459 lines
15 KiB
C++
459 lines
15 KiB
C++
//
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//Copyright (C) 2013 LunarG, Inc.
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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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/****************************************************************************\
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Copyright (c) 2002, NVIDIA Corporation.
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NVIDIA Corporation("NVIDIA") supplies this software to you in
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consideration of your agreement to the following terms, and your use,
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installation, modification or redistribution of this NVIDIA software
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constitutes acceptance of these terms. If you do not agree with these
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terms, please do not use, install, modify or redistribute this NVIDIA
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software.
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In consideration of your agreement to abide by the following terms, and
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subject to these terms, NVIDIA grants you a personal, non-exclusive
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license, under NVIDIA's copyrights in this original NVIDIA software (the
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"NVIDIA Software"), to use, reproduce, modify and redistribute the
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NVIDIA Software, with or without modifications, in source and/or binary
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forms; provided that if you redistribute the NVIDIA Software, you must
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retain the copyright notice of NVIDIA, this notice and the following
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text and disclaimers in all such redistributions of the NVIDIA Software.
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Neither the name, trademarks, service marks nor logos of NVIDIA
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Corporation may be used to endorse or promote products derived from the
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NVIDIA Software without specific prior written permission from NVIDIA.
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Except as expressly stated in this notice, no other rights or licenses
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express or implied, are granted by NVIDIA herein, including but not
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limited to any patent rights that may be infringed by your derivative
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works or by other works in which the NVIDIA Software may be
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incorporated. No hardware is licensed hereunder.
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THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT
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WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED,
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INCLUDING WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE,
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NON-INFRINGEMENT, MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR
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ITS USE AND OPERATION EITHER ALONE OR IN COMBINATION WITH OTHER
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PRODUCTS.
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IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT,
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INCIDENTAL, EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, LOST PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF
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USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY
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OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE
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NVIDIA SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT,
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TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF
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NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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\****************************************************************************/
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#ifndef PPCONTEXT_H
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#define PPCONTEXT_H
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#include <unordered_map>
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#include "../ParseHelper.h"
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#pragma warning(disable : 4127)
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namespace glslang {
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class TPpToken {
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public:
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TPpToken() : token(0), space(false), ival(0), dval(0.0), atom(0)
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{
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loc.init();
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name[0] = 0;
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}
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bool operator==(const TPpToken& right)
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{
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return token == right.token && atom == right.atom &&
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ival == right.ival && dval == right.dval &&
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strcmp(name, right.name) == 0;
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}
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bool operator!=(const TPpToken& right) { return ! operator==(right); }
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TSourceLoc loc;
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int token;
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bool space; // true if a space (for white space or a removed comment) should also be recognized, in front of the token returned
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int ival;
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double dval;
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int atom;
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char name[MaxTokenLength + 1];
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};
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class TInputScanner;
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// This class is the result of turning a huge pile of C code communicating through globals
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// into a class. This was done to allowing instancing to attain thread safety.
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// Don't expect too much in terms of OO design.
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class TPpContext {
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public:
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TPpContext(TParseContext&);
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virtual ~TPpContext();
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void setPreamble(const char* preamble, size_t length);
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const char* tokenize(TPpToken* ppToken);
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class tInput {
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public:
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tInput(TPpContext* p) : done(false), pp(p) { }
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virtual ~tInput() { }
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virtual int scan(TPpToken*) = 0;
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virtual int getch() = 0;
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virtual void ungetch() = 0;
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static const int endOfInput = -2;
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protected:
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bool done;
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TPpContext* pp;
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};
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void setInput(TInputScanner& input, bool versionWillBeError);
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void pushInput(tInput* in)
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{
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inputStack.push_back(in);
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}
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void popInput()
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{
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delete inputStack.back();
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inputStack.pop_back();
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}
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struct TokenStream {
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TokenStream() : current(0) { }
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TVector<unsigned char> data;
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size_t current;
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};
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struct MemoryPool {
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struct chunk *next;
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uintptr_t free, end;
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size_t chunksize;
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uintptr_t alignmask;
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};
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//
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// From Pp.cpp
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//
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struct MacroSymbol {
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MacroSymbol() : argc(0), args(0), body(0), busy(0), undef(0) { }
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int argc;
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int *args;
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TokenStream *body;
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unsigned busy:1;
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unsigned undef:1;
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};
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struct Symbol {
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int atom;
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MacroSymbol mac;
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};
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struct SymbolList {
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struct SymbolList_Rec *next;
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Symbol *symb;
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};
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MemoryPool *pool;
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typedef TMap<int, Symbol*> TSymbolMap;
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TSymbolMap symbols; // this has light use... just defined macros
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protected:
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TPpContext(TPpContext&);
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TPpContext& operator=(TPpContext&);
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char* preamble; // string to parse, all before line 1 of string 0, it is 0 if no preamble
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int preambleLength;
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char** strings; // official strings of shader, starting a string 0 line 1
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size_t* lengths;
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int numStrings; // how many official strings there are
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int currentString; // which string we're currently parsing (-1 for preamble)
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// Scanner data:
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int previous_token;
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TParseContext& parseContext;
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// Get the next token from *stack* of input sources, popping input sources
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// that are out of tokens, down until an input sources is found that has a token.
