clean up a bunch of program parameter stuff
[mesa.git] / src / mesa / shader / slang / slang_link2.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5.3
4 *
5 * Copyright (C) 2006 Brian Paul All Rights Reserved.
6 *
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:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
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.
23 */
24
25 /**
26 * \file slang_link2.c
27 * GLSL linker
28 * \author Brian Paul
29 */
30
31 #include "imports.h"
32 #include "context.h"
33 #include "hash.h"
34 #include "macros.h"
35 #include "program.h"
36 #include "prog_instruction.h"
37 #include "prog_parameter.h"
38 #include "prog_print.h"
39 #include "prog_statevars.h"
40 #include "shader_api.h"
41 #include "slang_link.h"
42
43
44
45
46 static GLboolean
47 link_varying_vars(struct gl_shader_program *shProg, struct gl_program *prog)
48 {
49 GLuint *map, i, firstVarying, newFile;
50 GLbitfield varsWritten, varsRead;
51
52 map = (GLuint *) malloc(prog->Varying->NumParameters * sizeof(GLuint));
53 if (!map)
54 return GL_FALSE;
55
56 for (i = 0; i < prog->Varying->NumParameters; i++) {
57 /* see if this varying is in the linked varying list */
58 const struct gl_program_parameter *var
59 = prog->Varying->Parameters + i;
60
61 GLint j = _mesa_lookup_parameter_index(shProg->Varying, -1, var->Name);
62 if (j >= 0) {
63 /* already in list, check size */
64 if (var->Size != shProg->Varying->Parameters[j].Size) {
65 /* error */
66 return GL_FALSE;
67 }
68 }
69 else {
70 /* not already in linked list */
71 j = _mesa_add_varying(shProg->Varying, var->Name, var->Size);
72 }
73 ASSERT(j >= 0);
74
75 map[i] = j;
76 }
77
78
79 /* Varying variables are treated like other vertex program outputs
80 * (and like other fragment program inputs). The position of the
81 * first varying differs for vertex/fragment programs...
82 * Also, replace File=PROGRAM_VARYING with File=PROGRAM_INPUT/OUTPUT.
83 */
84 if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
85 firstVarying = VERT_RESULT_VAR0;
86 newFile = PROGRAM_OUTPUT;
87 }
88 else {
89 assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
90 firstVarying = FRAG_ATTRIB_VAR0;
91 newFile = PROGRAM_INPUT;
92 }
93
94 /* keep track of which varying vars we read and write */
95 varsWritten = varsRead = 0x0;
96
97 /* OK, now scan the program/shader instructions looking for varying vars,
98 * replacing the old index with the new index.
99 */
100 for (i = 0; i < prog->NumInstructions; i++) {
101 struct prog_instruction *inst = prog->Instructions + i;
102 GLuint j;
103
104 if (inst->DstReg.File == PROGRAM_VARYING) {
105 inst->DstReg.File = newFile;
106 inst->DstReg.Index = map[ inst->DstReg.Index ] + firstVarying;
107 varsWritten |= (1 << inst->DstReg.Index);
108 }
109
110 for (j = 0; j < 3; j++) {
111 if (inst->SrcReg[j].File == PROGRAM_VARYING) {
112 inst->SrcReg[j].File = newFile;
113 inst->SrcReg[j].Index = map[ inst->SrcReg[j].Index ] + firstVarying;
114 varsRead |= (1 << inst->SrcReg[j].Index);
115 }
116 }
117 /* XXX update program OutputsWritten, InputsRead */
118 }
