/*
* Mesa 3-D graphics library
- * Version: 6.6
+ * Version: 7.2
*
- * Copyright (C) 2006 Brian Paul All Rights Reserved.
+ * Copyright (C) 2008 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
/**
* \file slang_link.c
- * slang linker
- * \author Michal Krol
+ * GLSL linker
+ * \author Brian Paul
*/
-#include "imports.h"
+#include "main/imports.h"
+#include "main/context.h"
+#include "main/hash.h"
+#include "main/macros.h"
+#include "shader/program.h"
+#include "shader/prog_instruction.h"
+#include "shader/prog_parameter.h"
+#include "shader/prog_print.h"
+#include "shader/prog_statevars.h"
+#include "shader/prog_uniform.h"
+#include "shader/shader_api.h"
#include "slang_link.h"
-#include "slang_analyse.h"
-#define TABLE_GROW(PTR,TYPE,N) \
- (PTR = (TYPE *) (slang_alloc_realloc (PTR, N * sizeof (TYPE), (N + 1) * sizeof (TYPE))))
-/*
- * Check if a given name starts with "gl_". Globals with this prefix are
- * treated differently, as they are built-in variables.
- */
-static GLboolean
-entry_has_gl_prefix (slang_atom name, slang_atom_pool *atoms)
+/** cast wrapper */
+static struct gl_vertex_program *
+vertex_program(struct gl_program *prog)
{
- const GLchar *str;
-
- str = slang_atom_pool_id (atoms, name);
- return str[0] == 'g' && str[1] == 'l' && str[2] == '_';
+ assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
+ return (struct gl_vertex_program *) prog;
}
-/*
- * slang_active_variables
- */
-static GLvoid
-slang_active_variables_ctr (slang_active_variables *self)
+/** cast wrapper */
+static struct gl_fragment_program *
+fragment_program(struct gl_program *prog)
{
- self->table = NULL;
- self->count = 0;
+ assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
+ return (struct gl_fragment_program *) prog;
}
-static GLvoid
-slang_active_variables_dtr (slang_active_variables *self)
-{
- GLuint i;
-
- for (i = 0; i < self->count; i++)
- slang_alloc_free (self->table[i].name);
- slang_alloc_free (self->table);
-}
-/*
- * Active variable queried by the application cannot be a structure. Queriable globals
- * (uniforms and attributes) are decomposited into "simple" variables if they are
- * "complex".
+/**
+ * Record a linking error.
*/
-
-static GLboolean
-add_simple_variable (slang_active_variables *self, slang_export_data_quant *q, const GLchar *name)
+static void
+link_error(struct gl_shader_program *shProg, const char *msg)
{
- GLuint n;
- slang_active_variable *var;
-
- n = self->count;
- if (!TABLE_GROW(self->table, slang_active_variable, n))
- return GL_FALSE;
-
- /* Initialize the new element. Increment table size only when it is fully initilized. */
- var = &self->table[n];
- var->quant = q;
- var->name = slang_string_duplicate (name);
- if (var->name == NULL)
- return GL_FALSE;
- self->count++;
-
- return GL_TRUE;
+ if (shProg->InfoLog) {
+ _mesa_free(shProg->InfoLog);
+ }
+ shProg->InfoLog = _mesa_strdup(msg);
+ shProg->LinkStatus = GL_FALSE;
}
-static GLboolean
-add_complex_variable (slang_active_variables *self, slang_export_data_quant *q, GLchar *name,
- slang_atom_pool *atoms)
-{
- slang_string_concat (name, slang_atom_pool_id (atoms, q->name));
-
- /* If array, add only first element. */
- if (slang_export_data_quant_array (q))
- slang_string_concat (name, "[0]");
- if (slang_export_data_quant_struct (q)) {
- GLuint field_pos, fields, i;
-
- slang_string_concat (name, ".");
- field_pos = slang_string_length (name);
-
- /* Break it down into individual fields. */
- fields = slang_export_data_quant_fields (q);
- for (i = 0; i < fields; i++) {
- if (!add_complex_variable (self, &q->structure[i], name, atoms))
- return GL_FALSE;
- name[field_pos] = '\0';
- }
-
- return GL_TRUE;
- }
-
- return add_simple_variable (self, q, name);
-}
-/*
- * Search a list of global variables with a given access (either attribute or uniform)
- * and add it to the list of active variables.
+/**
+ * Linking varying vars involves rearranging varying vars so that the
+ * vertex program's output varyings matches the order of the fragment
+ * program's input varyings.
*/
static GLboolean
-gather_active_variables (slang_active_variables *self, slang_export_data_table *tbl,
- slang_export_data_access access)
+link_varying_vars(struct gl_shader_program *shProg, struct gl_program *prog)
{
- GLuint i;
+ GLuint *map, i, firstVarying, newFile;
- for (i = 0; i < tbl->count; i++) {
- if (tbl->entries[i].access == access) {
- GLchar name[1024] = "";
+ map = (GLuint *) malloc(prog->Varying->NumParameters * sizeof(GLuint));
+ if (!map)
+ return GL_FALSE;
- if (!add_complex_variable (self, &tbl->entries[i].quant, name, tbl->atoms))
+ for (i = 0; i < prog->Varying->NumParameters; i++) {
+ /* see if this varying is in the linked varying list */
+ const struct gl_program_parameter *var = prog->Varying->Parameters + i;
+ GLint j = _mesa_lookup_parameter_index(shProg->Varying, -1, var->Name);
+ if (j >= 0) {
+ /* already in list, check size */
+ if (var->Size != shProg->Varying->Parameters[j].Size) {
+ /* error */
+ link_error(shProg, "mismatched varying variable types");
return GL_FALSE;
+ }
+ }
+ else {
+ /* not already in linked list */
+ j = _mesa_add_varying(shProg->Varying, var->Name, var->Size);
}
- }
-
- return GL_TRUE;
-}
-
-/*
- * slang_attrib_overrides
- */
-
-static GLvoid
-slang_attrib_overrides_ctr (slang_attrib_overrides *self)
-{
- self->table = NULL;
- self->count = 0;
-}
-
-static GLvoid
-slang_attrib_overrides_dtr (slang_attrib_overrides *self)
-{
- GLuint i;
- for (i = 0; i < self->count; i++)
- slang_alloc_free (self->table[i].name);
- slang_alloc_free (self->table);
-}
+ /* map varying[i] to varying[j].
+ * Note: the loop here takes care of arrays or large (sz>4) vars.
