mesa: fix another "out of samplers" problem
[mesa.git] / src / mesa / shader / 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/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"
44
45
46 /** cast wrapper */
47 static struct gl_vertex_program *
48 vertex_program(struct gl_program *prog)
49 {
50 assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
51 return (struct gl_vertex_program *) prog;
52 }
53
54
55 /** cast wrapper */
56 static struct gl_fragment_program *
57 fragment_program(struct gl_program *prog)
58 {
59 assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
60 return (struct gl_fragment_program *) prog;
61 }
62
63
64 /**
65 * Record a linking error.
66 */
67 static void
68 link_error(struct gl_shader_program *shProg, const char *msg)
69 {
70 if (shProg->InfoLog) {
71 _mesa_free(shProg->InfoLog);
72 }
73 shProg->InfoLog = _mesa_strdup(msg);
74 shProg->LinkStatus = GL_FALSE;
75 }
76
77
78
79 /**
80 * Check if the given bit is either set or clear in both bitfields.
81 */
82 static GLboolean
83 bits_agree(GLbitfield flags1, GLbitfield flags2, GLbitfield bit)
84 {
85 return (flags1 & bit) == (flags2 & bit);
86 }
87
88
89 /**
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
95 * fragment shader.
96 * This is also where we set program Input/OutputFlags to indicate
97 * which inputs are centroid-sampled, invariant, etc.
98 */
99 static GLboolean
100 link_varying_vars(struct gl_shader_program *shProg, struct gl_program *prog)
101 {
102 GLuint *map, i, firstVarying, newFile;
103 GLbitfield *inOutFlags;
104
105 map = (GLuint *) malloc(prog->Varying->NumParameters * sizeof(GLuint));
106 if (!map)
107 return GL_FALSE;
108
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.
113 */
114 if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
115 firstVarying = VERT_RESULT_VAR0;
116 newFile = PROGRAM_OUTPUT;
117 inOutFlags = prog->OutputFlags;
118 }
119 else {
120 assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
121 firstVarying = FRAG_ATTRIB_VAR0;
122 newFile = PROGRAM_INPUT;
123 inOutFlags = prog->InputFlags;
124 }
125
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);
130 if (j >= 0) {
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");
136 return GL_FALSE;
137 }
138 if (!bits_agree(var->Flags, v->Flags, PROG_PARAM_BIT_CENTROID)) {
139 char msg[100];
140 snprintf(msg, sizeof(msg),
141 "centroid modifier mismatch for '%s'", var->Name);
142 link_error(shProg, msg);
143 return GL_FALSE;
144 }
145 if (!bits_agree(var->Flags, v->Flags, PROG_PARAM_BIT_INVARIANT)) {
146 char msg[100];
147 snprintf(msg, sizeof(msg),
148 "invariant modifier mismatch for '%s'", var->Name);
149 link_error(shProg, msg);
150 return GL_FALSE;
151 }
152 }
153 else {
154 /* not already in linked list */
155 j = _mesa_add_varying(shProg->Varying, var->Name, var->Size,
156 var->Flags);
157 }
158
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.
162 */
163 {
164 GLint sz = var->Size;
165 while (sz > 0) {
166 inOutFlags[firstVarying + j] = var->Flags;
167 /*printf("Link varying from %d to %d\n", i, j);*/
168 map[i++] = j++;
169 sz -= 4;
170 }
171 i--; /* go back one */
172 }
173 }
174
175
176 /* OK, now scan the program/shader instructions looking for varying vars,
177 * replacing the old index with the new index.
178 */
179 for (i = 0; i < prog->NumInstructions; i++) {
180 struct prog_instruction *inst = prog->Instructions + i;
181 GLuint j;
182
183 if (inst->DstReg.File == PROGRAM_VARYING) {
184 inst->DstReg.File = newFile;
185 inst->DstReg.Index = map[ inst->DstReg.Index ] + firstVarying;
186 }
187
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;
192 }
193 }
194 }
195
196 free(map);
197
198 /* these will get recomputed before linking is completed */
199 prog->InputsRead = 0x0;
200 prog->OutputsWritten = 0x0;
201
202 return GL_TRUE;
203 }
204
205
206 /**
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.
210 *
211 * About uniforms:
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
216 * parameter array.
217 *
218 * This function will be called twice to set up the two uniform->parameter
219 * mappings.
220 *
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.
223 */
224 static GLboolean
225 link_uniform_vars(GLcontext *ctx,
226 struct gl_shader_program *shProg,
227 struct gl_program *prog,
228 GLuint *numSamplers)
229 {
230 GLuint samplerMap[200]; /* max number of samplers declared, not used */
231 GLuint i;
232
233 for (i = 0; i < prog->Parameters->NumParameters; i++) {
234 const struct gl_program_parameter *p = prog->Parameters->Parameters + i;
235
236 /*
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.
243 */
244
245 if ((p->Type == PROGRAM_UNIFORM || p->Type == PROGRAM_SAMPLER)
246 && p->Used) {
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);
250 if (uniform)
251 uniform->Initialized = p->Initialized;
252 }
253
254 /* The samplerMap[] table we build here is used to remap/re-index
255 * sampler references by TEX instructions.
