Be more consistant with paths in #includes. Eventually, eliminate a bunch of -I...
[mesa.git] / src / mesa / shader / slang / slang_link.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5.3
4 *
5 * Copyright (C) 2007 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * \file slang_link.c
27 * GLSL linker
28 * \author Brian Paul
29 */
30
31 #include "main/imports.h"
32 #include "main/context.h"
33 #include "main/hash.h"
34 #include "main/macros.h"
35 #include "shader/program.h"
36 #include "shader/prog_instruction.h"
37 #include "shader/prog_parameter.h"
38 #include "shader/prog_print.h"
39 #include "shader/prog_statevars.h"
40 #include "shader/shader_api.h"
41 #include "slang_link.h"
42
43
44
45
46 static GLboolean
47 link_varying_vars(struct gl_shader_program *shProg, struct gl_program *prog)
48 {
49 GLuint *map, i, firstVarying, newFile;
50 GLbitfield varsWritten, varsRead;
51
52 map = (GLuint *) malloc(prog->Varying->NumParameters * sizeof(GLuint));
53 if (!map)
54 return GL_FALSE;
55
56 for (i = 0; i < prog->Varying->NumParameters; i++) {
57 /* see if this varying is in the linked varying list */
58 const struct gl_program_parameter *var
59 = prog->Varying->Parameters + i;
60
61 GLint j = _mesa_lookup_parameter_index(shProg->Varying, -1, var->Name);
62 if (j >= 0) {
63 /* already in list, check size */
64 if (var->Size != shProg->Varying->Parameters[j].Size) {
65 /* error */
66 return GL_FALSE;
67 }
68 }
69 else {
70 /* not already in linked list */
71 j = _mesa_add_varying(shProg->Varying, var->Name, var->Size);
72 }
73 ASSERT(j >= 0);
74
75 map[i] = j;
76 }
77
78
79 /* Varying variables are treated like other vertex program outputs
80 * (and like other fragment program inputs). The position of the
81 * first varying differs for vertex/fragment programs...
82 * Also, replace File=PROGRAM_VARYING with File=PROGRAM_INPUT/OUTPUT.
83 */
84 if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
85 firstVarying = VERT_RESULT_VAR0;
86 newFile = PROGRAM_OUTPUT;
87 }
88 else {
89 assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
90 firstVarying = FRAG_ATTRIB_VAR0;
91 newFile = PROGRAM_INPUT;
92 }
93
94 /* keep track of which varying vars we read and write */
95 varsWritten = varsRead = 0x0;
96
97 /* OK, now scan the program/shader instructions looking for varying vars,
98 * replacing the old index with the new index.
99 */
100 for (i = 0; i < prog->NumInstructions; i++) {
101 struct prog_instruction *inst = prog->Instructions + i;
102 GLuint j;
103
104 if (inst->DstReg.File == PROGRAM_VARYING) {
105 inst->DstReg.File = newFile;
106 inst->DstReg.Index = map[ inst->DstReg.Index ] + firstVarying;
107 varsWritten |= (1 << inst->DstReg.Index);
108 }
109
110 for (j = 0; j < 3; j++) {
111 if (inst->SrcReg[j].File == PROGRAM_VARYING) {
112 inst->SrcReg[j].File = newFile;
113 inst->SrcReg[j].Index = map[ inst->SrcReg[j].Index ] + firstVarying;
114 varsRead |= (1 << inst->SrcReg[j].Index);
115 }
116 }
117 }
118
119 if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
120 prog->OutputsWritten |= varsWritten;
121 /*printf("VERT OUTPUTS: 0x%x \n", varsWritten);*/
122 }
123 else {
124 assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
125 prog->InputsRead |= varsRead;
126 /*printf("FRAG INPUTS: 0x%x\n", varsRead);*/
127 }
128
129 free(map);
130
131 return GL_TRUE;
132 }
133
134
135 static GLboolean
136 is_uniform(GLuint file)
137 {
138 return (file == PROGRAM_ENV_PARAM ||
139 file == PROGRAM_STATE_VAR ||
140 file == PROGRAM_NAMED_PARAM ||
