blob: f2002485807dc3872715b194899300dc1733cbb4 [file] [log] [blame]
//
// Copyright 2002 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.
//
// CollectVariables.cpp: Collect lists of shader interface variables based on the AST.
#include "compiler/translator/CollectVariables.h"
#include "angle_gl.h"
#include "common/utilities.h"
#include "compiler/translator/HashNames.h"
#include "compiler/translator/SymbolTable.h"
#include "compiler/translator/tree_util/IntermTraverse.h"
#include "compiler/translator/util.h"
namespace sh
{
namespace
{
BlockLayoutType GetBlockLayoutType(TLayoutBlockStorage blockStorage)
{
switch (blockStorage)
{
case EbsPacked:
return BLOCKLAYOUT_PACKED;
case EbsShared:
return BLOCKLAYOUT_SHARED;
case EbsStd140:
return BLOCKLAYOUT_STD140;
case EbsStd430:
return BLOCKLAYOUT_STD430;
default:
UNREACHABLE();
return BLOCKLAYOUT_SHARED;
}
}
// TODO(jiawei.shao@intel.com): implement GL_EXT_shader_io_blocks.
BlockType GetBlockType(TQualifier qualifier)
{
switch (qualifier)
{
case EvqUniform:
return BlockType::BLOCK_UNIFORM;
case EvqBuffer:
return BlockType::BLOCK_BUFFER;
case EvqPerVertexIn:
return BlockType::BLOCK_IN;
default:
UNREACHABLE();
return BlockType::BLOCK_UNIFORM;
}
}
template <class VarT>
VarT *FindVariable(const ImmutableString &name, std::vector<VarT> *infoList)
{
// TODO(zmo): optimize this function.
for (size_t ii = 0; ii < infoList->size(); ++ii)
{
if (name == (*infoList)[ii].name)
return &((*infoList)[ii]);
}
return nullptr;
}
void MarkActive(ShaderVariable *variable)
{
if (!variable->active)
{
if (variable->isStruct())
{
// Conservatively assume all fields are statically used as well.
for (auto &field : variable->fields)
{
MarkActive(&field);
}
}
variable->staticUse = true;
variable->active = true;
}
}
ShaderVariable *FindVariableInInterfaceBlock(const ImmutableString &name,
const TInterfaceBlock *interfaceBlock,
std::vector<InterfaceBlock> *infoList)
{
ASSERT(interfaceBlock);
InterfaceBlock *namedBlock = FindVariable(interfaceBlock->name(), infoList);
ASSERT(namedBlock);
// Set static use on the parent interface block here
namedBlock->staticUse = true;
namedBlock->active = true;
return FindVariable(name, &namedBlock->fields);
}
// Traverses the intermediate tree to collect all attributes, uniforms, varyings, fragment outputs,
// shared data and interface blocks.
class CollectVariablesTraverser : public TIntermTraverser
{
public:
CollectVariablesTraverser(std::vector<ShaderVariable> *attribs,
std::vector<ShaderVariable> *outputVariables,
std::vector<ShaderVariable> *uniforms,
std::vector<ShaderVariable> *inputVaryings,
std::vector<ShaderVariable> *outputVaryings,
std::vector<ShaderVariable> *sharedVariables,
std::vector<InterfaceBlock> *uniformBlocks,
std::vector<InterfaceBlock> *shaderStorageBlocks,
std::vector<InterfaceBlock> *inBlocks,
ShHashFunction64 hashFunction,
TSymbolTable *symbolTable,
GLenum shaderType,
const TExtensionBehavior &extensionBehavior);
bool visitGlobalQualifierDeclaration(Visit visit,
TIntermGlobalQualifierDeclaration *node) override;
void visitSymbol(TIntermSymbol *symbol) override;
bool visitDeclaration(Visit, TIntermDeclaration *node) override;
bool visitBinary(Visit visit, TIntermBinary *binaryNode) override;
private:
std::string getMappedName(const TSymbol *symbol) const;
void setFieldOrVariableProperties(const TType &type,
bool staticUse,
ShaderVariable *variableOut) const;
void setFieldProperties(const TType &type,
const ImmutableString &name,
bool staticUse,
ShaderVariable *variableOut) const;
void setCommonVariableProperties(const TType &type,
const TVariable &variable,
