diff options
author | Eric Anholt <eric@anholt.net> | 2010-06-24 15:47:38 -0700 |
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committer | Eric Anholt <eric@anholt.net> | 2010-06-24 15:47:40 -0700 |
commit | bcc13b74443137043e8a34f8cb64a5add0d8af93 (patch) | |
tree | 5f4e003dceb61c091ce0fcb8c5cf9d91bec033c0 /src/glsl/glcpp/pp.c | |
parent | 84341f4b2014810b2964230384fe76338be1d78e (diff) | |
parent | e5cf3aadb8d57dcc70b597092ecac276042f73cb (diff) |
Merge branch 'glsl2-head' into glsl2
This brings in the standalone GLSL compiler that we are planning on
replacing the existing Mesa GLSL compiler. It currently targets GLSL
1.20 and the Mesa IR.
Diffstat (limited to 'src/glsl/glcpp/pp.c')
-rw-r--r-- | src/glsl/glcpp/pp.c | 155 |
1 files changed, 155 insertions, 0 deletions
diff --git a/src/glsl/glcpp/pp.c b/src/glsl/glcpp/pp.c new file mode 100644 index 0000000000..a25b7b72a6 --- /dev/null +++ b/src/glsl/glcpp/pp.c @@ -0,0 +1,155 @@ +/* + * Copyright © 2010 Intel Corporation + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice (including the next + * paragraph) shall be included in all copies or substantial portions of the + * Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +#include <assert.h> +#include <ctype.h> +#include "glcpp.h" + +void +glcpp_error (YYLTYPE *locp, glcpp_parser_t *parser, const char *fmt, ...) +{ + parser->error = 1; + parser->info_log = talloc_asprintf_append(parser->info_log, + "%u:%u(%u): " + "preprocessor error: ", + locp->source, + locp->first_line, + locp->first_column); + va_list ap; + va_start(ap, fmt); + parser->info_log = talloc_vasprintf_append(parser->info_log, fmt, ap); + va_end(ap); + parser->info_log = talloc_strdup_append(parser->info_log, "\n"); +} + +void +glcpp_warning (YYLTYPE *locp, glcpp_parser_t *parser, const char *fmt, ...) +{ + parser->info_log = talloc_asprintf_append(parser->info_log, + "%u:%u(%u): " + "preprocessor warning: ", + locp->source, + locp->first_line, + locp->first_column); + va_list ap; + va_start(ap, fmt); + parser->info_log = talloc_vasprintf_append(parser->info_log, fmt, ap); + va_end(ap); + parser->info_log = talloc_strdup_append(parser->info_log, "\n"); +} + +/* Searches backwards for '^ *#' from a given starting point. */ +static int +in_directive(const char *shader, const char *ptr) +{ + assert(ptr >= shader); + + /* Search backwards for '#'. If we find a \n first, it doesn't count */ + for (; ptr >= shader && *ptr != '#'; ptr--) { + if (*ptr == '\n') + return 0; + } + if (ptr >= shader) { + /* Found '#'...look for spaces preceded by a newline */ + for (ptr--; ptr >= shader && isblank(*ptr); ptr--); + // FIXME: I don't think the '\n' case can happen + if (ptr < shader || *ptr == '\n') + return 1; + } + return 0; +} + +/* Remove any line continuation characters in preprocessing directives. + * However, ignore any in GLSL code, as "There is no line continuation + * character" (1.30 page 9) in GLSL. + */ +static char * +remove_line_continuations(glcpp_parser_t *ctx, const char *shader) +{ + int in_continued_line = 0; + int extra_newlines = 0; + char *clean = talloc_strdup(ctx, ""); + const char *search_start = shader; + const char *newline; + while ((newline = strchr(search_start, '\n')) != NULL) { + const char *backslash = NULL; + /* Find the preceding '\', if it exists */ + if (newline[-1] == '\\') { + backslash = newline - 1; + } else if (newline[-1] == '\r' && newline[-2] == '\\') { + backslash = newline - 2; + } + /* Double backslashes don't count (the backslash is escaped) */ + if (backslash != NULL && backslash[-1] == '\\') { + backslash = NULL; + } + + if (backslash != NULL) { + /* We found a line continuation, but do we care? */ + if (!in_continued_line) { + if (in_directive(shader, backslash)) { + in_continued_line = 1; + extra_newlines = 0; + } + } + if (in_continued_line) { + /* Copy everything before the \ */ + clean = talloc_strndup_append(clean, shader, backslash - shader); + shader = newline + 1; + extra_newlines++; + } + } else if (in_continued_line) { + /* Copy everything up to and including the \n */ + clean = talloc_strndup_append(clean, shader, newline - shader + 1); + shader = newline + 1; + /* Output extra newlines to make line numbers match */ + for (; extra_newlines > 0; extra_newlines--) + clean = talloc_strdup_append(clean, "\n"); + in_continued_line = 0; + } + search_start = newline + 1; + } + clean = talloc_strdup_append(clean, shader); + return clean; +} + +extern int +preprocess(void *talloc_ctx, const char **shader, char **info_log) +{ + int errors; + glcpp_parser_t *parser = glcpp_parser_create (); + *shader = remove_line_continuations(parser, *shader); + + glcpp_lex_set_source_string (parser, *shader); + + glcpp_parser_parse (parser); + + *info_log = talloc_strdup_append(*info_log, parser->info_log); + + talloc_steal(talloc_ctx, parser->output); + *shader = parser->output; + + errors = parser->error; + glcpp_parser_destroy (parser); + return errors; +} |