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

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  • Author : Stuart Morgan
    Date : 2019-08-14 12:25:12
    Hash : 9d737966
    Message : Standardize copyright notices to project style For all "ANGLE Project" copyrights, standardize to the format specified by the style guide. Changes: - "Copyright (c)" and "Copyright(c)" changed to just "Copyright". - Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1"). - Fixed a small number of files that had no copyright date using the initial commit year from the version control history. - Fixed one instance of copyright being "The ANGLE Project" rather than "The ANGLE Project Authors" These changes are applied both to the copyright of source file, and where applicable to copyright statements that are generated by templates. BUG=angleproject:3811 Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/compiler/translator/TranslatorVulkan.cpp
  • //
    // Copyright 2016 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.
    //
    // TranslatorVulkan:
    //   A GLSL-based translator that outputs shaders that fit GL_KHR_vulkan_glsl.
    //   The shaders are then fed into glslang to spit out SPIR-V (libANGLE-side).
    //   See: https://www.khronos.org/registry/vulkan/specs/misc/GL_KHR_vulkan_glsl.txt
    //
    
    #include "compiler/translator/TranslatorVulkan.h"
    
    #include "angle_gl.h"
    #include "common/utilities.h"
    #include "compiler/translator/ImmutableStringBuilder.h"
    #include "compiler/translator/OutputVulkanGLSL.h"
    #include "compiler/translator/StaticType.h"
    #include "compiler/translator/tree_ops/NameEmbeddedUniformStructs.h"
    #include "compiler/translator/tree_ops/RewriteAtomicCounters.h"
    #include "compiler/translator/tree_ops/RewriteCubeMapSamplersAs2DArray.h"
    #include "compiler/translator/tree_ops/RewriteDfdy.h"
    #include "compiler/translator/tree_ops/RewriteStructSamplers.h"
    #include "compiler/translator/tree_util/BuiltIn_autogen.h"
    #include "compiler/translator/tree_util/FindFunction.h"
    #include "compiler/translator/tree_util/FindMain.h"
    #include "compiler/translator/tree_util/IntermNode_util.h"
    #include "compiler/translator/tree_util/ReplaceVariable.h"
    #include "compiler/translator/tree_util/RunAtTheEndOfShader.h"
    #include "compiler/translator/util.h"
    
    namespace sh
    {
    
    namespace
    {
    // This traverses nodes, find the struct ones and add their declarations to the sink. It also
    // removes the nodes from the tree as it processes them.
    class DeclareStructTypesTraverser : public TIntermTraverser
    {
      public:
        explicit DeclareStructTypesTraverser(TOutputVulkanGLSL *outputVulkanGLSL)
            : TIntermTraverser(true, false, false), mOutputVulkanGLSL(outputVulkanGLSL)
        {}
    
        bool visitDeclaration(Visit visit, TIntermDeclaration *node) override
        {
            ASSERT(visit == PreVisit);
    
            if (!mInGlobalScope)
            {
                return false;
            }
    
            const TIntermSequence &sequence = *(node->getSequence());
            TIntermTyped *declarator        = sequence.front()->getAsTyped();
            const TType &type               = declarator->getType();
    
            if (type.isStructSpecifier())
            {
                const TStructure *structure = type.getStruct();
    
                // Embedded structs should be parsed away by now.
                ASSERT(structure->symbolType() != SymbolType::Empty);
                mOutputVulkanGLSL->writeStructType(structure);
    
                TIntermSymbol *symbolNode = declarator->getAsSymbolNode();
                if (symbolNode && symbolNode->variable().symbolType() == SymbolType::Empty)
                {
                    // Remove the struct specifier declaration from the tree so it isn't parsed again.
                    TIntermSequence emptyReplacement;
                    mMultiReplacements.emplace_back(getParentNode()->getAsBlock(), node,
                                                    emptyReplacement);
                }
            }
    
            return false;
        }
    
      private:
        TOutputVulkanGLSL *mOutputVulkanGLSL;
    };
    
    class DeclareDefaultUniformsTraverser : public TIntermTraverser
    {
      public:
        DeclareDefaultUniformsTraverser(TInfoSinkBase *sink,
                                        ShHashFunction64 hashFunction,
                                        NameMap *nameMap)
            : TIntermTraverser(true, true, true),
              mSink(sink),
              mHashFunction(hashFunction),
              mNameMap(nameMap),
              mInDefaultUniform(false)
        {}
    
        bool visitDeclaration(Visit visit, TIntermDeclaration *node) override
        {
            const TIntermSequence &sequence = *(node->getSequence());
    
            // TODO(jmadill): Compound declarations.
            ASSERT(sequence.size() == 1);
    
            TIntermTyped *variable = sequence.front()->getAsTyped();
            const TType &type      = variable->getType();
            bool isUniform         = type.getQualifier() == EvqUniform && !type.isInterfaceBlock() &&
                             !IsOpaqueType(type.getBasicType());
    
            if (visit == PreVisit)
            {
                if (isUniform)
                {
                    (*mSink) << "    " << GetTypeName(type, mHashFunction, mNameMap) << " ";
                    mInDefaultUniform = true;
                }
            }
            else if (visit == InVisit)
            {
                mInDefaultUniform = isUniform;
            }
            else if (visit == PostVisit)
            {
                if (isUniform)
                {
                    (*mSink) << ";\n";
    
