blob: 161300804a0d3049bf48795086e7864d626f8909 [file] [log] [blame]
//
// Copyright (c) 2002-2014 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.
//
#include "common/debug.h"
#include "compiler/translator/RegenerateStructNames.h"
namespace sh
{
void RegenerateStructNames::visitSymbol(TIntermSymbol *symbol)
{
ASSERT(symbol);
TType *type = symbol->getTypePointer();
ASSERT(type);
TStructure *userType = type->getStruct();
if (!userType)
return;
if (mSymbolTable.findBuiltIn(userType->name(), mShaderVersion))
{
// Built-in struct, do not touch it.
return;
}
int uniqueId = userType->uniqueId();
ASSERT(mScopeDepth > 0);
if (mScopeDepth == 1)
{
// If a struct is defined at global scope, we don't map its name.
// This is because at global level, the struct might be used to
// declare a uniform, so the same name needs to stay the same for
// vertex/fragment shaders. However, our mapping uses internal ID,
// which will be different for the same struct in vertex/fragment
// shaders.
// This is OK because names for any structs defined in other scopes
// will begin with "_webgl", which is reserved. So there will be
// no conflicts among unmapped struct names from global scope and
// mapped struct names from other scopes.
// However, we need to keep track of these global structs, so if a
// variable is used in a local scope, we don't try to modify the
// struct name through that variable.
mDeclaredGlobalStructs.insert(uniqueId);
return;
}
if (mDeclaredGlobalStructs.count(uniqueId) > 0)
return;
// Map {name} to _webgl_struct_{uniqueId}_{name}.
const char kPrefix[] = "_webgl_struct_";
if (userType->name().find(kPrefix) == 0)
{
// The name has already been regenerated.
return;
}
std::string id = Str(uniqueId);
TString tmp = kPrefix + TString(id.c_str());
tmp += "_" + userType->name();
userType->setName(tmp);
}
bool RegenerateStructNames::visitBlock(Visit, TIntermBlock *block)
{
++mScopeDepth;
TIntermSequence &sequence = *(block->getSequence());
for (TIntermNode *node : sequence)
{
node->traverse(this);
}
--mScopeDepth;
return false;
}
} // namespace sh