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      1 //
      2 // Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
      3 // Use of this source code is governed by a BSD-style license that can be
      4 // found in the LICENSE file.
      5 //
      6 
      7 #include "GLSLANG/ShaderLang.h"
      8 
      9 #include <assert.h>
     10 #include <math.h>
     11 #include <stdio.h>
     12 #include <stdlib.h>
     13 #include <string.h>
     14 #include <vector>
     15 
     16 //
     17 // Return codes from main.
     18 //
     19 enum TFailCode {
     20     ESuccess = 0,
     21     EFailUsage,
     22     EFailCompile,
     23     EFailCompilerCreate,
     24 };
     25 
     26 static void usage();
     27 static ShShaderType FindShaderType(const char* fileName);
     28 static bool CompileFile(char* fileName, ShHandle compiler, int compileOptions);
     29 static void LogMsg(const char* msg, const char* name, const int num, const char* logName);
     30 static void PrintActiveVariables(ShHandle compiler, ShShaderInfo varType, bool mapLongVariableNames);
     31 
     32 // If NUM_SOURCE_STRINGS is set to a value > 1, the input file data is
     33 // broken into that many chunks.
     34 const unsigned int NUM_SOURCE_STRINGS = 2;
     35 typedef std::vector<char*> ShaderSource;
     36 static bool ReadShaderSource(const char* fileName, ShaderSource& source);
     37 static void FreeShaderSource(ShaderSource& source);
     38 
     39 //
     40 // Set up the per compile resources
     41 //
     42 void GenerateResources(ShBuiltInResources* resources)
     43 {
     44     ShInitBuiltInResources(resources);
     45 
     46     resources->MaxVertexAttribs = 8;
     47     resources->MaxVertexUniformVectors = 128;
     48     resources->MaxVaryingVectors = 8;
     49     resources->MaxVertexTextureImageUnits = 0;
     50     resources->MaxCombinedTextureImageUnits = 8;
     51     resources->MaxTextureImageUnits = 8;
     52     resources->MaxFragmentUniformVectors = 16;
     53     resources->MaxDrawBuffers = 1;
     54 
     55     resources->OES_standard_derivatives = 0;
     56     resources->OES_EGL_image_external = 0;
     57 }
     58 
     59 int main(int argc, char* argv[])
     60 {
     61     TFailCode failCode = ESuccess;
     62 
     63     int compileOptions = 0;
     64     int numCompiles = 0;
     65     ShHandle vertexCompiler = 0;
     66     ShHandle fragmentCompiler = 0;
     67     char* buffer = 0;
     68     size_t bufferLen = 0;
     69     int numAttribs = 0, numUniforms = 0;
     70     ShShaderSpec spec = SH_GLES2_SPEC;
     71     ShShaderOutput output = SH_ESSL_OUTPUT;
     72 
     73     ShInitialize();
     74 
     75     ShBuiltInResources resources;
     76     GenerateResources(&resources);
     77 
     78     argc--;
     79     argv++;
     80     for (; (argc >= 1) && (failCode == ESuccess); argc--, argv++) {
     81         if (argv[0][0] == '-') {
     82             switch (argv[0][1]) {
     83             case 'i': compileOptions |= SH_INTERMEDIATE_TREE; break;
     84             case 'm': compileOptions |= SH_MAP_LONG_VARIABLE_NAMES; break;
     85             case 'o': compileOptions |= SH_OBJECT_CODE; break;
     86             case 'u': compileOptions |= SH_ATTRIBUTES_UNIFORMS; break;
     87             case 'l': compileOptions |= SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX; break;
     88             case 'e': compileOptions |= SH_EMULATE_BUILT_IN_FUNCTIONS; break;
     89             case 'd': compileOptions |= SH_DEPENDENCY_GRAPH; break;
     90             case 't': compileOptions |= SH_TIMING_RESTRICTIONS; break;
     91             case 's':
     92                 if (argv[0][2] == '=') {
     93                     switch (argv[0][3]) {
     94                         case 'e': spec = SH_GLES2_SPEC; break;
     95                         case 'w': spec = SH_WEBGL_SPEC; break;
     96                         case 'c': spec = SH_CSS_SHADERS_SPEC; break;
     97                         default: failCode = EFailUsage;
     98                     }
     99                 } else {
    100                     failCode = EFailUsage;
    101                 }
    102                 break;
    103             case 'b':
