mesa/src/compiler/glsl/standalone.cpp
Alejandro Piñeiro 68c23d2d04 glsl: add just-log option for the standalone compiler.
Add an option in order to ask to just print the InfoLog, without any
header or separator. Useful if we want to use the standalone compiler
to track only the warning/error messages.

v2: all printfs goes on its own line (Ian Romanick)
v3: rebasing: move just_log to standalone.h/cpp

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-05-26 08:46:05 +02:00

445 lines
16 KiB
C++

/*
* Copyright © 2008, 2009 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.
*/
#include <getopt.h>
/** @file standalone.cpp
*
* Standalone compiler helper lib. Used by standalone glsl_compiler and
* also available to drivers to implement their own standalone compiler
* with driver backend.
*/
#include "ast.h"
#include "glsl_parser_extras.h"
#include "ir_optimization.h"
#include "program.h"
#include "program/hash_table.h"
#include "loop_analysis.h"
#include "standalone_scaffolding.h"
#include "standalone.h"
static const struct standalone_options *options;
static void
initialize_context(struct gl_context *ctx, gl_api api)
{
initialize_context_to_defaults(ctx, api);
/* The standalone compiler needs to claim support for almost
* everything in order to compile the built-in functions.
*/
ctx->Const.GLSLVersion = options->glsl_version;
ctx->Extensions.ARB_ES3_compatibility = true;
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.MaxComputeSharedMemorySize = 32768;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxOutputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicBuffers = 8;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicCounters = 8;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxImageUniforms = 8;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformBlocks = 12;
switch (ctx->Const.GLSLVersion) {
case 100:
ctx->Const.MaxClipPlanes = 0;
ctx->Const.MaxCombinedTextureImageUnits = 8;
ctx->Const.MaxDrawBuffers = 2;
ctx->Const.MinProgramTexelOffset = 0;
ctx->Const.MaxProgramTexelOffset = 0;
ctx->Const.MaxLights = 0;
ctx->Const.MaxTextureCoordUnits = 0;
ctx->Const.MaxTextureUnits = 8;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 8;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 128 * 4;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 128 * 4;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits =
ctx->Const.MaxCombinedTextureImageUnits;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 16 * 4;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 16 * 4;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
break;
case 110:
case 120:
ctx->Const.MaxClipPlanes = 6;
ctx->Const.MaxCombinedTextureImageUnits = 2;
ctx->Const.MaxDrawBuffers = 1;
ctx->Const.MinProgramTexelOffset = 0;
ctx->Const.MaxProgramTexelOffset = 0;
ctx->Const.MaxLights = 8;
ctx->Const.MaxTextureCoordUnits = 2;
ctx->Const.MaxTextureUnits = 2;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 512;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 512;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits =
ctx->Const.MaxCombinedTextureImageUnits;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 64;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 64;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
break;
case 130:
case 140:
ctx->Const.MaxClipPlanes = 8;
ctx->Const.MaxCombinedTextureImageUnits = 16;
ctx->Const.MaxDrawBuffers = 8;
ctx->Const.MinProgramTexelOffset = -8;
ctx->Const.MaxProgramTexelOffset = 7;
ctx->Const.MaxLights = 8;
ctx->Const.MaxTextureCoordUnits = 8;
ctx->Const.MaxTextureUnits = 2;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 64;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
break;
case 150:
case 330:
ctx->Const.MaxClipPlanes = 8;
ctx->Const.MaxDrawBuffers = 8;
ctx->Const.MinProgramTexelOffset = -8;
ctx->Const.MaxProgramTexelOffset = 7;
ctx->Const.MaxLights = 8;
ctx->Const.MaxTextureCoordUnits = 8;
ctx->Const.MaxTextureUnits = 2;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 64;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents = 128;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxCombinedTextureImageUnits =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits
+ ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
ctx->Const.MaxGeometryOutputVertices = 256;
ctx->Const.MaxGeometryTotalOutputComponents = 1024;
ctx->Const.MaxVarying = 60 / 4;
break;
case 300:
ctx->Const.MaxClipPlanes = 8;
ctx->Const.MaxCombinedTextureImageUnits = 32;
ctx->Const.MaxDrawBuffers = 4;
ctx->Const.MinProgramTexelOffset = -8;
ctx->Const.MaxProgramTexelOffset = 7;
ctx->Const.MaxLights = 0;
ctx->Const.MaxTextureCoordUnits = 0;
ctx->Const.MaxTextureUnits = 0;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 16 * 4;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 224;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 224;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 15 * 4;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4;
