| // |
| // Copyright (c) 2010 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/util.h" |
| |
| #include <limits> |
| |
| #include "common/utilities.h" |
| #include "compiler/preprocessor/numeric_lex.h" |
| #include "compiler/translator/SymbolTable.h" |
| |
| bool atoi_clamp(const char *str, unsigned int *value) |
| { |
| bool success = pp::numeric_lex_int(str, value); |
| if (!success) |
| *value = std::numeric_limits<unsigned int>::max(); |
| return success; |
| } |
| |
| namespace sh |
| { |
| |
| float NumericLexFloat32OutOfRangeToInfinity(const std::string &str) |
| { |
| // Parses a decimal string using scientific notation into a floating point number. |
| // Out-of-range values are converted to infinity. Values that are too small to be |
| // represented are converted to zero. |
| |
| // The mantissa in decimal scientific notation. The magnitude of the mantissa integer does not |
| // matter. |
| unsigned int decimalMantissa = 0; |
| size_t i = 0; |
| bool decimalPointSeen = false; |
| bool nonZeroSeenInMantissa = false; |
| |
| // The exponent offset reflects the position of the decimal point. |
| int exponentOffset = -1; |
| while (i < str.length()) |
| { |
| const char c = str[i]; |
| if (c == 'e' || c == 'E') |
| { |
| break; |
| } |
| if (c == '.') |
| { |
| decimalPointSeen = true; |
| ++i; |
| continue; |
| } |
| |
| unsigned int digit = static_cast<unsigned int>(c - '0'); |
| ASSERT(digit < 10u); |
| if (digit != 0u) |
| { |
| nonZeroSeenInMantissa = true; |
| } |
| if (nonZeroSeenInMantissa) |
| { |
| // Add bits to the mantissa until space runs out in 32-bit int. This should be |
| // enough precision to make the resulting binary mantissa accurate to 1 ULP. |
| if (decimalMantissa <= (std::numeric_limits<unsigned int>::max() - 9u) / 10u) |
| { |
| decimalMantissa = decimalMantissa * 10u + digit; |
| } |
| if (!decimalPointSeen) |
| { |
| ++exponentOffset; |
| } |
| } |
| else if (decimalPointSeen) |
| { |
| --exponentOffset; |
| } |
| ++i; |
| } |
| if (decimalMantissa == 0) |
| { |
| return 0.0f; |
| } |
| int exponent = 0; |
| if (i < str.length()) |
| { |
| ASSERT(str[i] == 'e' || str[i] == 'E'); |
| ++i; |
| bool exponentOutOfRange = false; |
| bool negativeExponent = false; |
| if (str[i] == '-') |
| { |
| negativeExponent = true; |
| ++i; |
| } |
| else if (str[i] == '+') |
| { |
| ++i; |
| } |
| while (i < str.length()) |
| { |
| const char c = str[i]; |
| unsigned int digit = static_cast<unsigned int>(c - '0'); |
| ASSERT(digit < 10u); |
| if (exponent <= (std::numeric_limits<int>::max() - 9) / 10) |
| { |
| exponent = exponent * 10 + digit; |
| } |
| else |
| { |
| exponentOutOfRange = true; |
| } |
| ++i; |
| } |
| if (negativeExponent) |
| { |
| exponent = -exponent; |
| } |
| if (exponentOutOfRange) |
| { |
| if (negativeExponent) |
| { |
| return 0.0f; |
| } |
| else |
| { |
| return std::numeric_limits<float>::infinity(); |
