glsl: remove now unused varying linker code
authorTimothy Arceri <tarceri@itsqueeze.com>
Mon, 25 Sep 2023 08:18:44 +0000 (18:18 +1000)
committerMarge Bot <emma+marge@anholt.net>
Thu, 28 Sep 2023 13:55:16 +0000 (13:55 +0000)
All of this varying linking code has now been ported to the NIR linker.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25371>

src/compiler/glsl/link_varyings.cpp [deleted file]
src/compiler/glsl/link_varyings.h [deleted file]
src/compiler/glsl/linker.cpp
src/compiler/glsl/meson.build
src/compiler/glsl/shader_cache.cpp

diff --git a/src/compiler/glsl/link_varyings.cpp b/src/compiler/glsl/link_varyings.cpp
deleted file mode 100644 (file)
index bfd389a..0000000
+++ /dev/null
@@ -1,752 +0,0 @@
-/*
- * Copyright © 2012 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_varyings.cpp
- *
- * Linker functions related specifically to linking varyings between shader
- * stages.
- */
-
-
-#include "main/errors.h"
-#include "main/consts_exts.h"
-#include "main/shader_types.h"
-#include "glsl_symbol_table.h"
-#include "ir.h"
-#include "linker.h"
-#include "linker_util.h"
-#include "link_varyings.h"
-
-
-/**
- * Get the varying type stripped of the outermost array if we're processing
- * a stage whose varyings are arrays indexed by a vertex number (such as
- * geometry shader inputs).
- */
-static const glsl_type *
-get_varying_type(const ir_variable *var, gl_shader_stage stage)
-{
-   const glsl_type *type = var->type;
-
-   if (!var->data.patch &&
-       ((var->data.mode == ir_var_shader_out &&
-         stage == MESA_SHADER_TESS_CTRL) ||
-        (var->data.mode == ir_var_shader_in &&
-         (stage == MESA_SHADER_TESS_CTRL || stage == MESA_SHADER_TESS_EVAL ||
-          stage == MESA_SHADER_GEOMETRY)))) {
-      assert(type->is_array());
-      type = type->fields.array;
-   }
-
-   return type;
-}
-
-/**
- * Validate the types and qualifiers of an output from one stage against the
- * matching input to another stage.
- */
-static void
-cross_validate_types_and_qualifiers(const struct gl_constants *consts,
-                                    struct gl_shader_program *prog,
-                                    const ir_variable *input,
-                                    const ir_variable *output,
-                                    gl_shader_stage consumer_stage,
-                                    gl_shader_stage producer_stage)
-{
-   /* Check that the types match between stages.
-    */
-   const glsl_type *type_to_match = input->type;
-
-   /* VS -> GS, VS -> TCS, VS -> TES, TES -> GS */
-   const bool extra_array_level = (producer_stage == MESA_SHADER_VERTEX &&
-                                   consumer_stage != MESA_SHADER_FRAGMENT) ||
-                                  consumer_stage == MESA_SHADER_GEOMETRY;
-   if (extra_array_level) {
-      assert(type_to_match->is_array());
-      type_to_match = type_to_match->fields.array;
-   }
-
-   if (type_to_match != output->type) {
-      if (output->type->is_struct()) {
-         /* Structures across shader stages can have different name
-          * and considered to match in type if and only if structure
-          * members match in name, type, qualification, and declaration
-          * order. The precision doesn’t need to match.
-          */
-         if (!output->type->record_compare(type_to_match,
-                                           false, /* match_name */
-                                           true, /* match_locations */
-                                           false /* match_precision */)) {
-            linker_error(prog,
-                  "%s shader output `%s' declared as struct `%s', "
-                  "doesn't match in type with %s shader input "
-                  "declared as struct `%s'\n",
-                  _mesa_shader_stage_to_string(producer_stage),
-                  output->name,
-                  glsl_get_type_name(output->type),
-                  _mesa_shader_stage_to_string(consumer_stage),
-                  glsl_get_type_name(input->type));
-         }
-      } else if (!output->type->is_array() || !is_gl_identifier(output->name)) {
-         /* There is a bit of a special case for gl_TexCoord.  This
-          * built-in is unsized by default.  Applications that variable
-          * access it must redeclare it with a size.  There is some
-          * language in the GLSL spec that implies the fragment shader
-          * and vertex shader do not have to agree on this size.  Other
-          * driver behave this way, and one or two applications seem to
-          * rely on it.
