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

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  • Author : Jiawei Shao
    Date : 2017-10-16 13:30:48
    Hash : 3d40488b
    Message : Split varyings into input and output varyings in renderer This patch intends to split all vector<Varying> into two vectors to store input and output varyings separately in the renderer. This patch is a base of supporting program linking with geometry shader. Unlike the vertex shaders (their outputs are varyings) and fragment shaders (their inputs are varyings), the inputs and outputs of geometry shaders are all varyings, so we need two vector<Varying> to store them correctly. BUG=angleproject:1941 TEST=angle_end2end_tests Change-Id: Ic4b8343f2fc3df87b764c45f2ea7810e565f7bee Reviewed-on: https://chromium-review.googlesource.com/720617 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>

  • src/libANGLE/Shader.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.h: Defines the abstract gl::Shader class and its concrete 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.
    
    #ifndef LIBANGLE_SHADER_H_
    #define LIBANGLE_SHADER_H_
    
    #include <list>
    #include <memory>
    #include <string>
    #include <vector>
    
    #include "angle_gl.h"
    #include <GLSLANG/ShaderLang.h>
    
    #include "common/Optional.h"
    #include "common/angleutils.h"
    #include "libANGLE/Debug.h"
    #include "libANGLE/angletypes.h"
    
    namespace rx
    {
    class GLImplFactory;
    class ShaderImpl;
    class ShaderSh;
    }
    
    namespace gl
    {
    class Compiler;
    class ContextState;
    struct Limitations;
    class ShaderProgramManager;
    class Context;
    
    // We defer the compile until link time, or until properties are queried.
    enum class CompileStatus
    {
        NOT_COMPILED,
        COMPILE_REQUESTED,
        COMPILED,
    };
    
    class ShaderState final : angle::NonCopyable
    {
      public:
        ShaderState(GLenum shaderType);
        ~ShaderState();
    
        const std::string &getLabel() const { return mLabel; }
    
        const std::string &getSource() const { return mSource; }
        const std::string &getTranslatedSource() const { return mTranslatedSource; }
    
        GLenum getShaderType() const { return mShaderType; }
        int getShaderVersion() const { return mShaderVersion; }
    
        const std::vector<sh::Varying> &getInputVaryings() const { return mInputVaryings; }
        const std::vector<sh::Varying> &getOutputVaryings() const { return mOutputVaryings; }
        const std::vector<sh::Uniform> &getUniforms() const { return mUniforms; }
        const std::vector<sh::InterfaceBlock> &getUniformBlocks() const { return mUniformBlocks; }
        const std::vector<sh::InterfaceBlock> &getShaderStorageBlocks() const
        {
            return mShaderStorageBlocks;
        }
        const std::vector<sh::Attribute> &getActiveAttributes() const { return mActiveAttributes; }
        const std::vector<sh::OutputVariable> &getActiveOutputVariables() const
        {
            return mActiveOutputVariables;
        }
    
        bool compilePending() const { return mCompileStatus == CompileStatus::COMPILE_REQUESTED; }
    
      private:
        friend class Shader;
    
        std::string mLabel;
    
        GLenum mShaderType;
        int mShaderVersion;
        std::string mTranslatedSource;
        std::string mSource;
    
        sh::WorkGroupSize mLocalSize;
    
        std::vector<sh::Varying> mInputVaryings;
        std::vector<sh::Varying> mOutputVaryings;
        std::vector<sh::Uniform> mUniforms;
        std::vector<sh::InterfaceBlock> mUniformBlocks;
        std::vector<sh::InterfaceBlock> mShaderStorageBlocks;
        std::vector<sh::Attribute> mActiveAttributes;
        std::vector<sh::OutputVariable> mActiveOutputVariables;
    
        // ANGLE_multiview.
        int mNumViews;
    
