[Mesa-dev] [PATCH 6/6] mesa: Move the common _mesa_glsl_compile_shader() code to glsl/.
Eric Anholt
eric at anholt.net
Mon Jun 17 16:10:50 PDT 2013
... 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
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