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:
@@ -128,10 +128,10 @@ linker_error_printf(glsl_program *prog, const char *fmt, ...)
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void
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invalidate_variable_locations(glsl_shader *sh, enum ir_variable_mode mode,
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invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode,
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int generic_base)
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{
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foreach_list(node, &sh->ir) {
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foreach_list(node, sh->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if ((var == NULL) || (var->mode != (unsigned) mode))
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@@ -187,7 +187,7 @@ count_attribute_slots(const glsl_type *t)
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*/
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bool
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validate_vertex_shader_executable(struct glsl_program *prog,
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struct glsl_shader *shader)
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struct gl_shader *shader)
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{
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if (shader == NULL)
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return true;
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@@ -198,7 +198,7 @@ validate_vertex_shader_executable(struct glsl_program *prog,
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}
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find_assignment_visitor find("gl_Position");
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find.run(&shader->ir);
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find.run(shader->ir);
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if (!find.variable_found()) {
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linker_error_printf(prog,
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"vertex shader does not write to `gl_Position'\n");
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@@ -216,7 +216,7 @@ validate_vertex_shader_executable(struct glsl_program *prog,
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*/
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bool
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validate_fragment_shader_executable(struct glsl_program *prog,
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struct glsl_shader *shader)
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struct gl_shader *shader)
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{
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if (shader == NULL)
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return true;
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@@ -229,8 +229,8 @@ validate_fragment_shader_executable(struct glsl_program *prog,
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find_assignment_visitor frag_color("gl_FragColor");
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find_assignment_visitor frag_data("gl_FragData");
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frag_color.run(&shader->ir);
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frag_data.run(&shader->ir);
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frag_color.run(shader->ir);
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frag_data.run(shader->ir);
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if (!frag_color.variable_found() && !frag_data.variable_found()) {
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linker_error_printf(prog, "fragment shader does not write to "
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@@ -259,7 +259,7 @@ cross_validate_uniforms(struct glsl_program *prog)
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*/
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glsl_symbol_table uniforms;
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for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
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foreach_list(node, &prog->_LinkedShaders[i]->ir) {
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foreach_list(node, prog->_LinkedShaders[i]->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if ((var == NULL) || (var->mode != ir_var_uniform))
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@@ -309,7 +309,7 @@ cross_validate_uniforms(struct glsl_program *prog)
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*/
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bool
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cross_validate_outputs_to_inputs(struct glsl_program *prog,
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glsl_shader *producer, glsl_shader *consumer)
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gl_shader *producer, gl_shader *consumer)
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{
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glsl_symbol_table parameters;
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/* FINISHME: Figure these out dynamically. */
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@@ -318,7 +318,7 @@ cross_validate_outputs_to_inputs(struct glsl_program *prog,
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/* Find all shader outputs in the "producer" stage.
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*/
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foreach_list(node, &producer->ir) {
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foreach_list(node, producer->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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/* FINISHME: For geometry shaders, this should also look for inout
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@@ -335,7 +335,7 @@ cross_validate_outputs_to_inputs(struct glsl_program *prog,
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* matching outputs already in the symbol table must have the same type and
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* qualifiers.
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*/
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foreach_list(node, &consumer->ir) {
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foreach_list(node, consumer->ir) {
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ir_variable *const input = ((ir_instruction *) node)->as_variable();
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/* FINISHME: For geometry shaders, this should also look for inout
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@@ -423,7 +423,7 @@ assign_uniform_locations(struct glsl_program *prog)
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for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
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unsigned next_position = 0;
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foreach_list(node, &prog->_LinkedShaders[i]->ir) {
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foreach_list(node, prog->_LinkedShaders[i]->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if ((var == NULL) || (var->mode != ir_var_uniform))
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@@ -540,7 +540,7 @@ assign_attribute_locations(glsl_program *prog, unsigned max_attribute_index)
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unsigned used_locations = (max_attribute_index >= 32)
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? ~0 : ~((1 << max_attribute_index) - 1);
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glsl_shader *const sh = prog->_LinkedShaders[0];
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gl_shader *const sh = prog->_LinkedShaders[0];
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assert(sh->Type == GL_VERTEX_SHADER);
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/* Operate in a total of four passes.
