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_builtin.h"
44 #include "slang_link.h"
48 static struct gl_vertex_program
*
49 vertex_program(struct gl_program
*prog
)
51 assert(prog
->Target
== GL_VERTEX_PROGRAM_ARB
);
52 return (struct gl_vertex_program
*) prog
;
57 static struct gl_fragment_program
*
58 fragment_program(struct gl_program
*prog
)
60 assert(prog
->Target
== GL_FRAGMENT_PROGRAM_ARB
);
61 return (struct gl_fragment_program
*) prog
;
66 * Record a linking error.
69 link_error(struct gl_shader_program
*shProg
, const char *msg
)
71 if (shProg
->InfoLog
) {
72 _mesa_free(shProg
->InfoLog
);
74 shProg
->InfoLog
= _mesa_strdup(msg
);
75 shProg
->LinkStatus
= GL_FALSE
;
81 * Check if the given bit is either set or clear in both bitfields.
84 bits_agree(GLbitfield flags1
, GLbitfield flags2
, GLbitfield bit
)
86 return (flags1
& bit
) == (flags2
& bit
);
91 * Linking varying vars involves rearranging varying vars so that the
92 * vertex program's output varyings matches the order of the fragment
93 * program's input varyings.
94 * We'll then rewrite instructions to replace PROGRAM_VARYING with either
95 * PROGRAM_INPUT or PROGRAM_OUTPUT depending on whether it's a vertex or
97 * This is also where we set program Input/OutputFlags to indicate
98 * which inputs are centroid-sampled, invariant, etc.
101 link_varying_vars(GLcontext
*ctx
,
102 struct gl_shader_program
*shProg
, struct gl_program
*prog
)
104 GLuint
*map
, i
, firstVarying
, newFile
;
105 GLbitfield
*inOutFlags
;
107 map
= (GLuint
*) _mesa_malloc(prog
->Varying
->NumParameters
* sizeof(GLuint
));
111 /* Varying variables are treated like other vertex program outputs
112 * (and like other fragment program inputs). The position of the
113 * first varying differs for vertex/fragment programs...
114 * Also, replace File=PROGRAM_VARYING with File=PROGRAM_INPUT/OUTPUT.
116 if (prog
->Target
== GL_VERTEX_PROGRAM_ARB
) {
117 firstVarying
= VERT_RESULT_VAR0
;
118 newFile
= PROGRAM_OUTPUT
;
119 inOutFlags
= prog
->OutputFlags
;
122 assert(prog
->Target
== GL_FRAGMENT_PROGRAM_ARB
);
123 firstVarying
= FRAG_ATTRIB_VAR0
;
124 newFile
= PROGRAM_INPUT
;
125 inOutFlags
= prog
->InputFlags
;
128 for (i
= 0; i
< prog
->Varying
->NumParameters
; i
++) {
129 /* see if this varying is in the linked varying list */
130 const struct gl_program_parameter
*var
= prog
->Varying
->Parameters
+ i
;
131 GLint j
= _mesa_lookup_parameter_index(shProg
->Varying
, -1, var
->Name
);
133 /* varying is already in list, do some error checking */
134 const struct gl_program_parameter
*v
=
135 &shProg
->Varying
->Parameters
[j
];
136 if (var
->Size
!= v
->Size
) {
137 link_error(shProg
, "mismatched varying variable types");
141 if (!bits_agree(var
->Flags
, v
->Flags
, PROG_PARAM_BIT_CENTROID
)) {
143 _mesa_snprintf(msg
, sizeof(msg
),
144 "centroid modifier mismatch for '%s'", var
->Name
);
145 link_error(shProg
, msg
);
149 if (!bits_agree(var
->Flags
, v
->Flags
, PROG_PARAM_BIT_INVARIANT
)) {
151 _mesa_snprintf(msg
, sizeof(msg
),
152 "invariant modifier mismatch for '%s'", var
->Name
);
153 link_error(shProg
, msg
);
159 /* not already in linked list */
160 j
= _mesa_add_varying(shProg
->Varying
, var
->Name
, var
->Size
,
164 if (shProg
->Varying
->NumParameters
> ctx
->Const
.MaxVarying
) {
165 link_error(shProg
, "Too many varying variables");
170 /* Map varying[i] to varying[j].
171 * Note: the loop here takes care of arrays or large (sz>4) vars.
