Hash :
bd044ed8
Author :
Date :
2017-06-05T12:59:21
Defer shader compiles when possible. When using the program binary memory cache inside ANGLE, this will give a potential fast path. If the user doesn't query the shader compile status or info log before calling LinkProgram, then we can check the program cache before translating the program, and if it finds a hit, we don't even need to call the translator. To preserve the shader settings at compile time, a reference to the current shader translator is kept in a binding pointer on the call to compile. This mirrors a similar implementation in Chromium's command buffer. Also the compile options and source are cached at compile to preserve the correct shader state. BUG=angleproject:1897 Change-Id: I3c046d7ac8c3b5c8cc169c4802ffe47f95537212 Reviewed-on: https://chromium-review.googlesource.com/517379 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 2002-2013 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.
//
// Shader.h: Defines the abstract gl::Shader class and its concrete derived
// classes VertexShader and FragmentShader. Implements GL shader objects and
// related functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section
// 3.8 page 84.
#ifndef LIBANGLE_SHADER_H_
#define LIBANGLE_SHADER_H_
#include <list>
#include <memory>
#include <string>
#include <vector>
#include "angle_gl.h"
#include <GLSLANG/ShaderLang.h>
#include "common/Optional.h"
#include "common/angleutils.h"
#include "libANGLE/Debug.h"
#include "libANGLE/angletypes.h"
namespace rx
{
class GLImplFactory;
class ShaderImpl;
class ShaderSh;
}
namespace gl
{
class Compiler;
class ContextState;
struct Limitations;
class ShaderProgramManager;
class Context;
class ShaderState final : angle::NonCopyable
{
public:
ShaderState(GLenum shaderType);
~ShaderState();
const std::string &getLabel() const { return mLabel; }
const std::string &getSource() const { return mSource; }
const std::string &getTranslatedSource() const { return mTranslatedSource; }
GLenum getShaderType() const { return mShaderType; }
int getShaderVersion() const { return mShaderVersion; }
const std::vector<sh::Varying> &getVaryings() const { return mVaryings; }
const std::vector<sh::Uniform> &getUniforms() const { return mUniforms; }
const std::vector<sh::InterfaceBlock> &getInterfaceBlocks() const { return mInterfaceBlocks; }
const std::vector<sh::Attribute> &getActiveAttributes() const { return mActiveAttributes; }
const std::vector<sh::OutputVariable> &getActiveOutputVariables() const
{
return mActiveOutputVariables;
}
private:
friend class Shader;
std::string mLabel;
GLenum mShaderType;
int mShaderVersion;
std::string mTranslatedSource;
std::string mSource;
sh::WorkGroupSize mLocalSize;
std::vector<sh::Varying> mVaryings;
std::vector<sh::Uniform> mUniforms;
std::vector<sh::InterfaceBlock> mInterfaceBlocks;
std::vector<sh::Attribute> mActiveAttributes;
std::vector<sh::OutputVariable> mActiveOutputVariables;
};
class Shader final : angle::NonCopyable, public LabeledObject
{
public:
Shader(ShaderProgramManager *manager,
rx::GLImplFactory *implFactory,
const gl::Limitations &rendererLimitations,
GLenum type,
GLuint handle);
void destroy(const Context *context) {}
virtual ~Shader();
void setLabel(const std::string &label) override;
const std::string &getLabel() const override;
GLenum getType() const { return mType; }
GLuint getHandle() const;
rx::ShaderImpl *getImplementation() const { return mImplementation.get(); }
void setSource(GLsizei count, const char *const *string, const GLint *length);
int getInfoLogLength(const Context *context);
void getInfoLog(const Context *context, GLsizei bufSize, GLsizei *length, char *infoLog);
int getSourceLength() const;
void getSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
int getTranslatedSourceLength(const Context *context);
int getTranslatedSourceWithDebugInfoLength(const Context *context);
const std::string &getTranslatedSource(const Context *context);
void getTranslatedSource(const Context *context,
GLsizei bufSize,
GLsizei *length,
char *buffer);
void getTranslatedSourceWithDebugInfo(const Context *context,
GLsizei bufSize,
GLsizei *length,
char *buffer);
void compile(const Context *context);
bool isCompiled(const Context *context);
void addRef();
void release(const Context *context);
unsigned int getRefCount() const;
bool isFlaggedForDeletion() const;
void flagForDeletion();
int getShaderVersion(const Context *context);
const std::vector<sh::Varying> &getVaryings(const Context *context);
const std::vector<sh::Uniform> &getUniforms(const Context *context);
const std::vector<sh::InterfaceBlock> &getInterfaceBlocks(const Context *context);
const std::vector<sh::Attribute> &getActiveAttributes(const Context *context);
const std::vector<sh::OutputVariable> &getActiveOutputVariables(const Context *context);
int getSemanticIndex(const Context *context, const std::string &attributeName);
const sh::WorkGroupSize &getWorkGroupSize(const Context *context);
private:
static void GetSourceImpl(const std::string &source,
GLsizei bufSize,
GLsizei *length,
char *buffer);
void resolveCompile(const Context *context);
// We defer the compile until link time, or until properties are queried.
enum class CompileStatus
{
NOT_COMPILED,
COMPILE_REQUESTED,
COMPILED,
};
ShaderState mState;
std::string mLastCompiledSource;
std::string mLastCompiledSourcePath;
ShCompileOptions mLastCompileOptions;
std::unique_ptr<rx::ShaderImpl> mImplementation;
const gl::Limitations &mRendererLimitations;
const GLuint mHandle;
const GLenum mType;
unsigned int mRefCount; // Number of program objects this shader is attached to
bool mDeleteStatus; // Flag to indicate that the shader can be deleted when no longer in use
CompileStatus mStatus; // Indicates if this shader has been successfully compiled
std::string mInfoLog;
// We keep a reference to the translator in order to defer compiles while preserving settings.
BindingPointer<Compiler> mBoundCompiler;
ShaderProgramManager *mResourceManager;
};
bool CompareShaderVar(const sh::ShaderVariable &x, const sh::ShaderVariable &y);
} // namespace gl
#endif // LIBANGLE_SHADER_H_