Refactored the way symbol tables are initialized and stored. This was done in response to the addition of EShSpec.
Symbol table entries depend on three things - language, spec (not now but may eventually), and built-in resources.
We used to build two global symbol-tables - one for each language. During each compile, one of the symbol table was
copied and resource-specific stuff was added. I have moved the symbol table to TCompiler that gets initilized when
compiler is created and reused for each compile. This makes it much cleaner and extensible in case a spec requires
special entries to be added to the symbol table.
PS: Sorry for the long CL, but all of it needed to be done in one CL. I have verified that everything still compiles
and passes all conformance tests.
Review URL: http://codereview.appspot.com/1864044
git-svn-id: https://angleproject.googlecode.com/svn/trunk@351 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/compiler/Initialize.cpp b/src/compiler/Initialize.cpp
index ebd23fb..58c6162 100644
--- a/src/compiler/Initialize.cpp
+++ b/src/compiler/Initialize.cpp
@@ -14,509 +14,521 @@
#include "compiler/intermediate.h"
-void TBuiltIns::initialize()
+//============================================================================
+//
+// Prototypes for built-in functions seen by both vertex and fragment shaders.
+//
+//============================================================================
+static TString BuiltInFunctionsCommon()
{
+ TString s;
+
//
- // Initialize all the built-in strings for parsing.
+ // Angle and Trigonometric Functions.
//
- TString BuiltInFunctions;
- TString BuiltInFunctionsVertex;
- TString BuiltInFunctionsFragment;
- TString StandardUniforms;
- TString VertexDefaultPrecision;
- TString FragmentDefaultPrecision;
+ s.append(TString("float radians(float degrees);"));
+ s.append(TString("vec2 radians(vec2 degrees);"));
+ s.append(TString("vec3 radians(vec3 degrees);"));
+ s.append(TString("vec4 radians(vec4 degrees);"));
- {
- //============================================================================
- //
- // Prototypes for built-in functions seen by both vertex and fragment shaders.
- //
- //============================================================================
+ s.append(TString("float degrees(float radians);"));
+ s.append(TString("vec2 degrees(vec2 radians);"));
+ s.append(TString("vec3 degrees(vec3 radians);"));
+ s.append(TString("vec4 degrees(vec4 radians);"));
- TString& s = BuiltInFunctions;
+ s.append(TString("float sin(float angle);"));
+ s.append(TString("vec2 sin(vec2 angle);"));
+ s.append(TString("vec3 sin(vec3 angle);"));
+ s.append(TString("vec4 sin(vec4 angle);"));
- //
- // Angle and Trigonometric Functions.
- //
- s.append(TString("float radians(float degrees);"));
- s.append(TString("vec2 radians(vec2 degrees);"));
- s.append(TString("vec3 radians(vec3 degrees);"));
- s.append(TString("vec4 radians(vec4 degrees);"));
+ s.append(TString("float cos(float angle);"));
+ s.append(TString("vec2 cos(vec2 angle);"));
+ s.append(TString("vec3 cos(vec3 angle);"));
+ s.append(TString("vec4 cos(vec4 angle);"));
- s.append(TString("float degrees(float radians);"));
- s.append(TString("vec2 degrees(vec2 radians);"));
- s.append(TString("vec3 degrees(vec3 radians);"));
- s.append(TString("vec4 degrees(vec4 radians);"));
+ s.append(TString("float tan(float angle);"));
+ s.append(TString("vec2 tan(vec2 angle);"));
+ s.append(TString("vec3 tan(vec3 angle);"));
+ s.append(TString("vec4 tan(vec4 angle);"));
- s.append(TString("float sin(float angle);"));
- s.append(TString("vec2 sin(vec2 angle);"));
- s.append(TString("vec3 sin(vec3 angle);"));
- s.append(TString("vec4 sin(vec4 angle);"));
+ s.append(TString("float asin(float x);"));
+ s.append(TString("vec2 asin(vec2 x);"));
+ s.append(TString("vec3 asin(vec3 x);"));
+ s.append(TString("vec4 asin(vec4 x);"));
- s.append(TString("float cos(float angle);"));
- s.append(TString("vec2 cos(vec2 angle);"));
- s.append(TString("vec3 cos(vec3 angle);"));
- s.append(TString("vec4 cos(vec4 angle);"));
+ s.append(TString("float acos(float x);"));
+ s.append(TString("vec2 acos(vec2 x);"));
+ s.append(TString("vec3 acos(vec3 x);"));
+ s.append(TString("vec4 acos(vec4 x);"));
- s.append(TString("float tan(float angle);"));
- s.append(TString("vec2 tan(vec2 angle);"));
- s.append(TString("vec3 tan(vec3 angle);"));
- s.append(TString("vec4 tan(vec4 angle);"));
+ s.append(TString("float atan(float y, float x);"));
+ s.append(TString("vec2 atan(vec2 y, vec2 x);"));
+ s.append(TString("vec3 atan(vec3 y, vec3 x);"));
+ s.append(TString("vec4 atan(vec4 y, vec4 x);"));
- s.append(TString("float asin(float x);"));
- s.append(TString("vec2 asin(vec2 x);"));
- s.append(TString("vec3 asin(vec3 x);"));
- s.append(TString("vec4 asin(vec4 x);"));
+ s.append(TString("float atan(float y_over_x);"));
+ s.append(TString("vec2 atan(vec2 y_over_x);"));
+ s.append(TString("vec3 atan(vec3 y_over_x);"));
+ s.append(TString("vec4 atan(vec4 y_over_x);"));
- s.append(TString("float acos(float x);"));
- s.append(TString("vec2 acos(vec2 x);"));
- s.append(TString("vec3 acos(vec3 x);"));
- s.append(TString("vec4 acos(vec4 x);"));
+ //
+ // Exponential Functions.
+ //
+ s.append(TString("float pow(float x, float y);"));
+ s.append(TString("vec2 pow(vec2 x, vec2 y);"));
+ s.append(TString("vec3 pow(vec3 x, vec3 y);"));
+ s.append(TString("vec4 pow(vec4 x, vec4 y);"));
- s.append(TString("float atan(float y, float x);"));
- s.append(TString("vec2 atan(vec2 y, vec2 x);"));
- s.append(TString("vec3 atan(vec3 y, vec3 x);"));
- s.append(TString("vec4 atan(vec4 y, vec4 x);"));
+ s.append(TString("float exp(float x);"));
+ s.append(TString("vec2 exp(vec2 x);"));
+ s.append(TString("vec3 exp(vec3 x);"));
+ s.append(TString("vec4 exp(vec4 x);"));
- s.append(TString("float atan(float y_over_x);"));
- s.append(TString("vec2 atan(vec2 y_over_x);"));
- s.append(TString("vec3 atan(vec3 y_over_x);"));
- s.append(TString("vec4 atan(vec4 y_over_x);"));
+ s.append(TString("float log(float x);"));
+ s.append(TString("vec2 log(vec2 x);"));
+ s.append(TString("vec3 log(vec3 x);"));
+ s.append(TString("vec4 log(vec4 x);"));
- //
- // Exponential Functions.
- //
- s.append(TString("float pow(float x, float y);"));
- s.append(TString("vec2 pow(vec2 x, vec2 y);"));
- s.append(TString("vec3 pow(vec3 x, vec3 y);"));
- s.append(TString("vec4 pow(vec4 x, vec4 y);"));
+ s.append(TString("float exp2(float x);"));
+ s.append(TString("vec2 exp2(vec2 x);"));
+ s.append(TString("vec3 exp2(vec3 x);"));
+ s.append(TString("vec4 exp2(vec4 x);"));
- s.append(TString("float exp(float x);"));
- s.append(TString("vec2 exp(vec2 x);"));
- s.append(TString("vec3 exp(vec3 x);"));
- s.append(TString("vec4 exp(vec4 x);"));
+ s.append(TString("float log2(float x);"));
+ s.append(TString("vec2 log2(vec2 x);"));
+ s.append(TString("vec3 log2(vec3 x);"));
+ s.append(TString("vec4 log2(vec4 x);"));
- s.append(TString("float log(float x);"));
- s.append(TString("vec2 log(vec2 x);"));
- s.append(TString("vec3 log(vec3 x);"));
- s.append(TString("vec4 log(vec4 x);"));
+ s.append(TString("float sqrt(float x);"));
+ s.append(TString("vec2 sqrt(vec2 x);"));
+ s.append(TString("vec3 sqrt(vec3 x);"));
+ s.append(TString("vec4 sqrt(vec4 x);"));
- s.append(TString("float exp2(float x);"));
- s.append(TString("vec2 exp2(vec2 x);"));
- s.append(TString("vec3 exp2(vec3 x);"));
- s.append(TString("vec4 exp2(vec4 x);"));
+ s.append(TString("float inversesqrt(float x);"));
+ s.append(TString("vec2 inversesqrt(vec2 x);"));
+ s.append(TString("vec3 inversesqrt(vec3 x);"));
+ s.append(TString("vec4 inversesqrt(vec4 x);"));
- s.append(TString("float log2(float x);"));
- s.append(TString("vec2 log2(vec2 x);"));
- s.append(TString("vec3 log2(vec3 x);"));
- s.append(TString("vec4 log2(vec4 x);"));
+ //
+ // Common Functions.
