bool TCompiler::compile(const char* const shaderStrings[],
                        size_t numStrings,
                        int compileOptions)
{
    TScopedPoolAllocator scopedAlloc(&allocator, true);
    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;
    GlobalParseContext = &parseContext;

    // We preserve symbols at the built-in level from compile-to-compile.
    // Start pushing the user-defined symbols at global level.
    symbolTable.push();
    if (!symbolTable.atGlobalLevel()) {
        infoSink.info.prefix(EPrefixInternalError);
        infoSink.info << "Wrong symbol table level";
    }

    // 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_ATTRIBUTES_UNIFORMS)) {
            collectAttribsUniforms(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);
    // Ensure symbol table is returned to the built-in level,
    // throwing away all but the built-ins.
    while (!symbolTable.atBuiltInLevel())
        symbolTable.pop();

    return success;
}
Exemple #2
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;
}
Exemple #3
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bool TCompiler::compile(const char* const shaderStrings[],
                        const int numStrings,
                        int compileOptions)
{
    TScopedPoolAllocator scopedAlloc(&allocator, true);
    clearResults();

    if (numStrings == 0)
        return true;

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

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

    TIntermediate intermediate(infoSink);
    TParseContext parseContext(symbolTable, extensionBehavior, intermediate,
                               shaderType, shaderSpec, compileOptions,
                               sourcePath, infoSink);
    GlobalParseContext = &parseContext;

    // We preserve symbols at the built-in level from compile-to-compile.
    // Start pushing the user-defined symbols at global level.
    symbolTable.push();
    if (!symbolTable.atGlobalLevel())
        infoSink.info.message(EPrefixInternalError, "Wrong symbol table level");

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

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

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

        if (success && (compileOptions & SH_ATTRIBUTES_UNIFORMS))
            collectAttribsUniforms(root);
    }

    // Cleanup memory.
    intermediate.remove(parseContext.treeRoot);
    // Ensure symbol table is returned to the built-in level,
    // throwing away all but the built-ins.
    while (!symbolTable.atBuiltInLevel())
        symbolTable.pop();

    return success;
}
Exemple #4
0
bool TCompiler::compile(const char* const shaderStrings[],
                        const int numStrings,
                        int compileOptions)
{
    TScopedPoolAllocator scopedAlloc(&allocator, true);
    clearResults();

    if (numStrings == 0)
        return true;

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

    // First string is path of source file if flag is set. The actual source follows.
    const char* sourcePath = NULL;
    int 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);
    GlobalParseContext = &parseContext;

    // We preserve symbols at the built-in level from compile-to-compile.
    // Start pushing the user-defined symbols at global level.
    symbolTable.push();
    if (!symbolTable.atGlobalLevel())
        infoSink.info.message(EPrefixInternalError, "Wrong symbol table level");

    // 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 = detectRecursion(root);

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

        // Call mapLongVariableNames() before collectAttribsUniforms() so in
        // collectAttribsUniforms() we already have the mapped symbol names and
        // we could composite mapped and original variable names.
        if (success && (compileOptions & SH_MAP_LONG_VARIABLE_NAMES))
            mapLongVariableNames(root);

        if (success && (compileOptions & SH_ATTRIBUTES_UNIFORMS))
            collectAttribsUniforms(root);

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

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

    // Cleanup memory.
    intermediate.remove(parseContext.treeRoot);
    // Ensure symbol table is returned to the built-in level,
    // throwing away all but the built-ins.
    while (!symbolTable.atBuiltInLevel())
        symbolTable.pop();

    return success;
}
Exemple #5
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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;
}
Exemple #6
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;
}