1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
|
/*
* Copyright © 2008, 2009 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include <cstdlib>
#include <cstdio>
#include <getopt.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <fcntl.h>
#include <unistd.h>
#include "ast.h"
#include "glsl_parser_extras.h"
#include "glsl_parser.h"
#include "ir_optimization.h"
#include "ir_print_visitor.h"
#include "program.h"
static char *
load_text_file(const char *file_name, size_t *size)
{
char *text = NULL;
struct stat st;
ssize_t total_read = 0;
int fd = open(file_name, O_RDONLY);
*size = 0;
if (fd < 0) {
return NULL;
}
if (fstat(fd, & st) == 0) {
text = (char *) malloc(st.st_size + 1);
if (text != NULL) {
do {
ssize_t bytes = read(fd, text + total_read,
st.st_size - total_read);
if (bytes < 0) {
free(text);
text = NULL;
break;
}
if (bytes == 0) {
break;
}
total_read += bytes;
} while (total_read < st.st_size);
text[total_read] = '\0';
*size = total_read;
}
}
close(fd);
return text;
}
void
usage_fail(const char *name)
{
printf("%s <filename.frag|filename.vert>\n", name);
exit(EXIT_FAILURE);
}
int dump_ast = 0;
int dump_lir = 0;
int do_link = 0;
const struct option compiler_opts[] = {
{ "dump-ast", 0, &dump_ast, 1 },
{ "dump-lir", 0, &dump_lir, 1 },
{ "link", 0, &do_link, 1 },
{ NULL, 0, NULL, 0 }
};
void
compile_shader(struct glsl_shader *shader)
{
struct _mesa_glsl_parse_state *state;
state = talloc_zero(talloc_parent(shader), struct _mesa_glsl_parse_state);
switch (shader->Type) {
case GL_VERTEX_SHADER: state->target = vertex_shader; break;
case GL_FRAGMENT_SHADER: state->target = fragment_shader; break;
case GL_GEOMETRY_SHADER: state->target = geometry_shader; break;
}
state->scanner = NULL;
state->translation_unit.make_empty();
state->symbols = new(shader) glsl_symbol_table;
state->info_log = talloc_strdup(shader, "");
state->error = false;
state->temp_index = 0;
state->loop_or_switch_nesting = NULL;
state->ARB_texture_rectangle_enable = true;
/* Create a new context for the preprocessor output. Ultimately, this
* should probably be the parser context, but there isn't one yet.
*/
const char *source = shader->Source;
state->error = preprocess(shader, &source, &state->info_log);
if (!state->error) {
_mesa_glsl_lexer_ctor(state, source);
_mesa_glsl_parse(state);
_mesa_glsl_lexer_dtor(state);
}
if (dump_ast) {
foreach_list_const(n, &state->translation_unit) {
ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
}
printf("\n\n");
}
shader->ir.make_empty();
if (!state->error && !state->translation_unit.is_empty())
_mesa_ast_to_hir(&shader->ir, state);
validate_ir_tree(&shader->ir);
/* Optimization passes */
if (!state->error && !shader->ir.is_empty()) {
bool progress;
do {
progress = false;
progress = do_function_inlining(&shader->ir) || progress;
progress = do_if_simplification(&shader->ir) || progress;
progress = do_copy_propagation(&shader->ir) || progress;
progress = do_dead_code_local(&shader->ir) || progress;
progress = do_dead_code_unlinked(&shader->ir) || progress;
progress = do_constant_variable_unlinked(&shader->ir) || progress;
progress = do_constant_folding(&shader->ir) || progress;
progress = do_vec_index_to_swizzle(&shader->ir) || progress;
progress = do_swizzle_swizzle(&shader->ir) || progress;
} while (progress);
}
validate_ir_tree(&shader->ir);
/* Print out the resulting IR */
if (!state->error && dump_lir) {
_mesa_print_ir(&shader->ir, state);
}
shader->symbols = state->symbols;
shader->CompileStatus = !state->error;
if (shader->InfoLog)
talloc_free(shader->InfoLog);
shader->InfoLog = state->info_log;
talloc_free(state);
return;
}
int
main(int argc, char **argv)
{
int status = EXIT_SUCCESS;
int c;
int idx = 0;
while ((c = getopt_long(argc, argv, "", compiler_opts, &idx)) != -1)
/* empty */ ;
if (argc <= optind)
usage_fail(argv[0]);
struct glsl_program *whole_program;
whole_program = talloc_zero (NULL, struct glsl_program);
assert(whole_program != NULL);
for (/* empty */; argc > optind; optind++) {
whole_program->Shaders = (struct glsl_shader **)
realloc(whole_program->Shaders,
sizeof(struct glsl_shader *) * (whole_program->NumShaders + 1));
assert(whole_program->Shaders != NULL);
struct glsl_shader *shader = talloc_zero(whole_program, glsl_shader);
whole_program->Shaders[whole_program->NumShaders] = shader;
whole_program->NumShaders++;
const unsigned len = strlen(argv[optind]);
if (len < 6)
usage_fail(argv[0]);
const char *const ext = & argv[optind][len - 5];
if (strncmp(".vert", ext, 5) == 0)
shader->Type = GL_VERTEX_SHADER;
else if (strncmp(".geom", ext, 5) == 0)
shader->Type = GL_GEOMETRY_SHADER;
else if (strncmp(".frag", ext, 5) == 0)
shader->Type = GL_FRAGMENT_SHADER;
else
usage_fail(argv[0]);
shader->Source = load_text_file(argv[optind], &shader->SourceLen);
if (shader->Source == NULL) {
printf("File \"%s\" does not exist.\n", argv[optind]);
exit(EXIT_FAILURE);
}
compile_shader(shader);
if (!shader->CompileStatus) {
printf("Info log for %s:\n%s\n", argv[optind], shader->InfoLog);
status = EXIT_FAILURE;
break;
}
}
if ((status == EXIT_SUCCESS) && do_link) {
link_shaders(whole_program);
status = (whole_program->LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE;
}
talloc_free(whole_program);
return status;
}
|