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authorEmil Velikov <[email protected]>2016-01-18 12:16:48 +0200
committerEmil Velikov <[email protected]>2016-01-26 16:08:33 +0000
commiteb63640c1d38a200a7b1540405051d3ff79d0d8a (patch)
treeda46321a41f309b1d02aeb14d5d5487791c45aeb /src/compiler/glsl/glcpp/pp.c
parenta39a8fbbaa129f4e52f2a3ad2747182e9a74d910 (diff)
glsl: move to compiler/
Signed-off-by: Emil Velikov <[email protected]> Acked-by: Matt Turner <[email protected]> Acked-by: Jose Fonseca <[email protected]>
Diffstat (limited to 'src/compiler/glsl/glcpp/pp.c')
-rw-r--r--src/compiler/glsl/glcpp/pp.c241
1 files changed, 241 insertions, 0 deletions
diff --git a/src/compiler/glsl/glcpp/pp.c b/src/compiler/glsl/glcpp/pp.c
new file mode 100644
index 00000000000..160c6662ff6
--- /dev/null
+++ b/src/compiler/glsl/glcpp/pp.c
@@ -0,0 +1,241 @@
+/*
+ * 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 <string.h>
+#include <ctype.h>
+#include "glcpp.h"
+
+void
+glcpp_error (YYLTYPE *locp, glcpp_parser_t *parser, const char *fmt, ...)
+{
+ va_list ap;
+
+ parser->error = 1;
+ ralloc_asprintf_rewrite_tail(&parser->info_log,
+ &parser->info_log_length,
+ "%u:%u(%u): "
+ "preprocessor error: ",
+ locp->source,
+ locp->first_line,
+ locp->first_column);
+ va_start(ap, fmt);
+ ralloc_vasprintf_rewrite_tail(&parser->info_log,
+ &parser->info_log_length,
+ fmt, ap);
+ va_end(ap);
+ ralloc_asprintf_rewrite_tail(&parser->info_log,
+ &parser->info_log_length, "\n");
+}
+
+void
+glcpp_warning (YYLTYPE *locp, glcpp_parser_t *parser, const char *fmt, ...)
+{
+ va_list ap;
+
+ ralloc_asprintf_rewrite_tail(&parser->info_log,
+ &parser->info_log_length,
+ "%u:%u(%u): "
+ "preprocessor warning: ",
+ locp->source,
+ locp->first_line,
+ locp->first_column);
+ va_start(ap, fmt);
+ ralloc_vasprintf_rewrite_tail(&parser->info_log,
+ &parser->info_log_length,
+ fmt, ap);
+ va_end(ap);
+ ralloc_asprintf_rewrite_tail(&parser->info_log,
+ &parser->info_log_length, "\n");
+}
+
+/* Given str, (that's expected to start with a newline terminator of some
+ * sort), return a pointer to the first character in str after the newline.
+ *
+ * A newline terminator can be any of the following sequences:
+ *
+ * "\r\n"
+ * "\n\r"
+ * "\n"
+ * "\r"
+ *
+ * And the longest such sequence will be skipped.
+ */
+static const char *
+skip_newline (const char *str)
+{
+ const char *ret = str;
+
+ if (ret == NULL)
+ return ret;
+
+ if (*ret == '\0')
+ return ret;
+
+ if (*ret == '\r') {
+ ret++;
+ if (*ret && *ret == '\n')
+ ret++;
+ } else if (*ret == '\n') {
+ ret++;
+ if (*ret && *ret == '\r')
+ ret++;
+ }
+
+ return ret;
+}
+
+/* Remove any line continuation characters in the shader, (whether in
+ * preprocessing directives or in GLSL code).
