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

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  • Author : Olli Etuaho
    Date : 2017-07-14 11:49:36
    Hash : 2a1e8f95
    Message : Refer to GLSL extensions through TExtension enum Extensions are now referred to by enum values instead of strings most of the time. This gets rid of unnecessary copying of strings. The code is easier to work with than before as typoing the extension enum names will be caught by the compiler. BUG=angleproject:2147 TEST=angle_unittests Change-Id: Ifa61b9f86ef03211188fc23bc23a5ce4e4d8c390 Reviewed-on: https://chromium-review.googlesource.com/571002 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/compiler/translator/TranslatorGLSL.cpp
  • //
    // Copyright (c) 2002-2013 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/TranslatorGLSL.h"
    
    #include "angle_gl.h"
    #include "compiler/translator/BuiltInFunctionEmulatorGLSL.h"
    #include "compiler/translator/EmulatePrecision.h"
    #include "compiler/translator/ExtensionGLSL.h"
    #include "compiler/translator/OutputGLSL.h"
    #include "compiler/translator/RewriteTexelFetchOffset.h"
    #include "compiler/translator/RewriteUnaryMinusOperatorFloat.h"
    #include "compiler/translator/VersionGLSL.h"
    
    namespace sh
    {
    
    TranslatorGLSL::TranslatorGLSL(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output)
        : TCompiler(type, spec, output)
    {
    }
    
    void TranslatorGLSL::initBuiltInFunctionEmulator(BuiltInFunctionEmulator *emu,
                                                     ShCompileOptions compileOptions)
    {
        if (compileOptions & SH_EMULATE_ABS_INT_FUNCTION)
        {
            InitBuiltInAbsFunctionEmulatorForGLSLWorkarounds(emu, getShaderType());
        }
    
        if (compileOptions & SH_EMULATE_ISNAN_FLOAT_FUNCTION)
        {
            InitBuiltInIsnanFunctionEmulatorForGLSLWorkarounds(emu, getShaderVersion());
        }
    
        if (compileOptions & SH_EMULATE_ATAN2_FLOAT_FUNCTION)
        {
            InitBuiltInAtanFunctionEmulatorForGLSLWorkarounds(emu);
        }
    
        int targetGLSLVersion = ShaderOutputTypeToGLSLVersion(getOutputType());
        InitBuiltInFunctionEmulatorForGLSLMissingFunctions(emu, getShaderType(), targetGLSLVersion);
    }
    
    void TranslatorGLSL::translate(TIntermBlock *root, ShCompileOptions compileOptions)
    {
        TInfoSinkBase &sink = getInfoSink().obj;
    
        // Write GLSL version.
        writeVersion(root);
    
        // Write extension behaviour as needed
        writeExtensionBehavior(root, compileOptions);
    
        // Write pragmas after extensions because some drivers consider pragmas
        // like non-preprocessor tokens.
        writePragma(compileOptions);
    
        // If flattening the global invariant pragma, write invariant declarations for built-in
        // variables. It should be harmless to do this twice in the case that the shader also explicitly
        // did this. However, it's important to emit invariant qualifiers only for those built-in
        // variables that are actually used, to avoid affecting the behavior of the shader.
        if ((compileOptions & SH_FLATTEN_PRAGMA_STDGL_INVARIANT_ALL) != 0 &&
            getPragma().stdgl.invariantAll &&
            !sh::RemoveInvariant(getShaderType(), getShaderVersion(), getOutputType(), compileOptions))
        {
            ASSERT(wereVariablesCollected());
    
            switch (getShaderType())
            {
                case GL_VERTEX_SHADER:
                    sink << "invariant gl_Position;\n";
    
                    // gl_PointSize should be declared invariant in both ESSL 1.00 and 3.00 fragment
                    // shaders if it's statically referenced.
                    conditionallyOutputInvariantDeclaration("gl_PointSize");
                    break;
                case GL_FRAGMENT_SHADER:
                    // The preprocessor will reject this pragma if it's used in ESSL 3.00 fragment
                    // shaders, so we can use simple logic to determine whether to declare these
                    // variables invariant.
                    conditionallyOutputInvariantDeclaration("gl_FragCoord");
                    conditionallyOutputInvariantDeclaration("gl_PointCoord");
                    break;
                default:
                    // Currently not reached, but leave this in for future expansion.
                    ASSERT(false);
                    break;
            }
        }
    
        if ((compileOptions & SH_REWRITE_TEXELFETCHOFFSET_TO_TEXELFETCH) != 0)
        {
            sh::RewriteTexelFetchOffset(root, getSymbolTable(), getShaderVersion());
        }
    
        if ((compileOptions & SH_REWRITE_FLOAT_UNARY_MINUS_OPERATOR) != 0)
        {
            sh::RewriteUnaryMinusOperatorFloat(root);
        }
    
        bool precisionEmulation =
            getResources().WEBGL_debug_shader_precision && getPragma().debugShaderPrecision;
    
        if (precisionEmulation)
        {
            EmulatePrecision emulatePrecision(&getSymbolTable(), getShaderVersion());
            root->traverse(&emulatePrecision);
            emulatePrecision.updateTree();
            emulatePrecision.writeEmulationHelpers(sink, getShaderVersion(), getOutputType());
        }
    
