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
38 void
_mesa_warning(struct gl_context * ctx,const char * fmt,...)39 _mesa_warning(struct gl_context *ctx, const char *fmt, ...)
40 {
41 va_list vargs;
42 (void) ctx;
43
44 va_start(vargs, fmt);
45
46 /* This output is not thread-safe, but that's good enough for the
47 * standalone compiler.
48 */
49 fprintf(stderr, "Mesa warning: ");
50 vfprintf(stderr, fmt, vargs);
51 fprintf(stderr, "\n");
52
53 va_end(vargs);
54 }
55
56 void
_mesa_reference_shader_program_data(struct gl_context * ctx,struct gl_shader_program_data ** ptr,struct gl_shader_program_data * data)57 _mesa_reference_shader_program_data(struct gl_context *ctx,
58 struct gl_shader_program_data **ptr,
59 struct gl_shader_program_data *data)
60 {
61 (void) ctx;
62 *ptr = data;
63 }
64
65 void
_mesa_reference_shader(struct gl_context * ctx,struct gl_shader ** ptr,struct gl_shader * sh)66 _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
67 struct gl_shader *sh)
68 {
69 (void) ctx;
70 *ptr = sh;
71 }
72
73 void
_mesa_reference_program_(struct gl_context * ctx,struct gl_program ** ptr,struct gl_program * prog)74 _mesa_reference_program_(struct gl_context *ctx, struct gl_program **ptr,
75 struct gl_program *prog)
76 {
77 (void) ctx;
78 *ptr = prog;
79 }
80
81 void
_mesa_shader_debug(struct gl_context *,GLenum,GLuint *,const char *)82 _mesa_shader_debug(struct gl_context *, GLenum, GLuint *,
83 const char *)
84 {
85 }
86
87 struct gl_shader *
_mesa_new_shader(GLuint name,gl_shader_stage stage)88 _mesa_new_shader(GLuint name, gl_shader_stage stage)
89 {
90 struct gl_shader *shader;
91
92 assert(stage == MESA_SHADER_FRAGMENT || stage == MESA_SHADER_VERTEX);
93 shader = rzalloc(NULL, struct gl_shader);
94 if (shader) {
95 shader->Stage = stage;
96 shader->Name = name;
97 shader->RefCount = 1;
98 }
99 return shader;
100 }
101
102 GLbitfield
_mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])103 _mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
104 {
105 return 0;
106 }
107
108 char *
_mesa_program_state_string(const gl_state_index state[STATE_LENGTH])109 _mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
110 {
111 return NULL;
112 }
113
114 void
_mesa_delete_shader(struct gl_context * ctx,struct gl_shader * sh)115 _mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
116 {
117 free((void *)sh->Source);
118 free(sh->Label);
119 ralloc_free(sh);
120 }
121
122 void
_mesa_delete_linked_shader(struct gl_context * ctx,struct gl_linked_shader * sh)123 _mesa_delete_linked_shader(struct gl_context *ctx,
124 struct gl_linked_shader *sh)
125 {
126 ralloc_free(sh);
127 }
128
129 void
_mesa_clear_shader_program_data(struct gl_context * ctx,struct gl_shader_program * shProg)130 _mesa_clear_shader_program_data(struct gl_context *ctx,
131 struct gl_shader_program *shProg)
132 {
133 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
134 if (shProg->_LinkedShaders[i] != NULL) {
135 _mesa_delete_linked_shader(ctx, shProg->_LinkedShaders[i]);
136 shProg->_LinkedShaders[i] = NULL;
137 }
138 }
139
140 shProg->data->NumUniformStorage = 0;
141 shProg->data->UniformStorage = NULL;
142 shProg->NumUniformRemapTable = 0;
143 shProg->UniformRemapTable = NULL;
144 shProg->UniformHash = NULL;
145
146 ralloc_free(shProg->data->InfoLog);
147 shProg->data->InfoLog = ralloc_strdup(shProg->data, "");
148
149 ralloc_free(shProg->data->UniformBlocks);
150 shProg->data->UniformBlocks = NULL;
151 shProg->data->NumUniformBlocks = 0;
152
153 ralloc_free(shProg->data->ShaderStorageBlocks);
154 shProg->data->ShaderStorageBlocks = NULL;
155 shProg->data->NumShaderStorageBlocks = 0;
156
157 ralloc_free(shProg->data->AtomicBuffers);
158 shProg->data->AtomicBuffers = NULL;
159 shProg->data->NumAtomicBuffers = 0;
160 }
161
initialize_context_to_defaults(struct gl_context * ctx,gl_api api)162 void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
163 {
164 memset(ctx, 0, sizeof(*ctx));
165
