Don't process empty shaders

Some valid shaders, such as 'precision highp float;', evaluate to
empty sets of instructions.  This causes some of the optimization
stages to enter infinite loops.  Instead, don't bother processing the
empty ones.
This commit is contained in:
Ian Romanick 2010-06-07 18:53:06 -07:00
parent 6cd2a5cc4b
commit 15d162d7b1

View file

@ -737,7 +737,8 @@ main(int argc, char **argv)
ast->print();
}
_mesa_ast_to_hir(&instructions, &state);
if (!state.translation_unit.is_empty())
_mesa_ast_to_hir(&instructions, &state);
} else {
/* FINISHME: We should initialize this to the max GLSL version supported
* FINISHME: by the driver. At the moment, we don't know what that is.
@ -748,7 +749,7 @@ main(int argc, char **argv)
}
/* Optimization passes */
if (!state.error) {
if (!state.error && !instructions.is_empty()) {
bool progress;
do {
progress = false;