Hash :
391bda23
Author :
Date :
2018-02-23T11:43:14
Generate code for initializing built-in variables gen_builtin_symbols.py now generates code for initializing built-in variable symbols as well. Some of the variable symbols are static, but some of them also get initialized dynamically based on values in ShBuiltInResources. The static symbols have get functions in a header file so they can be referenced from AST traversers as well without doing a lookup. BUG=angleproject:2267 TEST=angle_unittests, angle_end2end_tests Change-Id: Ida7f3aeb06d2bce0f737f1483b1bd5833aeddd2e Reviewed-on: https://chromium-review.googlesource.com/911768 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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//
// Copyright (c) 2017 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.
//
// ClampFragDepth.cpp: Limit the value that is written to gl_FragDepth to the range [0.0, 1.0].
// The clamping is run at the very end of shader execution, and is only performed if the shader
// statically accesses gl_FragDepth.
//
#include "compiler/translator/ClampFragDepth.h"
#include "compiler/translator/BuiltIn_autogen.h"
#include "compiler/translator/FindSymbolNode.h"
#include "compiler/translator/ImmutableString.h"
#include "compiler/translator/IntermNode_util.h"
#include "compiler/translator/RunAtTheEndOfShader.h"
#include "compiler/translator/SymbolTable.h"
namespace sh
{
void ClampFragDepth(TIntermBlock *root, TSymbolTable *symbolTable)
{
// Only clamp gl_FragDepth if it's used in the shader.
if (!FindSymbolNode(root, ImmutableString("gl_FragDepth")))
{
return;
}
TIntermSymbol *fragDepthNode = new TIntermSymbol(BuiltInVariable::gl_FragDepth());
TIntermTyped *minFragDepthNode = CreateZeroNode(TType(EbtFloat, EbpHigh, EvqConst));
TConstantUnion *maxFragDepthConstant = new TConstantUnion();
maxFragDepthConstant->setFConst(1.0);
TIntermConstantUnion *maxFragDepthNode =
new TIntermConstantUnion(maxFragDepthConstant, TType(EbtFloat, EbpHigh, EvqConst));
// clamp(gl_FragDepth, 0.0, 1.0)
TIntermSequence *clampArguments = new TIntermSequence();
clampArguments->push_back(fragDepthNode->deepCopy());
clampArguments->push_back(minFragDepthNode);
clampArguments->push_back(maxFragDepthNode);
TIntermTyped *clampedFragDepth =
CreateBuiltInFunctionCallNode("clamp", clampArguments, *symbolTable, 100);
// gl_FragDepth = clamp(gl_FragDepth, 0.0, 1.0)
TIntermBinary *assignFragDepth = new TIntermBinary(EOpAssign, fragDepthNode, clampedFragDepth);
RunAtTheEndOfShader(root, assignFragDepth, symbolTable);
}
} // namespace sh