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

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  • Author : Olli Etuaho
    Date : 2015-02-13 13:12:22
    Hash : a3a5cc6a
    Message : Expose the IntermNode tree generated in the compiler for testing This refactoring makes it possible for tests to access the IntermNode tree produced by compilation by calling compileTree(). Removing ParseContext usage from OutputHLSL has the additional benefit of better separation between parsing and output. BUG=angle:916 Change-Id: Ib40954832316328772a5c1dcbbe6b46b238e4e65 Reviewed-on: https://chromium-review.googlesource.com/249723 Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Tested-by: Olli Etuaho <oetuaho@nvidia.com>

  • src/compiler/translator/Compiler.h
  • //
    // Copyright (c) 2002-2013 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_COMPILER_H_
    #define COMPILER_TRANSLATOR_COMPILER_H_
    
    //
    // Machine independent part of the compiler private objects
    // sent as ShHandle to the driver.
    //
    // This should not be included by driver code.
    //
    
    #include "compiler/translator/BuiltInFunctionEmulatorGLSL.h"
    #include "compiler/translator/ExtensionBehavior.h"
    #include "compiler/translator/HashNames.h"
    #include "compiler/translator/InfoSink.h"
    #include "compiler/translator/Pragma.h"
    #include "compiler/translator/SymbolTable.h"
    #include "compiler/translator/VariableInfo.h"
    #include "third_party/compiler/ArrayBoundsClamper.h"
    
    class TCompiler;
    class TDependencyGraph;
    class TranslatorHLSL;
    
    //
    // Helper function to identify specs that are based on the WebGL spec,
    // like the CSS Shaders spec.
    //
    bool IsWebGLBasedSpec(ShShaderSpec spec);
    
    //
    // The base class used to back handles returned to the driver.
    //
    class TShHandleBase {
    public:
        TShHandleBase();
        virtual ~TShHandleBase();
        virtual TCompiler* getAsCompiler() { return 0; }
        virtual TranslatorHLSL* getAsTranslatorHLSL() { return 0; }
    
    protected:
        // Memory allocator. Allocates and tracks memory required by the compiler.
        // Deallocates all memory when compiler is destructed.
        TPoolAllocator allocator;
    };
    
    //
    // The base class for the machine dependent compiler to derive from
    // for managing object code from the compile.
    //
    class TCompiler : public TShHandleBase
    {
      public:
        TCompiler(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output);
        virtual ~TCompiler();
        virtual TCompiler* getAsCompiler() { return this; }
    
        bool Init(const ShBuiltInResources& resources);
    
        // compileTreeForTesting should be used only when tests require access to
        // the AST. Users of this function need to manually manage the global pool
        // allocator. Returns NULL whenever there are compilation errors.
        TIntermNode *compileTreeForTesting(const char* const shaderStrings[],
            size_t numStrings, int compileOptions);
    
        bool compile(const char* const shaderStrings[],
            size_t numStrings, int compileOptions);
    
        // Get results of the last compilation.
        int getShaderVersion() const { return shaderVersion; }
        TInfoSink& getInfoSink() { return infoSink; }
    
        const std::vector<sh::Attribute> &getAttributes() const { return attributes; }
        const std::vector<sh::Attribute> &getOutputVariables() const { return outputVariables; }
        const std::vector<sh::Uniform> &getUniforms() const { return uniforms; }
        const std::vector<sh::Varying> &getVaryings() const { return varyings; }
        const std::vector<sh::InterfaceBlock> &getInterfaceBlocks() const { return interfaceBlocks; }
    
        ShHashFunction64 getHashFunction() const { return hashFunction; }
        NameMap& getNameMap() { return nameMap; }
        TSymbolTable& getSymbolTable() { return symbolTable; }
        ShShaderSpec getShaderSpec() const { return shaderSpec; }
        ShShaderOutput getOutputType() const { return outputType; }
        const std::string &getBuiltInResourcesString() const { return builtInResourcesString; }
    
