glsl: Use the utility function to copy symbols between symbol tables
authorEduardo Lima Mitev <elima@igalia.com>
Sun, 5 Mar 2017 19:28:42 +0000 (20:28 +0100)
committerNeil Roberts <nroberts@igalia.com>
Mon, 30 Oct 2017 17:10:39 +0000 (18:10 +0100)
This effectively factorizes a couple of similar routines.

v2 (Neil Roberts): Non-trivial rebase on master

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Eduardo Lima Mitev <elima@igalia.com>
Signed-off-by: Neil Roberts <nroberts@igalia.com>
src/compiler/glsl/glsl_parser_extras.cpp
src/compiler/glsl/linker.cpp

index 97c7b4d7820040b9122cd981e306ff7b1be3e081..822301a58420bddb99f5362dc83e2532c4960542 100644 (file)
@@ -1968,6 +1968,7 @@ do_late_parsing_checks(struct _mesa_glsl_parse_state *state)
 
 static void
 opt_shader_and_create_symbol_table(struct gl_context *ctx,
+                                   struct glsl_symbol_table *source_symbols,
                                    struct gl_shader *shader)
 {
    assert(shader->CompileStatus != compile_failure &&
@@ -2025,22 +2026,8 @@ opt_shader_and_create_symbol_table(struct gl_context *ctx,
     * 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;
-      }
-   }
+   _mesa_glsl_copy_symbols_from_table(shader->ir, source_symbols,
+                                      shader->symbols);
 }
 
 void
@@ -2077,7 +2064,9 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
          return;
 
       if (shader->CompileStatus == compiled_no_opts) {
-         opt_shader_and_create_symbol_table(ctx, shader);
+         opt_shader_and_create_symbol_table(ctx,
+                                            NULL, /* source_symbols */
+                                            shader);
          shader->CompileStatus = compile_success;
          return;
       }
@@ -2138,7 +2127,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
       lower_subroutine(shader->ir, state);
 
       if (!ctx->Cache || force_recompile)
-         opt_shader_and_create_symbol_table(ctx, shader);
+         opt_shader_and_create_symbol_table(ctx, state->symbols, shader);
       else {
          reparent_ir(shader->ir, shader->ir);
          shader->CompileStatus = compiled_no_opts;
index f827b68555f680be735e66425473484bea850aeb..004529157ee2d3d88211d3e7d8c16dc54b2b4a5f 100644 (file)
@@ -1255,21 +1255,11 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
  * Populates a shaders symbol table with all global declarations
  */
 static void
-populate_symbol_table(gl_linked_shader *sh)
+populate_symbol_table(gl_linked_shader *sh, glsl_symbol_table *symbols)
 {
    sh->symbols = new(sh) glsl_symbol_table;
 
-   foreach_in_list(ir_instruction, inst, sh->ir) {
-      ir_variable *var;
-      ir_function *func;
-
-      if ((func = inst->as_function()) != NULL) {
-         sh->symbols->add_function(func);
-      } else if ((var = inst->as_variable()) != NULL) {
-         if (var->data.mode != ir_var_temporary)
-            sh->symbols->add_variable(var);
-      }
-   }
+   _mesa_glsl_copy_symbols_from_table(sh->ir, symbols, sh->symbols);
 }
 
 
@@ -2288,7 +2278,7 @@ link_intrastage_shaders(void *mem_ctx,
 
    link_bindless_layout_qualifiers(prog, shader_list, num_shaders);
 
-   populate_symbol_table(linked);
+   populate_symbol_table(linked, shader_list[0]->symbols);
 
    /* The pointer to the main function in the final linked shader (i.e., the
     * copy of the original shader that contained the main function).