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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