    104                 if (argv[0][2] == '=') {
    105                     switch (argv[0][3]) {
    106                     case 'e': output = SH_ESSL_OUTPUT; break;
    107                     case 'g': output = SH_GLSL_OUTPUT; break;
    108                     case 'h':
    109                         if (argv[0][4] == '1' && argv[0][5] == '1')
    110                         {
    111                             output = SH_HLSL11_OUTPUT;
    112                         }
    113                         else
    114                         {
    115                             output = SH_HLSL9_OUTPUT;
    116                         }
    117                         break;
    118                     default: failCode = EFailUsage;
    119                     }
    120                 } else {
    121                     failCode = EFailUsage;
    122                 }
    123                 break;
    124             case 'x':
    125                 if (argv[0][2] == '=') {
    126                     switch (argv[0][3]) {
    127                     case 'i': resources.OES_EGL_image_external = 1; break;
    128                     case 'd': resources.OES_standard_derivatives = 1; break;
    129                     case 'r': resources.ARB_texture_rectangle = 1; break;
    130                     default: failCode = EFailUsage;
    131                     }
    132                 } else {
    133                     failCode = EFailUsage;
    134                 }
    135                 break;
    136             default: failCode = EFailUsage;
    137             }
    138         } else {
    139             ShHandle compiler = 0;
    140             switch (FindShaderType(argv[0])) {
    141             case SH_VERTEX_SHADER:
    142                 if (vertexCompiler == 0)
    143                     vertexCompiler = ShConstructCompiler(
    144                         SH_VERTEX_SHADER, spec, output, &resources);
    145                 compiler = vertexCompiler;
    146                 break;
    147             case SH_FRAGMENT_SHADER:
    148                 if (fragmentCompiler == 0)
    149                     fragmentCompiler = ShConstructCompiler(
    150                         SH_FRAGMENT_SHADER, spec, output, &resources);
    151                 compiler = fragmentCompiler;
    152                 break;
    153             default: break;
    154             }
    155             if (compiler) {
    156               bool compiled = CompileFile(argv[0], compiler, compileOptions);
    157 
    158               LogMsg("BEGIN", "COMPILER", numCompiles, "INFO LOG");
    159               ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &bufferLen);
    160               buffer = (char*) realloc(buffer, bufferLen * sizeof(char));
    161               ShGetInfoLog(compiler, buffer);
    162               puts(buffer);
    163               LogMsg("END", "COMPILER", numCompiles, "INFO LOG");
    164               printf("\n\n");
    165 
    166               if (compiled && (compileOptions & SH_OBJECT_CODE)) {
    167                   LogMsg("BEGIN", "COMPILER", numCompiles, "OBJ CODE");
    168                   ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &bufferLen);
    169                   buffer = (char*) realloc(buffer, bufferLen * sizeof(char));
    170                   ShGetObjectCode(compiler, buffer);
    171                   puts(buffer);
    172                   LogMsg("END", "COMPILER", numCompiles, "OBJ CODE");
    173                   printf("\n\n");
    174               }
    175               if (compiled && (compileOptions & SH_ATTRIBUTES_UNIFORMS)) {
    176                   LogMsg("BEGIN", "COMPILER", numCompiles, "ACTIVE ATTRIBS");
    177                   PrintActiveVariables(compiler, SH_ACTIVE_ATTRIBUTES, (compileOptions & SH_MAP_LONG_VARIABLE_NAMES) != 0);
    178                   LogMsg("END", "COMPILER", numCompiles, "ACTIVE ATTRIBS");
    179                   printf("\n\n");
    180 
    181                   LogMsg("BEGIN", "COMPILER", numCompiles, "ACTIVE UNIFORMS");
    182                   PrintActiveVariables(compiler, SH_ACTIVE_UNIFORMS, (compileOptions & SH_MAP_LONG_VARIABLE_NAMES) != 0);
    183                   LogMsg("END", "COMPILER", numCompiles, "ACTIVE UNIFORMS");
