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path: root/src/mesa/shader/slang/MachineIndependent/ShaderLang.cpp
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//
//Copyright (C) 2002-2004  3Dlabs Inc. Ltd.
//All rights reserved.
//
//Redistribution and use in source and binary forms, with or without
//modification, are permitted provided that the following conditions
//are met:
//
//    Redistributions of source code must retain the above copyright
//    notice, this list of conditions and the following disclaimer.
//
//    Redistributions in binary form must reproduce the above
//    copyright notice, this list of conditions and the following
//    disclaimer in the documentation and/or other materials provided
//    with the distribution.
//
//    Neither the name of 3Dlabs Inc. Ltd. nor the names of its
//    contributors may be used to endorse or promote products derived
//    from this software without specific prior written permission.
//
//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
//"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
//LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
//INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
//BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
//CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
//POSSIBILITY OF SUCH DAMAGE.
//

//
// Implement the top-level of interface to the compiler/linker,
// as defined in ShaderLang.h
//
#include "SymbolTable.h"
#include "ParseHelper.h"
#include "../Include/ShHandle.h"
#include "Initialisation.h"

#define SH_EXPORTING
#include "../Public/ShaderLangExt.h"

#include "Include/ResourceLimits.h"
#include "Initialize.h"

extern "C" int InitPreprocessor(void);
extern "C" int FinalizePreprocessor(void);
extern void SetGlobalPoolAllocatorPtr(TPoolAllocator* poolAllocator);

bool generateBuiltInSymbolTable(TBuiltInResource& resources, TInfoSink&);
bool initializeSymbolTable(TBuiltInStrings* BuiltInStrings, EShLanguage language, TInfoSink& infoSink, TBuiltInResource &resources);
void GenerateResources(TBuiltInResource& resources);

TPoolAllocator* PerProcessGPA = 0;
//
// This is the platform independent interface between an OGL driver
// and the shading language compiler/linker.
//

//
// Driver must call this first, once, before doing any other
// compiler/linker operations.
//
int ShInitialize()
{
    TInfoSink infoSink;
    TBuiltInResource resources;
    GenerateResources(resources);
    bool ret = true;

    if (!InitProcess())
        return 0;

    // This method should be called once per process. If its called by multiple threads, then 
    // we need to have thread synchronization code around the initialization of per process
    // global pool allocator
    if (!PerProcessGPA) { 
        PerProcessGPA = new TPoolAllocator(true);
        PerProcessGPA->push();
        
        TPoolAllocator* gPoolAllocator = &GlobalPoolAllocator;
        SetGlobalPoolAllocatorPtr(PerProcessGPA);            
        ret = generateBuiltInSymbolTable(resources, infoSink);
        SetGlobalPoolAllocatorPtr(gPoolAllocator);
    }

    return ret ? 1 : 0;
}

//
// Driver calls these to create and destroy compiler/linker
// objects.
//

ShHandle ShConstructCompiler(const EShLanguage language, int debugOptions)
{
    if (!InitThread())
        return 0;

    TShHandleBase* base = static_cast<TShHandleBase*>(ConstructCompiler(language, debugOptions));
    
    return reinterpret_cast<void*>(base);
}

ShHandle ShConstructLinker(const EShExecutable executable, int debugOptions)
{
    if (!InitThread())
        return 0;

    TShHandleBase* base = static_cast<TShHandleBase*>(ConstructLinker(executable, debugOptions));

    return reinterpret_cast<void*>(base);
}

ShHandle ShConstructUniformMap()
{
    if (!InitThread())
        return 0;

    TShHandleBase* base = static_cast<TShHandleBase*>(ConstructUniformMap());

    return reinterpret_cast<void*>(base);
}

void ShDestruct(ShHandle handle)
{
    if (handle == 0)
        return;

    TShHandleBase* base = static_cast<TShHandleBase*>(handle);

    if (base->getAsCompiler())
        DeleteCompiler(base->getAsCompiler());
    else if (base->getAsLinker())
        DeleteLinker(base->getAsLinker());
    else if (base->getAsUniformMap())
        DeleteUniformMap(base->getAsUniformMap());
}

