1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2014 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker
7*8975f5c5SAndroid Build Coastguard Worker // Compiler.cpp: implements the gl::Compiler class.
8*8975f5c5SAndroid Build Coastguard Worker
9*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/Compiler.h"
10*8975f5c5SAndroid Build Coastguard Worker
11*8975f5c5SAndroid Build Coastguard Worker #include "common/debug.h"
12*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/Context.h"
13*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/Display.h"
14*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/State.h"
15*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/CompilerImpl.h"
16*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/GLImplFactory.h"
17*8975f5c5SAndroid Build Coastguard Worker
18*8975f5c5SAndroid Build Coastguard Worker namespace gl
19*8975f5c5SAndroid Build Coastguard Worker {
20*8975f5c5SAndroid Build Coastguard Worker
21*8975f5c5SAndroid Build Coastguard Worker namespace
22*8975f5c5SAndroid Build Coastguard Worker {
23*8975f5c5SAndroid Build Coastguard Worker
24*8975f5c5SAndroid Build Coastguard Worker // To know when to call sh::Initialize and sh::Finalize.
25*8975f5c5SAndroid Build Coastguard Worker size_t gActiveCompilers = 0;
26*8975f5c5SAndroid Build Coastguard Worker
27*8975f5c5SAndroid Build Coastguard Worker } // anonymous namespace
28*8975f5c5SAndroid Build Coastguard Worker
Compiler(rx::GLImplFactory * implFactory,const State & state,egl::Display * display)29*8975f5c5SAndroid Build Coastguard Worker Compiler::Compiler(rx::GLImplFactory *implFactory, const State &state, egl::Display *display)
30*8975f5c5SAndroid Build Coastguard Worker : mImplementation(implFactory->createCompiler()),
31*8975f5c5SAndroid Build Coastguard Worker mSpec(SelectShaderSpec(state)),
32*8975f5c5SAndroid Build Coastguard Worker mOutputType(mImplementation->getTranslatorOutputType()),
33*8975f5c5SAndroid Build Coastguard Worker mResources()
34*8975f5c5SAndroid Build Coastguard Worker {
35*8975f5c5SAndroid Build Coastguard Worker // TODO(http://anglebug.com/42262462): Update for GL version specific validation
36*8975f5c5SAndroid Build Coastguard Worker ASSERT(state.getClientMajorVersion() == 1 || state.getClientMajorVersion() == 2 ||
37*8975f5c5SAndroid Build Coastguard Worker state.getClientMajorVersion() == 3 || state.getClientMajorVersion() == 4);
38*8975f5c5SAndroid Build Coastguard Worker
39*8975f5c5SAndroid Build Coastguard Worker {
40*8975f5c5SAndroid Build Coastguard Worker std::lock_guard<angle::SimpleMutex> lock(display->getDisplayGlobalMutex());
41*8975f5c5SAndroid Build Coastguard Worker if (gActiveCompilers == 0)
42*8975f5c5SAndroid Build Coastguard Worker {
43*8975f5c5SAndroid Build Coastguard Worker sh::Initialize();
44*8975f5c5SAndroid Build Coastguard Worker }
45*8975f5c5SAndroid Build Coastguard Worker ++gActiveCompilers;
46*8975f5c5SAndroid Build Coastguard Worker }
47*8975f5c5SAndroid Build Coastguard Worker
48*8975f5c5SAndroid Build Coastguard Worker const Caps &caps = state.getCaps();
49*8975f5c5SAndroid Build Coastguard Worker const Extensions &extensions = state.getExtensions();
50*8975f5c5SAndroid Build Coastguard Worker
51*8975f5c5SAndroid Build Coastguard Worker sh::InitBuiltInResources(&mResources);
52*8975f5c5SAndroid Build Coastguard Worker mResources.MaxVertexAttribs = caps.maxVertexAttributes;
53*8975f5c5SAndroid Build Coastguard Worker mResources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
54*8975f5c5SAndroid Build Coastguard Worker mResources.MaxVaryingVectors = caps.maxVaryingVectors;
55*8975f5c5SAndroid Build Coastguard Worker mResources.MaxVertexTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Vertex];
56*8975f5c5SAndroid Build Coastguard Worker mResources.MaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
57*8975f5c5SAndroid Build Coastguard Worker mResources.MaxTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Fragment];
58*8975f5c5SAndroid Build Coastguard Worker mResources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
59*8975f5c5SAndroid Build Coastguard Worker mResources.MaxDrawBuffers = caps.maxDrawBuffers;
60*8975f5c5SAndroid Build Coastguard Worker mResources.OES_standard_derivatives = extensions.standardDerivativesOES;
61*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_draw_buffers = extensions.drawBuffersEXT;
62*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_shader_texture_lod = extensions.shaderTextureLodEXT;
63*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_shader_non_constant_global_initializers =
64*8975f5c5SAndroid Build Coastguard Worker extensions.shaderNonConstantGlobalInitializersEXT;
