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

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  • Author : Charlie Lao
    Date : 2020-04-10 10:22:56
    Hash : dee4d7a5
    Message : Vulkan: Early fragment tests optimization Checks if early fragment tests as an optimization is feasible and enable it if we can. In the link time, if context state diagrees with optimization (in rare case), then remove the ExecutionModeEarlyFragmentTests sprv op code. Bug: angleproject:4508 Change-Id: Ifbb06c0ffb050a9f3ddb16ab50362e908b4b9cf6 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2136490 Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>

  • src/libANGLE/Shader.cpp
  • //
    // 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.cpp: Implements the gl::Shader class and its  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.
    
    #include "libANGLE/Shader.h"
    
    #include <functional>
    #include <sstream>
    
    #include "GLSLANG/ShaderLang.h"
    #include "common/utilities.h"
    #include "libANGLE/Caps.h"
    #include "libANGLE/Compiler.h"
    #include "libANGLE/Constants.h"
    #include "libANGLE/Context.h"
    #include "libANGLE/ResourceManager.h"
    #include "libANGLE/renderer/GLImplFactory.h"
    #include "libANGLE/renderer/ShaderImpl.h"
    #include "platform/FrontendFeatures.h"
    
    namespace gl
    {
    
    namespace
    {
    template <typename VarT>
    std::vector<VarT> GetActiveShaderVariables(const std::vector<VarT> *variableList)
    {
        ASSERT(variableList);
        std::vector<VarT> result;
        for (size_t varIndex = 0; varIndex < variableList->size(); varIndex++)
        {
            const VarT &var = variableList->at(varIndex);
            if (var.active)
            {
                result.push_back(var);
            }
        }
        return result;
    }
    
    template <typename VarT>
    const std::vector<VarT> &GetShaderVariables(const std::vector<VarT> *variableList)
    {
        ASSERT(variableList);
        return *variableList;
    }
    
    }  // anonymous namespace
    
    // true if varying x has a higher priority in packing than y
    bool CompareShaderVar(const sh::ShaderVariable &x, const sh::ShaderVariable &y)
    {
        if (x.type == y.type)
        {
            return x.getArraySizeProduct() > y.getArraySizeProduct();
        }
    
        // Special case for handling structs: we sort these to the end of the list
        if (x.type == GL_NONE)
        {
            return false;
        }
    
        if (y.type == GL_NONE)
        {
            return true;
        }
    
        return gl::VariableSortOrder(x.type) < gl::VariableSortOrder(y.type);
    }
    
    const char *GetShaderTypeString(ShaderType type)
    {
        switch (type)
        {
            case ShaderType::Vertex:
                return "VERTEX";
    
            case ShaderType::Fragment:
                return "FRAGMENT";
    
            case ShaderType::Compute:
                return "COMPUTE";
    
            case ShaderType::Geometry:
                return "GEOMETRY";
    
            default:
                UNREACHABLE();
                return "";
        }
    }
    
    class ScopedExit final : angle::NonCopyable
    {
      public:
        ScopedExit(std::function<void()> exit) : mExit(exit) {}
        ~ScopedExit() { mExit(); }
    
      private:
        std::function<void()> mExit;
    };
    
    struct Shader::CompilingState
    {
        std::shared_ptr<rx::WaitableCompileEvent> compileEvent;
        ShCompilerInstance shCompilerInstance;
    };
    
    ShaderState::ShaderState(ShaderType shaderType)
        : mLabel(),
          mShaderType(shaderType),
          mShaderVersion(100),
          mNumViews(-1),
          mGeometryShaderInvocations(1),
          mCompileStatus(CompileStatus::NOT_COMPILED)
    {
        mLocalSize.fill(-1);
    }
    
    ShaderState::~ShaderState() {}
    
    Shader::Shader(ShaderProgramManager *manager,
                   rx::GLImplFactory *implFactory,
                   const gl::Limitations &rendererLimitations,
                   ShaderType type,
                   ShaderProgramID handle)
        : mState(type),
          mImplementation(implFactory->createShader(mState)),
          mRendererLimitations(rendererLimitations),
          mHandle(handle),
          mType(type),
          mRefCount(0),
          mDeleteStatus(false),
          mResourceManager(manager),
          mCurrentMaxComputeWorkGroupInvocations(0u)
    {
        ASSERT(mImplementation);
    }
    
    void Shader::onDestroy(const gl::Context *context)
    {
        resolveCompile();
        mImplementation->destroy();
        mBoundCompiler.set(context, nullptr);
        mImplementation.reset(nullptr);
        delete this;
    }
    
