glsl: split out libstandalone

Split standalone glsl_compiler into a libstandalone.la and a thin
main.cpp.  This way drivers can re-use the glsl standalone frontend in
their own standalone compilers.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
This commit is contained in:
Rob Clark
2016-05-14 11:59:26 -04:00
parent ec434d940d
commit 0f982bb67d
6 changed files with 514 additions and 371 deletions

View File

@@ -57,7 +57,6 @@ glsl_tests_blob_test_LDADD = \
glsl/libglsl.la
glsl_tests_general_ir_test_SOURCES = \
glsl/standalone_scaffolding.cpp \
glsl/tests/builtin_variable_test.cpp \
glsl/tests/invalidate_locations_test.cpp \
glsl/tests/general_ir_test.cpp \
@@ -67,6 +66,7 @@ glsl_tests_general_ir_test_CFLAGS = \
glsl_tests_general_ir_test_LDADD = \
$(top_builddir)/src/gtest/libgtest.la \
glsl/libglsl.la \
glsl/libstandalone.la \
$(top_builddir)/src/libglsl_util.la \
$(PTHREAD_LIBS)
@@ -93,7 +93,7 @@ glsl_tests_sampler_types_test_LDADD = \
$(top_builddir)/src/libglsl_util.la \
$(PTHREAD_LIBS)
noinst_LTLIBRARIES += glsl/libglsl.la glsl/libglcpp.la
noinst_LTLIBRARIES += glsl/libglsl.la glsl/libglcpp.la glsl/libstandalone.la
glsl_libglcpp_la_LIBADD = \
$(top_builddir)/src/util/libmesautil.la
@@ -121,23 +121,29 @@ glsl_libglsl_la_SOURCES = \
$(LIBGLSL_FILES)
glsl_compiler_SOURCES = \
glsl_libstandalone_la_SOURCES = \
$(GLSL_COMPILER_CXX_FILES)
glsl_compiler_LDADD = \
glsl_libstandalone_la_LIBADD = \
glsl/libglsl.la \
$(top_builddir)/src/libglsl_util.la \
$(top_builddir)/src/util/libmesautil.la \
$(PTHREAD_LIBS)
glsl_compiler_SOURCES = \
glsl/main.cpp
glsl_compiler_LDADD = \
glsl/libstandalone.la
glsl_glsl_test_SOURCES = \
glsl/standalone_scaffolding.cpp \
glsl/test.cpp \
glsl/test_optpass.cpp \
glsl/test_optpass.h
glsl_glsl_test_LDADD = \
glsl/libglsl.la \
glsl/libstandalone.la \
$(top_builddir)/src/libglsl_util.la \
$(PTHREAD_LIBS)

View File

@@ -138,7 +138,8 @@ LIBGLSL_FILES = \
GLSL_COMPILER_CXX_FILES = \
glsl/standalone_scaffolding.cpp \
glsl/standalone_scaffolding.h \
glsl/main.cpp
glsl/standalone.cpp \
glsl/standalone.h
# libglsl generated sources
LIBGLSL_GENERATED_CXX_FILES = \

View File

@@ -109,6 +109,8 @@ if env['platform'] == 'windows':
env.Prepend(LIBS = [compiler, glsl])
compiler_objs += env.StaticObject("glsl/main.cpp")
glsl_compiler = env.Program(
target = 'glsl_compiler',
source = compiler_objs,

