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//
// Copyright 2019 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.
//
// RemoveInactiveInterfaceVariables.h:
// Drop shader interface variable declarations for those that are inactive.
//
#include "compiler/translator/tree_ops/RemoveInactiveInterfaceVariables.h"
#include "compiler/translator/SymbolTable.h"
#include "compiler/translator/tree_util/IntermTraverse.h"
#include "compiler/translator/util.h"
namespace sh
{
namespace
{
// Traverser that removes all declarations that correspond to inactive variables.
class RemoveInactiveInterfaceVariablesTraverser : public TIntermTraverser
{
public:
RemoveInactiveInterfaceVariablesTraverser(
const std::vector<sh::ShaderVariable> &attributes,
const std::vector<sh::ShaderVariable> &inputVaryings,
const std::vector<sh::ShaderVariable> &outputVariables,
const std::vector<sh::ShaderVariable> &uniforms,
const std::vector<sh::InterfaceBlock> &interfaceBlocks);
bool visitDeclaration(Visit visit, TIntermDeclaration *node) override;
private:
const std::vector<sh::ShaderVariable> &mAttributes;
const std::vector<sh::ShaderVariable> &mInputVaryings;
const std::vector<sh::ShaderVariable> &mOutputVariables;
const std::vector<sh::ShaderVariable> &mUniforms;
const std::vector<sh::InterfaceBlock> &mInterfaceBlocks;
};
RemoveInactiveInterfaceVariablesTraverser::RemoveInactiveInterfaceVariablesTraverser(
const std::vector<sh::ShaderVariable> &attributes,
const std::vector<sh::ShaderVariable> &inputVaryings,
const std::vector<sh::ShaderVariable> &outputVariables,
const std::vector<sh::ShaderVariable> &uniforms,
const std::vector<sh::InterfaceBlock> &interfaceBlocks)
: TIntermTraverser(true, false, false),
mAttributes(attributes),
mInputVaryings(inputVaryings),
mOutputVariables(outputVariables),
mUniforms(uniforms),
mInterfaceBlocks(interfaceBlocks)
{}
template <typename Variable>
bool IsVariableActive(const std::vector<Variable> &mVars, const ImmutableString &name)
{
for (const Variable &var : mVars)
{
if (name == var.name)
{
return var.active;
}
}
UNREACHABLE();
return true;
}
bool RemoveInactiveInterfaceVariablesTraverser::visitDeclaration(Visit visit,
TIntermDeclaration *node)
{
// SeparateDeclarations should have already been run.
ASSERT(node->getSequence()->size() == 1u);
TIntermTyped *declarator = node->getSequence()->front()->getAsTyped();
ASSERT(declarator);
TIntermSymbol *asSymbol = declarator->getAsSymbolNode();
if (!asSymbol)
{
return false;
}
const TType &type = declarator->getType();
// Remove all shader interface variables except outputs, i.e. uniforms, interface blocks and
// inputs.
//
// Imagine a situation where the VS doesn't write to a varying but the FS reads from it. This
// is allowed, though the value of the varying is undefined. If the varying is removed here,
// the situation is changed to VS not declaring the varying, but the FS reading from it, which
// is not allowed. That's why inactive shader outputs are not removed.
//
// Inactive fragment shader outputs can be removed though, as there is no next stage.
bool removeDeclaration = false;
const TQualifier qualifier = type.getQualifier();
if (type.isInterfaceBlock())
{
removeDeclaration = !IsVariableActive(mInterfaceBlocks, type.getInterfaceBlock()->name());
}
else if (qualifier == EvqUniform)
{
removeDeclaration = !IsVariableActive(mUniforms, asSymbol->getName());
}
else if (qualifier == EvqAttribute || qualifier == EvqVertexIn)
{
removeDeclaration = !IsVariableActive(mAttributes, asSymbol->getName());
}
else if (IsShaderIn(qualifier))
{
removeDeclaration = !IsVariableActive(mInputVaryings, asSymbol->getName());
}
else if (qualifier == EvqFragmentOut)
{
removeDeclaration = !IsVariableActive(mOutputVariables, asSymbol->getName());
}
if (removeDeclaration)
{
TIntermSequence emptySequence;
mMultiReplacements.emplace_back(getParentNode()->getAsBlock(), node, emptySequence);
}
return false;
}
} // namespace
bool RemoveInactiveInterfaceVariables(TCompiler *compiler,
TIntermBlock *root,
const std::vector<sh::ShaderVariable> &attributes,
const std::vector<sh::ShaderVariable> &inputVaryings,
const std::vector<sh::ShaderVariable> &outputVariables,
const std::vector<sh::ShaderVariable> &uniforms,
const std::vector<sh::InterfaceBlock> &interfaceBlocks)
{
RemoveInactiveInterfaceVariablesTraverser traverser(attributes, inputVaryings, outputVariables,
uniforms, interfaceBlocks);
root->traverse(&traverser);
return traverser.updateTree(compiler, root);
}
} // namespace sh