+ //
+ s.append(TString("float abs(float x);"));
+ s.append(TString("vec2 abs(vec2 x);"));
+ s.append(TString("vec3 abs(vec3 x);"));
+ s.append(TString("vec4 abs(vec4 x);"));
- s.append(TString("float sqrt(float x);"));
- s.append(TString("vec2 sqrt(vec2 x);"));
- s.append(TString("vec3 sqrt(vec3 x);"));
- s.append(TString("vec4 sqrt(vec4 x);"));
+ s.append(TString("float sign(float x);"));
+ s.append(TString("vec2 sign(vec2 x);"));
+ s.append(TString("vec3 sign(vec3 x);"));
+ s.append(TString("vec4 sign(vec4 x);"));
- s.append(TString("float inversesqrt(float x);"));
- s.append(TString("vec2 inversesqrt(vec2 x);"));
- s.append(TString("vec3 inversesqrt(vec3 x);"));
- s.append(TString("vec4 inversesqrt(vec4 x);"));
+ s.append(TString("float floor(float x);"));
+ s.append(TString("vec2 floor(vec2 x);"));
+ s.append(TString("vec3 floor(vec3 x);"));
+ s.append(TString("vec4 floor(vec4 x);"));
- //
- // Common Functions.
- //
- s.append(TString("float abs(float x);"));
- s.append(TString("vec2 abs(vec2 x);"));
- s.append(TString("vec3 abs(vec3 x);"));
- s.append(TString("vec4 abs(vec4 x);"));
+ s.append(TString("float ceil(float x);"));
+ s.append(TString("vec2 ceil(vec2 x);"));
+ s.append(TString("vec3 ceil(vec3 x);"));
+ s.append(TString("vec4 ceil(vec4 x);"));
- s.append(TString("float sign(float x);"));
- s.append(TString("vec2 sign(vec2 x);"));
- s.append(TString("vec3 sign(vec3 x);"));
- s.append(TString("vec4 sign(vec4 x);"));
+ s.append(TString("float fract(float x);"));
+ s.append(TString("vec2 fract(vec2 x);"));
+ s.append(TString("vec3 fract(vec3 x);"));
+ s.append(TString("vec4 fract(vec4 x);"));
- s.append(TString("float floor(float x);"));
- s.append(TString("vec2 floor(vec2 x);"));
- s.append(TString("vec3 floor(vec3 x);"));
- s.append(TString("vec4 floor(vec4 x);"));
+ s.append(TString("float mod(float x, float y);"));
+ s.append(TString("vec2 mod(vec2 x, float y);"));
+ s.append(TString("vec3 mod(vec3 x, float y);"));
+ s.append(TString("vec4 mod(vec4 x, float y);"));
+ s.append(TString("vec2 mod(vec2 x, vec2 y);"));
+ s.append(TString("vec3 mod(vec3 x, vec3 y);"));
+ s.append(TString("vec4 mod(vec4 x, vec4 y);"));
- s.append(TString("float ceil(float x);"));
- s.append(TString("vec2 ceil(vec2 x);"));
- s.append(TString("vec3 ceil(vec3 x);"));
- s.append(TString("vec4 ceil(vec4 x);"));
+ s.append(TString("float min(float x, float y);"));
+ s.append(TString("vec2 min(vec2 x, float y);"));
+ s.append(TString("vec3 min(vec3 x, float y);"));
+ s.append(TString("vec4 min(vec4 x, float y);"));
+ s.append(TString("vec2 min(vec2 x, vec2 y);"));
+ s.append(TString("vec3 min(vec3 x, vec3 y);"));
+ s.append(TString("vec4 min(vec4 x, vec4 y);"));
- s.append(TString("float fract(float x);"));
- s.append(TString("vec2 fract(vec2 x);"));
- s.append(TString("vec3 fract(vec3 x);"));
- s.append(TString("vec4 fract(vec4 x);"));
+ s.append(TString("float max(float x, float y);"));
+ s.append(TString("vec2 max(vec2 x, float y);"));
+ s.append(TString("vec3 max(vec3 x, float y);"));
+ s.append(TString("vec4 max(vec4 x, float y);"));
+ s.append(TString("vec2 max(vec2 x, vec2 y);"));
+ s.append(TString("vec3 max(vec3 x, vec3 y);"));
+ s.append(TString("vec4 max(vec4 x, vec4 y);"));
- s.append(TString("float mod(float x, float y);"));
- s.append(TString("vec2 mod(vec2 x, float y);"));
- s.append(TString("vec3 mod(vec3 x, float y);"));
- s.append(TString("vec4 mod(vec4 x, float y);"));
- s.append(TString("vec2 mod(vec2 x, vec2 y);"));
- s.append(TString("vec3 mod(vec3 x, vec3 y);"));
- s.append(TString("vec4 mod(vec4 x, vec4 y);"));
+ s.append(TString("float clamp(float x, float minVal, float maxVal);"));
+ s.append(TString("vec2 clamp(vec2 x, float minVal, float maxVal);"));
+ s.append(TString("vec3 clamp(vec3 x, float minVal, float maxVal);"));
+ s.append(TString("vec4 clamp(vec4 x, float minVal, float maxVal);"));
+ s.append(TString("vec2 clamp(vec2 x, vec2 minVal, vec2 maxVal);"));
+ s.append(TString("vec3 clamp(vec3 x, vec3 minVal, vec3 maxVal);"));
+ s.append(TString("vec4 clamp(vec4 x, vec4 minVal, vec4 maxVal);"));
- s.append(TString("float min(float x, float y);"));
- s.append(TString("vec2 min(vec2 x, float y);"));
- s.append(TString("vec3 min(vec3 x, float y);"));
- s.append(TString("vec4 min(vec4 x, float y);"));
- s.append(TString("vec2 min(vec2 x, vec2 y);"));
- s.append(TString("vec3 min(vec3 x, vec3 y);"));
- s.append(TString("vec4 min(vec4 x, vec4 y);"));
+ s.append(TString("float mix(float x, float y, float a);"));
+ s.append(TString("vec2 mix(vec2 x, vec2 y, float a);"));
+ s.append(TString("vec3 mix(vec3 x, vec3 y, float a);"));
+ s.append(TString("vec4 mix(vec4 x, vec4 y, float a);"));
+ s.append(TString("vec2 mix(vec2 x, vec2 y, vec2 a);"));
+ s.append(TString("vec3 mix(vec3 x, vec3 y, vec3 a);"));
+ s.append(TString("vec4 mix(vec4 x, vec4 y, vec4 a);"));
- s.append(TString("float max(float x, float y);"));
- s.append(TString("vec2 max(vec2 x, float y);"));
- s.append(TString("vec3 max(vec3 x, float y);"));
- s.append(TString("vec4 max(vec4 x, float y);"));
- s.append(TString("vec2 max(vec2 x, vec2 y);"));
- s.append(TString("vec3 max(vec3 x, vec3 y);"));
- s.append(TString("vec4 max(vec4 x, vec4 y);"));
+ s.append(TString("float step(float edge, float x);"));
+ s.append(TString("vec2 step(vec2 edge, vec2 x);"));
+ s.append(TString("vec3 step(vec3 edge, vec3 x);"));
+ s.append(TString("vec4 step(vec4 edge, vec4 x);"));
+ s.append(TString("vec2 step(float edge, vec2 x);"));
+ s.append(TString("vec3 step(float edge, vec3 x);"));
+ s.append(TString("vec4 step(float edge, vec4 x);"));
- s.append(TString("float clamp(float x, float minVal, float maxVal);"));
- s.append(TString("vec2 clamp(vec2 x, float minVal, float maxVal);"));
- s.append(TString("vec3 clamp(vec3 x, float minVal, float maxVal);"));
- s.append(TString("vec4 clamp(vec4 x, float minVal, float maxVal);"));
- s.append(TString("vec2 clamp(vec2 x, vec2 minVal, vec2 maxVal);"));
- s.append(TString("vec3 clamp(vec3 x, vec3 minVal, vec3 maxVal);"));
- s.append(TString("vec4 clamp(vec4 x, vec4 minVal, vec4 maxVal);"));
+ s.append(TString("float smoothstep(float edge0, float edge1, float x);"));
+ s.append(TString("vec2 smoothstep(vec2 edge0, vec2 edge1, vec2 x);"));
+ s.append(TString("vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x);"));
+ s.append(TString("vec4 smoothstep(vec4 edge0, vec4 edge1, vec4 x);"));
+ s.append(TString("vec2 smoothstep(float edge0, float edge1, vec2 x);"));
+ s.append(TString("vec3 smoothstep(float edge0, float edge1, vec3 x);"));
+ s.append(TString("vec4 smoothstep(float edge0, float edge1, vec4 x);"));
- s.append(TString("float mix(float x, float y, float a);"));
- s.append(TString("vec2 mix(vec2 x, vec2 y, float a);"));
- s.append(TString("vec3 mix(vec3 x, vec3 y, float a);"));
- s.append(TString("vec4 mix(vec4 x, vec4 y, float a);"));
- s.append(TString("vec2 mix(vec2 x, vec2 y, vec2 a);"));
- s.append(TString("vec3 mix(vec3 x, vec3 y, vec3 a);"));
- s.append(TString("vec4 mix(vec4 x, vec4 y, vec4 a);"));
+ //
+ // Geometric Functions.
