8d5a9e96ad96aea64dc966786742947d4762abd4
[mesa.git] / src / mesa / slang / slang_link.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
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:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
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.
24 */
25
26 /**
27 * \file slang_link.c
28 * GLSL linker
29 * \author Brian Paul
30 */
31
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"
46
47
48 /** cast wrapper */
49 static struct gl_vertex_program *
50 vertex_program(struct gl_program *prog)
51 {
52 assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
53 return (struct gl_vertex_program *) prog;
54 }
55
56
57 /** cast wrapper */
58 static struct gl_fragment_program *
59 fragment_program(struct gl_program *prog)
60 {
61 assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
62 return (struct gl_fragment_program *) prog;
63 }
64
65 static struct gl_geometry_program *
66 geometry_program(struct gl_program *prog)
67 {
68 assert(prog->Target == MESA_GEOMETRY_PROGRAM);
69 return (struct gl_geometry_program *)prog;
70 }
71
72 /**
73 * Record a linking error.
74 */
75 static void
76 link_error(struct gl_shader_program *shProg, const char *msg)
77 {
78 if (shProg->InfoLog) {
79 free(shProg->InfoLog);
80 }
81 shProg->InfoLog = _mesa_strdup(msg);
82 shProg->LinkStatus = GL_FALSE;
83 }
84
85
86
87 /**
88 * Check if the given bit is either set or clear in both bitfields.
89 */
90 static GLboolean
91 bits_agree(GLbitfield flags1, GLbitfield flags2, GLbitfield bit)
92 {
93 return (flags1 & bit) == (flags2 & bit);
94 }
95
96
97 /**
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.
102 */
103 static void
104 update_varying_var_list(GLcontext *ctx, struct gl_shader_program *shProg)
105 {
106 if (shProg->VertexProgram) {
107 GLbitfield64 written = shProg->VertexProgram->Base.OutputsWritten;
108 GLuint i;
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);
112 if (name)
113 _mesa_add_varying(shProg->Varying, name, 1, GL_FLOAT_VEC4, 0x0);
114 written &= ~BITFIELD64_BIT(i);
115 }
116 }
117 }
118 if (shProg->GeometryProgram) {
119 GLbitfield64 written = shProg->GeometryProgram->Base.OutputsWritten;
120 GLuint i;
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);
124 if (name)
125 _mesa_add_varying(shProg->Varying, name, 1, GL_FLOAT_VEC4, 0x0);
126 written &= ~BITFIELD64_BIT(i);
127 }
128 }
129 }
130 }
131
132
133 /**
134 * Do link error checking related to transform feedback.
135 */
136 static GLboolean
137 link_transform_feedback(GLcontext *ctx, struct gl_shader_program *shProg)
138 {
139 GLbitfield varyingMask;
140 GLuint totalComps, maxComps, i;
141
142 if (shProg->TransformFeedback.NumVarying == 0) {
143 /* nothing to do */
144 return GL_TRUE;
145 }
146
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");
151 return GL_FALSE;
152 }
153
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.
156 */
157 totalComps = 0;
158 varyingMask = 0x0;
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;
163
164 if (v < 0) {
165 char msg[100];
166 _mesa_snprintf(msg, sizeof(msg),
167 "vertex shader does not emit %s", name);
168 link_error(shProg, msg);
169 return GL_FALSE;
170 }
171
172 assert(v < MAX_VARYING);
173
174 /* already seen this varying name? */
175 if (varyingMask & (1 << v)) {
176 char msg[100];
177 _mesa_snprintf(msg, sizeof(msg),
178 "duplicated transform feedback varying name: %s",
179 name);
180 link_error(shProg, msg);
181 return GL_FALSE;
182 }
183
184 varyingMask |= (1 << v);
185
186 p = &shProg->Varying->Parameters[v];
187
188 totalComps += _mesa_sizeof_glsl_type(p->DataType);
189 }
190
191 if (shProg->TransformFeedback.BufferMode == GL_INTERLEAVED_ATTRIBS)
192 maxComps = ctx->Const.MaxTransformFeedbackInterleavedComponents;
193 else
194 maxComps = ctx->Const.MaxTransformFeedbackSeparateComponents;
195
196 /* check max varying components against the limit */
197 if (totalComps > maxComps) {
198 char msg[100];
199 _mesa_snprintf(msg, sizeof(msg),
200 "Too many feedback components: %u, max is %u",
201 totalComps, maxComps);
202 link_error(shProg, msg);
203 return GL_FALSE;
204 }
205
206 return GL_TRUE;
207 }
208
209
210 /**
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
216 * fragment shader.