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// Return EOF when there are no more tokens to be found by doing this.
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int scanToken(TPpToken* ppToken)
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{
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int token = EOF;
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while (! inputStack.empty()) {
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token = inputStack.back()->scan(ppToken);
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if (token != tInput::endOfInput)
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break;
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popInput();
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}
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if (token == tInput::endOfInput)
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return EOF;
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return token;
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}
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int getChar() { return inputStack.back()->getch(); }
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void ungetChar() { inputStack.back()->ungetch(); }
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static const int maxMacroArgs = 64;
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static const int maxIfNesting = 64;
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int ifdepth; // current #if-#else-#endif nesting in the cpp.c file (pre-processor)
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bool elseSeen[maxIfNesting]; // Keep a track of whether an else has been seen at a particular depth
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int elsetracker; // #if-#else and #endif constructs...Counter.
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const char* ErrMsg;
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class tMacroInput : public tInput {
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public:
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tMacroInput(TPpContext* pp) : tInput(pp) { }
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virtual ~tMacroInput()
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{
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for (size_t i = 0; i < args.size(); ++i)
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delete args[i];
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}
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virtual int scan(TPpToken*);
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virtual int getch() { assert(0); return endOfInput; }
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virtual void ungetch() { assert(0); }
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MacroSymbol *mac;
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TVector<TokenStream*> args;
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};
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class tMarkerInput : public tInput {
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public:
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tMarkerInput(TPpContext* pp) : tInput(pp) { }
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virtual int scan(TPpToken*)
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{
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if (done)
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return endOfInput;
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done = true;
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return marker;
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}
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virtual int getch() { assert(0); return endOfInput; }
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virtual void ungetch() { assert(0); }
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static const int marker = -3;
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};
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class tZeroInput : public tInput {
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public:
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tZeroInput(TPpContext* pp) : tInput(pp) { }
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virtual int scan(TPpToken*);
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virtual int getch() { assert(0); return endOfInput; }
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virtual void ungetch() { assert(0); }
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};
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std::vector<tInput*> inputStack;
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bool errorOnVersion;
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bool versionSeen;
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//
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// from Pp.cpp
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//
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TSourceLoc ifloc; /* outermost #if */
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int InitCPP();
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int CPPdefine(TPpToken * ppToken);
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int CPPundef(TPpToken * ppToken);
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int CPPelse(int matchelse, TPpToken * ppToken);
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int extraTokenCheck(int atom, TPpToken* ppToken, int token);
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int eval(int token, int precedence, bool shortCircuit, int& res, bool& err, TPpToken * ppToken);
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int evalToToken(int token, bool shortCircuit, int& res, bool& err, TPpToken * ppToken);
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int CPPif (TPpToken * ppToken);
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int CPPifdef(int defined, TPpToken * ppToken);
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int CPPline(TPpToken * ppToken);
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int CPPerror(TPpToken * ppToken);
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int CPPpragma(TPpToken * ppToken);
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int CPPversion(TPpToken * ppToken);
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int CPPextension(TPpToken * ppToken);
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int readCPPline(TPpToken * ppToken);
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TokenStream* PrescanMacroArg(TokenStream *a, TPpToken * ppToken, bool newLineOkay);
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int MacroExpand(int atom, TPpToken* ppToken, bool expandUndef, bool newLineOkay);
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//
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// from PpSymbols.cpp
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//
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Symbol *NewSymbol(int name);
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Symbol *AddSymbol(int atom);
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Symbol *LookUpSymbol(int atom);
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//
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// From PpTokens.cpp
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//
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void lAddByte(TokenStream *fTok, unsigned char fVal);
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int lReadByte(TokenStream *pTok);
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void lUnreadByte(TokenStream *pTok);
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void RecordToken(TokenStream* pTok, int token, TPpToken* ppToken);
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void RewindTokenStream(TokenStream *pTok);
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int ReadToken(TokenStream* pTok, TPpToken* ppToken);
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void pushTokenStreamInput(TokenStream *ts);
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void UngetToken(int token, TPpToken* ppToken);
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class tTokenInput : public tInput {
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public:
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tTokenInput(TPpContext* pp, TokenStream* t) : tInput(pp), tokens(t) { }
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virtual int scan(TPpToken *);
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virtual int getch() { assert(0); return endOfInput; }
