// // Copyright (c) 2002-2010 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. // // // Create strings that declare built-in definitions, add built-ins that // cannot be expressed in the files, and establish mappings between // built-in functions and operators. // #include "compiler/Initialize.h" #include "compiler/intermediate.h" //============================================================================ // // Prototypes for built-in functions seen by both vertex and fragment shaders. // //============================================================================ static TString BuiltInFunctionsCommon(const ShBuiltInResources& resources) { TString s; // // Angle and Trigonometric Functions. // s.append(TString("float radians(float degrees);")); s.append(TString("vec2 radians(vec2 degrees);")); s.append(TString("vec3 radians(vec3 degrees);")); s.append(TString("vec4 radians(vec4 degrees);")); s.append(TString("float degrees(float radians);")); s.append(TString("vec2 degrees(vec2 radians);")); s.append(TString("vec3 degrees(vec3 radians);")); s.append(TString("vec4 degrees(vec4 radians);")); s.append(TString("float sin(float angle);")); s.append(TString("vec2 sin(vec2 angle);")); s.append(TString("vec3 sin(vec3 angle);")); s.append(TString("vec4 sin(vec4 angle);")); s.append(TString("float cos(float angle);")); s.append(TString("vec2 cos(vec2 angle);")); s.append(TString("vec3 cos(vec3 angle);")); s.append(TString("vec4 cos(vec4 angle);")); s.append(TString("float tan(float angle);")); s.append(TString("vec2 tan(vec2 angle);")); s.append(TString("vec3 tan(vec3 angle);")); s.append(TString("vec4 tan(vec4 angle);")); s.append(TString("float asin(float x);")); s.append(TString("vec2 asin(vec2 x);")); s.append(TString("vec3 asin(vec3 x);")); s.append(TString("vec4 asin(vec4 x);")); s.append(TString("float acos(float x);")); s.append(TString("vec2 acos(vec2 x);")); s.append(TString("vec3 acos(vec3 x);")); s.append(TString("vec4 acos(vec4 x);")); s.append(TString("float atan(float y, float x);")); s.append(TString("vec2 atan(vec2 y, vec2 x);")); s.append(TString("vec3 atan(vec3 y, vec3 x);")); s.append(TString("vec4 atan(vec4 y, vec4 x);")); s.append(TString("float atan(float y_over_x);")); s.append(TString("vec2 atan(vec2 y_over_x);")); s.append(TString("vec3 atan(vec3 y_over_x);")); s.append(TString("vec4 atan(vec4 y_over_x);")); // // Exponential Functions. // s.append(TString("float pow(float x, float y);")); s.append(TString("vec2 pow(vec2 x, vec2 y);")); s.append(TString("vec3 pow(vec3 x, vec3 y);")); s.append(TString("vec4 pow(vec4 x, vec4 y);")); s.append(TString("float exp(float x);")); s.append(TString("vec2 exp(vec2 x);")); s.append(TString("vec3 exp(vec3 x);")); s.append(TString("vec4 exp(vec4 x);")); s.append(TString("float log(float x);")); s.append(TString("vec2 log(vec2 x);")); s.append(TString("vec3 log(vec3 x);")); s.append(TString("vec4 log(vec4 x);")); s.append(TString("float exp2(float x);")); s.append(TString("vec2 exp2(vec2 x);")); s.append(TString("vec3 exp2(vec3 x);")); s.append(TString("vec4 exp2(vec4 x);")); s.append(TString("float log2(float x);")); s.append(TString("vec2 log2(vec2 x);")); s.append(TString("vec3 log2(vec3 x);")); s.append(TString("vec4 log2(vec4 x);")); s.append(TString("float sqrt(float x);")); s.append(TString("vec2 sqrt(vec2 x);")); s.append(TString("vec3 sqrt(vec3 x);")); s.append(TString("vec4 sqrt(vec4 x);")); s.append(TString("float