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//
//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<TShHandleBase*>(ConstructCompiler(language, debugOptions));
return reinterpret_cast<void*>(base);
}
ShHandle ShConstructLinker(const EShExecutable executable, int debugOptions)
{
if (!InitThread())
return 0;
TShHandleBase* base = static_cast<TShHandleBase*>(ConstructLinker(executable, debugOptions));
return reinterpret_cast<void*>(base);
}
ShHandle ShConstructUniformMap()
{
if (!InitThread())
return 0;
TShHandleBase* base = static_cast<TShHandleBase*>(ConstructUniformMap());
return reinterpret_cast<void*>(base);
}
void ShDestruct(ShHandle handle)
{
if (handle == 0)
return;
TShHandleBase* base = static_cast<TShHandleBase*>(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<char**>(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<TShHandleBase*>(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<char**>(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<TShHandleBase*>(linkHandle);
TLinker* linker = static_cast<TLinker*>(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<TShHandleBase*>(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<TShHandleBase*>(linkHandle);
TLinker* linker = static_cast<TLinker*>(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<TShHandleBase*>(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<TShHandleBase*>(handle);
TLinker* linker = static_cast<TLinker*>(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<TShHandleBase*>(handle);
TLinker* linker = static_cast<TLinker*>(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<TShHandleBase*>(handle);
TLinker* linker = static_cast<TLinker*>(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<TShHandleBase*>(handle);
TLinker* linker = static_cast<TLinker*>(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<TShHandleBase*>(handle);
TUniformMap* uniformMap= base->getAsUniformMap();
if (uniformMap == 0)
return -1;
return uniformMap->getLocation(name);
}
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