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kc3-lang/angle/src/libANGLE/Program.h

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  • Author : Jamie Madill
    Date : 2017-04-12 09:53:01
    Hash : 6de51858
    Message : Optimize angle::BitSetIterator. Adds a new custom bitset template to handle packing as many bits as possible into a single variable. Intelligently select the right class depending on platform features and bit sizes. For now, always use a packed 64-bit set on 64-bit, instead of using a 32-bit set for smaller bitsets. BUG=angleproject:1814 Change-Id: I3ffef815c15515555833f6fc9302d8a4eee5423b Reviewed-on: https://chromium-review.googlesource.com/471827 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/Program.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 LIBANGLE_PROGRAM_H_
    #define LIBANGLE_PROGRAM_H_
    
    #include <GLES2/gl2.h>
    #include <GLSLANG/ShaderVars.h>
    
    #include <array>
    #include <map>
    #include <set>
    #include <sstream>
    #include <string>
    #include <vector>
    
    #include "common/angleutils.h"
    #include "common/mathutil.h"
    #include "common/Optional.h"
    
    #include "libANGLE/angletypes.h"
    #include "libANGLE/Constants.h"
    #include "libANGLE/Debug.h"
    #include "libANGLE/Error.h"
    #include "libANGLE/RefCountObject.h"
    
    namespace rx
    {
    class GLImplFactory;
    class ProgramImpl;
    struct TranslatedAttribute;
    }
    
    namespace gl
    {
    struct Caps;
    class Context;
    class ContextState;
    class Shader;
    class ShaderProgramManager;
    class State;
    class InfoLog;
    class Buffer;
    class Framebuffer;
    struct UniformBlock;
    struct LinkedUniform;
    struct PackedVarying;
    
    extern const char * const g_fakepath;
    
    class InfoLog : angle::NonCopyable
    {
      public:
        InfoLog();
        ~InfoLog();
    
        size_t getLength() const;
        void getLog(GLsizei bufSize, GLsizei *length, char *infoLog) const;
    
        void appendSanitized(const char *message);
        void reset();
    
        // This helper class ensures we append a newline after writing a line.
        class StreamHelper : angle::NonCopyable
        {
          public:
            StreamHelper(StreamHelper &&rhs)
                : mStream(rhs.mStream)
            {
                rhs.mStream = nullptr;
            }
    
            StreamHelper &operator=(StreamHelper &&rhs)
            {
                std::swap(mStream, rhs.mStream);
                return *this;
            }
    
            ~StreamHelper()
            {
                // Write newline when destroyed on the stack
                if (mStream)
                {
                    (*mStream) << std::endl;
                }
            }
    
            template <typename T>
            StreamHelper &operator<<(const T &value)
            {
                (*mStream) << value;
                return *this;
            }
    
          private:
            friend class InfoLog;
    
            StreamHelper(std::stringstream *stream)
                : mStream(stream)
            {
                ASSERT(stream);
            }
    
            std::stringstream *mStream;
        };
    
        template <typename T>
        StreamHelper operator<<(const T &value)
        {
            StreamHelper helper(&mStream);
            helper << value;
            return helper;
        }
    
        std::string str() const { return mStream.str(); }
    
      private:
        std::stringstream mStream;
    };
    
    // 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;
    
        // If this is a valid uniform location
        bool used;
    
        // If this location was bound to an unreferenced uniform.  Setting data on this uniform is a
        // no-op.
        bool ignored;
    };
    
    // Information about a variable binding.
    // Currently used by CHROMIUM_path_rendering
    struct BindingInfo
    {
        // The type of binding, for example GL_FLOAT_VEC3.
        // This can be GL_NONE if the variable is optimized away.
        GLenum type;
    
        // This is the name of the variable in
        // the translated shader program. Note that
        // this can be empty in the case where the
        // variable has been optimized away.
        std::string name;
    
        // True if the binding is valid, otherwise false.
        bool valid;
    };
    
    // This small structure encapsulates binding sampler uniforms to active GL textures.
    struct SamplerBinding
    {
        SamplerBinding(GLenum textureTypeIn, size_t elementCount)
            : textureType(textureTypeIn), boundTextureUnits(elementCount, 0)
        {
        }
    
        // Necessary for retrieving active textures from the GL state.
        GLenum textureType;
    
        // List of all textures bound to this sampler, of type textureType.
        std::vector<GLuint> boundTextureUnits;
    };
    
