2 * Mesa 3-D graphics library
5 * Copyright (C) 2008 Brian Paul All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
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"
46 static struct gl_vertex_program
*
47 vertex_program(struct gl_program
*prog
)
49 assert(prog
->Target
== GL_VERTEX_PROGRAM_ARB
);
50 return (struct gl_vertex_program
*) prog
;
55 static struct gl_fragment_program
*
56 fragment_program(struct gl_program
*prog
)
58 assert(prog
->Target
== GL_FRAGMENT_PROGRAM_ARB
);
59 return (struct gl_fragment_program
*) prog
;
64 * Record a linking error.
67 link_error(struct gl_shader_program
*shProg
, const char *msg
)
69 if (shProg
->InfoLog
) {
70 _mesa_free(shProg
->InfoLog
);
72 shProg
->InfoLog
= _mesa_strdup(msg
);
73 shProg
->LinkStatus
= GL_FALSE
;
79 * Check if the given bit is either set or clear in both bitfields.
82 bits_agree(GLbitfield flags1
, GLbitfield flags2
, GLbitfield bit
)
84 return (flags1
& bit
) == (flags2
& bit
);
89 * Linking varying vars involves rearranging varying vars so that the
90 * vertex program's output varyings matches the order of the fragment
91 * program's input varyings.
92 * We'll then rewrite instructions to replace PROGRAM_VARYING with either
93 * PROGRAM_INPUT or PROGRAM_OUTPUT depending on whether it's a vertex or
95 * This is also where we set program Input/OutputFlags to indicate
96 * which inputs are centroid-sampled, invariant, etc.
99 link_varying_vars(struct gl_shader_program
*shProg
, struct gl_program
*prog
)
101 GLuint
*map
, i
, firstVarying
, newFile
;
102 GLbitfield
*inOutFlags
;
104 map
= (GLuint
*) malloc(prog
->Varying
->NumParameters
* sizeof(GLuint
));
108 /* Varying variables are treated like other vertex program outputs
109 * (and like other fragment program inputs). The position of the
110 * first varying differs for vertex/fragment programs...
111 * Also, replace File=PROGRAM_VARYING with File=PROGRAM_INPUT/OUTPUT.
113 if (prog
->Target
== GL_VERTEX_PROGRAM_ARB
) {
114 firstVarying
= VERT_RESULT_VAR0
;
115 newFile
= PROGRAM_OUTPUT
;
116 inOutFlags
= prog
->OutputFlags
;
119 assert(prog
->Target
== GL_FRAGMENT_PROGRAM_ARB
);
120 firstVarying
= FRAG_ATTRIB_VAR0
;
121 newFile
= PROGRAM_INPUT
;
122 inOutFlags
= prog
->InputFlags
;
125 for (i
= 0; i
< prog
->Varying
->NumParameters
; i
++) {
126 /* see if this varying is in the linked varying list */
127 const struct gl_program_parameter
*var
= prog
->Varying
->Parameters
+ i
;
128 GLint j
= _mesa_lookup_parameter_index(shProg
->Varying
, -1, var
->Name
);
130 /* varying is already in list, do some error checking */
131 const struct gl_program_parameter
*v
=
132 &shProg
->Varying
->Parameters
[j
];
133 if (var
->Size
!= v
->Size
) {
134 link_error(shProg
, "mismatched varying variable types");
137 if (!bits_agree(var
->Flags
, v
->Flags
, PROG_PARAM_BIT_CENTROID
)) {
139 snprintf(msg
, sizeof(msg
),
140 "centroid modifier mismatch for '%s'", var
->Name
);
141 link_error(shProg
, msg
);
144 if (!bits_agree(var
->Flags
, v
->Flags
, PROG_PARAM_BIT_INVARIANT
)) {
146 snprintf(msg
, sizeof(msg
),
147 "invariant modifier mismatch for '%s'", var
->Name
);
148 link_error(shProg
, msg
);
153 /* not already in linked list */
154 j
= _mesa_add_varying(shProg
->Varying
, var
->Name
, var
->Size
,
158 /* Map varying[i] to varying[j].
159 * Plus, set prog->Input/OutputFlags[] as described above.
160 * Note: the loop here takes care of arrays or large (sz>4) vars.
163 GLint sz
= var
->Size
;
165 inOutFlags
[firstVarying
+ j
] = var
->Flags
;
166 /*printf("Link varying from %d to %d\n", i, j);*/
170 i
--; /* go back one */
175 /* OK, now scan the program/shader instructions looking for varying vars,
176 * replacing the old index with the new index.
