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kc3-lang/angle/src/compiler/translator/Compiler.cpp

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  • Author : Le Hoang Quyen
    Date : 2020-04-21 01:50:00
    Hash : dadd1986
    Message : Implement GL_APPLE_clip_distance - Built-in variable gl_ClipDistance has been added to compiler. - Desktop GL: gl_ClipDistance is supported since GL 3.0. Enable/Disable each gl_ClipDistances[i] works out of the box via glEnable(). - Vulkan/Metal: Use uniform variable to control writing to each gl_ClipDistance. One bit flag controls one element in the gl_ClipDistance array. The writing to the disabled element in vertex shader will be ignored, and turned into zero assignment instead. - Direct3D/Mobile GL: Not implemented yet. - Added ClipDistanceTest to gl_tests and compiler unittests. - GL_APPLE_clip_distance is a subset of GL_EXT_clip_cull_distance, so GL_EXT_clip_cull_distance could be implemented in future if needed. Bug: angleproject:4452 Change-Id: I571ac8b56826989808a680226a04bec4cf59988e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2084324 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/compiler/translator/Compiler.cpp
  • //
    // Copyright 2002 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/Compiler.h"
    
    #include <sstream>
    
    #include "angle_gl.h"
    #include "common/utilities.h"
    #include "compiler/translator/CallDAG.h"
    #include "compiler/translator/CollectVariables.h"
    #include "compiler/translator/Initialize.h"
    #include "compiler/translator/IsASTDepthBelowLimit.h"
    #include "compiler/translator/OutputTree.h"
    #include "compiler/translator/ParseContext.h"
    #include "compiler/translator/ValidateLimitations.h"
    #include "compiler/translator/ValidateMaxParameters.h"
    #include "compiler/translator/ValidateOutputs.h"
    #include "compiler/translator/ValidateVaryingLocations.h"
    #include "compiler/translator/VariablePacker.h"
    #include "compiler/translator/tree_ops/AddAndTrueToLoopCondition.h"
    #include "compiler/translator/tree_ops/ClampFragDepth.h"
    #include "compiler/translator/tree_ops/ClampPointSize.h"
    #include "compiler/translator/tree_ops/DeclareAndInitBuiltinsForInstancedMultiview.h"
    #include "compiler/translator/tree_ops/DeferGlobalInitializers.h"
    #include "compiler/translator/tree_ops/EarlyFragmentTestsOptimization.h"
    #include "compiler/translator/tree_ops/EmulateGLFragColorBroadcast.h"
    #include "compiler/translator/tree_ops/EmulateMultiDrawShaderBuiltins.h"
    #include "compiler/translator/tree_ops/EmulatePrecision.h"
    #include "compiler/translator/tree_ops/FoldExpressions.h"
    #include "compiler/translator/tree_ops/InitializeVariables.h"
    #include "compiler/translator/tree_ops/PruneEmptyCases.h"
    #include "compiler/translator/tree_ops/PruneNoOps.h"
    #include "compiler/translator/tree_ops/RegenerateStructNames.h"
    #include "compiler/translator/tree_ops/RemoveArrayLengthMethod.h"
    #include "compiler/translator/tree_ops/RemoveDynamicIndexing.h"
    #include "compiler/translator/tree_ops/RemoveInvariantDeclaration.h"
    #include "compiler/translator/tree_ops/RemovePow.h"
    #include "compiler/translator/tree_ops/RemoveUnreferencedVariables.h"
    #include "compiler/translator/tree_ops/RewriteDoWhile.h"
    #include "compiler/translator/tree_ops/RewriteRepeatedAssignToSwizzled.h"
    #include "compiler/translator/tree_ops/ScalarizeVecAndMatConstructorArgs.h"
    #include "compiler/translator/tree_ops/SeparateDeclarations.h"
    #include "compiler/translator/tree_ops/SimplifyLoopConditions.h"
    #include "compiler/translator/tree_ops/SplitSequenceOperator.h"
    #include "compiler/translator/tree_ops/UnfoldShortCircuitAST.h"
    #include "compiler/translator/tree_ops/UseInterfaceBlockFields.h"
    #include "compiler/translator/tree_ops/VectorizeVectorScalarArithmetic.h"
    #include "compiler/translator/tree_util/BuiltIn.h"
    #include "compiler/translator/tree_util/IntermNodePatternMatcher.h"
    #include "compiler/translator/tree_util/ReplaceShadowingVariables.h"
    #include "compiler/translator/util.h"
    #include "third_party/compiler/ArrayBoundsClamper.h"
    
    namespace sh
    {
    
    namespace
    {
    
    #if defined(ANGLE_ENABLE_FUZZER_CORPUS_OUTPUT)
    void DumpFuzzerCase(char const *const *shaderStrings,
                        size_t numStrings,
                        uint32_t type,
                        uint32_t spec,
                        uint32_t output,
                        uint64_t options)
    {
        static int fileIndex = 0;
    
        std::ostringstream o = sh::InitializeStream<std::ostringstream>();
        o << "corpus/" << fileIndex++ << ".sample";
        std::string s = o.str();
    
        // Must match the input format of the fuzzer
        FILE *f = fopen(s.c_str(), "w");
        fwrite(&type, sizeof(type), 1, f);
        fwrite(&spec, sizeof(spec), 1, f);
        fwrite(&output, sizeof(output), 1, f);
        fwrite(&options, sizeof(options), 1, f);
    
        char zero[128 - 20] = {0};
        fwrite(&zero, 128 - 20, 1, f);
    
        for (size_t i = 0; i < numStrings; i++)
        {
            fwrite(shaderStrings[i], sizeof(char), strlen(shaderStrings[i]), f);
        }
        fwrite(&zero, 1, 1, f);
    
        fclose(f);
    }
    #endif  // defined(ANGLE_ENABLE_FUZZER_CORPUS_OUTPUT)
    }  // anonymous namespace
    
    bool IsGLSL130OrNewer(ShShaderOutput output)
    {
        return (output == SH_GLSL_130_OUTPUT || output == SH_GLSL_140_OUTPUT ||
                output == SH_GLSL_150_CORE_OUTPUT || output == SH_GLSL_330_CORE_OUTPUT ||
                output == SH_GLSL_400_CORE_OUTPUT || output == SH_GLSL_410_CORE_OUTPUT ||
                output == SH_GLSL_420_CORE_OUTPUT || output == SH_GLSL_430_CORE_OUTPUT ||
                output == SH_GLSL_440_CORE_OUTPUT || output == SH_GLSL_450_CORE_OUTPUT);
    }
    
    bool IsGLSL420OrNewer(ShShaderOutput output)
    {
        return (output == SH_GLSL_420_CORE_OUTPUT || output == SH_GLSL_430_CORE_OUTPUT ||
                output == SH_GLSL_440_CORE_OUTPUT || output == SH_GLSL_450_CORE_OUTPUT);
    }
    
    bool IsGLSL410OrOlder(ShShaderOutput output)
    {
        return (output == SH_GLSL_130_OUTPUT || output == SH_GLSL_140_OUTPUT ||
                output == SH_GLSL_150_CORE_OUTPUT || output == SH_GLSL_330_CORE_OUTPUT ||
                output == SH_GLSL_400_CORE_OUTPUT || output == SH_GLSL_410_CORE_OUTPUT);
    }
    
    bool RemoveInvariant(sh::GLenum shaderType,
                         int shaderVersion,
                         ShShaderOutput outputType,
                         ShCompileOptions compileOptions)
    {
        if (shaderType == GL_FRAGMENT_SHADER && IsGLSL420OrNewer(outputType))
            return true;
    
        if ((compileOptions & SH_REMOVE_INVARIANT_AND_CENTROID_FOR_ESSL3) != 0 &&
            shaderVersion >= 300 && shaderType == GL_VERTEX_SHADER)
            return true;
    
        return false;
    }
    
    size_t GetGlobalMaxTokenSize(ShShaderSpec spec)
    {
        // WebGL defines a max token length of 256, while ES2 leaves max token
        // size undefined. ES3 defines a max size of 1024 characters.
        switch (spec)
        {
            case SH_WEBGL_SPEC:
                return 256;
            default:
                return 1024;
        }
    }
    
    int GetMaxUniformVectorsForShaderType(GLenum shaderType, const ShBuiltInResources &resources)
    {
        switch (shaderType)
        {
            case GL_VERTEX_SHADER:
                return resources.MaxVertexUniformVectors;
            case GL_FRAGMENT_SHADER:
                return resources.MaxFragmentUniformVectors;
    
