Merge commit 'origin/gallium-0.1' into gallium-0.2
[mesa.git] / src / mesa / shader / slang / slang_link.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.2
4 *
5 * Copyright (C) 2008 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/prog_uniform.h"
41 #include "shader/shader_api.h"
42 #include "slang_link.h"
43
44
45 /** cast wrapper */
46 static struct gl_vertex_program *
47 vertex_program(struct gl_program *prog)
48 {
49 assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
50 return (struct gl_vertex_program *) prog;
51 }
52
53
54 /** cast wrapper */
55 static struct gl_fragment_program *
56 fragment_program(struct gl_program *prog)
57 {
58 assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
59 return (struct gl_fragment_program *) prog;
60 }
61
62
63 /**
64 * Record a linking error.
65 */
66 static void
67 link_error(struct gl_shader_program *shProg, const char *msg)
68 {
69 if (shProg->InfoLog) {
70 _mesa_free(shProg->InfoLog);
71 }
72 shProg->InfoLog = _mesa_strdup(msg);
73 shProg->LinkStatus = GL_FALSE;
74 }
75
76
77
78 /**
79 * Linking varying vars involves rearranging varying vars so that the
80 * vertex program's output varyings matches the order of the fragment
81 * program's input varyings.
82 */
83 static GLboolean
84 link_varying_vars(struct gl_shader_program *shProg, struct gl_program *prog)
85 {
86 GLuint *map, i, firstVarying, newFile;
87
88 map = (GLuint *) malloc(prog->Varying->NumParameters * sizeof(GLuint));
89 if (!map)
90 return GL_FALSE;
91
92 for (i = 0; i < prog->Varying->NumParameters; i++) {
93 /* see if this varying is in the linked varying list */
94 const struct gl_program_parameter *var = prog->Varying->Parameters + i;
95 GLint j = _mesa_lookup_parameter_index(shProg->Varying, -1, var->Name);
96 if (j >= 0) {
97 /* already in list, check size */
98 if (var->Size != shProg->Varying->Parameters[j].Size) {
99 /* error */
100 link_error(shProg, "mismatched varying variable types");
101 return GL_FALSE;
102 }
103 }
104 else {
105 /* not already in linked list */
106 j = _mesa_add_varying(shProg->Varying, var->Name, var->Size);
107 }
108
109 /* map varying[i] to varying[j].
110 * Note: the loop here takes care of arrays or large (sz>4) vars.
111 */
112 {
113 GLint sz = var->Size;
114 while (sz > 0) {
115 /*printf("Link varying from %d to %d\n", i, j);*/
116 map[i++] = j++;
117 sz -= 4;
118 }
119 i--; /* go back one */
120 }
121 }
122
123
124 /* Varying variables are treated like other vertex program outputs
125 * (and like other fragment program inputs). The position of the
126 * first varying differs for vertex/fragment programs...
127 * Also, replace File=PROGRAM_VARYING with File=PROGRAM_INPUT/OUTPUT.
128 */
129 if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
130 firstVarying = VERT_RESULT_VAR0;
131 newFile = PROGRAM_OUTPUT;
132 }
133 else {
134 assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
135 firstVarying = FRAG_ATTRIB_VAR0;
136 newFile = PROGRAM_INPUT;
137 }
138
139 /* OK, now scan the program/shader instructions looking for varying vars,
140 * replacing the old index with the new index.
141 */
142 for (i = 0; i < prog->NumInstructions; i++) {
143 struct prog_instruction *inst = prog->Instructions + i;
144 GLuint j;
145
146 if (inst->DstReg.File == PROGRAM_VARYING) {
147 inst->DstReg.File = newFile;
148 inst->DstReg.Index = map[ inst->DstReg.Index ] + firstVarying;
149 }
150
151 for (j = 0; j < 3; j++) {
152 if (inst->SrcReg[j].File == PROGRAM_VARYING) {
153 inst->SrcReg[j].File = newFile;
154 inst->SrcReg[j].Index = map[ inst->SrcReg[j].Index ] + firstVarying;
155 }
156 }
157 }
158
159 free(map);
160
161 /* these will get recomputed before linking is completed */
162 prog->InputsRead = 0x0;
163 prog->OutputsWritten = 0x0;
164
165 return GL_TRUE;
166 }
167
168
169 /**
170 * Build the shProg->Uniforms list.
171 * This is basically a list/index of all uniforms found in either/both of
172 * the vertex and fragment shaders.
173 */
174 static void
175 link_uniform_vars(struct gl_shader_program *shProg,
176 struct gl_program *prog,
177 GLuint *numSamplers)
178 {
179 GLuint samplerMap[MAX_SAMPLERS];
180 GLuint i;
181
182 for (i = 0; i < prog->Parameters->NumParameters; i++) {
183 const struct gl_program_parameter *p = prog->Parameters->Parameters + i;
184
185 /*
186 * XXX FIX NEEDED HERE
187 * We should also be adding a uniform if p->Type == PROGRAM_STATE_VAR.
188 * For example, modelview matrix, light pos, etc.
189 * Also, we need to update the state-var name-generator code to
190 * generate GLSL-style names, like "gl_LightSource[0].position".
191 * Furthermore, we'll need to fix the state-var's size/datatype info.
192 */
193
194 if ((p->Type == PROGRAM_UNIFORM && p->Used) ||
195 p->Type == PROGRAM_SAMPLER) {
196 _mesa_append_uniform(shProg->Uniforms, p->Name, prog->Target, i);
197 }
198
199 if (p->Type == PROGRAM_SAMPLER) {
200 /* Allocate a new sampler index */
201 GLuint sampNum = *numSamplers;
202 GLuint oldSampNum = (GLuint) prog->Parameters->ParameterValues[i][0];
203 assert(oldSampNum < MAX_SAMPLERS);
204 samplerMap[oldSampNum] = sampNum;
205 (*numSamplers)++;
206 }
207 }
208
209
210 /* OK, now scan the program/shader instructions looking for sampler vars,
211 * replacing the old index with the new index.
212 */
213 prog->SamplersUsed = 0x0;
214 for (i = 0; i < prog->NumInstructions; i++) {
215 struct prog_instruction *inst = prog->Instructions + i;
216 if (_mesa_is_tex_instruction(inst->Opcode)) {
217 /*
218 printf("====== remap sampler from %d to %d\n",
219 inst->Sampler, map[ inst->Sampler ]);
220 */
221 /* here, texUnit is really samplerUnit */
222 assert(inst->TexSrcUnit < MAX_SAMPLERS);
223 inst->TexSrcUnit = samplerMap[inst->TexSrcUnit];
224 prog->SamplerTargets[inst->TexSrcUnit] = inst->TexSrcTarget;
225 prog->SamplersUsed |= (1 << inst->TexSrcUnit);
226 }
227 }
228
229 }
230
231
232 /**
233 * Resolve binding of generic vertex attributes.
234 * For example, if the vertex shader declared "attribute vec4 foobar" we'll
235 * allocate a generic vertex attribute for "foobar" and plug that value into
236 * the vertex program instructions.
237 * But if the user called glBindAttributeLocation(), those bindings will
238 * have priority.
239 */
240 static GLboolean
241 _slang_resolve_attributes(struct gl_shader_program *shProg,
242 const struct gl_program *origProg,
243 struct gl_program *linkedProg)
244 {
245 GLint attribMap[MAX_VERTEX_ATTRIBS];
246 GLuint i, j;
247 GLbitfield usedAttributes;
248
249 assert(origProg != linkedProg);
250 assert(origProg->Target == GL_VERTEX_PROGRAM_ARB);
251 assert(linkedProg->Target == GL_VERTEX_PROGRAM_ARB);
252
253 if (!shProg->Attributes)
254 shProg->Attributes = _mesa_new_parameter_list();
255
256 if (linkedProg->Attributes) {
257 _mesa_free_parameter_list(linkedProg->Attributes);
258 }
259 linkedProg->Attributes = _mesa_new_parameter_list();
260
261
262 /* Build a bitmask indicating which attribute indexes have been
263 * explicitly bound by the user with glBindAttributeLocation().
