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
SelectShaderSpec(GLint majorVersion,GLint minorVersion,bool isWebGL,EGLenum clientType)27 ShShaderSpec SelectShaderSpec(GLint majorVersion,
28 GLint minorVersion,
29 bool isWebGL,
30 EGLenum clientType)
31 {
32 // For Desktop GL
33 if (clientType == EGL_OPENGL_API)
34 {
35 return SH_GL_COMPATIBILITY_SPEC;
36 }
37
38 if (majorVersion >= 3)
39 {
40 switch (minorVersion)
41 {
42 case 2:
43 ASSERT(!isWebGL);
44 return SH_GLES3_2_SPEC;
45 case 1:
46 return isWebGL ? SH_WEBGL3_SPEC : SH_GLES3_1_SPEC;
47 case 0:
48 return isWebGL ? SH_WEBGL2_SPEC : SH_GLES3_SPEC;
49 default:
50 UNREACHABLE();
51 }
52 }
53
54 // GLES1 emulation: Use GLES3 shader spec.
55 if (!isWebGL && majorVersion == 1)
56 {
57 return SH_GLES3_SPEC;
58 }
59
60 return isWebGL ? SH_WEBGL_SPEC : SH_GLES2_SPEC;
61 }
62
63 } // anonymous namespace
64
Compiler(rx::GLImplFactory * implFactory,const State & state,egl::Display * display)65 Compiler::Compiler(rx::GLImplFactory *implFactory, const State &state, egl::Display *display)
66 : mImplementation(implFactory->createCompiler()),
67 mSpec(SelectShaderSpec(state.getClientMajorVersion(),
68 state.getClientMinorVersion(),
69 state.getExtensions().webglCompatibility,
70 state.getClientType())),
71 mOutputType(mImplementation->getTranslatorOutputType()),
72 mResources()
73 {
74 // TODO(http://anglebug.com/3819): Update for GL version specific validation
75 ASSERT(state.getClientMajorVersion() == 1 || state.getClientMajorVersion() == 2 ||
76 state.getClientMajorVersion() == 3 || state.getClientMajorVersion() == 4);
77
78 const gl::Caps &caps = state.getCaps();
79 const gl::Extensions &extensions = state.getExtensions();
80
81 {
82 std::lock_guard<std::mutex> lock(display->getDisplayGlobalMutex());
83 if (gActiveCompilers == 0)
84 {
85 sh::Initialize();
86 }
87 ++gActiveCompilers;
88 }
89
90 sh::InitBuiltInResources(&mResources);
91 mResources.MaxVertexAttribs = caps.maxVertexAttributes;
92 mResources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
93 mResources.MaxVaryingVectors = caps.maxVaryingVectors;
94 mResources.MaxVertexTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Vertex];
95 mResources.MaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
96 mResources.MaxTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Fragment];
97 mResources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
98 mResources.MaxDrawBuffers = caps.maxDrawBuffers;
99 mResources.OES_standard_derivatives = extensions.standardDerivativesOES;
100 mResources.EXT_draw_buffers = extensions.drawBuffers;
101 mResources.EXT_shader_texture_lod = extensions.shaderTextureLOD;
102 mResources.EXT_shader_non_constant_global_initializers =
103 extensions.shaderNonConstGlobalInitializersEXT;
104 mResources.OES_EGL_image_external = extensions.eglImageExternalOES;
105 mResources.OES_EGL_image_external_essl3 = extensions.eglImageExternalEssl3OES;
106 mResources.NV_EGL_stream_consumer_external = extensions.eglStreamConsumerExternalNV;
107 mResources.NV_shader_noperspective_interpolation = extensions.noperspectiveInterpolationNV;
108 mResources.ARB_texture_rectangle = extensions.textureRectangle;
109 mResources.EXT_gpu_shader5 = extensions.gpuShader5EXT;
110 mResources.OES_shader_io_blocks = extensions.shaderIoBlocksOES;
111 mResources.EXT_shader_io_blocks = extensions.shaderIoBlocksEXT;
112 mResources.OES_texture_storage_multisample_2d_array =
113 extensions.textureStorageMultisample2DArrayOES;
114 mResources.OES_texture_3D = extensions.texture3DOES;
115 mResources.ANGLE_texture_multisample = extensions.textureMultisample;
116 mResources.ANGLE_multi_draw = extensions.multiDraw;
117 mResources.ANGLE_base_vertex_base_instance = extensions.baseVertexBaseInstance;
118 mResources.APPLE_clip_distance = extensions.clipDistanceAPPLE;
119 // OES_shader_multisample_interpolation
120 mResources.OES_shader_multisample_interpolation = extensions.multisampleInterpolationOES;
121 mResources.OES_shader_image_atomic = extensions.shaderImageAtomicOES;
122 // TODO: use shader precision caps to determine if high precision is supported?
