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kc3-lang/angle/src/libANGLE/ProgramLinkedResources.h

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  • Author : Mohan Maiya
    Date : 2021-02-24 09:49:42
    Hash : 550f2a3e
    Message : Vulkan: Shader support for EXT_shader_framebuffer_fetch_non_coherent Translator can accept gl_LastFragData and 'inout' variable to gain access to framebuffer attachment data. The Vulkan translator replaces it with the SubpassInput type variable. Note that this works only for the noncoherent version of the extension. Bug: angleproject:5454 Test: *EXTShaderFramebufferFetchNoncoherent*.* Change-Id: I392f84ee3ad3eb9fbd09d0b7ff83731a9a3f33f6 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2598060 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Mohan Maiya <m.maiya@samsung.com>

  • src/libANGLE/ProgramLinkedResources.h
  • //
    // Copyright 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/PackedEnums.h"
    #include "common/angleutils.h"
    #include "libANGLE/VaryingPacking.h"
    
    #include <functional>
    
    namespace sh
    {
    class BlockLayoutEncoder;
    struct BlockMemberInfo;
    struct InterfaceBlock;
    struct ShaderVariable;
    class BlockEncoderVisitor;
    class ShaderVariableVisitor;
    struct ShaderVariable;
    }  // namespace sh
    
    namespace gl
    {
    struct BufferVariable;
    struct Caps;
    class Context;
    class InfoLog;
    struct InterfaceBlock;
    enum class LinkMismatchError;
    struct LinkedUniform;
    class ProgramState;
    class ProgramBindings;
    class ProgramAliasedBindings;
    class Shader;
    struct ShaderVariableBuffer;
    struct UnusedUniform;
    struct VariableLocation;
    
    using AtomicCounterBuffer = ShaderVariableBuffer;
    
    class UniformLinker final : angle::NonCopyable
    {
      public:
        UniformLinker(const ProgramState &state);
        ~UniformLinker();
    
        bool link(const Caps &caps,
                  InfoLog &infoLog,
                  const ProgramAliasedBindings &uniformLocationBindings);
    
        void getResults(std::vector<LinkedUniform> *uniforms,
                        std::vector<UnusedUniform> *unusedUniforms,
                        std::vector<VariableLocation> *uniformLocations);
    
      private:
        bool validateGraphicsUniforms(InfoLog &infoLog) const;
    
        bool flattenUniformsAndCheckCapsForShader(Shader *shader,
                                                  const Caps &caps,
                                                  std::vector<LinkedUniform> &samplerUniforms,
                                                  std::vector<LinkedUniform> &imageUniforms,
                                                  std::vector<LinkedUniform> &atomicCounterUniforms,
                                                  std::vector<LinkedUniform> &inputAttachmentUniforms,
                                                  std::vector<UnusedUniform> &unusedUniforms,
                                                  InfoLog &infoLog);
    
        bool flattenUniformsAndCheckCaps(const Caps &caps, InfoLog &infoLog);
        bool checkMaxCombinedAtomicCounters(const Caps &caps, InfoLog &infoLog);
    
        bool indexUniforms(InfoLog &infoLog, const ProgramAliasedBindings &uniformLocationBindings);
        bool gatherUniformLocationsAndCheckConflicts(
            InfoLog &infoLog,
            const ProgramAliasedBindings &uniformLocationBindings,
            std::set<GLuint> *ignoredLocations,
            int *maxUniformLocation);
        void pruneUnusedUniforms();
    
        const ProgramState &mState;
        std::vector<LinkedUniform> mUniforms;
        std::vector<UnusedUniform> mUnusedUniforms;
        std::vector<VariableLocation> mUniformLocations;
    };
    
    using GetBlockSizeFunc = std::function<
        bool(const std::string &blockName, const std::string &blockMappedName, size_t *sizeOut)>;
    using GetBlockMemberInfoFunc = std::function<
        bool(const std::string &name, const std::string &mappedName, sh::BlockMemberInfo *infoOut)>;
    