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@@ -644,7 +644,7 @@ assign_attribute_locations(glsl_program *prog, unsigned max_attribute_index)
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unsigned num_attr = 0;
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foreach_list(node, &sh->ir) {
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foreach_list(node, sh->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if ((var == NULL) || (var->mode != ir_var_in))
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@@ -694,7 +694,7 @@ assign_attribute_locations(glsl_program *prog, unsigned max_attribute_index)
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void
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assign_varying_locations(glsl_shader *producer, glsl_shader *consumer)
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assign_varying_locations(gl_shader *producer, gl_shader *consumer)
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{
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/* FINISHME: Set dynamically when geometry shader support is added. */
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unsigned output_index = VERT_RESULT_VAR0;
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@@ -714,7 +714,7 @@ assign_varying_locations(glsl_shader *producer, glsl_shader *consumer)
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invalidate_variable_locations(producer, ir_var_out, VERT_RESULT_VAR0);
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invalidate_variable_locations(consumer, ir_var_in, FRAG_ATTRIB_VAR0);
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foreach_list(node, &producer->ir) {
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foreach_list(node, producer->ir) {
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ir_variable *const output_var = ((ir_instruction *) node)->as_variable();
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if ((output_var == NULL) || (output_var->mode != ir_var_out)
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@@ -740,7 +740,7 @@ assign_varying_locations(glsl_shader *producer, glsl_shader *consumer)
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input_index++;
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}
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foreach_list(node, &producer->ir) {
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foreach_list(node, producer->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if ((var == NULL) || (var->mode != ir_var_out))
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@@ -752,7 +752,7 @@ assign_varying_locations(glsl_shader *producer, glsl_shader *consumer)
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var->shader_out = (var->location != -1);
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}
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foreach_list(node, &consumer->ir) {
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foreach_list(node, consumer->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if ((var == NULL) || (var->mode != ir_var_in))
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@@ -780,13 +780,13 @@ link_shaders(struct glsl_program *prog)
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/* Separate the shaders into groups based on their type.
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*/
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struct glsl_shader **vert_shader_list;
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struct gl_shader **vert_shader_list;
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unsigned num_vert_shaders = 0;
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struct glsl_shader **frag_shader_list;
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struct gl_shader **frag_shader_list;
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unsigned num_frag_shaders = 0;
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vert_shader_list = (struct glsl_shader **)
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calloc(2 * prog->NumShaders, sizeof(struct glsl_shader *));
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vert_shader_list = (struct gl_shader **)
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calloc(2 * prog->NumShaders, sizeof(struct gl_shader *));
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frag_shader_list = &vert_shader_list[prog->NumShaders];
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for (unsigned i = 0; i < prog->NumShaders; i++) {
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@@ -817,8 +817,8 @@ link_shaders(struct glsl_program *prog)
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goto done;
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prog->_LinkedShaders = (struct glsl_shader **)
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calloc(2, sizeof(struct glsl_shader *));
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prog->_LinkedShaders = (struct gl_shader **)
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calloc(2, sizeof(struct gl_shader *));
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prog->_NumLinkedShaders = 0;
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if (num_vert_shaders > 0) {
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@@ -272,6 +272,25 @@ struct exec_list {
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struct exec_node *tail_pred;
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#ifdef __cplusplus
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/* Callers of this talloc-based new need not call delete. It's
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* easier to just talloc_free 'ctx' (or any of its ancestors). */
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static void* operator new(size_t size, void *ctx)
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{
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void *node;
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node = talloc_size(ctx, size);
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assert(node != NULL);
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return node;
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}
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/* If the user *does* call delete, that's OK, we will just
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* talloc_free in that case. */
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static void operator delete(void *node)
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{
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talloc_free(node);
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}
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exec_list()
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{
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make_empty();
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@@ -38,14 +38,13 @@
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/* Returned string will have 'ctx' as its talloc owner. */
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static char *
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load_text_file(void *ctx, const char *file_name, size_t *size)
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load_text_file(void *ctx, const char *file_name)
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{
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char *text = NULL;
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struct stat st;
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ssize_t total_read = 0;
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int fd = open(file_name, O_RDONLY);
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*size = 0;
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if (fd < 0) {
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return NULL;
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}
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@@ -70,7 +69,6 @@ load_text_file(void *ctx, const char *file_name, size_t *size)
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} while (total_read < st.st_size);
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text[total_read] = '\0';
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*size = total_read;
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}
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}
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@@ -102,7 +100,7 @@ const struct option compiler_opts[] = {
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};