+ */
+ {
+ GLint sz = var->Size;
+ while (sz > 0) {
+ /*printf("Link varying from %d to %d\n", i, j);*/
+ map[i++] = j++;
+ sz -= 4;
+ }
+ i--; /* go back one */
+ }
+ }
-static slang_attrib_override *
-lookup_attrib_override (slang_attrib_overrides *self, const GLchar *name)
-{
- GLuint n, i;
- n = self->count;
- for (i = 0; i < n; i++) {
- if (slang_string_compare (name, self->table[i].name) == 0)
- return &self->table[i];
+ /* Varying variables are treated like other vertex program outputs
+ * (and like other fragment program inputs). The position of the
+ * first varying differs for vertex/fragment programs...
+ * Also, replace File=PROGRAM_VARYING with File=PROGRAM_INPUT/OUTPUT.
+ */
+ if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
+ firstVarying = VERT_RESULT_VAR0;
+ newFile = PROGRAM_OUTPUT;
}
- return NULL;
-}
-
-GLboolean
-_slang_attrib_overrides_add (slang_attrib_overrides *self, GLuint index, const GLchar *name)
-{
- slang_attrib_override *ovr;
- GLuint n;
-
- /* Attribs can be overriden multiple times. Look-up the table and replace
- * its index if it is found. */
- ovr = lookup_attrib_override (self, name);
- if (ovr != NULL) {
- ovr->index = index;
- return GL_TRUE;
+ else {
+ assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
+ firstVarying = FRAG_ATTRIB_VAR0;
+ newFile = PROGRAM_INPUT;
}
- n = self->count;
- if (!TABLE_GROW(self->table, slang_attrib_override, n))
- return GL_FALSE;
-
- /* Initialize the new element. Increment table size only when it is fully initilized. */
- ovr = &self->table[n];
- ovr->index = index;
- ovr->name = slang_string_duplicate (name);
- if (ovr->name == NULL)
- return GL_FALSE;
- self->count++;
-
- return GL_TRUE;
-}
-
-/*
- * slang_uniform_bindings
- */
-
-static GLvoid
-slang_uniform_bindings_ctr (slang_uniform_bindings *self)
-{
- self->table = NULL;
- self->count = 0;
-}
-
-static GLvoid
-slang_uniform_bindings_dtr (slang_uniform_bindings *self)
-{
- GLuint i;
+ /* OK, now scan the program/shader instructions looking for varying vars,
+ * replacing the old index with the new index.
+ */
+ for (i = 0; i < prog->NumInstructions; i++) {
+ struct prog_instruction *inst = prog->Instructions + i;
+ GLuint j;
- for (i = 0; i < self->count; i++)
- slang_alloc_free (self->table[i].name);
- slang_alloc_free (self->table);
-}
+ if (inst->DstReg.File == PROGRAM_VARYING) {
+ inst->DstReg.File = newFile;
+ inst->DstReg.Index = map[ inst->DstReg.Index ] + firstVarying;
+ }
-static GLboolean
-add_simple_uniform_binding (slang_uniform_bindings *self, slang_export_data_quant *q,
- const GLchar *name, GLuint index, GLuint addr)
-{
- GLuint n, i;
- slang_uniform_binding *bind;
-
- /* Uniform binding table is shared between vertex and fragment shaders. If the same uniform
- * is declared both in a vertex and fragment shader, only one uniform entry is maintained.
- * When add a uniform binding there can be an entry already allocated for it by the other
- * shader. */
- n = self->count;
- for (i = 0; i < n; i++) {
- if (slang_string_compare (self->table[i].name, name) == 0) {
- self->table[i].address[index] = addr;
- return GL_TRUE;
+ for (j = 0; j < 3; j++) {
+ if (inst->SrcReg[j].File == PROGRAM_VARYING) {
+ inst->SrcReg[j].File = newFile;
+ inst->SrcReg[j].Index = map[ inst->SrcReg[j].Index ] + firstVarying;
+ }
}
}
- if (!TABLE_GROW(self->table, slang_uniform_binding, n))
- return GL_FALSE;
+ free(map);
- /* Initialize the new element. Increment table size only when it is fully initilized. */
- bind = &self->table[n];
- bind->quant = q;
- bind->name = slang_string_duplicate (name);
- if (bind->name == NULL)
- return GL_FALSE;
- for (i = 0; i < SLANG_SHADER_MAX; i++)
- bind->address[i] = ~0;
- bind->address[index] = addr;
- self->count++;
+ /* these will get recomputed before linking is completed */
+ prog->InputsRead = 0x0;
+ prog->OutputsWritten = 0x0;
return GL_TRUE;
}
-static GLboolean
-add_complex_uniform_binding (slang_uniform_bindings *self, slang_export_data_quant *q,
- GLchar *name, slang_atom_pool *atoms, GLuint index, GLuint addr)
-{
- GLuint count, i;
-
- slang_string_concat (name, slang_atom_pool_id (atoms, q->name));
- count = slang_export_data_quant_elements (q);
-
- /* If array, add binding for every array element. */
- for (i = 0; i < count; i++) {
- GLuint bracket_pos;
-
- bracket_pos = slang_string_length (name);
- if (slang_export_data_quant_array (q))
- _mesa_sprintf (&name[slang_string_length (name)], "[%d]", i);
- if (slang_export_data_quant_struct (q)) {
- GLuint field_pos, fields, i;
-
- slang_string_concat (name, ".");
- field_pos = slang_string_length (name);
-
- /* Break it down into individual fields. */
- fields = slang_export_data_quant_fields (q);
- for (i = 0; i < fields; i++) {
- if (!add_complex_uniform_binding (self, &q->structure[i], name, atoms, index, addr))
- return GL_FALSE;
+/**
+ * Build the shProg->Uniforms list.
+ * This is basically a list/index of all uniforms found in either/both of
+ * the vertex and fragment shaders.
+ */
+static void
+link_uniform_vars(struct gl_shader_program *shProg,
+ struct gl_program *prog,
+ GLuint *numSamplers)
+{
+ GLuint samplerMap[MAX_SAMPLERS];
+ GLuint i;
- name[field_pos] = '\0';
- addr += slang_export_data_quant_size (&q->structure[i]);
- }
+ for (i = 0; i < prog->Parameters->NumParameters; i++) {
+ const struct gl_program_parameter *p = prog->Parameters->Parameters + i;
+
+ /*
+ * XXX FIX NEEDED HERE
+ * We should also be adding a uniform if p->Type == PROGRAM_STATE_VAR.
+ * For example, modelview matrix, light pos, etc.
+ * Also, we need to update the state-var name-generator code to
+ * generate GLSL-style names, like "gl_LightSource[0].position".
+ * Furthermore, we'll need to fix the state-var's size/datatype info.
