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-rw-r--r--src/mesa/drivers/common/driverfuncs.c46
-rw-r--r--src/mesa/drivers/common/driverfuncs.h8
-rw-r--r--src/mesa/drivers/dri/i915/i915_context.c3
-rw-r--r--src/mesa/drivers/dri/i915/i915_vtbl.c2
-rw-r--r--src/mesa/drivers/glslcompiler/Makefile44
-rw-r--r--src/mesa/drivers/glslcompiler/glslcompiler.c353
6 files changed, 449 insertions, 7 deletions
diff --git a/src/mesa/drivers/common/driverfuncs.c b/src/mesa/drivers/common/driverfuncs.c
index 1e44904b930..bc637a879e3 100644
--- a/src/mesa/drivers/common/driverfuncs.c
+++ b/src/mesa/drivers/common/driverfuncs.c
@@ -1,8 +1,8 @@
/*
* Mesa 3-D graphics library
- * Version: 6.5
+ * Version: 6.5.3
*
- * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@ -43,6 +43,7 @@
#include "fbobject.h"
#include "texrender.h"
#endif
+#include "shader_api.h"
#include "arrayobj.h"
#include "driverfuncs.h"
@@ -248,4 +249,45 @@ _mesa_init_driver_functions(struct dd_function_table *driver)
driver->EndList = NULL;
driver->BeginCallList = NULL;
driver->EndCallList = NULL;
+
+
+ /* XXX temporary here */
+ _mesa_init_glsl_driver_functions(driver);
+}
+
+
+/**
+ * Plug in Mesa's GLSL functions.
+ */
+void
+_mesa_init_glsl_driver_functions(struct dd_function_table *driver)
+{
+ driver->AttachShader = _mesa_attach_shader;
+ driver->BindAttribLocation = _mesa_bind_attrib_location;
+ driver->CompileShader = _mesa_compile_shader;
+ driver->CreateProgram = _mesa_create_program;
+ driver->CreateShader = _mesa_create_shader;
+ driver->DeleteProgram2 = _mesa_delete_program2;
+ driver->DeleteShader = _mesa_delete_shader;
+ driver->DetachShader = _mesa_detach_shader;
+ driver->GetActiveAttrib = _mesa_get_active_attrib;
+ driver->GetActiveUniform = _mesa_get_active_uniform;
+ driver->GetAttachedShaders = _mesa_get_attached_shaders;
+ driver->GetAttribLocation = _mesa_get_attrib_location;
+ driver->GetHandle = _mesa_get_handle;
+ driver->GetProgramiv = _mesa_get_programiv;
+ driver->GetProgramInfoLog = _mesa_get_program_info_log;
+ driver->GetShaderiv = _mesa_get_shaderiv;
+ driver->GetShaderInfoLog = _mesa_get_shader_info_log;
+ driver->GetShaderSource = _mesa_get_shader_source;
+ driver->GetUniformfv = _mesa_get_uniformfv;
+ driver->GetUniformLocation = _mesa_get_uniform_location;
+ driver->IsProgram = _mesa_is_program;
+ driver->IsShader = _mesa_is_shader;
+ driver->LinkProgram = _mesa_link_program;
+ driver->ShaderSource = _mesa_shader_source;
+ driver->Uniform = _mesa_uniform;
+ driver->UniformMatrix = _mesa_uniform_matrix;
+ driver->UseProgram = _mesa_use_program;
+ driver->ValidateProgram = _mesa_validate_program;
}
diff --git a/src/mesa/drivers/common/driverfuncs.h b/src/mesa/drivers/common/driverfuncs.h
index 64f56d91f95..50f2b4271dc 100644
--- a/src/mesa/drivers/common/driverfuncs.h
+++ b/src/mesa/drivers/common/driverfuncs.h
@@ -1,8 +1,8 @@
/*
* Mesa 3-D graphics library
- * Version: 6.1
+ * Version: 6.5.3
*
- * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@ -29,4 +29,8 @@
extern void
_mesa_init_driver_functions(struct dd_function_table *driver);
+
+extern void
+_mesa_init_glsl_driver_functions(struct dd_function_table *driver);
+
#endif
diff --git a/src/mesa/drivers/dri/i915/i915_context.c b/src/mesa/drivers/dri/i915/i915_context.c
index 6ec34e5bdef..e58c9498ce0 100644
--- a/src/mesa/drivers/dri/i915/i915_context.c
+++ b/src/mesa/drivers/dri/i915/i915_context.c