264 */
265 usedAttributes = 0x0;
266 for (i = 0; i < shProg->Attributes->NumParameters; i++) {
267 GLint attr = shProg->Attributes->Parameters[i].StateIndexes[0];
268 usedAttributes |= (1 << attr);
269 }
270
271 /* initialize the generic attribute map entries to -1 */
272 for (i = 0; i < MAX_VERTEX_ATTRIBS; i++) {
273 attribMap[i] = -1;
274 }
275
276 /*
277 * Scan program for generic attribute references
278 */
279 for (i = 0; i < linkedProg->NumInstructions; i++) {
280 struct prog_instruction *inst = linkedProg->Instructions + i;
281 for (j = 0; j < 3; j++) {
282 if (inst->SrcReg[j].File == PROGRAM_INPUT &&
283 inst->SrcReg[j].Index >= VERT_ATTRIB_GENERIC0) {
284 /*
285 * OK, we've found a generic vertex attribute reference.
286 */
287 const GLint k = inst->SrcReg[j].Index - VERT_ATTRIB_GENERIC0;
288
289 GLint attr = attribMap[k];
290
291 if (attr < 0) {
292 /* Need to figure out attribute mapping now.
293 */
294 const char *name = origProg->Attributes->Parameters[k].Name;
295 const GLint size = origProg->Attributes->Parameters[k].Size;
296 const GLenum type =origProg->Attributes->Parameters[k].DataType;
297 GLint index;
298
299 /* See if there's a user-defined attribute binding for
300 * this name.
301 */
302 index = _mesa_lookup_parameter_index(shProg->Attributes,
303 -1, name);
304 if (index >= 0) {
305 /* Found a user-defined binding */
306 attr = shProg->Attributes->Parameters[index].StateIndexes[0];
307 }
308 else {
309 /* No user-defined binding, choose our own attribute number.
310 * Start at 1 since generic attribute 0 always aliases
311 * glVertex/position.
312 */
313 for (attr = 1; attr < MAX_VERTEX_ATTRIBS; attr++) {
314 if (((1 << attr) & usedAttributes) == 0)
315 break;
316 }
317 if (attr == MAX_VERTEX_ATTRIBS) {
318 link_error(shProg, "Too many vertex attributes");
319 return GL_FALSE;
320 }
321
322 /* mark this attribute as used */
323 usedAttributes |= (1 << attr);
324 }
325
326 attribMap[k] = attr;
327
328 /* Save the final name->attrib binding so it can be queried
329 * with glGetAttributeLocation().
330 */
331 _mesa_add_attribute(linkedProg->Attributes, name,
332 size, type, attr);
333 }
334
335 assert(attr >= 0);
336
337 /* update the instruction's src reg */
338 inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + attr;
339 }
340 }
341 }
342
343 return GL_TRUE;
344 }
345
346
347 /**
348 * Scan program instructions to update the program's NumTemporaries field.
349 * Note: this implemenation relies on the code generator allocating
350 * temps in increasing order (0, 1, 2, ... ).
351 */
352 static void
353 _slang_count_temporaries(struct gl_program *prog)
354 {
355 GLuint i, j;
356 GLint maxIndex = -1;
357
358 for (i = 0; i < prog->NumInstructions; i++) {
359 const struct prog_instruction *inst = prog->Instructions + i;
360 const GLuint numSrc = _mesa_num_inst_src_regs(inst->Opcode);
361 for (j = 0; j < numSrc; j++) {
362 if (inst->SrcReg[j].File == PROGRAM_TEMPORARY) {
363 if (maxIndex < inst->SrcReg[j].Index)
364 maxIndex = inst->SrcReg[j].Index;
365 }
366 if (inst->DstReg.File == PROGRAM_TEMPORARY) {
367 if (maxIndex < (GLint) inst->DstReg.Index)
368 maxIndex = inst->DstReg.Index;
369 }
370 }
371 }
372
373 prog->NumTemporaries = (GLuint) (maxIndex + 1);
374 }
375
376
377 /**
378 * Scan program instructions to update the program's InputsRead and
379 * OutputsWritten fields.
380 */
381 static void
382 _slang_update_inputs_outputs(struct gl_program *prog)
383 {
384 GLuint i, j;
385 GLuint maxAddrReg = 0;
386
387 prog->InputsRead = 0x0;
388 prog->OutputsWritten = 0x0;
389
390 for (i = 0; i < prog->NumInstructions; i++) {
391 const struct prog_instruction *inst = prog->Instructions + i;
392 const GLuint numSrc = _mesa_num_inst_src_regs(inst->Opcode);
393 for (j = 0; j < numSrc; j++) {
394 if (inst->SrcReg[j].File == PROGRAM_INPUT) {
395 prog->InputsRead |= 1 << inst->SrcReg[j].Index;
396 if (prog->Target == GL_FRAGMENT_PROGRAM_ARB &&
397 inst->SrcReg[j].Index == FRAG_ATTRIB_FOGC) {
398 /* The fragment shader FOGC input is used for fog,
399 * front-facing and sprite/point coord.
