blob: 98227712dee37a5182084328e9d9871ca90ea205 [file] [log] [blame]
//
// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#include "GLSLANG/ShaderLang.h"
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <vector>
//
// Return codes from main.
//
enum TFailCode {
ESuccess = 0,
EFailUsage,
EFailCompile,
EFailCompilerCreate,
};
static void usage();
static ShShaderType FindShaderType(const char* fileName);
static bool CompileFile(char* fileName, ShHandle compiler, int compileOptions);
static void LogMsg(const char* msg, const char* name, const int num, const char* logName);
static void PrintActiveVariables(ShHandle compiler, ShShaderInfo varType, bool mapLongVariableNames);
// If NUM_SOURCE_STRINGS is set to a value > 1, the input file data is
// broken into that many chunks.
const unsigned int NUM_SOURCE_STRINGS = 2;
typedef std::vector<char*> ShaderSource;
static bool ReadShaderSource(const char* fileName, ShaderSource& source);
static void FreeShaderSource(ShaderSource& source);
//
// Set up the per compile resources
//
void GenerateResources(ShBuiltInResources* resources)
{
ShInitBuiltInResources(resources);
resources->MaxVertexAttribs = 8;
resources->MaxVertexUniformVectors = 128;
resources->MaxVaryingVectors = 8;
resources->MaxVertexTextureImageUnits = 0;
resources->MaxCombinedTextureImageUnits = 8;
resources->MaxTextureImageUnits = 8;
resources->MaxFragmentUniformVectors = 16;
resources->MaxDrawBuffers = 1;
resources->OES_standard_derivatives = 0;
resources->OES_EGL_image_external = 0;
}
int main(int argc, char* argv[])
{
TFailCode failCode = ESuccess;
int compileOptions = 0;
int numCompiles = 0;
ShHandle vertexCompiler = 0;
ShHandle fragmentCompiler = 0;
char* buffer = 0;
size_t bufferLen = 0;
int numAttribs = 0, numUniforms = 0;
ShShaderSpec spec = SH_GLES2_SPEC;
ShShaderOutput output = SH_ESSL_OUTPUT;
ShInitialize();
ShBuiltInResources resources;
GenerateResources(&resources);
argc--;
argv++;
for (; (argc >= 1) && (failCode == ESuccess); argc--, argv++) {
if (argv[0][0] == '-') {
switch (argv[0][1]) {
case 'i': compileOptions |= SH_INTERMEDIATE_TREE; break;
case 'm': compileOptions |= SH_MAP_LONG_VARIABLE_NAMES; break;
case 'o': compileOptions |= SH_OBJECT_CODE; break;
case 'u': compileOptions |= SH_ATTRIBUTES_UNIFORMS; break;
case 'l': compileOptions |= SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX; break;
case 'e': compileOptions |= SH_EMULATE_BUILT_IN_FUNCTIONS; break;
case 'd': compileOptions |= SH_DEPENDENCY_GRAPH; break;
case 't': compileOptions |= SH_TIMING_RESTRICTIONS; break;
case 's':
if (argv[0][2] == '=') {
switch (argv[0][3]) {
case 'e': spec = SH_GLES2_SPEC; break;
case 'w': spec = SH_WEBGL_SPEC; break;
case 'c': spec = SH_CSS_SHADERS_SPEC; break;
default: failCode = EFailUsage;
}
} else {
failCode = EFailUsage;
}
break;
case 'b':
if (argv[0][2] == '=') {
switch (argv[0][3]) {
case 'e': output = SH_ESSL_OUTPUT; break;
case 'g': output = SH_GLSL_OUTPUT; break;
case 'h':
if (argv[0][4] == '1' && argv[0][5] == '1')
{
output = SH_HLSL11_OUTPUT;
}
else
{
output = SH_HLSL9_OUTPUT;
}
break;
default: failCode = EFailUsage;
}
} else {
failCode = EFailUsage;
}
break;
case 'x':
if (argv[0][2] == '=') {
switch (argv[0][3]) {
case 'i': resources.OES_EGL_image_external = 1; break;
case 'd': resources.OES_standard_derivatives = 1; break;
case 'r': resources.ARB_texture_rectangle = 1; break;
default: failCode = EFailUsage;
}
} else {
failCode = EFailUsage;
}
break;
default: failCode = EFailUsage;
}
} else {
ShHandle compiler = 0;
switch (FindShaderType(argv[0])) {
case SH_VERTEX_SHADER:
