interface_query spec says:
|
|
*
|
|
* "* If a variable is a member of an interface block without an
|
|
* instance name, it is enumerated using just the variable name.
|
|
*
|
|
* * If a variable is a member of an interface block with an
|
|
* instance name, it is enumerated as "BlockName.Member", where
|
|
* "BlockName" is the name of the interface block (not the
|
|
* instance name) and "Member" is the name of the variable."
|
|
*
|
|
* In particular, it indicates that it should be "BlockName",
|
|
* not "BlockName[array length]". The conformance suite and
|
|
* dEQP both require this behavior.
|
|
*
|
|
* Here, we unwrap the extra array level added by named interface
|
|
* block array lowering so we have the correct variable type. We
|
|
* also unwrap the interface type when constructing the name.
|
|
*
|
|
* We leave interface_type the same so that ES 3.x SSO pipeline
|
|
* validation can enforce the rules requiring array length to
|
|
* match on interface blocks.
|
|
*/
|
|
type = glsl_get_array_element(type);
|
|
|
|
interface_name =
|
|
glsl_get_type_name(glsl_get_array_element(interface_type));
|
|
}
|
|
|
|
name = ralloc_asprintf(shProg, "%s.%s", interface_name, name);
|
|
}
|
|
}
|
|
|
|
switch (glsl_get_base_type(type)) {
|
|
case GLSL_TYPE_STRUCT: {
|
|
/* The ARB_program_interface_query spec says:
|
|
*
|
|
* "For an active variable declared as a structure, a separate entry
|
|
* will be generated for each active structure member. The name of
|
|
* each entry is formed by concatenating the name of the structure,
|
|
* the "." character, and the name of the structure member. If a
|
|
* structure member to enumerate is itself a structure or array,
|
|
* these enumeration rules are applied recursively."
|
|
*/
|
|
if (outermost_struct_type == NULL)
|
|
outermost_struct_type = type;
|
|
|
|
unsigned field_location = location;
|
|
for (unsigned i = 0; i < glsl_get_length(type); i++) {
|
|
const struct glsl_type *field_type = glsl_get_struct_field(type, i);
|
|
const struct glsl_struct_field *field =
|
|
glsl_get_struct_field_data(type, i);
|
|
|
|
char *field_name = ralloc_asprintf(shProg, "%s.%s", name, field->name);
|
|
if (!add_shader_variable(consts, shProg, resource_set,
|
|
stage_mask, programInterface,
|
|
var, field_name, field_type,
|
|
use_implicit_location, field_location,
|
|
false, outermost_struct_type))
|
|
return false;
|
|
|
|
field_location += glsl_count_attribute_slots(field_type, false);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
case GLSL_TYPE_ARRAY: {
|
|
/* The ARB_program_interface_query spec says:
|
|
*
|
|
* "For an active variable declared as an array of basic types, a
|
|
* single entry will be generated, with its name string formed by
|
|
* concatenating the name of the array and the string "[0]"."
|
|
*
|
|
* "For an active variable declared as an array of an aggregate data
|
|
* type (structures or arrays), a separate entry will be generated
|
|
* for each active array element, unless noted immediately below.
|
|
* The name of each entry is formed by concatenating the name of
|
|
* the array, the "[" character, an integer identifying the element
|
|
* number, and the "]" character. These enumeration rules are
|
|
* applied recursively, treating each enumerated array element as a
|
|
* separate active variable."
|
|
*/
|
|
const struct glsl_type *array_type = glsl_get_array_element(type);
|
|
if (glsl_get_base_type(array_type) == GLSL_TYPE_STRUCT ||
|
|
glsl_get_base_type(array_type) == GLSL_TYPE_ARRAY) {
|
|
unsigned elem_location = location;
|
|
unsigned stride = inouts_share_location ? 0 :
|
|
glsl_count_attribute_slots(array_type, false);
|
|
for (unsigned i = 0; i < glsl_get_length(type); i++) {
|
|
char *elem = ralloc_asprintf(shProg, "%s[%d]", name, i);
|
|
if (!add_shader_variable(consts, shProg, resource_set,
|
|
stage_mask, programInterface,
|
|
var, elem, array_type,
|
|
use_implicit_location, elem_location,
|
|
false, outermost_struct_type))
|
|
return false;
|
|
elem_location += stride;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
FALLTHROUGH;
|
|
|
|
default: {
|
|
/* The ARB_program_interface_query spec says:
|
|
*
|
|
* "For an active variable declared as a single instance of a basic
|
|
* type, a single entry will be generated, using the variable name
|
|
* from the shader source."
|
|
*/
|
|
struct gl_shader_variable *sha_v =
|
|
create_shader_variable(shProg, var, name, type, interface_type,
|
|
use_implicit_location, location,
|
|
outermost_struct_type);
|
|
if (!sha_v)
|
|
return false;
|
|
|
|
return link_util_add_program_resource(shProg, resource_set,
|
|
programInterface, sha_v, stage_mask);
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool
|
|
add_vars_with_modes(const struct gl_constants *consts,
|
|
struct gl_shader_program *prog, struct set *resource_set,
|
|
nir_shader *nir, nir_variable_mode modes,
|
|
unsigned stage, GLenum programInterface)
|
|
{
|
|
nir_foreach_variable_with_modes(var, nir, modes) {
|
|
if (var->data.how_declared == nir_var_hidden)
|
|
continue;
|
|
|
|
int loc_bias = 0;
|
|
switch(var->data.mode) {
|
|
case nir_var_system_value:
|
|
case nir_var_shader_in:
|
|
if (programInterface != GL_PROGRAM_INPUT)
|
|
continue;
|
|
loc_bias = (stage == MESA_SHADER_VERTEX) ? VERT_ATTRIB_GENERIC0
|
|
: VARYING_SLOT_VAR0;
|
|
break;
|
|
case nir_var_shader_out:
|
|
if (programInterface != GL_PROGRAM_OUTPUT)
|
|
continue;
|
|
loc_bias = (stage == MESA_SHADER_FRAGMENT) ? FRAG_RESULT_DATA0
|
|
: VARYING_SLOT_VAR0;
|
|
break;
|
|
default:
|
|
continue;
|
|
}
|
|
|
|
if (var->data.patch)
|
|
loc_bias = VARYING_SLOT_PATCH0;
|
|
|
|
if (prog->data->spirv) {
|
|
struct gl_shader_variable *sh_var =
|
|
rzalloc(prog, struct gl_shader_variable);
|
|
|
|
/* In the ARB_gl_spirv spec, names are considered optional debug info, so
|
|
* the linker needs to work without them. Returning them is optional.
|
|
* For simplicity, we ignore names.
|
|
*/
|
|
sh_var->name.string = NULL;
|
|
resource_name_updated(&sh_var->name);
|
|
sh_var->type = var->type;
|
|
sh_var->location = var->data.location - loc_bias;
|
|
sh_var->explicit_location = var->data.explicit_location;
|
|
sh_var->index = var->data.index;
|
|
|
|
if (!link_util_add_program_resource(prog, resource_set,
|
|
programInterface,
|
|
sh_var, 1 << stage)) {
|
|
return false;
|
|
}
|
|
} else {
|
|
/* Skip packed varyings, packed varyings are handled separately
|
|
* by add_packed_varyings in the GLSL IR
|
|
* build_program_resource_list() call.
|
|
* TODO: handle packed varyings here instead. We likely want a NIR
|
|
* based packing pass first.
|
|
*/
|
|
if (strncmp(var->name, "packed:", 7) == 0)
|
|
continue;
|
|
|
|
const bool vs_input_or_fs_output =
|
|
(stage == MESA_SHADER_VERTEX &&
|
|
var->data.mode == nir_var_shader_in) ||
|
|
(stage == MESA_SHADER_FRAGMENT &&
|
|
var->data.mode == nir_var_shader_out);
|
|
|
|
if (!add_shader_variable(consts, prog, resource_set,
|
|
1 << stage, programInterface,
|
|
var, var->name, var->type,
|
|
vs_input_or_fs_output,
|
|
var->data.location - loc_bias,
|
|
inout_has_same_location(var, stage),
|
|
NULL))
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool
|
|
add_interface_variables(const struct gl_constants *consts,
|
|
struct gl_shader_program *prog,
|
|
struct set *resource_set,
|
|
unsigned stage, GLenum programInterface)
|
|
{
|
|
struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
|
|
if (!sh)
|
|
return true;
|
|
|
|
nir_shader *nir = sh->Program->nir;
|
|
assert(nir);
|
|
|
|
switch (programInterface) {
|
|
case GL_PROGRAM_INPUT: {
|
|
return add_vars_with_modes(consts, prog, resource_set,
|
|
nir, nir_var_shader_in | nir_var_system_value,
|
|
stage, programInterface);
|
|
}
|
|
case GL_PROGRAM_OUTPUT:
|
|
return add_vars_with_modes(consts, prog, resource_set,
|
|
nir, nir_var_shader_out,
|
|
stage, programInterface);
|
|
default:
|
|
assert("!Should not get here");
|
|
break;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool
|
|
nir_add_packed_var_to_resource_list(const struct gl_constants *consts,
|
|
struct gl_shader_program *shProg,
|
|
struct set *resource_set,
|
|
nir_variable *var,
|
|
unsigned stage, GLenum type)
|
|
{
|
|
if (!add_shader_variable(consts, shProg, resource_set, 1 << stage,
|
|
type, var, var->name, var->type, false,
|
|
var->data.location - VARYING_SLOT_VAR0,
|
|
inout_has_same_location(var, stage), NULL))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Initilise list of program resources that point to resource data.