        // Write emulated built-in functions if needed.
        if (!getBuiltInFunctionEmulator().isOutputEmpty())
        {
            sink << "// BEGIN: Generated code for built-in function emulation\n\n";
            sink << "#define emu_precision\n\n";
            getBuiltInFunctionEmulator().outputEmulatedFunctions(sink);
            sink << "// END: Generated code for built-in function emulation\n\n";
        }
    
        // Write array bounds clamping emulation if needed.
        getArrayBoundsClamper().OutputClampingFunctionDefinition(sink);
    
        // 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)
        {
            const bool mayHaveESSL1SecondaryOutputs =
                IsExtensionEnabled(getExtensionBehavior(), TExtension::EXT_blend_func_extended) &&
                getShaderVersion() == 100;
            const bool declareGLFragmentOutputs = IsGLSL130OrNewer(getOutputType());
    
            bool hasGLFragColor          = false;
            bool hasGLFragData           = false;
            bool hasGLSecondaryFragColor = false;
            bool hasGLSecondaryFragData  = false;
    
            for (const auto &outputVar : outputVariables)
            {
                if (declareGLFragmentOutputs)
                {
                    if (outputVar.name == "gl_FragColor")
                    {
                        ASSERT(!hasGLFragColor);
                        hasGLFragColor = true;
                        continue;
                    }
                    else if (outputVar.name == "gl_FragData")
                    {
                        ASSERT(!hasGLFragData);
                        hasGLFragData = true;
                        continue;
                    }
                }
                if (mayHaveESSL1SecondaryOutputs)
                {
                    if (outputVar.name == "gl_SecondaryFragColorEXT")
                    {
                        ASSERT(!hasGLSecondaryFragColor);
                        hasGLSecondaryFragColor = true;
                        continue;
                    }
                    else if (outputVar.name == "gl_SecondaryFragDataEXT")
                    {
                        ASSERT(!hasGLSecondaryFragData);
                        hasGLSecondaryFragData = true;
                        continue;
                    }
                }
            }
            ASSERT(!((hasGLFragColor || hasGLSecondaryFragColor) &&
                     (hasGLFragData || hasGLSecondaryFragData)));
            if (hasGLFragColor)
            {
                sink << "out vec4 webgl_FragColor;\n";
            }
            if (hasGLFragData)
            {
                sink << "out vec4 webgl_FragData[gl_MaxDrawBuffers];\n";
            }
            if (hasGLSecondaryFragColor)
            {
                sink << "out vec4 angle_SecondaryFragColor;\n";
            }
            if (hasGLSecondaryFragData)
            {
                sink << "out vec4 angle_SecondaryFragData[" << getResources().MaxDualSourceDrawBuffers
                     << "];\n";
            }
        }
    
        if (getShaderType() == GL_COMPUTE_SHADER && isComputeShaderLocalSizeDeclared())
        {
            const sh::WorkGroupSize &localSize = getComputeShaderLocalSize();
            sink << "layout (local_size_x=" << localSize[0] << ", local_size_y=" << localSize[1]
                 << ", local_size_z=" << localSize[2] << ") in;\n";
        }
    
        if (getShaderType() == GL_GEOMETRY_SHADER_OES)
        {
            WriteGeometryShaderLayoutQualifiers(
                sink, getGeometryShaderInputPrimitiveType(), getGeometryShaderInvocations(),
                getGeometryShaderOutputPrimitiveType(), getGeometryShaderMaxVertices());
        }
    
