Hash :
107c7247
        
        Author :
  
        
        Date :
2018-03-20T15:45:35
        
      
ShaderVariable: separate fields for staticUse and active Thus far the compiler has used the "staticUse" flag to mark variables that should have rather been marked "active", meaning that the code may actually execute in a way that accesses the variable. There's a clear definition for this use of the term "active" in the GLES 3.0.5 spec, section 2.12.6, and in GLES 3.1 section 7.3.1. Having separate fields for recording static use and "activeness" of a variable is the first step to fixing this. According to the spec, usually only active resources should be considered when checking use against max limits. Also, only active uniforms get assigned a location. libANGLE code now correctly checks the active flag rather than the static use flag in these cases. The static use field still mirrors the active field for now, since some code in Chromium also needs to be fixed to use the active field correctly before the two can diverge. After Chromium is fixed, we can fix ANGLE so that static use information is recorded earlier during compilation and will accurately reflect whether variables are statically used. Currently the compiler only records variables once some static use may already have been pruned from the AST. BUG=angleproject:2262 TEST=angle_unittests, angle_end2end_tests Change-Id: I025bb71361246ae00c911a1f8b66ec045f665f29 Reviewed-on: https://chromium-review.googlesource.com/970962 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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//
// 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.
//
// ProgramD3D.h: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
#ifndef LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
#define LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
#include <string>
#include <vector>
#include "compiler/translator/blocklayoutHLSL.h"
#include "libANGLE/Constants.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/ProgramImpl.h"
#include "libANGLE/renderer/d3d/DynamicHLSL.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "platform/WorkaroundsD3D.h"
namespace rx
{
class RendererD3D;
class UniformStorageD3D;
class ShaderExecutableD3D;
#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
// WARNING: D3DCOMPILE_OPTIMIZATION_LEVEL3 may lead to a DX9 shader compiler hang.
// It should only be used selectively to work around specific bugs.
#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL1
#endif
enum class HLSLRegisterType : uint8_t
{
    None                = 0,
    Texture             = 1,
    UnorderedAccessView = 2
};
// Helper struct representing a single shader uniform
// TODO(jmadill): Make uniform blocks shared between all programs, so we don't need separate
// register indices.
struct D3DUniform : private angle::NonCopyable
{
    D3DUniform(GLenum type,
               HLSLRegisterType reg,
               const std::string &nameIn,
               const std::vector<unsigned int> &arraySizesIn,
               bool defaultBlock);
    ~D3DUniform();
    bool isSampler() const;
    bool isImage() const;
    bool isArray() const { return !arraySizes.empty(); }
    unsigned int getArraySizeProduct() const;
    bool isReferencedByVertexShader() const;
    bool isReferencedByFragmentShader() const;
    bool isReferencedByComputeShader() const;
    const uint8_t *firstNonNullData() const;
    const uint8_t *getDataPtrToElement(size_t elementIndex) const;
    // Duplicated from the GL layer
    const gl::UniformTypeInfo &typeInfo;
    std::string name;  // Names of arrays don't include [0], unlike at the GL layer.
    std::vector<unsigned int> arraySizes;
    // Pointer to a system copies of the data. Separate pointers for each uniform storage type.
    uint8_t *vsData;
    uint8_t *psData;
    uint8_t *csData;
    // Register information.
    HLSLRegisterType regType;
    unsigned int vsRegisterIndex;
    unsigned int psRegisterIndex;
    unsigned int csRegisterIndex;
    unsigned int registerCount;
    // Register "elements" are used for uniform structs in ES3, to appropriately identify single
    // uniforms
    // inside aggregate types, which are packed according C-like structure rules.
    unsigned int registerElement;
    // Special buffer for sampler values.
