1 /*
2 * Copyright © 2011 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24 /* This file declares stripped-down versions of functions that
25 * normally exist outside of the glsl folder, so that they can be used
26 * when running the GLSL compiler standalone (for unit testing or
27 * compiling builtins).
28 */
29
30 #include "standalone_scaffolding.h"
31
32 #include <assert.h>
33 #include <stdio.h>
34 #include <string.h>
35 #include "util/ralloc.h"
36 #include "util/strtod.h"
37 #include "main/mtypes.h"
38
39 void
_mesa_warning(struct gl_context * ctx,const char * fmt,...)40 _mesa_warning(struct gl_context *ctx, const char *fmt, ...)
41 {
42 va_list vargs;
43 (void) ctx;
44
45 va_start(vargs, fmt);
46
47 /* This output is not thread-safe, but that's good enough for the
48 * standalone compiler.
49 */
50 fprintf(stderr, "Mesa warning: ");
51 vfprintf(stderr, fmt, vargs);
52 fprintf(stderr, "\n");
53
54 va_end(vargs);
55 }
56
57 void
_mesa_problem(struct gl_context * ctx,const char * fmt,...)58 _mesa_problem(struct gl_context *ctx, const char *fmt, ...)
59 {
60 va_list vargs;
61 (void) ctx;
62
63 va_start(vargs, fmt);
64
65 /* This output is not thread-safe, but that's good enough for the
66 * standalone compiler.
67 */
68 fprintf(stderr, "Mesa problem: ");
69 vfprintf(stderr, fmt, vargs);
70 fprintf(stderr, "\n");
71
72 va_end(vargs);
73 }
74
75 void
_mesa_reference_shader_program_data(struct gl_context * ctx,struct gl_shader_program_data ** ptr,struct gl_shader_program_data * data)76 _mesa_reference_shader_program_data(struct gl_context *ctx,
77 struct gl_shader_program_data **ptr,
78 struct gl_shader_program_data *data)
79 {
80 (void) ctx;
81 *ptr = data;
82 }
83
84 void
_mesa_reference_shader(struct gl_context * ctx,struct gl_shader ** ptr,struct gl_shader * sh)85 _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
86 struct gl_shader *sh)
87 {
88 (void) ctx;
89 *ptr = sh;
90 }
91
92 void
_mesa_reference_program_(struct gl_context * ctx,struct gl_program ** ptr,struct gl_program * prog)93 _mesa_reference_program_(struct gl_context *ctx, struct gl_program **ptr,
94 struct gl_program *prog)
95 {
96 (void) ctx;
97 *ptr = prog;
98 }
99
100 void
_mesa_shader_debug(struct gl_context *,GLenum,GLuint *,const char *)101 _mesa_shader_debug(struct gl_context *, GLenum, GLuint *,
102 const char *)
103 {
104 }
105
106 struct gl_shader *
_mesa_new_shader(GLuint name,gl_shader_stage stage)107 _mesa_new_shader(GLuint name, gl_shader_stage stage)
108 {
109 struct gl_shader *shader;
110
111 assert(stage == MESA_SHADER_FRAGMENT || stage == MESA_SHADER_VERTEX);
112 shader = rzalloc(NULL, struct gl_shader);
113 if (shader) {
114 shader->Stage = stage;
115 shader->Name = name;
116 shader->RefCount = 1;
117 }
118 return shader;
119 }
120
121 GLbitfield
_mesa_program_state_flags(UNUSED const gl_state_index16 state[STATE_LENGTH])122 _mesa_program_state_flags(UNUSED const gl_state_index16 state[STATE_LENGTH])
123 {
124 return 0;
125 }
126
127 char *
_mesa_program_state_string(UNUSED const gl_state_index16 state[STATE_LENGTH])128 _mesa_program_state_string(UNUSED const gl_state_index16 state[STATE_LENGTH])
129 {
130 return NULL;
131 }
132
133 void
_mesa_delete_shader(struct gl_context *,struct gl_shader * sh)134 _mesa_delete_shader(struct gl_context *, struct gl_shader *sh)
135 {
136 free((void *)sh->Source);
137 free(sh->Label);
138 ralloc_free(sh);
139 }
140
141 void
_mesa_delete_linked_shader(struct gl_context *,struct gl_linked_shader * sh)142 _mesa_delete_linked_shader(struct gl_context *,
143 struct gl_linked_shader *sh)
144 {
145 ralloc_free(sh->Program);
146 ralloc_free(sh);
147 }
148
149 void
_mesa_clear_shader_program_data(struct gl_context * ctx,struct gl_shader_program * shProg)150 _mesa_clear_shader_program_data(struct gl_context *ctx,
151 struct gl_shader_program *shProg)
152 {
153 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
154 if (shProg->_LinkedShaders[i] != NULL) {
155 _mesa_delete_linked_shader(ctx, shProg->_LinkedShaders[i]);
156 shProg->_LinkedShaders[i] = NULL;
157 }
158 }
159
160 shProg->data->NumUniformStorage = 0;
161 shProg->data->UniformStorage = NULL;
162 shProg->NumUniformRemapTable = 0;
163 shProg->UniformRemapTable = NULL;
164 shProg->UniformHash = NULL;
165
166 ralloc_free(shProg->data->InfoLog);
167 shProg->data->InfoLog = ralloc_strdup(shProg->data, "");
168
169 ralloc_free(shProg->data->UniformBlocks);
170 shProg->data->UniformBlocks = NULL;
171 shProg->data->NumUniformBlocks = 0;
