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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /gfx/angle/checkout/src/libANGLE/Compiler.cpp | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esr
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/Compiler.cpp')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/Compiler.cpp | 422 |
1 files changed, 422 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..a838f27ed6 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/Compiler.cpp @@ -0,0 +1,422 @@ +// +// Copyright 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/Context.h" +#include "libANGLE/Display.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; + +} // anonymous namespace + +Compiler::Compiler(rx::GLImplFactory *implFactory, const State &state, egl::Display *display) + : mImplementation(implFactory->createCompiler()), + mSpec(SelectShaderSpec(state)), + mOutputType(mImplementation->getTranslatorOutputType()), + mResources() +{ + // TODO(http://anglebug.com/3819): Update for GL version specific validation + ASSERT(state.getClientMajorVersion() == 1 || state.getClientMajorVersion() == 2 || + state.getClientMajorVersion() == 3 || state.getClientMajorVersion() == 4); + + { + std::lock_guard<std::mutex> lock(display->getDisplayGlobalMutex()); + if (gActiveCompilers == 0) + { + sh::Initialize(); + } + ++gActiveCompilers; + } + + const Caps &caps = state.getCaps(); + const Extensions &extensions = state.getExtensions(); + + 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.standardDerivativesOES; + mResources.EXT_draw_buffers = extensions.drawBuffersEXT; + mResources.EXT_shader_texture_lod = extensions.shaderTextureLodEXT; + mResources.EXT_shader_non_constant_global_initializers = + extensions.shaderNonConstantGlobalInitializersEXT; + mResources.OES_EGL_image_external = extensions.EGLImageExternalOES; + mResources.OES_EGL_image_external_essl3 = extensions.EGLImageExternalEssl3OES; + mResources.NV_EGL_stream_consumer_external = extensions.EGLStreamConsumerExternalNV; + mResources.NV_shader_noperspective_interpolation = + extensions.shaderNoperspectiveInterpolationNV; + mResources.ARB_texture_rectangle = extensions.textureRectangleANGLE; + mResources.EXT_gpu_shader5 = extensions.gpuShader5EXT; + mResources.OES_shader_io_blocks = extensions.shaderIoBlocksOES; + mResources.EXT_shader_io_blocks = extensions.shaderIoBlocksEXT; + mResources.OES_texture_storage_multisample_2d_array = + extensions.textureStorageMultisample2dArrayOES; + mResources.OES_texture_3D = extensions.texture3DOES; + mResources.ANGLE_base_vertex_base_instance_shader_builtin = + extensions.baseVertexBaseInstanceShaderBuiltinANGLE; + mResources.ANGLE_multi_draw = extensions.multiDrawANGLE; + mResources.ANGLE_shader_pixel_local_storage = extensions.shaderPixelLocalStorageANGLE; + mResources.ANGLE_texture_multisample = extensions.textureMultisampleANGLE; + mResources.APPLE_clip_distance = extensions.clipDistanceAPPLE; + // OES_shader_multisample_interpolation + mResources.OES_shader_multisample_interpolation = extensions.shaderMultisampleInterpolationOES; + mResources.OES_shader_image_atomic = extensions.shaderImageAtomicOES; + // TODO: use shader precision caps to determine if high precision is supported? + mResources.FragmentPrecisionHigh = 1; + mResources.EXT_frag_depth = extensions.fragDepthEXT; + + // OVR_multiview state + mResources.OVR_multiview = extensions.multiviewOVR; + + // OVR_multiview2 state + mResources.OVR_multiview2 = extensions.multiview2OVR; + mResources.MaxViewsOVR = caps.maxViews; + + // EXT_multisampled_render_to_texture and EXT_multisampled_render_to_texture2 + mResources.EXT_multisampled_render_to_texture = extensions.multisampledRenderToTextureEXT; + mResources.EXT_multisampled_render_to_texture2 = extensions.multisampledRenderToTexture2EXT; + + // WEBGL_video_texture + mResources.WEBGL_video_texture = extensions.videoTextureWEBGL; + + // OES_texture_cube_map_array + mResources.OES_texture_cube_map_array = extensions.textureCubeMapArrayOES; + mResources.EXT_texture_cube_map_array = extensions.textureCubeMapArrayEXT; + + // EXT_shadow_samplers + mResources.EXT_shadow_samplers = extensions.shadowSamplersEXT; + + // OES_texture_buffer + mResources.OES_texture_buffer = extensions.textureBufferOES; + mResources.EXT_texture_buffer = extensions.textureBufferEXT; + + // GL_EXT_YUV_target + mResources.EXT_YUV_target = extensions.YUVTargetEXT; + + mResources.EXT_shader_framebuffer_fetch_non_coherent = + extensions.shaderFramebufferFetchNonCoherentEXT; + + mResources.EXT_shader_framebuffer_fetch = extensions.shaderFramebufferFetchEXT; + + // GL_EXT_clip_cull_distance + mResources.EXT_clip_cull_distance = extensions.clipCullDistanceEXT; + + // GL_EXT_primitive_bounding_box + mResources.EXT_primitive_bounding_box = extensions.primitiveBoundingBoxEXT; + + // GL_OES_primitive_bounding_box + mResources.OES_primitive_bounding_box = extensions.primitiveBoundingBoxOES; + + // 