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void
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compile_shader(struct glsl_shader *shader)
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compile_shader(struct gl_shader *shader)
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{
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struct _mesa_glsl_parse_state *state;
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@@ -145,40 +143,40 @@ compile_shader(struct glsl_shader *shader)
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printf("\n\n");
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}
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shader->ir.make_empty();
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shader->ir = new(shader) exec_list;
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if (!state->error && !state->translation_unit.is_empty())
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_mesa_ast_to_hir(&shader->ir, state);
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_mesa_ast_to_hir(shader->ir, state);
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validate_ir_tree(&shader->ir);
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validate_ir_tree(shader->ir);
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/* Print out the unoptimized IR. */
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if (!state->error && dump_hir) {
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_mesa_print_ir(&shader->ir, state);
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_mesa_print_ir(shader->ir, state);
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}
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/* Optimization passes */
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if (!state->error && !shader->ir.is_empty()) {
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if (!state->error && !shader->ir->is_empty()) {
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bool progress;
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do {
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progress = false;
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progress = do_function_inlining(&shader->ir) || progress;
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progress = do_if_simplification(&shader->ir) || progress;
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progress = do_copy_propagation(&shader->ir) || progress;
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progress = do_dead_code_local(&shader->ir) || progress;
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progress = do_dead_code_unlinked(state, &shader->ir) || progress;
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progress = do_constant_variable_unlinked(&shader->ir) || progress;
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progress = do_constant_folding(&shader->ir) || progress;
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progress = do_vec_index_to_swizzle(&shader->ir) || progress;
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progress = do_swizzle_swizzle(&shader->ir) || progress;
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progress = do_function_inlining(shader->ir) || progress;
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progress = do_if_simplification(shader->ir) || progress;
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progress = do_copy_propagation(shader->ir) || progress;
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progress = do_dead_code_local(shader->ir) || progress;
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progress = do_dead_code_unlinked(state, shader->ir) || progress;
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progress = do_constant_variable_unlinked(shader->ir) || progress;
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progress = do_constant_folding(shader->ir) || progress;
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progress = do_vec_index_to_swizzle(shader->ir) || progress;
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progress = do_swizzle_swizzle(shader->ir) || progress;
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} while (progress);
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}
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validate_ir_tree(&shader->ir);
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validate_ir_tree(shader->ir);
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/* Print out the resulting IR */
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if (!state->error && dump_lir) {
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_mesa_print_ir(&shader->ir, state);
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_mesa_print_ir(shader->ir, state);
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}
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shader->symbols = state->symbols;
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@@ -214,12 +212,12 @@ main(int argc, char **argv)
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assert(whole_program != NULL);
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for (/* empty */; argc > optind; optind++) {
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whole_program->Shaders = (struct glsl_shader **)
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whole_program->Shaders = (struct gl_shader **)
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talloc_realloc(whole_program, whole_program->Shaders,
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struct glsl_shader *, whole_program->NumShaders + 1);
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struct gl_shader *, whole_program->NumShaders + 1);
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assert(whole_program->Shaders != NULL);
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struct glsl_shader *shader = talloc_zero(whole_program, glsl_shader);
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struct gl_shader *shader = talloc_zero(whole_program, gl_shader);
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whole_program->Shaders[whole_program->NumShaders] = shader;
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whole_program->NumShaders++;
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@@ -238,8 +236,7 @@ main(int argc, char **argv)
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else
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usage_fail(argv[0]);
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shader->Source = load_text_file(whole_program,
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argv[optind], &shader->SourceLen);
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shader->Source = load_text_file(whole_program, argv[optind]);
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if (shader->Source == NULL) {
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printf("File \"%s\" does not exist.\n", argv[optind]);
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exit(EXIT_FAILURE);
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@@ -29,24 +29,6 @@ extern "C" {
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#include "shader/prog_uniform.h"
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}
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/**
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* Based on gl_shader in Mesa's mtypes.h.
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*/
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struct glsl_shader {
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GLenum Type;
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GLuint Name;
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GLint RefCount;
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GLboolean DeletePending;
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GLboolean CompileStatus;
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const GLchar *Source; /**< Source code string */
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size_t SourceLen;
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GLchar *InfoLog;
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struct exec_list ir;
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struct glsl_symbol_table *symbols;
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struct gl_shader *mesa_shader;
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};
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/**
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* Based on gl_shader_program in Mesa's mtypes.h.