break;
}
ctx->Const.GenerateTemporaryNames = true;
ctx->Const.MaxPatchVertices = 32;
ctx->Driver.NewShader = _mesa_new_shader;
}
/* Returned string will have 'ctx' as its ralloc owner. */
static char *
load_text_file(void *ctx, const char *file_name)
{
char *text = NULL;
size_t size;
size_t total_read = 0;
FILE *fp = fopen(file_name, "rb");
if (!fp) {
return NULL;
}
fseek(fp, 0L, SEEK_END);
size = ftell(fp);
fseek(fp, 0L, SEEK_SET);
text = (char *) ralloc_size(ctx, size + 1);
if (text != NULL) {
do {
size_t bytes = fread(text + total_read,
1, size - total_read, fp);
if (bytes < size - total_read) {
free(text);
text = NULL;
goto error;
}
if (bytes == 0) {
break;
}
total_read += bytes;
} while (total_read < size);
text[total_read] = '\0';
error:;
}
fclose(fp);
return text;
}
void
compile_shader(struct gl_context *ctx, struct gl_shader *shader)
{
struct _mesa_glsl_parse_state *state =
new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader);
_mesa_glsl_compile_shader(ctx, shader, options->dump_ast, options->dump_hir);
/* Print out the resulting IR */
if (!state->error && options->dump_lir) {
_mesa_print_ir(stdout, shader->ir, state);
}
return;
}
void
init_gl_program(struct gl_program *prog, GLenum target)
{
mtx_init(&prog->Mutex, mtx_plain);
prog->RefCount = 1;
prog->Format = GL_PROGRAM_FORMAT_ASCII_ARB;
/* default mapping from samplers to texture units */
for (int i = 0; i < MAX_SAMPLERS; i++)
prog->SamplerUnits[i] = i;
}
extern "C" struct gl_shader_program *
standalone_compile_shader(const struct standalone_options *_options,
unsigned num_files, char* const* files)
{
int status = EXIT_SUCCESS;
static struct gl_context local_ctx;
struct gl_context *ctx = &local_ctx;
bool glsl_es = false;
options = _options;
switch (options->glsl_version) {
case 100:
case 300:
glsl_es = true;
break;
case 110:
case 120:
case 130:
case 140:
case 150:
case 330:
glsl_es = false;
break;
default:
fprintf(stderr, "Unrecognized GLSL version `%d'\n", options->glsl_version);
return NULL;
}
initialize_context(ctx, (glsl_es) ? API_OPENGLES2 : API_OPENGL_COMPAT);
struct gl_shader_program *whole_program;
whole_program = rzalloc (NULL, struct gl_shader_program);
assert(whole_program != NULL);
whole_program->InfoLog = ralloc_strdup(whole_program, "");
/* 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;
for (unsigned i = 0; i < num_files; i++) {
whole_program->Shaders =
reralloc(whole_program, whole_program->Shaders,
struct gl_shader *, whole_program->NumShaders + 1);
assert(whole_program->Shaders != NULL);
struct gl_shader *shader = rzalloc(whole_program, gl_shader);
whole_program->Shaders[whole_program->NumShaders] = shader;
whole_program->NumShaders++;
const unsigned len = strlen(files[i]);
if (len < 6)
goto fail;
const char *const ext = & files[i][len - 5];
/* TODO add support to read a .shader_test */
if (strncmp(".vert", ext, 5) == 0 || strncmp(".glsl", ext, 5) == 0)
shader->Type = GL_VERTEX_SHADER;
else if (strncmp(".tesc", ext, 5) == 0)
shader->Type = GL_TESS_CONTROL_SHADER;
else if (strncmp(".tese", ext, 5) == 0)
shader->Type = GL_TESS_EVALUATION_SHADER;
else if (strncmp(".geom", ext, 5) == 0)
shader->Type = GL_GEOMETRY_SHADER;
else if (strncmp(".frag", ext, 5) == 0)
shader->Type = GL_FRAGMENT_SHADER;
else if (strncmp(".comp", ext, 5) == 0)
shader->Type = GL_COMPUTE_SHADER;
else
goto fail;
shader->Stage = _mesa_shader_enum_to_shader_stage(shader->Type);
shader->Source = load_text_file(whole_program, files[i]);
if (shader->Source == NULL) {
printf("File \"%s\" does not exist.\n", files[i]);
exit(EXIT_FAILURE);
}
compile_shader(ctx, shader);
if (strlen(shader->InfoLog) > 0) {
if (!options->just_log)
printf("Info log for %s:\n", files[i]);
printf("%s", shader->InfoLog);
if (!options->just_log)
printf("\n");
}
if (!shader->CompileStatus) {
status = EXIT_FAILURE;
break;
}
}
if ((status == EXIT_SUCCESS) && options->do_link) {
_mesa_clear_shader_program_data(whole_program);
link_shaders(ctx, whole_program);
status = (whole_program->LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE;
if (strlen(whole_program->InfoLog) > 0) {
printf("\n");
if (!options->just_log)
printf("Info log for linking:\n");
printf("%s", whole_program->InfoLog);
if (!options->just_log)
printf("\n");
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_shader *shader = whole_program->_LinkedShaders[i];
if (!shader)
continue;
shader->Program = rzalloc(shader, gl_program);
init_gl_program(shader->Program, shader->Type);
}
}
return whole_program;
fail:
ralloc_free(whole_program);
return NULL;
}
extern "C" void
standalone_compiler_cleanup(struct gl_shader_program *whole_program)
{
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++)
ralloc_free(whole_program->_LinkedShaders[i]);
delete whole_program->AttributeBindings;
delete whole_program->FragDataBindings;
delete whole_program->FragDataIndexBindings;
ralloc_free(whole_program);
_mesa_glsl_release_types();
_mesa_glsl_release_builtin_functions();
}