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kc3-lang/angle/src/compiler/Compiler.cpp

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  • Author : zmo@google.com
    Date : 2011-04-23 01:30:07
    Hash : fd747b86
    Message : Implement shader identifier name mapping. The name mapping happens when an identifier is longer than 32 characters. The name mapping is behind a flag, so it won't happen by default. Also, functions to query the mapped names are added. The purpose of this CL is for the drivers that can't handle long names. For example, linux NVIDIA driver can't handle 256 character name, whereas WebGL spec requires that. This CL also fixes the issue that some of the TIntermSymbols' ids are 0s. ANGLEBUG=144 TEST=test manually with shaders with long identifier names. Review URL: http://codereview.appspot.com/4428058 git-svn-id: https://angleproject.googlecode.com/svn/trunk@619 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/compiler/Compiler.cpp
  • //
    // Copyright (c) 2002-2010 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/Initialize.h"
    #include "compiler/ParseHelper.h"
    #include "compiler/ShHandle.h"
    #include "compiler/ValidateLimitations.h"
    #include "compiler/MapLongVariableNames.h"
    
    namespace {
    bool InitializeSymbolTable(
        const TBuiltInStrings& builtInStrings,
        ShShaderType type, ShShaderSpec spec, const ShBuiltInResources& resources,
        TInfoSink& infoSink, TSymbolTable& symbolTable)
    {
        TIntermediate intermediate(infoSink);
        TExtensionBehavior extBehavior;
        TParseContext parseContext(symbolTable, extBehavior, intermediate, type, spec, 0, NULL, infoSink);
    
        GlobalParseContext = &parseContext;
    
        assert(symbolTable.isEmpty());       
        //
        // Parse the built-ins.  This should only happen once per
        // language symbol table.
        //
        // Push the symbol table to give it an initial scope.  This
        // push should not have a corresponding pop, so that built-ins
        // are preserved, and the test for an empty table fails.
        //
        symbolTable.push();
    
        for (TBuiltInStrings::const_iterator i = builtInStrings.begin(); i != builtInStrings.end(); ++i)
        {
            const char* builtInShaders = i->c_str();
            int builtInLengths = static_cast<int>(i->size());
            if (builtInLengths <= 0)
              continue;
    
            if (PaParseStrings(1, &builtInShaders, &builtInLengths, &parseContext) != 0)
            {
                infoSink.info.message(EPrefixInternalError, "Unable to parse built-ins");
                return false;
            }
        }
    
        IdentifyBuiltIns(type, spec, resources, symbolTable);
    
        return true;
    }
    
    class TScopedPoolAllocator {
    public:
        TScopedPoolAllocator(TPoolAllocator* allocator, bool pushPop)
            : mAllocator(allocator), mPushPopAllocator(pushPop) {
            if (mPushPopAllocator) mAllocator->push();
            SetGlobalPoolAllocator(mAllocator);
        }
        ~TScopedPoolAllocator() {
            SetGlobalPoolAllocator(NULL);
            if (mPushPopAllocator) mAllocator->pop();
        }
    
    private:
        TPoolAllocator* mAllocator;
        bool mPushPopAllocator;
    };
    }  // namespace
    
    TShHandleBase::TShHandleBase() {
        allocator.push();
        SetGlobalPoolAllocator(&allocator);
    }
    
    TShHandleBase::~TShHandleBase() {
        SetGlobalPoolAllocator(NULL);
        allocator.popAll();
    }
    
    TCompiler::TCompiler(ShShaderType type, ShShaderSpec spec)
        : shaderType(type),
          shaderSpec(spec) 
    {
    }
    
    TCompiler::~TCompiler()
    {
    }
    
    bool TCompiler::Init(const ShBuiltInResources& resources)
    {
        TScopedPoolAllocator scopedAlloc(&allocator, false);
    