if (vertexCompiler == 0)
vertexCompiler = ShConstructCompiler(
SH_VERTEX_SHADER, spec, output, &resources);
compiler = vertexCompiler;
break;
case SH_FRAGMENT_SHADER:
if (fragmentCompiler == 0)
fragmentCompiler = ShConstructCompiler(
SH_FRAGMENT_SHADER, spec, output, &resources);
compiler = fragmentCompiler;
break;
default: break;
}
if (compiler) {
bool compiled = CompileFile(argv[0], compiler, compileOptions);
LogMsg("BEGIN", "COMPILER", numCompiles, "INFO LOG");
ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &bufferLen);
buffer = (char*) realloc(buffer, bufferLen * sizeof(char));
ShGetInfoLog(compiler, buffer);
puts(buffer);
LogMsg("END", "COMPILER", numCompiles, "INFO LOG");
printf("\n\n");
if (compiled && (compileOptions & SH_OBJECT_CODE)) {
LogMsg("BEGIN", "COMPILER", numCompiles, "OBJ CODE");
ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &bufferLen);
buffer = (char*) realloc(buffer, bufferLen * sizeof(char));
ShGetObjectCode(compiler, buffer);
puts(buffer);
LogMsg("END", "COMPILER", numCompiles, "OBJ CODE");
printf("\n\n");
}
if (compiled && (compileOptions & SH_ATTRIBUTES_UNIFORMS)) {
LogMsg("BEGIN", "COMPILER", numCompiles, "ACTIVE ATTRIBS");
PrintActiveVariables(compiler, SH_ACTIVE_ATTRIBUTES, (compileOptions & SH_MAP_LONG_VARIABLE_NAMES) != 0);
LogMsg("END", "COMPILER", numCompiles, "ACTIVE ATTRIBS");
printf("\n\n");
LogMsg("BEGIN", "COMPILER", numCompiles, "ACTIVE UNIFORMS");
PrintActiveVariables(compiler, SH_ACTIVE_UNIFORMS, (compileOptions & SH_MAP_LONG_VARIABLE_NAMES) != 0);
LogMsg("END", "COMPILER", numCompiles, "ACTIVE UNIFORMS");
printf("\n\n");
}
if (!compiled)
failCode = EFailCompile;
++numCompiles;
} else {
failCode = EFailCompilerCreate;
}
}
}
if ((vertexCompiler == 0) && (fragmentCompiler == 0))
failCode = EFailUsage;
if (failCode == EFailUsage)
usage();
if (vertexCompiler)
ShDestruct(vertexCompiler);
if (fragmentCompiler)
ShDestruct(fragmentCompiler);
if (buffer)
free(buffer);
ShFinalize();
return failCode;
}
//
// print usage to stdout
//
void usage()
{
printf("Usage: translate [-i -m -o -u -l -e -b=e -b=g -b=h -x=i -x=d] file1 file2 ...\n"
"Where: filename : filename ending in .frag or .vert\n"
" -i : print intermediate tree\n"
" -m : map long variable names\n"
" -o : print translated code\n"
" -u : print active attribs and uniforms\n"
" -l : unroll for-loops with integer indices\n"
" -e : emulate certain built-in functions (workaround for driver bugs)\n"
" -t : enforce experimental timing restrictions\n"
" -d : print dependency graph used to enforce timing restrictions\n"
" -s=e : use GLES2 spec (this is by default)\n"
" -s=w : use WebGL spec\n"
" -s=c : use CSS Shaders spec\n"
" -b=e : output GLSL ES code (this is by default)\n"
" -b=g : output GLSL code\n"
" -b=h9 : output HLSL9 code\n"
" -b=h11 : output HLSL11 code\n"
" -x=i : enable GL_OES_EGL_image_external\n"
" -x=d : enable GL_OES_EGL_standard_derivatives\n"
" -x=r : enable ARB_texture_rectangle\n");
}
//
// Deduce the shader type from the filename. Files must end in one of the
// following extensions:
//
// .frag* = fragment shader
// .vert* = vertex shader
//
ShShaderType FindShaderType(const char* fileName)
{
assert(fileName);
const char* ext = strrchr(fileName, '.');
if (ext && strcmp(ext, ".sl") == 0)
for (; ext > fileName && ext[0] != '.'; ext--);
ext = strrchr(fileName, '.');
if (ext) {
if (strncmp(ext, ".frag", 4) == 0) return SH_FRAGMENT_SHADER;
if (strncmp(ext, ".vert", 4) == 0) return SH_VERTEX_SHADER;
}
return SH_FRAGMENT_SHADER;
}
//
// Read a file's data into a string, and compile it using ShCompile
