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(GLcontext
*ctx
,
212 struct gl_shader_program
*shProg
,
213 struct gl_program
*prog
,
216 GLuint samplerMap
[MAX_SAMPLERS
];
219 for (i
= 0; i
< prog
->Parameters
->NumParameters
; i
++) {
220 const struct gl_program_parameter
*p
= prog
->Parameters
->Parameters
+ i
;
223 * XXX FIX NEEDED HERE
224 * We should also be adding a uniform if p->Type == PROGRAM_STATE_VAR.
225 * For example, modelview matrix, light pos, etc.
226 * Also, we need to update the state-var name-generator code to
227 * generate GLSL-style names, like "gl_LightSource[0].position".
228 * Furthermore, we'll need to fix the state-var's size/datatype info.
231 if ((p
->Type
== PROGRAM_UNIFORM
&& p
->Used
) ||
232 p
->Type
== PROGRAM_SAMPLER
) {
233 struct gl_uniform
*uniform
=
234 _mesa_append_uniform(shProg
->Uniforms
, p
->Name
, prog
->Target
, i
);
236 uniform
->Initialized
= p
->Initialized
;
239 if (p
->Type
== PROGRAM_SAMPLER
) {
240 /* Allocate a new sampler index */
241 GLuint sampNum
= *numSamplers
;
242 GLuint oldSampNum
= (GLuint
) prog
->Parameters
->ParameterValues
[i
][0];
243 if (oldSampNum
>= ctx
->Const
.MaxTextureImageUnits
) {
245 sprintf(s
, "Too many texture samplers (%u, max is %u)",
246 oldSampNum
+ 1, ctx
->Const
.MaxTextureImageUnits
);
247 link_error(shProg
, s
);
250 samplerMap
[oldSampNum
] = sampNum
;
256 /* OK, now scan the program/shader instructions looking for sampler vars,
257 * replacing the old index with the new index.
259 prog
->SamplersUsed
= 0x0;
260 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
261 struct prog_instruction
*inst
= prog
->Instructions
+ i
;
262 if (_mesa_is_tex_instruction(inst
->Opcode
)) {
264 printf("====== remap sampler from %d to %d\n",
265 inst->Sampler, map[ inst->Sampler ]);
267 /* here, texUnit is really samplerUnit */
268 assert(inst
->TexSrcUnit
< MAX_SAMPLERS
);
269 inst
->TexSrcUnit
= samplerMap
[inst
->TexSrcUnit
];
270 prog
->SamplerTargets
[inst
->TexSrcUnit
] = inst
->TexSrcTarget
;
271 prog
->SamplersUsed
|= (1 << inst
->TexSrcUnit
);
280 * Resolve binding of generic vertex attributes.
281 * For example, if the vertex shader declared "attribute vec4 foobar" we'll
282 * allocate a generic vertex attribute for "foobar" and plug that value into
283 * the vertex program instructions.
284 * But if the user called glBindAttributeLocation(), those bindings will
288 _slang_resolve_attributes(struct gl_shader_program
*shProg
,
289 const struct gl_program
*origProg
,
290 struct gl_program
*linkedProg
)
292 GLint attribMap
[MAX_VERTEX_ATTRIBS
];
294 GLbitfield usedAttributes
;
296 assert(origProg
!= linkedProg
);
297 assert(origProg
->Target
== GL_VERTEX_PROGRAM_ARB
);
298 assert(linkedProg
->Target
== GL_VERTEX_PROGRAM_ARB
);
300 if (!shProg
->Attributes
)
301 shProg
->Attributes
= _mesa_new_parameter_list();
303 if (linkedProg
->Attributes
) {
304 _mesa_free_parameter_list(linkedProg
->Attributes
);
306 linkedProg
->Attributes
= _mesa_new_parameter_list();
309 /* Build a bitmask indicating which attribute indexes have been
310 * explicitly bound by the user with glBindAttributeLocation().