217 * This is also where we set program Input/OutputFlags to indicate
218 * which inputs are centroid-sampled, invariant, etc.
219 */
220 static GLboolean
221 link_varying_vars(GLcontext *ctx,
222 struct gl_shader_program *shProg, struct gl_program *prog)
223 {
224 GLuint *map, i, firstSrcVarying, firstDstVarying, newSrcFile, newDstFile;
225 GLbitfield *inOutFlags;
226
227 map = (GLuint *) malloc(prog->Varying->NumParameters * sizeof(GLuint));
228 if (!map)
229 return GL_FALSE;
230
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.
235 */
236 if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
237 firstSrcVarying = firstDstVarying = VERT_RESULT_VAR0;
238 newSrcFile = newDstFile = PROGRAM_OUTPUT;
239 inOutFlags = prog->OutputFlags;
240 }
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;
246 }
247 else {
248 assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
249 firstSrcVarying = firstDstVarying = FRAG_ATTRIB_VAR0;
250 newSrcFile = newDstFile = PROGRAM_INPUT;
251 inOutFlags = prog->InputFlags;
252 }
253
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);
258 if (j >= 0) {
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");
264 free(map);
265 return GL_FALSE;
266 }
267 if (!bits_agree(var->Flags, v->Flags, PROG_PARAM_BIT_CENTROID)) {
268 char msg[100];
269 _mesa_snprintf(msg, sizeof(msg),
270 "centroid modifier mismatch for '%s'", var->Name);
271 link_error(shProg, msg);
272 free(map);
273 return GL_FALSE;
274 }
275 if (!bits_agree(var->Flags, v->Flags, PROG_PARAM_BIT_INVARIANT)) {
276 char msg[100];
277 _mesa_snprintf(msg, sizeof(msg),
278 "invariant modifier mismatch for '%s'", var->Name);
279 link_error(shProg, msg);
280 free(map);
281 return GL_FALSE;
282 }
283 }
284 else {
285 /* not already in linked list */
286 j = _mesa_add_varying(shProg->Varying, var->Name, var->Size,
287 var->DataType, var->Flags);
288 }
289
290 if (shProg->Varying->NumParameters > ctx->Const.MaxVarying) {
291 link_error(shProg, "Too many varying variables");
292 free(map);
293 return GL_FALSE;
294 }
295
296 /* Map varying[i] to varying[j].
297 * Note: the loop here takes care of arrays or large (sz>4) vars.
298 */
299 {
300 GLint sz = var->Size;
301 while (sz > 0) {
302 inOutFlags[firstDstVarying + j] = var->Flags;
303 /*printf("Link varying from %d to %d\n", i, j);*/
304 map[i++] = j++;
305 sz -= 4;
306 }
307 i--; /* go back one */
308 }
309 }
310
311
312 /* OK, now scan the program/shader instructions looking for varying vars,
313 * replacing the old index with the new index.
314 */
315 for (i = 0; i < prog->NumInstructions; i++) {
316 struct prog_instruction *inst = prog->Instructions + i;
317 GLuint j;
318
319 if (inst->DstReg.File == PROGRAM_VARYING) {
320 inst->DstReg.File = newDstFile;
321 inst->DstReg.Index = map[ inst->DstReg.Index ] + firstDstVarying;
322 }
323
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;
328 }
329 }
330 }
331
332 free(map);
333
334 /* these will get recomputed before linking is completed */
335 prog->InputsRead = 0x0;
336 prog->OutputsWritten = 0x0;
337
338 return GL_TRUE;
339 }
340
341
342 /**
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.
346 *
347 * About uniforms:
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
352 * parameter array.
353 *
354 * This function will be called twice to set up the two uniform->parameter
355 * mappings.
356 *
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.
359 */
360 static GLboolean
361 link_uniform_vars(GLcontext *ctx,
362 struct gl_shader_program *shProg,
363 struct gl_program *prog,
364 GLuint *numSamplers)
365 {
366 GLuint samplerMap[200]; /* max number of samplers declared, not used */
367 GLuint i;
368
369 for (i = 0; i < prog->Parameters->NumParameters; i++) {
370 const struct gl_program_parameter *p = prog->Parameters->Parameters + i;
371
372 /*
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.
