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-rw-r--r--src/mesa/slang/slang_link.c1280
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diff --git a/src/mesa/slang/slang_link.c b/src/mesa/slang/slang_link.c
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index 00000000000..00c2c13cc67
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+++ b/src/mesa/slang/slang_link.c
@@ -0,0 +1,1280 @@
+/*
+ * 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 "main/shaderapi.h"
+#include "main/shaderobj.h"
+#include "main/uniforms.h"
+#include "program/program.h"
+#include "program/prog_instruction.h"
+#include "program/prog_parameter.h"
+#include "program/prog_print.h"
+#include "program/prog_statevars.h"
+#include "program/prog_uniform.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;
+}
+
+static struct gl_geometry_program *
+geometry_program(struct gl_program *prog)
+{
+ assert(prog->Target == MESA_GEOMETRY_PROGRAM);
+ return (struct gl_geometry_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);
+}
+
+
+/**
+ * Examine the outputs/varyings written by the vertex shader and
+ * append the names of those outputs onto the Varyings list.
+ * This will only capture the pre-defined/built-in varyings like
+ * gl_Position, not user-defined varyings.
+ */
+static void
+update_varying_var_list(GLcontext *ctx, struct gl_shader_program *shProg)
+{
+ if (shProg->VertexProgram) {
+ GLbitfield64 written = shProg->VertexProgram->Base.OutputsWritten;
+ GLuint i;
+ for (i = 0; written && i < VERT_RESULT_MAX; i++) {
+ if (written & BITFIELD64_BIT(i)) {
+ const char *name = _slang_vertex_output_name(i);
+ if (name)
+ _mesa_add_varying(shProg->Varying, name, 1, GL_FLOAT_VEC4, 0x0);
+ written &= ~BITFIELD64_BIT(i);
+ }
+ }
+ }
+ if (shProg->GeometryProgram) {
+ GLbitfield64 written = shProg->GeometryProgram->Base.OutputsWritten;
+ GLuint i;
+ for (i = 0; written && i < GEOM_RESULT_MAX; i++) {
+ if (written & BITFIELD64_BIT(i)) {
+ const char *name = _slang_geometry_output_name(i);
+ if (name)
+ _mesa_add_varying(shProg->Varying, name, 1, GL_FLOAT_VEC4, 0x0);
+ written &= ~BITFIELD64_BIT(i);
+ }
+ }
+ }
+}
+
+
+/**
+ * Do link error checking related to transform feedback.
+ */
+static GLboolean
+link_transform_feedback(GLcontext *ctx, struct gl_shader_program *shProg)
+{
+ GLbitfield varyingMask;
+ GLuint totalComps, maxComps, i;
+
+ if (shProg->TransformFeedback.NumVarying == 0) {
+ /* nothing to do */
+ return GL_TRUE;
+ }
+
+ /* Check that there's a vertex shader */
+ if (shProg->TransformFeedback.NumVarying > 0 &&
+ !shProg->VertexProgram) {
+ link_error(shProg, "Transform feedback without vertex shader");
+ return GL_FALSE;
+ }
+
+ /* Check that all named variables exist, and that none are duplicated.
+ * Also, build a count of the number of varying components to feedback.
