// // Copyright (c) 2002-2013 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 COMPILER_TRANSLATOR_COMPILER_H_ #define COMPILER_TRANSLATOR_COMPILER_H_ // // Machine independent part of the compiler private objects // sent as ShHandle to the driver. // // This should not be included by driver code. // #include "compiler/translator/BuiltInFunctionEmulator.h" #include "compiler/translator/CallDAG.h" #include "compiler/translator/ExtensionBehavior.h" #include "compiler/translator/HashNames.h" #include "compiler/translator/InfoSink.h" #include "compiler/translator/Pragma.h" #include "compiler/translator/SymbolTable.h" #include "compiler/translator/VariableInfo.h" #include "third_party/compiler/ArrayBoundsClamper.h" class TCompiler; class TDependencyGraph; #ifdef ANGLE_ENABLE_HLSL class TranslatorHLSL; #endif // ANGLE_ENABLE_HLSL // // Helper function to identify specs that are based on the WebGL spec, // like the CSS Shaders spec. // bool IsWebGLBasedSpec(ShShaderSpec spec); // // Helper function to check if the shader type is GLSL. // bool IsGLSL130OrNewer(ShShaderOutput output); // // The base class used to back handles returned to the driver. // class TShHandleBase { public: TShHandleBase(); virtual ~TShHandleBase(); virtual TCompiler* getAsCompiler() { return 0; } #ifdef ANGLE_ENABLE_HLSL virtual TranslatorHLSL* getAsTranslatorHLSL() { return 0; } #endif // ANGLE_ENABLE_HLSL 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(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output); ~TCompiler() override; TCompiler *getAsCompiler() override { return this; } bool Init(const ShBuiltInResources& resources); // compileTreeForTesting should be used only when tests require access to // the AST. Users of this function need to manually manage the global pool // allocator. Returns NULL whenever there are compilation errors. TIntermNode *compileTreeForTesting(const char* const shaderStrings[], size_t numStrings, int compileOptions); bool compile(const char* const shaderStrings[], size_t numStrings, int compileOptions); // Get results of the last compilation. int getShaderVersion() const { return shaderVersion; } TInfoSink& getInfoSink() { return infoSink; } // Clears the results from the previous compilation. void clearResults(); const std::vector &getAttributes() const { return attributes; } const std::vector &getOutputVariables() const { return outputVariables; } const std::vector &getUniforms() const { return uniforms; } const std::vector &getVaryings() const { return varyings; } const std::vector &getInterfaceBlocks() const { return interfaceBlocks; } ShHashFunction64 getHashFunction() const { return hashFunction; } NameMap& getNameMap() { return nameMap; } TSymbolTable& getSymbolTable() { return symbolTable; } ShShaderSpec getShaderSpec() const { return shaderSpec; } ShShaderOutput getOutputType() const { return outputType; } const std::string &getBuiltInResourcesString() const { return builtInResourcesString; } bool shouldRunLoopAndIndexingValidation(int compileOptions) const; // Get the resources set by InitBuiltInSymbolTable const ShBuiltInResources& getResources() const; protected: sh::GLenum getShaderType() const { return shaderType; } // Initialize symbol-table with built-in symbols. bool InitBuiltInSymbolTable(const ShBuiltInResources& resources); // Compute the string representation of the built-in resources void setResourceString(); // Return false if the call depth is exceeded. bool checkCallDepth(); // Returns true if a program has no conflicting or missing fragment outputs bool validateOutputs(TIntermNode* root); // 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); // Add emulated functions to the built-in function emulator. virtual void initBuiltInFunctionEmulator(BuiltInFunctionEmulator *emu, int compileOptions) {}; // Translate to object code. virtual void translate(TIntermNode *root, int compileOptions) = 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 is below the limit. bool limitExpressionComplexity(TIntermNode* root); // Get built-in extensions with default behavior. const TExtensionBehavior& getExtensionBehavior() const; const char *getSourcePath() const; const TPragma& getPragma() const { return mPragma; } void writePragma(); unsigned int *getTemporaryIndex() { return &mTemporaryIndex; } const ArrayBoundsClamper& getArrayBoundsClamper() const; ShArrayIndexClampingStrategy getArrayIndexClampingStrategy() const; const BuiltInFunctionEmulator& getBuiltInFunctionEmulator() const; std::vector attributes; std::vector outputVariables; std::vector uniforms; std::vector expandedUniforms; std::vector varyings; std::vector interfaceBlocks; virtual bool shouldCollectVariables(int compileOptions) { return (compileOptions & SH_VARIABLES) != 0; } private: // Creates the function call DAG for further analysis, returning false if there is a recursion bool initCallDag(TIntermNode *root); // Return false if "main" doesn't exist bool tagUsedFunctions(); void internalTagUsedFunction(size_t index); void initSamplerDefaultPrecision(TBasicType samplerType); // Removes unused function declarations and prototypes from the AST class UnusedPredicate; bool pruneUnusedFunctions(TIntermNode *root); TIntermNode *compileTreeImpl(const char *const shaderStrings[], size_t numStrings, const int compileOptions); sh::GLenum shaderType; ShShaderSpec shaderSpec; ShShaderOutput outputType; struct FunctionMetadata { FunctionMetadata() : used(false) { } bool used; }; CallDAG mCallDag; std::vector functionMetadata; int maxUniformVectors; int maxExpressionComplexity; int maxCallStackDepth; ShBuiltInResources compileResources; std::string builtInResourcesString; // 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. int shaderVersion; TInfoSink infoSink; // Output sink. const char *mSourcePath; // Path of source file or NULL // name hashing. ShHashFunction64 hashFunction; NameMap nameMap; TPragma mPragma; unsigned int mTemporaryIndex; }; // // 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( sh::GLenum type, ShShaderSpec spec, ShShaderOutput output); void DeleteCompiler(TCompiler*); #endif // COMPILER_TRANSLATOR_COMPILER_H_