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authorBrian <[email protected]>2006-12-14 13:58:32 -0700
committerBrian <[email protected]>2006-12-14 13:58:32 -0700
commitd4f7e4cc01a99811565dc8f488cdad972e926b6c (patch)
treee82007e3d667c41a852c7f9356141a1d9fe88f8f
parentb2a3a8554a114d93691d5350c234d2022c2c2916 (diff)
The new linker actually does a few things right now:
The varying vars used by the vertex and fragment shader are merged so they agree. Similarly, uniforms are merged (along with constants, etc). The vertex/fragment program instructions are then cloned and rewritten with the newly resolved uniform/varying locations.
-rw-r--r--src/mesa/shader/slang/slang_link2.c401
1 files changed, 261 insertions, 140 deletions
diff --git a/src/mesa/shader/slang/slang_link2.c b/src/mesa/shader/slang/slang_link2.c
index e62cc01b3e1..76954e17a64 100644
--- a/src/mesa/shader/slang/slang_link2.c
+++ b/src/mesa/shader/slang/slang_link2.c
@@ -33,127 +33,248 @@
#include "hash.h"
#include "macros.h"
#include "program.h"
+#include "program_instruction.h"
#include "shaderobjects.h"
#include "slang_link.h"
-#define RELEASE_GENERIC(x)\
- (**x)._unknown.Release ((struct gl2_unknown_intf **) (x))
-
-#define RELEASE_CONTAINER(x)\
- (**x)._generic._unknown.Release ((struct gl2_unknown_intf **) (x))
-
-#define RELEASE_PROGRAM(x)\
- (**x)._container._generic._unknown.Release ((struct gl2_unknown_intf **) (x))
+static GLboolean
+link_varying_vars(struct gl_linked_program *linked, struct gl_program *prog)
+{
+ GLuint *map, i, firstVarying, newFile;
+ GLbitfield varsWritten, varsRead;
+
+ map = (GLuint *) malloc(prog->Varying->NumParameters * sizeof(GLuint));
+ if (!map)
+ return GL_FALSE;
+
+ 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(linked->Varying, -1, var->Name);
+ if (j >= 0) {
+ /* already in list, check size */
+ if (var->Size != linked->Varying->Parameters[j].Size) {
+ /* error */
+ return GL_FALSE;
+ }
+ }
+ else {
+ /* not already in linked list */
+ j = _mesa_add_varying(linked->Varying, var->Name, var->Size);
+ }
+ ASSERT(j >= 0);
-#define RELEASE_SHADER(x)\
- (**x)._generic._unknown.Release ((struct gl2_unknown_intf **) (x))
+ map[i] = j;
+ }
+ /* 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;
+ }
+ else {
+ assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
+ firstVarying = FRAG_ATTRIB_VAR0;
+ newFile = PROGRAM_INPUT;
+ }
-static struct gl2_unknown_intf **
-lookup_handle(GLcontext * ctx, GLhandleARB handle, enum gl2_uiid uiid,
- const char *function)
-{
- struct gl2_unknown_intf **unk;
+ /* keep track of which varying vars we read and write */
+ varsWritten = varsRead = 0x0;
- /*
- * Note: _mesa_HashLookup() requires non-zero input values, so the
- * passed-in handle value must be checked beforehand.
+ /* OK, now scan the program/shader instructions looking for varying vars,
+ * replacing the old index with the new index.