178 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
179 struct prog_instruction
*inst
= prog
->Instructions
+ i
;
182 if (inst
->DstReg
.File
== PROGRAM_VARYING
) {
183 inst
->DstReg
.File
= newFile
;
184 inst
->DstReg
.Index
= map
[ inst
->DstReg
.Index
] + firstVarying
;
187 for (j
= 0; j
< 3; j
++) {
188 if (inst
->SrcReg
[j
].File
== PROGRAM_VARYING
) {
189 inst
->SrcReg
[j
].File
= newFile
;
190 inst
->SrcReg
[j
].Index
= map
[ inst
->SrcReg
[j
].Index
] + firstVarying
;
197 /* these will get recomputed before linking is completed */
198 prog
->InputsRead
= 0x0;
199 prog
->OutputsWritten
= 0x0;
206 * Build the shProg->Uniforms list.
207 * This is basically a list/index of all uniforms found in either/both of
208 * the vertex and fragment shaders.
211 link_uniform_vars(struct gl_shader_program
*shProg
,
212 struct gl_program
*prog
,
215 GLuint samplerMap
[MAX_SAMPLERS
];
218 for (i
= 0; i
< prog
->Parameters
->NumParameters
; i
++) {
219 const struct gl_program_parameter
*p
= prog
->Parameters
->Parameters
+ i
;
222 * XXX FIX NEEDED HERE
223 * We should also be adding a uniform if p->Type == PROGRAM_STATE_VAR.
224 * For example, modelview matrix, light pos, etc.
225 * Also, we need to update the state-var name-generator code to
226 * generate GLSL-style names, like "gl_LightSource[0].position".
227 * Furthermore, we'll need to fix the state-var's size/datatype info.
230 if ((p
->Type
== PROGRAM_UNIFORM
&& p
->Used
) ||
231 p
->Type
== PROGRAM_SAMPLER
) {
232 struct gl_uniform
*uniform
=
233 _mesa_append_uniform(shProg
->Uniforms
, p
->Name
, prog
->Target
, i
);
235 uniform
->Initialized
= p
->Initialized
;
238 if (p
->Type
== PROGRAM_SAMPLER
) {
239 /* Allocate a new sampler index */
240 GLuint sampNum
= *numSamplers
;
241 GLuint oldSampNum
= (GLuint
) prog
->Parameters
->ParameterValues
[i
][0];
242 assert(oldSampNum
< MAX_SAMPLERS
);
243 samplerMap
[oldSampNum
] = sampNum
;
249 /* OK, now scan the program/shader instructions looking for sampler vars,
250 * replacing the old index with the new index.
252 prog
->SamplersUsed
= 0x0;
253 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
254 struct prog_instruction
*inst
= prog
->Instructions
+ i
;
255 if (_mesa_is_tex_instruction(inst
->Opcode
)) {
257 printf("====== remap sampler from %d to %d\n",
258 inst->Sampler, map[ inst->Sampler ]);
260 /* here, texUnit is really samplerUnit */
261 assert(inst
->TexSrcUnit
< MAX_SAMPLERS
);
262 inst
->TexSrcUnit
= samplerMap
[inst
->TexSrcUnit
];
263 prog
->SamplerTargets
[inst
->TexSrcUnit
] = inst
->TexSrcTarget
;
264 prog
->SamplersUsed
|= (1 << inst
->TexSrcUnit
);
272 * Resolve binding of generic vertex attributes.
273 * For example, if the vertex shader declared "attribute vec4 foobar" we'll
274 * allocate a generic vertex attribute for "foobar" and plug that value into
275 * the vertex program instructions.
276 * But if the user called glBindAttributeLocation(), those bindings will
280 _slang_resolve_attributes(struct gl_shader_program
*shProg
,
281 const struct gl_program
*origProg
,
282 struct gl_program
*linkedProg
)
284 GLint attribMap
[MAX_VERTEX_ATTRIBS
];
286 GLbitfield usedAttributes
;
288 assert(origProg
!= linkedProg
);
289 assert(origProg
->Target
== GL_VERTEX_PROGRAM_ARB
);
290 assert(linkedProg
->Target
== GL_VERTEX_PROGRAM_ARB
);
292 if (!shProg
->Attributes
)
293 shProg
->Attributes
= _mesa_new_parameter_list();
295 if (linkedProg
->Attributes
) {
296 _mesa_free_parameter_list(linkedProg
->Attributes
);
298 linkedProg
->Attributes
= _mesa_new_parameter_list();
301 /* Build a bitmask indicating which attribute indexes have been
302 * explicitly bound by the user with glBindAttributeLocation().
