dolphin/Externals/glslang/StandAlone/StandAlone.cpp

915 lines
30 KiB
C++

//
//Copyright (C) 2002-2005 3Dlabs Inc. Ltd.
//Copyright (C) 2013 LunarG, Inc.
//
//All rights reserved.
//
//Redistribution and use in source and binary forms, with or without
//modification, are permitted provided that the following conditions
//are met:
//
// Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
//
// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
//"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
//LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
//INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
//BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
//CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
//POSSIBILITY OF SUCH DAMAGE.
//
// this only applies to the standalone wrapper, not the front end in general
#define _CRT_SECURE_NO_WARNINGS
#include "ResourceLimits.h"
#include "Worklist.h"
#include "./../glslang/Include/ShHandle.h"
#include "./../glslang/Include/revision.h"
#include "./../glslang/Public/ShaderLang.h"
#include "../SPIRV/GlslangToSpv.h"
#include "../SPIRV/GLSL.std.450.h"
#include "../SPIRV/doc.h"
#include "../SPIRV/disassemble.h"
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include "../glslang/OSDependent/osinclude.h"
extern "C" {
SH_IMPORT_EXPORT void ShOutputHtml();
}
// Command-line options
enum TOptions {
EOptionNone = 0,
EOptionIntermediate = (1 << 0),
EOptionSuppressInfolog = (1 << 1),
EOptionMemoryLeakMode = (1 << 2),
EOptionRelaxedErrors = (1 << 3),
EOptionGiveWarnings = (1 << 4),
EOptionLinkProgram = (1 << 5),
EOptionMultiThreaded = (1 << 6),
EOptionDumpConfig = (1 << 7),
EOptionDumpReflection = (1 << 8),
EOptionSuppressWarnings = (1 << 9),
EOptionDumpVersions = (1 << 10),
EOptionSpv = (1 << 11),
EOptionHumanReadableSpv = (1 << 12),
EOptionVulkanRules = (1 << 13),
EOptionDefaultDesktop = (1 << 14),
EOptionOutputPreprocessed = (1 << 15),
EOptionOutputHexadecimal = (1 << 16),
EOptionReadHlsl = (1 << 17),
EOptionCascadingErrors = (1 << 18),
};
//
// Return codes from main/exit().
//
enum TFailCode {
ESuccess = 0,
EFailUsage,
EFailCompile,
EFailLink,
EFailCompilerCreate,
EFailThreadCreate,
EFailLinkerCreate
};
//
// Forward declarations.
//
EShLanguage FindLanguage(const std::string& name);
void CompileFile(const char* fileName, ShHandle);
void usage();
void FreeFileData(char** data);
char** ReadFileData(const char* fileName);
void InfoLogMsg(const char* msg, const char* name, const int num);
// Globally track if any compile or link failure.
bool CompileFailed = false;
bool LinkFailed = false;
// Use to test breaking up a single shader file into multiple strings.
// Set in ReadFileData().
int NumShaderStrings;
TBuiltInResource Resources;
std::string ConfigFile;
//
// Parse either a .conf file provided by the user or the default from glslang::DefaultTBuiltInResource
//
void ProcessConfigFile()
{
char** configStrings = 0;
char* config = 0;
if (ConfigFile.size() > 0) {
configStrings = ReadFileData(ConfigFile.c_str());
if (configStrings)
config = *configStrings;
else {
printf("Error opening configuration file; will instead use the default configuration\n");
usage();
}
}
if (config == 0) {
Resources = glslang::DefaultTBuiltInResource;
return;
}
glslang::DecodeResourceLimits(&Resources, config);
if (configStrings)
FreeFileData(configStrings);
else
delete[] config;
}
// thread-safe list of shaders to asynchronously grab and compile
glslang::TWorklist Worklist;
// array of unique places to leave the shader names and infologs for the asynchronous compiles
glslang::TWorkItem** Work = 0;
int NumWorkItems = 0;
int Options = 0;
const char* ExecutableName = nullptr;
const char* binaryFileName = nullptr;
const char* entryPointName = nullptr;
//
// Create the default name for saving a binary if -o is not provided.
