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authorBrian <[email protected]>2007-02-02 15:22:02 -0700
committerBrian <[email protected]>2007-02-02 15:22:02 -0700
commit5c1763e7b53d161f646c05964d37cb51db74deba (patch)
tree69ec8b3e9c06c6f7164da80cfa51bb316b5772e8 /src/mesa/shader/slang/slang_link.c
parentf65091c94766b9a21abf29dfc17fa5e857a835b8 (diff)
rename slang_link2.c slang_link.c
Diffstat (limited to 'src/mesa/shader/slang/slang_link.c')
-rw-r--r--src/mesa/shader/slang/slang_link.c647
1 files changed, 647 insertions, 0 deletions
diff --git a/src/mesa/shader/slang/slang_link.c b/src/mesa/shader/slang/slang_link.c
new file mode 100644
index 00000000000..017cf6078cb
--- /dev/null
+++ b/src/mesa/shader/slang/slang_link.c
@@ -0,0 +1,647 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5.3
+ *
+ * Copyright (C) 2006 Brian Paul 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_link2.c
+ * GLSL linker
+ * \author Brian Paul
+ */
+
+#include "imports.h"
+#include "context.h"
+#include "hash.h"
+#include "macros.h"
+#include "program.h"
+#include "prog_instruction.h"
+#include "prog_parameter.h"
+#include "prog_print.h"
+#include "prog_statevars.h"
+#include "shader_api.h"
+#include "slang_link.h"
+
+
+
+
+static GLboolean
+link_varying_vars(struct gl_shader_program *shProg, 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(shProg->Varying, -1, var->Name);
+ if (j >= 0) {
+ /* already in list, check size */
+ if (var->Size != shProg->Varying->Parameters[j].Size) {
+ /* error */
+ return GL_FALSE;
+ }
+ }
+ else {
+ /* not already in linked list */
+ j = _mesa_add_varying(shProg->Varying, var->Name, var->Size);
+ }
+ ASSERT(j >= 0);
+
+ 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;
+ }
+
+ /* keep track of which varying vars we read and write */
+ varsWritten = varsRead = 0x0;
+
+ /* 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;
+ 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->SrcReg[j].Index);
+ }
+ }
+ /* XXX update program OutputsWritten, InputsRead */
+ }
+
+ if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
+ prog->OutputsWritten |= varsWritten;
+ }
+ else {
+ assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
+ prog->InputsRead |= varsRead;
+ }
+
+
+ free(map);
+
+ return GL_TRUE;
+}
+
+
+static GLboolean
+is_uniform(GLuint file)
+{
+ return (file == PROGRAM_ENV_PARAM ||
+ file == PROGRAM_STATE_VAR ||
+ file == PROGRAM_NAMED_PARAM ||
+ file == PROGRAM_CONSTANT ||
+ file == PROGRAM_SAMPLER ||
+ file == PROGRAM_UNIFORM);
+}
+
+
+static GLboolean
+link_uniform_vars(struct gl_shader_program *shProg, struct gl_program *prog)
+{
+ GLuint *map, i;
+
+#if 0
+ printf("================ pre link uniforms ===============\n");
+ _mesa_print_parameter_list(shProg->Uniforms);
+#endif
+
+ map = (GLuint *) malloc(prog->Parameters->NumParameters * sizeof(GLuint));
+ if (!map)
+ return GL_FALSE;
+
+ for (i = 0; i < prog->Parameters->NumParameters; /* incr below*/) {
+ /* 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;
+ GLint size;
+
+ /* sanity check */
+ assert(is_uniform(p->Type));
+
+ if (p->Name) {
+ j = _mesa_lookup_parameter_index(shProg->Uniforms, -1, p->Name);
+ }
+ else {
+ GLuint swizzle;
+ ASSERT(p->Type == PROGRAM_CONSTANT);
+ if (_mesa_lookup_parameter_constant(shProg->Uniforms, pVals,
+ p->Size, &j, &swizzle)) {
+ assert(j >= 0);
+ }
+ else {
+ j = -1;
+ }
+ }
+
+ if (j >= 0) {