//
// A symbol table for each language.  Each has a different
// set of built-ins, and we want to preserve that from
// compile to compile.
//
TSymbolTable SymbolTables[EShLangCount];

//
// Cleanup symbol tables
//
int __fastcall ShFinalize()
{  
  if (PerProcessGPA) {
    PerProcessGPA->popAll();
    delete PerProcessGPA;
  }
  return 1;
}

//
// This method is required only for Sh interface, not for OGLC interface
//
void GenerateResources(TBuiltInResource& resources)
{    
    resources.maxLights = 32;
    resources.maxClipPlanes = 6;
    resources.maxTextureUnits = 32;
    resources.maxTextureCoords = 32;
    resources.maxVertexAttribs = 64;
    resources.maxVertexUniformComponents = 4096;
    resources.maxVaryingFloats = 64;
    resources.maxVertexTextureImageUnits = 32;
    resources.maxCombinedTextureImageUnits = 32;
    resources.maxTextureImageUnits = 32;
    resources.maxFragmentUniformComponents = 4096;
    resources.maxDrawBuffers = 32;
}

//
// This function should be called only once by the Master Dll. Currently, this is being called for each thread 
// which is incorrect. This is required to keep the Sh interface working for now and will eventually be called 
// from master dll once.
//
bool generateBuiltInSymbolTable(TBuiltInResource& resources, TInfoSink& infoSink)
{
    TBuiltIns builtIns;
    builtIns.initialize(resources);
    initializeSymbolTable(builtIns.getBuiltInStrings(), EShLangVertex, infoSink, resources);
    initializeSymbolTable(builtIns.getBuiltInStrings(), EShLangFragment, infoSink, resources);
    return true;
}

bool initializeSymbolTable(TBuiltInStrings* BuiltInStrings, EShLanguage language, TInfoSink& infoSink, TBuiltInResource &resources)
{
    TIntermediate intermediate(infoSink);
    TSymbolTable& symbolTable = SymbolTables[language];
    TParseContext parseContext(symbolTable, intermediate, language, infoSink);

    GlobalParseContext = &parseContext;
    
    setInitialState();

    if (symbolTable.isEmpty()) {
       
        //
        // Parse the built-ins.  This should only happen once per
        // language symbol table.
        //
        // Push the symbol table to give it an initial scope.  This
        // push should not have a corresponding pop, so that built-ins
        // are preserved, and the test for an empty table fails.
        //

        symbolTable.push();
        
        //Initialize the Preprocessor
        int ret = InitPreprocessor();
        if (ret) {
            infoSink.info.message(EPrefixInternalError,  "Unable to intialize the Preprocessor");
            return false;
        }
        
        for (TBuiltInStrings::iterator i  = BuiltInStrings[parseContext.language].begin();
                                       i != BuiltInStrings[parseContext.language].end();
                                       ++i) {
            const char* builtInShaders[1];
            int builtInLengths[1];

            builtInShaders[0] = (*i).c_str();
            builtInLengths[0] = (int) (*i).size();

            if (PaParseStrings(const_cast<char**>(builtInShaders), builtInLengths, 1, parseContext) != 0) {
                infoSink.info.message(EPrefixInternalError, "Unable to parse built-ins");
                return false;
            }
        }

        IdentifyBuiltIns(parseContext.language, symbolTable, resources);
        FinalizePreprocessor();
    }

    return true;
}


//
// Do an actual compile on the given strings.  The result is left 
// in the given compile object.
//
// Return:  The return value of ShCompile is really boolean, indicating
// success or failure.
//
int ShCompile(
    const ShHandle handle,
    const char* const shaderStrings[],
    const int numStrings,
    const EShOptimizationLevel optLevel,
    int debugOptions
    )
{
    if (!InitThread())
        return 0;

    if (handle == 0)
        return 0;

    TShHandleBase* base = reinterpret_cast<TShHandleBase*>(handle);
    TCompiler* compiler = base->getAsCompiler();
    if (compiler == 0)
        return 0;

    compiler->infoSink.info.erase();
    compiler->infoSink.debug.erase();

    if (numStrings == 0)
        return 1;

    TIntermediate intermediate(compiler->infoSink);
    TSymbolTable symbolTable(SymbolTables[compiler->getLanguage()]);
    TParseContext parseContext(symbolTable, intermediate, compiler->getLanguage(), compiler->infoSink);
    parseContext.initializeExtensionBehavior();

