#include "glsl_parser.h"
#include "ir_optimization.h"
#include "ir_print_visitor.h"
+#include "program.h"
static char *
{ NULL, 0, NULL, 0 }
};
-int
-main(int argc, char **argv)
+void
+compile_shader(struct glsl_program *prog)
{
struct _mesa_glsl_parse_state state;
- char *shader;
- size_t shader_len;
- exec_list instructions;
-
- int c;
- int idx = 0;
- while ((c = getopt_long(argc, argv, "", compiler_opts, &idx)) != -1)
- /* empty */ ;
-
-
- if (argc <= optind)
- usage_fail(argv[0]);
-
- const unsigned len = strlen(argv[optind]);
- if (len < 6)
- usage_fail(argv[0]);
-
- const char *const ext = & argv[optind][len - 5];
- enum _mesa_glsl_parser_targets target;
- if (strncmp(".vert", ext, 5) == 0)
- target = vertex_shader;
- else if (strncmp(".geom", ext, 5) == 0)
- target = geometry_shader;
- else if (strncmp(".frag", ext, 5) == 0)
- target = fragment_shader;
- else
- usage_fail(argv[0]);
-
- shader = load_text_file(argv[optind], & shader_len);
memset(& state, 0, sizeof(state));
- state.target = target;
+ switch (prog->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 glsl_symbol_table;
state.loop_or_switch_nesting = NULL;
state.ARB_texture_rectangle_enable = true;
- _mesa_glsl_lexer_ctor(& state, shader, shader_len);
+ _mesa_glsl_lexer_ctor(& state, prog->Source, prog->SourceLen);
_mesa_glsl_parse(& state);
_mesa_glsl_lexer_dtor(& state);
printf("\n\n");
}
+ prog->ir.make_empty();
if (!state.error && !state.translation_unit.is_empty())
- _mesa_ast_to_hir(&instructions, &state);
+ _mesa_ast_to_hir(&prog->ir, &state);
/* Optimization passes */
- if (!state.error && !instructions.is_empty()) {
+ if (!state.error && !prog->ir.is_empty()) {
bool progress;
do {
progress = false;
- progress = do_function_inlining(&instructions) || progress;
- progress = do_if_simplification(&instructions) || progress;
- progress = do_copy_propagation(&instructions) || progress;
- progress = do_dead_code_local(&instructions) || progress;
- progress = do_dead_code_unlinked(&instructions) || progress;
- progress = do_constant_variable_unlinked(&instructions) || progress;
- progress = do_constant_folding(&instructions) || progress;
- progress = do_vec_index_to_swizzle(&instructions) || progress;
- progress = do_swizzle_swizzle(&instructions) || progress;
+ progress = do_function_inlining(&prog->ir) || progress;
+ progress = do_if_simplification(&prog->ir) || progress;
+ progress = do_copy_propagation(&prog->ir) || progress;
+ progress = do_dead_code_local(&prog->ir) || progress;
+ progress = do_dead_code_unlinked(&prog->ir) || progress;
+ progress = do_constant_variable_unlinked(&prog->ir) || progress;
+ progress = do_constant_folding(&prog->ir) || progress;
+ progress = do_vec_index_to_swizzle(&prog->ir) || progress;
+ progress = do_swizzle_swizzle(&prog->ir) || progress;
} while (progress);
}
/* Print out the resulting IR */
if (!state.error && dump_lir) {
- _mesa_print_ir(&instructions, &state);
+ _mesa_print_ir(&prog->ir, &state);
}
- delete state.symbols;
+ prog->symbols = state.symbols;
+ prog->CompileStatus = !state.error;
+ return;
+}
+
+int
+main(int argc, char **argv)
+{
+ struct _mesa_glsl_parse_state state;
+
+ int c;
+ int idx = 0;
+ while ((c = getopt_long(argc, argv, "", compiler_opts, &idx)) != -1)
+ /* empty */ ;
+
+
+ if (argc <= optind)
+ usage_fail(argv[0]);
+
+ struct glsl_program *prog = new glsl_program;
+ memset(prog, 0, sizeof(*prog));
+
+ const unsigned len = strlen(argv[optind]);
+ if (len < 6)
+ usage_fail(argv[0]);
+
+ const char *const ext = & argv[optind][len - 5];
+ if (strncmp(".vert", ext, 5) == 0)
+ prog->Type = GL_VERTEX_SHADER;
+ else if (strncmp(".geom", ext, 5) == 0)
+ prog->Type = GL_GEOMETRY_SHADER;
+ else if (strncmp(".frag", ext, 5) == 0)
+ prog->Type = GL_FRAGMENT_SHADER;
+ else
+ usage_fail(argv[0]);
+
+ prog->Source = load_text_file(argv[optind], &prog->SourceLen);
+
+ compile_shader(prog);
- return state.error != 0;
+ return prog->CompileStatus ? EXIT_SUCCESS : EXIT_FAILURE;
}