Hash :
3244736a
Author :
Date :
2017-06-28T14:53:52
Use MemoryProgramCache. Add the member functions for saving and loading from the binary cache, and hook them into the Program class. Requires that the Renderer supports the program binary extension. BUG=angleproject:1897 Change-Id: I2dc8d21b02da705ded58c5cd1943562c9c97c49b Reviewed-on: https://chromium-review.googlesource.com/522874 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: 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)
{
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;
// TODO: use shader precision caps to determine if high precision is supported?
mResources.FragmentPrecisionHigh = 1;
mResources.EXT_frag_depth = extensions.fragDepth;
// 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;
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