/*
* Copyright © 2008, 2009 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include <getopt.h>
/** @file standalone.cpp
*
* Standalone compiler helper lib. Used by standalone glsl_compiler and
* also available to drivers to implement their own standalone compiler
* with driver backend.
*/
#include "ast.h"
#include "glsl_parser_extras.h"
#include "ir_optimization.h"
#include "program.h"
#include "loop_analysis.h"
#include "standalone_scaffolding.h"
#include "standalone.h"
#include "string_to_uint_map.h"
#include "util/set.h"
#include "linker.h"
#include "glsl_parser_extras.h"
#include "ir_builder_print_visitor.h"
#include "builtin_functions.h"
#include "opt_add_neg_to_sub.h"
class dead_variable_visitor : public ir_hierarchical_visitor {
public:
dead_variable_visitor()
{
variables = _mesa_set_create(NULL,
_mesa_hash_pointer,
_mesa_key_pointer_equal);
}
virtual ~dead_variable_visitor()
{
_mesa_set_destroy(variables, NULL);
}
virtual ir_visitor_status visit(ir_variable *ir)
{
/* If the variable is auto or temp, add it to the set of variables that
* are candidates for removal.
*/
if (ir->data.mode != ir_var_auto && ir->data.mode != ir_var_temporary)
return visit_continue;
_mesa_set_add(variables, ir);
return visit_continue;
}
virtual ir_visitor_status visit(ir_dereference_variable *ir)
{
struct set_entry *entry = _mesa_set_search(variables, ir->var);
/* If a variable is dereferenced at all, remove it from the set of
* variables that are candidates for removal.
*/
if (entry != NULL)
_mesa_set_remove(variables, entry);
return visit_continue;
}
void remove_dead_variables()
{
struct set_entry *entry;
set_foreach(variables, entry) {
ir_variable *ir = (ir_variable *) entry->key;
assert(ir->ir_type == ir_type_variable);
ir->remove();
}
}
private:
set *variables;
};
static void
init_gl_program(struct gl_program *prog, bool is_arb_asm)
{
prog->RefCount = 1;
prog->Format = GL_PROGRAM_FORMAT_ASCII_ARB;
prog->is_arb_asm = is_arb_asm;
}
static struct gl_program *
new_program(UNUSED struct gl_context *ctx, GLenum target,
UNUSED GLuint id, bool is_arb_asm)
{
switch (target) {
case GL_VERTEX_PROGRAM_ARB: /* == GL_VERTEX_PROGRAM_NV */
case GL_GEOMETRY_PROGRAM_NV:
case GL_TESS_CONTROL_PROGRAM_NV:
case GL_TESS_EVALUATION_PROGRAM_NV:
case GL_FRAGMENT_PROGRAM_ARB:
case GL_COMPUTE_PROGRAM_NV: {
struct gl_program *prog = rzalloc(NULL, struct gl_program);
init_gl_program(prog, is_arb_asm);
return prog;
}
default:
printf("bad target in new_program\n");
return NULL;
}
}
static const struct standalone_options *options;
static void
initialize_context(struct gl_context *ctx, gl_api api)
{
initialize_context_to_defaults(ctx, api);
/* The standalone compiler needs to claim support for almost
* everything in order to compile the built-in functions.