    // 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();
    
        // 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(ShaderType shader, const std::vector<sh::InterfaceBlock> *blocks);
    
        // This is called once during a link operation, after all shader blocks are added.
        void linkBlocks(const GetBlockSizeFunc &getBlockSize,
                        const GetBlockMemberInfoFunc &getMemberInfo) const;
    
      protected:
        InterfaceBlockLinker();
        void init(std::vector<InterfaceBlock> *blocksOut,
                  std::vector<std::string> *unusedInterfaceBlocksOut);
        void defineInterfaceBlock(const GetBlockSizeFunc &getBlockSize,
                                  const GetBlockMemberInfoFunc &getMemberInfo,
                                  const sh::InterfaceBlock &interfaceBlock,
                                  ShaderType shaderType) const;
    
        virtual size_t getCurrentBlockMemberIndex() const = 0;
    
        virtual sh::ShaderVariableVisitor *getVisitor(const GetBlockMemberInfoFunc &getMemberInfo,
                                                      const std::string &namePrefix,
                                                      const std::string &mappedNamePrefix,
                                                      ShaderType shaderType,
                                                      int blockIndex) const = 0;
    
        ShaderMap<const std::vector<sh::InterfaceBlock> *> mShaderBlocks = {};
    
        std::vector<InterfaceBlock> *mBlocksOut             = nullptr;
        std::vector<std::string> *mUnusedInterfaceBlocksOut = nullptr;
    };
    
    class UniformBlockLinker final : public InterfaceBlockLinker
    {
      public:
        UniformBlockLinker();
        ~UniformBlockLinker() override;
    
        void init(std::vector<InterfaceBlock> *blocksOut,
                  std::vector<LinkedUniform> *uniformsOut,
                  std::vector<std::string> *unusedInterfaceBlocksOut);
    
      private:
        size_t getCurrentBlockMemberIndex() const override;
    
        sh::ShaderVariableVisitor *getVisitor(const GetBlockMemberInfoFunc &getMemberInfo,
                                              const std::string &namePrefix,
                                              const std::string &mappedNamePrefix,
                                              ShaderType shaderType,
                                              int blockIndex) const override;
    
        std::vector<LinkedUniform> *mUniformsOut = nullptr;
    };
    
    class ShaderStorageBlockLinker final : public InterfaceBlockLinker
    {
      public:
        ShaderStorageBlockLinker();
        ~ShaderStorageBlockLinker() override;
    
        void init(std::vector<InterfaceBlock> *blocksOut,
                  std::vector<BufferVariable> *bufferVariablesOut,
                  std::vector<std::string> *unusedInterfaceBlocksOut);
    
      private:
        size_t getCurrentBlockMemberIndex() const override;
    
        sh::ShaderVariableVisitor *getVisitor(const GetBlockMemberInfoFunc &getMemberInfo,
                                              const std::string &namePrefix,
                                              const std::string &mappedNamePrefix,
                                              ShaderType shaderType,
                                              int blockIndex) const override;
    
        std::vector<BufferVariable> *mBufferVariablesOut = nullptr;
    };
    
    class AtomicCounterBufferLinker final : angle::NonCopyable
    {
      public:
        AtomicCounterBufferLinker();
        ~AtomicCounterBufferLinker();
    
        void init(std::vector<AtomicCounterBuffer> *atomicCounterBuffersOut);
        void link(const std::map<int, unsigned int> &sizeMap) const;
    
      private:
        std::vector<AtomicCounterBuffer> *mAtomicCounterBuffersOut = nullptr;
    };
    