-          *
-          * Neither declaration needs to be modified here because the array
-          * sizes are fixed later when update_array_sizes is called.
-          *
-          * From page 48 (page 54 of the PDF) of the GLSL 1.10 spec:
-          *
-          *     "Unlike user-defined varying variables, the built-in
-          *     varying variables don't have a strict one-to-one
-          *     correspondence between the vertex language and the
-          *     fragment language."
-          */
-         linker_error(prog,
-                      "%s shader output `%s' declared as type `%s', "
-                      "but %s shader input declared as type `%s'\n",
-                      _mesa_shader_stage_to_string(producer_stage),
-                      output->name,
-                      glsl_get_type_name(output->type),
-                      _mesa_shader_stage_to_string(consumer_stage),
-                      glsl_get_type_name(input->type));
-         return;
-      }
-   }
-
-   /* Check that all of the qualifiers match between stages.
-    */
-
-   /* According to the OpenGL and OpenGLES GLSL specs, the centroid qualifier
-    * should match until OpenGL 4.3 and OpenGLES 3.1. The OpenGLES 3.0
-    * conformance test suite does not verify that the qualifiers must match.
-    * The deqp test suite expects the opposite (OpenGLES 3.1) behavior for
-    * OpenGLES 3.0 drivers, so we relax the checking in all cases.
-    */
-   if (false /* always skip the centroid check */ &&
-       prog->GLSL_Version < (prog->IsES ? 310 : 430) &&
-       input->data.centroid != output->data.centroid) {
-      linker_error(prog,
-                   "%s shader output `%s' %s centroid qualifier, "
-                   "but %s shader input %s centroid qualifier\n",
-                   _mesa_shader_stage_to_string(producer_stage),
-                   output->name,
-                   (output->data.centroid) ? "has" : "lacks",
-                   _mesa_shader_stage_to_string(consumer_stage),
-                   (input->data.centroid) ? "has" : "lacks");
-      return;
-   }
-
-   if (input->data.sample != output->data.sample) {
-      linker_error(prog,
-                   "%s shader output `%s' %s sample qualifier, "
-                   "but %s shader input %s sample qualifier\n",
-                   _mesa_shader_stage_to_string(producer_stage),
-                   output->name,
-                   (output->data.sample) ? "has" : "lacks",
-                   _mesa_shader_stage_to_string(consumer_stage),
-                   (input->data.sample) ? "has" : "lacks");
-      return;
-   }
-
-   if (input->data.patch != output->data.patch) {
-      linker_error(prog,
-                   "%s shader output `%s' %s patch qualifier, "
-                   "but %s shader input %s patch qualifier\n",
-                   _mesa_shader_stage_to_string(producer_stage),
-                   output->name,
-                   (output->data.patch) ? "has" : "lacks",
-                   _mesa_shader_stage_to_string(consumer_stage),
-                   (input->data.patch) ? "has" : "lacks");
-      return;
-   }
-
-   /* The GLSL 4.20 and GLSL ES 3.00 specifications say:
-    *
-    *    "As only outputs need be declared with invariant, an output from
-    *     one shader stage will still match an input of a subsequent stage
-    *     without the input being declared as invariant."
-    *
-    * while GLSL 4.10 says:
-    *
-    *    "For variables leaving one shader and coming into another shader,
-    *     the invariant keyword has to be used in both shaders, or a link
-    *     error will result."
-    *
-    * and GLSL ES 1.00 section 4.6.4 "Invariance and Linking" says:
-    *
-    *    "The invariance of varyings that are declared in both the vertex
-    *     and fragment shaders must match."
-    */
-   if (input->data.explicit_invariant != output->data.explicit_invariant &&
-       prog->GLSL_Version < (prog->IsES ? 300 : 420)) {
-      linker_error(prog,
-                   "%s shader output `%s' %s invariant qualifier, "
-                   "but %s shader input %s invariant qualifier\n",
-                   _mesa_shader_stage_to_string(producer_stage),
-                   output->name,
-                   (output->data.explicit_invariant) ? "has" : "lacks",
-                   _mesa_shader_stage_to_string(consumer_stage),
-                   (input->data.explicit_invariant) ? "has" : "lacks");
-      return;
-   }
-
-   /* GLSL >= 4.40 removes text requiring interpolation qualifiers
-    * to match cross stage, they must only match within the same stage.