    Shader::~Shader()
    {
        ASSERT(!mImplementation);
    }
    
    void Shader::setLabel(const Context *context, const std::string &label)
    {
        mState.mLabel = label;
    }
    
    const std::string &Shader::getLabel() const
    {
        return mState.mLabel;
    }
    
    ShaderProgramID Shader::getHandle() const
    {
        return mHandle;
    }
    
    void Shader::setSource(GLsizei count, const char *const *string, const GLint *length)
    {
        std::ostringstream stream;
    
        for (int i = 0; i < count; i++)
        {
            if (length == nullptr || length[i] < 0)
            {
                stream.write(string[i], strlen(string[i]));
            }
            else
            {
                stream.write(string[i], length[i]);
            }
        }
    
        mState.mSource = stream.str();
    }
    
    int Shader::getInfoLogLength()
    {
        resolveCompile();
        if (mInfoLog.empty())
        {
            return 0;
        }
    
        return (static_cast<int>(mInfoLog.length()) + 1);
    }
    
    void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
    {
        resolveCompile();
    
        int index = 0;
    
        if (bufSize > 0)
        {
            index = std::min(bufSize - 1, static_cast<GLsizei>(mInfoLog.length()));
            memcpy(infoLog, mInfoLog.c_str(), index);
    
            infoLog[index] = '\0';
        }
    
        if (length)
        {
            *length = index;
        }
    }
    
    int Shader::getSourceLength() const
    {
        return mState.mSource.empty() ? 0 : (static_cast<int>(mState.mSource.length()) + 1);
    }
    
    int Shader::getTranslatedSourceLength()
    {
        resolveCompile();
    
        if (mState.mTranslatedSource.empty())
        {
            return 0;
        }
    
        return (static_cast<int>(mState.mTranslatedSource.length()) + 1);
    }
    
    int Shader::getTranslatedSourceWithDebugInfoLength()
    {
        resolveCompile();
    
        const std::string &debugInfo = mImplementation->getDebugInfo();
        if (debugInfo.empty())
        {
            return 0;
        }
    
        return (static_cast<int>(debugInfo.length()) + 1);
    }
    
    // static
    void Shader::GetSourceImpl(const std::string &source,
                               GLsizei bufSize,
                               GLsizei *length,
                               char *buffer)
    {
        int index = 0;
    
        if (bufSize > 0)
        {
            index = std::min(bufSize - 1, static_cast<GLsizei>(source.length()));
            memcpy(buffer, source.c_str(), index);
    
            buffer[index] = '\0';
        }
    
        if (length)
        {
            *length = index;
        }
    }
    
    void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer) const
    {
        GetSourceImpl(mState.mSource, bufSize, length, buffer);
    }
    
    void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer)
    {
        GetSourceImpl(getTranslatedSource(), bufSize, length, buffer);
    }
    
    const std::string &Shader::getTranslatedSource()
    {
        resolveCompile();
        return mState.mTranslatedSource;
    }
    
    void Shader::getTranslatedSourceWithDebugInfo(GLsizei bufSize, GLsizei *length, char *buffer)
    {
        resolveCompile();
        const std::string &debugInfo = mImplementation->getDebugInfo();
        GetSourceImpl(debugInfo, bufSize, length, buffer);
    }
    
    void Shader::compile(const Context *context)
    {
        resolveCompile();
    
        mState.mTranslatedSource.clear();
        mInfoLog.clear();
        mState.mShaderVersion = 100;
        mState.mInputVaryings.clear();
        mState.mOutputVaryings.clear();
        mState.mUniforms.clear();
        mState.mUniformBlocks.clear();
        mState.mShaderStorageBlocks.clear();
        mState.mActiveAttributes.clear();
        mState.mActiveOutputVariables.clear();
        mState.mNumViews = -1;
        mState.mGeometryShaderInputPrimitiveType.reset();
        mState.mGeometryShaderOutputPrimitiveType.reset();
        mState.mGeometryShaderMaxVertices.reset();
        mState.mGeometryShaderInvocations      = 1;
        mState.mEarlyFragmentTestsOptimization = false;
    
        mState.mCompileStatus = CompileStatus::COMPILE_REQUESTED;
        mBoundCompiler.set(context, context->getCompiler());
    
        ShCompileOptions options = (SH_OBJECT_CODE | SH_VARIABLES | SH_EMULATE_GL_DRAW_ID |
                                    SH_EMULATE_GL_BASE_VERTEX_BASE_INSTANCE);
    