View File

@@ -20,6 +20,8 @@
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include <stdio.h>
#include <getopt.h>
/** @file main.cpp
@@ -31,255 +33,16 @@
* offline compile GLSL code and examine the resulting GLSL IR.
*/
#include "ast.h"
#include "glsl_parser_extras.h"
#include "ir_optimization.h"
#include "program.h"
#include "program/hash_table.h"
#include "loop_analysis.h"
#include "standalone_scaffolding.h"
#include "main/mtypes.h"
#include "standalone.h"
static int glsl_version = 330;
static void
initialize_context(struct gl_context *ctx, gl_api api)
{
initialize_context_to_defaults(ctx, api);
/* The standalone compiler needs to claim support for almost
* everything in order to compile the built-in functions.
*/
ctx->Const.GLSLVersion = glsl_version;
ctx->Extensions.ARB_ES3_compatibility = true;
ctx->Const.MaxComputeWorkGroupCount[0] = 65535;
ctx->Const.MaxComputeWorkGroupCount[1] = 65535;
ctx->Const.MaxComputeWorkGroupCount[2] = 65535;
ctx->Const.MaxComputeWorkGroupSize[0] = 1024;
ctx->Const.MaxComputeWorkGroupSize[1] = 1024;
ctx->Const.MaxComputeWorkGroupSize[2] = 64;
ctx->Const.MaxComputeWorkGroupInvocations = 1024;
ctx->Const.MaxComputeSharedMemorySize = 32768;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxOutputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicBuffers = 8;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicCounters = 8;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxImageUniforms = 8;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformBlocks = 12;
switch (ctx->Const.GLSLVersion) {
case 100:
ctx->Const.MaxClipPlanes = 0;
ctx->Const.MaxCombinedTextureImageUnits = 8;
ctx->Const.MaxDrawBuffers = 2;
ctx->Const.MinProgramTexelOffset = 0;
ctx->Const.MaxProgramTexelOffset = 0;
ctx->Const.MaxLights = 0;
ctx->Const.MaxTextureCoordUnits = 0;
ctx->Const.MaxTextureUnits = 8;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 8;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 128 * 4;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 128 * 4;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits =
ctx->Const.MaxCombinedTextureImageUnits;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 16 * 4;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 16 * 4;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
break;
case 110:
case 120:
ctx->Const.MaxClipPlanes = 6;
ctx->Const.MaxCombinedTextureImageUnits = 2;
ctx->Const.MaxDrawBuffers = 1;
ctx->Const.MinProgramTexelOffset = 0;
ctx->Const.MaxProgramTexelOffset = 0;
ctx->Const.MaxLights = 8;
ctx->Const.MaxTextureCoordUnits = 2;
ctx->Const.MaxTextureUnits = 2;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 512;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 512;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits =
ctx->Const.MaxCombinedTextureImageUnits;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 64;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 64;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
break;
case 130:
case 140:
ctx->Const.MaxClipPlanes = 8;
ctx->Const.MaxCombinedTextureImageUnits = 16;
ctx->Const.MaxDrawBuffers = 8;
ctx->Const.MinProgramTexelOffset = -8;
ctx->Const.MaxProgramTexelOffset = 7;
ctx->Const.MaxLights = 8;
ctx->Const.MaxTextureCoordUnits = 8;
ctx->Const.MaxTextureUnits = 2;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 64;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
break;
case 150:
case 330:
ctx->Const.MaxClipPlanes = 8;
ctx->Const.MaxDrawBuffers = 8;
ctx->Const.MinProgramTexelOffset = -8;
ctx->Const.MaxProgramTexelOffset = 7;
ctx->Const.MaxLights = 8;
ctx->Const.MaxTextureCoordUnits = 8;
ctx->Const.MaxTextureUnits = 2;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 64;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents = 128;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxCombinedTextureImageUnits =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits
+ ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
ctx->Const.MaxGeometryOutputVertices = 256;
ctx->Const.MaxGeometryTotalOutputComponents = 1024;
ctx->Const.MaxVarying = 60 / 4;
break;
case 300:
ctx->Const.MaxClipPlanes = 8;
ctx->Const.MaxCombinedTextureImageUnits = 32;
ctx->Const.MaxDrawBuffers = 4;
ctx->Const.MinProgramTexelOffset = -8;
ctx->Const.MaxProgramTexelOffset = 7;
ctx->Const.MaxLights = 0;
ctx->Const.MaxTextureCoordUnits = 0;
ctx->Const.MaxTextureUnits = 0;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 16 * 4;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 224;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 224;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 15 * 4;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4;
break;
}
ctx->Const.GenerateTemporaryNames = true;
ctx->Const.MaxPatchVertices = 32;
ctx->Driver.NewShader = _mesa_new_shader;
}
/* Returned string will have 'ctx' as its ralloc owner. */
static char *
load_text_file(void *ctx, const char *file_name)
{
char *text = NULL;
