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kc3-lang/angle/src/libGLESv2/Shader.cpp

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  • Author : Jamie Madill
    Date : 2014-05-27 12:56:01
    Hash : 68fe74aa
    Message : Add a compiler query for the translator output type. This is useful for determining if we are compiling to a D3D9 or D3D11 shader outside of the internal translator classes. BUG=angle:656 Change-Id: Ib1c1d3de569edaa2b65c24c09d05aa4dd229d3e4 Reviewed-on: https://chromium-review.googlesource.com/201564 Reviewed-by: Nicolas Capens <nicolascapens@chromium.org> Reviewed-by: Shannon Woods <shannonwoods@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>

  • src/libGLESv2/Shader.cpp
  • #include "precompiled.h"
    //
    // Copyright (c) 2002-2013 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 "libGLESv2/Shader.h"
    
    #include "GLSLANG/ShaderLang.h"
    #include "common/utilities.h"
    #include "libGLESv2/renderer/Renderer.h"
    #include "libGLESv2/Constants.h"
    #include "libGLESv2/ResourceManager.h"
    
    namespace gl
    {
    void *Shader::mFragmentCompiler = NULL;
    void *Shader::mVertexCompiler = NULL;
    
    Shader::Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
        : mHandle(handle), mRenderer(renderer), mResourceManager(manager)
    {
        uncompile();
        initializeCompiler();
    
        mRefCount = 0;
        mDeleteStatus = false;
        mShaderVersion = 100;
    }
    
    Shader::~Shader()
    {
    }
    
    GLuint 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++)
        {
            stream << string[i];
        }
    
        mSource = stream.str();
    }
    
    int Shader::getInfoLogLength() const
    {
        return mInfoLog.empty() ? 0 : (mInfoLog.length() + 1);
    }
    
    void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const
    {
        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 mSource.empty() ? 0 : (mSource.length() + 1);
    }
    
    int Shader::getTranslatedSourceLength() const
    {
        return mHlsl.empty() ? 0 : (mHlsl.length() + 1);
    }
    
    void Shader::getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer) const
    {
        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(mSource, bufSize, length, buffer);
    }
    
    void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const
    {
        getSourceImpl(mHlsl, bufSize, length, buffer);
    }
    
    const std::vector<Uniform> &Shader::getUniforms() const
    {
        return mActiveUniforms;
    }
    
    const std::vector<InterfaceBlock> &Shader::getInterfaceBlocks() const
    {
        return mActiveInterfaceBlocks;
    }
    
    std::vector<PackedVarying> &Shader::getVaryings()
    {
        return mVaryings;
    }
    
    bool Shader::isCompiled() const
    {
        return !mHlsl.empty();
    }
    
    const std::string &Shader::getHLSL() const
    {
        return mHlsl;
    }
    
    void Shader::addRef()
    {
        mRefCount++;
    }
    
    void Shader::release()
    {
        mRefCount--;
    
        if (mRefCount == 0 && mDeleteStatus)
        {
            mResourceManager->deleteShader(mHandle);
        }
    }
    
    unsigned int Shader::getRefCount() const
    {
        return mRefCount;
    }
    
    bool Shader::isFlaggedForDeletion() const
    {
        return mDeleteStatus;
    }
    
    void Shader::flagForDeletion()
    {
        mDeleteStatus = true;
    }
    
    // Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
    void Shader::initializeCompiler()
    {
        if (!mFragmentCompiler)
        {
            int result = ShInitialize();
    
            if (result)
            {
                ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT;
    
                ShBuiltInResources resources;
                ShInitBuiltInResources(&resources);
    
                resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS;
                resources.MaxVertexUniformVectors = mRenderer->getMaxVertexUniformVectors();
                resources.MaxVaryingVectors = mRenderer->getMaxVaryingVectors();
                resources.MaxVertexTextureImageUnits = mRenderer->getMaxVertexTextureImageUnits();
                resources.MaxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits();
                resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
                resources.MaxFragmentUniformVectors = mRenderer->getMaxFragmentUniformVectors();
                resources.MaxDrawBuffers = mRenderer->getMaxRenderTargets();
                resources.OES_standard_derivatives = mRenderer->getDerivativeInstructionSupport();
                resources.EXT_draw_buffers = mRenderer->getMaxRenderTargets() > 1;
                resources.EXT_shader_texture_lod = 1;
                // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
                resources.FragmentPrecisionHigh = 1;   // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
                resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
                // GLSL ES 3.0 constants
                resources.MaxVertexOutputVectors = mRenderer->getMaxVaryingVectors();
                resources.MaxFragmentInputVectors = mRenderer->getMaxVaryingVectors();
                resources.MinProgramTexelOffset = -8;   // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE
                resources.MaxProgramTexelOffset = 7;    // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE
    
                mFragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
                mVertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
            }
        }
    }
    
    void Shader::releaseCompiler()
    {
        ShDestruct(mFragmentCompiler);
        ShDestruct(mVertexCompiler);
    
        mFragmentCompiler = NULL;
        mVertexCompiler = NULL;
    
        ShFinalize();
    }
    
    void Shader::parseVaryings(void *compiler)
    {
        if (!mHlsl.empty())
        {
            std::vector<Varying> *activeVaryings;
            ShGetInfoPointer(compiler, SH_ACTIVE_VARYINGS_ARRAY, reinterpret_cast<void**>(&activeVaryings));
    
            for (size_t varyingIndex = 0; varyingIndex < activeVaryings->size(); varyingIndex++)
            {
                mVaryings.push_back(PackedVarying((*activeVaryings)[varyingIndex]));
            }
    
            mUsesMultipleRenderTargets = mHlsl.find("GL_USES_MRT")          != std::string::npos;
            mUsesFragColor             = mHlsl.find("GL_USES_FRAG_COLOR")   != std::string::npos;
            mUsesFragData              = mHlsl.find("GL_USES_FRAG_DATA")    != std::string::npos;
            mUsesFragCoord             = mHlsl.find("GL_USES_FRAG_COORD")   != std::string::npos;
            mUsesFrontFacing           = mHlsl.find("GL_USES_FRONT_FACING") != std::string::npos;
            mUsesPointSize             = mHlsl.find("GL_USES_POINT_SIZE")   != std::string::npos;
            mUsesPointCoord            = mHlsl.find("GL_USES_POINT_COORD")  != std::string::npos;
            mUsesDepthRange            = mHlsl.find("GL_USES_DEPTH_RANGE")  != std::string::npos;
            mUsesFragDepth             = mHlsl.find("GL_USES_FRAG_DEPTH")   != std::string::npos;
            mUsesDiscardRewriting      = mHlsl.find("ANGLE_USES_DISCARD_REWRITING") != std::string::npos;
            mUsesNestedBreak           = mHlsl.find("ANGLE_USES_NESTED_BREAK") != std::string::npos;
        }
    }
    
    void Shader::resetVaryingsRegisterAssignment()
    {
        for (unsigned int varyingIndex = 0; varyingIndex < mVaryings.size(); varyingIndex++)
        {
            mVaryings[varyingIndex].resetRegisterAssignment();
        }
    }
    
    // initialize/clean up previous state
    void Shader::uncompile()
    {
        // set by compileToHLSL
        mHlsl.clear();
        mInfoLog.clear();
    
        // set by parseVaryings
        mVaryings.clear();
    
        mUsesMultipleRenderTargets = false;
        mUsesFragColor = false;
        mUsesFragData = false;
        mUsesFragCoord = false;
        mUsesFrontFacing = false;
        mUsesPointSize = false;
        mUsesPointCoord = false;
        mUsesDepthRange = false;
        mUsesFragDepth = false;
        mShaderVersion = 100;
        mUsesDiscardRewriting = false;
        mUsesNestedBreak = false;
    
        mActiveUniforms.clear();
        mActiveInterfaceBlocks.clear();
    }
    
    void Shader::compileToHLSL(void *compiler)
    {
        // ensure the compiler is loaded
        initializeCompiler();
    
        int compileOptions = SH_OBJECT_CODE;
        std::string sourcePath;
        if (perfActive())
        {
            sourcePath = getTempPath();
            writeFile(sourcePath.c_str(), mSource.c_str(), mSource.length());
            compileOptions |= SH_LINE_DIRECTIVES;
        }
    
        int result;
        if (sourcePath.empty())
        {
            const char* sourceStrings[] =
            {
                mSource.c_str(),
            };
    
            result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
        }
        else
        {
            const char* sourceStrings[] =
            {
                sourcePath.c_str(),
                mSource.c_str(),
            };
    