        // Write translated shader.
        TOutputGLSL outputGLSL(sink, getArrayIndexClampingStrategy(), getHashFunction(), getNameMap(),
                               &getSymbolTable(), getShaderType(), getShaderVersion(), getOutputType(),
                               compileOptions);
    
        if (compileOptions & SH_TRANSLATE_VIEWID_OVR_TO_UNIFORM)
        {
            TName uniformName(TString("ViewID_OVR"));
            uniformName.setInternal(true);
            sink << "uniform int " << outputGLSL.hashName(uniformName) << ";\n";
        }
    
        root->traverse(&outputGLSL);
    }
    
    bool TranslatorGLSL::shouldFlattenPragmaStdglInvariantAll()
    {
        // Required when outputting to any GLSL version greater than 1.20, but since ANGLE doesn't
        // translate to that version, return true for the next higher version.
        return IsGLSL130OrNewer(getOutputType());
    }
    
    bool TranslatorGLSL::shouldCollectVariables(ShCompileOptions compileOptions)
    {
        return (compileOptions & SH_FLATTEN_PRAGMA_STDGL_INVARIANT_ALL) ||
               TCompiler::shouldCollectVariables(compileOptions);
    }
    
    void TranslatorGLSL::writeVersion(TIntermNode *root)
    {
        TVersionGLSL versionGLSL(getShaderType(), getPragma(), getOutputType());
        root->traverse(&versionGLSL);
        int version = versionGLSL.getVersion();
        // We need to write version directive only if it is greater than 110.
        // If there is no version directive in the shader, 110 is implied.
        if (version > 110)
        {
            TInfoSinkBase &sink = getInfoSink().obj;
            sink << "#version " << version << "\n";
        }
    }
    
    void TranslatorGLSL::writeExtensionBehavior(TIntermNode *root, ShCompileOptions compileOptions)
    {
        TInfoSinkBase &sink                   = getInfoSink().obj;
        const TExtensionBehavior &extBehavior = getExtensionBehavior();
        for (const auto &iter : extBehavior)
        {
            if (iter.second == EBhUndefined)
            {
                continue;
            }
    
            if (getOutputType() == SH_GLSL_COMPATIBILITY_OUTPUT)
            {
                // For GLSL output, we don't need to emit most extensions explicitly,
                // but some we need to translate in GL compatibility profile.
                if (iter.first == TExtension::EXT_shader_texture_lod)
                {
                    sink << "#extension GL_ARB_shader_texture_lod : " << GetBehaviorString(iter.second)
                         << "\n";
                }
    
                if (iter.first == TExtension::EXT_draw_buffers)
                {
                    sink << "#extension GL_ARB_draw_buffers : " << GetBehaviorString(iter.second)
                         << "\n";
                }
    
                if (iter.first == TExtension::OES_geometry_shader)
                {
                    sink << "#extension GL_ARB_geometry_shader4 : " << GetBehaviorString(iter.second)
                         << "\n";
                }
            }
    
            const bool isMultiview = (iter.first == TExtension::OVR_multiview);
            if (isMultiview && getShaderType() == GL_VERTEX_SHADER &&
                (compileOptions & SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER) != 0u)
            {
                // Emit the NV_viewport_array2 extension in a vertex shader if the
                // SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER option is set and the OVR_multiview(2)
                // extension is requested.
                sink << "#extension GL_NV_viewport_array2 : require\n";
            }
        }
    
        // GLSL ES 3 explicit location qualifiers need to use an extension before GLSL 330
        if (getShaderVersion() >= 300 && getOutputType() < SH_GLSL_330_CORE_OUTPUT &&
            getShaderType() != GL_COMPUTE_SHADER)
        {
            sink << "#extension GL_ARB_explicit_attrib_location : require\n";
        }
    
        // Need to enable gpu_shader5 to have index constant sampler array indexing
        if (getOutputType() != SH_ESSL_OUTPUT && getOutputType() < SH_GLSL_400_CORE_OUTPUT &&
            getShaderVersion() == 100)
        {
            // Don't use "require" on to avoid breaking WebGL 1 on drivers that silently
            // support index constant sampler array indexing, but don't have the extension or
            // on drivers that don't have the extension at all as it would break WebGL 1 for
            // some users.
            sink << "#extension GL_ARB_gpu_shader5 : enable\n";
        }
    
        TExtensionGLSL extensionGLSL(getOutputType());
        root->traverse(&extensionGLSL);
    
        for (const auto &ext : extensionGLSL.getEnabledExtensions())
        {
            sink << "#extension " << ext << " : enable\n";
        }
        for (const auto &ext : extensionGLSL.getRequiredExtensions())
        {
            sink << "#extension " << ext << " : require\n";
        }
    }
    
    void TranslatorGLSL::conditionallyOutputInvariantDeclaration(const char *builtinVaryingName)
    {
        if (isVaryingDefined(builtinVaryingName))
        {
            TInfoSinkBase &sink = getInfoSink().obj;
            sink << "invariant " << builtinVaryingName << ";\n";
        }
    }
    
    }  // namespace sh