2 * Mesa 3-D graphics library
5 * Copyright (C) 2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
32 #include "main/imports.h"
33 #include "main/context.h"
34 #include "main/hash.h"
35 #include "main/macros.h"
36 #include "shader/program.h"
37 #include "shader/prog_instruction.h"
38 #include "shader/prog_parameter.h"
39 #include "shader/prog_print.h"
40 #include "shader/prog_statevars.h"
41 #include "shader/prog_uniform.h"
42 #include "shader/shader_api.h"
43 #include "slang_link.h"
47 static struct gl_vertex_program
*
48 vertex_program(struct gl_program
*prog
)
50 assert(prog
->Target
== GL_VERTEX_PROGRAM_ARB
);
51 return (struct gl_vertex_program
*) prog
;
56 static struct gl_fragment_program
*
57 fragment_program(struct gl_program
*prog
)
59 assert(prog
->Target
== GL_FRAGMENT_PROGRAM_ARB
);
60 return (struct gl_fragment_program
*) prog
;
65 * Record a linking error.
68 link_error(struct gl_shader_program
*shProg
, const char *msg
)
70 if (shProg
->InfoLog
) {
71 _mesa_free(shProg
->InfoLog
);
73 shProg
->InfoLog
= _mesa_strdup(msg
);
74 shProg
->LinkStatus
= GL_FALSE
;
80 * Check if the given bit is either set or clear in both bitfields.
83 bits_agree(GLbitfield flags1
, GLbitfield flags2
, GLbitfield bit
)
85 return (flags1
& bit
) == (flags2
& bit
);
90 * Linking varying vars involves rearranging varying vars so that the
91 * vertex program's output varyings matches the order of the fragment
92 * program's input varyings.
93 * We'll then rewrite instructions to replace PROGRAM_VARYING with either
94 * PROGRAM_INPUT or PROGRAM_OUTPUT depending on whether it's a vertex or
96 * This is also where we set program Input/OutputFlags to indicate
97 * which inputs are centroid-sampled, invariant, etc.
100 link_varying_vars(struct gl_shader_program
*shProg
, struct gl_program
*prog
)
102 GLuint
*map
, i
, firstVarying
, newFile
;
103 GLbitfield
*inOutFlags
;
105 map
= (GLuint
*) malloc(prog
->Varying
->NumParameters
* sizeof(GLuint
));
109 /* Varying variables are treated like other vertex program outputs
110 * (and like other fragment program inputs). The position of the
111 * first varying differs for vertex/fragment programs...
112 * Also, replace File=PROGRAM_VARYING with File=PROGRAM_INPUT/OUTPUT.
114 if (prog
->Target
== GL_VERTEX_PROGRAM_ARB
) {
115 firstVarying
= VERT_RESULT_VAR0
;
116 newFile
= PROGRAM_OUTPUT
;
117 inOutFlags
= prog
->OutputFlags
;
120 assert(prog
->Target
== GL_FRAGMENT_PROGRAM_ARB
);
121 firstVarying
= FRAG_ATTRIB_VAR0
;
122 newFile
= PROGRAM_INPUT
;
123 inOutFlags
= prog
->InputFlags
;
126 for (i
= 0; i
< prog
->Varying
->NumParameters
; i
++) {
127 /* see if this varying is in the linked varying list */
128 const struct gl_program_parameter
*var
= prog
->Varying
->Parameters
+ i
;
129 GLint j
= _mesa_lookup_parameter_index(shProg
->Varying
, -1, var
->Name
);
131 /* varying is already in list, do some error checking */
132 const struct gl_program_parameter
*v
=
133 &shProg
->Varying
->Parameters
[j
];
134 if (var
->Size
!= v
->Size
) {
135 link_error(shProg
, "mismatched varying variable types");
138 if (!bits_agree(var
->Flags
, v
->Flags
, PROG_PARAM_BIT_CENTROID
)) {
140 snprintf(msg
, sizeof(msg
),
141 "centroid modifier mismatch for '%s'", var
->Name
);
142 link_error(shProg
, msg
);
145 if (!bits_agree(var
->Flags
, v
->Flags
, PROG_PARAM_BIT_INVARIANT
)) {
147 snprintf(msg
, sizeof(msg
),
148 "invariant modifier mismatch for '%s'", var
->Name
);
149 link_error(shProg
, msg
);
154 /* not already in linked list */
155 j
= _mesa_add_varying(shProg
->Varying
, var
->Name
, var
->Size
,
159 /* Map varying[i] to varying[j].