inversesqrt(float x);")); s.append(TString("vec2 inversesqrt(vec2 x);")); s.append(TString("vec3 inversesqrt(vec3 x);")); s.append(TString("vec4 inversesqrt(vec4 x);")); // // Common Functions. // s.append(TString("float abs(float x);")); s.append(TString("vec2 abs(vec2 x);")); s.append(TString("vec3 abs(vec3 x);")); s.append(TString("vec4 abs(vec4 x);")); s.append(TString("float sign(float x);")); s.append(TString("vec2 sign(vec2 x);")); s.append(TString("vec3 sign(vec3 x);")); s.append(TString("vec4 sign(vec4 x);")); s.append(TString("float floor(float x);")); s.append(TString("vec2 floor(vec2 x);")); s.append(TString("vec3 floor(vec3 x);")); s.append(TString("vec4 floor(vec4 x);")); s.append(TString("float ceil(float x);")); s.append(TString("vec2 ceil(vec2 x);")); s.append(TString("vec3 ceil(vec3 x);")); s.append(TString("vec4 ceil(vec4 x);")); s.append(TString("float fract(float x);")); s.append(TString("vec2 fract(vec2 x);")); s.append(TString("vec3 fract(vec3 x);")); s.append(TString("vec4 fract(vec4 x);")); s.append(TString("float mod(float x, float y);")); s.append(TString("vec2 mod(vec2 x, float y);")); s.append(TString("vec3 mod(vec3 x, float y);")); s.append(TString("vec4 mod(vec4 x, float y);")); s.append(TString("vec2 mod(vec2 x, vec2 y);")); s.append(TString("vec3 mod(vec3 x, vec3 y);")); s.append(TString("vec4 mod(vec4 x, vec4 y);")); s.append(TString("float min(float x, float y);")); s.append(TString("vec2 min(vec2 x, float y);")); s.append(TString("vec3 min(vec3 x, float y);")); s.append(TString("vec4 min(vec4 x, float y);")); s.append(TString("vec2 min(vec2 x, vec2 y);")); s.append(TString("vec3 min(vec3 x, vec3 y);")); s.append(TString("vec4 min(vec4 x, vec4 y);")); s.append(TString("float max(float x, float y);")); s.append(TString("vec2 max(vec2 x, float y);")); s.append(TString("vec3 max(vec3 x, float y);")); s.append(TString("vec4 max(vec4 x, float y);")); s.append(TString("vec2 max(vec2 x, vec2 y);")); s.append(TString("vec3 max(vec3 x, vec3 y);")); s.append(TString("vec4 max(vec4 x, vec4 y);")); s.append(TString("float clamp(float x, float minVal, float maxVal);")); s.append(TString("vec2 clamp(vec2 x, float minVal, float maxVal);")); s.append(TString("vec3 clamp(vec3 x, float minVal, float maxVal);")); s.append(TString("vec4 clamp(vec4 x, float minVal, float maxVal);")); s.append(TString("vec2 clamp(vec2 x, vec2 minVal, vec2 maxVal);")); s.append(TString("vec3 clamp(vec3 x, vec3 minVal, vec3 maxVal);")); s.append(TString("vec4 clamp(vec4 x, vec4 minVal, vec4 maxVal);")); s.append(TString("float mix(float x, float y, float a);")); s.append(TString("vec2 mix(vec2 x, vec2 y, float a);")); s.append(TString("vec3 mix(vec3 x, vec3 y, float a);")); s.append(TString("vec4 mix(vec4 x, vec4 y, float a);")); s.append(TString("vec2 mix(vec2 x, vec2 y, vec2 a);")); s.append(TString("vec3 mix(vec3 x, vec3 y, vec3 a);")); s.append(TString("vec4 mix(vec4 x, vec4 y, vec4 a);")); s.append(TString("float step(float edge, float x);")); s.append(TString("vec2 step(vec2 edge, vec2 x);")); s.append(TString("vec3 step(vec3 edge, vec3 x);")); s.append(TString("vec4 step(vec4 edge, vec4 x);")); s.append(TString("vec2 step(float edge, vec2 x);")); s.append(TString("vec3 step(float edge, vec3 x);")); s.append(TString("vec4 step(float edge, vec4 x);")); s.append(TString("float smoothstep(float edge0, float edge1, float x);")); s.append(TString("vec2 smoothstep(vec2 edge0, vec2 edge1, vec2 