blob: e8d0a8fc8489da27af87bf2a64fd04047ffe5943 [file] [log] [blame]
//
// 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.
//
// Symbol table for parsing. The design principles and most of the functionality are documented in
// the header file.
//
#if defined(_MSC_VER)
#pragma warning(disable : 4718)
#endif
#include "compiler/translator/SymbolTable.h"
#include <algorithm>
#include <set>
#include "angle_gl.h"
#include "compiler/translator/ImmutableString.h"
#include "compiler/translator/IntermNode.h"
#include "compiler/translator/StaticType.h"
namespace sh
{
class TSymbolTable::TSymbolTableLevel
{
public:
TSymbolTableLevel() : mGlobalInvariant(false) {}
bool insert(TSymbol *symbol);
// Insert a function using its unmangled name as the key.
void insertUnmangled(TFunction *function);
TSymbol *find(const ImmutableString &name) const;
void addInvariantVarying(const ImmutableString &name) { mInvariantVaryings.insert(name); }
bool isVaryingInvariant(const ImmutableString &name)
{
return (mGlobalInvariant || mInvariantVaryings.count(name) > 0);
}
void setGlobalInvariant(bool invariant) { mGlobalInvariant = invariant; }
private:
using tLevel = TUnorderedMap<ImmutableString,
TSymbol *,
ImmutableString::FowlerNollVoHash<sizeof(size_t)>>;
using tLevelPair = const tLevel::value_type;
using tInsertResult = std::pair<tLevel::iterator, bool>;
tLevel level;
std::set<ImmutableString> mInvariantVaryings;
bool mGlobalInvariant;
};
class TSymbolTable::TSymbolTableBuiltInLevel
{
public:
TSymbolTableBuiltInLevel() = default;
void insert(const TSymbol *symbol);
const TSymbol *find(const ImmutableString &name) const;
private:
using tLevel = TUnorderedMap<ImmutableString,
const TSymbol *,
ImmutableString::FowlerNollVoHash<sizeof(size_t)>>;
using tLevelPair = const tLevel::value_type;
tLevel mLevel;
};
bool TSymbolTable::TSymbolTableLevel::insert(TSymbol *symbol)
{
// returning true means symbol was added to the table
tInsertResult result = level.insert(tLevelPair(symbol->getMangledName(), symbol));
return result.second;
}
void TSymbolTable::TSymbolTableLevel::insertUnmangled(TFunction *function)
{
level.insert(tLevelPair(function->name(), function));
}
TSymbol *TSymbolTable::TSymbolTableLevel::find(const ImmutableString &name) const
{
tLevel::const_iterator it = level.find(name);
if (it == level.end())
return nullptr;
else
return (*it).second;
}
void TSymbolTable::TSymbolTableBuiltInLevel::insert(const TSymbol *symbol)
{
mLevel.insert(tLevelPair(symbol->getMangledName(), symbol));
}
const TSymbol *TSymbolTable::TSymbolTableBuiltInLevel::find(const ImmutableString &name) const
{
tLevel::const_iterator it = mLevel.find(name);
if (it == mLevel.end())
return nullptr;
else
return (*it).second;
}
TSymbolTable::TSymbolTable()
: mUniqueIdCounter(0), mUserDefinedUniqueIdsStart(-1), mShaderType(GL_FRAGMENT_SHADER)
{
}
TSymbolTable::~TSymbolTable() = default;
bool TSymbolTable::isEmpty() const
{
return mTable.empty();
}
bool TSymbolTable::atGlobalLevel() const
{
return mTable.size() == 1u;
}
void TSymbolTable::pushBuiltInLevel()
{
mBuiltInTable.push_back(
std::unique_ptr<TSymbolTableBuiltInLevel>(new TSymbolTableBuiltInLevel));
}
void TSymbolTable::push()
{
mTable.push_back(std::unique_ptr<TSymbolTableLevel>(new TSymbolTableLevel));
mPrecisionStack.push_back(std::unique_ptr<PrecisionStackLevel>(new PrecisionStackLevel));
}
void TSymbolTable::pop()
{
mTable.pop_back();
mPrecisionStack.pop_back();
}
const TFunction *TSymbolTable::markFunctionHasPrototypeDeclaration(
const ImmutableString &mangledName,
bool *hadPrototypeDeclarationOut)
{
TFunction *function = findUserDefinedFunction(mangledName);
*hadPrototypeDeclarationOut = function->hasPrototypeDeclaration();
function->setHasPrototypeDeclaration();
return function;
}
const TFunction *TSymbolTable::setFunctionParameterNamesFromDefinition(const TFunction *function,
bool *wasDefinedOut)
{
TFunction *firstDeclaration = findUserDefinedFunction(function->getMangledName());
ASSERT(firstDeclaration);
// Note: 'firstDeclaration' could be 'function' if this is the first time we've seen function as
// it would have just been put in the symbol table. Otherwise, we're looking up an earlier
// occurance.
