From: Ian Romanick Date: Sun, 18 Jul 2010 22:59:43 +0000 (-0700) Subject: glsl2: Add a constructor for _mesa_glsl_parse_state X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=2462a536ea5c98867296905e3da127eba7c7bdff;p=mesa.git glsl2: Add a constructor for _mesa_glsl_parse_state Coming changes to the handling of built-in functions necessitate this. --- diff --git a/src/glsl/Makefile b/src/glsl/Makefile index 7bf95fbfc2d..2b040377b0c 100644 --- a/src/glsl/Makefile +++ b/src/glsl/Makefile @@ -93,6 +93,7 @@ INCLUDES = \ -I../mesa \ -I../mapi \ -I../mesa/shader \ + -I../../include \ $(LIBRARY_INCLUDES) ALL_SOURCES = \ diff --git a/src/glsl/glsl_parser_extras.cpp b/src/glsl/glsl_parser_extras.cpp index cb7b6d36a2d..bcf2579733d 100644 --- a/src/glsl/glsl_parser_extras.cpp +++ b/src/glsl/glsl_parser_extras.cpp @@ -34,6 +34,47 @@ extern "C" { #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) { diff --git a/src/glsl/glsl_parser_extras.h b/src/glsl/glsl_parser_extras.h index fed6e8c823f..e2efbd9ac9f 100644 --- a/src/glsl/glsl_parser_extras.h +++ b/src/glsl/glsl_parser_extras.h @@ -35,7 +35,29 @@ enum _mesa_glsl_parser_targets { 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; diff --git a/src/mesa/shader/ir_to_mesa.cpp b/src/mesa/shader/ir_to_mesa.cpp index 7cc469f3a72..1a9b0e39481 100644 --- a/src/mesa/shader/ir_to_mesa.cpp +++ b/src/mesa/shader/ir_to_mesa.cpp @@ -2155,38 +2155,8 @@ steal_memory(ir_instruction *ir, void *new_ctx) 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,