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

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  • Author : Clemen Deng
    Date : 2019-08-01 17:09:53
    Hash : 56db3789
    Message : Use flat arrays instead of switches for function lookups Current implementation of built in function lookup uses autogenerated switch statements. Instead, use the perfect hash mapping to have the lookup use arrays instead. This will improve runtime performance. Bug: angleproject:3805 Change-Id: I6d0ba62d79abd53a7fe818fe675282800781f256 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1756883 Commit-Queue: Clemen Deng <clemendeng@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/compiler/translator/SymbolTable.h
  • //
    // 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.
    //
    
    #ifndef COMPILER_TRANSLATOR_SYMBOLTABLE_H_
    #define COMPILER_TRANSLATOR_SYMBOLTABLE_H_
    
    //
    // Symbol table for parsing.  Has these design characteristics:
    //
    // * Same symbol table can be used to compile many shaders, to preserve
    //   effort of creating and loading with the large numbers of built-in
    //   symbols.
    //
    // * Name mangling will be used to give each function a unique name
    //   so that symbol table lookups are never ambiguous.  This allows
    //   a simpler symbol table structure.
    //
    // * Pushing and popping of scope, so symbol table will really be a stack
    //   of symbol tables.  Searched from the top, with new inserts going into
    //   the top.
    //
    // * Constants:  Compile time constant symbols will keep their values
    //   in the symbol table.  The parser can substitute constants at parse
    //   time, including doing constant folding and constant propagation.
    //
    // * No temporaries:  Temporaries made from operations (+, --, .xy, etc.)
    //   are tracked in the intermediate representation, not the symbol table.
    //
    
    #include <memory>
    #include <set>
    
    #include "common/angleutils.h"
    #include "compiler/translator/ExtensionBehavior.h"
    #include "compiler/translator/ImmutableString.h"
    #include "compiler/translator/InfoSink.h"
    #include "compiler/translator/IntermNode.h"
    #include "compiler/translator/Symbol.h"
    #include "compiler/translator/SymbolTable_autogen.h"
    
    enum class Shader
    {
        ALL,
        FRAGMENT,      // GL_FRAGMENT_SHADER
        VERTEX,        // GL_VERTEX_SHADER
        COMPUTE,       // GL_COMPUTE_SHADER
        GEOMETRY,      // GL_GEOMETRY_SHADER
        GEOMETRY_EXT,  // GL_GEOMETRY_SHADER_EXT
        NOT_COMPUTE
    };
    
    namespace sh
    {
    
    struct UnmangledBuiltIn
    {
        constexpr UnmangledBuiltIn(TExtension extension) : extension(extension) {}
    
        TExtension extension;
    };
    
    using VarPointer = TSymbol *(TSymbolTableBase::*);
    
    using ValidateExtension = int(ShBuiltInResources::*);
    
    struct SymbolEntry
    {
        constexpr SymbolEntry(ImmutableString &&name,
                              const TSymbol *symbol,
                              VarPointer var,
                              int esslVersion,
                              int glslVersion,
                              Shader shaderType,
                              const TSymbol *esslExtSymbol,
                              VarPointer esslExtVar,
                              int esslExtVersion,
                              Shader esslExtShaderType,
                              ValidateExtension esslExtension,
                              const TSymbol *glslExtSymbol,
                              VarPointer glslExtVar,
                              int glslExtVersion,
                              Shader glslExtShaderType,
                              ValidateExtension glslExtension,
                              const TSymbol *esslExtSymbol2    = nullptr,
                              VarPointer esslExtVar2           = nullptr,
                              int esslExtVersion2              = -1,
                              Shader esslExtShaderType2        = Shader::ALL,
                              ValidateExtension esslExtension2 = nullptr)
            : name(std::move(name)),
              symbol(symbol),
              var(var),
              esslVersion(esslVersion),
              glslVersion(glslVersion),
              shaderType(shaderType),
              esslExtSymbol(esslExtSymbol),
              esslExtVar(esslExtVar),
              esslExtVersion(esslExtVersion),
              esslExtShaderType(esslExtShaderType),
              esslExtension(esslExtension),
              glslExtSymbol(glslExtSymbol),
              glslExtVar(glslExtVar),
              glslExtVersion(glslExtVersion),
              glslExtShaderType(glslExtShaderType),
              glslExtension(glslExtension),
              esslExtSymbol2(esslExtSymbol2),
              esslExtVar2(esslExtVar2),
              esslExtVersion2(esslExtVersion2),
              esslExtShaderType2(esslExtShaderType2),
              esslExtension2(esslExtension2)
        {}
    
        ImmutableString name;
    
        const TSymbol *symbol;
        VarPointer var;
        int esslVersion;
        int glslVersion;
        Shader shaderType;
    
        const TSymbol *esslExtSymbol;
        VarPointer esslExtVar;
        int esslExtVersion;
        Shader esslExtShaderType;
        ValidateExtension esslExtension;
    
        const TSymbol *glslExtSymbol;
        VarPointer glslExtVar;
        int glslExtVersion;
        Shader glslExtShaderType;
        ValidateExtension glslExtension;
    
        const TSymbol *esslExtSymbol2;
        VarPointer esslExtVar2;
        int esslExtVersion2;
        Shader esslExtShaderType2;
        ValidateExtension esslExtension2;
    };
    
    struct UnmangledEntry
    {
        constexpr UnmangledEntry(ImmutableString &&name,
                                 const UnmangledBuiltIn *esslUnmangled,
                                 const UnmangledBuiltIn *glslUnmangled,
                                 int esslVersion,
                                 int glslVersion,
                                 Shader shaderType)
            : name(std::move(name)),
              esslUnmangled(esslUnmangled),
              glslUnmangled(glslUnmangled),
              esslVersion(esslVersion),
              glslVersion(glslVersion),
              shaderType(shaderType)
        {}
    
        ImmutableString name;
        const UnmangledBuiltIn *esslUnmangled;
        const UnmangledBuiltIn *glslUnmangled;
        int esslVersion;
        int glslVersion;
        Shader shaderType;
    };
    
    class TSymbolTable : angle::NonCopyable, TSymbolTableBase
    {
      public:
        TSymbolTable();
        // To start using the symbol table after construction:
        // * initializeBuiltIns() needs to be called.
        // * push() needs to be called to push the global level.
    
