xref: /aosp_15_r20/external/mesa3d/src/compiler/glsl/standalone.cpp (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1*61046927SAndroid Build Coastguard Worker /*
2*61046927SAndroid Build Coastguard Worker  * Copyright © 2008, 2009 Intel Corporation
3*61046927SAndroid Build Coastguard Worker  *
4*61046927SAndroid Build Coastguard Worker  * Permission is hereby granted, free of charge, to any person obtaining a
5*61046927SAndroid Build Coastguard Worker  * copy of this software and associated documentation files (the "Software"),
6*61046927SAndroid Build Coastguard Worker  * to deal in the Software without restriction, including without limitation
7*61046927SAndroid Build Coastguard Worker  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8*61046927SAndroid Build Coastguard Worker  * and/or sell copies of the Software, and to permit persons to whom the
9*61046927SAndroid Build Coastguard Worker  * Software is furnished to do so, subject to the following conditions:
10*61046927SAndroid Build Coastguard Worker  *
11*61046927SAndroid Build Coastguard Worker  * The above copyright notice and this permission notice (including the next
12*61046927SAndroid Build Coastguard Worker  * paragraph) shall be included in all copies or substantial portions of the
13*61046927SAndroid Build Coastguard Worker  * Software.
14*61046927SAndroid Build Coastguard Worker  *
15*61046927SAndroid Build Coastguard Worker  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16*61046927SAndroid Build Coastguard Worker  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17*61046927SAndroid Build Coastguard Worker  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18*61046927SAndroid Build Coastguard Worker  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19*61046927SAndroid Build Coastguard Worker  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20*61046927SAndroid Build Coastguard Worker  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21*61046927SAndroid Build Coastguard Worker  * DEALINGS IN THE SOFTWARE.
22*61046927SAndroid Build Coastguard Worker  */
23*61046927SAndroid Build Coastguard Worker #include <getopt.h>
24*61046927SAndroid Build Coastguard Worker 
25*61046927SAndroid Build Coastguard Worker /** @file standalone.cpp
26*61046927SAndroid Build Coastguard Worker  *
27*61046927SAndroid Build Coastguard Worker  * Standalone compiler helper lib.  Used by standalone glsl_compiler and
28*61046927SAndroid Build Coastguard Worker  * also available to drivers to implement their own standalone compiler
29*61046927SAndroid Build Coastguard Worker  * with driver backend.
30*61046927SAndroid Build Coastguard Worker  */
31*61046927SAndroid Build Coastguard Worker 
32*61046927SAndroid Build Coastguard Worker #include "ast.h"
33*61046927SAndroid Build Coastguard Worker #include "glsl_parser_extras.h"
34*61046927SAndroid Build Coastguard Worker #include "ir_optimization.h"
35*61046927SAndroid Build Coastguard Worker #include "program.h"
36*61046927SAndroid Build Coastguard Worker #include "standalone_scaffolding.h"
37*61046927SAndroid Build Coastguard Worker #include "standalone.h"
38*61046927SAndroid Build Coastguard Worker #include "util/set.h"
39*61046927SAndroid Build Coastguard Worker #include "linker.h"
40*61046927SAndroid Build Coastguard Worker #include "glsl_parser_extras.h"
41*61046927SAndroid Build Coastguard Worker #include "builtin_functions.h"
42*61046927SAndroid Build Coastguard Worker #include "main/mtypes.h"
43*61046927SAndroid Build Coastguard Worker #include "program/program.h"
44*61046927SAndroid Build Coastguard Worker 
45*61046927SAndroid Build Coastguard Worker static const struct standalone_options *options;
46*61046927SAndroid Build Coastguard Worker 
47*61046927SAndroid Build Coastguard Worker static void
initialize_context(struct gl_context * ctx,gl_api api)48*61046927SAndroid Build Coastguard Worker initialize_context(struct gl_context *ctx, gl_api api)
49*61046927SAndroid Build Coastguard Worker {
50*61046927SAndroid Build Coastguard Worker    initialize_context_to_defaults(ctx, api);
51*61046927SAndroid Build Coastguard Worker    _mesa_glsl_builtin_functions_init_or_ref();
52*61046927SAndroid Build Coastguard Worker 
53*61046927SAndroid Build Coastguard Worker    ctx->Version = 450;
54*61046927SAndroid Build Coastguard Worker 
55*61046927SAndroid Build Coastguard Worker    /* The standalone compiler needs to claim support for almost
56*61046927SAndroid Build Coastguard Worker     * everything in order to compile the built-in functions.
