Replace _mesa_malloc, _mesa_calloc and _mesa_free with plain libc versions
[mesa.git] / src / mesa / shader / slang / slang_link.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
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:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
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.
24 */
25
26 /**
27 * \file slang_link.c
28 * GLSL linker
29 * \author Brian Paul
30 */
31
32 #include "main/imports.h"
33 #include "main/context.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_builtin.h"
43 #include "slang_link.h"
44
45
46 /** cast wrapper */
47 static struct gl_vertex_program *
48 vertex_program(struct gl_program *prog)
49 {
50 assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
51 return (struct gl_vertex_program *) prog;
52 }
53
54
55 /** cast wrapper */
56 static struct gl_fragment_program *
57 fragment_program(struct gl_program *prog)
58 {
59 assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
60 return (struct gl_fragment_program *) prog;
61 }
62
63
64 /**
65 * Record a linking error.
66 */
67 static void
68 link_error(struct gl_shader_program *shProg, const char *msg)
69 {
70 if (shProg->InfoLog) {
71 free(shProg->InfoLog);
72 }
73 shProg->InfoLog = _mesa_strdup(msg);
74 shProg->LinkStatus = GL_FALSE;
75 }
76
77
78
79 /**
80 * Check if the given bit is either set or clear in both bitfields.
81 */
82 static GLboolean
83 bits_agree(GLbitfield flags1, GLbitfield flags2, GLbitfield bit)
84 {
85 return (flags1 & bit) == (flags2 & bit);
86 }
87
88
89 /**
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
95 * fragment shader.
96 * This is also where we set program Input/OutputFlags to indicate
97 * which inputs are centroid-sampled, invariant, etc.
98 */
99 static GLboolean
100 link_varying_vars(GLcontext *ctx,
101 struct gl_shader_program *shProg, struct gl_program *prog)
102 {
103 GLuint *map, i, firstVarying, newFile;
104 GLbitfield *inOutFlags;
105
106 map = (GLuint *) malloc(prog->Varying->NumParameters * sizeof(GLuint));
107 if (!map)
108 return GL_FALSE;
109
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.
114 */
115 if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
116 firstVarying = VERT_RESULT_VAR0;
117 newFile = PROGRAM_OUTPUT;
118 inOutFlags = prog->OutputFlags;
119 }
120 else {
121 assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
122 firstVarying = FRAG_ATTRIB_VAR0;
123 newFile = PROGRAM_INPUT;
124 inOutFlags = prog->InputFlags;
125 }
126
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);
131 if (j >= 0) {
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");
137 free(map);
138 return GL_FALSE;
139 }
140 if (!bits_agree(var->Flags, v->Flags, PROG_PARAM_BIT_CENTROID)) {
141 char msg[100];
142 _mesa_snprintf(msg, sizeof(msg),
143 "centroid modifier mismatch for '%s'", var->Name);
144 link_error(shProg, msg);
145 free(map);
146 return GL_FALSE;
147 }
148 if (!bits_agree(var->Flags, v->Flags, PROG_PARAM_BIT_INVARIANT)) {
149 char msg[100];
150 _mesa_snprintf(msg, sizeof(msg),
151 "invariant modifier mismatch for '%s'", var->Name);
152 link_error(shProg, msg);
153 free(map);
154 return GL_FALSE;
155 }
156 }
157 else {
158 /* not already in linked list */
159 j = _mesa_add_varying(shProg->Varying, var->Name, var->Size,
160 var->Flags);
161 }
162
163 if (shProg->Varying->NumParameters > ctx->Const.MaxVarying) {
164 link_error(shProg, "Too many varying variables");
165 free(map);
166 return GL_FALSE;
167 }
168
169 /* Map varying[i] to varying[j].
170 * Note: the loop here takes care of arrays or large (sz>4) vars.
