1 | // |
2 | // Copyright (c) 2002-2011 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 | #include "compiler/translator/BuiltInFunctionEmulatorGLSL.h" |
8 | |
9 | #include "angle_gl.h" |
10 | #include "compiler/translator/BuiltInFunctionEmulator.h" |
11 | #include "compiler/translator/VersionGLSL.h" |
12 | #include "compiler/translator/tree_util/BuiltIn_autogen.h" |
13 | |
14 | namespace sh |
15 | { |
16 | |
17 | void InitBuiltInAbsFunctionEmulatorForGLSLWorkarounds(BuiltInFunctionEmulator *emu, |
18 | sh::GLenum shaderType) |
19 | { |
20 | if (shaderType == GL_VERTEX_SHADER) |
21 | { |
22 | emu->addEmulatedFunction(BuiltInId::abs_Int1, "int abs_emu(int x) { return x * sign(x); }" ); |
23 | } |
24 | } |
25 | |
26 | void InitBuiltInIsnanFunctionEmulatorForGLSLWorkarounds(BuiltInFunctionEmulator *emu, |
27 | int targetGLSLVersion) |
28 | { |
29 | // isnan() is supported since GLSL 1.3. |
30 | if (targetGLSLVersion < GLSL_VERSION_130) |
31 | return; |
32 | |
33 | // !(x > 0.0 || x < 0.0 || x == 0.0) will be optimized and always equal to false. |
34 | emu->addEmulatedFunction( |
35 | BuiltInId::isnan_Float1, |
36 | "bool isnan_emu(float x) { return (x > 0.0 || x < 0.0) ? false : x != 0.0; }" ); |
37 | emu->addEmulatedFunction( |
38 | BuiltInId::isnan_Float2, |
39 | "bvec2 isnan_emu(vec2 x)\n" |
40 | "{\n" |
41 | " bvec2 isnan;\n" |
42 | " for (int i = 0; i < 2; i++)\n" |
43 | " {\n" |
44 | " isnan[i] = (x[i] > 0.0 || x[i] < 0.0) ? false : x[i] != 0.0;\n" |
45 | " }\n" |
46 | " return isnan;\n" |
47 | "}\n" ); |
48 | emu->addEmulatedFunction( |
49 | BuiltInId::isnan_Float3, |
50 | "bvec3 isnan_emu(vec3 x)\n" |
51 | "{\n" |
52 | " bvec3 isnan;\n" |
53 | " for (int i = 0; i < 3; i++)\n" |
54 | " {\n" |
55 | " isnan[i] = (x[i] > 0.0 || x[i] < 0.0) ? false : x[i] != 0.0;\n" |
56 | " }\n" |
57 | " return isnan;\n" |
58 | "}\n" ); |
59 | emu->addEmulatedFunction( |
60 | BuiltInId::isnan_Float4, |
61 | "bvec4 isnan_emu(vec4 x)\n" |
62 | "{\n" |
63 | " bvec4 isnan;\n" |
64 | " for (int i = 0; i < 4; i++)\n" |
65 | " {\n" |
66 | " isnan[i] = (x[i] > 0.0 || x[i] < 0.0) ? false : x[i] != 0.0;\n" |
67 | " }\n" |
68 | " return isnan;\n" |
69 | "}\n" ); |
70 | } |
71 | |
72 | void InitBuiltInAtanFunctionEmulatorForGLSLWorkarounds(BuiltInFunctionEmulator *emu) |
73 | { |
74 | emu->addEmulatedFunction(BuiltInId::atan_Float1_Float1, |
75 | "emu_precision float atan_emu(emu_precision float y, emu_precision " |
76 | "float x)\n" |
77 | "{\n" |
78 | " if (x > 0.0) return atan(y / x);\n" |
79 | " else if (x < 0.0 && y >= 0.0) return atan(y / x) + 3.14159265;\n" |
80 | " else if (x < 0.0 && y < 0.0) return atan(y / x) - 3.14159265;\n" |
81 | " else return 1.57079632 * sign(y);\n" |
82 | "}\n" ); |
83 | static const std::array<TSymbolUniqueId, 4> ids = { |
84 | BuiltInId::atan_Float1_Float1, |
85 | BuiltInId::atan_Float2_Float2, |
86 | BuiltInId::atan_Float3_Float3, |
87 | BuiltInId::atan_Float4_Float4, |
88 | }; |
89 | for (int dim = 2; dim <= 4; ++dim) |
90 | { |
91 | std::stringstream ss = sh::InitializeStream<std::stringstream>(); |
92 | ss << "emu_precision vec" << dim << " atan_emu(emu_precision vec" << dim |
93 | << " y, emu_precision vec" << dim << " x)\n" |
94 | << "{\n" |
95 | " return vec" |
