compiler: Bring over glsl compiler from alchemist-10.2.6+steamos-LunarG-1.1
diff --git a/icd/intel/compiler/shader/main.cpp b/icd/intel/compiler/shader/main.cpp
new file mode 100644
index 0000000..a9faad6
--- /dev/null
+++ b/icd/intel/compiler/shader/main.cpp
@@ -0,0 +1,450 @@
+/*
+ * Copyright © 2008, 2009 Intel Corporation
+ *
+ * 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 <getopt.h>
+
+/** @file main.cpp
+ *
+ * This file is the main() routine and scaffolding for producing
+ * builtin_compiler (which doesn't include builtins itself and is used
+ * to generate the profile information for builtin_function.cpp), and
+ * for glsl_compiler (which does include builtins and can be used to
+ * offline compile GLSL code and examine the resulting GLSL IR.
+ */
+
+#include "ast.h"
+#include "glsl_parser_extras.h"
+#include "ir_optimization.h"
+#include "program.h"
+#include "loop_analysis.h"
+#include "standalone_scaffolding.h"
+
+static int glsl_version = 330;
+
+extern "C" void
+_mesa_error_no_memory(const char *caller)
+{
+   fprintf(stderr, "Mesa error: out of memory in %s", caller);
+}
+
+static void
+initialize_context(struct gl_context *ctx, gl_api api)
+{
+   initialize_context_to_defaults(ctx, api);
+
+   /* The standalone compiler needs to claim support for almost
+    * everything in order to compile the built-in functions.
+    */
+   ctx->Const.GLSLVersion = glsl_version;
+   ctx->Extensions.ARB_ES3_compatibility = true;
+   ctx->Const.MaxComputeWorkGroupCount[0] = 65535;
+   ctx->Const.MaxComputeWorkGroupCount[1] = 65535;
+   ctx->Const.MaxComputeWorkGroupCount[2] = 65535;
+   ctx->Const.MaxComputeWorkGroupSize[0] = 1024;
+   ctx->Const.MaxComputeWorkGroupSize[1] = 1024;
+   ctx->Const.MaxComputeWorkGroupSize[2] = 64;
+   ctx->Const.MaxComputeWorkGroupInvocations = 1024;
+   ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = 16;
+   ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformComponents = 1024;
+   ctx->Const.Program[MESA_SHADER_COMPUTE].MaxInputComponents = 0; /* not used */
+   ctx->Const.Program[MESA_SHADER_COMPUTE].MaxOutputComponents = 0; /* not used */
+
+   switch (ctx->Const.GLSLVersion) {
+   case 100:
+      ctx->Const.MaxClipPlanes = 0;
+      ctx->Const.MaxCombinedTextureImageUnits = 8;
+      ctx->Const.MaxDrawBuffers = 2;
+      ctx->Const.MinProgramTexelOffset = 0;
+      ctx->Const.MaxProgramTexelOffset = 0;
+      ctx->Const.MaxLights = 0;
+      ctx->Const.MaxTextureCoordUnits = 0;
+      ctx->Const.MaxTextureUnits = 8;
+
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 8;
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 128 * 4;
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
+
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits =
+         ctx->Const.MaxCombinedTextureImageUnits;
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 16 * 4;
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
+         ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
+
+      ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
+      break;
+   case 110:
+   case 120:
+      ctx->Const.MaxClipPlanes = 6;
+      ctx->Const.MaxCombinedTextureImageUnits = 2;
+      ctx->Const.MaxDrawBuffers = 1;
+      ctx->Const.MinProgramTexelOffset = 0;
+      ctx->Const.MaxProgramTexelOffset = 0;
+      ctx->Const.MaxLights = 8;
+      ctx->Const.MaxTextureCoordUnits = 2;
+      ctx->Const.MaxTextureUnits = 2;
+
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 512;
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
+
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits =
+         ctx->Const.MaxCombinedTextureImageUnits;
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 64;
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
+         ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
+
+      ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
+      break;
+   case 130:
+   case 140:
+      ctx->Const.MaxClipPlanes = 8;