x);")); s.append(TString("vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x);")); s.append(TString("vec4 smoothstep(vec4 edge0, vec4 edge1, vec4 x);")); s.append(TString("vec2 smoothstep(float edge0, float edge1, vec2 x);")); s.append(TString("vec3 smoothstep(float edge0, float edge1, vec3 x);")); s.append(TString("vec4 smoothstep(float edge0, float edge1, vec4 x);")); // // Geometric Functions. // s.append(TString("float length(float x);")); s.append(TString("float length(vec2 x);")); s.append(TString("float length(vec3 x);")); s.append(TString("float length(vec4 x);")); s.append(TString("float distance(float p0, float p1);")); s.append(TString("float distance(vec2 p0, vec2 p1);")); s.append(TString("float distance(vec3 p0, vec3 p1);")); s.append(TString("float distance(vec4 p0, vec4 p1);")); s.append(TString("float dot(float x, float y);")); s.append(TString("float dot(vec2 x, vec2 y);")); s.append(TString("float dot(vec3 x, vec3 y);")); s.append(TString("float dot(vec4 x, vec4 y);")); s.append(TString("vec3 cross(vec3 x, vec3 y);")); s.append(TString("float normalize(float x);")); s.append(TString("vec2 normalize(vec2 x);")); s.append(TString("vec3 normalize(vec3 x);")); s.append(TString("vec4 normalize(vec4 x);")); s.append(TString("float faceforward(float N, float I, float Nref);")); s.append(TString("vec2 faceforward(vec2 N, vec2 I, vec2 Nref);")); s.append(TString("vec3 faceforward(vec3 N, vec3 I, vec3 Nref);")); s.append(TString("vec4 faceforward(vec4 N, vec4 I, vec4 Nref);")); s.append(TString("float reflect(float I, float N);")); s.append(TString("vec2 reflect(vec2 I, vec2 N);")); s.append(TString("vec3 reflect(vec3 I, vec3 N);")); s.append(TString("vec4 reflect(vec4 I, vec4 N);")); s.append(TString("float refract(float I, float N, float eta);")); s.append(TString("vec2 refract(vec2 I, vec2 N, float eta);")); s.append(TString("vec3 refract(vec3 I, vec3 N, float eta);")); s.append(TString("vec4 refract(vec4 I, vec4 N, float eta);")); // // Matrix Functions. // s.append(TString("mat2 matrixCompMult(mat2 x, mat2 y);")); s.append(TString("mat3 matrixCompMult(mat3 x, mat3 y);")); s.append(TString("mat4 matrixCompMult(mat4 x, mat4 y);")); // // Vector relational functions. // s.append(TString("bvec2 lessThan(vec2 x, vec2 y);")); s.append(TString("bvec3 lessThan(vec3 x, vec3 y);")); s.append(TString("bvec4 lessThan(vec4 x, vec4 y);")); s.append(TString("bvec2 lessThan(ivec2 x, ivec2 y);")); s.append(TString("bvec3 lessThan(ivec3 x, ivec3 y);")); s.append(TString("bvec4 lessThan(ivec4 x, ivec4 y);")); s.append(TString("bvec2 lessThanEqual(vec2 x, vec2 y);")); s.append(TString("bvec3 lessThanEqual(vec3 x, vec3 y);")); s.append(TString("bvec4 lessThanEqual(vec4 x, vec4 y);")); s.append(TString("bvec2 lessThanEqual(ivec2 x, ivec2 y);")); s.append(TString("bvec3 lessThanEqual(ivec3 x, ivec3 y);")); s.append(TString("bvec4 lessThanEqual(ivec4 x, ivec4 y);")); s.append(TString("bvec2 greaterThan(vec2 x, vec2 y);")); s.append(TString("bvec3 greaterThan(vec3 x, vec3 y);")); s.append(TString("bvec4 greaterThan(vec4 x, vec4 y);")); s.append(TString("bvec2 greaterThan(ivec2 x, ivec2 y);")); s.append(TString("bvec3 greaterThan(ivec3 x, ivec3 y);")); s.append(TString("bvec4 greaterThan(ivec4 x, ivec4 y);")); s.append(TString("bvec2 greaterThanEqual(vec2 x, vec2 y);")); s.append(TString("bvec3 greaterThanEqual(vec3 x, vec3 y);")); s.append(TString("bvec4 greaterThanEqual(vec4 x, vec4 