        // Get the resources set by InitBuiltInSymbolTable
        const ShBuiltInResources& getResources() const;
    
      protected:
        sh::GLenum getShaderType() const { return shaderType; }
        // Initialize symbol-table with built-in symbols.
        bool InitBuiltInSymbolTable(const ShBuiltInResources& resources);
        // Compute the string representation of the built-in resources
        void setResourceString();
        // Clears the results from the previous compilation.
        void clearResults();
        // Return true if function recursion is detected or call depth exceeded.
        bool detectCallDepth(TIntermNode* root, TInfoSink& infoSink, bool limitCallStackDepth);
        // Returns true if a program has no conflicting or missing fragment outputs
        bool validateOutputs(TIntermNode* root);
        // Rewrites a shader's intermediate tree according to the CSS Shaders spec.
        void rewriteCSSShader(TIntermNode* root);
        // Returns true if the given shader does not exceed the minimum
        // functionality mandated in GLSL 1.0 spec Appendix A.
        bool validateLimitations(TIntermNode* root);
        // Collect info for all attribs, uniforms, varyings.
        void collectVariables(TIntermNode* root);
        // Translate to object code.
        virtual void translate(TIntermNode *root, int compileOptions) = 0;
        // Returns true if, after applying the packing rules in the GLSL 1.017 spec
        // Appendix A, section 7, the shader does not use too many uniforms.
        bool enforcePackingRestrictions();
        // Insert statements to initialize varyings without static use in the beginning
        // of main(). It is to work around a Mac driver where such varyings in a vertex
        // shader may be optimized out incorrectly at compile time, causing a link failure.
        // This function should only be applied to vertex shaders.
        void initializeVaryingsWithoutStaticUse(TIntermNode* root);
        // Insert gl_Position = vec4(0,0,0,0) to the beginning of main().
        // It is to work around a Linux driver bug where missing this causes compile failure
        // while spec says it is allowed.
        // This function should only be applied to vertex shaders.
        void initializeGLPosition(TIntermNode* root);
        // Returns true if the shader passes the restrictions that aim to prevent timing attacks.
        bool enforceTimingRestrictions(TIntermNode* root, bool outputGraph);
        // Returns true if the shader does not use samplers.
        bool enforceVertexShaderTimingRestrictions(TIntermNode* root);
        // Returns true if the shader does not use sampler dependent values to affect control
        // flow or in operations whose time can depend on the input values.
        bool enforceFragmentShaderTimingRestrictions(const TDependencyGraph& graph);
        // Return true if the maximum expression complexity is below the limit.
        bool limitExpressionComplexity(TIntermNode* root);
        // Get built-in extensions with default behavior.
        const TExtensionBehavior& getExtensionBehavior() const;
        const char *getSourcePath() const;
        const TPragma& getPragma() const { return mPragma; }
        void writePragma();
    
        const ArrayBoundsClamper& getArrayBoundsClamper() const;
        ShArrayIndexClampingStrategy getArrayIndexClampingStrategy() const;
        const BuiltInFunctionEmulatorGLSL& getBuiltInFunctionEmulator() const;
    
        std::vector<sh::Attribute> attributes;
        std::vector<sh::Attribute> outputVariables;
        std::vector<sh::Uniform> uniforms;
        std::vector<sh::ShaderVariable> expandedUniforms;
        std::vector<sh::Varying> varyings;
        std::vector<sh::InterfaceBlock> interfaceBlocks;
    
      private:
        TIntermNode *compileTreeImpl(const char* const shaderStrings[],
            size_t numStrings, int compileOptions);
    
        sh::GLenum shaderType;
        ShShaderSpec shaderSpec;
        ShShaderOutput outputType;
    
        int maxUniformVectors;
        int maxExpressionComplexity;
        int maxCallStackDepth;
    
        ShBuiltInResources compileResources;
        std::string builtInResourcesString;
    
        // Built-in symbol table for the given language, spec, and resources.
        // It is preserved from compile-to-compile.
        TSymbolTable symbolTable;
        // Built-in extensions with default behavior.
        TExtensionBehavior extensionBehavior;
        bool fragmentPrecisionHigh;
    
        ArrayBoundsClamper arrayBoundsClamper;
        ShArrayIndexClampingStrategy clampingStrategy;
        BuiltInFunctionEmulatorGLSL builtInFunctionEmulator;
    
        // Results of compilation.
        int shaderVersion;
        TInfoSink infoSink;  // Output sink.
        const char *mSourcePath; // Path of source file or NULL
    
        // name hashing.
        ShHashFunction64 hashFunction;
        NameMap nameMap;
    
        TPragma mPragma;
    };
    
    //
    // This is the interface between the machine independent code
    // and the machine dependent code.
    //
    // The machine dependent code should derive from the classes
    // above. Then Construct*() and Delete*() will create and
    // destroy the machine dependent objects, which contain the
    // above machine independent information.
    //
    TCompiler* ConstructCompiler(
        sh::GLenum type, ShShaderSpec spec, ShShaderOutput output);
    void DeleteCompiler(TCompiler*);
    
    #endif // COMPILER_TRANSLATOR_COMPILER_H_