Hash :
881b7bfa
Author :
Date :
2017-12-25T11:18:37
ES31: Refactor link mismatch error log This patch intends to refactor the structure of logging link mismatch errors to meet the new GLES 3.1 program link requirements and support linking program with geometry shader. This patch is mainly focusing on the following 4 issues: 1. There are totally 14 places that log the link mismatch errors in almost same format. 2. A temporary string is created (STRUCT_NAME.FIELD_NAME) before checking a field of a block, which is of no use if link succeeds. 3. LinkValidateVariablesBase needs to know "shaderTypes" if we support geometry shader based on current structure. Since uniforms are checked in the range of the whole program, it is unnecessary to know in which shader a uniform is defined if link succeeds. 4. GLES 3.1 regards varyings with same location but different names as matched, so it isn't enough to log errors only by one name. This patch can solve all these issues by the following 3 changes: 1. Replace "infoLog" and "variableNames" by "mismatchedFieldName" (the complete field name if the mismatch occurs on a field of a struct or block). 2. Use enum LinkMismatchError as the return value of all linkValidate* functions to reflect the detail of the link mismatch error. 3. Log all the link mismatch errors by InfoLog::logLinkMismatch where we can get shader types instead of passing them into linkValidate* functions. BUG=angleproject:1941, angleproject:2144 TEST=angle_end2end_tests Change-Id: I3ed876d61f812cc7a45a6a3c5fec0b4a88b9cc2c Reviewed-on: https://chromium-review.googlesource.com/844215 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@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;
// We defer the compile until link time, or until properties are queried.
enum class CompileStatus
{
NOT_COMPILED,
COMPILE_REQUESTED,
COMPILED,
};
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> &getInputVaryings() const { return mInputVaryings; }
const std::vector<sh::Varying> &getOutputVaryings() const { return mOutputVaryings; }
const std::vector<sh::Uniform> &getUniforms() const { return mUniforms; }
const std::vector<sh::InterfaceBlock> &getUniformBlocks() const { return mUniformBlocks; }
const std::vector<sh::InterfaceBlock> &getShaderStorageBlocks() const
{
return mShaderStorageBlocks;
}
const std::vector<sh::Attribute> &getActiveAttributes() const { return mActiveAttributes; }
const std::vector<sh::OutputVariable> &getActiveOutputVariables() const
{
return mActiveOutputVariables;
}
bool compilePending() const { return mCompileStatus == CompileStatus::COMPILE_REQUESTED; }
private:
friend class Shader;
std::string mLabel;
GLenum mShaderType;
int mShaderVersion;
std::string mTranslatedSource;
std::string mSource;
sh::WorkGroupSize mLocalSize;
std::vector<sh::Varying> mInputVaryings;
std::vector<sh::Varying> mOutputVaryings;
std::vector<sh::Uniform> mUniforms;
std::vector<sh::InterfaceBlock> mUniformBlocks;
std::vector<sh::InterfaceBlock> mShaderStorageBlocks;
std::vector<sh::Attribute> mActiveAttributes;
std::vector<sh::OutputVariable> mActiveOutputVariables;
// ANGLE_multiview.
int mNumViews;
// Geometry Shader.
GLenum mGeometryShaderInputPrimitiveType;
GLenum mGeometryShaderOutputPrimitiveType;
int mGeometryShaderInvocations;
int mGeometryShaderMaxVertices;
// Indicates if this shader has been successfully compiled
CompileStatus mCompileStatus;
};
class Shader final : angle::NonCopyable, public LabeledObject
{
public:
Shader(ShaderProgramManager *manager,
rx::GLImplFactory *implFactory,
const gl::Limitations &rendererLimitations,
GLenum type,
GLuint handle);
void onDestroy(const Context *context);
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;
const std::string &getSourceString() const { return mState.getSource(); }
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> &getInputVaryings(const Context *context);
const std::vector<sh::Varying> &getOutputVaryings(const Context *context);
const std::vector<sh::Uniform> &getUniforms(const Context *context);
const std::vector<sh::InterfaceBlock> &getUniformBlocks(const Context *context);
const std::vector<sh::InterfaceBlock> &getShaderStorageBlocks(const Context *context);
const std::vector<sh::Attribute> &getActiveAttributes(const Context *context);
const std::vector<sh::OutputVariable> &getActiveOutputVariables(const Context *context);
// Returns mapped name of a transform feedback varying. The original name may contain array
// brackets with an index inside, which will get copied to the mapped name. The varying must be
// known to be declared in the shader.
std::string getTransformFeedbackVaryingMappedName(const std::string &tfVaryingName,
const Context *context);
const sh::WorkGroupSize &getWorkGroupSize(const Context *context);
int getNumViews(const Context *context);
const std::string &getCompilerResourcesString() const;
private:
~Shader() override;
static void GetSourceImpl(const std::string &source,
GLsizei bufSize,
GLsizei *length,
char *buffer);
void resolveCompile(const Context *context);
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
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);
const char *GetShaderTypeString(GLenum type);
} // namespace gl
#endif // LIBANGLE_SHADER_H_