57*61046927SAndroid Build Coastguard Worker     */
58*61046927SAndroid Build Coastguard Worker    ctx->Const.GLSLVersion = options->glsl_version;
59*61046927SAndroid Build Coastguard Worker    ctx->Extensions.ARB_ES3_compatibility = true;
60*61046927SAndroid Build Coastguard Worker    ctx->Extensions.ARB_ES3_1_compatibility = true;
61*61046927SAndroid Build Coastguard Worker    ctx->Extensions.ARB_ES3_2_compatibility = true;
62*61046927SAndroid Build Coastguard Worker    ctx->Const.MaxComputeWorkGroupCount[0] = 65535;
63*61046927SAndroid Build Coastguard Worker    ctx->Const.MaxComputeWorkGroupCount[1] = 65535;
64*61046927SAndroid Build Coastguard Worker    ctx->Const.MaxComputeWorkGroupCount[2] = 65535;
65*61046927SAndroid Build Coastguard Worker    ctx->Const.MaxComputeWorkGroupSize[0] = 1024;
66*61046927SAndroid Build Coastguard Worker    ctx->Const.MaxComputeWorkGroupSize[1] = 1024;
67*61046927SAndroid Build Coastguard Worker    ctx->Const.MaxComputeWorkGroupSize[2] = 64;
68*61046927SAndroid Build Coastguard Worker    ctx->Const.MaxComputeWorkGroupInvocations = 1024;
69*61046927SAndroid Build Coastguard Worker    ctx->Const.MaxComputeSharedMemorySize = 32768;
70*61046927SAndroid Build Coastguard Worker    ctx->Const.MaxComputeVariableGroupSize[0] = 512;
71*61046927SAndroid Build Coastguard Worker    ctx->Const.MaxComputeVariableGroupSize[1] = 512;
72*61046927SAndroid Build Coastguard Worker    ctx->Const.MaxComputeVariableGroupSize[2] = 64;
73*61046927SAndroid Build Coastguard Worker    ctx->Const.MaxComputeVariableGroupInvocations = 512;
74*61046927SAndroid Build Coastguard Worker    ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = 16;
75*61046927SAndroid Build Coastguard Worker    ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformComponents = 1024;
76*61046927SAndroid Build Coastguard Worker    ctx->Const.Program[MESA_SHADER_COMPUTE].MaxCombinedUniformComponents = 1024;
77*61046927SAndroid Build Coastguard Worker    ctx->Const.Program[MESA_SHADER_COMPUTE].MaxInputComponents = 0; /* not used */
78*61046927SAndroid Build Coastguard Worker    ctx->Const.Program[MESA_SHADER_COMPUTE].MaxOutputComponents = 0; /* not used */
79*61046927SAndroid Build Coastguard Worker    ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicBuffers = 8;
80*61046927SAndroid Build Coastguard Worker    ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicCounters = 8;
81*61046927SAndroid Build Coastguard Worker    ctx->Const.Program[MESA_SHADER_COMPUTE].MaxImageUniforms = 8;
82*61046927SAndroid Build Coastguard Worker    ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformBlocks = 12;
83*61046927SAndroid Build Coastguard Worker 
84*61046927SAndroid Build Coastguard Worker    switch (ctx->Const.GLSLVersion) {
85*61046927SAndroid Build Coastguard Worker    case 100:
86*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxClipPlanes = 0;
87*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxCombinedTextureImageUnits = 8;
88*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxDrawBuffers = 2;
89*61046927SAndroid Build Coastguard Worker       ctx->Const.MinProgramTexelOffset = 0;
90*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxProgramTexelOffset = 0;
91*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxLights = 0;
92*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxTextureCoordUnits = 0;
93*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxTextureUnits = 8;
94*61046927SAndroid Build Coastguard Worker 
95*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 8;
96*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
97*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 128 * 4;
98*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 128 * 4;
99*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
100*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
101*61046927SAndroid Build Coastguard Worker 
102*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits =
103*61046927SAndroid Build Coastguard Worker          ctx->Const.MaxCombinedTextureImageUnits;
104*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 16 * 4;
105*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 16 * 4;
