void TranslatorESSL::translate(TIntermNode *root, int) { TInfoSinkBase& sink = getInfoSink().obj; writePragma(); // Write built-in extension behaviors. writeExtensionBehavior(); bool precisionEmulation = getResources().WEBGL_debug_shader_precision && getPragma().debugShaderPrecision; if (precisionEmulation) { EmulatePrecision emulatePrecision; root->traverse(&emulatePrecision); emulatePrecision.updateTree(); emulatePrecision.writeEmulationHelpers(sink, SH_ESSL_OUTPUT); } // Write emulated built-in functions if needed. getBuiltInFunctionEmulator().OutputEmulatedFunctionDefinition( sink, getShaderType() == GL_FRAGMENT_SHADER); // Write array bounds clamping emulation if needed. getArrayBoundsClamper().OutputClampingFunctionDefinition(sink); // Write translated shader. TOutputESSL outputESSL(sink, getArrayIndexClampingStrategy(), getHashFunction(), getNameMap(), getSymbolTable(), getShaderVersion(), precisionEmulation); root->traverse(&outputESSL); }
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); } unsigned int temporaryIndex = 0; RecordConstantPrecision(root, &temporaryIndex); // 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::translate(TIntermNode* root) { TInfoSinkBase& sink = getInfoSink().obj; // Write built-in extension behaviors. writeExtensionBehavior(); // Write translated shader. TOutputESSL outputESSL(sink); root->traverse(&outputESSL); }
void TranslatorESSL::translate(TIntermNode* root) { TInfoSinkBase& sink = getInfoSink().obj; // Write built-in extension behaviors. writeExtensionBehavior(); // Write emulated built-in functions if needed. getBuiltInFunctionEmulator().OutputEmulatedFunctionDefinition( sink, getShaderType() == GL_FRAGMENT_SHADER); // Write array bounds clamping emulation if needed. getArrayBoundsClamper().OutputClampingFunctionDefinition(sink); // Write translated shader. TOutputESSL outputESSL(sink, getArrayIndexClampingStrategy(), getHashFunction(), getNameMap(), getSymbolTable(), getShaderVersion()); root->traverse(&outputESSL); }
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); }