linker: Initial implementation of interstage input / output validation
authorIan Romanick <ian.d.romanick@intel.com>
Sat, 19 Jun 2010 02:02:10 +0000 (19:02 -0700)
committerIan Romanick <ian.d.romanick@intel.com>
Wed, 23 Jun 2010 17:56:03 +0000 (10:56 -0700)
linker.cpp

index a7eff55..7b1838a 100644 (file)
@@ -224,6 +224,100 @@ cross_validate_uniforms(struct glsl_shader **shaders, unsigned num_shaders)
 }
 
 
+/**
+ * Validate that outputs from one stage match inputs of another
+ */
+bool
+cross_validate_outputs_to_inputs(glsl_shader *producer, glsl_shader *consumer)
+{
+   glsl_symbol_table parameters;
+   /* FINISHME: Figure these out dynamically. */
+   const char *const producer_stage = "vertex";
+   const char *const consumer_stage = "fragment";
+
+   /* Find all shader outputs in the "producer" stage.
+    */
+   foreach_list(node, &producer->ir) {
+      ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+      /* FINISHME: For geometry shaders, this should also look for inout
+       * FINISHME: variables.
+       */
+      if ((var == NULL) || (var->mode != ir_var_out))
+        continue;
+
+      parameters.add_variable(var->name, var);
+   }
+
+
+   /* 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.
+    */
+   foreach_list(node, &consumer->ir) {
+      ir_variable *const input = ((ir_instruction *) node)->as_variable();
+
+      /* FINISHME: For geometry shaders, this should also look for inout
+       * FINISHME: variables.
+       */
+      if ((input == NULL) || (input->mode != ir_var_in))
+        continue;
+
+      ir_variable *const output = parameters.get_variable(input->name);
+      if (output != NULL) {
+        /* Check that the types match between stages.
+         */
+        if (input->type != output->type) {
+           printf("error: %s shader output `%s' delcared as type `%s', but "
+                  "%s shader input declared as type `%s'\n",
+                  producer_stage, output->name, output->type->name,
+                  consumer_stage, input->type->name);
+           return false;
+        }
+
+        /* Check that all of the qualifiers match between stages.
+         */
+        if (input->centroid != output->centroid) {
+           printf("error: %s shader output `%s' %s centroid qualifier, but "
+                  "%s shader input %s centroid qualifier\n",
+                  producer_stage,
+                  output->name,
+                  (output->centroid) ? "has" : "lacks",
+                  consumer_stage,
+                  (input->centroid) ? "has" : "lacks");
+           return false;
+        }
+
+        if (input->invariant != output->invariant) {
+           printf("error: %s shader output `%s' %s invariant qualifier, but "
+                  "%s shader input %s invariant qualifier\n",
+                  producer_stage,
+                  output->name,
+                  (output->invariant) ? "has" : "lacks",
+                  consumer_stage,
+                  (input->invariant) ? "has" : "lacks");
+           return false;
+        }
+
+        if (input->interpolation != output->interpolation) {
+           printf("error: %s shader output `%s' specifies %s interpolation "
+                  "qualifier, "
+                  "but %s shader input specifies %s interpolation "
+                  "qualifier\n",
+                  producer_stage,
+                  output->name,
+                  output->interpolation_string(),
+                  consumer_stage,
+                  input->interpolation_string());
+           return false;
+        }
+      }
+   }
+
+   return true;
+}
+
+
 void
 link_shaders(struct glsl_program *prog)
 {
@@ -285,8 +379,18 @@ link_shaders(struct glsl_program *prog)
       num_shader_executables++;
    }
 
-   if (cross_validate_uniforms(shader_executables, num_shader_executables))
+   if (cross_validate_uniforms(shader_executables, num_shader_executables)) {
+      /* Validate the inputs of each stage with the output of the preceeding
+       * stage.
+       */
+      for (unsigned i = 1; i < num_shader_executables; i++) {
+        if (!cross_validate_outputs_to_inputs(shader_executables[i - 1],
+                                              shader_executables[i]))
+           goto done;
+      }
+
       prog->LinkStatus = true;
+   }
 
 done:
    free(vert_shader_list);