mesa/src/glsl/glsl_parser_extras.cpp

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/*
* Copyright © 2008, 2009 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 <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <assert.h>
extern "C" {
#include "main/core.h" /* for struct gl_context */
#include "main/context.h"
#include "main/shaderobj.h"
}
#include "ralloc.h"
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#include "ast.h"
#include "glsl_parser_extras.h"
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#include "glsl_parser.h"
#include "ir_optimization.h"
#include "loop_analysis.h"
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/**
* Format a short human-readable description of the given GLSL version.
*/
const char *
glsl_compute_version_string(void *mem_ctx, bool is_es, unsigned version)
{
return ralloc_asprintf(mem_ctx, "GLSL%s %d.%02d", is_es ? " ES" : "",
version / 100, version % 100);
}
static unsigned known_desktop_glsl_versions[] =
{ 110, 120, 130, 140, 150, 330, 400, 410, 420, 430 };
_mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
GLenum target, void *mem_ctx)
: ctx(_ctx), switch_state()
{
switch (target) {
case GL_VERTEX_SHADER: this->target = MESA_SHADER_VERTEX; break;
case GL_FRAGMENT_SHADER: this->target = MESA_SHADER_FRAGMENT; break;
case GL_GEOMETRY_SHADER: this->target = MESA_SHADER_GEOMETRY; break;
}
this->scanner = NULL;
this->translation_unit.make_empty();
this->symbols = new(mem_ctx) glsl_symbol_table;
this->num_uniform_blocks = 0;
this->uniform_block_array_size = 0;
this->uniform_blocks = NULL;
this->info_log = ralloc_strdup(mem_ctx, "");
this->error = false;
glsl: Generate IR for switch statements Up until now modifying the GLSL compiler has been pretty straightforward. This is where things get interesting. But still pretty straightforward. Switch statements can be thought of a series of if/then/else statements. Case labels are compared with the value of a test expression and the case statements are executed if the comparison is true. There are a couple of aspects of switch statements that complicate this simple view of the world. The primary one is that cases can fall through sequentially to subsequent case, unless a break statement is encountered, in which case, the switch statement exits completely. But break handling is further complicated by the fact that a break statement can impact the exit of a loop. Thus, we need to coordinate break processing between switch statements and loop statements. The code generated by a switch statement maintains three temporary state variables: int test_value; bool is_fallthru; bool is_break; test_value is initialized to the value of the test expression at the head of the switch statement. This is the value that case labels are compared against. is_fallthru is used to sequentially fall through to subsequent cases and is initialized to false. When a case label matches the test expression, this state variable is set to true. It will also be forced to false if a break statement has been encountered. This forcing to false on break MUST be after every case test. In practice, we defer that forcing to immediately after the last case comparison prior to executing a case statement, but that is an optimization. is_break is used to indicate that a break statement has been executed and is initialized to false. When a break statement is encountered, it is set to true. This state variable is then used to conditionally force is_fallthru to to false to prevent subsequent case statements from executing. Code generation for break statements depends on whether the break statement is inside a switch statement or inside a loop statement. If it inside a loop statement is inside a break statement, the same code as before gets generated. But if a switch statement is inside a loop statement, code is emitted to set the is_break state to true. Just as ASTs for loop statements are managed in a stack-like manner to handle nesting, we also add a bool to capture the innermost switch or loop condition. Note that we still need to maintain a loop AST stack to properly handle for-loop code generation on a continue statement. Technically, we don't (yet) need a switch AST stack, but I am using one for orthogonality with loop statements, in anticipation of future use. Note that a simple boolean stack would have sufficed. We will illustrate a switch statement with its analogous conditional code that a switch statement corresponds to by examining an example. Consider the following switch statement: switch (42) { case 0: case 1: gl_FragColor = vec4(1.0, 2.0, 3.0, 4.0); case 2: case 3: gl_FragColor = vec4(4.0, 3.0, 2.0, 1.0); break; case 4: default: gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); } Note that case 0 and case 1 fall through to cases 2 and 3 if they occur. Note that case 4 and the default case must be reached explicitly, since cases 2 and 3 break at the end of their case. Finally, note that case 4 and the default case don't break but simply fall through to the end of the switch. For this code, the equivalent code can be expressed as: int test_val = 42; // capture value of test expression bool is_fallthru = false; // prevent initial fall through bool is_break = false; // capture the execution of a break stmt is_fallthru |= (test_val == 0); // enable fallthru on case 0 is_fallthru |= (test_val == 1); // enable fallthru on case 1 is_fallthru &= !is_break; // inhibit fallthru on previous break if (is_fallthru) { gl_FragColor = vec4(1.0, 2.0, 3.0, 4.0); } is_fallthru |= (test_val == 2); // enable fallthru on case 2 is_fallthru |= (test_val == 3); // enable fallthru on case 3 is_fallthru &= !is_break; // inhibit fallthru on previous break if (is_fallthru) { gl_FragColor = vec4(4.0, 3.0, 2.0, 1.0); is_break = true; // inhibit all subsequent fallthru for break } is_fallthru |= (test_val == 4); // enable fallthru on case 4 is_fallthru = true; // enable fallthru for default case is_fallthru &= !is_break; // inhibit fallthru on previous break if (is_fallthru) { gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); } The code generate for |= and &= uses the conditional assignment capabilities of the IR. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2011-11-07 16:17:58 -08:00
this->loop_nesting_ast = NULL;
this->struct_specifier_depth = 0;
this->uses_builtin_functions = false;
/* Set default language version and extensions */
this->language_version = ctx->Const.ForceGLSLVersion ?