160 * Plus, set prog->Input/OutputFlags[] as described above.
161 * Note: the loop here takes care of arrays or large (sz>4) vars.
164 GLint sz
= var
->Size
;
166 inOutFlags
[firstVarying
+ j
] = var
->Flags
;
167 /*printf("Link varying from %d to %d\n", i, j);*/
171 i
--; /* go back one */
176 /* OK, now scan the program/shader instructions looking for varying vars,
177 * replacing the old index with the new index.
179 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
180 struct prog_instruction
*inst
= prog
->Instructions
+ i
;
183 if (inst
->DstReg
.File
== PROGRAM_VARYING
) {
184 inst
->DstReg
.File
= newFile
;
185 inst
->DstReg
.Index
= map
[ inst
->DstReg
.Index
] + firstVarying
;
188 for (j
= 0; j
< 3; j
++) {
189 if (inst
->SrcReg
[j
].File
== PROGRAM_VARYING
) {
190 inst
->SrcReg
[j
].File
= newFile
;
191 inst
->SrcReg
[j
].Index
= map
[ inst
->SrcReg
[j
].Index
] + firstVarying
;
198 /* these will get recomputed before linking is completed */
199 prog
->InputsRead
= 0x0;
200 prog
->OutputsWritten
= 0x0;
207 * Build the shProg->Uniforms list.
208 * This is basically a list/index of all uniforms found in either/both of
209 * the vertex and fragment shaders.
212 * Each uniform has two indexes, one that points into the vertex
213 * program's parameter array and another that points into the fragment
214 * program's parameter array. When the user changes a uniform's value
215 * we have to change the value in the vertex and/or fragment program's
218 * This function will be called twice to set up the two uniform->parameter
221 * If a uniform is only present in the vertex program OR fragment program
222 * then the fragment/vertex parameter index, respectively, will be -1.
225 link_uniform_vars(GLcontext
*ctx
,
226 struct gl_shader_program
*shProg
,
227 struct gl_program
*prog
,
230 GLuint samplerMap
[200]; /* max number of samplers declared, not used */
233 for (i
= 0; i
< prog
->Parameters
->NumParameters
; i
++) {
234 const struct gl_program_parameter
*p
= prog
->Parameters
->Parameters
+ i
;
237 * XXX FIX NEEDED HERE
238 * We should also be adding a uniform if p->Type == PROGRAM_STATE_VAR.
239 * For example, modelview matrix, light pos, etc.
240 * Also, we need to update the state-var name-generator code to
241 * generate GLSL-style names, like "gl_LightSource[0].position".
242 * Furthermore, we'll need to fix the state-var's size/datatype info.
245 if ((p
->Type
== PROGRAM_UNIFORM
|| p
->Type
== PROGRAM_SAMPLER
)
247 /* add this uniform, indexing into the target's Parameters list */
248 struct gl_uniform
*uniform
=
249 _mesa_append_uniform(shProg
->Uniforms
, p
->Name
, prog
->Target
, i
);
251 uniform
->Initialized
= p
->Initialized
;
254 /* The samplerMap[] table we build here is used to remap/re-index
255 * sampler references by TEX instructions.
