Refactoring Shader objects (Take 2)

This change refactors shaders to no longer be dependent on D3D-only concepts.

BUG=angle:731
Change-Id: I1006112f1d31b7e41bd14bd3225ea157b7d6c6c9
Reviewed-on: https://chromium-review.googlesource.com/214467
Tested-by: Brandon Jones <bajones@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libGLESv2/Shader.cpp b/src/libGLESv2/Shader.cpp
index 0d7f601..05e11ad 100644
--- a/src/libGLESv2/Shader.cpp
+++ b/src/libGLESv2/Shader.cpp
@@ -14,31 +14,22 @@
 #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;
 
-template <typename VarT>
-const std::vector<VarT> *GetShaderVariables(const std::vector<VarT> *variableList)
+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)
 {
-    // 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()
@@ -64,7 +55,7 @@
 
 int Shader::getInfoLogLength() const
 {
-    return mInfoLog.empty() ? 0 : (mInfoLog.length() + 1);
+    return  mShader->getInfoLog().empty() ? 0 : (mShader->getInfoLog().length() + 1);
 }
 
 void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const
@@ -73,8 +64,8 @@
 
     if (bufSize > 0)
     {
-        index = std::min(bufSize - 1, static_cast<GLsizei>(mInfoLog.length()));
-        memcpy(infoLog, mInfoLog.c_str(), index);
+        index = std::min(bufSize - 1, static_cast<GLsizei>(mShader->getInfoLog().length()));
+        memcpy(infoLog, mShader->getInfoLog().c_str(), index);
 
         infoLog[index] = '\0';
     }
@@ -92,10 +83,10 @@
 
 int Shader::getTranslatedSourceLength() const
 {
-    return mHlsl.empty() ? 0 : (mHlsl.length() + 1);
+    return mShader->getTranslatedSource().empty() ? 0 : (mShader->getTranslatedSource().length() + 1);
 }
 
-void Shader::getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer) const
+void Shader::getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer)
 {
     int index = 0;
 
@@ -120,44 +111,12 @@
 
 void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const
 {
-    getSourceImpl(mHlsl, bufSize, length, buffer);
+    getSourceImpl(mShader->getTranslatedSource(), bufSize, length, buffer);
 }
 
-unsigned int Shader::getUniformRegister(const std::string &uniformName) const
+void Shader::compile()
 {
-    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;
+    mCompiled = mShader->compile(mSource);
 }
 
 void Shader::addRef()
@@ -190,289 +149,8 @@
     mDeleteStatus = true;
 }
 
-// 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)
+VertexShader::VertexShader(ResourceManager *manager, rx::ShaderImpl *impl, GLuint handle)
+    : Shader(manager, impl, GL_VERTEX_SHADER, handle)
 {
 }
 
@@ -480,60 +158,8 @@
 {
 }
 
-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)
+FragmentShader::FragmentShader(ResourceManager *manager, rx::ShaderImpl *impl, GLuint handle)
+    : Shader(manager, impl, GL_FRAGMENT_SHADER, handle)
 {
 }
 
@@ -541,53 +167,4 @@
 {
 }
 
-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);
-}
-
 }