Edit

kc3-lang/angle/src/compiler/translator/ShaderLang.cpp

Branch :

  • Show log

    Commit

  • Author : Austin Eng
    Date : 2018-10-09 15:27:32
    Hash : 7cf9cd24
    Message : Add flags to shader translator to emulate gl_DrawID Adds support for translating gl_DrawID for implementation of GL_ANGLE_multi_draw. Currently the change only supports and allows emulation of the draw id using a uniform variable named `gl_DrawID`. This uniform is mapped in the translated shader to a hashed name that does not use the gl_ namespace Bug: chromium:890539 Change-Id: I08a246ca911e88e733ccdf22f1ed69dcae948e05 Reviewed-on: https://chromium-review.googlesource.com/c/1271957 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>

  • src/compiler/translator/ShaderLang.cpp
  • //
    // Copyright (c) 2002-2013 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.
    //
    
    //
    // Implement the top-level of interface to the compiler,
    // as defined in ShaderLang.h
    //
    
    #include "GLSLANG/ShaderLang.h"
    
    #include "compiler/translator/Compiler.h"
    #include "compiler/translator/InitializeDll.h"
    #include "compiler/translator/length_limits.h"
    #ifdef ANGLE_ENABLE_HLSL
    #include "compiler/translator/TranslatorHLSL.h"
    #endif  // ANGLE_ENABLE_HLSL
    #include "angle_gl.h"
    #include "compiler/translator/VariablePacker.h"
    
    namespace sh
    {
    
    namespace
    {
    
    bool isInitialized = false;
    
    //
    // This is the platform independent interface between an OGL driver
    // and the shading language compiler.
    //
    
    template <typename VarT>
    const std::vector<VarT> *GetVariableList(const TCompiler *compiler);
    
    template <>
    const std::vector<Uniform> *GetVariableList(const TCompiler *compiler)
    {
        return &compiler->getUniforms();
    }
    
    template <>
    const std::vector<Varying> *GetVariableList(const TCompiler *compiler)
    {
        switch (compiler->getShaderType())
        {
            case GL_VERTEX_SHADER:
                return &compiler->getOutputVaryings();
            case GL_FRAGMENT_SHADER:
                return &compiler->getInputVaryings();
            case GL_COMPUTE_SHADER:
                ASSERT(compiler->getOutputVaryings().empty() && compiler->getInputVaryings().empty());
                return &compiler->getOutputVaryings();
            // Since geometry shaders have both input and output varyings, we shouldn't call GetVaryings
            // on a geometry shader.
            default:
                return nullptr;
        }
    }
    
    template <>
    const std::vector<Attribute> *GetVariableList(const TCompiler *compiler)
    {
        return &compiler->getAttributes();
    }
    
    template <>
    const std::vector<OutputVariable> *GetVariableList(const TCompiler *compiler)
    {
        return &compiler->getOutputVariables();
    }
    
    template <>
    const std::vector<InterfaceBlock> *GetVariableList(const TCompiler *compiler)
    {
        return &compiler->getInterfaceBlocks();
    }
    
    TCompiler *GetCompilerFromHandle(ShHandle handle)
    {
        if (!handle)
        {
            return nullptr;
        }
    
        TShHandleBase *base = static_cast<TShHandleBase *>(handle);
        return base->getAsCompiler();
    }
    
    template <typename VarT>
    const std::vector<VarT> *GetShaderVariables(const ShHandle handle)
    {
        TCompiler *compiler = GetCompilerFromHandle(handle);
        if (!compiler)
        {
            return nullptr;
        }
    
        return GetVariableList<VarT>(compiler);
    }
    
    #ifdef ANGLE_ENABLE_HLSL
    TranslatorHLSL *GetTranslatorHLSLFromHandle(ShHandle handle)
    {
        if (!handle)
            return nullptr;
        TShHandleBase *base = static_cast<TShHandleBase *>(handle);
        return base->getAsTranslatorHLSL();
    }
    #endif  // ANGLE_ENABLE_HLSL
    