|
|
*/
|
|
void
|
|
init_program_resource_list(struct gl_shader_program *prog)
|
|
{
|
|
/* Rebuild resource list. */
|
|
if (prog->data->ProgramResourceList) {
|
|
ralloc_free(prog->data->ProgramResourceList);
|
|
prog->data->ProgramResourceList = NULL;
|
|
prog->data->NumProgramResourceList = 0;
|
|
}
|
|
}
|
|
|
|
/* TODO: as we keep adding features, this method is becoming more and more
|
|
* similar to its GLSL counterpart at linker.cpp. Eventually it would be good
|
|
* to check if they could be refactored, and reduce code duplication somehow
|
|
*/
|
|
void
|
|
nir_build_program_resource_list(const struct gl_constants *consts,
|
|
struct gl_shader_program *prog,
|
|
bool rebuild_resourse_list)
|
|
{
|
|
/* Rebuild resource list. */
|
|
if (rebuild_resourse_list)
|
|
init_program_resource_list(prog);
|
|
|
|
int input_stage = MESA_SHADER_STAGES, output_stage = 0;
|
|
|
|
/* Determine first input and final output stage. These are used to
|
|
* detect which variables should be enumerated in the resource list
|
|
* for GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT.
|
|
*/
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
if (!prog->_LinkedShaders[i])
|
|
continue;
|
|
if (input_stage == MESA_SHADER_STAGES)
|
|
input_stage = i;
|
|
output_stage = i;
|
|
}
|
|
|
|
/* Empty shader, no resources. */
|
|
if (input_stage == MESA_SHADER_STAGES && output_stage == 0)
|
|
return;
|
|
|
|
struct set *resource_set = _mesa_pointer_set_create(NULL);
|
|
|
|
/* Add inputs and outputs to the resource list. */
|
|
if (!add_interface_variables(consts, prog, resource_set, input_stage,
|
|
GL_PROGRAM_INPUT)) {
|
|
return;
|
|
}
|
|
|
|
if (!add_interface_variables(consts, prog, resource_set, output_stage,
|
|
GL_PROGRAM_OUTPUT)) {
|
|
return;
|
|
}
|
|
|
|
/* Add transform feedback varyings and buffers. */
|
|
if (prog->last_vert_prog) {
|
|
struct gl_transform_feedback_info *linked_xfb =
|
|
prog->last_vert_prog->sh.LinkedTransformFeedback;
|
|
|
|
/* Add varyings. */
|
|
if (linked_xfb->NumVarying > 0) {
|
|
for (int i = 0; i < linked_xfb->NumVarying; i++) {
|
|
if (!link_util_add_program_resource(prog, resource_set,
|
|
GL_TRANSFORM_FEEDBACK_VARYING,
|
|
&linked_xfb->Varyings[i], 0))
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* Add buffers. */
|
|
for (unsigned i = 0; i < consts->MaxTransformFeedbackBuffers; i++) {
|
|
if ((linked_xfb->ActiveBuffers >> i) & 1) {
|
|
linked_xfb->Buffers[i].Binding = i;
|
|
if (!link_util_add_program_resource(prog, resource_set,
|
|
GL_TRANSFORM_FEEDBACK_BUFFER,
|
|
&linked_xfb->Buffers[i], 0))
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Add uniforms
|
|
*
|
|
* Here, it is expected that nir_link_uniforms() has already been
|
|
* called, so that UniformStorage table is already available.
|
|
*/
|
|
int top_level_array_base_offset = -1;
|
|
int top_level_array_size_in_bytes = -1;
|
|
int second_element_offset = -1;
|
|
int block_index = -1;
|
|
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
|
|
struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
|
|
|
|
if (uniform->hidden) {
|
|
for (int j = MESA_SHADER_VERTEX; j < MESA_SHADER_STAGES; j++) {
|
|
if (!uniform->opaque[j].active ||
|
|
glsl_get_base_type(uniform->type) != GLSL_TYPE_SUBROUTINE)
|
|
continue;
|
|
|
|
GLenum type =
|
|
_mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j);
|
|
/* add shader subroutines */
|
|
if (!link_util_add_program_resource(prog, resource_set,
|
|
type, uniform, 0))
|
|
return;
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
if (!link_util_should_add_buffer_variable(prog, uniform,
|
|
top_level_array_base_offset,
|
|
top_level_array_size_in_bytes,
|
|
second_element_offset, block_index))
|
|
continue;
|
|
|
|
|
|
if (prog->data->UniformStorage[i].offset >= second_element_offset) {
|
|
top_level_array_base_offset =
|
|
prog->data->UniformStorage[i].offset;
|
|
|
|
top_level_array_size_in_bytes =
|
|
prog->data->UniformStorage[i].top_level_array_size *
|
|
prog->data->UniformStorage[i].top_level_array_stride;
|
|
|
|
/* Set or reset the second element offset. For non arrays this
|
|
* will be set to -1.
|
|
*/
|
|
second_element_offset = top_level_array_size_in_bytes ?
|
|
top_level_array_base_offset +
|
|
prog->data->UniformStorage[i].top_level_array_stride : -1;
|
|
}
|
|
block_index = uniform->block_index;
|
|
|
|
|
|
GLenum interface = uniform->is_shader_storage ? GL_BUFFER_VARIABLE : GL_UNIFORM;
|
|
if (!link_util_add_program_resource(prog, resource_set, interface, uniform,
|
|
uniform->active_shader_mask)) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
|
|
if (!link_util_add_program_resource(prog, resource_set, GL_UNIFORM_BLOCK,
|
|
&prog->data->UniformBlocks[i],
|
|
prog->data->UniformBlocks[i].stageref))
|
|
return;
|
|
}
|
|
|
|
for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
|
|
if (!link_util_add_program_resource(prog, resource_set, GL_SHADER_STORAGE_BLOCK,
|
|
&prog->data->ShaderStorageBlocks[i],
|
|
prog->data->ShaderStorageBlocks[i].stageref))
|
|
return;
|
|
}
|
|
|
|
/* Add atomic counter buffers. */
|
|
for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
|
|
if (!link_util_add_program_resource(prog, resource_set, GL_ATOMIC_COUNTER_BUFFER,
|
|
&prog->data->AtomicBuffers[i], 0))
|
|
return;
|
|
}
|
|
|
|
unsigned mask = prog->data->linked_stages;
|
|
while (mask) {
|
|
const int i = u_bit_scan(&mask);
|
|
struct gl_program *p = prog->_LinkedShaders[i]->Program;
|
|
|
|
GLuint type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
|
|
for (unsigned j = 0; j < p->sh.NumSubroutineFunctions; j++) {
|
|
if (!link_util_add_program_resource(prog, resource_set,
|
|
type,
|
|
&p->sh.SubroutineFunctions[j],
|
|
0))
|
|
return;
|
|
}
|
|
}
|
|
|
|
_mesa_set_destroy(resource_set, NULL);
|
|
}
|
|
|
|
static void
|
|
shared_type_info(const struct glsl_type *type, unsigned *size, unsigned *align)
|
|
{
|
|
assert(glsl_type_is_vector_or_scalar(type));
|
|
|
|
uint32_t comp_size = glsl_type_is_boolean(type)
|
|
? 4 : glsl_get_bit_size(type) / 8;
|
|
unsigned length = glsl_get_vector_elements(type);
|
|
*size = comp_size * length,
|
|
*align = comp_size * (length == 3 ? 4 : length);
|
|
}
|
|
|
|
static bool
|
|
can_remove_varying_before_linking(nir_variable *var, void *data)
|
|
{
|
|
bool *is_sso = (bool *) data;
|
|
if (*is_sso) {
|
|
/* Allow the removal of unused builtins in SSO */
|
|
return var->data.location > -1 && var->data.location < VARYING_SLOT_VAR0;
|
|
} else
|
|
return true;
|
|
}
|
|
|
|
static void
|
|
remove_dead_varyings_pre_linking(nir_shader *nir)
|
|
{
|
|
struct nir_remove_dead_variables_options opts;
|
|
bool is_sso = nir->info.separate_shader;
|
|
opts.can_remove_var_data = &is_sso;
|
|
opts.can_remove_var = &can_remove_varying_before_linking;
|
|
nir_variable_mode mask = nir_var_shader_in | nir_var_shader_out;
|
|
nir_remove_dead_variables(nir, mask, &opts);
|
|
}
|
|
|
|
/* - create a gl_PointSize variable
|
|
* - find every gl_Position write
|
|
* - store 1.0 to gl_PointSize after every gl_Position write
|
|
*/
|
|
bool
|
|
gl_nir_add_point_size(nir_shader *nir)
|
|
{
|
|
nir_variable *psiz = nir_create_variable_with_location(nir, nir_var_shader_out,
|
|
VARYING_SLOT_PSIZ, glsl_float_type());
|
|
psiz->data.how_declared = nir_var_hidden;
|
|
|
|
nir_function_impl *impl = nir_shader_get_entrypoint(nir);
|
|
nir_builder b = nir_builder_create(impl);
|
|
bool found = false;
|
|
nir_foreach_block_safe(block, impl) {
|
|
nir_foreach_instr_safe(instr, block) {
|
|
if (instr->type == nir_instr_type_intrinsic) {
|
|
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
|
|
if (intr->intrinsic == nir_intrinsic_store_deref ||
|
|
intr->intrinsic == nir_intrinsic_copy_deref) {
|
|
nir_variable *var = nir_intrinsic_get_var(intr, 0);
|
|
if (var->data.location == VARYING_SLOT_POS) {
|
|
b.cursor = nir_after_instr(instr);
|
|
nir_deref_instr *deref = nir_build_deref_var(&b, psiz);
|
|
nir_store_deref(&b, deref, nir_imm_float(&b, 1.0), BITFIELD_BIT(0));
|
|
found = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (!found) {
|
|
b.cursor = nir_before_impl(impl);
|
|
nir_deref_instr *deref = nir_build_deref_var(&b, psiz);
|
|
nir_store_deref(&b, deref, nir_imm_float(&b, 1.0), BITFIELD_BIT(0));
|
|
}
|
|
|
|
nir->info.outputs_written |= VARYING_BIT_PSIZ;
|
|
|
|
/* We always modify the entrypoint */
|
|
nir_metadata_preserve(impl, nir_metadata_block_index | nir_metadata_dominance);
|
|
return true;
|
|
}
|
|
|
|
static void
|
|
zero_array_members(nir_builder *b, nir_variable *var)
|
|
{
|
|
nir_deref_instr *deref = nir_build_deref_var(b, var);
|
|
nir_def *zero = nir_imm_zero(b, 4, 32);
|
|
for (int i = 0; i < glsl_array_size(var->type); i++) {
|
|
nir_deref_instr *arr = nir_build_deref_array_imm(b, deref, i);
|
|
uint32_t mask = BITFIELD_MASK(glsl_get_vector_elements(arr->type));
|
|
nir_store_deref(b, arr, nir_channels(b, zero, mask), mask);
|
|
}
|
|
}
|
|
|
|
/* GL has an implicit default of 0 for unwritten gl_ClipDistance members;
|
|
* to achieve this, write 0 to all members at the start of the shader and
|
|
* let them be naturally overwritten later
|
|
*/
|
|
static bool
|
|
gl_nir_zero_initialize_clip_distance(nir_shader *nir)
|
|
{
|
|
nir_variable *clip_dist0 = nir_find_variable_with_location(nir, nir_var_shader_out, VARYING_SLOT_CLIP_DIST0);
|
|
nir_variable *clip_dist1 = nir_find_variable_with_location(nir, nir_var_shader_out, VARYING_SLOT_CLIP_DIST1);
|
|
if (!clip_dist0 && !clip_dist1)
|
|
return false;
|
|
|
|
nir_function_impl *impl = nir_shader_get_entrypoint(nir);
|
|
nir_builder b = nir_builder_at(nir_before_impl(impl));
|
|
if (clip_dist0)
|
|
zero_array_members(&b, clip_dist0);
|
|
|
|
if (clip_dist1)
|
|
zero_array_members(&b, clip_dist1);
|
|
|
|
nir_metadata_preserve(impl, nir_metadata_dominance |
|
|
nir_metadata_block_index);
|
|
return true;
|
|
}
|
|
|
|
static void
|
|
lower_patch_vertices_in(struct gl_shader_program *shader_prog)
|
|
{
|
|
struct gl_linked_shader *linked_tcs =
|
|
shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
|
|
struct gl_linked_shader *linked_tes =
|
|
shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
|
|
|
|
/* If we have a TCS and TES linked together, lower TES patch vertices. */
|
|
if (linked_tcs && linked_tes) {
|
|
nir_shader *tcs_nir = linked_tcs->Program->nir;
|
|
nir_shader *tes_nir = linked_tes->Program->nir;
|
|
|
|
/* The TES input vertex count is the TCS output vertex count,
|
|
* lower TES gl_PatchVerticesIn to a constant.
