From 663631725ee2d633d9ec5821cd48953ffd188d00 Mon Sep 17 00:00:00 2001 From: ftrapero Date: Tue, 27 Jun 2017 12:08:38 +0200 Subject: Squashed 'nx-X11/extras/Mesa_6.4.2/' content from commit 475b1f7 git-subtree-dir: nx-X11/extras/Mesa_6.4.2 git-subtree-split: 475b1f7b56fa36ef4f3b22a749f88a98ddc0d502 --- .../shader/slang/MachineIndependent/ShaderLang.cpp | 607 +++++++++++++++++++++ 1 file changed, 607 insertions(+) create mode 100755 src/mesa/shader/slang/MachineIndependent/ShaderLang.cpp (limited to 'src/mesa/shader/slang/MachineIndependent/ShaderLang.cpp') diff --git a/src/mesa/shader/slang/MachineIndependent/ShaderLang.cpp b/src/mesa/shader/slang/MachineIndependent/ShaderLang.cpp new file mode 100755 index 000000000..3f37e15f3 --- /dev/null +++ b/src/mesa/shader/slang/MachineIndependent/ShaderLang.cpp @@ -0,0 +1,607 @@ +// +//Copyright (C) 2002-2005 3Dlabs Inc. Ltd. +//All rights reserved. +// +//Redistribution and use in source and binary forms, with or without +//modification, are permitted provided that the following conditions +//are met: +// +// Redistributions of source code must retain the above copyright +// notice, this list of conditions and the following disclaimer. +// +// Redistributions in binary form must reproduce the above +// copyright notice, this list of conditions and the following +// disclaimer in the documentation and/or other materials provided +// with the distribution. +// +// Neither the name of 3Dlabs Inc. Ltd. nor the names of its +// contributors may be used to endorse or promote products derived +// from this software without specific prior written permission. +// +//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +//"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +//LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +//INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +//BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +//CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +//POSSIBILITY OF SUCH DAMAGE. +// + +// +// Implement the top-level of interface to the compiler/linker, +// as defined in ShaderLang.h +// +#include "SymbolTable.h" +#include "ParseHelper.h" +#include "../Include/ShHandle.h" +#include "Initialisation.h" + +#define SH_EXPORTING +#include "../Public/ShaderLangExt.h" + +#include "Include/ResourceLimits.h" +#include "Initialize.h" + +extern "C" int InitPreprocessor(void); +extern "C" int FinalizePreprocessor(void); +extern void SetGlobalPoolAllocatorPtr(TPoolAllocator* poolAllocator); + +bool generateBuiltInSymbolTable(const TBuiltInResource* resources, TInfoSink&, TSymbolTable*, EShLanguage language = EShLangCount); +bool initializeSymbolTable(TBuiltInStrings* BuiltInStrings, EShLanguage language, TInfoSink& infoSink, const TBuiltInResource *resources, TSymbolTable*); + +// +// A symbol table for each language. Each has a different +// set of built-ins, and we want to preserve that from +// compile to compile. +// +TSymbolTable SymbolTables[EShLangCount]; + +TPoolAllocator* PerProcessGPA = 0; +// +// This is the platform independent interface between an OGL driver +// and the shading language compiler/linker. +// + +// +// Driver must call this first, once, before doing any other +// compiler/linker operations. +// +int ShInitialize() +{ + TInfoSink infoSink; + bool ret = true; + + if (!InitProcess()) + return 0; + + // This method should be called once per process. If its called by multiple threads, then + // we need to have thread synchronization code around the initialization of per process + // global pool allocator + if (!PerProcessGPA) { + TPoolAllocator *builtInPoolAllocator = new TPoolAllocator(true); + builtInPoolAllocator->push(); + TPoolAllocator* gPoolAllocator = &GlobalPoolAllocator; + SetGlobalPoolAllocatorPtr(builtInPoolAllocator); + + TSymbolTable symTables[EShLangCount]; + generateBuiltInSymbolTable(0, infoSink, symTables); + + PerProcessGPA = new TPoolAllocator(true); + PerProcessGPA->push(); + SetGlobalPoolAllocatorPtr(PerProcessGPA); + + SymbolTables[EShLangVertex].copyTable(symTables[EShLangVertex]); + SymbolTables[EShLangFragment].copyTable(symTables[EShLangFragment]); + + SetGlobalPoolAllocatorPtr(gPoolAllocator); + + symTables[EShLangVertex].pop(); + symTables[EShLangFragment].pop(); + + builtInPoolAllocator->popAll(); + delete builtInPoolAllocator; + + } + + return ret ? 