#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"
link_error(struct gl_shader_program *shProg, const char *msg)
{
if (shProg->InfoLog) {
- _mesa_free(shProg->InfoLog);
+ free(shProg->InfoLog);
}
shProg->InfoLog = _mesa_strdup(msg);
shProg->LinkStatus = GL_FALSE;
}
+/**
+ * Examine the outputs/varyings written by the vertex shader and
+ * append the names of those outputs onto the Varyings list.
+ * This will only capture the pre-defined/built-in varyings like
+ * gl_Position, not user-defined varyings.
+ */
+static void
+update_varying_var_list(GLcontext *ctx, struct gl_shader_program *shProg)
+{
+ if (shProg->VertexProgram) {
+ GLbitfield64 written = shProg->VertexProgram->Base.OutputsWritten;
+ GLuint i;
+ for (i = 0; written && i < VERT_RESULT_MAX; i++) {
+ if (written & BITFIELD64_BIT(i)) {
+ const char *name = _slang_vertex_output_name(i);
+ if (name)
+ _mesa_add_varying(shProg->Varying, name, 1, GL_FLOAT_VEC4, 0x0);
+ written &= ~BITFIELD64_BIT(i);
+ }
+ }
+ }
+}
+
+
+/**
+ * Do link error checking related to transform feedback.
+ */
+static GLboolean
+link_transform_feedback(GLcontext *ctx, struct gl_shader_program *shProg)
+{
+ GLbitfield varyingMask;
+ GLuint totalComps, maxComps, i;
+
+ if (shProg->TransformFeedback.NumVarying == 0) {
+ /* nothing to do */
+ return GL_TRUE;
+ }
+
+ /* Check that there's a vertex shader */
+ if (shProg->TransformFeedback.NumVarying > 0 &&
+ !shProg->VertexProgram) {
+ link_error(shProg, "Transform feedback without vertex shader");
+ return GL_FALSE;
+ }
+
+ /* Check that all named variables exist, and that none are duplicated.
+ * Also, build a count of the number of varying components to feedback.
+ */
+ totalComps = 0;
+ varyingMask = 0x0;
+ for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
+ const GLchar *name = shProg->TransformFeedback.VaryingNames[i];
+ GLint v = _mesa_lookup_parameter_index(shProg->Varying, -1, name);
+ struct gl_program_parameter *p;
+
+ if (v < 0) {
+ char msg[100];
+ _mesa_snprintf(msg, sizeof(msg),
+ "vertex shader does not emit %s", name);
+ link_error(shProg, msg);
+ return GL_FALSE;
+ }
+
+ assert(v < MAX_VARYING);
+
+ /* already seen this varying name? */
+ if (varyingMask & (1 << v)) {
+ char msg[100];
+ _mesa_snprintf(msg, sizeof(msg),
+ "duplicated transform feedback varying name: %s",
+ name);
+ link_error(shProg, msg);
+ return GL_FALSE;
+ }
+
+ varyingMask |= (1 << v);
+
+ p = &shProg->Varying->Parameters[v];
+
+ totalComps += _mesa_sizeof_glsl_type(p->DataType);
+ }
+
+ if (shProg->TransformFeedback.BufferMode == GL_INTERLEAVED_ATTRIBS)
+ maxComps = ctx->Const.MaxTransformFeedbackInterleavedComponents;
+ else
+ maxComps = ctx->Const.MaxTransformFeedbackSeparateComponents;
+
+ /* check max varying components against the limit */
+ if (totalComps > maxComps) {
+ char msg[100];
+ _mesa_snprintf(msg, sizeof(msg),
+ "Too many feedback components: %u, max is %u",
+ totalComps, maxComps);
+ link_error(shProg, msg);
+ return GL_FALSE;
+ }
+
+ return GL_TRUE;
+}
+
+
/**
* Linking varying vars involves rearranging varying vars so that the
* vertex program's output varyings matches the order of the fragment
GLuint *map, i, firstVarying, newFile;
GLbitfield *inOutFlags;
- map = (GLuint *) _mesa_malloc(prog->Varying->NumParameters * sizeof(GLuint));
+ map = (GLuint *) malloc(prog->Varying->NumParameters * sizeof(GLuint));
