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
*) 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");
140 if (!bits_agree(var
->Flags
, v
->Flags
, PROG_PARAM_BIT_CENTROID
)) {
142 _mesa_snprintf(msg
, sizeof(msg
),
143 "centroid modifier mismatch for '%s'", var
->Name
);
144 link_error(shProg
, msg
);
147 if (!bits_agree(var
->Flags
, v
->Flags
, PROG_PARAM_BIT_INVARIANT
)) {
149 _mesa_snprintf(msg
, sizeof(msg
),
150 "invariant modifier mismatch for '%s'", var
->Name
);
151 link_error(shProg
, msg
);
156 /* not already in linked list */
157 j
= _mesa_add_varying(shProg
->Varying
, var
->Name
, var
->Size
,
161 if (shProg
->Varying
->NumParameters
> ctx
->Const
.MaxVarying
) {
162 link_error(shProg
, "Too many varying variables");
166 /* Map varying[i] to varying[j].
167 * Note: the loop here takes care of arrays or large (sz>4) vars.
170 GLint sz
= var
->Size
;
172 inOutFlags
[firstVarying
+ j
] = var
->Flags
;
173 /*printf("Link varying from %d to %d\n", i, j);*/
177 i
--; /* go back one */
182 /* OK, now scan the program/shader instructions looking for varying vars,
183 * replacing the old index with the new index.
185 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
186 struct prog_instruction
*inst
= prog
->Instructions
+ i
;
189 if (inst
->DstReg
.File
== PROGRAM_VARYING
) {
190 inst
->DstReg
.File
= newFile
;
191 inst
->DstReg
.Index
= map
[ inst
->DstReg
.Index
] + firstVarying
;
194 for (j
= 0; j
< 3; j
++) {
195 if (inst
->SrcReg
[j
].File
== PROGRAM_VARYING
) {
196 inst
->SrcReg
[j
].File
= newFile
;
197 inst
->SrcReg
[j
].Index
= map
[ inst
->SrcReg
[j
].Index
] + firstVarying
;
204 /* these will get recomputed before linking is completed */
205 prog
->InputsRead
= 0x0;
206 prog
->OutputsWritten
= 0x0;
213 * Build the shProg->Uniforms list.
214 * This is basically a list/index of all uniforms found in either/both of
215 * the vertex and fragment shaders.
218 * Each uniform has two indexes, one that points into the vertex
219 * program's parameter array and another that points into the fragment
220 * program's parameter array. When the user changes a uniform's value
221 * we have to change the value in the vertex and/or fragment program's
224 * This function will be called twice to set up the two uniform->parameter
227 * If a uniform is only present in the vertex program OR fragment program
228 * then the fragment/vertex parameter index, respectively, will be -1.
231 link_uniform_vars(GLcontext
*ctx
,
232 struct gl_shader_program
*shProg
,
233 struct gl_program
*prog
,
236 GLuint samplerMap
[200]; /* max number of samplers declared, not used */
239 for (i
= 0; i
< prog
->Parameters
->NumParameters
; i
++) {
240 const struct gl_program_parameter
*p
= prog
->Parameters
->Parameters
+ i
;
243 * XXX FIX NEEDED HERE
244 * We should also be adding a uniform if p->Type == PROGRAM_STATE_VAR.
245 * For example, modelview matrix, light pos, etc.
246 * Also, we need to update the state-var name-generator code to
247 * generate GLSL-style names, like "gl_LightSource[0].position".
248 * Furthermore, we'll need to fix the state-var's size/datatype info.
251 if ((p
->Type
== PROGRAM_UNIFORM
|| p
->Type
== PROGRAM_SAMPLER
)
253 /* add this uniform, indexing into the target's Parameters list */
254 struct gl_uniform
*uniform
=
255 _mesa_append_uniform(shProg
->Uniforms
, p
->Name
, prog
->Target
, i
);
257 uniform
->Initialized
= p
->Initialized
;
260 /* The samplerMap[] table we build here is used to remap/re-index
261 * sampler references by TEX instructions.
