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//
// 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.
//
#ifndef COMPILER_TRANSLATOR_SYMBOLTABLE_H_
#define COMPILER_TRANSLATOR_SYMBOLTABLE_H_
//
// Symbol table for parsing. Has these design characteristics:
//
// * Same symbol table can be used to compile many shaders, to preserve
// effort of creating and loading with the large numbers of built-in
// symbols.
//
// * Name mangling will be used to give each function a unique name
// so that symbol table lookups are never ambiguous. This allows
// a simpler symbol table structure.
//
// * Pushing and popping of scope, so symbol table will really be a stack
// of symbol tables. Searched from the top, with new inserts going into
// the top.
//
// * Constants: Compile time constant symbols will keep their values
// in the symbol table. The parser can substitute constants at parse
// time, including doing constant folding and constant propagation.
//
// * No temporaries: Temporaries made from operations (+, --, .xy, etc.)
// are tracked in the intermediate representation, not the symbol table.
//
#include <memory>
#include <set>
#include "common/angleutils.h"
#include "compiler/translator/ExtensionBehavior.h"
#include "compiler/translator/ImmutableString.h"
#include "compiler/translator/InfoSink.h"
#include "compiler/translator/IntermNode.h"
#include "compiler/translator/Symbol.h"
#include "compiler/translator/SymbolTable_autogen.h"
enum class Shader
{
ALL,
FRAGMENT, // GL_FRAGMENT_SHADER
VERTEX, // GL_VERTEX_SHADER
COMPUTE, // GL_COMPUTE_SHADER
GEOMETRY, // GL_GEOMETRY_SHADER
GEOMETRY_EXT, // GL_GEOMETRY_SHADER_EXT
NOT_COMPUTE
};
namespace sh
{
struct UnmangledBuiltIn
{
constexpr UnmangledBuiltIn(TExtension extension) : extension(extension) {}
TExtension extension;
};
using VarPointer = TSymbol *(TSymbolTableBase::*);
using ValidateExtension = int(ShBuiltInResources::*);
struct SymbolEntry
{
constexpr SymbolEntry(ImmutableString &&name,
const TSymbol *symbol,
VarPointer var,
int esslVersion,
int glslVersion,
Shader shaderType,
const TSymbol *esslExtSymbol,
VarPointer esslExtVar,
int esslExtVersion,
Shader esslExtShaderType,
ValidateExtension esslExtension,
const TSymbol *glslExtSymbol,
VarPointer glslExtVar,
int glslExtVersion,
Shader glslExtShaderType,
ValidateExtension glslExtension,
const TSymbol *esslExtSymbol2 = nullptr,
VarPointer esslExtVar2 = nullptr,
int esslExtVersion2 = -1,
Shader esslExtShaderType2 = Shader::ALL,
ValidateExtension esslExtension2 = nullptr)
: name(std::move(name)),
symbol(symbol),
var(var),
esslVersion(esslVersion),
glslVersion(glslVersion),
shaderType(shaderType),
esslExtSymbol(esslExtSymbol),
esslExtVar(esslExtVar),
esslExtVersion(esslExtVersion),
esslExtShaderType(esslExtShaderType),
esslExtension(esslExtension),
glslExtSymbol(glslExtSymbol),
glslExtVar(glslExtVar),
glslExtVersion(glslExtVersion),
glslExtShaderType(glslExtShaderType),
glslExtension(glslExtension),
esslExtSymbol2(esslExtSymbol2),
esslExtVar2(esslExtVar2),
esslExtVersion2(esslExtVersion2),
esslExtShaderType2(esslExtShaderType2),
esslExtension2(esslExtension2)
{}
ImmutableString name;
const TSymbol *symbol;
VarPointer var;
int esslVersion;
int glslVersion;
Shader shaderType;
const TSymbol *esslExtSymbol;
VarPointer esslExtVar;
int esslExtVersion;
Shader esslExtShaderType;
ValidateExtension esslExtension;
const TSymbol *glslExtSymbol;
VarPointer glslExtVar;
int glslExtVersion;
Shader glslExtShaderType;
ValidateExtension glslExtension;
const TSymbol *esslExtSymbol2;
VarPointer esslExtVar2;
int esslExtVersion2;
Shader esslExtShaderType2;
ValidateExtension esslExtension2;
};
struct UnmangledEntry
{
constexpr UnmangledEntry(ImmutableString &&name,
const UnmangledBuiltIn *esslUnmangled,
const UnmangledBuiltIn *glslUnmangled,
int esslVersion,
int glslVersion,
Shader shaderType)
: name(std::move(name)),
esslUnmangled(esslUnmangled),
glslUnmangled(glslUnmangled),
esslVersion(esslVersion),
glslVersion(glslVersion),
shaderType(shaderType)
{}
ImmutableString name;
const UnmangledBuiltIn *esslUnmangled;
const UnmangledBuiltIn *glslUnmangled;
int esslVersion;
int glslVersion;
Shader shaderType;
};
class TSymbolTable : angle::NonCopyable, TSymbolTableBase
{
public:
TSymbolTable();
// To start using the symbol table after construction:
// * initializeBuiltIns() needs to be called.