                    // Remove the uniform declaration from the tree so it isn't parsed again.
                    TIntermSequence emptyReplacement;
                    mMultiReplacements.emplace_back(getParentNode()->getAsBlock(), node,
                                                    emptyReplacement);
                }
    
                mInDefaultUniform = false;
            }
            return true;
        }
    
        void visitSymbol(TIntermSymbol *symbol) override
        {
            if (mInDefaultUniform)
            {
                const ImmutableString &name = symbol->variable().name();
                ASSERT(!name.beginsWith("gl_"));
                (*mSink) << HashName(&symbol->variable(), mHashFunction, mNameMap)
                         << ArrayString(symbol->getType());
            }
        }
    
      private:
        TInfoSinkBase *mSink;
        ShHashFunction64 mHashFunction;
        NameMap *mNameMap;
        bool mInDefaultUniform;
    };
    
    constexpr ImmutableString kFlippedPointCoordName    = ImmutableString("flippedPointCoord");
    constexpr ImmutableString kFlippedFragCoordName     = ImmutableString("flippedFragCoord");
    constexpr ImmutableString kEmulatedDepthRangeParams = ImmutableString("ANGLEDepthRangeParams");
    constexpr ImmutableString kUniformsBlockName        = ImmutableString("ANGLEUniformBlock");
    constexpr ImmutableString kUniformsVarName          = ImmutableString("ANGLEUniforms");
    
    constexpr const char kViewport[]             = "viewport";
    constexpr const char kHalfRenderAreaHeight[] = "halfRenderAreaHeight";
    constexpr const char kViewportYScale[]       = "viewportYScale";
    constexpr const char kNegViewportYScale[]    = "negViewportYScale";
    constexpr const char kXfbActiveUnpaused[]    = "xfbActiveUnpaused";
    constexpr const char kXfbBufferOffsets[]     = "xfbBufferOffsets";
    constexpr const char kAcbBufferOffsets[]     = "acbBufferOffsets";
    constexpr const char kDepthRange[]           = "depthRange";
    
    constexpr size_t kNumGraphicsDriverUniforms                                                = 8;
    constexpr std::array<const char *, kNumGraphicsDriverUniforms> kGraphicsDriverUniformNames = {
        {kViewport, kHalfRenderAreaHeight, kViewportYScale, kNegViewportYScale, kXfbActiveUnpaused,
         kXfbBufferOffsets, kAcbBufferOffsets, kDepthRange}};
    
    constexpr size_t kNumComputeDriverUniforms                                               = 1;
    constexpr std::array<const char *, kNumComputeDriverUniforms> kComputeDriverUniformNames = {
        {kAcbBufferOffsets}};
    
    size_t FindFieldIndex(const TFieldList &fieldList, const char *fieldName)
    {
        for (size_t fieldIndex = 0; fieldIndex < fieldList.size(); ++fieldIndex)
        {
            if (strcmp(fieldList[fieldIndex]->name().data(), fieldName) == 0)
            {
                return fieldIndex;
            }
        }
        UNREACHABLE();
        return 0;
    }
    
    TIntermBinary *CreateDriverUniformRef(const TVariable *driverUniforms, const char *fieldName)
    {
        size_t fieldIndex =
            FindFieldIndex(driverUniforms->getType().getInterfaceBlock()->fields(), fieldName);
    
        TIntermSymbol *angleUniformsRef = new TIntermSymbol(driverUniforms);
        TConstantUnion *uniformIndex    = new TConstantUnion;
        uniformIndex->setIConst(static_cast<int>(fieldIndex));
        TIntermConstantUnion *indexRef =
            new TIntermConstantUnion(uniformIndex, *StaticType::GetBasic<EbtInt>());
        return new TIntermBinary(EOpIndexDirectInterfaceBlock, angleUniformsRef, indexRef);
    }
    
    // Replaces a builtin variable with a version that corrects the Y coordinate.
    void FlipBuiltinVariable(TIntermBlock *root,
                             TIntermSequence *insertSequence,
                             TIntermTyped *viewportYScale,
                             TSymbolTable *symbolTable,
                             const TVariable *builtin,
                             const ImmutableString &flippedVariableName,
                             TIntermTyped *pivot)
    {
        // Create a symbol reference to 'builtin'.
        TIntermSymbol *builtinRef = new TIntermSymbol(builtin);
    
        // Create a swizzle to "builtin.y"
        TVector<int> swizzleOffsetY = {1};
        TIntermSwizzle *builtinY = new TIntermSwizzle(builtinRef, swizzleOffsetY);
    
