Hash :
7b0bb0f6
Author :
Date :
2023-09-01T13:52:28
Properly "install" program executables
According to GL:
- The program has an executable
- The executable is overwritten during link.
- After a failed link, queries of the executable may return
half-linked information
- On glUseProgram, the executable is installed in the context
- On glUseProgramStages, the executable is installed in the program
pipeline
- After a successful link, the executable is updated wherever the
previous executable of the program was installed.
This change implements exactly the above:
- The program's and the program pipeline's executables are now
shared_ptr. References to an executable in the context and PPO are
also through a shared_ptr. Installing an executable thus translates
to sharing the executable.
- The context and PPOs are made to not reference the program directly,
but work solely through the executable. As a result, the program is
free to create a new executable for link.
With this change, the link job will be free to modify the executable as
necessary because that will not be accessed until the link is done.
Note that previous changes made the backend executable accessed through
the frontend one, and moved all link results to the frontend and backend
executables as appropriate.
Bug: angleproject:6358
Bug: angleproject:8297
Change-Id: Ie636b23ff7420ad284d18b525ec4f5fb559dd9d1
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4823089
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Charlie Lao <cclao@google.com>
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//
// Copyright 2016 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.
//
// Observer:
// Implements the Observer pattern for sending state change notifications
// from Subject objects to dependent Observer objects.
//
// See design document:
// https://docs.google.com/document/d/15Edfotqg6_l1skTEL8ADQudF_oIdNa7i8Po43k6jMd4/
#ifndef LIBANGLE_OBSERVER_H_
#define LIBANGLE_OBSERVER_H_
#include "common/FastVector.h"
#include "common/angleutils.h"
namespace angle
{
template <typename HaystackT, typename NeedleT>
bool IsInContainer(const HaystackT &haystack, const NeedleT &needle)
{
return std::find(haystack.begin(), haystack.end(), needle) != haystack.end();
}
using SubjectIndex = size_t;
// Messages are used to distinguish different Subject events that get sent to a single Observer.
// It could be possible to improve the handling by using different callback functions instead
// of a single handler function. But in some cases we want to share a single binding between
// Observer and Subject and handle different types of events.
enum class SubjectMessage
{
// Used by gl::VertexArray to notify gl::Context of a gl::Buffer binding count change. Triggers
// a validation cache update. Also used by gl::Texture to notify gl::Framebuffer of loops.
BindingChanged,
// Only the contents (pixels, bytes, etc) changed in this Subject. Distinct from the object
// storage.
ContentsChanged,
// Sent by gl::Sampler, gl::Texture, gl::Framebuffer and others to notifiy gl::Context. This
// flag indicates to call syncState before next use.
DirtyBitsFlagged,
// Generic state change message. Used in multiple places for different purposes.
SubjectChanged,
// Indicates a bound gl::Buffer is now mapped or unmapped. Passed from gl::Buffer, through
// gl::VertexArray, into gl::Context. Used to track validation.
SubjectMapped,
SubjectUnmapped,
// Indicates a bound buffer's storage was reallocated due to glBufferData call or optimizations
// to prevent having to flush pending commands and waiting for the GPU to become idle.
InternalMemoryAllocationChanged,
// Indicates an external change to the default framebuffer.
SurfaceChanged,
// Indicates the system framebuffer's swapchain changed, i.e. color buffer changed but no
// depth/stencil buffer change.
SwapchainImageChanged,
// Indicates a separable program's textures or images changed in the ProgramExecutable.
ProgramTextureOrImageBindingChanged,
// Indicates a program or pipeline is being re-linked. This is used to make sure the Context or
// ProgramPipeline that reference the program/pipeline wait for it to finish linking.
ProgramUnlinked,
// Indicates a program or pipeline was successfully re-linked.
ProgramRelinked,
// Indicates a separable program's sampler uniforms were updated.
SamplerUniformsUpdated,
// Other types of uniform change.
ProgramUniformUpdated,
// Indicates a Storage of back-end in gl::Texture has been released.
StorageReleased,
// Sent when the GLuint ID for a gl::Texture is being deleted via glDeleteTextures. The
// texture may stay alive due to orphaning, but will no longer be directly accessible by the GL
// API.
TextureIDDeleted,
// Indicates that all pending updates are complete in the subject.
InitializationComplete,
};
// The observing class inherits from this interface class.
class ObserverInterface
{
public:
virtual ~ObserverInterface();
virtual void onSubjectStateChange(SubjectIndex index, SubjectMessage message) = 0;
};
class ObserverBindingBase
{
public:
ObserverBindingBase(ObserverInterface *observer, SubjectIndex subjectIndex)
: mObserver(observer), mIndex(subjectIndex)
{}
virtual ~ObserverBindingBase() {}
ObserverBindingBase(const ObserverBindingBase &other) = default;
ObserverBindingBase &operator=(const ObserverBindingBase &other) = default;
ObserverInterface *getObserver() const { return mObserver; }
SubjectIndex getSubjectIndex() const { return mIndex; }
virtual void onSubjectReset() {}
private:
ObserverInterface *mObserver;
SubjectIndex mIndex;
};
constexpr size_t kMaxFixedObservers = 8;
// Maintains a list of observer bindings. Sends update messages to the observer.
class Subject : NonCopyable
{
public:
Subject();
virtual ~Subject();
void onStateChange(SubjectMessage message) const;
bool hasObservers() const;
void resetObservers();
ANGLE_INLINE size_t getObserversCount() const { return mObservers.size(); }
ANGLE_INLINE void addObserver(ObserverBindingBase *observer)
{
ASSERT(!IsInContainer(mObservers, observer));
mObservers.push_back(observer);
}
ANGLE_INLINE void removeObserver(ObserverBindingBase *observer)
{
ASSERT(IsInContainer(mObservers, observer));
mObservers.remove_and_permute(observer);
}
private:
// Keep a short list of observers so we can allocate/free them quickly. But since we support
// unlimited bindings, have a spill-over list of that uses dynamic allocation.
angle::FastVector<ObserverBindingBase *, kMaxFixedObservers> mObservers;
};
// Keeps a binding between a Subject and Observer, with a specific subject index.
class ObserverBinding final : public ObserverBindingBase
{
public:
ObserverBinding();
ObserverBinding(ObserverInterface *observer, SubjectIndex index);
~ObserverBinding() override;
ObserverBinding(const ObserverBinding &other);
ObserverBinding &operator=(const ObserverBinding &other);
void bind(Subject *subject);
ANGLE_INLINE void reset() { bind(nullptr); }
void onStateChange(SubjectMessage message) const;
void onSubjectReset() override;
ANGLE_INLINE const Subject *getSubject() const { return mSubject; }
ANGLE_INLINE void assignSubject(Subject *subject) { mSubject = subject; }
private:
Subject *mSubject;
};
} // namespace angle
#endif // LIBANGLE_OBSERVER_H_