| // |
| // Copyright 2002 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. |
| // |
| |
| // Shader.cpp: Implements the gl::Shader class and its derived classes |
| // VertexShader and FragmentShader. Implements GL shader objects and related |
| // functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section 3.8 page 84. |
| |
| #include "libANGLE/Shader.h" |
| |
| #include <functional> |
| #include <sstream> |
| |
| #include "GLSLANG/ShaderLang.h" |
| #include "common/utilities.h" |
| #include "libANGLE/Caps.h" |
| #include "libANGLE/Compiler.h" |
| #include "libANGLE/Constants.h" |
| #include "libANGLE/Context.h" |
| #include "libANGLE/ResourceManager.h" |
| #include "libANGLE/renderer/GLImplFactory.h" |
| #include "libANGLE/renderer/ShaderImpl.h" |
| #include "platform/FrontendFeatures.h" |
| |
| namespace gl |
| { |
| |
| namespace |
| { |
| template <typename VarT> |
| std::vector<VarT> GetActiveShaderVariables(const std::vector<VarT> *variableList) |
| { |
| ASSERT(variableList); |
| std::vector<VarT> result; |
| for (size_t varIndex = 0; varIndex < variableList->size(); varIndex++) |
| { |
| const VarT &var = variableList->at(varIndex); |
| if (var.active) |
| { |
| result.push_back(var); |
| } |
| } |
| return result; |
| } |
| |
| template <typename VarT> |
| const std::vector<VarT> &GetShaderVariables(const std::vector<VarT> *variableList) |
| { |
| ASSERT(variableList); |
| return *variableList; |
| } |
| |
| } // anonymous namespace |
| |
| // true if varying x has a higher priority in packing than y |
| bool CompareShaderVar(const sh::ShaderVariable &x, const sh::ShaderVariable &y) |
| { |
| if (x.type == y.type) |
| { |
| return x.getArraySizeProduct() > y.getArraySizeProduct(); |
| } |
| |
| // Special case for handling structs: we sort these to the end of the list |
| if (x.type == GL_NONE) |
| { |
| return false; |
| } |
| |
| if (y.type == GL_NONE) |
| { |
| return true; |
| } |
| |
| return gl::VariableSortOrder(x.type) < gl::VariableSortOrder(y.type); |
| } |
| |
| const char *GetShaderTypeString(ShaderType type) |
| { |
| switch (type) |
| { |
| case ShaderType::Vertex: |
| return "VERTEX"; |
| |
| case ShaderType::Fragment: |
| return "FRAGMENT"; |
| |
| case ShaderType::Compute: |
| return "COMPUTE"; |
| |
| case ShaderType::Geometry: |
| return "GEOMETRY"; |
| |
| default: |
| UNREACHABLE(); |
| return ""; |
| } |
| } |
| |
| class ScopedExit final : angle::NonCopyable |
| { |
| public: |
| ScopedExit(std::function<void()> exit) : mExit(exit) {} |
| ~ScopedExit() { mExit(); } |
| |
| private: |
| std::function<void()> mExit; |
| }; |
| |
| struct Shader::CompilingState |
| { |
| std::shared_ptr<rx::WaitableCompileEvent> compileEvent; |
| ShCompilerInstance shCompilerInstance; |
| }; |
| |
| ShaderState::ShaderState(ShaderType shaderType) |
| : mLabel(), |
| mShaderType(shaderType), |
| mShaderVersion(100), |
| mNumViews(-1), |
| mGeometryShaderInvocations(1), |
| mCompileStatus(CompileStatus::NOT_COMPILED) |
| { |
| mLocalSize.fill(-1); |
| } |
| |
| ShaderState::~ShaderState() {} |
| |
| Shader::Shader(ShaderProgramManager *manager, |
| rx::GLImplFactory *implFactory, |
| const gl::Limitations &rendererLimitations, |
| ShaderType type, |
| ShaderProgramID handle) |
| : mState(type), |
| mImplementation(implFactory->createShader(mState)), |
| mRendererLimitations(rendererLimitations), |
| mHandle(handle), |
| mType(type), |
| mRefCount(0), |
| mDeleteStatus(false), |
| mResourceManager(manager), |
| mCurrentMaxComputeWorkGroupInvocations(0u) |
| { |
| ASSERT(mImplementation); |
| } |
| |
| void Shader::onDestroy(const gl::Context *context) |
| { |
| resolveCompile(); |
| mImplementation->destroy(); |
| mBoundCompiler.set(context, nullptr); |
| mImplementation.reset(nullptr); |