166 ctx->API = api;
167
168 ctx->Extensions.dummy_false = false;
169 ctx->Extensions.dummy_true = true;
170 ctx->Extensions.ARB_compute_shader = true;
171 ctx->Extensions.ARB_compute_variable_group_size = true;
172 ctx->Extensions.ARB_conservative_depth = true;
173 ctx->Extensions.ARB_draw_instanced = true;
174 ctx->Extensions.ARB_ES2_compatibility = true;
175 ctx->Extensions.ARB_ES3_compatibility = true;
176 ctx->Extensions.ARB_explicit_attrib_location = true;
177 ctx->Extensions.ARB_fragment_coord_conventions = true;
178 ctx->Extensions.ARB_fragment_layer_viewport = true;
179 ctx->Extensions.ARB_gpu_shader5 = true;
180 ctx->Extensions.ARB_gpu_shader_fp64 = true;
181 ctx->Extensions.ARB_sample_shading = true;
182 ctx->Extensions.ARB_shader_bit_encoding = true;
183 ctx->Extensions.ARB_shader_draw_parameters = true;
184 ctx->Extensions.ARB_shader_stencil_export = true;
185 ctx->Extensions.ARB_shader_subroutine = true;
186 ctx->Extensions.ARB_shader_texture_lod = true;
187 ctx->Extensions.ARB_shading_language_420pack = true;
188 ctx->Extensions.ARB_shading_language_packing = true;
189 ctx->Extensions.ARB_tessellation_shader = true;
190 ctx->Extensions.ARB_texture_cube_map_array = true;
191 ctx->Extensions.ARB_texture_gather = true;
192 ctx->Extensions.ARB_texture_multisample = true;
193 ctx->Extensions.ARB_texture_query_levels = true;
194 ctx->Extensions.ARB_texture_query_lod = true;
195 ctx->Extensions.ARB_uniform_buffer_object = true;
196 ctx->Extensions.ARB_viewport_array = true;
197 ctx->Extensions.ARB_cull_distance = true;
198
199 ctx->Extensions.OES_EGL_image_external = true;
200 ctx->Extensions.OES_standard_derivatives = true;
201
202 ctx->Extensions.EXT_shader_integer_mix = true;
203 ctx->Extensions.EXT_texture_array = true;
204
205 ctx->Extensions.MESA_shader_integer_functions = true;
206
207 ctx->Extensions.NV_texture_rectangle = true;
208
209 ctx->Const.GLSLVersion = 120;
210
211 /* 1.20 minimums. */
212 ctx->Const.MaxLights = 8;
213 ctx->Const.MaxClipPlanes = 6;
214 ctx->Const.MaxTextureUnits = 2;
215 ctx->Const.MaxTextureCoordUnits = 2;
216 ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
217
218 ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 512;
219 ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
220 ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */
221 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
222 ctx->Const.MaxCombinedTextureImageUnits = 2;
223 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 2;
224 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 64;
225 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 32;
226
227 ctx->Const.MaxDrawBuffers = 1;
228 ctx->Const.MaxComputeWorkGroupCount[0] = 65535;
229 ctx->Const.MaxComputeWorkGroupCount[1] = 65535;
230 ctx->Const.MaxComputeWorkGroupCount[2] = 65535;
231 ctx->Const.MaxComputeWorkGroupSize[0] = 1024;
232 ctx->Const.MaxComputeWorkGroupSize[1] = 1024;
233 ctx->Const.MaxComputeWorkGroupSize[2] = 64;
234 ctx->Const.MaxComputeWorkGroupInvocations = 1024;
235 ctx->Const.MaxComputeVariableGroupSize[0] = 512;
236 ctx->Const.MaxComputeVariableGroupSize[1] = 512;
237 ctx->Const.MaxComputeVariableGroupSize[2] = 64;
238 ctx->Const.MaxComputeVariableGroupInvocations = 512;
239 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = 16;
240 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformComponents = 1024;
241 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxInputComponents = 0; /* not used */
242 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxOutputComponents = 0; /* not used */
243
244 /* Set up default shader compiler options. */
245 struct gl_shader_compiler_options options;
246 memset(&options, 0, sizeof(options));
247 options.MaxUnrollIterations = 32;
248 options.MaxIfDepth = UINT_MAX;
249
250 for (int sh = 0; sh < MESA_SHADER_STAGES; ++sh)
251 memcpy(&ctx->Const.ShaderCompilerOptions[sh], &options, sizeof(options));
252
253 _mesa_locale_init();
254 }
255