if (function != firstDeclaration)
{
// The previous declaration should have the same parameters as the function definition
// (parameter names may differ).
firstDeclaration->shareParameters(*function);
}
*wasDefinedOut = firstDeclaration->isDefined();
firstDeclaration->setDefined();
return firstDeclaration;
}
const TSymbol *TSymbolTable::find(const ImmutableString &name, int shaderVersion) const
{
int userDefinedLevel = static_cast<int>(mTable.size()) - 1;
while (userDefinedLevel >= 0)
{
const TSymbol *symbol = mTable[userDefinedLevel]->find(name);
if (symbol)
{
return symbol;
}
userDefinedLevel--;
}
return findBuiltIn(name, shaderVersion, false);
}
TFunction *TSymbolTable::findUserDefinedFunction(const ImmutableString &name) const
{
// User-defined functions are always declared at the global level.
ASSERT(!mTable.empty());
return static_cast<TFunction *>(mTable[0]->find(name));
}
const TSymbol *TSymbolTable::findGlobal(const ImmutableString &name) const
{
ASSERT(!mTable.empty());
return mTable[0]->find(name);
}
const TSymbol *TSymbolTable::findBuiltIn(const ImmutableString &name, int shaderVersion) const
{
return findBuiltIn(name, shaderVersion, false);
}
const TSymbol *TSymbolTable::findBuiltIn(const ImmutableString &name,
int shaderVersion,
bool includeGLSLBuiltins) const
{
for (int level = LAST_BUILTIN_LEVEL; level >= 0; level--)
{
if (level == GLSL_BUILTINS && !includeGLSLBuiltins)
level--;
if (level == ESSL3_1_BUILTINS && shaderVersion != 310)
level--;
if (level == ESSL3_BUILTINS && shaderVersion < 300)
level--;
if (level == ESSL1_BUILTINS && shaderVersion != 100)
level--;
const TSymbol *symbol = mBuiltInTable[level]->find(name);
if (symbol)
return symbol;
}
return nullptr;
}
bool TSymbolTable::declare(TSymbol *symbol)
{
ASSERT(!mTable.empty());
ASSERT(symbol->symbolType() == SymbolType::UserDefined);
ASSERT(!symbol->isFunction());
return mTable.back()->insert(symbol);
}
void TSymbolTable::declareUserDefinedFunction(TFunction *function, bool insertUnmangledName)
{
ASSERT(!mTable.empty());
if (insertUnmangledName)
{
// Insert the unmangled name to detect potential future redefinition as a variable.
mTable[0]->insertUnmangled(function);
}
mTable[0]->insert(function);
}
void TSymbolTable::insertVariable(ESymbolLevel level,
const ImmutableString &name,
const TType *type)
{
ASSERT(type->isRealized());
TVariable *var = new TVariable(this, name, type, SymbolType::BuiltIn);
insertBuiltIn(level, var);
}
void TSymbolTable::insertVariableExt(ESymbolLevel level,
TExtension ext,
const ImmutableString &name,
const TType *type)
{
ASSERT(type->isRealized());
TVariable *var = new TVariable(this, name, type, SymbolType::BuiltIn, ext);
insertBuiltIn(level, var);
}
void TSymbolTable::insertBuiltIn(ESymbolLevel level, const TSymbol *symbol)
{
ASSERT(symbol);
ASSERT(level <= LAST_BUILTIN_LEVEL);
mBuiltInTable[level]->insert(symbol);
}
template <TPrecision precision>
void TSymbolTable::insertConstInt(ESymbolLevel level, const ImmutableString &name, int value)
{
TVariable *constant = new TVariable(
this, name, StaticType::Get<EbtInt, precision, EvqConst, 1, 1>(), SymbolType::BuiltIn);
TConstantUnion *unionArray = new TConstantUnion[1];
unionArray[0].setIConst(value);
constant->shareConstPointer(unionArray);
insertBuiltIn(level, constant);
}
template <TPrecision precision>
void TSymbolTable::insertConstIntExt(ESymbolLevel level,
TExtension ext,
const ImmutableString &name,
int value)
{
TVariable *constant = new TVariable(