106*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
107*61046927SAndroid Build Coastguard Worker          ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
108*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
109*61046927SAndroid Build Coastguard Worker 
110*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
111*61046927SAndroid Build Coastguard Worker       break;
112*61046927SAndroid Build Coastguard Worker    case 110:
113*61046927SAndroid Build Coastguard Worker    case 120:
114*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxClipPlanes = 6;
115*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxCombinedTextureImageUnits = 2;
116*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxDrawBuffers = 1;
117*61046927SAndroid Build Coastguard Worker       ctx->Const.MinProgramTexelOffset = 0;
118*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxProgramTexelOffset = 0;
119*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxLights = 8;
120*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxTextureCoordUnits = 2;
121*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxTextureUnits = 2;
122*61046927SAndroid Build Coastguard Worker 
123*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
124*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
125*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 512;
126*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 512;
127*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
128*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
129*61046927SAndroid Build Coastguard Worker 
130*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits =
131*61046927SAndroid Build Coastguard Worker          ctx->Const.MaxCombinedTextureImageUnits;
132*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 64;
133*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 64;
134*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
135*61046927SAndroid Build Coastguard Worker          ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
136*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
137*61046927SAndroid Build Coastguard Worker 
138*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
139*61046927SAndroid Build Coastguard Worker       break;
140*61046927SAndroid Build Coastguard Worker    case 130:
141*61046927SAndroid Build Coastguard Worker    case 140:
142*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxClipPlanes = 8;
143*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxCombinedTextureImageUnits = 16;
144*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxDrawBuffers = 8;
145*61046927SAndroid Build Coastguard Worker       ctx->Const.MinProgramTexelOffset = -8;
146*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxProgramTexelOffset = 7;
147*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxLights = 8;
148*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxTextureCoordUnits = 8;
149*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxTextureUnits = 2;
150*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxUniformBufferBindings = 84;
151*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxVertexStreams = 4;
152*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxTransformFeedbackBuffers = 4;
153*61046927SAndroid Build Coastguard Worker 
154*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
155*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
156*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
157*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
158*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
159*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 64;
160*61046927SAndroid Build Coastguard Worker 
161*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
162*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 1024;
163*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 1024;
164*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
165*61046927SAndroid Build Coastguard Worker          ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
166*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
167*61046927SAndroid Build Coastguard Worker 