65*8975f5c5SAndroid Build Coastguard Worker mResources.OES_EGL_image_external = extensions.EGLImageExternalOES;
66*8975f5c5SAndroid Build Coastguard Worker mResources.OES_EGL_image_external_essl3 = extensions.EGLImageExternalEssl3OES;
67*8975f5c5SAndroid Build Coastguard Worker mResources.NV_EGL_stream_consumer_external = extensions.EGLStreamConsumerExternalNV;
68*8975f5c5SAndroid Build Coastguard Worker mResources.NV_shader_noperspective_interpolation =
69*8975f5c5SAndroid Build Coastguard Worker extensions.shaderNoperspectiveInterpolationNV;
70*8975f5c5SAndroid Build Coastguard Worker mResources.ARB_texture_rectangle = extensions.textureRectangleANGLE;
71*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_gpu_shader5 = extensions.gpuShader5EXT;
72*8975f5c5SAndroid Build Coastguard Worker mResources.OES_gpu_shader5 = extensions.gpuShader5OES;
73*8975f5c5SAndroid Build Coastguard Worker mResources.OES_shader_io_blocks = extensions.shaderIoBlocksOES;
74*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_shader_io_blocks = extensions.shaderIoBlocksEXT;
75*8975f5c5SAndroid Build Coastguard Worker mResources.OES_texture_storage_multisample_2d_array =
76*8975f5c5SAndroid Build Coastguard Worker extensions.textureStorageMultisample2dArrayOES;
77*8975f5c5SAndroid Build Coastguard Worker mResources.OES_texture_3D = extensions.texture3DOES;
78*8975f5c5SAndroid Build Coastguard Worker mResources.ANGLE_base_vertex_base_instance_shader_builtin =
79*8975f5c5SAndroid Build Coastguard Worker extensions.baseVertexBaseInstanceShaderBuiltinANGLE;
80*8975f5c5SAndroid Build Coastguard Worker mResources.ANGLE_multi_draw = extensions.multiDrawANGLE;
81*8975f5c5SAndroid Build Coastguard Worker mResources.ANGLE_shader_pixel_local_storage = extensions.shaderPixelLocalStorageANGLE;
82*8975f5c5SAndroid Build Coastguard Worker mResources.ANGLE_texture_multisample = extensions.textureMultisampleANGLE;
83*8975f5c5SAndroid Build Coastguard Worker mResources.APPLE_clip_distance = extensions.clipDistanceAPPLE;
84*8975f5c5SAndroid Build Coastguard Worker // OES_shader_multisample_interpolation
85*8975f5c5SAndroid Build Coastguard Worker mResources.OES_shader_multisample_interpolation = extensions.shaderMultisampleInterpolationOES;
86*8975f5c5SAndroid Build Coastguard Worker mResources.OES_shader_image_atomic = extensions.shaderImageAtomicOES;
87*8975f5c5SAndroid Build Coastguard Worker // TODO: use shader precision caps to determine if high precision is supported?
88*8975f5c5SAndroid Build Coastguard Worker mResources.FragmentPrecisionHigh = 1;
89*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_frag_depth = extensions.fragDepthEXT;
90*8975f5c5SAndroid Build Coastguard Worker
91*8975f5c5SAndroid Build Coastguard Worker // OVR_multiview state
92*8975f5c5SAndroid Build Coastguard Worker mResources.OVR_multiview = extensions.multiviewOVR;
93*8975f5c5SAndroid Build Coastguard Worker
94*8975f5c5SAndroid Build Coastguard Worker // OVR_multiview2 state
95*8975f5c5SAndroid Build Coastguard Worker mResources.OVR_multiview2 = extensions.multiview2OVR;
96*8975f5c5SAndroid Build Coastguard Worker mResources.MaxViewsOVR = caps.maxViews;
97*8975f5c5SAndroid Build Coastguard Worker
98*8975f5c5SAndroid Build Coastguard Worker // EXT_multisampled_render_to_texture and EXT_multisampled_render_to_texture2
99*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_multisampled_render_to_texture = extensions.multisampledRenderToTextureEXT;
100*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_multisampled_render_to_texture2 = extensions.multisampledRenderToTexture2EXT;
101*8975f5c5SAndroid Build Coastguard Worker
102*8975f5c5SAndroid Build Coastguard Worker // WEBGL_video_texture
103*8975f5c5SAndroid Build Coastguard Worker mResources.WEBGL_video_texture = extensions.videoTextureWEBGL;
104*8975f5c5SAndroid Build Coastguard Worker
105*8975f5c5SAndroid Build Coastguard Worker // OES_texture_cube_map_array
106*8975f5c5SAndroid Build Coastguard Worker mResources.OES_texture_cube_map_array = extensions.textureCubeMapArrayOES;
107*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_texture_cube_map_array = extensions.textureCubeMapArrayEXT;
108*8975f5c5SAndroid Build Coastguard Worker
109*8975f5c5SAndroid Build Coastguard Worker // EXT_texture_query_lod
110*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_texture_query_lod = extensions.textureQueryLodEXT;
111*8975f5c5SAndroid Build Coastguard Worker
112*8975f5c5SAndroid Build Coastguard Worker // EXT_texture_shadow_lod
113*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_texture_shadow_lod = extensions.textureShadowLodEXT;