379 */
380
381 if ((p->Type == PROGRAM_UNIFORM || p->Type == PROGRAM_SAMPLER)
382 && p->Used) {
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);
386 if (uniform)
387 uniform->Initialized = p->Initialized;
388 }
389
390 /* The samplerMap[] table we build here is used to remap/re-index
391 * sampler references by TEX instructions.
392 */
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) {
398 char s[100];
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);
403 return GL_FALSE;
404 }
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;
410 (*numSamplers)++;
411 }
412 }
413
414 /* OK, now scan the program/shader instructions looking for texture
415 * instructions using sampler vars. Replace old sampler indexes with
416 * new ones.
417 */
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;
424
425 #if 0
426 printf("====== remap sampler from %d to %d\n",
427 inst->TexSrcUnit, samplerMap[ inst->TexSrcUnit ]);
428 #endif
429
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);
437 }
438 }
439 }
440 }
441
442 return GL_TRUE;
443 }
444
445
446 /**
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
452 * have priority.
453 */
454 static GLboolean
455 _slang_resolve_attributes(struct gl_shader_program *shProg,
456 const struct gl_program *origProg,
457 struct gl_program *linkedProg)
458 {
459 GLint attribMap[MAX_VERTEX_GENERIC_ATTRIBS];
460 GLuint i, j;
461 GLbitfield usedAttributes; /* generics only, not legacy attributes */
462 GLbitfield inputsRead = 0x0;
463
464 assert(origProg != linkedProg);
465 assert(origProg->Target == GL_VERTEX_PROGRAM_ARB);
466 assert(linkedProg->Target == GL_VERTEX_PROGRAM_ARB);
467
468 if (!shProg->Attributes)
469 shProg->Attributes = _mesa_new_parameter_list();
470
471 if (linkedProg->Attributes) {
472 _mesa_free_parameter_list(linkedProg->Attributes);
473 }
474 linkedProg->Attributes = _mesa_new_parameter_list();
475
476
477 /* Build a bitmask indicating which attribute indexes have been
478 * explicitly bound by the user with glBindAttributeLocation().
479 */
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);
484 }
485
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.
490 */
491 if (origProg->InputsRead & VERT_BIT_POS) {
492 usedAttributes |= 0x1;
493 }
494
495 /* initialize the generic attribute map entries to -1 */
496 for (i = 0; i < MAX_VERTEX_GENERIC_ATTRIBS; i++) {
497 attribMap[i] = -1;
498 }
499
500 /*
501 * Scan program for generic attribute references
502 */
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);
508 }
509
510 if (inst->SrcReg[j].File == PROGRAM_INPUT &&
511 inst->SrcReg[j].Index >= VERT_ATTRIB_GENERIC0) {
512 /*
513 * OK, we've found a generic vertex attribute reference.
514 */
515 const GLint k = inst->SrcReg[j].Index - VERT_ATTRIB_GENERIC0;
516
517 GLint attr = attribMap[k];
518
519 if (attr < 0) {
520 /* Need to figure out attribute mapping now.
521 */
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;
525 GLint index;
526
527 /* See if there's a user-defined attribute binding for
528 * this name.
529 */
530 index = _mesa_lookup_parameter_index(shProg->Attributes,
531 -1, name);
532 if (index >= 0) {
533 /* Found a user-defined binding */
534 attr = shProg->Attributes->Parameters[index].StateIndexes[0];
535 }
536 else {
537 /* No user-defined binding, choose our own attribute number.
538 * Start at 1 since generic attribute 0 always aliases
539 * glVertex/position.
540 */
541 for (attr = 0; attr < MAX_VERTEX_GENERIC_ATTRIBS; attr++) {
542 if (((1 << attr) & usedAttributes) == 0)
543 break;
544 }
545 if (attr == MAX_VERTEX_GENERIC_ATTRIBS) {
546 link_error(shProg, "Too many vertex attributes");
547 return GL_FALSE;
548 }
549
550 /* mark this attribute as used */
551 usedAttributes |= (1 << attr);
552 }
553
554 attribMap[k] = attr;
555
556 /* Save the final name->attrib binding so it can be queried
557 * with glGetAttributeLocation().
558 */
559 _mesa_add_attribute(linkedProg->Attributes, name,
560 size, type, attr);
561 }
562
563 assert(attr >= 0);
564
565 /* update the instruction's src reg */
566 inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + attr;
567 }
568 }
569 }
570
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.