@@ -167,8 +167,7 @@ GLboolean i915CreateContext( const __GLcontextModes *mesaVis,
I915_MAX_TEX_INSN);
ctx->Const.FragmentProgram.MaxNativeTexIndirections = I915_MAX_TEX_INDIRECT;
ctx->Const.FragmentProgram.MaxNativeAddressRegs = 0; /* I don't think we have one */
- ctx->_MaintainTexEnvProgram = 1;
- ctx->_UseTexEnvProgram = 1;
+ ctx->_MaintainTexEnvProgram = GL_TRUE;
driInitExtensions( ctx, i915_extensions, GL_FALSE );
diff --git a/src/mesa/drivers/dri/i915/i915_vtbl.c b/src/mesa/drivers/dri/i915/i915_vtbl.c
index 2936a0fb721..7924754c82c 100644
--- a/src/mesa/drivers/dri/i915/i915_vtbl.c
+++ b/src/mesa/drivers/dri/i915/i915_vtbl.c
@@ -46,7 +46,7 @@ static void i915_render_start( intelContextPtr intel )
GLcontext *ctx = &intel->ctx;
i915ContextPtr i915 = I915_CONTEXT(intel);
- if (ctx->FragmentProgram._Active)
+ if (ctx->FragmentProgram._Current)
i915ValidateFragmentProgram( i915 );
else {
assert(!ctx->_MaintainTexEnvProgram);
diff --git a/src/mesa/drivers/glslcompiler/Makefile b/src/mesa/drivers/glslcompiler/Makefile
new file mode 100644
index 00000000000..858457ddd40
--- /dev/null
+++ b/src/mesa/drivers/glslcompiler/Makefile
@@ -0,0 +1,44 @@
+# Makefile for stand-alone GL-SL compiler
+
+TOP = ../../../..
+
+include $(TOP)/configs/current
+
+
+PROGRAM = glslcompiler
+
+OBJECTS = \
+ glslcompiler.o \
+ ../../glapi/glapi.o \
+ ../../glapi/glthread.o \
+ ../../main/dispatch.o \
+ ../common/driverfuncs.o \
+ ../../libmesa.a
+
+INCLUDES = \
+ -I$(TOP)/include \
+ -I$(TOP)/include/GL/internal \
+ -I$(TOP)/src/mesa \
+ -I$(TOP)/src/mesa/main \
+ -I$(TOP)/src/mesa/glapi \
+ -I$(TOP)/src/mesa/math \
+ -I$(TOP)/src/mesa/transform \
+ -I$(TOP)/src/mesa/shader \
+ -I$(TOP)/src/mesa/swrast \
+ -I$(TOP)/src/mesa/swrast_setup \
+
+
+default: $(PROGRAM)
+ $(INSTALL) $(PROGRAM) $(TOP)/bin
+
+
+glslcompiler: $(OBJECTS)
+ $(CC) $(OBJECTS) -lm -lpthread -o $@
+
+
+glslcompiler.o: glslcompiler.c
+ $(CC) -c $(CFLAGS) $(INCLUDES) glslcompiler.c -o $@
+
+
+clean:
+ rm -f *.o *~ $(PROGRAM)
diff --git a/src/mesa/drivers/glslcompiler/glslcompiler.c b/src/mesa/drivers/glslcompiler/glslcompiler.c
new file mode 100644
index 00000000000..a27f749df7f
--- /dev/null
+++ b/src/mesa/drivers/glslcompiler/glslcompiler.c
@@ -0,0 +1,353 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5.3
+ *
+ * Copyright (C) 1999-2007 Brian Paul, Tungsten Graphics, Inc.
+ * All Rights Reserved.
+ *
+ * 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 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
+ * BRIAN PAUL 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.
+ */
+
+/**
+ * \mainpage
+ *
+ * Stand-alone Shading Language compiler.
+ * Basically, a command-line program which accepts GLSL shaders and emits
+ * vertex/fragment programs (GPU instructions).
+ *
+ * This file is basically just a Mesa device driver but instead of building
+ * a shared library we build an executable.
+ *
+ * We can emit programs in three different formats:
+ * 1. ARB-style (GL_ARB_vertex/fragment_program)
+ * 2. NV-style (GL_NV_vertex/fragment_program)
+ * 3. debug-style (a slightly more sophisticated, internal format)
+ *
+ * Note that the ARB and NV program languages can't express all the
+ * features that might be used by a fragment program (examples being
+ * uniform and varying vars). So, the ARB/NV programs that are
+ * emitted aren't always legal programs in those languages.
