Extract compilation to a separate routine
authorIan Romanick <ian.d.romanick@intel.com>
Thu, 17 Jun 2010 19:01:18 +0000 (12:01 -0700)
committerIan Romanick <ian.d.romanick@intel.com>
Thu, 17 Jun 2010 19:01:18 +0000 (12:01 -0700)
Pull all of the code that actually compiles shaders into a separate
function.  Use a glsl_program to track data about the compiled shader.

main.cpp

index 6626863..ae564e8 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -34,6 +34,7 @@
 #include "glsl_parser.h"
 #include "ir_optimization.h"
 #include "ir_print_visitor.h"
+#include "program.h"
 
 
 static char *
@@ -96,42 +97,18 @@ const struct option compiler_opts[] = {
    { NULL, 0, NULL, 0 }
 };
 
-int
-main(int argc, char **argv)
+void
+compile_shader(struct glsl_program *prog)
 {
    struct _mesa_glsl_parse_state state;
-   char *shader;
-   size_t shader_len;
-   exec_list instructions;
-
-   int c;
-   int idx = 0;
-   while ((c = getopt_long(argc, argv, "", compiler_opts, &idx)) != -1)
-      /* empty */ ;
-
-
-   if (argc <= optind)
-      usage_fail(argv[0]);
-
-   const unsigned len = strlen(argv[optind]);
-   if (len < 6)
-      usage_fail(argv[0]);
-
-   const char *const ext = & argv[optind][len - 5];
-   enum _mesa_glsl_parser_targets target;
-   if (strncmp(".vert", ext, 5) == 0)
-      target = vertex_shader;
-   else if (strncmp(".geom", ext, 5) == 0)
-      target = geometry_shader;
-   else if (strncmp(".frag", ext, 5) == 0)
-      target = fragment_shader;
-   else
-      usage_fail(argv[0]);
-
-   shader = load_text_file(argv[optind], & shader_len);
 
    memset(& state, 0, sizeof(state));
-   state.target = target;
+   switch (prog->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 glsl_symbol_table;
@@ -140,7 +117,7 @@ main(int argc, char **argv)
    state.loop_or_switch_nesting = NULL;
    state.ARB_texture_rectangle_enable = true;
 
-   _mesa_glsl_lexer_ctor(& state, shader, shader_len);
+   _mesa_glsl_lexer_ctor(& state, prog->Source, prog->SourceLen);
    _mesa_glsl_parse(& state);
    _mesa_glsl_lexer_dtor(& state);
 
@@ -152,33 +129,72 @@ main(int argc, char **argv)
       printf("\n\n");
    }
 
+   prog->ir.make_empty();
    if (!state.error && !state.translation_unit.is_empty())
-      _mesa_ast_to_hir(&instructions, &state);
+      _mesa_ast_to_hir(&prog->ir, &state);
 
    /* Optimization passes */
-   if (!state.error && !instructions.is_empty()) {
+   if (!state.error && !prog->ir.is_empty()) {
       bool progress;
       do {
         progress = false;
 
-        progress = do_function_inlining(&instructions) || progress;
-        progress = do_if_simplification(&instructions) || progress;
-        progress = do_copy_propagation(&instructions) || progress;
-        progress = do_dead_code_local(&instructions) || progress;
-        progress = do_dead_code_unlinked(&instructions) || progress;
-        progress = do_constant_variable_unlinked(&instructions) || progress;
-        progress = do_constant_folding(&instructions) || progress;
-        progress = do_vec_index_to_swizzle(&instructions) || progress;
-        progress = do_swizzle_swizzle(&instructions) || progress;
+        progress = do_function_inlining(&prog->ir) || progress;
+        progress = do_if_simplification(&prog->ir) || progress;
+        progress = do_copy_propagation(&prog->ir) || progress;
+        progress = do_dead_code_local(&prog->ir) || progress;
+        progress = do_dead_code_unlinked(&prog->ir) || progress;
+        progress = do_constant_variable_unlinked(&prog->ir) || progress;
+        progress = do_constant_folding(&prog->ir) || progress;
+        progress = do_vec_index_to_swizzle(&prog->ir) || progress;
+        progress = do_swizzle_swizzle(&prog->ir) || progress;
       } while (progress);
    }
 
    /* Print out the resulting IR */
    if (!state.error && dump_lir) {
-      _mesa_print_ir(&instructions, &state);
+      _mesa_print_ir(&prog->ir, &state);
    }
 
-   delete state.symbols;
+   prog->symbols = state.symbols;
+   prog->CompileStatus = !state.error;
+   return;
+}
+
+int
+main(int argc, char **argv)
+{
+   struct _mesa_glsl_parse_state state;
+
+   int c;
+   int idx = 0;
+   while ((c = getopt_long(argc, argv, "", compiler_opts, &idx)) != -1)
+      /* empty */ ;
+
+
+   if (argc <= optind)
+      usage_fail(argv[0]);
+
+   struct glsl_program *prog = new glsl_program;
+   memset(prog, 0, sizeof(*prog));
+
+   const unsigned len = strlen(argv[optind]);
+   if (len < 6)
+      usage_fail(argv[0]);
+
+   const char *const ext = & argv[optind][len - 5];
+   if (strncmp(".vert", ext, 5) == 0)
+      prog->Type = GL_VERTEX_SHADER;
+   else if (strncmp(".geom", ext, 5) == 0)
+      prog->Type = GL_GEOMETRY_SHADER;
+   else if (strncmp(".frag", ext, 5) == 0)
+      prog->Type = GL_FRAGMENT_SHADER;
+   else
+      usage_fail(argv[0]);
+
+   prog->Source = load_text_file(argv[optind], &prog->SourceLen);
+
+   compile_shader(prog);
 
-   return state.error != 0;
+   return prog->CompileStatus ? EXIT_SUCCESS : EXIT_FAILURE;
 }