mesa: Move the common _mesa_glsl_compile_shader() code to glsl/.

This code had no relation to ir_to_mesa.cpp, since it was also used by
intel and state_tracker, and most of it was duplicated with the standalone
compiler (which has periodically drifted from the Mesa copy).

v2: Split from the ir_to_mesa to shaderapi.c changes.

Acked-by: Paul Berry <stereotype441@gmail.com> (v1)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Eric Anholt 2013-06-12 15:49:43 -07:00
parent 10c14d16d2
commit 0343f20e2f
6 changed files with 100 additions and 125 deletions

View File

@ -28,6 +28,7 @@
extern "C" {
#include "main/core.h" /* for struct gl_context */
#include "main/context.h"
#include "main/shaderobj.h"
}
#include "ralloc.h"
@ -1237,6 +1238,88 @@ ast_struct_specifier::ast_struct_specifier(const char *identifier,
this->declarations.push_degenerate_list_at_head(&declarator_list->link);
}
extern "C" {
void
_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
bool dump_ast, bool dump_hir)
{
struct _mesa_glsl_parse_state *state =
new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader);
const char *source = shader->Source;
state->error = glcpp_preprocess(state, &source, &state->info_log,
&ctx->Extensions, ctx);
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) {
ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
}
printf("\n\n");
}
ralloc_free(shader->ir);
shader->ir = new(shader) exec_list;
if (!state->error && !state->translation_unit.is_empty())
_mesa_ast_to_hir(shader->ir, state);
if (!state->error) {
validate_ir_tree(shader->ir);
/* Print out the unoptimized IR. */
if (dump_hir) {
_mesa_print_ir(shader->ir, state);
}
}
if (!state->error && !shader->ir->is_empty()) {
struct gl_shader_compiler_options *options =
&ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)];
/* Do some optimization at compile time to reduce shader IR size
* and reduce later work if the same shader is linked multiple times
*/
while (do_common_optimization(shader->ir, false, false, 32, options))
;
validate_ir_tree(shader->ir);
}
if (shader->InfoLog)
ralloc_free(shader->InfoLog);
shader->symbols = state->symbols;
shader->CompileStatus = !state->error;
shader->InfoLog = state->info_log;
shader->Version = state->language_version;
shader->InfoLog = state->info_log;
shader->IsES = state->es_shader;
memcpy(shader->builtins_to_link, state->builtins_to_link,
sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link);
shader->num_builtins_to_link = state->num_builtins_to_link;
if (shader->UniformBlocks)
ralloc_free(shader->UniformBlocks);
shader->NumUniformBlocks = state->num_uniform_blocks;
shader->UniformBlocks = state->uniform_blocks;
ralloc_steal(shader, shader->UniformBlocks);
/* Retain any live IR, but trash the rest. */
reparent_ir(shader->ir, shader->ir);
ralloc_free(state);
}
} /* extern "C" */
/**
* Do the set of common optimizations passes
*

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@ -143,70 +143,13 @@ compile_shader(struct gl_context *ctx, struct gl_shader *shader)
struct _mesa_glsl_parse_state *state =
new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader);
const char *source = shader->Source;
state->error = glcpp_preprocess(state, &source, &state->info_log,
state->extensions, ctx) != 0;
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) {
ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
}
printf("\n\n");
}
shader->ir = new(shader) exec_list;
if (!state->error && !state->translation_unit.is_empty())
_mesa_ast_to_hir(shader->ir, state);
/* Print out the unoptimized IR. */
if (!state->error && dump_hir) {
validate_ir_tree(shader->ir);
_mesa_print_ir(shader->ir, state);
}
/* Optimization passes */
if (!state->error && !shader->ir->is_empty()) {
const struct gl_shader_compiler_options *opts =
&ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)];
bool progress;
do {
progress = do_common_optimization(shader->ir, false, false, 32, opts);
} while (progress);
validate_ir_tree(shader->ir);
}
_mesa_glsl_compile_shader(ctx, shader, dump_ast, dump_hir);
/* Print out the resulting IR */
if (!state->error && dump_lir) {
_mesa_print_ir(shader->ir, state);
}
shader->symbols = state->symbols;
shader->CompileStatus = !state->error;
shader->Version = state->language_version;
shader->IsES = state->es_shader;
memcpy(shader->builtins_to_link, state->builtins_to_link,
sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link);
shader->num_builtins_to_link = state->num_builtins_to_link;
if (shader->InfoLog)
ralloc_free(shader->InfoLog);
shader->InfoLog = state->info_log;
/* Retain any live IR, but trash the rest. */
reparent_ir(shader->ir, shader);
ralloc_free(state);
return;
}

