Hash :
c8ee13c7
Author :
Date :
2021-04-02T12:19:33
Vulkan: Fix a validation bug in glBeginTransformFeedback Add logic to check the program or the pipeline before erroring out when validating glBeginTransformFeedeback. Bug: angleproject:5557 Test: ProgramPipelineXFBTest31.VaryingIOBlockSeparableProgramWithXFB* Change-Id: I0df8a8d87b3632745bc91dc2673f2fac31c6cdb1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2743440 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com> Commit-Queue: Mohan Maiya <m.maiya@samsung.com>
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//
// Copyright 2017 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.
//
// ProgramPipeline.cpp: Implements the gl::ProgramPipeline class.
// Implements GL program pipeline objects and related functionality.
// [OpenGL ES 3.1] section 7.4 page 105.
#include "libANGLE/ProgramPipeline.h"
#include <algorithm>
#include "libANGLE/Context.h"
#include "libANGLE/Program.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/GLImplFactory.h"
#include "libANGLE/renderer/ProgramPipelineImpl.h"
namespace gl
{
enum SubjectIndexes : angle::SubjectIndex
{
kExecutableSubjectIndex = 0
};
ProgramPipelineState::ProgramPipelineState()
: mLabel(),
mActiveShaderProgram(nullptr),
mValid(false),
mExecutable(new ProgramExecutable()),
mIsLinked(false)
{
for (const ShaderType shaderType : gl::AllShaderTypes())
{
mPrograms[shaderType] = nullptr;
}
}
ProgramPipelineState::~ProgramPipelineState()
{
SafeDelete(mExecutable);
}
const std::string &ProgramPipelineState::getLabel() const
{
return mLabel;
}
void ProgramPipelineState::activeShaderProgram(Program *shaderProgram)
{
mActiveShaderProgram = shaderProgram;
}
void ProgramPipelineState::useProgramStage(const Context *context,
const ShaderType shaderType,
Program *shaderProgram,
angle::ObserverBinding *programObserverBindings)
{
Program *oldProgram = mPrograms[shaderType];
if (oldProgram)
{
oldProgram->release(context);
}
// If program refers to a program object with a valid shader attached for the indicated shader
// stage, glUseProgramStages installs the executable code for that stage in the indicated
// program pipeline object pipeline.
if (shaderProgram && (shaderProgram->id().value != 0) &&
shaderProgram->getExecutable().hasLinkedShaderStage(shaderType))
{
mPrograms[shaderType] = shaderProgram;
shaderProgram->addRef();
}
else
{
// If program is zero, or refers to a program object with no valid shader executable for the
// given stage, it is as if the pipeline object has no programmable stage configured for the
// indicated shader stage.
mPrograms[shaderType] = nullptr;
}
Program *program = mPrograms[shaderType];
programObserverBindings->bind(program);
}
void ProgramPipelineState::useProgramStages(
const Context *context,
GLbitfield stages,
Program *shaderProgram,
std::vector<angle::ObserverBinding> *programObserverBindings)
{
for (size_t singleShaderBit : angle::BitSet16<16>(static_cast<uint16_t>(stages)))
{
// Cast back to a bit after the iterator returns an index.
