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/macros.h"
35 #include "main/shaderapi.h"
36 #include "main/shaderobj.h"
37 #include "main/uniforms.h"
38 #include "program/program.h"
39 #include "program/prog_instruction.h"
40 #include "program/prog_parameter.h"
41 #include "program/prog_print.h"
42 #include "program/prog_statevars.h"
43 #include "program/prog_uniform.h"
44 #include "slang_builtin.h"
45 #include "slang_link.h"
49 static struct gl_vertex_program
*
50 vertex_program(struct gl_program
*prog
)
52 assert(prog
->Target
== GL_VERTEX_PROGRAM_ARB
);
53 return (struct gl_vertex_program
*) prog
;
58 static struct gl_fragment_program
*
59 fragment_program(struct gl_program
*prog
)
61 assert(prog
->Target
== GL_FRAGMENT_PROGRAM_ARB
);
62 return (struct gl_fragment_program
*) prog
;
65 static struct gl_geometry_program
*
66 geometry_program(struct gl_program
*prog
)
68 assert(prog
->Target
== MESA_GEOMETRY_PROGRAM
);
69 return (struct gl_geometry_program
*)prog
;
73 * Record a linking error.
76 link_error(struct gl_shader_program
*shProg
, const char *msg
)
78 if (shProg
->InfoLog
) {
79 free(shProg
->InfoLog
);
81 shProg
->InfoLog
= _mesa_strdup(msg
);
82 shProg
->LinkStatus
= GL_FALSE
;
88 * Check if the given bit is either set or clear in both bitfields.
91 bits_agree(GLbitfield flags1
, GLbitfield flags2
, GLbitfield bit
)
93 return (flags1
& bit
) == (flags2
& bit
);
98 * Examine the outputs/varyings written by the vertex shader and
99 * append the names of those outputs onto the Varyings list.
100 * This will only capture the pre-defined/built-in varyings like
101 * gl_Position, not user-defined varyings.
104 update_varying_var_list(GLcontext
*ctx
, struct gl_shader_program
*shProg
)
106 if (shProg
->VertexProgram
) {
107 GLbitfield64 written
= shProg
->VertexProgram
->Base
.OutputsWritten
;
109 for (i
= 0; written
&& i
< VERT_RESULT_MAX
; i
++) {
110 if (written
& BITFIELD64_BIT(i
)) {
111 const char *name
= _slang_vertex_output_name(i
);
113 _mesa_add_varying(shProg
->Varying
, name
, 1, GL_FLOAT_VEC4
, 0x0);
114 written
&= ~BITFIELD64_BIT(i
);
118 if (shProg
->GeometryProgram
) {
119 GLbitfield64 written
= shProg
->GeometryProgram
->Base
.OutputsWritten
;
121 for (i
= 0; written
&& i
< GEOM_RESULT_MAX
; i
++) {
122 if (written
& BITFIELD64_BIT(i
)) {
123 const char *name
= _slang_geometry_output_name(i
);
125 _mesa_add_varying(shProg
->Varying
, name
, 1, GL_FLOAT_VEC4
, 0x0);
126 written
&= ~BITFIELD64_BIT(i
);
134 * Do link error checking related to transform feedback.
137 link_transform_feedback(GLcontext
*ctx
, struct gl_shader_program
*shProg
)
139 GLbitfield varyingMask
;
140 GLuint totalComps
, maxComps
, i
;
142 if (shProg
->TransformFeedback
.NumVarying
== 0) {
147 /* Check that there's a vertex shader */
148 if (shProg
->TransformFeedback
.NumVarying
> 0 &&
149 !shProg
->VertexProgram
) {
150 link_error(shProg
, "Transform feedback without vertex shader");
154 /* Check that all named variables exist, and that none are duplicated.
155 * Also, build a count of the number of varying components to feedback.
159 for (i
= 0; i
< shProg
->TransformFeedback
.NumVarying
; i
++) {
160 const GLchar
*name
= shProg
->TransformFeedback
.VaryingNames
[i
];
161 GLint v
= _mesa_lookup_parameter_index(shProg
->Varying
, -1, name
);
162 struct gl_program_parameter
*p
;
166 _mesa_snprintf(msg
, sizeof(msg
),
167 "vertex shader does not emit %s", name
);
168 link_error(shProg
, msg
);
172 assert(v
< MAX_VARYING
);
174 /* already seen this varying name? */
175 if (varyingMask
& (1 << v
)) {
177 _mesa_snprintf(msg
, sizeof(msg
),
178 "duplicated transform feedback varying name: %s",
180 link_error(shProg
, msg
);
184 varyingMask
|= (1 << v
);
186 p
= &shProg
->Varying
->Parameters
[v
];
188 totalComps
+= _mesa_sizeof_glsl_type(p
->DataType
);
191 if (shProg
->TransformFeedback
.BufferMode
== GL_INTERLEAVED_ATTRIBS
)
192 maxComps
= ctx
->Const
.MaxTransformFeedbackInterleavedComponents
;
194 maxComps
= ctx
->Const
.MaxTransformFeedbackSeparateComponents
;
196 /* check max varying components against the limit */
197 if (totalComps
> maxComps
) {
199 _mesa_snprintf(msg
, sizeof(msg
),
200 "Too many feedback components: %u, max is %u",
201 totalComps
, maxComps
);
202 link_error(shProg
, msg
);
211 * Linking varying vars involves rearranging varying vars so that the
212 * vertex program's output varyings matches the order of the fragment
213 * program's input varyings.
