Hash :
472c74c6
Author :
Date :
2019-08-19T16:32:13
Translator: Allow tree validation in children of TCompiler This is to be able to perform validation inside TranslatorVulkan, even if it's through ASSERTs. Additionally, every transformation is changed such that they do their validation themselves. TIntermTraverser::updateTree() performs the validation, which indirectly validates many of three tree transformations. Some of the more ancient transformations that don't use this function directly call TCompiler::validateAST. Bug: angleproject:2733 Change-Id: Ie4af029d34e053c5ad1dc8c2c2568eecd625d344 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1761149 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2017 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.
//
// ClampFragDepth.cpp: Limit the value that is written to gl_FragDepth to the range [0.0, 1.0].
// The clamping is run at the very end of shader execution, and is only performed if the shader
// statically accesses gl_FragDepth.
//
#include "compiler/translator/tree_ops/ClampFragDepth.h"
#include "compiler/translator/ImmutableString.h"
#include "compiler/translator/SymbolTable.h"
#include "compiler/translator/tree_util/BuiltIn_autogen.h"
#include "compiler/translator/tree_util/FindSymbolNode.h"
#include "compiler/translator/tree_util/IntermNode_util.h"
#include "compiler/translator/tree_util/RunAtTheEndOfShader.h"
namespace sh
{
bool ClampFragDepth(TCompiler *compiler, TIntermBlock *root, TSymbolTable *symbolTable)
{
// Only clamp gl_FragDepth if it's used in the shader.
if (!FindSymbolNode(root, ImmutableString("gl_FragDepth")))
{
return true;
}
TIntermSymbol *fragDepthNode = new TIntermSymbol(BuiltInVariable::gl_FragDepth());
TIntermTyped *minFragDepthNode = CreateZeroNode(TType(EbtFloat, EbpHigh, EvqConst));
TConstantUnion *maxFragDepthConstant = new TConstantUnion();
maxFragDepthConstant->setFConst(1.0);
TIntermConstantUnion *maxFragDepthNode =
new TIntermConstantUnion(maxFragDepthConstant, TType(EbtFloat, EbpHigh, EvqConst));
// clamp(gl_FragDepth, 0.0, 1.0)
TIntermSequence *clampArguments = new TIntermSequence();
clampArguments->push_back(fragDepthNode->deepCopy());
clampArguments->push_back(minFragDepthNode);
clampArguments->push_back(maxFragDepthNode);
TIntermTyped *clampedFragDepth =
CreateBuiltInFunctionCallNode("clamp", clampArguments, *symbolTable, 100);
// gl_FragDepth = clamp(gl_FragDepth, 0.0, 1.0)
TIntermBinary *assignFragDepth = new TIntermBinary(EOpAssign, fragDepthNode, clampedFragDepth);
return RunAtTheEndOfShader(compiler, root, assignFragDepth, symbolTable);
}
} // namespace sh