ctx->Const.ForceGLSLVersion : 110;
this->es_shader = false;
this->ARB_texture_rectangle_enable = true;
/* OpenGL ES 2.0 has different defaults from desktop GL. */
if (ctx->API == API_OPENGLES2) {
this->language_version = 100;
this->es_shader = true;
this->ARB_texture_rectangle_enable = false;
}
this->extensions = &ctx->Extensions;
this->Const.MaxLights = ctx->Const.MaxLights;
this->Const.MaxClipPlanes = ctx->Const.MaxClipPlanes;
this->Const.MaxTextureUnits = ctx->Const.MaxTextureUnits;
this->Const.MaxTextureCoords = ctx->Const.MaxTextureCoordUnits;
this->Const.MaxVertexAttribs = ctx->Const.VertexProgram.MaxAttribs;
this->Const.MaxVertexUniformComponents = ctx->Const.VertexProgram.MaxUniformComponents;
this->Const.MaxVertexTextureImageUnits = ctx->Const.VertexProgram.MaxTextureImageUnits;
this->Const.MaxCombinedTextureImageUnits = ctx->Const.MaxCombinedTextureImageUnits;
this->Const.MaxTextureImageUnits = ctx->Const.FragmentProgram.MaxTextureImageUnits;
this->Const.MaxFragmentUniformComponents = ctx->Const.FragmentProgram.MaxUniformComponents;
this->Const.MinProgramTexelOffset = ctx->Const.MinProgramTexelOffset;
this->Const.MaxProgramTexelOffset = ctx->Const.MaxProgramTexelOffset;
this->Const.MaxDrawBuffers = ctx->Const.MaxDrawBuffers;
/* 1.50 constants */
this->Const.MaxVertexOutputComponents = ctx->Const.VertexProgram.MaxOutputComponents;
this->Const.MaxGeometryInputComponents = ctx->Const.GeometryProgram.MaxInputComponents;
this->Const.MaxGeometryOutputComponents = ctx->Const.GeometryProgram.MaxOutputComponents;
this->Const.MaxFragmentInputComponents = ctx->Const.FragmentProgram.MaxInputComponents;
this->Const.MaxGeometryTextureImageUnits = ctx->Const.GeometryProgram.MaxTextureImageUnits;
this->Const.MaxGeometryOutputVertices = ctx->Const.MaxGeometryOutputVertices;
this->Const.MaxGeometryTotalOutputComponents = ctx->Const.MaxGeometryTotalOutputComponents;
this->Const.MaxGeometryUniformComponents = ctx->Const.GeometryProgram.MaxUniformComponents;
this->Const.MaxVertexAtomicCounters = ctx->Const.VertexProgram.MaxAtomicCounters;
this->Const.MaxGeometryAtomicCounters = ctx->Const.GeometryProgram.MaxAtomicCounters;
this->Const.MaxFragmentAtomicCounters = ctx->Const.FragmentProgram.MaxAtomicCounters;
this->Const.MaxCombinedAtomicCounters = ctx->Const.MaxCombinedAtomicCounters;
this->Const.MaxAtomicBufferBindings = ctx->Const.MaxAtomicBufferBindings;
this->current_function = NULL;
this->toplevel_ir = NULL;
this->found_return = false;
this->all_invariant = false;
this->user_structures = NULL;
this->num_user_structures = 0;
/* Populate the list of supported GLSL versions */
/* FINISHME: Once the OpenGL 3.0 'forward compatible' context or
* the OpenGL 3.2 Core context is supported, this logic will need
* change. Older versions of GLSL are no longer supported
* outside the compatibility contexts of 3.x.
*/
this->num_supported_versions = 0;
if (_mesa_is_desktop_gl(ctx)) {
for (unsigned i = 0; i < ARRAY_SIZE(known_desktop_glsl_versions); i++) {
if (known_desktop_glsl_versions[i] <= ctx->Const.GLSLVersion) {
this->supported_versions[this->num_supported_versions].ver
= known_desktop_glsl_versions[i];
this->supported_versions[this->num_supported_versions].es = false;
this->num_supported_versions++;
}
}
}
if (ctx->API == API_OPENGLES2 || ctx->Extensions.ARB_ES2_compatibility) {
this->supported_versions[this->num_supported_versions].ver = 100;
this->supported_versions[this->num_supported_versions].es = true;
this->num_supported_versions++;
}
if (_mesa_is_gles3(ctx) || ctx->Extensions.ARB_ES3_compatibility) {
this->supported_versions[this->num_supported_versions].ver = 300;
this->supported_versions[this->num_supported_versions].es = true;
this->num_supported_versions++;
}
assert(this->num_supported_versions
<= ARRAY_SIZE(this->supported_versions));
/* Create a string for use in error messages to tell the user which GLSL
* versions are supported.
*/
char *supported = ralloc_strdup(this, "");
for (unsigned i = 0; i < this->num_supported_versions; i++) {
unsigned ver = this->supported_versions[i].ver;
const char *const prefix = (i == 0)
? ""
: ((i == this->num_supported_versions - 1) ? ", and " : ", ");
const char *const suffix = (this->supported_versions[i].es) ? " ES" : "";
ralloc_asprintf_append(& supported, "%s%u.%02u%s",
prefix,
ver / 100, ver % 100,
suffix);
}
this->supported_version_string = supported;
if (ctx->Const.ForceGLSLExtensionsWarn)
_mesa_glsl_process_extension("all", NULL, "warn", NULL, this);
this->default_uniform_qualifier = new(this) ast_type_qualifier();
this->default_uniform_qualifier->flags.q.shared = 1;
this->default_uniform_qualifier->flags.q.column_major = 1;
this->gs_input_prim_type_specified = false;
this->gs_input_prim_type = GL_POINTS;
this->gs_input_size = 0;
this->out_qualifier = new(this) ast_type_qualifier();
memset(this->atomic_counter_offsets, 0,
sizeof(this->atomic_counter_offsets));
}
/**
* Determine whether the current GLSL version is sufficiently high to support
* a certain feature, and generate an error message if it isn't.
*
* \param required_glsl_version and \c required_glsl_es_version are
* interpreted as they are in _mesa_glsl_parse_state::is_version().
*
* \param locp is the parser location where the error should be reported.
*
* \param fmt (and additional arguments) constitute a printf-style error
* message to report if the version check fails. Information about the
* current and required GLSL versions will be appended. So, for example, if
* the GLSL version being compiled is 1.20, and check_version(130, 300, locp,
* "foo unsupported") is called, the error message will be "foo unsupported in
* GLSL 1.20 (GLSL 1.30 or GLSL 3.00 ES required)".
*/
bool
_mesa_glsl_parse_state::check_version(unsigned required_glsl_version,
unsigned required_glsl_es_version,
YYLTYPE *locp, const char *fmt, ...)
