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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 #include "angle_gl.h"
     16 
     17 //
     18 // Return codes from main.
     19 //
     20 enum TFailCode {
     21     ESuccess = 0,
     22     EFailUsage,
     23     EFailCompile,
     24     EFailCompilerCreate,
     25 };
     26 
     27 static void usage();
     28 static sh::GLenum FindShaderType(const char* fileName);
     29 static bool CompileFile(char* fileName, ShHandle compiler, int compileOptions);
     30 static void LogMsg(const char* msg, const char* name, const int num, const char* logName);
     31 static void PrintActiveVariables(ShHandle compiler, ShShaderInfo varType);
     32 
     33 // If NUM_SOURCE_STRINGS is set to a value > 1, the input file data is
     34 // broken into that many chunks.
     35 const unsigned int NUM_SOURCE_STRINGS = 2;
     36 typedef std::vector<char*> ShaderSource;
     37 static bool ReadShaderSource(const char* fileName, ShaderSource& source);
     38 static void FreeShaderSource(ShaderSource& source);
     39 
     40 //
     41 // Set up the per compile resources
     42 //
     43 void GenerateResources(ShBuiltInResources* resources)
     44 {
     45     ShInitBuiltInResources(resources);
     46 
     47     resources->MaxVertexAttribs = 8;
     48     resources->MaxVertexUniformVectors = 128;
     49     resources->MaxVaryingVectors = 8;
     50     resources->MaxVertexTextureImageUnits = 0;
     51     resources->MaxCombinedTextureImageUnits = 8;
     52     resources->MaxTextureImageUnits = 8;
     53     resources->MaxFragmentUniformVectors = 16;
     54     resources->MaxDrawBuffers = 1;
     55 
     56     resources->OES_standard_derivatives = 0;
     57     resources->OES_EGL_image_external = 0;
     58 }
     59 
     60 int main(int argc, char* argv[])
     61 {
     62     TFailCode failCode = ESuccess;
     63 
     64     int compileOptions = 0;
     65     int numCompiles = 0;
     66     ShHandle vertexCompiler = 0;
     67     ShHandle fragmentCompiler = 0;
     68     char* buffer = 0;
     69     size_t bufferLen = 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 'o': compileOptions |= SH_OBJECT_CODE; break;
     85             case 'u': compileOptions |= SH_VARIABLES; break;
     86             case 'l': compileOptions |= SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX; break;
     87             case 'e': compileOptions |= SH_EMULATE_BUILT_IN_FUNCTIONS; break;
     88             case 'd': compileOptions |= SH_DEPENDENCY_GRAPH; break;
     89             case 't': compileOptions |= SH_TIMING_RESTRICTIONS; break;
     90             case 's':
     91                 if (argv[0][2] == '=') {
     92                     switch (argv[0][3]) {
     93                         case 'e': spec = SH_GLES2_SPEC; break;
     94                         case 'w': spec = SH_WEBGL_SPEC; break;
     95                         case 'c': spec = SH_CSS_SHADERS_SPEC; break;
     96                         default: failCode = EFailUsage;
     97                     }
     98                 } else {
     99                     failCode = EFailUsage;
    100                 }
    101                 break;
    102             case 'b':
    103                 if (argv[0][2] == '=') {
    104                     switch (argv[0][3]) {
    105                     case 'e': output = SH_ESSL_OUTPUT; break;
    106                     case 'g': output = SH_GLSL_OUTPUT; break;
    107                     case 'h':
    108                         if (argv[0][4] == '1' && argv[0][5] == '1')
    109                         {
    110                             output = SH_HLSL11_OUTPUT;
    111                         }
    112                         else
    113                         {
    114                             output = SH_HLSL9_OUTPUT;
    115                         }
    116                         break;
    117                     default: failCode = EFailUsage;
    118                     }
    119                 } else {
