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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/42262462): 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_texture_query_lod
110     mResources.EXT_texture_query_lod = extensions.textureQueryLodEXT;
111 
112     // EXT_texture_shadow_lod
113     mResources.EXT_texture_shadow_lod = extensions.textureShadowLodEXT;
114 
115     // EXT_shadow_samplers
116     mResources.EXT_shadow_samplers = extensions.shadowSamplersEXT;
117 
118     // OES_texture_buffer
119     mResources.OES_texture_buffer = extensions.textureBufferOES;
120     mResources.EXT_texture_buffer = extensions.textureBufferEXT;
121 
122     // GL_EXT_YUV_target
123     mResources.EXT_YUV_target = extensions.YUVTargetEXT;
124 
125     mResources.EXT_shader_framebuffer_fetch_non_coherent =
126         extensions.shaderFramebufferFetchNonCoherentEXT;
127 
128     mResources.EXT_shader_framebuffer_fetch = extensions.shaderFramebufferFetchEXT;
129 
130     // GL_EXT_clip_cull_distance
131     mResources.EXT_clip_cull_distance = extensions.clipCullDistanceEXT;
132 
133     // GL_ANGLE_clip_cull_distance
134     mResources.ANGLE_clip_cull_distance = extensions.clipCullDistanceANGLE;
135 
136     // GL_EXT_primitive_bounding_box
137     mResources.EXT_primitive_bounding_box = extensions.primitiveBoundingBoxEXT;
138 
139     // GL_OES_primitive_bounding_box
140     mResources.OES_primitive_bounding_box = extensions.primitiveBoundingBoxOES;
141 
142     // GL_EXT_separate_shader_objects
143     mResources.EXT_separate_shader_objects = extensions.separateShaderObjectsEXT;
144 
145     // GL_ARM_shader_framebuffer_fetch
146     mResources.ARM_shader_framebuffer_fetch = extensions.shaderFramebufferFetchARM;
147 
148     // GL_ARM_shader_framebuffer_fetch_depth_stencil
149     mResources.ARM_shader_framebuffer_fetch_depth_stencil =
150         extensions.shaderFramebufferFetchDepthStencilARM;
151 
152     // GLSL ES 3.0 constants
153     mResources.MaxVertexOutputVectors  = caps.maxVertexOutputComponents / 4;
154     mResources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
155     mResources.MinProgramTexelOffset   = caps.minProgramTexelOffset;
156     mResources.MaxProgramTexelOffset   = caps.maxProgramTexelOffset;
157 
158     // EXT_blend_func_extended
159     mResources.EXT_blend_func_extended  = extensions.blendFuncExtendedEXT;
160     mResources.MaxDualSourceDrawBuffers = caps.maxDualSourceDrawBuffers;
161 
162     // EXT_conservative_depth
163     mResources.EXT_conservative_depth = extensions.conservativeDepthEXT;
164 
165     // APPLE_clip_distance / EXT_clip_cull_distance / ANGLE_clip_cull_distance
166     mResources.MaxClipDistances                = caps.maxClipDistances;
167     mResources.MaxCullDistances                = caps.maxCullDistances;
168     mResources.MaxCombinedClipAndCullDistances = caps.maxCombinedClipAndCullDistances;
169 
170     // ANGLE_shader_pixel_local_storage.