312 usedAttributes
= 0x0;
313 for (i
= 0; i
< shProg
->Attributes
->NumParameters
; i
++) {
314 GLint attr
= shProg
->Attributes
->Parameters
[i
].StateIndexes
[0];
315 usedAttributes
|= (1 << attr
);
318 /* initialize the generic attribute map entries to -1 */
319 for (i
= 0; i
< MAX_VERTEX_ATTRIBS
; i
++) {
324 * Scan program for generic attribute references
326 for (i
= 0; i
< linkedProg
->NumInstructions
; i
++) {
327 struct prog_instruction
*inst
= linkedProg
->Instructions
+ i
;
328 for (j
= 0; j
< 3; j
++) {
329 if (inst
->SrcReg
[j
].File
== PROGRAM_INPUT
&&
330 inst
->SrcReg
[j
].Index
>= VERT_ATTRIB_GENERIC0
) {
332 * OK, we've found a generic vertex attribute reference.
334 const GLint k
= inst
->SrcReg
[j
].Index
- VERT_ATTRIB_GENERIC0
;
336 GLint attr
= attribMap
[k
];
339 /* Need to figure out attribute mapping now.
341 const char *name
= origProg
->Attributes
->Parameters
[k
].Name
;
342 const GLint size
= origProg
->Attributes
->Parameters
[k
].Size
;
343 const GLenum type
=origProg
->Attributes
->Parameters
[k
].DataType
;
346 /* See if there's a user-defined attribute binding for
349 index
= _mesa_lookup_parameter_index(shProg
->Attributes
,
352 /* Found a user-defined binding */
353 attr
= shProg
->Attributes
->Parameters
[index
].StateIndexes
[0];
356 /* No user-defined binding, choose our own attribute number.
357 * Start at 1 since generic attribute 0 always aliases
360 for (attr
= 1; attr
< MAX_VERTEX_ATTRIBS
; attr
++) {
361 if (((1 << attr
) & usedAttributes
) == 0)
364 if (attr
== MAX_VERTEX_ATTRIBS
) {
365 link_error(shProg
, "Too many vertex attributes");
369 /* mark this attribute as used */
370 usedAttributes
|= (1 << attr
);
375 /* Save the final name->attrib binding so it can be queried
376 * with glGetAttributeLocation().
378 _mesa_add_attribute(linkedProg
->Attributes
, name
,
384 /* update the instruction's src reg */
385 inst
->SrcReg
[j
].Index
= VERT_ATTRIB_GENERIC0
+ attr
;
395 * Scan program instructions to update the program's NumTemporaries field.
396 * Note: this implemenation relies on the code generator allocating
397 * temps in increasing order (0, 1, 2, ... ).
400 _slang_count_temporaries(struct gl_program
*prog
)
405 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
406 const struct prog_instruction
*inst
= prog
->Instructions
+ i
;
407 const GLuint numSrc
= _mesa_num_inst_src_regs(inst
->Opcode
);
408 for (j
= 0; j
< numSrc
; j
++) {
409 if (inst
->SrcReg
[j
].File
== PROGRAM_TEMPORARY
) {
410 if (maxIndex
< inst
->SrcReg
[j
].Index
)
411 maxIndex
= inst
->SrcReg
[j
].Index
;
413 if (inst
->DstReg
.File
== PROGRAM_TEMPORARY
) {
414 if (maxIndex
< (GLint
) inst
->DstReg
.Index
)
415 maxIndex
= inst
->DstReg
.Index
;
420 prog
->NumTemporaries
= (GLuint
) (maxIndex
+ 1);
425 * Scan program instructions to update the program's InputsRead and
426 * OutputsWritten fields.
429 _slang_update_inputs_outputs(struct gl_program
*prog
)
432 GLuint maxAddrReg
= 0;
434 prog
->InputsRead
= 0x0;
435 prog
->OutputsWritten
= 0x0;
437 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
438 const struct prog_instruction
*inst
= prog
->Instructions
+ i
;
439 const GLuint numSrc
= _mesa_num_inst_src_regs(inst
->Opcode
);
440 for (j
= 0; j
< numSrc
; j
++) {
441 if (inst
->SrcReg
[j
].File
== PROGRAM_INPUT
) {
442 prog
->InputsRead
|= 1 << inst
->SrcReg
[j
].Index
;
443 if (prog
->Target
== GL_FRAGMENT_PROGRAM_ARB
&&
444 inst
->SrcReg
[j
].Index
== FRAG_ATTRIB_FOGC
) {
445 /* The fragment shader FOGC input is used for fog,
446 * front-facing and sprite/point coord.
