Improve multi-threading and move Standalone to a multi-threading model (currently off though).
git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@22565 e7fa87d3-cd2b-0410-9028-fcbf551c1848
This commit is contained in:
@@ -33,16 +33,14 @@
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//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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//POSSIBILITY OF SUCH DAMAGE.
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//
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#include "Worklist.h"
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#include "./../glslang/Include/ShHandle.h"
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#include "./../glslang/Public/ShaderLang.h"
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#include <string.h>
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#include <stdlib.h>
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#include <math.h>
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#ifdef _WIN32
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#include <windows.h>
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#include <psapi.h>
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#endif
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#include "osinclude.h"
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extern "C" {
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SH_IMPORT_EXPORT void ShOutputHtml();
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@@ -57,6 +55,7 @@ enum TFailCode {
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EFailCompile,
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EFailLink,
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EFailCompilerCreate,
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EFailThreadCreate,
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EFailLinkerCreate
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};
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@@ -73,7 +72,7 @@ ShBinding FixedAttributeBindings[] = {
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ShBindingTable FixedAttributeTable = { 3, FixedAttributeBindings };
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static EShLanguage FindLanguage(char *lang);
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static EShLanguage FindLanguage(const std::string& name);
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bool CompileFile(const char *fileName, ShHandle, int options, const TBuiltInResource*);
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void usage();
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void FreeFileData(char **data);
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@@ -109,110 +108,103 @@ void GenerateResources(TBuiltInResource& resources)
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resources.maxProgramTexelOffset = 7;
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}
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glslang::TWorklist Worklist;
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int DebugOptions = 0;
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bool Delay = false;
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bool ProcessArguments(int argc, char* argv[])
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{
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argc--;
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argv++;
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for (; argc >= 1; argc--, argv++) {
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if (argv[0][0] == '-') {
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switch (argv[0][1]) {
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case 'd':
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Delay = true;
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break;
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case 'i':
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DebugOptions |= EDebugOpIntermediate;
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break;
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case 'l':
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DebugOptions |= EDebugOpMemoryLeakMode;
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break;
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case 'r':
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DebugOptions |= EDebugOpRelaxedErrors;
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break;
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case 's':
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DebugOptions |= EDebugOpSuppressInfolog;
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break;
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case 't':
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DebugOptions |= EDebugOpTexturePrototypes;
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break;
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default:
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usage();
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return false;
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}
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} else
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Worklist.add(std::string(argv[0]));
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}
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return true;
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}
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// Thread entry point
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unsigned int __stdcall CompileShaders(void*)
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{
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ShHandle compiler;
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std::string shaderName;
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while (Worklist.remove(shaderName)) {
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compiler = ShConstructCompiler(FindLanguage(shaderName), DebugOptions);
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if (compiler == 0)
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return false;
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TBuiltInResource resources;
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GenerateResources(resources);
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CompileFile(shaderName.c_str(), compiler, DebugOptions, &resources);
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if (! (DebugOptions & EDebugOpSuppressInfolog))
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puts(ShGetInfoLog(compiler));
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ShDestruct(compiler);
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}
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return 0;
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}
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int C_DECL main(int argc, char* argv[])
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{
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bool delay = false;
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int numCompilers = 0;
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bool compileFailed = false;
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bool linkFailed = false;
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int debugOptions = 0;
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int i;
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ShHandle linker = 0;
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ShHandle uniformMap = 0;
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ShHandle compilers[EShLangCount];
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// Init for front-end proper
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ShInitialize();
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#ifdef _WIN32
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__try {
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#endif
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argc--;
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argv++;
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for (; argc >= 1; argc--, argv++) {
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if (argv[0][0] == '-') {
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switch (argv[0][1]) {
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case 'd':
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delay = true;
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break;
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case 'i':
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debugOptions |= EDebugOpIntermediate;
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break;
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case 'l':
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debugOptions |= EDebugOpMemoryLeakMode;
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break;
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case 'r':
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debugOptions |= EDebugOpRelaxedErrors;
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break;
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case 's':
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debugOptions |= EDebugOpSuppressInfolog;
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break;
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case 't':
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debugOptions |= EDebugOpTexturePrototypes;
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break;
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default:
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usage();
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return EFailUsage;
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}
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} else {
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compilers[numCompilers] = ShConstructCompiler(FindLanguage(argv[0]), debugOptions);
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if (compilers[numCompilers] == 0)
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return EFailCompilerCreate;
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++numCompilers;
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// Init for for standalone
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glslang::InitGlobalLock();
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TBuiltInResource resources;
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GenerateResources(resources);
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if (! CompileFile(argv[0], compilers[numCompilers-1], debugOptions, &resources))
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compileFailed = true;
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if (! ProcessArguments(argc, argv))
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return EFailUsage;
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// TODO: finish threading, allow external control over number of threads
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const int NumThreads = 1;
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if (NumThreads > 1) {
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void* threads[NumThreads];
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for (int t = 0; t < NumThreads; ++t) {
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threads[t] = glslang::OS_CreateThread(&CompileShaders);
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if (! threads[t]) {
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printf("Failed to create thread\n");
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return EFailThreadCreate;
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}
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}
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if (!numCompilers) {
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usage();
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return EFailUsage;
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}
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linker = ShConstructLinker(EShExVertexFragment, debugOptions);
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if (linker == 0)
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return EFailLinkerCreate;
