| // |
| // 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/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; |
| |
| ShShaderSpec SelectShaderSpec(GLint majorVersion, |
| GLint minorVersion, |
| bool isWebGL, |
| EGLenum clientType) |
| { |
| // For Desktop GL |
| if (clientType == EGL_OPENGL_API) |
| { |
| return SH_GL_COMPATIBILITY_SPEC; |
| } |
| |
| if (majorVersion >= 3) |
| { |
| if (minorVersion == 1) |
| { |
| return isWebGL ? SH_WEBGL3_SPEC : SH_GLES3_1_SPEC; |
| } |
| else |
| { |
| return isWebGL ? SH_WEBGL2_SPEC : SH_GLES3_SPEC; |
| } |
| } |
| |
| // GLES1 emulation: Use GLES3 shader spec. |
| if (!isWebGL && majorVersion == 1) |
| { |
| return SH_GLES3_SPEC; |
| } |
| |
| return isWebGL ? SH_WEBGL_SPEC : SH_GLES2_SPEC; |
| } |
| |
| } // anonymous namespace |
| |
| Compiler::Compiler(rx::GLImplFactory *implFactory, const State &state) |
| : mImplementation(implFactory->createCompiler()), |
| mSpec(SelectShaderSpec(state.getClientMajorVersion(), |
| state.getClientMinorVersion(), |
| state.getExtensions().webglCompatibility, |
| state.getClientType())), |
| 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); |
| |
| const gl::Caps &caps = state.getCaps(); |
| const gl::Extensions &extensions = state.getExtensions(); |
| |
| if (gActiveCompilers == 0) |
| { |
| sh::Initialize(); |
| } |
| ++gActiveCompilers; |
| |
| 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.standardDerivatives; |
| mResources.EXT_draw_buffers = extensions.drawBuffers; |
| mResources.EXT_shader_texture_lod = extensions.shaderTextureLOD; |
| mResources.OES_EGL_image_external = extensions.eglImageExternal; |
| mResources.OES_EGL_image_external_essl3 = extensions.eglImageExternalEssl3; |
| mResources.NV_EGL_stream_consumer_external = extensions.eglStreamConsumerExternal; |
| mResources.ARB_texture_rectangle = extensions.textureRectangle; |
| mResources.OES_texture_storage_multisample_2d_array = |
| extensions.textureStorageMultisample2DArray; |
| mResources.OES_texture_3D = extensions.texture3DOES; |
| mResources.ANGLE_texture_multisample = extensions.textureMultisample; |
| mResources.ANGLE_multi_draw = extensions.multiDraw; |
| mResources.ANGLE_base_vertex_base_instance = extensions.baseVertexBaseInstance; |
| |
| // TODO: use shader precision caps to determine if high precision is supported? |
| mResources.FragmentPrecisionHigh = 1; |
| mResources.EXT_frag_depth = extensions.fragDepth; |
| |
| // OVR_multiview state |
| mResources.OVR_multiview = extensions.multiview; |
| |
| // OVR_multiview2 state |
| mResources.OVR_multiview2 = extensions.multiview2; |
| mResources.MaxViewsOVR = extensions.maxViews; |
| |
| // EXT_multisampled_render_to_texture |
| mResources.EXT_multisampled_render_to_texture = extensions.multisampledRenderToTexture; |
| |
| // 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.blendFuncExtended; |
| mResources.MaxDualSourceDrawBuffers = extensions.maxDualSourceDrawBuffers; |
| |
| // 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.drawBuffers) |
| { |
| mResources.MaxDrawBuffers = 1; |
| } |
| |
| // Geometry Shader constants |
| mResources.EXT_geometry_shader = extensions.geometryShader; |
| 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]; |
| } |
| |
| Compiler::~Compiler() |
| { |
| 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(); |
| } |
| } |
| |
| 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; |
| } |
| |
| const std::string &ShCompilerInstance::getBuiltinResourcesString() |
| { |
| return sh::GetBuiltInResourcesString(mHandle); |
| } |
| |
| ShShaderOutput ShCompilerInstance::getShaderOutputType() const |
| { |
| return mOutputType; |
| } |
| |
| } // namespace gl |