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By using a single function, the main compiler doesn't need to include glcpp.h, which currently has a lot of details about the preprocessor internals. In particular, this prevents the two yacc grammars from seeing each other, which would be rather messy to sort out.
249 lines
6.6 KiB
C++
249 lines
6.6 KiB
C++
/*
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* Copyright © 2008, 2009 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#include <cstdlib>
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#include <cstdio>
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#include <getopt.h>
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#include <sys/types.h>
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#include <sys/stat.h>
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#include <fcntl.h>
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#include <unistd.h>
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extern "C" {
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#include <talloc.h>
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}
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#include "ast.h"
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#include "glsl_parser_extras.h"
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#include "glsl_parser.h"
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#include "ir_optimization.h"
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#include "ir_print_visitor.h"
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#include "program.h"
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static char *
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load_text_file(const char *file_name, size_t *size)
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{
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char *text = NULL;
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struct stat st;
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ssize_t total_read = 0;
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int fd = open(file_name, O_RDONLY);
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*size = 0;
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if (fd < 0) {
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return NULL;
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}
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if (fstat(fd, & st) == 0) {
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text = (char *) malloc(st.st_size + 1);
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if (text != NULL) {
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do {
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ssize_t bytes = read(fd, text + total_read,
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st.st_size - total_read);
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if (bytes < 0) {
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free(text);
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text = NULL;
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break;
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}
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if (bytes == 0) {
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break;
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}
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total_read += bytes;
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} while (total_read < st.st_size);
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text[total_read] = '\0';
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*size = total_read;
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}
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}
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close(fd);
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return text;
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}
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void
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usage_fail(const char *name)
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{
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printf("%s <filename.frag|filename.vert>\n", name);
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exit(EXIT_FAILURE);
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}
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int dump_ast = 0;
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int dump_lir = 0;
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int do_link = 0;
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const struct option compiler_opts[] = {
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{ "dump-ast", 0, &dump_ast, 1 },
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{ "dump-lir", 0, &dump_lir, 1 },
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{ "link", 0, &do_link, 1 },
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{ NULL, 0, NULL, 0 }
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};
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void
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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 (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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}
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state.scanner = NULL;
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state.translation_unit.make_empty();
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state.symbols = new glsl_symbol_table;
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state.info_log = talloc_strdup(shader, "");
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state.error = false;
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state.temp_index = 0;
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state.loop_or_switch_nesting = NULL;
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state.ARB_texture_rectangle_enable = true;
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/* Create a new context for the preprocessor output. Ultimately, this
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* should probably be the parser context, but there isn't one yet.
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*/
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const char *source = shader->Source;
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state.error = preprocess(shader, &source, &shader->SourceLen);
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if (!state.error) {
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_mesa_glsl_lexer_ctor(& state, source, shader->SourceLen);
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_mesa_glsl_parse(& state);
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_mesa_glsl_lexer_dtor(& state);
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}
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if (dump_ast) {
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foreach_list_const(n, &state.translation_unit) {
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ast_node *ast = exec_node_data(ast_node, n, link);
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ast->print();
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}
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printf("\n\n");
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}
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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(&shader->ir, &state);
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/* Optimization passes */
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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(&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(&shader->ir, &state);
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}
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shader->symbols = state.symbols;
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shader->CompileStatus = !state.error;
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if (shader->InfoLog)
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talloc_free(shader->InfoLog);
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shader->InfoLog = state.info_log;
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return;
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}
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int
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main(int argc, char **argv)
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{
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int status = EXIT_SUCCESS;
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int c;
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int idx = 0;
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while ((c = getopt_long(argc, argv, "", compiler_opts, &idx)) != -1)
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/* empty */ ;
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if (argc <= optind)
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usage_fail(argv[0]);
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struct glsl_program whole_program;
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memset(&whole_program, 0, sizeof(whole_program));
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for (/* empty */; argc > optind; optind++) {
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whole_program.Shaders = (struct glsl_shader **)
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realloc(whole_program.Shaders,
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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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/* talloc context should probably be whole_program */
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struct glsl_shader *shader = talloc_zero(NULL, glsl_shader);
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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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if (len < 6)
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usage_fail(argv[0]);
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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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shader->Type = GL_VERTEX_SHADER;
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else if (strncmp(".geom", ext, 5) == 0)
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shader->Type = GL_GEOMETRY_SHADER;
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else if (strncmp(".frag", ext, 5) == 0)
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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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shader->Source = load_text_file(argv[optind], &shader->SourceLen);
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if (shader->Source == NULL) {
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printf("File \"%s\" does not exist.\n", argv[optind]);
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exit(EXIT_FAILURE);
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}
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compile_shader(shader);
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if (!shader->CompileStatus) {
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printf("Info log for %s:\n%s\n", argv[optind], shader->InfoLog);
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status = EXIT_FAILURE;
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break;
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}
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}
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if ((status == EXIT_SUCCESS) && do_link) {
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link_shaders(&whole_program);
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status = (whole_program.LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE;
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}
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return status;
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}
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