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"
17 // Return codes from main.
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);
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);
40 // Set up the per compile resources
42 void GenerateResources(ShBuiltInResources* resources)
44 ShInitBuiltInResources(resources);
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;
55 resources->OES_standard_derivatives = 0;
56 resources->OES_EGL_image_external = 0;
59 int main(int argc, char* argv[])
61 TFailCode failCode = ESuccess;
63 int compileOptions = 0;
65 ShHandle vertexCompiler = 0;
66 ShHandle fragmentCompiler = 0;
69 ShShaderSpec spec = SH_GLES2_SPEC;
70 ShShaderOutput output = SH_ESSL_OUTPUT;
74 ShBuiltInResources resources;
75 GenerateResources(&resources);
79 for (; (argc >= 1) && (failCode == ESuccess); argc--, argv++) {
80 if (argv[0][0] == '-') {
82 case 'i': compileOptions |= SH_INTERMEDIATE_TREE; break;
83 case 'o': compileOptions |= SH_OBJECT_CODE; break;
84 case 'u': compileOptions |= SH_VARIABLES; break;
85 case 'l': compileOptions |= SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX; break;
86 case 'e': compileOptions |= SH_EMULATE_BUILT_IN_FUNCTIONS; break;
87 case 'd': compileOptions |= SH_DEPENDENCY_GRAPH; break;
88 case 't': compileOptions |= SH_TIMING_RESTRICTIONS; break;
90 if (argv[0][2] == '=') {
92 case 'e': spec = SH_GLES2_SPEC; break;
93 case 'w': spec = SH_WEBGL_SPEC; break;
94 case 'c': spec = SH_CSS_SHADERS_SPEC; break;
95 default: failCode = EFailUsage;
98 failCode = EFailUsage;
102 if (argv[0][2] == '=') {
103 switch (argv[0][3]) {
104 case 'e': output = SH_ESSL_OUTPUT; break;
105 case 'g': output = SH_GLSL_OUTPUT; break;
107 if (argv[0][4] == '1' && argv[0][5] == '1')
109 output = SH_HLSL11_OUTPUT;
113 output = SH_HLSL9_OUTPUT;
116 default: failCode = EFailUsage;
119 failCode = EFailUsage;
123 if (argv[0][2] == '=') {
124 switch (argv[0][3]) {
125 case 'i': resources.OES_EGL_image_external = 1; break;
126 case 'd': resources.OES_standard_derivatives = 1; break;
127 case 'r': resources.ARB_texture_rectangle = 1; break;
128 case 'l': resources.EXT_shader_texture_lod = 1; break;
129 default: failCode = EFailUsage;
132 failCode = EFailUsage;
135 default: failCode = EFailUsage;
138 ShHandle compiler = 0;
139 switch (FindShaderType(argv[0])) {
140 case SH_VERTEX_SHADER:
141 if (vertexCompiler == 0)
142 vertexCompiler = ShConstructCompiler(
143 SH_VERTEX_SHADER, spec, output, &resources);
144 compiler = vertexCompiler;
146 case SH_FRAGMENT_SHADER:
147 if (fragmentCompiler == 0)
148 fragmentCompiler = ShConstructCompiler(
149 SH_FRAGMENT_SHADER, spec, output, &resources);
150 compiler = fragmentCompiler;
155 bool compiled = CompileFile(argv[0], compiler, compileOptions);
157 LogMsg("BEGIN", "COMPILER", numCompiles, "INFO LOG");
158 ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &bufferLen);
159 buffer = (char*) realloc(buffer, bufferLen * sizeof(char));
160 ShGetInfoLog(compiler, buffer);
162 LogMsg("END", "COMPILER", numCompiles, "INFO LOG");
165 if (compiled && (compileOptions & SH_OBJECT_CODE)) {