        // Create a symbol reference to our new variable that will hold the modified builtin.
        const TType *type = StaticType::GetForVec<EbtFloat>(
            EvqGlobal, static_cast<unsigned char>(builtin->getType().getNominalSize()));
        TVariable *replacementVar =
            new TVariable(symbolTable, flippedVariableName, type, SymbolType::AngleInternal);
        DeclareGlobalVariable(root, replacementVar);
        TIntermSymbol *flippedBuiltinRef = new TIntermSymbol(replacementVar);
    
        // Use this new variable instead of 'builtin' everywhere.
        ReplaceVariable(root, builtin, replacementVar);
    
        // Create the expression "(builtin.y - pivot) * viewportYScale + pivot
        TIntermBinary *removePivot = new TIntermBinary(EOpSub, builtinY, pivot);
        TIntermBinary *inverseY    = new TIntermBinary(EOpMul, removePivot, viewportYScale);
        TIntermBinary *plusPivot   = new TIntermBinary(EOpAdd, inverseY, pivot->deepCopy());
    
        // Create the corrected variable and copy the value of the original builtin.
        TIntermSequence *sequence = new TIntermSequence();
        sequence->push_back(builtinRef);
        TIntermAggregate *aggregate = TIntermAggregate::CreateConstructor(builtin->getType(), sequence);
        TIntermBinary *assignment   = new TIntermBinary(EOpInitialize, flippedBuiltinRef, aggregate);
    
        // Create an assignment to the replaced variable's y.
        TIntermSwizzle *correctedY = new TIntermSwizzle(flippedBuiltinRef, swizzleOffsetY);
        TIntermBinary *assignToY   = new TIntermBinary(EOpAssign, correctedY, plusPivot);
    
        // Add this assigment at the beginning of the main function
        insertSequence->insert(insertSequence->begin(), assignToY);
        insertSequence->insert(insertSequence->begin(), assignment);
    }
    
    TIntermSequence *GetMainSequence(TIntermBlock *root)
    {
        TIntermFunctionDefinition *main = FindMain(root);
        return main->getBody()->getSequence();
    }
    
    // Declares a new variable to replace gl_DepthRange, its values are fed from a driver uniform.
    void ReplaceGLDepthRangeWithDriverUniform(TIntermBlock *root,
                                              const TVariable *driverUniforms,
                                              TSymbolTable *symbolTable)
    {
        // Create a symbol reference to "gl_DepthRange"
        const TVariable *depthRangeVar = static_cast<const TVariable *>(
            symbolTable->findBuiltIn(ImmutableString("gl_DepthRange"), 0));
    
        // ANGLEUniforms.depthRange
        TIntermBinary *angleEmulatedDepthRangeRef = CreateDriverUniformRef(driverUniforms, kDepthRange);
    
        // Use this variable instead of gl_DepthRange everywhere.
        ReplaceVariableWithTyped(root, depthRangeVar, angleEmulatedDepthRangeRef);
    }
    
    // This operation performs the viewport depth translation needed by Vulkan. In GL the viewport
    // transformation is slightly different - see the GL 2.0 spec section "2.12.1 Controlling the
    // Viewport". In Vulkan the corresponding spec section is currently "23.4. Coordinate
    // Transformations".
    // The equations reduce to an expression:
    //
    //     z_vk = 0.5 * (w_gl + z_gl)
    //
    // where z_vk is the depth output of a Vulkan vertex shader and z_gl is the same for GL.
    void AppendVertexShaderDepthCorrectionToMain(TIntermBlock *root, TSymbolTable *symbolTable)
    {
        // Create a symbol reference to "gl_Position"
        const TVariable *position  = BuiltInVariable::gl_Position();
        TIntermSymbol *positionRef = new TIntermSymbol(position);
    
        // Create a swizzle to "gl_Position.z"
        TVector<int> swizzleOffsetZ = {2};
        TIntermSwizzle *positionZ = new TIntermSwizzle(positionRef, swizzleOffsetZ);
    
        // Create a constant "0.5"
        TIntermConstantUnion *oneHalf = CreateFloatNode(0.5f);
    
        // Create a swizzle to "gl_Position.w"
        TVector<int> swizzleOffsetW = {3};
        TIntermSwizzle *positionW = new TIntermSwizzle(positionRef->deepCopy(), swizzleOffsetW);
    
        // Create the expression "(gl_Position.z + gl_Position.w) * 0.5".
        TIntermBinary *zPlusW = new TIntermBinary(EOpAdd, positionZ->deepCopy(), positionW->deepCopy());
        TIntermBinary *halfZPlusW = new TIntermBinary(EOpMul, zPlusW, oneHalf->deepCopy());
    
        // Create the assignment "gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5"
        TIntermTyped *positionZLHS = positionZ->deepCopy();
        TIntermBinary *assignment  = new TIntermBinary(TOperator::EOpAssign, positionZLHS, halfZPlusW);
    
        // Append the assignment as a statement at the end of the shader.
        RunAtTheEndOfShader(root, assignment, symbolTable);
    }
    
    void AppendVertexShaderTransformFeedbackOutputToMain(TIntermBlock *root, TSymbolTable *symbolTable)
    {
        TVariable *xfbPlaceholder = new TVariable(symbolTable, ImmutableString("@@ XFB-OUT @@"),
                                                  new TType(), SymbolType::AngleInternal);
    