574 */
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 */);
582 }
583 }
584
585 return GL_TRUE;
586 }
587
588
589 /**
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, ... ).
593 */
594 static void
595 _slang_count_temporaries(struct gl_program *prog)
596 {
597 GLuint i, j;
598 GLint maxIndex = -1;
599
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;
607 }
608 if (inst->DstReg.File == PROGRAM_TEMPORARY) {
609 if (maxIndex < (GLint) inst->DstReg.Index)
610 maxIndex = inst->DstReg.Index;
611 }
612 }
613 }
614
615 prog->NumTemporaries = (GLuint) (maxIndex + 1);
616 }
617
618
619 /**
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.
624 */
625 static GLbitfield
626 get_inputs_read_mask(GLenum target, GLuint index, GLboolean relAddr)
627 {
628 GLbitfield mask;
629
630 mask = 1 << index;
631
632 if (relAddr) {
633 if (target == GL_VERTEX_PROGRAM_ARB) {
634 switch (index) {
635 case VERT_ATTRIB_TEX0:
636 mask = ((1U << (VERT_ATTRIB_TEX7 + 1)) - 1)
637 - ((1U << VERT_ATTRIB_TEX0) - 1);
638 break;
639 case VERT_ATTRIB_GENERIC0:
640 /* different code to avoid uint overflow */
641 mask = ~0x0U - ((1U << VERT_ATTRIB_GENERIC0) - 1);
642 break;
643 default:
644 ; /* a non-array input attribute */
645 }
646 }
647 else if (target == GL_FRAGMENT_PROGRAM_ARB) {
648 switch (index) {
649 case FRAG_ATTRIB_TEX0:
650 mask = ((1U << (FRAG_ATTRIB_TEX7 + 1)) - 1)
651 - ((1U << FRAG_ATTRIB_TEX0) - 1);
652 break;
653 case FRAG_ATTRIB_VAR0:
654 mask = ((1U << (FRAG_ATTRIB_VAR0 + MAX_VARYING)) - 1)
655 - ((1U << FRAG_ATTRIB_VAR0) - 1);
656 break;
657 default:
658 ; /* a non-array input attribute */
659 }
660 }
661 else if (target == MESA_GEOMETRY_PROGRAM) {
662 switch (index) {
663 case GEOM_ATTRIB_VAR0:
664 mask = ((1ULL << (GEOM_ATTRIB_VAR0 + MAX_VARYING)) - 1)
665 - ((1ULL << GEOM_ATTRIB_VAR0) - 1);
666 break;
667 default:
668 ; /* a non-array input attribute */
669 }
670 }
671 else {
672 assert(0 && "bad program target");
673 }
674 }
675 else {
676 }
677
678 return mask;
679 }
680
681
682 /**
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.
687 */
688 static GLbitfield64
689 get_outputs_written_mask(GLenum target, GLuint index, GLboolean relAddr)
690 {
691 GLbitfield64 mask;
692
693 mask = BITFIELD64_BIT(index);
694
695 if (relAddr) {
696 if (target == GL_VERTEX_PROGRAM_ARB) {
697 switch (index) {
698 case VERT_RESULT_TEX0:
699 mask = BITFIELD64_RANGE(VERT_RESULT_TEX0,
700 (VERT_RESULT_TEX0
701 + MAX_TEXTURE_COORD_UNITS - 1));
702 break;
703 case VERT_RESULT_VAR0:
704 mask = BITFIELD64_RANGE(VERT_RESULT_VAR0,
705 (VERT_RESULT_VAR0 + MAX_VARYING - 1));
706 break;
707 default:
708 ; /* a non-array output attribute */
709 }
710 }
711 else if (target == GL_FRAGMENT_PROGRAM_ARB) {
712 switch (index) {
713 case FRAG_RESULT_DATA0:
714 mask = BITFIELD64_RANGE(FRAG_RESULT_DATA0,
715 (FRAG_RESULT_DATA0
716 + MAX_DRAW_BUFFERS - 1));
717 break;
718 default:
719 ; /* a non-array output attribute */
720 }
721 }
722 else if (target == MESA_GEOMETRY_PROGRAM) {
723 switch (index) {
724 case GEOM_RESULT_TEX0:
725 mask = BITFIELD64_RANGE(GEOM_RESULT_TEX0,
726 (GEOM_RESULT_TEX0
727 + MAX_TEXTURE_COORD_UNITS - 1));
728 break;
729 case GEOM_RESULT_VAR0:
730 mask = BITFIELD64_RANGE(GEOM_RESULT_VAR0,
731 (GEOM_RESULT_VAR0 + MAX_VARYING - 1));
732 break;
733 default:
734 ; /* a non-array output attribute */
735 }
736 }
737 else {
738 assert(0 && "bad program target");
739 }
740 }
741
742 return mask;
743 }
744
745
746 /**
747 * Scan program instructions to update the program's InputsRead and
748 * OutputsWritten fields.