174 GLint sz
= var
->Size
;
176 inOutFlags
[firstVarying
+ j
] = var
->Flags
;
177 /*printf("Link varying from %d to %d\n", i, j);*/
181 i
--; /* go back one */
186 /* OK, now scan the program/shader instructions looking for varying vars,
187 * replacing the old index with the new index.
189 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
190 struct prog_instruction
*inst
= prog
->Instructions
+ i
;
193 if (inst
->DstReg
.File
== PROGRAM_VARYING
) {
194 inst
->DstReg
.File
= newFile
;
195 inst
->DstReg
.Index
= map
[ inst
->DstReg
.Index
] + firstVarying
;
198 for (j
= 0; j
< 3; j
++) {
199 if (inst
->SrcReg
[j
].File
== PROGRAM_VARYING
) {
200 inst
->SrcReg
[j
].File
= newFile
;
201 inst
->SrcReg
[j
].Index
= map
[ inst
->SrcReg
[j
].Index
] + firstVarying
;
208 /* these will get recomputed before linking is completed */
209 prog
->InputsRead
= 0x0;
210 prog
->OutputsWritten
= 0x0;
217 * Build the shProg->Uniforms list.
218 * This is basically a list/index of all uniforms found in either/both of
219 * the vertex and fragment shaders.
222 * Each uniform has two indexes, one that points into the vertex
223 * program's parameter array and another that points into the fragment
224 * program's parameter array. When the user changes a uniform's value
225 * we have to change the value in the vertex and/or fragment program's
228 * This function will be called twice to set up the two uniform->parameter
231 * If a uniform is only present in the vertex program OR fragment program
232 * then the fragment/vertex parameter index, respectively, will be -1.
235 link_uniform_vars(GLcontext
*ctx
,
236 struct gl_shader_program
*shProg
,
237 struct gl_program
*prog
,
240 GLuint samplerMap
[200]; /* max number of samplers declared, not used */
243 for (i
= 0; i
< prog
->Parameters
->NumParameters
; i
++) {
244 const struct gl_program_parameter
*p
= prog
->Parameters
->Parameters
+ i
;
247 * XXX FIX NEEDED HERE
248 * We should also be adding a uniform if p->Type == PROGRAM_STATE_VAR.
249 * For example, modelview matrix, light pos, etc.
250 * Also, we need to update the state-var name-generator code to
251 * generate GLSL-style names, like "gl_LightSource[0].position".
252 * Furthermore, we'll need to fix the state-var's size/datatype info.
255 if ((p
->Type
== PROGRAM_UNIFORM
|| p
->Type
== PROGRAM_SAMPLER
)
257 /* add this uniform, indexing into the target's Parameters list */
258 struct gl_uniform
*uniform
=
259 _mesa_append_uniform(shProg
->Uniforms
, p
->Name
, prog
->Target
, i
);
261 uniform
->Initialized
= p
->Initialized
;
264 /* The samplerMap[] table we build here is used to remap/re-index
265 * sampler references by TEX instructions.
267 if (p
->Type
== PROGRAM_SAMPLER
&& p
->Used
) {
268 /* Allocate a new sampler index */
269 GLuint oldSampNum
= (GLuint
) prog
->Parameters
->ParameterValues
[i
][0];
270 GLuint newSampNum
= *numSamplers
;
271 if (newSampNum
>= ctx
->Const
.MaxTextureImageUnits
) {
273 _mesa_sprintf(s
, "Too many texture samplers (%u, max is %u)",
274 newSampNum
, ctx
->Const
.MaxTextureImageUnits
);
275 link_error(shProg
, s
);
278 /* save old->new mapping in the table */
279 if (oldSampNum
< Elements(samplerMap
))
280 samplerMap
[oldSampNum
] = newSampNum
;
281 /* update parameter's sampler index */
282 prog
->Parameters
->ParameterValues
[i
][0] = (GLfloat
) newSampNum
;
287 /* OK, now scan the program/shader instructions looking for texture
288 * instructions using sampler vars. Replace old sampler indexes with
291 prog
->SamplersUsed
= 0x0;
292 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
293 struct prog_instruction
*inst
= prog
->Instructions
+ i
;
294 if (_mesa_is_tex_instruction(inst
->Opcode
)) {
295 /* here, inst->TexSrcUnit is really the sampler unit */
296 const GLint oldSampNum
= inst
->TexSrcUnit
;
299 printf("====== remap sampler from %d to %d\n",
300 inst
->TexSrcUnit
, samplerMap
[ inst
->TexSrcUnit
]);
303 if (oldSampNum
< Elements(samplerMap
)) {
304 const GLuint newSampNum
= samplerMap
[oldSampNum
];
305 inst
->TexSrcUnit
= newSampNum
;
306 prog
->SamplerTargets
[newSampNum
] = inst
->TexSrcTarget
;
307 prog
->SamplersUsed
|= (1 << newSampNum
);
308 if (inst
->TexShadow
) {
309 prog
->ShadowSamplers
|= (1 << newSampNum
);
320 * Resolve binding of generic vertex attributes.