263 if (p
->Type
== PROGRAM_SAMPLER
&& p
->Used
) {
264 /* Allocate a new sampler index */
265 GLuint oldSampNum
= (GLuint
) prog
->Parameters
->ParameterValues
[i
][0];
266 GLuint newSampNum
= *numSamplers
;
267 if (newSampNum
>= ctx
->Const
.MaxTextureImageUnits
) {
269 _mesa_sprintf(s
, "Too many texture samplers (%u, max is %u)",
270 newSampNum
, ctx
->Const
.MaxTextureImageUnits
);
271 link_error(shProg
, s
);
274 /* save old->new mapping in the table */
275 if (oldSampNum
< Elements(samplerMap
))
276 samplerMap
[oldSampNum
] = newSampNum
;
277 /* update parameter's sampler index */
278 prog
->Parameters
->ParameterValues
[i
][0] = (GLfloat
) newSampNum
;
283 /* OK, now scan the program/shader instructions looking for texture
284 * instructions using sampler vars. Replace old sampler indexes with
287 prog
->SamplersUsed
= 0x0;
288 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
289 struct prog_instruction
*inst
= prog
->Instructions
+ i
;
290 if (_mesa_is_tex_instruction(inst
->Opcode
)) {
291 /* here, inst->TexSrcUnit is really the sampler unit */
292 const GLint oldSampNum
= inst
->TexSrcUnit
;
295 printf("====== remap sampler from %d to %d\n",
296 inst
->TexSrcUnit
, samplerMap
[ inst
->TexSrcUnit
]);
299 if (oldSampNum
< Elements(samplerMap
)) {
300 const GLuint newSampNum
= samplerMap
[oldSampNum
];
301 inst
->TexSrcUnit
= newSampNum
;
302 prog
->SamplerTargets
[newSampNum
] = inst
->TexSrcTarget
;
303 prog
->SamplersUsed
|= (1 << newSampNum
);
304 if (inst
->TexShadow
) {
305 prog
->ShadowSamplers
|= (1 << newSampNum
);
316 * Resolve binding of generic vertex attributes.
317 * For example, if the vertex shader declared "attribute vec4 foobar" we'll
318 * allocate a generic vertex attribute for "foobar" and plug that value into
319 * the vertex program instructions.
320 * But if the user called glBindAttributeLocation(), those bindings will
324 _slang_resolve_attributes(struct gl_shader_program
*shProg
,
325 const struct gl_program
*origProg
,
326 struct gl_program
*linkedProg
)
328 GLint attribMap
[MAX_VERTEX_GENERIC_ATTRIBS
];
330 GLbitfield usedAttributes
; /* generics only, not legacy attributes */
331 GLbitfield inputsRead
= 0x0;
333 assert(origProg
!= linkedProg
);
334 assert(origProg
->Target
== GL_VERTEX_PROGRAM_ARB
);
335 assert(linkedProg
->Target
== GL_VERTEX_PROGRAM_ARB
);
337 if (!shProg
->Attributes
)
338 shProg
->Attributes
= _mesa_new_parameter_list();
340 if (linkedProg
->Attributes
) {
341 _mesa_free_parameter_list(linkedProg
->Attributes
);
343 linkedProg
->Attributes
= _mesa_new_parameter_list();
346 /* Build a bitmask indicating which attribute indexes have been
347 * explicitly bound by the user with glBindAttributeLocation().
349 usedAttributes
= 0x0;
350 for (i
= 0; i
< shProg
->Attributes
->NumParameters
; i
++) {
351 GLint attr
= shProg
->Attributes
->Parameters
[i
].StateIndexes
[0];
352 usedAttributes
|= (1 << attr
);
355 /* If gl_Vertex is used, that actually counts against the limit
356 * on generic vertex attributes. This avoids the ambiguity of
357 * whether glVertexAttrib4fv(0, v) sets legacy attribute 0 (vert pos)
358 * or generic attribute[0]. If gl_Vertex is used, we want the former.
360 if (origProg
->InputsRead
& VERT_BIT_POS
) {
361 usedAttributes
|= 0x1;
364 /* initialize the generic attribute map entries to -1 */
365 for (i
= 0; i
< MAX_VERTEX_GENERIC_ATTRIBS
; i
++) {
370 * Scan program for generic attribute references
372 for (i
= 0; i
< linkedProg
->NumInstructions
; i
++) {
373 struct prog_instruction
*inst
= linkedProg
->Instructions
+ i
;
374 for (j
= 0; j
< 3; j
++) {
375 if (inst
->SrcReg
[j
].File
== PROGRAM_INPUT
) {
376 inputsRead
|= (1 << inst
->SrcReg
[j
].Index
);
379 if (inst
->SrcReg
[j
].File
== PROGRAM_INPUT
&&
380 inst
->SrcReg
[j
].Index
>= VERT_ATTRIB_GENERIC0
) {
382 * OK, we've found a generic vertex attribute reference.
