Merge commit 'origin/master' into i965g-restart
[mesa.git] / src / mesa / drivers / glslcompiler / glslcompiler.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul, Tungsten Graphics, Inc.
6 * All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \mainpage
28 *
29 * Stand-alone Shading Language compiler.
30 * Basically, a command-line program which accepts GLSL shaders and emits
31 * vertex/fragment programs (GPU instructions).
32 *
33 * This file is basically just a Mesa device driver but instead of building
34 * a shared library we build an executable.
35 *
36 * We can emit programs in three different formats:
37 * 1. ARB-style (GL_ARB_vertex/fragment_program)
38 * 2. NV-style (GL_NV_vertex/fragment_program)
39 * 3. debug-style (a slightly more sophisticated, internal format)
40 *
41 * Note that the ARB and NV program languages can't express all the
42 * features that might be used by a fragment program (examples being
43 * uniform and varying vars). So, the ARB/NV programs that are
44 * emitted aren't always legal programs in those languages.
45 */
46
47
48 #include "main/imports.h"
49 #include "main/context.h"
50 #include "main/extensions.h"
51 #include "main/framebuffer.h"
52 #include "main/shaders.h"
53 #include "shader/shader_api.h"
54 #include "shader/prog_print.h"
55 #include "drivers/common/driverfuncs.h"
56 #include "tnl/tnl.h"
57 #include "tnl/t_context.h"
58 #include "tnl/t_pipeline.h"
59 #include "swrast/swrast.h"
60 #include "swrast/s_context.h"
61 #include "swrast/s_triangle.h"
62 #include "swrast_setup/swrast_setup.h"
63 #include "vbo/vbo.h"
64
65
66 static const char *Prog = "glslcompiler";
67
68
69 struct options {
70 GLboolean LineNumbers;
71 gl_prog_print_mode Mode;
72 const char *VertFile;
73 const char *FragFile;
74 const char *OutputFile;
75 GLboolean Params;
76 struct gl_sl_pragmas Pragmas;
77 };
78
79 static struct options Options;
80
81
82 /**
83 * GLSL compiler driver context. (kind of an artificial thing for now)
84 */
85 struct compiler_context
86 {
87 GLcontext MesaContext;
88 int foo;
89 };
90
91 typedef struct compiler_context CompilerContext;
92
93
94
95 static void
96 UpdateState(GLcontext *ctx, GLuint new_state)
97 {
98 /* easy - just propogate */
99 _swrast_InvalidateState( ctx, new_state );
100 _swsetup_InvalidateState( ctx, new_state );
101 _tnl_InvalidateState( ctx, new_state );
102 _vbo_InvalidateState( ctx, new_state );
103 }
104
105
106
107 static GLboolean
108 CreateContext(void)
109 {
110 struct dd_function_table ddFuncs;
111 GLvisual *vis;
112 GLframebuffer *buf;
113 GLcontext *ctx;
114 CompilerContext *cc;
115
116 vis = _mesa_create_visual(GL_TRUE, GL_FALSE, GL_FALSE, /* RGB */
117 8, 8, 8, 8, /* color */
118 0, 0, 0, /* z, stencil */
119 0, 0, 0, 0, 1); /* accum */
120 buf = _mesa_create_framebuffer(vis);
121
122 cc = _mesa_calloc(sizeof(*cc));
123 if (!vis || !buf || !cc) {
124 if (vis)
125 _mesa_destroy_visual(vis);
126 if (buf)
127 _mesa_destroy_framebuffer(buf);
128 return GL_FALSE;
129 }
130
131 _mesa_init_driver_functions(&ddFuncs);
132 ddFuncs.GetString = NULL;/*get_string;*/
133 ddFuncs.UpdateState = UpdateState;
134 ddFuncs.GetBufferSize = NULL;
135
136 ctx = &cc->MesaContext;
