2 * Mesa 3-D graphics library
5 * Copyright (C) 2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
32 #include "main/imports.h"
33 #include "main/context.h"
34 #include "main/hash.h"
35 #include "main/macros.h"
36 #include "shader/program.h"
37 #include "shader/prog_instruction.h"
38 #include "shader/prog_parameter.h"
39 #include "shader/prog_print.h"
40 #include "shader/prog_statevars.h"
41 #include "shader/prog_uniform.h"
42 #include "shader/shader_api.h"
43 #include "slang_link.h"
47 static struct gl_vertex_program
*
48 vertex_program(struct gl_program
*prog
)
50 assert(prog
->Target
== GL_VERTEX_PROGRAM_ARB
);
51 return (struct gl_vertex_program
*) prog
;
56 static struct gl_fragment_program
*
57 fragment_program(struct gl_program
*prog
)
59 assert(prog
->Target
== GL_FRAGMENT_PROGRAM_ARB
);
60 return (struct gl_fragment_program
*) prog
;
65 * Record a linking error.
68 link_error(struct gl_shader_program
*shProg
, const char *msg
)
70 if (shProg
->InfoLog
) {
71 _mesa_free(shProg
->InfoLog
);
73 shProg
->InfoLog
= _mesa_strdup(msg
);
74 shProg
->LinkStatus
= GL_FALSE
;
80 * Check if the given bit is either set or clear in both bitfields.
83 bits_agree(GLbitfield flags1
, GLbitfield flags2
, GLbitfield bit
)
85 return (flags1
& bit
) == (flags2
& bit
);
90 * Linking varying vars involves rearranging varying vars so that the
91 * vertex program's output varyings matches the order of the fragment
92 * program's input varyings.
93 * We'll then rewrite instructions to replace PROGRAM_VARYING with either
94 * PROGRAM_INPUT or PROGRAM_OUTPUT depending on whether it's a vertex or
96 * This is also where we set program Input/OutputFlags to indicate
97 * which inputs are centroid-sampled, invariant, etc.
100 link_varying_vars(GLcontext
*ctx
,
101 struct gl_shader_program
*shProg
, struct gl_program
*prog
)
103 GLuint
*map
, i
, firstVarying
, newFile
;
104 GLbitfield
*inOutFlags
;
106 map
= (GLuint
*) malloc(prog
->Varying
->NumParameters
* sizeof(GLuint
));
110 /* Varying variables are treated like other vertex program outputs
111 * (and like other fragment program inputs). The position of the
112 * first varying differs for vertex/fragment programs...
113 * Also, replace File=PROGRAM_VARYING with File=PROGRAM_INPUT/OUTPUT.
115 if (prog
->Target
== GL_VERTEX_PROGRAM_ARB
) {
116 firstVarying
= VERT_RESULT_VAR0
;
117 newFile
= PROGRAM_OUTPUT
;
118 inOutFlags
= prog
->OutputFlags
;
121 assert(prog
->Target
== GL_FRAGMENT_PROGRAM_ARB
);
122 firstVarying
= FRAG_ATTRIB_VAR0
;
123 newFile
= PROGRAM_INPUT
;
124 inOutFlags
= prog
->InputFlags
;
127 for (i
= 0; i
< prog
->Varying
->NumParameters
; i
++) {
128 /* see if this varying is in the linked varying list */
129 const struct gl_program_parameter
*var
= prog
->Varying
->Parameters
+ i
;
130 GLint j
= _mesa_lookup_parameter_index(shProg
->Varying
, -1, var
->Name
);
132 /* varying is already in list, do some error checking */
133 const struct gl_program_parameter
*v
=
134 &shProg
->Varying
->Parameters
[j
];
135 if (var
->Size
!= v
->Size
) {
136 link_error(shProg
, "mismatched varying variable types");
139 if (!bits_agree(var
->Flags
, v
->Flags
, PROG_PARAM_BIT_CENTROID
)) {
141 _mesa_snprintf(msg
, sizeof(msg
),
142 "centroid modifier mismatch for '%s'", var
->Name
);
143 link_error(shProg
, msg
);
146 if (!bits_agree(var
->Flags
, v
->Flags
, PROG_PARAM_BIT_INVARIANT
)) {
148 _mesa_snprintf(msg
, sizeof(msg
),
149 "invariant modifier mismatch for '%s'", var
->Name
);
150 link_error(shProg
, msg
);
155 /* not already in linked list */
156 j
= _mesa_add_varying(shProg
->Varying
, var
->Name
, var
->Size
,
160 if (shProg
->Varying
->NumParameters
> ctx
->Const
.MaxVarying
) {
161 link_error(shProg
, "Too many varying variables");
165 /* Map varying[i] to varying[j].
