Hash :
cc34aa73
Author :
Date :
2022-12-19T14:03:27
Move BinaryStream to common and expose ShaderState to compiler This is a refactor change in preparation for adding support for glShaderBinary. Move BinaryStream to common so that it is accessible by both libANGLE and the Compiler. Extract members that hold the result of compilation from ShaderState and move into new CompiledShaderState struct. Move helper functions & classes relevant to ShaderVar serialization to the CompiledShaderState header. Tests: EGLBlobCacheTest* Bug: angleproject:7833 Change-Id: I7ec575247eccb3afbc6ab6bfa24d36e69d4576f5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4080998 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: mohan maiya <m.maiya@samsung.com>
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//
// Copyright 2022 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.
//
// CompiledShaderState.h:
// Defines a struct containing any data that is needed to build
// a ShaderState from a TCompiler.
//
#ifndef COMMON_COMPILEDSHADERSTATE_H_
#define COMMON_COMPILEDSHADERSTATE_H_
#include "common/BinaryStream.h"
#include "common/Optional.h"
#include "common/PackedEnums.h"
#include <GLSLANG/ShaderLang.h>
#include <GLSLANG/ShaderVars.h>
#include <string>
namespace sh
{
struct BlockMemberInfo;
}
namespace gl
{
// @todo this type is also defined in compiler/Compiler.h and libANGLE/renderer_utils.h. Move this
// to a single common definition?
using SpecConstUsageBits = angle::PackedEnumBitSet<sh::vk::SpecConstUsage, uint32_t>;
// Helper functions for serializing shader variables
void WriteShaderVar(gl::BinaryOutputStream *stream, const sh::ShaderVariable &var);
void LoadShaderVar(gl::BinaryInputStream *stream, sh::ShaderVariable *var);
void WriteShInterfaceBlock(gl::BinaryOutputStream *stream, const sh::InterfaceBlock &block);
void LoadShInterfaceBlock(gl::BinaryInputStream *stream, sh::InterfaceBlock *block);
bool CompareShaderVar(const sh::ShaderVariable &x, const sh::ShaderVariable &y);
struct CompiledShaderState
{
CompiledShaderState(gl::ShaderType shaderType);
~CompiledShaderState();
void buildCompiledShaderState(const ShHandle compilerHandle, const bool isBinaryOutput);
void serialize(gl::BinaryOutputStream &stream) const;
void deserialize(gl::BinaryInputStream &stream);
const gl::ShaderType shaderType;
int shaderVersion;
std::string translatedSource;
sh::BinaryBlob compiledBinary;
sh::WorkGroupSize localSize;
std::vector<sh::ShaderVariable> inputVaryings;
std::vector<sh::ShaderVariable> outputVaryings;
std::vector<sh::ShaderVariable> uniforms;
std::vector<sh::InterfaceBlock> uniformBlocks;
std::vector<sh::InterfaceBlock> shaderStorageBlocks;
std::vector<sh::ShaderVariable> allAttributes;
std::vector<sh::ShaderVariable> activeAttributes;
std::vector<sh::ShaderVariable> activeOutputVariables;
bool hasClipDistance;
bool hasDiscard;
bool enablesPerSampleShading;
gl::BlendEquationBitSet advancedBlendEquations;
SpecConstUsageBits specConstUsageBits;
// ANGLE_multiview.
int numViews;
// Geometry Shader
Optional<gl::PrimitiveMode> geometryShaderInputPrimitiveType;
Optional<gl::PrimitiveMode> geometryShaderOutputPrimitiveType;
Optional<GLint> geometryShaderMaxVertices;
int geometryShaderInvocations;
// Tessellation Shader
int tessControlShaderVertices;
GLenum tessGenMode;
GLenum tessGenSpacing;
GLenum tessGenVertexOrder;
GLenum tessGenPointMode;
};
} // namespace gl
#endif // COMMON_COMPILEDSHADERSTATE_H_