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vkd3d-shader: Implement an initial pass-through HLSL preprocessor.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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Alexandre Julliard
parent
5065cb6c1f
commit
f544cb38e5
99
libs/vkd3d-shader/preproc.l
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99
libs/vkd3d-shader/preproc.l
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/*
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* HLSL preprocessor
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*
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* Copyright 2020 Zebediah Figura for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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%{
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#include "preproc.tab.h"
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#define YYSTYPE PREPROC_YYSTYPE
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#define YYLTYPE PREPROC_YYLTYPE
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#define YY_DECL static int preproc_lexer_lex(YYSTYPE *yylval_param, YYLTYPE *yylloc_param, yyscan_t yyscanner)
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%}
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%option 8bit
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%option bison-bridge
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%option bison-locations
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%option extra-type="struct preproc_ctx *"
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%option never-interactive
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%option noinput
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%option nounput
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%option noyywrap
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%option prefix="preproc_yy"
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%option reentrant
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WS [ \t]
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%%
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{WS}+ {}
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. {return T_TEXT;}
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%%
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int yylex(YYSTYPE *lval, YYLTYPE *lloc, yyscan_t scanner)
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{
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struct preproc_ctx *ctx = yyget_extra(scanner);
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for (;;)
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{
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const char *text;
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int token;
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if (!(token = preproc_lexer_lex(lval, lloc, scanner)))
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return 0;
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text = yyget_text(scanner);
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TRACE("Parsing token %d, string %s.\n", token, debugstr_a(text));
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vkd3d_string_buffer_printf(&ctx->buffer, "%s ", text);
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}
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}
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int preproc_lexer_parse(const struct vkd3d_shader_compile_info *compile_info,
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struct vkd3d_shader_code *out, struct vkd3d_shader_message_context *message_context)
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{
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struct preproc_ctx ctx = {0};
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YY_BUFFER_STATE top_buffer;
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void *output_code;
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vkd3d_string_buffer_init(&ctx.buffer);
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yylex_init_extra(&ctx, &ctx.scanner);
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top_buffer = yy_scan_bytes(compile_info->source.code, compile_info->source.size, ctx.scanner);
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preproc_yyparse(ctx.scanner, &ctx);
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yy_delete_buffer(top_buffer, ctx.scanner);
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yylex_destroy(ctx.scanner);
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if (!(output_code = vkd3d_malloc(ctx.buffer.content_size)))
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{
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vkd3d_string_buffer_cleanup(&ctx.buffer);
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return VKD3D_ERROR_OUT_OF_MEMORY;
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}
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memcpy(output_code, ctx.buffer.buffer, ctx.buffer.content_size);
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out->size = ctx.buffer.content_size;
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out->code = output_code;
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vkd3d_string_buffer_trace(&ctx.buffer);
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vkd3d_string_buffer_cleanup(&ctx.buffer);
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return VKD3D_OK;
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}
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