166 * Note: the loop here takes care of arrays or large (sz>4) vars.
169 GLint sz
= var
->Size
;
171 inOutFlags
[firstVarying
+ j
] = var
->Flags
;
172 /*printf("Link varying from %d to %d\n", i, j);*/
176 i
--; /* go back one */
181 /* OK, now scan the program/shader instructions looking for varying vars,
182 * replacing the old index with the new index.
184 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
185 struct prog_instruction
*inst
= prog
->Instructions
+ i
;
188 if (inst
->DstReg
.File
== PROGRAM_VARYING
) {
189 inst
->DstReg
.File
= newFile
;
190 inst
->DstReg
.Index
= map
[ inst
->DstReg
.Index
] + firstVarying
;
193 for (j
= 0; j
< 3; j
++) {
194 if (inst
->SrcReg
[j
].File
== PROGRAM_VARYING
) {
195 inst
->SrcReg
[j
].File
= newFile
;
196 inst
->SrcReg
[j
].Index
= map
[ inst
->SrcReg
[j
].Index
] + firstVarying
;
203 /* these will get recomputed before linking is completed */
204 prog
->InputsRead
= 0x0;
205 prog
->OutputsWritten
= 0x0;
212 * Build the shProg->Uniforms list.
213 * This is basically a list/index of all uniforms found in either/both of
214 * the vertex and fragment shaders.
217 * Each uniform has two indexes, one that points into the vertex
218 * program's parameter array and another that points into the fragment
219 * program's parameter array. When the user changes a uniform's value
220 * we have to change the value in the vertex and/or fragment program's
223 * This function will be called twice to set up the two uniform->parameter
226 * If a uniform is only present in the vertex program OR fragment program
227 * then the fragment/vertex parameter index, respectively, will be -1.
230 link_uniform_vars(GLcontext
*ctx
,
231 struct gl_shader_program
*shProg
,
232 struct gl_program
*prog
,
235 GLuint samplerMap
[200]; /* max number of samplers declared, not used */
238 for (i
= 0; i
< prog
->Parameters
->NumParameters
; i
++) {
239 const struct gl_program_parameter
*p
= prog
->Parameters
->Parameters
+ i
;
242 * XXX FIX NEEDED HERE
243 * We should also be adding a uniform if p->Type == PROGRAM_STATE_VAR.
244 * For example, modelview matrix, light pos, etc.
245 * Also, we need to update the state-var name-generator code to
246 * generate GLSL-style names, like "gl_LightSource[0].position".
247 * Furthermore, we'll need to fix the state-var's size/datatype info.
250 if ((p
->Type
== PROGRAM_UNIFORM
|| p
->Type
== PROGRAM_SAMPLER
)
252 /* add this uniform, indexing into the target's Parameters list */
253 struct gl_uniform
*uniform
=
254 _mesa_append_uniform(shProg
->Uniforms
, p
->Name
, prog
->Target
, i
);
256 uniform
->Initialized
= p
->Initialized
;
259 /* The samplerMap[] table we build here is used to remap/re-index
260 * sampler references by TEX instructions.