123 mResources.FragmentPrecisionHigh = 1;
124 mResources.EXT_frag_depth = extensions.fragDepth;
125
126 // OVR_multiview state
127 mResources.OVR_multiview = extensions.multiview;
128
129 // OVR_multiview2 state
130 mResources.OVR_multiview2 = extensions.multiview2;
131 mResources.MaxViewsOVR = extensions.maxViews;
132
133 // EXT_multisampled_render_to_texture and EXT_multisampled_render_to_texture2
134 mResources.EXT_multisampled_render_to_texture = extensions.multisampledRenderToTexture;
135 mResources.EXT_multisampled_render_to_texture2 = extensions.multisampledRenderToTexture2;
136
137 // WEBGL_video_texture
138 mResources.WEBGL_video_texture = extensions.webglVideoTexture;
139
140 // OES_texture_cube_map_array
141 mResources.OES_texture_cube_map_array = extensions.textureCubeMapArrayOES;
142 mResources.EXT_texture_cube_map_array = extensions.textureCubeMapArrayEXT;
143
144 // EXT_shadow_samplers
145 mResources.EXT_shadow_samplers = extensions.shadowSamplersEXT;
146
147 // OES_texture_buffer
148 mResources.OES_texture_buffer = extensions.textureBufferOES;
149 mResources.EXT_texture_buffer = extensions.textureBufferEXT;
150
151 // GL_EXT_YUV_target
152 mResources.EXT_YUV_target = extensions.yuvTargetEXT;
153
154 mResources.EXT_shader_framebuffer_fetch_non_coherent =
155 extensions.shaderFramebufferFetchNonCoherentEXT;
156
157 // GL_EXT_clip_cull_distance
158 mResources.EXT_clip_cull_distance = extensions.clipCullDistanceEXT;
159
160 // GLSL ES 3.0 constants
161 mResources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
162 mResources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
163 mResources.MinProgramTexelOffset = caps.minProgramTexelOffset;
164 mResources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
165
166 // EXT_blend_func_extended
167 mResources.EXT_blend_func_extended = extensions.blendFuncExtended;
168 mResources.MaxDualSourceDrawBuffers = extensions.maxDualSourceDrawBuffers;
169
170 // APPLE_clip_distance/EXT_clip_cull_distance
171 mResources.MaxClipDistances = caps.maxClipDistances;
172 mResources.MaxCullDistances = caps.maxCullDistances;
173 mResources.MaxCombinedClipAndCullDistances = caps.maxCombinedClipAndCullDistances;
174
175 // OES_sample_variables
176 mResources.OES_sample_variables = extensions.sampleVariablesOES;
177 mResources.MaxSamples = caps.maxSamples;
178
179 // GLSL ES 3.1 constants
180 mResources.MaxProgramTextureGatherOffset = caps.maxProgramTextureGatherOffset;
181 mResources.MinProgramTextureGatherOffset = caps.minProgramTextureGatherOffset;
182 mResources.MaxImageUnits = caps.maxImageUnits;
183 mResources.MaxVertexImageUniforms = caps.maxShaderImageUniforms[ShaderType::Vertex];
184 mResources.MaxFragmentImageUniforms = caps.maxShaderImageUniforms[ShaderType::Fragment];
185 mResources.MaxComputeImageUniforms = caps.maxShaderImageUniforms[ShaderType::Compute];
186 mResources.MaxCombinedImageUniforms = caps.maxCombinedImageUniforms;
187 mResources.MaxCombinedShaderOutputResources = caps.maxCombinedShaderOutputResources;
188 mResources.MaxUniformLocations = caps.maxUniformLocations;
189
190 for (size_t index = 0u; index < 3u; ++index)
191 {
192 mResources.MaxComputeWorkGroupCount[index] = caps.maxComputeWorkGroupCount[index];
193 mResources.MaxComputeWorkGroupSize[index] = caps.maxComputeWorkGroupSize[index];
194 }
195