{
if (this->is_version(required_glsl_version, required_glsl_es_version))
return true;
va_list args;
va_start(args, fmt);
char *problem = ralloc_vasprintf(this, fmt, args);
va_end(args);
const char *glsl_version_string
= glsl_compute_version_string(this, false, required_glsl_version);
const char *glsl_es_version_string
= glsl_compute_version_string(this, true, required_glsl_es_version);
const char *requirement_string = "";
if (required_glsl_version && required_glsl_es_version) {
requirement_string = ralloc_asprintf(this, " (%s or %s required)",
glsl_version_string,
glsl_es_version_string);
} else if (required_glsl_version) {
requirement_string = ralloc_asprintf(this, " (%s required)",
glsl_version_string);
} else if (required_glsl_es_version) {
requirement_string = ralloc_asprintf(this, " (%s required)",
glsl_es_version_string);
}
_mesa_glsl_error(locp, this, "%s in %s%s",
problem, this->get_version_string(),
requirement_string);
return false;
}
/**
* Process a GLSL #version directive.
*
* \param version is the integer that follows the #version token.
*
* \param ident is a string identifier that follows the integer, if any is
* present. Otherwise NULL.
*/
void
_mesa_glsl_parse_state::process_version_directive(YYLTYPE *locp, int version,
const char *ident)
{
bool es_token_present = false;
if (ident) {
if (strcmp(ident, "es") == 0) {
es_token_present = true;
} else if (version >= 150) {
if (strcmp(ident, "core") == 0) {
/* Accept the token. There's no need to record that this is
* a core profile shader since that's the only profile we support.
*/
} else if (strcmp(ident, "compatibility") == 0) {
_mesa_glsl_error(locp, this,
"the compatibility profile is not supported");
} else {
_mesa_glsl_error(locp, this,
"\"%s\" is not a valid shading language profile; "
"if present, it must be \"core\"", ident);
}
} else {
_mesa_glsl_error(locp, this,
"illegal text following version number");
}
}
this->es_shader = es_token_present;
if (version == 100) {
if (es_token_present) {
_mesa_glsl_error(locp, this,
"GLSL 1.00 ES should be selected using "
"`#version 100'");
} else {
this->es_shader = true;
}
}
this->language_version = version;
bool supported = false;
for (unsigned i = 0; i < this->num_supported_versions; i++) {
if (this->supported_versions[i].ver == (unsigned) version
&& this->supported_versions[i].es == this->es_shader) {
supported = true;
break;
}
}
if (!supported) {
_mesa_glsl_error(locp, this, "%s is not supported. "
"Supported versions are: %s",
this->get_version_string(),
this->supported_version_string);
/* On exit, the language_version must be set to a valid value.
* Later calls to _mesa_glsl_initialize_types will misbehave if
* the version is invalid.
*/
switch (this->ctx->API) {
case API_OPENGL_COMPAT:
case API_OPENGL_CORE:
this->language_version = this->ctx->Const.GLSLVersion;
break;
case API_OPENGLES:
assert(!"Should not get here.");
/* FALLTHROUGH */
case API_OPENGLES2:
this->language_version = 100;
break;
}
}
}
extern "C" {
/**
* Translate a GLenum to a short shader stage name for debug printouts and
* error messages.
*
* It recognizes the PROGRAM variants of the names so it can be used
* with a struct gl_program->Target, not just a struct
* gl_shader->Type.
*/
const char *
_mesa_shader_enum_to_string(GLenum type)
{
switch (type) {
case GL_VERTEX_SHADER:
case GL_VERTEX_PROGRAM_ARB:
return "vertex";
case GL_FRAGMENT_SHADER:
case GL_FRAGMENT_PROGRAM_ARB:
return "fragment";
case GL_GEOMETRY_SHADER:
return "geometry";
default:
assert(!"Should not get here.");
return "unknown";
}
}
} /* extern "C" */
/**
* Translate a gl_shader_type to a short shader stage name for debug printouts
* and error messages.
*/
const char *
_mesa_shader_type_to_string(unsigned target)
{
switch (target) {
case MESA_SHADER_VERTEX: return "vertex";
case MESA_SHADER_FRAGMENT: return "fragment";
case MESA_SHADER_GEOMETRY: return "geometry";
}
assert(!"Should not get here.");
return "unknown";
}
/* This helper function will append the given message to the shader's
info log and report it via GL_ARB_debug_output. Per that extension,
'type' is one of the enum values classifying the message, and
'id' is the implementation-defined ID of the given message. */
static void
_mesa_glsl_msg(const YYLTYPE *locp, _mesa_glsl_parse_state *state,
GLenum type, const char *fmt, va_list ap)
{
bool error = (type == MESA_DEBUG_TYPE_ERROR);
GLuint msg_id = 0;
assert(state->info_log != NULL);
/* Get the offset that the new message will be written to. */
int msg_offset = strlen(state->info_log);
ralloc_asprintf_append(&state->info_log, "%u:%u(%u): %s: ",
locp->source,
locp->first_line,
locp->first_column,
error ? "error" : "warning");
ralloc_vasprintf_append(&state->info_log, fmt, ap);
const char *const msg = &state->info_log[msg_offset];
struct gl_context *ctx = state->ctx;
/* Report the error via GL_ARB_debug_output. */
_mesa_shader_debug(ctx, type, &msg_id, msg, strlen(msg));
ralloc_strcat(&state->info_log, "\n");
}
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void
_mesa_glsl_error(YYLTYPE *locp, _mesa_glsl_parse_state *state,
const char *fmt, ...)
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{
va_list ap;
state->error = true;
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va_start(ap, fmt);
_mesa_glsl_msg(locp, state, MESA_DEBUG_TYPE_ERROR, fmt, ap);
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va_end(ap);
}
void
_mesa_glsl_warning(const YYLTYPE *locp, _mesa_glsl_parse_state *state,
const char *fmt, ...)
{
va_list ap;
va_start(ap, fmt);
_mesa_glsl_msg(locp, state, MESA_DEBUG_TYPE_OTHER, fmt, ap);
va_end(ap);
}
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
/**
* Enum representing the possible behaviors that can be specified in
* an #extension directive.
*/
enum ext_behavior {
extension_disable,
extension_enable,
extension_require,
extension_warn
};
/**
* Element type for _mesa_glsl_supported_extensions
*/
struct _mesa_glsl_extension {
/**
* Name of the extension when referred to in a GLSL extension
* statement
*/
const char *name;
/** True if this extension is available to desktop GL shaders */
bool avail_in_GL;
/** True if this extension is available to GLES shaders */
bool avail_in_ES;
/**
* Flag in the gl_extensions struct indicating whether this
* extension is supported by the driver, or
* &gl_extensions::dummy_true if supported by all drivers.
