mesa: when linking a shader program, make sure all the shaders compiled OK
[mesa.git] / src / mesa / shader / slang / slang_link.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5.3
4 *
5 * Copyright (C) 2007 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * \file slang_link.c
27 * GLSL linker
28 * \author Brian Paul
29 */
30
31 #include "main/imports.h"
32 #include "main/context.h"
33 #include "main/hash.h"
34 #include "main/macros.h"
35 #include "shader/program.h"
36 #include "shader/prog_instruction.h"
37 #include "shader/prog_parameter.h"
38 #include "shader/prog_print.h"
39 #include "shader/prog_statevars.h"
40 #include "shader/prog_uniform.h"
41 #include "shader/shader_api.h"
42 #include "slang_link.h"
43
44
45
46 /**
47 * Linking varying vars involves rearranging varying vars so that the
48 * vertex program's output varyings matches the order of the fragment
49 * program's input varyings.
50 */
51 static GLboolean
52 link_varying_vars(struct gl_shader_program *shProg, struct gl_program *prog)
53 {
54 GLuint *map, i, firstVarying, newFile;
55 GLbitfield varsWritten, varsRead;
56
57 map = (GLuint *) malloc(prog->Varying->NumParameters * sizeof(GLuint));
58 if (!map)
59 return GL_FALSE;
60
61 for (i = 0; i < prog->Varying->NumParameters; i++) {
62 /* see if this varying is in the linked varying list */
63 const struct gl_program_parameter *var
64 = prog->Varying->Parameters + i;
65
66 GLint j = _mesa_lookup_parameter_index(shProg->Varying, -1, var->Name);
67 if (j >= 0) {
68 /* already in list, check size */
69 if (var->Size != shProg->Varying->Parameters[j].Size) {
70 /* error */
71 return GL_FALSE;
72 }
73 }
74 else {
75 /* not already in linked list */
76 j = _mesa_add_varying(shProg->Varying, var->Name, var->Size);
77 }
78 ASSERT(j >= 0);
79
80 map[i] = j;
81 }
82
83
84 /* Varying variables are treated like other vertex program outputs
85 * (and like other fragment program inputs). The position of the
86 * first varying differs for vertex/fragment programs...
87 * Also, replace File=PROGRAM_VARYING with File=PROGRAM_INPUT/OUTPUT.
88 */
89 if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
90 firstVarying = VERT_RESULT_VAR0;
91 newFile = PROGRAM_OUTPUT;
92 }
93 else {
94 assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
95 firstVarying = FRAG_ATTRIB_VAR0;
96 newFile = PROGRAM_INPUT;
97 }
98
99 /* keep track of which varying vars we read and write */
100 varsWritten = varsRead = 0x0;
101
102 /* OK, now scan the program/shader instructions looking for varying vars,
103 * replacing the old index with the new index.
104 */
105 for (i = 0; i < prog->NumInstructions; i++) {
106 struct prog_instruction *inst = prog->Instructions + i;
107 GLuint j;
108
109 if (inst->DstReg.File == PROGRAM_VARYING) {
110 inst->DstReg.File = newFile;
111 inst->DstReg.Index = map[ inst->DstReg.Index ] + firstVarying;
112 varsWritten |= (1 << inst->DstReg.Index);
113 }
114
115 for (j = 0; j < 3; j++) {
116 if (inst->SrcReg[j].File == PROGRAM_VARYING) {
117 inst->SrcReg[j].File = newFile;
118 inst->SrcReg[j].Index = map[ inst->SrcReg[j].Index ] + firstVarying;
119 varsRead |= (1 << inst->SrcReg[j].Index);
120 }
121 }
122 }
123
124 if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
125 prog->OutputsWritten |= varsWritten;
126 /*printf("VERT OUTPUTS: 0x%x \n", varsWritten);*/
127 }
128 else {
129 assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
130 prog->InputsRead |= varsRead;
131 /*printf("FRAG INPUTS: 0x%x\n", varsRead);*/
132 }
133
134 free(map);
135
136 return GL_TRUE;
137 }
138
139
140 /**
141 * Build the shProg->Uniforms list.
142 * This is basically a list/index of all uniforms found in either/both of
143 * the vertex and fragment shaders.
144 */
145 static void
146 link_uniform_vars(struct gl_shader_program *shProg,
147 struct gl_program *prog,
148 GLuint *numSamplers)
149 {
150 GLuint samplerMap[MAX_SAMPLERS];
151 GLuint i;
152
153 for (i = 0; i < prog->Parameters->NumParameters; i++) {
154 const struct gl_program_parameter *p = prog->Parameters->Parameters + i;
155
156 /*
157 * XXX FIX NEEDED HERE
158 * We should also be adding a uniform if p->Type == PROGRAM_STATE_VAR.