ShaderType shaderType = GetShaderTypeFromBitfield(angle::Bit<size_t>(singleShaderBit));
if (shaderType == ShaderType::InvalidEnum)
{
break;
}
useProgramStage(context, shaderType, shaderProgram,
&programObserverBindings->at(static_cast<size_t>(shaderType)));
}
}
bool ProgramPipelineState::usesShaderProgram(ShaderProgramID programId) const
{
for (const Program *program : mPrograms)
{
if (program && (program->id() == programId))
{
return true;
}
}
return false;
}
void ProgramPipelineState::updateExecutableTextures()
{
for (const ShaderType shaderType : mExecutable->getLinkedShaderStages())
{
const Program *program = getShaderProgram(shaderType);
ASSERT(program);
mExecutable->setActiveTextureMask(program->getExecutable().getActiveSamplersMask());
mExecutable->setActiveImagesMask(program->getExecutable().getActiveImagesMask());
// Updates mActiveSamplerRefCounts, mActiveSamplerTypes, and mActiveSamplerFormats
mExecutable->updateActiveSamplers(program->getState());
}
}
rx::SpecConstUsageBits ProgramPipelineState::getSpecConstUsageBits() const
{
rx::SpecConstUsageBits specConstUsageBits;
for (const ShaderType shaderType : mExecutable->getLinkedShaderStages())
{
const Program *program = getShaderProgram(shaderType);
ASSERT(program);
specConstUsageBits |= program->getState().getSpecConstUsageBits();
}
return specConstUsageBits;
}
ProgramPipeline::ProgramPipeline(rx::GLImplFactory *factory, ProgramPipelineID handle)
: RefCountObject(factory->generateSerial(), handle),
mProgramPipelineImpl(factory->createProgramPipeline(mState)),
mExecutableObserverBinding(this, kExecutableSubjectIndex)
{
ASSERT(mProgramPipelineImpl);
for (const ShaderType shaderType : gl::AllShaderTypes())
{
mProgramObserverBindings.emplace_back(this, static_cast<angle::SubjectIndex>(shaderType));
}
mExecutableObserverBinding.bind(mState.mExecutable);
}
ProgramPipeline::~ProgramPipeline()
{
mProgramPipelineImpl.release();
}
void ProgramPipeline::onDestroy(const Context *context)
{
for (Program *program : mState.mPrograms)
{
if (program)
{
ASSERT(program->getRefCount());
program->release(context);
}
}
getImplementation()->destroy(context);
}
void ProgramPipeline::setLabel(const Context *context, const std::string &label)
{
mState.mLabel = label;
}
const std::string &ProgramPipeline::getLabel() const
{
return mState.mLabel;
}
rx::ProgramPipelineImpl *ProgramPipeline::getImplementation() const
{
return mProgramPipelineImpl.get();
}
void ProgramPipeline::activeShaderProgram(Program *shaderProgram)
{
mState.activeShaderProgram(shaderProgram);
}
void ProgramPipeline::useProgramStages(const Context *context,
GLbitfield stages,
Program *shaderProgram)
{
mState.useProgramStages(context, stages, shaderProgram, &mProgramObserverBindings);
updateLinkedShaderStages();
updateExecutable();
mState.mIsLinked = false;
}
void ProgramPipeline::updateLinkedShaderStages()
{
mState.mExecutable->resetLinkedShaderStages();
for (const ShaderType shaderType : gl::AllShaderTypes())
{
Program *program = mState.mPrograms[shaderType];
if (program)
{
mState.mExecutable->setLinkedShaderStages(shaderType);
}
}
mState.mExecutable->updateCanDrawWith();
}
void ProgramPipeline::updateExecutableAttributes()
{
Program *vertexProgram = getShaderProgram(gl::ShaderType::Vertex);
if (!vertexProgram)
{
return;
}
const ProgramExecutable &vertexExecutable = vertexProgram->getExecutable();
mState.mExecutable->mActiveAttribLocationsMask = vertexExecutable.mActiveAttribLocationsMask;
mState.mExecutable->mMaxActiveAttribLocation = vertexExecutable.mMaxActiveAttribLocation;
mState.mExecutable->mAttributesTypeMask = vertexExecutable.mAttributesTypeMask;
mState.mExecutable->mAttributesMask = vertexExecutable.mAttributesMask;
}
void ProgramPipeline::updateTransformFeedbackMembers()
{
ShaderType lastVertexProcessingStage =
gl::GetLastPreFragmentStage(getExecutable().getLinkedShaderStages());
if (lastVertexProcessingStage == ShaderType::InvalidEnum)
{
return;
}
Program *shaderProgram = getShaderProgram(lastVertexProcessingStage);
ASSERT(shaderProgram);
const ProgramExecutable &lastPreFragmentExecutable = shaderProgram->getExecutable();
mState.mExecutable->mTransformFeedbackStrides =
lastPreFragmentExecutable.mTransformFeedbackStrides;
mState.mExecutable->mLinkedTransformFeedbackVaryings =
lastPreFragmentExecutable.mLinkedTransformFeedbackVaryings;
}
void ProgramPipeline::updateShaderStorageBlocks()
{
mState.mExecutable->mComputeShaderStorageBlocks.clear();
mState.mExecutable->mGraphicsShaderStorageBlocks.clear();
// Only copy the storage blocks from each Program in the PPO once, since each Program could
// contain multiple shader stages.