            // TODO (jiawei.shao@intel.com): check if we need finer-grained component counting
            case GL_COMPUTE_SHADER:
                return resources.MaxComputeUniformComponents / 4;
            case GL_GEOMETRY_SHADER_EXT:
                return resources.MaxGeometryUniformComponents / 4;
            default:
                UNREACHABLE();
                return -1;
        }
    }
    
    namespace
    {
    
    class TScopedPoolAllocator
    {
      public:
        TScopedPoolAllocator(angle::PoolAllocator *allocator) : mAllocator(allocator)
        {
            mAllocator->push();
            SetGlobalPoolAllocator(mAllocator);
        }
        ~TScopedPoolAllocator()
        {
            SetGlobalPoolAllocator(nullptr);
            mAllocator->pop();
        }
    
      private:
        angle::PoolAllocator *mAllocator;
    };
    
    class TScopedSymbolTableLevel
    {
      public:
        TScopedSymbolTableLevel(TSymbolTable *table) : mTable(table)
        {
            ASSERT(mTable->isEmpty());
            mTable->push();
        }
        ~TScopedSymbolTableLevel()
        {
            while (!mTable->isEmpty())
                mTable->pop();
        }
    
      private:
        TSymbolTable *mTable;
    };
    
    int GetMaxShaderVersionForSpec(ShShaderSpec spec)
    {
        switch (spec)
        {
            case SH_GLES2_SPEC:
            case SH_WEBGL_SPEC:
                return 100;
            case SH_GLES3_SPEC:
            case SH_WEBGL2_SPEC:
                return 300;
            case SH_GLES3_1_SPEC:
            case SH_WEBGL3_SPEC:
                return 310;
            case SH_GL_CORE_SPEC:
            case SH_GL_COMPATIBILITY_SPEC:
                return 460;
            default:
                UNREACHABLE();
                return 0;
        }
    }
    
    bool ValidateFragColorAndFragData(GLenum shaderType,
                                      int shaderVersion,
                                      const TSymbolTable &symbolTable,
                                      TDiagnostics *diagnostics)
    {
        if (shaderVersion > 100 || shaderType != GL_FRAGMENT_SHADER)
        {
            return true;
        }
    
        bool usesFragColor = false;
        bool usesFragData  = false;
        // This validation is a bit stricter than the spec - it's only an error to write to
        // both FragData and FragColor. But because it's better not to have reads from undefined
        // variables, we always return an error if they are both referenced, rather than only if they
        // are written.
        if (symbolTable.isStaticallyUsed(*BuiltInVariable::gl_FragColor()) ||
            symbolTable.isStaticallyUsed(*BuiltInVariable::gl_SecondaryFragColorEXT()))
        {
            usesFragColor = true;
        }
        // Extension variables may not always be initialized (saves some time at symbol table init).
        bool secondaryFragDataUsed =
            symbolTable.gl_SecondaryFragDataEXT() != nullptr &&
            symbolTable.isStaticallyUsed(*symbolTable.gl_SecondaryFragDataEXT());
        if (symbolTable.isStaticallyUsed(*symbolTable.gl_FragData()) || secondaryFragDataUsed)
        {
            usesFragData = true;
        }
        if (usesFragColor && usesFragData)
        {
            const char *errorMessage = "cannot use both gl_FragData and gl_FragColor";
            if (symbolTable.isStaticallyUsed(*BuiltInVariable::gl_SecondaryFragColorEXT()) ||
                secondaryFragDataUsed)
            {
                errorMessage =
                    "cannot use both output variable sets (gl_FragData, gl_SecondaryFragDataEXT)"
                    " and (gl_FragColor, gl_SecondaryFragColorEXT)";
            }
            diagnostics->globalError(errorMessage);
            return false;
        }
        return true;
    }
    
    }  // namespace
    
    TShHandleBase::TShHandleBase()
    {
        allocator.push();
        SetGlobalPoolAllocator(&allocator);
    }
    
    TShHandleBase::~TShHandleBase()
    {
        SetGlobalPoolAllocator(nullptr);
        allocator.popAll();
    }
    
    TCompiler::TCompiler(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output)
        : mVariablesCollected(false),
          mGLPositionInitialized(false),
          mShaderType(type),
          mShaderSpec(spec),
          mOutputType(output),
          mBuiltInFunctionEmulator(),
          mDiagnostics(mInfoSink.info),
          mSourcePath(nullptr),
          mComputeShaderLocalSizeDeclared(false),
          mComputeShaderLocalSize(1),
          mGeometryShaderMaxVertices(-1),
          mGeometryShaderInvocations(0),
          mGeometryShaderInputPrimitiveType(EptUndefined),
          mGeometryShaderOutputPrimitiveType(EptUndefined),
          mCompileOptions(0)
    {}
    
    TCompiler::~TCompiler() {}
    
    bool TCompiler::shouldRunLoopAndIndexingValidation(ShCompileOptions compileOptions) const
    {
        // If compiling an ESSL 1.00 shader for WebGL, or if its been requested through the API,
        // validate loop and indexing as well (to verify that the shader only uses minimal functionality
        // of ESSL 1.00 as in Appendix A of the spec).
        return (IsWebGLBasedSpec(mShaderSpec) && mShaderVersion == 100) ||
               (compileOptions & SH_VALIDATE_LOOP_INDEXING);
    }
    
    bool TCompiler::Init(const ShBuiltInResources &resources)
    {
        SetGlobalPoolAllocator(&allocator);
    
        // Generate built-in symbol table.
        if (!initBuiltInSymbolTable(resources))
            return false;
    
        mResources = resources;
        setResourceString();
    
        InitExtensionBehavior(resources, mExtensionBehavior);
        mArrayBoundsClamper.SetClampingStrategy(resources.ArrayIndexClampingStrategy);
        return true;
    }
    
    TIntermBlock *TCompiler::compileTreeForTesting(const char *const shaderStrings[],
                                                   size_t numStrings,
                                                   ShCompileOptions compileOptions)
    {
        return compileTreeImpl(shaderStrings, numStrings, compileOptions);
    }
    
    TIntermBlock *TCompiler::compileTreeImpl(const char *const shaderStrings[],
                                             size_t numStrings,
                                             const ShCompileOptions compileOptions)
    {
        // Remember the compile options for helper functions such as validateAST.
        mCompileOptions = compileOptions;
    
        clearResults();
    
        ASSERT(numStrings > 0);
        ASSERT(GetGlobalPoolAllocator());
    
        // Reset the extension behavior for each compilation unit.
        ResetExtensionBehavior(mResources, mExtensionBehavior, compileOptions);
    
