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Diffstat (limited to 'mesalib/src/mesa/shader/slang/slang_link.c')
-rw-r--r--mesalib/src/mesa/shader/slang/slang_link.c933
1 files changed, 0 insertions, 933 deletions
diff --git a/mesalib/src/mesa/shader/slang/slang_link.c b/mesalib/src/mesa/shader/slang/slang_link.c
deleted file mode 100644
index e8dca0142..000000000
--- a/mesalib/src/mesa/shader/slang/slang_link.c
+++ /dev/null
@@ -1,933 +0,0 @@
-/*
- * Mesa 3-D graphics library
- * Version: 7.3
- *
- * Copyright (C) 2008 Brian Paul All Rights Reserved.
- * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-
-/**
- * \file slang_link.c
- * GLSL linker
- * \author Brian Paul
- */
-
-#include "main/imports.h"
-#include "main/context.h"
-#include "main/macros.h"
-#include "shader/program.h"
-#include "shader/prog_instruction.h"
-#include "shader/prog_parameter.h"
-#include "shader/prog_print.h"
-#include "shader/prog_statevars.h"
-#include "shader/prog_uniform.h"
-#include "shader/shader_api.h"
-#include "slang_builtin.h"
-#include "slang_link.h"
-
-
-/** cast wrapper */
-static struct gl_vertex_program *
-vertex_program(struct gl_program *prog)
-{
- assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
- return (struct gl_vertex_program *) prog;
-}
-
-
-/** cast wrapper */
-static struct gl_fragment_program *
-fragment_program(struct gl_program *prog)
-{
- assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
- return (struct gl_fragment_program *) prog;
-}
-
-
-/**
- * Record a linking error.
- */
-static void
-link_error(struct gl_shader_program *shProg, const char *msg)
-{
- if (shProg->InfoLog) {
- free(shProg->InfoLog);
- }
- shProg->InfoLog = _mesa_strdup(msg);
- shProg->LinkStatus = GL_FALSE;
-}
-
-
-
-/**
- * Check if the given bit is either set or clear in both bitfields.
- */
-static GLboolean
-bits_agree(GLbitfield flags1, GLbitfield flags2, GLbitfield bit)
-{
- return (flags1 & bit) == (flags2 & bit);
-}
-
-
-/**
- * Linking varying vars involves rearranging varying vars so that the
- * vertex program's output varyings matches the order of the fragment
- * program's input varyings.
- * We'll then rewrite instructions to replace PROGRAM_VARYING with either
- * PROGRAM_INPUT or PROGRAM_OUTPUT depending on whether it's a vertex or
- * fragment shader.
- * This is also where we set program Input/OutputFlags to indicate
- * which inputs are centroid-sampled, invariant, etc.
- */
-static GLboolean
-link_varying_vars(GLcontext *ctx,
- struct gl_shader_program *shProg, struct gl_program *prog)
-{
- GLuint *map, i, firstVarying, newFile;
- GLbitfield *inOutFlags;
-
- map = (GLuint *) malloc(prog->Varying->NumParameters * sizeof(GLuint));
- if (!map)
- return GL_FALSE;
-
- /* Varying variables are treated like other vertex program outputs
- * (and like other fragment program inputs). The position of the
- * first varying differs for vertex/fragment programs...
- * Also, replace File=PROGRAM_VARYING with File=PROGRAM_INPUT/OUTPUT.
