extern "C" {
#include "main/core.h" /* for struct gl_context */
#include "main/context.h"
+#include "main/shaderobj.h"
}
#include "ralloc.h"
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
*
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;
}
#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
#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
/* 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);
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().
*/
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);