Hash :
b7582680
Author :
Date :
2025-02-24T18:04:32
Reland: GL: Allow untranslated shaders to pass through on GLES Add an EGL extension EGL_ANGLE_create_context_passthrough_shaders which uses the NULL translator and passes the original shader to the driver. The parser is still used for shader reflection. Always enable the null compiler backend. It has almost no binary size cost and is now potentially used when the null ANGLE backend is not enabled. Bug: angleproject:398857482 Change-Id: Id528189ccbbacb1c444eacb151baadfda9fcc04b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6488609 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
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//
// 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.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 <GLSLANG/ShaderLang.h>
#include "angle_gl.h"
#include "common/BinaryStream.h"
#include "common/CompiledShaderState.h"
#include "common/MemoryBuffer.h"
#include "common/Optional.h"
#include "common/angleutils.h"
#include "libANGLE/BlobCache.h"
#include "libANGLE/Caps.h"
#include "libANGLE/Compiler.h"
#include "libANGLE/Debug.h"
#include "libANGLE/angletypes.h"
namespace rx
{
class GLImplFactory;
class ShaderImpl;
class ShaderSh;
class WaitableCompileEvent;
} // namespace rx
namespace angle
{
class WaitableEvent;
class WorkerThreadPool;
} // namespace angle
namespace gl
{
class Context;
class ShaderProgramManager;
class State;
class BinaryInputStream;
class BinaryOutputStream;
// We defer the compile until link time, or until properties are queried.
enum class CompileStatus
{
// Compilation never done, or has failed.
NOT_COMPILED,
// Compile is in progress.
COMPILE_REQUESTED,
// Compilation job is done, but is being resolved. This enum value is there to allow access to
// compiled state during resolve without triggering threading-related assertions (which ensure
// no compile job is in progress).
IS_RESOLVING,
// Compilation was successful.
COMPILED,
};
// A representation of the compile job. The program's link job can wait on this while the shader is
// free to recompile (and generate other compile jobs).
struct CompileJob;
using SharedCompileJob = std::shared_ptr<CompileJob>;
class ShaderState final : angle::NonCopyable
{
public:
ShaderState(ShaderType shaderType);
~ShaderState();
const std::string &getLabel() const { return mLabel; }
const std::string &getSource() const { return mSource; }
bool compilePending() const { return mCompileStatus == CompileStatus::COMPILE_REQUESTED; }
CompileStatus getCompileStatus() const { return mCompileStatus; }
ShaderType getShaderType() const { return mCompiledState->shaderType; }
const SharedCompiledShaderState &getCompiledState() const
{
ASSERT(!compilePending());
return mCompiledState;
}
private:
friend class Shader;
std::string mLabel;
std::string mSource;
size_t mSourceHash = 0;
SharedCompiledShaderState mCompiledState;
// Indicates if this shader has been successfully compiled
CompileStatus mCompileStatus = CompileStatus::NOT_COMPILED;
};
class Shader final : angle::NonCopyable, public LabeledObject
{
public:
Shader(ShaderProgramManager *manager,
rx::GLImplFactory *implFactory,
const gl::Limitations &rendererLimitations,
ShaderType type,
ShaderProgramID handle);
void onDestroy(const Context *context);
angle::Result setLabel(const Context *context, const std::string &label) override;
const std::string &getLabel() const override;
ShaderType getType() const { return mState.getShaderType(); }
ShaderProgramID getHandle() const;
rx::ShaderImpl *getImplementation() const { return mImplementation.get(); }
void setSource(const Context *context,
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);
std::string getInfoLogString() const { return mInfoLog; }
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);
size_t getSourceHash() const;
void compile(const Context *context, angle::JobResultExpectancy resultExpectancy);
bool isCompiled(const Context *context);
bool isCompleted();
// Return the compilation job, which will be used by the program link job to wait for the
// completion of compilation. If compilation has already finished, a placeholder job is
// returned which can be used to retrieve the status of compilation.
SharedCompileJob getCompileJob(SharedCompiledShaderState *compiledStateOut);
// Return the compiled shader state for the program. The program holds a reference to this
// state, so the shader is free to recompile, get deleted, etc.
const SharedCompiledShaderState &getCompiledState() const { return mState.getCompiledState(); }
void addRef();
void release(const Context *context);
unsigned int getRefCount() const;
bool isFlaggedForDeletion() const;
void flagForDeletion();
const ShaderState &getState() const { return mState; }
bool hasBeenDeleted() const { return mDeleteStatus; }
// Block until compilation is finished and resolve it.
void resolveCompile(const Context *context);
// Writes a shader's binary to the output memory buffer.
angle::Result serialize(const Context *context, angle::MemoryBuffer *binaryOut) const;
bool deserialize(BinaryInputStream &stream);
// Load a binary from shader cache.
bool loadBinary(const Context *context,
const void *binary,
GLsizei length,
angle::JobResultExpectancy resultExpectancy);
// Load a binary from a glShaderBinary call.
bool loadShaderBinary(const Context *context,
const void *binary,
GLsizei length,
angle::JobResultExpectancy resultExpectancy);
void writeShaderKey(BinaryOutputStream *streamOut) const
{
ASSERT(streamOut && !mShaderHash.empty());
streamOut->writeBytes(mShaderHash.data(), egl::BlobCache::kKeyLength);
return;
}
private:
~Shader() override;
static void GetSourceImpl(const std::string &source,
GLsizei bufSize,
GLsizei *length,
char *buffer);
bool loadBinaryImpl(const Context *context,
const void *binary,
GLsizei length,
angle::JobResultExpectancy resultExpectancy,
bool generatedWithOfflineCompiler);
// Compute a key to uniquely identify the shader object in memory caches.
void setShaderKey(const Context *context,
const ShCompileOptions &compileOptions,
const ShShaderOutput &outputType,
const ShBuiltInResources &resources);
ShaderState mState;
std::unique_ptr<rx::ShaderImpl> mImplementation;
const gl::Limitations mRendererLimitations;
const ShaderProgramID mHandle;
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;
SharedCompileJob mCompileJob;
egl::BlobCache::Key mShaderHash;
ShaderProgramManager *mResourceManager;
};
const char *GetShaderTypeString(ShaderType type);
std::string GetShaderDumpFileDirectory();
std::string GetShaderDumpFileName(size_t shaderHash);
// Block until the compilation job is finished. This can be used by the program link job to wait
// for shader compilation. As such, it may be called by multiple threads without holding a lock and
// must therefore be thread-safe. It returns true if shader compilation has succeeded.
bool WaitCompileJobUnlocked(const SharedCompileJob &compileJob);
} // namespace gl
#endif // LIBANGLE_SHADER_H_