257 if (p
->Type
== PROGRAM_SAMPLER
&& p
->Used
) {
258 /* Allocate a new sampler index */
259 GLuint oldSampNum
= (GLuint
) prog
->Parameters
->ParameterValues
[i
][0];
260 GLuint newSampNum
= *numSamplers
;
261 if (newSampNum
>= ctx
->Const
.MaxTextureImageUnits
) {
263 sprintf(s
, "Too many texture samplers (%u, max is %u)",
264 newSampNum
, ctx
->Const
.MaxTextureImageUnits
);
265 link_error(shProg
, s
);
268 /* save old->new mapping in the table */
269 if (oldSampNum
< Elements(samplerMap
))
270 samplerMap
[oldSampNum
] = newSampNum
;
271 /* update parameter's sampler index */
272 prog
->Parameters
->ParameterValues
[i
][0] = (GLfloat
) newSampNum
;
277 /* OK, now scan the program/shader instructions looking for texture
278 * instructions using sampler vars. Replace old sampler indexes with
281 prog
->SamplersUsed
= 0x0;
282 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
283 struct prog_instruction
*inst
= prog
->Instructions
+ i
;
284 if (_mesa_is_tex_instruction(inst
->Opcode
)) {
286 printf("====== remap sampler from %d to %d\n",
287 inst->Sampler, map[ inst->Sampler ]);
289 /* here, texUnit is really samplerUnit */
290 const GLint oldSampNum
= inst
->TexSrcUnit
;
291 if (oldSampNum
< Elements(samplerMap
)) {
292 const GLuint newSampNum
= samplerMap
[oldSampNum
];
293 inst
->TexSrcUnit
= newSampNum
;
294 prog
->SamplerTargets
[newSampNum
] = inst
->TexSrcTarget
;
295 prog
->SamplersUsed
|= (1 << newSampNum
);
305 * Resolve binding of generic vertex attributes.
306 * For example, if the vertex shader declared "attribute vec4 foobar" we'll
307 * allocate a generic vertex attribute for "foobar" and plug that value into
308 * the vertex program instructions.
309 * But if the user called glBindAttributeLocation(), those bindings will
313 _slang_resolve_attributes(struct gl_shader_program
*shProg
,
314 const struct gl_program
*origProg
,
315 struct gl_program
*linkedProg
)
317 GLint attribMap
[MAX_VERTEX_ATTRIBS
];
319 GLbitfield usedAttributes
;
321 assert(origProg
!= linkedProg
);
322 assert(origProg
->Target
== GL_VERTEX_PROGRAM_ARB
);
323 assert(linkedProg
->Target
== GL_VERTEX_PROGRAM_ARB
);
325 if (!shProg
->Attributes
)
326 shProg
->Attributes
= _mesa_new_parameter_list();
328 if (linkedProg
->Attributes
) {
329 _mesa_free_parameter_list(linkedProg
->Attributes
);
331 linkedProg
->Attributes
= _mesa_new_parameter_list();
334 /* Build a bitmask indicating which attribute indexes have been
335 * explicitly bound by the user with glBindAttributeLocation().
337 usedAttributes
= 0x0;
338 for (i
= 0; i
< shProg
->Attributes
->NumParameters
; i
++) {
339 GLint attr
= shProg
->Attributes
->Parameters
[i
].StateIndexes
[0];
340 usedAttributes
|= (1 << attr
);
343 /* initialize the generic attribute map entries to -1 */
344 for (i
= 0; i
< MAX_VERTEX_ATTRIBS
; i
++) {
349 * Scan program for generic attribute references
351 for (i
= 0; i
< linkedProg
->NumInstructions
; i
++) {
352 struct prog_instruction
*inst
= linkedProg
->Instructions
+ i
;
353 for (j
= 0; j
< 3; j
++) {
354 if (inst
->SrcReg
[j
].File
== PROGRAM_INPUT
&&
355 inst
->SrcReg
[j
].Index
>= VERT_ATTRIB_GENERIC0
) {
357 * OK, we've found a generic vertex attribute reference.
359 const GLint k
= inst
->SrcReg
[j
].Index
- VERT_ATTRIB_GENERIC0
;
361 GLint attr
= attribMap
[k
];
364 /* Need to figure out attribute mapping now.
