glsl: Use the utility function to copy symbols between symbol tables

This effectively factorizes a couple of similar routines.

v2 (Neil Roberts): Non-trivial rebase on master

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Eduardo Lima Mitev <elima@igalia.com>
Signed-off-by: Neil Roberts <nroberts@igalia.com>
This commit is contained in:
Eduardo Lima Mitev
2017-03-05 20:28:42 +01:00
committed by Neil Roberts
parent 4c62a270a9
commit f5fe99ac85
2 changed files with 10 additions and 31 deletions

View File

@@ -1968,6 +1968,7 @@ do_late_parsing_checks(struct _mesa_glsl_parse_state *state)
static void
opt_shader_and_create_symbol_table(struct gl_context *ctx,
struct glsl_symbol_table *source_symbols,
struct gl_shader *shader)
{
assert(shader->CompileStatus != compile_failure &&
@@ -2025,22 +2026,8 @@ opt_shader_and_create_symbol_table(struct gl_context *ctx,
* We don't have to worry about types or interface-types here because those
* are fly-weights that are looked up by glsl_type.
*/
foreach_in_list (ir_instruction, ir, shader->ir) {
switch (ir->ir_type) {
case ir_type_function:
shader->symbols->add_function((ir_function *) ir);
break;
case ir_type_variable: {
ir_variable *const var = (ir_variable *) ir;
if (var->data.mode != ir_var_temporary)
shader->symbols->add_variable(var);
break;
}
default:
break;
}
}
_mesa_glsl_copy_symbols_from_table(shader->ir, source_symbols,
shader->symbols);
}
void
@@ -2077,7 +2064,9 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
return;
if (shader->CompileStatus == compiled_no_opts) {
opt_shader_and_create_symbol_table(ctx, shader);
opt_shader_and_create_symbol_table(ctx,
NULL, /* source_symbols */
shader);
shader->CompileStatus = compile_success;
return;
}
@@ -2138,7 +2127,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
lower_subroutine(shader->ir, state);
if (!ctx->Cache || force_recompile)
opt_shader_and_create_symbol_table(ctx, shader);
opt_shader_and_create_symbol_table(ctx, state->symbols, shader);
else {
reparent_ir(shader->ir, shader->ir);
shader->CompileStatus = compiled_no_opts;

View File

@@ -1255,21 +1255,11 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
* Populates a shaders symbol table with all global declarations
*/
static void
populate_symbol_table(gl_linked_shader *sh)
populate_symbol_table(gl_linked_shader *sh, glsl_symbol_table *symbols)
{
sh->symbols = new(sh) glsl_symbol_table;
foreach_in_list(ir_instruction, inst, sh->ir) {
ir_variable *var;
ir_function *func;
if ((func = inst->as_function()) != NULL) {
sh->symbols->add_function(func);
} else if ((var = inst->as_variable()) != NULL) {
if (var->data.mode != ir_var_temporary)
sh->symbols->add_variable(var);
}
}
_mesa_glsl_copy_symbols_from_table(sh->ir, symbols, sh->symbols);
}
@@ -2288,7 +2278,7 @@ link_intrastage_shaders(void *mem_ctx,
link_bindless_layout_qualifiers(prog, shader_list, num_shaders);
populate_symbol_table(linked);
populate_symbol_table(linked, shader_list[0]->symbols);
/* The pointer to the main function in the final linked shader (i.e., the
* copy of the original shader that contained the main function).