//
const char* GetBinaryName(EShLanguage stage)
{
const char* name;
if (binaryFileName == nullptr) {
switch (stage) {
case EShLangVertex: name = "vert.spv"; break;
case EShLangTessControl: name = "tesc.spv"; break;
case EShLangTessEvaluation: name = "tese.spv"; break;
case EShLangGeometry: name = "geom.spv"; break;
case EShLangFragment: name = "frag.spv"; break;
case EShLangCompute: name = "comp.spv"; break;
default: name = "unknown"; break;
}
} else
name = binaryFileName;
return name;
}
//
// *.conf => this is a config file that can set limits/resources
//
bool SetConfigFile(const std::string& name)
{
if (name.size() < 5)
return false;
if (name.compare(name.size() - 5, 5, ".conf") == 0) {
ConfigFile = name;
return true;
}
return false;
}
//
// Give error and exit with failure code.
//
void Error(const char* message)
{
printf("%s: Error %s (use -h for usage)\n", ExecutableName, message);
exit(EFailUsage);
}
//
// Do all command-line argument parsing. This includes building up the work-items
// to be processed later, and saving all the command-line options.
//
// Does not return (it exits) if command-line is fatally flawed.
//
void ProcessArguments(int argc, char* argv[])
{
ExecutableName = argv[0];
NumWorkItems = argc; // will include some empties where the '-' options were, but it doesn't matter, they'll be 0
Work = new glslang::TWorkItem*[NumWorkItems];
for (int w = 0; w < NumWorkItems; ++w)
Work[w] = 0;
argc--;
argv++;
for (; argc >= 1; argc--, argv++) {
if (argv[0][0] == '-') {
switch (argv[0][1]) {
case 'H':
Options |= EOptionHumanReadableSpv;
if ((Options & EOptionSpv) == 0) {
// default to Vulkan
Options |= EOptionSpv;
Options |= EOptionVulkanRules;
Options |= EOptionLinkProgram;
}
break;
case 'V':
Options |= EOptionSpv;
Options |= EOptionVulkanRules;
Options |= EOptionLinkProgram;
break;
case 'G':
Options |= EOptionSpv;
Options |= EOptionLinkProgram;
// undo a -H default to Vulkan
Options &= ~EOptionVulkanRules;
break;
case 'E':
Options |= EOptionOutputPreprocessed;
break;
case 'c':
Options |= EOptionDumpConfig;
break;
case 'C':
Options |= EOptionCascadingErrors;
break;
case 'd':
Options |= EOptionDefaultDesktop;
break;
case 'D':
Options |= EOptionReadHlsl;
break;
case 'e':
// HLSL todo: entry point handle needs much more sophistication.
// This is okay for one compilation unit with one entry point.
entryPointName = argv[1];
if (argc > 0) {
argc--;
argv++;
} else
Error("no <entry-point> provided for -e");
break;
case 'h':
usage();
break;
case 'i':
Options |= EOptionIntermediate;
break;
case 'l':
Options |= EOptionLinkProgram;
break;
case 'm':
Options |= EOptionMemoryLeakMode;
break;
case 'o':
binaryFileName = argv[1];
if (argc > 0) {
argc--;
argv++;
} else
Error("no <file> provided for -o");
break;
case 'q':
Options |= EOptionDumpReflection;
break;
case 'r':
Options |= EOptionRelaxedErrors;
break;
case 's':
Options |= EOptionSuppressInfolog;
break;
case 't':
#ifdef _WIN32
Options |= EOptionMultiThreaded;
#endif
break;
case 'v':
Options |= EOptionDumpVersions;
break;
case 'w':
Options |= EOptionSuppressWarnings;
break;
case 'x':
Options |= EOptionOutputHexadecimal;
break;
default:
usage();
break;
}
} else {
std::string name(argv[0]);
if (! SetConfigFile(name)) {
Work[argc] = new glslang::TWorkItem(name);
Worklist.add(Work[argc]);
}
}
}
// Make sure that -E is not specified alongside linking (which includes SPV generation)
if ((Options & EOptionOutputPreprocessed) && (Options & EOptionLinkProgram))
Error("can't use -E when linking is selected");
// -o or -x makes no sense if there is no target binary
if (binaryFileName && (Options & EOptionSpv) == 0)
Error("no binary generation requested (e.g., -V)");
}
//
// Translate the meaningful subset of command-line options to parser-behavior options.