ShaderBitSet handledStages;
for (const gl::ShaderType shaderType : kAllGraphicsShaderTypes)
{
const Program *shaderProgram = getShaderProgram(shaderType);
if (shaderProgram && !handledStages.test(shaderType))
{
// Only add each Program's blocks once.
handledStages |= shaderProgram->getExecutable().getLinkedShaderStages();
for (const InterfaceBlock &block :
shaderProgram->getExecutable().getShaderStorageBlocks())
{
mState.mExecutable->mGraphicsShaderStorageBlocks.emplace_back(block);
}
}
}
const Program *computeProgram = getShaderProgram(ShaderType::Compute);
if (computeProgram)
{
for (const InterfaceBlock &block : computeProgram->getExecutable().getShaderStorageBlocks())
{
mState.mExecutable->mComputeShaderStorageBlocks.emplace_back(block);
}
}
}
void ProgramPipeline::updateImageBindings()
{
mState.mExecutable->mComputeImageBindings.clear();
mState.mExecutable->mGraphicsImageBindings.clear();
mState.mExecutable->mActiveImageShaderBits.fill({});
// Only copy the storage blocks from each Program in the PPO once, since each Program could
// contain multiple shader stages.
ShaderBitSet handledStages;
for (const gl::ShaderType shaderType : kAllGraphicsShaderTypes)
{
const Program *shaderProgram = getShaderProgram(shaderType);
if (shaderProgram && !handledStages.test(shaderType))
{
// Only add each Program's blocks once.
handledStages |= shaderProgram->getExecutable().getLinkedShaderStages();
for (const ImageBinding &imageBinding : shaderProgram->getState().getImageBindings())
{
mState.mExecutable->mGraphicsImageBindings.emplace_back(imageBinding);
}
mState.mExecutable->updateActiveImages(shaderProgram->getExecutable());
}
}
const Program *computeProgram = getShaderProgram(ShaderType::Compute);
if (computeProgram)
{
for (const ImageBinding &imageBinding : computeProgram->getState().getImageBindings())
{
mState.mExecutable->mComputeImageBindings.emplace_back(imageBinding);
}
mState.mExecutable->setIsCompute(true);
mState.mExecutable->updateActiveImages(computeProgram->getExecutable());
mState.mExecutable->setIsCompute(false);
}
}
void ProgramPipeline::updateExecutableGeometryProperties()
{
Program *geometryProgram = getShaderProgram(gl::ShaderType::Geometry);
if (!geometryProgram)
{
return;
}
const ProgramExecutable &geometryExecutable = geometryProgram->getExecutable();
mState.mExecutable->mGeometryShaderInputPrimitiveType =
geometryExecutable.mGeometryShaderInputPrimitiveType;
mState.mExecutable->mGeometryShaderOutputPrimitiveType =
geometryExecutable.mGeometryShaderOutputPrimitiveType;
