mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2025-12-22 13:30:12 +01:00
Previously, the builtins in OES_texture_3D.{frag,vert} were only
compiling properly as a consequence of bug 38015, which allows
unsupported extensions to be enabled. This fix eliminates the builtin
compiler's reliance on bug 38015, so that bug 38015 can be fixed.
335 lines
8.9 KiB
C++
335 lines
8.9 KiB
C++
/*
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* Copyright © 2008, 2009 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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#include <getopt.h>
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#include "ast.h"
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#include "glsl_parser_extras.h"
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#include "glsl_parser.h"
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#include "ir_optimization.h"
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#include "ir_print_visitor.h"
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#include "program.h"
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#include "loop_analysis.h"
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extern "C" struct gl_shader *
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_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type);
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extern "C" 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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/* Copied from shader_api.c for the stand-alone compiler.
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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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*ptr = sh;
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}
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struct gl_shader *
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_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
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{
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struct gl_shader *shader;
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(void) ctx;
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assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
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shader = rzalloc(NULL, struct gl_shader);
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if (shader) {
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shader->Type = type;
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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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static void
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initialize_context(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->API = api;
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ctx->Extensions.ARB_ES2_compatibility = GL_TRUE;
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ctx->Extensions.ARB_draw_buffers = GL_TRUE;
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ctx->Extensions.ARB_draw_instanced = GL_TRUE;
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ctx->Extensions.ARB_fragment_coord_conventions = GL_TRUE;
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ctx->Extensions.EXT_texture_array = GL_TRUE;
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ctx->Extensions.NV_texture_rectangle = GL_TRUE;
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ctx->Extensions.EXT_texture3D = GL_TRUE;
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/* GLSL 1.30 isn't fully supported, but we need to advertise 1.30 so that
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* the built-in functions for 1.30 can be built.
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*/
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ctx->Const.GLSLVersion = 130;
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/* 1.10 minimums. */
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ctx->Const.MaxLights = 8;
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ctx->Const.MaxClipPlanes = 8;
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ctx->Const.MaxTextureUnits = 2;
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/* More than the 1.10 minimum to appease parser tests taken from
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* apps that (hopefully) already checked the number of coords.
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*/
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ctx->Const.MaxTextureCoordUnits = 4;
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ctx->Const.VertexProgram.MaxAttribs = 16;
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ctx->Const.VertexProgram.MaxUniformComponents = 512;
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ctx->Const.MaxVarying = 8;
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ctx->Const.MaxVertexTextureImageUnits = 0;
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ctx->Const.MaxCombinedTextureImageUnits = 2;
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ctx->Const.MaxTextureImageUnits = 2;
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ctx->Const.FragmentProgram.MaxUniformComponents = 64;
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ctx->Const.MaxDrawBuffers = 2;
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ctx->Driver.NewShader = _mesa_new_shader;
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}
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/* Returned string will have 'ctx' as its ralloc owner. */
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static char *
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load_text_file(void *ctx, const char *file_name)
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{
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char *text = NULL;
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size_t size;
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size_t total_read = 0;
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FILE *fp = fopen(file_name, "rb");
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if (!fp) {
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return NULL;
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}
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fseek(fp, 0L, SEEK_END);
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size = ftell(fp);
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fseek(fp, 0L, SEEK_SET);
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text = (char *) ralloc_size(ctx, size + 1);
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if (text != NULL) {
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do {
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size_t bytes = fread(text + total_read,
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1, size - total_read, fp);
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if (bytes < size - total_read) {
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free(text);
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text = NULL;
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break;
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}
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if (bytes == 0) {
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break;
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}
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total_read += bytes;
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} while (total_read < size);
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text[total_read] = '\0';
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}
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fclose(fp);
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return text;
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}
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int glsl_es = 0;
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int dump_ast = 0;
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int dump_hir = 0;
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int dump_lir = 0;
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int do_link = 0;
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const struct option compiler_opts[] = {
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{ "glsl-es", 0, &glsl_es, 1 },
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{ "dump-ast", 0, &dump_ast, 1 },
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{ "dump-hir", 0, &dump_hir, 1 },
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{ "dump-lir", 0, &dump_lir, 1 },
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{ "link", 0, &do_link, 1 },
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{ NULL, 0, NULL, 0 }
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};
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/**
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* \brief Print proper usage and exit with failure.
