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kc3-lang/angle/src/compiler/VersionGLSL.cpp

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  • Author : alokp@chromium.org
    Date : 2010-10-13 19:28:25
    Hash : 9ecf3950
    Message : GLSL backend now emits "#version 120" to legally access invariant keyword and gl_PointCoord built-in variable. BUG=35 Review URL: http://codereview.appspot.com/2341043 git-svn-id: https://angleproject.googlecode.com/svn/trunk@448 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/compiler/VersionGLSL.cpp
  • //
    // Copyright (c) 2002-2010 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/VersionGLSL.h"
    
    static const int GLSL_VERSION_110 = 110;
    static const int GLSL_VERSION_120 = 120;
    
    // We need to scan for two things:
    // 1. "invariant" keyword: This can occur in both - vertex and fragment shaders
    //    but only at the global scope.
    // 2. "gl_PointCoord" built-in variable: This can only occur in fragment shader
    //    but inside any scope.
    // So we need to scan the entire fragment shader but only the global scope
    // of vertex shader.
    //
    // TODO(alokp): The following two cases of invariant decalaration get lost
    // during parsing - they do not get carried over to the intermediate tree.
    // Handle these cases:
    // 1. When a pragma is used to force all output variables to be invariant:
    //    - #pragma STDGL invariant(all)
    // 2. When a previously decalared or built-in variable is marked invariant:
    //    - invariant gl_Position;
    //    - varying vec3 color; invariant color;
    //
    TVersionGLSL::TVersionGLSL(ShShaderType type)
        : mShaderType(type),
          mVersion(GLSL_VERSION_110)
    {
    }
    
    void TVersionGLSL::visitSymbol(TIntermSymbol* node)
    {
        ASSERT(mShaderType == SH_FRAGMENT_SHADER);
    
        if (node->getSymbol() == "gl_PointCoord")
            updateVersion(GLSL_VERSION_120);
    }
    
    void TVersionGLSL::visitConstantUnion(TIntermConstantUnion*)
    {
        ASSERT(mShaderType == SH_FRAGMENT_SHADER);
    }
    
    bool TVersionGLSL::visitBinary(Visit, TIntermBinary*)
    {
        ASSERT(mShaderType == SH_FRAGMENT_SHADER);
        return true;
    }
    
    bool TVersionGLSL::visitUnary(Visit, TIntermUnary*)
    {
        ASSERT(mShaderType == SH_FRAGMENT_SHADER);
        return true;
    }
    
    bool TVersionGLSL::visitSelection(Visit, TIntermSelection*)
    {
        ASSERT(mShaderType == SH_FRAGMENT_SHADER);
        return true;
    }
    
    bool TVersionGLSL::visitAggregate(Visit, TIntermAggregate* node)
    {
        // We need to scan the entire fragment shader but only the global scope
        // of vertex shader.
        bool visitChildren = mShaderType == SH_FRAGMENT_SHADER ? true : false;
    
        switch (node->getOp()) {
          case EOpSequence:
            // We need to visit sequence children to get to global or inner scope.
            visitChildren = true;
            break;
          case EOpDeclaration: {
            const TIntermSequence& sequence = node->getSequence();
            TQualifier qualifier = sequence.front()->getAsTyped()->getQualifier();
            if ((qualifier == EvqInvariantVaryingIn) ||
                (qualifier == EvqInvariantVaryingOut)) {
                updateVersion(GLSL_VERSION_120);
            }
            break;
          }
          default: break;
        }
    
        return visitChildren;
    }
    
    bool TVersionGLSL::visitLoop(Visit, TIntermLoop*)
    {
        ASSERT(mShaderType == SH_FRAGMENT_SHADER);
        return true;
    }
    
    bool TVersionGLSL::visitBranch(Visit, TIntermBranch*)
    {
        ASSERT(mShaderType == SH_FRAGMENT_SHADER);
        return true;
    }
    
    void TVersionGLSL::updateVersion(int version)
    {
        mVersion = std::max(version, mVersion);
    }