Example #1
0
TIntermNode *TCompiler::compileTreeImpl(const char *const shaderStrings[],
                                        size_t numStrings,
                                        const int compileOptions)
{
    clearResults();

    ASSERT(numStrings > 0);
    ASSERT(GetGlobalPoolAllocator());

    // Reset the extension behavior for each compilation unit.
    ResetExtensionBehavior(extensionBehavior);

    // First string is path of source file if flag is set. The actual source follows.
    size_t firstSource = 0;
    if (compileOptions & SH_SOURCE_PATH)
    {
        mSourcePath = shaderStrings[0];
        ++firstSource;
    }

    TIntermediate intermediate(infoSink);
    TParseContext parseContext(symbolTable, extensionBehavior, intermediate, shaderType, shaderSpec,
                               compileOptions, true, infoSink, getResources());

    parseContext.setFragmentPrecisionHighOnESSL1(fragmentPrecisionHigh);
    SetGlobalParseContext(&parseContext);

    // We preserve symbols at the built-in level from compile-to-compile.
    // Start pushing the user-defined symbols at global level.
    TScopedSymbolTableLevel scopedSymbolLevel(&symbolTable);

    // Parse shader.
    bool success =
        (PaParseStrings(numStrings - firstSource, &shaderStrings[firstSource], nullptr, &parseContext) == 0) &&
        (parseContext.getTreeRoot() != nullptr);

    shaderVersion = parseContext.getShaderVersion();
    if (success && MapSpecToShaderVersion(shaderSpec) < shaderVersion)
    {
        infoSink.info.prefix(EPrefixError);
        infoSink.info << "unsupported shader version";
        success = false;
    }

    TIntermNode *root = nullptr;

    if (success)
    {
        mPragma = parseContext.pragma();
        if (mPragma.stdgl.invariantAll)
        {
            symbolTable.setGlobalInvariant();
        }

        root = parseContext.getTreeRoot();
        root = intermediate.postProcess(root);

        // Highp might have been auto-enabled based on shader version
        fragmentPrecisionHigh = parseContext.getFragmentPrecisionHigh();

        // Disallow expressions deemed too complex.
        if (success && (compileOptions & SH_LIMIT_EXPRESSION_COMPLEXITY))
            success = limitExpressionComplexity(root);

        // Create the function DAG and check there is no recursion
        if (success)
            success = initCallDag(root);

        if (success && (compileOptions & SH_LIMIT_CALL_STACK_DEPTH))
            success = checkCallDepth();

        // Checks which functions are used and if "main" exists
        if (success)
        {
            functionMetadata.clear();
            functionMetadata.resize(mCallDag.size());
            success = tagUsedFunctions();
        }

        if (success && !(compileOptions & SH_DONT_PRUNE_UNUSED_FUNCTIONS))
            success = pruneUnusedFunctions(root);

        // Prune empty declarations to work around driver bugs and to keep declaration output simple.
        if (success)
            PruneEmptyDeclarations(root);

        if (success && shaderVersion == 300 && shaderType == GL_FRAGMENT_SHADER)
            success = validateOutputs(root);

        if (success && shouldRunLoopAndIndexingValidation(compileOptions))
            success = validateLimitations(root);

        if (success && (compileOptions & SH_TIMING_RESTRICTIONS))
            success = enforceTimingRestrictions(root, (compileOptions & SH_DEPENDENCY_GRAPH) != 0);

        if (success && shaderSpec == SH_CSS_SHADERS_SPEC)
            rewriteCSSShader(root);

        // Unroll for-loop markup needs to happen after validateLimitations pass.
        if (success && (compileOptions & SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX))
        {
            ForLoopUnrollMarker marker(ForLoopUnrollMarker::kIntegerIndex,
                                       shouldRunLoopAndIndexingValidation(compileOptions));
            root->traverse(&marker);
        }
        if (success && (compileOptions & SH_UNROLL_FOR_LOOP_WITH_SAMPLER_ARRAY_INDEX))
        {
            ForLoopUnrollMarker marker(ForLoopUnrollMarker::kSamplerArrayIndex,
                                       shouldRunLoopAndIndexingValidation(compileOptions));
            root->traverse(&marker);
            if (marker.samplerArrayIndexIsFloatLoopIndex())
            {
                infoSink.info.prefix(EPrefixError);
                infoSink.info << "sampler array index is float loop index";
                success = false;
            }
        }

        // Built-in function emulation needs to happen after validateLimitations pass.
        if (success)
        {
            initBuiltInFunctionEmulator(&builtInFunctionEmulator, compileOptions);
            builtInFunctionEmulator.MarkBuiltInFunctionsForEmulation(root);
        }

