glsl: make cross_validate_globals() more generic

Rather than passing in gl_shader we now pass in the IR. This will
allow us to later split gl_shader into two structs. One for use
as a linked per stage shader struct and one for use as a GL shader
object.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
This commit is contained in:
Timothy Arceri 2016-06-27 15:38:51 +10:00
parent 5921f372c8
commit 962933b6d4

View file

@ -974,236 +974,225 @@ validate_intrastage_arrays(struct gl_shader_program *prog,
*/
void
cross_validate_globals(struct gl_shader_program *prog,
struct gl_shader **shader_list,
unsigned num_shaders,
bool uniforms_only)
struct exec_list *ir, glsl_symbol_table *variables,
bool uniforms_only)
{
/* Examine all of the uniforms in all of the shaders and cross validate
* them.
*/
glsl_symbol_table variables;
for (unsigned i = 0; i < num_shaders; i++) {
if (shader_list[i] == NULL)
continue;
foreach_in_list(ir_instruction, node, ir) {
ir_variable *const var = node->as_variable();
foreach_in_list(ir_instruction, node, shader_list[i]->ir) {
ir_variable *const var = node->as_variable();
if (var == NULL)
continue;
if (var == NULL)
continue;
if (uniforms_only && (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage))
continue;
if (uniforms_only && (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage))
continue;
/* don't cross validate subroutine uniforms */
if (var->type->contains_subroutine())
continue;
/* don't cross validate subroutine uniforms */
if (var->type->contains_subroutine())
continue;
/* Don't cross validate temporaries that are at global scope. These
* will eventually get pulled into the shaders 'main'.
*/
if (var->data.mode == ir_var_temporary)
continue;
/* Don't cross validate temporaries that are at global scope. These
* will eventually get pulled into the shaders 'main'.
*/
if (var->data.mode == ir_var_temporary)
continue;
/* If a global with this name has already been seen, verify that the
* new instance has the same type. In addition, if the globals have
* initializers, the values of the initializers must be the same.
*/
ir_variable *const existing = variables.get_variable(var->name);
if (existing != NULL) {
/* Check if types match. Interface blocks have some special
* rules so we handle those elsewhere.
*/
if (var->type != existing->type &&
!var->is_interface_instance()) {
if (!validate_intrastage_arrays(prog, var, existing)) {
if (var->type->is_record() && existing->type->is_record()
&& existing->type->record_compare(var->type)) {
existing->type = var->type;
} else {
/* If it is an unsized array in a Shader Storage Block,
* two different shaders can access to different elements.
* Because of that, they might be converted to different
* sized arrays, then check that they are compatible but
* ignore the array size.
*/
if (!(var->data.mode == ir_var_shader_storage &&
var->data.from_ssbo_unsized_array &&
existing->data.mode == ir_var_shader_storage &&
existing->data.from_ssbo_unsized_array &&
var->type->gl_type == existing->type->gl_type)) {
linker_error(prog, "%s `%s' declared as type "
"`%s' and type `%s'\n",
mode_string(var),
var->name, var->type->name,
existing->type->name);
return;
}
/* If a global with this name has already been seen, verify that the
* new instance has the same type. In addition, if the globals have
* initializers, the values of the initializers must be the same.
*/
ir_variable *const existing = variables->get_variable(var->name);
if (existing != NULL) {
/* Check if types match. Interface blocks have some special
* rules so we handle those elsewhere.
*/
if (var->type != existing->type &&
!var->is_interface_instance()) {
if (!validate_intrastage_arrays(prog, var, existing)) {
if (var->type->is_record() && existing->type->is_record()
&& existing->type->record_compare(var->type)) {
existing->type = var->type;
} else {
/* If it is an unsized array in a Shader Storage Block,
* two different shaders can access to different elements.
* Because of that, they might be converted to different
* sized arrays, then check that they are compatible but
* ignore the array size.
*/
if (!(var->data.mode == ir_var_shader_storage &&
var->data.from_ssbo_unsized_array &&
existing->data.mode == ir_var_shader_storage &&
existing->data.from_ssbo_unsized_array &&
var->type->gl_type == existing->type->gl_type)) {
linker_error(prog, "%s `%s' declared as type "
"`%s' and type `%s'\n",
mode_string(var),
var->name, var->type->name,
existing->type->name);
return;
}
}
}
if (var->data.explicit_location) {
if (existing->data.explicit_location
&& (var->data.location != existing->data.location)) {
linker_error(prog, "explicit locations for %s "
"`%s' have differing values\n",
mode_string(var), var->name);
return;
}
if (var->data.location_frac != existing->data.location_frac) {
linker_error(prog, "explicit components for %s "
"`%s' have differing values\n",
mode_string(var), var->name);
return;
}
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",
mode_string(var), var->name);
return;
}
existing->data.binding = var->data.binding;
existing->data.explicit_binding = true;
}
if (var->type->contains_atomic() &&
var->data.offset != existing->data.offset) {
linker_error(prog, "offset specifications for %s "
if (var->data.explicit_location) {
if (existing->data.explicit_location
&& (var->data.location != existing->data.location)) {
linker_error(prog, "explicit locations for %s "
"`%s' have differing values\n",
mode_string(var), var->name);
return;
}
/* Validate layout qualifiers for gl_FragDepth.
*
* From the AMD/ARB_conservative_depth specs:
*
* "If gl_FragDepth is redeclared in any fragment shader in a
* program, it must be redeclared in all fragment shaders in