+ /* already in list, check size XXX check this */
+#if 0
+ assert(p->Size == shProg->Uniforms->Parameters[j].Size);
+#endif
+ }
+ else {
+ /* not already in linked list */
+ switch (p->Type) {
+ case PROGRAM_ENV_PARAM:
+ j = _mesa_add_named_parameter(shProg->Uniforms, p->Name, pVals);
+ break;
+ case PROGRAM_CONSTANT:
+ j = _mesa_add_named_constant(shProg->Uniforms, p->Name, pVals, p->Size);
+ break;
+ case PROGRAM_STATE_VAR:
+ j = _mesa_add_state_reference(shProg->Uniforms, (const GLint *) p->StateIndexes);
+ break;
+ case PROGRAM_UNIFORM:
+ j = _mesa_add_uniform(shProg->Uniforms, p->Name, p->Size);
+ break;
+ case PROGRAM_SAMPLER:
+ j = _mesa_add_sampler(shProg->Uniforms, p->Name);
+ break;
+ default:
+ abort();
+ }
+
+ }
+ ASSERT(j >= 0);
+
+ size = p->Size;
+ while (size > 0) {
+ map[i] = j;
+ i++;
+ j++;
+ size -= 4;
+ }
+
+ }
+
+#if 0
+ printf("================ post link uniforms ===============\n");
+ _mesa_print_parameter_list(shProg->Uniforms);
+#endif
+
+#if 0
+ {
+ GLuint i;
+ for (i = 0; i < prog->Parameters->NumParameters; i++) {
+ printf("map[%d] = %d\n", i, map[i]);
+ }
+ _mesa_print_parameter_list(shProg->Uniforms);
+ }
+#endif
+
+ /* OK, now scan the program/shader instructions looking for uniform 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 ];
+ }
+ }
+
+ if (inst->Opcode == OPCODE_TEX ||
+ inst->Opcode == OPCODE_TXB ||
+ inst->Opcode == OPCODE_TXP) {
+ /*
+ printf("====== remap sampler from %d to %d\n",
+ inst->Sampler, map[ inst->Sampler ]);
+ */
+ inst->Sampler = map[ inst->Sampler ];
+ }
+ }
+
+ free(map);
+
+ return GL_TRUE;
+}
+
+
+/**
+ * XXX Temporary
+ */
+static void
+_slang_resolve_branches(struct gl_program *prog)
+{
+ struct target {
+ const char *Name;
+ GLuint Pos;
+ };
+ struct target targets[500];
+ GLuint numTargets = 0;
+ GLuint i, j;
+
+ for (i = 0; i < prog->NumInstructions; i++) {
+ struct prog_instruction *inst = prog->Instructions + i;
+ if (inst->Opcode == OPCODE_NOP && inst->Comment) {
+ targets[numTargets].Name = inst->Comment;
+ targets[numTargets].Pos = i;
+ numTargets++;
+ }
+ }
+
+ for (i = 0; i < prog->NumInstructions; i++) {
+ struct prog_instruction *inst = prog->Instructions + i;
+ if (inst->Opcode == OPCODE_BRA) {
+ for (j = 0; j < numTargets; j++) {
+ if (!strcmp(inst->Comment, targets[j].Name)) {
+ inst->BranchTarget = targets[j].Pos;
+ break;
+ }
+ }
+ if (j == numTargets) {
+ abort();
+ }
+ }
+ }
+}
+
+
+/**
+ * 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.
+ */
+static GLboolean
+_slang_resolve_attributes(struct gl_shader_program *shProg,
+ struct gl_program *prog)
+{
+ GLuint i, j;
+ GLbitfield usedAttributes;
+ GLint size = 4; /* XXX fix */
+
+ assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
+
+ /* 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 |= attr;
+ }
+
+ if (!shProg->Attributes)
+ shProg->Attributes = _mesa_new_parameter_list();
+
+ /*
+ * Scan program for generic attribute references
+ */
+ for (i = 0; i < prog->NumInstructions; i++) {
+ struct prog_instruction *inst = prog->Instructions + i;
+ for (j = 0; j < 3; j++) {
+ if (inst->SrcReg[j].File == PROGRAM_INPUT &&
+ inst->SrcReg[j].Index >= VERT_ATTRIB_GENERIC0) {
+ /* this is a generic attrib */
+ const GLint k = inst->SrcReg[j].Index - VERT_ATTRIB_GENERIC0;
+ const char *name = prog->Attributes->Parameters[k].Name;
+ /* See if this attrib name is in the program's attribute list
+ * (i.e. was bound by the user).
