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authorEmil Velikov <[email protected]>2016-01-18 12:16:48 +0200
committerEmil Velikov <[email protected]>2016-01-26 16:08:33 +0000
commiteb63640c1d38a200a7b1540405051d3ff79d0d8a (patch)
treeda46321a41f309b1d02aeb14d5d5487791c45aeb /src/compiler/glsl/standalone_scaffolding.cpp
parenta39a8fbbaa129f4e52f2a3ad2747182e9a74d910 (diff)
glsl: move to compiler/
Signed-off-by: Emil Velikov <[email protected]> Acked-by: Matt Turner <[email protected]> Acked-by: Jose Fonseca <[email protected]>
Diffstat (limited to 'src/compiler/glsl/standalone_scaffolding.cpp')
-rw-r--r--src/compiler/glsl/standalone_scaffolding.cpp221
1 files changed, 221 insertions, 0 deletions
diff --git a/src/compiler/glsl/standalone_scaffolding.cpp b/src/compiler/glsl/standalone_scaffolding.cpp
new file mode 100644
index 00000000000..d5d214b57cc
--- /dev/null
+++ b/src/compiler/glsl/standalone_scaffolding.cpp
@@ -0,0 +1,221 @@
+/*
+ * Copyright © 2011 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.
+ */
+
+/* This file declares stripped-down versions of functions that
+ * normally exist outside of the glsl folder, so that they can be used
+ * when running the GLSL compiler standalone (for unit testing or
+ * compiling builtins).
+ */
+
+#include "standalone_scaffolding.h"
+
+#include <assert.h>
+#include <stdio.h>
+#include <string.h>
+#include "util/ralloc.h"
+#include "util/strtod.h"
+
+void
+_mesa_warning(struct gl_context *ctx, const char *fmt, ...)
+{
+ va_list vargs;
+ (void) ctx;
+
+ va_start(vargs, fmt);
+
+ /* This output is not thread-safe, but that's good enough for the
+ * standalone compiler.
+ */
+ fprintf(stderr, "Mesa warning: ");
+ vfprintf(stderr, fmt, vargs);
+ fprintf(stderr, "\n");
+
+ va_end(vargs);
+}
+
+void
+_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
+ struct gl_shader *sh)
+{
+ (void) ctx;
+ *ptr = sh;
+}
+
+void
+_mesa_shader_debug(struct gl_context *, GLenum, GLuint *,
+ const char *)
+{
+}
+
+struct gl_shader *
+_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
+{
+ struct gl_shader *shader;
+
+ (void) ctx;
+
+ assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
+ shader = rzalloc(NULL, struct gl_shader);
+ if (shader) {
+ shader->Type = type;
+ shader->Stage = _mesa_shader_enum_to_shader_stage(type);
+ shader->Name = name;
+ shader->RefCount = 1;
+ }
+ return shader;
+}
+
+void
+_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
+{
+ free((void *)sh->Source);
+ free(sh->Label);
+ ralloc_free(sh);
+}
+
+void
+_mesa_clear_shader_program_data(struct gl_shader_program *shProg)
+{
+ unsigned i;
+
+ shProg->NumUniformStorage = 0;
+ shProg->UniformStorage = NULL;
+ shProg->NumUniformRemapTable = 0;
+ shProg->UniformRemapTable = NULL;
+ shProg->UniformHash = NULL;
+
+ ralloc_free(shProg->InfoLog);
+ shProg->InfoLog = ralloc_strdup(shProg, "");
+
+ ralloc_free(shProg->BufferInterfaceBlocks);
+ shProg->BufferInterfaceBlocks = NULL;
+ shProg->NumBufferInterfaceBlocks = 0;
+
+ ralloc_free(shProg->UniformBlocks);
+ shProg->UniformBlocks = NULL;
+ shProg->NumUniformBlocks = 0;
+
+ ralloc_free(shProg->ShaderStorageBlocks);
+ shProg->ShaderStorageBlocks = NULL;
+ shProg->NumShaderStorageBlocks = 0;
+
+ for (i = 0; i < MESA_SHADER_STAGES; i++) {
+ ralloc_free(shProg->InterfaceBlockStageIndex[i]);
+ shProg->InterfaceBlockStageIndex[i] = NULL;
+ }
+