+ //
+ s.append(TString("float length(float x);"));
+ s.append(TString("float length(vec2 x);"));
+ s.append(TString("float length(vec3 x);"));
+ s.append(TString("float length(vec4 x);"));
- s.append(TString("float step(float edge, float x);"));
- s.append(TString("vec2 step(vec2 edge, vec2 x);"));
- s.append(TString("vec3 step(vec3 edge, vec3 x);"));
- s.append(TString("vec4 step(vec4 edge, vec4 x);"));
- s.append(TString("vec2 step(float edge, vec2 x);"));
- s.append(TString("vec3 step(float edge, vec3 x);"));
- s.append(TString("vec4 step(float edge, vec4 x);"));
+ s.append(TString("float distance(float p0, float p1);"));
+ s.append(TString("float distance(vec2 p0, vec2 p1);"));
+ s.append(TString("float distance(vec3 p0, vec3 p1);"));
+ s.append(TString("float distance(vec4 p0, vec4 p1);"));
- s.append(TString("float smoothstep(float edge0, float edge1, float x);"));
- s.append(TString("vec2 smoothstep(vec2 edge0, vec2 edge1, vec2 x);"));
- s.append(TString("vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x);"));
- s.append(TString("vec4 smoothstep(vec4 edge0, vec4 edge1, vec4 x);"));
- s.append(TString("vec2 smoothstep(float edge0, float edge1, vec2 x);"));
- s.append(TString("vec3 smoothstep(float edge0, float edge1, vec3 x);"));
- s.append(TString("vec4 smoothstep(float edge0, float edge1, vec4 x);"));
+ s.append(TString("float dot(float x, float y);"));
+ s.append(TString("float dot(vec2 x, vec2 y);"));
+ s.append(TString("float dot(vec3 x, vec3 y);"));
+ s.append(TString("float dot(vec4 x, vec4 y);"));
- //
- // Geometric Functions.
- //
- s.append(TString("float length(float x);"));
- s.append(TString("float length(vec2 x);"));
- s.append(TString("float length(vec3 x);"));
- s.append(TString("float length(vec4 x);"));
+ s.append(TString("vec3 cross(vec3 x, vec3 y);"));
+ s.append(TString("float normalize(float x);"));
+ s.append(TString("vec2 normalize(vec2 x);"));
+ s.append(TString("vec3 normalize(vec3 x);"));
+ s.append(TString("vec4 normalize(vec4 x);"));
- s.append(TString("float distance(float p0, float p1);"));
- s.append(TString("float distance(vec2 p0, vec2 p1);"));
- s.append(TString("float distance(vec3 p0, vec3 p1);"));
- s.append(TString("float distance(vec4 p0, vec4 p1);"));
-
- s.append(TString("float dot(float x, float y);"));
- s.append(TString("float dot(vec2 x, vec2 y);"));
- s.append(TString("float dot(vec3 x, vec3 y);"));
- s.append(TString("float dot(vec4 x, vec4 y);"));
-
- s.append(TString("vec3 cross(vec3 x, vec3 y);"));
- s.append(TString("float normalize(float x);"));
- s.append(TString("vec2 normalize(vec2 x);"));
- s.append(TString("vec3 normalize(vec3 x);"));
- s.append(TString("vec4 normalize(vec4 x);"));
-
- s.append(TString("float faceforward(float N, float I, float Nref);"));
- s.append(TString("vec2 faceforward(vec2 N, vec2 I, vec2 Nref);"));
- s.append(TString("vec3 faceforward(vec3 N, vec3 I, vec3 Nref);"));
- s.append(TString("vec4 faceforward(vec4 N, vec4 I, vec4 Nref);"));
-
- s.append(TString("float reflect(float I, float N);"));
- s.append(TString("vec2 reflect(vec2 I, vec2 N);"));
- s.append(TString("vec3 reflect(vec3 I, vec3 N);"));
- s.append(TString("vec4 reflect(vec4 I, vec4 N);"));
-
- s.append(TString("float refract(float I, float N, float eta);"));
- s.append(TString("vec2 refract(vec2 I, vec2 N, float eta);"));
- s.append(TString("vec3 refract(vec3 I, vec3 N, float eta);"));
- s.append(TString("vec4 refract(vec4 I, vec4 N, float eta);"));
-
- //
- // Matrix Functions.
- //
- s.append(TString("mat2 matrixCompMult(mat2 x, mat2 y);"));
- s.append(TString("mat3 matrixCompMult(mat3 x, mat3 y);"));
- s.append(TString("mat4 matrixCompMult(mat4 x, mat4 y);"));
-
- //
- // Vector relational functions.
