Hash :
881b7bfa
Author :
Date :
2017-12-25T11:18:37
ES31: Refactor link mismatch error log This patch intends to refactor the structure of logging link mismatch errors to meet the new GLES 3.1 program link requirements and support linking program with geometry shader. This patch is mainly focusing on the following 4 issues: 1. There are totally 14 places that log the link mismatch errors in almost same format. 2. A temporary string is created (STRUCT_NAME.FIELD_NAME) before checking a field of a block, which is of no use if link succeeds. 3. LinkValidateVariablesBase needs to know "shaderTypes" if we support geometry shader based on current structure. Since uniforms are checked in the range of the whole program, it is unnecessary to know in which shader a uniform is defined if link succeeds. 4. GLES 3.1 regards varyings with same location but different names as matched, so it isn't enough to log errors only by one name. This patch can solve all these issues by the following 3 changes: 1. Replace "infoLog" and "variableNames" by "mismatchedFieldName" (the complete field name if the mismatch occurs on a field of a struct or block). 2. Use enum LinkMismatchError as the return value of all linkValidate* functions to reflect the detail of the link mismatch error. 3. Log all the link mismatch errors by InfoLog::logLinkMismatch where we can get shader types instead of passing them into linkValidate* functions. BUG=angleproject:1941, angleproject:2144 TEST=angle_end2end_tests Change-Id: I3ed876d61f812cc7a45a6a3c5fec0b4a88b9cc2c Reviewed-on: https://chromium-review.googlesource.com/844215 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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//
// Copyright (c) 2017 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.
//
// ProgramLinkedResources.h: implements link-time checks for default block uniforms, and generates
// uniform locations. Populates data structures related to uniforms so that they can be stored in
// program state.
#ifndef LIBANGLE_UNIFORMLINKER_H_
#define LIBANGLE_UNIFORMLINKER_H_
#include "angle_gl.h"
#include "common/angleutils.h"
#include "libANGLE/VaryingPacking.h"
#include <functional>
namespace sh
{
struct BlockMemberInfo;
struct InterfaceBlock;
struct ShaderVariable;
struct Uniform;
}
namespace gl
{
struct BufferVariable;
struct Caps;
class Context;
class InfoLog;
struct InterfaceBlock;
enum class LinkMismatchError;
struct LinkedUniform;
class ProgramState;
class ProgramBindings;
class Shader;
struct VariableLocation;
struct ShaderVariableBuffer;
using AtomicCounterBuffer = ShaderVariableBuffer;
class UniformLinker final : angle::NonCopyable
{
public:
UniformLinker(const ProgramState &state);
~UniformLinker();
bool link(const Context *context,
InfoLog &infoLog,
const ProgramBindings &uniformLocationBindings);
void getResults(std::vector<LinkedUniform> *uniforms,
std::vector<VariableLocation> *uniformLocations);
private:
struct ShaderUniformCount
{
ShaderUniformCount() : vectorCount(0), samplerCount(0), imageCount(0), atomicCounterCount(0)
{
}
ShaderUniformCount(const ShaderUniformCount &other) = default;
ShaderUniformCount &operator=(const ShaderUniformCount &other) = default;
ShaderUniformCount &operator+=(const ShaderUniformCount &other)
{
vectorCount += other.vectorCount;
samplerCount += other.samplerCount;
imageCount += other.imageCount;
atomicCounterCount += other.atomicCounterCount;
return *this;
}
unsigned int vectorCount;
unsigned int samplerCount;
unsigned int imageCount;
unsigned int atomicCounterCount;
};
bool validateGraphicsUniforms(const Context *context, InfoLog &infoLog) const;
static LinkMismatchError LinkValidateUniforms(const sh::Uniform &uniform1,
const sh::Uniform &uniform2,
std::string *mismatchedStructFieldName);
