Hash :
5fec7ab2
Author :
Date :
2018-04-04T11:58:33
Identify functions by unique id in BuiltInFunctionEmulator Now that unique ids of all builtins are compile-time constants, we can use them to look up functions in BuiltInFunctionEmulator. This is simpler than using a custom struct with the name and parameters for identifying functions. This requires that we store a reference to a TFunction in those TIntermUnary nodes that were created based on a function. This decreases shader_translator binary size by about 6 KB on Windows. BUG=angleproject:2267 BUG=chromium:823856 TEST=angle_unittests Change-Id: Idd5a00c772c6f26dd36fdbbfbe161d22ab27c2fe Reviewed-on: https://chromium-review.googlesource.com/995372 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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//
// Copyright (c) 2011 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.
//
#ifndef COMPILER_TRANSLATOR_BUILTINFUNCTIONEMULATOR_H_
#define COMPILER_TRANSLATOR_BUILTINFUNCTIONEMULATOR_H_
#include "compiler/translator/InfoSink.h"
namespace sh
{
class TIntermNode;
class TFunction;
class TSymbolUniqueId;
using BuiltinQueryFunc = const char *(int);
//
// This class decides which built-in functions need to be replaced with the emulated ones. It can be
// used to work around driver bugs or implement functions that are not natively implemented on a
// specific platform.
//
class BuiltInFunctionEmulator
{
public:
BuiltInFunctionEmulator();
void markBuiltInFunctionsForEmulation(TIntermNode *root);
void cleanup();
// "name" gets written as "name_emu".
static void WriteEmulatedFunctionName(TInfoSinkBase &out, const char *name);
bool isOutputEmpty() const;
// Output function emulation definition. This should be before any other shader source.
void outputEmulatedFunctions(TInfoSinkBase &out) const;
// Add functions that need to be emulated.
void addEmulatedFunction(const TSymbolUniqueId &uniqueId,
const char *emulatedFunctionDefinition);
void addEmulatedFunctionWithDependency(const TSymbolUniqueId &dependency,
const TSymbolUniqueId &uniqueId,
const char *emulatedFunctionDefinition);
void addFunctionMap(BuiltinQueryFunc queryFunc);
private:
class BuiltInFunctionEmulationMarker;
// Records that a function is called by the shader and might need to be emulated. If the
// function is not in mEmulatedFunctions, this becomes a no-op. Returns true if the function
// call needs to be replaced with an emulated one.
bool setFunctionCalled(const TFunction *function);
bool setFunctionCalled(int uniqueId);
const char *findEmulatedFunction(int uniqueId) const;
// Map from function unique id to emulated function definition
std::map<int, std::string> mEmulatedFunctions;
// Map from dependent functions to their dependencies. This structure allows each function to
// have at most one dependency.
std::map<int, int> mFunctionDependencies;
// Called function ids
std::vector<int> mFunctions;
// Constexpr function tables.
std::vector<BuiltinQueryFunc *> mQueryFunctions;
};
} // namespace sh
#endif // COMPILER_TRANSLATOR_BUILTINFUNCTIONEMULATOR_H_