        // If gl_DrawID is not supported, remove it from the available extensions
        // Currently we only allow emulation of gl_DrawID
        const bool glDrawIDSupported = (compileOptions & SH_EMULATE_GL_DRAW_ID) != 0u;
        if (!glDrawIDSupported)
        {
            auto it = mExtensionBehavior.find(TExtension::ANGLE_multi_draw);
            if (it != mExtensionBehavior.end())
            {
                mExtensionBehavior.erase(it);
            }
        }
    
        const bool glBaseVertexBaseInstanceSupported =
            (compileOptions & SH_EMULATE_GL_BASE_VERTEX_BASE_INSTANCE) != 0u;
        if (!glBaseVertexBaseInstanceSupported)
        {
            auto it = mExtensionBehavior.find(TExtension::ANGLE_base_vertex_base_instance);
            if (it != mExtensionBehavior.end())
            {
                mExtensionBehavior.erase(it);
            }
        }
    
        // First string is path of source file if flag is set. The actual source follows.
        size_t firstSource = 0;
        if (compileOptions & SH_SOURCE_PATH)
        {
            mSourcePath = shaderStrings[0];
            ++firstSource;
        }
    
        TParseContext parseContext(mSymbolTable, mExtensionBehavior, mShaderType, mShaderSpec,
                                   compileOptions, !IsDesktopGLSpec(mShaderSpec), &mDiagnostics,
                                   getResources(), getOutputType());
    
        parseContext.setFragmentPrecisionHighOnESSL1(mResources.FragmentPrecisionHigh == 1);
    
        // We preserve symbols at the built-in level from compile-to-compile.
        // Start pushing the user-defined symbols at global level.
        TScopedSymbolTableLevel globalLevel(&mSymbolTable);
        ASSERT(mSymbolTable.atGlobalLevel());
    
        // Parse shader.
        if (PaParseStrings(numStrings - firstSource, &shaderStrings[firstSource], nullptr,
                           &parseContext) != 0)
        {
            return nullptr;
        }
    
        if (parseContext.getTreeRoot() == nullptr)
        {
            return nullptr;
        }
    
        setASTMetadata(parseContext);
    
        if (!checkShaderVersion(&parseContext))
        {
            return nullptr;
        }
    
        TIntermBlock *root = parseContext.getTreeRoot();
        if (!checkAndSimplifyAST(root, parseContext, compileOptions))
        {
            return nullptr;
        }
    
        return root;
    }
    
    bool TCompiler::checkShaderVersion(TParseContext *parseContext)
    {
        if (GetMaxShaderVersionForSpec(mShaderSpec) < mShaderVersion)
        {
            mDiagnostics.globalError("unsupported shader version");
            return false;
        }
    
        ASSERT(parseContext);
        switch (mShaderType)
        {
            case GL_COMPUTE_SHADER:
                if (mShaderVersion < 310)
                {
                    mDiagnostics.globalError("Compute shader is not supported in this shader version.");
                    return false;
                }
                break;
    
            case GL_GEOMETRY_SHADER_EXT:
                if (mShaderVersion < 310)
                {
                    mDiagnostics.globalError(
                        "Geometry shader is not supported in this shader version.");
                    return false;
                }
                else
                {
                    ASSERT(mShaderVersion == 310);
                    if (!parseContext->checkCanUseExtension(sh::TSourceLoc(),
                                                            TExtension::EXT_geometry_shader))
                    {
                        return false;
                    }
                }
                break;
    
            default:
                break;
        }
    
        return true;
    }
    
    void TCompiler::setASTMetadata(const TParseContext &parseContext)
    {
        mShaderVersion = parseContext.getShaderVersion();
    
        mPragma = parseContext.pragma();
        mSymbolTable.setGlobalInvariant(mPragma.stdgl.invariantAll);
    
        mEarlyFragmentTestsSpecified = parseContext.isEarlyFragmentTestsSpecified();
    
        mComputeShaderLocalSizeDeclared = parseContext.isComputeShaderLocalSizeDeclared();
        mComputeShaderLocalSize         = parseContext.getComputeShaderLocalSize();
    
        mNumViews = parseContext.getNumViews();
    
        if (mShaderType == GL_GEOMETRY_SHADER_EXT)
        {
            mGeometryShaderInputPrimitiveType  = parseContext.getGeometryShaderInputPrimitiveType();
            mGeometryShaderOutputPrimitiveType = parseContext.getGeometryShaderOutputPrimitiveType();
            mGeometryShaderMaxVertices         = parseContext.getGeometryShaderMaxVertices();
            mGeometryShaderInvocations         = parseContext.getGeometryShaderInvocations();
        }
    }
    
    unsigned int TCompiler::getSharedMemorySize() const
    {
        unsigned int sharedMemSize = 0;
        for (const sh::ShaderVariable &var : mSharedVariables)
        {
            sharedMemSize += var.getExternalSize();
        }
    
        return sharedMemSize;
    }
    
    bool TCompiler::validateAST(TIntermNode *root)
    {
        if ((mCompileOptions & SH_VALIDATE_AST) != 0)
        {
            bool valid = ValidateAST(root, &mDiagnostics, mValidateASTOptions);
    
            // In debug, assert validation.  In release, validation errors will be returned back to the
            // application as internal ANGLE errors.
            ASSERT(valid);
    
            return valid;
        }
        return true;
    }
    
    bool TCompiler::checkAndSimplifyAST(TIntermBlock *root,
                                        const TParseContext &parseContext,
                                        ShCompileOptions compileOptions)
    {
        // Disallow expressions deemed too complex.
        if ((compileOptions & SH_LIMIT_EXPRESSION_COMPLEXITY) && !limitExpressionComplexity(root))
        {
            return false;
        }
    
        if (shouldRunLoopAndIndexingValidation(compileOptions) &&
            !ValidateLimitations(root, mShaderType, &mSymbolTable, &mDiagnostics))
        {
            return false;
        }
    
        if (!ValidateFragColorAndFragData(mShaderType, mShaderVersion, mSymbolTable, &mDiagnostics))
        {
            return false;
        }
    
        // Fold expressions that could not be folded before validation that was done as a part of
        // parsing.
        if (!FoldExpressions(this, root, &mDiagnostics))
        {
            return false;
        }
        // Folding should only be able to generate warnings.
        ASSERT(mDiagnostics.numErrors() == 0);
    
        // We prune no-ops to work around driver bugs and to keep AST processing and output simple.
        // The following kinds of no-ops are pruned:
        //   1. Empty declarations "int;".
        //   2. Literal statements: "1.0;". The ESSL output doesn't define a default precision
        //      for float, so float literal statements would end up with no precision which is
        //      invalid ESSL.
        // After this empty declarations are not allowed in the AST.
        if (!PruneNoOps(this, root, &mSymbolTable))
        {
            return false;
        }
    
        // We need to generate globals early if we have non constant initializers enabled
        bool initializeLocalsAndGlobals =
            (compileOptions & SH_INITIALIZE_UNINITIALIZED_LOCALS) && !IsOutputHLSL(getOutputType());
        bool canUseLoopsToInitialize = !(compileOptions & SH_DONT_USE_LOOPS_TO_INITIALIZE_VARIABLES);
        bool highPrecisionSupported  = mShaderVersion > 100 || mShaderType != GL_FRAGMENT_SHADER ||
                                      mResources.FragmentPrecisionHigh == 1;
        bool enableNonConstantInitializers = IsExtensionEnabled(
            mExtensionBehavior, TExtension::EXT_shader_non_constant_global_initializers);
        if (enableNonConstantInitializers &&
            !DeferGlobalInitializers(this, root, initializeLocalsAndGlobals, canUseLoopsToInitialize,
                                     highPrecisionSupported, &mSymbolTable))
        {
            return false;
        }
    
