示例#1
0
/// Initializize the symbol table
/// \param BuiltInStrings
///      Pointer to built in strings.
/// \param language
///      Shading language to initialize symbol table for
/// \param infoSink
///      Information sink (for errors/warnings)
/// \param symbolTables
///      Array of symbol tables (one for each language)
/// \param bUseGlobalSymbolTable
///      Whether to use the global symbol table or the per-language symbol table
/// \return
///      True if succesfully initialized, false otherwise
bool InitializeSymbolTable( TBuiltInStrings* BuiltInStrings, EShLanguage language, TInfoSink& infoSink, 
                            TSymbolTable* symbolTables, bool bUseGlobalSymbolTable )
{
   TIntermediate intermediate(infoSink); 
   TSymbolTable* symbolTable;

   if ( bUseGlobalSymbolTable )
      symbolTable = symbolTables;
   else
      symbolTable = &symbolTables[language];

   TParseContext parseContext(*symbolTable, intermediate, language, infoSink);

   GlobalParseContext = &parseContext;

   setInitialState();

   assert(symbolTable->isEmpty() || symbolTable->atSharedBuiltInLevel());

   //
   // Parse the built-ins.  This should only happen once per
   // language symbol table.
   //
   // Push the symbol table to give it an initial scope.  This
   // push should not have a corresponding pop, so that built-ins
   // are preserved, and the test for an empty table fails.
   //

   symbolTable->push();

   //Initialize the Preprocessor
   int ret = InitPreprocessor();
   if (ret)
   {
      infoSink.info.message(EPrefixInternalError,  "Unable to intialize the Preprocessor");
      return false;
   }

   for (TBuiltInStrings::iterator i  = BuiltInStrings[parseContext.language].begin();
       i != BuiltInStrings[parseContext.language].end();
       ++i)
   {
      const char* builtInShaders = (*i).c_str();

      if (PaParseString(const_cast<char*>(builtInShaders), parseContext) != 0)
      {
         infoSink.info.message(EPrefixInternalError, "Unable to parse built-ins");
         return false;
      }
   }

   if (  !bUseGlobalSymbolTable )
   {
      IdentifyBuiltIns(parseContext.language, *symbolTable);
   }

   FinalizePreprocessor();

   return true;
}
示例#2
0
/// Initializize the symbol table
/// \param BuiltInStrings
///      Pointer to built in strings.
/// \param language
///      Shading language to initialize symbol table for
/// \param infoSink
///      Information sink (for errors/warnings)
/// \param symbolTables
///      Array of symbol tables (one for each language)
/// \param bUseGlobalSymbolTable
///      Whether to use the global symbol table or the per-language symbol table
/// \return
///      True if succesfully initialized, false otherwise
static bool InitializeSymbolTable( TBuiltInStrings* BuiltInStrings, EShLanguage language, TInfoSink& infoSink, 
                            TSymbolTable* symbolTables, bool bUseGlobalSymbolTable )
{
   TSymbolTable* symbolTable;

   if ( bUseGlobalSymbolTable )
      symbolTable = symbolTables;
   else
      symbolTable = &symbolTables[language];

	//@TODO: for now, we use same global symbol table for all target language versions.
	// This is wrong and will have to be changed at some point.
	TParseContext parseContext(*symbolTable, language, ETargetVersionCount, 0, infoSink);

   GlobalParseContext = &parseContext;

   setInitialState();

   assert(symbolTable->isEmpty() || symbolTable->atSharedBuiltInLevel());

