Hash :
daaff1cc
Author :
Date :
2017-07-05T18:03:26
Set correct symbol ids when referring to GLSL built-ins The symbol ids are fetched from the symbol table. A new utility function is added to make this more convenient. BUG=angleproject:1490 TEST=angle_unittests, angle_end2end_tests Change-Id: I780430e3386f6599503d8290c568ca9bc9cad147 Reviewed-on: https://chromium-review.googlesource.com/559535 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 2017 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.
//
// Applies the necessary AST transformations to support multiview rendering through instancing.
// Check the header file For more information.
//
#include "compiler/translator/DeclareAndInitBuiltinsForInstancedMultiview.h"
#include "compiler/translator/FindMain.h"
#include "compiler/translator/InitializeVariables.h"
#include "compiler/translator/IntermNode_util.h"
#include "compiler/translator/IntermTraverse.h"
#include "compiler/translator/SymbolTable.h"
#include "compiler/translator/util.h"
namespace sh
{
namespace
{
class ReplaceVariableTraverser : public TIntermTraverser
{
public:
ReplaceVariableTraverser(const TString &symbolName, TIntermSymbol *newSymbol)
: TIntermTraverser(true, false, false), mSymbolName(symbolName), mNewSymbol(newSymbol)
{
}
void visitSymbol(TIntermSymbol *node) override
{
TName &name = node->getName();
if (name.getString() == mSymbolName)
{
queueReplacement(mNewSymbol->deepCopy(), OriginalNode::IS_DROPPED);
}
}
private:
TString mSymbolName;
TIntermSymbol *mNewSymbol;
};
TIntermSymbol *CreateGLInstanceIDSymbol(const TSymbolTable &symbolTable)
{
return ReferenceBuiltInVariable("gl_InstanceID", symbolTable, 300);
}
// Adds the InstanceID and ViewID_OVR initializers to the end of the initializers' sequence.
void InitializeViewIDAndInstanceID(TIntermTyped *viewIDSymbol,
TIntermTyped *instanceIDSymbol,
unsigned numberOfViews,
const TSymbolTable &symbolTable,
TIntermSequence *initializers)
{
// Create a signed numberOfViews node.
TConstantUnion *numberOfViewsConstant = new TConstantUnion();
numberOfViewsConstant->setIConst(static_cast<int>(numberOfViews));
TIntermConstantUnion *numberOfViewsIntSymbol =
new TIntermConstantUnion(numberOfViewsConstant, TType(EbtInt, EbpHigh, EvqConst));
// Create a gl_InstanceID / numberOfViews node.
TIntermBinary *normalizedInstanceID =
new TIntermBinary(EOpDiv, CreateGLInstanceIDSymbol(symbolTable), numberOfViewsIntSymbol);
// Create a InstanceID = gl_InstanceID / numberOfViews node.
TIntermBinary *instanceIDInitializer =
new TIntermBinary(EOpAssign, instanceIDSymbol->deepCopy(), normalizedInstanceID);
initializers->push_back(instanceIDInitializer);
// Create a uint(gl_InstanceID) node.
TIntermSequence *glInstanceIDSymbolCastArguments = new TIntermSequence();
glInstanceIDSymbolCastArguments->push_back(CreateGLInstanceIDSymbol(symbolTable));
TIntermAggregate *glInstanceIDAsUint = TIntermAggregate::CreateConstructor(
TType(EbtUInt, EbpHigh, EvqTemporary), glInstanceIDSymbolCastArguments);
// Create an unsigned numberOfViews node.
TConstantUnion *numberOfViewsUnsignedConstant = new TConstantUnion();
numberOfViewsUnsignedConstant->setUConst(numberOfViews);
TIntermConstantUnion *numberOfViewsUintSymbol =
new TIntermConstantUnion(numberOfViewsUnsignedConstant, TType(EbtUInt, EbpHigh, EvqConst));
// Create a uint(gl_InstanceID) % numberOfViews node.
TIntermBinary *normalizedViewID =
new TIntermBinary(EOpIMod, glInstanceIDAsUint, numberOfViewsUintSymbol);
// Create a ViewID_OVR = uint(gl_InstanceID) % numberOfViews node.