ShaderVariable *variableOut) const;
ShaderVariable recordAttribute(const TIntermSymbol &variable) const;
ShaderVariable recordOutputVariable(const TIntermSymbol &variable) const;
ShaderVariable recordVarying(const TIntermSymbol &variable) const;
void recordInterfaceBlock(const char *instanceName,
const TType &interfaceBlockType,
InterfaceBlock *interfaceBlock) const;
ShaderVariable recordUniform(const TIntermSymbol &variable) const;
void setBuiltInInfoFromSymbol(const TVariable &variable, ShaderVariable *info);
void recordBuiltInVaryingUsed(const TVariable &variable,
bool *addedFlag,
std::vector<ShaderVariable> *varyings);
void recordBuiltInFragmentOutputUsed(const TVariable &variable, bool *addedFlag);
void recordBuiltInAttributeUsed(const TVariable &variable, bool *addedFlag);
InterfaceBlock *recordGLInUsed(const TType &glInType);
InterfaceBlock *findNamedInterfaceBlock(const ImmutableString &name) const;
std::vector<ShaderVariable> *mAttribs;
std::vector<ShaderVariable> *mOutputVariables;
std::vector<ShaderVariable> *mUniforms;
std::vector<ShaderVariable> *mInputVaryings;
std::vector<ShaderVariable> *mOutputVaryings;
std::vector<ShaderVariable> *mSharedVariables;
std::vector<InterfaceBlock> *mUniformBlocks;
std::vector<InterfaceBlock> *mShaderStorageBlocks;
std::vector<InterfaceBlock> *mInBlocks;
std::map<std::string, ShaderVariable *> mInterfaceBlockFields;
// Shader uniforms
bool mDepthRangeAdded;
// Compute Shader builtins
bool mNumWorkGroupsAdded;
bool mWorkGroupIDAdded;
bool mLocalInvocationIDAdded;
bool mGlobalInvocationIDAdded;
bool mLocalInvocationIndexAdded;
// Vertex Shader builtins
bool mInstanceIDAdded;
bool mVertexIDAdded;
bool mPointSizeAdded;
bool mDrawIDAdded;
bool mBaseVertexAdded;
bool mBaseInstanceAdded;
// Vertex Shader and Geometry Shader builtins
bool mPositionAdded;
bool mClipDistanceAdded;
// Fragment Shader builtins
bool mPointCoordAdded;
bool mFrontFacingAdded;
bool mHelperInvocationAdded;
bool mFragCoordAdded;
bool mLastFragDataAdded;
bool mFragColorAdded;
bool mFragDataAdded;
bool mFragDepthEXTAdded;
bool mFragDepthAdded;
bool mSecondaryFragColorEXTAdded;
bool mSecondaryFragDataEXTAdded;
// Geometry Shader builtins
bool mPerVertexInAdded;
bool mPrimitiveIDInAdded;
bool mInvocationIDAdded;
// Geometry Shader and Fragment Shader builtins
bool mPrimitiveIDAdded;
bool mLayerAdded;
// Shared memory variables
bool mSharedVariableAdded;
ShHashFunction64 mHashFunction;
GLenum mShaderType;
const TExtensionBehavior &mExtensionBehavior;
};
CollectVariablesTraverser::CollectVariablesTraverser(
std::vector<sh::ShaderVariable> *attribs,
std::vector<sh::ShaderVariable> *outputVariables,
std::vector<sh::ShaderVariable> *uniforms,
std::vector<sh::ShaderVariable> *inputVaryings,
std::vector<sh::ShaderVariable> *outputVaryings,
std::vector<sh::ShaderVariable> *sharedVariables,
std::vector<sh::InterfaceBlock> *uniformBlocks,
std::vector<sh::InterfaceBlock> *shaderStorageBlocks,
std::vector<sh::InterfaceBlock> *inBlocks,
ShHashFunction64 hashFunction,
TSymbolTable *symbolTable,
GLenum shaderType,
const TExtensionBehavior &extensionBehavior)
: TIntermTraverser(true, false, false, symbolTable),
mAttribs(attribs),
mOutputVariables(outputVariables),
mUniforms(uniforms),
mInputVaryings(inputVaryings),
mOutputVaryings(outputVaryings),
mSharedVariables(sharedVariables),
mUniformBlocks(uniformBlocks),
mShaderStorageBlocks(shaderStorageBlocks),
mInBlocks(inBlocks),
mDepthRangeAdded(false),
mNumWorkGroupsAdded(false),
mWorkGroupIDAdded(false),
mLocalInvocationIDAdded(false),
mGlobalInvocationIDAdded(false),
mLocalInvocationIndexAdded(false),
