Coming changes to the handling of built-in functions necessitate this.
-I../mesa \
-I../mapi \
-I../mesa/shader \
+ -I../../include \
$(LIBRARY_INCLUDES)
ALL_SOURCES = \
#include "glsl_parser_extras.h"
#include "glsl_parser.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;
+ this->ARB_texture_rectangle_enable = true;
+
+ if (ctx != NULL) {
+ 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;
+ } else {
+ static struct gl_extensions null_extensions;
+
+ memset(&null_extensions, 0, sizeof(null_extensions));
+ this->extensions = &null_extensions;
+ }
+}
+
const char *
_mesa_glsl_shader_target_name(enum _mesa_glsl_parser_targets target)
{
ir_shader
};
+struct __GLcontextRec;
+
struct _mesa_glsl_parse_state {
+ _mesa_glsl_parse_state(struct __GLcontextRec *ctx, GLenum target,
+ void *mem_ctx);
+
+ /* Callers of this talloc-based new need not call delete. It's
+ * easier to just talloc_free 'ctx' (or any of its ancestors). */
+ static void* operator new(size_t size, void *ctx)
+ {
+ void *mem = talloc_zero_size(ctx, size);
+ assert(mem != NULL);
+
+ return mem;
+ }
+
+ /* If the user *does* call delete, that's OK, we will just
+ * talloc_free in that case. */
+ static void operator delete(void *mem)
+ {
+ talloc_free(mem);
+ }
+
void *scanner;
exec_list translation_unit;
glsl_symbol_table *symbols;
void
_mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader)
{
- struct _mesa_glsl_parse_state *state;
-
- state = talloc_zero(shader, struct _mesa_glsl_parse_state);
- switch (shader->Type) {
- case GL_VERTEX_SHADER: state->target = vertex_shader; break;
- case GL_FRAGMENT_SHADER: state->target = fragment_shader; break;
- case GL_GEOMETRY_SHADER: state->target = geometry_shader; break;
- }
-
- state->scanner = NULL;
- state->translation_unit.make_empty();
- state->symbols = new(shader) glsl_symbol_table;
- state->info_log = talloc_strdup(shader, "");
- state->error = false;
- state->loop_or_switch_nesting = NULL;
- state->ARB_texture_rectangle_enable = true;
-
- state->extensions = &ctx->Extensions;
-
- state->Const.MaxLights = ctx->Const.MaxLights;
- state->Const.MaxClipPlanes = ctx->Const.MaxClipPlanes;
- state->Const.MaxTextureUnits = ctx->Const.MaxTextureUnits;
- state->Const.MaxTextureCoords = ctx->Const.MaxTextureCoordUnits;
- state->Const.MaxVertexAttribs = ctx->Const.VertexProgram.MaxAttribs;
- state->Const.MaxVertexUniformComponents = ctx->Const.VertexProgram.MaxUniformComponents;
- state->Const.MaxVaryingFloats = ctx->Const.MaxVarying * 4;
- state->Const.MaxVertexTextureImageUnits = ctx->Const.MaxVertexTextureImageUnits;
- state->Const.MaxCombinedTextureImageUnits = ctx->Const.MaxCombinedTextureImageUnits;
- state->Const.MaxTextureImageUnits = ctx->Const.MaxTextureImageUnits;
- state->Const.MaxFragmentUniformComponents = ctx->Const.FragmentProgram.MaxUniformComponents;
-
- state->Const.MaxDrawBuffers = ctx->Const.MaxDrawBuffers;
+ struct _mesa_glsl_parse_state *state =
+ new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader);
const char *source = shader->Source;
state->error = preprocess(state, &source, &state->info_log,