| /* |
| * Copyright 2021 Google LLC. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "src/sksl/SkSLMangler.h" |
| #include "src/sksl/ir/SkSLSymbolTable.h" |
| |
| namespace SkSL { |
| |
| String Mangler::uniqueName(String baseName, SymbolTable* symbolTable) { |
| SkASSERT(symbolTable); |
| // The inliner runs more than once, so the base name might already have been mangled and have a |
| // prefix like "_123_x". Let's strip that prefix off to make the generated code easier to read. |
| if (baseName.starts_with("_")) { |
| // Determine if we have a string of digits. |
| int offset = 1; |
| while (isdigit(baseName[offset])) { |
| ++offset; |
| } |
| // If we found digits, another underscore, and anything else, that's the mangler prefix. |
| // Strip it off. |
| if (offset > 1 && baseName[offset] == '_' && baseName[offset + 1] != '\0') { |
| baseName.erase(0, offset + 1); |
| } else { |
| // This name doesn't contain a mangler prefix, but it does start with an underscore. |
| // OpenGL disallows two consecutive underscores anywhere in the string, and we'll be |
| // adding one as part of the mangler prefix, so strip the leading underscore. |
| baseName.erase(0, 1); |
| } |
| } |
| |
| // Append a unique numeric prefix to avoid name overlap. Check the symbol table to make sure |
| // we're not reusing an existing name. (Note that within a single compilation pass, this check |
| // isn't fully comprehensive, as code isn't always generated in top-to-bottom order.) |
| String uniqueName; |
| for (;;) { |
| uniqueName = String::printf("_%d_%s", fCounter++, baseName.c_str()); |
| skstd::string_view frag{uniqueName.data(), uniqueName.length()}; |
| if ((*symbolTable)[frag] == nullptr) { |
| break; |
| } |
| } |
| |
| return uniqueName; |
| } |
| |
| } // namespace SkSL |