*/
ctx->Const.GLSLVersion = options->glsl_version;
ctx->Extensions.ARB_ES3_compatibility = true;
ctx->Const.MaxComputeWorkGroupCount[0] = 65535;
ctx->Const.MaxComputeWorkGroupCount[1] = 65535;
ctx->Const.MaxComputeWorkGroupCount[2] = 65535;
ctx->Const.MaxComputeWorkGroupSize[0] = 1024;
ctx->Const.MaxComputeWorkGroupSize[1] = 1024;
ctx->Const.MaxComputeWorkGroupSize[2] = 64;
ctx->Const.MaxComputeWorkGroupInvocations = 1024;
ctx->Const.MaxComputeSharedMemorySize = 32768;
ctx->Const.MaxComputeVariableGroupSize[0] = 512;
ctx->Const.MaxComputeVariableGroupSize[1] = 512;
ctx->Const.MaxComputeVariableGroupSize[2] = 64;
ctx->Const.MaxComputeVariableGroupInvocations = 512;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxOutputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicBuffers = 8;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicCounters = 8;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxImageUniforms = 8;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformBlocks = 12;
switch (ctx->Const.GLSLVersion) {
case 100:
ctx->Const.MaxClipPlanes = 0;
ctx->Const.MaxCombinedTextureImageUnits = 8;
ctx->Const.MaxDrawBuffers = 2;
ctx->Const.MinProgramTexelOffset = 0;
ctx->Const.MaxProgramTexelOffset = 0;
ctx->Const.MaxLights = 0;
ctx->Const.MaxTextureCoordUnits = 0;
ctx->Const.MaxTextureUnits = 8;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 8;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 128 * 4;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 128 * 4;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits =
ctx->Const.MaxCombinedTextureImageUnits;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 16 * 4;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 16 * 4;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
break;
case 110:
case 120:
ctx->Const.MaxClipPlanes = 6;
ctx->Const.MaxCombinedTextureImageUnits = 2;
ctx->Const.MaxDrawBuffers = 1;
ctx->Const.MinProgramTexelOffset = 0;
ctx->Const.MaxProgramTexelOffset = 0;
ctx->Const.MaxLights = 8;
ctx->Const.MaxTextureCoordUnits = 2;
ctx->Const.MaxTextureUnits = 2;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 512;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 512;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits =
ctx->Const.MaxCombinedTextureImageUnits;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 64;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 64;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
break;
case 130:
case 140:
ctx->Const.MaxClipPlanes = 8;
ctx->Const.MaxCombinedTextureImageUnits = 16;
ctx->Const.MaxDrawBuffers = 8;
ctx->Const.MinProgramTexelOffset = -8;
ctx->Const.MaxProgramTexelOffset = 7;
ctx->Const.MaxLights = 8;
ctx->Const.MaxTextureCoordUnits = 8;
ctx->Const.MaxTextureUnits = 2;
ctx->Const.MaxUniformBufferBindings = 84;
ctx->Const.MaxVertexStreams = 4;
ctx->Const.MaxTransformFeedbackBuffers = 4;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 64;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
break;
case 150:
case 330:
case 400:
case 410:
case 420:
case 430:
case 440:
case 450:
case 460:
ctx->Const.MaxClipPlanes = 8;
ctx->Const.MaxDrawBuffers = 8;
ctx->Const.MinProgramTexelOffset = -8;
ctx->Const.MaxProgramTexelOffset = 7;
ctx->Const.MaxLights = 8;
ctx->Const.MaxTextureCoordUnits = 8;
ctx->Const.MaxTextureUnits = 2;
ctx->Const.MaxUniformBufferBindings = 84;
ctx->Const.MaxVertexStreams = 4;
ctx->Const.MaxTransformFeedbackBuffers = 4;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 64;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents = 128;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxCombinedTextureImageUnits =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits
+ ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
ctx->Const.MaxGeometryOutputVertices = 256;
ctx->Const.MaxGeometryTotalOutputComponents = 1024;
ctx->Const.MaxVarying = 60 / 4;
break;
case 300:
ctx->Const.MaxClipPlanes = 8;
ctx->Const.MaxCombinedTextureImageUnits = 32;
ctx->Const.MaxDrawBuffers = 4;
ctx->Const.MinProgramTexelOffset = -8;
ctx->Const.MaxProgramTexelOffset = 7;
ctx->Const.MaxLights = 0;
ctx->Const.MaxTextureCoordUnits = 0;
ctx->Const.MaxTextureUnits = 0;
ctx->Const.MaxUniformBufferBindings = 84;
ctx->Const.MaxVertexStreams = 4;
ctx->Const.MaxTransformFeedbackBuffers = 4;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 16 * 4;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 224;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 224;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 15 * 4;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4;
break;
}
ctx->Const.GenerateTemporaryNames = true;
ctx->Const.MaxPatchVertices = 32;
/* GL_ARB_explicit_uniform_location, GL_MAX_UNIFORM_LOCATIONS */
ctx->Const.MaxUserAssignableUniformLocations =
4 * MESA_SHADER_STAGES * MAX_UNIFORMS;
ctx->Driver.NewProgram = new_program;
}
/* Returned string will have 'ctx' as its ralloc owner. */
static char *
load_text_file(void *ctx, const char *file_name)
{
char *text = NULL;
size_t size;
size_t total_read = 0;
FILE *fp = fopen(file_name, "rb");
if (!fp) {
return NULL;
}
fseek(fp, 0L, SEEK_END);
size = ftell(fp);
fseek(fp, 0L, SEEK_SET);
text = (char *) ralloc_size(ctx, size + 1);
if (text != NULL) {
do {
size_t bytes = fread(text + total_read,
1, size - total_read, fp);
if (bytes < size - total_read) {
free(text);
text = NULL;
goto error;
}
if (bytes == 0) {
break;
}
total_read += bytes;
} while (total_read < size);
text[total_read] = '\0';
error:;
}
fclose(fp);
return text;
}
static void
compile_shader(struct gl_context *ctx, struct gl_shader *shader)
{
struct _mesa_glsl_parse_state *state =
new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader);
_mesa_glsl_compile_shader(ctx, shader, options->dump_ast,
options->dump_hir, true);
/* Print out the resulting IR */
if (!state->error && options->dump_lir) {
_mesa_print_ir(stdout, shader->ir, state);
}
return;
}
extern "C" struct gl_shader_program *
standalone_compile_shader(const struct standalone_options *_options,
unsigned num_files, char* const* files)
{
int status = EXIT_SUCCESS;
static struct gl_context local_ctx;
struct gl_context *ctx = &local_ctx;
bool glsl_es = false;
options = _options;
switch (options->glsl_version) {
case 100:
case 300:
glsl_es = true;
break;
case 110:
case 120:
case 130:
case 140:
case 150:
case 330:
case 400:
case 410:
case 420:
case 430:
case 440:
case 450:
case 460:
glsl_es = false;
break;
default:
fprintf(stderr, "Unrecognized GLSL version `%d'\n", options->glsl_version);
return NULL;
}
if (glsl_es) {
initialize_context(ctx, API_OPENGLES2);
} else {
initialize_context(ctx, options->glsl_version > 130 ? API_OPENGL_CORE : API_OPENGL_COMPAT);
}
struct gl_shader_program *whole_program;
whole_program = rzalloc (NULL, struct gl_shader_program);
assert(whole_program != NULL);
whole_program->data = rzalloc(whole_program, struct gl_shader_program_data);
assert(whole_program->data != NULL);
whole_program->data->InfoLog = ralloc_strdup(whole_program->data, "");
/* Created just to avoid segmentation faults */
whole_program->AttributeBindings = new string_to_uint_map;
whole_program->FragDataBindings = new string_to_uint_map;
whole_program->FragDataIndexBindings = new string_to_uint_map;
for (unsigned i = 0; i < num_files; i++) {
whole_program->Shaders =
reralloc(whole_program, whole_program->Shaders,
struct gl_shader *, whole_program->NumShaders + 1);