214 * We'll then rewrite instructions to replace PROGRAM_VARYING with either
215 * PROGRAM_INPUT or PROGRAM_OUTPUT depending on whether it's a vertex or
217 * This is also where we set program Input/OutputFlags to indicate
218 * which inputs are centroid-sampled, invariant, etc.
221 link_varying_vars(GLcontext
*ctx
,
222 struct gl_shader_program
*shProg
, struct gl_program
*prog
)
224 GLuint
*map
, i
, firstSrcVarying
, firstDstVarying
, newSrcFile
, newDstFile
;
225 GLbitfield
*inOutFlags
;
227 map
= (GLuint
*) malloc(prog
->Varying
->NumParameters
* sizeof(GLuint
));
231 /* Varying variables are treated like other vertex program outputs
232 * (and like other fragment program inputs). The position of the
233 * first varying differs for vertex/fragment programs...
234 * Also, replace File=PROGRAM_VARYING with File=PROGRAM_INPUT/OUTPUT.
236 if (prog
->Target
== GL_VERTEX_PROGRAM_ARB
) {
237 firstSrcVarying
= firstDstVarying
= VERT_RESULT_VAR0
;
238 newSrcFile
= newDstFile
= PROGRAM_OUTPUT
;
239 inOutFlags
= prog
->OutputFlags
;
241 else if (prog
->Target
== MESA_GEOMETRY_PROGRAM
) {
242 firstSrcVarying
= GEOM_ATTRIB_VAR0
;
243 newSrcFile
= PROGRAM_INPUT
;
244 firstDstVarying
= GEOM_RESULT_VAR0
;
245 newDstFile
= PROGRAM_OUTPUT
;
248 assert(prog
->Target
== GL_FRAGMENT_PROGRAM_ARB
);
249 firstSrcVarying
= firstDstVarying
= FRAG_ATTRIB_VAR0
;
250 newSrcFile
= newDstFile
= PROGRAM_INPUT
;
251 inOutFlags
= prog
->InputFlags
;
254 for (i
= 0; i
< prog
->Varying
->NumParameters
; i
++) {
255 /* see if this varying is in the linked varying list */
256 const struct gl_program_parameter
*var
= prog
->Varying
->Parameters
+ i
;
257 GLint j
= _mesa_lookup_parameter_index(shProg
->Varying
, -1, var
->Name
);
259 /* varying is already in list, do some error checking */
260 const struct gl_program_parameter
*v
=
261 &shProg
->Varying
->Parameters
[j
];
262 if (var
->Size
!= v
->Size
) {
263 link_error(shProg
, "mismatched varying variable types");
267 if (!bits_agree(var
->Flags
, v
->Flags
, PROG_PARAM_BIT_CENTROID
)) {
269 _mesa_snprintf(msg
, sizeof(msg
),
270 "centroid modifier mismatch for '%s'", var
->Name
);
271 link_error(shProg
, msg
);
275 if (!bits_agree(var
->Flags
, v
->Flags
, PROG_PARAM_BIT_INVARIANT
)) {
277 _mesa_snprintf(msg
, sizeof(msg
),
278 "invariant modifier mismatch for '%s'", var
->Name
);
279 link_error(shProg
, msg
);
285 /* not already in linked list */
286 j
= _mesa_add_varying(shProg
->Varying
, var
->Name
, var
->Size
,
287 var
->DataType
, var
->Flags
);
290 if (shProg
->Varying
->NumParameters
> ctx
->Const
.MaxVarying
) {
291 link_error(shProg
, "Too many varying variables");
296 /* Map varying[i] to varying[j].
297 * Note: the loop here takes care of arrays or large (sz>4) vars.
300 GLint sz
= var
->Size
;
302 inOutFlags
[firstDstVarying
+ j
] = var
->Flags
;
303 /*printf("Link varying from %d to %d\n", i, j);*/
307 i
--; /* go back one */
312 /* OK, now scan the program/shader instructions looking for varying vars,
313 * replacing the old index with the new index.
315 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
316 struct prog_instruction
*inst
= prog
->Instructions
+ i
;
319 if (inst
->DstReg
.File
== PROGRAM_VARYING
) {
320 inst
->DstReg
.File
= newDstFile
;
321 inst
->DstReg
.Index
= map
[ inst
->DstReg
.Index
] + firstDstVarying
;
324 for (j
= 0; j
< 3; j
++) {
325 if (inst
->SrcReg
[j
].File
== PROGRAM_VARYING
) {
326 inst
->SrcReg
[j
].File
= newSrcFile
;
327 inst
->SrcReg
[j
].Index
= map
[ inst
->SrcReg
[j
].Index
] + firstSrcVarying
;
334 /* these will get recomputed before linking is completed */
335 prog
->InputsRead
= 0x0;
336 prog
->OutputsWritten
= 0x0;
343 * Build the shProg->Uniforms list.
344 * This is basically a list/index of all uniforms found in either/both of
345 * the vertex and fragment shaders.
348 * Each uniform has two indexes, one that points into the vertex
349 * program's parameter array and another that points into the fragment
350 * program's parameter array. When the user changes a uniform's value
351 * we have to change the value in the vertex and/or fragment program's
354 * This function will be called twice to set up the two uniform->parameter
357 * If a uniform is only present in the vertex program OR fragment program
358 * then the fragment/vertex parameter index, respectively, will be -1.