321 * For example, if the vertex shader declared "attribute vec4 foobar" we'll
322 * allocate a generic vertex attribute for "foobar" and plug that value into
323 * the vertex program instructions.
324 * But if the user called glBindAttributeLocation(), those bindings will
328 _slang_resolve_attributes(struct gl_shader_program
*shProg
,
329 const struct gl_program
*origProg
,
330 struct gl_program
*linkedProg
)
332 GLint attribMap
[MAX_VERTEX_GENERIC_ATTRIBS
];
334 GLbitfield usedAttributes
; /* generics only, not legacy attributes */
335 GLbitfield inputsRead
= 0x0;
337 assert(origProg
!= linkedProg
);
338 assert(origProg
->Target
== GL_VERTEX_PROGRAM_ARB
);
339 assert(linkedProg
->Target
== GL_VERTEX_PROGRAM_ARB
);
341 if (!shProg
->Attributes
)
342 shProg
->Attributes
= _mesa_new_parameter_list();
344 if (linkedProg
->Attributes
) {
345 _mesa_free_parameter_list(linkedProg
->Attributes
);
347 linkedProg
->Attributes
= _mesa_new_parameter_list();
350 /* Build a bitmask indicating which attribute indexes have been
351 * explicitly bound by the user with glBindAttributeLocation().
353 usedAttributes
= 0x0;
354 for (i
= 0; i
< shProg
->Attributes
->NumParameters
; i
++) {
355 GLint attr
= shProg
->Attributes
->Parameters
[i
].StateIndexes
[0];
356 usedAttributes
|= (1 << attr
);
359 /* If gl_Vertex is used, that actually counts against the limit
360 * on generic vertex attributes. This avoids the ambiguity of
361 * whether glVertexAttrib4fv(0, v) sets legacy attribute 0 (vert pos)
362 * or generic attribute[0]. If gl_Vertex is used, we want the former.
364 if (origProg
->InputsRead
& VERT_BIT_POS
) {
365 usedAttributes
|= 0x1;
368 /* initialize the generic attribute map entries to -1 */
369 for (i
= 0; i
< MAX_VERTEX_GENERIC_ATTRIBS
; i
++) {
374 * Scan program for generic attribute references
376 for (i
= 0; i
< linkedProg
->NumInstructions
; i
++) {
377 struct prog_instruction
*inst
= linkedProg
->Instructions
+ i
;
378 for (j
= 0; j
< 3; j
++) {
379 if (inst
->SrcReg
[j
].File
== PROGRAM_INPUT
) {
380 inputsRead
|= (1 << inst
->SrcReg
[j
].Index
);
383 if (inst
->SrcReg
[j
].File
== PROGRAM_INPUT
&&
384 inst
->SrcReg
[j
].Index
>= VERT_ATTRIB_GENERIC0
) {
386 * OK, we've found a generic vertex attribute reference.
388 const GLint k
= inst
->SrcReg
[j
].Index
- VERT_ATTRIB_GENERIC0
;
390 GLint attr
= attribMap
[k
];
393 /* Need to figure out attribute mapping now.
395 const char *name
= origProg
->Attributes
->Parameters
[k
].Name
;
396 const GLint size
= origProg
->Attributes
->Parameters
[k
].Size
;
397 const GLenum type
=origProg
->Attributes
->Parameters
[k
].DataType
;
400 /* See if there's a user-defined attribute binding for
403 index
= _mesa_lookup_parameter_index(shProg
->Attributes
,
406 /* Found a user-defined binding */
407 attr
= shProg
->Attributes
->Parameters
[index
].StateIndexes
[0];
410 /* No user-defined binding, choose our own attribute number.