262 if (p
->Type
== PROGRAM_SAMPLER
&& p
->Used
) {
263 /* Allocate a new sampler index */
264 GLuint oldSampNum
= (GLuint
) prog
->Parameters
->ParameterValues
[i
][0];
265 GLuint newSampNum
= *numSamplers
;
266 if (newSampNum
>= ctx
->Const
.MaxTextureImageUnits
) {
268 _mesa_sprintf(s
, "Too many texture samplers (%u, max is %u)",
269 newSampNum
, ctx
->Const
.MaxTextureImageUnits
);
270 link_error(shProg
, s
);
273 /* save old->new mapping in the table */
274 if (oldSampNum
< Elements(samplerMap
))
275 samplerMap
[oldSampNum
] = newSampNum
;
276 /* update parameter's sampler index */
277 prog
->Parameters
->ParameterValues
[i
][0] = (GLfloat
) newSampNum
;
282 /* OK, now scan the program/shader instructions looking for texture
283 * instructions using sampler vars. Replace old sampler indexes with
286 prog
->SamplersUsed
= 0x0;
287 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
288 struct prog_instruction
*inst
= prog
->Instructions
+ i
;
289 if (_mesa_is_tex_instruction(inst
->Opcode
)) {
290 const GLint oldSampNum
= inst
->TexSrcUnit
;
293 printf("====== remap sampler from %d to %d\n",
294 inst
->TexSrcUnit
, samplerMap
[ inst
->TexSrcUnit
]);
297 /* here, texUnit is really samplerUnit */
298 if (oldSampNum
< Elements(samplerMap
)) {
299 const GLuint newSampNum
= samplerMap
[oldSampNum
];
300 inst
->TexSrcUnit
= newSampNum
;
301 prog
->SamplerTargets
[newSampNum
] = inst
->TexSrcTarget
;
302 prog
->SamplersUsed
|= (1 << newSampNum
);
303 if (inst
->TexShadow
) {
304 prog
->ShadowSamplers
|= (1 << newSampNum
);
315 * Resolve binding of generic vertex attributes.
316 * For example, if the vertex shader declared "attribute vec4 foobar" we'll
317 * allocate a generic vertex attribute for "foobar" and plug that value into
318 * the vertex program instructions.
319 * But if the user called glBindAttributeLocation(), those bindings will
323 _slang_resolve_attributes(struct gl_shader_program
*shProg
,
324 const struct gl_program
*origProg
,
325 struct gl_program
*linkedProg
)
327 GLint attribMap
[MAX_VERTEX_GENERIC_ATTRIBS
];
329 GLbitfield usedAttributes
; /* generics only, not legacy attributes */
331 assert(origProg
!= linkedProg
);
332 assert(origProg
->Target
== GL_VERTEX_PROGRAM_ARB
);
333 assert(linkedProg
->Target
== GL_VERTEX_PROGRAM_ARB
);
335 if (!shProg
->Attributes
)
336 shProg
->Attributes
= _mesa_new_parameter_list();
338 if (linkedProg
->Attributes
) {
339 _mesa_free_parameter_list(linkedProg
->Attributes
);
341 linkedProg
->Attributes
= _mesa_new_parameter_list();
344 /* Build a bitmask indicating which attribute indexes have been
345 * explicitly bound by the user with glBindAttributeLocation().
347 usedAttributes
= 0x0;
348 for (i
= 0; i
< shProg
->Attributes
->NumParameters
; i
++) {
349 GLint attr
= shProg
->Attributes
->Parameters
[i
].StateIndexes
[0];
350 usedAttributes
|= (1 << attr
);
353 /* If gl_Vertex is used, that actually counts against the limit
354 * on generic vertex attributes. This avoids the ambiguity of
355 * whether glVertexAttrib4fv(0, v) sets legacy attribute 0 (vert pos)
356 * or generic attribute[0]. If gl_Vertex is used, we want the former.
358 if (origProg
->InputsRead
& VERT_BIT_POS
) {
359 usedAttributes
|= 0x1;
362 /* initialize the generic attribute map entries to -1 */
363 for (i
= 0; i
< MAX_VERTEX_GENERIC_ATTRIBS
; i
++) {
368 * Scan program for generic attribute references
370 for (i
= 0; i
< linkedProg
->NumInstructions
; i
++) {
371 struct prog_instruction
*inst
= linkedProg
->Instructions
+ i
;
372 for (j
= 0; j
< 3; j
++) {
373 if (inst
->SrcReg
[j
].File
== PROGRAM_INPUT
&&
374 inst
->SrcReg
[j
].Index
>= VERT_ATTRIB_GENERIC0
) {
376 * OK, we've found a generic vertex attribute reference.
378 const GLint k
= inst
->SrcReg
[j
].Index
- VERT_ATTRIB_GENERIC0
;
380 GLint attr
= attribMap
[k
];
383 /* Need to figure out attribute mapping now.