1 : 0; +} + +// +// Driver calls these to create and destroy compiler/linker +// objects. +// + +ShHandle ShConstructCompiler(const EShLanguage language, int debugOptions) +{ + if (!InitThread()) + return 0; + + TShHandleBase* base = static_cast(ConstructCompiler(language, debugOptions)); + + return reinterpret_cast(base); +} + +ShHandle ShConstructLinker(const EShExecutable executable, int debugOptions) +{ + if (!InitThread()) + return 0; + + TShHandleBase* base = static_cast(ConstructLinker(executable, debugOptions)); + + return reinterpret_cast(base); +} + +ShHandle ShConstructUniformMap() +{ + if (!InitThread()) + return 0; + + TShHandleBase* base = static_cast(ConstructUniformMap()); + + return reinterpret_cast(base); +} + +void ShDestruct(ShHandle handle) +{ + if (handle == 0) + return; + + TShHandleBase* base = static_cast(handle); + + if (base->getAsCompiler()) + DeleteCompiler(base->getAsCompiler()); + else if (base->getAsLinker()) + DeleteLinker(base->getAsLinker()); + else if (base->getAsUniformMap()) + DeleteUniformMap(base->getAsUniformMap()); +} + +// +// Cleanup symbol tables +// +int __fastcall ShFinalize() +{ + if (PerProcessGPA) { + PerProcessGPA->popAll(); + delete PerProcessGPA; + } + return 1; +} + +// +// This function should be called only once by the Master Dll. Currently, this is being called for each thread +// which is incorrect. This is required to keep the Sh interface working for now and will eventually be called +// from master dll once. +// +bool generateBuiltInSymbolTable(const TBuiltInResource* resources, TInfoSink& infoSink, TSymbolTable* symbolTables, EShLanguage language) +{ + TBuiltIns builtIns; + + if (resources) { + builtIns.initialize(*resources); + initializeSymbolTable(builtIns.getBuiltInStrings(), language, infoSink, resources, symbolTables); + } else { + builtIns.initialize(); + initializeSymbolTable(builtIns.getBuiltInStrings(), EShLangVertex, infoSink, resources, symbolTables); + initializeSymbolTable(builtIns.getBuiltInStrings(), EShLangFragment, infoSink, resources, symbolTables); + } + + return true; +} + +bool initializeSymbolTable(TBuiltInStrings* BuiltInStrings, EShLanguage language, TInfoSink& infoSink, const TBuiltInResource* resources, TSymbolTable* symbolTables) +{ + TIntermediate intermediate(infoSink); + TSymbolTable* symbolTable; + + if (resources) + symbolTable = symbolTables; + else + symbolTable = &symbolTables[language]; + + TParseContext parseContext(*symbolTable, intermediate, language, infoSink); + + GlobalParseContext = &parseContext; + + setInitialState(); + + assert (symbolTable->isEmpty() || symbolTable->atSharedBuiltInLevel()); + + // + // Parse the built-ins. This should only happen once per + // language symbol table. + // + // Push the symbol table to give it an initial scope. This + // push should not have a corresponding pop, so that built-ins + // are preserved, and the test for an empty table fails. + // + + symbolTable->push(); + + //Initialize the Preprocessor + int ret = InitPreprocessor(); + if (ret) { + infoSink.info.message(EPrefixInternalError, "Unable to intialize the Preprocessor"); + return false; + } + + for (TBuiltInStrings::iterator i = BuiltInStrings[parseContext.language].begin(); + i != BuiltInStrings[parseContext.language].end(); + ++i) { + const char* builtInShaders[1]; + int builtInLengths[1]; + + builtInShaders[0] = (*i).c_str(); + builtInLengths[0] = (int) (*i).size(); + + if (PaParseStrings(const_cast(builtInShaders), builtInLengths, 1, parseContext) != 0) { + infoSink.info.message(EPrefixInternalError, "Unable to parse built-ins"); + return false; + } + } + + if (resources) { + IdentifyBuiltIns(parseContext.language, *symbolTable, *resources); + } else { + IdentifyBuiltIns(parseContext.language, *symbolTable); + } + + FinalizePreprocessor(); + + return true; +} + + +// +// Do an actual compile on the given strings. The result is left +// in the given compile object. +// +// Return: The return value