blob: 26141990a48db941faf1332bfc5bddfe75187097 [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.
// Machine independent part of the compiler private objects
// sent as ShHandle to the driver.
// This should not be included by driver code.
#include "compiler/translator/BuiltInFunctionEmulator.h"
#include "compiler/translator/CallDAG.h"
#include "compiler/translator/Diagnostics.h"
#include "compiler/translator/ExtensionBehavior.h"
#include "compiler/translator/HashNames.h"
#include "compiler/translator/InfoSink.h"
#include "compiler/translator/Pragma.h"
#include "compiler/translator/SymbolTable.h"
#include "compiler/translator/VariableInfo.h"
#include "third_party/compiler/ArrayBoundsClamper.h"
namespace sh
class TCompiler;
class TranslatorHLSL;
// Helper function to identify specs that are based on the WebGL spec.
bool IsWebGLBasedSpec(ShShaderSpec spec);
// Helper function to check if the shader type is GLSL.
bool IsGLSL130OrNewer(ShShaderOutput output);
bool IsGLSL420OrNewer(ShShaderOutput output);
bool IsGLSL410OrOlder(ShShaderOutput output);
// Helper function to check if the invariant qualifier can be removed.
bool RemoveInvariant(sh::GLenum shaderType,
int shaderVersion,
ShShaderOutput outputType,
ShCompileOptions compileOptions);
// The base class used to back handles returned to the driver.
class TShHandleBase
virtual ~TShHandleBase();
virtual TCompiler *getAsCompiler() { return 0; }
virtual TranslatorHLSL *getAsTranslatorHLSL() { return 0; }
// 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
TCompiler(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output);
~TCompiler() override;
TCompiler *getAsCompiler() override { return this; }
bool Init(const ShBuiltInResources &resources);
// compileTreeForTesting should be used only when tests require access to
// the AST. Users of this function need to manually manage the global pool
// allocator. Returns nullptr whenever there are compilation errors.
TIntermBlock *compileTreeForTesting(const char *const shaderStrings[],
size_t numStrings,
ShCompileOptions compileOptions);
bool compile(const char *const shaderStrings[],
size_t numStrings,
ShCompileOptions compileOptions);
// Get results of the last compilation.
int getShaderVersion() const { return shaderVersion; }
TInfoSink &getInfoSink() { return infoSink; }
bool isComputeShaderLocalSizeDeclared() const { return mComputeShaderLocalSizeDeclared; }
const sh::WorkGroupSize &getComputeShaderLocalSize() const { return mComputeShaderLocalSize; }
int getNumViews() const { return mNumViews; }
// Clears the results from the previous compilation.
void clearResults();
const std::vector<sh::Attribute> &getAttributes() const { return attributes; }
const std::vector<sh::OutputVariable> &getOutputVariables() const { return outputVariables; }
const std::vector<sh::Uniform> &getUniforms() const { return uniforms; }
const std::vector<sh::Varying> &getVaryings() const { return varyings; }
const std::vector<sh::InterfaceBlock> &getInterfaceBlocks() const { return interfaceBlocks; }
ShHashFunction64 getHashFunction() const { return hashFunction; }
NameMap &getNameMap() { return nameMap; }
TSymbolTable &getSymbolTable() { return symbolTable; }
ShShaderSpec getShaderSpec() const { return shaderSpec; }
ShShaderOutput getOutputType() const { return outputType; }
const std::string &getBuiltInResourcesString() const { return builtInResourcesString; }
bool shouldRunLoopAndIndexingValidation(ShCompileOptions compileOptions) const;
// Get the resources set by InitBuiltInSymbolTable
const ShBuiltInResources &getResources() const;
sh::GLenum getShaderType() const { return shaderType; }
// Initialize symbol-table with built-in symbols.
bool InitBuiltInSymbolTable(const ShBuiltInResources &resources);
// Compute the string representation of the built-in resources
void setResourceString();
// Return false if the call depth is exceeded.
bool checkCallDepth();
// Returns true if a program has no conflicting or missing fragment outputs
bool validateOutputs(TIntermNode *root);
// Add emulated functions to the built-in function emulator.