385 const char *name
= origProg
->Attributes
->Parameters
[k
].Name
;
386 const GLint size
= origProg
->Attributes
->Parameters
[k
].Size
;
387 const GLenum type
=origProg
->Attributes
->Parameters
[k
].DataType
;
390 /* See if there's a user-defined attribute binding for
393 index
= _mesa_lookup_parameter_index(shProg
->Attributes
,
396 /* Found a user-defined binding */
397 attr
= shProg
->Attributes
->Parameters
[index
].StateIndexes
[0];
400 /* No user-defined binding, choose our own attribute number.
401 * Start at 1 since generic attribute 0 always aliases
404 for (attr
= 0; attr
< MAX_VERTEX_GENERIC_ATTRIBS
; attr
++) {
405 if (((1 << attr
) & usedAttributes
) == 0)
408 if (attr
== MAX_VERTEX_GENERIC_ATTRIBS
) {
409 link_error(shProg
, "Too many vertex attributes");
413 /* mark this attribute as used */
414 usedAttributes
|= (1 << attr
);
419 /* Save the final name->attrib binding so it can be queried
420 * with glGetAttributeLocation().
422 _mesa_add_attribute(linkedProg
->Attributes
, name
,
428 /* update the instruction's src reg */
429 inst
->SrcReg
[j
].Index
= VERT_ATTRIB_GENERIC0
+ attr
;
439 * Scan program instructions to update the program's NumTemporaries field.
440 * Note: this implemenation relies on the code generator allocating
441 * temps in increasing order (0, 1, 2, ... ).
444 _slang_count_temporaries(struct gl_program
*prog
)
449 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
450 const struct prog_instruction
*inst
= prog
->Instructions
+ i
;
451 const GLuint numSrc
= _mesa_num_inst_src_regs(inst
->Opcode
);
452 for (j
= 0; j
< numSrc
; j
++) {
453 if (inst
->SrcReg
[j
].File
== PROGRAM_TEMPORARY
) {
454 if (maxIndex
< inst
->SrcReg
[j
].Index
)
455 maxIndex
= inst
->SrcReg
[j
].Index
;
457 if (inst
->DstReg
.File
== PROGRAM_TEMPORARY
) {
458 if (maxIndex
< (GLint
) inst
->DstReg
.Index
)
459 maxIndex
= inst
->DstReg
.Index
;
464 prog
->NumTemporaries
= (GLuint
) (maxIndex
+ 1);
469 * Scan program instructions to update the program's InputsRead and
470 * OutputsWritten fields.
473 _slang_update_inputs_outputs(struct gl_program
*prog
)
476 GLuint maxAddrReg
= 0;
478 prog
->InputsRead
= 0x0;
479 prog
->OutputsWritten
= 0x0;
481 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
482 const struct prog_instruction
*inst
= prog
->Instructions
+ i
;
483 const GLuint numSrc
= _mesa_num_inst_src_regs(inst
->Opcode
);
484 for (j
= 0; j
< numSrc
; j
++) {
485 if (inst
->SrcReg
[j
].File
== PROGRAM_INPUT
) {
486 prog
->InputsRead
|= 1 << inst
->SrcReg
[j
].Index
;
487 if (prog
->Target
== GL_FRAGMENT_PROGRAM_ARB
&&
488 inst
->SrcReg
[j
].Index
== FRAG_ATTRIB_FOGC
) {
489 /* The fragment shader FOGC input is used for fog,
490 * front-facing and sprite/point coord.
492 struct gl_fragment_program
*fp
= fragment_program(prog
);
493 const GLint swz
= GET_SWZ(inst
->SrcReg
[j
].Swizzle
, 0);
494 if (swz
== SWIZZLE_X
)
495 fp
->UsesFogFragCoord
= GL_TRUE
;
496 else if (swz
== SWIZZLE_Y
)
497 fp
->UsesFrontFacing
= GL_TRUE
;
498 else if (swz
== SWIZZLE_Z
|| swz
== SWIZZLE_W
)
499 fp
->UsesPointCoord
= GL_TRUE
;
502 else if (inst
->SrcReg
[j
].File
== PROGRAM_ADDRESS
) {
503 maxAddrReg
= MAX2(maxAddrReg
, (GLuint
) (inst
->SrcReg
[j
].Index
+ 1));
507 if (inst
->DstReg
.File
== PROGRAM_OUTPUT
) {
508 prog
->OutputsWritten
|= 1 << inst
->DstReg
.Index
;
509 if (inst
->DstReg
.RelAddr
) {
510 /* If the output attribute is indexed with relative addressing
511 * we know that it must be a varying or texcoord such as
512 * gl_TexCoord[i] = v; In this case, mark all the texcoords
513 * or varying outputs as being written. It's not an error if
514 * a vertex shader writes varying vars that aren't used by the
515 * fragment shader. But it is an error for a fragment shader
516 * to use varyings that are not written by the vertex shader.