749 */
750 static void
751 _slang_update_inputs_outputs(struct gl_program *prog)
752 {
753 GLuint i, j;
754 GLuint maxAddrReg = 0;
755
756 prog->InputsRead = 0x0;
757 prog->OutputsWritten = 0x0;
758
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);
769 else
770 prog->InputsRead |= get_inputs_read_mask(prog->Target,
771 inst->SrcReg[j].Index,
772 inst->SrcReg[j].RelAddr);
773 }
774 else if (inst->SrcReg[j].File == PROGRAM_ADDRESS) {
775 maxAddrReg = MAX2(maxAddrReg, (GLuint) (inst->SrcReg[j].Index + 1));
776 }
777 }
778
779 if (inst->DstReg.File == PROGRAM_OUTPUT) {
780 prog->OutputsWritten |= get_outputs_written_mask(prog->Target,
781 inst->DstReg.Index,
782 inst->DstReg.RelAddr);
783 }
784 else if (inst->DstReg.File == PROGRAM_ADDRESS) {
785 maxAddrReg = MAX2(maxAddrReg, inst->DstReg.Index + 1);
786 }
787 }
788 prog->NumAddressRegs = maxAddrReg;
789 }
790
791
792
793 /**
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.
798 */
799 static void
800 remove_extra_version_directives(GLchar *source)
801 {
802 GLuint verCount = 0;
803 while (1) {
804 char *ver = strstr(source, "#version");
805 if (ver) {
806 verCount++;
807 if (verCount > 1) {
808 ver[0] = '/';
809 ver[1] = '/';
810 }
811 source += 8;
812 }
813 else {
814 break;
815 }
816 }
817 }
818
819 /* Returns the number of vertices per geometry shader
820 * input primitive.
821 * XXX: duplicated in Gallium in u_vertices_per_prim
822 * method. Once Mesa core will start using Gallium
823 * this should be removed
824 */
825 static int
826 vertices_per_prim(int prim)
827 {
828 switch (prim) {
829 case GL_POINTS:
830 return 1;
831 case GL_LINES:
832 return 2;
833 case GL_TRIANGLES:
834 return 3;
835 case GL_LINES_ADJACENCY_ARB:
836 return 4;
837 case GL_TRIANGLES_ADJACENCY_ARB:
838 return 6;
839 default:
840 ASSERT(!"Bad primitive");
841 return 3;
842 }
843 }
844
845 /**
846 * Return a new shader whose source code is the concatenation of
847 * all the shader sources of the given type.
848 */
849 static struct gl_shader *
850 concat_shaders(struct gl_shader_program *shProg, GLenum shaderType)
851 {
852 struct gl_shader *newShader;
853 const struct gl_shader *firstShader = NULL;
854 GLuint *shaderLengths;
855 GLchar *source;
856 GLuint totalLen = 0, len = 0;
857 GLuint i;
858
859 shaderLengths = (GLuint *)malloc(shProg->NumShaders * sizeof(GLuint));
860 if (!shaderLengths) {
861 return NULL;
862 }
863
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];
870 if (!firstShader)
871 firstShader = shader;
872 }
873 }
874
875 if (totalLen == 0) {
876 free(shaderLengths);
877 return NULL;
878 }
879
880 /* Geometry shader will inject definition of
881 * const int gl_VerticesIn */
882 if (shaderType == GL_GEOMETRY_SHADER_ARB) {
883 totalLen += 32;
884 }
885
886 source = (GLchar *) malloc(totalLen + 1);
887 if (!source) {
888 free(shaderLengths);
889 return NULL;
890 }
891
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];
898 }
899 }
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
903 */
904 if (shaderType == GL_GEOMETRY_SHADER_ARB) {
905 GLchar gs_pre[32];
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);
911 }
912 source[len] = '\0';
913 /*
914 printf("---NEW CONCATENATED SHADER---:\n%s\n------------\n", source);
915 */
916
917 free(shaderLengths);
918
919 remove_extra_version_directives(source);
920
921 newShader = CALLOC_STRUCT(gl_shader);
922 if (!newShader) {
923 free(source);
924 return NULL;
925 }
926
927 newShader->Type = shaderType;
928 newShader->Source = source;
929 newShader->Pragmas = firstShader->Pragmas;
930
931 return newShader;
932 }
933
934 /**
935 * Search the shader program's list of shaders to find the one that
936 * defines main().