448 struct gl_fragment_program
*fp
= fragment_program(prog
);
449 const GLint swz
= GET_SWZ(inst
->SrcReg
[j
].Swizzle
, 0);
450 if (swz
== SWIZZLE_X
)
451 fp
->UsesFogFragCoord
= GL_TRUE
;
452 else if (swz
== SWIZZLE_Y
)
453 fp
->UsesFrontFacing
= GL_TRUE
;
454 else if (swz
== SWIZZLE_Z
|| swz
== SWIZZLE_W
)
455 fp
->UsesPointCoord
= GL_TRUE
;
458 else if (inst
->SrcReg
[j
].File
== PROGRAM_ADDRESS
) {
459 maxAddrReg
= MAX2(maxAddrReg
, (GLuint
) (inst
->SrcReg
[j
].Index
+ 1));
462 if (inst
->DstReg
.File
== PROGRAM_OUTPUT
) {
463 prog
->OutputsWritten
|= 1 << inst
->DstReg
.Index
;
465 else if (inst
->DstReg
.File
== PROGRAM_ADDRESS
) {
466 maxAddrReg
= MAX2(maxAddrReg
, inst
->DstReg
.Index
+ 1);
470 prog
->NumAddressRegs
= maxAddrReg
;
475 * Shader linker. Currently:
477 * 1. The last attached vertex shader and fragment shader are linked.
478 * 2. Varying vars in the two shaders are combined so their locations
479 * agree between the vertex and fragment stages. They're treated as
480 * vertex program output attribs and as fragment program input attribs.
481 * 3. The vertex and fragment programs are cloned and modified to update
482 * src/dst register references so they use the new, linked varying
486 _slang_link(GLcontext
*ctx
,
487 GLhandleARB programObj
,
488 struct gl_shader_program
*shProg
)
490 const struct gl_vertex_program
*vertProg
;
491 const struct gl_fragment_program
*fragProg
;
492 GLuint numSamplers
= 0;
495 _mesa_clear_shader_program_data(ctx
, shProg
);
497 /* check that all programs compiled successfully */
498 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
499 if (!shProg
->Shaders
[i
]->CompileStatus
) {
500 link_error(shProg
, "linking with uncompiled shader\n");
505 shProg
->Uniforms
= _mesa_new_uniform_list();
506 shProg
->Varying
= _mesa_new_parameter_list();
509 * Find attached vertex, fragment shaders defining main()
513 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
514 struct gl_shader
*shader
= shProg
->Shaders
[i
];
515 if (shader
->Type
== GL_VERTEX_SHADER
) {
517 vertProg
= vertex_program(shader
->Program
);
519 else if (shader
->Type
== GL_FRAGMENT_SHADER
) {
521 fragProg
= fragment_program(shader
->Program
);
524 _mesa_problem(ctx
, "unexpected shader target in slang_link()");
529 /* must have both a vertex and fragment program for ES2 */
531 link_error(shProg
, "missing vertex shader\n");
535 link_error(shProg
, "missing fragment shader\n");
541 * Make copies of the vertex/fragment programs now since we'll be
542 * changing src/dst registers after merging the uniforms and varying vars.