384 const GLint k
= inst
->SrcReg
[j
].Index
- VERT_ATTRIB_GENERIC0
;
386 GLint attr
= attribMap
[k
];
389 /* Need to figure out attribute mapping now.
391 const char *name
= origProg
->Attributes
->Parameters
[k
].Name
;
392 const GLint size
= origProg
->Attributes
->Parameters
[k
].Size
;
393 const GLenum type
=origProg
->Attributes
->Parameters
[k
].DataType
;
396 /* See if there's a user-defined attribute binding for
399 index
= _mesa_lookup_parameter_index(shProg
->Attributes
,
402 /* Found a user-defined binding */
403 attr
= shProg
->Attributes
->Parameters
[index
].StateIndexes
[0];
406 /* No user-defined binding, choose our own attribute number.
407 * Start at 1 since generic attribute 0 always aliases
410 for (attr
= 0; attr
< MAX_VERTEX_GENERIC_ATTRIBS
; attr
++) {
411 if (((1 << attr
) & usedAttributes
) == 0)
414 if (attr
== MAX_VERTEX_GENERIC_ATTRIBS
) {
415 link_error(shProg
, "Too many vertex attributes");
419 /* mark this attribute as used */
420 usedAttributes
|= (1 << attr
);
425 /* Save the final name->attrib binding so it can be queried
426 * with glGetAttributeLocation().
428 _mesa_add_attribute(linkedProg
->Attributes
, name
,
434 /* update the instruction's src reg */
435 inst
->SrcReg
[j
].Index
= VERT_ATTRIB_GENERIC0
+ attr
;
440 /* Handle pre-defined attributes here (gl_Vertex, gl_Normal, etc).
441 * When the user queries the active attributes we need to include both
442 * the user-defined attributes and the built-in ones.
444 for (i
= VERT_ATTRIB_POS
; i
< VERT_ATTRIB_GENERIC0
; i
++) {
445 if (inputsRead
& (1 << i
)) {
446 _mesa_add_attribute(linkedProg
->Attributes
,
447 _slang_vert_attrib_name(i
),
448 4, /* size in floats */
449 _slang_vert_attrib_type(i
),
450 -1 /* attrib/input */);
459 * Scan program instructions to update the program's NumTemporaries field.
460 * Note: this implemenation relies on the code generator allocating
461 * temps in increasing order (0, 1, 2, ... ).
464 _slang_count_temporaries(struct gl_program
*prog
)
469 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
470 const struct prog_instruction
*inst
= prog
->Instructions
+ i
;
471 const GLuint numSrc
= _mesa_num_inst_src_regs(inst
->Opcode
);
472 for (j
= 0; j
< numSrc
; j
++) {
473 if (inst
->SrcReg
[j
].File
== PROGRAM_TEMPORARY
) {
474 if (maxIndex
< inst
->SrcReg
[j
].Index
)
475 maxIndex
= inst
->SrcReg
[j
].Index
;
477 if (inst
->DstReg
.File
== PROGRAM_TEMPORARY
) {
478 if (maxIndex
< (GLint
) inst
->DstReg
.Index
)
479 maxIndex
= inst
->DstReg
.Index
;
484 prog
->NumTemporaries
= (GLuint
) (maxIndex
+ 1);
489 * Scan program instructions to update the program's InputsRead and
490 * OutputsWritten fields.