    std::vector<GLint> mSamplerData;
};
struct D3DUniformBlock
{
    D3DUniformBlock()
        : vsRegisterIndex(GL_INVALID_INDEX),
          psRegisterIndex(GL_INVALID_INDEX),
          csRegisterIndex(GL_INVALID_INDEX)
    {
    }
    bool vertexActive() const { return vsRegisterIndex != GL_INVALID_INDEX; }
    bool fragmentActive() const { return psRegisterIndex != GL_INVALID_INDEX; }
    bool computeActive() const { return csRegisterIndex != GL_INVALID_INDEX; }
    unsigned int vsRegisterIndex;
    unsigned int psRegisterIndex;
    unsigned int csRegisterIndex;
};
struct D3DVarying final
{
    D3DVarying();
    D3DVarying(const std::string &semanticNameIn,
               unsigned int semanticIndexIn,
               unsigned int componentCountIn,
               unsigned int outputSlotIn);
    D3DVarying(const D3DVarying &) = default;
    D3DVarying &operator=(const D3DVarying &) = default;
    std::string semanticName;
    unsigned int semanticIndex;
    unsigned int componentCount;
    unsigned int outputSlot;
};
class ProgramD3DMetadata final : angle::NonCopyable
{
  public:
    ProgramD3DMetadata(RendererD3D *renderer,
                       const ShaderD3D *vertexShader,
                       const ShaderD3D *fragmentShader);
    int getRendererMajorShaderModel() const;
    bool usesBroadcast(const gl::ContextState &data) const;
    bool usesFragDepth() const;
    bool usesPointCoord() const;
    bool usesFragCoord() const;
    bool usesPointSize() const;
    bool usesInsertedPointCoordValue() const;
    bool usesViewScale() const;
    bool hasANGLEMultiviewEnabled() const;
    bool usesViewID() const;
    bool canSelectViewInVertexShader() const;
    bool addsPointCoordToVertexShader() const;
    bool usesTransformFeedbackGLPosition() const;
    bool usesSystemValuePointSize() const;
    bool usesMultipleFragmentOuts() const;
    GLint getMajorShaderVersion() const;
    const ShaderD3D *getFragmentShader() const;
  private:
    const int mRendererMajorShaderModel;
    const std::string mShaderModelSuffix;
    const bool mUsesInstancedPointSpriteEmulation;
    const bool mUsesViewScale;
    const bool mHasANGLEMultiviewEnabled;
    const bool mUsesViewID;
    const bool mCanSelectViewInVertexShader;
    const ShaderD3D *mVertexShader;
    const ShaderD3D *mFragmentShader;
};
class ProgramD3D : public ProgramImpl
{
  public:
    ProgramD3D(const gl::ProgramState &data, RendererD3D *renderer);
    ~ProgramD3D() override;
    const std::vector<PixelShaderOutputVariable> &getPixelShaderKey() { return mPixelShaderKey; }
    GLint getSamplerMapping(gl::ShaderType type,
                            unsigned int samplerIndex,
                            const gl::Caps &caps) const;
    gl::TextureType getSamplerTextureType(gl::ShaderType type, unsigned int samplerIndex) const;
    GLuint getUsedSamplerRange(gl::ShaderType type) const;
    enum SamplerMapping
    {
        WasDirty,
        WasClean,
    };
    SamplerMapping updateSamplerMapping();
    GLint getImageMapping(gl::ShaderType type,
                          unsigned int imageIndex,
                          bool readonly,
                          const gl::Caps &caps) const;
    GLuint getUsedImageRange(gl::ShaderType type, bool readonly) const;
    GLenum getImageTextureType(gl::ShaderType type, unsigned int imageIndex, bool readonly) const;
    bool usesPointSize() const { return mUsesPointSize; }
    bool usesPointSpriteEmulation() const;
    bool usesGeometryShader(GLenum drawMode) const;
    bool usesGeometryShaderForPointSpriteEmulation() const;
    bool usesInstancedPointSpriteEmulation() const;
    gl::LinkResult load(const gl::Context *context,
                        gl::InfoLog &infoLog,
                        gl::BinaryInputStream *stream) override;
    void save(const gl::Context *context, gl::BinaryOutputStream *stream) override;
    void setBinaryRetrievableHint(bool retrievable) override;
    void setSeparable(bool separable) override;
    gl::Error getVertexExecutableForCachedInputLayout(ShaderExecutableD3D **outExectuable,
                                                      gl::InfoLog *infoLog);
    gl::Error getGeometryExecutableForPrimitiveType(const gl::Context *context,
                                                    GLenum drawMode,
                                                    ShaderExecutableD3D **outExecutable,
                                                    gl::InfoLog *infoLog);
    gl::Error getPixelExecutableForCachedOutputLayout(ShaderExecutableD3D **outExectuable,
                                                      gl::InfoLog *infoLog);
    gl::Error getComputeExecutable(ShaderExecutableD3D **outExecutable);
    gl::LinkResult link(const gl::Context *context,
                        const gl::ProgramLinkedResources &resources,
                        gl::InfoLog &infoLog) override;
    GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) override;
    void setPathFragmentInputGen(const std::string &inputName,
                                 GLenum genMode,
                                 GLint components,
                                 const GLfloat *coeffs) override;
    void initializeUniformStorage();
    void updateUniformBufferCache(const gl::Caps &caps,
                                  unsigned int reservedVertex,
                                  unsigned int reservedFragment);
    const std::vector<GLint> &getVertexUniformBufferCache() const;
    const std::vector<GLint> &getFragmentUniformBufferCache() const;
    void dirtyAllUniforms();
    void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) override;
    void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) override;
    void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) override;
    void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) override;
    void setUniform1iv(GLint location, GLsizei count, const GLint *v) override;
    void setUniform2iv(GLint location, GLsizei count, const GLint *v) override;
    void setUniform3iv(GLint location, GLsizei count, const GLint *v) override;
    void setUniform4iv(GLint location, GLsizei count, const GLint *v) override;
    void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) override;
    void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) override;
    void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) override;
    void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) override;
    void setUniformMatrix2fv(GLint location,
                             GLsizei count,
                             GLboolean transpose,
                             const GLfloat *value) override;
    void setUniformMatrix3fv(GLint location,
                             GLsizei count,
                             GLboolean transpose,
                             const GLfloat *value) override;
    void setUniformMatrix4fv(GLint location,
                             GLsizei count,
                             GLboolean transpose,
                             const GLfloat *value) override;
    void setUniformMatrix2x3fv(GLint location,
                               GLsizei count,
                               GLboolean transpose,
                               const GLfloat *value) override;
    void setUniformMatrix3x2fv(GLint location,
                               GLsizei count,
                               GLboolean transpose,
                               const GLfloat *value) override;
    void setUniformMatrix2x4fv(GLint location,
                               GLsizei count,
                               GLboolean transpose,
                               const GLfloat *value) override;
    void setUniformMatrix4x2fv(GLint location,
                               GLsizei count,
                               GLboolean transpose,
                               const GLfloat *value) override;
    void setUniformMatrix3x4fv(GLint location,
                               GLsizei count,
                               GLboolean transpose,
                               const GLfloat *value) override;
    void setUniformMatrix4x3fv(GLint location,
                               GLsizei count,
                               GLboolean transpose,
                               const GLfloat *value) override;
    void getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const override;
    void getUniformiv(const gl::Context *context, GLint location, GLint *params) const override;
    void getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const override;
    void setUniformBlockBinding(GLuint uniformBlockIndex, GLuint uniformBlockBinding) override;
    UniformStorageD3D &getVertexUniformStorage() const { return *mVertexUniformStorage.get(); }
    UniformStorageD3D &getFragmentUniformStorage() const { return *mFragmentUniformStorage.get(); }
    UniformStorageD3D &getComputeUniformStorage() const { return *mComputeUniformStorage.get(); }
    unsigned int getSerial() const;
    const AttribIndexArray &getAttribLocationToD3DSemantics() const
    {
        return mAttribLocationToD3DSemantic;
    }
    void updateCachedInputLayout(Serial associatedSerial, const gl::State &state);
    void updateCachedOutputLayout(const gl::Context *context, const gl::Framebuffer *framebuffer);
    bool isSamplerMappingDirty() { return mDirtySamplerMapping; }
    // Checks if we need to recompile certain shaders.
    bool hasVertexExecutableForCachedInputLayout();
    bool hasGeometryExecutableForPrimitiveType(GLenum drawMode);
    bool hasPixelExecutableForCachedOutputLayout();
    bool areVertexUniformsDirty() const { return mVertexUniformsDirty; }
    bool areFragmentUniformsDirty() const { return mFragmentUniformsDirty; }
    bool areComputeUniformsDirty() const { return mComputeUniformsDirty; }
    const std::vector<D3DUniform *> &getD3DUniforms() const { return mD3DUniforms; }
    void markUniformsClean();
  private:
    // These forward-declared tasks are used for multi-thread shader compiles.
