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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/compiler/glsl/glcpp/pp.c
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/*
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* Copyright © 2010 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#include <assert.h>
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#include <string.h>
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#include <ctype.h>
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#include "glcpp.h"
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#include "main/mtypes.h"
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void
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glcpp_error (YYLTYPE *locp, glcpp_parser_t *parser, const char *fmt, ...)
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{
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va_list ap;
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parser->error = 1;
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_mesa_string_buffer_printf(parser->info_log,
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"%u:%u(%u): "
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"preprocessor error: ",
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locp->source,
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locp->first_line,
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locp->first_column);
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va_start(ap, fmt);
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_mesa_string_buffer_vprintf(parser->info_log, fmt, ap);
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va_end(ap);
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_mesa_string_buffer_append_char(parser->info_log, '\n');
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}
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void
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glcpp_warning (YYLTYPE *locp, glcpp_parser_t *parser, const char *fmt, ...)
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{
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va_list ap;
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_mesa_string_buffer_printf(parser->info_log,
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"%u:%u(%u): "
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"preprocessor warning: ",
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locp->source,
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locp->first_line,
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locp->first_column);
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va_start(ap, fmt);
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_mesa_string_buffer_vprintf(parser->info_log, fmt, ap);
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va_end(ap);
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_mesa_string_buffer_append_char(parser->info_log, '\n');
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}
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/* Given str, (that's expected to start with a newline terminator of some
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* sort), return a pointer to the first character in str after the newline.
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*
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* A newline terminator can be any of the following sequences:
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*
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* "\r\n"
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* "\n\r"
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* "\n"
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* "\r"
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*
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* And the longest such sequence will be skipped.
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*/
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static const char *
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skip_newline (const char *str)
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{
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const char *ret = str;
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if (ret == NULL)
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return ret;
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if (*ret == '\0')
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return ret;
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if (*ret == '\r') {
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ret++;
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if (*ret && *ret == '\n')
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ret++;
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} else if (*ret == '\n') {
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ret++;
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if (*ret && *ret == '\r')
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ret++;
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}
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return ret;
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}
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/* Initial output buffer size, 4096 minus ralloc() overhead. It was selected
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* to minimize total amount of allocated memory during shader-db run.
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*/
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#define INITIAL_PP_OUTPUT_BUF_SIZE 4048
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/* Remove any line continuation characters in the shader, (whether in
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* preprocessing directives or in GLSL code).
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*/
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static char *
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remove_line_continuations(glcpp_parser_t *ctx, const char *shader)
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{
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struct _mesa_string_buffer *sb =
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_mesa_string_buffer_create(ctx, INITIAL_PP_OUTPUT_BUF_SIZE);
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const char *backslash, *newline, *search_start;
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const char *cr, *lf;
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char newline_separator[3];
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int collapsed_newlines = 0;
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int separator_len;
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backslash = strchr(shader, '\\');
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/* No line continuations were found in this shader, our job is done */
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if (backslash == NULL)
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return (char *) shader;
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search_start = shader;
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/* Determine what flavor of newlines this shader is using. GLSL
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* provides for 4 different possible ways to separate lines, (using
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* one or two characters):
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*
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* "\n" (line-feed, like Linux, Unix, and new Mac OS)
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* "\r" (carriage-return, like old Mac files)
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* "\r\n" (carriage-return + line-feed, like DOS files)
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* "\n\r" (line-feed + carriage-return, like nothing, really)
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*
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* This code explicitly supports a shader that uses a mixture of
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* newline terminators and will properly handle line continuation
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* backslashes followed by any of the above.
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*
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* But, since we must also insert additional newlines in the output
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* (for any collapsed lines) we attempt to maintain consistency by
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* examining the first encountered newline terminator, and using the
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* same terminator for any newlines we insert.
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*/
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cr = strchr(search_start, '\r');
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lf = strchr(search_start, '\n');
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newline_separator[0] = '\n';
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newline_separator[1] = '\0';
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newline_separator[2] = '\0';
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if (cr == NULL) {
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/* Nothing to do. */
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} else if (lf == NULL) {
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newline_separator[0] = '\r';
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} else if (lf == cr + 1) {
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newline_separator[0] = '\r';
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newline_separator[1] = '\n';
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} else if (cr == lf + 1) {
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newline_separator[0] = '\n';
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newline_separator[1] = '\r';
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}
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separator_len = strlen(newline_separator);
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while (true) {
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/* If we have previously collapsed any line-continuations,
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* then we want to insert additional newlines at the next
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* occurrence of a newline character to avoid changing any
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* line numbers.
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*/
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if (collapsed_newlines) {
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cr = strchr (search_start, '\r');
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lf = strchr (search_start, '\n');
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if (cr && lf)
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newline = cr < lf ? cr : lf;
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else if (cr)
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newline = cr;
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else
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newline = lf;
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if (newline &&
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(backslash == NULL || newline < backslash))
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{
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_mesa_string_buffer_append_len(sb, shader,
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newline - shader + 1);
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while (collapsed_newlines) {
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_mesa_string_buffer_append_len(sb,
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newline_separator,
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separator_len);
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collapsed_newlines--;
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}
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shader = skip_newline (newline);
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search_start = shader;
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}
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}
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if (backslash == NULL)
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break;
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search_start = backslash + 1;
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/* At each line continuation, (backslash followed by a
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* newline), copy all preceding text to the output, then
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* advance the shader pointer to the character after the
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* newline.
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*/
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if (backslash[1] == '\r' || backslash[1] == '\n')
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{
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collapsed_newlines++;
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_mesa_string_buffer_append_len(sb, shader, backslash - shader);
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shader = skip_newline (backslash + 1);
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search_start = shader;
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}
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backslash = strchr(search_start, '\\');
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}
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_mesa_string_buffer_append(sb, shader);
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return sb->buf;
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}
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int
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glcpp_preprocess(void *ralloc_ctx, const char **shader, char **info_log,
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glcpp_extension_iterator extensions, void *state,
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struct gl_context *gl_ctx)
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{
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int errors;
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glcpp_parser_t *parser =
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glcpp_parser_create(gl_ctx, extensions, state);
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if (! gl_ctx->Const.DisableGLSLLineContinuations)
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*shader = remove_line_continuations(parser, *shader);
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glcpp_lex_set_source_string (parser, *shader);
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glcpp_parser_parse (parser);
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if (parser->skip_stack)
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glcpp_error (&parser->skip_stack->loc, parser, "Unterminated #if\n");
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glcpp_parser_resolve_implicit_version(parser);
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ralloc_strcat(info_log, parser->info_log->buf);
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/* Crimp the buffer first, to conserve memory */
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_mesa_string_buffer_crimp_to_fit(parser->output);
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ralloc_steal(ralloc_ctx, parser->output->buf);
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*shader = parser->output->buf;
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errors = parser->error;
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glcpp_parser_destroy (parser);
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return errors;
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}
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