168*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
169*61046927SAndroid Build Coastguard Worker       break;
170*61046927SAndroid Build Coastguard Worker    case 150:
171*61046927SAndroid Build Coastguard Worker    case 330:
172*61046927SAndroid Build Coastguard Worker    case 400:
173*61046927SAndroid Build Coastguard Worker    case 410:
174*61046927SAndroid Build Coastguard Worker    case 420:
175*61046927SAndroid Build Coastguard Worker    case 430:
176*61046927SAndroid Build Coastguard Worker    case 440:
177*61046927SAndroid Build Coastguard Worker    case 450:
178*61046927SAndroid Build Coastguard Worker    case 460:
179*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxClipPlanes = 8;
180*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxDrawBuffers = 8;
181*61046927SAndroid Build Coastguard Worker       ctx->Const.MinProgramTexelOffset = -8;
182*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxProgramTexelOffset = 7;
183*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxLights = 8;
184*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxTextureCoordUnits = 8;
185*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxTextureUnits = 2;
186*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxUniformBufferBindings = 84;
187*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxVertexStreams = 4;
188*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxTransformFeedbackBuffers = 4;
189*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxShaderStorageBufferBindings = 4;
190*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxShaderStorageBlockSize = 4096;
191*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxAtomicBufferBindings = 4;
192*61046927SAndroid Build Coastguard Worker 
193*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
194*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
195*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
196*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
197*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
198*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 64;
199*61046927SAndroid Build Coastguard Worker 
200*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = 16;
201*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxUniformComponents = 1024;
202*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxCombinedUniformComponents = 1024;
203*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents =
204*61046927SAndroid Build Coastguard Worker          ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
205*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents = 128;
206*61046927SAndroid Build Coastguard Worker 
207*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
208*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 1024;
209*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 1024;
210*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
211*61046927SAndroid Build Coastguard Worker          ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents;
212*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
213*61046927SAndroid Build Coastguard Worker 
214*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxCombinedTextureImageUnits =
215*61046927SAndroid Build Coastguard Worker          ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits
216*61046927SAndroid Build Coastguard Worker          + ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits
217*61046927SAndroid Build Coastguard Worker          + ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
218*61046927SAndroid Build Coastguard Worker 
219*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxGeometryOutputVertices = 256;
220*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxGeometryTotalOutputComponents = 1024;
221*61046927SAndroid Build Coastguard Worker 
222*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxVarying = 60 / 4;
223*61046927SAndroid Build Coastguard Worker       break;
224*61046927SAndroid Build Coastguard Worker    case 300:
225*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxClipPlanes = 8;
226*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxCombinedTextureImageUnits = 32;
227*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxDrawBuffers = 4;
228*61046927SAndroid Build Coastguard Worker       ctx->Const.MinProgramTexelOffset = -8;
229*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxProgramTexelOffset = 7;
230*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxLights = 0;
231*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxTextureCoordUnits = 0;
232*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxTextureUnits = 0;
233*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxUniformBufferBindings = 84;
234*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxVertexStreams = 4;
235*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxTransformFeedbackBuffers = 4;
236*61046927SAndroid Build Coastguard Worker 
237*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
238*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
239*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
240*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
241*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
242*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 16 * 4;
243*61046927SAndroid Build Coastguard Worker 
244*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
245*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 224;
246*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 224;
247*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 15 * 4;
248*61046927SAndroid Build Coastguard Worker       ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
249*61046927SAndroid Build Coastguard Worker 
250*61046927SAndroid Build Coastguard Worker       ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4;
251*61046927SAndroid Build Coastguard Worker       break;
252*61046927SAndroid Build Coastguard Worker    }
253*61046927SAndroid Build Coastguard Worker 
254*61046927SAndroid Build Coastguard Worker    ctx->Const.GenerateTemporaryNames = true;
255*61046927SAndroid Build Coastguard Worker    ctx->Const.MaxPatchVertices = 32;
256*61046927SAndroid Build Coastguard Worker 
257*61046927SAndroid Build Coastguard Worker    /* GL_ARB_explicit_uniform_location, GL_MAX_UNIFORM_LOCATIONS */
258*61046927SAndroid Build Coastguard Worker    ctx->Const.MaxUserAssignableUniformLocations =
259*61046927SAndroid Build Coastguard Worker       4 * MESA_SHADER_STAGES * MAX_UNIFORMS;
260*61046927SAndroid Build Coastguard Worker }
261*61046927SAndroid Build Coastguard Worker 
262*61046927SAndroid Build Coastguard Worker /* Returned string will have 'ctx' as its ralloc owner. */
263*61046927SAndroid Build Coastguard Worker static char *
load_text_file(void * ctx,const char * file_name)264*61046927SAndroid Build Coastguard Worker load_text_file(void *ctx, const char *file_name)
265*61046927SAndroid Build Coastguard Worker {
266*61046927SAndroid Build Coastguard Worker    char *text = NULL;
267*61046927SAndroid Build Coastguard Worker    size_t size;
268*61046927SAndroid Build Coastguard Worker    size_t total_read = 0;
269*61046927SAndroid Build Coastguard Worker    FILE *fp = fopen(file_name, "rb");
270*61046927SAndroid Build Coastguard Worker 
271*61046927SAndroid Build Coastguard Worker    if (!fp) {
272*61046927SAndroid Build Coastguard Worker       return NULL;
273*61046927SAndroid Build Coastguard Worker    }
274*61046927SAndroid Build Coastguard Worker 
275*61046927SAndroid Build Coastguard Worker    fseek(fp, 0L, SEEK_END);
276*61046927SAndroid Build Coastguard Worker    size = ftell(fp);
277*61046927SAndroid Build Coastguard Worker    fseek(fp, 0L, SEEK_SET);
278*61046927SAndroid Build Coastguard Worker 
279*61046927SAndroid Build Coastguard Worker    text = (char *) ralloc_size(ctx, size + 1);
280*61046927SAndroid Build Coastguard Worker    if (text != NULL) {
281*61046927SAndroid Build Coastguard Worker       do {
282*61046927SAndroid Build Coastguard Worker          size_t bytes = fread(text + total_read,
283*61046927SAndroid Build Coastguard Worker                1, size - total_read, fp);
284*61046927SAndroid Build Coastguard Worker          if (bytes < size - total_read) {
285*61046927SAndroid Build Coastguard Worker             text = NULL;
286*61046927SAndroid Build Coastguard Worker             goto error;