*/
- if (handle == 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, function);
- return NULL;
+ 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;
+ varsWritten |= (1 << inst->DstReg.Index);
+ }
+
+ 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;
+ varsRead |= (1 << inst->DstReg.Index);
+ }
+ }
+ /* XXX update program OutputsWritten, InputsRead */
}
- _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
- unk = (struct gl2_unknown_intf **) _mesa_HashLookup(ctx->Shared->GL2Objects,
- handle);
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
- if (unk == NULL) {
- _mesa_error(ctx, GL_INVALID_VALUE, function);
+ if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
+ prog->OutputsWritten |= varsWritten;
}
else {
- unk = (**unk).QueryInterface(unk, uiid);
- if (unk == NULL)
- _mesa_error(ctx, GL_INVALID_OPERATION, function);
+ assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
+ prog->InputsRead |= varsRead;
}
- return unk;
-}
-#define GET_GENERIC(x, handle, function)\
- struct gl2_generic_intf **x = (struct gl2_generic_intf **)\
- lookup_handle (ctx, handle, UIID_GENERIC, function);
-#define GET_CONTAINER(x, handle, function)\
- struct gl2_container_intf **x = (struct gl2_container_intf **)\
- lookup_handle (ctx, handle, UIID_CONTAINER, function);
+ free(map);
+
+ return GL_TRUE;
+}
-#define GET_PROGRAM(x, handle, function)\
- struct gl2_program_intf **x = (struct gl2_program_intf **)\
- lookup_handle (ctx, handle, UIID_PROGRAM, function);
-#define GET_SHADER(x, handle, function)\
- struct gl2_shader_intf **x = (struct gl2_shader_intf **)\
- lookup_handle (ctx, handle, UIID_SHADER, function);
+static GLboolean
+is_uniform(enum register_file file)
+{
+ return (file == PROGRAM_ENV_PARAM ||
+ file == PROGRAM_STATE_VAR ||
+ file == PROGRAM_NAMED_PARAM ||
+ file == PROGRAM_CONSTANT ||
+ file == PROGRAM_UNIFORM);
+}
-static void
-prelink(GLhandleARB programObj, struct gl_linked_program *linked)
+static GLboolean
+link_uniform_vars(struct gl_linked_program *linked, struct gl_program *prog)
{
- GET_CURRENT_CONTEXT(ctx);
-
- linked->VertexProgram = NULL;
- linked->FragmentProgram = NULL;
-
- if (programObj != 0) {
- GET_PROGRAM(program, programObj, "glUseProgramObjectARB(program)");
-
- if (program == NULL)
- return;
-
- /* XXX terrible hack to find the real vertex/fragment programs */
- {
- GLuint handle;
- GLsizei cnt, i;
- cnt = (**program)._container.GetAttachedCount((struct gl2_container_intf **) (program));
-
- for (i = 0; i < cnt; i++) {
- struct gl2_generic_intf **x
- = (**program)._container.GetAttached((struct gl2_container_intf **) program, i);
- handle = (**x).GetName(x);
- {
- struct gl_program *prog;
- GET_SHADER(sha, handle, "foo");
- if (sha && (*sha)->Program) {
- prog = (*sha)->Program;
- if (prog->Target == GL_VERTEX_PROGRAM_ARB)
- linked->VertexProgram = (struct gl_vertex_program *) prog;
- else if (prog->Target == GL_FRAGMENT_PROGRAM_ARB)
- linked->FragmentProgram = (struct gl_fragment_program *) prog;
- }
- }
-#if 0
- if (linked->VertexProgram)
- printf("Found vert prog %p %d\n",
- linked->VertexProgram,
- linked->VertexProgram->Base.NumInstructions);
- if (linked->FragmentProgram)
- printf("Found frag prog %p %d\n",
- linked->FragmentProgram,
- linked->FragmentProgram->Base.NumInstructions);
-#endif
- RELEASE_GENERIC(x);
+ GLuint *map, i;
+
+ map = (GLuint *) malloc(prog->Parameters->NumParameters * sizeof(GLuint));
+ if (!map)
+ return GL_FALSE;
+
+ for (i = 0; i < prog->Parameters->NumParameters; i++) {
+ /* see if this uniform is in the linked uniform list */
+ const struct gl_program_parameter *p = prog->Parameters->Parameters + i;
