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

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  • Author : Olli Etuaho
    Date : 2018-04-04 11:58:33
    Hash : 5fec7ab2
    Message : 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>

  • src/compiler/translator/BuiltInFunctionEmulator.h
  • //
    // 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_