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diff --git a/gfx/angle/checkout/src/libANGLE/Shader.h b/gfx/angle/checkout/src/libANGLE/Shader.h
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+//
+// Copyright 2002 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.h: Defines the abstract gl::Shader class and its concrete 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.
+
+#ifndef LIBANGLE_SHADER_H_
+#define LIBANGLE_SHADER_H_
+
+#include <list>
+#include <memory>
+#include <string>
+#include <vector>
+
+#include <GLSLANG/ShaderLang.h>
+#include "angle_gl.h"
+
+#include "common/MemoryBuffer.h"
+#include "common/Optional.h"
+#include "common/angleutils.h"
+#include "libANGLE/BinaryStream.h"
+#include "libANGLE/Caps.h"
+#include "libANGLE/Compiler.h"
+#include "libANGLE/Debug.h"
+#include "libANGLE/angletypes.h"
+
+namespace rx
+{
+class GLImplFactory;
+class ShaderImpl;
+class ShaderSh;
+class WaitableCompileEvent;
+} // namespace rx
+
+namespace angle
+{
+class WaitableEvent;
+class WorkerThreadPool;
+} // namespace angle
+
+namespace gl
+{
+class CompileTask;
+class Context;
+class ShaderProgramManager;
+class State;
+class BinaryInputStream;
+class BinaryOutputStream;
+
+// We defer the compile until link time, or until properties are queried.
+enum class CompileStatus
+{
+ NOT_COMPILED,
+ COMPILE_REQUESTED,
+ COMPILED,
+};
+
+class ShaderState final : angle::NonCopyable
+{
+ public:
+ ShaderState(ShaderType shaderType);
+ ~ShaderState();
+
+ const std::string &getLabel() const { return mLabel; }
+
+ const std::string &getSource() const { return mSource; }
+ bool isCompiledToBinary() const { return !mCompiledBinary.empty(); }
+ const std::string &getTranslatedSource() const { return mTranslatedSource; }
+ const sh::BinaryBlob &getCompiledBinary() const { return mCompiledBinary; }
+
+ ShaderType getShaderType() const { return mShaderType; }
+ int getShaderVersion() const { return mShaderVersion; }
+
+ const std::vector<sh::ShaderVariable> &getInputVaryings() const { return mInputVaryings; }
+ const std::vector<sh::ShaderVariable> &getOutputVaryings() const { return mOutputVaryings; }
+ const std::vector<sh::ShaderVariable> &getUniforms() const { return mUniforms; }
+ const std::vector<sh::InterfaceBlock> &getUniformBlocks() const { return mUniformBlocks; }
+ const std::vector<sh::InterfaceBlock> &getShaderStorageBlocks() const
+ {
+ return mShaderStorageBlocks;
+ }
+ const std::vector<sh::ShaderVariable> &getActiveAttributes() const { return mActiveAttributes; }
+ const std::vector<sh::ShaderVariable> &getAllAttributes() const { return mAllAttributes; }
+ const std::vector<sh::ShaderVariable> &getActiveOutputVariables() const
+ {
+ return mActiveOutputVariables;
+ }
+
+ bool compilePending() const { return mCompileStatus == CompileStatus::COMPILE_REQUESTED; }
+
+ const sh::WorkGroupSize &getLocalSize() const { return mLocalSize; }
+
+ bool hasDiscard() const { return mHasDiscard; }
+ bool enablesPerSampleShading() const { return mEnablesPerSampleShading; }
+ rx::SpecConstUsageBits getSpecConstUsageBits() const { return mSpecConstUsageBits; }
+
+ int getNumViews() const { return mNumViews; }
+
+ Optional<PrimitiveMode> getGeometryShaderInputPrimitiveType() const
+ {
+ return mGeometryShaderInputPrimitiveType;
+ }
+
+ Optional<PrimitiveMode> getGeometryShaderOutputPrimitiveType() const
+ {
+ return mGeometryShaderOutputPrimitiveType;
+ }
+
+ Optional<GLint> geoGeometryShaderMaxVertices() const { return mGeometryShaderMaxVertices; }
+
+ Optional<GLint> getGeometryShaderInvocations() const { return mGeometryShaderInvocations; }
+
+ CompileStatus getCompileStatus() const { return mCompileStatus; }
+
+ private:
+ friend class Shader;
+
+ std::string mLabel;
+
+ ShaderType mShaderType;
+ int mShaderVersion;
+ std::string mTranslatedSource;
+ sh::BinaryBlob mCompiledBinary;
+ std::string mSource;
+
+ sh::WorkGroupSize mLocalSize;
+
+ std::vector<sh::ShaderVariable> mInputVaryings;
+ std::vector<sh::ShaderVariable> mOutputVaryings;
+ std::vector<sh::ShaderVariable> mUniforms;
