--- /dev/null
+/*
+ * Copyright © 2010 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+#include "glcpp.h"
+
+extern int
+preprocess(void *talloc_ctx, const char **shader, size_t *shader_len)
+{
+ int errors;
+ glcpp_parser_t *parser = glcpp_parser_create ();
+ glcpp_lex_set_source_string (parser, *shader);
+
+ glcpp_parser_parse (parser);
+
+ errors = parser->errors[0] != '\0';
+ fprintf(stderr, "%s", parser->errors);
+
+ talloc_steal(talloc_ctx, parser->output);
+ *shader = parser->output;
+ *shader_len = strlen(parser->output);
+
+ glcpp_parser_destroy (parser);
+ return errors;
+}
state.loop_or_switch_nesting = NULL;
state.ARB_texture_rectangle_enable = true;
- _mesa_glsl_lexer_ctor(& state, shader->Source, shader->SourceLen);
- _mesa_glsl_parse(& state);
- _mesa_glsl_lexer_dtor(& state);
+ /* Create a new context for the preprocessor output. Ultimately, this
+ * should probably be the parser context, but there isn't one yet.
+ */
+ const char *source = shader->Source;
+ state.error = preprocess(shader, &source, &shader->SourceLen);
+
+ if (!state.error) {
+ _mesa_glsl_lexer_ctor(& state, source, shader->SourceLen);
+ _mesa_glsl_parse(& state);
+ _mesa_glsl_lexer_dtor(& state);
+ }
if (dump_ast) {
foreach_list_const(n, &state.translation_unit) {