518 if (prog
->Target
== GL_VERTEX_PROGRAM_ARB
) {
519 if (inst
->DstReg
.Index
== VERT_RESULT_TEX0
) {
520 /* mark all texcoord outputs as written */
521 const GLbitfield mask
=
522 ((1 << MAX_TEXTURE_COORD_UNITS
) - 1) << VERT_RESULT_TEX0
;
523 prog
->OutputsWritten
|= mask
;
525 else if (inst
->DstReg
.Index
== VERT_RESULT_VAR0
) {
526 /* mark all generic varying outputs as written */
527 const GLbitfield mask
=
528 ((1 << MAX_VARYING
) - 1) << VERT_RESULT_VAR0
;
529 prog
->OutputsWritten
|= mask
;
534 else if (inst
->DstReg
.File
== PROGRAM_ADDRESS
) {
535 maxAddrReg
= MAX2(maxAddrReg
, inst
->DstReg
.Index
+ 1);
538 prog
->NumAddressRegs
= maxAddrReg
;
546 * Return a new shader whose source code is the concatenation of
547 * all the shader sources of the given type.
549 static struct gl_shader
*
550 concat_shaders(struct gl_shader_program
*shProg
, GLenum shaderType
)
552 struct gl_shader
*newShader
;
553 const struct gl_shader
*firstShader
= NULL
;
554 GLuint shaderLengths
[100];
556 GLuint totalLen
= 0, len
= 0;
559 /* compute total size of new shader source code */
560 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
561 const struct gl_shader
*shader
= shProg
->Shaders
[i
];
562 if (shader
->Type
== shaderType
) {
563 shaderLengths
[i
] = _mesa_strlen(shader
->Source
);
564 totalLen
+= shaderLengths
[i
];
566 firstShader
= shader
;
573 source
= (GLchar
*) _mesa_malloc(totalLen
+ 1);
577 /* concatenate shaders */
578 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
579 const struct gl_shader
*shader
= shProg
->Shaders
[i
];
580 if (shader
->Type
== shaderType
) {
581 _mesa_memcpy(source
+ len
, shader
->Source
, shaderLengths
[i
]);
582 len
+= shaderLengths
[i
];
587 _mesa_printf("---NEW CONCATENATED SHADER---:\n%s\n------------\n", source);
590 newShader
= CALLOC_STRUCT(gl_shader
);
591 newShader
->Type
= shaderType
;
592 newShader
->Source
= source
;
593 newShader
->Pragmas
= firstShader
->Pragmas
;
600 * Search the shader program's list of shaders to find the one that
602 * This will involve shader concatenation and recompilation if needed.
604 static struct gl_shader
*
605 get_main_shader(GLcontext
*ctx
,
606 struct gl_shader_program
*shProg
, GLenum type
)
608 struct gl_shader
*shader
= NULL
;
612 * Look for a shader that defines main() and has no unresolved references.
614 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
615 shader
= shProg
->Shaders
[i
];
616 if (shader
->Type
== type
&&
618 !shader
->UnresolvedRefs
) {
625 * There must have been unresolved references during the original
626 * compilation. Try concatenating all the shaders of the given type
627 * and recompile that.
629 shader
= concat_shaders(shProg
, type
);
632 _slang_compile(ctx
, shader
);
634 /* Finally, check if recompiling failed */
635 if (!shader
->CompileStatus
||
637 shader
->UnresolvedRefs
) {
638 link_error(shProg
, "Unresolved symbols");
648 * Shader linker. Currently:
650 * 1. The last attached vertex shader and fragment shader are linked.
