// // Copyright (c) 2014 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Compiler.cpp: implements the gl::Compiler class. #include "libANGLE/Compiler.h" #include "common/debug.h" #include "libANGLE/ContextState.h" #include "libANGLE/renderer/CompilerImpl.h" #include "libANGLE/renderer/GLImplFactory.h" namespace gl { namespace { // Global count of active shader compiler handles. Needed to know when to call sh::Initialize and // sh::Finalize. size_t activeCompilerHandles = 0; ShShaderSpec SelectShaderSpec(GLint majorVersion, GLint minorVersion, bool isWebGL) { if (majorVersion >= 3) { if (minorVersion == 1) { return isWebGL ? SH_WEBGL3_SPEC : SH_GLES3_1_SPEC; } else { return isWebGL ? SH_WEBGL2_SPEC : SH_GLES3_SPEC; } } // GLES1 emulation: Use GLES3 shader spec. if (!isWebGL && majorVersion == 1) { return SH_GLES3_SPEC; } return isWebGL ? SH_WEBGL_SPEC : SH_GLES2_SPEC; } } // anonymous namespace Compiler::Compiler(rx::GLImplFactory *implFactory, const ContextState &state) : mImplementation(implFactory->createCompiler()), mSpec(SelectShaderSpec(state.getClientMajorVersion(), state.getClientMinorVersion(), state.getExtensions().webglCompatibility)), mOutputType(mImplementation->getTranslatorOutputType()), mResources(), mShaderCompilers({}) { ASSERT(state.getClientMajorVersion() == 1 || state.getClientMajorVersion() == 2 || state.getClientMajorVersion() == 3); const gl::Caps &caps = state.getCaps(); const gl::Extensions &extensions = state.getExtensions(); sh::InitBuiltInResources(&mResources); mResources.MaxVertexAttribs = caps.maxVertexAttributes; mResources.MaxVertexUniformVectors = caps.maxVertexUniformVectors; mResources.MaxVaryingVectors = caps.maxVaryingVectors; mResources.MaxVertexTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Vertex]; mResources.MaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits; mResources.MaxTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Fragment]; mResources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors; mResources.MaxDrawBuffers = caps.maxDrawBuffers; mResources.OES_standard_derivatives = extensions.standardDerivatives; mResources.EXT_draw_buffers = extensions.drawBuffers; mResources.EXT_shader_texture_lod = extensions.shaderTextureLOD; mResources.OES_EGL_image_external = extensions.eglImageExternal; mResources.OES_EGL_image_external_essl3 = extensions.eglImageExternalEssl3; mResources.NV_EGL_stream_consumer_external = extensions.eglStreamConsumerExternal; mResources.ARB_texture_rectangle = extensions.textureRectangle; // TODO: use shader precision caps to determine if high precision is supported? mResources.FragmentPrecisionHigh = 1; mResources.EXT_frag_depth = extensions.fragDepth; // OVR_multiview state mResources.OVR_multiview = extensions.multiview; mResources.MaxViewsOVR = extensions.maxViews; // GLSL ES 3.0 constants mResources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4; mResources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4; mResources.MinProgramTexelOffset = caps.minProgramTexelOffset; mResources.MaxProgramTexelOffset = caps.maxProgramTexelOffset; // GLSL ES 3.1 constants mResources.MaxProgramTextureGatherOffset = caps.maxProgramTextureGatherOffset; mResources.MinProgramTextureGatherOffset = caps.minProgramTextureGatherOffset; mResources.MaxImageUnits = caps.maxImageUnits; mResources.MaxVertexImageUniforms = caps.maxVertexImageUniforms; mResources.MaxFragmentImageUniforms = caps.maxFragmentImageUniforms; mResources.MaxComputeImageUniforms = caps.maxComputeImageUniforms; mResources.MaxCombinedImageUniforms = caps.maxCombinedImageUniforms; mResources.MaxCombinedShaderOutputResources = caps.maxCombinedShaderOutputResources; mResources.MaxUniformLocations = caps.maxUniformLocations; for (size_t index = 0u; index < 3u; ++index) { mResources.MaxComputeWorkGroupCount[index] = caps.maxComputeWorkGroupCount[index]; mResources.MaxComputeWorkGroupSize[index] = caps.maxComputeWorkGroupSize[index]; } mResources.MaxComputeUniformComponents = caps.maxComputeUniformComponents; mResources.MaxComputeTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Compute]; mResources.MaxComputeAtomicCounters = caps.maxComputeAtomicCounters; mResources.MaxComputeAtomicCounterBuffers = caps.maxComputeAtomicCounterBuffers; mResources.MaxVertexAtomicCounters = caps.maxVertexAtomicCounters; mResources.MaxFragmentAtomicCounters = caps.maxFragmentAtomicCounters; mResources.MaxCombinedAtomicCounters = caps.maxCombinedAtomicCounters; mResources.MaxAtomicCounterBindings = caps.maxAtomicCounterBufferBindings; mResources.MaxVertexAtomicCounterBuffers = caps.maxVertexAtomicCounterBuffers; mResources.MaxFragmentAtomicCounterBuffers = caps.maxFragmentAtomicCounterBuffers; mResources.MaxCombinedAtomicCounterBuffers = caps.maxCombinedAtomicCounterBuffers; mResources.MaxAtomicCounterBufferSize = caps.maxAtomicCounterBufferSize; mResources.MaxUniformBufferBindings = caps.maxUniformBufferBindings; mResources.MaxShaderStorageBufferBindings = caps.maxShaderStorageBufferBindings; // Needed by point size clamping workaround mResources.MaxPointSize = caps.maxAliasedPointSize; if (state.getClientMajorVersion() == 2 && !extensions.drawBuffers) { mResources.MaxDrawBuffers = 1; } // Geometry Shader constants mResources.EXT_geometry_shader = extensions.geometryShader; mResources.MaxGeometryUniformComponents = caps.maxGeometryUniformComponents; mResources.MaxGeometryUniformBlocks = caps.maxShaderUniformBlocks[ShaderType::Geometry]; mResources.MaxGeometryInputComponents = caps.maxGeometryInputComponents; mResources.MaxGeometryOutputComponents = caps.maxGeometryOutputComponents; mResources.MaxGeometryOutputVertices = caps.maxGeometryOutputVertices; mResources.MaxGeometryTotalOutputComponents = caps.maxGeometryTotalOutputComponents; mResources.MaxGeometryTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Geometry]; mResources.MaxGeometryAtomicCounterBuffers = caps.maxGeometryAtomicCounterBuffers; mResources.MaxGeometryAtomicCounters = caps.maxGeometryAtomicCounters; mResources.MaxGeometryShaderStorageBlocks = caps.maxShaderStorageBlocks[ShaderType::Geometry]; mResources.MaxGeometryShaderInvocations = caps.maxGeometryShaderInvocations; mResources.MaxGeometryImageUniforms = caps.maxGeometryImageUniforms; } Compiler::~Compiler() { for (ShaderType shaderType : AllShaderTypes()) { ShHandle compilerHandle = mShaderCompilers[shaderType]; if (compilerHandle) { sh::Destruct(compilerHandle); mShaderCompilers[shaderType] = nullptr; ASSERT(activeCompilerHandles > 0); activeCompilerHandles--; } } if (activeCompilerHandles == 0) { sh::Finalize(); } ANGLE_SWALLOW_ERR(mImplementation->release()); } ShHandle Compiler::getCompilerHandle(ShaderType type) { ASSERT(type != ShaderType::InvalidEnum); ShHandle *compiler = &mShaderCompilers[type]; if (!(*compiler)) { if (activeCompilerHandles == 0) { sh::Initialize(); } *compiler = sh::ConstructCompiler(ToGLenum(type), mSpec, mOutputType, &mResources); ASSERT(*compiler); activeCompilerHandles++; } return *compiler; } const std::string &Compiler::getBuiltinResourcesString(ShaderType type) { return sh::GetBuiltInResourcesString(getCompilerHandle(type)); } } // namespace gl