diff options
Diffstat (limited to 'mesalib/src/mesa/shader/slang/slang_link.c')
-rw-r--r-- | mesalib/src/mesa/shader/slang/slang_link.c | 898 |
1 files changed, 898 insertions, 0 deletions
diff --git a/mesalib/src/mesa/shader/slang/slang_link.c b/mesalib/src/mesa/shader/slang/slang_link.c new file mode 100644 index 000000000..8f2b40d5d --- /dev/null +++ b/mesalib/src/mesa/shader/slang/slang_link.c @@ -0,0 +1,898 @@ +/* + * 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/hash.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) { + _mesa_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"); + 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); + 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); + 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"); + 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]; + _mesa_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 |= 1 << 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 GLbitfield mask = + ((1 << MAX_TEXTURE_COORD_UNITS) - 1) << VERT_RESULT_TEX0; + prog->OutputsWritten |= mask; + } + else if (inst->DstReg.Index == VERT_RESULT_VAR0) { + /* mark all generic varying outputs as written */ + const GLbitfield mask = + ((1 << MAX_VARYING) - 1) << VERT_RESULT_VAR0; + 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 = _mesa_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[100]; + GLchar *source; + GLuint totalLen = 0, len = 0; + GLuint i; + + /* 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] = _mesa_strlen(shader->Source); + totalLen += shaderLengths[i]; + if (!firstShader) + firstShader = shader; + } + } + + if (totalLen == 0) + return NULL; + + source = (GLchar *) _mesa_malloc(totalLen + 1); + if (!source) + return NULL; + + /* concatenate shaders */ + for (i = 0; i < shProg->NumShaders; i++) { + const struct gl_shader *shader = shProg->Shaders[i]; + if (shader->Type == shaderType) { + _mesa_memcpy(source + len, shader->Source, shaderLengths[i]); + len += shaderLengths[i]; + } + } + source[len] = '\0'; + /* + _mesa_printf("---NEW CONCATENATED SHADER---:\n%s\n------------\n", source); + */ + + remove_extra_version_directives(source); + + newShader = CALLOC_STRUCT(gl_shader); + 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"); + 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; + 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 = + vertex_program(_mesa_clone_program(ctx, &vertProg->Base)); + 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 = + fragment_program(_mesa_clone_program(ctx, &fragProg->Base)); + 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 & (1 << 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 GLbitfield 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) { + GLbitfield outputsWritten = shProg->FragmentProgram->Base.OutputsWritten; + if ((outputsWritten & ((1 << FRAG_RESULT_COLOR))) && + (outputsWritten >= (1 << 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 */ + ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB, + &shProg->FragmentProgram->Base); + if (ctx->Shader.Flags & GLSL_DUMP) { + _mesa_printf("Mesa pre-link fragment program:\n"); + _mesa_print_program(&fragProg->Base); + _mesa_print_program_parameters(ctx, &fragProg->Base); + + _mesa_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 */ + ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB, + &shProg->VertexProgram->Base); + if (ctx->Shader.Flags & GLSL_DUMP) { + _mesa_printf("Mesa pre-link vertex program:\n"); + _mesa_print_program(&vertProg->Base); + _mesa_print_program_parameters(ctx, &vertProg->Base); + + _mesa_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) { + _mesa_printf("Varying vars:\n"); + _mesa_print_parameter_list(shProg->Varying); + if (shProg->InfoLog) { + _mesa_printf("Info Log: %s\n", shProg->InfoLog); + } + } + + shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram); +} + |