1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
|
/*
* 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);
}
}
}
if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
prog->OutputsWritten |= varsWritten;
/*printf("VERT OUTPUTS: 0x%x \n", varsWritten);*/
}
else {
assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
prog->InputsRead |= varsRead;
/*printf("FRAG INPUTS: 0x%x\n", 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, 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 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);
if (!shProg->Attributes)
shProg->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 |= attr;
}
/*
* 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) {
usedAttributes |= (1 << attr);
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;
}
/**
* Record a linking error.
*/
static void
link_error(struct gl_shader_program *shProg, const char *msg)
{
if (shProg->InfoLog) {
_mesa_free(shProg->InfoLog);
}
shProg->InfoLog = _mesa_strdup(msg);
shProg->LinkStatus = GL_FALSE;
}
/**
* 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_clear_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");
return;
}
}
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 */
link_error(shProg,
"gl_Position was not written by vertex shader\n");
return;
}
}
if (shProg->FragmentProgram)
_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 GLbitfield 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;
}
}
if (fragProg && shProg->FragmentProgram) {
/* notify driver that a new fragment program has been compiled/linked */
ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
&shProg->FragmentProgram->Base);
#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) {
/* notify driver that a new vertex program has been compiled/linked */
ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB,
&shProg->VertexProgram->Base);
#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);
}
|