nir: move to compiler/
[mesa.git] / src / glsl / standalone_scaffolding.cpp
1 /*
2 * Copyright © 2011 Intel Corporation
3 *
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:
10 *
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
13 * Software.
14 *
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.
22 */
23
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).
28 */
29
30 #include "standalone_scaffolding.h"
31
32 #include <assert.h>
33 #include <stdio.h>
34 #include <string.h>
35 #include "util/ralloc.h"
36 #include "util/strtod.h"
37
38 void
39 _mesa_warning(struct gl_context *ctx, const char *fmt, ...)
40 {
41 va_list vargs;
42 (void) ctx;
43
44 va_start(vargs, fmt);
45
46 /* This output is not thread-safe, but that's good enough for the
47 * standalone compiler.
48 */
49 fprintf(stderr, "Mesa warning: ");
50 vfprintf(stderr, fmt, vargs);
51 fprintf(stderr, "\n");
52
53 va_end(vargs);
54 }
55
56 void
57 _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
58 struct gl_shader *sh)
59 {
60 (void) ctx;
61 *ptr = sh;
62 }
63
64 void
65 _mesa_shader_debug(struct gl_context *, GLenum, GLuint *,
66 const char *)
67 {
68 }
69
70 struct gl_shader *
71 _mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
72 {
73 struct gl_shader *shader;
74
75 (void) ctx;
76
77 assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
78 shader = rzalloc(NULL, struct gl_shader);
79 if (shader) {
80 shader->Type = type;
81 shader->Stage = _mesa_shader_enum_to_shader_stage(type);
82 shader->Name = name;
83 shader->RefCount = 1;
84 }
85 return shader;
86 }
87
88 void
89 _mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
90 {
91 free((void *)sh->Source);
92 free(sh->Label);
93 ralloc_free(sh);
94 }
95
96 void
97 _mesa_clear_shader_program_data(struct gl_shader_program *shProg)
98 {
99 unsigned i;
100
101 shProg->NumUniformStorage = 0;
102 shProg->UniformStorage = NULL;
103 shProg->NumUniformRemapTable = 0;
104 shProg->UniformRemapTable = NULL;
105 shProg->UniformHash = NULL;
106
107 ralloc_free(shProg->InfoLog);
108 shProg->InfoLog = ralloc_strdup(shProg, "");
109
110 ralloc_free(shProg->BufferInterfaceBlocks);
111 shProg->BufferInterfaceBlocks = NULL;
112 shProg->NumBufferInterfaceBlocks = 0;
113
114 ralloc_free(shProg->UniformBlocks);
115 shProg->UniformBlocks = NULL;
116 shProg->NumUniformBlocks = 0;
117
118 ralloc_free(shProg->ShaderStorageBlocks);
119 shProg->ShaderStorageBlocks = NULL;
120 shProg->NumShaderStorageBlocks = 0;
121
122 for (i = 0; i < MESA_SHADER_STAGES; i++) {
123 ralloc_free(shProg->InterfaceBlockStageIndex[i]);
124 shProg->InterfaceBlockStageIndex[i] = NULL;
125 }
126
127 ralloc_free(shProg->UboInterfaceBlockIndex);
128 shProg->UboInterfaceBlockIndex = NULL;
129 ralloc_free(shProg->SsboInterfaceBlockIndex);
130 shProg->SsboInterfaceBlockIndex = NULL;
131
132 ralloc_free(shProg->AtomicBuffers);
133 shProg->AtomicBuffers = NULL;
134 shProg->NumAtomicBuffers = 0;
135 }
136
137 void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
138 {
139 memset(ctx, 0, sizeof(*ctx));
140
141 ctx->API = api;
142
143 ctx->Extensions.dummy_false = false;
144 ctx->Extensions.dummy_true = true;
145 ctx->Extensions.ARB_compute_shader = true;
146 ctx->Extensions.ARB_conservative_depth = true;
147 ctx->Extensions.ARB_draw_instanced = true;
148 ctx->Extensions.ARB_ES2_compatibility = true;
149 ctx->Extensions.ARB_ES3_compatibility = true;
150 ctx->Extensions.ARB_explicit_attrib_location = true;
151 ctx->Extensions.ARB_fragment_coord_conventions = true;
152 ctx->Extensions.ARB_fragment_layer_viewport = true;
153 ctx->Extensions.ARB_gpu_shader5 = true;
154 ctx->Extensions.ARB_gpu_shader_fp64 = true;
155 ctx->Extensions.ARB_sample_shading = true;
156 ctx->Extensions.ARB_shader_bit_encoding = true;
157 ctx->Extensions.ARB_shader_draw_parameters = true;
158 ctx->Extensions.ARB_shader_stencil_export = true;
159 ctx->Extensions.ARB_shader_subroutine = true;
160 ctx->Extensions.ARB_shader_texture_lod = true;
161 ctx->Extensions.ARB_shading_language_420pack = true;
162 ctx->Extensions.ARB_shading_language_packing = true;
163 ctx->Extensions.ARB_tessellation_shader = true;
164 ctx->Extensions.ARB_texture_cube_map_array = true;
165 ctx->Extensions.ARB_texture_gather = true;
166 ctx->Extensions.ARB_texture_multisample = true;
167 ctx->Extensions.ARB_texture_query_levels = true;
168 ctx->Extensions.ARB_texture_query_lod = true;
169 ctx->Extensions.ARB_uniform_buffer_object = true;
170 ctx->Extensions.ARB_viewport_array = true;
171
172 ctx->Extensions.OES_EGL_image_external = true;
173 ctx->Extensions.OES_standard_derivatives = true;
174
175 ctx->Extensions.EXT_shader_integer_mix = true;
176 ctx->Extensions.EXT_texture_array = true;
177
178 ctx->Extensions.NV_texture_rectangle = true;
179
180 ctx->Const.GLSLVersion = 120;
181
182 /* 1.20 minimums. */
183 ctx->Const.MaxLights = 8;
184 ctx->Const.MaxClipPlanes = 6;
185 ctx->Const.MaxTextureUnits = 2;
186 ctx->Const.MaxTextureCoordUnits = 2;
187 ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
188
189 ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 512;
190 ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
191 ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */
192 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
193 ctx->Const.MaxCombinedTextureImageUnits = 2;
194 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 2;
195 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 64;
196 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 32;
197
198 ctx->Const.MaxDrawBuffers = 1;
199 ctx->Const.MaxComputeWorkGroupCount[0] = 65535;
200 ctx->Const.MaxComputeWorkGroupCount[1] = 65535;
201 ctx->Const.MaxComputeWorkGroupCount[2] = 65535;
202 ctx->Const.MaxComputeWorkGroupSize[0] = 1024;
203 ctx->Const.MaxComputeWorkGroupSize[1] = 1024;
204 ctx->Const.MaxComputeWorkGroupSize[2] = 64;
205 ctx->Const.MaxComputeWorkGroupInvocations = 1024;
206 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = 16;
207 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformComponents = 1024;
208 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxInputComponents = 0; /* not used */
209 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxOutputComponents = 0; /* not used */
210
211 /* Set up default shader compiler options. */
212 struct gl_shader_compiler_options options;
213 memset(&options, 0, sizeof(options));
214 options.MaxUnrollIterations = 32;
215 options.MaxIfDepth = UINT_MAX;
216
217 for (int sh = 0; sh < MESA_SHADER_STAGES; ++sh)
218 memcpy(&ctx->Const.ShaderCompilerOptions[sh], &options, sizeof(options));
219
220 _mesa_locale_init();
221 }