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<angle::SimpleMutex> 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_gpu_shader5 = extensions.gpuShader5OES;
73 mResources.OES_shader_io_blocks = extensions.shaderIoBlocksOES;
74 mResources.EXT_shader_io_blocks = extensions.shaderIoBlocksEXT;
75 mResources.OES_texture_storage_multisample_2d_array =
76 extensions.textureStorageMultisample2dArrayOES;
77 mResources.OES_texture_3D = extensions.texture3DOES;
78 mResources.ANGLE_base_vertex_base_instance_shader_builtin =
79 extensions.baseVertexBaseInstanceShaderBuiltinANGLE;
80 mResources.ANGLE_multi_draw = extensions.multiDrawANGLE;
81 mResources.ANGLE_shader_pixel_local_storage = extensions.shaderPixelLocalStorageANGLE;
82 mResources.ANGLE_texture_multisample = extensions.textureMultisampleANGLE;
83 mResources.APPLE_clip_distance = extensions.clipDistanceAPPLE;
84 // OES_shader_multisample_interpolation
85 mResources.OES_shader_multisample_interpolation = extensions.shaderMultisampleInterpolationOES;
86 mResources.OES_shader_image_atomic = extensions.shaderImageAtomicOES;
87 // TODO: use shader precision caps to determine if high precision is supported?
88 mResources.FragmentPrecisionHigh = 1;
89 mResources.EXT_frag_depth = extensions.fragDepthEXT;
90
91 // OVR_multiview state
92 mResources.OVR_multiview = extensions.multiviewOVR;
93
94 // OVR_multiview2 state
95 mResources.OVR_multiview2 = extensions.multiview2OVR;
96 mResources.MaxViewsOVR = caps.maxViews;
97
98 // EXT_multisampled_render_to_texture and EXT_multisampled_render_to_texture2
99 mResources.EXT_multisampled_render_to_texture = extensions.multisampledRenderToTextureEXT;
100 mResources.EXT_multisampled_render_to_texture2 = extensions.multisampledRenderToTexture2EXT;
101
102 // WEBGL_video_texture
103 mResources.WEBGL_video_texture = extensions.videoTextureWEBGL;
104
105 // OES_texture_cube_map_array
106 mResources.OES_texture_cube_map_array = extensions.textureCubeMapArrayOES;
107 mResources.EXT_texture_cube_map_array = extensions.textureCubeMapArrayEXT;
108
109 // EXT_shadow_samplers
110 mResources.EXT_shadow_samplers = extensions.shadowSamplersEXT;
111
112 // OES_texture_buffer
113 mResources.OES_texture_buffer = extensions.textureBufferOES;
114 mResources.EXT_texture_buffer = extensions.textureBufferEXT;
115
116 // GL_EXT_YUV_target
117 mResources.EXT_YUV_target = extensions.YUVTargetEXT;
118
119 mResources.EXT_shader_framebuffer_fetch_non_coherent =
120 extensions.shaderFramebufferFetchNonCoherentEXT;
121
122 mResources.EXT_shader_framebuffer_fetch = extensions.shaderFramebufferFetchEXT;
123
124 // GL_EXT_clip_cull_distance
125 mResources.EXT_clip_cull_distance = extensions.clipCullDistanceEXT;
126
127 // GL_ANGLE_clip_cull_distance
128 mResources.ANGLE_clip_cull_distance = extensions.clipCullDistanceANGLE;
129
130 // GL_EXT_primitive_bounding_box
131 mResources.EXT_primitive_bounding_box = extensions.primitiveBoundingBoxEXT;
132
133 // GL_OES_primitive_bounding_box
134 mResources.OES_primitive_bounding_box = extensions.primitiveBoundingBoxOES;
135
136 // GL_EXT_separate_shader_objects
137 mResources.EXT_separate_shader_objects = extensions.separateShaderObjectsEXT;
138
139 // GL_ARM_shader_framebuffer_fetch
140 mResources.ARM_shader_framebuffer_fetch = extensions.shaderFramebufferFetchARM;
141
142 // GLSL ES 3.0 constants
143 mResources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
144 mResources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
145 mResources.MinProgramTexelOffset = caps.minProgramTexelOffset;
146 mResources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
147
148 // EXT_blend_func_extended
149 mResources.EXT_blend_func_extended = extensions.blendFuncExtendedEXT;
150 mResources.MaxDualSourceDrawBuffers = caps.maxDualSourceDrawBuffers;
151
152 // EXT_conservative_depth
153 mResources.EXT_conservative_depth = extensions.conservativeDepthEXT;
154
155 // APPLE_clip_distance / EXT_clip_cull_distance / ANGLE_clip_cull_distance
156 mResources.MaxClipDistances = caps.maxClipDistances;
157 mResources.MaxCullDistances = caps.maxCullDistances;
158 mResources.MaxCombinedClipAndCullDistances = caps.maxCombinedClipAndCullDistances;
159
160 // ANGLE_shader_pixel_local_storage.
