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//
// Copyright 2017 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.
//
// ProgramLinkedResources.h: implements link-time checks for default block uniforms, and generates
// uniform locations. Populates data structures related to uniforms so that they can be stored in
// program state.
#ifndef LIBANGLE_UNIFORMLINKER_H_
#define LIBANGLE_UNIFORMLINKER_H_
#include "angle_gl.h"
#include "common/PackedEnums.h"
#include "common/angleutils.h"
#include "libANGLE/VaryingPacking.h"
#include <functional>
namespace sh
{
class BlockLayoutEncoder;
struct BlockMemberInfo;
struct InterfaceBlock;
struct ShaderVariable;
class BlockEncoderVisitor;
class ShaderVariableVisitor;
struct ShaderVariable;
} // namespace sh
namespace gl
{
struct BufferVariable;
struct Caps;
class Context;
class InfoLog;
struct InterfaceBlock;
enum class LinkMismatchError;
struct LinkedUniform;
class ProgramState;
class ProgramBindings;
class ProgramAliasedBindings;
class Shader;
struct ShaderVariableBuffer;
struct UnusedUniform;
struct VariableLocation;
using AtomicCounterBuffer = ShaderVariableBuffer;
class UniformLinker final : angle::NonCopyable
{
public:
UniformLinker(const ProgramState &state);
~UniformLinker();
bool link(const Caps &caps,
InfoLog &infoLog,
const ProgramAliasedBindings &uniformLocationBindings);
void getResults(std::vector<LinkedUniform> *uniforms,
std::vector<UnusedUniform> *unusedUniforms,
std::vector<VariableLocation> *uniformLocations);
private:
bool validateGraphicsUniforms(InfoLog &infoLog) const;
bool flattenUniformsAndCheckCapsForShader(Shader *shader,
const Caps &caps,
std::vector<LinkedUniform> &samplerUniforms,
std::vector<LinkedUniform> &imageUniforms,
std::vector<LinkedUniform> &atomicCounterUniforms,
std::vector<LinkedUniform> &inputAttachmentUniforms,
std::vector<UnusedUniform> &unusedUniforms,
InfoLog &infoLog);
bool flattenUniformsAndCheckCaps(const Caps &caps, InfoLog &infoLog);
bool checkMaxCombinedAtomicCounters(const Caps &caps, InfoLog &infoLog);
bool indexUniforms(InfoLog &infoLog, const ProgramAliasedBindings &uniformLocationBindings);
bool gatherUniformLocationsAndCheckConflicts(
InfoLog &infoLog,
const ProgramAliasedBindings &uniformLocationBindings,
std::set<GLuint> *ignoredLocations,
int *maxUniformLocation);
void pruneUnusedUniforms();
const ProgramState &mState;
std::vector<LinkedUniform> mUniforms;
std::vector<UnusedUniform> mUnusedUniforms;
std::vector<VariableLocation> mUniformLocations;
};
using GetBlockSizeFunc = std::function<
bool(const std::string &blockName, const std::string &blockMappedName, size_t *sizeOut)>;
using GetBlockMemberInfoFunc = std::function<
bool(const std::string &name, const std::string &mappedName, sh::BlockMemberInfo *infoOut)>;
// This class is intended to be used during the link step to store interface block information.
// It is called by the Impl class during ProgramImpl::link so that it has access to the
// real block size and layout.
class InterfaceBlockLinker : angle::NonCopyable
{
public:
virtual ~InterfaceBlockLinker();
// This is called once per shader stage. It stores a pointer to the block vector, so it's
// important that this class does not persist longer than the duration of Program::link.
void addShaderBlocks(ShaderType shader, const std::vector<sh::InterfaceBlock> *blocks);
// This is called once during a link operation, after all shader blocks are added.
void linkBlocks(const GetBlockSizeFunc &getBlockSize,
const GetBlockMemberInfoFunc &getMemberInfo) const;
protected:
InterfaceBlockLinker();
void init(std::vector<InterfaceBlock> *blocksOut,
std::vector<std::string> *unusedInterfaceBlocksOut);
void defineInterfaceBlock(const GetBlockSizeFunc &getBlockSize,
const GetBlockMemberInfoFunc &getMemberInfo,
const sh::InterfaceBlock &interfaceBlock,
ShaderType shaderType) const;
virtual size_t getCurrentBlockMemberIndex() const = 0;
virtual sh::ShaderVariableVisitor *getVisitor(const GetBlockMemberInfoFunc &getMemberInfo,
const std::string &namePrefix,
const std::string &mappedNamePrefix,
ShaderType shaderType,
int blockIndex) const = 0;
ShaderMap<const std::vector<sh::InterfaceBlock> *> mShaderBlocks = {};
std::vector<InterfaceBlock> *mBlocksOut = nullptr;
std::vector<std::string> *mUnusedInterfaceBlocksOut = nullptr;
};
class UniformBlockLinker final : public InterfaceBlockLinker
{
public:
UniformBlockLinker();
~UniformBlockLinker() override;
void init(std::vector<InterfaceBlock> *blocksOut,
std::vector<LinkedUniform> *uniformsOut,
std::vector<std::string> *unusedInterfaceBlocksOut);
private:
size_t getCurrentBlockMemberIndex() const override;
sh::ShaderVariableVisitor *getVisitor(const GetBlockMemberInfoFunc &getMemberInfo,
const std::string &namePrefix,
const std::string &mappedNamePrefix,
ShaderType shaderType,
int blockIndex) const override;
std::vector<LinkedUniform> *mUniformsOut = nullptr;
};
class ShaderStorageBlockLinker final : public InterfaceBlockLinker
{
public:
ShaderStorageBlockLinker();
~ShaderStorageBlockLinker() override;
void init(std::vector<InterfaceBlock> *blocksOut,
std::vector<BufferVariable> *bufferVariablesOut,
std::vector<std::string> *unusedInterfaceBlocksOut);
private:
size_t getCurrentBlockMemberIndex() const override;
sh::ShaderVariableVisitor *getVisitor(const GetBlockMemberInfoFunc &getMemberInfo,
const std::string &namePrefix,
const std::string &mappedNamePrefix,
ShaderType shaderType,
int blockIndex) const override;
std::vector<BufferVariable> *mBufferVariablesOut = nullptr;
};
class AtomicCounterBufferLinker final : angle::NonCopyable
{
public:
AtomicCounterBufferLinker();
~AtomicCounterBufferLinker();
void init(std::vector<AtomicCounterBuffer> *atomicCounterBuffersOut);
void link(const std::map<int, unsigned int> &sizeMap) const;
private:
std::vector<AtomicCounterBuffer> *mAtomicCounterBuffersOut = nullptr;
};
// The link operation is responsible for finishing the link of uniform and interface blocks.