        // Generate built-in symbol table.
        if (!InitBuiltInSymbolTable(resources))
            return false;
        InitExtensionBehavior(resources, extensionBehavior);
    
        return true;
    }
    
    bool TCompiler::compile(const char* const shaderStrings[],
                            const int numStrings,
                            int compileOptions)
    {
        TScopedPoolAllocator scopedAlloc(&allocator, true);
        clearResults();
    
        if (numStrings == 0)
            return true;
    
        // If compiling for WebGL, validate loop and indexing as well.
        if (shaderSpec == SH_WEBGL_SPEC)
            compileOptions |= SH_VALIDATE_LOOP_INDEXING;
    
        // First string is path of source file if flag is set. The actual source follows.
        const char* sourcePath = NULL;
        int firstSource = 0;
        if (compileOptions & SH_SOURCE_PATH)
        {
            sourcePath = shaderStrings[0];
            ++firstSource;
        }
    
        TIntermediate intermediate(infoSink);
        TParseContext parseContext(symbolTable, extensionBehavior, intermediate,
                                   shaderType, shaderSpec, compileOptions,
                                   sourcePath, infoSink);
        GlobalParseContext = &parseContext;
    
        // We preserve symbols at the built-in level from compile-to-compile.
        // Start pushing the user-defined symbols at global level.
        symbolTable.push();
        if (!symbolTable.atGlobalLevel())
            infoSink.info.message(EPrefixInternalError, "Wrong symbol table level");
    
        // Parse shader.
        bool success =
            (PaParseStrings(numStrings - firstSource, &shaderStrings[firstSource], NULL, &parseContext) == 0) &&
            (parseContext.treeRoot != NULL);
        if (success) {
            TIntermNode* root = parseContext.treeRoot;
            success = intermediate.postProcess(root);
    
            if (success && (compileOptions & SH_VALIDATE_LOOP_INDEXING))
                success = validateLimitations(root);
    
            // Call mapLongVariableNames() before collectAttribsUniforms() so in
            // collectAttribsUniforms() we already have the mapped symbol names and
            // we could composite mapped and original variable names.
            if (compileOptions & SH_MAP_LONG_VARIABLE_NAMES)
                mapLongVariableNames(root);
    
            if (success && (compileOptions & SH_ATTRIBUTES_UNIFORMS))
                collectAttribsUniforms(root);
    
            if (success && (compileOptions & SH_INTERMEDIATE_TREE))
                intermediate.outputTree(root);
    
            if (success && (compileOptions & SH_OBJECT_CODE))
                translate(root);
        }
    
        // Cleanup memory.
        intermediate.remove(parseContext.treeRoot);
        // Ensure symbol table is returned to the built-in level,
        // throwing away all but the built-ins.
        while (!symbolTable.atBuiltInLevel())
            symbolTable.pop();
    
        return success;
    }
    
    bool TCompiler::InitBuiltInSymbolTable(const ShBuiltInResources& resources)
    {
        TBuiltIns builtIns;
    
        builtIns.initialize(shaderType, shaderSpec, resources);
        return InitializeSymbolTable(builtIns.getBuiltInStrings(),
            shaderType, shaderSpec, resources, infoSink, symbolTable);
    }
    
    void TCompiler::clearResults()
    {
        infoSink.info.erase();
        infoSink.obj.erase();
        infoSink.debug.erase();
    
        attribs.clear();
        uniforms.clear();
    }
    
    bool TCompiler::validateLimitations(TIntermNode* root) {
        ValidateLimitations validate(shaderType, infoSink.info);
        root->traverse(&validate);
        return validate.numErrors() == 0;
    }
    
    void TCompiler::collectAttribsUniforms(TIntermNode* root)
    {
        CollectAttribsUniforms collect(attribs, uniforms);
        root->traverse(&collect);
    }
    
    void TCompiler::mapLongVariableNames(TIntermNode* root)
    {
        MapLongVariableNames map;
        root->traverse(&map);
    }
    
    int TCompiler::getMappedNameMaxLength() const
    {
        return MAX_IDENTIFIER_NAME_SIZE + 1;
    }