mesa/ir_variable.cpp
Carl Worth 1660a29547 exec_node: Add new talloc-based new()
And fix all callers to use the tallbac-based new for exec_node
construction. We make ready use of talloc_parent in order to get
valid, (and appropriate) talloc owners for everything we construct
without having to add new 'ctx' parameters up and down all the call
trees.

This closes the majority of the memory leaks in the
glsl-orangebook-ch06-bump.frag test:

	total heap usage: 55,623 allocs, 42,672 frees
	(was 14,533 frees)

Now 76.7% leak-free. Woo-hoo!
2010-06-23 18:59:35 -07:00

342 lines
10 KiB
C++

/*
* Copyright © 2010 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include "ir.h"
#include "glsl_parser_extras.h"
#include "glsl_symbol_table.h"
#include "builtin_variables.h"
#ifndef Elements
#define Elements(x) (sizeof(x)/sizeof(*(x)))
#endif
static ir_variable *
add_variable(const char *name, enum ir_variable_mode mode, int slot,
const glsl_type *type, exec_list *instructions,
glsl_symbol_table *symtab)
{
ir_variable *var = new(symtab) ir_variable(type, name);
var->mode = mode;
switch (var->mode) {
case ir_var_in:
var->shader_in = true;
var->read_only = true;
break;
case ir_var_inout:
var->shader_in = true;
var->shader_out = true;
break;
case ir_var_out:
var->shader_out = true;
break;
case ir_var_uniform:
var->shader_in = true;
var->read_only = true;
break;
default:
assert(0);
break;
}
var->location = slot;
/* Once the variable is created an initialized, add it to the symbol table
* and add the declaration to the IR stream.
*/
instructions->push_tail(var);
symtab->add_variable(var->name, var);
return var;
}
static void
add_builtin_variable(const builtin_variable *proto, exec_list *instructions,
glsl_symbol_table *symtab)
{
/* Create a new variable declaration from the description supplied by
* the caller.
*/
const glsl_type *const type = symtab->get_type(proto->type);
assert(type != NULL);
add_variable(proto->name, proto->mode, proto->slot, type, instructions,
symtab);
}
static void
generate_110_uniforms(exec_list *instructions,
glsl_symbol_table *symtab)
{
for (unsigned i = 0
; i < Elements(builtin_110_deprecated_uniforms)
; i++) {
add_builtin_variable(& builtin_110_deprecated_uniforms[i],
instructions, symtab);
}
/* FINISHME: The size of this array is implementation dependent based on the
* FINISHME: value of GL_MAX_TEXTURE_COORDS. Every platform that supports
* FINISHME: GLSL sets GL_MAX_TEXTURE_COORDS to at least 4, so hard-code 4
* FINISHME: for now.
*/
const glsl_type *const mat4_array_type =
glsl_type::get_array_instance(glsl_type::mat4_type, 4);
add_variable("gl_TextureMatrix", ir_var_uniform, -1, mat4_array_type,
instructions, symtab);
/* FINISHME: Add support for gl_DepthRangeParameters */
/* FINISHME: Add support for gl_ClipPlane[] */
/* FINISHME: Add support for gl_PointParameters */
/* FINISHME: Add support for gl_MaterialParameters
* FINISHME: (glFrontMaterial, glBackMaterial)
*/
/* FINISHME: The size of this array is implementation dependent based on the
* FINISHME: value of GL_MAX_TEXTURE_LIGHTS. GL_MAX_TEXTURE_LIGHTS must be
* FINISHME: at least 8, so hard-code 8 for now.
*/
const glsl_type *const light_source_array_type =
glsl_type::get_array_instance(symtab->get_type("gl_LightSourceParameters"), 8);
add_variable("gl_LightSource", ir_var_uniform, -1, light_source_array_type,
instructions, symtab);
/* FINISHME: Add support for gl_LightModel */
/* FINISHME: Add support for gl_FrontLightProduct[], gl_BackLightProduct[] */
/* FINISHME: Add support for gl_TextureEnvColor[] */
/* FINISHME: Add support for gl_ObjectPlane*[], gl_EyePlane*[] */
/* FINISHME: Add support for gl_Fog */
}
static void
generate_110_vs_variables(exec_list *instructions,
glsl_symbol_table *symtab)
{
for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
add_builtin_variable(& builtin_core_vs_variables[i],
instructions, symtab);
}
for (unsigned i = 0
; i < Elements(builtin_110_deprecated_vs_variables)
; i++) {
add_builtin_variable(& builtin_110_deprecated_vs_variables[i],
instructions, symtab);
}
generate_110_uniforms(instructions, symtab);
/* FINISHME: The size of this array is implementation dependent based on the
* FINISHME: value of GL_MAX_TEXTURE_COORDS. Every platform that supports
* FINISHME: GLSL sets GL_MAX_TEXTURE_COORDS to at least 4, so hard-code 4
* FINISHME: for now.
*/
const glsl_type *const vec4_array_type =
glsl_type::get_array_instance(glsl_type::vec4_type, 4);
add_variable("gl_TexCoord", ir_var_out, VERT_RESULT_TEX0, vec4_array_type,