166 LogMsg("BEGIN", "COMPILER", numCompiles, "OBJ CODE");
167 ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &bufferLen);
168 buffer = (char*) realloc(buffer, bufferLen * sizeof(char));
169 ShGetObjectCode(compiler, buffer);
171 LogMsg("END", "COMPILER", numCompiles, "OBJ CODE");
174 if (compiled && (compileOptions & SH_VARIABLES)) {
175 LogMsg("BEGIN", "COMPILER", numCompiles, "ACTIVE ATTRIBS");
176 PrintActiveVariables(compiler, SH_ACTIVE_ATTRIBUTES);
177 LogMsg("END", "COMPILER", numCompiles, "ACTIVE ATTRIBS");
180 LogMsg("BEGIN", "COMPILER", numCompiles, "ACTIVE UNIFORMS");
181 PrintActiveVariables(compiler, SH_ACTIVE_UNIFORMS);
182 LogMsg("END", "COMPILER", numCompiles, "ACTIVE UNIFORMS");
186 failCode = EFailCompile;
189 failCode = EFailCompilerCreate;
194 if ((vertexCompiler == 0) && (fragmentCompiler == 0))
195 failCode = EFailUsage;
196 if (failCode == EFailUsage)
200 ShDestruct(vertexCompiler);
201 if (fragmentCompiler)
202 ShDestruct(fragmentCompiler);
211 // print usage to stdout
215 printf("Usage: translate [-i -m -o -u -l -e -b=e -b=g -b=h -x=i -x=d] file1 file2 ...\n"
216 "Where: filename : filename ending in .frag or .vert\n"
217 " -i : print intermediate tree\n"
218 " -m : map long variable names\n"
219 " -o : print translated code\n"
220 " -u : print active attribs and uniforms\n"
221 " -l : unroll for-loops with integer indices\n"
222 " -e : emulate certain built-in functions (workaround for driver bugs)\n"
223 " -t : enforce experimental timing restrictions\n"
224 " -d : print dependency graph used to enforce timing restrictions\n"
225 " -s=e : use GLES2 spec (this is by default)\n"
226 " -s=w : use WebGL spec\n"
227 " -s=c : use CSS Shaders spec\n"
228 " -b=e : output GLSL ES code (this is by default)\n"
229 " -b=g : output GLSL code\n"
230 " -b=h9 : output HLSL9 code\n"
231 " -b=h11 : output HLSL11 code\n"
232 " -x=i : enable GL_OES_EGL_image_external\n"
233 " -x=d : enable GL_OES_EGL_standard_derivatives\n"
234 " -x=r : enable ARB_texture_rectangle\n"
235 " -x=l : enable EXT_shader_texture_lod\n");
239 // Deduce the shader type from the filename. Files must end in one of the
240 // following extensions:
242 // .frag* = fragment shader
243 // .vert* = vertex shader
245 ShShaderType FindShaderType(const char* fileName)
249 const char* ext = strrchr(fileName, '.');
251 if (ext && strcmp(ext, ".sl") == 0)
252 for (; ext > fileName && ext[0] != '.'; ext--);
254 ext = strrchr(fileName, '.');
256 if (strncmp(ext, ".frag", 4) == 0) return SH_FRAGMENT_SHADER;
257 if (strncmp(ext, ".vert", 4) == 0) return SH_VERTEX_SHADER;
260 return SH_FRAGMENT_SHADER;
264 // Read a file's data into a string, and compile it using ShCompile
266 bool CompileFile(char* fileName, ShHandle compiler, int compileOptions)
269 if (!ReadShaderSource(fileName, source))
272 int ret = ShCompile(compiler, &source[0], source.size(), compileOptions);
274 FreeShaderSource(source);
275 return ret ? true : false;
278 void LogMsg(const char* msg, const char* name, const int num, const char* logName)
280 printf("#### %s %s %d %s ####\n", msg, name, num, logName);
283 void PrintActiveVariables(ShHandle compiler, ShShaderInfo varType)
