Revert "Refactoring Shader objects"

This reverts commit 537dfde52a33d621ab1198c949a81b09a1269b2e.

Change-Id: I5eb8923ac8f78877e6e77a8cd897021e56ee004a
Reviewed-on: https://chromium-review.googlesource.com/214466
Reviewed-by: Brandon Jones <bajones@chromium.org>
Tested-by: Brandon Jones <bajones@chromium.org>
diff --git a/src/libGLESv2/Shader.cpp b/src/libGLESv2/Shader.cpp
index 05e11ad..0d7f601 100644
--- a/src/libGLESv2/Shader.cpp
+++ b/src/libGLESv2/Shader.cpp
@@ -14,22 +14,31 @@
 #include "GLSLANG/ShaderLang.h"
 #include "common/utilities.h"
 #include "libGLESv2/renderer/Renderer.h"
-#include "libGLESv2/renderer/ShaderImpl.h"
 #include "libGLESv2/Constants.h"
 #include "libGLESv2/ResourceManager.h"
 
 namespace gl
 {
+void *Shader::mFragmentCompiler = NULL;
+void *Shader::mVertexCompiler = NULL;
 
-Shader::Shader(ResourceManager *manager, rx::ShaderImpl *impl, GLenum type, GLuint handle)
-    : mShader(impl),
-      mType(type),
-      mHandle(handle),
-      mResourceManager(manager),
-      mRefCount(0),
-      mDeleteStatus(false),
-      mCompiled(false)
+template <typename VarT>
+const std::vector<VarT> *GetShaderVariables(const std::vector<VarT> *variableList)
 {
+    // TODO: handle staticUse. for now, assume all returned variables are active.
+    ASSERT(variableList);
+    return variableList;
+}
+
+Shader::Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
+    : mHandle(handle), mRenderer(renderer), mResourceManager(manager)
+{
+    uncompile();
+    initializeCompiler();
+
+    mRefCount = 0;
+    mDeleteStatus = false;
+    mShaderVersion = 100;
 }
 
 Shader::~Shader()
@@ -55,7 +64,7 @@
 
 int Shader::getInfoLogLength() const
 {
-    return  mShader->getInfoLog().empty() ? 0 : (mShader->getInfoLog().length() + 1);
+    return mInfoLog.empty() ? 0 : (mInfoLog.length() + 1);
 }
 
 void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const
@@ -64,8 +73,8 @@
 
     if (bufSize > 0)
     {
-        index = std::min(bufSize - 1, static_cast<GLsizei>(mShader->getInfoLog().length()));
-        memcpy(infoLog, mShader->getInfoLog().c_str(), index);
+        index = std::min(bufSize - 1, static_cast<GLsizei>(mInfoLog.length()));
+        memcpy(infoLog, mInfoLog.c_str(), index);
 
         infoLog[index] = '\0';
     }
@@ -83,10 +92,10 @@
 
 int Shader::getTranslatedSourceLength() const
 {
-    return mShader->getTranslatedSource().empty() ? 0 : (mShader->getTranslatedSource().length() + 1);
+    return mHlsl.empty() ? 0 : (mHlsl.length() + 1);
 }
 
-void Shader::getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer)
+void Shader::getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer) const
 {
     int index = 0;
 
@@ -111,12 +120,44 @@
 
 void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const
 {
-    getSourceImpl(mShader->getTranslatedSource(), bufSize, length, buffer);
+    getSourceImpl(mHlsl, bufSize, length, buffer);
 }
 
-void Shader::compile()
+unsigned int Shader::getUniformRegister(const std::string &uniformName) const
 {
-    mCompiled = mShader->compile(mSource);
+    ASSERT(mUniformRegisterMap.count(uniformName) > 0);
+    return mUniformRegisterMap.find(uniformName)->second;
+}
+
+unsigned int Shader::getInterfaceBlockRegister(const std::string &blockName) const
+{
+    ASSERT(mInterfaceBlockRegisterMap.count(blockName) > 0);
+    return mInterfaceBlockRegisterMap.find(blockName)->second;
+}
+
+const std::vector<sh::Uniform> &Shader::getUniforms() const
+{
+    return mActiveUniforms;
+}
+
+const std::vector<sh::InterfaceBlock> &Shader::getInterfaceBlocks() const
+{
+    return mActiveInterfaceBlocks;
+}
+
+std::vector<PackedVarying> &Shader::getVaryings()
+{
+    return mVaryings;
+}
+
+bool Shader::isCompiled() const
+{
+    return !mHlsl.empty();
+}
+
+const std::string &Shader::getHLSL() const
+{
+    return mHlsl;
 }
 
