glsl: fix shader cache for packed param list
[mesa.git] / src / compiler / glsl / standalone_scaffolding.cpp
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 #include "main/mtypes.h"
38
39 void
40 _mesa_warning(struct gl_context *ctx, const char *fmt, ...)
41 {
42 va_list vargs;
43 (void) ctx;
44
45 va_start(vargs, fmt);
46
47 /* This output is not thread-safe, but that's good enough for the
48 * standalone compiler.
49 */
50 fprintf(stderr, "Mesa warning: ");
51 vfprintf(stderr, fmt, vargs);
52 fprintf(stderr, "\n");
53
54 va_end(vargs);
55 }
56
57 void
58 _mesa_reference_shader_program_data(struct gl_context *ctx,
59 struct gl_shader_program_data **ptr,
60 struct gl_shader_program_data *data)
61 {
62 (void) ctx;
63 *ptr = data;
64 }
65
66 void
67 _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
68 struct gl_shader *sh)
69 {
70 (void) ctx;
71 *ptr = sh;
72 }
73
74 void
75 _mesa_reference_program_(struct gl_context *ctx, struct gl_program **ptr,
76 struct gl_program *prog)
77 {
78 (void) ctx;
79 *ptr = prog;
80 }
81
82 void
83 _mesa_shader_debug(struct gl_context *, GLenum, GLuint *,
84 const char *)
85 {
86 }
87
88 struct gl_shader *
89 _mesa_new_shader(GLuint name, gl_shader_stage stage)
90 {
91 struct gl_shader *shader;
92
93 assert(stage == MESA_SHADER_FRAGMENT || stage == MESA_SHADER_VERTEX);
94 shader = rzalloc(NULL, struct gl_shader);
95 if (shader) {
96 shader->Stage = stage;
97 shader->Name = name;
98 shader->RefCount = 1;
99 }
100 return shader;
101 }
102
103 GLbitfield
104 _mesa_program_state_flags(UNUSED const gl_state_index16 state[STATE_LENGTH])
105 {
106 return 0;
107 }
108
109 char *
110 _mesa_program_state_string(UNUSED const gl_state_index16 state[STATE_LENGTH])
111 {
112 return NULL;
113 }
114
115 void
116 _mesa_delete_shader(struct gl_context *, struct gl_shader *sh)
117 {
118 free((void *)sh->Source);
119 free(sh->Label);
120 ralloc_free(sh);
121 }
122
123 void
124 _mesa_delete_linked_shader(struct gl_context *,
125 struct gl_linked_shader *sh)
126 {
127 ralloc_free(sh);
128 }
129
130 void
131 _mesa_clear_shader_program_data(struct gl_context *ctx,
132 struct gl_shader_program *shProg)
133 {
134 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
135 if (shProg->_LinkedShaders[i] != NULL) {
136 _mesa_delete_linked_shader(ctx, shProg->_LinkedShaders[i]);
137 shProg->_LinkedShaders[i] = NULL;
138 }
139 }
140
141 shProg->data->NumUniformStorage = 0;
142 shProg->data->UniformStorage = NULL;
143 shProg->NumUniformRemapTable = 0;
144 shProg->UniformRemapTable = NULL;
145 shProg->UniformHash = NULL;
146
147 ralloc_free(shProg->data->InfoLog);
148 shProg->data->InfoLog = ralloc_strdup(shProg->data, "");
149
150 ralloc_free(shProg->data->UniformBlocks);
151 shProg->data->UniformBlocks = NULL;
152 shProg->data->NumUniformBlocks = 0;
153
154 ralloc_free(shProg->data->ShaderStorageBlocks);
155 shProg->data->ShaderStorageBlocks = NULL;
156 shProg->data->NumShaderStorageBlocks = 0;
157
158 ralloc_free(shProg->data->AtomicBuffers);
159 shProg->data->AtomicBuffers = NULL;
160 shProg->data->NumAtomicBuffers = 0;
161 }
162
163 void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
164 {
165 memset(ctx, 0, sizeof(*ctx));
166
167 ctx->API = api;
168
169 ctx->Extensions.dummy_false = false;
170 ctx->Extensions.dummy_true = true;
171 ctx->Extensions.ARB_compute_shader = true;
172 ctx->Extensions.ARB_compute_variable_group_size = true;
173 ctx->Extensions.ARB_conservative_depth = true;
174 ctx->Extensions.ARB_draw_instanced = true;
175 ctx->Extensions.ARB_ES2_compatibility = true;
176 ctx->Extensions.ARB_ES3_compatibility = true;