        // Indicates if this shader has been successfully compiled
        CompileStatus mCompileStatus;
    };
    
    class Shader final : angle::NonCopyable, public LabeledObject
    {
      public:
        Shader(ShaderProgramManager *manager,
               rx::GLImplFactory *implFactory,
               const gl::Limitations &rendererLimitations,
               GLenum type,
               GLuint handle);
    
        void onDestroy(const Context *context);
    
        void setLabel(const std::string &label) override;
        const std::string &getLabel() const override;
    
        GLenum getType() const { return mType; }
        GLuint getHandle() const;
    
        rx::ShaderImpl *getImplementation() const { return mImplementation.get(); }
    
        void setSource(GLsizei count, const char *const *string, const GLint *length);
        int getInfoLogLength(const Context *context);
        void getInfoLog(const Context *context, GLsizei bufSize, GLsizei *length, char *infoLog);
        int getSourceLength() const;
        const std::string &getSourceString() const { return mState.getSource(); }
        void getSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
        int getTranslatedSourceLength(const Context *context);
        int getTranslatedSourceWithDebugInfoLength(const Context *context);
        const std::string &getTranslatedSource(const Context *context);
        void getTranslatedSource(const Context *context,
                                 GLsizei bufSize,
                                 GLsizei *length,
                                 char *buffer);
        void getTranslatedSourceWithDebugInfo(const Context *context,
                                              GLsizei bufSize,
                                              GLsizei *length,
                                              char *buffer);
    
        void compile(const Context *context);
        bool isCompiled(const Context *context);
    
        void addRef();
        void release(const Context *context);
        unsigned int getRefCount() const;
        bool isFlaggedForDeletion() const;
        void flagForDeletion();
    
        int getShaderVersion(const Context *context);
    
        const std::vector<sh::Varying> &getInputVaryings(const Context *context);
        const std::vector<sh::Varying> &getOutputVaryings(const Context *context);
        const std::vector<sh::Uniform> &getUniforms(const Context *context);
        const std::vector<sh::InterfaceBlock> &getUniformBlocks(const Context *context);
        const std::vector<sh::InterfaceBlock> &getShaderStorageBlocks(const Context *context);
        const std::vector<sh::Attribute> &getActiveAttributes(const Context *context);
        const std::vector<sh::OutputVariable> &getActiveOutputVariables(const Context *context);
    
        // Returns mapped name of a transform feedback varying. The original name may contain array
        // brackets with an index inside, which will get copied to the mapped name. The varying must be
        // known to be declared in the shader.
        std::string getTransformFeedbackVaryingMappedName(const std::string &tfVaryingName,
                                                          const Context *context);
    
        const sh::WorkGroupSize &getWorkGroupSize(const Context *context);
    
        int getNumViews(const Context *context);
    
        const std::string &getCompilerResourcesString() const;
    
      private:
        virtual ~Shader();
        static void GetSourceImpl(const std::string &source,
                                  GLsizei bufSize,
                                  GLsizei *length,
                                  char *buffer);
    
        void resolveCompile(const Context *context);
    
        ShaderState mState;
        std::string mLastCompiledSource;
        std::string mLastCompiledSourcePath;
        ShCompileOptions mLastCompileOptions;
        std::unique_ptr<rx::ShaderImpl> mImplementation;
        const gl::Limitations &mRendererLimitations;
        const GLuint mHandle;
        const GLenum mType;
        unsigned int mRefCount;     // Number of program objects this shader is attached to
        bool mDeleteStatus;         // Flag to indicate that the shader can be deleted when no longer in use
        std::string mInfoLog;
    
        // We keep a reference to the translator in order to defer compiles while preserving settings.
        BindingPointer<Compiler> mBoundCompiler;
    
        ShaderProgramManager *mResourceManager;
    };
    
    bool CompareShaderVar(const sh::ShaderVariable &x, const sh::ShaderVariable &y);
    }  // namespace gl
    
    #endif   // LIBANGLE_SHADER_H_