        // Create the function DAG and check there is no recursion
        if (!initCallDag(root))
        {
            return false;
        }
    
        if ((compileOptions & SH_LIMIT_CALL_STACK_DEPTH) && !checkCallDepth())
        {
            return false;
        }
    
        // Checks which functions are used and if "main" exists
        mFunctionMetadata.clear();
        mFunctionMetadata.resize(mCallDag.size());
        if (!tagUsedFunctions())
        {
            return false;
        }
    
        if (!(compileOptions & SH_DONT_PRUNE_UNUSED_FUNCTIONS))
        {
            pruneUnusedFunctions(root);
        }
        if (IsSpecWithFunctionBodyNewScope(mShaderSpec, mShaderVersion))
        {
            if (!ReplaceShadowingVariables(this, root, &mSymbolTable))
            {
                return false;
            }
        }
    
        if (mShaderVersion >= 310 && !ValidateVaryingLocations(root, &mDiagnostics, mShaderType))
        {
            return false;
        }
    
        if (mShaderVersion >= 300 && mShaderType == GL_FRAGMENT_SHADER &&
            !ValidateOutputs(root, getExtensionBehavior(), mResources.MaxDrawBuffers, &mDiagnostics))
        {
            return false;
        }
    
        // Fail compilation if precision emulation not supported.
        if (getResources().WEBGL_debug_shader_precision && getPragma().debugShaderPrecision &&
            !EmulatePrecision::SupportedInLanguage(mOutputType))
        {
            mDiagnostics.globalError("Precision emulation not supported for this output type.");
            return false;
        }
    
        // Clamping uniform array bounds needs to happen after validateLimitations pass.
        if (compileOptions & SH_CLAMP_INDIRECT_ARRAY_BOUNDS)
        {
            mArrayBoundsClamper.MarkIndirectArrayBoundsForClamping(root);
        }
    
        if ((compileOptions & SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW) &&
            (parseContext.isExtensionEnabled(TExtension::OVR_multiview2) ||
             parseContext.isExtensionEnabled(TExtension::OVR_multiview)) &&
            getShaderType() != GL_COMPUTE_SHADER)
        {
            if (!DeclareAndInitBuiltinsForInstancedMultiview(
                    this, root, mNumViews, mShaderType, compileOptions, mOutputType, &mSymbolTable))
            {
                return false;
            }
        }
    
        // This pass might emit short circuits so keep it before the short circuit unfolding
        if (compileOptions & SH_REWRITE_DO_WHILE_LOOPS)
        {
            if (!RewriteDoWhile(this, root, &mSymbolTable))
            {
                return false;
            }
        }
    
        if (compileOptions & SH_ADD_AND_TRUE_TO_LOOP_CONDITION)
        {
            if (!AddAndTrueToLoopCondition(this, root))
            {
                return false;
            }
        }
    
        if (compileOptions & SH_UNFOLD_SHORT_CIRCUIT)
        {
            if (!UnfoldShortCircuitAST(this, root))
            {
                return false;
            }
        }
    
        if (compileOptions & SH_REMOVE_POW_WITH_CONSTANT_EXPONENT)
        {
            if (!RemovePow(this, root, &mSymbolTable))
            {
                return false;
            }
        }
    
        if (compileOptions & SH_REGENERATE_STRUCT_NAMES)
        {
            RegenerateStructNames gen(&mSymbolTable);
            root->traverse(&gen);
            if (!validateAST(root))
            {
                return false;
            }
        }
    
        if (mShaderType == GL_VERTEX_SHADER &&
            IsExtensionEnabled(mExtensionBehavior, TExtension::ANGLE_multi_draw))
        {
            if ((compileOptions & SH_EMULATE_GL_DRAW_ID) != 0u)
            {
                if (!EmulateGLDrawID(this, root, &mSymbolTable, &mUniforms,
                                     shouldCollectVariables(compileOptions)))
                {
                    return false;
                }
            }
        }
    
        if (mShaderType == GL_VERTEX_SHADER &&
            IsExtensionEnabled(mExtensionBehavior, TExtension::ANGLE_base_vertex_base_instance))
        {
            if ((compileOptions & SH_EMULATE_GL_BASE_VERTEX_BASE_INSTANCE) != 0u)
            {
                if (!EmulateGLBaseVertexBaseInstance(this, root, &mSymbolTable, &mUniforms,
                                                     shouldCollectVariables(compileOptions),
                                                     compileOptions & SH_ADD_BASE_VERTEX_TO_VERTEX_ID))
                {
                    return false;
                }
            }
        }
    
        if (mShaderType == GL_FRAGMENT_SHADER && mShaderVersion == 100 && mResources.EXT_draw_buffers &&
            mResources.MaxDrawBuffers > 1 &&
            IsExtensionEnabled(mExtensionBehavior, TExtension::EXT_draw_buffers))
        {
            if (!EmulateGLFragColorBroadcast(this, root, mResources.MaxDrawBuffers, &mOutputVariables,
                                             &mSymbolTable, mShaderVersion))
            {
                return false;
            }
        }
    
        int simplifyScalarized = (compileOptions & SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS)
                                     ? IntermNodePatternMatcher::kScalarizedVecOrMatConstructor
                                     : 0;
    
        // Split multi declarations and remove calls to array length().
        // Note that SimplifyLoopConditions needs to be run before any other AST transformations
        // that may need to generate new statements from loop conditions or loop expressions.
        if (!SimplifyLoopConditions(this, root,
                                    IntermNodePatternMatcher::kMultiDeclaration |
                                        IntermNodePatternMatcher::kArrayLengthMethod |
                                        simplifyScalarized,
                                    &getSymbolTable()))
        {
            return false;
        }
    
        // Note that separate declarations need to be run before other AST transformations that
        // generate new statements from expressions.
        if (!SeparateDeclarations(this, root))
        {
            return false;
        }
        mValidateASTOptions.validateMultiDeclarations = true;
    
        if (!SplitSequenceOperator(this, root,
                                   IntermNodePatternMatcher::kArrayLengthMethod | simplifyScalarized,
                                   &getSymbolTable()))
        {
            return false;
        }
    
        if (!RemoveArrayLengthMethod(this, root))
        {
            return false;
        }
    
        if (!RemoveUnreferencedVariables(this, root, &mSymbolTable))
        {
            return false;
        }
    
        // In case the last case inside a switch statement is a certain type of no-op, GLSL compilers in
        // drivers may not accept it. In this case we clean up the dead code from the end of switch
        // statements. This is also required because PruneNoOps or RemoveUnreferencedVariables may have
        // left switch statements that only contained an empty declaration inside the final case in an
        // invalid state. Relies on that PruneNoOps and RemoveUnreferencedVariables have already been
        // run.
        if (!PruneEmptyCases(this, root))
        {
            return false;
        }
    