177 ctx->Extensions.ARB_explicit_attrib_location = true;
178 ctx->Extensions.ARB_fragment_coord_conventions = true;
179 ctx->Extensions.ARB_fragment_layer_viewport = true;
180 ctx->Extensions.ARB_gpu_shader5 = true;
181 ctx->Extensions.ARB_gpu_shader_fp64 = true;
182 ctx->Extensions.ARB_gpu_shader_int64 = true;
183 ctx->Extensions.ARB_sample_shading = true;
184 ctx->Extensions.ARB_shader_bit_encoding = true;
185 ctx->Extensions.ARB_shader_draw_parameters = true;
186 ctx->Extensions.ARB_shader_stencil_export = true;
187 ctx->Extensions.ARB_shader_texture_lod = true;
188 ctx->Extensions.ARB_shading_language_420pack = true;
189 ctx->Extensions.ARB_shading_language_packing = true;
190 ctx->Extensions.ARB_tessellation_shader = true;
191 ctx->Extensions.ARB_texture_cube_map_array = true;
192 ctx->Extensions.ARB_texture_gather = true;
193 ctx->Extensions.ARB_texture_multisample = true;
194 ctx->Extensions.ARB_texture_query_levels = true;
195 ctx->Extensions.ARB_texture_query_lod = true;
196 ctx->Extensions.ARB_uniform_buffer_object = true;
197 ctx->Extensions.ARB_viewport_array = true;
198 ctx->Extensions.ARB_cull_distance = true;
199 ctx->Extensions.ARB_bindless_texture = true;
200
201 ctx->Extensions.OES_EGL_image_external = true;
202 ctx->Extensions.OES_standard_derivatives = true;
203
204 ctx->Extensions.EXT_shader_integer_mix = true;
205 ctx->Extensions.EXT_texture_array = true;
206
207 ctx->Extensions.MESA_shader_integer_functions = true;
208
209 ctx->Extensions.NV_texture_rectangle = true;
210
211 ctx->Const.GLSLVersion = 120;
212
213 /* 1.20 minimums. */
214 ctx->Const.MaxLights = 8;
215 ctx->Const.MaxClipPlanes = 6;
216 ctx->Const.MaxTextureUnits = 2;
217 ctx->Const.MaxTextureCoordUnits = 2;
218 ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
219
220 ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 512;
221 ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
222 ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */
223 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
224 ctx->Const.MaxCombinedTextureImageUnits = 2;
225 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 2;
226 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 64;
227 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 32;
228
229 ctx->Const.MaxDrawBuffers = 1;
230 ctx->Const.MaxComputeWorkGroupCount[0] = 65535;
231 ctx->Const.MaxComputeWorkGroupCount[1] = 65535;
232 ctx->Const.MaxComputeWorkGroupCount[2] = 65535;
233 ctx->Const.MaxComputeWorkGroupSize[0] = 1024;
234 ctx->Const.MaxComputeWorkGroupSize[1] = 1024;
235 ctx->Const.MaxComputeWorkGroupSize[2] = 64;
236 ctx->Const.MaxComputeWorkGroupInvocations = 1024;
237 ctx->Const.MaxComputeVariableGroupSize[0] = 512;
238 ctx->Const.MaxComputeVariableGroupSize[1] = 512;
239 ctx->Const.MaxComputeVariableGroupSize[2] = 64;
240 ctx->Const.MaxComputeVariableGroupInvocations = 512;
241 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = 16;
242 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformComponents = 1024;
243 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxInputComponents = 0; /* not used */
244 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxOutputComponents = 0; /* not used */
245
246 /* Set up default shader compiler options. */
247 struct gl_shader_compiler_options options;
248 memset(&options, 0, sizeof(options));
249 options.MaxUnrollIterations = 32;
250 options.MaxIfDepth = UINT_MAX;
251
252 for (int sh = 0; sh < MESA_SHADER_STAGES; ++sh)
253 memcpy(&ctx->Const.ShaderCompilerOptions[sh], &options, sizeof(options));
254
255 _mesa_locale_init();
256 }