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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