//
void SetMessageOptions(EShMessages& messages)
{
if (Options & EOptionRelaxedErrors)
messages = (EShMessages)(messages | EShMsgRelaxedErrors);
if (Options & EOptionIntermediate)
messages = (EShMessages)(messages | EShMsgAST);
if (Options & EOptionSuppressWarnings)
messages = (EShMessages)(messages | EShMsgSuppressWarnings);
if (Options & EOptionSpv)
messages = (EShMessages)(messages | EShMsgSpvRules);
if (Options & EOptionVulkanRules)
messages = (EShMessages)(messages | EShMsgVulkanRules);
if (Options & EOptionOutputPreprocessed)
messages = (EShMessages)(messages | EShMsgOnlyPreprocessor);
if (Options & EOptionReadHlsl)
messages = (EShMessages)(messages | EShMsgReadHlsl);
if (Options & EOptionCascadingErrors)
messages = (EShMessages)(messages | EShMsgCascadingErrors);
}
//
// Thread entry point, for non-linking asynchronous mode.
//
// Return 0 for failure, 1 for success.
//
unsigned int CompileShaders(void*)
{
glslang::TWorkItem* workItem;
while (Worklist.remove(workItem)) {
ShHandle compiler = ShConstructCompiler(FindLanguage(workItem->name), Options);
if (compiler == 0)
return 0;
CompileFile(workItem->name.c_str(), compiler);
if (! (Options & EOptionSuppressInfolog))
workItem->results = ShGetInfoLog(compiler);
ShDestruct(compiler);
}
return 0;
}
// Outputs the given string, but only if it is non-null and non-empty.
// This prevents erroneous newlines from appearing.
void PutsIfNonEmpty(const char* str)
{
if (str && str[0]) {
puts(str);
}
}
// Outputs the given string to stderr, but only if it is non-null and non-empty.
// This prevents erroneous newlines from appearing.
void StderrIfNonEmpty(const char* str)
{
if (str && str[0]) {
fprintf(stderr, "%s\n", str);
}
}
// Simple bundling of what makes a compilation unit for ease in passing around,
// and separation of handling file IO versus API (programmatic) compilation.
struct ShaderCompUnit {
EShLanguage stage;
std::string fileName;
char** text; // memory owned/managed externally
};
//
// For linking mode: Will independently parse each compilation unit, but then put them
// in the same program and link them together, making at most one linked module per
// pipeline stage.
//
// Uses the new C++ interface instead of the old handle-based interface.
//
void CompileAndLinkShaderUnits(std::vector<ShaderCompUnit> compUnits)
{
// keep track of what to free
std::list<glslang::TShader*> shaders;
EShMessages messages = EShMsgDefault;
SetMessageOptions(messages);
//
// Per-shader processing...
//
glslang::TProgram& program = *new glslang::TProgram;
for (auto it = compUnits.cbegin(); it != compUnits.cend(); ++it) {
const auto &compUnit = *it;
glslang::TShader* shader = new glslang::TShader(compUnit.stage);
shader->setStrings(compUnit.text, 1);
if (entryPointName) // HLSL todo: this needs to be tracked per compUnits
shader->setEntryPoint(entryPointName);
shaders.push_back(shader);
const int defaultVersion = Options & EOptionDefaultDesktop? 110: 100;
if (Options & EOptionOutputPreprocessed) {
std::string str;
glslang::TShader::ForbidInclude includer;
if (shader->preprocess(&Resources, defaultVersion, ENoProfile, false, false,
messages, &str, includer)) {
PutsIfNonEmpty(str.c_str());
} else {
CompileFailed = true;
}
StderrIfNonEmpty(shader->getInfoLog());
StderrIfNonEmpty(shader->getInfoDebugLog());
continue;
}
if (! shader->parse(&Resources, defaultVersion, false, messages))
CompileFailed = true;
program.addShader(shader);
if (! (Options & EOptionSuppressInfolog) &&
! (Options & EOptionMemoryLeakMode)) {
PutsIfNonEmpty(compUnit.fileName.c_str());
PutsIfNonEmpty(shader->getInfoLog());
PutsIfNonEmpty(shader->getInfoDebugLog());
}
}
//
// Program-level processing...