 void Shader::addRef()
@@ -149,8 +190,289 @@
     mDeleteStatus = true;
 }
 
-VertexShader::VertexShader(ResourceManager *manager, rx::ShaderImpl *impl, GLuint handle)
-    : Shader(manager, impl, GL_VERTEX_SHADER, handle)
+// Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
+void Shader::initializeCompiler()
+{
+    if (!mFragmentCompiler)
+    {
+        int result = ShInitialize();
+
+        if (result)
+        {
+            ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT;
+
+            ShBuiltInResources resources;
+            ShInitBuiltInResources(&resources);
+
+            // TODO(geofflang): use context's caps
+            const gl::Caps &caps = mRenderer->getRendererCaps();
+            const gl::Extensions &extensions = mRenderer->getRendererExtensions();
+
+            resources.MaxVertexAttribs = caps.maxVertexAttributes;
+            resources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
+            resources.MaxVaryingVectors = mRenderer->getMaxVaryingVectors();
+            resources.MaxVertexTextureImageUnits = caps.maxVertexTextureImageUnits;
+            resources.MaxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits();
+            resources.MaxTextureImageUnits = caps.maxTextureImageUnits;
+            resources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
+            resources.MaxDrawBuffers = caps.maxDrawBuffers;
+            resources.OES_standard_derivatives = extensions.standardDerivatives;
+            resources.EXT_draw_buffers = extensions.drawBuffers;
+            resources.EXT_shader_texture_lod = 1;
+            // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
+            resources.FragmentPrecisionHigh = 1;   // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
+            resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
+            // GLSL ES 3.0 constants
+            resources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
+            resources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
+            resources.MinProgramTexelOffset = caps.minProgramTexelOffset;
+            resources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
+
+            mFragmentCompiler = ShConstructCompiler(GL_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
+            mVertexCompiler = ShConstructCompiler(GL_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
+        }
+    }
+}
+
+void Shader::releaseCompiler()
+{
+    ShDestruct(mFragmentCompiler);
+    ShDestruct(mVertexCompiler);
+
+    mFragmentCompiler = NULL;
+    mVertexCompiler = NULL;
+
+    ShFinalize();
+}
+
+void Shader::parseVaryings(void *compiler)
+{
+    if (!mHlsl.empty())
+    {
+        const std::vector<sh::Varying> *activeVaryings = ShGetVaryings(compiler);
+        ASSERT(activeVaryings);
+
+        for (size_t varyingIndex = 0; varyingIndex < activeVaryings->size(); varyingIndex++)
+        {
+            mVaryings.push_back(PackedVarying((*activeVaryings)[varyingIndex]));
+        }
+
+        mUsesMultipleRenderTargets = mHlsl.find("GL_USES_MRT")          != std::string::npos;
+        mUsesFragColor             = mHlsl.find("GL_USES_FRAG_COLOR")   != std::string::npos;
+        mUsesFragData              = mHlsl.find("GL_USES_FRAG_DATA")    != std::string::npos;
+        mUsesFragCoord             = mHlsl.find("GL_USES_FRAG_COORD")   != std::string::npos;
+        mUsesFrontFacing           = mHlsl.find("GL_USES_FRONT_FACING") != std::string::npos;
+        mUsesPointSize             = mHlsl.find("GL_USES_POINT_SIZE")   != std::string::npos;
+        mUsesPointCoord            = mHlsl.find("GL_USES_POINT_COORD")  != std::string::npos;
+        mUsesDepthRange            = mHlsl.find("GL_USES_DEPTH_RANGE")  != std::string::npos;
+        mUsesFragDepth             = mHlsl.find("GL_USES_FRAG_DEPTH")   != std::string::npos;
+        mUsesDiscardRewriting      = mHlsl.find("ANGLE_USES_DISCARD_REWRITING") != std::string::npos;
+        mUsesNestedBreak           = mHlsl.find("ANGLE_USES_NESTED_BREAK") != std::string::npos;
+    }
+}
+
+void Shader::resetVaryingsRegisterAssignment()
+{
+    for (unsigned int varyingIndex = 0; varyingIndex < mVaryings.size(); varyingIndex++)
+    {
+        mVaryings[varyingIndex].resetRegisterAssignment();
+    }
+}
+
+// initialize/clean up previous state
+void Shader::uncompile()
+{
+    // set by compileToHLSL
+    mHlsl.clear();
+    mInfoLog.clear();
+
+    // set by parseVaryings
+    mVaryings.clear();
+
+    mUsesMultipleRenderTargets = false;
+    mUsesFragColor = false;
+    mUsesFragData = false;
+    mUsesFragCoord = false;
+    mUsesFrontFacing = false;
+    mUsesPointSize = false;
+    mUsesPointCoord = false;
+    mUsesDepthRange = false;
+    mUsesFragDepth = false;
+    mShaderVersion = 100;
+    mUsesDiscardRewriting = false;
+    mUsesNestedBreak = false;
+
+    mActiveUniforms.clear();
+    mActiveInterfaceBlocks.clear();
+}
+
+void Shader::compileToHLSL(void *compiler)
+{
