* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
-#include <cstdlib>
-#include <cstdio>
#include <getopt.h>
+/** @file main.cpp
+ *
+ * This file is the main() routine and scaffolding for producing
+ * builtin_compiler (which doesn't include builtins itself and is used
+ * to generate the profile information for builtin_function.cpp), and
+ * for glsl_compiler (which does include builtins and can be used to
+ * offline compile GLSL code and examine the resulting GLSL IR.
+ */
+
#include "ast.h"
#include "glsl_parser_extras.h"
-#include "glsl_parser.h"
#include "ir_optimization.h"
#include "ir_print_visitor.h"
#include "program.h"
#include "loop_analysis.h"
-
-extern "C" struct gl_shader *
-_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type);
-
-extern "C" void
-_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
- struct gl_shader *sh);
-
-/* Copied from shader_api.c for the stand-alone compiler.
- */
-void
-_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
- struct gl_shader *sh)
-{
- *ptr = sh;
-}
-
-struct gl_shader *
-_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
-{
- struct gl_shader *shader;
-
- (void) ctx;
-
- assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
- shader = rzalloc(NULL, struct gl_shader);
- if (shader) {
- shader->Type = type;
- shader->Name = name;
- shader->RefCount = 1;
- }
- return shader;
-}
+#include "standalone_scaffolding.h"
static void
initialize_context(struct gl_context *ctx, gl_api api)
{
- memset(ctx, 0, sizeof(*ctx));
-
- ctx->API = api;
+ initialize_context_to_defaults(ctx, api);
- ctx->Extensions.ARB_ES2_compatibility = GL_TRUE;
- ctx->Extensions.ARB_draw_buffers = GL_TRUE;
- ctx->Extensions.ARB_draw_instanced = GL_TRUE;
- ctx->Extensions.ARB_fragment_coord_conventions = GL_TRUE;
- ctx->Extensions.EXT_texture_array = GL_TRUE;
- ctx->Extensions.NV_texture_rectangle = GL_TRUE;
-
- /* GLSL 1.30 isn't fully supported, but we need to advertise 1.30 so that
- * the built-in functions for 1.30 can be built.
+ /* The standalone compiler needs to claim support for almost
+ * everything in order to compile the built-in functions.
*/
- ctx->Const.GLSLVersion = 130;
+ ctx->Const.GLSLVersion = 140;
- /* 1.10 minimums. */
- ctx->Const.MaxLights = 8;
ctx->Const.MaxClipPlanes = 8;
- ctx->Const.MaxTextureUnits = 2;
+ ctx->Const.MaxDrawBuffers = 2;
/* More than the 1.10 minimum to appease parser tests taken from
* apps that (hopefully) already checked the number of coords.
*/
ctx->Const.MaxTextureCoordUnits = 4;
- ctx->Const.VertexProgram.MaxAttribs = 16;
- ctx->Const.VertexProgram.MaxUniformComponents = 512;
- ctx->Const.MaxVarying = 8;
- ctx->Const.MaxVertexTextureImageUnits = 0;
- ctx->Const.MaxCombinedTextureImageUnits = 2;
- ctx->Const.MaxTextureImageUnits = 2;
- ctx->Const.FragmentProgram.MaxUniformComponents = 64;
-
- ctx->Const.MaxDrawBuffers = 2;
-
ctx->Driver.NewShader = _mesa_new_shader;
}
new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader);
const char *source = shader->Source;
- state->error = preprocess(state, &source, &state->info_log,
+ state->error = glcpp_preprocess(state, &source, &state->info_log,
state->extensions, ctx->API) != 0;
if (!state->error) {
if (!state->error && !shader->ir->is_empty()) {
bool progress;
do {
- progress = do_common_optimization(shader->ir, false, 32);
+ progress = do_common_optimization(shader->ir, false, false, 32);
} while (progress);
validate_ir_tree(shader->ir);
if (argc <= optind)
usage_fail(argv[0]);
- initialize_context(ctx, (glsl_es) ? API_OPENGLES2 : API_OPENGL);
+ initialize_context(ctx, (glsl_es) ? API_OPENGLES2 : API_OPENGL_COMPAT);
struct gl_shader_program *whole_program;
whole_program = rzalloc (NULL, struct gl_shader_program);
assert(whole_program != NULL);
+ whole_program->InfoLog = ralloc_strdup(whole_program, "");
for (/* empty */; argc > optind; optind++) {
whole_program->Shaders =
usage_fail(argv[0]);
const char *const ext = & argv[optind][len - 5];
- if (strncmp(".vert", ext, 5) == 0)
+ if (strncmp(".vert", ext, 5) == 0 || strncmp(".glsl", ext, 5) == 0)
shader->Type = GL_VERTEX_SHADER;
else if (strncmp(".geom", ext, 5) == 0)
shader->Type = GL_GEOMETRY_SHADER;