of ShCompile is really boolean, indicating +// success or failure. +// +int ShCompile( + const ShHandle handle, + const char* const shaderStrings[], + const int numStrings, + const EShOptimizationLevel optLevel, + const TBuiltInResource* resources, + int debugOptions + ) +{ + if (!InitThread()) + return 0; + + if (handle == 0) + return 0; + + TShHandleBase* base = reinterpret_cast(handle); + TCompiler* compiler = base->getAsCompiler(); + if (compiler == 0) + return 0; + + GlobalPoolAllocator.push(); + compiler->infoSink.info.erase(); + compiler->infoSink.debug.erase(); + + if (numStrings == 0) + return 1; + + TIntermediate intermediate(compiler->infoSink); + TSymbolTable symbolTable(SymbolTables[compiler->getLanguage()]); + + generateBuiltInSymbolTable(resources, compiler->infoSink, &symbolTable, compiler->getLanguage()); + + TParseContext parseContext(symbolTable, intermediate, compiler->getLanguage(), compiler->infoSink); + parseContext.initializeExtensionBehavior(); + + GlobalParseContext = &parseContext; + + setInitialState(); + + InitPreprocessor(); + // + // Parse the application's shaders. All the following symbol table + // work will be throw-away, so push a new allocation scope that can + // be thrown away, then push a scope for the current shader's globals. + // + bool success = true; + + symbolTable.push(); + if (!symbolTable.atGlobalLevel()) + parseContext.infoSink.info.message(EPrefixInternalError, "Wrong symbol table level"); + + if (parseContext.insertBuiltInArrayAtGlobalLevel()) + success = false; + + int ret = PaParseStrings(const_cast(shaderStrings), 0, numStrings, parseContext); + if (ret) + success = false; + + if (success && parseContext.treeRoot) { + if (optLevel == EShOptNoGeneration) + parseContext.infoSink.info.message(EPrefixNone, "No errors. No code generation or linking was requested."); + else { + success = intermediate.postProcess(parseContext.treeRoot, parseContext.language); + + if (success) { + + if (debugOptions & EDebugOpIntermediate) + intermediate.outputTree(parseContext.treeRoot); + + // + // Call the machine dependent compiler + // + if (! compiler->compile(parseContext.treeRoot)) + success = false; + } + } + } else if (!success) { + parseContext.infoSink.info.prefix(EPrefixError); + parseContext.infoSink.info << parseContext.numErrors << " compilation errors. No code generated.\n\n"; + success = false; + if (debugOptions & EDebugOpIntermediate) + intermediate.outputTree(parseContext.treeRoot); + } + + intermediate.remove(parseContext.treeRoot); + + // + // Ensure symbol table is returned to the built-in level, + // throwing away all but the built-ins. + // + while (! symbolTable.atSharedBuiltInLevel()) + symbolTable.pop(); + + FinalizePreprocessor(); + // + // Throw away all the temporary memory used by the compilation process. + // + GlobalPoolAllocator.pop(); + + return success ? 1 : 0; +} + +// +// Do an actual link on the given compile objects. +// +// Return: The return value of is really boolean, indicating +// success or failure. +// +int ShLink( + const ShHandle linkHandle, + const ShHandle compHandles[], + const int numHandles, + ShHandle uniformMapHandle, + short int** uniformsAccessed, + int* numUniformsAccessed) + +{ + if (!InitThread()) + return 0; + + TShHandleBase* base = reinterpret_cast(linkHandle); + TLinker* linker = static_cast(base->getAsLinker()); + if (linker == 0) + return 0; + + int returnValue; + GlobalPoolAllocator.push(); + returnValue = ShLinkExt(linkHandle, compHandles, numHandles); + GlobalPoolAllocator.pop(); + + if (returnValue) + return 1; + + return 0; +} +// +// This link method will be eventually used once the ICD supports the new linker interface +// +int ShLinkExt( + const ShHandle linkHandle, + const ShHandle compHandles[], + const int numHandles) +{ + if (linkHandle == 0 || numHandles == 0) + return 0; + + THandleList cObjects; + + {// support MSVC++6.0 + for (int i = 0; i < numHandles; ++i) { + if (compHandles[i] == 0) + return 0; + TShHandleBase* base = reinterpret_cast(compHandles[i]); + if (base->getAsLinker()) { + cObjects.push_back(base->getAsLinker()); + } + if (base->getAsCompiler()) + cObjects.push_back(base->getAsCompiler()); + + + if (cObjects[i] == 0) + return 0; + } + } + + TShHandleBase* base = reinterpret_cast(linkHandle); + TLinker* linker = static_cast(base->getAsLinker()); + + if (linker == 0) + return 0; + + linker->infoSink.info.erase(); + + {// support MSVC++6.0 + for (int i = 0; i < numHandles; ++i) { + if (cObjects[i]->getAsCompiler()) { + if (! cObjects[i]->getAsCompiler()->linkable()) { + linker->infoSink.info.message(EPrefixError, "Not all shaders have valid object code."); + return 0; + } + } + } + } + + bool ret = linker->link(cObjects); + + return ret ? 