mInstanceIDAdded(false),
mVertexIDAdded(false),
mPointSizeAdded(false),
mDrawIDAdded(false),
mBaseVertexAdded(false),
mBaseInstanceAdded(false),
mPositionAdded(false),
mClipDistanceAdded(false),
mPointCoordAdded(false),
mFrontFacingAdded(false),
mHelperInvocationAdded(false),
mFragCoordAdded(false),
mLastFragDataAdded(false),
mFragColorAdded(false),
mFragDataAdded(false),
mFragDepthEXTAdded(false),
mFragDepthAdded(false),
mSecondaryFragColorEXTAdded(false),
mSecondaryFragDataEXTAdded(false),
mPerVertexInAdded(false),
mPrimitiveIDInAdded(false),
mInvocationIDAdded(false),
mPrimitiveIDAdded(false),
mLayerAdded(false),
mSharedVariableAdded(false),
mHashFunction(hashFunction),
mShaderType(shaderType),
mExtensionBehavior(extensionBehavior)
{}
std::string CollectVariablesTraverser::getMappedName(const TSymbol *symbol) const
{
return HashName(symbol, mHashFunction, nullptr).data();
}
void CollectVariablesTraverser::setBuiltInInfoFromSymbol(const TVariable &variable,
ShaderVariable *info)
{
const TType &type = variable.getType();
info->name = variable.name().data();
info->mappedName = variable.name().data();
setFieldOrVariableProperties(type, true, info);
}
void CollectVariablesTraverser::recordBuiltInVaryingUsed(const TVariable &variable,
bool *addedFlag,
std::vector<ShaderVariable> *varyings)
{
ASSERT(varyings);
if (!(*addedFlag))
{
ShaderVariable info;
setBuiltInInfoFromSymbol(variable, &info);
info.active = true;
info.isInvariant = mSymbolTable->isVaryingInvariant(variable);
varyings->push_back(info);
(*addedFlag) = true;
}
}
void CollectVariablesTraverser::recordBuiltInFragmentOutputUsed(const TVariable &variable,
bool *addedFlag)
{
if (!(*addedFlag))
{
ShaderVariable info;
setBuiltInInfoFromSymbol(variable, &info);
info.active = true;
mOutputVariables->push_back(info);
(*addedFlag) = true;
}
}
void CollectVariablesTraverser::recordBuiltInAttributeUsed(const TVariable &variable,
bool *addedFlag)
{
if (!(*addedFlag))
{
ShaderVariable info;
setBuiltInInfoFromSymbol(variable, &info);
info.active = true;
info.location = -1;
mAttribs->push_back(info);
(*addedFlag) = true;
}
}
InterfaceBlock *CollectVariablesTraverser::recordGLInUsed(const TType &glInType)
{
if (!mPerVertexInAdded)
{
ASSERT(glInType.getQualifier() == EvqPerVertexIn);
InterfaceBlock info;
recordInterfaceBlock("gl_in", glInType, &info);
mPerVertexInAdded = true;
mInBlocks->push_back(info);
return &mInBlocks->back();
}
else
{
return FindVariable(ImmutableString("gl_PerVertex"), mInBlocks);
}
}
bool CollectVariablesTraverser::visitGlobalQualifierDeclaration(
Visit visit,
TIntermGlobalQualifierDeclaration *node)
{
// We should not mark variables as active just based on an invariant/precise declaration, so we
// don't traverse the symbols declared invariant.
return false;
}
// We want to check whether a uniform/varying is active because we need to skip updating inactive
// ones. We also only count the active ones in packing computing. Also, gl_FragCoord, gl_PointCoord,
// and gl_FrontFacing count toward varying counting if they are active in a fragment shader.
void CollectVariablesTraverser::visitSymbol(TIntermSymbol *symbol)
{
ASSERT(symbol != nullptr);
if (symbol->variable().symbolType() == SymbolType::AngleInternal ||
symbol->variable().symbolType() == SymbolType::Empty)
{
// Internal variables or nameless variables are not collected.
return;
}
ShaderVariable *var = nullptr;
const ImmutableString &symbolName = symbol->getName();
// Check the qualifier from the variable, not from the symbol node. The node may have a
// different qualifier if it's the result of a folded ternary node.
