Hash :
585f2a84
Author :
Date :
2015-07-21T10:45:40
Print outputs when printing variables in shader translator Print outputs when printing variables in shader translator. BUG=angleproject:1085 Change-Id: I67e301c4392fef70e6a186d404aff720b601a08d Reviewed-on: https://chromium-review.googlesource.com/287214 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
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//
// 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>
#include "angle_gl.h"
//
// Return codes from main.
//
enum TFailCode
{
ESuccess = 0,
EFailUsage,
EFailCompile,
EFailCompilerCreate,
};
static void usage();
static sh::GLenum 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 PrintVariable(const std::string &prefix, size_t index, const sh::ShaderVariable &var);
static void PrintActiveVariables(ShHandle compiler);
// 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);
static bool ParseGLSLOutputVersion(const char *num, ShShaderOutput *outResult);
//
// 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;
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 'o': compileOptions |= SH_OBJECT_CODE; break;
case 'u': compileOptions |= SH_VARIABLES; 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 'p': resources.WEBGL_debug_shader_precision = 1; break;
case 's':
if (argv[0][2] == '=')
{
switch (argv[0][3])
{
case 'e':
if (argv[0][4] == '3')
{
spec = SH_GLES3_SPEC;
}
else
{
spec = SH_GLES2_SPEC;
}
break;
case 'w':
if (argv[0][4] == '2')
{
spec = SH_WEBGL2_SPEC;
}
else
{
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':
if (!ParseGLSLOutputVersion(&argv[0][sizeof("-b=g") - 1], &output))
{
failCode = EFailUsage;
}
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;
case 'l': resources.EXT_shader_texture_lod = 1; break;
case 'f': resources.EXT_shader_framebuffer_fetch = 1; break;
case 'n': resources.NV_shader_framebuffer_fetch = 1; break;
case 'a': resources.ARM_shader_framebuffer_fetch = 1; break;
default: failCode = EFailUsage;
}
}
else
{
failCode = EFailUsage;
}
break;
default: failCode = EFailUsage;
}
}
else
{
ShHandle compiler = 0;
switch (FindShaderType(argv[0]))
{
case GL_VERTEX_SHADER:
if (vertexCompiler == 0)
{
vertexCompiler = ShConstructCompiler(
GL_VERTEX_SHADER, spec, output, &resources);
}
compiler = vertexCompiler;
break;
case GL_FRAGMENT_SHADER:
if (fragmentCompiler == 0)
{
fragmentCompiler = ShConstructCompiler(
GL_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");
std::string log = ShGetInfoLog(compiler);
puts(log.c_str());
LogMsg("END", "COMPILER", numCompiles, "INFO LOG");
printf("\n\n");
if (compiled && (compileOptions & SH_OBJECT_CODE))
{
LogMsg("BEGIN", "COMPILER", numCompiles, "OBJ CODE");
std::string code = ShGetObjectCode(compiler);
puts(code.c_str());
LogMsg("END", "COMPILER", numCompiles, "OBJ CODE");
printf("\n\n");
}
if (compiled && (compileOptions & SH_VARIABLES))
{
LogMsg("BEGIN", "COMPILER", numCompiles, "VARIABLES");
PrintActiveVariables(compiler);
LogMsg("END", "COMPILER", numCompiles, "VARIABLES");
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);
ShFinalize();
return failCode;
}
//
// print usage to stdout
//
void usage()
{
printf(
"Usage: translate [-i -o -u -l -e -t -d -p -b=e -b=g -b=h9 -x=i -x=d] file1 file2 ...\n"
"Where: filename : filename ending in .frag or .vert\n"
" -i : print intermediate tree\n"
" -o : print translated code\n"
" -u : print active attribs, uniforms, varyings and program outputs\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"
" -p : use precision emulation\n"
" -s=e2 : use GLES2 spec (this is by default)\n"
" -s=e3 : use GLES3 spec (in development)\n"
" -s=w : use WebGL spec\n"
" -s=w2 : use WebGL 2 spec (in development)\n"
" -s=c : use CSS Shaders spec\n"
" -b=e : output GLSL ES code (this is by default)\n"
" -b=g : output GLSL code (compatibility profile)\n"
" -b=g[NUM]: output GLSL code (NUM can be 130, 140, 150, 330, 400, 410, 420, 430, "
"440, 450)\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"
" -x=l : enable EXT_shader_texture_lod\n"
" -x=f : enable EXT_shader_framebuffer_fetch\n"
" -x=n : enable NV_shader_framebuffer_fetch\n"
" -x=a : enable ARM_shader_framebuffer_fetch\n");
}
//
// Deduce the shader type from the filename. Files must end in one of the
// following extensions:
//
// .frag* = fragment shader
// .vert* = vertex shader
//
sh::GLenum 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 GL_FRAGMENT_SHADER;
