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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 09:22:09 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 09:22:09 +0000
commit43a97878ce14b72f0981164f87f2e35e14151312 (patch)
tree620249daf56c0258faa40cbdcf9cfba06de2a846 /gfx/angle/checkout/src/libANGLE/renderer/d3d/ShaderD3D.cpp
parentInitial commit. (diff)
downloadfirefox-43a97878ce14b72f0981164f87f2e35e14151312.tar.xz
firefox-43a97878ce14b72f0981164f87f2e35e14151312.zip
Adding upstream version 110.0.1.upstream/110.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/renderer/d3d/ShaderD3D.cpp')
-rw-r--r--gfx/angle/checkout/src/libANGLE/renderer/d3d/ShaderD3D.cpp384
1 files changed, 384 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/ShaderD3D.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/ShaderD3D.cpp
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+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/ShaderD3D.cpp
@@ -0,0 +1,384 @@
+//
+// 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.
+//
+
+// ShaderD3D.cpp: Defines the rx::ShaderD3D class which implements rx::ShaderImpl.
+
+#include "libANGLE/renderer/d3d/ShaderD3D.h"
+
+#include "common/utilities.h"
+#include "libANGLE/Caps.h"
+#include "libANGLE/Compiler.h"
+#include "libANGLE/Context.h"
+#include "libANGLE/Shader.h"
+#include "libANGLE/features.h"
+#include "libANGLE/renderer/d3d/ProgramD3D.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+#include "libANGLE/trace.h"
+
+namespace rx
+{
+
+class TranslateTaskD3D : public angle::Closure
+{
+ public:
+ TranslateTaskD3D(ShHandle handle,
+ ShCompileOptions options,
+ const std::string &source,
+ const std::string &sourcePath)
+ : mHandle(handle),
+ mOptions(options),
+ mSource(source),
+ mSourcePath(sourcePath),
+ mResult(false)
+ {}
+
+ void operator()() override
+ {
+ ANGLE_TRACE_EVENT1("gpu.angle", "TranslateTask::run", "source", mSource);
+ std::vector<const char *> srcStrings;
+ if (!mSourcePath.empty())
+ {
+ srcStrings.push_back(mSourcePath.c_str());
+ }
+ srcStrings.push_back(mSource.c_str());
+
+ mResult = sh::Compile(mHandle, &srcStrings[0], srcStrings.size(), mOptions);
+ }
+
+ bool getResult() { return mResult; }
+
+ private:
+ ShHandle mHandle;
+ ShCompileOptions mOptions;
+ std::string mSource;
+ std::string mSourcePath;
+ bool mResult;
+};
+
+using PostTranslateFunctor =
+ std::function<bool(gl::ShCompilerInstance *compiler, std::string *infoLog)>;
+
+class WaitableCompileEventD3D final : public WaitableCompileEvent
+{
+ public:
+ WaitableCompileEventD3D(std::shared_ptr<angle::WaitableEvent> waitableEvent,
+ gl::ShCompilerInstance *compilerInstance,
+ PostTranslateFunctor &&postTranslateFunctor,
+ std::shared_ptr<TranslateTaskD3D> translateTask)
+ : WaitableCompileEvent(waitableEvent),
+ mCompilerInstance(compilerInstance),
+ mPostTranslateFunctor(std::move(postTranslateFunctor)),
+ mTranslateTask(translateTask)
+ {}
+
+ bool getResult() override { return mTranslateTask->getResult(); }
+
+ bool postTranslate(std::string *infoLog) override
+ {
+ return mPostTranslateFunctor(mCompilerInstance, infoLog);
+ }
+
+ private:
+ gl::ShCompilerInstance *mCompilerInstance;