        // Built-in function emulation needs to happen after validateLimitations pass.
        // TODO(jmadill): Remove global pool allocator.
        GetGlobalPoolAllocator()->lock();
        initBuiltInFunctionEmulator(&mBuiltInFunctionEmulator, compileOptions);
        GetGlobalPoolAllocator()->unlock();
        mBuiltInFunctionEmulator.markBuiltInFunctionsForEmulation(root);
    
        if (compileOptions & SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS)
        {
            if (!ScalarizeVecAndMatConstructorArgs(this, root, mShaderType, highPrecisionSupported,
                                                   &mSymbolTable))
            {
                return false;
            }
        }
    
        if (shouldCollectVariables(compileOptions))
        {
            ASSERT(!mVariablesCollected);
            CollectVariables(root, &mAttributes, &mOutputVariables, &mUniforms, &mInputVaryings,
                             &mOutputVaryings, &mSharedVariables, &mUniformBlocks,
                             &mShaderStorageBlocks, &mInBlocks, mResources.HashFunction, &mSymbolTable,
                             mShaderType, mExtensionBehavior);
            collectInterfaceBlocks();
            mVariablesCollected = true;
            if (compileOptions & SH_USE_UNUSED_STANDARD_SHARED_BLOCKS)
            {
                if (!useAllMembersInUnusedStandardAndSharedBlocks(root))
                {
                    return false;
                }
            }
            if (compileOptions & SH_ENFORCE_PACKING_RESTRICTIONS)
            {
                int maxUniformVectors = GetMaxUniformVectorsForShaderType(mShaderType, mResources);
                // Returns true if, after applying the packing rules in the GLSL ES 1.00.17 spec
                // Appendix A, section 7, the shader does not use too many uniforms.
                if (!CheckVariablesInPackingLimits(maxUniformVectors, mUniforms))
                {
                    mDiagnostics.globalError("too many uniforms");
                    return false;
                }
            }
            if ((compileOptions & SH_INIT_OUTPUT_VARIABLES) && (mShaderType != GL_COMPUTE_SHADER))
            {
                if (!initializeOutputVariables(root))
                {
                    return false;
                }
            }
        }
    
        // Removing invariant declarations must be done after collecting variables.
        // Otherwise, built-in invariant declarations don't apply.
        if (RemoveInvariant(mShaderType, mShaderVersion, mOutputType, compileOptions))
        {
            if (!RemoveInvariantDeclaration(this, root))
            {
                return false;
            }
        }
    
        // gl_Position is always written in compatibility output mode.
        // It may have been already initialized among other output variables, in that case we don't
        // need to initialize it twice.
        if (mShaderType == GL_VERTEX_SHADER && !mGLPositionInitialized &&
            ((compileOptions & SH_INIT_GL_POSITION) || (mOutputType == SH_GLSL_COMPATIBILITY_OUTPUT)))
        {
            if (!initializeGLPosition(root))
            {
                return false;
            }
            mGLPositionInitialized = true;
        }
    
        // DeferGlobalInitializers needs to be run before other AST transformations that generate new
        // statements from expressions. But it's fine to run DeferGlobalInitializers after the above
        // SplitSequenceOperator and RemoveArrayLengthMethod since they only have an effect on the AST
        // on ESSL >= 3.00, and the initializers that need to be deferred can only exist in ESSL < 3.00.
        // Exception: if EXT_shader_non_constant_global_initializers is enabled, we must generate global
        // initializers before we generate the DAG, since initializers may call functions which must not
        // be optimized out
        if (!enableNonConstantInitializers &&
            !DeferGlobalInitializers(this, root, initializeLocalsAndGlobals, canUseLoopsToInitialize,
                                     highPrecisionSupported, &mSymbolTable))
        {
            return false;
        }
    
        if (initializeLocalsAndGlobals)
        {
            // Initialize uninitialized local variables.
            // In some cases initializing can generate extra statements in the parent block, such as
            // when initializing nameless structs or initializing arrays in ESSL 1.00. In that case
            // we need to first simplify loop conditions. We've already separated declarations
            // earlier, which is also required. If we don't follow the Appendix A limitations, loop
            // init statements can declare arrays or nameless structs and have multiple
            // declarations.
    
            if (!shouldRunLoopAndIndexingValidation(compileOptions))
            {
                if (!SimplifyLoopConditions(this, root,
                                            IntermNodePatternMatcher::kArrayDeclaration |
                                                IntermNodePatternMatcher::kNamelessStructDeclaration,
                                            &getSymbolTable()))
                {
                    return false;
                }
            }
    
            if (!InitializeUninitializedLocals(this, root, getShaderVersion(), canUseLoopsToInitialize,
                                               highPrecisionSupported, &getSymbolTable()))
            {
                return false;
            }
        }
    
        if (getShaderType() == GL_VERTEX_SHADER && (compileOptions & SH_CLAMP_POINT_SIZE))
        {
            if (!ClampPointSize(this, root, mResources.MaxPointSize, &getSymbolTable()))
            {
                return false;
            }
        }
    
        if (getShaderType() == GL_FRAGMENT_SHADER && (compileOptions & SH_CLAMP_FRAG_DEPTH))
        {
            if (!ClampFragDepth(this, root, &getSymbolTable()))
            {
                return false;
            }
        }
    
        if (compileOptions & SH_REWRITE_REPEATED_ASSIGN_TO_SWIZZLED)
        {
            if (!sh::RewriteRepeatedAssignToSwizzled(this, root))
            {
                return false;
            }
        }
    
        if (compileOptions & SH_REWRITE_VECTOR_SCALAR_ARITHMETIC)
        {
            if (!VectorizeVectorScalarArithmetic(this, root, &getSymbolTable()))
            {
                return false;
            }
        }
    
        if (compileOptions & SH_REMOVE_DYNAMIC_INDEXING_OF_SWIZZLED_VECTOR)
        {
            if (!sh::RemoveDynamicIndexingOfSwizzledVector(this, root, &getSymbolTable(), nullptr))
            {
                return false;
            }
        }
    
        mEarlyFragmentTestsOptimized = false;
        if (compileOptions & SH_EARLY_FRAGMENT_TESTS_OPTIMIZATION)
        {
            if (mShaderVersion <= 300 && mShaderType == GL_FRAGMENT_SHADER &&
                !isEarlyFragmentTestsSpecified())
            {
                mEarlyFragmentTestsOptimized = CheckEarlyFragmentTestsFeasible(this, root);
            }
        }
    
        return true;
    }
    
    bool TCompiler::compile(const char *const shaderStrings[],
                            size_t numStrings,
                            ShCompileOptions compileOptionsIn)
    {
    #if defined(ANGLE_ENABLE_FUZZER_CORPUS_OUTPUT)
        DumpFuzzerCase(shaderStrings, numStrings, mShaderType, mShaderSpec, mOutputType,
                       compileOptionsIn);
    #endif  // defined(ANGLE_ENABLE_FUZZER_CORPUS_OUTPUT)
    
        if (numStrings == 0)
            return true;
    
        ShCompileOptions compileOptions = compileOptionsIn;
    
        // Apply key workarounds.
        if (shouldFlattenPragmaStdglInvariantAll())
        {
            // This should be harmless to do in all cases, but for the moment, do it only conditionally.
            compileOptions |= SH_FLATTEN_PRAGMA_STDGL_INVARIANT_ALL;
        }
    
        TScopedPoolAllocator scopedAlloc(&allocator);
        TIntermBlock *root = compileTreeImpl(shaderStrings, numStrings, compileOptions);
    
        if (root)
        {
            if (compileOptions & SH_INTERMEDIATE_TREE)
            {
                OutputTree(root, mInfoSink.info);
            }
    
            if (compileOptions & SH_OBJECT_CODE)
            {
                PerformanceDiagnostics perfDiagnostics(&mDiagnostics);
                if (!translate(root, compileOptions, &perfDiagnostics))
                {
                    return false;
                }
            }
    
            if (mShaderType == GL_VERTEX_SHADER)
            {
                bool lookForDrawID =
                    IsExtensionEnabled(mExtensionBehavior, TExtension::ANGLE_multi_draw) &&
                    ((compileOptions & SH_EMULATE_GL_DRAW_ID) != 0u);
                bool lookForBaseVertexBaseInstance =
                    IsExtensionEnabled(mExtensionBehavior,
                                       TExtension::ANGLE_base_vertex_base_instance) &&
                    ((compileOptions & SH_EMULATE_GL_BASE_VERTEX_BASE_INSTANCE) != 0u);
    
                if (lookForDrawID || lookForBaseVertexBaseInstance)
                {
                    for (auto &uniform : mUniforms)
                    {
                        if (lookForDrawID && uniform.name == "angle_DrawID" &&
                            uniform.mappedName == "angle_DrawID")
                        {
                            uniform.name = "gl_DrawID";
                        }
                        else if (lookForBaseVertexBaseInstance && uniform.name == "angle_BaseVertex" &&
                                 uniform.mappedName == "angle_BaseVertex")
                        {
                            uniform.name = "gl_BaseVertex";
                        }
                        else if (lookForBaseVertexBaseInstance &&
                                 uniform.name == "angle_BaseInstance" &&
                                 uniform.mappedName == "angle_BaseInstance")
                        {
                            uniform.name = "gl_BaseInstance";
                        }
                    }
                }
            }
    
