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kc3-lang/angle/src/libGLESv2/ProgramBinary.h

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  • Author : Geoff Lang
    Date : 2014-06-09 15:05:36
    Hash : 04fb89ad
    Message : Generate pixel shader output to match the bound framebuffer. Only generate pixel shader output variables for render targets that are currently bound. Fixes some performance issues with D3D10 cards that were slow to discard unused outputs. Fixed memory leaks in ProgramBinary by refactoring the freeing of the current state into a reset function. BUG=angle:670 Change-Id: I40f83e15724fb9a1a9ae61363a056999f1fa26d2 Reviewed-on: https://chromium-review.googlesource.com/202977 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>

  • src/libGLESv2/ProgramBinary.h
  • //
    // Copyright (c) 2002-2014 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.
    //
    
    // Program.h: Defines the gl::Program class. Implements GL program objects
    // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
    
    #ifndef LIBGLESV2_PROGRAM_BINARY_H_
    #define LIBGLESV2_PROGRAM_BINARY_H_
    
    #include <GLES3/gl3.h>
    #include <GLES3/gl3ext.h>
    #include <GLES2/gl2.h>
    #include <GLES2/gl2ext.h>
    
    #include <string>
    #include <vector>
    
    #include "common/RefCountObject.h"
    #include "angletypes.h"
    #include "common/mathutil.h"
    #include "libGLESv2/Uniform.h"
    #include "libGLESv2/Shader.h"
    #include "libGLESv2/Constants.h"
    #include "libGLESv2/renderer/VertexDataManager.h"
    #include "libGLESv2/DynamicHLSL.h"
    
    namespace rx
    {
    class ShaderExecutable;
    class Renderer;
    struct TranslatedAttribute;
    class UniformStorage;
    }
    
    namespace gl
    {
    class FragmentShader;
    class VertexShader;
    class InfoLog;
    class AttributeBindings;
    class Buffer;
    class Framebuffer;
    
    // Struct used for correlating uniforms/elements of uniform arrays to handles
    struct VariableLocation
    {
        VariableLocation()
        {
        }
    
        VariableLocation(const std::string &name, unsigned int element, unsigned int index);
    
        std::string name;
        unsigned int element;
        unsigned int index;
    };
    
    struct LinkedVarying
    {
        LinkedVarying();
        LinkedVarying(const std::string &name, GLenum type, GLsizei size, const std::string &semanticName,
                      unsigned int semanticIndex, unsigned int semanticIndexCount);
    
        // Original GL name
        std::string name;
    
        GLenum type;
        GLsizei size;
    
        // DirectX semantic information
        std::string semanticName;
        unsigned int semanticIndex;
        unsigned int semanticIndexCount;
    };
    
    // This is the result of linking a program. It is the state that would be passed to ProgramBinary.
    class ProgramBinary : public RefCountObject
    {
      public:
        explicit ProgramBinary(rx::Renderer *renderer);
        ~ProgramBinary();
    
        rx::ShaderExecutable *getPixelExecutableForFramebuffer(const Framebuffer *fbo);
        rx::ShaderExecutable *getPixelExecutableForOutputLayout(const std::vector<GLenum> &outputLayout);
        rx::ShaderExecutable *getVertexExecutableForInputLayout(const VertexFormat inputLayout[MAX_VERTEX_ATTRIBS]);
        rx::ShaderExecutable *getGeometryExecutable() const;
    
        GLuint getAttributeLocation(const char *name);
        int getSemanticIndex(int attributeIndex);
    
        GLint getSamplerMapping(SamplerType type, unsigned int samplerIndex);
        TextureType getSamplerTextureType(SamplerType type, unsigned int samplerIndex);
        GLint getUsedSamplerRange(SamplerType type);
        bool usesPointSize() const;
        bool usesPointSpriteEmulation() const;
        bool usesGeometryShader() const;
    
