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

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  • Author : Yizhou Jiang
    Date : 2018-09-06 15:02:04
    Hash : 7818a85c
    Message : Implement GL_ANGLE_texture_multisample API part Support GL_ANGLE_texture_multisample extension. This patch adds enums of multisampled texture and texStorage2DMultisampleANGLE API. TEST=angle_end2end_tests.exe --gtest_filter=TextureMultisampleTest* TEST=angle_end2end_tests.exe --gtest_filter=NegativeTextureMultisampleTest.Negtive* BUG=angleproject:2275 Change-Id: I2cab997edc33aa2d0be6082381545335423f64e0 Reviewed-on: https://chromium-review.googlesource.com/c/804613 Commit-Queue: Yizhou Jiang <yizhou.jiang@intel.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/compiler/translator/TranslatorGLSL.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/TranslatorGLSL.h"
    
    #include "angle_gl.h"
    #include "compiler/translator/BuiltInFunctionEmulatorGLSL.h"
    #include "compiler/translator/ExtensionGLSL.h"
    #include "compiler/translator/OutputGLSL.h"
    #include "compiler/translator/VersionGLSL.h"
    #include "compiler/translator/tree_ops/EmulatePrecision.h"
    #include "compiler/translator/tree_ops/RewriteTexelFetchOffset.h"
    #include "compiler/translator/tree_ops/RewriteUnaryMinusOperatorFloat.h"
    
    namespace sh
    {
    
    TranslatorGLSL::TranslatorGLSL(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output)
        : TCompiler(type, spec, output)
    {
    }
    
    void TranslatorGLSL::initBuiltInFunctionEmulator(BuiltInFunctionEmulator *emu,
                                                     ShCompileOptions compileOptions)
    {
        if (compileOptions & SH_EMULATE_ABS_INT_FUNCTION)
        {
            InitBuiltInAbsFunctionEmulatorForGLSLWorkarounds(emu, getShaderType());
        }
    
        if (compileOptions & SH_EMULATE_ISNAN_FLOAT_FUNCTION)
        {
            InitBuiltInIsnanFunctionEmulatorForGLSLWorkarounds(emu, getShaderVersion());
        }
    
        if (compileOptions & SH_EMULATE_ATAN2_FLOAT_FUNCTION)
        {
            InitBuiltInAtanFunctionEmulatorForGLSLWorkarounds(emu);
        }
    
        int targetGLSLVersion = ShaderOutputTypeToGLSLVersion(getOutputType());
        InitBuiltInFunctionEmulatorForGLSLMissingFunctions(emu, getShaderType(), targetGLSLVersion);
    }
    
    void TranslatorGLSL::translate(TIntermBlock *root,
                                   ShCompileOptions compileOptions,
                                   PerformanceDiagnostics * /*perfDiagnostics*/)
    {
        TInfoSinkBase &sink = getInfoSink().obj;
    
        // Write GLSL version.
        writeVersion(root);
    
        // Write extension behaviour as needed
        writeExtensionBehavior(root, compileOptions);
    
        // Write pragmas after extensions because some drivers consider pragmas
        // like non-preprocessor tokens.
        writePragma(compileOptions);
    
        // If flattening the global invariant pragma, write invariant declarations for built-in
        // variables. It should be harmless to do this twice in the case that the shader also explicitly
        // did this. However, it's important to emit invariant qualifiers only for those built-in
        // variables that are actually used, to avoid affecting the behavior of the shader.
        if ((compileOptions & SH_FLATTEN_PRAGMA_STDGL_INVARIANT_ALL) != 0 &&
            getPragma().stdgl.invariantAll &&
            !sh::RemoveInvariant(getShaderType(), getShaderVersion(), getOutputType(), compileOptions))
        {
            ASSERT(wereVariablesCollected());
    
            switch (getShaderType())
            {
                case GL_VERTEX_SHADER:
                    sink << "invariant gl_Position;\n";
    