361 link_uniform_vars(GLcontext
*ctx
,
362 struct gl_shader_program
*shProg
,
363 struct gl_program
*prog
,
366 GLuint samplerMap
[200]; /* max number of samplers declared, not used */
369 for (i
= 0; i
< prog
->Parameters
->NumParameters
; i
++) {
370 const struct gl_program_parameter
*p
= prog
->Parameters
->Parameters
+ i
;
373 * XXX FIX NEEDED HERE
374 * We should also be adding a uniform if p->Type == PROGRAM_STATE_VAR.
375 * For example, modelview matrix, light pos, etc.
376 * Also, we need to update the state-var name-generator code to
377 * generate GLSL-style names, like "gl_LightSource[0].position".
378 * Furthermore, we'll need to fix the state-var's size/datatype info.
381 if ((p
->Type
== PROGRAM_UNIFORM
|| p
->Type
== PROGRAM_SAMPLER
)
383 /* add this uniform, indexing into the target's Parameters list */
384 struct gl_uniform
*uniform
=
385 _mesa_append_uniform(shProg
->Uniforms
, p
->Name
, prog
->Target
, i
);
387 uniform
->Initialized
= p
->Initialized
;
390 /* The samplerMap[] table we build here is used to remap/re-index
391 * sampler references by TEX instructions.
393 if (p
->Type
== PROGRAM_SAMPLER
&& p
->Used
) {
394 /* Allocate a new sampler index */
395 GLuint oldSampNum
= (GLuint
) prog
->Parameters
->ParameterValues
[i
][0];
396 GLuint newSampNum
= *numSamplers
;
397 if (newSampNum
>= ctx
->Const
.MaxTextureImageUnits
) {
399 _mesa_snprintf(s
, sizeof(s
),
400 "Too many texture samplers (%u, max is %u)",
401 newSampNum
, ctx
->Const
.MaxTextureImageUnits
);
402 link_error(shProg
, s
);
405 /* save old->new mapping in the table */
406 if (oldSampNum
< Elements(samplerMap
))
407 samplerMap
[oldSampNum
] = newSampNum
;
408 /* update parameter's sampler index */
409 prog
->Parameters
->ParameterValues
[i
][0] = (GLfloat
) newSampNum
;
414 /* OK, now scan the program/shader instructions looking for texture
415 * instructions using sampler vars. Replace old sampler indexes with
418 prog
->SamplersUsed
= 0x0;
419 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
420 struct prog_instruction
*inst
= prog
->Instructions
+ i
;
421 if (_mesa_is_tex_instruction(inst
->Opcode
)) {
422 /* here, inst->TexSrcUnit is really the sampler unit */
423 const GLint oldSampNum
= inst
->TexSrcUnit
;
426 printf("====== remap sampler from %d to %d\n",
427 inst
->TexSrcUnit
, samplerMap
[ inst
->TexSrcUnit
]);
430 if (oldSampNum
< Elements(samplerMap
)) {
431 const GLuint newSampNum
= samplerMap
[oldSampNum
];
432 inst
->TexSrcUnit
= newSampNum
;
433 prog
->SamplerTargets
[newSampNum
] = inst
->TexSrcTarget
;
434 prog
->SamplersUsed
|= (1 << newSampNum
);
435 if (inst
->TexShadow
) {
436 prog
->ShadowSamplers
|= (1 << newSampNum
);
447 * Resolve binding of generic vertex attributes.
448 * For example, if the vertex shader declared "attribute vec4 foobar" we'll
449 * allocate a generic vertex attribute for "foobar" and plug that value into
450 * the vertex program instructions.
451 * But if the user called glBindAttributeLocation(), those bindings will
455 _slang_resolve_attributes(struct gl_shader_program
*shProg
,
456 const struct gl_program
*origProg
,
457 struct gl_program
*linkedProg
)
459 GLint attribMap
[MAX_VERTEX_GENERIC_ATTRIBS
];
461 GLbitfield usedAttributes
; /* generics only, not legacy attributes */
462 GLbitfield inputsRead
= 0x0;
464 assert(origProg
!= linkedProg
);
465 assert(origProg
->Target
== GL_VERTEX_PROGRAM_ARB
);
466 assert(linkedProg
->Target
== GL_VERTEX_PROGRAM_ARB
);
468 if (!shProg
->Attributes
)
469 shProg
->Attributes
= _mesa_new_parameter_list();
471 if (linkedProg
->Attributes
) {
472 _mesa_free_parameter_list(linkedProg
->Attributes
);
474 linkedProg
->Attributes
= _mesa_new_parameter_list();
477 /* Build a bitmask indicating which attribute indexes have been
478 * explicitly bound by the user with glBindAttributeLocation().
480 usedAttributes
= 0x0;
481 for (i
= 0; i
< shProg
->Attributes
->NumParameters
; i
++) {
482 GLint attr
= shProg
->Attributes
->Parameters
[i
].StateIndexes
[0];
483 usedAttributes
|= (1 << attr
);
486 /* If gl_Vertex is used, that actually counts against the limit
487 * on generic vertex attributes. This avoids the ambiguity of
488 * whether glVertexAttrib4fv(0, v) sets legacy attribute 0 (vert pos)
489 * or generic attribute[0]. If gl_Vertex is used, we want the former.
