/* * Copyright (C) 2005-2007 Brian Paul All Rights Reserved. * Copyright (C) 2008 VMware, Inc. All Rights Reserved. * Copyright © 2010 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ #include "main/shaderapi.h" #include "main/shaderobj.h" #include "main/glspirv.h" #include "compiler/glsl/glsl_parser_extras.h" #include "compiler/glsl_types.h" #include "compiler/glsl/linker.h" #include "compiler/glsl/program.h" #include "compiler/glsl/shader_cache.h" #include "state_tracker/st_glsl_to_ir.h" extern "C" { /** * Link a GLSL shader program. Called via glLinkProgram(). */ void _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog) { unsigned int i; bool spirv = false; _mesa_clear_shader_program_data(ctx, prog); prog->data = _mesa_create_shader_program_data(); prog->data->LinkStatus = LINKING_SUCCESS; for (i = 0; i < prog->NumShaders; i++) { if (!prog->Shaders[i]->CompileStatus) { linker_error(prog, "linking with uncompiled/unspecialized shader"); } if (!i) { spirv = (prog->Shaders[i]->spirv_data != NULL); } else if (spirv && !prog->Shaders[i]->spirv_data) { /* The GL_ARB_gl_spirv spec adds a new bullet point to the list of * reasons LinkProgram can fail: * * "All the shader objects attached to do not have the * same value for the SPIR_V_BINARY_ARB state." */ linker_error(prog, "not all attached shaders have the same " "SPIR_V_BINARY_ARB state"); } } prog->data->spirv = spirv; if (prog->data->LinkStatus) { if (!spirv) link_shaders(ctx, prog); else _mesa_spirv_link_shaders(ctx, prog); } /* If LinkStatus is LINKING_SUCCESS, then reset sampler validated to true. * Validation happens via the LinkShader call below. If LinkStatus is * LINKING_SKIPPED, then SamplersValidated will have been restored from the * shader cache. */ if (prog->data->LinkStatus == LINKING_SUCCESS) { prog->SamplersValidated = GL_TRUE; } if (prog->data->LinkStatus && !st_link_shader(ctx, prog)) { prog->data->LinkStatus = LINKING_FAILURE; } if (prog->data->LinkStatus != LINKING_FAILURE) _mesa_create_program_resource_hash(prog); /* Return early if we are loading the shader from on-disk cache */ if (prog->data->LinkStatus == LINKING_SKIPPED) return; if (ctx->_Shader->Flags & GLSL_DUMP) { if (!prog->data->LinkStatus) { fprintf(stderr, "GLSL shader program %d failed to link\n", prog->Name); } if (prog->data->InfoLog && prog->data->InfoLog[0] != 0) { fprintf(stderr, "GLSL shader program %d info log:\n", prog->Name); fprintf(stderr, "%s\n", prog->data->InfoLog); } } #ifdef ENABLE_SHADER_CACHE if (prog->data->LinkStatus) shader_cache_write_program_metadata(ctx, prog); #endif } } /* extern "C" */