| // |
| // 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); |
| } |
| |