+ */
+ totalComps = 0;
+ varyingMask = 0x0;
+ for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
+ const GLchar *name = shProg->TransformFeedback.VaryingNames[i];
+ GLint v = _mesa_lookup_parameter_index(shProg->Varying, -1, name);
+ struct gl_program_parameter *p;
+
+ if (v < 0) {
+ char msg[100];
+ _mesa_snprintf(msg, sizeof(msg),
+ "vertex shader does not emit %s", name);
+ link_error(shProg, msg);
+ return GL_FALSE;
+ }
+
+ assert(v < MAX_VARYING);
+
+ /* already seen this varying name? */
+ if (varyingMask & (1 << v)) {
+ char msg[100];
+ _mesa_snprintf(msg, sizeof(msg),
+ "duplicated transform feedback varying name: %s",
+ name);
+ link_error(shProg, msg);
+ return GL_FALSE;
+ }
+
+ varyingMask |= (1 << v);
+
+ p = &shProg->Varying->Parameters[v];
+
+ totalComps += _mesa_sizeof_glsl_type(p->DataType);
+ }
+
+ if (shProg->TransformFeedback.BufferMode == GL_INTERLEAVED_ATTRIBS)
+ maxComps = ctx->Const.MaxTransformFeedbackInterleavedComponents;
+ else
+ maxComps = ctx->Const.MaxTransformFeedbackSeparateComponents;
+
+ /* check max varying components against the limit */
+ if (totalComps > maxComps) {
+ char msg[100];
+ _mesa_snprintf(msg, sizeof(msg),
+ "Too many feedback components: %u, max is %u",
+ totalComps, maxComps);
+ link_error(shProg, msg);
+ return GL_FALSE;
+ }
+
+ return GL_TRUE;
+}
+
+
+/**
+ * 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, firstSrcVarying, firstDstVarying, newSrcFile, newDstFile;
+ GLbitfield *inOutFlags = NULL;
+
+ 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) {
+ firstSrcVarying = firstDstVarying = VERT_RESULT_VAR0;
+ newSrcFile = newDstFile = PROGRAM_OUTPUT;
+ inOutFlags = prog->OutputFlags;
+ }
+ else if (prog->Target == MESA_GEOMETRY_PROGRAM) {
+ firstSrcVarying = GEOM_ATTRIB_VAR0;
+ newSrcFile = PROGRAM_INPUT;
+ firstDstVarying = GEOM_RESULT_VAR0;
+ newDstFile = PROGRAM_OUTPUT;
+ }
+ else {
+ assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
+ firstSrcVarying = firstDstVarying = FRAG_ATTRIB_VAR0;
+ newSrcFile = newDstFile = 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->DataType, 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[firstDstVarying + 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 = newDstFile;
+ inst->DstReg.Index = map[ inst->DstReg.Index ] + firstDstVarying;
+ }
+
+ for (j = 0; j < 3; j++) {
+ if (inst->SrcReg[j].File == PROGRAM_VARYING) {
+ inst->SrcReg[j].File = newSrcFile;
+ inst->SrcReg[j].Index = map[ inst->SrcReg[j].Index ] + firstSrcVarying;
+ }
+ }
+ }
+
+ 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_snprintf(s, sizeof(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);
+}
+
+
+/**
+ * If an input attribute is indexed with relative addressing we have
+ * to compute a gl_program::InputsRead bitmask which reflects the fact
+ * that any input may be referenced by array element. Ex: gl_TexCoord[i].
+ * This function computes the bitmask of potentially read inputs.
+ */
+static GLbitfield
+get_inputs_read_mask(GLenum target, GLuint index, GLboolean relAddr)
+{
+ GLbitfield mask;
+
+ mask = 1 << index;
+
+ if (relAddr) {
+ if (target == GL_VERTEX_PROGRAM_ARB) {
+ switch (index) {
+ case VERT_ATTRIB_TEX0:
+ mask = ((1U << (VERT_ATTRIB_TEX7 + 1)) - 1)
+ - ((1U << VERT_ATTRIB_TEX0) - 1);
+ break;
+ case VERT_ATTRIB_GENERIC0:
+ /* different code to avoid uint overflow */
+ mask = ~0x0U - ((1U << VERT_ATTRIB_GENERIC0) - 1);
+ break;
+ default:
+ ; /* a non-array input attribute */
+ }
+ }
+ else if (target == GL_FRAGMENT_PROGRAM_ARB) {
+ switch (index) {
+ case FRAG_ATTRIB_TEX0:
+ mask = ((1U << (FRAG_ATTRIB_TEX7 + 1)) - 1)
+ - ((1U << FRAG_ATTRIB_TEX0) - 1);
+ break;
+ case FRAG_ATTRIB_VAR0:
+ mask = ((1U << (FRAG_ATTRIB_VAR0 + MAX_VARYING)) - 1)
+ - ((1U << FRAG_ATTRIB_VAR0) - 1);
+ break;
+ default:
+ ; /* a non-array input attribute */
+ }
+ }
+ else if (target == MESA_GEOMETRY_PROGRAM) {
+ switch (index) {
+ case GEOM_ATTRIB_VAR0:
+ mask = ((1ULL << (GEOM_ATTRIB_VAR0 + MAX_VARYING)) - 1)
+ - ((1ULL << GEOM_ATTRIB_VAR0) - 1);
+ break;
+ default:
+ ; /* a non-array input attribute */
+ }
+ }
+ else {
+ assert(0 && "bad program target");
+ }
+ }
+ else {
+ }
+
+ return mask;
+}
+
+
+/**
+ * If an output attribute is indexed with relative addressing we have
+ * to compute a gl_program::OutputsWritten bitmask which reflects the fact
+ * that any output may be referenced by array element. Ex: gl_TexCoord[i].