this, name, StaticType::Get<EbtInt, precision, EvqConst, 1, 1>(), SymbolType::BuiltIn, ext);
TConstantUnion *unionArray = new TConstantUnion[1];
unionArray[0].setIConst(value);
constant->shareConstPointer(unionArray);
insertBuiltIn(level, constant);
}
template <TPrecision precision>
void TSymbolTable::insertConstIvec3(ESymbolLevel level,
const ImmutableString &name,
const std::array<int, 3> &values)
{
TVariable *constantIvec3 = new TVariable(
this, name, StaticType::Get<EbtInt, precision, EvqConst, 3, 1>(), SymbolType::BuiltIn);
TConstantUnion *unionArray = new TConstantUnion[3];
for (size_t index = 0u; index < 3u; ++index)
{
unionArray[index].setIConst(values[index]);
}
constantIvec3->shareConstPointer(unionArray);
insertBuiltIn(level, constantIvec3);
}
void TSymbolTable::setDefaultPrecision(TBasicType type, TPrecision prec)
{
int indexOfLastElement = static_cast<int>(mPrecisionStack.size()) - 1;
// Uses map operator [], overwrites the current value
(*mPrecisionStack[indexOfLastElement])[type] = prec;
}
TPrecision TSymbolTable::getDefaultPrecision(TBasicType type) const
{
if (!SupportsPrecision(type))
return EbpUndefined;
// unsigned integers use the same precision as signed
TBasicType baseType = (type == EbtUInt) ? EbtInt : type;
int level = static_cast<int>(mPrecisionStack.size()) - 1;
ASSERT(level >= 0); // Just to be safe. Should not happen.
// If we dont find anything we return this. Some types don't have predefined default precision.
TPrecision prec = EbpUndefined;
while (level >= 0)
{
PrecisionStackLevel::iterator it = mPrecisionStack[level]->find(baseType);
if (it != mPrecisionStack[level]->end())
{
prec = (*it).second;
break;
}
level--;
}
return prec;
}
void TSymbolTable::addInvariantVarying(const ImmutableString &originalName)
{
ASSERT(atGlobalLevel());
mTable.back()->addInvariantVarying(originalName);
}
bool TSymbolTable::isVaryingInvariant(const ImmutableString &originalName) const
{
ASSERT(atGlobalLevel());
return mTable.back()->isVaryingInvariant(originalName);
}
void TSymbolTable::setGlobalInvariant(bool invariant)
{
ASSERT(atGlobalLevel());
mTable.back()->setGlobalInvariant(invariant);
}
void TSymbolTable::markBuiltInInitializationFinished()
{
mUserDefinedUniqueIdsStart = mUniqueIdCounter;
}
void TSymbolTable::clearCompilationResults()
{
mUniqueIdCounter = mUserDefinedUniqueIdsStart;
// User-defined scopes should have already been cleared when the compilation finished.
ASSERT(mTable.size() == 0u);
}
int TSymbolTable::nextUniqueIdValue()
{
ASSERT(mUniqueIdCounter < std::numeric_limits<int>::max());
return ++mUniqueIdCounter;
}
void TSymbolTable::initializeBuiltIns(sh::GLenum type,
ShShaderSpec spec,
const ShBuiltInResources &resources)
{
mShaderType = type;
ASSERT(isEmpty());
pushBuiltInLevel(); // COMMON_BUILTINS
pushBuiltInLevel(); // ESSL1_BUILTINS
pushBuiltInLevel(); // ESSL3_BUILTINS
pushBuiltInLevel(); // ESSL3_1_BUILTINS
pushBuiltInLevel(); // GLSL_BUILTINS
// We need just one precision stack level for predefined precisions.
mPrecisionStack.push_back(std::unique_ptr<PrecisionStackLevel>(new PrecisionStackLevel));
switch (type)
{
case GL_FRAGMENT_SHADER:
setDefaultPrecision(EbtInt, EbpMedium);
break;
case GL_VERTEX_SHADER:
case GL_COMPUTE_SHADER:
case GL_GEOMETRY_SHADER_EXT:
setDefaultPrecision(EbtInt, EbpHigh);
setDefaultPrecision(EbtFloat, EbpHigh);
break;
default:
UNREACHABLE();
}
// Set defaults for sampler types that have default precision, even those that are
// only available if an extension exists.