                    // gl_PointSize should be declared invariant in both ESSL 1.00 and 3.00 fragment
                    // shaders if it's statically referenced.
                    conditionallyOutputInvariantDeclaration("gl_PointSize");
                    break;
                case GL_FRAGMENT_SHADER:
                    // The preprocessor will reject this pragma if it's used in ESSL 3.00 fragment
                    // shaders, so we can use simple logic to determine whether to declare these
                    // variables invariant.
                    conditionallyOutputInvariantDeclaration("gl_FragCoord");
                    conditionallyOutputInvariantDeclaration("gl_PointCoord");
                    break;
                default:
                    // Currently not reached, but leave this in for future expansion.
                    ASSERT(false);
                    break;
            }
        }
    
        if ((compileOptions & SH_REWRITE_TEXELFETCHOFFSET_TO_TEXELFETCH) != 0)
        {
            sh::RewriteTexelFetchOffset(root, getSymbolTable(), getShaderVersion());
        }
    
        if ((compileOptions & SH_REWRITE_FLOAT_UNARY_MINUS_OPERATOR) != 0)
        {
            sh::RewriteUnaryMinusOperatorFloat(root);
        }
    
        bool precisionEmulation =
            getResources().WEBGL_debug_shader_precision && getPragma().debugShaderPrecision;
    
        if (precisionEmulation)
        {
            EmulatePrecision emulatePrecision(&getSymbolTable());
            root->traverse(&emulatePrecision);
            emulatePrecision.updateTree();
            emulatePrecision.writeEmulationHelpers(sink, getShaderVersion(), getOutputType());
        }
    
        // Write emulated built-in functions if needed.
        if (!getBuiltInFunctionEmulator().isOutputEmpty())
        {
            sink << "// BEGIN: Generated code for built-in function emulation\n\n";
            sink << "#define emu_precision\n\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);
    
        // Declare gl_FragColor and glFragData as webgl_FragColor and webgl_FragData
        // if it's core profile shaders and they are used.
        if (getShaderType() == GL_FRAGMENT_SHADER)
        {
            const bool mayHaveESSL1SecondaryOutputs =
                IsExtensionEnabled(getExtensionBehavior(), TExtension::EXT_blend_func_extended) &&
                getShaderVersion() == 100;
            const bool declareGLFragmentOutputs = IsGLSL130OrNewer(getOutputType());
    
            bool hasGLFragColor          = false;
            bool hasGLFragData           = false;
            bool hasGLSecondaryFragColor = false;
            bool hasGLSecondaryFragData  = false;
    
            for (const auto &outputVar : mOutputVariables)
            {
                if (declareGLFragmentOutputs)
                {
                    if (outputVar.name == "gl_FragColor")
                    {
                        ASSERT(!hasGLFragColor);
                        hasGLFragColor = true;
                        continue;
                    }
                    else if (outputVar.name == "gl_FragData")
                    {
                        ASSERT(!hasGLFragData);
                        hasGLFragData = true;
                        continue;
                    }
                }
                if (mayHaveESSL1SecondaryOutputs)
                {
                    if (outputVar.name == "gl_SecondaryFragColorEXT")
                    {
                        ASSERT(!hasGLSecondaryFragColor);
                        hasGLSecondaryFragColor = true;
                        continue;
                    }
                    else if (outputVar.name == "gl_SecondaryFragDataEXT")
                    {
                        ASSERT(!hasGLSecondaryFragData);
                        hasGLSecondaryFragData = true;
                        continue;
                    }
                }
            }
            ASSERT(!((hasGLFragColor || hasGLSecondaryFragColor) &&
                     (hasGLFragData || hasGLSecondaryFragData)));
            if (hasGLFragColor)
            {
                sink << "out vec4 webgl_FragColor;\n";
            }
            if (hasGLFragData)
            {
                sink << "out vec4 webgl_FragData[gl_MaxDrawBuffers];\n";
            }
            if (hasGLSecondaryFragColor)
            {
                sink << "out vec4 angle_SecondaryFragColor;\n";
            }
            if (hasGLSecondaryFragData)
            {
                sink << "out vec4 angle_SecondaryFragData[" << getResources().MaxDualSourceDrawBuffers
                     << "];\n";
            }
        }
    