size_t size;
size_t total_read = 0;
FILE *fp = fopen(file_name, "rb");
if (!fp) {
return NULL;
}
fseek(fp, 0L, SEEK_END);
size = ftell(fp);
fseek(fp, 0L, SEEK_SET);
text = (char *) ralloc_size(ctx, size + 1);
if (text != NULL) {
do {
size_t bytes = fread(text + total_read,
1, size - total_read, fp);
if (bytes < size - total_read) {
free(text);
text = NULL;
goto error;
}
if (bytes == 0) {
break;
}
total_read += bytes;
} while (total_read < size);
text[total_read] = '\0';
error:;
}
fclose(fp);
return text;
}
int dump_ast = 0;
int dump_hir = 0;
int dump_lir = 0;
int do_link = 0;
static struct standalone_options options;
const struct option compiler_opts[] = {
{ "dump-ast", no_argument, &dump_ast, 1 },
{ "dump-hir", no_argument, &dump_hir, 1 },
{ "dump-lir", no_argument, &dump_lir, 1 },
{ "link", no_argument, &do_link, 1 },
{ "dump-ast", no_argument, &options.dump_ast, 1 },
{ "dump-hir", no_argument, &options.dump_hir, 1 },
{ "dump-lir", no_argument, &options.dump_lir, 1 },
{ "link", no_argument, &options.do_link, 1 },
{ "version", required_argument, NULL, 'v' },
{ NULL, 0, NULL, 0 }
};
@@ -302,147 +65,34 @@ usage_fail(const char *name)
exit(EXIT_FAILURE);
}
void
compile_shader(struct gl_context *ctx, struct gl_shader *shader)
{
struct _mesa_glsl_parse_state *state =
new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader);
_mesa_glsl_compile_shader(ctx, shader, dump_ast, dump_hir);
/* Print out the resulting IR */
if (!state->error && dump_lir) {
_mesa_print_ir(stdout, shader->ir, state);
}
return;
}
int
main(int argc, char **argv)
main(int argc, char * const* argv)
{
int status = EXIT_SUCCESS;
struct gl_context local_ctx;
struct gl_context *ctx = &local_ctx;
bool glsl_es = false;
int c;
int idx = 0;
while ((c = getopt_long(argc, argv, "", compiler_opts, &idx)) != -1) {
switch (c) {
case 'v':
glsl_version = strtol(optarg, NULL, 10);
switch (glsl_version) {
case 100:
case 300:
glsl_es = true;
break;
case 110:
case 120:
case 130:
case 140:
case 150:
case 330:
glsl_es = false;
break;
default:
fprintf(stderr, "Unrecognized GLSL version `%s'\n", optarg);
usage_fail(argv[0]);
break;
}
options.glsl_version = strtol(optarg, NULL, 10);
break;
default:
break;
}
}
if (argc <= optind)
usage_fail(argv[0]);
initialize_context(ctx, (glsl_es) ? API_OPENGLES2 : API_OPENGL_COMPAT);
struct gl_shader_program *whole_program;
whole_program = rzalloc (NULL, struct gl_shader_program);
assert(whole_program != NULL);
whole_program->InfoLog = ralloc_strdup(whole_program, "");
whole_program = standalone_compile_shader(&options, argc - optind, &argv[optind]);
/* Created just to avoid segmentation faults */
whole_program->AttributeBindings = new string_to_uint_map;
whole_program->FragDataBindings = new string_to_uint_map;
whole_program->FragDataIndexBindings = new string_to_uint_map;
if (!whole_program)
usage_fail(argv[0]);
for (/* empty */; argc > optind; optind++) {
whole_program->Shaders =
reralloc(whole_program, whole_program->Shaders,
struct gl_shader *, whole_program->NumShaders + 1);
assert(whole_program->Shaders != NULL);
struct gl_shader *shader = rzalloc(whole_program, gl_shader);
whole_program->Shaders[whole_program->NumShaders] = shader;
whole_program->NumShaders++;
const unsigned len = strlen(argv[optind]);
if (len < 6)
usage_fail(argv[0]);
const char *const ext = & argv[optind][len - 5];
if (strncmp(".vert", ext, 5) == 0 || strncmp(".glsl", ext, 5) == 0)
shader->Type = GL_VERTEX_SHADER;
else if (strncmp(".tesc", ext, 5) == 0)
shader->Type = GL_TESS_CONTROL_SHADER;
else if (strncmp(".tese", ext, 5) == 0)
shader->Type = GL_TESS_EVALUATION_SHADER;
else if (strncmp(".geom", ext, 5) == 0)
shader->Type = GL_GEOMETRY_SHADER;
else if (strncmp(".frag", ext, 5) == 0)
shader->Type = GL_FRAGMENT_SHADER;
else if (strncmp(".comp", ext, 5) == 0)
shader->Type = GL_COMPUTE_SHADER;
else
usage_fail(argv[0]);
shader->Stage = _mesa_shader_enum_to_shader_stage(shader->Type);
shader->Source = load_text_file(whole_program, argv[optind]);
if (shader->Source == NULL) {
printf("File \"%s\" does not exist.\n", argv[optind]);
exit(EXIT_FAILURE);
}
compile_shader(ctx, shader);
if (strlen(shader->InfoLog) > 0)
printf("Info log for %s:\n%s\n", argv[optind], shader->InfoLog);
if (!shader->CompileStatus) {
status = EXIT_FAILURE;
break;
}
}
if ((status == EXIT_SUCCESS) && do_link) {
_mesa_clear_shader_program_data(whole_program);
link_shaders(ctx, whole_program);
status = (whole_program->LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE;
if (strlen(whole_program->InfoLog) > 0)
printf("Info log for linking:\n%s\n", whole_program->InfoLog);
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++)
ralloc_free(whole_program->_LinkedShaders[i]);
delete whole_program->AttributeBindings;
delete whole_program->FragDataBindings;
delete whole_program->FragDataIndexBindings;
ralloc_free(whole_program);
_mesa_glsl_release_types();
_mesa_glsl_release_builtin_functions();
standalone_compiler_cleanup(whole_program);
return status;
}