- */
- if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
- firstVarying = VERT_RESULT_VAR0;
- newFile = PROGRAM_OUTPUT;
- inOutFlags = prog->OutputFlags;
- }
- else {
- assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
- firstVarying = FRAG_ATTRIB_VAR0;
- newFile = PROGRAM_INPUT;
- inOutFlags = prog->InputFlags;
- }
-
- for (i = 0; i < prog->Varying->NumParameters; i++) {
- /* see if this varying is in the linked varying list */
- const struct gl_program_parameter *var = prog->Varying->Parameters + i;
- GLint j = _mesa_lookup_parameter_index(shProg->Varying, -1, var->Name);
- if (j >= 0) {
- /* varying is already in list, do some error checking */
- const struct gl_program_parameter *v =
- &shProg->Varying->Parameters[j];
- if (var->Size != v->Size) {
- link_error(shProg, "mismatched varying variable types");
- free(map);
- return GL_FALSE;
- }
- if (!bits_agree(var->Flags, v->Flags, PROG_PARAM_BIT_CENTROID)) {
- char msg[100];
- _mesa_snprintf(msg, sizeof(msg),
- "centroid modifier mismatch for '%s'", var->Name);
- link_error(shProg, msg);
- free(map);
- return GL_FALSE;
- }
- if (!bits_agree(var->Flags, v->Flags, PROG_PARAM_BIT_INVARIANT)) {
- char msg[100];
- _mesa_snprintf(msg, sizeof(msg),
- "invariant modifier mismatch for '%s'", var->Name);
- link_error(shProg, msg);
- free(map);
- return GL_FALSE;
- }
- }
- else {
- /* not already in linked list */
- j = _mesa_add_varying(shProg->Varying, var->Name, var->Size,
- var->Flags);
- }
-
- if (shProg->Varying->NumParameters > ctx->Const.MaxVarying) {
- link_error(shProg, "Too many varying variables");
- free(map);
- return GL_FALSE;
- }
-
- /* Map varying[i] to varying[j].
- * Note: the loop here takes care of arrays or large (sz>4) vars.
- */
- {
- GLint sz = var->Size;
- while (sz > 0) {
- inOutFlags[firstVarying + j] = var->Flags;
- /*printf("Link varying from %d to %d\n", i, j);*/
- map[i++] = j++;
- sz -= 4;
- }
- i--; /* go back one */
- }
- }
-
-
- /* OK, now scan the program/shader instructions looking for varying vars,
- * replacing the old index with the new index.
- */
- for (i = 0; i < prog->NumInstructions; i++) {
- struct prog_instruction *inst = prog->Instructions + i;
- GLuint j;
-
- if (inst->DstReg.File == PROGRAM_VARYING) {
- inst->DstReg.File = newFile;
- inst->DstReg.Index = map[ inst->DstReg.Index ] + firstVarying;
- }
-
- for (j = 0; j < 3; j++) {
- if (inst->SrcReg[j].File == PROGRAM_VARYING) {
- inst->SrcReg[j].File = newFile;
- inst->SrcReg[j].Index = map[ inst->SrcReg[j].Index ] + firstVarying;
- }
- }
- }
-
- free(map);
-
- /* these will get recomputed before linking is completed */
- prog->InputsRead = 0x0;
- prog->OutputsWritten = 0x0;
-
- return GL_TRUE;
-}
-
-
-/**
- * Build the shProg->Uniforms list.
- * This is basically a list/index of all uniforms found in either/both of
- * the vertex and fragment shaders.
- *
- * About uniforms:
- * Each uniform has two indexes, one that points into the vertex
- * program's parameter array and another that points into the fragment
- * program's parameter array. When the user changes a uniform's value
- * we have to change the value in the vertex and/or fragment program's
- * parameter array.
- *
- * This function will be called twice to set up the two uniform->parameter
- * mappings.
- *
- * If a uniform is only present in the vertex program OR fragment program
- * then the fragment/vertex parameter index, respectively, will be -1.
- */
-static GLboolean
-link_uniform_vars(GLcontext *ctx,
- struct gl_shader_program *shProg,
- struct gl_program *prog,
- GLuint *numSamplers)
-{
- GLuint samplerMap[200]; /* max number of samplers declared, not used */
- GLuint i;
-
- for (i = 0; i < prog->Parameters->NumParameters; i++) {
- const struct gl_program_parameter *p = prog->Parameters->Parameters + i;
-
- /*
- * XXX FIX NEEDED HERE
- * We should also be adding a uniform if p->Type == PROGRAM_STATE_VAR.
- * For example, modelview matrix, light pos, etc.