//
// Link
if (! (Options & EOptionOutputPreprocessed) && ! program.link(messages))
LinkFailed = true;
// Report
if (! (Options & EOptionSuppressInfolog) &&
! (Options & EOptionMemoryLeakMode)) {
PutsIfNonEmpty(program.getInfoLog());
PutsIfNonEmpty(program.getInfoDebugLog());
}
// Reflect
if (Options & EOptionDumpReflection) {
program.buildReflection();
program.dumpReflection();
}
// Dump SPIR-V
if (Options & EOptionSpv) {
if (CompileFailed || LinkFailed)
printf("SPIR-V is not generated for failed compile or link\n");
else {
for (int stage = 0; stage < EShLangCount; ++stage) {
if (program.getIntermediate((EShLanguage)stage)) {
std::vector<unsigned int> spirv;
std::string warningsErrors;
spv::SpvBuildLogger logger;
glslang::GlslangToSpv(*program.getIntermediate((EShLanguage)stage), spirv, &logger);
// Dump the spv to a file or stdout, etc., but only if not doing
// memory/perf testing, as it's not internal to programmatic use.
if (! (Options & EOptionMemoryLeakMode)) {
printf("%s", logger.getAllMessages().c_str());
if (Options & EOptionOutputHexadecimal) {
glslang::OutputSpvHex(spirv, GetBinaryName((EShLanguage)stage));
} else {
glslang::OutputSpvBin(spirv, GetBinaryName((EShLanguage)stage));
}
if (Options & EOptionHumanReadableSpv) {
spv::Disassemble(std::cout, spirv);
}
}
}
}
}
}
// Free everything up, program has to go before the shaders
// because it might have merged stuff from the shaders, and
// the stuff from the shaders has to have its destructors called
// before the pools holding the memory in the shaders is freed.
delete &program;
while (shaders.size() > 0) {
delete shaders.back();
shaders.pop_back();
}
}
//
// Do file IO part of compile and link, handing off the pure
// API/programmatic mode to CompileAndLinkShaderUnits(), which can
// be put in a loop for testing memory footprint and performance.
//
// This is just for linking mode: meaning all the shaders will be put into the
// the same program linked together.
//
// This means there are a limited number of work items (not multi-threading mode)
// and that the point is testing at the linking level. Hence, to enable
// performance and memory testing, the actual compile/link can be put in
// a loop, independent of processing the work items and file IO.
//
void CompileAndLinkShaderFiles()
{
std::vector<ShaderCompUnit> compUnits;
// Transfer all the work items from to a simple list of
// of compilation units. (We don't care about the thread
// work-item distribution properties in this path, which
// is okay due to the limited number of shaders, know since
// they are all getting linked together.)
glslang::TWorkItem* workItem;
while (Worklist.remove(workItem)) {
ShaderCompUnit compUnit = {
FindLanguage(workItem->name),
workItem->name,
ReadFileData(workItem->name.c_str())
};
if (! compUnit.text) {
usage();
return;
}
compUnits.push_back(compUnit);
}
// Actual call to programmatic processing of compile and link,
// in a loop for testing memory and performance. This part contains
// all the perf/memory that a programmatic consumer will care about.
for (int i = 0; i < ((Options & EOptionMemoryLeakMode) ? 100 : 1); ++i) {
for (int j = 0; j < ((Options & EOptionMemoryLeakMode) ? 100 : 1); ++j)
CompileAndLinkShaderUnits(compUnits);
if (Options & EOptionMemoryLeakMode)
glslang::OS_DumpMemoryCounters();
}
for (auto it = compUnits.begin(); it != compUnits.end(); ++it)
FreeFileData(it->text);
}
int C_DECL main(int argc, char* argv[])
{
ProcessArguments(argc, argv);
if (Options & EOptionDumpConfig) {
printf("%s", glslang::GetDefaultTBuiltInResourceString().c_str());
if (Worklist.empty())
return ESuccess;
}
if (Options & EOptionDumpVersions) {
printf("Glslang Version: %s %s\n", GLSLANG_REVISION, GLSLANG_DATE);
printf("ESSL Version: %s\n", glslang::GetEsslVersionString());
printf("GLSL Version: %s\n", glslang::GetGlslVersionString());
std::string spirvVersion;
glslang::GetSpirvVersion(spirvVersion);
printf("SPIR-V Version %s\n", spirvVersion.c_str());
printf("GLSL.std.450 Version %d, Revision %d\n", GLSLstd450Version, GLSLstd450Revision);