+    // ensure the compiler is loaded
+    initializeCompiler();
+
+    int compileOptions = SH_OBJECT_CODE;
+    std::string sourcePath;
+    if (perfActive())
+    {
+        sourcePath = getTempPath();
+        writeFile(sourcePath.c_str(), mSource.c_str(), mSource.length());
+        compileOptions |= SH_LINE_DIRECTIVES;
+    }
+
+    int result;
+    if (sourcePath.empty())
+    {
+        const char* sourceStrings[] =
+        {
+            mSource.c_str(),
+        };
+
+        result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
+    }
+    else
+    {
+        const char* sourceStrings[] =
+        {
+            sourcePath.c_str(),
+            mSource.c_str(),
+        };
+
+        result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
+    }
+
+    size_t shaderVersion = 100;
+    ShGetInfo(compiler, SH_SHADER_VERSION, &shaderVersion);
+
+    mShaderVersion = static_cast<int>(shaderVersion);
+
+    if (shaderVersion == 300 && mRenderer->getCurrentClientVersion() < 3)
+    {
+        mInfoLog = "GLSL ES 3.00 is not supported by OpenGL ES 2.0 contexts";
+        TRACE("\n%s", mInfoLog.c_str());
+    }
+    else if (result)
+    {
+        size_t objCodeLen = 0;
+        ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
+
+        char* outputHLSL = new char[objCodeLen];
+        ShGetObjectCode(compiler, outputHLSL);
+
+#ifdef _DEBUG
+        std::ostringstream hlslStream;
+        hlslStream << "// GLSL\n";
+        hlslStream << "//\n";
+
+        size_t curPos = 0;
+        while (curPos != std::string::npos)
+        {
+            size_t nextLine = mSource.find("\n", curPos);
+            size_t len = (nextLine == std::string::npos) ? std::string::npos : (nextLine - curPos + 1);
+
+            hlslStream << "// " << mSource.substr(curPos, len);
+
+            curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1);
+        }
+        hlslStream << "\n\n";
+        hlslStream << outputHLSL;
+        mHlsl = hlslStream.str();
+#else
+        mHlsl = outputHLSL;
+#endif
+
+        SafeDeleteArray(outputHLSL);
+
+        mActiveUniforms = *GetShaderVariables(ShGetUniforms(compiler));
+
+        for (size_t uniformIndex = 0; uniformIndex < mActiveUniforms.size(); uniformIndex++)
+        {
+            const sh::Uniform &uniform = mActiveUniforms[uniformIndex];
+
+            unsigned int index = -1;
+            bool result = ShGetUniformRegister(compiler, uniform.name.c_str(), &index);
+            UNUSED_ASSERTION_VARIABLE(result);
+            ASSERT(result);
+
+            mUniformRegisterMap[uniform.name] = index;
+        }
+
+        mActiveInterfaceBlocks = *GetShaderVariables(ShGetInterfaceBlocks(compiler));
+
+        for (size_t blockIndex = 0; blockIndex < mActiveInterfaceBlocks.size(); blockIndex++)
+        {
+            const sh::InterfaceBlock &interfaceBlock = mActiveInterfaceBlocks[blockIndex];
+
+            unsigned int index = -1;
+            bool result = ShGetInterfaceBlockRegister(compiler, interfaceBlock.name.c_str(), &index);
+            UNUSED_ASSERTION_VARIABLE(result);
+            ASSERT(result);
+
+            mInterfaceBlockRegisterMap[interfaceBlock.name] = index;
+        }
+    }
+    else
+    {
+        size_t infoLogLen = 0;
+        ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
+
+        char* infoLog = new char[infoLogLen];
+        ShGetInfoLog(compiler, infoLog);
+        mInfoLog = infoLog;
+
+        TRACE("\n%s", mInfoLog.c_str());
+    }
+}
+
+rx::D3DWorkaroundType Shader::getD3DWorkarounds() const
+{
+    if (mUsesDiscardRewriting)
+    {
+        // ANGLE issue 486:
+        // Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization
+        return rx::ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION;
+    }
+
+    if (mUsesNestedBreak)
+    {
+        // ANGLE issue 603:
+        // Work-around a D3D9 compiler bug that presents itself when using break in a nested loop, by maximizing optimization
+        // We want to keep the use of ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION minimal to prevent hangs, so usesDiscard takes precedence
+        return rx::ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION;
+    }
+
+    return rx::ANGLE_D3D_WORKAROUND_NONE;
+}
+
+// true if varying x has a higher priority in packing than y
+bool Shader::compareVarying(const PackedVarying &x, const PackedVarying &y)
+{
+    if (x.type == y.type)
+    {
+        return x.arraySize > y.arraySize;
+    }
+
+    // Special case for handling structs: we sort these to the end of the list
+    if (x.type == GL_STRUCT_ANGLEX)
+    {
+        return false;
+    }
+
+    if (y.type == GL_STRUCT_ANGLEX)
+    {
+        return true;
+    }
+
+    return gl::VariableSortOrder(x.type) <= gl::VariableSortOrder(y.type);
+}
+
+int Shader::getShaderVersion() const
+{
+    return mShaderVersion;
+}
+
+VertexShader::VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
+    : Shader(manager, renderer, handle)
 {
 }
 
