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Unified Diff: src/gpu/gl/builders/GrGLSLPrettyPrint.cpp

Issue 924973002: Revert of Multi-string shaders (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 5 years, 10 months ago
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Index: src/gpu/gl/builders/GrGLSLPrettyPrint.cpp
diff --git a/src/gpu/gl/builders/GrGLSLPrettyPrint.cpp b/src/gpu/gl/builders/GrGLSLPrettyPrint.cpp
index 02802987c6007f58496920e03410cd6b176ba53b..27f4b44e66b87258d7f9131a7fed789aefd5485e 100644
--- a/src/gpu/gl/builders/GrGLSLPrettyPrint.cpp
+++ b/src/gpu/gl/builders/GrGLSLPrettyPrint.cpp
@@ -12,86 +12,69 @@
public:
GLSLPrettyPrint() {}
- SkString prettify(const char** strings,
- int* lengths,
- int count,
- bool countlines) {
+ SkString prettify(const SkString& input, bool countlines) {
+ // setup pretty state
+ fIndex = 0;
+ fLength = input.size();
+ fInput = input;
fCountlines = countlines;
fTabs = 0;
fLinecount = 1;
fFreshline = true;
- // If a string breaks while in the middle 'parse until' we need to continue parsing on the
- // next string
- fInParseUntilNewline = false;
- fInParseUntil = false;
-
int parensDepth = 0;
-
// number 1st line
this->lineNumbering();
- for (int i = 0; i < count; i++) {
- // setup pretty state
- fIndex = 0;
- fLength = lengths[i];
- fInput = strings[i];
-
- while (fLength > fIndex) {
- /* the heart and soul of our prettification algorithm. The rules should hopefully
- * be self explanatory. For '#' and '//' tokens we parse until we reach a newline.
- *
- * For long style comments like this one, we search for the ending token. We also
- * preserve whitespace in these comments WITH THE CAVEAT that we do the newlines
- * ourselves. This allows us to remain in control of line numbers, and matching
- * tabs Existing tabs in the input string are copied over too, but this will look
- * funny
- *
- * '{' and '}' are handled in basically the same way. We add a newline if we aren't
- * on a fresh line, dirty the line, then add a second newline, ie braces are always
- * on their own lines indented properly. The one funkiness here is structs print
- * with the semicolon on its own line. Its not a problem for a glsl compiler though
- *
- * '(' and ')' are basically ignored, except as a sign we need to ignore ';' ala
- * in for loops.
- *
- * ';' means add a new line
- *
- * '\t' and '\n' are ignored in general parsing for backwards compatability with
- * existing shader code and we also have a special case for handling whitespace
- * at the beginning of fresh lines.
- *
- * Otherwise just add the new character to the pretty string, indenting if necessary.
- */
- if (fInParseUntilNewline) {
- this->parseUntilNewline();
- } else if (fInParseUntil) {
- this->parseUntil(fInParseUntilToken);
- } else if (this->hasToken("#") || this->hasToken("//")) {
- this->parseUntilNewline();
- } else if (this->hasToken("/*")) {
- this->parseUntil("*/");
- } else if ('{' == fInput[fIndex]) {
- this->newline();
- this->appendChar('{');
- fTabs++;
- this->newline();
- } else if ('}' == fInput[fIndex]) {
- fTabs--;
- this->newline();
- this->appendChar('}');
- this->newline();
- } else if (this->hasToken(")")) {
- parensDepth--;
- } else if (this->hasToken("(")) {
- parensDepth++;
- } else if (!parensDepth && this->hasToken(";")) {
- this->newline();
- } else if ('\t' == fInput[fIndex] || '\n' == fInput[fIndex] ||
- (fFreshline && ' ' == fInput[fIndex])) {
- fIndex++;
- } else {
- this->appendChar(fInput[fIndex]);
- }
+ while (fLength > fIndex) {
+ /* the heart and soul of our prettification algorithm. The rules should hopefully be
+ * self explanatory. For '#' and '//' tokens we parse until we reach a newline.
+ *
+ * For long style comments like this one, we search for the ending token. We also
+ * preserve whitespace in these comments WITH THE CAVEAT that we do the newlines
+ * ourselves. This allows us to remain in control of line numbers, and matching tabs
+ * Existing tabs in the input string are copied over too, but this will look funny
+ *
+ * '{' and '}' are handled in basically the same way. We add a newline if we aren't
+ * on a fresh line, dirty the line, then add a second newline, ie braces are always
+ * on their own lines indented properly. The one funkiness here is structs print with
+ * the semicolon on its own line. Its not a problem for a glsl compiler though
+ *
+ * '(' and ')' are basically ignored, except as a sign we need to ignore ';' ala
+ * in for loops.
+ *
+ * ';' means add a new line
+ *
+ * '\t' and '\n' are ignored in general parsing for backwards compatability with
+ * existing shader code and we also have a special case for handling whitespace
+ * at the beginning of fresh lines.
+ *
+ * Otherwise just add the new character to the pretty string, indenting if necessary.
+ */
+ if (this->hasToken("#") || this->hasToken("//")) {
+ this->parseUntilNewline();
+ } else if (this->hasToken("/*")) {
+ this->parseUntil("*/");
+ } else if ('{' == fInput[fIndex]) {
+ this->newline();
+ this->appendChar('{');
+ fTabs++;
+ this->newline();
+ } else if ('}' == fInput[fIndex]) {
+ fTabs--;
+ this->newline();
+ this->appendChar('}');
+ this->newline();
+ } else if (this->hasToken(")")) {
+ parensDepth--;
+ } else if (this->hasToken("(")) {
+ parensDepth++;
+ } else if (!parensDepth && this->hasToken(";")) {
+ this->newline();
+ } else if ('\t' == fInput[fIndex] || '\n' == fInput[fIndex] ||
+ (fFreshline && ' ' == fInput[fIndex])) {
+ fIndex++;
+ } else {
+ this->appendChar(input[fIndex]);
}
}
return fPretty;
@@ -124,11 +107,9 @@
if ('\n' == fInput[fIndex]) {
fIndex++;
this->newline();
- fInParseUntilNewline = false;
break;
}
fPretty.appendf("%c", fInput[fIndex++]);
- fInParseUntilNewline = true;
}
}
@@ -146,13 +127,10 @@
fIndex++;
}
if (this->hasToken(token)) {
- fInParseUntil = false;
break;
}
fFreshline = false;
fPretty.appendf("%c", fInput[fIndex++]);
- fInParseUntil = true;
- fInParseUntilToken = token;
}
}
@@ -184,21 +162,12 @@
bool fCountlines, fFreshline;
int fTabs, fLinecount;
size_t fIndex, fLength;
- const char* fInput;
- SkString fPretty;
-
- // Some helpers for parseUntil when we go over a string length
- bool fInParseUntilNewline;
- bool fInParseUntil;
- const char* fInParseUntilToken;
+ SkString fInput, fPretty;
};
-SkString PrettyPrintGLSL(const char** strings,
- int* lengths,
- int count,
- bool countlines) {
+SkString PrettyPrintGLSL(const SkString& input, bool countlines) {
GLSLPrettyPrint pp;
- return pp.prettify(strings, lengths, count, countlines);
+ return pp.prettify(input, countlines);
}
} // end namespace
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