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.blendFuncExtendedEXT; + mResources.MaxDualSourceDrawBuffers = caps.maxDualSourceDrawBuffers; + + // APPLE_clip_distance/EXT_clip_cull_distance + mResources.MaxClipDistances = caps.maxClipDistances; + mResources.MaxCullDistances = caps.maxCullDistances; + mResources.MaxCombinedClipAndCullDistances = caps.maxCombinedClipAndCullDistances; + + // ANGLE_shader_pixel_local_storage. + mResources.MaxPixelLocalStoragePlanes = caps.maxPixelLocalStoragePlanes; + mResources.MaxColorAttachmentsWithActivePixelLocalStorage = + caps.maxColorAttachmentsWithActivePixelLocalStorage; + mResources.MaxCombinedDrawBuffersAndPixelLocalStoragePlanes = + caps.maxCombinedDrawBuffersAndPixelLocalStoragePlanes; + + // OES_sample_variables + mResources.OES_sample_variables = extensions.sampleVariablesOES; + mResources.MaxSamples = caps.maxSamples; + + // ANDROID_extension_pack_es31a + mResources.ANDROID_extension_pack_es31a = extensions.extensionPackEs31aANDROID; + + // KHR_blend_equation_advanced + mResources.KHR_blend_equation_advanced = extensions.blendEquationAdvancedKHR; + + // 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.drawBuffersEXT) + { + mResources.MaxDrawBuffers = 1; + } + + // Geometry Shader constants + mResources.EXT_geometry_shader = extensions.geometryShaderEXT; + mResources.OES_geometry_shader = extensions.geometryShaderOES; + 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]; + + // Tessellation Shader constants + mResources.EXT_tessellation_shader = extensions.tessellationShaderEXT; + mResources.MaxTessControlInputComponents = caps.maxTessControlInputComponents; + mResources.MaxTessControlOutputComponents = caps.maxTessControlOutputComponents; + mResources.MaxTessControlTextureImageUnits = + caps.maxShaderTextureImageUnits[ShaderType::TessControl]; + mResources.MaxTessControlUniformComponents = + caps.maxShaderUniformComponents[ShaderType::TessControl]; + mResources.MaxTessControlTotalOutputComponents = caps.maxTessControlTotalOutputComponents; + mResources.MaxTessControlImageUniforms = caps.maxShaderImageUniforms[ShaderType::TessControl]; + mResources.MaxTessControlAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::TessControl]; + mResources.MaxTessControlAtomicCounterBuffers = + caps.maxShaderAtomicCounterBuffers[ShaderType::TessControl]; + + mResources.MaxTessPatchComponents = caps.maxTessPatchComponents; + mResources.MaxPatchVertices = caps.maxPatchVertices; + mResources.MaxTessGenLevel = caps.maxTessGenLevel; + + mResources.MaxTessEvaluationInputComponents = caps.maxTessEvaluationInputComponents; + mResources.MaxTessEvaluationOutputComponents = caps.maxTessEvaluationOutputComponents; + mResources.MaxTessEvaluationTextureImageUnits = + caps.maxShaderTextureImageUnits[ShaderType::TessEvaluation]; + mResources.MaxTessEvaluationUniformComponents = + caps.maxShaderUniformComponents[ShaderType::TessEvaluation]; + mResources.MaxTessEvaluationImageUniforms = + caps.maxShaderImageUniforms[ShaderType::TessEvaluation]; + mResources.MaxTessEvaluationAtomicCounters = + caps.maxShaderAtomicCounters[ShaderType::TessEvaluation]; + mResources.MaxTessEvaluationAtomicCounterBuffers = + caps.maxShaderAtomicCounterBuffers[ShaderType::TessEvaluation]; + + // Subpixel bits. + mResources.SubPixelBits = static_cast<int>(caps.subPixelBits); +} + +Compiler::~Compiler() = default; + +void Compiler::onDestroy(const Context *context) +{ + std::lock_guard<std::mutex> lock(context->getDisplay()->getDisplayGlobalMutex()); + 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(); + } +} + +ShShaderSpec Compiler::SelectShaderSpec(const State &state) +{ + const EGLenum clientType = state.getClientType(); + const EGLint profileMask = state.getProfileMask(); + const GLint majorVersion = state.getClientMajorVersion(); + const GLint minorVersion = state.getClientMinorVersion(); + bool isWebGL = state.isWebGL(); + + // For Desktop GL + if (clientType == EGL_OPENGL_API) + { + if ((profileMask & EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT) != 0) + { + return SH_GL_CORE_SPEC; + } + else + { + return SH_GL_COMPATIBILITY_SPEC; + } + } + + if (majorVersion >= 3) + { + switch (minorVersion) + { + case 2: + ASSERT(!isWebGL); + return SH_GLES3_2_SPEC; + case 1: + return isWebGL ? SH_WEBGL3_SPEC : SH_GLES3_1_SPEC; + case 0: + return isWebGL ? SH_WEBGL2_SPEC : SH_GLES3_SPEC; + default: + UNREACHABLE(); + } + } + + // GLES1 emulation: Use GLES3 shader spec. + if (!isWebGL && majorVersion == 1) + { + return SH_GLES3_SPEC; + } + + return isWebGL ? SH_WEBGL_SPEC : SH_GLES2_SPEC; +} + +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; +} + +ShBuiltInResources ShCompilerInstance::getBuiltInResources() const +{ + return sh::GetBuiltInResources(mHandle); +} + +const std::string &ShCompilerInstance::getBuiltinResourcesString() const +{ + return sh::GetBuiltInResourcesString(mHandle); +} + +ShShaderOutput ShCompilerInstance::getShaderOutputType() const +{ + return mOutputType; +} + +} // namespace gl |