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kc3-lang/angle/src/compiler/translator/TranslatorESSL.cpp

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  • Author : Austin Eng
    Date : 2018-10-09 15:27:32
    Hash : 7cf9cd24
    Message : Add flags to shader translator to emulate gl_DrawID Adds support for translating gl_DrawID for implementation of GL_ANGLE_multi_draw. Currently the change only supports and allows emulation of the draw id using a uniform variable named `gl_DrawID`. This uniform is mapped in the translated shader to a hashed name that does not use the gl_ namespace Bug: chromium:890539 Change-Id: I08a246ca911e88e733ccdf22f1ed69dcae948e05 Reviewed-on: https://chromium-review.googlesource.com/c/1271957 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>

  • src/compiler/translator/TranslatorESSL.cpp
  • //
    // 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.
    //
    
    #include "compiler/translator/TranslatorESSL.h"
    
    #include "angle_gl.h"
    #include "compiler/translator/BuiltInFunctionEmulatorGLSL.h"
    #include "compiler/translator/OutputESSL.h"
    #include "compiler/translator/tree_ops/EmulatePrecision.h"
    #include "compiler/translator/tree_ops/RecordConstantPrecision.h"
    
    namespace sh
    {
    
    TranslatorESSL::TranslatorESSL(sh::GLenum type, ShShaderSpec spec)
        : TCompiler(type, spec, SH_ESSL_OUTPUT)
    {
    }
    
    void TranslatorESSL::initBuiltInFunctionEmulator(BuiltInFunctionEmulator *emu,
                                                     ShCompileOptions compileOptions)
    {
        if (compileOptions & SH_EMULATE_ATAN2_FLOAT_FUNCTION)
        {
            InitBuiltInAtanFunctionEmulatorForGLSLWorkarounds(emu);
        }
    }
    
    void TranslatorESSL::translate(TIntermBlock *root,
                                   ShCompileOptions compileOptions,
                                   PerformanceDiagnostics * /*perfDiagnostics*/)
    {
        TInfoSinkBase &sink = getInfoSink().obj;
    
        int shaderVer = getShaderVersion();
        if (shaderVer > 100)
        {
            sink << "#version " << shaderVer << " es\n";
        }
    
        // Write built-in extension behaviors.
        writeExtensionBehavior(compileOptions);
    
        // Write pragmas after extensions because some drivers consider pragmas
        // like non-preprocessor tokens.
        writePragma(compileOptions);
    
        bool precisionEmulation =
            getResources().WEBGL_debug_shader_precision && getPragma().debugShaderPrecision;
    
        if (precisionEmulation)
        {
            EmulatePrecision emulatePrecision(&getSymbolTable());
            root->traverse(&emulatePrecision);
            emulatePrecision.updateTree();
            emulatePrecision.writeEmulationHelpers(sink, shaderVer, SH_ESSL_OUTPUT);
        }
    
        RecordConstantPrecision(root, &getSymbolTable());
    
        // Write emulated built-in functions if needed.
        if (!getBuiltInFunctionEmulator().isOutputEmpty())
        {
            sink << "// BEGIN: Generated code for built-in function emulation\n\n";
            if (getShaderType() == GL_FRAGMENT_SHADER)
            {
                sink << "#if defined(GL_FRAGMENT_PRECISION_HIGH)\n"
                     << "#define emu_precision highp\n"
                     << "#else\n"
                     << "#define emu_precision mediump\n"
                     << "#endif\n\n";
            }
            else
            {
                sink << "#define emu_precision highp\n";
            }
    
            getBuiltInFunctionEmulator().outputEmulatedFunctions(sink);
            sink << "// END: Generated code for built-in function emulation\n\n";
        }
    
