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kc3-lang/angle/src/compiler/TranslatorGLSL.cpp

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  • Author : shannon.woods@transgaming.com
    Date : 2013-01-25 21:57:28
    Hash : 1d432bb5
    Message : Incorporated patch from haixia@ changing the default implementation of array index clamping to use the clamp intrinsic. This works more reliably on pure OpenGL ES devices and on Windows. Added a mechanism in ShBuiltInResources to choose the strategy for array index clamping. BUG=none TEST=various out-of-bounds array indexing tests and various WebGL content Review URL: https://codereview.appspot.com/7194051 git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1798 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/compiler/TranslatorGLSL.cpp
  • //
    // Copyright (c) 2002-2010 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/TranslatorGLSL.h"
    
    #include "compiler/OutputGLSL.h"
    #include "compiler/VersionGLSL.h"
    
    static void writeVersion(ShShaderType type, TIntermNode* root,
                             TInfoSinkBase& sink) {
        TVersionGLSL versionGLSL(type);
        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) {
            sink << "#version " << version << "\n";
        }
    }
    
    TranslatorGLSL::TranslatorGLSL(ShShaderType type, ShShaderSpec spec)
        : TCompiler(type, spec) {
    }
    
    void TranslatorGLSL::translate(TIntermNode* root) {
        TInfoSinkBase& sink = getInfoSink().obj;
    
        // Write GLSL version.
        writeVersion(getShaderType(), root, sink);
    
        // Write emulated built-in functions if needed.
        getBuiltInFunctionEmulator().OutputEmulatedFunctionDefinition(
            sink, false);
    
        // Write array bounds clamping emulation if needed.
        getArrayBoundsClamper().OutputClampingFunctionDefinition(sink);
    
        // Write translated shader.
        TOutputGLSL outputGLSL(sink, getArrayIndexClampingStrategy(), getHashFunction(), getNameMap(), getSymbolTable());
        root->traverse(&outputGLSL);
    }