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

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  • Author : Jamie Madill
    Date : 2017-06-05 12:59:26
    Hash : 4f86d053
    Message : Introduce MemoryProgramCache. This class will manage GPU binary programs in memory. It will be owned by the Display, and shared between Contexts. Currently this CL just refactors the Program binary saving and loading into static members of this new class. BUG=angleproject:1897 Change-Id: I34f5afb2c02416f6fd80dd65ba3827a8637ce190 Reviewed-on: https://chromium-review.googlesource.com/522873 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>

  • src/libANGLE/Program.h
  • //
    // Copyright (c) 2002-2014 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.
    //
    
    // Program.h: Defines the gl::Program class. Implements GL program objects
    // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
    
    #ifndef LIBANGLE_PROGRAM_H_
    #define LIBANGLE_PROGRAM_H_
    
    #include <GLES2/gl2.h>
    #include <GLSLANG/ShaderVars.h>
    
    #include <array>
    #include <map>
    #include <set>
    #include <sstream>
    #include <string>
    #include <vector>
    
    #include "common/angleutils.h"
    #include "common/mathutil.h"
    #include "common/Optional.h"
    
    #include "libANGLE/angletypes.h"
    #include "libANGLE/Constants.h"
    #include "libANGLE/Debug.h"
    #include "libANGLE/Error.h"
    #include "libANGLE/RefCountObject.h"
    
    namespace rx
    {
    class GLImplFactory;
    class ProgramImpl;
    struct TranslatedAttribute;
    }
    
    namespace gl
    {
    struct Caps;
    class Context;
    class ContextState;
    class Shader;
    class ShaderProgramManager;
    class State;
    class InfoLog;
    class Buffer;
    class Framebuffer;
    struct UniformBlock;
    struct LinkedUniform;
    struct PackedVarying;
    
    extern const char * const g_fakepath;
    
    class InfoLog : angle::NonCopyable
    {
      public:
        InfoLog();
        ~InfoLog();
    
        size_t getLength() const;
        void getLog(GLsizei bufSize, GLsizei *length, char *infoLog) const;
    
        void appendSanitized(const char *message);
        void reset();
    
        // This helper class ensures we append a newline after writing a line.
        class StreamHelper : angle::NonCopyable
        {
          public:
            StreamHelper(StreamHelper &&rhs)
                : mStream(rhs.mStream)
            {
                rhs.mStream = nullptr;
            }
    
            StreamHelper &operator=(StreamHelper &&rhs)
            {
                std::swap(mStream, rhs.mStream);
                return *this;
            }
    
            ~StreamHelper()
            {
                // Write newline when destroyed on the stack
                if (mStream)
                {
                    (*mStream) << std::endl;
                }
            }
    
            template <typename T>
            StreamHelper &operator<<(const T &value)
            {
                (*mStream) << value;
                return *this;
            }
    
          private:
            friend class InfoLog;
    
            StreamHelper(std::stringstream *stream)
                : mStream(stream)
            {
                ASSERT(stream);
            }
    
            std::stringstream *mStream;
        };
    
        template <typename T>
        StreamHelper operator<<(const T &value)
        {
            StreamHelper helper(&mStream);
            helper << value;
            return helper;
        }
    
        std::string str() const { return mStream.str(); }
    
      private:
        std::stringstream mStream;
    };
    
    // Struct used for correlating uniforms/elements of uniform arrays to handles
    struct VariableLocation
    {
        VariableLocation();
        VariableLocation(const std::string &name, unsigned int element, unsigned int index);
    
        std::string name;
        unsigned int element;
        unsigned int index;
    
        // If this is a valid uniform location
        bool used;
    
        // If this location was bound to an unreferenced uniform.  Setting data on this uniform is a
        // no-op.
        bool ignored;
    };
    
    // Information about a variable binding.
    // Currently used by CHROMIUM_path_rendering
    struct BindingInfo
    {
        // The type of binding, for example GL_FLOAT_VEC3.
        // This can be GL_NONE if the variable is optimized away.
        GLenum type;
    
        // This is the name of the variable in
        // the translated shader program. Note that
        // this can be empty in the case where the
        // variable has been optimized away.
        std::string name;
    
        // True if the binding is valid, otherwise false.
        bool valid;
    };
    