    GlobalParseContext = &parseContext;
    
    setInitialState();

    InitPreprocessor();    
    //
    // Parse the application's shaders.  All the following symbol table
    // work will be throw-away, so push a new allocation scope that can
    // be thrown away, then push a scope for the current shader's globals.
    //
    bool success = true;
    GlobalPoolAllocator.push();
    symbolTable.push();
    if (!symbolTable.atGlobalLevel())
        parseContext.infoSink.info.message(EPrefixInternalError, "Wrong symbol table level");

    if (parseContext.insertBuiltInArrayAtGlobalLevel())
        success = false;

    int ret = PaParseStrings(const_cast<char**>(shaderStrings), 0, numStrings, parseContext);
    if (ret)
        success = false;

    if (! ret && parseContext.treeRoot) {
        if (parseContext.recoveredFromError) {
            parseContext.infoSink.info.prefix(EPrefixError);
			parseContext.infoSink.info << parseContext.numErrors << " compilation errors.  No code generated.\n\n";
            success = false;
            if (debugOptions & EDebugOpIntermediate)
                intermediate.outputTree(parseContext.treeRoot);
        } else {
            if (optLevel == EShOptNoGeneration)
                parseContext.infoSink.info.message(EPrefixNone, "No errors.  No code generation or linking was requested.");
            else {
                success = intermediate.postProcess(parseContext.treeRoot, parseContext.language);

                if (success) {

                    if (debugOptions & EDebugOpIntermediate)
                        intermediate.outputTree(parseContext.treeRoot);

                    //
                    // Call the machine dependent compiler
                    //
                    if (! compiler->compile(parseContext.treeRoot))
                        success = false;
                }
            }
        }
    }

	intermediate.remove(parseContext.treeRoot);

    //
    // Ensure symbol table is returned to the built-in level,
    // throwing away all but the built-ins.
    //
    while (! symbolTable.atBuiltInLevel())
        symbolTable.pop();

    FinalizePreprocessor();
    //
    // Throw away all the temporary memory used by the compilation process.
    //
    GlobalPoolAllocator.pop();

    return success ? 1 : 0;
}

//
// Do an actual link on the given compile objects.
//
// Return:  The return value of is really boolean, indicating
// success or failure.
//
int ShLink(
    const ShHandle linkHandle,
    const ShHandle compHandles[],
    const int numHandles,
    ShHandle uniformMapHandle,
    short int** uniformsAccessed,
    int* numUniformsAccessed)

{
    if (!InitThread())
        return 0;

    TShHandleBase* base = reinterpret_cast<TShHandleBase*>(linkHandle);
    TLinker* linker = static_cast<TLinker*>(base->getAsLinker());
    if (linker == 0)
        return 0;

    int returnValue;
    GlobalPoolAllocator.push();
    returnValue = ShLinkExt(linkHandle, compHandles, numHandles);
    GlobalPoolAllocator.pop();

    if (returnValue)
        return 1;

    return 0;
}
//
// This link method will be eventually used once the ICD supports the new linker interface
//
int ShLinkExt(
    const ShHandle linkHandle,
    const ShHandle compHandles[],
    const int numHandles)
{
    if (linkHandle == 0 || numHandles == 0)
        return 0;

    THandleList cObjects;
	int i;

    for (i = 0; i < numHandles; ++i) {
        if (compHandles[i] == 0)
            return 0;
        TShHandleBase* base = reinterpret_cast<TShHandleBase*>(compHandles[i]);
        if (base->getAsLinker()) {
            cObjects.push_back(base->getAsLinker());
        }
        if (base->getAsCompiler())
            cObjects.push_back(base->getAsCompiler());


        if (cObjects[i] == 0)
            return 0;
    }

    TShHandleBase* base = reinterpret_cast<TShHandleBase*>(linkHandle);
    TLinker* linker = static_cast<TLinker*>(base->getAsLinker());

    if (linker == 0)
        return 0;

    linker->infoSink.info.erase();

    for (i = 0; i < numHandles; ++i) {
        if (cObjects[i]->getAsCompiler()) {
            if (! cObjects[i]->getAsCompiler()->linkable()) {
                linker->infoSink.info.message(EPrefixError, "Not all shaders have valid object code.");                
                return 0;
            }
        }
    }

    bool ret = linker->link(cObjects);

    return ret ? 1 : 0;
}

//
// ShSetEncrpytionMethod is a place-holder for specifying
// how source code is encrypted.
//
void ShSetEncryptionMethod(ShHandle handle)
{
    if (handle == 0)
        return;
}

