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-rw-r--r--gfx/angle/checkout/src/compiler/translator/util.cpp1023
1 files changed, 1023 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/compiler/translator/util.cpp b/gfx/angle/checkout/src/compiler/translator/util.cpp
new file mode 100644
index 0000000000..f1dd8c2fb3
--- /dev/null
+++ b/gfx/angle/checkout/src/compiler/translator/util.cpp
@@ -0,0 +1,1023 @@
+//
+// Copyright 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/translator/util.h"
+
+#include <limits>
+
+#include "common/utilities.h"
+#include "compiler/preprocessor/numeric_lex.h"
+#include "compiler/translator/ImmutableStringBuilder.h"
+#include "compiler/translator/SymbolTable.h"
+
+bool atoi_clamp(const char *str, unsigned int *value)
+{
+ bool success = angle::pp::numeric_lex_int(str, value);
+ if (!success)
+ *value = std::numeric_limits<unsigned int>::max();
+ return success;
+}
+
+namespace sh
+{
+
+namespace
+{
+// [primarySize-1][secondarySize-1] is the GL type with a basic type of float.
+constexpr GLenum kFloatGLType[4][4] = {
+ // float1xS only makes sense for S == 1
+ {
+ GL_FLOAT,
+ GL_NONE,
+ GL_NONE,
+ GL_NONE,
+ },
+ // float2xS is vec2 for S == 1, and mat2xS o.w.
+ {
+ GL_FLOAT_VEC2,
+ GL_FLOAT_MAT2,
+ GL_FLOAT_MAT2x3,
+ GL_FLOAT_MAT2x4,
+ },
+ // float3xS is vec3 for S == 1, and mat3xS o.w.
+ {
+ GL_FLOAT_VEC3,
+ GL_FLOAT_MAT3x2,
+ GL_FLOAT_MAT3,
+ GL_FLOAT_MAT3x4,
+ },
+ // float4xS is vec4 for S == 1, and mat4xS o.w.
+ {
+ GL_FLOAT_VEC4,
+ GL_FLOAT_MAT4x2,
+ GL_FLOAT_MAT4x3,
+ GL_FLOAT_MAT4,
+ },
+};
+// [primarySize-1] is the GL type with a basic type of int.
+constexpr GLenum kIntGLType[4] = {GL_INT, GL_INT_VEC2, GL_INT_VEC3, GL_INT_VEC4};
+// [primarySize-1] is the GL type with a basic type of uint.
+constexpr GLenum kUIntGLType[4] = {GL_UNSIGNED_INT, GL_UNSIGNED_INT_VEC2, GL_UNSIGNED_INT_VEC3,
+ GL_UNSIGNED_INT_VEC4};
+// [primarySize-1] is the GL type with a basic type of bool.
+constexpr GLenum kBoolGLType[4] = {GL_BOOL, GL_BOOL_VEC2, GL_BOOL_VEC3, GL_BOOL_VEC4};
+
+bool IsInterpolationIn(TQualifier qualifier)
+{
+ switch (qualifier)
+ {
+ case EvqSmoothIn:
+ case EvqFlatIn:
+ case EvqNoPerspectiveIn:
+ case EvqCentroidIn:
+ case EvqSampleIn:
+ return true;
+ default:
+ return false;
+ }
+}
+
+bool IsInterpolationOut(TQualifier qualifier)
+{
+ switch (qualifier)
+ {
+ case EvqSmoothOut:
+ case EvqFlatOut:
+ case EvqNoPerspectiveOut:
+ case EvqCentroidOut:
+ case EvqSampleOut:
+ return true;
+ default:
+ return false;
+ }
+}
+} // anonymous namespace
+
+float NumericLexFloat32OutOfRangeToInfinity(const std::string &str)
+{
+ // Parses a decimal string using scientific notation into a floating point number.
+ // Out-of-range values are converted to infinity. Values that are too small to be
+ // represented are converted to zero.
+
+ // The mantissa in decimal scientific notation. The magnitude of the mantissa integer does not
+ // matter.
+ unsigned int decimalMantissa = 0;
+ size_t i = 0;
+ bool decimalPointSeen = false;
+ bool nonZeroSeenInMantissa = false;
+
+ // The exponent offset reflects the position of the decimal point.
+ int exponentOffset = -1;
+
+ // This is just a counter for how many decimal digits are written to decimalMantissa.