- * Also, we need to update the state-var name-generator code to
- * generate GLSL-style names, like "gl_LightSource[0].position".
- * Furthermore, we'll need to fix the state-var's size/datatype info.
- */
-
- if ((p->Type == PROGRAM_UNIFORM || p->Type == PROGRAM_SAMPLER)
- && p->Used) {
- /* add this uniform, indexing into the target's Parameters list */
- struct gl_uniform *uniform =
- _mesa_append_uniform(shProg->Uniforms, p->Name, prog->Target, i);
- if (uniform)
- uniform->Initialized = p->Initialized;
- }
-
- /* The samplerMap[] table we build here is used to remap/re-index
- * sampler references by TEX instructions.
- */
- if (p->Type == PROGRAM_SAMPLER && p->Used) {
- /* Allocate a new sampler index */
- GLuint oldSampNum = (GLuint) prog->Parameters->ParameterValues[i][0];
- GLuint newSampNum = *numSamplers;
- if (newSampNum >= ctx->Const.MaxTextureImageUnits) {
- char s[100];
- sprintf(s, "Too many texture samplers (%u, max is %u)",
- newSampNum, ctx->Const.MaxTextureImageUnits);
- link_error(shProg, s);
- return GL_FALSE;
- }
- /* save old->new mapping in the table */
- if (oldSampNum < Elements(samplerMap))
- samplerMap[oldSampNum] = newSampNum;
- /* update parameter's sampler index */
- prog->Parameters->ParameterValues[i][0] = (GLfloat) newSampNum;
- (*numSamplers)++;
- }
- }
-
- /* OK, now scan the program/shader instructions looking for texture
- * instructions using sampler vars. Replace old sampler indexes with
- * new ones.
- */
- prog->SamplersUsed = 0x0;
- for (i = 0; i < prog->NumInstructions; i++) {
- struct prog_instruction *inst = prog->Instructions + i;
- if (_mesa_is_tex_instruction(inst->Opcode)) {
- /* here, inst->TexSrcUnit is really the sampler unit */
- const GLint oldSampNum = inst->TexSrcUnit;
-
-#if 0
- printf("====== remap sampler from %d to %d\n",
- inst->TexSrcUnit, samplerMap[ inst->TexSrcUnit ]);
-#endif
-
- if (oldSampNum < Elements(samplerMap)) {
- const GLuint newSampNum = samplerMap[oldSampNum];
- inst->TexSrcUnit = newSampNum;
- prog->SamplerTargets[newSampNum] = inst->TexSrcTarget;
- prog->SamplersUsed |= (1 << newSampNum);
- if (inst->TexShadow) {
- prog->ShadowSamplers |= (1 << newSampNum);
- }
- }
- }
- }
-
- return GL_TRUE;
-}
-
-
-/**
- * Resolve binding of generic vertex attributes.
- * For example, if the vertex shader declared "attribute vec4 foobar" we'll
- * allocate a generic vertex attribute for "foobar" and plug that value into
- * the vertex program instructions.
- * But if the user called glBindAttributeLocation(), those bindings will
- * have priority.
- */
-static GLboolean
-_slang_resolve_attributes(struct gl_shader_program *shProg,
- const struct gl_program *origProg,
- struct gl_program *linkedProg)
-{
- GLint attribMap[MAX_VERTEX_GENERIC_ATTRIBS];
- GLuint i, j;
- GLbitfield usedAttributes; /* generics only, not legacy attributes */
- GLbitfield inputsRead = 0x0;
-
- assert(origProg != linkedProg);
- assert(origProg->Target == GL_VERTEX_PROGRAM_ARB);
- assert(linkedProg->Target == GL_VERTEX_PROGRAM_ARB);
-
- if (!shProg->Attributes)
- shProg->Attributes = _mesa_new_parameter_list();
-
- if (linkedProg->Attributes) {
- _mesa_free_parameter_list(linkedProg->Attributes);
- }
- linkedProg->Attributes = _mesa_new_parameter_list();
-
-
- /* Build a bitmask indicating which attribute indexes have been
- * explicitly bound by the user with glBindAttributeLocation().