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virtual void ungetch() { assert(0); }
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protected:
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TokenStream *tokens;
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};
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class tUngotTokenInput : public tInput {
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public:
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tUngotTokenInput(TPpContext* pp, int t, TPpToken* p) : tInput(pp), token(t), lval(*p) { }
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virtual int scan(TPpToken *);
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virtual int getch() { assert(0); return endOfInput; }
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virtual void ungetch() { assert(0); }
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protected:
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int token;
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TPpToken lval;
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};
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//
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// From PpScanner.cpp
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//
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class tStringInput : public tInput {
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public:
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tStringInput(TPpContext* pp, TInputScanner& i) : tInput(pp), input(&i) { }
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virtual int scan(TPpToken*);
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// Scanner used to get source stream characters.
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// - Escaped newlines are handled here, invisibly to the caller.
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// - All forms of newline are handled, and turned into just a '\n'.
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int getch()
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{
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int ch = input->get();
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if (ch == '\\') {
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// Move past escaped newlines, as many as sequentially exist
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do {
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if (input->peek() == '\r' || input->peek() == '\n') {
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bool allowed = pp->parseContext.lineContinuationCheck(input->getSourceLoc(), pp->inComment);
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if (! allowed && pp->inComment)
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return '\\';
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// escape one newline now
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ch = input->get();
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int nextch = input->get();
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if (ch == '\r' && nextch == '\n')
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ch = input->get();
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else
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ch = nextch;
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} else
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return '\\';
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} while (ch == '\\');
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}
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// handle any non-escaped newline
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if (ch == '\r' || ch == '\n') {
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if (ch == '\r' && input->peek() == '\n')
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input->get();
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return '\n';
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}
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return ch;
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}
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// Scanner used to backup the source stream characters. Newlines are
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// handled here, invisibly to the caller, meaning have to undo exactly
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// what getch() above does (e.g., don't leave things in the middle of a
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// sequence of escaped newlines).
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void ungetch()
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{
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input->unget();
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do {
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int ch = input->peek();
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if (ch == '\r' || ch == '\n') {
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if (ch == '\n') {
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// correct for two-character newline
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input->unget();
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if (input->peek() != '\r')
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input->get();
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}
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// now in front of a complete newline, move past an escape character
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input->unget();
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if (input->peek() == '\\')
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input->unget();
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else {
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input->get();
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break;
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}
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} else
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break;
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} while (true);
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}
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protected:
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TInputScanner* input;
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};
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int InitScanner();
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int ScanFromString(char* s);
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void missingEndifCheck();
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int lFloatConst(int len, int ch, TPpToken* ppToken);
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bool inComment;
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//
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// From PpAtom.cpp
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//
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typedef TUnorderedMap<TString, int> TAtomMap;
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typedef TVector<const TString*> TStringMap;
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TAtomMap atomMap;
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TStringMap stringMap;
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int nextAtom;
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void InitAtomTable();
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void AddAtomFixed(const char* s, int atom);
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int LookUpAddString(const char* s);
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const char* GetAtomString(int atom);
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//
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// From PpMemory.cpp
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//
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MemoryPool *mem_CreatePool(size_t chunksize, unsigned align);
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void mem_FreePool(MemoryPool*);
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void *mem_Alloc(MemoryPool* p, size_t size);
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int mem_AddCleanup(MemoryPool* p, void (*fn)(void *, void*), void* arg1, void* arg2);
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};
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} // end namespace glslang
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#endif // PPCONTEXT_H
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