Edit

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

Branch :

  • Show log

    Commit

  • Author : Jiawei Shao
    Date : 2018-05-08 11:00:36
    Hash : 0c4e08e9
    Message : Use ShaderMap in Caps - Part II This patch is the last one in the series of putting resource limits on each shader stage into ShaderMap. With this patch, all such values are organized in the corresponding ShaderMap. This patch also cleans up all the related code by using this new type of data structure. BUG=angleproject:2169 Change-Id: I440643fe44ab63acf7da0a1611643beed1ba66d1 Reviewed-on: https://chromium-review.googlesource.com/1077748 Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>

  • src/libANGLE/ProgramLinkedResources.h
  • //
    // 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/PackedEnums.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;
    
        bool flattenUniformsAndCheckCapsForShader(const Context *context,
                                                  Shader *shader,
                                                  const Caps &caps,
                                                  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,
                                          ShaderType 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,
    
            ShaderType shaderType,
            bool markActive,
            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,
                                                ShaderType shaderType,
                                                bool markActive,
                                                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,
                                               ShaderType shaderType,
                                               bool markActive,
                                               bool markStaticUse,
                                               int binding,
                                               int offset,
                                               int *location);
    
        // markActive and markStaticUse are given as separate parameters because they are 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,
                                              ShaderType shaderType,
                                              bool markActive,
                                              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> *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(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 GetBlockSize &getBlockSize,
                        const GetBlockMemberInfo &getMemberInfo) const;
    
      protected:
        InterfaceBlockLinker(std::vector<InterfaceBlock> *blocksOut);
        void defineInterfaceBlock(const GetBlockSize &getBlockSize,
                                  const GetBlockMemberInfo &getMemberInfo,
                                  const sh::InterfaceBlock &interfaceBlock,
                                  ShaderType 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,
                                ShaderType 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,
                               ShaderType 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,
                                           ShaderType shaderType) const = 0;
        virtual size_t getCurrentBlockMemberIndex() const               = 0;
        virtual void updateBlockMemberActiveImpl(const std::string &fullName,
                                                 ShaderType shaderType,
                                                 bool active) const     = 0;
    
        ShaderMap<const std::vector<sh::InterfaceBlock> *> 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,
                                              ShaderType 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,
                                   ShaderType shaderType) const override;
        size_t getCurrentBlockMemberIndex() const override;
        void updateBlockMemberActiveImpl(const std::string &fullName,
                                         ShaderType shaderType,
                                         bool active) 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,
                                   ShaderType shaderType) const override;
        size_t getCurrentBlockMemberIndex() const override;
        void updateBlockMemberActiveImpl(const std::string &fullName,
                                         ShaderType shaderType,
                                         bool active) 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_