*
* Note: the type (GLboolean gl_extensions::*) is a "pointer to
* member" type, the type-safe alternative to the "offsetof" macro.
* In a nutshell:
*
* - foo bar::* p declares p to be an "offset" to a field of type
* foo that exists within struct bar
* - &bar::baz computes the "offset" of field baz within struct bar
* - x.*p accesses the field of x that exists at "offset" p
* - x->*p is equivalent to (*x).*p
*/
const GLboolean gl_extensions::* supported_flag;
/**
* Flag in the _mesa_glsl_parse_state struct that should be set
* when this extension is enabled.
*
* See note in _mesa_glsl_extension::supported_flag about "pointer
* to member" types.
*/
bool _mesa_glsl_parse_state::* enable_flag;
/**
* Flag in the _mesa_glsl_parse_state struct that should be set
* when the shader requests "warn" behavior for this extension.
*
* See note in _mesa_glsl_extension::supported_flag about "pointer
* to member" types.
*/
bool _mesa_glsl_parse_state::* warn_flag;
bool compatible_with_state(const _mesa_glsl_parse_state *state) const;
void set_flags(_mesa_glsl_parse_state *state, ext_behavior behavior) const;
};
#define EXT(NAME, GL, ES, SUPPORTED_FLAG) \
{ "GL_" #NAME, GL, ES, &gl_extensions::SUPPORTED_FLAG, \
&_mesa_glsl_parse_state::NAME##_enable, \
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
&_mesa_glsl_parse_state::NAME##_warn }
/**
* Table of extensions that can be enabled/disabled within a shader,
* and the conditions under which they are supported.
*/
static const _mesa_glsl_extension _mesa_glsl_supported_extensions[] = {
/* API availability */
/* name GL ES supported flag */
EXT(ARB_conservative_depth, true, false, ARB_conservative_depth),
EXT(ARB_draw_buffers, true, false, dummy_true),
EXT(ARB_draw_instanced, true, false, ARB_draw_instanced),
EXT(ARB_explicit_attrib_location, true, false, ARB_explicit_attrib_location),
EXT(ARB_fragment_coord_conventions, true, false, ARB_fragment_coord_conventions),
EXT(ARB_texture_rectangle, true, false, dummy_true),
EXT(EXT_texture_array, true, false, EXT_texture_array),
EXT(ARB_shader_texture_lod, true, false, ARB_shader_texture_lod),
EXT(ARB_shader_stencil_export, true, false, ARB_shader_stencil_export),
EXT(AMD_conservative_depth, true, false, ARB_conservative_depth),
EXT(AMD_shader_stencil_export, true, false, ARB_shader_stencil_export),
EXT(OES_texture_3D, false, true, EXT_texture3D),
EXT(OES_EGL_image_external, false, true, OES_EGL_image_external),
EXT(ARB_shader_bit_encoding, true, false, ARB_shader_bit_encoding),
EXT(ARB_uniform_buffer_object, true, false, ARB_uniform_buffer_object),
EXT(OES_standard_derivatives, false, true, OES_standard_derivatives),
EXT(ARB_texture_cube_map_array, true, false, ARB_texture_cube_map_array),
EXT(ARB_shading_language_packing, true, false, ARB_shading_language_packing),
EXT(ARB_shading_language_420pack, true, false, ARB_shading_language_420pack),
EXT(ARB_texture_multisample, true, false, ARB_texture_multisample),
EXT(ARB_texture_query_levels, true, false, ARB_texture_query_levels),
EXT(ARB_texture_query_lod, true, false, ARB_texture_query_lod),
EXT(ARB_gpu_shader5, true, false, ARB_gpu_shader5),
EXT(AMD_vertex_shader_layer, true, false, AMD_vertex_shader_layer),
EXT(EXT_shader_integer_mix, true, true, EXT_shader_integer_mix),
EXT(ARB_texture_gather, true, false, ARB_texture_gather),
EXT(ARB_shader_atomic_counters, true, false, ARB_shader_atomic_counters),
EXT(ARB_sample_shading, true, false, ARB_sample_shading),
EXT(AMD_shader_trinary_minmax, true, false, dummy_false),
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
};
#undef EXT
/**
* Determine whether a given extension is compatible with the target,
* API, and extension information in the current parser state.
*/
bool _mesa_glsl_extension::compatible_with_state(const _mesa_glsl_parse_state *
state) const
{
/* Check that this extension matches whether we are compiling
* for desktop GL or GLES.
*/
if (state->es_shader) {
if (!this->avail_in_ES) return false;
} else {
if (!this->avail_in_GL) return false;
}
/* Check that this extension is supported by the OpenGL
* implementation.
*
* Note: the ->* operator indexes into state->extensions by the
* offset this->supported_flag. See
* _mesa_glsl_extension::supported_flag for more info.
*/
return state->extensions->*(this->supported_flag);
}
/**
* Set the appropriate flags in the parser state to establish the
* given behavior for this extension.
*/
void _mesa_glsl_extension::set_flags(_mesa_glsl_parse_state *state,
ext_behavior behavior) const
{
/* Note: the ->* operator indexes into state by the
* offsets this->enable_flag and this->warn_flag. See
* _mesa_glsl_extension::supported_flag for more info.
*/
state->*(this->enable_flag) = (behavior != extension_disable);
state->*(this->warn_flag) = (behavior == extension_warn);
}
/**
* Find an extension by name in _mesa_glsl_supported_extensions. If
* the name is not found, return NULL.
