Hash :
8c78ce4b
Author :
Date :
2018-12-16T19:14:58
Use visitor pattern for Shader Variable APIs. In many places in ANGLE we need to traverse a ShaderVariable tree. We do this to store uniform offset and other information, to flatten the tree of uniforms for the front-end, or to produce active variable lists for uniform and shader storage blocks. In each case, we would write separate tree traversal code. This patch introduces a shared visitor pattern for all of the shader variable tree traversal instances. With that get more common code. Also it is easier to write new variable traversals. ProgramD3D and ProgramLinkedResources in particular get nice simplificiations. The visitor object recieves callbacks from the traversal when entering structs, array elements, and new variables. The visitor can treat these differently depending on the use case. A common visitor that constructs full variable names is used as a base class in several places. Also moves the 'isRowMajorLayout' from sh::InterfaceBlockField to sh::ShaderVariable. This allows us to forgo using templates in several call sites. Bug: angleproject:3024 Change-Id: I472d81ec775e2eee92fb3d2eb0ca83860221ba2e Reviewed-on: https://chromium-review.googlesource.com/c/1358722 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204
//
// Copyright (c) 2017 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.
//
// ProgramLinkedResources.h: implements link-time checks for default block uniforms, and generates
// uniform locations. Populates data structures related to uniforms so that they can be stored in
// program state.
#ifndef LIBANGLE_UNIFORMLINKER_H_
#define LIBANGLE_UNIFORMLINKER_H_
#include "angle_gl.h"
#include "common/PackedEnums.h"
#include "common/angleutils.h"
#include "libANGLE/VaryingPacking.h"
#include <functional>
namespace sh
{
struct BlockMemberInfo;
struct InterfaceBlock;
struct ShaderVariable;
class ShaderVariableVisitor;
struct Uniform;
} // namespace sh
namespace gl
{
struct BufferVariable;
struct Caps;
class Context;
class InfoLog;
struct InterfaceBlock;
enum class LinkMismatchError;
struct LinkedUniform;
class ProgramState;
class ProgramBindings;
class Shader;
struct ShaderVariableBuffer;
struct UnusedUniform;
struct VariableLocation;
using AtomicCounterBuffer = ShaderVariableBuffer;
class UniformLinker final : angle::NonCopyable
{
public:
UniformLinker(const ProgramState &state);
~UniformLinker();
bool link(const Caps &caps, InfoLog &infoLog, const ProgramBindings &uniformLocationBindings);
void getResults(std::vector<LinkedUniform> *uniforms,
std::vector<UnusedUniform> *unusedUniforms,
std::vector<VariableLocation> *uniformLocations);
private:
bool validateGraphicsUniforms(InfoLog &infoLog) const;
bool flattenUniformsAndCheckCapsForShader(Shader *shader,
const Caps &caps,
std::vector<LinkedUniform> &samplerUniforms,
std::vector<LinkedUniform> &imageUniforms,
std::vector<LinkedUniform> &atomicCounterUniforms,
std::vector<UnusedUniform> &unusedUniforms,
InfoLog &infoLog);
bool flattenUniformsAndCheckCaps(const Caps &caps, InfoLog &infoLog);
bool checkMaxCombinedAtomicCounters(const Caps &caps, InfoLog &infoLog);
bool indexUniforms(InfoLog &infoLog, const ProgramBindings &uniformLocationBindings);
bool gatherUniformLocationsAndCheckConflicts(InfoLog &infoLog,
const ProgramBindings &uniformLocationBindings,
std::set<GLuint> *ignoredLocations,
int *maxUniformLocation);
void pruneUnusedUniforms();
const ProgramState &mState;
std::vector<LinkedUniform> mUniforms;
std::vector<UnusedUniform> mUnusedUniforms;
std::vector<VariableLocation> mUniformLocations;
};
using GetBlockSizeFunc = std::function<
bool(const std::string &blockName, const std::string &blockMappedName, size_t *sizeOut)>;
using GetBlockMemberInfoFunc = std::function<
bool(const std::string &name, const std::string &mappedName, sh::BlockMemberInfo *infoOut)>;
// This class is intended to be used during the link step to store interface block information.