-    *
-    * From page 84 (page 90 of the PDF) 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.
-    *
-    * Section 4.3.9 (Interpolation) of the GLSL ES 3.00 spec says:
-    *
-    *    "When no interpolation qualifier is present, smooth interpolation
-    *    is used."
-    *
-    * So we match variables where one is smooth and the other has no explicit
-    * qualifier.
-    */
-   unsigned input_interpolation = input->data.interpolation;
-   unsigned output_interpolation = output->data.interpolation;
-   if (prog->IsES) {
-      if (input_interpolation == INTERP_MODE_NONE)
-         input_interpolation = INTERP_MODE_SMOOTH;
-      if (output_interpolation == INTERP_MODE_NONE)
-         output_interpolation = INTERP_MODE_SMOOTH;
-   }
-   if (input_interpolation != output_interpolation &&
-       prog->GLSL_Version < 440) {
-      if (!consts->AllowGLSLCrossStageInterpolationMismatch) {
-         linker_error(prog,
-                      "%s shader output `%s' specifies %s "
-                      "interpolation qualifier, "
-                      "but %s shader input specifies %s "
-                      "interpolation qualifier\n",
-                      _mesa_shader_stage_to_string(producer_stage),
-                      output->name,
-                      interpolation_string(output->data.interpolation),
-                      _mesa_shader_stage_to_string(consumer_stage),
-                      interpolation_string(input->data.interpolation));
-         return;
-      } else {
-         linker_warning(prog,
-                        "%s shader output `%s' specifies %s "
-                        "interpolation qualifier, "
-                        "but %s shader input specifies %s "
-                        "interpolation qualifier\n",
-                        _mesa_shader_stage_to_string(producer_stage),
-                        output->name,
-                        interpolation_string(output->data.interpolation),
-                        _mesa_shader_stage_to_string(consumer_stage),
-                        interpolation_string(input->data.interpolation));
-      }
-   }
-}
-
-/**
- * Validate front and back color outputs against single color input
- */
-static void
-cross_validate_front_and_back_color(const struct gl_constants *consts,
-                                    struct gl_shader_program *prog,
-                                    const ir_variable *input,
-                                    const ir_variable *front_color,
-                                    const ir_variable *back_color,
-                                    gl_shader_stage consumer_stage,
-                                    gl_shader_stage producer_stage)
-{
-   if (front_color != NULL && front_color->data.assigned)
-      cross_validate_types_and_qualifiers(consts, prog, input, front_color,
-                                          consumer_stage, producer_stage);
-
-   if (back_color != NULL && back_color->data.assigned)
-      cross_validate_types_and_qualifiers(consts, prog, input, back_color,
-                                          consumer_stage, producer_stage);
-}
-
-static unsigned
-compute_variable_location_slot(ir_variable *var, gl_shader_stage stage)
-{
-   unsigned location_start = VARYING_SLOT_VAR0;
-
-   switch (stage) {
-      case MESA_SHADER_VERTEX:
-         if (var->data.mode == ir_var_shader_in)
-            location_start = VERT_ATTRIB_GENERIC0;
-         break;
-      case MESA_SHADER_TESS_CTRL:
-      case MESA_SHADER_TESS_EVAL:
-         if (var->data.patch)
-            location_start = VARYING_SLOT_PATCH0;
-         break;
-      case MESA_SHADER_FRAGMENT:
-         if (var->data.mode == ir_var_shader_out)
-            location_start = FRAG_RESULT_DATA0;
-         break;
-      default:
-         break;
-   }
-
-   return var->data.location - location_start;
-}
-
-struct explicit_location_info {
-   ir_variable *var;
-   bool base_type_is_integer;
-   unsigned base_type_bit_size;
-   unsigned interpolation;
-   bool centroid;
-   bool sample;
-   bool patch;
-};
-
-static bool
-check_location_aliasing(struct explicit_location_info explicit_locations[][4],
-                        ir_variable *var,
-                        unsigned location,
-                        unsigned component,
-                        unsigned location_limit,
-                        const glsl_type *type,
-                        unsigned interpolation,
-                        bool centroid,
-                        bool sample,
-                        bool patch,
-                        gl_shader_program *prog,
-                        gl_shader_stage stage)
-{
-   unsigned last_comp;
-   unsigned base_type_bit_size;
-   const glsl_type *type_without_array = type->without_array();
-   const bool base_type_is_integer =
-      glsl_base_type_is_integer(type_without_array->base_type);
-   const bool is_struct = type_without_array->is_struct();
-   if (is_struct) {
-      /* structs don't have a defined underlying base type so just treat all
-       * component slots as used and set the bit size to 0. If there is
-       * location aliasing, we'll fail anyway later.