+ */
+
+ if ((p->Type == PROGRAM_UNIFORM && p->Used) ||
+ p->Type == PROGRAM_SAMPLER) {
+ struct gl_uniform *uniform =
+ _mesa_append_uniform(shProg->Uniforms, p->Name, prog->Target, i);
+ if (uniform)
+ uniform->Initialized = p->Initialized;
}
- else {
- if (!add_simple_uniform_binding (self, q, name, index, addr))
- return GL_FALSE;
- addr += slang_export_data_quant_size (q);
+ if (p->Type == PROGRAM_SAMPLER) {
+ /* Allocate a new sampler index */
+ GLuint sampNum = *numSamplers;
+ GLuint oldSampNum = (GLuint) prog->Parameters->ParameterValues[i][0];
+ assert(oldSampNum < MAX_SAMPLERS);
+ samplerMap[oldSampNum] = sampNum;
+ (*numSamplers)++;
}
-
- name[bracket_pos] = '\0';
}
- return GL_TRUE;
-}
-
-static GLboolean
-gather_uniform_bindings (slang_uniform_bindings *self, slang_export_data_table *tbl, GLuint index)
-{
- GLuint n, i;
-
- n = tbl->count;
- for (i = 0; i < n; i++) {
- if (tbl->entries[i].access == slang_exp_uniform) {
- GLchar name[1024] = "";
- if (!add_complex_uniform_binding (self, &tbl->entries[i].quant, name, tbl->atoms, index,
- tbl->entries[i].address))
- return GL_FALSE;
+ /* OK, now scan the program/shader instructions looking for sampler vars,
+ * replacing the old index with the new index.
+ */
+ prog->SamplersUsed = 0x0;
+ for (i = 0; i < prog->NumInstructions; i++) {
+ struct prog_instruction *inst = prog->Instructions + i;
+ if (_mesa_is_tex_instruction(inst->Opcode)) {
+ /*
+ printf("====== remap sampler from %d to %d\n",
+ inst->Sampler, map[ inst->Sampler ]);
+ */
+ /* here, texUnit is really samplerUnit */
+ assert(inst->TexSrcUnit < MAX_SAMPLERS);
+ inst->TexSrcUnit = samplerMap[inst->TexSrcUnit];
+ prog->SamplerTargets[inst->TexSrcUnit] = inst->TexSrcTarget;
+ prog->SamplersUsed |= (1 << inst->TexSrcUnit);
}
}
- return GL_TRUE;
}
-/*
- * slang_attrib_bindings
- */
-
-static GLvoid
-slang_attrib_bindings_ctr (slang_attrib_bindings *self)
-{
- GLuint i;
- self->binding_count = 0;
- for (i = 0; i < MAX_VERTEX_ATTRIBS; i++)
- self->slots[i].addr = ~0;
-}
-
-static GLvoid
-slang_attrib_bindings_dtr (slang_attrib_bindings *self)
-{
- GLuint i;
-
- for (i = 0; i < self->binding_count; i++)
- slang_alloc_free (self->bindings[i].name);
-}
-
-/*
- * NOTE: If conventional vertex attribute gl_Vertex is used, application cannot use
- * vertex attrib index 0 for binding override. Currently this is not checked.
- * Anyways, attrib index 0 is not used when not explicitly asked.
+/**
+ * Resolve binding of generic vertex attributes.
+ * For example, if the vertex shader declared "attribute vec4 foobar" we'll
+ * allocate a generic vertex attribute for "foobar" and plug that value into
+ * the vertex program instructions.
+ * But if the user called glBindAttributeLocation(), those bindings will
+ * have priority.
*/
-
-static GLuint
-can_allocate_attrib_slots (slang_attrib_bindings *self, GLuint index, GLuint count)
-{
- GLuint i;
-
- for (i = 0; i < count; i++) {
- if (self->slots[index + i].addr != ~0)
- break;
- }
- return i;
-}
-
-static GLuint
-allocate_attrib_slots (slang_attrib_bindings *self, GLuint count)
+static GLboolean
+_slang_resolve_attributes(struct gl_shader_program *shProg,
+ const struct gl_program *origProg,
+ struct gl_program *linkedProg)
{
- GLuint i;
+ GLint attribMap[MAX_VERTEX_ATTRIBS];
+ GLuint i, j;
+ GLbitfield usedAttributes;
- /* Start with attrib index 1. Index 0 will be used when explicitly
- * asked by application binding. */
- for (i = 1; i <= MAX_VERTEX_ATTRIBS - count; i++) {
- GLuint size;
+ assert(origProg != linkedProg);
+ assert(origProg->Target == GL_VERTEX_PROGRAM_ARB);
+ assert(linkedProg->Target == GL_VERTEX_PROGRAM_ARB);
- size = can_allocate_attrib_slots (self, i, count);
- if (size == count)
- return i;
+ if (!shProg->Attributes)
+ shProg->Attributes = _mesa_new_parameter_list();
- /* Speed-up the search a bit. */
- i += size;
+ if (linkedProg->Attributes) {
+ _mesa_free_parameter_list(linkedProg->Attributes);
}
+ linkedProg->Attributes = _mesa_new_parameter_list();
- return MAX_VERTEX_ATTRIBS;
-}
-static GLboolean
-add_attrib_binding (slang_attrib_bindings *self, slang_export_data_quant *q, const GLchar *name,
- GLuint addr, GLuint index_override)
-{
- GLuint slot_span, slot_fill, slot_index, i;
- slang_attrib_binding *bind;
-
- assert (slang_export_data_quant_simple (q));
-
- switch (slang_export_data_quant_type (q)) {
- case GL_FLOAT:
- slot_span = 1;
- slot_fill = 1;
- break;
- case GL_FLOAT_VEC2:
- slot_span = 1;
- slot_fill = 2;
- break;
- case GL_FLOAT_VEC3:
- slot_span = 1;
- slot_fill = 3;
- break;
- case GL_FLOAT_VEC4:
- slot_span = 1;
- slot_fill = 4;
- break;
- case GL_FLOAT_MAT2:
- slot_span = 2;
- slot_fill = 2;
- break;
- case GL_FLOAT_MAT3:
- slot_span = 3;
- slot_fill = 3;
- break;
- case GL_FLOAT_MAT4:
- slot_span = 4;
- slot_fill = 4;
- break;
- default:
- assert (0);
+ /* Build a bitmask indicating which attribute indexes have been
+ * explicitly bound by the user with glBindAttributeLocation().