400 */
401 struct gl_fragment_program *fp = fragment_program(prog);
402 const GLint swz = GET_SWZ(inst->SrcReg[j].Swizzle, 0);
403 if (swz == SWIZZLE_X)
404 fp->UsesFogFragCoord = GL_TRUE;
405 else if (swz == SWIZZLE_Y)
406 fp->UsesFrontFacing = GL_TRUE;
407 else if (swz == SWIZZLE_Z || swz == SWIZZLE_W)
408 fp->UsesPointCoord = GL_TRUE;
409 }
410 }
411 else if (inst->SrcReg[j].File == PROGRAM_ADDRESS) {
412 maxAddrReg = MAX2(maxAddrReg, (GLuint) (inst->SrcReg[j].Index + 1));
413 }
414 }
415 if (inst->DstReg.File == PROGRAM_OUTPUT) {
416 prog->OutputsWritten |= 1 << inst->DstReg.Index;
417 }
418 else if (inst->DstReg.File == PROGRAM_ADDRESS) {
419 maxAddrReg = MAX2(maxAddrReg, inst->DstReg.Index + 1);
420 }
421 }
422 prog->NumAddressRegs = maxAddrReg;
423 }
424
425
426 /**
427 * Shader linker. Currently:
428 *
429 * 1. The last attached vertex shader and fragment shader are linked.
430 * 2. Varying vars in the two shaders are combined so their locations
431 * agree between the vertex and fragment stages. They're treated as
432 * vertex program output attribs and as fragment program input attribs.
433 * 3. The vertex and fragment programs are cloned and modified to update
434 * src/dst register references so they use the new, linked varying
435 * storage locations.
436 */
437 void
438 _slang_link(GLcontext *ctx,
439 GLhandleARB programObj,
440 struct gl_shader_program *shProg)
441 {
442 const struct gl_vertex_program *vertProg;
443 const struct gl_fragment_program *fragProg;
444 GLuint numSamplers = 0;
445 GLuint i;
446
447 _mesa_clear_shader_program_data(ctx, shProg);
448
449 /* check that all programs compiled successfully */
450 for (i = 0; i < shProg->NumShaders; i++) {
451 if (!shProg->Shaders[i]->CompileStatus) {
452 link_error(shProg, "linking with uncompiled shader\n");
453 return;
454 }
455 }
456
457 shProg->Uniforms = _mesa_new_uniform_list();
458 shProg->Varying = _mesa_new_parameter_list();
459
460 /**
461 * Find attached vertex, fragment shaders defining main()
462 */
463 vertProg = NULL;
464 fragProg = NULL;
465 for (i = 0; i < shProg->NumShaders; i++) {
466 struct gl_shader *shader = shProg->Shaders[i];
467 if (shader->Type == GL_VERTEX_SHADER && shader->Main)
468 vertProg = vertex_program(shader->Program);
469 else if (shader->Type == GL_FRAGMENT_SHADER && shader->Main)
470 fragProg = fragment_program(shader->Program);
471 else
472 _mesa_problem(ctx, "unexpected shader target in slang_link()");
473 }
474
475 #if FEATURE_es2_glsl
476 /* must have both a vertex and fragment program for ES2 */
477 if (!vertProg) {
478 link_error(shProg, "missing vertex shader\n");
479 return;
480 }
481 if (!fragProg) {
482 link_error(shProg, "missing fragment shader\n");
483 return;
484 }
485 #endif
486
487 /*
488 * Make copies of the vertex/fragment programs now since we'll be
489 * changing src/dst registers after merging the uniforms and varying vars.
