stage(0),
r_members(0),
record_target(false),
- r_assignment_target(0),
- r_self_referencing(false)
+ r_self_referencing(false),
+ r_assignment_target(0)
{ }
void VariableResolver::apply(Stage &s)
{
var.declaration = 0;
r_members = 0;
+ /* Look for variable declarations in the block hierarchy first. Interface
+ blocks are always defined in the top level so we can't accidentally skip
+ one. */
for(Block *block=current_block; (!var.declaration && block); block=block->parent)
{
map<string, VariableDeclaration *>::iterator i = block->variables.find(var.name);
map<string, InterfaceBlock *>::const_iterator i = blocks.find(var.name);
if(i!=blocks.end() && i->second->instance_name==var.name)
{
+ /* The name refers to an interface block with an instance name rather
+ than a variable. Prepare a new syntax tree node accordingly. */
r_iface_ref = new InterfaceBlockReference;
r_iface_ref->name = var.name;
r_iface_ref->declaration = i->second;
}
else
{
+ // Look for the variable in anonymous interface blocks.
for(i=blocks.begin(); (!var.declaration && i!=blocks.end()); ++i)
if(i->second->instance_name.empty())
{
{
if(r_assignment_target)
{
+ /* More than one variable reference found in assignment target.
+ Unable to determine what the primary target is. */
record_target = false;
r_assignment_target = 0;
}
if(binary.oper->token[0]=='[')
{
{
- SetForScope<bool> set(record_target, false);
+ /* The subscript expression is not a part of the primary assignment
+ target. */
+ SetFlag set(record_target, false);
binary.right->visit(*this);
}
r_members = 0;
SetFlag set(record_target);
r_assignment_target = 0;
assign.left->visit(*this);
+ assign.target_declaration = r_assignment_target;
}
r_self_referencing = false;
assign.right->visit(*this);
-
assign.self_referencing = (r_self_referencing || assign.oper->token[0]!='=');
- assign.target_declaration = r_assignment_target;
+
r_members = 0;
r_iface_ref = 0;
}
{
stage_decl = &func;
+ // Set all previous declarations to use this definition.
for(vector<FunctionDeclaration *>::iterator i=decls.begin(); i!=decls.end(); ++i)
{
(*i)->definition = func.definition;
return prefix+name.substr(offset);
}
-bool InterfaceGenerator::generate_interface(VariableDeclaration &var, const string &iface, const string &name)
+VariableDeclaration *InterfaceGenerator::generate_interface(VariableDeclaration &var, const string &iface, const string &name)
{
if(stage->content.variables.count(name))
- return false;
+ return 0;
VariableDeclaration* iface_var = new VariableDeclaration;
iface_var->sampling = var.sampling;
iface_var->interface = iface;
iface_var->type = var.type;
- iface_var->type_declaration = var.type_declaration;
iface_var->name = name;
+ /* Geometry shader inputs are always arrays. But if we're bringing in an
+ entire block, the array is on the block and not individual variables. */
if(stage->type==Stage::GEOMETRY && !copy_block)
iface_var->array = ((var.array && var.interface!="in") || iface=="in");
else
iface_target_block->body.insert(iface_insert_point, iface_var);
iface_target_block->variables[name] = iface_var;
- return true;
+ return iface_var;
}
-bool InterfaceGenerator::generate_interface(InterfaceBlock &out_block)
+InterfaceBlock *InterfaceGenerator::generate_interface(InterfaceBlock &out_block)
{
if(stage->interface_blocks.count(out_block.name))
- return false;
+ return 0;
InterfaceBlock *in_block = new InterfaceBlock;
in_block->interface = "in";
SetForScope<Block *> set_block(current_block, &stage->content);
in_block->visit(*this);
- return true;
+ return in_block;
}
ExpressionStatement &InterfaceGenerator::insert_assignment(const string &left, Expression *right)
{
if(var.declaration || !stage->previous)
return;
- /* Don't pull a variable from previous stage if we just generated an out
+ /* Don't pull a variable from previous stage if we just generated an output
interface in this stage */
if(stage->content.variables.count(var.name))
return;
{
if(iface_block->linked_block)
{
+ // Link all variables to their counterparts in the linked block.
const map<string, VariableDeclaration *> &linked_vars = iface_block->linked_block->members.variables;
map<string, VariableDeclaration *>::const_iterator i = linked_vars.find(var.name);
if(i!=linked_vars.end())
if(var.interface=="out")
{
- /* For out variables in function scope, generate a global interface and
- replace the local declaration with an assignment. */
- if(function_scope && generate_interface(var, "out", var.name))
+ /* For output variables in function scope, generate a global interface
+ and replace the local declaration with an assignment. */
+ VariableDeclaration *out_var = 0;
+ if(function_scope && (out_var=generate_interface(var, "out", var.name)))
{
+ out_var->source = var.source;
+ out_var->line = var.line;
nodes_to_remove.insert(&var);
if(var.init_expression)
{
}
else if(var.interface=="in")
{
- /* Try to link in variables in global scope with out variables from
- previous stage */
+ /* Try to link input variables in global scope with output variables from
+ previous stage. */
if(current_block==&stage->content && !var.linked_declaration && stage->previous)
{
const map<string, VariableDeclaration *> &prev_vars = stage->previous->content.variables;
{
if(iface.interface=="in")
{
+ /* Try to link input blocks with output blocks sharing the same block
+ name from previous stage. */
if(!iface.linked_block && stage->previous)
{
const map<string, InterfaceBlock *> &prev_blocks = stage->previous->interface_blocks;
{
vector<VariableDeclaration *> pass_vars;
+ // Pass through all input variables of this stage.
for(map<string, VariableDeclaration *>::const_iterator i=stage->content.variables.begin(); i!=stage->content.variables.end(); ++i)
if(i->second->interface=="in")
pass_vars.push_back(i->second);
if(i->second->interface!="out")
continue;
+ /* Pass through output variables from the previous stage, but only
+ those which are not already linked to an input here. */
if(!i->second->linked_declaration && generate_interface(*i->second, "in", i->second->name))
pass_vars.push_back(i->second);
}
if(stage->type==Stage::GEOMETRY)
{
+ /* Special case for geometry shader: copy gl_Position from input to
+ output. */
InterfaceBlockReference *ref = new InterfaceBlockReference;
ref->name = "gl_in";