    // A varying with tranform feedback enabled. If it's an array, either the whole array or one of its
    // elements specified by 'arrayIndex' can set to be enabled.
    struct TransformFeedbackVarying : public sh::Varying
    {
        TransformFeedbackVarying(const sh::Varying &varyingIn, GLuint index)
            : sh::Varying(varyingIn), arrayIndex(index)
        {
        }
        std::string nameWithArrayIndex() const
        {
            std::stringstream fullNameStr;
            fullNameStr << name;
            if (arrayIndex != GL_INVALID_INDEX)
            {
                fullNameStr << "[" << arrayIndex << "]";
            }
            return fullNameStr.str();
        }
        GLsizei size() const { return (arrayIndex == GL_INVALID_INDEX ? elementCount() : 1); }
    
        GLuint arrayIndex;
    };
    
    class ProgramState final : angle::NonCopyable
    {
      public:
        ProgramState();
        ~ProgramState();
    
        const std::string &getLabel();
    
        const Shader *getAttachedVertexShader() const { return mAttachedVertexShader; }
        const Shader *getAttachedFragmentShader() const { return mAttachedFragmentShader; }
        const Shader *getAttachedComputeShader() const { return mAttachedComputeShader; }
        const std::vector<std::string> &getTransformFeedbackVaryingNames() const
        {
            return mTransformFeedbackVaryingNames;
        }
        GLint getTransformFeedbackBufferMode() const { return mTransformFeedbackBufferMode; }
        GLuint getUniformBlockBinding(GLuint uniformBlockIndex) const
        {
            ASSERT(uniformBlockIndex < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS);
            return mUniformBlockBindings[uniformBlockIndex];
        }
        const UniformBlockBindingMask &getActiveUniformBlockBindingsMask() const
        {
            return mActiveUniformBlockBindings;
        }
        const std::vector<sh::Attribute> &getAttributes() const { return mAttributes; }
        const AttributesMask &getActiveAttribLocationsMask() const
        {
            return mActiveAttribLocationsMask;
        }
        const std::map<int, VariableLocation> &getOutputLocations() const { return mOutputLocations; }
        const std::vector<LinkedUniform> &getUniforms() const { return mUniforms; }
        const std::vector<VariableLocation> &getUniformLocations() const { return mUniformLocations; }
        const std::vector<UniformBlock> &getUniformBlocks() const { return mUniformBlocks; }
        const std::vector<SamplerBinding> &getSamplerBindings() const { return mSamplerBindings; }
    
        GLint getUniformLocation(const std::string &name) const;
        GLuint getUniformIndexFromName(const std::string &name) const;
        GLuint getUniformIndexFromLocation(GLint location) const;
        Optional<GLuint> getSamplerIndex(GLint location) const;
        bool isSamplerUniformIndex(GLuint index) const;
        GLuint getSamplerIndexFromUniformIndex(GLuint uniformIndex) const;
    
      private:
        friend class Program;
    
        std::string mLabel;
    
        sh::WorkGroupSize mComputeShaderLocalSize;
    
        Shader *mAttachedFragmentShader;
        Shader *mAttachedVertexShader;
        Shader *mAttachedComputeShader;
    
        std::vector<std::string> mTransformFeedbackVaryingNames;
        std::vector<TransformFeedbackVarying> mLinkedTransformFeedbackVaryings;
        GLenum mTransformFeedbackBufferMode;
    
        std::array<GLuint, IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS> mUniformBlockBindings;
        UniformBlockBindingMask mActiveUniformBlockBindings;
    
        std::vector<sh::Attribute> mAttributes;
        angle::BitSet<MAX_VERTEX_ATTRIBS> mActiveAttribLocationsMask;
    
        // Uniforms are sorted in order:
        //  1. Non-sampler uniforms
        //  2. Sampler uniforms
        //  3. Uniform block uniforms
        // This makes sampler validation easier, since we don't need a separate list.
        std::vector<LinkedUniform> mUniforms;
        std::vector<VariableLocation> mUniformLocations;
        std::vector<UniformBlock> mUniformBlocks;
        RangeUI mSamplerUniformRange;
    
        // An array of the samplers that are used by the program
        std::vector<gl::SamplerBinding> mSamplerBindings;
    
        std::vector<sh::OutputVariable> mOutputVariables;
        // TODO(jmadill): use unordered/hash map when available
        std::map<int, VariableLocation> mOutputLocations;
    
        bool mBinaryRetrieveableHint;
        bool mSeparable;
    };
    
    class Program final : angle::NonCopyable, public LabeledObject
    {
      public:
        Program(rx::GLImplFactory *factory, ShaderProgramManager *manager, GLuint handle);
        ~Program();
        void destroy(const Context *context);
    