y);")); s.append(TString("bvec2 greaterThanEqual(ivec2 x, ivec2 y);")); s.append(TString("bvec3 greaterThanEqual(ivec3 x, ivec3 y);")); s.append(TString("bvec4 greaterThanEqual(ivec4 x, ivec4 y);")); s.append(TString("bvec2 equal(vec2 x, vec2 y);")); s.append(TString("bvec3 equal(vec3 x, vec3 y);")); s.append(TString("bvec4 equal(vec4 x, vec4 y);")); s.append(TString("bvec2 equal(ivec2 x, ivec2 y);")); s.append(TString("bvec3 equal(ivec3 x, ivec3 y);")); s.append(TString("bvec4 equal(ivec4 x, ivec4 y);")); s.append(TString("bvec2 equal(bvec2 x, bvec2 y);")); s.append(TString("bvec3 equal(bvec3 x, bvec3 y);")); s.append(TString("bvec4 equal(bvec4 x, bvec4 y);")); s.append(TString("bvec2 notEqual(vec2 x, vec2 y);")); s.append(TString("bvec3 notEqual(vec3 x, vec3 y);")); s.append(TString("bvec4 notEqual(vec4 x, vec4 y);")); s.append(TString("bvec2 notEqual(ivec2 x, ivec2 y);")); s.append(TString("bvec3 notEqual(ivec3 x, ivec3 y);")); s.append(TString("bvec4 notEqual(ivec4 x, ivec4 y);")); s.append(TString("bvec2 notEqual(bvec2 x, bvec2 y);")); s.append(TString("bvec3 notEqual(bvec3 x, bvec3 y);")); s.append(TString("bvec4 notEqual(bvec4 x, bvec4 y);")); s.append(TString("bool any(bvec2 x);")); s.append(TString("bool any(bvec3 x);")); s.append(TString("bool any(bvec4 x);")); s.append(TString("bool all(bvec2 x);")); s.append(TString("bool all(bvec3 x);")); s.append(TString("bool all(bvec4 x);")); s.append(TString("bvec2 not(bvec2 x);")); s.append(TString("bvec3 not(bvec3 x);")); s.append(TString("bvec4 not(bvec4 x);")); // // Texture Functions. // s.append(TString("vec4 texture2D(sampler2D sampler, vec2 coord);")); s.append(TString("vec4 texture2DProj(sampler2D sampler, vec3 coord);")); s.append(TString("vec4 texture2DProj(sampler2D sampler, vec4 coord);")); s.append(TString("vec4 textureCube(samplerCube sampler, vec3 coord);")); if (resources.OES_EGL_image_external) { s.append(TString("vec4 texture2D(samplerExternalOES sampler, vec2 coord);")); s.append(TString("vec4 texture2DProj(samplerExternalOES sampler, vec3 coord);")); s.append(TString("vec4 texture2DProj(samplerExternalOES sampler, vec4 coord);")); } if (resources.ARB_texture_rectangle) { s.append(TString("vec4 texture2DRect(sampler2DRect sampler, vec2 coord);")); s.append(TString("vec4 texture2DRectProj(sampler2DRect sampler, vec3 coord);")); s.append(TString("vec4 texture2DRectProj(sampler2DRect sampler, vec4 coord);")); } // // Noise functions. // //s.append(TString("float noise1(float x);")); //s.append(TString("float noise1(vec2 x);")); //s.append(TString("float noise1(vec3 x);")); //s.append(TString("float noise1(vec4 x);")); //s.append(TString("vec2 noise2(float x);")); //s.append(TString("vec2 noise2(vec2 x);")); //s.append(TString("vec2 noise2(vec3 x);")); //s.append(TString("vec2 noise2(vec4 x);")); //s.append(TString("vec3 noise3(float x);")); //s.append(TString("vec3 noise3(vec2 x);")); //s.append(TString("vec3 noise3(vec3 x);")); //s.append(TString("vec3 noise3(vec4 x);")); //s.append(TString("vec4 noise4(float x);")); //s.append(TString("vec4 noise4(vec2 x);")); //s.append(TString("vec4 noise4(vec3 x);")); //s.append(TString("vec4 noise4(vec4 x);")); return s; } //============================================================================ // // Prototypes for built-in functions seen by vertex shaders only. // //============================================================================ static TString BuiltInFunctionsVertex(const