| } |
| } |
| } |
| // Do the calculation in 64-bit to avoid overflow. |
| long long exponentLong = |
| static_cast<long long>(exponent) + static_cast<long long>(exponentOffset); |
| if (exponentLong > std::numeric_limits<float>::max_exponent10) |
| { |
| return std::numeric_limits<float>::infinity(); |
| } |
| else if (exponentLong < std::numeric_limits<float>::min_exponent10) |
| { |
| return 0.0f; |
| } |
| // The exponent is in range, so we need to actually evaluate the float. |
| exponent = static_cast<int>(exponentLong); |
| double value = decimalMantissa; |
| |
| // Calculate the exponent offset to normalize the mantissa. |
| int normalizationExponentOffset = 0; |
| while (decimalMantissa >= 10u) |
| { |
| --normalizationExponentOffset; |
| decimalMantissa /= 10u; |
| } |
| // Apply the exponent. |
| value *= std::pow(10.0, static_cast<double>(exponent + normalizationExponentOffset)); |
| if (value > static_cast<double>(std::numeric_limits<float>::max())) |
| { |
| return std::numeric_limits<float>::infinity(); |
| } |
| if (value < static_cast<double>(std::numeric_limits<float>::min())) |
| { |
| return 0.0f; |
| } |
| return static_cast<float>(value); |
| } |
| |
| bool strtof_clamp(const std::string &str, float *value) |
| { |
| // Try the standard float parsing path first. |
| bool success = pp::numeric_lex_float(str, value); |
| |
| // If the standard path doesn't succeed, take the path that can handle the following corner |
| // cases: |
| // 1. The decimal mantissa is very small but the exponent is very large, putting the resulting |
| // number inside the float range. |
| // 2. The decimal mantissa is very large but the exponent is very small, putting the resulting |
| // number inside the float range. |
| // 3. The value is out-of-range and should be evaluated as infinity. |
| // 4. The value is too small and should be evaluated as zero. |
| // See ESSL 3.00.6 section 4.1.4 for the relevant specification. |
| if (!success) |
| *value = NumericLexFloat32OutOfRangeToInfinity(str); |
| return !gl::isInf(*value); |
| } |
| |
| GLenum GLVariableType(const TType &type) |
| { |
| if (type.getBasicType() == EbtFloat) |
| { |
| if (type.isScalar()) |
| { |
| return GL_FLOAT; |
| } |
| else if (type.isVector()) |
| { |
| switch (type.getNominalSize()) |
| { |
| case 2: |
| return GL_FLOAT_VEC2; |
| case 3: |
| return GL_FLOAT_VEC3; |
| case 4: |
| return GL_FLOAT_VEC4; |
| default: |
| UNREACHABLE(); |
| } |
| } |
| else if (type.isMatrix()) |
| { |
| switch (type.getCols()) |
| { |
| case 2: |
| switch (type.getRows()) |
| { |
| case 2: |
| return GL_FLOAT_MAT2; |
| case 3: |
| return GL_FLOAT_MAT2x3; |
| case 4: |
| return GL_FLOAT_MAT2x4; |
| default: |
| UNREACHABLE(); |
| } |
| |
| case 3: |
| switch (type.getRows()) |
| { |
| case 2: |
| return GL_FLOAT_MAT3x2; |
| case 3: |
| return GL_FLOAT_MAT3; |
| case 4: |
