// // Copyright 2017 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // ProgramLinkedResources.cpp: implements link-time checks for default block uniforms, and generates // uniform locations. Populates data structures related to uniforms so that they can be stored in // program state. #include "libANGLE/ProgramLinkedResources.h" #include "common/string_utils.h" #include "common/utilities.h" #include "libANGLE/Caps.h" #include "libANGLE/Context.h" #include "libANGLE/Shader.h" #include "libANGLE/features.h" namespace gl { namespace { LinkedUniform *FindUniform(std::vector &list, const std::string &name) { for (LinkedUniform &uniform : list) { if (uniform.name == name) return &uniform; } return nullptr; } template void SetActive(std::vector *list, const std::string &name, ShaderType shaderType, bool active) { for (auto &variable : *list) { if (variable.name == name) { variable.setActive(shaderType, active); return; } } } // GLSL ES Spec 3.00.3, section 4.3.5. LinkMismatchError LinkValidateUniforms(const sh::ShaderVariable &uniform1, const sh::ShaderVariable &uniform2, std::string *mismatchedStructFieldName) { #if ANGLE_PROGRAM_LINK_VALIDATE_UNIFORM_PRECISION == ANGLE_ENABLED const bool validatePrecisionFeature = true; #else const bool validatePrecisionFeature = false; #endif // Validate precision match of uniforms iff they are statically used bool validatePrecision = uniform1.staticUse && uniform2.staticUse && validatePrecisionFeature; LinkMismatchError linkError = LinkValidateProgramVariables( uniform1, uniform2, validatePrecision, false, false, mismatchedStructFieldName); if (linkError != LinkMismatchError::NO_MISMATCH) { return linkError; } // GLSL ES Spec 3.10.4, section 4.4.5. if (uniform1.binding != -1 && uniform2.binding != -1 && uniform1.binding != uniform2.binding) { return LinkMismatchError::BINDING_MISMATCH; } // GLSL ES Spec 3.10.4, section 9.2.1. if (uniform1.location != -1 && uniform2.location != -1 && uniform1.location != uniform2.location) { return LinkMismatchError::LOCATION_MISMATCH; } if (uniform1.offset != uniform2.offset) { return LinkMismatchError::OFFSET_MISMATCH; } return LinkMismatchError::NO_MISMATCH; } using ShaderUniform = std::pair; bool ValidateGraphicsUniformsPerShader(Shader *shaderToLink, bool extendLinkedUniforms, std::map *linkedUniforms, InfoLog &infoLog) { ASSERT(shaderToLink && linkedUniforms); for (const sh::ShaderVariable &uniform : shaderToLink->getUniforms()) { const auto &entry = linkedUniforms->find(uniform.name); if (entry != linkedUniforms->end()) { const sh::ShaderVariable &linkedUniform = *(entry->second.second); std::string mismatchedStructFieldName; LinkMismatchError linkError = LinkValidateUniforms(uniform, linkedUniform, &mismatchedStructFieldName); if (linkError != LinkMismatchError::NO_MISMATCH) { LogLinkMismatch(infoLog, uniform.name, "uniform", linkError, mismatchedStructFieldName, entry->second.first, shaderToLink->getType()); return false; } } else if (extendLinkedUniforms) { (*linkedUniforms)[uniform.name] = std::make_pair(shaderToLink->getType(), &uniform); } } return true; } GLuint GetMaximumShaderUniformVectors(ShaderType shaderType, const Caps &caps) { switch (shaderType) { case ShaderType::Vertex: return static_cast(caps.maxVertexUniformVectors); case ShaderType::Fragment: return static_cast(caps.maxFragmentUniformVectors); case ShaderType::Compute: case ShaderType::Geometry: case ShaderType::TessControl: case ShaderType::TessEvaluation: return static_cast(caps.maxShaderUniformComponents[shaderType]) / 4; default: UNREACHABLE(); return 0u; } } enum class UniformType : uint8_t { Variable = 0, Sampler = 1, Image = 2, AtomicCounter = 3, InvalidEnum = 4, EnumCount = 4, }; const char *GetUniformResourceNameString(UniformType uniformType) { switch (uniformType) { case UniformType::Variable: return "uniform"; case UniformType::Sampler: return "texture image unit"; case UniformType::Image: return "image uniform"; case UniformType::AtomicCounter: return "atomic counter"; default: UNREACHABLE(); return ""; } } std::string GetUniformResourceLimitName(ShaderType shaderType, UniformType uniformType) { // Special case: MAX_TEXTURE_IMAGE_UNITS (no "MAX_FRAGMENT_TEXTURE_IMAGE_UNITS") if (shaderType == ShaderType::Fragment && uniformType == UniformType::Sampler) { return "MAX_TEXTURE_IMAGE_UNITS"; } std::ostringstream ostream; ostream << "MAX_" << GetShaderTypeString(shaderType) << "_"; switch (uniformType) { case UniformType::Variable: // For vertex and fragment shaders, ES 2.0 only defines MAX_VERTEX_UNIFORM_VECTORS and // MAX_FRAGMENT_UNIFORM_VECTORS ([OpenGL ES 2.0] Table 6.20). if (shaderType == ShaderType::Vertex || shaderType == ShaderType::Fragment) { ostream << "UNIFORM_VECTORS"; break; } // For compute and geometry shaders, there are no definitions on // "MAX_COMPUTE_UNIFORM_VECTORS" or "MAX_GEOMETRY_UNIFORM_VECTORS_EXT" // ([OpenGL ES 3.1] Table 20.45, [EXT_geometry_shader] Table 20.43gs). else { ostream << "UNIFORM_COMPONENTS"; } break; case UniformType::Sampler: ostream << "TEXTURE_IMAGE_UNITS"; break; case UniformType::Image: ostream << "IMAGE_UNIFORMS"; break; case UniformType::AtomicCounter: ostream << "ATOMIC_COUNTERS"; break; default: UNREACHABLE(); return ""; } if (shaderType == ShaderType::Geometry) { ostream << "_EXT"; } return ostream.str(); } void LogUniformsExceedLimit(ShaderType shaderType, UniformType uniformType, GLuint limit, InfoLog &infoLog) { infoLog << GetShaderTypeString(shaderType) << " shader " << GetUniformResourceNameString(uniformType) << "s count exceeds " << GetUniformResourceLimitName(shaderType, uniformType) << "(" << limit << ")"; } // The purpose of this visitor is to capture the uniforms in a uniform block. Each new uniform is // added to "uniformsOut". class UniformBlockEncodingVisitor : public sh::VariableNameVisitor { public: UniformBlockEncodingVisitor(const GetBlockMemberInfoFunc &getMemberInfo, const std::string &namePrefix, const std::string &mappedNamePrefix, std::vector *uniformsOut, ShaderType shaderType, int blockIndex) : sh::VariableNameVisitor(namePrefix, mappedNamePrefix), mGetMemberInfo(getMemberInfo), mUniformsOut(uniformsOut), mShaderType(shaderType), mBlockIndex(blockIndex) {} void visitNamedVariable(const sh::ShaderVariable &variable, bool isRowMajor, const std::string &name, const std::string &mappedName, const std::vector &arraySizes) override { // If getBlockMemberInfo returns false, the variable is optimized out. sh::BlockMemberInfo variableInfo; if (!mGetMemberInfo(name, mappedName, &variableInfo)) return; std::string nameWithArrayIndex = name; std::string mappedNameWithArrayIndex = mappedName; if (variable.isArray()) { nameWithArrayIndex += "[0]"; mappedNameWithArrayIndex += "[0]"; } if (mBlockIndex == -1) { SetActive(mUniformsOut, nameWithArrayIndex, mShaderType, variable.active); return; } LinkedUniform newUniform(variable.type, variable.precision, nameWithArrayIndex, variable.arraySizes, -1, -1, -1, mBlockIndex, variableInfo); newUniform.mappedName = mappedNameWithArrayIndex; newUniform.setActive(mShaderType, variable.active); // Since block uniforms have no location, we don't need to store them in the uniform // locations list. mUniformsOut->push_back(newUniform); } private: const GetBlockMemberInfoFunc &mGetMemberInfo; std::vector *mUniformsOut; const ShaderType mShaderType; const int mBlockIndex; }; // The purpose of this visitor is to capture the buffer variables in a shader storage block. Each // new buffer variable is stored in "bufferVariablesOut". class ShaderStorageBlockVisitor : public sh::BlockEncoderVisitor { public: ShaderStorageBlockVisitor(const GetBlockMemberInfoFunc &getMemberInfo, const std::string &namePrefix, const std::string &mappedNamePrefix, std::vector *bufferVariablesOut, ShaderType shaderType, int blockIndex) : sh::BlockEncoderVisitor(namePrefix, mappedNamePrefix, &mStubEncoder), mGetMemberInfo(getMemberInfo), mBufferVariablesOut(bufferVariablesOut), mShaderType(shaderType), mBlockIndex(blockIndex) {} void visitNamedVariable(const sh::ShaderVariable &variable, bool isRowMajor, const std::string &name, const std::string &mappedName, const std::vector &arraySizes) override { if (mSkipEnabled) return; // If getBlockMemberInfo returns false, the variable is optimized out. sh::BlockMemberInfo variableInfo; if (!mGetMemberInfo(name, mappedName, &variableInfo)) return; std::string nameWithArrayIndex = name; std::string mappedNameWithArrayIndex = mappedName; if (variable.isArray()) { nameWithArrayIndex += "[0]"; mappedNameWithArrayIndex += "[0]"; } if (mBlockIndex == -1) { SetActive(mBufferVariablesOut, nameWithArrayIndex, mShaderType, variable.active); return; } BufferVariable newBufferVariable(variable.type, variable.precision, nameWithArrayIndex, variable.arraySizes, mBlockIndex, variableInfo); newBufferVariable.mappedName = mappedNameWithArrayIndex; newBufferVariable.setActive(mShaderType, variable.active); newBufferVariable.topLevelArraySize = mTopLevelArraySize; mBufferVariablesOut->push_back(newBufferVariable); } private: const GetBlockMemberInfoFunc &mGetMemberInfo; std::vector *mBufferVariablesOut; const ShaderType mShaderType; const int mBlockIndex; sh::StubBlockEncoder mStubEncoder; }; struct ShaderUniformCount { unsigned int vectorCount = 0; unsigned int samplerCount = 0; unsigned int imageCount = 0; unsigned int atomicCounterCount = 0; unsigned int fragmentInOutCount = 0; }; ShaderUniformCount &operator+=(ShaderUniformCount &lhs, const ShaderUniformCount &rhs) { lhs.vectorCount += rhs.vectorCount; lhs.samplerCount += rhs.samplerCount; lhs.imageCount += rhs.imageCount; lhs.atomicCounterCount += rhs.atomicCounterCount; lhs.fragmentInOutCount += rhs.fragmentInOutCount; return lhs; } // The purpose of this visitor is to flatten struct and array uniforms into a list of singleton // uniforms. They are stored in separate lists by uniform type so they can be sorted in order. // Counts for each uniform category are stored and can be queried with "getCounts". class FlattenUniformVisitor : public sh::VariableNameVisitor { public: FlattenUniformVisitor(ShaderType shaderType, const sh::ShaderVariable &uniform, std::vector *uniforms, std::vector *samplerUniforms, std::vector *imageUniforms, std::vector *atomicCounterUniforms, std::vector *inputAttachmentUniforms, std::vector *unusedUniforms) : sh::VariableNameVisitor("", ""), mShaderType(shaderType), mMarkActive(uniform.active), mMarkStaticUse(uniform.staticUse), mBinding(uniform.binding), mOffset(uniform.offset), mLocation(uniform.location), mUniforms(uniforms), mSamplerUniforms(samplerUniforms), mImageUniforms(imageUniforms), mAtomicCounterUniforms(atomicCounterUniforms), mInputAttachmentUniforms(inputAttachmentUniforms), mUnusedUniforms(unusedUniforms) {} void visitNamedOpaqueObject(const sh::ShaderVariable &variable, const std::string &name, const std::string &mappedName, const std::vector &arraySizes) override { visitNamedVariable(variable, false, name, mappedName, arraySizes); } void visitNamedVariable(const sh::ShaderVariable &variable, bool isRowMajor, const std::string &name, const std::string &mappedName, const std::vector &arraySizes) override { bool isSampler = IsSamplerType(variable.type); bool isImage = IsImageType(variable.type); bool isAtomicCounter = IsAtomicCounterType(variable.type); bool isFragmentInOut = variable.isFragmentInOut; std::vector *uniformList = mUniforms; if (isSampler) { uniformList = mSamplerUniforms; } else if (isImage) { uniformList = mImageUniforms; } else if (isAtomicCounter) { uniformList = mAtomicCounterUniforms; } else if (isFragmentInOut) { uniformList = mInputAttachmentUniforms; } std::string fullNameWithArrayIndex(name); std::string fullMappedNameWithArrayIndex(mappedName); if (variable.isArray()) { // We're following the GLES 3.1 November 2016 spec section 7.3.1.1 Naming Active // Resources and including [0] at the end of array variable names. fullNameWithArrayIndex += "[0]"; fullMappedNameWithArrayIndex += "[0]"; } LinkedUniform *existingUniform = FindUniform(*uniformList, fullNameWithArrayIndex); if (existingUniform) { if (getBinding() != -1) { existingUniform->binding = getBinding(); } if (getOffset() != -1) { existingUniform->offset = getOffset(); } if (mLocation != -1) { existingUniform->location = mLocation; } if (mMarkActive) { existingUniform->active = true; existingUniform->setActive(mShaderType, true); } if (mMarkStaticUse) { existingUniform->staticUse = true; } } else { LinkedUniform linkedUniform(variable.type, variable.precision, fullNameWithArrayIndex, variable.arraySizes, getBinding(), getOffset(), mLocation, -1, sh::kDefaultBlockMemberInfo); linkedUniform.mappedName = fullMappedNameWithArrayIndex; linkedUniform.active = mMarkActive; linkedUniform.staticUse = mMarkStaticUse; linkedUniform.outerArraySizes = arraySizes; linkedUniform.texelFetchStaticUse = variable.texelFetchStaticUse; linkedUniform.imageUnitFormat = variable.imageUnitFormat; linkedUniform.isFragmentInOut = variable.isFragmentInOut; if (variable.hasParentArrayIndex()) { linkedUniform.setParentArrayIndex(variable.parentArrayIndex()); } if (mMarkActive) { linkedUniform.setActive(mShaderType, true); } else { mUnusedUniforms->emplace_back( linkedUniform.name, linkedUniform.isSampler(), linkedUniform.isImage(), linkedUniform.isAtomicCounter(), linkedUniform.isFragmentInOut); } uniformList->push_back(linkedUniform); } unsigned int elementCount = variable.getBasicTypeElementCount(); // Samplers