171 */
172 {
173 GLint sz = var->Size;
174 while (sz > 0) {
175 inOutFlags[firstVarying + j] = var->Flags;
176 /*printf("Link varying from %d to %d\n", i, j);*/
177 map[i++] = j++;
178 sz -= 4;
179 }
180 i--; /* go back one */
181 }
182 }
183
184
185 /* OK, now scan the program/shader instructions looking for varying vars,
186 * replacing the old index with the new index.
187 */
188 for (i = 0; i < prog->NumInstructions; i++) {
189 struct prog_instruction *inst = prog->Instructions + i;
190 GLuint j;
191
192 if (inst->DstReg.File == PROGRAM_VARYING) {
193 inst->DstReg.File = newFile;
194 inst->DstReg.Index = map[ inst->DstReg.Index ] + firstVarying;
195 }
196
197 for (j = 0; j < 3; j++) {
198 if (inst->SrcReg[j].File == PROGRAM_VARYING) {
199 inst->SrcReg[j].File = newFile;
200 inst->SrcReg[j].Index = map[ inst->SrcReg[j].Index ] + firstVarying;
201 }
202 }
203 }
204
205 free(map);
206
207 /* these will get recomputed before linking is completed */
208 prog->InputsRead = 0x0;
209 prog->OutputsWritten = 0x0;
210
211 return GL_TRUE;
212 }
213
214
215 /**
216 * Build the shProg->Uniforms list.
217 * This is basically a list/index of all uniforms found in either/both of
218 * the vertex and fragment shaders.
219 *
220 * About uniforms:
221 * Each uniform has two indexes, one that points into the vertex
222 * program's parameter array and another that points into the fragment
223 * program's parameter array. When the user changes a uniform's value
224 * we have to change the value in the vertex and/or fragment program's
225 * parameter array.
226 *
227 * This function will be called twice to set up the two uniform->parameter
228 * mappings.
229 *
230 * If a uniform is only present in the vertex program OR fragment program
231 * then the fragment/vertex parameter index, respectively, will be -1.
232 */
233 static GLboolean
234 link_uniform_vars(GLcontext *ctx,
235 struct gl_shader_program *shProg,
236 struct gl_program *prog,
237 GLuint *numSamplers)
238 {
239 GLuint samplerMap[200]; /* max number of samplers declared, not used */
240 GLuint i;
241
242 for (i = 0; i < prog->Parameters->NumParameters; i++) {
243 const struct gl_program_parameter *p = prog->Parameters->Parameters + i;
244
245 /*
246 * XXX FIX NEEDED HERE
247 * We should also be adding a uniform if p->Type == PROGRAM_STATE_VAR.
248 * For example, modelview matrix, light pos, etc.
249 * Also, we need to update the state-var name-generator code to
250 * generate GLSL-style names, like "gl_LightSource[0].position".
251 * Furthermore, we'll need to fix the state-var's size/datatype info.
252 */
253
254 if ((p->Type == PROGRAM_UNIFORM || p->Type == PROGRAM_SAMPLER)
255 && p->Used) {
256 /* add this uniform, indexing into the target's Parameters list */
257 struct gl_uniform *uniform =
258 _mesa_append_uniform(shProg->Uniforms, p->Name, prog->Target, i);
259 if (uniform)
260 uniform->Initialized = p->Initialized;
261 }
262
263 /* The samplerMap[] table we build here is used to remap/re-index
264 * sampler references by TEX instructions.
265 */
266 if (p->Type == PROGRAM_SAMPLER && p->Used) {
267 /* Allocate a new sampler index */
268 GLuint oldSampNum = (GLuint) prog->Parameters->ParameterValues[i][0];
269 GLuint newSampNum = *numSamplers;
270 if (newSampNum >= ctx->Const.MaxTextureImageUnits) {
271 char s[100];
272 _mesa_sprintf(s, "Too many texture samplers (%u, max is %u)",
273 newSampNum, ctx->Const.MaxTextureImageUnits);
274 link_error(shProg, s);
275 return GL_FALSE;
276 }
277 /* save old->new mapping in the table */
278 if (oldSampNum < Elements(samplerMap))
279 samplerMap[oldSampNum] = newSampNum;
280 /* update parameter's sampler index */
281 prog->Parameters->ParameterValues[i][0] = (GLfloat) newSampNum;
282 (*numSamplers)++;
283 }
284 }
285
286 /* OK, now scan the program/shader instructions looking for texture
287 * instructions using sampler vars. Replace old sampler indexes with
288 * new ones.