    // This small structure encapsulates binding sampler uniforms to active GL textures.
    struct SamplerBinding
    {
        SamplerBinding(GLenum textureTypeIn, size_t elementCount)
            : textureType(textureTypeIn), boundTextureUnits(elementCount, 0)
        {
        }
    
        // Necessary for retrieving active textures from the GL state.
        GLenum textureType;
    
        // List of all textures bound to this sampler, of type textureType.
        std::vector<GLuint> boundTextureUnits;
    };
    
    // A varying with tranform feedback enabled. If it's an array, either the whole array or one of its
    // elements specified by 'arrayIndex' can set to be enabled.
    struct TransformFeedbackVarying : public sh::Varying
    {
        TransformFeedbackVarying(const sh::Varying &varyingIn, GLuint index)
            : sh::Varying(varyingIn), arrayIndex(index)
        {
        }
        std::string nameWithArrayIndex() const
        {
            std::stringstream fullNameStr;
            fullNameStr << name;
            if (arrayIndex != GL_INVALID_INDEX)
            {
                fullNameStr << "[" << arrayIndex << "]";
            }
            return fullNameStr.str();
        }
        GLsizei size() const { return (arrayIndex == GL_INVALID_INDEX ? elementCount() : 1); }
    
        GLuint arrayIndex;
    };
    
    class ProgramState final : angle::NonCopyable
    {
      public:
        ProgramState();
        ~ProgramState();
    
        const std::string &getLabel();
    
        Shader *getAttachedVertexShader() const { return mAttachedVertexShader; }
        Shader *getAttachedFragmentShader() const { return mAttachedFragmentShader; }
        Shader *getAttachedComputeShader() const { return mAttachedComputeShader; }
        const std::vector<std::string> &getTransformFeedbackVaryingNames() const
        {
            return mTransformFeedbackVaryingNames;
        }
        GLint getTransformFeedbackBufferMode() const { return mTransformFeedbackBufferMode; }
        GLuint getUniformBlockBinding(GLuint uniformBlockIndex) const
        {
            ASSERT(uniformBlockIndex < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS);
            return mUniformBlockBindings[uniformBlockIndex];
        }
        const UniformBlockBindingMask &getActiveUniformBlockBindingsMask() const
        {
            return mActiveUniformBlockBindings;
        }
        const std::vector<sh::Attribute> &getAttributes() const { return mAttributes; }
        const AttributesMask &getActiveAttribLocationsMask() const
        {
            return mActiveAttribLocationsMask;
        }
        DrawBufferMask getActiveOutputVariables() const { return mActiveOutputVariables; }
        const std::vector<sh::OutputVariable> &getOutputVariables() const { return mOutputVariables; }
        const std::map<int, VariableLocation> &getOutputLocations() const { return mOutputLocations; }
        const std::vector<LinkedUniform> &getUniforms() const { return mUniforms; }
        const std::vector<VariableLocation> &getUniformLocations() const { return mUniformLocations; }
        const std::vector<UniformBlock> &getUniformBlocks() const { return mUniformBlocks; }
        const std::vector<SamplerBinding> &getSamplerBindings() const { return mSamplerBindings; }
        const sh::WorkGroupSize &getComputeShaderLocalSize() const { return mComputeShaderLocalSize; }
        const RangeUI &getSamplerUniformRange() const { return mSamplerUniformRange; }
    
        using UniformBlockBindingArray =
            std::array<GLuint, IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS>;
        const UniformBlockBindingArray &getUniformBlockBindings() const
        {
            return mUniformBlockBindings;
        }
        const std::vector<TransformFeedbackVarying> &getLinkedTransformFeedbackVaryings() const
        {
            return mLinkedTransformFeedbackVaryings;
        }
    
        GLint getUniformLocation(const std::string &name) const;
        GLuint getUniformIndexFromName(const std::string &name) const;
        GLuint getUniformIndexFromLocation(GLint location) const;
        Optional<GLuint> getSamplerIndex(GLint location) const;
        bool isSamplerUniformIndex(GLuint index) const;
        GLuint getSamplerIndexFromUniformIndex(GLuint uniformIndex) const;
    
      private:
        friend class MemoryProgramCache;
        friend class Program;
    
        std::string mLabel;
    
        sh::WorkGroupSize mComputeShaderLocalSize;
    