        GLuint id() const { return mHandle; }
    
        void setLabel(const std::string &label) override;
        const std::string &getLabel() const override;
    
        rx::ProgramImpl *getImplementation() const { return mProgram; }
    
        void attachShader(Shader *shader);
        void detachShader(const Context *context, Shader *shader);
        int getAttachedShadersCount() const;
    
        const Shader *getAttachedVertexShader() const { return mState.mAttachedVertexShader; }
        const Shader *getAttachedFragmentShader() const { return mState.mAttachedFragmentShader; }
        const Shader *getAttachedComputeShader() const { return mState.mAttachedComputeShader; }
    
        void bindAttributeLocation(GLuint index, const char *name);
        void bindUniformLocation(GLuint index, const char *name);
    
        // CHROMIUM_path_rendering
        BindingInfo getFragmentInputBindingInfo(GLint index) const;
        void bindFragmentInputLocation(GLint index, const char *name);
        void pathFragmentInputGen(GLint index,
                                  GLenum genMode,
                                  GLint components,
                                  const GLfloat *coeffs);
    
        Error link(const gl::Context *context);
        bool isLinked() const;
    
        Error loadBinary(const Context *context,
                         GLenum binaryFormat,
                         const void *binary,
                         GLsizei length);
        Error saveBinary(const Context *context,
                         GLenum *binaryFormat,
                         void *binary,
                         GLsizei bufSize,
                         GLsizei *length) const;
        GLint getBinaryLength() const;
        void setBinaryRetrievableHint(bool retrievable);
        bool getBinaryRetrievableHint() const;
    
        void setSeparable(bool separable);
        bool isSeparable() const;
    
        int getInfoLogLength() const;
        void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const;
        void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders) const;
    
        GLuint getAttributeLocation(const std::string &name) const;
        bool isAttribLocationActive(size_t attribLocation) const;
    
        void getActiveAttribute(GLuint index,
                                GLsizei bufsize,
                                GLsizei *length,
                                GLint *size,
                                GLenum *type,
                                GLchar *name) const;
        GLint getActiveAttributeCount() const;
        GLint getActiveAttributeMaxLength() const;
        const std::vector<sh::Attribute> &getAttributes() const { return mState.mAttributes; }
    
        GLint getFragDataLocation(const std::string &name) const;
        size_t getOutputResourceCount() 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;
        const LinkedUniform &getUniformByLocation(GLint location) const;
        const VariableLocation &getUniformLocation(GLint location) const;
        const std::vector<VariableLocation> &getUniformLocations() const;
        const LinkedUniform &getUniformByIndex(GLuint index) const;
    
        GLint getUniformLocation(const std::string &name) const;
        GLuint getUniformIndex(const std::string &name) const;
        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);
    
        void getUniformfv(GLint location, GLfloat *params) const;
        void getUniformiv(GLint location, GLint *params) const;
        void getUniformuiv(GLint location, GLuint *params) const;
    
        void getActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const;
        GLuint getActiveUniformBlockCount() const;
        GLint getActiveUniformBlockMaxLength() const;
    
        GLuint getUniformBlockIndex(const std::string &name) const;
    
        void bindUniformBlock(GLuint uniformBlockIndex, GLuint uniformBlockBinding);
        GLuint getUniformBlockBinding(GLuint uniformBlockIndex) const;
    
        const UniformBlock &getUniformBlockByIndex(GLuint index) const;
    
        void setTransformFeedbackVaryings(GLsizei count, const GLchar *const *varyings, GLenum bufferMode);
        void getTransformFeedbackVarying(GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name) const;
        GLsizei getTransformFeedbackVaryingCount() const;
        GLsizei getTransformFeedbackVaryingMaxLength() const;
        GLenum getTransformFeedbackBufferMode() const;
    
        static bool linkValidateInterfaceBlockFields(InfoLog &infoLog, const std::string &uniformName, const sh::InterfaceBlockField &vertexUniform, const sh::InterfaceBlockField &fragmentUniform);
    
        void addRef();
        void release(const Context *context);
        unsigned int getRefCount() const;
        void flagForDeletion();
        bool isFlaggedForDeletion() const;
    
        void validate(const Caps &caps);
        bool validateSamplers(InfoLog *infoLog, const Caps &caps);
        bool isValidated() const;
        bool samplesFromTexture(const gl::State &state, GLuint textureID) const;
    
        const AttributesMask &getActiveAttribLocationsMask() const
        {
            return mState.mActiveAttribLocationsMask;
        }
    
        const std::vector<SamplerBinding> &getSamplerBindings() const
        {
            return mState.mSamplerBindings;
        }
        const ProgramState &getState() const { return mState; }
    
        static bool linkValidateVariablesBase(InfoLog &infoLog,
                                              const std::string &variableName,
                                              const sh::ShaderVariable &vertexVariable,
                                              const sh::ShaderVariable &fragmentVariable,
                                              bool validatePrecision);
    