- //
- s.append(TString("bvec2 lessThan(vec2 x, vec2 y);"));
- s.append(TString("bvec3 lessThan(vec3 x, vec3 y);"));
- s.append(TString("bvec4 lessThan(vec4 x, vec4 y);"));
-
- s.append(TString("bvec2 lessThan(ivec2 x, ivec2 y);"));
- s.append(TString("bvec3 lessThan(ivec3 x, ivec3 y);"));
- s.append(TString("bvec4 lessThan(ivec4 x, ivec4 y);"));
-
- s.append(TString("bvec2 lessThanEqual(vec2 x, vec2 y);"));
- s.append(TString("bvec3 lessThanEqual(vec3 x, vec3 y);"));
- s.append(TString("bvec4 lessThanEqual(vec4 x, vec4 y);"));
-
- s.append(TString("bvec2 lessThanEqual(ivec2 x, ivec2 y);"));
- s.append(TString("bvec3 lessThanEqual(ivec3 x, ivec3 y);"));
- s.append(TString("bvec4 lessThanEqual(ivec4 x, ivec4 y);"));
-
- s.append(TString("bvec2 greaterThan(vec2 x, vec2 y);"));
- s.append(TString("bvec3 greaterThan(vec3 x, vec3 y);"));
- s.append(TString("bvec4 greaterThan(vec4 x, vec4 y);"));
-
- s.append(TString("bvec2 greaterThan(ivec2 x, ivec2 y);"));
- s.append(TString("bvec3 greaterThan(ivec3 x, ivec3 y);"));
- s.append(TString("bvec4 greaterThan(ivec4 x, ivec4 y);"));
-
- s.append(TString("bvec2 greaterThanEqual(vec2 x, vec2 y);"));
- s.append(TString("bvec3 greaterThanEqual(vec3 x, vec3 y);"));
- s.append(TString("bvec4 greaterThanEqual(vec4 x, vec4 y);"));
-
- s.append(TString("bvec2 greaterThanEqual(ivec2 x, ivec2 y);"));
- s.append(TString("bvec3 greaterThanEqual(ivec3 x, ivec3 y);"));
- s.append(TString("bvec4 greaterThanEqual(ivec4 x, ivec4 y);"));
-
- s.append(TString("bvec2 equal(vec2 x, vec2 y);"));
- s.append(TString("bvec3 equal(vec3 x, vec3 y);"));
- s.append(TString("bvec4 equal(vec4 x, vec4 y);"));
-
- s.append(TString("bvec2 equal(ivec2 x, ivec2 y);"));
- s.append(TString("bvec3 equal(ivec3 x, ivec3 y);"));
- s.append(TString("bvec4 equal(ivec4 x, ivec4 y);"));
-
- s.append(TString("bvec2 equal(bvec2 x, bvec2 y);"));
- s.append(TString("bvec3 equal(bvec3 x, bvec3 y);"));
- s.append(TString("bvec4 equal(bvec4 x, bvec4 y);"));
-
- s.append(TString("bvec2 notEqual(vec2 x, vec2 y);"));
- s.append(TString("bvec3 notEqual(vec3 x, vec3 y);"));
- s.append(TString("bvec4 notEqual(vec4 x, vec4 y);"));
-
- s.append(TString("bvec2 notEqual(ivec2 x, ivec2 y);"));
- s.append(TString("bvec3 notEqual(ivec3 x, ivec3 y);"));
- s.append(TString("bvec4 notEqual(ivec4 x, ivec4 y);"));
-
- s.append(TString("bvec2 notEqual(bvec2 x, bvec2 y);"));
- s.append(TString("bvec3 notEqual(bvec3 x, bvec3 y);"));
- s.append(TString("bvec4 notEqual(bvec4 x, bvec4 y);"));
-
- s.append(TString("bool any(bvec2 x);"));
- s.append(TString("bool any(bvec3 x);"));
- s.append(TString("bool any(bvec4 x);"));
+ s.append(TString("float faceforward(float N, float I, float Nref);"));
+ s.append(TString("vec2 faceforward(vec2 N, vec2 I, vec2 Nref);"));
+ s.append(TString("vec3 faceforward(vec3 N, vec3 I, vec3 Nref);"));
+ s.append(TString("vec4 faceforward(vec4 N, vec4 I, vec4 Nref);"));
- s.append(TString("bool all(bvec2 x);"));
- s.append(TString("bool all(bvec3 x);"));
- s.append(TString("bool all(bvec4 x);"));
+ s.append(TString("float reflect(float I, float N);"));
+ s.append(TString("vec2 reflect(vec2 I, vec2 N);"));
+ s.append(TString("vec3 reflect(vec3 I, vec3 N);"));
+ s.append(TString("vec4 reflect(vec4 I, vec4 N);"));
- s.append(TString("bvec2 not(bvec2 x);"));
- s.append(TString("bvec3 not(bvec3 x);"));
- s.append(TString("bvec4 not(bvec4 x);"));
+ s.append(TString("float refract(float I, float N, float eta);"));
+ s.append(TString("vec2 refract(vec2 I, vec2 N, float eta);"));
+ s.append(TString("vec3 refract(vec3 I, vec3 N, float eta);"));
+ s.append(TString("vec4 refract(vec4 I, vec4 N, float eta);"));
- //
- // Texture Functions.
- //
- s.append(TString("vec4 texture2D(sampler2D sampler, vec2 coord);"));
- s.append(TString("vec4 texture2DProj(sampler2D sampler, vec3 coord);"));
- s.append(TString("vec4 texture2DProj(sampler2D sampler, vec4 coord);"));
+ //
+ // Matrix Functions.
+ //
+ s.append(TString("mat2 matrixCompMult(mat2 x, mat2 y);"));
+ s.append(TString("mat3 matrixCompMult(mat3 x, mat3 y);"));
+ s.append(TString("mat4 matrixCompMult(mat4 x, mat4 y);"));
- s.append(TString("vec4 textureCube(samplerCube sampler, vec3 coord);"));
+ //
+ // Vector relational functions.
+ //
+ s.append(TString("bvec2 lessThan(vec2 x, vec2 y);"));
+ s.append(TString("bvec3 lessThan(vec3 x, vec3 y);"));
+ s.append(TString("bvec4 lessThan(vec4 x, vec4 y);"));
- //
- // Noise functions.
- //
- // s.append(TString("float noise1(float x);"));
- // s.append(TString("float noise1(vec2 x);"));
- // s.append(TString("float noise1(vec3 x);"));
- // s.append(TString("float noise1(vec4 x);"));
+ s.append(TString("bvec2 lessThan(ivec2 x, ivec2 y);"));
+ s.append(TString("bvec3 lessThan(ivec3 x, ivec3 y);"));
+ s.append(TString("bvec4 lessThan(ivec4 x, ivec4 y);"));
- // s.append(TString("vec2 noise2(float x);"));
- // s.append(TString("vec2 noise2(vec2 x);"));
- // s.append(TString("vec2 noise2(vec3 x);"));
- // s.append(TString("vec2 noise2(vec4 x);"));
+ s.append(TString("bvec2 lessThanEqual(vec2 x, vec2 y);"));
+ s.append(TString("bvec3 lessThanEqual(vec3 x, vec3 y);"));
+ s.append(TString("bvec4 lessThanEqual(vec4 x, vec4 y);"));
- // s.append(TString("vec3 noise3(float x);"));
- // s.append(TString("vec3 noise3(vec2 x);"));
- // s.append(TString("vec3 noise3(vec3 x);"));
- // s.append(TString("vec3 noise3(vec4 x);"));
+ s.append(TString("bvec2 lessThanEqual(ivec2 x, ivec2 y);"));
+ s.append(TString("bvec3 lessThanEqual(ivec3 x, ivec3 y);"));
+ s.append(TString("bvec4 lessThanEqual(ivec4 x, ivec4 y);"));
- // s.append(TString("vec4 noise4(float x);"));
- // s.append(TString("vec4 noise4(vec2 x);"));
- // s.append(TString("vec4 noise4(vec3 x);"));
- // s.append(TString("vec4 noise4(vec4 x);"));
+ s.append(TString("bvec2 greaterThan(vec2 x, vec2 y);"));
+ s.append(TString("bvec3 greaterThan(vec3 x, vec3 y);"));
+ s.append(TString("bvec4 greaterThan(vec4 x, vec4 y);"));
- s.append(TString("\n"));
- }
- {
- //============================================================================
- //
- // Prototypes for built-in functions seen by vertex shaders only.
- //
- //============================================================================
+ s.append(TString("bvec2 greaterThan(ivec2 x, ivec2 y);"));
+ s.append(TString("bvec3 greaterThan(ivec3 x, ivec3 y);"));
+ s.append(TString("bvec4 greaterThan(ivec4 x, ivec4 y);"));
- TString& s = BuiltInFunctionsVertex;
+ s.append(TString("bvec2 greaterThanEqual(vec2 x, vec2 y);"));
+ s.append(TString("bvec3 greaterThanEqual(vec3 x, vec3 y);"));
+ s.append(TString("bvec4 greaterThanEqual(vec4 x, vec4 y);"));
- //
- // Geometric Functions.
- //
- s.append(TString("vec4 ftransform();"));
+ s.append(TString("bvec2 greaterThanEqual(ivec2 x, ivec2 y);"));
+ s.append(TString("bvec3 greaterThanEqual(ivec3 x, ivec3 y);"));
+ s.append(TString("bvec4 greaterThanEqual(ivec4 x, ivec4 y);"));
- //
- // Texture Functions.