304 usedAttributes
= 0x0;
305 for (i
= 0; i
< shProg
->Attributes
->NumParameters
; i
++) {
306 GLint attr
= shProg
->Attributes
->Parameters
[i
].StateIndexes
[0];
307 usedAttributes
|= (1 << attr
);
310 /* initialize the generic attribute map entries to -1 */
311 for (i
= 0; i
< MAX_VERTEX_ATTRIBS
; i
++) {
316 * Scan program for generic attribute references
318 for (i
= 0; i
< linkedProg
->NumInstructions
; i
++) {
319 struct prog_instruction
*inst
= linkedProg
->Instructions
+ i
;
320 for (j
= 0; j
< 3; j
++) {
321 if (inst
->SrcReg
[j
].File
== PROGRAM_INPUT
&&
322 inst
->SrcReg
[j
].Index
>= VERT_ATTRIB_GENERIC0
) {
324 * OK, we've found a generic vertex attribute reference.
326 const GLint k
= inst
->SrcReg
[j
].Index
- VERT_ATTRIB_GENERIC0
;
328 GLint attr
= attribMap
[k
];
331 /* Need to figure out attribute mapping now.
333 const char *name
= origProg
->Attributes
->Parameters
[k
].Name
;
334 const GLint size
= origProg
->Attributes
->Parameters
[k
].Size
;
335 const GLenum type
=origProg
->Attributes
->Parameters
[k
].DataType
;
338 /* See if there's a user-defined attribute binding for
341 index
= _mesa_lookup_parameter_index(shProg
->Attributes
,
344 /* Found a user-defined binding */
345 attr
= shProg
->Attributes
->Parameters
[index
].StateIndexes
[0];
348 /* No user-defined binding, choose our own attribute number.
349 * Start at 1 since generic attribute 0 always aliases
352 for (attr
= 1; attr
< MAX_VERTEX_ATTRIBS
; attr
++) {
353 if (((1 << attr
) & usedAttributes
) == 0)
356 if (attr
== MAX_VERTEX_ATTRIBS
) {
357 link_error(shProg
, "Too many vertex attributes");
361 /* mark this attribute as used */
362 usedAttributes
|= (1 << attr
);
367 /* Save the final name->attrib binding so it can be queried
368 * with glGetAttributeLocation().
370 _mesa_add_attribute(linkedProg
->Attributes
, name
,
376 /* update the instruction's src reg */
377 inst
->SrcReg
[j
].Index
= VERT_ATTRIB_GENERIC0
+ attr
;
387 * Scan program instructions to update the program's NumTemporaries field.
388 * Note: this implemenation relies on the code generator allocating
389 * temps in increasing order (0, 1, 2, ... ).
392 _slang_count_temporaries(struct gl_program
*prog
)
397 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
398 const struct prog_instruction
*inst
= prog
->Instructions
+ i
;
399 const GLuint numSrc
= _mesa_num_inst_src_regs(inst
->Opcode
);
400 for (j
= 0; j
< numSrc
; j
++) {
401 if (inst
->SrcReg
[j
].File
== PROGRAM_TEMPORARY
) {
402 if (maxIndex
< inst
->SrcReg
[j
].Index
)
403 maxIndex
= inst
->SrcReg
[j
].Index
;
405 if (inst
->DstReg
.File
== PROGRAM_TEMPORARY
) {
406 if (maxIndex
< (GLint
) inst
->DstReg
.Index
)
407 maxIndex
= inst
->DstReg
.Index
;
412 prog
->NumTemporaries
= (GLuint
) (maxIndex
+ 1);
417 * Scan program instructions to update the program's InputsRead and
418 * OutputsWritten fields.
421 _slang_update_inputs_outputs(struct gl_program
*prog
)
424 GLuint maxAddrReg
= 0;
426 prog
->InputsRead
= 0x0;
427 prog
->OutputsWritten
= 0x0;
429 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
430 const struct prog_instruction
*inst
= prog
->Instructions
+ i
;
431 const GLuint numSrc
= _mesa_num_inst_src_regs(inst
->Opcode
);
432 for (j
= 0; j
< numSrc
; j
++) {
433 if (inst
->SrcReg
[j
].File
== PROGRAM_INPUT
) {
434 prog
->InputsRead
|= 1 << inst
->SrcReg
[j
].Index
;
435 if (prog
->Target
== GL_FRAGMENT_PROGRAM_ARB
&&
436 inst
->SrcReg
[j
].Index
== FRAG_ATTRIB_FOGC
) {
437 /* The fragment shader FOGC input is used for fog,
438 * front-facing and sprite/point coord.
