| // | |
| // 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.maxShaderImageUniforms[ShaderType::Vertex]; | |
| mResources.MaxFragmentImageUniforms = caps.maxShaderImageUniforms[ShaderType::Fragment]; | |
| mResources.MaxComputeImageUniforms = caps.maxShaderImageUniforms[ShaderType::Compute]; | |
| 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.maxShaderUniformComponents[ShaderType::Compute]; | |
| mResources.MaxComputeTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Compute]; | |
| mResources.MaxComputeAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Compute]; | |
| mResources.MaxComputeAtomicCounterBuffers = | |
| caps.maxShaderAtomicCounterBuffers[ShaderType::Compute]; | |
| mResources.MaxVertexAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Vertex]; | |
| mResources.MaxFragmentAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Fragment]; | |
| mResources.MaxCombinedAtomicCounters = caps.maxCombinedAtomicCounters; | |
| mResources.MaxAtomicCounterBindings = caps.maxAtomicCounterBufferBindings; | |
| mResources.MaxVertexAtomicCounterBuffers = | |
| caps.maxShaderAtomicCounterBuffers[ShaderType::Vertex]; | |
| mResources.MaxFragmentAtomicCounterBuffers = | |
| caps.maxShaderAtomicCounterBuffers[ShaderType::Fragment]; | |
| 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.maxShaderUniformComponents[ShaderType::Geometry]; | |
| 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.maxShaderAtomicCounterBuffers[ShaderType::Geometry]; | |
| mResources.MaxGeometryAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Geometry]; | |
| mResources.MaxGeometryShaderStorageBlocks = caps.maxShaderStorageBlocks[ShaderType::Geometry]; | |
| mResources.MaxGeometryShaderInvocations = caps.maxGeometryShaderInvocations; | |
| mResources.MaxGeometryImageUniforms = caps.maxShaderImageUniforms[ShaderType::Geometry]; | |
| } | |
| 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 |