+ */
+
+
+#include "imports.h"
+#include "context.h"
+#include "extensions.h"
+#include "framebuffer.h"
+#include "shaders.h"
+#include "shader/shader_api.h"
+#include "shader/prog_print.h"
+#include "drivers/common/driverfuncs.h"
+#include "array_cache/acache.h"
+#include "tnl/tnl.h"
+#include "tnl/t_context.h"
+#include "tnl/t_pipeline.h"
+#include "swrast/swrast.h"
+#include "swrast/s_context.h"
+#include "swrast/s_triangle.h"
+#include "swrast_setup/swrast_setup.h"
+
+
+static const char *Prog = "glslcompiler";
+
+
+struct options {
+ GLboolean LineNumbers;
+ gl_prog_print_mode Mode;
+ const char *VertFile;
+ const char *FragFile;
+ const char *OutputFile;
+};
+
+static struct options Options;
+
+
+/**
+ * GLSL compiler driver context. (kind of an artificial thing for now)
+ */
+struct compiler_context
+{
+ GLcontext MesaContext;
+ int foo;
+};
+
+typedef struct compiler_context CompilerContext;
+
+
+
+static void
+UpdateState(GLcontext *ctx, GLuint new_state)
+{
+ /* easy - just propogate */
+ _swrast_InvalidateState( ctx, new_state );
+ _swsetup_InvalidateState( ctx, new_state );
+ _ac_InvalidateState( ctx, new_state );
+ _tnl_InvalidateState( ctx, new_state );
+}
+
+
+
+static GLboolean
+CreateContext(void)
+{
+ struct dd_function_table ddFuncs;
+ GLvisual *vis;
+ GLframebuffer *buf;
+ GLcontext *ctx;
+ CompilerContext *cc;
+
+ vis = _mesa_create_visual(GL_TRUE, GL_FALSE, GL_FALSE, /* RGB */
+ 8, 8, 8, 8, /* color */
+ 0, 0, 0, /* z, stencil */
+ 0, 0, 0, 0, 1); /* accum */
+ buf = _mesa_create_framebuffer(vis);
+
+ cc = _mesa_calloc(sizeof(*cc));
+ if (!vis || !buf || !cc) {
+ if (vis)
+ _mesa_destroy_visual(vis);
+ if (buf)
+ _mesa_destroy_framebuffer(buf);
+ return GL_FALSE;
+ }
+
+ _mesa_init_driver_functions(&ddFuncs);
+ ddFuncs.GetString = NULL;/*get_string;*/
+ ddFuncs.UpdateState = UpdateState;
+ ddFuncs.GetBufferSize = NULL;
+
+ ctx = &cc->MesaContext;
+ _mesa_initialize_context(ctx, vis, NULL, &ddFuncs, cc);
+ _mesa_enable_sw_extensions(ctx);
+
+ if (!_swrast_CreateContext( ctx ) ||
+ !_ac_CreateContext( ctx ) ||
+ !_tnl_CreateContext( ctx ) ||
+ !_swsetup_CreateContext( ctx )) {
+ _mesa_destroy_visual(vis);
+ _mesa_free_context_data(ctx);
+ _mesa_free(cc);
+ return GL_FALSE;
+ }
+ TNL_CONTEXT(ctx)->Driver.RunPipeline = _tnl_run_pipeline;
+ _swsetup_Wakeup( ctx );
+
+ _mesa_make_current(ctx, buf, buf);
+
+ return GL_TRUE;
+}
+
+
+static void
+LoadAndCompileShader(GLuint shader, const char *text)
+{
+ GLint stat;
+ _mesa_ShaderSourceARB(shader, 1, (const GLchar **) &text, NULL);
+ _mesa_CompileShaderARB(shader);
+ _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &stat);
+ if (!stat) {
+ GLchar log[1000];
+ GLsizei len;
+ _mesa_GetShaderInfoLog(shader, 1000, &len, log);
+ fprintf(stderr, "%s: problem compiling shader: %s\n", Prog, log);
+ exit(1);
+ }
+ else {
+ printf("Shader compiled OK\n");
+ }
+}
+
+
+/**
+ * Read a shader from a file.
