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glslang: Allow programmatically prepending code to a shader without worrying about #version being first, to implement command-line-defined macros. From Dejan Mircevski <deki@google.com>.
git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@31448 e7fa87d3-cd2b-0410-9028-fcbf551c1848
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@ -435,6 +435,7 @@ bool CompileDeferred(
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const char* const shaderStrings[],
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const int numStrings,
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const int* inputLengths,
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const char* customPreamble,
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const EShOptimizationLevel optLevel,
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const TBuiltInResource* resources,
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int defaultVersion, // use 100 for ES environment, 110 for desktop
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@ -457,18 +458,20 @@ bool CompileDeferred(
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// which lets the grammar accept what was a null (post preprocessing) shader.
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//
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// Shader will look like
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// string 0: preamble
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// string 1...numStrings: user's shader
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// string numStrings+1: "int;"
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//
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size_t* lengths = new size_t[numStrings + 2];
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const char** strings = new const char*[numStrings + 2];
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// string 0: system preamble
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// string 1: custom preamble
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// string 2...numStrings+1: user's shader
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// string numStrings+2: "int;"
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const int numPre = 2;
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const int numPost = 1;
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size_t* lengths = new size_t[numStrings + numPre + numPost];
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const char** strings = new const char*[numStrings + numPre + numPost];
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for (int s = 0; s < numStrings; ++s) {
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strings[s + 1] = shaderStrings[s];
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strings[s + numPre] = shaderStrings[s];
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if (inputLengths == 0 || inputLengths[s] < 0)
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lengths[s + 1] = strlen(shaderStrings[s]);
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lengths[s + numPre] = strlen(shaderStrings[s]);
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else
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lengths[s + 1] = inputLengths[s];
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lengths[s + numPre] = inputLengths[s];
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}
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// First, without using the preprocessor or parser, find the #version, so we know what
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@ -476,7 +479,7 @@ bool CompileDeferred(
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// outlined above, just the user shader.
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int version;
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EProfile profile;
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glslang::TInputScanner userInput(numStrings, &strings[1], &lengths[1]); // no preamble
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glslang::TInputScanner userInput(numStrings, &strings[numPre], &lengths[numPre]); // no preamble
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bool versionNotFirstToken;
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bool versionNotFirst = userInput.scanVersion(version, profile, versionNotFirstToken);
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bool versionNotFound = version == 0;
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@ -534,9 +537,12 @@ bool CompileDeferred(
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// Fill in the strings as outlined above.
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strings[0] = parseContext.getPreamble();
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lengths[0] = strlen(strings[0]);
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strings[numStrings + 1] = "\n int;";
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lengths[numStrings + 1] = strlen(strings[numStrings + 1]);
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TInputScanner fullInput(numStrings + 2, strings, lengths, 1, 1);
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strings[1] = customPreamble;
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lengths[1] = strlen(strings[1]);
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assert(2 == numPre);
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strings[numStrings + numPre] = "\n int;";
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lengths[numStrings + numPre] = strlen(strings[numStrings + numPre]);
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TInputScanner fullInput(numStrings + numPre + numPost, strings, lengths, numPre, numPost);
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// Push a new symbol allocation scope that will get used for the shader's globals.
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symbolTable.push();
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@ -707,7 +713,7 @@ int ShCompile(
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compiler->infoSink.debug.erase();
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TIntermediate intermediate(compiler->getLanguage());
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bool success = CompileDeferred(compiler, shaderStrings, numStrings, inputLengths, optLevel, resources, defaultVersion, forwardCompatible, messages, intermediate);
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bool success = CompileDeferred(compiler, shaderStrings, numStrings, inputLengths, "", optLevel, resources, defaultVersion, forwardCompatible, messages, intermediate);
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//
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// Call the machine dependent compiler
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@ -966,7 +972,7 @@ public:
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};
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TShader::TShader(EShLanguage s)
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: pool(0), stage(s)
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: pool(0), stage(s), preamble("")
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{
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infoSink = new TInfoSink;
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compiler = new TDeferredCompiler(stage, *infoSink);
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@ -993,8 +999,10 @@ bool TShader::parse(const TBuiltInResource* builtInResources, int defaultVersion
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pool = new TPoolAllocator();
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SetThreadPoolAllocator(*pool);
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if (! preamble)
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preamble = "";
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return CompileDeferred(compiler, strings, numStrings, nullptr, EShOptNone, builtInResources, defaultVersion, forwardCompatible, messages, *intermediate);
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return CompileDeferred(compiler, strings, numStrings, nullptr, preamble, EShOptNone, builtInResources, defaultVersion, forwardCompatible, messages, *intermediate);
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}
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const char* TShader::getInfoLog()
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@ -263,11 +263,13 @@ bool InitializeProcess();
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// Call once per process to tear down everything
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void FinalizeProcess();
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// Make one TShader per shader that you will link into a program. Then
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// provide the shader through setStrings(), then call parse(), then query
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// the info logs.
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// Make one TShader per shader that you will link into a program. Then provide
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// the shader through setStrings(), then call parse(), then query the info logs.
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// Optionally use setPreamble() to set a special shader string that will be
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// processed before all others but won't affect the validity of #version.
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//
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// N.B.: Does not yet support having the same TShader instance being linked into multiple programs.
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// N.B.: Does not yet support having the same TShader instance being linked into
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// multiple programs.
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//
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// N.B.: Destruct a linked program *before* destructing the shaders linked into it.
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//
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@ -276,6 +278,7 @@ public:
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explicit TShader(EShLanguage);
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virtual ~TShader();
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void setStrings(const char* const* s, int n) { strings = s; numStrings = n; }
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void setPreamble(const char* s) { preamble = s; }
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bool parse(const TBuiltInResource*, int defaultVersion, bool forwardCompatible, EShMessages);
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const char* getInfoLog();
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@ -290,6 +293,7 @@ protected:
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TIntermediate* intermediate;
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TInfoSink* infoSink;
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const char* const* strings;
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const char* preamble;
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int numStrings;
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friend class TProgram;
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