1 //
2 // Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 
7 #ifndef _SHHANDLE_INCLUDED_
8 #define _SHHANDLE_INCLUDED_
9 
10 //
11 // Machine independent part of the compiler private objects
12 // sent as ShHandle to the driver.
13 //
14 // This should not be included by driver code.
15 //
16 
17 #include "GLSLANG/ShaderLang.h"
18 
19 #include "compiler/ExtensionBehavior.h"
20 #include "compiler/InfoSink.h"
21 #include "compiler/SymbolTable.h"
22 #include "compiler/VariableInfo.h"
23 
24 class TCompiler;
25 
26 //
27 // The base class used to back handles returned to the driver.
28 //
29 class TShHandleBase {
30 public:
31     TShHandleBase();
32     virtual ~TShHandleBase();
getAsCompiler()33     virtual TCompiler* getAsCompiler() { return 0; }
34 
35 protected:
36     // Memory allocator. Allocates and tracks memory required by the compiler.
37     // Deallocates all memory when compiler is destructed.
38     TPoolAllocator allocator;
39 };
40 
41 //
42 // The base class for the machine dependent compiler to derive from
43 // for managing object code from the compile.
44 //
45 class TCompiler : public TShHandleBase {
46 public:
47     TCompiler(ShShaderType type, ShShaderSpec spec);
48     virtual ~TCompiler();
getAsCompiler()49     virtual TCompiler* getAsCompiler() { return this; }
50 
51     bool Init(const ShBuiltInResources& resources);
52     bool compile(const char* const shaderStrings[],
53                  const int numStrings,
54                  int compileOptions);
55 
56     // Get results of the last compilation.
getInfoSink()57     TInfoSink& getInfoSink() { return infoSink; }
getAttribs()58     const TVariableInfoList& getAttribs() const { return attribs; }
getUniforms()59     const TVariableInfoList& getUniforms() const { return uniforms; }
60 
61 protected:
getShaderType()62     ShShaderType getShaderType() const { return shaderType; }
getShaderSpec()63     ShShaderSpec getShaderSpec() const { return shaderSpec; }
64     // Initialize symbol-table with built-in symbols.
65     bool InitBuiltInSymbolTable(const ShBuiltInResources& resources);
66     // Clears the results from the previous compilation.
67     void clearResults();
68     // Returns true if the given shader does not exceed the minimum
69     // functionality mandated in GLSL 1.0 spec Appendix A.
70     bool validateLimitations(TIntermNode* root);
71     // Collect info for all attribs and uniforms.
72     void collectAttribsUniforms(TIntermNode* root);
73     // Translate to object code.
74     virtual void translate(TIntermNode* root) = 0;
75 
76 private:
77     ShShaderType shaderType;
78     ShShaderSpec shaderSpec;
79 
80     // Built-in symbol table for the given language, spec, and resources.
81     // It is preserved from compile-to-compile.
82     TSymbolTable symbolTable;
83     // Built-in extensions with default behavior.
84     TExtensionBehavior extensionBehavior;
85 
86     // Results of compilation.
87     TInfoSink infoSink;  // Output sink.
88     TVariableInfoList attribs;  // Active attributes in the compiled shader.
89     TVariableInfoList uniforms;  // Active uniforms in the compiled shader.
90 };
91 
92 //
93 // This is the interface between the machine independent code
94 // and the machine dependent code.
95 //
96 // The machine dependent code should derive from the classes
97 // above. Then Construct*() and Delete*() will create and
98 // destroy the machine dependent objects, which contain the
99 // above machine independent information.
100 //
101 TCompiler* ConstructCompiler(ShShaderType type, ShShaderSpec spec);
102 void DeleteCompiler(TCompiler*);
103 
104 #endif // _SHHANDLE_INCLUDED_