    GLenum GetGeometryShaderPrimitiveTypeEnum(sh::TLayoutPrimitiveType primitiveType)
    {
        switch (primitiveType)
        {
            case EptPoints:
                return GL_POINTS;
            case EptLines:
                return GL_LINES;
            case EptLinesAdjacency:
                return GL_LINES_ADJACENCY_EXT;
            case EptTriangles:
                return GL_TRIANGLES;
            case EptTrianglesAdjacency:
                return GL_TRIANGLES_ADJACENCY_EXT;
    
            case EptLineStrip:
                return GL_LINE_STRIP;
            case EptTriangleStrip:
                return GL_TRIANGLE_STRIP;
    
            case EptUndefined:
            default:
                UNREACHABLE();
                return GL_INVALID_VALUE;
        }
    }
    
    }  // anonymous namespace
    
    //
    // Driver must call this first, once, before doing any other compiler operations.
    // Subsequent calls to this function are no-op.
    //
    bool Initialize()
    {
        if (!isInitialized)
        {
            isInitialized = InitProcess();
        }
        return isInitialized;
    }
    
    //
    // Cleanup symbol tables
    //
    bool Finalize()
    {
        if (isInitialized)
        {
            DetachProcess();
            isInitialized = false;
        }
        return true;
    }
    
    //
    // Initialize built-in resources with minimum expected values.
    //
    void InitBuiltInResources(ShBuiltInResources *resources)
    {
        // Make comparable.
        memset(resources, 0, sizeof(*resources));
    
        // Constants.
        resources->MaxVertexAttribs             = 8;
        resources->MaxVertexUniformVectors      = 128;
        resources->MaxVaryingVectors            = 8;
        resources->MaxVertexTextureImageUnits   = 0;
        resources->MaxCombinedTextureImageUnits = 8;
        resources->MaxTextureImageUnits         = 8;
        resources->MaxFragmentUniformVectors    = 16;
        resources->MaxDrawBuffers               = 1;
    
        // Extensions.
        resources->OES_standard_derivatives                 = 0;
        resources->OES_EGL_image_external                   = 0;
        resources->OES_EGL_image_external_essl3             = 0;
        resources->NV_EGL_stream_consumer_external          = 0;
        resources->ARB_texture_rectangle                    = 0;
        resources->EXT_blend_func_extended                  = 0;
        resources->EXT_draw_buffers                         = 0;
        resources->EXT_frag_depth                           = 0;
        resources->EXT_shader_texture_lod                   = 0;
        resources->WEBGL_debug_shader_precision             = 0;
        resources->EXT_shader_framebuffer_fetch             = 0;
        resources->NV_shader_framebuffer_fetch              = 0;
        resources->ARM_shader_framebuffer_fetch             = 0;
        resources->OVR_multiview                            = 0;
        resources->EXT_YUV_target                           = 0;
        resources->EXT_geometry_shader                      = 0;
        resources->OES_texture_storage_multisample_2d_array = 0;
        resources->ANGLE_texture_multisample                = 0;
        resources->ANGLE_multi_draw                         = 0;
    
        resources->NV_draw_buffers = 0;
    
        // Disable highp precision in fragment shader by default.
        resources->FragmentPrecisionHigh = 0;
    
        // GLSL ES 3.0 constants.
        resources->MaxVertexOutputVectors  = 16;
        resources->MaxFragmentInputVectors = 15;
        resources->MinProgramTexelOffset   = -8;
        resources->MaxProgramTexelOffset   = 7;
    
        // Extensions constants.
        resources->MaxDualSourceDrawBuffers = 0;
    
        resources->MaxViewsOVR = 4;
    
        // Disable name hashing by default.
        resources->HashFunction = nullptr;
    
        resources->ArrayIndexClampingStrategy = SH_CLAMP_WITH_CLAMP_INTRINSIC;
    
        resources->MaxExpressionComplexity = 256;
        resources->MaxCallStackDepth       = 256;
        resources->MaxFunctionParameters   = 1024;
    
        // ES 3.1 Revision 4, 7.2 Built-in Constants
    
        // ES 3.1, Revision 4, 8.13 Texture minification
        // "The value of MIN_PROGRAM_TEXTURE_GATHER_OFFSET must be less than or equal to the value of
        // MIN_PROGRAM_TEXEL_OFFSET. The value of MAX_PROGRAM_TEXTURE_GATHER_OFFSET must be greater than
        // or equal to the value of MAX_PROGRAM_TEXEL_OFFSET"
        resources->MinProgramTextureGatherOffset = -8;
        resources->MaxProgramTextureGatherOffset = 7;
    