+ PostTranslateFunctor mPostTranslateFunctor;
+ std::shared_ptr<TranslateTaskD3D> mTranslateTask;
+};
+
+ShaderD3D::ShaderD3D(const gl::ShaderState &state,
+ const angle::FeaturesD3D &features,
+ const gl::Extensions &extensions)
+ : ShaderImpl(state), mAdditionalOptions(0)
+{
+ uncompile();
+
+ if (features.expandIntegerPowExpressions.enabled)
+ {
+ mAdditionalOptions |= SH_EXPAND_SELECT_HLSL_INTEGER_POW_EXPRESSIONS;
+ }
+
+ if (features.getDimensionsIgnoresBaseLevel.enabled)
+ {
+ mAdditionalOptions |= SH_HLSL_GET_DIMENSIONS_IGNORES_BASE_LEVEL;
+ }
+
+ if (features.preAddTexelFetchOffsets.enabled)
+ {
+ mAdditionalOptions |= SH_REWRITE_TEXELFETCHOFFSET_TO_TEXELFETCH;
+ }
+ if (features.rewriteUnaryMinusOperator.enabled)
+ {
+ mAdditionalOptions |= SH_REWRITE_INTEGER_UNARY_MINUS_OPERATOR;
+ }
+ if (features.emulateIsnanFloat.enabled)
+ {
+ mAdditionalOptions |= SH_EMULATE_ISNAN_FLOAT_FUNCTION;
+ }
+ if (features.skipVSConstantRegisterZero.enabled &&
+ mState.getShaderType() == gl::ShaderType::Vertex)
+ {
+ mAdditionalOptions |= SH_SKIP_D3D_CONSTANT_REGISTER_ZERO;
+ }
+ if (features.forceAtomicValueResolution.enabled)
+ {
+ mAdditionalOptions |= SH_FORCE_ATOMIC_VALUE_RESOLUTION;
+ }
+ if (features.allowTranslateUniformBlockToStructuredBuffer.enabled)
+ {
+ mAdditionalOptions |= SH_ALLOW_TRANSLATE_UNIFORM_BLOCK_TO_STRUCTUREDBUFFER;
+ }
+ if (extensions.multiview || extensions.multiview2)
+ {
+ mAdditionalOptions |= SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW;
+ }
+}
+
+ShaderD3D::~ShaderD3D() {}
+
+std::string ShaderD3D::getDebugInfo() const
+{
+ if (mDebugInfo.empty())
+ {
+ return "";
+ }
+
+ return mDebugInfo + std::string("\n// ") + gl::GetShaderTypeString(mState.getShaderType()) +
+ " SHADER END\n";
+}
+
+// initialize/clean up previous state
+void ShaderD3D::uncompile()
+{
+ // set by compileToHLSL
+ mCompilerOutputType = SH_ESSL_OUTPUT;
+
+ mUsesMultipleRenderTargets = false;
+ mUsesFragColor = false;
+ mUsesFragData = false;
+ mUsesSecondaryColor = false;
+ mUsesFragCoord = false;
+ mUsesFrontFacing = false;
+ mUsesHelperInvocation = false;
+ mUsesPointSize = false;
+ mUsesPointCoord = false;
+ mUsesDepthRange = false;
+ mUsesFragDepth = false;
+ mHasANGLEMultiviewEnabled = false;
+ mUsesVertexID = false;
+ mUsesViewID = false;
+ mUsesDiscardRewriting = false;
+ mUsesNestedBreak = false;
+ mRequiresIEEEStrictCompiling = false;
+
+ mDebugInfo.clear();
+}
+
+void ShaderD3D::generateWorkarounds(angle::CompilerWorkaroundsD3D *workarounds) const
+{
+ if (mUsesDiscardRewriting)
+ {
+ // ANGLE issue 486:
+ // Work-around a D3D9 compiler bug that presents itself when using conditional discard, by
+ // disabling optimization
+ workarounds->skipOptimization = true;
+ }
+ else if (mUsesNestedBreak)
+ {
+ // ANGLE issue 603:
+ // Work-around a D3D9 compiler bug that presents itself when using break in a nested loop,
+ // by maximizing optimization We want to keep the use of
+ // ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION minimal to prevent hangs, so usesDiscard takes
+ // precedence
+ workarounds->useMaxOptimization = true;
+ }
+
+ if (mRequiresIEEEStrictCompiling)
+ {
+ // IEEE Strictness for D3D compiler needs to be enabled for NaNs to work.
