Hash :
8ecf7f9b
Author :
Date :
2017-01-13T17:29:52
Vulkan: Implement shader compilation. This hooks up the Vulkan GLSL, decorated with locations, to glslang, and then pipes the SPIRV back to the Program implementation for later use when making pipelines to run draw calls. The program compilation tests work now, but don't really test anything other than not generating Vulkan validation layer errors during compilation and shader object generation. BUG=angleproject:1576 Change-Id: I625e42219f4b4d1433dd3109b94e1a2f666ba4bd Reviewed-on: https://chromium-review.googlesource.com/408519 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557
//
// 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 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;
};
class ProgramState final : angle::NonCopyable
{
public:
ProgramState();
~ProgramState();
const std::string &getLabel();
const Shader *getAttachedVertexShader() const { return mAttachedVertexShader; }
const Shader *getAttachedFragmentShader() const { return mAttachedFragmentShader; }
const 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;
}
const std::map<int, VariableLocation> &getOutputVariables() const { return mOutputVariables; }
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 LinkedUniform *getUniformByName(const std::string &name) const;
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 Program;
std::string mLabel;
sh::WorkGroupSize mComputeShaderLocalSize;
Shader *mAttachedFragmentShader;
Shader *mAttachedVertexShader;
Shader *mAttachedComputeShader;
std::vector<std::string> mTransformFeedbackVaryingNames;
std::vector<sh::Varying> mTransformFeedbackVaryingVars;
GLenum mTransformFeedbackBufferMode;
std::array<GLuint, IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS> mUniformBlockBindings;
UniformBlockBindingMask mActiveUniformBlockBindings;
std::vector<sh::Attribute> mAttributes;
std::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;
// TODO(jmadill): use unordered/hash map when available
std::map<int, VariableLocation> mOutputVariables;
bool mBinaryRetrieveableHint;
};
class Program final : angle::NonCopyable, public LabeledObject
{
public:
Program(rx::GLImplFactory *factory, ShaderProgramManager *manager, GLuint handle);
~Program();
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);
bool detachShader(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(GLint index) const;
void bindFragmentInputLocation(GLint index, const char *name);
void pathFragmentInputGen(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;
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);
GLint getActiveAttributeCount() const;
GLint getActiveAttributeMaxLength() const;
const std::vector<sh::Attribute> &getAttributes() const { return mState.mAttributes; }
GLint getFragDataLocation(const std::string &name) const;
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 linkValidateUniforms(InfoLog &infoLog, const std::string &uniformName, const sh::Uniform &vertexUniform, const sh::Uniform &fragmentUniform);
static bool linkValidateInterfaceBlockFields(InfoLog &infoLog, const std::string &uniformName, const sh::InterfaceBlockField &vertexUniform, const sh::InterfaceBlockField &fragmentUniform);
void addRef();
void release();
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;
}
private:
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;
};
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(bool destroy = false);
void resetUniformBlockBindings();
bool linkAttributes(const ContextState &data, 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) const;
bool linkUniformBlocks(InfoLog &infoLog, const Caps &caps);
bool linkVaryings(InfoLog &infoLog) const;
bool validateVertexAndFragmentUniforms(InfoLog &infoLog) const;
bool linkUniforms(InfoLog &infoLog, const Caps &caps, const Bindings &uniformBindings);
bool indexUniforms(InfoLog &infoLog, const Caps &caps, const Bindings &uniformBindings);
bool areMatchingInterfaceBlocks(InfoLog &infoLog,
const sh::InterfaceBlock &vertexInterfaceBlock,
const sh::InterfaceBlock &fragmentInterfaceBlock) const;
static bool linkValidateVariablesBase(InfoLog &infoLog,
const std::string &variableName,
const sh::ShaderVariable &vertexVariable,
const sh::ShaderVariable &fragmentVariable,
bool validatePrecision);
static bool linkValidateVaryings(InfoLog &infoLog,
const std::string &varyingName,
const sh::Varying &vertexVarying,
const sh::Varying &fragmentVarying,
int shaderVersion);
bool linkValidateTransformFeedback(InfoLog &infoLog,
const MergedVaryings &linkedVaryings,
const Caps &caps) const;
void gatherTransformFeedbackVaryings(const MergedVaryings &varyings);
MergedVaryings getMergedVaryings() const;
std::vector<PackedVarying> getPackedVaryings(const MergedVaryings &mergedVaryings) const;
void linkOutputVariables();
bool flattenUniformsAndCheckCapsForShader(const Shader &shader,
GLuint maxUniformComponents,
GLuint maxTextureImageUnits,
const std::string &componentsErrorMessage,
const std::string &samplerErrorMessage,
std::vector<LinkedUniform> &samplerUniforms,
InfoLog &infoLog);
bool flattenUniformsAndCheckCaps(const Caps &caps, InfoLog &infoLog);
struct VectorAndSamplerCount
{
VectorAndSamplerCount() : vectorCount(0), samplerCount(0) {}
VectorAndSamplerCount(const VectorAndSamplerCount &other) = default;
VectorAndSamplerCount &operator=(const VectorAndSamplerCount &other) = default;
VectorAndSamplerCount &operator+=(const VectorAndSamplerCount &other)
{
vectorCount += other.vectorCount;
samplerCount += other.samplerCount;
return *this;
}
unsigned int vectorCount;
unsigned int samplerCount;
};
VectorAndSamplerCount flattenUniform(const sh::ShaderVariable &uniform,
const std::string &fullName,
std::vector<LinkedUniform> *samplerUniforms);
void gatherInterfaceBlockInfo();
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;
Bindings mUniformBindings;
// 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_