366 const char *name
= origProg
->Attributes
->Parameters
[k
].Name
;
367 const GLint size
= origProg
->Attributes
->Parameters
[k
].Size
;
368 const GLenum type
=origProg
->Attributes
->Parameters
[k
].DataType
;
371 /* See if there's a user-defined attribute binding for
374 index
= _mesa_lookup_parameter_index(shProg
->Attributes
,
377 /* Found a user-defined binding */
378 attr
= shProg
->Attributes
->Parameters
[index
].StateIndexes
[0];
381 /* No user-defined binding, choose our own attribute number.
382 * Start at 1 since generic attribute 0 always aliases
385 for (attr
= 1; attr
< MAX_VERTEX_ATTRIBS
; attr
++) {
386 if (((1 << attr
) & usedAttributes
) == 0)
389 if (attr
== MAX_VERTEX_ATTRIBS
) {
390 link_error(shProg
, "Too many vertex attributes");
394 /* mark this attribute as used */
395 usedAttributes
|= (1 << attr
);
400 /* Save the final name->attrib binding so it can be queried
401 * with glGetAttributeLocation().
403 _mesa_add_attribute(linkedProg
->Attributes
, name
,
409 /* update the instruction's src reg */
410 inst
->SrcReg
[j
].Index
= VERT_ATTRIB_GENERIC0
+ attr
;
420 * Scan program instructions to update the program's NumTemporaries field.
421 * Note: this implemenation relies on the code generator allocating
422 * temps in increasing order (0, 1, 2, ... ).
425 _slang_count_temporaries(struct gl_program
*prog
)
430 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
431 const struct prog_instruction
*inst
= prog
->Instructions
+ i
;
432 const GLuint numSrc
= _mesa_num_inst_src_regs(inst
->Opcode
);
433 for (j
= 0; j
< numSrc
; j
++) {
434 if (inst
->SrcReg
[j
].File
== PROGRAM_TEMPORARY
) {
435 if (maxIndex
< inst
->SrcReg
[j
].Index
)
436 maxIndex
= inst
->SrcReg
[j
].Index
;
438 if (inst
->DstReg
.File
== PROGRAM_TEMPORARY
) {
439 if (maxIndex
< (GLint
) inst
->DstReg
.Index
)
440 maxIndex
= inst
->DstReg
.Index
;
445 prog
->NumTemporaries
= (GLuint
) (maxIndex
+ 1);
450 * Scan program instructions to update the program's InputsRead and
451 * OutputsWritten fields.
454 _slang_update_inputs_outputs(struct gl_program
*prog
)
457 GLuint maxAddrReg
= 0;
459 prog
->InputsRead
= 0x0;
460 prog
->OutputsWritten
= 0x0;
462 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
463 const struct prog_instruction
*inst
= prog
->Instructions
+ i
;
464 const GLuint numSrc
= _mesa_num_inst_src_regs(inst
->Opcode
);
465 for (j
= 0; j
< numSrc
; j
++) {
466 if (inst
->SrcReg
[j
].File
== PROGRAM_INPUT
) {
467 prog
->InputsRead
|= 1 << inst
->SrcReg
[j
].Index
;
468 if (prog
->Target
== GL_FRAGMENT_PROGRAM_ARB
&&
469 inst
->SrcReg
[j
].Index
== FRAG_ATTRIB_FOGC
) {
470 /* The fragment shader FOGC input is used for fog,
471 * front-facing and sprite/point coord.