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uniformMap = ShConstructUniformMap();
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if (uniformMap == 0)
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return EFailLinkerCreate;
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if (numCompilers > 0) {
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ShSetFixedAttributeBindings(linker, &FixedAttributeTable);
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if (! ShLink(linker, compilers, numCompilers, uniformMap, 0, 0))
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linkFailed = true;
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}
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if (! (debugOptions & EDebugOpSuppressInfolog)) {
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for (i = 0; i < numCompilers; ++i) {
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InfoLogMsg("BEGIN", "COMPILER", i);
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puts(ShGetInfoLog(compilers[i]));
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InfoLogMsg("END", "COMPILER", i);
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}
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InfoLogMsg("BEGIN", "LINKER", -1);
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puts(ShGetInfoLog(linker));
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InfoLogMsg("END", "LINKER", -1);
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}
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#ifdef _WIN32
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} __finally {
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#endif
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for (i = 0; i < numCompilers; ++i)
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ShDestruct(compilers[i]);
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ShDestruct(linker);
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ShDestruct(uniformMap);
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#ifdef _WIN32
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if (delay)
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Sleep(1000000);
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glslang::OS_WaitForAllThreads(threads, NumThreads);
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} else {
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if (! CompileShaders(0))
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compileFailed = true;
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}
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#endif
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if (Delay)
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glslang::OS_Sleep(1000000);
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if (compileFailed)
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return EFailCompile;
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@@ -226,27 +218,36 @@ int C_DECL main(int argc, char* argv[])
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// Deduce the language from the filename. Files must end in one of the
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// following extensions:
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//
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// .frag* = fragment programs
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// .vert* = vertex programs
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// .vert = vertex
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// .tesc = tessellation control
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// .tese = tessellation evaluation
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// .geom = geometry
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// .frag = fragment
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//
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static EShLanguage FindLanguage(char *name)
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static EShLanguage FindLanguage(const std::string& name)
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{
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if (!name)
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size_t ext = name.rfind('.');
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if (ext == std::string::npos) {
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usage();
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return EShLangVertex;
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char *ext = strrchr(name, '.');
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if (ext && strcmp(ext, ".sl") == 0)
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for (; ext > name && ext[0] != '.'; ext--);
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if (ext = strrchr(name, '.')) {
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if (strncmp(ext, ".frag", 4) == 0) return EShLangFragment;
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}
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std::string suffix = name.substr(ext + 1, std::string::npos);
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if (suffix == "vert")
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return EShLangVertex;
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else if (suffix == "tesc")
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return EShLangTessControl;
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else if (suffix == "tese")
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return EShLangTessEvaluation;
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else if (suffix == "geom")
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return EShLangGeometry;
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else if (suffix == "frag")
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return EShLangFragment;
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usage();
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return EShLangVertex;
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}
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//
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// Read a file's data into a string, and compile it using ShCompile
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//
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@@ -265,10 +266,6 @@ bool CompileFile(const char *fileName, ShHandle compiler, int debugOptions, cons
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for (int s = 0; s < NumShaderStrings; ++s)
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lengths[s] = strlen(shaderStrings[s]);
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#ifdef _WIN32
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PROCESS_MEMORY_COUNTERS counters; // just for memory leak testing
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#endif
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if (! shaderStrings)
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return false;
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@@ -284,12 +281,8 @@ bool CompileFile(const char *fileName, ShHandle compiler, int debugOptions, cons
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//ret = ShCompile(compiler, multi, 4, 0, EShOptNone, resources, debugOptions, 100, false, messages);
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}
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#ifdef _WIN32
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if (debugOptions & EDebugOpMemoryLeakMode) {
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GetProcessMemoryInfo(GetCurrentProcess(), &counters, sizeof(counters));
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printf("Working set size: %d\n", counters.WorkingSetSize);
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}
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#endif
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if (debugOptions & EDebugOpMemoryLeakMode)
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glslang::OS_DumpMemoryCounters();
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}
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delete [] lengths;
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77
StandAlone/Worklist.h
Normal file
77
StandAlone/Worklist.h
Normal file
@@ -0,0 +1,77 @@
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//
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//Copyright (C) 2013 LunarG, Inc.
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//
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//All rights reserved.
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//
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//Redistribution and use in source and binary forms, with or without
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//modification, are permitted provided that the following conditions
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//are met:
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//
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// Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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//
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// Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following
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// disclaimer in the documentation and/or other materials provided
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// with the distribution.
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//
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// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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//"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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//LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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//INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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//BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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//CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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//POSSIBILITY OF SUCH DAMAGE.
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//
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#ifndef WORKLIST_H_INCLUDED
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#define WORKLIST_H_INCLUDED
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#include "osinclude.h"
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#include <list>
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namespace glslang {
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class TWorklist {
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public:
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TWorklist() { }
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virtual ~TWorklist() { }
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void add(const std::string& s)
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{
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GetGlobalLock();
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worklist.push_back(s);
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ReleaseGlobalLock();
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}
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bool remove(std::string& s)
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{
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GetGlobalLock();
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if (worklist.empty())
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return false;
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s = worklist.front();
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worklist.pop_front();
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ReleaseGlobalLock();
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return true;
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}
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protected:
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std::list<std::string> worklist;
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};
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};
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#endif // WORKLIST_H_INCLUDED
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