+ workarounds->enableIEEEStrictness = true;
+ }
+}
+
+unsigned int ShaderD3D::getUniformRegister(const std::string &uniformName) const
+{
+ ASSERT(mUniformRegisterMap.count(uniformName) > 0);
+ return mUniformRegisterMap.find(uniformName)->second;
+}
+
+unsigned int ShaderD3D::getUniformBlockRegister(const std::string &blockName) const
+{
+ ASSERT(mUniformBlockRegisterMap.count(blockName) > 0);
+ return mUniformBlockRegisterMap.find(blockName)->second;
+}
+
+bool ShaderD3D::shouldUniformBlockUseStructuredBuffer(const std::string &blockName) const
+{
+ ASSERT(mUniformBlockUseStructuredBufferMap.count(blockName) > 0);
+ return mUniformBlockUseStructuredBufferMap.find(blockName)->second;
+}
+
+unsigned int ShaderD3D::getShaderStorageBlockRegister(const std::string &blockName) const
+{
+ ASSERT(mShaderStorageBlockRegisterMap.count(blockName) > 0);
+ return mShaderStorageBlockRegisterMap.find(blockName)->second;
+}
+
+ShShaderOutput ShaderD3D::getCompilerOutputType() const
+{
+ return mCompilerOutputType;
+}
+
+bool ShaderD3D::useImage2DFunction(const std::string &functionName) const
+{
+ if (mUsedImage2DFunctionNames.empty())
+ {
+ return false;
+ }
+
+ return mUsedImage2DFunctionNames.find(functionName) != mUsedImage2DFunctionNames.end();
+}
+
+const std::set<std::string> &ShaderD3D::getSlowCompilingUniformBlockSet() const
+{
+ return mSlowCompilingUniformBlockSet;
+}
+
+const std::map<std::string, unsigned int> &GetUniformRegisterMap(
+ const std::map<std::string, unsigned int> *uniformRegisterMap)
+{
+ ASSERT(uniformRegisterMap);
+ return *uniformRegisterMap;
+}
+
+const std::set<std::string> &GetSlowCompilingUniformBlockSet(
+ const std::set<std::string> *slowCompilingUniformBlockSet)
+{
+ ASSERT(slowCompilingUniformBlockSet);
+ return *slowCompilingUniformBlockSet;
+}
+
+const std::set<std::string> &GetUsedImage2DFunctionNames(
+ const std::set<std::string> *usedImage2DFunctionNames)
+{
+ ASSERT(usedImage2DFunctionNames);
+ return *usedImage2DFunctionNames;
+}
+
+std::shared_ptr<WaitableCompileEvent> ShaderD3D::compile(const gl::Context *context,
+ gl::ShCompilerInstance *compilerInstance,
+ ShCompileOptions options)
+{
+ std::string sourcePath;
+ uncompile();
+
+ ShCompileOptions additionalOptions = 0;
+
+ const std::string &source = mState.getSource();
+
+#if !defined(ANGLE_ENABLE_WINDOWS_UWP)
+ if (gl::DebugAnnotationsActive())
+ {
+ sourcePath = getTempPath();
+ writeFile(sourcePath.c_str(), source.c_str(), source.length());
+ additionalOptions |= SH_LINE_DIRECTIVES | SH_SOURCE_PATH;
+ }
+#endif
+
+ additionalOptions |= mAdditionalOptions;
+
+ options |= additionalOptions;
+
+ auto postTranslateFunctor = [this](gl::ShCompilerInstance *compiler, std::string *infoLog) {
+ // TODO(jmadill): We shouldn't need to cache this.