-       */
-      last_comp = 4;
-      base_type_bit_size = 0;
-   } else {
-      unsigned dmul = type_without_array->is_64bit() ? 2 : 1;
-      last_comp = component + type_without_array->vector_elements * dmul;
-      base_type_bit_size =
-         glsl_base_type_get_bit_size(type_without_array->base_type);
-   }
-
-   while (location < location_limit) {
-      unsigned comp = 0;
-      while (comp < 4) {
-         struct explicit_location_info *info =
-            &explicit_locations[location][comp];
-
-         if (info->var) {
-            if (info->var->type->without_array()->is_struct() || is_struct) {
-               /* Structs cannot share location since they are incompatible
-                * with any other underlying numerical type.
-                */
-               linker_error(prog,
-                            "%s shader has multiple %sputs sharing the "
-                            "same location that don't have the same "
-                            "underlying numerical type. Struct variable '%s', "
-                            "location %u\n",
-                            _mesa_shader_stage_to_string(stage),
-                            var->data.mode == ir_var_shader_in ? "in" : "out",
-                            is_struct ? var->name : info->var->name,
-                            location);
-               return false;
-            } else if (comp >= component && comp < last_comp) {
-               /* Component aliasing is not allowed */
-               linker_error(prog,
-                            "%s shader has multiple %sputs explicitly "
-                            "assigned to location %d and component %d\n",
-                            _mesa_shader_stage_to_string(stage),
-                            var->data.mode == ir_var_shader_in ? "in" : "out",
-                            location, comp);
-               return false;
-            } else {
-               /* From the OpenGL 4.60.5 spec, section 4.4.1 Input Layout
-                * Qualifiers, Page 67, (Location aliasing):
-                *
-                *   " Further, when location aliasing, the aliases sharing the
-                *     location must have the same underlying numerical type
-                *     and bit width (floating-point or integer, 32-bit versus
-                *     64-bit, etc.) and the same auxiliary storage and
-                *     interpolation qualification."
-                */
-
-               /* If the underlying numerical type isn't integer, implicitly
-                * it will be float or else we would have failed by now.
-                */
-               if (info->base_type_is_integer != base_type_is_integer) {
-                  linker_error(prog,
-                               "%s shader has multiple %sputs sharing the "
-                               "same location that don't have the same "
-                               "underlying numerical type. Location %u "
-                               "component %u.\n",
-                               _mesa_shader_stage_to_string(stage),
-                               var->data.mode == ir_var_shader_in ?
-                               "in" : "out", location, comp);
-                  return false;
-               }
-
-               if (info->base_type_bit_size != base_type_bit_size) {
-                  linker_error(prog,
-                               "%s shader has multiple %sputs sharing the "
-                               "same location that don't have the same "
-                               "underlying numerical bit size. Location %u "
-                               "component %u.\n",
-                               _mesa_shader_stage_to_string(stage),
-                               var->data.mode == ir_var_shader_in ?
-                               "in" : "out", location, comp);
-                  return false;
-               }
-
-               if (info->interpolation != interpolation) {
-                  linker_error(prog,
-                               "%s shader has multiple %sputs sharing the "
-                               "same location that don't have the same "
-                               "interpolation qualification. Location %u "
-                               "component %u.\n",
-                               _mesa_shader_stage_to_string(stage),
-                               var->data.mode == ir_var_shader_in ?
