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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /gfx/angle/src/libANGLE/Program.h
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
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diff --git a/gfx/angle/src/libANGLE/Program.h b/gfx/angle/src/libANGLE/Program.h
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+++ b/gfx/angle/src/libANGLE/Program.h
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+//
+// Copyright (c) 2002-2014 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.
+//
+
+// Program.h: Defines the gl::Program class. Implements GL program objects
+// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
+
+#ifndef LIBANGLE_PROGRAM_H_
+#define LIBANGLE_PROGRAM_H_
+
+#include <GLES2/gl2.h>
+#include <GLSLANG/ShaderLang.h>
+
+#include <set>
+#include <sstream>
+#include <string>
+#include <vector>
+
+#include "common/angleutils.h"
+#include "common/mathutil.h"
+#include "common/Optional.h"
+
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Constants.h"
+#include "libANGLE/Debug.h"
+#include "libANGLE/Error.h"
+#include "libANGLE/RefCountObject.h"
+
+namespace rx
+{
+class GLImplFactory;
+class ProgramImpl;
+struct TranslatedAttribute;
+}
+
+namespace gl
+{
+struct Caps;
+class ContextState;
+class ResourceManager;
+class Shader;
+class InfoLog;
+class Buffer;
+class Framebuffer;
+struct UniformBlock;
+struct LinkedUniform;
+
+extern const char * const g_fakepath;
+
+class InfoLog : angle::NonCopyable
+{
+ public:
+ InfoLog();
+ ~InfoLog();
+
+ size_t getLength() const;
+ void getLog(GLsizei bufSize, GLsizei *length, char *infoLog) const;
+
+ void appendSanitized(const char *message);
+ void reset();
+
+ // This helper class ensures we append a newline after writing a line.
+ class StreamHelper : angle::NonCopyable
+ {
+ public:
+ StreamHelper(StreamHelper &&rhs)
+ : mStream(rhs.mStream)
+ {
+ rhs.mStream = nullptr;
+ }
+
+ StreamHelper &operator=(StreamHelper &&rhs)
+ {
+ std::swap(mStream, rhs.mStream);
+ return *this;
+ }
+
+ ~StreamHelper()
+ {
+ // Write newline when destroyed on the stack
+ if (mStream)
+ {
+ (*mStream) << std::endl;
+ }
+ }
+
+ template <typename T>
+ StreamHelper &operator<<(const T &value)
+ {
+ (*mStream) << value;
+ return *this;
+ }
+
+ private:
+ friend class InfoLog;
+
+ StreamHelper(std::stringstream *stream)
+ : mStream(stream)
+ {
+ ASSERT(stream);
+ }
+
+ std::stringstream *mStream;
+ };
+
+ template <typename T>
+ StreamHelper operator<<(const T &value)
+ {
+ StreamHelper helper(&mStream);
+ helper << value;
+ return helper;
+ }
+
+ std::string str() const { return mStream.str(); }
+
+ private:
+ std::stringstream mStream;
+};
+
+// Struct used for correlating uniforms/elements of uniform arrays to handles
+struct VariableLocation
+{
+ VariableLocation();
+ VariableLocation(const std::string &name, unsigned int element, unsigned int index);
+
+ std::string name;
+ unsigned int element;
+ unsigned int index;
+
+ // If this is a valid uniform location
+ bool used;
+
+ // If this location was bound to an unreferenced uniform. Setting data on this uniform is a
+ // no-op.
+ bool ignored;
+};
+
+// Information about a variable binding.
+// Currently used by CHROMIUM_path_rendering
+struct BindingInfo
+{
+ // The type of binding, for example GL_FLOAT_VEC3.
+ // This can be GL_NONE if the variable is optimized away.
+ GLenum type;
+
+ // This is the name of the variable in
+ // the translated shader program. Note that
+ // this can be empty in the case where the
+ // variable has been optimized away.
+ std::string name;
+
+ // True if the binding is valid, otherwise false.