- */
- usedAttributes = 0x0;
- for (i = 0; i < shProg->Attributes->NumParameters; i++) {
- GLint attr = shProg->Attributes->Parameters[i].StateIndexes[0];
- usedAttributes |= (1 << attr);
- }
-
- /* If gl_Vertex is used, that actually counts against the limit
- * on generic vertex attributes. This avoids the ambiguity of
- * whether glVertexAttrib4fv(0, v) sets legacy attribute 0 (vert pos)
- * or generic attribute[0]. If gl_Vertex is used, we want the former.
- */
- if (origProg->InputsRead & VERT_BIT_POS) {
- usedAttributes |= 0x1;
- }
-
- /* initialize the generic attribute map entries to -1 */
- for (i = 0; i < MAX_VERTEX_GENERIC_ATTRIBS; i++) {
- attribMap[i] = -1;
- }
-
- /*
- * Scan program for generic attribute references
- */
- for (i = 0; i < linkedProg->NumInstructions; i++) {
- struct prog_instruction *inst = linkedProg->Instructions + i;
- for (j = 0; j < 3; j++) {
- if (inst->SrcReg[j].File == PROGRAM_INPUT) {
- inputsRead |= (1 << inst->SrcReg[j].Index);
- }
-
- if (inst->SrcReg[j].File == PROGRAM_INPUT &&
- inst->SrcReg[j].Index >= VERT_ATTRIB_GENERIC0) {
- /*
- * OK, we've found a generic vertex attribute reference.
- */
- const GLint k = inst->SrcReg[j].Index - VERT_ATTRIB_GENERIC0;
-
- GLint attr = attribMap[k];
-
- if (attr < 0) {
- /* Need to figure out attribute mapping now.
- */
- const char *name = origProg->Attributes->Parameters[k].Name;
- const GLint size = origProg->Attributes->Parameters[k].Size;
- const GLenum type =origProg->Attributes->Parameters[k].DataType;
- GLint index;
-
- /* See if there's a user-defined attribute binding for
- * this name.
- */
- index = _mesa_lookup_parameter_index(shProg->Attributes,
- -1, name);
- if (index >= 0) {
- /* Found a user-defined binding */
- attr = shProg->Attributes->Parameters[index].StateIndexes[0];
- }
- else {
- /* No user-defined binding, choose our own attribute number.
- * Start at 1 since generic attribute 0 always aliases
- * glVertex/position.
- */
- for (attr = 0; attr < MAX_VERTEX_GENERIC_ATTRIBS; attr++) {
- if (((1 << attr) & usedAttributes) == 0)
- break;
- }
- if (attr == MAX_VERTEX_GENERIC_ATTRIBS) {
- link_error(shProg, "Too many vertex attributes");
- return GL_FALSE;
- }
-
- /* mark this attribute as used */
- usedAttributes |= (1 << attr);
- }
-
- attribMap[k] = attr;
-
- /* Save the final name->attrib binding so it can be queried
- * with glGetAttributeLocation().
- */
- _mesa_add_attribute(linkedProg->Attributes, name,
- size, type, attr);
- }
-
- assert(attr >= 0);
-
- /* update the instruction's src reg */
- inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + attr;
- }
- }
- }
-
- /* Handle pre-defined attributes here (gl_Vertex, gl_Normal, etc).
- * When the user queries the active attributes we need to include both
- * the user-defined attributes and the built-in ones.
- */
- for (i = VERT_ATTRIB_POS; i < VERT_ATTRIB_GENERIC0; i++) {
- if (inputsRead & (1 << i)) {
- _mesa_add_attribute(linkedProg->Attributes,
- _slang_vert_attrib_name(i),
- 4, /* size in floats */
- _slang_vert_attrib_type(i),
- -1 /* attrib/input */);
- }
- }
-
- return GL_TRUE;
-}
-
-
-/**
- * Scan program instructions to update the program's NumTemporaries field.
- * Note: this implemenation relies on the code generator allocating
- * temps in increasing order (0, 1, 2, ... ).