119
120 if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
121 prog->OutputsWritten |= varsWritten;
122 }
123 else {
124 assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
125 prog->InputsRead |= varsRead;
126 }
127
128
129 free(map);
130
131 return GL_TRUE;
132 }
133
134
135 static GLboolean
136 is_uniform(enum register_file file)
137 {
138 return (file == PROGRAM_ENV_PARAM ||
139 file == PROGRAM_STATE_VAR ||
140 file == PROGRAM_NAMED_PARAM ||
141 file == PROGRAM_CONSTANT ||
142 file == PROGRAM_SAMPLER ||
143 file == PROGRAM_UNIFORM);
144 }
145
146
147 static GLboolean
148 link_uniform_vars(struct gl_shader_program *shProg, struct gl_program *prog)
149 {
150 GLuint *map, i;
151
152 #if 0
153 printf("================ pre link uniforms ===============\n");
154 _mesa_print_parameter_list(shProg->Uniforms);
155 #endif
156
157 map = (GLuint *) malloc(prog->Parameters->NumParameters * sizeof(GLuint));
158 if (!map)
159 return GL_FALSE;
160
161 for (i = 0; i < prog->Parameters->NumParameters; /* incr below*/) {
162 /* see if this uniform is in the linked uniform list */
163 const struct gl_program_parameter *p = prog->Parameters->Parameters + i;
164 const GLfloat *pVals = prog->Parameters->ParameterValues[i];
165 GLint j;
166 GLint size;
167
168 /* sanity check */
169 assert(is_uniform(p->Type));
170
171 if (p->Name) {
172 j = _mesa_lookup_parameter_index(shProg->Uniforms, -1, p->Name);
173 }
174 else {
175 GLuint swizzle;
176 ASSERT(p->Type == PROGRAM_CONSTANT);
177 if (_mesa_lookup_parameter_constant(shProg->Uniforms, pVals,
178 p->Size, &j, &swizzle)) {
179 assert(j >= 0);
180 }
181 else {
182 j = -1;
183 }
184 }
185
186 if (j >= 0) {
187 /* already in list, check size XXX check this */
188 #if 0
189 assert(p->Size == shProg->Uniforms->Parameters[j].Size);
190 #endif
191 }
192 else {
193 /* not already in linked list */
194 switch (p->Type) {
195 case PROGRAM_ENV_PARAM:
196 j = _mesa_add_named_parameter(shProg->Uniforms, p->Name, pVals);
197 break;
198 case PROGRAM_CONSTANT:
199 j = _mesa_add_named_constant(shProg->Uniforms, p->Name, pVals, p->Size);
200 break;
201 case PROGRAM_STATE_VAR:
202 j = _mesa_add_state_reference(shProg->Uniforms, (const GLint *) p->StateIndexes);
203 break;
204 case PROGRAM_UNIFORM:
205 j = _mesa_add_uniform(shProg->Uniforms, p->Name, p->Size);
206 break;
207 case PROGRAM_SAMPLER:
208 j = _mesa_add_sampler(shProg->Uniforms, p->Name);
209 break;
210 default:
211 abort();
212 }
213
214 }
215 ASSERT(j >= 0);
216
217 size = p->Size;
218 while (size > 0) {
219 map[i] = j;
220 i++;
221 j++;
222 size -= 4;
223 }
224
225 }
226
227 #if 0
228 printf("================ post link uniforms ===============\n");
229 _mesa_print_parameter_list(shProg->Uniforms);
230 #endif
231
232 #if 0
233 {
234 GLuint i;
235 for (i = 0; i < prog->Parameters->NumParameters; i++) {
236 printf("map[%d] = %d\n", i, map[i]);
237 }
238 _mesa_print_parameter_list(shProg->Uniforms);
239 }
240 #endif
241
242 /* OK, now scan the program/shader instructions looking for uniform vars,
243 * replacing the old index with the new index.
