mesa: glsl: only try to link shaders defining main()

This commit is contained in:
Brian Paul
2008-07-24 14:56:54 -06:00
parent 56bac7a35c
commit 3d500f00d2
4 changed files with 31 additions and 37 deletions

View File

@@ -2105,9 +2105,9 @@ struct gl_shader
const GLchar *Source; /**< Source code string */
GLboolean CompileStatus;
GLuint NumPrograms; /**< size of Programs[] array */
struct gl_program **Programs; /**< Post-compile assembly code */
struct gl_program *Program; /**< Post-compile assembly code */
GLchar *InfoLog;
GLboolean Main; /**< shader defines main() */
};

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@@ -262,15 +262,11 @@ _mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
void
_mesa_free_shader(GLcontext *ctx, struct gl_shader *sh)
{
GLuint i;
if (sh->Source)
_mesa_free((void *) sh->Source);
if (sh->InfoLog)
_mesa_free(sh->InfoLog);
for (i = 0; i < sh->NumPrograms; i++)
_mesa_reference_program(ctx, &sh->Programs[i], NULL);
if (sh->Programs)
_mesa_free(sh->Programs);
_mesa_reference_program(ctx, &sh->Program, NULL);
_mesa_free(sh);
}

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@@ -1930,7 +1930,7 @@ parse_invariant(slang_parse_ctx * C, slang_output_ctx * O)
static GLboolean
parse_code_unit(slang_parse_ctx * C, slang_code_unit * unit,
struct gl_program *program)
struct gl_shader *shader)
{
GET_CURRENT_CONTEXT(ctx);
slang_output_ctx o;
@@ -1954,7 +1954,7 @@ parse_code_unit(slang_parse_ctx * C, slang_code_unit * unit,
o.structs = &unit->structs;
o.vars = &unit->vars;
o.global_pool = &unit->object->varpool;
o.program = program;
o.program = shader ? shader->Program : NULL;
o.vartable = _slang_new_var_table(maxRegs);
_slang_push_var_table(o.vartable);
@@ -2007,6 +2007,7 @@ parse_code_unit(slang_parse_ctx * C, slang_code_unit * unit,
_slang_codegen_function(&A, mainFunc);
shader->Main = GL_TRUE; /* this shader defines main() */
}
_slang_pop_var_table(o.vartable);
@@ -2020,7 +2021,7 @@ compile_binary(const byte * prod, slang_code_unit * unit,
GLuint version,
slang_unit_type type, slang_info_log * infolog,
slang_code_unit * builtin, slang_code_unit * downlink,
struct gl_program *program)
struct gl_shader *shader)
{
slang_parse_ctx C;
@@ -2045,14 +2046,14 @@ compile_binary(const byte * prod, slang_code_unit * unit,
}
/* parse translation unit */
return parse_code_unit(&C, unit, program);
return parse_code_unit(&C, unit, shader);
}
static GLboolean
compile_with_grammar(grammar id, const char *source, slang_code_unit * unit,
slang_unit_type type, slang_info_log * infolog,
slang_code_unit * builtin,
struct gl_program *program)
struct gl_shader *shader)
{
byte *prod;
GLuint size, start, version;
@@ -2114,7 +2115,7 @@ compile_with_grammar(grammar id, const char *source, slang_code_unit * unit,
/* Syntax is okay - translate it to internal representation. */
if (!compile_binary(prod, unit, version, type, infolog, builtin,
&builtin[SLANG_BUILTIN_TOTAL - 1],
program)) {
shader)) {
grammar_alloc_free(prod);
return GL_FALSE;
}
@@ -2153,7 +2154,7 @@ static const byte slang_vertex_builtin_gc[] = {
static GLboolean
compile_object(grammar * id, const char *source, slang_code_object * object,
slang_unit_type type, slang_info_log * infolog,
struct gl_program *program)
struct gl_shader *shader)
{
slang_code_unit *builtins = NULL;
GLuint base_version = 110;
@@ -2252,7 +2253,7 @@ compile_object(grammar * id, const char *source, slang_code_object * object,