- */
-static void
-_slang_count_temporaries(struct gl_program *prog)
-{
- GLuint i, j;
- GLint maxIndex = -1;
-
- for (i = 0; i < prog->NumInstructions; i++) {
- const struct prog_instruction *inst = prog->Instructions + i;
- const GLuint numSrc = _mesa_num_inst_src_regs(inst->Opcode);
- for (j = 0; j < numSrc; j++) {
- if (inst->SrcReg[j].File == PROGRAM_TEMPORARY) {
- if (maxIndex < inst->SrcReg[j].Index)
- maxIndex = inst->SrcReg[j].Index;
- }
- if (inst->DstReg.File == PROGRAM_TEMPORARY) {
- if (maxIndex < (GLint) inst->DstReg.Index)
- maxIndex = inst->DstReg.Index;
- }
- }
- }
-
- prog->NumTemporaries = (GLuint) (maxIndex + 1);
-}
-
-
-/**
- * Scan program instructions to update the program's InputsRead and
- * OutputsWritten fields.
- */
-static void
-_slang_update_inputs_outputs(struct gl_program *prog)
-{
- GLuint i, j;
- GLuint maxAddrReg = 0;
-
- prog->InputsRead = 0x0;
- prog->OutputsWritten = 0x0;
-
- for (i = 0; i < prog->NumInstructions; i++) {
- const struct prog_instruction *inst = prog->Instructions + i;
- const GLuint numSrc = _mesa_num_inst_src_regs(inst->Opcode);
- for (j = 0; j < numSrc; j++) {
- if (inst->SrcReg[j].File == PROGRAM_INPUT) {
- prog->InputsRead |= 1 << inst->SrcReg[j].Index;
- }
- else if (inst->SrcReg[j].File == PROGRAM_ADDRESS) {
- maxAddrReg = MAX2(maxAddrReg, (GLuint) (inst->SrcReg[j].Index + 1));
- }
- }
-
- if (inst->DstReg.File == PROGRAM_OUTPUT) {
- prog->OutputsWritten |= BITFIELD64_BIT(inst->DstReg.Index);
- if (inst->DstReg.RelAddr) {
- /* If the output attribute is indexed with relative addressing
- * we know that it must be a varying or texcoord such as
- * gl_TexCoord[i] = v; In this case, mark all the texcoords
- * or varying outputs as being written. It's not an error if
- * a vertex shader writes varying vars that aren't used by the
- * fragment shader. But it is an error for a fragment shader
- * to use varyings that are not written by the vertex shader.
- */
- if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
- if (inst->DstReg.Index == VERT_RESULT_TEX0) {
- /* mark all texcoord outputs as written */
- const GLbitfield64 mask =
- BITFIELD64_RANGE(VERT_RESULT_TEX0,
- (VERT_RESULT_TEX0
- + MAX_TEXTURE_COORD_UNITS - 1));
- prog->OutputsWritten |= mask;
- }
- else if (inst->DstReg.Index == VERT_RESULT_VAR0) {
- /* mark all generic varying outputs as written */
- const GLbitfield64 mask =
- BITFIELD64_RANGE(VERT_RESULT_VAR0,
- (VERT_RESULT_VAR0 + MAX_VARYING - 1));
- prog->OutputsWritten |= mask;
- }
- }
- }
- }
- else if (inst->DstReg.File == PROGRAM_ADDRESS) {
- maxAddrReg = MAX2(maxAddrReg, inst->DstReg.Index + 1);
- }
- }
- prog->NumAddressRegs = maxAddrReg;
-}
-
-
-
-/**
- * Remove extra #version directives from the concatenated source string.
- * Disable the extra ones by converting first two chars to //, a comment.
- * This is a bit of hack to work around a preprocessor bug that only
- * allows one #version directive per source.