+ */
+ GLint index = _mesa_lookup_parameter_index(shProg->Attributes,
+ -1, name);
+ GLint attr;
+ if (index >= 0) {
+ /* found, user must have specified a binding */
+ attr = shProg->Attributes->Parameters[index].StateIndexes[0];
+ }
+ else {
+ /* Not found, choose our own attribute number.
+ * Start at 1 since generic attribute 0 always aliases
+ * glVertex/position.
+ */
+ for (attr = 1; attr < MAX_VERTEX_ATTRIBS; attr++) {
+ if (((1 << attr) & usedAttributes) == 0)
+ break;
+ }
+ if (attr == MAX_VERTEX_ATTRIBS) {
+ /* too many! XXX record error log */
+ return GL_FALSE;
+ }
+ _mesa_add_attribute(shProg->Attributes, name, size, attr);
+ }
+
+ inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + attr;
+ }
+ }
+ }
+ return GL_TRUE;
+}
+
+
+/**
+ * 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;
+
+ 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;
+ }
+ }
+ if (inst->DstReg.File == PROGRAM_OUTPUT) {
+ prog->OutputsWritten |= 1 << inst->DstReg.Index;
+ }
+ }
+}
+
+
+/**
+ * Scan a vertex program looking for instances of
+ * (PROGRAM_INPUT, VERT_ATTRIB_GENERIC0 + oldAttrib) and replace with
+ * (PROGRAM_INPUT, VERT_ATTRIB_GENERIC0 + newAttrib).
+ * This is used when the user calls glBindAttribLocation on an already linked
+ * shader program.
+ */
+void
+_slang_remap_attribute(struct gl_program *prog, GLuint oldAttrib, GLuint newAttrib)
+{
+ GLuint i, j;
+
+ assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
+
+ for (i = 0; i < prog->NumInstructions; i++) {
+ struct prog_instruction *inst = prog->Instructions + i;
+ for (j = 0; j < 3; j++) {
+ if (inst->SrcReg[j].File == PROGRAM_INPUT) {
+ if (inst->SrcReg[j].Index == VERT_ATTRIB_GENERIC0 + oldAttrib) {
+ inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + newAttrib;
+ }
+ }
+ }
+ }
+
+ _slang_update_inputs_outputs(prog);
+}
+
+
+
+/**
+ * Scan program for texture instructions, lookup sampler/uniform's value
+ * to determine which texture unit to use.
+ * Also, update the program's TexturesUsed[] array.
+ */
+void
+_slang_resolve_samplers(struct gl_shader_program *shProg,
+ struct gl_program *prog)
+{
+ GLuint i;
+
+ for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
+ prog->TexturesUsed[i] = 0;
+
+ for (i = 0; i < prog->NumInstructions; i++) {
+ struct prog_instruction *inst = prog->Instructions + i;
+ if (inst->Opcode == OPCODE_TEX ||
+ inst->Opcode == OPCODE_TXB ||
+ inst->Opcode == OPCODE_TXP) {
+ GLint sampleUnit = (GLint) shProg->Uniforms->ParameterValues[inst->Sampler][0];
+ assert(sampleUnit < MAX_TEXTURE_IMAGE_UNITS);
+ inst->TexSrcUnit = sampleUnit;
+
+ prog->TexturesUsed[inst->TexSrcUnit] |= (1 << inst->TexSrcTarget);
+ }
+ }
+}
+
+
+
+/** 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;
+}
+
+
+/**
+ * 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,
+ struct gl_shader_program *shProg)
+{
+ const struct gl_vertex_program *vertProg;
+ const struct gl_fragment_program *fragProg;
+ GLuint i;
+
+ _mesa_free_shader_program_data(ctx, shProg);
+
+ shProg->Uniforms = _mesa_new_parameter_list();
+ shProg->Varying = _mesa_new_parameter_list();
+
+ /**
+ * Find attached vertex shader, fragment shader
+ */
+ vertProg = NULL;
+ fragProg = NULL;
+ for (i = 0; i < shProg->NumShaders; i++) {
+ if (shProg->Shaders[i]->Type == GL_VERTEX_SHADER)
+ vertProg = vertex_program(shProg->Shaders[i]->Programs[0]);
+ else if (shProg->Shaders[i]->Type == GL_FRAGMENT_SHADER)
+ fragProg = fragment_program(shProg->Shaders[i]->Programs[0]);
+ else
+ _mesa_problem(ctx, "unexpected shader target in slang_link2()");
+ }
+#if 00
+ if (!vertProg || !fragProg) {
+ /* XXX is it legal to have one but not the other?? */
+ /* XXX record error */
+ shProg->LinkStatus = GL_FALSE;
+ return;
+ }
+
+ /* XXX is this test used? */
+ if (!vertProg->Base.Varying || !fragProg->Base.Varying) {
+ /* temporary */
+ _mesa_problem(ctx, "vertex/fragment program lacks varying list!");
+ abort();
+ shProg->LinkStatus = GL_FALSE;
+ 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.
