2 * Copyright © 2011 Intel Corporation
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:
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
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.
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).
30 #include "standalone_scaffolding.h"
35 #include "util/ralloc.h"
36 #include "util/strtod.h"
39 _mesa_warning(struct gl_context
*ctx
, const char *fmt
, ...)
46 /* This output is not thread-safe, but that's good enough for the
47 * standalone compiler.
49 fprintf(stderr
, "Mesa warning: ");
50 vfprintf(stderr
, fmt
, vargs
);
51 fprintf(stderr
, "\n");
57 _mesa_reference_shader(struct gl_context
*ctx
, struct gl_shader
**ptr
,
65 _mesa_reference_program_(struct gl_context
*ctx
, struct gl_program
**ptr
,
66 struct gl_program
*prog
)
73 _mesa_shader_debug(struct gl_context
*, GLenum
, GLuint
*,
79 _mesa_new_shader(GLuint name
, gl_shader_stage stage
)
81 struct gl_shader
*shader
;
83 assert(stage
== MESA_SHADER_FRAGMENT
|| stage
== MESA_SHADER_VERTEX
);
84 shader
= rzalloc(NULL
, struct gl_shader
);
86 shader
->Stage
= stage
;
93 struct gl_linked_shader
*
94 _mesa_new_linked_shader(gl_shader_stage stage
)
96 struct gl_linked_shader
*shader
;
98 assert(stage
== MESA_SHADER_FRAGMENT
|| stage
== MESA_SHADER_VERTEX
);
99 shader
= rzalloc(NULL
, struct gl_linked_shader
);
101 shader
->Stage
= stage
;
107 _mesa_program_state_flags(const gl_state_index state
[STATE_LENGTH
])
113 _mesa_program_state_string(const gl_state_index state
[STATE_LENGTH
])
119 _mesa_delete_shader(struct gl_context
*ctx
, struct gl_shader
*sh
)
121 free((void *)sh
->Source
);
127 _mesa_delete_linked_shader(struct gl_context
*ctx
,
128 struct gl_linked_shader
*sh
)
134 _mesa_clear_shader_program_data(struct gl_context
*ctx
,
135 struct gl_shader_program
*shProg
)
137 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
138 if (shProg
->_LinkedShaders
[i
] != NULL
) {
139 _mesa_delete_linked_shader(ctx
, shProg
->_LinkedShaders
[i
]);
140 shProg
->_LinkedShaders
[i
] = NULL
;
144 shProg
->data
->NumUniformStorage
= 0;
145 shProg
->data
->UniformStorage
= NULL
;
146 shProg
->NumUniformRemapTable
= 0;
147 shProg
->UniformRemapTable
= NULL
;
148 shProg
->UniformHash
= NULL
;
150 ralloc_free(shProg
->data
->InfoLog
);
151 shProg
->data
->InfoLog
= ralloc_strdup(shProg
->data
, "");
153 ralloc_free(shProg
->data
->UniformBlocks
);
154 shProg
->data
->UniformBlocks
= NULL
;
155 shProg
->data
->NumUniformBlocks
= 0;
157 ralloc_free(shProg
->data
->ShaderStorageBlocks
);
158 shProg
->data
->ShaderStorageBlocks
= NULL
;
159 shProg
->data
->NumShaderStorageBlocks
= 0;
161 ralloc_free(shProg
->data
->AtomicBuffers
);
162 shProg
->data
->AtomicBuffers
= NULL
;
163 shProg
->data
->NumAtomicBuffers
= 0;
166 void initialize_context_to_defaults(struct gl_context
*ctx
, gl_api api
)
168 memset(ctx
, 0, sizeof(*ctx
));
172 ctx
->Extensions
.dummy_false
= false;
173 ctx
->Extensions
.dummy_true
= true;
174 ctx
->Extensions
.ARB_compute_shader
= true;
175 ctx
->Extensions
.ARB_compute_variable_group_size
= true;
176 ctx
->Extensions
.ARB_conservative_depth
= true;
177 ctx
->Extensions
.ARB_draw_instanced
= true;
178 ctx
->Extensions
.ARB_ES2_compatibility
= true;
179 ctx
->Extensions
.ARB_ES3_compatibility
= true;
180 ctx
->Extensions
.ARB_explicit_attrib_location
= true;
181 ctx
->Extensions
.ARB_fragment_coord_conventions
= true;
182 ctx
->Extensions
.ARB_fragment_layer_viewport
= true;
183 ctx
->Extensions
.ARB_gpu_shader5