491 if (origProg
->InputsRead
& VERT_BIT_POS
) {
492 usedAttributes
|= 0x1;
495 /* initialize the generic attribute map entries to -1 */
496 for (i
= 0; i
< MAX_VERTEX_GENERIC_ATTRIBS
; i
++) {
501 * Scan program for generic attribute references
503 for (i
= 0; i
< linkedProg
->NumInstructions
; i
++) {
504 struct prog_instruction
*inst
= linkedProg
->Instructions
+ i
;
505 for (j
= 0; j
< 3; j
++) {
506 if (inst
->SrcReg
[j
].File
== PROGRAM_INPUT
) {
507 inputsRead
|= (1 << inst
->SrcReg
[j
].Index
);
510 if (inst
->SrcReg
[j
].File
== PROGRAM_INPUT
&&
511 inst
->SrcReg
[j
].Index
>= VERT_ATTRIB_GENERIC0
) {
513 * OK, we've found a generic vertex attribute reference.
515 const GLint k
= inst
->SrcReg
[j
].Index
- VERT_ATTRIB_GENERIC0
;
517 GLint attr
= attribMap
[k
];
520 /* Need to figure out attribute mapping now.
522 const char *name
= origProg
->Attributes
->Parameters
[k
].Name
;
523 const GLint size
= origProg
->Attributes
->Parameters
[k
].Size
;
524 const GLenum type
=origProg
->Attributes
->Parameters
[k
].DataType
;
527 /* See if there's a user-defined attribute binding for
530 index
= _mesa_lookup_parameter_index(shProg
->Attributes
,
533 /* Found a user-defined binding */
534 attr
= shProg
->Attributes
->Parameters
[index
].StateIndexes
[0];
537 /* No user-defined binding, choose our own attribute number.
538 * Start at 1 since generic attribute 0 always aliases
541 for (attr
= 0; attr
< MAX_VERTEX_GENERIC_ATTRIBS
; attr
++) {
542 if (((1 << attr
) & usedAttributes
) == 0)
545 if (attr
== MAX_VERTEX_GENERIC_ATTRIBS
) {
546 link_error(shProg
, "Too many vertex attributes");
550 /* mark this attribute as used */
551 usedAttributes
|= (1 << attr
);
556 /* Save the final name->attrib binding so it can be queried
557 * with glGetAttributeLocation().
559 _mesa_add_attribute(linkedProg
->Attributes
, name
,
565 /* update the instruction's src reg */
566 inst
->SrcReg
[j
].Index
= VERT_ATTRIB_GENERIC0
+ attr
;
571 /* Handle pre-defined attributes here (gl_Vertex, gl_Normal, etc).
572 * When the user queries the active attributes we need to include both
573 * the user-defined attributes and the built-in ones.
575 for (i
= VERT_ATTRIB_POS
; i
< VERT_ATTRIB_GENERIC0
; i
++) {
576 if (inputsRead
& (1 << i
)) {
577 _mesa_add_attribute(linkedProg
->Attributes
,
578 _slang_vert_attrib_name(i
),
579 4, /* size in floats */
580 _slang_vert_attrib_type(i
),
581 -1 /* attrib/input */);
590 * Scan program instructions to update the program's NumTemporaries field.
591 * Note: this implemenation relies on the code generator allocating
592 * temps in increasing order (0, 1, 2, ... ).
595 _slang_count_temporaries(struct gl_program
*prog
)
600 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
601 const struct prog_instruction
*inst
= prog
->Instructions
+ i
;
602 const GLuint numSrc
= _mesa_num_inst_src_regs(inst
->Opcode
);
603 for (j
= 0; j
< numSrc
; j
++) {
604 if (inst
->SrcReg
[j
].File
== PROGRAM_TEMPORARY
) {
605 if (maxIndex
< inst
->SrcReg
[j
].Index
)
606 maxIndex
= inst
->SrcReg
[j
].Index
;
608 if (inst
->DstReg
.File
== PROGRAM_TEMPORARY
) {
609 if (maxIndex
< (GLint
) inst
->DstReg
.Index
)
610 maxIndex
= inst
->DstReg
.Index
;
615 prog
->NumTemporaries
= (GLuint
) (maxIndex
+ 1);
620 * If an input attribute is indexed with relative addressing we have
621 * to compute a gl_program::InputsRead bitmask which reflects the fact
622 * that any input may be referenced by array element. Ex: gl_TexCoord[i].
623 * This function computes the bitmask of potentially read inputs.