- //
- s.append(TString("vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod);"));
- s.append(TString("vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);"));
- s.append(TString("vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);"));
+ s.append(TString("bvec2 equal(vec2 x, vec2 y);"));
+ s.append(TString("bvec3 equal(vec3 x, vec3 y);"));
+ s.append(TString("bvec4 equal(vec4 x, vec4 y);"));
- s.append(TString("vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod);"));
+ s.append(TString("bvec2 equal(ivec2 x, ivec2 y);"));
+ s.append(TString("bvec3 equal(ivec3 x, ivec3 y);"));
+ s.append(TString("bvec4 equal(ivec4 x, ivec4 y);"));
- s.append(TString("\n"));
- }
- {
- //============================================================================
- //
- // Prototypes for built-in functions seen by fragment shaders only.
- //
- //============================================================================
+ s.append(TString("bvec2 equal(bvec2 x, bvec2 y);"));
+ s.append(TString("bvec3 equal(bvec3 x, bvec3 y);"));
+ s.append(TString("bvec4 equal(bvec4 x, bvec4 y);"));
- TString& s = BuiltInFunctionsFragment;
+ s.append(TString("bvec2 notEqual(vec2 x, vec2 y);"));
+ s.append(TString("bvec3 notEqual(vec3 x, vec3 y);"));
+ s.append(TString("bvec4 notEqual(vec4 x, vec4 y);"));
- //
- // Texture Functions.
- //
- s.append(TString("vec4 texture2D(sampler2D sampler, vec2 coord, float bias);"));
- s.append(TString("vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias);"));
- s.append(TString("vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias);"));
+ s.append(TString("bvec2 notEqual(ivec2 x, ivec2 y);"));
+ s.append(TString("bvec3 notEqual(ivec3 x, ivec3 y);"));
+ s.append(TString("bvec4 notEqual(ivec4 x, ivec4 y);"));
- s.append(TString("vec4 textureCube(samplerCube sampler, vec3 coord, float bias);"));
+ s.append(TString("bvec2 notEqual(bvec2 x, bvec2 y);"));
+ s.append(TString("bvec3 notEqual(bvec3 x, bvec3 y);"));
+ s.append(TString("bvec4 notEqual(bvec4 x, bvec4 y);"));
- // s.append(TString("float dFdx(float p);"));
- // s.append(TString("vec2 dFdx(vec2 p);"));
- // s.append(TString("vec3 dFdx(vec3 p);"));
- // s.append(TString("vec4 dFdx(vec4 p);"));
+ s.append(TString("bool any(bvec2 x);"));
+ s.append(TString("bool any(bvec3 x);"));
+ s.append(TString("bool any(bvec4 x);"));
- // s.append(TString("float dFdy(float p);"));
- // s.append(TString("vec2 dFdy(vec2 p);"));
- // s.append(TString("vec3 dFdy(vec3 p);"));
- // s.append(TString("vec4 dFdy(vec4 p);"));
+ s.append(TString("bool all(bvec2 x);"));
+ s.append(TString("bool all(bvec3 x);"));
+ s.append(TString("bool all(bvec4 x);"));
- s.append(TString("float fwidth(float p);"));
- s.append(TString("vec2 fwidth(vec2 p);"));
- s.append(TString("vec3 fwidth(vec3 p);"));
- s.append(TString("vec4 fwidth(vec4 p);"));
+ s.append(TString("bvec2 not(bvec2 x);"));
+ s.append(TString("bvec3 not(bvec3 x);"));
+ s.append(TString("bvec4 not(bvec4 x);"));
- s.append(TString("\n"));
- }
- {
- //============================================================================
- //
- // Standard Uniforms
- //
- //============================================================================
+ //
+ // Texture Functions.
+ //
+ s.append(TString("vec4 texture2D(sampler2D sampler, vec2 coord);"));
+ s.append(TString("vec4 texture2DProj(sampler2D sampler, vec3 coord);"));
+ s.append(TString("vec4 texture2DProj(sampler2D sampler, vec4 coord);"));
- TString& s = StandardUniforms;
+ s.append(TString("vec4 textureCube(samplerCube sampler, vec3 coord);"));
- //
- // Depth range in window coordinates
- //
- s.append(TString("struct gl_DepthRangeParameters {"));
- s.append(TString(" highp float near;")); // n
- s.append(TString(" highp float far;")); // f
- s.append(TString(" highp float diff;")); // f - n
- s.append(TString("};"));
- s.append(TString("uniform gl_DepthRangeParameters gl_DepthRange;"));
+ //
+ // Noise functions.
+ //
+ //s.append(TString("float noise1(float x);"));
+ //s.append(TString("float noise1(vec2 x);"));
+ //s.append(TString("float noise1(vec3 x);"));
+ //s.append(TString("float noise1(vec4 x);"));
- s.append(TString("\n"));
- }
- {
- //============================================================================
- //
- // Default precision for vertex shaders.
- //
- //============================================================================
+ //s.append(TString("vec2 noise2(float x);"));
+ //s.append(TString("vec2 noise2(vec2 x);"));
+ //s.append(TString("vec2 noise2(vec3 x);"));
+ //s.append(TString("vec2 noise2(vec4 x);"));
- TString& s = VertexDefaultPrecision;
+ //s.append(TString("vec3 noise3(float x);"));
+ //s.append(TString("vec3 noise3(vec2 x);"));
+ //s.append(TString("vec3 noise3(vec3 x);"));
+ //s.append(TString("vec3 noise3(vec4 x);"));
- s.append(TString("precision highp int;"));
- s.append(TString("precision highp float;"));
- s.append(TString("\n"));
- }
- {
- //============================================================================
- //
- // Default precision for fragment shaders.
- //
- //============================================================================
-
- TString& s = FragmentDefaultPrecision;
-
- s.append(TString("precision mediump int;"));
- // No default precision for float in fragment shaders
- s.append(TString("\n"));
- }
+ //s.append(TString("vec4 noise4(float x);"));
+ //s.append(TString("vec4 noise4(vec2 x);"));
+ //s.append(TString("vec4 noise4(vec3 x);"));
+ //s.append(TString("vec4 noise4(vec4 x);"));
- builtInStrings[EShLangFragment].push_back(FragmentDefaultPrecision);
- builtInStrings[EShLangFragment].push_back(BuiltInFunctions.c_str());
- builtInStrings[EShLangFragment].push_back(BuiltInFunctionsFragment);
- builtInStrings[EShLangFragment].push_back(StandardUniforms);
-
- builtInStrings[EShLangVertex].push_back(VertexDefaultPrecision);
- builtInStrings[EShLangVertex].push_back(BuiltInFunctions);
- builtInStrings[EShLangVertex].push_back(BuiltInFunctionsVertex);
- builtInStrings[EShLangVertex].push_back(StandardUniforms);
+ s.append(TString("\n"));
+ return s;
}
-void TBuiltIns::initialize(const TBuiltInResource &resources)
+//============================================================================
+//
+// Prototypes for built-in functions seen by vertex shaders only.
+//
+//============================================================================
+static TString BuiltInFunctionsVertex()
{
- TStringStream builtIns;
+ TString s;
- // Implementation dependent constants
- builtIns << "const int gl_MaxVertexAttribs = " << resources.maxVertexAttribs << ";";
- builtIns << "const int gl_MaxVertexUniformVectors = " << resources.maxVertexUniformVectors << ";";
+ //
+ // Geometric Functions.
+ //
+ //s.append(TString("vec4 ftransform();"));
- builtIns << "const int gl_MaxVaryingVectors = " << resources.maxVaryingVectors << ";";
- builtIns << "const int gl_MaxVertexTextureImageUnits = " << resources.maxVertexTextureImageUnits << ";";
- builtIns << "const int gl_MaxCombinedTextureImageUnits = " << resources.maxCombinedTextureImageUnits << ";";
- builtIns << "const int gl_MaxTextureImageUnits = " << resources.maxTextureImageUnits << ";";
- builtIns << "const int gl_MaxFragmentUniformVectors = " << resources.maxFragmentUniformVectors << ";";
- builtIns << "const int gl_MaxDrawBuffers = " << resources.maxDrawBuffers << ";";
+ //
+ // Texture Functions.
+ //
+ s.append(TString("vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod);"));
+ s.append(TString("vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);"));
+ s.append(TString("vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);"));
+ s.append(TString("vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod);"));
- builtInStrings[EShLangFragment].push_back(builtIns.str());
- builtInStrings[EShLangVertex].push_back(builtIns.str());
+ s.append(TString("\n"));
+ return s;
}
-void IdentifyBuiltIns(EShLanguage language, TSymbolTable& symbolTable)
+//============================================================================
+//
+// Prototypes for built-in functions seen by fragment shaders only.