+      ctx->Const.MaxCombinedTextureImageUnits = 16;
+      ctx->Const.MaxDrawBuffers = 8;
+      ctx->Const.MinProgramTexelOffset = -8;
+      ctx->Const.MaxProgramTexelOffset = 7;
+      ctx->Const.MaxLights = 8;
+      ctx->Const.MaxTextureCoordUnits = 8;
+      ctx->Const.MaxTextureUnits = 2;
+
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 64;
+
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 1024;
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
+         ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
+
+      ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
+      break;
+   case 150:
+   case 330:
+      ctx->Const.MaxClipPlanes = 8;
+      ctx->Const.MaxDrawBuffers = 8;
+      ctx->Const.MinProgramTexelOffset = -8;
+      ctx->Const.MaxProgramTexelOffset = 7;
+      ctx->Const.MaxLights = 8;
+      ctx->Const.MaxTextureCoordUnits = 8;
+      ctx->Const.MaxTextureUnits = 2;
+
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 64;
+
+      ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = 16;
+      ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxUniformComponents = 1024;
+      ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents =
+         ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
+      ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents = 128;
+
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 1024;
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
+         ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents;
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
+
+      ctx->Const.MaxCombinedTextureImageUnits =
+         ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits
+         + ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits
+         + ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
+
+      ctx->Const.MaxGeometryOutputVertices = 256;
+      ctx->Const.MaxGeometryTotalOutputComponents = 1024;
+
+//      ctx->Const.MaxGeometryVaryingComponents = 64;
+
+      ctx->Const.MaxVarying = 60 / 4;
+      break;
+   case 300:
+      ctx->Const.MaxClipPlanes = 8;
+      ctx->Const.MaxCombinedTextureImageUnits = 32;
+      ctx->Const.MaxDrawBuffers = 4;
+      ctx->Const.MinProgramTexelOffset = -8;
+      ctx->Const.MaxProgramTexelOffset = 7;
+      ctx->Const.MaxLights = 0;
+      ctx->Const.MaxTextureCoordUnits = 0;
+      ctx->Const.MaxTextureUnits = 0;
+
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 16 * 4;
+
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 224;
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 15 * 4;
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
+
+      ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4;
+      break;
+   }
+
+   ctx->Driver.NewShader = _mesa_new_shader;
+}
+
+/* Returned string will have 'ctx' as its ralloc owner. */
+static char *
+load_text_file(void *ctx, const char *file_name)
+{
+	char *text = NULL;
+	size_t size;
+	size_t total_read = 0;
+	FILE *fp = fopen(file_name, "rb");
+
+	if (!fp) {
+		return NULL;
+	}
+
+	fseek(fp, 0L, SEEK_END);
+	size = ftell(fp);
+	fseek(fp, 0L, SEEK_SET);
+
+	text = (char *) ralloc_size(ctx, size + 1);
+	if (text != NULL) {
+		do {
+			size_t bytes = fread(text + total_read,
+					     1, size - total_read, fp);
+			if (bytes < size - total_read) {
+				free(text);
+				text = NULL;
+				goto error;
+			}
+
+			if (bytes == 0) {
+				break;
+			}
+
+			total_read += bytes;
+		} while (total_read < size);
+
+		text[total_read] = '\0';
+error:;
+	}
+
+	fclose(fp);
+
+	return text;
+}
+
+int dump_ast = 0;
+int dump_hir = 0;
+int dump_lir = 0;
+int do_link = 0;
+
+const struct option compiler_opts[] = {
+   { "dump-ast", no_argument, &dump_ast, 1 },
+   { "dump-hir", no_argument, &dump_hir, 1 },
+   { "dump-lir", no_argument, &dump_lir, 1 },
+   { "link",     no_argument, &do_link,  1 },
+   { "version",  required_argument, NULL, 'v' },
+   { NULL, 0, NULL, 0 }
+};
+
+/**
+ * \brief Print proper usage and exit with failure.
