// // Copyright (c) 2002-2011 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. // #include "angle_gl.h" #include "compiler/translator/BuiltInFunctionEmulator.h" #include "compiler/translator/BuiltInFunctionEmulatorGLSL.h" #include "compiler/translator/SymbolTable.h" void InitBuiltInFunctionEmulatorForGLSL(BuiltInFunctionEmulator *emu, sh::GLenum shaderType) { // we use macros here instead of function definitions to work around more GLSL // compiler bugs, in particular on NVIDIA hardware on Mac OSX. Macros are // problematic because if the argument has side-effects they will be repeatedly // evaluated. This is unlikely to show up in real shaders, but is something to // consider. TType float1(EbtFloat); TType float2(EbtFloat, 2); TType float3(EbtFloat, 3); TType float4(EbtFloat, 4); if (shaderType == GL_FRAGMENT_SHADER) { emu->addEmulatedFunction(EOpCos, float1, "webgl_emu_precision float webgl_cos_emu(webgl_emu_precision float a) { return cos(a); }"); emu->addEmulatedFunction(EOpCos, float2, "webgl_emu_precision vec2 webgl_cos_emu(webgl_emu_precision vec2 a) { return cos(a); }"); emu->addEmulatedFunction(EOpCos, float3, "webgl_emu_precision vec3 webgl_cos_emu(webgl_emu_precision vec3 a) { return cos(a); }"); emu->addEmulatedFunction(EOpCos, float4, "webgl_emu_precision vec4 webgl_cos_emu(webgl_emu_precision vec4 a) { return cos(a); }"); } emu->addEmulatedFunction(EOpDistance, float1, float1, "#define webgl_distance_emu(x, y) ((x) >= (y) ? (x) - (y) : (y) - (x))"); emu->addEmulatedFunction(EOpDot, float1, float1, "#define webgl_dot_emu(x, y) ((x) * (y))"); emu->addEmulatedFunction(EOpLength, float1, "#define webgl_length_emu(x) ((x) >= 0.0 ? (x) : -(x))"); emu->addEmulatedFunction(EOpNormalize, float1, "#define webgl_normalize_emu(x) ((x) == 0.0 ? 0.0 : ((x) > 0.0 ? 1.0 : -1.0))"); emu->addEmulatedFunction(EOpReflect, float1, float1, "#define webgl_reflect_emu(I, N) ((I) - 2.0 * (N) * (I) * (N))"); }