490 */
491 _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
492 if (vertProg) {
493 struct gl_vertex_program *linked_vprog =
494 vertex_program(_mesa_clone_program(ctx, &vertProg->Base));
495 shProg->VertexProgram = linked_vprog; /* refcount OK */
496 ASSERT(shProg->VertexProgram->Base.RefCount == 1);
497 }
498
499 _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
500 if (fragProg) {
501 struct gl_fragment_program *linked_fprog =
502 fragment_program(_mesa_clone_program(ctx, &fragProg->Base));
503 shProg->FragmentProgram = linked_fprog; /* refcount OK */
504 ASSERT(shProg->FragmentProgram->Base.RefCount == 1);
505 }
506
507 /* link varying vars */
508 if (shProg->VertexProgram) {
509 if (!link_varying_vars(shProg, &shProg->VertexProgram->Base))
510 return;
511 }
512 if (shProg->FragmentProgram) {
513 if (!link_varying_vars(shProg, &shProg->FragmentProgram->Base))
514 return;
515 }
516
517 /* link uniform vars */
518 if (shProg->VertexProgram)
519 link_uniform_vars(shProg, &shProg->VertexProgram->Base, &numSamplers);
520 if (shProg->FragmentProgram)
521 link_uniform_vars(shProg, &shProg->FragmentProgram->Base, &numSamplers);
522
523 /*_mesa_print_uniforms(shProg->Uniforms);*/
524
525 if (shProg->VertexProgram) {
526 if (!_slang_resolve_attributes(shProg, &vertProg->Base,
527 &shProg->VertexProgram->Base)) {
528 return;
529 }
530 }
531
532 if (shProg->VertexProgram) {
533 _slang_update_inputs_outputs(&shProg->VertexProgram->Base);
534 _slang_count_temporaries(&shProg->VertexProgram->Base);
535 if (!(shProg->VertexProgram->Base.OutputsWritten & (1 << VERT_RESULT_HPOS))) {
536 /* the vertex program did not compute a vertex position */
537 link_error(shProg,
538 "gl_Position was not written by vertex shader\n");
539 return;
540 }
541 }
542 if (shProg->FragmentProgram) {
543 _slang_count_temporaries(&shProg->FragmentProgram->Base);
544 _slang_update_inputs_outputs(&shProg->FragmentProgram->Base);
545 }
546
547 /* Check that all the varying vars needed by the fragment shader are
548 * actually produced by the vertex shader.
549 */
550 if (shProg->FragmentProgram) {
551 const GLbitfield varyingRead
552 = shProg->FragmentProgram->Base.InputsRead >> FRAG_ATTRIB_VAR0;
553 const GLbitfield varyingWritten = shProg->VertexProgram ?
554 shProg->VertexProgram->Base.OutputsWritten >> VERT_RESULT_VAR0 : 0x0;
555 if ((varyingRead & varyingWritten) != varyingRead) {
556 link_error(shProg,
557 "Fragment program using varying vars not written by vertex shader\n");
558 return;
559 }
560 }
561
562
563 if (fragProg && shProg->FragmentProgram) {
564 /* Compute initial program's TexturesUsed info */
565 _mesa_update_shader_textures_used(&shProg->FragmentProgram->Base);
566
567 /* notify driver that a new fragment program has been compiled/linked */
568 ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
569 &shProg->FragmentProgram->Base);
570 if (MESA_VERBOSE & VERBOSE_GLSL_DUMP) {
571 printf("Mesa original fragment program:\n");
572 _mesa_print_program(&fragProg->Base);
573 _mesa_print_program_parameters(ctx, &fragProg->Base);
574
575 printf("Mesa post-link fragment program:\n");
576 _mesa_print_program(&shProg->FragmentProgram->Base);
577 _mesa_print_program_parameters(ctx, &shProg->FragmentProgram->Base);
578 }
579 }
580
581 if (vertProg && shProg->VertexProgram) {
582 /* Compute initial program's TexturesUsed info */
583 _mesa_update_shader_textures_used(&shProg->VertexProgram->Base);
584
585 /* notify driver that a new vertex program has been compiled/linked */
586 ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB,
587 &shProg->VertexProgram->Base);
588 if (MESA_VERBOSE & VERBOSE_GLSL_DUMP) {
589 printf("Mesa original vertex program:\n");
590 _mesa_print_program(&vertProg->Base);
591 _mesa_print_program_parameters(ctx, &vertProg->Base);
592
593 printf("Mesa post-link vertex program:\n");
594 _mesa_print_program(&shProg->VertexProgram->Base);
595 _mesa_print_program_parameters(ctx, &shProg->VertexProgram->Base);
596 }
597 }
598
599 shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram);
600 }
601