Commit d1e10e60 by alokp@chromium.org

Refactored ReadFileData() function in the translator sample to fix many issues:

- Memory leaks - Made compiling using multiple strings default. This was not getting exercised. - Removed redundant copies of file data - Handled empty files properly which were getting ignored BUG=66 Review URL: http://codereview.appspot.com/2579041 git-svn-id: https://angleproject.googlecode.com/svn/trunk@465 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 43668cd0
......@@ -11,6 +11,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <vector>
//
// Return codes from main.
......@@ -22,16 +23,18 @@ enum TFailCode {
EFailCompilerCreate,
};
static ShShaderType FindShaderType(char *lang);
static bool CompileFile(char *fileName, ShHandle, int);
static void usage();
static void FreeFileData(char **data);
static char** ReadFileData(char *fileName);
static ShShaderType FindShaderType(const char* fileName);
static bool CompileFile(char* fileName, ShHandle compiler, int compileOptions);
static void LogMsg(char* msg, const char* name, const int num, const char* logName);
static void PrintActiveVariables(ShHandle compiler, ShShaderInfo varType);
//Added to accomodate the multiple strings.
int OutputMultipleStrings = 1;
// If NUM_SOURCE_STRINGS is set to a value > 1, the input file data is
// broken into that many chunks.
const unsigned int NUM_SOURCE_STRINGS = 2;
typedef std::vector<char*> ShaderSource;
static bool ReadShaderSource(const char* fileName, ShaderSource& source);
static void FreeShaderSource(ShaderSource& source);
//
// Set up the per compile resources
......@@ -151,23 +154,34 @@ int main(int argc, char* argv[])
}
//
// print usage to stdout
//
void usage()
{
printf("Usage: translate [-i -o -u] file1 file2 ...\n"
"Where: filename = filename ending in .frag or .vert\n"
" -i = print intermediate tree\n"
" -o = print translated code\n"
" -u = print active attribs and uniforms\n");
}
//
// Deduce the shader type from the filename. Files must end in one of the
// following extensions:
//
// .frag* = fragment shader
// .vert* = vertex shader
//
ShShaderType FindShaderType(char *name)
ShShaderType FindShaderType(const char* fileName)
{
if (!name)
return SH_FRAGMENT_SHADER;
assert(fileName);
char *ext = strrchr(name, '.');
const char* ext = strrchr(fileName, '.');
if (ext && strcmp(ext, ".sl") == 0)
for (; ext > name && ext[0] != '.'; ext--);
for (; ext > fileName && ext[0] != '.'; ext--);
if (ext = strrchr(name, '.')) {
if (ext = strrchr(fileName, '.')) {
if (strncmp(ext, ".frag", 4) == 0) return SH_FRAGMENT_SHADER;
if (strncmp(ext, ".vert", 4) == 0) return SH_VERTEX_SHADER;
}
......@@ -178,97 +192,18 @@ ShShaderType FindShaderType(char *name)
//
// Read a file's data into a string, and compile it using ShCompile
//
bool CompileFile(char *fileName, ShHandle compiler, int compileOptions)
bool CompileFile(char* fileName, ShHandle compiler, int compileOptions)
{
int ret;
char **data = ReadFileData(fileName);
if (!data)
ShaderSource source;
if (!ReadShaderSource(fileName, source))
return false;
ret = ShCompile(compiler, data, OutputMultipleStrings, compileOptions);
FreeFileData(data);
int ret = ShCompile(compiler, &source[0], source.size(), compileOptions);
FreeShaderSource(source);
return ret ? true : false;
}
//
// print usage to stdout
//
void usage()
{
printf("Usage: translate [-i -o -u] file1 file2 ...\n"
"Where: filename = filename ending in .frag or .vert\n"
" -i = print intermediate tree\n"
" -o = print translated code\n"
" -u = print active attribs and uniforms\n");
}
//
// Malloc a string of sufficient size and read a string into it.
//
# define MAX_SOURCE_STRINGS 5
char** ReadFileData(char *fileName)
{
FILE* in = fopen(fileName, "r");
char* fdata = 0;
int count = 0;
char** return_data = (char**)malloc(MAX_SOURCE_STRINGS+1);
if (!in) {
printf("Error: unable to open input file: %s\n", fileName);
return 0;
}
while (fgetc(in) != EOF)
count++;
fseek(in, 0, SEEK_SET);
if (!(fdata = (char*)malloc(count+2))) {
printf("Error allocating memory\n");
return 0;
}
if (fread(fdata, 1, count, in) != count) {
printf("Error reading input file: %s\n", fileName);
return 0;
}
fdata[count] = '\0';
fclose(in);
if (count == 0){
return_data[0] = (char*)malloc(count+2);
return_data[0][0] = '\0';
OutputMultipleStrings = 0;
return return_data;
}
int len = (int)(ceil)((float)count / (float)OutputMultipleStrings);
int ptr_len = 0, i = 0;
while (count > 0) {
return_data[i] = (char*)malloc(len+2);
memcpy(return_data[i], fdata+ptr_len, len);
return_data[i][len] = '\0';
count -= (len);
ptr_len += (len);
if (count < len){
if(count == 0){
OutputMultipleStrings = (i+1);
break;
}
len = count;
}
++i;
}
return return_data;
}
void FreeFileData(char** data)
{
for(int i=0;i<OutputMultipleStrings;i++)
free(data[i]);
}
void LogMsg(char* msg, const char* name, const int num, const char* logName)
{
printf("#### %s %s %d %s ####\n", msg, name, num, logName);
......@@ -287,7 +222,7 @@ void PrintActiveVariables(ShHandle compiler, ShShaderInfo varType)
default: assert(0);
}
if (nameSize <= 1) return;
char* name = (char*) malloc(nameSize * sizeof(char));
char* name = new char[nameSize];
int activeVars = 0, size = 0;
ShDataType type = SH_NONE;
......@@ -325,6 +260,43 @@ void PrintActiveVariables(ShHandle compiler, ShShaderInfo varType)
}
printf("%d: name:%s type:%s size:%d\n", i, name, typeName, size);
}
free(name);
delete [] name;
}
static bool ReadShaderSource(const char* fileName, ShaderSource& source) {
FILE* in = fopen(fileName, "rb");
if (!in) {
printf("Error: unable to open input file: %s\n", fileName);
return false;
}
// Obtain file size.
fseek(in, 0, SEEK_END);
int count = ftell(in);
rewind(in);
int len = (int)ceil((float)count / (float)NUM_SOURCE_STRINGS);
source.reserve(NUM_SOURCE_STRINGS);
// Notice the usage of do-while instead of a while loop here.
// It is there to handle empty files in which case a single empty
// string is added to vector.
do {
char* data = new char[len + 1];
int nread = fread(data, 1, len, in);
data[nread] = '\0';
source.push_back(data);
count -= nread;
} while (count > 0);
fclose(in);
return true;
}
static void FreeShaderSource(ShaderSource& source) {
for (ShaderSource::size_type i = 0; i < source.size(); ++i) {
delete [] source[i];
}
source.clear();
}
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