mState.mExecutable->mGeometryShaderInvocations = geometryExecutable.mGeometryShaderInvocations;
mState.mExecutable->mGeometryShaderMaxVertices = geometryExecutable.mGeometryShaderMaxVertices;
}
void ProgramPipeline::updateExecutableTessellationProperties()
{
Program *tessControlProgram = getShaderProgram(gl::ShaderType::TessControl);
Program *tessEvalProgram = getShaderProgram(gl::ShaderType::TessEvaluation);
if (tessControlProgram)
{
const ProgramExecutable &tessControlExecutable = tessControlProgram->getExecutable();
mState.mExecutable->mTessControlShaderVertices =
tessControlExecutable.mTessControlShaderVertices;
}
if (tessEvalProgram)
{
const ProgramExecutable &tessEvalExecutable = tessEvalProgram->getExecutable();
mState.mExecutable->mTessGenMode = tessEvalExecutable.mTessGenMode;
mState.mExecutable->mTessGenSpacing = tessEvalExecutable.mTessGenSpacing;
mState.mExecutable->mTessGenVertexOrder = tessEvalExecutable.mTessGenVertexOrder;
mState.mExecutable->mTessGenPointMode = tessEvalExecutable.mTessGenPointMode;
}
}
void ProgramPipeline::updateFragmentInoutRange()
{
Program *fragmentProgram = getShaderProgram(gl::ShaderType::Fragment);
if (!fragmentProgram)
{
return;
}
const ProgramExecutable &fragmentExecutable = fragmentProgram->getExecutable();
mState.mExecutable->mFragmentInoutRange = fragmentExecutable.mFragmentInoutRange;
}
void ProgramPipeline::updateLinkedVaryings()
{
// Need to check all of the shader stages, not just linked, so we handle Compute correctly.
for (const gl::ShaderType shaderType : kAllGraphicsShaderTypes)
{
const Program *shaderProgram = getShaderProgram(shaderType);
if (shaderProgram && shaderProgram->isLinked())
{
const ProgramExecutable &executable = shaderProgram->getExecutable();
mState.mExecutable->mLinkedOutputVaryings[shaderType] =
executable.getLinkedOutputVaryings(shaderType);
mState.mExecutable->mLinkedInputVaryings[shaderType] =
executable.getLinkedInputVaryings(shaderType);
}
}
const Program *computeProgram = getShaderProgram(ShaderType::Compute);
if (computeProgram && computeProgram->isLinked())
{
const ProgramExecutable &executable = computeProgram->getExecutable();
mState.mExecutable->mLinkedOutputVaryings[ShaderType::Compute] =
executable.getLinkedOutputVaryings(ShaderType::Compute);
mState.mExecutable->mLinkedInputVaryings[ShaderType::Compute] =
executable.getLinkedInputVaryings(ShaderType::Compute);
}
}
void ProgramPipeline::updateHasBooleans()
{
// Need to check all of the shader stages, not just linked, so we handle Compute correctly.