256 */
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) {
262 char s[100];
263 sprintf(s, "Too many texture samplers (%u, max is %u)",
264 newSampNum, ctx->Const.MaxTextureImageUnits);
265 link_error(shProg, s);
266 return GL_FALSE;
267 }
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;
273 (*numSamplers)++;
274 }
275 }
276
277 /* OK, now scan the program/shader instructions looking for texture
278 * instructions using sampler vars. Replace old sampler indexes with
279 * new ones.
280 */
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)) {
285 /*
286 printf("====== remap sampler from %d to %d\n",
287 inst->Sampler, map[ inst->Sampler ]);
288 */
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);
296 }
297 }
298 }
299
300 return GL_TRUE;
301 }
302
303
304 /**
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
310 * have priority.
311 */
312 static GLboolean
313 _slang_resolve_attributes(struct gl_shader_program *shProg,
314 const struct gl_program *origProg,
315 struct gl_program *linkedProg)
316 {
317 GLint attribMap[MAX_VERTEX_ATTRIBS];
318 GLuint i, j;
319 GLbitfield usedAttributes;
320
321 assert(origProg != linkedProg);
322 assert(origProg->Target == GL_VERTEX_PROGRAM_ARB);
323 assert(linkedProg->Target == GL_VERTEX_PROGRAM_ARB);
324
325 if (!shProg->Attributes)
326 shProg->Attributes = _mesa_new_parameter_list();
327
328 if (linkedProg->Attributes) {
329 _mesa_free_parameter_list(linkedProg->Attributes);
330 }
331 linkedProg->Attributes = _mesa_new_parameter_list();
332
333
334 /* Build a bitmask indicating which attribute indexes have been
335 * explicitly bound by the user with glBindAttributeLocation().
336 */
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);
341 }
342
343 /* initialize the generic attribute map entries to -1 */
344 for (i = 0; i < MAX_VERTEX_ATTRIBS; i++) {
345 attribMap[i] = -1;
346 }
347
348 /*
349 * Scan program for generic attribute references
350 */
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) {
356 /*
357 * OK, we've found a generic vertex attribute reference.
358 */
359 const GLint k = inst->SrcReg[j].Index - VERT_ATTRIB_GENERIC0;
360
361 GLint attr = attribMap[k];
362
363 if (attr < 0) {
364 /* Need to figure out attribute mapping now.
365 */
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;
369 GLint index;
370
371 /* See if there's a user-defined attribute binding for
372 * this name.
373 */
374 index = _mesa_lookup_parameter_index(shProg->Attributes,
375 -1, name);
376 if (index >= 0) {
377 /* Found a user-defined binding */
378 attr = shProg->Attributes->Parameters[index].StateIndexes[0];
379 }
380 else {
381 /* No user-defined binding, choose our own attribute number.
382 * Start at 1 since generic attribute 0 always aliases
383 * glVertex/position.
384 */
385 for (attr = 1; attr < MAX_VERTEX_ATTRIBS; attr++) {
386 if (((1 << attr) & usedAttributes) == 0)
387 break;
388 }
389 if (attr == MAX_VERTEX_ATTRIBS) {
390 link_error(shProg, "Too many vertex attributes");
391 return GL_FALSE;
392 }
393
394 /* mark this attribute as used */
395 usedAttributes |= (1 << attr);
396 }
397
398 attribMap[k] = attr;
399
400 /* Save the final name->attrib binding so it can be queried
401 * with glGetAttributeLocation().
402 */
403 _mesa_add_attribute(linkedProg->Attributes, name,
404 size, type, attr);
405 }
406
407 assert(attr >= 0);
408
409 /* update the instruction's src reg */
410 inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + attr;
411 }
412 }
413 }
414
415 return GL_TRUE;
416 }
417
418
419 /**
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, ... ).
423 */
424 static void
425 _slang_count_temporaries(struct gl_program *prog)
426 {
427 GLuint i, j;
428 GLint maxIndex = -1;
429
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;
437 }
438 if (inst->DstReg.File == PROGRAM_TEMPORARY) {
439 if (maxIndex < (GLint) inst->DstReg.Index)
440 maxIndex = inst->DstReg.Index;
441 }
442 }
443 }
444
445 prog->NumTemporaries = (GLuint) (maxIndex + 1);
446 }
447
448
449 /**
450 * Scan program instructions to update the program's InputsRead and
451 * OutputsWritten fields.
452 */
453 static void
454 _slang_update_inputs_outputs(struct gl_program *prog)
455 {
456 GLuint i, j;
457 GLuint maxAddrReg = 0;
458
459 prog->InputsRead = 0x0;
460 prog->OutputsWritten = 0x0;
461
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.