137 _mesa_initialize_context(ctx, vis, NULL, &ddFuncs, cc);
138 _mesa_enable_sw_extensions(ctx);
139
140 if (!_swrast_CreateContext( ctx ) ||
141 !_vbo_CreateContext( ctx ) ||
142 !_tnl_CreateContext( ctx ) ||
143 !_swsetup_CreateContext( ctx )) {
144 _mesa_destroy_visual(vis);
145 _mesa_free_context_data(ctx);
146 _mesa_free(cc);
147 return GL_FALSE;
148 }
149 TNL_CONTEXT(ctx)->Driver.RunPipeline = _tnl_run_pipeline;
150 _swsetup_Wakeup( ctx );
151
152 /* Override the context's default pragma settings */
153 ctx->Shader.DefaultPragmas = Options.Pragmas;
154
155 _mesa_make_current(ctx, buf, buf);
156
157 return GL_TRUE;
158 }
159
160
161 static void
162 LoadAndCompileShader(GLuint shader, const char *text)
163 {
164 GLint stat;
165 _mesa_ShaderSourceARB(shader, 1, (const GLchar **) &text, NULL);
166 _mesa_CompileShaderARB(shader);
167 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &stat);
168 if (!stat) {
169 GLchar log[1000];
170 GLsizei len;
171 _mesa_GetShaderInfoLog(shader, 1000, &len, log);
172 fprintf(stderr, "%s: problem compiling shader: %s\n", Prog, log);
173 exit(1);
174 }
175 else {
176 printf("Shader compiled OK\n");
177 }
178 }
179
180
181 /**
182 * Read a shader from a file.
183 */
184 static void
185 ReadShader(GLuint shader, const char *filename)
186 {
187 const int max = 100*1000;
188 int n;
189 char *buffer = (char*) malloc(max);
190 FILE *f = fopen(filename, "r");
191 if (!f) {
192 fprintf(stderr, "%s: Unable to open shader file %s\n", Prog, filename);
193 exit(1);
194 }
195
196 n = fread(buffer, 1, max, f);
197 /*
198 printf("%s: read %d bytes from shader file %s\n", Prog, n, filename);
199 */
200 if (n > 0) {
201 buffer[n] = 0;
202 LoadAndCompileShader(shader, buffer);
203 }
204
205 fclose(f);
206 free(buffer);
207 }
208
209
210 #if 0
211 static void
212 CheckLink(GLuint prog)
213 {
214 GLint stat;
215 _mesa_GetProgramiv(prog, GL_LINK_STATUS, &stat);
216 if (!stat) {
217 GLchar log[1000];
218 GLsizei len;
219 _mesa_GetProgramInfoLog(prog, 1000, &len, log);
220 fprintf(stderr, "%s: Linker error:\n%s\n", Prog, log);
221 }
222 else {
223 fprintf(stderr, "%s: Link success!\n", Prog);
224 }
225 }
226 #endif
227
228
229 static void
230 PrintShaderInstructions(GLuint shader, FILE *f)
231 {
232 GET_CURRENT_CONTEXT(ctx);
233 struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
234 struct gl_program *prog = sh->Program;
235 _mesa_fprint_program_opt(stdout, prog, Options.Mode, Options.LineNumbers);
236 if (Options.Params)
237 _mesa_print_program_parameters(ctx, prog);
238 }
239
240
241 static GLuint
242 CompileShader(const char *filename, GLenum type)
243 {
244 GLuint shader;
245
246 assert(type == GL_FRAGMENT_SHADER ||
247 type == GL_VERTEX_SHADER);
248
249 shader = _mesa_CreateShader(type);
250 ReadShader(shader, filename);
251
252 return shader;
253 }
254
255
256 static void
257 Usage(void)
258 {
259 printf("Mesa GLSL stand-alone compiler\n");
260 printf("Usage:\n");
261 printf(" --vs FILE vertex shader input filename\n");
262 printf(" --fs FILE fragment shader input filename\n");
263 printf(" --arb emit ARB-style instructions\n");
264 printf(" --nv emit NV-style instructions\n");
265 printf(" --debug force #pragma debug(on)\n");
266 printf(" --nodebug force #pragma debug(off)\n");
