2
* Mesa 3-D graphics library
5
* Copyright (C) 2008 Brian Paul All Rights Reserved.
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* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a
9
* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* 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:
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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#include "main/imports.h"
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#include "main/context.h"
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#include "main/macros.h"
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#include "shader/program.h"
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#include "shader/prog_instruction.h"
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#include "shader/prog_parameter.h"
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#include "shader/prog_print.h"
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#include "shader/prog_statevars.h"
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#include "shader/prog_uniform.h"
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#include "shader/shader_api.h"
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#include "slang_builtin.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
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);
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* 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(GLcontext *ctx,
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struct gl_shader_program *shProg, struct gl_program *prog)
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GLuint *map, i, firstVarying, newFile;
104
GLbitfield *inOutFlags;
106
map = (GLuint *) malloc(prog->Varying->NumParameters * sizeof(GLuint));
110
/* Varying variables are treated like other vertex program outputs
111
* (and like other fragment program inputs). The position of the
112
* first varying differs for vertex/fragment programs...
113
* Also, replace File=PROGRAM_VARYING with File=PROGRAM_INPUT/OUTPUT.
115
if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
116
firstVarying = VERT_RESULT_VAR0;
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newFile = PROGRAM_OUTPUT;
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inOutFlags = prog->OutputFlags;
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assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
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firstVarying = FRAG_ATTRIB_VAR0;
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newFile = PROGRAM_INPUT;
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inOutFlags = prog->InputFlags;
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for (i = 0; i < prog->Varying->NumParameters; i++) {
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/* see if this varying is in the linked varying list */
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const struct gl_program_parameter *var = prog->Varying->Parameters + i;
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GLint j = _mesa_lookup_parameter_index(shProg->Varying, -1, var->Name);
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/* varying is already in list, do some error checking */
133
const struct gl_program_parameter *v =
134
&shProg->Varying->Parameters[j];
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if (var->Size != v->Size) {
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link_error(shProg, "mismatched varying variable types");
140
if (!bits_agree(var->Flags, v->Flags, PROG_PARAM_BIT_CENTROID)) {
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_mesa_snprintf(msg, sizeof(msg),
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"centroid modifier mismatch for '%s'", var->Name);
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link_error(shProg, msg);
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if (!bits_agree(var->Flags, v->Flags, PROG_PARAM_BIT_INVARIANT)) {
150
_mesa_snprintf(msg, sizeof(msg),
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"invariant modifier mismatch for '%s'", var->Name);
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link_error(shProg, msg);
158
/* not already in linked list */
159
j = _mesa_add_varying(shProg->Varying, var->Name, var->Size,
163
if (shProg->Varying->NumParameters > ctx->Const.MaxVarying) {
164
link_error(shProg, "Too many varying variables");
169
/* Map varying[i] to varying[j].
170
* Note: the loop here takes care of arrays or large (sz>4) vars.
173
GLint sz = var->Size;
175
inOutFlags[firstVarying + j] = var->Flags;
176
/*printf("Link varying from %d to %d\n", i, j);*/
180
i--; /* go back one */
185
/* OK, now scan the program/shader instructions looking for varying vars,
186
* replacing the old index with the new index.
188
for (i = 0; i < prog->NumInstructions; i++) {
189
struct prog_instruction *inst = prog->Instructions + i;
192
if (inst->DstReg.File == PROGRAM_VARYING) {
193
inst->DstReg.File = newFile;
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inst->DstReg.Index = map[ inst->DstReg.Index ] + firstVarying;
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for (j = 0; j < 3; j++) {
198
if (inst->SrcReg[j].File == PROGRAM_VARYING) {
199
inst->SrcReg[j].File = newFile;
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inst->SrcReg[j].Index = map[ inst->SrcReg[j].Index ] + firstVarying;
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/* these will get recomputed before linking is completed */
208
prog->InputsRead = 0x0;
209
prog->OutputsWritten = 0x0;
216
* Build the shProg->Uniforms list.
217
* This is basically a list/index of all uniforms found in either/both of
218
* the vertex and fragment shaders.
221
* Each uniform has two indexes, one that points into the vertex
222
* program's parameter array and another that points into the fragment
223
* program's parameter array. When the user changes a uniform's value
224
* we have to change the value in the vertex and/or fragment program's
227
* This function will be called twice to set up the two uniform->parameter
230
* If a uniform is only present in the vertex program OR fragment program
231
* then the fragment/vertex parameter index, respectively, will be -1.