= true;
184 ctx
->Extensions
.ARB_gpu_shader_fp64
= true;
185 ctx
->Extensions
.ARB_sample_shading
= true;
186 ctx
->Extensions
.ARB_shader_bit_encoding
= true;
187 ctx
->Extensions
.ARB_shader_draw_parameters
= true;
188 ctx
->Extensions
.ARB_shader_stencil_export
= true;
189 ctx
->Extensions
.ARB_shader_subroutine
= true;
190 ctx
->Extensions
.ARB_shader_texture_lod
= true;
191 ctx
->Extensions
.ARB_shading_language_420pack
= true;
192 ctx
->Extensions
.ARB_shading_language_packing
= true;
193 ctx
->Extensions
.ARB_tessellation_shader
= true;
194 ctx
->Extensions
.ARB_texture_cube_map_array
= true;
195 ctx
->Extensions
.ARB_texture_gather
= true;
196 ctx
->Extensions
.ARB_texture_multisample
= true;
197 ctx
->Extensions
.ARB_texture_query_levels
= true;
198 ctx
->Extensions
.ARB_texture_query_lod
= true;
199 ctx
->Extensions
.ARB_uniform_buffer_object
= true;
200 ctx
->Extensions
.ARB_viewport_array
= true;
201 ctx
->Extensions
.ARB_cull_distance
= true;
203 ctx
->Extensions
.OES_EGL_image_external
= true;
204 ctx
->Extensions
.OES_standard_derivatives
= true;
206 ctx
->Extensions
.EXT_shader_integer_mix
= true;
207 ctx
->Extensions
.EXT_texture_array
= true;
209 ctx
->Extensions
.MESA_shader_integer_functions
= true;
211 ctx
->Extensions
.NV_texture_rectangle
= true;
213 ctx
->Const
.GLSLVersion
= 120;
216 ctx
->Const
.MaxLights
= 8;
217 ctx
->Const
.MaxClipPlanes
= 6;
218 ctx
->Const
.MaxTextureUnits
= 2;
219 ctx
->Const
.MaxTextureCoordUnits
= 2;
220 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxAttribs
= 16;
222 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxUniformComponents
= 512;
223 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxOutputComponents
= 32;
224 ctx
->Const
.MaxVarying
= 8; /* == gl_MaxVaryingFloats / 4 */
225 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxTextureImageUnits
= 0;
226 ctx
->Const
.MaxCombinedTextureImageUnits
= 2;
227 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxTextureImageUnits
= 2;
228 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxUniformComponents
= 64;
229 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxInputComponents
= 32;
231 ctx
->Const
.MaxDrawBuffers
= 1;
232 ctx
->Const
.MaxComputeWorkGroupCount
[0] = 65535;
233 ctx
->Const
.MaxComputeWorkGroupCount
[1] = 65535;
234 ctx
->Const
.MaxComputeWorkGroupCount
[2] = 65535;
235 ctx
->Const
.MaxComputeWorkGroupSize
[0] = 1024;
236 ctx
->Const
.MaxComputeWorkGroupSize
[1] = 1024;
237 ctx
->Const
.MaxComputeWorkGroupSize
[2] = 64;
238 ctx
->Const
.MaxComputeWorkGroupInvocations
= 1024;
239 ctx
->Const
.MaxComputeVariableGroupSize
[0] = 512;
240 ctx
->Const
.MaxComputeVariableGroupSize
[1] = 512;
241 ctx
->Const
.MaxComputeVariableGroupSize
[2] = 64;
242 ctx
->Const
.MaxComputeVariableGroupInvocations
= 512;
243 ctx
->Const
.Program
[MESA_SHADER_COMPUTE
].MaxTextureImageUnits
= 16;
244 ctx
->Const
.Program
[MESA_SHADER_COMPUTE
].MaxUniformComponents
= 1024;
245 ctx
->Const
.Program
[MESA_SHADER_COMPUTE
].MaxInputComponents
= 0; /* not used */
246 ctx
->Const
.Program
[MESA_SHADER_COMPUTE
].MaxOutputComponents
= 0; /* not used */
248 /* Set up default shader compiler options. */
249 struct gl_shader_compiler_options options
;
250 memset(&options
, 0, sizeof(options
));
251 options
.MaxUnrollIterations
= 32;
252 options
.MaxIfDepth
= UINT_MAX
;
254 for (int sh
= 0; sh
< MESA_SHADER_STAGES
; ++sh
)
255 memcpy(&ctx
->Const
.ShaderCompilerOptions
[sh
], &options
, sizeof(options
));