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