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