@@ -158,8 +480,60 @@
 {
 }
 
-FragmentShader::FragmentShader(ResourceManager *manager, rx::ShaderImpl *impl, GLuint handle)
-    : Shader(manager, impl, GL_FRAGMENT_SHADER, handle)
+GLenum VertexShader::getType() const
+{
+    return GL_VERTEX_SHADER;
+}
+
+void VertexShader::uncompile()
+{
+    Shader::uncompile();
+
+    // set by ParseAttributes
+    mActiveAttributes.clear();
+}
+
+void VertexShader::compile()
+{
+    uncompile();
+
+    compileToHLSL(mVertexCompiler);
+    parseAttributes();
+    parseVaryings(mVertexCompiler);
+}
+
+int VertexShader::getSemanticIndex(const std::string &attributeName)
+{
+    if (!attributeName.empty())
+    {
+        int semanticIndex = 0;
+        for (unsigned int attributeIndex = 0; attributeIndex < mActiveAttributes.size(); attributeIndex++)
+        {
+            const sh::ShaderVariable &attribute = mActiveAttributes[attributeIndex];
+
+            if (attribute.name == attributeName)
+            {
+                return semanticIndex;
+            }
+
+            semanticIndex += VariableRegisterCount(attribute.type);
+        }
+    }
+
+    return -1;
+}
+
+void VertexShader::parseAttributes()
+{
+    const std::string &hlsl = getHLSL();
+    if (!hlsl.empty())
+    {
+        mActiveAttributes = *GetShaderVariables(ShGetAttributes(mVertexCompiler));
+    }
+}
+
+FragmentShader::FragmentShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
+    : Shader(manager, renderer, handle)
 {
 }
 
@@ -167,4 +541,53 @@
 {
 }
 
+GLenum FragmentShader::getType() const
+{
+    return GL_FRAGMENT_SHADER;
+}
+
+void FragmentShader::compile()
+{
+    uncompile();
+
+    compileToHLSL(mFragmentCompiler);
+    parseVaryings(mFragmentCompiler);
+    std::sort(mVaryings.begin(), mVaryings.end(), compareVarying);
+
+    const std::string &hlsl = getHLSL();
+    if (!hlsl.empty())
+    {
+        mActiveOutputVariables = *GetShaderVariables(ShGetOutputVariables(mFragmentCompiler));
+    }
+}
+
+void FragmentShader::uncompile()
+{
+    Shader::uncompile();
+
+    mActiveOutputVariables.clear();
+}
+
+const std::vector<sh::Attribute> &FragmentShader::getOutputVariables() const
+{
+    return mActiveOutputVariables;
+}
+
+ShShaderOutput Shader::getCompilerOutputType(GLenum shader)
+{
+    void *compiler = NULL;
+
+    switch (shader)
+    {
+      case GL_VERTEX_SHADER:   compiler = mVertexCompiler;   break;
+      case GL_FRAGMENT_SHADER: compiler = mFragmentCompiler; break;
+      default: UNREACHABLE();  return SH_HLSL9_OUTPUT;
+    }
+
+    size_t outputType = 0;
+    ShGetInfo(compiler, SH_OUTPUT_TYPE, &outputType);
+
+    return static_cast<ShShaderOutput>(outputType);
+}
+
 }