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//
// Copyright (c) 2011 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 COMPILER_TRANSLATOR_BUILTINFUNCTIONEMULATOR_H_
#define COMPILER_TRANSLATOR_BUILTINFUNCTIONEMULATOR_H_
#include "compiler/translator/InfoSink.h"
#include "compiler/translator/IntermNode.h"
namespace sh
{
//
// This class decides which built-in functions need to be replaced with the emulated ones. It can be
// used to work around driver bugs or implement functions that are not natively implemented on a
// specific platform.
//
class BuiltInFunctionEmulator
{
public:
BuiltInFunctionEmulator();
void markBuiltInFunctionsForEmulation(TIntermNode *root);
void cleanup();
// "name" gets written as "webgl_name_emu".
static void WriteEmulatedFunctionName(TInfoSinkBase &out, const char *name);
bool isOutputEmpty() const;
// Output function emulation definition. This should be before any other shader source.
void outputEmulatedFunctions(TInfoSinkBase &out) const;
class FunctionId
{
public:
FunctionId();
FunctionId(TOperator op, const TType *param);
FunctionId(TOperator op, const TType *param1, const TType *param2);
FunctionId(TOperator op, const TType *param1, const TType *param2, const TType *param3);
FunctionId(TOperator op,
const TType *param1,
const TType *param2,
const TType *param3,
const TType *param4);
FunctionId(const FunctionId &) = default;
FunctionId &operator=(const FunctionId &) = default;
bool operator==(const FunctionId &other) const;
bool operator<(const FunctionId &other) const;
FunctionId getCopy() const;
private:
TOperator mOp;
// The memory that these TType objects use is freed by PoolAllocator. The
// BuiltInFunctionEmulator's lifetime can extend until after the memory pool is freed, but
// that's not an issue since this class never destructs these objects.
const TType *mParam1;
const TType *mParam2;
const TType *mParam3;
const TType *mParam4;
};
// Add functions that need to be emulated.
FunctionId addEmulatedFunction(TOperator op,
const TType *param,
const char *emulatedFunctionDefinition);
FunctionId addEmulatedFunction(TOperator op,
const TType *param1,
const TType *param2,
const char *emulatedFunctionDefinition);
FunctionId addEmulatedFunction(TOperator op,
const TType *param1,
const TType *param2,
const TType *param3,
const char *emulatedFunctionDefinition);
FunctionId addEmulatedFunction(TOperator op,
const TType *param1,
const TType *param2,
const TType *param3,
const TType *param4,
const char *emulatedFunctionDefinition);
FunctionId addEmulatedFunctionWithDependency(FunctionId dependency,
TOperator op,
const TType *param1,
const TType *param2,
const char *emulatedFunctionDefinition);
FunctionId addEmulatedFunctionWithDependency(FunctionId dependency,
TOperator op,
const TType *param1,
const TType *param2,
const TType *param3,
const TType *param4,
const char *emulatedFunctionDefinition);
private:
class BuiltInFunctionEmulationMarker;
// Records that a function is called by the shader and might need to be emulated. If the
// function is not in mEmulatedFunctions, this becomes a no-op. Returns true if the function
// call needs to be replaced with an emulated one.
bool setFunctionCalled(TOperator op, const TType &param);
bool setFunctionCalled(TOperator op, const TType &param1, const TType &param2);
bool setFunctionCalled(TOperator op,
const TType &param1,
const TType &param2,
const TType &param3);
bool setFunctionCalled(TOperator op,
const TType &param1,
const TType &param2,
const TType &param3,
const TType &param4);
bool setFunctionCalled(const FunctionId &functionId);
// Map from function id to emulated function definition
std::map<FunctionId, std::string> mEmulatedFunctions;
// Map from dependent functions to their dependencies. This structure allows each function to
// have at most one dependency.
std::map<FunctionId, FunctionId> mFunctionDependencies;
// Called function ids
std::vector<FunctionId> mFunctions;
};
} // namespace sh
#endif // COMPILER_TRANSLATOR_BUILTINFUNCTIONEMULATOR_H_