+//
+//============================================================================
+static TString BuiltInFunctionsFragment()
+{
+ TString s;
+
+ //
+ // Texture Functions.
+ //
+ s.append(TString("vec4 texture2D(sampler2D sampler, vec2 coord, float bias);"));
+ s.append(TString("vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias);"));
+ s.append(TString("vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias);"));
+ s.append(TString("vec4 textureCube(samplerCube sampler, vec3 coord, float bias);"));
+
+ //s.append(TString("float dFdx(float p);"));
+ //s.append(TString("vec2 dFdx(vec2 p);"));
+ //s.append(TString("vec3 dFdx(vec3 p);"));
+ //s.append(TString("vec4 dFdx(vec4 p);"));
+
+ //s.append(TString("float dFdy(float p);"));
+ //s.append(TString("vec2 dFdy(vec2 p);"));
+ //s.append(TString("vec3 dFdy(vec3 p);"));
+ //s.append(TString("vec4 dFdy(vec4 p);"));
+
+ s.append(TString("float fwidth(float p);"));
+ s.append(TString("vec2 fwidth(vec2 p);"));
+ s.append(TString("vec3 fwidth(vec3 p);"));
+ s.append(TString("vec4 fwidth(vec4 p);"));
+
+ s.append(TString("\n"));
+ return s;
+}
+
+//============================================================================
+//
+// Standard uniforms.
+//
+//============================================================================
+static TString StandardUniforms()
+{
+ TString s;
+
+ //
+ // Depth range in window coordinates
+ //
+ s.append(TString("struct gl_DepthRangeParameters {"));
+ s.append(TString(" highp float near;")); // n
+ s.append(TString(" highp float far;")); // f
+ s.append(TString(" highp float diff;")); // f - n
+ s.append(TString("};"));
+ s.append(TString("uniform gl_DepthRangeParameters gl_DepthRange;"));
+
+ s.append(TString("\n"));
+ return s;
+}
+
+//============================================================================
+//
+// Default precision for vertex shaders.
+//
+//============================================================================
+static TString DefaultPrecisionVertex()
+{
+ TString s;
+
+ s.append(TString("precision highp int;"));
+ s.append(TString("precision highp float;"));
+
+ s.append(TString("\n"));
+ return s;
+}
+
+//============================================================================
+//
+// Default precision for fragment shaders.
+//
+//============================================================================
+static TString DefaultPrecisionFragment()
+{
+ TString s;
+
+ s.append(TString("precision mediump int;"));
+ // No default precision for float in fragment shaders
+
+ s.append(TString("\n"));
+ return s;
+}
+
+//============================================================================
+//
+// Implementation dependent built-in constants.
+//
+//============================================================================
+static TString BuiltInConstants(const TBuiltInResource &resources)
+{
+ TStringStream s;
+
+ s << "const int gl_MaxVertexAttribs = " << resources.maxVertexAttribs << ";";
+ s << "const int gl_MaxVertexUniformVectors = " << resources.maxVertexUniformVectors << ";";
+
+ s << "const int gl_MaxVaryingVectors = " << resources.maxVaryingVectors << ";";
+ s << "const int gl_MaxVertexTextureImageUnits = " << resources.maxVertexTextureImageUnits << ";";
+ s << "const int gl_MaxCombinedTextureImageUnits = " << resources.maxCombinedTextureImageUnits << ";";
+ s << "const int gl_MaxTextureImageUnits = " << resources.maxTextureImageUnits << ";";
+ s << "const int gl_MaxFragmentUniformVectors = " << resources.maxFragmentUniformVectors << ";";
+ s << "const int gl_MaxDrawBuffers = " << resources.maxDrawBuffers << ";";
+
+ return s.str();
+}
+
+void TBuiltIns::initialize(EShLanguage language, EShSpec spec, const TBuiltInResource& resources)
+{
+ switch (language) {
+ case EShLangFragment:
+ builtInStrings.push_back(DefaultPrecisionFragment());
+ builtInStrings.push_back(BuiltInFunctionsCommon());
+ builtInStrings.push_back(BuiltInFunctionsFragment());
+ builtInStrings.push_back(StandardUniforms());
+ break;
+
+ case EShLangVertex:
+ builtInStrings.push_back(DefaultPrecisionVertex());
+ builtInStrings.push_back(BuiltInFunctionsCommon());
+ builtInStrings.push_back(BuiltInFunctionsVertex());
+ builtInStrings.push_back(StandardUniforms());
+ break;
+
+ default: assert(false && "Language not supported");
+ }
+
+ builtInStrings.push_back(BuiltInConstants(resources));
+}
+
+void IdentifyBuiltIns(EShLanguage language, EShSpec spec, const TBuiltInResource& resources, TSymbolTable& symbolTable)
{
//
// First, insert some special built-in variables that are not in
// the built-in header files.
//
switch(language) {
-
- case EShLangFragment: {
- symbolTable.insert(*new TVariable(NewPoolTString("gl_FragCoord"), TType(EbtFloat, EbpMedium, EvqFragCoord, 4)));
- symbolTable.insert(*new TVariable(NewPoolTString("gl_FrontFacing"), TType(EbtBool, EbpUndefined, EvqFrontFacing, 1)));
- symbolTable.insert(*new TVariable(NewPoolTString("gl_FragColor"), TType(EbtFloat, EbpMedium, EvqFragColor, 4)));
- symbolTable.insert(*new TVariable(NewPoolTString("gl_FragData[gl_MaxDrawBuffers]"), TType(EbtFloat, EbpMedium, EvqFragData, 4)));
- symbolTable.insert(*new TVariable(NewPoolTString("gl_PointCoord"), TType(EbtFloat, EbpMedium, EvqPointCoord, 2)));
-
- }
+ case EShLangFragment:
+ symbolTable.insert(*new TVariable(NewPoolTString("gl_FragCoord"), TType(EbtFloat, EbpMedium, EvqFragCoord, 4)));
+ symbolTable.insert(*new TVariable(NewPoolTString("gl_FrontFacing"), TType(EbtBool, EbpUndefined, EvqFrontFacing, 1)));
+ symbolTable.insert(*new TVariable(NewPoolTString("gl_FragColor"), TType(EbtFloat, EbpMedium, EvqFragColor, 4)));
+ symbolTable.insert(*new TVariable(NewPoolTString("gl_FragData[gl_MaxDrawBuffers]"), TType(EbtFloat, EbpMedium, EvqFragData, 4)));
+ symbolTable.insert(*new TVariable(NewPoolTString("gl_PointCoord"), TType(EbtFloat, EbpMedium, EvqPointCoord, 2)));
break;
case EShLangVertex:
symbolTable.insert(*new TVariable(NewPoolTString("gl_Position"), TType(EbtFloat, EbpHigh, EvqPosition, 4)));
symbolTable.insert(*new TVariable(NewPoolTString("gl_PointSize"), TType(EbtFloat, EbpMedium, EvqPointSize, 1)));
break;
- default: break;
+
+ default: assert(false && "Language not supported");
}
//
@@ -578,27 +590,20 @@
symbolTable.relateToOperator("any", EOpAny);
symbolTable.relateToOperator("all", EOpAll);
- switch(language)
- {
- case EShLangVertex:
- break;
- case EShLangFragment:
- // symbolTable.relateToOperator("dFdx", EOpDPdx); // OES_standard_derivatives extension
- // symbolTable.relateToOperator("dFdy", EOpDPdy); // OES_standard_derivatives extension
- // symbolTable.relateToOperator("fwidth", EOpFwidth); // OES_standard_derivatives extension
- break;
- default: assert(false && "Language not supported");
- }
-}
+ // Map language-specific operators.
+ switch(language) {
+ case EShLangVertex:
+ break;
+ case EShLangFragment:
+ //symbolTable.relateToOperator("dFdx", EOpDPdx); // OES_standard_derivatives extension
+ //symbolTable.relateToOperator("dFdy", EOpDPdy); // OES_standard_derivatives extension
+ //symbolTable.relateToOperator("fwidth", EOpFwidth); // OES_standard_derivatives extension
+ break;
+ default: break;
+ }
-void IdentifyBuiltIns(EShLanguage language, TSymbolTable& symbolTable, const TBuiltInResource &resources)
-{
- //
- // First, insert some special built-in variables that are not in
- // the built-in header files.