267 printf(" --opt force #pragma optimize(on)\n");
268 printf(" --noopt force #pragma optimize(off)\n");
269 printf(" --number, -n emit line numbers (if --arb or --nv)\n");
270 printf(" --output, -o FILE output filename\n");
271 printf(" --params also emit program parameter info\n");
272 printf(" --help display this information\n");
273 }
274
275
276 static void
277 ParseOptions(int argc, char *argv[])
278 {
279 int i;
280
281 Options.LineNumbers = GL_FALSE;
282 Options.Mode = PROG_PRINT_DEBUG;
283 Options.VertFile = NULL;
284 Options.FragFile = NULL;
285 Options.OutputFile = NULL;
286 Options.Params = GL_FALSE;
287 Options.Pragmas.IgnoreOptimize = GL_FALSE;
288 Options.Pragmas.IgnoreDebug = GL_FALSE;
289 Options.Pragmas.Debug = GL_FALSE;
290 Options.Pragmas.Optimize = GL_TRUE;
291
292 if (argc == 1) {
293 Usage();
294 exit(0);
295 }
296
297 for (i = 1; i < argc; i++) {
298 if (strcmp(argv[i], "--vs") == 0) {
299 Options.VertFile = argv[i + 1];
300 i++;
301 }
302 else if (strcmp(argv[i], "--fs") == 0) {
303 Options.FragFile = argv[i + 1];
304 i++;
305 }
306 else if (strcmp(argv[i], "--arb") == 0) {
307 Options.Mode = PROG_PRINT_ARB;
308 }
309 else if (strcmp(argv[i], "--nv") == 0) {
310 Options.Mode = PROG_PRINT_NV;
311 }
312 else if (strcmp(argv[i], "--debug") == 0) {
313 Options.Pragmas.IgnoreDebug = GL_TRUE;
314 Options.Pragmas.Debug = GL_TRUE;
315 }
316 else if (strcmp(argv[i], "--nodebug") == 0) {
317 Options.Pragmas.IgnoreDebug = GL_TRUE;
318 Options.Pragmas.Debug = GL_FALSE;
319 }
320 else if (strcmp(argv[i], "--opt") == 0) {
321 Options.Pragmas.IgnoreOptimize = GL_TRUE;
322 Options.Pragmas.Optimize = GL_TRUE;
323 }
324 else if (strcmp(argv[i], "--noopt") == 0) {
325 Options.Pragmas.IgnoreOptimize = GL_TRUE;
326 Options.Pragmas.Optimize = GL_FALSE;
327 }
328 else if (strcmp(argv[i], "--number") == 0 ||
329 strcmp(argv[i], "-n") == 0) {
330 Options.LineNumbers = GL_TRUE;
331 }
332 else if (strcmp(argv[i], "--output") == 0 ||
333 strcmp(argv[i], "-o") == 0) {
334 Options.OutputFile = argv[i + 1];
335 i++;
336 }
337 else if (strcmp(argv[i], "--params") == 0) {
338 Options.Params = GL_TRUE;
339 }
340 else if (strcmp(argv[i], "--help") == 0) {
341 Usage();
342 exit(0);
343 }
344 else {
345 printf("Unknown option: %s\n", argv[i]);
346 Usage();
347 exit(1);
348 }
349 }
350
351 if (Options.Mode == PROG_PRINT_DEBUG) {
352 /* always print line numbers when emitting debug-style output */
353 Options.LineNumbers = GL_TRUE;
354 }
355 }
356
357
358 int
359 main(int argc, char *argv[])
360 {
361 GLuint shader = 0;
362
363 ParseOptions(argc, argv);
364
365 if (!CreateContext()) {
366 fprintf(stderr, "%s: Failed to create compiler context\n", Prog);
367 exit(1);
368 }
369
370 if (Options.VertFile) {
371 shader = CompileShader(Options.VertFile, GL_VERTEX_SHADER);
372 }
373 else if (Options.FragFile) {
374 shader = CompileShader(Options.FragFile, GL_FRAGMENT_SHADER);
375 }
376
377 if (shader) {
378 if (Options.OutputFile) {
379 fclose(stdout);
380 /*stdout =*/ freopen(Options.OutputFile, "w", stdout);
381 }
382 if (stdout) {
383 PrintShaderInstructions(shader, stdout);
384 }
385 if (Options.OutputFile) {
386 fclose(stdout);
387 }
388 }
389
390 return 0;
391 }