blob: eaf6f687d09819825b382a5f09786c358693dd4f [file] [log] [blame]
//
// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#ifndef _SHHANDLE_INCLUDED_
#define _SHHANDLE_INCLUDED_
//
// Machine independent part of the compiler private objects
// sent as ShHandle to the driver.
//
// This should not be included by driver code.
//
#include "GLSLANG/ShaderLang.h"
#include "compiler/BuiltInFunctionEmulator.h"
#include "compiler/ExtensionBehavior.h"
#include "compiler/HashNames.h"
#include "compiler/InfoSink.h"
#include "compiler/SymbolTable.h"
#include "compiler/VariableInfo.h"
#include "third_party/compiler/ArrayBoundsClamper.h"
class LongNameMap;
class TCompiler;
class TDependencyGraph;
class TranslatorHLSL;
//
// Helper function to identify specs that are based on the WebGL spec,
// like the CSS Shaders spec.
//
bool isWebGLBasedSpec(ShShaderSpec spec);
//
// The base class used to back handles returned to the driver.
//
class TShHandleBase {
public:
TShHandleBase();
virtual ~TShHandleBase();
virtual TCompiler* getAsCompiler() { return 0; }
virtual TranslatorHLSL* getAsTranslatorHLSL() { return 0; }
protected:
// Memory allocator. Allocates and tracks memory required by the compiler.
// Deallocates all memory when compiler is destructed.
TPoolAllocator allocator;
};
//
// The base class for the machine dependent compiler to derive from
// for managing object code from the compile.
//
class TCompiler : public TShHandleBase {
public:
TCompiler(ShShaderType type, ShShaderSpec spec);
virtual ~TCompiler();
virtual TCompiler* getAsCompiler() { return this; }
bool Init(const ShBuiltInResources& resources);
bool compile(const char* const shaderStrings[],
size_t numStrings,
int compileOptions);
// Get results of the last compilation.
TInfoSink& getInfoSink() { return infoSink; }
const TVariableInfoList& getAttribs() const { return attribs; }
const TVariableInfoList& getUniforms() const { return uniforms; }
int getMappedNameMaxLength() const;
ShHashFunction64 getHashFunction() const { return hashFunction; }
NameMap& getNameMap() { return nameMap; }
TSymbolTable& getSymbolTable() { return symbolTable; }
protected:
ShShaderType getShaderType() const { return shaderType; }
ShShaderSpec getShaderSpec() const { return shaderSpec; }
// Initialize symbol-table with built-in symbols.
bool InitBuiltInSymbolTable(const ShBuiltInResources& resources);
// Clears the results from the previous compilation.
void clearResults();
// Return true if function recursion is detected or call depth exceeded.
bool detectCallDepth(TIntermNode* root, TInfoSink& infoSink, bool limitCallStackDepth);
// Rewrites a shader's intermediate tree according to the CSS Shaders spec.
void rewriteCSSShader(TIntermNode* root);
// Returns true if the given shader does not exceed the minimum
// functionality mandated in GLSL 1.0 spec Appendix A.
bool validateLimitations(TIntermNode* root);
// Collect info for all attribs and uniforms.
void collectAttribsUniforms(TIntermNode* root);
// Map long variable names into shorter ones.
void mapLongVariableNames(TIntermNode* root);
// Translate to object code.
virtual void translate(TIntermNode* root) = 0;
// Returns true if, after applying the packing rules in the GLSL 1.017 spec
// Appendix A, section 7, the shader does not use too many uniforms.
bool enforcePackingRestrictions();
// Returns true if the shader passes the restrictions that aim to prevent timing attacks.
bool enforceTimingRestrictions(TIntermNode* root, bool outputGraph);
// Returns true if the shader does not use samplers.
bool enforceVertexShaderTimingRestrictions(TIntermNode* root);
// Returns true if the shader does not use sampler dependent values to affect control
// flow or in operations whose time can depend on the input values.
bool enforceFragmentShaderTimingRestrictions(const TDependencyGraph& graph);
// Return true if the maximum expression complexity below the limit.
bool limitExpressionComplexity(TIntermNode* root);
// Get built-in extensions with default behavior.
const TExtensionBehavior& getExtensionBehavior() const;
// Get the resources set by InitBuiltInSymbolTable
const ShBuiltInResources& getResources() const;
const ArrayBoundsClamper& getArrayBoundsClamper() const;
ShArrayIndexClampingStrategy getArrayIndexClampingStrategy() const;
const BuiltInFunctionEmulator& getBuiltInFunctionEmulator() const;
private:
ShShaderType shaderType;
ShShaderSpec shaderSpec;
int maxUniformVectors;
int maxExpressionComplexity;
int maxCallStackDepth;
ShBuiltInResources compileResources;
// Built-in symbol table for the given language, spec, and resources.
// It is preserved from compile-to-compile.
TSymbolTable symbolTable;
// Built-in extensions with default behavior.
TExtensionBehavior extensionBehavior;
bool fragmentPrecisionHigh;
ArrayBoundsClamper arrayBoundsClamper;
ShArrayIndexClampingStrategy clampingStrategy;
BuiltInFunctionEmulator builtInFunctionEmulator;
// Results of compilation.
TInfoSink infoSink; // Output sink.
TVariableInfoList attribs; // Active attributes in the compiled shader.
TVariableInfoList uniforms; // Active uniforms in the compiled shader.
// Cached copy of the ref-counted singleton.
LongNameMap* longNameMap;
// name hashing.
ShHashFunction64 hashFunction;
NameMap nameMap;
};
//
// This is the interface between the machine independent code
// and the machine dependent code.
//
// The machine dependent code should derive from the classes
// above. Then Construct*() and Delete*() will create and
// destroy the machine dependent objects, which contain the
// above machine independent information.
//
TCompiler* ConstructCompiler(
ShShaderType type, ShShaderSpec spec, ShShaderOutput output);
void DeleteCompiler(TCompiler*);
#endif // _SHHANDLE_INCLUDED_