Hash :
d4b5054d
Author :
Date :
2015-09-28T12:19:26
compiler: Rewrite do-while loops as while loops This works around a Mac driver shader compiler bug that makes many do-while loops cause GPU-hangs when ran. BUG=angleproject:891 Change-Id: I29828d6ea9e887ad0ed0c577f1deb41fb632a900 Reviewed-on: https://chromium-review.googlesource.com/302465 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Corentin Wallez <cwallez@chromium.org>
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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.
//
#include "compiler/translator/TranslatorESSL.h"
#include "compiler/translator/BuiltInFunctionEmulatorGLSL.h"
#include "compiler/translator/EmulatePrecision.h"
#include "compiler/translator/RecordConstantPrecision.h"
#include "compiler/translator/OutputESSL.h"
#include "angle_gl.h"
TranslatorESSL::TranslatorESSL(sh::GLenum type, ShShaderSpec spec)
: TCompiler(type, spec, SH_ESSL_OUTPUT)
{
}
void TranslatorESSL::initBuiltInFunctionEmulator(BuiltInFunctionEmulator *emu, int compileOptions)
{
if (compileOptions & SH_EMULATE_BUILT_IN_FUNCTIONS)
{
InitBuiltInFunctionEmulatorForGLSLWorkarounds(emu, getShaderType());
}
}
void TranslatorESSL::translate(TIntermNode *root, int) {
TInfoSinkBase& sink = getInfoSink().obj;
int shaderVer = getShaderVersion();
if (shaderVer > 100)
{
sink << "#version " << shaderVer << " es\n";
}
writePragma();
// Write built-in extension behaviors.
writeExtensionBehavior();
bool precisionEmulation = getResources().WEBGL_debug_shader_precision && getPragma().debugShaderPrecision;
if (precisionEmulation)
{
EmulatePrecision emulatePrecision(getSymbolTable(), shaderVer);
root->traverse(&emulatePrecision);
emulatePrecision.updateTree();
emulatePrecision.writeEmulationHelpers(sink, SH_ESSL_OUTPUT);
}
RecordConstantPrecision(root, getTemporaryIndex());
// Write emulated built-in functions if needed.
if (!getBuiltInFunctionEmulator().IsOutputEmpty())
{
sink << "// BEGIN: Generated code for built-in function emulation\n\n";
if (getShaderType() == GL_FRAGMENT_SHADER)
{
sink << "#if defined(GL_FRAGMENT_PRECISION_HIGH)\n"
<< "#define webgl_emu_precision highp\n"
<< "#else\n"
<< "#define webgl_emu_precision mediump\n"
<< "#endif\n\n";
}
else
{
sink << "#define webgl_emu_precision highp\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);
// Write translated shader.
TOutputESSL outputESSL(sink, getArrayIndexClampingStrategy(), getHashFunction(), getNameMap(),
getSymbolTable(), shaderVer, precisionEmulation);
root->traverse(&outputESSL);
}
void TranslatorESSL::writeExtensionBehavior() {
TInfoSinkBase& sink = getInfoSink().obj;
const TExtensionBehavior& extBehavior = getExtensionBehavior();
for (TExtensionBehavior::const_iterator iter = extBehavior.begin();
iter != extBehavior.end(); ++iter) {
if (iter->second != EBhUndefined) {
if (getResources().NV_shader_framebuffer_fetch && iter->first == "GL_EXT_shader_framebuffer_fetch") {
sink << "#extension GL_NV_shader_framebuffer_fetch : "
<< getBehaviorString(iter->second) << "\n";
} else if (getResources().NV_draw_buffers && iter->first == "GL_EXT_draw_buffers") {
sink << "#extension GL_NV_draw_buffers : "
<< getBehaviorString(iter->second) << "\n";
} else {
sink << "#extension " << iter->first << " : "
<< getBehaviorString(iter->second) << "\n";
}
}
}
}