        // Write array bounds clamping emulation if needed.
        getArrayBoundsClamper().OutputClampingFunctionDefinition(sink);
    
        if (getShaderType() == GL_COMPUTE_SHADER && isComputeShaderLocalSizeDeclared())
        {
            const sh::WorkGroupSize &localSize = getComputeShaderLocalSize();
            sink << "layout (local_size_x=" << localSize[0] << ", local_size_y=" << localSize[1]
                 << ", local_size_z=" << localSize[2] << ") in;\n";
        }
    
        if (getShaderType() == GL_GEOMETRY_SHADER_EXT)
        {
            WriteGeometryShaderLayoutQualifiers(
                sink, getGeometryShaderInputPrimitiveType(), getGeometryShaderInvocations(),
                getGeometryShaderOutputPrimitiveType(), getGeometryShaderMaxVertices());
        }
    
        // Write translated shader.
        TOutputESSL outputESSL(sink, getArrayIndexClampingStrategy(), getHashFunction(), getNameMap(),
                               &getSymbolTable(), getShaderType(), shaderVer, precisionEmulation,
                               compileOptions);
    
        root->traverse(&outputESSL);
    }
    
    bool TranslatorESSL::shouldFlattenPragmaStdglInvariantAll()
    {
        // If following the spec to the letter, we should not flatten this pragma.
        // However, the spec's wording means that the pragma applies only to outputs.
        // This contradicts the spirit of using the pragma,
        // because if the pragma is used in a vertex shader,
        // the only way to be able to link it to a fragment shader
        // is to manually qualify each of fragment shader's inputs as invariant.
        // Which defeats the purpose of this pragma - temporarily make all varyings
        // invariant for debugging.
        // Thus, we should be non-conformant to spec's letter here and flatten.
        return true;
    }
    
    void TranslatorESSL::writeExtensionBehavior(ShCompileOptions compileOptions)
    {
        TInfoSinkBase &sink                   = getInfoSink().obj;
        const TExtensionBehavior &extBehavior = getExtensionBehavior();
        const bool isMultiviewExtEmulated =
            (compileOptions & (SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW |
                               SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER)) != 0u;
        for (TExtensionBehavior::const_iterator iter = extBehavior.begin(); iter != extBehavior.end();
             ++iter)
        {
            if (iter->second != EBhUndefined)
            {
                const bool isMultiview = (iter->first == TExtension::OVR_multiview);
                if (getResources().NV_shader_framebuffer_fetch &&
                    iter->first == TExtension::EXT_shader_framebuffer_fetch)
                {
                    sink << "#extension GL_NV_shader_framebuffer_fetch : "
                         << GetBehaviorString(iter->second) << "\n";
                }
                else if (getResources().NV_draw_buffers && iter->first == TExtension::EXT_draw_buffers)
                {
                    sink << "#extension GL_NV_draw_buffers : " << GetBehaviorString(iter->second)
                         << "\n";
                }
                else if (isMultiview && isMultiviewExtEmulated)
                {
                    if (getShaderType() == GL_VERTEX_SHADER &&
                        (compileOptions & SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER) != 0u)
                    {
                        // Emit the NV_viewport_array2 extension in a vertex shader if the
                        // SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER option is set and the
                        // OVR_multiview(2) extension is requested.
                        sink << "#extension GL_NV_viewport_array2 : require\n";
                    }
                }
                else if (iter->first == TExtension::EXT_geometry_shader)
                {
                    sink << "#ifdef GL_EXT_geometry_shader\n"
                         << "#extension GL_EXT_geometry_shader : " << GetBehaviorString(iter->second)
                         << "\n"
                         << "#elif defined GL_OES_geometry_shader\n"
                         << "#extension GL_OES_geometry_shader : " << GetBehaviorString(iter->second)
                         << "\n";
                    if (iter->second == EBhRequire)
                    {
                        sink << "#else\n"
                             << "#error \"No geometry shader extensions available.\" // Only generate "
                                "this if the extension is \"required\"\n";
                    }
                    sink << "#endif\n";
                }
                else if (iter->first == TExtension::ANGLE_multi_draw)
                {
                    // Don't emit anything. This extension is emulated
                    ASSERT((compileOptions & SH_EMULATE_GL_DRAW_ID) != 0);
                    continue;
                }
                else
                {
                    sink << "#extension " << GetExtensionNameString(iter->first) << " : "
                         << GetBehaviorString(iter->second) << "\n";
                }
            }
        }
    }
    
    }  // namespace sh