493 _slang_update_inputs_outputs(struct gl_program
*prog
)
496 GLuint maxAddrReg
= 0;
498 prog
->InputsRead
= 0x0;
499 prog
->OutputsWritten
= 0x0;
501 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
502 const struct prog_instruction
*inst
= prog
->Instructions
+ i
;
503 const GLuint numSrc
= _mesa_num_inst_src_regs(inst
->Opcode
);
504 for (j
= 0; j
< numSrc
; j
++) {
505 if (inst
->SrcReg
[j
].File
== PROGRAM_INPUT
) {
506 prog
->InputsRead
|= 1 << inst
->SrcReg
[j
].Index
;
508 else if (inst
->SrcReg
[j
].File
== PROGRAM_ADDRESS
) {
509 maxAddrReg
= MAX2(maxAddrReg
, (GLuint
) (inst
->SrcReg
[j
].Index
+ 1));
513 if (inst
->DstReg
.File
== PROGRAM_OUTPUT
) {
514 prog
->OutputsWritten
|= 1 << inst
->DstReg
.Index
;
515 if (inst
->DstReg
.RelAddr
) {
516 /* If the output attribute is indexed with relative addressing
517 * we know that it must be a varying or texcoord such as
518 * gl_TexCoord[i] = v; In this case, mark all the texcoords
519 * or varying outputs as being written. It's not an error if
520 * a vertex shader writes varying vars that aren't used by the
521 * fragment shader. But it is an error for a fragment shader
522 * to use varyings that are not written by the vertex shader.
524 if (prog
->Target
== GL_VERTEX_PROGRAM_ARB
) {
525 if (inst
->DstReg
.Index
== VERT_RESULT_TEX0
) {
526 /* mark all texcoord outputs as written */
527 const GLbitfield mask
=
528 ((1 << MAX_TEXTURE_COORD_UNITS
) - 1) << VERT_RESULT_TEX0
;
529 prog
->OutputsWritten
|= mask
;
531 else if (inst
->DstReg
.Index
== VERT_RESULT_VAR0
) {
532 /* mark all generic varying outputs as written */
533 const GLbitfield mask
=
534 ((1 << MAX_VARYING
) - 1) << VERT_RESULT_VAR0
;
535 prog
->OutputsWritten
|= mask
;
540 else if (inst
->DstReg
.File
== PROGRAM_ADDRESS
) {
541 maxAddrReg
= MAX2(maxAddrReg
, inst
->DstReg
.Index
+ 1);
544 prog
->NumAddressRegs
= maxAddrReg
;
552 * Return a new shader whose source code is the concatenation of
553 * all the shader sources of the given type.
555 static struct gl_shader
*
556 concat_shaders(struct gl_shader_program
*shProg
, GLenum shaderType
)
558 struct gl_shader
*newShader
;
559 const struct gl_shader
*firstShader
= NULL
;
560 GLuint shaderLengths
[100];
562 GLuint totalLen
= 0, len
= 0;
565 /* compute total size of new shader source code */
566 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
567 const struct gl_shader
*shader
= shProg
->Shaders
[i
];
568 if (shader
->Type
== shaderType
) {
569 shaderLengths
[i
] = _mesa_strlen(shader
->Source
);
570 totalLen
+= shaderLengths
[i
];
572 firstShader
= shader
;
579 source
= (GLchar
*) _mesa_malloc(totalLen
+ 1);
583 /* concatenate shaders */
584 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
585 const struct gl_shader
*shader
= shProg
->Shaders
[i
];
586 if (shader
->Type
== shaderType
) {
587 _mesa_memcpy(source
+ len
, shader
->Source
, shaderLengths
[i
]);
588 len
+= shaderLengths
[i
];
593 _mesa_printf("---NEW CONCATENATED SHADER---:\n%s\n------------\n", source);
596 newShader
= CALLOC_STRUCT(gl_shader
);
597 newShader
->Type
= shaderType
;
598 newShader
->Source
= source
;
599 newShader
->Pragmas
= firstShader
->Pragmas
;
606 * Search the shader program's list of shaders to find the one that
608 * This will involve shader concatenation and recompilation if needed.
610 static struct gl_shader
*
611 get_main_shader(GLcontext
*ctx
,
612 struct gl_shader_program
*shProg
, GLenum type
)
614 struct gl_shader
*shader
= NULL
;
618 * Look for a shader that defines main() and has no unresolved references.
620 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
621 shader
= shProg
->Shaders
[i
];
622 if (shader
->Type
== type
&&
624 !shader
->UnresolvedRefs
) {
631 * There must have been unresolved references during the original
632 * compilation. Try concatenating all the shaders of the given type
633 * and recompile that.
635 shader
= concat_shaders(shProg
, type
);
638 _slang_compile(ctx
, shader
);
640 /* Finally, check if recompiling failed */
641 if (!shader
->CompileStatus
||
643 shader
->UnresolvedRefs
) {
644 link_error(shProg
, "Unresolved symbols");
654 * Shader linker. Currently:
656 * 1. The last attached vertex shader and fragment shader are linked.