+ std::vector<sh::InterfaceBlock> mUniformBlocks;
+ std::vector<sh::InterfaceBlock> mShaderStorageBlocks;
+ std::vector<sh::ShaderVariable> mAllAttributes;
+ std::vector<sh::ShaderVariable> mActiveAttributes;
+ std::vector<sh::ShaderVariable> mActiveOutputVariables;
+
+ bool mHasDiscard;
+ bool mEnablesPerSampleShading;
+ BlendEquationBitSet mAdvancedBlendEquations;
+ rx::SpecConstUsageBits mSpecConstUsageBits;
+
+ // ANGLE_multiview.
+ int mNumViews;
+
+ // Geometry Shader.
+ Optional<PrimitiveMode> mGeometryShaderInputPrimitiveType;
+ Optional<PrimitiveMode> mGeometryShaderOutputPrimitiveType;
+ Optional<GLint> mGeometryShaderMaxVertices;
+ int mGeometryShaderInvocations;
+
+ // Tessellation Shader
+ int mTessControlShaderVertices;
+ GLenum mTessGenMode;
+ GLenum mTessGenSpacing;
+ GLenum mTessGenVertexOrder;
+ GLenum mTessGenPointMode;
+
+ // Indicates if this shader has been successfully compiled
+ CompileStatus mCompileStatus;
+};
+
+class Shader final : angle::NonCopyable, public LabeledObject
+{
+ public:
+ Shader(ShaderProgramManager *manager,
+ rx::GLImplFactory *implFactory,
+ const gl::Limitations &rendererLimitations,
+ ShaderType type,
+ ShaderProgramID handle);
+
+ void onDestroy(const Context *context);
+
+ angle::Result setLabel(const Context *context, const std::string &label) override;
+ const std::string &getLabel() const override;
+
+ ShaderType getType() const { return mType; }
+ ShaderProgramID getHandle() const;
+
+ rx::ShaderImpl *getImplementation() const { return mImplementation.get(); }
+
+ void setSource(GLsizei count, const char *const *string, const GLint *length);
+ int getInfoLogLength(const Context *context);
+ void getInfoLog(const Context *context, GLsizei bufSize, GLsizei *length, char *infoLog);
+ std::string getInfoLogString() const { return mInfoLog; }
+ int getSourceLength() const;
+ const std::string &getSourceString() const { return mState.getSource(); }
+ void getSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
+ int getTranslatedSourceLength(const Context *context);
+ int getTranslatedSourceWithDebugInfoLength(const Context *context);
+ const std::string &getTranslatedSource(const Context *context);
+ void getTranslatedSource(const Context *context,
+ GLsizei bufSize,
+ GLsizei *length,
+ char *buffer);
+ void getTranslatedSourceWithDebugInfo(const Context *context,
+ GLsizei bufSize,
+ GLsizei *length,
+ char *buffer);
+ const sh::BinaryBlob &getCompiledBinary(const Context *context);
+
+ void compile(const Context *context);
+ bool isCompiled(const Context *context);
+ bool isCompleted();
+
+ void addRef();
+ void release(const Context *context);
+ unsigned int getRefCount() const;
+ bool isFlaggedForDeletion() const;
+ void flagForDeletion();
+ bool hasDiscard() const { return mState.mHasDiscard; }
+ bool enablesPerSampleShading() const { return mState.mEnablesPerSampleShading; }
+ BlendEquationBitSet getAdvancedBlendEquations() const { return mState.mAdvancedBlendEquations; }
+ rx::SpecConstUsageBits getSpecConstUsageBits() const { return mState.mSpecConstUsageBits; }
+
+ int getShaderVersion(const Context *context);
+
+ const std::vector<sh::ShaderVariable> &getInputVaryings(const Context *context);
+ const std::vector<sh::ShaderVariable> &getOutputVaryings(const Context *context);
+ const std::vector<sh::ShaderVariable> &getUniforms(const Context *context);
+ const std::vector<sh::InterfaceBlock> &getUniformBlocks(const Context *context);
+ const std::vector<sh::InterfaceBlock> &getShaderStorageBlocks(const Context *context);
+ const std::vector<sh::ShaderVariable> &getActiveAttributes(const Context *context);
+ const std::vector<sh::ShaderVariable> &getAllAttributes(const Context *context);
+ const std::vector<sh::ShaderVariable> &getActiveOutputVariables(const Context *context);
+
+ // Returns mapped name of a transform feedback varying. The original name may contain array
+ // brackets with an index inside, which will get copied to the mapped name. The varying must be
+ // known to be declared in the shader.
