1 //
2 // Copyright 2014 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6
7 // Compiler.cpp: implements the gl::Compiler class.
8
9 #include "libANGLE/Compiler.h"
10
11 #include "common/debug.h"
12 #include "libANGLE/Context.h"
13 #include "libANGLE/Display.h"
14 #include "libANGLE/State.h"
15 #include "libANGLE/renderer/CompilerImpl.h"
16 #include "libANGLE/renderer/GLImplFactory.h"
17
18 namespace gl
19 {
20
21 namespace
22 {
23
24 // To know when to call sh::Initialize and sh::Finalize.
25 size_t gActiveCompilers = 0;
26
SelectShaderSpec(GLint majorVersion,GLint minorVersion,bool isWebGL,EGLenum clientType)27 ShShaderSpec SelectShaderSpec(GLint majorVersion,
28 GLint minorVersion,
29 bool isWebGL,
30 EGLenum clientType)
31 {
32 // For Desktop GL
33 if (clientType == EGL_OPENGL_API)
34 {
35 return SH_GL_COMPATIBILITY_SPEC;
36 }
37
38 if (majorVersion >= 3)
39 {
40 switch (minorVersion)
41 {
42 case 2:
43 ASSERT(!isWebGL);
44 return SH_GLES3_2_SPEC;
45 case 1:
46 return isWebGL ? SH_WEBGL3_SPEC : SH_GLES3_1_SPEC;
47 case 0:
48 return isWebGL ? SH_WEBGL2_SPEC : SH_GLES3_SPEC;
49 default:
50 UNREACHABLE();
51 }
52 }
53
54 // GLES1 emulation: Use GLES3 shader spec.
55 if (!isWebGL && majorVersion == 1)
56 {
57 return SH_GLES3_SPEC;
58 }
59
60 return isWebGL ? SH_WEBGL_SPEC : SH_GLES2_SPEC;
61 }
62
63 } // anonymous namespace
64
Compiler(rx::GLImplFactory * implFactory,const State & state,egl::Display * display)65 Compiler::Compiler(rx::GLImplFactory *implFactory, const State &state, egl::Display *display)
66 : mImplementation(implFactory->createCompiler()),
67 mSpec(SelectShaderSpec(state.getClientMajorVersion(),
68 state.getClientMinorVersion(),
69 state.isWebGL(),
70 state.getClientType())),
71 mOutputType(mImplementation->getTranslatorOutputType()),
72 mResources()
73 {
74 // TODO(http://anglebug.com/3819): Update for GL version specific validation
75 ASSERT(state.getClientMajorVersion() == 1 || state.getClientMajorVersion() == 2 ||
76 state.getClientMajorVersion() == 3 || state.getClientMajorVersion() == 4);
77
78 const gl::Caps &caps = state.getCaps();
79 const gl::Extensions &extensions = state.getExtensions();
80
81 {
82 std::lock_guard<std::mutex> lock(display->getDisplayGlobalMutex());
83 if (gActiveCompilers == 0)
84 {
85 sh::Initialize();
86 }
87 ++gActiveCompilers;
88 }
89
90 sh::InitBuiltInResources(&mResources);
91 mResources.MaxVertexAttribs = caps.maxVertexAttributes;
92 mResources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
93 mResources.MaxVaryingVectors = caps.maxVaryingVectors;
94 mResources.MaxVertexTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Vertex];
95 mResources.MaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
96 mResources.MaxTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Fragment];
97 mResources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
98 mResources.MaxDrawBuffers = caps.maxDrawBuffers;
99 mResources.OES_standard_derivatives = extensions.standardDerivativesOES;
100 mResources.EXT_draw_buffers = extensions.drawBuffersEXT;
101 mResources.EXT_shader_texture_lod = extensions.shaderTextureLodEXT;
102 mResources.EXT_shader_non_constant_global_initializers =
103 extensions.shaderNonConstantGlobalInitializersEXT;
104 mResources.OES_EGL_image_external = extensions.EGLImageExternalOES;
105 mResources.OES_EGL_image_external_essl3 = extensions.EGLImageExternalEssl3OES;
106 mResources.NV_EGL_stream_consumer_external = extensions.EGLStreamConsumerExternalNV;
107 mResources.NV_shader_noperspective_interpolation =
108 extensions.shaderNoperspectiveInterpolationNV;
109 mResources.ARB_texture_rectangle = extensions.textureRectangleANGLE;
110 mResources.EXT_gpu_shader5 = extensions.gpuShader5EXT;
111 mResources.OES_shader_io_blocks = extensions.shaderIoBlocksOES;
112 mResources.EXT_shader_io_blocks = extensions.shaderIoBlocksEXT;
113 mResources.OES_texture_storage_multisample_2d_array =
114 extensions.textureStorageMultisample2dArrayOES;
115 mResources.OES_texture_3D = extensions.texture3DOES;
116 mResources.ANGLE_texture_multisample = extensions.textureMultisampleANGLE;
117 mResources.ANGLE_multi_draw = extensions.multiDrawANGLE;
118 mResources.ANGLE_base_vertex_base_instance_shader_builtin =
119 extensions.baseVertexBaseInstanceShaderBuiltinANGLE;
120 mResources.APPLE_clip_distance = extensions.clipDistanceAPPLE;
121 // OES_shader_multisample_interpolation
122 mResources.OES_shader_multisample_interpolation = extensions.shaderMultisampleInterpolationOES;
123 mResources.OES_shader_image_atomic = extensions.shaderImageAtomicOES;
124 // TODO: use shader precision caps to determine if high precision is supported?
