// // Copyright 2002 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 COMPILER_TRANSLATOR_UTIL_H_ #define COMPILER_TRANSLATOR_UTIL_H_ #include #include #include "angle_gl.h" #include "compiler/translator/HashNames.h" #include "compiler/translator/ImmutableString.h" #include "compiler/translator/Operator_autogen.h" #include "compiler/translator/Types.h" // If overflow happens, clamp the value to UINT_MIN or UINT_MAX. // Return false if overflow happens. bool atoi_clamp(const char *str, unsigned int *value); namespace sh { // Keeps track of whether an implicit conversion from int/uint to float is possible. // These conversions are supported in desktop GLSL shaders only. // Also keeps track of which side of operation should be converted. enum class ImplicitTypeConversion { Same, Left, Right, Invalid, }; class TIntermBlock; class TSymbolTable; class TIntermTyped; float NumericLexFloat32OutOfRangeToInfinity(const std::string &str); // strtof_clamp is like strtof but // 1. it forces C locale, i.e. forcing '.' as decimal point. // 2. it sets the value to infinity if overflow happens. // 3. str should be guaranteed to be in the valid format for a floating point number as defined // by the grammar in the ESSL 3.00.6 spec section 4.1.4. // Return false if overflow happens. bool strtof_clamp(const std::string &str, float *value); GLenum GLVariableType(const TType &type); GLenum GLVariablePrecision(const TType &type); bool IsVaryingIn(TQualifier qualifier); bool IsVaryingOut(TQualifier qualifier); bool IsVarying(TQualifier qualifier); bool IsMatrixGLType(GLenum type); bool IsGeometryShaderInput(GLenum shaderType, TQualifier qualifier); bool IsTessellationControlShaderInput(GLenum shaderType, TQualifier qualifier); bool IsTessellationControlShaderOutput(GLenum shaderType, TQualifier qualifier); bool IsTessellationEvaluationShaderInput(GLenum shaderType, TQualifier qualifier); InterpolationType GetInterpolationType(TQualifier qualifier); InterpolationType GetFieldInterpolationType(TQualifier qualifier); // Returns array brackets including size with outermost array size first, as specified in GLSL ES // 3.10 section 4.1.9. ImmutableString ArrayString(const TType &type); ImmutableString GetTypeName(const TType &type, ShHashFunction64 hashFunction, NameMap *nameMap); TType GetShaderVariableBasicType(const sh::ShaderVariable &var); void DeclareGlobalVariable(TIntermBlock *root, const TVariable *variable); bool IsBuiltinOutputVariable(TQualifier qualifier); bool IsBuiltinFragmentInputVariable(TQualifier qualifier); bool CanBeInvariantESSL1(TQualifier qualifier); bool CanBeInvariantESSL3OrGreater(TQualifier qualifier); bool IsShaderOutput(TQualifier qualifier); bool IsFragmentOutput(TQualifier qualifier); bool IsOutputESSL(ShShaderOutput output); bool IsOutputGLSL(ShShaderOutput output); bool IsOutputHLSL(ShShaderOutput output); bool IsOutputVulkan(ShShaderOutput output); bool IsOutputMetal(ShShaderOutput output); bool IsOutputMetalDirect(ShShaderOutput output); bool IsInShaderStorageBlock(TIntermTyped *node); GLenum GetImageInternalFormatType(TLayoutImageInternalFormat iifq); // ESSL 1.00 shaders nest function body scope within function parameter scope bool IsSpecWithFunctionBodyNewScope(ShShaderSpec shaderSpec, int shaderVersion); // Helper functions for implicit conversions ImplicitTypeConversion GetConversion(TBasicType t1, TBasicType t2); bool IsValidImplicitConversion(ImplicitTypeConversion conversion, TOperator op); // Whether the given basic type requires precision. bool IsPrecisionApplicableToType(TBasicType type); // Whether this is the name of a built-in that can be redeclared by the shader. bool IsRedeclarableBuiltIn(const ImmutableString &name); size_t FindFieldIndex(const TFieldList &fieldList, const char *fieldName); } // namespace sh #endif // COMPILER_TRANSLATOR_UTIL_H_