289 */
290 prog->SamplersUsed = 0x0;
291 for (i = 0; i < prog->NumInstructions; i++) {
292 struct prog_instruction *inst = prog->Instructions + i;
293 if (_mesa_is_tex_instruction(inst->Opcode)) {
294 /* here, inst->TexSrcUnit is really the sampler unit */
295 const GLint oldSampNum = inst->TexSrcUnit;
296
297 #if 0
298 printf("====== remap sampler from %d to %d\n",
299 inst->TexSrcUnit, samplerMap[ inst->TexSrcUnit ]);
300 #endif
301
302 if (oldSampNum < Elements(samplerMap)) {
303 const GLuint newSampNum = samplerMap[oldSampNum];
304 inst->TexSrcUnit = newSampNum;
305 prog->SamplerTargets[newSampNum] = inst->TexSrcTarget;
306 prog->SamplersUsed |= (1 << newSampNum);
307 if (inst->TexShadow) {
308 prog->ShadowSamplers |= (1 << newSampNum);
309 }
310 }
311 }
312 }
313
314 return GL_TRUE;
315 }
316
317
318 /**
319 * Resolve binding of generic vertex attributes.
320 * For example, if the vertex shader declared "attribute vec4 foobar" we'll
321 * allocate a generic vertex attribute for "foobar" and plug that value into
322 * the vertex program instructions.
323 * But if the user called glBindAttributeLocation(), those bindings will
324 * have priority.
325 */
326 static GLboolean
327 _slang_resolve_attributes(struct gl_shader_program *shProg,
328 const struct gl_program *origProg,
329 struct gl_program *linkedProg)
330 {
331 GLint attribMap[MAX_VERTEX_GENERIC_ATTRIBS];
332 GLuint i, j;
333 GLbitfield usedAttributes; /* generics only, not legacy attributes */
334 GLbitfield inputsRead = 0x0;
335
336 assert(origProg != linkedProg);
337 assert(origProg->Target == GL_VERTEX_PROGRAM_ARB);
338 assert(linkedProg->Target == GL_VERTEX_PROGRAM_ARB);
339
340 if (!shProg->Attributes)
341 shProg->Attributes = _mesa_new_parameter_list();
342
343 if (linkedProg->Attributes) {
344 _mesa_free_parameter_list(linkedProg->Attributes);
345 }
346 linkedProg->Attributes = _mesa_new_parameter_list();
347
348
349 /* Build a bitmask indicating which attribute indexes have been
350 * explicitly bound by the user with glBindAttributeLocation().
351 */
352 usedAttributes = 0x0;
353 for (i = 0; i < shProg->Attributes->NumParameters; i++) {
354 GLint attr = shProg->Attributes->Parameters[i].StateIndexes[0];
355 usedAttributes |= (1 << attr);
356 }
357
358 /* If gl_Vertex is used, that actually counts against the limit
359 * on generic vertex attributes. This avoids the ambiguity of
360 * whether glVertexAttrib4fv(0, v) sets legacy attribute 0 (vert pos)
361 * or generic attribute[0]. If gl_Vertex is used, we want the former.
362 */
363 if (origProg->InputsRead & VERT_BIT_POS) {
364 usedAttributes |= 0x1;
365 }
366
367 /* initialize the generic attribute map entries to -1 */
368 for (i = 0; i < MAX_VERTEX_GENERIC_ATTRIBS; i++) {
369 attribMap[i] = -1;
370 }
371
372 /*
373 * Scan program for generic attribute references
374 */
375 for (i = 0; i < linkedProg->NumInstructions; i++) {
376 struct prog_instruction *inst = linkedProg->Instructions + i;
377 for (j = 0; j < 3; j++) {
378 if (inst->SrcReg[j].File == PROGRAM_INPUT) {
379 inputsRead |= (1 << inst->SrcReg[j].Index);
380 }
381
382 if (inst->SrcReg[j].File == PROGRAM_INPUT &&
383 inst->SrcReg[j].Index >= VERT_ATTRIB_GENERIC0) {
384 /*
385 * OK, we've found a generic vertex attribute reference.
