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Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/Compiler.cpp')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/Compiler.cpp | 294 |
1 files changed, 294 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/Compiler.cpp b/gfx/angle/checkout/src/libANGLE/Compiler.cpp new file mode 100644 index 0000000000..9810abd701 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/Compiler.cpp @@ -0,0 +1,294 @@ +// +// Copyright (c) 2014 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. +// + +// Compiler.cpp: implements the gl::Compiler class. + +#include "libANGLE/Compiler.h" + +#include "common/debug.h" +#include "libANGLE/State.h" +#include "libANGLE/renderer/CompilerImpl.h" +#include "libANGLE/renderer/GLImplFactory.h" + +namespace gl +{ + +namespace +{ + +// To know when to call sh::Initialize and sh::Finalize. +size_t gActiveCompilers = 0; + +ShShaderSpec SelectShaderSpec(GLint majorVersion, + GLint minorVersion, + bool isWebGL, + EGLenum clientType) +{ + // For Desktop GL + if (clientType == EGL_OPENGL_API) + { + ASSERT(majorVersion == 3 && minorVersion == 3); + return SH_GL3_3_SPEC; + } + + if (majorVersion >= 3) + { + if (minorVersion == 1) + { + return isWebGL ? SH_WEBGL3_SPEC : SH_GLES3_1_SPEC; + } + else + { + return isWebGL ? SH_WEBGL2_SPEC : SH_GLES3_SPEC; + } + } + + // GLES1 emulation: Use GLES3 shader spec. + if (!isWebGL && majorVersion == 1) + { + return SH_GLES3_SPEC; + } + + return isWebGL ? SH_WEBGL_SPEC : SH_GLES2_SPEC; +} + +} // anonymous namespace + +Compiler::Compiler(rx::GLImplFactory *implFactory, const State &state) + : mImplementation(implFactory->createCompiler()), + mSpec(SelectShaderSpec(state.getClientMajorVersion(), + state.getClientMinorVersion(), + state.getExtensions().webglCompatibility, + state.getClientType())), + mOutputType(mImplementation->getTranslatorOutputType()), + mResources() +{ + ASSERT(state.getClientMajorVersion() == 1 || state.getClientMajorVersion() == 2 || + state.getClientMajorVersion() == 3); + + const gl::Caps &caps = state.getCaps(); + const gl::Extensions &extensions = state.getExtensions(); + + if (gActiveCompilers == 0) + { + sh::Initialize(); + } + ++gActiveCompilers; + + sh::InitBuiltInResources(&mResources); + mResources.MaxVertexAttribs = caps.maxVertexAttributes; + mResources.MaxVertexUniformVectors = caps.maxVertexUniformVectors; + mResources.MaxVaryingVectors = caps.maxVaryingVectors; + mResources.MaxVertexTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Vertex]; + mResources.MaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits; + mResources.MaxTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Fragment]; + mResources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors; + mResources.MaxDrawBuffers = caps.maxDrawBuffers; + mResources.OES_standard_derivatives = extensions.standardDerivatives; + mResources.EXT_draw_buffers = extensions.drawBuffers; + mResources.EXT_shader_texture_lod = extensions.shaderTextureLOD; + mResources.OES_EGL_image_external = extensions.eglImageExternal; + mResources.OES_EGL_image_external_essl3 = extensions.eglImageExternalEssl3; + mResources.NV_EGL_stream_consumer_external = extensions.eglStreamConsumerExternal; + mResources.ARB_texture_rectangle = extensions.textureRectangle; + mResources.OES_texture_storage_multisample_2d_array = + extensions.textureStorageMultisample2DArray; + mResources.OES_texture_3D = extensions.texture3DOES; + mResources.ANGLE_texture_multisample = extensions.textureMultisample; + mResources.ANGLE_multi_draw = extensions.multiDraw; + mResources.ANGLE_base_vertex_base_instance = extensions.baseVertexBaseInstance; + + // TODO: use shader precision caps to determine if high precision is supported? + mResources.FragmentPrecisionHigh = 1; + mResources.EXT_frag_depth = extensions.fragDepth; + + // OVR_multiview state + mResources.OVR_multiview = extensions.multiview; + + // OVR_multiview2 state + mResources.OVR_multiview2 = extensions.multiview2; + mResources.MaxViewsOVR = extensions.maxViews; + + // GLSL ES 3.0 constants + mResources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4; + mResources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4; + mResources.MinProgramTexelOffset = caps.minProgramTexelOffset; + mResources.MaxProgramTexelOffset = caps.maxProgramTexelOffset; + + // EXT_blend_func_extended + mResources.EXT_blend_func_extended = extensions.blendFuncExtended; + mResources.MaxDualSourceDrawBuffers = extensions.maxDualSourceDrawBuffers; + + // GLSL ES 3.1 constants + mResources.MaxProgramTextureGatherOffset = caps.maxProgramTextureGatherOffset; + mResources.MinProgramTextureGatherOffset = caps.minProgramTextureGatherOffset; + mResources.MaxImageUnits = caps.maxImageUnits; + mResources.MaxVertexImageUniforms = caps.maxShaderImageUniforms[ShaderType::Vertex]; + mResources.MaxFragmentImageUniforms = caps.maxShaderImageUniforms[ShaderType::Fragment]; + mResources.MaxComputeImageUniforms = caps.maxShaderImageUniforms[ShaderType::Compute]; + mResources.MaxCombinedImageUniforms = caps.maxCombinedImageUniforms; + mResources.MaxCombinedShaderOutputResources = caps.maxCombinedShaderOutputResources; + mResources.MaxUniformLocations = caps.maxUniformLocations; + + for (size_t index = 0u; index < 3u; ++index) + { + mResources.MaxComputeWorkGroupCount[index] = caps.maxComputeWorkGroupCount[index]; + mResources.MaxComputeWorkGroupSize[index] = caps.maxComputeWorkGroupSize[index]; + } + + mResources.MaxComputeUniformComponents = caps.maxShaderUniformComponents[ShaderType::Compute]; + mResources.MaxComputeTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Compute]; + + mResources.MaxComputeAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Compute]; + mResources.MaxComputeAtomicCounterBuffers = + caps.maxShaderAtomicCounterBuffers[ShaderType::Compute]; + + mResources.MaxVertexAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Vertex]; + mResources.MaxFragmentAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Fragment]; + mResources.MaxCombinedAtomicCounters = caps.maxCombinedAtomicCounters; + mResources.MaxAtomicCounterBindings = caps.maxAtomicCounterBufferBindings; + mResources.MaxVertexAtomicCounterBuffers = + caps.maxShaderAtomicCounterBuffers[ShaderType::Vertex]; + mResources.MaxFragmentAtomicCounterBuffers = + caps.maxShaderAtomicCounterBuffers[ShaderType::Fragment]; + mResources.MaxCombinedAtomicCounterBuffers = caps.maxCombinedAtomicCounterBuffers; + mResources.MaxAtomicCounterBufferSize = caps.maxAtomicCounterBufferSize; + + mResources.MaxUniformBufferBindings = caps.maxUniformBufferBindings; + mResources.MaxShaderStorageBufferBindings = caps.maxShaderStorageBufferBindings; + + // Needed by point size clamping workaround + mResources.MaxPointSize = caps.maxAliasedPointSize; + + if (state.getClientMajorVersion() == 2 && !extensions.drawBuffers) + { + mResources.MaxDrawBuffers = 1; + } + + // Geometry Shader constants + mResources.EXT_geometry_shader = extensions.geometryShader; + mResources.MaxGeometryUniformComponents = caps.maxShaderUniformComponents[ShaderType::Geometry]; + mResources.MaxGeometryUniformBlocks = caps.maxShaderUniformBlocks[ShaderType::Geometry]; + mResources.MaxGeometryInputComponents = caps.maxGeometryInputComponents; + mResources.MaxGeometryOutputComponents = caps.maxGeometryOutputComponents; + mResources.MaxGeometryOutputVertices = caps.maxGeometryOutputVertices; + mResources.MaxGeometryTotalOutputComponents = caps.maxGeometryTotalOutputComponents; + mResources.MaxGeometryTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Geometry]; + + mResources.MaxGeometryAtomicCounterBuffers = + caps.maxShaderAtomicCounterBuffers[ShaderType::Geometry]; + mResources.MaxGeometryAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Geometry]; + mResources.MaxGeometryShaderStorageBlocks = caps.maxShaderStorageBlocks[ShaderType::Geometry]; + mResources.MaxGeometryShaderInvocations = caps.maxGeometryShaderInvocations; + mResources.MaxGeometryImageUniforms = caps.maxShaderImageUniforms[ShaderType::Geometry]; +} + +Compiler::~Compiler() +{ + for (auto &pool : mPools) + { + for (ShCompilerInstance &instance : pool) + { + instance.destroy(); + } + } + --gActiveCompilers; + if (gActiveCompilers == 0) + { + sh::Finalize(); + } +} + +ShCompilerInstance Compiler::getInstance(ShaderType type) +{ + ASSERT(type != ShaderType::InvalidEnum); + auto &pool = mPools[type]; + if (pool.empty()) + { + ShHandle handle = sh::ConstructCompiler(ToGLenum(type), mSpec, mOutputType, &mResources); + ASSERT(handle); + return ShCompilerInstance(handle, mOutputType, type); + } + else + { + ShCompilerInstance instance = std::move(pool.back()); + pool.pop_back(); + return instance; + } +} + +void Compiler::putInstance(ShCompilerInstance &&instance) +{ + static constexpr size_t kMaxPoolSize = 32; + auto &pool = mPools[instance.getShaderType()]; + if (pool.size() < kMaxPoolSize) + { + pool.push_back(std::move(instance)); + } + else + { + instance.destroy(); + } +} + +ShCompilerInstance::ShCompilerInstance() : mHandle(nullptr) {} + +ShCompilerInstance::ShCompilerInstance(ShHandle handle, + ShShaderOutput outputType, + ShaderType shaderType) + : mHandle(handle), mOutputType(outputType), mShaderType(shaderType) +{} + +ShCompilerInstance::~ShCompilerInstance() +{ + ASSERT(mHandle == nullptr); +} + +void ShCompilerInstance::destroy() +{ + if (mHandle != nullptr) + { + sh::Destruct(mHandle); + mHandle = nullptr; + } +} + +ShCompilerInstance::ShCompilerInstance(ShCompilerInstance &&other) + : mHandle(other.mHandle), mOutputType(other.mOutputType), mShaderType(other.mShaderType) +{ + other.mHandle = nullptr; +} + +ShCompilerInstance &ShCompilerInstance::operator=(ShCompilerInstance &&other) +{ + mHandle = other.mHandle; + mOutputType = other.mOutputType; + mShaderType = other.mShaderType; + other.mHandle = nullptr; + return *this; +} + +ShHandle ShCompilerInstance::getHandle() +{ + return mHandle; +} + +ShaderType ShCompilerInstance::getShaderType() const +{ + return mShaderType; +} + +const std::string &ShCompilerInstance::getBuiltinResourcesString() +{ + return sh::GetBuiltInResourcesString(mHandle); +} + +ShShaderOutput ShCompilerInstance::getShaderOutputType() const +{ + return mOutputType; +} + +} // namespace gl |