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

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  • Author : Olli Etuaho
    Date : 2017-07-14 17:03:42
    Hash : ab918821
    Message : Clamp point size to maximum point size from the API on NVIDIA NVIDIA OpenGL drivers have a bug where the point size range is being reported incorrectly - it appears the core GL driver incorrectly gives the range for smooth points, when it should be giving the range for aliased points. Clamp the actual point size to the maximum point size reported from the API so that the GLES spec is followed. The same workaround seems to be necessary also on Android. The issue was revealed by the trybots, and has not been fully diagnosed though. The newly added test fails on AMD OpenGL. As a part of this change, the existing tests in PointSpritesTest are refactored to use gl_raii. BUG=chromium:740560 TEST=angle_end2end_tests Change-Id: Ic4a66c9ea16f5ae76beb3bb6577716d10c3b226e Reviewed-on: https://chromium-review.googlesource.com/574598 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>

  • 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;
    
        // OVR_multiview state
        mResources.OVR_multiview = extensions.multiview;
        mResources.MaxViewsOVR   = extensions.maxViews;
    
        // 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;
    
        // Needed by point size clamping workaround
        mResources.MaxPointSize = caps.maxAliasedPointSize;
    
        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;
    }
    
    const std::string &Compiler::getBuiltinResourcesString(GLenum type)
    {
        return sh::GetBuiltInResourcesString(getCompilerHandle(type));
    }
    
    }  // namespace gl