234
link_uniform_vars(GLcontext *ctx,
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struct gl_shader_program *shProg,
236
struct gl_program *prog,
239
GLuint samplerMap[200]; /* max number of samplers declared, not used */
242
for (i = 0; i < prog->Parameters->NumParameters; i++) {
243
const struct gl_program_parameter *p = prog->Parameters->Parameters + i;
246
* XXX FIX NEEDED HERE
247
* We should also be adding a uniform if p->Type == PROGRAM_STATE_VAR.
248
* For example, modelview matrix, light pos, etc.
249
* Also, we need to update the state-var name-generator code to
250
* generate GLSL-style names, like "gl_LightSource[0].position".
251
* Furthermore, we'll need to fix the state-var's size/datatype info.
254
if ((p->Type == PROGRAM_UNIFORM || p->Type == PROGRAM_SAMPLER)
256
/* add this uniform, indexing into the target's Parameters list */
257
struct gl_uniform *uniform =
258
_mesa_append_uniform(shProg->Uniforms, p->Name, prog->Target, i);
260
uniform->Initialized = p->Initialized;
263
/* The samplerMap[] table we build here is used to remap/re-index
264
* sampler references by TEX instructions.
266
if (p->Type == PROGRAM_SAMPLER && p->Used) {
267
/* Allocate a new sampler index */
268
GLuint oldSampNum = (GLuint) prog->Parameters->ParameterValues[i][0];
269
GLuint newSampNum = *numSamplers;
270
if (newSampNum >= ctx->Const.MaxTextureImageUnits) {
272
sprintf(s, "Too many texture samplers (%u, max is %u)",
273
newSampNum, ctx->Const.MaxTextureImageUnits);
274
link_error(shProg, s);
277
/* save old->new mapping in the table */
278
if (oldSampNum < Elements(samplerMap))
279
samplerMap[oldSampNum] = newSampNum;
280
/* update parameter's sampler index */
281
prog->Parameters->ParameterValues[i][0] = (GLfloat) newSampNum;
286
/* OK, now scan the program/shader instructions looking for texture
287
* instructions using sampler vars. Replace old sampler indexes with
290
prog->SamplersUsed = 0x0;
291
for (i = 0; i < prog->NumInstructions; i++) {
292
struct prog_instruction *inst = prog->Instructions + i;
293
if (_mesa_is_tex_instruction(inst->Opcode)) {
294
/* here, inst->TexSrcUnit is really the sampler unit */
295
const GLint oldSampNum = inst->TexSrcUnit;
298
printf("====== remap sampler from %d to %d\n",
299
inst->TexSrcUnit, samplerMap[ inst->TexSrcUnit ]);
302
if (oldSampNum < Elements(samplerMap)) {
303
const GLuint newSampNum = samplerMap[oldSampNum];
304
inst->TexSrcUnit = newSampNum;
305
prog->SamplerTargets[newSampNum] = inst->TexSrcTarget;
306
prog->SamplersUsed |= (1 << newSampNum);
307
if (inst->TexShadow) {
308
prog->ShadowSamplers |= (1 << newSampNum);
319
* Resolve binding of generic vertex attributes.
320
* For example, if the vertex shader declared "attribute vec4 foobar" we'll
321
* allocate a generic vertex attribute for "foobar" and plug that value into
322
* the vertex program instructions.
323
* But if the user called glBindAttributeLocation(), those bindings will
327
_slang_resolve_attributes(struct gl_shader_program *shProg,
328
const struct gl_program *origProg,
329
struct gl_program *linkedProg)
331
GLint attribMap[MAX_VERTEX_GENERIC_ATTRIBS];
333
GLbitfield usedAttributes; /* generics only, not legacy attributes */
334
GLbitfield inputsRead = 0x0;
336
assert(origProg != linkedProg);
337
assert(origProg->Target == GL_VERTEX_PROGRAM_ARB);
338
assert(linkedProg->Target == GL_VERTEX_PROGRAM_ARB);
340
if (!shProg->Attributes)
341
shProg->Attributes = _mesa_new_parameter_list();
343
if (linkedProg->Attributes) {
344
_mesa_free_parameter_list(linkedProg->Attributes);
346
linkedProg->Attributes = _mesa_new_parameter_list();
349
/* Build a bitmask indicating which attribute indexes have been
350
* explicitly bound by the user with glBindAttributeLocation().