114*8975f5c5SAndroid Build Coastguard Worker
115*8975f5c5SAndroid Build Coastguard Worker // EXT_shadow_samplers
116*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_shadow_samplers = extensions.shadowSamplersEXT;
117*8975f5c5SAndroid Build Coastguard Worker
118*8975f5c5SAndroid Build Coastguard Worker // OES_texture_buffer
119*8975f5c5SAndroid Build Coastguard Worker mResources.OES_texture_buffer = extensions.textureBufferOES;
120*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_texture_buffer = extensions.textureBufferEXT;
121*8975f5c5SAndroid Build Coastguard Worker
122*8975f5c5SAndroid Build Coastguard Worker // GL_EXT_YUV_target
123*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_YUV_target = extensions.YUVTargetEXT;
124*8975f5c5SAndroid Build Coastguard Worker
125*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_shader_framebuffer_fetch_non_coherent =
126*8975f5c5SAndroid Build Coastguard Worker extensions.shaderFramebufferFetchNonCoherentEXT;
127*8975f5c5SAndroid Build Coastguard Worker
128*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_shader_framebuffer_fetch = extensions.shaderFramebufferFetchEXT;
129*8975f5c5SAndroid Build Coastguard Worker
130*8975f5c5SAndroid Build Coastguard Worker // GL_EXT_clip_cull_distance
131*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_clip_cull_distance = extensions.clipCullDistanceEXT;
132*8975f5c5SAndroid Build Coastguard Worker
133*8975f5c5SAndroid Build Coastguard Worker // GL_ANGLE_clip_cull_distance
134*8975f5c5SAndroid Build Coastguard Worker mResources.ANGLE_clip_cull_distance = extensions.clipCullDistanceANGLE;
135*8975f5c5SAndroid Build Coastguard Worker
136*8975f5c5SAndroid Build Coastguard Worker // GL_EXT_primitive_bounding_box
137*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_primitive_bounding_box = extensions.primitiveBoundingBoxEXT;
138*8975f5c5SAndroid Build Coastguard Worker
139*8975f5c5SAndroid Build Coastguard Worker // GL_OES_primitive_bounding_box
140*8975f5c5SAndroid Build Coastguard Worker mResources.OES_primitive_bounding_box = extensions.primitiveBoundingBoxOES;
141*8975f5c5SAndroid Build Coastguard Worker
142*8975f5c5SAndroid Build Coastguard Worker // GL_EXT_separate_shader_objects
143*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_separate_shader_objects = extensions.separateShaderObjectsEXT;
144*8975f5c5SAndroid Build Coastguard Worker
145*8975f5c5SAndroid Build Coastguard Worker // GL_ARM_shader_framebuffer_fetch
146*8975f5c5SAndroid Build Coastguard Worker mResources.ARM_shader_framebuffer_fetch = extensions.shaderFramebufferFetchARM;
147*8975f5c5SAndroid Build Coastguard Worker
148*8975f5c5SAndroid Build Coastguard Worker // GL_ARM_shader_framebuffer_fetch_depth_stencil
149*8975f5c5SAndroid Build Coastguard Worker mResources.ARM_shader_framebuffer_fetch_depth_stencil =
150*8975f5c5SAndroid Build Coastguard Worker extensions.shaderFramebufferFetchDepthStencilARM;
151*8975f5c5SAndroid Build Coastguard Worker
152*8975f5c5SAndroid Build Coastguard Worker // GLSL ES 3.0 constants
153*8975f5c5SAndroid Build Coastguard Worker mResources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
154*8975f5c5SAndroid Build Coastguard Worker mResources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
155*8975f5c5SAndroid Build Coastguard Worker mResources.MinProgramTexelOffset = caps.minProgramTexelOffset;
156*8975f5c5SAndroid Build Coastguard Worker mResources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
157*8975f5c5SAndroid Build Coastguard Worker
158*8975f5c5SAndroid Build Coastguard Worker // EXT_blend_func_extended
159*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_blend_func_extended = extensions.blendFuncExtendedEXT;
160*8975f5c5SAndroid Build Coastguard Worker mResources.MaxDualSourceDrawBuffers = caps.maxDualSourceDrawBuffers;
161*8975f5c5SAndroid Build Coastguard Worker
162*8975f5c5SAndroid Build Coastguard Worker // EXT_conservative_depth
163*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_conservative_depth = extensions.conservativeDepthEXT;
164*8975f5c5SAndroid Build Coastguard Worker
165*8975f5c5SAndroid Build Coastguard Worker // APPLE_clip_distance / EXT_clip_cull_distance / ANGLE_clip_cull_distance
166*8975f5c5SAndroid Build Coastguard Worker mResources.MaxClipDistances = caps.maxClipDistances;
167*8975f5c5SAndroid Build Coastguard Worker mResources.MaxCullDistances = caps.maxCullDistances;
168*8975f5c5SAndroid Build Coastguard Worker mResources.MaxCombinedClipAndCullDistances = caps.maxCombinedClipAndCullDistances;
169*8975f5c5SAndroid Build Coastguard Worker
170*8975f5c5SAndroid Build Coastguard Worker // ANGLE_shader_pixel_local_storage.
