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authorCarl Worth <cworth@cworth.org>2010-06-23 15:43:38 -0700
committerCarl Worth <cworth@cworth.org>2010-06-23 16:18:13 -0700
commit2d2561ef9696aa5ff0c1a85e3a4a95475f927935 (patch)
treea65bea924d13cec5a4e3a14aeb201e92ec278d24
parentbe83eb8671e7789cbe5ca1fc8d3f5d133e2e7014 (diff)
glsl2 main: Use talloc to allocate _mesa_glsl_parse_state
This is a short-lived object. It exists only for the duration of the compile_shader() function, (as opposed to the shader and whole_program which live longer). The state is created with the same talloc parent as the shader, so that other allocation can be done with talloc_parent(state) as the owner in order to attach to a long-lived object.
-rw-r--r--main.cpp57
1 files changed, 30 insertions, 27 deletions
diff --git a/main.cpp b/main.cpp
index 78169d2..f56e6f6 100644
--- a/main.cpp
+++ b/main.cpp
@@ -106,38 +106,39 @@ const struct option compiler_opts[] = {
void
compile_shader(struct glsl_shader *shader)
{
- struct _mesa_glsl_parse_state state;
+ struct _mesa_glsl_parse_state *state;
+
+ state = talloc_zero(talloc_parent(shader), struct _mesa_glsl_parse_state);
- memset(& state, 0, sizeof(state));
switch (shader->Type) {
- case GL_VERTEX_SHADER: state.target = vertex_shader; break;
- case GL_FRAGMENT_SHADER: state.target = fragment_shader; break;
- case GL_GEOMETRY_SHADER: state.target = geometry_shader; break;
+ case GL_VERTEX_SHADER: state->target = vertex_shader; break;
+ case GL_FRAGMENT_SHADER: state->target = fragment_shader; break;
+ case GL_GEOMETRY_SHADER: state->target = geometry_shader; break;
}
- state.scanner = NULL;
- state.translation_unit.make_empty();
- state.symbols = new glsl_symbol_table;
- state.info_log = talloc_strdup(shader, "");
- state.error = false;
- state.temp_index = 0;
- state.loop_or_switch_nesting = NULL;
- state.ARB_texture_rectangle_enable = true;
+ state->scanner = NULL;
+ state->translation_unit.make_empty();
+ state->symbols = new glsl_symbol_table;
+ state->info_log = talloc_strdup(shader, "");
+ state->error = false;
+ state->temp_index = 0;
+ state->loop_or_switch_nesting = NULL;
+ state->ARB_texture_rectangle_enable = true;
/* Create a new context for the preprocessor output. Ultimately, this
* should probably be the parser context, but there isn't one yet.
*/
const char *source = shader->Source;
- state.error = preprocess(shader, &source, &state.info_log);
+ state->error = preprocess(shader, &source, &state->info_log);
- if (!state.error) {
- _mesa_glsl_lexer_ctor(& state, source);
- _mesa_glsl_parse(& state);
- _mesa_glsl_lexer_dtor(& state);
+ if (!state->error) {
+ _mesa_glsl_lexer_ctor(state, source);
+ _mesa_glsl_parse(state);
+ _mesa_glsl_lexer_dtor(state);
}
if (dump_ast) {
- foreach_list_const(n, &state.translation_unit) {
+ foreach_list_const(n, &state->translation_unit) {
ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
}
@@ -145,13 +146,13 @@ compile_shader(struct glsl_shader *shader)
}
shader->ir.make_empty();
- if (!state.error && !state.translation_unit.is_empty())
- _mesa_ast_to_hir(&shader->ir, &state);
+ if (!state->error && !state->translation_unit.is_empty())
+ _mesa_ast_to_hir(&shader->ir, state);
validate_ir_tree(&shader->ir);
/* Optimization passes */
- if (!state.error && !shader->ir.is_empty()) {
+ if (!state->error && !shader->ir.is_empty()) {
bool progress;
do {
progress = false;
@@ -171,17 +172,19 @@ compile_shader(struct glsl_shader *shader)
validate_ir_tree(&shader->ir);
/* Print out the resulting IR */
- if (!state.error && dump_lir) {
- _mesa_print_ir(&shader->ir, &state);
+ if (!state->error && dump_lir) {
+ _mesa_print_ir(&shader->ir, state);
}
- shader->symbols = state.symbols;
- shader->CompileStatus = !state.error;
+ shader->symbols = state->symbols;
+ shader->CompileStatus = !state->error;
if (shader->InfoLog)
talloc_free(shader->InfoLog);
- shader->InfoLog = state.info_log;
+ shader->InfoLog = state->info_log;
+
+ talloc_free(state);
return;
}