    184                   printf("\n\n");
    185               }
    186               if (!compiled)
    187                   failCode = EFailCompile;
    188               ++numCompiles;
    189             } else {
    190                 failCode = EFailCompilerCreate;
    191             }
    192         }
    193     }
    194 
    195     if ((vertexCompiler == 0) && (fragmentCompiler == 0))
    196         failCode = EFailUsage;
    197     if (failCode == EFailUsage)
    198         usage();
    199 
    200     if (vertexCompiler)
    201         ShDestruct(vertexCompiler);
    202     if (fragmentCompiler)
    203         ShDestruct(fragmentCompiler);
    204     if (buffer)
    205         free(buffer);
    206     ShFinalize();
    207 
    208     return failCode;
    209 }
    210 
    211 //
    212 //   print usage to stdout
    213 //
    214 void usage()
    215 {
    216     printf("Usage: translate [-i -m -o -u -l -e -b=e -b=g -b=h -x=i -x=d] file1 file2 ...\n"
    217         "Where: filename : filename ending in .frag or .vert\n"
    218         "       -i       : print intermediate tree\n"
    219         "       -m       : map long variable names\n"
    220         "       -o       : print translated code\n"
    221         "       -u       : print active attribs and uniforms\n"
    222         "       -l       : unroll for-loops with integer indices\n"
    223         "       -e       : emulate certain built-in functions (workaround for driver bugs)\n"
    224         "       -t       : enforce experimental timing restrictions\n"
    225         "       -d       : print dependency graph used to enforce timing restrictions\n"
    226         "       -s=e     : use GLES2 spec (this is by default)\n"
    227         "       -s=w     : use WebGL spec\n"
    228         "       -s=c     : use CSS Shaders spec\n"
    229         "       -b=e     : output GLSL ES code (this is by default)\n"
    230         "       -b=g     : output GLSL code\n"
    231         "       -b=h9    : output HLSL9 code\n"
    232         "       -b=h11   : output HLSL11 code\n"
    233         "       -x=i     : enable GL_OES_EGL_image_external\n"
    234         "       -x=d     : enable GL_OES_EGL_standard_derivatives\n"
    235         "       -x=r     : enable ARB_texture_rectangle\n");
    236 }
    237 
    238 //
    239 //   Deduce the shader type from the filename.  Files must end in one of the
    240 //   following extensions:
    241 //
    242 //   .frag*    = fragment shader
    243 //   .vert*    = vertex shader
    244 //
    245 ShShaderType FindShaderType(const char* fileName)
    246 {
    247     assert(fileName);
    248 
    249     const char* ext = strrchr(fileName, '.');
    250 
    251     if (ext && strcmp(ext, ".sl") == 0)
    252         for (; ext > fileName && ext[0] != '.'; ext--);
    253 
    254     ext = strrchr(fileName, '.');
    255     if (ext) {
    256         if (strncmp(ext, ".frag", 4) == 0) return SH_FRAGMENT_SHADER;
    257         if (strncmp(ext, ".vert", 4) == 0) return SH_VERTEX_SHADER;
    258     }
    259 
    260     return SH_FRAGMENT_SHADER;
    261 }
    262 
    263 //
    264 //   Read a file's data into a string, and compile it using ShCompile
    265 //
    266 bool CompileFile(char* fileName, ShHandle compiler, int compileOptions)
    267 {
    268     ShaderSource source;
    269     if (!ReadShaderSource(fileName, source))
    270         return false;
    271 
    272     int ret = ShCompile(compiler, &source[0], source.size(), compileOptions);
    273 
    274     FreeShaderSource(source);
    275     return ret ? true : false;
    276 }
    277 
    278 void LogMsg(const char* msg, const char* name, const int num, const char* logName)
    279 {
    280     printf("#### %s %s %d %s ####\n", msg, name, num, logName);
    281 }
    282 
    283 void PrintActiveVariables(ShHandle compiler, ShShaderInfo varType, bool mapLongVariableNames)
    284 {
    285     size_t nameSize = 0;
    286     switch (varType) {
    287         case SH_ACTIVE_ATTRIBUTES:
    288             ShGetInfo(compiler, SH_ACTIVE_ATTRIBUTE_MAX_LENGTH, &nameSize);
    289             break;
    290         case SH_ACTIVE_UNIFORMS:
