mesa/src/compiler/glsl/standalone_scaffolding.cpp

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/*
* Copyright © 2011 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.
*/
/* This file declares stripped-down versions of functions that
* normally exist outside of the glsl folder, so that they can be used
* when running the GLSL compiler standalone (for unit testing or
* compiling builtins).
*/
#include "standalone_scaffolding.h"
#include <assert.h>
#include <stdio.h>
#include <string.h>
#include "util/ralloc.h"
#include "util/strtod.h"
void
_mesa_warning(struct gl_context *ctx, const char *fmt, ...)
{
va_list vargs;
(void) ctx;
va_start(vargs, fmt);
/* This output is not thread-safe, but that's good enough for the
* standalone compiler.
*/
fprintf(stderr, "Mesa warning: ");
vfprintf(stderr, fmt, vargs);
fprintf(stderr, "\n");
va_end(vargs);
}
void
_mesa_reference_shader_program_data(struct gl_context *ctx,
struct gl_shader_program_data **ptr,
struct gl_shader_program_data *data)
{
(void) ctx;
*ptr = data;
}
void
_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
struct gl_shader *sh)
{
(void) ctx;
*ptr = sh;
}
void
_mesa_reference_program_(struct gl_context *ctx, struct gl_program **ptr,
struct gl_program *prog)
{
(void) ctx;
*ptr = prog;
}
void
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_mesa_shader_debug(struct gl_context *, GLenum, GLuint *,
const char *)
{
}
struct gl_shader *
_mesa_new_shader(GLuint name, gl_shader_stage stage)
{
struct gl_shader *shader;
assert(stage == MESA_SHADER_FRAGMENT || stage == MESA_SHADER_VERTEX);
shader = rzalloc(NULL, struct gl_shader);
if (shader) {
shader->Stage = stage;
shader->Name = name;
shader->RefCount = 1;
}
return shader;
}
GLbitfield
_mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
{
return 0;
}
char *
_mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
{
return NULL;
}
void
_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
{
free((void *)sh->Source);
free(sh->Label);
ralloc_free(sh);
}
void
_mesa_delete_linked_shader(struct gl_context *ctx,
struct gl_linked_shader *sh)
{
ralloc_free(sh);
}
void
mesa/glsl: delete previously linked shaders earlier when linking This moves the delete linked shaders call to _mesa_clear_shader_program_data() which makes sure we delete them before returning due to any validation problems. It also reduces some code duplication. From the OpenGL 4.5 Core spec: "If LinkProgram failed, any information about a previous link of that program object is lost. Thus, a failed link does not restore the old state of program. ... If one of these commands is called with a program for which LinkProgram failed, no error is generated unless otherwise noted. Implementations may return information on variables and interface blocks that would have been active had the program been linked successfully. In cases where the link failed because the program required too many resources, these commands may help applications determine why limits were exceeded." Therefore it's expected that we shouldn't be able to query the program that failed to link and retrieve information about a previously successful link. Before this change the linker was doing validation before freeing the previously linked shaders and therefore could exit on failure before they were freed. This change also fixes an issue in compat profile where a program with no shaders attached is expect to fall back to fixed function but was instead trying to relink IR from a previous link. Reviewed-by: Tapani Pälli <tapani.palli@intel.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97715 Cc: "13.0" <mesa-stable@lists.freedesktop.org>
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_mesa_clear_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *shProg)
{
mesa/glsl: delete previously linked shaders earlier when linking This moves the delete linked shaders call to _mesa_clear_shader_program_data() which makes sure we delete them before returning due to any validation problems. It also reduces some code duplication. From the OpenGL 4.5 Core spec: "If LinkProgram failed, any information about a previous link of that program object is lost. Thus, a failed link does not restore the old state of program. ... If one of these commands is called with a program for which LinkProgram failed, no error is generated unless otherwise noted. Implementations may return information on variables and interface blocks that would have been active had the program been linked successfully. In cases where the link failed because the program required too many resources, these commands may help applications determine why limits were exceeded." Therefore it's expected that we shouldn't be able to query the program that failed to link and retrieve information about a previously successful link. Before this change the linker was doing validation before freeing the previously linked shaders and therefore could exit on failure before they were freed. This change also fixes an issue in compat profile where a program with no shaders attached is expect to fall back to fixed function but was instead trying to relink IR from a previous link. Reviewed-by: Tapani Pälli <tapani.palli@intel.