mesa: Move the common _mesa_glsl_compile_shader() code to glsl/.

This code had no relation to ir_to_mesa.cpp, since it was also used by
intel and state_tracker, and most of it was duplicated with the standalone
compiler (which has periodically drifted from the Mesa copy).

v2: Split from the ir_to_mesa to shaderapi.c changes.

Acked-by: Paul Berry <stereotype441@gmail.com> (v1)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Eric Anholt
2013-06-12 15:49:43 -07:00
parent 10c14d16d2
commit 0343f20e2f
6 changed files with 100 additions and 125 deletions
+1 -58
View File
@@ -143,70 +143,13 @@ compile_shader(struct gl_context *ctx, struct gl_shader *shader)
struct _mesa_glsl_parse_state *state =
new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader);
const char *source = shader->Source;
state->error = glcpp_preprocess(state, &source, &state->info_log,
state->extensions, ctx) != 0;
if (!state->error) {
_mesa_glsl_lexer_ctor(state, source);
_mesa_glsl_parse(state);
_mesa_glsl_lexer_dtor(state);
}
if (dump_ast) {
foreach_list_const(n, &state->translation_unit) {
ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
}
printf("\n\n");
}
shader->ir = new(shader) exec_list;
if (!state->error && !state->translation_unit.is_empty())
_mesa_ast_to_hir(shader->ir, state);
/* Print out the unoptimized IR. */
if (!state->error && dump_hir) {
validate_ir_tree(shader->ir);
_mesa_print_ir(shader->ir, state);
}
/* Optimization passes */
if (!state->error && !shader->ir->is_empty()) {
const struct gl_shader_compiler_options *opts =
&ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)];
bool progress;
do {
progress = do_common_optimization(shader->ir, false, false, 32, opts);
} while (progress);
validate_ir_tree(shader->ir);
}
_mesa_glsl_compile_shader(ctx, shader, dump_ast, dump_hir);
/* Print out the resulting IR */
if (!state->error && dump_lir) {
_mesa_print_ir(shader->ir, state);
}
shader->symbols = state->symbols;
shader->CompileStatus = !state->error;
shader->Version = state->language_version;
shader->IsES = state->es_shader;
memcpy(shader->builtins_to_link, state->builtins_to_link,
sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link);
shader->num_builtins_to_link = state->num_builtins_to_link;
if (shader->InfoLog)
ralloc_free(shader->InfoLog);
shader->InfoLog = state->info_log;
/* Retain any live IR, but trash the rest. */
reparent_ir(shader->ir, shader);
ralloc_free(state);
return;
}