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+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+#ifndef _SHHANDLE_INCLUDED_
+#define _SHHANDLE_INCLUDED_
+
+//
+// Machine independent part of the compiler private objects
+// sent as ShHandle to the driver.
+//
+// This should not be included by driver code.
+//
+
+#include "GLSLANG/ShaderLang.h"
+
+#include "compiler/translator/BuiltInFunctionEmulator.h"
+#include "compiler/translator/ExtensionBehavior.h"
+#include "compiler/translator/HashNames.h"
+#include "compiler/translator/InfoSink.h"
+#include "compiler/translator/SymbolTable.h"
+#include "compiler/translator/VariableInfo.h"
+#include "third_party/compiler/ArrayBoundsClamper.h"
+
+class LongNameMap;
+class TCompiler;
+class TDependencyGraph;
+class TranslatorHLSL;
+
+//
+// Helper function to identify specs that are based on the WebGL spec,
+// like the CSS Shaders spec.
+//
+bool isWebGLBasedSpec(ShShaderSpec spec);
+
+//
+// The base class used to back handles returned to the driver.
+//
+class TShHandleBase {
+public:
+ TShHandleBase();
+ virtual ~TShHandleBase();
+ virtual TCompiler* getAsCompiler() { return 0; }
+ virtual TranslatorHLSL* getAsTranslatorHLSL() { return 0; }
+
+protected:
+ // Memory allocator. Allocates and tracks memory required by the compiler.
+ // Deallocates all memory when compiler is destructed.
+ TPoolAllocator allocator;
+};
+
+//
+// The base class for the machine dependent compiler to derive from
+// for managing object code from the compile.
+//
+class TCompiler : public TShHandleBase {
+public:
+ TCompiler(ShShaderType type, ShShaderSpec spec);
+ virtual ~TCompiler();
+ virtual TCompiler* getAsCompiler() { return this; }
+
+ bool Init(const ShBuiltInResources& resources);
+ bool compile(const char* const shaderStrings[],
+ size_t numStrings,
+ int compileOptions);
+
+ // Get results of the last compilation.
+ TInfoSink& getInfoSink() { return infoSink; }
+ const TVariableInfoList& getAttribs() const { return attribs; }
+ const TVariableInfoList& getUniforms() const { return uniforms; }
+ const TVariableInfoList& getVaryings() const { return varyings; }
+ int getMappedNameMaxLength() const;
+
+ ShHashFunction64 getHashFunction() const { return hashFunction; }
+ NameMap& getNameMap() { return nameMap; }
+ TSymbolTable& getSymbolTable() { return symbolTable; }
+
+protected:
+ ShShaderType getShaderType() const { return shaderType; }
+ ShShaderSpec getShaderSpec() const { return shaderSpec; }
+ // Initialize symbol-table with built-in symbols.
+ bool InitBuiltInSymbolTable(const ShBuiltInResources& resources);
+ // Clears the results from the previous compilation.
+ void clearResults();
+ // Return true if function recursion is detected or call depth exceeded.
+ bool detectCallDepth(TIntermNode* root, TInfoSink& infoSink, bool limitCallStackDepth);
+ // Rewrites a shader's intermediate tree according to the CSS Shaders spec.
+ void rewriteCSSShader(TIntermNode* root);
+ // Returns true if the given shader does not exceed the minimum
+ // functionality mandated in GLSL 1.0 spec Appendix A.
+ bool validateLimitations(TIntermNode* root);
+ // Collect info for all attribs, uniforms, varyings.
+ void collectVariables(TIntermNode* root);
+ // Map long variable names into shorter ones.
+ void mapLongVariableNames(TIntermNode* root);
+ // Translate to object code.
+ virtual void translate(TIntermNode* root) = 0;
+ // Returns true if, after applying the packing rules in the GLSL 1.017 spec
+ // Appendix A, section 7, the shader does not use too many uniforms.
+ bool enforcePackingRestrictions();
+ // Insert statements to initialize varyings without static use in the beginning
+ // of main(). It is to work around a Mac driver where such varyings in a vertex
+ // shader may be optimized out incorrectly at compile time, causing a link failure.
+ // This function should only be applied to vertex shaders.
+ void initializeVaryingsWithoutStaticUse(TIntermNode* root);
+ // Insert gl_Position = vec4(0,0,0,0) to the beginning of main().
+ // It is to work around a Linux driver bug where missing this causes compile failure
+ // while spec says it is allowed.
+ // This function should only be applied to vertex shaders.
+ void initializeGLPosition(TIntermNode* root);
+ // Returns true if the shader passes the restrictions that aim to prevent timing attacks.
+ bool enforceTimingRestrictions(TIntermNode* root, bool outputGraph);
+ // Returns true if the shader does not use samplers.
+ bool enforceVertexShaderTimingRestrictions(TIntermNode* root);
+ // Returns true if the shader does not use sampler dependent values to affect control
+ // flow or in operations whose time can depend on the input values.
+ bool enforceFragmentShaderTimingRestrictions(const TDependencyGraph& graph);
+ // Return true if the maximum expression complexity below the limit.
+ bool limitExpressionComplexity(TIntermNode* root);
+ // Get built-in extensions with default behavior.
+ const TExtensionBehavior& getExtensionBehavior() const;
+ // Get the resources set by InitBuiltInSymbolTable
+ const ShBuiltInResources& getResources() const;
+
+ const ArrayBoundsClamper& getArrayBoundsClamper() const;
+ ShArrayIndexClampingStrategy getArrayIndexClampingStrategy() const;
+ const BuiltInFunctionEmulator& getBuiltInFunctionEmulator() const;
+
+private:
+ ShShaderType shaderType;
+ ShShaderSpec shaderSpec;
+
+ int maxUniformVectors;
+ int maxExpressionComplexity;
+ int maxCallStackDepth;
+
+ ShBuiltInResources compileResources;
+
+ // Built-in symbol table for the given language, spec, and resources.
+ // It is preserved from compile-to-compile.
+ TSymbolTable symbolTable;
+ // Built-in extensions with default behavior.
+ TExtensionBehavior extensionBehavior;
+ bool fragmentPrecisionHigh;
+
+ ArrayBoundsClamper arrayBoundsClamper;
+ ShArrayIndexClampingStrategy clampingStrategy;
+ BuiltInFunctionEmulator builtInFunctionEmulator;
+
+ // Results of compilation.
+ TInfoSink infoSink; // Output sink.
+ TVariableInfoList attribs; // Active attributes in the compiled shader.
+ TVariableInfoList uniforms; // Active uniforms in the compiled shader.
+ TVariableInfoList varyings; // Varyings in the compiled shader.
+
+ // Cached copy of the ref-counted singleton.
+ LongNameMap* longNameMap;
+
+ // name hashing.
+ ShHashFunction64 hashFunction;
+ NameMap nameMap;
+};
+
+//
+// This is the interface between the machine independent code
+// and the machine dependent code.
+//
+// The machine dependent code should derive from the classes
+// above. Then Construct*() and Delete*() will create and
+// destroy the machine dependent objects, which contain the
+// above machine independent information.
+//
+TCompiler* ConstructCompiler(
+ ShShaderType type, ShShaderSpec spec, ShShaderOutput output);
+void DeleteCompiler(TCompiler*);
+
+#endif // _SHHANDLE_INCLUDED_