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Geoff Lang492a7e42014-11-05 13:27:06 -05001//
2// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Compiler.cpp: implements the gl::Compiler class.
8
9#include "libANGLE/Compiler.h"
Geoff Lang492a7e42014-11-05 13:27:06 -050010
11#include "common/debug.h"
Jamie Madill9082b982016-04-27 15:21:51 -040012#include "libANGLE/ContextState.h"
Jamie Madill83f349e2015-09-23 09:50:36 -040013#include "libANGLE/renderer/CompilerImpl.h"
Jamie Madill7aea7e02016-05-10 10:39:45 -040014#include "libANGLE/renderer/GLImplFactory.h"
Geoff Lang492a7e42014-11-05 13:27:06 -050015
16namespace gl
17{
18
Jamie Madill83f349e2015-09-23 09:50:36 -040019namespace
Geoff Lang492a7e42014-11-05 13:27:06 -050020{
Jamie Madill83f349e2015-09-23 09:50:36 -040021
22// Global count of active shader compiler handles. Needed to know when to call ShInitialize and
23// ShFinalize.
24size_t activeCompilerHandles = 0;
25
Martin Radev1be913c2016-07-11 17:59:16 +030026ShShaderSpec SelectShaderSpec(GLint majorVersion, GLint minorVersion)
27{
28 if (majorVersion >= 3)
29 {
30 if (minorVersion == 1)
31 {
32 return SH_GLES3_1_SPEC;
33 }
34 else
35 {
36 return SH_GLES3_SPEC;
37 }
38 }
39 return SH_GLES2_SPEC;
40}
41
Jamie Madill83f349e2015-09-23 09:50:36 -040042} // anonymous namespace
43
Jamie Madilldfde6ab2016-06-09 07:07:18 -070044Compiler::Compiler(rx::GLImplFactory *implFactory, const ContextState &state)
Jamie Madill83f349e2015-09-23 09:50:36 -040045 : mImplementation(implFactory->createCompiler()),
Martin Radev1be913c2016-07-11 17:59:16 +030046 mSpec(SelectShaderSpec(state.getClientMajorVersion(), state.getClientMinorVersion())),
Jamie Madill83f349e2015-09-23 09:50:36 -040047 mOutputType(mImplementation->getTranslatorOutputType()),
48 mResources(),
49 mFragmentCompiler(nullptr),
50 mVertexCompiler(nullptr)
51{
Martin Radev1be913c2016-07-11 17:59:16 +030052 ASSERT(state.getClientMajorVersion() == 2 || state.getClientMajorVersion() == 3);
Jamie Madill83f349e2015-09-23 09:50:36 -040053
Jamie Madilldfde6ab2016-06-09 07:07:18 -070054 const gl::Caps &caps = state.getCaps();
55 const gl::Extensions &extensions = state.getExtensions();
Jamie Madill83f349e2015-09-23 09:50:36 -040056
57 ShInitBuiltInResources(&mResources);
Jamie Madill29f908b2016-07-19 23:21:01 +000058 mResources.MaxVertexAttribs = caps.maxVertexAttributes;
59 mResources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
60 mResources.MaxVaryingVectors = caps.maxVaryingVectors;
61 mResources.MaxVertexTextureImageUnits = caps.maxVertexTextureImageUnits;
62 mResources.MaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
63 mResources.MaxTextureImageUnits = caps.maxTextureImageUnits;
64 mResources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
65 mResources.MaxDrawBuffers = caps.maxDrawBuffers;
66 mResources.OES_standard_derivatives = extensions.standardDerivatives;
67 mResources.EXT_draw_buffers = extensions.drawBuffers;
68 mResources.EXT_shader_texture_lod = extensions.shaderTextureLOD;
Geoff Langb66a9092016-05-16 15:59:14 -040069 mResources.OES_EGL_image_external = extensions.eglImageExternal;
70 mResources.OES_EGL_image_external_essl3 = extensions.eglImageExternalEssl3;
Ian Ewellbda75592016-04-18 17:25:54 -040071 mResources.NV_EGL_stream_consumer_external = extensions.eglStreamConsumerExternal;
Jamie Madill83f349e2015-09-23 09:50:36 -040072 // TODO: use shader precision caps to determine if high precision is supported?