*/
static const _mesa_glsl_extension *find_extension(const char *name)
{
for (unsigned i = 0; i < Elements(_mesa_glsl_supported_extensions); ++i) {
if (strcmp(name, _mesa_glsl_supported_extensions[i].name) == 0) {
return &_mesa_glsl_supported_extensions[i];
}
}
return NULL;
}
bool
_mesa_glsl_process_extension(const char *name, YYLTYPE *name_locp,
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
const char *behavior_string, YYLTYPE *behavior_locp,
_mesa_glsl_parse_state *state)
{
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
ext_behavior behavior;
if (strcmp(behavior_string, "warn") == 0) {
behavior = extension_warn;
} else if (strcmp(behavior_string, "require") == 0) {
behavior = extension_require;
} else if (strcmp(behavior_string, "enable") == 0) {
behavior = extension_enable;
} else if (strcmp(behavior_string, "disable") == 0) {
behavior = extension_disable;
} else {
_mesa_glsl_error(behavior_locp, state,
"unknown extension behavior `%s'",
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
behavior_string);
return false;
}
if (strcmp(name, "all") == 0) {
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
if ((behavior == extension_enable) || (behavior == extension_require)) {
_mesa_glsl_error(name_locp, state, "cannot %s all extensions",
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
(behavior == extension_enable)
? "enable" : "require");
return false;
} else {
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
for (unsigned i = 0;
i < Elements(_mesa_glsl_supported_extensions); ++i) {
const _mesa_glsl_extension *extension
= &_mesa_glsl_supported_extensions[i];
if (extension->compatible_with_state(state)) {
_mesa_glsl_supported_extensions[i].set_flags(state, behavior);
}
}
}
} else {
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
const _mesa_glsl_extension *extension = find_extension(name);
if (extension && extension->compatible_with_state(state)) {
extension->set_flags(state, behavior);
} else {
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
static const char *const fmt = "extension `%s' unsupported in %s shader";
if (behavior == extension_require) {
_mesa_glsl_error(name_locp, state, fmt,
name, _mesa_shader_type_to_string(state->target));
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
return false;
} else {
_mesa_glsl_warning(name_locp, state, fmt,
name, _mesa_shader_type_to_string(state->target));
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
}
}
}
return true;
}
/**
* Returns the name of the type of a column of a matrix. E.g.,
*
* "mat3" -> "vec3"
* "mat4x2" -> "vec2"
*/
static const char *
_mesa_ast_get_matrix_column_type_name(const char *matrix_type_name)
{
static const char *vec_name[] = { "vec2", "vec3", "vec4" };
/* The number of elements in a row of a matrix is specified by the last
* character of the matrix type name.
*/
long rows = strtol(matrix_type_name + strlen(matrix_type_name) - 1,
NULL, 10);
return vec_name[rows - 2];
}
/**
* Recurses through <type> and <expr> if <expr> is an aggregate initializer
* and sets <expr>'s <constructor_type> field to <type>. Gives later functions
* (process_array_constructor, et al) sufficient information to do type
* checking.
*
* Operates on assignments involving an aggregate initializer. E.g.,
*
* vec4 pos = {1.0, -1.0, 0.0, 1.0};
*
* or more ridiculously,
*
* struct S {
* vec4 v[2];
* };
*
* struct {
* S a[2], b;
* int c;
* } aggregate = {
* {
* {
* {
* {1.0, 2.0, 3.0, 4.0}, // a[0].v[0]
* {5.0, 6.0, 7.0, 8.0} // a[0].v[1]
* } // a[0].v
* }, // a[0]
* {
* {
* {1.0, 2.0, 3.0, 4.0}, // a[1].v[0]
* {5.0, 6.0, 7.0, 8.0} // a[1].v[1]
* } // a[1].v
* } // a[1]
* }, // a
* {
* {
* {1.0, 2.0, 3.0, 4.0}, // b.v[0]
* {5.0, 6.0, 7.0, 8.0} // b.v[1]
* } // b.v
* }, // b
* 4 // c
* };
*
* This pass is necessary because the right-hand side of <type> e = { ... }
* doesn't contain sufficient information to determine if the types match.
*/
void
_mesa_ast_set_aggregate_type(const ast_type_specifier *type,
ast_expression *expr,
_mesa_glsl_parse_state *state)
{
void *ctx = state;
ast_aggregate_initializer *ai = (ast_aggregate_initializer *)expr;
ai->constructor_type = (ast_type_specifier *)type;
bool is_declaration = ai->constructor_type->structure != NULL;
if (!is_declaration) {
/* Look up <type> name in the symbol table to see if it's a struct. */
const ast_type_specifier *struct_type =
state->symbols->get_type_ast(type->type_name);
ai->constructor_type->structure =
struct_type ? new(ctx) ast_struct_specifier(*struct_type->structure)
: NULL;
}
/* If the aggregate is an array, recursively set its elements' types. */
if (type->is_array) {
/* We want to set the element type which is not an array itself, so make
* a copy of the array type and set its is_array field to false.
*
* E.g., if <type> if struct S[2] we want to set each element's type to
* struct S.
*
* FINISHME: Update when ARB_array_of_arrays is supported.
*/
const ast_type_specifier *non_array_type =
new(ctx) ast_type_specifier(type, false, NULL);
for (exec_node *expr_node = ai->expressions.head;
!expr_node->is_tail_sentinel();
expr_node = expr_node->next) {
ast_expression *expr = exec_node_data(ast_expression, expr_node,
link);
if (expr->oper == ast_aggregate)
_mesa_ast_set_aggregate_type(non_array_type, expr, state);
}
/* If the aggregate is a struct, recursively set its fields' types. */
} else if (ai->constructor_type->structure) {
ai->constructor_type->structure->is_declaration = is_declaration;
exec_node *expr_node = ai->expressions.head;
/* Iterate through the struct's fields' declarations. E.g., iterate from
* "float a, b" to "int c" in the struct below.
*
* struct {
* float a, b;
* int c;
* } s;
*/
for (exec_node *decl_list_node =
ai->constructor_type->structure->declarations.head;
!decl_list_node->is_tail_sentinel();
decl_list_node = decl_list_node->next) {
ast_declarator_list *decl_list = exec_node_data(ast_declarator_list,
decl_list_node, link);
for (exec_node *decl_node = decl_list->declarations.head;
!decl_node->is_tail_sentinel() && !expr_node->is_tail_sentinel();
decl_node = decl_node->next, expr_node = expr_node->next) {
ast_declaration *decl = exec_node_data(ast_declaration, decl_node,
link);
ast_expression *expr = exec_node_data(ast_expression, expr_node,
link);
bool is_array = decl_list->type->specifier->is_array;
ast_expression *array_size = decl_list->type->specifier->array_size;
/* Recognize variable declarations with the bracketed size attached
* to the type rather than the variable name as arrays. E.g.,
*
* float a[2];
* float[2] b;
*
* are both arrays, but <a>'s array_size is decl->array_size, while
* <b>'s array_size is decl_list->type->specifier->array_size.
