... and move the mesa-core-specific code into Mesa core. This code had no relation to ir_to_mesa.cpp, since it was also used by intel and state_tracker, and most of it was duplicated with the standalone compiler (which has periodically drifted from the Mesa copy). --- src/glsl/glsl_parser_extras.cpp | 83 ++++++++++++++++++++++++++++++++++++ src/glsl/glsl_parser_extras.h | 2 + src/glsl/main.cpp | 59 +------------------------- src/glsl/program.h | 16 ++++++- src/mesa/main/shaderapi.c | 57 ++++++++++++++++++++----- src/mesa/program/ir_to_mesa.cpp | 94 ----------------------------------------- src/mesa/program/ir_to_mesa.h | 1 - 7 files changed, 146 insertions(+), 166 deletions(-)
diff --git a/src/glsl/glsl_parser_extras.cpp b/src/glsl/glsl_parser_extras.cpp index 7b827ba..f142d73 100644 --- a/src/glsl/glsl_parser_extras.cpp +++ b/src/glsl/glsl_parser_extras.cpp @@ -28,6 +28,7 @@ extern "C" { #include "main/core.h" /* for struct gl_context */ #include "main/context.h" +#include "main/shaderobj.h" } #include "ralloc.h" @@ -1237,6 +1238,88 @@ ast_struct_specifier::ast_struct_specifier(const char *identifier, this->declarations.push_degenerate_list_at_head(&declarator_list->link); } +extern "C" { + +void +_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader, + bool dump_ast, bool dump_hir) +{ + struct _mesa_glsl_parse_state *state = + new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader); + const char *source = shader->Source; + + state->error = glcpp_preprocess(state, &source, &state->info_log, + &ctx->Extensions, ctx); + + if (!state->error) { + _mesa_glsl_lexer_ctor(state, source); + _mesa_glsl_parse(state); + _mesa_glsl_lexer_dtor(state); + } + + if (dump_ast) { + foreach_list_const(n, &state->translation_unit) { + ast_node *ast = exec_node_data(ast_node, n, link); + ast->print(); + } + printf("\n\n"); + } + + ralloc_free(shader->ir); + shader->ir = new(shader) exec_list; + if (!state->error && !state->translation_unit.is_empty()) + _mesa_ast_to_hir(shader->ir, state); + + if (!state->error) { + validate_ir_tree(shader->ir); + + /* Print out the unoptimized IR. */ + if (dump_hir) { + _mesa_print_ir(shader->ir, state); + } + } + + + if (!state->error && !shader->ir->is_empty()) { + struct gl_shader_compiler_options *options = + &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)]; + + /* Do some optimization at compile time to reduce shader IR size + * and reduce later work if the same shader is linked multiple times + */ + while (do_common_optimization(shader->ir, false, false, 32, options)) + ; + + validate_ir_tree(shader->ir); + } + + if (shader->InfoLog) + ralloc_free(shader->InfoLog); + + shader->symbols = state->symbols; + shader->CompileStatus = !state->error; + shader->InfoLog = state->info_log; + shader->Version = state->language_version; + shader->InfoLog = state->info_log; + shader->IsES = state->es_shader; + + memcpy(shader->builtins_to_link, state->builtins_to_link, + sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link); + shader->num_builtins_to_link = state->num_builtins_to_link; + + if (shader->UniformBlocks) + ralloc_free(shader->UniformBlocks); + shader->NumUniformBlocks = state->num_uniform_blocks; + shader->UniformBlocks = state->uniform_blocks; + ralloc_steal(shader, shader->UniformBlocks); + + /* Retain any live IR, but trash the rest. */ + reparent_ir(shader->ir, shader->ir); + + ralloc_free(state); +} + +} /* extern "C" */ /** * Do the set of common optimizations passes * diff --git a/src/glsl/glsl_parser_extras.h b/src/glsl/glsl_parser_extras.h index 7f478df..cf296e9 100644 --- a/src/glsl/glsl_parser_extras.h +++ b/src/glsl/glsl_parser_extras.h @@ -342,6 +342,8 @@ extern int _mesa_glsl_lex(union YYSTYPE *yylval, YYLTYPE *yylloc, extern int _mesa_glsl_parse(struct _mesa_glsl_parse_state *); +extern void compile_shader(); + /** * Process elements of the #extension directive * diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp index 5713ee5..60bc628 100644 --- a/src/glsl/main.cpp +++ b/src/glsl/main.cpp @@ -143,70 +143,13 @@ compile_shader(struct gl_context *ctx, struct gl_shader *shader) struct _mesa_glsl_parse_state *state = new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader); - const char *source = shader->Source; - state->error = glcpp_preprocess(state, &source, &state->info_log, - state->extensions, ctx) != 0; - - if (!state->error) { - _mesa_glsl_lexer_ctor(state, source); - _mesa_glsl_parse(state); - _mesa_glsl_lexer_dtor(state); - } - - if (dump_ast) { - foreach_list_const(n, &state->translation_unit) { - ast_node *ast = exec_node_data(ast_node, n, link); - ast->print(); - } - printf("\n\n"); - } - - shader->ir = new(shader) exec_list; - if (!state->error && !state->translation_unit.is_empty()) - _mesa_ast_to_hir(shader->ir, state); - - /* Print out the unoptimized IR. */ - if (!state->error && dump_hir) { - validate_ir_tree(shader->ir); - _mesa_print_ir(shader->ir, state); - } - - /* Optimization passes */ - if (!state->error && !shader->ir->is_empty()) { - const struct gl_shader_compiler_options *opts = - &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)]; - bool progress; - do { - progress = do_common_optimization(shader->ir, false, false, 32, opts); - } while (progress); - - validate_ir_tree(shader->ir); - } - + _mesa_glsl_compile_shader(ctx, shader, dump_ast, dump_hir); /* Print out the resulting IR */ if (!state->error && dump_lir) { _mesa_print_ir(shader->ir, state); } - shader->symbols = state->symbols; - shader->CompileStatus = !state->error; - shader->Version = state->language_version; - shader->IsES = state->es_shader; - memcpy(shader->builtins_to_link, state->builtins_to_link, - sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link); - shader->num_builtins_to_link = state->num_builtins_to_link; - - if (shader->InfoLog) - ralloc_free(shader->InfoLog); - - shader->InfoLog = state->info_log; - - /* Retain any live IR, but trash the rest. */ - reparent_ir(shader->ir, shader); - - ralloc_free(state); - return; } diff --git a/src/glsl/program.h b/src/glsl/program.h index 6a76d4d..f15113a 100644 --- a/src/glsl/program.h +++ b/src/glsl/program.h @@ -24,15 +24,27 @@ #include "main/core.h" +#ifdef __cplusplus +extern "C" { +#endif + +extern void +_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader, + bool dump_ast, bool dump_hir); + +#ifdef __cplusplus +} /* extern "C" */ +#endif + extern void link_shaders(struct gl_context *ctx, struct gl_shader_program *prog); extern void -linker_error(gl_shader_program *prog, const char *fmt, ...) +linker_error(struct gl_shader_program *prog, const char *fmt, ...) PRINTFLIKE(2, 3); extern void -linker_warning(gl_shader_program *prog, const char *fmt, ...) +linker_warning(struct gl_shader_program *prog, const char *fmt, ...) PRINTFLIKE(2, 3); extern long diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c index 88518ca..4f9e785 100644 --- a/src/mesa/main/shaderapi.c +++ b/src/mesa/main/shaderapi.c @@ -48,11 +48,14 @@ #include "main/transformfeedback.h" #include "main/uniforms.h" #include "program/program.h" +#include "program/prog_print.h" #include "program/prog_parameter.h" #include "ralloc.h" #include <stdbool.h> #include "../glsl/glsl_parser_extras.h" +#include "../glsl/ir.h" #include "../glsl/ir_uniform.h" +#include "../glsl/program.h" /** Define this to enable shader substitution (see below) */ #define SHADER_SUBST 0 @@ -731,27 +734,59 @@ shader_source(struct gl_context *ctx, GLuint shader, const GLchar *source) static void compile_shader(struct gl_context *ctx, GLuint shaderObj) { - struct gl_shader *sh; + struct gl_shader *shader; struct gl_shader_compiler_options *options; - sh = _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader"); - if (!sh) + shader = _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader"); + if (!shader) return; - options = &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(sh->Type)]; + options = &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)]; /* set default pragma state for shader */ - sh->Pragmas = options->DefaultPragmas; + shader->Pragmas = options->DefaultPragmas; - /* this call will set the sh->CompileStatus field to indicate if - * compilation was successful. - */ - _mesa_glsl_compile_shader(ctx, sh); + if (!shader->Source) { + /* If the user called glCompileShader without first calling + * glShaderSource, we should fail to compile, but not raise a GL_ERROR. + */ + shader->CompileStatus = GL_FALSE; + } else { + if (ctx->Shader.Flags & GLSL_DUMP) { + printf("GLSL source for %s shader %d:\n", + _mesa_glsl_shader_target_name(shader->Type), shader->Name); + printf("%s\n", shader->Source); + } + + /* this call will set the shader->CompileStatus field to indicate if + * compilation was successful. + */ + _mesa_glsl_compile_shader(ctx, shader, false, false); + + if (ctx->Shader.Flags & GLSL_LOG) { + _mesa_write_shader_to_file(shader); + } + + if (ctx->Shader.Flags & GLSL_DUMP) { + if (shader->CompileStatus) { + printf("GLSL IR for shader %d:\n", shader->Name); + _mesa_print_ir(shader->ir, NULL); + printf("\n\n"); + } else { + printf("GLSL shader %d failed to compile.