mesa/src/compiler/glsl/link_interface_blocks.cpp
Timothy Arceri dbaa90200c glsl: remove now unused glsl ir block validation
We now use a NIR based implementation instead.

Acked-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28538>
2024-04-06 05:56:04 +00:00

314 lines
11 KiB
C++

/*
* Copyright © 2013 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* \file link_interface_blocks.cpp
* Linker support for GLSL's interface blocks.
*/
#include "ir.h"
#include "glsl_symbol_table.h"
#include "linker.h"
#include "main/macros.h"
#include "main/shader_types.h"
#include "util/hash_table.h"
#include "util/u_string.h"
namespace {
/**
* Return true if interface members mismatch and its not allowed by GLSL.
*/
static bool
interstage_member_mismatch(struct gl_shader_program *prog,
const glsl_type *c, const glsl_type *p) {
if (c->length != p->length)
return true;
for (unsigned i = 0; i < c->length; i++) {
if (c->fields.structure[i].type != p->fields.structure[i].type)
return true;
if (strcmp(c->fields.structure[i].name,
p->fields.structure[i].name) != 0)
return true;
if (c->fields.structure[i].location !=
p->fields.structure[i].location)
return true;
if (c->fields.structure[i].component !=
p->fields.structure[i].component)
return true;
if (c->fields.structure[i].patch !=
p->fields.structure[i].patch)
return true;
/* From Section 4.5 (Interpolation Qualifiers) of the GLSL 4.40 spec:
*
* "It is a link-time error if, within the same stage, the
* interpolation qualifiers of variables of the same name do not
* match."
*/
if (prog->IsES || prog->GLSL_Version < 440)
if (c->fields.structure[i].interpolation !=
p->fields.structure[i].interpolation)
return true;
/* From Section 4.3.4 (Input Variables) of the GLSL ES 3.0 spec:
*
* "The output of the vertex shader and the input of the fragment
* shader form an interface. For this interface, vertex shader
* output variables and fragment shader input variables of the same
* name must match in type and qualification (other than precision
* and out matching to in).
*
* The table in Section 9.2.1 Linked Shaders of the GLSL ES 3.1 spec
* says that centroid no longer needs to match for varyings.
*
* The table in Section 9.2.1 Linked Shaders of the GLSL ES 3.2 spec
* says that sample need not match for varyings.
*/
if (!prog->IsES || prog->GLSL_Version < 310)
if (c->fields.structure[i].centroid !=
p->fields.structure[i].centroid)
return true;
if (!prog->IsES)
if (c->fields.structure[i].sample !=
p->fields.structure[i].sample)
return true;
}
return false;
}
/**
* Check if two interfaces match, according to intrastage interface matching
* rules. If they do, and the first interface uses an unsized array, it will
* be updated to reflect the array size declared in the second interface.
*/
bool
intrastage_match(ir_variable *a,
ir_variable *b,
struct gl_shader_program *prog,
bool match_precision)
{
/* From section 4.7 "Precision and Precision Qualifiers" in GLSL 4.50:
*
* "For the purposes of determining if an output from one shader
* stage matches an input of the next stage, the precision qualifier
* need not match."
*/
bool interface_type_match =
(prog->IsES ?
a->get_interface_type() == b->get_interface_type() :
glsl_type_compare_no_precision(a->get_interface_type(), b->get_interface_type()));
/* Types must match. */
if (!interface_type_match) {
/* Exception: if both the interface blocks are implicitly declared,
* don't force their types to match. They might mismatch due to the two
* shaders using different GLSL versions, and that's ok.
*/
if ((a->data.how_declared != ir_var_declared_implicitly ||
b->data.how_declared != ir_var_declared_implicitly) &&
(!prog->IsES ||
interstage_member_mismatch(prog, a->get_interface_type(),
b->get_interface_type())))
return false;
}
/* Presence/absence of interface names must match. */
if (a->is_interface_instance() != b->is_interface_instance())
return false;
/* For uniforms, instance names need not match. For shader ins/outs,
* it's not clear from the spec whether they need to match, but
* Mesa's implementation relies on them matching.
*/
if (a->is_interface_instance() && b->data.mode != ir_var_uniform &&
