glsl: Rework reserved word/keyword handling in the lexer.

This consolidates the TOKEN_OR_IDENTIFIER and RESERVED_WORD macros into
a single KEYWORD macro.

The old TOKEN_OR_IDENTIFIER macros handled the case of a word going from
an identifier to a keyword; the RESERVED_WORD macro handled a word going
from a reserved word to a language keyword.  However, neither could
properly handle samplerBuffer (for example), which is an identifier in
1.10 and 1.20, a reserved word in 1.30, and a keyword in 1.40 and on.

Furthermore, the existing macros didn't properly handle reserved words
in GLSL ES 1.00.  The best they could do was return a token (rather than
an identifier), resulting in an obtuse parser error, rather than a
user-friendly "you used a reserved word" error message.
This commit is contained in:
Kenneth Graunke 2010-11-13 20:32:59 -08:00
parent 5dc74e9c77
commit 285036fbb0

View file

@ -36,36 +36,42 @@
#define YY_USER_INIT yylineno = 0; yycolumn = 0;
#define TOKEN_OR_IDENTIFIER(version, token) \
do { \
if (yyextra->language_version >= version) { \
return token; \
} else { \
yylval->identifier = strdup(yytext); \
return IDENTIFIER; \
} \
} while (0)
/* Handle reserved words in GLSL ES (version 100) */
#define TOKEN_OR_IDENTIFIER_ES(version, token) \
do { \
if (yyextra->es_shader) { \
return token; \
} else { \
TOKEN_OR_IDENTIFIER(version, token); \
} \
} while (0)
#define RESERVED_WORD(version, token) \
/* A macro for handling reserved words and keywords across language versions.
*
* Certain words start out as identifiers, become reserved words in
* later language revisions, and finally become language keywords.
*
* For example, consider the following lexer rule:
* samplerBuffer KEYWORD(130, 140, SAMPLERBUFFER)
*
* This means that "samplerBuffer" will be treated as:
* - a keyword (SAMPLERBUFFER token) ...in GLSL >= 1.40
* - a reserved word - error ...in GLSL >= 1.30
* - an identifier ...in GLSL < 1.30
*/
#define KEYWORD(reserved_version, allowed_version, token) \
do { \
if (yyextra->language_version >= version) { \
if (yyextra->language_version >= allowed_version) { \
return token; \
} else { \
} else if (yyextra->language_version >= reserved_version) { \
_mesa_glsl_error(yylloc, yyextra, \
"Illegal use of reserved word `%s'", yytext); \
return ERROR_TOK; \
} else { \
yylval->identifier = strdup(yytext); \
return IDENTIFIER; \
} \
} while (0)
/* The ES macro can be used in KEYWORD checks:
*
* word KEYWORD(110 || ES, 400, TOKEN)
* ...means the word is reserved in GLSL ES 1.00, while
*
* word KEYWORD(110, 130 || ES, TOKEN)
* ...means the word is a legal keyword in GLSL ES 1.00.
*/
#define ES yyextra->es_shader
%}
%option bison-bridge bison-locations reentrant noyywrap
@ -161,7 +167,7 @@ const return CONST_TOK;
bool return BOOL_TOK;
