Hash :
5fec7ab2
Author :
Date :
2018-04-04T11:58:33
Identify functions by unique id in BuiltInFunctionEmulator Now that unique ids of all builtins are compile-time constants, we can use them to look up functions in BuiltInFunctionEmulator. This is simpler than using a custom struct with the name and parameters for identifying functions. This requires that we store a reference to a TFunction in those TIntermUnary nodes that were created based on a function. This decreases shader_translator binary size by about 6 KB on Windows. BUG=angleproject:2267 BUG=chromium:823856 TEST=angle_unittests Change-Id: Idd5a00c772c6f26dd36fdbbfbe161d22ab27c2fe Reviewed-on: https://chromium-review.googlesource.com/995372 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42
//
// 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.
//
// SymbolUniqueId.h: Encapsulates a unique id for a symbol.
#ifndef COMPILER_TRANSLATOR_SYMBOLUNIQUEID_H_
#define COMPILER_TRANSLATOR_SYMBOLUNIQUEID_H_
#include "compiler/translator/Common.h"
namespace sh
{
class TSymbolTable;
class TSymbol;
class TSymbolUniqueId
{
public:
POOL_ALLOCATOR_NEW_DELETE();
explicit TSymbolUniqueId(const TSymbol &symbol);
constexpr TSymbolUniqueId(const TSymbolUniqueId &) = default;
TSymbolUniqueId &operator=(const TSymbolUniqueId &);
bool operator==(const TSymbolUniqueId &) const;
constexpr int get() const { return mId; }
private:
friend class TSymbolTable;
explicit TSymbolUniqueId(TSymbolTable *symbolTable);
friend class BuiltInId;
constexpr TSymbolUniqueId(int staticId) : mId(staticId) {}
int mId;
};
} // namespace sh
#endif // COMPILER_TRANSLATOR_SYMBOLUNIQUEID_H_