main.cpp revision 25f51d3b9b8c36c41cd23d2797b6a06f6e27ff86
1/*
2 * Copyright © 2008, 2009 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#include <cstdlib>
24#include <cstdio>
25#include <getopt.h>
26
27#include <sys/types.h>
28#include <sys/stat.h>
29#include <fcntl.h>
30#include <unistd.h>
31
32#include "ast.h"
33#include "glsl_parser_extras.h"
34#include "glsl_parser.h"
35#include "ir_optimization.h"
36#include "ir_print_visitor.h"
37#include "program.h"
38
39extern "C" struct gl_shader *
40_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type);
41
42/* Copied from shader_api.c for the stand-alone compiler.
43 */
44struct gl_shader *
45_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
46{
47   struct gl_shader *shader;
48   assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
49   shader = talloc_zero(NULL, struct gl_shader);
50   if (shader) {
51      shader->Type = type;
52      shader->Name = name;
53      shader->RefCount = 1;
54   }
55   return shader;
56}
57
58/* Returned string will have 'ctx' as its talloc owner. */
59static char *
60load_text_file(void *ctx, const char *file_name)
61{
62	char *text = NULL;
63	struct stat st;
64	ssize_t total_read = 0;
65	int fd = open(file_name, O_RDONLY);
66
67	if (fd < 0) {
68		return NULL;
69	}
70
71	if (fstat(fd, & st) == 0) {
72	   text = (char *) talloc_size(ctx, st.st_size + 1);
73		if (text != NULL) {
74			do {
75				ssize_t bytes = read(fd, text + total_read,
76						     st.st_size - total_read);
77				if (bytes < 0) {
78					free(text);
79					text = NULL;
80					break;
81				}
82
83				if (bytes == 0) {
84					break;
85				}
86
87				total_read += bytes;
88			} while (total_read < st.st_size);
89
90			text[total_read] = '\0';
91		}
92	}
93
94	close(fd);
95
96	return text;
97}
98
99
100void
101usage_fail(const char *name)
102{
103      printf("%s <filename.frag|filename.vert>\n", name);
104      exit(EXIT_FAILURE);
105}
106
107
108int dump_ast = 0;
109int dump_hir = 0;
110int dump_lir = 0;
111int do_link = 0;
112
113const struct option compiler_opts[] = {
114   { "dump-ast", 0, &dump_ast, 1 },
115   { "dump-hir", 0, &dump_hir, 1 },
116   { "dump-lir", 0, &dump_lir, 1 },
117   { "link",     0, &do_link,  1 },
118   { NULL, 0, NULL, 0 }
119};
120
121static void
122steal_memory(ir_instruction *ir, void *new_ctx)
123{
124   talloc_steal(new_ctx, ir);
125}
126
127void
128compile_shader(struct gl_shader *shader)
129{
130   struct _mesa_glsl_parse_state *state;
131   struct gl_extensions ext;
132
133   state = talloc_zero(talloc_parent(shader), struct _mesa_glsl_parse_state);
134
135   switch (shader->Type) {
136   case GL_VERTEX_SHADER:   state->target = vertex_shader; break;
137   case GL_FRAGMENT_SHADER: state->target = fragment_shader; break;
138   case GL_GEOMETRY_SHADER: state->target = geometry_shader; break;
139   }
140
141   state->scanner = NULL;
142   state->translation_unit.make_empty();
143   state->symbols = new(shader) glsl_symbol_table;
144   state->info_log = talloc_strdup(shader, "");
145   state->error = false;
146   state->loop_or_switch_nesting = NULL;
147   state->ARB_texture_rectangle_enable = true;
148
149   memset(&ext, 0, sizeof(ext));
150   state->extensions = &ext;
151   state->Const.MaxDrawBuffers = 2;
152   state->Const.MaxTextureCoords = 4;
153
154   const char *source = shader->Source;
155   state->error = preprocess(state, &source, &state->info_log, &ext);
156
157   if (!state->error) {
158      _mesa_glsl_lexer_ctor(state, source);
159      _mesa_glsl_parse(state);
160      _mesa_glsl_lexer_dtor(state);
161   }
162
163   if (dump_ast) {
164      foreach_list_const(n, &state->translation_unit) {
165	 ast_node *ast = exec_node_data(ast_node, n, link);
166	 ast->print();
167      }
168      printf("\n\n");
169   }
170
171   shader->ir = new(shader) exec_list;
172   if (!state->error && !state->translation_unit.is_empty())
173      _mesa_ast_to_hir(shader->ir, state);
174
175   validate_ir_tree(shader->ir);
