From: Eric Anholt Date: Wed, 19 Jun 2013 23:00:23 +0000 (-0700) Subject: mesa: Move shader compiler API code to shaderapi.c X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=10c14d16d28c5e868b042e575aaaa922604e5e7e;p=mesa.git mesa: Move shader compiler API code to shaderapi.c There was nothing ir_to_mesa-specific about this code, but it's not exactly part of the compiler's core turning-source-into-IR job either. v2: Split from the ir_to_mesa to glsl/ commit, avoid renaming the sh variable. Acked-by: Paul Berry (v1) Reviewed-by: Kenneth Graunke --- diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c index 88518caa53b..d214204a60a 100644 --- a/src/mesa/main/shaderapi.c +++ b/src/mesa/main/shaderapi.c @@ -48,10 +48,12 @@ #include "main/transformfeedback.h" #include "main/uniforms.h" #include "program/program.h" +#include "program/prog_print.h" #include "program/prog_parameter.h" #include "ralloc.h" #include #include "../glsl/glsl_parser_extras.h" +#include "../glsl/ir.h" #include "../glsl/ir_uniform.h" /** Define this to enable shader substitution (see below) */ @@ -743,10 +745,42 @@ compile_shader(struct gl_context *ctx, GLuint shaderObj) /* set default pragma state for shader */ sh->Pragmas = options->DefaultPragmas; - /* this call will set the sh->CompileStatus field to indicate if - * compilation was successful. - */ - _mesa_glsl_compile_shader(ctx, sh); + if (!sh->Source) { + /* If the user called glCompileShader without first calling + * glShaderSource, we should fail to compile, but not raise a GL_ERROR. + */ + sh->CompileStatus = GL_FALSE; + } else { + if (ctx->Shader.Flags & GLSL_DUMP) { + printf("GLSL source for %s shader %d:\n", + _mesa_glsl_shader_target_name(sh->Type), sh->Name); + printf("%s\n", sh->Source); + } + + /* this call will set the shader->CompileStatus field to indicate if + * compilation was successful. + */ + _mesa_glsl_compile_shader(ctx, sh); + + if (ctx->Shader.Flags & GLSL_LOG) { + _mesa_write_shader_to_file(sh); + } + + if (ctx->Shader.Flags & GLSL_DUMP) { + if (sh->CompileStatus) { + printf("GLSL IR for shader %d:\n", sh->Name); + _mesa_print_ir(sh->ir, NULL); + printf("\n\n"); + } else { + printf("GLSL shader %d failed to compile.\n", sh->Name); + } + if (sh->InfoLog && sh->InfoLog[0] != 0) { + printf("GLSL shader %d info log:\n", sh->Name); + printf("%s\n", sh->InfoLog); + } + } + + } if (sh->CompileStatus == GL_FALSE && (ctx->Shader.Flags & GLSL_REPORT_ERRORS)) { diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp index a91597435db..96996ee022f 100644 --- a/src/mesa/program/ir_to_mesa.cpp +++ b/src/mesa/program/ir_to_mesa.cpp @@ -3108,23 +3108,10 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader) new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader); const char *source = shader->Source; - /* Check if the user called glCompileShader without first calling - * glShaderSource. This should fail to compile, but not raise a GL_ERROR. - */ - if (source == NULL) { - shader->CompileStatus = GL_FALSE; - return; - } state->error = glcpp_preprocess(state, &source, &state->info_log, &ctx->Extensions, ctx); - if (ctx->Shader.Flags & GLSL_DUMP) { - printf("GLSL source for %s shader %d:\n", - _mesa_glsl_shader_target_name(state->target), shader->Name); - printf("%s\n", shader->Source); - } - if (!state->error) { _mesa_glsl_lexer_ctor(state, source); _mesa_glsl_parse(state); @@ -3160,24 +3147,6 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader) sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link); shader->num_builtins_to_link = state->num_builtins_to_link; - if (ctx->Shader.Flags & GLSL_LOG) { - _mesa_write_shader_to_file(shader); - } - - if (ctx->Shader.Flags & GLSL_DUMP) { - if (shader->CompileStatus) { - printf("GLSL IR for shader %d:\n", shader->Name); - _mesa_print_ir(shader->ir, NULL); - printf("\n\n"); - } else { - printf("GLSL shader %d failed to compile.\n", shader->Name); - } - if (shader->InfoLog && shader->InfoLog[0] != 0) { - printf("GLSL shader %d info log:\n", shader->Name); - printf("%s\n", shader->InfoLog); - } - } - if (shader->UniformBlocks) ralloc_free(shader->UniformBlocks); shader->NumUniformBlocks = state->num_uniform_blocks;