   //
   // Parse the built-ins.  This should only happen once per
   // language symbol table.
   //
   // Push the symbol table to give it an initial scope.  This
   // push should not have a corresponding pop, so that built-ins
   // are preserved, and the test for an empty table fails.
   //

   symbolTable->push();

   for (TBuiltInStrings::iterator i  = BuiltInStrings[parseContext.language].begin();
       i != BuiltInStrings[parseContext.language].end();
       ++i)
   {
      const char* builtInShaders = (*i).c_str();

      if (PaParseString(const_cast<char*>(builtInShaders), parseContext, NULL) != 0)
      {
         infoSink.info.message(EPrefixInternalError, "Unable to parse built-ins");
         return false;
      }
   }

   if (  !bUseGlobalSymbolTable )
   {
      IdentifyBuiltIns(parseContext.language, *symbolTable);
   }

   return true;
}
示例#3
0
static bool InitializeSymbolTable(
        const TBuiltInStrings& builtInStrings,
        EShLanguage language, EShSpec spec, const TBuiltInResource& resources,
        TInfoSink& infoSink, TSymbolTable& symbolTable)
{
    TIntermediate intermediate(infoSink);
    TParseContext parseContext(symbolTable, intermediate, language, spec, infoSink);

    GlobalParseContext = &parseContext;

    setInitialState();

    assert(symbolTable.isEmpty());       
    //
    // Parse the built-ins.  This should only happen once per
    // language symbol table.
    //
    // Push the symbol table to give it an initial scope.  This
    // push should not have a corresponding pop, so that built-ins
    // are preserved, and the test for an empty table fails.
    //
    symbolTable.push();
    
    //Initialize the Preprocessor
    if (InitPreprocessor())
    {
        infoSink.info.message(EPrefixInternalError,  "Unable to intialize the Preprocessor");
        return false;
    }

    for (TBuiltInStrings::const_iterator i = builtInStrings.begin(); i != builtInStrings.end(); ++i)
    {
        const char* builtInShaders[1];
        int builtInLengths[1];

        builtInShaders[0] = (*i).c_str();
        builtInLengths[0] = (int) (*i).size();

        if (PaParseStrings(const_cast<char**>(builtInShaders), builtInLengths, 1, parseContext) != 0)
        {
            infoSink.info.message(EPrefixInternalError, "Unable to parse built-ins");
            return false;
        }
    }

    IdentifyBuiltIns(language, spec, resources, symbolTable);

    FinalizePreprocessor();

    return true;
}
示例#4
0
bool Object::parse( ResourceManager *resMgr, Module *module, SSIZE_T &off, WORD objectInfoLen ) {
	//	Need parse Object Info
	if (objectInfoLen && needObjectInfo()) {
		//	Parse ObjectInfo
		if (!parseObjectInfo( module, off, objectInfoLen )) {
			printf( "[biop::Object] Warning, Cannot parse biop::ObjectInfo\n" );
			return false;
		}
	}
	//	Update offset to skip objectInfo
	off += objectInfoLen;

	//	Read Service Context List Count
	BYTE serviceContextListCount;	
	if (!module->readB( off, serviceContextListCount )) {
		printf( "[biop::Object] Warning, Cannot read bytes to parse ServiceContextList\n" );
		return false;
	}

	//	Parse Service Context List
	for (BYTE context=0; context<serviceContextListCount; context++) {
		if (!parseContext( module, off )) {
			printf( "[biop::Object] Warning, Cannot parse Service Context List: context=%d", context );
			return false;
		}
	}

	//	Skip body len
	DWORD bodyLen;
	if (!module->readDW( off, bodyLen )) {
		printf( "[biop::Object] Warning, Cannot parse body len" );
		return false;
	}
	SSIZE_T old = off;
	off += bodyLen;
	
	//	Parse body
	return parseBody( resMgr, module, old, bodyLen );
}
示例#5
0
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;
}
示例#6
0
//
// Do an actual compile on the given strings.  The result is left 
// in the given compile object.
//
// Return:  The return value of ShCompile is really boolean, indicating
// success or failure.
//
int ShCompile(
    const ShHandle handle,
    const char* const shaderStrings[],
    const int numStrings,
    const EShOptimizationLevel optLevel,
    const TBuiltInResource* resources,
    int debugOptions
    )
{
    if (!InitThread())
        return 0;

    if (handle == 0)
        return 0;

    TShHandleBase* base = reinterpret_cast<TShHandleBase*>(handle);
    TCompiler* compiler = base->getAsCompiler();
    if (compiler == 0)
        return 0;
    