if (!map)
return GL_FALSE;
&shProg->Varying->Parameters[j];
if (var->Size != v->Size) {
link_error(shProg, "mismatched varying variable types");
- _mesa_free(map);
+ free(map);
return GL_FALSE;
}
if (!bits_agree(var->Flags, v->Flags, PROG_PARAM_BIT_CENTROID)) {
char msg[100];
_mesa_snprintf(msg, sizeof(msg),
- "centroid modifier mismatch for '%s'", var->Name);
+ "centroid modifier mismatch for '%s'", var->Name);
link_error(shProg, msg);
- _mesa_free(map);
+ free(map);
return GL_FALSE;
}
if (!bits_agree(var->Flags, v->Flags, PROG_PARAM_BIT_INVARIANT)) {
char msg[100];
_mesa_snprintf(msg, sizeof(msg),
- "invariant modifier mismatch for '%s'", var->Name);
+ "invariant modifier mismatch for '%s'", var->Name);
link_error(shProg, msg);
- _mesa_free(map);
+ free(map);
return GL_FALSE;
}
}
else {
/* not already in linked list */
j = _mesa_add_varying(shProg->Varying, var->Name, var->Size,
- var->Flags);
+ var->DataType, var->Flags);
}
if (shProg->Varying->NumParameters > ctx->Const.MaxVarying) {
link_error(shProg, "Too many varying variables");
- _mesa_free(map);
+ free(map);
return GL_FALSE;
}
}
}
- _mesa_free(map);
+ free(map);
/* these will get recomputed before linking is completed */
prog->InputsRead = 0x0;
GLuint newSampNum = *numSamplers;
if (newSampNum >= ctx->Const.MaxTextureImageUnits) {
char s[100];
- _mesa_sprintf(s, "Too many texture samplers (%u, max is %u)",
- newSampNum, ctx->Const.MaxTextureImageUnits);
+ sprintf(s, "Too many texture samplers (%u, max is %u)",
+ newSampNum, ctx->Const.MaxTextureImageUnits);
link_error(shProg, s);
return GL_FALSE;
}
{
GLuint verCount = 0;
while (1) {
- char *ver = _mesa_strstr(source, "#version");
+ char *ver = strstr(source, "#version");
if (ver) {
verCount++;
if (verCount > 1) {
{
struct gl_shader *newShader;
const struct gl_shader *firstShader = NULL;
- GLuint shaderLengths[100];
+ GLuint *shaderLengths;
GLchar *source;
GLuint totalLen = 0, len = 0;
GLuint i;
+ shaderLengths = (GLuint *)malloc(shProg->NumShaders * sizeof(GLuint));
+ if (!shaderLengths) {
+ return NULL;
+ }
+
/* compute total size of new shader source code */
for (i = 0; i < shProg->NumShaders; i++) {
const struct gl_shader *shader = shProg->Shaders[i];
if (shader->Type == shaderType) {
- shaderLengths[i] = _mesa_strlen(shader->Source);
+ shaderLengths[i] = strlen(shader->Source);
totalLen += shaderLengths[i];
if (!firstShader)
firstShader = shader;
}
}
- if (totalLen == 0)
+ if (totalLen == 0) {
+ free(shaderLengths);
return NULL;
+ }
- source = (GLchar *) _mesa_malloc(totalLen + 1);
- if (!source)
+ source = (GLchar *) malloc(totalLen + 1);
+ if (!source) {
+ free(shaderLengths);
return NULL;
+ }
/* concatenate shaders */
for (i = 0; i < shProg->NumShaders; i++) {
const struct gl_shader *shader = shProg->Shaders[i];
if (shader->Type == shaderType) {
- _mesa_memcpy(source + len, shader->Source, shaderLengths[i]);
+ memcpy(source + len, shader->Source, shaderLengths[i]);
len += shaderLengths[i];
}
}
source[len] = '\0';
/*
- _mesa_printf("---NEW CONCATENATED SHADER---:\n%s\n------------\n", source);
+ printf("---NEW CONCATENATED SHADER---:\n%s\n------------\n", source);
*/
+ free(shaderLengths);
+
remove_extra_version_directives(source);
newShader = CALLOC_STRUCT(gl_shader);
+ if (!newShader) {
+ free(source);
+ return NULL;
+ }
+