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@ -24,15 +24,27 @@
#include "main/core.h"
#ifdef __cplusplus
extern "C" {
#endif
extern void
_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
bool dump_ast, bool dump_hir);
#ifdef __cplusplus
} /* extern "C" */
#endif
extern void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog);
extern void
linker_error(gl_shader_program *prog, const char *fmt, ...)
linker_error(struct gl_shader_program *prog, const char *fmt, ...)
PRINTFLIKE(2, 3);
extern void
linker_warning(gl_shader_program *prog, const char *fmt, ...)
linker_warning(struct gl_shader_program *prog, const char *fmt, ...)
PRINTFLIKE(2, 3);
extern long

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@ -55,6 +55,7 @@
#include "../glsl/glsl_parser_extras.h"
#include "../glsl/ir.h"
#include "../glsl/ir_uniform.h"
#include "../glsl/program.h"
/** Define this to enable shader substitution (see below) */
#define SHADER_SUBST 0
@ -760,7 +761,7 @@ compile_shader(struct gl_context *ctx, GLuint shaderObj)
/* this call will set the shader->CompileStatus field to indicate if
* compilation was successful.
*/
_mesa_glsl_compile_shader(ctx, sh);
_mesa_glsl_compile_shader(ctx, sh, false, false);
if (ctx->Shader.Flags & GLSL_LOG) {
_mesa_write_shader_to_file(sh);

View File

@ -3097,69 +3097,6 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
return prog->LinkStatus;
}
/**
* Compile a GLSL shader. Called via glCompileShader().
*/
void
_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader)
{
struct _mesa_glsl_parse_state *state =
new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader);
const char *source = shader->Source;
state->error = glcpp_preprocess(state, &source, &state->info_log,
&ctx->Extensions, ctx);
if (!state->error) {
_mesa_glsl_lexer_ctor(state, source);
_mesa_glsl_parse(state);
_mesa_glsl_lexer_dtor(state);
}
ralloc_free(shader->ir);
shader->ir = new(shader) exec_list;
if (!state->error && !state->translation_unit.is_empty())
_mesa_ast_to_hir(shader->ir, state);
if (!state->error && !shader->ir->is_empty()) {
validate_ir_tree(shader->ir);
struct gl_shader_compiler_options *options =
&ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)];
/* Do some optimization at compile time to reduce shader IR size
* and reduce later work if the same shader is linked multiple times
*/
while (do_common_optimization(shader->ir, false, false, 32, options))
;
validate_ir_tree(shader->ir);
}
shader->symbols = state->symbols;
shader->CompileStatus = !state->error;
shader->InfoLog = state->info_log;
shader->Version = state->language_version;
shader->IsES = state->es_shader;
memcpy(shader->builtins_to_link, state->builtins_to_link,
sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link);
shader->num_builtins_to_link = state->num_builtins_to_link;
if (shader->UniformBlocks)
ralloc_free(shader->UniformBlocks);
shader->NumUniformBlocks = state->num_uniform_blocks;
shader->UniformBlocks = state->uniform_blocks;
ralloc_steal(shader, shader->UniformBlocks);
/* Retain any live IR, but trash the rest. */
reparent_ir(shader->ir, shader->ir);
ralloc_free(state);
}
/**
* Link a GLSL shader program. Called via glLinkProgram().
*/

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@ -33,7 +33,6 @@ struct gl_context;
struct gl_shader;
struct gl_shader_program;
void _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *sh);
void _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog);
GLboolean _mesa_ir_compile_shader(struct gl_context *ctx, struct gl_shader *shader);
GLboolean _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog);