Hash :
67d8d8c8
Author :
Date :
2024-07-29T13:44:37
WebGL: Reject shaders with infinite loops Bug: chromium:350528343 Change-Id: I1b2fc152cf285b0e69c4c294351c1cf2389cc234 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5746714 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Auto-Submit: Shahbaz Youssefi <syoussefi@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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028
//
// Copyright 2002 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.cpp: Implements the gl::Shader class and its 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.
#include "libANGLE/Shader.h"
#include <functional>
#include <sstream>
#include "GLSLANG/ShaderLang.h"
#include "common/angle_version_info.h"
#include "common/string_utils.h"
#include "common/system_utils.h"
#include "common/utilities.h"
#include "libANGLE/Caps.h"
#include "libANGLE/Compiler.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Context.h"
#include "libANGLE/Display.h"
#include "libANGLE/MemoryShaderCache.h"
#include "libANGLE/Program.h"
#include "libANGLE/ResourceManager.h"
#include "libANGLE/renderer/GLImplFactory.h"
#include "libANGLE/renderer/ShaderImpl.h"
#include "libANGLE/trace.h"
#include "platform/autogen/FrontendFeatures_autogen.h"
namespace gl
{
namespace
{
constexpr uint32_t kShaderCacheIdentifier = 0x12345678;
// Environment variable (and associated Android property) for the path to read and write shader
// dumps
constexpr char kShaderDumpPathVarName[] = "ANGLE_SHADER_DUMP_PATH";
constexpr char kEShaderDumpPathPropertyName[] = "debug.angle.shader_dump_path";
size_t ComputeShaderHash(const std::string &mergedSource)
{
return std::hash<std::string>{}(mergedSource);
}
std::string GetShaderDumpFilePath(size_t shaderHash, const char *suffix)
{
std::stringstream path;
std::string shaderDumpDir = GetShaderDumpFileDirectory();
if (!shaderDumpDir.empty())
{
path << shaderDumpDir << "/";
}
path << shaderHash << "." << suffix;
return path.str();
}
class CompileTask final : public angle::Closure
{
public:
// Translate and compile
CompileTask(const angle::FrontendFeatures &frontendFeatures,
ShHandle compilerHandle,
ShShaderOutput outputType,
const ShCompileOptions &options,
const std::string &source,
size_t sourceHash,
const SharedCompiledShaderState &compiledState,
size_t maxComputeWorkGroupInvocations,
size_t maxComputeSharedMemory,
std::shared_ptr<rx::ShaderTranslateTask> &&translateTask)
: mFrontendFeatures(frontendFeatures),
mMaxComputeWorkGroupInvocations(maxComputeWorkGroupInvocations),
mMaxComputeSharedMemory(maxComputeSharedMemory),
mCompilerHandle(compilerHandle),
mOutputType(outputType),
mOptions(options),
mSource(source),
mSourceHash(sourceHash),
mCompiledState(compiledState),
mTranslateTask(std::move(translateTask))
{}
// Load from binary
CompileTask(const angle::FrontendFeatures &frontendFeatures,
const SharedCompiledShaderState &compiledState,
std::shared_ptr<rx::ShaderTranslateTask> &&translateTask)
: mFrontendFeatures(frontendFeatures),
mCompiledState(compiledState),
mTranslateTask(std::move(translateTask))
{}
~CompileTask() override = default;
void operator()() override { mResult = compileImpl(); }
angle::Result getResult()
{
// Note: this function is called from WaitCompileJobUnlocked(), and must therefore be
// thread-safe if the linkJobIsThreadSafe feature is enabled. Without linkJobIsThreadSafe,
// the call will end up done in the main thread, which is the case for the GL backend (which
// happens to be the only backend that actually does anything in getResult).
//
// Consequently, this function must not _write_ to anything, e.g. by trying to cache the
// result of |mTranslateTask->getResult()|.
ANGLE_TRY(mResult);
ANGLE_TRY(mTranslateTask->getResult(mInfoLog));
return angle::Result::Continue;
}
bool isCompilingInternally() { return mTranslateTask->isCompilingInternally(); }
std::string &&getInfoLog() { return std::move(mInfoLog); }
private:
angle::Result compileImpl();
angle::Result postTranslate();
// Global constants that are safe to access by the worker thread
const angle::FrontendFeatures &mFrontendFeatures;
size_t mMaxComputeWorkGroupInvocations = 0;
size_t mMaxComputeSharedMemory = 0;
// Access to the compile information. Note that the compiler instance is kept alive until
// resolveCompile.
ShHandle mCompilerHandle = 0;
ShShaderOutput mOutputType;
ShCompileOptions mOptions;
const std::string mSource;
size_t mSourceHash = 0;
SharedCompiledShaderState mCompiledState;
std::shared_ptr<rx::ShaderTranslateTask> mTranslateTask;
angle::Result mResult;
std::string mInfoLog;
};
class CompileEvent final
{
public:
CompileEvent(const std::shared_ptr<CompileTask> &compileTask,
const std::shared_ptr<angle::WaitableEvent> &waitEvent)
: mCompileTask(compileTask), mWaitableEvent(waitEvent)
{}
~CompileEvent() = default;
angle::Result wait()
{
ANGLE_TRACE_EVENT0("gpu.angle", "CompileEvent::wait");
mWaitableEvent->wait();
return mCompileTask->getResult();
}
bool isCompiling()
{
return !mWaitableEvent->isReady() || mCompileTask->isCompilingInternally();
}
std::string &&getInfoLog() { return std::move(mCompileTask->getInfoLog()); }
private:
std::shared_ptr<CompileTask> mCompileTask;
std::shared_ptr<angle::WaitableEvent> mWaitableEvent;
};
angle::Result CompileTask::compileImpl()
{
if (mCompilerHandle)
{
// Compiling from source
// Call the translator and get the info log
bool result = mTranslateTask->translate(mCompilerHandle, mOptions, mSource);
mInfoLog = sh::GetInfoLog(mCompilerHandle);
if (!result)
{
return angle::Result::Stop;
}
// Process the translation results itself; gather compilation info, substitute the shader if
// being overriden, etc.
return postTranslate();
}
else
{
// Loading from binary
mTranslateTask->load(*mCompiledState.get());
return angle::Result::Continue;
}
}
angle::Result CompileTask::postTranslate()
{
const bool isBinaryOutput = mOutputType == SH_SPIRV_VULKAN_OUTPUT;
mCompiledState->buildCompiledShaderState(mCompilerHandle, isBinaryOutput);
ASSERT(!mCompiledState->translatedSource.empty() || !mCompiledState->compiledBinary.empty());
// Validation checks for compute shaders
if (mCompiledState->shaderType == ShaderType::Compute && mCompiledState->localSize.isDeclared())
{
angle::CheckedNumeric<size_t> checked_local_size_product(mCompiledState->localSize[0]);
checked_local_size_product *= mCompiledState->localSize[1];
checked_local_size_product *= mCompiledState->localSize[2];
if (!checked_local_size_product.IsValid() ||
checked_local_size_product.ValueOrDie() > mMaxComputeWorkGroupInvocations)
{
mInfoLog +=
"\nThe total number of invocations within a work group exceeds "
"MAX_COMPUTE_WORK_GROUP_INVOCATIONS.";
return angle::Result::Stop;
}
}
unsigned int sharedMemSize = sh::GetShaderSharedMemorySize(mCompilerHandle);
if (sharedMemSize > mMaxComputeSharedMemory)
{
mInfoLog += "\nShared memory size exceeds GL_MAX_COMPUTE_SHARED_MEMORY_SIZE";
return angle::Result::Stop;
}
bool substitutedTranslatedShader = false;
const char *suffix = "translated";
if (mFrontendFeatures.enableTranslatedShaderSubstitution.enabled)
{
// To support reading/writing compiled binaries (SPIR-V representation), need more file
// input/output facilities, and figure out the byte ordering of writing the 32-bit words to
// disk.
if (isBinaryOutput)
{
INFO() << "Can not substitute compiled binary (SPIR-V) shaders yet";
}
else
{
std::string substituteShaderPath = GetShaderDumpFilePath(mSourceHash, suffix);
std::string substituteShader;
if (angle::ReadFileToString(substituteShaderPath, &substituteShader))
{
mCompiledState->translatedSource = std::move(substituteShader);
substitutedTranslatedShader = true;
INFO() << "Translated shader substitute found, loading from "
<< substituteShaderPath;
}
}
}
// Only dump translated shaders that have not been previously substituted. It would write the
// same data back to the file.
if (mFrontendFeatures.dumpTranslatedShaders.enabled && !substitutedTranslatedShader)
{
if (isBinaryOutput)
{
INFO() << "Can not dump compiled binary (SPIR-V) shaders yet";
}
else
{
std::string dumpFile = GetShaderDumpFilePath(mSourceHash, suffix);
const std::string &translatedSource = mCompiledState->translatedSource;
writeFile(dumpFile.c_str(), translatedSource.c_str(), translatedSource.length());
INFO() << "Dumped translated source: " << dumpFile;
}
}
#if defined(ANGLE_ENABLE_ASSERTS)
if (!isBinaryOutput)
{
// Suffix the translated shader with commented out un-translated shader.
// Useful in diagnostics tools which capture the shader source.
std::ostringstream shaderStream;
shaderStream << "\n";
shaderStream << "// GLSL\n";
shaderStream << "//\n";
std::istringstream inputSourceStream(mSource);
std::string line;
while (std::getline(inputSourceStream, line))
{
// Remove null characters from the source line
line.erase(std::remove(line.begin(), line.end(), '\0'), line.end());
shaderStream << "// " << line;
// glslang complains if a comment ends with backslash
if (!line.empty() && line.back() == '\\')
{
shaderStream << "\\";
}
shaderStream << std::endl;
}
mCompiledState->translatedSource += shaderStream.str();
}
#endif // defined(ANGLE_ENABLE_ASSERTS)
// Let the backend process the result of the compilation. For the GL backend, this means
// kicking off compilation internally. Some of the other backends fill in their internal
// "compiled state" at this point.
mTranslateTask->postTranslate(mCompilerHandle, *mCompiledState.get());
return angle::Result::Continue;
}
template <typename T>
void AppendHashValue(angle::base::SecureHashAlgorithm &hasher, T value)
{
static_assert(std::is_fundamental<T>::value || std::is_enum<T>::value);
hasher.Update(&value, sizeof(T));
}
angle::JobThreadSafety GetTranslateTaskThreadSafety(const Context *context)
{
// The GL backend relies on the driver's internal parallel compilation, and thus does not use a
// thread to compile. A front-end feature selects whether the single-threaded pool must be
// used.
return context->getFrontendFeatures().compileJobIsThreadSafe.enabled
? angle::JobThreadSafety::Safe
: angle::JobThreadSafety::Unsafe;
}
} // anonymous namespace
const char *GetShaderTypeString(ShaderType type)
{
switch (type)
{
case ShaderType::Vertex:
return "VERTEX";
case ShaderType::Fragment:
return "FRAGMENT";
case ShaderType::Compute:
return "COMPUTE";
case ShaderType::Geometry:
return "GEOMETRY";
case ShaderType::TessControl:
return "TESS_CONTROL";
case ShaderType::TessEvaluation:
return "TESS_EVALUATION";
default:
UNREACHABLE();
return "";
}
}
std::string GetShaderDumpFileDirectory()
{
// Check the environment variable for the path to save and read shader dump files.
std::string environmentVariableDumpDir =
angle::GetAndSetEnvironmentVarOrUnCachedAndroidProperty(kShaderDumpPathVarName,
kEShaderDumpPathPropertyName);
if (!environmentVariableDumpDir.empty() && environmentVariableDumpDir.compare("0") != 0)
{
return environmentVariableDumpDir;
}
// Fall back to the temp dir. If that doesn't exist, use the current working directory.
return angle::GetTempDirectory().valueOr("");
}
std::string GetShaderDumpFileName(size_t shaderHash)
{
std::stringstream name;
name << shaderHash << ".essl";
return name.str();
}
struct CompileJob
{
virtual ~CompileJob() = default;
virtual bool wait() { return compileEvent->wait() == angle::Result::Continue; }
std::unique_ptr<CompileEvent> compileEvent;
ShCompilerInstance shCompilerInstance;
};
struct CompileJobDone final : public CompileJob
{
CompileJobDone(bool compiledIn) : compiled(compiledIn) {}
bool wait() override { return compiled; }
bool compiled;
};
ShaderState::ShaderState(ShaderType shaderType)
: mCompiledState(std::make_shared<CompiledShaderState>(shaderType))
{}
ShaderState::~ShaderState() {}
Shader::Shader(ShaderProgramManager *manager,
rx::GLImplFactory *implFactory,
const gl::Limitations &rendererLimitations,
ShaderType type,
ShaderProgramID handle)
: mState(type),
mImplementation(implFactory->createShader(mState)),
mRendererLimitations(rendererLimitations),
mHandle(handle),
mRefCount(0),
mDeleteStatus(false),
mResourceManager(manager)
{
ASSERT(mImplementation);
mShaderHash = {0};
}
void Shader::onDestroy(const gl::Context *context)
{
resolveCompile(context);
mImplementation->onDestroy(context);
mBoundCompiler.set(context, nullptr);
mImplementation.reset(nullptr);
delete this;
}
Shader::~Shader()
{
ASSERT(!mImplementation);
}
angle::Result Shader::setLabel(const Context *context, const std::string &label)
{
mState.mLabel = label;
if (mImplementation)
{
return mImplementation->onLabelUpdate(context);
}
return angle::Result::Continue;
}
const std::string &Shader::getLabel() const
{
return mState.mLabel;
}
ShaderProgramID Shader::getHandle() const
{
return mHandle;
}
std::string Shader::joinShaderSources(GLsizei count, const char *const *string, const GLint *length)
{
// Fast path for the most common case.
if (count == 1)
{
if (length == nullptr || length[0] < 0)
return std::string(string[0]);
else
return std::string(string[0], static_cast<size_t>(length[0]));
}
// Start with totalLength of 1 to reserve space for the null terminator
size_t totalLength = 1;
// First pass, calculate the total length of the joined string
for (GLsizei i = 0; i < count; ++i)
{
if (length == nullptr || length[i] < 0)
totalLength += std::strlen(string[i]);
else
totalLength += static_cast<size_t>(length[i]);
}
// Second pass, allocate the string and concatenate each shader source
// fragment
std::string joinedString;
joinedString.reserve(totalLength);
for (GLsizei i = 0; i < count; ++i)
{
if (length == nullptr || length[i] < 0)
joinedString.append(string[i]);
else
joinedString.append(string[i], static_cast<size_t>(length[i]));
}
return joinedString;
}
void Shader::setSource(const Context *context,
GLsizei count,
const char *const *string,
const GLint *length)
{
std::string source = joinShaderSources(count, string, length);
// Compute the hash based on the original source before any substitutions
size_t sourceHash = ComputeShaderHash(source);
const angle::FrontendFeatures &frontendFeatures = context->getFrontendFeatures();
bool substitutedShader = false;
const char *suffix = "essl";
if (frontendFeatures.enableShaderSubstitution.enabled)
{
std::string subsitutionShaderPath = GetShaderDumpFilePath(sourceHash, suffix);
std::string substituteShader;
if (angle::ReadFileToString(subsitutionShaderPath, &substituteShader))
{
source = std::move(substituteShader);
substitutedShader = true;
INFO() << "Shader substitute found, loading from " << subsitutionShaderPath;
}
}
// Only dump shaders that have not been previously substituted. It would write the same data
// back to the file.
if (frontendFeatures.dumpShaderSource.enabled && !substitutedShader)
{
std::string dumpFile = GetShaderDumpFilePath(sourceHash, suffix);
writeFile(dumpFile.c_str(), source.c_str(), source.length());
INFO() << "Dumped shader source: " << dumpFile;
}
mState.mSource = std::move(source);
mState.mSourceHash = sourceHash;
}
int Shader::getInfoLogLength(const Context *context)
{
resolveCompile(context);
if (mInfoLog.empty())
{
return 0;
}
return (static_cast<int>(mInfoLog.length()) + 1);
}
void Shader::getInfoLog(const Context *context, GLsizei bufSize, GLsizei *length, char *infoLog)
{
resolveCompile(context);
int index = 0;
if (bufSize > 0)
{
index = std::min(bufSize - 1, static_cast<GLsizei>(mInfoLog.length()));
memcpy(infoLog, mInfoLog.c_str(), index);
infoLog[index] = '\0';
}
if (length)
{
*length = index;
}
}
int Shader::getSourceLength() const
{
return mState.mSource.empty() ? 0 : (static_cast<int>(mState.mSource.length()) + 1);
}
int Shader::getTranslatedSourceLength(const Context *context)
{
resolveCompile(context);
if (mState.mCompiledState->translatedSource.empty())
{
return 0;
}
return static_cast<int>(mState.mCompiledState->translatedSource.length()) + 1;
}
int Shader::getTranslatedSourceWithDebugInfoLength(const Context *context)
{
resolveCompile(context);
const std::string &debugInfo = mImplementation->getDebugInfo();
if (debugInfo.empty())
{
return 0;
}
return (static_cast<int>(debugInfo.length()) + 1);
}
// static
void Shader::GetSourceImpl(const std::string &source,
GLsizei bufSize,
GLsizei *length,
char *buffer)
{
int index = 0;
if (bufSize > 0)
{
index = std::min(bufSize - 1, static_cast<GLsizei>(source.length()));
memcpy(buffer, source.c_str(), index);
buffer[index] = '\0';
}
if (length)
{
*length = index;
}
}
void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer) const
{
GetSourceImpl(mState.mSource, bufSize, length, buffer);
}
void Shader::getTranslatedSource(const Context *context,
GLsizei bufSize,
GLsizei *length,
char *buffer)
{
GetSourceImpl(getTranslatedSource(context), bufSize, length, buffer);
}
const std::string &Shader::getTranslatedSource(const Context *context)
{
resolveCompile(context);
return mState.mCompiledState->translatedSource;
}
size_t Shader::getSourceHash() const
{
return mState.mSourceHash;
}
void Shader::getTranslatedSourceWithDebugInfo(const Context *context,
GLsizei bufSize,
GLsizei *length,
char *buffer)
{
resolveCompile(context);
const std::string &debugInfo = mImplementation->getDebugInfo();
GetSourceImpl(debugInfo, bufSize, length, buffer);
}
void Shader::compile(const Context *context, angle::JobResultExpectancy resultExpectancy)
{
resolveCompile(context);
// Create a new compiled shader state. If any programs are currently linking using this shader,
// they would use the old compiled state, and this shader is free to recompile in the meantime.
mState.mCompiledState = std::make_shared<CompiledShaderState>(mState.getShaderType());
mInfoLog.clear();
ShCompileOptions options = {};
options.objectCode = true;
options.emulateGLDrawID = true;
// Add default options to WebGL shaders to prevent unexpected behavior during
// compilation.
if (context->isWebGL())
{
options.initGLPosition = true;
options.limitCallStackDepth = true;
options.limitExpressionComplexity = true;
options.enforcePackingRestrictions = true;
options.initSharedVariables = true;
if (context->getFrontendFeatures().rejectWebglShadersWithUndefinedBehavior.enabled)
{
options.rejectWebglShadersWithUndefinedBehavior = true;
}
}
else
{
// Per https://github.com/KhronosGroup/WebGL/pull/3278 gl_BaseVertex/gl_BaseInstance are
// removed from WebGL
options.emulateGLBaseVertexBaseInstance = true;
}
if (context->getFrontendFeatures().forceInitShaderVariables.enabled)
{
options.initOutputVariables = true;
options.initializeUninitializedLocals = true;
}
#if defined(ANGLE_ENABLE_ASSERTS)
options.validateAST = true;
#endif
// Find a shader in Blob Cache
Compiler *compiler = context->getCompiler();
setShaderKey(context, options, compiler->getShaderOutputType(),
compiler->getBuiltInResources());
ASSERT(!mShaderHash.empty());
MemoryShaderCache *shaderCache = context->getMemoryShaderCache();
if (shaderCache != nullptr)
{
egl::CacheGetResult result =
shaderCache->getShader(context, this, mShaderHash, resultExpectancy);
switch (result)
{
case egl::CacheGetResult::Success:
return;
case egl::CacheGetResult::Rejected:
// Reset the state
mState.mCompiledState =
std::make_shared<CompiledShaderState>(mState.getShaderType());
break;
case egl::CacheGetResult::NotFound:
default:
break;
}
}
mBoundCompiler.set(context, compiler);
ASSERT(mBoundCompiler.get());
ShCompilerInstance compilerInstance = mBoundCompiler->getInstance(mState.getShaderType());
ShHandle compilerHandle = compilerInstance.getHandle();
ASSERT(compilerHandle);
// Cache load failed, fall through normal compiling.
mState.mCompileStatus = CompileStatus::COMPILE_REQUESTED;
// Ask the backend to prepare the translate task
std::shared_ptr<rx::ShaderTranslateTask> translateTask =
mImplementation->compile(context, &options);
// Prepare the complete compile task
const size_t maxComputeWorkGroupInvocations =
static_cast<size_t>(context->getCaps().maxComputeWorkGroupInvocations);
const size_t maxComputeSharedMemory = context->getCaps().maxComputeSharedMemorySize;
std::shared_ptr<CompileTask> compileTask(
new CompileTask(context->getFrontendFeatures(), compilerInstance.getHandle(),
compilerInstance.getShaderOutputType(), options, mState.mSource,
mState.mSourceHash, mState.mCompiledState, maxComputeWorkGroupInvocations,
maxComputeSharedMemory, std::move(translateTask)));
// The GL backend relies on the driver's internal parallel compilation, and thus does not use a
// thread to compile. A front-end feature selects whether the single-threaded pool must be
// used.
const angle::JobThreadSafety threadSafety =
context->getFrontendFeatures().compileJobIsThreadSafe.enabled
? angle::JobThreadSafety::Safe
: angle::JobThreadSafety::Unsafe;
std::shared_ptr<angle::WaitableEvent> compileEvent =
context->postCompileLinkTask(compileTask, threadSafety, resultExpectancy);
mCompileJob = std::make_shared<CompileJob>();
mCompileJob->shCompilerInstance = std::move(compilerInstance);
mCompileJob->compileEvent = std::make_unique<CompileEvent>(compileTask, compileEvent);
}
void Shader::resolveCompile(const Context *context)
{
if (!mState.compilePending())
{
return;
}
ASSERT(mCompileJob.get());
mState.mCompileStatus = CompileStatus::IS_RESOLVING;
const bool success = WaitCompileJobUnlocked(mCompileJob);
mInfoLog = std::move(mCompileJob->compileEvent->getInfoLog());
mState.mCompileStatus = success ? CompileStatus::COMPILED : CompileStatus::NOT_COMPILED;
if (mCompileJob->shCompilerInstance.getHandle())
{
// Only save this shader to the cache if it was a compile from source (not load from binary)
if (success)
{
MemoryShaderCache *shaderCache = context->getMemoryShaderCache();
if (shaderCache != nullptr)
{
// Save to the shader cache.
if (shaderCache->putShader(context, mShaderHash, this) != angle::Result::Continue)
{
ANGLE_PERF_WARNING(context->getState().getDebug(), GL_DEBUG_SEVERITY_LOW,
"Failed to save compiled shader to memory shader cache.");
}
}
}
mBoundCompiler->putInstance(std::move(mCompileJob->shCompilerInstance));
}
mCompileJob.reset();
}
void Shader::addRef()
{
mRefCount++;
}
void Shader::release(const Context *context)
{
mRefCount--;
if (mRefCount == 0 && mDeleteStatus)
{
mResourceManager->deleteShader(context, mHandle);
}
}
unsigned int Shader::getRefCount() const
{
return mRefCount;
}
bool Shader::isFlaggedForDeletion() const
{
return mDeleteStatus;
}
void Shader::flagForDeletion()
{
mDeleteStatus = true;
}
bool Shader::isCompiled(const Context *context)
{
resolveCompile(context);
return mState.mCompileStatus == CompileStatus::COMPILED;
}
bool Shader::isCompleted()
{
return !mState.compilePending() || !mCompileJob->compileEvent->isCompiling();
}
SharedCompileJob Shader::getCompileJob(SharedCompiledShaderState *compiledStateOut)
{
// mState.mCompiledState is the same as the one in the current compile job, because this call is
// made during link which expects to pick up the currently compiled (or pending compilation)
// state.
*compiledStateOut = mState.mCompiledState;
if (mCompileJob)
{
ASSERT(mState.compilePending());
return mCompileJob;
}
ASSERT(!mState.compilePending());
ASSERT(mState.mCompileStatus == CompileStatus::COMPILED ||
mState.mCompileStatus == CompileStatus::NOT_COMPILED);
return std::make_shared<CompileJobDone>(mState.mCompileStatus == CompileStatus::COMPILED);
}
angle::Result Shader::serialize(const Context *context, angle::MemoryBuffer *binaryOut) const
{
BinaryOutputStream stream;
stream.writeInt(kShaderCacheIdentifier);
mState.mCompiledState->serialize(stream);
ASSERT(binaryOut);
if (!binaryOut->resize(stream.length()))
{
ANGLE_PERF_WARNING(context->getState().getDebug(), GL_DEBUG_SEVERITY_LOW,
"Failed to allocate enough memory to serialize a shader. (%zu bytes)",
stream.length());
return angle::Result::Stop;
}
memcpy(binaryOut->data(), stream.data(), stream.length());
return angle::Result::Continue;
}
bool Shader::deserialize(BinaryInputStream &stream)
{
mState.mCompiledState->deserialize(stream);
if (stream.error())
{
// Error while deserializing binary stream
return false;
}
// Note: Currently, shader binaries are only supported on backends that don't happen to have any
// additional state used at link time. If other backends implement this functionality, this
// function should call into the backend object to deserialize their part.
return true;
}
bool Shader::loadBinary(const Context *context,
const void *binary,
GLsizei length,
angle::JobResultExpectancy resultExpectancy)
{
return loadBinaryImpl(context, binary, length, resultExpectancy, false);
}
bool Shader::loadShaderBinary(const Context *context,
const void *binary,
GLsizei length,
angle::JobResultExpectancy resultExpectancy)
{
return loadBinaryImpl(context, binary, length, resultExpectancy, true);
}
bool Shader::loadBinaryImpl(const Context *context,
const void *binary,
GLsizei length,
angle::JobResultExpectancy resultExpectancy,
bool generatedWithOfflineCompiler)
{
BinaryInputStream stream(binary, length);
mState.mCompiledState = std::make_shared<CompiledShaderState>(mState.getShaderType());
// Shader binaries generated with offline compiler have additional fields
if (generatedWithOfflineCompiler)
{
// Load binary from a glShaderBinary call.
// Validation layer should have already verified that the shader program version and shader
// type match
std::vector<uint8_t> commitString(angle::GetANGLEShaderProgramVersionHashSize(), 0);
stream.readBytes(commitString.data(), commitString.size());
ASSERT(memcmp(commitString.data(), angle::GetANGLEShaderProgramVersion(),
commitString.size()) == 0);
gl::ShaderType shaderType;
stream.readEnum(&shaderType);
ASSERT(mState.getShaderType() == shaderType);
// Get fields needed to generate the key for memory caches.
ShShaderOutput outputType;
stream.readEnum<ShShaderOutput>(&outputType);
// Get the shader's source string.
mState.mSource = stream.readString();
// In the absence of element-by-element serialize/deserialize functions, read
// ShCompileOptions and ShBuiltInResources as raw binary blobs.
ShCompileOptions compileOptions;
stream.readBytes(reinterpret_cast<uint8_t *>(&compileOptions), sizeof(ShCompileOptions));
ShBuiltInResources resources;
stream.readBytes(reinterpret_cast<uint8_t *>(&resources), sizeof(ShBuiltInResources));
setShaderKey(context, compileOptions, outputType, resources);
}
else
{
// Load binary from shader cache.
if (stream.readInt<uint32_t>() != kShaderCacheIdentifier)
{
return false;
}
}
if (!deserialize(stream))
{
return false;
}
mState.mCompileStatus = CompileStatus::COMPILE_REQUESTED;
// Ask the backend to prepare the translate task
std::shared_ptr<rx::ShaderTranslateTask> translateTask =
mImplementation->load(context, &stream);
std::shared_ptr<CompileTask> compileTask(new CompileTask(
context->getFrontendFeatures(), mState.mCompiledState, std::move(translateTask)));
const angle::JobThreadSafety threadSafety = GetTranslateTaskThreadSafety(context);
std::shared_ptr<angle::WaitableEvent> compileEvent =
context->postCompileLinkTask(compileTask, threadSafety, resultExpectancy);
mCompileJob = std::make_shared<CompileJob>();
mCompileJob->compileEvent = std::make_unique<CompileEvent>(compileTask, compileEvent);
return true;
}
void Shader::setShaderKey(const Context *context,
const ShCompileOptions &compileOptions,
const ShShaderOutput &outputType,
const ShBuiltInResources &resources)
{
// Compute shader key.
angle::base::SecureHashAlgorithm hasher;
hasher.Init();
// Start with the shader type and source.
AppendHashValue(hasher, mState.getShaderType());
hasher.Update(mState.getSource().c_str(), mState.getSource().length());
// Include the shader program version hash.
hasher.Update(angle::GetANGLEShaderProgramVersion(),
angle::GetANGLEShaderProgramVersionHashSize());
AppendHashValue(hasher, Compiler::SelectShaderSpec(context->getState()));
AppendHashValue(hasher, outputType);
hasher.Update(reinterpret_cast<const uint8_t *>(&compileOptions), sizeof(compileOptions));
// Include the ShBuiltInResources, which represent the extensions and constants used by the
// shader.
hasher.Update(reinterpret_cast<const uint8_t *>(&resources), sizeof(resources));
// Call the secure SHA hashing function.
hasher.Final();
memcpy(mShaderHash.data(), hasher.Digest(), angle::base::kSHA1Length);
}
bool WaitCompileJobUnlocked(const SharedCompileJob &compileJob)
{
// Simply wait for the job and return whether it succeeded. Do nothing more as this can be
// called from multiple threads. Caching of the shader results and compiler clean up will be
// done in resolveCompile() when the main thread happens to call it.
return compileJob->wait();
}
} // namespace gl