mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2025-12-23 06:50:11 +01:00
Acked-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36997>
358 lines
11 KiB
C++
358 lines
11 KiB
C++
/*
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* Copyright © 2011 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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/* This file declares stripped-down versions of functions that
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* normally exist outside of the glsl folder, so that they can be used
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* when running the GLSL compiler standalone (for unit testing or
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* compiling builtins).
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*/
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#include "standalone_scaffolding.h"
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#include <assert.h>
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#include <stdio.h>
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#include <string.h>
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#include "util/ralloc.h"
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#include "util/strtod.h"
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#include "util/u_range_remap.h"
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#include "main/mtypes.h"
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#include "string_to_uint_map.h"
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#include "pipe/p_screen.h"
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void
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_mesa_warning(struct gl_context *ctx, const char *fmt, ...)
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{
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va_list vargs;
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(void) ctx;
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va_start(vargs, fmt);
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/* This output is not thread-safe, but that's good enough for the
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* standalone compiler.
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*/
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fprintf(stderr, "Mesa warning: ");
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vfprintf(stderr, fmt, vargs);
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fprintf(stderr, "\n");
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va_end(vargs);
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}
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void
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_mesa_problem(const struct gl_context *ctx, const char *fmt, ...)
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{
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va_list vargs;
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(void) ctx;
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va_start(vargs, fmt);
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/* This output is not thread-safe, but that's good enough for the
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* standalone compiler.
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*/
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fprintf(stderr, "Mesa problem: ");
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vfprintf(stderr, fmt, vargs);
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fprintf(stderr, "\n");
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va_end(vargs);
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}
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void
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_mesa_reference_shader_program_data(struct gl_shader_program_data **ptr,
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struct gl_shader_program_data *data)
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{
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*ptr = data;
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}
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void
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_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
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struct gl_shader *sh)
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{
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(void) ctx;
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*ptr = sh;
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}
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void
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_mesa_reference_program_(struct gl_context *ctx, struct gl_program **ptr,
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struct gl_program *prog)
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{
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(void) ctx;
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*ptr = prog;
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}
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void
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_mesa_shader_debug(struct gl_context *, GLenum, GLuint *,
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const char *)
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{
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}
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struct gl_shader *
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_mesa_new_shader(GLuint name, mesa_shader_stage stage)
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{
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struct gl_shader *shader;
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assert(stage == MESA_SHADER_FRAGMENT || stage == MESA_SHADER_VERTEX);
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shader = rzalloc(NULL, struct gl_shader);
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if (shader) {
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shader->Stage = stage;
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shader->Name = name;
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shader->RefCount = 1;
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}
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return shader;
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}
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GLbitfield
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_mesa_program_state_flags(UNUSED const gl_state_index16 state[STATE_LENGTH])
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{
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return 0;
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}
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char *
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_mesa_program_state_string(UNUSED const gl_state_index16 state[STATE_LENGTH])
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{
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return NULL;
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}
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void
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_mesa_delete_shader(struct gl_context *, struct gl_shader *sh)
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{
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free((void *)sh->Source);
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free(sh->Label);
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ralloc_free(sh);
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}
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void
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_mesa_delete_linked_shader(struct gl_context *,
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struct gl_linked_shader *sh)