        resources->MaxImageUnits            = 4;
        resources->MaxVertexImageUniforms   = 0;
        resources->MaxFragmentImageUniforms = 0;
        resources->MaxComputeImageUniforms  = 4;
        resources->MaxCombinedImageUniforms = 4;
    
        resources->MaxUniformLocations = 1024;
    
        resources->MaxCombinedShaderOutputResources = 4;
    
        resources->MaxComputeWorkGroupCount[0] = 65535;
        resources->MaxComputeWorkGroupCount[1] = 65535;
        resources->MaxComputeWorkGroupCount[2] = 65535;
        resources->MaxComputeWorkGroupSize[0]  = 128;
        resources->MaxComputeWorkGroupSize[1]  = 128;
        resources->MaxComputeWorkGroupSize[2]  = 64;
        resources->MaxComputeUniformComponents = 512;
        resources->MaxComputeTextureImageUnits = 16;
    
        resources->MaxComputeAtomicCounters       = 8;
        resources->MaxComputeAtomicCounterBuffers = 1;
    
        resources->MaxVertexAtomicCounters   = 0;
        resources->MaxFragmentAtomicCounters = 0;
        resources->MaxCombinedAtomicCounters = 8;
        resources->MaxAtomicCounterBindings  = 1;
    
        resources->MaxVertexAtomicCounterBuffers   = 0;
        resources->MaxFragmentAtomicCounterBuffers = 0;
        resources->MaxCombinedAtomicCounterBuffers = 1;
        resources->MaxAtomicCounterBufferSize      = 32;
    
        resources->MaxUniformBufferBindings       = 32;
        resources->MaxShaderStorageBufferBindings = 4;
    
        resources->MaxGeometryUniformComponents     = 1024;
        resources->MaxGeometryUniformBlocks         = 12;
        resources->MaxGeometryInputComponents       = 64;
        resources->MaxGeometryOutputComponents      = 64;
        resources->MaxGeometryOutputVertices        = 256;
        resources->MaxGeometryTotalOutputComponents = 1024;
        resources->MaxGeometryTextureImageUnits     = 16;
        resources->MaxGeometryAtomicCounterBuffers  = 0;
        resources->MaxGeometryAtomicCounters        = 0;
        resources->MaxGeometryShaderStorageBlocks   = 0;
        resources->MaxGeometryShaderInvocations     = 32;
        resources->MaxGeometryImageUniforms         = 0;
    }
    
    //
    // Driver calls these to create and destroy compiler objects.
    //
    ShHandle ConstructCompiler(sh::GLenum type,
                               ShShaderSpec spec,
                               ShShaderOutput output,
                               const ShBuiltInResources *resources)
    {
        TShHandleBase *base = static_cast<TShHandleBase *>(ConstructCompiler(type, spec, output));
        if (base == nullptr)
        {
            return 0;
        }
    
        TCompiler *compiler = base->getAsCompiler();
        if (compiler == nullptr)
        {
            return 0;
        }
    
        // Generate built-in symbol table.
        if (!compiler->Init(*resources))
        {
            Destruct(base);
            return 0;
        }
    
        return base;
    }
    
    void Destruct(ShHandle handle)
    {
        if (handle == 0)
            return;
    
        TShHandleBase *base = static_cast<TShHandleBase *>(handle);
    
        if (base->getAsCompiler())
            DeleteCompiler(base->getAsCompiler());
    }
    
    const std::string &GetBuiltInResourcesString(const ShHandle handle)
    {
        TCompiler *compiler = GetCompilerFromHandle(handle);
        ASSERT(compiler);
        return compiler->getBuiltInResourcesString();
    }
    
    //
    // Do an actual compile on the given strings.  The result is left
    // in the given compile object.
    //
    // Return:  The return value of ShCompile is really boolean, indicating
    // success or failure.
    //
    bool Compile(const ShHandle handle,
                 const char *const shaderStrings[],
                 size_t numStrings,
                 ShCompileOptions compileOptions)
    {
        TCompiler *compiler = GetCompilerFromHandle(handle);
        ASSERT(compiler);
    
        return compiler->compile(shaderStrings, numStrings, compileOptions);
    }
    
    void ClearResults(const ShHandle handle)
    {
        TCompiler *compiler = GetCompilerFromHandle(handle);
        ASSERT(compiler);
        compiler->clearResults();
    }
    
    int GetShaderVersion(const ShHandle handle)
    {
        TCompiler *compiler = GetCompilerFromHandle(handle);
        ASSERT(compiler);
        return compiler->getShaderVersion();
    }
    