+ int mantissaDecimalDigits = 0;
+
+ while (i < str.length())
+ {
+ const char c = str[i];
+ if (c == 'e' || c == 'E')
+ {
+ break;
+ }
+ if (c == '.')
+ {
+ decimalPointSeen = true;
+ ++i;
+ continue;
+ }
+
+ unsigned int digit = static_cast<unsigned int>(c - '0');
+ ASSERT(digit < 10u);
+ if (digit != 0u)
+ {
+ nonZeroSeenInMantissa = true;
+ }
+ if (nonZeroSeenInMantissa)
+ {
+ // Add bits to the mantissa until space runs out in 32-bit int. This should be
+ // enough precision to make the resulting binary mantissa accurate to 1 ULP.
+ if (decimalMantissa <= (std::numeric_limits<unsigned int>::max() - 9u) / 10u)
+ {
+ decimalMantissa = decimalMantissa * 10u + digit;
+ ++mantissaDecimalDigits;
+ }
+ if (!decimalPointSeen)
+ {
+ ++exponentOffset;
+ }
+ }
+ else if (decimalPointSeen)
+ {
+ --exponentOffset;
+ }
+ ++i;
+ }
+ if (decimalMantissa == 0)
+ {
+ return 0.0f;
+ }
+ int exponent = 0;
+ if (i < str.length())
+ {
+ ASSERT(str[i] == 'e' || str[i] == 'E');
+ ++i;
+ bool exponentOutOfRange = false;
+ bool negativeExponent = false;
+ if (str[i] == '-')
+ {
+ negativeExponent = true;
+ ++i;
+ }
+ else if (str[i] == '+')
+ {
+ ++i;
+ }
+ while (i < str.length())
+ {
+ const char c = str[i];
+ unsigned int digit = static_cast<unsigned int>(c - '0');
+ ASSERT(digit < 10u);
+ if (exponent <= (std::numeric_limits<int>::max() - 9) / 10)
+ {
+ exponent = exponent * 10 + digit;
+ }
+ else
+ {
+ exponentOutOfRange = true;
+ }
+ ++i;
+ }
+ if (negativeExponent)
+ {
+ exponent = -exponent;
+ }
+ if (exponentOutOfRange)
+ {
+ if (negativeExponent)
+ {
+ return 0.0f;
+ }
+ else
+ {
+ return std::numeric_limits<float>::infinity();
+ }
+ }
+ }
+ // Do the calculation in 64-bit to avoid overflow.
+ long long exponentLong =
+ static_cast<long long>(exponent) + static_cast<long long>(exponentOffset);
+ if (exponentLong > std::numeric_limits<float>::max_exponent10)
+ {
+ return std::numeric_limits<float>::infinity();
+ }
+ else if (exponentLong < std::numeric_limits<float>::min_exponent10)
+ {
+ return 0.0f;
+ }
+ // The exponent is in range, so we need to actually evaluate the float.
+ exponent = static_cast<int>(exponentLong);
+ double value = decimalMantissa;
+
+ // Calculate the exponent offset to normalize the mantissa.
+ int normalizationExponentOffset = 1 - mantissaDecimalDigits;
+ // Apply the exponent.
+ value *= std::pow(10.0, static_cast<double>(exponent + normalizationExponentOffset));
+ if (value > static_cast<double>(std::numeric_limits<float>::max()))
+ {
+ return std::numeric_limits<float>::infinity();
+ }
+ if (value < static_cast<double>(std::numeric_limits<float>::min()))
+ {
+ return 0.0f;
+ }
+ return static_cast<float>(value);
+}
+
+bool strtof_clamp(const std::string &str, float *value)
+{
+ // Custom float parsing that can handle the following corner cases:
+ // 1. The decimal mantissa is very small but the exponent is very large, putting the resulting
+ // number inside the float range.
+ // 2. The decimal mantissa is very large but the exponent is very small, putting the resulting
+ // number inside the float range.
+ // 3. The value is out-of-range and should be evaluated as infinity.
+ // 4. The value is too small and should be evaluated as zero.
+ // See ESSL 3.00.6 section 4.1.4 for the relevant specification.
