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kc3-lang/angle/src/libGLESv2/renderer/d3d/ShaderD3D.cpp

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  • Author : Jamie Madill
    Date : 2014-09-17 10:31:15
    Hash : e6256f87
    Message : Fix the varying sort comparator in ShaderD3D. The comparator was actually a <= operator, while sort requires a strict < operator. This was causing a potential assertion failure. Bug report from Kerim Borchaev. BUG=angle:742 Change-Id: I37c2925ab0b85e70ee1b2be3c72c6ddc062e8d28 Reviewed-on: https://chromium-review.googlesource.com/218506 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shannon Woods <shannonwoods@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libGLESv2/renderer/d3d/ShaderD3D.cpp
  • //
    // 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.
    //
    
    // ShaderD3D.cpp: Defines the rx::ShaderD3D class which implements rx::ShaderImpl.
    
    #include "libGLESv2/renderer/d3d/ShaderD3D.h"
    #include "libGLESv2/renderer/Renderer.h"
    #include "libGLESv2/Shader.h"
    #include "libGLESv2/main.h"
    
    #include "common/utilities.h"
    
    namespace rx
    {
    
    template <typename VarT>
    void FilterInactiveVariables(std::vector<VarT> *variableList)
    {
        ASSERT(variableList);
    
        for (size_t varIndex = 0; varIndex < variableList->size();)
        {
            if (!(*variableList)[varIndex].staticUse)
            {
                variableList->erase(variableList->begin() + varIndex);
            }
            else
            {
                varIndex++;
            }
        }
    }
    
    void *ShaderD3D::mFragmentCompiler = NULL;
    void *ShaderD3D::mVertexCompiler = NULL;
    
    template <typename VarT>
    const std::vector<VarT> *GetShaderVariables(const std::vector<VarT> *variableList)
    {
        ASSERT(variableList);
        return variableList;
    }
    
    ShaderD3D::ShaderD3D(GLenum type, rx::Renderer *renderer)
        : mType(type),
          mRenderer(renderer),
          mShaderVersion(100)
    {
        uncompile();
        initializeCompiler();
    }
    
    ShaderD3D::~ShaderD3D()
    {
    }
    
    ShaderD3D *ShaderD3D::makeShaderD3D(ShaderImpl *impl)
    {
        ASSERT(HAS_DYNAMIC_TYPE(ShaderD3D*, impl));
        return static_cast<ShaderD3D*>(impl);
    }
    
    const ShaderD3D *ShaderD3D::makeShaderD3D(const ShaderImpl *impl)
    {
        ASSERT(HAS_DYNAMIC_TYPE(const ShaderD3D*, impl));
        return static_cast<const ShaderD3D*>(impl);
    }
    
    // Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
    void ShaderD3D::initializeCompiler()
    {
        if (!mFragmentCompiler)
        {
            int result = ShInitialize();
    
            if (result)
            {
                ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT;
    
                ShBuiltInResources resources;
                ShInitBuiltInResources(&resources);
    
                // TODO(geofflang): use context's caps
                const gl::Caps &caps = mRenderer->getRendererCaps();
                const gl::Extensions &extensions = mRenderer->getRendererExtensions();
    
                resources.MaxVertexAttribs = caps.maxVertexAttributes;
                resources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
                resources.MaxVaryingVectors = caps.maxVaryingVectors;
                resources.MaxVertexTextureImageUnits = caps.maxVertexTextureImageUnits;
                resources.MaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
                resources.MaxTextureImageUnits = caps.maxTextureImageUnits;
                resources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
                resources.MaxDrawBuffers = caps.maxDrawBuffers;
                resources.OES_standard_derivatives = extensions.standardDerivatives;
                resources.EXT_draw_buffers = extensions.drawBuffers;
                resources.EXT_shader_texture_lod = 1;
                // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
                resources.FragmentPrecisionHigh = 1;   // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
                resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
                // GLSL ES 3.0 constants
                resources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
                resources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
                resources.MinProgramTexelOffset = caps.minProgramTexelOffset;
                resources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
    
                mFragmentCompiler = ShConstructCompiler(GL_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
                mVertexCompiler = ShConstructCompiler(GL_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
            }
        }
    }
    
    void ShaderD3D::releaseCompiler()
    {
        ShDestruct(mFragmentCompiler);
        ShDestruct(mVertexCompiler);
    
        mFragmentCompiler = NULL;
        mVertexCompiler = NULL;
    