newShader->Type = shaderType;
newShader->Source = source;
newShader->Pragmas = firstShader->Pragmas;
{
const struct gl_vertex_program *vertProg = NULL;
const struct gl_fragment_program *fragProg = NULL;
+ GLboolean vertNotify = GL_TRUE, fragNotify = GL_TRUE;
GLuint numSamplers = 0;
GLuint i;
_mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
if (vertProg) {
struct gl_vertex_program *linked_vprog =
- vertex_program(_mesa_clone_program(ctx, &vertProg->Base));
+ _mesa_clone_vertex_program(ctx, vertProg);
shProg->VertexProgram = linked_vprog; /* refcount OK */
/* vertex program ID not significant; just set Id for debugging purposes */
shProg->VertexProgram->Base.Id = shProg->Name;
_mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
if (fragProg) {
struct gl_fragment_program *linked_fprog =
- fragment_program(_mesa_clone_program(ctx, &fragProg->Base));
+ _mesa_clone_fragment_program(ctx, fragProg);
shProg->FragmentProgram = linked_fprog; /* refcount OK */
/* vertex program ID not significant; just set Id for debugging purposes */
shProg->FragmentProgram->Base.Id = shProg->Name;
}
}
+ update_varying_var_list(ctx, shProg);
+
+ /* checks related to transform feedback */
+ if (!link_transform_feedback(ctx, shProg)) {
+ return;
+ }
if (fragProg && shProg->FragmentProgram) {
/* Compute initial program's TexturesUsed info */
_mesa_update_shader_textures_used(&shProg->FragmentProgram->Base);
/* notify driver that a new fragment program has been compiled/linked */
- ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
- &shProg->FragmentProgram->Base);
+ vertNotify = ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
+ &shProg->FragmentProgram->Base);
if (ctx->Shader.Flags & GLSL_DUMP) {
- _mesa_printf("Mesa pre-link fragment program:\n");
+ printf("Mesa pre-link fragment program:\n");
_mesa_print_program(&fragProg->Base);
_mesa_print_program_parameters(ctx, &fragProg->Base);
- _mesa_printf("Mesa post-link fragment program:\n");
+ printf("Mesa post-link fragment program:\n");
_mesa_print_program(&shProg->FragmentProgram->Base);
_mesa_print_program_parameters(ctx, &shProg->FragmentProgram->Base);
}
_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);
+ fragNotify = ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB,
+ &shProg->VertexProgram->Base);
if (ctx->Shader.Flags & GLSL_DUMP) {
- _mesa_printf("Mesa pre-link vertex program:\n");
+ printf("Mesa pre-link vertex program:\n");
_mesa_print_program(&vertProg->Base);
_mesa_print_program_parameters(ctx, &vertProg->Base);
- _mesa_printf("Mesa post-link vertex program:\n");
+ printf("Mesa post-link vertex program:\n");
_mesa_print_program(&shProg->VertexProgram->Base);
_mesa_print_program_parameters(ctx, &shProg->VertexProgram->Base);
}
}
if (ctx->Shader.Flags & GLSL_DUMP) {
- _mesa_printf("Varying vars:\n");
+ printf("Varying vars:\n");
_mesa_print_parameter_list(shProg->Varying);
if (shProg->InfoLog) {
- _mesa_printf("Info Log: %s\n", shProg->InfoLog);
+ printf("Info Log: %s\n", shProg->InfoLog);
}
}
- shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram);
+ if (!vertNotify || !fragNotify) {
+ /* driver rejected one/both of the vertex/fragment programs */
+ link_error(shProg, "Vertex and/or fragment program rejected by driver\n");
+ }
+ else {
+ shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram);
+ }
}