// New sampler types in ESSL3 don't have default precision. ESSL1 types do.
initSamplerDefaultPrecision(EbtSampler2D);
initSamplerDefaultPrecision(EbtSamplerCube);
// SamplerExternalOES is specified in the extension to have default precision.
initSamplerDefaultPrecision(EbtSamplerExternalOES);
// SamplerExternal2DY2YEXT is specified in the extension to have default precision.
initSamplerDefaultPrecision(EbtSamplerExternal2DY2YEXT);
// It isn't specified whether Sampler2DRect has default precision.
initSamplerDefaultPrecision(EbtSampler2DRect);
setDefaultPrecision(EbtAtomicCounter, EbpHigh);
insertBuiltInFunctions(type);
mUniqueIdCounter = kLastStaticBuiltInId + 1;
initializeBuiltInVariables(type, spec, resources);
markBuiltInInitializationFinished();
}
void TSymbolTable::initSamplerDefaultPrecision(TBasicType samplerType)
{
ASSERT(samplerType > EbtGuardSamplerBegin && samplerType < EbtGuardSamplerEnd);
setDefaultPrecision(samplerType, EbpLow);
}
void TSymbolTable::initializeBuiltInVariables(sh::GLenum type,
ShShaderSpec spec,
const ShBuiltInResources &resources)
{
const TSourceLoc zeroSourceLoc = {0, 0, 0, 0};
//
// Depth range in window coordinates
//
TFieldList *fields = new TFieldList();
auto highpFloat1 = new TType(EbtFloat, EbpHigh, EvqGlobal, 1);
TField *near = new TField(highpFloat1, ImmutableString("near"), zeroSourceLoc);
TField *far = new TField(highpFloat1, ImmutableString("far"), zeroSourceLoc);
TField *diff = new TField(highpFloat1, ImmutableString("diff"), zeroSourceLoc);
fields->push_back(near);
fields->push_back(far);
fields->push_back(diff);
TStructure *depthRangeStruct = new TStructure(this, ImmutableString("gl_DepthRangeParameters"),
fields, SymbolType::BuiltIn);
insertBuiltIn(COMMON_BUILTINS, depthRangeStruct);
TType *depthRangeType = new TType(depthRangeStruct);
depthRangeType->setQualifier(EvqUniform);
depthRangeType->realize();
insertVariable(COMMON_BUILTINS, ImmutableString("gl_DepthRange"), depthRangeType);
//
// Implementation dependent built-in constants.
//
insertConstInt<EbpMedium>(COMMON_BUILTINS, ImmutableString("gl_MaxVertexAttribs"),
resources.MaxVertexAttribs);
insertConstInt<EbpMedium>(COMMON_BUILTINS, ImmutableString("gl_MaxVertexUniformVectors"),
resources.MaxVertexUniformVectors);
insertConstInt<EbpMedium>(COMMON_BUILTINS, ImmutableString("gl_MaxVertexTextureImageUnits"),
resources.MaxVertexTextureImageUnits);
insertConstInt<EbpMedium>(COMMON_BUILTINS, ImmutableString("gl_MaxCombinedTextureImageUnits"),
resources.MaxCombinedTextureImageUnits);
insertConstInt<EbpMedium>(COMMON_BUILTINS, ImmutableString("gl_MaxTextureImageUnits"),
resources.MaxTextureImageUnits);
insertConstInt<EbpMedium>(COMMON_BUILTINS, ImmutableString("gl_MaxFragmentUniformVectors"),
resources.MaxFragmentUniformVectors);
insertConstInt<EbpMedium>(ESSL1_BUILTINS, ImmutableString("gl_MaxVaryingVectors"),
resources.MaxVaryingVectors);
insertConstInt<EbpMedium>(COMMON_BUILTINS, ImmutableString("gl_MaxDrawBuffers"),
resources.MaxDrawBuffers);
insertConstIntExt<EbpMedium>(COMMON_BUILTINS, TExtension::EXT_blend_func_extended,
ImmutableString("gl_MaxDualSourceDrawBuffersEXT"),
resources.MaxDualSourceDrawBuffers);
insertConstInt<EbpMedium>(ESSL3_BUILTINS, ImmutableString("gl_MaxVertexOutputVectors"),
