Edit

kc3-lang/angle/src/libANGLE/Compiler.cpp

Branch :

  • Show log

    Commit

  • Author : Jiajia Qin
    Date : 2017-08-14 09:36:11
    Hash : 729b2c6e
    Message : ES31: Enable shader storage buffer support for OpenGL backend BUG=angleproject:1951 TEST=angle_end2end_tests:ShaderStorageBuffer Change-Id: I1afc3cd005ad2e595c6ce937fc53e17423f8ec8b Reviewed-on: https://chromium-review.googlesource.com/618132 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/Compiler.cpp
  • //
    // Copyright (c) 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.
    //
    
    // Compiler.cpp: implements the gl::Compiler class.
    
    #include "libANGLE/Compiler.h"
    
    #include "common/debug.h"
    #include "libANGLE/ContextState.h"
    #include "libANGLE/renderer/CompilerImpl.h"
    #include "libANGLE/renderer/GLImplFactory.h"
    
    namespace gl
    {
    
    namespace
    {
    
    // Global count of active shader compiler handles. Needed to know when to call sh::Initialize and
    // sh::Finalize.
    size_t activeCompilerHandles = 0;
    
    ShShaderSpec SelectShaderSpec(GLint majorVersion, GLint minorVersion, bool isWebGL)
    {
        if (majorVersion >= 3)
        {
            if (minorVersion == 1)
            {
                return isWebGL ? SH_WEBGL3_SPEC : SH_GLES3_1_SPEC;
            }
            else
            {
                return isWebGL ? SH_WEBGL2_SPEC : SH_GLES3_SPEC;
            }
        }
        return isWebGL ? SH_WEBGL_SPEC : SH_GLES2_SPEC;
    }
    
    }  // anonymous namespace
    
    Compiler::Compiler(rx::GLImplFactory *implFactory, const ContextState &state)
        : mImplementation(implFactory->createCompiler()),
          mSpec(SelectShaderSpec(state.getClientMajorVersion(),
                                 state.getClientMinorVersion(),
                                 state.getExtensions().webglCompatibility)),
          mOutputType(mImplementation->getTranslatorOutputType()),
          mResources(),
          mFragmentCompiler(nullptr),
          mVertexCompiler(nullptr),
          mComputeCompiler(nullptr)
    {
        ASSERT(state.getClientMajorVersion() == 2 || state.getClientMajorVersion() == 3);
    
        const gl::Caps &caps             = state.getCaps();
        const gl::Extensions &extensions = state.getExtensions();
    
        sh::InitBuiltInResources(&mResources);
        mResources.MaxVertexAttribs             = caps.maxVertexAttributes;
        mResources.MaxVertexUniformVectors      = caps.maxVertexUniformVectors;
        mResources.MaxVaryingVectors            = caps.maxVaryingVectors;
        mResources.MaxVertexTextureImageUnits   = caps.maxVertexTextureImageUnits;
        mResources.MaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
        mResources.MaxTextureImageUnits         = caps.maxTextureImageUnits;
        mResources.MaxFragmentUniformVectors    = caps.maxFragmentUniformVectors;
        mResources.MaxDrawBuffers               = caps.maxDrawBuffers;
        mResources.OES_standard_derivatives     = extensions.standardDerivatives;
        mResources.EXT_draw_buffers             = extensions.drawBuffers;
        mResources.EXT_shader_texture_lod       = extensions.shaderTextureLOD;
        mResources.OES_EGL_image_external          = extensions.eglImageExternal;
        mResources.OES_EGL_image_external_essl3    = extensions.eglImageExternalEssl3;
        mResources.NV_EGL_stream_consumer_external = extensions.eglStreamConsumerExternal;
        mResources.ARB_texture_rectangle           = extensions.textureRectangle;
        // TODO: use shader precision caps to determine if high precision is supported?
        mResources.FragmentPrecisionHigh = 1;
        mResources.EXT_frag_depth        = extensions.fragDepth;
    
        // OVR_multiview state
        mResources.OVR_multiview = extensions.multiview;
        mResources.MaxViewsOVR   = extensions.maxViews;
    
        // GLSL ES 3.0 constants
        mResources.MaxVertexOutputVectors  = caps.maxVertexOutputComponents / 4;
        mResources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
        mResources.MinProgramTexelOffset   = caps.minProgramTexelOffset;
        mResources.MaxProgramTexelOffset   = caps.maxProgramTexelOffset;
    