        // Append the assignment as a statement at the end of the shader.
        RunAtTheEndOfShader(root, new TIntermSymbol(xfbPlaceholder), symbolTable);
    }
    
    // The Add*DriverUniformsToShader operation adds an internal uniform block to a shader. The driver
    // block is used to implement Vulkan-specific features and workarounds. Returns the driver uniforms
    // variable.
    //
    // There are Graphics and Compute variations as they require different uniforms.
    const TVariable *AddGraphicsDriverUniformsToShader(TIntermBlock *root, TSymbolTable *symbolTable)
    {
        // Init the depth range type.
        TFieldList *depthRangeParamsFields = new TFieldList();
        depthRangeParamsFields->push_back(new TField(new TType(EbtFloat, EbpHigh, EvqGlobal, 1, 1),
                                                     ImmutableString("near"), TSourceLoc(),
                                                     SymbolType::AngleInternal));
        depthRangeParamsFields->push_back(new TField(new TType(EbtFloat, EbpHigh, EvqGlobal, 1, 1),
                                                     ImmutableString("far"), TSourceLoc(),
                                                     SymbolType::AngleInternal));
        depthRangeParamsFields->push_back(new TField(new TType(EbtFloat, EbpHigh, EvqGlobal, 1, 1),
                                                     ImmutableString("diff"), TSourceLoc(),
                                                     SymbolType::AngleInternal));
        depthRangeParamsFields->push_back(new TField(new TType(EbtFloat, EbpHigh, EvqGlobal, 1, 1),
                                                     ImmutableString("dummyPacker"), TSourceLoc(),
                                                     SymbolType::AngleInternal));
        TStructure *emulatedDepthRangeParams = new TStructure(
            symbolTable, kEmulatedDepthRangeParams, depthRangeParamsFields, SymbolType::AngleInternal);
        TType *emulatedDepthRangeType = new TType(emulatedDepthRangeParams, false);
    
        // Declare a global depth range variable.
        TVariable *depthRangeVar =
            new TVariable(symbolTable->nextUniqueId(), kEmptyImmutableString, SymbolType::Empty,
                          TExtension::UNDEFINED, emulatedDepthRangeType);
    
        DeclareGlobalVariable(root, depthRangeVar);
    
        // This field list mirrors the structure of GraphicsDriverUniforms in ContextVk.cpp.
        TFieldList *driverFieldList = new TFieldList;
    
        const std::array<TType *, kNumGraphicsDriverUniforms> kDriverUniformTypes = {{
            new TType(EbtFloat, 4),
            new TType(EbtFloat),
            new TType(EbtFloat),
            new TType(EbtFloat),
            new TType(EbtUInt),
            new TType(EbtInt, 4),
            new TType(EbtUInt, 4),
            emulatedDepthRangeType,
        }};
    
        for (size_t uniformIndex = 0; uniformIndex < kNumGraphicsDriverUniforms; ++uniformIndex)
        {
            TField *driverUniformField =
                new TField(kDriverUniformTypes[uniformIndex],
                           ImmutableString(kGraphicsDriverUniformNames[uniformIndex]), TSourceLoc(),
                           SymbolType::AngleInternal);
            driverFieldList->push_back(driverUniformField);
        }
    
        // Define a driver uniform block "ANGLEUniformBlock" with instance name "ANGLEUniforms".
        return DeclareInterfaceBlock(root, symbolTable, driverFieldList, EvqUniform,
                                     TMemoryQualifier::Create(), 0, kUniformsBlockName,
                                     kUniformsVarName);
    }
    
    const TVariable *AddComputeDriverUniformsToShader(TIntermBlock *root, TSymbolTable *symbolTable)
    {
        // This field list mirrors the structure of ComputeDriverUniforms in ContextVk.cpp.
        TFieldList *driverFieldList = new TFieldList;
    
        const std::array<TType *, kNumComputeDriverUniforms> kDriverUniformTypes = {{
            new TType(EbtUInt, 4),
        }};
    
        for (size_t uniformIndex = 0; uniformIndex < kNumComputeDriverUniforms; ++uniformIndex)
        {
            TField *driverUniformField =
                new TField(kDriverUniformTypes[uniformIndex],
                           ImmutableString(kComputeDriverUniformNames[uniformIndex]), TSourceLoc(),
                           SymbolType::AngleInternal);
            driverFieldList->push_back(driverUniformField);
        }
    
        // Define a driver uniform block "ANGLEUniformBlock" with instance name "ANGLEUniforms".
        return DeclareInterfaceBlock(root, symbolTable, driverFieldList, EvqUniform,
                                     TMemoryQualifier::Create(), 0, kUniformsBlockName,
                                     kUniformsVarName);
    }
    
    TIntermPreprocessorDirective *GenerateLineRasterIfDef()
    {
        return new TIntermPreprocessorDirective(
            PreprocessorDirective::Ifdef, ImmutableString("ANGLE_ENABLE_LINE_SEGMENT_RASTERIZATION"));
    }
    