bool flattenUniformsAndCheckCapsForShader(const Context *context,
Shader *shader,
GLuint maxUniformComponents,
GLuint maxTextureImageUnits,
GLuint maxImageUnits,
GLuint maxAtomicCounters,
const std::string &componentsErrorMessage,
const std::string &samplerErrorMessage,
const std::string &imageErrorMessage,
const std::string &atomicCounterErrorMessage,
std::vector<LinkedUniform> &samplerUniforms,
std::vector<LinkedUniform> &imageUniforms,
std::vector<LinkedUniform> &atomicCounterUniforms,
InfoLog &infoLog);
bool flattenUniformsAndCheckCaps(const Context *context, InfoLog &infoLog);
bool checkMaxCombinedAtomicCounters(const Caps &caps, InfoLog &infoLog);
ShaderUniformCount flattenUniform(const sh::Uniform &uniform,
std::vector<LinkedUniform> *samplerUniforms,
std::vector<LinkedUniform> *imageUniforms,
std::vector<LinkedUniform> *atomicCounterUniforms,
GLenum shaderType);
ShaderUniformCount flattenArrayOfStructsUniform(
const sh::ShaderVariable &uniform,
unsigned int arrayNestingIndex,
const std::string &namePrefix,
const std::string &mappedNamePrefix,
std::vector<LinkedUniform> *samplerUniforms,
std::vector<LinkedUniform> *imageUniforms,
std::vector<LinkedUniform> *atomicCounterUniforms,
GLenum shaderType,
bool markStaticUse,
int binding,
int offset,
int *location);
ShaderUniformCount flattenStructUniform(const std::vector<sh::ShaderVariable> &fields,
const std::string &namePrefix,
const std::string &mappedNamePrefix,
std::vector<LinkedUniform> *samplerUniforms,
std::vector<LinkedUniform> *imageUniforms,
std::vector<LinkedUniform> *atomicCounterUniforms,
GLenum shaderType,
bool markStaticUse,
int binding,
int offset,
int *location);
ShaderUniformCount flattenArrayUniform(const sh::ShaderVariable &uniform,
const std::string &fullName,
const std::string &fullMappedName,
std::vector<LinkedUniform> *samplerUniforms,
std::vector<LinkedUniform> *imageUniforms,
std::vector<LinkedUniform> *atomicCounterUniforms,
GLenum shaderType,
bool markStaticUse,
int binding,
int offset,
int *location);
// markStaticUse is given as a separate parameter because it is tracked here at struct
// granularity.
ShaderUniformCount flattenUniformImpl(const sh::ShaderVariable &uniform,
const std::string &fullName,
const std::string &fullMappedName,
std::vector<LinkedUniform> *samplerUniforms,
std::vector<LinkedUniform> *imageUniforms,
std::vector<LinkedUniform> *atomicCounterUniforms,
GLenum shaderType,
bool markStaticUse,
int binding,
int offset,
int *location);
bool indexUniforms(InfoLog &infoLog, const ProgramBindings &uniformLocationBindings);
bool gatherUniformLocationsAndCheckConflicts(InfoLog &infoLog,
const ProgramBindings &uniformLocationBindings,
std::set<GLuint> *reservedLocations,
std::set<GLuint> *ignoredLocations,
int *maxUniformLocation);
void pruneUnusedUniforms();
const ProgramState &mState;
std::vector<LinkedUniform> mUniforms;
std::vector<VariableLocation> mUniformLocations;
};
// This class is intended to be used during the link step to store interface block information.
// It is called by the Impl class during ProgramImpl::link so that it has access to the
// real block size and layout.
class InterfaceBlockLinker : angle::NonCopyable
{
public:
virtual ~InterfaceBlockLinker();
using GetBlockSize = std::function<
bool(const std::string &blockName, const std::string &blockMappedName, size_t *sizeOut)>;
using GetBlockMemberInfo = std::function<
bool(const std::string &name, const std::string &mappedName, sh::BlockMemberInfo *infoOut)>;
// This is called once per shader stage. It stores a pointer to the block vector, so it's
// important that this class does not persist longer than the duration of Program::link.
void addShaderBlocks(GLenum shader, const std::vector<sh::InterfaceBlock> *blocks);
// This is called once during a link operation, after all shader blocks are added.