// This way it can filter out unreferenced resources and still have access to the info.
// TODO(jmadill): Integrate uniform linking/filtering as well as interface blocks.
struct UnusedUniform
{
UnusedUniform(std::string name,
bool isSampler,
bool isImage,
bool isAtomicCounter,
bool isFragmentInOut)
{
this->name = name;
this->isSampler = isSampler;
this->isImage = isImage;
this->isAtomicCounter = isAtomicCounter;
this->isFragmentInOut = isFragmentInOut;
}
std::string name;
bool isSampler;
bool isImage;
bool isAtomicCounter;
bool isFragmentInOut;
};
struct ProgramLinkedResources
{
ProgramLinkedResources();
~ProgramLinkedResources();
void init(std::vector<InterfaceBlock> *uniformBlocksOut,
std::vector<LinkedUniform> *uniformsOut,
std::vector<InterfaceBlock> *shaderStorageBlocksOut,
std::vector<BufferVariable> *bufferVariablesOut,
std::vector<AtomicCounterBuffer> *atomicCounterBuffersOut);
ProgramVaryingPacking varyingPacking;
UniformBlockLinker uniformBlockLinker;
ShaderStorageBlockLinker shaderStorageBlockLinker;
AtomicCounterBufferLinker atomicCounterBufferLinker;
std::vector<UnusedUniform> unusedUniforms;
std::vector<std::string> unusedInterfaceBlocks;
};
class CustomBlockLayoutEncoderFactory : angle::NonCopyable
{
public:
virtual ~CustomBlockLayoutEncoderFactory() {}
virtual sh::BlockLayoutEncoder *makeEncoder() = 0;
};
// Used by the backends in Program*::linkResources to parse interface blocks and provide
// information to ProgramLinkedResources' linkers.
class ProgramLinkedResourcesLinker final : angle::NonCopyable
{
public:
ProgramLinkedResourcesLinker(CustomBlockLayoutEncoderFactory *customEncoderFactory)
: mCustomEncoderFactory(customEncoderFactory)
{}
void linkResources(const ProgramState &programState,
const ProgramLinkedResources &resources) const;
private:
void getAtomicCounterBufferSizeMap(const ProgramState &programState,
std::map<int, unsigned int> &sizeMapOut) const;
CustomBlockLayoutEncoderFactory *mCustomEncoderFactory;
};
bool LinkValidateProgramGlobalNames(InfoLog &infoLog, const HasAttachedShaders &programOrPipeline);
bool LinkValidateShaderInterfaceMatching(const std::vector<sh::ShaderVariable> &outputVaryings,
const std::vector<sh::ShaderVariable> &inputVaryings,
ShaderType frontShaderType,
ShaderType backShaderType,
int frontShaderVersion,
int backShaderVersion,
bool isSeparable,
InfoLog &infoLog);
bool LinkValidateBuiltInVaryingsInvariant(const std::vector<sh::ShaderVariable> &vertexVaryings,
const std::vector<sh::ShaderVariable> &fragmentVaryings,
int vertexShaderVersion,
InfoLog &infoLog);
bool LinkValidateBuiltInVaryings(const std::vector<sh::ShaderVariable> &inputVaryings,
const std::vector<sh::ShaderVariable> &outputVaryings,
ShaderType inputShaderType,
ShaderType outputShaderType,
int inputShaderVersion,
int outputShaderVersion,
InfoLog &infoLog);
LinkMismatchError LinkValidateProgramVariables(const sh::ShaderVariable &variable1,
const sh::ShaderVariable &variable2,
bool validatePrecision,
bool treatVariable1AsNonArray,
bool treatVariable2AsNonArray,
std::string *mismatchedStructOrBlockMemberName);
void AddProgramVariableParentPrefix(const std::string &parentName,
std::string *mismatchedFieldName);
} // namespace gl
#endif // LIBANGLE_UNIFORMLINKER_H_
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