386 */
387 const GLint k = inst->SrcReg[j].Index - VERT_ATTRIB_GENERIC0;
388
389 GLint attr = attribMap[k];
390
391 if (attr < 0) {
392 /* Need to figure out attribute mapping now.
393 */
394 const char *name = origProg->Attributes->Parameters[k].Name;
395 const GLint size = origProg->Attributes->Parameters[k].Size;
396 const GLenum type =origProg->Attributes->Parameters[k].DataType;
397 GLint index;
398
399 /* See if there's a user-defined attribute binding for
400 * this name.
401 */
402 index = _mesa_lookup_parameter_index(shProg->Attributes,
403 -1, name);
404 if (index >= 0) {
405 /* Found a user-defined binding */
406 attr = shProg->Attributes->Parameters[index].StateIndexes[0];
407 }
408 else {
409 /* No user-defined binding, choose our own attribute number.
410 * Start at 1 since generic attribute 0 always aliases
411 * glVertex/position.
412 */
413 for (attr = 0; attr < MAX_VERTEX_GENERIC_ATTRIBS; attr++) {
414 if (((1 << attr) & usedAttributes) == 0)
415 break;
416 }
417 if (attr == MAX_VERTEX_GENERIC_ATTRIBS) {
418 link_error(shProg, "Too many vertex attributes");
419 return GL_FALSE;
420 }
421
422 /* mark this attribute as used */
423 usedAttributes |= (1 << attr);
424 }
425
426 attribMap[k] = attr;
427
428 /* Save the final name->attrib binding so it can be queried
429 * with glGetAttributeLocation().
430 */
431 _mesa_add_attribute(linkedProg->Attributes, name,
432 size, type, attr);
433 }
434
435 assert(attr >= 0);
436
437 /* update the instruction's src reg */
438 inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + attr;
439 }
440 }
441 }
442
443 /* Handle pre-defined attributes here (gl_Vertex, gl_Normal, etc).
444 * When the user queries the active attributes we need to include both
445 * the user-defined attributes and the built-in ones.
446 */
447 for (i = VERT_ATTRIB_POS; i < VERT_ATTRIB_GENERIC0; i++) {
448 if (inputsRead & (1 << i)) {
449 _mesa_add_attribute(linkedProg->Attributes,
450 _slang_vert_attrib_name(i),
451 4, /* size in floats */
452 _slang_vert_attrib_type(i),
453 -1 /* attrib/input */);
454 }
455 }
456
457 return GL_TRUE;
458 }
459
460
461 /**
462 * Scan program instructions to update the program's NumTemporaries field.
463 * Note: this implemenation relies on the code generator allocating
464 * temps in increasing order (0, 1, 2, ... ).
465 */
466 static void
467 _slang_count_temporaries(struct gl_program *prog)
468 {
469 GLuint i, j;
470 GLint maxIndex = -1;
471
472 for (i = 0; i < prog->NumInstructions; i++) {
473 const struct prog_instruction *inst = prog->Instructions + i;
474 const GLuint numSrc = _mesa_num_inst_src_regs(inst->Opcode);
475 for (j = 0; j < numSrc; j++) {
476 if (inst->SrcReg[j].File == PROGRAM_TEMPORARY) {
477 if (maxIndex < inst->SrcReg[j].Index)
478 maxIndex = inst->SrcReg[j].Index;
479 }
480 if (inst->DstReg.File == PROGRAM_TEMPORARY) {
481 if (maxIndex < (GLint) inst->DstReg.Index)
482 maxIndex = inst->DstReg.Index;
483 }
484 }
485 }
486
487 prog->NumTemporaries = (GLuint) (maxIndex + 1);
488 }
489
490
491 /**
492 * Scan program instructions to update the program's InputsRead and
493 * OutputsWritten fields.