    TIntermPreprocessorDirective *GenerateEndIf()
    {
        return new TIntermPreprocessorDirective(PreprocessorDirective::Endif, kEmptyImmutableString);
    }
    
    TVariable *AddANGLEPositionVaryingDeclaration(TIntermBlock *root,
                                                  TSymbolTable *symbolTable,
                                                  TQualifier qualifier)
    {
        TIntermSequence *insertSequence = new TIntermSequence;
    
        insertSequence->push_back(GenerateLineRasterIfDef());
    
        // Define a driver varying vec2 "ANGLEPosition".
        TType *varyingType               = new TType(EbtFloat, EbpMedium, qualifier, 4);
        TVariable *varyingVar            = new TVariable(symbolTable, ImmutableString("ANGLEPosition"),
                                              varyingType, SymbolType::AngleInternal);
        TIntermSymbol *varyingDeclarator = new TIntermSymbol(varyingVar);
        TIntermDeclaration *varyingDecl  = new TIntermDeclaration;
        varyingDecl->appendDeclarator(varyingDeclarator);
        insertSequence->push_back(varyingDecl);
    
        insertSequence->push_back(GenerateEndIf());
    
        // Insert the declarations before Main.
        size_t mainIndex = FindMainIndex(root);
        root->insertChildNodes(mainIndex, *insertSequence);
    
        return varyingVar;
    }
    
    void AddANGLEPositionVarying(TIntermBlock *root, TSymbolTable *symbolTable)
    {
        TVariable *anglePosition = AddANGLEPositionVaryingDeclaration(root, symbolTable, EvqVaryingOut);
    
        // Create an assignment "ANGLEPosition = gl_Position".
        const TVariable *position = BuiltInVariable::gl_Position();
        TIntermSymbol *varyingRef = new TIntermSymbol(anglePosition);
        TIntermBinary *assignment =
            new TIntermBinary(EOpAssign, varyingRef, new TIntermSymbol(position));
    
        // Ensure the assignment runs at the end of the main() function.
        TIntermFunctionDefinition *main = FindMain(root);
        TIntermBlock *mainBody          = main->getBody();
        mainBody->appendStatement(GenerateLineRasterIfDef());
        mainBody->appendStatement(assignment);
        mainBody->appendStatement(GenerateEndIf());
    }
    
    void InsertFragCoordCorrection(TIntermBlock *root,
                                   TIntermSequence *insertSequence,
                                   TSymbolTable *symbolTable,
                                   const TVariable *driverUniforms)
    {
        TIntermBinary *viewportYScale = CreateDriverUniformRef(driverUniforms, kViewportYScale);
        TIntermBinary *pivot          = CreateDriverUniformRef(driverUniforms, kHalfRenderAreaHeight);
        FlipBuiltinVariable(root, insertSequence, viewportYScale, symbolTable,
                            BuiltInVariable::gl_FragCoord(), kFlippedFragCoordName, pivot);
    }
    
    // This block adds OpenGL line segment rasterization emulation behind #ifdef guards.
    // OpenGL's simple rasterization algorithm is a strict subset of the pixels generated by the Vulkan
    // algorithm. Thus we can implement a shader patch that rejects pixels if they would not be
    // generated by the OpenGL algorithm. OpenGL's algorithm is similar to Bresenham's line algorithm.
    // It is implemented for each pixel by testing if the line segment crosses a small diamond inside
    // the pixel. See the OpenGL ES 2.0 spec section "3.4.1 Basic Line Segment Rasterization". Also
    // see the Vulkan spec section "24.6.1. Basic Line Segment Rasterization":
    // https://khronos.org/registry/vulkan/specs/1.0/html/vkspec.html#primsrast-lines-basic
    //
    // Using trigonometric math and the fact that we know the size of the diamond we can derive a
    // formula to test if the line segment crosses the pixel center. gl_FragCoord is used along with an
    // internal position varying to determine the inputs to the formula.
    //
    // The implementation of the test code is similar to the following pseudocode:
    //
    // void main()
    // {
    //     vec2 b = (((position.xy / position.w) * 0.5) + 0.5) * gl_Viewport.zw + gl_Viewport.xy;
    //     vec2 ba = abs(b - gl_FragCoord.xy);
    //     vec2 ba2 = 2.0 * (ba * ba);
    //     vec2 bp = ba2 + ba2.yx - ba;
    //     if (bp.x > epsilon && bp.y > epsilon)
    //         discard;
    //     <otherwise run fragment shader main>
    // }
    void AddLineSegmentRasterizationEmulation(TInfoSinkBase &sink,
                                              TIntermBlock *root,
                                              TSymbolTable *symbolTable,
                                              const TVariable *driverUniforms,
                                              bool usesFragCoord)
    {
        TVariable *anglePosition = AddANGLEPositionVaryingDeclaration(root, symbolTable, EvqVaryingIn);
    
        const TType *vec2Type = StaticType::GetBasic<EbtFloat, 2>();
    