for (const gl::ShaderType shaderType : kAllGraphicsShaderTypes)
{
const Program *shaderProgram = getShaderProgram(shaderType);
if (shaderProgram)
{
const ProgramExecutable &executable = shaderProgram->getExecutable();
if (executable.hasUniformBuffers())
{
mState.mExecutable->mPipelineHasGraphicsUniformBuffers = true;
}
if (executable.hasGraphicsStorageBuffers())
{
mState.mExecutable->mPipelineHasGraphicsStorageBuffers = true;
}
if (executable.hasAtomicCounterBuffers())
{
mState.mExecutable->mPipelineHasGraphicsAtomicCounterBuffers = true;
}
if (executable.hasDefaultUniforms())
{
mState.mExecutable->mPipelineHasGraphicsDefaultUniforms = true;
}
if (executable.hasTextures())
{
mState.mExecutable->mPipelineHasGraphicsTextures = true;
}
if (executable.hasGraphicsImages())
{
mState.mExecutable->mPipelineHasGraphicsImages = true;
}
}
}
const Program *computeProgram = getShaderProgram(ShaderType::Compute);
if (computeProgram)
{
const ProgramExecutable &executable = computeProgram->getExecutable();
if (executable.hasUniformBuffers())
{
mState.mExecutable->mPipelineHasComputeUniformBuffers = true;
}
if (executable.hasComputeStorageBuffers())
{
mState.mExecutable->mPipelineHasComputeStorageBuffers = true;
}
if (executable.hasAtomicCounterBuffers())
{
mState.mExecutable->mPipelineHasComputeAtomicCounterBuffers = true;
}
if (executable.hasDefaultUniforms())
{
mState.mExecutable->mPipelineHasComputeDefaultUniforms = true;
}
if (executable.hasTextures())
{
mState.mExecutable->mPipelineHasComputeTextures = true;
}
if (executable.hasComputeImages())
{
mState.mExecutable->mPipelineHasComputeImages = true;
}
}
}
void ProgramPipeline::updateExecutable()
{
mState.mExecutable->reset();
// Vertex Shader ProgramExecutable properties
updateExecutableAttributes();
updateTransformFeedbackMembers();
updateShaderStorageBlocks();
updateImageBindings();
// Geometry Shader ProgramExecutable properties
updateExecutableGeometryProperties();
// Tessellation Shaders ProgramExecutable properties
updateExecutableTessellationProperties();
// Fragment Shader ProgramExecutable properties
updateFragmentInoutRange();
// All Shader ProgramExecutable properties
mState.updateExecutableTextures();
updateLinkedVaryings();
// Must be last, since it queries things updated by earlier functions
updateHasBooleans();
}
// The attached shaders are checked for linking errors by matching up their variables.
// Uniform, input and output variables get collected.
// The code gets compiled into binaries.
angle::Result ProgramPipeline::link(const Context *context)
{
if (mState.mIsLinked)
{
return angle::Result::Continue;
}
ProgramMergedVaryings mergedVaryings;
ProgramVaryingPacking varyingPacking;
if (!getExecutable().isCompute())
{
InfoLog &infoLog = mState.mExecutable->getInfoLog();
infoLog.reset();
if (!linkVaryings(infoLog))
{
return angle::Result::Stop;
}
if (!LinkValidateProgramGlobalNames(infoLog, *this))
{
return angle::Result::Stop;
}
mergedVaryings = GetMergedVaryingsFromShaders(*this, getExecutable());
// If separable program objects are in use, the set of attributes captured is taken
// from the program object active on the last vertex processing stage.
ShaderType lastVertexProcessingStage =
gl::GetLastPreFragmentStage(getExecutable().getLinkedShaderStages());
if (lastVertexProcessingStage == ShaderType::InvalidEnum)
{
return angle::Result::Stop;
}
Program *tfProgram = getShaderProgram(lastVertexProcessingStage);
ASSERT(tfProgram);
if (!tfProgram)
{
tfProgram = mState.mPrograms[ShaderType::Vertex];
}
const std::vector<std::string> &transformFeedbackVaryingNames =
tfProgram->getState().getTransformFeedbackVaryingNames();
if (!mState.mExecutable->linkMergedVaryings(context, *this, mergedVaryings,
transformFeedbackVaryingNames, false,
&varyingPacking))
{
return angle::Result::Stop;
}
}
ANGLE_TRY(getImplementation()->link(context, mergedVaryings, varyingPacking));
mState.mIsLinked = true;
return angle::Result::Continue;
}
bool ProgramPipeline::linkVaryings(InfoLog &infoLog) const
{
ShaderType previousShaderType = ShaderType::InvalidEnum;
for (ShaderType shaderType : getExecutable().getLinkedShaderStages())
{
Program *program = getShaderProgram(shaderType);
ASSERT(program);
ProgramExecutable &executable = program->getExecutable();
if (previousShaderType != ShaderType::InvalidEnum)
{
Program *previousProgram = getShaderProgram(previousShaderType);
ASSERT(previousProgram);
const ProgramExecutable &previousExecutable = previousProgram->getExecutable();
if (!LinkValidateShaderInterfaceMatching(
previousExecutable.getLinkedOutputVaryings(previousShaderType),
executable.getLinkedInputVaryings(shaderType), previousShaderType, shaderType,
previousExecutable.getLinkedShaderVersion(previousShaderType),
executable.getLinkedShaderVersion(shaderType), true, infoLog))
{
return false;
}
}
previousShaderType = shaderType;
}
// TODO: http://anglebug.com/3571 and http://anglebug.com/3572
// Need to move logic of validating builtin varyings inside the for-loop above.
