#include "glsl_parser_extras.h"
#include "ir_optimization.h"
#include "program.h"
+#include "program/hash_table.h"
#include "loop_analysis.h"
#include "standalone_scaffolding.h"
static int glsl_version = 330;
+extern "C" void
+_mesa_error_no_memory(const char *caller)
+{
+ fprintf(stderr, "Mesa error: out of memory in %s", caller);
+}
+
static void
initialize_context(struct gl_context *ctx, gl_api api)
{
*/
ctx->Const.GLSLVersion = glsl_version;
ctx->Extensions.ARB_ES3_compatibility = true;
+ ctx->Const.MaxComputeWorkGroupCount[0] = 65535;
+ ctx->Const.MaxComputeWorkGroupCount[1] = 65535;
+ ctx->Const.MaxComputeWorkGroupCount[2] = 65535;
+ ctx->Const.MaxComputeWorkGroupSize[0] = 1024;
+ ctx->Const.MaxComputeWorkGroupSize[1] = 1024;
+ ctx->Const.MaxComputeWorkGroupSize[2] = 64;
+ ctx->Const.MaxComputeWorkGroupInvocations = 1024;
+ ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = 16;
+ ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformComponents = 1024;
+ ctx->Const.Program[MESA_SHADER_COMPUTE].MaxInputComponents = 0; /* not used */
+ ctx->Const.Program[MESA_SHADER_COMPUTE].MaxOutputComponents = 0; /* not used */
switch (ctx->Const.GLSLVersion) {
case 100:
ctx->Const.MaxTextureCoordUnits = 0;
ctx->Const.MaxTextureUnits = 8;
- ctx->Const.VertexProgram.MaxAttribs = 8;
- ctx->Const.VertexProgram.MaxTextureImageUnits = 0;
- ctx->Const.VertexProgram.MaxUniformComponents = 128 * 4;
- ctx->Const.VertexProgram.MaxInputComponents = 0; /* not used */
- ctx->Const.VertexProgram.MaxOutputComponents = 32;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 8;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 128 * 4;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
- ctx->Const.FragmentProgram.MaxTextureImageUnits =
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits =
ctx->Const.MaxCombinedTextureImageUnits;
- ctx->Const.FragmentProgram.MaxUniformComponents = 16 * 4;
- ctx->Const.FragmentProgram.MaxInputComponents =
- ctx->Const.VertexProgram.MaxOutputComponents;
- ctx->Const.FragmentProgram.MaxOutputComponents = 0; /* not used */
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 16 * 4;
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
- ctx->Const.MaxVarying = ctx->Const.VertexProgram.MaxOutputComponents / 4;
+ ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
break;
case 110:
case 120:
ctx->Const.MaxTextureCoordUnits = 2;
ctx->Const.MaxTextureUnits = 2;
- ctx->Const.VertexProgram.MaxAttribs = 16;
- ctx->Const.VertexProgram.MaxTextureImageUnits = 0;
- ctx->Const.VertexProgram.MaxUniformComponents = 512;
- ctx->Const.VertexProgram.MaxInputComponents = 0; /* not used */
- ctx->Const.VertexProgram.MaxOutputComponents = 32;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 512;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
- ctx->Const.FragmentProgram.MaxTextureImageUnits =
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits =
ctx->Const.MaxCombinedTextureImageUnits;
- ctx->Const.FragmentProgram.MaxUniformComponents = 64;
- ctx->Const.FragmentProgram.MaxInputComponents =
- ctx->Const.VertexProgram.MaxOutputComponents;
- ctx->Const.FragmentProgram.MaxOutputComponents = 0; /* not used */
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 64;
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
- ctx->Const.MaxVarying = ctx->Const.VertexProgram.MaxOutputComponents / 4;
+ ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
break;
case 130:
case 140:
ctx->Const.MaxTextureCoordUnits = 8;
ctx->Const.MaxTextureUnits = 2;
- ctx->Const.VertexProgram.MaxAttribs = 16;
- ctx->Const.VertexProgram.MaxTextureImageUnits = 16;
- ctx->Const.VertexProgram.MaxUniformComponents = 1024;
- ctx->Const.VertexProgram.MaxInputComponents = 0; /* not used */
- ctx->Const.VertexProgram.MaxOutputComponents = 64;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 64;
- ctx->Const.FragmentProgram.MaxTextureImageUnits = 16;
- ctx->Const.FragmentProgram.MaxUniformComponents = 1024;
- ctx->Const.FragmentProgram.MaxInputComponents =
- ctx->Const.VertexProgram.MaxOutputComponents;
- ctx->Const.FragmentProgram.MaxOutputComponents = 0; /* not used */
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 1024;
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
- ctx->Const.MaxVarying = ctx->Const.VertexProgram.MaxOutputComponents / 4;
+ ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
break;
case 150:
case 330:
ctx->Const.MaxTextureCoordUnits = 8;
ctx->Const.MaxTextureUnits = 2;
- ctx->Const.VertexProgram.MaxAttribs = 16;
- ctx->Const.VertexProgram.MaxTextureImageUnits = 16;
- ctx->Const.VertexProgram.MaxUniformComponents = 1024;
- ctx->Const.VertexProgram.MaxInputComponents = 0; /* not used */
- ctx->Const.VertexProgram.MaxOutputComponents = 64;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 64;
- ctx->Const.GeometryProgram.MaxTextureImageUnits = 16;
