Hash :
bed35d76
Author :
Date :
2017-12-20T16:36:26
Don't query names of empty symbols This makes it possible to return a reference from TSymbol::name() instead of a pointer. This is safer since it completely avoids the possibility of a nullptr dereference. An assert is making sure that the function is not being called for empty symbols. BUG=angleproject:2267 TEST=angle_unittests Change-Id: I44279f65989dbb828322843fc0216ba84d91dedf Reviewed-on: https://chromium-review.googlesource.com/836894 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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//
// Copyright (c) 2002-2014 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 "common/debug.h"
#include "compiler/translator/RegenerateStructNames.h"
namespace sh
{
void RegenerateStructNames::visitSymbol(TIntermSymbol *symbol)
{
ASSERT(symbol);
TType *type = symbol->getTypePointer();
ASSERT(type);
TStructure *userType = type->getStruct();
if (!userType)
return;
if (userType->symbolType() == SymbolType::BuiltIn ||
userType->symbolType() == SymbolType::Empty)
{
// Built-in struct or nameless struct, do not touch it.
return;
}
int uniqueId = userType->uniqueId().get();
ASSERT(mScopeDepth > 0);
if (mScopeDepth == 1)
{
// If a struct is defined at global scope, we don't map its name.
// This is because at global level, the struct might be used to
// declare a uniform, so the same name needs to stay the same for
// vertex/fragment shaders. However, our mapping uses internal ID,
// which will be different for the same struct in vertex/fragment
// shaders.
// This is OK because names for any structs defined in other scopes
// will begin with "_webgl", which is reserved. So there will be
// no conflicts among unmapped struct names from global scope and
// mapped struct names from other scopes.
// However, we need to keep track of these global structs, so if a
// variable is used in a local scope, we don't try to modify the
// struct name through that variable.
mDeclaredGlobalStructs.insert(uniqueId);
return;
}
if (mDeclaredGlobalStructs.count(uniqueId) > 0)
return;
// Map {name} to _webgl_struct_{uniqueId}_{name}.
const char kPrefix[] = "_webgl_struct_";
if (userType->name().find(kPrefix) == 0)
{
// The name has already been regenerated.
return;
}
std::string id = Str(uniqueId);
TString tmp = kPrefix + TString(id.c_str());
tmp += "_" + userType->name();
userType->setName(tmp);
}
bool RegenerateStructNames::visitBlock(Visit, TIntermBlock *block)
{
++mScopeDepth;
TIntermSequence &sequence = *(block->getSequence());
for (TIntermNode *node : sequence)
{
node->traverse(this);
}
--mScopeDepth;
return false;
}
} // namespace sh