141 file == PROGRAM_CONSTANT ||
142 file == PROGRAM_SAMPLER ||
143 file == PROGRAM_UNIFORM);
144 }
145
146
147 static GLboolean
148 link_uniform_vars(struct gl_shader_program *shProg, struct gl_program *prog)
149 {
150 GLuint *map, i;
151
152 #if 0
153 printf("================ pre link uniforms ===============\n");
154 _mesa_print_parameter_list(shProg->Uniforms);
155 #endif
156
157 map = (GLuint *) malloc(prog->Parameters->NumParameters * sizeof(GLuint));
158 if (!map)
159 return GL_FALSE;
160
161 for (i = 0; i < prog->Parameters->NumParameters; /* incr below*/) {
162 /* see if this uniform is in the linked uniform list */
163 const struct gl_program_parameter *p = prog->Parameters->Parameters + i;
164 const GLfloat *pVals = prog->Parameters->ParameterValues[i];
165 GLint j;
166 GLint size;
167
168 /* sanity check */
169 assert(is_uniform(p->Type));
170
171 if (p->Name) {
172 j = _mesa_lookup_parameter_index(shProg->Uniforms, -1, p->Name);
173 }
174 else {
175 /*GLuint swizzle;*/
176 ASSERT(p->Type == PROGRAM_CONSTANT);
177 if (_mesa_lookup_parameter_constant(shProg->Uniforms, pVals,
178 p->Size, &j, NULL)) {
179 assert(j >= 0);
180 }
181 else {
182 j = -1;
183 }
184 }
185
186 if (j >= 0) {
187 /* already in list, check size XXX check this */
188 #if 0
189 assert(p->Size == shProg->Uniforms->Parameters[j].Size);
190 #endif
191 }
192 else {
193 /* not already in linked list */
194 switch (p->Type) {
195 case PROGRAM_ENV_PARAM:
196 j = _mesa_add_named_parameter(shProg->Uniforms, p->Name, pVals);
197 break;
198 case PROGRAM_CONSTANT:
199 j = _mesa_add_named_constant(shProg->Uniforms, p->Name, pVals, p->Size);
200 break;
201 case PROGRAM_STATE_VAR:
202 j = _mesa_add_state_reference(shProg->Uniforms, p->StateIndexes);
203 break;
204 case PROGRAM_UNIFORM:
205 j = _mesa_add_uniform(shProg->Uniforms, p->Name, p->Size, p->DataType);
206 break;
207 case PROGRAM_SAMPLER:
208 j = _mesa_add_sampler(shProg->Uniforms, p->Name, p->DataType);
209 break;
210 default:
211 _mesa_problem(NULL, "bad parameter type in link_uniform_vars()");
212 return GL_FALSE;
213 }
214 }
215
216 ASSERT(j >= 0);
217
218 size = p->Size;
219 while (size > 0) {
220 map[i] = j;
221 i++;
222 j++;
223 size -= 4;
224 }
225
226 }
227
228 #if 0
229 printf("================ post link uniforms ===============\n");
230 _mesa_print_parameter_list(shProg->Uniforms);
231 #endif
232
233 #if 0
234 {
235 GLuint i;
236 for (i = 0; i < prog->Parameters->NumParameters; i++) {
237 printf("map[%d] = %d\n", i, map[i]);
238 }
239 _mesa_print_parameter_list(shProg->Uniforms);
240 }
241 #endif
242
243 /* OK, now scan the program/shader instructions looking for uniform vars,
244 * replacing the old index with the new index.
245 */
246 for (i = 0; i < prog->NumInstructions; i++) {
247 struct prog_instruction *inst = prog->Instructions + i;
248 GLuint j;
249
250 if (is_uniform(inst->DstReg.File)) {
251 inst->DstReg.Index = map[ inst->DstReg.Index ];
252 }
253
254 for (j = 0; j < 3; j++) {
255 if (is_uniform(inst->SrcReg[j].File)) {
256 inst->SrcReg[j].Index = map[ inst->SrcReg[j].Index ];
257 }
258 }
259
260 if (inst->Opcode == OPCODE_TEX ||
261 inst->Opcode == OPCODE_TXB ||
262 inst->Opcode == OPCODE_TXP) {
263 /*
264 printf("====== remap sampler from %d to %d\n",
265 inst->Sampler, map[ inst->Sampler ]);
266 */
267 inst->Sampler = map[ inst->Sampler ];
268 }
269 }
270
271 free(map);
272
273 return GL_TRUE;
274 }
275
276
277 /**
278 * Resolve binding of generic vertex attributes.