TQualifier qualifier = symbol->variable().getType().getQualifier();
if (IsVaryingIn(qualifier))
{
var = FindVariable(symbolName, mInputVaryings);
}
else if (IsVaryingOut(qualifier))
{
var = FindVariable(symbolName, mOutputVaryings);
}
else if (symbol->getType().getBasicType() == EbtInterfaceBlock)
{
UNREACHABLE();
}
else if (symbolName == "gl_DepthRange")
{
ASSERT(qualifier == EvqUniform);
if (!mDepthRangeAdded)
{
ShaderVariable info;
const char kName[] = "gl_DepthRange";
info.name = kName;
info.mappedName = kName;
info.type = GL_NONE;
info.precision = GL_NONE;
info.staticUse = true;
info.active = true;
ShaderVariable nearInfo(GL_FLOAT);
const char kNearName[] = "near";
nearInfo.name = kNearName;
nearInfo.mappedName = kNearName;
nearInfo.precision = GL_HIGH_FLOAT;
nearInfo.staticUse = true;
nearInfo.active = true;
ShaderVariable farInfo(GL_FLOAT);
const char kFarName[] = "far";
farInfo.name = kFarName;
farInfo.mappedName = kFarName;
farInfo.precision = GL_HIGH_FLOAT;
farInfo.staticUse = true;
farInfo.active = true;
ShaderVariable diffInfo(GL_FLOAT);
const char kDiffName[] = "diff";
diffInfo.name = kDiffName;
diffInfo.mappedName = kDiffName;
diffInfo.precision = GL_HIGH_FLOAT;
diffInfo.staticUse = true;
diffInfo.active = true;
info.fields.push_back(nearInfo);
info.fields.push_back(farInfo);
info.fields.push_back(diffInfo);
mUniforms->push_back(info);
mDepthRangeAdded = true;
}
}
else
{
switch (qualifier)
{
case EvqAttribute:
case EvqVertexIn:
var = FindVariable(symbolName, mAttribs);
break;
case EvqFragmentOut:
var = FindVariable(symbolName, mOutputVariables);
break;
case EvqUniform:
{
const TInterfaceBlock *interfaceBlock = symbol->getType().getInterfaceBlock();
if (interfaceBlock)
{
var = FindVariableInInterfaceBlock(symbolName, interfaceBlock, mUniformBlocks);
}
else
{
var = FindVariable(symbolName, mUniforms);
}
// It's an internal error to reference an undefined user uniform
ASSERT(!symbolName.beginsWith("gl_") || var);
}
break;
case EvqBuffer:
{
const TInterfaceBlock *interfaceBlock = symbol->getType().getInterfaceBlock();
var =
FindVariableInInterfaceBlock(symbolName, interfaceBlock, mShaderStorageBlocks);
}
break;
case EvqFragCoord:
recordBuiltInVaryingUsed(symbol->variable(), &mFragCoordAdded, mInputVaryings);
return;
case EvqFrontFacing:
recordBuiltInVaryingUsed(symbol->variable(), &mFrontFacingAdded, mInputVaryings);
return;
case EvqHelperInvocation:
recordBuiltInVaryingUsed(symbol->variable(), &mHelperInvocationAdded,
mInputVaryings);
return;
case EvqPointCoord:
recordBuiltInVaryingUsed(symbol->variable(), &mPointCoordAdded, mInputVaryings);
return;
case EvqNumWorkGroups:
recordBuiltInAttributeUsed(symbol->variable(), &mNumWorkGroupsAdded);
return;
case EvqWorkGroupID:
recordBuiltInAttributeUsed(symbol->variable(), &mWorkGroupIDAdded);
return;
case EvqLocalInvocationID:
recordBuiltInAttributeUsed(symbol->variable(), &mLocalInvocationIDAdded);
return;
case EvqGlobalInvocationID:
recordBuiltInAttributeUsed(symbol->variable(), &mGlobalInvocationIDAdded);
return;
case EvqLocalInvocationIndex:
recordBuiltInAttributeUsed(symbol->variable(), &mLocalInvocationIndexAdded);
return;
case EvqInstanceID:
// Whenever the SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW option is set,
// gl_InstanceID is added inside expressions to initialize ViewID_OVR and
// InstanceID. Note that gl_InstanceID is not added to the symbol table for ESSL1
// shaders.