161 mResources.MaxPixelLocalStoragePlanes = caps.maxPixelLocalStoragePlanes;
162 mResources.MaxColorAttachmentsWithActivePixelLocalStorage =
163 caps.maxColorAttachmentsWithActivePixelLocalStorage;
164 mResources.MaxCombinedDrawBuffersAndPixelLocalStoragePlanes =
165 caps.maxCombinedDrawBuffersAndPixelLocalStoragePlanes;
166
167 // OES_sample_variables
168 mResources.OES_sample_variables = extensions.sampleVariablesOES;
169 mResources.MaxSamples = caps.maxSamples;
170
171 // ANDROID_extension_pack_es31a
172 mResources.ANDROID_extension_pack_es31a = extensions.extensionPackEs31aANDROID;
173
174 // KHR_blend_equation_advanced
175 mResources.KHR_blend_equation_advanced = extensions.blendEquationAdvancedKHR;
176
177 // GLSL ES 3.1 constants
178 mResources.MaxProgramTextureGatherOffset = caps.maxProgramTextureGatherOffset;
179 mResources.MinProgramTextureGatherOffset = caps.minProgramTextureGatherOffset;
180 mResources.MaxImageUnits = caps.maxImageUnits;
181 mResources.MaxVertexImageUniforms = caps.maxShaderImageUniforms[ShaderType::Vertex];
182 mResources.MaxFragmentImageUniforms = caps.maxShaderImageUniforms[ShaderType::Fragment];
183 mResources.MaxComputeImageUniforms = caps.maxShaderImageUniforms[ShaderType::Compute];
184 mResources.MaxCombinedImageUniforms = caps.maxCombinedImageUniforms;
185 mResources.MaxCombinedShaderOutputResources = caps.maxCombinedShaderOutputResources;
186 mResources.MaxUniformLocations = caps.maxUniformLocations;
187
188 for (size_t index = 0u; index < 3u; ++index)
189 {
190 mResources.MaxComputeWorkGroupCount[index] = caps.maxComputeWorkGroupCount[index];
191 mResources.MaxComputeWorkGroupSize[index] = caps.maxComputeWorkGroupSize[index];
192 }
193
194 mResources.MaxComputeUniformComponents = caps.maxShaderUniformComponents[ShaderType::Compute];
195 mResources.MaxComputeTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Compute];
196
197 mResources.MaxComputeAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Compute];
198 mResources.MaxComputeAtomicCounterBuffers =
199 caps.maxShaderAtomicCounterBuffers[ShaderType::Compute];
200
201 mResources.MaxVertexAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Vertex];
202 mResources.MaxFragmentAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Fragment];
203 mResources.MaxCombinedAtomicCounters = caps.maxCombinedAtomicCounters;
204 mResources.MaxAtomicCounterBindings = caps.maxAtomicCounterBufferBindings;
205 mResources.MaxVertexAtomicCounterBuffers =
206 caps.maxShaderAtomicCounterBuffers[ShaderType::Vertex];
207 mResources.MaxFragmentAtomicCounterBuffers =
208 caps.maxShaderAtomicCounterBuffers[ShaderType::Fragment];
209 mResources.MaxCombinedAtomicCounterBuffers = caps.maxCombinedAtomicCounterBuffers;
210 mResources.MaxAtomicCounterBufferSize = caps.maxAtomicCounterBufferSize;
211
212 mResources.MaxUniformBufferBindings = caps.maxUniformBufferBindings;
213 mResources.MaxShaderStorageBufferBindings = caps.maxShaderStorageBufferBindings;
214
215 // Needed by point size clamping workaround
216 mResources.MinPointSize = caps.minAliasedPointSize;
217 mResources.MaxPointSize = caps.maxAliasedPointSize;
218
219 if (state.getClientMajorVersion() == 2 && !extensions.drawBuffersEXT)
220 {
221 mResources.MaxDrawBuffers = 1;