- ctx->Const.GeometryProgram.MaxUniformComponents = 1024;
- ctx->Const.GeometryProgram.MaxInputComponents =
- ctx->Const.VertexProgram.MaxOutputComponents;
- ctx->Const.GeometryProgram.MaxOutputComponents = 128;
+ ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = 16;
+ ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxUniformComponents = 1024;
+ ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents =
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
+ ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents = 128;
- ctx->Const.FragmentProgram.MaxTextureImageUnits = 16;
- ctx->Const.FragmentProgram.MaxUniformComponents = 1024;
- ctx->Const.FragmentProgram.MaxInputComponents =
- ctx->Const.GeometryProgram.MaxOutputComponents;
- ctx->Const.FragmentProgram.MaxOutputComponents = 0; /* not used */
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 1024;
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
+ ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents;
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
ctx->Const.MaxCombinedTextureImageUnits =
- ctx->Const.VertexProgram.MaxTextureImageUnits
- + ctx->Const.GeometryProgram.MaxTextureImageUnits
- + ctx->Const.FragmentProgram.MaxTextureImageUnits;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits
+ + ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits
+ + ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
ctx->Const.MaxGeometryOutputVertices = 256;
ctx->Const.MaxGeometryTotalOutputComponents = 1024;
-// ctx->Const.MaxGeometryVaryingComponents = 64;
-
ctx->Const.MaxVarying = 60 / 4;
break;
case 300:
ctx->Const.MaxTextureCoordUnits = 0;
ctx->Const.MaxTextureUnits = 0;
- ctx->Const.VertexProgram.MaxAttribs = 16;
- ctx->Const.VertexProgram.MaxTextureImageUnits = 16;
- ctx->Const.VertexProgram.MaxUniformComponents = 1024;
- ctx->Const.VertexProgram.MaxInputComponents = 0; /* not used */
- ctx->Const.VertexProgram.MaxOutputComponents = 16 * 4;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 16 * 4;
- ctx->Const.FragmentProgram.MaxTextureImageUnits = 16;
- ctx->Const.FragmentProgram.MaxUniformComponents = 224;
- ctx->Const.FragmentProgram.MaxInputComponents = 15 * 4;
- ctx->Const.FragmentProgram.MaxOutputComponents = 0; /* not used */
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 224;
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 15 * 4;
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
- ctx->Const.MaxVarying = ctx->Const.FragmentProgram.MaxInputComponents / 4;
+ ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4;
break;
}
+ ctx->Const.GenerateTemporaryNames = true;
ctx->Driver.NewShader = _mesa_new_shader;
}
if (bytes < size - total_read) {
free(text);
text = NULL;
- break;
+ goto error;
}
if (bytes == 0) {
} while (total_read < size);
text[total_read] = '\0';
+error:;
}
fclose(fp);
"usage: %s [options] <file.vert | file.geom | file.frag>\n"
"\n"
"Possible options are:\n";
- printf(header, name, name);
+ printf(header, name);
for (const struct option *o = compiler_opts; o->name != 0; ++o) {
printf(" --%s\n", o->name);
}
compile_shader(struct gl_context *ctx, struct gl_shader *shader)
{
struct _mesa_glsl_parse_state *state =
- new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader);
+ new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader);
_mesa_glsl_compile_shader(ctx, shader, dump_ast, dump_hir);
/* Print out the resulting IR */
if (!state->error && dump_lir) {
- _mesa_print_ir(shader->ir, state);
+ _mesa_print_ir(stdout, shader->ir, state);
}
return;
assert(whole_program != NULL);
whole_program->InfoLog = ralloc_strdup(whole_program, "");
+ /* Created just to avoid segmentation faults */
+ whole_program->AttributeBindings = new string_to_uint_map;
+ whole_program->FragDataBindings = new string_to_uint_map;
+ whole_program->FragDataIndexBindings = new string_to_uint_map;
+
for (/* empty */; argc > optind; optind++) {
whole_program->Shaders =
reralloc(whole_program, whole_program->Shaders,
shader->Type = GL_GEOMETRY_SHADER;
else if (strncmp(".frag", ext, 5) == 0)
shader->Type = GL_FRAGMENT_SHADER;
+ else if (strncmp(".comp", ext, 5) == 0)
+ shader->Type = GL_COMPUTE_SHADER;
else
usage_fail(argv[0]);
+ shader->Stage = _mesa_shader_enum_to_shader_stage(shader->Type);
shader->Source = load_text_file(whole_program, argv[optind]);
if (shader->Source == NULL) {
}
if ((status == EXIT_SUCCESS) && do_link) {
+ _mesa_clear_shader_program_data(whole_program);
+
link_shaders(ctx, whole_program);
status = (whole_program->LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++)
ralloc_free(whole_program->_LinkedShaders[i]);
+ delete whole_program->AttributeBindings;
+ delete whole_program->FragDataBindings;
+ delete whole_program->FragDataIndexBindings;
+
ralloc_free(whole_program);
_mesa_glsl_release_types();
_mesa_glsl_release_builtin_functions();