-                               "in" : "out", location, comp);
-                  return false;
-               }
-
-               if (info->centroid != centroid ||
-                   info->sample != sample ||
-                   info->patch != patch) {
-                  linker_error(prog,
-                               "%s shader has multiple %sputs sharing the "
-                               "same location that don't have the same "
-                               "auxiliary storage qualification. Location %u "
-                               "component %u.\n",
-                               _mesa_shader_stage_to_string(stage),
-                               var->data.mode == ir_var_shader_in ?
-                               "in" : "out", location, comp);
-                  return false;
-               }
-            }
-         } else if (comp >= component && comp < last_comp) {
-            info->var = var;
-            info->base_type_is_integer = base_type_is_integer;
-            info->base_type_bit_size = base_type_bit_size;
-            info->interpolation = interpolation;
-            info->centroid = centroid;
-            info->sample = sample;
-            info->patch = patch;
-         }
-
-         comp++;
-
-         /* We need to do some special handling for doubles as dvec3 and
-          * dvec4 consume two consecutive locations. We don't need to
-          * worry about components beginning at anything other than 0 as
-          * the spec does not allow this for dvec3 and dvec4.
-          */
-         if (comp == 4 && last_comp > 4) {
-            last_comp = last_comp - 4;
-            /* Bump location index and reset the component index */
-            location++;
-            comp = 0;
-            component = 0;
-         }
-      }
-
-      location++;
-   }
-
-   return true;
-}
-
-static bool
-validate_explicit_variable_location(const struct gl_constants *consts,
-                                    struct explicit_location_info explicit_locations[][4],
-                                    ir_variable *var,
-                                    gl_shader_program *prog,
-                                    gl_linked_shader *sh)
-{
-   const glsl_type *type = get_varying_type(var, sh->Stage);
-   unsigned num_elements = type->count_attribute_slots(false);
-   unsigned idx = compute_variable_location_slot(var, sh->Stage);
-   unsigned slot_limit = idx + num_elements;
-
-   /* Vertex shader inputs and fragment shader outputs are validated in
-    * assign_attribute_or_color_locations() so we should not attempt to
-    * validate them again here.
-    */
-   unsigned slot_max;
-   if (var->data.mode == ir_var_shader_out) {
-      assert(sh->Stage != MESA_SHADER_FRAGMENT);
-      slot_max =
-         consts->Program[sh->Stage].MaxOutputComponents / 4;
-   } else {
-      assert(var->data.mode == ir_var_shader_in);
-      assert(sh->Stage != MESA_SHADER_VERTEX);
-      slot_max =
-         consts->Program[sh->Stage].MaxInputComponents / 4;
-   }
-
-   if (slot_limit > slot_max) {
-      linker_error(prog,
-                   "Invalid location %u in %s shader\n",
-                   idx, _mesa_shader_stage_to_string(sh->Stage));
-      return false;
-   }
-
-   const glsl_type *type_without_array = type->without_array();
-   if (type_without_array->is_interface()) {
-      for (unsigned i = 0; i < type_without_array->length; i++) {
-         const glsl_struct_field *field = &type_without_array->fields.structure[i];
-         unsigned field_location = field->location -
-            (field->patch ? VARYING_SLOT_PATCH0 : VARYING_SLOT_VAR0);
-         unsigned field_slots = field->type->count_attribute_slots(false);
-         if (!check_location_aliasing(explicit_locations, var,
-                                      field_location,
-                                      0,
-                                      field_location + field_slots,
-                                      field->type,
-                                      field->interpolation,
-                                      field->centroid,
-                                      field->sample,
-                                      field->patch,
-                                      prog, sh->Stage)) {
-            return false;
-         }
-      }
-   } else if (!check_location_aliasing(explicit_locations, var,
-                                       idx, var->data.location_frac,
-                                       slot_limit, type,
-                                       var->data.interpolation,
-                                       var->data.centroid,
-                                       var->data.sample,
-                                       var->data.patch,
-                                       prog, sh->Stage)) {
-      return false;
-   }
-
-   return true;
-}
-
-/**
- * Check if we should force input / output matching between shader
- * interfaces.
- *
- * Section 4.3.4 (Inputs) of the GLSL 4.10 specifications say:
- *
- *   "Only the input variables that are actually read need to be
- *    written by the previous stage; it is allowed to have
- *    superfluous declarations of input variables."
- *
- * However it's not defined anywhere as to how we should handle
- * inputs that are not written in the previous stage and it's not
- * clear what "actually read" means.