    120                     failCode = EFailUsage;
    121                 }
    122                 break;
    123             case 'x':
    124                 if (argv[0][2] == '=') {
    125                     switch (argv[0][3]) {
    126                     case 'i': resources.OES_EGL_image_external = 1; break;
    127                     case 'd': resources.OES_standard_derivatives = 1; break;
    128                     case 'r': resources.ARB_texture_rectangle = 1; break;
    129                     case 'l': resources.EXT_shader_texture_lod = 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 GL_VERTEX_SHADER:
    142                 if (vertexCompiler == 0)
    143                     vertexCompiler = ShConstructCompiler(
    144                         GL_VERTEX_SHADER, spec, output, &resources);
    145                 compiler = vertexCompiler;
    146                 break;
    147             case GL_FRAGMENT_SHADER:
    148                 if (fragmentCompiler == 0)
    149                     fragmentCompiler = ShConstructCompiler(
    150                         GL_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_VARIABLES)) {
    176                   LogMsg("BEGIN", "COMPILER", numCompiles, "ACTIVE ATTRIBS");
    177                   PrintActiveVariables(compiler, SH_ACTIVE_ATTRIBUTES);
    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);
    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         "       -x=l     : enable EXT_shader_texture_lod\n");
    237 }
    238 
    239 //
    240 //   Deduce the shader type from the filename.  Files must end in one of the
    241 //   following extensions:
    242 //
    243 //   .frag*    = fragment shader
    244 //   .vert*    = vertex shader
    245 //
    246 sh::GLenum FindShaderType(const char* fileName)
    247 {
    248     assert(fileName);
    249 
    250     const char* ext = strrchr(fileName, '.');
    251 
    252     if (ext && strcmp(ext, ".sl") == 0)
    253         for (; ext > fileName && ext[0] != '.'; ext--);
    254 
    255     ext = strrchr(fileName, '.');
    256     if (ext) {
    257         if (strncmp(ext, ".frag", 4) == 0) return GL_FRAGMENT_SHADER;
    258         if (strncmp(ext, ".vert", 4) == 0) return GL_VERTEX_SHADER;
    259     }
    260 
    261     return GL_FRAGMENT_SHADER;
    262 }
    263 
    264 //
    265 //   Read a file's data into a string, and compile it using ShCompile
    266 //
    267 bool CompileFile(char* fileName, ShHandle compiler, int compileOptions)
    268 {
    269     ShaderSource source;
    270     if (!ReadShaderSource(fileName, source))
    271         return false;
    272 
    273     int ret = ShCompile(compiler, &source[0], source.size(), compileOptions);
    274 
    275     FreeShaderSource(source);
    276     return ret ? true : false;
    277 }
    278 
    279 void LogMsg(const char* msg, const char* name, const int num, const char* logName)
    280 {
    281     printf("#### %s %s %d %s ####\n", msg, name, num, logName);
    282 }
    283 
    284 void PrintActiveVariables(ShHandle compiler, ShShaderInfo varType)
    285 {
    286     size_t nameSize = 0;
    287     switch (varType) {
    288         case SH_ACTIVE_ATTRIBUTES:
    289             ShGetInfo(compiler, SH_ACTIVE_ATTRIBUTE_MAX_LENGTH, &nameSize);
    290             break;
    291         case SH_ACTIVE_UNIFORMS:
    292             ShGetInfo(compiler, SH_ACTIVE_UNIFORM_MAX_LENGTH, &nameSize);
    293             break;
    294         default: assert(0);
    295     }
    296     if (nameSize <= 1) return;
    297     char* name = new char[nameSize];
    298 
    299     size_t activeVars = 0;
    300     int size = 0;
    301     sh::GLenum type = GL_NONE;
    302     ShPrecisionType precision = SH_PRECISION_UNDEFINED;
    303     int staticUse = 0;
    304     const char* typeName = NULL;
    305     ShGetInfo(compiler, varType, &activeVars);
    306     for (size_t i = 0; i < activeVars; ++i) {
    307         switch (varType) {
    308             case SH_ACTIVE_ATTRIBUTES:
