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
27 } // anonymous namespace
28
Compiler(rx::GLImplFactory * implFactory,const State & state,egl::Display * display)29 Compiler::Compiler(rx::GLImplFactory *implFactory, const State &state, egl::Display *display)
30 : mImplementation(implFactory->createCompiler()),
31 mSpec(SelectShaderSpec(state)),
32 mOutputType(mImplementation->getTranslatorOutputType()),
33 mResources()
34 {
35 // TODO(http://anglebug.com/3819): Update for GL version specific validation
36 ASSERT(state.getClientMajorVersion() == 1 || state.getClientMajorVersion() == 2 ||
37 state.getClientMajorVersion() == 3 || state.getClientMajorVersion() == 4);
38
39 {
40 std::lock_guard<std::mutex> lock(display->getDisplayGlobalMutex());
41 if (gActiveCompilers == 0)
42 {
43 sh::Initialize();
44 }
45 ++gActiveCompilers;
46 }
47
48 const Caps &caps = state.getCaps();
49 const Extensions &extensions = state.getExtensions();
50
51 sh::InitBuiltInResources(&mResources);
52 mResources.MaxVertexAttribs = caps.maxVertexAttributes;
53 mResources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
54 mResources.MaxVaryingVectors = caps.maxVaryingVectors;
55 mResources.MaxVertexTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Vertex];
56 mResources.MaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
57 mResources.MaxTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Fragment];
58 mResources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
59 mResources.MaxDrawBuffers = caps.maxDrawBuffers;
60 mResources.OES_standard_derivatives = extensions.standardDerivativesOES;
61 mResources.EXT_draw_buffers = extensions.drawBuffersEXT;
62 mResources.EXT_shader_texture_lod = extensions.shaderTextureLodEXT;
63 mResources.EXT_shader_non_constant_global_initializers =
64 extensions.shaderNonConstantGlobalInitializersEXT;
65 mResources.OES_EGL_image_external = extensions.EGLImageExternalOES;
66 mResources.OES_EGL_image_external_essl3 = extensions.EGLImageExternalEssl3OES;
67 mResources.NV_EGL_stream_consumer_external = extensions.EGLStreamConsumerExternalNV;
68 mResources.NV_shader_noperspective_interpolation =
69 extensions.shaderNoperspectiveInterpolationNV;
70 mResources.ARB_texture_rectangle = extensions.textureRectangleANGLE;
71 mResources.EXT_gpu_shader5 = extensions.gpuShader5EXT;
72 mResources.OES_shader_io_blocks = extensions.shaderIoBlocksOES;
73 mResources.EXT_shader_io_blocks = extensions.shaderIoBlocksEXT;
74 mResources.OES_texture_storage_multisample_2d_array =
75 extensions.textureStorageMultisample2dArrayOES;
76 mResources.OES_texture_3D = extensions.texture3DOES;
77 mResources.ANGLE_base_vertex_base_instance_shader_builtin =
78 extensions.baseVertexBaseInstanceShaderBuiltinANGLE;
79 mResources.ANGLE_multi_draw = extensions.multiDrawANGLE;
80 mResources.ANGLE_shader_pixel_local_storage = extensions.shaderPixelLocalStorageANGLE;
81 mResources.ANGLE_texture_multisample = extensions.textureMultisampleANGLE;
82 mResources.APPLE_clip_distance = extensions.clipDistanceAPPLE;
83 // OES_shader_multisample_interpolation
84 mResources.OES_shader_multisample_interpolation = extensions.shaderMultisampleInterpolationOES;
85 mResources.OES_shader_image_atomic = extensions.shaderImageAtomicOES;
86 // TODO: use shader precision caps to determine if high precision is supported?
87 mResources.FragmentPrecisionHigh = 1;
88 mResources.EXT_frag_depth = extensions.fragDepthEXT;
89
90 // OVR_multiview state
91 mResources.OVR_multiview = extensions.multiviewOVR;
92
93 // OVR_multiview2 state
94 mResources.OVR_multiview2 = extensions.multiview2OVR;
95 mResources.MaxViewsOVR = caps.maxViews;
96
97 // EXT_multisampled_render_to_texture and EXT_multisampled_render_to_texture2
98 mResources.EXT_multisampled_render_to_texture = extensions.multisampledRenderToTextureEXT;
99 mResources.EXT_multisampled_render_to_texture2 = extensions.multisampledRenderToTexture2EXT;
100
101 // WEBGL_video_texture
102 mResources.WEBGL_video_texture = extensions.videoTextureWEBGL;
103
104 // OES_texture_cube_map_array
105 mResources.OES_texture_cube_map_array = extensions.textureCubeMapArrayOES;
106 mResources.EXT_texture_cube_map_array = extensions.textureCubeMapArrayEXT;
107
108 // EXT_shadow_samplers
109 mResources.EXT_shadow_samplers = extensions.shadowSamplersEXT;
110
111 // OES_texture_buffer
112 mResources.OES_texture_buffer = extensions.textureBufferOES;
113 mResources.EXT_texture_buffer = extensions.textureBufferEXT;
114
115 // GL_EXT_YUV_target
116 mResources.EXT_YUV_target = extensions.YUVTargetEXT;
117
118 mResources.EXT_shader_framebuffer_fetch_non_coherent =
119 extensions.shaderFramebufferFetchNonCoherentEXT;
120
121 mResources.EXT_shader_framebuffer_fetch = extensions.shaderFramebufferFetchEXT;
122
123 // GL_EXT_clip_cull_distance
124 mResources.EXT_clip_cull_distance = extensions.clipCullDistanceEXT;
125
126 // GL_ANGLE_clip_cull_distance
127 mResources.ANGLE_clip_cull_distance = extensions.clipCullDistanceANGLE;
128
129 // GL_EXT_primitive_bounding_box
130 mResources.EXT_primitive_bounding_box = extensions.primitiveBoundingBoxEXT;
131
132 // GL_OES_primitive_bounding_box
133 mResources.OES_primitive_bounding_box = extensions.primitiveBoundingBoxOES;
134
135 // GL_EXT_separate_shader_objects
136 mResources.EXT_separate_shader_objects = extensions.separateShaderObjectsEXT;
137
138 // GL_ARM_shader_framebuffer_fetch
139 mResources.ARM_shader_framebuffer_fetch = extensions.shaderFramebufferFetchARM;
140
141 // GLSL ES 3.0 constants
142 mResources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
143 mResources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
144 mResources.MinProgramTexelOffset = caps.minProgramTexelOffset;
145 mResources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
146
147 // EXT_blend_func_extended
148 mResources.EXT_blend_func_extended = extensions.blendFuncExtendedEXT;
149 mResources.MaxDualSourceDrawBuffers = caps.maxDualSourceDrawBuffers;
150
151 // EXT_conservative_depth
152 mResources.EXT_conservative_depth = extensions.conservativeDepthEXT;
153
154 // APPLE_clip_distance / EXT_clip_cull_distance / ANGLE_clip_cull_distance
155 mResources.MaxClipDistances = caps.maxClipDistances;
156 mResources.MaxCullDistances = caps.maxCullDistances;
157 mResources.MaxCombinedClipAndCullDistances = caps.maxCombinedClipAndCullDistances;
158
159 // ANGLE_shader_pixel_local_storage.