244 */
245 for (i = 0; i < prog->NumInstructions; i++) {
246 struct prog_instruction *inst = prog->Instructions + i;
247 GLuint j;
248
249 if (is_uniform(inst->DstReg.File)) {
250 inst->DstReg.Index = map[ inst->DstReg.Index ];
251 }
252
253 for (j = 0; j < 3; j++) {
254 if (is_uniform(inst->SrcReg[j].File)) {
255 inst->SrcReg[j].Index = map[ inst->SrcReg[j].Index ];
256 }
257 }
258
259 if (inst->Opcode == OPCODE_TEX ||
260 inst->Opcode == OPCODE_TXB ||
261 inst->Opcode == OPCODE_TXP) {
262 printf("====== remap sampler from %d to %d\n",
263 inst->Sampler, map[ inst->Sampler ]);
264 inst->Sampler = map[ inst->Sampler ];
265 }
266 }
267
268 free(map);
269
270 return GL_TRUE;
271 }
272
273
274 /**
275 * XXX Temporary
276 */
277 static void
278 _slang_resolve_branches(struct gl_program *prog)
279 {
280 struct target {
281 const char *Name;
282 GLuint Pos;
283 };
284 struct target targets[500];
285 GLuint numTargets = 0;
286 GLuint i, j;
287
288 for (i = 0; i < prog->NumInstructions; i++) {
289 struct prog_instruction *inst = prog->Instructions + i;
290 if (inst->Opcode == OPCODE_NOP && inst->Comment) {
291 targets[numTargets].Name = inst->Comment;
292 targets[numTargets].Pos = i;
293 numTargets++;
294 }
295 }
296
297 for (i = 0; i < prog->NumInstructions; i++) {
298 struct prog_instruction *inst = prog->Instructions + i;
299 if (inst->Opcode == OPCODE_BRA) {
300 for (j = 0; j < numTargets; j++) {
301 if (!strcmp(inst->Comment, targets[j].Name)) {
302 inst->BranchTarget = targets[j].Pos;
303 break;
304 }
305 }
306 if (j == numTargets) {
307 abort();
308 }
309 }
310 }
311 }
312
313
314 /**
315 * Resolve binding of generic vertex attributes.
316 * For example, if the vertex shader declared "attribute vec4 foobar" we'll
317 * allocate a generic vertex attribute for "foobar" and plug that value into
318 * the vertex program instructions.
319 */
320 static GLboolean
321 _slang_resolve_attributes(struct gl_shader_program *shProg,
322 struct gl_program *prog)
323 {
324 GLuint i, j;
325 GLbitfield usedAttributes;
326 GLint size = 4; /* XXX fix */
327
328 assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
329
330 /* Build a bitmask indicating which attribute indexes have been
331 * explicitly bound by the user with glBindAttributeLocation().
332 */
333 usedAttributes = 0x0;
334 for (i = 0; i < shProg->Attributes->NumParameters; i++) {
335 GLint attr = shProg->Attributes->Parameters[i].StateIndexes[1];
336 usedAttributes |= attr;
337 }
338
339 if (!shProg->Attributes)
340 shProg->Attributes = _mesa_new_parameter_list();
341
342 /*
343 * Scan program for generic attribute references
344 */
345 for (i = 0; i < prog->NumInstructions; i++) {
346 struct prog_instruction *inst = prog->Instructions + i;
347 for (j = 0; j < 3; j++) {
348 if (inst->SrcReg[j].File == PROGRAM_INPUT &&
349 inst->SrcReg[j].Index >= VERT_ATTRIB_GENERIC0) {
350 /* this is a generic attrib */
351 const GLint k = inst->SrcReg[j].Index - VERT_ATTRIB_GENERIC0;
352 const char *name = prog->Attributes->Parameters[k].Name;
353 /* See if this attrib name is in the program's attribute list
354 * (i.e. was bound by the user).
355 */
356 GLint index = _mesa_lookup_parameter_index(shProg->Attributes,
357 -1, name);
358 GLint attr;
359 if (index >= 0) {
360 /* found, user must have specified a binding */
361 attr = shProg->Attributes->Parameters[index].StateIndexes[1];
362 }
363 else {
364 /* not found, choose our own attribute number */
365 for (attr = 0; attr < MAX_VERTEX_ATTRIBS; attr++) {
366 if (((1 << attr) & usedAttributes) == 0)
367 break;
368 }
369 if (attr == MAX_VERTEX_ATTRIBS) {
370 /* too many! XXX record error log */
371 return GL_FALSE;
372 }
373 _mesa_add_attribute(shProg->Attributes, name, size, attr);
374 }
375
376 inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + attr;
377 }
378 }
379 }
380 return GL_TRUE;
381 }
382
383
384 /**
385 * Scan program instructions to update the program's InputsRead and
386 * OutputsWritten fields.
