Ejemplo n.º 1
0
/// Initializize the symbol table
/// \param BuiltInStrings
///      Pointer to built in strings.
/// \param language
///      Shading language to initialize symbol table for
/// \param infoSink
///      Information sink (for errors/warnings)
/// \param symbolTables
///      Array of symbol tables (one for each language)
/// \param bUseGlobalSymbolTable
///      Whether to use the global symbol table or the per-language symbol table
/// \return
///      True if succesfully initialized, false otherwise
bool InitializeSymbolTable( TBuiltInStrings* BuiltInStrings, EShLanguage language, TInfoSink& infoSink, 
                            TSymbolTable* symbolTables, bool bUseGlobalSymbolTable )
{
   TIntermediate intermediate(infoSink); 
   TSymbolTable* symbolTable;

   if ( bUseGlobalSymbolTable )
      symbolTable = symbolTables;
   else
      symbolTable = &symbolTables[language];

   TParseContext parseContext(*symbolTable, intermediate, language, infoSink);

   GlobalParseContext = &parseContext;

   setInitialState();

   assert(symbolTable->isEmpty() || symbolTable->atSharedBuiltInLevel());

   //
   // Parse the built-ins.  This should only happen once per
   // language symbol table.
   //
   // Push the symbol table to give it an initial scope.  This
   // push should not have a corresponding pop, so that built-ins
   // are preserved, and the test for an empty table fails.
   //

   symbolTable->push();

   //Initialize the Preprocessor
   int ret = InitPreprocessor();
   if (ret)
   {
      infoSink.info.message(EPrefixInternalError,  "Unable to intialize the Preprocessor");
      return false;
   }

   for (TBuiltInStrings::iterator i  = BuiltInStrings[parseContext.language].begin();
       i != BuiltInStrings[parseContext.language].end();
       ++i)
   {
      const char* builtInShaders = (*i).c_str();

      if (PaParseString(const_cast<char*>(builtInShaders), parseContext) != 0)
      {
         infoSink.info.message(EPrefixInternalError, "Unable to parse built-ins");
         return false;
      }
   }

   if (  !bUseGlobalSymbolTable )
   {
      IdentifyBuiltIns(parseContext.language, *symbolTable);
   }

   FinalizePreprocessor();

   return true;
}
Ejemplo n.º 2
0
/// Initializize the symbol table
/// \param BuiltInStrings
///      Pointer to built in strings.
/// \param language
///      Shading language to initialize symbol table for
/// \param infoSink
///      Information sink (for errors/warnings)
/// \param symbolTables
///      Array of symbol tables (one for each language)
/// \param bUseGlobalSymbolTable
///      Whether to use the global symbol table or the per-language symbol table
/// \return
///      True if succesfully initialized, false otherwise
static bool InitializeSymbolTable( TBuiltInStrings* BuiltInStrings, EShLanguage language, TInfoSink& infoSink, 
                            TSymbolTable* symbolTables, bool bUseGlobalSymbolTable )
{
   TSymbolTable* symbolTable;

   if ( bUseGlobalSymbolTable )
      symbolTable = symbolTables;
   else
      symbolTable = &symbolTables[language];

	//@TODO: for now, we use same global symbol table for all target language versions.
	// This is wrong and will have to be changed at some point.
	TParseContext parseContext(*symbolTable, language, ETargetVersionCount, 0, infoSink);

   GlobalParseContext = &parseContext;

   setInitialState();

   assert(symbolTable->isEmpty() || symbolTable->atSharedBuiltInLevel());

