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-rw-r--r--gfx/angle/checkout/src/libANGLE/Shader.cpp682
1 files changed, 682 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/Shader.cpp b/gfx/angle/checkout/src/libANGLE/Shader.cpp
new file mode 100644
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+++ b/gfx/angle/checkout/src/libANGLE/Shader.cpp
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+//
+// Copyright (c) 2002-2014 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.
+//
+
+// Shader.cpp: Implements the gl::Shader class and its derived classes
+// VertexShader and FragmentShader. Implements GL shader objects and related
+// functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section 3.8 page 84.
+
+#include "libANGLE/Shader.h"
+
+#include <functional>
+#include <sstream>
+
+#include "GLSLANG/ShaderLang.h"
+#include "common/utilities.h"
+#include "libANGLE/Caps.h"
+#include "libANGLE/Compiler.h"
+#include "libANGLE/Constants.h"
+#include "libANGLE/Context.h"
+#include "libANGLE/ResourceManager.h"
+#include "libANGLE/renderer/GLImplFactory.h"
+#include "libANGLE/renderer/ShaderImpl.h"
+#include "platform/FrontendFeatures.h"
+
+namespace gl
+{
+
+namespace
+{
+template <typename VarT>
+std::vector<VarT> GetActiveShaderVariables(const std::vector<VarT> *variableList)
+{
+ ASSERT(variableList);
+ std::vector<VarT> result;
+ for (size_t varIndex = 0; varIndex < variableList->size(); varIndex++)
+ {
+ const VarT &var = variableList->at(varIndex);
+ if (var.active)
+ {
+ result.push_back(var);
+ }
+ }
+ return result;
+}
+
+template <typename VarT>
+const std::vector<VarT> &GetShaderVariables(const std::vector<VarT> *variableList)
+{
+ ASSERT(variableList);
+ return *variableList;
+}
+
+} // anonymous namespace
+
+// true if varying x has a higher priority in packing than y
+bool CompareShaderVar(const sh::ShaderVariable &x, const sh::ShaderVariable &y)
+{
+ if (x.type == y.type)
+ {
+ return x.getArraySizeProduct() > y.getArraySizeProduct();
+ }
+
+ // Special case for handling structs: we sort these to the end of the list
+ if (x.type == GL_NONE)
+ {
+ return false;
+ }
+
+ if (y.type == GL_NONE)
+ {
+ return true;
+ }
+
+ return gl::VariableSortOrder(x.type) < gl::VariableSortOrder(y.type);
+}
+
+const char *GetShaderTypeString(ShaderType type)
+{
+ switch (type)
+ {
+ case ShaderType::Vertex:
+ return "VERTEX";
+
+ case ShaderType::Fragment:
+ return "FRAGMENT";
+
+ case ShaderType::Compute:
+ return "COMPUTE";
+
+ case ShaderType::Geometry:
+ return "GEOMETRY";
+
+ default:
+ UNREACHABLE();
+ return "";
+ }
+}
+
+class ScopedExit final : angle::NonCopyable
+{
+ public:
+ ScopedExit(std::function<void()> exit) : mExit(exit) {}
+ ~ScopedExit() { mExit(); }
+
+ private:
+ std::function<void()> mExit;
+};
+
+struct Shader::CompilingState
+{
+ std::shared_ptr<rx::WaitableCompileEvent> compileEvent;
+ ShCompilerInstance shCompilerInstance;
+};
+
+ShaderState::ShaderState(ShaderType shaderType)
+ : mLabel(),
+ mShaderType(shaderType),
+ mShaderVersion(100),
+ mNumViews(-1),
+ mGeometryShaderInvocations(1),
+ mCompileStatus(CompileStatus::NOT_COMPILED)
+{
+ mLocalSize.fill(-1);
+}
+
+ShaderState::~ShaderState() {}
+
+Shader::Shader(ShaderProgramManager *manager,
+ rx::GLImplFactory *implFactory,
+ const gl::Limitations &rendererLimitations,
+ ShaderType type,
+ GLuint handle)
+ : mState(type),
+ mImplementation(implFactory->createShader(mState)),
+ mRendererLimitations(rendererLimitations),
+ mHandle(handle),
+ mType(type),
+ mRefCount(0),
+ mDeleteStatus(false),
+ mResourceManager(manager),
+ mCurrentMaxComputeWorkGroupInvocations(0u)
+{
+ ASSERT(mImplementation);
+}
+
+void Shader::onDestroy(const gl::Context *context)
+{
+ resolveCompile();