171*8975f5c5SAndroid Build Coastguard Worker mResources.MaxPixelLocalStoragePlanes = caps.maxPixelLocalStoragePlanes;
172*8975f5c5SAndroid Build Coastguard Worker mResources.MaxColorAttachmentsWithActivePixelLocalStorage =
173*8975f5c5SAndroid Build Coastguard Worker caps.maxColorAttachmentsWithActivePixelLocalStorage;
174*8975f5c5SAndroid Build Coastguard Worker mResources.MaxCombinedDrawBuffersAndPixelLocalStoragePlanes =
175*8975f5c5SAndroid Build Coastguard Worker caps.maxCombinedDrawBuffersAndPixelLocalStoragePlanes;
176*8975f5c5SAndroid Build Coastguard Worker
177*8975f5c5SAndroid Build Coastguard Worker // OES_sample_variables
178*8975f5c5SAndroid Build Coastguard Worker mResources.OES_sample_variables = extensions.sampleVariablesOES;
179*8975f5c5SAndroid Build Coastguard Worker mResources.MaxSamples = caps.maxSamples;
180*8975f5c5SAndroid Build Coastguard Worker
181*8975f5c5SAndroid Build Coastguard Worker // ANDROID_extension_pack_es31a
182*8975f5c5SAndroid Build Coastguard Worker mResources.ANDROID_extension_pack_es31a = extensions.extensionPackEs31aANDROID;
183*8975f5c5SAndroid Build Coastguard Worker
184*8975f5c5SAndroid Build Coastguard Worker // KHR_blend_equation_advanced
185*8975f5c5SAndroid Build Coastguard Worker mResources.KHR_blend_equation_advanced = extensions.blendEquationAdvancedKHR;
186*8975f5c5SAndroid Build Coastguard Worker
187*8975f5c5SAndroid Build Coastguard Worker // GLSL ES 3.1 constants
188*8975f5c5SAndroid Build Coastguard Worker mResources.MaxProgramTextureGatherOffset = caps.maxProgramTextureGatherOffset;
189*8975f5c5SAndroid Build Coastguard Worker mResources.MinProgramTextureGatherOffset = caps.minProgramTextureGatherOffset;
190*8975f5c5SAndroid Build Coastguard Worker mResources.MaxImageUnits = caps.maxImageUnits;
191*8975f5c5SAndroid Build Coastguard Worker mResources.MaxVertexImageUniforms = caps.maxShaderImageUniforms[ShaderType::Vertex];
192*8975f5c5SAndroid Build Coastguard Worker mResources.MaxFragmentImageUniforms = caps.maxShaderImageUniforms[ShaderType::Fragment];
193*8975f5c5SAndroid Build Coastguard Worker mResources.MaxComputeImageUniforms = caps.maxShaderImageUniforms[ShaderType::Compute];
194*8975f5c5SAndroid Build Coastguard Worker mResources.MaxCombinedImageUniforms = caps.maxCombinedImageUniforms;
195*8975f5c5SAndroid Build Coastguard Worker mResources.MaxCombinedShaderOutputResources = caps.maxCombinedShaderOutputResources;
196*8975f5c5SAndroid Build Coastguard Worker mResources.MaxUniformLocations = caps.maxUniformLocations;
197*8975f5c5SAndroid Build Coastguard Worker
198*8975f5c5SAndroid Build Coastguard Worker for (size_t index = 0u; index < 3u; ++index)
199*8975f5c5SAndroid Build Coastguard Worker {
200*8975f5c5SAndroid Build Coastguard Worker mResources.MaxComputeWorkGroupCount[index] = caps.maxComputeWorkGroupCount[index];
201*8975f5c5SAndroid Build Coastguard Worker mResources.MaxComputeWorkGroupSize[index] = caps.maxComputeWorkGroupSize[index];
202*8975f5c5SAndroid Build Coastguard Worker }
203*8975f5c5SAndroid Build Coastguard Worker
204*8975f5c5SAndroid Build Coastguard Worker mResources.MaxComputeUniformComponents = caps.maxShaderUniformComponents[ShaderType::Compute];
205*8975f5c5SAndroid Build Coastguard Worker mResources.MaxComputeTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Compute];
206*8975f5c5SAndroid Build Coastguard Worker
207*8975f5c5SAndroid Build Coastguard Worker mResources.MaxComputeAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Compute];
208*8975f5c5SAndroid Build Coastguard Worker mResources.MaxComputeAtomicCounterBuffers =
209*8975f5c5SAndroid Build Coastguard Worker caps.maxShaderAtomicCounterBuffers[ShaderType::Compute];
210*8975f5c5SAndroid Build Coastguard Worker
211*8975f5c5SAndroid Build Coastguard Worker mResources.MaxVertexAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Vertex];
212*8975f5c5SAndroid Build Coastguard Worker mResources.MaxFragmentAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Fragment];
213*8975f5c5SAndroid Build Coastguard Worker mResources.MaxCombinedAtomicCounters = caps.maxCombinedAtomicCounters;
