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1 //
2 // Copyright 2002 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 
7 #include "compiler/translator/OutputGLSL.h"
8 
9 #include "compiler/translator/Compiler.h"
10 
11 namespace sh
12 {
13 
TOutputGLSL(TInfoSinkBase & objSink,ShHashFunction64 hashFunction,NameMap & nameMap,TSymbolTable * symbolTable,sh::GLenum shaderType,int shaderVersion,ShShaderOutput output,ShCompileOptions compileOptions)14 TOutputGLSL::TOutputGLSL(TInfoSinkBase &objSink,
15                          ShHashFunction64 hashFunction,
16                          NameMap &nameMap,
17                          TSymbolTable *symbolTable,
18                          sh::GLenum shaderType,
19                          int shaderVersion,
20                          ShShaderOutput output,
21                          ShCompileOptions compileOptions)
22     : TOutputGLSLBase(objSink,
23                       hashFunction,
24                       nameMap,
25                       symbolTable,
26                       shaderType,
27                       shaderVersion,
28                       output,
29                       compileOptions)
30 {}
31 
writeVariablePrecision(TPrecision)32 bool TOutputGLSL::writeVariablePrecision(TPrecision)
33 {
34     return false;
35 }
36 
visitSymbol(TIntermSymbol * node)37 void TOutputGLSL::visitSymbol(TIntermSymbol *node)
38 {
39     TInfoSinkBase &out = objSink();
40 
41     // All the special cases are built-ins, so if it's not a built-in we can return early.
42     if (node->variable().symbolType() != SymbolType::BuiltIn)
43     {
44         TOutputGLSLBase::visitSymbol(node);
45         return;
46     }
47 
48     // Some built-ins get a special translation.
49     const ImmutableString &name = node->getName();
50     if (name == "gl_FragDepthEXT")
51     {
52         out << "gl_FragDepth";
53     }
54     else if (name == "gl_FragColor" && sh::IsGLSL130OrNewer(getShaderOutput()))
55     {
56         out << "webgl_FragColor";
57     }
58     else if (name == "gl_FragData" && sh::IsGLSL130OrNewer(getShaderOutput()))
59     {
60         out << "webgl_FragData";
61     }
62     else if (name == "gl_SecondaryFragColorEXT")
63     {
64         out << "webgl_SecondaryFragColor";
65     }
66     else if (name == "gl_SecondaryFragDataEXT")
67     {
68         out << "webgl_SecondaryFragData";
69     }
70     else
71     {
72         TOutputGLSLBase::visitSymbol(node);
73     }
74 }
75 
translateTextureFunction(const ImmutableString & name,const ShCompileOptions & option)76 ImmutableString TOutputGLSL::translateTextureFunction(const ImmutableString &name,
77                                                       const ShCompileOptions &option)
78 {
79     // Check WEBGL_video_texture invocation first.
80     if (name == "textureVideoWEBGL")
81     {
82         if (option & SH_TAKE_VIDEO_TEXTURE_AS_EXTERNAL_OES)
83         {
84             // TODO(http://anglebug.com/3889): Implement external image situation.
85             UNIMPLEMENTED();
86             return ImmutableString("");
87         }
88         else
89         {
90             // Default translating textureVideoWEBGL to texture2D.
91             return ImmutableString("texture2D");
92         }
93     }
94 
95     static const char *simpleRename[]       = {"texture2DLodEXT",
96                                          "texture2DLod",
97                                          "texture2DProjLodEXT",
98                                          "texture2DProjLod",
99                                          "textureCubeLodEXT",
100                                          "textureCubeLod",
101                                          "texture2DGradEXT",
102                                          "texture2DGradARB",
103                                          "texture2DProjGradEXT",
104                                          "texture2DProjGradARB",
105                                          "textureCubeGradEXT",
106                                          "textureCubeGradARB",
107                                          nullptr,
108                                          nullptr};
109     static const char *legacyToCoreRename[] = {
110         "texture2D", "texture", "texture2DProj", "textureProj", "texture2DLod", "textureLod",
111         "texture2DProjLod", "textureProjLod", "texture2DRect", "texture", "texture2DRectProj",
112         "textureProj", "textureCube", "texture", "textureCubeLod", "textureLod",
113         // Extensions
114         "texture2DLodEXT", "textureLod", "texture2DProjLodEXT", "textureProjLod",
115         "textureCubeLodEXT", "textureLod", "texture2DGradEXT", "textureGrad",
116         "texture2DProjGradEXT", "textureProjGrad", "textureCubeGradEXT", "textureGrad", "texture3D",
117         "texture", "texture3DProj", "textureProj", "texture3DLod", "textureLod", "texture3DProjLod",
118         "textureProjLod", "shadow2DEXT", "texture", "shadow2DProjEXT", "textureProj", nullptr,
119         nullptr};
120     const char **mapping =
121         (sh::IsGLSL130OrNewer(getShaderOutput())) ? legacyToCoreRename : simpleRename;
122 
123     for (int i = 0; mapping[i] != nullptr; i += 2)
124     {
125         if (name == mapping[i])
126         {
127             return ImmutableString(mapping[i + 1]);
128         }
129     }
130 
131     return name;
132 }
133 
134 }  // namespace sh
135