        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.
        TOutputGLSL outputGLSL(sink, getArrayIndexClampingStrategy(), getHashFunction(), getNameMap(),
                               &getSymbolTable(), getShaderType(), getShaderVersion(), getOutputType(),
                               compileOptions);
    
        root->traverse(&outputGLSL);
    }
    
    bool TranslatorGLSL::shouldFlattenPragmaStdglInvariantAll()
    {
        // Required when outputting to any GLSL version greater than 1.20, but since ANGLE doesn't
        // translate to that version, return true for the next higher version.
        return IsGLSL130OrNewer(getOutputType());
    }
    
    bool TranslatorGLSL::shouldCollectVariables(ShCompileOptions compileOptions)
    {
        return (compileOptions & SH_FLATTEN_PRAGMA_STDGL_INVARIANT_ALL) ||
               TCompiler::shouldCollectVariables(compileOptions);
    }
    
    void TranslatorGLSL::writeVersion(TIntermNode *root)
    {
        TVersionGLSL versionGLSL(getShaderType(), getPragma(), getOutputType());
        root->traverse(&versionGLSL);
        int version = versionGLSL.getVersion();
        // We need to write version directive only if it is greater than 110.
        // If there is no version directive in the shader, 110 is implied.
        if (version > 110)
        {
            TInfoSinkBase &sink = getInfoSink().obj;
            sink << "#version " << version << "\n";
        }
    }
    
    void TranslatorGLSL::writeExtensionBehavior(TIntermNode *root, ShCompileOptions compileOptions)
    {
        TInfoSinkBase &sink                   = getInfoSink().obj;
        const TExtensionBehavior &extBehavior = getExtensionBehavior();
        for (const auto &iter : extBehavior)
        {
            if (iter.second == EBhUndefined)
            {
                continue;
            }
    
            if (getOutputType() == SH_GLSL_COMPATIBILITY_OUTPUT)
            {
                // For GLSL output, we don't need to emit most extensions explicitly,
                // but some we need to translate in GL compatibility profile.
                if (iter.first == TExtension::EXT_shader_texture_lod)
                {
                    sink << "#extension GL_ARB_shader_texture_lod : " << GetBehaviorString(iter.second)
                         << "\n";
                }
    
                if (iter.first == TExtension::EXT_draw_buffers)
                {
                    sink << "#extension GL_ARB_draw_buffers : " << GetBehaviorString(iter.second)
                         << "\n";
                }
    
                if (iter.first == TExtension::EXT_geometry_shader)
                {
                    sink << "#extension GL_ARB_geometry_shader4 : " << GetBehaviorString(iter.second)
                         << "\n";
                }
            }
    
            const bool isMultiview = (iter.first == TExtension::OVR_multiview);
            if (isMultiview && 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";
            }
    
            // Support ANGLE_texture_multisample extension on GLSL300
            if (getShaderVersion() >= 300 && iter.first == TExtension::ANGLE_texture_multisample &&
                getOutputType() < SH_GLSL_330_CORE_OUTPUT)
            {
                sink << "#extension GL_ARB_texture_multisample : " << GetBehaviorString(iter.second)
                     << "\n";
            }
        }
    
        // GLSL ES 3 explicit location qualifiers need to use an extension before GLSL 330
        if (getShaderVersion() >= 300 && getOutputType() < SH_GLSL_330_CORE_OUTPUT &&
            getShaderType() != GL_COMPUTE_SHADER)
        {
            sink << "#extension GL_ARB_explicit_attrib_location : require\n";
        }
    
        // Need to enable gpu_shader5 to have index constant sampler array indexing
        if (getOutputType() != SH_ESSL_OUTPUT && getOutputType() < SH_GLSL_400_CORE_OUTPUT &&
            getShaderVersion() == 100)
        {
            // Don't use "require" on to avoid breaking WebGL 1 on drivers that silently
            // support index constant sampler array indexing, but don't have the extension or
            // on drivers that don't have the extension at all as it would break WebGL 1 for
            // some users.
            sink << "#extension GL_ARB_gpu_shader5 : enable\n";
        }
    
        TExtensionGLSL extensionGLSL(getOutputType());
        root->traverse(&extensionGLSL);
    
        for (const auto &ext : extensionGLSL.getEnabledExtensions())
        {
            sink << "#extension " << ext << " : enable\n";
        }
        for (const auto &ext : extensionGLSL.getRequiredExtensions())
        {
            sink << "#extension " << ext << " : require\n";
        }
    }
    
    void TranslatorGLSL::conditionallyOutputInvariantDeclaration(const char *builtinVaryingName)
    {
        if (isVaryingDefined(builtinVaryingName))
        {
            TInfoSinkBase &sink = getInfoSink().obj;
            sink << "invariant " << builtinVaryingName << ";\n";
        }
    }
    
    }  // namespace sh