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

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  • Author : Zhenyao Mo
    Date : 2014-07-18 17:01:01
    Hash : e740addb
    Message : Add compiler option SH_REGENERATE_STRUCT_NAMES. BUG=angle:701 TEST=webgl conformance tests Change-Id: I13b35900956e7d840d5891a5bab90a400347cd6f Reviewed-on: https://chromium-review.googlesource.com/209229 Tested-by: Zhenyao Mo <zmo@chromium.org> Reviewed-by: Kenneth Russell <kbr@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 "compiler/translator/RegenerateStructNames.h"
    #include "compiler/translator/compilerdebug.h"
    
    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::visitAggregate(Visit, TIntermAggregate *aggregate)
    {
        ASSERT(aggregate);
        switch (aggregate->getOp())
        {
          case EOpSequence:
            ++mScopeDepth;
            {
                TIntermSequence &sequence = *(aggregate->getSequence());
                for (size_t ii = 0; ii < sequence.size(); ++ii)
                {
                    TIntermNode *node = sequence[ii];
                    ASSERT(node != NULL);
                    node->traverse(this);
                }
            }
            --mScopeDepth;
            return false;
          default:
            return true;
        }
    }