214*8975f5c5SAndroid Build Coastguard Worker mResources.MaxAtomicCounterBindings = caps.maxAtomicCounterBufferBindings;
215*8975f5c5SAndroid Build Coastguard Worker mResources.MaxVertexAtomicCounterBuffers =
216*8975f5c5SAndroid Build Coastguard Worker caps.maxShaderAtomicCounterBuffers[ShaderType::Vertex];
217*8975f5c5SAndroid Build Coastguard Worker mResources.MaxFragmentAtomicCounterBuffers =
218*8975f5c5SAndroid Build Coastguard Worker caps.maxShaderAtomicCounterBuffers[ShaderType::Fragment];
219*8975f5c5SAndroid Build Coastguard Worker mResources.MaxCombinedAtomicCounterBuffers = caps.maxCombinedAtomicCounterBuffers;
220*8975f5c5SAndroid Build Coastguard Worker mResources.MaxAtomicCounterBufferSize = caps.maxAtomicCounterBufferSize;
221*8975f5c5SAndroid Build Coastguard Worker
222*8975f5c5SAndroid Build Coastguard Worker mResources.MaxUniformBufferBindings = caps.maxUniformBufferBindings;
223*8975f5c5SAndroid Build Coastguard Worker mResources.MaxShaderStorageBufferBindings = caps.maxShaderStorageBufferBindings;
224*8975f5c5SAndroid Build Coastguard Worker
225*8975f5c5SAndroid Build Coastguard Worker // Needed by point size clamping workaround
226*8975f5c5SAndroid Build Coastguard Worker mResources.MinPointSize = caps.minAliasedPointSize;
227*8975f5c5SAndroid Build Coastguard Worker mResources.MaxPointSize = caps.maxAliasedPointSize;
228*8975f5c5SAndroid Build Coastguard Worker
229*8975f5c5SAndroid Build Coastguard Worker if (state.getClientMajorVersion() == 2 && !extensions.drawBuffersEXT)
230*8975f5c5SAndroid Build Coastguard Worker {
231*8975f5c5SAndroid Build Coastguard Worker mResources.MaxDrawBuffers = 1;
232*8975f5c5SAndroid Build Coastguard Worker }
233*8975f5c5SAndroid Build Coastguard Worker
234*8975f5c5SAndroid Build Coastguard Worker // Geometry Shader constants
235*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_geometry_shader = extensions.geometryShaderEXT;
236*8975f5c5SAndroid Build Coastguard Worker mResources.OES_geometry_shader = extensions.geometryShaderOES;
237*8975f5c5SAndroid Build Coastguard Worker mResources.MaxGeometryUniformComponents = caps.maxShaderUniformComponents[ShaderType::Geometry];
238*8975f5c5SAndroid Build Coastguard Worker mResources.MaxGeometryUniformBlocks = caps.maxShaderUniformBlocks[ShaderType::Geometry];
239*8975f5c5SAndroid Build Coastguard Worker mResources.MaxGeometryInputComponents = caps.maxGeometryInputComponents;
240*8975f5c5SAndroid Build Coastguard Worker mResources.MaxGeometryOutputComponents = caps.maxGeometryOutputComponents;
241*8975f5c5SAndroid Build Coastguard Worker mResources.MaxGeometryOutputVertices = caps.maxGeometryOutputVertices;
242*8975f5c5SAndroid Build Coastguard Worker mResources.MaxGeometryTotalOutputComponents = caps.maxGeometryTotalOutputComponents;
243*8975f5c5SAndroid Build Coastguard Worker mResources.MaxGeometryTextureImageUnits = caps.maxShaderTextureImageUnits[ShaderType::Geometry];
244*8975f5c5SAndroid Build Coastguard Worker
245*8975f5c5SAndroid Build Coastguard Worker mResources.MaxGeometryAtomicCounterBuffers =
246*8975f5c5SAndroid Build Coastguard Worker caps.maxShaderAtomicCounterBuffers[ShaderType::Geometry];
247*8975f5c5SAndroid Build Coastguard Worker mResources.MaxGeometryAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::Geometry];
248*8975f5c5SAndroid Build Coastguard Worker mResources.MaxGeometryShaderStorageBlocks = caps.maxShaderStorageBlocks[ShaderType::Geometry];
249*8975f5c5SAndroid Build Coastguard Worker mResources.MaxGeometryShaderInvocations = caps.maxGeometryShaderInvocations;
250*8975f5c5SAndroid Build Coastguard Worker mResources.MaxGeometryImageUniforms = caps.maxShaderImageUniforms[ShaderType::Geometry];
251*8975f5c5SAndroid Build Coastguard Worker
252*8975f5c5SAndroid Build Coastguard Worker // Tessellation Shader constants
253*8975f5c5SAndroid Build Coastguard Worker mResources.EXT_tessellation_shader = extensions.tessellationShaderEXT;
254*8975f5c5SAndroid Build Coastguard Worker mResources.OES_tessellation_shader = extensions.tessellationShaderOES;