|
|
*/
|
|
uint32_t tes_patch_verts = tcs_nir->info.tess.tcs_vertices_out;
|
|
NIR_PASS(_, tes_nir, nir_lower_patch_vertices, tes_patch_verts, NULL);
|
|
}
|
|
}
|
|
|
|
static void
|
|
preprocess_shader(const struct gl_constants *consts,
|
|
const struct gl_extensions *exts,
|
|
struct gl_program *prog,
|
|
struct gl_shader_program *shader_program,
|
|
gl_shader_stage stage)
|
|
{
|
|
const struct gl_shader_compiler_options *gl_options =
|
|
&consts->ShaderCompilerOptions[prog->info.stage];
|
|
const nir_shader_compiler_options *options = gl_options->NirOptions;
|
|
assert(options);
|
|
|
|
nir_shader *nir = prog->nir;
|
|
|
|
if (prog->info.stage == MESA_SHADER_FRAGMENT && consts->HasFBFetch) {
|
|
nir_shader_gather_info(prog->nir, nir_shader_get_entrypoint(prog->nir));
|
|
NIR_PASS(_, prog->nir, gl_nir_lower_blend_equation_advanced,
|
|
exts->KHR_blend_equation_advanced_coherent);
|
|
nir_lower_global_vars_to_local(prog->nir);
|
|
NIR_PASS(_, prog->nir, nir_opt_combine_stores, nir_var_shader_out);
|
|
}
|
|
|
|
/* Set the next shader stage hint for VS and TES. */
|
|
if (!nir->info.separate_shader &&
|
|
(nir->info.stage == MESA_SHADER_VERTEX ||
|
|
nir->info.stage == MESA_SHADER_TESS_EVAL)) {
|
|
|
|
unsigned prev_stages = (1 << (prog->info.stage + 1)) - 1;
|
|
unsigned stages_mask =
|
|
~prev_stages & shader_program->data->linked_stages;
|
|
|
|
nir->info.next_stage = stages_mask ?
|
|
(gl_shader_stage) u_bit_scan(&stages_mask) : MESA_SHADER_FRAGMENT;
|
|
} else {
|
|
nir->info.next_stage = MESA_SHADER_FRAGMENT;
|
|
}
|
|
|
|
prog->skip_pointsize_xfb = !(nir->info.outputs_written & VARYING_BIT_PSIZ);
|
|
if (!consts->PointSizeFixed && prog->skip_pointsize_xfb &&
|
|
stage < MESA_SHADER_FRAGMENT && stage != MESA_SHADER_TESS_CTRL &&
|
|
gl_nir_can_add_pointsize_to_program(consts, prog)) {
|
|
NIR_PASS(_, nir, gl_nir_add_point_size);
|
|
}
|
|
|
|
if (stage < MESA_SHADER_FRAGMENT && stage != MESA_SHADER_TESS_CTRL &&
|
|
(nir->info.outputs_written & (VARYING_BIT_CLIP_DIST0 | VARYING_BIT_CLIP_DIST1)))
|
|
NIR_PASS(_, nir, gl_nir_zero_initialize_clip_distance);
|
|
|
|
if (options->lower_all_io_to_temps ||
|
|
nir->info.stage == MESA_SHADER_VERTEX ||
|
|
nir->info.stage == MESA_SHADER_GEOMETRY) {
|
|
NIR_PASS(_, nir, nir_lower_io_to_temporaries,
|
|
nir_shader_get_entrypoint(nir),
|
|
true, true);
|
|
} else if (nir->info.stage == MESA_SHADER_FRAGMENT ||
|
|
!consts->SupportsReadingOutputs) {
|
|
NIR_PASS(_, nir, nir_lower_io_to_temporaries,
|
|
nir_shader_get_entrypoint(nir),
|
|
true, false);
|
|
}
|
|
|
|
NIR_PASS(_, nir, nir_lower_global_vars_to_local);
|
|
NIR_PASS(_, nir, nir_split_var_copies);
|
|
NIR_PASS(_, nir, nir_lower_var_copies);
|
|
|
|
if (gl_options->LowerPrecisionFloat16 && gl_options->LowerPrecisionInt16) {
|
|
NIR_PASS(_, nir, nir_lower_mediump_vars, nir_var_function_temp | nir_var_shader_temp | nir_var_mem_shared);
|
|
}
|
|
|
|
if (options->lower_to_scalar) {
|
|
NIR_PASS(_, nir, nir_remove_dead_variables,
|
|
nir_var_function_temp | nir_var_shader_temp |
|
|
nir_var_mem_shared, NULL);
|
|
NIR_PASS(_, nir, nir_opt_copy_prop_vars);
|
|
NIR_PASS(_, nir, nir_lower_alu_to_scalar,
|
|
options->lower_to_scalar_filter, NULL);
|
|
}
|
|
|
|
NIR_PASS(_, nir, nir_opt_barrier_modes);
|
|
|
|
/* before buffers and vars_to_ssa */
|
|
NIR_PASS(_, nir, gl_nir_lower_images, true);
|
|
|
|
if (prog->nir->info.stage == MESA_SHADER_COMPUTE) {
|
|
NIR_PASS(_, prog->nir, nir_lower_vars_to_explicit_types,
|
|
nir_var_mem_shared, shared_type_info);
|
|
NIR_PASS(_, prog->nir, nir_lower_explicit_io,
|
|
nir_var_mem_shared, nir_address_format_32bit_offset);
|
|
}
|
|
|
|
/* Do a round of constant folding to clean up address calculations */
|
|
NIR_PASS(_, nir, nir_opt_constant_folding);
|
|
}
|
|
|
|
static bool
|
|
prelink_lowering(const struct gl_constants *consts,
|
|
const struct gl_extensions *exts,
|
|
struct gl_shader_program *shader_program,
|
|
struct gl_linked_shader **linked_shader, unsigned num_shaders)
|
|
{
|
|
for (unsigned i = 0; i < num_shaders; i++) {
|
|
struct gl_linked_shader *shader = linked_shader[i];
|
|
const nir_shader_compiler_options *options =
|
|
consts->ShaderCompilerOptions[shader->Stage].NirOptions;
|
|
struct gl_program *prog = shader->Program;
|
|
|
|
/* ES 3.0+ vertex shaders may still have dead varyings but its now safe
|
|
* to remove them as validation is now done according to the spec.
|
|
*/
|
|
if (shader_program->IsES && shader_program->GLSL_Version >= 300 &&
|
|
i == MESA_SHADER_VERTEX)
|
|
remove_dead_varyings_pre_linking(prog->nir);
|
|
|
|
preprocess_shader(consts, exts, prog, shader_program, shader->Stage);
|
|
|
|
if (prog->nir->info.shared_size > consts->MaxComputeSharedMemorySize) {
|
|
linker_error(shader_program, "Too much shared memory used (%u/%u)\n",
|
|
prog->nir->info.shared_size,
|
|
consts->MaxComputeSharedMemorySize);
|
|
return false;
|
|
}
|
|
|
|
if (options->lower_to_scalar) {
|
|
NIR_PASS(_, shader->Program->nir, nir_lower_load_const_to_scalar);
|
|
}
|
|
}
|
|
|
|
lower_patch_vertices_in(shader_program);
|
|
|
|
/* Linking shaders also optimizes them. Separate shaders, compute shaders
|
|
* and shaders with a fixed-func VS or FS that don't need linking are
|
|
* optimized here.
|
|
*/
|
|
if (num_shaders == 1)
|
|
gl_nir_opts(linked_shader[0]->Program->nir);
|
|
|
|
/* nir_opt_access() needs to run before linking so that ImageAccess[]
|
|
* and BindlessImage[].access are filled out with the correct modes.
