diff options
| -rw-r--r-- | main.cpp | 54 | 
1 files changed, 27 insertions, 27 deletions
| @@ -100,12 +100,12 @@ const struct option compiler_opts[] = {  };  void -compile_shader(struct glsl_shader *prog) +compile_shader(struct glsl_shader *shader)  {     struct _mesa_glsl_parse_state state;     memset(& state, 0, sizeof(state)); -   switch (prog->Type) { +   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; @@ -119,7 +119,7 @@ compile_shader(struct glsl_shader *prog)     state.loop_or_switch_nesting = NULL;     state.ARB_texture_rectangle_enable = true; -   _mesa_glsl_lexer_ctor(& state, prog->Source, prog->SourceLen); +   _mesa_glsl_lexer_ctor(& state, shader->Source, shader->SourceLen);     _mesa_glsl_parse(& state);     _mesa_glsl_lexer_dtor(& state); @@ -131,35 +131,35 @@ compile_shader(struct glsl_shader *prog)        printf("\n\n");     } -   prog->ir.make_empty(); +   shader->ir.make_empty();     if (!state.error && !state.translation_unit.is_empty()) -      _mesa_ast_to_hir(&prog->ir, &state); +      _mesa_ast_to_hir(&shader->ir, &state);     /* Optimization passes */ -   if (!state.error && !prog->ir.is_empty()) { +   if (!state.error && !shader->ir.is_empty()) {        bool progress;        do {  	 progress = false; -	 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; +	 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(&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);     }     /* Print out the resulting IR */     if (!state.error && dump_lir) { -      _mesa_print_ir(&prog->ir, &state); +      _mesa_print_ir(&shader->ir, &state);     } -   prog->symbols = state.symbols; -   prog->CompileStatus = !state.error; +   shader->symbols = state.symbols; +   shader->CompileStatus = !state.error;     return;  } @@ -186,10 +186,10 @@ main(int argc, char **argv)  		 sizeof(struct glsl_shader *) * (whole_program.NumShaders + 1));        assert(whole_program.Shaders != NULL); -      struct glsl_shader *prog = new glsl_shader; -      memset(prog, 0, sizeof(*prog)); +      struct glsl_shader *shader = new glsl_shader; +      memset(shader, 0, sizeof(*shader)); -      whole_program.Shaders[whole_program.NumShaders] = prog; +      whole_program.Shaders[whole_program.NumShaders] = shader;        whole_program.NumShaders++;        const unsigned len = strlen(argv[optind]); @@ -198,19 +198,19 @@ main(int argc, char **argv)        const char *const ext = & argv[optind][len - 5];        if (strncmp(".vert", ext, 5) == 0) -	 prog->Type = GL_VERTEX_SHADER; +	 shader->Type = GL_VERTEX_SHADER;        else if (strncmp(".geom", ext, 5) == 0) -	 prog->Type = GL_GEOMETRY_SHADER; +	 shader->Type = GL_GEOMETRY_SHADER;        else if (strncmp(".frag", ext, 5) == 0) -	 prog->Type = GL_FRAGMENT_SHADER; +	 shader->Type = GL_FRAGMENT_SHADER;        else  	 usage_fail(argv[0]); -      prog->Source = load_text_file(argv[optind], &prog->SourceLen); +      shader->Source = load_text_file(argv[optind], &shader->SourceLen); -      compile_shader(prog); +      compile_shader(shader); -      if (!prog->CompileStatus) { +      if (!shader->CompileStatus) {  	 status = EXIT_FAILURE;  	 break;        } | 