        ShFinalize();
    }
    
    void ShaderD3D::parseVaryings(void *compiler)
    {
         if (!mHlsl.empty())
        {
            const std::vector<sh::Varying> *varyings = ShGetVaryings(compiler);
            ASSERT(varyings);
    
            for (size_t varyingIndex = 0; varyingIndex < varyings->size(); varyingIndex++)
            {
                mVaryings.push_back(gl::PackedVarying((*varyings)[varyingIndex]));
            }
    
            mUsesMultipleRenderTargets = mHlsl.find("GL_USES_MRT")          != std::string::npos;
            mUsesFragColor             = mHlsl.find("GL_USES_FRAG_COLOR")   != std::string::npos;
            mUsesFragData              = mHlsl.find("GL_USES_FRAG_DATA")    != std::string::npos;
            mUsesFragCoord             = mHlsl.find("GL_USES_FRAG_COORD")   != std::string::npos;
            mUsesFrontFacing           = mHlsl.find("GL_USES_FRONT_FACING") != std::string::npos;
            mUsesPointSize             = mHlsl.find("GL_USES_POINT_SIZE")   != std::string::npos;
            mUsesPointCoord            = mHlsl.find("GL_USES_POINT_COORD")  != std::string::npos;
            mUsesDepthRange            = mHlsl.find("GL_USES_DEPTH_RANGE")  != std::string::npos;
            mUsesFragDepth             = mHlsl.find("GL_USES_FRAG_DEPTH")   != std::string::npos;
            mUsesDiscardRewriting      = mHlsl.find("ANGLE_USES_DISCARD_REWRITING") != std::string::npos;
            mUsesNestedBreak           = mHlsl.find("ANGLE_USES_NESTED_BREAK") != std::string::npos;
        }
    }
    
    void ShaderD3D::resetVaryingsRegisterAssignment()
    {
        for (size_t varyingIndex = 0; varyingIndex < mVaryings.size(); varyingIndex++)
        {
            mVaryings[varyingIndex].resetRegisterAssignment();
        }
    }
    
    // initialize/clean up previous state
    void ShaderD3D::uncompile()
    {
        // set by compileToHLSL
        mHlsl.clear();
        mInfoLog.clear();
    
        mUsesMultipleRenderTargets = false;
        mUsesFragColor = false;
        mUsesFragData = false;
        mUsesFragCoord = false;
        mUsesFrontFacing = false;
        mUsesPointSize = false;
        mUsesPointCoord = false;
        mUsesDepthRange = false;
        mUsesFragDepth = false;
        mShaderVersion = 100;
        mUsesDiscardRewriting = false;
        mUsesNestedBreak = false;
    
        mVaryings.clear();
        mUniforms.clear();
        mInterfaceBlocks.clear();
        mActiveAttributes.clear();
        mActiveOutputVariables.clear();
    }
    
    void ShaderD3D::compileToHLSL(void *compiler, const std::string &source)
    {
        // ensure the compiler is loaded
        initializeCompiler();
    
        int compileOptions = (SH_OBJECT_CODE | SH_VARIABLES);
        std::string sourcePath;
        if (gl::perfActive())
        {
            sourcePath = getTempPath();
            writeFile(sourcePath.c_str(), source.c_str(), source.length());
            compileOptions |= SH_LINE_DIRECTIVES;
        }
    
        int result;
        if (sourcePath.empty())
        {
            const char* sourceStrings[] =
            {
                source.c_str(),
            };
    
            result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
        }
        else
        {
            const char* sourceStrings[] =
            {
                sourcePath.c_str(),
                source.c_str(),
            };
    
            result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
        }
    
        size_t shaderVersion = 100;
        ShGetInfo(compiler, SH_SHADER_VERSION, &shaderVersion);
    
        mShaderVersion = static_cast<int>(shaderVersion);
    
        if (shaderVersion == 300 && mRenderer->getCurrentClientVersion() < 3)
        {
            mInfoLog = "GLSL ES 3.00 is not supported by OpenGL ES 2.0 contexts";
            TRACE("\n%s", mInfoLog.c_str());
        }
        else if (result)
        {
            size_t objCodeLen = 0;
            ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
    
            char* outputHLSL = new char[objCodeLen];
            ShGetObjectCode(compiler, outputHLSL);
    
    #ifdef _DEBUG
            std::ostringstream hlslStream;
            hlslStream << "// GLSL\n";
            hlslStream << "//\n";
    
            size_t curPos = 0;
            while (curPos != std::string::npos)
            {
                size_t nextLine = source.find("\n", curPos);
                size_t len = (nextLine == std::string::npos) ? std::string::npos : (nextLine - curPos + 1);
    
                hlslStream << "// " << source.substr(curPos, len);
    
                curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1);
            }
            hlslStream << "\n\n";
            hlslStream << outputHLSL;
            mHlsl = hlslStream.str();
    #else
            mHlsl = outputHLSL;
    #endif
    
            SafeDeleteArray(outputHLSL);
    
            mUniforms = *GetShaderVariables(ShGetUniforms(compiler));
    
            for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
            {
                const sh::Uniform &uniform = mUniforms[uniformIndex];
    
                if (uniform.staticUse)
                {
                    unsigned int index = -1;
                    bool result = ShGetUniformRegister(compiler, uniform.name.c_str(), &index);
                    UNUSED_ASSERTION_VARIABLE(result);
                    ASSERT(result);
    
                    mUniformRegisterMap[uniform.name] = index;
                }
            }
    
            mInterfaceBlocks = *GetShaderVariables(ShGetInterfaceBlocks(compiler));
    
            for (size_t blockIndex = 0; blockIndex < mInterfaceBlocks.size(); blockIndex++)
            {
                const sh::InterfaceBlock &interfaceBlock = mInterfaceBlocks[blockIndex];
    
                if (interfaceBlock.staticUse)
                {
                    unsigned int index = -1;
                    bool result = ShGetInterfaceBlockRegister(compiler, interfaceBlock.name.c_str(), &index);
                    UNUSED_ASSERTION_VARIABLE(result);
                    ASSERT(result);
    
                    mInterfaceBlockRegisterMap[interfaceBlock.name] = index;
                }
            }
        }
        else
        {
            size_t infoLogLen = 0;
            ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
    
            char* infoLog = new char[infoLogLen];
            ShGetInfoLog(compiler, infoLog);
            mInfoLog = infoLog;
    