- */
-static void
-remove_extra_version_directives(GLchar *source)
-{
- GLuint verCount = 0;
- while (1) {
- char *ver = strstr(source, "#version");
- if (ver) {
- verCount++;
- if (verCount > 1) {
- ver[0] = '/';
- ver[1] = '/';
- }
- source += 8;
- }
- else {
- break;
- }
- }
-}
-
-
-
-/**
- * Return a new shader whose source code is the concatenation of
- * all the shader sources of the given type.
- */
-static struct gl_shader *
-concat_shaders(struct gl_shader_program *shProg, GLenum shaderType)
-{
- struct gl_shader *newShader;
- const struct gl_shader *firstShader = NULL;
- GLuint *shaderLengths;
- GLchar *source;
- GLuint totalLen = 0, len = 0;
- GLuint i;
-
- shaderLengths = (GLuint *)malloc(shProg->NumShaders * sizeof(GLuint));
- if (!shaderLengths) {
- return NULL;
- }
-
- /* compute total size of new shader source code */
- for (i = 0; i < shProg->NumShaders; i++) {
- const struct gl_shader *shader = shProg->Shaders[i];
- if (shader->Type == shaderType) {
- shaderLengths[i] = strlen(shader->Source);
- totalLen += shaderLengths[i];
- if (!firstShader)
- firstShader = shader;
- }
- }
-
- if (totalLen == 0) {
- free(shaderLengths);
- return NULL;
- }
-
- source = (GLchar *) malloc(totalLen + 1);
- if (!source) {
- free(shaderLengths);
- return NULL;
- }
-
- /* concatenate shaders */
- for (i = 0; i < shProg->NumShaders; i++) {
- const struct gl_shader *shader = shProg->Shaders[i];
- if (shader->Type == shaderType) {
- memcpy(source + len, shader->Source, shaderLengths[i]);
- len += shaderLengths[i];
- }
- }
- source[len] = '\0';
- /*
- printf("---NEW CONCATENATED SHADER---:\n%s\n------------\n", source);
- */
-
- free(shaderLengths);
-
- remove_extra_version_directives(source);
-
- newShader = CALLOC_STRUCT(gl_shader);
- if (!newShader) {
- free(source);
- return NULL;
- }
-
- newShader->Type = shaderType;
- newShader->Source = source;
- newShader->Pragmas = firstShader->Pragmas;
-
- return newShader;
-}
-
-
-/**
- * Search the shader program's list of shaders to find the one that
- * defines main().
- * This will involve shader concatenation and recompilation if needed.
- */
-static struct gl_shader *
-get_main_shader(GLcontext *ctx,
- struct gl_shader_program *shProg, GLenum type)
-{
- struct gl_shader *shader = NULL;
- GLuint i;
-
- /*
- * Look for a shader that defines main() and has no unresolved references.
- */
- for (i = 0; i < shProg->NumShaders; i++) {
- shader = shProg->Shaders[i];
- if (shader->Type == type &&
- shader->Main &&
- !shader->UnresolvedRefs) {
- /* All set! */
- return shader;
- }
- }
-
- /*
- * There must have been unresolved references during the original
- * compilation. Try concatenating all the shaders of the given type
- * and recompile that.
- */
- shader = concat_shaders(shProg, type);
-
- if (shader) {
- _slang_compile(ctx, shader);
-
- /* Finally, check if recompiling failed */
- if (!shader->CompileStatus ||
- !shader->Main ||
- shader->UnresolvedRefs) {
- link_error(shProg, "Unresolved symbols");
- _mesa_free_shader(ctx, shader);
- return NULL;
- }
- }
-
- return shader;
-}
-
-
-/**
- * Shader linker. Currently:
- *
- * 1. The last attached vertex shader and fragment shader are linked.
- * 2. Varying vars in the two shaders are combined so their locations
- * agree between the vertex and fragment stages. They're treated as
- * vertex program output attribs and as fragment program input attribs.
- * 3. The vertex and fragment programs are cloned and modified to update
- * src/dst register references so they use the new, linked varying
- * storage locations.