387 */
388 static void
389 _slang_update_inputs_outputs(struct gl_program *prog)
390 {
391 GLuint i, j;
392
393 prog->InputsRead = 0x0;
394 prog->OutputsWritten = 0x0;
395
396 for (i = 0; i < prog->NumInstructions; i++) {
397 const struct prog_instruction *inst = prog->Instructions + i;
398 const GLuint numSrc = _mesa_num_inst_src_regs(inst->Opcode);
399 for (j = 0; j < numSrc; j++) {
400 if (inst->SrcReg[j].File == PROGRAM_INPUT) {
401 prog->InputsRead |= 1 << inst->SrcReg[j].Index;
402 }
403 }
404 if (inst->DstReg.File == PROGRAM_OUTPUT) {
405 prog->OutputsWritten |= 1 << inst->DstReg.Index;
406 }
407 }
408 }
409
410
411 /**
412 * Scan a vertex program looking for instances of
413 * (PROGRAM_INPUT, VERT_ATTRIB_GENERIC0 + oldAttrib) and replace with
414 * (PROGRAM_INPUT, VERT_ATTRIB_GENERIC0 + newAttrib).
415 * This is used when the user calls glBindAttribLocation on an already linked
416 * shader program.
417 */
418 void
419 _slang_remap_attribute(struct gl_program *prog, GLuint oldAttrib, GLuint newAttrib)
420 {
421 GLuint i, j;
422
423 assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
424
425 for (i = 0; i < prog->NumInstructions; i++) {
426 struct prog_instruction *inst = prog->Instructions + i;
427 for (j = 0; j < 3; j++) {
428 if (inst->SrcReg[j].File == PROGRAM_INPUT) {
429 if (inst->SrcReg[j].Index == VERT_ATTRIB_GENERIC0 + oldAttrib) {
430 inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + newAttrib;
431 }
432 }
433 }
434 }
435
436 _slang_update_inputs_outputs(prog);
437 }
438
439
440
441 /**
442 * Scan program for texture instructions, lookup sampler/uniform's value
443 * to determine which texture unit to use.
444 * Also, update the program's TexturesUsed[] array.
445 */
446 void
447 _slang_resolve_samplers(struct gl_shader_program *shProg,
448 struct gl_program *prog)
449 {
450 GLuint i;
451
452 for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
453 prog->TexturesUsed[i] = 0;
454
455 for (i = 0; i < prog->NumInstructions; i++) {
456 struct prog_instruction *inst = prog->Instructions + i;
457 if (inst->Opcode == OPCODE_TEX ||
458 inst->Opcode == OPCODE_TXB ||
459 inst->Opcode == OPCODE_TXP) {
460 GLint sampleUnit = (GLint) shProg->Uniforms->ParameterValues[inst->Sampler][0];
461 assert(sampleUnit < MAX_TEXTURE_IMAGE_UNITS);
462 inst->TexSrcUnit = sampleUnit;
463
464 prog->TexturesUsed[inst->TexSrcUnit] |= (1 << inst->TexSrcTarget);
465 }
466 }
467 }
468
469
470
471 /** cast wrapper */
472 static struct gl_vertex_program *
473 vertex_program(struct gl_program *prog)
474 {
475 assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
476 return (struct gl_vertex_program *) prog;
477 }
478
479
480 /** cast wrapper */
481 static struct gl_fragment_program *
482 fragment_program(struct gl_program *prog)
483 {
484 assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
485 return (struct gl_fragment_program *) prog;
486 }
487
488
489 /**
490 * Shader linker. Currently:
491 *
492 * 1. The last attached vertex shader and fragment shader are linked.
493 * 2. Varying vars in the two shaders are combined so their locations
494 * agree between the vertex and fragment stages. They're treated as
495 * vertex program output attribs and as fragment program input attribs.
496 * 3. Uniform vars (including state references, constants, etc) from the
497 * vertex and fragment shaders are merged into one group. Recall that
498 * GLSL uniforms are shared by all linked shaders.
499 * 4. The vertex and fragment programs are cloned and modified to update
500 * src/dst register references so they use the new, linked uniform/
501 * varying storage locations.
