blob: 41abbfc017ee7278e2211e2d333d0516ee05b354 [file] [log] [blame]
//
// Copyright (c) 2002-2013 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 "compiler/translator/TranslatorGLSL.h"
#include "angle_gl.h"
#include "compiler/translator/BuiltInFunctionEmulatorGLSL.h"
#include "compiler/translator/EmulatePrecision.h"
#include "compiler/translator/ExtensionGLSL.h"
#include "compiler/translator/OutputGLSL.h"
#include "compiler/translator/RewriteTexelFetchOffset.h"
#include "compiler/translator/RewriteUnaryMinusOperatorFloat.h"
#include "compiler/translator/VersionGLSL.h"
namespace sh
{
TranslatorGLSL::TranslatorGLSL(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output)
: TCompiler(type, spec, output)
{
}
void TranslatorGLSL::initBuiltInFunctionEmulator(BuiltInFunctionEmulator *emu,
ShCompileOptions compileOptions)
{
if (compileOptions & SH_EMULATE_ABS_INT_FUNCTION)
{
InitBuiltInAbsFunctionEmulatorForGLSLWorkarounds(emu, getShaderType());
}
if (compileOptions & SH_EMULATE_ISNAN_FLOAT_FUNCTION)
{
InitBuiltInIsnanFunctionEmulatorForGLSLWorkarounds(emu, getShaderVersion());
}
if (compileOptions & SH_EMULATE_ATAN2_FLOAT_FUNCTION)
{
InitBuiltInAtanFunctionEmulatorForGLSLWorkarounds(emu);
}
int targetGLSLVersion = ShaderOutputTypeToGLSLVersion(getOutputType());
InitBuiltInFunctionEmulatorForGLSLMissingFunctions(emu, getShaderType(), targetGLSLVersion);
}
void TranslatorGLSL::translate(TIntermBlock *root, ShCompileOptions compileOptions)
{
TInfoSinkBase &sink = getInfoSink().obj;
// Write GLSL version.
writeVersion(root);
// Write extension behaviour as needed
writeExtensionBehavior(root);
// Write pragmas after extensions because some drivers consider pragmas
// like non-preprocessor tokens.
writePragma(compileOptions);
// If flattening the global invariant pragma, write invariant declarations for built-in
// variables. It should be harmless to do this twice in the case that the shader also explicitly
// did this. However, it's important to emit invariant qualifiers only for those built-in
// variables that are actually used, to avoid affecting the behavior of the shader.
if ((compileOptions & SH_FLATTEN_PRAGMA_STDGL_INVARIANT_ALL) != 0 &&
getPragma().stdgl.invariantAll &&
!sh::RemoveInvariant(getShaderType(), getShaderVersion(), getOutputType(), compileOptions))
{
ASSERT(wereVariablesCollected());
switch (getShaderType())
{
case GL_VERTEX_SHADER:
sink << "invariant gl_Position;\n";
// gl_PointSize should be declared invariant in both ESSL 1.00 and 3.00 fragment
// shaders if it's statically referenced.
conditionallyOutputInvariantDeclaration("gl_PointSize");
break;
case GL_FRAGMENT_SHADER:
// The preprocessor will reject this pragma if it's used in ESSL 3.00 fragment
// shaders, so we can use simple logic to determine whether to declare these
// variables invariant.
conditionallyOutputInvariantDeclaration("gl_FragCoord");
conditionallyOutputInvariantDeclaration("gl_PointCoord");
break;
default:
// Currently not reached, but leave this in for future expansion.
ASSERT(false);
break;
}
}
if ((compileOptions & SH_REWRITE_TEXELFETCHOFFSET_TO_TEXELFETCH) != 0)
{
sh::RewriteTexelFetchOffset(root, getSymbolTable(), getShaderVersion());
}
if ((compileOptions & SH_REWRITE_FLOAT_UNARY_MINUS_OPERATOR) != 0)
{
sh::RewriteUnaryMinusOperatorFloat(root);
}
bool precisionEmulation =
getResources().WEBGL_debug_shader_precision && getPragma().debugShaderPrecision;
if (precisionEmulation)
{
EmulatePrecision emulatePrecision(getSymbolTable(), getShaderVersion());
root->traverse(&emulatePrecision);
emulatePrecision.updateTree();
emulatePrecision.writeEmulationHelpers(sink, getShaderVersion(), getOutputType());
}
// Write emulated built-in functions if needed.
if (!getBuiltInFunctionEmulator().isOutputEmpty())
{
sink << "// BEGIN: Generated code for built-in function emulation\n\n";
sink << "#define webgl_emu_precision\n\n";
getBuiltInFunctionEmulator().outputEmulatedFunctions(sink);
sink << "// END: Generated code for built-in function emulation\n\n";
}
// Write array bounds clamping emulation if needed.
getArrayBoundsClamper().OutputClampingFunctionDefinition(sink);
// Declare gl_FragColor and glFragData as webgl_FragColor and webgl_FragData
// if it's core profile shaders and they are used.