494 */
495 static void
496 _slang_update_inputs_outputs(struct gl_program *prog)
497 {
498 GLuint i, j;
499 GLuint maxAddrReg = 0;
500
501 prog->InputsRead = 0x0;
502 prog->OutputsWritten = 0x0;
503
504 for (i = 0; i < prog->NumInstructions; i++) {
505 const struct prog_instruction *inst = prog->Instructions + i;
506 const GLuint numSrc = _mesa_num_inst_src_regs(inst->Opcode);
507 for (j = 0; j < numSrc; j++) {
508 if (inst->SrcReg[j].File == PROGRAM_INPUT) {
509 prog->InputsRead |= 1 << inst->SrcReg[j].Index;
510 }
511 else if (inst->SrcReg[j].File == PROGRAM_ADDRESS) {
512 maxAddrReg = MAX2(maxAddrReg, (GLuint) (inst->SrcReg[j].Index + 1));
513 }
514 }
515
516 if (inst->DstReg.File == PROGRAM_OUTPUT) {
517 prog->OutputsWritten |= BITFIELD64_BIT(inst->DstReg.Index);
518 if (inst->DstReg.RelAddr) {
519 /* If the output attribute is indexed with relative addressing
520 * we know that it must be a varying or texcoord such as
521 * gl_TexCoord[i] = v; In this case, mark all the texcoords
522 * or varying outputs as being written. It's not an error if
523 * a vertex shader writes varying vars that aren't used by the
524 * fragment shader. But it is an error for a fragment shader
525 * to use varyings that are not written by the vertex shader.
526 */
527 if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
528 if (inst->DstReg.Index == VERT_RESULT_TEX0) {
529 /* mark all texcoord outputs as written */
530 const GLbitfield64 mask =
531 BITFIELD64_RANGE(VERT_RESULT_TEX0,
532 (VERT_RESULT_TEX0
533 + MAX_TEXTURE_COORD_UNITS - 1));
534 prog->OutputsWritten |= mask;
535 }
536 else if (inst->DstReg.Index == VERT_RESULT_VAR0) {
537 /* mark all generic varying outputs as written */
538 const GLbitfield64 mask =
539 BITFIELD64_RANGE(VERT_RESULT_VAR0,
540 (VERT_RESULT_VAR0 + MAX_VARYING - 1));
541 prog->OutputsWritten |= mask;
542 }
543 }
544 }
545 }
546 else if (inst->DstReg.File == PROGRAM_ADDRESS) {
547 maxAddrReg = MAX2(maxAddrReg, inst->DstReg.Index + 1);
548 }
549 }
550 prog->NumAddressRegs = maxAddrReg;
551 }
552
553
554
555 /**
556 * Remove extra #version directives from the concatenated source string.
557 * Disable the extra ones by converting first two chars to //, a comment.
558 * This is a bit of hack to work around a preprocessor bug that only
559 * allows one #version directive per source.
560 */
561 static void
562 remove_extra_version_directives(GLchar *source)
563 {
564 GLuint verCount = 0;
565 while (1) {
566 char *ver = strstr(source, "#version");
567 if (ver) {
568 verCount++;
569 if (verCount > 1) {
570 ver[0] = '/';
571 ver[1] = '/';
572 }
573 source += 8;
574 }
575 else {
576 break;
577 }
578 }
579 }
580
581
582
583 /**
584 * Return a new shader whose source code is the concatenation of
585 * all the shader sources of the given type.