+ bool valid;
+};
+
+class ProgramState final : angle::NonCopyable
+{
+ public:
+ ProgramState();
+ ~ProgramState();
+
+ const std::string &getLabel();
+
+ const Shader *getAttachedVertexShader() const { return mAttachedVertexShader; }
+ const Shader *getAttachedFragmentShader() const { return mAttachedFragmentShader; }
+ const Shader *getAttachedComputeShader() const { return mAttachedComputeShader; }
+ const std::vector<std::string> &getTransformFeedbackVaryingNames() const
+ {
+ return mTransformFeedbackVaryingNames;
+ }
+ GLint getTransformFeedbackBufferMode() const { return mTransformFeedbackBufferMode; }
+ GLuint getUniformBlockBinding(GLuint uniformBlockIndex) const
+ {
+ ASSERT(uniformBlockIndex < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS);
+ return mUniformBlockBindings[uniformBlockIndex];
+ }
+ const UniformBlockBindingMask &getActiveUniformBlockBindingsMask() const
+ {
+ return mActiveUniformBlockBindings;
+ }
+ const std::vector<sh::Attribute> &getAttributes() const { return mAttributes; }
+ const AttributesMask &getActiveAttribLocationsMask() const
+ {
+ return mActiveAttribLocationsMask;
+ }
+ const std::map<int, VariableLocation> &getOutputVariables() const { return mOutputVariables; }
+ const std::vector<LinkedUniform> &getUniforms() const { return mUniforms; }
+ const std::vector<VariableLocation> &getUniformLocations() const { return mUniformLocations; }
+ const std::vector<UniformBlock> &getUniformBlocks() const { return mUniformBlocks; }
+
+ const LinkedUniform *getUniformByName(const std::string &name) const;
+ GLint getUniformLocation(const std::string &name) const;
+ GLuint getUniformIndex(const std::string &name) const;
+
+ private:
+ friend class Program;
+
+ std::string mLabel;
+
+ sh::WorkGroupSize mComputeShaderLocalSize;
+
+ Shader *mAttachedFragmentShader;
+ Shader *mAttachedVertexShader;
+ Shader *mAttachedComputeShader;
+
+ std::vector<std::string> mTransformFeedbackVaryingNames;
+ std::vector<sh::Varying> mTransformFeedbackVaryingVars;
+ GLenum mTransformFeedbackBufferMode;
+
+ GLuint mUniformBlockBindings[IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS];
+ UniformBlockBindingMask mActiveUniformBlockBindings;
+
+ std::vector<sh::Attribute> mAttributes;
+ std::bitset<MAX_VERTEX_ATTRIBS> mActiveAttribLocationsMask;
+
+ // Uniforms are sorted in order:
+ // 1. Non-sampler uniforms
+ // 2. Sampler uniforms
+ // 3. Uniform block uniforms
+ // This makes sampler validation easier, since we don't need a separate list.
+ std::vector<LinkedUniform> mUniforms;
+ std::vector<VariableLocation> mUniformLocations;
+ std::vector<UniformBlock> mUniformBlocks;
+
+ // TODO(jmadill): use unordered/hash map when available
+ std::map<int, VariableLocation> mOutputVariables;
+
+ bool mBinaryRetrieveableHint;
+};
+
+class Program final : angle::NonCopyable, public LabeledObject
+{
+ public:
+ Program(rx::GLImplFactory *factory, ResourceManager *manager, GLuint handle);
+ ~Program();
+
+ GLuint id() const { return mHandle; }
+
+ void setLabel(const std::string &label) override;
+ const std::string &getLabel() const override;
+
+ rx::ProgramImpl *getImplementation() const { return mProgram; }
+
+ void attachShader(Shader *shader);
+ bool detachShader(Shader *shader);
+ int getAttachedShadersCount() const;
+
+ const Shader *getAttachedVertexShader() const { return mState.mAttachedVertexShader; }
+ const Shader *getAttachedFragmentShader() const { return mState.mAttachedFragmentShader; }
+ const Shader *getAttachedComputeShader() const { return mState.mAttachedComputeShader; }
+
+ void bindAttributeLocation(GLuint index, const char *name);
+ void bindUniformLocation(GLuint index, const char *name);
+
+ // CHROMIUM_path_rendering
+ BindingInfo getFragmentInputBindingInfo(GLint index) const;
+ void bindFragmentInputLocation(GLint index, const char *name);
+ void pathFragmentInputGen(GLint index,
+ GLenum genMode,
+ GLint components,
+ const GLfloat *coeffs);
+
+ Error link(const ContextState &data);
+ bool isLinked() const;
+
+ Error loadBinary(GLenum binaryFormat, const void *binary, GLsizei length);
+ Error saveBinary(GLenum *binaryFormat, void *binary, GLsizei bufSize, GLsizei *length) const;
+ GLint getBinaryLength() const;
+ void setBinaryRetrievableHint(bool retrievable);
+ bool getBinaryRetrievableHint() const;
