Branch
Hash :
20a72581
Author :
Date :
2025-10-09T00:25:48
Skip the shader translator entirely with passthough shaders. Reflect attribute and uniform information from the linked program in the backend before the frontend links so that the link process can mostly continue as usual. BUG: angleproject:398857482 Change-Id: I88bcf28118deea278610d62cbb789d8c4097fb5a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/7022354 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126
//
// Copyright 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.
//
// ProgramImpl.h: Defines the abstract rx::ProgramImpl class.
#ifndef LIBANGLE_RENDERER_PROGRAMIMPL_H_
#define LIBANGLE_RENDERER_PROGRAMIMPL_H_
#include "common/BinaryStream.h"
#include "common/WorkerThread.h"
#include "common/angleutils.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Program.h"
#include "libANGLE/Shader.h"
#include <functional>
#include <map>
namespace gl
{
class Context;
struct ProgramLinkedResources;
} // namespace gl
namespace sh
{
struct BlockMemberInfo;
}
namespace rx
{
// The link job is split as such:
//
// - Front-end link
// - Back-end link
// - Independent back-end link subtasks (typically native driver compile jobs)
// - Post-link finalization
//
// Each step depends on the previous. These steps are executed as such:
//
// 1. Program::link calls into ProgramImpl::link
// - ProgramImpl::link runs whatever needs the Context, such as releasing resources
// - ProgramImpl::link returns a LinkTask
// 2. Program::link implements a closure that calls the front-end link and passes the results to
// the backend's LinkTask.
// 3. The LinkTask potentially returns a set of LinkSubTasks to be scheduled by the worker pool
// 4. Once the link is resolved, the post-link finalization is run
//
// In the above, steps 1 and 4 are done under the share group lock. Steps 2 and 3 can be done in
// threads or without holding the share group lock if the backend supports it.
class LinkSubTask : public angle::Closure
{
public:
~LinkSubTask() override = default;
virtual angle::Result getResult(const gl::Context *context, gl::InfoLog &infoLog) = 0;
};
class LinkTask
{
public:
virtual ~LinkTask() = default;
// Used for link()
// Backends should populate only one of linkSubTasksOut or postLinkSubTasksOut.
virtual void link(const gl::ProgramLinkedResources &resources,
const gl::ProgramMergedVaryings &mergedVaryings,
std::vector<std::shared_ptr<LinkSubTask>> *linkSubTasksOut,
std::vector<std::shared_ptr<LinkSubTask>> *postLinkSubTasksOut);
// Used for load()
// Backends should populate only one of linkSubTasksOut or postLinkSubTasksOut.
virtual void load(std::vector<std::shared_ptr<LinkSubTask>> *linkSubTasksOut,
std::vector<std::shared_ptr<LinkSubTask>> *postLinkSubTasksOut);
virtual angle::Result getResult(const gl::Context *context, gl::InfoLog &infoLog) = 0;
// Used by the GL backend to query whether the driver is linking in parallel internally.
virtual bool isLinkingInternally();
};
class ProgramImpl : angle::NonCopyable
{
public:
ProgramImpl(const gl::ProgramState &state) : mState(state) {}
virtual ~ProgramImpl() {}
virtual void destroy(const gl::Context *context) {}
virtual angle::Result load(const gl::Context *context,
gl::BinaryInputStream *stream,
std::shared_ptr<LinkTask> *loadTaskOut,
egl::CacheGetResult *resultOut) = 0;
virtual void save(const gl::Context *context, gl::BinaryOutputStream *stream) = 0;
virtual void setBinaryRetrievableHint(bool retrievable) = 0;
virtual void setSeparable(bool separable) = 0;
virtual void prepareForLink(const gl::ShaderMap<ShaderImpl *> &shaders) {}
virtual void prepareForPassthroughLink(
gl::ShaderMap<gl::SharedCompiledShaderState> *outAttachedShaders)
{
UNREACHABLE();
}
virtual angle::Result link(const gl::Context *context,
std::shared_ptr<LinkTask> *linkTaskOut) = 0;
virtual GLboolean validate(const gl::Caps &caps) = 0;
// Implementation-specific method for ignoring unreferenced uniforms. Some implementations may
// perform more extensive analysis and ignore some locations that ANGLE doesn't detect as
// unreferenced. This method is not required to be overriden by a back-end.
virtual void markUnusedUniformLocations(std::vector<gl::VariableLocation> *uniformLocations,
std::vector<gl::SamplerBinding> *samplerBindings,
std::vector<gl::ImageBinding> *imageBindings)
{}
const gl::ProgramState &getState() const { return mState; }
virtual angle::Result onLabelUpdate(const gl::Context *context);
// Called when glUniformBlockBinding is called.
virtual void onUniformBlockBinding(gl::UniformBlockIndex uniformBlockIndex) {}
protected:
const gl::ProgramState &mState;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_PROGRAMIMPL_H_