| // 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" |
| #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 |