if (getShaderType() == GL_FRAGMENT_SHADER)
{
const bool mayHaveESSL1SecondaryOutputs =
IsExtensionEnabled(getExtensionBehavior(), "GL_EXT_blend_func_extended") &&
getShaderVersion() == 100;
const bool declareGLFragmentOutputs = IsGLSL130OrNewer(getOutputType());
bool hasGLFragColor = false;
bool hasGLFragData = false;
bool hasGLSecondaryFragColor = false;
bool hasGLSecondaryFragData = false;
for (const auto &outputVar : outputVariables)
{
if (declareGLFragmentOutputs)
{
if (outputVar.name == "gl_FragColor")
{
ASSERT(!hasGLFragColor);
hasGLFragColor = true;
continue;
}
else if (outputVar.name == "gl_FragData")
{
ASSERT(!hasGLFragData);
hasGLFragData = true;
continue;
}
}
if (mayHaveESSL1SecondaryOutputs)
{
if (outputVar.name == "gl_SecondaryFragColorEXT")
{
ASSERT(!hasGLSecondaryFragColor);
hasGLSecondaryFragColor = true;
continue;
}
else if (outputVar.name == "gl_SecondaryFragDataEXT")
{
ASSERT(!hasGLSecondaryFragData);
hasGLSecondaryFragData = true;
continue;
}
}
}
ASSERT(!((hasGLFragColor || hasGLSecondaryFragColor) &&
(hasGLFragData || hasGLSecondaryFragData)));
if (hasGLFragColor)
{
sink << "out vec4 webgl_FragColor;\n";
}
if (hasGLFragData)
{
sink << "out vec4 webgl_FragData[gl_MaxDrawBuffers];\n";
}
if (hasGLSecondaryFragColor)
{
sink << "out vec4 angle_SecondaryFragColor;\n";
}
if (hasGLSecondaryFragData)
{
sink << "out vec4 angle_SecondaryFragData[" << getResources().MaxDualSourceDrawBuffers
<< "];\n";
}
}
if (getShaderType() == GL_COMPUTE_SHADER && isComputeShaderLocalSizeDeclared())
{
const sh::WorkGroupSize &localSize = getComputeShaderLocalSize();
sink << "layout (local_size_x=" << localSize[0] << ", local_size_y=" << localSize[1]
<< ", local_size_z=" << localSize[2] << ") in;\n";
}
// Write translated shader.
TOutputGLSL outputGLSL(sink, getArrayIndexClampingStrategy(), getHashFunction(), getNameMap(),
getSymbolTable(), getShaderType(), getShaderVersion(), getOutputType(),
compileOptions);
if (compileOptions & SH_TRANSLATE_VIEWID_OVR_TO_UNIFORM)
{
TName uniformName(TString("ViewID_OVR"));
uniformName.setInternal(true);
sink << "uniform int " << outputGLSL.hashName(uniformName) << ";\n";
}
root->traverse(&outputGLSL);
}
bool TranslatorGLSL::shouldFlattenPragmaStdglInvariantAll()
{
// Required when outputting to any GLSL version greater than 1.20, but since ANGLE doesn't
// translate to that version, return true for the next higher version.
return IsGLSL130OrNewer(getOutputType());
}
bool TranslatorGLSL::shouldCollectVariables(ShCompileOptions compileOptions)
{
return (compileOptions & SH_FLATTEN_PRAGMA_STDGL_INVARIANT_ALL) ||
TCompiler::shouldCollectVariables(compileOptions);
}
void TranslatorGLSL::writeVersion(TIntermNode *root)
{
TVersionGLSL versionGLSL(getShaderType(), getPragma(), getOutputType());
root->traverse(&versionGLSL);
int version = versionGLSL.getVersion();
// We need to write version directive only if it is greater than 110.
// If there is no version directive in the shader, 110 is implied.
if (version > 110)
{
TInfoSinkBase &sink = getInfoSink().obj;
sink << "#version " << version << "\n";
}
}
void TranslatorGLSL::writeExtensionBehavior(TIntermNode *root)
{
TInfoSinkBase &sink = getInfoSink().obj;
const TExtensionBehavior &extBehavior = getExtensionBehavior();
for (const auto &iter : extBehavior)
{
if (iter.second == EBhUndefined)
{
continue;
}
if (getOutputType() == SH_GLSL_COMPATIBILITY_OUTPUT)
{
// For GLSL output, we don't need to emit most extensions explicitly,
// but some we need to translate in GL compatibility profile.
if (iter.first == "GL_EXT_shader_texture_lod")
{
sink << "#extension GL_ARB_shader_texture_lod : " << getBehaviorString(iter.second)
<< "\n";
}
if (iter.first == "GL_EXT_draw_buffers")
{
sink << "#extension GL_ARB_draw_buffers : " << getBehaviorString(iter.second)
<< "\n";
}
}
}
// GLSL ES 3 explicit location qualifiers need to use an extension before GLSL 330
if (getShaderVersion() >= 300 && getOutputType() < SH_GLSL_330_CORE_OUTPUT &&
getShaderType() != GL_COMPUTE_SHADER)
{
sink << "#extension GL_ARB_explicit_attrib_location : require\n";
}
// Need to enable gpu_shader5 to have index constant sampler array indexing
if (getOutputType() != SH_ESSL_OUTPUT && getOutputType() < SH_GLSL_400_CORE_OUTPUT &&
getShaderVersion() == 100)
{
// Don't use "require" on to avoid breaking WebGL 1 on drivers that silently
// support index constant sampler array indexing, but don't have the extension or
// on drivers that don't have the extension at all as it would break WebGL 1 for
// some users.
sink << "#extension GL_ARB_gpu_shader5 : enable\n";
}
TExtensionGLSL extensionGLSL(getOutputType());
root->traverse(&extensionGLSL);
for (const auto &ext : extensionGLSL.getEnabledExtensions())
{
sink << "#extension " << ext << " : enable\n";
}
for (const auto &ext : extensionGLSL.getRequiredExtensions())
{
sink << "#extension " << ext << " : require\n";
}
}
void TranslatorGLSL::conditionallyOutputInvariantDeclaration(const char *builtinVaryingName)
{
if (isVaryingDefined(builtinVaryingName))
{
TInfoSinkBase &sink = getInfoSink().obj;
sink << "invariant " << builtinVaryingName << ";\n";
}
}
} // namespace sh