96 | << dim << "(" ; |
97 | for (int i = 0; i < dim; ++i) |
98 | { |
99 | ss << "atan_emu(y[" << i << "], x[" << i << "])" ; |
100 | if (i < dim - 1) |
101 | { |
102 | ss << ", " ; |
103 | } |
104 | } |
105 | ss << ");\n" |
106 | "}\n" ; |
107 | emu->addEmulatedFunctionWithDependency(BuiltInId::atan_Float1_Float1, ids[dim - 1], |
108 | ss.str().c_str()); |
109 | } |
110 | } |
111 | |
112 | // Emulate built-in functions missing from GLSL 1.30 and higher |
113 | void InitBuiltInFunctionEmulatorForGLSLMissingFunctions(BuiltInFunctionEmulator *emu, |
114 | sh::GLenum shaderType, |
115 | int targetGLSLVersion) |
116 | { |
117 | // Emulate packUnorm2x16 and unpackUnorm2x16 (GLSL 4.10) |
118 | if (targetGLSLVersion < GLSL_VERSION_410) |
119 | { |
120 | // clang-format off |
121 | emu->addEmulatedFunction(BuiltInId::packUnorm2x16_Float2, |
122 | "uint packUnorm2x16_emu(vec2 v)\n" |
123 | "{\n" |
124 | " int x = int(round(clamp(v.x, 0.0, 1.0) * 65535.0));\n" |
125 | " int y = int(round(clamp(v.y, 0.0, 1.0) * 65535.0));\n" |
126 | " return uint((y << 16) | (x & 0xFFFF));\n" |
127 | "}\n" ); |
128 | |
129 | emu->addEmulatedFunction(BuiltInId::unpackUnorm2x16_UInt1, |
130 | "vec2 unpackUnorm2x16_emu(uint u)\n" |
131 | "{\n" |
132 | " float x = float(u & 0xFFFFu) / 65535.0;\n" |
133 | " float y = float(u >> 16) / 65535.0;\n" |
134 | " return vec2(x, y);\n" |
135 | "}\n" ); |
136 | // clang-format on |
137 | } |
138 | |
139 | // Emulate packSnorm2x16, packHalf2x16, unpackSnorm2x16, and unpackHalf2x16 (GLSL 4.20) |
140 | // by using floatBitsToInt, floatBitsToUint, intBitsToFloat, and uintBitsToFloat (GLSL 3.30). |
141 | if (targetGLSLVersion >= GLSL_VERSION_330 && targetGLSLVersion < GLSL_VERSION_420) |
142 | { |
143 | // clang-format off |
144 | emu->addEmulatedFunction(BuiltInId::packSnorm2x16_Float2, |
145 | "uint packSnorm2x16_emu(vec2 v)\n" |
146 | "{\n" |
147 | " #if defined(GL_ARB_shading_language_packing)\n" |
148 | " return packSnorm2x16(v);\n" |
149 | " #else\n" |
150 | " int x = int(round(clamp(v.x, -1.0, 1.0) * 32767.0));\n" |
151 | " int y = int(round(clamp(v.y, -1.0, 1.0) * 32767.0));\n" |
152 | " return uint((y << 16) | (x & 0xFFFF));\n" |
153 | " #endif\n" |
154 | "}\n" ); |
155 | emu->addEmulatedFunction(BuiltInId::unpackSnorm2x16_UInt1, |
156 | "#if !defined(GL_ARB_shading_language_packing)\n" |
157 | " float fromSnorm(uint x)\n" |
158 | " {\n" |
159 | " int xi = (int(x) & 0x7FFF) - (int(x) & 0x8000);\n" |
160 | " return clamp(float(xi) / 32767.0, -1.0, 1.0);\n" |
161 | " }\n" |
162 | "#endif\n" |
163 | "\n" |
164 | "vec2 unpackSnorm2x16_emu(uint u)\n" |
165 | "{\n" |
166 | " #if defined(GL_ARB_shading_language_packing)\n" |
167 | " return unpackSnorm2x16(u);\n" |
168 | " #else\n" |
169 | " uint y = (u >> 16);\n" |
170 | " uint x = u;\n" |
171 | " return vec2(fromSnorm(x), fromSnorm(y));\n" |
172 | " #endif\n" |
173 | "}\n" ); |
174 | // Functions uint f32tof16(float val) and float f16tof32(uint val) are |
175 | // based on the OpenGL redbook Appendix Session "Floating-Point Formats Used in OpenGL". |
176 | emu->addEmulatedFunction(BuiltInId::packHalf2x16_Float2, |
177 | "#if !defined(GL_ARB_shading_language_packing)\n" |
178 | " uint f32tof16(float val)\n" |