printf("Khronos Tool ID %d\n", glslang::GetKhronosToolId());
if (Worklist.empty())
return ESuccess;
}
if (Worklist.empty()) {
usage();
}
ProcessConfigFile();
//
// Two modes:
// 1) linking all arguments together, single-threaded, new C++ interface
// 2) independent arguments, can be tackled by multiple asynchronous threads, for testing thread safety, using the old handle interface
//
if (Options & EOptionLinkProgram ||
Options & EOptionOutputPreprocessed) {
glslang::InitializeProcess();
CompileAndLinkShaderFiles();
glslang::FinalizeProcess();
for (int w = 0; w < NumWorkItems; ++w) {
if (Work[w]) {
delete Work[w];
}
}
} else {
ShInitialize();
bool printShaderNames = Worklist.size() > 1;
if (Options & EOptionMultiThreaded) {
const int NumThreads = 16;
void* threads[NumThreads];
for (int t = 0; t < NumThreads; ++t) {
threads[t] = glslang::OS_CreateThread(&CompileShaders);
if (! threads[t]) {
printf("Failed to create thread\n");
return EFailThreadCreate;
}
}
glslang::OS_WaitForAllThreads(threads, NumThreads);
} else
CompileShaders(0);
// Print out all the resulting infologs
for (int w = 0; w < NumWorkItems; ++w) {
if (Work[w]) {
if (printShaderNames || Work[w]->results.size() > 0)
PutsIfNonEmpty(Work[w]->name.c_str());
PutsIfNonEmpty(Work[w]->results.c_str());
delete Work[w];
}
}
ShFinalize();
}
delete[] Work;
if (CompileFailed)
return EFailCompile;
if (LinkFailed)
return EFailLink;
return 0;
}
//
// Deduce the language from the filename. Files must end in one of the
// following extensions:
//
// .vert = vertex
// .tesc = tessellation control
// .tese = tessellation evaluation
// .geom = geometry
// .frag = fragment
// .comp = compute
//
EShLanguage FindLanguage(const std::string& name)
{
size_t ext = name.rfind('.');
if (ext == std::string::npos) {
usage();
return EShLangVertex;
}
std::string suffix = name.substr(ext + 1, std::string::npos);
if (suffix == "vert")
return EShLangVertex;
else if (suffix == "tesc")
return EShLangTessControl;
else if (suffix == "tese")
return EShLangTessEvaluation;
else if (suffix == "geom")
return EShLangGeometry;
else if (suffix == "frag")
return EShLangFragment;
else if (suffix == "comp")
return EShLangCompute;
usage();
return EShLangVertex;
}
//
// Read a file's data into a string, and compile it using the old interface ShCompile,
// for non-linkable results.
//
void CompileFile(const char* fileName, ShHandle compiler)
{
int ret = 0;
char** shaderStrings = ReadFileData(fileName);
if (! shaderStrings) {
usage();
}
int* lengths = new int[NumShaderStrings];
// move to length-based strings, rather than null-terminated strings
for (int s = 0; s < NumShaderStrings; ++s)
lengths[s] = (int)strlen(shaderStrings[s]);
if (! shaderStrings) {
CompileFailed = true;
return;
}
EShMessages messages = EShMsgDefault;
SetMessageOptions(messages);
for (int i = 0; i < ((Options & EOptionMemoryLeakMode) ? 100 : 1); ++i) {
for (int j = 0; j < ((Options & EOptionMemoryLeakMode) ? 100 : 1); ++j) {
//ret = ShCompile(compiler, shaderStrings, NumShaderStrings, lengths, EShOptNone, &Resources, Options, (Options & EOptionDefaultDesktop) ? 110 : 100, false, messages);
ret = ShCompile(compiler, shaderStrings, NumShaderStrings, nullptr, EShOptNone, &Resources, Options, (Options & EOptionDefaultDesktop) ? 110 : 100, false, messages);
//const char* multi[12] = { "# ve", "rsion", " 300 e", "s", "\n#err",
// "or should be l", "ine 1", "string 5\n", "float glo", "bal",
// ";\n#error should be line 2\n void main() {", "global = 2.3;}" };
//const char* multi[7] = { "/", "/", "\\", "\n", "\n", "#", "version 300 es" };
//ret = ShCompile(compiler, multi, 7, nullptr, EShOptNone, &Resources, Options, (Options & EOptionDefaultDesktop) ? 110 : 100, false, messages);
}
if (Options & EOptionMemoryLeakMode)
glslang::OS_DumpMemoryCounters();
}
delete [] lengths;
FreeFileData(shaderStrings);
if (ret == 0)
CompileFailed = true;
}
//
// print usage to stdout
//
void usage()
{
printf("Usage: glslangValidator [option]... [file]...\n"
"\n"
"Where: each 'file' ends in .<stage>, where <stage> is one of\n"
