// // Copyright (c) 2002-2012 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 _SHHANDLE_INCLUDED_ #define _SHHANDLE_INCLUDED_ // // Machine independent part of the compiler private objects // sent as ShHandle to the driver. // // This should not be included by driver code. // #include "GLSLANG/ShaderLang.h" #include "compiler/BuiltInFunctionEmulator.h" #include "compiler/ExtensionBehavior.h" #include "compiler/InfoSink.h" #include "compiler/SymbolTable.h" #include "compiler/VariableInfo.h" class LongNameMap; class TCompiler; // // The base class used to back handles returned to the driver. // class TShHandleBase { public: TShHandleBase(); virtual ~TShHandleBase(); virtual TCompiler* getAsCompiler() { return 0; } protected: // Memory allocator. Allocates and tracks memory required by the compiler. // Deallocates all memory when compiler is destructed. TPoolAllocator allocator; }; // // The base class for the machine dependent compiler to derive from // for managing object code from the compile. // class TCompiler : public TShHandleBase { public: TCompiler(ShShaderType type, ShShaderSpec spec); virtual ~TCompiler(); virtual TCompiler* getAsCompiler() { return this; } bool Init(const ShBuiltInResources& resources); bool compile(const char* const shaderStrings[], const int numStrings, int compileOptions); // Get results of the last compilation. TInfoSink& getInfoSink() { return infoSink; } const TVariableInfoList& getAttribs() const { return attribs; } const TVariableInfoList& getUniforms() const { return uniforms; } int getMappedNameMaxLength() const; protected: ShShaderType getShaderType() const { return shaderType; } ShShaderSpec getShaderSpec() const { return shaderSpec; } // Initialize symbol-table with built-in symbols. bool InitBuiltInSymbolTable(const ShBuiltInResources& resources); // Clears the results from the previous compilation. void clearResults(); // Return true if function recursion is detected. bool detectRecursion(TIntermNode* root); // Returns true if the given shader does not exceed the minimum // functionality mandated in GLSL 1.0 spec Appendix A. bool validateLimitations(TIntermNode* root); // Collect info for all attribs and uniforms. void collectAttribsUniforms(TIntermNode* root); // Map long variable names into shorter ones. void mapLongVariableNames(TIntermNode* root); // Translate to object code. virtual void translate(TIntermNode* root) = 0; // Get built-in extensions with default behavior. const TExtensionBehavior& getExtensionBehavior() const; const BuiltInFunctionEmulator& getBuiltInFunctionEmulator() const; private: ShShaderType shaderType; ShShaderSpec shaderSpec; // Built-in symbol table for the given language, spec, and resources. // It is preserved from compile-to-compile. TSymbolTable symbolTable; // Built-in extensions with default behavior. TExtensionBehavior extensionBehavior; BuiltInFunctionEmulator builtInFunctionEmulator; // Results of compilation. TInfoSink infoSink; // Output sink. TVariableInfoList attribs; // Active attributes in the compiled shader. TVariableInfoList uniforms; // Active uniforms in the compiled shader. // Cached copy of the ref-counted singleton. LongNameMap* longNameMap; }; // // This is the interface between the machine independent code // and the machine dependent code. // // The machine dependent code should derive from the classes // above. Then Construct*() and Delete*() will create and // destroy the machine dependent objects, which contain the // above machine independent information. // TCompiler* ConstructCompiler( ShShaderType type, ShShaderSpec spec, ShShaderOutput output); void DeleteCompiler(TCompiler*); #endif // _SHHANDLE_INCLUDED_