        ~TSymbolTable();
    
        bool isEmpty() const;
        bool atGlobalLevel() const;
    
        void push();
        void pop();
    
        // Declare a non-function symbol at the current scope. Return true in case the declaration was
        // successful, and false if the declaration failed due to redefinition.
        bool declare(TSymbol *symbol);
    
        // Only used to declare internal variables.
        bool declareInternal(TSymbol *symbol);
    
        // Functions are always declared at global scope.
        void declareUserDefinedFunction(TFunction *function, bool insertUnmangledName);
    
        // These return the TFunction pointer to keep using to refer to this function.
        const TFunction *markFunctionHasPrototypeDeclaration(const ImmutableString &mangledName,
                                                             bool *hadPrototypeDeclarationOut) const;
        const TFunction *setFunctionParameterNamesFromDefinition(const TFunction *function,
                                                                 bool *wasDefinedOut) const;
    
        // Return false if the gl_in array size has already been initialized with a mismatching value.
        bool setGlInArraySize(unsigned int inputArraySize);
        TVariable *getGlInVariableWithArraySize() const;
    
        const TVariable *gl_FragData() const;
        const TVariable *gl_SecondaryFragDataEXT() const;
    
        void markStaticRead(const TVariable &variable);
        void markStaticWrite(const TVariable &variable);
    
        // Note: Should not call this for constant variables.
        bool isStaticallyUsed(const TVariable &variable) const;
    
        // find() is guaranteed not to retain a reference to the ImmutableString, so an ImmutableString
        // with a reference to a short-lived char * is fine to pass here.
        const TSymbol *find(const ImmutableString &name, int shaderVersion) const;
    
        const TSymbol *findUserDefined(const ImmutableString &name) const;
    
        TFunction *findUserDefinedFunction(const ImmutableString &name) const;
    
        const TSymbol *findGlobal(const ImmutableString &name) const;
        const TSymbol *findGlobalWithConversion(const std::vector<ImmutableString> &names) const;
    
        const TSymbol *findBuiltIn(const ImmutableString &name, int shaderVersion) const;
        const TSymbol *findBuiltInWithConversion(const std::vector<ImmutableString> &names,
                                                 int shaderVersion) const;
    
        void setDefaultPrecision(TBasicType type, TPrecision prec);
    
        // Searches down the precisionStack for a precision qualifier
        // for the specified TBasicType
        TPrecision getDefaultPrecision(TBasicType type) const;
    
        // This records invariant varyings declared through "invariant varying_name;".
        void addInvariantVarying(const TVariable &variable);
    
        // If this returns false, the varying could still be invariant if it is set as invariant during
        // the varying variable declaration - this piece of information is stored in the variable's
        // type, not here.
        bool isVaryingInvariant(const TVariable &variable) const;
    
        void setGlobalInvariant(bool invariant);
    
        const TSymbolUniqueId nextUniqueId() { return TSymbolUniqueId(this); }
    
        // Gets the built-in accessible by a shader with the specified version, if any.
        const UnmangledBuiltIn *getUnmangledBuiltInForShaderVersion(const ImmutableString &name,
                                                                    int shaderVersion);
    
        void initializeBuiltIns(sh::GLenum type,
                                ShShaderSpec spec,
                                const ShBuiltInResources &resources);
        void clearCompilationResults();
    
      private:
        friend class TSymbolUniqueId;
    
        struct VariableMetadata
        {
            VariableMetadata();
            bool staticRead;
            bool staticWrite;
            bool invariant;
        };
    
        int nextUniqueIdValue();
    
        class TSymbolTableLevel;
    
        void initSamplerDefaultPrecision(TBasicType samplerType);
    
        void initializeBuiltInVariables(sh::GLenum shaderType,
                                        ShShaderSpec spec,
                                        const ShBuiltInResources &resources);
    
        VariableMetadata *getOrCreateVariableMetadata(const TVariable &variable);
    
        const TSymbol *getSymbol(SymbolEntry entry, const ImmutableString &name, int version) const;
    
        const UnmangledBuiltIn *getUnmangled(UnmangledEntry entry,
                                             const ImmutableString &name,
                                             int version) const;
    
        std::vector<std::unique_ptr<TSymbolTableLevel>> mTable;
    
        // There's one precision stack level for predefined precisions and then one level for each scope
        // in table.
        typedef TMap<TBasicType, TPrecision> PrecisionStackLevel;
        std::vector<std::unique_ptr<PrecisionStackLevel>> mPrecisionStack;
    
        bool mGlobalInvariant;
    
        int mUniqueIdCounter;
    
        static const int kLastBuiltInId;
    
        sh::GLenum mShaderType;
        ShShaderSpec mShaderSpec;
        ShBuiltInResources mResources;
    
        // Indexed by unique id. Map instead of vector since the variables are fairly sparse.
        std::map<int, VariableMetadata> mVariableMetadata;
    
        // Store gl_in variable with its array size once the array size can be determined. The array
        // size can also be checked against latter input primitive type declaration.
        TVariable *mGlInVariableWithArraySize;
    };
    
    }  // namespace sh
    
    #endif  // COMPILER_TRANSLATOR_SYMBOLTABLE_H_