TIntermBinary *viewIDInitializer =
new TIntermBinary(EOpAssign, viewIDSymbol->deepCopy(), normalizedViewID);
initializers->push_back(viewIDInitializer);
}
// Replaces every occurrence of a symbol with the name specified in symbolName with newSymbolNode.
void ReplaceSymbol(TIntermBlock *root, const TString &symbolName, TIntermSymbol *newSymbolNode)
{
ReplaceVariableTraverser traverser(symbolName, newSymbolNode);
root->traverse(&traverser);
traverser.updateTree();
}
void DeclareGlobalVariable(TIntermBlock *root, TIntermTyped *typedNode)
{
TIntermSequence *globalSequence = root->getSequence();
TIntermDeclaration *declaration = new TIntermDeclaration();
declaration->appendDeclarator(typedNode->deepCopy());
globalSequence->insert(globalSequence->begin(), declaration);
}
// Adds the expression gl_ViewportIndex = int(ViewID_OVR) to the end of the initializers' sequence.
void SelectViewportIndexInVertexShader(TIntermTyped *viewIDSymbol, TIntermSequence *initializers)
{
// Create a gl_ViewportIndex node.
TIntermSymbol *viewportIndexSymbol =
new TIntermSymbol(0, "gl_ViewportIndex", TType(EbtInt, EbpHigh, EvqViewportIndex));
// Create an int(ViewID_OVR) node.
TIntermSequence *viewIDSymbolCastArguments = new TIntermSequence();
viewIDSymbolCastArguments->push_back(viewIDSymbol);
TIntermAggregate *viewIDAsInt = TIntermAggregate::CreateConstructor(
TType(EbtInt, EbpHigh, EvqTemporary), viewIDSymbolCastArguments);
// Create a gl_ViewportIndex = int(ViewID_OVR) node.
TIntermBinary *viewIDInitializer =
new TIntermBinary(EOpAssign, viewportIndexSymbol, viewIDAsInt);
initializers->push_back(viewIDInitializer);
}
} // namespace
void DeclareAndInitBuiltinsForInstancedMultiview(TIntermBlock *root,
unsigned numberOfViews,
GLenum shaderType,
ShCompileOptions compileOptions,
ShShaderOutput shaderOutput,
const TSymbolTable &symbolTable)
{
ASSERT(shaderType == GL_VERTEX_SHADER || shaderType == GL_FRAGMENT_SHADER);
TQualifier viewIDQualifier = (shaderType == GL_VERTEX_SHADER) ? EvqFlatOut : EvqFlatIn;
TIntermSymbol *viewIDSymbol = new TIntermSymbol(TSymbolTable::nextUniqueId(), "ViewID_OVR",
TType(EbtUInt, EbpHigh, viewIDQualifier));
viewIDSymbol->setInternal(true);
DeclareGlobalVariable(root, viewIDSymbol);
ReplaceSymbol(root, "gl_ViewID_OVR", viewIDSymbol);
if (shaderType == GL_VERTEX_SHADER)
{
// Replacing gl_InstanceID with InstanceID should happen before adding the initializers of
// InstanceID and ViewID.
TIntermSymbol *instanceIDSymbol = new TIntermSymbol(
TSymbolTable::nextUniqueId(), "InstanceID", TType(EbtInt, EbpHigh, EvqGlobal));
instanceIDSymbol->setInternal(true);
DeclareGlobalVariable(root, instanceIDSymbol);
ReplaceSymbol(root, "gl_InstanceID", instanceIDSymbol);
TIntermSequence *initializers = new TIntermSequence();
InitializeViewIDAndInstanceID(viewIDSymbol, instanceIDSymbol, numberOfViews, symbolTable,
initializers);
// The AST transformation which adds the expression to select the viewport index should
// be done only for the GLSL and ESSL output.
const bool selectViewport =
(compileOptions & SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER) != 0u;
// Assert that if the viewport is selected in the vertex shader, then the output is
// either GLSL or ESSL.
ASSERT(!selectViewport || IsOutputGLSL(shaderOutput) || IsOutputESSL(shaderOutput));
if (selectViewport)
{
// Setting a value to gl_ViewportIndex should happen after ViewID_OVR's initialization.
SelectViewportIndexInVertexShader(viewIDSymbol->deepCopy(), initializers);
}
// Insert initializers at the beginning of main().
TIntermBlock *initializersBlock = new TIntermBlock();
initializersBlock->getSequence()->swap(*initializers);
TIntermBlock *mainBody = FindMainBody(root);
mainBody->getSequence()->insert(mainBody->getSequence()->begin(), initializersBlock);
}
}
} // namespace sh