- */
-void
-_slang_link(GLcontext *ctx,
- GLhandleARB programObj,
- struct gl_shader_program *shProg)
-{
- const struct gl_vertex_program *vertProg = NULL;
- const struct gl_fragment_program *fragProg = NULL;
- GLboolean vertNotify = GL_TRUE, fragNotify = GL_TRUE;
- GLuint numSamplers = 0;
- GLuint i;
-
- _mesa_clear_shader_program_data(ctx, shProg);
-
- /* Initialize LinkStatus to "success". Will be cleared if error. */
- shProg->LinkStatus = GL_TRUE;
-
- /* check that all programs compiled successfully */
- for (i = 0; i < shProg->NumShaders; i++) {
- if (!shProg->Shaders[i]->CompileStatus) {
- link_error(shProg, "linking with uncompiled shader\n");
- return;
- }
- }
-
- shProg->Uniforms = _mesa_new_uniform_list();
- shProg->Varying = _mesa_new_parameter_list();
-
- /*
- * Find the vertex and fragment shaders which define main()
- */
- {
- struct gl_shader *vertShader, *fragShader;
- vertShader = get_main_shader(ctx, shProg, GL_VERTEX_SHADER);
- fragShader = get_main_shader(ctx, shProg, GL_FRAGMENT_SHADER);
- if (vertShader)
- vertProg = vertex_program(vertShader->Program);
- if (fragShader)
- fragProg = fragment_program(fragShader->Program);
- if (!shProg->LinkStatus)
- return;
- }
-
-#if FEATURE_es2_glsl
- /* must have both a vertex and fragment program for ES2 */
- if (!vertProg) {
- link_error(shProg, "missing vertex shader\n");
- return;
- }
- if (!fragProg) {
- link_error(shProg, "missing fragment shader\n");
- return;
- }
-#endif
-
- /*
- * Make copies of the vertex/fragment programs now since we'll be
- * changing src/dst registers after merging the uniforms and varying vars.
- */
- _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
- if (vertProg) {
- struct gl_vertex_program *linked_vprog =
- _mesa_clone_vertex_program(ctx, vertProg);
- shProg->VertexProgram = linked_vprog; /* refcount OK */
- /* vertex program ID not significant; just set Id for debugging purposes */
- shProg->VertexProgram->Base.Id = shProg->Name;
- ASSERT(shProg->VertexProgram->Base.RefCount == 1);
- }
-
- _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
- if (fragProg) {
- struct gl_fragment_program *linked_fprog =
- _mesa_clone_fragment_program(ctx, fragProg);
- shProg->FragmentProgram = linked_fprog; /* refcount OK */
- /* vertex program ID not significant; just set Id for debugging purposes */
- shProg->FragmentProgram->Base.Id = shProg->Name;
- ASSERT(shProg->FragmentProgram->Base.RefCount == 1);
- }
-
- /* link varying vars */
- if (shProg->VertexProgram) {
- if (!link_varying_vars(ctx, shProg, &shProg->VertexProgram->Base))
- return;
- }
- if (shProg->FragmentProgram) {
- if (!link_varying_vars(ctx, shProg, &shProg->FragmentProgram->Base))
- return;
- }
-
- /* link uniform vars */
- if (shProg->VertexProgram) {
- if (!link_uniform_vars(ctx, shProg, &shProg->VertexProgram->Base,
- &numSamplers)) {
- return;
- }
- }
- if (shProg->FragmentProgram) {
- if (!link_uniform_vars(ctx, shProg, &shProg->FragmentProgram->Base,
- &numSamplers)) {
- return;
- }
- }
-
- /*_mesa_print_uniforms(shProg->Uniforms);*/
-
- if (shProg->VertexProgram) {
- if (!_slang_resolve_attributes(shProg, &vertProg->Base,
- &shProg->VertexProgram->Base)) {
- return;
- }
- }
-
- if (shProg->VertexProgram) {
- _slang_update_inputs_outputs(&shProg->VertexProgram->Base);
- _slang_count_temporaries(&shProg->VertexProgram->Base);
- if (!(shProg->VertexProgram->Base.OutputsWritten
- & BITFIELD64_BIT(VERT_RESULT_HPOS))) {
- /* the vertex program did not compute a vertex position */
- link_error(shProg,
- "gl_Position was not written by vertex shader\n");
- return;
- }
- }
- if (shProg->FragmentProgram) {
- _slang_count_temporaries(&shProg->FragmentProgram->Base);
- _slang_update_inputs_outputs(&shProg->FragmentProgram->Base);
- }
-
- /* Check that all the varying vars needed by the fragment shader are
- * actually produced by the vertex shader.