+ *value = NumericLexFloat32OutOfRangeToInfinity(str);
+ return !gl::isInf(*value);
+}
+
+GLenum GLVariableType(const TType &type)
+{
+ switch (type.getBasicType())
+ {
+ case EbtFloat:
+ ASSERT(type.getNominalSize() >= 1 && type.getNominalSize() <= 4);
+ ASSERT(type.getSecondarySize() >= 1 && type.getSecondarySize() <= 4);
+
+ return kFloatGLType[type.getNominalSize() - 1][type.getSecondarySize() - 1];
+
+ case EbtInt:
+ ASSERT(type.getNominalSize() >= 1 && type.getNominalSize() <= 4);
+ ASSERT(type.getSecondarySize() == 1);
+
+ return kIntGLType[type.getNominalSize() - 1];
+
+ case EbtUInt:
+ ASSERT(type.getNominalSize() >= 1 && type.getNominalSize() <= 4);
+ ASSERT(type.getSecondarySize() == 1);
+
+ return kUIntGLType[type.getNominalSize() - 1];
+
+ case EbtBool:
+ ASSERT(type.getNominalSize() >= 1 && type.getNominalSize() <= 4);
+ ASSERT(type.getSecondarySize() == 1);
+
+ return kBoolGLType[type.getNominalSize() - 1];
+
+ case EbtSampler2D:
+ return GL_SAMPLER_2D;
+ case EbtSampler3D:
+ return GL_SAMPLER_3D;
+ case EbtSamplerCube:
+ return GL_SAMPLER_CUBE;
+ case EbtSamplerExternalOES:
+ return GL_SAMPLER_EXTERNAL_OES;
+ case EbtSamplerExternal2DY2YEXT:
+ return GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT;
+ case EbtSampler2DRect:
+ return GL_SAMPLER_2D_RECT_ANGLE;
+ case EbtSampler2DArray:
+ return GL_SAMPLER_2D_ARRAY;
+ case EbtSampler2DMS:
+ return GL_SAMPLER_2D_MULTISAMPLE;
+ case EbtSampler2DMSArray:
+ return GL_SAMPLER_2D_MULTISAMPLE_ARRAY;
+ case EbtSamplerCubeArray:
+ return GL_SAMPLER_CUBE_MAP_ARRAY;
+ case EbtSamplerBuffer:
+ return GL_SAMPLER_BUFFER;
+ case EbtISampler2D:
+ return GL_INT_SAMPLER_2D;
+ case EbtISampler3D:
+ return GL_INT_SAMPLER_3D;
+ case EbtISamplerCube:
+ return GL_INT_SAMPLER_CUBE;
+ case EbtISampler2DArray:
+ return GL_INT_SAMPLER_2D_ARRAY;
+ case EbtISampler2DMS:
+ return GL_INT_SAMPLER_2D_MULTISAMPLE;
+ case EbtISampler2DMSArray:
+ return GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY;
+ case EbtISamplerCubeArray:
+ return GL_INT_SAMPLER_CUBE_MAP_ARRAY;
+ case EbtISamplerBuffer:
+ return GL_INT_SAMPLER_BUFFER;
+ case EbtUSampler2D:
+ return GL_UNSIGNED_INT_SAMPLER_2D;
+ case EbtUSampler3D:
+ return GL_UNSIGNED_INT_SAMPLER_3D;
+ case EbtUSamplerCube:
+ return GL_UNSIGNED_INT_SAMPLER_CUBE;
+ case EbtUSampler2DArray:
+ return GL_UNSIGNED_INT_SAMPLER_2D_ARRAY;
+ case EbtUSampler2DMS:
+ return GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE;
+ case EbtUSampler2DMSArray:
+ return GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY;
+ case EbtUSamplerCubeArray:
+ return GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY;
+ case EbtUSamplerBuffer:
+ return GL_UNSIGNED_INT_SAMPLER_BUFFER;
+ case EbtSampler2DShadow:
+ return GL_SAMPLER_2D_SHADOW;
+ case EbtSamplerCubeShadow:
+ return GL_SAMPLER_CUBE_SHADOW;
+ case EbtSampler2DArrayShadow:
+ return GL_SAMPLER_2D_ARRAY_SHADOW;
+ case EbtSamplerCubeArrayShadow:
+ return GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW;
+ case EbtImage2D:
+ return GL_IMAGE_2D;
