X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fglsl%2Fmain.cpp;h=ed6f122798aa654cc2017ed64996b3feb1baf225;hb=0d108116bd80b757fb01a84a9f1946ef870b57b8;hp=b4c7f966266c97f4bdd2f614414b73c68df0c4ed;hpb=d3073f58c17d8675a2ecdd5dfa83e5520c78e1a8;p=mesa.git diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp index b4c7f966266..ed6f122798a 100644 --- a/src/glsl/main.cpp +++ b/src/glsl/main.cpp @@ -20,84 +20,44 @@ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ -#include -#include #include +/** @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_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; + /* The standalone compiler needs to claim support for almost + * everything in order to compile the built-in functions. + */ + ctx->Const.GLSLVersion = 140; + ctx->Extensions.ARB_ES3_compatibility = true; - /* 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; } @@ -185,8 +145,8 @@ compile_shader(struct gl_context *ctx, struct gl_shader *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->extensions, ctx->API) != 0; + state->error = glcpp_preprocess(state, &source, &state->info_log, + state->extensions, ctx) != 0; if (!state->error) { _mesa_glsl_lexer_ctor(state, source); @@ -216,7 +176,7 @@ compile_shader(struct gl_context *ctx, struct gl_shader *shader) 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); @@ -231,6 +191,7 @@ compile_shader(struct gl_context *ctx, struct gl_shader *shader) shader->symbols = state->symbols; shader->CompileStatus = !state->error; shader->Version = state->language_version; + shader->IsES = state->es_shader; memcpy(shader->builtins_to_link, state->builtins_to_link, sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link); shader->num_builtins_to_link = state->num_builtins_to_link; @@ -264,12 +225,13 @@ main(int argc, char **argv) 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 = @@ -287,7 +249,7 @@ main(int argc, char **argv) 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;