| delete this; |
| } |
| |
| Shader::~Shader() |
| { |
| ASSERT(!mImplementation); |
| } |
| |
| void Shader::setLabel(const Context *context, const std::string &label) |
| { |
| mState.mLabel = label; |
| } |
| |
| const std::string &Shader::getLabel() const |
| { |
| return mState.mLabel; |
| } |
| |
| ShaderProgramID Shader::getHandle() const |
| { |
| return mHandle; |
| } |
| |
| void Shader::setSource(GLsizei count, const char *const *string, const GLint *length) |
| { |
| std::ostringstream stream; |
| |
| for (int i = 0; i < count; i++) |
| { |
| if (length == nullptr || length[i] < 0) |
| { |
| stream.write(string[i], strlen(string[i])); |
| } |
| else |
| { |
| stream.write(string[i], length[i]); |
| } |
| } |
| |
| mState.mSource = stream.str(); |
| } |
| |
| int Shader::getInfoLogLength() |
| { |
| resolveCompile(); |
| if (mInfoLog.empty()) |
| { |
| return 0; |
| } |
| |
| return (static_cast<int>(mInfoLog.length()) + 1); |
| } |
| |
| void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) |
| { |
| resolveCompile(); |
| |
| int index = 0; |
| |
| if (bufSize > 0) |
| { |
| index = std::min(bufSize - 1, static_cast<GLsizei>(mInfoLog.length())); |
| memcpy(infoLog, mInfoLog.c_str(), index); |
| |
| infoLog[index] = '\0'; |
| } |
| |
| if (length) |
| { |
| *length = index; |
| } |
| } |
| |
| int Shader::getSourceLength() const |
| { |
| return mState.mSource.empty() ? 0 : (static_cast<int>(mState.mSource.length()) + 1); |
| } |
| |
| int Shader::getTranslatedSourceLength() |
| { |
| resolveCompile(); |
| |
| if (mState.mTranslatedSource.empty()) |
| { |
| return 0; |
| } |
| |
| return (static_cast<int>(mState.mTranslatedSource.length()) + 1); |
| } |
| |
| int Shader::getTranslatedSourceWithDebugInfoLength() |
| { |
| resolveCompile(); |
| |
| const std::string &debugInfo = mImplementation->getDebugInfo(); |
| if (debugInfo.empty()) |
| { |
| return 0; |
| } |
| |
| return (static_cast<int>(debugInfo.length()) + 1); |
| } |
| |
| // static |
| void Shader::GetSourceImpl(const std::string &source, |
| GLsizei bufSize, |
| GLsizei *length, |
| char *buffer) |
| { |
| int index = 0; |
| |
| if (bufSize > 0) |
| { |
| index = std::min(bufSize - 1, static_cast<GLsizei>(source.length())); |
| memcpy(buffer, source.c_str(), index); |
| |
| buffer[index] = '\0'; |
| } |
| |
| if (length) |
| { |
| *length = index; |
| } |
| } |
| |
| void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer) const |
| { |
| GetSourceImpl(mState.mSource, bufSize, length, buffer); |
| } |
| |
| void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) |
| { |
| GetSourceImpl(getTranslatedSource(), bufSize, length, buffer); |
| } |
| |
| const std::string &Shader::getTranslatedSource() |
| { |
| resolveCompile(); |
| return mState.mTranslatedSource; |
| } |
| |
| void Shader::getTranslatedSourceWithDebugInfo(GLsizei bufSize, GLsizei *length, char *buffer) |
| { |
| resolveCompile(); |
| const std::string &debugInfo = mImplementation->getDebugInfo(); |
| GetSourceImpl(debugInfo, bufSize, length, buffer); |
| } |
| |
| void Shader::compile(const Context *context) |
| { |
| resolveCompile(); |
| |
| mState.mTranslatedSource.clear(); |
| mInfoLog.clear(); |
| mState.mShaderVersion = 100; |
| mState.mInputVaryings.clear(); |
| mState.mOutputVaryings.clear(); |
| mState.mUniforms.clear(); |
| mState.mUniformBlocks.clear(); |
| mState.mShaderStorageBlocks.clear(); |
| mState.mActiveAttributes.clear(); |
| mState.mActiveOutputVariables.clear(); |
| mState.mNumViews = -1; |
| mState.mGeometryShaderInputPrimitiveType.reset(); |
| mState.mGeometryShaderOutputPrimitiveType.reset(); |
| mState.mGeometryShaderMaxVertices.reset(); |
| mState.mGeometryShaderInvocations = 1; |
| |
| mState.mCompileStatus = CompileStatus::COMPILE_REQUESTED; |