if (strncmp(ext, ".vert", 4) == 0) return GL_VERTEX_SHADER;
}
return GL_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 PrintVariable(const std::string &prefix, size_t index, const sh::ShaderVariable &var)
{
std::string typeName;
switch (var.type)
{
case GL_FLOAT: typeName = "GL_FLOAT"; break;
case GL_FLOAT_VEC2: typeName = "GL_FLOAT_VEC2"; break;
case GL_FLOAT_VEC3: typeName = "GL_FLOAT_VEC3"; break;
case GL_FLOAT_VEC4: typeName = "GL_FLOAT_VEC4"; break;
case GL_INT: typeName = "GL_INT"; break;
case GL_INT_VEC2: typeName = "GL_INT_VEC2"; break;
case GL_INT_VEC3: typeName = "GL_INT_VEC3"; break;
case GL_INT_VEC4: typeName = "GL_INT_VEC4"; break;
case GL_UNSIGNED_INT: typeName = "GL_UNSIGNED_INT"; break;
case GL_UNSIGNED_INT_VEC2: typeName = "GL_UNSIGNED_INT_VEC2"; break;
case GL_UNSIGNED_INT_VEC3: typeName = "GL_UNSIGNED_INT_VEC3"; break;
case GL_UNSIGNED_INT_VEC4: typeName = "GL_UNSIGNED_INT_VEC4"; break;
case GL_BOOL: typeName = "GL_BOOL"; break;
case GL_BOOL_VEC2: typeName = "GL_BOOL_VEC2"; break;
case GL_BOOL_VEC3: typeName = "GL_BOOL_VEC3"; break;
case GL_BOOL_VEC4: typeName = "GL_BOOL_VEC4"; break;
case GL_FLOAT_MAT2: typeName = "GL_FLOAT_MAT2"; break;
case GL_FLOAT_MAT3: typeName = "GL_FLOAT_MAT3"; break;
case GL_FLOAT_MAT4: typeName = "GL_FLOAT_MAT4"; break;
case GL_FLOAT_MAT2x3: typeName = "GL_FLOAT_MAT2x3"; break;
case GL_FLOAT_MAT3x2: typeName = "GL_FLOAT_MAT3x2"; break;
case GL_FLOAT_MAT4x2: typeName = "GL_FLOAT_MAT4x2"; break;
case GL_FLOAT_MAT2x4: typeName = "GL_FLOAT_MAT2x4"; break;
case GL_FLOAT_MAT3x4: typeName = "GL_FLOAT_MAT3x4"; break;
case GL_FLOAT_MAT4x3: typeName = "GL_FLOAT_MAT4x3"; break;
case GL_SAMPLER_2D: typeName = "GL_SAMPLER_2D"; break;
case GL_SAMPLER_CUBE: typeName = "GL_SAMPLER_CUBE"; break;
case GL_SAMPLER_EXTERNAL_OES: typeName = "GL_SAMPLER_EXTERNAL_OES"; break;
default: typeName = "UNKNOWN"; break;
}
printf("%s %lu : name=%s, type=%s, arraySize=%u\n",
prefix.c_str(), index, var.name.c_str(), typeName.c_str(), var.arraySize);
if (var.fields.size())
{
std::string structPrefix;
for (size_t i = 0; i < prefix.size(); ++i)
structPrefix += ' ';
printf("%s struct %s\n", structPrefix.c_str(), var.structName.c_str());
structPrefix += " field";
for (size_t i = 0; i < var.fields.size(); ++i)
PrintVariable(structPrefix, i, var.fields[i]);
}
}
static void PrintActiveVariables(ShHandle compiler)
{
const std::vector<sh::Uniform> *uniforms = ShGetUniforms(compiler);
const std::vector<sh::Varying> *varyings = ShGetVaryings(compiler);
const std::vector<sh::Attribute> *attributes = ShGetAttributes(compiler);
const std::vector<sh::Attribute> *outputs = ShGetOutputVariables(compiler);
for (size_t varCategory = 0; varCategory < 4; ++varCategory)
{
size_t numVars = 0;
std::string varCategoryName;
if (varCategory == 0)
{
numVars = uniforms->size();
varCategoryName = "uniform";
}
else if (varCategory == 1)
{
numVars = varyings->size();
varCategoryName = "varying";
}
else if (varCategory == 2)
{
numVars = attributes->size();
varCategoryName = "attribute";
}
else
{
numVars = outputs->size();
varCategoryName = "output";
}
for (size_t i = 0; i < numVars; ++i)
{
const sh::ShaderVariable *var;
if (varCategory == 0)
var = &((*uniforms)[i]);
else if (varCategory == 1)
var = &((*varyings)[i]);
else if (varCategory == 2)
var = &((*attributes)[i]);
else
var = &((*outputs)[i]);
PrintVariable(varCategoryName, i, *var);
}
printf("\n");
}
}
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);
size_t 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];
size_t 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();
}
static bool ParseGLSLOutputVersion(const char *num, ShShaderOutput *outResult)
{
if (*num == '\0')
{
*outResult = SH_GLSL_COMPATIBILITY_OUTPUT;
return true;
}
long value = strtol(num, NULL, 10);
switch (value)
{
case 130:
*outResult = SH_GLSL_130_OUTPUT;
return true;
case 140:
*outResult = SH_GLSL_140_OUTPUT;
return true;
case 150:
*outResult = SH_GLSL_150_CORE_OUTPUT;
return true;
case 330:
*outResult = SH_GLSL_330_CORE_OUTPUT;
return true;
case 400:
*outResult = SH_GLSL_400_CORE_OUTPUT;
return true;
case 410:
*outResult = SH_GLSL_410_CORE_OUTPUT;
return true;
case 420:
*outResult = SH_GLSL_420_CORE_OUTPUT;
return true;
case 430:
*outResult = SH_GLSL_430_CORE_OUTPUT;
return true;
case 440:
*outResult = SH_GLSL_440_CORE_OUTPUT;
return true;
case 450:
*outResult = SH_GLSL_450_CORE_OUTPUT;
return true;
default:
break;
}
return false;
}