+ */
+ usedAttributes = 0x0;
+ for (i = 0; i < shProg->Attributes->NumParameters; i++) {
+ GLint attr = shProg->Attributes->Parameters[i].StateIndexes[0];
+ usedAttributes |= (1 << attr);
}
- if (index_override == MAX_VERTEX_ATTRIBS)
- slot_index = allocate_attrib_slots (self, slot_span);
- else if (can_allocate_attrib_slots (self, index_override, slot_span) == slot_span)
- slot_index = index_override;
- else
- slot_index = MAX_VERTEX_ATTRIBS;
-
- if (slot_index == MAX_VERTEX_ATTRIBS) {
- /* TODO: info log: error: MAX_VERTEX_ATTRIBS exceeded */
- return GL_FALSE;
+ /* initialize the generic attribute map entries to -1 */
+ for (i = 0; i < MAX_VERTEX_ATTRIBS; i++) {
+ attribMap[i] = -1;
}
- /* Initialize the new element. Increment table size only when it is fully initilized. */
- bind = &self->bindings[self->binding_count];
- bind->quant = q;
- bind->name = slang_string_duplicate (name);
- if (bind->name == NULL)
- return GL_FALSE;
- bind->first_slot_index = slot_index;
- self->binding_count++;
-
- for (i = 0; i < slot_span; i++) {
- slang_attrib_slot *slot;
-
- slot = &self->slots[bind->first_slot_index + i];
- slot->addr = addr + i * slot_fill * 4;
- slot->fill = slot_fill;
+ /*
+ * Scan program for generic attribute references
+ */
+ for (i = 0; i < linkedProg->NumInstructions; i++) {
+ struct prog_instruction *inst = linkedProg->Instructions + i;
+ for (j = 0; j < 3; j++) {
+ if (inst->SrcReg[j].File == PROGRAM_INPUT &&
+ inst->SrcReg[j].Index >= VERT_ATTRIB_GENERIC0) {
+ /*
+ * OK, we've found a generic vertex attribute reference.
+ */
+ const GLint k = inst->SrcReg[j].Index - VERT_ATTRIB_GENERIC0;
+
+ GLint attr = attribMap[k];
+
+ if (attr < 0) {
+ /* Need to figure out attribute mapping now.
+ */
+ const char *name = origProg->Attributes->Parameters[k].Name;
+ const GLint size = origProg->Attributes->Parameters[k].Size;
+ const GLenum type =origProg->Attributes->Parameters[k].DataType;
+ GLint index;
+
+ /* See if there's a user-defined attribute binding for
+ * this name.
+ */
+ index = _mesa_lookup_parameter_index(shProg->Attributes,
+ -1, name);
+ if (index >= 0) {
+ /* Found a user-defined binding */
+ attr = shProg->Attributes->Parameters[index].StateIndexes[0];
+ }
+ else {
+ /* No user-defined binding, choose our own attribute number.
+ * Start at 1 since generic attribute 0 always aliases
+ * glVertex/position.
+ */
+ for (attr = 1; attr < MAX_VERTEX_ATTRIBS; attr++) {
+ if (((1 << attr) & usedAttributes) == 0)
+ break;
+ }
+ if (attr == MAX_VERTEX_ATTRIBS) {
+ link_error(shProg, "Too many vertex attributes");
+ return GL_FALSE;
+ }
+
+ /* mark this attribute as used */
+ usedAttributes |= (1 << attr);
+ }
+
+ attribMap[k] = attr;
+
+ /* Save the final name->attrib binding so it can be queried
+ * with glGetAttributeLocation().
+ */
+ _mesa_add_attribute(linkedProg->Attributes, name,
+ size, type, attr);
+ }
+
+ assert(attr >= 0);
+
+ /* update the instruction's src reg */
+ inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + attr;
+ }
+ }
}
return GL_TRUE;
}
-static GLboolean
-gather_attrib_bindings (slang_attrib_bindings *self, slang_export_data_table *tbl,
- slang_attrib_overrides *ovr)
-{
- GLuint i;
- /* First pass. Gather attribs that have overriden index slots. */
- for (i = 0; i < tbl->count; i++) {
- if (tbl->entries[i].access == slang_exp_attribute &&
- !entry_has_gl_prefix (tbl->entries[i].quant.name, tbl->atoms)) {
- slang_export_data_quant *quant;
- const GLchar *id;
- slang_attrib_override *ao;
-
- quant = &tbl->entries[i].quant;
- id = slang_atom_pool_id (tbl->atoms, quant->name);
- ao = lookup_attrib_override (ovr, id);
- if (ao != NULL) {
- if (!add_attrib_binding (self, quant, id, tbl->entries[i].address, ao->index))
- return GL_FALSE;
+/**
+ * Scan program instructions to update the program's NumTemporaries field.
+ * Note: this implemenation relies on the code generator allocating
+ * temps in increasing order (0, 1, 2, ... ).
+ */
+static void
+_slang_count_temporaries(struct gl_program *prog)
+{
+ GLuint i, j;
+ GLint maxIndex = -1;
+
+ for (i = 0; i < prog->NumInstructions; i++) {
+ const struct prog_instruction *inst = prog->Instructions + i;
+ const GLuint numSrc = _mesa_num_inst_src_regs(inst->Opcode);
+ for (j = 0; j < numSrc; j++) {
+ if (inst->SrcReg[j].File == PROGRAM_TEMPORARY) {
+ if (maxIndex < inst->SrcReg[j].Index)
+ maxIndex = inst->SrcReg[j].Index;
}
- }
- }
-
- /* Second pass. Gather attribs that have not overriden index slots. */
- for (i = 0; i < tbl->count; i++) {
- if (tbl->entries[i].access == slang_exp_attribute &&
- !entry_has_gl_prefix (tbl->entries[i].quant.name, tbl->atoms)) {
- slang_export_data_quant *quant;
- const GLchar *id;
- slang_attrib_override *ao;
-
- quant = &tbl->entries[i].quant;
- id = slang_atom_pool_id (tbl->atoms, quant->name);
- ao = lookup_attrib_override (ovr, id);
- if (ao == NULL) {
- if (!add_attrib_binding (self, quant, id, tbl->entries[i].address, ao->index))
- return GL_FALSE;
+ if (inst->DstReg.File == PROGRAM_TEMPORARY) {
+ if (maxIndex < (GLint) inst->DstReg.Index)
+ maxIndex = inst->DstReg.Index;
}
}
}
- return GL_TRUE;
+ prog->NumTemporaries = (GLuint) (maxIndex + 1);
}
-/*
- * slang_varying_bindings
+
+/**
+ * Scan program instructions to update the program's InputsRead and
+ * OutputsWritten fields.
*/
+static void
+_slang_update_inputs_outputs(struct gl_program *prog)
+{
+ GLuint i, j;
+ GLuint maxAddrReg = 0;
+
+ prog->InputsRead = 0x0;
+ prog->OutputsWritten = 0x0;
+
+ for (i = 0; i < prog->NumInstructions; i++) {
+ const struct prog_instruction *inst = prog->Instructions + i;
+ const GLuint numSrc = _mesa_num_inst_src_regs(inst->Opcode);
+ for (j = 0; j < numSrc; j++) {
+ if (inst->SrcReg[j].File == PROGRAM_INPUT) {
+ prog->InputsRead |= 1 << inst->SrcReg[j].Index;
+ if (prog->Target == GL_FRAGMENT_PROGRAM_ARB &&
+ inst->SrcReg[j].Index == FRAG_ATTRIB_FOGC) {
+ /* The fragment shader FOGC input is used for fog,
+ * front-facing and sprite/point coord.