+ */
+ if (vertProg) {
+ shProg->VertexProgram
+ = vertex_program(_mesa_clone_program(ctx, &vertProg->Base));
+ }
+ else {
+ shProg->VertexProgram = NULL;
+ }
+
+ if (fragProg) {
+ shProg->FragmentProgram
+ = fragment_program(_mesa_clone_program(ctx, &fragProg->Base));
+ }
+ else {
+ shProg->FragmentProgram = NULL;
+ }
+
+ if (shProg->VertexProgram)
+ link_varying_vars(shProg, &shProg->VertexProgram->Base);
+ if (shProg->FragmentProgram)
+ link_varying_vars(shProg, &shProg->FragmentProgram->Base);
+
+ if (shProg->VertexProgram)
+ link_uniform_vars(shProg, &shProg->VertexProgram->Base);
+ if (shProg->FragmentProgram)
+ link_uniform_vars(shProg, &shProg->FragmentProgram->Base);
+
+ /* The vertex and fragment programs share a common set of uniforms now */
+ if (shProg->VertexProgram) {
+ _mesa_free_parameter_list(shProg->VertexProgram->Base.Parameters);
+ shProg->VertexProgram->Base.Parameters = shProg->Uniforms;
+ }
+ if (shProg->FragmentProgram) {
+ _mesa_free_parameter_list(shProg->FragmentProgram->Base.Parameters);
+ shProg->FragmentProgram->Base.Parameters = shProg->Uniforms;
+ }
+
+ if (shProg->VertexProgram) {
+ _slang_resolve_branches(&shProg->VertexProgram->Base);
+ _slang_resolve_samplers(shProg, &shProg->VertexProgram->Base);
+ }
+ if (shProg->FragmentProgram) {
+ _slang_resolve_branches(&shProg->FragmentProgram->Base);
+ _slang_resolve_samplers(shProg, &shProg->FragmentProgram->Base);
+ }
+
+ if (shProg->VertexProgram) {
+ if (!_slang_resolve_attributes(shProg, &shProg->VertexProgram->Base)) {
+ /*goto cleanup;*/
+ _mesa_problem(ctx, "_slang_resolve_attributes() failed");
+ abort(); /* XXX fix */
+ }
+ }
+
+ if (shProg->VertexProgram)
+ _slang_update_inputs_outputs(&shProg->VertexProgram->Base);
+ if (shProg->FragmentProgram)
+ _slang_update_inputs_outputs(&shProg->FragmentProgram->Base);
+
+ if (fragProg && shProg->FragmentProgram) {
+#if 1
+ printf("************** original fragment program\n");
+ _mesa_print_program(&fragProg->Base);
+ _mesa_print_program_parameters(ctx, &fragProg->Base);
+#endif
+#if 1
+ printf("************** linked fragment prog\n");
+ _mesa_print_program(&shProg->FragmentProgram->Base);
+ _mesa_print_program_parameters(ctx, &shProg->FragmentProgram->Base);
+#endif
+ }
+
+ if (vertProg && shProg->VertexProgram) {
+#if 1
+ printf("************** original vertex program\n");
+ _mesa_print_program(&vertProg->Base);
+ _mesa_print_program_parameters(ctx, &fragProg->Base);
+#endif
+#if 1
+ printf("************** linked vertex prog\n");
+ _mesa_print_program(&shProg->VertexProgram->Base);
+ _mesa_print_program_parameters(ctx, &shProg->VertexProgram->Base);
+#endif
+ }
+
+#if 0
+ shProg->LinkStatus = (shProg->VertexProgram && shProg->FragmentProgram);
+#else
+ shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram);
+#endif
+}
+