// // 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. // #ifndef COMPILER_TRANSLATOR_COMPILER_H_ #define COMPILER_TRANSLATOR_COMPILER_H_ // // Machine independent part of the compiler private objects // sent as ShHandle to the driver. // // This should not be included by driver code. // #include #include "common/PackedEnums.h" #include "compiler/translator/BuiltInFunctionEmulator.h" #include "compiler/translator/CallDAG.h" #include "compiler/translator/Diagnostics.h" #include "compiler/translator/ExtensionBehavior.h" #include "compiler/translator/HashNames.h" #include "compiler/translator/InfoSink.h" #include "compiler/translator/Pragma.h" #include "compiler/translator/SymbolTable.h" #include "compiler/translator/ValidateAST.h" namespace sh { class TCompiler; class TParseContext; #ifdef ANGLE_ENABLE_HLSL class TranslatorHLSL; #endif // ANGLE_ENABLE_HLSL #ifdef ANGLE_ENABLE_METAL class TranslatorMetalDirect; #endif // ANGLE_ENABLE_METAL using SpecConstUsageBits = angle::PackedEnumBitSet; // // Helper function to check if the shader type is GLSL. // bool IsGLSL130OrNewer(ShShaderOutput output); bool IsGLSL420OrNewer(ShShaderOutput output); bool IsGLSL410OrOlder(ShShaderOutput output); // // Helper function to check if the invariant qualifier can be removed. // bool RemoveInvariant(sh::GLenum shaderType, int shaderVersion, ShShaderOutput outputType, const ShCompileOptions &compileOptions); // // The base class used to back handles returned to the driver. // class TShHandleBase { public: TShHandleBase(); virtual ~TShHandleBase(); virtual TCompiler *getAsCompiler() { return 0; } #ifdef ANGLE_ENABLE_HLSL virtual TranslatorHLSL *getAsTranslatorHLSL() { return 0; } #endif // ANGLE_ENABLE_HLSL #ifdef ANGLE_ENABLE_METAL virtual TranslatorMetalDirect *getAsTranslatorMetalDirect() { return nullptr; } #endif // ANGLE_ENABLE_METAL protected: // Memory allocator. Allocates and tracks memory required by the compiler. // Deallocates all memory when compiler is destructed. angle::PoolAllocator allocator; }; struct TFunctionMetadata { bool used = false; }; // // The base class for the machine dependent compiler to derive from // for managing object code from the compile. // class TCompiler : public TShHandleBase { public: TCompiler(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output); ~TCompiler() override; TCompiler *getAsCompiler() override { return this; } bool Init(const ShBuiltInResources &resources); // compileTreeForTesting should be used only when tests require access to // the AST. Users of this function need to manually manage the global pool // allocator. Returns nullptr whenever there are compilation errors. TIntermBlock *compileTreeForTesting(const char *const shaderStrings[], size_t numStrings, const ShCompileOptions &compileOptions); bool compile(const char *const shaderStrings[], size_t numStrings, const ShCompileOptions &compileOptions); // Get results of the last compilation. int getShaderVersion() const { return mShaderVersion; } TInfoSink &getInfoSink() { return mInfoSink; } bool specifyEarlyFragmentTests() { return mEarlyFragmentTestsSpecified = true; } bool isEarlyFragmentTestsSpecified() const { return mEarlyFragmentTestsSpecified; } bool hasDiscard() const { return mHasDiscard; } bool enablesPerSampleShading() const { return mEnablesPerSampleShading; } SpecConstUsageBits getSpecConstUsageBits() const { return mSpecConstUsageBits; } bool isComputeShaderLocalSizeDeclared() const { return mComputeShaderLocalSizeDeclared; } const sh::WorkGroupSize &getComputeShaderLocalSize() const { return mComputeShaderLocalSize; } int getNumViews() const { return mNumViews; } // Clears the results from the previous compilation. void clearResults(); const std::vector &getAttributes() const { return mAttributes; } const std::vector &getOutputVariables() const { return mOutputVariables; } const std::vector &getUniforms() const { return mUniforms; } const std::vector &getInputVaryings() const { return mInputVaryings; } const std::vector &getOutputVaryings() const { return mOutputVaryings; } const std::vector &getInterfaceBlocks() const { return mInterfaceBlocks; } const std::vector &getUniformBlocks() const { return mUniformBlocks; } const std::vector &getShaderStorageBlocks() const { return mShaderStorageBlocks; } ShHashFunction64 getHashFunction() const { return mResources.HashFunction; } NameMap &getNameMap() { return mNameMap; } TSymbolTable &getSymbolTable() { return