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{
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ralloc_free(sh->Program->nir);
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ralloc_free(sh->Program);
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ralloc_free(sh);
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}
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void
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_mesa_clear_shader_program_data(struct gl_context *ctx,
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struct gl_shader_program *shProg)
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{
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for (unsigned i = 0; i < MESA_SHADER_MESH_STAGES; i++) {
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if (shProg->_LinkedShaders[i] != NULL) {
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_mesa_delete_linked_shader(ctx, shProg->_LinkedShaders[i]);
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shProg->_LinkedShaders[i] = NULL;
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}
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}
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shProg->data->NumUniformStorage = 0;
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shProg->data->UniformStorage = NULL;
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shProg->UniformRemapTable =
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util_reset_range_remap(shProg->UniformRemapTable);
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ralloc_free(shProg->data->InfoLog);
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shProg->data->InfoLog = ralloc_strdup(shProg->data, "");
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ralloc_free(shProg->data->UniformBlocks);
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shProg->data->UniformBlocks = NULL;
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shProg->data->NumUniformBlocks = 0;
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ralloc_free(shProg->data->ShaderStorageBlocks);
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shProg->data->ShaderStorageBlocks = NULL;
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shProg->data->NumShaderStorageBlocks = 0;
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ralloc_free(shProg->data->AtomicBuffers);
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shProg->data->AtomicBuffers = NULL;
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shProg->data->NumAtomicBuffers = 0;
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}
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static void
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init_gl_program(struct gl_program *prog, bool is_arb_asm, mesa_shader_stage stage)
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{
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prog->RefCount = 1;
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prog->Format = GL_PROGRAM_FORMAT_ASCII_ARB;
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prog->info.use_legacy_math_rules = is_arb_asm;
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prog->info.stage = stage;
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}
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static struct gl_program *
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standalone_new_program(UNUSED struct gl_context *ctx, mesa_shader_stage stage,
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UNUSED GLuint id, bool is_arb_asm)
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{
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struct gl_program *prog = rzalloc(NULL, struct gl_program);
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init_gl_program(prog, is_arb_asm, stage);
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return prog;
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}
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void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
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{
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memset(ctx, 0, sizeof(*ctx));
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ctx->screen = (struct pipe_screen*)calloc(1, sizeof(struct pipe_screen));
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ctx->API = api;
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ctx->Extensions.dummy_true = true;
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ctx->Extensions.ARB_compute_shader = true;
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ctx->Extensions.ARB_compute_variable_group_size = true;
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ctx->Extensions.ARB_conservative_depth = true;
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ctx->Extensions.ARB_draw_instanced = true;
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ctx->Extensions.ARB_ES2_compatibility = true;
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ctx->Extensions.ARB_ES3_compatibility = true;
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ctx->Extensions.ARB_explicit_attrib_location = true;
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ctx->Extensions.ARB_fragment_coord_conventions = true;
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ctx->Extensions.ARB_fragment_layer_viewport = true;
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ctx->Extensions.ARB_gpu_shader5 = true;
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ctx->Extensions.ARB_gpu_shader_fp64 = true;
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ctx->Extensions.ARB_gpu_shader_int64 = true;
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ctx->Extensions.ARB_sample_shading = true;
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ctx->Extensions.ARB_shader_bit_encoding = true;
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ctx->Extensions.ARB_shader_draw_parameters = true;
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ctx->Extensions.ARB_shader_stencil_export = true;
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ctx->Extensions.ARB_shader_texture_lod = true;
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ctx->Extensions.ARB_shading_language_420pack = true;
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ctx->Extensions.ARB_tessellation_shader = true;
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ctx->Extensions.ARB_texture_cube_map_array = true;
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ctx->Extensions.ARB_texture_gather = true;
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ctx->Extensions.ARB_texture_multisample = true;
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ctx->Extensions.ARB_texture_query_levels = true;
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ctx->Extensions.ARB_texture_query_lod = true;
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ctx->Extensions.ARB_uniform_buffer_object = true;
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ctx->Extensions.ARB_viewport_array = true;
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ctx->Extensions.ARB_cull_distance = true;
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ctx->Extensions.ARB_bindless_texture = true;
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ctx->Extensions.OES_EGL_image_external = true;
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ctx->Extensions.OES_standard_derivatives = true;
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ctx->Extensions.OES_texture_3D = true;
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ctx->Extensions.EXT_gpu_shader4 = true;
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ctx->Extensions.EXT_shader_integer_mix = true;
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ctx->Extensions.EXT_shadow_samplers = true;
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ctx->Extensions.EXT_texture_array = true;
