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kc3-lang/angle/src/compiler/translator/RegenerateStructNames.cpp

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  • Author : Olli Etuaho
    Date : 2017-07-13 16:07:26
    Hash : a5e693af
    Message : Make unique id counter a member of TSymbolTable This makes unique id counting thread-safe. BUG=angleproject:624 TEST=angle_unittests Change-Id: Ie0f2c7e574470b39750d37d2181c790bc874b275 Reviewed-on: https://chromium-review.googlesource.com/570419 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/compiler/translator/RegenerateStructNames.cpp
  • //
    // Copyright (c) 2002-2014 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 "common/debug.h"
    #include "compiler/translator/RegenerateStructNames.h"
    
    namespace sh
    {
    
    void RegenerateStructNames::visitSymbol(TIntermSymbol *symbol)
    {
        ASSERT(symbol);
        TType *type = symbol->getTypePointer();
        ASSERT(type);
        TStructure *userType = type->getStruct();
        if (!userType)
            return;
    
        if (mSymbolTable->findBuiltIn(userType->name(), mShaderVersion))
        {
            // Built-in struct, do not touch it.
            return;
        }
    
        int uniqueId = userType->uniqueId();
    
        ASSERT(mScopeDepth > 0);
        if (mScopeDepth == 1)
        {
            // If a struct is defined at global scope, we don't map its name.
            // This is because at global level, the struct might be used to
            // declare a uniform, so the same name needs to stay the same for
            // vertex/fragment shaders. However, our mapping uses internal ID,
            // which will be different for the same struct in vertex/fragment
            // shaders.
            // This is OK because names for any structs defined in other scopes
            // will begin with "_webgl", which is reserved. So there will be
            // no conflicts among unmapped struct names from global scope and
            // mapped struct names from other scopes.
            // However, we need to keep track of these global structs, so if a
            // variable is used in a local scope, we don't try to modify the
            // struct name through that variable.
            mDeclaredGlobalStructs.insert(uniqueId);
            return;
        }
        if (mDeclaredGlobalStructs.count(uniqueId) > 0)
            return;
        // Map {name} to _webgl_struct_{uniqueId}_{name}.
        const char kPrefix[] = "_webgl_struct_";
        if (userType->name().find(kPrefix) == 0)
        {
            // The name has already been regenerated.
            return;
        }
        std::string id = Str(uniqueId);
        TString tmp    = kPrefix + TString(id.c_str());
        tmp += "_" + userType->name();
        userType->setName(tmp);
    }
    
    bool RegenerateStructNames::visitBlock(Visit, TIntermBlock *block)
    {
        ++mScopeDepth;
        TIntermSequence &sequence = *(block->getSequence());
        for (TIntermNode *node : sequence)
        {
            node->traverse(this);
        }
        --mScopeDepth;
        return false;
    }
    
    }  // namespace sh