125 mResources.FragmentPrecisionHigh = 1;
126 mResources.EXT_frag_depth = extensions.fragDepthEXT;
127
128 // OVR_multiview state
129 mResources.OVR_multiview = extensions.multiviewOVR;
130
131 // OVR_multiview2 state
132 mResources.OVR_multiview2 = extensions.multiview2OVR;
133 mResources.MaxViewsOVR = caps.maxViews;
134
135 // EXT_multisampled_render_to_texture and EXT_multisampled_render_to_texture2
136 mResources.EXT_multisampled_render_to_texture = extensions.multisampledRenderToTextureEXT;
137 mResources.EXT_multisampled_render_to_texture2 = extensions.multisampledRenderToTexture2EXT;
138
139 // WEBGL_video_texture
140 mResources.WEBGL_video_texture = extensions.videoTextureWEBGL;
141
142 // OES_texture_cube_map_array
143 mResources.OES_texture_cube_map_array = extensions.textureCubeMapArrayOES;
144 mResources.EXT_texture_cube_map_array = extensions.textureCubeMapArrayEXT;
145
146 // EXT_shadow_samplers
147 mResources.EXT_shadow_samplers = extensions.shadowSamplersEXT;
148
149 // OES_texture_buffer
150 mResources.OES_texture_buffer = extensions.textureBufferOES;
151 mResources.EXT_texture_buffer = extensions.textureBufferEXT;
152
153 // GL_EXT_YUV_target
154 mResources.EXT_YUV_target = extensions.YUVTargetEXT;
155
156 mResources.EXT_shader_framebuffer_fetch_non_coherent =
157 extensions.shaderFramebufferFetchNonCoherentEXT;
158
159 // GL_EXT_clip_cull_distance
160 mResources.EXT_clip_cull_distance = extensions.clipCullDistanceEXT;
161
162 // GL_EXT_primitive_bounding_box
163 mResources.EXT_primitive_bounding_box = extensions.primitiveBoundingBoxEXT;
164
165 // GLSL ES 3.0 constants
166 mResources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
167 mResources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
168 mResources.MinProgramTexelOffset = caps.minProgramTexelOffset;
169 mResources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
170
171 // EXT_blend_func_extended
172 mResources.EXT_blend_func_extended = extensions.blendFuncExtendedEXT;
173 mResources.MaxDualSourceDrawBuffers = caps.maxDualSourceDrawBuffers;
174
175 // APPLE_clip_distance/EXT_clip_cull_distance
176 mResources.MaxClipDistances = caps.maxClipDistances;
177 mResources.MaxCullDistances = caps.maxCullDistances;
178 mResources.MaxCombinedClipAndCullDistances = caps.maxCombinedClipAndCullDistances;
179
180 // OES_sample_variables
181 mResources.OES_sample_variables = extensions.sampleVariablesOES;
182 mResources.MaxSamples = caps.maxSamples;
183
184 // GLSL ES 3.1 constants
185 mResources.MaxProgramTextureGatherOffset = caps.maxProgramTextureGatherOffset;
186 mResources.MinProgramTextureGatherOffset = caps.minProgramTextureGatherOffset;
187 mResources.MaxImageUnits = caps.maxImageUnits;
188 mResources.MaxVertexImageUniforms = caps.maxShaderImageUniforms[ShaderType::Vertex];
189 mResources.MaxFragmentImageUniforms = caps.maxShaderImageUniforms[ShaderType::Fragment];
190 mResources.MaxComputeImageUniforms = caps.maxShaderImageUniforms[ShaderType::Compute];
191 mResources.MaxCombinedImageUniforms = caps.maxCombinedImageUniforms;
192 mResources.MaxCombinedShaderOutputResources = caps.maxCombinedShaderOutputResources;
193 mResources.MaxUniformLocations = caps.maxUniformLocations;
194
195 for (size_t index = 0u; index < 3u; ++index)
196 {
197 mResources.MaxComputeWorkGroupCount[index] = caps.maxComputeWorkGroupCount[index];
198 mResources.MaxComputeWorkGroupSize[index] = caps.maxComputeWorkGroupSize[index];
199 }
200
201 mResources.MaxComputeUniformComponents = caps.maxShaderUniformComponents[ShaderType::Compute];
202 mResources.MaxComputeTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Compute];
203
204 mResources.MaxComputeAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Compute];
205 mResources.MaxComputeAtomicCounterBuffers =
206 caps.maxShaderAtomicCounterBuffers[ShaderType::Compute];
207
208 mResources.MaxVertexAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Vertex];
209 mResources.MaxFragmentAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Fragment];
