#include "precompiled.h" // // Copyright (c) 2002-2013 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. // // Shader.cpp: Implements the gl::Shader class and its derived classes // VertexShader and FragmentShader. Implements GL shader objects and related // functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section 3.8 page 84. #include "libGLESv2/Shader.h" #include "GLSLANG/ShaderLang.h" #include "common/utilities.h" #include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/Constants.h" #include "libGLESv2/ResourceManager.h" namespace gl { void *Shader::mFragmentCompiler = NULL; void *Shader::mVertexCompiler = NULL; 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() { } GLuint Shader::getHandle() const { return mHandle; } void Shader::setSource(GLsizei count, const char *const *string, const GLint *length) { std::ostringstream stream; for (int i = 0; i < count; i++) { stream << string[i]; } mSource = stream.str(); } int Shader::getInfoLogLength() const { return mInfoLog.empty() ? 0 : (mInfoLog.length() + 1); } void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const { int index = 0; if (bufSize > 0) { index = std::min(bufSize - 1, static_cast<GLsizei>(mInfoLog.length())); memcpy(infoLog, mInfoLog.c_str(), index); infoLog[index] = '\0'; } if (length) { *length = index; } } int Shader::getSourceLength() const { return mSource.empty() ? 0 : (mSource.length() + 1); } int Shader::getTranslatedSourceLength() const { return mHlsl.empty() ? 0 : (mHlsl.length() + 1); } void Shader::getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer) const { int index = 0; if (bufSize > 0) { index = std::min(bufSize - 1, static_cast<GLsizei>(source.length())); memcpy(buffer, source.c_str(), index); buffer[index] = '\0'; } if (length) { *length = index; } } void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer) const { getSourceImpl(mSource, bufSize, length, buffer); } void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const { getSourceImpl(mHlsl, bufSize, length, buffer); } const std::vector<Uniform> &Shader::getUniforms() const { return mActiveUniforms; } const std::vector<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() { mRefCount++; } void Shader::release() { mRefCount--; if (mRefCount == 0 && mDeleteStatus) { mResourceManager->deleteShader(mHandle); } } unsigned int Shader::getRefCount() const { return mRefCount; } bool Shader::isFlaggedForDeletion() const { return mDeleteStatus; } void Shader::flagForDeletion() { 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); resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS; resources.MaxVertexUniformVectors = mRenderer->getMaxVertexUniformVectors(); resources.MaxVaryingVectors = mRenderer->getMaxVaryingVectors(); resources.MaxVertexTextureImageUnits = mRenderer->getMaxVertexTextureImageUnits(); resources.MaxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits(); resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS; resources.MaxFragmentUniformVectors = mRenderer->getMaxFragmentUniformVectors(); resources.MaxDrawBuffers = mRenderer->getMaxRenderTargets(); resources.OES_standard_derivatives = mRenderer->getDerivativeInstructionSupport(); resources.EXT_draw_buffers = mRenderer->getMaxRenderTargets() > 1; 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 = mRenderer->getMaxVaryingVectors(); resources.MaxFragmentInputVectors = mRenderer->getMaxVaryingVectors(); resources.MinProgramTexelOffset = -8; // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE resources.MaxProgramTexelOffset = 7; // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE mFragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources); mVertexCompiler = ShConstructCompiler(SH_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()) { std::vector<Varying> *activeVaryings; ShGetInfoPointer(compiler, SH_ACTIVE_VARYINGS_ARRAY, reinterpret_cast<void**>(&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 delete[] outputHLSL; void *activeUniforms; ShGetInfoPointer(compiler, SH_ACTIVE_UNIFORMS_ARRAY, &activeUniforms); mActiveUniforms = *(std::vector<Uniform>*)activeUniforms; void *activeInterfaceBlocks; ShGetInfoPointer(compiler, SH_ACTIVE_INTERFACE_BLOCKS_ARRAY, &activeInterfaceBlocks); mActiveInterfaceBlocks = *(std::vector<InterfaceBlock>*)activeInterfaceBlocks; } 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; } // [OpenGL ES SL 3.00.4] Section 11 p. 120 // Vertex Outs/Fragment Ins packing priorities static const GLenum varyingPriorityList[] = { // 1. Arrays of mat4 and mat4 GL_FLOAT_MAT4, // Non-square matrices of type matCxR consume the same space as a square // matrix of type matN where N is the greater of C and R GL_FLOAT_MAT3x4, GL_FLOAT_MAT4x3, GL_FLOAT_MAT2x4, GL_FLOAT_MAT4x2, // 2. Arrays of mat2 and mat2 (since they occupy full rows) GL_FLOAT_MAT2, // 3. Arrays of vec4 and vec4 GL_FLOAT_VEC4, GL_INT_VEC4, GL_UNSIGNED_INT_VEC4, // 4. Arrays of mat3 and mat3 GL_FLOAT_MAT3, GL_FLOAT_MAT2x3, GL_FLOAT_MAT3x2, // 5. Arrays of vec3 and vec3 GL_FLOAT_VEC3, GL_INT_VEC3, GL_UNSIGNED_INT_VEC3, // 6. Arrays of vec2 and vec2 GL_FLOAT_VEC2, GL_INT_VEC2, GL_UNSIGNED_INT_VEC2, // 7. Arrays of float and float GL_FLOAT, GL_INT, GL_UNSIGNED_INT, }; // 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; } unsigned int xPriority = GL_INVALID_INDEX; unsigned int yPriority = GL_INVALID_INDEX; for (unsigned int priorityIndex = 0; priorityIndex < ArraySize(varyingPriorityList); priorityIndex++) { if (varyingPriorityList[priorityIndex] == x.type) xPriority = priorityIndex; if (varyingPriorityList[priorityIndex] == y.type) yPriority = priorityIndex; if (xPriority != GL_INVALID_INDEX && yPriority != GL_INVALID_INDEX) break; } ASSERT(xPriority != GL_INVALID_INDEX && yPriority != GL_INVALID_INDEX); return xPriority <= yPriority; } int Shader::getShaderVersion() const { return mShaderVersion; } VertexShader::VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle) : Shader(manager, renderer, handle) { } VertexShader::~VertexShader() { } GLenum VertexShader::getType() { 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 ShaderVariable &attribute = mActiveAttributes[attributeIndex]; if (attribute.name == attributeName) { return semanticIndex; } semanticIndex += AttributeRegisterCount(attribute.type); } } return -1; } void VertexShader::parseAttributes() { const std::string &hlsl = getHLSL(); if (!hlsl.empty()) { void *activeAttributes; ShGetInfoPointer(mVertexCompiler, SH_ACTIVE_ATTRIBUTES_ARRAY, &activeAttributes); mActiveAttributes = *(std::vector<Attribute>*)activeAttributes; } } FragmentShader::FragmentShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle) : Shader(manager, renderer, handle) { } FragmentShader::~FragmentShader() { } GLenum FragmentShader::getType() { 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()) { void *activeOutputVariables; ShGetInfoPointer(mFragmentCompiler, SH_ACTIVE_OUTPUT_VARIABLES_ARRAY, &activeOutputVariables); mActiveOutputVariables = *(std::vector<Attribute>*)activeOutputVariables; } } void FragmentShader::uncompile() { Shader::uncompile(); mActiveOutputVariables.clear(); } const std::vector<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); } }