        // Clamping uniform array bounds needs to happen after validateLimitations pass.
        if (success && (compileOptions & SH_CLAMP_INDIRECT_ARRAY_BOUNDS))
            arrayBoundsClamper.MarkIndirectArrayBoundsForClamping(root);

        // gl_Position is always written in compatibility output mode
        if (success && shaderType == GL_VERTEX_SHADER &&
            ((compileOptions & SH_INIT_GL_POSITION) ||
             (outputType == SH_GLSL_COMPATIBILITY_OUTPUT)))
            initializeGLPosition(root);

        // This pass might emit short circuits so keep it before the short circuit unfolding
        if (success && (compileOptions & SH_REWRITE_DO_WHILE_LOOPS))
            RewriteDoWhile(root, getTemporaryIndex());

        if (success && (compileOptions & SH_UNFOLD_SHORT_CIRCUIT))
        {
            UnfoldShortCircuitAST unfoldShortCircuit;
            root->traverse(&unfoldShortCircuit);
            unfoldShortCircuit.updateTree();
        }

        if (success && (compileOptions & SH_REMOVE_POW_WITH_CONSTANT_EXPONENT))
        {
            RemovePow(root);
        }

        if (success && shouldCollectVariables(compileOptions))
        {
            collectVariables(root);
            if (compileOptions & SH_ENFORCE_PACKING_RESTRICTIONS)
            {
                success = enforcePackingRestrictions();
                if (!success)
                {
                    infoSink.info.prefix(EPrefixError);
                    infoSink.info << "too many uniforms";
                }
            }
            if (success && shaderType == GL_VERTEX_SHADER &&
                (compileOptions & SH_INIT_VARYINGS_WITHOUT_STATIC_USE))
                initializeVaryingsWithoutStaticUse(root);
        }

        if (success && (compileOptions & SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS))
        {
            ScalarizeVecAndMatConstructorArgs scalarizer(
                shaderType, fragmentPrecisionHigh);
            root->traverse(&scalarizer);
        }

        if (success && (compileOptions & SH_REGENERATE_STRUCT_NAMES))
        {
            RegenerateStructNames gen(symbolTable, shaderVersion);
            root->traverse(&gen);
        }
    }

    SetGlobalParseContext(NULL);
    if (success)
        return root;

    return NULL;
}
Example #2
0
void TranslatorGLSL::translate(TIntermNode *root, int compileOptions)
{
    TInfoSinkBase& sink = getInfoSink().obj;

    // Write GLSL version.
    writeVersion(root);

    // Write extension behaviour as needed
    writeExtensionBehavior(root);

    // 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) && getPragma().stdgl.invariantAll)
    {
        collectVariables(root);

        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;
        }
    }

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

    if (precisionEmulation)
    {
        EmulatePrecision emulatePrecision(getSymbolTable(), getShaderVersion());
        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 webgl_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(), "GL_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";
    }

    // Write translated shader.
    TOutputGLSL outputGLSL(sink,
                           getArrayIndexClampingStrategy(),
                           getHashFunction(),
                           getNameMap(),
                           getSymbolTable(),
                           getShaderVersion(),
                           getOutputType());
    root->traverse(&outputGLSL);
}
Example #3
0
bool TCompiler::compile(const char* const shaderStrings[],
                        size_t numStrings,
                        int compileOptions)
{
    TScopedPoolAllocator scopedAlloc(&allocator);
    clearResults();

    if (numStrings == 0)
        return true;

    // If compiling for WebGL, validate loop and indexing as well.
    if (IsWebGLBasedSpec(shaderSpec))
        compileOptions |= SH_VALIDATE_LOOP_INDEXING;

    // First string is path of source file if flag is set. The actual source follows.
    const char* sourcePath = NULL;
    size_t firstSource = 0;
    if (compileOptions & SH_SOURCE_PATH)
    {
        sourcePath = shaderStrings[0];
        ++firstSource;
    }

    TIntermediate intermediate(infoSink);
    TParseContext parseContext(symbolTable, extensionBehavior, intermediate,
                               shaderType, shaderSpec, compileOptions, true,
                               sourcePath, infoSink);
    parseContext.fragmentPrecisionHigh = fragmentPrecisionHigh;
    SetGlobalParseContext(&parseContext);

    // We preserve symbols at the built-in level from compile-to-compile.
    // Start pushing the user-defined symbols at global level.
    TScopedSymbolTableLevel scopedSymbolLevel(&symbolTable);