657 * 2. Varying vars in the two shaders are combined so their locations
658 * agree between the vertex and fragment stages. They're treated as
659 * vertex program output attribs and as fragment program input attribs.
660 * 3. The vertex and fragment programs are cloned and modified to update
661 * src/dst register references so they use the new, linked varying
665 _slang_link(GLcontext
*ctx
,
666 GLhandleARB programObj
,
667 struct gl_shader_program
*shProg
)
669 const struct gl_vertex_program
*vertProg
= NULL
;
670 const struct gl_fragment_program
*fragProg
= NULL
;
671 GLuint numSamplers
= 0;
674 _mesa_clear_shader_program_data(ctx
, shProg
);
676 /* Initialize LinkStatus to "success". Will be cleared if error. */
677 shProg
->LinkStatus
= GL_TRUE
;
679 /* check that all programs compiled successfully */
680 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
681 if (!shProg
->Shaders
[i
]->CompileStatus
) {
682 link_error(shProg
, "linking with uncompiled shader\n");
687 shProg
->Uniforms
= _mesa_new_uniform_list();
688 shProg
->Varying
= _mesa_new_parameter_list();
691 * Find the vertex and fragment shaders which define main()
694 struct gl_shader
*vertShader
, *fragShader
;
695 vertShader
= get_main_shader(ctx
, shProg
, GL_VERTEX_SHADER
);
696 fragShader
= get_main_shader(ctx
, shProg
, GL_FRAGMENT_SHADER
);
698 vertProg
= vertex_program(vertShader
->Program
);
700 fragProg
= fragment_program(fragShader
->Program
);
701 if (!shProg
->LinkStatus
)
706 /* must have both a vertex and fragment program for ES2 */
708 link_error(shProg
, "missing vertex shader\n");
712 link_error(shProg
, "missing fragment shader\n");
718 * Make copies of the vertex/fragment programs now since we'll be
719 * changing src/dst registers after merging the uniforms and varying vars.
721 _mesa_reference_vertprog(ctx
, &shProg
->VertexProgram
, NULL
);
723 struct gl_vertex_program
*linked_vprog
=
724 vertex_program(_mesa_clone_program(ctx
, &vertProg
->Base
));
725 shProg
->VertexProgram
= linked_vprog
; /* refcount OK */
726 /* vertex program ID not significant; just set Id for debugging purposes */
727 shProg
->VertexProgram
->Base
.Id
= shProg
->Name
;
728 ASSERT(shProg
->VertexProgram
->Base
.RefCount
== 1);
731 _mesa_reference_fragprog(ctx
, &shProg
->FragmentProgram
, NULL
);
733 struct gl_fragment_program
*linked_fprog
=
734 fragment_program(_mesa_clone_program(ctx
, &fragProg
->Base
));
735 shProg
->FragmentProgram
= linked_fprog
; /* refcount OK */
736 /* vertex program ID not significant; just set Id for debugging purposes */
737 shProg
->FragmentProgram
->Base
.Id
= shProg
->Name
;
738 ASSERT(shProg
->FragmentProgram
->Base
.RefCount
== 1);
741 /* link varying vars */
742 if (shProg
->VertexProgram
) {
743 if (!link_varying_vars(ctx
, shProg
, &shProg
->VertexProgram
->Base
))
746 if (shProg
->FragmentProgram
) {
747 if (!link_varying_vars(ctx
, shProg
, &shProg
->FragmentProgram
->Base
))
751 /* link uniform vars */
752 if (shProg
->VertexProgram
) {
753 if (!link_uniform_vars(ctx
, shProg
, &shProg
->VertexProgram
->Base
,
758 if (shProg
->FragmentProgram
) {
759 if (!link_uniform_vars(ctx
, shProg
, &shProg
->FragmentProgram
->Base
,
765 /*_mesa_print_uniforms(shProg->Uniforms);*/
767 if (shProg
->VertexProgram
) {
768 if (!_slang_resolve_attributes(shProg
, &vertProg
->Base
,
769 &shProg
->VertexProgram
->Base
)) {
774 if (shProg
->VertexProgram
) {
775 _slang_update_inputs_outputs(&shProg
->VertexProgram
->Base
);
776 _slang_count_temporaries(&shProg
->VertexProgram
->Base
);
777 if (!(shProg
->VertexProgram
->Base
.OutputsWritten
& (1 << VERT_RESULT_HPOS
))) {
778 /* the vertex program did not compute a vertex position */
780 "gl_Position was not written by vertex shader\n");
784 if (shProg
->FragmentProgram
) {
785 _slang_count_temporaries(&shProg
->FragmentProgram
->Base
);
786 _slang_update_inputs_outputs(&shProg
->FragmentProgram
->Base
);
789 /* Check that all the varying vars needed by the fragment shader are
790 * actually produced by the vertex shader.