440 struct gl_fragment_program
*fp
= fragment_program(prog
);
441 const GLint swz
= GET_SWZ(inst
->SrcReg
[j
].Swizzle
, 0);
442 if (swz
== SWIZZLE_X
)
443 fp
->UsesFogFragCoord
= GL_TRUE
;
444 else if (swz
== SWIZZLE_Y
)
445 fp
->UsesFrontFacing
= GL_TRUE
;
446 else if (swz
== SWIZZLE_Z
|| swz
== SWIZZLE_W
)
447 fp
->UsesPointCoord
= GL_TRUE
;
450 else if (inst
->SrcReg
[j
].File
== PROGRAM_ADDRESS
) {
451 maxAddrReg
= MAX2(maxAddrReg
, (GLuint
) (inst
->SrcReg
[j
].Index
+ 1));
454 if (inst
->DstReg
.File
== PROGRAM_OUTPUT
) {
455 prog
->OutputsWritten
|= 1 << inst
->DstReg
.Index
;
457 else if (inst
->DstReg
.File
== PROGRAM_ADDRESS
) {
458 maxAddrReg
= MAX2(maxAddrReg
, inst
->DstReg
.Index
+ 1);
461 prog
->NumAddressRegs
= maxAddrReg
;
466 * Shader linker. Currently:
468 * 1. The last attached vertex shader and fragment shader are linked.
469 * 2. Varying vars in the two shaders are combined so their locations
470 * agree between the vertex and fragment stages. They're treated as
471 * vertex program output attribs and as fragment program input attribs.
472 * 3. The vertex and fragment programs are cloned and modified to update
473 * src/dst register references so they use the new, linked varying
477 _slang_link(GLcontext
*ctx
,
478 GLhandleARB programObj
,
479 struct gl_shader_program
*shProg
)
481 const struct gl_vertex_program
*vertProg
;
482 const struct gl_fragment_program
*fragProg
;
483 GLuint numSamplers
= 0;
486 _mesa_clear_shader_program_data(ctx
, shProg
);
488 /* check that all programs compiled successfully */
489 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
490 if (!shProg
->Shaders
[i
]->CompileStatus
) {
491 link_error(shProg
, "linking with uncompiled shader\n");
496 shProg
->Uniforms
= _mesa_new_uniform_list();
497 shProg
->Varying
= _mesa_new_parameter_list();
500 * Find attached vertex, fragment shaders defining main()
504 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
505 struct gl_shader
*shader
= shProg
->Shaders
[i
];
506 if (shader
->Type
== GL_VERTEX_SHADER
) {
508 vertProg
= vertex_program(shader
->Program
);
510 else if (shader
->Type
== GL_FRAGMENT_SHADER
) {
512 fragProg
= fragment_program(shader
->Program
);
515 _mesa_problem(ctx
, "unexpected shader target in slang_link()");
520 /* must have both a vertex and fragment program for ES2 */
522 link_error(shProg
, "missing vertex shader\n");
526 link_error(shProg
, "missing fragment shader\n");
532 * Make copies of the vertex/fragment programs now since we'll be
533 * changing src/dst registers after merging the uniforms and varying vars.
