diff options
Diffstat (limited to 'src/mesa/shader/slang/slang_link.c')
-rw-r--r-- | src/mesa/shader/slang/slang_link.c | 647 |
1 files changed, 647 insertions, 0 deletions
diff --git a/src/mesa/shader/slang/slang_link.c b/src/mesa/shader/slang/slang_link.c new file mode 100644 index 0000000000..017cf6078c --- /dev/null +++ b/src/mesa/shader/slang/slang_link.c @@ -0,0 +1,647 @@ +/* + * Mesa 3-D graphics library + * Version: 6.5.3 + * + * Copyright (C) 2006 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_link2.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, &swizzle)) { + 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, (const GLint *) 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; +} + + +/** + * XXX Temporary + */ +static void +_slang_resolve_branches(struct gl_program *prog) +{ + struct target { + const char *Name; + GLuint Pos; + }; + struct target targets[500]; + GLuint numTargets = 0; + GLuint i, j; + + for (i = 0; i < prog->NumInstructions; i++) { + struct prog_instruction *inst = prog->Instructions + i; + if (inst->Opcode == OPCODE_NOP && inst->Comment) { + targets[numTargets].Name = inst->Comment; + targets[numTargets].Pos = i; + numTargets++; + } + } + + for (i = 0; i < prog->NumInstructions; i++) { + struct prog_instruction *inst = prog->Instructions + i; + if (inst->Opcode == OPCODE_BRA) { + for (j = 0; j < numTargets; j++) { + if (!strcmp(inst->Comment, targets[j].Name)) { + inst->BranchTarget = targets[j].Pos; + break; + } + } + if (j == numTargets) { + abort(); + } + } + } +} + + +/** + * 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_link2(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_link2()"); + } +#if 00 + if (!vertProg || !fragProg) { + /* XXX is it legal to have one but not the other?? */ + /* XXX record error */ + shProg->LinkStatus = GL_FALSE; + return; + } + + /* XXX is this test used? */ + if (!vertProg->Base.Varying || !fragProg->Base.Varying) { + /* temporary */ + _mesa_problem(ctx, "vertex/fragment program lacks varying list!"); + abort(); + shProg->LinkStatus = GL_FALSE; + 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. + */ + 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_branches(&shProg->VertexProgram->Base); + _slang_resolve_samplers(shProg, &shProg->VertexProgram->Base); + } + if (shProg->FragmentProgram) { + _slang_resolve_branches(&shProg->FragmentProgram->Base); + _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->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, &fragProg->Base); +#endif +#if 1 + printf("************** linked vertex prog\n"); + _mesa_print_program(&shProg->VertexProgram->Base); + _mesa_print_program_parameters(ctx, &shProg->VertexProgram->Base); +#endif + } + +#if 0 + shProg->LinkStatus = (shProg->VertexProgram && shProg->FragmentProgram); +#else + shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram); +#endif +} + |