352
usedAttributes = 0x0;
353
for (i = 0; i < shProg->Attributes->NumParameters; i++) {
354
GLint attr = shProg->Attributes->Parameters[i].StateIndexes[0];
355
usedAttributes |= (1 << attr);
358
/* If gl_Vertex is used, that actually counts against the limit
359
* on generic vertex attributes. This avoids the ambiguity of
360
* whether glVertexAttrib4fv(0, v) sets legacy attribute 0 (vert pos)
361
* or generic attribute[0]. If gl_Vertex is used, we want the former.
363
if (origProg->InputsRead & VERT_BIT_POS) {
364
usedAttributes |= 0x1;
367
/* initialize the generic attribute map entries to -1 */
368
for (i = 0; i < MAX_VERTEX_GENERIC_ATTRIBS; i++) {
373
* Scan program for generic attribute references
375
for (i = 0; i < linkedProg->NumInstructions; i++) {
376
struct prog_instruction *inst = linkedProg->Instructions + i;
377
for (j = 0; j < 3; j++) {
378
if (inst->SrcReg[j].File == PROGRAM_INPUT) {
379
inputsRead |= (1 << inst->SrcReg[j].Index);
382
if (inst->SrcReg[j].File == PROGRAM_INPUT &&
383
inst->SrcReg[j].Index >= VERT_ATTRIB_GENERIC0) {
385
* OK, we've found a generic vertex attribute reference.
387
const GLint k = inst->SrcReg[j].Index - VERT_ATTRIB_GENERIC0;
389
GLint attr = attribMap[k];
392
/* Need to figure out attribute mapping now.
394
const char *name = origProg->Attributes->Parameters[k].Name;
395
const GLint size = origProg->Attributes->Parameters[k].Size;
396
const GLenum type =origProg->Attributes->Parameters[k].DataType;
399
/* See if there's a user-defined attribute binding for
402
index = _mesa_lookup_parameter_index(shProg->Attributes,
405
/* Found a user-defined binding */
406
attr = shProg->Attributes->Parameters[index].StateIndexes[0];
409
/* No user-defined binding, choose our own attribute number.
410
* Start at 1 since generic attribute 0 always aliases
413
for (attr = 0; attr < MAX_VERTEX_GENERIC_ATTRIBS; attr++) {
414
if (((1 << attr) & usedAttributes) == 0)
417
if (attr == MAX_VERTEX_GENERIC_ATTRIBS) {
418
link_error(shProg, "Too many vertex attributes");
422
/* mark this attribute as used */
423
usedAttributes |= (1 << attr);
428
/* Save the final name->attrib binding so it can be queried
429
* with glGetAttributeLocation().
431
_mesa_add_attribute(linkedProg->Attributes, name,
437
/* update the instruction's src reg */
438
inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + attr;
443
/* Handle pre-defined attributes here (gl_Vertex, gl_Normal, etc).
444
* When the user queries the active attributes we need to include both
445
* the user-defined attributes and the built-in ones.
447
for (i = VERT_ATTRIB_POS; i < VERT_ATTRIB_GENERIC0; i++) {
448
if (inputsRead & (1 << i)) {
449
_mesa_add_attribute(linkedProg->Attributes,
450
_slang_vert_attrib_name(i),
451
4, /* size in floats */
452
_slang_vert_attrib_type(i),
453
-1 /* attrib/input */);
462
* Scan program instructions to update the program's NumTemporaries field.
463
* Note: this implemenation relies on the code generator allocating
464
* temps in increasing order (0, 1, 2, ... ).
467
_slang_count_temporaries(struct gl_program *prog)
472
for (i = 0; i < prog->NumInstructions; i++) {
473
const struct prog_instruction *inst = prog->Instructions + i;
474
const GLuint numSrc = _mesa_num_inst_src_regs(inst->Opcode);
475
for (j = 0; j < numSrc; j++) {
476
if (inst->SrcReg[j].File == PROGRAM_TEMPORARY) {
477
if (maxIndex < inst->SrcReg[j].Index)
478
maxIndex = inst->SrcReg[j].Index;
480
if (inst->DstReg.File == PROGRAM_TEMPORARY) {
481
if (maxIndex < (GLint) inst->DstReg.Index)
482
maxIndex = inst->DstReg.Index;
487
prog->NumTemporaries = (GLuint) (maxIndex + 1);
492
* Scan program instructions to update the program's InputsRead and
493
* OutputsWritten fields.