196 mResources.MaxComputeUniformComponents = caps.maxShaderUniformComponents[ShaderType::Compute];
197 mResources.MaxComputeTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Compute];
198
199 mResources.MaxComputeAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Compute];
200 mResources.MaxComputeAtomicCounterBuffers =
201 caps.maxShaderAtomicCounterBuffers[ShaderType::Compute];
202
203 mResources.MaxVertexAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Vertex];
204 mResources.MaxFragmentAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Fragment];
205 mResources.MaxCombinedAtomicCounters = caps.maxCombinedAtomicCounters;
206 mResources.MaxAtomicCounterBindings = caps.maxAtomicCounterBufferBindings;
207 mResources.MaxVertexAtomicCounterBuffers =
208 caps.maxShaderAtomicCounterBuffers[ShaderType::Vertex];
209 mResources.MaxFragmentAtomicCounterBuffers =
210 caps.maxShaderAtomicCounterBuffers[ShaderType::Fragment];
211 mResources.MaxCombinedAtomicCounterBuffers = caps.maxCombinedAtomicCounterBuffers;
212 mResources.MaxAtomicCounterBufferSize = caps.maxAtomicCounterBufferSize;
213
214 mResources.MaxUniformBufferBindings = caps.maxUniformBufferBindings;
215 mResources.MaxShaderStorageBufferBindings = caps.maxShaderStorageBufferBindings;
216
217 // Needed by point size clamping workaround
218 mResources.MaxPointSize = caps.maxAliasedPointSize;
219
220 if (state.getClientMajorVersion() == 2 && !extensions.drawBuffers)
221 {
222 mResources.MaxDrawBuffers = 1;
223 }
224
225 // Geometry Shader constants
226 mResources.EXT_geometry_shader = extensions.geometryShader;
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.MaxTessControlInputComponents = caps.maxTessControlInputComponents;
245 mResources.MaxTessControlOutputComponents = caps.maxTessControlOutputComponents;
246 mResources.MaxTessControlTextureImageUnits =
247 caps.maxShaderTextureImageUnits[ShaderType::TessControl];
248 mResources.MaxTessControlUniformComponents =
249 caps.maxShaderUniformComponents[ShaderType::TessControl];
250 mResources.MaxTessControlTotalOutputComponents = caps.maxTessControlTotalOutputComponents;
251 mResources.MaxTessControlImageUniforms = caps.maxShaderImageUniforms[ShaderType::TessControl];
252 mResources.MaxTessControlAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::TessControl];
253 mResources.MaxTessControlAtomicCounterBuffers =
254 caps.maxShaderAtomicCounterBuffers[ShaderType::TessControl];
255
256 mResources.MaxTessPatchComponents = caps.maxTessPatchComponents;
257 mResources.MaxPatchVertices = caps.maxPatchVertices;
258 mResources.MaxTessGenLevel = caps.maxTessGenLevel;
259
260 mResources.MaxTessEvaluationInputComponents = caps.maxTessEvaluationInputComponents;
261 mResources.MaxTessEvaluationOutputComponents = caps.maxTessEvaluationOutputComponents;
262 mResources.MaxTessEvaluationTextureImageUnits =
263 caps.maxShaderTextureImageUnits[ShaderType::TessEvaluation];
264 mResources.MaxTessEvaluationUniformComponents =
265 caps.maxShaderUniformComponents[ShaderType::TessEvaluation];
266 mResources.MaxTessEvaluationImageUniforms =
267 caps.maxShaderImageUniforms[ShaderType::TessEvaluation];
268 mResources.MaxTessEvaluationAtomicCounters =
269 caps.maxShaderAtomicCounters[ShaderType::TessEvaluation];
270 mResources.MaxTessEvaluationAtomicCounterBuffers =
271 caps.maxShaderAtomicCounterBuffers[ShaderType::TessEvaluation];
272
273 // Subpixel bits.
