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//
// Copyright (c) 2002-2011 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 "angle_gl.h"
#include "compiler/translator/BuiltInFunctionEmulator.h"
#include "compiler/translator/BuiltInFunctionEmulatorGLSL.h"
#include "compiler/translator/Cache.h"
#include "compiler/translator/SymbolTable.h"
#include "compiler/translator/VersionGLSL.h"
namespace sh
{
void InitBuiltInAbsFunctionEmulatorForGLSLWorkarounds(BuiltInFunctionEmulator *emu,
sh::GLenum shaderType)
{
if (shaderType == GL_VERTEX_SHADER)
{
const TType *int1 = TCache::getType(EbtInt);
emu->addEmulatedFunction(EOpAbs, int1, "int webgl_abs_emu(int x) { return x * sign(x); }");
}
}
void InitBuiltInIsnanFunctionEmulatorForGLSLWorkarounds(BuiltInFunctionEmulator *emu,
int targetGLSLVersion)
{
// isnan() is supported since GLSL 1.3.
if (targetGLSLVersion < GLSL_VERSION_130)
return;
const TType *float1 = TCache::getType(EbtFloat);
const TType *float2 = TCache::getType(EbtFloat, 2);
const TType *float3 = TCache::getType(EbtFloat, 3);
const TType *float4 = TCache::getType(EbtFloat, 4);
// !(x > 0.0 || x < 0.0 || x == 0.0) will be optimized and always equal to false.
emu->addEmulatedFunction(
EOpIsNan, float1,
"bool webgl_isnan_emu(float x) { return (x > 0.0 || x < 0.0) ? false : x != 0.0; }");
emu->addEmulatedFunction(
EOpIsNan, float2,
"bvec2 webgl_isnan_emu(vec2 x)\n"
"{\n"
" bvec2 isnan;\n"
" for (int i = 0; i < 2; i++)\n"
" {\n"
" isnan[i] = (x[i] > 0.0 || x[i] < 0.0) ? false : x[i] != 0.0;\n"
" }\n"
" return isnan;\n"
"}\n");
emu->addEmulatedFunction(
EOpIsNan, float3,
"bvec3 webgl_isnan_emu(vec3 x)\n"
"{\n"
" bvec3 isnan;\n"
" for (int i = 0; i < 3; i++)\n"
" {\n"
" isnan[i] = (x[i] > 0.0 || x[i] < 0.0) ? false : x[i] != 0.0;\n"
" }\n"
" return isnan;\n"
"}\n");
emu->addEmulatedFunction(
EOpIsNan, float4,
"bvec4 webgl_isnan_emu(vec4 x)\n"
"{\n"
" bvec4 isnan;\n"
" for (int i = 0; i < 4; i++)\n"
" {\n"
" isnan[i] = (x[i] > 0.0 || x[i] < 0.0) ? false : x[i] != 0.0;\n"
" }\n"
" return isnan;\n"
"}\n");
}
// Emulate built-in functions missing from GLSL 1.30 and higher
void InitBuiltInFunctionEmulatorForGLSLMissingFunctions(BuiltInFunctionEmulator *emu, sh::GLenum shaderType,
int targetGLSLVersion)
{
// Emulate packUnorm2x16 and unpackUnorm2x16 (GLSL 4.10)
if (targetGLSLVersion < GLSL_VERSION_410)
{
const TType *float2 = TCache::getType(EbtFloat, 2);
const TType *uint1 = TCache::getType(EbtUInt);
// clang-format off
emu->addEmulatedFunction(EOpPackUnorm2x16, float2,
"uint webgl_packUnorm2x16_emu(vec2 v)\n"
"{\n"
" int x = int(round(clamp(v.x, 0.0, 1.0) * 65535.0));\n"
" int y = int(round(clamp(v.y, 0.0, 1.0) * 65535.0));\n"
" return uint((y << 16) | (x & 0xFFFF));\n"
"}\n");
emu->addEmulatedFunction(EOpUnpackUnorm2x16, uint1,
"vec2 webgl_unpackUnorm2x16_emu(uint u)\n"
"{\n"
" float x = float(u & 0xFFFFu) / 65535.0;\n"
" float y = float(u >> 16) / 65535.0;\n"
" return vec2(x, y);\n"
"}\n");
// clang-format on
}
// Emulate packSnorm2x16, packHalf2x16, unpackSnorm2x16, and unpackHalf2x16 (GLSL 4.20)
// by using floatBitsToInt, floatBitsToUint, intBitsToFloat, and uintBitsToFloat (GLSL 3.30).