resources.MaxVertexOutputVectors);
insertConstInt<EbpMedium>(ESSL3_BUILTINS, ImmutableString("gl_MaxFragmentInputVectors"),
resources.MaxFragmentInputVectors);
insertConstInt<EbpMedium>(ESSL3_BUILTINS, ImmutableString("gl_MinProgramTexelOffset"),
resources.MinProgramTexelOffset);
insertConstInt<EbpMedium>(ESSL3_BUILTINS, ImmutableString("gl_MaxProgramTexelOffset"),
resources.MaxProgramTexelOffset);
insertConstInt<EbpMedium>(ESSL3_1_BUILTINS, ImmutableString("gl_MaxImageUnits"),
resources.MaxImageUnits);
insertConstInt<EbpMedium>(ESSL3_1_BUILTINS, ImmutableString("gl_MaxVertexImageUniforms"),
resources.MaxVertexImageUniforms);
insertConstInt<EbpMedium>(ESSL3_1_BUILTINS, ImmutableString("gl_MaxFragmentImageUniforms"),
resources.MaxFragmentImageUniforms);
insertConstInt<EbpMedium>(ESSL3_1_BUILTINS, ImmutableString("gl_MaxComputeImageUniforms"),
resources.MaxComputeImageUniforms);
insertConstInt<EbpMedium>(ESSL3_1_BUILTINS, ImmutableString("gl_MaxCombinedImageUniforms"),
resources.MaxCombinedImageUniforms);
insertConstInt<EbpMedium>(ESSL3_1_BUILTINS,
ImmutableString("gl_MaxCombinedShaderOutputResources"),
resources.MaxCombinedShaderOutputResources);
insertConstIvec3<EbpHigh>(ESSL3_1_BUILTINS, ImmutableString("gl_MaxComputeWorkGroupCount"),
resources.MaxComputeWorkGroupCount);
insertConstIvec3<EbpHigh>(ESSL3_1_BUILTINS, ImmutableString("gl_MaxComputeWorkGroupSize"),
resources.MaxComputeWorkGroupSize);
insertConstInt<EbpMedium>(ESSL3_1_BUILTINS, ImmutableString("gl_MaxComputeUniformComponents"),
resources.MaxComputeUniformComponents);
insertConstInt<EbpMedium>(ESSL3_1_BUILTINS, ImmutableString("gl_MaxComputeTextureImageUnits"),
resources.MaxComputeTextureImageUnits);
insertConstInt<EbpMedium>(ESSL3_1_BUILTINS, ImmutableString("gl_MaxComputeAtomicCounters"),
resources.MaxComputeAtomicCounters);
insertConstInt<EbpMedium>(ESSL3_1_BUILTINS,
ImmutableString("gl_MaxComputeAtomicCounterBuffers"),
resources.MaxComputeAtomicCounterBuffers);
insertConstInt<EbpMedium>(ESSL3_1_BUILTINS, ImmutableString("gl_MaxVertexAtomicCounters"),
resources.MaxVertexAtomicCounters);
insertConstInt<EbpMedium>(ESSL3_1_BUILTINS, ImmutableString("gl_MaxFragmentAtomicCounters"),
resources.MaxFragmentAtomicCounters);
insertConstInt<EbpMedium>(ESSL3_1_BUILTINS, ImmutableString("gl_MaxCombinedAtomicCounters"),
resources.MaxCombinedAtomicCounters);
insertConstInt<EbpMedium>(ESSL3_1_BUILTINS, ImmutableString("gl_MaxAtomicCounterBindings"),
resources.MaxAtomicCounterBindings);
insertConstInt<EbpMedium>(ESSL3_1_BUILTINS, ImmutableString("gl_MaxVertexAtomicCounterBuffers"),
resources.MaxVertexAtomicCounterBuffers);
insertConstInt<EbpMedium>(ESSL3_1_BUILTINS,
ImmutableString("gl_MaxFragmentAtomicCounterBuffers"),
resources.MaxFragmentAtomicCounterBuffers);
insertConstInt<EbpMedium>(ESSL3_1_BUILTINS,
ImmutableString("gl_MaxCombinedAtomicCounterBuffers"),
resources.MaxCombinedAtomicCounterBuffers);
insertConstInt<EbpMedium>(ESSL3_1_BUILTINS, ImmutableString("gl_MaxAtomicCounterBufferSize"),
resources.MaxAtomicCounterBufferSize);
{
TExtension ext = TExtension::EXT_geometry_shader;
insertConstIntExt<EbpMedium>(ESSL3_1_BUILTINS, ext,
ImmutableString("gl_MaxGeometryInputComponents"),
resources.MaxGeometryInputComponents);