+ */
+ struct gl_fragment_program *fp = fragment_program(prog);
+ const GLint swz = GET_SWZ(inst->SrcReg[j].Swizzle, 0);
+ if (swz == SWIZZLE_X)
+ fp->UsesFogFragCoord = GL_TRUE;
+ else if (swz == SWIZZLE_Y)
+ fp->UsesFrontFacing = GL_TRUE;
+ else if (swz == SWIZZLE_Z || swz == SWIZZLE_W)
+ fp->UsesPointCoord = GL_TRUE;
+ }
+ }
+ else if (inst->SrcReg[j].File == PROGRAM_ADDRESS) {
+ maxAddrReg = MAX2(maxAddrReg, (GLuint) (inst->SrcReg[j].Index + 1));
+ }
+ }
+ if (inst->DstReg.File == PROGRAM_OUTPUT) {
+ prog->OutputsWritten |= 1 << inst->DstReg.Index;
+ }
+ else if (inst->DstReg.File == PROGRAM_ADDRESS) {
+ maxAddrReg = MAX2(maxAddrReg, inst->DstReg.Index + 1);
+ }
+ }
-static GLvoid
-slang_varying_bindings_ctr (slang_varying_bindings *self)
-{
- self->binding_count = 0;
- self->slot_count = 0;
+ prog->NumAddressRegs = maxAddrReg;
}
-static GLvoid
-slang_varying_bindings_dtr (slang_varying_bindings *self)
-{
- GLuint i;
-
- for (i = 0; i < self->binding_count; i++)
- slang_alloc_free (self->bindings[i].name);
-}
-static GLvoid
-update_varying_slots (slang_varying_slot *slots, GLuint count, GLboolean is_vert, GLuint addr,
- GLuint do_offset)
-{
+/**
+ * Shader linker. Currently:
+ *
+ * 1. The last attached vertex shader and fragment shader are linked.
+ * 2. Varying vars in the two shaders are combined so their locations
+ * agree between the vertex and fragment stages. They're treated as
+ * vertex program output attribs and as fragment program input attribs.
+ * 3. The vertex and fragment programs are cloned and modified to update
+ * src/dst register references so they use the new, linked varying
+ * storage locations.
+ */
+void
+_slang_link(GLcontext *ctx,
+ GLhandleARB programObj,
+ struct gl_shader_program *shProg)
+{
+ const struct gl_vertex_program *vertProg;
+ const struct gl_fragment_program *fragProg;
+ GLuint numSamplers = 0;
GLuint i;
- for (i = 0; i < count; i++) {
- if (is_vert)
- slots[i].vert_addr = addr + i * 4 * do_offset;
- else
- slots[i].frag_addr = addr + i * 4 * do_offset;
+ _mesa_clear_shader_program_data(ctx, shProg);
+
+ /* check that all programs compiled successfully */
+ for (i = 0; i < shProg->NumShaders; i++) {
+ if (!shProg->Shaders[i]->CompileStatus) {
+ link_error(shProg, "linking with uncompiled shader\n");
+ return;
+ }
}
-}
-static GLboolean
-add_varying_binding (slang_varying_bindings *self, slang_export_data_quant *q, const GLchar *name,
- GLboolean is_vert, GLuint addr)
-{
- GLuint n, slot_span, i;
- slang_varying_binding *bind;
-
- n = self->binding_count;
- slot_span = slang_export_data_quant_components (q) * slang_export_data_quant_elements (q);
- for (i = 0; i < n; i++) {
- if (slang_string_compare (self->bindings[i].name, name) == 0) {
- /* TODO: data quantities must match, or else link fails */
- update_varying_slots (&self->slots[self->bindings[i].first_slot_index], slot_span,
- is_vert, addr, 1);
- return GL_TRUE;
+ shProg->Uniforms = _mesa_new_uniform_list();
+ shProg->Varying = _mesa_new_parameter_list();
+
+ /**
+ * Find attached vertex, fragment shaders defining main()
+ */
+ vertProg = NULL;
+ fragProg = NULL;
+ for (i = 0; i < shProg->NumShaders; i++) {
+ struct gl_shader *shader = shProg->Shaders[i];
+ if (shader->Type == GL_VERTEX_SHADER) {
+ if (shader->Main)
+ vertProg = vertex_program(shader->Program);
+ }
+ else if (shader->Type == GL_FRAGMENT_SHADER) {
+ if (shader->Main)
+ fragProg = fragment_program(shader->Program);
+ }
+ else {
+ _mesa_problem(ctx, "unexpected shader target in slang_link()");
}
}
- if (self->slot_count + slot_span > MAX_VARYING * 4) {
- /* TODO: info log: error: MAX_VARYING_FLOATS exceeded */
- return GL_FALSE;
+#if FEATURE_es2_glsl
+ /* must have both a vertex and fragment program for ES2 */
+ if (!vertProg) {
+ link_error(shProg, "missing vertex shader\n");
+ return;
+ }
+ if (!fragProg) {
+ link_error(shProg, "missing fragment shader\n");
+ return;
+ }
+#endif
+
+ /*
+ * Make copies of the vertex/fragment programs now since we'll be
+ * changing src/dst registers after merging the uniforms and varying vars.