+ const GLfloat *pVals = prog->Parameters->ParameterValues[i];
+ GLint j;
+
+ /* sanity check */
+ assert(is_uniform(p->Type));
+
+ if (p->Name) {
+ j = _mesa_lookup_parameter_index(linked->Uniforms, -1, p->Name);
+ }
+ else {
+ GLuint swizzle;
+ ASSERT(p->Type == PROGRAM_CONSTANT);
+ if (_mesa_lookup_parameter_constant(linked->Uniforms, pVals,
+ p->Size, &j, &swizzle)) {
+ assert(j >= 0);
+ }
+ else {
+ j = -1;
}
}
+ if (j >= 0) {
+ /* already in list, check size XXX check this */
+ assert(p->Size == linked->Uniforms->Parameters[j].Size);
+ }
+ else {
+ /* not already in linked list */
+ switch (p->Type) {
+ case PROGRAM_ENV_PARAM:
+ j = _mesa_add_named_parameter(linked->Uniforms, p->Name, pVals);
+ case PROGRAM_CONSTANT:
+ j = _mesa_add_named_constant(linked->Uniforms, p->Name, pVals, p->Size);
+ break;
+ case PROGRAM_STATE_VAR:
+ j = _mesa_add_state_reference(linked->Uniforms, (const GLint *) p->StateIndexes);
+ break;
+ case PROGRAM_UNIFORM:
+ j = _mesa_add_uniform(linked->Uniforms, p->Name, p->Size);
+ break;
+ default:
+ abort();
+ }
+
+ }
+ ASSERT(j >= 0);
+
+ map[i] = j;
+ }
+
+
+ /* 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 (is_uniform(inst->DstReg.File)) {
+ inst->DstReg.Index = map[ inst->DstReg.Index ];
+ }
+
+ for (j = 0; j < 3; j++) {
+ if (is_uniform(inst->SrcReg[j].File)) {
+ inst->SrcReg[j].Index = map[ inst->SrcReg[j].Index ];
+ }
+ }
+ /* XXX update program OutputsWritten, InputsRead */
}
+
+ free(map);
+
+ return GL_TRUE;
}
+static void
+free_linked_program_data(GLcontext *ctx, struct gl_linked_program *linked)
+{
+ if (linked->VertexProgram) {
+ if (linked->VertexProgram->Base.Parameters == linked->Uniforms) {
+ /* to prevent a double-free in the next call */
+ linked->VertexProgram->Base.Parameters = NULL;
+ }
+ _mesa_delete_program(ctx, &linked->VertexProgram->Base);
+ linked->VertexProgram = NULL;
+ }
+
+ if (linked->FragmentProgram) {
+ if (linked->FragmentProgram->Base.Parameters == linked->Uniforms) {
+ /* to prevent a double-free in the next call */
+ linked->FragmentProgram->Base.Parameters = NULL;
+ }
+ _mesa_delete_program(ctx, &linked->FragmentProgram->Base);
+ linked->FragmentProgram = NULL;
+ }
+
+
+ if (linked->Uniforms) {
+ _mesa_free_parameter_list(linked->Uniforms);
+ linked->Uniforms = NULL;
+ }
+
+ if (linked->Varying) {
+ _mesa_free_parameter_list(linked->Varying);
+ linked->Varying = NULL;
+ }
+}
+
+/**
+ * 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. Uniform vars (including state references, constants, etc) from the
+ * vertex and fragment shaders are merged into one group. Recall that
+ * GLSL uniforms are shared by all linked shaders.
+ * 4. The vertex and fragment programs are cloned and modified to update
+ * src/dst register references so they use the new, linked uniform/
+ * varying storage locations.
+ */
void
_slang_link2(GLcontext *ctx,
GLhandleARB programObj,
@@ -161,66 +282,66 @@ _slang_link2(GLcontext *ctx,
{
struct gl_vertex_program *vertProg;
struct gl_fragment_program *fragProg;
+ GLuint i;
- prelink(programObj, linked);
+ free_linked_program_data(ctx, linked);
- vertProg = linked->VertexProgram;
- fragProg = linked->FragmentProgram;
-
- /* free old linked data, if any */
- if (linked->NumUniforms > 0) {
- GLuint i;
- for (i = 0; i < linked->NumUniforms; i++) {
- _mesa_free((char *) linked->Uniforms[i].Name);
- linked->Uniforms[i].Name = NULL;
- linked->Uniforms[i].Value = NULL;
- }
- linked->NumUniforms = 0;
- }
+ linked->Uniforms = _mesa_new_parameter_list();
+ linked->Varying = _mesa_new_parameter_list();
- /*
- * Find uniforms.
