glsl2: Add a constructor for _mesa_glsl_parse_state
Coming changes to the handling of built-in functions necessitate this.
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@@ -93,6 +93,7 @@ INCLUDES = \
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-I../mesa \
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-I../mapi \
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-I../mesa/shader \
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-I../../include \
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$(LIBRARY_INCLUDES)
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ALL_SOURCES = \
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@@ -34,6 +34,47 @@ extern "C" {
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#include "glsl_parser_extras.h"
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#include "glsl_parser.h"
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_mesa_glsl_parse_state::_mesa_glsl_parse_state(struct __GLcontextRec *ctx,
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GLenum target, void *mem_ctx)
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{
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switch (target) {
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case GL_VERTEX_SHADER: this->target = vertex_shader; break;
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case GL_FRAGMENT_SHADER: this->target = fragment_shader; break;
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case GL_GEOMETRY_SHADER: this->target = geometry_shader; break;
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}
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this->scanner = NULL;
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this->translation_unit.make_empty();
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this->symbols = new(mem_ctx) glsl_symbol_table;
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this->info_log = talloc_strdup(mem_ctx, "");
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this->error = false;
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this->loop_or_switch_nesting = NULL;
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this->ARB_texture_rectangle_enable = true;
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if (ctx != NULL) {
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this->extensions = &ctx->Extensions;
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this->Const.MaxLights = ctx->Const.MaxLights;
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this->Const.MaxClipPlanes = ctx->Const.MaxClipPlanes;
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this->Const.MaxTextureUnits = ctx->Const.MaxTextureUnits;
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this->Const.MaxTextureCoords = ctx->Const.MaxTextureCoordUnits;
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this->Const.MaxVertexAttribs = ctx->Const.VertexProgram.MaxAttribs;
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this->Const.MaxVertexUniformComponents = ctx->Const.VertexProgram.MaxUniformComponents;
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this->Const.MaxVaryingFloats = ctx->Const.MaxVarying * 4;
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this->Const.MaxVertexTextureImageUnits = ctx->Const.MaxVertexTextureImageUnits;
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this->Const.MaxCombinedTextureImageUnits = ctx->Const.MaxCombinedTextureImageUnits;
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this->Const.MaxTextureImageUnits = ctx->Const.MaxTextureImageUnits;
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this->Const.MaxFragmentUniformComponents = ctx->Const.FragmentProgram.MaxUniformComponents;
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this->Const.MaxDrawBuffers = ctx->Const.MaxDrawBuffers;
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} else {
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static struct gl_extensions null_extensions;
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memset(&null_extensions, 0, sizeof(null_extensions));
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this->extensions = &null_extensions;
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}
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}
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const char *
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_mesa_glsl_shader_target_name(enum _mesa_glsl_parser_targets target)
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{
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@@ -35,7 +35,29 @@ enum _mesa_glsl_parser_targets {
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ir_shader
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};
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struct __GLcontextRec;
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struct _mesa_glsl_parse_state {
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_mesa_glsl_parse_state(struct __GLcontextRec *ctx, GLenum target,
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void *mem_ctx);
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/* Callers of this talloc-based new need not call delete. It's
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* easier to just talloc_free 'ctx' (or any of its ancestors). */
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static void* operator new(size_t size, void *ctx)
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{
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void *mem = talloc_zero_size(ctx, size);
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assert(mem != NULL);
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return mem;
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}
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/* If the user *does* call delete, that's OK, we will just
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* talloc_free in that case. */
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static void operator delete(void *mem)
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{
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talloc_free(mem);
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}
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void *scanner;
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exec_list translation_unit;
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glsl_symbol_table *symbols;
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@@ -2155,38 +2155,8 @@ steal_memory(ir_instruction *ir, void *new_ctx)
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void
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_mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader)
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{
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struct _mesa_glsl_parse_state *state;
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state = talloc_zero(shader, struct _mesa_glsl_parse_state);
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switch (shader->Type) {
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case GL_VERTEX_SHADER: state->target = vertex_shader; break;
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case GL_FRAGMENT_SHADER: state->target = fragment_shader; break;
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case GL_GEOMETRY_SHADER: state->target = geometry_shader; break;
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}
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state->scanner = NULL;
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state->translation_unit.make_empty();
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state->symbols = new(shader) glsl_symbol_table;
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state->info_log = talloc_strdup(shader, "");
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state->error = false;
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state->loop_or_switch_nesting = NULL;
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state->ARB_texture_rectangle_enable = true;
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state->extensions = &ctx->Extensions;
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state->Const.MaxLights = ctx->Const.MaxLights;
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state->Const.MaxClipPlanes = ctx->Const.MaxClipPlanes;
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state->Const.MaxTextureUnits = ctx->Const.MaxTextureUnits;
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state->Const.MaxTextureCoords = ctx->Const.MaxTextureCoordUnits;
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state->Const.MaxVertexAttribs = ctx->Const.VertexProgram.MaxAttribs;
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state->Const.MaxVertexUniformComponents = ctx->Const.VertexProgram.MaxUniformComponents;
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state->Const.MaxVaryingFloats = ctx->Const.MaxVarying * 4;
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state->Const.MaxVertexTextureImageUnits = ctx->Const.MaxVertexTextureImageUnits;
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state->Const.MaxCombinedTextureImageUnits = ctx->Const.MaxCombinedTextureImageUnits;
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state->Const.MaxTextureImageUnits = ctx->Const.MaxTextureImageUnits;
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state->Const.MaxFragmentUniformComponents = ctx->Const.FragmentProgram.MaxUniformComponents;
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state->Const.MaxDrawBuffers = ctx->Const.MaxDrawBuffers;
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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 = preprocess(state, &source, &state->info_log,
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