Edit

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

Branch :

  • Show log

    Commit

  • Author : Olli Etuaho
    Date : 2017-07-21 16:52:03
    Hash : 2d88e9bc
    Message : Guarantee that symbol nodes get unique ids The code is refactored so that symbol nodes can only be initialized with an unique id object. This prevents accidentally forgetting to create an id for a symbol node. This opens up possibilities for future optimization: For example the names and types of symbols could be stored in a central location inside the SymbolTable, and TIntermSymbol nodes would only need to store the symbol id. The symbol id could be used to look up the name and type of the node. BUG=angleproject:1490 TEST=angle_unittests Change-Id: Ib8c8675d31493037a5a28c7b36bb9d1113cc10f6 Reviewed-on: https://chromium-review.googlesource.com/580955 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>

  • src/compiler/translator/TranslatorHLSL.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/TranslatorHLSL.h"
    
    #include "compiler/translator/AddDefaultReturnStatements.h"
    #include "compiler/translator/ArrayReturnValueToOutParameter.h"
    #include "compiler/translator/BreakVariableAliasingInInnerLoops.h"
    #include "compiler/translator/EmulatePrecision.h"
    #include "compiler/translator/ExpandIntegerPowExpressions.h"
    #include "compiler/translator/IntermNodePatternMatcher.h"
    #include "compiler/translator/OutputHLSL.h"
    #include "compiler/translator/RemoveDynamicIndexing.h"
    #include "compiler/translator/RemoveNoOpCasesFromEndOfSwitchStatements.h"
    #include "compiler/translator/RewriteElseBlocks.h"
    #include "compiler/translator/RewriteTexelFetchOffset.h"
    #include "compiler/translator/RewriteUnaryMinusOperatorInt.h"
    #include "compiler/translator/SeparateArrayInitialization.h"
    #include "compiler/translator/SeparateDeclarations.h"
    #include "compiler/translator/SeparateExpressionsReturningArrays.h"
    #include "compiler/translator/SimplifyLoopConditions.h"
    #include "compiler/translator/SplitSequenceOperator.h"
    #include "compiler/translator/UnfoldShortCircuitToIf.h"
    #include "compiler/translator/WrapSwitchStatementsInBlocks.h"
    
    namespace sh
    {
    
    TranslatorHLSL::TranslatorHLSL(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output)
        : TCompiler(type, spec, output)
    {
    }
    
    void TranslatorHLSL::translate(TIntermBlock *root, ShCompileOptions compileOptions)
    {
        const ShBuiltInResources &resources = getResources();
        int numRenderTargets                = resources.EXT_draw_buffers ? resources.MaxDrawBuffers : 1;
    
        sh::AddDefaultReturnStatements(root);
    
        // Note that SimplifyLoopConditions needs to be run before any other AST transformations that
        // may need to generate new statements from loop conditions or loop expressions.
        // Note that SeparateDeclarations has already been run in TCompiler::compileTreeImpl().
        SimplifyLoopConditions(root,
                               IntermNodePatternMatcher::kExpressionReturningArray |
                                   IntermNodePatternMatcher::kUnfoldedShortCircuitExpression |
                                   IntermNodePatternMatcher::kDynamicIndexingOfVectorOrMatrixInLValue,
                               &getSymbolTable(), getShaderVersion());
    
        SplitSequenceOperator(root,
                              IntermNodePatternMatcher::kExpressionReturningArray |
                                  IntermNodePatternMatcher::kUnfoldedShortCircuitExpression |
                                  IntermNodePatternMatcher::kDynamicIndexingOfVectorOrMatrixInLValue,
                              &getSymbolTable(), getShaderVersion());
    
        // Note that SeparateDeclarations needs to be run before UnfoldShortCircuitToIf.
        UnfoldShortCircuitToIf(root, &getSymbolTable());
    
        SeparateExpressionsReturningArrays(root, &getSymbolTable());
    
        // Note that SeparateDeclarations needs to be run before SeparateArrayInitialization.
        SeparateArrayInitialization(root);
    