274 mResources.SubPixelBits = static_cast<int>(caps.subPixelBits);
275 }
276
277 Compiler::~Compiler() = default;
278
onDestroy(const Context * context)279 void Compiler::onDestroy(const Context *context)
280 {
281 std::lock_guard<std::mutex> lock(context->getDisplay()->getDisplayGlobalMutex());
282 for (auto &pool : mPools)
283 {
284 for (ShCompilerInstance &instance : pool)
285 {
286 instance.destroy();
287 }
288 }
289 --gActiveCompilers;
290 if (gActiveCompilers == 0)
291 {
292 sh::Finalize();
293 }
294 }
295
getInstance(ShaderType type)296 ShCompilerInstance Compiler::getInstance(ShaderType type)
297 {
298 ASSERT(type != ShaderType::InvalidEnum);
299 auto &pool = mPools[type];
300 if (pool.empty())
301 {
302 ShHandle handle = sh::ConstructCompiler(ToGLenum(type), mSpec, mOutputType, &mResources);
303 ASSERT(handle);
304 return ShCompilerInstance(handle, mOutputType, type);
305 }
306 else
307 {
308 ShCompilerInstance instance = std::move(pool.back());
309 pool.pop_back();
310 return instance;
311 }
312 }
313
putInstance(ShCompilerInstance && instance)314 void Compiler::putInstance(ShCompilerInstance &&instance)
315 {
316 static constexpr size_t kMaxPoolSize = 32;
317 auto &pool = mPools[instance.getShaderType()];
318 if (pool.size() < kMaxPoolSize)
319 {
320 pool.push_back(std::move(instance));
321 }
322 else
323 {
324 instance.destroy();
325 }
326 }
327
ShCompilerInstance()328 ShCompilerInstance::ShCompilerInstance() : mHandle(nullptr) {}
329
ShCompilerInstance(ShHandle handle,ShShaderOutput outputType,ShaderType shaderType)330 ShCompilerInstance::ShCompilerInstance(ShHandle handle,
331 ShShaderOutput outputType,
332 ShaderType shaderType)
333 : mHandle(handle), mOutputType(outputType), mShaderType(shaderType)
334 {}
335
~ShCompilerInstance()336 ShCompilerInstance::~ShCompilerInstance()
337 {
338 ASSERT(mHandle == nullptr);
339 }
340
destroy()341 void ShCompilerInstance::destroy()
342 {
343 if (mHandle != nullptr)
344 {
345 sh::Destruct(mHandle);
346 mHandle = nullptr;
347 }
348 }
349
ShCompilerInstance(ShCompilerInstance && other)350 ShCompilerInstance::ShCompilerInstance(ShCompilerInstance &&other)
351 : mHandle(other.mHandle), mOutputType(other.mOutputType), mShaderType(other.mShaderType)
352 {
353 other.mHandle = nullptr;
354 }
355
operator =(ShCompilerInstance && other)356 ShCompilerInstance &ShCompilerInstance::operator=(ShCompilerInstance &&other)
357 {
358 mHandle = other.mHandle;
359 mOutputType = other.mOutputType;
360 mShaderType = other.mShaderType;
361 other.mHandle = nullptr;
362 return *this;
363 }
364
getHandle()365 ShHandle ShCompilerInstance::getHandle()
366 {
367 return mHandle;
368 }
369
getShaderType() const370 ShaderType ShCompilerInstance::getShaderType() const
371 {
372 return mShaderType;
373 }
374
getBuiltinResourcesString()375 const std::string &ShCompilerInstance::getBuiltinResourcesString()
376 {
377 return sh::GetBuiltInResourcesString(mHandle);
378 }
379
getShaderOutputType() const380 ShShaderOutput ShCompilerInstance::getShaderOutputType() const
381 {
382 return mOutputType;
383 }
384
385 } // namespace gl
386