- *
- * The GLSL 4.20 spec however is much clearer:
- *
- *    "Only the input variables that are statically read need to
- *     be written by the previous stage; it is allowed to have
- *     superfluous declarations of input variables."
- *
- * It also has a table that states it is an error to statically
- * read an input that is not defined in the previous stage. While
- * it is not an error to not statically write to the output (it
- * just needs to be defined to not be an error).
- *
- * The text in the GLSL 4.20 spec was an attempt to clarify the
- * previous spec iterations. However given the difference in spec
- * and that some applications seem to depend on not erroring when
- * the input is not actually read in control flow we only apply
- * this rule to GLSL 4.20 and higher. GLSL 4.10 shaders have been
- * seen in the wild that depend on the less strict interpretation.
- */
-static bool
-static_input_output_matching(struct gl_shader_program *prog)
-{
-   return prog->GLSL_Version >= (prog->IsES ? 0 : 420);
-}
-
-/**
- * Validate that outputs from one stage match inputs of another
- */
-void
-cross_validate_outputs_to_inputs(const struct gl_constants *consts,
-                                 struct gl_shader_program *prog,
-                                 gl_linked_shader *producer,
-                                 gl_linked_shader *consumer)
-{
-   glsl_symbol_table parameters;
-   struct explicit_location_info output_explicit_locations[MAX_VARYING][4] = {};
-   struct explicit_location_info input_explicit_locations[MAX_VARYING][4] = {};
-
-   /* Find all shader outputs in the "producer" stage.
-    */
-   foreach_in_list(ir_instruction, node, producer->ir) {
-      ir_variable *const var = node->as_variable();
-
-      if (var == NULL || var->data.mode != ir_var_shader_out)
-         continue;
-
-      if (!var->data.explicit_location
-          || var->data.location < VARYING_SLOT_VAR0)
-         parameters.add_variable(var);
-      else {
-         /* User-defined varyings with explicit locations are handled
-          * differently because they do not need to have matching names.
-          */
-         if (!validate_explicit_variable_location(consts,
-                                                  output_explicit_locations,
-                                                  var, prog, producer)) {
-            return;
-         }
-      }
-   }
-
-
-   /* Find all shader inputs in the "consumer" stage.  Any variables that have
-    * matching outputs already in the symbol table must have the same type and
-    * qualifiers.
-    *
-    * Exception: if the consumer is the geometry shader, then the inputs
-    * should be arrays and the type of the array element should match the type
-    * of the corresponding producer output.
-    */
-   foreach_in_list(ir_instruction, node, consumer->ir) {
-      ir_variable *const input = node->as_variable();
-
-      if (input == NULL || input->data.mode != ir_var_shader_in)
-         continue;
-
-      if (strcmp(input->name, "gl_Color") == 0 && input->data.used) {
-         const ir_variable *const front_color =
-            parameters.get_variable("gl_FrontColor");
-
-         const ir_variable *const back_color =
-            parameters.get_variable("gl_BackColor");
-
-         cross_validate_front_and_back_color(consts, prog, input,
-                                             front_color, back_color,
-                                             consumer->Stage, producer->Stage);
-      } else if (strcmp(input->name, "gl_SecondaryColor") == 0 && input->data.used) {
-         const ir_variable *const front_color =
-            parameters.get_variable("gl_FrontSecondaryColor");
-
-         const ir_variable *const back_color =
-            parameters.get_variable("gl_BackSecondaryColor");
-
-         cross_validate_front_and_back_color(consts, prog, input,
-                                             front_color, back_color,
-                                             consumer->Stage, producer->Stage);
-      } else {
-         /* The rules for connecting inputs and outputs change in the presence
-          * of explicit locations.  In this case, we no longer care about the
-          * names of the variables.  Instead, we care only about the
-          * explicitly assigned location.