View File

@@ -0,0 +1,433 @@
/*
* Copyright © 2008, 2009 Intel Corporation
*
* 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 (including the next
* paragraph) 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
* THE AUTHORS OR COPYRIGHT HOLDERS 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.
*/
#include <getopt.h>
/** @file standalone.cpp
*
* Standalone compiler helper lib. Used by standalone glsl_compiler and
* also available to drivers to implement their own standalone compiler
* with driver backend.
*/
#include "ast.h"
#include "glsl_parser_extras.h"
#include "ir_optimization.h"
#include "program.h"
#include "program/hash_table.h"
#include "loop_analysis.h"
#include "standalone_scaffolding.h"
#include "standalone.h"
static const struct standalone_options *options;
static void
initialize_context(struct gl_context *ctx, gl_api api)
{
initialize_context_to_defaults(ctx, api);
/* The standalone compiler needs to claim support for almost
* everything in order to compile the built-in functions.
*/
ctx->Const.GLSLVersion = options->glsl_version;
ctx->Extensions.ARB_ES3_compatibility = true;
ctx->Const.MaxComputeWorkGroupCount[0] = 65535;
ctx->Const.MaxComputeWorkGroupCount[1] = 65535;
ctx->Const.MaxComputeWorkGroupCount[2] = 65535;
ctx->Const.MaxComputeWorkGroupSize[0] = 1024;
ctx->Const.MaxComputeWorkGroupSize[1] = 1024;
ctx->Const.MaxComputeWorkGroupSize[2] = 64;
ctx->Const.MaxComputeWorkGroupInvocations = 1024;
ctx->Const.MaxComputeSharedMemorySize = 32768;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxOutputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicBuffers = 8;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicCounters = 8;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxImageUniforms = 8;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformBlocks = 12;
switch (ctx->Const.GLSLVersion) {
case 100:
ctx->Const.MaxClipPlanes = 0;
ctx->Const.MaxCombinedTextureImageUnits = 8;
ctx->Const.MaxDrawBuffers = 2;
ctx->Const.MinProgramTexelOffset = 0;
ctx->Const.MaxProgramTexelOffset = 0;
ctx->Const.MaxLights = 0;
ctx->Const.MaxTextureCoordUnits = 0;
ctx->Const.MaxTextureUnits = 8;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 8;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 128 * 4;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 128 * 4;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits =
ctx->Const.MaxCombinedTextureImageUnits;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 16 * 4;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 16 * 4;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
break;
case 110:
case 120:
ctx->Const.MaxClipPlanes = 6;
ctx->Const.MaxCombinedTextureImageUnits = 2;
ctx->Const.MaxDrawBuffers = 1;
ctx->Const.MinProgramTexelOffset = 0;
ctx->Const.MaxProgramTexelOffset = 0;
ctx->Const.MaxLights = 8;
ctx->Const.MaxTextureCoordUnits = 2;
ctx->Const.MaxTextureUnits = 2;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 512;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 512;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits =
ctx->Const.MaxCombinedTextureImageUnits;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 64;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 64;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
break;
case 130:
case 140:
ctx->Const.MaxClipPlanes = 8;
ctx->Const.MaxCombinedTextureImageUnits = 16;
ctx->Const.MaxDrawBuffers = 8;
ctx->Const.MinProgramTexelOffset = -8;
ctx->Const.MaxProgramTexelOffset = 7;
ctx->Const.MaxLights = 8;
ctx->Const.MaxTextureCoordUnits = 8;
