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

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  • Author : Corentin Wallez
    Date : 2017-07-04 18:27:01
    Hash : 13c0dd46
    Message : Add texture rectangle extension. This is needed to support binding IOSurfaces to textures on OSX. This commit adds support in the API and tests, but didn't need to implement compiler changes as it already supported ARB_texture_rectangle. Implementation of CHROMIUM_opy_texture for rectangle texture and the spec are left for follow-up commits. Change-Id: I45c66be763a9d3f6f619640f9f95f39b05c70867 Reviewed-on: https://chromium-review.googlesource.com/559106 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/Compiler.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.
    //
    
    // 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)
    {
        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.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;
    
        // Needed by point size clamping workaround
        mResources.MaxPointSize = caps.maxAliasedPointSize;
    
        if (state.getClientMajorVersion() == 2 && !extensions.drawBuffers)
        {
            mResources.MaxDrawBuffers = 1;
        }
    }
    
    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();
        }
    
        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;
            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