virtual void initBuiltInFunctionEmulator(BuiltInFunctionEmulator *emu,
ShCompileOptions compileOptions){};
// Translate to object code.
virtual void translate(TIntermBlock *root, ShCompileOptions compileOptions) = 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();
// Insert statements to reference all members in unused uniform blocks with standard and shared
// layout. This is to work around a Mac driver that treats unused standard/shared
// uniform blocks as inactive.
void useAllMembersInUnusedStandardAndSharedBlocks(TIntermBlock *root);
// Insert statements to initialize output variables in the beginning of main().
// This is to avoid undefined behaviors.
void initializeOutputVariables(TIntermBlock *root);
// Insert gl_Position = vec4(0,0,0,0) to the beginning of main().
// It is to work around a Linux driver bug where missing this causes compile failure
// while spec says it is allowed.
// This function should only be applied to vertex shaders.
void initializeGLPosition(TIntermBlock *root);
// Return true if the maximum expression complexity is below the limit.
bool limitExpressionComplexity(TIntermNode *root);
// Get built-in extensions with default behavior.
const TExtensionBehavior &getExtensionBehavior() const;
const char *getSourcePath() const;
const TPragma &getPragma() const { return mPragma; }
void writePragma(ShCompileOptions compileOptions);
unsigned int *getTemporaryIndex() { return &mTemporaryIndex; }
// Relies on collectVariables having been called.
bool isVaryingDefined(const char *varyingName);
const ArrayBoundsClamper &getArrayBoundsClamper() const;
ShArrayIndexClampingStrategy getArrayIndexClampingStrategy() const;
const BuiltInFunctionEmulator &getBuiltInFunctionEmulator() const;
virtual bool shouldFlattenPragmaStdglInvariantAll() = 0;
virtual bool shouldCollectVariables(ShCompileOptions compileOptions);
bool wereVariablesCollected() const;
std::vector<sh::Attribute> attributes;
std::vector<sh::OutputVariable> outputVariables;
std::vector<sh::Uniform> uniforms;
std::vector<sh::ShaderVariable> expandedUniforms;
std::vector<sh::Varying> varyings;
std::vector<sh::InterfaceBlock> interfaceBlocks;
// Creates the function call DAG for further analysis, returning false if there is a recursion
bool initCallDag(TIntermNode *root);
// Return false if "main" doesn't exist
bool tagUsedFunctions();
void internalTagUsedFunction(size_t index);
void initSamplerDefaultPrecision(TBasicType samplerType);
// Collect info for all attribs, uniforms, varyings.
void collectVariables(TIntermNode *root);
bool variablesCollected;
// Removes unused function declarations and prototypes from the AST
class UnusedPredicate;
bool pruneUnusedFunctions(TIntermBlock *root);
TIntermBlock *compileTreeImpl(const char *const shaderStrings[],
size_t numStrings,
const ShCompileOptions compileOptions);
sh::GLenum shaderType;
ShShaderSpec shaderSpec;
ShShaderOutput outputType;
struct FunctionMetadata
FunctionMetadata() : used(false) {}
bool used;
CallDAG mCallDag;
std::vector<FunctionMetadata> functionMetadata;
int maxUniformVectors;
int maxExpressionComplexity;
int maxCallStackDepth;
int maxFunctionParameters;
ShBuiltInResources compileResources;
std::string builtInResourcesString;
// 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.
int shaderVersion;
TInfoSink infoSink; // Output sink.
TDiagnostics mDiagnostics;
const char *mSourcePath; // Path of source file or NULL
// compute shader local group size
bool mComputeShaderLocalSizeDeclared;
sh::WorkGroupSize mComputeShaderLocalSize;
// GL_OVR_multiview num_views.
int mNumViews;
// name hashing.
ShHashFunction64 hashFunction;
NameMap nameMap;
TPragma mPragma;
unsigned int mTemporaryIndex;
// 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(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output);
void DeleteCompiler(TCompiler *);
} // namespace sh