73 mResources.FragmentPrecisionHigh = 1;
74 mResources.EXT_frag_depth = extensions.fragDepth;
75
76 // GLSL ES 3.0 constants
77 mResources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
78 mResources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
79 mResources.MinProgramTexelOffset = caps.minProgramTexelOffset;
80 mResources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
Martin Radeve93d24e2016-07-28 12:06:05 +030081
82 // GLSL ES 3.1 compute shader constants
83 mResources.MaxImageUnits = caps.maxImageUnits;
84 mResources.MaxVertexImageUniforms = caps.maxVertexImageUniforms;
85 mResources.MaxFragmentImageUniforms = caps.maxFragmentImageUniforms;
86 mResources.MaxComputeImageUniforms = caps.maxComputeImageUniforms;
87 mResources.MaxCombinedImageUniforms = caps.maxCombinedImageUniforms;
88 mResources.MaxCombinedShaderOutputResources = caps.maxCombinedShaderOutputResources;
89
90 for (size_t index = 0u; index < 3u; ++index)
91 {
92 mResources.MaxComputeWorkGroupCount[index] = caps.maxComputeWorkGroupCount[index];
93 mResources.MaxComputeWorkGroupSize[index] = caps.maxComputeWorkGroupSize[index];
94 }
95
96 mResources.MaxComputeUniformComponents = caps.maxComputeUniformComponents;
97 mResources.MaxComputeTextureImageUnits = caps.maxComputeTextureImageUnits;
98
99 mResources.MaxComputeAtomicCounters = caps.maxComputeAtomicCounters;
100 mResources.MaxComputeAtomicCounterBuffers = caps.maxComputeAtomicCounterBuffers;
101
102 mResources.MaxVertexAtomicCounters = caps.maxVertexAtomicCounters;
103 mResources.MaxFragmentAtomicCounters = caps.maxFragmentAtomicCounters;
104 mResources.MaxCombinedAtomicCounters = caps.maxCombinedAtomicCounters;
105 mResources.MaxAtomicCounterBindings = caps.maxAtomicCounterBufferBindings;
106 mResources.MaxVertexAtomicCounterBuffers = caps.maxVertexAtomicCounterBuffers;
107 mResources.MaxFragmentAtomicCounterBuffers = caps.maxFragmentAtomicCounterBuffers;
108 mResources.MaxCombinedAtomicCounterBuffers = caps.maxCombinedAtomicCounterBuffers;
109 mResources.MaxAtomicCounterBufferSize = caps.maxAtomicCounterBufferSize;
Geoff Lang492a7e42014-11-05 13:27:06 -0500110}
111
112Compiler::~Compiler()
113{
Jamie Madill83f349e2015-09-23 09:50:36 -0400114 release();
115 SafeDelete(mImplementation);
Geoff Lang492a7e42014-11-05 13:27:06 -0500116}
117
118Error Compiler::release()
119{
Jamie Madill83f349e2015-09-23 09:50:36 -0400120 if (mFragmentCompiler)
121 {
122 ShDestruct(mFragmentCompiler);
123 mFragmentCompiler = nullptr;
124
125 ASSERT(activeCompilerHandles > 0);
126 activeCompilerHandles--;
127 }
128
129 if (mVertexCompiler)
130 {
131 ShDestruct(mVertexCompiler);
132 mVertexCompiler = nullptr;
133
134 ASSERT(activeCompilerHandles > 0);
135 activeCompilerHandles--;
136 }
137
138 if (activeCompilerHandles == 0)
139 {
140 ShFinalize();
141 }
142
143 mImplementation->release();
144
145 return gl::Error(GL_NO_ERROR);
Geoff Lang492a7e42014-11-05 13:27:06 -0500146}
147
Jamie Madill83f349e2015-09-23 09:50:36 -0400148ShHandle Compiler::getCompilerHandle(GLenum type)
Geoff Lang492a7e42014-11-05 13:27:06 -0500149{
Jamie Madill83f349e2015-09-23 09:50:36 -0400150 ShHandle *compiler = nullptr;
151 switch (type)
152 {
153 case GL_VERTEX_SHADER:
154 compiler = &mVertexCompiler;
155 break;
156
157 case GL_FRAGMENT_SHADER:
158 compiler = &mFragmentCompiler;
159 break;
160
161 default:
162 UNREACHABLE();
163 return nullptr;
164 }
165
166 if (!(*compiler))
167 {
168 if (activeCompilerHandles == 0)
169 {
170 ShInitialize();
171 }
172
173 *compiler = ShConstructCompiler(type, mSpec, mOutputType, &mResources);
174 activeCompilerHandles++;
175 }
176
177 return *compiler;
Geoff Lang492a7e42014-11-05 13:27:06 -0500178}
179
Jamie Madill83f349e2015-09-23 09:50:36 -0400180} // namespace gl