586 */
587 static struct gl_shader *
588 concat_shaders(struct gl_shader_program *shProg, GLenum shaderType)
589 {
590 struct gl_shader *newShader;
591 const struct gl_shader *firstShader = NULL;
592 GLuint *shaderLengths;
593 GLchar *source;
594 GLuint totalLen = 0, len = 0;
595 GLuint i;
596
597 shaderLengths = (GLuint *)malloc(shProg->NumShaders * sizeof(GLuint));
598 if (!shaderLengths) {
599 return NULL;
600 }
601
602 /* compute total size of new shader source code */
603 for (i = 0; i < shProg->NumShaders; i++) {
604 const struct gl_shader *shader = shProg->Shaders[i];
605 if (shader->Type == shaderType) {
606 shaderLengths[i] = strlen(shader->Source);
607 totalLen += shaderLengths[i];
608 if (!firstShader)
609 firstShader = shader;
610 }
611 }
612
613 if (totalLen == 0) {
614 free(shaderLengths);
615 return NULL;
616 }
617
618 source = (GLchar *) malloc(totalLen + 1);
619 if (!source) {
620 free(shaderLengths);
621 return NULL;
622 }
623
624 /* concatenate shaders */
625 for (i = 0; i < shProg->NumShaders; i++) {
626 const struct gl_shader *shader = shProg->Shaders[i];
627 if (shader->Type == shaderType) {
628 memcpy(source + len, shader->Source, shaderLengths[i]);
629 len += shaderLengths[i];
630 }
631 }
632 source[len] = '\0';
633 /*
634 _mesa_printf("---NEW CONCATENATED SHADER---:\n%s\n------------\n", source);
635 */
636
637 free(shaderLengths);
638
639 remove_extra_version_directives(source);
640
641 newShader = CALLOC_STRUCT(gl_shader);
642 if (!newShader) {
643 free(source);
644 return NULL;
645 }
646
647 newShader->Type = shaderType;
648 newShader->Source = source;
649 newShader->Pragmas = firstShader->Pragmas;
650
651 return newShader;
652 }
653
654
655 /**
656 * Search the shader program's list of shaders to find the one that
657 * defines main().
658 * This will involve shader concatenation and recompilation if needed.
659 */
660 static struct gl_shader *
661 get_main_shader(GLcontext *ctx,
662 struct gl_shader_program *shProg, GLenum type)
663 {
664 struct gl_shader *shader = NULL;
665 GLuint i;
666
667 /*
668 * Look for a shader that defines main() and has no unresolved references.
669 */
670 for (i = 0; i < shProg->NumShaders; i++) {
671 shader = shProg->Shaders[i];
672 if (shader->Type == type &&
673 shader->Main &&
674 !shader->UnresolvedRefs) {
675 /* All set! */
676 return shader;
677 }
678 }
679
680 /*
681 * There must have been unresolved references during the original
682 * compilation. Try concatenating all the shaders of the given type
683 * and recompile that.
684 */
685 shader = concat_shaders(shProg, type);
686
687 if (shader) {
688 _slang_compile(ctx, shader);
689
690 /* Finally, check if recompiling failed */
691 if (!shader->CompileStatus ||
692 !shader->Main ||
693 shader->UnresolvedRefs) {
694 link_error(shProg, "Unresolved symbols");
695 _mesa_free_shader(ctx, shader);
696 return NULL;
697 }
698 }
699
700 return shader;
701 }
702
703
704 /**
705 * Shader linker. Currently:
706 *
707 * 1. The last attached vertex shader and fragment shader are linked.
708 * 2. Varying vars in the two shaders are combined so their locations
709 * agree between the vertex and fragment stages. They're treated as
710 * vertex program output attribs and as fragment program input attribs.
711 * 3. The vertex and fragment programs are cloned and modified to update
712 * src/dst register references so they use the new, linked varying
713 * storage locations.