        // Add default options to WebGL shaders to prevent unexpected behavior during
        // compilation.
        if (context->getExtensions().webglCompatibility)
        {
            options |= SH_INIT_GL_POSITION;
            options |= SH_LIMIT_CALL_STACK_DEPTH;
            options |= SH_LIMIT_EXPRESSION_COMPLEXITY;
            options |= SH_ENFORCE_PACKING_RESTRICTIONS;
            options |= SH_INIT_SHARED_VARIABLES;
        }
    
        // Some targets (eg D3D11 Feature Level 9_3 and below) do not support non-constant loop
        // indexes in fragment shaders. Shader compilation will fail. To provide a better error
        // message we can instruct the compiler to pre-validate.
        if (mRendererLimitations.shadersRequireIndexedLoopValidation)
        {
            options |= SH_VALIDATE_LOOP_INDEXING;
        }
    
        if (context->getFrontendFeatures().scalarizeVecAndMatConstructorArgs.enabled)
        {
            options |= SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS;
        }
    
        mCurrentMaxComputeWorkGroupInvocations =
            static_cast<GLuint>(context->getCaps().maxComputeWorkGroupInvocations);
    
        mMaxComputeSharedMemory = context->getCaps().maxComputeSharedMemorySize;
    
        ASSERT(mBoundCompiler.get());
        ShCompilerInstance compilerInstance = mBoundCompiler->getInstance(mState.mShaderType);
        ShHandle compilerHandle             = compilerInstance.getHandle();
        ASSERT(compilerHandle);
        mCompilerResourcesString = compilerInstance.getBuiltinResourcesString();
    
        mCompilingState.reset(new CompilingState());
        mCompilingState->shCompilerInstance = std::move(compilerInstance);
        mCompilingState->compileEvent =
            mImplementation->compile(context, &(mCompilingState->shCompilerInstance), options);
    }
    
    void Shader::resolveCompile()
    {
        if (!mState.compilePending())
        {
            return;
        }
    
        ASSERT(mCompilingState.get());
    
        mCompilingState->compileEvent->wait();
    
        mInfoLog += mCompilingState->compileEvent->getInfoLog();
    
        ScopedExit exit([this]() {
            mBoundCompiler->putInstance(std::move(mCompilingState->shCompilerInstance));
            mCompilingState->compileEvent.reset();
            mCompilingState.reset();
        });
    
        ShHandle compilerHandle = mCompilingState->shCompilerInstance.getHandle();
        if (!mCompilingState->compileEvent->getResult())
        {
            mInfoLog += sh::GetInfoLog(compilerHandle);
            WARN() << std::endl << mInfoLog;
            mState.mCompileStatus = CompileStatus::NOT_COMPILED;
            return;
        }
    
        mState.mTranslatedSource = sh::GetObjectCode(compilerHandle);
    
    #if !defined(NDEBUG)
        // Prefix translated shader with commented out un-translated shader.
        // Useful in diagnostics tools which capture the shader source.
        std::ostringstream shaderStream;
        shaderStream << "// GLSL\n";
        shaderStream << "//\n";
    
        std::istringstream inputSourceStream(mState.mSource);
        std::string line;
        while (std::getline(inputSourceStream, line))
        {
            // Remove null characters from the source line
            line.erase(std::remove(line.begin(), line.end(), '\0'), line.end());
    
            shaderStream << "// " << line;
    
            // glslang complains if a comment ends with backslash
            if (!line.empty() && line.back() == '\\')
            {
                shaderStream << "\\";
            }
    
            shaderStream << std::endl;
        }
        shaderStream << "\n\n";
        shaderStream << mState.mTranslatedSource;
        mState.mTranslatedSource = shaderStream.str();
    #endif  // !defined(NDEBUG)
    
        // Gather the shader information
        mState.mShaderVersion = sh::GetShaderVersion(compilerHandle);
    
        mState.mUniforms            = GetShaderVariables(sh::GetUniforms(compilerHandle));
        mState.mUniformBlocks       = GetShaderVariables(sh::GetUniformBlocks(compilerHandle));
        mState.mShaderStorageBlocks = GetShaderVariables(sh::GetShaderStorageBlocks(compilerHandle));
    