        Shader *mAttachedFragmentShader;
        Shader *mAttachedVertexShader;
        Shader *mAttachedComputeShader;
    
        std::vector<std::string> mTransformFeedbackVaryingNames;
        std::vector<TransformFeedbackVarying> mLinkedTransformFeedbackVaryings;
        GLenum mTransformFeedbackBufferMode;
    
        UniformBlockBindingArray mUniformBlockBindings;
        UniformBlockBindingMask mActiveUniformBlockBindings;
    
        std::vector<sh::Attribute> mAttributes;
        angle::BitSet<MAX_VERTEX_ATTRIBS> mActiveAttribLocationsMask;
    
        // Uniforms are sorted in order:
        //  1. Non-sampler uniforms
        //  2. Sampler uniforms
        //  3. Uniform block uniforms
        // This makes sampler validation easier, since we don't need a separate list.
        std::vector<LinkedUniform> mUniforms;
        std::vector<VariableLocation> mUniformLocations;
        std::vector<UniformBlock> mUniformBlocks;
        RangeUI mSamplerUniformRange;
    
        // An array of the samplers that are used by the program
        std::vector<gl::SamplerBinding> mSamplerBindings;
    
        std::vector<sh::OutputVariable> mOutputVariables;
        // TODO(jmadill): use unordered/hash map when available
        std::map<int, VariableLocation> mOutputLocations;
        DrawBufferMask mActiveOutputVariables;
    
        // Fragment output variable base types: FLOAT, INT, or UINT.  Ordered by location.
        std::vector<GLenum> mOutputVariableTypes;
    
        bool mBinaryRetrieveableHint;
        bool mSeparable;
    };
    
    class Program final : angle::NonCopyable, public LabeledObject
    {
      public:
        Program(rx::GLImplFactory *factory, ShaderProgramManager *manager, GLuint handle);
        ~Program();
        void destroy(const Context *context);
    
        GLuint id() const { return mHandle; }
    
        void setLabel(const std::string &label) override;
        const std::string &getLabel() const override;
    
        rx::ProgramImpl *getImplementation() const { return mProgram; }
    
        void attachShader(Shader *shader);
        void detachShader(const Context *context, Shader *shader);
        int getAttachedShadersCount() const;
    
        const Shader *getAttachedVertexShader() const { return mState.mAttachedVertexShader; }
        const Shader *getAttachedFragmentShader() const { return mState.mAttachedFragmentShader; }
        const Shader *getAttachedComputeShader() const { return mState.mAttachedComputeShader; }
    
        void bindAttributeLocation(GLuint index, const char *name);
        void bindUniformLocation(GLuint index, const char *name);
    
        // CHROMIUM_path_rendering
        BindingInfo getFragmentInputBindingInfo(const Context *context, GLint index) const;
        void bindFragmentInputLocation(GLint index, const char *name);
        void pathFragmentInputGen(const Context *context,
                                  GLint index,
                                  GLenum genMode,
                                  GLint components,
                                  const GLfloat *coeffs);
    
        Error link(const gl::Context *context);
        bool isLinked() const;
    
        Error loadBinary(const Context *context,
                         GLenum binaryFormat,
                         const void *binary,
                         GLsizei length);
        Error saveBinary(const Context *context,
                         GLenum *binaryFormat,
                         void *binary,
                         GLsizei bufSize,
                         GLsizei *length) const;
        GLint getBinaryLength() const;
        void setBinaryRetrievableHint(bool retrievable);
        bool getBinaryRetrievableHint() const;
    
        void setSeparable(bool separable);
        bool isSeparable() const;
    
        int getInfoLogLength() const;
        void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const;
        void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders) const;
    
        GLuint getAttributeLocation(const std::string &name) const;
        bool isAttribLocationActive(size_t attribLocation) const;
    
        void getActiveAttribute(GLuint index,
                                GLsizei bufsize,
                                GLsizei *length,
                                GLint *size,
                                GLenum *type,
                                GLchar *name) const;
        GLint getActiveAttributeCount() const;
        GLint getActiveAttributeMaxLength() const;
        const std::vector<sh::Attribute> &getAttributes() const { return mState.mAttributes; }
    