210 mResources.MaxCombinedAtomicCounters = caps.maxCombinedAtomicCounters;
211 mResources.MaxAtomicCounterBindings = caps.maxAtomicCounterBufferBindings;
212 mResources.MaxVertexAtomicCounterBuffers =
213 caps.maxShaderAtomicCounterBuffers[ShaderType::Vertex];
214 mResources.MaxFragmentAtomicCounterBuffers =
215 caps.maxShaderAtomicCounterBuffers[ShaderType::Fragment];
216 mResources.MaxCombinedAtomicCounterBuffers = caps.maxCombinedAtomicCounterBuffers;
217 mResources.MaxAtomicCounterBufferSize = caps.maxAtomicCounterBufferSize;
218
219 mResources.MaxUniformBufferBindings = caps.maxUniformBufferBindings;
220 mResources.MaxShaderStorageBufferBindings = caps.maxShaderStorageBufferBindings;
221
222 // Needed by point size clamping workaround
223 mResources.MaxPointSize = caps.maxAliasedPointSize;
224
225 if (state.getClientMajorVersion() == 2 && !extensions.drawBuffersEXT)
226 {
227 mResources.MaxDrawBuffers = 1;
228 }
229
230 // Geometry Shader constants
231 mResources.EXT_geometry_shader = extensions.geometryShaderEXT;
232 mResources.OES_geometry_shader = extensions.geometryShaderOES;
233 mResources.MaxGeometryUniformComponents = caps.maxShaderUniformComponents[ShaderType::Geometry];
234 mResources.MaxGeometryUniformBlocks = caps.maxShaderUniformBlocks[ShaderType::Geometry];
235 mResources.MaxGeometryInputComponents = caps.maxGeometryInputComponents;
236 mResources.MaxGeometryOutputComponents = caps.maxGeometryOutputComponents;
237 mResources.MaxGeometryOutputVertices = caps.maxGeometryOutputVertices;
238 mResources.MaxGeometryTotalOutputComponents = caps.maxGeometryTotalOutputComponents;
239 mResources.MaxGeometryTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Geometry];
240
241 mResources.MaxGeometryAtomicCounterBuffers =
242 caps.maxShaderAtomicCounterBuffers[ShaderType::Geometry];
243 mResources.MaxGeometryAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Geometry];
244 mResources.MaxGeometryShaderStorageBlocks = caps.maxShaderStorageBlocks[ShaderType::Geometry];
245 mResources.MaxGeometryShaderInvocations = caps.maxGeometryShaderInvocations;
246 mResources.MaxGeometryImageUniforms = caps.maxShaderImageUniforms[ShaderType::Geometry];
247
248 // Tessellation Shader constants
249 mResources.EXT_tessellation_shader = extensions.tessellationShaderEXT;
250 mResources.MaxTessControlInputComponents = caps.maxTessControlInputComponents;
251 mResources.MaxTessControlOutputComponents = caps.maxTessControlOutputComponents;
252 mResources.MaxTessControlTextureImageUnits =
253 caps.maxShaderTextureImageUnits[ShaderType::TessControl];
254 mResources.MaxTessControlUniformComponents =
255 caps.maxShaderUniformComponents[ShaderType::TessControl];
256 mResources.MaxTessControlTotalOutputComponents = caps.maxTessControlTotalOutputComponents;
257 mResources.MaxTessControlImageUniforms = caps.maxShaderImageUniforms[ShaderType::TessControl];
258 mResources.MaxTessControlAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::TessControl];
259 mResources.MaxTessControlAtomicCounterBuffers =
260 caps.maxShaderAtomicCounterBuffers[ShaderType::TessControl];
261
262 mResources.MaxTessPatchComponents = caps.maxTessPatchComponents;
263 mResources.MaxPatchVertices = caps.maxPatchVertices;
264 mResources.MaxTessGenLevel = caps.maxTessGenLevel;
265
266 mResources.MaxTessEvaluationInputComponents = caps.maxTessEvaluationInputComponents;
267 mResources.MaxTessEvaluationOutputComponents = caps.maxTessEvaluationOutputComponents;
268 mResources.MaxTessEvaluationTextureImageUnits =
269 caps.maxShaderTextureImageUnits[ShaderType::TessEvaluation];
270 mResources.MaxTessEvaluationUniformComponents =
271 caps.maxShaderUniformComponents[ShaderType::TessEvaluation];
272 mResources.MaxTessEvaluationImageUniforms =
273 caps.maxShaderImageUniforms[ShaderType::TessEvaluation];
274 mResources.MaxTessEvaluationAtomicCounters =
275 caps.maxShaderAtomicCounters[ShaderType::TessEvaluation];
276 mResources.MaxTessEvaluationAtomicCounterBuffers =
277 caps.maxShaderAtomicCounterBuffers[ShaderType::TessEvaluation];
278
279 // Subpixel bits.