+ */
+static char *
+remove_line_continuations(glcpp_parser_t *ctx, const char *shader)
+{
+ char *clean = ralloc_strdup(ctx, "");
+ const char *backslash, *newline, *search_start;
+ const char *cr, *lf;
+ char newline_separator[3];
+ int collapsed_newlines = 0;
+
+ search_start = shader;
+
+ /* Determine what flavor of newlines this shader is using. GLSL
+ * provides for 4 different possible ways to separate lines, (using
+ * one or two characters):
+ *
+ * "\n" (line-feed, like Linux, Unix, and new Mac OS)
+ * "\r" (carriage-return, like old Mac files)
+ * "\r\n" (carriage-return + line-feed, like DOS files)
+ * "\n\r" (line-feed + carriage-return, like nothing, really)
+ *
+ * This code explicitly supports a shader that uses a mixture of
+ * newline terminators and will properly handle line continuation
+ * backslashes followed by any of the above.
+ *
+ * But, since we must also insert additional newlines in the output
+ * (for any collapsed lines) we attempt to maintain consistency by
+ * examining the first encountered newline terminator, and using the
+ * same terminator for any newlines we insert.
+ */
+ cr = strchr(search_start, '\r');
+ lf = strchr(search_start, '\n');
+
+ newline_separator[0] = '\n';
+ newline_separator[1] = '\0';
+ newline_separator[2] = '\0';
+
+ if (cr == NULL) {
+ /* Nothing to do. */
+ } else if (lf == NULL) {
+ newline_separator[0] = '\r';
+ } else if (lf == cr + 1) {
+ newline_separator[0] = '\r';
+ newline_separator[1] = '\n';
+ } else if (cr == lf + 1) {
+ newline_separator[0] = '\n';
+ newline_separator[1] = '\r';
+ }
+
+ while (true) {
+ backslash = strchr(search_start, '\\');
+
+ /* If we have previously collapsed any line-continuations,
+ * then we want to insert additional newlines at the next
+ * occurrence of a newline character to avoid changing any
+ * line numbers.
+ */
+ if (collapsed_newlines) {
+ cr = strchr (search_start, '\r');
+ lf = strchr (search_start, '\n');
+ if (cr && lf)
+ newline = cr < lf ? cr : lf;
+ else if (cr)
+ newline = cr;
+ else
+ newline = lf;
+ if (newline &&
+ (backslash == NULL || newline < backslash))
+ {
+ ralloc_strncat(&clean, shader,
+ newline - shader + 1);
+ while (collapsed_newlines) {
+ ralloc_strcat(&clean, newline_separator);
+ collapsed_newlines--;
+ }
+ shader = skip_newline (newline);
+ search_start = shader;
+ }
+ }
+
+ search_start = backslash + 1;
+
+ if (backslash == NULL)
+ break;
+
+ /* At each line continuation, (backslash followed by a
+ * newline), copy all preceding text to the output, then
+ * advance the shader pointer to the character after the
+ * newline.
+ */
+ if (backslash[1] == '\r' || backslash[1] == '\n')
+ {
+ collapsed_newlines++;
+ ralloc_strncat(&clean, shader, backslash - shader);
+ shader = skip_newline (backslash + 1);
+ search_start = shader;
+ }
+ }
+
+ ralloc_strcat(&clean, shader);
+
+ return clean;
+}
+
+int
+glcpp_preprocess(void *ralloc_ctx, const char **shader, char **info_log,
+ const struct gl_extensions *extensions, struct gl_context *gl_ctx)
+{
+ int errors;
+ glcpp_parser_t *parser = glcpp_parser_create (extensions, gl_ctx->API);
+
+ if (! gl_ctx->Const.DisableGLSLLineContinuations)
+ *shader = remove_line_continuations(parser, *shader);
+
+ glcpp_lex_set_source_string (parser, *shader);
+
+ glcpp_parser_parse (parser);
+
+ if (parser->skip_stack)
+ glcpp_error (&parser->skip_stack->loc, parser, "Unterminated #if\n");
+
+ glcpp_parser_resolve_implicit_version(parser);
+
+ ralloc_strcat(info_log, parser->info_log);
+
+ ralloc_steal(ralloc_ctx, parser->output);
+ *shader = parser->output;
+
+ errors = parser->error;
+ glcpp_parser_destroy (parser);
+ return errors;
+}