Hash :
acb4b81a
Author :
Date :
2016-11-07T13:50:29
translator: Put ShaderLang APIs in "sh" namespace. Working with glslang in Vulkan means we are static linking libANGLE with functions that have the same name as our translator APIs. We can fix this by scoping our APIs. We don't need to scope the types of the file, since they don't conflict. This will require a follow-up patch to remove the unscoped APIs once we switch over Chromium. We also scope TCompiler and some related classes to avoid multiply defined link errors with glslang. BUG=angleproject:1576 Change-Id: I729b19467d2ff7d374a82044b16dbebdf2dc8f16 Reviewed-on: https://chromium-review.googlesource.com/408337 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 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.
//
// Compiler.cpp: implements the gl::Compiler class.
#include "libANGLE/Compiler.h"
#include "common/debug.h"
#include "libANGLE/ContextState.h"
#include "libANGLE/renderer/CompilerImpl.h"
#include "libANGLE/renderer/GLImplFactory.h"
namespace gl
{
namespace
{
// Global count of active shader compiler handles. Needed to know when to call sh::Initialize and
// sh::Finalize.
size_t activeCompilerHandles = 0;
ShShaderSpec SelectShaderSpec(GLint majorVersion, GLint minorVersion, bool isWebGL)
{
if (majorVersion >= 3)
{
if (minorVersion == 1)
{
return isWebGL ? SH_WEBGL3_SPEC : SH_GLES3_1_SPEC;
}
else
{
return isWebGL ? SH_WEBGL2_SPEC : SH_GLES3_SPEC;
}
}
return isWebGL ? SH_WEBGL_SPEC : SH_GLES2_SPEC;
}
} // anonymous namespace
Compiler::Compiler(rx::GLImplFactory *implFactory, const ContextState &state)
: mImplementation(implFactory->createCompiler()),
mSpec(SelectShaderSpec(state.getClientMajorVersion(),
state.getClientMinorVersion(),
state.getExtensions().webglCompatibility)),
mOutputType(mImplementation->getTranslatorOutputType()),
mResources(),
mFragmentCompiler(nullptr),
mVertexCompiler(nullptr),
mComputeCompiler(nullptr)
{
ASSERT(state.getClientMajorVersion() == 2 || state.getClientMajorVersion() == 3);
const gl::Caps &caps = state.getCaps();
const gl::Extensions &extensions = state.getExtensions();
sh::InitBuiltInResources(&mResources);
mResources.MaxVertexAttribs = caps.maxVertexAttributes;
mResources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
mResources.MaxVaryingVectors = caps.maxVaryingVectors;
mResources.MaxVertexTextureImageUnits = caps.maxVertexTextureImageUnits;
mResources.MaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
mResources.MaxTextureImageUnits = caps.maxTextureImageUnits;
mResources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
mResources.MaxDrawBuffers = caps.maxDrawBuffers;
mResources.OES_standard_derivatives = extensions.standardDerivatives;
mResources.EXT_draw_buffers = extensions.drawBuffers;
mResources.EXT_shader_texture_lod = extensions.shaderTextureLOD;
mResources.OES_EGL_image_external = extensions.eglImageExternal;
mResources.OES_EGL_image_external_essl3 = extensions.eglImageExternalEssl3;
mResources.NV_EGL_stream_consumer_external = extensions.eglStreamConsumerExternal;
// TODO: use shader precision caps to determine if high precision is supported?
mResources.FragmentPrecisionHigh = 1;
mResources.EXT_frag_depth = extensions.fragDepth;
// GLSL ES 3.0 constants
mResources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
mResources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
mResources.MinProgramTexelOffset = caps.minProgramTexelOffset;
mResources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
// GLSL ES 3.1 compute shader constants
mResources.MaxImageUnits = caps.maxImageUnits;
mResources.MaxVertexImageUniforms = caps.maxVertexImageUniforms;
mResources.MaxFragmentImageUniforms = caps.maxFragmentImageUniforms;
mResources.MaxComputeImageUniforms = caps.maxComputeImageUniforms;
mResources.MaxCombinedImageUniforms = caps.maxCombinedImageUniforms;
mResources.MaxCombinedShaderOutputResources = caps.maxCombinedShaderOutputResources;
for (size_t index = 0u; index < 3u; ++index)
{
mResources.MaxComputeWorkGroupCount[index] = caps.maxComputeWorkGroupCount[index];
mResources.MaxComputeWorkGroupSize[index] = caps.maxComputeWorkGroupSize[index];
}
mResources.MaxComputeUniformComponents = caps.maxComputeUniformComponents;
mResources.MaxComputeTextureImageUnits = caps.maxComputeTextureImageUnits;
mResources.MaxComputeAtomicCounters = caps.maxComputeAtomicCounters;
mResources.MaxComputeAtomicCounterBuffers = caps.maxComputeAtomicCounterBuffers;
mResources.MaxVertexAtomicCounters = caps.maxVertexAtomicCounters;
mResources.MaxFragmentAtomicCounters = caps.maxFragmentAtomicCounters;
mResources.MaxCombinedAtomicCounters = caps.maxCombinedAtomicCounters;
mResources.MaxAtomicCounterBindings = caps.maxAtomicCounterBufferBindings;
mResources.MaxVertexAtomicCounterBuffers = caps.maxVertexAtomicCounterBuffers;
mResources.MaxFragmentAtomicCounterBuffers = caps.maxFragmentAtomicCounterBuffers;
mResources.MaxCombinedAtomicCounterBuffers = caps.maxCombinedAtomicCounterBuffers;
mResources.MaxAtomicCounterBufferSize = caps.maxAtomicCounterBufferSize;
}
Compiler::~Compiler()
{
release();
SafeDelete(mImplementation);
}
Error Compiler::release()
{
if (mFragmentCompiler)
{
sh::Destruct(mFragmentCompiler);
mFragmentCompiler = nullptr;
ASSERT(activeCompilerHandles > 0);
activeCompilerHandles--;
}
if (mVertexCompiler)
{
sh::Destruct(mVertexCompiler);
mVertexCompiler = nullptr;
ASSERT(activeCompilerHandles > 0);
activeCompilerHandles--;
}
if (mComputeCompiler)
{
sh::Destruct(mComputeCompiler);
mComputeCompiler = nullptr;
ASSERT(activeCompilerHandles > 0);
activeCompilerHandles--;
}
if (activeCompilerHandles == 0)
{
sh::Finalize();
}
mImplementation->release();
return gl::Error(GL_NO_ERROR);
}
ShHandle Compiler::getCompilerHandle(GLenum type)
{
ShHandle *compiler = nullptr;
switch (type)
{
case GL_VERTEX_SHADER:
compiler = &mVertexCompiler;
break;
case GL_FRAGMENT_SHADER:
compiler = &mFragmentCompiler;
break;
case GL_COMPUTE_SHADER:
compiler = &mComputeCompiler;
break;
default:
UNREACHABLE();
return nullptr;
}
if (!(*compiler))
{
if (activeCompilerHandles == 0)
{
sh::Initialize();
}
*compiler = sh::ConstructCompiler(type, mSpec, mOutputType, &mResources);
activeCompilerHandles++;
}
return *compiler;
}
} // namespace gl