mesa/src/compiler/glsl/standalone_scaffolding.cpp
Timothy Arceri cbfc225e2b glsl: switch to a full nir based linker
This commit does 3 things at once (3 squashed commits) as required
to make sure the commit doesn't break things.

1. convert to nir at compile time
2. enable full nir linking
3. switch standalone compiler to nir linker

Acked-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31137>
2024-09-25 09:39:44 +00:00

358 lines
11 KiB
C++

/*
* 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"
#include "main/mtypes.h"
#include "string_to_uint_map.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_problem(const 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 problem: ");
vfprintf(stderr, fmt, vargs);
fprintf(stderr, "\n");
va_end(vargs);
}
void
_mesa_reference_shader_program_data(struct gl_shader_program_data **ptr,
struct gl_shader_program_data *data)
{
*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
_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(UNUSED const gl_state_index16 state[STATE_LENGTH])
{
return 0;
}
char *
_mesa_program_state_string(UNUSED const gl_state_index16 state[STATE_LENGTH])
{
return NULL;
}
void
_mesa_delete_shader(struct gl_context *, struct gl_shader *sh)
{
free((void *)sh->Source);
free(sh->Label);
ralloc_free(sh);
}
void
_mesa_delete_linked_shader(struct gl_context *,
struct gl_linked_shader *sh)
{
ralloc_free(sh->Program->nir);
ralloc_free(sh->Program);
ralloc_free(sh);
}
void
_mesa_clear_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *shProg)
{
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;
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;
}
static void
init_gl_program(struct gl_program *prog, bool is_arb_asm, gl_shader_stage stage)
{
prog->RefCount = 1;
prog->Format = GL_PROGRAM_FORMAT_ASCII_ARB;
prog->info.use_legacy_math_rules = is_arb_asm;
prog->info.stage = stage;
}
static struct gl_program *
standalone_new_program(UNUSED struct gl_context *ctx, gl_shader_stage stage,
UNUSED GLuint id, bool is_arb_asm)
{
struct gl_program *prog = rzalloc(NULL, struct gl_program);
init_gl_program(prog, is_arb_asm, stage);
return prog;
}
void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
{
memset(ctx, 0, sizeof(*ctx));
ctx->API = api;
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_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.OES_texture_3D = true;
ctx->Extensions.EXT_gpu_shader4 = true;
ctx->Extensions.EXT_shader_integer_mix = true;
ctx->Extensions.EXT_shadow_samplers = 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.MaxIfDepth = UINT_MAX;
for (int sh = 0; sh < MESA_SHADER_STAGES; ++sh)
memcpy(&ctx->Const.ShaderCompilerOptions[sh], &options, sizeof(options));
ctx->Driver.NewProgram = standalone_new_program;
}
struct gl_shader_program *
standalone_create_shader_program(void)
{
struct gl_shader_program *whole_program;
whole_program = rzalloc (NULL, struct gl_shader_program);
assert(whole_program != NULL);
whole_program->data = rzalloc(whole_program, struct gl_shader_program_data);
assert(whole_program->data != NULL);
whole_program->data->InfoLog = ralloc_strdup(whole_program->data, "");
/* 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;
exec_list_make_empty(&whole_program->EmptyUniformLocations);
return whole_program;
}
void
standalone_destroy_shader_program(struct gl_shader_program *whole_program)
{
for (unsigned i = 0; i < whole_program->NumShaders; i++) {
ralloc_free(whole_program->Shaders[i]->nir);
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (whole_program->_LinkedShaders[i]) {
if (whole_program->_LinkedShaders[i]->Program->Parameters)
_mesa_free_parameter_list(whole_program->_LinkedShaders[i]->Program->Parameters);
_mesa_delete_linked_shader(NULL, whole_program->_LinkedShaders[i]);
}
}
delete whole_program->AttributeBindings;
delete whole_program->FragDataBindings;
delete whole_program->FragDataIndexBindings;
ralloc_free(whole_program);
}
struct gl_shader *
standalone_add_shader_source(struct gl_context *ctx, struct gl_shader_program *whole_program, GLenum type, const char *source)
{
blake3_hash source_blake3;
_mesa_blake3_compute(source, strlen(source), source_blake3);
struct gl_shader *shader = rzalloc(whole_program, gl_shader);
shader->Type = type;
shader->Stage = _mesa_shader_enum_to_shader_stage(type);
shader->Source = source;
memcpy(shader->source_blake3, source_blake3, BLAKE3_OUT_LEN);
whole_program->Shaders = reralloc(whole_program, whole_program->Shaders,
struct gl_shader *, whole_program->NumShaders + 1);
assert(whole_program->Shaders != NULL);
whole_program->Shaders[whole_program->NumShaders] = shader;
whole_program->NumShaders++;
return shader;
}