279 * For example, if the vertex shader declared "attribute vec4 foobar" we'll
280 * allocate a generic vertex attribute for "foobar" and plug that value into
281 * the vertex program instructions.
282 */
283 static GLboolean
284 _slang_resolve_attributes(struct gl_shader_program *shProg,
285 struct gl_program *prog)
286 {
287 GLuint i, j;
288 GLbitfield usedAttributes;
289 GLint size = 4; /* XXX fix */
290
291 assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
292
293 if (!shProg->Attributes)
294 shProg->Attributes = _mesa_new_parameter_list();
295
296 /* Build a bitmask indicating which attribute indexes have been
297 * explicitly bound by the user with glBindAttributeLocation().
298 */
299 usedAttributes = 0x0;
300 for (i = 0; i < shProg->Attributes->NumParameters; i++) {
301 GLint attr = shProg->Attributes->Parameters[i].StateIndexes[0];
302 usedAttributes |= attr;
303 }
304
305 /*
306 * Scan program for generic attribute references
307 */
308 for (i = 0; i < prog->NumInstructions; i++) {
309 struct prog_instruction *inst = prog->Instructions + i;
310 for (j = 0; j < 3; j++) {
311 if (inst->SrcReg[j].File == PROGRAM_INPUT &&
312 inst->SrcReg[j].Index >= VERT_ATTRIB_GENERIC0) {
313 /* this is a generic attrib */
314 const GLint k = inst->SrcReg[j].Index - VERT_ATTRIB_GENERIC0;
315 const char *name = prog->Attributes->Parameters[k].Name;
316 /* See if this attrib name is in the program's attribute list
317 * (i.e. was bound by the user).
318 */
319 GLint index = _mesa_lookup_parameter_index(shProg->Attributes,
320 -1, name);
321 GLint attr;
322 if (index >= 0) {
323 /* found, user must have specified a binding */
324 attr = shProg->Attributes->Parameters[index].StateIndexes[0];
325 }
326 else {
327 /* Not found, choose our own attribute number.
328 * Start at 1 since generic attribute 0 always aliases
329 * glVertex/position.
330 */
331 for (attr = 1; attr < MAX_VERTEX_ATTRIBS; attr++) {
332 if (((1 << attr) & usedAttributes) == 0)
333 break;
334 }
335 if (attr == MAX_VERTEX_ATTRIBS) {
336 /* too many! XXX record error log */
337 return GL_FALSE;
338 }
339 _mesa_add_attribute(shProg->Attributes, name, size, attr);
340 }
341
342 inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + attr;
343 }
344 }
345 }
346 return GL_TRUE;
347 }
348
349
350 /**
351 * Scan program instructions to update the program's InputsRead and
352 * OutputsWritten fields.
353 */
354 static void
355 _slang_update_inputs_outputs(struct gl_program *prog)
356 {
357 GLuint i, j;
358
359 prog->InputsRead = 0x0;
360 prog->OutputsWritten = 0x0;
361
362 for (i = 0; i < prog->NumInstructions; i++) {
363 const struct prog_instruction *inst = prog->Instructions + i;
364 const GLuint numSrc = _mesa_num_inst_src_regs(inst->Opcode);
365 for (j = 0; j < numSrc; j++) {
366 if (inst->SrcReg[j].File == PROGRAM_INPUT) {
367 prog->InputsRead |= 1 << inst->SrcReg[j].Index;
368 }
369 }
370 if (inst->DstReg.File == PROGRAM_OUTPUT) {
371 prog->OutputsWritten |= 1 << inst->DstReg.Index;
372 }
373 }
374 }
375
376
377 /**
378 * Scan a vertex program looking for instances of
379 * (PROGRAM_INPUT, VERT_ATTRIB_GENERIC0 + oldAttrib) and replace with
380 * (PROGRAM_INPUT, VERT_ATTRIB_GENERIC0 + newAttrib).
381 * This is used when the user calls glBindAttribLocation on an already linked
382 * shader program.
383 */
384 void
385 _slang_remap_attribute(struct gl_program *prog, GLuint oldAttrib, GLuint newAttrib)
386 {
387 GLuint i, j;
388
389 assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
390
391 for (i = 0; i < prog->NumInstructions; i++) {
392 struct prog_instruction *inst = prog->Instructions + i;
393 for (j = 0; j < 3; j++) {
394 if (inst->SrcReg[j].File == PROGRAM_INPUT) {
395 if (inst->SrcReg[j].Index == VERT_ATTRIB_GENERIC0 + oldAttrib) {
396 inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + newAttrib;
397 }
398 }
399 }
400 }
401
402 _slang_update_inputs_outputs(prog);
403 }
404
405
406
407 /**
408 * Scan program for texture instructions, lookup sampler/uniform's value
409 * to determine which texture unit to use.