            result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
        }
    
        size_t shaderVersion = 100;
        ShGetInfo(compiler, SH_SHADER_VERSION, &shaderVersion);
    
        mShaderVersion = static_cast<int>(shaderVersion);
    
        if (shaderVersion == 300 && mRenderer->getCurrentClientVersion() < 3)
        {
            mInfoLog = "GLSL ES 3.00 is not supported by OpenGL ES 2.0 contexts";
            TRACE("\n%s", mInfoLog.c_str());
        }
        else if (result)
        {
            size_t objCodeLen = 0;
            ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
    
            char* outputHLSL = new char[objCodeLen];
            ShGetObjectCode(compiler, outputHLSL);
    
    #ifdef _DEBUG
            std::ostringstream hlslStream;
            hlslStream << "// GLSL\n";
            hlslStream << "//\n";
    
            size_t curPos = 0;
            while (curPos != std::string::npos)
            {
                size_t nextLine = mSource.find("\n", curPos);
                size_t len = (nextLine == std::string::npos) ? std::string::npos : (nextLine - curPos + 1);
    
                hlslStream << "// " << mSource.substr(curPos, len);
    
                curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1);
            }
            hlslStream << "\n\n";
            hlslStream << outputHLSL;
            mHlsl = hlslStream.str();
    #else
            mHlsl = outputHLSL;
    #endif
    
            delete[] outputHLSL;
    
            void *activeUniforms;
            ShGetInfoPointer(compiler, SH_ACTIVE_UNIFORMS_ARRAY, &activeUniforms);
            mActiveUniforms = *(std::vector<Uniform>*)activeUniforms;
    
            void *activeInterfaceBlocks;
            ShGetInfoPointer(compiler, SH_ACTIVE_INTERFACE_BLOCKS_ARRAY, &activeInterfaceBlocks);
            mActiveInterfaceBlocks = *(std::vector<InterfaceBlock>*)activeInterfaceBlocks;
        }
        else
        {
            size_t infoLogLen = 0;
            ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
    
            char* infoLog = new char[infoLogLen];
            ShGetInfoLog(compiler, infoLog);
            mInfoLog = infoLog;
    
            TRACE("\n%s", mInfoLog.c_str());
        }
    }
    
    rx::D3DWorkaroundType Shader::getD3DWorkarounds() const
    {
        if (mUsesDiscardRewriting)
        {
            // ANGLE issue 486:
            // Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization
            return rx::ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION;
        }
    
        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
            return rx::ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION;
        }
    
        return rx::ANGLE_D3D_WORKAROUND_NONE;
    }
    
    // [OpenGL ES SL 3.00.4] Section 11 p. 120
    // Vertex Outs/Fragment Ins packing priorities
    static const GLenum varyingPriorityList[] =
    {
        // 1. Arrays of mat4 and mat4
        GL_FLOAT_MAT4,
    
        // Non-square matrices of type matCxR consume the same space as a square
        // matrix of type matN where N is the greater of C and R
        GL_FLOAT_MAT3x4,
        GL_FLOAT_MAT4x3,
        GL_FLOAT_MAT2x4,
        GL_FLOAT_MAT4x2,
    
        // 2. Arrays of mat2 and mat2 (since they occupy full rows)
        GL_FLOAT_MAT2,
    
        // 3. Arrays of vec4 and vec4
        GL_FLOAT_VEC4,
        GL_INT_VEC4,
        GL_UNSIGNED_INT_VEC4,
    
        // 4. Arrays of mat3 and mat3
        GL_FLOAT_MAT3,
        GL_FLOAT_MAT2x3,
        GL_FLOAT_MAT3x2,
    
        // 5. Arrays of vec3 and vec3
        GL_FLOAT_VEC3,
        GL_INT_VEC3,
        GL_UNSIGNED_INT_VEC3,
    
        // 6. Arrays of vec2 and vec2
        GL_FLOAT_VEC2,
        GL_INT_VEC2,
        GL_UNSIGNED_INT_VEC2,
    
        // 7. Arrays of float and float
        GL_FLOAT,
        GL_INT,
        GL_UNSIGNED_INT,
    };
    
    // true if varying x has a higher priority in packing than y
    bool Shader::compareVarying(const PackedVarying &x, const PackedVarying &y)
    {
        if (x.type == y.type)
        {
            return x.arraySize > y.arraySize;
        }
    