        // GLSL ES 3.1 constants
        mResources.MaxProgramTextureGatherOffset    = caps.maxProgramTextureGatherOffset;
        mResources.MinProgramTextureGatherOffset    = caps.minProgramTextureGatherOffset;
        mResources.MaxImageUnits                    = caps.maxImageUnits;
        mResources.MaxVertexImageUniforms           = caps.maxVertexImageUniforms;
        mResources.MaxFragmentImageUniforms         = caps.maxFragmentImageUniforms;
        mResources.MaxComputeImageUniforms          = caps.maxComputeImageUniforms;
        mResources.MaxCombinedImageUniforms         = caps.maxCombinedImageUniforms;
        mResources.MaxCombinedShaderOutputResources = caps.maxCombinedShaderOutputResources;
        mResources.MaxUniformLocations              = caps.maxUniformLocations;
    
        for (size_t index = 0u; index < 3u; ++index)
        {
            mResources.MaxComputeWorkGroupCount[index] = caps.maxComputeWorkGroupCount[index];
            mResources.MaxComputeWorkGroupSize[index]  = caps.maxComputeWorkGroupSize[index];
        }
    
        mResources.MaxComputeUniformComponents = caps.maxComputeUniformComponents;
        mResources.MaxComputeTextureImageUnits = caps.maxComputeTextureImageUnits;
    
        mResources.MaxComputeAtomicCounters       = caps.maxComputeAtomicCounters;
        mResources.MaxComputeAtomicCounterBuffers = caps.maxComputeAtomicCounterBuffers;
    
        mResources.MaxVertexAtomicCounters         = caps.maxVertexAtomicCounters;
        mResources.MaxFragmentAtomicCounters       = caps.maxFragmentAtomicCounters;
        mResources.MaxCombinedAtomicCounters       = caps.maxCombinedAtomicCounters;
        mResources.MaxAtomicCounterBindings        = caps.maxAtomicCounterBufferBindings;
        mResources.MaxVertexAtomicCounterBuffers   = caps.maxVertexAtomicCounterBuffers;
        mResources.MaxFragmentAtomicCounterBuffers = caps.maxFragmentAtomicCounterBuffers;
        mResources.MaxCombinedAtomicCounterBuffers = caps.maxCombinedAtomicCounterBuffers;
        mResources.MaxAtomicCounterBufferSize      = caps.maxAtomicCounterBufferSize;
    
        mResources.MaxUniformBufferBindings = caps.maxUniformBufferBindings;
        mResources.MaxShaderStorageBufferBindings = caps.maxShaderStorageBufferBindings;
    
        // Needed by point size clamping workaround
        mResources.MaxPointSize = caps.maxAliasedPointSize;
    
        if (state.getClientMajorVersion() == 2 && !extensions.drawBuffers)
        {
            mResources.MaxDrawBuffers = 1;
        }
    }
    
    Compiler::~Compiler()
    {
        if (mFragmentCompiler)
        {
            sh::Destruct(mFragmentCompiler);
            mFragmentCompiler = nullptr;
    
            ASSERT(activeCompilerHandles > 0);
            activeCompilerHandles--;
        }
    
        if (mVertexCompiler)
        {
            sh::Destruct(mVertexCompiler);
            mVertexCompiler = nullptr;
    
            ASSERT(activeCompilerHandles > 0);
            activeCompilerHandles--;
        }
    
        if (mComputeCompiler)
        {
            sh::Destruct(mComputeCompiler);
            mComputeCompiler = nullptr;
    
            ASSERT(activeCompilerHandles > 0);
            activeCompilerHandles--;
        }
    
        if (activeCompilerHandles == 0)
        {
            sh::Finalize();
        }
    
        ANGLE_SWALLOW_ERR(mImplementation->release());
    }
    
    ShHandle Compiler::getCompilerHandle(GLenum type)
    {
        ShHandle *compiler = nullptr;
        switch (type)
        {
            case GL_VERTEX_SHADER:
                compiler = &mVertexCompiler;
                break;
    
            case GL_FRAGMENT_SHADER:
                compiler = &mFragmentCompiler;
                break;
            case GL_COMPUTE_SHADER:
                compiler = &mComputeCompiler;
                break;
            default:
                UNREACHABLE();
                return nullptr;
        }
    
        if (!(*compiler))
        {
            if (activeCompilerHandles == 0)
            {
                sh::Initialize();
            }
    
            *compiler = sh::ConstructCompiler(type, mSpec, mOutputType, &mResources);
            ASSERT(*compiler);
            activeCompilerHandles++;
        }
    
        return *compiler;
    }
    
    const std::string &Compiler::getBuiltinResourcesString(GLenum type)
    {
        return sh::GetBuiltInResourcesString(getCompilerHandle(type));
    }
    
    }  // namespace gl