473 struct gl_fragment_program
*fp
= fragment_program(prog
);
474 const GLint swz
= GET_SWZ(inst
->SrcReg
[j
].Swizzle
, 0);
475 if (swz
== SWIZZLE_X
)
476 fp
->UsesFogFragCoord
= GL_TRUE
;
477 else if (swz
== SWIZZLE_Y
)
478 fp
->UsesFrontFacing
= GL_TRUE
;
479 else if (swz
== SWIZZLE_Z
|| swz
== SWIZZLE_W
)
480 fp
->UsesPointCoord
= GL_TRUE
;
483 else if (inst
->SrcReg
[j
].File
== PROGRAM_ADDRESS
) {
484 maxAddrReg
= MAX2(maxAddrReg
, (GLuint
) (inst
->SrcReg
[j
].Index
+ 1));
487 if (inst
->DstReg
.File
== PROGRAM_OUTPUT
) {
488 prog
->OutputsWritten
|= 1 << inst
->DstReg
.Index
;
490 else if (inst
->DstReg
.File
== PROGRAM_ADDRESS
) {
491 maxAddrReg
= MAX2(maxAddrReg
, inst
->DstReg
.Index
+ 1);
495 prog
->NumAddressRegs
= maxAddrReg
;
500 * Shader linker. Currently:
502 * 1. The last attached vertex shader and fragment shader are linked.
503 * 2. Varying vars in the two shaders are combined so their locations
504 * agree between the vertex and fragment stages. They're treated as
505 * vertex program output attribs and as fragment program input attribs.
506 * 3. The vertex and fragment programs are cloned and modified to update
507 * src/dst register references so they use the new, linked varying
511 _slang_link(GLcontext
*ctx
,
512 GLhandleARB programObj
,
513 struct gl_shader_program
*shProg
)
515 const struct gl_vertex_program
*vertProg
;
516 const struct gl_fragment_program
*fragProg
;
517 GLuint numSamplers
= 0;
520 _mesa_clear_shader_program_data(ctx
, shProg
);
522 /* check that all programs compiled successfully */
523 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
524 if (!shProg
->Shaders
[i
]->CompileStatus
) {
525 link_error(shProg
, "linking with uncompiled shader\n");
530 shProg
->Uniforms
= _mesa_new_uniform_list();
531 shProg
->Varying
= _mesa_new_parameter_list();
534 * Find attached vertex, fragment shaders defining main()
538 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
539 struct gl_shader
*shader
= shProg
->Shaders
[i
];
540 if (shader
->Type
== GL_VERTEX_SHADER
) {
542 vertProg
= vertex_program(shader
->Program
);
544 else if (shader
->Type
== GL_FRAGMENT_SHADER
) {
546 fragProg
= fragment_program(shader
->Program
);
549 _mesa_problem(ctx
, "unexpected shader target in slang_link()");
554 /* must have both a vertex and fragment program for ES2 */
556 link_error(shProg
, "missing vertex shader\n");
560 link_error(shProg
, "missing fragment shader\n");
566 * Make copies of the vertex/fragment programs now since we'll be
567 * changing src/dst registers after merging the uniforms and varying vars.
569 _mesa_reference_vertprog(ctx
, &shProg
->VertexProgram
, NULL
);
571 struct gl_vertex_program
*linked_vprog
=
572 vertex_program(_mesa_clone_program(ctx
, &vertProg
->Base
));
573 shProg
->VertexProgram
= linked_vprog
; /* refcount OK */
574 ASSERT(shProg
->VertexProgram
->Base
.RefCount
== 1);
577 _mesa_reference_fragprog(ctx
, &shProg
->FragmentProgram
, NULL
);
579 struct gl_fragment_program
*linked_fprog
=
580 fragment_program(_mesa_clone_program(ctx
, &fragProg
->Base
));
581 shProg
->FragmentProgram
= linked_fprog
; /* refcount OK */
582 ASSERT(shProg
->FragmentProgram
->Base
.RefCount
== 1);
585 /* link varying vars */
586 if (shProg
->VertexProgram
) {
587 if (!link_varying_vars(shProg
, &shProg
->VertexProgram
->Base
))