937 * This will involve shader concatenation and recompilation if needed.
938 */
939 static struct gl_shader *
940 get_main_shader(GLcontext *ctx,
941 struct gl_shader_program *shProg, GLenum type)
942 {
943 struct gl_shader *shader = NULL;
944 GLuint i;
945
946 /*
947 * Look for a shader that defines main() and has no unresolved references.
948 */
949 for (i = 0; i < shProg->NumShaders; i++) {
950 shader = shProg->Shaders[i];
951 if (shader->Type == type &&
952 shader->Main &&
953 !shader->UnresolvedRefs) {
954 /* All set! */
955 return shader;
956 }
957 }
958
959 /*
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.
963 */
964 shader = concat_shaders(shProg, type);
965
966 if (shader) {
967 _slang_compile(ctx, shader);
968
969 /* Finally, check if recompiling failed */
970 if (!shader->CompileStatus ||
971 !shader->Main ||
972 shader->UnresolvedRefs) {
973 link_error(shProg, "Unresolved symbols");
974 ctx->Driver.DeleteShader(ctx, shader);
975 return NULL;
976 }
977 }
978
979 return shader;
980 }
981
982
983 /**
984 * Shader linker. Currently:
985 *
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
992 * storage locations.
993 */
994 void
995 _slang_link(GLcontext *ctx,
996 GLhandleARB programObj,
997 struct gl_shader_program *shProg)
998 {
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;
1004 GLuint i;
1005
1006 _mesa_clear_shader_program_data(ctx, shProg);
1007
1008 /* Initialize LinkStatus to "success". Will be cleared if error. */
1009 shProg->LinkStatus = GL_TRUE;
1010
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");
1015 return;
1016 }
1017 }
1018
1019 shProg->Uniforms = _mesa_new_uniform_list();
1020 shProg->Varying = _mesa_new_parameter_list();
1021
1022 /*
1023 * Find the vertex and fragment shaders which define main()
1024 */
1025 {
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);
1030
1031 if (vertShader)
1032 vertProg = vertex_program(vertShader->Program);
1033 if (geomShader)
1034 geomProg = geometry_program(geomShader->Program);
1035 if (fragShader)
1036 fragProg = fragment_program(fragShader->Program);
1037 if (!shProg->LinkStatus)
1038 return;
1039 }
1040
1041 #if FEATURE_es2_glsl
1042 /* must have both a vertex and fragment program for ES2 */
1043 if (ctx->API == API_OPENGLES2) {
1044 if (!vertProg) {
1045 link_error(shProg, "missing vertex shader\n");
1046 return;
1047 }
1048 if (!fragProg) {
1049 link_error(shProg, "missing fragment shader\n");
1050 return;
1051 }
1052 }
1053 #endif
1054
1055 /*
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.