ctx->Const.MaxTextureUnits = 2;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 64;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
break;
case 150:
case 330:
ctx->Const.MaxClipPlanes = 8;
ctx->Const.MaxDrawBuffers = 8;
ctx->Const.MinProgramTexelOffset = -8;
ctx->Const.MaxProgramTexelOffset = 7;
ctx->Const.MaxLights = 8;
ctx->Const.MaxTextureCoordUnits = 8;
ctx->Const.MaxTextureUnits = 2;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 64;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents = 128;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxCombinedTextureImageUnits =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits
+ ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
ctx->Const.MaxGeometryOutputVertices = 256;
ctx->Const.MaxGeometryTotalOutputComponents = 1024;
ctx->Const.MaxVarying = 60 / 4;
break;
case 300:
ctx->Const.MaxClipPlanes = 8;
ctx->Const.MaxCombinedTextureImageUnits = 32;
ctx->Const.MaxDrawBuffers = 4;
ctx->Const.MinProgramTexelOffset = -8;
ctx->Const.MaxProgramTexelOffset = 7;
ctx->Const.MaxLights = 0;
ctx->Const.MaxTextureCoordUnits = 0;
ctx->Const.MaxTextureUnits = 0;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 16 * 4;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 224;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 224;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 15 * 4;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4;
break;
}
ctx->Const.GenerateTemporaryNames = true;
ctx->Const.MaxPatchVertices = 32;
ctx->Driver.NewShader = _mesa_new_shader;
}
/* Returned string will have 'ctx' as its ralloc owner. */
static char *
load_text_file(void *ctx, const char *file_name)
{
char *text = NULL;
size_t size;
size_t total_read = 0;
FILE *fp = fopen(file_name, "rb");
if (!fp) {
return NULL;
}
fseek(fp, 0L, SEEK_END);
size = ftell(fp);
fseek(fp, 0L, SEEK_SET);
text = (char *) ralloc_size(ctx, size + 1);
if (text != NULL) {
do {
size_t bytes = fread(text + total_read,
1, size - total_read, fp);
if (bytes < size - total_read) {
free(text);
text = NULL;
goto error;
}
if (bytes == 0) {
break;
}
total_read += bytes;
} while (total_read < size);
text[total_read] = '\0';
error:;
}
fclose(fp);
return text;
}
void
compile_shader(struct gl_context *ctx, struct gl_shader *shader)
{
struct _mesa_glsl_parse_state *state =
new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader);
_mesa_glsl_compile_shader(ctx, shader, options->dump_ast, options->dump_hir);
/* Print out the resulting IR */
if (!state->error && options->dump_lir) {
_mesa_print_ir(stdout, shader->ir, state);
}
return;
}
void
init_gl_program(struct gl_program *prog, GLenum target)
{
mtx_init(&prog->Mutex, mtx_plain);
prog->RefCount = 1;
prog->Format = GL_PROGRAM_FORMAT_ASCII_ARB;
/* default mapping from samplers to texture units */
for (int i = 0; i < MAX_SAMPLERS; i++)
prog->SamplerUnits[i] = i;
}
extern "C" struct gl_shader_program *
standalone_compile_shader(const struct standalone_options *_options,
unsigned num_files, char* const* files)
{
int status = EXIT_SUCCESS;
static struct gl_context local_ctx;
struct gl_context *ctx = &local_ctx;
bool glsl_es = false;
options = _options;
switch (options->glsl_version) {
case 100:
case 300:
glsl_es = true;
break;
case 110:
case 120:
case 130:
case 140:
case 150:
case 330:
glsl_es = false;
break;
default:
fprintf(stderr, "Unrecognized GLSL version `%d'\n", options->glsl_version);
return NULL;
}
initialize_context(ctx, (glsl_es) ? API_OPENGLES2 : API_OPENGL_COMPAT);
struct gl_shader_program *whole_program;
whole_program = rzalloc (NULL, struct gl_shader_program);
