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/*
* 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"
#include "main/mtypes.h"
void
glcpp_error (YYLTYPE *locp, glcpp_parser_t *parser, const char *fmt, ...)
{
va_list ap;
parser->error = 1;
_mesa_string_buffer_printf(parser->info_log,
"%u:%u(%u): "
"preprocessor error: ",
locp->source,
locp->first_line,
locp->first_column);
va_start(ap, fmt);
_mesa_string_buffer_vprintf(parser->info_log, fmt, ap);
va_end(ap);
_mesa_string_buffer_append_char(parser->info_log, '\n');
}
void
glcpp_warning (YYLTYPE *locp, glcpp_parser_t *parser, const char *fmt, ...)
{
va_list ap;
_mesa_string_buffer_printf(parser->info_log,
"%u:%u(%u): "
"preprocessor warning: ",
locp->source,
locp->first_line,
locp->first_column);
va_start(ap, fmt);
_mesa_string_buffer_vprintf(parser->info_log, fmt, ap);
va_end(ap);
_mesa_string_buffer_append_char(parser->info_log, '\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;
}
/* Initial output buffer size, 4096 minus ralloc() overhead. It was selected
* to minimize total amount of allocated memory during shader-db run.
*/
#define INITIAL_PP_OUTPUT_BUF_SIZE 4048
/* 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)
{
struct _mesa_string_buffer *sb =
_mesa_string_buffer_create(ctx, INITIAL_PP_OUTPUT_BUF_SIZE);
const char *backslash, *newline, *search_start;
const char *cr, *lf;
char newline_separator[3];
int collapsed_newlines = 0;
int separator_len;
backslash = strchr(shader, '\\');
/* No line continuations were found in this shader, our job is done */
if (backslash == NULL)
return (char *) shader;
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';
}
separator_len = strlen(newline_separator);
while (true) {
/* 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))
{
_mesa_string_buffer_append_len(sb, shader,
newline - shader + 1);
while (collapsed_newlines) {
_mesa_string_buffer_append_len(sb,
newline_separator,
separator_len);
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++;
_mesa_string_buffer_append_len(sb, shader, backslash - shader);
shader = skip_newline (backslash + 1);
search_start = shader;
}
backslash = strchr(search_start, '\\');
}
_mesa_string_buffer_append(sb, shader);
return sb->buf;
}
int
glcpp_preprocess(void *ralloc_ctx, const char **shader, char **info_log,
glcpp_extension_iterator extensions, void *state,
struct gl_context *gl_ctx)
{
int errors;
glcpp_parser_t *parser =
glcpp_parser_create(gl_ctx, extensions, state);
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->buf);
/* Crimp the buffer first, to conserve memory */
_mesa_string_buffer_crimp_to_fit(parser->output);
ralloc_steal(ralloc_ctx, parser->output->buf);
*shader = parser->output->buf;
errors = parser->error;
glcpp_parser_destroy (parser);
return errors;
}