            // The IntermNode tree doesn't need to be deleted here, since the
            // memory will be freed in a big chunk by the PoolAllocator.
            return true;
        }
        return false;
    }
    
    bool TCompiler::initBuiltInSymbolTable(const ShBuiltInResources &resources)
    {
        if (resources.MaxDrawBuffers < 1)
        {
            return false;
        }
        if (resources.EXT_blend_func_extended && resources.MaxDualSourceDrawBuffers < 1)
        {
            return false;
        }
    
        mSymbolTable.initializeBuiltIns(mShaderType, mShaderSpec, resources);
    
        return true;
    }
    
    void TCompiler::setResourceString()
    {
        std::ostringstream strstream = sh::InitializeStream<std::ostringstream>();
    
        // clang-format off
        strstream << ":MaxVertexAttribs:" << mResources.MaxVertexAttribs
            << ":MaxVertexUniformVectors:" << mResources.MaxVertexUniformVectors
            << ":MaxVaryingVectors:" << mResources.MaxVaryingVectors
            << ":MaxVertexTextureImageUnits:" << mResources.MaxVertexTextureImageUnits
            << ":MaxCombinedTextureImageUnits:" << mResources.MaxCombinedTextureImageUnits
            << ":MaxTextureImageUnits:" << mResources.MaxTextureImageUnits
            << ":MaxFragmentUniformVectors:" << mResources.MaxFragmentUniformVectors
            << ":MaxDrawBuffers:" << mResources.MaxDrawBuffers
            << ":OES_standard_derivatives:" << mResources.OES_standard_derivatives
            << ":OES_EGL_image_external:" << mResources.OES_EGL_image_external
            << ":OES_EGL_image_external_essl3:" << mResources.OES_EGL_image_external_essl3
            << ":NV_EGL_stream_consumer_external:" << mResources.NV_EGL_stream_consumer_external
            << ":ARB_texture_rectangle:" << mResources.ARB_texture_rectangle
            << ":EXT_draw_buffers:" << mResources.EXT_draw_buffers
            << ":FragmentPrecisionHigh:" << mResources.FragmentPrecisionHigh
            << ":MaxExpressionComplexity:" << mResources.MaxExpressionComplexity
            << ":MaxCallStackDepth:" << mResources.MaxCallStackDepth
            << ":MaxFunctionParameters:" << mResources.MaxFunctionParameters
            << ":EXT_blend_func_extended:" << mResources.EXT_blend_func_extended
            << ":EXT_frag_depth:" << mResources.EXT_frag_depth
            << ":EXT_shader_texture_lod:" << mResources.EXT_shader_texture_lod
            << ":EXT_shader_framebuffer_fetch:" << mResources.EXT_shader_framebuffer_fetch
            << ":NV_shader_framebuffer_fetch:" << mResources.NV_shader_framebuffer_fetch
            << ":ARM_shader_framebuffer_fetch:" << mResources.ARM_shader_framebuffer_fetch
            << ":OVR_multiview2:" << mResources.OVR_multiview2
            << ":OVR_multiview:" << mResources.OVR_multiview
            << ":EXT_YUV_target:" << mResources.EXT_YUV_target
            << ":EXT_geometry_shader:" << mResources.EXT_geometry_shader
            << ":EXT_gpu_shader5:" << mResources.EXT_gpu_shader5
            << ":OES_texture_3D:" << mResources.OES_texture_3D
            << ":MaxVertexOutputVectors:" << mResources.MaxVertexOutputVectors
            << ":MaxFragmentInputVectors:" << mResources.MaxFragmentInputVectors
            << ":MinProgramTexelOffset:" << mResources.MinProgramTexelOffset
            << ":MaxProgramTexelOffset:" << mResources.MaxProgramTexelOffset
            << ":MaxDualSourceDrawBuffers:" << mResources.MaxDualSourceDrawBuffers
            << ":MaxViewsOVR:" << mResources.MaxViewsOVR
            << ":NV_draw_buffers:" << mResources.NV_draw_buffers
            << ":WEBGL_debug_shader_precision:" << mResources.WEBGL_debug_shader_precision
            << ":ANGLE_multi_draw:" << mResources.ANGLE_multi_draw
            << ":ANGLE_base_vertex_base_instance:" << mResources.ANGLE_base_vertex_base_instance
            << ":APPLE_clip_distance:" << mResources.APPLE_clip_distance
            << ":MinProgramTextureGatherOffset:" << mResources.MinProgramTextureGatherOffset
            << ":MaxProgramTextureGatherOffset:" << mResources.MaxProgramTextureGatherOffset
            << ":MaxImageUnits:" << mResources.MaxImageUnits
            << ":MaxVertexImageUniforms:" << mResources.MaxVertexImageUniforms
            << ":MaxFragmentImageUniforms:" << mResources.MaxFragmentImageUniforms
            << ":MaxComputeImageUniforms:" << mResources.MaxComputeImageUniforms
            << ":MaxCombinedImageUniforms:" << mResources.MaxCombinedImageUniforms
            << ":MaxCombinedShaderOutputResources:" << mResources.MaxCombinedShaderOutputResources
            << ":MaxComputeWorkGroupCountX:" << mResources.MaxComputeWorkGroupCount[0]
            << ":MaxComputeWorkGroupCountY:" << mResources.MaxComputeWorkGroupCount[1]
            << ":MaxComputeWorkGroupCountZ:" << mResources.MaxComputeWorkGroupCount[2]
            << ":MaxComputeWorkGroupSizeX:" << mResources.MaxComputeWorkGroupSize[0]
            << ":MaxComputeWorkGroupSizeY:" << mResources.MaxComputeWorkGroupSize[1]
            << ":MaxComputeWorkGroupSizeZ:" << mResources.MaxComputeWorkGroupSize[2]
            << ":MaxComputeUniformComponents:" << mResources.MaxComputeUniformComponents
            << ":MaxComputeTextureImageUnits:" << mResources.MaxComputeTextureImageUnits
            << ":MaxComputeAtomicCounters:" << mResources.MaxComputeAtomicCounters
            << ":MaxComputeAtomicCounterBuffers:" << mResources.MaxComputeAtomicCounterBuffers
            << ":MaxVertexAtomicCounters:" << mResources.MaxVertexAtomicCounters
            << ":MaxFragmentAtomicCounters:" << mResources.MaxFragmentAtomicCounters
            << ":MaxCombinedAtomicCounters:" << mResources.MaxCombinedAtomicCounters
            << ":MaxAtomicCounterBindings:" << mResources.MaxAtomicCounterBindings
            << ":MaxVertexAtomicCounterBuffers:" << mResources.MaxVertexAtomicCounterBuffers
            << ":MaxFragmentAtomicCounterBuffers:" << mResources.MaxFragmentAtomicCounterBuffers
            << ":MaxCombinedAtomicCounterBuffers:" << mResources.MaxCombinedAtomicCounterBuffers
            << ":MaxAtomicCounterBufferSize:" << mResources.MaxAtomicCounterBufferSize
            << ":MaxGeometryUniformComponents:" << mResources.MaxGeometryUniformComponents
            << ":MaxGeometryUniformBlocks:" << mResources.MaxGeometryUniformBlocks
            << ":MaxGeometryInputComponents:" << mResources.MaxGeometryInputComponents
            << ":MaxGeometryOutputComponents:" << mResources.MaxGeometryOutputComponents
            << ":MaxGeometryOutputVertices:" << mResources.MaxGeometryOutputVertices
            << ":MaxGeometryTotalOutputComponents:" << mResources.MaxGeometryTotalOutputComponents
            << ":MaxGeometryTextureImageUnits:" << mResources.MaxGeometryTextureImageUnits
            << ":MaxGeometryAtomicCounterBuffers:" << mResources.MaxGeometryAtomicCounterBuffers
            << ":MaxGeometryAtomicCounters:" << mResources.MaxGeometryAtomicCounters
            << ":MaxGeometryShaderStorageBlocks:" << mResources.MaxGeometryShaderStorageBlocks
            << ":MaxGeometryShaderInvocations:" << mResources.MaxGeometryShaderInvocations
            << ":MaxGeometryImageUniforms:" << mResources.MaxGeometryImageUniforms
            << ":MaxClipDistances" << mResources.MaxClipDistances;
        // clang-format on
    
