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 38void 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 56void 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 65void 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 73void 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 81void 82_mesa_shader_debug(struct gl_context *, GLenum, GLuint *, 83 const char *) 84{ 85} 86 87struct gl_shader * 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 102GLbitfield 103_mesa_program_state_flags(const gl_state_index state[STATE_LENGTH]) 104{ 105 return 0; 106} 107 108char * 109_mesa_program_state_string(const gl_state_index state[STATE_LENGTH]) 110{ 111 return NULL; 112} 113 114void 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 122void 123_mesa_delete_linked_shader(struct gl_context *ctx, 124 struct gl_linked_shader *sh) 125{ 126 ralloc_free(sh); 127} 128 129void 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 162void 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