+ */
+static void
+ReadShader(GLuint shader, const char *filename)
+{
+ const int max = 100*1000;
+ int n;
+ char *buffer = (char*) malloc(max);
+ FILE *f = fopen(filename, "r");
+ if (!f) {
+ fprintf(stderr, "%s: Unable to open shader file %s\n", Prog, filename);
+ exit(1);
+ }
+
+ n = fread(buffer, 1, max, f);
+ /*
+ printf("%s: read %d bytes from shader file %s\n", Prog, n, filename);
+ */
+ if (n > 0) {
+ buffer[n] = 0;
+ LoadAndCompileShader(shader, buffer);
+ }
+
+ fclose(f);
+ free(buffer);
+}
+
+
+#if 0
+static void
+CheckLink(GLuint prog)
+{
+ GLint stat;
+ _mesa_GetProgramiv(prog, GL_LINK_STATUS, &stat);
+ if (!stat) {
+ GLchar log[1000];
+ GLsizei len;
+ _mesa_GetProgramInfoLog(prog, 1000, &len, log);
+ fprintf(stderr, "%s: Linker error:\n%s\n", Prog, log);
+ }
+ else {
+ fprintf(stderr, "%s: Link success!\n", Prog);
+ }
+}
+#endif
+
+
+static void
+PrintShaderInstructions(GLuint shader, FILE *f)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
+ GLuint i;
+
+ for (i = 0; i < sh->NumPrograms; i++) {
+ struct gl_program *prog = sh->Programs[i];
+ _mesa_print_program_opt(prog, Options.Mode, Options.LineNumbers);
+ }
+}
+
+
+static GLuint
+CompileShader(const char *filename, GLenum type)
+{
+ GLuint shader;
+
+ assert(type == GL_FRAGMENT_SHADER ||
+ type == GL_VERTEX_SHADER);
+
+ shader = _mesa_CreateShader(type);
+ ReadShader(shader, filename);
+
+ return shader;
+}
+
+
+static void
+Usage(void)
+{
+ printf("Mesa GLSL stand-alone compiler\n");
+ printf("Usage:\n");
+ printf(" --vs FILE vertex shader input filename\n");
+ printf(" --fs FILE fragment shader input filename\n");
+ printf(" --arb emit ARB-style instructions (the default)\n");
+ printf(" --nv emit NV-style instructions\n");
+ printf(" --debug emit debug-style instructions\n");
+ printf(" --number, -n emit line numbers\n");
+ printf(" --output, -o FILE output filename\n");
+ printf(" --help display this information\n");
+}
+
+
+static void
+ParseOptions(int argc, char *argv[])
+{
+ int i;
+
+ Options.LineNumbers = GL_FALSE;
+ Options.Mode = PROG_PRINT_ARB;
+ Options.VertFile = NULL;
+ Options.FragFile = NULL;
+ Options.OutputFile = NULL;
+
+ for (i = 1; i < argc; i++) {
+ if (strcmp(argv[i], "--vs") == 0) {
+ Options.VertFile = argv[i + 1];
+ i++;
+ }
+ else if (strcmp(argv[i], "--fs") == 0) {
+ Options.FragFile = argv[i + 1];
+ i++;
+ }
+ else if (strcmp(argv[i], "--arb") == 0) {
+ Options.Mode = PROG_PRINT_ARB;
+ }
+ else if (strcmp(argv[i], "--nv") == 0) {
+ Options.Mode = PROG_PRINT_NV;
+ }
+ else if (strcmp(argv[i], "--debug") == 0) {
+ Options.Mode = PROG_PRINT_DEBUG;
+ }
+ else if (strcmp(argv[i], "--number") == 0 ||
+ strcmp(argv[i], "-n") == 0) {
+ Options.LineNumbers = GL_TRUE;
+ }
+ else if (strcmp(argv[i], "--output") == 0 ||
+ strcmp(argv[i], "-o") == 0) {
+ Options.OutputFile = argv[i + 1];
+ i++;
+ }
+ else if (strcmp(argv[i], "--help") == 0) {
+ Usage();
+ exit(0);
+ }
+ else {
+ printf("Unknown option: %s\n", argv[i]);
+ Usage();
+ exit(1);
+ }
+ }
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ GLuint shader = 0;
+
+ if (!CreateContext()) {
+ fprintf(stderr, "%s: Failed to create compiler context\n", Prog);
+ exit(1);
+ }
+
+ ParseOptions(argc, argv);
+
+ if (Options.VertFile) {
+ shader = CompileShader(Options.VertFile, GL_VERTEX_SHADER);
+ }
+ else if (Options.FragFile) {
+ shader = CompileShader(Options.FragFile, GL_FRAGMENT_SHADER);
+ }
+
+ if (shader) {
+ if (Options.OutputFile) {
+ fclose(stdout);
+ /*stdout =*/ freopen(Options.OutputFile, "w", stdout);
+ }
+ if (stdout) {
+ PrintShaderInstructions(shader, stdout);
+ }
+ if (Options.OutputFile) {
+ fclose(stdout);
+ }
+ }
+
+ return 0;
+}