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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<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