+ */
+ _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
+ if (vertProg) {
+ struct gl_vertex_program *linked_vprog =
+ vertex_program(_mesa_clone_program(ctx, &vertProg->Base));
+ shProg->VertexProgram = linked_vprog; /* refcount OK */
+ ASSERT(shProg->VertexProgram->Base.RefCount == 1);
}
- /* Initialize the new element. Increment table size only when it is fully initilized. */
- bind = &self->bindings[n];
- bind->quant = q;
- bind->name = slang_string_duplicate (name);
- if (bind->name == NULL)
- return GL_FALSE;
- bind->first_slot_index = self->slot_count;
- self->binding_count++;
+ _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
+ if (fragProg) {
+ struct gl_fragment_program *linked_fprog =
+ fragment_program(_mesa_clone_program(ctx, &fragProg->Base));
+ shProg->FragmentProgram = linked_fprog; /* refcount OK */
+ ASSERT(shProg->FragmentProgram->Base.RefCount == 1);
+ }
- update_varying_slots (&self->slots[bind->first_slot_index], slot_span, is_vert, addr, 1);
- update_varying_slots (&self->slots[bind->first_slot_index], slot_span, !is_vert, ~0, 0);
- self->slot_count += slot_span;
+ /* link varying vars */
+ if (shProg->VertexProgram) {
+ if (!link_varying_vars(shProg, &shProg->VertexProgram->Base))
+ return;
+ }
+ if (shProg->FragmentProgram) {
+ if (!link_varying_vars(shProg, &shProg->FragmentProgram->Base))
+ return;
+ }
- return GL_TRUE;
-}
+ /* link uniform vars */
+ if (shProg->VertexProgram)
+ link_uniform_vars(shProg, &shProg->VertexProgram->Base, &numSamplers);
+ if (shProg->FragmentProgram)
+ link_uniform_vars(shProg, &shProg->FragmentProgram->Base, &numSamplers);
-static GLboolean
-gather_varying_bindings (slang_varying_bindings *self, slang_export_data_table *tbl,
- GLboolean is_vert)
-{
- GLuint i;
+ /*_mesa_print_uniforms(shProg->Uniforms);*/
- for (i = 0; i < tbl->count; i++) {
- if (tbl->entries[i].access == slang_exp_varying &&
- !entry_has_gl_prefix (tbl->entries[i].quant.name, tbl->atoms)) {
- if (!add_varying_binding (self, &tbl->entries[i].quant,
- slang_atom_pool_id (tbl->atoms, tbl->entries[i].quant.name),
- is_vert, tbl->entries[i].address))
- return GL_FALSE;
+ if (shProg->VertexProgram) {
+ if (!_slang_resolve_attributes(shProg, &vertProg->Base,
+ &shProg->VertexProgram->Base)) {
+ return;
}
}
- return GL_TRUE;
-}
-
-/*
- * slang_texture_bindings
- */
-
-GLvoid
-_slang_texture_usages_ctr (slang_texture_usages *self)
-{
- self->table = NULL;
- self->count = 0;
-}
-
-GLvoid
-_slang_texture_usages_dtr (slang_texture_usages *self)
-{
- slang_alloc_free (self->table);
-}
-
-/*
- * slang_program
- */
-
-GLvoid
-_slang_program_ctr (slang_program *self)
-{
- GLuint i;
-
- slang_active_variables_ctr (&self->active_uniforms);
- slang_active_variables_ctr (&self->active_attribs);
- slang_attrib_overrides_ctr (&self->attrib_overrides);
- slang_uniform_bindings_ctr (&self->uniforms);
- slang_attrib_bindings_ctr (&self->attribs);
- slang_varying_bindings_ctr (&self->varyings);
- _slang_texture_usages_ctr (&self->texture_usage);
- for (i = 0; i < SLANG_SHADER_MAX; i++) {
- GLuint j;
-
- for (j = 0; j < SLANG_COMMON_FIXED_MAX; j++)
- self->common_fixed_entries[i][j] = ~0;
- for (j = 0; j < SLANG_COMMON_CODE_MAX; j++)
- self->code[i][j] = ~0;
- self->machines[i] = NULL;
- self->assemblies[i] = NULL;
+ if (shProg->VertexProgram) {
+ _slang_update_inputs_outputs(&shProg->VertexProgram->Base);
+ _slang_count_temporaries(&shProg->VertexProgram->Base);
+ if (!(shProg->VertexProgram->Base.OutputsWritten & (1 << VERT_RESULT_HPOS))) {
+ /* the vertex program did not compute a vertex position */
+ link_error(shProg,
+ "gl_Position was not written by vertex shader\n");
+ return;
+ }
}
- for (i = 0; i < SLANG_VERTEX_FIXED_MAX; i++)
- self->vertex_fixed_entries[i] = ~0;
- for (i = 0; i < SLANG_FRAGMENT_FIXED_MAX; i++)
- self->fragment_fixed_entries[i] = ~0;
-}
-
-GLvoid
-_slang_program_dtr (slang_program *self)
-{
- slang_active_variables_dtr (&self->active_uniforms);
- slang_active_variables_dtr (&self->active_attribs);
- slang_attrib_overrides_dtr (&self->attrib_overrides);
- slang_uniform_bindings_dtr (&self->uniforms);
- slang_attrib_bindings_dtr (&self->attribs);
- slang_varying_bindings_dtr (&self->varyings);
- _slang_texture_usages_dtr (&self->texture_usage);
-}
-
-GLvoid
-_slang_program_rst (slang_program *self)
-{
- GLuint i;
-
- slang_active_variables_dtr (&self->active_uniforms);
- slang_active_variables_dtr (&self->active_attribs);
- slang_uniform_bindings_dtr (&self->uniforms);
- slang_attrib_bindings_dtr (&self->attribs);
- slang_varying_bindings_dtr (&self->varyings);
- _slang_texture_usages_dtr (&self->texture_usage);
-
- slang_active_variables_ctr (&self->active_uniforms);
- slang_active_variables_ctr (&self->active_attribs);
- slang_uniform_bindings_ctr (&self->uniforms);
- slang_attrib_bindings_ctr (&self->attribs);
- slang_varying_bindings_ctr (&self->varyings);
- _slang_texture_usages_ctr (&self->texture_usage);
- for (i = 0; i < SLANG_SHADER_MAX; i++) {
- GLuint j;
-
- for (j = 0; j < SLANG_COMMON_FIXED_MAX; j++)
- self->common_fixed_entries[i][j] = ~0;
- for (j = 0; j < SLANG_COMMON_CODE_MAX; j++)
- self->code[i][j] = ~0;
+ if (shProg->FragmentProgram) {
+ _slang_count_temporaries(&shProg->FragmentProgram->Base);
+ _slang_update_inputs_outputs(&shProg->FragmentProgram->Base);
}
- for (i = 0; i < SLANG_VERTEX_FIXED_MAX; i++)
- self->vertex_fixed_entries[i] = ~0;
- for (i = 0; i < SLANG_FRAGMENT_FIXED_MAX; i++)
- self->fragment_fixed_entries[i] = ~0;
-}
-/*
- * _slang_link()
- */
-
-static GLuint
-gd (slang_export_data_table *tbl, const GLchar *name)
-{
- slang_atom atom;
- GLuint i;
-
- atom = slang_atom_pool_atom (tbl->atoms, name);
- if (atom == SLANG_ATOM_NULL)
- return ~0;
-
- for (i = 0; i < tbl->count; i++) {
- if (atom == tbl->entries[i].quant.name)
- return tbl->entries[i].address;
+ /* Check that all the varying vars needed by the fragment shader are
+ * actually produced by the vertex shader.
+ */
+ if (shProg->FragmentProgram) {
+ const GLbitfield varyingRead
+ = shProg->FragmentProgram->Base.InputsRead >> FRAG_ATTRIB_VAR0;
+ const GLbitfield varyingWritten = shProg->VertexProgram ?