and images aren't "real" uniforms, so they don't count towards register usage. // Likewise, don't count "real" uniforms towards opaque count. if (!IsOpaqueType(variable.type) && !isFragmentInOut) { mUniformCount.vectorCount += VariableRegisterCount(variable.type) * elementCount; } mUniformCount.samplerCount += (isSampler ? elementCount : 0); mUniformCount.imageCount += (isImage ? elementCount : 0); mUniformCount.atomicCounterCount += (isAtomicCounter ? elementCount : 0); mUniformCount.fragmentInOutCount += (isFragmentInOut ? elementCount : 0); if (mLocation != -1) { mLocation += elementCount; } } void enterStructAccess(const sh::ShaderVariable &structVar, bool isRowMajor) override { mStructStackSize++; sh::VariableNameVisitor::enterStructAccess(structVar, isRowMajor); } void exitStructAccess(const sh::ShaderVariable &structVar, bool isRowMajor) override { mStructStackSize--; sh::VariableNameVisitor::exitStructAccess(structVar, isRowMajor); } ShaderUniformCount getCounts() const { return mUniformCount; } private: int getBinding() const { return mStructStackSize == 0 ? mBinding : -1; } int getOffset() const { return mStructStackSize == 0 ? mOffset : -1; } ShaderType mShaderType; // Active and StaticUse are given separately because they are tracked at struct granularity. bool mMarkActive; bool mMarkStaticUse; int mBinding; int mOffset; int mLocation; std::vector *mUniforms; std::vector *mSamplerUniforms; std::vector *mImageUniforms; std::vector *mAtomicCounterUniforms; std::vector *mInputAttachmentUniforms; std::vector *mUnusedUniforms; ShaderUniformCount mUniformCount; unsigned int mStructStackSize = 0; }; class InterfaceBlockInfo final : angle::NonCopyable { public: InterfaceBlockInfo(CustomBlockLayoutEncoderFactory *customEncoderFactory) : mCustomEncoderFactory(customEncoderFactory) {} void getShaderBlockInfo(const std::vector &interfaceBlocks); bool getBlockSize(const std::string &name, const std::string &mappedName, size_t *sizeOut); bool getBlockMemberInfo(const std::string &name, const std::string &mappedName, sh::BlockMemberInfo *infoOut); private: size_t getBlockInfo(const sh::InterfaceBlock &interfaceBlock); std::map mBlockSizes; sh::BlockLayoutMap mBlockLayout; // Based on the interface block layout, the std140 or std430 encoders are used. On some // platforms (currently only D3D), there could be another non-standard encoder used. CustomBlockLayoutEncoderFactory *mCustomEncoderFactory; }; void InterfaceBlockInfo::getShaderBlockInfo(const std::vector &interfaceBlocks) { for (const sh::InterfaceBlock &interfaceBlock : interfaceBlocks) { if (!IsActiveInterfaceBlock(interfaceBlock)) continue; if (mBlockSizes.count(interfaceBlock.name) > 0) continue; size_t dataSize = getBlockInfo(interfaceBlock); mBlockSizes[interfaceBlock.name] = dataSize; } } size_t InterfaceBlockInfo::getBlockInfo(const sh::InterfaceBlock &interfaceBlock) { ASSERT(IsActiveInterfaceBlock(interfaceBlock)); // define member uniforms sh::Std140BlockEncoder std140Encoder; sh::Std430BlockEncoder std430Encoder; sh::BlockLayoutEncoder *customEncoder = nullptr; sh::BlockLayoutEncoder *encoder = nullptr; if (interfaceBlock.layout == sh::BLOCKLAYOUT_STD140) { encoder = &std140Encoder; } else if (interfaceBlock.layout == sh::BLOCKLAYOUT_STD430) { encoder = &std430Encoder; } else if (mCustomEncoderFactory) { encoder = customEncoder = mCustomEncoderFactory->makeEncoder(); } else { UNREACHABLE(); return 0; } sh::GetInterfaceBlockInfo(interfaceBlock.fields, interfaceBlock.fieldPrefix(), encoder, &mBlockLayout); size_t offset = encoder->getCurrentOffset(); SafeDelete(customEncoder); return offset; } bool InterfaceBlockInfo::getBlockSize(const std::string &name, const std::string &mappedName, size_t *sizeOut) { size_t nameLengthWithoutArrayIndex; ParseArrayIndex(name, &nameLengthWithoutArrayIndex); std::string baseName = name.substr(0u, nameLengthWithoutArrayIndex); auto sizeIter = mBlockSizes.find(baseName); if (sizeIter == mBlockSizes.end()) { *sizeOut = 0; return false; } *sizeOut = sizeIter->second; return true; } bool InterfaceBlockInfo::getBlockMemberInfo(const std::string &name, const std::string &mappedName, sh::BlockMemberInfo *infoOut) { auto infoIter = mBlockLayout.find(name); if (infoIter == mBlockLayout.end()) { *infoOut = sh::kDefaultBlockMemberInfo; return false; } *infoOut = infoIter->second; return true; } void GetFilteredVaryings(const std::vector &varyings, std::vector *filteredVaryingsOut) { for (const sh::ShaderVariable &varying : varyings) { // Built-in varyings obey special rules if (varying.isBuiltIn()) { continue; } filteredVaryingsOut->push_back(&varying); } } LinkMismatchError LinkValidateVaryings(const sh::ShaderVariable &outputVarying, const sh::ShaderVariable &inputVarying, int shaderVersion, ShaderType frontShaderType, ShaderType backShaderType, bool isSeparable, std::string *mismatchedStructFieldName) { // [ES 3.2 spec] 7.4.1 Shader Interface Matching: // Tessellation control shader per-vertex output variables and blocks and tessellation control, // tessellation evaluation, and geometry shader per-vertex input variables and blocks are // required to be declared as arrays, with each element representing input or output values for // a single vertex of a multi-vertex primitive. For the purposes of interface matching, such // variables and blocks are treated as though they were not declared as arrays. bool treatOutputAsNonArray = (frontShaderType == ShaderType::TessControl && !outputVarying.isPatch); bool treatInputAsNonArray = ((backShaderType == ShaderType::TessControl || backShaderType == ShaderType::TessEvaluation || backShaderType == ShaderType::Geometry) && !inputVarying.isPatch); // Skip the validation on the array sizes between a vertex output varying and a geometry input // varying as it has been done before. bool validatePrecision = isSeparable && (shaderVersion > 100); LinkMismatchError linkError = LinkValidateProgramVariables( outputVarying, inputVarying, validatePrecision, treatOutputAsNonArray, treatInputAsNonArray, mismatchedStructFieldName); if (linkError != LinkMismatchError::NO_MISMATCH) { return linkError; } // Explicit locations must match if the names match. if (outputVarying.isSameNameAtLinkTime(inputVarying) && outputVarying.location != inputVarying.location) { return LinkMismatchError::LOCATION_MISMATCH; } if (!sh::InterpolationTypesMatch(outputVarying.interpolation, inputVarying.interpolation)) { return LinkMismatchError::INTERPOLATION_TYPE_MISMATCH; } if (shaderVersion == 100 && outputVarying.isInvariant != inputVarying.isInvariant) { return LinkMismatchError::INVARIANCE_MISMATCH; } return LinkMismatchError::NO_MISMATCH; } bool DoShaderVariablesMatch(int