#include "main/shaderobj.h"
}
-#include "ralloc.h"
+#include "util/ralloc.h"
#include "ast.h"
#include "glsl_parser_extras.h"
#include "glsl_parser.h"
this->early_fragment_tests = false;
memset(this->atomic_counter_offsets, 0,
sizeof(this->atomic_counter_offsets));
+ this->allow_extension_directive_midshader =
+ ctx->Const.AllowGLSLExtensionDirectiveMidShader;
}
/**
EXT(ARB_arrays_of_arrays, true, false, ARB_arrays_of_arrays),
EXT(ARB_compute_shader, true, false, ARB_compute_shader),
EXT(ARB_conservative_depth, true, false, ARB_conservative_depth),
+ EXT(ARB_derivative_control, true, false, ARB_derivative_control),
EXT(ARB_draw_buffers, true, false, dummy_true),
EXT(ARB_draw_instanced, true, false, ARB_draw_instanced),
EXT(ARB_explicit_attrib_location, true, false, ARB_explicit_attrib_location),
EXT(ARB_explicit_uniform_location, true, false, ARB_explicit_uniform_location),
EXT(ARB_fragment_coord_conventions, true, false, ARB_fragment_coord_conventions),
+ EXT(ARB_fragment_layer_viewport, true, false, ARB_fragment_layer_viewport),
EXT(ARB_gpu_shader5, true, false, ARB_gpu_shader5),
EXT(ARB_sample_shading, true, false, ARB_sample_shading),
EXT(ARB_separate_shader_objects, true, false, dummy_true),
EXT(AMD_shader_stencil_export, true, false, ARB_shader_stencil_export),
EXT(AMD_shader_trinary_minmax, true, false, dummy_true),
EXT(AMD_vertex_shader_layer, true, false, AMD_vertex_shader_layer),
+ EXT(AMD_vertex_shader_viewport_index, true, false, AMD_vertex_shader_viewport_index),
EXT(EXT_separate_shader_objects, false, true, dummy_true),
EXT(EXT_shader_integer_mix, true, true, EXT_shader_integer_mix),
EXT(EXT_texture_array, true, false, EXT_texture_array),
{
printf("{\n");
- foreach_list_const(n, &this->statements) {
- ast_node *ast = exec_node_data(ast_node, n, link);
+ foreach_list_typed(ast_node, ast, link, &this->statements) {
ast->print();
}
subexpressions[0]->print();
printf("( ");
- foreach_list_const (n, &this->expressions) {
- if (n != this->expressions.get_head())
+ foreach_list_typed (ast_node, ast, link, &this->expressions) {
+ if (&ast->link != this->expressions.get_head())
printf(", ");
- ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
}
case ast_sequence: {
printf("( ");
- foreach_list_const(n, & this->expressions) {
- if (n != this->expressions.get_head())
+ foreach_list_typed (ast_node, ast, link, & this->expressions) {
+ if (&ast->link != this->expressions.get_head())
printf(", ");
- ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
}
printf(") ");
case ast_aggregate: {
printf("{ ");
- foreach_list_const(n, & this->expressions) {
- if (n != this->expressions.get_head())
+ foreach_list_typed (ast_node, ast, link, & this->expressions) {
+ if (&ast->link != this->expressions.get_head())
printf(", ");
- ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
}
printf("} ");
return_type->print();
printf(" %s (", identifier);
- foreach_list_const(n, & this->parameters) {
- ast_node *ast = exec_node_data(ast_node, n, link);
+ foreach_list_typed(ast_node, ast, link, & this->parameters) {
ast->print();
}
else
printf("precise ");
- foreach_list_const (ptr, & this->declarations) {
- if (ptr != this->declarations.get_head())
+ foreach_list_typed (ast_node, ast, link, & this->declarations) {
+ if (&ast->link != this->declarations.get_head())
printf(", ");
- ast_node *ast = exec_node_data(ast_node, ptr, link);
ast->print();
}
void ast_case_label_list::print(void) const
{
