extern "C" {
#include <talloc.h>
+#include "main/core.h" /* for struct __GLcontextRec */
}
#include "ast.h"
#include "glsl_parser_extras.h"
#include "glsl_parser.h"
+#include "ir_optimization.h"
+#include "loop_analysis.h"
+
+_mesa_glsl_parse_state::_mesa_glsl_parse_state(struct __GLcontextRec *ctx,
+ GLenum target, void *mem_ctx)
+{
+ switch (target) {
+ case GL_VERTEX_SHADER: this->target = vertex_shader; break;
+ case GL_FRAGMENT_SHADER: this->target = fragment_shader; break;
+ case GL_GEOMETRY_SHADER: this->target = geometry_shader; break;
+ }
+
+ this->scanner = NULL;
+ this->translation_unit.make_empty();
+ this->symbols = new(mem_ctx) glsl_symbol_table;
+ this->info_log = talloc_strdup(mem_ctx, "");
+ this->error = false;
+ this->loop_or_switch_nesting = NULL;
+
+ /* Set default language version and extensions */
+ this->language_version = 110;
+ this->es_shader = false;
+ this->ARB_texture_rectangle_enable = true;
+
+ /* OpenGL ES 2.0 has different defaults from desktop GL. */
+ if (ctx->API == API_OPENGLES2) {
+ this->language_version = 100;
+ this->es_shader = true;
+ this->ARB_texture_rectangle_enable = false;
+ }
+
+ this->extensions = &ctx->Extensions;
+
+ this->Const.MaxLights = ctx->Const.MaxLights;
+ this->Const.MaxClipPlanes = ctx->Const.MaxClipPlanes;
+ this->Const.MaxTextureUnits = ctx->Const.MaxTextureUnits;
+ this->Const.MaxTextureCoords = ctx->Const.MaxTextureCoordUnits;
+ this->Const.MaxVertexAttribs = ctx->Const.VertexProgram.MaxAttribs;
+ this->Const.MaxVertexUniformComponents = ctx->Const.VertexProgram.MaxUniformComponents;
+ this->Const.MaxVaryingFloats = ctx->Const.MaxVarying * 4;
+ this->Const.MaxVertexTextureImageUnits = ctx->Const.MaxVertexTextureImageUnits;
+ this->Const.MaxCombinedTextureImageUnits = ctx->Const.MaxCombinedTextureImageUnits;
+ this->Const.MaxTextureImageUnits = ctx->Const.MaxTextureImageUnits;
+ this->Const.MaxFragmentUniformComponents = ctx->Const.FragmentProgram.MaxUniformComponents;
+
+ this->Const.MaxDrawBuffers = ctx->Const.MaxDrawBuffers;
+}
const char *
_mesa_glsl_shader_target_name(enum _mesa_glsl_parser_targets target)
}
assert(!"Should not get here.");
+ return "unknown";
}
state->ARB_draw_buffers_enable = (ext_mode != extension_disable);
state->ARB_draw_buffers_warn = (ext_mode == extension_warn);
}
+ } else if (strcmp(name, "GL_ARB_fragment_coord_conventions") == 0) {
+ state->ARB_fragment_coord_conventions_enable =
+ (ext_mode != extension_disable);
+ state->ARB_fragment_coord_conventions_warn =
+ (ext_mode == extension_warn);
+
+ unsupported = !state->extensions->ARB_fragment_coord_conventions;
} else if (strcmp(name, "GL_ARB_texture_rectangle") == 0) {
state->ARB_texture_rectangle_enable = (ext_mode != extension_disable);
state->ARB_texture_rectangle_warn = (ext_mode == extension_warn);
+ } else if (strcmp(name, "GL_EXT_texture_array") == 0) {
+ state->EXT_texture_array_enable = (ext_mode != extension_disable);
+ state->EXT_texture_array_warn = (ext_mode == extension_warn);
+
+ unsupported = !state->extensions->EXT_texture_array;
} else {
unsupported = true;
}
ast_node::ast_node(void)
{
- /* empty */
+ this->location.source = 0;
+ this->location.line = 0;
+ this->location.column = 0;
}
ast_declarator_list::ast_declarator_list(ast_fully_specified_type *type)
{
this->type = type;
+ this->invariant = false;
}
void
name = identifier;
this->declarations.push_degenerate_list_at_head(&declarator_list->link);
}
+
+bool
+do_common_optimization(exec_list *ir, bool linked, unsigned max_unroll_iterations)
+{
+ GLboolean progress = GL_FALSE;
+
+ progress = do_sub_to_add_neg(ir) || progress;
+
+ if (linked) {
+ progress = do_function_inlining(ir) || progress;
+ progress = do_dead_functions(ir) || progress;
+ }
+ progress = do_structure_splitting(ir) || progress;
+ progress = do_if_simplification(ir) || progress;
+ progress = do_copy_propagation(ir) || progress;
+ if (linked)
+ progress = do_dead_code(ir) || progress;
+ else
+ progress = do_dead_code_unlinked(ir) || progress;
+ progress = do_dead_code_local(ir) || progress;
+ progress = do_tree_grafting(ir) || progress;
+ progress = do_constant_propagation(ir) || progress;
+ if (linked)
+ progress = do_constant_variable(ir) || progress;
+ else
+ progress = do_constant_variable_unlinked(ir) || progress;
+ progress = do_constant_folding(ir) || progress;
+ progress = do_algebraic(ir) || progress;
+ progress = do_if_return(ir) || progress;
+ progress = do_vec_index_to_swizzle(ir) || progress;
+ progress = do_swizzle_swizzle(ir) || progress;
+ progress = do_noop_swizzle(ir) || progress;
+
+ loop_state *ls = analyze_loop_variables(ir);
+ progress = set_loop_controls(ir, ls) || progress;
+ progress = unroll_loops(ir, ls, max_unroll_iterations) || progress;
+ delete ls;
+
+ return progress;
+}
+
+extern "C" {
+
+/**
+ * To be called at GL teardown time, this frees compiler datastructures.
+ *
+ * After calling this, any previously compiled shaders and shader
+ * programs would be invalid. So this should happen at approximately
+ * program exit.
+ */
+void
+_mesa_destroy_shader_compiler(void)
+{
+ _mesa_destroy_shader_compiler_caches();
+
+ _mesa_glsl_release_types();
+}
+
+/**
+ * Releases compiler caches to trade off performance for memory.
+ *
+ * Intended to be used with glReleaseShaderCompiler().
+ */
+void
+_mesa_destroy_shader_compiler_caches(void)
+{
+ _mesa_glsl_release_functions();
+}
+
+}