    ShShaderOutput GetShaderOutputType(const ShHandle handle)
    {
        TCompiler *compiler = GetCompilerFromHandle(handle);
        ASSERT(compiler);
        return compiler->getOutputType();
    }
    
    //
    // Return any compiler log of messages for the application.
    //
    const std::string &GetInfoLog(const ShHandle handle)
    {
        TCompiler *compiler = GetCompilerFromHandle(handle);
        ASSERT(compiler);
    
        TInfoSink &infoSink = compiler->getInfoSink();
        return infoSink.info.str();
    }
    
    //
    // Return any object code.
    //
    const std::string &GetObjectCode(const ShHandle handle)
    {
        TCompiler *compiler = GetCompilerFromHandle(handle);
        ASSERT(compiler);
    
        TInfoSink &infoSink = compiler->getInfoSink();
        return infoSink.obj.str();
    }
    
    const std::map<std::string, std::string> *GetNameHashingMap(const ShHandle handle)
    {
        TCompiler *compiler = GetCompilerFromHandle(handle);
        ASSERT(compiler);
        return &(compiler->getNameMap());
    }
    
    const std::vector<Uniform> *GetUniforms(const ShHandle handle)
    {
        return GetShaderVariables<Uniform>(handle);
    }
    
    const std::vector<Varying> *GetInputVaryings(const ShHandle handle)
    {
        TCompiler *compiler = GetCompilerFromHandle(handle);
        if (compiler == nullptr)
        {
            return nullptr;
        }
        return &compiler->getInputVaryings();
    }
    
    const std::vector<Varying> *GetOutputVaryings(const ShHandle handle)
    {
        TCompiler *compiler = GetCompilerFromHandle(handle);
        if (compiler == nullptr)
        {
            return nullptr;
        }
        return &compiler->getOutputVaryings();
    }
    
    const std::vector<Varying> *GetVaryings(const ShHandle handle)
    {
        return GetShaderVariables<Varying>(handle);
    }
    
    const std::vector<Attribute> *GetAttributes(const ShHandle handle)
    {
        return GetShaderVariables<Attribute>(handle);
    }
    
    const std::vector<OutputVariable> *GetOutputVariables(const ShHandle handle)
    {
        return GetShaderVariables<OutputVariable>(handle);
    }
    
    const std::vector<InterfaceBlock> *GetInterfaceBlocks(const ShHandle handle)
    {
        return GetShaderVariables<InterfaceBlock>(handle);
    }
    
    const std::vector<InterfaceBlock> *GetUniformBlocks(const ShHandle handle)
    {
        ASSERT(handle);
        TShHandleBase *base = static_cast<TShHandleBase *>(handle);
        TCompiler *compiler = base->getAsCompiler();
        ASSERT(compiler);
    
        return &compiler->getUniformBlocks();
    }
    
    const std::vector<InterfaceBlock> *GetShaderStorageBlocks(const ShHandle handle)
    {
        ASSERT(handle);
        TShHandleBase *base = static_cast<TShHandleBase *>(handle);
        TCompiler *compiler = base->getAsCompiler();
        ASSERT(compiler);
    
        return &compiler->getShaderStorageBlocks();
    }
    
    WorkGroupSize GetComputeShaderLocalGroupSize(const ShHandle handle)
    {
        ASSERT(handle);
    
        TShHandleBase *base = static_cast<TShHandleBase *>(handle);
        TCompiler *compiler = base->getAsCompiler();
        ASSERT(compiler);
    
        return compiler->getComputeShaderLocalSize();
    }
    
    int GetVertexShaderNumViews(const ShHandle handle)
    {
        ASSERT(handle);
        TShHandleBase *base = static_cast<TShHandleBase *>(handle);
        TCompiler *compiler = base->getAsCompiler();
        ASSERT(compiler);
    
        return compiler->getNumViews();
    }
    
    bool CheckVariablesWithinPackingLimits(int maxVectors, const std::vector<ShaderVariable> &variables)
    {
        return CheckVariablesInPackingLimits(maxVectors, variables);
    }
    
    bool GetShaderStorageBlockRegister(const ShHandle handle,
                                       const std::string &shaderStorageBlockName,
                                       unsigned int *indexOut)
    {
    #ifdef ANGLE_ENABLE_HLSL
        ASSERT(indexOut);
    