411 * Start at 1 since generic attribute 0 always aliases
414 for (attr
= 0; attr
< MAX_VERTEX_GENERIC_ATTRIBS
; attr
++) {
415 if (((1 << attr
) & usedAttributes
) == 0)
418 if (attr
== MAX_VERTEX_GENERIC_ATTRIBS
) {
419 link_error(shProg
, "Too many vertex attributes");
423 /* mark this attribute as used */
424 usedAttributes
|= (1 << attr
);
429 /* Save the final name->attrib binding so it can be queried
430 * with glGetAttributeLocation().
432 _mesa_add_attribute(linkedProg
->Attributes
, name
,
438 /* update the instruction's src reg */
439 inst
->SrcReg
[j
].Index
= VERT_ATTRIB_GENERIC0
+ attr
;
444 /* Handle pre-defined attributes here (gl_Vertex, gl_Normal, etc).
445 * When the user queries the active attributes we need to include both
446 * the user-defined attributes and the built-in ones.
448 for (i
= VERT_ATTRIB_POS
; i
< VERT_ATTRIB_GENERIC0
; i
++) {
449 if (inputsRead
& (1 << i
)) {
450 _mesa_add_attribute(linkedProg
->Attributes
,
451 _slang_vert_attrib_name(i
),
452 4, /* size in floats */
453 _slang_vert_attrib_type(i
),
454 -1 /* attrib/input */);
463 * Scan program instructions to update the program's NumTemporaries field.
464 * Note: this implemenation relies on the code generator allocating
465 * temps in increasing order (0, 1, 2, ... ).
468 _slang_count_temporaries(struct gl_program
*prog
)
473 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
474 const struct prog_instruction
*inst
= prog
->Instructions
+ i
;
475 const GLuint numSrc
= _mesa_num_inst_src_regs(inst
->Opcode
);
476 for (j
= 0; j
< numSrc
; j
++) {
477 if (inst
->SrcReg
[j
].File
== PROGRAM_TEMPORARY
) {
478 if (maxIndex
< inst
->SrcReg
[j
].Index
)
479 maxIndex
= inst
->SrcReg
[j
].Index
;
481 if (inst
->DstReg
.File
== PROGRAM_TEMPORARY
) {
482 if (maxIndex
< (GLint
) inst
->DstReg
.Index
)
483 maxIndex
= inst
->DstReg
.Index
;
488 prog
->NumTemporaries
= (GLuint
) (maxIndex
+ 1);
493 * Scan program instructions to update the program's InputsRead and
494 * OutputsWritten fields.
497 _slang_update_inputs_outputs(struct gl_program
*prog
)
500 GLuint maxAddrReg
= 0;
502 prog
->InputsRead
= 0x0;
503 prog
->OutputsWritten
= 0x0;
505 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
506 const struct prog_instruction
*inst
= prog
->Instructions
+ i
;
507 const GLuint numSrc
= _mesa_num_inst_src_regs(inst
->Opcode
);
508 for (j
= 0; j
< numSrc
; j
++) {
509 if (inst
->SrcReg
[j
].File
== PROGRAM_INPUT
) {
510 prog
->InputsRead
|= 1 << inst
->SrcReg
[j
].Index
;
512 else if (inst
->SrcReg
[j
].File
== PROGRAM_ADDRESS
) {
513 maxAddrReg
= MAX2(maxAddrReg
, (GLuint
) (inst
->SrcReg
[j
].Index
+ 1));
517 if (inst
->DstReg
.File
== PROGRAM_OUTPUT
) {
518 prog
->OutputsWritten
|= BITFIELD64_BIT(inst
->DstReg
.Index
);
519 if (inst
->DstReg
.RelAddr
) {
520 /* If the output attribute is indexed with relative addressing
521 * we know that it must be a varying or texcoord such as
522 * gl_TexCoord[i] = v; In this case, mark all the texcoords
523 * or varying outputs as being written. It's not an error if
524 * a vertex shader writes varying vars that aren't used by the
525 * fragment shader. But it is an error for a fragment shader
526 * to use varyings that are not written by the vertex shader.