+ case EbtIImage2D:
+ return GL_INT_IMAGE_2D;
+ case EbtUImage2D:
+ return GL_UNSIGNED_INT_IMAGE_2D;
+ case EbtImage2DArray:
+ return GL_IMAGE_2D_ARRAY;
+ case EbtIImage2DArray:
+ return GL_INT_IMAGE_2D_ARRAY;
+ case EbtUImage2DArray:
+ return GL_UNSIGNED_INT_IMAGE_2D_ARRAY;
+ case EbtImage3D:
+ return GL_IMAGE_3D;
+ case EbtIImage3D:
+ return GL_INT_IMAGE_3D;
+ case EbtUImage3D:
+ return GL_UNSIGNED_INT_IMAGE_3D;
+ case EbtImageCube:
+ return GL_IMAGE_CUBE;
+ case EbtIImageCube:
+ return GL_INT_IMAGE_CUBE;
+ case EbtUImageCube:
+ return GL_UNSIGNED_INT_IMAGE_CUBE;
+ case EbtImageCubeArray:
+ return GL_IMAGE_CUBE_MAP_ARRAY;
+ case EbtIImageCubeArray:
+ return GL_INT_IMAGE_CUBE_MAP_ARRAY;
+ case EbtUImageCubeArray:
+ return GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY;
+ case EbtImageBuffer:
+ return GL_IMAGE_BUFFER;
+ case EbtIImageBuffer:
+ return GL_INT_IMAGE_BUFFER;
+ case EbtUImageBuffer:
+ return GL_UNSIGNED_INT_IMAGE_BUFFER;
+ case EbtAtomicCounter:
+ return GL_UNSIGNED_INT_ATOMIC_COUNTER;
+ case EbtSamplerVideoWEBGL:
+ return GL_SAMPLER_VIDEO_IMAGE_WEBGL;
+ case EbtPixelLocalANGLE:
+ case EbtIPixelLocalANGLE:
+ case EbtUPixelLocalANGLE:
+ // TODO(anglebug.com/7279): For now, we can expect PLS handles to be rewritten to images
+ // before anyone calls into here.
+ [[fallthrough]];
+ default:
+ UNREACHABLE();
+ return GL_NONE;
+ }
+}
+
+GLenum GLVariablePrecision(const TType &type)
+{
+ if (type.getBasicType() == EbtFloat)
+ {
+ switch (type.getPrecision())
+ {
+ case EbpHigh:
+ return GL_HIGH_FLOAT;
+ case EbpMedium:
+ return GL_MEDIUM_FLOAT;
+ case EbpLow:
+ return GL_LOW_FLOAT;
+ case EbpUndefined:
+ // Desktop specs do not use precision
+ return GL_NONE;
+ default:
+ UNREACHABLE();
+ }
+ }
+ else if (type.getBasicType() == EbtInt || type.getBasicType() == EbtUInt)
+ {
+ switch (type.getPrecision())
+ {
+ case EbpHigh:
+ return GL_HIGH_INT;
+ case EbpMedium:
+ return GL_MEDIUM_INT;
+ case EbpLow:
+ return GL_LOW_INT;
+ case EbpUndefined:
+ // Desktop specs do not use precision
+ return GL_NONE;
+ default:
+ UNREACHABLE();
+ }
+ }
+
+ // Other types (boolean, sampler) don't have a precision
+ return GL_NONE;
+}
+
+ImmutableString ArrayString(const TType &type)
+{
+ if (!type.isArray())
+ return ImmutableString("");
+
+ const TSpan<const unsigned int> &arraySizes = type.getArraySizes();
+ constexpr const size_t kMaxDecimalDigitsPerSize = 10u;
+ ImmutableStringBuilder arrayString(arraySizes.size() * (kMaxDecimalDigitsPerSize + 2u));
+ for (auto arraySizeIter = arraySizes.rbegin(); arraySizeIter != arraySizes.rend();
+ ++arraySizeIter)
+ {
+ arrayString << "[";
+ if (*arraySizeIter > 0)
+ {
+ arrayString.appendDecimal(*arraySizeIter);
+ }
+ arrayString << "]";
+ }
+ return arrayString;
+}
+
+ImmutableString GetTypeName(const TType &type, ShHashFunction64 hashFunction, NameMap *nameMap)
+{
+ if (type.getBasicType() == EbtStruct)
+ return HashName(type.getStruct(), hashFunction, nameMap);
+ else
+ return ImmutableString(type.getBuiltInTypeNameString());
+}
+