496
_slang_update_inputs_outputs(struct gl_program *prog)
499
GLuint maxAddrReg = 0;
501
prog->InputsRead = 0x0;
502
prog->OutputsWritten = 0x0;
504
for (i = 0; i < prog->NumInstructions; i++) {
505
const struct prog_instruction *inst = prog->Instructions + i;
506
const GLuint numSrc = _mesa_num_inst_src_regs(inst->Opcode);
507
for (j = 0; j < numSrc; j++) {
508
if (inst->SrcReg[j].File == PROGRAM_INPUT) {
509
prog->InputsRead |= 1 << inst->SrcReg[j].Index;
511
else if (inst->SrcReg[j].File == PROGRAM_ADDRESS) {
512
maxAddrReg = MAX2(maxAddrReg, (GLuint) (inst->SrcReg[j].Index + 1));
516
if (inst->DstReg.File == PROGRAM_OUTPUT) {
517
prog->OutputsWritten |= BITFIELD64_BIT(inst->DstReg.Index);
518
if (inst->DstReg.RelAddr) {
519
/* If the output attribute is indexed with relative addressing
520
* we know that it must be a varying or texcoord such as
521
* gl_TexCoord[i] = v; In this case, mark all the texcoords
522
* or varying outputs as being written. It's not an error if
523
* a vertex shader writes varying vars that aren't used by the
524
* fragment shader. But it is an error for a fragment shader
525
* to use varyings that are not written by the vertex shader.
527
if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
528
if (inst->DstReg.Index == VERT_RESULT_TEX0) {
529
/* mark all texcoord outputs as written */
530
const GLbitfield64 mask =
531
BITFIELD64_RANGE(VERT_RESULT_TEX0,
533
+ MAX_TEXTURE_COORD_UNITS - 1));
534
prog->OutputsWritten |= mask;
536
else if (inst->DstReg.Index == VERT_RESULT_VAR0) {
537
/* mark all generic varying outputs as written */
538
const GLbitfield64 mask =
539
BITFIELD64_RANGE(VERT_RESULT_VAR0,
540
(VERT_RESULT_VAR0 + MAX_VARYING - 1));
541
prog->OutputsWritten |= mask;
546
else if (inst->DstReg.File == PROGRAM_ADDRESS) {
547
maxAddrReg = MAX2(maxAddrReg, inst->DstReg.Index + 1);
550
prog->NumAddressRegs = maxAddrReg;
556
* Remove extra #version directives from the concatenated source string.
557
* Disable the extra ones by converting first two chars to //, a comment.
558
* This is a bit of hack to work around a preprocessor bug that only
559
* allows one #version directive per source.
562
remove_extra_version_directives(GLchar *source)
566
char *ver = strstr(source, "#version");
584
* Return a new shader whose source code is the concatenation of
585
* all the shader sources of the given type.
587
static struct gl_shader *
588
concat_shaders(struct gl_shader_program *shProg, GLenum shaderType)
590
struct gl_shader *newShader;
591
const struct gl_shader *firstShader = NULL;
592
GLuint *shaderLengths;
594
GLuint totalLen = 0, len = 0;
597
shaderLengths = (GLuint *)malloc(shProg->NumShaders * sizeof(GLuint));
598
if (!shaderLengths) {
602
/* compute total size of new shader source code */
603
for (i = 0; i < shProg->NumShaders; i++) {
604
const struct gl_shader *shader = shProg->Shaders[i];
605
if (shader->Type == shaderType) {
606
shaderLengths[i] = strlen(shader->Source);
607
totalLen += shaderLengths[i];
609
firstShader = shader;
618
source = (GLchar *) malloc(totalLen + 1);
624
/* concatenate shaders */
625
for (i = 0; i < shProg->NumShaders; i++) {
626
const struct gl_shader *shader = shProg->Shaders[i];
627
if (shader->Type == shaderType) {
628
memcpy(source + len, shader->Source, shaderLengths[i]);
629
len += shaderLengths[i];
634
printf("---NEW CONCATENATED SHADER---:\n%s\n------------\n", source);
639
remove_extra_version_directives(source);
641
newShader = CALLOC_STRUCT(gl_shader);
647
newShader->Type = shaderType;
648
newShader->Source = source;
649
newShader->Pragmas = firstShader->Pragmas;
656
* Search the shader program's list of shaders to find the one that
658
* This will involve shader concatenation and recompilation if needed.