        // HLSL doesn't support arrays as return values, we'll need to make functions that have an array
        // as a return value to use an out parameter to transfer the array data instead.
        ArrayReturnValueToOutParameter(root, &getSymbolTable());
    
        if (!shouldRunLoopAndIndexingValidation(compileOptions))
        {
            // HLSL doesn't support dynamic indexing of vectors and matrices.
            RemoveDynamicIndexing(root, &getSymbolTable(), getShaderVersion());
        }
    
        // Work around D3D9 bug that would manifest in vertex shaders with selection blocks which
        // use a vertex attribute as a condition, and some related computation in the else block.
        if (getOutputType() == SH_HLSL_3_0_OUTPUT && getShaderType() == GL_VERTEX_SHADER)
        {
            sh::RewriteElseBlocks(root, &getSymbolTable());
        }
    
        // Work around an HLSL compiler frontend aliasing optimization bug.
        // TODO(cwallez) The date is 2016-08-25, Microsoft said the bug would be fixed
        // in the next release of d3dcompiler.dll, it would be nice to detect the DLL
        // version and only apply the workaround if it is too old.
        sh::BreakVariableAliasingInInnerLoops(root);
    
        // WrapSwitchStatementsInBlocks should be called after any AST transformations that might
        // introduce variable declarations inside the main scope of any switch statement.
        if (WrapSwitchStatementsInBlocks(root))
        {
            // The WrapSwitchStatementsInBlocks step might introduce new no-op cases to the end of
            // switch statements, so make sure to clean up the AST.
            RemoveNoOpCasesFromEndOfSwitchStatements(root, &getSymbolTable());
        }
    
        bool precisionEmulation =
            getResources().WEBGL_debug_shader_precision && getPragma().debugShaderPrecision;
    
        if (precisionEmulation)
        {
            EmulatePrecision emulatePrecision(&getSymbolTable(), getShaderVersion());
            root->traverse(&emulatePrecision);
            emulatePrecision.updateTree();
            emulatePrecision.writeEmulationHelpers(getInfoSink().obj, getShaderVersion(),
                                                   getOutputType());
        }
    
        if ((compileOptions & SH_EXPAND_SELECT_HLSL_INTEGER_POW_EXPRESSIONS) != 0)
        {
            sh::ExpandIntegerPowExpressions(root, &getSymbolTable());
        }
    
        if ((compileOptions & SH_REWRITE_TEXELFETCHOFFSET_TO_TEXELFETCH) != 0)
        {
            sh::RewriteTexelFetchOffset(root, getSymbolTable(), getShaderVersion());
        }
    
        if (((compileOptions & SH_REWRITE_INTEGER_UNARY_MINUS_OPERATOR) != 0) &&
            getShaderType() == GL_VERTEX_SHADER)
        {
            sh::RewriteUnaryMinusOperatorInt(root);
        }
    
        sh::OutputHLSL outputHLSL(getShaderType(), getShaderVersion(), getExtensionBehavior(),
                                  getSourcePath(), getOutputType(), numRenderTargets, getUniforms(),
                                  compileOptions, &getSymbolTable());
    
        outputHLSL.output(root, getInfoSink().obj);
    
        mUniformBlockRegisterMap   = outputHLSL.getUniformBlockRegisterMap();
        mUniformRegisterMap        = outputHLSL.getUniformRegisterMap();
    }
    
    bool TranslatorHLSL::shouldFlattenPragmaStdglInvariantAll()
    {
        // Not necessary when translating to HLSL.
        return false;
    }
    
    bool TranslatorHLSL::hasUniformBlock(const std::string &uniformBlockName) const
    {
        return (mUniformBlockRegisterMap.count(uniformBlockName) > 0);
    }
    
    unsigned int TranslatorHLSL::getUniformBlockRegister(const std::string &uniformBlockName) const
    {
        ASSERT(hasUniformBlock(uniformBlockName));
        return mUniformBlockRegisterMap.find(uniformBlockName)->second;
    }
    
    const std::map<std::string, unsigned int> *TranslatorHLSL::getUniformRegisterMap() const
    {
        return &mUniformRegisterMap;
    }
    
    }  // namespace sh