626 get_inputs_read_mask(GLenum target
, GLuint index
, GLboolean relAddr
)
633 if (target
== GL_VERTEX_PROGRAM_ARB
) {
635 case VERT_ATTRIB_TEX0
:
636 mask
= ((1U << (VERT_ATTRIB_TEX7
+ 1)) - 1)
637 - ((1U << VERT_ATTRIB_TEX0
) - 1);
639 case VERT_ATTRIB_GENERIC0
:
640 /* different code to avoid uint overflow */
641 mask
= ~0x0U
- ((1U << VERT_ATTRIB_GENERIC0
) - 1);
644 ; /* a non-array input attribute */
647 else if (target
== GL_FRAGMENT_PROGRAM_ARB
) {
649 case FRAG_ATTRIB_TEX0
:
650 mask
= ((1U << (FRAG_ATTRIB_TEX7
+ 1)) - 1)
651 - ((1U << FRAG_ATTRIB_TEX0
) - 1);
653 case FRAG_ATTRIB_VAR0
:
654 mask
= ((1U << (FRAG_ATTRIB_VAR0
+ MAX_VARYING
)) - 1)
655 - ((1U << FRAG_ATTRIB_VAR0
) - 1);
658 ; /* a non-array input attribute */
661 else if (target
== MESA_GEOMETRY_PROGRAM
) {
663 case GEOM_ATTRIB_VAR0
:
664 mask
= ((1ULL << (GEOM_ATTRIB_VAR0
+ MAX_VARYING
)) - 1)
665 - ((1ULL << GEOM_ATTRIB_VAR0
) - 1);
668 ; /* a non-array input attribute */
672 assert(0 && "bad program target");
683 * If an output attribute is indexed with relative addressing we have
684 * to compute a gl_program::OutputsWritten bitmask which reflects the fact
685 * that any output may be referenced by array element. Ex: gl_TexCoord[i].
686 * This function computes the bitmask of potentially written outputs.
689 get_outputs_written_mask(GLenum target
, GLuint index
, GLboolean relAddr
)
693 mask
= BITFIELD64_BIT(index
);
696 if (target
== GL_VERTEX_PROGRAM_ARB
) {
698 case VERT_RESULT_TEX0
:
699 mask
= BITFIELD64_RANGE(VERT_RESULT_TEX0
,
701 + MAX_TEXTURE_COORD_UNITS
- 1));
703 case VERT_RESULT_VAR0
:
704 mask
= BITFIELD64_RANGE(VERT_RESULT_VAR0
,
705 (VERT_RESULT_VAR0
+ MAX_VARYING
- 1));
708 ; /* a non-array output attribute */
711 else if (target
== GL_FRAGMENT_PROGRAM_ARB
) {
713 case FRAG_RESULT_DATA0
:
714 mask
= BITFIELD64_RANGE(FRAG_RESULT_DATA0
,
716 + MAX_DRAW_BUFFERS
- 1));
719 ; /* a non-array output attribute */
722 else if (target
== MESA_GEOMETRY_PROGRAM
) {
724 case GEOM_RESULT_TEX0
:
725 mask
= BITFIELD64_RANGE(GEOM_RESULT_TEX0
,
727 + MAX_TEXTURE_COORD_UNITS
- 1));
729 case GEOM_RESULT_VAR0
:
730 mask
= BITFIELD64_RANGE(GEOM_RESULT_VAR0
,
731 (GEOM_RESULT_VAR0
+ MAX_VARYING
- 1));
734 ; /* a non-array output attribute */
738 assert(0 && "bad program target");
747 * Scan program instructions to update the program's InputsRead and
748 * OutputsWritten fields.
751 _slang_update_inputs_outputs(struct gl_program
*prog
)
754 GLuint maxAddrReg
= 0;
756 prog
->InputsRead
= 0x0;
757 prog
->OutputsWritten
= 0x0;
759 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
760 const struct prog_instruction
*inst
= prog
->Instructions
+ i
;
761 const GLuint numSrc
= _mesa_num_inst_src_regs(inst
->Opcode
);
762 for (j
= 0; j
< numSrc
; j
++) {
763 if (inst
->SrcReg
[j
].File
== PROGRAM_INPUT
) {
764 if (prog
->Target
== MESA_GEOMETRY_PROGRAM
&&
765 inst
->SrcReg
[j
].HasIndex2D
)
766 prog
->InputsRead
|= get_inputs_read_mask(prog
->Target
,
767 inst
->SrcReg
[j
].Index2D
,
768 inst
->SrcReg
[j
].RelAddr2D
);
770 prog
->InputsRead
|= get_inputs_read_mask(prog
->Target
,
771 inst
->SrcReg
[j
].Index
,
772 inst
->SrcReg
[j
].RelAddr
);
774 else if (inst
->SrcReg
[j
].File
== PROGRAM_ADDRESS
) {
775 maxAddrReg
= MAX2(maxAddrReg
, (GLuint
) (inst
->SrcReg
[j
].Index
+ 1));
779 if (inst
->DstReg
.File
== PROGRAM_OUTPUT
) {
780 prog
->OutputsWritten
|= get_outputs_written_mask(prog
->Target
,
782 inst
->DstReg
.RelAddr
);
784 else if (inst
->DstReg
.File
== PROGRAM_ADDRESS
) {
785 maxAddrReg
= MAX2(maxAddrReg
, inst
->DstReg
.Index
+ 1);
788 prog
->NumAddressRegs
= maxAddrReg
;
794 * Remove extra #version directives from the concatenated source string.
795 * Disable the extra ones by converting first two chars to //, a comment.
796 * This is a bit of hack to work around a preprocessor bug that only
797 * allows one #version directive per source.
800 remove_extra_version_directives(GLchar
*source
)
804 char *ver
= strstr(source
, "#version");
819 /* Returns the number of vertices per geometry shader
821 * XXX: duplicated in Gallium in u_vertices_per_prim
822 * method. Once Mesa core will start using Gallium
823 * this should be removed
826 vertices_per_prim(int prim
)
835 case GL_LINES_ADJACENCY_ARB
:
837 case GL_TRIANGLES_ADJACENCY_ARB
:
840 ASSERT(!"Bad primitive");
846 * Return a new shader whose source code is the concatenation of
847 * all the shader sources of the given type.