mSymbolTable; } ShShaderSpec getShaderSpec() const { return mShaderSpec; } ShShaderOutput getOutputType() const { return mOutputType; } ShBuiltInResources getBuiltInResources() const { return mResources; } const std::string &getBuiltInResourcesString() const { return mBuiltInResourcesString; } bool isHighPrecisionSupported() const; bool shouldRunLoopAndIndexingValidation(const ShCompileOptions &compileOptions) const; bool shouldLimitTypeSizes() const; // Get the resources set by InitBuiltInSymbolTable const ShBuiltInResources &getResources() const; const TPragma &getPragma() const { return mPragma; } int getGeometryShaderMaxVertices() const { return mGeometryShaderMaxVertices; } int getGeometryShaderInvocations() const { return mGeometryShaderInvocations; } TLayoutPrimitiveType getGeometryShaderInputPrimitiveType() const { return mGeometryShaderInputPrimitiveType; } TLayoutPrimitiveType getGeometryShaderOutputPrimitiveType() const { return mGeometryShaderOutputPrimitiveType; } unsigned int getStructSize(const ShaderVariable &var) const; int getTessControlShaderOutputVertices() const { return mTessControlShaderOutputVertices; } TLayoutTessEvaluationType getTessEvaluationShaderInputPrimitiveType() const { return mTessEvaluationShaderInputPrimitiveType; } TLayoutTessEvaluationType getTessEvaluationShaderInputVertexSpacingType() const { return mTessEvaluationShaderInputVertexSpacingType; } TLayoutTessEvaluationType getTessEvaluationShaderInputOrderingType() const { return mTessEvaluationShaderInputOrderingType; } TLayoutTessEvaluationType getTessEvaluationShaderInputPointType() const { return mTessEvaluationShaderInputPointType; } bool hasAnyPreciseType() const { return mHasAnyPreciseType; } AdvancedBlendEquations getAdvancedBlendEquations() const { return mAdvancedBlendEquations; } bool hasPixelLocalStorageUniforms() const { return mHasPixelLocalStorageUniforms; } unsigned int getSharedMemorySize() const; sh::GLenum getShaderType() const { return mShaderType; } // Validate the AST and produce errors if it is inconsistent. bool validateAST(TIntermNode *root); // Some transformations may need to temporarily disable validation until they are complete. A // set of disable/enable helpers are used for this purpose. bool disableValidateFunctionCall(); void restoreValidateFunctionCall(bool enable); bool disableValidateVariableReferences(); void restoreValidateVariableReferences(bool enable); // When the AST is post-processed (such as to determine precise-ness of intermediate nodes), // it's expected to no longer transform. void enableValidateNoMoreTransformations(); protected: // Add emulated functions to the built-in function emulator. virtual void initBuiltInFunctionEmulator(BuiltInFunctionEmulator *emu, const ShCompileOptions &compileOptions) {} // Translate to object code. May generate performance warnings through the diagnostics. [[nodiscard]] virtual bool translate(TIntermBlock *root, const ShCompileOptions &compileOptions, PerformanceDiagnostics *perfDiagnostics) = 0; // Get built-in extensions with default behavior. const TExtensionBehavior &getExtensionBehavior() const; const char *getSourcePath() const; // Relies on collectVariables having been called. bool isVaryingDefined(const char *varyingName); const BuiltInFunctionEmulator &getBuiltInFunctionEmulator() const; virtual bool shouldFlattenPragmaStdglInvariantAll() = 0; virtual bool shouldCollectVariables(const ShCompileOptions &compileOptions); bool wereVariablesCollected() const; std::vector mAttributes; std::vector mOutputVariables; std::vector mUniforms; std::vector mInputVaryings; std::vector mOutputVaryings; std::vector mSharedVariables; std::vector mInterfaceBlocks; std::vector mUniformBlocks; std::vector mShaderStorageBlocks; // Track what should be validated given passes currently applied. ValidateASTOptions mValidateASTOptions; // Specialization constant usage bits SpecConstUsageBits mSpecConstUsageBits; private: // Initialize symbol-table with built-in symbols. bool initBuiltInSymbolTable(const ShBuiltInResources &resources); // Compute the string representation of the built-in resources void setResourceString(); // Return false if the call depth is exceeded. bool checkCallDepth(); // Insert statements to reference all members in unused uniform blocks with standard and shared // layout. This is to work around a Mac driver that treats unused standard/shared // uniform blocks as inactive. [[nodiscard]] bool