Hash :
0982a2bf
Author :
Date :
2016-11-01T15:13:46
Prefix internal names in GLSL output Prefixing internal names will avoid clashes with user-defined names. We use prefix webgl_angle_ so that the internal names are both reserved in WebGL on one hand and clearly separated from hashed names starting with just webgl_ on the other hand. BUG=angleproject:1597 TEST=WebGL conformance tests Change-Id: I7deef9c1a38105c8b57eda13c84eec13e515a91a Reviewed-on: https://chromium-review.googlesource.com/406247 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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//
// 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.
//
#ifndef COMPILER_TRANSLATOR_OUTPUTGLSLBASE_H_
#define COMPILER_TRANSLATOR_OUTPUTGLSLBASE_H_
#include <set>
#include "compiler/translator/IntermNode.h"
#include "compiler/translator/LoopInfo.h"
#include "compiler/translator/ParseContext.h"
class TOutputGLSLBase : public TIntermTraverser
{
public:
TOutputGLSLBase(TInfoSinkBase &objSink,
ShArrayIndexClampingStrategy clampingStrategy,
ShHashFunction64 hashFunction,
NameMap &nameMap,
TSymbolTable& symbolTable,
int shaderVersion,
ShShaderOutput output,
ShCompileOptions compileOptions);
ShShaderOutput getShaderOutput() const
{
return mOutput;
}
protected:
TInfoSinkBase &objSink() { return mObjSink; }
void writeTriplet(Visit visit, const char *preStr, const char *inStr, const char *postStr);
void writeLayoutQualifier(const TType &type);
void writeVariableType(const TType &type);
virtual bool writeVariablePrecision(TPrecision precision) = 0;
void writeFunctionParameters(const TIntermSequence &args);
const TConstantUnion *writeConstantUnion(const TType &type, const TConstantUnion *pConstUnion);
void writeConstructorTriplet(Visit visit, const TType &type);
TString getTypeName(const TType &type);
void visitSymbol(TIntermSymbol *node) override;
void visitConstantUnion(TIntermConstantUnion *node) override;
bool visitSwizzle(Visit visit, TIntermSwizzle *node) override;
bool visitBinary(Visit visit, TIntermBinary *node) override;
bool visitUnary(Visit visit, TIntermUnary *node) override;
bool visitTernary(Visit visit, TIntermTernary *node) override;
bool visitIfElse(Visit visit, TIntermIfElse *node) override;
bool visitSwitch(Visit visit, TIntermSwitch *node) override;
bool visitCase(Visit visit, TIntermCase *node) override;
bool visitFunctionDefinition(Visit visit, TIntermFunctionDefinition *node) override;
bool visitAggregate(Visit visit, TIntermAggregate *node) override;
bool visitBlock(Visit visit, TIntermBlock *node) override;
bool visitDeclaration(Visit visit, TIntermDeclaration *node) override;
bool visitLoop(Visit visit, TIntermLoop *node) override;
bool visitBranch(Visit visit, TIntermBranch *node) override;
void visitCodeBlock(TIntermBlock *node);
// Return the original name if hash function pointer is NULL;
// otherwise return the hashed name.
TString hashName(const TName &name);
// Same as hashName(), but without hashing built-in variables.
TString hashVariableName(const TName &name);
// Same as hashName(), but without hashing built-in functions and with unmangling.
TString hashFunctionNameIfNeeded(const TName &mangledName);
// Used to translate function names for differences between ESSL and GLSL
virtual TString translateTextureFunction(TString &name) { return name; }
private:
bool structDeclared(const TStructure *structure) const;
void declareStruct(const TStructure *structure);
void declareInterfaceBlockLayout(const TInterfaceBlock *interfaceBlock);
void declareInterfaceBlock(const TInterfaceBlock *interfaceBlock);
void writeBuiltInFunctionTriplet(Visit visit, const char *preStr, bool useEmulatedFunction);
TInfoSinkBase &mObjSink;
bool mDeclaringVariables;
// This set contains all the ids of the structs from every scope.
std::set<int> mDeclaredStructs;
// Stack of loops that need to be unrolled.
TLoopStack mLoopUnrollStack;
ShArrayIndexClampingStrategy mClampingStrategy;
// name hashing.
ShHashFunction64 mHashFunction;
NameMap &mNameMap;
TSymbolTable &mSymbolTable;
const int mShaderVersion;
ShShaderOutput mOutput;
ShCompileOptions mCompileOptions;
};
#endif // COMPILER_TRANSLATOR_OUTPUTGLSLBASE_H_