#include "glsl_types.h"
#include "ir.h"
+void
+_mesa_ast_to_hir(exec_list *instructions, struct _mesa_glsl_parse_state *state)
+{
+ struct simple_node *ptr;
+
+ _mesa_glsl_initialize_variables(instructions, state);
+
+ foreach (ptr, & state->translation_unit) {
+ ((ast_node *)ptr)->hir(instructions, state);
+ }
+}
+
+
static const struct glsl_type *
arithmetic_result_type(const struct glsl_type *type_a,
const struct glsl_type *type_b,
* operation is done component-wise resulting in the same size
* vector."
*/
- if (is_glsl_type_vector(type_a) && is_glsl_type_vector(type_b)) {
+ if (type_a->is_vector() && type_b->is_vector()) {
if (type_a->vector_elements == type_b->vector_elements)
return type_a;
else
* more detail how vectors and matrices are operated on."
*/
if (! multiply) {
- if (is_glsl_type_matrix(type_a) && is_glsl_type_matrix(type_b)
+ if (type_a->is_matrix() && type_b->is_matrix()
&& (type_a->vector_elements == type_b->vector_elements)
&& (type_a->matrix_rows == type_b->matrix_rows))
return type_a;
else
return glsl_error_type;
} else {
- if (is_glsl_type_matrix(type_a) && is_glsl_type_matrix(type_b)) {
+ if (type_a->is_matrix() && type_b->is_matrix()) {
if (type_a->vector_elements == type_b->matrix_rows) {
char type_name[7];
const struct glsl_type *t;
_mesa_symbol_table_find_symbol(state->symbols, 0, type_name);
return (t != NULL) ? t : glsl_error_type;
}
- } else if (is_glsl_type_matrix(type_a)) {
+ } else if (type_a->is_matrix()) {
/* A is a matrix and B is a column vector. Columns of A must match
* rows of B.
*/
if (type_a->vector_elements == type_b->vector_elements)
return type_b;
} else {
- assert(is_glsl_type_matrix(type_b));
+ assert(type_b->is_matrix());
/* A is a row vector and B is a matrix. Columns of A must match
* rows of B.
* wise to the vector, resulting in the same type as the vector. If both
* are vectors of the same size, the result is computed component-wise."
*/
- if (is_glsl_type_vector(type_a)) {
- if (!is_glsl_type_vector(type_b)
+ if (type_a->is_vector()) {
+ if (!type_b->is_vector()
|| (type_a->vector_elements == type_b->vector_elements))
return type_a;
} else
make_empty_list(& op_list);
switch (this->oper) {
- case ast_assign:
+ case ast_assign: {
op[0] = this->subexpressions[0]->hir(instructions, state);
op[1] = this->subexpressions[1]->hir(instructions, state);
/* FINISHME: Check that the LHS and RHS have matching types. */
/* FINISHME: For GLSL 1.10, check that the types are not arrays. */
- result = new ir_assignment(op[0], op[1], NULL);
+ ir_instruction *tmp = new ir_assignment(op[0], op[1], NULL);
+ instructions->push_tail(tmp);
+
+ result = op[0];
break;
+ }
case ast_plus:
op[0] = this->subexpressions[0]->hir(instructions, state);
break;
case ast_function_call:
- /* There are three sorts of function calls.
- *
- * 1. contstructors - The first subexpression is an ast_type_specifier.
- * 2. methods - Only the .length() method of array types.
- * 3. functions - Calls to regular old functions.
- *
- * Method calls are actually detected when the ast_field_selection
- * expression is handled.
+ /* Should *NEVER* get here. ast_function_call should always be handled
+ * by ast_function_expression::hir.
*/
-#if 0
- result = _mesa_ast_function_call_to_hir(this->subexpressions[0],
- this->subexpressions[1],
- state);
- type = result->type;
-#endif
+ assert(0);
break;
case ast_identifier: {
}
+ir_instruction *
+ast_function_expression::hir(exec_list *instructions,
+ struct _mesa_glsl_parse_state *state)
+{
+ /* There are three sorts of function calls.
+ *
+ * 1. contstructors - The first subexpression is an ast_type_specifier.
+ * 2. methods - Only the .length() method of array types.
+ * 3. functions - Calls to regular old functions.
+ *
+ * Method calls are actually detected when the ast_field_selection
+ * expression is handled.
+ */
+ (void) instructions;
+ (void) state;
+ return ir_call::get_error_instruction();
+}
+
ir_instruction *
ast_expression_statement::hir(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
else if (qual->attribute || qual->in
|| (qual->varying && (state->target == fragment_shader)))
var->mode = ir_var_in;
- else if (qual->out)
+ else if (qual->out || (qual->varying && (state->target == vertex_shader)))
var->mode = ir_var_out;
else if (qual->uniform)
var->mode = ir_var_uniform;
* FINISHME: complete handling of constant expressions.
*/
+ /* Apply any specified qualifiers to the parameter declaration. Note that
+ * for function parameters the default mode is 'in'.
+ */
apply_type_qualifier_to_variable(& this->type->qualifier, var, state);
+ if (var->mode == ir_var_auto)
+ var->mode = ir_var_in;
instructions->push_tail(var);
foreach_iter(exec_list_iterator, iter, parameters) {
ir_variable *const var = (ir_variable *) iter.get();
- assert(var->mode == ir_op_var_decl);
+ assert(((ir_instruction *)var)->mode == ir_op_var_decl);
iter.remove();
instructions->push_tail(var);