mesa/src/glsl/Makefile.sources

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# shared source lists for Makefile, SConscript, and Android.mk
GLSL_SRCDIR = $(top_srcdir)/src/glsl
GLSL_BUILDDIR = $(top_builddir)/src/glsl
2012-06-11 19:38:07 +01:00
# libglcpp
LIBGLCPP_FILES = \
$(GLSL_SRCDIR)/ralloc.c \
$(GLSL_SRCDIR)/glcpp/pp.c
LIBGLCPP_GENERATED_FILES = \
$(GLSL_BUILDDIR)/glcpp/glcpp-lex.c \
$(GLSL_BUILDDIR)/glcpp/glcpp-parse.c
# libglsl
LIBGLSL_FILES = \
$(GLSL_SRCDIR)/ast_array_index.cpp \
$(GLSL_SRCDIR)/ast_expr.cpp \
$(GLSL_SRCDIR)/ast_function.cpp \
$(GLSL_SRCDIR)/ast_to_hir.cpp \
$(GLSL_SRCDIR)/ast_type.cpp \
glsl: Write a new built-in function module. This creates a new replacement for the existing built-in function code. The new module lives in builtin_functions.cpp (not builtin_function.cpp) and exists in parallel with the existing system. It isn't used yet. The new built-in function code takes a significantly different approach: Instead of implementing built-ins via printed IR, build time scripts, and run time parsing, we now implement them directly in C++, using ir_builder. This translates to faster load times, and a much less complex build system. It also takes a different approach to built-in availability: each signature now stores a boolean predicate, which makes it easy to construct arbitrary expressions based on _mesa_glsl_parse_state's fields. This is much more flexible than the old system, and also easier to use. Built-ins are also now stored in a single gl_shader object, rather than being spread out across a number of shaders that need to be linked. When searching for a matching prototype, we simply consult the availability predicate. This also simplifies the code. v2: Incorporate Matt Turner's feedback: use the new fma() function rather than expr(). Don't expose textureQueryLOD() in GLSL 4.00 (since it was renamed to textureQueryLod()). Also correct some #undefs. v3: Incorporate Paul Berry's feedback: rename legacy to compatibility; add comments to explain a few things; fix uvec availability; include shaderobj.h instead of repeating the _mesa_new_shader prototype. v4: Fix lack of TEX_PROJECT on textureProjGrad[Offset] (caught by oglc). Add an out_var convenience function (more feedback by Matt Turner). v5: Rework availability predicates for Lod functions. They were broken. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com> Enthusiastically-acked-by: Paul Berry <stereotype441@gmail.com>
2013-08-29 23:06:39 -07:00
$(GLSL_SRCDIR)/builtin_functions.cpp \
glsl: Streamline the built-in type handling code. Over the last few years, the compiler has grown to support 7 different language versions and 6 extensions that add new built-in types. With more and more features being added, some of our core code has devolved into an unmaintainable spaghetti of sorts. A few problems with the old code: 1. Built-in types are declared...where exactly? The types in builtin_types.h were organized in arrays by the language version or extension they were introduced in. It's factored out to avoid duplicates---every type only exists in one array. But that means that sampler1D is declared in 110, sampler2D is in core types, sampler3D is a unique global not in a list...and so on. 2. Spaghetti call-chains with weird parameters: generate_300ES_types calls generate_130_types which calls generate_120_types and generate_EXT_texture_array_types, which calls generate_110_types, which calls generate_100ES_types...and more Except that ES doesn't want 1D types, so we have a skip_1d parameter. add_deprecated also falls into this category. 3. Missing type accessors. Common types have convenience pointers (like glsl_type::vec4_type), but others may not be accessible at all without a symbol table (for example, sampler types). 