*/
if (!is_array) {
/* FINISHME: Update when ARB_array_of_arrays is supported. */
is_array = decl->is_array;
array_size = decl->array_size;
}
/* Declaration shadows the <type> parameter. */
ast_type_specifier *type =
new(ctx) ast_type_specifier(decl_list->type->specifier,
is_array, array_size);
if (expr->oper == ast_aggregate)
_mesa_ast_set_aggregate_type(type, expr, state);
}
}
} else {
/* If the aggregate is a matrix, set its columns' types. */
const char *name;
const glsl_type *const constructor_type =
ai->constructor_type->glsl_type(&name, state);
if (constructor_type->is_matrix()) {
for (exec_node *expr_node = ai->expressions.head;
!expr_node->is_tail_sentinel();
expr_node = expr_node->next) {
ast_expression *expr = exec_node_data(ast_expression, expr_node,
link);
/* Declaration shadows the <type> parameter. */
ast_type_specifier *type = new(ctx)
ast_type_specifier(_mesa_ast_get_matrix_column_type_name(name));
if (expr->oper == ast_aggregate)
_mesa_ast_set_aggregate_type(type, expr, state);
}
}
}
}
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void
_mesa_ast_type_qualifier_print(const struct ast_type_qualifier *q)
{
if (q->flags.q.constant)
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printf("const ");
if (q->flags.q.invariant)
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printf("invariant ");
if (q->flags.q.attribute)
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printf("attribute ");
if (q->flags.q.varying)
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printf("varying ");
if (q->flags.q.in && q->flags.q.out)
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printf("inout ");
else {
if (q->flags.q.in)
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printf("in ");
if (q->flags.q.out)
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printf("out ");
}
if (q->flags.q.centroid)
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printf("centroid ");
if (q->flags.q.sample)
printf("sample ");
if (q->flags.q.uniform)
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printf("uniform ");
if (q->flags.q.smooth)
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printf("smooth ");
if (q->flags.q.flat)
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printf("flat ");
if (q->flags.q.noperspective)
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printf("noperspective ");
}
void
ast_node::print(void) const
{
printf("unhandled node ");
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}
ast_node::ast_node(void)
{
this->location.source = 0;
this->location.line = 0;
this->location.column = 0;
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}
static void
ast_opt_array_size_print(bool is_array, const ast_expression *array_size)
{
if (is_array) {
printf("[ ");
if (array_size)
array_size->print();
printf("] ");
}
}
void
ast_compound_statement::print(void) const
{
printf("{\n");
foreach_list_const(n, &this->statements) {
ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
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}
printf("}\n");
}
ast_compound_statement::ast_compound_statement(int new_scope,
ast_node *statements)
{
this->new_scope = new_scope;
if (statements != NULL) {
this->statements.push_degenerate_list_at_head(&statements->link);
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}
}
void
ast_expression::print(void) const
{
switch (oper) {
case ast_assign:
case ast_mul_assign:
case ast_div_assign:
case ast_mod_assign:
case ast_add_assign:
case ast_sub_assign:
case ast_ls_assign:
case ast_rs_assign:
case ast_and_assign:
case ast_xor_assign:
case ast_or_assign:
subexpressions[0]->print();
printf("%s ", operator_string(oper));
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subexpressions[1]->print();
break;
case ast_field_selection:
subexpressions[0]->print();
printf(". %s ", primary_expression.identifier);
break;
case ast_plus:
case ast_neg:
case ast_bit_not:
case ast_logic_not:
case ast_pre_inc:
case ast_pre_dec:
printf("%s ", operator_string(oper));
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subexpressions[0]->print();
break;
case ast_post_inc:
case ast_post_dec:
subexpressions[0]->print();
printf("%s ", operator_string(oper));
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break;
case ast_conditional:
subexpressions[0]->print();
printf("? ");
subexpressions[1]->print();
printf(": ");
subexpressions[2]->print();
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break;
case ast_array_index:
subexpressions[0]->print();
printf("[ ");
subexpressions[1]->print();
printf("] ");
break;
case ast_function_call: {
subexpressions[0]->print();
printf("( ");
foreach_list_const (n, &this->expressions) {
if (n != this->expressions.get_head())
printf(", ");
ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
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}
printf(") ");
break;
}
case ast_identifier:
printf("%s ", primary_expression.identifier);
break;
case ast_int_constant:
printf("%d ", primary_expression.int_constant);
break;
case ast_uint_constant:
printf("%u ", primary_expression.uint_constant);
break;
case ast_float_constant:
printf("%f ", primary_expression.float_constant);
break;
case ast_bool_constant:
printf("%s ",
primary_expression.bool_constant
? "true" : "false");
break;
case ast_sequence: {
printf("( ");
foreach_list_const(n, & this->expressions) {
if (n != this->expressions.get_head())
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printf(", ");
ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
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}
printf(") ");
break;
}
case ast_aggregate: {
printf("{ ");
foreach_list_const(n, & this->expressions) {
if (n != this->expressions.get_head())
printf(", ");
ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
}
printf("} ");
break;
}
default:
assert(0);
break;
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}
}
ast_expression::ast_expression(int oper,
ast_expression *ex0,
ast_expression *ex1,
ast_expression *ex2) :
primary_expression()
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{
this->oper = ast_operators(oper);
this->subexpressions[0] = ex0;
this->subexpressions[1] = ex1;
this->subexpressions[2] = ex2;
this->non_lvalue_description = NULL;
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}
void
ast_expression_statement::print(void) const
{
if (expression)
expression->print();
printf("; ");
}
ast_expression_statement::ast_expression_statement(ast_expression *ex) :
expression(ex)
{
/* empty */
}
void
ast_function::print(void) const
{
return_type->print();
printf(" %s (", identifier);
foreach_list_const(n, & this->parameters) {
ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
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}
printf(")");
}
ast_function::ast_function(void)
: return_type(NULL), identifier(NULL), is_definition(false),
signature(NULL)
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{
/* empty */
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}
void
ast_fully_specified_type::print(void) const
{
_mesa_ast_type_qualifier_print(& qualifier);
specifier->print();
}
void
ast_parameter_declarator::print(void) const
{
type->print();
if (identifier)
printf("%s ", identifier);
ast_opt_array_size_print(is_array, array_size);
}
void
ast_function_definition::print(void) const
{
prototype->print();
body->print();
}
void
ast_declaration::print(void) const
{
printf("%s ", identifier);
ast_opt_array_size_print(is_array, array_size);
if (initializer) {
printf("= ");
initializer->print();
}
}
ast_declaration::ast_declaration(const char *identifier, bool is_array,
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ast_expression *array_size,
ast_expression *initializer)
{