    class GetExecutableTask;
    class GetVertexExecutableTask;
    class GetPixelExecutableTask;
    class GetGeometryExecutableTask;
    class VertexExecutable
    {
      public:
        enum HLSLAttribType
        {
            FLOAT,
            UNSIGNED_INT,
            SIGNED_INT,
        };
        typedef std::vector<HLSLAttribType> Signature;
        VertexExecutable(const gl::InputLayout &inputLayout,
                         const Signature &signature,
                         ShaderExecutableD3D *shaderExecutable);
        ~VertexExecutable();
        bool matchesSignature(const Signature &signature) const;
        static void getSignature(RendererD3D *renderer,
                                 const gl::InputLayout &inputLayout,
                                 Signature *signatureOut);
        const gl::InputLayout &inputs() const { return mInputs; }
        const Signature &signature() const { return mSignature; }
        ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; }
      private:
        static HLSLAttribType GetAttribType(GLenum type);
        gl::InputLayout mInputs;
        Signature mSignature;
        ShaderExecutableD3D *mShaderExecutable;
    };
    class PixelExecutable
    {
      public:
        PixelExecutable(const std::vector<GLenum> &outputSignature,
                        ShaderExecutableD3D *shaderExecutable);
        ~PixelExecutable();
        bool matchesSignature(const std::vector<GLenum> &signature) const
        {
            return mOutputSignature == signature;
        }
        const std::vector<GLenum> &outputSignature() const { return mOutputSignature; }
        ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; }
      private:
        std::vector<GLenum> mOutputSignature;
        ShaderExecutableD3D *mShaderExecutable;
    };
    struct Sampler
    {
        Sampler();
        bool active;
        GLint logicalTextureUnit;
        gl::TextureType textureType;
    };
    struct Image
    {
        Image();
        bool active;
        GLint logicalImageUnit;
    };
    typedef std::map<std::string, D3DUniform *> D3DUniformMap;
    void defineUniformsAndAssignRegisters(const gl::Context *context);
    void defineUniformBase(const gl::Shader *shader,
                           const sh::Uniform &uniform,
                           D3DUniformMap *uniformMap);
    void defineStructUniformFields(GLenum shaderType,
                                   const std::vector<sh::ShaderVariable> &fields,
                                   const std::string &namePrefix,
                                   const HLSLRegisterType regType,
                                   sh::HLSLBlockEncoder *encoder,
                                   D3DUniformMap *uniformMap);
    void defineArrayOfStructsUniformFields(GLenum shaderType,
                                           const sh::ShaderVariable &uniform,
                                           unsigned int arrayNestingIndex,
                                           const std::string &prefix,
                                           const HLSLRegisterType regType,
                                           sh::HLSLBlockEncoder *encoder,
                                           D3DUniformMap *uniformMap);
    void defineArrayUniformElements(GLenum shaderType,
                                    const sh::ShaderVariable &uniform,
                                    const std::string &fullName,
                                    const HLSLRegisterType regType,
                                    sh::HLSLBlockEncoder *encoder,
                                    D3DUniformMap *uniformMap);
    void defineUniform(GLenum shaderType,
                       const sh::ShaderVariable &uniform,
                       const std::string &fullName,
                       const HLSLRegisterType regType,
                       sh::HLSLBlockEncoder *encoder,
                       D3DUniformMap *uniformMap);
    void assignAllSamplerRegisters();
    void assignSamplerRegisters(size_t uniformIndex);
    static void AssignSamplers(unsigned int startSamplerIndex,
                               const gl::UniformTypeInfo &typeInfo,
                               unsigned int samplerCount,
                               std::vector<Sampler> &outSamplers,
                               GLuint *outUsedRange);
    void assignAllImageRegisters();
    void assignImageRegisters(size_t uniformIndex);
    static void AssignImages(unsigned int startImageIndex,
                             int startLogicalImageUnit,
                             unsigned int imageCount,
                             std::vector<Image> &outImages,
