Edit

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

Branch :

  • Show log

    Commit

  • Author : Jamie Madill
    Date : 2017-06-05 10:50:59
    Hash : 2f348d2a
    Message : Make gl::Compiler reference-counted. This is helpful for implementing program binary caching in ANGLE. in order to maintain the current behaviour in Chrome, we will need to defer shader compilation until link time. Since WebGL allows the app layer to enable and disable extensions explicitly, the app can enable or disable an extension between the calls to glCompileShader and glLinkProgram. Then, if we're deferring shader compilation, we will have to preserve the extension settings at the time of the call to compile, not the current settings at the time of link. Making the compiler reference-counted gives us a pretty simple and robust solution. This also changes the Context class to lazily init the shader compiler. Lazy init prevents any unexpected nulls, and also ensures the releaseShaderCompiler does exactly that: just releases the shader compiler, and does not immediately re-initialize it. BUG=angleproject:2044 Change-Id: I0f0eeb4eb94dc4eee238f92482804a0921c77df0 Reviewed-on: https://chromium-review.googlesource.com/522868 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@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;
        // TODO: use shader precision caps to determine if high precision is supported?
        mResources.FragmentPrecisionHigh = 1;
        mResources.EXT_frag_depth        = extensions.fragDepth;
    
        // 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.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;
    
        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();
        }
    
        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;
    }
    
    }  // namespace gl