blob: 749d8377f0ccbb88ce44f292b01b4606799d9036 [file] [log] [blame]
//
// 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/TranslatorGLSL.h"
#include "compiler/translator/OutputGLSL.h"
#include "compiler/translator/VersionGLSL.h"
static void writeVersion(ShShaderType type, TIntermNode* root,
TInfoSinkBase& sink) {
TVersionGLSL versionGLSL(type);
root->traverse(&versionGLSL);
int version = versionGLSL.getVersion();
// We need to write version directive only if it is greater than 110.
// If there is no version directive in the shader, 110 is implied.
if (version > 110) {
sink << "#version " << version << "\n";
}
}
TranslatorGLSL::TranslatorGLSL(ShShaderType type, ShShaderSpec spec)
: TCompiler(type, spec, SH_GLSL_OUTPUT) {
}
void TranslatorGLSL::translate(TIntermNode* root) {
TInfoSinkBase& sink = getInfoSink().obj;
// Write GLSL version.
writeVersion(getShaderType(), root, sink);
// Write extension behaviour as needed
writeExtensionBehavior();
// Write emulated built-in functions if needed.
getBuiltInFunctionEmulator().OutputEmulatedFunctionDefinition(
sink, false);
// Write array bounds clamping emulation if needed.
getArrayBoundsClamper().OutputClampingFunctionDefinition(sink);
// Write translated shader.
TOutputGLSL outputGLSL(sink, getArrayIndexClampingStrategy(), getHashFunction(), getNameMap(), getSymbolTable(), getShaderVersion());
root->traverse(&outputGLSL);
}
void TranslatorGLSL::writeExtensionBehavior() {
TInfoSinkBase& sink = getInfoSink().obj;
const TExtensionBehavior& extensionBehavior = getExtensionBehavior();
for (TExtensionBehavior::const_iterator iter = extensionBehavior.begin();
iter != extensionBehavior.end(); ++iter) {
if (iter->second == EBhUndefined)
continue;
// For GLSL output, we don't need to emit most extensions explicitly,
// but some we need to translate.
if (iter->first == "GL_EXT_shader_texture_lod") {
sink << "#extension GL_ARB_shader_texture_lod : "
<< getBehaviorString(iter->second) << "\n";
}
}
}