792 if (shProg
->FragmentProgram
) {
793 const GLbitfield varyingRead
794 = shProg
->FragmentProgram
->Base
.InputsRead
>> FRAG_ATTRIB_VAR0
;
795 const GLbitfield varyingWritten
= shProg
->VertexProgram
?
796 shProg
->VertexProgram
->Base
.OutputsWritten
>> VERT_RESULT_VAR0
: 0x0;
797 if ((varyingRead
& varyingWritten
) != varyingRead
) {
799 "Fragment program using varying vars not written by vertex shader\n");
804 /* check that gl_FragColor and gl_FragData are not both written to */
805 if (shProg
->FragmentProgram
) {
806 GLbitfield outputsWritten
= shProg
->FragmentProgram
->Base
.OutputsWritten
;
807 if ((outputsWritten
& ((1 << FRAG_RESULT_COLOR
))) &&
808 (outputsWritten
>= (1 << FRAG_RESULT_DATA0
))) {
809 link_error(shProg
, "Fragment program cannot write both gl_FragColor"
810 " and gl_FragData[].\n");
816 if (fragProg
&& shProg
->FragmentProgram
) {
817 /* Compute initial program's TexturesUsed info */
818 _mesa_update_shader_textures_used(&shProg
->FragmentProgram
->Base
);
820 /* notify driver that a new fragment program has been compiled/linked */
821 ctx
->Driver
.ProgramStringNotify(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
822 &shProg
->FragmentProgram
->Base
);
823 if (ctx
->Shader
.Flags
& GLSL_DUMP
) {
824 _mesa_printf("Mesa pre-link fragment program:\n");
825 _mesa_print_program(&fragProg
->Base
);
826 _mesa_print_program_parameters(ctx
, &fragProg
->Base
);
828 _mesa_printf("Mesa post-link fragment program:\n");
829 _mesa_print_program(&shProg
->FragmentProgram
->Base
);
830 _mesa_print_program_parameters(ctx
, &shProg
->FragmentProgram
->Base
);
834 if (vertProg
&& shProg
->VertexProgram
) {
835 /* Compute initial program's TexturesUsed info */
836 _mesa_update_shader_textures_used(&shProg
->VertexProgram
->Base
);
838 /* notify driver that a new vertex program has been compiled/linked */
839 ctx
->Driver
.ProgramStringNotify(ctx
, GL_VERTEX_PROGRAM_ARB
,
840 &shProg
->VertexProgram
->Base
);
841 if (ctx
->Shader
.Flags
& GLSL_DUMP
) {
842 _mesa_printf("Mesa pre-link vertex program:\n");
843 _mesa_print_program(&vertProg
->Base
);
844 _mesa_print_program_parameters(ctx
, &vertProg
->Base
);
846 _mesa_printf("Mesa post-link vertex program:\n");
847 _mesa_print_program(&shProg
->VertexProgram
->Base
);
848 _mesa_print_program_parameters(ctx
, &shProg
->VertexProgram
->Base
);
854 if (shProg
->VertexProgram
)
855 _mesa_postprocess_program(ctx
, &shProg
->VertexProgram
->Base
);
856 if (shProg
->FragmentProgram
)
857 _mesa_postprocess_program(ctx
, &shProg
->FragmentProgram
->Base
);
860 if (ctx
->Shader
.Flags
& GLSL_DUMP
) {
861 _mesa_printf("Varying vars:\n");
862 _mesa_print_parameter_list(shProg
->Varying
);
863 if (shProg
->InfoLog
) {
864 _mesa_printf("Info Log: %s\n", shProg
->InfoLog
);
868 shProg
->LinkStatus
= (shProg
->VertexProgram
|| shProg
->FragmentProgram
);