-          */
-         ir_variable *output = NULL;
-         if (input->data.explicit_location
-             && input->data.location >= VARYING_SLOT_VAR0) {
-
-            const glsl_type *type = get_varying_type(input, consumer->Stage);
-            unsigned num_elements = type->count_attribute_slots(false);
-            unsigned idx =
-               compute_variable_location_slot(input, consumer->Stage);
-            unsigned slot_limit = idx + num_elements;
-
-            if (!validate_explicit_variable_location(consts,
-                                                     input_explicit_locations,
-                                                     input, prog, consumer)) {
-               return;
-            }
-
-            while (idx < slot_limit) {
-               if (idx >= MAX_VARYING) {
-                  linker_error(prog,
-                               "Invalid location %u in %s shader\n", idx,
-                               _mesa_shader_stage_to_string(consumer->Stage));
-                  return;
-               }
-
-               output = output_explicit_locations[idx][input->data.location_frac].var;
-
-               if (output == NULL) {
-                  /* A linker failure should only happen when there is no
-                   * output declaration and there is Static Use of the
-                   * declared input.
-                   */
-                  if (input->data.used && static_input_output_matching(prog)) {
-                     linker_error(prog,
-                                  "%s shader input `%s' with explicit location "
-                                  "has no matching output\n",
-                                  _mesa_shader_stage_to_string(consumer->Stage),
-                                  input->name);
-                     break;
-                  }
-               } else if (input->data.location != output->data.location) {
-                  linker_error(prog,
-                               "%s shader input `%s' with explicit location "
-                               "has no matching output\n",
-                               _mesa_shader_stage_to_string(consumer->Stage),
-                               input->name);
-                  break;
-               }
-               idx++;
-            }
-         } else {
-            output = parameters.get_variable(input->name);
-         }
-
-         if (output != NULL) {
-            /* Interface blocks have their own validation elsewhere so don't
-             * try validating them here.
-             */
-            if (!(input->get_interface_type() &&
-                  output->get_interface_type()))
-               cross_validate_types_and_qualifiers(consts, prog, input, output,
-                                                   consumer->Stage,
-                                                   producer->Stage);
-         } else {
-            /* Check for input vars with unmatched output vars in prev stage
-             * taking into account that interface blocks could have a matching
-             * output but with different name, so we ignore them.
-             */
-            assert(!input->data.assigned);
-            if (input->data.used && !input->get_interface_type() &&
-                !input->data.explicit_location &&
-                static_input_output_matching(prog))
-               linker_error(prog,
-                            "%s shader input `%s' "
-                            "has no matching output in the previous stage\n",
-                            _mesa_shader_stage_to_string(consumer->Stage),
-                            input->name);
-         }
-      }
-   }
-}
diff --git a/src/compiler/glsl/link_varyings.h b/src/compiler/glsl/link_varyings.h
deleted file mode 100644 (file)
index 4e41e7e..0000000
+++ /dev/null
@@ -1,42 +0,0 @@
-/*
- * Copyright © 2012 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.
- */
-
-#ifndef GLSL_LINK_VARYINGS_H
-#define GLSL_LINK_VARYINGS_H
-
-/**
- * \file link_varyings.h
- *
- * Linker functions related specifically to linking varyings between shader
- * stages.
- */
-
-struct gl_shader_program;
-
-void
-cross_validate_outputs_to_inputs(const struct gl_constants *consts,
-                                 struct gl_shader_program *prog,
-                                 gl_linked_shader *producer,
-                                 gl_linked_shader *consumer);
-
-#endif /* GLSL_LINK_VARYINGS_H */
index 6d098e0..148aab0 100644 (file)
@@ -78,7 +78,6 @@
 #include "string_to_uint_map.h"
 #include "linker.h"
 #include "linker_util.h"
-#include "link_varyings.h"
 #include "ir_optimization.h"
 #include "ir_rvalue_visitor.h"
 #include "ir_uniform.h"
index cc5c504..07ee913 100644 (file)
@@ -195,8 +195,6 @@ files_libglsl = files(
   'link_uniform_block_active_visitor.cpp',
   'link_uniform_block_active_visitor.h',
   'link_uniform_blocks.cpp',
-  'link_varyings.cpp',
-  'link_varyings.h',
   'list.h',
   'lower_builtins.cpp',
   'lower_discard.cpp',
index 6819602..d45b148 100644 (file)
@@ -54,7 +54,6 @@
 #include "ir_rvalue_visitor.h"
 #include "ir_uniform.h"
 #include "linker.h"
-#include "link_varyings.h"
 #include "nir.h"
 #include "program.h"
 #include "serialize.h"