222 }
223
224 // Geometry Shader constants
225 mResources.EXT_geometry_shader = extensions.geometryShaderEXT;
226 mResources.OES_geometry_shader = extensions.geometryShaderOES;
227 mResources.MaxGeometryUniformComponents = caps.maxShaderUniformComponents[ShaderType::Geometry];
228 mResources.MaxGeometryUniformBlocks = caps.maxShaderUniformBlocks[ShaderType::Geometry];
229 mResources.MaxGeometryInputComponents = caps.maxGeometryInputComponents;
230 mResources.MaxGeometryOutputComponents = caps.maxGeometryOutputComponents;
231 mResources.MaxGeometryOutputVertices = caps.maxGeometryOutputVertices;
232 mResources.MaxGeometryTotalOutputComponents = caps.maxGeometryTotalOutputComponents;
233 mResources.MaxGeometryTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Geometry];
234
235 mResources.MaxGeometryAtomicCounterBuffers =
236 caps.maxShaderAtomicCounterBuffers[ShaderType::Geometry];
237 mResources.MaxGeometryAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Geometry];
238 mResources.MaxGeometryShaderStorageBlocks = caps.maxShaderStorageBlocks[ShaderType::Geometry];
239 mResources.MaxGeometryShaderInvocations = caps.maxGeometryShaderInvocations;
240 mResources.MaxGeometryImageUniforms = caps.maxShaderImageUniforms[ShaderType::Geometry];
241
242 // Tessellation Shader constants
243 mResources.EXT_tessellation_shader = extensions.tessellationShaderEXT;
244 mResources.OES_tessellation_shader = extensions.tessellationShaderOES;
245 mResources.MaxTessControlInputComponents = caps.maxTessControlInputComponents;
246 mResources.MaxTessControlOutputComponents = caps.maxTessControlOutputComponents;
247 mResources.MaxTessControlTextureImageUnits =
248 caps.maxShaderTextureImageUnits[ShaderType::TessControl];
249 mResources.MaxTessControlUniformComponents =
250 caps.maxShaderUniformComponents[ShaderType::TessControl];
251 mResources.MaxTessControlTotalOutputComponents = caps.maxTessControlTotalOutputComponents;
252 mResources.MaxTessControlImageUniforms = caps.maxShaderImageUniforms[ShaderType::TessControl];
253 mResources.MaxTessControlAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::TessControl];
254 mResources.MaxTessControlAtomicCounterBuffers =
255 caps.maxShaderAtomicCounterBuffers[ShaderType::TessControl];
256
257 mResources.MaxTessPatchComponents = caps.maxTessPatchComponents;
258 mResources.MaxPatchVertices = caps.maxPatchVertices;
259 mResources.MaxTessGenLevel = caps.maxTessGenLevel;
260
261 mResources.MaxTessEvaluationInputComponents = caps.maxTessEvaluationInputComponents;
262 mResources.MaxTessEvaluationOutputComponents = caps.maxTessEvaluationOutputComponents;
263 mResources.MaxTessEvaluationTextureImageUnits =
264 caps.maxShaderTextureImageUnits[ShaderType::TessEvaluation];
265 mResources.MaxTessEvaluationUniformComponents =
266 caps.maxShaderUniformComponents[ShaderType::TessEvaluation];
267 mResources.MaxTessEvaluationImageUniforms =
268 caps.maxShaderImageUniforms[ShaderType::TessEvaluation];
269 mResources.MaxTessEvaluationAtomicCounters =
270 caps.maxShaderAtomicCounters[ShaderType::TessEvaluation];
271 mResources.MaxTessEvaluationAtomicCounterBuffers =
272 caps.maxShaderAtomicCounterBuffers[ShaderType::TessEvaluation];
273
274 // Subpixel bits.