        TranslatorHLSL *translator = GetTranslatorHLSLFromHandle(handle);
        ASSERT(translator);
    
        if (!translator->hasShaderStorageBlock(shaderStorageBlockName))
        {
            return false;
        }
    
        *indexOut = translator->getShaderStorageBlockRegister(shaderStorageBlockName);
        return true;
    #else
        return false;
    #endif  // ANGLE_ENABLE_HLSL
    }
    
    bool GetUniformBlockRegister(const ShHandle handle,
                                 const std::string &uniformBlockName,
                                 unsigned int *indexOut)
    {
    #ifdef ANGLE_ENABLE_HLSL
        ASSERT(indexOut);
    
        TranslatorHLSL *translator = GetTranslatorHLSLFromHandle(handle);
        ASSERT(translator);
    
        if (!translator->hasUniformBlock(uniformBlockName))
        {
            return false;
        }
    
        *indexOut = translator->getUniformBlockRegister(uniformBlockName);
        return true;
    #else
        return false;
    #endif  // ANGLE_ENABLE_HLSL
    }
    
    const std::map<std::string, unsigned int> *GetUniformRegisterMap(const ShHandle handle)
    {
    #ifdef ANGLE_ENABLE_HLSL
        TranslatorHLSL *translator = GetTranslatorHLSLFromHandle(handle);
        ASSERT(translator);
    
        return translator->getUniformRegisterMap();
    #else
        return nullptr;
    #endif  // ANGLE_ENABLE_HLSL
    }
    
    bool HasValidGeometryShaderInputPrimitiveType(const ShHandle handle)
    {
        ASSERT(handle);
    
        TShHandleBase *base = static_cast<TShHandleBase *>(handle);
        TCompiler *compiler = base->getAsCompiler();
        ASSERT(compiler);
    
        return compiler->getGeometryShaderInputPrimitiveType() != EptUndefined;
    }
    
    bool HasValidGeometryShaderOutputPrimitiveType(const ShHandle handle)
    {
        ASSERT(handle);
    
        TShHandleBase *base = static_cast<TShHandleBase *>(handle);
        TCompiler *compiler = base->getAsCompiler();
        ASSERT(compiler);
    
        return compiler->getGeometryShaderOutputPrimitiveType() != EptUndefined;
    }
    
    bool HasValidGeometryShaderMaxVertices(const ShHandle handle)
    {
        ASSERT(handle);
    
        TShHandleBase *base = static_cast<TShHandleBase *>(handle);
        TCompiler *compiler = base->getAsCompiler();
        ASSERT(compiler);
    
        return compiler->getGeometryShaderMaxVertices() >= 0;
    }
    
    GLenum GetGeometryShaderInputPrimitiveType(const ShHandle handle)
    {
        ASSERT(handle);
    
        TShHandleBase *base = static_cast<TShHandleBase *>(handle);
        TCompiler *compiler = base->getAsCompiler();
        ASSERT(compiler);
    
        return GetGeometryShaderPrimitiveTypeEnum(compiler->getGeometryShaderInputPrimitiveType());
    }
    
    GLenum GetGeometryShaderOutputPrimitiveType(const ShHandle handle)
    {
        ASSERT(handle);
    
        TShHandleBase *base = static_cast<TShHandleBase *>(handle);
        TCompiler *compiler = base->getAsCompiler();
        ASSERT(compiler);
    
        return GetGeometryShaderPrimitiveTypeEnum(compiler->getGeometryShaderOutputPrimitiveType());
    }
    
    int GetGeometryShaderInvocations(const ShHandle handle)
    {
        ASSERT(handle);
    
        TShHandleBase *base = static_cast<TShHandleBase *>(handle);
        TCompiler *compiler = base->getAsCompiler();
        ASSERT(compiler);
    
        return compiler->getGeometryShaderInvocations();
    }
    
    int GetGeometryShaderMaxVertices(const ShHandle handle)
    {
        ASSERT(handle);
    
        TShHandleBase *base = static_cast<TShHandleBase *>(handle);
        TCompiler *compiler = base->getAsCompiler();
        ASSERT(compiler);
    
        int maxVertices = compiler->getGeometryShaderMaxVertices();
        ASSERT(maxVertices >= 0);
        return maxVertices;
    }
    
    }  // namespace sh