/* compile the actual shader - pass-in built-in library for external shader */
return compile_with_grammar(*id, source, &object->unit, type, infolog,
builtins, program);
builtins, shader);
}
@@ -2261,7 +2262,6 @@ compile_shader(GLcontext *ctx, slang_code_object * object,
slang_unit_type type, slang_info_log * infolog,
struct gl_shader *shader)
{
struct gl_program *program = shader->Programs[0];
GLboolean success;
grammar id = 0;
@@ -2271,12 +2271,12 @@ compile_shader(GLcontext *ctx, slang_code_object * object,
_mesa_printf("************************************\n");
#endif
assert(program);
assert(shader->Program);
_slang_code_object_dtr(object);
_slang_code_object_ctr(object);
success = compile_object(&id, shader->Source, object, type, infolog, program);
success = compile_object(&id, shader->Source, object, type, infolog, shader);
if (id != 0)
grammar_destroy(id);
if (!success)
@@ -2308,21 +2308,18 @@ _slang_compile(GLcontext *ctx, struct gl_shader *shader)
ctx->Shader.MemPool = _slang_new_mempool(1024*1024);
/* XXX temporary hack */
if (!shader->Programs) {
shader->Main = GL_FALSE;
if (!shader->Program) {
GLenum progTarget;
if (shader->Type == GL_VERTEX_SHADER)
progTarget = GL_VERTEX_PROGRAM_ARB;
else
progTarget = GL_FRAGMENT_PROGRAM_ARB;
shader->Programs
= (struct gl_program **) malloc(sizeof(struct gl_program*));
shader->Programs[0] = ctx->Driver.NewProgram(ctx, progTarget, 1);
shader->NumPrograms = 1;
shader->Programs[0]->Parameters = _mesa_new_parameter_list();
shader->Programs[0]->Varying = _mesa_new_parameter_list();
shader->Programs[0]->Attributes = _mesa_new_parameter_list();
shader->Program = ctx->Driver.NewProgram(ctx, progTarget, 1);
shader->Program->Parameters = _mesa_new_parameter_list();
shader->Program->Varying = _mesa_new_parameter_list();
shader->Program->Attributes = _mesa_new_parameter_list();
}
slang_info_log_construct(&info_log);
@@ -2355,13 +2352,13 @@ _slang_compile(GLcontext *ctx, struct gl_shader *shader)
/* remove any reads of varying (output) registers */
#if 0
printf("Pre-remove output reads:\n");
_mesa_print_program(shader->Programs[0]);
_mesa_print_program(shader->Programs);
#endif
_mesa_remove_output_reads(shader->Programs[0], PROGRAM_VARYING);
_mesa_remove_output_reads(shader->Programs[0], PROGRAM_OUTPUT);
_mesa_remove_output_reads(shader->Program, PROGRAM_VARYING);
_mesa_remove_output_reads(shader->Program, PROGRAM_OUTPUT);
#if 0
printf("Post-remove output reads:\n");
_mesa_print_program(shader->Programs[0]);
_mesa_print_program(shader->Programs);
#endif
}

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@@ -401,15 +401,16 @@ _slang_link(GLcontext *ctx,
shProg->Varying = _mesa_new_parameter_list();
/**
* Find attached vertex shader, fragment shader
* Find attached vertex, fragment shaders defining main()
*/
vertProg = NULL;
fragProg = NULL;
for (i = 0; i < shProg->NumShaders; i++) {
if (shProg->Shaders[i]->Type == GL_VERTEX_SHADER)
vertProg = vertex_program(shProg->Shaders[i]->Programs[0]);
else if (shProg->Shaders[i]->Type == GL_FRAGMENT_SHADER)
fragProg = fragment_program(shProg->Shaders[i]->Programs[0]);
struct gl_shader *shader = shProg->Shaders[i];
if (shader->Type == GL_VERTEX_SHADER && shader->Main)
vertProg = vertex_program(shader->Program);
else if (shader->Type == GL_FRAGMENT_SHADER && shader->Main)
fragProg = fragment_program(shader->Program);
else
_mesa_problem(ctx, "unexpected shader target in slang_link()");
}