   //
   // Parse the built-ins.  This should only happen once per
   // language symbol table.
   //
   // Push the symbol table to give it an initial scope.  This
   // push should not have a corresponding pop, so that built-ins
   // are preserved, and the test for an empty table fails.
   //

   symbolTable->push();

   for (TBuiltInStrings::iterator i  = BuiltInStrings[parseContext.language].begin();
       i != BuiltInStrings[parseContext.language].end();
       ++i)
   {
      const char* builtInShaders = (*i).c_str();

      if (PaParseString(const_cast<char*>(builtInShaders), parseContext, NULL) != 0)
      {
         infoSink.info.message(EPrefixInternalError, "Unable to parse built-ins");
         return false;
      }
   }

   if (  !bUseGlobalSymbolTable )
   {
      IdentifyBuiltIns(parseContext.language, *symbolTable);
   }

   return true;
}
Ejemplo n.º 3
0
int C_DECL Hlsl2Glsl_Parse(
	const ShHandle handle,
	const char* shaderString,
	ETargetVersion targetVersion,
	Hlsl2Glsl_ParseCallbacks* callbacks,
	unsigned options)
{
   if (!InitThread())
      return 0;

   if (handle == 0)
      return 0;

   HlslCrossCompiler* compiler = handle;

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

   if (!shaderString)
	   return 1;

   TSymbolTable symbolTable(SymbolTables[compiler->getLanguage()]);

   GenerateBuiltInSymbolTable(compiler->infoSink, &symbolTable, compiler->getLanguage());

   TParseContext parseContext(symbolTable, compiler->getLanguage(), targetVersion, options, compiler->infoSink);

   GlobalParseContext = &parseContext;

   setInitialState();

   //
   // 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");


   int ret = PaParseString(const_cast<char*>(shaderString), parseContext, callbacks);
   if (ret)
      success = false;

   if (success && parseContext.treeRoot)
   {
		TIntermAggregate* aggRoot = parseContext.treeRoot->getAsAggregate();
		if (aggRoot && aggRoot->getOp() == EOpNull)
			aggRoot->setOperator(EOpSequence);

		if (options & ETranslateOpIntermediate)
			ir_output_tree(parseContext.treeRoot, parseContext.infoSink);

		compiler->TransformAST (parseContext.treeRoot);
		compiler->ProduceGLSL (parseContext.treeRoot, targetVersion, options);
   }
   else if (!success)
   {
		// only add "X compilation errors" message if somehow there are no other errors whatsoever, yet
		// we still failed. for some reason.
		if (parseContext.infoSink.info.IsEmpty())
		{
			parseContext.infoSink.info.prefix(EPrefixError);
			parseContext.infoSink.info << parseContext.numErrors << " compilation errors.  No code generated.\n\n";
		}
		success = false;
		if (options & ETranslateOpIntermediate)
			ir_output_tree(parseContext.treeRoot, parseContext.infoSink);
   }

	ir_remove_tree(parseContext.treeRoot);

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

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

   return success ? 1 : 0;
}
Ejemplo n.º 4
0
int C_DECL Hlsl2Glsl_Parse( const ShHandle handle,
                            const char* shaderString,
                            int options )
{
   if (!InitThread())
      return 0;

   if (handle == 0)
      return 0;

   HlslCrossCompiler* compiler = handle;

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

   if (!shaderString)
	   return 1;

   TIntermediate intermediate(compiler->infoSink);
   TSymbolTable symbolTable(SymbolTables[compiler->getLanguage()]);

   GenerateBuiltInSymbolTable(compiler->infoSink, &symbolTable, compiler->getLanguage());

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

   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");


   int ret = PaParseString(const_cast<char*>(shaderString), parseContext);
   if (ret)
      success = false;

   if (success && parseContext.treeRoot)
   {
		TIntermAggregate* aggRoot = parseContext.treeRoot->getAsAggregate();
		if (aggRoot && aggRoot->getOp() == EOpNull)
			aggRoot->setOperator(EOpSequence);

		if (options & ETranslateOpIntermediate)
			intermediate.outputTree(parseContext.treeRoot);

		compiler->TransformAST (parseContext.treeRoot);
		compiler->ProduceGLSL (parseContext.treeRoot, (options & ETranslateOpUsePrecision) ? true : false);
   }
   else if (!success)
   {
      parseContext.infoSink.info.prefix(EPrefixError);
      parseContext.infoSink.info << parseContext.numErrors << " compilation errors.  No code generated.\n\n";
      success = false;
	  if (options & ETranslateOpIntermediate)
         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;
}