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//
//Copyright (C) 2002-2004 3Dlabs Inc. Ltd.
//All rights reserved.
//
//Redistribution and use in source and binary forms, with or without
//modification, are permitted provided that the following conditions
//are met:
//
// Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
//
// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
//"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
//LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
//INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
//BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
//CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
//POSSIBILITY OF SUCH DAMAGE.
//
#ifndef _SYMBOL_TABLE_INCLUDED_
#define _SYMBOL_TABLE_INCLUDED_
//
// Symbol table for parsing. Has these design characteristics:
//
// * Same symbol table can be used to compile many shaders, to preserve
// effort of creating and loading with the large numbers of built-in
// symbols.
//
// * Name mangling will be used to give each function a unique name
// so that symbol table lookups are never ambiguous. This allows
// a simpler symbol table structure.
//
// * Pushing and popping of scope, so symbol table will really be a stack
// of symbol tables. Searched from the top, with new inserts going into
// the top.
//
// * Constants: Compile time constant symbols will keep their values
// in the symbol table. The parser can substitute constants at parse
// time, including doing constant folding and constant propagation.
//
// * No temporaries: Temporaries made from operations (+, --, .xy, etc.)
// are tracked in the intermediate representation, not the symbol table.
//
#include "Include/Common.h"
#include "Include/intermediate.h"
#include "Include/InfoSink.h"
//
// Symbol base class. (Can build functions or variables out of these...)
//
class TSymbol {
public:
POOL_ALLOCATOR_NEW_DELETE(GlobalPoolAllocator)
TSymbol(const TString *n) : name(n) { }
virtual ~TSymbol() { /* don't delete name, it's from the pool */ }
const TString& getName() const { return *name; }
virtual const TString& getMangledName() const { return getName(); }
virtual bool isFunction() const { return false; }
virtual bool isVariable() const { return false; }
void setUniqueId(int id) { uniqueId = id; }
int getUniqueId() const { return uniqueId; }
virtual void dump(TInfoSink &infoSink) const = 0;
protected:
const TString *name;
unsigned int uniqueId; // For real comparing during code generation
};
//
// Variable class, meaning a symbol that's not a function.
//
// There could be a separate class heirarchy for Constant variables;
// Only one of int, bool, or float, (or none) is correct for
// any particular use, but it's easy to do this way, and doesn't
// seem worth having separate classes, and "getConst" can't simply return
// different values for different types polymorphically, so this is
// just simple and pragmatic.
//
class TVariable : public TSymbol {
public:
TVariable(const TString *name, TType t, bool uT = false ) : TSymbol(name), type(t), userType(uT), unionArray(0), arrayInformationType(0) { }
virtual ~TVariable() { }
virtual bool isVariable() const { return true; }
TType& getType() { return type; }
const TType getType() const { return type; }
bool isUserType() const { return userType; }
void changeQualifier(TQualifier qualifier) { type.changeQualifier(qualifier); }
void updateArrayInformationType(TType *t) { arrayInformationType = t; }
TType* getArrayInformationType() { return arrayInformationType; }
virtual void dump(TInfoSink &infoSink) const;
constUnion* getConstPointer() {
if (!unionArray) {
if (!type.getStruct())
unionArray = new constUnion[type.getInstanceSize()];
else
unionArray = new constUnion[type.getStructSize()];
}
return unionArray;
}
constUnion* getConstPointer() const { return unionArray; }
void shareConstPointer( constUnion *constArray)
{
delete unionArray;
unionArray = constArray;
}
protected:
TType type;
bool userType;
// we are assuming that Pool Allocator will free the memory allocated to unionArray
// when this object is destroyed
constUnion *unionArray;
TType *arrayInformationType; // this is used for updating maxArraySize in all the references to a given symbol
};
//
// The function sub-class of symbols and the parser will need to
// share this definition of a function parameter.
//
struct TParameter {
TString *name;
TType* type;
};
//
// The function sub-class of a symbol.
