glsl2 main: Use talloc to allocate _mesa_glsl_parse_state

This is a short-lived object. It exists only for the duration of the
compile_shader() function, (as opposed to the shader and whole_program
which live longer).

The state is created with the same talloc parent as the shader, so
that other allocation can be done with talloc_parent(state) as the
owner in order to attach to a long-lived object.
This commit is contained in:
Carl Worth 2010-06-23 15:43:38 -07:00
parent be83eb8671
commit 2d2561ef96

View file

@ -106,38 +106,39 @@ const struct option compiler_opts[] = {
void
compile_shader(struct glsl_shader *shader)
{
struct _mesa_glsl_parse_state state;
struct _mesa_glsl_parse_state *state;
state = talloc_zero(talloc_parent(shader), struct _mesa_glsl_parse_state);
memset(& state, 0, sizeof(state));
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;
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;
}
state.scanner = NULL;
state.translation_unit.make_empty();
state.symbols = new glsl_symbol_table;
state.info_log = talloc_strdup(shader, "");
state.error = false;
state.temp_index = 0;
state.loop_or_switch_nesting = NULL;
state.ARB_texture_rectangle_enable = true;
state->scanner = NULL;
state->translation_unit.make_empty();
state->symbols = new glsl_symbol_table;
state->info_log = talloc_strdup(shader, "");
state->error = false;
state->temp_index = 0;
state->loop_or_switch_nesting = NULL;
state->ARB_texture_rectangle_enable = true;
/* Create a new context for the preprocessor output. Ultimately, this
* should probably be the parser context, but there isn't one yet.
*/
const char *source = shader->Source;
state.error = preprocess(shader, &source, &state.info_log);
state->error = preprocess(shader, &source, &state->info_log);
if (!state.error) {
_mesa_glsl_lexer_ctor(& state, source);
_mesa_glsl_parse(& state);
_mesa_glsl_lexer_dtor(& state);
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) {
foreach_list_const(n, &state->translation_unit) {
ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
}
@ -145,13 +146,13 @@ compile_shader(struct glsl_shader *shader)
}
shader->ir.make_empty();
if (!state.error && !state.translation_unit.is_empty())
_mesa_ast_to_hir(&shader->ir, &state);
if (!state->error && !state->translation_unit.is_empty())
_mesa_ast_to_hir(&shader->ir, state);
validate_ir_tree(&shader->ir);
/* Optimization passes */
if (!state.error && !shader->ir.is_empty()) {
if (!state->error && !shader->ir.is_empty()) {
bool progress;
do {
progress = false;
@ -171,17 +172,19 @@ compile_shader(struct glsl_shader *shader)
validate_ir_tree(&shader->ir);
/* Print out the resulting IR */
if (!state.error && dump_lir) {
_mesa_print_ir(&shader->ir, &state);
if (!state->error && dump_lir) {
_mesa_print_ir(&shader->ir, state);
}
shader->symbols = state.symbols;
shader->CompileStatus = !state.error;
shader->symbols = state->symbols;
shader->CompileStatus = !state->error;
if (shader->InfoLog)
talloc_free(shader->InfoLog);
shader->InfoLog = state.info_log;
shader->InfoLog = state->info_log;
talloc_free(state);
return;
}