|
|
*/
|
|
for (unsigned i = 0; i < num_shaders; i++) {
|
|
nir_shader *nir = linked_shader[i]->Program->nir;
|
|
|
|
nir_opt_access_options opt_access_options;
|
|
opt_access_options.is_vulkan = false;
|
|
NIR_PASS(_, nir, nir_opt_access, &opt_access_options);
|
|
|
|
if (consts->ShaderCompilerOptions[i].LowerCombinedClipCullDistance) {
|
|
NIR_PASS(_, nir, nir_lower_clip_cull_distance_to_vec4s);
|
|
}
|
|
|
|
/* Combine clip and cull outputs into one array and set:
|
|
* - shader_info::clip_distance_array_size
|
|
* - shader_info::cull_distance_array_size
|
|
*/
|
|
if (consts->CombinedClipCullDistanceArrays)
|
|
NIR_PASS(_, nir, nir_lower_clip_cull_distance_arrays);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Lower load_deref and store_deref on input/output variables to load_input
|
|
* and store_output intrinsics, and perform varying optimizations and
|
|
* compaction.
|
|
*/
|
|
void
|
|
gl_nir_lower_optimize_varyings(const struct gl_constants *consts,
|
|
struct gl_shader_program *prog, bool spirv)
|
|
{
|
|
nir_shader *shaders[MESA_SHADER_STAGES];
|
|
unsigned num_shaders = 0;
|
|
unsigned max_ubos = UINT_MAX;
|
|
unsigned max_uniform_comps = UINT_MAX;
|
|
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
struct gl_linked_shader *shader = prog->_LinkedShaders[i];
|
|
|
|
if (!shader)
|
|
continue;
|
|
|
|
nir_shader *nir = shader->Program->nir;
|
|
|
|
if (nir->info.stage == MESA_SHADER_COMPUTE)
|
|
return;
|
|
|
|
if (!(nir->options->io_options & nir_io_glsl_lower_derefs) ||
|
|
!(nir->options->io_options & nir_io_glsl_opt_varyings))
|
|
return;
|
|
|
|
shaders[num_shaders] = nir;
|
|
max_uniform_comps = MIN2(max_uniform_comps,
|
|
consts->Program[i].MaxUniformComponents);
|
|
max_ubos = MIN2(max_ubos, consts->Program[i].MaxUniformBlocks);
|
|
num_shaders++;
|
|
}
|
|
|
|
/* Lower IO derefs to load and store intrinsics. */
|
|
for (unsigned i = 0; i < num_shaders; i++) {
|
|
nir_shader *nir = shaders[i];
|
|
|
|
nir_lower_io_passes(nir, true);
|
|
}
|
|
|
|
/* There is nothing to optimize for only 1 shader. */
|
|
if (num_shaders == 1)
|
|
return;
|
|
|
|
for (unsigned i = 0; i < num_shaders; i++) {
|
|
nir_shader *nir = shaders[i];
|
|
|
|
/* nir_opt_varyings requires scalar IO. */
|
|
NIR_PASS_V(nir, nir_lower_io_to_scalar,
|
|
(i != 0 ? nir_var_shader_in : 0) |
|
|
(i != num_shaders - 1 ? nir_var_shader_out : 0), NULL, NULL);
|
|
|
|
/* nir_opt_varyings requires shaders to be optimized. */
|
|
gl_nir_opts(nir);
|
|
}
|
|
|
|
/* Optimize varyings from the first shader to the last shader first, and
|
|
* then in the opposite order from the last changed producer.
|
|
*
|
|
* For example, VS->GS->FS is optimized in this order first:
|
|
* (VS,GS), (GS,FS)
|
|
*
|
|
* That ensures that constants and undefs (dead inputs) are propagated
|
|
* forward.
|
|
*
|
|
* If GS was changed while optimizing (GS,FS), (VS,GS) is optimized again
|
|
* because removing outputs in GS can cause a chain reaction in making
|
|
* GS inputs, VS outputs, and VS inputs dead.
|
|
*/
|
|
unsigned highest_changed_producer = 0;
|
|
for (unsigned i = 0; i < num_shaders - 1; i++) {
|
|
nir_shader *producer = shaders[i];
|
|
nir_shader *consumer = shaders[i + 1];
|
|
|
|
nir_opt_varyings_progress progress =
|
|
nir_opt_varyings(producer, consumer, spirv, max_uniform_comps,
|
|
max_ubos);
|
|
|
|
if (progress & nir_progress_producer) {
|
|
gl_nir_opts(producer);
|
|
highest_changed_producer = i;
|
|
}
|
|
if (progress & nir_progress_consumer)
|
|
gl_nir_opts(consumer);
|
|
}
|
|
|
|
/* Optimize varyings from the highest changed producer to the first
|
|
* shader.
|
|
*/
|
|
for (unsigned i = highest_changed_producer; i > 0; i--) {
|
|
nir_shader *producer = shaders[i - 1];
|
|
nir_shader *consumer = shaders[i];
|
|
|
|
nir_opt_varyings_progress progress =
|
|
nir_opt_varyings(producer, consumer, spirv, max_uniform_comps,
|
|
max_ubos);
|
|
|
|
if (progress & nir_progress_producer)
|
|
gl_nir_opts(producer);
|
|
if (progress & nir_progress_consumer)
|
|
gl_nir_opts(consumer);
|
|
}
|
|
|
|
/* Final cleanups. */
|
|
for (unsigned i = 0; i < num_shaders; i++) {
|
|
nir_shader *nir = shaders[i];
|
|
|
|
/* Recompute intrinsic bases, which are totally random after
|
|
* optimizations and compaction. Do that for all inputs and outputs,
|
|
* including VS inputs because those could have been removed too.
|
|
*/
|
|
NIR_PASS_V(nir, nir_recompute_io_bases,
|
|
nir_var_shader_in | nir_var_shader_out);
|
|
|
|
/* Regenerate transform feedback info because compaction in
|
|
* nir_opt_varyings always moves them to other slots.
|
|
*/
|
|
if (nir->xfb_info)
|
|
nir_gather_xfb_info_from_intrinsics(nir);
|
|
}
|
|
}
|
|
|
|
bool
|
|
gl_nir_link_spirv(const struct gl_constants *consts,
|
|
const struct gl_extensions *exts,
|
|
struct gl_shader_program *prog,
|
|
const struct gl_nir_linker_options *options)
|
|
{
|
|
struct gl_linked_shader *linked_shader[MESA_SHADER_STAGES];
|
|
unsigned num_shaders = 0;
|
|
|
|
MESA_TRACE_FUNC();
|
|
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
if (prog->_LinkedShaders[i]) {
|
|
linked_shader[num_shaders++] = prog->_LinkedShaders[i];
|
|
|
|
remove_dead_varyings_pre_linking(prog->_LinkedShaders[i]->Program->nir);
|
|
}
|
|
}
|
|
|
|
if (!prelink_lowering(consts, exts, prog, linked_shader, num_shaders))
|
|
return false;
|
|
|
|
gl_nir_link_assign_xfb_resources(consts, prog);
|
|
gl_nir_lower_optimize_varyings(consts, prog, true);
|
|
|
|
if (!linked_shader[0]->Program->nir->info.io_lowered) {
|
|
/* Linking the stages in the opposite order (from fragment to vertex)
|
|
* ensures that inter-shader outputs written to in an earlier stage
|
|
* are eliminated if they are (transitively) not used in a later
|
|
* stage.
|
|
*/
|
|
for (int i = num_shaders - 2; i >= 0; i--) {
|
|
gl_nir_link_opts(linked_shader[i]->Program->nir,
|
|
linked_shader[i + 1]->Program->nir);
|
|
}
|
|
}
|
|
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
struct gl_linked_shader *shader = prog->_LinkedShaders[i];
|
|
if (shader) {
|
|
const nir_remove_dead_variables_options opts = {
|
|
.can_remove_var = can_remove_var,
|
|
};
|
|
nir_remove_dead_variables(shader->Program->nir,
|
|
nir_var_uniform | nir_var_image,
|
|
&opts);
|
|
}
|
|
}
|
|
|
|
if (!gl_nir_link_uniform_blocks(consts, prog))
|
|
return false;
|
|
|
|
if (!gl_nir_link_uniforms(consts, prog, options->fill_parameters))
|
|
return false;
|
|
|
|
gl_nir_link_assign_atomic_counter_resources(consts, prog);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
gl_nir_validate_intrastage_arrays(struct gl_shader_program *prog,
|
|
nir_variable *var, nir_variable *existing,
|
|
unsigned existing_stage,
|
|
bool match_precision)
|
|
{
|
|
/* Consider the types to be "the same" if both types are arrays
|
|
* of the same type and one of the arrays is implicitly sized.
|
|
* In addition, set the type of the linked variable to the
|
|
* explicitly sized array.
|
|
*/
|
|
if (glsl_type_is_array(var->type) && glsl_type_is_array(existing->type)) {
|
|
const glsl_type *no_array_var = glsl_get_array_element(var->type);
|
|
const glsl_type *no_array_existing =
|
|
glsl_get_array_element(existing->type);
|
|
bool type_matches;
|
|
|
|
type_matches = (match_precision ?