255*8975f5c5SAndroid Build Coastguard Worker mResources.MaxTessControlInputComponents = caps.maxTessControlInputComponents;
256*8975f5c5SAndroid Build Coastguard Worker mResources.MaxTessControlOutputComponents = caps.maxTessControlOutputComponents;
257*8975f5c5SAndroid Build Coastguard Worker mResources.MaxTessControlTextureImageUnits =
258*8975f5c5SAndroid Build Coastguard Worker caps.maxShaderTextureImageUnits[ShaderType::TessControl];
259*8975f5c5SAndroid Build Coastguard Worker mResources.MaxTessControlUniformComponents =
260*8975f5c5SAndroid Build Coastguard Worker caps.maxShaderUniformComponents[ShaderType::TessControl];
261*8975f5c5SAndroid Build Coastguard Worker mResources.MaxTessControlTotalOutputComponents = caps.maxTessControlTotalOutputComponents;
262*8975f5c5SAndroid Build Coastguard Worker mResources.MaxTessControlImageUniforms = caps.maxShaderImageUniforms[ShaderType::TessControl];
263*8975f5c5SAndroid Build Coastguard Worker mResources.MaxTessControlAtomicCounters = caps.maxShaderAtomicCounters[ShaderType::TessControl];
264*8975f5c5SAndroid Build Coastguard Worker mResources.MaxTessControlAtomicCounterBuffers =
265*8975f5c5SAndroid Build Coastguard Worker caps.maxShaderAtomicCounterBuffers[ShaderType::TessControl];
266*8975f5c5SAndroid Build Coastguard Worker
267*8975f5c5SAndroid Build Coastguard Worker mResources.MaxTessPatchComponents = caps.maxTessPatchComponents;
268*8975f5c5SAndroid Build Coastguard Worker mResources.MaxPatchVertices = caps.maxPatchVertices;
269*8975f5c5SAndroid Build Coastguard Worker mResources.MaxTessGenLevel = caps.maxTessGenLevel;
270*8975f5c5SAndroid Build Coastguard Worker
271*8975f5c5SAndroid Build Coastguard Worker mResources.MaxTessEvaluationInputComponents = caps.maxTessEvaluationInputComponents;
272*8975f5c5SAndroid Build Coastguard Worker mResources.MaxTessEvaluationOutputComponents = caps.maxTessEvaluationOutputComponents;
273*8975f5c5SAndroid Build Coastguard Worker mResources.MaxTessEvaluationTextureImageUnits =
274*8975f5c5SAndroid Build Coastguard Worker caps.maxShaderTextureImageUnits[ShaderType::TessEvaluation];
275*8975f5c5SAndroid Build Coastguard Worker mResources.MaxTessEvaluationUniformComponents =
276*8975f5c5SAndroid Build Coastguard Worker caps.maxShaderUniformComponents[ShaderType::TessEvaluation];
277*8975f5c5SAndroid Build Coastguard Worker mResources.MaxTessEvaluationImageUniforms =
278*8975f5c5SAndroid Build Coastguard Worker caps.maxShaderImageUniforms[ShaderType::TessEvaluation];
279*8975f5c5SAndroid Build Coastguard Worker mResources.MaxTessEvaluationAtomicCounters =
280*8975f5c5SAndroid Build Coastguard Worker caps.maxShaderAtomicCounters[ShaderType::TessEvaluation];
281*8975f5c5SAndroid Build Coastguard Worker mResources.MaxTessEvaluationAtomicCounterBuffers =
282*8975f5c5SAndroid Build Coastguard Worker caps.maxShaderAtomicCounterBuffers[ShaderType::TessEvaluation];
283*8975f5c5SAndroid Build Coastguard Worker
284*8975f5c5SAndroid Build Coastguard Worker // Subpixel bits.
285*8975f5c5SAndroid Build Coastguard Worker mResources.SubPixelBits = static_cast<int>(caps.subPixelBits);
286*8975f5c5SAndroid Build Coastguard Worker }
287*8975f5c5SAndroid Build Coastguard Worker
288*8975f5c5SAndroid Build Coastguard Worker Compiler::~Compiler() = default;
289*8975f5c5SAndroid Build Coastguard Worker
onDestroy(const Context * context)290*8975f5c5SAndroid Build Coastguard Worker void Compiler::onDestroy(const Context *context)
291*8975f5c5SAndroid Build Coastguard Worker {
292*8975f5c5SAndroid Build Coastguard Worker std::lock_guard<angle::SimpleMutex> lock(context->getDisplay()->getDisplayGlobalMutex());
293*8975f5c5SAndroid Build Coastguard Worker for (auto &pool : mPools)
294*8975f5c5SAndroid Build Coastguard Worker {
295*8975f5c5SAndroid Build Coastguard Worker for (ShCompilerInstance &instance : pool)
296*8975f5c5SAndroid Build Coastguard Worker {
297*8975f5c5SAndroid Build Coastguard Worker instance.destroy();
298*8975f5c5SAndroid Build Coastguard Worker }
299*8975f5c5SAndroid Build Coastguard Worker }
300*8975f5c5SAndroid Build Coastguard Worker --gActiveCompilers;