" .conf to provide an optional config file that replaces the default configuration\n"
" (see -c option below for generating a template)\n"
" .vert for a vertex shader\n"
" .tesc for a tessellation control shader\n"
" .tese for a tessellation evaluation shader\n"
" .geom for a geometry shader\n"
" .frag for a fragment shader\n"
" .comp for a compute shader\n"
"\n"
"Compilation warnings and errors will be printed to stdout.\n"
"\n"
"To get other information, use one of the following options:\n"
"Each option must be specified separately.\n"
" -V create SPIR-V binary, under Vulkan semantics; turns on -l;\n"
" default file name is <stage>.spv (-o overrides this)\n"
" -G create SPIR-V binary, under OpenGL semantics; turns on -l;\n"
" default file name is <stage>.spv (-o overrides this)\n"
" -H print human readable form of SPIR-V; turns on -V\n"
" -E print pre-processed GLSL; cannot be used with -l;\n"
" errors will appear on stderr.\n"
" -c configuration dump;\n"
" creates the default configuration file (redirect to a .conf file)\n"
" -C cascading errors; risks crashes from accumulation of error recoveries\n"
" -d default to desktop (#version 110) when there is no shader #version\n"
" (default is ES version 100)\n"
" -D input is HLSL\n"
" -e specify entry-point name\n"
" -h print this usage message\n"
" -i intermediate tree (glslang AST) is printed out\n"
" -l link all input files together to form a single module\n"
" -m memory leak mode\n"
" -o <file> save binary to <file>, requires a binary option (e.g., -V)\n"
" -q dump reflection query database\n"
" -r relaxed semantic error-checking mode\n"
" -s silent mode\n"
" -t multi-threaded mode\n"
" -v print version strings\n"
" -w suppress warnings (except as required by #extension : warn)\n"
" -x save 32-bit hexadecimal numbers as text, requires a binary option (e.g., -V)\n"
);
exit(EFailUsage);
}
#if !defined _MSC_VER && !defined MINGW_HAS_SECURE_API
#include <errno.h>
int fopen_s(
FILE** pFile,
const char* filename,
const char* mode
)
{
if (!pFile || !filename || !mode) {
return EINVAL;
}
FILE* f = fopen(filename, mode);
if (! f) {
if (errno != 0) {
return errno;
} else {
return ENOENT;
}
}
*pFile = f;
return 0;
}
#endif
//
// Malloc a string of sufficient size and read a string into it.
//
char** ReadFileData(const char* fileName)
{
FILE *in = nullptr;
int errorCode = fopen_s(&in, fileName, "r");
int count = 0;
const int maxSourceStrings = 5; // for testing splitting shader/tokens across multiple strings
char** return_data = (char**)malloc(sizeof(char *) * (maxSourceStrings+1)); // freed in FreeFileData()
if (errorCode || in == nullptr)
Error("unable to open input file");
while (fgetc(in) != EOF)
count++;
fseek(in, 0, SEEK_SET);
char *fdata = (char*)malloc(count+2); // freed before return of this function
if (! fdata)
Error("can't allocate memory");
if ((int)fread(fdata, 1, count, in) != count) {
free(fdata);
Error("can't read input file");
}
fdata[count] = '\0';
fclose(in);
if (count == 0) {
// recover from empty file
return_data[0] = (char*)malloc(count+2); // freed in FreeFileData()
return_data[0][0]='\0';
NumShaderStrings = 0;
free(fdata);
return return_data;
} else
NumShaderStrings = 1; // Set to larger than 1 for testing multiple strings
// compute how to split up the file into multiple strings, for testing multiple strings
int len = (int)(ceil)((float)count/(float)NumShaderStrings);
int ptr_len = 0;
int i = 0;
while (count > 0) {
return_data[i] = (char*)malloc(len + 2); // freed in FreeFileData()
memcpy(return_data[i], fdata + ptr_len, len);
return_data[i][len] = '\0';
count -= len;
ptr_len += len;
if (count < len) {
if (count == 0) {
NumShaderStrings = i + 1;
break;
}
len = count;
}
++i;
}
free(fdata);
return return_data;
}
void FreeFileData(char** data)
{
for(int i = 0; i < NumShaderStrings; i++)
free(data[i]);
free(data);
}
void InfoLogMsg(const char* msg, const char* name, const int num)
{
if (num >= 0 )
printf("#### %s %s %d INFO LOG ####\n", msg, name, num);
else
printf("#### %s %s INFO LOG ####\n", msg, name);
}