|
|
no_array_var == no_array_existing :
|
|
glsl_type_compare_no_precision(no_array_var, no_array_existing));
|
|
|
|
if (type_matches &&
|
|
((glsl_array_size(var->type) == 0) ||
|
|
(glsl_array_size(existing->type) == 0))) {
|
|
if (glsl_array_size(var->type) != 0) {
|
|
if ((int)glsl_array_size(var->type) <=
|
|
existing->data.max_array_access) {
|
|
linker_error(prog, "%s `%s' declared as type "
|
|
"`%s' but outermost dimension has an index"
|
|
" of `%i'\n",
|
|
gl_nir_mode_string(var),
|
|
var->name, glsl_get_type_name(var->type),
|
|
existing->data.max_array_access);
|
|
}
|
|
existing->type = var->type;
|
|
|
|
nir_shader *s = prog->_LinkedShaders[existing_stage]->Program->nir;
|
|
nir_fixup_deref_types(s);
|
|
return true;
|
|
} else if (glsl_array_size(existing->type) != 0) {
|
|
if((int)glsl_array_size(existing->type) <= var->data.max_array_access &&
|
|
!existing->data.from_ssbo_unsized_array) {
|
|
linker_error(prog, "%s `%s' declared as type "
|
|
"`%s' but outermost dimension has an index"
|
|
" of `%i'\n",
|
|
gl_nir_mode_string(var),
|
|
var->name, glsl_get_type_name(existing->type),
|
|
var->data.max_array_access);
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static bool
|
|
nir_constant_compare(const nir_constant *c1, const nir_constant *c2)
|
|
{
|
|
bool match = true;
|
|
|
|
match &= memcmp(c1->values, c2->values, sizeof(c1->values)) == 0;
|
|
match &= c1->is_null_constant == c2->is_null_constant;
|
|
match &= c1->num_elements == c2->num_elements;
|
|
if (!match)
|
|
return false;
|
|
|
|
for (unsigned i = 0; i < c1->num_elements; i++) {
|
|
match &= nir_constant_compare(c1->elements[i], c2->elements[i]);
|
|
}
|
|
|
|
return match;
|
|
}
|
|
|
|
struct ifc_var {
|
|
unsigned stage;
|
|
nir_variable *var;
|
|
};
|
|
|
|
/**
|
|
* Perform validation of global variables used across multiple shaders
|
|
*/
|
|
static void
|
|
cross_validate_globals(void *mem_ctx, const struct gl_constants *consts,
|
|
struct gl_shader_program *prog,
|
|
nir_shader *shader, struct hash_table *variables,
|
|
bool uniforms_only)
|
|
{
|
|
nir_foreach_variable_in_shader(var, shader) {
|
|
if (uniforms_only &&
|
|
(var->data.mode != nir_var_uniform &&
|
|
var->data.mode != nir_var_mem_ubo &&
|
|
var->data.mode != nir_var_image &&
|
|
var->data.mode != nir_var_mem_ssbo))
|
|
continue;
|
|
|
|
/* don't cross validate subroutine uniforms */
|
|
if (glsl_contains_subroutine(var->type))
|
|
continue;
|
|
|
|
/* Don't cross validate interface instances. These are only relevant
|
|
* inside a shader. The cross validation is done at the Interface Block
|
|
* name level.
|
|
*/
|
|
if (glsl_without_array(var->type) == var->interface_type)
|
|
continue;
|
|
|
|
/* Don't cross validate temporaries that are at global scope. These
|
|
* will eventually get pulled into the shaders 'main'.
|
|
*/
|
|
if (var->data.mode == nir_var_function_temp ||
|
|
var->data.mode == nir_var_shader_temp)
|
|
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.
|
|
*/
|
|
struct hash_entry *entry =
|
|
_mesa_hash_table_search(variables, var->name);
|
|
if (entry != NULL) {
|
|
struct ifc_var *existing_ifc = (struct ifc_var *) entry->data;
|
|
nir_variable *existing = existing_ifc->var;
|
|
|
|
/* Check if types match. */
|
|
if (var->type != existing->type) {
|
|
if (!gl_nir_validate_intrastage_arrays(prog, var, existing,
|
|
existing_ifc->stage, true)) {
|
|
/* 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 == nir_var_mem_ssbo &&
|
|
var->data.from_ssbo_unsized_array &&
|
|
existing->data.mode == nir_var_mem_ssbo &&
|
|
existing->data.from_ssbo_unsized_array &&
|
|
glsl_get_gl_type(var->type) == glsl_get_gl_type(existing->type))) {
|
|
linker_error(prog, "%s `%s' declared as type "
|
|
"`%s' and type `%s'\n",
|
|
gl_nir_mode_string(var),
|
|
var->name, glsl_get_type_name(var->type),
|
|
glsl_get_type_name(existing->type));
|
|
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",
|
|
gl_nir_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", gl_nir_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;
|
|
}
|
|
}
|
|
|
|
/* 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",
|
|
gl_nir_mode_string(var), var->name);
|
|
return;
|
|
}
|
|
|
|
existing->data.binding = var->data.binding;
|
|
existing->data.explicit_binding = true;
|
|
}
|
|
|
|
if (glsl_contains_atomic(var->type) &&
|
|
var->data.offset != existing->data.offset) {
|
|
linker_error(prog, "offset specifications for %s "
|
|
"`%s' have differing values\n",
|
|
gl_nir_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 != nir_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");
|
|
}
|
|
|
|
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");
|
|
}
|
|
}
|
|
|
|
/* 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 (at least) one of these constant expressions is implicit,
|
|
* because it was added by glsl_zero_init, we skip the verification.
|
|
*/
|
|
if (var->constant_initializer != NULL) {
|
|
if (existing->constant_initializer != NULL &&
|
|
!existing->data.is_implicit_initializer &&
|
|
!var->data.is_implicit_initializer) {
|
|
if (!nir_constant_compare(var->constant_initializer,
|
|
existing->constant_initializer)) {
|
|
linker_error(prog, "initializers for %s "
|
|
"`%s' have differing values\n",
|
|
gl_nir_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.
|
|
*/
|
|
if (!var->data.is_implicit_initializer)
|
|
_mesa_hash_table_insert(variables, existing->name, var);
|
|
}
|
|
}
|
|
|
|
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 (existing->data.explicit_invariant != var->data.explicit_invariant) {
|
|
linker_error(prog, "declarations for %s `%s' have "
|
|
"mismatching invariant qualifiers\n",
|
|
gl_nir_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",
|
|
gl_nir_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",
|
|
gl_nir_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",
|
|
gl_nir_mode_string(var), var->name);
|
|
return;
|
|
}
|
|
|
|
/* Check the precision qualifier matches for uniform variables on
|
|
* GLSL ES.
|
|
*/
|
|
if (!consts->AllowGLSLRelaxedES &&
|
|
prog->IsES && !var->interface_type &&
|
|
existing->data.precision != var->data.precision) {
|
|
if ((existing->data.used && var->data.used) ||
|
|
prog->GLSL_Version >= 300) {
|
|
linker_error(prog, "declarations for %s `%s` have "
|
|
"mismatching precision qualifiers\n",
|
|
gl_nir_mode_string(var), var->name);
|
|
return;
|
|
} else {
|
|
linker_warning(prog, "declarations for %s `%s` have "
|
|
"mismatching precision qualifiers\n",
|
|
gl_nir_mode_string(var), var->name);
|
|
}
|
|
}
|
|
|
|
/* In OpenGL GLSL 3.20 spec, section 4.3.9:
|
|
*
|
|
* "It is a link-time error if any particular shader interface
|
|
* contains:
|
|
*
|
|
* - two different blocks, each having no instance name, and each
|
|
* having a member of the same name, or
|
|
*
|
|
* - a variable outside a block, and a block with no instance name,
|
|
* where the variable has the same name as a member in the block."
|
|
*/
|
|
const glsl_type *var_itype = var->interface_type;
|
|
const glsl_type *existing_itype = existing->interface_type;
|
|
if (var_itype != existing_itype) {
|
|
if (!var_itype || !existing_itype) {
|
|
linker_error(prog, "declarations for %s `%s` are inside block "
|
|
"`%s` and outside a block",
|
|
gl_nir_mode_string(var), var->name,
|
|
glsl_get_type_name(var_itype ? var_itype : existing_itype));
|
|
return;
|
|
} else if (strcmp(glsl_get_type_name(var_itype), glsl_get_type_name(existing_itype)) != 0) {
|
|
linker_error(prog, "declarations for %s `%s` are inside blocks "
|
|
"`%s` and `%s`",
|
|
gl_nir_mode_string(var), var->name,
|
|
glsl_get_type_name(existing_itype),
|
|
glsl_get_type_name(var_itype));
|
|
return;
|
|
}
|
|
}
|
|
} else {
|
|
struct ifc_var *ifc_var = ralloc(mem_ctx, struct ifc_var);
|
|
ifc_var->var = var;
|
|
ifc_var->stage = shader->info.stage;
|
|
_mesa_hash_table_insert(variables, var->name, ifc_var);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Perform validation of uniforms used across multiple shader stages
|
|
*/
|
|
static void
|
|
cross_validate_uniforms(const struct gl_constants *consts,
|
|
struct gl_shader_program *prog)
|
|
{
|
|
void *mem_ctx = ralloc_context(NULL);
|
|
struct hash_table *variables =
|
|
_mesa_hash_table_create(mem_ctx, _mesa_hash_string, _mesa_key_string_equal);
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
if (prog->_LinkedShaders[i] == NULL)
|
|
continue;
|
|
|
|
cross_validate_globals(mem_ctx, consts, prog,
|
|
prog->_LinkedShaders[i]->Program->nir,
|
|
variables, true);
|
|
}
|
|
|
|
ralloc_free(mem_ctx);
|
|
}
|
|
|
|
/**
|
|
* Initializes explicit location slots to INACTIVE_UNIFORM_EXPLICIT_LOCATION
|
|
* for a variable, checks for overlaps between other uniforms using explicit
|
|
* locations.
|
|
*/
|
|
static int
|
|
reserve_explicit_locations(struct gl_shader_program *prog,
|
|
struct string_to_uint_map *map, nir_variable *var)
|
|
{
|
|
unsigned slots = glsl_type_uniform_locations(var->type);
|
|
unsigned max_loc = var->data.location + slots - 1;
|
|
unsigned return_value = slots;
|
|
|
|
/* Resize remap table if locations do not fit in the current one. */
|
|
if (max_loc + 1 > prog->NumUniformRemapTable) {
|
|
prog->UniformRemapTable =
|
|
reralloc(prog, prog->UniformRemapTable,
|
|
struct gl_uniform_storage *,
|
|
max_loc + 1);
|
|
|
|
if (!prog->UniformRemapTable) {
|
|
linker_error(prog, "Out of memory during linking.\n");
|
|
return -1;
|
|
}
|
|
|
|
/* Initialize allocated space. */
|
|
for (unsigned i = prog->NumUniformRemapTable; i < max_loc + 1; i++)
|
|
prog->UniformRemapTable[i] = NULL;
|
|
|
|
prog->NumUniformRemapTable = max_loc + 1;
|
|
}
|
|
|
|
for (unsigned i = 0; i < slots; i++) {
|
|
unsigned loc = var->data.location + i;
|
|
|
|
/* Check if location is already used. */
|
|
if (prog->UniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
|
|
|
|
/* Possibly same uniform from a different stage, this is ok. */
|
|
unsigned hash_loc;
|
|
if (string_to_uint_map_get(map, &hash_loc, var->name) &&
|
|
hash_loc == loc - i) {
|
|
return_value = 0;
|
|
continue;
|
|
}
|
|
|
|
/* ARB_explicit_uniform_location specification states:
|
|
*
|
|
* "No two default-block uniform variables in the program can have
|
|
* the same location, even if they are unused, otherwise a compiler
|
|
* or linker error will be generated."