* that program that have static assignments to
* gl_FragDepth. All redeclarations of gl_FragDepth in all
* fragment shaders in a single program must have the same set
* of qualifiers."
*/
if (strcmp(var->name, "gl_FragDepth") == 0) {
bool layout_declared = var->data.depth_layout != ir_depth_layout_none;
bool layout_differs =
var->data.depth_layout != existing->data.depth_layout;
if (layout_declared && layout_differs) {
linker_error(prog,
"All redeclarations of gl_FragDepth in all "
"fragment shaders in a single program must have "
"the same set of qualifiers.\n");
}
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 (var->constant_initializer != NULL) {
if (existing->constant_initializer != NULL) {
if (!var->constant_initializer->has_value(existing->constant_initializer)) {
linker_error(prog, "initializers for %s "
"`%s' have differing values\n",
mode_string(var), var->name);
return;
}
} else {
/* If the first-seen instance of a particular uniform did
* not have an initializer but a later instance does,
* replace the former with the later.
*/
variables.replace_variable(existing->name, var);
}
}
if (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.invariant != var->data.invariant) {
linker_error(prog, "declarations for %s `%s' have "
"mismatching invariant qualifiers\n",
mode_string(var), var->name);
return;
}
if (existing->data.centroid != var->data.centroid) {
linker_error(prog, "declarations for %s `%s' have "
"mismatching centroid qualifiers\n",
mode_string(var), var->name);
if (var->data.location_frac != existing->data.location_frac) {
linker_error(prog, "explicit components for %s `%s' have "
"differing values\n", mode_string(var), var->name);
return;
}
if (existing->data.sample != var->data.sample) {
linker_error(prog, "declarations for %s `%s` have "
"mismatching sample qualifiers\n",
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",
mode_string(var), var->name);
return;
}
if (existing->data.image_format != var->data.image_format) {
linker_error(prog, "declarations for %s `%s` have "
"mismatching image format qualifiers\n",
mode_string(var), var->name);
existing->data.binding = var->data.binding;
existing->data.explicit_binding = true;
}
if (var->type->contains_atomic() &&
var->data.offset != existing->data.offset) {
linker_error(prog, "offset specifications for %s "
"`%s' have differing values\n",
mode_string(var), var->name);
return;
}
/* Validate layout qualifiers for gl_FragDepth.
*
* From the AMD/ARB_conservative_depth specs:
*
* "If gl_FragDepth is redeclared in any fragment shader in a
* program, it must be redeclared in all fragment shaders in
* that program that have static assignments to
* gl_FragDepth. All redeclarations of gl_FragDepth in all
* fragment shaders in a single program must have the same set
* of qualifiers."
*/
if (strcmp(var->name, "gl_FragDepth") == 0) {
bool layout_declared = var->data.depth_layout != ir_depth_layout_none;
bool layout_differs =
var->data.depth_layout != existing->data.depth_layout;
if (layout_declared && layout_differs) {
linker_error(prog,
"All redeclarations of gl_FragDepth in all "
"fragment shaders in a single program must have "
"the same set of qualifiers.\n");
}
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 (var->constant_initializer != NULL) {
if (existing->constant_initializer != NULL) {
if (!var->constant_initializer->has_value(existing->constant_initializer)) {
linker_error(prog, "initializers for %s "
"`%s' have differing values\n",
mode_string(var), var->name);
return;
}
} else {
/* If the first-seen instance of a particular uniform did
* not have an initializer but a later instance does,
* replace the former with the later.
*/
variables->replace_variable(existing->name, var);
}
}
if (var->data.has_initializer) {
if (existing->data.has_initializer
&& (var->constant_initializer == NULL
|| existing->constant_initializer == NULL)) {
linker_error(prog,
"shared global variable `%s' has multiple "
"non-constant initializers.\n",
var->name);
return;
}
} else
variables.add_variable(var);
}
}
if (existing->data.invariant != var->data.invariant) {
linker_error(prog, "declarations for %s `%s' have "
"mismatching invariant qualifiers\n",
mode_string(var), var->name);
return;
}
if (existing->data.centroid != var->data.centroid) {
linker_error(prog, "declarations for %s `%s' have "
"mismatching centroid qualifiers\n",
mode_string(var), var->name);
return;
}
if (existing->data.sample != var->data.sample) {
linker_error(prog, "declarations for %s `%s` have "
"mismatching sample qualifiers\n",
mode_string(var), var->name);
return;
}
if (existing->data.image_format != var->data.image_format) {
linker_error(prog, "declarations for %s `%s` have "
"mismatching image format qualifiers\n",
mode_string(var), var->name);
return;
}
} else
variables->add_variable(var);
}
}
@ -1214,8 +1203,14 @@ cross_validate_globals(struct gl_shader_program *prog,
void
cross_validate_uniforms(struct gl_shader_program *prog)
{
cross_validate_globals(prog, prog->_LinkedShaders,
MESA_SHADER_STAGES, true);
glsl_symbol_table variables;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
cross_validate_globals(prog, prog->_LinkedShaders[i]->ir, &variables,
true);
}
}
/**
@ -2157,7 +2152,13 @@ link_intrastage_shaders(void *mem_ctx,
/* Check that global variables defined in multiple shaders are consistent.
*/
cross_validate_globals(prog, shader_list, num_shaders, false);
glsl_symbol_table variables;
for (unsigned i = 0; i < num_shaders; i++) {
if (shader_list[i] == NULL)
continue;
cross_validate_globals(prog, shader_list[i]->ir, &variables, false);
}
if (!prog->LinkStatus)
return NULL;