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kc3-lang/angle/src/libANGLE/Compiler.cpp

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  • Author : Stuart Morgan
    Date : 2019-08-14 12:25:12
    Hash : 9d737966
    Message : Standardize copyright notices to project style For all "ANGLE Project" copyrights, standardize to the format specified by the style guide. Changes: - "Copyright (c)" and "Copyright(c)" changed to just "Copyright". - Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1"). - Fixed a small number of files that had no copyright date using the initial commit year from the version control history. - Fixed one instance of copyright being "The ANGLE Project" rather than "The ANGLE Project Authors" These changes are applied both to the copyright of source file, and where applicable to copyright statements that are generated by templates. BUG=angleproject:3811 Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/Compiler.cpp
  • //
    // 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.
    //
    
    // Compiler.cpp: implements the gl::Compiler class.
    
    #include "libANGLE/Compiler.h"
    
    #include "common/debug.h"
    #include "libANGLE/State.h"
    #include "libANGLE/renderer/CompilerImpl.h"
    #include "libANGLE/renderer/GLImplFactory.h"
    
    namespace gl
    {
    
    namespace
    {
    
    // To know when to call sh::Initialize and sh::Finalize.
    size_t gActiveCompilers = 0;
    
    ShShaderSpec SelectShaderSpec(GLint majorVersion,
                                  GLint minorVersion,
                                  bool isWebGL,
                                  EGLenum clientType)
    {
        // For Desktop GL
        if (clientType == EGL_OPENGL_API)
        {
            return SH_GL_COMPATIBILITY_SPEC;
        }
    
        if (majorVersion >= 3)
        {
            if (minorVersion == 1)
            {
                return isWebGL ? SH_WEBGL3_SPEC : SH_GLES3_1_SPEC;
            }
            else
            {
                return isWebGL ? SH_WEBGL2_SPEC : SH_GLES3_SPEC;
            }
        }
    
        // GLES1 emulation: Use GLES3 shader spec.
        if (!isWebGL && majorVersion == 1)
        {
            return SH_GLES3_SPEC;
        }
    
        return isWebGL ? SH_WEBGL_SPEC : SH_GLES2_SPEC;
    }
    
    }  // anonymous namespace
    
    Compiler::Compiler(rx::GLImplFactory *implFactory, const State &state)
        : mImplementation(implFactory->createCompiler()),
          mSpec(SelectShaderSpec(state.getClientMajorVersion(),
                                 state.getClientMinorVersion(),
                                 state.getExtensions().webglCompatibility,
                                 state.getClientType())),
          mOutputType(mImplementation->getTranslatorOutputType()),
          mResources()
    {
        ASSERT(state.getClientMajorVersion() == 1 || state.getClientMajorVersion() == 2 ||
               state.getClientMajorVersion() == 3);
    
        const gl::Caps &caps             = state.getCaps();
        const gl::Extensions &extensions = state.getExtensions();
    
        if (gActiveCompilers == 0)
        {
            sh::Initialize();
        }
        ++gActiveCompilers;
    
        sh::InitBuiltInResources(&mResources);
        mResources.MaxVertexAttribs             = caps.maxVertexAttributes;
        mResources.MaxVertexUniformVectors      = caps.maxVertexUniformVectors;
        mResources.MaxVaryingVectors            = caps.maxVaryingVectors;
        mResources.MaxVertexTextureImageUnits   = caps.maxShaderTextureImageUnits[ShaderType::Vertex];
        mResources.MaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
        mResources.MaxTextureImageUnits         = caps.maxShaderTextureImageUnits[ShaderType::Fragment];
        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;
        mResources.ARB_texture_rectangle           = extensions.textureRectangle;
        mResources.OES_texture_storage_multisample_2d_array =
            extensions.textureStorageMultisample2DArray;
        mResources.OES_texture_3D                  = extensions.texture3DOES;
        mResources.ANGLE_texture_multisample       = extensions.textureMultisample;
        mResources.ANGLE_multi_draw                = extensions.multiDraw;
        mResources.ANGLE_base_vertex_base_instance = extensions.baseVertexBaseInstance;
    