| mBoundCompiler.set(context, context->getCompiler()); |
| |
| ShCompileOptions options = (SH_OBJECT_CODE | SH_VARIABLES | SH_EMULATE_GL_DRAW_ID | |
| SH_EMULATE_GL_BASE_VERTEX_BASE_INSTANCE); |
| |
| // Add default options to WebGL shaders to prevent unexpected behavior during |
| // compilation. |
| if (context->getExtensions().webglCompatibility) |
| { |
| options |= SH_INIT_GL_POSITION; |
| options |= SH_LIMIT_CALL_STACK_DEPTH; |
| options |= SH_LIMIT_EXPRESSION_COMPLEXITY; |
| options |= SH_ENFORCE_PACKING_RESTRICTIONS; |
| options |= SH_INIT_SHARED_VARIABLES; |
| } |
| |
| // Some targets (eg D3D11 Feature Level 9_3 and below) do not support non-constant loop |
| // indexes in fragment shaders. Shader compilation will fail. To provide a better error |
| // message we can instruct the compiler to pre-validate. |
| if (mRendererLimitations.shadersRequireIndexedLoopValidation) |
| { |
| options |= SH_VALIDATE_LOOP_INDEXING; |
| } |
| |
| if (context->getFrontendFeatures().scalarizeVecAndMatConstructorArgs.enabled) |
| { |
| options |= SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS; |
| } |
| |
| mCurrentMaxComputeWorkGroupInvocations = context->getCaps().maxComputeWorkGroupInvocations; |
| |
| ASSERT(mBoundCompiler.get()); |
| ShCompilerInstance compilerInstance = mBoundCompiler->getInstance(mState.mShaderType); |
| ShHandle compilerHandle = compilerInstance.getHandle(); |
| ASSERT(compilerHandle); |
| mCompilerResourcesString = compilerInstance.getBuiltinResourcesString(); |
| |
| mCompilingState.reset(new CompilingState()); |
| mCompilingState->shCompilerInstance = std::move(compilerInstance); |
| mCompilingState->compileEvent = |
| mImplementation->compile(context, &(mCompilingState->shCompilerInstance), options); |
| } |
| |
| void Shader::resolveCompile() |
| { |
| if (!mState.compilePending()) |
| { |
| return; |
| } |
| |
| ASSERT(mCompilingState.get()); |
| |
| mCompilingState->compileEvent->wait(); |
| |
| mInfoLog += mCompilingState->compileEvent->getInfoLog(); |
| |
| ScopedExit exit([this]() { |
| mBoundCompiler->putInstance(std::move(mCompilingState->shCompilerInstance)); |
| mCompilingState->compileEvent.reset(); |
| mCompilingState.reset(); |
| }); |
| |
| ShHandle compilerHandle = mCompilingState->shCompilerInstance.getHandle(); |
| if (!mCompilingState->compileEvent->getResult()) |
| { |
| mInfoLog += sh::GetInfoLog(compilerHandle); |
| WARN() << std::endl << mInfoLog; |
| mState.mCompileStatus = CompileStatus::NOT_COMPILED; |
| return; |
| } |
| |
| mState.mTranslatedSource = sh::GetObjectCode(compilerHandle); |
| |
| #if !defined(NDEBUG) |
| // Prefix translated shader with commented out un-translated shader. |
| // Useful in diagnostics tools which capture the shader source. |
| std::ostringstream shaderStream; |
| shaderStream << "// GLSL\n"; |
| shaderStream << "//\n"; |
| |
| std::istringstream inputSourceStream(mState.mSource); |
| std::string line; |
| while (std::getline(inputSourceStream, line)) |
| { |
| // Remove null characters from the source line |
| line.erase(std::remove(line.begin(), line.end(), '\0'), line.end()); |
| |
| shaderStream << "// " << line; |
| |
| // glslang complains if a comment ends with backslash |
| if (!line.empty() && line.back() == '\\') |
| { |
| shaderStream << "\\"; |
| } |
| |
| shaderStream << std::endl; |
| } |
| shaderStream << "\n\n"; |
| shaderStream << mState.mTranslatedSource; |
| mState.mTranslatedSource = shaderStream.str(); |
| #endif // !defined(NDEBUG) |
| |
| // Gather the shader information |
| mState.mShaderVersion = sh::GetShaderVersion(compilerHandle); |
| |
| mState.mUniforms = GetShaderVariables(sh::GetUniforms(compilerHandle)); |
| mState.mUniformBlocks = GetShaderVariables(sh::GetUniformBlocks(compilerHandle)); |