171     mResources.MaxPixelLocalStoragePlanes = caps.maxPixelLocalStoragePlanes;
172     mResources.MaxCombinedDrawBuffersAndPixelLocalStoragePlanes =
173         caps.maxCombinedDrawBuffersAndPixelLocalStoragePlanes;
174 
175     // OES_sample_variables
176     mResources.OES_sample_variables = extensions.sampleVariablesOES;
177     mResources.MaxSamples           = caps.maxSamples;
178 
179     // ANDROID_extension_pack_es31a
180     mResources.ANDROID_extension_pack_es31a = extensions.extensionPackEs31aANDROID;
181 
182     // KHR_blend_equation_advanced
183     mResources.KHR_blend_equation_advanced = extensions.blendEquationAdvancedKHR;
184 
185     // GLSL ES 3.1 constants
186     mResources.MaxProgramTextureGatherOffset    = caps.maxProgramTextureGatherOffset;
187     mResources.MinProgramTextureGatherOffset    = caps.minProgramTextureGatherOffset;
188     mResources.MaxImageUnits                    = caps.maxImageUnits;
189     mResources.MaxVertexImageUniforms           = caps.maxShaderImageUniforms[ShaderType::Vertex];
190     mResources.MaxFragmentImageUniforms         = caps.maxShaderImageUniforms[ShaderType::Fragment];
191     mResources.MaxComputeImageUniforms          = caps.maxShaderImageUniforms[ShaderType::Compute];
192     mResources.MaxCombinedImageUniforms         = caps.maxCombinedImageUniforms;
193     mResources.MaxCombinedShaderOutputResources = caps.maxCombinedShaderOutputResources;
194     mResources.MaxUniformLocations              = caps.maxUniformLocations;
195 
196     for (size_t index = 0u; index < 3u; ++index)
197     {
198         mResources.MaxComputeWorkGroupCount[index] = caps.maxComputeWorkGroupCount[index];
199         mResources.MaxComputeWorkGroupSize[index]  = caps.maxComputeWorkGroupSize[index];
200     }
201 
202     mResources.MaxComputeUniformComponents = caps.maxShaderUniformComponents[ShaderType::Compute];
203     mResources.MaxComputeTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Compute];
204 
205     mResources.MaxComputeAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Compute];
206     mResources.MaxComputeAtomicCounterBuffers =
207         caps.maxShaderAtomicCounterBuffers[ShaderType::Compute];
208 
209     mResources.MaxVertexAtomicCounters   = caps.maxShaderAtomicCounters[ShaderType::Vertex];
210     mResources.MaxFragmentAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Fragment];
211     mResources.MaxCombinedAtomicCounters = caps.maxCombinedAtomicCounters;
212     mResources.MaxAtomicCounterBindings  = caps.maxAtomicCounterBufferBindings;
213     mResources.MaxVertexAtomicCounterBuffers =
214         caps.maxShaderAtomicCounterBuffers[ShaderType::Vertex];
215     mResources.MaxFragmentAtomicCounterBuffers =
216         caps.maxShaderAtomicCounterBuffers[ShaderType::Fragment];
217     mResources.MaxCombinedAtomicCounterBuffers = caps.maxCombinedAtomicCounterBuffers;
218     mResources.MaxAtomicCounterBufferSize      = caps.maxAtomicCounterBufferSize;
219 
220     mResources.MaxUniformBufferBindings       = caps.maxUniformBufferBindings;
221     mResources.MaxShaderStorageBufferBindings = caps.maxShaderStorageBufferBindings;
222 
223     // Needed by point size clamping workaround
224     mResources.MinPointSize = caps.minAliasedPointSize;
225     mResources.MaxPointSize = caps.maxAliasedPointSize;
226 
227     if (state.getClientMajorVersion() == 2 && !extensions.drawBuffersEXT)
228     {
229         mResources.MaxDrawBuffers = 1;
230     }
231 