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*/
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@@ -57,14 +39,14 @@ struct glsl_program {
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GLboolean DeletePending;
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GLuint NumShaders; /**< number of attached shaders */
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struct glsl_shader **Shaders; /**< List of attached the shaders */
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struct gl_shader **Shaders; /**< List of attached the shaders */
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/**
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* Per-stage shaders resulting from the first stage of linking.
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*/
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/*@{*/
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unsigned _NumLinkedShaders;
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struct glsl_shader **_LinkedShaders;
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struct gl_shader **_LinkedShaders;
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/*@}*/
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/** User-defined attribute bindings (glBindAttribLocation) */
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|
@@ -1966,6 +1966,9 @@ struct gl_shader
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struct gl_program *Program; /**< Post-compile assembly code */
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GLchar *InfoLog;
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struct gl_sl_pragmas Pragmas;
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struct exec_list *ir;
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struct glsl_symbol_table *symbols;
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};
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|
@@ -1561,13 +1561,12 @@ link_uniforms_to_shared_uniform_list(struct gl_uniform_list *uniforms,
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}
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struct gl_program *
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get_mesa_program(GLcontext *ctx, void *mem_ctx, struct glsl_shader *shader)
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get_mesa_program(GLcontext *ctx, void *mem_ctx, struct gl_shader *shader)
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{
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ir_to_mesa_visitor v;
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struct prog_instruction *mesa_instructions, *mesa_inst;
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ir_instruction **mesa_instruction_annotation;
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int i;
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exec_list *instructions = &shader->ir;
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struct gl_program *prog;
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GLenum target;
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@@ -1587,7 +1586,7 @@ get_mesa_program(GLcontext *ctx, void *mem_ctx, struct glsl_shader *shader)
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v.prog = prog;
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v.mem_ctx = talloc_new(NULL);
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visit_exec_list(instructions, &v);
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visit_exec_list(shader->ir, &v);
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v.ir_to_mesa_emit_op1(NULL, OPCODE_END,
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ir_to_mesa_undef_dst, ir_to_mesa_undef);
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@@ -1635,26 +1634,17 @@ get_mesa_program(GLcontext *ctx, void *mem_ctx, struct glsl_shader *shader)
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prog->Instructions = mesa_instructions;
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prog->NumInstructions = num_instructions;
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_mesa_reference_program(ctx, &shader->mesa_shader->Program, prog);
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_mesa_reference_program(ctx, &shader->Program, prog);
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return prog;
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}
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/* Takes a Mesa gl shader structure and compiles it, returning our Mesa-like
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* structure with the IR and such attached.
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*/
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static struct glsl_shader *
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_mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh)
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{
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struct glsl_shader *shader = talloc_zero(mem_ctx, struct glsl_shader);
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struct _mesa_glsl_parse_state *state;
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extern "C" {
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shader->Type = sh->Type;
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shader->Name = sh->Name;
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shader->RefCount = 1;
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shader->Source = sh->Source;
|
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shader->SourceLen = strlen(sh->Source);
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shader->mesa_shader = sh;
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void
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_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,
|
||||
|
@@ -44,7 +44,7 @@
|
||||
#include "shader/prog_uniform.h"
|
||||
#include "shader/shader_api.h"
|
||||
#include "shader/uniforms.h"
|
||||
|
||||
#include "talloc.h"
|
||||
|
||||
/**
|
||||
* Allocate a new gl_shader_program object, initialize it.
|
||||
@@ -253,7 +253,7 @@ _mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
|
||||
{
|
||||
struct gl_shader *shader;
|
||||
assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
|
||||
shader = CALLOC_STRUCT(gl_shader);
|
||||
shader = talloc_zero(NULL, struct gl_shader);
|
||||
if (shader) {
|
||||
shader->Type = type;
|
||||
shader->Name = name;
|
||||
@@ -268,10 +268,8 @@ _mesa_free_shader(GLcontext *ctx, struct gl_shader *sh)
|
||||
{
|
||||
if (sh->Source)
|
||||
free((void *) sh->Source);
|
||||
if (sh->InfoLog)
|
||||
free(sh->InfoLog);
|
||||
_mesa_reference_program(ctx, &sh->Program, NULL);
|
||||
free(sh);
|
||||
talloc_free(sh);
|
||||
}
|
||||
|
||||
|
||||
|
Reference in New Issue
Block a user