float return FLOAT_TOK;
int return INT_TOK;
uint TOKEN_OR_IDENTIFIER(130, UINT_TOK);
uint KEYWORD(130, 130, UINT_TOK);
break return BREAK;
continue return CONTINUE;
@ -179,36 +185,35 @@ bvec4 return BVEC4;
ivec2 return IVEC2;
ivec3 return IVEC3;
ivec4 return IVEC4;
uvec2 TOKEN_OR_IDENTIFIER(130, UVEC2);
uvec3 TOKEN_OR_IDENTIFIER(130, UVEC3);
uvec4 TOKEN_OR_IDENTIFIER(130, UVEC4);
uvec2 KEYWORD(130, 130, UVEC2);
uvec3 KEYWORD(130, 130, UVEC3);
uvec4 KEYWORD(130, 130, UVEC4);
vec2 return VEC2;
vec3 return VEC3;
vec4 return VEC4;
mat2 return MAT2X2;
mat3 return MAT3X3;
mat4 return MAT4X4;
mat2x2 TOKEN_OR_IDENTIFIER(120, MAT2X2);
mat2x3 TOKEN_OR_IDENTIFIER(120, MAT2X3);
mat2x4 TOKEN_OR_IDENTIFIER(120, MAT2X4);
mat3x2 TOKEN_OR_IDENTIFIER(120, MAT3X2);
mat3x3 TOKEN_OR_IDENTIFIER(120, MAT3X3);
mat3x4 TOKEN_OR_IDENTIFIER(120, MAT3X4);
mat4x2 TOKEN_OR_IDENTIFIER(120, MAT4X2);
mat4x3 TOKEN_OR_IDENTIFIER(120, MAT4X3);
mat4x4 TOKEN_OR_IDENTIFIER(120, MAT4X4);
mat2x2 KEYWORD(120, 120, MAT2X2);
mat2x3 KEYWORD(120, 120, MAT2X3);
mat2x4 KEYWORD(120, 120, MAT2X4);
mat3x2 KEYWORD(120, 120, MAT3X2);
mat3x3 KEYWORD(120, 120, MAT3X3);
mat3x4 KEYWORD(120, 120, MAT3X4);
mat4x2 KEYWORD(120, 120, MAT4X2);
mat4x3 KEYWORD(120, 120, MAT4X3);
mat4x4 KEYWORD(120, 120, MAT4X4);
in return IN_TOK;
out return OUT_TOK;
inout return INOUT_TOK;
uniform return UNIFORM;
varying return VARYING;
centroid TOKEN_OR_IDENTIFIER(120, CENTROID);
invariant TOKEN_OR_IDENTIFIER_ES(120, INVARIANT);
flat TOKEN_OR_IDENTIFIER_ES(130, FLAT);
smooth TOKEN_OR_IDENTIFIER(130, SMOOTH);
noperspective TOKEN_OR_IDENTIFIER(130, NOPERSPECTIVE);
centroid KEYWORD(120, 120, CENTROID);
invariant KEYWORD(120 || ES, 120 || ES, INVARIANT);
flat KEYWORD(130 || ES, 130, FLAT);
smooth KEYWORD(130, 130, SMOOTH);
noperspective KEYWORD(130, 130, NOPERSPECTIVE);
sampler1D return SAMPLER1D;
sampler2D return SAMPLER2D;
@ -299,87 +304,87 @@ false {
/* Reserved words in GLSL 1.10. */
asm RESERVED_WORD(999, ASM);
class RESERVED_WORD(999, CLASS);
union RESERVED_WORD(999, UNION);
enum RESERVED_WORD(999, ENUM);
typedef RESERVED_WORD(999, TYPEDEF);
template RESERVED_WORD(999, TEMPLATE);
this RESERVED_WORD(999, THIS);
packed RESERVED_WORD(999, PACKED_TOK);
goto RESERVED_WORD(999, GOTO);
switch RESERVED_WORD(130, SWITCH);
default RESERVED_WORD(130, DEFAULT);
inline RESERVED_WORD(999, INLINE_TOK);
noinline RESERVED_WORD(999, NOINLINE);
volatile RESERVED_WORD(999, VOLATILE);
public RESERVED_WORD(999, PUBLIC_TOK);
static RESERVED_WORD(999, STATIC);
extern RESERVED_WORD(999, EXTERN);
external RESERVED_WORD(999, EXTERNAL);
interface RESERVED_WORD(999, INTERFACE);
long RESERVED_WORD(999, LONG_TOK);
short RESERVED_WORD(999, SHORT_TOK);
double RESERVED_WORD(999, DOUBLE_TOK);
half RESERVED_WORD(999, HALF);
fixed RESERVED_WORD(999, FIXED_TOK);
