blob: 15ab7af8f408dfa6d974a67951da57fb00da4205 [file]
//
// 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.
//
#include "compiler/translator/TranslatorHLSL.h"
#include "compiler/translator/AddDefaultReturnStatements.h"
#include "compiler/translator/ArrayReturnValueToOutParameter.h"
#include "compiler/translator/EmulatePrecision.h"
#include "compiler/translator/ExpandIntegerPowExpressions.h"
#include "compiler/translator/IntermNodePatternMatcher.h"
#include "compiler/translator/OutputHLSL.h"
#include "compiler/translator/RemoveDynamicIndexing.h"
#include "compiler/translator/RewriteElseBlocks.h"
#include "compiler/translator/SeparateArrayInitialization.h"
#include "compiler/translator/SeparateDeclarations.h"
#include "compiler/translator/SeparateExpressionsReturningArrays.h"
#include "compiler/translator/SimplifyLoopConditions.h"
#include "compiler/translator/SplitSequenceOperator.h"
#include "compiler/translator/UnfoldShortCircuitToIf.h"
TranslatorHLSL::TranslatorHLSL(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output)
: TCompiler(type, spec, output)
{
}
void TranslatorHLSL::translate(TIntermNode *root, int compileOptions)
{
const ShBuiltInResources &resources = getResources();
int numRenderTargets = resources.EXT_draw_buffers ? resources.MaxDrawBuffers : 1;
sh::AddDefaultReturnStatements(root);
SeparateDeclarations(root);
// Note that SimplifyLoopConditions needs to be run before any other AST transformations that
// may need to generate new statements from loop conditions or loop expressions.
SimplifyLoopConditions(root, IntermNodePatternMatcher::kExpressionReturningArray |
IntermNodePatternMatcher::kUnfoldedShortCircuitExpression,
getTemporaryIndex(), getSymbolTable(), getShaderVersion());
// TODO (oetuaho): Sequence operators should also be split in case there is dynamic indexing of
// a vector or matrix as an l-value inside (RemoveDynamicIndexing transformation step generates
// statements in this case).
SplitSequenceOperator(root, IntermNodePatternMatcher::kExpressionReturningArray |
IntermNodePatternMatcher::kUnfoldedShortCircuitExpression,
getTemporaryIndex());
// Note that SeparateDeclarations needs to be run before UnfoldShortCircuitToIf.
UnfoldShortCircuitToIf(root, getTemporaryIndex());
SeparateExpressionsReturningArrays(root, getTemporaryIndex());
// Note that SeparateDeclarations needs to be run before SeparateArrayInitialization.
SeparateArrayInitialization(root);
// HLSL doesn't support arrays as return values, we'll need to make functions that have an array
// as a return value to use an out parameter to transfer the array data instead.
ArrayReturnValueToOutParameter(root, getTemporaryIndex());
if (!shouldRunLoopAndIndexingValidation(compileOptions))
{
// HLSL doesn't support dynamic indexing of vectors and matrices.
RemoveDynamicIndexing(root, getTemporaryIndex(), getSymbolTable(), getShaderVersion());
}
// Work around D3D9 bug that would manifest in vertex shaders with selection blocks which
// use a vertex attribute as a condition, and some related computation in the else block.
if (getOutputType() == SH_HLSL_3_0_OUTPUT && getShaderType() == GL_VERTEX_SHADER)
{
sh::RewriteElseBlocks(root, getTemporaryIndex());
}
bool precisionEmulation =
getResources().WEBGL_debug_shader_precision && getPragma().debugShaderPrecision;
if (precisionEmulation)
{
EmulatePrecision emulatePrecision(getSymbolTable(), getShaderVersion());
root->traverse(&emulatePrecision);
emulatePrecision.updateTree();
emulatePrecision.writeEmulationHelpers(getInfoSink().obj, getShaderVersion(),
getOutputType());
}
if ((compileOptions & SH_EXPAND_SELECT_HLSL_INTEGER_POW_EXPRESSIONS) != 0)
{
sh::ExpandIntegerPowExpressions(root, getTemporaryIndex());
}
sh::OutputHLSL outputHLSL(getShaderType(), getShaderVersion(), getExtensionBehavior(),
getSourcePath(), getOutputType(), numRenderTargets, getUniforms(), compileOptions);
outputHLSL.output(root, getInfoSink().obj);
mInterfaceBlockRegisterMap = outputHLSL.getInterfaceBlockRegisterMap();
mUniformRegisterMap = outputHLSL.getUniformRegisterMap();
}
bool TranslatorHLSL::hasInterfaceBlock(const std::string &interfaceBlockName) const
{
return (mInterfaceBlockRegisterMap.count(interfaceBlockName) > 0);
}
unsigned int TranslatorHLSL::getInterfaceBlockRegister(const std::string &interfaceBlockName) const
{
ASSERT(hasInterfaceBlock(interfaceBlockName));
return mInterfaceBlockRegisterMap.find(interfaceBlockName)->second;
}
const std::map<std::string, unsigned int> *TranslatorHLSL::getUniformRegisterMap() const
{
return &mUniformRegisterMap;
}