if (targetGLSLVersion >= GLSL_VERSION_330 && targetGLSLVersion < GLSL_VERSION_420)
{
const TType *float2 = TCache::getType(EbtFloat, 2);
const TType *uint1 = TCache::getType(EbtUInt);
// clang-format off
emu->addEmulatedFunction(EOpPackSnorm2x16, float2,
"uint webgl_packSnorm2x16_emu(vec2 v)\n"
"{\n"
" #if defined(GL_ARB_shading_language_packing)\n"
" return packSnorm2x16(v);\n"
" #else\n"
" int x = int(round(clamp(v.x, -1.0, 1.0) * 32767.0));\n"
" int y = int(round(clamp(v.y, -1.0, 1.0) * 32767.0));\n"
" return uint((y << 16) | (x & 0xFFFF));\n"
" #endif\n"
"}\n");
emu->addEmulatedFunction(EOpUnpackSnorm2x16, uint1,
"#if !defined(GL_ARB_shading_language_packing)\n"
" float webgl_fromSnorm(uint x)\n"
" {\n"
" int xi = (int(x) & 0x7FFF) - (int(x) & 0x8000);\n"
" return clamp(float(xi) / 32767.0, -1.0, 1.0);\n"
" }\n"
"#endif\n"
"\n"
"vec2 webgl_unpackSnorm2x16_emu(uint u)\n"
"{\n"
" #if defined(GL_ARB_shading_language_packing)\n"
" return unpackSnorm2x16(u);\n"
" #else\n"
" uint y = (u >> 16);\n"
" uint x = u;\n"
" return vec2(webgl_fromSnorm(x), webgl_fromSnorm(y));\n"
" #endif\n"
"}\n");
// Functions uint webgl_f32tof16(float val) and float webgl_f16tof32(uint val) are
// based on the OpenGL redbook Appendix Session "Floating-Point Formats Used in OpenGL".
emu->addEmulatedFunction(EOpPackHalf2x16, float2,
"#if !defined(GL_ARB_shading_language_packing)\n"
" uint webgl_f32tof16(float val)\n"
" {\n"
" uint f32 = floatBitsToUint(val);\n"
" uint f16 = 0u;\n"
" uint sign = (f32 >> 16) & 0x8000u;\n"
" int exponent = int((f32 >> 23) & 0xFFu) - 127;\n"
" uint mantissa = f32 & 0x007FFFFFu;\n"
" if (exponent == 128)\n"
" {\n"
" // Infinity or NaN\n"
" // NaN bits that are masked out by 0x3FF get discarded.\n"
" // This can turn some NaNs to infinity, but this is allowed by the spec.\n"
" f16 = sign | (0x1Fu << 10);\n"
" f16 |= (mantissa & 0x3FFu);\n"
" }\n"
" else if (exponent > 15)\n"
" {\n"
" // Overflow - flush to Infinity\n"
" f16 = sign | (0x1Fu << 10);\n"
" }\n"
" else if (exponent > -15)\n"
" {\n"
" // Representable value\n"
" exponent += 15;\n"
" mantissa >>= 13;\n"
" f16 = sign | uint(exponent << 10) | mantissa;\n"
" }\n"
" else\n"
" {\n"
" f16 = sign;\n"
" }\n"
" return f16;\n"
" }\n"
"#endif\n"
"\n"
"uint webgl_packHalf2x16_emu(vec2 v)\n"
"{\n"
" #if defined(GL_ARB_shading_language_packing)\n"
" return packHalf2x16(v);\n"
" #else\n"
" uint x = webgl_f32tof16(v.x);\n"
" uint y = webgl_f32tof16(v.y);\n"
" return (y << 16) | x;\n"
" #endif\n"
"}\n");
emu->addEmulatedFunction(EOpUnpackHalf2x16, uint1,
"#if !defined(GL_ARB_shading_language_packing)\n"
" float webgl_f16tof32(uint val)\n"
" {\n"
" uint sign = (val & 0x8000u) << 16;\n"
" int exponent = int((val & 0x7C00u) >> 10);\n"
" uint mantissa = val & 0x03FFu;\n"
" float f32 = 0.0;\n"
" if(exponent == 0)\n"
" {\n"
" if (mantissa != 0u)\n"
" {\n"
" const float scale = 1.0 / (1 << 24);\n"
" f32 = scale * mantissa;\n"
" }\n"
" }\n"
" else if (exponent == 31)\n"
" {\n"
" return uintBitsToFloat(sign | 0x7F800000u | mantissa);\n"
" }\n"
" else\n"
" {\n"
" exponent -= 15;\n"
" float scale;\n"
" if(exponent < 0)\n"
" {\n"
" // The negative unary operator is buggy on OSX.\n"
" // Work around this by using abs instead.\n"
" scale = 1.0 / (1 << abs(exponent));\n"
" }\n"
" else\n"
" {\n"
" scale = 1 << exponent;\n"
" }\n"
" float decimal = 1.0 + float(mantissa) / float(1 << 10);\n"
" f32 = scale * decimal;\n"
" }\n"
"\n"
" if (sign != 0u)\n"
" {\n"
" f32 = -f32;\n"
" }\n"
"\n"
" return f32;\n"
" }\n"
"#endif\n"
"\n"
"vec2 webgl_unpackHalf2x16_emu(uint u)\n"
"{\n"
" #if defined(GL_ARB_shading_language_packing)\n"
" return unpackHalf2x16(u);\n"
" #else\n"
" uint y = (u >> 16);\n"
" uint x = u & 0xFFFFu;\n"
" return vec2(webgl_f16tof32(x), webgl_f16tof32(y));\n"
" #endif\n"
"}\n");
// clang-format on
}
}
} // namespace sh
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