849 static struct gl_shader
*
850 concat_shaders(struct gl_shader_program
*shProg
, GLenum shaderType
)
852 struct gl_shader
*newShader
;
853 const struct gl_shader
*firstShader
= NULL
;
854 GLuint
*shaderLengths
;
856 GLuint totalLen
= 0, len
= 0;
859 shaderLengths
= (GLuint
*)malloc(shProg
->NumShaders
* sizeof(GLuint
));
860 if (!shaderLengths
) {
864 /* compute total size of new shader source code */
865 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
866 const struct gl_shader
*shader
= shProg
->Shaders
[i
];
867 if (shader
->Type
== shaderType
) {
868 shaderLengths
[i
] = strlen(shader
->Source
);
869 totalLen
+= shaderLengths
[i
];
871 firstShader
= shader
;
880 /* Geometry shader will inject definition of
881 * const int gl_VerticesIn */
882 if (shaderType
== GL_GEOMETRY_SHADER_ARB
) {
886 source
= (GLchar
*) malloc(totalLen
+ 1);
892 /* concatenate shaders */
893 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
894 const struct gl_shader
*shader
= shProg
->Shaders
[i
];
895 if (shader
->Type
== shaderType
) {
896 memcpy(source
+ len
, shader
->Source
, shaderLengths
[i
]);
897 len
+= shaderLengths
[i
];
900 /* if it's geometry shader we need to inject definition
901 * of "const int gl_VerticesIn = X;" where X is the number
902 * of vertices per input primitive
904 if (shaderType
== GL_GEOMETRY_SHADER_ARB
) {
906 GLuint num_verts
= vertices_per_prim(shProg
->Geom
.InputType
);
907 _mesa_snprintf(gs_pre
, 31,
908 "const int gl_VerticesIn = %d;\n", num_verts
);
909 memcpy(source
+ len
, gs_pre
, strlen(gs_pre
));
910 len
+= strlen(gs_pre
);
914 printf("---NEW CONCATENATED SHADER---:\n%s\n------------\n", source);
919 remove_extra_version_directives(source
);
921 newShader
= CALLOC_STRUCT(gl_shader
);
927 newShader
->Type
= shaderType
;
928 newShader
->Source
= source
;
929 newShader
->Pragmas
= firstShader
->Pragmas
;
935 * Search the shader program's list of shaders to find the one that
937 * This will involve shader concatenation and recompilation if needed.
939 static struct gl_shader
*
940 get_main_shader(GLcontext
*ctx
,
941 struct gl_shader_program
*shProg
, GLenum type
)
943 struct gl_shader
*shader
= NULL
;
947 * Look for a shader that defines main() and has no unresolved references.
949 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
950 shader
= shProg
->Shaders
[i
];
951 if (shader
->Type
== type
&&
953 !shader
->UnresolvedRefs
) {
960 * There must have been unresolved references during the original
961 * compilation. Try concatenating all the shaders of the given type
962 * and recompile that.
964 shader
= concat_shaders(shProg
, type
);
967 _slang_compile(ctx
, shader
);
969 /* Finally, check if recompiling failed */
970 if (!shader
->CompileStatus
||
972 shader
->UnresolvedRefs
) {
973 link_error(shProg
, "Unresolved symbols");
974 ctx
->Driver
.DeleteShader(ctx
, shader
);
984 * Shader linker. Currently:
986 * 1. The last attached vertex shader and fragment shader are linked.
987 * 2. Varying vars in the two shaders are combined so their locations
988 * agree between the vertex and fragment stages. They're treated as
989 * vertex program output attribs and as fragment program input attribs.
990 * 3. The vertex and fragment programs are cloned and modified to update
991 * src/dst register references so they use the new, linked varying
995 _slang_link(GLcontext
*ctx
,
996 GLhandleARB programObj
,
997 struct gl_shader_program
*shProg
)
999 const struct gl_vertex_program
*vertProg
= NULL
;
1000 const struct gl_fragment_program
*fragProg
= NULL
;
1001 const struct gl_geometry_program
*geomProg
= NULL
;
1002 GLboolean vertNotify
= GL_TRUE
, fragNotify
= GL_TRUE
, geomNotify
= GL_TRUE
;
1003 GLuint numSamplers
= 0;
1006 _mesa_clear_shader_program_data(ctx
, shProg
);
1008 /* Initialize LinkStatus to "success". Will be cleared if error. */
1009 shProg
->LinkStatus
= GL_TRUE
;
1011 /* check that all programs compiled successfully */
1012 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
1013 if (!shProg
->Shaders
[i
]->CompileStatus
) {
1014 link_error(shProg
, "linking with uncompiled shader\n");
1019 shProg
->Uniforms
= _mesa_new_uniform_list();
1020 shProg
->Varying
= _mesa_new_parameter_list();
1023 * Find the vertex and fragment shaders which define main()
1026 struct gl_shader
*vertShader
, *fragShader
, *geomShader
;
1027 vertShader
= get_main_shader(ctx
, shProg
, GL_VERTEX_SHADER
);
1028 geomShader
= get_main_shader(ctx
, shProg
, GL_GEOMETRY_SHADER_ARB
);
1029 fragShader
= get_main_shader(ctx
, shProg
, GL_FRAGMENT_SHADER
);
1032 vertProg
= vertex_program(vertShader
->Program
);
1034 geomProg
= geometry_program(geomShader
->Program
);
1036 fragProg
= fragment_program(fragShader
->Program
);
1037 if (!shProg
->LinkStatus
)
1041 #if FEATURE_es2_glsl
1042 /* must have both a vertex and fragment program for ES2 */
1043 if (ctx
->API
== API_OPENGLES2
) {
1045 link_error(shProg
, "missing vertex shader\n");
1049 link_error(shProg
, "missing fragment shader\n");
1056 * Make copies of the vertex/fragment programs now since we'll be
1057 * changing src/dst registers after merging the uniforms and varying vars.