        // TODO: use shader precision caps to determine if high precision is supported?
        mResources.FragmentPrecisionHigh = 1;
        mResources.EXT_frag_depth        = extensions.fragDepth;
    
        // OVR_multiview state
        mResources.OVR_multiview = extensions.multiview;
    
        // OVR_multiview2 state
        mResources.OVR_multiview2 = extensions.multiview2;
        mResources.MaxViewsOVR    = extensions.maxViews;
    
        // GLSL ES 3.0 constants
        mResources.MaxVertexOutputVectors  = caps.maxVertexOutputComponents / 4;
        mResources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
        mResources.MinProgramTexelOffset   = caps.minProgramTexelOffset;
        mResources.MaxProgramTexelOffset   = caps.maxProgramTexelOffset;
    
        // EXT_blend_func_extended
        mResources.EXT_blend_func_extended  = extensions.blendFuncExtended;
        mResources.MaxDualSourceDrawBuffers = extensions.maxDualSourceDrawBuffers;
    
        // GLSL ES 3.1 constants
        mResources.MaxProgramTextureGatherOffset    = caps.maxProgramTextureGatherOffset;
        mResources.MinProgramTextureGatherOffset    = caps.minProgramTextureGatherOffset;
        mResources.MaxImageUnits                    = caps.maxImageUnits;
        mResources.MaxVertexImageUniforms           = caps.maxShaderImageUniforms[ShaderType::Vertex];
        mResources.MaxFragmentImageUniforms         = caps.maxShaderImageUniforms[ShaderType::Fragment];
        mResources.MaxComputeImageUniforms          = caps.maxShaderImageUniforms[ShaderType::Compute];
        mResources.MaxCombinedImageUniforms         = caps.maxCombinedImageUniforms;
        mResources.MaxCombinedShaderOutputResources = caps.maxCombinedShaderOutputResources;
        mResources.MaxUniformLocations              = caps.maxUniformLocations;
    
        for (size_t index = 0u; index < 3u; ++index)
        {
            mResources.MaxComputeWorkGroupCount[index] = caps.maxComputeWorkGroupCount[index];
            mResources.MaxComputeWorkGroupSize[index]  = caps.maxComputeWorkGroupSize[index];
        }
    
        mResources.MaxComputeUniformComponents = caps.maxShaderUniformComponents[ShaderType::Compute];
        mResources.MaxComputeTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Compute];
    
        mResources.MaxComputeAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Compute];
        mResources.MaxComputeAtomicCounterBuffers =
            caps.maxShaderAtomicCounterBuffers[ShaderType::Compute];
    
        mResources.MaxVertexAtomicCounters   = caps.maxShaderAtomicCounters[ShaderType::Vertex];
        mResources.MaxFragmentAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Fragment];
        mResources.MaxCombinedAtomicCounters = caps.maxCombinedAtomicCounters;
        mResources.MaxAtomicCounterBindings  = caps.maxAtomicCounterBufferBindings;
        mResources.MaxVertexAtomicCounterBuffers =
            caps.maxShaderAtomicCounterBuffers[ShaderType::Vertex];
        mResources.MaxFragmentAtomicCounterBuffers =
            caps.maxShaderAtomicCounterBuffers[ShaderType::Fragment];
        mResources.MaxCombinedAtomicCounterBuffers = caps.maxCombinedAtomicCounterBuffers;
        mResources.MaxAtomicCounterBufferSize      = caps.maxAtomicCounterBufferSize;
    
        mResources.MaxUniformBufferBindings       = caps.maxUniformBufferBindings;
        mResources.MaxShaderStorageBufferBindings = caps.maxShaderStorageBufferBindings;
    
        // Needed by point size clamping workaround
        mResources.MaxPointSize = caps.maxAliasedPointSize;
    
        if (state.getClientMajorVersion() == 2 && !extensions.drawBuffers)
        {
            mResources.MaxDrawBuffers = 1;
        }
    
