Hash :
a3b4ab4c
Author :
Date :
2011-09-16T00:53:26
Further work on the function emulation. This is to work around driver bugs. We added more functions, and removed some unnecessary ones. Remove the function group because we have flags for each function now. Use more macros instead of functions. Don't emit global precision because that will affect all later code. ANGLEBUG=196 TEST=build and test on Mac ATI/NVIDIA, fixes the failing webgl glsl conformance tests. Review URL: http://codereview.appspot.com/5011053 git-svn-id: https://angleproject.googlecode.com/svn/trunk@754 736b8ea6-26fd-11df-bfd4-992fa37f6226
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//
// Copyright (c) 2011 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.
//
#ifndef COMPILIER_BUILT_IN_FUNCTION_EMULATOR_H_
#define COMPILIER_BUILT_IN_FUNCTION_EMULATOR_H_
#include "GLSLANG/ShaderLang.h"
#include "compiler/InfoSink.h"
#include "compiler/intermediate.h"
//
// This class decides which built-in functions need to be replaced with the
// emulated ones.
// It's only a workaround for OpenGL driver bugs, and isn't needed in general.
//
class BuiltInFunctionEmulator {
public:
BuiltInFunctionEmulator(ShShaderType shaderType);
// Records that a function is called by the shader and might needs to be
// emulated. If the function's group is not in mFunctionGroupFilter, this
// becomes an no-op.
// Returns true if the function call needs to be replaced with an emulated
// one.
bool SetFunctionCalled(TOperator op, const TType& param);
bool SetFunctionCalled(
TOperator op, const TType& param1, const TType& param2);
// Output function emulation definition. This should be before any other
// shader source.
void OutputEmulatedFunctionDefinition(TInfoSinkBase& out, bool withPrecision) const;
void MarkBuiltInFunctionsForEmulation(TIntermNode* root);
void Cleanup();
// "name(" becomes "webgl_name_emu(".
static TString GetEmulatedFunctionName(const TString& name);
private:
//
// Built-in functions.
//
enum TBuiltInFunction {
TFunctionAtan1_1 = 0, // float atan(float, float);
TFunctionAtan2_2, // vec2 atan(vec2, vec2);
TFunctionAtan3_3, // vec3 atan(vec3, vec2);
TFunctionAtan4_4, // vec4 atan(vec4, vec2);
TFunctionCos1, // float cos(float);
TFunctionCos2, // vec2 cos(vec2);
TFunctionCos3, // vec3 cos(vec3);
TFunctionCos4, // vec4 cos(vec4);
TFunctionDistance1_1, // float distance(float, float);
TFunctionDistance2_2, // vec2 distance(vec2, vec2);
TFunctionDistance3_3, // vec3 distance(vec3, vec3);
TFunctionDistance4_4, // vec4 distance(vec4, vec4);
TFunctionDot1_1, // float dot(float, float);
TFunctionDot2_2, // vec2 dot(vec2, vec2);
TFunctionDot3_3, // vec3 dot(vec3, vec3);
TFunctionDot4_4, // vec4 dot(vec4, vec4);
TFunctionLength1, // float length(float);
TFunctionLength2, // float length(vec2);
TFunctionLength3, // float length(vec3);
TFunctionLength4, // float length(vec4);
TFunctionMod1_1, // float mod(float, float);
TFunctionMod2_2, // vec2 mod(vec2, vec2);
TFunctionMod3_3, // vec3 mod(vec3, vec3);
TFunctionMod4_4, // vec4 mod(vec4, vec4);
TFunctionNormalize1, // float normalize(float);
TFunctionNormalize2, // vec2 normalize(vec2);
TFunctionNormalize3, // vec3 normalize(vec3);
TFunctionNormalize4, // vec4 normalize(vec4);
TFunctionReflect1_1, // float reflect(float, float);
TFunctionReflect2_2, // vec2 reflect(vec2, vec2);
TFunctionReflect3_3, // vec3 reflect(vec3, vec3);
TFunctionReflect4_4, // vec4 reflect(vec4, vec4);
TFunctionUnknown
};
TBuiltInFunction IdentifyFunction(TOperator op, const TType& param);
TBuiltInFunction IdentifyFunction(
TOperator op, const TType& param1, const TType& param2);
bool SetFunctionCalled(TBuiltInFunction function);
TVector<TBuiltInFunction> mFunctions;
const bool* mFunctionMask; // a boolean flag for each function.
const char** mFunctionSource;
};
#endif // COMPILIER_BUILT_IN_FUNCTION_EMULATOR_H_