From 2d2561ef9696aa5ff0c1a85e3a4a95475f927935 Mon Sep 17 00:00:00 2001 From: Carl Worth Date: Wed, 23 Jun 2010 15:43:38 -0700 Subject: [PATCH] glsl2 main: Use talloc to allocate _mesa_glsl_parse_state This is a short-lived object. It exists only for the duration of the compile_shader() function, (as opposed to the shader and whole_program which live longer). The state is created with the same talloc parent as the shader, so that other allocation can be done with talloc_parent(state) as the owner in order to attach to a long-lived object. --- main.cpp | 57 ++++++++++++++++++++++++++++++--------------------------- 1 file changed, 30 insertions(+), 27 deletions(-) diff --git a/main.cpp b/main.cpp index 78169d2..f56e6f6 100644 --- a/main.cpp +++ b/main.cpp @@ -106,38 +106,39 @@ const struct option compiler_opts[] = { void compile_shader(struct glsl_shader *shader) { - struct _mesa_glsl_parse_state state; + struct _mesa_glsl_parse_state *state; + + state = talloc_zero(talloc_parent(shader), struct _mesa_glsl_parse_state); - memset(& state, 0, sizeof(state)); switch (shader->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; + 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; - state.info_log = talloc_strdup(shader, ""); - state.error = false; - state.temp_index = 0; - state.loop_or_switch_nesting = NULL; - state.ARB_texture_rectangle_enable = true; + state->scanner = NULL; + state->translation_unit.make_empty(); + state->symbols = new glsl_symbol_table; + state->info_log = talloc_strdup(shader, ""); + state->error = false; + state->temp_index = 0; + state->loop_or_switch_nesting = NULL; + state->ARB_texture_rectangle_enable = true; /* Create a new context for the preprocessor output. Ultimately, this * should probably be the parser context, but there isn't one yet. */ const char *source = shader->Source; - state.error = preprocess(shader, &source, &state.info_log); + state->error = preprocess(shader, &source, &state->info_log); - if (!state.error) { - _mesa_glsl_lexer_ctor(& state, source); - _mesa_glsl_parse(& state); - _mesa_glsl_lexer_dtor(& state); + 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) { + foreach_list_const(n, &state->translation_unit) { ast_node *ast = exec_node_data(ast_node, n, link); ast->print(); } @@ -145,13 +146,13 @@ compile_shader(struct glsl_shader *shader) } shader->ir.make_empty(); - if (!state.error && !state.translation_unit.is_empty()) - _mesa_ast_to_hir(&shader->ir, &state); + if (!state->error && !state->translation_unit.is_empty()) + _mesa_ast_to_hir(&shader->ir, state); validate_ir_tree(&shader->ir); /* Optimization passes */ - if (!state.error && !shader->ir.is_empty()) { + if (!state->error && !shader->ir.is_empty()) { bool progress; do { progress = false; @@ -171,17 +172,19 @@ compile_shader(struct glsl_shader *shader) validate_ir_tree(&shader->ir); /* Print out the resulting IR */ - if (!state.error && dump_lir) { - _mesa_print_ir(&shader->ir, &state); + if (!state->error && dump_lir) { + _mesa_print_ir(&shader->ir, state); } - shader->symbols = state.symbols; - shader->CompileStatus = !state.error; + shader->symbols = state->symbols; + shader->CompileStatus = !state->error; if (shader->InfoLog) talloc_free(shader->InfoLog); - shader->InfoLog = state.info_log; + shader->InfoLog = state->info_log; + + talloc_free(state); return; } -- 2.7.4