Beispiel #1
0
void TranslatorESSL::translate(TIntermBlock *root,
                               ShCompileOptions compileOptions,
                               PerformanceDiagnostics * /*perfDiagnostics*/)
{
    TInfoSinkBase &sink = getInfoSink().obj;

    int shaderVer = getShaderVersion();
    if (shaderVer > 100)
    {
        sink << "#version " << shaderVer << " es\n";
    }

    // Write built-in extension behaviors.
    writeExtensionBehavior(compileOptions);

    // Write pragmas after extensions because some drivers consider pragmas
    // like non-preprocessor tokens.
    writePragma(compileOptions);

    bool precisionEmulation =
        getResources().WEBGL_debug_shader_precision && getPragma().debugShaderPrecision;

    if (precisionEmulation)
    {
        EmulatePrecision emulatePrecision(&getSymbolTable());
        root->traverse(&emulatePrecision);
        emulatePrecision.updateTree();
        emulatePrecision.writeEmulationHelpers(sink, shaderVer, SH_ESSL_OUTPUT);
    }

    RecordConstantPrecision(root, &getSymbolTable());

    // 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 emu_precision highp\n"
                 << "#else\n"
                 << "#define emu_precision mediump\n"
                 << "#endif\n\n";
        }
        else
        {
            sink << "#define 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);

    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_EXT)
    {
        WriteGeometryShaderLayoutQualifiers(
            sink, getGeometryShaderInputPrimitiveType(), getGeometryShaderInvocations(),
            getGeometryShaderOutputPrimitiveType(), getGeometryShaderMaxVertices());
    }

    // Write translated shader.
    TOutputESSL outputESSL(sink, getArrayIndexClampingStrategy(), getHashFunction(), getNameMap(),
                           &getSymbolTable(), getShaderType(), shaderVer, precisionEmulation,
                           compileOptions);

    root->traverse(&outputESSL);
}
Beispiel #2
0
void TranslatorGLSL::translate(TIntermBlock *root,
                               ShCompileOptions compileOptions,
                               PerformanceDiagnostics * /*perfDiagnostics*/)
{
    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());
        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_EXT)
    {
        WriteGeometryShaderLayoutQualifiers(
            sink, getGeometryShaderInputPrimitiveType(), getGeometryShaderInvocations(),
            getGeometryShaderOutputPrimitiveType(), getGeometryShaderMaxVertices());
    }

    // Write translated shader.
    TOutputGLSL outputGLSL(sink, getArrayIndexClampingStrategy(), getHashFunction(), getNameMap(),
                           &getSymbolTable(), getShaderType(), getShaderVersion(), getOutputType(),
                           compileOptions);

    root->traverse(&outputGLSL);
}