frontShaderVersion, ShaderType frontShaderType, ShaderType backShaderType, const sh::ShaderVariable &input, const sh::ShaderVariable &output, bool isSeparable, gl::InfoLog &infoLog) { bool namesMatch = input.isSameNameAtLinkTime(output); bool locationsMatch = input.location != -1 && input.location == output.location; // An output block is considered to match an input block in the subsequent // shader if the two blocks have the same block name, and the members of the // block match exactly in name, type, qualification, and declaration order. // // - For the purposes of shader interface matching, the gl_PointSize // member of the intrinsically declared gl_PerVertex shader interface // block is ignored. // - Output blocks that do not match in name, but have a location and match // in every other way listed above may be considered to match by some // implementations, but not all - so this behaviour should not be relied // upon. // An output variable is considered to match an input variable in the subsequent // shader if: // // - the two variables match in name, type, and qualification; or // - the two variables are declared with the same location qualifier and // match in type and qualification. if (namesMatch || locationsMatch) { std::string mismatchedStructFieldName; LinkMismatchError linkError = LinkValidateVaryings(output, input, frontShaderVersion, frontShaderType, backShaderType, isSeparable, &mismatchedStructFieldName); if (linkError != LinkMismatchError::NO_MISMATCH) { LogLinkMismatch(infoLog, input.name, "varying", linkError, mismatchedStructFieldName, frontShaderType, backShaderType); return false; } return true; } return false; } } // anonymous namespace UniformLinker::UniformLinker(const ProgramState &state) : mState(state) {} UniformLinker::~UniformLinker() = default; void UniformLinker::getResults(std::vector *uniforms, std::vector *unusedUniforms, std::vector *uniformLocations) { uniforms->swap(mUniforms); unusedUniforms->swap(mUnusedUniforms); uniformLocations->swap(mUniformLocations); } bool UniformLinker::link(const Caps &caps, InfoLog &infoLog, const ProgramAliasedBindings &uniformLocationBindings) { if (mState.getAttachedShader(ShaderType::Vertex) && mState.getAttachedShader(ShaderType::Fragment)) { ASSERT(mState.getAttachedShader(ShaderType::Compute) == nullptr); if (!validateGraphicsUniforms(infoLog)) { return false; } } // Flatten the uniforms list (nested fields) into a simple list (no nesting). // Also check the maximum uniform vector and sampler counts. if (!flattenUniformsAndCheckCaps(caps, infoLog)) { return false; } if (!checkMaxCombinedAtomicCounters(caps, infoLog)) { return false; } if (!indexUniforms(infoLog, uniformLocationBindings)) { return false; } return true; } bool UniformLinker::validateGraphicsUniforms(InfoLog &infoLog) const { // Check that uniforms defined in the graphics shaders are identical std::map linkedUniforms; for (const ShaderType shaderType : kAllGraphicsShaderTypes) { Shader *currentShader = mState.getAttachedShader(shaderType); if (currentShader) { if (shaderType == ShaderType::Vertex) { for (const sh::ShaderVariable &vertexUniform : currentShader->getUniforms()) { linkedUniforms[vertexUniform.name] = std::make_pair(ShaderType::Vertex, &vertexUniform); } } else { bool isLastShader = (shaderType == ShaderType::Fragment); if (!ValidateGraphicsUniformsPerShader(currentShader, !isLastShader, &linkedUniforms, infoLog)) { return false; } } } } return true; } bool UniformLinker::indexUniforms(InfoLog &infoLog, const ProgramAliasedBindings &uniformLocationBindings) { // Locations which have been allocated for an unused uniform. std::set ignoredLocations; int maxUniformLocation = -1; // Gather uniform locations that have been set either using the bindUniformLocation API or by // using a location layout qualifier and check conflicts between them. if (!gatherUniformLocationsAndCheckConflicts(infoLog, uniformLocationBindings, &ignoredLocations, &maxUniformLocation)) { return false; } // Conflicts have been checked, now we can prune non-statically used uniforms. Code further down // the line relies on only having statically used uniforms in mUniforms. pruneUnusedUniforms(); // Gather uniforms that have their location pre-set and uniforms that don't yet have a location. std::vector unlocatedUniforms; std::map preLocatedUniforms; for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++) { const LinkedUniform &uniform = mUniforms[uniformIndex]; if ((uniform.isBuiltIn() && !uniform.isEmulatedBuiltIn()) || IsAtomicCounterType(uniform.type) || uniform.isFragmentInOut) { continue; } int preSetLocation = uniformLocationBindings.getBinding(uniform); int shaderLocation = uniform.location; if (shaderLocation != -1) { preSetLocation = shaderLocation; } unsigned int elementCount = uniform.getBasicTypeElementCount(); for (unsigned int arrayIndex = 0; arrayIndex < elementCount; arrayIndex++) { VariableLocation location(arrayIndex, static_cast(uniformIndex)); if ((arrayIndex == 0 && preSetLocation != -1) || shaderLocation != -1) { int elementLocation = preSetLocation + arrayIndex; preLocatedUniforms[elementLocation] = location; } else { unlocatedUniforms.push_back(location); } } } // Make enough space for all uniforms, with pre-set locations or not. mUniformLocations.resize( std::max(unlocatedUniforms.size() + preLocatedUniforms.size() + ignoredLocations.size(), static_cast(maxUniformLocation + 1))); // Assign uniforms with pre-set locations for (const auto &uniform : preLocatedUniforms) { mUniformLocations[uniform.first] = uniform.second; } // Assign ignored uniforms for (const auto &ignoredLocation : ignoredLocations) { mUniformLocations[ignoredLocation].markIgnored(); } // Automatically assign locations for the rest of the uniforms size_t nextUniformLocation = 0; for (const auto &unlocatedUniform : unlocatedUniforms) { while (mUniformLocations[nextUniformLocation].used() || mUniformLocations[nextUniformLocation].ignored) { nextUniformLocation++; } ASSERT(nextUniformLocation < mUniformLocations.size()); mUniformLocations[nextUniformLocation] = unlocatedUniform; nextUniformLocation++; } return true; } bool UniformLinker::gatherUniformLocationsAndCheckConflicts( InfoLog &infoLog, const ProgramAliasedBindings &uniformLocationBindings, std::set *ignoredLocations, int *maxUniformLocation) { // All the locations where another uniform can't be located. std::set reservedLocations; for (const LinkedUniform &uniform : mUniforms) { if ((uniform.isBuiltIn() && !uniform.isEmulatedBuiltIn()) || uniform.isFragmentInOut) { // The uniform of the fragment inout is not a normal uniform type. So, in the case of // the fragment inout, this routine should be skipped. continue; } int apiBoundLocation = uniformLocationBindings.getBinding(uniform); int shaderLocation = uniform.location; if (shaderLocation != -1) { unsigned int elementCount = uniform.getBasicTypeElementCount(); for (unsigned int arrayIndex = 0; arrayIndex < elementCount; arrayIndex++) { // GLSL ES 3.10 section 4.4.3 int elementLocation = shaderLocation + arrayIndex; *maxUniformLocation = std::max(*maxUniformLocation, elementLocation); if (reservedLocations.find(elementLocation) != reservedLocations.end()) { infoLog << "Multiple uniforms bound to location " << elementLocation << "."; return false; } reservedLocations.insert(elementLocation); if (!uniform.active) { ignoredLocations->insert(elementLocation); } } } else if (apiBoundLocation != -1 && uniform.staticUse) { // Only the first location is reserved even if the uniform is an array. *maxUniformLocation = std::max(*maxUniformLocation, apiBoundLocation); if (reservedLocations.find(apiBoundLocation) != reservedLocations.end()) { infoLog << "Multiple uniforms bound to location " << apiBoundLocation << "."; return false; } reservedLocations.insert(apiBoundLocation); if (!uniform.active) { ignoredLocations->insert(apiBoundLocation); } } } // Record the uniform locations that were bound using the API for uniforms that were not found // from the shader. Other uniforms should not be assigned to those locations. for (const auto &locationBinding : uniformLocationBindings) { GLuint location = locationBinding.second.location; if (reservedLocations.find(location) == reservedLocations.end()) { ignoredLocations->insert(location); *maxUniformLocation = std::max(*maxUniformLocation, static_cast(location)); } } return true; } void UniformLinker::pruneUnusedUniforms() { auto uniformIter = mUniforms.begin(); while (uniformIter != mUniforms.end()) { if (uniformIter->active) { ++uniformIter; } else { mUnusedUniforms.emplace_back(uniformIter->name, uniformIter->isSampler(), uniformIter->isImage(), uniformIter->isAtomicCounter(), uniformIter->isFragmentInOut); uniformIter = mUniforms.erase(uniformIter); } } } bool UniformLinker::flattenUniformsAndCheckCapsForShader( Shader *shader, const Caps &caps, std::vector &samplerUniforms, std::vector &imageUniforms, std::vector &atomicCounterUniforms, std::vector &inputAttachmentUniforms, std::vector &unusedUniforms, InfoLog &infoLog) { ShaderUniformCount shaderUniformCount; for (const sh::ShaderVariable &uniform : shader->getUniforms()) { FlattenUniformVisitor flattener(shader->getType(), uniform, &mUniforms, &samplerUniforms, &imageUniforms, &atomicCounterUniforms, &inputAttachmentUniforms, &unusedUniforms); sh::TraverseShaderVariable(uniform, false, &flattener); if (uniform.active) { shaderUniformCount += flattener.getCounts(); } else { unusedUniforms.emplace_back(uniform.name, IsSamplerType(uniform.type), IsImageType(uniform.type), IsAtomicCounterType(uniform.type), uniform.isFragmentInOut); } } ShaderType shaderType = shader->getType(); // TODO (jiawei.shao@intel.com): check whether we need finer-grained component counting GLuint maxUniformVectorsCount = GetMaximumShaderUniformVectors(shaderType, caps); if (shaderUniformCount.vectorCount > maxUniformVectorsCount) { GLuint maxUniforms = 0u; // See comments in GetUniformResourceLimitName() if (shaderType == ShaderType::Vertex || shaderType == ShaderType::Fragment) { maxUniforms = maxUniformVectorsCount; } else { maxUniforms = maxUniformVectorsCount * 4; } LogUniformsExceedLimit(shaderType, UniformType::Variable, maxUniforms, infoLog); return false; } if (shaderUniformCount.samplerCount > static_cast(caps.maxShaderTextureImageUnits[shaderType])) { LogUniformsExceedLimit(shaderType, UniformType::Sampler, caps.maxShaderTextureImageUnits[shaderType], infoLog); return false; } if (shaderUniformCount.imageCount > static_cast(caps.maxShaderImageUniforms[shaderType])) { LogUniformsExceedLimit(shaderType, UniformType::Image, caps.maxShaderImageUniforms[shaderType], infoLog); return false; } if (shaderUniformCount.atomicCounterCount > static_cast(caps.maxShaderAtomicCounters[shaderType])) { LogUniformsExceedLimit(shaderType, UniformType::AtomicCounter, caps.maxShaderAtomicCounters[shaderType], infoLog); return false; } return true; } bool UniformLinker::flattenUniformsAndCheckCaps(const Caps &caps, InfoLog &infoLog) { std::vector samplerUniforms; std::vector imageUniforms; std::vector atomicCounterUniforms; std::vector inputAttachmentUniforms; std::vector unusedUniforms; for (const ShaderType shaderType : AllShaderTypes()) { Shader *shader = mState.getAttachedShader(shaderType); if (!shader) { continue; } if (!flattenUniformsAndCheckCapsForShader(shader, caps, samplerUniforms, imageUniforms, atomicCounterUniforms, inputAttachmentUniforms, unusedUniforms, infoLog)) { return false; } } mUniforms.insert(mUniforms.end(), samplerUniforms.begin(), samplerUniforms.end()); mUniforms.insert(mUniforms.end(), imageUniforms.begin(), imageUniforms.end()); mUniforms.insert(mUniforms.end(), atomicCounterUniforms.begin(), atomicCounterUniforms.end()); mUniforms.insert(mUniforms.end(), inputAttachmentUniforms.begin(), inputAttachmentUniforms.end()); mUnusedUniforms.insert(mUnusedUniforms.end(), unusedUniforms.begin(), unusedUniforms.end()); return true; } bool UniformLinker::checkMaxCombinedAtomicCounters(const Caps &caps, InfoLog &infoLog) { unsigned int atomicCounterCount = 0; for (const auto &uniform : mUniforms) { if (IsAtomicCounterType(uniform.type) && uniform.active) { atomicCounterCount += uniform.getBasicTypeElementCount(); if (atomicCounterCount > static_cast(caps.maxCombinedAtomicCounters)) { infoLog << "atomic counter count exceeds MAX_COMBINED_ATOMIC_COUNTERS" << caps.maxCombinedAtomicCounters << ")."; return false; } } } return true; } // InterfaceBlockLinker implementation. InterfaceBlockLinker::InterfaceBlockLinker() = default; InterfaceBlockLinker::~InterfaceBlockLinker() = default; void InterfaceBlockLinker::init(std::vector *blocksOut, std::vector *unusedInterfaceBlocksOut) { mBlocksOut = blocksOut; mUnusedInterfaceBlocksOut = unusedInterfaceBlocksOut; } void InterfaceBlockLinker::addShaderBlocks(ShaderType shaderType, const std::vector *blocks) { mShaderBlocks[shaderType] = blocks; } void InterfaceBlockLinker::linkBlocks(const GetBlockSizeFunc &getBlockSize, const GetBlockMemberInfoFunc &getMemberInfo) const { ASSERT(mBlocksOut->empty()); std::set visitedList; for (const ShaderType shaderType : AllShaderTypes()) { if (!mShaderBlocks[shaderType]) { continue; } for (const sh::InterfaceBlock &block : *mShaderBlocks[shaderType]) { if (!IsActiveInterfaceBlock(block)) { mUnusedInterfaceBlocksOut->push_back(block.name); continue; } if (visitedList.count(block.name) == 