+ mImplementation->destroy();
+ mBoundCompiler.set(context, nullptr);
+ mImplementation.reset(nullptr);
+ delete this;
+}
+
+Shader::~Shader()
+{
+ ASSERT(!mImplementation);
+}
+
+void Shader::setLabel(const Context *context, const std::string &label)
+{
+ mState.mLabel = label;
+}
+
+const std::string &Shader::getLabel() const
+{
+ return mState.mLabel;
+}
+
+GLuint Shader::getHandle() const
+{
+ return mHandle;
+}
+
+void Shader::setSource(GLsizei count, const char *const *string, const GLint *length)
+{
+ std::ostringstream stream;
+
+ for (int i = 0; i < count; i++)
+ {
+ if (length == nullptr || length[i] < 0)
+ {
+ stream.write(string[i], strlen(string[i]));
+ }
+ else
+ {
+ stream.write(string[i], length[i]);
+ }
+ }
+
+ mState.mSource = stream.str();
+}
+
+int Shader::getInfoLogLength()
+{
+ resolveCompile();
+ if (mInfoLog.empty())
+ {
+ return 0;
+ }
+
+ return (static_cast<int>(mInfoLog.length()) + 1);
+}
+
+void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
+{
+ resolveCompile();
+
+ int index = 0;
+
+ if (bufSize > 0)
+ {
+ index = std::min(bufSize - 1, static_cast<GLsizei>(mInfoLog.length()));
+ memcpy(infoLog, mInfoLog.c_str(), index);
+
+ infoLog[index] = '\0';
+ }
+
+ if (length)
+ {
+ *length = index;
+ }
+}
+
+int Shader::getSourceLength() const
+{
+ return mState.mSource.empty() ? 0 : (static_cast<int>(mState.mSource.length()) + 1);
+}
+
+int Shader::getTranslatedSourceLength()
+{
+ resolveCompile();
+
+ if (mState.mTranslatedSource.empty())
+ {
+ return 0;
+ }
+
+ return (static_cast<int>(mState.mTranslatedSource.length()) + 1);
+}
+
+int Shader::getTranslatedSourceWithDebugInfoLength()
+{
+ resolveCompile();
+
+ const std::string &debugInfo = mImplementation->getDebugInfo();
+ if (debugInfo.empty())
+ {
+ return 0;
+ }
+
+ return (static_cast<int>(debugInfo.length()) + 1);
+}
+
+// static
+void Shader::GetSourceImpl(const std::string &source,
+ GLsizei bufSize,
+ GLsizei *length,
+ char *buffer)
+{
+ int index = 0;
+
+ if (bufSize > 0)
+ {
+ index = std::min(bufSize - 1, static_cast<GLsizei>(source.length()));
+ memcpy(buffer, source.c_str(), index);
+
+ buffer[index] = '\0';
+ }
+
+ if (length)
+ {
+ *length = index;
+ }
+}
+
+void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer) const
+{
+ GetSourceImpl(mState.mSource, bufSize, length, buffer);
+}
+
+void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer)
+{
+ GetSourceImpl(getTranslatedSource(), bufSize, length, buffer);
+}
+
+const std::string &Shader::getTranslatedSource()
+{
+ resolveCompile();
+ return mState.mTranslatedSource;
+}
+
+void Shader::getTranslatedSourceWithDebugInfo(GLsizei bufSize, GLsizei *length, char *buffer)
+{
+ resolveCompile();
+ const std::string &debugInfo = mImplementation->getDebugInfo();
+ GetSourceImpl(debugInfo, bufSize, length, buffer);
+}
+
+void Shader::compile(const Context *context)
+{
+ resolveCompile();
+
+ mState.mTranslatedSource.clear();
+ mInfoLog.clear();
+ mState.mShaderVersion = 100;
+ mState.mInputVaryings.clear();
+ mState.mOutputVaryings.clear();
+ mState.mUniforms.clear();
+ mState.mUniformBlocks.clear();
+ mState.mShaderStorageBlocks.clear();
+ mState.mActiveAttributes.clear();
+ mState.mActiveOutputVariables.clear();
+ mState.mNumViews = -1;
+ mState.mGeometryShaderInputPrimitiveType.reset();
+ mState.mGeometryShaderOutputPrimitiveType.reset();
+ mState.mGeometryShaderMaxVertices.reset();
+ mState.mGeometryShaderInvocations = 1;
+
+ mState.mCompileStatus = CompileStatus::COMPILE_REQUESTED;
+ mBoundCompiler.set(context, context->getCompiler());
+
+ ShCompileOptions options = (SH_OBJECT_CODE | SH_VARIABLES | SH_EMULATE_GL_DRAW_ID);
+
+ // Add default options to WebGL shaders to prevent unexpected behavior during
+ // compilation.
