Extract compilation to a separate routine

Pull all of the code that actually compiles shaders into a separate
function.  Use a glsl_program to track data about the compiled shader.
This commit is contained in:
Ian Romanick 2010-06-17 12:01:18 -07:00
parent 869b6f680f
commit 8ce55dbd92

112
main.cpp
View file

@ -34,6 +34,7 @@
#include "glsl_parser.h"
#include "ir_optimization.h"
#include "ir_print_visitor.h"
#include "program.h"
static char *
@ -96,42 +97,18 @@ const struct option compiler_opts[] = {
{ NULL, 0, NULL, 0 }
};
int
main(int argc, char **argv)
void
compile_shader(struct glsl_program *prog)
{
struct _mesa_glsl_parse_state state;
char *shader;
size_t shader_len;
exec_list instructions;
int c;
int idx = 0;
while ((c = getopt_long(argc, argv, "", compiler_opts, &idx)) != -1)
/* empty */ ;
if (argc <= optind)
usage_fail(argv[0]);
const unsigned len = strlen(argv[optind]);
if (len < 6)
usage_fail(argv[0]);
const char *const ext = & argv[optind][len - 5];
enum _mesa_glsl_parser_targets target;
if (strncmp(".vert", ext, 5) == 0)
target = vertex_shader;
else if (strncmp(".geom", ext, 5) == 0)
target = geometry_shader;
else if (strncmp(".frag", ext, 5) == 0)
target = fragment_shader;
else
usage_fail(argv[0]);
shader = load_text_file(argv[optind], & shader_len);
memset(& state, 0, sizeof(state));
state.target = target;
switch (prog->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;
}
state.scanner = NULL;
state.translation_unit.make_empty();
state.symbols = new glsl_symbol_table;
@ -140,7 +117,7 @@ main(int argc, char **argv)
state.loop_or_switch_nesting = NULL;
state.ARB_texture_rectangle_enable = true;
_mesa_glsl_lexer_ctor(& state, shader, shader_len);
_mesa_glsl_lexer_ctor(& state, prog->Source, prog->SourceLen);
_mesa_glsl_parse(& state);
_mesa_glsl_lexer_dtor(& state);
@ -152,33 +129,72 @@ main(int argc, char **argv)
printf("\n\n");
}
prog->ir.make_empty();
if (!state.error && !state.translation_unit.is_empty())
_mesa_ast_to_hir(&instructions, &state);
_mesa_ast_to_hir(&prog->ir, &state);
/* Optimization passes */
if (!state.error && !instructions.is_empty()) {
if (!state.error && !prog->ir.is_empty()) {
bool progress;
do {
progress = false;
progress = do_function_inlining(&instructions) || progress;
progress = do_if_simplification(&instructions) || progress;
progress = do_copy_propagation(&instructions) || progress;
progress = do_dead_code_local(&instructions) || progress;
progress = do_dead_code_unlinked(&instructions) || progress;
progress = do_constant_variable_unlinked(&instructions) || progress;
progress = do_constant_folding(&instructions) || progress;
progress = do_vec_index_to_swizzle(&instructions) || progress;
progress = do_swizzle_swizzle(&instructions) || progress;
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;
} while (progress);
}
/* Print out the resulting IR */
if (!state.error && dump_lir) {
_mesa_print_ir(&instructions, &state);
_mesa_print_ir(&prog->ir, &state);
}
delete state.symbols;
return state.error != 0;
prog->symbols = state.symbols;
prog->CompileStatus = !state.error;
return;
}
int
main(int argc, char **argv)
{
struct _mesa_glsl_parse_state state;
int c;
int idx = 0;
while ((c = getopt_long(argc, argv, "", compiler_opts, &idx)) != -1)
/* empty */ ;
if (argc <= optind)
usage_fail(argv[0]);
struct glsl_program *prog = new glsl_program;
memset(prog, 0, sizeof(*prog));
const unsigned len = strlen(argv[optind]);
if (len < 6)
usage_fail(argv[0]);
const char *const ext = & argv[optind][len - 5];
if (strncmp(".vert", ext, 5) == 0)
prog->Type = GL_VERTEX_SHADER;
else if (strncmp(".geom", ext, 5) == 0)
prog->Type = GL_GEOMETRY_SHADER;
else if (strncmp(".frag", ext, 5) == 0)
prog->Type = GL_FRAGMENT_SHADER;
else
usage_fail(argv[0]);
prog->Source = load_text_file(argv[optind], &prog->SourceLen);
compile_shader(prog);
return prog->CompileStatus ? EXIT_SUCCESS : EXIT_FAILURE;
}