        GLuint getInputResourceIndex(const GLchar *name) const;
        GLuint getOutputResourceIndex(const GLchar *name) const;
        void getInputResourceName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const;
        void getOutputResourceName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const;
    
        class Bindings final : angle::NonCopyable
        {
          public:
            void bindLocation(GLuint index, const std::string &name);
            int getBinding(const std::string &name) const;
    
            typedef std::unordered_map<std::string, GLuint>::const_iterator const_iterator;
            const_iterator begin() const;
            const_iterator end() const;
    
          private:
            std::unordered_map<std::string, GLuint> mBindings;
        };
    
      private:
        struct VaryingRef
        {
            const sh::Varying *get() const { return vertex ? vertex : fragment; }
    
            const sh::Varying *vertex   = nullptr;
            const sh::Varying *fragment = nullptr;
        };
    
        using MergedVaryings = std::map<std::string, VaryingRef>;
    
        void unlink();
        void resetUniformBlockBindings();
    
        bool linkAttributes(const ContextState &data, InfoLog &infoLog);
        bool validateUniformBlocksCount(GLuint maxUniformBlocks,
                                        const std::vector<sh::InterfaceBlock> &block,
                                        const std::string &errorMessage,
                                        InfoLog &infoLog) const;
        bool validateVertexAndFragmentInterfaceBlocks(
            const std::vector<sh::InterfaceBlock> &vertexInterfaceBlocks,
            const std::vector<sh::InterfaceBlock> &fragmentInterfaceBlocks,
            InfoLog &infoLog) const;
        bool linkUniformBlocks(InfoLog &infoLog, const Caps &caps);
        bool linkVaryings(InfoLog &infoLog) const;
    
        bool linkUniforms(InfoLog &infoLog, const Caps &caps, const Bindings &uniformLocationBindings);
        void linkSamplerBindings();
    
        bool areMatchingInterfaceBlocks(InfoLog &infoLog,
                                        const sh::InterfaceBlock &vertexInterfaceBlock,
                                        const sh::InterfaceBlock &fragmentInterfaceBlock) const;
    
        static bool linkValidateVaryings(InfoLog &infoLog,
                                         const std::string &varyingName,
                                         const sh::Varying &vertexVarying,
                                         const sh::Varying &fragmentVarying,
                                         int shaderVersion);
        bool linkValidateBuiltInVaryings(InfoLog &infoLog) const;
        bool linkValidateTransformFeedback(const gl::Context *context,
                                           InfoLog &infoLog,
                                           const MergedVaryings &linkedVaryings,
                                           const Caps &caps) const;
    
        void gatherTransformFeedbackVaryings(const MergedVaryings &varyings);
    
        MergedVaryings getMergedVaryings() const;
        std::vector<PackedVarying> getPackedVaryings(const MergedVaryings &mergedVaryings) const;
        void linkOutputVariables();
    
        void setUniformValuesFromBindingQualifiers();
    
        void gatherInterfaceBlockInfo();
        template <typename VarT>
        void defineUniformBlockMembers(const std::vector<VarT> &fields,
                                       const std::string &prefix,
                                       int blockIndex);
    
        void defineUniformBlock(const sh::InterfaceBlock &interfaceBlock, GLenum shaderType);
    
        // Both these function update the cached uniform values and return a modified "count"
        // so that the uniform update doesn't overflow the uniform.
        template <typename T>
        GLsizei setUniformInternal(GLint location, GLsizei count, int vectorSize, const T *v);
        template <size_t cols, size_t rows, typename T>
        GLsizei setMatrixUniformInternal(GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const T *v);
        template <typename T>
        void updateSamplerUniform(const VariableLocation &locationInfo,
                                  const uint8_t *destPointer,
                                  GLsizei clampedCount,
                                  const T *v);
    
        template <typename DestT>
        void getUniformInternal(GLint location, DestT *dataOut) const;
    
        ProgramState mState;
        rx::ProgramImpl *mProgram;
    
        bool mValidated;
    
        Bindings mAttributeBindings;
    
        // Note that this has nothing to do with binding layout qualifiers that can be set for some
        // uniforms in GLES3.1+. It is used to pre-set the location of uniforms.
        Bindings mUniformLocationBindings;
    
        // CHROMIUM_path_rendering
        Bindings mFragmentInputBindings;
    
        bool mLinked;
        bool mDeleteStatus;   // Flag to indicate that the program can be deleted when no longer in use
    
        unsigned int mRefCount;
    
        ShaderProgramManager *mResourceManager;
        const GLuint mHandle;
    
        InfoLog mInfoLog;
    
        // Cache for sampler validation
        Optional<bool> mCachedValidateSamplersResult;
        std::vector<GLenum> mTextureUnitTypesCache;
    };
    }  // namespace gl
    
    #endif   // LIBANGLE_PROGRAM_H_