|
|
*/
|
|
linker_error(prog,
|
|
"location qualifier for uniform %s overlaps "
|
|
"previously used location\n",
|
|
var->name);
|
|
return -1;
|
|
}
|
|
|
|
/* Initialize location as inactive before optimization
|
|
* rounds and location assignment.
|
|
*/
|
|
prog->UniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
|
|
}
|
|
|
|
/* Note, base location used for arrays. */
|
|
string_to_uint_map_put(map, var->data.location, var->name);
|
|
|
|
return return_value;
|
|
}
|
|
|
|
static bool
|
|
reserve_subroutine_explicit_locations(struct gl_shader_program *prog,
|
|
struct gl_program *p,
|
|
nir_variable *var)
|
|
{
|
|
unsigned slots = glsl_type_uniform_locations(var->type);
|
|
unsigned max_loc = var->data.location + slots - 1;
|
|
|
|
/* Resize remap table if locations do not fit in the current one. */
|
|
if (max_loc + 1 > p->sh.NumSubroutineUniformRemapTable) {
|
|
p->sh.SubroutineUniformRemapTable =
|
|
reralloc(p, p->sh.SubroutineUniformRemapTable,
|
|
struct gl_uniform_storage *,
|
|
max_loc + 1);
|
|
|
|
if (!p->sh.SubroutineUniformRemapTable) {
|
|
linker_error(prog, "Out of memory during linking.\n");
|
|
return false;
|
|
}
|
|
|
|
/* Initialize allocated space. */
|
|
for (unsigned i = p->sh.NumSubroutineUniformRemapTable; i < max_loc + 1; i++)
|
|
p->sh.SubroutineUniformRemapTable[i] = NULL;
|
|
|
|
p->sh.NumSubroutineUniformRemapTable = max_loc + 1;
|
|
}
|
|
|
|
for (unsigned i = 0; i < slots; i++) {
|
|
unsigned loc = var->data.location + i;
|
|
|
|
/* Check if location is already used. */
|
|
if (p->sh.SubroutineUniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
|
|
|
|
/* ARB_explicit_uniform_location specification states:
|
|
* "No two subroutine uniform variables can have the same location
|
|
* in the same shader stage, otherwise a compiler or linker error
|
|
* will be generated."
|
|
*/
|
|
linker_error(prog,
|
|
"location qualifier for uniform %s overlaps "
|
|
"previously used location\n",
|
|
var->name);
|
|
return false;
|
|
}
|
|
|
|
/* Initialize location as inactive before optimization
|
|
* rounds and location assignment.
|
|
*/
|
|
p->sh.SubroutineUniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
/**
|
|
* Check and reserve all explicit uniform locations, called before
|
|
* any optimizations happen to handle also inactive uniforms and
|
|
* inactive array elements that may get trimmed away.
|
|
*/
|
|
static void
|
|
check_explicit_uniform_locations(const struct gl_extensions *exts,
|
|
struct gl_shader_program *prog)
|
|
{
|
|
prog->NumExplicitUniformLocations = 0;
|
|
|
|
if (!exts->ARB_explicit_uniform_location)
|
|
return;
|
|
|
|
/* This map is used to detect if overlapping explicit locations
|
|
* occur with the same uniform (from different stage) or a different one.
|
|
*/
|
|
struct string_to_uint_map *uniform_map = string_to_uint_map_ctor();
|
|
|
|
if (!uniform_map) {
|
|
linker_error(prog, "Out of memory during linking.\n");
|
|
return;
|
|
}
|
|
|
|
unsigned entries_total = 0;
|
|
unsigned mask = prog->data->linked_stages;
|
|
while (mask) {
|
|
const int i = u_bit_scan(&mask);
|
|
struct gl_program *p = prog->_LinkedShaders[i]->Program;
|
|
|
|
unsigned modes = nir_var_uniform | nir_var_mem_ubo | nir_var_image;
|
|
nir_foreach_variable_with_modes(var, p->nir, modes) {
|
|
if (var->data.explicit_location) {
|
|
bool ret = false;
|
|
if (glsl_type_is_subroutine(glsl_without_array(var->type)))
|
|
ret = reserve_subroutine_explicit_locations(prog, p, var);
|
|
else {
|
|
int slots = reserve_explicit_locations(prog, uniform_map,
|
|
var);
|
|
if (slots != -1) {
|
|
ret = true;
|
|
entries_total += slots;
|
|
}
|
|
}
|
|
if (!ret) {
|
|
string_to_uint_map_dtor(uniform_map);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
link_util_update_empty_uniform_locations(prog);
|
|
|
|
string_to_uint_map_dtor(uniform_map);
|
|
prog->NumExplicitUniformLocations = entries_total;
|
|
}
|
|
|
|
static void
|
|
link_assign_subroutine_types(struct gl_shader_program *prog)
|
|
{
|
|
unsigned mask = prog->data->linked_stages;
|
|
while (mask) {
|
|
const int i = u_bit_scan(&mask);
|
|
struct gl_program *p = prog->_LinkedShaders[i]->Program;
|
|
|
|
struct set *fn_decl_set =
|
|
_mesa_set_create(NULL, _mesa_hash_string, _mesa_key_string_equal);
|
|
|
|
p->sh.MaxSubroutineFunctionIndex = 0;
|
|
nir_foreach_function(fn, p->nir) {
|
|
/* A function might be decalred multiple times but we should only
|
|
* process it once
|
|
*/
|
|
struct set_entry *entry = _mesa_set_search(fn_decl_set, fn->name);
|
|
if (entry)
|
|
continue;
|
|
|
|
_mesa_set_add(fn_decl_set, fn->name);
|
|
|
|
if (fn->is_subroutine)
|
|
p->sh.NumSubroutineUniformTypes++;
|
|
|
|
if (!fn->num_subroutine_types)
|
|
continue;
|
|
|
|
/* these should have been calculated earlier. */
|
|
assert(fn->subroutine_index != -1);
|
|
if (p->sh.NumSubroutineFunctions + 1 > MAX_SUBROUTINES) {
|
|
linker_error(prog, "Too many subroutine functions declared.\n");
|
|
return;
|
|
}
|
|
p->sh.SubroutineFunctions = reralloc(p, p->sh.SubroutineFunctions,
|
|
struct gl_subroutine_function,
|
|
p->sh.NumSubroutineFunctions + 1);
|
|
p->sh.SubroutineFunctions[p->sh.NumSubroutineFunctions].name.string = ralloc_strdup(p, fn->name);
|
|
resource_name_updated(&p->sh.SubroutineFunctions[p->sh.NumSubroutineFunctions].name);
|
|
p->sh.SubroutineFunctions[p->sh.NumSubroutineFunctions].num_compat_types = fn->num_subroutine_types;
|
|
p->sh.SubroutineFunctions[p->sh.NumSubroutineFunctions].types =
|
|
ralloc_array(p, const struct glsl_type *,
|
|
fn->num_subroutine_types);
|
|
|
|
/* From Section 4.4.4(Subroutine Function Layout Qualifiers) of the
|
|
* GLSL 4.5 spec:
|
|
*
|
|
* "Each subroutine with an index qualifier in the shader must be
|
|
* given a unique index, otherwise a compile or link error will be
|
|
* generated."
|
|
*/
|
|
for (unsigned j = 0; j < p->sh.NumSubroutineFunctions; j++) {
|
|
if (p->sh.SubroutineFunctions[j].index != -1 &&
|
|
p->sh.SubroutineFunctions[j].index == fn->subroutine_index) {
|
|
linker_error(prog, "each subroutine index qualifier in the "
|
|
"shader must be unique\n");
|
|
return;
|
|
}
|
|
}
|
|
p->sh.SubroutineFunctions[p->sh.NumSubroutineFunctions].index =
|
|
fn->subroutine_index;
|
|
|
|
if (fn->subroutine_index > (int)p->sh.MaxSubroutineFunctionIndex)
|
|
p->sh.MaxSubroutineFunctionIndex = fn->subroutine_index;
|
|
|
|
for (int j = 0; j < fn->num_subroutine_types; j++)
|
|
p->sh.SubroutineFunctions[p->sh.NumSubroutineFunctions].types[j] = fn->subroutine_types[j];
|
|
p->sh.NumSubroutineFunctions++;
|
|
}
|
|
|
|
_mesa_set_destroy(fn_decl_set, NULL);
|
|
}
|
|
}
|
|
|
|
static void
|
|
verify_subroutine_associated_funcs(struct gl_shader_program *prog)
|
|
{
|
|
unsigned mask = prog->data->linked_stages;
|
|
while (mask) {
|
|
const int i = u_bit_scan(&mask);
|
|
struct gl_program *p = prog->_LinkedShaders[i]->Program;
|
|
|
|
/* Section 6.1.2 (Subroutines) of the GLSL 4.00 spec says:
|
|
*
|
|
* "A program will fail to compile or link if any shader
|
|
* or stage contains two or more functions with the same
|
|
* name if the name is associated with a subroutine type."