160 mResources.MaxPixelLocalStoragePlanes = caps.maxPixelLocalStoragePlanes;
161 mResources.MaxColorAttachmentsWithActivePixelLocalStorage =
162 caps.maxColorAttachmentsWithActivePixelLocalStorage;
163 mResources.MaxCombinedDrawBuffersAndPixelLocalStoragePlanes =
164 caps.maxCombinedDrawBuffersAndPixelLocalStoragePlanes;
165
166 // OES_sample_variables
167 mResources.OES_sample_variables = extensions.sampleVariablesOES;
168 mResources.MaxSamples = caps.maxSamples;
169
170 // ANDROID_extension_pack_es31a
171 mResources.ANDROID_extension_pack_es31a = extensions.extensionPackEs31aANDROID;
172
173 // KHR_blend_equation_advanced
174 mResources.KHR_blend_equation_advanced = extensions.blendEquationAdvancedKHR;
175
176 // GLSL ES 3.1 constants
177 mResources.MaxProgramTextureGatherOffset = caps.maxProgramTextureGatherOffset;
178 mResources.MinProgramTextureGatherOffset = caps.minProgramTextureGatherOffset;
179 mResources.MaxImageUnits = caps.maxImageUnits;
180 mResources.MaxVertexImageUniforms = caps.maxShaderImageUniforms[ShaderType::Vertex];
181 mResources.MaxFragmentImageUniforms = caps.maxShaderImageUniforms[ShaderType::Fragment];
182 mResources.MaxComputeImageUniforms = caps.maxShaderImageUniforms[ShaderType::Compute];
183 mResources.MaxCombinedImageUniforms = caps.maxCombinedImageUniforms;
184 mResources.MaxCombinedShaderOutputResources = caps.maxCombinedShaderOutputResources;
185 mResources.MaxUniformLocations = caps.maxUniformLocations;
186
187 for (size_t index = 0u; index < 3u; ++index)
188 {
189 mResources.MaxComputeWorkGroupCount[index] = caps.maxComputeWorkGroupCount[index];
190 mResources.MaxComputeWorkGroupSize[index] = caps.maxComputeWorkGroupSize[index];
191 }
192
193 mResources.MaxComputeUniformComponents = caps.maxShaderUniformComponents[ShaderType::Compute];
194 mResources.MaxComputeTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Compute];
195
196 mResources.MaxComputeAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Compute];
197 mResources.MaxComputeAtomicCounterBuffers =
198 caps.maxShaderAtomicCounterBuffers[ShaderType::Compute];
199
200 mResources.MaxVertexAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Vertex];
201 mResources.MaxFragmentAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Fragment];
202 mResources.MaxCombinedAtomicCounters = caps.maxCombinedAtomicCounters;
203 mResources.MaxAtomicCounterBindings = caps.maxAtomicCounterBufferBindings;
204 mResources.MaxVertexAtomicCounterBuffers =
205 caps.maxShaderAtomicCounterBuffers[ShaderType::Vertex];
206 mResources.MaxFragmentAtomicCounterBuffers =
207 caps.maxShaderAtomicCounterBuffers[ShaderType::Fragment];
208 mResources.MaxCombinedAtomicCounterBuffers = caps.maxCombinedAtomicCounterBuffers;
209 mResources.MaxAtomicCounterBufferSize = caps.maxAtomicCounterBufferSize;
210
211 mResources.MaxUniformBufferBindings = caps.maxUniformBufferBindings;
212 mResources.MaxShaderStorageBufferBindings = caps.maxShaderStorageBufferBindings;
213
214 // Needed by point size clamping workaround
215 mResources.MaxPointSize = caps.maxAliasedPointSize;
216
217 if (state.getClientMajorVersion() == 2 && !extensions.drawBuffersEXT)
218 {
219 mResources.MaxDrawBuffers = 1;
220 }
221
222 // Geometry Shader constants
223 mResources.EXT_geometry_shader = extensions.geometryShaderEXT;
224 mResources.OES_geometry_shader = extensions.geometryShaderOES;
225 mResources.MaxGeometryUniformComponents = caps.maxShaderUniformComponents[ShaderType::Geometry];
226 mResources.MaxGeometryUniformBlocks = caps.maxShaderUniformBlocks[ShaderType::Geometry];