- */
- if (shProg->FragmentProgram) {
- const GLbitfield varyingRead
- = shProg->FragmentProgram->Base.InputsRead >> FRAG_ATTRIB_VAR0;
- const GLbitfield64 varyingWritten = shProg->VertexProgram ?
- shProg->VertexProgram->Base.OutputsWritten >> VERT_RESULT_VAR0 : 0x0;
- if ((varyingRead & varyingWritten) != varyingRead) {
- link_error(shProg,
- "Fragment program using varying vars not written by vertex shader\n");
- return;
- }
- }
-
- /* check that gl_FragColor and gl_FragData are not both written to */
- if (shProg->FragmentProgram) {
- const GLbitfield64 outputsWritten =
- shProg->FragmentProgram->Base.OutputsWritten;
- if ((outputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) &&
- (outputsWritten >= BITFIELD64_BIT(FRAG_RESULT_DATA0))) {
- link_error(shProg, "Fragment program cannot write both gl_FragColor"
- " and gl_FragData[].\n");
- return;
- }
- }
-
-
- if (fragProg && shProg->FragmentProgram) {
- /* Compute initial program's TexturesUsed info */
- _mesa_update_shader_textures_used(&shProg->FragmentProgram->Base);
-
- /* notify driver that a new fragment program has been compiled/linked */
- vertNotify = ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
- &shProg->FragmentProgram->Base);
- if (ctx->Shader.Flags & GLSL_DUMP) {
- printf("Mesa pre-link fragment program:\n");
- _mesa_print_program(&fragProg->Base);
- _mesa_print_program_parameters(ctx, &fragProg->Base);
-
- printf("Mesa post-link fragment program:\n");
- _mesa_print_program(&shProg->FragmentProgram->Base);
- _mesa_print_program_parameters(ctx, &shProg->FragmentProgram->Base);
- }
- }
-
- if (vertProg && shProg->VertexProgram) {
- /* Compute initial program's TexturesUsed info */
- _mesa_update_shader_textures_used(&shProg->VertexProgram->Base);
-
- /* notify driver that a new vertex program has been compiled/linked */
- fragNotify = ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB,
- &shProg->VertexProgram->Base);
- if (ctx->Shader.Flags & GLSL_DUMP) {
- printf("Mesa pre-link vertex program:\n");
- _mesa_print_program(&vertProg->Base);
- _mesa_print_program_parameters(ctx, &vertProg->Base);
-
- printf("Mesa post-link vertex program:\n");
- _mesa_print_program(&shProg->VertexProgram->Base);
- _mesa_print_program_parameters(ctx, &shProg->VertexProgram->Base);
- }
- }
-
- /* Debug: */
- if (0) {
- if (shProg->VertexProgram)
- _mesa_postprocess_program(ctx, &shProg->VertexProgram->Base);
- if (shProg->FragmentProgram)
- _mesa_postprocess_program(ctx, &shProg->FragmentProgram->Base);
- }
-
- if (ctx->Shader.Flags & GLSL_DUMP) {
- printf("Varying vars:\n");
- _mesa_print_parameter_list(shProg->Varying);
- if (shProg->InfoLog) {
- printf("Info Log: %s\n", shProg->InfoLog);
- }
- }
-
- if (!vertNotify || !fragNotify) {
- /* driver rejected one/both of the vertex/fragment programs */
- if (!shProg->InfoLog) {
- link_error(shProg,
- "Vertex and/or fragment program rejected by driver\n");
- }
- }
- else {
- shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram);
- }
-}
-