unsigned RESERVED_WORD(999, UNSIGNED);
input RESERVED_WORD(999, INPUT_TOK);
output RESERVED_WORD(999, OUTPUT);
hvec2 RESERVED_WORD(999, HVEC2);
hvec3 RESERVED_WORD(999, HVEC3);
hvec4 RESERVED_WORD(999, HVEC4);
dvec2 RESERVED_WORD(999, DVEC2);
dvec3 RESERVED_WORD(999, DVEC3);
dvec4 RESERVED_WORD(999, DVEC4);
fvec2 RESERVED_WORD(999, FVEC2);
fvec3 RESERVED_WORD(999, FVEC3);
fvec4 RESERVED_WORD(999, FVEC4);
asm KEYWORD(110 || ES, 999, ASM);
class KEYWORD(110 || ES, 999, CLASS);
union KEYWORD(110 || ES, 999, UNION);
enum KEYWORD(110 || ES, 999, ENUM);
typedef KEYWORD(110 || ES, 999, TYPEDEF);
template KEYWORD(110 || ES, 999, TEMPLATE);
this KEYWORD(110 || ES, 999, THIS);
packed KEYWORD(110 || ES, 999, PACKED_TOK);
goto KEYWORD(110 || ES, 999, GOTO);
switch KEYWORD(110 || ES, 130, SWITCH);
default KEYWORD(110 || ES, 130, DEFAULT);
inline KEYWORD(110 || ES, 999, INLINE_TOK);
noinline KEYWORD(110 || ES, 999, NOINLINE);
volatile KEYWORD(110 || ES, 999, VOLATILE);
public KEYWORD(110 || ES, 999, PUBLIC_TOK);
static KEYWORD(110 || ES, 999, STATIC);
extern KEYWORD(110 || ES, 999, EXTERN);
external KEYWORD(110 || ES, 999, EXTERNAL);
interface KEYWORD(110 || ES, 999, INTERFACE);
long KEYWORD(110 || ES, 999, LONG_TOK);
short KEYWORD(110 || ES, 999, SHORT_TOK);
double KEYWORD(110 || ES, 400, DOUBLE_TOK);
half KEYWORD(110 || ES, 999, HALF);
fixed KEYWORD(110 || ES, 999, FIXED_TOK);
unsigned KEYWORD(110 || ES, 999, UNSIGNED);
input KEYWORD(110 || ES, 999, INPUT_TOK);
output KEYWORD(110 || ES, 999, OUTPUT);
hvec2 KEYWORD(110 || ES, 999, HVEC2);
hvec3 KEYWORD(110 || ES, 999, HVEC3);
hvec4 KEYWORD(110 || ES, 999, HVEC4);
dvec2 KEYWORD(110 || ES, 400, DVEC2);
dvec3 KEYWORD(110 || ES, 400, DVEC3);
dvec4 KEYWORD(110 || ES, 400, DVEC4);
fvec2 KEYWORD(110 || ES, 999, FVEC2);
fvec3 KEYWORD(110 || ES, 999, FVEC3);
fvec4 KEYWORD(110 || ES, 999, FVEC4);
sampler2DRect return SAMPLER2DRECT;
sampler3DRect RESERVED_WORD(999, SAMPLER3DRECT);
sampler3DRect KEYWORD(110 || ES, 999, SAMPLER3DRECT);
sampler2DRectShadow return SAMPLER2DRECTSHADOW;
sizeof RESERVED_WORD(999, SIZEOF);
cast RESERVED_WORD(999, CAST);
namespace RESERVED_WORD(999, NAMESPACE);
using RESERVED_WORD(999, USING);
sizeof KEYWORD(110 || ES, 999, SIZEOF);
cast KEYWORD(110 || ES, 999, CAST);
namespace KEYWORD(110 || ES, 999, NAMESPACE);
using KEYWORD(110 || ES, 999, USING);
/* Additional reserved words in GLSL 1.20. */
lowp TOKEN_OR_IDENTIFIER_ES(120, LOWP);
mediump TOKEN_OR_IDENTIFIER_ES(120, MEDIUMP);
highp TOKEN_OR_IDENTIFIER_ES(120, HIGHP);
precision TOKEN_OR_IDENTIFIER_ES(120, PRECISION);
lowp KEYWORD(120, 130 || ES, LOWP);
mediump KEYWORD(120, 130 || ES, MEDIUMP);
highp KEYWORD(120, 130 || ES, HIGHP);
precision KEYWORD(120, 130 || ES, PRECISION);
/* Additional reserved words in GLSL 1.30. */