recordBuiltInAttributeUsed(symbol->variable(), &mInstanceIDAdded);
return;
case EvqVertexID:
recordBuiltInAttributeUsed(symbol->variable(), &mVertexIDAdded);
return;
case EvqPosition:
recordBuiltInVaryingUsed(symbol->variable(), &mPositionAdded, mOutputVaryings);
return;
case EvqPointSize:
recordBuiltInVaryingUsed(symbol->variable(), &mPointSizeAdded, mOutputVaryings);
return;
case EvqDrawID:
recordBuiltInAttributeUsed(symbol->variable(), &mDrawIDAdded);
return;
case EvqBaseVertex:
recordBuiltInAttributeUsed(symbol->variable(), &mBaseVertexAdded);
return;
case EvqBaseInstance:
recordBuiltInAttributeUsed(symbol->variable(), &mBaseInstanceAdded);
return;
case EvqLastFragData:
recordBuiltInVaryingUsed(symbol->variable(), &mLastFragDataAdded, mInputVaryings);
return;
case EvqFragColor:
recordBuiltInFragmentOutputUsed(symbol->variable(), &mFragColorAdded);
return;
case EvqFragData:
if (!mFragDataAdded)
{
ShaderVariable info;
setBuiltInInfoFromSymbol(symbol->variable(), &info);
if (!IsExtensionEnabled(mExtensionBehavior, TExtension::EXT_draw_buffers))
{
ASSERT(info.arraySizes.size() == 1u);
info.arraySizes.back() = 1u;
}
info.active = true;
mOutputVariables->push_back(info);
mFragDataAdded = true;
}
return;
case EvqFragDepthEXT:
recordBuiltInFragmentOutputUsed(symbol->variable(), &mFragDepthEXTAdded);
return;
case EvqFragDepth:
recordBuiltInFragmentOutputUsed(symbol->variable(), &mFragDepthAdded);
return;
case EvqSecondaryFragColorEXT:
recordBuiltInFragmentOutputUsed(symbol->variable(), &mSecondaryFragColorEXTAdded);
return;
case EvqSecondaryFragDataEXT:
recordBuiltInFragmentOutputUsed(symbol->variable(), &mSecondaryFragDataEXTAdded);
return;
case EvqInvocationID:
recordBuiltInVaryingUsed(symbol->variable(), &mInvocationIDAdded, mInputVaryings);
break;
case EvqPrimitiveIDIn:
recordBuiltInVaryingUsed(symbol->variable(), &mPrimitiveIDInAdded, mInputVaryings);
break;
case EvqPrimitiveID:
if (mShaderType == GL_GEOMETRY_SHADER_EXT)
{
recordBuiltInVaryingUsed(symbol->variable(), &mPrimitiveIDAdded,
mOutputVaryings);
}
else
{
ASSERT(mShaderType == GL_FRAGMENT_SHADER);
recordBuiltInVaryingUsed(symbol->variable(), &mPrimitiveIDAdded,
mInputVaryings);
}
break;
case EvqLayer:
if (mShaderType == GL_GEOMETRY_SHADER_EXT)
{
recordBuiltInVaryingUsed(symbol->variable(), &mLayerAdded, mOutputVaryings);
}
else if (mShaderType == GL_FRAGMENT_SHADER)
{
recordBuiltInVaryingUsed(symbol->variable(), &mLayerAdded, mInputVaryings);
}
else
{
ASSERT(mShaderType == GL_VERTEX_SHADER &&
(IsExtensionEnabled(mExtensionBehavior, TExtension::OVR_multiview2) ||
IsExtensionEnabled(mExtensionBehavior, TExtension::OVR_multiview)));
}
break;
case EvqShared:
if (mShaderType == GL_COMPUTE_SHADER)
{
recordBuiltInVaryingUsed(symbol->variable(), &mSharedVariableAdded,
mSharedVariables);
}
break;
case EvqClipDistance:
recordBuiltInVaryingUsed(symbol->variable(), &mClipDistanceAdded, mOutputVaryings);
return;
default:
break;
}
}
if (var)
{
MarkActive(var);
}
}
void CollectVariablesTraverser::setFieldOrVariableProperties(const TType &type,
bool staticUse,
ShaderVariable *variableOut) const
{
ASSERT(variableOut);
variableOut->staticUse = staticUse;
const TStructure *structure = type.getStruct();
if (!structure)
{
variableOut->type = GLVariableType(type);
variableOut->precision = GLVariablePrecision(type);
}
else
{
// Structures use a NONE type that isn't exposed outside ANGLE.
variableOut->type = GL_NONE;
if (structure->symbolType() != SymbolType::Empty)
{
variableOut->structName = structure->name().data();
}
const TFieldList &fields = structure->fields();
for (const TField *field : fields)
{
// Regardless of the variable type (uniform, in/out etc.) its fields are always plain
// ShaderVariable objects.