+ * This function computes the bitmask of potentially written outputs.
+ */
+static GLbitfield64
+get_outputs_written_mask(GLenum target, GLuint index, GLboolean relAddr)
+{
+ GLbitfield64 mask;
+
+ mask = BITFIELD64_BIT(index);
+
+ if (relAddr) {
+ if (target == GL_VERTEX_PROGRAM_ARB) {
+ switch (index) {
+ case VERT_RESULT_TEX0:
+ mask = BITFIELD64_RANGE(VERT_RESULT_TEX0,
+ (VERT_RESULT_TEX0
+ + MAX_TEXTURE_COORD_UNITS - 1));
+ break;
+ case VERT_RESULT_VAR0:
+ mask = BITFIELD64_RANGE(VERT_RESULT_VAR0,
+ (VERT_RESULT_VAR0 + MAX_VARYING - 1));
+ break;
+ default:
+ ; /* a non-array output attribute */
+ }
+ }
+ else if (target == GL_FRAGMENT_PROGRAM_ARB) {
+ switch (index) {
+ case FRAG_RESULT_DATA0:
+ mask = BITFIELD64_RANGE(FRAG_RESULT_DATA0,
+ (FRAG_RESULT_DATA0
+ + MAX_DRAW_BUFFERS - 1));
+ break;
+ default:
+ ; /* a non-array output attribute */
+ }
+ }
+ else if (target == MESA_GEOMETRY_PROGRAM) {
+ switch (index) {
+ case GEOM_RESULT_TEX0:
+ mask = BITFIELD64_RANGE(GEOM_RESULT_TEX0,
+ (GEOM_RESULT_TEX0
+ + MAX_TEXTURE_COORD_UNITS - 1));
+ break;
+ case GEOM_RESULT_VAR0:
+ mask = BITFIELD64_RANGE(GEOM_RESULT_VAR0,
+ (GEOM_RESULT_VAR0 + MAX_VARYING - 1));
+ break;
+ default:
+ ; /* a non-array output attribute */
+ }
+ }
+ else {
+ assert(0 && "bad program target");
+ }
+ }
+
+ return mask;
+}
+
+
+/**
+ * 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) {
+ if (prog->Target == MESA_GEOMETRY_PROGRAM &&
+ inst->SrcReg[j].HasIndex2)
+ prog->InputsRead |= get_inputs_read_mask(prog->Target,
+ inst->SrcReg[j].Index2,
+ inst->SrcReg[j].RelAddr2);
+ else
+ prog->InputsRead |= get_inputs_read_mask(prog->Target,
+ inst->SrcReg[j].Index,
+ inst->SrcReg[j].RelAddr);
+ }
+ 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 |= get_outputs_written_mask(prog->Target,
+ inst->DstReg.Index,
+ inst->DstReg.RelAddr);
+ }
+ 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;
+ }
+ }
+}
+
+/* Returns the number of vertices per geometry shader
+ * input primitive.
