| // 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 | |
| // 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. | |
| #include "src/tint/lang/glsl/validate/validate.h" | |
| #include <string> | |
| #include "glslang/Public/ResourceLimits.h" | |
| // This header is in an external dependency, so warnings cannot be fixed without upstream changes. | |
| TINT_BEGIN_DISABLE_WARNING(UNSAFE_BUFFER_USAGE); | |
| #include "glslang/Public/ShaderLang.h" | |
| TINT_END_DISABLE_WARNING(UNSAFE_BUFFER_USAGE); | |
| #include "src/tint/utils/macros/static_init.h" | |
| #include "src/tint/utils/text/string_stream.h" | |
| namespace tint::glsl::validate { | |
| namespace { | |
| EShLanguage PipelineStageToEshLanguage(core::ir::Function::PipelineStage stage) { | |
| switch (stage) { | |
| case core::ir::Function::PipelineStage::kFragment: | |
| return EShLangFragment; | |
| case core::ir::Function::PipelineStage::kVertex: | |
| return EShLangVertex; | |
| case core::ir::Function::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, core::ir::Function::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 |