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