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1 //
2 // Copyright 2017 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 // ClampFragDepth.cpp: Limit the value that is written to gl_FragDepth to the range [0.0, 1.0].
7 // The clamping is run at the very end of shader execution, and is only performed if the shader
8 // statically accesses gl_FragDepth.
9 //
10 
11 #include "compiler/translator/tree_ops/ClampFragDepth.h"
12 
13 #include "compiler/translator/ImmutableString.h"
14 #include "compiler/translator/SymbolTable.h"
15 #include "compiler/translator/tree_util/BuiltIn.h"
16 #include "compiler/translator/tree_util/FindSymbolNode.h"
17 #include "compiler/translator/tree_util/IntermNode_util.h"
18 #include "compiler/translator/tree_util/RunAtTheEndOfShader.h"
19 
20 namespace sh
21 {
22 
ClampFragDepth(TCompiler * compiler,TIntermBlock * root,TSymbolTable * symbolTable)23 bool ClampFragDepth(TCompiler *compiler, TIntermBlock *root, TSymbolTable *symbolTable)
24 {
25     // Only clamp gl_FragDepth if it's used in the shader.
26     if (!FindSymbolNode(root, ImmutableString("gl_FragDepth")))
27     {
28         return true;
29     }
30 
31     TIntermSymbol *fragDepthNode = new TIntermSymbol(BuiltInVariable::gl_FragDepth());
32 
33     TIntermTyped *minFragDepthNode = CreateZeroNode(TType(EbtFloat, EbpHigh, EvqConst));
34 
35     TConstantUnion *maxFragDepthConstant = new TConstantUnion();
36     maxFragDepthConstant->setFConst(1.0);
37     TIntermConstantUnion *maxFragDepthNode =
38         new TIntermConstantUnion(maxFragDepthConstant, TType(EbtFloat, EbpHigh, EvqConst));
39 
40     // clamp(gl_FragDepth, 0.0, 1.0)
41     TIntermSequence *clampArguments = new TIntermSequence();
42     clampArguments->push_back(fragDepthNode->deepCopy());
43     clampArguments->push_back(minFragDepthNode);
44     clampArguments->push_back(maxFragDepthNode);
45     TIntermTyped *clampedFragDepth =
46         CreateBuiltInFunctionCallNode("clamp", clampArguments, *symbolTable, 100);
47 
48     // gl_FragDepth = clamp(gl_FragDepth, 0.0, 1.0)
49     TIntermBinary *assignFragDepth = new TIntermBinary(EOpAssign, fragDepthNode, clampedFragDepth);
50 
51     return RunAtTheEndOfShader(compiler, root, assignFragDepth, symbolTable);
52 }
53 
54 }  // namespace sh
55