+bool IsVaryingOut(TQualifier qualifier)
+{
+ switch (qualifier)
+ {
+ case EvqVaryingOut:
+ case EvqSmoothOut:
+ case EvqFlatOut:
+ case EvqNoPerspectiveOut:
+ case EvqCentroidOut:
+ case EvqVertexOut:
+ case EvqGeometryOut:
+ case EvqTessControlOut:
+ case EvqTessEvaluationOut:
+ case EvqSampleOut:
+ case EvqPatchOut:
+ return true;
+
+ default:
+ break;
+ }
+
+ return false;
+}
+
+bool IsVaryingIn(TQualifier qualifier)
+{
+ switch (qualifier)
+ {
+ case EvqVaryingIn:
+ case EvqSmoothIn:
+ case EvqFlatIn:
+ case EvqNoPerspectiveIn:
+ case EvqCentroidIn:
+ case EvqFragmentIn:
+ case EvqGeometryIn:
+ case EvqTessControlIn:
+ case EvqTessEvaluationIn:
+ case EvqSampleIn:
+ case EvqPatchIn:
+ return true;
+
+ default:
+ break;
+ }
+
+ return false;
+}
+
+bool IsVarying(TQualifier qualifier)
+{
+ return IsVaryingIn(qualifier) || IsVaryingOut(qualifier);
+}
+
+bool IsMatrixGLType(GLenum type)
+{
+ switch (type)
+ {
+ case GL_FLOAT_MAT2:
+ case GL_FLOAT_MAT3:
+ case GL_FLOAT_MAT4:
+ case GL_FLOAT_MAT2x3:
+ case GL_FLOAT_MAT2x4:
+ case GL_FLOAT_MAT3x2:
+ case GL_FLOAT_MAT3x4:
+ case GL_FLOAT_MAT4x2:
+ case GL_FLOAT_MAT4x3:
+ return true;
+ default:
+ return false;
+ }
+}
+
+bool IsGeometryShaderInput(GLenum shaderType, TQualifier qualifier)
+{
+ return (qualifier == EvqGeometryIn) ||
+ ((shaderType == GL_GEOMETRY_SHADER_EXT) && IsInterpolationIn(qualifier));
+}
+
+bool IsTessellationControlShaderInput(GLenum shaderType, TQualifier qualifier)
+{
+ return qualifier == EvqTessControlIn ||
+ ((shaderType == GL_TESS_CONTROL_SHADER) && IsInterpolationIn(qualifier));
+}
+
+bool IsTessellationControlShaderOutput(GLenum shaderType, TQualifier qualifier)
+{
+ return qualifier == EvqTessControlOut ||
+ ((shaderType == GL_TESS_CONTROL_SHADER) && IsInterpolationOut(qualifier));
+}
+
+bool IsTessellationEvaluationShaderInput(GLenum shaderType, TQualifier qualifier)
+{
+ return qualifier == EvqTessEvaluationIn ||
+ ((shaderType == GL_TESS_EVALUATION_SHADER) && IsInterpolationIn(qualifier));
+}
+
+InterpolationType GetInterpolationType(TQualifier qualifier)
+{
+ switch (qualifier)
+ {
+ case EvqFlatIn:
+ case EvqFlatOut:
+ // The auxiliary storage qualifier patch is not used for interpolation
+ // it is a compile-time error to use interpolation qualifiers with patch
+ case EvqPatchIn:
+ case EvqPatchOut:
+ return INTERPOLATION_FLAT;
+
+ case EvqNoPerspectiveIn:
+ case EvqNoPerspectiveOut:
+ return INTERPOLATION_NOPERSPECTIVE;
+
+ case EvqSmoothIn:
+ case EvqSmoothOut:
+ case EvqVertexOut:
+ case EvqFragmentIn:
+ case EvqVaryingIn:
+ case EvqVaryingOut:
+ case EvqGeometryIn:
+ case EvqGeometryOut:
+ case EvqTessControlIn:
+ case EvqTessControlOut:
+ case EvqTessEvaluationIn:
+ case EvqTessEvaluationOut:
+ return INTERPOLATION_SMOOTH;
+
+ case EvqCentroidIn:
+ case EvqCentroidOut:
+ return INTERPOLATION_CENTROID;
+
+ case EvqSampleIn:
+ case EvqSampleOut:
+ return INTERPOLATION_SAMPLE;
+ default:
+ UNREACHABLE();
+ return INTERPOLATION_SMOOTH;
+ }
+}
+
+// a field may not have qualifer without in or out.