590 if (shProg
->FragmentProgram
) {
591 if (!link_varying_vars(shProg
, &shProg
->FragmentProgram
->Base
))
595 /* link uniform vars */
596 if (shProg
->VertexProgram
) {
597 if (!link_uniform_vars(ctx
, shProg
, &shProg
->VertexProgram
->Base
,
602 if (shProg
->FragmentProgram
) {
603 if (!link_uniform_vars(ctx
, shProg
, &shProg
->FragmentProgram
->Base
,
609 /*_mesa_print_uniforms(shProg->Uniforms);*/
611 if (shProg
->VertexProgram
) {
612 if (!_slang_resolve_attributes(shProg
, &vertProg
->Base
,
613 &shProg
->VertexProgram
->Base
)) {
618 if (shProg
->VertexProgram
) {
619 _slang_update_inputs_outputs(&shProg
->VertexProgram
->Base
);
620 _slang_count_temporaries(&shProg
->VertexProgram
->Base
);
621 if (!(shProg
->VertexProgram
->Base
.OutputsWritten
& (1 << VERT_RESULT_HPOS
))) {
622 /* the vertex program did not compute a vertex position */
624 "gl_Position was not written by vertex shader\n");
628 if (shProg
->FragmentProgram
) {
629 _slang_count_temporaries(&shProg
->FragmentProgram
->Base
);
630 _slang_update_inputs_outputs(&shProg
->FragmentProgram
->Base
);
633 /* Check that all the varying vars needed by the fragment shader are
634 * actually produced by the vertex shader.
636 if (shProg
->FragmentProgram
) {
637 const GLbitfield varyingRead
638 = shProg
->FragmentProgram
->Base
.InputsRead
>> FRAG_ATTRIB_VAR0
;
639 const GLbitfield varyingWritten
= shProg
->VertexProgram
?
640 shProg
->VertexProgram
->Base
.OutputsWritten
>> VERT_RESULT_VAR0
: 0x0;
641 if ((varyingRead
& varyingWritten
) != varyingRead
) {
643 "Fragment program using varying vars not written by vertex shader\n");
649 if (fragProg
&& shProg
->FragmentProgram
) {
650 /* Compute initial program's TexturesUsed info */
651 _mesa_update_shader_textures_used(&shProg
->FragmentProgram
->Base
);
653 /* notify driver that a new fragment program has been compiled/linked */
654 ctx
->Driver
.ProgramStringNotify(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
655 &shProg
->FragmentProgram
->Base
);
656 if (MESA_VERBOSE
& VERBOSE_GLSL_DUMP
) {
657 printf("Mesa original fragment program:\n");
658 _mesa_print_program(&fragProg
->Base
);
659 _mesa_print_program_parameters(ctx
, &fragProg
->Base
);
661 printf("Mesa post-link fragment program:\n");
662 _mesa_print_program(&shProg
->FragmentProgram
->Base
);
663 _mesa_print_program_parameters(ctx
, &shProg
->FragmentProgram
->Base
);
667 if (vertProg
&& shProg
->VertexProgram
) {
668 /* Compute initial program's TexturesUsed info */
669 _mesa_update_shader_textures_used(&shProg
->VertexProgram
->Base
);
671 /* notify driver that a new vertex program has been compiled/linked */
672 ctx
->Driver
.ProgramStringNotify(ctx
, GL_VERTEX_PROGRAM_ARB
,
673 &shProg
->VertexProgram
->Base
);
674 if (MESA_VERBOSE
& VERBOSE_GLSL_DUMP
) {
675 printf("Mesa original vertex program:\n");
676 _mesa_print_program(&vertProg
->Base
);
677 _mesa_print_program_parameters(ctx
, &vertProg
->Base
);
679 printf("Mesa post-link vertex program:\n");
680 _mesa_print_program(&shProg
->VertexProgram
->Base
);
681 _mesa_print_program_parameters(ctx
, &shProg
->VertexProgram
->Base
);
685 if (MESA_VERBOSE
& VERBOSE_GLSL_DUMP
) {
686 printf("Varying vars:\n");
687 _mesa_print_parameter_list(shProg
->Varying
);
690 shProg
->LinkStatus
= (shProg
->VertexProgram
|| shProg
->FragmentProgram
);