232     // Geometry Shader constants
233     mResources.EXT_geometry_shader          = extensions.geometryShaderEXT;
234     mResources.OES_geometry_shader          = extensions.geometryShaderOES;
235     mResources.MaxGeometryUniformComponents = caps.maxShaderUniformComponents[ShaderType::Geometry];
236     mResources.MaxGeometryUniformBlocks     = caps.maxShaderUniformBlocks[ShaderType::Geometry];
237     mResources.MaxGeometryInputComponents   = caps.maxGeometryInputComponents;
238     mResources.MaxGeometryOutputComponents  = caps.maxGeometryOutputComponents;
239     mResources.MaxGeometryOutputVertices    = caps.maxGeometryOutputVertices;
240     mResources.MaxGeometryTotalOutputComponents = caps.maxGeometryTotalOutputComponents;
241     mResources.MaxGeometryTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Geometry];
242 
243     mResources.MaxGeometryAtomicCounterBuffers =
244         caps.maxShaderAtomicCounterBuffers[ShaderType::Geometry];
245     mResources.MaxGeometryAtomicCounters      = caps.maxShaderAtomicCounters[ShaderType::Geometry];
246     mResources.MaxGeometryShaderStorageBlocks = caps.maxShaderStorageBlocks[ShaderType::Geometry];
247     mResources.MaxGeometryShaderInvocations   = caps.maxGeometryShaderInvocations;
248     mResources.MaxGeometryImageUniforms       = caps.maxShaderImageUniforms[ShaderType::Geometry];
249 
250     // Tessellation Shader constants
251     mResources.EXT_tessellation_shader        = extensions.tessellationShaderEXT;
252     mResources.OES_tessellation_shader        = extensions.tessellationShaderOES;
253     mResources.MaxTessControlInputComponents  = caps.maxTessControlInputComponents;
254     mResources.MaxTessControlOutputComponents = caps.maxTessControlOutputComponents;
255     mResources.MaxTessControlTextureImageUnits =
256         caps.maxShaderTextureImageUnits[ShaderType::TessControl];
257     mResources.MaxTessControlUniformComponents =
258         caps.maxShaderUniformComponents[ShaderType::TessControl];
259     mResources.MaxTessControlTotalOutputComponents = caps.maxTessControlTotalOutputComponents;
260     mResources.MaxTessControlImageUniforms  = caps.maxShaderImageUniforms[ShaderType::TessControl];
261     mResources.MaxTessControlAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::TessControl];
262     mResources.MaxTessControlAtomicCounterBuffers =
263         caps.maxShaderAtomicCounterBuffers[ShaderType::TessControl];
264 
265     mResources.MaxTessPatchComponents = caps.maxTessPatchComponents;
266     mResources.MaxPatchVertices       = caps.maxPatchVertices;
267     mResources.MaxTessGenLevel        = caps.maxTessGenLevel;
268 
269     mResources.MaxTessEvaluationInputComponents  = caps.maxTessEvaluationInputComponents;
270     mResources.MaxTessEvaluationOutputComponents = caps.maxTessEvaluationOutputComponents;
271     mResources.MaxTessEvaluationTextureImageUnits =
272         caps.maxShaderTextureImageUnits[ShaderType::TessEvaluation];
273     mResources.MaxTessEvaluationUniformComponents =
274         caps.maxShaderUniformComponents[ShaderType::TessEvaluation];
275     mResources.MaxTessEvaluationImageUniforms =
276         caps.maxShaderImageUniforms[ShaderType::TessEvaluation];
277     mResources.MaxTessEvaluationAtomicCounters =
278         caps.maxShaderAtomicCounters[ShaderType::TessEvaluation];
279     mResources.MaxTessEvaluationAtomicCounterBuffers =
280         caps.maxShaderAtomicCounterBuffers[ShaderType::TessEvaluation];
281 
282     // Subpixel bits.
