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Regard whitespace Rev 1900 → Rev 1901

/programs/develop/libraries/Mesa/src/glsl/main.cpp
0,0 → 1,338
/*
* 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 <stdlib.h>
#include <stdio.h>
#include <getopt.h>
 
#include <sys/types.h>
#include <sys/stat.h>
#include <fcntl.h>
#include <unistd.h>
 
#include "ast.h"
#include "glsl_parser_extras.h"
#include "glsl_parser.h"
#include "ir_optimization.h"
#include "ir_print_visitor.h"
#include "program.h"
#include "loop_analysis.h"
 
extern "C" struct gl_shader *
_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type);
 
extern "C" void
_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
struct gl_shader *sh);
 
/* Copied from shader_api.c for the stand-alone compiler.
*/
void
_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
struct gl_shader *sh)
{
*ptr = sh;
}
 
struct gl_shader *
_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
{
struct gl_shader *shader;
 
(void) ctx;
 
assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
shader = rzalloc(NULL, struct gl_shader);
if (shader) {
shader->Type = type;
shader->Name = name;
shader->RefCount = 1;
}
return shader;
}
 
static void
initialize_context(struct gl_context *ctx, gl_api api)
{
memset(ctx, 0, sizeof(*ctx));
 
ctx->API = api;
 
ctx->Extensions.ARB_ES2_compatibility = GL_TRUE;
ctx->Extensions.ARB_draw_buffers = GL_TRUE;
ctx->Extensions.ARB_fragment_coord_conventions = GL_TRUE;
ctx->Extensions.EXT_texture_array = GL_TRUE;
ctx->Extensions.NV_texture_rectangle = GL_TRUE;
 
/* GLSL 1.30 isn't fully supported, but we need to advertise 1.30 so that
* the built-in functions for 1.30 can be built.
*/
ctx->Const.GLSLVersion = 130;
 
/* 1.10 minimums. */
ctx->Const.MaxLights = 8;
ctx->Const.MaxClipPlanes = 8;
ctx->Const.MaxTextureUnits = 2;
 
/* More than the 1.10 minimum to appease parser tests taken from
* apps that (hopefully) already checked the number of coords.
*/
ctx->Const.MaxTextureCoordUnits = 4;
 
ctx->Const.VertexProgram.MaxAttribs = 16;
ctx->Const.VertexProgram.MaxUniformComponents = 512;
ctx->Const.MaxVarying = 8;
ctx->Const.MaxVertexTextureImageUnits = 0;
ctx->Const.MaxCombinedTextureImageUnits = 2;
ctx->Const.MaxTextureImageUnits = 2;
ctx->Const.FragmentProgram.MaxUniformComponents = 64;
 
ctx->Const.MaxDrawBuffers = 2;
 
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;
struct stat st;
ssize_t total_read = 0;
int fd = open(file_name, O_RDONLY);
 
if (fd < 0) {
return NULL;
}
 
if (fstat(fd, & st) == 0) {
text = (char *) ralloc_size(ctx, st.st_size + 1);
if (text != NULL) {
do {
ssize_t bytes = read(fd, text + total_read,
st.st_size - total_read);
if (bytes < 0) {
free(text);
text = NULL;
break;
}
 
if (bytes == 0) {
break;
}
 
total_read += bytes;
} while (total_read < st.st_size);
 
text[total_read] = '\0';
}
}
 
close(fd);
 
return text;
}
 
int glsl_es = 0;
int dump_ast = 0;
int dump_hir = 0;
int dump_lir = 0;
int do_link = 0;
 
const struct option compiler_opts[] = {
{ "glsl-es", 0, &glsl_es, 1 },
{ "dump-ast", 0, &dump_ast, 1 },
{ "dump-hir", 0, &dump_hir, 1 },
{ "dump-lir", 0, &dump_lir, 1 },
{ "link", 0, &do_link, 1 },
{ NULL, 0, NULL, 0 }
};
 