| mState.mShaderStorageBlocks = GetShaderVariables(sh::GetShaderStorageBlocks(compilerHandle)); |
| |
| switch (mState.mShaderType) |
| { |
| case ShaderType::Compute: |
| { |
| mState.mLocalSize = sh::GetComputeShaderLocalGroupSize(compilerHandle); |
| if (mState.mLocalSize.isDeclared()) |
| { |
| angle::CheckedNumeric<uint32_t> checked_local_size_product(mState.mLocalSize[0]); |
| checked_local_size_product *= mState.mLocalSize[1]; |
| checked_local_size_product *= mState.mLocalSize[2]; |
| |
| if (!checked_local_size_product.IsValid()) |
| { |
| WARN() << std::endl |
| << "Integer overflow when computing the product of local_size_x, " |
| << "local_size_y and local_size_z."; |
| mState.mCompileStatus = CompileStatus::NOT_COMPILED; |
| return; |
| } |
| if (checked_local_size_product.ValueOrDie() > |
| mCurrentMaxComputeWorkGroupInvocations) |
| { |
| WARN() << std::endl |
| << "The total number of invocations within a work group exceeds " |
| << "MAX_COMPUTE_WORK_GROUP_INVOCATIONS."; |
| mState.mCompileStatus = CompileStatus::NOT_COMPILED; |
| return; |
| } |
| } |
| break; |
| } |
| case ShaderType::Vertex: |
| { |
| mState.mOutputVaryings = GetShaderVariables(sh::GetOutputVaryings(compilerHandle)); |
| mState.mAllAttributes = GetShaderVariables(sh::GetAttributes(compilerHandle)); |
| mState.mActiveAttributes = GetActiveShaderVariables(&mState.mAllAttributes); |
| mState.mNumViews = sh::GetVertexShaderNumViews(compilerHandle); |
| break; |
| } |
| case ShaderType::Fragment: |
| { |
| mState.mAllAttributes = GetShaderVariables(sh::GetAttributes(compilerHandle)); |
| mState.mActiveAttributes = GetActiveShaderVariables(&mState.mAllAttributes); |
| mState.mInputVaryings = GetShaderVariables(sh::GetInputVaryings(compilerHandle)); |
| // TODO(jmadill): Figure out why we only sort in the FS, and if we need to. |
| std::sort(mState.mInputVaryings.begin(), mState.mInputVaryings.end(), CompareShaderVar); |
| mState.mActiveOutputVariables = |
| GetActiveShaderVariables(sh::GetOutputVariables(compilerHandle)); |
| break; |
| } |
| case ShaderType::Geometry: |
| { |
| mState.mInputVaryings = GetShaderVariables(sh::GetInputVaryings(compilerHandle)); |
| mState.mOutputVaryings = GetShaderVariables(sh::GetOutputVaryings(compilerHandle)); |
| |
| if (sh::HasValidGeometryShaderInputPrimitiveType(compilerHandle)) |
| { |
| mState.mGeometryShaderInputPrimitiveType = FromGLenum<PrimitiveMode>( |
| sh::GetGeometryShaderInputPrimitiveType(compilerHandle)); |
| } |
| if (sh::HasValidGeometryShaderOutputPrimitiveType(compilerHandle)) |
| { |
| mState.mGeometryShaderOutputPrimitiveType = FromGLenum<PrimitiveMode>( |
| sh::GetGeometryShaderOutputPrimitiveType(compilerHandle)); |
| } |
| if (sh::HasValidGeometryShaderMaxVertices(compilerHandle)) |
| { |
| mState.mGeometryShaderMaxVertices = |
| sh::GetGeometryShaderMaxVertices(compilerHandle); |
| } |
| mState.mGeometryShaderInvocations = sh::GetGeometryShaderInvocations(compilerHandle); |
| break; |
| } |
| default: |
| UNREACHABLE(); |
| } |
| |
| ASSERT(!mState.mTranslatedSource.empty()); |
| |
| bool success = mCompilingState->compileEvent->postTranslate(&mInfoLog); |
| mState.mCompileStatus = success ? CompileStatus::COMPILED : CompileStatus::NOT_COMPILED; |
| } |
| |
| void Shader::addRef() |
| { |
| mRefCount++; |
| } |
| |
| void Shader::release(const Context *context) |
| { |
| mRefCount--; |
| |
| if (mRefCount == 0 && mDeleteStatus) |
| { |
| mResourceManager->deleteShader(context, mHandle); |
| } |
| } |
| |
| unsigned int Shader::getRefCount() const |
| { |
| return mRefCount; |
| } |
| |
| bool Shader::isFlaggedForDeletion() const |
| { |
| return mDeleteStatus; |
| } |
| |
| void Shader::flagForDeletion() |
| { |
| mDeleteStatus = true; |
| } |
| |