this->identifier = identifier;
this->is_array = is_array;
this->array_size = array_size;
this->initializer = initializer;
}
void
ast_declarator_list::print(void) const
{
assert(type || invariant);
if (type)
type->print();
else
printf("invariant ");
foreach_list_const (ptr, & this->declarations) {
if (ptr != this->declarations.get_head())
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printf(", ");
ast_node *ast = exec_node_data(ast_node, ptr, link);
ast->print();
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}
printf("; ");
}
ast_declarator_list::ast_declarator_list(ast_fully_specified_type *type)
{
this->type = type;
this->invariant = false;
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}
void
ast_jump_statement::print(void) const
{
switch (mode) {
case ast_continue:
printf("continue; ");
break;
case ast_break:
printf("break; ");
break;
case ast_return:
printf("return ");
if (opt_return_value)
opt_return_value->print();
printf("; ");
break;
case ast_discard:
printf("discard; ");
break;
}
}
ast_jump_statement::ast_jump_statement(int mode, ast_expression *return_value)
: opt_return_value(NULL)
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{
this->mode = ast_jump_modes(mode);
if (mode == ast_return)
opt_return_value = return_value;
}
void
ast_selection_statement::print(void) const
{
printf("if ( ");
condition->print();
printf(") ");
then_statement->print();
if (else_statement) {
printf("else ");
else_statement->print();
}
}
ast_selection_statement::ast_selection_statement(ast_expression *condition,
ast_node *then_statement,
ast_node *else_statement)
{
this->condition = condition;
this->then_statement = then_statement;
this->else_statement = else_statement;
}
void
ast_switch_statement::print(void) const
{
printf("switch ( ");
test_expression->print();
printf(") ");
body->print();
}
ast_switch_statement::ast_switch_statement(ast_expression *test_expression,
ast_node *body)
{
this->test_expression = test_expression;
this->body = body;
}
void
ast_switch_body::print(void) const
{
printf("{\n");
if (stmts != NULL) {
stmts->print();
}
printf("}\n");
}
ast_switch_body::ast_switch_body(ast_case_statement_list *stmts)
{
this->stmts = stmts;
}
void ast_case_label::print(void) const
{
if (test_value != NULL) {
printf("case ");
test_value->print();
printf(": ");
} else {
printf("default: ");
}
}
ast_case_label::ast_case_label(ast_expression *test_value)
{
this->test_value = test_value;
}
void ast_case_label_list::print(void) const
{
foreach_list_const(n, & this->labels) {
ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
}
printf("\n");
}
ast_case_label_list::ast_case_label_list(void)
{
}
void ast_case_statement::print(void) const
{
labels->print();
foreach_list_const(n, & this->stmts) {
ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
printf("\n");
}
}
ast_case_statement::ast_case_statement(ast_case_label_list *labels)
{
this->labels = labels;
}
void ast_case_statement_list::print(void) const
{
foreach_list_const(n, & this->cases) {
ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
}
}
ast_case_statement_list::ast_case_statement_list(void)
{
}
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void
ast_iteration_statement::print(void) const
{
switch (mode) {
case ast_for:
printf("for( ");
if (init_statement)
init_statement->print();
printf("; ");
if (condition)
condition->print();
printf("; ");
if (rest_expression)
rest_expression->print();
printf(") ");
body->print();
break;
case ast_while:
printf("while ( ");
if (condition)
condition->print();
printf(") ");
body->print();
break;
case ast_do_while:
printf("do ");
body->print();
printf("while ( ");
if (condition)
condition->print();
printf("); ");
break;
}
}
ast_iteration_statement::ast_iteration_statement(int mode,
ast_node *init,
ast_node *condition,
ast_expression *rest_expression,
ast_node *body)
{
this->mode = ast_iteration_modes(mode);
this->init_statement = init;
this->condition = condition;
this->rest_expression = rest_expression;
this->body = body;
}
void
ast_struct_specifier::print(void) const
{
printf("struct %s { ", name);
foreach_list_const(n, &this->declarations) {
ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
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}
printf("} ");
}
ast_struct_specifier::ast_struct_specifier(const char *identifier,
ast_declarator_list *declarator_list)
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{
if (identifier == NULL) {
static unsigned anon_count = 1;
identifier = ralloc_asprintf(this, "#anon_struct_%04x", anon_count);
anon_count++;
}
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name = identifier;
this->declarations.push_degenerate_list_at_head(&declarator_list->link);
is_declaration = true;
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}
static void
set_shader_inout_layout(struct gl_shader *shader,
struct _mesa_glsl_parse_state *state)
{
if (shader->Type != GL_GEOMETRY_SHADER) {
/* Should have been prevented by the parser. */
assert(!state->gs_input_prim_type_specified);
assert(!state->out_qualifier->flags.i);
return;
}
shader->Geom.VerticesOut = 0;
if (state->out_qualifier->flags.q.max_vertices)
shader->Geom.VerticesOut = state->out_qualifier->max_vertices;
if (state->gs_input_prim_type_specified) {
shader->Geom.InputType = state->gs_input_prim_type;
} else {
shader->Geom.InputType = PRIM_UNKNOWN;
}
if (state->out_qualifier->flags.q.prim_type) {
shader->Geom.OutputType = state->out_qualifier->prim_type;
} else {
shader->Geom.OutputType = PRIM_UNKNOWN;
}
}
extern "C" {
void
_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
bool dump_ast, bool dump_hir)
{
struct _mesa_glsl_parse_state *state =
new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader);
const char *source = shader->Source;
state->error = glcpp_preprocess(state, &source, &state->info_log,
&ctx->Extensions, ctx);
if (!state->error) {
_mesa_glsl_lexer_ctor(state, source);
_mesa_glsl_parse(state);
_mesa_glsl_lexer_dtor(state);
}
if (dump_ast) {
foreach_list_const(n, &state->translation_unit) {
ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
}
printf("\n\n");
}
ralloc_free(shader->ir);
shader->ir = new(shader) exec_list;
if (!state->error && !state->translation_unit.is_empty())
_mesa_ast_to_hir(shader->ir, state);
if (!state->error) {
validate_ir_tree(shader->ir);
/* Print out the unoptimized IR. */
if (dump_hir) {
_mesa_print_ir(shader->ir, state);
}
}
if (!state->error && !shader->ir->is_empty()) {
struct gl_shader_compiler_options *options =
&ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)];
/* Do some optimization at compile time to reduce shader IR size
* and reduce later work if the same shader is linked multiple times
*/
while (do_common_optimization(shader->ir, false, false, 32, options))
;
validate_ir_tree(shader->ir);
}
if (shader->InfoLog)
ralloc_free(shader->InfoLog);
shader->symbols = state->symbols;
shader->CompileStatus = !state->error;
shader->InfoLog = state->info_log;
shader->Version = state->language_version;
shader->IsES = state->es_shader;
shader->uses_builtin_functions = state->uses_builtin_functions;
if (shader->UniformBlocks)
ralloc_free(shader->UniformBlocks);
shader->NumUniformBlocks = state->num_uniform_blocks;
shader->UniformBlocks = state->uniform_blocks;
ralloc_steal(shader, shader->UniformBlocks);
if (!state->error)
set_shader_inout_layout(shader, state);
/* Retain any live IR, but trash the rest. */
reparent_ir(shader->ir, shader->ir);
ralloc_free(state);
}
} /* extern "C" */
/**
* Do the set of common optimizations passes
*
* \param ir List of instructions to be optimized
* \param linked Is the shader linked? This enables
* optimizations passes that remove code at
* global scope and could cause linking to
* fail.