assert(whole_program != NULL);
whole_program->InfoLog = ralloc_strdup(whole_program, "");
/* Created just to avoid segmentation faults */
whole_program->AttributeBindings = new string_to_uint_map;
whole_program->FragDataBindings = new string_to_uint_map;
whole_program->FragDataIndexBindings = new string_to_uint_map;
for (unsigned i = 0; i < num_files; i++) {
whole_program->Shaders =
reralloc(whole_program, whole_program->Shaders,
struct gl_shader *, whole_program->NumShaders + 1);
assert(whole_program->Shaders != NULL);
struct gl_shader *shader = rzalloc(whole_program, gl_shader);
whole_program->Shaders[whole_program->NumShaders] = shader;
whole_program->NumShaders++;
const unsigned len = strlen(files[i]);
if (len < 6)
goto fail;
const char *const ext = & files[i][len - 5];
/* TODO add support to read a .shader_test */
if (strncmp(".vert", ext, 5) == 0 || strncmp(".glsl", ext, 5) == 0)
shader->Type = GL_VERTEX_SHADER;
else if (strncmp(".tesc", ext, 5) == 0)
shader->Type = GL_TESS_CONTROL_SHADER;
else if (strncmp(".tese", ext, 5) == 0)
shader->Type = GL_TESS_EVALUATION_SHADER;
else if (strncmp(".geom", ext, 5) == 0)
shader->Type = GL_GEOMETRY_SHADER;
else if (strncmp(".frag", ext, 5) == 0)
shader->Type = GL_FRAGMENT_SHADER;
else if (strncmp(".comp", ext, 5) == 0)
shader->Type = GL_COMPUTE_SHADER;
else
goto fail;
shader->Stage = _mesa_shader_enum_to_shader_stage(shader->Type);
shader->Source = load_text_file(whole_program, files[i]);
if (shader->Source == NULL) {
printf("File \"%s\" does not exist.\n", files[i]);
exit(EXIT_FAILURE);
}
compile_shader(ctx, shader);
if (strlen(shader->InfoLog) > 0)
printf("Info log for %s:\n%s\n", files[i], shader->InfoLog);
if (!shader->CompileStatus) {
status = EXIT_FAILURE;
break;
}
}
if ((status == EXIT_SUCCESS) && options->do_link) {
_mesa_clear_shader_program_data(whole_program);
link_shaders(ctx, whole_program);
status = (whole_program->LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE;
if (strlen(whole_program->InfoLog) > 0)
printf("Info log for linking:\n%s\n", whole_program->InfoLog);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_shader *shader = whole_program->_LinkedShaders[i];
if (!shader)
continue;
shader->Program = rzalloc(shader, gl_program);
init_gl_program(shader->Program, shader->Type);
}
}
return whole_program;
fail:
ralloc_free(whole_program);
return NULL;
}
extern "C" void
standalone_compiler_cleanup(struct gl_shader_program *whole_program)
{
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++)
ralloc_free(whole_program->_LinkedShaders[i]);
delete whole_program->AttributeBindings;
delete whole_program->FragDataBindings;
delete whole_program->FragDataIndexBindings;
ralloc_free(whole_program);
_mesa_glsl_release_types();
_mesa_glsl_release_builtin_functions();
}

View File

@@ -0,0 +1,51 @@
/*
* Copyright © 2016 Red Hat
*
* 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 (including the next
* paragraph) 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
* THE AUTHORS OR COPYRIGHT HOLDERS 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.
*/
#ifndef GLSL_STANDALONE_H
#define GLSL_STANDALONE_H
#ifdef __cplusplus
extern "C" {
#endif
struct standalone_options {
int glsl_version;
int dump_ast;
int dump_hir;
int dump_lir;
int do_link;
};
struct gl_shader_program;
struct gl_shader_program * standalone_compile_shader(
const struct standalone_options *options,
unsigned num_files, char* const* files);
void standalone_compiler_cleanup(struct gl_shader_program *prog);
#ifdef __cplusplus
}
#endif
#endif /* GLSL_STANDALONE_H */