| bool Shader::isCompiled() |
| { |
| resolveCompile(); |
| return mState.mCompileStatus == CompileStatus::COMPILED; |
| } |
| |
| bool Shader::isCompleted() |
| { |
| return (!mState.compilePending() || mCompilingState->compileEvent->isReady()); |
| } |
| |
| int Shader::getShaderVersion() |
| { |
| resolveCompile(); |
| return mState.mShaderVersion; |
| } |
| |
| const std::vector<sh::ShaderVariable> &Shader::getInputVaryings() |
| { |
| resolveCompile(); |
| return mState.getInputVaryings(); |
| } |
| |
| const std::vector<sh::ShaderVariable> &Shader::getOutputVaryings() |
| { |
| resolveCompile(); |
| return mState.getOutputVaryings(); |
| } |
| |
| const std::vector<sh::ShaderVariable> &Shader::getUniforms() |
| { |
| resolveCompile(); |
| return mState.getUniforms(); |
| } |
| |
| const std::vector<sh::InterfaceBlock> &Shader::getUniformBlocks() |
| { |
| resolveCompile(); |
| return mState.getUniformBlocks(); |
| } |
| |
| const std::vector<sh::InterfaceBlock> &Shader::getShaderStorageBlocks() |
| { |
| resolveCompile(); |
| return mState.getShaderStorageBlocks(); |
| } |
| |
| const std::vector<sh::ShaderVariable> &Shader::getActiveAttributes() |
| { |
| resolveCompile(); |
| return mState.getActiveAttributes(); |
| } |
| |
| const std::vector<sh::ShaderVariable> &Shader::getAllAttributes() |
| { |
| resolveCompile(); |
| return mState.getAllAttributes(); |
| } |
| |
| const std::vector<sh::ShaderVariable> &Shader::getActiveOutputVariables() |
| { |
| resolveCompile(); |
| return mState.getActiveOutputVariables(); |
| } |
| |
| std::string Shader::getTransformFeedbackVaryingMappedName(const std::string &tfVaryingName) |
| { |
| // TODO(jiawei.shao@intel.com): support transform feedback on geometry shader. |
| ASSERT(mState.getShaderType() == ShaderType::Vertex || |
| mState.getShaderType() == ShaderType::Geometry); |
| const auto &varyings = getOutputVaryings(); |
| auto bracketPos = tfVaryingName.find("["); |
| if (bracketPos != std::string::npos) |
| { |
| auto tfVaryingBaseName = tfVaryingName.substr(0, bracketPos); |
| for (const auto &varying : varyings) |
| { |
| if (varying.name == tfVaryingBaseName) |
| { |
| std::string mappedNameWithArrayIndex = |
| varying.mappedName + tfVaryingName.substr(bracketPos); |
| return mappedNameWithArrayIndex; |
| } |
| } |
| } |
| else |
| { |
| for (const auto &varying : varyings) |
| { |
| if (varying.name == tfVaryingName) |
| { |
| return varying.mappedName; |
| } |
| else if (varying.isStruct()) |
| { |
| GLuint fieldIndex = 0; |
| const auto *field = FindShaderVarField(varying, tfVaryingName, &fieldIndex); |
| ASSERT(field != nullptr && !field->isStruct() && !field->isArray()); |
| return varying.mappedName + "." + field->mappedName; |
| } |
| } |
| } |
| UNREACHABLE(); |
| return std::string(); |
| } |
| |
| const sh::WorkGroupSize &Shader::getWorkGroupSize() |
| { |
| resolveCompile(); |
| return mState.mLocalSize; |
| } |
| |
| int Shader::getNumViews() |
| { |
| resolveCompile(); |
| return mState.mNumViews; |
| } |
| |
| Optional<PrimitiveMode> Shader::getGeometryShaderInputPrimitiveType() |
| { |
| resolveCompile(); |
| return mState.mGeometryShaderInputPrimitiveType; |
| } |
| |
| Optional<PrimitiveMode> Shader::getGeometryShaderOutputPrimitiveType() |
| { |
| resolveCompile(); |
| return mState.mGeometryShaderOutputPrimitiveType; |
| } |
| |
| int Shader::getGeometryShaderInvocations() |
| { |
| resolveCompile(); |
| return mState.mGeometryShaderInvocations; |
| } |
| |
| Optional<GLint> Shader::getGeometryShaderMaxVertices() |
| { |
| resolveCompile(); |
| return mState.mGeometryShaderMaxVertices; |
| } |
| |
| const std::string &Shader::getCompilerResourcesString() const |
| { |
| return mCompilerResourcesString; |
| } |
| |
| } // namespace gl |