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//
// Copyright (c) 2002-2014 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_SYMBOLTABLE_H_
#define COMPILER_TRANSLATOR_SYMBOLTABLE_H_
//
// Symbol table for parsing. Has these design characteristics:
//
// * Same symbol table can be used to compile many shaders, to preserve
// effort of creating and loading with the large numbers of built-in
// symbols.
//
// * Name mangling will be used to give each function a unique name
// so that symbol table lookups are never ambiguous. This allows
// a simpler symbol table structure.
//
// * Pushing and popping of scope, so symbol table will really be a stack
// of symbol tables. Searched from the top, with new inserts going into
// the top.
//
// * Constants: Compile time constant symbols will keep their values
// in the symbol table. The parser can substitute constants at parse
// time, including doing constant folding and constant propagation.
//
// * No temporaries: Temporaries made from operations (+, --, .xy, etc.)
// are tracked in the intermediate representation, not the symbol table.
//
#include <array>
#include <memory>
#include "common/angleutils.h"
#include "compiler/translator/ExtensionBehavior.h"
#include "compiler/translator/ImmutableString.h"
#include "compiler/translator/InfoSink.h"
#include "compiler/translator/IntermNode.h"
#include "compiler/translator/Symbol.h"
namespace sh
{
// Define ESymbolLevel as int rather than an enum so that we can do arithmetic on it.
typedef int ESymbolLevel;
const int COMMON_BUILTINS = 0;
const int ESSL1_BUILTINS = 1;
const int ESSL3_BUILTINS = 2;
const int ESSL3_1_BUILTINS = 3;
// GLSL_BUILTINS are desktop GLSL builtins that don't exist in ESSL but are used to implement
// features in ANGLE's GLSL backend. They're not visible to the parser.
const int GLSL_BUILTINS = 4;
const int LAST_BUILTIN_LEVEL = GLSL_BUILTINS;
struct UnmangledBuiltIn
{
constexpr UnmangledBuiltIn(TExtension extension) : extension(extension) {}
TExtension extension;
};
class TSymbolTable : angle::NonCopyable
{
public:
TSymbolTable();
// To start using the symbol table after construction:
// * initializeBuiltIns() needs to be called.
// * push() needs to be called to push the global level.
~TSymbolTable();
bool isEmpty() const;
bool atGlobalLevel() const;
void push();
void pop();
// Declare a non-function symbol at the current scope. Return true in case the declaration was
// successful, and false if the declaration failed due to redefinition.
bool declare(TSymbol *symbol);
// Functions are always declared at global scope.
void declareUserDefinedFunction(TFunction *function, bool insertUnmangledName);
// These return the TFunction pointer to keep using to refer to this function.
const TFunction *markFunctionHasPrototypeDeclaration(const ImmutableString &mangledName,
bool *hadPrototypeDeclarationOut);
const TFunction *setFunctionParameterNamesFromDefinition(const TFunction *function,
bool *wasDefinedOut);
// find() is guaranteed not to retain a reference to the ImmutableString, so an ImmutableString
// with a reference to a short-lived char * is fine to pass here.
const TSymbol *find(const ImmutableString &name, int shaderVersion) const;
const TSymbol *findGlobal(const ImmutableString &name) const;
const TSymbol *findBuiltIn(const ImmutableString &name, int shaderVersion) const;
const TSymbol *findBuiltIn(const ImmutableString &name,
int shaderVersion,
bool includeGLSLBuiltins) const;
void setDefaultPrecision(TBasicType type, TPrecision prec);
// Searches down the precisionStack for a precision qualifier
// for the specified TBasicType
TPrecision getDefaultPrecision(TBasicType type) const;
// This records invariant varyings declared through
// "invariant varying_name;".
void addInvariantVarying(const ImmutableString &originalName);
// If this returns false, the varying could still be invariant
// if it is set as invariant during the varying variable
// declaration - this piece of information is stored in the
// variable's type, not here.
bool isVaryingInvariant(const ImmutableString &originalName) const;
void setGlobalInvariant(bool invariant);
const TSymbolUniqueId nextUniqueId() { return TSymbolUniqueId(this); }
// Gets the built-in accessible by a shader with the specified version, if any.
const UnmangledBuiltIn *getUnmangledBuiltInForShaderVersion(const ImmutableString &name,
int shaderVersion);
void initializeBuiltIns(sh::GLenum type,
ShShaderSpec spec,
const ShBuiltInResources &resources);
void clearCompilationResults();
private:
friend class TSymbolUniqueId;
int nextUniqueIdValue();
class TSymbolTableBuiltInLevel;
class TSymbolTableLevel;
void pushBuiltInLevel();
// The insert* entry points are used when initializing the symbol table with built-ins.
void insertVariable(ESymbolLevel level, const ImmutableString &name, const TType *type);
void insertVariableExt(ESymbolLevel level,
TExtension ext,
const ImmutableString &name,
const TType *type);
template <TPrecision precision>
void insertConstInt(ESymbolLevel level, const ImmutableString &name, int value);
template <TPrecision precision>
void insertConstIntExt(ESymbolLevel level,
TExtension ext,
const ImmutableString &name,
int value);
template <TPrecision precision>
void insertConstIvec3(ESymbolLevel level,
const ImmutableString &name,
const std::array<int, 3> &values);
TVariable *insertVariable(ESymbolLevel level,
const ImmutableString &name,
const TType *type,
SymbolType symbolType);
void insertBuiltIn(ESymbolLevel level, const TSymbol *symbol);
TFunction *findUserDefinedFunction(const ImmutableString &name) const;
void initSamplerDefaultPrecision(TBasicType samplerType);
void initializeBuiltInVariables(sh::GLenum type,
ShShaderSpec spec,
const ShBuiltInResources &resources);
void markBuiltInInitializationFinished();
void insertBuiltInFunctions(sh::GLenum shaderType);
std::vector<std::unique_ptr<TSymbolTableBuiltInLevel>> mBuiltInTable;
std::vector<std::unique_ptr<TSymbolTableLevel>> mTable;
// There's one precision stack level for predefined precisions and then one level for each scope
// in table.
typedef TMap<TBasicType, TPrecision> PrecisionStackLevel;
std::vector<std::unique_ptr<PrecisionStackLevel>> mPrecisionStack;
int mUniqueIdCounter;
static const int kLastStaticBuiltInId;
// -1 before built-in init has finished, one past the last built-in id afterwards.
// TODO(oetuaho): Make this a compile-time constant once the symbol table is initialized at
// compile time. http://anglebug.com/1432
int mUserDefinedUniqueIdsStart;
sh::GLenum mShaderType;
};
} // namespace sh
#endif // COMPILER_TRANSLATOR_SYMBOLTABLE_H_