    // 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 UnusedUniform
    {
        UnusedUniform(std::string name,
                      bool isSampler,
                      bool isImage,
                      bool isAtomicCounter,
                      bool isFragmentInOut)
        {
            this->name            = name;
            this->isSampler       = isSampler;
            this->isImage         = isImage;
            this->isAtomicCounter = isAtomicCounter;
            this->isFragmentInOut = isFragmentInOut;
        }
    
        std::string name;
        bool isSampler;
        bool isImage;
        bool isAtomicCounter;
        bool isFragmentInOut;
    };
    
    struct ProgramLinkedResources
    {
        ProgramLinkedResources();
        ~ProgramLinkedResources();
    
        void init(std::vector<InterfaceBlock> *uniformBlocksOut,
                  std::vector<LinkedUniform> *uniformsOut,
                  std::vector<InterfaceBlock> *shaderStorageBlocksOut,
                  std::vector<BufferVariable> *bufferVariablesOut,
                  std::vector<AtomicCounterBuffer> *atomicCounterBuffersOut);
    
        ProgramVaryingPacking varyingPacking;
        UniformBlockLinker uniformBlockLinker;
        ShaderStorageBlockLinker shaderStorageBlockLinker;
        AtomicCounterBufferLinker atomicCounterBufferLinker;
        std::vector<UnusedUniform> unusedUniforms;
        std::vector<std::string> unusedInterfaceBlocks;
    };
    
    class CustomBlockLayoutEncoderFactory : angle::NonCopyable
    {
      public:
        virtual ~CustomBlockLayoutEncoderFactory() {}
    
        virtual sh::BlockLayoutEncoder *makeEncoder() = 0;
    };
    
    // Used by the backends in Program*::linkResources to parse interface blocks and provide
    // information to ProgramLinkedResources' linkers.
    class ProgramLinkedResourcesLinker final : angle::NonCopyable
    {
      public:
        ProgramLinkedResourcesLinker(CustomBlockLayoutEncoderFactory *customEncoderFactory)
            : mCustomEncoderFactory(customEncoderFactory)
        {}
    
        void linkResources(const ProgramState &programState,
                           const ProgramLinkedResources &resources) const;
    
      private:
        void getAtomicCounterBufferSizeMap(const ProgramState &programState,
                                           std::map<int, unsigned int> &sizeMapOut) const;
    
        CustomBlockLayoutEncoderFactory *mCustomEncoderFactory;
    };
    
    bool LinkValidateProgramGlobalNames(InfoLog &infoLog, const HasAttachedShaders &programOrPipeline);
    bool LinkValidateShaderInterfaceMatching(const std::vector<sh::ShaderVariable> &outputVaryings,
                                             const std::vector<sh::ShaderVariable> &inputVaryings,
                                             ShaderType frontShaderType,
                                             ShaderType backShaderType,
                                             int frontShaderVersion,
                                             int backShaderVersion,
                                             bool isSeparable,
                                             InfoLog &infoLog);
    bool LinkValidateBuiltInVaryingsInvariant(const std::vector<sh::ShaderVariable> &vertexVaryings,
                                              const std::vector<sh::ShaderVariable> &fragmentVaryings,
                                              int vertexShaderVersion,
                                              InfoLog &infoLog);
    bool LinkValidateBuiltInVaryings(const std::vector<sh::ShaderVariable> &inputVaryings,
                                     const std::vector<sh::ShaderVariable> &outputVaryings,
                                     ShaderType inputShaderType,
                                     ShaderType outputShaderType,
                                     int inputShaderVersion,
                                     int outputShaderVersion,
                                     InfoLog &infoLog);
    LinkMismatchError LinkValidateProgramVariables(const sh::ShaderVariable &variable1,
                                                   const sh::ShaderVariable &variable2,
                                                   bool validatePrecision,
                                                   bool treatVariable1AsNonArray,
                                                   bool treatVariable2AsNonArray,
                                                   std::string *mismatchedStructOrBlockMemberName);
    void AddProgramVariableParentPrefix(const std::string &parentName,
                                        std::string *mismatchedFieldName);
    }  // namespace gl
    
    #endif  // LIBANGLE_UNIFORMLINKER_H_