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ctx->Extensions.MESA_shader_integer_functions = true;
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ctx->Extensions.NV_texture_rectangle = true;
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ctx->Const.GLSLVersion = 120;
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/* 1.20 minimums. */
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ctx->Const.MaxLights = 8;
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ctx->Const.MaxClipPlanes = 6;
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ctx->Const.MaxTextureUnits = 2;
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ctx->Const.MaxTextureCoordUnits = 2;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 512;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
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ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
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ctx->Const.MaxCombinedTextureImageUnits = 2;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 2;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 64;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 32;
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ctx->Const.MaxDrawBuffers = 1;
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ctx->Const.MaxComputeWorkGroupCount[0] = 65535;
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ctx->Const.MaxComputeWorkGroupCount[1] = 65535;
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ctx->Const.MaxComputeWorkGroupCount[2] = 65535;
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ctx->Const.MaxComputeWorkGroupSize[0] = 1024;
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ctx->Const.MaxComputeWorkGroupSize[1] = 1024;
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ctx->Const.MaxComputeWorkGroupSize[2] = 64;
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ctx->Const.MaxComputeWorkGroupInvocations = 1024;
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ctx->Const.MaxComputeVariableGroupSize[0] = 512;
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ctx->Const.MaxComputeVariableGroupSize[1] = 512;
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ctx->Const.MaxComputeVariableGroupSize[2] = 64;
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ctx->Const.MaxComputeVariableGroupInvocations = 512;
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = 16;
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxInputComponents = 0; /* not used */
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxOutputComponents = 0; /* not used */
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ctx->Const.MaxUniformBlockSize = 16384;
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ctx->Driver.NewProgram = standalone_new_program;
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}
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struct gl_shader_program *
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standalone_create_shader_program(void)
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{
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struct gl_shader_program *whole_program;
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whole_program = rzalloc (NULL, struct gl_shader_program);
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assert(whole_program != NULL);
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whole_program->data = rzalloc(whole_program, struct gl_shader_program_data);
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assert(whole_program->data != NULL);
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whole_program->data->InfoLog = ralloc_strdup(whole_program->data, "");
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/* Created just to avoid segmentation faults */
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whole_program->AttributeBindings = new string_to_uint_map;
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whole_program->FragDataBindings = new string_to_uint_map;
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whole_program->FragDataIndexBindings = new string_to_uint_map;
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whole_program->UniformRemapTable = util_create_range_remap();
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ir_exec_list_make_empty(&whole_program->EmptyUniformLocations);
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return whole_program;
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}
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void
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standalone_destroy_shader_program(struct gl_shader_program *whole_program)
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{
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for (unsigned i = 0; i < whole_program->NumShaders; i++) {
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ralloc_free(whole_program->Shaders[i]->nir);
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}
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for (unsigned i = 0; i < MESA_SHADER_MESH_STAGES; i++) {
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if (whole_program->_LinkedShaders[i]) {
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if (whole_program->_LinkedShaders[i]->Program->Parameters)
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_mesa_free_parameter_list(whole_program->_LinkedShaders[i]->Program->Parameters);
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_mesa_delete_linked_shader(NULL, whole_program->_LinkedShaders[i]);
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}
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}
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delete whole_program->AttributeBindings;
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delete whole_program->FragDataBindings;
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delete whole_program->FragDataIndexBindings;
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ralloc_free(whole_program->UniformRemapTable);
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ralloc_free(whole_program);
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}
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struct gl_shader *
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standalone_add_shader_source(struct gl_context *ctx, struct gl_shader_program *whole_program, GLenum type, const char *source)
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{
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blake3_hash source_blake3;
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_mesa_blake3_compute(source, strlen(source), source_blake3);
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struct gl_shader *shader = rzalloc(whole_program, gl_shader);
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shader->Type = type;
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shader->Stage = _mesa_shader_enum_to_shader_stage(type);
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shader->Source = source;
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memcpy(shader->source_blake3, source_blake3, BLAKE3_OUT_LEN);
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whole_program->Shaders = reralloc(whole_program, whole_program->Shaders,
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struct gl_shader *, whole_program->NumShaders + 1);
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assert(whole_program->Shaders != NULL);
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whole_program->Shaders[whole_program->NumShaders] = shader;
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whole_program->NumShaders++;
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return shader;
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}
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