283     mResources.SubPixelBits = static_cast<int>(caps.subPixelBits);
284 }
285 
286 Compiler::~Compiler() = default;
287 
onDestroy(const Context * context)288 void Compiler::onDestroy(const Context *context)
289 {
290     std::lock_guard<angle::SimpleMutex> lock(context->getDisplay()->getDisplayGlobalMutex());
291     for (auto &pool : mPools)
292     {
293         for (ShCompilerInstance &instance : pool)
294         {
295             instance.destroy();
296         }
297     }
298     --gActiveCompilers;
299     if (gActiveCompilers == 0)
300     {
301         sh::Finalize();
302     }
303 }
304 
getInstance(ShaderType type)305 ShCompilerInstance Compiler::getInstance(ShaderType type)
306 {
307     ASSERT(type != ShaderType::InvalidEnum);
308     auto &pool = mPools[type];
309     if (pool.empty())
310     {
311         ShHandle handle = sh::ConstructCompiler(ToGLenum(type), mSpec, mOutputType, &mResources);
312         ASSERT(handle);
313         return ShCompilerInstance(handle, mOutputType, type);
314     }
315     else
316     {
317         ShCompilerInstance instance = std::move(pool.back());
318         pool.pop_back();
319         return instance;
320     }
321 }
322 
putInstance(ShCompilerInstance && instance)323 void Compiler::putInstance(ShCompilerInstance &&instance)
324 {
325     static constexpr size_t kMaxPoolSize = 32;
326     auto &pool                           = mPools[instance.getShaderType()];
327     if (pool.size() < kMaxPoolSize)
328     {
329         pool.push_back(std::move(instance));
330     }
331     else
332     {
333         instance.destroy();
334     }
335 }
336 
SelectShaderSpec(const State & state)337 ShShaderSpec Compiler::SelectShaderSpec(const State &state)
338 {
339     const GLint majorVersion = state.getClientMajorVersion();
340     const GLint minorVersion = state.getClientMinorVersion();
341     bool isWebGL             = state.isWebGL();
342 
343     if (majorVersion >= 3)
344     {
345         switch (minorVersion)
346         {
347             case 2:
348                 ASSERT(!isWebGL);
349                 return SH_GLES3_2_SPEC;
350             case 1:
351                 return isWebGL ? SH_WEBGL3_SPEC : SH_GLES3_1_SPEC;
352             case 0:
353                 return isWebGL ? SH_WEBGL2_SPEC : SH_GLES3_SPEC;
354             default:
355                 UNREACHABLE();
356         }
357     }
358 
359     // GLES1 emulation: Use GLES3 shader spec.
360     if (!isWebGL && majorVersion == 1)
361     {
362         return SH_GLES3_SPEC;
363     }
364 
365     return isWebGL ? SH_WEBGL_SPEC : SH_GLES2_SPEC;
366 }
367 
ShCompilerInstance()368 ShCompilerInstance::ShCompilerInstance() : mHandle(nullptr) {}
369 
ShCompilerInstance(ShHandle handle,ShShaderOutput outputType,ShaderType shaderType)370 ShCompilerInstance::ShCompilerInstance(ShHandle handle,
371                                        ShShaderOutput outputType,
372                                        ShaderType shaderType)
373     : mHandle(handle), mOutputType(outputType), mShaderType(shaderType)
374 {}
375 
~ShCompilerInstance()376 ShCompilerInstance::~ShCompilerInstance()
377 {
378     ASSERT(mHandle == nullptr);
379 }
380 
destroy()381 void ShCompilerInstance::destroy()
382 {
383     if (mHandle != nullptr)
384     {
385         sh::Destruct(mHandle);
386         mHandle = nullptr;
387     }
388 }
389 
ShCompilerInstance(ShCompilerInstance && other)390 ShCompilerInstance::ShCompilerInstance(ShCompilerInstance &&other)
391     : mHandle(other.mHandle), mOutputType(other.mOutputType), mShaderType(other.mShaderType)
392 {
393     other.mHandle = nullptr;
394 }
395 
operator =(ShCompilerInstance && other)396 ShCompilerInstance &ShCompilerInstance::operator=(ShCompilerInstance &&other)
397 {
398     mHandle       = other.mHandle;
399     mOutputType   = other.mOutputType;
400     mShaderType   = other.mShaderType;
401     other.mHandle = nullptr;
402     return *this;
403 }
404 
getHandle()405 ShHandle ShCompilerInstance::getHandle()
406 {
407     return mHandle;
408 }
409 
getShaderType() const410 ShaderType ShCompilerInstance::getShaderType() const
411 {
412     return mShaderType;
413 }
414 
getBuiltInResources() const415 ShBuiltInResources ShCompilerInstance::getBuiltInResources() const
416 {
417     return sh::GetBuiltInResources(mHandle);
418 }
419 
getShaderOutputType() const420 ShShaderOutput ShCompilerInstance::getShaderOutputType() const
421 {
422     return mOutputType;
423 }
424 
425 }  // namespace gl
426