227 mResources.MaxGeometryInputComponents = caps.maxGeometryInputComponents;
228 mResources.MaxGeometryOutputComponents = caps.maxGeometryOutputComponents;
229 mResources.MaxGeometryOutputVertices = caps.maxGeometryOutputVertices;
230 mResources.MaxGeometryTotalOutputComponents = caps.maxGeometryTotalOutputComponents;
231 mResources.MaxGeometryTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Geometry];
232
233 mResources.MaxGeometryAtomicCounterBuffers =
234 caps.maxShaderAtomicCounterBuffers[ShaderType::Geometry];
235 mResources.MaxGeometryAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Geometry];
236 mResources.MaxGeometryShaderStorageBlocks = caps.maxShaderStorageBlocks[ShaderType::Geometry];
237 mResources.MaxGeometryShaderInvocations = caps.maxGeometryShaderInvocations;
238 mResources.MaxGeometryImageUniforms = caps.maxShaderImageUniforms[ShaderType::Geometry];
239
240 // Tessellation Shader constants
241 mResources.EXT_tessellation_shader = extensions.tessellationShaderEXT;
242 mResources.MaxTessControlInputComponents = caps.maxTessControlInputComponents;
243 mResources.MaxTessControlOutputComponents = caps.maxTessControlOutputComponents;
244 mResources.MaxTessControlTextureImageUnits =
245 caps.maxShaderTextureImageUnits[ShaderType::TessControl];
246 mResources.MaxTessControlUniformComponents =
247 caps.maxShaderUniformComponents[ShaderType::TessControl];
248 mResources.MaxTessControlTotalOutputComponents = caps.maxTessControlTotalOutputComponents;
249 mResources.MaxTessControlImageUniforms = caps.maxShaderImageUniforms[ShaderType::TessControl];
250 mResources.MaxTessControlAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::TessControl];
251 mResources.MaxTessControlAtomicCounterBuffers =
252 caps.maxShaderAtomicCounterBuffers[ShaderType::TessControl];
253
254 mResources.MaxTessPatchComponents = caps.maxTessPatchComponents;
255 mResources.MaxPatchVertices = caps.maxPatchVertices;
256 mResources.MaxTessGenLevel = caps.maxTessGenLevel;
257
258 mResources.MaxTessEvaluationInputComponents = caps.maxTessEvaluationInputComponents;
259 mResources.MaxTessEvaluationOutputComponents = caps.maxTessEvaluationOutputComponents;
260 mResources.MaxTessEvaluationTextureImageUnits =
261 caps.maxShaderTextureImageUnits[ShaderType::TessEvaluation];
262 mResources.MaxTessEvaluationUniformComponents =
263 caps.maxShaderUniformComponents[ShaderType::TessEvaluation];
264 mResources.MaxTessEvaluationImageUniforms =
265 caps.maxShaderImageUniforms[ShaderType::TessEvaluation];
266 mResources.MaxTessEvaluationAtomicCounters =
267 caps.maxShaderAtomicCounters[ShaderType::TessEvaluation];
268 mResources.MaxTessEvaluationAtomicCounterBuffers =
269 caps.maxShaderAtomicCounterBuffers[ShaderType::TessEvaluation];
270
271 // Subpixel bits.
272 mResources.SubPixelBits = static_cast<int>(caps.subPixelBits);
273 }
274
275 Compiler::~Compiler() = default;
276
onDestroy(const Context * context)277 void Compiler::onDestroy(const Context *context)
278 {
279 std::lock_guard<std::mutex> lock(context->getDisplay()->getDisplayGlobalMutex());
280 for (auto &pool : mPools)
281 {
282 for (ShCompilerInstance &instance : pool)
283 {
284 instance.destroy();
285 }
286 }
287 --gActiveCompilers;
288 if (gActiveCompilers == 0)
289 {
290 sh::Finalize();
291 }
292 }
293
getInstance(ShaderType type)294 ShCompilerInstance Compiler::getInstance(ShaderType type)
295 {
296 ASSERT(type != ShaderType::InvalidEnum);
297 auto &pool = mPools[type];
298 if (pool.empty())
