Hash :
bb5a7e29
Author :
Date :
2017-08-30T13:03:12
Allow length() on arbitrary array expressions This is required to pass some dEQP GLES 3.1 tests for arrays of arrays, and WebGL conformance tests were also recently fixed to require this behavior. The intent of the GLSL ES spec was not to restrict usage of length(). In practice GL drivers don't implement array length() on expressions with side effects correctly in all cases. HLSL doesn't have an array length operator either. Because of this we always remove array length ops from the AST before output. BUG=angleproject:2142 TEST=angle_unittests, angle_end2end_tests, WebGL conformance tests Change-Id: I863a92e83ac5315b013af9a5626348482bad72b3 Reviewed-on: https://chromium-review.googlesource.com/643190 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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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/TranslatorHLSL.h"
#include "compiler/translator/AddDefaultReturnStatements.h"
#include "compiler/translator/ArrayReturnValueToOutParameter.h"
#include "compiler/translator/BreakVariableAliasingInInnerLoops.h"
#include "compiler/translator/EmulatePrecision.h"
#include "compiler/translator/ExpandIntegerPowExpressions.h"
#include "compiler/translator/IntermNodePatternMatcher.h"
#include "compiler/translator/OutputHLSL.h"
#include "compiler/translator/RemoveDynamicIndexing.h"
#include "compiler/translator/RewriteElseBlocks.h"
#include "compiler/translator/RewriteTexelFetchOffset.h"
#include "compiler/translator/RewriteUnaryMinusOperatorInt.h"
#include "compiler/translator/SeparateArrayInitialization.h"
#include "compiler/translator/SeparateDeclarations.h"
#include "compiler/translator/SeparateExpressionsReturningArrays.h"
#include "compiler/translator/SimplifyLoopConditions.h"
#include "compiler/translator/SplitSequenceOperator.h"
#include "compiler/translator/UnfoldShortCircuitToIf.h"
namespace sh
{
TranslatorHLSL::TranslatorHLSL(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output)
: TCompiler(type, spec, output)
{
}
void TranslatorHLSL::translate(TIntermBlock *root, ShCompileOptions compileOptions)
{
const ShBuiltInResources &resources = getResources();
int numRenderTargets = resources.EXT_draw_buffers ? resources.MaxDrawBuffers : 1;
sh::AddDefaultReturnStatements(root);
// Note that SimplifyLoopConditions needs to be run before any other AST transformations that
// may need to generate new statements from loop conditions or loop expressions.
// Note that SeparateDeclarations has already been run in TCompiler::compileTreeImpl().
SimplifyLoopConditions(root,
IntermNodePatternMatcher::kExpressionReturningArray |
IntermNodePatternMatcher::kUnfoldedShortCircuitExpression |
IntermNodePatternMatcher::kDynamicIndexingOfVectorOrMatrixInLValue,
&getSymbolTable(), getShaderVersion());
SplitSequenceOperator(root,
IntermNodePatternMatcher::kExpressionReturningArray |
IntermNodePatternMatcher::kUnfoldedShortCircuitExpression |
IntermNodePatternMatcher::kDynamicIndexingOfVectorOrMatrixInLValue,
&getSymbolTable(), getShaderVersion());
// Note that SeparateDeclarations needs to be run before UnfoldShortCircuitToIf.
UnfoldShortCircuitToIf(root, &getSymbolTable());
SeparateExpressionsReturningArrays(root, &getSymbolTable());
// Note that SeparateDeclarations needs to be run before SeparateArrayInitialization.
SeparateArrayInitialization(root);
// HLSL doesn't support arrays as return values, we'll need to make functions that have an array
// as a return value to use an out parameter to transfer the array data instead.
ArrayReturnValueToOutParameter(root, &getSymbolTable());
if (!shouldRunLoopAndIndexingValidation(compileOptions))
{
// HLSL doesn't support dynamic indexing of vectors and matrices.
RemoveDynamicIndexing(root, &getSymbolTable(), getShaderVersion());
}
// Work around D3D9 bug that would manifest in vertex shaders with selection blocks which
// use a vertex attribute as a condition, and some related computation in the else block.
if (getOutputType() == SH_HLSL_3_0_OUTPUT && getShaderType() == GL_VERTEX_SHADER)
{
sh::RewriteElseBlocks(root, &getSymbolTable());
}
// Work around an HLSL compiler frontend aliasing optimization bug.
// TODO(cwallez) The date is 2016-08-25, Microsoft said the bug would be fixed
// in the next release of d3dcompiler.dll, it would be nice to detect the DLL
// version and only apply the workaround if it is too old.
sh::BreakVariableAliasingInInnerLoops(root);
bool precisionEmulation =
getResources().WEBGL_debug_shader_precision && getPragma().debugShaderPrecision;
if (precisionEmulation)
{
EmulatePrecision emulatePrecision(&getSymbolTable(), getShaderVersion());
root->traverse(&emulatePrecision);
emulatePrecision.updateTree();
emulatePrecision.writeEmulationHelpers(getInfoSink().obj, getShaderVersion(),
getOutputType());
}
if ((compileOptions & SH_EXPAND_SELECT_HLSL_INTEGER_POW_EXPRESSIONS) != 0)
{
sh::ExpandIntegerPowExpressions(root, &getSymbolTable());
}
if ((compileOptions & SH_REWRITE_TEXELFETCHOFFSET_TO_TEXELFETCH) != 0)
{
sh::RewriteTexelFetchOffset(root, getSymbolTable(), getShaderVersion());
}
if (((compileOptions & SH_REWRITE_INTEGER_UNARY_MINUS_OPERATOR) != 0) &&
getShaderType() == GL_VERTEX_SHADER)
{
sh::RewriteUnaryMinusOperatorInt(root);
}
sh::OutputHLSL outputHLSL(getShaderType(), getShaderVersion(), getExtensionBehavior(),
getSourcePath(), getOutputType(), numRenderTargets, getUniforms(),
compileOptions);
outputHLSL.output(root, getInfoSink().obj);
mUniformBlockRegisterMap = outputHLSL.getUniformBlockRegisterMap();
mUniformRegisterMap = outputHLSL.getUniformRegisterMap();
}
bool TranslatorHLSL::shouldFlattenPragmaStdglInvariantAll()
{
// Not necessary when translating to HLSL.
return false;
}
bool TranslatorHLSL::hasUniformBlock(const std::string &uniformBlockName) const
{
return (mUniformBlockRegisterMap.count(uniformBlockName) > 0);
}
unsigned int TranslatorHLSL::getUniformBlockRegister(const std::string &uniformBlockName) const
{
ASSERT(hasUniformBlock(uniformBlockName));
return mUniformBlockRegisterMap.find(uniformBlockName)->second;
}
const std::map<std::string, unsigned int> *TranslatorHLSL::getUniformRegisterMap() const
{
return &mUniformRegisterMap;
}
} // namespace sh