Hash :
e332e621
Author :
Date :
2019-02-14T12:53:04
D3D: Asynchronously load program binaries. Unpack as much of the binary steam as possible before passing the final loading of the shader programs off to a worker thread. Reporting as many possible link errors before becoming asynchronous means that linking should only fail due to unexpected system issues at that point. This also allows other backends to asynchronously load program binaries. BUG=angleproject:2857 Change-Id: I587917a3e54522114dabd41d1b14fc491c8fd18a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1473451 Commit-Queue: Jamie Madill <jmadill@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 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.
//
// ProgramImpl.h: Defines the abstract rx::ProgramImpl class.
#ifndef LIBANGLE_RENDERER_PROGRAMIMPL_H_
#define LIBANGLE_RENDERER_PROGRAMIMPL_H_
#include "common/angleutils.h"
#include "libANGLE/BinaryStream.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Program.h"
#include "libANGLE/Shader.h"
#include <map>
namespace gl
{
class Context;
struct ProgramLinkedResources;
} // namespace gl
namespace sh
{
struct BlockMemberInfo;
}
namespace rx
{
// Provides a mechanism to access the result of asynchronous linking.
class LinkEvent : angle::NonCopyable
{
public:
virtual ~LinkEvent() {}
// Please be aware that these methods may be called under a gl::Context other
// than the one where the LinkEvent was created.
//
// Waits until the linking is actually done. Returns true if the linking
// succeeded, false otherwise.
virtual angle::Result wait(const gl::Context *context) = 0;
// Peeks whether the linking is still ongoing.
virtual bool isLinking() = 0;
};
// Wraps an already done linking.
class LinkEventDone final : public LinkEvent
{
public:
LinkEventDone(angle::Result result) : mResult(result) {}
angle::Result wait(const gl::Context *context) override;
bool isLinking() override;
private:
angle::Result mResult;
};
inline angle::Result LinkEventDone::wait(const gl::Context *context)
{
return mResult;
}
inline bool LinkEventDone::isLinking()
{
return false;
}
class ProgramImpl : angle::NonCopyable
{
public:
ProgramImpl(const gl::ProgramState &state) : mState(state) {}
virtual ~ProgramImpl() {}
virtual void destroy(const gl::Context *context) {}
virtual std::unique_ptr<LinkEvent> load(const gl::Context *context,
gl::BinaryInputStream *stream,
gl::InfoLog &infoLog) = 0;
virtual void save(const gl::Context *context, gl::BinaryOutputStream *stream) = 0;
virtual void setBinaryRetrievableHint(bool retrievable) = 0;
virtual void setSeparable(bool separable) = 0;
virtual std::unique_ptr<LinkEvent> link(const gl::Context *context,
const gl::ProgramLinkedResources &resources,
gl::InfoLog &infoLog) = 0;
virtual GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) = 0;
virtual void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) = 0;
virtual void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) = 0;
virtual void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) = 0;
virtual void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) = 0;
virtual void setUniform1iv(GLint location, GLsizei count, const GLint *v) = 0;
virtual void setUniform2iv(GLint location, GLsizei count, const GLint *v) = 0;
virtual void setUniform3iv(GLint location, GLsizei count, const GLint *v) = 0;
virtual void setUniform4iv(GLint location, GLsizei count, const GLint *v) = 0;
virtual void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) = 0;
virtual void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) = 0;
virtual void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) = 0;
virtual void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) = 0;
virtual void setUniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) = 0;
virtual void setUniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) = 0;
virtual void setUniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) = 0;
virtual void setUniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) = 0;
virtual void setUniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) = 0;
virtual void setUniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) = 0;
virtual void setUniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) = 0;
virtual void setUniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) = 0;
virtual void setUniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) = 0;
// Done in the back-end to avoid having to keep a system copy of uniform data.
virtual void getUniformfv(const gl::Context *context,
GLint location,
GLfloat *params) const = 0;
virtual void getUniformiv(const gl::Context *context, GLint location, GLint *params) const = 0;
virtual void getUniformuiv(const gl::Context *context,
GLint location,
GLuint *params) const = 0;
// CHROMIUM_path_rendering
// Set parameters to control fragment shader input variable interpolation
virtual void setPathFragmentInputGen(const std::string &inputName,
GLenum genMode,
GLint components,
const GLfloat *coeffs) = 0;
// Implementation-specific method for ignoring unreferenced uniforms. Some implementations may
// perform more extensive analysis and ignore some locations that ANGLE doesn't detect as
// unreferenced. This method is not required to be overriden by a back-end.
virtual void markUnusedUniformLocations(std::vector<gl::VariableLocation> *uniformLocations,
std::vector<gl::SamplerBinding> *samplerBindings,
std::vector<gl::ImageBinding> *imageBindings)
{}
const gl::ProgramState &getState() const { return mState; }
virtual angle::Result syncState(const gl::Context *context,
const gl::Program::DirtyBits &dirtyBits);
protected:
const gl::ProgramState &mState;
};
inline angle::Result ProgramImpl::syncState(const gl::Context *context,
const gl::Program::DirtyBits &dirtyBits)
{
return angle::Result::Continue;
}
} // namespace rx
#endif // LIBANGLE_RENDERER_PROGRAMIMPL_H_