// * push() needs to be called to push the global level.
~TSymbolTable();
bool isEmpty() const;
bool atGlobalLevel() const;
void push();
void pop();
// Declare a non-function symbol at the current scope. Return true in case the declaration was
// successful, and false if the declaration failed due to redefinition.
bool declare(TSymbol *symbol);
// Only used to declare internal variables.
bool declareInternal(TSymbol *symbol);
// Functions are always declared at global scope.
void declareUserDefinedFunction(TFunction *function, bool insertUnmangledName);
// These return the TFunction pointer to keep using to refer to this function.
const TFunction *markFunctionHasPrototypeDeclaration(const ImmutableString &mangledName,
bool *hadPrototypeDeclarationOut) const;
const TFunction *setFunctionParameterNamesFromDefinition(const TFunction *function,
bool *wasDefinedOut) const;
// Return false if the gl_in array size has already been initialized with a mismatching value.
bool setGlInArraySize(unsigned int inputArraySize);
TVariable *getGlInVariableWithArraySize() const;
const TVariable *gl_FragData() const;
const TVariable *gl_SecondaryFragDataEXT() const;
void markStaticRead(const TVariable &variable);
void markStaticWrite(const TVariable &variable);
// Note: Should not call this for constant variables.
bool isStaticallyUsed(const TVariable &variable) const;
// find() is guaranteed not to retain a reference to the ImmutableString, so an ImmutableString
// with a reference to a short-lived char * is fine to pass here.
const TSymbol *find(const ImmutableString &name, int shaderVersion) const;
const TSymbol *findUserDefined(const ImmutableString &name) const;
TFunction *findUserDefinedFunction(const ImmutableString &name) const;
const TSymbol *findGlobal(const ImmutableString &name) const;
const TSymbol *findGlobalWithConversion(const std::vector<ImmutableString> &names) const;
const TSymbol *findBuiltIn(const ImmutableString &name, int shaderVersion) const;
const TSymbol *findBuiltInWithConversion(const std::vector<ImmutableString> &names,
int shaderVersion) const;
void setDefaultPrecision(TBasicType type, TPrecision prec);
// Searches down the precisionStack for a precision qualifier
// for the specified TBasicType
TPrecision getDefaultPrecision(TBasicType type) const;
// This records invariant varyings declared through "invariant varying_name;".
void addInvariantVarying(const TVariable &variable);
// If this returns false, the varying could still be invariant if it is set as invariant during
// the varying variable declaration - this piece of information is stored in the variable's
// type, not here.
bool isVaryingInvariant(const TVariable &variable) const;
void setGlobalInvariant(bool invariant);
const TSymbolUniqueId nextUniqueId() { return TSymbolUniqueId(this); }
// Gets the built-in accessible by a shader with the specified version, if any.
const UnmangledBuiltIn *getUnmangledBuiltInForShaderVersion(const ImmutableString &name,
int shaderVersion);
void initializeBuiltIns(sh::GLenum type,
ShShaderSpec spec,
const ShBuiltInResources &resources);
void clearCompilationResults();
private:
friend class TSymbolUniqueId;
struct VariableMetadata
{
VariableMetadata();
bool staticRead;
bool staticWrite;
bool invariant;
};
int nextUniqueIdValue();
class TSymbolTableLevel;
void initSamplerDefaultPrecision(TBasicType samplerType);
void initializeBuiltInVariables(sh::GLenum shaderType,
ShShaderSpec spec,
const ShBuiltInResources &resources);
VariableMetadata *getOrCreateVariableMetadata(const TVariable &variable);
const TSymbol *getSymbol(SymbolEntry entry, const ImmutableString &name, int version) const;
const UnmangledBuiltIn *getUnmangled(UnmangledEntry entry,
const ImmutableString &name,
int version) const;
std::vector<std::unique_ptr<TSymbolTableLevel>> mTable;
// There's one precision stack level for predefined precisions and then one level for each scope
// in table.
typedef TMap<TBasicType, TPrecision> PrecisionStackLevel;
std::vector<std::unique_ptr<PrecisionStackLevel>> mPrecisionStack;
bool mGlobalInvariant;
int mUniqueIdCounter;
static const int kLastBuiltInId;
sh::GLenum mShaderType;
ShShaderSpec mShaderSpec;
ShBuiltInResources mResources;
// Indexed by unique id. Map instead of vector since the variables are fairly sparse.
std::map<int, VariableMetadata> mVariableMetadata;
// Store gl_in variable with its array size once the array size can be determined. The array
// size can also be checked against latter input primitive type declaration.
TVariable *mGlInVariableWithArraySize;
};
} // namespace sh
#endif // COMPILER_TRANSLATOR_SYMBOLTABLE_H_