insertConstIntExt<EbpMedium>(ESSL3_1_BUILTINS, ext,
ImmutableString("gl_MaxGeometryOutputComponents"),
resources.MaxGeometryOutputComponents);
insertConstIntExt<EbpMedium>(ESSL3_1_BUILTINS, ext,
ImmutableString("gl_MaxGeometryImageUniforms"),
resources.MaxGeometryImageUniforms);
insertConstIntExt<EbpMedium>(ESSL3_1_BUILTINS, ext,
ImmutableString("gl_MaxGeometryTextureImageUnits"),
resources.MaxGeometryTextureImageUnits);
insertConstIntExt<EbpMedium>(ESSL3_1_BUILTINS, ext,
ImmutableString("gl_MaxGeometryOutputVertices"),
resources.MaxGeometryOutputVertices);
insertConstIntExt<EbpMedium>(ESSL3_1_BUILTINS, ext,
ImmutableString("gl_MaxGeometryTotalOutputComponents"),
resources.MaxGeometryTotalOutputComponents);
insertConstIntExt<EbpMedium>(ESSL3_1_BUILTINS, ext,
ImmutableString("gl_MaxGeometryUniformComponents"),
resources.MaxGeometryUniformComponents);
insertConstIntExt<EbpMedium>(ESSL3_1_BUILTINS, ext,
ImmutableString("gl_MaxGeometryAtomicCounters"),
resources.MaxGeometryAtomicCounters);
insertConstIntExt<EbpMedium>(ESSL3_1_BUILTINS, ext,
ImmutableString("gl_MaxGeometryAtomicCounterBuffers"),
resources.MaxGeometryAtomicCounterBuffers);
}
//
// Insert some special built-in variables that are not in
// the built-in header files.
//
if (resources.OVR_multiview && type != GL_COMPUTE_SHADER)
{
const TType *viewIDType = StaticType::Get<EbtUInt, EbpHigh, EvqViewIDOVR, 1, 1>();
insertVariableExt(ESSL3_BUILTINS, TExtension::OVR_multiview,
ImmutableString("gl_ViewID_OVR"), viewIDType);
// ESSL 1.00 doesn't have unsigned integers, so gl_ViewID_OVR is a signed integer in ESSL
// 1.00. This is specified in the WEBGL_multiview spec.
const TType *viewIDIntType = StaticType::Get<EbtInt, EbpHigh, EvqViewIDOVR, 1, 1>();
insertVariableExt(ESSL1_BUILTINS, TExtension::OVR_multiview,
ImmutableString("gl_ViewID_OVR"), viewIDIntType);
}
const TType *positionType = StaticType::Get<EbtFloat, EbpHigh, EvqPosition, 4, 1>();
const TType *primitiveIDType = StaticType::Get<EbtInt, EbpHigh, EvqPrimitiveID, 1, 1>();
const TType *layerType = StaticType::Get<EbtInt, EbpHigh, EvqLayer, 1, 1>();
switch (type)
{
case GL_FRAGMENT_SHADER:
{
const TType *fragCoordType = StaticType::Get<EbtFloat, EbpMedium, EvqFragCoord, 4, 1>();
insertVariable(COMMON_BUILTINS, ImmutableString("gl_FragCoord"), fragCoordType);
const TType *frontFacingType = StaticType::GetQualified<EbtBool, EvqFrontFacing>();
insertVariable(COMMON_BUILTINS, ImmutableString("gl_FrontFacing"), frontFacingType);
const TType *pointCoordType =
StaticType::Get<EbtFloat, EbpMedium, EvqPointCoord, 2, 1>();
insertVariable(COMMON_BUILTINS, ImmutableString("gl_PointCoord"), pointCoordType);
const TType *fragColorType = StaticType::Get<EbtFloat, EbpMedium, EvqFragColor, 4, 1>();
insertVariable(ESSL1_BUILTINS, ImmutableString("gl_FragColor"), fragColorType);
TType *fragDataType = new TType(EbtFloat, EbpMedium, EvqFragData, 4);
if (spec != SH_WEBGL2_SPEC && spec != SH_WEBGL3_SPEC)
{
fragDataType->makeArray(resources.MaxDrawBuffers);
}
else
{
fragDataType->makeArray(1u);
}
fragDataType->realize();
insertVariable(ESSL1_BUILTINS, ImmutableString("gl_FragData"), fragDataType);
if (resources.EXT_blend_func_extended)
{
const TType *secondaryFragColorType =