        // Special case for handling structs: we sort these to the end of the list
        if (x.type == GL_STRUCT_ANGLEX)
        {
            return false;
        }
    
        unsigned int xPriority = GL_INVALID_INDEX;
        unsigned int yPriority = GL_INVALID_INDEX;
    
        for (unsigned int priorityIndex = 0; priorityIndex < ArraySize(varyingPriorityList); priorityIndex++)
        {
            if (varyingPriorityList[priorityIndex] == x.type) xPriority = priorityIndex;
            if (varyingPriorityList[priorityIndex] == y.type) yPriority = priorityIndex;
            if (xPriority != GL_INVALID_INDEX && yPriority != GL_INVALID_INDEX) break;
        }
    
        ASSERT(xPriority != GL_INVALID_INDEX && yPriority != GL_INVALID_INDEX);
    
        return xPriority <= yPriority;
    }
    
    int Shader::getShaderVersion() const
    {
        return mShaderVersion;
    }
    
    VertexShader::VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
        : Shader(manager, renderer, handle)
    {
    }
    
    VertexShader::~VertexShader()
    {
    }
    
    GLenum VertexShader::getType()
    {
        return GL_VERTEX_SHADER;
    }
    
    void VertexShader::uncompile()
    {
        Shader::uncompile();
    
        // set by ParseAttributes
        mActiveAttributes.clear();
    }
    
    void VertexShader::compile()
    {
        uncompile();
    
        compileToHLSL(mVertexCompiler);
        parseAttributes();
        parseVaryings(mVertexCompiler);
    }
    
    int VertexShader::getSemanticIndex(const std::string &attributeName)
    {
        if (!attributeName.empty())
        {
            int semanticIndex = 0;
            for (unsigned int attributeIndex = 0; attributeIndex < mActiveAttributes.size(); attributeIndex++)
            {
                const ShaderVariable &attribute = mActiveAttributes[attributeIndex];
    
                if (attribute.name == attributeName)
                {
                    return semanticIndex;
                }
    
                semanticIndex += AttributeRegisterCount(attribute.type);
            }
        }
    
        return -1;
    }
    
    void VertexShader::parseAttributes()
    {
        const std::string &hlsl = getHLSL();
        if (!hlsl.empty())
        {
            void *activeAttributes;
            ShGetInfoPointer(mVertexCompiler, SH_ACTIVE_ATTRIBUTES_ARRAY, &activeAttributes);
            mActiveAttributes = *(std::vector<Attribute>*)activeAttributes;
        }
    }
    
    FragmentShader::FragmentShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
        : Shader(manager, renderer, handle)
    {
    }
    
    FragmentShader::~FragmentShader()
    {
    }
    
    GLenum FragmentShader::getType()
    {
        return GL_FRAGMENT_SHADER;
    }
    
    void FragmentShader::compile()
    {
        uncompile();
    
        compileToHLSL(mFragmentCompiler);
        parseVaryings(mFragmentCompiler);
        std::sort(mVaryings.begin(), mVaryings.end(), compareVarying);
    
        const std::string &hlsl = getHLSL();
        if (!hlsl.empty())
        {
            void *activeOutputVariables;
            ShGetInfoPointer(mFragmentCompiler, SH_ACTIVE_OUTPUT_VARIABLES_ARRAY, &activeOutputVariables);
            mActiveOutputVariables = *(std::vector<Attribute>*)activeOutputVariables;
        }
    }
    
    void FragmentShader::uncompile()
    {
        Shader::uncompile();
    
        mActiveOutputVariables.clear();
    }
    
    const std::vector<Attribute> &FragmentShader::getOutputVariables() const
    {
        return mActiveOutputVariables;
    }
    
    ShShaderOutput Shader::getCompilerOutputType(GLenum shader)
    {
        void *compiler = NULL;
    
        switch (shader)
        {
          case GL_VERTEX_SHADER:   compiler = mVertexCompiler;   break;
          case GL_FRAGMENT_SHADER: compiler = mFragmentCompiler; break;
          default: UNREACHABLE();  return SH_HLSL9_OUTPUT;
        }
    
        size_t outputType = 0;
        ShGetInfo(compiler, SH_OUTPUT_TYPE, &outputType);
    
        return static_cast<ShShaderOutput>(outputType);
    }
    
    }