287*61046927SAndroid Build Coastguard Worker          }
288*61046927SAndroid Build Coastguard Worker 
289*61046927SAndroid Build Coastguard Worker          if (bytes == 0) {
290*61046927SAndroid Build Coastguard Worker             break;
291*61046927SAndroid Build Coastguard Worker          }
292*61046927SAndroid Build Coastguard Worker 
293*61046927SAndroid Build Coastguard Worker          total_read += bytes;
294*61046927SAndroid Build Coastguard Worker       } while (total_read < size);
295*61046927SAndroid Build Coastguard Worker 
296*61046927SAndroid Build Coastguard Worker       text[total_read] = '\0';
297*61046927SAndroid Build Coastguard Worker       error:;
298*61046927SAndroid Build Coastguard Worker    }
299*61046927SAndroid Build Coastguard Worker 
300*61046927SAndroid Build Coastguard Worker    fclose(fp);
301*61046927SAndroid Build Coastguard Worker 
302*61046927SAndroid Build Coastguard Worker    return text;
303*61046927SAndroid Build Coastguard Worker }
304*61046927SAndroid Build Coastguard Worker 
305*61046927SAndroid Build Coastguard Worker static void
compile_shader(struct gl_context * ctx,struct gl_shader * shader)306*61046927SAndroid Build Coastguard Worker compile_shader(struct gl_context *ctx, struct gl_shader *shader)
307*61046927SAndroid Build Coastguard Worker {
308*61046927SAndroid Build Coastguard Worker    _mesa_glsl_compile_shader(ctx, shader, options->dump_ast,
309*61046927SAndroid Build Coastguard Worker                              options->dump_hir, true);
310*61046927SAndroid Build Coastguard Worker 
311*61046927SAndroid Build Coastguard Worker    /* Print out the resulting IR */
312*61046927SAndroid Build Coastguard Worker    if (shader->CompileStatus == COMPILE_SUCCESS && options->dump_lir) {
313*61046927SAndroid Build Coastguard Worker       _mesa_print_ir(stdout, shader->ir, NULL);
314*61046927SAndroid Build Coastguard Worker    }
315*61046927SAndroid Build Coastguard Worker 
316*61046927SAndroid Build Coastguard Worker    return;
317*61046927SAndroid Build Coastguard Worker }
318*61046927SAndroid Build Coastguard Worker 
319*61046927SAndroid Build Coastguard Worker extern "C" struct gl_shader_program *
standalone_compile_shader(const struct standalone_options * _options,unsigned num_files,char * const * files,struct gl_context * ctx)320*61046927SAndroid Build Coastguard Worker standalone_compile_shader(const struct standalone_options *_options,
321*61046927SAndroid Build Coastguard Worker       unsigned num_files, char* const* files, struct gl_context *ctx)
322*61046927SAndroid Build Coastguard Worker {
323*61046927SAndroid Build Coastguard Worker    int status = EXIT_SUCCESS;
324*61046927SAndroid Build Coastguard Worker    bool glsl_es = false;
325*61046927SAndroid Build Coastguard Worker 
326*61046927SAndroid Build Coastguard Worker    options = _options;
327*61046927SAndroid Build Coastguard Worker 
328*61046927SAndroid Build Coastguard Worker    switch (options->glsl_version) {
329*61046927SAndroid Build Coastguard Worker    case 100:
330*61046927SAndroid Build Coastguard Worker    case 300:
331*61046927SAndroid Build Coastguard Worker    case 310:
332*61046927SAndroid Build Coastguard Worker    case 320:
333*61046927SAndroid Build Coastguard Worker       glsl_es = true;
334*61046927SAndroid Build Coastguard Worker       break;
335*61046927SAndroid Build Coastguard Worker    case 110:
336*61046927SAndroid Build Coastguard Worker    case 120:
337*61046927SAndroid Build Coastguard Worker    case 130:
338*61046927SAndroid Build Coastguard Worker    case 140:
339*61046927SAndroid Build Coastguard Worker    case 150:
340*61046927SAndroid Build Coastguard Worker    case 330:
341*61046927SAndroid Build Coastguard Worker    case 400:
342*61046927SAndroid Build Coastguard Worker    case 410:
343*61046927SAndroid Build Coastguard Worker    case 420:
344*61046927SAndroid Build Coastguard Worker    case 430:
345*61046927SAndroid Build Coastguard Worker    case 440:
346*61046927SAndroid Build Coastguard Worker    case 450:
347*61046927SAndroid Build Coastguard Worker    case 460:
348*61046927SAndroid Build Coastguard Worker       glsl_es = false;
