/* * Mesa 3-D graphics library * Version: 6.5.3 * * Copyright (C) 2007 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_link.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, 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 } 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); 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; } /** * 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_link(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_link()"); } /* * 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_samplers(shProg, &shProg->VertexProgram->Base); } if (shProg->FragmentProgram) { _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->VertexProgram->Base.OutputsWritten & (1 << VERT_RESULT_HPOS))) { /* the vertex program did not compute a vertex position */ if (shProg->InfoLog) { _mesa_free(shProg->InfoLog); } shProg->InfoLog = _mesa_strdup("gl_Position was not written by vertex shader\n"); shProg->LinkStatus = GL_FALSE; return; } } if (shProg->FragmentProgram) _slang_update_inputs_outputs(&shProg->FragmentProgram->Base); if (fragProg && shProg->FragmentProgram) { #if 0 printf("************** original fragment program\n"); _mesa_print_program(&fragProg->Base); _mesa_print_program_parameters(ctx, &fragProg->Base); #endif #if 0 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 0 printf("************** original vertex program\n"); _mesa_print_program(&vertProg->Base); _mesa_print_program_parameters(ctx, &vertProg->Base); #endif #if 0 printf("************** linked vertex prog\n"); _mesa_print_program(&shProg->VertexProgram->Base); _mesa_print_program_parameters(ctx, &shProg->VertexProgram->Base); #endif } shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram); }