1 : 0; +} + +// +// ShSetEncrpytionMethod is a place-holder for specifying +// how source code is encrypted. +// +void ShSetEncryptionMethod(ShHandle handle) +{ + if (handle == 0) + return; +} + +// +// Return any compiler/linker/uniformmap log of messages for the application. +// +const char* ShGetInfoLog(const ShHandle handle) +{ + if (!InitThread()) + return 0; + + if (handle == 0) + return 0; + + TShHandleBase* base = static_cast(handle); + TInfoSink* infoSink; + + if (base->getAsCompiler()) + infoSink = &(base->getAsCompiler()->getInfoSink()); + else if (base->getAsLinker()) + infoSink = &(base->getAsLinker()->getInfoSink()); + + infoSink->info << infoSink->debug.c_str(); + return infoSink->info.c_str(); +} + +// +// Return the resulting binary code from the link process. Structure +// is machine dependent. +// +const void* ShGetExecutable(const ShHandle handle) +{ + if (!InitThread()) + return 0; + + if (handle == 0) + return 0; + + TShHandleBase* base = reinterpret_cast(handle); + + TLinker* linker = static_cast(base->getAsLinker()); + if (linker == 0) + return 0; + + return linker->getObjectCode(); +} + +// +// Let the linker know where the application said it's attributes are bound. +// The linker does not use these values, they are remapped by the ICD or +// hardware. It just needs them to know what's aliased. +// +// Return: The return value of is really boolean, indicating +// success or failure. +// +// This is to preserve the old linker API, P20 code can use the generic +// ShConstructBinding() and ShAddBinding() APIs +// +int ShSetVirtualAttributeBindings(const ShHandle handle, const ShBindingTable* table) +{ + if (!InitThread()) + return 0; + + if (handle == 0) + return 0; + + TShHandleBase* base = reinterpret_cast(handle); + TLinker* linker = static_cast(base->getAsLinker()); + + if (linker == 0) + return 0; + + linker->setAppAttributeBindings(table); + + return 1; +} + +// +// Let the linker know where the predefined attributes have to live. +// This is to preserve the old linker API, P20 code can use the generic +// ShConstructBinding() and ShAddBinding() APIs +// +int ShSetFixedAttributeBindings(const ShHandle handle, const ShBindingTable* table) +{ + if (!InitThread()) + return 0; + + if (handle == 0) + return 0; + + TShHandleBase* base = reinterpret_cast(handle); + TLinker* linker = static_cast(base->getAsLinker()); + + if (linker == 0) + return 0; + + linker->setFixedAttributeBindings(table); + return 1; +} + +// +// Some attribute locations are off-limits to the linker... +// +int ShExcludeAttributes(const ShHandle handle, int *attributes, int count) +{ + if (!InitThread()) + return 0; + + if (handle == 0) + return 0; + + TShHandleBase* base = reinterpret_cast(handle); + TLinker* linker = static_cast(base->getAsLinker()); + if (linker == 0) + return 0; + + linker->setExcludedAttributes(attributes, count); + + return 1; +} + +// +// Return the index for OpenGL to use for knowing where a uniform lives. +// +// Return: The return value of is really boolean, indicating +// success or failure. +// +// We dont have to change this code for now since the TUniformMap being +// passed back to ICD by the linker is the same as being used for the old P10 linker +// +int ShGetUniformLocation(const ShHandle handle, const char* name) +{ + if (!InitThread()) + return 0; + + if (handle == 0) + return -1; + + TShHandleBase* base = reinterpret_cast(handle); + TUniformMap* uniformMap= base->getAsUniformMap(); + if (uniformMap == 0) + return -1; + + return uniformMap->getLocation(name); +} -- cgit v1.2.3