660
static struct gl_shader *
661
get_main_shader(GLcontext *ctx,
662
struct gl_shader_program *shProg, GLenum type)
664
struct gl_shader *shader = NULL;
668
* Look for a shader that defines main() and has no unresolved references.
670
for (i = 0; i < shProg->NumShaders; i++) {
671
shader = shProg->Shaders[i];
672
if (shader->Type == type &&
674
!shader->UnresolvedRefs) {
681
* There must have been unresolved references during the original
682
* compilation. Try concatenating all the shaders of the given type
683
* and recompile that.
685
shader = concat_shaders(shProg, type);
688
_slang_compile(ctx, shader);
690
/* Finally, check if recompiling failed */
691
if (!shader->CompileStatus ||
693
shader->UnresolvedRefs) {
694
link_error(shProg, "Unresolved symbols");
695
_mesa_free_shader(ctx, shader);
705
* Shader linker. Currently:
707
* 1. The last attached vertex shader and fragment shader are linked.
708
* 2. Varying vars in the two shaders are combined so their locations
709
* agree between the vertex and fragment stages. They're treated as
710
* vertex program output attribs and as fragment program input attribs.
711
* 3. The vertex and fragment programs are cloned and modified to update
712
* src/dst register references so they use the new, linked varying
716
_slang_link(GLcontext *ctx,
717
GLhandleARB programObj,
718
struct gl_shader_program *shProg)
720
const struct gl_vertex_program *vertProg = NULL;
721
const struct gl_fragment_program *fragProg = NULL;
722
GLboolean vertNotify = GL_TRUE, fragNotify = GL_TRUE;
723
GLuint numSamplers = 0;
726
_mesa_clear_shader_program_data(ctx, shProg);
728
/* Initialize LinkStatus to "success". Will be cleared if error. */
729
shProg->LinkStatus = GL_TRUE;
731
/* check that all programs compiled successfully */
732
for (i = 0; i < shProg->NumShaders; i++) {
733
if (!shProg->Shaders[i]->CompileStatus) {
734
link_error(shProg, "linking with uncompiled shader\n");
739
shProg->Uniforms = _mesa_new_uniform_list();
740
shProg->Varying = _mesa_new_parameter_list();
743
* Find the vertex and fragment shaders which define main()
746
struct gl_shader *vertShader, *fragShader;
747
vertShader = get_main_shader(ctx, shProg, GL_VERTEX_SHADER);
748
fragShader = get_main_shader(ctx, shProg, GL_FRAGMENT_SHADER);
750
vertProg = vertex_program(vertShader->Program);
752
fragProg = fragment_program(fragShader->Program);
753
if (!shProg->LinkStatus)
758
/* must have both a vertex and fragment program for ES2 */
760
link_error(shProg, "missing vertex shader\n");
764
link_error(shProg, "missing fragment shader\n");
770
* Make copies of the vertex/fragment programs now since we'll be
771
* changing src/dst registers after merging the uniforms and varying vars.
773
_mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
775
struct gl_vertex_program *linked_vprog =
776
_mesa_clone_vertex_program(ctx, vertProg);
777
shProg->VertexProgram = linked_vprog; /* refcount OK */
778
/* vertex program ID not significant; just set Id for debugging purposes */
779
shProg->VertexProgram->Base.Id = shProg->Name;
780
ASSERT(shProg->VertexProgram->Base.RefCount == 1);
783
_mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
785
struct gl_fragment_program *linked_fprog =
786
_mesa_clone_fragment_program(ctx, fragProg);
787
shProg->FragmentProgram = linked_fprog; /* refcount OK */
788
/* vertex program ID not significant; just set Id for debugging purposes */
789
shProg->FragmentProgram->Base.Id = shProg->Name;
790
ASSERT(shProg->FragmentProgram->Base.RefCount == 1);
793
/* link varying vars */
794
if (shProg->VertexProgram) {
795
if (!link_varying_vars(ctx, shProg, &shProg->VertexProgram->Base))
798
if (shProg->FragmentProgram) {
799
if (!link_varying_vars(ctx, shProg, &shProg->FragmentProgram->Base))
803
/* link uniform vars */
804
if (shProg->VertexProgram) {
805
if (!link_uniform_vars(ctx, shProg, &shProg->VertexProgram->Base,
810
if (shProg->FragmentProgram) {
811
if (!link_uniform_vars(ctx, shProg, &shProg->FragmentProgram->Base,
817
/*_mesa_print_uniforms(shProg->Uniforms);*/
819
if (shProg->VertexProgram) {
820
if (!_slang_resolve_attributes(shProg, &vertProg->Base,
821
&shProg->VertexProgram->Base)) {
826
if (shProg->VertexProgram) {
827
_slang_update_inputs_outputs(&shProg->VertexProgram->Base);
828
_slang_count_temporaries(&shProg->VertexProgram->Base);
829
if (!(shProg->VertexProgram->Base.OutputsWritten
830
& BITFIELD64_BIT(VERT_RESULT_HPOS))) {
831
/* the vertex program did not compute a vertex position */
833
"gl_Position was not written by vertex shader\n");
837
if (shProg->FragmentProgram) {
838
_slang_count_temporaries(&shProg->FragmentProgram->Base);
839
_slang_update_inputs_outputs(&shProg->FragmentProgram->Base);
842
/* Check that all the varying vars needed by the fragment shader are
843
* actually produced by the vertex shader.
