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>
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+1
-58
@@ -143,70 +143,13 @@ compile_shader(struct gl_context *ctx, struct gl_shader *shader)
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struct _mesa_glsl_parse_state *state =
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new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader);
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const char *source = shader->Source;
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state->error = glcpp_preprocess(state, &source, &state->info_log,
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state->extensions, ctx) != 0;
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if (!state->error) {
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_mesa_glsl_lexer_ctor(state, source);
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_mesa_glsl_parse(state);
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_mesa_glsl_lexer_dtor(state);
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}
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if (dump_ast) {
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foreach_list_const(n, &state->translation_unit) {
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ast_node *ast = exec_node_data(ast_node, n, link);
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ast->print();
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}
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printf("\n\n");
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}
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shader->ir = new(shader) exec_list;
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if (!state->error && !state->translation_unit.is_empty())
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_mesa_ast_to_hir(shader->ir, state);
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/* Print out the unoptimized IR. */
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if (!state->error && dump_hir) {
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validate_ir_tree(shader->ir);
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_mesa_print_ir(shader->ir, state);
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}
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/* Optimization passes */
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if (!state->error && !shader->ir->is_empty()) {
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const struct gl_shader_compiler_options *opts =
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&ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)];
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bool progress;
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do {
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progress = do_common_optimization(shader->ir, false, false, 32, opts);
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} while (progress);
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validate_ir_tree(shader->ir);
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}
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_mesa_glsl_compile_shader(ctx, shader, dump_ast, dump_hir);
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/* Print out the resulting IR */
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if (!state->error && dump_lir) {
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_mesa_print_ir(shader->ir, state);
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}
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shader->symbols = state->symbols;
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shader->CompileStatus = !state->error;
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shader->Version = state->language_version;
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shader->IsES = state->es_shader;
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memcpy(shader->builtins_to_link, state->builtins_to_link,
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sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link);
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shader->num_builtins_to_link = state->num_builtins_to_link;
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if (shader->InfoLog)
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ralloc_free(shader->InfoLog);
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shader->InfoLog = state->info_log;
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/* Retain any live IR, but trash the rest. */
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reparent_ir(shader->ir, shader);
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ralloc_free(state);
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return;
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}
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