Hash :
89be29a5
Author :
Date :
2017-11-06T14:36:45
ES31: Implement creation and attaching geometry shader on OpenGL This patch intends to implement the creation of a geometry shader and attaching a geometry shader to a program on OpenGL back-ends. This patch also adds all geometry shader related dEQP-GLES31 test failures to deqp_gles31_test_expectations.txt. BUG=angleproject:1941 TEST=angle_end2end_tests Change-Id: Ib0b497030255b15dacd967e48bc59eef0009af46 Reviewed-on: https://chromium-review.googlesource.com/757979 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// 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.
//
// Compiler.cpp: implements the gl::Compiler class.
#include "libANGLE/Compiler.h"
#include "common/debug.h"
#include "libANGLE/ContextState.h"
#include "libANGLE/renderer/CompilerImpl.h"
#include "libANGLE/renderer/GLImplFactory.h"
namespace gl
{
namespace
{
// Global count of active shader compiler handles. Needed to know when to call sh::Initialize and
// sh::Finalize.
size_t activeCompilerHandles = 0;
ShShaderSpec SelectShaderSpec(GLint majorVersion, GLint minorVersion, bool isWebGL)
{
if (majorVersion >= 3)
{
if (minorVersion == 1)
{
return isWebGL ? SH_WEBGL3_SPEC : SH_GLES3_1_SPEC;
}
else
{
return isWebGL ? SH_WEBGL2_SPEC : SH_GLES3_SPEC;
}
}
return isWebGL ? SH_WEBGL_SPEC : SH_GLES2_SPEC;
}
} // anonymous namespace
Compiler::Compiler(rx::GLImplFactory *implFactory, const ContextState &state)
: mImplementation(implFactory->createCompiler()),
mSpec(SelectShaderSpec(state.getClientMajorVersion(),
state.getClientMinorVersion(),
state.getExtensions().webglCompatibility)),
mOutputType(mImplementation->getTranslatorOutputType()),
mResources(),
mFragmentCompiler(nullptr),
mVertexCompiler(nullptr),
mComputeCompiler(nullptr),
mGeometryCompiler(nullptr)
{
ASSERT(state.getClientMajorVersion() == 2 || state.getClientMajorVersion() == 3);
const gl::Caps &caps = state.getCaps();
const gl::Extensions &extensions = state.getExtensions();
sh::InitBuiltInResources(&mResources);
mResources.MaxVertexAttribs = caps.maxVertexAttributes;
mResources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
mResources.MaxVaryingVectors = caps.maxVaryingVectors;
mResources.MaxVertexTextureImageUnits = caps.maxVertexTextureImageUnits;
mResources.MaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
mResources.MaxTextureImageUnits = caps.maxTextureImageUnits;
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;
// 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;
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;
// GLSL ES 3.1 constants
mResources.MaxProgramTextureGatherOffset = caps.maxProgramTextureGatherOffset;
mResources.MinProgramTextureGatherOffset = caps.minProgramTextureGatherOffset;
mResources.MaxImageUnits = caps.maxImageUnits;
mResources.MaxVertexImageUniforms = caps.maxVertexImageUniforms;
mResources.MaxFragmentImageUniforms = caps.maxFragmentImageUniforms;
mResources.MaxComputeImageUniforms = caps.maxComputeImageUniforms;
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.maxComputeUniformComponents;
mResources.MaxComputeTextureImageUnits = caps.maxComputeTextureImageUnits;
mResources.MaxComputeAtomicCounters = caps.maxComputeAtomicCounters;
mResources.MaxComputeAtomicCounterBuffers = caps.maxComputeAtomicCounterBuffers;
mResources.MaxVertexAtomicCounters = caps.maxVertexAtomicCounters;
mResources.MaxFragmentAtomicCounters = caps.maxFragmentAtomicCounters;
mResources.MaxCombinedAtomicCounters = caps.maxCombinedAtomicCounters;
mResources.MaxAtomicCounterBindings = caps.maxAtomicCounterBufferBindings;
mResources.MaxVertexAtomicCounterBuffers = caps.maxVertexAtomicCounterBuffers;
mResources.MaxFragmentAtomicCounterBuffers = caps.maxFragmentAtomicCounterBuffers;
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.OES_geometry_shader = extensions.geometryShader;
// TODO(jiawei.shao@intel.com): initialize all implementation dependent geometry shader limits.
mResources.MaxGeometryOutputVertices = extensions.maxGeometryOutputVertices;
mResources.MaxGeometryShaderInvocations = extensions.maxGeometryShaderInvocations;
}
Compiler::~Compiler()
{
if (mFragmentCompiler)
{
sh::Destruct(mFragmentCompiler);
mFragmentCompiler = nullptr;
ASSERT(activeCompilerHandles > 0);
activeCompilerHandles--;
}
if (mVertexCompiler)
{
sh::Destruct(mVertexCompiler);
mVertexCompiler = nullptr;
ASSERT(activeCompilerHandles > 0);
activeCompilerHandles--;
}
if (mComputeCompiler)
{
sh::Destruct(mComputeCompiler);
mComputeCompiler = nullptr;
ASSERT(activeCompilerHandles > 0);
activeCompilerHandles--;
}
if (activeCompilerHandles == 0)
{
sh::Finalize();
}
ANGLE_SWALLOW_ERR(mImplementation->release());
}
ShHandle Compiler::getCompilerHandle(GLenum type)
{
ShHandle *compiler = nullptr;
switch (type)
{
case GL_VERTEX_SHADER:
compiler = &mVertexCompiler;
break;
case GL_FRAGMENT_SHADER:
compiler = &mFragmentCompiler;
break;
case GL_COMPUTE_SHADER:
compiler = &mComputeCompiler;
break;
case GL_GEOMETRY_SHADER_EXT:
compiler = &mGeometryCompiler;
break;
default:
UNREACHABLE();
return nullptr;
}
if (!(*compiler))
{
if (activeCompilerHandles == 0)
{
sh::Initialize();
}
*compiler = sh::ConstructCompiler(type, mSpec, mOutputType, &mResources);
ASSERT(*compiler);
activeCompilerHandles++;
}
return *compiler;
}
const std::string &Compiler::getBuiltinResourcesString(GLenum type)
{
return sh::GetBuiltInResourcesString(getCompilerHandle(type));
}
} // namespace gl