ShaderVariable fieldVariable;
setFieldProperties(*field->type(), field->name(), staticUse, &fieldVariable);
variableOut->fields.push_back(fieldVariable);
}
}
const TSpan<const unsigned int> &arraySizes = type.getArraySizes();
if (!arraySizes.empty())
{
variableOut->arraySizes.assign(arraySizes.begin(), arraySizes.end());
}
}
void CollectVariablesTraverser::setFieldProperties(const TType &type,
const ImmutableString &name,
bool staticUse,
ShaderVariable *variableOut) const
{
ASSERT(variableOut);
setFieldOrVariableProperties(type, staticUse, variableOut);
variableOut->name.assign(name.data(), name.length());
variableOut->mappedName = HashName(name, mHashFunction, nullptr).data();
}
void CollectVariablesTraverser::setCommonVariableProperties(const TType &type,
const TVariable &variable,
ShaderVariable *variableOut) const
{
ASSERT(variableOut);
variableOut->staticUse = mSymbolTable->isStaticallyUsed(variable);
setFieldOrVariableProperties(type, variableOut->staticUse, variableOut);
ASSERT(variable.symbolType() != SymbolType::Empty);
variableOut->name.assign(variable.name().data(), variable.name().length());
variableOut->mappedName = getMappedName(&variable);
}
ShaderVariable CollectVariablesTraverser::recordAttribute(const TIntermSymbol &variable) const
{
const TType &type = variable.getType();
ASSERT(!type.getStruct());
ShaderVariable attribute;
setCommonVariableProperties(type, variable.variable(), &attribute);
attribute.location = type.getLayoutQualifier().location;
return attribute;
}
ShaderVariable CollectVariablesTraverser::recordOutputVariable(const TIntermSymbol &variable) const
{
const TType &type = variable.getType();
ASSERT(!type.getStruct());
ShaderVariable outputVariable;
setCommonVariableProperties(type, variable.variable(), &outputVariable);
outputVariable.location = type.getLayoutQualifier().location;
outputVariable.index = type.getLayoutQualifier().index;
return outputVariable;
}
ShaderVariable CollectVariablesTraverser::recordVarying(const TIntermSymbol &variable) const
{
const TType &type = variable.getType();
ShaderVariable varying;
setCommonVariableProperties(type, variable.variable(), &varying);
varying.location = type.getLayoutQualifier().location;
switch (type.getQualifier())
{
case EvqVaryingIn:
case EvqVaryingOut:
case EvqVertexOut:
case EvqSmoothOut:
case EvqFlatOut:
case EvqNoPerspectiveOut:
case EvqCentroidOut:
case EvqGeometryOut:
if (mSymbolTable->isVaryingInvariant(variable.variable()) || type.isInvariant())
{
varying.isInvariant = true;
}
break;
default:
break;
}
varying.interpolation = GetInterpolationType(type.getQualifier());
return varying;
}
// TODO(jiawei.shao@intel.com): implement GL_EXT_shader_io_blocks.
void CollectVariablesTraverser::recordInterfaceBlock(const char *instanceName,
const TType &interfaceBlockType,
InterfaceBlock *interfaceBlock) const
{
ASSERT(interfaceBlockType.getBasicType() == EbtInterfaceBlock);
ASSERT(interfaceBlock);
const TInterfaceBlock *blockType = interfaceBlockType.getInterfaceBlock();
ASSERT(blockType);
interfaceBlock->name = blockType->name().data();
interfaceBlock->mappedName = getMappedName(blockType);
if (instanceName != nullptr)
{
interfaceBlock->instanceName = instanceName;
const TSymbol *blockSymbol = nullptr;
if (strncmp(instanceName, "gl_in", 5u) == 0)
{
blockSymbol = mSymbolTable->getGlInVariableWithArraySize();
}
else
{
blockSymbol = mSymbolTable->findGlobal(ImmutableString(instanceName));
}
ASSERT(blockSymbol && blockSymbol->isVariable());
interfaceBlock->staticUse =
mSymbolTable->isStaticallyUsed(*static_cast<const TVariable *>(blockSymbol));
}
ASSERT(!interfaceBlockType.isArrayOfArrays()); // Disallowed by GLSL ES 3.10 section 4.3.9
interfaceBlock->arraySize =
interfaceBlockType.isArray() ? interfaceBlockType.getOutermostArraySize() : 0;
interfaceBlock->blockType = GetBlockType(interfaceBlockType.getQualifier());
if (interfaceBlock->blockType == BlockType::BLOCK_UNIFORM ||
interfaceBlock->blockType == BlockType::BLOCK_BUFFER)
{
// TODO(oetuaho): Remove setting isRowMajorLayout.