        GLint getFragDataLocation(const std::string &name) const;
        size_t getOutputResourceCount() const;
        const std::vector<GLenum> &getOutputVariableTypes() const
        {
            return mState.mOutputVariableTypes;
        }
    
        void getActiveUniform(GLuint index,
                              GLsizei bufsize,
                              GLsizei *length,
                              GLint *size,
                              GLenum *type,
                              GLchar *name) const;
        GLint getActiveUniformCount() const;
        GLint getActiveUniformMaxLength() const;
        GLint getActiveUniformi(GLuint index, GLenum pname) const;
        bool isValidUniformLocation(GLint location) const;
        const LinkedUniform &getUniformByLocation(GLint location) const;
        const VariableLocation &getUniformLocation(GLint location) const;
        const std::vector<VariableLocation> &getUniformLocations() const;
        const LinkedUniform &getUniformByIndex(GLuint index) const;
    
        GLint getUniformLocation(const std::string &name) const;
        GLuint getUniformIndex(const std::string &name) const;
        void setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
        void setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
        void setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
        void setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
        void setUniform1iv(GLint location, GLsizei count, const GLint *v);
        void setUniform2iv(GLint location, GLsizei count, const GLint *v);
        void setUniform3iv(GLint location, GLsizei count, const GLint *v);
        void setUniform4iv(GLint location, GLsizei count, const GLint *v);
        void setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
        void setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
        void setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
        void setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
        void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    
        void getUniformfv(GLint location, GLfloat *params) const;
        void getUniformiv(GLint location, GLint *params) const;
        void getUniformuiv(GLint location, GLuint *params) const;
    
        void getActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const;
        GLuint getActiveUniformBlockCount() const;
        GLint getActiveUniformBlockMaxLength() const;
    
        GLuint getUniformBlockIndex(const std::string &name) const;
    
        void bindUniformBlock(GLuint uniformBlockIndex, GLuint uniformBlockBinding);
        GLuint getUniformBlockBinding(GLuint uniformBlockIndex) const;
    
        const UniformBlock &getUniformBlockByIndex(GLuint index) const;
    
        void setTransformFeedbackVaryings(GLsizei count, const GLchar *const *varyings, GLenum bufferMode);
        void getTransformFeedbackVarying(GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name) const;
        GLsizei getTransformFeedbackVaryingCount() const;
        GLsizei getTransformFeedbackVaryingMaxLength() const;
        GLenum getTransformFeedbackBufferMode() const;
    
        static bool linkValidateInterfaceBlockFields(InfoLog &infoLog,
                                                     const std::string &uniformName,
                                                     const sh::InterfaceBlockField &vertexUniform,
                                                     const sh::InterfaceBlockField &fragmentUniform,
                                                     bool webglCompatibility);
    
        void addRef();
        void release(const Context *context);
        unsigned int getRefCount() const;
        void flagForDeletion();
        bool isFlaggedForDeletion() const;
    
        void validate(const Caps &caps);
        bool validateSamplers(InfoLog *infoLog, const Caps &caps);
        bool isValidated() const;
        bool samplesFromTexture(const gl::State &state, GLuint textureID) const;
    
        const AttributesMask &getActiveAttribLocationsMask() const
        {
            return mState.mActiveAttribLocationsMask;
        }
    
        const std::vector<SamplerBinding> &getSamplerBindings() const
        {
            return mState.mSamplerBindings;
        }
        const ProgramState &getState() const { return mState; }
    
        static bool linkValidateVariablesBase(InfoLog &infoLog,
                                              const std::string &variableName,
                                              const sh::ShaderVariable &vertexVariable,
                                              const sh::ShaderVariable &fragmentVariable,
                                              bool validatePrecision);
    
        GLuint getInputResourceIndex(const GLchar *name) const;
        GLuint getOutputResourceIndex(const GLchar *name) const;
        void getInputResourceName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const;
        void getOutputResourceName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const;
    
        class Bindings final : angle::NonCopyable
        {
          public:
            void bindLocation(GLuint index, const std::string &name);
            int getBinding(const std::string &name) const;
    
            typedef std::unordered_map<std::string, GLuint>::const_iterator const_iterator;
            const_iterator begin() const;
            const_iterator end() const;
    
          private:
            std::unordered_map<std::string, GLuint> mBindings;
        };
    
      private:
        struct VaryingRef
        {
            const sh::Varying *get() const { return vertex ? vertex : fragment; }
    
