/* * 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 /** @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 "loop_analysis.h" #include "standalone_scaffolding.h" #include "standalone.h" #include "util/string_to_uint_map.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.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].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: case 400: case 410: case 420: case 430: case 440: case 450: 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; /* GL_ARB_explicit_uniform_location, GL_MAX_UNIFORM_LOCATIONS */ ctx->Const.MaxUserAssignableUniformLocations = 4 * MESA_SHADER_STAGES * MAX_UNIFORMS; ctx->Driver.NewShader = _mesa_new_linked_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: case 400: case 410: case 420: case 430: case 440: case 450: glsl_es = false; break; default: fprintf(stderr, "Unrecognized GLSL version `%d'\n", options->glsl_version); return NULL; } if (glsl_es) { initialize_context(ctx, API_OPENGLES2); } else { initialize_context(ctx, options->glsl_version > 130 ? API_OPENGL_CORE : 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(ctx, 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_linked_shader *shader = whole_program->_LinkedShaders[i]; if (!shader) continue; shader->Program = rzalloc(shader, gl_program); init_gl_program(shader->Program, shader->Stage); } } 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(); }