+ if (context->getExtensions().webglCompatibility)
+ {
+ options |= SH_INIT_GL_POSITION;
+ options |= SH_LIMIT_CALL_STACK_DEPTH;
+ options |= SH_LIMIT_EXPRESSION_COMPLEXITY;
+ options |= SH_ENFORCE_PACKING_RESTRICTIONS;
+ options |= SH_INIT_SHARED_VARIABLES;
+ }
+
+ // Some targets (eg D3D11 Feature Level 9_3 and below) do not support non-constant loop
+ // indexes in fragment shaders. Shader compilation will fail. To provide a better error
+ // message we can instruct the compiler to pre-validate.
+ if (mRendererLimitations.shadersRequireIndexedLoopValidation)
+ {
+ options |= SH_VALIDATE_LOOP_INDEXING;
+ }
+
+ if (context->getFrontendFeatures().scalarizeVecAndMatConstructorArgs.enabled)
+ {
+ options |= SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS;
+ }
+
+ mCurrentMaxComputeWorkGroupInvocations = context->getCaps().maxComputeWorkGroupInvocations;
+
+ ASSERT(mBoundCompiler.get());
+ ShCompilerInstance compilerInstance = mBoundCompiler->getInstance(mState.mShaderType);
+ ShHandle compilerHandle = compilerInstance.getHandle();
+ ASSERT(compilerHandle);
+ mCompilerResourcesString = compilerInstance.getBuiltinResourcesString();
+
+ mCompilingState.reset(new CompilingState());
+ mCompilingState->shCompilerInstance = std::move(compilerInstance);
+ mCompilingState->compileEvent =
+ mImplementation->compile(context, &(mCompilingState->shCompilerInstance), options);
+}
+
+void Shader::resolveCompile()
+{
+ if (!mState.compilePending())
+ {
+ return;
+ }
+
+ ASSERT(mCompilingState.get());
+
+ mCompilingState->compileEvent->wait();
+
+ mInfoLog += mCompilingState->compileEvent->getInfoLog();
+
+ ScopedExit exit([this]() {
+ mBoundCompiler->putInstance(std::move(mCompilingState->shCompilerInstance));
+ mCompilingState->compileEvent.reset();
+ mCompilingState.reset();
+ });
+
+ ShHandle compilerHandle = mCompilingState->shCompilerInstance.getHandle();
+ if (!mCompilingState->compileEvent->getResult())
+ {
+ mInfoLog += sh::GetInfoLog(compilerHandle);
+ WARN() << std::endl << mInfoLog;
+ mState.mCompileStatus = CompileStatus::NOT_COMPILED;
+ return;
+ }
+
+ mState.mTranslatedSource = sh::GetObjectCode(compilerHandle);
+
+#if !defined(NDEBUG)
+ // Prefix translated shader with commented out un-translated shader.
+ // Useful in diagnostics tools which capture the shader source.