//
class TFunction : public TSymbol {
public:
TFunction(TOperator o) :
TSymbol(0),
returnType(TType(EbtVoid)),
op(o),
defined(false) { }
TFunction(const TString *name, TType retType, TOperator tOp = EOpNull) :
TSymbol(name),
returnType(retType),
mangledName(*name + '('),
op(tOp),
defined(false) { }
virtual ~TFunction();
virtual bool isFunction() const { return true; }
void addParameter(TParameter& p)
{
parameters.push_back(p);
mangledName = mangledName + p.type->getMangledName();
}
const TString& getMangledName() const { return mangledName; }
const TType& getReturnType() const { return returnType; }
void relateToOperator(TOperator o) { op = o; }
TOperator getBuiltInOp() const { return op; }
void setDefined() { defined = true; }
bool isDefined() { return defined; }
int getParamCount() const { return static_cast<int>(parameters.size()); }
TParameter& operator [](int i) { return parameters[i]; }
const TParameter& operator [](int i) const { return parameters[i]; }
virtual void dump(TInfoSink &infoSink) const;
protected:
typedef TVector<TParameter> TParamList;
TParamList parameters;
TType returnType;
TString mangledName;
TOperator op;
bool defined;
};
class TSymbolTableLevel {
public:
POOL_ALLOCATOR_NEW_DELETE(GlobalPoolAllocator)
TSymbolTableLevel() { }
~TSymbolTableLevel();
bool insert(TSymbol& symbol)
{
//
// returning true means symbol was added to the table
//
tInsertResult result;
result = level.insert(tLevelPair(symbol.getMangledName(), &symbol));
return result.second;
}
TSymbol* find(const TString& name) const
{
tLevel::const_iterator it = level.find(name);
if (it == level.end())
return 0;
else
return (*it).second;
}
void relateToOperator(const char* name, TOperator op);
void dump(TInfoSink &infoSink) const;
protected:
typedef std::map<TString, TSymbol*, std::less<TString>, pool_allocator<std::pair<const TString, TSymbol*> > > tLevel;
typedef const tLevel::value_type tLevelPair;
typedef std::pair<tLevel::iterator, bool> tInsertResult;
tLevel level;
};
class TSymbolTable {
public:
TSymbolTable() : uniqueId(0)
{
//
// The symbol table cannot be used until push() is called, but
// the lack of an initial call to push() can be used to detect
// that the symbol table has not been preloaded with built-ins.
//
}
TSymbolTable(TSymbolTable& symTable)
{
table.push_back(symTable.table[0]);
uniqueId = symTable.uniqueId;
}
~TSymbolTable()
{
// level 0 is always built In symbols, so we never pop that out
while (table.size() > 1)
pop();
}
//
// When the symbol table is initialized with the built-ins, there should
// 'push' calls, so that built-ins are at level 0 and the shader
// globals are at level 1.
//
bool isEmpty() { return table.size() == 0; }
bool atBuiltInLevel() { return table.size() == 1; }
bool atGlobalLevel() { return table.size() <= 2; }
void push() {
table.push_back(new TSymbolTableLevel);
}
void pop() {
delete table[currentLevel()];
table.pop_back();
}
bool insert(TSymbol& symbol)
{
symbol.setUniqueId(++uniqueId);
return table[currentLevel()]->insert(symbol);
}
TSymbol* find(const TString& name, bool* builtIn = 0, bool *sameScope = 0)
{
int level = currentLevel();
TSymbol* symbol;
do {
symbol = table[level]->find(name);
--level;
} while (symbol == 0 && level >= 0);
level++;
if (builtIn)
*builtIn = level == 0;
if (sameScope)
*sameScope = level == currentLevel();
return symbol;
}
void relateToOperator(const char* name, TOperator op) { table[0]->relateToOperator(name, op); }
int getMaxSymbolId() { return uniqueId; }
void dump(TInfoSink &infoSink) const;
protected:
int currentLevel() const { return static_cast<int>(table.size()) - 1; }
std::vector<TSymbolTableLevel*> table;
int uniqueId; // for unique identification in code generation
};
#endif // _SYMBOL_TABLE_INCLUDED_
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