        GLint getUniformLocation(std::string name);
        GLuint getUniformIndex(std::string name);
        GLuint getUniformBlockIndex(std::string name);
        void setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
        void setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
        void setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
        void setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
        void setUniform1iv(GLint location, GLsizei count, const GLint *v);
        void setUniform2iv(GLint location, GLsizei count, const GLint *v);
        void setUniform3iv(GLint location, GLsizei count, const GLint *v);
        void setUniform4iv(GLint location, GLsizei count, const GLint *v);
        void setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
        void setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
        void setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
        void setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
        void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    
        bool getUniformfv(GLint location, GLsizei *bufSize, GLfloat *params);
        bool getUniformiv(GLint location, GLsizei *bufSize, GLint *params);
        bool getUniformuiv(GLint location, GLsizei *bufSize, GLuint *params);
    
        void dirtyAllUniforms();
        void applyUniforms();
        bool applyUniformBuffers(const std::vector<Buffer*> boundBuffers);
    
        bool load(InfoLog &infoLog, const void *binary, GLsizei length);
        bool save(void* binary, GLsizei bufSize, GLsizei *length);
        GLint getLength();
    
        bool link(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader,
                  const std::vector<std::string>& transformFeedbackVaryings, GLenum transformFeedbackBufferMode);
        void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders);
    
        void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
        GLint getActiveAttributeCount() const;
        GLint getActiveAttributeMaxLength() const;
    
        void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
        GLint getActiveUniformCount() const;
        GLint getActiveUniformMaxLength() const;
        GLint getActiveUniformi(GLuint index, GLenum pname) const;
        bool isValidUniformLocation(GLint location) const;
        LinkedUniform *getUniformByLocation(GLint location) const;
    
        void getActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const;
        void getActiveUniformBlockiv(GLuint uniformBlockIndex, GLenum pname, GLint *params) const;
        GLuint getActiveUniformBlockCount() const;
        GLuint getActiveUniformBlockMaxLength() const;
        UniformBlock *getUniformBlockByIndex(GLuint blockIndex);
    
        GLint getFragDataLocation(const char *name) const;
    
        size_t getTransformFeedbackVaryingCount() const;
        const LinkedVarying &getTransformFeedbackVarying(size_t idx) const;
        GLenum getTransformFeedbackBufferMode() const;
    
        void validate(InfoLog &infoLog);
        bool validateSamplers(InfoLog *infoLog);
        bool isValidated() const;
    
        unsigned int getSerial() const;
        int getShaderVersion() const;
    
        void initAttributesByLayout();
        void sortAttributesByLayout(rx::TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS], int sortedSemanticIndices[MAX_VERTEX_ATTRIBS]) const;
    
        const std::vector<LinkedUniform*> &getUniforms() const { return mUniforms; }
        const rx::UniformStorage &getVertexUniformStorage() const { return *mVertexUniformStorage; }
        const rx::UniformStorage &getFragmentUniformStorage() const { return *mFragmentUniformStorage; }
    
      private:
        DISALLOW_COPY_AND_ASSIGN(ProgramBinary);
    
        void reset();
    
        bool linkVaryings(InfoLog &infoLog, FragmentShader *fragmentShader, VertexShader *vertexShader);
        bool linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader);
    
        typedef std::vector<BlockMemberInfo>::const_iterator BlockInfoItr;
    
        template <class ShaderVarType>
        bool linkValidateFields(InfoLog &infoLog, const std::string &varName, const ShaderVarType &vertexVar, const ShaderVarType &fragmentVar);
        bool linkValidateVariablesBase(InfoLog &infoLog, const std::string &variableName, const ShaderVariable &vertexVariable, const ShaderVariable &fragmentVariable, bool validatePrecision);
    
        bool linkValidateVariables(InfoLog &infoLog, const std::string &uniformName, const Uniform &vertexUniform, const Uniform &fragmentUniform);
        bool linkValidateVariables(InfoLog &infoLog, const std::string &varyingName, const Varying &vertexVarying, const Varying &fragmentVarying);
        bool linkValidateVariables(InfoLog &infoLog, const std::string &uniformName, const InterfaceBlockField &vertexUniform, const InterfaceBlockField &fragmentUniform);
        bool linkUniforms(InfoLog &infoLog, const std::vector<Uniform> &vertexUniforms, const std::vector<Uniform> &fragmentUniforms);
        bool defineUniform(GLenum shader, const Uniform &constant, InfoLog &infoLog);
        bool areMatchingInterfaceBlocks(InfoLog &infoLog, const InterfaceBlock &vertexInterfaceBlock, const InterfaceBlock &fragmentInterfaceBlock);
        bool linkUniformBlocks(InfoLog &infoLog, const std::vector<InterfaceBlock> &vertexUniformBlocks, const std::vector<InterfaceBlock> &fragmentUniformBlocks);
        bool gatherTransformFeedbackLinkedVaryings(InfoLog &infoLog, const std::vector<LinkedVarying> &linkedVaryings,
                                                   const std::vector<std::string> &transformFeedbackVaryingNames,
                                                   GLenum transformFeedbackBufferMode,
                                                   std::vector<LinkedVarying> *outTransformFeedbackLinkedVaryings) const;
        void defineUniformBlockMembers(const std::vector<InterfaceBlockField> &fields, const std::string &prefix, int blockIndex, BlockInfoItr *blockInfoItr, std::vector<unsigned int> *blockUniformIndexes);
        bool defineUniformBlock(InfoLog &infoLog, GLenum shader, const InterfaceBlock &interfaceBlock);
        bool assignUniformBlockRegister(InfoLog &infoLog, UniformBlock *uniformBlock, GLenum shader, unsigned int registerIndex);
        void defineOutputVariables(FragmentShader *fragmentShader);
        void initializeUniformStorage();
    
