standalone_scaffolding.cpp revision 7e102996
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
39void
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
57void
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
75void
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
84void
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
92void
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
100void
101_mesa_shader_debug(struct gl_context *, GLenum, GLuint *,
102                   const char *)
103{
104}
105
106struct gl_shader *
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
121GLbitfield
122_mesa_program_state_flags(UNUSED const gl_state_index16 state[STATE_LENGTH])
123{
124   return 0;
125}
126
127char *
128_mesa_program_state_string(UNUSED const gl_state_index16 state[STATE_LENGTH])
129{
130   return NULL;
131}
132
133void
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
141void
142_mesa_delete_linked_shader(struct gl_context *,
143                           struct gl_linked_shader *sh)
144{
145   ralloc_free(sh);
146}
147
148void
149_mesa_clear_shader_program_data(struct gl_context *ctx,
150                                struct gl_shader_program *shProg)
151{
152   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
153      if (shProg->_LinkedShaders[i] != NULL) {
154         _mesa_delete_linked_shader(ctx, shProg->_LinkedShaders[i]);
155         shProg->_LinkedShaders[i] = NULL;
156      }
157   }
158
159   shProg->data->NumUniformStorage = 0;
160   shProg->data->UniformStorage = NULL;
161   shProg->NumUniformRemapTable = 0;
162   shProg->UniformRemapTable = NULL;
163   shProg->UniformHash = NULL;
164
165   ralloc_free(shProg->data->InfoLog);
166   shProg->data->InfoLog = ralloc_strdup(shProg->data, "");
167
168   ralloc_free(shProg->data->UniformBlocks);
169   shProg->data->UniformBlocks = NULL;
170   shProg->data->NumUniformBlocks = 0;
171
172   ralloc_free(shProg->data->ShaderStorageBlocks);
173   shProg->data->ShaderStorageBlocks = NULL;
174   shProg->data->NumShaderStorageBlocks = 0;
175
176   ralloc_free(shProg->data->AtomicBuffers);
177   shProg->data->AtomicBuffers = NULL;
178   shProg->data->NumAtomicBuffers = 0;
179}
180
181void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
182{
183   memset(ctx, 0, sizeof(*ctx));
184
185   ctx->API = api;
186
187   ctx->Extensions.dummy_false = false;
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
222   ctx->Extensions.EXT_gpu_shader4 = true;
223   ctx->Extensions.EXT_shader_integer_mix = true;
224   ctx->Extensions.EXT_texture_array = true;
225
226   ctx->Extensions.MESA_shader_integer_functions = true;
227
228   ctx->Extensions.NV_texture_rectangle = true;
229
230   ctx->Const.GLSLVersion = 120;
231
232   /* 1.20 minimums. */
233   ctx->Const.MaxLights = 8;
234   ctx->Const.MaxClipPlanes = 6;
235   ctx->Const.MaxTextureUnits = 2;
236   ctx->Const.MaxTextureCoordUnits = 2;
237   ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
238
239   ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 512;
240   ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
241   ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */
242   ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
243   ctx->Const.MaxCombinedTextureImageUnits = 2;
244   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 2;
245   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 64;
246   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 32;
247
248   ctx->Const.MaxDrawBuffers = 1;
249   ctx->Const.MaxComputeWorkGroupCount[0] = 65535;
250   ctx->Const.MaxComputeWorkGroupCount[1] = 65535;
251   ctx->Const.MaxComputeWorkGroupCount[2] = 65535;
252   ctx->Const.MaxComputeWorkGroupSize[0] = 1024;
253   ctx->Const.MaxComputeWorkGroupSize[1] = 1024;
254   ctx->Const.MaxComputeWorkGroupSize[2] = 64;
255   ctx->Const.MaxComputeWorkGroupInvocations = 1024;
256   ctx->Const.MaxComputeVariableGroupSize[0] = 512;
257   ctx->Const.MaxComputeVariableGroupSize[1] = 512;
258   ctx->Const.MaxComputeVariableGroupSize[2] = 64;
259   ctx->Const.MaxComputeVariableGroupInvocations = 512;
260   ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = 16;
261   ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformComponents = 1024;
262   ctx->Const.Program[MESA_SHADER_COMPUTE].MaxInputComponents = 0; /* not used */
263   ctx->Const.Program[MESA_SHADER_COMPUTE].MaxOutputComponents = 0; /* not used */
264
265   /* Set up default shader compiler options. */
266   struct gl_shader_compiler_options options;
267   memset(&options, 0, sizeof(options));
268   options.MaxUnrollIterations = 32;
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