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-rw-r--r--gfx/angle/checkout/src/compiler/translator/tree_ops/gl/ClampFragDepth.cpp54
1 files changed, 54 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/compiler/translator/tree_ops/gl/ClampFragDepth.cpp b/gfx/angle/checkout/src/compiler/translator/tree_ops/gl/ClampFragDepth.cpp
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index 0000000000..309cb14752
--- /dev/null
+++ b/gfx/angle/checkout/src/compiler/translator/tree_ops/gl/ClampFragDepth.cpp
@@ -0,0 +1,54 @@
+//
+// Copyright 2017 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.
+//
+// ClampFragDepth.cpp: Limit the value that is written to gl_FragDepth to the range [0.0, 1.0].
+// The clamping is run at the very end of shader execution, and is only performed if the shader
+// statically accesses gl_FragDepth.
+//
+
+#include "compiler/translator/tree_ops/gl/ClampFragDepth.h"
+
+#include "compiler/translator/ImmutableString.h"
+#include "compiler/translator/SymbolTable.h"
+#include "compiler/translator/tree_util/BuiltIn.h"
+#include "compiler/translator/tree_util/FindSymbolNode.h"
+#include "compiler/translator/tree_util/IntermNode_util.h"
+#include "compiler/translator/tree_util/RunAtTheEndOfShader.h"
+
+namespace sh
+{
+
+bool ClampFragDepth(TCompiler *compiler, TIntermBlock *root, TSymbolTable *symbolTable)
+{
+ // Only clamp gl_FragDepth if it's used in the shader.
+ if (!FindSymbolNode(root, ImmutableString("gl_FragDepth")))
+ {
+ return true;
+ }
+
+ TIntermSymbol *fragDepthNode = new TIntermSymbol(BuiltInVariable::gl_FragDepth());
+
+ TIntermTyped *minFragDepthNode = CreateZeroNode(TType(EbtFloat, EbpHigh, EvqConst));
+
+ TConstantUnion *maxFragDepthConstant = new TConstantUnion();
+ maxFragDepthConstant->setFConst(1.0);
+ TIntermConstantUnion *maxFragDepthNode =
+ new TIntermConstantUnion(maxFragDepthConstant, TType(EbtFloat, EbpHigh, EvqConst));
+
+ // clamp(gl_FragDepth, 0.0, 1.0)
+ TIntermSequence clampArguments;
+ clampArguments.push_back(fragDepthNode->deepCopy());
+ clampArguments.push_back(minFragDepthNode);
+ clampArguments.push_back(maxFragDepthNode);
+ TIntermTyped *clampedFragDepth =
+ CreateBuiltInFunctionCallNode("clamp", &clampArguments, *symbolTable, 100);
+
+ // gl_FragDepth = clamp(gl_FragDepth, 0.0, 1.0)
+ TIntermBinary *assignFragDepth = new TIntermBinary(EOpAssign, fragDepthNode, clampedFragDepth);
+
+ return RunAtTheEndOfShader(compiler, root, assignFragDepth, symbolTable);
+}
+
+} // namespace sh