Hash :
8efc5ad5
Author :
Date :
2015-03-03T17:21:10
Initialize BuiltInFunctionEmulator outside Compiler This moves GLSL output specific code from the Compiler class to the GLSL/ESSL translators. BUG=angleproject:865 Change-Id: I2d552e9cdb41f7d8ddfee7b0249a99d629a6d7d7 Reviewed-on: https://chromium-review.googlesource.com/255471 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Olli Etuaho <oetuaho@nvidia.com>
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//
// 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.
//
#ifndef COMPILER_TRANSLATOR_COMPILER_H_
#define COMPILER_TRANSLATOR_COMPILER_H_
//
// Machine independent part of the compiler private objects
// sent as ShHandle to the driver.
//
// This should not be included by driver code.
//
#include "compiler/translator/BuiltInFunctionEmulator.h"
#include "compiler/translator/ExtensionBehavior.h"
#include "compiler/translator/HashNames.h"
#include "compiler/translator/InfoSink.h"
#include "compiler/translator/Pragma.h"
#include "compiler/translator/SymbolTable.h"
#include "compiler/translator/VariableInfo.h"
#include "third_party/compiler/ArrayBoundsClamper.h"
class TCompiler;
class TDependencyGraph;
#ifdef ANGLE_ENABLE_HLSL
class TranslatorHLSL;
#endif // ANGLE_ENABLE_HLSL
//
// Helper function to identify specs that are based on the WebGL spec,
// like the CSS Shaders spec.
//
bool IsWebGLBasedSpec(ShShaderSpec spec);
//
// The base class used to back handles returned to the driver.
//
class TShHandleBase {
public:
TShHandleBase();
virtual ~TShHandleBase();
virtual TCompiler* getAsCompiler() { return 0; }
#ifdef ANGLE_ENABLE_HLSL
virtual TranslatorHLSL* getAsTranslatorHLSL() { return 0; }
#endif // ANGLE_ENABLE_HLSL
protected:
// Memory allocator. Allocates and tracks memory required by the compiler.
// Deallocates all memory when compiler is destructed.
TPoolAllocator allocator;
};
//
// The base class for the machine dependent compiler to derive from
// for managing object code from the compile.
//
class TCompiler : public TShHandleBase
{
public:
TCompiler(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output);
virtual ~TCompiler();
virtual TCompiler* getAsCompiler() { return this; }
bool Init(const ShBuiltInResources& resources);
// compileTreeForTesting should be used only when tests require access to
// the AST. Users of this function need to manually manage the global pool
// allocator. Returns NULL whenever there are compilation errors.
TIntermNode *compileTreeForTesting(const char* const shaderStrings[],
size_t numStrings, int compileOptions);
bool compile(const char* const shaderStrings[],
size_t numStrings, int compileOptions);
// Get results of the last compilation.
int getShaderVersion() const { return shaderVersion; }
TInfoSink& getInfoSink() { return infoSink; }
const std::vector<sh::Attribute> &getAttributes() const { return attributes; }
const std::vector<sh::Attribute> &getOutputVariables() const { return outputVariables; }
const std::vector<sh::Uniform> &getUniforms() const { return uniforms; }
const std::vector<sh::Varying> &getVaryings() const { return varyings; }
const std::vector<sh::InterfaceBlock> &getInterfaceBlocks() const { return interfaceBlocks; }
ShHashFunction64 getHashFunction() const { return hashFunction; }
NameMap& getNameMap() { return nameMap; }
TSymbolTable& getSymbolTable() { return symbolTable; }
ShShaderSpec getShaderSpec() const { return shaderSpec; }
ShShaderOutput getOutputType() const { return outputType; }
const std::string &getBuiltInResourcesString() const { return builtInResourcesString; }
// Get the resources set by InitBuiltInSymbolTable
const ShBuiltInResources& getResources() const;
protected:
sh::GLenum getShaderType() const { return shaderType; }
// Initialize symbol-table with built-in symbols.
bool InitBuiltInSymbolTable(const ShBuiltInResources& resources);
// Compute the string representation of the built-in resources
void setResourceString();
// Clears the results from the previous compilation.
void clearResults();
// Return true if function recursion is detected or call depth exceeded.
bool detectCallDepth(TIntermNode* root, TInfoSink& infoSink, bool limitCallStackDepth);
// Returns true if a program has no conflicting or missing fragment outputs
bool validateOutputs(TIntermNode* root);
// Rewrites a shader's intermediate tree according to the CSS Shaders spec.