interfaceBlock->isRowMajorLayout = false;
interfaceBlock->binding = blockType->blockBinding();
interfaceBlock->layout = GetBlockLayoutType(blockType->blockStorage());
}
// Gather field information
bool anyFieldStaticallyUsed = false;
for (const TField *field : blockType->fields())
{
const TType &fieldType = *field->type();
bool staticUse = false;
if (instanceName == nullptr)
{
// Static use of individual fields has been recorded, since they are present in the
// symbol table as variables.
const TSymbol *fieldSymbol = mSymbolTable->findGlobal(field->name());
ASSERT(fieldSymbol && fieldSymbol->isVariable());
staticUse =
mSymbolTable->isStaticallyUsed(*static_cast<const TVariable *>(fieldSymbol));
if (staticUse)
{
anyFieldStaticallyUsed = true;
}
}
ShaderVariable fieldVariable;
setFieldProperties(fieldType, field->name(), staticUse, &fieldVariable);
fieldVariable.isRowMajorLayout =
(fieldType.getLayoutQualifier().matrixPacking == EmpRowMajor);
interfaceBlock->fields.push_back(fieldVariable);
}
if (anyFieldStaticallyUsed)
{
interfaceBlock->staticUse = true;
}
}
ShaderVariable CollectVariablesTraverser::recordUniform(const TIntermSymbol &variable) const
{
ShaderVariable uniform;
setCommonVariableProperties(variable.getType(), variable.variable(), &uniform);
uniform.binding = variable.getType().getLayoutQualifier().binding;
uniform.imageUnitFormat =
GetImageInternalFormatType(variable.getType().getLayoutQualifier().imageInternalFormat);
uniform.location = variable.getType().getLayoutQualifier().location;
uniform.offset = variable.getType().getLayoutQualifier().offset;
uniform.readonly = variable.getType().getMemoryQualifier().readonly;
uniform.writeonly = variable.getType().getMemoryQualifier().writeonly;
return uniform;
}
bool CollectVariablesTraverser::visitDeclaration(Visit, TIntermDeclaration *node)
{
const TIntermSequence &sequence = *(node->getSequence());
ASSERT(!sequence.empty());
const TIntermTyped &typedNode = *(sequence.front()->getAsTyped());
TQualifier qualifier = typedNode.getQualifier();
bool isShaderVariable = qualifier == EvqAttribute || qualifier == EvqVertexIn ||
qualifier == EvqFragmentOut || qualifier == EvqUniform ||
IsVarying(qualifier);
if (typedNode.getBasicType() != EbtInterfaceBlock && !isShaderVariable)
{
return true;
}
for (TIntermNode *variableNode : sequence)
{
// The only case in which the sequence will not contain a TIntermSymbol node is
// initialization. It will contain a TInterBinary node in that case. Since attributes,
// uniforms, varyings, outputs and interface blocks cannot be initialized in a shader, we
// must have only TIntermSymbol nodes in the sequence in the cases we are interested in.
const TIntermSymbol &variable = *variableNode->getAsSymbolNode();
if (variable.variable().symbolType() == SymbolType::AngleInternal)
{
// Internal variables are not collected.
continue;
}
// TODO(jiawei.shao@intel.com): implement GL_EXT_shader_io_blocks.