|
|
*/
|
|
for (unsigned j = 0; j < p->sh.NumSubroutineFunctions; j++) {
|
|
unsigned definitions = 0;
|
|
char *name = p->sh.SubroutineFunctions[j].name.string;
|
|
|
|
/* Calculate number of function definitions with the same name */
|
|
nir_foreach_function(fn, p->nir) {
|
|
/* If the function is only declared not implemented continue */
|
|
if (fn->impl != NULL)
|
|
continue;
|
|
|
|
if (strcmp(fn->name, name) == 0) {
|
|
if (++definitions > 1) {
|
|
linker_error(prog, "%s shader contains two or more function "
|
|
"definitions with name `%s', which is "
|
|
"associated with a subroutine type.\n",
|
|
_mesa_shader_stage_to_string(i),
|
|
fn->name);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Validate shader image resources.
|
|
*/
|
|
static void
|
|
check_image_resources(const struct gl_constants *consts,
|
|
const struct gl_extensions *exts,
|
|
struct gl_shader_program *prog)
|
|
{
|
|
unsigned total_image_units = 0;
|
|
unsigned fragment_outputs = 0;
|
|
unsigned total_shader_storage_blocks = 0;
|
|
|
|
if (!exts->ARB_shader_image_load_store)
|
|
return;
|
|
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
|
|
if (!sh)
|
|
continue;
|
|
|
|
total_image_units += sh->Program->info.num_images;
|
|
total_shader_storage_blocks += sh->Program->info.num_ssbos;
|
|
}
|
|
|
|
if (total_image_units > consts->MaxCombinedImageUniforms)
|
|
linker_error(prog, "Too many combined image uniforms\n");
|
|
|
|
struct gl_linked_shader *frag_sh =
|
|
prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
|
|
if (frag_sh) {
|
|
uint64_t frag_outputs_written = frag_sh->Program->info.outputs_written;
|
|
fragment_outputs = util_bitcount64(frag_outputs_written);
|
|
}
|
|
|
|
if (total_image_units + fragment_outputs + total_shader_storage_blocks >
|
|
consts->MaxCombinedShaderOutputResources)
|
|
linker_error(prog, "Too many combined image uniforms, shader storage "
|
|
" buffers and fragment outputs\n");
|
|
}
|
|
|
|
static bool
|
|
is_sampler_array_accessed_indirectly(nir_deref_instr *deref)
|
|
{
|
|
for (nir_deref_instr *d = deref; d; d = nir_deref_instr_parent(d)) {
|
|
if (d->deref_type != nir_deref_type_array)
|
|
continue;
|
|
|
|
if (nir_src_is_const(d->arr.index))
|
|
continue;
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* This check is done to make sure we allow only constant expression
|
|
* indexing and "constant-index-expression" (indexing with an expression
|
|
* that includes loop induction variable).
|
|
*/
|
|
static bool
|
|
validate_sampler_array_indexing(const struct gl_constants *consts,
|
|
struct gl_shader_program *prog)
|
|
{
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
if (prog->_LinkedShaders[i] == NULL)
|
|
continue;
|
|
|
|
bool no_dynamic_indexing =
|
|
consts->ShaderCompilerOptions[i].NirOptions->force_indirect_unrolling_sampler;
|
|
|
|
bool uses_indirect_sampler_array_indexing = false;
|
|
nir_foreach_function_impl(impl, prog->_LinkedShaders[i]->Program->nir) {
|
|
nir_foreach_block(block, impl) {
|
|
nir_foreach_instr(instr, block) {
|
|
/* Check if a sampler array is accessed indirectly */
|
|
if (instr->type == nir_instr_type_tex) {
|
|
nir_tex_instr *tex_instr = nir_instr_as_tex(instr);
|
|
int sampler_idx =
|
|
nir_tex_instr_src_index(tex_instr, nir_tex_src_sampler_deref);
|
|
if (sampler_idx >= 0) {
|
|
nir_deref_instr *deref =
|
|
nir_instr_as_deref(tex_instr->src[sampler_idx].src.ssa->parent_instr);
|
|
if (is_sampler_array_accessed_indirectly(deref)) {
|
|
uses_indirect_sampler_array_indexing = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (uses_indirect_sampler_array_indexing)
|
|
break;
|
|
}
|
|
if (uses_indirect_sampler_array_indexing)
|
|
break;
|
|
}
|
|
|
|
if (uses_indirect_sampler_array_indexing) {
|
|
const char *msg = "sampler arrays indexed with non-constant "
|
|
"expressions is forbidden in GLSL %s %u";
|
|
/* Backend has indicated that it has no dynamic indexing support. */
|
|
if (no_dynamic_indexing) {
|
|
linker_error(prog, msg, prog->IsES ? "ES" : "", prog->GLSL_Version);
|
|
return false;
|
|
} else {
|
|
linker_warning(prog, msg, prog->IsES ? "ES" : "",
|
|
prog->GLSL_Version);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static nir_variable *
|
|
find_frag_builtin(nir_shader *shader, bool is_sysval, unsigned sysval,
|
|
unsigned varying)
|
|
{
|
|
|
|
unsigned location = is_sysval ? sysval : varying;
|
|
nir_variable_mode mode =
|
|
is_sysval ? nir_var_system_value : nir_var_shader_in;
|
|
|
|
return nir_find_variable_with_location(shader, mode, location);
|
|
}
|
|
|
|
/**
|
|
* Verifies the invariance of built-in special variables.
|
|
*/
|
|
static bool
|
|
validate_invariant_builtins(const struct gl_constants *consts,
|
|
struct gl_shader_program *prog,
|
|
const struct gl_linked_shader *vert,
|
|
const struct gl_linked_shader *frag)
|
|
{
|
|
const nir_variable *var_vert;
|
|
const nir_variable *var_frag;
|
|
|
|
if (!vert || !frag)
|
|
return true;
|
|
|
|
/*
|
|
* From OpenGL ES Shading Language 1.0 specification
|
|
* (4.6.4 Invariance and Linkage):
|
|
* "The invariance of varyings that are declared in both the vertex and
|
|
* fragment shaders must match. For the built-in special variables,
|
|
* gl_FragCoord can only be declared invariant if and only if
|
|
* gl_Position is declared invariant. Similarly gl_PointCoord can only
|
|
* be declared invariant if and only if gl_PointSize is declared
|
|
* invariant. It is an error to declare gl_FrontFacing as invariant.
|
|
* The invariance of gl_FrontFacing is the same as the invariance of
|
|
* gl_Position."
|
|
*/
|
|
var_frag = find_frag_builtin(frag->Program->nir,
|
|
consts->GLSLFragCoordIsSysVal,
|
|
SYSTEM_VALUE_FRAG_COORD, VARYING_SLOT_POS);
|
|
if (var_frag && var_frag->data.invariant) {
|
|
var_vert = nir_find_variable_with_location(vert->Program->nir,
|
|
nir_var_shader_out,
|
|
VARYING_SLOT_POS);
|
|
if (var_vert && !var_vert->data.invariant) {
|
|
linker_error(prog,
|
|
"fragment shader built-in `%s' has invariant qualifier, "
|
|
"but vertex shader built-in `%s' lacks invariant qualifier\n",
|
|
var_frag->name, var_vert->name);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
var_frag = find_frag_builtin(frag->Program->nir,
|
|
consts->GLSLPointCoordIsSysVal,
|
|
SYSTEM_VALUE_POINT_COORD, VARYING_SLOT_PNTC);
|
|
if (var_frag && var_frag->data.invariant) {
|
|
var_vert = nir_find_variable_with_location(vert->Program->nir,
|
|
nir_var_shader_out,
|
|
VARYING_SLOT_PSIZ);
|
|
if (var_vert && !var_vert->data.invariant) {
|
|
linker_error(prog,
|
|
"fragment shader built-in `%s' has invariant qualifier, "
|
|
"but vertex shader built-in `%s' lacks invariant qualifier\n",
|
|
var_frag->name, var_vert->name);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
var_frag = find_frag_builtin(frag->Program->nir,
|
|
consts->GLSLFrontFacingIsSysVal,
|
|
SYSTEM_VALUE_FRONT_FACE, VARYING_SLOT_FACE);
|
|
if (var_frag && var_frag->data.invariant) {
|
|
linker_error(prog,
|
|
"fragment shader built-in `%s' can not be declared as invariant\n",
|
|
var_frag->name);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
gl_nir_link_glsl(const struct gl_constants *consts,
|
|
const struct gl_extensions *exts,
|
|
gl_api api,
|
|
struct gl_shader_program *prog)
|
|
{
|
|
if (prog->NumShaders == 0)
|
|
return true;
|
|
|
|
MESA_TRACE_FUNC();
|
|
|
|
/* Here begins the inter-stage linking phase. Some initial validation is
|
|
* performed, then locations are assigned for uniforms, attributes, and
|
|
* varyings.
|
|
*/
|
|
cross_validate_uniforms(consts, prog);
|
|
if (!prog->data->LinkStatus)
|
|
return false;
|
|
|
|
check_explicit_uniform_locations(exts, prog);
|
|
|
|
link_assign_subroutine_types(prog);
|
|
verify_subroutine_associated_funcs(prog);
|
|
if (!prog->data->LinkStatus)
|
|
return false;
|
|
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
if (prog->_LinkedShaders[i] == NULL)
|
|
continue;
|
|
|
|
gl_nir_detect_recursion_linked(prog,
|
|
prog->_LinkedShaders[i]->Program->nir);
|
|
if (!prog->data->LinkStatus)
|
|
return false;
|
|
|
|
gl_nir_inline_functions(prog->_LinkedShaders[i]->Program->nir);
|
|
}
|
|
|
|
resize_tes_inputs(consts, prog);
|
|
|
|
/* Validate the inputs of each stage with the output of the preceding
|
|
* stage.
