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.
7 #include "GLSLANG/ShaderLang.h"
18 // Return codes from main.
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);
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);
41 // Set up the per compile resources
43 void GenerateResources(ShBuiltInResources* resources)
45 ShInitBuiltInResources(resources);
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;
56 resources->OES_standard_derivatives = 0;
57 resources->OES_EGL_image_external = 0;
60 int main(int argc, char* argv[])
62 TFailCode failCode = ESuccess;
64 int compileOptions = 0;
66 ShHandle vertexCompiler = 0;
67 ShHandle fragmentCompiler = 0;
70 ShShaderSpec spec = SH_GLES2_SPEC;
71 ShShaderOutput output = SH_ESSL_OUTPUT;
75 ShBuiltInResources resources;
76 GenerateResources(&resources);
80 for (; (argc >= 1) && (failCode == ESuccess); argc--, argv++) {
81 if (argv[0][0] == '-') {
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;
91 if (argv[0][2] == '=') {
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;
99 failCode = EFailUsage;
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;
108 if (argv[0][4] == '1' && argv[0][5] == '1')
110 output = SH_HLSL11_OUTPUT;
114 output = SH_HLSL9_OUTPUT;
117 default: failCode = EFailUsage;
120 failCode = EFailUsage;
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;
133 failCode = EFailUsage;
136 default: failCode = EFailUsage;
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;
147 case GL_FRAGMENT_SHADER:
148 if (fragmentCompiler == 0)
149 fragmentCompiler = ShConstructCompiler(
150 GL_FRAGMENT_SHADER, spec, output, &resources);
151 compiler = fragmentCompiler;
156 bool compiled = CompileFile(argv[0], compiler, compileOptions);
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);
163 LogMsg("END", "COMPILER", numCompiles, "INFO LOG");
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);
172 LogMsg("END", "COMPILER", numCompiles, "OBJ CODE");
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");
181 LogMsg("BEGIN", "COMPILER", numCompiles, "ACTIVE UNIFORMS");
182 PrintActiveVariables(compiler, SH_ACTIVE_UNIFORMS);
183 LogMsg("END", "COMPILER", numCompiles, "ACTIVE UNIFORMS");
187 failCode = EFailCompile;
190 failCode = EFailCompilerCreate;
195 if ((vertexCompiler == 0) && (fragmentCompiler == 0))
196 failCode = EFailUsage;
197 if (failCode == EFailUsage)
201 ShDestruct(vertexCompiler);
202 if (fragmentCompiler)
203 ShDestruct(fragmentCompiler);
212 // print usage to stdout
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");
240 // Deduce the shader type from the filename. Files must end in one of the
241 // following extensions:
243 // .frag* = fragment shader
244 // .vert* = vertex shader
246 sh::GLenum FindShaderType(const char* fileName)
250 const char* ext = strrchr(fileName, '.');
252 if (ext && strcmp(ext, ".sl") == 0)
253 for (; ext > fileName && ext[0] != '.'; ext--);
255 ext = strrchr(fileName, '.');
257 if (strncmp(ext, ".frag", 4) == 0) return GL_FRAGMENT_SHADER;
258 if (strncmp(ext, ".vert", 4) == 0) return GL_VERTEX_SHADER;
261 return GL_FRAGMENT_SHADER;
265 // Read a file's data into a string, and compile it using ShCompile
267 bool CompileFile(char* fileName, ShHandle compiler, int compileOptions)
270 if (!ReadShaderSource(fileName, source))
273 int ret = ShCompile(compiler, &source[0], source.size(), compileOptions);
275 FreeShaderSource(source);
276 return ret ? true : false;
279 void LogMsg(const char* msg, const char* name, const int num, const char* logName)
281 printf("#### %s %s %d %s ####\n", msg, name, num, logName);
284 void PrintActiveVariables(ShHandle compiler, ShShaderInfo varType)
288 case SH_ACTIVE_ATTRIBUTES:
289 ShGetInfo(compiler, SH_ACTIVE_ATTRIBUTE_MAX_LENGTH, &nameSize);
291 case SH_ACTIVE_UNIFORMS:
292 ShGetInfo(compiler, SH_ACTIVE_UNIFORM_MAX_LENGTH, &nameSize);
296 if (nameSize <= 1) return;
297 char* name = new char[nameSize];
299 size_t activeVars = 0;
301 sh::GLenum type = GL_NONE;
302 ShPrecisionType precision = SH_PRECISION_UNDEFINED;
304 const char* typeName = NULL;
305 ShGetInfo(compiler, varType, &activeVars);
306 for (size_t i = 0; i < activeVars; ++i) {
308 case SH_ACTIVE_ATTRIBUTES:
309 ShGetVariableInfo(compiler, SH_ACTIVE_ATTRIBUTES, static_cast<int>(i), NULL, &size, &type, &precision, &staticUse, name, NULL);
311 case SH_ACTIVE_UNIFORMS:
312 ShGetVariableInfo(compiler, SH_ACTIVE_UNIFORMS, static_cast<int>(i), NULL, &size, &type, &precision, &staticUse, name, NULL);
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;
347 printf("%lu: name:%s type:%s size:%d\n", i, name, typeName, size);
352 static bool ReadShaderSource(const char* fileName, ShaderSource& source) {
353 FILE* in = fopen(fileName, "rb");
355 printf("Error: unable to open input file: %s\n", fileName);
360 fseek(in, 0, SEEK_END);
361 size_t count = ftell(in);
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.
370 char* data = new char[len + 1];
371 size_t nread = fread(data, 1, len, in);
373 source.push_back(data);
382 static void FreeShaderSource(ShaderSource& source) {
383 for (ShaderSource::size_type i = 0; i < source.size(); ++i) {