        switch (mState.mShaderType)
        {
            case ShaderType::Compute:
            {
                mState.mAllAttributes    = GetShaderVariables(sh::GetAttributes(compilerHandle));
                mState.mActiveAttributes = GetActiveShaderVariables(&mState.mAllAttributes);
                mState.mLocalSize        = sh::GetComputeShaderLocalGroupSize(compilerHandle);
                if (mState.mLocalSize.isDeclared())
                {
                    angle::CheckedNumeric<uint32_t> checked_local_size_product(mState.mLocalSize[0]);
                    checked_local_size_product *= mState.mLocalSize[1];
                    checked_local_size_product *= mState.mLocalSize[2];
    
                    if (!checked_local_size_product.IsValid())
                    {
                        WARN() << std::endl
                               << "Integer overflow when computing the product of local_size_x, "
                               << "local_size_y and local_size_z.";
                        mState.mCompileStatus = CompileStatus::NOT_COMPILED;
                        return;
                    }
                    if (checked_local_size_product.ValueOrDie() >
                        mCurrentMaxComputeWorkGroupInvocations)
                    {
                        WARN() << std::endl
                               << "The total number of invocations within a work group exceeds "
                               << "MAX_COMPUTE_WORK_GROUP_INVOCATIONS.";
                        mState.mCompileStatus = CompileStatus::NOT_COMPILED;
                        return;
                    }
                }
    
                unsigned int sharedMemSize = sh::GetShaderSharedMemorySize(compilerHandle);
                if (sharedMemSize > mMaxComputeSharedMemory)
                {
                    WARN() << std::endl << "Exceeded maximum shared memory size";
                    mState.mCompileStatus = CompileStatus::NOT_COMPILED;
                    return;
                }
                break;
            }
            case ShaderType::Vertex:
            {
                mState.mOutputVaryings   = GetShaderVariables(sh::GetOutputVaryings(compilerHandle));
                mState.mAllAttributes    = GetShaderVariables(sh::GetAttributes(compilerHandle));
                mState.mActiveAttributes = GetActiveShaderVariables(&mState.mAllAttributes);
                mState.mNumViews         = sh::GetVertexShaderNumViews(compilerHandle);
                break;
            }
            case ShaderType::Fragment:
            {
                mState.mAllAttributes    = GetShaderVariables(sh::GetAttributes(compilerHandle));
                mState.mActiveAttributes = GetActiveShaderVariables(&mState.mAllAttributes);
                mState.mInputVaryings    = GetShaderVariables(sh::GetInputVaryings(compilerHandle));
                // TODO(jmadill): Figure out why we only sort in the FS, and if we need to.
                std::sort(mState.mInputVaryings.begin(), mState.mInputVaryings.end(), CompareShaderVar);
                mState.mActiveOutputVariables =
                    GetActiveShaderVariables(sh::GetOutputVariables(compilerHandle));
                mState.mEarlyFragmentTestsOptimization =
                    sh::HasEarlyFragmentTestsOptimization(compilerHandle);
                break;
            }
            case ShaderType::Geometry:
            {
                mState.mInputVaryings  = GetShaderVariables(sh::GetInputVaryings(compilerHandle));
                mState.mOutputVaryings = GetShaderVariables(sh::GetOutputVaryings(compilerHandle));
    
                if (sh::HasValidGeometryShaderInputPrimitiveType(compilerHandle))
                {
                    mState.mGeometryShaderInputPrimitiveType = FromGLenum<PrimitiveMode>(
                        sh::GetGeometryShaderInputPrimitiveType(compilerHandle));
                }
                if (sh::HasValidGeometryShaderOutputPrimitiveType(compilerHandle))
                {
                    mState.mGeometryShaderOutputPrimitiveType = FromGLenum<PrimitiveMode>(
                        sh::GetGeometryShaderOutputPrimitiveType(compilerHandle));
                }
                if (sh::HasValidGeometryShaderMaxVertices(compilerHandle))
                {
                    mState.mGeometryShaderMaxVertices =
                        sh::GetGeometryShaderMaxVertices(compilerHandle);
                }
                mState.mGeometryShaderInvocations = sh::GetGeometryShaderInvocations(compilerHandle);
                break;
            }
            default:
                UNREACHABLE();
        }
    