|
|
*/
|
|
unsigned prev = MESA_SHADER_STAGES;
|
|
for (unsigned i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
|
|
if (prog->_LinkedShaders[i] == NULL)
|
|
continue;
|
|
|
|
if (prev == MESA_SHADER_STAGES) {
|
|
prev = i;
|
|
continue;
|
|
}
|
|
|
|
gl_nir_validate_interstage_inout_blocks(prog, prog->_LinkedShaders[prev],
|
|
prog->_LinkedShaders[i]);
|
|
if (!prog->data->LinkStatus)
|
|
return false;
|
|
|
|
prev = i;
|
|
}
|
|
|
|
/* Cross-validate uniform blocks between shader stages */
|
|
gl_nir_validate_interstage_uniform_blocks(prog, prog->_LinkedShaders);
|
|
if (!prog->data->LinkStatus)
|
|
return false;
|
|
|
|
if (prog->IsES && prog->GLSL_Version == 100)
|
|
if (!validate_invariant_builtins(consts, prog,
|
|
prog->_LinkedShaders[MESA_SHADER_VERTEX],
|
|
prog->_LinkedShaders[MESA_SHADER_FRAGMENT]))
|
|
return false;
|
|
|
|
/* Check and validate stream emissions in geometry shaders */
|
|
validate_geometry_shader_emissions(consts, prog);
|
|
|
|
prog->last_vert_prog = NULL;
|
|
for (int i = MESA_SHADER_GEOMETRY; i >= MESA_SHADER_VERTEX; i--) {
|
|
if (prog->_LinkedShaders[i] == NULL)
|
|
continue;
|
|
|
|
prog->last_vert_prog = prog->_LinkedShaders[i]->Program;
|
|
break;
|
|
}
|
|
|
|
unsigned first = MESA_SHADER_STAGES;
|
|
unsigned last = 0;
|
|
|
|
/* Determine first and last stage. */
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
if (!prog->_LinkedShaders[i])
|
|
continue;
|
|
if (first == MESA_SHADER_STAGES)
|
|
first = i;
|
|
last = i;
|
|
}
|
|
|
|
/* Implement the GLSL 1.30+ rule for discard vs infinite loops.
|
|
* This rule also applies to GLSL ES 3.00.
|
|
*/
|
|
if (prog->GLSL_Version >= (prog->IsES ? 300 : 130)) {
|
|
struct gl_linked_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
|
|
if (sh)
|
|
gl_nir_lower_discard_flow(sh->Program->nir);
|
|
}
|
|
|
|
gl_nir_lower_named_interface_blocks(prog);
|
|
|
|
/* Validate the inputs of each stage with the output of the preceding
|
|
* stage.
|
|
*/
|
|
prev = first;
|
|
for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) {
|
|
if (prog->_LinkedShaders[i] == NULL)
|
|
continue;
|
|
|
|
gl_nir_cross_validate_outputs_to_inputs(consts, prog,
|
|
prog->_LinkedShaders[prev],
|
|
prog->_LinkedShaders[i]);
|
|
if (!prog->data->LinkStatus)
|
|
return false;
|
|
|
|
prev = i;
|
|
}
|
|
|
|
/* The cross validation of outputs/inputs above validates interstage
|
|
* explicit locations. We need to do this also for the inputs in the first
|
|
* stage and outputs of the last stage included in the program, since there
|
|
* is no cross validation for these.
|
|
*/
|
|
gl_nir_validate_first_and_last_interface_explicit_locations(consts, prog,
|
|
(gl_shader_stage) first,
|
|
(gl_shader_stage) last);
|
|
|
|
if (prog->SeparateShader)
|
|
disable_varying_optimizations_for_sso(prog);
|
|
|
|
struct gl_linked_shader *linked_shader[MESA_SHADER_STAGES];
|
|
unsigned num_shaders = 0;
|
|
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
if (prog->_LinkedShaders[i]) {
|
|
linked_shader[num_shaders++] = prog->_LinkedShaders[i];
|
|
|
|
/* Section 13.46 (Vertex Attribute Aliasing) of the OpenGL ES 3.2
|
|
* specification says:
|
|
*
|
|
* "In general, the behavior of GLSL ES should not depend on
|
|
* compiler optimizations which might be implementation-dependent.
|
|
* Name matching rules in most languages, including C++ from which
|
|
* GLSL ES is derived, are based on declarations rather than use.
|
|
*
|
|
* RESOLUTION: The existence of aliasing is determined by
|
|
* declarations present after preprocessing."
|
|
*
|
|
* Because of this rule, we don't remove dead attributes before
|
|
* attribute assignment for vertex shader inputs here.
|
|
*/
|
|
if (!(prog->IsES && prog->GLSL_Version >= 300 && i == MESA_SHADER_VERTEX))
|
|
remove_dead_varyings_pre_linking(prog->_LinkedShaders[i]->Program->nir);
|
|
}
|
|
}
|
|
|
|
if (!gl_assign_attribute_or_color_locations(consts, prog))
|
|
return false;
|
|
|
|
if (!prelink_lowering(consts, exts, prog, linked_shader, num_shaders))
|
|
return false;
|
|
|
|
if (!gl_nir_link_varyings(consts, exts, api, prog))
|
|
return false;
|
|
|
|
/* Validation for special cases where we allow sampler array indexing
|
|
* with loop induction variable. This check emits a warning or error
|
|
* depending if backend can handle dynamic indexing.
|
|
*/
|
|
if ((!prog->IsES && prog->GLSL_Version < 130) ||
|
|
(prog->IsES && prog->GLSL_Version < 300)) {
|
|
if (!validate_sampler_array_indexing(consts, prog))
|
|
return false;
|
|
}
|
|
|
|
if (prog->data->LinkStatus == LINKING_FAILURE)
|
|
return false;
|
|
|
|
if (!linked_shader[0]->Program->nir->info.io_lowered) {
|
|
/* Linking the stages in the opposite order (from fragment to vertex)
|
|
* ensures that inter-shader outputs written to in an earlier stage
|
|
* are eliminated if they are (transitively) not used in a later
|
|
* stage.
|
|
*/
|
|
for (int i = num_shaders - 2; i >= 0; i--) {
|
|
gl_nir_link_opts(linked_shader[i]->Program->nir,
|
|
linked_shader[i + 1]->Program->nir);
|
|
}
|
|
}
|
|
|
|
/* Tidy up any left overs from the linking process for single shaders.
|
|
* For example varying arrays that get packed may have dead elements that
|
|
* can be now be eliminated now that array access has been lowered.
|
|
*/
|
|
if (num_shaders == 1)
|
|
gl_nir_opts(linked_shader[0]->Program->nir);
|
|
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
struct gl_linked_shader *shader = prog->_LinkedShaders[i];
|
|
if (shader) {
|
|
if (consts->GLSLLowerConstArrays) {
|
|
nir_lower_const_arrays_to_uniforms(shader->Program->nir,
|
|
consts->Program[i].MaxUniformComponents);
|
|
}
|
|
|
|
const nir_remove_dead_variables_options opts = {
|
|
.can_remove_var = can_remove_var,
|
|
};
|
|
nir_remove_dead_variables(shader->Program->nir,
|
|
nir_var_uniform | nir_var_image |
|
|
nir_var_mem_ubo | nir_var_mem_ssbo |
|
|
nir_var_system_value,
|
|
&opts);
|
|
|
|
if (shader->Program->info.stage == MESA_SHADER_FRAGMENT) {
|
|
nir_shader *nir = shader->Program->nir;
|
|
nir_foreach_variable_in_shader(var, nir) {
|
|
if (var->data.mode == nir_var_system_value &&
|
|
(var->data.location == SYSTEM_VALUE_SAMPLE_ID ||
|
|
var->data.location == SYSTEM_VALUE_SAMPLE_POS))
|
|
nir->info.fs.uses_sample_shading = true;
|
|
|
|
if (var->data.mode == nir_var_shader_in && var->data.sample)
|
|
nir->info.fs.uses_sample_shading = true;
|
|
|
|
if (var->data.mode == nir_var_shader_out &&
|
|
var->data.fb_fetch_output)
|
|
nir->info.fs.uses_sample_shading = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!gl_nir_link_uniform_blocks(consts, prog))
|
|
return false;
|
|
|
|
if (!gl_nir_link_uniforms(consts, prog, true))
|
|
return false;
|
|
|
|
link_util_calculate_subroutine_compat(prog);
|
|
link_util_check_uniform_resources(consts, prog);
|
|
link_util_check_subroutine_resources(prog);
|
|
check_image_resources(consts, exts, prog);
|
|
gl_nir_link_assign_atomic_counter_resources(consts, prog);
|
|
gl_nir_link_check_atomic_counter_resources(consts, prog);
|
|
|
|
/* OpenGL ES < 3.1 requires that a vertex shader and a fragment shader both
|
|
* be present in a linked program. GL_ARB_ES2_compatibility doesn't say
|
|
* anything about shader linking when one of the shaders (vertex or
|
|
* fragment shader) is absent. So, the extension shouldn't change the
|
|
* behavior specified in GLSL specification.
|
|
*
|
|
* From OpenGL ES 3.1 specification (7.3 Program Objects):
|
|
* "Linking can fail for a variety of reasons as specified in the
|
|
* OpenGL ES Shading Language Specification, as well as any of the
|
|
* following reasons:
|
|
*
|
|
* ...
|
|
*
|
|
* * program contains objects to form either a vertex shader or
|
|
* fragment shader, and program is not separable, and does not
|
|
* contain objects to form both a vertex shader and fragment
|
|
* shader."
|
|
*
|
|
* However, the only scenario in 3.1+ where we don't require them both is
|
|
* when we have a compute shader. For example:
|
|
*
|
|
* - No shaders is a link error.
|
|
* - Geom or Tess without a Vertex shader is a link error which means we
|
|
* always require a Vertex shader and hence a Fragment shader.
|
|
* - Finally a Compute shader linked with any other stage is a link error.
|
|
*/
|
|
if (!prog->SeparateShader && _mesa_is_api_gles2(api) &&
|
|
!prog->_LinkedShaders[MESA_SHADER_COMPUTE]) {
|
|
if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
|
|
linker_error(prog, "program lacks a vertex shader\n");
|
|
} else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
|
|
linker_error(prog, "program lacks a fragment shader\n");
|
|
}
|
|
}
|
|
|
|
if (prog->data->LinkStatus == LINKING_FAILURE)
|
|
return false;
|
|
|
|
return true;
|
|
}
|