+ shProg->VertexProgram->Base.OutputsWritten >> VERT_RESULT_VAR0 : 0x0;
+ if ((varyingRead & varyingWritten) != varyingRead) {
+ link_error(shProg,
+ "Fragment program using varying vars not written by vertex shader\n");
+ return;
+ }
}
- return ~0;
-}
-
-static GLvoid
-resolve_common_fixed (GLuint e[], slang_export_data_table *tbl)
-{
- e[SLANG_COMMON_FIXED_MODELVIEWMATRIX] = gd (tbl, "gl_ModelViewMatrix");
- e[SLANG_COMMON_FIXED_PROJECTIONMATRIX] = gd (tbl, "gl_ProjectionMatrix");
- e[SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIX] = gd (tbl, "gl_ModelViewProjectionMatrix");
- e[SLANG_COMMON_FIXED_TEXTUREMATRIX] = gd (tbl, "gl_TextureMatrix");
- e[SLANG_COMMON_FIXED_NORMALMATRIX] = gd (tbl, "gl_NormalMatrix");
- e[SLANG_COMMON_FIXED_MODELVIEWMATRIXINVERSE] = gd (tbl, "gl_ModelViewMatrixInverse");
- e[SLANG_COMMON_FIXED_PROJECTIONMATRIXINVERSE] = gd (tbl, "gl_ProjectionMatrixInverse");
- e[SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXINVERSE] = gd (tbl, "gl_ModelViewProjectionMatrixInverse");
- e[SLANG_COMMON_FIXED_TEXTUREMATRIXINVERSE] = gd (tbl, "gl_TextureMatrixInverse");
- e[SLANG_COMMON_FIXED_MODELVIEWMATRIXTRANSPOSE] = gd (tbl, "gl_ModelViewMatrixTranspose");
- e[SLANG_COMMON_FIXED_PROJECTIONMATRIXTRANSPOSE] = gd (tbl, "gl_ProjectionMatrixTranspose");
- e[SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXTRANSPOSE] = gd (tbl, "gl_ModelViewProjectionMatrixTranspose");
- e[SLANG_COMMON_FIXED_TEXTUREMATRIXTRANSPOSE] = gd (tbl, "gl_TextureMatrixTranspose");
- e[SLANG_COMMON_FIXED_MODELVIEWMATRIXINVERSETRANSPOSE] = gd (tbl, "gl_ModelViewMatrixInverseTranspose");
- e[SLANG_COMMON_FIXED_PROJECTIONMATRIXINVERSETRANSPOSE] = gd (tbl, "gl_ProjectionMatrixInverseTranspose");
- e[SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXINVERSETRANSPOSE] = gd (tbl, "gl_ModelViewProjectionMatrixInverseTranspose");
- e[SLANG_COMMON_FIXED_TEXTUREMATRIXINVERSETRANSPOSE] = gd (tbl, "gl_TextureMatrixInverseTranspose");
- e[SLANG_COMMON_FIXED_NORMALSCALE] = gd (tbl, "gl_NormalScale");
- e[SLANG_COMMON_FIXED_DEPTHRANGE] = gd (tbl, "gl_DepthRange");
- e[SLANG_COMMON_FIXED_CLIPPLANE] = gd (tbl, "gl_ClipPlane");
- e[SLANG_COMMON_FIXED_POINT] = gd (tbl, "gl_Point");
- e[SLANG_COMMON_FIXED_FRONTMATERIAL] = gd (tbl, "gl_FrontMaterial");
- e[SLANG_COMMON_FIXED_BACKMATERIAL] = gd (tbl, "gl_BackMaterial");
- e[SLANG_COMMON_FIXED_LIGHTSOURCE] = gd (tbl, "gl_LightSource");
- e[SLANG_COMMON_FIXED_LIGHTMODEL] = gd (tbl, "gl_LightModel");
- e[SLANG_COMMON_FIXED_FRONTLIGHTMODELPRODUCT] = gd (tbl, "gl_FrontLightModelProduct");
- e[SLANG_COMMON_FIXED_BACKLIGHTMODELPRODUCT] = gd (tbl, "gl_BackLightModelProduct");
- e[SLANG_COMMON_FIXED_FRONTLIGHTPRODUCT] = gd (tbl, "gl_FrontLightProduct");
- e[SLANG_COMMON_FIXED_BACKLIGHTPRODUCT] = gd (tbl, "gl_BackLightProduct");
- e[SLANG_COMMON_FIXED_TEXTUREENVCOLOR] = gd (tbl, "gl_TextureEnvColor");
- e[SLANG_COMMON_FIXED_EYEPLANES] = gd (tbl, "gl_EyePlaneS");
- e[SLANG_COMMON_FIXED_EYEPLANET] = gd (tbl, "gl_EyePlaneT");
- e[SLANG_COMMON_FIXED_EYEPLANER] = gd (tbl, "gl_EyePlaneR");
- e[SLANG_COMMON_FIXED_EYEPLANEQ] = gd (tbl, "gl_EyePlaneQ");
- e[SLANG_COMMON_FIXED_OBJECTPLANES] = gd (tbl, "gl_ObjectPlaneS");
- e[SLANG_COMMON_FIXED_OBJECTPLANET] = gd (tbl, "gl_ObjectPlaneT");
- e[SLANG_COMMON_FIXED_OBJECTPLANER] = gd (tbl, "gl_ObjectPlaneR");
- e[SLANG_COMMON_FIXED_OBJECTPLANEQ] = gd (tbl, "gl_ObjectPlaneQ");
- e[SLANG_COMMON_FIXED_FOG] = gd (tbl, "gl_Fog");
-}
-
-static GLvoid
-resolve_vertex_fixed (GLuint e[], slang_export_data_table *tbl)
-{
- e[SLANG_VERTEX_FIXED_POSITION] = gd (tbl, "gl_Position");
- e[SLANG_VERTEX_FIXED_POINTSIZE] = gd (tbl, "gl_PointSize");
- e[SLANG_VERTEX_FIXED_CLIPVERTEX] = gd (tbl, "gl_ClipVertex");
- e[SLANG_VERTEX_FIXED_COLOR] = gd (tbl, "gl_Color");
- e[SLANG_VERTEX_FIXED_SECONDARYCOLOR] = gd (tbl, "gl_SecondaryColor");
- e[SLANG_VERTEX_FIXED_NORMAL] = gd (tbl, "gl_Normal");
- e[SLANG_VERTEX_FIXED_VERTEX] = gd (tbl, "gl_Vertex");
- e[SLANG_VERTEX_FIXED_MULTITEXCOORD0] = gd (tbl, "gl_MultiTexCoord0");
- e[SLANG_VERTEX_FIXED_MULTITEXCOORD1] = gd (tbl, "gl_MultiTexCoord1");
- e[SLANG_VERTEX_FIXED_MULTITEXCOORD2] = gd (tbl, "gl_MultiTexCoord2");
- e[SLANG_VERTEX_FIXED_MULTITEXCOORD3] = gd (tbl, "gl_MultiTexCoord3");
- e[SLANG_VERTEX_FIXED_MULTITEXCOORD4] = gd (tbl, "gl_MultiTexCoord4");
- e[SLANG_VERTEX_FIXED_MULTITEXCOORD5] = gd (tbl, "gl_MultiTexCoord5");
- e[SLANG_VERTEX_FIXED_MULTITEXCOORD6] = gd (tbl, "gl_MultiTexCoord6");
- e[SLANG_VERTEX_FIXED_MULTITEXCOORD7] = gd (tbl, "gl_MultiTexCoord7");