// This is because the built-in symbols `gl_ClipDistance` and `gl_CullDistance`
// can be redeclared in Geometry or Tessellation shaders as well.
Program *vertexProgram = mState.mPrograms[ShaderType::Vertex];
Program *fragmentProgram = mState.mPrograms[ShaderType::Fragment];
if (!vertexProgram || !fragmentProgram)
{
return false;
}
ProgramExecutable &vertexExecutable = vertexProgram->getExecutable();
ProgramExecutable &fragmentExecutable = fragmentProgram->getExecutable();
return LinkValidateBuiltInVaryings(
vertexExecutable.getLinkedOutputVaryings(ShaderType::Vertex),
fragmentExecutable.getLinkedInputVaryings(ShaderType::Fragment), ShaderType::Vertex,
ShaderType::Fragment, vertexExecutable.getLinkedShaderVersion(ShaderType::Vertex),
fragmentExecutable.getLinkedShaderVersion(ShaderType::Fragment), infoLog);
}
void ProgramPipeline::validate(const gl::Context *context)
{
const Caps &caps = context->getCaps();
mState.mValid = true;
InfoLog &infoLog = mState.mExecutable->getInfoLog();
infoLog.reset();
for (const ShaderType shaderType : mState.mExecutable->getLinkedShaderStages())
{
Program *shaderProgram = mState.mPrograms[shaderType];
if (shaderProgram)
{
shaderProgram->resolveLink(context);
shaderProgram->validate(caps);
std::string shaderInfoString = shaderProgram->getExecutable().getInfoLogString();
if (shaderInfoString.length())
{
mState.mValid = false;
infoLog << shaderInfoString << "\n";
return;
}
if (!shaderProgram->isSeparable())
{
mState.mValid = false;
infoLog << GetShaderTypeString(shaderType) << " is not marked separable."
<< "\n";
return;
}
}
}
if (!linkVaryings(infoLog))
{
mState.mValid = false;
for (const ShaderType shaderType : mState.mExecutable->getLinkedShaderStages())
{
Program *shaderProgram = mState.mPrograms[shaderType];
ASSERT(shaderProgram);
shaderProgram->validate(caps);
std::string shaderInfoString = shaderProgram->getExecutable().getInfoLogString();
if (shaderInfoString.length())
{
infoLog << shaderInfoString << "\n";
}
}
}
}
void ProgramPipeline::onSubjectStateChange(angle::SubjectIndex index, angle::SubjectMessage message)
{
switch (message)
{
case angle::SubjectMessage::ProgramTextureOrImageBindingChanged:
mState.mIsLinked = false;
mState.mExecutable->mActiveSamplerRefCounts.fill(0);
mState.updateExecutableTextures();
break;
case angle::SubjectMessage::ProgramRelinked:
mState.mIsLinked = false;
updateExecutable();
break;
case angle::SubjectMessage::SamplerUniformsUpdated:
getExecutable().resetCachedValidateSamplersResult();
break;
default:
UNREACHABLE();
break;
}
}
Shader *ProgramPipeline::getAttachedShader(ShaderType shaderType) const
{
const Program *program = mState.mPrograms[shaderType];
return program ? program->getAttachedShader(shaderType) : nullptr;
}
} // namespace gl