1059 _mesa_reference_vertprog(ctx
, &shProg
->VertexProgram
, NULL
);
1061 struct gl_vertex_program
*linked_vprog
=
1062 _mesa_clone_vertex_program(ctx
, vertProg
);
1063 shProg
->VertexProgram
= linked_vprog
; /* refcount OK */
1064 /* vertex program ID not significant; just set Id for debugging purposes */
1065 shProg
->VertexProgram
->Base
.Id
= shProg
->Name
;
1066 ASSERT(shProg
->VertexProgram
->Base
.RefCount
== 1);
1068 _mesa_reference_geomprog(ctx
, &shProg
->GeometryProgram
, NULL
);
1070 struct gl_geometry_program
*linked_gprog
=
1071 _mesa_clone_geometry_program(ctx
, geomProg
);
1072 shProg
->GeometryProgram
= linked_gprog
; /* refcount OK */
1073 shProg
->GeometryProgram
->Base
.Id
= shProg
->Name
;
1074 ASSERT(shProg
->GeometryProgram
->Base
.RefCount
== 1);
1076 _mesa_reference_fragprog(ctx
, &shProg
->FragmentProgram
, NULL
);
1078 struct gl_fragment_program
*linked_fprog
=
1079 _mesa_clone_fragment_program(ctx
, fragProg
);
1080 shProg
->FragmentProgram
= linked_fprog
; /* refcount OK */
1081 /* vertex program ID not significant; just set Id for debugging purposes */
1082 shProg
->FragmentProgram
->Base
.Id
= shProg
->Name
;
1083 ASSERT(shProg
->FragmentProgram
->Base
.RefCount
== 1);
1086 /* link varying vars */
1087 if (shProg
->VertexProgram
) {
1088 if (!link_varying_vars(ctx
, shProg
, &shProg
->VertexProgram
->Base
))
1091 if (shProg
->GeometryProgram
) {
1092 if (!link_varying_vars(ctx
, shProg
, &shProg
->GeometryProgram
->Base
))
1095 if (shProg
->FragmentProgram
) {
1096 if (!link_varying_vars(ctx
, shProg
, &shProg
->FragmentProgram
->Base
))
1100 /* link uniform vars */
1101 if (shProg
->VertexProgram
) {
1102 if (!link_uniform_vars(ctx
, shProg
, &shProg
->VertexProgram
->Base
,
1107 if (shProg
->GeometryProgram
) {
1108 if (!link_uniform_vars(ctx
, shProg
, &shProg
->GeometryProgram
->Base
,
1113 if (shProg
->FragmentProgram
) {
1114 if (!link_uniform_vars(ctx
, shProg
, &shProg
->FragmentProgram
->Base
,
1120 /*_mesa_print_uniforms(shProg->Uniforms);*/
1122 if (shProg
->VertexProgram
) {
1123 if (!_slang_resolve_attributes(shProg
, &vertProg
->Base
,
1124 &shProg
->VertexProgram
->Base
)) {
1129 if (shProg
->VertexProgram
) {
1130 _slang_update_inputs_outputs(&shProg
->VertexProgram
->Base
);
1131 _slang_count_temporaries(&shProg
->VertexProgram
->Base
);
1132 if (!(shProg
->VertexProgram
->Base
.OutputsWritten
1133 & BITFIELD64_BIT(VERT_RESULT_HPOS
))) {
1134 /* the vertex program did not compute a vertex position */
1136 "gl_Position was not written by vertex shader\n");
1140 if (shProg
->GeometryProgram
) {
1141 if (!shProg
->VertexProgram
) {
1143 "Geometry shader without a vertex shader is illegal!\n");
1146 if (shProg
->Geom
.VerticesOut
== 0) {
1148 "GEOMETRY_VERTICES_OUT is zero\n");
1152 _slang_count_temporaries(&shProg
->GeometryProgram
->Base
);
1153 _slang_update_inputs_outputs(&shProg
->GeometryProgram
->Base
);
1155 if (shProg
->FragmentProgram
) {
1156 _slang_count_temporaries(&shProg
->FragmentProgram
->Base
);
1157 _slang_update_inputs_outputs(&shProg
->FragmentProgram
->Base
);
1160 /* Check that all the varying vars needed by the fragment shader are
1161 * actually produced by the vertex shader.
1163 if (shProg
->FragmentProgram
) {
1164 const GLbitfield varyingRead
1165 = shProg
->FragmentProgram
->Base
.InputsRead
>> FRAG_ATTRIB_VAR0
;
1166 const GLbitfield64 varyingWritten
= shProg
->VertexProgram
?