            TRACE("\n%s", mInfoLog.c_str());
        }
    }
    
    rx::D3DWorkaroundType ShaderD3D::getD3DWorkarounds() const
    {
        if (mUsesDiscardRewriting)
        {
            // ANGLE issue 486:
            // Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization
            return rx::ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION;
        }
    
        if (mUsesNestedBreak)
        {
            // ANGLE issue 603:
            // Work-around a D3D9 compiler bug that presents itself when using break in a nested loop, by maximizing optimization
            // We want to keep the use of ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION minimal to prevent hangs, so usesDiscard takes precedence
            return rx::ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION;
        }
    
        return rx::ANGLE_D3D_WORKAROUND_NONE;
    }
    
    // true if varying x has a higher priority in packing than y
    bool ShaderD3D::compareVarying(const gl::PackedVarying &x, const gl::PackedVarying &y)
    {
        if (x.type == y.type)
        {
            return x.arraySize > y.arraySize;
        }
    
        // Special case for handling structs: we sort these to the end of the list
        if (x.type == GL_STRUCT_ANGLEX)
        {
            return false;
        }
    
        if (y.type == GL_STRUCT_ANGLEX)
        {
            return true;
        }
    
        return gl::VariableSortOrder(x.type) < gl::VariableSortOrder(y.type);
    }
    
    unsigned int ShaderD3D::getUniformRegister(const std::string &uniformName) const
    {
        ASSERT(mUniformRegisterMap.count(uniformName) > 0);
        return mUniformRegisterMap.find(uniformName)->second;
    }
    
    unsigned int ShaderD3D::getInterfaceBlockRegister(const std::string &blockName) const
    {
        ASSERT(mInterfaceBlockRegisterMap.count(blockName) > 0);
        return mInterfaceBlockRegisterMap.find(blockName)->second;
    }
    
    void *ShaderD3D::getCompiler()
    {
        if (mType == GL_VERTEX_SHADER)
        {
            return mVertexCompiler;
        }
        else
        {
            ASSERT(mType == GL_FRAGMENT_SHADER);
            return mFragmentCompiler;
        }
    }
    
    ShShaderOutput ShaderD3D::getCompilerOutputType(GLenum shader)
    {
        void *compiler = NULL;
    
        switch (shader)
        {
          case GL_VERTEX_SHADER:   compiler = mVertexCompiler;   break;
          case GL_FRAGMENT_SHADER: compiler = mFragmentCompiler; break;
          default: UNREACHABLE();  return SH_HLSL9_OUTPUT;
        }
    
        size_t outputType = 0;
        ShGetInfo(compiler, SH_OUTPUT_TYPE, &outputType);
    
        return static_cast<ShShaderOutput>(outputType);
    }
    
    bool ShaderD3D::compile(const std::string &source)
    {
        uncompile();
    
        void *compiler = getCompiler();
    
        compileToHLSL(compiler, source);
    
        if (mType == GL_VERTEX_SHADER)
        {
            parseAttributes(compiler);
        }
    
        parseVaryings(compiler);
    
        if (mType == GL_FRAGMENT_SHADER)
        {
            std::sort(mVaryings.begin(), mVaryings.end(), compareVarying);
    
            const std::string &hlsl = getTranslatedSource();
            if (!hlsl.empty())
            {
                mActiveOutputVariables = *GetShaderVariables(ShGetOutputVariables(compiler));
                FilterInactiveVariables(&mActiveOutputVariables);
            }
        }
    
        return !getTranslatedSource().empty();
    }
    
    void ShaderD3D::parseAttributes(void *compiler)
    {
        const std::string &hlsl = getTranslatedSource();
        if (!hlsl.empty())
        {
            mActiveAttributes = *GetShaderVariables(ShGetAttributes(compiler));
            FilterInactiveVariables(&mActiveAttributes);
        }
    }
    
    int ShaderD3D::getSemanticIndex(const std::string &attributeName) const
    {
        if (!attributeName.empty())
        {
            int semanticIndex = 0;
            for (size_t attributeIndex = 0; attributeIndex < mActiveAttributes.size(); attributeIndex++)
            {
                const sh::ShaderVariable &attribute = mActiveAttributes[attributeIndex];
    
                if (attribute.name == attributeName)
                {
                    return semanticIndex;
                }
    
                semanticIndex += gl::VariableRegisterCount(attribute.type);
            }
        }
    
        return -1;
    }
    
    }