651 * 2. Varying vars in the two shaders are combined so their locations
652 * agree between the vertex and fragment stages. They're treated as
653 * vertex program output attribs and as fragment program input attribs.
654 * 3. The vertex and fragment programs are cloned and modified to update
655 * src/dst register references so they use the new, linked varying
659 _slang_link(GLcontext
*ctx
,
660 GLhandleARB programObj
,
661 struct gl_shader_program
*shProg
)
663 const struct gl_vertex_program
*vertProg
= NULL
;
664 const struct gl_fragment_program
*fragProg
= NULL
;
665 GLuint numSamplers
= 0;
668 _mesa_clear_shader_program_data(ctx
, shProg
);
670 /* Initialize LinkStatus to "success". Will be cleared if error. */
671 shProg
->LinkStatus
= GL_TRUE
;
673 /* check that all programs compiled successfully */
674 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
675 if (!shProg
->Shaders
[i
]->CompileStatus
) {
676 link_error(shProg
, "linking with uncompiled shader\n");
681 shProg
->Uniforms
= _mesa_new_uniform_list();
682 shProg
->Varying
= _mesa_new_parameter_list();
685 * Find the vertex and fragment shaders which define main()
688 struct gl_shader
*vertShader
, *fragShader
;
689 vertShader
= get_main_shader(ctx
, shProg
, GL_VERTEX_SHADER
);
690 fragShader
= get_main_shader(ctx
, shProg
, GL_FRAGMENT_SHADER
);
692 vertProg
= vertex_program(vertShader
->Program
);
694 fragProg
= fragment_program(fragShader
->Program
);
695 if (!shProg
->LinkStatus
)
700 /* must have both a vertex and fragment program for ES2 */
702 link_error(shProg
, "missing vertex shader\n");
706 link_error(shProg
, "missing fragment shader\n");
712 * Make copies of the vertex/fragment programs now since we'll be
713 * changing src/dst registers after merging the uniforms and varying vars.
715 _mesa_reference_vertprog(ctx
, &shProg
->VertexProgram
, NULL
);
717 struct gl_vertex_program
*linked_vprog
=
718 vertex_program(_mesa_clone_program(ctx
, &vertProg
->Base
));
719 shProg
->VertexProgram
= linked_vprog
; /* refcount OK */
720 /* vertex program ID not significant; just set Id for debugging purposes */
721 shProg
->VertexProgram
->Base
.Id
= shProg
->Name
;
722 ASSERT(shProg
->VertexProgram
->Base
.RefCount
== 1);
725 _mesa_reference_fragprog(ctx
, &shProg
->FragmentProgram
, NULL
);
727 struct gl_fragment_program
*linked_fprog
=
728 fragment_program(_mesa_clone_program(ctx
, &fragProg
->Base
));
729 shProg
->FragmentProgram
= linked_fprog
; /* refcount OK */
730 /* vertex program ID not significant; just set Id for debugging purposes */
731 shProg
->FragmentProgram
->Base
.Id
= shProg
->Name
;
732 ASSERT(shProg
->FragmentProgram
->Base
.RefCount
== 1);
735 /* link varying vars */
736 if (shProg
->VertexProgram
) {
737 if (!link_varying_vars(ctx
, shProg
, &shProg
->VertexProgram
->Base
))
740 if (shProg
->FragmentProgram
) {
741 if (!link_varying_vars(ctx
, shProg
, &shProg
->FragmentProgram
->Base
))
745 /* link uniform vars */
746 if (shProg
->VertexProgram
) {
747 if (!link_uniform_vars(ctx
, shProg
, &shProg
->VertexProgram
->Base
,
752 if (shProg
->FragmentProgram
) {
753 if (!link_uniform_vars(ctx
, shProg
, &shProg
->FragmentProgram
->Base
,
759 /*_mesa_print_uniforms(shProg->Uniforms);*/
761 if (shProg
->VertexProgram
) {
762 if (!_slang_resolve_attributes(shProg
, &vertProg
->Base
,
763 &shProg
->VertexProgram
->Base
)) {
768 if (shProg
->VertexProgram
) {
769 _slang_update_inputs_outputs(&shProg
->VertexProgram
->Base
);
770 _slang_count_temporaries(&shProg
->VertexProgram
->Base
);
771 if (!(shProg
->VertexProgram
->Base
.OutputsWritten
& (1 << VERT_RESULT_HPOS
))) {
772 /* the vertex program did not compute a vertex position */
774 "gl_Position was not written by vertex shader\n");
778 if (shProg
->FragmentProgram
) {
779 _slang_count_temporaries(&shProg
->FragmentProgram
->Base
);
780 _slang_update_inputs_outputs(&shProg
->FragmentProgram
->Base
);
783 /* Check that all the varying vars needed by the fragment shader are
784 * actually produced by the vertex shader.
