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As part of the shader-cache work an upcoming change will add new references to _mesa_add_parameter and _mesa_new_parameter_list from the glsl code. To prepare for that, and to allow the standalone glsl_compiler to still link, here we add mesa/program/prog_parameter.c to the libglsl_util sources. Then, in order to get *that* to work, we also add to stubs to standalone_scaffolding: _mesa_program_state_flags _mesa_program_state_string These functions aren't actually used by the two functions in prog_parameter.c that we are actually calling. They are used in other functions in the same file. So we don't care what the implementation of these stubs is, (they won't be called by glsl_compiler). We just need the stubs present so that it can link. Signed-off-by: Timothy Arceri <timothy.arceri@collabora.com> Reviewed-by: Eric Anholt <eric@anholt.net>
237 lines
7.5 KiB
C++
237 lines
7.5 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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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_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_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, gl_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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struct gl_linked_shader *
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_mesa_new_linked_shader(gl_shader_stage stage)
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{
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struct gl_linked_shader *shader;
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assert(stage == MESA_SHADER_FRAGMENT || stage == MESA_SHADER_VERTEX);
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shader = rzalloc(NULL, struct gl_linked_shader);
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if (shader) {
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shader->Stage = stage;
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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(const gl_state_index 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(const gl_state_index 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 *ctx, 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 *ctx,
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struct gl_linked_shader *sh)
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{
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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_shader_program *shProg)
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{
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shProg->NumUniformStorage = 0;
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shProg->UniformStorage = NULL;
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shProg->NumUniformRemapTable = 0;
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shProg->UniformRemapTable = NULL;
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shProg->UniformHash = NULL;
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ralloc_free(shProg->InfoLog);
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shProg->InfoLog = ralloc_strdup(shProg, "");
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ralloc_free(shProg->UniformBlocks);
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shProg->UniformBlocks = NULL;
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shProg->NumUniformBlocks = 0;
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ralloc_free(shProg->ShaderStorageBlocks);
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shProg->ShaderStorageBlocks = NULL;
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shProg->NumShaderStorageBlocks = 0;
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ralloc_free(shProg->AtomicBuffers);
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shProg->AtomicBuffers = NULL;
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shProg->NumAtomicBuffers = 0;
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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->API = api;
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ctx->Extensions.dummy_false = false;
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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_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_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_subroutine = 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_shading_language_packing = 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.OES_EGL_image_external = true;
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ctx->Extensions.OES_standard_derivatives = true;
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ctx->Extensions.EXT_shader_integer_mix = 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.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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/* Set up default shader compiler options. */
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struct gl_shader_compiler_options options;
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memset(&options, 0, sizeof(options));
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options.MaxUnrollIterations = 32;
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options.MaxIfDepth = UINT_MAX;
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for (int sh = 0; sh < MESA_SHADER_STAGES; ++sh)
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memcpy(&ctx->Const.ShaderCompilerOptions[sh], &options, sizeof(options));
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_mesa_locale_init();
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}
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