// It is called by the Impl class during ProgramImpl::link so that it has access to the
// real block size and layout.
class InterfaceBlockLinker : angle::NonCopyable
{
public:
virtual ~InterfaceBlockLinker();
// This is called once per shader stage. It stores a pointer to the block vector, so it's
// important that this class does not persist longer than the duration of Program::link.
void addShaderBlocks(ShaderType shader, const std::vector<sh::InterfaceBlock> *blocks);
// This is called once during a link operation, after all shader blocks are added.
void linkBlocks(const GetBlockSizeFunc &getBlockSize,
const GetBlockMemberInfoFunc &getMemberInfo) const;
protected:
InterfaceBlockLinker(std::vector<InterfaceBlock> *blocksOut);
void defineInterfaceBlock(const GetBlockSizeFunc &getBlockSize,
const GetBlockMemberInfoFunc &getMemberInfo,
const sh::InterfaceBlock &interfaceBlock,
ShaderType shaderType) const;
virtual size_t getCurrentBlockMemberIndex() const = 0;
ShaderMap<const std::vector<sh::InterfaceBlock> *> mShaderBlocks;
std::vector<InterfaceBlock> *mBlocksOut;
virtual sh::ShaderVariableVisitor *getVisitor(const GetBlockMemberInfoFunc &getMemberInfo,
const std::string &namePrefix,
const std::string &mappedNamePrefix,
ShaderType shaderType,
int blockIndex) const = 0;
};
class UniformBlockLinker final : public InterfaceBlockLinker
{
public:
UniformBlockLinker(std::vector<InterfaceBlock> *blocksOut,
std::vector<LinkedUniform> *uniformsOut);
~UniformBlockLinker() override;
private:
size_t getCurrentBlockMemberIndex() const override;
sh::ShaderVariableVisitor *getVisitor(const GetBlockMemberInfoFunc &getMemberInfo,
const std::string &namePrefix,
const std::string &mappedNamePrefix,
ShaderType shaderType,
int blockIndex) const override;
std::vector<LinkedUniform> *mUniformsOut;
};
class ShaderStorageBlockLinker final : public InterfaceBlockLinker
{
public:
ShaderStorageBlockLinker(std::vector<InterfaceBlock> *blocksOut,
std::vector<BufferVariable> *bufferVariablesOut);
~ShaderStorageBlockLinker() override;
private:
size_t getCurrentBlockMemberIndex() const override;
sh::ShaderVariableVisitor *getVisitor(const GetBlockMemberInfoFunc &getMemberInfo,
const std::string &namePrefix,
const std::string &mappedNamePrefix,
ShaderType shaderType,
int blockIndex) const override;
std::vector<BufferVariable> *mBufferVariablesOut;
};
class AtomicCounterBufferLinker final : angle::NonCopyable
{
public:
AtomicCounterBufferLinker(std::vector<AtomicCounterBuffer> *atomicCounterBuffersOut);
~AtomicCounterBufferLinker();
void link(const std::map<int, unsigned int> &sizeMap) const;
private:
std::vector<AtomicCounterBuffer> *mAtomicCounterBuffersOut;
};
// The link operation is responsible for finishing the link of uniform and interface blocks.
// This way it can filter out unreferenced resources and still have access to the info.
// TODO(jmadill): Integrate uniform linking/filtering as well as interface blocks.
struct UnusedUniform
{
UnusedUniform(std::string name, bool isSampler)
{
this->name = name;
this->isSampler = isSampler;
}
std::string name;
bool isSampler;
};
struct ProgramLinkedResources
{
VaryingPacking varyingPacking;
UniformBlockLinker uniformBlockLinker;
ShaderStorageBlockLinker shaderStorageBlockLinker;
AtomicCounterBufferLinker atomicCounterBufferLinker;
std::vector<UnusedUniform> unusedUniforms;
};
} // namespace gl
#endif // LIBANGLE_UNIFORMLINKER_H_