[Mesa-dev] [PATCH 1/2] mesa: Move shader compiler API code to shaderapi.c
Eric Anholt
eric at anholt.net
Wed Jun 19 16:19:47 PDT 2013
There was nothing ir_to_mesa-specific about this code, but it's not
exactly part of the compiler's core turning-source-into-IR job either.
v2: Split from the ir_to_mesa to glsl/ commit, avoid renaming the sh
variable.
Acked-by: Paul Berry <stereotype441 at gmail.com> (v1)
---
src/mesa/main/shaderapi.c | 42 +++++++++++++++++++++++++++++++++++++----
src/mesa/program/ir_to_mesa.cpp | 31 ------------------------------
2 files changed, 38 insertions(+), 35 deletions(-)
diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
index 88518ca..d214204 100644
--- a/src/mesa/main/shaderapi.c
+++ b/src/mesa/main/shaderapi.c
@@ -48,10 +48,12 @@
#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"
/** Define this to enable shader substitution (see below) */
@@ -743,10 +745,42 @@ compile_shader(struct gl_context *ctx, GLuint shaderObj)
/* set default pragma state for shader */
sh->Pragmas = options->DefaultPragmas;
- /* this call will set the sh->CompileStatus field to indicate if
- * compilation was successful.
- */
- _mesa_glsl_compile_shader(ctx, sh);
+ if (!sh->Source) {
+ /* If the user called glCompileShader without first calling
+ * glShaderSource, we should fail to compile, but not raise a GL_ERROR.
+ */
+ sh->CompileStatus = GL_FALSE;
+ } else {
+ if (ctx->Shader.Flags & GLSL_DUMP) {
+ printf("GLSL source for %s shader %d:\n",
+ _mesa_glsl_shader_target_name(sh->Type), sh->Name);
+ printf("%s\n", sh->Source);
+ }
+
+ /* this call will set the shader->CompileStatus field to indicate if
+ * compilation was successful.
+ */
+ _mesa_glsl_compile_shader(ctx, sh);
+
+ if (ctx->Shader.Flags & GLSL_LOG) {
+ _mesa_write_shader_to_file(sh);
+ }
+
+ if (ctx->Shader.Flags & GLSL_DUMP) {
+ if (sh->CompileStatus) {
+ printf("GLSL IR for shader %d:\n", sh->Name);
+ _mesa_print_ir(sh->ir, NULL);
+ printf("\n\n");
+ } else {
+ printf("GLSL shader %d failed to compile.\n", sh->Name);
+ }
+ if (sh->InfoLog && sh->InfoLog[0] != 0) {
+ printf("GLSL shader %d info log:\n", sh->Name);
+ printf("%s\n", sh->InfoLog);
+ }
+ }
+
+ }
if (sh->CompileStatus == GL_FALSE &&
(ctx->Shader.Flags & GLSL_REPORT_ERRORS)) {
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index a915974..96996ee 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -3108,23 +3108,10 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader)
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);
@@ -3160,24 +3147,6 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader)
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;
--
1.8.3.rc0
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