179 | " {\n" |
180 | " uint f32 = floatBitsToUint(val);\n" |
181 | " uint f16 = 0u;\n" |
182 | " uint sign = (f32 >> 16) & 0x8000u;\n" |
183 | " int exponent = int((f32 >> 23) & 0xFFu) - 127;\n" |
184 | " uint mantissa = f32 & 0x007FFFFFu;\n" |
185 | " if (exponent == 128)\n" |
186 | " {\n" |
187 | " // Infinity or NaN\n" |
188 | " // NaN bits that are masked out by 0x3FF get discarded.\n" |
189 | " // This can turn some NaNs to infinity, but this is allowed by the spec.\n" |
190 | " f16 = sign | (0x1Fu << 10);\n" |
191 | " f16 |= (mantissa & 0x3FFu);\n" |
192 | " }\n" |
193 | " else if (exponent > 15)\n" |
194 | " {\n" |
195 | " // Overflow - flush to Infinity\n" |
196 | " f16 = sign | (0x1Fu << 10);\n" |
197 | " }\n" |
198 | " else if (exponent > -15)\n" |
199 | " {\n" |
200 | " // Representable value\n" |
201 | " exponent += 15;\n" |
202 | " mantissa >>= 13;\n" |
203 | " f16 = sign | uint(exponent << 10) | mantissa;\n" |
204 | " }\n" |
205 | " else\n" |
206 | " {\n" |
207 | " f16 = sign;\n" |
208 | " }\n" |
209 | " return f16;\n" |
210 | " }\n" |
211 | "#endif\n" |
212 | "\n" |
213 | "uint packHalf2x16_emu(vec2 v)\n" |
214 | "{\n" |
215 | " #if defined(GL_ARB_shading_language_packing)\n" |
216 | " return packHalf2x16(v);\n" |
217 | " #else\n" |
218 | " uint x = f32tof16(v.x);\n" |
219 | " uint y = f32tof16(v.y);\n" |
220 | " return (y << 16) | x;\n" |
221 | " #endif\n" |
222 | "}\n" ); |
223 | emu->addEmulatedFunction(BuiltInId::unpackHalf2x16_UInt1, |
224 | "#if !defined(GL_ARB_shading_language_packing)\n" |
225 | " float f16tof32(uint val)\n" |
226 | " {\n" |
227 | " uint sign = (val & 0x8000u) << 16;\n" |
228 | " int exponent = int((val & 0x7C00u) >> 10);\n" |
229 | " uint mantissa = val & 0x03FFu;\n" |
230 | " float f32 = 0.0;\n" |
231 | " if(exponent == 0)\n" |
232 | " {\n" |
233 | " if (mantissa != 0u)\n" |
234 | " {\n" |
235 | " const float scale = 1.0 / (1 << 24);\n" |
236 | " f32 = scale * mantissa;\n" |
237 | " }\n" |
238 | " }\n" |
239 | " else if (exponent == 31)\n" |
240 | " {\n" |
241 | " return uintBitsToFloat(sign | 0x7F800000u | mantissa);\n" |
242 | " }\n" |
243 | " else\n" |
244 | " {\n" |
245 | " exponent -= 15;\n" |
246 | " float scale;\n" |
247 | " if(exponent < 0)\n" |
248 | " {\n" |
249 | " // The negative unary operator is buggy on OSX.\n" |
250 | " // Work around this by using abs instead.\n" |
251 | " scale = 1.0 / (1 << abs(exponent));\n" |
252 | " }\n" |
253 | " else\n" |
254 | " {\n" |
255 | " scale = 1 << exponent;\n" |
256 | " }\n" |
257 | " float decimal = 1.0 + float(mantissa) / float(1 << 10);\n" |
258 | " f32 = scale * decimal;\n" |
259 | " }\n" |
260 | "\n" |
261 | " if (sign != 0u)\n" |
262 | " {\n" |
263 | " f32 = -f32;\n" |
264 | " }\n" |
265 | "\n" |
266 | " return f32;\n" |
267 | " }\n" |
268 | "#endif\n" |
269 | "\n" |
270 | "vec2 unpackHalf2x16_emu(uint u)\n" |
271 | "{\n" |
272 | " #if defined(GL_ARB_shading_language_packing)\n" |
273 | " return unpackHalf2x16(u);\n" |
274 | " #else\n" |
275 | " uint y = (u >> 16);\n" |
276 | " uint x = u & 0xFFFFu;\n" |
277 | " return vec2(f16tof32(x), f16tof32(y));\n" |
278 | " #endif\n" |
279 | "}\n" ); |
280 | // clang-format on |
281 | } |
282 | } |
283 | |
284 | } // namespace sh |
285 | |