172
173 ralloc_free(shProg->data->ShaderStorageBlocks);
174 shProg->data->ShaderStorageBlocks = NULL;
175 shProg->data->NumShaderStorageBlocks = 0;
176
177 ralloc_free(shProg->data->AtomicBuffers);
178 shProg->data->AtomicBuffers = NULL;
179 shProg->data->NumAtomicBuffers = 0;
180 }
181
initialize_context_to_defaults(struct gl_context * ctx,gl_api api)182 void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
183 {
184 memset(ctx, 0, sizeof(*ctx));
185
186 ctx->API = api;
187
188 ctx->Extensions.dummy_true = true;
189 ctx->Extensions.ARB_compute_shader = true;
190 ctx->Extensions.ARB_compute_variable_group_size = true;
191 ctx->Extensions.ARB_conservative_depth = true;
192 ctx->Extensions.ARB_draw_instanced = true;
193 ctx->Extensions.ARB_ES2_compatibility = true;
194 ctx->Extensions.ARB_ES3_compatibility = true;
195 ctx->Extensions.ARB_explicit_attrib_location = true;
196 ctx->Extensions.ARB_fragment_coord_conventions = true;
197 ctx->Extensions.ARB_fragment_layer_viewport = true;
198 ctx->Extensions.ARB_gpu_shader5 = true;
199 ctx->Extensions.ARB_gpu_shader_fp64 = true;
200 ctx->Extensions.ARB_gpu_shader_int64 = true;
201 ctx->Extensions.ARB_sample_shading = true;
202 ctx->Extensions.ARB_shader_bit_encoding = true;
203 ctx->Extensions.ARB_shader_draw_parameters = true;
204 ctx->Extensions.ARB_shader_stencil_export = true;
205 ctx->Extensions.ARB_shader_texture_lod = true;
206 ctx->Extensions.ARB_shading_language_420pack = true;
207 ctx->Extensions.ARB_shading_language_packing = true;
208 ctx->Extensions.ARB_tessellation_shader = true;
209 ctx->Extensions.ARB_texture_cube_map_array = true;
210 ctx->Extensions.ARB_texture_gather = true;
211 ctx->Extensions.ARB_texture_multisample = true;
212 ctx->Extensions.ARB_texture_query_levels = true;
213 ctx->Extensions.ARB_texture_query_lod = true;
214 ctx->Extensions.ARB_uniform_buffer_object = true;
215 ctx->Extensions.ARB_viewport_array = true;
216 ctx->Extensions.ARB_cull_distance = true;
217 ctx->Extensions.ARB_bindless_texture = true;
218
219 ctx->Extensions.OES_EGL_image_external = true;
220 ctx->Extensions.OES_standard_derivatives = true;
221 ctx->Extensions.OES_texture_3D = true;
222
223 ctx->Extensions.EXT_gpu_shader4 = true;
224 ctx->Extensions.EXT_shader_integer_mix = true;
225 ctx->Extensions.EXT_texture_array = true;
226
227 ctx->Extensions.MESA_shader_integer_functions = true;
228
229 ctx->Extensions.NV_texture_rectangle = true;
230
231 ctx->Const.GLSLVersion = 120;
232
233 /* 1.20 minimums. */
234 ctx->Const.MaxLights = 8;
235 ctx->Const.MaxClipPlanes = 6;
236 ctx->Const.MaxTextureUnits = 2;
237 ctx->Const.MaxTextureCoordUnits = 2;
238 ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
239
240 ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 512;
241 ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
242 ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */
243 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
244 ctx->Const.MaxCombinedTextureImageUnits = 2;
245 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 2;
246 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 64;
247 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 32;
248
249 ctx->Const.MaxDrawBuffers = 1;
250 ctx->Const.MaxComputeWorkGroupCount[0] = 65535;
251 ctx->Const.MaxComputeWorkGroupCount[1] = 65535;
252 ctx->Const.MaxComputeWorkGroupCount[2] = 65535;
253 ctx->Const.MaxComputeWorkGroupSize[0] = 1024;
254 ctx->Const.MaxComputeWorkGroupSize[1] = 1024;
255 ctx->Const.MaxComputeWorkGroupSize[2] = 64;
256 ctx->Const.MaxComputeWorkGroupInvocations = 1024;
257 ctx->Const.MaxComputeVariableGroupSize[0] = 512;
258 ctx->Const.MaxComputeVariableGroupSize[1] = 512;
259 ctx->Const.MaxComputeVariableGroupSize[2] = 64;
260 ctx->Const.MaxComputeVariableGroupInvocations = 512;
261 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = 16;
262 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformComponents = 1024;
263 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxInputComponents = 0; /* not used */
264 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxOutputComponents = 0; /* not used */
265
266 /* Set up default shader compiler options. */
267 struct gl_shader_compiler_options options;
268 memset(&options, 0, sizeof(options));
269 options.MaxIfDepth = UINT_MAX;
270
271 for (int sh = 0; sh < MESA_SHADER_STAGES; ++sh)
272 memcpy(&ctx->Const.ShaderCompilerOptions[sh], &options, sizeof(options));
273
274 _mesa_locale_init();
275 }
276