                             GLuint *outUsedRange);
    template <typename DestT>
    void getUniformInternal(GLint location, DestT *dataOut) const;
    template <typename T>
    void setUniformImpl(const gl::VariableLocation &locationInfo,
                        GLsizei count,
                        const T *v,
                        uint8_t *targetData,
                        GLenum uniformType);
    template <typename T>
    void setUniformInternal(GLint location, GLsizei count, const T *v, GLenum uniformType);
    template <int cols, int rows>
    bool setUniformMatrixfvImpl(GLint location,
                                GLsizei count,
                                GLboolean transpose,
                                const GLfloat *value,
                                uint8_t *targetData,
                                GLenum targetUniformType);
    template <int cols, int rows>
    void setUniformMatrixfvInternal(GLint location,
                                    GLsizei count,
                                    GLboolean transpose,
                                    const GLfloat *value,
                                    GLenum targetUniformType);
    gl::LinkResult compileProgramExecutables(const gl::Context *context, gl::InfoLog &infoLog);
    gl::LinkResult compileComputeExecutable(const gl::Context *context, gl::InfoLog &infoLog);
    void gatherTransformFeedbackVaryings(const gl::VaryingPacking &varyings,
                                         const BuiltinInfo &builtins);
    D3DUniform *getD3DUniformByName(const std::string &name);
    D3DUniform *getD3DUniformFromLocation(GLint location);
    const D3DUniform *getD3DUniformFromLocation(GLint location) const;
    void initAttribLocationsToD3DSemantic(const gl::Context *context);
    void reset();
    void initializeUniformBlocks();
    void updateCachedInputLayoutFromShader(const gl::Context *context);
    void updateCachedOutputLayoutFromShader();
    void updateCachedVertexExecutableIndex();
    void updateCachedPixelExecutableIndex();
    void linkResources(const gl::Context *context, const gl::ProgramLinkedResources &resources);
    RendererD3D *mRenderer;
    DynamicHLSL *mDynamicHLSL;
    std::vector<std::unique_ptr<VertexExecutable>> mVertexExecutables;
    std::vector<std::unique_ptr<PixelExecutable>> mPixelExecutables;
    std::vector<std::unique_ptr<ShaderExecutableD3D>> mGeometryExecutables;
    std::unique_ptr<ShaderExecutableD3D> mComputeExecutable;
    std::string mVertexHLSL;
    angle::CompilerWorkaroundsD3D mVertexWorkarounds;
    std::string mPixelHLSL;
    angle::CompilerWorkaroundsD3D mPixelWorkarounds;
    bool mUsesFragDepth;
    bool mHasANGLEMultiviewEnabled;
    bool mUsesViewID;
    std::vector<PixelShaderOutputVariable> mPixelShaderKey;
    // Common code for all dynamic geometry shaders. Consists mainly of the GS input and output
    // structures, built from the linked varying info. We store the string itself instead of the
    // packed varyings for simplicity.
    std::string mGeometryShaderPreamble;
    bool mUsesPointSize;
    bool mUsesFlatInterpolation;
    std::unique_ptr<UniformStorageD3D> mVertexUniformStorage;
    std::unique_ptr<UniformStorageD3D> mFragmentUniformStorage;
    std::unique_ptr<UniformStorageD3D> mComputeUniformStorage;
    std::vector<Sampler> mSamplersPS;
    std::vector<Sampler> mSamplersVS;
    std::vector<Sampler> mSamplersCS;
    GLuint mUsedVertexSamplerRange;
    GLuint mUsedPixelSamplerRange;
    GLuint mUsedComputeSamplerRange;
    bool mDirtySamplerMapping;
    std::vector<Image> mImagesCS;
    std::vector<Image> mReadonlyImagesCS;
    GLuint mUsedComputeImageRange;
    GLuint mUsedComputeReadonlyImageRange;
    // Cache for pixel shader output layout to save reallocations.
    std::vector<GLenum> mPixelShaderOutputLayoutCache;
    Optional<size_t> mCachedPixelExecutableIndex;
    AttribIndexArray mAttribLocationToD3DSemantic;
    unsigned int mSerial;
    std::vector<GLint> mVertexUBOCache;
    std::vector<GLint> mFragmentUBOCache;
    VertexExecutable::Signature mCachedVertexSignature;
    gl::InputLayout mCachedInputLayout;
    Optional<size_t> mCachedVertexExecutableIndex;
    std::vector<D3DVarying> mStreamOutVaryings;
    std::vector<D3DUniform *> mD3DUniforms;
    std::map<std::string, int> mImageBindingMap;
    std::vector<D3DUniformBlock> mD3DUniformBlocks;
    bool mVertexUniformsDirty;
    bool mFragmentUniformsDirty;
    bool mComputeUniformsDirty;
    static unsigned int issueSerial();
    static unsigned int mCurrentSerial;
    Serial mCurrentVertexArrayStateSerial;
};
}  // namespace rx
#endif  // LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_