//
// Return any compiler/linker/uniformmap log of messages for the application.
//
const char* ShGetInfoLog(const ShHandle handle)
{
    if (!InitThread())
        return 0;

    if (handle == 0)
        return 0;

    TShHandleBase* base = static_cast<TShHandleBase*>(handle);
    TInfoSink* infoSink;

    if (base->getAsCompiler())
        infoSink = &(base->getAsCompiler()->getInfoSink());
    else if (base->getAsLinker())
        infoSink = &(base->getAsLinker()->getInfoSink());

    infoSink->info << infoSink->debug.c_str();
    return infoSink->info.c_str();
}

//
// Return the resulting binary code from the link process.  Structure
// is machine dependent.
//
const void* ShGetExecutable(const ShHandle handle)
{
    if (!InitThread())
        return 0;

    if (handle == 0)
        return 0;

    TShHandleBase* base = reinterpret_cast<TShHandleBase*>(handle);
    
    TLinker* linker = static_cast<TLinker*>(base->getAsLinker());
    if (linker == 0)
        return 0;

    return linker->getObjectCode();
}

//
// Let the linker know where the application said it's attributes are bound.
// The linker does not use these values, they are remapped by the ICD or
// hardware.  It just needs them to know what's aliased.
//
// Return:  The return value of is really boolean, indicating
// success or failure.
//
// This is to preserve the old linker API, P20 code can use the generic 
// ShConstructBinding() and ShAddBinding() APIs
//
int ShSetVirtualAttributeBindings(const ShHandle handle, const ShBindingTable* table)
{    
    if (!InitThread())
        return 0;

    if (handle == 0)
        return 0;

    TShHandleBase* base = reinterpret_cast<TShHandleBase*>(handle);
    TLinker* linker = static_cast<TLinker*>(base->getAsLinker());

    if (linker == 0)
        return 0;
   
    linker->setAppAttributeBindings(table);

    return 1;
}

//
// Let the linker know where the predefined attributes have to live.
// This is to preserve the old linker API, P20 code can use the generic 
// ShConstructBinding() and ShAddBinding() APIs
//
int ShSetFixedAttributeBindings(const ShHandle handle, const ShBindingTable* table)
{
    if (!InitThread())
        return 0;

    if (handle == 0)
        return 0;

    TShHandleBase* base = reinterpret_cast<TShHandleBase*>(handle);
    TLinker* linker = static_cast<TLinker*>(base->getAsLinker());

    if (linker == 0)
        return 0;

    linker->setFixedAttributeBindings(table);
    return 1;
}

//
// Some attribute locations are off-limits to the linker...
//
int ShExcludeAttributes(const ShHandle handle, int *attributes, int count)
{
    if (!InitThread())
        return 0;

    if (handle == 0)
        return 0;

	TShHandleBase* base = reinterpret_cast<TShHandleBase*>(handle);
    TLinker* linker = static_cast<TLinker*>(base->getAsLinker());
    if (linker == 0)
        return 0;

    linker->setExcludedAttributes(attributes, count);

    return 1;
}

//
// Return the index for OpenGL to use for knowing where a uniform lives.
//
// Return:  The return value of is really boolean, indicating
// success or failure.
//
// We dont have to change this code for now since the TUniformMap being
// passed back to ICD by the linker is the same as being used for the old P10 linker
//
int ShGetUniformLocation(const ShHandle handle, const char* name)
{
    if (!InitThread())
        return 0;

    if (handle == 0)
        return -1;

    TShHandleBase* base = reinterpret_cast<TShHandleBase*>(handle);
    TUniformMap* uniformMap= base->getAsUniformMap();
    if (uniformMap == 0)
        return -1;

    return uniformMap->getLocation(name);
}