if (typedNode.getBasicType() == EbtInterfaceBlock)
{
InterfaceBlock interfaceBlock;
recordInterfaceBlock(variable.variable().symbolType() != SymbolType::Empty
? variable.getName().data()
: nullptr,
variable.getType(), &interfaceBlock);
switch (qualifier)
{
case EvqUniform:
mUniformBlocks->push_back(interfaceBlock);
break;
case EvqBuffer:
mShaderStorageBlocks->push_back(interfaceBlock);
break;
default:
UNREACHABLE();
}
}
else
{
ASSERT(variable.variable().symbolType() != SymbolType::Empty);
switch (qualifier)
{
case EvqAttribute:
case EvqVertexIn:
mAttribs->push_back(recordAttribute(variable));
break;
case EvqFragmentOut:
mOutputVariables->push_back(recordOutputVariable(variable));
break;
case EvqUniform:
mUniforms->push_back(recordUniform(variable));
break;
default:
if (IsVaryingIn(qualifier))
{
mInputVaryings->push_back(recordVarying(variable));
}
else
{
ASSERT(IsVaryingOut(qualifier));
mOutputVaryings->push_back(recordVarying(variable));
}
break;
}
}
}
// None of the recorded variables can have initializers, so we don't need to traverse the
// declarators.
return false;
}
// TODO(jiawei.shao@intel.com): add search on mInBlocks and mOutBlocks when implementing
// GL_EXT_shader_io_blocks.
InterfaceBlock *CollectVariablesTraverser::findNamedInterfaceBlock(
const ImmutableString &blockName) const
{
InterfaceBlock *namedBlock = FindVariable(blockName, mUniformBlocks);
if (!namedBlock)
{
namedBlock = FindVariable(blockName, mShaderStorageBlocks);
}
return namedBlock;
}
bool CollectVariablesTraverser::visitBinary(Visit, TIntermBinary *binaryNode)
{
if (binaryNode->getOp() == EOpIndexDirectInterfaceBlock)
{
// NOTE: we do not determine static use / activeness for individual blocks of an array.
TIntermTyped *blockNode = binaryNode->getLeft()->getAsTyped();
ASSERT(blockNode);
TIntermConstantUnion *constantUnion = binaryNode->getRight()->getAsConstantUnion();
ASSERT(constantUnion);
InterfaceBlock *namedBlock = nullptr;
bool traverseIndexExpression = false;
TIntermBinary *interfaceIndexingNode = blockNode->getAsBinaryNode();
if (interfaceIndexingNode)
{
TIntermTyped *interfaceNode = interfaceIndexingNode->getLeft()->getAsTyped();
ASSERT(interfaceNode);
const TType &interfaceType = interfaceNode->getType();
if (interfaceType.getQualifier() == EvqPerVertexIn)
{
namedBlock = recordGLInUsed(interfaceType);
ASSERT(namedBlock);
}
// We need to continue traversing to collect useful variables in the index expression
// of the interface block array or gl_in in the case of the if above.
traverseIndexExpression = true;
}
const TInterfaceBlock *interfaceBlock = blockNode->getType().getInterfaceBlock();
if (!namedBlock)
{
namedBlock = findNamedInterfaceBlock(interfaceBlock->name());
}
ASSERT(namedBlock);
ASSERT(namedBlock->staticUse);
namedBlock->active = true;
unsigned int fieldIndex = static_cast<unsigned int>(constantUnion->getIConst(0));
ASSERT(fieldIndex < namedBlock->fields.size());
// TODO(oetuaho): Would be nicer to record static use of fields of named interface blocks
// more accurately at parse time - now we only mark the fields statically used if they are
// active. http://anglebug.com/2440
// We need to mark this field and all of its sub-fields, as static/active
MarkActive(&namedBlock->fields[fieldIndex]);
if (traverseIndexExpression)
{
ASSERT(interfaceIndexingNode);
interfaceIndexingNode->getRight()->traverse(this);
}
return false;
}
return true;
}
} // anonymous namespace
void CollectVariables(TIntermBlock *root,
std::vector<ShaderVariable> *attributes,
std::vector<ShaderVariable> *outputVariables,
std::vector<ShaderVariable> *uniforms,
std::vector<ShaderVariable> *inputVaryings,
std::vector<ShaderVariable> *outputVaryings,
std::vector<ShaderVariable> *sharedVariables,
std::vector<InterfaceBlock> *uniformBlocks,
std::vector<InterfaceBlock> *shaderStorageBlocks,
std::vector<InterfaceBlock> *inBlocks,
ShHashFunction64 hashFunction,
TSymbolTable *symbolTable,
GLenum shaderType,
const TExtensionBehavior &extensionBehavior)
{
CollectVariablesTraverser collect(attributes, outputVariables, uniforms, inputVaryings,
outputVaryings, sharedVariables, uniformBlocks,
shaderStorageBlocks, inBlocks, hashFunction, symbolTable,
shaderType, extensionBehavior);
root->traverse(&collect);
}
} // namespace sh