Files
third_party_mesa3d/src/compiler/glsl/glcpp/pp.c
Ian Romanick 330fc2413c glsl: Add "built-in" functions to do 64x64 => 64 multiplication
These functions are directly available in shaders.  A #define is added
to detect the presence.  This allows these functions to be tested using
piglit regardless of whether the driver uses them for lowering.  The
GLSL spec says that functions and macros beginning with __ are reserved
for use by the implementation... hey, that's us!

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2017-01-20 15:41:23 -08:00

244 lines
6.7 KiB
C

/*
* Copyright © 2010 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include <assert.h>
#include <string.h>
#include <ctype.h>
#include "glcpp.h"
void
glcpp_error (YYLTYPE *locp, glcpp_parser_t *parser, const char *fmt, ...)
{
va_list ap;
parser->error = 1;
ralloc_asprintf_rewrite_tail(&parser->info_log,
&parser->info_log_length,
"%u:%u(%u): "
"preprocessor error: ",
locp->source,
locp->first_line,
locp->first_column);
va_start(ap, fmt);
ralloc_vasprintf_rewrite_tail(&parser->info_log,
&parser->info_log_length,
fmt, ap);
va_end(ap);
ralloc_asprintf_rewrite_tail(&parser->info_log,
&parser->info_log_length, "\n");
}
void
glcpp_warning (YYLTYPE *locp, glcpp_parser_t *parser, const char *fmt, ...)
{
va_list ap;
ralloc_asprintf_rewrite_tail(&parser->info_log,
&parser->info_log_length,
"%u:%u(%u): "
"preprocessor warning: ",
locp->source,
locp->first_line,
locp->first_column);
va_start(ap, fmt);
ralloc_vasprintf_rewrite_tail(&parser->info_log,
&parser->info_log_length,
fmt, ap);
va_end(ap);
ralloc_asprintf_rewrite_tail(&parser->info_log,
&parser->info_log_length, "\n");
}
/* Given str, (that's expected to start with a newline terminator of some
* sort), return a pointer to the first character in str after the newline.
*
* A newline terminator can be any of the following sequences:
*
* "\r\n"
* "\n\r"
* "\n"
* "\r"
*
* And the longest such sequence will be skipped.
*/
static const char *
skip_newline (const char *str)
{
const char *ret = str;
if (ret == NULL)
return ret;
if (*ret == '\0')
return ret;
if (*ret == '\r') {
ret++;
if (*ret && *ret == '\n')
ret++;
} else if (*ret == '\n') {
ret++;
if (*ret && *ret == '\r')
ret++;
}
return ret;
}
/* Remove any line continuation characters in the shader, (whether in
* preprocessing directives or in GLSL code).
*/
static char *
remove_line_continuations(glcpp_parser_t *ctx, const char *shader)
{
char *clean = ralloc_strdup(ctx, "");
const char *backslash, *newline, *search_start;
const char *cr, *lf;
char newline_separator[3];
int collapsed_newlines = 0;
search_start = shader;
/* Determine what flavor of newlines this shader is using. GLSL
* provides for 4 different possible ways to separate lines, (using
* one or two characters):
*
* "\n" (line-feed, like Linux, Unix, and new Mac OS)
* "\r" (carriage-return, like old Mac files)
* "\r\n" (carriage-return + line-feed, like DOS files)
* "\n\r" (line-feed + carriage-return, like nothing, really)
*
* This code explicitly supports a shader that uses a mixture of
* newline terminators and will properly handle line continuation
* backslashes followed by any of the above.
*
* But, since we must also insert additional newlines in the output
* (for any collapsed lines) we attempt to maintain consistency by
* examining the first encountered newline terminator, and using the
* same terminator for any newlines we insert.
*/
cr = strchr(search_start, '\r');
lf = strchr(search_start, '\n');
newline_separator[0] = '\n';
newline_separator[1] = '\0';
newline_separator[2] = '\0';
if (cr == NULL) {
/* Nothing to do. */
} else if (lf == NULL) {
newline_separator[0] = '\r';
} else if (lf == cr + 1) {
newline_separator[0] = '\r';
newline_separator[1] = '\n';
} else if (cr == lf + 1) {
newline_separator[0] = '\n';
newline_separator[1] = '\r';
}
while (true) {
backslash = strchr(search_start, '\\');
/* If we have previously collapsed any line-continuations,
* then we want to insert additional newlines at the next
* occurrence of a newline character to avoid changing any
* line numbers.
*/
if (collapsed_newlines) {
cr = strchr (search_start, '\r');
lf = strchr (search_start, '\n');
if (cr && lf)
newline = cr < lf ? cr : lf;
else if (cr)
newline = cr;
else
newline = lf;
if (newline &&
(backslash == NULL || newline < backslash))
{
ralloc_strncat(&clean, shader,
newline - shader + 1);
while (collapsed_newlines) {
ralloc_strcat(&clean, newline_separator);
collapsed_newlines--;
}
shader = skip_newline (newline);
search_start = shader;
}
}
search_start = backslash + 1;
if (backslash == NULL)
break;
/* At each line continuation, (backslash followed by a
* newline), copy all preceding text to the output, then
* advance the shader pointer to the character after the
* newline.
*/
if (backslash[1] == '\r' || backslash[1] == '\n')
{
collapsed_newlines++;
ralloc_strncat(&clean, shader, backslash - shader);
shader = skip_newline (backslash + 1);
search_start = shader;
}
}
ralloc_strcat(&clean, shader);
return clean;
}
int
glcpp_preprocess(void *ralloc_ctx, const char **shader, char **info_log,
glcpp_extension_iterator extensions, void *state,
struct gl_context *gl_ctx)
{
int errors;
glcpp_parser_t *parser =
glcpp_parser_create(&gl_ctx->Extensions, extensions, state, gl_ctx->API);
if (! gl_ctx->Const.DisableGLSLLineContinuations)
*shader = remove_line_continuations(parser, *shader);
glcpp_lex_set_source_string (parser, *shader);
glcpp_parser_parse (parser);
if (parser->skip_stack)
glcpp_error (&parser->skip_stack->loc, parser, "Unterminated #if\n");
glcpp_parser_resolve_implicit_version(parser);
ralloc_strcat(info_log, parser->info_log);
ralloc_steal(ralloc_ctx, parser->output);
*shader = parser->output;
errors = parser->error;
glcpp_parser_destroy (parser);
return errors;
}