+
+ int getInfoLogLength() const;
+ void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const;
+ void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders) const;
+
+ GLuint getAttributeLocation(const std::string &name) const;
+ bool isAttribLocationActive(size_t attribLocation) const;
+
+ void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+ GLint getActiveAttributeCount() const;
+ GLint getActiveAttributeMaxLength() const;
+ const std::vector<sh::Attribute> &getAttributes() const { return mState.mAttributes; }
+
+ GLint getFragDataLocation(const std::string &name) const;
+
+ void getActiveUniform(GLuint index,
+ GLsizei bufsize,
+ GLsizei *length,
+ GLint *size,
+ GLenum *type,
+ GLchar *name) const;
+ GLint getActiveUniformCount() const;
+ GLint getActiveUniformMaxLength() const;
+ GLint getActiveUniformi(GLuint index, GLenum pname) const;
+ bool isValidUniformLocation(GLint location) const;
+ bool isIgnoredUniformLocation(GLint location) const;
+ const LinkedUniform &getUniformByLocation(GLint location) const;
+
+ GLint getUniformLocation(const std::string &name) const;
+ GLuint getUniformIndex(const std::string &name) const;
+ void setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
+ void setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
+ void setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
+ void setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
+ void setUniform1iv(GLint location, GLsizei count, const GLint *v);
+ void setUniform2iv(GLint location, GLsizei count, const GLint *v);
+ void setUniform3iv(GLint location, GLsizei count, const GLint *v);
+ void setUniform4iv(GLint location, GLsizei count, const GLint *v);
+ void setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
+ void setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
+ void setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
+ void setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
+ void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+
+ void getUniformfv(GLint location, GLfloat *params) const;
+ void getUniformiv(GLint location, GLint *params) const;
+ void getUniformuiv(GLint location, GLuint *params) const;
+
+ void getActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const;
+ GLuint getActiveUniformBlockCount() const;
+ GLint getActiveUniformBlockMaxLength() const;
+
+ GLuint getUniformBlockIndex(const std::string &name) const;
+
+ void bindUniformBlock(GLuint uniformBlockIndex, GLuint uniformBlockBinding);
+ GLuint getUniformBlockBinding(GLuint uniformBlockIndex) const;
+
+ const UniformBlock &getUniformBlockByIndex(GLuint index) const;
+
+ void setTransformFeedbackVaryings(GLsizei count, const GLchar *const *varyings, GLenum bufferMode);
+ void getTransformFeedbackVarying(GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name) const;
+ GLsizei getTransformFeedbackVaryingCount() const;
+ GLsizei getTransformFeedbackVaryingMaxLength() const;
+ GLenum getTransformFeedbackBufferMode() const;
+
+ static bool linkValidateUniforms(InfoLog &infoLog, const std::string &uniformName, const sh::Uniform &vertexUniform, const sh::Uniform &fragmentUniform);
+ static bool linkValidateInterfaceBlockFields(InfoLog &infoLog, const std::string &uniformName, const sh::InterfaceBlockField &vertexUniform, const sh::InterfaceBlockField &fragmentUniform);
+
+ void addRef();
+ void release();
+ unsigned int getRefCount() const;
+ void flagForDeletion();
+ bool isFlaggedForDeletion() const;
+
+ void validate(const Caps &caps);
+ bool validateSamplers(InfoLog *infoLog, const Caps &caps);
+ bool isValidated() const;
+
+ const AttributesMask &getActiveAttribLocationsMask() const
+ {
+ return mState.mActiveAttribLocationsMask;
+ }
+
+ private:
+ class Bindings final : angle::NonCopyable
+ {
+ public:
+ void bindLocation(GLuint index, const std::string &name);
+ int getBinding(const std::string &name) const;
+
+ typedef std::unordered_map<std::string, GLuint>::const_iterator const_iterator;
+ const_iterator begin() const;
+ const_iterator end() const;
+
+ private:
+ std::unordered_map<std::string, GLuint> mBindings;
+ };
+
+ void unlink(bool destroy = false);
+ void resetUniformBlockBindings();
+
+ bool linkAttributes(const ContextState &data,
+ InfoLog &infoLog,
+ const Bindings &attributeBindings,