        // Geometry Shader constants
        mResources.EXT_geometry_shader          = extensions.geometryShader;
        mResources.MaxGeometryUniformComponents = caps.maxShaderUniformComponents[ShaderType::Geometry];
        mResources.MaxGeometryUniformBlocks     = caps.maxShaderUniformBlocks[ShaderType::Geometry];
        mResources.MaxGeometryInputComponents   = caps.maxGeometryInputComponents;
        mResources.MaxGeometryOutputComponents  = caps.maxGeometryOutputComponents;
        mResources.MaxGeometryOutputVertices    = caps.maxGeometryOutputVertices;
        mResources.MaxGeometryTotalOutputComponents = caps.maxGeometryTotalOutputComponents;
        mResources.MaxGeometryTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Geometry];
    
        mResources.MaxGeometryAtomicCounterBuffers =
            caps.maxShaderAtomicCounterBuffers[ShaderType::Geometry];
        mResources.MaxGeometryAtomicCounters      = caps.maxShaderAtomicCounters[ShaderType::Geometry];
        mResources.MaxGeometryShaderStorageBlocks = caps.maxShaderStorageBlocks[ShaderType::Geometry];
        mResources.MaxGeometryShaderInvocations   = caps.maxGeometryShaderInvocations;
        mResources.MaxGeometryImageUniforms       = caps.maxShaderImageUniforms[ShaderType::Geometry];
    }
    
    Compiler::~Compiler()
    {
        for (auto &pool : mPools)
        {
            for (ShCompilerInstance &instance : pool)
            {
                instance.destroy();
            }
        }
        --gActiveCompilers;
        if (gActiveCompilers == 0)
        {
            sh::Finalize();
        }
    }
    
    ShCompilerInstance Compiler::getInstance(ShaderType type)
    {
        ASSERT(type != ShaderType::InvalidEnum);
        auto &pool = mPools[type];
        if (pool.empty())
        {
            ShHandle handle = sh::ConstructCompiler(ToGLenum(type), mSpec, mOutputType, &mResources);
            ASSERT(handle);
            return ShCompilerInstance(handle, mOutputType, type);
        }
        else
        {
            ShCompilerInstance instance = std::move(pool.back());
            pool.pop_back();
            return instance;
        }
    }
    
    void Compiler::putInstance(ShCompilerInstance &&instance)
    {
        static constexpr size_t kMaxPoolSize = 32;
        auto &pool                           = mPools[instance.getShaderType()];
        if (pool.size() < kMaxPoolSize)
        {
            pool.push_back(std::move(instance));
        }
        else
        {
            instance.destroy();
        }
    }
    
    ShCompilerInstance::ShCompilerInstance() : mHandle(nullptr) {}
    
    ShCompilerInstance::ShCompilerInstance(ShHandle handle,
                                           ShShaderOutput outputType,
                                           ShaderType shaderType)
        : mHandle(handle), mOutputType(outputType), mShaderType(shaderType)
    {}
    
    ShCompilerInstance::~ShCompilerInstance()
    {
        ASSERT(mHandle == nullptr);
    }
    
    void ShCompilerInstance::destroy()
    {
        if (mHandle != nullptr)
        {
            sh::Destruct(mHandle);
            mHandle = nullptr;
        }
    }
    
    ShCompilerInstance::ShCompilerInstance(ShCompilerInstance &&other)
        : mHandle(other.mHandle), mOutputType(other.mOutputType), mShaderType(other.mShaderType)
    {
        other.mHandle = nullptr;
    }
    
    ShCompilerInstance &ShCompilerInstance::operator=(ShCompilerInstance &&other)
    {
        mHandle       = other.mHandle;
        mOutputType   = other.mOutputType;
        mShaderType   = other.mShaderType;
        other.mHandle = nullptr;
        return *this;
    }
    
    ShHandle ShCompilerInstance::getHandle()
    {
        return mHandle;
    }
    
    ShaderType ShCompilerInstance::getShaderType() const
    {
        return mShaderType;
    }
    
    const std::string &ShCompilerInstance::getBuiltinResourcesString()
    {
        return sh::GetBuiltInResourcesString(mHandle);
    }
    
    ShShaderOutput ShCompilerInstance::getShaderOutputType() const
    {
        return mOutputType;
    }
    
    }  // namespace gl