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/*
* 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 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, &vertProg->Base);
#endif
#if 1
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);
}
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