472 */
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;
481 }
482 }
483 else if (inst->SrcReg[j].File == PROGRAM_ADDRESS) {
484 maxAddrReg = MAX2(maxAddrReg, (GLuint) (inst->SrcReg[j].Index + 1));
485 }
486 }
487 if (inst->DstReg.File == PROGRAM_OUTPUT) {
488 prog->OutputsWritten |= 1 << inst->DstReg.Index;
489 }
490 else if (inst->DstReg.File == PROGRAM_ADDRESS) {
491 maxAddrReg = MAX2(maxAddrReg, inst->DstReg.Index + 1);
492 }
493 }
494
495 prog->NumAddressRegs = maxAddrReg;
496 }
497
498
499 /**
500 * Shader linker. Currently:
501 *
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
508 * storage locations.
509 */
510 void
511 _slang_link(GLcontext *ctx,
512 GLhandleARB programObj,
513 struct gl_shader_program *shProg)
514 {
515 const struct gl_vertex_program *vertProg;
516 const struct gl_fragment_program *fragProg;
517 GLuint numSamplers = 0;
518 GLuint i;
519
520 _mesa_clear_shader_program_data(ctx, shProg);
521
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");
526 return;
527 }
528 }
529
530 shProg->Uniforms = _mesa_new_uniform_list();
531 shProg->Varying = _mesa_new_parameter_list();
532
533 /**
534 * Find attached vertex, fragment shaders defining main()
535 */
536 vertProg = NULL;
537 fragProg = NULL;
538 for (i = 0; i < shProg->NumShaders; i++) {
539 struct gl_shader *shader = shProg->Shaders[i];
540 if (shader->Type == GL_VERTEX_SHADER) {
541 if (shader->Main)
542 vertProg = vertex_program(shader->Program);
543 }
544 else if (shader->Type == GL_FRAGMENT_SHADER) {
545 if (shader->Main)
546 fragProg = fragment_program(shader->Program);
547 }
548 else {
549 _mesa_problem(ctx, "unexpected shader target in slang_link()");
550 }
551 }
552
553 #if FEATURE_es2_glsl
554 /* must have both a vertex and fragment program for ES2 */
555 if (!vertProg) {
556 link_error(shProg, "missing vertex shader\n");
557 return;
558 }
559 if (!fragProg) {
560 link_error(shProg, "missing fragment shader\n");
561 return;
562 }
563 #endif
564
565 /*
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.
568 */
569 _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
570 if (vertProg) {
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);
575 }
576
577 _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
578 if (fragProg) {
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);
583 }
584
585 /* link varying vars */
586 if (shProg->VertexProgram) {
587 if (!link_varying_vars(shProg, &shProg->VertexProgram->Base))
588 return;
589 }
590 if (shProg->FragmentProgram) {
591 if (!link_varying_vars(shProg, &shProg->FragmentProgram->Base))
592 return;
593 }
594
595 /* link uniform vars */
596 if (shProg->VertexProgram) {
597 if (!link_uniform_vars(ctx, shProg, &shProg->VertexProgram->Base,
598 &numSamplers)) {
599 return;
600 }
601 }
602 if (shProg->FragmentProgram) {
603 if (!link_uniform_vars(ctx, shProg, &shProg->FragmentProgram->Base,
604 &numSamplers)) {
605 return;
606 }
607 }
608
609 /*_mesa_print_uniforms(shProg->Uniforms);*/
610
611 if (shProg->VertexProgram) {
612 if (!_slang_resolve_attributes(shProg, &vertProg->Base,
613 &shProg->VertexProgram->Base)) {
614 return;
615 }
616 }
617
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 */
623 link_error(shProg,
624 "gl_Position was not written by vertex shader\n");
625 return;
626 }
627 }
628 if (shProg->FragmentProgram) {
629 _slang_count_temporaries(&shProg->FragmentProgram->Base);
630 _slang_update_inputs_outputs(&shProg->FragmentProgram->Base);
631 }
632
633 /* Check that all the varying vars needed by the fragment shader are
634 * actually produced by the vertex shader.
635 */
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) {
642 link_error(shProg,
643 "Fragment program using varying vars not written by vertex shader\n");
644 return;
645 }
646 }
647
648
649 if (fragProg && shProg->FragmentProgram) {
650 /* Compute initial program's TexturesUsed info */
651 _mesa_update_shader_textures_used(&shProg->FragmentProgram->Base);
652
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);
660
661 printf("Mesa post-link fragment program:\n");
662 _mesa_print_program(&shProg->FragmentProgram->Base);
663 _mesa_print_program_parameters(ctx, &shProg->FragmentProgram->Base);
664 }
665 }
666
667 if (vertProg && shProg->VertexProgram) {
668 /* Compute initial program's TexturesUsed info */
669 _mesa_update_shader_textures_used(&shProg->VertexProgram->Base);
670
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);
678
679 printf("Mesa post-link vertex program:\n");
680 _mesa_print_program(&shProg->VertexProgram->Base);
681 _mesa_print_program_parameters(ctx, &shProg->VertexProgram->Base);
682 }
683 }
684
685 if (MESA_VERBOSE & VERBOSE_GLSL_DUMP) {
686 printf("Varying vars:\n");
687 _mesa_print_parameter_list(shProg->Varying);
688 }
689
690 shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram);
691 }
692