528 if (prog
->Target
== GL_VERTEX_PROGRAM_ARB
) {
529 if (inst
->DstReg
.Index
== VERT_RESULT_TEX0
) {
530 /* mark all texcoord outputs as written */
531 const GLbitfield64 mask
=
532 BITFIELD64_RANGE(VERT_RESULT_TEX0
,
534 + MAX_TEXTURE_COORD_UNITS
- 1));
535 prog
->OutputsWritten
|= mask
;
537 else if (inst
->DstReg
.Index
== VERT_RESULT_VAR0
) {
538 /* mark all generic varying outputs as written */
539 const GLbitfield64 mask
=
540 BITFIELD64_RANGE(VERT_RESULT_VAR0
,
541 (VERT_RESULT_VAR0
+ MAX_VARYING
- 1));
542 prog
->OutputsWritten
|= mask
;
547 else if (inst
->DstReg
.File
== PROGRAM_ADDRESS
) {
548 maxAddrReg
= MAX2(maxAddrReg
, inst
->DstReg
.Index
+ 1);
551 prog
->NumAddressRegs
= maxAddrReg
;
557 * Remove extra #version directives from the concatenated source string.
558 * Disable the extra ones by converting first two chars to //, a comment.
559 * This is a bit of hack to work around a preprocessor bug that only
560 * allows one #version directive per source.
563 remove_extra_version_directives(GLchar
*source
)
567 char *ver
= _mesa_strstr(source
, "#version");
585 * Return a new shader whose source code is the concatenation of
586 * all the shader sources of the given type.
588 static struct gl_shader
*
589 concat_shaders(struct gl_shader_program
*shProg
, GLenum shaderType
)
591 struct gl_shader
*newShader
;
592 const struct gl_shader
*firstShader
= NULL
;
593 GLuint
*shaderLengths
;
595 GLuint totalLen
= 0, len
= 0;
598 shaderLengths
= (GLuint
*)_mesa_malloc(shProg
->NumShaders
* sizeof(GLuint
));
599 if (!shaderLengths
) {
603 /* compute total size of new shader source code */
604 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
605 const struct gl_shader
*shader
= shProg
->Shaders
[i
];
606 if (shader
->Type
== shaderType
) {
607 shaderLengths
[i
] = _mesa_strlen(shader
->Source
);
608 totalLen
+= shaderLengths
[i
];
610 firstShader
= shader
;
615 _mesa_free(shaderLengths
);
619 source
= (GLchar
*) _mesa_malloc(totalLen
+ 1);
621 _mesa_free(shaderLengths
);
625 /* concatenate shaders */
626 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
627 const struct gl_shader
*shader
= shProg
->Shaders
[i
];
628 if (shader
->Type
== shaderType
) {
629 _mesa_memcpy(source
+ len
, shader
->Source
, shaderLengths
[i
]);
630 len
+= shaderLengths
[i
];
635 _mesa_printf("---NEW CONCATENATED SHADER---:\n%s\n------------\n", source);
638 _mesa_free(shaderLengths
);
640 remove_extra_version_directives(source
);
642 newShader
= CALLOC_STRUCT(gl_shader
);
648 newShader
->Type
= shaderType
;
649 newShader
->Source
= source
;
650 newShader
->Pragmas
= firstShader
->Pragmas
;
657 * Search the shader program's list of shaders to find the one that
659 * This will involve shader concatenation and recompilation if needed.
661 static struct gl_shader
*
662 get_main_shader(GLcontext
*ctx
,
663 struct gl_shader_program
*shProg
, GLenum type
)
665 struct gl_shader
*shader
= NULL
;
669 * Look for a shader that defines main() and has no unresolved references.
671 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
672 shader
= shProg
->Shaders
[i
];
673 if (shader
->Type
== type
&&
675 !shader
->UnresolvedRefs
) {
682 * There must have been unresolved references during the original
683 * compilation. Try concatenating all the shaders of the given type
684 * and recompile that.
686 shader
= concat_shaders(shProg
, type
);
689 _slang_compile(ctx
, shader
);
691 /* Finally, check if recompiling failed */
692 if (!shader
->CompileStatus
||
694 shader
->UnresolvedRefs
) {
695 link_error(shProg
, "Unresolved symbols");
696 _mesa_free_shader(ctx
, shader
);
706 * Shader linker. Currently:
708 * 1. The last attached vertex shader and fragment shader are linked.
