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https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-05-04 05:28:05 +02:00
Rename prog to shader. Less confusing.
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parent
520aad2c3e
commit
29e6087481
1 changed files with 27 additions and 27 deletions
54
main.cpp
54
main.cpp
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@ -100,12 +100,12 @@ const struct option compiler_opts[] = {
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};
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void
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compile_shader(struct glsl_shader *prog)
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compile_shader(struct glsl_shader *shader)
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{
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struct _mesa_glsl_parse_state state;
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memset(& state, 0, sizeof(state));
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switch (prog->Type) {
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switch (shader->Type) {
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case GL_VERTEX_SHADER: state.target = vertex_shader; break;
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case GL_FRAGMENT_SHADER: state.target = fragment_shader; break;
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case GL_GEOMETRY_SHADER: state.target = geometry_shader; break;
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@ -119,7 +119,7 @@ compile_shader(struct glsl_shader *prog)
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state.loop_or_switch_nesting = NULL;
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state.ARB_texture_rectangle_enable = true;
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_mesa_glsl_lexer_ctor(& state, prog->Source, prog->SourceLen);
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_mesa_glsl_lexer_ctor(& state, shader->Source, shader->SourceLen);
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_mesa_glsl_parse(& state);
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_mesa_glsl_lexer_dtor(& state);
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@ -131,35 +131,35 @@ compile_shader(struct glsl_shader *prog)
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printf("\n\n");
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}
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prog->ir.make_empty();
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shader->ir.make_empty();
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if (!state.error && !state.translation_unit.is_empty())
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_mesa_ast_to_hir(&prog->ir, &state);
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_mesa_ast_to_hir(&shader->ir, &state);
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/* Optimization passes */
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if (!state.error && !prog->ir.is_empty()) {
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if (!state.error && !shader->ir.is_empty()) {
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bool progress;
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do {
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progress = false;
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progress = do_function_inlining(&prog->ir) || progress;
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progress = do_if_simplification(&prog->ir) || progress;
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progress = do_copy_propagation(&prog->ir) || progress;
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progress = do_dead_code_local(&prog->ir) || progress;
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progress = do_dead_code_unlinked(&prog->ir) || progress;
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progress = do_constant_variable_unlinked(&prog->ir) || progress;
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progress = do_constant_folding(&prog->ir) || progress;
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progress = do_vec_index_to_swizzle(&prog->ir) || progress;
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progress = do_swizzle_swizzle(&prog->ir) || progress;
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progress = do_function_inlining(&shader->ir) || progress;
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progress = do_if_simplification(&shader->ir) || progress;
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progress = do_copy_propagation(&shader->ir) || progress;
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progress = do_dead_code_local(&shader->ir) || progress;
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progress = do_dead_code_unlinked(&shader->ir) || progress;
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progress = do_constant_variable_unlinked(&shader->ir) || progress;
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progress = do_constant_folding(&shader->ir) || progress;
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progress = do_vec_index_to_swizzle(&shader->ir) || progress;
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progress = do_swizzle_swizzle(&shader->ir) || progress;
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} while (progress);
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}
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/* Print out the resulting IR */
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if (!state.error && dump_lir) {
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_mesa_print_ir(&prog->ir, &state);
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_mesa_print_ir(&shader->ir, &state);
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}
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prog->symbols = state.symbols;
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prog->CompileStatus = !state.error;
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shader->symbols = state.symbols;
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shader->CompileStatus = !state.error;
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return;
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}
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@ -186,10 +186,10 @@ main(int argc, char **argv)
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sizeof(struct glsl_shader *) * (whole_program.NumShaders + 1));
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assert(whole_program.Shaders != NULL);
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struct glsl_shader *prog = new glsl_shader;
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memset(prog, 0, sizeof(*prog));
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struct glsl_shader *shader = new glsl_shader;
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memset(shader, 0, sizeof(*shader));
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whole_program.Shaders[whole_program.NumShaders] = prog;
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whole_program.Shaders[whole_program.NumShaders] = shader;
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whole_program.NumShaders++;
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const unsigned len = strlen(argv[optind]);
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@ -198,19 +198,19 @@ main(int argc, char **argv)
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const char *const ext = & argv[optind][len - 5];
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if (strncmp(".vert", ext, 5) == 0)
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prog->Type = GL_VERTEX_SHADER;
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shader->Type = GL_VERTEX_SHADER;
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else if (strncmp(".geom", ext, 5) == 0)
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prog->Type = GL_GEOMETRY_SHADER;
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shader->Type = GL_GEOMETRY_SHADER;
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else if (strncmp(".frag", ext, 5) == 0)
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prog->Type = GL_FRAGMENT_SHADER;
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shader->Type = GL_FRAGMENT_SHADER;
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else
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usage_fail(argv[0]);
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prog->Source = load_text_file(argv[optind], &prog->SourceLen);
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shader->Source = load_text_file(argv[optind], &shader->SourceLen);
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compile_shader(prog);
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compile_shader(shader);
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if (!prog->CompileStatus) {
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if (!shader->CompileStatus) {
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status = EXIT_FAILURE;
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break;
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}
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