LCOV - code coverage report
Current view: top level - gfx/angle/src/compiler/translator - TranslatorESSL.cpp (source / functions) Hit Total Coverage
Test: output.info Lines: 0 53 0.0 %
Date: 2017-07-14 16:53:18 Functions: 0 4 0.0 %
Legend: Lines: hit not hit

          Line data    Source code
       1             : //
       2             : // Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
       3             : // Use of this source code is governed by a BSD-style license that can be
       4             : // found in the LICENSE file.
       5             : //
       6             : 
       7             : #include "compiler/translator/TranslatorESSL.h"
       8             : 
       9             : #include "compiler/translator/EmulatePrecision.h"
      10             : #include "compiler/translator/RecordConstantPrecision.h"
      11             : #include "compiler/translator/OutputESSL.h"
      12             : #include "angle_gl.h"
      13             : 
      14             : namespace sh
      15             : {
      16             : 
      17           0 : TranslatorESSL::TranslatorESSL(sh::GLenum type, ShShaderSpec spec)
      18           0 :     : TCompiler(type, spec, SH_ESSL_OUTPUT)
      19             : {
      20           0 : }
      21             : 
      22           0 : void TranslatorESSL::translate(TIntermNode *root, ShCompileOptions compileOptions)
      23             : {
      24           0 :     TInfoSinkBase& sink = getInfoSink().obj;
      25             : 
      26           0 :     int shaderVer = getShaderVersion();
      27           0 :     if (shaderVer > 100)
      28             :     {
      29           0 :         sink << "#version " << shaderVer << " es\n";
      30             :     }
      31             : 
      32             :     // Write built-in extension behaviors.
      33           0 :     writeExtensionBehavior();
      34             : 
      35             :     // Write pragmas after extensions because some drivers consider pragmas
      36             :     // like non-preprocessor tokens.
      37           0 :     writePragma(compileOptions);
      38             : 
      39           0 :     bool precisionEmulation = getResources().WEBGL_debug_shader_precision && getPragma().debugShaderPrecision;
      40             : 
      41           0 :     if (precisionEmulation)
      42             :     {
      43           0 :         EmulatePrecision emulatePrecision(getSymbolTable(), shaderVer);
      44           0 :         root->traverse(&emulatePrecision);
      45           0 :         emulatePrecision.updateTree();
      46           0 :         emulatePrecision.writeEmulationHelpers(sink, shaderVer, SH_ESSL_OUTPUT);
      47             :     }
      48             : 
      49           0 :     RecordConstantPrecision(root, getTemporaryIndex());
      50             : 
      51             :     // Write emulated built-in functions if needed.
      52           0 :     if (!getBuiltInFunctionEmulator().IsOutputEmpty())
      53             :     {
      54           0 :         sink << "// BEGIN: Generated code for built-in function emulation\n\n";
      55           0 :         if (getShaderType() == GL_FRAGMENT_SHADER)
      56             :         {
      57           0 :             sink << "#if defined(GL_FRAGMENT_PRECISION_HIGH)\n"
      58           0 :                  << "#define webgl_emu_precision highp\n"
      59           0 :                  << "#else\n"
      60           0 :                  << "#define webgl_emu_precision mediump\n"
      61           0 :                  << "#endif\n\n";
      62             :         }
      63             :         else
      64             :         {
      65           0 :             sink << "#define webgl_emu_precision highp\n";
      66             :         }
      67             : 
      68           0 :         getBuiltInFunctionEmulator().OutputEmulatedFunctions(sink);
      69           0 :         sink << "// END: Generated code for built-in function emulation\n\n";
      70             :     }
      71             : 
      72             :     // Write array bounds clamping emulation if needed.
      73           0 :     getArrayBoundsClamper().OutputClampingFunctionDefinition(sink);
      74             : 
      75           0 :     if (getShaderType() == GL_COMPUTE_SHADER && isComputeShaderLocalSizeDeclared())
      76             :     {
      77           0 :         const sh::WorkGroupSize &localSize = getComputeShaderLocalSize();
      78           0 :         sink << "layout (local_size_x=" << localSize[0] << ", local_size_y=" << localSize[1]
      79           0 :              << ", local_size_z=" << localSize[2] << ") in;\n";
      80             :     }
      81             : 
      82             :     // Write translated shader.
      83             :     TOutputESSL outputESSL(sink, getArrayIndexClampingStrategy(), getHashFunction(), getNameMap(),
      84             :                            getSymbolTable(), getShaderType(), shaderVer, precisionEmulation,
      85           0 :                            compileOptions);
      86           0 :     root->traverse(&outputESSL);
      87           0 : }
      88             : 
      89           0 : bool TranslatorESSL::shouldFlattenPragmaStdglInvariantAll()
      90             : {
      91             :     // Not necessary when translating to ESSL.
      92           0 :     return false;
      93             : }
      94             : 
      95           0 : void TranslatorESSL::writeExtensionBehavior() {
      96           0 :     TInfoSinkBase& sink = getInfoSink().obj;
      97           0 :     const TExtensionBehavior& extBehavior = getExtensionBehavior();
      98           0 :     for (TExtensionBehavior::const_iterator iter = extBehavior.begin();
      99           0 :          iter != extBehavior.end(); ++iter) {
     100           0 :         if (iter->second != EBhUndefined) {
     101           0 :             if (getResources().NV_shader_framebuffer_fetch && iter->first == "GL_EXT_shader_framebuffer_fetch") {
     102           0 :                 sink << "#extension GL_NV_shader_framebuffer_fetch : "
     103           0 :                      << getBehaviorString(iter->second) << "\n";
     104           0 :             } else if (getResources().NV_draw_buffers && iter->first == "GL_EXT_draw_buffers") {
     105           0 :                 sink << "#extension GL_NV_draw_buffers : "
     106           0 :                      << getBehaviorString(iter->second) << "\n";
     107             :             } else {
     108           0 :                 sink << "#extension " << iter->first << " : "
     109           0 :                      << getBehaviorString(iter->second) << "\n";
     110             :             }
     111             :         }
     112             :     }
     113           0 : }
     114             : 
     115             : }  // namespace sh

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