709 * 2. Varying vars in the two shaders are combined so their locations
710 * agree between the vertex and fragment stages. They're treated as
711 * vertex program output attribs and as fragment program input attribs.
712 * 3. The vertex and fragment programs are cloned and modified to update
713 * src/dst register references so they use the new, linked varying
717 _slang_link(GLcontext
*ctx
,
718 GLhandleARB programObj
,
719 struct gl_shader_program
*shProg
)
721 const struct gl_vertex_program
*vertProg
= NULL
;
722 const struct gl_fragment_program
*fragProg
= NULL
;
723 GLuint numSamplers
= 0;
726 _mesa_clear_shader_program_data(ctx
, shProg
);
728 /* Initialize LinkStatus to "success". Will be cleared if error. */
729 shProg
->LinkStatus
= GL_TRUE
;
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");
739 shProg
->Uniforms
= _mesa_new_uniform_list();
740 shProg
->Varying
= _mesa_new_parameter_list();
743 * Find the vertex and fragment shaders which define main()
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
);
750 vertProg
= vertex_program(vertShader
->Program
);
752 fragProg
= fragment_program(fragShader
->Program
);
753 if (!shProg
->LinkStatus
)
758 /* must have both a vertex and fragment program for ES2 */
760 link_error(shProg
, "missing vertex shader\n");
764 link_error(shProg
, "missing fragment shader\n");
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.
773 _mesa_reference_vertprog(ctx
, &shProg
->VertexProgram
, NULL
);
775 struct gl_vertex_program
*linked_vprog
=
776 vertex_program(_mesa_clone_program(ctx
, &vertProg
->Base
));
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);
783 _mesa_reference_fragprog(ctx
, &shProg
->FragmentProgram
, NULL
);
785 struct gl_fragment_program
*linked_fprog
=
786 fragment_program(_mesa_clone_program(ctx
, &fragProg
->Base
));
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);
793 /* link varying vars */
794 if (shProg
->VertexProgram
) {
795 if (!link_varying_vars(ctx
, shProg
, &shProg
->VertexProgram
->Base
))
798 if (shProg
->FragmentProgram
) {
799 if (!link_varying_vars(ctx
, shProg
, &shProg
->FragmentProgram
->Base
))
803 /* link uniform vars */
804 if (shProg
->VertexProgram
) {
805 if (!link_uniform_vars(ctx
, shProg
, &shProg
->VertexProgram
->Base
,
810 if (shProg
->FragmentProgram
) {
811 if (!link_uniform_vars(ctx
, shProg
, &shProg
->FragmentProgram
->Base
,
817 /*_mesa_print_uniforms(shProg->Uniforms);*/
819 if (shProg
->VertexProgram
) {
820 if (!_slang_resolve_attributes(shProg
, &vertProg
->Base
,
821 &shProg
->VertexProgram
->Base
)) {
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 */
833 "gl_Position was not written by vertex shader\n");
837 if (shProg
->FragmentProgram
) {
838 _slang_count_temporaries(&shProg
->FragmentProgram
->Base
);
839 _slang_update_inputs_outputs(&shProg
->FragmentProgram
->Base
);
842 /* Check that all the varying vars needed by the fragment shader are
843 * actually produced by the vertex shader.
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
) {
852 "Fragment program using varying vars not written by vertex shader\n");
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");
870 if (fragProg
&& shProg
->FragmentProgram
) {
871 /* Compute initial program's TexturesUsed info */
872 _mesa_update_shader_textures_used(&shProg
->FragmentProgram
->Base
);
874 /* notify driver that a new fragment program has been compiled/linked */
875 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
);
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
);
888 if (vertProg
&& shProg
->VertexProgram
) {
889 /* Compute initial program's TexturesUsed info */
890 _mesa_update_shader_textures_used(&shProg
->VertexProgram
->Base
);
892 /* notify driver that a new vertex program has been compiled/linked */
893 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
);
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
);
908 if (shProg
->VertexProgram
)
909 _mesa_postprocess_program(ctx
, &shProg
->VertexProgram
->Base
);
910 if (shProg
->FragmentProgram
)
911 _mesa_postprocess_program(ctx
, &shProg
->FragmentProgram
->Base
);
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
);
922 shProg
->LinkStatus
= (shProg
->VertexProgram
|| shProg
->FragmentProgram
);