+ */
+void
+usage_fail(const char *name)
+{
+
+   const char *header =
+      "usage: %s [options] <file.vert | file.geom | file.frag>\n"
+      "\n"
+      "Possible options are:\n";
+   printf(header, name, name);
+   for (const struct option *o = compiler_opts; o->name != 0; ++o) {
+      printf("    --%s\n", o->name);
+   }
+   exit(EXIT_FAILURE);
+}
+
+extern "C" {
+/* Stubbed linkage for diskcache, which is not used for standalone compilation */
+extern int
+mesa_shader_diskcache_find(struct gl_context *ctx, struct gl_shader *shader)
+{
+   return 1;
+}
+
+/* Stubbed linkage for diskcache, which is not used for standalone compilation */
+extern int
+mesa_shader_diskcache_cache(struct gl_context *ctx, struct gl_shader *shader)
+{
+   return 1;
+}
+
+} // extern "C"
+
+
+void
+compile_shader(struct gl_context *ctx, struct gl_shader *shader)
+{
+   struct _mesa_glsl_parse_state *state =
+      new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader);
+
+   // There's no _Shader set up in the context pipeline state for the standalone
+   // compiler, so we fake it.
+   GLbitfield flags = 0x0;
+   const char *env = _mesa_getenv("MESA_GLSL");
+   if (env) {
+      if (strstr(env, "glassy"))
+         flags |= GLSL_USE_GLASS;
+   }
+
+   if (flags & GLSL_USE_GLASS)
+      ctx->Const.GlassMode = 2;
+
+   _mesa_glsl_compile_shader(ctx, shader, dump_ast, dump_hir);
+
+   /* Print out the resulting IR */
+   if (!state->error && dump_lir) {
+      _mesa_print_ir(stdout, shader->ir, state);
+   }
+
+   return;
+}
+
+int
+main(int argc, char **argv)
+{
+   int status = EXIT_SUCCESS;
+   struct gl_context local_ctx;
+   struct gl_context *ctx = &local_ctx;
+   bool glsl_es = false;
+
+   int c;
+   int idx = 0;
+   while ((c = getopt_long(argc, argv, "", compiler_opts, &idx)) != -1) {
+      switch (c) {
+      case 'v':
+         glsl_version = strtol(optarg, NULL, 10);
+         switch (glsl_version) {
+         case 100:
+         case 300:
+            glsl_es = true;
+            break;
+         case 110:
+         case 120:
+         case 130:
+         case 140:
+         case 150:
+         case 330:
+            glsl_es = false;
+            break;
+         default:
+            fprintf(stderr, "Unrecognized GLSL version `%s'\n", optarg);
+            usage_fail(argv[0]);
+            break;
+         }
+         break;
+      default:
+         break;
+      }
+   }
+
+   _mesa_create_shader_compiler();
+
+   if (argc <= optind)
+      usage_fail(argv[0]);
+
+   initialize_context(ctx, (glsl_es) ? API_OPENGLES2 : API_OPENGL_COMPAT);
+
+   struct gl_shader_program *whole_program;
+
+   whole_program = rzalloc (NULL, struct gl_shader_program);
+   assert(whole_program != NULL);
+   whole_program->InfoLog = ralloc_strdup(whole_program, "");
+
+   for (/* empty */; argc > optind; optind++) {
+      whole_program->Shaders =
+	 reralloc(whole_program, whole_program->Shaders,
+		  struct gl_shader *, whole_program->NumShaders + 1);
+      assert(whole_program->Shaders != NULL);
+
+      struct gl_shader *shader = rzalloc(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 || strncmp(".glsl", 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 if (strncmp(".comp", ext, 5) == 0)
+         shader->Type = GL_COMPUTE_SHADER;
+      else
+	 usage_fail(argv[0]);
+      shader->Stage = _mesa_shader_enum_to_shader_stage(shader->Type);
+
+      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(ctx, shader);
+
+      if (strlen(shader->InfoLog) > 0)
+	 printf("Info log for %s:\n%s\n", argv[optind], shader->InfoLog);
+
+      if (!shader->CompileStatus) {
+	 status = EXIT_FAILURE;
+	 break;
+      }
+   }
+
+   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);
+   }
+
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++)
+      ralloc_free(whole_program->_LinkedShaders[i]);
+
+   ralloc_free(whole_program);
+   _mesa_glsl_release_types();
+   _mesa_glsl_release_builtin_functions();
+
+   return status;
+}