176
177   /* Print out the unoptimized IR. */
178   if (!state->error && dump_hir) {
179      _mesa_print_ir(shader->ir, state);
180   }
181
182   /* Optimization passes */
183   if (!state->error && !shader->ir->is_empty()) {
184      bool progress;
185      do {
186	 progress = false;
187
188	 progress = do_function_inlining(shader->ir) || progress;
189	 progress = do_if_simplification(shader->ir) || progress;
190	 progress = do_copy_propagation(shader->ir) || progress;
191	 progress = do_dead_code_local(shader->ir) || progress;
192	 progress = do_dead_code_unlinked(state, shader->ir) || progress;
193	 progress = do_constant_variable_unlinked(shader->ir) || progress;
194	 progress = do_constant_folding(shader->ir) || progress;
195	 progress = do_vec_index_to_swizzle(shader->ir) || progress;
196	 progress = do_vec_index_to_cond_assign(shader->ir) || progress;
197	 progress = do_swizzle_swizzle(shader->ir) || progress;
198      } while (progress);
199   }
200
201   validate_ir_tree(shader->ir);
202
203   /* Print out the resulting IR */
204   if (!state->error && dump_lir) {
205      _mesa_print_ir(shader->ir, state);
206   }
207
208   shader->symbols = state->symbols;
209   shader->CompileStatus = !state->error;
210   shader->Version = state->language_version;
211
212   if (shader->InfoLog)
213      talloc_free(shader->InfoLog);
214
215   shader->InfoLog = state->info_log;
216
217   /* Retain any live IR, but trash the rest. */
218   foreach_list(node, shader->ir) {
219      visit_tree((ir_instruction *) node, steal_memory, shader);
220   }
221
222   talloc_free(state);
223
224   return;
225}
226
227int
228main(int argc, char **argv)
229{
230   int status = EXIT_SUCCESS;
231
232   int c;
233   int idx = 0;
234   while ((c = getopt_long(argc, argv, "", compiler_opts, &idx)) != -1)
235      /* empty */ ;
236
237
238   if (argc <= optind)
239      usage_fail(argv[0]);
240
241   struct gl_shader_program *whole_program;
242
243   whole_program = talloc_zero (NULL, struct gl_shader_program);
244   assert(whole_program != NULL);
245
246   for (/* empty */; argc > optind; optind++) {
247      whole_program->Shaders = (struct gl_shader **)
248	 talloc_realloc(whole_program, whole_program->Shaders,
249			struct gl_shader *, whole_program->NumShaders + 1);
250      assert(whole_program->Shaders != NULL);
251
252      struct gl_shader *shader = talloc_zero(whole_program, gl_shader);
253
254      whole_program->Shaders[whole_program->NumShaders] = shader;
255      whole_program->NumShaders++;
256
257      const unsigned len = strlen(argv[optind]);
258      if (len < 6)
259	 usage_fail(argv[0]);
260
261      const char *const ext = & argv[optind][len - 5];
262      if (strncmp(".vert", ext, 5) == 0)
263	 shader->Type = GL_VERTEX_SHADER;
264      else if (strncmp(".geom", ext, 5) == 0)
265	 shader->Type = GL_GEOMETRY_SHADER;
266      else if (strncmp(".frag", ext, 5) == 0)
267	 shader->Type = GL_FRAGMENT_SHADER;
268      else
269	 usage_fail(argv[0]);
270
271      shader->Source = load_text_file(whole_program, argv[optind]);
272      if (shader->Source == NULL) {
273	 printf("File \"%s\" does not exist.\n", argv[optind]);
274	 exit(EXIT_FAILURE);
275      }
276
277      compile_shader(shader);
278
279      if (!shader->CompileStatus) {
280	 printf("Info log for %s:\n%s\n", argv[optind], shader->InfoLog);
281	 status = EXIT_FAILURE;
282	 break;
283      }
284   }
285
286   if ((status == EXIT_SUCCESS) && do_link)  {
287      link_shaders(whole_program);
288      status = (whole_program->LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE;
289
290      if (strlen(whole_program->InfoLog) > 0)
291	 printf("Info log for linking:\n%s\n", whole_program->InfoLog);
292   }
293
294   for (unsigned i = 0; i < whole_program->_NumLinkedShaders; i++)
295      talloc_free(whole_program->_LinkedShaders[i]);
296
297   talloc_free(whole_program);
298   _mesa_glsl_release_types();
299
300   return status;
301}
302