301*8975f5c5SAndroid Build Coastguard Worker if (gActiveCompilers == 0)
302*8975f5c5SAndroid Build Coastguard Worker {
303*8975f5c5SAndroid Build Coastguard Worker sh::Finalize();
304*8975f5c5SAndroid Build Coastguard Worker }
305*8975f5c5SAndroid Build Coastguard Worker }
306*8975f5c5SAndroid Build Coastguard Worker
getInstance(ShaderType type)307*8975f5c5SAndroid Build Coastguard Worker ShCompilerInstance Compiler::getInstance(ShaderType type)
308*8975f5c5SAndroid Build Coastguard Worker {
309*8975f5c5SAndroid Build Coastguard Worker ASSERT(type != ShaderType::InvalidEnum);
310*8975f5c5SAndroid Build Coastguard Worker auto &pool = mPools[type];
311*8975f5c5SAndroid Build Coastguard Worker if (pool.empty())
312*8975f5c5SAndroid Build Coastguard Worker {
313*8975f5c5SAndroid Build Coastguard Worker ShHandle handle = sh::ConstructCompiler(ToGLenum(type), mSpec, mOutputType, &mResources);
314*8975f5c5SAndroid Build Coastguard Worker ASSERT(handle);
315*8975f5c5SAndroid Build Coastguard Worker return ShCompilerInstance(handle, mOutputType, type);
316*8975f5c5SAndroid Build Coastguard Worker }
317*8975f5c5SAndroid Build Coastguard Worker else
318*8975f5c5SAndroid Build Coastguard Worker {
319*8975f5c5SAndroid Build Coastguard Worker ShCompilerInstance instance = std::move(pool.back());
320*8975f5c5SAndroid Build Coastguard Worker pool.pop_back();
321*8975f5c5SAndroid Build Coastguard Worker return instance;
322*8975f5c5SAndroid Build Coastguard Worker }
323*8975f5c5SAndroid Build Coastguard Worker }
324*8975f5c5SAndroid Build Coastguard Worker
putInstance(ShCompilerInstance && instance)325*8975f5c5SAndroid Build Coastguard Worker void Compiler::putInstance(ShCompilerInstance &&instance)
326*8975f5c5SAndroid Build Coastguard Worker {
327*8975f5c5SAndroid Build Coastguard Worker static constexpr size_t kMaxPoolSize = 32;
328*8975f5c5SAndroid Build Coastguard Worker auto &pool = mPools[instance.getShaderType()];
329*8975f5c5SAndroid Build Coastguard Worker if (pool.size() < kMaxPoolSize)
330*8975f5c5SAndroid Build Coastguard Worker {
331*8975f5c5SAndroid Build Coastguard Worker pool.push_back(std::move(instance));
332*8975f5c5SAndroid Build Coastguard Worker }
333*8975f5c5SAndroid Build Coastguard Worker else
334*8975f5c5SAndroid Build Coastguard Worker {
335*8975f5c5SAndroid Build Coastguard Worker instance.destroy();
336*8975f5c5SAndroid Build Coastguard Worker }
337*8975f5c5SAndroid Build Coastguard Worker }
338*8975f5c5SAndroid Build Coastguard Worker
SelectShaderSpec(const State & state)339*8975f5c5SAndroid Build Coastguard Worker ShShaderSpec Compiler::SelectShaderSpec(const State &state)
340*8975f5c5SAndroid Build Coastguard Worker {
341*8975f5c5SAndroid Build Coastguard Worker const GLint majorVersion = state.getClientMajorVersion();
342*8975f5c5SAndroid Build Coastguard Worker const GLint minorVersion = state.getClientMinorVersion();
343*8975f5c5SAndroid Build Coastguard Worker bool isWebGL = state.isWebGL();
344*8975f5c5SAndroid Build Coastguard Worker
345*8975f5c5SAndroid Build Coastguard Worker if (majorVersion >= 3)
346*8975f5c5SAndroid Build Coastguard Worker {
347*8975f5c5SAndroid Build Coastguard Worker switch (minorVersion)
348*8975f5c5SAndroid Build Coastguard Worker {
349*8975f5c5SAndroid Build Coastguard Worker case 2:
350*8975f5c5SAndroid Build Coastguard Worker ASSERT(!isWebGL);
351*8975f5c5SAndroid Build Coastguard Worker return SH_GLES3_2_SPEC;
352*8975f5c5SAndroid Build Coastguard Worker case 1:
353*8975f5c5SAndroid Build Coastguard Worker return isWebGL ? SH_WEBGL3_SPEC : SH_GLES3_1_SPEC;
354*8975f5c5SAndroid Build Coastguard Worker case 0:
355*8975f5c5SAndroid Build Coastguard Worker return isWebGL ? SH_WEBGL2_SPEC : SH_GLES3_SPEC;
356*8975f5c5SAndroid Build Coastguard Worker default:
357*8975f5c5SAndroid Build Coastguard Worker UNREACHABLE();
358*8975f5c5SAndroid Build Coastguard Worker }
359*8975f5c5SAndroid Build Coastguard Worker }
360*8975f5c5SAndroid Build Coastguard Worker
361*8975f5c5SAndroid Build Coastguard Worker // GLES1 emulation: Use GLES3 shader spec.