410 * Also, update the program's TexturesUsed[] array.
411 */
412 void
413 _slang_resolve_samplers(struct gl_shader_program *shProg,
414 struct gl_program *prog)
415 {
416 GLuint i;
417
418 for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
419 prog->TexturesUsed[i] = 0;
420
421 for (i = 0; i < prog->NumInstructions; i++) {
422 struct prog_instruction *inst = prog->Instructions + i;
423 if (inst->Opcode == OPCODE_TEX ||
424 inst->Opcode == OPCODE_TXB ||
425 inst->Opcode == OPCODE_TXP) {
426 GLint sampleUnit = (GLint) shProg->Uniforms->ParameterValues[inst->Sampler][0];
427 assert(sampleUnit < MAX_TEXTURE_IMAGE_UNITS);
428 inst->TexSrcUnit = sampleUnit;
429
430 prog->TexturesUsed[inst->TexSrcUnit] |= (1 << inst->TexSrcTarget);
431 }
432 }
433 }
434
435
436
437 /** cast wrapper */
438 static struct gl_vertex_program *
439 vertex_program(struct gl_program *prog)
440 {
441 assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
442 return (struct gl_vertex_program *) prog;
443 }
444
445
446 /** cast wrapper */
447 static struct gl_fragment_program *
448 fragment_program(struct gl_program *prog)
449 {
450 assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
451 return (struct gl_fragment_program *) prog;
452 }
453
454
455 /**
456 * Record a linking error.
457 */
458 static void
459 link_error(struct gl_shader_program *shProg, const char *msg)
460 {
461 if (shProg->InfoLog) {
462 _mesa_free(shProg->InfoLog);
463 }
464 shProg->InfoLog = _mesa_strdup(msg);
465 shProg->LinkStatus = GL_FALSE;
466 }
467
468
469
470 /**
471 * Shader linker. Currently:
472 *
473 * 1. The last attached vertex shader and fragment shader are linked.
474 * 2. Varying vars in the two shaders are combined so their locations
475 * agree between the vertex and fragment stages. They're treated as
476 * vertex program output attribs and as fragment program input attribs.
477 * 3. Uniform vars (including state references, constants, etc) from the
478 * vertex and fragment shaders are merged into one group. Recall that
479 * GLSL uniforms are shared by all linked shaders.
480 * 4. The vertex and fragment programs are cloned and modified to update
481 * src/dst register references so they use the new, linked uniform/
482 * varying storage locations.
483 */
484 void
485 _slang_link(GLcontext *ctx,
486 GLhandleARB programObj,
487 struct gl_shader_program *shProg)
488 {
489 const struct gl_vertex_program *vertProg;
490 const struct gl_fragment_program *fragProg;
491 GLuint i;
492
493 _mesa_clear_shader_program_data(ctx, shProg);
494
495 shProg->Uniforms = _mesa_new_parameter_list();
496 shProg->Varying = _mesa_new_parameter_list();
497
498 /**
499 * Find attached vertex shader, fragment shader
500 */
501 vertProg = NULL;
502 fragProg = NULL;
503 for (i = 0; i < shProg->NumShaders; i++) {
504 if (shProg->Shaders[i]->Type == GL_VERTEX_SHADER)
505 vertProg = vertex_program(shProg->Shaders[i]->Programs[0]);
506 else if (shProg->Shaders[i]->Type == GL_FRAGMENT_SHADER)
507 fragProg = fragment_program(shProg->Shaders[i]->Programs[0]);
508 else
509 _mesa_problem(ctx, "unexpected shader target in slang_link()");
510 }
511
512 /*
513 * Make copies of the vertex/fragment programs now since we'll be
514 * changing src/dst registers after merging the uniforms and varying vars.