1167 shProg
->VertexProgram
->Base
.OutputsWritten
>> VERT_RESULT_VAR0
: 0x0;
1168 if ((varyingRead
& varyingWritten
) != varyingRead
) {
1170 "Fragment program using varying vars not written by vertex shader\n");
1175 /* check that gl_FragColor and gl_FragData are not both written to */
1176 if (shProg
->FragmentProgram
) {
1177 const GLbitfield64 outputsWritten
=
1178 shProg
->FragmentProgram
->Base
.OutputsWritten
;
1179 if ((outputsWritten
& BITFIELD64_BIT(FRAG_RESULT_COLOR
)) &&
1180 (outputsWritten
>= BITFIELD64_BIT(FRAG_RESULT_DATA0
))) {
1181 link_error(shProg
, "Fragment program cannot write both gl_FragColor"
1182 " and gl_FragData[].\n");
1187 update_varying_var_list(ctx
, shProg
);
1189 /* checks related to transform feedback */
1190 if (!link_transform_feedback(ctx
, shProg
)) {
1194 if (fragProg
&& shProg
->FragmentProgram
) {
1195 /* Compute initial program's TexturesUsed info */
1196 _mesa_update_shader_textures_used(&shProg
->FragmentProgram
->Base
);
1198 /* notify driver that a new fragment program has been compiled/linked */
1199 vertNotify
= ctx
->Driver
.ProgramStringNotify(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
1200 &shProg
->FragmentProgram
->Base
);
1201 if (ctx
->Shader
.Flags
& GLSL_DUMP
) {
1202 printf("Mesa pre-link fragment program:\n");
1203 _mesa_print_program(&fragProg
->Base
);
1204 _mesa_print_program_parameters(ctx
, &fragProg
->Base
);
1206 printf("Mesa post-link fragment program:\n");
1207 _mesa_print_program(&shProg
->FragmentProgram
->Base
);
1208 _mesa_print_program_parameters(ctx
, &shProg
->FragmentProgram
->Base
);
1212 if (geomProg
&& shProg
->GeometryProgram
) {
1213 /* Compute initial program's TexturesUsed info */
1214 _mesa_update_shader_textures_used(&shProg
->GeometryProgram
->Base
);
1216 /* Copy some per-shader-program fields to per-shader object */
1217 shProg
->GeometryProgram
->VerticesOut
= shProg
->Geom
.VerticesOut
;
1218 shProg
->GeometryProgram
->InputType
= shProg
->Geom
.InputType
;
1219 shProg
->GeometryProgram
->OutputType
= shProg
->Geom
.OutputType
;
1221 /* notify driver that a new fragment program has been compiled/linked */
1222 geomNotify
= ctx
->Driver
.ProgramStringNotify(ctx
, MESA_GEOMETRY_PROGRAM
,
1223 &shProg
->GeometryProgram
->Base
);
1224 if (ctx
->Shader
.Flags
& GLSL_DUMP
) {
1225 printf("Mesa pre-link geometry program:\n");
1226 _mesa_print_program(&geomProg
->Base
);
1227 _mesa_print_program_parameters(ctx
, &geomProg
->Base
);
1229 printf("Mesa post-link geometry program:\n");
1230 _mesa_print_program(&shProg
->GeometryProgram
->Base
);
1231 _mesa_print_program_parameters(ctx
, &shProg
->GeometryProgram
->Base
);
1235 if (vertProg
&& shProg
->VertexProgram
) {
1236 /* Compute initial program's TexturesUsed info */
1237 _mesa_update_shader_textures_used(&shProg
->VertexProgram
->Base
);
1239 /* notify driver that a new vertex program has been compiled/linked */
1240 fragNotify
= ctx
->Driver
.ProgramStringNotify(ctx
, GL_VERTEX_PROGRAM_ARB
,
1241 &shProg
->VertexProgram
->Base
);
1242 if (ctx
->Shader
.Flags
& GLSL_DUMP
) {
1243 printf("Mesa pre-link vertex program:\n");
1244 _mesa_print_program(&vertProg
->Base
);
1245 _mesa_print_program_parameters(ctx
, &vertProg
->Base
);
1247 printf("Mesa post-link vertex program:\n");
1248 _mesa_print_program(&shProg
->VertexProgram
->Base
);
1249 _mesa_print_program_parameters(ctx
, &shProg
->VertexProgram
->Base
);
1255 if (shProg
->VertexProgram
)
1256 _mesa_postprocess_program(ctx
, &shProg
->VertexProgram
->Base
);
1257 if (shProg
->FragmentProgram
)
1258 _mesa_postprocess_program(ctx
, &shProg
->FragmentProgram
->Base
);
1261 if (ctx
->Shader
.Flags
& GLSL_DUMP
) {
1262 printf("Varying vars:\n");
1263 _mesa_print_parameter_list(shProg
->Varying
);
1264 if (shProg
->InfoLog
) {
1265 printf("Info Log: %s\n", shProg
->InfoLog
);
1269 if (!vertNotify
|| !fragNotify
|| !geomNotify
) {
1270 /* driver rejected one/both of the vertex/fragment programs */
1271 if (!shProg
->InfoLog
) {
1273 "Vertex, geometry and/or fragment program rejected by driver\n");
1277 shProg
->LinkStatus
= (shProg
->VertexProgram
|| shProg
->FragmentProgram
);