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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.
//
#include "compiler/translator/TranslatorGLSL.h"
#include "angle_gl.h"
#include "compiler/translator/BuiltInFunctionEmulatorGLSL.h"
#include "compiler/translator/EmulatePrecision.h"
#include "compiler/translator/OutputGLSL.h"
#include "compiler/translator/VersionGLSL.h"
TranslatorGLSL::TranslatorGLSL(sh::GLenum type,
ShShaderSpec spec,
ShShaderOutput output)
: TCompiler(type, spec, output) {
}
void TranslatorGLSL::initBuiltInFunctionEmulator(BuiltInFunctionEmulator *emu, int compileOptions)
{
if (compileOptions & SH_EMULATE_BUILT_IN_FUNCTIONS)
{
InitBuiltInFunctionEmulatorForGLSLWorkarounds(emu, getShaderType());
}
int targetGLSLVersion = ShaderOutputTypeToGLSLVersion(getOutputType());
InitBuiltInFunctionEmulatorForGLSLMissingFunctions(emu, getShaderType(), targetGLSLVersion);
}
void TranslatorGLSL::translate(TIntermNode *root, int compileOptions)
{
TInfoSinkBase& sink = getInfoSink().obj;
// Write GLSL version.
writeVersion(root);
writePragma();
// Write extension behaviour as needed
writeExtensionBehavior();
bool precisionEmulation = getResources().WEBGL_debug_shader_precision && getPragma().debugShaderPrecision;
if (precisionEmulation)
{
EmulatePrecision emulatePrecision(getSymbolTable(), getShaderVersion());
root->traverse(&emulatePrecision);
emulatePrecision.updateTree();
emulatePrecision.writeEmulationHelpers(sink, getOutputType());
}
// Write emulated built-in functions if needed.
if (!getBuiltInFunctionEmulator().IsOutputEmpty())
{
sink << "// BEGIN: Generated code for built-in function emulation\n\n";
sink << "#define webgl_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(), "GL_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 : outputVariables)
{
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";
}
}
// Write translated shader.
TOutputGLSL outputGLSL(sink,
getArrayIndexClampingStrategy(),
getHashFunction(),
getNameMap(),
getSymbolTable(),
getShaderVersion(),
getOutputType());
root->traverse(&outputGLSL);
}
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() {
TInfoSinkBase& sink = getInfoSink().obj;
const TExtensionBehavior& extBehavior = getExtensionBehavior();
for (TExtensionBehavior::const_iterator iter = extBehavior.begin();
iter != extBehavior.end(); ++iter) {
if (iter->second == EBhUndefined)
continue;
// For GLSL output, we don't need to emit most extensions explicitly,
// but some we need to translate.
if (iter->first == "GL_EXT_shader_texture_lod") {
sink << "#extension GL_ARB_shader_texture_lod : "
<< getBehaviorString(iter->second) << "\n";
}
}
}