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📄 slang_simplify.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * Mesa 3-D graphics library * Version:  7.1 * * Copyright (C) 2005-2008  Brian Paul   All Rights Reserved. * * 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 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 * BRIAN PAUL 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. *//** * Functions for constant folding, built-in constant lookup, and function * call casting. */#include "main/imports.h"#include "main/macros.h"#include "main/get.h"#include "slang_compile.h"#include "slang_codegen.h"#include "slang_simplify.h"#include "slang_print.h"#ifndef GL_MAX_FRAGMENT_UNIFORM_VECTORS#define GL_MAX_FRAGMENT_UNIFORM_VECTORS     0x8DFD#endif#ifndef GL_MAX_VERTEX_UNIFORM_VECTORS#define GL_MAX_VERTEX_UNIFORM_VECTORS       0x8DFB#endif#ifndef GL_MAX_VARYING_VECTORS#define GL_MAX_VARYING_VECTORS              0x8DFC#endif/** * Lookup the value of named constant, such as gl_MaxLights. * \return value of constant, or -1 if unknown */GLint_slang_lookup_constant(const char *name){   struct constant_info {      const char *Name;      const GLenum Token;   };   static const struct constant_info info[] = {      { "gl_MaxClipPlanes", GL_MAX_CLIP_PLANES },      { "gl_MaxCombinedTextureImageUnits", GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS },      { "gl_MaxDrawBuffers", GL_MAX_DRAW_BUFFERS },      { "gl_MaxFragmentUniformComponents", GL_MAX_FRAGMENT_UNIFORM_COMPONENTS },      { "gl_MaxLights", GL_MAX_LIGHTS },      { "gl_MaxTextureUnits", GL_MAX_TEXTURE_UNITS },      { "gl_MaxTextureCoords", GL_MAX_TEXTURE_COORDS },      { "gl_MaxVertexAttribs", GL_MAX_VERTEX_ATTRIBS },      { "gl_MaxVertexUniformComponents", GL_MAX_VERTEX_UNIFORM_COMPONENTS },      { "gl_MaxVaryingFloats", GL_MAX_VARYING_FLOATS },      { "gl_MaxVertexTextureImageUnits", GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS },      { "gl_MaxTextureImageUnits", GL_MAX_TEXTURE_IMAGE_UNITS },#if FEATURE_es2_glsl      { "gl_MaxVertexUniformVectors", GL_MAX_VERTEX_UNIFORM_VECTORS },      { "gl_MaxVaryingVectors", GL_MAX_VARYING_VECTORS },      { "gl_MaxFragmentUniformVectors", GL_MAX_FRAGMENT_UNIFORM_VECTORS },#endif      { NULL, 0 }   };   GLuint i;   for (i = 0; info[i].Name; i++) {      if (strcmp(info[i].Name, name) == 0) {         /* found */         GLint value = -1;         _mesa_GetIntegerv(info[i].Token, &value);         ASSERT(value >= 0);  /* sanity check that glGetFloatv worked */         return value;      }   }   return -1;}static slang_operation_typeliteral_type(slang_operation_type t1, slang_operation_type t2){   if (t1 == SLANG_OPER_LITERAL_FLOAT || t2 == SLANG_OPER_LITERAL_FLOAT)      return SLANG_OPER_LITERAL_FLOAT;   else      return SLANG_OPER_LITERAL_INT;}/** * Recursively traverse an AST tree, applying simplifications wherever * possible. * At the least, we do constant folding.  We need to do that much so that * compile-time expressions can be evaluated for things like array * declarations.  I.e.:  float foo[3 + 5]; */void_slang_simplify(slang_operation *oper,                const slang_name_space * space,                slang_atom_pool * atoms){   GLboolean isFloat[4];   GLboolean isBool[4];   GLuint i, n;   if (oper->type == SLANG_OPER_IDENTIFIER) {      /* see if it's a named constant */      GLint value = _slang_lookup_constant((char *) oper->a_id);      /*printf("value[%s] = %d\n", (char*) oper->a_id, value);*/      if (value >= 0) {         oper->literal[0] =         oper->literal[1] =         oper->literal[2] =         oper->literal[3] = (GLfloat) value;         oper->type = SLANG_OPER_LITERAL_INT;         return;      }      /* look for user-defined constant */      {         slang_variable *var;         var = _slang_locate_variable(oper->locals, oper->a_id, GL_TRUE);         if (var) {            if (var->type.qualifier == SLANG_QUAL_CONST &&                var->initializer &&                (var->initializer->type == SLANG_OPER_LITERAL_INT ||                 var->initializer->type == SLANG_OPER_LITERAL_FLOAT)) {               oper->literal[0] = var->initializer->literal[0];               oper->literal[1] = var->initializer->literal[1];               oper->literal[2] = var->initializer->literal[2];               