glsl2: Move our data from a glsl_shader* on the side to the main gl_shader *.

This saves recompiling at link time.  gl_shader->ir is made a pointer
so that we don't have to bring exec_list into mtypes.h.
This commit is contained in:
Eric Anholt
2010-06-30 11:05:43 -07:00
parent 524745bc55
commit 16b68b1952
7 changed files with 96 additions and 126 deletions
+22 -25
View File
@@ -38,14 +38,13 @@
/* Returned string will have 'ctx' as its talloc owner. */
static char *
load_text_file(void *ctx, const char *file_name, size_t *size)
load_text_file(void *ctx, const char *file_name)
{
char *text = NULL;
struct stat st;
ssize_t total_read = 0;
int fd = open(file_name, O_RDONLY);
*size = 0;
if (fd < 0) {
return NULL;
}
@@ -70,7 +69,6 @@ load_text_file(void *ctx, const char *file_name, size_t *size)
} while (total_read < st.st_size);
text[total_read] = '\0';
*size = total_read;
}
}
@@ -102,7 +100,7 @@ const struct option compiler_opts[] = {
};
void
compile_shader(struct glsl_shader *shader)
compile_shader(struct gl_shader *shader)
{
struct _mesa_glsl_parse_state *state;
@@ -145,40 +143,40 @@ compile_shader(struct glsl_shader *shader)
printf("\n\n");
}
shader->ir.make_empty();
shader->ir = new(shader) exec_list;
if (!state->error && !state->translation_unit.is_empty())
_mesa_ast_to_hir(&shader->ir, state);
_mesa_ast_to_hir(shader->ir, state);
validate_ir_tree(&shader->ir);
validate_ir_tree(shader->ir);
/* Print out the unoptimized IR. */
if (!state->error && dump_hir) {
_mesa_print_ir(&shader->ir, state);
_mesa_print_ir(shader->ir, state);
}
/* Optimization passes */
if (!state->error && !shader->ir.is_empty()) {
if (!state->error && !shader->ir->is_empty()) {
bool progress;
do {
progress = false;
progress = do_function_inlining(&shader->ir) || progress;
progress = do_if_simplification(&shader->ir) || progress;
progress = do_copy_propagation(&shader->ir) || progress;
progress = do_dead_code_local(&shader->ir) || progress;
progress = do_dead_code_unlinked(state, &shader->ir) || progress;
progress = do_constant_variable_unlinked(&shader->ir) || progress;
progress = do_constant_folding(&shader->ir) || progress;
progress = do_vec_index_to_swizzle(&shader->ir) || progress;
progress = do_swizzle_swizzle(&shader->ir) || progress;
progress = do_function_inlining(shader->ir) || progress;
progress = do_if_simplification(shader->ir) || progress;
progress = do_copy_propagation(shader->ir) || progress;
progress = do_dead_code_local(shader->ir) || progress;
progress = do_dead_code_unlinked(state, shader->ir) || progress;
progress = do_constant_variable_unlinked(shader->ir) || progress;
progress = do_constant_folding(shader->ir) || progress;
progress = do_vec_index_to_swizzle(shader->ir) || progress;
progress = do_swizzle_swizzle(shader->ir) || progress;
} while (progress);
}
validate_ir_tree(&shader->ir);
validate_ir_tree(shader->ir);
/* Print out the resulting IR */
if (!state->error && dump_lir) {
_mesa_print_ir(&shader->ir, state);
_mesa_print_ir(shader->ir, state);
}
shader->symbols = state->symbols;
@@ -214,12 +212,12 @@ main(int argc, char **argv)
assert(whole_program != NULL);
for (/* empty */; argc > optind; optind++) {
whole_program->Shaders = (struct glsl_shader **)
whole_program->Shaders = (struct gl_shader **)
talloc_realloc(whole_program, whole_program->Shaders,
struct glsl_shader *, whole_program->NumShaders + 1);
struct gl_shader *, whole_program->NumShaders + 1);
assert(whole_program->Shaders != NULL);
struct glsl_shader *shader = talloc_zero(whole_program, glsl_shader);
struct gl_shader *shader = talloc_zero(whole_program, gl_shader);
whole_program->Shaders[whole_program->NumShaders] = shader;
whole_program->NumShaders++;
@@ -238,8 +236,7 @@ main(int argc, char **argv)
else
usage_fail(argv[0]);
shader->Source = load_text_file(whole_program,
argv[optind], &shader->SourceLen);
shader->Source = load_text_file(whole_program, argv[optind]);
if (shader->Source == NULL) {
printf("File \"%s\" does not exist.\n", argv[optind]);
exit(EXIT_FAILURE);