// // Copyright (c) 2002-2010 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. // #include "compiler/VersionGLSL.h" static const int GLSL_VERSION_110 = 110; static const int GLSL_VERSION_120 = 120; // We need to scan for two things: // 1. "invariant" keyword: This can occur in both - vertex and fragment shaders // but only at the global scope. // 2. "gl_PointCoord" built-in variable: This can only occur in fragment shader // but inside any scope. // So we need to scan the entire fragment shader but only the global scope // of vertex shader. // // TODO(alokp): The following two cases of invariant decalaration get lost // during parsing - they do not get carried over to the intermediate tree. // Handle these cases: // 1. When a pragma is used to force all output variables to be invariant: // - #pragma STDGL invariant(all) // 2. When a previously decalared or built-in variable is marked invariant: // - invariant gl_Position; // - varying vec3 color; invariant color; // TVersionGLSL::TVersionGLSL(ShShaderType type) : mShaderType(type), mVersion(GLSL_VERSION_110) { } void TVersionGLSL::visitSymbol(TIntermSymbol* node) { ASSERT(mShaderType == SH_FRAGMENT_SHADER); if (node->getSymbol() == "gl_PointCoord") updateVersion(GLSL_VERSION_120); } void TVersionGLSL::visitConstantUnion(TIntermConstantUnion*) { ASSERT(mShaderType == SH_FRAGMENT_SHADER); } bool TVersionGLSL::visitBinary(Visit, TIntermBinary*) { ASSERT(mShaderType == SH_FRAGMENT_SHADER); return true; } bool TVersionGLSL::visitUnary(Visit, TIntermUnary*) { ASSERT(mShaderType == SH_FRAGMENT_SHADER); return true; } bool TVersionGLSL::visitSelection(Visit, TIntermSelection*) { ASSERT(mShaderType == SH_FRAGMENT_SHADER); return true; } bool TVersionGLSL::visitAggregate(Visit, TIntermAggregate* node) { // We need to scan the entire fragment shader but only the global scope // of vertex shader. bool visitChildren = mShaderType == SH_FRAGMENT_SHADER ? true : false; switch (node->getOp()) { case EOpSequence: // We need to visit sequence children to get to global or inner scope. visitChildren = true; break; case EOpDeclaration: { const TIntermSequence& sequence = node->getSequence(); TQualifier qualifier = sequence.front()->getAsTyped()->getQualifier(); if ((qualifier == EvqInvariantVaryingIn) || (qualifier == EvqInvariantVaryingOut)) { updateVersion(GLSL_VERSION_120); } break; } default: break; } return visitChildren; } bool TVersionGLSL::visitLoop(Visit, TIntermLoop*) { ASSERT(mShaderType == SH_FRAGMENT_SHADER); return true; } bool TVersionGLSL::visitBranch(Visit, TIntermBranch*) { ASSERT(mShaderType == SH_FRAGMENT_SHADER); return true; } void TVersionGLSL::updateVersion(int version) { mVersion = std::max(version, mVersion); }