+InterpolationType GetFieldInterpolationType(TQualifier qualifier)
+{
+ switch (qualifier)
+ {
+ case EvqFlat:
+ return INTERPOLATION_FLAT;
+ case EvqNoPerspective:
+ return INTERPOLATION_NOPERSPECTIVE;
+ case EvqSmooth:
+ return INTERPOLATION_SMOOTH;
+ case EvqCentroid:
+ return INTERPOLATION_CENTROID;
+ default:
+ return GetInterpolationType(qualifier);
+ }
+}
+
+TType GetShaderVariableBasicType(const sh::ShaderVariable &var)
+{
+ switch (var.type)
+ {
+ case GL_BOOL:
+ return TType(EbtBool);
+ case GL_BOOL_VEC2:
+ return TType(EbtBool, 2);
+ case GL_BOOL_VEC3:
+ return TType(EbtBool, 3);
+ case GL_BOOL_VEC4:
+ return TType(EbtBool, 4);
+ case GL_FLOAT:
+ return TType(EbtFloat);
+ case GL_FLOAT_VEC2:
+ return TType(EbtFloat, 2);
+ case GL_FLOAT_VEC3:
+ return TType(EbtFloat, 3);
+ case GL_FLOAT_VEC4:
+ return TType(EbtFloat, 4);
+ case GL_FLOAT_MAT2:
+ return TType(EbtFloat, 2, 2);
+ case GL_FLOAT_MAT3:
+ return TType(EbtFloat, 3, 3);
+ case GL_FLOAT_MAT4:
+ return TType(EbtFloat, 4, 4);
+ case GL_FLOAT_MAT2x3:
+ return TType(EbtFloat, 2, 3);
+ case GL_FLOAT_MAT2x4:
+ return TType(EbtFloat, 2, 4);
+ case GL_FLOAT_MAT3x2:
+ return TType(EbtFloat, 3, 2);
+ case GL_FLOAT_MAT3x4:
+ return TType(EbtFloat, 3, 4);
+ case GL_FLOAT_MAT4x2:
+ return TType(EbtFloat, 4, 2);
+ case GL_FLOAT_MAT4x3:
+ return TType(EbtFloat, 4, 3);
+ case GL_INT:
+ return TType(EbtInt);
+ case GL_INT_VEC2:
+ return TType(EbtInt, 2);
+ case GL_INT_VEC3:
+ return TType(EbtInt, 3);
+ case GL_INT_VEC4:
+ return TType(EbtInt, 4);
+ case GL_UNSIGNED_INT:
+ return TType(EbtUInt);
+ case GL_UNSIGNED_INT_VEC2:
+ return TType(EbtUInt, 2);
+ case GL_UNSIGNED_INT_VEC3:
+ return TType(EbtUInt, 3);
+ case GL_UNSIGNED_INT_VEC4:
+ return TType(EbtUInt, 4);
+ default:
+ UNREACHABLE();
+ return TType();
+ }
+}
+
+void DeclareGlobalVariable(TIntermBlock *root, const TVariable *variable)
+{
+ TIntermDeclaration *declaration = new TIntermDeclaration();
+ declaration->appendDeclarator(new TIntermSymbol(variable));
+
+ TIntermSequence *globalSequence = root->getSequence();
+ globalSequence->insert(globalSequence->begin(), declaration);
+}
+
+// GLSL ES 1.0.17 4.6.1 The Invariant Qualifier
+bool CanBeInvariantESSL1(TQualifier qualifier)
+{
+ return IsVaryingIn(qualifier) || IsVaryingOut(qualifier) ||
+ IsBuiltinOutputVariable(qualifier) ||
+ (IsBuiltinFragmentInputVariable(qualifier) && qualifier != EvqFrontFacing);
+}
+
+// GLSL ES 3.00 Revision 6, 4.6.1 The Invariant Qualifier
+// GLSL ES 3.10 Revision 4, 4.8.1 The Invariant Qualifier
+bool CanBeInvariantESSL3OrGreater(TQualifier qualifier)
+{
+ return IsVaryingOut(qualifier) || qualifier == EvqFragmentOut ||
+ IsBuiltinOutputVariable(qualifier) || qualifier == EvqFragmentInOut;
+}
+
+bool IsBuiltinOutputVariable(TQualifier qualifier)
+{
+ switch (qualifier)
+ {
+ case EvqPosition:
+ case EvqPointSize:
+ case EvqFragDepth:
+ case EvqFragColor:
+ case EvqSecondaryFragColorEXT:
+ case EvqFragData:
+ case EvqSecondaryFragDataEXT:
+ case EvqClipDistance:
+ case EvqCullDistance:
+ case EvqLastFragData:
+ case EvqSampleMask:
+ return true;
+ default:
+ break;
+ }
+ return false;
+}
+
+bool IsBuiltinFragmentInputVariable(TQualifier qualifier)
+{
+ switch (qualifier)
+ {
+ case EvqFragCoord:
+ case EvqPointCoord:
+ case EvqFrontFacing:
+ case EvqHelperInvocation:
+ case EvqLastFragData:
+ return true;
+ default:
+ break;
+ }
+ return false;
+}
+
+bool IsShaderOutput(TQualifier qualifier)
+{
+ return IsVaryingOut(qualifier) || IsBuiltinOutputVariable(qualifier);
+}
+
+bool IsFragmentOutput(TQualifier qualifier)
+{
+ switch (qualifier)
+ {
+ case EvqFragmentOut:
+ case EvqFragmentInOut:
+ return true;
+ default:
+ return false;
+ }
+}
+
+bool IsOutputESSL(ShShaderOutput output)
+{
+ return output == SH_ESSL_OUTPUT;
+}
+
+bool IsOutputGLSL(ShShaderOutput output)
+{
+ switch (output)
+ {
+ case SH_GLSL_130_OUTPUT:
+ case SH_GLSL_140_OUTPUT:
+ case SH_GLSL_150_CORE_OUTPUT:
+ case SH_GLSL_330_CORE_OUTPUT:
+ case SH_GLSL_400_CORE_OUTPUT:
+ case SH_GLSL_410_CORE_OUTPUT:
+ case SH_GLSL_420_CORE_OUTPUT:
+ case SH_GLSL_430_CORE_OUTPUT:
+ case SH_GLSL_440_CORE_OUTPUT:
+ case SH_GLSL_450_CORE_OUTPUT:
+ case SH_GLSL_COMPATIBILITY_OUTPUT:
+ return true;
+ default:
+ break;
+ }
+ return false;
+}
+bool IsOutputHLSL(ShShaderOutput output)
+{
+ switch (output)
+ {
+ case SH_HLSL_3_0_OUTPUT:
+ case SH_HLSL_4_1_OUTPUT:
+ case SH_HLSL_4_0_FL9_3_OUTPUT:
+ return true;
+ default:
+ break;
+ }
+ return false;
+}
+bool IsOutputVulkan(ShShaderOutput output)
+{
+ return output == SH_SPIRV_VULKAN_OUTPUT;
+}
+bool IsOutputMetal(ShShaderOutput output)
+{
+ return output == SH_SPIRV_METAL_OUTPUT;
+}
+bool IsOutputMetalDirect(ShShaderOutput output)
+{
+ return output == SH_MSL_METAL_OUTPUT;
+}
+
+bool IsInShaderStorageBlock(TIntermTyped *node)
+{
+ TIntermSwizzle *swizzleNode = node->getAsSwizzleNode();
+ if (swizzleNode)
+ {
+ return IsInShaderStorageBlock(swizzleNode->getOperand());
+ }
+
+ TIntermBinary *binaryNode = node->getAsBinaryNode();
+ if (binaryNode)
+ {
+ switch (binaryNode->getOp())
+ {
+ case EOpIndexDirectInterfaceBlock:
+ case EOpIndexIndirect:
+ case EOpIndexDirect:
+ case EOpIndexDirectStruct:
+ return IsInShaderStorageBlock(binaryNode->getLeft());
+ default:
+ return false;
+ }
+ }
+
+ const TType &type = node->getType();
+ return type.getQualifier() == EvqBuffer;
+}
+
+GLenum GetImageInternalFormatType(TLayoutImageInternalFormat iifq)
+{
+ switch (iifq)
+ {
+ case EiifRGBA32F:
+ return GL_RGBA32F;
+ case EiifRGBA16F:
+ return GL_RGBA16F;
+ case EiifR32F:
+ return GL_R32F;
+ case EiifRGBA32UI:
+ return GL_RGBA32UI;
+ case EiifRGBA16UI:
+ return GL_RGBA16UI;
+ case EiifRGBA8UI:
+ return GL_RGBA8UI;
+ case EiifR32UI:
+ return GL_R32UI;
+ case EiifRGBA32I:
+ return GL_RGBA32I;
+ case EiifRGBA16I:
+ return GL_RGBA16I;
+ case EiifRGBA8I:
+ return GL_RGBA8I;
+ case EiifR32I:
+ return GL_R32I;
+ case EiifRGBA8:
+ return GL_RGBA8;
+ case EiifRGBA8_SNORM:
+ return GL_RGBA8_SNORM;