544 _mesa_reference_vertprog(ctx
, &shProg
->VertexProgram
, NULL
);
546 struct gl_vertex_program
*linked_vprog
=
547 vertex_program(_mesa_clone_program(ctx
, &vertProg
->Base
));
548 shProg
->VertexProgram
= linked_vprog
; /* refcount OK */
549 ASSERT(shProg
->VertexProgram
->Base
.RefCount
== 1);
552 _mesa_reference_fragprog(ctx
, &shProg
->FragmentProgram
, NULL
);
554 struct gl_fragment_program
*linked_fprog
=
555 fragment_program(_mesa_clone_program(ctx
, &fragProg
->Base
));
556 shProg
->FragmentProgram
= linked_fprog
; /* refcount OK */
557 ASSERT(shProg
->FragmentProgram
->Base
.RefCount
== 1);
560 /* link varying vars */
561 if (shProg
->VertexProgram
) {
562 if (!link_varying_vars(shProg
, &shProg
->VertexProgram
->Base
))
565 if (shProg
->FragmentProgram
) {
566 if (!link_varying_vars(shProg
, &shProg
->FragmentProgram
->Base
))
570 /* link uniform vars */
571 if (shProg
->VertexProgram
) {
572 if (!link_uniform_vars(ctx
, shProg
, &shProg
->VertexProgram
->Base
,
577 if (shProg
->FragmentProgram
) {
578 if (!link_uniform_vars(ctx
, shProg
, &shProg
->FragmentProgram
->Base
,
584 /*_mesa_print_uniforms(shProg->Uniforms);*/
586 if (shProg
->VertexProgram
) {
587 if (!_slang_resolve_attributes(shProg
, &vertProg
->Base
,
588 &shProg
->VertexProgram
->Base
)) {
593 if (shProg
->VertexProgram
) {
594 _slang_update_inputs_outputs(&shProg
->VertexProgram
->Base
);
595 _slang_count_temporaries(&shProg
->VertexProgram
->Base
);
596 if (!(shProg
->VertexProgram
->Base
.OutputsWritten
& (1 << VERT_RESULT_HPOS
))) {
597 /* the vertex program did not compute a vertex position */
599 "gl_Position was not written by vertex shader\n");
603 if (shProg
->FragmentProgram
) {
604 _slang_count_temporaries(&shProg
->FragmentProgram
->Base
);
605 _slang_update_inputs_outputs(&shProg
->FragmentProgram
->Base
);
608 /* Check that all the varying vars needed by the fragment shader are
609 * actually produced by the vertex shader.
611 if (shProg
->FragmentProgram
) {
612 const GLbitfield varyingRead
613 = shProg
->FragmentProgram
->Base
.InputsRead
>> FRAG_ATTRIB_VAR0
;
614 const GLbitfield varyingWritten
= shProg
->VertexProgram
?
615 shProg
->VertexProgram
->Base
.OutputsWritten
>> VERT_RESULT_VAR0
: 0x0;
616 if ((varyingRead
& varyingWritten
) != varyingRead
) {
618 "Fragment program using varying vars not written by vertex shader\n");
624 if (fragProg
&& shProg
->FragmentProgram
) {
625 /* Compute initial program's TexturesUsed info */
626 _mesa_update_shader_textures_used(&shProg
->FragmentProgram
->Base
);
628 /* notify driver that a new fragment program has been compiled/linked */
629 ctx
->Driver
.ProgramStringNotify(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
630 &shProg
->FragmentProgram
->Base
);
631 if (MESA_VERBOSE
& VERBOSE_GLSL_DUMP
) {
632 printf("Mesa original fragment program:\n");
633 _mesa_print_program(&fragProg
->Base
);
634 _mesa_print_program_parameters(ctx
, &fragProg
->Base
);
636 printf("Mesa post-link fragment program:\n");
637 _mesa_print_program(&shProg
->FragmentProgram
->Base
);
638 _mesa_print_program_parameters(ctx
, &shProg
->FragmentProgram
->Base
);
642 if (vertProg
&& shProg
->VertexProgram
) {
643 /* Compute initial program's TexturesUsed info */
644 _mesa_update_shader_textures_used(&shProg
->VertexProgram
->Base
);
646 /* notify driver that a new vertex program has been compiled/linked */
647 ctx
->Driver
.ProgramStringNotify(ctx
, GL_VERTEX_PROGRAM_ARB
,
648 &shProg
->VertexProgram
->Base
);
649 if (MESA_VERBOSE
& VERBOSE_GLSL_DUMP
) {
650 printf("Mesa original vertex program:\n");
651 _mesa_print_program(&vertProg
->Base
);
652 _mesa_print_program_parameters(ctx
, &vertProg
->Base
);
654 printf("Mesa post-link vertex program:\n");
655 _mesa_print_program(&shProg
->VertexProgram
->Base
);
656 _mesa_print_program_parameters(ctx
, &shProg
->VertexProgram
->Base
);
660 if (MESA_VERBOSE
& VERBOSE_GLSL_DUMP
) {
661 printf("Varying vars:\n");
662 _mesa_print_parameter_list(shProg
->Varying
);
665 shProg
->LinkStatus
= (shProg
->VertexProgram
|| shProg
->FragmentProgram
);