Rename prog to shader. Less confusing.

This commit is contained in:
Kenneth Graunke 2010-06-17 15:28:34 -07:00 committed by Ian Romanick
parent 520aad2c3e
commit 29e6087481

View file

@ -100,12 +100,12 @@ const struct option compiler_opts[] = {
};
void
compile_shader(struct glsl_shader *prog)
compile_shader(struct glsl_shader *shader)
{
struct _mesa_glsl_parse_state state;
memset(& state, 0, sizeof(state));
switch (prog->Type) {
switch (shader->Type) {
case GL_VERTEX_SHADER: state.target = vertex_shader; break;
case GL_FRAGMENT_SHADER: state.target = fragment_shader; break;
case GL_GEOMETRY_SHADER: state.target = geometry_shader; break;
@ -119,7 +119,7 @@ compile_shader(struct glsl_shader *prog)
state.loop_or_switch_nesting = NULL;
state.ARB_texture_rectangle_enable = true;
_mesa_glsl_lexer_ctor(& state, prog->Source, prog->SourceLen);
_mesa_glsl_lexer_ctor(& state, shader->Source, shader->SourceLen);
_mesa_glsl_parse(& state);
_mesa_glsl_lexer_dtor(& state);
@ -131,35 +131,35 @@ compile_shader(struct glsl_shader *prog)
printf("\n\n");
}
prog->ir.make_empty();
shader->ir.make_empty();
if (!state.error && !state.translation_unit.is_empty())
_mesa_ast_to_hir(&prog->ir, &state);
_mesa_ast_to_hir(&shader->ir, &state);
/* Optimization passes */
if (!state.error && !prog->ir.is_empty()) {
if (!state.error && !shader->ir.is_empty()) {
bool progress;
do {
progress = false;
progress = do_function_inlining(&prog->ir) || progress;
progress = do_if_simplification(&prog->ir) || progress;
progress = do_copy_propagation(&prog->ir) || progress;
progress = do_dead_code_local(&prog->ir) || progress;
progress = do_dead_code_unlinked(&prog->ir) || progress;
progress = do_constant_variable_unlinked(&prog->ir) || progress;
progress = do_constant_folding(&prog->ir) || progress;
progress = do_vec_index_to_swizzle(&prog->ir) || progress;
progress = do_swizzle_swizzle(&prog->ir) || progress;
progress = do_function_inlining(&shader->ir) || progress;
progress = do_if_simplification(&shader->ir) || progress;
progress = do_copy_propagation(&shader->ir) || progress;
progress = do_dead_code_local(&shader->ir) || progress;
progress = do_dead_code_unlinked(&shader->ir) || progress;
progress = do_constant_variable_unlinked(&shader->ir) || progress;
progress = do_constant_folding(&shader->ir) || progress;
progress = do_vec_index_to_swizzle(&shader->ir) || progress;
progress = do_swizzle_swizzle(&shader->ir) || progress;
} while (progress);
}
/* Print out the resulting IR */
if (!state.error && dump_lir) {
_mesa_print_ir(&prog->ir, &state);
_mesa_print_ir(&shader->ir, &state);
}
prog->symbols = state.symbols;
prog->CompileStatus = !state.error;
shader->symbols = state.symbols;
shader->CompileStatus = !state.error;
return;
}
@ -186,10 +186,10 @@ main(int argc, char **argv)
sizeof(struct glsl_shader *) * (whole_program.NumShaders + 1));
assert(whole_program.Shaders != NULL);
struct glsl_shader *prog = new glsl_shader;
memset(prog, 0, sizeof(*prog));
struct glsl_shader *shader = new glsl_shader;
memset(shader, 0, sizeof(*shader));
whole_program.Shaders[whole_program.NumShaders] = prog;
whole_program.Shaders[whole_program.NumShaders] = shader;
whole_program.NumShaders++;
const unsigned len = strlen(argv[optind]);
@ -198,19 +198,19 @@ main(int argc, char **argv)
const char *const ext = & argv[optind][len - 5];
if (strncmp(".vert", ext, 5) == 0)
prog->Type = GL_VERTEX_SHADER;
shader->Type = GL_VERTEX_SHADER;
else if (strncmp(".geom", ext, 5) == 0)
prog->Type = GL_GEOMETRY_SHADER;
shader->Type = GL_GEOMETRY_SHADER;
else if (strncmp(".frag", ext, 5) == 0)
prog->Type = GL_FRAGMENT_SHADER;
shader->Type = GL_FRAGMENT_SHADER;
else
usage_fail(argv[0]);
prog->Source = load_text_file(argv[optind], &prog->SourceLen);
shader->Source = load_text_file(argv[optind], &shader->SourceLen);
compile_shader(prog);
compile_shader(shader);
if (!prog->CompileStatus) {
if (!shader->CompileStatus) {
status = EXIT_FAILURE;
break;
}