ShBuiltInResources& resources) { TString s; // // Geometric Functions. // //s.append(TString("vec4 ftransform();")); // // Texture Functions. // s.append(TString("vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod);")); s.append(TString("vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);")); s.append(TString("vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);")); s.append(TString("vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod);")); return s; } //============================================================================ // // Prototypes for built-in functions seen by fragment shaders only. // //============================================================================ static TString BuiltInFunctionsFragment(const ShBuiltInResources& resources) { TString s; // // Texture Functions. // s.append(TString("vec4 texture2D(sampler2D sampler, vec2 coord, float bias);")); s.append(TString("vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias);")); s.append(TString("vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias);")); s.append(TString("vec4 textureCube(samplerCube sampler, vec3 coord, float bias);")); if (resources.OES_standard_derivatives) { s.append(TString("float dFdx(float p);")); s.append(TString("vec2 dFdx(vec2 p);")); s.append(TString("vec3 dFdx(vec3 p);")); s.append(TString("vec4 dFdx(vec4 p);")); s.append(TString("float dFdy(float p);")); s.append(TString("vec2 dFdy(vec2 p);")); s.append(TString("vec3 dFdy(vec3 p);")); s.append(TString("vec4 dFdy(vec4 p);")); s.append(TString("float fwidth(float p);")); s.append(TString("vec2 fwidth(vec2 p);")); s.append(TString("vec3 fwidth(vec3 p);")); s.append(TString("vec4 fwidth(vec4 p);")); } return s; } //============================================================================ // // Standard uniforms. // //============================================================================ static TString StandardUniforms() { TString s; // // Depth range in window coordinates // s.append(TString("struct gl_DepthRangeParameters {")); s.append(TString(" highp float near;")); // n s.append(TString(" highp float far;")); // f s.append(TString(" highp float diff;")); // f - n s.append(TString("};")); s.append(TString("uniform gl_DepthRangeParameters gl_DepthRange;")); return s; } //============================================================================ // // Default precision for vertex shaders. // //============================================================================ static TString DefaultPrecisionVertex() { TString s; s.append(TString("precision highp int;")); s.append(TString("precision highp float;")); return s; } //============================================================================ // // Default precision for fragment shaders. // //============================================================================ static TString DefaultPrecisionFragment() { TString s; s.append(TString("precision mediump int;")); // No default precision for float in fragment shaders return s; } //============================================================================ // // Implementation dependent built-in constants. // //============================================================================ static TString BuiltInConstants(ShShaderSpec spec, const ShBuiltInResources &resources) { TStringStream s; s << "const int gl_MaxVertexAttribs = " << resources.MaxVertexAttribs << ";"; s << "const int