786 if (shProg
->FragmentProgram
) {
787 const GLbitfield varyingRead
788 = shProg
->FragmentProgram
->Base
.InputsRead
>> FRAG_ATTRIB_VAR0
;
789 const GLbitfield varyingWritten
= shProg
->VertexProgram
?
790 shProg
->VertexProgram
->Base
.OutputsWritten
>> VERT_RESULT_VAR0
: 0x0;
791 if ((varyingRead
& varyingWritten
) != varyingRead
) {
793 "Fragment program using varying vars not written by vertex shader\n");
798 /* check that gl_FragColor and gl_FragData are not both written to */
799 if (shProg
->FragmentProgram
) {
800 GLbitfield outputsWritten
= shProg
->FragmentProgram
->Base
.OutputsWritten
;
801 if ((outputsWritten
& ((1 << FRAG_RESULT_COLOR
))) &&
802 (outputsWritten
>= (1 << FRAG_RESULT_DATA0
))) {
803 link_error(shProg
, "Fragment program cannot write both gl_FragColor"
804 " and gl_FragData[].\n");
810 if (fragProg
&& shProg
->FragmentProgram
) {
811 /* Compute initial program's TexturesUsed info */
812 _mesa_update_shader_textures_used(&shProg
->FragmentProgram
->Base
);
814 /* notify driver that a new fragment program has been compiled/linked */
815 ctx
->Driver
.ProgramStringNotify(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
816 &shProg
->FragmentProgram
->Base
);
817 if (ctx
->Shader
.Flags
& GLSL_DUMP
) {
818 _mesa_printf("Mesa pre-link fragment program:\n");
819 _mesa_print_program(&fragProg
->Base
);
820 _mesa_print_program_parameters(ctx
, &fragProg
->Base
);
822 _mesa_printf("Mesa post-link fragment program:\n");
823 _mesa_print_program(&shProg
->FragmentProgram
->Base
);
824 _mesa_print_program_parameters(ctx
, &shProg
->FragmentProgram
->Base
);
828 if (vertProg
&& shProg
->VertexProgram
) {
829 /* Compute initial program's TexturesUsed info */
830 _mesa_update_shader_textures_used(&shProg
->VertexProgram
->Base
);
832 /* notify driver that a new vertex program has been compiled/linked */
833 ctx
->Driver
.ProgramStringNotify(ctx
, GL_VERTEX_PROGRAM_ARB
,
834 &shProg
->VertexProgram
->Base
);
835 if (ctx
->Shader
.Flags
& GLSL_DUMP
) {
836 _mesa_printf("Mesa pre-link vertex program:\n");
837 _mesa_print_program(&vertProg
->Base
);
838 _mesa_print_program_parameters(ctx
, &vertProg
->Base
);
840 _mesa_printf("Mesa post-link vertex program:\n");
841 _mesa_print_program(&shProg
->VertexProgram
->Base
);
842 _mesa_print_program_parameters(ctx
, &shProg
->VertexProgram
->Base
);
848 if (shProg
->VertexProgram
)
849 _mesa_postprocess_program(ctx
, &shProg
->VertexProgram
->Base
);
850 if (shProg
->FragmentProgram
)
851 _mesa_postprocess_program(ctx
, &shProg
->FragmentProgram
->Base
);
854 if (ctx
->Shader
.Flags
& GLSL_DUMP
) {
855 _mesa_printf("Varying vars:\n");
856 _mesa_print_parameter_list(shProg
->Varying
);
857 if (shProg
->InfoLog
) {
858 _mesa_printf("Info Log: %s\n", shProg
->InfoLog
);
862 shProg
->LinkStatus
= (shProg
->VertexProgram
|| shProg
->FragmentProgram
);