        // Create a swizzle to "ANGLEUniforms.viewport.xy".
        TIntermBinary *viewportRef = CreateDriverUniformRef(driverUniforms, kViewport);
        TVector<int> swizzleOffsetXY = {0, 1};
        TIntermSwizzle *viewportXY = new TIntermSwizzle(viewportRef->deepCopy(), swizzleOffsetXY);
    
        // Create a swizzle to "ANGLEUniforms.viewport.zw".
        TVector<int> swizzleOffsetZW = {2, 3};
        TIntermSwizzle *viewportZW = new TIntermSwizzle(viewportRef, swizzleOffsetZW);
    
        // ANGLEPosition.xy / ANGLEPosition.w
        TIntermSymbol *position    = new TIntermSymbol(anglePosition);
        TIntermSwizzle *positionXY = new TIntermSwizzle(position, swizzleOffsetXY);
        TVector<int> swizzleOffsetW = {3};
        TIntermSwizzle *positionW  = new TIntermSwizzle(position->deepCopy(), swizzleOffsetW);
        TIntermBinary *positionNDC = new TIntermBinary(EOpDiv, positionXY, positionW);
    
        // ANGLEPosition * 0.5
        TIntermConstantUnion *oneHalf = CreateFloatNode(0.5f);
        TIntermBinary *halfPosition   = new TIntermBinary(EOpVectorTimesScalar, positionNDC, oneHalf);
    
        // (ANGLEPosition * 0.5) + 0.5
        TIntermBinary *offsetHalfPosition =
            new TIntermBinary(EOpAdd, halfPosition, oneHalf->deepCopy());
    
        // ((ANGLEPosition * 0.5) + 0.5) * ANGLEUniforms.viewport.zw
        TIntermBinary *scaledPosition = new TIntermBinary(EOpMul, offsetHalfPosition, viewportZW);
    
        // ((ANGLEPosition * 0.5) + 0.5) * ANGLEUniforms.viewport + ANGLEUniforms.viewport.xy
        TIntermBinary *windowPosition = new TIntermBinary(EOpAdd, scaledPosition, viewportXY);
    
        // Assign to a temporary "b".
        TVariable *bTemp          = CreateTempVariable(symbolTable, vec2Type);
        TIntermDeclaration *bDecl = CreateTempInitDeclarationNode(bTemp, windowPosition);
    
        // gl_FragCoord.xy
        const TVariable *fragCoord  = BuiltInVariable::gl_FragCoord();
        TIntermSymbol *fragCoordRef = new TIntermSymbol(fragCoord);
        TIntermSwizzle *fragCoordXY = new TIntermSwizzle(fragCoordRef, swizzleOffsetXY);
    
        // b - gl_FragCoord.xy
        TIntermSymbol *bRef           = CreateTempSymbolNode(bTemp);
        TIntermBinary *differenceExpr = new TIntermBinary(EOpSub, bRef, fragCoordXY);
    
        // abs(b - gl_FragCoord.xy)
        TIntermUnary *baAbs = new TIntermUnary(EOpAbs, differenceExpr, nullptr);
    
        // Assign to a temporary "ba".
        TVariable *baTemp          = CreateTempVariable(symbolTable, vec2Type);
        TIntermDeclaration *baDecl = CreateTempInitDeclarationNode(baTemp, baAbs);
        TIntermSymbol *ba          = CreateTempSymbolNode(baTemp);
    
        // ba * ba
        TIntermBinary *baSq = new TIntermBinary(EOpMul, ba, ba->deepCopy());
    
        // 2.0 * ba * ba
        TIntermTyped *two      = CreateFloatNode(2.0f);
        TIntermBinary *twoBaSq = new TIntermBinary(EOpVectorTimesScalar, baSq, two);
    
        // Assign to a temporary "ba2".
        TVariable *ba2Temp          = CreateTempVariable(symbolTable, vec2Type);
        TIntermDeclaration *ba2Decl = CreateTempInitDeclarationNode(ba2Temp, twoBaSq);
    
        // Create a swizzle to "ba2.yx".
        TVector<int> swizzleOffsetYX = {1, 0};
        TIntermSymbol *ba2    = CreateTempSymbolNode(ba2Temp);
        TIntermSwizzle *ba2YX = new TIntermSwizzle(ba2, swizzleOffsetYX);
    
        // ba2 + ba2.yx - ba
        TIntermBinary *ba2PlusBaYX2 = new TIntermBinary(EOpAdd, ba2->deepCopy(), ba2YX);
        TIntermBinary *bpInit       = new TIntermBinary(EOpSub, ba2PlusBaYX2, ba->deepCopy());
    
        // Assign to a temporary "bp".
        TVariable *bpTemp          = CreateTempVariable(symbolTable, vec2Type);
        TIntermDeclaration *bpDecl = CreateTempInitDeclarationNode(bpTemp, bpInit);
        TIntermSymbol *bp          = CreateTempSymbolNode(bpTemp);
    