        mBuiltInResourcesString = strstream.str();
    }
    
    void TCompiler::collectInterfaceBlocks()
    {
        ASSERT(mInterfaceBlocks.empty());
        mInterfaceBlocks.reserve(mUniformBlocks.size() + mShaderStorageBlocks.size() +
                                 mInBlocks.size());
        mInterfaceBlocks.insert(mInterfaceBlocks.end(), mUniformBlocks.begin(), mUniformBlocks.end());
        mInterfaceBlocks.insert(mInterfaceBlocks.end(), mShaderStorageBlocks.begin(),
                                mShaderStorageBlocks.end());
        mInterfaceBlocks.insert(mInterfaceBlocks.end(), mInBlocks.begin(), mInBlocks.end());
    }
    
    bool TCompiler::emulatePrecisionIfNeeded(TIntermBlock *root,
                                             TInfoSinkBase &sink,
                                             bool *isNeeded,
                                             const ShShaderOutput outputLanguage)
    {
        *isNeeded = getResources().WEBGL_debug_shader_precision && getPragma().debugShaderPrecision;
    
        if (*isNeeded)
        {
            EmulatePrecision emulatePrecision(&getSymbolTable());
            root->traverse(&emulatePrecision);
            if (!emulatePrecision.updateTree(this, root))
            {
                return false;
            }
            emulatePrecision.writeEmulationHelpers(sink, getShaderVersion(), outputLanguage);
        }
        return true;
    }
    
    void TCompiler::clearResults()
    {
        mArrayBoundsClamper.Cleanup();
        mInfoSink.info.erase();
        mInfoSink.obj.erase();
        mInfoSink.debug.erase();
        mDiagnostics.resetErrorCount();
    
        mAttributes.clear();
        mOutputVariables.clear();
        mUniforms.clear();
        mInputVaryings.clear();
        mOutputVaryings.clear();
        mSharedVariables.clear();
        mInterfaceBlocks.clear();
        mUniformBlocks.clear();
        mShaderStorageBlocks.clear();
        mInBlocks.clear();
        mVariablesCollected    = false;
        mGLPositionInitialized = false;
    
        mNumViews = -1;
    
        mGeometryShaderInputPrimitiveType  = EptUndefined;
        mGeometryShaderOutputPrimitiveType = EptUndefined;
        mGeometryShaderInvocations         = 0;
        mGeometryShaderMaxVertices         = -1;
    
        mBuiltInFunctionEmulator.cleanup();
    
        mNameMap.clear();
    
        mSourcePath = nullptr;
    
        mSymbolTable.clearCompilationResults();
    }
    
    bool TCompiler::initCallDag(TIntermNode *root)
    {
        mCallDag.clear();
    
        switch (mCallDag.init(root, &mDiagnostics))
        {
            case CallDAG::INITDAG_SUCCESS:
                return true;
            case CallDAG::INITDAG_RECURSION:
            case CallDAG::INITDAG_UNDEFINED:
                // Error message has already been written out.
                ASSERT(mDiagnostics.numErrors() > 0);
                return false;
        }
    
        UNREACHABLE();
        return true;
    }
    
    bool TCompiler::checkCallDepth()
    {
        std::vector<int> depths(mCallDag.size());
    
        for (size_t i = 0; i < mCallDag.size(); i++)
        {
            int depth                     = 0;
            const CallDAG::Record &record = mCallDag.getRecordFromIndex(i);
    
            for (const int &calleeIndex : record.callees)
            {
                depth = std::max(depth, depths[calleeIndex] + 1);
            }
    
            depths[i] = depth;
    
            if (depth >= mResources.MaxCallStackDepth)
            {
                // Trace back the function chain to have a meaningful info log.
                std::stringstream errorStream = sh::InitializeStream<std::stringstream>();
                errorStream << "Call stack too deep (larger than " << mResources.MaxCallStackDepth
                            << ") with the following call chain: "
                            << record.node->getFunction()->name();
    
                int currentFunction = static_cast<int>(i);
                int currentDepth    = depth;
    
                while (currentFunction != -1)
                {
                    errorStream
                        << " -> "
                        << mCallDag.getRecordFromIndex(currentFunction).node->getFunction()->name();
    
                    int nextFunction = -1;
                    for (const int &calleeIndex : mCallDag.getRecordFromIndex(currentFunction).callees)
                    {
                        if (depths[calleeIndex] == currentDepth - 1)
                        {
                            currentDepth--;
                            nextFunction = calleeIndex;
                        }
                    }
    
                    currentFunction = nextFunction;
                }
    
                std::string errorStr = errorStream.str();
                mDiagnostics.globalError(errorStr.c_str());
    
                return false;
            }
        }
    
        return true;
    }
    
    bool TCompiler::tagUsedFunctions()
    {
        // Search from main, starting from the end of the DAG as it usually is the root.
        for (size_t i = mCallDag.size(); i-- > 0;)
        {
            if (mCallDag.getRecordFromIndex(i).node->getFunction()->isMain())
            {
                internalTagUsedFunction(i);
                return true;
            }
        }
    
        mDiagnostics.globalError("Missing main()");
        return false;
    }
    
    void TCompiler::internalTagUsedFunction(size_t index)
    {
        if (mFunctionMetadata[index].used)
        {
            return;
        }
    
        mFunctionMetadata[index].used = true;
    
        for (int calleeIndex : mCallDag.getRecordFromIndex(index).callees)
        {
            internalTagUsedFunction(calleeIndex);
        }
    }
    
    // A predicate for the stl that returns if a top-level node is unused
    class TCompiler::UnusedPredicate
    {
      public:
        UnusedPredicate(const CallDAG *callDag, const std::vector<FunctionMetadata> *metadatas)
            : mCallDag(callDag), mMetadatas(metadatas)
        {}
    
        bool operator()(TIntermNode *node)
        {
            const TIntermFunctionPrototype *asFunctionPrototype   = node->getAsFunctionPrototypeNode();
            const TIntermFunctionDefinition *asFunctionDefinition = node->getAsFunctionDefinition();
    
            const TFunction *func = nullptr;
    
            if (asFunctionDefinition)
            {
                func = asFunctionDefinition->getFunction();
            }
            else if (asFunctionPrototype)
            {
                func = asFunctionPrototype->getFunction();
            }
            if (func == nullptr)
            {
                return false;
            }
    
            size_t callDagIndex = mCallDag->findIndex(func->uniqueId());
            if (callDagIndex == CallDAG::InvalidIndex)
            {
                // This happens only for unimplemented prototypes which are thus unused
                ASSERT(asFunctionPrototype);
                return true;
            }
    