instructions, symtab);
}
static void
generate_120_vs_variables(exec_list *instructions,
glsl_symbol_table *symtab)
{
/* GLSL version 1.20 did not add any built-in variables in the vertex
* shader.
*/
generate_110_vs_variables(instructions, symtab);
}
static void
generate_130_vs_variables(exec_list *instructions,
glsl_symbol_table *symtab)
{
generate_120_vs_variables(instructions, symtab);
for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
add_builtin_variable(& builtin_130_vs_variables[i],
instructions, symtab);
}
/* FINISHME: The size of this array is implementation dependent based on
* FINISHME: the value of GL_MAX_CLIP_DISTANCES.
*/
const glsl_type *const clip_distance_array_type =
glsl_type::get_array_instance(glsl_type::float_type, 8);
/* FINISHME: gl_ClipDistance needs a real location assigned. */
add_variable("gl_ClipDistance", ir_var_out, -1, clip_distance_array_type,
instructions, symtab);
}
static void
initialize_vs_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
{
switch (state->language_version) {
case 110:
generate_110_vs_variables(instructions, state->symbols);
break;
case 120:
generate_120_vs_variables(instructions, state->symbols);
break;
case 130:
generate_130_vs_variables(instructions, state->symbols);
break;
}
}
static void
generate_110_fs_variables(exec_list *instructions,
glsl_symbol_table *symtab)
{
for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
add_builtin_variable(& builtin_core_fs_variables[i],
instructions, symtab);
}
for (unsigned i = 0
; i < Elements(builtin_110_deprecated_fs_variables)
; i++) {
add_builtin_variable(& builtin_110_deprecated_fs_variables[i],
instructions, symtab);
}
generate_110_uniforms(instructions, symtab);
/* FINISHME: The size of this array is implementation dependent based on the
* FINISHME: value of GL_MAX_TEXTURE_COORDS. Every platform that supports
* FINISHME: GLSL sets GL_MAX_TEXTURE_COORDS to at least 4, so hard-code 4
* FINISHME: for now.
*/
const glsl_type *const vec4_array_type =
glsl_type::get_array_instance(glsl_type::vec4_type, 4);
add_variable("gl_TexCoord", ir_var_in, FRAG_ATTRIB_TEX0, vec4_array_type,
instructions, symtab);
}
static void
generate_ARB_draw_buffers_fs_variables(exec_list *instructions,
glsl_symbol_table *symtab, bool warn)
{
/* FINISHME: The size of this array is implementation dependent based on the
* FINISHME: value of GL_MAX_DRAW_BUFFERS. GL_MAX_DRAW_BUFFERS must be
* FINISHME: at least 1, so hard-code 1 for now.
*/
const glsl_type *const vec4_array_type =
glsl_type::get_array_instance(glsl_type::vec4_type, 1);
ir_variable *const fd =
add_variable("gl_FragData", ir_var_out, FRAG_RESULT_DATA0,
vec4_array_type, instructions, symtab);
if (warn)
fd->warn_extension = "GL_ARB_draw_buffers";
}
static void
generate_120_fs_variables(exec_list *instructions,
glsl_symbol_table *symtab)
{
generate_110_fs_variables(instructions, symtab);
generate_ARB_draw_buffers_fs_variables(instructions, symtab, false);
}
static void
generate_130_fs_variables(exec_list *instructions,
glsl_symbol_table *symtab)
{
generate_120_fs_variables(instructions, symtab);
/* FINISHME: The size of this array is implementation dependent based on
* FINISHME: the value of GL_MAX_CLIP_DISTANCES.
*/
const glsl_type *const clip_distance_array_type =
glsl_type::get_array_instance(glsl_type::float_type, 8);
/* FINISHME: gl_ClipDistance needs a real location assigned. */
add_variable("gl_ClipDistance", ir_var_in, -1, clip_distance_array_type,
instructions, symtab);
}
static void
initialize_fs_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
{
switch (state->language_version) {
case 110:
generate_110_fs_variables(instructions, state->symbols);
break;
case 120:
generate_120_fs_variables(instructions, state->symbols);
break;
case 130:
generate_130_fs_variables(instructions, state->symbols);
break;
}
/* Since GL_ARB_draw_buffers is included in GLSL 1.20 and later, we
* can basically ignore any extension settings for it.
*/
if (state->language_version < 120) {
if (state->ARB_draw_buffers_enable) {
generate_ARB_draw_buffers_fs_variables(instructions, state->symbols,
state->ARB_draw_buffers_warn);
}
}
}
void
_mesa_glsl_initialize_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
{
switch (state->target) {
case vertex_shader:
initialize_vs_variables(instructions, state);
break;
case geometry_shader:
break;
case fragment_shader:
initialize_fs_variables(instructions, state);
break;
case ir_shader:
fprintf(stderr, "ir reader has no builtin variables");
exit(1);
break;
}
}