714 */
715 void
716 _slang_link(GLcontext *ctx,
717 GLhandleARB programObj,
718 struct gl_shader_program *shProg)
719 {
720 const struct gl_vertex_program *vertProg = NULL;
721 const struct gl_fragment_program *fragProg = NULL;
722 GLboolean vertNotify = GL_TRUE, fragNotify = GL_TRUE;
723 GLuint numSamplers = 0;
724 GLuint i;
725
726 _mesa_clear_shader_program_data(ctx, shProg);
727
728 /* Initialize LinkStatus to "success". Will be cleared if error. */
729 shProg->LinkStatus = GL_TRUE;
730
731 /* check that all programs compiled successfully */
732 for (i = 0; i < shProg->NumShaders; i++) {
733 if (!shProg->Shaders[i]->CompileStatus) {
734 link_error(shProg, "linking with uncompiled shader\n");
735 return;
736 }
737 }
738
739 shProg->Uniforms = _mesa_new_uniform_list();
740 shProg->Varying = _mesa_new_parameter_list();
741
742 /*
743 * Find the vertex and fragment shaders which define main()
744 */
745 {
746 struct gl_shader *vertShader, *fragShader;
747 vertShader = get_main_shader(ctx, shProg, GL_VERTEX_SHADER);
748 fragShader = get_main_shader(ctx, shProg, GL_FRAGMENT_SHADER);
749 if (vertShader)
750 vertProg = vertex_program(vertShader->Program);
751 if (fragShader)
752 fragProg = fragment_program(fragShader->Program);
753 if (!shProg->LinkStatus)
754 return;
755 }
756
757 #if FEATURE_es2_glsl
758 /* must have both a vertex and fragment program for ES2 */
759 if (!vertProg) {
760 link_error(shProg, "missing vertex shader\n");
761 return;
762 }
763 if (!fragProg) {
764 link_error(shProg, "missing fragment shader\n");
765 return;
766 }
767 #endif
768
769 /*
770 * Make copies of the vertex/fragment programs now since we'll be
771 * changing src/dst registers after merging the uniforms and varying vars.
772 */
773 _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
774 if (vertProg) {
775 struct gl_vertex_program *linked_vprog =
776 _mesa_clone_vertex_program(ctx, vertProg);
777 shProg->VertexProgram = linked_vprog; /* refcount OK */
778 /* vertex program ID not significant; just set Id for debugging purposes */
779 shProg->VertexProgram->Base.Id = shProg->Name;
780 ASSERT(shProg->VertexProgram->Base.RefCount == 1);
781 }
782
783 _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
784 if (fragProg) {
785 struct gl_fragment_program *linked_fprog =
786 _mesa_clone_fragment_program(ctx, fragProg);
787 shProg->FragmentProgram = linked_fprog; /* refcount OK */
788 /* vertex program ID not significant; just set Id for debugging purposes */
789 shProg->FragmentProgram->Base.Id = shProg->Name;
790 ASSERT(shProg->FragmentProgram->Base.RefCount == 1);
791 }
792
793 /* link varying vars */
794 if (shProg->VertexProgram) {
795 if (!link_varying_vars(ctx, shProg, &shProg->VertexProgram->Base))
796 return;
797 }
798 if (shProg->FragmentProgram) {
799 if (!link_varying_vars(ctx, shProg, &shProg->FragmentProgram->Base))
800 return;
801 }
802
803 /* link uniform vars */
804 if (shProg->VertexProgram) {
805 if (!link_uniform_vars(ctx, shProg, &shProg->VertexProgram->Base,
806 &numSamplers)) {
807 return;
808 }
809 }
810 if (shProg->FragmentProgram) {
811 if (!link_uniform_vars(ctx, shProg, &shProg->FragmentProgram->Base,
812 &numSamplers)) {
813 return;
814 }
815 }
816
817 /*_mesa_print_uniforms(shProg->Uniforms);*/
818
819 if (shProg->VertexProgram) {
820 if (!_slang_resolve_attributes(shProg, &vertProg->Base,
821 &shProg->VertexProgram->Base)) {
822 return;
823 }
824 }
825
826 if (shProg->VertexProgram) {
827 _slang_update_inputs_outputs(&shProg->VertexProgram->Base);
828 _slang_count_temporaries(&shProg->VertexProgram->Base);
829 if (!(shProg->VertexProgram->Base.OutputsWritten
830 & BITFIELD64_BIT(VERT_RESULT_HPOS))) {
831 /* the vertex program did not compute a vertex position */
832 link_error(shProg,
833 "gl_Position was not written by vertex shader\n");
834 return;
835 }
836 }
837 if (shProg->FragmentProgram) {
838 _slang_count_temporaries(&shProg->FragmentProgram->Base);
839 _slang_update_inputs_outputs(&shProg->FragmentProgram->Base);
840 }
841
842 /* Check that all the varying vars needed by the fragment shader are
843 * actually produced by the vertex shader.
