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#include "compiler/TranslatorGLSL.h"
8
9#include "compiler/OutputGLSL.h"
10#include "compiler/VersionGLSL.h"
11
12static void writeVersion(ShShaderType type, TIntermNode* root,
13                         TInfoSinkBase& sink) {
14    TVersionGLSL versionGLSL(type);
15    root->traverse(&versionGLSL);
16    int version = versionGLSL.getVersion();
17    // We need to write version directive only if it is greater than 110.
18    // If there is no version directive in the shader, 110 is implied.
19    if (version > 110) {
20        sink << "#version " << version << "\n";
21    }
22}
23
24TranslatorGLSL::TranslatorGLSL(ShShaderType type, ShShaderSpec spec)
25    : TCompiler(type, spec) {
26}
27
28void TranslatorGLSL::translate(TIntermNode* root) {
29    TInfoSinkBase& sink = getInfoSink().obj;
30
31    // Write GLSL version.
32    writeVersion(getShaderType(), root, sink);
33
34    // Write emulated built-in functions if needed.
35    getBuiltInFunctionEmulator().OutputEmulatedFunctionDefinition(
36        sink, false);
37
38    // Write array bounds clamping emulation if needed.
39    getArrayBoundsClamper().OutputClampingFunctionDefinition(sink);
40
41    // Write translated shader.
42    TOutputGLSL outputGLSL(sink, getArrayIndexClampingStrategy(), getHashFunction(), getNameMap(), getSymbolTable());
43    root->traverse(&outputGLSL);
44}
45