glsl2: Move our data from a glsl_shader* on the side to the main gl_shader *.

This saves recompiling at link time.  gl_shader->ir is made a pointer
so that we don't have to bring exec_list into mtypes.h.
This commit is contained in:
Eric Anholt
2010-06-30 11:05:43 -07:00
parent 524745bc55
commit 16b68b1952
7 changed files with 96 additions and 126 deletions

View File

@@ -1561,13 +1561,12 @@ link_uniforms_to_shared_uniform_list(struct gl_uniform_list *uniforms,
}
struct gl_program *
get_mesa_program(GLcontext *ctx, void *mem_ctx, struct glsl_shader *shader)
get_mesa_program(GLcontext *ctx, void *mem_ctx, struct gl_shader *shader)
{
ir_to_mesa_visitor v;
struct prog_instruction *mesa_instructions, *mesa_inst;
ir_instruction **mesa_instruction_annotation;
int i;
exec_list *instructions = &shader->ir;
struct gl_program *prog;
GLenum target;
@@ -1587,7 +1586,7 @@ get_mesa_program(GLcontext *ctx, void *mem_ctx, struct glsl_shader *shader)
v.prog = prog;
v.mem_ctx = talloc_new(NULL);
visit_exec_list(instructions, &v);
visit_exec_list(shader->ir, &v);
v.ir_to_mesa_emit_op1(NULL, OPCODE_END,
ir_to_mesa_undef_dst, ir_to_mesa_undef);
@@ -1635,26 +1634,17 @@ get_mesa_program(GLcontext *ctx, void *mem_ctx, struct glsl_shader *shader)
prog->Instructions = mesa_instructions;
prog->NumInstructions = num_instructions;
_mesa_reference_program(ctx, &shader->mesa_shader->Program, prog);
_mesa_reference_program(ctx, &shader->Program, prog);
return prog;
}
/* Takes a Mesa gl shader structure and compiles it, returning our Mesa-like
* structure with the IR and such attached.
*/
static struct glsl_shader *
_mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh)
{
struct glsl_shader *shader = talloc_zero(mem_ctx, struct glsl_shader);
struct _mesa_glsl_parse_state *state;
extern "C" {
shader->Type = sh->Type;
shader->Name = sh->Name;
shader->RefCount = 1;
shader->Source = sh->Source;
shader->SourceLen = strlen(sh->Source);
shader->mesa_shader = sh;
void
_mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader)
{
struct _mesa_glsl_parse_state *state;
state = talloc_zero(shader, struct _mesa_glsl_parse_state);
switch (shader->Type) {
@@ -1665,7 +1655,7 @@ _mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh)
state->scanner = NULL;
state->translation_unit.make_empty();
state->symbols = new(mem_ctx) glsl_symbol_table;
state->symbols = new(shader) glsl_symbol_table;
state->info_log = talloc_strdup(shader, "");
state->error = false;
state->temp_index = 0;
@@ -1686,25 +1676,25 @@ _mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh)
_mesa_glsl_lexer_dtor(state);
}
shader->ir.make_empty();
shader->ir = new(shader) exec_list;
if (!state->error && !state->translation_unit.is_empty())
_mesa_ast_to_hir(&shader->ir, state);
_mesa_ast_to_hir(shader->ir, state);
/* Optimization passes */
if (!state->error && !shader->ir.is_empty()) {
if (!state->error && !shader->ir->is_empty()) {
bool progress;
do {
progress = false;
progress = do_function_inlining(&shader->ir) || progress;
progress = do_if_simplification(&shader->ir) || progress;
progress = do_copy_propagation(&shader->ir) || progress;
progress = do_dead_code_local(&shader->ir) || progress;
progress = do_dead_code_unlinked(state, &shader->ir) || progress;
progress = do_constant_variable_unlinked(&shader->ir) || progress;
progress = do_constant_folding(&shader->ir) || progress;
progress = do_vec_index_to_swizzle(&shader->ir) || progress;
progress = do_swizzle_swizzle(&shader->ir) || progress;
progress = do_function_inlining(shader->ir) || progress;
progress = do_if_simplification(shader->ir) || progress;
progress = do_copy_propagation(shader->ir) || progress;
progress = do_dead_code_local(shader->ir) || progress;
progress = do_dead_code_unlinked(state, shader->ir) || progress;
progress = do_constant_variable_unlinked(shader->ir) || progress;
progress = do_constant_folding(shader->ir) || progress;
progress = do_vec_index_to_swizzle(shader->ir) || progress;
progress = do_swizzle_swizzle(shader->ir) || progress;
} while (progress);
}
@@ -1714,23 +1704,6 @@ _mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh)
shader->InfoLog = state->info_log;
talloc_free(state);
return shader;
}
extern "C" {
void
_mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *sh)
{
struct glsl_shader *shader;
TALLOC_CTX *mem_ctx = talloc_new(NULL);
shader = _mesa_get_glsl_shader(ctx, mem_ctx, sh);
sh->CompileStatus = shader->CompileStatus;
sh->InfoLog = strdup(shader->InfoLog);
talloc_free(mem_ctx);
}
void
@@ -1738,18 +1711,16 @@ _mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
{
struct glsl_program *whole_program;
unsigned int i;
_mesa_clear_shader_program_data(ctx, prog);
whole_program = talloc_zero(NULL, struct glsl_program);
whole_program->LinkStatus = GL_TRUE;
whole_program->NumShaders = prog->NumShaders;
whole_program->Shaders = talloc_array(whole_program, struct glsl_shader *,
whole_program->Shaders = talloc_array(whole_program, struct gl_shader *,
prog->NumShaders);
for (i = 0; i < prog->NumShaders; i++) {
whole_program->Shaders[i] = _mesa_get_glsl_shader(ctx, whole_program,
prog->Shaders[i]);
whole_program->Shaders[i] = prog->Shaders[i];
if (!whole_program->Shaders[i]->CompileStatus) {
whole_program->InfoLog =
talloc_asprintf_append(whole_program->InfoLog,