844 */
845 if (shProg->FragmentProgram) {
846 const GLbitfield varyingRead
847 = shProg->FragmentProgram->Base.InputsRead >> FRAG_ATTRIB_VAR0;
848 const GLbitfield64 varyingWritten = shProg->VertexProgram ?
849 shProg->VertexProgram->Base.OutputsWritten >> VERT_RESULT_VAR0 : 0x0;
850 if ((varyingRead & varyingWritten) != varyingRead) {
851 link_error(shProg,
852 "Fragment program using varying vars not written by vertex shader\n");
853 return;
854 }
855 }
856
857 /* check that gl_FragColor and gl_FragData are not both written to */
858 if (shProg->FragmentProgram) {
859 const GLbitfield64 outputsWritten =
860 shProg->FragmentProgram->Base.OutputsWritten;
861 if ((outputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) &&
862 (outputsWritten >= BITFIELD64_BIT(FRAG_RESULT_DATA0))) {
863 link_error(shProg, "Fragment program cannot write both gl_FragColor"
864 " and gl_FragData[].\n");
865 return;
866 }
867 }
868
869
870 if (fragProg && shProg->FragmentProgram) {
871 /* Compute initial program's TexturesUsed info */
872 _mesa_update_shader_textures_used(&shProg->FragmentProgram->Base);
873
874 /* notify driver that a new fragment program has been compiled/linked */
875 vertNotify = ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
876 &shProg->FragmentProgram->Base);
877 if (ctx->Shader.Flags & GLSL_DUMP) {
878 _mesa_printf("Mesa pre-link fragment program:\n");
879 _mesa_print_program(&fragProg->Base);
880 _mesa_print_program_parameters(ctx, &fragProg->Base);
881
882 _mesa_printf("Mesa post-link fragment program:\n");
883 _mesa_print_program(&shProg->FragmentProgram->Base);
884 _mesa_print_program_parameters(ctx, &shProg->FragmentProgram->Base);
885 }
886 }
887
888 if (vertProg && shProg->VertexProgram) {
889 /* Compute initial program's TexturesUsed info */
890 _mesa_update_shader_textures_used(&shProg->VertexProgram->Base);
891
892 /* notify driver that a new vertex program has been compiled/linked */
893 fragNotify = ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB,
894 &shProg->VertexProgram->Base);
895 if (ctx->Shader.Flags & GLSL_DUMP) {
896 _mesa_printf("Mesa pre-link vertex program:\n");
897 _mesa_print_program(&vertProg->Base);
898 _mesa_print_program_parameters(ctx, &vertProg->Base);
899
900 _mesa_printf("Mesa post-link vertex program:\n");
901 _mesa_print_program(&shProg->VertexProgram->Base);
902 _mesa_print_program_parameters(ctx, &shProg->VertexProgram->Base);
903 }
904 }
905
906 /* Debug: */
907 if (0) {
908 if (shProg->VertexProgram)
909 _mesa_postprocess_program(ctx, &shProg->VertexProgram->Base);
910 if (shProg->FragmentProgram)
911 _mesa_postprocess_program(ctx, &shProg->FragmentProgram->Base);
912 }
913
914 if (ctx->Shader.Flags & GLSL_DUMP) {
915 _mesa_printf("Varying vars:\n");
916 _mesa_print_parameter_list(shProg->Varying);
917 if (shProg->InfoLog) {
918 _mesa_printf("Info Log: %s\n", shProg->InfoLog);
919 }
920 }
921
922 if (!vertNotify || !fragNotify) {
923 /* driver rejected one/both of the vertex/fragment programs */
924 link_error(shProg, "Vertex and/or fragment program rejected by driver\n");
925 }
926 else {
927 shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram);
928 }
929 }
930