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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:22:09 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:22:09 +0000 |
commit | 43a97878ce14b72f0981164f87f2e35e14151312 (patch) | |
tree | 620249daf56c0258faa40cbdcf9cfba06de2a846 /gfx/angle/checkout/src/libANGLE/renderer/d3d/ShaderD3D.cpp | |
parent | Initial commit. (diff) | |
download | firefox-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.cpp | 384 |
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 new file mode 100644 index 0000000000..f91bd687fb --- /dev/null +++ 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 |