362*8975f5c5SAndroid Build Coastguard Worker if (!isWebGL && majorVersion == 1)
363*8975f5c5SAndroid Build Coastguard Worker {
364*8975f5c5SAndroid Build Coastguard Worker return SH_GLES3_SPEC;
365*8975f5c5SAndroid Build Coastguard Worker }
366*8975f5c5SAndroid Build Coastguard Worker
367*8975f5c5SAndroid Build Coastguard Worker return isWebGL ? SH_WEBGL_SPEC : SH_GLES2_SPEC;
368*8975f5c5SAndroid Build Coastguard Worker }
369*8975f5c5SAndroid Build Coastguard Worker
ShCompilerInstance()370*8975f5c5SAndroid Build Coastguard Worker ShCompilerInstance::ShCompilerInstance() : mHandle(nullptr) {}
371*8975f5c5SAndroid Build Coastguard Worker
ShCompilerInstance(ShHandle handle,ShShaderOutput outputType,ShaderType shaderType)372*8975f5c5SAndroid Build Coastguard Worker ShCompilerInstance::ShCompilerInstance(ShHandle handle,
373*8975f5c5SAndroid Build Coastguard Worker ShShaderOutput outputType,
374*8975f5c5SAndroid Build Coastguard Worker ShaderType shaderType)
375*8975f5c5SAndroid Build Coastguard Worker : mHandle(handle), mOutputType(outputType), mShaderType(shaderType)
376*8975f5c5SAndroid Build Coastguard Worker {}
377*8975f5c5SAndroid Build Coastguard Worker
~ShCompilerInstance()378*8975f5c5SAndroid Build Coastguard Worker ShCompilerInstance::~ShCompilerInstance()
379*8975f5c5SAndroid Build Coastguard Worker {
380*8975f5c5SAndroid Build Coastguard Worker ASSERT(mHandle == nullptr);
381*8975f5c5SAndroid Build Coastguard Worker }
382*8975f5c5SAndroid Build Coastguard Worker
destroy()383*8975f5c5SAndroid Build Coastguard Worker void ShCompilerInstance::destroy()
384*8975f5c5SAndroid Build Coastguard Worker {
385*8975f5c5SAndroid Build Coastguard Worker if (mHandle != nullptr)
386*8975f5c5SAndroid Build Coastguard Worker {
387*8975f5c5SAndroid Build Coastguard Worker sh::Destruct(mHandle);
388*8975f5c5SAndroid Build Coastguard Worker mHandle = nullptr;
389*8975f5c5SAndroid Build Coastguard Worker }
390*8975f5c5SAndroid Build Coastguard Worker }
391*8975f5c5SAndroid Build Coastguard Worker
ShCompilerInstance(ShCompilerInstance && other)392*8975f5c5SAndroid Build Coastguard Worker ShCompilerInstance::ShCompilerInstance(ShCompilerInstance &&other)
393*8975f5c5SAndroid Build Coastguard Worker : mHandle(other.mHandle), mOutputType(other.mOutputType), mShaderType(other.mShaderType)
394*8975f5c5SAndroid Build Coastguard Worker {
395*8975f5c5SAndroid Build Coastguard Worker other.mHandle = nullptr;
396*8975f5c5SAndroid Build Coastguard Worker }
397*8975f5c5SAndroid Build Coastguard Worker
operator =(ShCompilerInstance && other)398*8975f5c5SAndroid Build Coastguard Worker ShCompilerInstance &ShCompilerInstance::operator=(ShCompilerInstance &&other)
399*8975f5c5SAndroid Build Coastguard Worker {
400*8975f5c5SAndroid Build Coastguard Worker mHandle = other.mHandle;
401*8975f5c5SAndroid Build Coastguard Worker mOutputType = other.mOutputType;
402*8975f5c5SAndroid Build Coastguard Worker mShaderType = other.mShaderType;
403*8975f5c5SAndroid Build Coastguard Worker other.mHandle = nullptr;
404*8975f5c5SAndroid Build Coastguard Worker return *this;
405*8975f5c5SAndroid Build Coastguard Worker }
406*8975f5c5SAndroid Build Coastguard Worker
getHandle()407*8975f5c5SAndroid Build Coastguard Worker ShHandle ShCompilerInstance::getHandle()
408*8975f5c5SAndroid Build Coastguard Worker {
409*8975f5c5SAndroid Build Coastguard Worker return mHandle;
410*8975f5c5SAndroid Build Coastguard Worker }
411*8975f5c5SAndroid Build Coastguard Worker
getShaderType() const412*8975f5c5SAndroid Build Coastguard Worker ShaderType ShCompilerInstance::getShaderType() const
413*8975f5c5SAndroid Build Coastguard Worker {
414*8975f5c5SAndroid Build Coastguard Worker return mShaderType;
415*8975f5c5SAndroid Build Coastguard Worker }
416*8975f5c5SAndroid Build Coastguard Worker
getBuiltInResources() const417*8975f5c5SAndroid Build Coastguard Worker ShBuiltInResources ShCompilerInstance::getBuiltInResources() const
418*8975f5c5SAndroid Build Coastguard Worker {
419*8975f5c5SAndroid Build Coastguard Worker return sh::GetBuiltInResources(mHandle);
420*8975f5c5SAndroid Build Coastguard Worker }
421*8975f5c5SAndroid Build Coastguard Worker
getShaderOutputType() const422*8975f5c5SAndroid Build Coastguard Worker ShShaderOutput ShCompilerInstance::getShaderOutputType() const
423*8975f5c5SAndroid Build Coastguard Worker {
424*8975f5c5SAndroid Build Coastguard Worker return mOutputType;
425*8975f5c5SAndroid Build Coastguard Worker }
426*8975f5c5SAndroid Build Coastguard Worker
427*8975f5c5SAndroid Build Coastguard Worker } // namespace gl
428