    GlobalPoolAllocator.push();
    compiler->infoSink.info.erase();
    compiler->infoSink.debug.erase();

    if (numStrings == 0)
        return 1;

    TIntermediate intermediate(compiler->infoSink);
    TSymbolTable symbolTable(SymbolTables[compiler->getLanguage()]);
    
    GenerateBuiltInSymbolTable(resources, compiler->infoSink, &symbolTable, compiler->getLanguage());

    TParseContext parseContext(symbolTable, intermediate, compiler->getLanguage(), compiler->infoSink);
    parseContext.initializeExtensionBehavior();

    GlobalParseContext = &parseContext;
    
    setInitialState();

    InitPreprocessor();    
    //
    // Parse the application's shaders.  All the following symbol table
    // work will be throw-away, so push a new allocation scope that can
    // be thrown away, then push a scope for the current shader's globals.
    //
    bool success = true;
    
    symbolTable.push();
    if (!symbolTable.atGlobalLevel())
        parseContext.infoSink.info.message(EPrefixInternalError, "Wrong symbol table level");

    if (parseContext.insertBuiltInArrayAtGlobalLevel())
        success = false;

    int ret = PaParseStrings(const_cast<char**>(shaderStrings), 0, numStrings, parseContext);
    if (ret)
        success = false;

    if (success && parseContext.treeRoot) {
        if (optLevel == EShOptNoGeneration)
            parseContext.infoSink.info.message(EPrefixNone, "No errors.  No code generation or linking was requested.");
        else {
            success = intermediate.postProcess(parseContext.treeRoot, parseContext.language);

            if (success) {

                if (debugOptions & EDebugOpIntermediate)
                    intermediate.outputTree(parseContext.treeRoot);

                //
                // Call the machine dependent compiler
                //
                if (! compiler->compile(parseContext.treeRoot))
                    success = false;
            }
        }
    } else if (!success) {
        parseContext.infoSink.info.prefix(EPrefixError);
        parseContext.infoSink.info << parseContext.numErrors << " compilation errors.  No code generated.\n\n";
        success = false;
        if (debugOptions & EDebugOpIntermediate)
            intermediate.outputTree(parseContext.treeRoot);
    }

    intermediate.remove(parseContext.treeRoot);

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

    FinalizePreprocessor();
    //
    // Throw away all the temporary memory used by the compilation process.
    //
    GlobalPoolAllocator.pop();

    return success ? 1 : 0;
}
示例#7
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;
}
示例#8
0
int C_DECL Hlsl2Glsl_Parse(
	const ShHandle handle,
	const char* shaderString,
	ETargetVersion targetVersion,
	Hlsl2Glsl_ParseCallbacks* callbacks,
	unsigned options)
{
   if (!InitThread())
      return 0;

   if (handle == 0)
      return 0;

   HlslCrossCompiler* compiler = handle;

   GlobalPoolAllocator.push();
   compiler->infoSink.info.erase();
   compiler->infoSink.debug.erase();

   if (!shaderString)
	   return 1;

   TSymbolTable symbolTable(SymbolTables[compiler->getLanguage()]);

   GenerateBuiltInSymbolTable(compiler->infoSink, &symbolTable, compiler->getLanguage());

   TParseContext parseContext(symbolTable, compiler->getLanguage(), targetVersion, options, compiler->infoSink);

   GlobalParseContext = &parseContext;

   setInitialState();