+ mCompilerOutputType = compiler->getShaderOutputType();
+
+ const std::string &translatedSource = mState.getTranslatedSource();
+
+ mUsesMultipleRenderTargets = translatedSource.find("GL_USES_MRT") != std::string::npos;
+ mUsesFragColor = translatedSource.find("GL_USES_FRAG_COLOR") != std::string::npos;
+ mUsesFragData = translatedSource.find("GL_USES_FRAG_DATA") != std::string::npos;
+ mUsesSecondaryColor = translatedSource.find("GL_USES_SECONDARY_COLOR") != std::string::npos;
+ mUsesFragCoord = translatedSource.find("GL_USES_FRAG_COORD") != std::string::npos;
+ mUsesFrontFacing = translatedSource.find("GL_USES_FRONT_FACING") != std::string::npos;
+ mUsesHelperInvocation =
+ translatedSource.find("GL_USES_HELPER_INVOCATION") != std::string::npos;
+ mUsesPointSize = translatedSource.find("GL_USES_POINT_SIZE") != std::string::npos;
+ mUsesPointCoord = translatedSource.find("GL_USES_POINT_COORD") != std::string::npos;
+ mUsesDepthRange = translatedSource.find("GL_USES_DEPTH_RANGE") != std::string::npos;
+ mUsesFragDepth = translatedSource.find("GL_USES_FRAG_DEPTH") != std::string::npos;
+ mHasANGLEMultiviewEnabled =
+ translatedSource.find("GL_ANGLE_MULTIVIEW_ENABLED") != std::string::npos;
+ mUsesVertexID = translatedSource.find("GL_USES_VERTEX_ID") != std::string::npos;
+ mUsesViewID = translatedSource.find("GL_USES_VIEW_ID") != std::string::npos;
+ mUsesDiscardRewriting =
+ translatedSource.find("ANGLE_USES_DISCARD_REWRITING") != std::string::npos;
+ mUsesNestedBreak = translatedSource.find("ANGLE_USES_NESTED_BREAK") != std::string::npos;
+ mRequiresIEEEStrictCompiling =
+ translatedSource.find("ANGLE_REQUIRES_IEEE_STRICT_COMPILING") != std::string::npos;
+
+ ShHandle compilerHandle = compiler->getHandle();
+
+ mUniformRegisterMap = GetUniformRegisterMap(sh::GetUniformRegisterMap(compilerHandle));
+ mReadonlyImage2DRegisterIndex = sh::GetReadonlyImage2DRegisterIndex(compilerHandle);
+ mImage2DRegisterIndex = sh::GetImage2DRegisterIndex(compilerHandle);
+ mUsedImage2DFunctionNames =
+ GetUsedImage2DFunctionNames(sh::GetUsedImage2DFunctionNames(compilerHandle));
+
+ for (const sh::InterfaceBlock &interfaceBlock : mState.getUniformBlocks())
+ {
+ if (interfaceBlock.active)
+ {
+ unsigned int index = static_cast<unsigned int>(-1);
+ bool blockRegisterResult =
+ sh::GetUniformBlockRegister(compilerHandle, interfaceBlock.name, &index);
+ ASSERT(blockRegisterResult);
+ bool useStructuredBuffer =
+ sh::ShouldUniformBlockUseStructuredBuffer(compilerHandle, interfaceBlock.name);
+
+ mUniformBlockRegisterMap[interfaceBlock.name] = index;
+ mUniformBlockUseStructuredBufferMap[interfaceBlock.name] = useStructuredBuffer;
+ }
+ }
+
+ mSlowCompilingUniformBlockSet =
+ GetSlowCompilingUniformBlockSet(sh::GetSlowCompilingUniformBlockSet(compilerHandle));
+
+ for (const sh::InterfaceBlock &interfaceBlock : mState.getShaderStorageBlocks())
+ {
+ if (interfaceBlock.active)
+ {
+ unsigned int index = static_cast<unsigned int>(-1);
+ bool blockRegisterResult =
+ sh::GetShaderStorageBlockRegister(compilerHandle, interfaceBlock.name, &index);
+ ASSERT(blockRegisterResult);
+
+ mShaderStorageBlockRegisterMap[interfaceBlock.name] = index;
+ }
+ }
+
+ mDebugInfo += std::string("// ") + gl::GetShaderTypeString(mState.getShaderType()) +
+ " SHADER BEGIN\n";
+ mDebugInfo += "\n// GLSL BEGIN\n\n" + mState.getSource() + "\n\n// GLSL END\n\n\n";
+ mDebugInfo +=
+ "// INITIAL HLSL BEGIN\n\n" + translatedSource + "\n// INITIAL HLSL END\n\n\n";
+ // Successive steps will append more info
+ return true;
+ };
+
+ auto workerThreadPool = context->getWorkerThreadPool();
+ auto translateTask = std::make_shared<TranslateTaskD3D>(compilerInstance->getHandle(), options,
+ source, sourcePath);
+
+ return std::make_shared<WaitableCompileEventD3D>(
+ angle::WorkerThreadPool::PostWorkerTask(workerThreadPool, translateTask), compilerInstance,
+ std::move(postTranslateFunctor), translateTask);
+}
+
+bool ShaderD3D::hasUniform(const std::string &name) const
+{
+ return mUniformRegisterMap.find(name) != mUniformRegisterMap.end();
+}
+
+} // namespace rx