// // 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 #include "compiler/translator/BuiltInFunctionEmulator.h" #include "compiler/translator/CallDAG.h" #include "compiler/translator/Diagnostics.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 "third_party/compiler/ArrayBoundsClamper.h" namespace sh { class TCompiler; class TParseContext; #ifdef ANGLE_ENABLE_HLSL class TranslatorHLSL; #endif // ANGLE_ENABLE_HLSL // // Helper function to identify specs that are based on the WebGL spec. // bool IsWebGLBasedSpec(ShShaderSpec spec); // // Helper function to check if the shader type is GLSL. // bool IsGLSL130OrNewer(ShShaderOutput output); bool IsGLSL420OrNewer(ShShaderOutput output); bool IsGLSL410OrOlder(ShShaderOutput output); // // Helper function to check if the invariant qualifier can be removed. // bool RemoveInvariant(sh::GLenum shaderType, int shaderVersion, ShShaderOutput outputType, ShCompileOptions compileOptions); // // 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 nullptr whenever there are compilation errors. TIntermBlock *compileTreeForTesting(const char *const shaderStrings[], size_t numStrings, ShCompileOptions compileOptions); bool compile(const char *const shaderStrings[], size_t numStrings, ShCompileOptions compileOptions); // Get results of the last compilation. int getShaderVersion() const { return shaderVersion; } TInfoSink &getInfoSink() { return infoSink; } bool isComputeShaderLocalSizeDeclared() const { return mComputeShaderLocalSizeDeclared; } const sh::WorkGroupSize &getComputeShaderLocalSize() const { return mComputeShaderLocalSize; } int getNumViews() const { return mNumViews; } // 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 &getInputVaryings() const { return inputVaryings; } const std::vector &getOutputVaryings() const { return outputVaryings; } const std::vector &getInterfaceBlocks() const { return interfaceBlocks; } const std::vector &getUniformBlocks() const { return uniformBlocks; } const std::vector &getShaderStorageBlocks() const { return shaderStorageBlocks; } const std::vector &getInBlocks() const { return inBlocks; } 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(ShCompileOptions compileOptions) const; // Get the resources set by InitBuiltInSymbolTable const ShBuiltInResources &getResources() const; int getGeometryShaderMaxVertices() const { return mGeometryShaderMaxVertices; } int getGeometryShaderInvocations() const { return mGeometryShaderInvocations; } TLayoutPrimitiveType getGeometryShaderInputPrimitiveType() const { return mGeometryShaderInputPrimitiveType; } TLayoutPrimitiveType getGeometryShaderOutputPrimitiveType() const { return mGeometryShaderOutputPrimitiveType; } sh::GLenum getShaderType() const { return shaderType; } protected: // 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(); // Add emulated functions to the built-in function emulator. virtual void initBuiltInFunctionEmulator(BuiltInFunctionEmulator *emu, ShCompileOptions compileOptions){}; // Translate to object code. May generate performance warnings through the diagnostics. virtual void translate(TIntermBlock *root, ShCompileOptions compileOptions, PerformanceDiagnostics *perfDiagnostics) = 0; // Insert statements to reference all members in unused uniform blocks with standard and shared // layout. This is to work around a Mac driver that treats unused standard/shared // uniform blocks as inactive. void useAllMembersInUnusedStandardAndSharedBlocks(TIntermBlock *root); // Insert statements to initialize output variables in the beginning of main(). // This is to avoid undefined behaviors. void initializeOutputVariables(TIntermBlock *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(TIntermBlock *root); // Return true if the maximum expression complexity is below the limit. bool limitExpressionComplexity(TIntermBlock *root); // Get built-in extensions with default behavior. const TExtensionBehavior &getExtensionBehavior() const; const char *getSourcePath() const; const TPragma &getPragma() const { return mPragma; } void writePragma(ShCompileOptions compileOptions); // Relies on collectVariables having been called. bool isVaryingDefined(const char *varyingName); const ArrayBoundsClamper &getArrayBoundsClamper() const; ShArrayIndexClampingStrategy getArrayIndexClampingStrategy() const; const BuiltInFunctionEmulator &getBuiltInFunctionEmulator() const; virtual bool shouldFlattenPragmaStdglInvariantAll() = 0; virtual bool shouldCollectVariables(ShCompileOptions compileOptions); bool wereVariablesCollected() const; std::vector attributes; std::vector outputVariables; std::vector uniforms; std::vector inputVaryings; std::vector outputVaryings; std::vector interfaceBlocks; std::vector uniformBlocks; std::vector shaderStorageBlocks; std::vector inBlocks; 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); void collectInterfaceBlocks(); bool variablesCollected; bool mGLPositionInitialized; // Removes unused function declarations and prototypes from the AST class UnusedPredicate; void pruneUnusedFunctions(TIntermBlock *root); TIntermBlock *compileTreeImpl(const char *const shaderStrings[], size_t numStrings, const ShCompileOptions compileOptions); // Fetches and stores shader metadata that is not stored within the AST itself, such as shader // version. void setASTMetadata(const TParseContext &parseContext); // Does checks that need to be run after parsing is complete and returns true if they pass. bool checkAndSimplifyAST(TIntermBlock *root, const TParseContext &parseContext, ShCompileOptions 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; int maxFunctionParameters; 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. TDiagnostics mDiagnostics; const char *mSourcePath; // Path of source file or NULL // compute shader local group size bool mComputeShaderLocalSizeDeclared; sh::WorkGroupSize mComputeShaderLocalSize; // GL_OVR_multiview num_views. int mNumViews; // geometry shader parameters. int mGeometryShaderMaxVertices; int mGeometryShaderInvocations; TLayoutPrimitiveType mGeometryShaderInputPrimitiveType; TLayoutPrimitiveType mGeometryShaderOutputPrimitiveType; // name hashing. ShHashFunction64 hashFunction; NameMap nameMap; TPragma mPragma; }; // // 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 *); } // namespace sh #endif // COMPILER_TRANSLATOR_COMPILER_H_