515 */
516 if (vertProg) {
517 shProg->VertexProgram
518 = vertex_program(_mesa_clone_program(ctx, &vertProg->Base));
519 }
520 else {
521 shProg->VertexProgram = NULL;
522 }
523
524 if (fragProg) {
525 shProg->FragmentProgram
526 = fragment_program(_mesa_clone_program(ctx, &fragProg->Base));
527 }
528 else {
529 shProg->FragmentProgram = NULL;
530 }
531
532 if (shProg->VertexProgram)
533 link_varying_vars(shProg, &shProg->VertexProgram->Base);
534 if (shProg->FragmentProgram)
535 link_varying_vars(shProg, &shProg->FragmentProgram->Base);
536
537 if (shProg->VertexProgram)
538 link_uniform_vars(shProg, &shProg->VertexProgram->Base);
539 if (shProg->FragmentProgram)
540 link_uniform_vars(shProg, &shProg->FragmentProgram->Base);
541
542 /* The vertex and fragment programs share a common set of uniforms now */
543 if (shProg->VertexProgram) {
544 _mesa_free_parameter_list(shProg->VertexProgram->Base.Parameters);
545 shProg->VertexProgram->Base.Parameters = shProg->Uniforms;
546 }
547 if (shProg->FragmentProgram) {
548 _mesa_free_parameter_list(shProg->FragmentProgram->Base.Parameters);
549 shProg->FragmentProgram->Base.Parameters = shProg->Uniforms;
550 }
551
552 if (shProg->VertexProgram) {
553 _slang_resolve_samplers(shProg, &shProg->VertexProgram->Base);
554 }
555 if (shProg->FragmentProgram) {
556 _slang_resolve_samplers(shProg, &shProg->FragmentProgram->Base);
557 }
558
559 if (shProg->VertexProgram) {
560 if (!_slang_resolve_attributes(shProg, &shProg->VertexProgram->Base)) {
561 /*goto cleanup;*/
562 _mesa_problem(ctx, "_slang_resolve_attributes() failed");
563 return;
564 }
565 }
566
567 if (shProg->VertexProgram) {
568 _slang_update_inputs_outputs(&shProg->VertexProgram->Base);
569 if (!(shProg->VertexProgram->Base.OutputsWritten & (1 << VERT_RESULT_HPOS))) {
570 /* the vertex program did not compute a vertex position */
571 link_error(shProg,
572 "gl_Position was not written by vertex shader\n");
573 return;
574 }
575 }
576 if (shProg->FragmentProgram)
577 _slang_update_inputs_outputs(&shProg->FragmentProgram->Base);
578
579 /* Check that all the varying vars needed by the fragment shader are
580 * actually produced by the vertex shader.
581 */
582 if (shProg->FragmentProgram) {
583 const GLbitfield varyingRead
584 = shProg->FragmentProgram->Base.InputsRead >> FRAG_ATTRIB_VAR0;
585 const GLbitfield varyingWritten = shProg->VertexProgram ?
586 shProg->VertexProgram->Base.OutputsWritten >> VERT_RESULT_VAR0 : 0x0;
587 if ((varyingRead & varyingWritten) != varyingRead) {
588 link_error(shProg,
589 "Fragment program using varying vars not written by vertex shader\n");
590 return;
591 }
592 }
593
594
595 if (fragProg && shProg->FragmentProgram) {
596 /* notify driver that a new fragment program has been compiled/linked */
597 ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
598 &shProg->FragmentProgram->Base);
599 #if 0
600 printf("************** original fragment program\n");
601 _mesa_print_program(&fragProg->Base);
602 _mesa_print_program_parameters(ctx, &fragProg->Base);
603 #endif
604 #if 0
605 printf("************** linked fragment prog\n");
606 _mesa_print_program(&shProg->FragmentProgram->Base);
607 _mesa_print_program_parameters(ctx, &shProg->FragmentProgram->Base);
608 #endif
609 }
610
611 if (vertProg && shProg->VertexProgram) {
612 /* notify driver that a new vertex program has been compiled/linked */
613 ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB,
614 &shProg->VertexProgram->Base);
615 #if 0
616 printf("************** original vertex program\n");
617 _mesa_print_program(&vertProg->Base);
618 _mesa_print_program_parameters(ctx, &vertProg->Base);
619 #endif
620 #if 0
621 printf("************** linked vertex prog\n");
622 _mesa_print_program(&shProg->VertexProgram->Base);
623 _mesa_print_program_parameters(ctx, &shProg->VertexProgram->Base);
624 #endif
625 }
626
627 shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram);
628 }
629