502 */
503 void
504 _slang_link2(GLcontext *ctx,
505 GLhandleARB programObj,
506 struct gl_shader_program *shProg)
507 {
508 struct gl_vertex_program *vertProg;
509 struct gl_fragment_program *fragProg;
510 GLuint i;
511
512 _mesa_free_shader_program_data(ctx, shProg);
513
514 shProg->Uniforms = _mesa_new_parameter_list();
515 shProg->Varying = _mesa_new_parameter_list();
516
517 /**
518 * Find attached vertex shader, fragment shader
519 */
520 vertProg = NULL;
521 fragProg = NULL;
522 for (i = 0; i < shProg->NumShaders; i++) {
523 if (shProg->Shaders[i]->Type == GL_VERTEX_SHADER)
524 vertProg = vertex_program(shProg->Shaders[i]->Programs[0]);
525 else if (shProg->Shaders[i]->Type == GL_FRAGMENT_SHADER)
526 fragProg = fragment_program(shProg->Shaders[i]->Programs[0]);
527 else
528 _mesa_problem(ctx, "unexpected shader target in slang_link2()");
529 }
530 if (!vertProg || !fragProg) {
531 /* XXX is it legal to have one but not the other?? */
532 /* XXX record error */
533 shProg->LinkStatus = GL_FALSE;
534 return;
535 }
536
537 if (!vertProg->Base.Varying || !fragProg->Base.Varying) {
538 /* temporary */
539 _mesa_problem(ctx, "vertex/fragment program lacks varying list!");
540 shProg->LinkStatus = GL_FALSE;
541 return;
542 }
543
544 /*
545 * Make copies of the vertex/fragment programs now since we'll be
546 * changing src/dst registers after merging the uniforms and varying vars.
547 */
548 shProg->VertexProgram
549 = vertex_program(_mesa_clone_program(ctx, &vertProg->Base));
550 shProg->FragmentProgram
551 = fragment_program(_mesa_clone_program(ctx, &fragProg->Base));
552
553 link_varying_vars(shProg, &shProg->VertexProgram->Base);
554 link_varying_vars(shProg, &shProg->FragmentProgram->Base);
555
556 link_uniform_vars(shProg, &shProg->VertexProgram->Base);
557 link_uniform_vars(shProg, &shProg->FragmentProgram->Base);
558
559 /* The vertex and fragment programs share a common set of uniforms now */
560 _mesa_free_parameter_list(shProg->VertexProgram->Base.Parameters);
561 _mesa_free_parameter_list(shProg->FragmentProgram->Base.Parameters);
562 shProg->VertexProgram->Base.Parameters = shProg->Uniforms;
563 shProg->FragmentProgram->Base.Parameters = shProg->Uniforms;
564
565 _slang_resolve_branches(&shProg->VertexProgram->Base);
566 _slang_resolve_branches(&shProg->FragmentProgram->Base);
567
568 _slang_resolve_samplers(shProg, &shProg->VertexProgram->Base);
569 _slang_resolve_samplers(shProg, &shProg->FragmentProgram->Base);
570
571 _slang_resolve_attributes(shProg, &shProg->VertexProgram->Base);
572
573 _slang_update_inputs_outputs(&shProg->VertexProgram->Base);
574 _slang_update_inputs_outputs(&shProg->FragmentProgram->Base);
575
576 #if 1
577 printf("************** original fragment program\n");
578 _mesa_print_program(&fragProg->Base);
579 _mesa_print_program_parameters(ctx, &fragProg->Base);
580 #endif
581 #if 1
582 printf("************** linked fragment prog\n");
583 _mesa_print_program(&shProg->FragmentProgram->Base);
584 _mesa_print_program_parameters(ctx, &shProg->FragmentProgram->Base);
585 #endif
586 #if 1
587 printf("************** original vertex program\n");
588 _mesa_print_program(&vertProg->Base);
589 _mesa_print_program_parameters(ctx, &fragProg->Base);
590 #endif
591 #if 1
592 printf("************** linked vertex prog\n");
593 _mesa_print_program(&shProg->VertexProgram->Base);
594 _mesa_print_program_parameters(ctx, &shProg->VertexProgram->Base);
595 #endif
596
597 shProg->LinkStatus = (shProg->VertexProgram && shProg->FragmentProgram);
598 }
599