
Previously, we were only supporting line-continuation backslash characters within lines of pre-processor directives, (as per the specification). With OpenGL 4.2 and GLES3, line continuations are now supported anywhere within a shader. While changing this, also fix a bug where the preprocessor was ignoring line continuation characters when a line ended in multiple backslash characters. The new code is also more efficient than the old. Previously, we would perform a ralloc copy at each newline. We now perform copies only at each occurrence of a line-continuation. This commit fixes the line-continuation.vert test in piglit. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
161 lines
4.6 KiB
C
161 lines
4.6 KiB
C
/*
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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 <string.h>
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#include <ctype.h>
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#include "glcpp.h"
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#include "main/core.h" /* for isblank() on MSVC */
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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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va_list ap;
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parser->error = 1;
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ralloc_asprintf_rewrite_tail(&parser->info_log,
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&parser->info_log_length,
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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_start(ap, fmt);
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ralloc_vasprintf_rewrite_tail(&parser->info_log,
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&parser->info_log_length,
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fmt, ap);
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va_end(ap);
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ralloc_asprintf_rewrite_tail(&parser->info_log,
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&parser->info_log_length, "\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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va_list ap;
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ralloc_asprintf_rewrite_tail(&parser->info_log,
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&parser->info_log_length,
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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_start(ap, fmt);
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ralloc_vasprintf_rewrite_tail(&parser->info_log,
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&parser->info_log_length,
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fmt, ap);
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va_end(ap);
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ralloc_asprintf_rewrite_tail(&parser->info_log,
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&parser->info_log_length, "\n");
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}
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/* Remove any line continuation characters in the shader, (whether in
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* preprocessing directives or in GLSL code).
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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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char *clean = ralloc_strdup(ctx, "");
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const char *backslash, *newline, *search_start;
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int collapsed_newlines = 0;
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search_start = shader;
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while (true) {
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backslash = strchr(search_start, '\\');
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/* If we have previously collapsed any line-continuations,
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* then we want to insert additional newlines at the next
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* occurrence of a newline character to avoid changing any
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* line numbers.
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*/
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if (collapsed_newlines) {
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newline = strchr(search_start, '\n');
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if (newline &&
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(backslash == NULL || newline < backslash))
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{
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ralloc_strncat(&clean, shader,
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newline - shader + 1);
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while (collapsed_newlines--)
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ralloc_strcat(&clean, "\n");
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shader = newline + 1;
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search_start = shader;
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}
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}
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search_start = backslash + 1;
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if (backslash == NULL)
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break;
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/* At each line continuation, (backslash followed by a
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* newline), copy all preceding text to the output, then
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* advance the shader pointer to the character after the
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* newline.
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*/
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if (backslash[1] == '\n' ||
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(backslash[1] == '\r' && backslash[2] == '\n'))
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{
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collapsed_newlines++;
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ralloc_strncat(&clean, shader, backslash - shader);
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if (backslash[1] == '\n')
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shader = backslash + 2;
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else
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shader = backslash + 3;
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search_start = shader;
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}
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}
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ralloc_strcat(&clean, shader);
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return clean;
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}
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int
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glcpp_preprocess(void *ralloc_ctx, const char **shader, char **info_log,
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const struct gl_extensions *extensions, struct gl_context *gl_ctx)
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{
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int errors;
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glcpp_parser_t *parser = glcpp_parser_create (extensions, gl_ctx->API);
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if (! gl_ctx->Const.DisableGLSLLineContinuations)
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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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if (parser->skip_stack)
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glcpp_error (&parser->skip_stack->loc, parser, "Unterminated #if\n");
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ralloc_strcat(info_log, parser->info_log);
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ralloc_steal(ralloc_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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