\n", shader->Name); + } + if (shader->InfoLog && shader->InfoLog[0] != 0) { + printf("GLSL shader %d info log:\n", shader->Name); + printf("%s\n", shader->InfoLog); + } + } + + } - if (sh->CompileStatus == GL_FALSE && + if (shader->CompileStatus == GL_FALSE && (ctx->Shader.Flags & GLSL_REPORT_ERRORS)) { _mesa_debug(ctx, "Error compiling shader %u:\n%s\n", - sh->Name, sh->InfoLog); + shader->Name, shader->InfoLog); } } diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp index a915974..35a9b84 100644 --- a/src/mesa/program/ir_to_mesa.cpp +++ b/src/mesa/program/ir_to_mesa.cpp @@ -3097,100 +3097,6 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog) return prog->LinkStatus; } - -/** - * Compile a GLSL shader. Called via glCompileShader(). - */ -void -_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader) -{ - struct _mesa_glsl_parse_state *state = - new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader); - - const char *source = shader->Source; - /* Check if the user called glCompileShader without first calling - * glShaderSource. This should fail to compile, but not raise a GL_ERROR. - */ - if (source == NULL) { - shader->CompileStatus = GL_FALSE; - return; - } - - state->error = glcpp_preprocess(state, &source, &state->info_log, - &ctx->Extensions, ctx); - - if (ctx->Shader.Flags & GLSL_DUMP) { - printf("GLSL source for %s shader %d:\n", - _mesa_glsl_shader_target_name(state->target), shader->Name); - printf("%s\n", shader->Source); - } - - if (!state->error) { - _mesa_glsl_lexer_ctor(state, source); - _mesa_glsl_parse(state); - _mesa_glsl_lexer_dtor(state); - } - - ralloc_free(shader->ir); - shader->ir = new(shader) exec_list; - if (!state->error && !state->translation_unit.is_empty()) - _mesa_ast_to_hir(shader->ir, state); - - if (!state->error && !shader->ir->is_empty()) { - validate_ir_tree(shader->ir); - struct gl_shader_compiler_options *options = - &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)]; - - /* Do some optimization at compile time to reduce shader IR size - * and reduce later work if the same shader is linked multiple times - */ - while (do_common_optimization(shader->ir, false, false, 32, options)) - ; - - validate_ir_tree(shader->ir); - } - - shader->symbols = state->symbols; - - shader->CompileStatus = !state->error; - shader->InfoLog = state->info_log; - shader->Version = state->language_version; - shader->IsES = state->es_shader; - memcpy(shader->builtins_to_link, state->builtins_to_link, - sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link); - shader->num_builtins_to_link = state->num_builtins_to_link; - - if (ctx->Shader.Flags & GLSL_LOG) { - _mesa_write_shader_to_file(shader); - } - - if (ctx->Shader.Flags & GLSL_DUMP) { - if (shader->CompileStatus) { - printf("GLSL IR for shader %d:\n", shader->Name); - _mesa_print_ir(shader->ir, NULL); - printf("\n\n"); - } else { - printf("GLSL shader %d failed to compile.\n", shader->Name); - } - if (shader->InfoLog && shader->InfoLog[0] != 0) { - printf("GLSL shader %d info log:\n", shader->Name); - printf("%s\n", shader->InfoLog); - } - } - - if (shader->UniformBlocks) - ralloc_free(shader->UniformBlocks); - shader->NumUniformBlocks = state->num_uniform_blocks; - shader->UniformBlocks = state->uniform_blocks; - ralloc_steal(shader, shader->UniformBlocks); - - /* Retain any live IR, but trash the rest. */ - reparent_ir(shader->ir, shader->ir); - - ralloc_free(state); -} - - /** * Link a GLSL shader program. Called via glLinkProgram(). */ diff --git a/src/mesa/program/ir_to_mesa.h b/src/mesa/program/ir_to_mesa.h index aa053d9..2488a45 100644 --- a/src/mesa/program/ir_to_mesa.h +++ b/src/mesa/program/ir_to_mesa.h @@ -33,7 +33,6 @@ struct gl_context; struct gl_shader; struct gl_shader_program; -void _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *sh); void _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog); GLboolean _mesa_ir_compile_shader(struct gl_context *ctx, struct gl_shader *shader); GLboolean _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog); -- 1.8.3.rc0 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev