1 //
2 // Copyright (c) 2002-2013 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/TranslatorGLSL.h"
8
9 #include "compiler/translator/OutputGLSL.h"
10 #include "compiler/translator/VersionGLSL.h"
11
writeVersion(sh::GLenum type,TIntermNode * root,TInfoSinkBase & sink)12 static void writeVersion(sh::GLenum type, TIntermNode* root,
13 TInfoSinkBase& sink) {
14 TVersionGLSL versionGLSL(type);
15 root->traverse(&versionGLSL);
16 int version = versionGLSL.getVersion();
17 // We need to write version directive only if it is greater than 110.
18 // If there is no version directive in the shader, 110 is implied.
19 if (version > 110) {
20 sink << "#version " << version << "\n";
21 }
22 }
23
TranslatorGLSL(sh::GLenum type,ShShaderSpec spec)24 TranslatorGLSL::TranslatorGLSL(sh::GLenum type, ShShaderSpec spec)
25 : TCompiler(type, spec, SH_GLSL_OUTPUT) {
26 }
27
translate(TIntermNode * root)28 void TranslatorGLSL::translate(TIntermNode* root) {
29 TInfoSinkBase& sink = getInfoSink().obj;
30
31 // Write GLSL version.
32 writeVersion(getShaderType(), root, sink);
33
34 // Write extension behaviour as needed
35 writeExtensionBehavior();
36
37 // Write emulated built-in functions if needed.
38 getBuiltInFunctionEmulator().OutputEmulatedFunctionDefinition(
39 sink, false);
40
41 // Write array bounds clamping emulation if needed.
42 getArrayBoundsClamper().OutputClampingFunctionDefinition(sink);
43
44 // Write translated shader.
45 TOutputGLSL outputGLSL(sink, getArrayIndexClampingStrategy(), getHashFunction(), getNameMap(), getSymbolTable(), getShaderVersion());
46 root->traverse(&outputGLSL);
47 }
48
writeExtensionBehavior()49 void TranslatorGLSL::writeExtensionBehavior() {
50 TInfoSinkBase& sink = getInfoSink().obj;
51 const TExtensionBehavior& extensionBehavior = getExtensionBehavior();
52 for (TExtensionBehavior::const_iterator iter = extensionBehavior.begin();
53 iter != extensionBehavior.end(); ++iter) {
54 if (iter->second == EBhUndefined)
55 continue;
56
57 // For GLSL output, we don't need to emit most extensions explicitly,
58 // but some we need to translate.
59 if (iter->first == "GL_EXT_shader_texture_lod") {
60 sink << "#extension GL_ARB_shader_texture_lod : "
61 << getBehaviorString(iter->second) << "\n";
62 }
63 }
64 }
65