    309                 ShGetVariableInfo(compiler, SH_ACTIVE_ATTRIBUTES, static_cast<int>(i), NULL, &size, &type, &precision, &staticUse, name, NULL);
    310                 break;
    311             case SH_ACTIVE_UNIFORMS:
    312                 ShGetVariableInfo(compiler, SH_ACTIVE_UNIFORMS, static_cast<int>(i), NULL, &size, &type, &precision, &staticUse, name, NULL);
    313                 break;
    314             default: assert(0);
    315         }
    316         switch (type) {
    317             case GL_FLOAT: typeName = "GL_FLOAT"; break;
    318             case GL_FLOAT_VEC2: typeName = "GL_FLOAT_VEC2"; break;
    319             case GL_FLOAT_VEC3: typeName = "GL_FLOAT_VEC3"; break;
    320             case GL_FLOAT_VEC4: typeName = "GL_FLOAT_VEC4"; break;
    321             case GL_INT: typeName = "GL_INT"; break;
    322             case GL_INT_VEC2: typeName = "GL_INT_VEC2"; break;
    323             case GL_INT_VEC3: typeName = "GL_INT_VEC3"; break;
    324             case GL_INT_VEC4: typeName = "GL_INT_VEC4"; break;
    325             case GL_UNSIGNED_INT: typeName = "GL_UNSIGNED_INT"; break;
    326             case GL_UNSIGNED_INT_VEC2: typeName = "GL_UNSIGNED_INT_VEC2"; break;
    327             case GL_UNSIGNED_INT_VEC3: typeName = "GL_UNSIGNED_INT_VEC3"; break;
    328             case GL_UNSIGNED_INT_VEC4: typeName = "GL_UNSIGNED_INT_VEC4"; break;
    329             case GL_BOOL: typeName = "GL_BOOL"; break;
    330             case GL_BOOL_VEC2: typeName = "GL_BOOL_VEC2"; break;
    331             case GL_BOOL_VEC3: typeName = "GL_BOOL_VEC3"; break;
    332             case GL_BOOL_VEC4: typeName = "GL_BOOL_VEC4"; break;
    333             case GL_FLOAT_MAT2: typeName = "GL_FLOAT_MAT2"; break;
    334             case GL_FLOAT_MAT3: typeName = "GL_FLOAT_MAT3"; break;
    335             case GL_FLOAT_MAT4: typeName = "GL_FLOAT_MAT4"; break;
    336             case GL_FLOAT_MAT2x3: typeName = "GL_FLOAT_MAT2x3"; break;
    337             case GL_FLOAT_MAT3x2: typeName = "GL_FLOAT_MAT3x2"; break;
    338             case GL_FLOAT_MAT4x2: typeName = "GL_FLOAT_MAT4x2"; break;
    339             case GL_FLOAT_MAT2x4: typeName = "GL_FLOAT_MAT2x4"; break;
    340             case GL_FLOAT_MAT3x4: typeName = "GL_FLOAT_MAT3x4"; break;
    341             case GL_FLOAT_MAT4x3: typeName = "GL_FLOAT_MAT4x3"; break;
    342             case GL_SAMPLER_2D: typeName = "GL_SAMPLER_2D"; break;
    343             case GL_SAMPLER_CUBE: typeName = "GL_SAMPLER_CUBE"; break;
    344             case GL_SAMPLER_EXTERNAL_OES: typeName = "GL_SAMPLER_EXTERNAL_OES"; break;
    345             default: assert(0);
    346         }
    347         printf("%lu: name:%s type:%s size:%d\n", i, name, typeName, size);
    348     }
    349     delete [] name;
    350 }
    351 
    352 static bool ReadShaderSource(const char* fileName, ShaderSource& source) {
    353     FILE* in = fopen(fileName, "rb");
    354     if (!in) {
    355         printf("Error: unable to open input file: %s\n", fileName);
    356         return false;
    357     }
    358 
    359     // Obtain file size.
    360     fseek(in, 0, SEEK_END);
    361     size_t count = ftell(in);
    362     rewind(in);
    363 
    364     int len = (int)ceil((float)count / (float)NUM_SOURCE_STRINGS);
    365     source.reserve(NUM_SOURCE_STRINGS);
    366     // Notice the usage of do-while instead of a while loop here.
    367     // It is there to handle empty files in which case a single empty
    368     // string is added to vector.
    369     do {
    370         char* data = new char[len + 1];
    371         size_t nread = fread(data, 1, len, in);
    372         data[nread] = '\0';
    373         source.push_back(data);
    374 
    375         count -= nread;
    376     } while (count > 0);
    377 
    378     fclose(in);
    379     return true;
    380 }
    381 
    382 static void FreeShaderSource(ShaderSource& source) {
    383     for (ShaderSource::size_type i = 0; i < source.size(); ++i) {
    384         delete [] source[i];
    385     }
    386     source.clear();
    387 }
    388 
    389