| return GL_FLOAT_MAT3x4; |
| default: |
| UNREACHABLE(); |
| } |
| |
| case 4: |
| switch (type.getRows()) |
| { |
| case 2: |
| return GL_FLOAT_MAT4x2; |
| case 3: |
| return GL_FLOAT_MAT4x3; |
| case 4: |
| return GL_FLOAT_MAT4; |
| default: |
| UNREACHABLE(); |
| } |
| |
| default: |
| UNREACHABLE(); |
| } |
| } |
| else |
| UNREACHABLE(); |
| } |
| else if (type.getBasicType() == EbtInt) |
| { |
| if (type.isScalar()) |
| { |
| return GL_INT; |
| } |
| else if (type.isVector()) |
| { |
| switch (type.getNominalSize()) |
| { |
| case 2: |
| return GL_INT_VEC2; |
| case 3: |
| return GL_INT_VEC3; |
| case 4: |
| return GL_INT_VEC4; |
| default: |
| UNREACHABLE(); |
| } |
| } |
| else |
| UNREACHABLE(); |
| } |
| else if (type.getBasicType() == EbtUInt) |
| { |
| if (type.isScalar()) |
| { |
| return GL_UNSIGNED_INT; |
| } |
| else if (type.isVector()) |
| { |
| switch (type.getNominalSize()) |
| { |
| case 2: |
| return GL_UNSIGNED_INT_VEC2; |
| case 3: |
| return GL_UNSIGNED_INT_VEC3; |
| case 4: |
| return GL_UNSIGNED_INT_VEC4; |
| default: |
| UNREACHABLE(); |
| } |
| } |
| else |
| UNREACHABLE(); |
| } |
| else if (type.getBasicType() == EbtBool) |
| { |
| if (type.isScalar()) |
| { |
| return GL_BOOL; |
| } |
| else if (type.isVector()) |
| { |
| switch (type.getNominalSize()) |
| { |
| case 2: |
| return GL_BOOL_VEC2; |
| case 3: |
| return GL_BOOL_VEC3; |
| case 4: |
| return GL_BOOL_VEC4; |
| default: |
| UNREACHABLE(); |
| } |
| } |
| else |
| UNREACHABLE(); |
| } |
| |
| switch (type.getBasicType()) |
| { |
| case EbtSampler2D: |
| return GL_SAMPLER_2D; |
| case EbtSampler3D: |
| return GL_SAMPLER_3D; |
| case EbtSamplerCube: |
| return GL_SAMPLER_CUBE; |
| case EbtSamplerExternalOES: |
| return GL_SAMPLER_EXTERNAL_OES; |
| case EbtSamplerExternal2DY2YEXT: |
| return GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT; |
| case EbtSampler2DRect: |
| return GL_SAMPLER_2D_RECT_ARB; |
| case EbtSampler2DArray: |
| return GL_SAMPLER_2D_ARRAY; |
| case EbtSampler2DMS: |
| return GL_SAMPLER_2D_MULTISAMPLE; |
| case EbtISampler2D: |
| return GL_INT_SAMPLER_2D; |
| case EbtISampler3D: |
| return GL_INT_SAMPLER_3D; |
| case EbtISamplerCube: |
| return GL_INT_SAMPLER_CUBE; |
| case EbtISampler2DArray: |
| return GL_INT_SAMPLER_2D_ARRAY; |
| case EbtISampler2DMS: |
| return GL_INT_SAMPLER_2D_MULTISAMPLE; |
| case EbtUSampler2D: |
| return GL_UNSIGNED_INT_SAMPLER_2D; |
| case EbtUSampler3D: |
| return GL_UNSIGNED_INT_SAMPLER_3D; |
| case EbtUSamplerCube: |
| return GL_UNSIGNED_INT_SAMPLER_CUBE; |
| case EbtUSampler2DArray: |
| return GL_UNSIGNED_INT_SAMPLER_2D_ARRAY; |
| case EbtUSampler2DMS: |
| return GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE; |
| case EbtSampler2DShadow: |
| return GL_SAMPLER_2D_SHADOW; |
| case EbtSamplerCubeShadow: |
| return GL_SAMPLER_CUBE_SHADOW; |
| case EbtSampler2DArrayShadow: |
| return GL_SAMPLER_2D_ARRAY_SHADOW; |