299 {
300 ShHandle handle = sh::ConstructCompiler(ToGLenum(type), mSpec, mOutputType, &mResources);
301 ASSERT(handle);
302 return ShCompilerInstance(handle, mOutputType, type);
303 }
304 else
305 {
306 ShCompilerInstance instance = std::move(pool.back());
307 pool.pop_back();
308 return instance;
309 }
310 }
311
putInstance(ShCompilerInstance && instance)312 void Compiler::putInstance(ShCompilerInstance &&instance)
313 {
314 static constexpr size_t kMaxPoolSize = 32;
315 auto &pool = mPools[instance.getShaderType()];
316 if (pool.size() < kMaxPoolSize)
317 {
318 pool.push_back(std::move(instance));
319 }
320 else
321 {
322 instance.destroy();
323 }
324 }
325
SelectShaderSpec(const State & state)326 ShShaderSpec Compiler::SelectShaderSpec(const State &state)
327 {
328 const EGLenum clientType = state.getClientType();
329 const EGLint profileMask = state.getProfileMask();
330 const GLint majorVersion = state.getClientMajorVersion();
331 const GLint minorVersion = state.getClientMinorVersion();
332 bool isWebGL = state.isWebGL();
333
334 // For Desktop GL
335 if (clientType == EGL_OPENGL_API)
336 {
337 if ((profileMask & EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT) != 0)
338 {
339 return SH_GL_CORE_SPEC;
340 }
341 else
342 {
343 return SH_GL_COMPATIBILITY_SPEC;
344 }
345 }
346
347 if (majorVersion >= 3)
348 {
349 switch (minorVersion)
350 {
351 case 2:
352 ASSERT(!isWebGL);
353 return SH_GLES3_2_SPEC;
354 case 1:
355 return isWebGL ? SH_WEBGL3_SPEC : SH_GLES3_1_SPEC;
356 case 0:
357 return isWebGL ? SH_WEBGL2_SPEC : SH_GLES3_SPEC;
358 default:
359 UNREACHABLE();
360 }
361 }
362
363 // GLES1 emulation: Use GLES3 shader spec.
364 if (!isWebGL && majorVersion == 1)
365 {
366 return SH_GLES3_SPEC;
367 }
368
369 return isWebGL ? SH_WEBGL_SPEC : SH_GLES2_SPEC;
370 }
371
ShCompilerInstance()372 ShCompilerInstance::ShCompilerInstance() : mHandle(nullptr) {}
373
ShCompilerInstance(ShHandle handle,ShShaderOutput outputType,ShaderType shaderType)374 ShCompilerInstance::ShCompilerInstance(ShHandle handle,
375 ShShaderOutput outputType,
376 ShaderType shaderType)
377 : mHandle(handle), mOutputType(outputType), mShaderType(shaderType)
378 {}
379
~ShCompilerInstance()380 ShCompilerInstance::~ShCompilerInstance()
381 {
382 ASSERT(mHandle == nullptr);
383 }
384
destroy()385 void ShCompilerInstance::destroy()
386 {
387 if (mHandle != nullptr)
388 {
389 sh::Destruct(mHandle);
390 mHandle = nullptr;
391 }
392 }
393
ShCompilerInstance(ShCompilerInstance && other)394 ShCompilerInstance::ShCompilerInstance(ShCompilerInstance &&other)
395 : mHandle(other.mHandle), mOutputType(other.mOutputType), mShaderType(other.mShaderType)
396 {
397 other.mHandle = nullptr;
398 }
399
operator =(ShCompilerInstance && other)400 ShCompilerInstance &ShCompilerInstance::operator=(ShCompilerInstance &&other)
401 {
402 mHandle = other.mHandle;
403 mOutputType = other.mOutputType;
404 mShaderType = other.mShaderType;
405 other.mHandle = nullptr;
406 return *this;
407 }
408
getHandle()409 ShHandle ShCompilerInstance::getHandle()
410 {
411 return mHandle;
412 }
413
getShaderType() const414 ShaderType ShCompilerInstance::getShaderType() const
415 {
416 return mShaderType;
417 }
418
getBuiltInResources() const419 ShBuiltInResources ShCompilerInstance::getBuiltInResources() const
420 {
421 return sh::GetBuiltInResources(mHandle);
422 }
423
getShaderOutputType() const424 ShShaderOutput ShCompilerInstance::getShaderOutputType() const
425 {
426 return mOutputType;
427 }
428
429 } // namespace gl
430