4. Global variable declarations in a header file? #include "builtin_types.h" in two C++ files would break the build. The new code addresses these problems. All built-in types are declared together in a single table, independent of when they were introduced. The macro that declares a new built-in type also creates a convenience pointer, so every type is available and it won't get out of sync. The code to populate a symbol table with the appropriate types for a particular language version and set of extensions is now a single table-driven function. The table lists the type name and GL/ES versions when it was introduced (similar to how the lexer handles reserved words). A single loop adds types based on the language version. Explicit extension checks then add additional types. If they were already added based on the language version, glsl_symbol_table simply ignores the request to add them a second time, meaning we don't need to worry about duplicates and can simply list types where they belong. v2: Mark uvecs and shadow samplers as ES3 only, and 1DArrayShadow as unsupported in ES entirely. Add a touch more doxygen. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Eric Anholt <eric@anholt.net>
2013-06-18 04:22:33 -07:00
$(GLSL_SRCDIR)/builtin_types.cpp \
$(GLSL_SRCDIR)/builtin_variables.cpp \
$(GLSL_SRCDIR)/glsl_parser_extras.cpp \
$(GLSL_SRCDIR)/glsl_types.cpp \
$(GLSL_SRCDIR)/glsl_symbol_table.cpp \
$(GLSL_SRCDIR)/hir_field_selection.cpp \
$(GLSL_SRCDIR)/ir_basic_block.cpp \
$(GLSL_SRCDIR)/ir_builder.cpp \
$(GLSL_SRCDIR)/ir_clone.cpp \
$(GLSL_SRCDIR)/ir_constant_expression.cpp \
$(GLSL_SRCDIR)/ir.cpp \
$(GLSL_SRCDIR)/ir_equals.cpp \
$(GLSL_SRCDIR)/ir_expression_flattening.cpp \
$(GLSL_SRCDIR)/ir_function_can_inline.cpp \
$(GLSL_SRCDIR)/ir_function_detect_recursion.cpp \
$(GLSL_SRCDIR)/ir_function.cpp \
$(GLSL_SRCDIR)/ir_hierarchical_visitor.cpp \
$(GLSL_SRCDIR)/ir_hv_accept.cpp \
$(GLSL_SRCDIR)/ir_import_prototypes.cpp \
$(GLSL_SRCDIR)/ir_print_visitor.cpp \
$(GLSL_SRCDIR)/ir_reader.cpp \
$(GLSL_SRCDIR)/ir_rvalue_visitor.cpp \
$(GLSL_SRCDIR)/ir_set_program_inouts.cpp \
$(GLSL_SRCDIR)/ir_validate.cpp \
$(GLSL_SRCDIR)/ir_variable_refcount.cpp \
$(GLSL_SRCDIR)/linker.cpp \
$(GLSL_SRCDIR)/link_atomics.cpp \
$(GLSL_SRCDIR)/link_functions.cpp \
$(GLSL_SRCDIR)/link_interface_blocks.cpp \
$(GLSL_SRCDIR)/link_uniforms.cpp \
$(GLSL_SRCDIR)/link_uniform_initializers.cpp \
$(GLSL_SRCDIR)/link_uniform_block_active_visitor.cpp \
$(GLSL_SRCDIR)/link_uniform_blocks.cpp \
$(GLSL_SRCDIR)/link_varyings.cpp \
$(GLSL_SRCDIR)/loop_analysis.cpp \
$(GLSL_SRCDIR)/loop_controls.cpp \
$(GLSL_SRCDIR)/loop_unroll.cpp \
$(GLSL_SRCDIR)/lower_bounded_loops.cpp \
$(GLSL_SRCDIR)/lower_clip_distance.cpp \
$(GLSL_SRCDIR)/lower_discard.cpp \
$(GLSL_SRCDIR)/lower_discard_flow.cpp \
$(GLSL_SRCDIR)/lower_if_to_cond_assign.cpp \
$(GLSL_SRCDIR)/lower_instructions.cpp \
$(GLSL_SRCDIR)/lower_jumps.cpp \
$(GLSL_SRCDIR)/lower_mat_op_to_vec.cpp \
$(GLSL_SRCDIR)/lower_noise.cpp \
$(GLSL_SRCDIR)/lower_packed_varyings.cpp \
$(GLSL_SRCDIR)/lower_named_interface_blocks.cpp \
$(GLSL_SRCDIR)/lower_packing_builtins.cpp \
$(GLSL_SRCDIR)/lower_texture_projection.cpp \
$(GLSL_SRCDIR)/lower_variable_index_to_cond_assign.cpp \
$(GLSL_SRCDIR)/lower_vec_index_to_cond_assign.cpp \
$(GLSL_SRCDIR)/lower_vec_index_to_swizzle.cpp \
$(GLSL_SRCDIR)/lower_vector.cpp \
$(GLSL_SRCDIR)/lower_vector_insert.cpp \
$(GLSL_SRCDIR)/lower_output_reads.cpp \
$(GLSL_SRCDIR)/lower_ubo_reference.cpp \
$(GLSL_SRCDIR)/opt_algebraic.cpp \
$(GLSL_SRCDIR)/opt_array_splitting.cpp \
$(GLSL_SRCDIR)/opt_constant_folding.cpp \
$(GLSL_SRCDIR)/opt_constant_propagation.cpp \
$(GLSL_SRCDIR)/opt_constant_variable.cpp \
$(GLSL_SRCDIR)/opt_copy_propagation.cpp \
$(GLSL_SRCDIR)/opt_copy_propagation_elements.cpp \
$(GLSL_SRCDIR)/opt_cse.cpp \
$(GLSL_SRCDIR)/opt_dead_builtin_varyings.cpp \
$(GLSL_SRCDIR)/opt_dead_code.cpp \
$(GLSL_SRCDIR)/opt_dead_code_local.cpp \
$(GLSL_SRCDIR)/opt_dead_functions.cpp \
$(GLSL_SRCDIR)/opt_flatten_nested_if_blocks.cpp \
$(GLSL_SRCDIR)/opt_flip_matrices.cpp \
$(GLSL_SRCDIR)/opt_function_inlining.cpp \
$(GLSL_SRCDIR)/opt_if_simplification.cpp \
$(GLSL_SRCDIR)/opt_noop_swizzle.cpp \
$(GLSL_SRCDIR)/opt_redundant_jumps.cpp \
$(GLSL_SRCDIR)/opt_structure_splitting.cpp \
$(GLSL_SRCDIR)/opt_swizzle_swizzle.cpp \
$(GLSL_SRCDIR)/opt_tree_grafting.cpp \
$(GLSL_SRCDIR)/s_expression.cpp \
$(GLSL_SRCDIR)/strtod.c
# glsl_compiler
GLSL_COMPILER_CXX_FILES = \
$(GLSL_SRCDIR)/standalone_scaffolding.cpp \
$(GLSL_SRCDIR)/main.cpp
# libglsl generated sources
LIBGLSL_GENERATED_CXX_FILES = \
$(GLSL_BUILDDIR)/glsl_lexer.cpp \
$(GLSL_BUILDDIR)/glsl_parser.cpp