assert(whole_program->Shaders != NULL);
struct gl_shader *shader = rzalloc(whole_program, gl_shader);
whole_program->Shaders[whole_program->NumShaders] = shader;
whole_program->NumShaders++;
const unsigned len = strlen(files[i]);
if (len < 6)
goto fail;
const char *const ext = & files[i][len - 5];
/* TODO add support to read a .shader_test */
if (strncmp(".vert", ext, 5) == 0 || strncmp(".glsl", ext, 5) == 0)
shader->Type = GL_VERTEX_SHADER;
else if (strncmp(".tesc", ext, 5) == 0)
shader->Type = GL_TESS_CONTROL_SHADER;
else if (strncmp(".tese", ext, 5) == 0)
shader->Type = GL_TESS_EVALUATION_SHADER;
else if (strncmp(".geom", ext, 5) == 0)
shader->Type = GL_GEOMETRY_SHADER;
else if (strncmp(".frag", ext, 5) == 0)
shader->Type = GL_FRAGMENT_SHADER;
else if (strncmp(".comp", ext, 5) == 0)
shader->Type = GL_COMPUTE_SHADER;
else
goto fail;
shader->Stage = _mesa_shader_enum_to_shader_stage(shader->Type);
shader->Source = load_text_file(whole_program, files[i]);
if (shader->Source == NULL) {
printf("File \"%s\" does not exist.\n", files[i]);
exit(EXIT_FAILURE);
}
compile_shader(ctx, shader);
if (strlen(shader->InfoLog) > 0) {
if (!options->just_log)
printf("Info log for %s:\n", files[i]);
printf("%s", shader->InfoLog);
if (!options->just_log)
printf("\n");
}
if (!shader->CompileStatus) {
status = EXIT_FAILURE;
break;
}
}
if (status == EXIT_SUCCESS) {
_mesa_clear_shader_program_data(ctx, whole_program);
if (options->do_link) {
link_shaders(ctx, whole_program);
} else {
const gl_shader_stage stage = whole_program->Shaders[0]->Stage;
whole_program->data->LinkStatus = linking_success;
whole_program->_LinkedShaders[stage] =
link_intrastage_shaders(whole_program /* mem_ctx */,
ctx,
whole_program,
whole_program->Shaders,
1,
true);
/* Par-linking can fail, for example, if there are undefined external
* references.
*/
if (whole_program->_LinkedShaders[stage] != NULL) {
assert(whole_program->data->LinkStatus);
struct gl_shader_compiler_options *const compiler_options =
&ctx->Const.ShaderCompilerOptions[stage];
exec_list *const ir =
whole_program->_LinkedShaders[stage]->ir;
bool progress;
do {
progress = do_function_inlining(ir);
progress = do_common_optimization(ir,
false,
false,
compiler_options,
true)
&& progress;
} while(progress);
}
}
status = (whole_program->data->LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE;
if (strlen(whole_program->data->InfoLog) > 0) {
printf("\n");
if (!options->just_log)
printf("Info log for linking:\n");
printf("%s", whole_program->data->InfoLog);
if (!options->just_log)
printf("\n");
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *shader = whole_program->_LinkedShaders[i];
if (!shader)
continue;
add_neg_to_sub_visitor v;
visit_list_elements(&v, shader->ir);
dead_variable_visitor dv;
visit_list_elements(&dv, shader->ir);
dv.remove_dead_variables();
}
if (options->dump_builder) {
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *shader = whole_program->_LinkedShaders[i];
if (!shader)
continue;
_mesa_print_builder_for_ir(stdout, shader->ir);
}
}
}
return whole_program;
fail:
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (whole_program->_LinkedShaders[i])
ralloc_free(whole_program->_LinkedShaders[i]->Program);
}
ralloc_free(whole_program);
return NULL;
}
extern "C" void
standalone_compiler_cleanup(struct gl_shader_program *whole_program)
{
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (whole_program->_LinkedShaders[i])
ralloc_free(whole_program->_LinkedShaders[i]->Program);
}
delete whole_program->AttributeBindings;
delete whole_program->FragDataBindings;
delete whole_program->FragDataIndexBindings;
ralloc_free(whole_program);
_mesa_glsl_release_types();
_mesa_glsl_release_builtin_functions();
}