   //
   // Parse the application's shaders.  All the following symbol table
   // work will be throw-away, so push a new allocation scope that can
   // be thrown away, then push a scope for the current shader's globals.
   //
   bool success = true;

   symbolTable.push();
   if (!symbolTable.atGlobalLevel())
      parseContext.infoSink.info.message(EPrefixInternalError, "Wrong symbol table level");


   int ret = PaParseString(const_cast<char*>(shaderString), parseContext, callbacks);
   if (ret)
      success = false;

   if (success && parseContext.treeRoot)
   {
		TIntermAggregate* aggRoot = parseContext.treeRoot->getAsAggregate();
		if (aggRoot && aggRoot->getOp() == EOpNull)
			aggRoot->setOperator(EOpSequence);

		if (options & ETranslateOpIntermediate)
			ir_output_tree(parseContext.treeRoot, parseContext.infoSink);

		compiler->TransformAST (parseContext.treeRoot);
		compiler->ProduceGLSL (parseContext.treeRoot, targetVersion, options);
   }
   else if (!success)
   {
		// only add "X compilation errors" message if somehow there are no other errors whatsoever, yet
		// we still failed. for some reason.
		if (parseContext.infoSink.info.IsEmpty())
		{
			parseContext.infoSink.info.prefix(EPrefixError);
			parseContext.infoSink.info << parseContext.numErrors << " compilation errors.  No code generated.\n\n";
		}
		success = false;
		if (options & ETranslateOpIntermediate)
			ir_output_tree(parseContext.treeRoot, parseContext.infoSink);
   }

	ir_remove_tree(parseContext.treeRoot);

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

   //
   // Throw away all the temporary memory used by the compilation process.
   //
   GlobalPoolAllocator.pop();

   return success ? 1 : 0;
}
示例#9
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,
                               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;
}
示例#10
0
bool
ClientContext::parse()
{
	return filter_path(m_input.c_str(), m_path, m_context)
		&& parseContext(m_input, m_data);
}
示例#11
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;
}
示例#12
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;
}
示例#13
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;
}
示例#14
0
int C_DECL Hlsl2Glsl_Parse( const ShHandle handle,
                            const char* shaderString,
                            int options )
{
   if (!InitThread())
      return 0;

   if (handle == 0)
      return 0;

   HlslCrossCompiler* compiler = handle;

   GlobalPoolAllocator.push();
   compiler->infoSink.info.erase();
   compiler->infoSink.debug.erase();

   if (!shaderString)
	   return 1;

   TIntermediate intermediate(compiler->infoSink);
   TSymbolTable symbolTable(SymbolTables[compiler->getLanguage()]);

   GenerateBuiltInSymbolTable(compiler->infoSink, &symbolTable, compiler->getLanguage());

   TParseContext parseContext(symbolTable, intermediate, compiler->getLanguage(), compiler->infoSink);

   GlobalParseContext = &parseContext;

   setInitialState();

   InitPreprocessor();    
   //
   // Parse the application's shaders.  All the following symbol table
   // work will be throw-away, so push a new allocation scope that can
   // be thrown away, then push a scope for the current shader's globals.
   //
   bool success = true;

   symbolTable.push();
   if (!symbolTable.atGlobalLevel())
      parseContext.infoSink.info.message(EPrefixInternalError, "Wrong symbol table level");


   int ret = PaParseString(const_cast<char*>(shaderString), parseContext);
   if (ret)
      success = false;

   if (success && parseContext.treeRoot)
   {
		TIntermAggregate* aggRoot = parseContext.treeRoot->getAsAggregate();
		if (aggRoot && aggRoot->getOp() == EOpNull)
			aggRoot->setOperator(EOpSequence);

		if (options & ETranslateOpIntermediate)
			intermediate.outputTree(parseContext.treeRoot);

		compiler->TransformAST (parseContext.treeRoot);
		compiler->ProduceGLSL (parseContext.treeRoot, (options & ETranslateOpUsePrecision) ? true : false);
   }
   else if (!success)
   {
      parseContext.infoSink.info.prefix(EPrefixError);
      parseContext.infoSink.info << parseContext.numErrors << " compilation errors.  No code generated.\n\n";
      success = false;
	  if (options & ETranslateOpIntermediate)
         intermediate.outputTree(parseContext.treeRoot);
   }

   intermediate.remove(parseContext.treeRoot);

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

   FinalizePreprocessor();
   //
   // Throw away all the temporary memory used by the compilation process.
   //
   GlobalPoolAllocator.pop();

   return success ? 1 : 0;
}