StaticType::Get<EbtFloat, EbpMedium, EvqSecondaryFragColorEXT, 4, 1>();
insertVariableExt(ESSL1_BUILTINS, TExtension::EXT_blend_func_extended,
ImmutableString("gl_SecondaryFragColorEXT"),
secondaryFragColorType);
TType *secondaryFragDataType =
new TType(EbtFloat, EbpMedium, EvqSecondaryFragDataEXT, 4, 1);
secondaryFragDataType->makeArray(resources.MaxDualSourceDrawBuffers);
secondaryFragDataType->realize();
insertVariableExt(ESSL1_BUILTINS, TExtension::EXT_blend_func_extended,
ImmutableString("gl_SecondaryFragDataEXT"),
secondaryFragDataType);
}
if (resources.EXT_frag_depth)
{
TType *fragDepthEXTType =
new TType(EbtFloat, resources.FragmentPrecisionHigh ? EbpHigh : EbpMedium,
EvqFragDepthEXT, 1);
fragDepthEXTType->realize();
insertVariableExt(ESSL1_BUILTINS, TExtension::EXT_frag_depth,
ImmutableString("gl_FragDepthEXT"), fragDepthEXTType);
}
const TType *fragDepthType = StaticType::Get<EbtFloat, EbpHigh, EvqFragDepth, 1, 1>();
insertVariable(ESSL3_BUILTINS, ImmutableString("gl_FragDepth"), fragDepthType);
const TType *lastFragColorType =
StaticType::Get<EbtFloat, EbpMedium, EvqLastFragColor, 4, 1>();
if (resources.EXT_shader_framebuffer_fetch || resources.NV_shader_framebuffer_fetch)
{
TType *lastFragDataType = new TType(EbtFloat, EbpMedium, EvqLastFragData, 4, 1);
lastFragDataType->makeArray(resources.MaxDrawBuffers);
lastFragDataType->realize();
if (resources.EXT_shader_framebuffer_fetch)
{
insertVariableExt(ESSL1_BUILTINS, TExtension::EXT_shader_framebuffer_fetch,
ImmutableString("gl_LastFragData"), lastFragDataType);
}
else if (resources.NV_shader_framebuffer_fetch)
{
insertVariableExt(ESSL1_BUILTINS, TExtension::NV_shader_framebuffer_fetch,
ImmutableString("gl_LastFragColor"), lastFragColorType);
insertVariableExt(ESSL1_BUILTINS, TExtension::NV_shader_framebuffer_fetch,
ImmutableString("gl_LastFragData"), lastFragDataType);
}
}
else if (resources.ARM_shader_framebuffer_fetch)
{
insertVariableExt(ESSL1_BUILTINS, TExtension::ARM_shader_framebuffer_fetch,
ImmutableString("gl_LastFragColorARM"), lastFragColorType);
}
if (resources.EXT_geometry_shader)
{
TExtension extension = TExtension::EXT_geometry_shader;
insertVariableExt(ESSL3_1_BUILTINS, extension, ImmutableString("gl_PrimitiveID"),
primitiveIDType);
insertVariableExt(ESSL3_1_BUILTINS, extension, ImmutableString("gl_Layer"),
layerType);
}
break;
}
case GL_VERTEX_SHADER:
{
insertVariable(COMMON_BUILTINS, ImmutableString("gl_Position"), positionType);
const TType *pointSizeType = StaticType::Get<EbtFloat, EbpMedium, EvqPointSize, 1, 1>();
insertVariable(COMMON_BUILTINS, ImmutableString("gl_PointSize"), pointSizeType);
const TType *instanceIDType = StaticType::Get<EbtInt, EbpHigh, EvqInstanceID, 1, 1>();
insertVariable(ESSL3_BUILTINS, ImmutableString("gl_InstanceID"), instanceIDType);
const TType *vertexIDType = StaticType::Get<EbtInt, EbpHigh, EvqVertexID, 1, 1>();
insertVariable(ESSL3_BUILTINS, ImmutableString("gl_VertexID"), vertexIDType);
// For internal use by ANGLE - not exposed to the parser.
const TType *viewportIndexType =
StaticType::Get<EbtInt, EbpHigh, EvqViewportIndex, 1, 1>();
insertVariable(GLSL_BUILTINS, ImmutableString("gl_ViewportIndex"), viewportIndexType);
// gl_Layer exists in other shader stages in ESSL, but not in vertex shader so far.