| case EbtImage2D: |
| return GL_IMAGE_2D; |
| case EbtIImage2D: |
| return GL_INT_IMAGE_2D; |
| case EbtUImage2D: |
| return GL_UNSIGNED_INT_IMAGE_2D; |
| case EbtImage2DArray: |
| return GL_IMAGE_2D_ARRAY; |
| case EbtIImage2DArray: |
| return GL_INT_IMAGE_2D_ARRAY; |
| case EbtUImage2DArray: |
| return GL_UNSIGNED_INT_IMAGE_2D_ARRAY; |
| case EbtImage3D: |
| return GL_IMAGE_3D; |
| case EbtIImage3D: |
| return GL_INT_IMAGE_3D; |
| case EbtUImage3D: |
| return GL_UNSIGNED_INT_IMAGE_3D; |
| case EbtImageCube: |
| return GL_IMAGE_CUBE; |
| case EbtIImageCube: |
| return GL_INT_IMAGE_CUBE; |
| case EbtUImageCube: |
| return GL_UNSIGNED_INT_IMAGE_CUBE; |
| default: |
| UNREACHABLE(); |
| } |
| |
| return GL_NONE; |
| } |
| |
| GLenum GLVariablePrecision(const TType &type) |
| { |
| if (type.getBasicType() == EbtFloat) |
| { |
| switch (type.getPrecision()) |
| { |
| case EbpHigh: |
| return GL_HIGH_FLOAT; |
| case EbpMedium: |
| return GL_MEDIUM_FLOAT; |
| case EbpLow: |
| return GL_LOW_FLOAT; |
| case EbpUndefined: |
| // Should be defined as the default precision by the parser |
| default: |
| UNREACHABLE(); |
| } |
| } |
| else if (type.getBasicType() == EbtInt || type.getBasicType() == EbtUInt) |
| { |
| switch (type.getPrecision()) |
| { |
| case EbpHigh: |
| return GL_HIGH_INT; |
| case EbpMedium: |
| return GL_MEDIUM_INT; |
| case EbpLow: |
| return GL_LOW_INT; |
| case EbpUndefined: |
| // Should be defined as the default precision by the parser |
| default: |
| UNREACHABLE(); |
| } |
| } |
| |
| // Other types (boolean, sampler) don't have a precision |
| return GL_NONE; |
| } |
| |
| TString ArrayString(const TType &type) |
| { |
| if (!type.isArray()) |
| { |
| return ""; |
| } |
| |
| return "[" + str(type.getArraySize()) + "]"; |
| } |
| |
| bool IsVaryingOut(TQualifier qualifier) |
| { |
| switch (qualifier) |
| { |
| case EvqVaryingOut: |
| case EvqSmoothOut: |
| case EvqFlatOut: |
| case EvqCentroidOut: |
| case EvqVertexOut: |
| return true; |
| |
| default: |
| break; |
| } |
| |
| return false; |
| } |
| |
| bool IsVaryingIn(TQualifier qualifier) |
| { |
| switch (qualifier) |
| { |
| case EvqVaryingIn: |
| case EvqSmoothIn: |
| case EvqFlatIn: |
| case EvqCentroidIn: |
| case EvqFragmentIn: |
| return true; |
| |
| default: |
| break; |
| } |
| |
| return false; |
| } |
| |
| bool IsVarying(TQualifier qualifier) |
| { |
| return IsVaryingIn(qualifier) || IsVaryingOut(qualifier); |
| } |
| |
| InterpolationType GetInterpolationType(TQualifier qualifier) |
| { |
| switch (qualifier) |
| { |
| case EvqFlatIn: |
| case EvqFlatOut: |
| return INTERPOLATION_FLAT; |
| |
| case EvqSmoothIn: |
| case EvqSmoothOut: |
| case EvqVertexOut: |
| case EvqFragmentIn: |
| case EvqVaryingIn: |
| case EvqVaryingOut: |
| return INTERPOLATION_SMOOTH; |
| |
| case EvqCentroidIn: |
| case EvqCentroidOut: |
| return INTERPOLATION_CENTROID; |
