Beispiel #1
0
//
// Do an actual compile on the given strings.  The result is left
// in the given compile object.
//
// Return:  The return value of ShCompile is really boolean, indicating
// success or failure.
//
bool Compile(const ShHandle handle,
             const char *const shaderStrings[],
             size_t numStrings,
             ShCompileOptions compileOptions)
{
    TCompiler *compiler = GetCompilerFromHandle(handle);
    ASSERT(compiler);

    return compiler->compile(shaderStrings, numStrings, compileOptions);
}
Beispiel #2
0
//
// Do an actual compile on the given strings.  The result is left 
// in the given compile object.
//
// Return:  The return value of ShCompile is really boolean, indicating
// success or failure.
//
int ShCompile(
    const ShHandle handle,
    const char* const shaderStrings[],
    size_t numStrings,
    int compileOptions)
{
    if (handle == 0)
        return 0;

    TShHandleBase* base = reinterpret_cast<TShHandleBase*>(handle);
    TCompiler* compiler = base->getAsCompiler();
    if (compiler == 0)
        return 0;

    bool success = compiler->compile(shaderStrings, numStrings, compileOptions);
    return success ? 1 : 0;
}
Beispiel #3
0
//
// Do a full compile on the given strings for a single compilation unit
// forming a complete stage.  The result of the machine dependent compilation
// is left in the provided compile object.
//
// Return:  The return value is really boolean, indicating
// success (1) or failure (0).
//
int ShCompile(
    const ShHandle handle,
    const char* const shaderStrings[],
    const int numStrings,
    const int* inputLengths,
    const EShOptimizationLevel optLevel,
    const TBuiltInResource* resources,
    int /*debugOptions*/,
    int defaultVersion,        // use 100 for ES environment, 110 for desktop
    bool forwardCompatible,    // give errors for use of deprecated features
    EShMessages messages       // warnings/errors/AST; things to print out
    )
{
    // Map the generic handle to the C++ object
    if (handle == 0)
        return 0;

    TShHandleBase* base = reinterpret_cast<TShHandleBase*>(handle);
    TCompiler* compiler = base->getAsCompiler();
    if (compiler == 0)
        return 0;

    compiler->infoSink.info.erase();
    compiler->infoSink.debug.erase();

    TIntermediate intermediate(compiler->getLanguage());
    bool success = CompileDeferred(compiler, shaderStrings, numStrings, inputLengths, "", optLevel, resources, defaultVersion, ENoProfile, false, forwardCompatible, messages, intermediate);

    //
    // Call the machine dependent compiler
    //
    if (success && intermediate.getTreeRoot() && optLevel != EShOptNoGeneration)
        success = compiler->compile(intermediate.getTreeRoot(), intermediate.getVersion(), intermediate.getProfile());

    intermediate.removeTree();

    // Throw away all the temporary memory used by the compilation process.
    // The push was done in the CompileDeferred() call above.
    GetThreadPoolAllocator().pop();

    return success ? 1 : 0;
}
Beispiel #4
0
//
// Do an actual compile on the given strings.  The result is left 
// in the given compile object.
//
// Return:  The return value of ShCompile is really boolean, indicating
// success or failure.
//
int ShCompile(
    const ShHandle handle,
    const char* const shaderStrings[],
    const int numStrings,
    const EShOptimizationLevel optLevel,
    const TBuiltInResource* resources,
    int debugOptions
    )
{
    if (!InitThread())
        return 0;

    if (handle == 0)
        return 0;

    TShHandleBase* base = reinterpret_cast<TShHandleBase*>(handle);
    TCompiler* compiler = base->getAsCompiler();
    if (compiler == 0)
        return 0;
    
    GlobalPoolAllocator.push();
    compiler->infoSink.info.erase();
    compiler->infoSink.debug.erase();

    if (numStrings == 0)
        return 1;

    TIntermediate intermediate(compiler->infoSink);
    TSymbolTable symbolTable(SymbolTables[compiler->getLanguage()]);
    
    GenerateBuiltInSymbolTable(resources, compiler->infoSink, &symbolTable, compiler->getLanguage());

    TParseContext parseContext(symbolTable, intermediate, compiler->getLanguage(), compiler->infoSink);
    parseContext.initializeExtensionBehavior();

    GlobalParseContext = &parseContext;
    
    setInitialState();

    InitPreprocessor();    
    //
    // Parse the application's shaders.  All the following symbol table
    // work will be throw-away, so push a new allocation scope that can
    // be thrown away, then push a scope for the current shader's globals.
    //
    bool success = true;
    
    symbolTable.push();
    if (!symbolTable.atGlobalLevel())
        parseContext.infoSink.info.message(EPrefixInternalError, "Wrong symbol table level");

    if (parseContext.insertBuiltInArrayAtGlobalLevel())
        success = false;

    int ret = PaParseStrings(const_cast<char**>(shaderStrings), 0, numStrings, parseContext);
    if (ret)
        success = false;

    if (success && parseContext.treeRoot) {
        if (optLevel == EShOptNoGeneration)
            parseContext.infoSink.info.message(EPrefixNone, "No errors.  No code generation or linking was requested.");
        else {
            success = intermediate.postProcess(parseContext.treeRoot, parseContext.language);

            if (success) {

                if (debugOptions & EDebugOpIntermediate)
                    intermediate.outputTree(parseContext.treeRoot);

                //
                // Call the machine dependent compiler
                //
                if (! compiler->compile(parseContext.treeRoot))
                    success = false;
            }
        }
    } else if (!success) {
        parseContext.infoSink.info.prefix(EPrefixError);
        parseContext.infoSink.info << parseContext.numErrors << " compilation errors.  No code generated.\n\n";
        success = false;
        if (debugOptions & EDebugOpIntermediate)
            intermediate.outputTree(parseContext.treeRoot);
    }

    intermediate.remove(parseContext.treeRoot);

    //
    // Ensure symbol table is returned to the built-in level,
    // throwing away all but the built-ins.
    //
    while (! symbolTable.atSharedBuiltInLevel())
        symbolTable.pop();

    FinalizePreprocessor();
    //
    // Throw away all the temporary memory used by the compilation process.
    //
    GlobalPoolAllocator.pop();

    return success ? 1 : 0;
}