159 * For example, modelview matrix, light pos, etc.
160 * Also, we need to update the state-var name-generator code to
161 * generate GLSL-style names, like "gl_LightSource[0].position".
162 * Furthermore, we'll need to fix the state-var's size/datatype info.
163 */
164
165 if (p->Type == PROGRAM_UNIFORM ||
166 p->Type == PROGRAM_SAMPLER) {
167 _mesa_append_uniform(shProg->Uniforms, p->Name, prog->Target, i);
168 }
169
170 if (p->Type == PROGRAM_SAMPLER) {
171 /* Allocate a new sampler index */
172 GLuint sampNum = *numSamplers;
173 GLuint oldSampNum = (GLuint) prog->Parameters->ParameterValues[i][0];
174 assert(oldSampNum < MAX_SAMPLERS);
175 samplerMap[oldSampNum] = sampNum;
176 (*numSamplers)++;
177 }
178 }
179
180
181 /* OK, now scan the program/shader instructions looking for sampler vars,
182 * replacing the old index with the new index.
183 */
184 prog->SamplersUsed = 0x0;
185 for (i = 0; i < prog->NumInstructions; i++) {
186 struct prog_instruction *inst = prog->Instructions + i;
187 if (_mesa_is_tex_instruction(inst->Opcode)) {
188 /*
189 printf("====== remap sampler from %d to %d\n",
190 inst->Sampler, map[ inst->Sampler ]);
191 */
192 /* here, texUnit is really samplerUnit */
193 inst->TexSrcUnit = samplerMap[inst->TexSrcUnit];
194 prog->SamplerTargets[inst->TexSrcUnit] = inst->TexSrcTarget;
195 prog->SamplersUsed |= (1 << inst->TexSrcUnit);
196 }
197 }
198
199 }
200
201
202 /**
203 * Resolve binding of generic vertex attributes.
204 * For example, if the vertex shader declared "attribute vec4 foobar" we'll
205 * allocate a generic vertex attribute for "foobar" and plug that value into
206 * the vertex program instructions.
207 */
208 static GLboolean
209 _slang_resolve_attributes(struct gl_shader_program *shProg,
210 struct gl_program *prog)
211 {
212 GLuint i, j;
213 GLbitfield usedAttributes;
214 GLint size = 4; /* XXX fix */
215
216 assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
217
218 if (!shProg->Attributes)
219 shProg->Attributes = _mesa_new_parameter_list();
220
221 /* Build a bitmask indicating which attribute indexes have been
222 * explicitly bound by the user with glBindAttributeLocation().
223 */
224 usedAttributes = 0x0;
225 for (i = 0; i < shProg->Attributes->NumParameters; i++) {
226 GLint attr = shProg->Attributes->Parameters[i].StateIndexes[0];
227 usedAttributes |= attr;
228 }
229
230 /*
231 * Scan program for generic attribute references
232 */
233 for (i = 0; i < prog->NumInstructions; i++) {
234 struct prog_instruction *inst = prog->Instructions + i;
235 for (j = 0; j < 3; j++) {
236 if (inst->SrcReg[j].File == PROGRAM_INPUT &&
237 inst->SrcReg[j].Index >= VERT_ATTRIB_GENERIC0) {
238 /* this is a generic attrib */
239 const GLint k = inst->SrcReg[j].Index - VERT_ATTRIB_GENERIC0;
240 const char *name = prog->Attributes->Parameters[k].Name;
241 /* See if this attrib name is in the program's attribute list
242 * (i.e. was bound by the user).
243 */
244 GLint index = _mesa_lookup_parameter_index(shProg->Attributes,
245 -1, name);
246 GLint attr;
247 if (index >= 0) {
248 /* found, user must have specified a binding */
249 attr = shProg->Attributes->Parameters[index].StateIndexes[0];
250 }
251 else {
252 /* Not found, choose our own attribute number.
253 * Start at 1 since generic attribute 0 always aliases
254 * glVertex/position.
255 */
256 for (attr = 1; attr < MAX_VERTEX_ATTRIBS; attr++) {
257 if (((1 << attr) & usedAttributes) == 0)
258 break;
259 }
260 if (attr == MAX_VERTEX_ATTRIBS) {
261 /* too many! XXX record error log */
262 return GL_FALSE;
263 }
264 _mesa_add_attribute(shProg->Attributes, name, size, attr);
265
266 /* set the attribute as used */
267 usedAttributes |= 1<<attr;
268 }
269
270 inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + attr;
271 }
272 }
273 }
274 return GL_TRUE;
275 }
276
277
278 /**
279 * Scan program instructions to update the program's InputsRead and
280 * OutputsWritten fields.