//
bool CompileFile(char* fileName, ShHandle compiler, int compileOptions)
{
ShaderSource source;
if (!ReadShaderSource(fileName, source))
return false;
int ret = ShCompile(compiler, &source[0], source.size(), compileOptions);
FreeShaderSource(source);
return ret ? true : false;
}
void LogMsg(const char* msg, const char* name, const int num, const char* logName)
{
printf("#### %s %s %d %s ####\n", msg, name, num, logName);
}
void PrintActiveVariables(ShHandle compiler, ShShaderInfo varType, bool mapLongVariableNames)
{
size_t nameSize = 0;
switch (varType) {
case SH_ACTIVE_ATTRIBUTES:
ShGetInfo(compiler, SH_ACTIVE_ATTRIBUTE_MAX_LENGTH, &nameSize);
break;
case SH_ACTIVE_UNIFORMS:
ShGetInfo(compiler, SH_ACTIVE_UNIFORM_MAX_LENGTH, &nameSize);
break;
default: assert(0);
}
if (nameSize <= 1) return;
char* name = new char[nameSize];
char* mappedName = NULL;
if (mapLongVariableNames) {
size_t mappedNameSize = 0;
ShGetInfo(compiler, SH_MAPPED_NAME_MAX_LENGTH, &mappedNameSize);
mappedName = new char[mappedNameSize];
}
size_t activeVars = 0;
int size = 0;
ShDataType type = SH_NONE;
const char* typeName = NULL;
ShGetInfo(compiler, varType, &activeVars);
for (size_t i = 0; i < activeVars; ++i) {
switch (varType) {
case SH_ACTIVE_ATTRIBUTES:
ShGetActiveAttrib(compiler, static_cast<int>(i), NULL, &size, &type, name, mappedName);
break;
case SH_ACTIVE_UNIFORMS:
ShGetActiveUniform(compiler, static_cast<int>(i), NULL, &size, &type, name, mappedName);
break;
default: assert(0);
}
switch (type) {
case SH_FLOAT: typeName = "GL_FLOAT"; break;
case SH_FLOAT_VEC2: typeName = "GL_FLOAT_VEC2"; break;
case SH_FLOAT_VEC3: typeName = "GL_FLOAT_VEC3"; break;
case SH_FLOAT_VEC4: typeName = "GL_FLOAT_VEC4"; break;
case SH_INT: typeName = "GL_INT"; break;
case SH_INT_VEC2: typeName = "GL_INT_VEC2"; break;
case SH_INT_VEC3: typeName = "GL_INT_VEC3"; break;
case SH_INT_VEC4: typeName = "GL_INT_VEC4"; break;
case SH_BOOL: typeName = "GL_BOOL"; break;
case SH_BOOL_VEC2: typeName = "GL_BOOL_VEC2"; break;
case SH_BOOL_VEC3: typeName = "GL_BOOL_VEC3"; break;
case SH_BOOL_VEC4: typeName = "GL_BOOL_VEC4"; break;
case SH_FLOAT_MAT2: typeName = "GL_FLOAT_MAT2"; break;
case SH_FLOAT_MAT3: typeName = "GL_FLOAT_MAT3"; break;
case SH_FLOAT_MAT4: typeName = "GL_FLOAT_MAT4"; break;
case SH_SAMPLER_2D: typeName = "GL_SAMPLER_2D"; break;
case SH_SAMPLER_CUBE: typeName = "GL_SAMPLER_CUBE"; break;
case SH_SAMPLER_EXTERNAL_OES: typeName = "GL_SAMPLER_EXTERNAL_OES"; break;
default: assert(0);
}
printf("%u: name:%s type:%s size:%d", i, name, typeName, size);
if (mapLongVariableNames)
printf(" mapped name:%s", mappedName);
printf("\n");
}
delete [] name;
if (mappedName)
delete [] mappedName;
}
static bool ReadShaderSource(const char* fileName, ShaderSource& source) {
FILE* in = fopen(fileName, "rb");
if (!in) {
printf("Error: unable to open input file: %s\n", fileName);
return false;
}
// Obtain file size.
fseek(in, 0, SEEK_END);
int count = ftell(in);
rewind(in);
int len = (int)ceil((float)count / (float)NUM_SOURCE_STRINGS);
source.reserve(NUM_SOURCE_STRINGS);
// Notice the usage of do-while instead of a while loop here.
// It is there to handle empty files in which case a single empty
// string is added to vector.
do {
char* data = new char[len + 1];
int nread = fread(data, 1, len, in);
data[nread] = '\0';
source.push_back(data);
count -= nread;
} while (count > 0);
fclose(in);
return true;
}
static void FreeShaderSource(ShaderSource& source) {
for (ShaderSource::size_type i = 0; i < source.size(); ++i) {
delete [] source[i];
}
source.clear();
}