275 mResources.SubPixelBits = static_cast<int>(caps.subPixelBits);
276 }
277
278 Compiler::~Compiler() = default;
279
onDestroy(const Context * context)280 void Compiler::onDestroy(const Context *context)
281 {
282 std::lock_guard<angle::SimpleMutex> lock(context->getDisplay()->getDisplayGlobalMutex());
283 for (auto &pool : mPools)
284 {
285 for (ShCompilerInstance &instance : pool)
286 {
287 instance.destroy();
288 }
289 }
290 --gActiveCompilers;
291 if (gActiveCompilers == 0)
292 {
293 sh::Finalize();
294 }
295 }
296
getInstance(ShaderType type)297 ShCompilerInstance Compiler::getInstance(ShaderType type)
298 {
299 ASSERT(type != ShaderType::InvalidEnum);
300 auto &pool = mPools[type];
301 if (pool.empty())
302 {
303 ShHandle handle = sh::ConstructCompiler(ToGLenum(type), mSpec, mOutputType, &mResources);
304 ASSERT(handle);
305 return ShCompilerInstance(handle, mOutputType, type);
306 }
307 else
308 {
309 ShCompilerInstance instance = std::move(pool.back());
310 pool.pop_back();
311 return instance;
312 }
313 }
314
putInstance(ShCompilerInstance && instance)315 void Compiler::putInstance(ShCompilerInstance &&instance)
316 {
317 static constexpr size_t kMaxPoolSize = 32;
318 auto &pool = mPools[instance.getShaderType()];
319 if (pool.size() < kMaxPoolSize)
320 {
321 pool.push_back(std::move(instance));
322 }
323 else
324 {
325 instance.destroy();
326 }
327 }
328
SelectShaderSpec(const State & state)329 ShShaderSpec Compiler::SelectShaderSpec(const State &state)
330 {
331 const EGLenum clientType = state.getClientType();
332 const EGLint profileMask = state.getProfileMask();
333 const GLint majorVersion = state.getClientMajorVersion();
334 const GLint minorVersion = state.getClientMinorVersion();
335 bool isWebGL = state.isWebGL();
336
337 // For Desktop GL
338 if (clientType == EGL_OPENGL_API)
339 {
340 if ((profileMask & EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT) != 0)
341 {
342 return SH_GL_CORE_SPEC;
343 }
344 else
345 {
346 return SH_GL_COMPATIBILITY_SPEC;
347 }
348 }
349
350 if (majorVersion >= 3)
351 {
352 switch (minorVersion)
353 {
354 case 2:
355 ASSERT(!isWebGL);
356 return SH_GLES3_2_SPEC;
357 case 1:
358 return isWebGL ? SH_WEBGL3_SPEC : SH_GLES3_1_SPEC;
359 case 0:
360 return isWebGL ? SH_WEBGL2_SPEC : SH_GLES3_SPEC;
361 default:
362 UNREACHABLE();
363 }
364 }
365
366 // GLES1 emulation: Use GLES3 shader spec.
367 if (!isWebGL && majorVersion == 1)
368 {
369 return SH_GLES3_SPEC;
370 }
371
372 return isWebGL ? SH_WEBGL_SPEC : SH_GLES2_SPEC;
373 }
374
ShCompilerInstance()375 ShCompilerInstance::ShCompilerInstance() : mHandle(nullptr) {}
376
ShCompilerInstance(ShHandle handle,ShShaderOutput outputType,ShaderType shaderType)377 ShCompilerInstance::ShCompilerInstance(ShHandle handle,
378 ShShaderOutput outputType,
379 ShaderType shaderType)
380 : mHandle(handle), mOutputType(outputType), mShaderType(shaderType)
381 {}
382
~ShCompilerInstance()383 ShCompilerInstance::~ShCompilerInstance()
384 {
385 ASSERT(mHandle == nullptr);
386 }
387
destroy()388 void ShCompilerInstance::destroy()
389 {
390 if (mHandle != nullptr)
391 {
392 sh::Destruct(mHandle);
393 mHandle = nullptr;
394 }
395 }
396
ShCompilerInstance(ShCompilerInstance && other)397 ShCompilerInstance::ShCompilerInstance(ShCompilerInstance &&other)
398 : mHandle(other.mHandle), mOutputType(other.mOutputType), mShaderType(other.mShaderType)
399 {
400 other.mHandle = nullptr;
401 }
402
operator =(ShCompilerInstance && other)403 ShCompilerInstance &ShCompilerInstance::operator=(ShCompilerInstance &&other)
404 {
405 mHandle = other.mHandle;
406 mOutputType = other.mOutputType;
407 mShaderType = other.mShaderType;
408 other.mHandle = nullptr;
409 return *this;
410 }
411
getHandle()412 ShHandle ShCompilerInstance::getHandle()
413 {
414 return mHandle;
415 }
416
getShaderType() const417 ShaderType ShCompilerInstance::getShaderType() const
418 {
419 return mShaderType;
420 }
421
getBuiltInResources() const422 ShBuiltInResources ShCompilerInstance::getBuiltInResources() const
423 {
424 return sh::GetBuiltInResources(mHandle);
425 }
426
getShaderOutputType() const427 ShShaderOutput ShCompilerInstance::getShaderOutputType() const
428 {
429 return mOutputType;
430 }
431
432 } // namespace gl
433