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-rw-r--r--src/mesa/shader/slang/slang_link.c236
1 files changed, 62 insertions, 174 deletions
diff --git a/src/mesa/shader/slang/slang_link.c b/src/mesa/shader/slang/slang_link.c
index 72fe9997c55..8213b7772c2 100644
--- a/src/mesa/shader/slang/slang_link.c
+++ b/src/mesa/shader/slang/slang_link.c
@@ -37,12 +37,17 @@
#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_link.h"
-
+/**
+ * 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.
+ */
static GLboolean
link_varying_vars(struct gl_shader_program *shProg, struct gl_program *prog)
{
@@ -132,145 +137,65 @@ link_varying_vars(struct gl_shader_program *shProg, struct gl_program *prog)
}
-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)
+/**
+ * Build the shProg->Uniforms list.
+ * This is basically a list/index of all uniforms found in either/both of
+ * the vertex and fragment shaders.
+ */
+static void
+link_uniform_vars(struct gl_shader_program *shProg,
+ struct gl_program *prog,
+ GLuint *numSamplers)
{
- 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;
+ GLuint samplerMap[MAX_SAMPLERS];
+ GLuint i;
- for (i = 0; i < prog->Parameters->NumParameters; /* incr below*/) {
- /* see if this uniform is in the linked uniform list */
+ for (i = 0; i < prog->Parameters->NumParameters; i++) {
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, NULL)) {
- 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
+ /*
+ * 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) {
+ _mesa_append_uniform(shProg->Uniforms, p->Name, prog->Target, i);
}
- 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, p->StateIndexes);
- break;
- case PROGRAM_UNIFORM:
- j = _mesa_add_uniform(shProg->Uniforms, p->Name, p->Size, p->DataType);
- break;
- case PROGRAM_SAMPLER:
- j = _mesa_add_sampler(shProg->Uniforms, p->Name, p->DataType);
- break;
- default:
- _mesa_problem(NULL, "bad parameter type in link_uniform_vars()");
- return GL_FALSE;
- }
- }
-
- ASSERT(j >= 0);
- size = p->Size;
- while (size > 0) {
- map[i] = j;
- i++;
- j++;
- size -= 4;
+ if (p->Type == PROGRAM_SAMPLER) {
+ /* Allocate a new sampler index */
+ GLuint sampNum = *numSamplers;
+ GLuint oldSampNum = (GLuint) prog->Parameters->ParameterValues[i][0];
+ assert(oldSampNum < MAX_SAMPLERS);
+ samplerMap[oldSampNum] = sampNum;
+ (*numSamplers)++;
}
-
}
-#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,
+ /* OK, now scan the program/shader instructions looking for sampler vars,
* replacing the old index with the new index.
*/
+ prog->SamplersUsed = 0x0;
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) {
+ if (_mesa_is_tex_instruction(inst->Opcode)) {
/*
printf("====== remap sampler from %d to %d\n",
inst->Sampler, map[ inst->Sampler ]);
*/
- inst->Sampler = map[ inst->Sampler ];
+ /* here, texUnit is really samplerUnit */
+ inst->TexSrcUnit = samplerMap[inst->TexSrcUnit];
+ prog->SamplerTargets[inst->TexSrcUnit] = inst->TexSrcTarget;
+ prog->SamplersUsed |= (1 << inst->TexSrcUnit);
}
}
- free(map);
-
- return GL_TRUE;
}
@@ -329,10 +254,8 @@ _slang_resolve_attributes(struct gl_shader_program *shProg,
* glVertex/position.
*/
for (attr = 1; attr < MAX_VERTEX_ATTRIBS; attr++) {
- if (((1 << attr) & usedAttributes) == 0) {
- usedAttributes |= (1 << attr);
+ if (((1 << attr) & usedAttributes) == 0)
break;
- }
}
if (attr == MAX_VERTEX_ATTRIBS) {
/* too many! XXX record error log */
@@ -406,36 +329,6 @@ _slang_remap_attribute(struct gl_program *prog, GLuint oldAttrib, GLuint newAttr
-/**
- * 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)
@@ -476,12 +369,9 @@ link_error(struct gl_shader_program *shProg, const char *msg)
* 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.
+ * 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,
@@ -490,11 +380,12 @@ _slang_link(GLcontext *ctx,
{
const struct gl_vertex_program *vertProg;
const struct gl_fragment_program *fragProg;
+ GLuint numSamplers = 0;
GLuint i;
_mesa_clear_shader_program_data(ctx, shProg);
- shProg->Uniforms = _mesa_new_parameter_list();
+ shProg->Uniforms = _mesa_new_uniform_list();
shProg->Varying = _mesa_new_parameter_list();
/**
@@ -531,33 +422,30 @@ _slang_link(GLcontext *ctx,
_mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
}
+ /* link varying vars */
if (shProg->VertexProgram)
link_varying_vars(shProg, &shProg->VertexProgram->Base);
if (shProg->FragmentProgram)
link_varying_vars(shProg, &shProg->FragmentProgram->Base);
+ /* link uniform vars */
if (shProg->VertexProgram)
- link_uniform_vars(shProg, &shProg->VertexProgram->Base);
+ link_uniform_vars(shProg, &shProg->VertexProgram->Base, &numSamplers);
if (shProg->FragmentProgram)
- link_uniform_vars(shProg, &shProg->FragmentProgram->Base);
+ link_uniform_vars(shProg, &shProg->FragmentProgram->Base, &numSamplers);
- /* 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;
- assert(shProg->Uniforms);
- }
- if (shProg->FragmentProgram) {
- _mesa_free_parameter_list(shProg->FragmentProgram->Base.Parameters);
- shProg->FragmentProgram->Base.Parameters = shProg->Uniforms;
- assert(shProg->Uniforms);
- }
+ /*_mesa_print_uniforms(shProg->Uniforms);*/
if (shProg->VertexProgram) {
- _slang_resolve_samplers(shProg, &shProg->VertexProgram->Base);
+ /* Rather than cloning the parameter list here, just share it.
+ * We need to be careful _mesa_clear_shader_program_data() in
+ * to avoid double-freeing.
+ */
+ shProg->VertexProgram->Base.Parameters = vertProg->Base.Parameters;
}
if (shProg->FragmentProgram) {
- _slang_resolve_samplers(shProg, &shProg->FragmentProgram->Base);
+ /* see comment just above */
+ shProg->FragmentProgram->Base.Parameters = fragProg->Base.Parameters;
}
if (shProg->VertexProgram) {