    // Parse shader.
    bool success =
        (PaParseStrings(numStrings - firstSource, &shaderStrings[firstSource], NULL, &parseContext) == 0) &&
        (parseContext.treeRoot != NULL);

    shaderVersion = parseContext.getShaderVersion();

    if (success)
    {
        TIntermNode* root = parseContext.treeRoot;
        success = intermediate.postProcess(root);

        // Disallow expressions deemed too complex.
        if (success && (compileOptions & SH_LIMIT_EXPRESSION_COMPLEXITY))
            success = limitExpressionComplexity(root);

        if (success)
            success = detectCallDepth(root, infoSink, (compileOptions & SH_LIMIT_CALL_STACK_DEPTH) != 0);

        if (success && shaderVersion == 300 && shaderType == GL_FRAGMENT_SHADER)
            success = validateOutputs(root);

        if (success && (compileOptions & SH_VALIDATE_LOOP_INDEXING))
            success = validateLimitations(root);

        if (success && (compileOptions & SH_TIMING_RESTRICTIONS))
            success = enforceTimingRestrictions(root, (compileOptions & SH_DEPENDENCY_GRAPH) != 0);

        if (success && shaderSpec == SH_CSS_SHADERS_SPEC)
            rewriteCSSShader(root);

        // Unroll for-loop markup needs to happen after validateLimitations pass.
        if (success && (compileOptions & SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX))
        {
            ForLoopUnrollMarker marker(ForLoopUnrollMarker::kIntegerIndex);
            root->traverse(&marker);
        }
        if (success && (compileOptions & SH_UNROLL_FOR_LOOP_WITH_SAMPLER_ARRAY_INDEX))
        {
            ForLoopUnrollMarker marker(ForLoopUnrollMarker::kSamplerArrayIndex);
            root->traverse(&marker);
            if (marker.samplerArrayIndexIsFloatLoopIndex())
            {
                infoSink.info.prefix(EPrefixError);
                infoSink.info << "sampler array index is float loop index";
                success = false;
            }
        }

        // Built-in function emulation needs to happen after validateLimitations pass.
        if (success && (compileOptions & SH_EMULATE_BUILT_IN_FUNCTIONS))
            builtInFunctionEmulator.MarkBuiltInFunctionsForEmulation(root);

        // Clamping uniform array bounds needs to happen after validateLimitations pass.
        if (success && (compileOptions & SH_CLAMP_INDIRECT_ARRAY_BOUNDS))
            arrayBoundsClamper.MarkIndirectArrayBoundsForClamping(root);

        if (success && shaderType == GL_VERTEX_SHADER && (compileOptions & SH_INIT_GL_POSITION))
            initializeGLPosition(root);

        if (success && (compileOptions & SH_UNFOLD_SHORT_CIRCUIT))
        {
            UnfoldShortCircuitAST unfoldShortCircuit;
            root->traverse(&unfoldShortCircuit);
            unfoldShortCircuit.updateTree();
        }

        if (success && (compileOptions & SH_VARIABLES))
        {
            collectVariables(root);
            if (compileOptions & SH_ENFORCE_PACKING_RESTRICTIONS)
            {
                success = enforcePackingRestrictions();
                if (!success)
                {
                    infoSink.info.prefix(EPrefixError);
                    infoSink.info << "too many uniforms";
                }
            }
            if (success && shaderType == GL_VERTEX_SHADER &&
                (compileOptions & SH_INIT_VARYINGS_WITHOUT_STATIC_USE))
                initializeVaryingsWithoutStaticUse(root);
        }

        if (success && (compileOptions & SH_INTERMEDIATE_TREE))
            intermediate.outputTree(root);

        if (success && (compileOptions & SH_OBJECT_CODE))
            translate(root);
    }

    // Cleanup memory.
    intermediate.remove(parseContext.treeRoot);
    SetGlobalParseContext(NULL);
    return success;
}
Example #4
0
TIntermNode *TCompiler::compileTreeImpl(const char* const shaderStrings[],
    size_t numStrings, int compileOptions)
{
    clearResults();

    ASSERT(numStrings > 0);
    ASSERT(GetGlobalPoolAllocator());

    // Reset the extension behavior for each compilation unit.
    ResetExtensionBehavior(extensionBehavior);

    // If compiling for WebGL, validate loop and indexing as well.
    if (IsWebGLBasedSpec(shaderSpec))
        compileOptions |= SH_VALIDATE_LOOP_INDEXING;

