glsl2: Move the compiler to the subdirectory it will live in in Mesa.
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155
src/glsl/glcpp/pp.c
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155
src/glsl/glcpp/pp.c
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/*
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* Copyright © 2010 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#include <assert.h>
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#include <ctype.h>
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#include "glcpp.h"
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void
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glcpp_error (YYLTYPE *locp, glcpp_parser_t *parser, const char *fmt, ...)
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{
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parser->error = 1;
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parser->info_log = talloc_asprintf_append(parser->info_log,
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"%u:%u(%u): "
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"preprocessor error: ",
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locp->source,
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locp->first_line,
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locp->first_column);
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va_list ap;
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va_start(ap, fmt);
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parser->info_log = talloc_vasprintf_append(parser->info_log, fmt, ap);
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va_end(ap);
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parser->info_log = talloc_strdup_append(parser->info_log, "\n");
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}
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void
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glcpp_warning (YYLTYPE *locp, glcpp_parser_t *parser, const char *fmt, ...)
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{
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parser->info_log = talloc_asprintf_append(parser->info_log,
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"%u:%u(%u): "
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"preprocessor warning: ",
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locp->source,
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locp->first_line,
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locp->first_column);
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va_list ap;
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va_start(ap, fmt);
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parser->info_log = talloc_vasprintf_append(parser->info_log, fmt, ap);
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va_end(ap);
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parser->info_log = talloc_strdup_append(parser->info_log, "\n");
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}
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/* Searches backwards for '^ *#' from a given starting point. */
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static int
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in_directive(const char *shader, const char *ptr)
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{
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assert(ptr >= shader);
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/* Search backwards for '#'. If we find a \n first, it doesn't count */
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for (; ptr >= shader && *ptr != '#'; ptr--) {
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if (*ptr == '\n')
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return 0;
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}
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if (ptr >= shader) {
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/* Found '#'...look for spaces preceded by a newline */
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for (ptr--; ptr >= shader && isblank(*ptr); ptr--);
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// FIXME: I don't think the '\n' case can happen
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if (ptr < shader || *ptr == '\n')
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return 1;
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}
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return 0;
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}
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/* Remove any line continuation characters in preprocessing directives.
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* However, ignore any in GLSL code, as "There is no line continuation
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* character" (1.30 page 9) in GLSL.
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*/
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static char *
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remove_line_continuations(glcpp_parser_t *ctx, const char *shader)
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{
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int in_continued_line = 0;
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int extra_newlines = 0;
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char *clean = talloc_strdup(ctx, "");
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const char *search_start = shader;
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const char *newline;
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while ((newline = strchr(search_start, '\n')) != NULL) {
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const char *backslash = NULL;
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/* Find the preceding '\', if it exists */
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if (newline[-1] == '\\') {
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backslash = newline - 1;
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} else if (newline[-1] == '\r' && newline[-2] == '\\') {
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backslash = newline - 2;
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}
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/* Double backslashes don't count (the backslash is escaped) */
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if (backslash != NULL && backslash[-1] == '\\') {
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backslash = NULL;
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}
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if (backslash != NULL) {
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/* We found a line continuation, but do we care? */
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if (!in_continued_line) {
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if (in_directive(shader, backslash)) {
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in_continued_line = 1;
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extra_newlines = 0;
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}
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}
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if (in_continued_line) {
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/* Copy everything before the \ */
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clean = talloc_strndup_append(clean, shader, backslash - shader);
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shader = newline + 1;
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extra_newlines++;
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}
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} else if (in_continued_line) {
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/* Copy everything up to and including the \n */
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clean = talloc_strndup_append(clean, shader, newline - shader + 1);
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shader = newline + 1;
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/* Output extra newlines to make line numbers match */
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for (; extra_newlines > 0; extra_newlines--)
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clean = talloc_strdup_append(clean, "\n");
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in_continued_line = 0;
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}
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search_start = newline + 1;
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}
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clean = talloc_strdup_append(clean, shader);
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return clean;
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}
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extern int
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preprocess(void *talloc_ctx, const char **shader, char **info_log)
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{
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int errors;
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glcpp_parser_t *parser = glcpp_parser_create ();
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*shader = remove_line_continuations(parser, *shader);
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glcpp_lex_set_source_string (parser, *shader);
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glcpp_parser_parse (parser);
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*info_log = talloc_strdup_append(*info_log, parser->info_log);
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talloc_steal(talloc_ctx, parser->output);
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*shader = parser->output;
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errors = parser->error;
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glcpp_parser_destroy (parser);
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return errors;
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}
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