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*/
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void
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usage_fail(const char *name)
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{
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const char *header =
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"usage: %s [options] <file.vert | file.geom | file.frag>\n"
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"\n"
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"Possible options are:\n";
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printf(header, name, name);
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for (const struct option *o = compiler_opts; o->name != 0; ++o) {
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printf(" --%s\n", o->name);
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}
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exit(EXIT_FAILURE);
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}
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void
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compile_shader(struct gl_context *ctx, struct gl_shader *shader)
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{
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struct _mesa_glsl_parse_state *state =
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new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader);
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const char *source = shader->Source;
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state->error = preprocess(state, &source, &state->info_log,
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state->extensions, ctx->API) != 0;
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if (!state->error) {
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_mesa_glsl_lexer_ctor(state, source);
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_mesa_glsl_parse(state);
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_mesa_glsl_lexer_dtor(state);
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}
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if (dump_ast) {
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foreach_list_const(n, &state->translation_unit) {
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ast_node *ast = exec_node_data(ast_node, n, link);
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ast->print();
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}
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printf("\n\n");
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}
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shader->ir = new(shader) exec_list;
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if (!state->error && !state->translation_unit.is_empty())
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_mesa_ast_to_hir(shader->ir, state);
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/* Print out the unoptimized IR. */
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if (!state->error && dump_hir) {
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validate_ir_tree(shader->ir);
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_mesa_print_ir(shader->ir, state);
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}
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/* Optimization passes */
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if (!state->error && !shader->ir->is_empty()) {
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bool progress;
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do {
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progress = do_common_optimization(shader->ir, false, 32);
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} while (progress);
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validate_ir_tree(shader->ir);
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}
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/* Print out the resulting IR */
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if (!state->error && dump_lir) {
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_mesa_print_ir(shader->ir, state);
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}
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shader->symbols = state->symbols;
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shader->CompileStatus = !state->error;
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shader->Version = state->language_version;
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memcpy(shader->builtins_to_link, state->builtins_to_link,
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sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link);
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shader->num_builtins_to_link = state->num_builtins_to_link;
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if (shader->InfoLog)
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ralloc_free(shader->InfoLog);
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shader->InfoLog = state->info_log;
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/* Retain any live IR, but trash the rest. */
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reparent_ir(shader->ir, shader);
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ralloc_free(state);
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return;
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}
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int
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main(int argc, char **argv)
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{
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int status = EXIT_SUCCESS;
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struct gl_context local_ctx;
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struct gl_context *ctx = &local_ctx;
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int c;
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int idx = 0;
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while ((c = getopt_long(argc, argv, "", compiler_opts, &idx)) != -1)
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/* empty */ ;
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if (argc <= optind)
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usage_fail(argv[0]);
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initialize_context(ctx, (glsl_es) ? API_OPENGLES2 : API_OPENGL);
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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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for (/* empty */; argc > optind; optind++) {
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whole_program->Shaders =
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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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struct gl_shader *shader = rzalloc(whole_program, gl_shader);
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whole_program->Shaders[whole_program->NumShaders] = shader;
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whole_program->NumShaders++;
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const unsigned len = strlen(argv[optind]);
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if (len < 6)
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usage_fail(argv[0]);
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const char *const ext = & argv[optind][len - 5];
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if (strncmp(".vert", ext, 5) == 0)
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shader->Type = GL_VERTEX_SHADER;
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else if (strncmp(".geom", ext, 5) == 0)
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shader->Type = GL_GEOMETRY_SHADER;
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else if (strncmp(".frag", ext, 5) == 0)
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shader->Type = GL_FRAGMENT_SHADER;
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else
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usage_fail(argv[0]);
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shader->Source = load_text_file(whole_program, argv[optind]);
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if (shader->Source == NULL) {
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printf("File \"%s\" does not exist.\n", argv[optind]);
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exit(EXIT_FAILURE);
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}
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compile_shader(ctx, shader);
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if (!shader->CompileStatus) {
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printf("Info log for %s:\n%s\n", argv[optind], shader->InfoLog);
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status = EXIT_FAILURE;
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break;
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}
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}
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if ((status == EXIT_SUCCESS) && do_link) {
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link_shaders(ctx, whole_program);
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status = (whole_program->LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE;
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if (strlen(whole_program->InfoLog) > 0)
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printf("Info log for linking:\n%s\n", whole_program->InfoLog);
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}
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for (unsigned i = 0; i < MESA_SHADER_TYPES; i++)
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ralloc_free(whole_program->_LinkedShaders[i]);
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ralloc_free(whole_program);
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_mesa_glsl_release_types();
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_mesa_glsl_release_functions();
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return status;
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}
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