- //
+ // Finally add resource-specific variables.
switch(language) {
-
case EShLangFragment: {
// Set up gl_FragData. The array size.
TType fragData(EbtFloat, EbpMedium, EvqFragColor, 4, false, true);
@@ -606,14 +611,7 @@
symbolTable.insert(*new TVariable(NewPoolTString("gl_FragData"), fragData));
}
break;
-
default: break;
}
}
-const char* GetPreprocessorBuiltinString()
-{
- static const char *PreprocessorBuiltinString = "";
-
- return PreprocessorBuiltinString;
-}
diff --git a/src/compiler/Initialize.h b/src/compiler/Initialize.h
index 777742e..03c9937 100644
--- a/src/compiler/Initialize.h
+++ b/src/compiler/Initialize.h
@@ -17,19 +17,18 @@
class TBuiltIns {
public:
- POOL_ALLOCATOR_NEW_DELETE(GlobalPoolAllocator)
- void initialize();
- void initialize(const TBuiltInResource& resources);
- TBuiltInStrings* getBuiltInStrings() { return builtInStrings; }
+ POOL_ALLOCATOR_NEW_DELETE(GlobalPoolAllocator)
+
+ void initialize(EShLanguage language, EShSpec spec, const TBuiltInResource& resources);
+ const TBuiltInStrings& getBuiltInStrings() { return builtInStrings; }
+
protected:
- TBuiltInStrings builtInStrings[EShLangCount];
+ TBuiltInStrings builtInStrings;
};
-void IdentifyBuiltIns(EShLanguage, TSymbolTable&);
-void IdentifyBuiltIns(EShLanguage, TSymbolTable&, const TBuiltInResource &resources);
-bool GenerateBuiltInSymbolTable(const TBuiltInResource* resources, TInfoSink&, TSymbolTable*, EShLanguage language = EShLangCount);
-bool InitializeSymbolTable(TBuiltInStrings* BuiltInStrings, EShLanguage language, TInfoSink& infoSink, const TBuiltInResource *resources, TSymbolTable*);
-const char* GetPreprocessorBuiltinString();
+void IdentifyBuiltIns(EShLanguage language, EShSpec spec, const TBuiltInResource& resources,
+ TSymbolTable& symbolTable);
+
extern "C" int InitPreprocessor(void);
extern "C" int FinalizePreprocessor(void);
diff --git a/src/compiler/ShHandle.h b/src/compiler/ShHandle.h
index 48a17dd..5ef5d30 100644
--- a/src/compiler/ShHandle.h
+++ b/src/compiler/ShHandle.h
@@ -17,6 +17,7 @@
#include "GLSLANG/ShaderLang.h"
#include "compiler/InfoSink.h"
+#include "compiler/SymbolTable.h"
class TCompiler;
class TIntermNode;
@@ -40,18 +41,24 @@
TCompiler(EShLanguage l, EShSpec s) : language(l), spec(s) { }
virtual ~TCompiler() { }
- EShLanguage getLanguage() { return language; }
- EShSpec getSpec() { return spec; }
- virtual TInfoSink& getInfoSink() { return infoSink; }
+ EShLanguage getLanguage() const { return language; }
+ EShSpec getSpec() const { return spec; }
+ TSymbolTable& getSymbolTable() { return symbolTable; }
+ TInfoSink& getInfoSink() { return infoSink; }
virtual bool compile(TIntermNode* root) = 0;
virtual TCompiler* getAsCompiler() { return this; }
- TInfoSink infoSink;
protected:
EShLanguage language;
EShSpec spec;
+
+ // Built-in symbol table for the given language, spec, and resources.
+ // It is preserved from compile-to-compile.
+ TSymbolTable symbolTable;
+ // Output sink.
+ TInfoSink infoSink;
};
//
diff --git a/src/compiler/ShaderLang.cpp b/src/compiler/ShaderLang.cpp
index 9e33a9d..3c36ef8 100644
--- a/src/compiler/ShaderLang.cpp
+++ b/src/compiler/ShaderLang.cpp
@@ -17,15 +17,68 @@
#include "compiler/ShHandle.h"
#include "compiler/SymbolTable.h"
-//
-// A symbol table for each language. Each has a different
-// set of built-ins, and we want to preserve that from
-// compile to compile.
-//
-TSymbolTable* SymbolTables[EShLangCount];
+static bool InitializeSymbolTable(
+ const TBuiltInStrings& builtInStrings,
+ EShLanguage language, EShSpec spec, const TBuiltInResource& resources,
+ TInfoSink& infoSink, TSymbolTable& symbolTable)
+{
+ TIntermediate intermediate(infoSink);
+ TParseContext parseContext(symbolTable, intermediate, language, spec, infoSink);
+ GlobalParseContext = &parseContext;
-TPoolAllocator* PerProcessGPA = 0;
+ setInitialState();
+
+ assert(symbolTable.isEmpty());
+ //
+ // Parse the built-ins. This should only happen once per
+ // language symbol table.
+ //
+ // Push the symbol table to give it an initial scope. This
+ // push should not have a corresponding pop, so that built-ins
+ // are preserved, and the test for an empty table fails.
+ //
+ symbolTable.push();
+
+ //Initialize the Preprocessor
+ if (InitPreprocessor())
+ {
+ infoSink.info.message(EPrefixInternalError, "Unable to intialize the Preprocessor");
+ return false;
+ }
+
+ for (TBuiltInStrings::const_iterator i = builtInStrings.begin(); i != builtInStrings.end(); ++i)
+ {
+ const char* builtInShaders[1];
+ int builtInLengths[1];
+
+ builtInShaders[0] = (*i).c_str();
+ builtInLengths[0] = (int) (*i).size();
+
+ if (PaParseStrings(const_cast<char**>(builtInShaders), builtInLengths, 1, parseContext) != 0)
+ {
+ infoSink.info.message(EPrefixInternalError, "Unable to parse built-ins");
+ return false;
+ }
+ }
+
+ IdentifyBuiltIns(language, spec, resources, symbolTable);
+
+ FinalizePreprocessor();
+
+ return true;
+}
+
+static bool GenerateBuiltInSymbolTable(
+ EShLanguage language, EShSpec spec, const TBuiltInResource& resources,
+ TInfoSink& infoSink, TSymbolTable& symbolTable)
+{
+ TBuiltIns builtIns;
+
+ builtIns.initialize(language, spec, resources);
+ return InitializeSymbolTable(builtIns.getBuiltInStrings(), language, spec, resources, infoSink, symbolTable);
+}
+
//
// This is the platform independent interface between an OGL driver
// and the shading language compiler.
@@ -37,42 +90,7 @@
//
int ShInitialize()
{
- TInfoSink infoSink;
- bool ret = true;
-
- if (!InitProcess())
- return 0;
-
- // This method should be called once per process. If its called by multiple threads, then
- // we need to have thread synchronization code around the initialization of per process
- // global pool allocator
- if (!PerProcessGPA) {
- TPoolAllocator *builtInPoolAllocator = new TPoolAllocator(true);
- builtInPoolAllocator->push();
- TPoolAllocator* gPoolAllocator = &GlobalPoolAllocator;
- SetGlobalPoolAllocatorPtr(builtInPoolAllocator);
-
- TSymbolTable symTables[EShLangCount];
- GenerateBuiltInSymbolTable(0, infoSink, symTables);
-
- PerProcessGPA = new TPoolAllocator(true);
- PerProcessGPA->push();
- SetGlobalPoolAllocatorPtr(PerProcessGPA);
-
- SymbolTables[EShLangVertex] = new TSymbolTable;
- SymbolTables[EShLangVertex]->copyTable(symTables[EShLangVertex]);
- SymbolTables[EShLangFragment] = new TSymbolTable;
- SymbolTables[EShLangFragment]->copyTable(symTables[EShLangFragment]);
-
- SetGlobalPoolAllocatorPtr(gPoolAllocator);
-
- symTables[EShLangVertex].pop();
- symTables[EShLangFragment].pop();
-
- builtInPoolAllocator->popAll();
- delete builtInPoolAllocator;
-
- }
+ bool ret = InitProcess();
return ret ? 1 : 0;
}
@@ -81,13 +99,22 @@
// Driver calls these to create and destroy compiler objects.