+ ralloc_free(shProg->UboInterfaceBlockIndex);
+ shProg->UboInterfaceBlockIndex = NULL;
+ ralloc_free(shProg->SsboInterfaceBlockIndex);
+ shProg->SsboInterfaceBlockIndex = NULL;
+
+ ralloc_free(shProg->AtomicBuffers);
+ shProg->AtomicBuffers = NULL;
+ shProg->NumAtomicBuffers = 0;
+}
+
+void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
+{
+ memset(ctx, 0, sizeof(*ctx));
+
+ ctx->API = api;
+
+ ctx->Extensions.dummy_false = false;
+ ctx->Extensions.dummy_true = true;
+ ctx->Extensions.ARB_compute_shader = true;
+ ctx->Extensions.ARB_conservative_depth = true;
+ ctx->Extensions.ARB_draw_instanced = true;
+ ctx->Extensions.ARB_ES2_compatibility = true;
+ ctx->Extensions.ARB_ES3_compatibility = true;
+ ctx->Extensions.ARB_explicit_attrib_location = true;
+ ctx->Extensions.ARB_fragment_coord_conventions = true;
+ ctx->Extensions.ARB_fragment_layer_viewport = true;
+ ctx->Extensions.ARB_gpu_shader5 = true;
+ ctx->Extensions.ARB_gpu_shader_fp64 = true;
+ ctx->Extensions.ARB_sample_shading = true;
+ ctx->Extensions.ARB_shader_bit_encoding = true;
+ ctx->Extensions.ARB_shader_draw_parameters = true;
+ ctx->Extensions.ARB_shader_stencil_export = true;
+ ctx->Extensions.ARB_shader_subroutine = true;
+ ctx->Extensions.ARB_shader_texture_lod = true;
+ ctx->Extensions.ARB_shading_language_420pack = true;
+ ctx->Extensions.ARB_shading_language_packing = true;
+ ctx->Extensions.ARB_tessellation_shader = true;
+ ctx->Extensions.ARB_texture_cube_map_array = true;
+ ctx->Extensions.ARB_texture_gather = true;
+ ctx->Extensions.ARB_texture_multisample = true;
+ ctx->Extensions.ARB_texture_query_levels = true;
+ ctx->Extensions.ARB_texture_query_lod = true;
+ ctx->Extensions.ARB_uniform_buffer_object = true;
+ ctx->Extensions.ARB_viewport_array = true;
+
+ ctx->Extensions.OES_EGL_image_external = true;
+ ctx->Extensions.OES_standard_derivatives = true;
+
+ ctx->Extensions.EXT_shader_integer_mix = true;
+ ctx->Extensions.EXT_texture_array = true;
+
+ ctx->Extensions.NV_texture_rectangle = true;
+
+ ctx->Const.GLSLVersion = 120;
+
+ /* 1.20 minimums. */
+ ctx->Const.MaxLights = 8;
+ ctx->Const.MaxClipPlanes = 6;
+ ctx->Const.MaxTextureUnits = 2;
+ ctx->Const.MaxTextureCoordUnits = 2;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
+
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 512;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
+ ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
+ ctx->Const.MaxCombinedTextureImageUnits = 2;
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 2;
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 64;
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 32;
+
+ ctx->Const.MaxDrawBuffers = 1;
+ 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.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = 16;
+ ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformComponents = 1024;
+ ctx->Const.Program[MESA_SHADER_COMPUTE].MaxInputComponents = 0; /* not used */
+ ctx->Const.Program[MESA_SHADER_COMPUTE].MaxOutputComponents = 0; /* not used */
+
+ /* Set up default shader compiler options. */
+ struct gl_shader_compiler_options options;
+ memset(&options, 0, sizeof(options));
+ options.MaxUnrollIterations = 32;
+ options.MaxIfDepth = UINT_MAX;
+
+ for (int sh = 0; sh < MESA_SHADER_STAGES; ++sh)
+ memcpy(&ctx->Const.ShaderCompilerOptions[sh], &options, sizeof(options));
+
+ _mesa_locale_init();
+}