- e[SLANG_VERTEX_FIXED_FOGCOORD] = gd (tbl, "gl_FogCoord");
- e[SLANG_VERTEX_FIXED_FRONTCOLOR] = gd (tbl, "gl_FrontColor");
- e[SLANG_VERTEX_FIXED_BACKCOLOR] = gd (tbl, "gl_BackColor");
- e[SLANG_VERTEX_FIXED_FRONTSECONDARYCOLOR] = gd (tbl, "gl_FrontSecondaryColor");
- e[SLANG_VERTEX_FIXED_BACKSECONDARYCOLOR] = gd (tbl, "gl_BackSecondaryColor");
- e[SLANG_VERTEX_FIXED_TEXCOORD] = gd (tbl, "gl_TexCoord");
- e[SLANG_VERTEX_FIXED_FOGFRAGCOORD] = gd (tbl, "gl_FogFragCoord");
-}
-static GLvoid
-resolve_fragment_fixed (GLuint e[], slang_export_data_table *tbl)
-{
- e[SLANG_FRAGMENT_FIXED_FRAGCOORD] = gd (tbl, "gl_FragCoord");
- e[SLANG_FRAGMENT_FIXED_FRONTFACING] = gd (tbl, "gl_FrontFacing");
- e[SLANG_FRAGMENT_FIXED_FRAGCOLOR] = gd (tbl, "gl_FragColor");
- e[SLANG_FRAGMENT_FIXED_FRAGDATA] = gd (tbl, "gl_FragData");
- e[SLANG_FRAGMENT_FIXED_FRAGDEPTH] = gd (tbl, "gl_FragDepth");
- e[SLANG_FRAGMENT_FIXED_COLOR] = gd (tbl, "gl_Color");
- e[SLANG_FRAGMENT_FIXED_SECONDARYCOLOR] = gd (tbl, "gl_SecondaryColor");
- e[SLANG_FRAGMENT_FIXED_TEXCOORD] = gd (tbl, "gl_TexCoord");
- e[SLANG_FRAGMENT_FIXED_FOGFRAGCOORD] = gd (tbl, "gl_FogFragCoord");
-}
-static GLuint
-gc (slang_export_code_table *tbl, const GLchar *name)
-{
- slang_atom atom;
- GLuint i;
+ if (fragProg && shProg->FragmentProgram) {
+ /* Compute initial program's TexturesUsed info */
+ _mesa_update_shader_textures_used(&shProg->FragmentProgram->Base);
- atom = slang_atom_pool_atom (tbl->atoms, name);
- if (atom == SLANG_ATOM_NULL)
- return ~0;
+ /* notify driver that a new fragment program has been compiled/linked */
+ ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
+ &shProg->FragmentProgram->Base);
+ if (MESA_VERBOSE & VERBOSE_GLSL_DUMP) {
+ printf("Mesa original fragment program:\n");
+ _mesa_print_program(&fragProg->Base);
+ _mesa_print_program_parameters(ctx, &fragProg->Base);
- for (i = 0; i < tbl->count; i++) {
- if (atom == tbl->entries[i].name)
- return tbl->entries[i].address;
+ printf("Mesa post-link fragment program:\n");
+ _mesa_print_program(&shProg->FragmentProgram->Base);
+ _mesa_print_program_parameters(ctx, &shProg->FragmentProgram->Base);
+ }
}
- return ~0;
-}
-static GLvoid
-resolve_common_code (GLuint code[], slang_export_code_table *tbl)
-{
- code[SLANG_COMMON_CODE_MAIN] = gc (tbl, "@main");
-}
-
-GLboolean
-_slang_link (slang_program *prog, slang_code_object **objects, GLuint count)
-{
- GLuint i;
-
- for (i = 0; i < count; i++) {
- GLuint index;
-
- if (objects[i]->unit.type == slang_unit_fragment_shader) {
- index = SLANG_SHADER_FRAGMENT;
- resolve_fragment_fixed (prog->fragment_fixed_entries, &objects[i]->expdata);
+ if (vertProg && shProg->VertexProgram) {
+ /* Compute initial program's TexturesUsed info */
+ _mesa_update_shader_textures_used(&shProg->VertexProgram->Base);
+
+ /* notify driver that a new vertex program has been compiled/linked */
+ ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB,
+ &shProg->VertexProgram->Base);
+ if (MESA_VERBOSE & VERBOSE_GLSL_DUMP) {
+ printf("Mesa original vertex program:\n");
+ _mesa_print_program(&vertProg->Base);
+ _mesa_print_program_parameters(ctx, &vertProg->Base);
+
+ printf("Mesa post-link vertex program:\n");
+ _mesa_print_program(&shProg->VertexProgram->Base);
+ _mesa_print_program_parameters(ctx, &shProg->VertexProgram->Base);
}
- else {
- index = SLANG_SHADER_VERTEX;
- resolve_vertex_fixed (prog->vertex_fixed_entries, &objects[i]->expdata);
- if (!gather_attrib_bindings (&prog->attribs, &objects[i]->expdata,
- &prog->attrib_overrides))
- return GL_FALSE;
- }
-
- if (!gather_active_variables (&prog->active_uniforms, &objects[i]->expdata, slang_exp_uniform))
- return GL_FALSE;
- if (!gather_active_variables (&prog->active_attribs, &objects[i]->expdata, slang_exp_attribute))
- return GL_FALSE;
- if (!gather_uniform_bindings (&prog->uniforms, &objects[i]->expdata, index))
- return GL_FALSE;
- if (!gather_varying_bindings (&prog->varyings, &objects[i]->expdata,
- index == SLANG_SHADER_VERTEX))
- return GL_FALSE;
- resolve_common_fixed (prog->common_fixed_entries[index], &objects[i]->expdata);
- resolve_common_code (prog->code[index], &objects[i]->expcode);
- prog->machines[index] = &objects[i]->machine;
- prog->assemblies[index] = &objects[i]->assembly;
}
- /* TODO: all varyings read by fragment shader must be written by vertex shader */
-
- if (!_slang_analyse_texture_usage (prog))
- return GL_FALSE;
-
- return GL_TRUE;
+ shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram);
}