281 */
282 static void
283 _slang_update_inputs_outputs(struct gl_program *prog)
284 {
285 GLuint i, j;
286
287 prog->InputsRead = 0x0;
288 prog->OutputsWritten = 0x0;
289
290 for (i = 0; i < prog->NumInstructions; i++) {
291 const struct prog_instruction *inst = prog->Instructions + i;
292 const GLuint numSrc = _mesa_num_inst_src_regs(inst->Opcode);
293 for (j = 0; j < numSrc; j++) {
294 if (inst->SrcReg[j].File == PROGRAM_INPUT) {
295 prog->InputsRead |= 1 << inst->SrcReg[j].Index;
296 }
297 }
298 if (inst->DstReg.File == PROGRAM_OUTPUT) {
299 prog->OutputsWritten |= 1 << inst->DstReg.Index;
300 }
301 }
302 }
303
304
305 /**
306 * Scan a vertex program looking for instances of
307 * (PROGRAM_INPUT, VERT_ATTRIB_GENERIC0 + oldAttrib) and replace with
308 * (PROGRAM_INPUT, VERT_ATTRIB_GENERIC0 + newAttrib).
309 * This is used when the user calls glBindAttribLocation on an already linked
310 * shader program.
311 */
312 void
313 _slang_remap_attribute(struct gl_program *prog, GLuint oldAttrib, GLuint newAttrib)
314 {
315 GLuint i, j;
316
317 assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
318
319 for (i = 0; i < prog->NumInstructions; i++) {
320 struct prog_instruction *inst = prog->Instructions + i;
321 for (j = 0; j < 3; j++) {
322 if (inst->SrcReg[j].File == PROGRAM_INPUT) {
323 if (inst->SrcReg[j].Index == VERT_ATTRIB_GENERIC0 + oldAttrib) {
324 inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + newAttrib;
325 }
326 }
327 }
328 }
329
330 _slang_update_inputs_outputs(prog);
331 }
332
333
334
335 /** cast wrapper */
336 static struct gl_vertex_program *
337 vertex_program(struct gl_program *prog)
338 {
339 assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
340 return (struct gl_vertex_program *) prog;
341 }
342
343
344 /** cast wrapper */
345 static struct gl_fragment_program *
346 fragment_program(struct gl_program *prog)
347 {
348 assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
349 return (struct gl_fragment_program *) prog;
350 }
351
352
353 /**
354 * Record a linking error.
355 */
356 static void
357 link_error(struct gl_shader_program *shProg, const char *msg)
358 {
359 if (shProg->InfoLog) {
360 _mesa_free(shProg->InfoLog);
361 }
362 shProg->InfoLog = _mesa_strdup(msg);
363 shProg->LinkStatus = GL_FALSE;
364 }
365
366
367
368 /**
369 * Shader linker. Currently:
370 *
371 * 1. The last attached vertex shader and fragment shader are linked.
372 * 2. Varying vars in the two shaders are combined so their locations
373 * agree between the vertex and fragment stages. They're treated as
374 * vertex program output attribs and as fragment program input attribs.
375 * 3. The vertex and fragment programs are cloned and modified to update
376 * src/dst register references so they use the new, linked varying
377 * storage locations.
378 */
379 void
380 _slang_link(GLcontext *ctx,
381 GLhandleARB programObj,
382 struct gl_shader_program *shProg)
383 {
384 const struct gl_vertex_program *vertProg;
385 const struct gl_fragment_program *fragProg;
386 GLuint numSamplers = 0;
387 GLuint i;
388
389 _mesa_clear_shader_program_data(ctx, shProg);
390
391 /* check that all programs compiled successfully */
392 for (i = 0; i < shProg->NumShaders; i++) {
393 if (!shProg->Shaders[i]->CompileStatus) {
394 link_error(shProg, "linking with uncompiled shader\n");
395 return;
396 }
397 }
398
399 shProg->Uniforms = _mesa_new_uniform_list();
400 shProg->Varying = _mesa_new_parameter_list();
401
402 /**
403 * Find attached vertex shader, fragment shader
404 */
405 vertProg = NULL;
406 fragProg = NULL;
407 for (i = 0; i < shProg->NumShaders; i++) {
408 if (shProg->Shaders[i]->Type == GL_VERTEX_SHADER)
409 vertProg = vertex_program(shProg->Shaders[i]->Programs[0]);
410 else if (shProg->Shaders[i]->Type == GL_FRAGMENT_SHADER)
411 fragProg = fragment_program(shProg->Shaders[i]->Programs[0]);
412 else
413 _mesa_problem(ctx, "unexpected shader target in slang_link()");
414 }
415
416 /*
417 * Make copies of the vertex/fragment programs now since we'll be
418 * changing src/dst registers after merging the uniforms and varying vars.