+ std::string getTransformFeedbackVaryingMappedName(const Context *context,
+ const std::string &tfVaryingName);
+
+ const sh::WorkGroupSize &getWorkGroupSize(const Context *context);
+
+ int getNumViews(const Context *context);
+
+ Optional<PrimitiveMode> getGeometryShaderInputPrimitiveType(const Context *context);
+ Optional<PrimitiveMode> getGeometryShaderOutputPrimitiveType(const Context *context);
+ int getGeometryShaderInvocations(const Context *context);
+ Optional<GLint> getGeometryShaderMaxVertices(const Context *context);
+ int getTessControlShaderVertices(const Context *context);
+ GLenum getTessGenMode(const Context *context);
+ GLenum getTessGenSpacing(const Context *context);
+ GLenum getTessGenVertexOrder(const Context *context);
+ GLenum getTessGenPointMode(const Context *context);
+
+ const std::string &getCompilerResourcesString() const;
+
+ const ShaderState &getState() const { return mState; }
+
+ GLuint getCurrentMaxComputeWorkGroupInvocations() const
+ {
+ return mCurrentMaxComputeWorkGroupInvocations;
+ }
+
+ unsigned int getMaxComputeSharedMemory() const { return mMaxComputeSharedMemory; }
+ bool hasBeenDeleted() const { return mDeleteStatus; }
+
+ // Block until compiling is finished and resolve it.
+ void resolveCompile(const Context *context);
+
+ // Writes a shader's binary to the output memory buffer.
+ angle::Result serialize(const Context *context, angle::MemoryBuffer *binaryOut) const;
+ angle::Result deserialize(const Context *context, BinaryInputStream &stream);
+ angle::Result loadBinary(const Context *context, const void *binary, GLsizei length);
+
+ private:
+ struct CompilingState;
+
+ ~Shader() override;
+ static void GetSourceImpl(const std::string &source,
+ GLsizei bufSize,
+ GLsizei *length,
+ char *buffer);
+
+ ShaderState mState;
+ std::unique_ptr<rx::ShaderImpl> mImplementation;
+ const gl::Limitations mRendererLimitations;
+ const ShaderProgramID mHandle;
+ const ShaderType mType;
+ unsigned int mRefCount; // Number of program objects this shader is attached to
+ bool mDeleteStatus; // Flag to indicate that the shader can be deleted when no longer in use
+ std::string mInfoLog;
+
+ // We keep a reference to the translator in order to defer compiles while preserving settings.
+ BindingPointer<Compiler> mBoundCompiler;
+ std::unique_ptr<CompilingState> mCompilingState;
+ std::string mCompilerResourcesString;
+
+ ShaderProgramManager *mResourceManager;
+
+ GLuint mCurrentMaxComputeWorkGroupInvocations;
+ unsigned int mMaxComputeSharedMemory;
+};
+
+bool CompareShaderVar(const sh::ShaderVariable &x, const sh::ShaderVariable &y);
+
+const char *GetShaderTypeString(ShaderType type);
+} // namespace gl
+
+#endif // LIBANGLE_SHADER_H_