void rewriteCSSShader(TIntermNode* root);
// Returns true if the given shader does not exceed the minimum
// functionality mandated in GLSL 1.0 spec Appendix A.
bool validateLimitations(TIntermNode* root);
// Collect info for all attribs, uniforms, varyings.
void collectVariables(TIntermNode* root);
// Add emulated functions to the built-in function emulator.
virtual void initBuiltInFunctionEmulator(BuiltInFunctionEmulator *emu, int compileOptions) {};
// Translate to object code.
virtual void translate(TIntermNode *root, int compileOptions) = 0;
// Returns true if, after applying the packing rules in the GLSL 1.017 spec
// Appendix A, section 7, the shader does not use too many uniforms.
bool enforcePackingRestrictions();
// Insert statements to initialize varyings without static use in the beginning
// of main(). It is to work around a Mac driver where such varyings in a vertex
// shader may be optimized out incorrectly at compile time, causing a link failure.
// This function should only be applied to vertex shaders.
void initializeVaryingsWithoutStaticUse(TIntermNode* root);
// Insert gl_Position = vec4(0,0,0,0) to the beginning of main().
// It is to work around a Linux driver bug where missing this causes compile failure
// while spec says it is allowed.
// This function should only be applied to vertex shaders.
void initializeGLPosition(TIntermNode* root);
// Returns true if the shader passes the restrictions that aim to prevent timing attacks.
bool enforceTimingRestrictions(TIntermNode* root, bool outputGraph);
// Returns true if the shader does not use samplers.
bool enforceVertexShaderTimingRestrictions(TIntermNode* root);
// Returns true if the shader does not use sampler dependent values to affect control
// flow or in operations whose time can depend on the input values.
bool enforceFragmentShaderTimingRestrictions(const TDependencyGraph& graph);
// Return true if the maximum expression complexity is below the limit.
bool limitExpressionComplexity(TIntermNode* root);
// Get built-in extensions with default behavior.
const TExtensionBehavior& getExtensionBehavior() const;
const char *getSourcePath() const;
const TPragma& getPragma() const { return mPragma; }
void writePragma();
const ArrayBoundsClamper& getArrayBoundsClamper() const;
ShArrayIndexClampingStrategy getArrayIndexClampingStrategy() const;
const BuiltInFunctionEmulator& getBuiltInFunctionEmulator() const;
std::vector<sh::Attribute> attributes;
std::vector<sh::Attribute> outputVariables;
std::vector<sh::Uniform> uniforms;
std::vector<sh::ShaderVariable> expandedUniforms;
std::vector<sh::Varying> varyings;
std::vector<sh::InterfaceBlock> interfaceBlocks;
private:
TIntermNode *compileTreeImpl(const char* const shaderStrings[],
size_t numStrings, int compileOptions);
sh::GLenum shaderType;
ShShaderSpec shaderSpec;
ShShaderOutput outputType;
int maxUniformVectors;
int maxExpressionComplexity;
int maxCallStackDepth;
ShBuiltInResources compileResources;
std::string builtInResourcesString;
// Built-in symbol table for the given language, spec, and resources.
// It is preserved from compile-to-compile.
TSymbolTable symbolTable;
// Built-in extensions with default behavior.
TExtensionBehavior extensionBehavior;
bool fragmentPrecisionHigh;
ArrayBoundsClamper arrayBoundsClamper;
ShArrayIndexClampingStrategy clampingStrategy;
BuiltInFunctionEmulator builtInFunctionEmulator;
// Results of compilation.
int shaderVersion;
TInfoSink infoSink; // Output sink.
const char *mSourcePath; // Path of source file or NULL
// name hashing.
ShHashFunction64 hashFunction;
NameMap nameMap;
TPragma mPragma;
};
//
// This is the interface between the machine independent code
// and the machine dependent code.
//
// The machine dependent code should derive from the classes
// above. Then Construct*() and Delete*() will create and
// destroy the machine dependent objects, which contain the
// above machine independent information.
//
TCompiler* ConstructCompiler(
sh::GLenum type, ShShaderSpec spec, ShShaderOutput output);
void DeleteCompiler(TCompiler*);
#endif // COMPILER_TRANSLATOR_COMPILER_H_