    // First string is path of source file if flag is set. The actual source follows.
    size_t firstSource = 0;
    if (compileOptions & SH_SOURCE_PATH)
    {
        mSourcePath = shaderStrings[0];
        ++firstSource;
    }

    bool debugShaderPrecision = getResources().WEBGL_debug_shader_precision == 1;
    TIntermediate intermediate(infoSink);
    TParseContext parseContext(symbolTable, extensionBehavior, intermediate,
                               shaderType, shaderSpec, compileOptions, true,
                               infoSink, debugShaderPrecision);

    parseContext.fragmentPrecisionHigh = fragmentPrecisionHigh;
    SetGlobalParseContext(&parseContext);

    // We preserve symbols at the built-in level from compile-to-compile.
    // Start pushing the user-defined symbols at global level.
    TScopedSymbolTableLevel scopedSymbolLevel(&symbolTable);

    // Parse shader.
    bool success =
        (PaParseStrings(numStrings - firstSource, &shaderStrings[firstSource], NULL, &parseContext) == 0) &&
        (parseContext.treeRoot != NULL);

    shaderVersion = parseContext.getShaderVersion();
    if (success && MapSpecToShaderVersion(shaderSpec) < shaderVersion)
    {
        infoSink.info.prefix(EPrefixError);
        infoSink.info << "unsupported shader version";
        success = false;
    }

    TIntermNode *root = NULL;

    if (success)
    {
        mPragma = parseContext.pragma();
        if (mPragma.stdgl.invariantAll)
        {
            symbolTable.setGlobalInvariant();
        }

        root = parseContext.treeRoot;
        success = intermediate.postProcess(root);

        // Disallow expressions deemed too complex.
        if (success && (compileOptions & SH_LIMIT_EXPRESSION_COMPLEXITY))
            success = limitExpressionComplexity(root);

        if (success)
            success = detectCallDepth(root, infoSink, (compileOptions & SH_LIMIT_CALL_STACK_DEPTH) != 0);

        if (success && shaderVersion == 300 && shaderType == GL_FRAGMENT_SHADER)
            success = validateOutputs(root);

        if (success && (compileOptions & SH_VALIDATE_LOOP_INDEXING))
            success = validateLimitations(root);

        if (success && (compileOptions & SH_TIMING_RESTRICTIONS))
            success = enforceTimingRestrictions(root, (compileOptions & SH_DEPENDENCY_GRAPH) != 0);

        if (success && shaderSpec == SH_CSS_SHADERS_SPEC)
            rewriteCSSShader(root);

        // Unroll for-loop markup needs to happen after validateLimitations pass.
        if (success && (compileOptions & SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX))
        {
            ForLoopUnrollMarker marker(ForLoopUnrollMarker::kIntegerIndex);
            root->traverse(&marker);
        }
        if (success && (compileOptions & SH_UNROLL_FOR_LOOP_WITH_SAMPLER_ARRAY_INDEX))
        {
            ForLoopUnrollMarker marker(ForLoopUnrollMarker::kSamplerArrayIndex);
            root->traverse(&marker);
            if (marker.samplerArrayIndexIsFloatLoopIndex())
            {
                infoSink.info.prefix(EPrefixError);
                infoSink.info << "sampler array index is float loop index";
                success = false;
            }
        }

        // Built-in function emulation needs to happen after validateLimitations pass.
        if (success && (compileOptions & SH_EMULATE_BUILT_IN_FUNCTIONS))
            builtInFunctionEmulator.MarkBuiltInFunctionsForEmulation(root);

        // Clamping uniform array bounds needs to happen after validateLimitations pass.
        if (success && (compileOptions & SH_CLAMP_INDIRECT_ARRAY_BOUNDS))
            arrayBoundsClamper.MarkIndirectArrayBoundsForClamping(root);

        if (success && shaderType == GL_VERTEX_SHADER && (compileOptions & SH_INIT_GL_POSITION))
            initializeGLPosition(root);

        if (success && (compileOptions & SH_UNFOLD_SHORT_CIRCUIT))
        {
            UnfoldShortCircuitAST unfoldShortCircuit;
            root->traverse(&unfoldShortCircuit);
            unfoldShortCircuit.updateTree();
        }

        if (success && (compileOptions & SH_VARIABLES))
        {
            collectVariables(root);
            if (compileOptions & SH_ENFORCE_PACKING_RESTRICTIONS)
            {
                success = enforcePackingRestrictions();
                if (!success)
                {
                    infoSink.info.prefix(EPrefixError);
                    infoSink.info << "too many uniforms";
                }
            }
            if (success && shaderType == GL_VERTEX_SHADER &&
                (compileOptions & SH_INIT_VARYINGS_WITHOUT_STATIC_USE))
                initializeVaryingsWithoutStaticUse(root);
        }

        if (success && (compileOptions & SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS))
        {
            ScalarizeVecAndMatConstructorArgs scalarizer(
                shaderType, fragmentPrecisionHigh);
            root->traverse(&scalarizer);
        }

        if (success && (compileOptions & SH_REGENERATE_STRUCT_NAMES))
        {
            RegenerateStructNames gen(symbolTable, shaderVersion);
            root->traverse(&gen);
        }
    }