- foreach_list_const(n, & this->labels) {
- ast_node *ast = exec_node_data(ast_node, n, link);
+ foreach_list_typed(ast_node, ast, link, & this->labels) {
ast->print();
}
printf("\n");
void ast_case_statement::print(void) const
{
labels->print();
- foreach_list_const(n, & this->stmts) {
- ast_node *ast = exec_node_data(ast_node, n, link);
+ foreach_list_typed(ast_node, ast, link, & this->stmts) {
ast->print();
printf("\n");
}
void ast_case_statement_list::print(void) const
{
- foreach_list_const(n, & this->cases) {
- ast_node *ast = exec_node_data(ast_node, n, link);
+ foreach_list_typed(ast_node, ast, link, & this->cases) {
ast->print();
}
}
ast_struct_specifier::print(void) const
{
printf("struct %s { ", name);
- foreach_list_const(n, &this->declarations) {
- ast_node *ast = exec_node_data(ast_node, n, link);
+ foreach_list_typed(ast_node, ast, link, &this->declarations) {
ast->print();
}
printf("} ");
new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader);
const char *source = shader->Source;
+ if (ctx->Const.GenerateTemporaryNames)
+ ir_variable::temporaries_allocate_names = true;
+
state->error = glcpp_preprocess(state, &source, &state->info_log,
&ctx->Extensions, ctx);
}
if (dump_ast) {
- foreach_list_const(n, &state->translation_unit) {
- ast_node *ast = exec_node_data(ast_node, n, link);
+ foreach_list_typed(ast_node, ast, link, &state->translation_unit) {
ast->print();
}
printf("\n\n");
if (!state->error && !shader->ir->is_empty()) {
struct gl_shader_compiler_options *options =
- &ctx->ShaderCompilerOptions[shader->Stage];
+ &ctx->Const.ShaderCompilerOptions[shader->Stage];
/* Do some optimization at compile time to reduce shader IR size
* and reduce later work if the same shader is linked multiple times
;
validate_ir_tree(shader->ir);
+
+ enum ir_variable_mode other;
+ switch (shader->Stage) {
+ case MESA_SHADER_VERTEX:
+ other = ir_var_shader_in;
+ break;
+ case MESA_SHADER_FRAGMENT:
+ other = ir_var_shader_out;
+ break;
+ default:
+ /* Something invalid to ensure optimize_dead_builtin_uniforms
+ * doesn't remove anything other than uniforms or constants.
+ */
+ other = ir_var_mode_count;
+ break;
+ }
+
+ optimize_dead_builtin_variables(shader->ir, other);
+
+ validate_ir_tree(shader->ir);
}
if (shader->InfoLog)
ralloc_free(shader->InfoLog);
- shader->symbols = state->symbols;
+ shader->symbols = new(shader->ir) glsl_symbol_table;
shader->CompileStatus = !state->error;
shader->InfoLog = state->info_log;
shader->Version = state->language_version;
/* Retain any live IR, but trash the rest. */
reparent_ir(shader->ir, shader->ir);
+ /* Destroy the symbol table. Create a new symbol table that contains only
+ * the variables and functions that still exist in the IR. The symbol
+ * table will be used later during linking.
+ *
+ * There must NOT be any freed objects still referenced by the symbol
+ * table. That could cause the linker to dereference freed memory.
+ *
+ * We don't have to worry about types or interface-types here because those
+ * are fly-weights that are looked up by glsl_type.
+ */
+ foreach_in_list (ir_instruction, ir, shader->ir) {
+ switch (ir->ir_type) {
+ case ir_type_function:
+ shader->symbols->add_function((ir_function *) ir);
+ break;
+ case ir_type_variable: {
+ ir_variable *const var = (ir_variable *) ir;
+
+ if (var->data.mode != ir_var_temporary)
+ shader->symbols->add_variable(var);
+ break;
+ }
+ default:
+ break;
+ }
+ }
+
+ delete state->symbols;
ralloc_free(state);
}