0) { defineInterfaceBlock(getBlockSize, getMemberInfo, block, shaderType); visitedList.insert(block.name); continue; } if (!block.active) { mUnusedInterfaceBlocksOut->push_back(block.name); continue; } for (InterfaceBlock &priorBlock : *mBlocksOut) { if (block.name == priorBlock.name) { priorBlock.setActive(shaderType, true); std::unique_ptr visitor( getVisitor(getMemberInfo, block.fieldPrefix(), block.fieldMappedPrefix(), shaderType, -1)); sh::TraverseShaderVariables(block.fields, false, visitor.get()); } } } } } void InterfaceBlockLinker::defineInterfaceBlock(const GetBlockSizeFunc &getBlockSize, const GetBlockMemberInfoFunc &getMemberInfo, const sh::InterfaceBlock &interfaceBlock, ShaderType shaderType) const { size_t blockSize = 0; std::vector blockIndexes; int blockIndex = static_cast(mBlocksOut->size()); // Track the first and last block member index to determine the range of active block members in // the block. size_t firstBlockMemberIndex = getCurrentBlockMemberIndex(); std::unique_ptr visitor( getVisitor(getMemberInfo, interfaceBlock.fieldPrefix(), interfaceBlock.fieldMappedPrefix(), shaderType, blockIndex)); sh::TraverseShaderVariables(interfaceBlock.fields, false, visitor.get()); size_t lastBlockMemberIndex = getCurrentBlockMemberIndex(); for (size_t blockMemberIndex = firstBlockMemberIndex; blockMemberIndex < lastBlockMemberIndex; ++blockMemberIndex) { blockIndexes.push_back(static_cast(blockMemberIndex)); } unsigned int firstFieldArraySize = interfaceBlock.fields[0].getArraySizeProduct(); for (unsigned int arrayElement = 0; arrayElement < interfaceBlock.elementCount(); ++arrayElement) { std::string blockArrayName = interfaceBlock.name; std::string blockMappedArrayName = interfaceBlock.mappedName; if (interfaceBlock.isArray()) { blockArrayName += ArrayString(arrayElement); blockMappedArrayName += ArrayString(arrayElement); } // Don't define this block at all if it's not active in the implementation. if (!getBlockSize(blockArrayName, blockMappedArrayName, &blockSize)) { continue; } // ESSL 3.10 section 4.4.4 page 58: // Any uniform or shader storage block declared without a binding qualifier is initially // assigned to block binding point zero. int blockBinding = (interfaceBlock.binding == -1 ? 0 : interfaceBlock.binding + arrayElement); InterfaceBlock block(interfaceBlock.name, interfaceBlock.mappedName, interfaceBlock.isArray(), arrayElement, firstFieldArraySize, blockBinding); block.memberIndexes = blockIndexes; block.setActive(shaderType, interfaceBlock.active); // Since all block elements in an array share the same active interface blocks, they // will all be active once any block member is used. So, since interfaceBlock.name[0] // was active, here we will add every block element in the array. block.dataSize = static_cast(blockSize); mBlocksOut->push_back(block); } } // UniformBlockLinker implementation. UniformBlockLinker::UniformBlockLinker() = default; UniformBlockLinker::~UniformBlockLinker() {} void UniformBlockLinker::init(std::vector *blocksOut, std::vector *uniformsOut, std::vector *unusedInterfaceBlocksOut) { InterfaceBlockLinker::init(blocksOut, unusedInterfaceBlocksOut); mUniformsOut = uniformsOut; } size_t UniformBlockLinker::getCurrentBlockMemberIndex() const { return mUniformsOut->size(); } sh::ShaderVariableVisitor *UniformBlockLinker::getVisitor( const GetBlockMemberInfoFunc &getMemberInfo, const std::string &namePrefix, const std::string &mappedNamePrefix, ShaderType shaderType, int blockIndex) const { return new UniformBlockEncodingVisitor(getMemberInfo, namePrefix, mappedNamePrefix, mUniformsOut, shaderType, blockIndex); } // ShaderStorageBlockLinker implementation. ShaderStorageBlockLinker::ShaderStorageBlockLinker() = default; ShaderStorageBlockLinker::~ShaderStorageBlockLinker() = default; void ShaderStorageBlockLinker::init(std::vector *blocksOut, std::vector *bufferVariablesOut, std::vector *unusedInterfaceBlocksOut) { InterfaceBlockLinker::init(blocksOut, unusedInterfaceBlocksOut); mBufferVariablesOut = bufferVariablesOut; } size_t ShaderStorageBlockLinker::getCurrentBlockMemberIndex() const { return mBufferVariablesOut->size(); } sh::ShaderVariableVisitor *ShaderStorageBlockLinker::getVisitor( const GetBlockMemberInfoFunc &getMemberInfo, const std::string &namePrefix, const std::string &mappedNamePrefix, ShaderType shaderType, int blockIndex) const { return new ShaderStorageBlockVisitor(getMemberInfo, namePrefix, mappedNamePrefix, mBufferVariablesOut, shaderType, blockIndex); } // AtomicCounterBufferLinker implementation. AtomicCounterBufferLinker::AtomicCounterBufferLinker() = default; AtomicCounterBufferLinker::~AtomicCounterBufferLinker() = default; void AtomicCounterBufferLinker::init(std::vector *atomicCounterBuffersOut) { mAtomicCounterBuffersOut = atomicCounterBuffersOut; } void AtomicCounterBufferLinker::link(const std::map &sizeMap) const { for (auto &atomicCounterBuffer : *mAtomicCounterBuffersOut) { auto bufferSize = sizeMap.find(atomicCounterBuffer.binding); ASSERT(bufferSize != sizeMap.end()); atomicCounterBuffer.dataSize = bufferSize->second; } } ProgramLinkedResources::ProgramLinkedResources() = default; ProgramLinkedResources::~ProgramLinkedResources() = default; void ProgramLinkedResources::init(std::vector *uniformBlocksOut, std::vector *uniformsOut, std::vector *shaderStorageBlocksOut, std::vector *bufferVariablesOut, std::vector *atomicCounterBuffersOut) { uniformBlockLinker.init(uniformBlocksOut, uniformsOut, &unusedInterfaceBlocks); shaderStorageBlockLinker.init(shaderStorageBlocksOut, bufferVariablesOut, &unusedInterfaceBlocks); atomicCounterBufferLinker.init(atomicCounterBuffersOut); } void ProgramLinkedResourcesLinker::linkResources(const ProgramState &programState, const ProgramLinkedResources &resources) const { // Gather uniform interface block info. InterfaceBlockInfo uniformBlockInfo(mCustomEncoderFactory); for (const ShaderType shaderType : AllShaderTypes()) { Shader *shader = programState.getAttachedShader(shaderType); if (shader) { uniformBlockInfo.getShaderBlockInfo(shader->getUniformBlocks()); } } auto getUniformBlockSize = [&uniformBlockInfo](const std::string &name, const std::string &mappedName, size_t *sizeOut) { return uniformBlockInfo.getBlockSize(name, mappedName, sizeOut); }; auto getUniformBlockMemberInfo = [&uniformBlockInfo](const std::string &name, const std::string &mappedName, sh::BlockMemberInfo *infoOut) { return uniformBlockInfo.getBlockMemberInfo(name, mappedName, infoOut); }; // Link uniform interface blocks. resources.uniformBlockLinker.linkBlocks(getUniformBlockSize, getUniformBlockMemberInfo); // Gather storage buffer interface block info. InterfaceBlockInfo shaderStorageBlockInfo(mCustomEncoderFactory); for (const ShaderType shaderType : AllShaderTypes()) { Shader *shader = programState.getAttachedShader(shaderType); if (shader) { shaderStorageBlockInfo.getShaderBlockInfo(shader->getShaderStorageBlocks()); } } auto getShaderStorageBlockSize = [&shaderStorageBlockInfo](const std::string &name, const std::string &mappedName, size_t *sizeOut) { return shaderStorageBlockInfo.getBlockSize(name, mappedName, sizeOut); }; auto getShaderStorageBlockMemberInfo = [&shaderStorageBlockInfo](const std::string &name, const std::string &mappedName, sh::BlockMemberInfo *infoOut) { return shaderStorageBlockInfo.getBlockMemberInfo(name, mappedName, infoOut); }; // Link storage buffer interface blocks. resources.shaderStorageBlockLinker.linkBlocks(getShaderStorageBlockSize, getShaderStorageBlockMemberInfo); // Gather and link atomic counter buffer interface blocks. std::map sizeMap; getAtomicCounterBufferSizeMap(programState, sizeMap); resources.atomicCounterBufferLinker.link(sizeMap); } void ProgramLinkedResourcesLinker::getAtomicCounterBufferSizeMap( const ProgramState &programState, std::map &sizeMapOut) const { for (unsigned int index : programState.getAtomicCounterUniformRange()) { const LinkedUniform &glUniform = programState.getUniforms()[index]; auto &bufferDataSize = sizeMapOut[glUniform.binding]; // Calculate the size of the buffer by finding the end of the last uniform with the same // binding. The end of the uniform is calculated by finding the initial offset of the // uniform and adding size of the uniform. For arrays, the size is the number of elements // times the element size (should always by 4 for atomic_units). unsigned dataOffset = glUniform.offset + static_cast(glUniform.getBasicTypeElementCount() * glUniform.getElementSize()); if (dataOffset > bufferDataSize) { bufferDataSize = dataOffset; } } } // Note: this is broken for pipelines with modified/discarded shaders. http://anglebug.com/5506 bool LinkValidateProgramGlobalNames(InfoLog &infoLog, const HasAttachedShaders &programOrPipeline) { angle::HashMap uniformMap; using BlockAndFieldPair = std::pair; angle::HashMap> uniformBlockFieldMap; for (ShaderType shaderType : kAllGraphicsShaderTypes) { Shader *shader = programOrPipeline.getAttachedShader(shaderType); if (!shader) { continue; } // Build a map of Uniforms const std::vector uniforms = shader->getUniforms(); for (const auto &uniform : uniforms) { uniformMap[uniform.name] = &uniform; } // Build a map of Uniform Blocks // This will also detect any field name conflicts between Uniform Blocks without instance // names const std::vector &uniformBlocks = shader->getUniformBlocks(); for (const auto &uniformBlock : uniformBlocks) { // Only uniform blocks without an instance name can create a conflict with their field // names if (!uniformBlock.instanceName.empty()) { continue; } for (const auto &field : uniformBlock.fields) { if (!uniformBlockFieldMap.count(field.name)) { // First time we've seen this uniform block field name, so add the // (Uniform Block, Field) pair immediately since there can't be a conflict yet BlockAndFieldPair blockAndFieldPair(&uniformBlock, &field); std::vector newUniformBlockList; newUniformBlockList.push_back(blockAndFieldPair); uniformBlockFieldMap[field.name] = newUniformBlockList; continue; } // We've seen this name before. // We need to check each of the uniform blocks that contain a field with this name // to see if there's a conflict or not. std::vector prevBlockFieldPairs = uniformBlockFieldMap[field.name]; for (const auto &prevBlockFieldPair : prevBlockFieldPairs) { const sh::InterfaceBlock *prevUniformBlock = prevBlockFieldPair.first; const sh::ShaderVariable *prevUniformBlockField = prevBlockFieldPair.second; if (uniformBlock.isSameInterfaceBlockAtLinkTime(*prevUniformBlock)) { // The same uniform block should, by definition, contain the same field name continue; } // The uniform blocks don't match, so check if the necessary field properties // also match if ((field.name == prevUniformBlockField->name) && (field.type == prevUniformBlockField->type) && (field.precision == prevUniformBlockField->precision)) { infoLog << "Name conflicts between uniform block field names: " << field.name; return false; } } // No conflict, so record this pair BlockAndFieldPair blockAndFieldPair(&uniformBlock, &field); uniformBlockFieldMap[field.name].push_back(blockAndFieldPair); } } } // Validate no uniform names conflict with attribute names Shader *vertexShader = programOrPipeline.getAttachedShader(ShaderType::Vertex); if (vertexShader) { // ESSL 3.00.6 section 4.3.5: // If a uniform variable name is declared in one stage (e.g., a vertex shader) // but not in another (e.g., a fragment shader), then that name is still // available in the other stage for a different use. std::unordered_set uniforms; for (const sh::ShaderVariable &uniform : vertexShader->getUniforms()) { uniforms.insert(uniform.name); } for (const auto &attrib : vertexShader->getActiveAttributes()) { if (uniforms.count(attrib.name)) { infoLog << "Name conflicts between a uniform and an attribute: " << attrib.name; return false; } } } // Validate no Uniform Block fields conflict with other Uniforms for (const auto &uniformBlockField : uniformBlockFieldMap) { const std::string &fieldName = uniformBlockField.first; if (uniformMap.count(fieldName)) { infoLog << "Name conflicts between a uniform and a uniform block field: " << fieldName; return false; } } return true; } // [OpenGL ES 3.2] Chapter 7.4.1 "Shader Interface Matching" bool LinkValidateShaderInterfaceMatching(const std::vector &outputVaryings, const std::vector &inputVaryings, ShaderType frontShaderType, ShaderType backShaderType, int frontShaderVersion, int backShaderVersion, bool isSeparable, gl::InfoLog &infoLog) { ASSERT(frontShaderVersion == backShaderVersion); std::vector filteredInputVaryings; std::vector filteredOutputVaryings; GetFilteredVaryings(inputVaryings, &filteredInputVaryings); GetFilteredVaryings(outputVaryings, &filteredOutputVaryings); // Separable programs require the number of inputs and outputs match if (isSeparable && filteredInputVaryings.size() < filteredOutputVaryings.size()) { infoLog << GetShaderTypeString(backShaderType) << " does not consume all varyings generated by " << GetShaderTypeString(frontShaderType); return false; } if (isSeparable && filteredInputVaryings.size() > filteredOutputVaryings.size()) { infoLog << GetShaderTypeString(frontShaderType) << " does not generate all varyings consumed by " << GetShaderTypeString(backShaderType); return false; } // All inputs must match all outputs for (const sh::ShaderVariable *input : filteredInputVaryings) { bool match = false; for (const sh::ShaderVariable *output : filteredOutputVaryings) { if (DoShaderVariablesMatch(frontShaderVersion, frontShaderType, backShaderType, *input, *output, isSeparable, infoLog)) { match = true; break; } } // We permit unmatched, unreferenced varyings. Note that this specifically depends on // whether the input is statically used - a statically used input should fail this test even // if it is not active. GLSL ES 3.00.6 section 4.3.10. if (!match && input->staticUse) { const std::string &name = input->isShaderIOBlock ? input->structOrBlockName : input->name; infoLog << GetShaderTypeString(backShaderType) << " varying " << name << " does not match any " << GetShaderTypeString(frontShaderType) << " varying"; return false; } } return true; } LinkMismatchError LinkValidateProgramVariables(const sh::ShaderVariable &variable1, const sh::ShaderVariable &variable2, bool validatePrecision, bool treatVariable1AsNonArray, bool treatVariable2AsNonArray, std::string *mismatchedStructOrBlockMemberName) { if (variable1.type != variable2.type) { return LinkMismatchError::TYPE_MISMATCH; } bool variable1IsArray = variable1.isArray(); bool variable2IsArray = variable2.isArray(); if (treatVariable1AsNonArray) { ASSERT(variable1IsArray); variable1IsArray = false; } if (treatVariable2AsNonArray) { ASSERT(variable2IsArray); variable2IsArray = false; } // TODO(anglebug.com/5557): Investigate interactions with arrays-of-arrays. if (variable1IsArray != variable2IsArray) { return LinkMismatchError::ARRAYNESS_MISMATCH; } if (!treatVariable1AsNonArray && !treatVariable2AsNonArray && variable1.arraySizes != variable2.arraySizes) { return LinkMismatchError::ARRAY_SIZE_MISMATCH; } if (validatePrecision && variable1.precision != variable2.precision) { return LinkMismatchError::PRECISION_MISMATCH; } if (!variable1.isShaderIOBlock && !variable2.isShaderIOBlock && variable1.structOrBlockName != variable2.structOrBlockName) { return LinkMismatchError::STRUCT_NAME_MISMATCH; } if (variable1.imageUnitFormat != variable2.imageUnitFormat) { return LinkMismatchError::FORMAT_MISMATCH; } if (variable1.fields.size() != variable2.fields.size()) { return LinkMismatchError::FIELD_NUMBER_MISMATCH; } const unsigned int numMembers = static_cast(variable1.fields.size()); for (unsigned int memberIndex = 0; memberIndex < numMembers; memberIndex++) { const sh::ShaderVariable &member1 = variable1.fields[memberIndex]; const sh::ShaderVariable &member2 = variable2.fields[memberIndex]; if (member1.name != member2.name) { return LinkMismatchError::FIELD_NAME_MISMATCH; } if (member1.interpolation != member2.interpolation) { return LinkMismatchError::INTERPOLATION_TYPE_MISMATCH; } if (variable1.isShaderIOBlock && variable2.isShaderIOBlock) { if (member1.location != member2.location) { return LinkMismatchError::FIELD_LOCATION_MISMATCH; } if (member1.structOrBlockName != member2.structOrBlockName) { return LinkMismatchError::FIELD_STRUCT_NAME_MISMATCH; } } LinkMismatchError linkErrorOnField = LinkValidateProgramVariables( member1, member2, validatePrecision, false, false, mismatchedStructOrBlockMemberName); if (linkErrorOnField != LinkMismatchError::NO_MISMATCH) { AddProgramVariableParentPrefix(member1.name, mismatchedStructOrBlockMemberName); return linkErrorOnField; } } return LinkMismatchError::NO_MISMATCH; } void AddProgramVariableParentPrefix(const std::string &parentName, std::string *mismatchedFieldName) { ASSERT(mismatchedFieldName); if (mismatchedFieldName->empty()) { *mismatchedFieldName = parentName; } else { std::ostringstream stream; stream << parentName << "." << *mismatchedFieldName; *mismatchedFieldName = stream.str(); } } bool LinkValidateBuiltInVaryingsInvariant(const std::vector &vertexVaryings, const std::vector &fragmentVaryings, int vertexShaderVersion, InfoLog &infoLog) { bool glPositionIsInvariant = false; bool glPointSizeIsInvariant = false; bool glFragCoordIsInvariant = false; bool glPointCoordIsInvariant = false; for (const sh::ShaderVariable &varying : vertexVaryings) { if (!varying.isBuiltIn()) { continue; } if (varying.name.compare("gl_Position") == 0) { glPositionIsInvariant = varying.isInvariant; } else if (varying.name.compare("gl_PointSize") == 0) { glPointSizeIsInvariant = varying.isInvariant; } } for (const sh::ShaderVariable &varying : fragmentVaryings) { if (!varying.isBuiltIn()) { continue; } if (varying.name.compare("gl_FragCoord") == 0) { glFragCoordIsInvariant = varying.isInvariant; } else if (varying.name.compare("gl_PointCoord") == 0) { glPointCoordIsInvariant = varying.isInvariant; } } // There is some ambiguity in ESSL 1.00.17 paragraph 4.6.4 interpretation, // for example, https://cvs.khronos.org/bugzilla/show_bug.cgi?id=13842. // Not requiring invariance to match is supported by: // dEQP, WebGL CTS, Nexus 5X GLES if (glFragCoordIsInvariant && !glPositionIsInvariant) { infoLog << "gl_FragCoord can only be declared invariant if and only if gl_Position is " "declared invariant."; return false; } if (glPointCoordIsInvariant && !glPointSizeIsInvariant) { infoLog << "gl_PointCoord can only be declared invariant if and only if gl_PointSize is " "declared invariant."; return false; } return true; } bool LinkValidateBuiltInVaryings(const std::vector &outputVaryings, const std::vector &inputVaryings, ShaderType outputShaderType, ShaderType inputShaderType, int outputShaderVersion, int inputShaderVersion, InfoLog &infoLog) { ASSERT(outputShaderVersion == inputShaderVersion); // Only ESSL 1.0 has restrictions on matching input and output invariance if (inputShaderVersion == 100 && outputShaderType == ShaderType::Vertex && inputShaderType == ShaderType::Fragment) { return LinkValidateBuiltInVaryingsInvariant(outputVaryings, inputVaryings, outputShaderVersion, infoLog); } uint32_t sizeClipDistance = 0; uint32_t sizeCullDistance = 0; for (const sh::ShaderVariable &varying : outputVaryings) { if (!varying.isBuiltIn()) { continue; } if (varying.name.compare("gl_ClipDistance") == 0) { sizeClipDistance = varying.getOutermostArraySize(); } else if (varying.name.compare("gl_CullDistance") == 0) { sizeCullDistance = varying.getOutermostArraySize(); } } for (const sh::ShaderVariable &varying : inputVaryings) { if (!varying.isBuiltIn()) { continue; } if (varying.name.compare("gl_ClipDistance") == 0) { if (sizeClipDistance != varying.getOutermostArraySize()) { infoLog << "If either shader redeclares the built-in arrays gl_ClipDistance[] the " "array must have the same size in both shaders."; return false; } } else if (varying.name.compare("gl_CullDistance") == 0) { if (sizeCullDistance != varying.getOutermostArraySize()) { infoLog << "If either shader redeclares the built-in arrays gl_CullDistance[] the " "array must have the same size in both shaders."; return false; } } } return true; } } // namespace gl