        // Create a swizzle to "bp.x".
        TVector<int> swizzleOffsetX = {0};
        TIntermSwizzle *bpX = new TIntermSwizzle(bp, swizzleOffsetX);
    
        // Using a small epsilon value ensures that we don't suffer from numerical instability when
        // lines are exactly vertical or horizontal.
        static constexpr float kEpisilon = 0.00001f;
        TIntermConstantUnion *epsilon    = CreateFloatNode(kEpisilon);
    
        // bp.x > epsilon
        TIntermBinary *checkX = new TIntermBinary(EOpGreaterThan, bpX, epsilon);
    
        // Create a swizzle to "bp.y".
        TVector<int> swizzleOffsetY = {1};
        TIntermSwizzle *bpY = new TIntermSwizzle(bp->deepCopy(), swizzleOffsetY);
    
        // bp.y > epsilon
        TIntermBinary *checkY = new TIntermBinary(EOpGreaterThan, bpY, epsilon->deepCopy());
    
        // (bp.x > epsilon) && (bp.y > epsilon)
        TIntermBinary *checkXY = new TIntermBinary(EOpLogicalAnd, checkX, checkY);
    
        // discard
        TIntermBranch *discard     = new TIntermBranch(EOpKill, nullptr);
        TIntermBlock *discardBlock = new TIntermBlock;
        discardBlock->appendStatement(discard);
    
        // if ((bp.x > epsilon) && (bp.y > epsilon)) discard;
        TIntermIfElse *ifStatement = new TIntermIfElse(checkXY, discardBlock, nullptr);
    
        // Ensure the line raster code runs at the beginning of main().
        TIntermFunctionDefinition *main = FindMain(root);
        TIntermSequence *mainSequence   = main->getBody()->getSequence();
        ASSERT(mainSequence);
    
        std::array<TIntermNode *, 6> nodes = {
            {bDecl, baDecl, ba2Decl, bpDecl, ifStatement, GenerateEndIf()}};
        mainSequence->insert(mainSequence->begin(), nodes.begin(), nodes.end());
    
        // If the shader does not use frag coord, we should insert it inside the ifdef.
        if (!usesFragCoord)
        {
            InsertFragCoordCorrection(root, mainSequence, symbolTable, driverUniforms);
        }
    
        mainSequence->insert(mainSequence->begin(), GenerateLineRasterIfDef());
    }
    }  // anonymous namespace
    
    TranslatorVulkan::TranslatorVulkan(sh::GLenum type, ShShaderSpec spec)
        : TCompiler(type, spec, SH_GLSL_450_CORE_OUTPUT)
    {}
    
    void TranslatorVulkan::translate(TIntermBlock *root,
                                     ShCompileOptions compileOptions,
                                     PerformanceDiagnostics * /*perfDiagnostics*/)
    {
        TInfoSinkBase &sink = getInfoSink().obj;
        TOutputVulkanGLSL outputGLSL(sink, getArrayIndexClampingStrategy(), getHashFunction(),
                                     getNameMap(), &getSymbolTable(), getShaderType(),
                                     getShaderVersion(), getOutputType(), compileOptions);
    
        sink << "#version 450 core\n";
    
        if (compileOptions & SH_EMULATE_SEAMFUL_CUBE_MAP_SAMPLING_WITH_SUBGROUP_OP)
        {
            sink << "#extension GL_KHR_shader_subgroup_quad : require\n";
        }
    
        // Write out default uniforms into a uniform block assigned to a specific set/binding.
        int defaultUniformCount        = 0;
        int structTypesUsedForUniforms = 0;
        int atomicCounterCount         = 0;
        for (const auto &uniform : getUniforms())
        {
            if (!uniform.isBuiltIn() && uniform.staticUse && !gl::IsOpaqueType(uniform.type))
            {
                ++defaultUniformCount;
            }
    
            if (uniform.isStruct())
            {
                ++structTypesUsedForUniforms;
            }
    
            if (gl::IsAtomicCounterType(uniform.type))
            {
                ++atomicCounterCount;
            }
        }
    
        // TODO(lucferron): Refactor this function to do fewer tree traversals.
        // http://anglebug.com/2461
        if (structTypesUsedForUniforms > 0)
        {
            NameEmbeddedStructUniforms(root, &getSymbolTable());
    
            defaultUniformCount -= RewriteStructSamplers(root, &getSymbolTable());
    
            // We must declare the struct types before using them.
            DeclareStructTypesTraverser structTypesTraverser(&outputGLSL);
            root->traverse(&structTypesTraverser);
            structTypesTraverser.updateTree();
        }
    
        // Rewrite samplerCubes as sampler2DArrays.  This must be done after rewriting struct samplers
        // as it doesn't expect that.
        if (compileOptions & (SH_EMULATE_SEAMFUL_CUBE_MAP_SAMPLING |
                              SH_EMULATE_SEAMFUL_CUBE_MAP_SAMPLING_WITH_SUBGROUP_OP))
        {
            RewriteCubeMapSamplersAs2DArray(
                root, &getSymbolTable(), getShaderType() == GL_FRAGMENT_SHADER,
                compileOptions & SH_EMULATE_SEAMFUL_CUBE_MAP_SAMPLING_WITH_SUBGROUP_OP);
        }
    
        if (defaultUniformCount > 0)
        {
            sink << "\n@@ LAYOUT-defaultUniforms(std140) @@ uniform defaultUniforms\n{\n";
    