349*61046927SAndroid Build Coastguard Worker       break;
350*61046927SAndroid Build Coastguard Worker    default:
351*61046927SAndroid Build Coastguard Worker       fprintf(stderr, "Unrecognized GLSL version `%d'\n", options->glsl_version);
352*61046927SAndroid Build Coastguard Worker       return NULL;
353*61046927SAndroid Build Coastguard Worker    }
354*61046927SAndroid Build Coastguard Worker 
355*61046927SAndroid Build Coastguard Worker    if (glsl_es) {
356*61046927SAndroid Build Coastguard Worker       initialize_context(ctx, API_OPENGLES2);
357*61046927SAndroid Build Coastguard Worker    } else {
358*61046927SAndroid Build Coastguard Worker       initialize_context(ctx, options->glsl_version > 130 ? API_OPENGL_CORE : API_OPENGL_COMPAT);
359*61046927SAndroid Build Coastguard Worker    }
360*61046927SAndroid Build Coastguard Worker 
361*61046927SAndroid Build Coastguard Worker    if (options->lower_precision) {
362*61046927SAndroid Build Coastguard Worker       for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_COMPUTE; i++) {
363*61046927SAndroid Build Coastguard Worker          struct gl_shader_compiler_options *options =
364*61046927SAndroid Build Coastguard Worker             &ctx->Const.ShaderCompilerOptions[i];
365*61046927SAndroid Build Coastguard Worker          options->LowerPrecisionFloat16 = true;
366*61046927SAndroid Build Coastguard Worker          options->LowerPrecisionInt16 = true;
367*61046927SAndroid Build Coastguard Worker          options->LowerPrecisionDerivatives = true;
368*61046927SAndroid Build Coastguard Worker          options->LowerPrecisionConstants = true;
369*61046927SAndroid Build Coastguard Worker          options->LowerPrecisionFloat16Uniforms = true;
370*61046927SAndroid Build Coastguard Worker       }
371*61046927SAndroid Build Coastguard Worker    }
372*61046927SAndroid Build Coastguard Worker 
373*61046927SAndroid Build Coastguard Worker    struct gl_shader_program *whole_program = standalone_create_shader_program();
374*61046927SAndroid Build Coastguard Worker 
375*61046927SAndroid Build Coastguard Worker    for (unsigned i = 0; i < num_files; i++) {
376*61046927SAndroid Build Coastguard Worker       const unsigned len = strlen(files[i]);
377*61046927SAndroid Build Coastguard Worker       if (len < 6)
378*61046927SAndroid Build Coastguard Worker          goto fail;
379*61046927SAndroid Build Coastguard Worker 
380*61046927SAndroid Build Coastguard Worker       const char *const ext = & files[i][len - 5];
381*61046927SAndroid Build Coastguard Worker       /* TODO add support to read a .shader_test */
382*61046927SAndroid Build Coastguard Worker       GLenum type;
383*61046927SAndroid Build Coastguard Worker       if (strncmp(".vert", ext, 5) == 0 || strncmp(".glsl", ext, 5) == 0)
384*61046927SAndroid Build Coastguard Worker          type = GL_VERTEX_SHADER;
385*61046927SAndroid Build Coastguard Worker       else if (strncmp(".tesc", ext, 5) == 0)
386*61046927SAndroid Build Coastguard Worker          type = GL_TESS_CONTROL_SHADER;
387*61046927SAndroid Build Coastguard Worker       else if (strncmp(".tese", ext, 5) == 0)
388*61046927SAndroid Build Coastguard Worker          type = GL_TESS_EVALUATION_SHADER;
389*61046927SAndroid Build Coastguard Worker       else if (strncmp(".geom", ext, 5) == 0)
390*61046927SAndroid Build Coastguard Worker          type = GL_GEOMETRY_SHADER;
391*61046927SAndroid Build Coastguard Worker       else if (strncmp(".frag", ext, 5) == 0)
392*61046927SAndroid Build Coastguard Worker          type = GL_FRAGMENT_SHADER;
393*61046927SAndroid Build Coastguard Worker       else if (strncmp(".comp", ext, 5) == 0)
394*61046927SAndroid Build Coastguard Worker          type = GL_COMPUTE_SHADER;
395*61046927SAndroid Build Coastguard Worker       else
396*61046927SAndroid Build Coastguard Worker          goto fail;
397*61046927SAndroid Build Coastguard Worker 
398*61046927SAndroid Build Coastguard Worker       const char *source = load_text_file(whole_program, files[i]);
399*61046927SAndroid Build Coastguard Worker       if (source == NULL) {
400*61046927SAndroid Build Coastguard Worker          printf("File \"%s\" does not exist.\n", files[i]);