            const sh::Varying *vertex   = nullptr;
            const sh::Varying *fragment = nullptr;
        };
    
        using MergedVaryings = std::map<std::string, VaryingRef>;
    
        void unlink();
        void resetUniformBlockBindings();
    
        bool linkAttributes(const Context *context, InfoLog &infoLog);
        bool validateUniformBlocksCount(GLuint maxUniformBlocks,
                                        const std::vector<sh::InterfaceBlock> &block,
                                        const std::string &errorMessage,
                                        InfoLog &infoLog) const;
        bool validateVertexAndFragmentInterfaceBlocks(
            const std::vector<sh::InterfaceBlock> &vertexInterfaceBlocks,
            const std::vector<sh::InterfaceBlock> &fragmentInterfaceBlocks,
            InfoLog &infoLog,
            bool webglCompatibility) const;
        bool linkUniformBlocks(const Context *context, InfoLog &infoLog);
        bool linkVaryings(const Context *context, InfoLog &infoLog) const;
    
        bool linkUniforms(const Context *context,
                          InfoLog &infoLog,
                          const Bindings &uniformLocationBindings);
        void linkSamplerBindings();
    
        bool areMatchingInterfaceBlocks(InfoLog &infoLog,
                                        const sh::InterfaceBlock &vertexInterfaceBlock,
                                        const sh::InterfaceBlock &fragmentInterfaceBlock,
                                        bool webglCompatibility) const;
    
        static bool linkValidateVaryings(InfoLog &infoLog,
                                         const std::string &varyingName,
                                         const sh::Varying &vertexVarying,
                                         const sh::Varying &fragmentVarying,
                                         int shaderVersion);
        bool linkValidateBuiltInVaryings(const Context *context, InfoLog &infoLog) const;
        bool linkValidateTransformFeedback(const gl::Context *context,
                                           InfoLog &infoLog,
                                           const MergedVaryings &linkedVaryings,
                                           const Caps &caps) const;
    
        void gatherTransformFeedbackVaryings(const MergedVaryings &varyings);
    
        MergedVaryings getMergedVaryings(const Context *context) const;
        std::vector<PackedVarying> getPackedVaryings(const MergedVaryings &mergedVaryings) const;
        void linkOutputVariables(const Context *context);
    
        void setUniformValuesFromBindingQualifiers();
    
        void gatherInterfaceBlockInfo(const Context *context);
        template <typename VarT>
        void defineUniformBlockMembers(const std::vector<VarT> &fields,
                                       const std::string &prefix,
                                       int blockIndex);
    
        void defineUniformBlock(const sh::InterfaceBlock &interfaceBlock, GLenum shaderType);
    
        // Both these function update the cached uniform values and return a modified "count"
        // so that the uniform update doesn't overflow the uniform.
        template <typename T>
        GLsizei setUniformInternal(GLint location, GLsizei count, int vectorSize, const T *v);
        template <size_t cols, size_t rows, typename T>
        GLsizei setMatrixUniformInternal(GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const T *v);
        template <typename T>
        void updateSamplerUniform(const VariableLocation &locationInfo,
                                  const uint8_t *destPointer,
                                  GLsizei clampedCount,
                                  const T *v);
    
        template <typename DestT>
        void getUniformInternal(GLint location, DestT *dataOut) const;
    
        ProgramState mState;
        rx::ProgramImpl *mProgram;
    
        bool mValidated;
    
        Bindings mAttributeBindings;
    
        // Note that this has nothing to do with binding layout qualifiers that can be set for some
        // uniforms in GLES3.1+. It is used to pre-set the location of uniforms.
        Bindings mUniformLocationBindings;
    
        // CHROMIUM_path_rendering
        Bindings mFragmentInputBindings;
    
        bool mLinked;
        bool mDeleteStatus;   // Flag to indicate that the program can be deleted when no longer in use
    
        unsigned int mRefCount;
    
        ShaderProgramManager *mResourceManager;
        const GLuint mHandle;
    
        InfoLog mInfoLog;
    
        // Cache for sampler validation
        Optional<bool> mCachedValidateSamplersResult;
        std::vector<GLenum> mTextureUnitTypesCache;
    };
    }  // namespace gl
    
    #endif   // LIBANGLE_PROGRAM_H_