Hash :
55e79e09
Author :
Date :
2015-02-09T15:35:00
Implement equality ops for nested structs. This fixes the WebGL test glsl_misc_struct_equals as well as several dEQP tests in functional.shaders.struct. BUG=391957 BUG=angle:910 Change-Id: I09f3cd3f51bbc3541b64dbcfddfe01884ddba6f5 Reviewed-on: https://chromium-review.googlesource.com/247083 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright (c) 2002-2014 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_OUTPUTHLSL_H_
#define COMPILER_TRANSLATOR_OUTPUTHLSL_H_
#include <list>
#include <set>
#include <map>
#include <stack>
#include "angle_gl.h"
#include "compiler/translator/IntermNode.h"
#include "compiler/translator/ParseContext.h"
class BuiltInFunctionEmulatorHLSL;
namespace sh
{
class UnfoldShortCircuit;
class StructureHLSL;
class UniformHLSL;
typedef std::map<TString, TIntermSymbol*> ReferencedSymbols;
class OutputHLSL : public TIntermTraverser
{
public:
OutputHLSL(TParseContext &context, TranslatorHLSL *parentTranslator);
~OutputHLSL();
void output();
const std::map<std::string, unsigned int> &getInterfaceBlockRegisterMap() const;
const std::map<std::string, unsigned int> &getUniformRegisterMap() const;
static TString initializer(const TType &type);
TInfoSinkBase &getInfoSink() { ASSERT(!mInfoSinkStack.empty()); return *mInfoSinkStack.top(); }
protected:
void header(const BuiltInFunctionEmulatorHLSL *builtInFunctionEmulator);
// Visit AST nodes and output their code to the body stream
void visitSymbol(TIntermSymbol*);
void visitRaw(TIntermRaw*);
void visitConstantUnion(TIntermConstantUnion*);
bool visitBinary(Visit visit, TIntermBinary*);
bool visitUnary(Visit visit, TIntermUnary*);
bool visitSelection(Visit visit, TIntermSelection*);
bool visitAggregate(Visit visit, TIntermAggregate*);
bool visitLoop(Visit visit, TIntermLoop*);
bool visitBranch(Visit visit, TIntermBranch*);
void traverseStatements(TIntermNode *node);
bool isSingleStatement(TIntermNode *node);
bool handleExcessiveLoop(TIntermLoop *node);
void outputTriplet(Visit visit, const TString &preString, const TString &inString, const TString &postString);
void outputLineDirective(int line);
TString argumentString(const TIntermSymbol *symbol);
int vectorSize(const TType &type) const;
void outputConstructor(Visit visit, const TType &type, const TString &name, const TIntermSequence *parameters);
const ConstantUnion *writeConstantUnion(const TType &type, const ConstantUnion *constUnion);
void writeEmulatedFunctionTriplet(Visit visit, const char *preStr);
void makeFlaggedStructMaps(const std::vector<TIntermTyped *> &flaggedStructs);
// Returns true if it found a 'same symbol' initializer (initializer that references the variable it's initting)
bool writeSameSymbolInitializer(TInfoSinkBase &out, TIntermSymbol *symbolNode, TIntermTyped *expression);
void writeDeferredGlobalInitializers(TInfoSinkBase &out);
// Returns the function name
TString addStructEqualityFunction(const TStructure &structure);
TParseContext &mContext;
const ShShaderOutput mOutputType;
UnfoldShortCircuit *mUnfoldShortCircuit;
bool mInsideFunction;
// Output streams
TInfoSinkBase mHeader;
TInfoSinkBase mBody;
TInfoSinkBase mFooter;
// A stack is useful when we want to traverse in the header, or in helper functions, but not always
// write to the body. Instead use an InfoSink stack to keep our current state intact.
std::stack<TInfoSinkBase *> mInfoSinkStack;
ReferencedSymbols mReferencedUniforms;
ReferencedSymbols mReferencedInterfaceBlocks;
ReferencedSymbols mReferencedAttributes;
ReferencedSymbols mReferencedVaryings;
ReferencedSymbols mReferencedOutputVariables;
StructureHLSL *mStructureHLSL;
UniformHLSL *mUniformHLSL;
struct TextureFunction
{
enum Method
{
IMPLICIT, // Mipmap LOD determined implicitly (standard lookup)
BIAS,
LOD,
LOD0,
LOD0BIAS,
SIZE, // textureSize()
FETCH,
GRAD
};
TBasicType sampler;
int coords;
bool proj;
bool offset;
Method method;
TString name() const;
bool operator<(const TextureFunction &rhs) const;
};
typedef std::set<TextureFunction> TextureFunctionSet;
// Parameters determining what goes in the header output
TextureFunctionSet mUsesTexture;
bool mUsesFragColor;
bool mUsesFragData;
bool mUsesDepthRange;
bool mUsesFragCoord;
bool mUsesPointCoord;
bool mUsesFrontFacing;
bool mUsesPointSize;
bool mUsesInstanceID;
bool mUsesFragDepth;
bool mUsesXor;
bool mUsesDiscardRewriting;
bool mUsesNestedBreak;
int mNumRenderTargets;
int mUniqueIndex; // For creating unique names
bool mContainsLoopDiscontinuity;
bool mContainsAnyLoop;
bool mOutputLod0Function;
bool mInsideDiscontinuousLoop;
int mNestedLoopDepth;
TIntermSymbol *mExcessiveLoopIndex;
TString structInitializerString(int indent, const TStructure &structure, const TString &rhsStructName);
std::map<TIntermTyped*, TString> mFlaggedStructMappedNames;
std::map<TIntermTyped*, TString> mFlaggedStructOriginalNames;
// Some initializers use varyings, uniforms or attributes, thus we can't evaluate some variables
// at global static scope in HLSL. These variables depend on values which we retrieve from the
// shader input structure, which we set in the D3D main function. Instead, we can initialize
// these static globals after we initialize our other globals.
std::vector<std::pair<TIntermSymbol*, TIntermTyped*>> mDeferredGlobalInitializers;
// A list of structure equality comparison functions. It's important to preserve the order at
// which we add the functions, since nested structures call each other recursively.
struct StructEqualityFunction
{
const TStructure *structure;
TString functionName;
TString functionDefinition;
};
std::vector<StructEqualityFunction> mStructEqualityFunctions;
};
}
#endif // COMPILER_TRANSLATOR_OUTPUTHLSL_H_