* \param uniform_locations_assigned Have locations already been assigned for
* uniforms? This prevents the declarations
* of unused uniforms from being removed.
* The setting of this flag only matters if
* \c linked is \c true.
* \param max_unroll_iterations Maximum number of loop iterations to be
* unrolled. Setting to 0 disables loop
* unrolling.
* \param options The driver's preferred shader options.
*/
bool
do_common_optimization(exec_list *ir, bool linked,
bool uniform_locations_assigned,
unsigned max_unroll_iterations,
const struct gl_shader_compiler_options *options)
{
GLboolean progress = GL_FALSE;
progress = lower_instructions(ir, SUB_TO_ADD_NEG) || progress;
if (linked) {
progress = do_function_inlining(ir) || progress;
progress = do_dead_functions(ir) || progress;
progress = do_structure_splitting(ir) || progress;
}
progress = do_if_simplification(ir) || progress;
progress = opt_flatten_nested_if_blocks(ir) || progress;
progress = do_copy_propagation(ir) || progress;
progress = do_copy_propagation_elements(ir) || progress;
if (options->PreferDP4 && !linked)
progress = opt_flip_matrices(ir) || progress;
if (linked)
progress = do_dead_code(ir, uniform_locations_assigned) || progress;
else
progress = do_dead_code_unlinked(ir) || progress;
progress = do_dead_code_local(ir) || progress;
progress = do_tree_grafting(ir) || progress;
progress = do_constant_propagation(ir) || progress;
if (linked)
progress = do_constant_variable(ir) || progress;
else
progress = do_constant_variable_unlinked(ir) || progress;
progress = do_constant_folding(ir) || progress;
progress = do_cse(ir) || progress;
progress = do_algebraic(ir) || progress;
glsl: add continue/break/return unification/elimination pass (v2) Changes in v2: - Base class renamed to ir_control_flow_visitor - Tried to comply with coding style This is a new pass that supersedes ir_if_return and "lowers" jumps to if/else structures. Currently it causes no regressions on softpipe and nv40, but I'm not sure whether the piglit glsl tests are thorough enough, so consider this experimental. It can be asked to: 1. Pull jumps out of ifs where possible 2. Remove all "continue"s, replacing them with an "execute flag" 3. Replace all "break" with a single conditional one at the end of the loop 4. Replace all "return"s with a single return at the end of the function, for the main function and/or other functions This gives several great benefits: 1. All functions can be inlined after this pass 2. nv40 and other pre-DX10 chips without "continue" can be supported 3. nv30 and other pre-DX10 chips with no control flow at all are better supported Note that for full effect we should also teach the unroller to unroll loops with a fixed maximum number of iterations but with the canonical conditional "break" that this pass will insert if asked to. Continues are lowered by adding a per-loop "execute flag", initialized to TRUE, that when cleared inhibits all execution until the end of the loop. Breaks are lowered to continues, plus setting a "break flag" that is checked at the end of the loop, and trigger the unique "break". Returns are lowered to breaks/continues, plus adding a "return flag" that causes loops to break again out of their enclosing loops until all the loops are exited: then the "execute flag" logic will ignore everything until the end of the function. Note that "continue" and "return" can also be implemented by adding a dummy loop and using break. However, this is bad for hardware with limited nesting depth, and prevents further optimization, and thus is not currently performed.
2010-09-07 00:24:08 +02:00
progress = do_lower_jumps(ir) || progress;
progress = do_vec_index_to_swizzle(ir) || progress;
progress = lower_vector_insert(ir, false) || progress;
progress = do_swizzle_swizzle(ir) || progress;
progress = do_noop_swizzle(ir) || progress;
progress = optimize_split_arrays(ir, linked) || progress;
progress = optimize_redundant_jumps(ir) || progress;
loop_state *ls = analyze_loop_variables(ir);
if (ls->loop_found) {
progress = set_loop_controls(ir, ls) || progress;
progress = unroll_loops(ir, ls, max_unroll_iterations) || progress;
}
delete ls;
return progress;
}
extern "C" {
/**
* To be called at GL teardown time, this frees compiler datastructures.
*
* After calling this, any previously compiled shaders and shader
* programs would be invalid. So this should happen at approximately
* program exit.
*/
void
_mesa_destroy_shader_compiler(void)
{
_mesa_destroy_shader_compiler_caches();
_mesa_glsl_release_types();
}
/**
* Releases compiler caches to trade off performance for memory.
*
* Intended to be used with glReleaseShaderCompiler().
*/
void
_mesa_destroy_shader_compiler_caches(void)
{
_mesa_glsl_release_builtin_functions();
}
}