b->data.mode != ir_var_shader_storage &&
strcmp(a->name, b->name) != 0) {
return false;
}
bool type_match = (match_precision ?
a->type == b->type :
glsl_type_compare_no_precision(a->type, b->type));
/* If a block is an array then it must match across the shader.
* Unsized arrays are also processed and matched agaist sized arrays.
*/
if (!type_match && (glsl_type_is_array(b->type) || glsl_type_is_array(a->type)) &&
(b->is_interface_instance() || a->is_interface_instance()) &&
!validate_intrastage_arrays(prog, b, a, match_precision))
return false;
return true;
}
/**
* This class keeps track of a mapping from an interface block name to the
* necessary information about that interface block to determine whether to
* generate a link error.
*
* Note: this class is expected to be short lived, so it doesn't make copies
* of the strings it references; it simply borrows the pointers from the
* ir_variable class.
*/
class interface_block_definitions
{
public:
interface_block_definitions()
: mem_ctx(ralloc_context(NULL)),
ht(_mesa_hash_table_create(NULL, _mesa_hash_string,
_mesa_key_string_equal))
{
}
~interface_block_definitions()
{
ralloc_free(mem_ctx);
_mesa_hash_table_destroy(ht, NULL);
}
/**
* Lookup the interface definition. Return NULL if none is found.
*/
ir_variable *lookup(ir_variable *var)
{
if (var->data.explicit_location &&
var->data.location >= VARYING_SLOT_VAR0) {
char location_str[11];
snprintf(location_str, 11, "%d", var->data.location);
const struct hash_entry *entry =
_mesa_hash_table_search(ht, location_str);
return entry ? (ir_variable *) entry->data : NULL;
} else {
const struct hash_entry *entry =
_mesa_hash_table_search(ht,
glsl_get_type_name(glsl_without_array(var->get_interface_type())));
return entry ? (ir_variable *) entry->data : NULL;
}
}
/**
* Add a new interface definition.
*/
void store(ir_variable *var)
{
if (var->data.explicit_location &&
var->data.location >= VARYING_SLOT_VAR0) {
/* If explicit location is given then lookup the variable by location.
* We turn the location into a string and use this as the hash key
* rather than the name. Note: We allocate enough space for a 32-bit
* unsigned location value which is overkill but future proof.
*/
char location_str[11];
snprintf(location_str, 11, "%d", var->data.location);
_mesa_hash_table_insert(ht, ralloc_strdup(mem_ctx, location_str), var);
} else {
_mesa_hash_table_insert(ht,
glsl_get_type_name(glsl_without_array(var->get_interface_type())), var);
}
}
private:
/**
* Ralloc context for data structures allocated by this class.
*/
void *mem_ctx;
/**
* Hash table mapping interface block name to an \c
* ir_variable.
*/
hash_table *ht;
};
}; /* anonymous namespace */
void
validate_intrastage_interface_blocks(struct gl_shader_program *prog,
const gl_shader **shader_list,
unsigned num_shaders)
{
interface_block_definitions in_interfaces;
interface_block_definitions out_interfaces;
interface_block_definitions uniform_interfaces;
interface_block_definitions buffer_interfaces;
for (unsigned int i = 0; i < num_shaders; i++) {
if (shader_list[i] == NULL)
continue;
foreach_in_list(ir_instruction, node, shader_list[i]->ir) {
ir_variable *var = node->as_variable();
if (!var)
continue;
const glsl_type *iface_type = var->get_interface_type();
if (iface_type == NULL)
continue;
interface_block_definitions *definitions;
switch (var->data.mode) {
case ir_var_shader_in:
definitions = &in_interfaces;
break;
case ir_var_shader_out:
definitions = &out_interfaces;
break;
case ir_var_uniform:
definitions = &uniform_interfaces;
break;
case ir_var_shader_storage:
definitions = &buffer_interfaces;
break;
default:
/* Only in, out, and uniform interfaces are legal, so we should
* never get here.
*/
assert(!"illegal interface type");
continue;
}
ir_variable *prev_def = definitions->lookup(var);
if (prev_def == NULL) {
/* This is the first time we've seen the interface, so save
* it into the appropriate data structure.
*/
definitions->store(var);
} else if (!intrastage_match(prev_def, var, prog,
true /* match_precision */)) {
linker_error(prog, "definitions of interface block `%s' do not"
" match\n", glsl_get_type_name(iface_type));
return;
}
}
}
}