            DeclareDefaultUniformsTraverser defaultTraverser(&sink, getHashFunction(), &getNameMap());
            root->traverse(&defaultTraverser);
            defaultTraverser.updateTree();
    
            sink << "};\n";
        }
    
        const TVariable *driverUniforms;
        if (getShaderType() == GL_COMPUTE_SHADER)
        {
            driverUniforms = AddComputeDriverUniformsToShader(root, &getSymbolTable());
        }
        else
        {
            driverUniforms = AddGraphicsDriverUniformsToShader(root, &getSymbolTable());
        }
    
        if (atomicCounterCount > 0)
        {
            // ANGLEUniforms.acbBufferOffsets
            const TIntermBinary *acbBufferOffsets =
                CreateDriverUniformRef(driverUniforms, kAcbBufferOffsets);
    
            RewriteAtomicCounters(root, &getSymbolTable(), acbBufferOffsets);
        }
    
        if (getShaderType() != GL_COMPUTE_SHADER)
        {
            ReplaceGLDepthRangeWithDriverUniform(root, driverUniforms, &getSymbolTable());
        }
    
        // Declare gl_FragColor and glFragData as webgl_FragColor and webgl_FragData
        // if it's core profile shaders and they are used.
        if (getShaderType() == GL_FRAGMENT_SHADER)
        {
            bool usesPointCoord = false;
            bool usesFragCoord  = false;
    
            // Search for the gl_PointCoord usage, if its used, we need to flip the y coordinate.
            for (const Varying &inputVarying : mInputVaryings)
            {
                if (!inputVarying.isBuiltIn())
                {
                    continue;
                }
    
                if (inputVarying.name == "gl_PointCoord")
                {
                    usesPointCoord = true;
                    break;
                }
    
                if (inputVarying.name == "gl_FragCoord")
                {
                    usesFragCoord = true;
                    break;
                }
            }
    
            AddLineSegmentRasterizationEmulation(sink, root, &getSymbolTable(), driverUniforms,
                                                 usesFragCoord);
    
            bool hasGLFragColor = false;
            bool hasGLFragData  = false;
    
            for (const OutputVariable &outputVar : mOutputVariables)
            {
                if (outputVar.name == "gl_FragColor")
                {
                    ASSERT(!hasGLFragColor);
                    hasGLFragColor = true;
                    continue;
                }
                else if (outputVar.name == "gl_FragData")
                {
                    ASSERT(!hasGLFragData);
                    hasGLFragData = true;
                    continue;
                }
            }
            ASSERT(!(hasGLFragColor && hasGLFragData));
            if (hasGLFragColor)
            {
                sink << "layout(location = 0) out vec4 webgl_FragColor;\n";
            }
            if (hasGLFragData)
            {
                sink << "layout(location = 0) out vec4 webgl_FragData[gl_MaxDrawBuffers];\n";
            }
    
            if (usesPointCoord)
            {
                TIntermBinary *viewportYScale =
                    CreateDriverUniformRef(driverUniforms, kNegViewportYScale);
                TIntermConstantUnion *pivot = CreateFloatNode(0.5f);
                FlipBuiltinVariable(root, GetMainSequence(root), viewportYScale, &getSymbolTable(),
                                    BuiltInVariable::gl_PointCoord(), kFlippedPointCoordName, pivot);
            }
    
            if (usesFragCoord)
            {
                InsertFragCoordCorrection(root, GetMainSequence(root), &getSymbolTable(),
                                          driverUniforms);
            }
    
            {
                TIntermBinary *viewportYScale = CreateDriverUniformRef(driverUniforms, kViewportYScale);
                RewriteDfdy(root, getSymbolTable(), getShaderVersion(), viewportYScale);
            }
        }
        else if (getShaderType() == GL_VERTEX_SHADER)
        {
            AddANGLEPositionVarying(root, &getSymbolTable());
    
            // Add a macro to declare transform feedback buffers.
            sink << "@@ XFB-DECL @@\n\n";
    
            // Append a macro for transform feedback substitution prior to modifying depth.
            AppendVertexShaderTransformFeedbackOutputToMain(root, &getSymbolTable());
    
            // Append depth range translation to main.
            AppendVertexShaderDepthCorrectionToMain(root, &getSymbolTable());
        }
        else
        {
            ASSERT(getShaderType() == GL_COMPUTE_SHADER);
            EmitWorkGroupSizeGLSL(*this, sink);
        }
    
        // Write translated shader.
        root->traverse(&outputGLSL);
    }
    
    bool TranslatorVulkan::shouldFlattenPragmaStdglInvariantAll()
    {
        // Not necessary.
        return false;
    }
    
    }  // namespace sh