+ std::ostringstream shaderStream;
+ shaderStream << "// GLSL\n";
+ shaderStream << "//\n";
+
+ std::istringstream inputSourceStream(mState.mSource);
+ std::string line;
+ while (std::getline(inputSourceStream, line))
+ {
+ // Remove null characters from the source line
+ line.erase(std::remove(line.begin(), line.end(), '\0'), line.end());
+
+ shaderStream << "// " << line << std::endl;
+ }
+ shaderStream << "\n\n";
+ shaderStream << mState.mTranslatedSource;
+ mState.mTranslatedSource = shaderStream.str();
+#endif // !defined(NDEBUG)
+
+ // Gather the shader information
+ mState.mShaderVersion = sh::GetShaderVersion(compilerHandle);
+
+ mState.mUniforms = GetShaderVariables(sh::GetUniforms(compilerHandle));
+ mState.mUniformBlocks = GetShaderVariables(sh::GetUniformBlocks(compilerHandle));
+ mState.mShaderStorageBlocks = GetShaderVariables(sh::GetShaderStorageBlocks(compilerHandle));
+
+ switch (mState.mShaderType)
+ {
+ case ShaderType::Compute:
+ {
+ mState.mLocalSize = sh::GetComputeShaderLocalGroupSize(compilerHandle);
+ if (mState.mLocalSize.isDeclared())
+ {
+ angle::CheckedNumeric<uint32_t> checked_local_size_product(mState.mLocalSize[0]);
+ checked_local_size_product *= mState.mLocalSize[1];
+ checked_local_size_product *= mState.mLocalSize[2];
+
+ if (!checked_local_size_product.IsValid())
+ {
+ WARN() << std::endl
+ << "Integer overflow when computing the product of local_size_x, "
+ << "local_size_y and local_size_z.";
+ mState.mCompileStatus = CompileStatus::NOT_COMPILED;
+ return;
+ }
+ if (checked_local_size_product.ValueOrDie() >
+ mCurrentMaxComputeWorkGroupInvocations)
+ {
+ WARN() << std::endl
+ << "The total number of invocations within a work group exceeds "
+ << "MAX_COMPUTE_WORK_GROUP_INVOCATIONS.";
+ mState.mCompileStatus = CompileStatus::NOT_COMPILED;
+ return;
+ }
+ }
+ break;
+ }
+ case ShaderType::Vertex:
+ {
+ {
+ mState.mOutputVaryings = GetShaderVariables(sh::GetOutputVaryings(compilerHandle));
+ mState.mAllAttributes = GetShaderVariables(sh::GetAttributes(compilerHandle));
+ mState.mActiveAttributes = GetActiveShaderVariables(&mState.mAllAttributes);
+ mState.mNumViews = sh::GetVertexShaderNumViews(compilerHandle);
+ }
+ break;
+ }
+ case ShaderType::Fragment:
+ {
+ mState.mInputVaryings = GetShaderVariables(sh::GetInputVaryings(compilerHandle));
+ // TODO(jmadill): Figure out why we only sort in the FS, and if we need to.
+ std::sort(mState.mInputVaryings.begin(), mState.mInputVaryings.end(), CompareShaderVar);
+ mState.mActiveOutputVariables =
+ GetActiveShaderVariables(sh::GetOutputVariables(compilerHandle));
+ break;
+ }
+ case ShaderType::Geometry:
+ {
+ mState.mInputVaryings = GetShaderVariables(sh::GetInputVaryings(compilerHandle));
+ mState.mOutputVaryings = GetShaderVariables(sh::GetOutputVaryings(compilerHandle));
+
+ if (sh::HasValidGeometryShaderInputPrimitiveType(compilerHandle))
+ {
+ mState.mGeometryShaderInputPrimitiveType = FromGLenum<PrimitiveMode>(
+ sh::GetGeometryShaderInputPrimitiveType(compilerHandle));
+ }
+ if (sh::HasValidGeometryShaderOutputPrimitiveType(compilerHandle))
+ {
+ mState.mGeometryShaderOutputPrimitiveType = FromGLenum<PrimitiveMode>(
+ sh::GetGeometryShaderOutputPrimitiveType(compilerHandle));
+ }
+ if (sh::HasValidGeometryShaderMaxVertices(compilerHandle))
+ {
+ mState.mGeometryShaderMaxVertices =
+ sh::GetGeometryShaderMaxVertices(compilerHandle);
+ }
+ mState.mGeometryShaderInvocations = sh::GetGeometryShaderInvocations(compilerHandle);
+ break;
+ }
+ default:
+ UNREACHABLE();
+ }
+
+ ASSERT(!mState.mTranslatedSource.empty());
+
+ bool success = mCompilingState->compileEvent->postTranslate(&mInfoLog);
+ mState.mCompileStatus = success ? CompileStatus::COMPILED : CompileStatus::NOT_COMPILED;
+}
+
+void Shader::addRef()