/**
* \brief Print proper usage and exit with failure.
*/
void
usage_fail(const char *name)
{
 
const char *header =
"usage: %s [options] <file.vert | file.geom | file.frag>\n"
"\n"
"Possible options are:\n";
printf(header, name, name);
for (const struct option *o = compiler_opts; o->name != 0; ++o) {
printf(" --%s\n", o->name);
}
exit(EXIT_FAILURE);
}
 
 
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->Type, shader);
 
const char *source = shader->Source;
state->error = preprocess(state, &source, &state->info_log,
state->extensions, ctx->API);
 
if (!state->error) {
_mesa_glsl_lexer_ctor(state, source);
_mesa_glsl_parse(state);
_mesa_glsl_lexer_dtor(state);
}
 
if (dump_ast) {
foreach_list_const(n, &state->translation_unit) {
ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
}
printf("\n\n");
}
 
shader->ir = new(shader) exec_list;
if (!state->error && !state->translation_unit.is_empty())
_mesa_ast_to_hir(shader->ir, state);
 
/* Print out the unoptimized IR. */
if (!state->error && dump_hir) {
validate_ir_tree(shader->ir);
_mesa_print_ir(shader->ir, state);
}
 
/* Optimization passes */
if (!state->error && !shader->ir->is_empty()) {
bool progress;
do {
progress = do_common_optimization(shader->ir, false, 32);
} while (progress);
 
validate_ir_tree(shader->ir);
}
 
 
/* Print out the resulting IR */
if (!state->error && dump_lir) {
_mesa_print_ir(shader->ir, state);
}
 
shader->symbols = state->symbols;
shader->CompileStatus = !state->error;
shader->Version = state->language_version;
memcpy(shader->builtins_to_link, state->builtins_to_link,
sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link);
shader->num_builtins_to_link = state->num_builtins_to_link;
 
if (shader->InfoLog)
ralloc_free(shader->InfoLog);
 
shader->InfoLog = state->info_log;
 
/* Retain any live IR, but trash the rest. */
reparent_ir(shader->ir, shader);
 
ralloc_free(state);
 
return;
}
 
int
main(int argc, char **argv)
{
int status = EXIT_SUCCESS;
struct gl_context local_ctx;
struct gl_context *ctx = &local_ctx;
 
int c;
int idx = 0;
while ((c = getopt_long(argc, argv, "", compiler_opts, &idx)) != -1)
/* empty */ ;
 
 
if (argc <= optind)
usage_fail(argv[0]);
 
initialize_context(ctx, (glsl_es) ? API_OPENGLES2 : API_OPENGL);
 
struct gl_shader_program *whole_program;
 
whole_program = rzalloc (NULL, struct gl_shader_program);
assert(whole_program != NULL);
 
for (/* empty */; argc > optind; optind++) {
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(argv[optind]);
if (len < 6)
usage_fail(argv[0]);
 
const char *const ext = & argv[optind][len - 5];
if (strncmp(".vert", ext, 5) == 0)
shader->Type = GL_VERTEX_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
usage_fail(argv[0]);
 
shader->Source = load_text_file(whole_program, argv[optind]);
if (shader->Source == NULL) {
printf("File \"%s\" does not exist.\n", argv[optind]);
exit(EXIT_FAILURE);
}
 
compile_shader(ctx, shader);
 
if (!shader->CompileStatus) {
printf("Info log for %s:\n%s\n", argv[optind], shader->InfoLog);
status = EXIT_FAILURE;
break;
}
}
 
if ((status == EXIT_SUCCESS) && do_link) {
link_shaders(ctx, whole_program);
status = (whole_program->LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE;
 
if (strlen(whole_program->InfoLog) > 0)
printf("Info log for linking:\n%s\n", whole_program->InfoLog);
}
 
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++)
ralloc_free(whole_program->_LinkedShaders[i]);
 
ralloc_free(whole_program);
_mesa_glsl_release_types();
_mesa_glsl_release_functions();
 
return status;
}