/* * Mesa 3-D graphics library * Version: 6.5.2 * * Copyright (C) 2005-2006 Brian Paul All Rights Reserved. * * 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 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 * BRIAN PAUL 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. */ /** * \file slang_assemble_typeinfo.c * slang type info * \author Michal Krol */ #include "imports.h" #include "macros.h" #include "slang_compile.h" #include "slang_simplify.h" /** * Recursively traverse an AST tree, applying simplifications wherever * possible. * At the least, we do constant folding. We need to do that much so that * compile-time expressions can be evaluated for things like array * declarations. I.e.: float foo[3 + 5]; */ void slang_simplify(slang_operation *oper, const slang_assembly_name_space * space, slang_atom_pool * atoms) { GLboolean isFloat[4]; GLboolean isBool[4]; GLuint i, n; /* first, simplify children */ for (i = 0; i < oper->num_children; i++) { slang_simplify(&oper->children[i], space, atoms); } /* examine children */ n = MIN2(oper->num_children, 4); for (i = 0; i < n; i++) { isFloat[i] = (oper->children[i].type == slang_oper_literal_float || oper->children[i].type == slang_oper_literal_int); isBool[i] = (oper->children[i].type == slang_oper_literal_bool); } if (n == 2 && isFloat[0] && isFloat[1]) { /* probably simple arithmetic */ switch (oper->type) { case slang_oper_add: for (i = 0; i < 4; i++) { oper->literal[i] = oper->children[0].literal[i] + oper->children[1].literal[i]; } slang_operation_destruct(oper); oper->type = slang_oper_literal_float; break; case slang_oper_subtract: for (i = 0; i < 4; i++) { oper->literal[i] = oper->children[0].literal[i] - oper->children[1].literal[i]; } slang_operation_destruct(oper); oper->type = slang_oper_literal_float; break; case slang_oper_multiply: for (i = 0; i < 4; i++) { oper->literal[i] = oper->children[0].literal[i] * oper->children[1].literal[i]; } slang_operation_destruct(oper); oper->type = slang_oper_literal_float; break; case slang_oper_divide: for (i = 0; i < 4; i++) { oper->literal[i] = oper->children[0].literal[i] / oper->children[1].literal[i]; } slang_operation_destruct(oper); oper->type = slang_oper_literal_float; break; default: ; /* nothing */ } } else if (n == 1 && isFloat[0]) { switch (oper->type) { case slang_oper_minus: for (i = 0; i < 4; i++) { oper->literal[i] = -oper->children[0].literal[i]; } slang_operation_destruct(oper); oper->type = slang_oper_literal_float; break; case slang_oper_plus: COPY_4V(oper->literal, oper->children[0].literal); slang_operation_destruct(oper); oper->type = slang_oper_literal_float; break; default: ; /* nothing */ } } else if (n == 2 && isBool[0] && isBool[1]) { /* simple boolean expression */ switch (oper->type) { case slang_oper_logicaland: for (i = 0; i < 4; i++) { const GLint a = oper->children[0].literal[i] ? 1 : 0; const GLint b = oper->children[1].literal[i] ? 1 : 0; oper->literal[i] = (GLfloat) (a && b); } slang_operation_destruct(oper); oper->type = slang_oper_literal_bool; break; case slang_oper_logicalor: for (i = 0; i < 4; i++) { const GLint a = oper->children[0].literal[i] ? 1 : 0; const GLint b = oper->children[1].literal[i] ? 1 : 0; oper->literal[i] = (GLfloat) (a || b); } slang_operation_destruct(oper); oper->type = slang_oper_literal_bool; break; case slang_oper_logicalxor: for (i = 0; i < 4; i++) { const GLint a = oper->children[0].literal[i] ? 1 : 0; const GLint b = oper->children[1].literal[i] ? 1 : 0; oper->literal[i] = (GLfloat) (a ^ b); } slang_operation_destruct(oper); oper->type = slang_oper_literal_bool; break; default: ; /* nothing */ } } else if (n == 4 && isFloat[0] && isFloat[1] && isFloat[2] && isFloat[3]) { if (oper->type == slang_oper_call) { if (strcmp((char *) oper->a_id, "vec4") == 0) { oper->literal[0] = oper->children[0].literal[0]; oper->literal[1] = oper->children[1].literal[0]; oper->literal[2] = oper->children[2].literal[0]; oper->literal[3] = oper->children[3].literal[0]; slang_operation_destruct(oper); oper->type = slang_oper_literal_float; } } } }