- * XXX what about dups?
+ /**
+ * Find attached vertex shader, fragment shader
*/
- if (vertProg) {
- GLuint i;
- for (i = 0; i < vertProg->Base.Parameters->NumParameters; i++) {
- struct gl_program_parameter *p
- = vertProg->Base.Parameters->Parameters + i;
- if (p->Name) {
- struct gl_uniform *u = linked->Uniforms + linked->NumUniforms;
- u->Name = _mesa_strdup(p->Name);
- u->Value = &vertProg->Base.Parameters->ParameterValues[i][0];
- linked->NumUniforms++;
- assert(linked->NumUniforms < MAX_UNIFORMS);
- }
- }
+ vertProg = NULL;
+ fragProg = NULL;
+ for (i = 0; i < linked->NumShaders; i++) {
+ if (linked->Shaders[i]->Target == GL_VERTEX_PROGRAM_ARB)
+ vertProg = (struct gl_vertex_program *) linked->Shaders[i];
+ else if (linked->Shaders[i]->Target == GL_FRAGMENT_PROGRAM_ARB)
+ fragProg = (struct gl_fragment_program *) linked->Shaders[i];
+ else
+ _mesa_problem(ctx, "unexpected shader target in slang_link2()");
}
- if (fragProg) {
- GLuint i;
- for (i = 0; i < fragProg->Base.Parameters->NumParameters; i++) {
- struct gl_program_parameter *p
- = fragProg->Base.Parameters->Parameters + i;
- if (p->Name) {
- struct gl_uniform *u = linked->Uniforms + linked->NumUniforms;
- u->Name = _mesa_strdup(p->Name);
- u->Value = &fragProg->Base.Parameters->ParameterValues[i][0];
- linked->NumUniforms++;
- assert(linked->NumUniforms < MAX_UNIFORMS);
- }
- }
+ if (!vertProg || !fragProg) {
+ /* XXX is it legal to have one but not the other?? */
+ /* XXX record error */
+ linked->LinkStatus = GL_FALSE;
+ return;
}
- /* For varying:
- * scan both programs for varyings, rewrite programs so they agree
- * on locations of varyings.
+ /*
+ * Make copies of the vertex/fragment programs now since we'll be
+ * changing src/dst registers after merging the uniforms and varying vars.
*/
+ linked->VertexProgram = (struct gl_vertex_program *)
+ _mesa_clone_program(ctx, &vertProg->Base);
+ linked->FragmentProgram = (struct gl_fragment_program *)
+ _mesa_clone_program(ctx, &fragProg->Base);
+
+#if 1
+ printf("************** orig program\n");
+ _mesa_print_program(&fragProg->Base);
+ _mesa_print_program_parameters(ctx, &fragProg->Base);
+#endif
- /**
- * Linking should _copy_ the vertex and fragment shader code,
- * rewriting varying references as we go along...
- */
+ link_varying_vars(linked, &linked->VertexProgram->Base);
+ link_varying_vars(linked, &linked->FragmentProgram->Base);
+
+ link_uniform_vars(linked, &linked->VertexProgram->Base);
+ link_uniform_vars(linked, &linked->FragmentProgram->Base);
+
+ /* The vertex and fragment programs share a common set of uniforms now */
+ _mesa_free_parameter_list(linked->VertexProgram->Base.Parameters);
+ _mesa_free_parameter_list(linked->FragmentProgram->Base.Parameters);
+ linked->VertexProgram->Base.Parameters = linked->Uniforms;
+ linked->FragmentProgram->Base.Parameters = linked->Uniforms;
+
+#if 1
+ printf("************** linked/cloned\n");
+ _mesa_print_program(&linked->FragmentProgram->Base);
+ _mesa_print_program_parameters(ctx, &linked->FragmentProgram->Base);
+#endif
- linked->LinkStatus = (vertProg && fragProg);
+ linked->LinkStatus = (linked->VertexProgram && linked->FragmentProgram);
}