1058 */
1059 _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
1060 if (vertProg) {
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);
1067 }
1068 _mesa_reference_geomprog(ctx, &shProg->GeometryProgram, NULL);
1069 if (geomProg) {
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);
1075 }
1076 _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
1077 if (fragProg) {
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);
1084 }
1085
1086 /* link varying vars */
1087 if (shProg->VertexProgram) {
1088 if (!link_varying_vars(ctx, shProg, &shProg->VertexProgram->Base))
1089 return;
1090 }
1091 if (shProg->GeometryProgram) {
1092 if (!link_varying_vars(ctx, shProg, &shProg->GeometryProgram->Base))
1093 return;
1094 }
1095 if (shProg->FragmentProgram) {
1096 if (!link_varying_vars(ctx, shProg, &shProg->FragmentProgram->Base))
1097 return;
1098 }
1099
1100 /* link uniform vars */
1101 if (shProg->VertexProgram) {
1102 if (!link_uniform_vars(ctx, shProg, &shProg->VertexProgram->Base,
1103 &numSamplers)) {
1104 return;
1105 }
1106 }
1107 if (shProg->GeometryProgram) {
1108 if (!link_uniform_vars(ctx, shProg, &shProg->GeometryProgram->Base,
1109 &numSamplers)) {
1110 return;
1111 }
1112 }
1113 if (shProg->FragmentProgram) {
1114 if (!link_uniform_vars(ctx, shProg, &shProg->FragmentProgram->Base,
1115 &numSamplers)) {
1116 return;
1117 }
1118 }
1119
1120 /*_mesa_print_uniforms(shProg->Uniforms);*/
1121
1122 if (shProg->VertexProgram) {
1123 if (!_slang_resolve_attributes(shProg, &vertProg->Base,
1124 &shProg->VertexProgram->Base)) {
1125 return;
1126 }
1127 }
1128
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 */
1135 link_error(shProg,
1136 "gl_Position was not written by vertex shader\n");
1137 return;
1138 }
1139 }
1140 if (shProg->GeometryProgram) {
1141 if (!shProg->VertexProgram) {
1142 link_error(shProg,
1143 "Geometry shader without a vertex shader is illegal!\n");
1144 return;
1145 }
1146 if (shProg->Geom.VerticesOut == 0) {
1147 link_error(shProg,
1148 "GEOMETRY_VERTICES_OUT is zero\n");
1149 return;
1150 }
1151
1152 _slang_count_temporaries(&shProg->GeometryProgram->Base);
1153 _slang_update_inputs_outputs(&shProg->GeometryProgram->Base);
1154 }
1155 if (shProg->FragmentProgram) {
1156 _slang_count_temporaries(&shProg->FragmentProgram->Base);
1157 _slang_update_inputs_outputs(&shProg->FragmentProgram->Base);
1158 }
1159
1160 /* Check that all the varying vars needed by the fragment shader are
1161 * actually produced by the vertex shader.
1162 */
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) {
1169 link_error(shProg,
1170 "Fragment program using varying vars not written by vertex shader\n");
1171 return;
1172 }
1173 }
1174
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");
1183 return;
1184 }
1185 }
1186
1187 update_varying_var_list(ctx, shProg);
1188
1189 /* checks related to transform feedback */
1190 if (!link_transform_feedback(ctx, shProg)) {
1191 return;
1192 }
1193
1194 if (fragProg && shProg->FragmentProgram) {
1195 /* Compute initial program's TexturesUsed info */
1196 _mesa_update_shader_textures_used(&shProg->FragmentProgram->Base);
1197
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);
1205
1206 printf("Mesa post-link fragment program:\n");
1207 _mesa_print_program(&shProg->FragmentProgram->Base);
1208 _mesa_print_program_parameters(ctx, &shProg->FragmentProgram->Base);
1209 }
1210 }
1211
1212 if (geomProg && shProg->GeometryProgram) {
1213 /* Compute initial program's TexturesUsed info */
1214 _mesa_update_shader_textures_used(&shProg->GeometryProgram->Base);
1215
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;
1220
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);
1228
1229 printf("Mesa post-link geometry program:\n");
1230 _mesa_print_program(&shProg->GeometryProgram->Base);
1231 _mesa_print_program_parameters(ctx, &shProg->GeometryProgram->Base);
1232 }
1233 }
1234
1235 if (vertProg && shProg->VertexProgram) {
1236 /* Compute initial program's TexturesUsed info */
1237 _mesa_update_shader_textures_used(&shProg->VertexProgram->Base);
1238
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);
1246
1247 printf("Mesa post-link vertex program:\n");
1248 _mesa_print_program(&shProg->VertexProgram->Base);
1249 _mesa_print_program_parameters(ctx, &shProg->VertexProgram->Base);
1250 }
1251 }
1252
1253 /* Debug: */
1254 if (0) {
1255 if (shProg->VertexProgram)
1256 _mesa_postprocess_program(ctx, &shProg->VertexProgram->Base);
1257 if (shProg->FragmentProgram)
1258 _mesa_postprocess_program(ctx, &shProg->FragmentProgram->Base);
1259 }
1260
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);
1266 }
1267 }
1268
1269 if (!vertNotify || !fragNotify || !geomNotify) {
1270 /* driver rejected one/both of the vertex/fragment programs */
1271 if (!shProg->InfoLog) {
1272 link_error(shProg,
1273 "Vertex, geometry and/or fragment program rejected by driver\n");
1274 }
1275 }
1276 else {
1277 shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram);
1278 }
1279 }
1280