+ default:
+ return GL_NONE;
+ }
+}
+
+bool IsSpecWithFunctionBodyNewScope(ShShaderSpec shaderSpec, int shaderVersion)
+{
+ return (shaderVersion == 100 && !sh::IsWebGLBasedSpec(shaderSpec));
+}
+
+ImplicitTypeConversion GetConversion(TBasicType t1, TBasicType t2)
+{
+ if (t1 == t2)
+ return ImplicitTypeConversion::Same;
+
+ switch (t1)
+ {
+ case EbtInt:
+ switch (t2)
+ {
+ case EbtInt:
+ UNREACHABLE();
+ break;
+ case EbtUInt:
+ return ImplicitTypeConversion::Invalid;
+ case EbtFloat:
+ return ImplicitTypeConversion::Left;
+ default:
+ return ImplicitTypeConversion::Invalid;
+ }
+ break;
+ case EbtUInt:
+ switch (t2)
+ {
+ case EbtInt:
+ return ImplicitTypeConversion::Invalid;
+ case EbtUInt:
+ UNREACHABLE();
+ break;
+ case EbtFloat:
+ return ImplicitTypeConversion::Left;
+ default:
+ return ImplicitTypeConversion::Invalid;
+ }
+ break;
+ case EbtFloat:
+ switch (t2)
+ {
+ case EbtInt:
+ case EbtUInt:
+ return ImplicitTypeConversion::Right;
+ case EbtFloat:
+ UNREACHABLE();
+ break;
+ default:
+ return ImplicitTypeConversion::Invalid;
+ }
+ break;
+ default:
+ return ImplicitTypeConversion::Invalid;
+ }
+ return ImplicitTypeConversion::Invalid;
+}
+
+bool IsValidImplicitConversion(sh::ImplicitTypeConversion conversion, TOperator op)
+{
+ switch (conversion)
+ {
+ case sh::ImplicitTypeConversion::Same:
+ return true;
+ case sh::ImplicitTypeConversion::Left:
+ switch (op)
+ {
+ case EOpEqual:
+ case EOpNotEqual:
+ case EOpLessThan:
+ case EOpGreaterThan:
+ case EOpLessThanEqual:
+ case EOpGreaterThanEqual:
+ case EOpAdd:
+ case EOpSub:
+ case EOpMul:
+ case EOpDiv:
+ return true;
+ default:
+ break;
+ }
+ break;
+ case sh::ImplicitTypeConversion::Right:
+ switch (op)
+ {
+ case EOpAssign:
+ case EOpInitialize:
+ case EOpEqual:
+ case EOpNotEqual:
+ case EOpLessThan:
+ case EOpGreaterThan:
+ case EOpLessThanEqual:
+ case EOpGreaterThanEqual:
+ case EOpAdd:
+ case EOpSub:
+ case EOpMul:
+ case EOpDiv:
+ case EOpAddAssign:
+ case EOpSubAssign:
+ case EOpMulAssign:
+ case EOpDivAssign:
+ return true;
+ default:
+ break;
+ }
+ break;
+ case sh::ImplicitTypeConversion::Invalid:
+ break;
+ }
+ return false;
+}
+
+bool IsPrecisionApplicableToType(TBasicType type)
+{
+ switch (type)
+ {
+ case EbtInt:
+ case EbtUInt:
+ case EbtFloat:
+ // TODO: find all types where precision is applicable; for example samplers.
+ // http://anglebug.com/6132
+ return true;
+ default:
+ return false;
+ }
+}
+
+bool IsRedeclarableBuiltIn(const ImmutableString &name)
+{
+ return name == "gl_ClipDistance" || name == "gl_CullDistance" || name == "gl_LastFragData" ||
+ name == "gl_PerVertex" || name == "gl_Position" || name == "gl_PointSize";
+}
+
+size_t FindFieldIndex(const TFieldList &fieldList, const char *fieldName)
+{
+ for (size_t fieldIndex = 0; fieldIndex < fieldList.size(); ++fieldIndex)
+ {
+ if (strcmp(fieldList[fieldIndex]->name().data(), fieldName) == 0)
+ {
+ return fieldIndex;
+ }
+ }
+ UNREACHABLE();
+ return 0;
+}
+
+} // namespace sh