280 mResources.SubPixelBits = static_cast<int>(caps.subPixelBits);
281
282 // Direct-to-metal constants:
283 mResources.DriverUniformsBindingIndex = caps.driverUniformsBindingIndex;
284 mResources.DefaultUniformsBindingIndex = caps.defaultUniformsBindingIndex;
285 mResources.UBOArgumentBufferBindingIndex = caps.UBOArgumentBufferBindingIndex;
286 }
287
288 Compiler::~Compiler() = default;
289
onDestroy(const Context * context)290 void Compiler::onDestroy(const Context *context)
291 {
292 std::lock_guard<std::mutex> lock(context->getDisplay()->getDisplayGlobalMutex());
293 for (auto &pool : mPools)
294 {
295 for (ShCompilerInstance &instance : pool)
296 {
297 instance.destroy();
298 }
299 }
300 --gActiveCompilers;
301 if (gActiveCompilers == 0)
302 {
303 sh::Finalize();
304 }
305 }
306
getInstance(ShaderType type)307 ShCompilerInstance Compiler::getInstance(ShaderType type)
308 {
309 ASSERT(type != ShaderType::InvalidEnum);
310 auto &pool = mPools[type];
311 if (pool.empty())
312 {
313 ShHandle handle = sh::ConstructCompiler(ToGLenum(type), mSpec, mOutputType, &mResources);
314 ASSERT(handle);
315 return ShCompilerInstance(handle, mOutputType, type);
316 }
317 else
318 {
319 ShCompilerInstance instance = std::move(pool.back());
320 pool.pop_back();
321 return instance;
322 }
323 }
324
putInstance(ShCompilerInstance && instance)325 void Compiler::putInstance(ShCompilerInstance &&instance)
326 {
327 static constexpr size_t kMaxPoolSize = 32;
328 auto &pool = mPools[instance.getShaderType()];
329 if (pool.size() < kMaxPoolSize)
330 {
331 pool.push_back(std::move(instance));
332 }
333 else
334 {
335 instance.destroy();
336 }
337 }
338
ShCompilerInstance()339 ShCompilerInstance::ShCompilerInstance() : mHandle(nullptr) {}
340
ShCompilerInstance(ShHandle handle,ShShaderOutput outputType,ShaderType shaderType)341 ShCompilerInstance::ShCompilerInstance(ShHandle handle,
342 ShShaderOutput outputType,
343 ShaderType shaderType)
344 : mHandle(handle), mOutputType(outputType), mShaderType(shaderType)
345 {}
346
~ShCompilerInstance()347 ShCompilerInstance::~ShCompilerInstance()
348 {
349 ASSERT(mHandle == nullptr);
350 }
351
destroy()352 void ShCompilerInstance::destroy()
353 {
354 if (mHandle != nullptr)
355 {
356 sh::Destruct(mHandle);
357 mHandle = nullptr;
358 }
359 }
360
ShCompilerInstance(ShCompilerInstance && other)361 ShCompilerInstance::ShCompilerInstance(ShCompilerInstance &&other)
362 : mHandle(other.mHandle), mOutputType(other.mOutputType), mShaderType(other.mShaderType)
363 {
364 other.mHandle = nullptr;
365 }
366
operator =(ShCompilerInstance && other)367 ShCompilerInstance &ShCompilerInstance::operator=(ShCompilerInstance &&other)
368 {
369 mHandle = other.mHandle;
370 mOutputType = other.mOutputType;
371 mShaderType = other.mShaderType;
372 other.mHandle = nullptr;
373 return *this;
374 }
375
getHandle()376 ShHandle ShCompilerInstance::getHandle()
377 {
378 return mHandle;
379 }
380
getShaderType() const381 ShaderType ShCompilerInstance::getShaderType() const
382 {
383 return mShaderType;
384 }
385
getBuiltinResourcesString()386 const std::string &ShCompilerInstance::getBuiltinResourcesString()
387 {
388 return sh::GetBuiltInResourcesString(mHandle);
389 }
390
getShaderOutputType() const391 ShShaderOutput ShCompilerInstance::getShaderOutputType() const
392 {
393 return mOutputType;
394 }
395
396 } // namespace gl
397