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/*
* Copyright (C) 2005-2007 Brian Paul All Rights Reserved.
* Copyright (C) 2008 VMware, Inc. All Rights Reserved.
* Copyright © 2010 Intel Corporation
* Copyright © 2010 Luca Barbieri
*
* 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 "ir_to_llvm.h"
#include <llvm/Bitcode/ReaderWriter.h>
#include <llvm/Support/raw_ostream.h>
#include <vector>
#include <iostream>
#include <fstream>
#include <sys/stat.h>
#include <unistd.h>
#include <fcntl.h>
#include <getopt.h>
#include <stdio.h>
#ifdef _MSC_VER
#include <unordered_map>
#else
#include <tr1/unordered_map>
#endif
// use C++0x/Microsoft convention
namespace std
{
using namespace tr1;
}
#include "ir.h"
#include "ir_visitor.h"
#include "ir_print_visitor.h"
#include "ir_expression_flattening.h"
#include "glsl_types.h"
#include "glsl_parser_extras.h"
#include "../glsl/program.h"
#include "ir_optimization.h"
#include "ast.h"
extern "C" struct gl_shader *
_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type);
/* Copied from shader_api.c for the stand-alone compiler.
*/
struct gl_shader *
_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
{
struct gl_shader *shader;
(void) ctx;
assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
shader = talloc_zero(NULL, struct gl_shader);
if (shader) {
shader->Type = type;
shader->Name = name;
shader->RefCount = 1;
}
return shader;
}
/* Returned string will have 'ctx' as its talloc owner. */
static char *
load_text_file(void *ctx, const char *file_name)
{
char *text = NULL;
struct stat st;
ssize_t total_read = 0;
int fd = open(file_name, O_RDONLY);
if (fd < 0)
return NULL;
if (fstat(fd, &st) == 0)
{
text = (char *) talloc_size(ctx, 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';
}
}
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_hir = 0;
int dump_lir = 0;
int dump_llvm = 0;
int do_link = 0;
const struct option compiler_opts[] = {
{ "dump-ast", 0, &dump_ast, 1 },
{ "dump-hir", 0, &dump_hir, 1 },
{ "dump-lir", 0, &dump_lir, 1 },
{ "dump-llvm", 0, &dump_llvm, 1 },
{ "link", 0, &do_link, 1 },
{ NULL, 0, NULL, 0 }
};
void
compile_shader(struct gl_shader *shader)
{
struct _mesa_glsl_parse_state *state =
new(shader) _mesa_glsl_parse_state(NULL, shader->Type, shader);
const char *source = shader->Source;
state->error = preprocess(state, &source, &state->info_log,
state->extensions);
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 = new(shader) exec_list;
if (!state->error && !state->translation_unit.is_empty())
_mesa_ast_to_hir(shader->ir, state);
/* Print out the unoptimized IR. */
if (!state->error && dump_hir) {
validate_ir_tree(shader->ir);
_mesa_print_ir(shader->ir, state);
}
/* Optimization passes */
if (!state->error && !shader->ir->is_empty()) {
bool progress;
do {
progress = false;
progress = do_mat_op_to_vec(shader->ir) || progress;
progress = do_vec_index_to_swizzle(shader->ir) || progress;
progress = do_vec_index_to_cond_assign(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;
shader->Version = state->language_version;
memcpy(shader->builtins_to_link, state->builtins_to_link,
sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link);
shader->num_builtins_to_link = state->num_builtins_to_link;
if (shader->InfoLog)
talloc_free(shader->InfoLog);
shader->InfoLog = state->info_log;
/* Retain any live IR, but trash the rest. */
reparent_ir(shader->ir, shader);
talloc_free(state);
return;
}
int
main(int argc, char **argv)
{
int status = EXIT_SUCCESS;
GLcontext local_ctx;
GLcontext *ctx = &local_ctx;
ctx->Driver.NewShader = _mesa_new_shader;
int c;
int idx = 0;
while ((c = getopt_long(argc, argv, "", compiler_opts, &idx)) != -1)
/* empty */ ;
if (argc <= optind)
usage_fail(argv[0]);
struct gl_shader_program *whole_program;
whole_program = talloc_zero (NULL, struct gl_shader_program);
assert(whole_program != NULL);
for (/* empty */; argc > optind; optind++) {
whole_program->Shaders = (struct gl_shader **)
talloc_realloc(whole_program, whole_program->Shaders,
struct gl_shader *, whole_program->NumShaders + 1);
assert(whole_program->Shaders != NULL);
struct gl_shader *shader = talloc_zero(whole_program, gl_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(whole_program, argv[optind]);
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;
}
llvm::Module* mod = glsl_ir_to_llvm_module(shader->ir);
if(!mod)
std::cerr << "Failed to translate " << argv[optind] << std::endl;
else
{
std::string out_file = std::string(argv[optind]) + ".bc";
std::string err_info;
llvm::raw_fd_ostream os(out_file.c_str(), err_info, llvm::raw_fd_ostream::F_Binary);
llvm::WriteBitcodeToFile(mod, os);
delete mod;
std::cerr << "Compiled " << argv[optind] << " to " << out_file << std::endl;
}
}
if ((status == EXIT_SUCCESS) && do_link) {
link_shaders(ctx, whole_program);
status = (whole_program->LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE;
if (strlen(whole_program->InfoLog) > 0)
printf("Info log for linking:\n%s\n", whole_program->InfoLog);
}
if(status != EXIT_SUCCESS)
return status;
for (unsigned i = 0; i < whole_program->_NumLinkedShaders; i++)
{
std::string type;
std::string long_type;
switch(whole_program->_LinkedShaders[i]->Type)
{
case GL_VERTEX_SHADER:
type = "vert";
long_type = "vertex";
break;
case GL_FRAGMENT_SHADER:
type = "frag";
long_type = "fragment";
break;
case GL_GEOMETRY_SHADER:
type = "geom";
long_type = "geometry";
break;
case GL_TESS_CONTROL_SHADER:
type = "tess";
long_type = "tessellation control";
break;
case GL_TESS_EVALUATION_SHADER:
type = "eval";
long_type = "tessellation evaluation";
break;
}
llvm::Module* mod = glsl_ir_to_llvm_module(whole_program->_LinkedShaders[i]->ir);
if(!mod)
std::cerr << "Failed to translate linked " << long_type << " shaders" << std::endl;
else
{
std::string out_file = type + ".bc";
std::string err_info;
llvm::raw_fd_ostream os(out_file.c_str(), err_info, llvm::raw_fd_ostream::F_Binary);
llvm::WriteBitcodeToFile(mod, os);
delete mod;
std::cerr << "Linked " << long_type << " shaders into " << out_file << std::endl;
}
}
for (unsigned i = 0; i < whole_program->_NumLinkedShaders; i++)
talloc_free(whole_program->_LinkedShaders[i]);
talloc_free(whole_program);
_mesa_glsl_release_types();
_mesa_glsl_release_functions();
std::cerr << "Use `opt` to optimize the bytecode the files, and `llvm-dis` to view them." << std::endl;
return status;
}
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