    SetGlobalParseContext(NULL);
    if (success)
        return root;

    return NULL;
}
Example #5
0
bool TCompiler::compile(const char* const shaderStrings[],
                        size_t numStrings,
                        int compileOptions)
{
    TScopedPoolAllocator scopedAlloc(&allocator);
    clearResults();

    if (numStrings == 0)
        return true;

    // If compiling for WebGL, validate loop and indexing as well.
    if (isWebGLBasedSpec(shaderSpec))
        compileOptions |= SH_VALIDATE_LOOP_INDEXING;

    // First string is path of source file if flag is set. The actual source follows.
    const char* sourcePath = NULL;
    size_t firstSource = 0;
    if (compileOptions & SH_SOURCE_PATH)
    {
        sourcePath = shaderStrings[0];
        ++firstSource;
    }

    TIntermediate intermediate(infoSink);
    TParseContext parseContext(symbolTable, extensionBehavior, intermediate,
                               shaderType, shaderSpec, compileOptions, true,
                               sourcePath, infoSink);
    parseContext.fragmentPrecisionHigh = fragmentPrecisionHigh;
    SetGlobalParseContext(&parseContext);

    // We preserve symbols at the built-in level from compile-to-compile.
    // Start pushing the user-defined symbols at global level.
    TScopedSymbolTableLevel scopedSymbolLevel(&symbolTable);

    // Parse shader.
    bool success =
        (PaParseStrings(numStrings - firstSource, &shaderStrings[firstSource], NULL, &parseContext) == 0) &&
        (parseContext.treeRoot != NULL);
    if (success) {
        TIntermNode* root = parseContext.treeRoot;
        success = intermediate.postProcess(root);

        if (success)
            success = detectCallDepth(root, infoSink, (compileOptions & SH_LIMIT_CALL_STACK_DEPTH) != 0);

        if (success && (compileOptions & SH_VALIDATE_LOOP_INDEXING))
            success = validateLimitations(root);

        if (success && (compileOptions & SH_TIMING_RESTRICTIONS))
            success = enforceTimingRestrictions(root, (compileOptions & SH_DEPENDENCY_GRAPH) != 0);

        if (success && shaderSpec == SH_CSS_SHADERS_SPEC)
            rewriteCSSShader(root);

        // Unroll for-loop markup needs to happen after validateLimitations pass.
        if (success && (compileOptions & SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX))
            ForLoopUnroll::MarkForLoopsWithIntegerIndicesForUnrolling(root);

        // Built-in function emulation needs to happen after validateLimitations pass.
        if (success && (compileOptions & SH_EMULATE_BUILT_IN_FUNCTIONS))
            builtInFunctionEmulator.MarkBuiltInFunctionsForEmulation(root);

        // Clamping uniform array bounds needs to happen after validateLimitations pass.
        if (success && (compileOptions & SH_CLAMP_INDIRECT_ARRAY_BOUNDS))
            arrayBoundsClamper.MarkIndirectArrayBoundsForClamping(root);

        // Disallow expressions deemed too complex.
        if (success && (compileOptions & SH_LIMIT_EXPRESSION_COMPLEXITY))
            success = limitExpressionComplexity(root);

        // Call mapLongVariableNames() before collectAttribsUniforms() so in
        // collectAttribsUniforms() we already have the mapped symbol names and
        // we could composite mapped and original variable names.
        // Also, if we hash all the names, then no need to do this for long names.
        if (success && (compileOptions & SH_MAP_LONG_VARIABLE_NAMES) && hashFunction == NULL)
            mapLongVariableNames(root);

        if (success && (compileOptions & SH_VARIABLES)) {
            collectVariables(root);
            if (compileOptions & SH_ENFORCE_PACKING_RESTRICTIONS) {
                success = enforcePackingRestrictions();
                if (!success) {
                    infoSink.info.prefix(EPrefixError);
                    infoSink.info << "too many uniforms";
                }
            }
        }

        if (success && (compileOptions & SH_INTERMEDIATE_TREE))
            intermediate.outputTree(root);

        if (success && (compileOptions & SH_OBJECT_CODE))
            translate(root);
    }

    // Cleanup memory.
    intermediate.remove(parseContext.treeRoot);

    return success;
}