+ * XXX: duplicated in Gallium in u_vertices_per_prim
+ * method. Once Mesa core will start using Gallium
+ * this should be removed
+ */
+static int
+vertices_per_prim(int prim)
+{
+ switch (prim) {
+ case GL_POINTS:
+ return 1;
+ case GL_LINES:
+ return 2;
+ case GL_TRIANGLES:
+ return 3;
+ case GL_LINES_ADJACENCY_ARB:
+ return 4;
+ case GL_TRIANGLES_ADJACENCY_ARB:
+ return 6;
+ default:
+ ASSERT(!"Bad primitive");
+ return 3;
+ }
+}
+
+/**
+ * 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;
+ }
+
+ /* Geometry shader will inject definition of
+ * const int gl_VerticesIn */
+ if (shaderType == GL_GEOMETRY_SHADER_ARB) {
+ totalLen += 32;
+ }
+
+ 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];
+ }
+ }
+ /* if it's geometry shader we need to inject definition
+ * of "const int gl_VerticesIn = X;" where X is the number
+ * of vertices per input primitive
+ */
+ if (shaderType == GL_GEOMETRY_SHADER_ARB) {
+ GLchar gs_pre[32];
+ GLuint num_verts = vertices_per_prim(shProg->Geom.InputType);
+ _mesa_snprintf(gs_pre, 31,
+ "const int gl_VerticesIn = %d;\n", num_verts);
+ memcpy(source + len, gs_pre, strlen(gs_pre));
+ len += strlen(gs_pre);
+ }
+ 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");
+ ctx->Driver.DeleteShader(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;
+ const struct gl_geometry_program *geomProg = NULL;
+ GLboolean vertNotify = GL_TRUE, fragNotify = GL_TRUE, geomNotify = 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, *geomShader;
+ vertShader = get_main_shader(ctx, shProg, GL_VERTEX_SHADER);
+ geomShader = get_main_shader(ctx, shProg, GL_GEOMETRY_SHADER_ARB);
+ fragShader = get_main_shader(ctx, shProg, GL_FRAGMENT_SHADER);
+
+ if (vertShader)
+ vertProg = vertex_program(vertShader->Program);
+ if (geomShader)
+ geomProg = geometry_program(geomShader->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 (ctx->API == API_OPENGLES2) {
+ 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_geomprog(ctx, &shProg->GeometryProgram, NULL);
+ if (geomProg) {
+ struct gl_geometry_program *linked_gprog =
+ _mesa_clone_geometry_program(ctx, geomProg);
+ shProg->GeometryProgram = linked_gprog; /* refcount OK */
+ shProg->GeometryProgram->Base.Id = shProg->Name;
+ ASSERT(shProg->GeometryProgram->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->GeometryProgram) {
+ if (!link_varying_vars(ctx, shProg, &shProg->GeometryProgram->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->GeometryProgram) {
+ if (!link_uniform_vars(ctx, shProg, &shProg->GeometryProgram->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->GeometryProgram) {
+ if (!shProg->VertexProgram) {
+ link_error(shProg,
+ "Geometry shader without a vertex shader is illegal!\n");
+ return;
+ }
+ if (shProg->Geom.VerticesOut == 0) {
+ link_error(shProg,
+ "GEOMETRY_VERTICES_OUT is zero\n");
+ return;
+ }
+
+ _slang_count_temporaries(&shProg->GeometryProgram->Base);
+ _slang_update_inputs_outputs(&shProg->GeometryProgram->Base);
+ }
+ 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;
+ }
+ }
+
+ update_varying_var_list(ctx, shProg);
+
+ /* checks related to transform feedback */
+ if (!link_transform_feedback(ctx, shProg)) {
+ 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 (geomProg && shProg->GeometryProgram) {
+ /* Compute initial program's TexturesUsed info */
+ _mesa_update_shader_textures_used(&shProg->GeometryProgram->Base);
+
+ /* Copy some per-shader-program fields to per-shader object */
+ shProg->GeometryProgram->VerticesOut = shProg->Geom.VerticesOut;
+ shProg->GeometryProgram->InputType = shProg->Geom.InputType;
+ shProg->GeometryProgram->OutputType = shProg->Geom.OutputType;
+
+ /* notify driver that a new fragment program has been compiled/linked */
+ geomNotify = ctx->Driver.ProgramStringNotify(ctx, MESA_GEOMETRY_PROGRAM,
+ &shProg->GeometryProgram->Base);
+ if (ctx->Shader.Flags & GLSL_DUMP) {
+ printf("Mesa pre-link geometry program:\n");
+ _mesa_print_program(&geomProg->Base);
+ _mesa_print_program_parameters(ctx, &geomProg->Base);
+
+ printf("Mesa post-link geometry program:\n");
+ _mesa_print_program(&shProg->GeometryProgram->Base);
+ _mesa_print_program_parameters(ctx, &shProg->GeometryProgram->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 || !geomNotify) {
+ /* driver rejected one/both of the vertex/fragment programs */
+ if (!shProg->InfoLog) {
+ link_error(shProg,
+ "Vertex, geometry and/or fragment program rejected by driver\n");
+ }
+ }
+ else {
+ shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram);
+ }
+}
+