// // 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. // // // Implement the top-level of interface to the compiler, // as defined in ShaderLang.h // #include "GLSLANG/ShaderLang.h" #include "compiler/translator/Compiler.h" #include "compiler/translator/InitializeDll.h" #include "compiler/translator/length_limits.h" #include "compiler/translator/TranslatorHLSL.h" #include "compiler/translator/VariablePacker.h" #include "angle_gl.h" namespace { enum ShaderVariableType { SHADERVAR_UNIFORM, SHADERVAR_VARYING, SHADERVAR_ATTRIBUTE, SHADERVAR_OUTPUTVARIABLE, SHADERVAR_INTERFACEBLOCK }; bool isInitialized = false; // // This is the platform independent interface between an OGL driver // and the shading language compiler. // template const std::vector *GetVariableList(const TCompiler *compiler, ShaderVariableType variableType); template <> const std::vector *GetVariableList(const TCompiler *compiler, ShaderVariableType) { return &compiler->getUniforms(); } template <> const std::vector *GetVariableList(const TCompiler *compiler, ShaderVariableType) { return &compiler->getVaryings(); } template <> const std::vector *GetVariableList(const TCompiler *compiler, ShaderVariableType variableType) { return (variableType == SHADERVAR_ATTRIBUTE ? &compiler->getAttributes() : &compiler->getOutputVariables()); } template <> const std::vector *GetVariableList(const TCompiler *compiler, ShaderVariableType) { return &compiler->getInterfaceBlocks(); } template const std::vector *GetShaderVariables(const ShHandle handle, ShaderVariableType variableType) { if (!handle) { return NULL; } TShHandleBase* base = static_cast(handle); TCompiler* compiler = base->getAsCompiler(); if (!compiler) { return NULL; } return GetVariableList(compiler, variableType); } TCompiler *GetCompilerFromHandle(ShHandle handle) { if (!handle) return NULL; TShHandleBase *base = static_cast(handle); return base->getAsCompiler(); } TranslatorHLSL *GetTranslatorHLSLFromHandle(ShHandle handle) { if (!handle) return NULL; TShHandleBase *base = static_cast(handle); return base->getAsTranslatorHLSL(); } } // namespace anonymous // // Driver must call this first, once, before doing any other compiler operations. // Subsequent calls to this function are no-op. // bool ShInitialize() { if (!isInitialized) { isInitialized = InitProcess(); } return isInitialized; } // // Cleanup symbol tables // bool ShFinalize() { if (isInitialized) { DetachProcess(); isInitialized = false; } return true; } // // Initialize built-in resources with minimum expected values. // void ShInitBuiltInResources(ShBuiltInResources* resources) { // Make comparable. memset(resources, 0, sizeof(*resources)); // Constants. resources->MaxVertexAttribs = 8; resources->MaxVertexUniformVectors = 128; resources->MaxVaryingVectors = 8; resources->MaxVertexTextureImageUnits = 0; resources->MaxCombinedTextureImageUnits = 8; resources->MaxTextureImageUnits = 8; resources->MaxFragmentUniformVectors = 16; resources->MaxDrawBuffers = 1; // Extensions. resources->OES_standard_derivatives = 0; resources->OES_EGL_image_external = 0; resources->ARB_texture_rectangle = 0; resources->EXT_draw_buffers = 0; resources->EXT_frag_depth = 0; resources->EXT_shader_texture_lod = 0; resources->NV_draw_buffers = 0; // Disable highp precision in fragment shader by default. resources->FragmentPrecisionHigh = 0; // GLSL ES 3.0 constants. resources->MaxVertexOutputVectors = 16; resources->MaxFragmentInputVectors = 15; resources->MinProgramTexelOffset = -8; resources->MaxProgramTexelOffset = 7; // Disable name hashing by default. resources->HashFunction = NULL; resources->ArrayIndexClampingStrategy = SH_CLAMP_WITH_CLAMP_INTRINSIC; resources->MaxExpressionComplexity = 256; resources->MaxCallStackDepth = 256; } // // Driver calls these to create and destroy compiler objects. // ShHandle ShConstructCompiler(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output, const ShBuiltInResources* resources) { TShHandleBase* base = static_cast(ConstructCompiler(type, spec, output)); TCompiler* compiler = base->getAsCompiler(); if (compiler == 0) return 0; // Generate built-in symbol table. if (!compiler->Init(*resources)) { ShDestruct(base); return 0; } return reinterpret_cast(base); } void ShDestruct(ShHandle handle) { if (handle == 0) return; TShHandleBase* base = static_cast(handle); if (base->getAsCompiler()) DeleteCompiler(base->getAsCompiler()); } const std::string &ShGetBuiltInResourcesString(const ShHandle handle) { TCompiler *compiler = GetCompilerFromHandle(handle); ASSERT(compiler); return compiler->getBuiltInResourcesString(); } // // Do an actual compile on the given strings. The result is left // in the given compile object. // // Return: The return value of ShCompile is really boolean, indicating // success or failure. // bool ShCompile( const ShHandle handle, const char *const shaderStrings[], size_t numStrings, int compileOptions) { TCompiler *compiler = GetCompilerFromHandle(handle); ASSERT(compiler); return compiler->compile(shaderStrings, numStrings, compileOptions); } int ShGetShaderVersion(const ShHandle handle) { TCompiler* compiler = GetCompilerFromHandle(handle); ASSERT(compiler); return compiler->getShaderVersion(); } ShShaderOutput ShGetShaderOutputType(const ShHandle handle) { TCompiler* compiler = GetCompilerFromHandle(handle); ASSERT(compiler); return compiler->getOutputType(); } // // Return any compiler log of messages for the application. // const std::string &ShGetInfoLog(const ShHandle handle) { TCompiler *compiler = GetCompilerFromHandle(handle); ASSERT(compiler); TInfoSink &infoSink = compiler->getInfoSink(); return infoSink.info.str(); } // // Return any object code. // const std::string &ShGetObjectCode(const ShHandle handle) { TCompiler *compiler = GetCompilerFromHandle(handle); ASSERT(compiler); TInfoSink &infoSink = compiler->getInfoSink(); return infoSink.obj.str(); } const std::map *ShGetNameHashingMap( const ShHandle handle) { TCompiler *compiler = GetCompilerFromHandle(handle); ASSERT(compiler); return &(compiler->getNameMap()); } const std::vector *ShGetUniforms(const ShHandle handle) { return GetShaderVariables(handle, SHADERVAR_UNIFORM); } const std::vector *ShGetVaryings(const ShHandle handle) { return GetShaderVariables(handle, SHADERVAR_VARYING); } const std::vector *ShGetAttributes(const ShHandle handle) { return GetShaderVariables(handle, SHADERVAR_ATTRIBUTE); } const std::vector *ShGetOutputVariables(const ShHandle handle) { return GetShaderVariables(handle, SHADERVAR_OUTPUTVARIABLE); } const std::vector *ShGetInterfaceBlocks(const ShHandle handle) { return GetShaderVariables(handle, SHADERVAR_INTERFACEBLOCK); } bool ShCheckVariablesWithinPackingLimits( int maxVectors, ShVariableInfo *varInfoArray, size_t varInfoArraySize) { if (varInfoArraySize == 0) return true; ASSERT(varInfoArray); std::vector variables; for (size_t ii = 0; ii < varInfoArraySize; ++ii) { sh::ShaderVariable var(varInfoArray[ii].type, varInfoArray[ii].size); variables.push_back(var); } VariablePacker packer; return packer.CheckVariablesWithinPackingLimits(maxVectors, variables); } bool ShGetInterfaceBlockRegister(const ShHandle handle, const std::string &interfaceBlockName, unsigned int *indexOut) { ASSERT(indexOut); TranslatorHLSL *translator = GetTranslatorHLSLFromHandle(handle); ASSERT(translator); if (!translator->hasInterfaceBlock(interfaceBlockName)) { return false; } *indexOut = translator->getInterfaceBlockRegister(interfaceBlockName); return true; } bool ShGetUniformRegister(const ShHandle handle, const std::string &uniformName, unsigned int *indexOut) { ASSERT(indexOut); TranslatorHLSL *translator = GetTranslatorHLSLFromHandle(handle); ASSERT(translator); if (!translator->hasUniform(uniformName)) { return false; } *indexOut = translator->getUniformRegister(uniformName); return true; }