| |
| default: |
| UNREACHABLE(); |
| return INTERPOLATION_SMOOTH; |
| } |
| } |
| |
| TType GetShaderVariableBasicType(const sh::ShaderVariable &var) |
| { |
| switch (var.type) |
| { |
| case GL_BOOL: |
| return TType(EbtBool); |
| case GL_BOOL_VEC2: |
| return TType(EbtBool, 2); |
| case GL_BOOL_VEC3: |
| return TType(EbtBool, 3); |
| case GL_BOOL_VEC4: |
| return TType(EbtBool, 4); |
| case GL_FLOAT: |
| return TType(EbtFloat); |
| case GL_FLOAT_VEC2: |
| return TType(EbtFloat, 2); |
| case GL_FLOAT_VEC3: |
| return TType(EbtFloat, 3); |
| case GL_FLOAT_VEC4: |
| return TType(EbtFloat, 4); |
| case GL_FLOAT_MAT2: |
| return TType(EbtFloat, 2, 2); |
| case GL_FLOAT_MAT3: |
| return TType(EbtFloat, 3, 3); |
| case GL_FLOAT_MAT4: |
| return TType(EbtFloat, 4, 4); |
| case GL_FLOAT_MAT2x3: |
| return TType(EbtFloat, 2, 3); |
| case GL_FLOAT_MAT2x4: |
| return TType(EbtFloat, 2, 4); |
| case GL_FLOAT_MAT3x2: |
| return TType(EbtFloat, 3, 2); |
| case GL_FLOAT_MAT3x4: |
| return TType(EbtFloat, 3, 4); |
| case GL_FLOAT_MAT4x2: |
| return TType(EbtFloat, 4, 2); |
| case GL_FLOAT_MAT4x3: |
| return TType(EbtFloat, 4, 3); |
| case GL_INT: |
| return TType(EbtInt); |
| case GL_INT_VEC2: |
| return TType(EbtInt, 2); |
| case GL_INT_VEC3: |
| return TType(EbtInt, 3); |
| case GL_INT_VEC4: |
| return TType(EbtInt, 4); |
| case GL_UNSIGNED_INT: |
| return TType(EbtUInt); |
| case GL_UNSIGNED_INT_VEC2: |
| return TType(EbtUInt, 2); |
| case GL_UNSIGNED_INT_VEC3: |
| return TType(EbtUInt, 3); |
| case GL_UNSIGNED_INT_VEC4: |
| return TType(EbtUInt, 4); |
| default: |
| UNREACHABLE(); |
| return TType(); |
| } |
| } |
| |
| // GLSL ES 1.0.17 4.6.1 The Invariant Qualifier |
| bool CanBeInvariantESSL1(TQualifier qualifier) |
| { |
| return IsVaryingIn(qualifier) || IsVaryingOut(qualifier) || |
| IsBuiltinOutputVariable(qualifier) || |
| (IsBuiltinFragmentInputVariable(qualifier) && qualifier != EvqFrontFacing); |
| } |
| |
| // GLSL ES 3.00 Revision 6, 4.6.1 The Invariant Qualifier |
| // GLSL ES 3.10 Revision 4, 4.8.1 The Invariant Qualifier |
| bool CanBeInvariantESSL3OrGreater(TQualifier qualifier) |
| { |
| return IsVaryingOut(qualifier) || qualifier == EvqFragmentOut || |
| IsBuiltinOutputVariable(qualifier); |
| } |
| |
| bool IsBuiltinOutputVariable(TQualifier qualifier) |
| { |
| switch (qualifier) |
| { |
| case EvqPosition: |
| case EvqPointSize: |
| case EvqFragDepth: |
| case EvqFragDepthEXT: |
| case EvqFragColor: |
| case EvqSecondaryFragColorEXT: |
| case EvqFragData: |
| case EvqSecondaryFragDataEXT: |
| return true; |
| default: |
| break; |
| } |
| return false; |
| } |
| |
| bool IsBuiltinFragmentInputVariable(TQualifier qualifier) |
| { |
| switch (qualifier) |
| { |
| case EvqFragCoord: |
| case EvqPointCoord: |
| case EvqFrontFacing: |
| return true; |
| default: |
| break; |
| } |
| return false; |
| } |
| } // namespace sh |