+{
+ mRefCount++;
+}
+
+void Shader::release(const Context *context)
+{
+ mRefCount--;
+
+ if (mRefCount == 0 && mDeleteStatus)
+ {
+ mResourceManager->deleteShader(context, mHandle);
+ }
+}
+
+unsigned int Shader::getRefCount() const
+{
+ return mRefCount;
+}
+
+bool Shader::isFlaggedForDeletion() const
+{
+ return mDeleteStatus;
+}
+
+void Shader::flagForDeletion()
+{
+ mDeleteStatus = true;
+}
+
+bool Shader::isCompiled()
+{
+ resolveCompile();
+ return mState.mCompileStatus == CompileStatus::COMPILED;
+}
+
+bool Shader::isCompleted()
+{
+ return (!mState.compilePending() || mCompilingState->compileEvent->isReady());
+}
+
+int Shader::getShaderVersion()
+{
+ resolveCompile();
+ return mState.mShaderVersion;
+}
+
+const std::vector<sh::Varying> &Shader::getInputVaryings()
+{
+ resolveCompile();
+ return mState.getInputVaryings();
+}
+
+const std::vector<sh::Varying> &Shader::getOutputVaryings()
+{
+ resolveCompile();
+ return mState.getOutputVaryings();
+}
+
+const std::vector<sh::Uniform> &Shader::getUniforms()
+{
+ resolveCompile();
+ return mState.getUniforms();
+}
+
+const std::vector<sh::InterfaceBlock> &Shader::getUniformBlocks()
+{
+ resolveCompile();
+ return mState.getUniformBlocks();
+}
+
+const std::vector<sh::InterfaceBlock> &Shader::getShaderStorageBlocks()
+{
+ resolveCompile();
+ return mState.getShaderStorageBlocks();
+}
+
+const std::vector<sh::Attribute> &Shader::getActiveAttributes()
+{
+ resolveCompile();
+ return mState.getActiveAttributes();
+}
+
+const std::vector<sh::Attribute> &Shader::getAllAttributes()
+{
+ resolveCompile();
+ return mState.getAllAttributes();
+}
+
+const std::vector<sh::OutputVariable> &Shader::getActiveOutputVariables()
+{
+ resolveCompile();
+ return mState.getActiveOutputVariables();
+}
+
+std::string Shader::getTransformFeedbackVaryingMappedName(const std::string &tfVaryingName)
+{
+ // TODO(jiawei.shao@intel.com): support transform feedback on geometry shader.
+ ASSERT(mState.getShaderType() == ShaderType::Vertex);
+ const auto &varyings = getOutputVaryings();
+ auto bracketPos = tfVaryingName.find("[");
+ if (bracketPos != std::string::npos)
+ {
+ auto tfVaryingBaseName = tfVaryingName.substr(0, bracketPos);
+ for (const auto &varying : varyings)
+ {
+ if (varying.name == tfVaryingBaseName)
+ {
+ std::string mappedNameWithArrayIndex =
+ varying.mappedName + tfVaryingName.substr(bracketPos);
+ return mappedNameWithArrayIndex;
+ }
+ }
+ }
+ else
+ {
+ for (const auto &varying : varyings)
+ {
+ if (varying.name == tfVaryingName)
+ {
+ return varying.mappedName;
+ }
+ else if (varying.isStruct())
+ {
+ GLuint fieldIndex = 0;
+ const auto *field = FindShaderVarField(varying, tfVaryingName, &fieldIndex);
+ ASSERT(field != nullptr && !field->isStruct() && !field->isArray());
+ return varying.mappedName + "." + field->mappedName;
+ }
+ }
+ }
+ UNREACHABLE();
+ return std::string();
+}
+
+const sh::WorkGroupSize &Shader::getWorkGroupSize()
+{
+ resolveCompile();
+ return mState.mLocalSize;
+}
+
+int Shader::getNumViews()
+{
+ resolveCompile();
+ return mState.mNumViews;
+}
+
+Optional<PrimitiveMode> Shader::getGeometryShaderInputPrimitiveType()
+{
+ resolveCompile();
+ return mState.mGeometryShaderInputPrimitiveType;
+}
+
+Optional<PrimitiveMode> Shader::getGeometryShaderOutputPrimitiveType()
+{
+ resolveCompile();
+ return mState.mGeometryShaderOutputPrimitiveType;
+}
+
+int Shader::getGeometryShaderInvocations()
+{
+ resolveCompile();
+ return mState.mGeometryShaderInvocations;
+}
+
+Optional<GLint> Shader::getGeometryShaderMaxVertices()
+{
+ resolveCompile();
+ return mState.mGeometryShaderMaxVertices;
+}
+
+const std::string &Shader::getCompilerResourcesString() const
+{
+ return mCompilerResourcesString;
+}
+
+} // namespace gl