//
-ShHandle ShConstructCompiler(EShLanguage language, EShSpec spec)
+ShHandle ShConstructCompiler(EShLanguage language, EShSpec spec, const TBuiltInResource* resources)
{
if (!InitThread())
return 0;
TShHandleBase* base = static_cast<TShHandleBase*>(ConstructCompiler(language, spec));
-
+ TCompiler* compiler = base->getAsCompiler();
+ if (compiler == 0)
+ return 0;
+
+ // Generate built-in symbol table.
+ if (!GenerateBuiltInSymbolTable(language, spec, *resources, compiler->getInfoSink(), compiler->getSymbolTable())) {
+ ShDestruct(base);
+ return 0;
+ }
+
return reinterpret_cast<void*>(base);
}
@@ -106,97 +133,8 @@
// Cleanup symbol tables
//
int ShFinalize()
-{
- if (PerProcessGPA) {
- PerProcessGPA->popAll();
- delete PerProcessGPA;
- PerProcessGPA = 0;
- }
- for (int i = 0; i < EShLangCount; ++i) {
- delete SymbolTables[i];
- SymbolTables[i] = 0;
- }
- return 1;
-}
-
-bool GenerateBuiltInSymbolTable(const TBuiltInResource* resources, TInfoSink& infoSink, TSymbolTable* symbolTables, EShLanguage language)
{
- TBuiltIns builtIns;
-
- if (resources) {
- builtIns.initialize(*resources);
- InitializeSymbolTable(builtIns.getBuiltInStrings(), language, infoSink, resources, symbolTables);
- } else {
- builtIns.initialize();
- InitializeSymbolTable(builtIns.getBuiltInStrings(), EShLangVertex, infoSink, resources, symbolTables);
- InitializeSymbolTable(builtIns.getBuiltInStrings(), EShLangFragment, infoSink, resources, symbolTables);
- }
-
- return true;
-}
-
-bool InitializeSymbolTable(TBuiltInStrings* BuiltInStrings, EShLanguage language, TInfoSink& infoSink, const TBuiltInResource* resources, TSymbolTable* symbolTables)
-{
- TIntermediate intermediate(infoSink);
- TSymbolTable* symbolTable;
-
- if (resources)
- symbolTable = symbolTables;
- else
- symbolTable = &symbolTables[language];
-
- // TODO(alokp): Investigate if a parse-context is necessary here and
- // if symbol-table can be shared between GLES2 and WebGL specs.
- TParseContext parseContext(*symbolTable, intermediate, language, EShSpecGLES2, infoSink);
-
- GlobalParseContext = &parseContext;
-
- setInitialState();
-
- assert(symbolTable->isEmpty() || symbolTable->atSharedBuiltInLevel());
-
- //
- // Parse the built-ins. This should only happen once per
- // language symbol table.
- //
- // Push the symbol table to give it an initial scope. This
- // push should not have a corresponding pop, so that built-ins
- // are preserved, and the test for an empty table fails.
- //
-
- symbolTable->push();
-
- //Initialize the Preprocessor
- int ret = InitPreprocessor();
- if (ret) {
- infoSink.info.message(EPrefixInternalError, "Unable to intialize the Preprocessor");
- return false;
- }
-
- for (TBuiltInStrings::iterator i = BuiltInStrings[parseContext.language].begin();
- i != BuiltInStrings[parseContext.language].end();
- ++i) {
- const char* builtInShaders[1];
- int builtInLengths[1];
-
- builtInShaders[0] = (*i).c_str();
- builtInLengths[0] = (int) (*i).size();
-
- if (PaParseStrings(const_cast<char**>(builtInShaders), builtInLengths, 1, parseContext) != 0) {
- infoSink.info.message(EPrefixInternalError, "Unable to parse built-ins");
- return false;
- }
- }
-
- if (resources) {
- IdentifyBuiltIns(parseContext.language, *symbolTable, *resources);
- } else {
- IdentifyBuiltIns(parseContext.language, *symbolTable);
- }
-
- FinalizePreprocessor();
-
- return true;
+ return 1;
}
//
@@ -211,7 +149,6 @@
const char* const shaderStrings[],
const int numStrings,
const EShOptimizationLevel optLevel,
- const TBuiltInResource* resources,
int debugOptions
)
{
@@ -227,7 +164,7 @@
return 0;
GlobalPoolAllocator.push();
- TInfoSink& infoSink = compiler->infoSink;
+ TInfoSink& infoSink = compiler->getInfoSink();
infoSink.info.erase();
infoSink.debug.erase();
infoSink.obj.erase();
@@ -236,25 +173,22 @@
return 1;
TIntermediate intermediate(infoSink);
- TSymbolTable symbolTable(*SymbolTables[compiler->getLanguage()]);
-
- GenerateBuiltInSymbolTable(resources, infoSink, &symbolTable, compiler->getLanguage());
+ TSymbolTable& symbolTable = compiler->getSymbolTable();
TParseContext parseContext(symbolTable, intermediate, compiler->getLanguage(), compiler->getSpec(), infoSink);
parseContext.initializeExtensionBehavior();
-
GlobalParseContext = &parseContext;
-
+
setInitialState();
- InitPreprocessor();
+ InitPreprocessor();
//
// Parse the application's shaders. All the following symbol table
// work will be throw-away, so push a new allocation scope that can
// be thrown away, then push a scope for the current shader's globals.
//
bool success = true;
-
+
symbolTable.push();
if (!symbolTable.atGlobalLevel())
parseContext.infoSink.info.message(EPrefixInternalError, "Wrong symbol table level");
@@ -301,7 +235,7 @@
// Ensure symbol table is returned to the built-in level,
// throwing away all but the built-ins.
//
- while (! symbolTable.atSharedBuiltInLevel())
+ while (!symbolTable.atBuiltInLevel())
symbolTable.pop();
FinalizePreprocessor();
diff --git a/src/compiler/SymbolTable.h b/src/compiler/SymbolTable.h
index 87c6e8a..07c81d1 100644
--- a/src/compiler/SymbolTable.h
+++ b/src/compiler/SymbolTable.h
@@ -31,9 +31,9 @@
//
#include <assert.h>
-#include "compiler/Common.h"
-#include "compiler/intermediate.h"
+
#include "compiler/InfoSink.h"
+#include "compiler/intermediate.h"
//
// Symbol base class. (Can build functions or variables out of these...)
@@ -239,13 +239,6 @@
//
}
- TSymbolTable(TSymbolTable& symTable)
- {
- table.push_back(symTable.table[0]);
- precisionStack.push_back( symTable.precisionStack[0] );
- uniqueId = symTable.uniqueId;
- }
-
~TSymbolTable()
{
// level 0 is always built In symbols, so we never pop that out
@@ -259,11 +252,10 @@
// globals are at level 1.
//
bool isEmpty() { return table.size() == 0; }
- bool atBuiltInLevel() { return atSharedBuiltInLevel() || atDynamicBuiltInLevel(); }
- bool atSharedBuiltInLevel() { return table.size() == 1; }
- bool atGlobalLevel() { return table.size() <= 3; }
+ bool atBuiltInLevel() { return table.size() == 1; }
+ bool atGlobalLevel() { return table.size() <= 2; }
void push()
- {
+ {
table.push_back(new TSymbolTableLevel);
precisionStack.push_back( PrecisionStackLevel() );
}
@@ -297,7 +289,7 @@
return symbol;
}
- TSymbolTableLevel* getGlobalLevel() { assert(table.size() >= 3); return table[2]; }
+ TSymbolTableLevel* getGlobalLevel() { assert(table.size() >= 2); return table[1]; }
void relateToOperator(const char* name, TOperator op) { table[0]->relateToOperator(name, op); }
int getMaxSymbolId() { return uniqueId; }
void dump(TInfoSink &infoSink) const;
@@ -329,7 +321,6 @@
protected:
int currentLevel() const { return static_cast<int>(table.size()) - 1; }
- bool atDynamicBuiltInLevel() { return table.size() == 2; }
std::vector<TSymbolTableLevel*> table;
typedef std::map< TBasicType, TPrecision > PrecisionStackLevel;