        ASSERT(!mState.mTranslatedSource.empty());
    
        bool success          = mCompilingState->compileEvent->postTranslate(&mInfoLog);
        mState.mCompileStatus = success ? CompileStatus::COMPILED : CompileStatus::NOT_COMPILED;
    }
    
    void Shader::addRef()
    {
        mRefCount++;
    }
    
    void Shader::release(const Context *context)
    {
        mRefCount--;
    
        if (mRefCount == 0 && mDeleteStatus)
        {
            mResourceManager->deleteShader(context, mHandle);
        }
    }
    
    unsigned int Shader::getRefCount() const
    {
        return mRefCount;
    }
    
    bool Shader::isFlaggedForDeletion() const
    {
        return mDeleteStatus;
    }
    
    void Shader::flagForDeletion()
    {
        mDeleteStatus = true;
    }
    
    bool Shader::isCompiled()
    {
        resolveCompile();
        return mState.mCompileStatus == CompileStatus::COMPILED;
    }
    
    bool Shader::isCompleted()
    {
        return (!mState.compilePending() || mCompilingState->compileEvent->isReady());
    }
    
    int Shader::getShaderVersion()
    {
        resolveCompile();
        return mState.mShaderVersion;
    }
    
    const std::vector<sh::ShaderVariable> &Shader::getInputVaryings()
    {
        resolveCompile();
        return mState.getInputVaryings();
    }
    
    const std::vector<sh::ShaderVariable> &Shader::getOutputVaryings()
    {
        resolveCompile();
        return mState.getOutputVaryings();
    }
    
    const std::vector<sh::ShaderVariable> &Shader::getUniforms()
    {
        resolveCompile();
        return mState.getUniforms();
    }
    
    const std::vector<sh::InterfaceBlock> &Shader::getUniformBlocks()
    {
        resolveCompile();
        return mState.getUniformBlocks();
    }
    
    const std::vector<sh::InterfaceBlock> &Shader::getShaderStorageBlocks()
    {
        resolveCompile();
        return mState.getShaderStorageBlocks();
    }
    
    const std::vector<sh::ShaderVariable> &Shader::getActiveAttributes()
    {
        resolveCompile();
        return mState.getActiveAttributes();
    }
    
    const std::vector<sh::ShaderVariable> &Shader::getAllAttributes()
    {
        resolveCompile();
        return mState.getAllAttributes();
    }
    
    const std::vector<sh::ShaderVariable> &Shader::getActiveOutputVariables()
    {
        resolveCompile();
        return mState.getActiveOutputVariables();
    }
    
    std::string Shader::getTransformFeedbackVaryingMappedName(const std::string &tfVaryingName)
    {
        // TODO(jiawei.shao@intel.com): support transform feedback on geometry shader.
        ASSERT(mState.getShaderType() == ShaderType::Vertex ||
               mState.getShaderType() == ShaderType::Geometry);
        const auto &varyings = getOutputVaryings();
        auto bracketPos      = tfVaryingName.find("[");
        if (bracketPos != std::string::npos)
        {
            auto tfVaryingBaseName = tfVaryingName.substr(0, bracketPos);
            for (const auto &varying : varyings)
            {
                if (varying.name == tfVaryingBaseName)
                {
                    std::string mappedNameWithArrayIndex =
                        varying.mappedName + tfVaryingName.substr(bracketPos);
                    return mappedNameWithArrayIndex;
                }
            }
        }
        else
        {
            for (const auto &varying : varyings)
            {
                if (varying.name == tfVaryingName)
                {
                    return varying.mappedName;
                }
                else if (varying.isStruct())
                {
                    GLuint fieldIndex = 0;
                    const auto *field = FindShaderVarField(varying, tfVaryingName, &fieldIndex);
                    ASSERT(field != nullptr && !field->isStruct() && !field->isArray());
                    return varying.mappedName + "." + field->mappedName;
                }
            }
        }
        UNREACHABLE();
        return std::string();
    }
    
    const sh::WorkGroupSize &Shader::getWorkGroupSize()
    {
        resolveCompile();
        return mState.mLocalSize;
    }
    
    int Shader::getNumViews()
    {
        resolveCompile();
        return mState.mNumViews;
    }
    
    Optional<PrimitiveMode> Shader::getGeometryShaderInputPrimitiveType()
    {
        resolveCompile();
        return mState.mGeometryShaderInputPrimitiveType;
    }
    
    Optional<PrimitiveMode> Shader::getGeometryShaderOutputPrimitiveType()
    {
        resolveCompile();
        return mState.mGeometryShaderOutputPrimitiveType;
    }
    
    int Shader::getGeometryShaderInvocations()
    {
        resolveCompile();
        return mState.mGeometryShaderInvocations;
    }
    
    Optional<GLint> Shader::getGeometryShaderMaxVertices()
    {
        resolveCompile();
        return mState.mGeometryShaderMaxVertices;
    }
    
    const std::string &Shader::getCompilerResourcesString() const
    {
        return mCompilerResourcesString;
    }
    
    }  // namespace gl