void linkBlocks(const GetBlockSize &getBlockSize,
const GetBlockMemberInfo &getMemberInfo) const;
protected:
InterfaceBlockLinker(std::vector<InterfaceBlock> *blocksOut);
void defineInterfaceBlock(const GetBlockSize &getBlockSize,
const GetBlockMemberInfo &getMemberInfo,
const sh::InterfaceBlock &interfaceBlock,
GLenum shaderType) const;
template <typename VarT>
void defineBlockMembers(const GetBlockMemberInfo &getMemberInfo,
const std::vector<VarT> &fields,
const std::string &prefix,
const std::string &mappedPrefix,
int blockIndex,
bool singleEntryForTopLevelArray,
int topLevelArraySize,
GLenum shaderType) const;
template <typename VarT>
void defineBlockMember(const GetBlockMemberInfo &getMemberInfo,
const VarT &field,
const std::string &fullName,
const std::string &fullMappedName,
int blockIndex,
bool singleEntryForTopLevelArray,
int topLevelArraySize,
GLenum shaderType) const;
virtual void defineBlockMemberImpl(const sh::ShaderVariable &field,
const std::string &fullName,
const std::string &fullMappedName,
int blockIndex,
const sh::BlockMemberInfo &memberInfo,
int topLevelArraySize,
GLenum shaderType) const = 0;
virtual size_t getCurrentBlockMemberIndex() const = 0;
virtual void updateBlockMemberStaticUsedImpl(const std::string &fullName,
GLenum shaderType,
bool staticUse) const = 0;
using ShaderBlocks = std::pair<GLenum, const std::vector<sh::InterfaceBlock> *>;
std::vector<ShaderBlocks> mShaderBlocks;
std::vector<InterfaceBlock> *mBlocksOut;
private:
template <typename VarT>
void defineArrayOfStructsBlockMembers(const GetBlockMemberInfo &getMemberInfo,
const VarT &field,
unsigned int arrayNestingIndex,
const std::string &prefix,
const std::string &mappedPrefix,
int blockIndex,
bool singleEntryForTopLevelArray,
int topLevelArraySize,
GLenum shaderType) const;
};
class UniformBlockLinker final : public InterfaceBlockLinker
{
public:
UniformBlockLinker(std::vector<InterfaceBlock> *blocksOut,
std::vector<LinkedUniform> *uniformsOut);
~UniformBlockLinker() override;
private:
void defineBlockMemberImpl(const sh::ShaderVariable &field,
const std::string &fullName,
const std::string &fullMappedName,
int blockIndex,
const sh::BlockMemberInfo &memberInfo,
int topLevelArraySize,
GLenum shaderType) const override;
size_t getCurrentBlockMemberIndex() const override;
void updateBlockMemberStaticUsedImpl(const std::string &fullName,
GLenum shaderType,
bool staticUse) const override;
std::vector<LinkedUniform> *mUniformsOut;
};
class ShaderStorageBlockLinker final : public InterfaceBlockLinker
{
public:
ShaderStorageBlockLinker(std::vector<InterfaceBlock> *blocksOut,
std::vector<BufferVariable> *bufferVariablesOut);
~ShaderStorageBlockLinker() override;
private:
void defineBlockMemberImpl(const sh::ShaderVariable &field,
const std::string &fullName,
const std::string &fullMappedName,
int blockIndex,
const sh::BlockMemberInfo &memberInfo,
int topLevelArraySize,
GLenum shaderType) const override;
size_t getCurrentBlockMemberIndex() const override;
void updateBlockMemberStaticUsedImpl(const std::string &fullName,
GLenum shaderType,
bool staticUse) const override;
std::vector<BufferVariable> *mBufferVariablesOut;
};
class AtomicCounterBufferLinker final : angle::NonCopyable
{
public:
AtomicCounterBufferLinker(std::vector<AtomicCounterBuffer> *atomicCounterBuffersOut);
~AtomicCounterBufferLinker();
void link(const std::map<int, unsigned int> &sizeMap) const;
private:
std::vector<AtomicCounterBuffer> *mAtomicCounterBuffersOut;
};
// The link operation is responsible for finishing the link of uniform and interface blocks.
// This way it can filter out unreferenced resources and still have access to the info.
// TODO(jmadill): Integrate uniform linking/filtering as well as interface blocks.
struct ProgramLinkedResources
{
VaryingPacking varyingPacking;
UniformBlockLinker uniformBlockLinker;
ShaderStorageBlockLinker shaderStorageBlockLinker;
AtomicCounterBufferLinker atomicCounterBufferLinker;
};
} // namespace gl
#endif // LIBANGLE_UNIFORMLINKER_H_