Infrastructure: Make shared symbol-table cache complete, delete work around.

Fixes issue #370 and replaces PR #371.
This commit is contained in:
John Kessenich
2016-08-09 19:15:17 -06:00
parent 0b5214486b
commit 0a6fb85494
4 changed files with 43 additions and 54 deletions

View File

@@ -40,46 +40,14 @@
namespace glslangtest {
// Initializes glslang on creation, and destroys it on completion.
// And provides .Acquire() as a way to reinitialize glslang if semantics change.
// This object is expected to be a singleton, so that internal glslang state
// can be correctly handled.
//
// TODO(antiagainst): It's a known bug that some of the internal states need to
// be reset if semantics change:
// https://github.com/KhronosGroup/glslang/issues/166
// Therefore, the following mechanism is needed. Remove this once the above bug
// gets fixed.
class GlslangInitializer {
public:
GlslangInitializer() : lastMessages(EShMsgCascadingErrors)
{
glslang::InitializeProcess();
}
GlslangInitializer() { glslang::InitializeProcess(); }
~GlslangInitializer() { glslang::FinalizeProcess(); }
// A token indicates that the glslang is reinitialized (if necessary) to the
// required semantics. And that won't change until the token is destroyed.
class InitializationToken {
};
// Re-initializes glsl state iff the previous messages and the current
// messages are incompatible. We assume external synchronization, i.e.
// there is at most one acquired token at any one time.
InitializationToken acquire(EShMessages new_messages)
{
if ((lastMessages ^ new_messages) &
(EShMsgVulkanRules | EShMsgSpvRules | EShMsgReadHlsl)) {
glslang::FinalizeProcess();
glslang::InitializeProcess();
}
lastMessages = new_messages;
return InitializationToken();
}
private:
EShMessages lastMessages;
};
} // namespace glslangtest

View File

@@ -179,8 +179,6 @@ public:
shader->setStringsWithLengths(&shaderStrings, &shaderLengths, 1);
if (!entryPointName.empty()) shader->setEntryPoint(entryPointName.c_str());
// Reinitialize glslang if the semantics change.
GlobalTestSettings.initializer->acquire(controls);
return shader->parse(
(resources ? resources : &glslang::DefaultTBuiltInResource),
defaultVersion, isForwardCompatible, controls);