        template <typename T>
        void setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType);
    
        template <int cols, int rows>
        void setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType);
    
        template <typename T>
        bool getUniformv(GLint location, GLsizei *bufSize, T *params, GLenum uniformType);
    
        static TextureType getTextureType(GLenum samplerType, InfoLog &infoLog);
    
        class VertexExecutable
        {
          public:
            VertexExecutable(const VertexFormat inputLayout[MAX_VERTEX_ATTRIBS],
                             const GLenum signature[MAX_VERTEX_ATTRIBS],
                             rx::ShaderExecutable *shaderExecutable);
            ~VertexExecutable();
    
            bool matchesSignature(const GLenum convertedLayout[MAX_VERTEX_ATTRIBS]) const;
    
            const VertexFormat *inputs() const { return mInputs; }
            const GLenum *signature() const { return mSignature; }
            rx::ShaderExecutable *shaderExecutable() const { return mShaderExecutable; }
    
          private:
            VertexFormat mInputs[MAX_VERTEX_ATTRIBS];
            GLenum mSignature[MAX_VERTEX_ATTRIBS];
            rx::ShaderExecutable *mShaderExecutable;
        };
    
        class PixelExecutable
        {
          public:
            PixelExecutable(const std::vector<GLenum> &outputSignature, rx::ShaderExecutable *shaderExecutable);
            ~PixelExecutable();
    
            bool matchesSignature(const std::vector<GLenum> &signature) const { return mOutputSignature == signature; }
            const std::vector<GLenum> &outputSignature() const { return mOutputSignature; }
            rx::ShaderExecutable *shaderExecutable() const { return mShaderExecutable; }
    
          private:
            std::vector<GLenum> mOutputSignature;
            rx::ShaderExecutable *mShaderExecutable;
        };
    
        rx::Renderer *const mRenderer;
        DynamicHLSL *mDynamicHLSL;
    
        std::string mVertexHLSL;
        rx::D3DWorkaroundType mVertexWorkarounds;
        std::vector<VertexExecutable *> mVertexExecutables;
    
        std::string mPixelHLSL;
        rx::D3DWorkaroundType mPixelWorkarounds;
        bool mUsesFragDepth;
        std::vector<PixelShaderOuputVariable> mPixelShaderKey;
        std::vector<PixelExecutable *> mPixelExecutables;
    
        rx::ShaderExecutable *mGeometryExecutable;
    
        Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS];
        Attribute mShaderAttributes[MAX_VERTEX_ATTRIBS];
        int mSemanticIndex[MAX_VERTEX_ATTRIBS];
        int mAttributesByLayout[MAX_VERTEX_ATTRIBS];
    
        GLenum mTransformFeedbackBufferMode;
        std::vector<LinkedVarying> mTransformFeedbackLinkedVaryings;
    
        struct Sampler
        {
            Sampler();
    
            bool active;
            GLint logicalTextureUnit;
            TextureType textureType;
        };
    
        Sampler mSamplersPS[MAX_TEXTURE_IMAGE_UNITS];
        Sampler mSamplersVS[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
        GLuint mUsedVertexSamplerRange;
        GLuint mUsedPixelSamplerRange;
        bool mUsesPointSize;
        int mShaderVersion;
    
        std::vector<LinkedUniform*> mUniforms;
        std::vector<UniformBlock*> mUniformBlocks;
        std::vector<VariableLocation> mUniformIndex;
        std::map<int, VariableLocation> mOutputVariables;
        rx::UniformStorage *mVertexUniformStorage;
        rx::UniformStorage *mFragmentUniformStorage;
    
        bool mValidated;
    
        const unsigned int mSerial;
    
        static unsigned int issueSerial();
        static unsigned int mCurrentSerial;
    };
    
    }
    
    #endif   // LIBGLESV2_PROGRAM_BINARY_H_