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97715 Cc: "13.0" <mesa-stable@lists.freedesktop.org>
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (shProg->_LinkedShaders[i] != NULL) {
_mesa_delete_linked_shader(ctx, shProg->_LinkedShaders[i]);
shProg->_LinkedShaders[i] = NULL;
}
}
shProg->data->NumUniformStorage = 0;
shProg->data->UniformStorage = NULL;
shProg->NumUniformRemapTable = 0;
shProg->UniformRemapTable = NULL;
shProg->UniformHash = NULL;
ralloc_free(shProg->data->InfoLog);
shProg->data->InfoLog = ralloc_strdup(shProg->data, "");
ralloc_free(shProg->data->UniformBlocks);
shProg->data->UniformBlocks = NULL;
shProg->data->NumUniformBlocks = 0;
ralloc_free(shProg->data->ShaderStorageBlocks);
shProg->data->ShaderStorageBlocks = NULL;
shProg->data->NumShaderStorageBlocks = 0;
ralloc_free(shProg->data->AtomicBuffers);
shProg->data->AtomicBuffers = NULL;
shProg->data->NumAtomicBuffers = 0;
}
void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
{
memset(ctx, 0, sizeof(*ctx));
ctx->API = api;
ctx->Extensions.dummy_false = false;
ctx->Extensions.dummy_true = true;
ctx->Extensions.ARB_compute_shader = true;
ctx->Extensions.ARB_compute_variable_group_size = true;
ctx->Extensions.ARB_conservative_depth = true;
ctx->Extensions.ARB_draw_instanced = true;
ctx->Extensions.ARB_ES2_compatibility = true;
ctx->Extensions.ARB_ES3_compatibility = true;
ctx->Extensions.ARB_explicit_attrib_location = true;
ctx->Extensions.ARB_fragment_coord_conventions = true;
ctx->Extensions.ARB_fragment_layer_viewport = true;
ctx->Extensions.ARB_gpu_shader5 = true;
ctx->Extensions.ARB_gpu_shader_fp64 = true;
ctx->Extensions.ARB_gpu_shader_int64 = true;
ctx->Extensions.ARB_sample_shading = true;
ctx->Extensions.ARB_shader_bit_encoding = true;
ctx->Extensions.ARB_shader_draw_parameters = true;
ctx->Extensions.ARB_shader_stencil_export = true;
ctx->Extensions.ARB_shader_texture_lod = true;
ctx->Extensions.ARB_shading_language_420pack = true;
ctx->Extensions.ARB_shading_language_packing = true;
ctx->Extensions.ARB_tessellation_shader = true;
ctx->Extensions.ARB_texture_cube_map_array = true;
ctx->Extensions.ARB_texture_gather = true;
ctx->Extensions.ARB_texture_multisample = true;
ctx->Extensions.ARB_texture_query_levels = true;
ctx->Extensions.ARB_texture_query_lod = true;
ctx->Extensions.ARB_uniform_buffer_object = true;
ctx->Extensions.ARB_viewport_array = true;
ctx->Extensions.ARB_cull_distance = true;
ctx->Extensions.ARB_bindless_texture = true;
ctx->Extensions.OES_EGL_image_external = true;
ctx->Extensions.OES_standard_derivatives = true;
ctx->Extensions.EXT_shader_integer_mix = true;
ctx->Extensions.EXT_texture_array = true;
ctx->Extensions.MESA_shader_integer_functions = true;
ctx->Extensions.NV_texture_rectangle = true;
ctx->Const.GLSLVersion = 120;
/* 1.20 minimums. */
ctx->Const.MaxLights = 8;
ctx->Const.MaxClipPlanes = 6;
ctx->Const.MaxTextureUnits = 2;
ctx->Const.MaxTextureCoordUnits = 2;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 512;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
ctx->Const.MaxCombinedTextureImageUnits = 2;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 2;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 64;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 32;
ctx->Const.MaxDrawBuffers = 1;
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.MaxComputeVariableGroupSize[0] = 512;
ctx->Const.MaxComputeVariableGroupSize[1] = 512;
ctx->Const.MaxComputeVariableGroupSize[2] = 64;
ctx->Const.MaxComputeVariableGroupInvocations = 512;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxOutputComponents = 0; /* not used */
/* Set up default shader compiler options. */
struct gl_shader_compiler_options options;
memset(&options, 0, sizeof(options));
options.MaxUnrollIterations = 32;
options.MaxIfDepth = UINT_MAX;
for (int sh = 0; sh < MESA_SHADER_STAGES; ++sh)
memcpy(&ctx->Const.ShaderCompilerOptions[sh], &options, sizeof(options));
_mesa_locale_init();
}