287 case SH_ACTIVE_ATTRIBUTES:
288 ShGetInfo(compiler, SH_ACTIVE_ATTRIBUTE_MAX_LENGTH, &nameSize);
290 case SH_ACTIVE_UNIFORMS:
291 ShGetInfo(compiler, SH_ACTIVE_UNIFORM_MAX_LENGTH, &nameSize);
295 if (nameSize <= 1) return;
296 char* name = new char[nameSize];
298 size_t activeVars = 0;
300 ShDataType type = SH_NONE;
301 ShPrecisionType precision = SH_PRECISION_UNDEFINED;
303 const char* typeName = NULL;
304 ShGetInfo(compiler, varType, &activeVars);
305 for (size_t i = 0; i < activeVars; ++i) {
307 case SH_ACTIVE_ATTRIBUTES:
308 ShGetVariableInfo(compiler, SH_ACTIVE_ATTRIBUTES, static_cast<int>(i), NULL, &size, &type, &precision, &staticUse, name, NULL);
310 case SH_ACTIVE_UNIFORMS:
311 ShGetVariableInfo(compiler, SH_ACTIVE_UNIFORMS, static_cast<int>(i), NULL, &size, &type, &precision, &staticUse, name, NULL);
316 case SH_FLOAT: typeName = "GL_FLOAT"; break;
317 case SH_FLOAT_VEC2: typeName = "GL_FLOAT_VEC2"; break;
318 case SH_FLOAT_VEC3: typeName = "GL_FLOAT_VEC3"; break;
319 case SH_FLOAT_VEC4: typeName = "GL_FLOAT_VEC4"; break;
320 case SH_INT: typeName = "GL_INT"; break;
321 case SH_INT_VEC2: typeName = "GL_INT_VEC2"; break;
322 case SH_INT_VEC3: typeName = "GL_INT_VEC3"; break;
323 case SH_INT_VEC4: typeName = "GL_INT_VEC4"; break;
324 case SH_UNSIGNED_INT: typeName = "GL_UNSIGNED_INT"; break;
325 case SH_UNSIGNED_INT_VEC2: typeName = "GL_UNSIGNED_INT_VEC2"; break;
326 case SH_UNSIGNED_INT_VEC3: typeName = "GL_UNSIGNED_INT_VEC3"; break;
327 case SH_UNSIGNED_INT_VEC4: typeName = "GL_UNSIGNED_INT_VEC4"; break;
328 case SH_BOOL: typeName = "GL_BOOL"; break;
329 case SH_BOOL_VEC2: typeName = "GL_BOOL_VEC2"; break;
330 case SH_BOOL_VEC3: typeName = "GL_BOOL_VEC3"; break;
331 case SH_BOOL_VEC4: typeName = "GL_BOOL_VEC4"; break;
332 case SH_FLOAT_MAT2: typeName = "GL_FLOAT_MAT2"; break;
333 case SH_FLOAT_MAT3: typeName = "GL_FLOAT_MAT3"; break;
334 case SH_FLOAT_MAT4: typeName = "GL_FLOAT_MAT4"; break;
335 case SH_FLOAT_MAT2x3: typeName = "GL_FLOAT_MAT2x3"; break;
336 case SH_FLOAT_MAT3x2: typeName = "GL_FLOAT_MAT3x2"; break;
337 case SH_FLOAT_MAT4x2: typeName = "GL_FLOAT_MAT4x2"; break;
338 case SH_FLOAT_MAT2x4: typeName = "GL_FLOAT_MAT2x4"; break;
339 case SH_FLOAT_MAT3x4: typeName = "GL_FLOAT_MAT3x4"; break;
340 case SH_FLOAT_MAT4x3: typeName = "GL_FLOAT_MAT4x3"; break;
341 case SH_SAMPLER_2D: typeName = "GL_SAMPLER_2D"; break;
342 case SH_SAMPLER_CUBE: typeName = "GL_SAMPLER_CUBE"; break;
343 case SH_SAMPLER_EXTERNAL_OES: typeName = "GL_SAMPLER_EXTERNAL_OES"; break;
346 printf("%lu: name:%s type:%s size:%d\n", i, name, typeName, size);
351 static bool ReadShaderSource(const char* fileName, ShaderSource& source) {
352 FILE* in = fopen(fileName, "rb");
354 printf("Error: unable to open input file: %s\n", fileName);
359 fseek(in, 0, SEEK_END);
360 size_t count = ftell(in);
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.
369 char* data = new char[len + 1];
370 size_t nread = fread(data, 1, len, in);
372 source.push_back(data);
381 static void FreeShaderSource(ShaderSource& source) {
382 for (ShaderSource::size_type i = 0; i < source.size(); ++i) {