845
if (shProg->FragmentProgram) {
846
const GLbitfield varyingRead
847
= shProg->FragmentProgram->Base.InputsRead >> FRAG_ATTRIB_VAR0;
848
const GLbitfield64 varyingWritten = shProg->VertexProgram ?
849
shProg->VertexProgram->Base.OutputsWritten >> VERT_RESULT_VAR0 : 0x0;
850
if ((varyingRead & varyingWritten) != varyingRead) {
852
"Fragment program using varying vars not written by vertex shader\n");
857
/* check that gl_FragColor and gl_FragData are not both written to */
858
if (shProg->FragmentProgram) {
859
const GLbitfield64 outputsWritten =
860
shProg->FragmentProgram->Base.OutputsWritten;
861
if ((outputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) &&
862
(outputsWritten >= BITFIELD64_BIT(FRAG_RESULT_DATA0))) {
863
link_error(shProg, "Fragment program cannot write both gl_FragColor"
864
" and gl_FragData[].\n");
870
if (fragProg && shProg->FragmentProgram) {
871
/* Compute initial program's TexturesUsed info */
872
_mesa_update_shader_textures_used(&shProg->FragmentProgram->Base);
874
/* notify driver that a new fragment program has been compiled/linked */
875
vertNotify = ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
876
&shProg->FragmentProgram->Base);
877
if (ctx->Shader.Flags & GLSL_DUMP) {
878
printf("Mesa pre-link fragment program:\n");
879
_mesa_print_program(&fragProg->Base);
880
_mesa_print_program_parameters(ctx, &fragProg->Base);
882
printf("Mesa post-link fragment program:\n");
883
_mesa_print_program(&shProg->FragmentProgram->Base);
884
_mesa_print_program_parameters(ctx, &shProg->FragmentProgram->Base);
888
if (vertProg && shProg->VertexProgram) {
889
/* Compute initial program's TexturesUsed info */
890
_mesa_update_shader_textures_used(&shProg->VertexProgram->Base);
892
/* notify driver that a new vertex program has been compiled/linked */
893
fragNotify = ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB,
894
&shProg->VertexProgram->Base);
895
if (ctx->Shader.Flags & GLSL_DUMP) {
896
printf("Mesa pre-link vertex program:\n");
897
_mesa_print_program(&vertProg->Base);
898
_mesa_print_program_parameters(ctx, &vertProg->Base);
900
printf("Mesa post-link vertex program:\n");
901
_mesa_print_program(&shProg->VertexProgram->Base);
902
_mesa_print_program_parameters(ctx, &shProg->VertexProgram->Base);
908
if (shProg->VertexProgram)
909
_mesa_postprocess_program(ctx, &shProg->VertexProgram->Base);
910
if (shProg->FragmentProgram)
911
_mesa_postprocess_program(ctx, &shProg->FragmentProgram->Base);
914
if (ctx->Shader.Flags & GLSL_DUMP) {
915
printf("Varying vars:\n");
916
_mesa_print_parameter_list(shProg->Varying);
917
if (shProg->InfoLog) {
918
printf("Info Log: %s\n", shProg->InfoLog);
922
if (!vertNotify || !fragNotify) {
923
/* driver rejected one/both of the vertex/fragment programs */
924
if (!shProg->InfoLog) {
926
"Vertex and/or fragment program rejected by driver\n");
930
shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram);