summaryrefslogtreecommitdiffstats
path: root/src/3rdparty/angle/src/compiler/translator/BuiltInFunctionEmulatorGLSL.cpp
blob: 098560d1107e1ccb9cff59be36093414eb8d8e52 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
//
// 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/Cache.h"
#include "compiler/translator/SymbolTable.h"
#include "compiler/translator/VersionGLSL.h"

void InitBuiltInFunctionEmulatorForGLSLWorkarounds(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.

    const TType *float1 = TCache::getType(EbtFloat);
    const TType *float2 = TCache::getType(EbtFloat, 2);
    const TType *float3 = TCache::getType(EbtFloat, 3);
    const TType *float4 = TCache::getType(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))");
}

// Emulate built-in functions missing from GLSL 1.30 and higher
void InitBuiltInFunctionEmulatorForGLSLMissingFunctions(BuiltInFunctionEmulator *emu, sh::GLenum shaderType,
                                                        int targetGLSLVersion)
{
    // Emulate packSnorm2x16, packHalf2x16, unpackSnorm2x16, and unpackHalf2x16 (GLSL 4.20)
    // by using floatBitsToInt, floatBitsToUint, intBitsToFloat, and uintBitsToFloat (GLSL 3.30).
    if (targetGLSLVersion >= GLSL_VERSION_330 && targetGLSLVersion < GLSL_VERSION_420)
    {
        const TType *float2 = TCache::getType(EbtFloat, 2);
        const TType *uint1 = TCache::getType(EbtUInt);

        // clang-format off
        emu->addEmulatedFunction(EOpPackSnorm2x16, float2,
            "uint webgl_packSnorm2x16_emu(vec2 v)\n"
            "{\n"
            "    #if defined(GL_ARB_shading_language_packing)\n"
            "        return packSnorm2x16(v);\n"
            "    #else\n"
            "        int x = int(round(clamp(v.x, -1.0, 1.0) * 32767.0));\n"
            "        int y = int(round(clamp(v.y, -1.0, 1.0) * 32767.0));\n"
            "        return uint((y << 16) | (x & 0xFFFF));\n"
            "    #endif\n"
            "}\n");
        emu->addEmulatedFunction(EOpUnpackSnorm2x16, uint1,
            "#if !defined(GL_ARB_shading_language_packing)\n"
            "    float webgl_fromSnorm(uint x)\n"
            "    {\n"
            "        int xi = (int(x) & 0x7FFF) - (int(x) & 0x8000);\n"
            "        return clamp(float(xi) / 32767.0, -1.0, 1.0);\n"
            "    }\n"
            "#endif\n"
            "\n"
            "vec2 webgl_unpackSnorm2x16_emu(uint u)\n"
            "{\n"
            "    #if defined(GL_ARB_shading_language_packing)\n"
            "        return unpackSnorm2x16(u);\n"
            "    #else\n"
            "        uint y = (u >> 16);\n"
            "        uint x = u;\n"
            "        return vec2(webgl_fromSnorm(x), webgl_fromSnorm(y));\n"
            "    #endif\n"
            "}\n");
        // Functions uint webgl_f32tof16(float val) and float webgl_f16tof32(uint val) are
        // based on the OpenGL redbook Appendix Session "Floating-Point Formats Used in OpenGL".
        emu->addEmulatedFunction(EOpPackHalf2x16, float2,
            "#if !defined(GL_ARB_shading_language_packing)\n"
            "    uint webgl_f32tof16(float val)\n"
            "    {\n"
            "        uint f32 = floatBitsToUint(val);\n"
            "        uint f16 = 0u;\n"
            "        uint sign = (f32 >> 16) & 0x8000u;\n"
            "        int exponent = int((f32 >> 23) & 0xFFu) - 127;\n"
            "        uint mantissa = f32 & 0x007FFFFFu;\n"
            "        if (exponent == 128)\n"
            "        {\n"
            "            // Infinity or NaN\n"
            "            // NaN bits that are masked out by 0x3FF get discarded.\n"
            "            // This can turn some NaNs to infinity, but this is allowed by the spec.\n"
            "            f16 = sign | (0x1Fu << 10);\n"
            "            f16 |= (mantissa & 0x3FFu);\n"
            "        }\n"
            "        else if (exponent > 15)\n"
            "        {\n"
            "            // Overflow - flush to Infinity\n"
            "            f16 = sign | (0x1Fu << 10);\n"
            "        }\n"
            "        else if (exponent > -15)\n"
            "        {\n"
            "            // Representable value\n"
            "            exponent += 15;\n"
            "            mantissa >>= 13;\n"
            "            f16 = sign | uint(exponent << 10) | mantissa;\n"
            "        }\n"
            "        else\n"
            "        {\n"
            "            f16 = sign;\n"
            "        }\n"
            "        return f16;\n"
            "    }\n"
            "#endif\n"
            "\n"
            "uint webgl_packHalf2x16_emu(vec2 v)\n"
            "{\n"
            "    #if defined(GL_ARB_shading_language_packing)\n"
            "        return packHalf2x16(v);\n"
            "    #else\n"
            "        uint x = webgl_f32tof16(v.x);\n"
            "        uint y = webgl_f32tof16(v.y);\n"
            "        return (y << 16) | x;\n"
            "    #endif\n"
            "}\n");
        emu->addEmulatedFunction(EOpUnpackHalf2x16, uint1,
            "#if !defined(GL_ARB_shading_language_packing)\n"
            "    float webgl_f16tof32(uint val)\n"
            "    {\n"
            "        uint sign = (val & 0x8000u) << 16;\n"
            "        int exponent = int((val & 0x7C00u) >> 10);\n"
            "        uint mantissa = val & 0x03FFu;\n"
            "        float f32 = 0.0;\n"
            "        if(exponent == 0)\n"
            "        {\n"
            "            if (mantissa != 0u)\n"
            "            {\n"
            "                const float scale = 1.0 / (1 << 24);\n"
            "                f32 = scale * mantissa;\n"
            "            }\n"
            "        }\n"
            "        else if (exponent == 31)\n"
            "        {\n"
            "            return uintBitsToFloat(sign | 0x7F800000u | mantissa);\n"
            "        }\n"
            "        else\n"
            "        {\n"
            "            exponent -= 15;\n"
            "            float scale;\n"
            "            if(exponent < 0)\n"
            "            {\n"
            "                scale = 1.0 / (1 << -exponent);\n"
            "            }\n"
            "            else\n"
            "            {\n"
            "                scale = 1 << exponent;\n"
            "            }\n"
            "            float decimal = 1.0 + float(mantissa) / float(1 << 10);\n"
            "            f32 = scale * decimal;\n"
            "        }\n"
            "\n"
            "        if (sign != 0u)\n"
            "        {\n"
            "            f32 = -f32;\n"
            "        }\n"
            "\n"
            "        return f32;\n"
            "    }\n"
            "#endif\n"
            "\n"
            "vec2 webgl_unpackHalf2x16_emu(uint u)\n"
            "{\n"
            "    #if defined(GL_ARB_shading_language_packing)\n"
            "        return unpackHalf2x16(u);\n"
            "    #else\n"
            "        uint y = (u >> 16);\n"
            "        uint x = u & 0xFFFFu;\n"
            "        return vec2(webgl_f16tof32(x), webgl_f16tof32(y));\n"
            "    #endif\n"
            "}\n");
        // clang-format on
    }
}