+ const Shader *vertexShader);
+ bool validateUniformBlocksCount(GLuint maxUniformBlocks,
+ const std::vector<sh::InterfaceBlock> &block,
+ const std::string &errorMessage,
+ InfoLog &infoLog) const;
+ bool validateVertexAndFragmentInterfaceBlocks(
+ const std::vector<sh::InterfaceBlock> &vertexInterfaceBlocks,
+ const std::vector<sh::InterfaceBlock> &fragmentInterfaceBlocks,
+ InfoLog &infoLog) const;
+ bool linkUniformBlocks(InfoLog &infoLog, const Caps &caps);
+ bool linkVaryings(InfoLog &infoLog, const Shader *vertexShader, const Shader *fragmentShader) const;
+ bool validateVertexAndFragmentUniforms(InfoLog &infoLog) const;
+ bool linkUniforms(gl::InfoLog &infoLog, const gl::Caps &caps, const Bindings &uniformBindings);
+ bool indexUniforms(gl::InfoLog &infoLog, const gl::Caps &caps, const Bindings &uniformBindings);
+ bool areMatchingInterfaceBlocks(gl::InfoLog &infoLog,
+ const sh::InterfaceBlock &vertexInterfaceBlock,
+ const sh::InterfaceBlock &fragmentInterfaceBlock) const;
+
+ static bool linkValidateVariablesBase(InfoLog &infoLog,
+ const std::string &variableName,
+ const sh::ShaderVariable &vertexVariable,
+ const sh::ShaderVariable &fragmentVariable,
+ bool validatePrecision);
+
+ static bool linkValidateVaryings(InfoLog &infoLog,
+ const std::string &varyingName,
+ const sh::Varying &vertexVarying,
+ const sh::Varying &fragmentVarying,
+ int shaderVersion);
+ bool linkValidateTransformFeedback(InfoLog &infoLog,
+ const std::vector<const sh::Varying *> &linkedVaryings,
+ const Caps &caps) const;
+
+ void gatherTransformFeedbackVaryings(const std::vector<const sh::Varying *> &varyings);
+ bool assignUniformBlockRegister(InfoLog &infoLog, UniformBlock *uniformBlock, GLenum shader, unsigned int registerIndex, const Caps &caps);
+ void defineOutputVariables(Shader *fragmentShader);
+
+ std::vector<const sh::Varying *> getMergedVaryings() const;
+ void linkOutputVariables();
+
+ bool flattenUniformsAndCheckCapsForShader(const gl::Shader &shader,
+ GLuint maxUniformComponents,
+ GLuint maxTextureImageUnits,
+ const std::string &componentsErrorMessage,
+ const std::string &samplerErrorMessage,
+ std::vector<LinkedUniform> &samplerUniforms,
+ InfoLog &infoLog);
+ bool flattenUniformsAndCheckCaps(const Caps &caps, InfoLog &infoLog);
+
+ struct VectorAndSamplerCount
+ {
+ VectorAndSamplerCount() : vectorCount(0), samplerCount(0) {}
+ VectorAndSamplerCount(const VectorAndSamplerCount &other) = default;
+ VectorAndSamplerCount &operator=(const VectorAndSamplerCount &other) = default;
+
+ VectorAndSamplerCount &operator+=(const VectorAndSamplerCount &other)
+ {
+ vectorCount += other.vectorCount;
+ samplerCount += other.samplerCount;
+ return *this;
+ }
+
+ unsigned int vectorCount;
+ unsigned int samplerCount;
+ };
+
+ VectorAndSamplerCount flattenUniform(const sh::ShaderVariable &uniform,
+ const std::string &fullName,
+ std::vector<LinkedUniform> *samplerUniforms);
+
+ void gatherInterfaceBlockInfo();
+ template <typename VarT>
+ void defineUniformBlockMembers(const std::vector<VarT> &fields,
+ const std::string &prefix,
+ int blockIndex);
+
+ void defineUniformBlock(const sh::InterfaceBlock &interfaceBlock, GLenum shaderType);
+
+ // Both these function update the cached uniform values and return a modified "count"
+ // so that the uniform update doesn't overflow the uniform.
+ template <typename T>
+ GLsizei setUniformInternal(GLint location, GLsizei count, int vectorSize, const T *v);
+ template <size_t cols, size_t rows, typename T>
+ GLsizei setMatrixUniformInternal(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const T *v);
+
+ template <typename DestT>
+ void getUniformInternal(GLint location, DestT *dataOut) const;
+
+ ProgramState mState;
+ rx::ProgramImpl *mProgram;
+
+ bool mValidated;
+
+ Bindings mAttributeBindings;
+ Bindings mUniformBindings;
+
+ // CHROMIUM_path_rendering
+ Bindings mFragmentInputBindings;
+
+ bool mLinked;
+ bool mDeleteStatus; // Flag to indicate that the program can be deleted when no longer in use
+
+ unsigned int mRefCount;
+
+ ResourceManager *mResourceManager;
+ const GLuint mHandle;
+
+ InfoLog mInfoLog;
+
+ // Cache for sampler validation
+ Optional<bool> mCachedValidateSamplersResult;
+ std::vector<GLenum> mTextureUnitTypesCache;
+ RangeUI mSamplerUniformRange;
+};
+}
+
+#endif // LIBANGLE_PROGRAM_H_