/* * 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/hash.h" #include "main/macros.h" #include "shader/program.h" #include "shader/prog_instruction.h" #include "shader/prog_parameter.h" #include "shader/prog_print.h" #include "shader/prog_statevars.h" #include "shader/prog_uniform.h" #include "shader/shader_api.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; } /** * 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; } /** * 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); } /** * 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(struct gl_shader_program *shProg, struct gl_program *prog) { GLuint *map, i, firstVarying, newFile; GLbitfield *inOutFlags; 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) { firstVarying = VERT_RESULT_VAR0; newFile = PROGRAM_OUTPUT; inOutFlags = prog->OutputFlags; } else { assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB); firstVarying = FRAG_ATTRIB_VAR0; newFile = 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"); 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); 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); return GL_FALSE; } } else { /* not already in linked list */ j = _mesa_add_varying(shProg->Varying, var->Name, var->Size, var->Flags); } /* Map varying[i] to varying[j]. * Plus, set prog->Input/OutputFlags[] as described above. * Note: the loop here takes care of arrays or large (sz>4) vars. */ { GLint sz = var->Size; while (sz > 0) { inOutFlags[firstVarying + 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 = newFile; inst->DstReg.Index = map[ inst->DstReg.Index ] + firstVarying; } 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; } } } 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_sprintf(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)) { const GLint oldSampNum = inst->TexSrcUnit; #if 0 printf("====== remap sampler from %d to %d\n", inst->TexSrcUnit, samplerMap[ inst->TexSrcUnit ]); #endif /* here, texUnit is really samplerUnit */ if (oldSampNum < Elements(samplerMap)) { const GLuint newSampNum = samplerMap[oldSampNum]; inst->TexSrcUnit = newSampNum; prog->SamplerTargets[newSampNum] = inst->TexSrcTarget; prog->SamplersUsed |= (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_ATTRIBS]; GLuint i, j; GLbitfield usedAttributes; 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); } /* initialize the generic attribute map entries to -1 */ for (i = 0; i < MAX_VERTEX_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 && 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 = 1; attr < MAX_VERTEX_ATTRIBS; attr++) { if (((1 << attr) & usedAttributes) == 0) break; } if (attr == MAX_VERTEX_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; } } } 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); } /** * 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) { prog->InputsRead |= 1 << inst->SrcReg[j].Index; if (prog->Target == GL_FRAGMENT_PROGRAM_ARB && inst->SrcReg[j].Index == FRAG_ATTRIB_FOGC) { /* The fragment shader FOGC input is used for fog, * front-facing and sprite/point coord. */ struct gl_fragment_program *fp = fragment_program(prog); const GLint swz = GET_SWZ(inst->SrcReg[j].Swizzle, 0); if (swz == SWIZZLE_X) fp->UsesFogFragCoord = GL_TRUE; else if (swz == SWIZZLE_Y) fp->UsesFrontFacing = GL_TRUE; else if (swz == SWIZZLE_Z || swz == SWIZZLE_W) fp->UsesPointCoord = GL_TRUE; } } 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 |= 1 << inst->DstReg.Index; } else if (inst->DstReg.File == PROGRAM_ADDRESS) { maxAddrReg = MAX2(maxAddrReg, inst->DstReg.Index + 1); } } prog->NumAddressRegs = maxAddrReg; } /** * 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; const struct gl_fragment_program *fragProg; GLuint numSamplers = 0; GLuint i; _mesa_clear_shader_program_data(ctx, shProg); /* 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 attached vertex, fragment shaders defining main() */ vertProg = NULL; fragProg = NULL; for (i = 0; i < shProg->NumShaders; i++) { struct gl_shader *shader = shProg->Shaders[i]; if (shader->Type == GL_VERTEX_SHADER) { if (shader->Main) vertProg = vertex_program(shader->Program); } else if (shader->Type == GL_FRAGMENT_SHADER) { if (shader->Main) fragProg = fragment_program(shader->Program); } else { _mesa_problem(ctx, "unexpected shader target in slang_link()"); } } #if FEATURE_es2_glsl /* must have both a vertex and fragment program for ES2 */ 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 = vertex_program(_mesa_clone_program(ctx, &vertProg->Base)); shProg->VertexProgram = linked_vprog; /* refcount OK */ ASSERT(shProg->VertexProgram->Base.RefCount == 1); } _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL); if (fragProg) { struct gl_fragment_program *linked_fprog = fragment_program(_mesa_clone_program(ctx, &fragProg->Base)); shProg->FragmentProgram = linked_fprog; /* refcount OK */ ASSERT(shProg->FragmentProgram->Base.RefCount == 1); } /* link varying vars */ if (shProg->VertexProgram) { if (!link_varying_vars(shProg, &shProg->VertexProgram->Base)) return; } if (shProg->FragmentProgram) { if (!link_varying_vars(shProg, &shProg->FragmentProgram->Base)) return; } /* link uniform vars */ if (shProg->VertexProgram) { if (!link_uniform_vars(ctx, shProg, &shProg->VertexProgram->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 & (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_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 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; } } /* check that gl_FragColor and gl_FragData are not both written to */ if (shProg->FragmentProgram) { GLbitfield outputsWritten = shProg->FragmentProgram->Base.OutputsWritten; if ((outputsWritten & ((1 << FRAG_RESULT_COLR))) && (outputsWritten >= (1 << FRAG_RESULT_DATA0))) { link_error(shProg, "Fragment program cannot write both gl_FragColor" " and gl_FragData[].\n"); 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 */ ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB, &shProg->FragmentProgram->Base); if (MESA_VERBOSE & VERBOSE_GLSL_DUMP) { printf("Mesa original 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 (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 */ ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB, &shProg->VertexProgram->Base); if (MESA_VERBOSE & VERBOSE_GLSL_DUMP) { printf("Mesa original 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); } } if (MESA_VERBOSE & VERBOSE_GLSL_DUMP) { printf("Varying vars:\n"); _mesa_print_parameter_list(shProg->Varying); } shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram); }