419 */
420 _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
421 if (vertProg) {
422 struct gl_vertex_program *linked_vprog =
423 vertex_program(_mesa_clone_program(ctx, &vertProg->Base));
424 shProg->VertexProgram = linked_vprog; /* refcount OK */
425 ASSERT(shProg->VertexProgram->Base.RefCount == 1);
426 }
427
428 _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
429 if (fragProg) {
430 struct gl_fragment_program *linked_fprog =
431 fragment_program(_mesa_clone_program(ctx, &fragProg->Base));
432 shProg->FragmentProgram = linked_fprog; /* refcount OK */
433 ASSERT(shProg->FragmentProgram->Base.RefCount == 1);
434 }
435
436 /* link varying vars */
437 if (shProg->VertexProgram)
438 link_varying_vars(shProg, &shProg->VertexProgram->Base);
439 if (shProg->FragmentProgram)
440 link_varying_vars(shProg, &shProg->FragmentProgram->Base);
441
442 /* link uniform vars */
443 if (shProg->VertexProgram)
444 link_uniform_vars(shProg, &shProg->VertexProgram->Base, &numSamplers);
445 if (shProg->FragmentProgram)
446 link_uniform_vars(shProg, &shProg->FragmentProgram->Base, &numSamplers);
447
448 /*_mesa_print_uniforms(shProg->Uniforms);*/
449
450 if (shProg->VertexProgram) {
451 if (!_slang_resolve_attributes(shProg, &shProg->VertexProgram->Base)) {
452 /*goto cleanup;*/
453 _mesa_problem(ctx, "_slang_resolve_attributes() failed");
454 return;
455 }
456 }
457
458 if (shProg->VertexProgram) {
459 _slang_update_inputs_outputs(&shProg->VertexProgram->Base);
460 if (!(shProg->VertexProgram->Base.OutputsWritten & (1 << VERT_RESULT_HPOS))) {
461 /* the vertex program did not compute a vertex position */
462 link_error(shProg,
463 "gl_Position was not written by vertex shader\n");
464 return;
465 }
466 }
467 if (shProg->FragmentProgram)
468 _slang_update_inputs_outputs(&shProg->FragmentProgram->Base);
469
470 /* Check that all the varying vars needed by the fragment shader are
471 * actually produced by the vertex shader.
472 */
473 if (shProg->FragmentProgram) {
474 const GLbitfield varyingRead
475 = shProg->FragmentProgram->Base.InputsRead >> FRAG_ATTRIB_VAR0;
476 const GLbitfield varyingWritten = shProg->VertexProgram ?
477 shProg->VertexProgram->Base.OutputsWritten >> VERT_RESULT_VAR0 : 0x0;
478 if ((varyingRead & varyingWritten) != varyingRead) {
479 link_error(shProg,
480 "Fragment program using varying vars not written by vertex shader\n");
481 return;
482 }
483 }
484
485 /* Check that the vertex program doesn't use too many sampler units */
486 if (shProg->VertexProgram &&
487 _mesa_bitcount(shProg->VertexProgram->Base.SamplersUsed) > ctx->Const.MaxVertexTextureImageUnits) {
488 link_error(shProg, "Vertex program uses too many samplers.\n");
489 return;
490 }
491
492 if (fragProg && shProg->FragmentProgram) {
493 /* notify driver that a new fragment program has been compiled/linked */
494 ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
495 &shProg->FragmentProgram->Base);
496 #if 0
497 printf("************** original fragment program\n");
498 _mesa_print_program(&fragProg->Base);
499 _mesa_print_program_parameters(ctx, &fragProg->Base);
500 #endif
501 #if 0
502 printf("************** linked fragment prog\n");
503 _mesa_print_program(&shProg->FragmentProgram->Base);
504 _mesa_print_program_parameters(ctx, &shProg->FragmentProgram->Base);
505 #endif
506 }
507
508 if (vertProg && shProg->VertexProgram) {
509 /* notify driver that a new vertex program has been compiled/linked */
510 ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB,
511 &shProg->VertexProgram->Base);
512 #if 0
513 printf("************** original vertex program\n");
514 _mesa_print_program(&vertProg->Base);
515 _mesa_print_program_parameters(ctx, &vertProg->Base);
516 #endif
517 #if 0
518 printf("************** linked vertex prog\n");
519 _mesa_print_program(&shProg->VertexProgram->Base);
520 _mesa_print_program_parameters(ctx, &shProg->VertexProgram->Base);
521 #endif
522 }
523
524 shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram);
525 }
526