            ASSERT(callDagIndex < mMetadatas->size());
            return !(*mMetadatas)[callDagIndex].used;
        }
    
      private:
        const CallDAG *mCallDag;
        const std::vector<FunctionMetadata> *mMetadatas;
    };
    
    void TCompiler::pruneUnusedFunctions(TIntermBlock *root)
    {
        UnusedPredicate isUnused(&mCallDag, &mFunctionMetadata);
        TIntermSequence *sequence = root->getSequence();
    
        if (!sequence->empty())
        {
            sequence->erase(std::remove_if(sequence->begin(), sequence->end(), isUnused),
                            sequence->end());
        }
    }
    
    bool TCompiler::limitExpressionComplexity(TIntermBlock *root)
    {
        if (!IsASTDepthBelowLimit(root, mResources.MaxExpressionComplexity))
        {
            mDiagnostics.globalError("Expression too complex.");
            return false;
        }
    
        if (!ValidateMaxParameters(root, mResources.MaxFunctionParameters))
        {
            mDiagnostics.globalError("Function has too many parameters.");
            return false;
        }
    
        return true;
    }
    
    bool TCompiler::shouldCollectVariables(ShCompileOptions compileOptions)
    {
        return (compileOptions & SH_VARIABLES) != 0;
    }
    
    bool TCompiler::wereVariablesCollected() const
    {
        return mVariablesCollected;
    }
    
    bool TCompiler::initializeGLPosition(TIntermBlock *root)
    {
        InitVariableList list;
        sh::ShaderVariable var(GL_FLOAT_VEC4);
        var.name = "gl_Position";
        list.push_back(var);
        return InitializeVariables(this, root, list, &mSymbolTable, mShaderVersion, mExtensionBehavior,
                                   false, false);
    }
    
    bool TCompiler::useAllMembersInUnusedStandardAndSharedBlocks(TIntermBlock *root)
    {
        sh::InterfaceBlockList list;
    
        for (const sh::InterfaceBlock &block : mUniformBlocks)
        {
            if (!block.staticUse &&
                (block.layout == sh::BLOCKLAYOUT_STD140 || block.layout == sh::BLOCKLAYOUT_SHARED))
            {
                list.push_back(block);
            }
        }
    
        return sh::UseInterfaceBlockFields(this, root, list, mSymbolTable);
    }
    
    bool TCompiler::initializeOutputVariables(TIntermBlock *root)
    {
        InitVariableList list;
        if (mShaderType == GL_VERTEX_SHADER || mShaderType == GL_GEOMETRY_SHADER_EXT)
        {
            for (const sh::ShaderVariable &var : mOutputVaryings)
            {
                list.push_back(var);
                if (var.name == "gl_Position")
                {
                    ASSERT(!mGLPositionInitialized);
                    mGLPositionInitialized = true;
                }
            }
        }
        else
        {
            ASSERT(mShaderType == GL_FRAGMENT_SHADER);
            for (const sh::ShaderVariable &var : mOutputVariables)
            {
                list.push_back(var);
            }
        }
        return InitializeVariables(this, root, list, &mSymbolTable, mShaderVersion, mExtensionBehavior,
                                   false, false);
    }
    
    const TExtensionBehavior &TCompiler::getExtensionBehavior() const
    {
        return mExtensionBehavior;
    }
    
    const char *TCompiler::getSourcePath() const
    {
        return mSourcePath;
    }
    
    const ShBuiltInResources &TCompiler::getResources() const
    {
        return mResources;
    }
    
    const ArrayBoundsClamper &TCompiler::getArrayBoundsClamper() const
    {
        return mArrayBoundsClamper;
    }
    
    ShArrayIndexClampingStrategy TCompiler::getArrayIndexClampingStrategy() const
    {
        return mResources.ArrayIndexClampingStrategy;
    }
    
    const BuiltInFunctionEmulator &TCompiler::getBuiltInFunctionEmulator() const
    {
        return mBuiltInFunctionEmulator;
    }
    
    void TCompiler::writePragma(ShCompileOptions compileOptions)
    {
        if (!(compileOptions & SH_FLATTEN_PRAGMA_STDGL_INVARIANT_ALL))
        {
            TInfoSinkBase &sink = mInfoSink.obj;
            if (mPragma.stdgl.invariantAll)
                sink << "#pragma STDGL invariant(all)\n";
        }
    }
    
    bool TCompiler::isVaryingDefined(const char *varyingName)
    {
        ASSERT(mVariablesCollected);
        for (size_t ii = 0; ii < mInputVaryings.size(); ++ii)
        {
            if (mInputVaryings[ii].name == varyingName)
            {
                return true;
            }
        }
        for (size_t ii = 0; ii < mOutputVaryings.size(); ++ii)
        {
            if (mOutputVaryings[ii].name == varyingName)
            {
                return true;
            }
        }
    
        return false;
    }
    
    void EmitEarlyFragmentTestsGLSL(const TCompiler &compiler, TInfoSinkBase &sink)
    {
        if (compiler.isEarlyFragmentTestsSpecified() || compiler.isEarlyFragmentTestsOptimized())
        {
            sink << "layout (early_fragment_tests) in;\n";
        }
    }
    
    void EmitWorkGroupSizeGLSL(const TCompiler &compiler, TInfoSinkBase &sink)
    {
        if (compiler.isComputeShaderLocalSizeDeclared())
        {
            const sh::WorkGroupSize &localSize = compiler.getComputeShaderLocalSize();
            sink << "layout (local_size_x=" << localSize[0] << ", local_size_y=" << localSize[1]
                 << ", local_size_z=" << localSize[2] << ") in;\n";
        }
    }
    
    void EmitMultiviewGLSL(const TCompiler &compiler,
                           const ShCompileOptions &compileOptions,
                           const TExtension extension,
                           const TBehavior behavior,
                           TInfoSinkBase &sink)
    {
        ASSERT(behavior != EBhUndefined);
        if (behavior == EBhDisable)
            return;
    
        const bool isVertexShader = (compiler.getShaderType() == GL_VERTEX_SHADER);
        if (compileOptions & SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW)
        {
            // Emit ARB_shader_viewport_layer_array/NV_viewport_array2 in a vertex shader if the
            // SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER option is set and the
            // OVR_multiview(2) extension is requested.
            if (isVertexShader && (compileOptions & SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER))
            {
                sink << "#if defined(GL_ARB_shader_viewport_layer_array)\n"
                     << "#extension GL_ARB_shader_viewport_layer_array : require\n"
                     << "#elif defined(GL_NV_viewport_array2)\n"
                     << "#extension GL_NV_viewport_array2 : require\n"
                     << "#endif\n";
            }
        }
        else
        {
            sink << "#extension GL_OVR_multiview";
            if (extension == TExtension::OVR_multiview2)
            {
                sink << "2";
            }
            sink << " : " << GetBehaviorString(behavior) << "\n";
    
            const auto &numViews = compiler.getNumViews();
            if (isVertexShader && numViews != -1)
            {
                sink << "layout(num_views=" << numViews << ") in;\n";
            }
        }
    }
    
    }  // namespace sh