535 _mesa_reference_vertprog(ctx
, &shProg
->VertexProgram
, NULL
);
537 struct gl_vertex_program
*linked_vprog
=
538 vertex_program(_mesa_clone_program(ctx
, &vertProg
->Base
));
539 shProg
->VertexProgram
= linked_vprog
; /* refcount OK */
540 ASSERT(shProg
->VertexProgram
->Base
.RefCount
== 1);
543 _mesa_reference_fragprog(ctx
, &shProg
->FragmentProgram
, NULL
);
545 struct gl_fragment_program
*linked_fprog
=
546 fragment_program(_mesa_clone_program(ctx
, &fragProg
->Base
));
547 shProg
->FragmentProgram
= linked_fprog
; /* refcount OK */
548 ASSERT(shProg
->FragmentProgram
->Base
.RefCount
== 1);
551 /* link varying vars */
552 if (shProg
->VertexProgram
) {
553 if (!link_varying_vars(shProg
, &shProg
->VertexProgram
->Base
))
556 if (shProg
->FragmentProgram
) {
557 if (!link_varying_vars(shProg
, &shProg
->FragmentProgram
->Base
))
561 /* link uniform vars */
562 if (shProg
->VertexProgram
)
563 link_uniform_vars(shProg
, &shProg
->VertexProgram
->Base
, &numSamplers
);
564 if (shProg
->FragmentProgram
)
565 link_uniform_vars(shProg
, &shProg
->FragmentProgram
->Base
, &numSamplers
);
567 /*_mesa_print_uniforms(shProg->Uniforms);*/
569 if (shProg
->VertexProgram
) {
570 if (!_slang_resolve_attributes(shProg
, &vertProg
->Base
,
571 &shProg
->VertexProgram
->Base
)) {
576 if (shProg
->VertexProgram
) {
577 _slang_update_inputs_outputs(&shProg
->VertexProgram
->Base
);
578 _slang_count_temporaries(&shProg
->VertexProgram
->Base
);
579 if (!(shProg
->VertexProgram
->Base
.OutputsWritten
& (1 << VERT_RESULT_HPOS
))) {
580 /* the vertex program did not compute a vertex position */
582 "gl_Position was not written by vertex shader\n");
586 if (shProg
->FragmentProgram
) {
587 _slang_count_temporaries(&shProg
->FragmentProgram
->Base
);
588 _slang_update_inputs_outputs(&shProg
->FragmentProgram
->Base
);
591 /* Check that all the varying vars needed by the fragment shader are
592 * actually produced by the vertex shader.
594 if (shProg
->FragmentProgram
) {
595 const GLbitfield varyingRead
596 = shProg
->FragmentProgram
->Base
.InputsRead
>> FRAG_ATTRIB_VAR0
;
597 const GLbitfield varyingWritten
= shProg
->VertexProgram
?
598 shProg
->VertexProgram
->Base
.OutputsWritten
>> VERT_RESULT_VAR0
: 0x0;
599 if ((varyingRead
& varyingWritten
) != varyingRead
) {
601 "Fragment program using varying vars not written by vertex shader\n");
607 if (fragProg
&& shProg
->FragmentProgram
) {
608 /* Compute initial program's TexturesUsed info */
609 _mesa_update_shader_textures_used(&shProg
->FragmentProgram
->Base
);
611 /* notify driver that a new fragment program has been compiled/linked */
612 ctx
->Driver
.ProgramStringNotify(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
613 &shProg
->FragmentProgram
->Base
);
614 if (MESA_VERBOSE
& VERBOSE_GLSL_DUMP
) {
615 printf("Mesa original fragment program:\n");
616 _mesa_print_program(&fragProg
->Base
);
617 _mesa_print_program_parameters(ctx
, &fragProg
->Base
);
619 printf("Mesa post-link fragment program:\n");
620 _mesa_print_program(&shProg
->FragmentProgram
->Base
);
621 _mesa_print_program_parameters(ctx
, &shProg
->FragmentProgram
->Base
);
625 if (vertProg
&& shProg
->VertexProgram
) {
626 /* Compute initial program's TexturesUsed info */
627 _mesa_update_shader_textures_used(&shProg
->VertexProgram
->Base
);
629 /* notify driver that a new vertex program has been compiled/linked */
630 ctx
->Driver
.ProgramStringNotify(ctx
, GL_VERTEX_PROGRAM_ARB
,
631 &shProg
->VertexProgram
->Base
);
632 if (MESA_VERBOSE
& VERBOSE_GLSL_DUMP
) {
633 printf("Mesa original vertex program:\n");
634 _mesa_print_program(&vertProg
->Base
);
635 _mesa_print_program_parameters(ctx
, &vertProg
->Base
);
637 printf("Mesa post-link vertex program:\n");
638 _mesa_print_program(&shProg
->VertexProgram
->Base
);
639 _mesa_print_program_parameters(ctx
, &shProg
->VertexProgram
->Base
);
643 if (MESA_VERBOSE
& VERBOSE_GLSL_DUMP
) {
644 printf("Varying vars:\n");
645 _mesa_print_parameter_list(shProg
->Varying
);
648 shProg
->LinkStatus
= (shProg
->VertexProgram
|| shProg
->FragmentProgram
);