insertVariable(GLSL_BUILTINS, ImmutableString("gl_Layer"), layerType);
break;
}
case GL_COMPUTE_SHADER:
{
const TType *numWorkGroupsType =
StaticType::Get<EbtUInt, EbpUndefined, EvqNumWorkGroups, 3, 1>();
insertVariable(ESSL3_1_BUILTINS, ImmutableString("gl_NumWorkGroups"),
numWorkGroupsType);
const TType *workGroupSizeType =
StaticType::Get<EbtUInt, EbpUndefined, EvqWorkGroupSize, 3, 1>();
insertVariable(ESSL3_1_BUILTINS, ImmutableString("gl_WorkGroupSize"),
workGroupSizeType);
const TType *workGroupIDType =
StaticType::Get<EbtUInt, EbpUndefined, EvqWorkGroupID, 3, 1>();
insertVariable(ESSL3_1_BUILTINS, ImmutableString("gl_WorkGroupID"), workGroupIDType);
const TType *localInvocationIDType =
StaticType::Get<EbtUInt, EbpUndefined, EvqLocalInvocationID, 3, 1>();
insertVariable(ESSL3_1_BUILTINS, ImmutableString("gl_LocalInvocationID"),
localInvocationIDType);
const TType *globalInvocationIDType =
StaticType::Get<EbtUInt, EbpUndefined, EvqGlobalInvocationID, 3, 1>();
insertVariable(ESSL3_1_BUILTINS, ImmutableString("gl_GlobalInvocationID"),
globalInvocationIDType);
const TType *localInvocationIndexType =
StaticType::Get<EbtUInt, EbpUndefined, EvqLocalInvocationIndex, 1, 1>();
insertVariable(ESSL3_1_BUILTINS, ImmutableString("gl_LocalInvocationIndex"),
localInvocationIndexType);
break;
}
case GL_GEOMETRY_SHADER_EXT:
{
TExtension extension = TExtension::EXT_geometry_shader;
// Add built-in interface block gl_PerVertex and the built-in array gl_in.
// TODO(jiawei.shao@intel.com): implement GL_EXT_geometry_point_size.
TFieldList *glPerVertexFieldList = new TFieldList();
TField *glPositionField =
new TField(new TType(*positionType), ImmutableString("gl_Position"), zeroSourceLoc);
glPerVertexFieldList->push_back(glPositionField);
const ImmutableString glPerVertexString("gl_PerVertex");
TInterfaceBlock *glPerVertexInBlock =
new TInterfaceBlock(this, glPerVertexString, glPerVertexFieldList,
TLayoutQualifier::Create(), SymbolType::BuiltIn, extension);
insertBuiltIn(ESSL3_1_BUILTINS, glPerVertexInBlock);
// The array size of gl_in is undefined until we get a valid input primitive
// declaration.
TType *glInType =
new TType(glPerVertexInBlock, EvqPerVertexIn, TLayoutQualifier::Create());
glInType->makeArray(0u);
glInType->realize();
insertVariableExt(ESSL3_1_BUILTINS, extension, ImmutableString("gl_in"), glInType);
TInterfaceBlock *glPerVertexOutBlock =
new TInterfaceBlock(this, glPerVertexString, glPerVertexFieldList,
TLayoutQualifier::Create(), SymbolType::BuiltIn);
TType *glPositionInBlockType = new TType(EbtFloat, EbpHigh, EvqPosition, 4);
glPositionInBlockType->setInterfaceBlock(glPerVertexOutBlock);
glPositionInBlockType->realize();
insertVariableExt(ESSL3_1_BUILTINS, extension, ImmutableString("gl_Position"),
glPositionInBlockType);
const TType *primitiveIDInType =
StaticType::Get<EbtInt, EbpHigh, EvqPrimitiveIDIn, 1, 1>();
insertVariableExt(ESSL3_1_BUILTINS, extension, ImmutableString("gl_PrimitiveIDIn"),
primitiveIDInType);
const TType *invocationIDType =
StaticType::Get<EbtInt, EbpHigh, EvqInvocationID, 1, 1>();
insertVariableExt(ESSL3_1_BUILTINS, extension, ImmutableString("gl_InvocationID"),
invocationIDType);
insertVariableExt(ESSL3_1_BUILTINS, extension, ImmutableString("gl_PrimitiveID"),
primitiveIDType);
insertVariableExt(ESSL3_1_BUILTINS, extension, ImmutableString("gl_Layer"), layerType);
break;
}
default:
UNREACHABLE();
}
}
} // namespace sh