401*61046927SAndroid Build Coastguard Worker          exit(EXIT_FAILURE);
402*61046927SAndroid Build Coastguard Worker       }
403*61046927SAndroid Build Coastguard Worker 
404*61046927SAndroid Build Coastguard Worker       struct gl_shader *shader = standalone_add_shader_source(ctx, whole_program, type, source);
405*61046927SAndroid Build Coastguard Worker 
406*61046927SAndroid Build Coastguard Worker       compile_shader(ctx, shader);
407*61046927SAndroid Build Coastguard Worker 
408*61046927SAndroid Build Coastguard Worker       if (strlen(shader->InfoLog) > 0) {
409*61046927SAndroid Build Coastguard Worker          if (!options->just_log)
410*61046927SAndroid Build Coastguard Worker             printf("Info log for %s:\n", files[i]);
411*61046927SAndroid Build Coastguard Worker 
412*61046927SAndroid Build Coastguard Worker          printf("%s", shader->InfoLog);
413*61046927SAndroid Build Coastguard Worker          if (!options->just_log)
414*61046927SAndroid Build Coastguard Worker             printf("\n");
415*61046927SAndroid Build Coastguard Worker       }
416*61046927SAndroid Build Coastguard Worker 
417*61046927SAndroid Build Coastguard Worker       if (!shader->CompileStatus) {
418*61046927SAndroid Build Coastguard Worker          status = EXIT_FAILURE;
419*61046927SAndroid Build Coastguard Worker          break;
420*61046927SAndroid Build Coastguard Worker       }
421*61046927SAndroid Build Coastguard Worker    }
422*61046927SAndroid Build Coastguard Worker 
423*61046927SAndroid Build Coastguard Worker    if (status == EXIT_SUCCESS && options->do_link) {
424*61046927SAndroid Build Coastguard Worker       _mesa_clear_shader_program_data(ctx, whole_program);
425*61046927SAndroid Build Coastguard Worker 
426*61046927SAndroid Build Coastguard Worker       link_shaders(ctx, whole_program);
427*61046927SAndroid Build Coastguard Worker 
428*61046927SAndroid Build Coastguard Worker       status = (whole_program->data->LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE;
429*61046927SAndroid Build Coastguard Worker 
430*61046927SAndroid Build Coastguard Worker       if (strlen(whole_program->data->InfoLog) > 0) {
431*61046927SAndroid Build Coastguard Worker          printf("\n");
432*61046927SAndroid Build Coastguard Worker          if (!options->just_log)
433*61046927SAndroid Build Coastguard Worker             printf("Info log for linking:\n");
434*61046927SAndroid Build Coastguard Worker          printf("%s", whole_program->data->InfoLog);
435*61046927SAndroid Build Coastguard Worker          if (!options->just_log)
436*61046927SAndroid Build Coastguard Worker             printf("\n");
437*61046927SAndroid Build Coastguard Worker       }
438*61046927SAndroid Build Coastguard Worker    }
439*61046927SAndroid Build Coastguard Worker 
440*61046927SAndroid Build Coastguard Worker    return whole_program;
441*61046927SAndroid Build Coastguard Worker 
442*61046927SAndroid Build Coastguard Worker fail:
443*61046927SAndroid Build Coastguard Worker    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
444*61046927SAndroid Build Coastguard Worker       if (whole_program->_LinkedShaders[i])
445*61046927SAndroid Build Coastguard Worker          _mesa_delete_linked_shader(ctx, whole_program->_LinkedShaders[i]);
446*61046927SAndroid Build Coastguard Worker    }
447*61046927SAndroid Build Coastguard Worker 
448*61046927SAndroid Build Coastguard Worker    ralloc_free(whole_program);
449*61046927SAndroid Build Coastguard Worker    return NULL;
450*61046927SAndroid Build Coastguard Worker }
451*61046927SAndroid Build Coastguard Worker 
452*61046927SAndroid Build Coastguard Worker extern "C" void
standalone_compiler_cleanup(struct gl_shader_program * whole_program)453*61046927SAndroid Build Coastguard Worker standalone_compiler_cleanup(struct gl_shader_program *whole_program)
454*61046927SAndroid Build Coastguard Worker {
455*61046927SAndroid Build Coastguard Worker    standalone_destroy_shader_program(whole_program);
456*61046927SAndroid Build Coastguard Worker 
457*61046927SAndroid Build Coastguard Worker    _mesa_glsl_builtin_functions_decref();
458*61046927SAndroid Build Coastguard Worker }
459