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authormarha <marha@users.sourceforge.net>2013-01-14 15:26:50 +0100
committermarha <marha@users.sourceforge.net>2013-01-14 15:26:50 +0100
commitc67a0f76ca34e441a817a7cdf261f496f3b3f2d6 (patch)
treec197b74a8c2f076aaa4f5506b90d6ad8e38b52b2 /mesalib/src/glsl/glcpp/pp.c
parent8d07c58314685d56a0586d0a437b541ea2b92a54 (diff)
parent2a1abdc8fe640583dac90dc316caf2d40b9ee4e2 (diff)
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Merge remote-tracking branch 'origin/released'
* origin/released: libxtrans xwininfo libX11 libXau libXmu libXdmcp mesa mkfontscale xkeyboard-config git update 14 jan 2013 Conflicts: mesalib/src/glsl/glcpp/.gitignore
Diffstat (limited to 'mesalib/src/glsl/glcpp/pp.c')
-rw-r--r--mesalib/src/glsl/glcpp/pp.c123
1 files changed, 54 insertions, 69 deletions
diff --git a/mesalib/src/glsl/glcpp/pp.c b/mesalib/src/glsl/glcpp/pp.c
index 11b29417b..789f7f941 100644
--- a/mesalib/src/glsl/glcpp/pp.c
+++ b/mesalib/src/glsl/glcpp/pp.c
@@ -70,92 +70,77 @@ glcpp_warning (YYLTYPE *locp, glcpp_parser_t *parser, const char *fmt, ...)
&parser->info_log_length, "\n");
}
-/* Searches backwards for '^ *#' from a given starting point. */
-static int
-in_directive(const char *shader, const char *ptr)
-{
- assert(ptr >= shader);
-
- /* Search backwards for '#'. If we find a \n first, it doesn't count */
- for (; ptr >= shader && *ptr != '#'; ptr--) {
- if (*ptr == '\n')
- return 0;
- }
- if (ptr >= shader) {
- /* Found '#'...look for spaces preceded by a newline */
- for (ptr--; ptr >= shader && isblank(*ptr); ptr--);
- // FIXME: I don't think the '\n' case can happen
- if (ptr < shader || *ptr == '\n')
- return 1;
- }
- return 0;
-}
-
-/* Remove any line continuation characters in preprocessing directives.
- * However, ignore any in GLSL code, as "There is no line continuation
- * character" (1.30 page 9) in GLSL.
+/* 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)
{
- int in_continued_line = 0;
- int extra_newlines = 0;
char *clean = ralloc_strdup(ctx, "");
- const char *search_start = shader;
- const char *newline;
- while ((newline = strchr(search_start, '\n')) != NULL) {
- const char *backslash = NULL;
-
- /* # of characters preceding the newline. */
- int n = newline - shader;
-
- /* Find the preceding '\', if it exists */
- if (n >= 1 && newline[-1] == '\\')
- backslash = newline - 1;
- else if (n >= 2 && newline[-1] == '\r' && newline[-2] == '\\')
- backslash = newline - 2;
-
- /* Double backslashes don't count (the backslash is escaped) */
- if (backslash != NULL && backslash[-1] == '\\') {
- backslash = NULL;
- }
-
- if (backslash != NULL) {
- /* We found a line continuation, but do we care? */
- if (!in_continued_line) {
- if (in_directive(shader, backslash)) {
- in_continued_line = 1;
- extra_newlines = 0;
- }
- }
- if (in_continued_line) {
- /* Copy everything before the \ */
- ralloc_strncat(&clean, shader, backslash - shader);
+ const char *backslash, *newline, *search_start;
+ int collapsed_newlines = 0;
+
+ search_start = shader;
+
+ while (true) {
+ backslash = strchr(search_start, '\\');
+
+ /* 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) {
+ newline = strchr(search_start, '\n');
+ if (newline &&
+ (backslash == NULL || newline < backslash))
+ {
+ ralloc_strncat(&clean, shader,
+ newline - shader + 1);
+ while (collapsed_newlines--)
+ ralloc_strcat(&clean, "\n");
shader = newline + 1;
- extra_newlines++;
+ search_start = shader;
}
- } else if (in_continued_line) {
- /* Copy everything up to and including the \n */
- ralloc_strncat(&clean, shader, newline - shader + 1);
- shader = newline + 1;
- /* Output extra newlines to make line numbers match */
- for (; extra_newlines > 0; extra_newlines--)
- ralloc_strcat(&clean, "\n");
- in_continued_line = 0;
}
- search_start = newline + 1;
+
+ 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] == '\n' ||
+ (backslash[1] == '\r' && backslash[2] == '\n'))
+ {
+ collapsed_newlines++;
+ ralloc_strncat(&clean, shader, backslash - shader);
+ if (backslash[1] == '\n')
+ shader = backslash + 2;
+ else
+ shader = backslash + 3;
+ search_start = shader;
+ }
}
+
ralloc_strcat(&clean, shader);
+
return clean;
}
int
glcpp_preprocess(void *ralloc_ctx, const char **shader, char **info_log,
- const struct gl_extensions *extensions, int api)
+ const struct gl_extensions *extensions, struct gl_context *gl_ctx)
{
int errors;
- glcpp_parser_t *parser = glcpp_parser_create (extensions, api);
- *shader = remove_line_continuations(parser, *shader);
+ glcpp_parser_t *parser = glcpp_parser_create (extensions, gl_ctx->API);
+
+ if (! gl_ctx->Const.DisableGLSLLineContinuations)
+ *shader = remove_line_continuations(parser, *shader);
glcpp_lex_set_source_string (parser, *shader);