common TOKEN_OR_IDENTIFIER(130, COMMON);
partition TOKEN_OR_IDENTIFIER(130, PARTITION);
active TOKEN_OR_IDENTIFIER(130, ACTIVE);
superp TOKEN_OR_IDENTIFIER_ES(130, SUPERP);
samplerBuffer TOKEN_OR_IDENTIFIER(130, SAMPLERBUFFER);
filter TOKEN_OR_IDENTIFIER(130, FILTER);
image1D TOKEN_OR_IDENTIFIER(130, IMAGE1D);
image2D TOKEN_OR_IDENTIFIER(130, IMAGE2D);
image3D TOKEN_OR_IDENTIFIER(130, IMAGE3D);
imageCube TOKEN_OR_IDENTIFIER(130, IMAGECUBE);
iimage1D TOKEN_OR_IDENTIFIER(130, IIMAGE1D);
iimage2D TOKEN_OR_IDENTIFIER(130, IIMAGE2D);
iimage3D TOKEN_OR_IDENTIFIER(130, IIMAGE3D);
iimageCube TOKEN_OR_IDENTIFIER(130, IIMAGECUBE);
uimage1D TOKEN_OR_IDENTIFIER(130, UIMAGE1D);
uimage2D TOKEN_OR_IDENTIFIER(130, UIMAGE2D);
uimage3D TOKEN_OR_IDENTIFIER(130, UIMAGE3D);
uimageCube TOKEN_OR_IDENTIFIER(130, UIMAGECUBE);
image1DArray TOKEN_OR_IDENTIFIER(130, IMAGE1DARRAY);
image2DArray TOKEN_OR_IDENTIFIER(130, IMAGE2DARRAY);
iimage1DArray TOKEN_OR_IDENTIFIER(130, IIMAGE1DARRAY);
iimage2DArray TOKEN_OR_IDENTIFIER(130, IIMAGE2DARRAY);
uimage1DArray TOKEN_OR_IDENTIFIER(130, UIMAGE1DARRAY);
uimage2DArray TOKEN_OR_IDENTIFIER(130, UIMAGE2DARRAY);
image1DShadow TOKEN_OR_IDENTIFIER(130, IMAGE1DSHADOW);
image2DShadow TOKEN_OR_IDENTIFIER(130, IMAGE2DSHADOW);
imageBuffer TOKEN_OR_IDENTIFIER(130, IMAGEBUFFER);
iimageBuffer TOKEN_OR_IDENTIFIER(130, IIMAGEBUFFER);
uimageBuffer TOKEN_OR_IDENTIFIER(130, UIMAGEBUFFER);
row_major TOKEN_OR_IDENTIFIER(130, ROW_MAJOR);
common KEYWORD(130, 999, COMMON);
partition KEYWORD(130, 999, PARTITION);
active KEYWORD(130, 999, ACTIVE);
superp KEYWORD(130 || ES, 999, SUPERP);
samplerBuffer KEYWORD(130, 140, SAMPLERBUFFER);
filter KEYWORD(130, 999, FILTER);
image1D KEYWORD(130, 999, IMAGE1D);
image2D KEYWORD(130, 999, IMAGE2D);
image3D KEYWORD(130, 999, IMAGE3D);
imageCube KEYWORD(130, 999, IMAGECUBE);
iimage1D KEYWORD(130, 999, IIMAGE1D);
iimage2D KEYWORD(130, 999, IIMAGE2D);
iimage3D KEYWORD(130, 999, IIMAGE3D);
iimageCube KEYWORD(130, 999, IIMAGECUBE);
uimage1D KEYWORD(130, 999, UIMAGE1D);
uimage2D KEYWORD(130, 999, UIMAGE2D);
uimage3D KEYWORD(130, 999, UIMAGE3D);
uimageCube KEYWORD(130, 999, UIMAGECUBE);
image1DArray KEYWORD(130, 999, IMAGE1DARRAY);
image2DArray KEYWORD(130, 999, IMAGE2DARRAY);
iimage1DArray KEYWORD(130, 999, IIMAGE1DARRAY);
iimage2DArray KEYWORD(130, 999, IIMAGE2DARRAY);
uimage1DArray KEYWORD(130, 999, UIMAGE1DARRAY);
uimage2DArray KEYWORD(130, 999, UIMAGE2DARRAY);
image1DShadow KEYWORD(130, 999, IMAGE1DSHADOW);
image2DShadow KEYWORD(130, 999, IMAGE2DSHADOW);
imageBuffer KEYWORD(130, 999, IMAGEBUFFER);
iimageBuffer KEYWORD(130, 999, IIMAGEBUFFER);
uimageBuffer KEYWORD(130, 999, UIMAGEBUFFER);
row_major KEYWORD(130, 999, ROW_MAJOR);
[_a-zA-Z][_a-zA-Z0-9]* {
struct _mesa_glsl_parse_state *state = yyextra;