useAllMembersInUnusedStandardAndSharedBlocks(TIntermBlock *root); // Insert statements to initialize output variables in the beginning of main(). // This is to avoid undefined behaviors. [[nodiscard]] bool initializeOutputVariables(TIntermBlock *root); // Insert gl_Position = vec4(0,0,0,0) to the beginning of main(). // It is to work around a Linux driver bug where missing this causes compile failure // while spec says it is allowed. // This function should only be applied to vertex shaders. [[nodiscard]] bool initializeGLPosition(TIntermBlock *root); // Return true if the maximum expression complexity is below the limit. bool limitExpressionComplexity(TIntermBlock *root); // Creates the function call DAG for further analysis, returning false if there is a recursion bool initCallDag(TIntermNode *root); // Return false if "main" doesn't exist bool tagUsedFunctions(); void internalTagUsedFunction(size_t index); void collectInterfaceBlocks(); bool mVariablesCollected; bool mGLPositionInitialized; // Removes unused function declarations and prototypes from the AST bool pruneUnusedFunctions(TIntermBlock *root); TIntermBlock *compileTreeImpl(const char *const shaderStrings[], size_t numStrings, const ShCompileOptions &compileOptions); // Fetches and stores shader metadata that is not stored within the AST itself, such as shader // version. void setASTMetadata(const TParseContext &parseContext); // Check if shader version meets the requirement. bool checkShaderVersion(TParseContext *parseContext); // Does checks that need to be run after parsing is complete and returns true if they pass. bool checkAndSimplifyAST(TIntermBlock *root, const TParseContext &parseContext, const ShCompileOptions &compileOptions); bool postParseChecks(const TParseContext &parseContext); sh::GLenum mShaderType; ShShaderSpec mShaderSpec; ShShaderOutput mOutputType; CallDAG mCallDag; std::vector mFunctionMetadata; ShBuiltInResources mResources; std::string mBuiltInResourcesString; // Built-in symbol table for the given language, spec, and resources. // It is preserved from compile-to-compile. TSymbolTable mSymbolTable; // Built-in extensions with default behavior. TExtensionBehavior mExtensionBehavior; BuiltInFunctionEmulator mBuiltInFunctionEmulator; // Results of compilation. int mShaderVersion; TInfoSink mInfoSink; // Output sink. TDiagnostics mDiagnostics; const char *mSourcePath; // Path of source file or NULL // Fragment shader early fragment tests bool mEarlyFragmentTestsSpecified; // Fragment shader has the discard instruction bool mHasDiscard; // Whether per-sample shading is enabled by the shader. In OpenGL, this keyword should // implicitly trigger per-sample shading without the API enabling it. bool mEnablesPerSampleShading; // compute shader local group size bool mComputeShaderLocalSizeDeclared; sh::WorkGroupSize mComputeShaderLocalSize; // GL_OVR_multiview num_views. int mNumViews; // geometry shader parameters. int mGeometryShaderMaxVertices; int mGeometryShaderInvocations; TLayoutPrimitiveType mGeometryShaderInputPrimitiveType; TLayoutPrimitiveType mGeometryShaderOutputPrimitiveType; // tesssellation shader parameters int mTessControlShaderOutputVertices; TLayoutTessEvaluationType mTessEvaluationShaderInputPrimitiveType; TLayoutTessEvaluationType mTessEvaluationShaderInputVertexSpacingType; TLayoutTessEvaluationType mTessEvaluationShaderInputOrderingType; TLayoutTessEvaluationType mTessEvaluationShaderInputPointType; bool mHasAnyPreciseType; // advanced blend equation parameters AdvancedBlendEquations mAdvancedBlendEquations; // ANGLE_shader_pixel_local_storage. bool mHasPixelLocalStorageUniforms; // name hashing. NameMap mNameMap; TPragma mPragma; ShCompileOptions mCompileOptions; }; // // This is the interface between the machine independent code // and the machine dependent code. // // The machine dependent code should derive from the classes // above. Then Construct*() and Delete*() will create and // destroy the machine dependent objects, which contain the // above machine independent information. // TCompiler *ConstructCompiler(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output); void DeleteCompiler(TCompiler *); struct ShaderDumpHeader { uint32_t type; uint32_t spec; uint32_t output; uint8_t basicCompileOptions[32]; uint8_t metalCompileOptions[32]; uint8_t plsCompileOptions[32]; uint8_t padding[20]; }; static_assert(sizeof(ShaderDumpHeader) == 128); } // namespace sh #endif // COMPILER_TRANSLATOR_COMPILER_H_