gl_MaxVertexUniformVectors = " << resources.MaxVertexUniformVectors << ";"; s << "const int gl_MaxVaryingVectors = " << resources.MaxVaryingVectors << ";"; s << "const int gl_MaxVertexTextureImageUnits = " << resources.MaxVertexTextureImageUnits << ";"; s << "const int gl_MaxCombinedTextureImageUnits = " << resources.MaxCombinedTextureImageUnits << ";"; s << "const int gl_MaxTextureImageUnits = " << resources.MaxTextureImageUnits << ";"; s << "const int gl_MaxFragmentUniformVectors = " << resources.MaxFragmentUniformVectors << ";"; if (spec != SH_CSS_SHADERS_SPEC) s << "const int gl_MaxDrawBuffers = " << resources.MaxDrawBuffers << ";"; return s.str(); } void TBuiltIns::initialize(ShShaderType type, ShShaderSpec spec, const ShBuiltInResources& resources) { switch (type) { case SH_FRAGMENT_SHADER: builtInStrings.push_back(DefaultPrecisionFragment()); builtInStrings.push_back(BuiltInFunctionsCommon(resources)); builtInStrings.push_back(BuiltInFunctionsFragment(resources)); builtInStrings.push_back(StandardUniforms()); break; case SH_VERTEX_SHADER: builtInStrings.push_back(DefaultPrecisionVertex()); builtInStrings.push_back(BuiltInFunctionsCommon(resources)); builtInStrings.push_back(BuiltInFunctionsVertex(resources)); builtInStrings.push_back(StandardUniforms()); break; default: assert(false && "Language not supported"); } builtInStrings.push_back(BuiltInConstants(spec, resources)); } void IdentifyBuiltIns(ShShaderType type, ShShaderSpec spec, const ShBuiltInResources& resources, TSymbolTable& symbolTable) { // // First, insert some special built-in variables that are not in // the built-in header files. // switch(type) { case SH_FRAGMENT_SHADER: symbolTable.insert(*new TVariable(NewPoolTString("gl_FragCoord"), TType(EbtFloat, EbpMedium, EvqFragCoord, 4))); symbolTable.insert(*new TVariable(NewPoolTString("gl_FrontFacing"), TType(EbtBool, EbpUndefined, EvqFrontFacing, 1))); symbolTable.insert(*new TVariable(NewPoolTString("gl_PointCoord"), TType(EbtFloat, EbpMedium, EvqPointCoord, 2))); // // In CSS Shaders, gl_FragColor, gl_FragData, and gl_MaxDrawBuffers are not available. // Instead, css_MixColor and css_ColorMatrix are available. // if (spec != SH_CSS_SHADERS_SPEC) { symbolTable.insert(*new TVariable(NewPoolTString("gl_FragColor"), TType(EbtFloat, EbpMedium, EvqFragColor, 4))); symbolTable.insert(*new TVariable(NewPoolTString("gl_FragData[gl_MaxDrawBuffers]"), TType(EbtFloat, EbpMedium, EvqFragData, 4))); } else { symbolTable.insert(*new TVariable(NewPoolTString("css_MixColor"), TType(EbtFloat, EbpMedium, EvqGlobal, 4))); symbolTable.insert(*new TVariable(NewPoolTString("css_ColorMatrix"), TType(EbtFloat, EbpMedium, EvqGlobal, 4, true))); } break; case SH_VERTEX_SHADER: symbolTable.insert(*new TVariable(NewPoolTString("gl_Position"), TType(EbtFloat, EbpHigh, EvqPosition, 4))); symbolTable.insert(*new TVariable(NewPoolTString("gl_PointSize"), TType(EbtFloat, EbpMedium, EvqPointSize, 1))); break; default: assert(false && "Language not supported"); } // // Next, identify which built-ins from the already loaded headers have // a mapping to an operator. Those that are not identified as such are // expected to be resolved through a library of functions, versus as // operations. // symbolTable.relateToOperator("not", EOpVectorLogicalNot); symbolTable.relateToOperator("matrixCompMult", EOpMul); symbolTable.relateToOperator("equal", EOpVectorEqual); symbolTable.relateToOperator("notEqual", EOpVectorNotEqual); symbolTable.relateToOperator("lessThan", EOpLessThan); symbolTable.relateToOperator("greaterThan", EOpGreaterThan); symbolTable.relateToOperator("lessThanEqual", EOpLessThanEqual); symbolTable.relateToOperator("greaterThanEqual", EOpGreaterThanEqual); symbolTable.relateToOperator("radians", EOpRadians); symbolTable.relateToOperator("degrees", EOpDegrees); symbolTable.relateToOperator("sin", EOpSin); symbolTable.relateToOperator("cos", EOpCos); symbolTable.relateToOperator("tan", EOpTan); symbolTable.relateToOperator("asin", EOpAsin); symbolTable.relateToOperator("acos", EOpAcos); symbolTable.relateToOperator("atan", EOpAtan); symbolTable.relateToOperator("pow", EOpPow); symbolTable.relateToOperator("exp2", EOpExp2); symbolTable.relateToOperator("log", EOpLog); symbolTable.relateToOperator("exp", EOpExp); symbolTable.relateToOperator("log2", EOpLog2); symbolTable.relateToOperator("sqrt", EOpSqrt); symbolTable.relateToOperator("inversesqrt", EOpInverseSqrt); symbolTable.relateToOperator("abs", EOpAbs); symbolTable.relateToOperator("sign", EOpSign); symbolTable.relateToOperator("floor", EOpFloor); symbolTable.relateToOperator("ceil", EOpCeil); symbolTable.relateToOperator("fract", EOpFract); symbolTable.relateToOperator("mod", EOpMod); symbolTable.relateToOperator("min", EOpMin); symbolTable.relateToOperator("max", EOpMax); symbolTable.relateToOperator("clamp", EOpClamp); symbolTable.relateToOperator("mix", EOpMix); symbolTable.relateToOperator("step", EOpStep); symbolTable.relateToOperator("smoothstep", EOpSmoothStep); symbolTable.relateToOperator("length", EOpLength); symbolTable.relateToOperator("distance", EOpDistance); symbolTable.relateToOperator("dot", EOpDot); symbolTable.relateToOperator("cross", EOpCross); symbolTable.relateToOperator("normalize", EOpNormalize); symbolTable.relateToOperator("faceforward", EOpFaceForward); symbolTable.relateToOperator("reflect", EOpReflect); symbolTable.relateToOperator("refract", EOpRefract); symbolTable.relateToOperator("any", EOpAny); symbolTable.relateToOperator("all", EOpAll); // Map language-specific operators. switch(type) { case SH_VERTEX_SHADER: break; case SH_FRAGMENT_SHADER: if (resources.OES_standard_derivatives) { symbolTable.relateToOperator("dFdx", EOpDFdx); symbolTable.relateToOperator("dFdy", EOpDFdy); symbolTable.relateToOperator("fwidth", EOpFwidth); symbolTable.relateToExtension("dFdx", "GL_OES_standard_derivatives"); symbolTable.relateToExtension("dFdy", "GL_OES_standard_derivatives"); symbolTable.relateToExtension("fwidth", "GL_OES_standard_derivatives"); } break; default: break; } // Finally add resource-specific variables. switch(type) { case SH_FRAGMENT_SHADER: if (spec != SH_CSS_SHADERS_SPEC) { // Set up gl_FragData. The array size. TType fragData(EbtFloat, EbpMedium, EvqFragData, 4, false, true); fragData.setArraySize(resources.MaxDrawBuffers); symbolTable.insert(*new TVariable(NewPoolTString("gl_FragData"), fragData)); } break; default: break; } } void InitExtensionBehavior(const ShBuiltInResources& resources, TExtensionBehavior& extBehavior) { if (resources.OES_standard_derivatives) extBehavior["GL_OES_standard_derivatives"] = EBhUndefined; if (resources.OES_EGL_image_external) extBehavior["GL_OES_EGL_image_external"] = EBhUndefined; if (resources.ARB_texture_rectangle) extBehavior["GL_ARB_texture_rectangle"] = EBhUndefined; if (resources.EXT_draw_buffers) extBehavior["GL_EXT_draw_buffers"] = EBhUndefined; }