oper->literal[3] = var->initializer->literal[3];               oper->literal_size = var->initializer->literal_size;               oper->type = var->initializer->type;               /*               printf("value[%s] = %f\n",                      (char*) oper->a_id, oper->literal[0]);               */               return;            }         }      }   }   /* first, simplify children */   for (i = 0; i < oper->num_children; i++) {      _slang_simplify(&oper->children[i], space, atoms);   }   /* examine children */   n = MIN2(oper->num_children, 4);   for (i = 0; i < n; i++) {      isFloat[i] = (oper->children[i].type == SLANG_OPER_LITERAL_FLOAT ||                   oper->children[i].type == SLANG_OPER_LITERAL_INT);      isBool[i] = (oper->children[i].type == SLANG_OPER_LITERAL_BOOL);   }                                 if (oper->num_children == 2 && isFloat[0] && isFloat[1]) {      /* probably simple arithmetic */      switch (oper->type) {      case SLANG_OPER_ADD:         for (i = 0; i < 4; i++) {            oper->literal[i]               = oper->children[0].literal[i] + oper->children[1].literal[i];         }         oper->literal_size = oper->children[0].literal_size;         oper->type = literal_type(oper->children[0].type,                                    oper->children[1].type);         slang_operation_destruct(oper);  /* frees unused children */         return;      case SLANG_OPER_SUBTRACT:         for (i = 0; i < 4; i++) {            oper->literal[i]               = oper->children[0].literal[i] - oper->children[1].literal[i];         }         oper->literal_size = oper->children[0].literal_size;         oper->type = literal_type(oper->children[0].type,                                    oper->children[1].type);         slang_operation_destruct(oper);         return;      case SLANG_OPER_MULTIPLY:         for (i = 0; i < 4; i++) {            oper->literal[i]               = oper->children[0].literal[i] * oper->children[1].literal[i];         }         oper->literal_size = oper->children[0].literal_size;         oper->type = literal_type(oper->children[0].type,                                    oper->children[1].type);         slang_operation_destruct(oper);         return;      case SLANG_OPER_DIVIDE:         for (i = 0; i < 4; i++) {            oper->literal[i]               = oper->children[0].literal[i] / oper->children[1].literal[i];         }         oper->literal_size = oper->children[0].literal_size;         oper->type = literal_type(oper->children[0].type,                                    oper->children[1].type);         slang_operation_destruct(oper);         return;      default:         ; /* nothing */      }   }   if (oper->num_children == 1 && isFloat[0]) {      switch (oper->type) {      case SLANG_OPER_MINUS:         for (i = 0; i < 4; i++) {            oper->literal[i] = -oper->children[0].literal[i];         }         oper->literal_size = oper->children[0].literal_size;         slang_operation_destruct(oper);         oper->type = SLANG_OPER_LITERAL_FLOAT;         return;      case SLANG_OPER_PLUS:         COPY_4V(oper->literal, oper->children[0].literal);         oper->literal_size = oper->children[0].literal_size;         slang_operation_destruct(oper);         oper->type = SLANG_OPER_LITERAL_FLOAT;         return;      default:         ; /* nothing */      }   }   if (oper->num_children == 2 && isBool[0] && isBool[1]) {      /* simple boolean expression */      switch (oper->type) {      case SLANG_OPER_LOGICALAND:         for (i = 0; i < 4; i++) {            const GLint a = oper->children[0].literal[i] ? 1 : 0;            const GLint b = oper->children[1].literal[i] ? 1 : 0;            oper->literal[i] = (GLfloat) (a && b);         }         oper->literal_size = oper->children[0].literal_size;         slang_operation_destruct(oper);         oper->type = SLANG_OPER_LITERAL_BOOL;         return;      case SLANG_OPER_LOGICALOR:         for (i = 0; i < 4; i++) {            const GLint a = oper->children[0].literal[i] ? 1 : 0;            const GLint b = oper->children[1].literal[i] ? 1 : 0;            oper->literal[i] = (GLfloat) (a || b);         }         oper->literal_size = oper->children[0].literal_size;         slang_operation_destruct(oper);         oper->type = SLANG_OPER_LITERAL_BOOL;         return;

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