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// Copyright 2023 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. 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.
//
// 3. Neither the name of the copyright holder 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 HOLDER 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
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#include "src/tint/lang/glsl/validate/validate.h"
#include <string>
#include "glslang/Public/ResourceLimits.h"
#include "glslang/Public/ShaderLang.h"
#include "src/tint/utils/macros/static_init.h"
#include "src/tint/utils/text/string_stream.h"
namespace tint::glsl::validate {
namespace {
EShLanguage PipelineStageToEshLanguage(tint::ast::PipelineStage stage) {
switch (stage) {
case tint::ast::PipelineStage::kFragment:
return EShLangFragment;
case tint::ast::PipelineStage::kVertex:
return EShLangVertex;
case tint::ast::PipelineStage::kCompute:
return EShLangCompute;
default:
TINT_UNREACHABLE();
// MSVC considered the inlined call:
// `lang = PipelineStageToEshLanguage()` as potentially uninitialized
TINT_MSVC_ONLY(return EShLangCompute;)
}
}
} // namespace
Result<SuccessType> Validate(const std::string& source, tint::ast::PipelineStage stage) {
TINT_STATIC_INIT(glslang::InitializeProcess());
const char* strings[1] = {source.c_str()};
int lengths[1] = {static_cast<int>(source.length())};
EShLanguage lang = PipelineStageToEshLanguage(stage);
glslang::TShader shader(lang);
shader.setStringsWithLengths(strings, lengths, 1);
shader.setEntryPoint("main");
bool result = shader.parse(GetDefaultResources(), 310, EEsProfile, false, false, EShMsgDefault);
if (!result) {
StringStream err;
err << "Error parsing GLSL shader:\n"
<< shader.getInfoLog() << "\n"
<< shader.getInfoDebugLog() << "\n";
return Failure{err.str()};
}
return Success;
}
} // namespace tint::glsl::validate