    291             ShGetInfo(compiler, SH_ACTIVE_UNIFORM_MAX_LENGTH, &nameSize);
    292             break;
    293         default: assert(0);
    294     }
    295     if (nameSize <= 1) return;
    296     char* name = new char[nameSize];
    297 
    298     char* mappedName = NULL;
    299     if (mapLongVariableNames) {
    300         size_t mappedNameSize = 0;
    301         ShGetInfo(compiler, SH_MAPPED_NAME_MAX_LENGTH, &mappedNameSize);
    302         mappedName = new char[mappedNameSize];
    303     }
    304 
    305     size_t activeVars = 0;
    306     int size = 0;
    307     ShDataType type = SH_NONE;
    308     const char* typeName = NULL;
    309     ShGetInfo(compiler, varType, &activeVars);
    310     for (size_t i = 0; i < activeVars; ++i) {
    311         switch (varType) {
    312             case SH_ACTIVE_ATTRIBUTES:
    313                 ShGetActiveAttrib(compiler, static_cast<int>(i), NULL, &size, &type, name, mappedName);
    314                 break;
    315             case SH_ACTIVE_UNIFORMS:
    316                 ShGetActiveUniform(compiler, static_cast<int>(i), NULL, &size, &type, name, mappedName);
    317                 break;
    318             default: assert(0);
    319         }
    320         switch (type) {
    321             case SH_FLOAT: typeName = "GL_FLOAT"; break;
    322             case SH_FLOAT_VEC2: typeName = "GL_FLOAT_VEC2"; break;
    323             case SH_FLOAT_VEC3: typeName = "GL_FLOAT_VEC3"; break;
    324             case SH_FLOAT_VEC4: typeName = "GL_FLOAT_VEC4"; break;
    325             case SH_INT: typeName = "GL_INT"; break;
    326             case SH_INT_VEC2: typeName = "GL_INT_VEC2"; break;
    327             case SH_INT_VEC3: typeName = "GL_INT_VEC3"; break;
    328             case SH_INT_VEC4: typeName = "GL_INT_VEC4"; break;
    329             case SH_BOOL: typeName = "GL_BOOL"; break;
    330             case SH_BOOL_VEC2: typeName = "GL_BOOL_VEC2"; break;
    331             case SH_BOOL_VEC3: typeName = "GL_BOOL_VEC3"; break;
    332             case SH_BOOL_VEC4: typeName = "GL_BOOL_VEC4"; break;
    333             case SH_FLOAT_MAT2: typeName = "GL_FLOAT_MAT2"; break;
    334             case SH_FLOAT_MAT3: typeName = "GL_FLOAT_MAT3"; break;
    335             case SH_FLOAT_MAT4: typeName = "GL_FLOAT_MAT4"; break;
    336             case SH_SAMPLER_2D: typeName = "GL_SAMPLER_2D"; break;
    337             case SH_SAMPLER_CUBE: typeName = "GL_SAMPLER_CUBE"; break;
    338             case SH_SAMPLER_EXTERNAL_OES: typeName = "GL_SAMPLER_EXTERNAL_OES"; break;
    339             default: assert(0);
    340         }
    341         printf("%u: name:%s type:%s size:%d", i, name, typeName, size);
    342         if (mapLongVariableNames)
    343             printf(" mapped name:%s", mappedName);
    344         printf("\n");
    345     }
    346     delete [] name;
    347     if (mappedName)
    348         delete [] mappedName;
    349 }
    350 
    351 static bool ReadShaderSource(const char* fileName, ShaderSource& source) {
    352     FILE* in = fopen(fileName, "rb");
    353     if (!in) {
    354         printf("Error: unable to open input file: %s\n", fileName);
    355         return false;
    356     }
    357 
    358     // Obtain file size.
    359     fseek(in, 0, SEEK_END);
    360     int count = ftell(in);
    361     rewind(in);
    362 
    363     int len = (int)ceil((float)count / (float)NUM_SOURCE_STRINGS);
    364     source.reserve(NUM_SOURCE_STRINGS);
    365     // Notice the usage of do-while instead of a while loop here.
    366     // It is there to handle empty files in which case a single empty
    367     // string is added to vector.
    368     do {
    369         char* data = new char[len + 1];
    370         int nread = fread(data, 1, len, in);
    371         data[nread] = '\0';
    372         source.push_back(data);
    373 
    374         count -= nread;
    375     } while (count > 0);
    376 
    377     fclose(in);
    378     return true;
    379 }
    380 
    381 static void FreeShaderSource(ShaderSource& source) {
    382     for (ShaderSource::size_type i = 0; i < source.size(); ++i) {
    383         delete [] source[i];
    384     }
    385     source.clear();
    386 }
    387 
    388