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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGLShaderValidator.h"
#include "GLContext.h"
#include "mozilla/gfx/Logging.h"
#include "mozilla/Preferences.h"
#include "mozilla/StaticPrefs_webgl.h"
#include "MurmurHash3.h"
#include "nsPrintfCString.h"
#include <string>
#include <vector>
#include "WebGLContext.h"
namespace mozilla {
namespace webgl {
uint64_t IdentifierHashFunc(const char* name, size_t len) {
// NB: we use the x86 function everywhere, even though it's suboptimal perf
// on x64. They return different results; not sure if that's a requirement.
uint64_t hash[2];
MurmurHash3_x86_128(name, len, 0, hash);
return hash[0];
}
static ShCompileOptions ChooseValidatorCompileOptions(
const ShBuiltInResources& resources, const mozilla::gl::GLContext* gl) {
ShCompileOptions options = {};
options.variables = true;
options.enforcePackingRestrictions = true;
options.objectCode = true;
options.initGLPosition = true;
options.initializeUninitializedLocals = true;
options.initOutputVariables = true;
#ifdef XP_MACOSX
options.removeInvariantAndCentroidForESSL3 = true;
#else
// We want to do this everywhere, but to do this on Mac, we need
// to do it only on Mac OSX > 10.6 as this causes the shader
// compiler in 10.6 to crash
options.clampIndirectArrayBounds = true;
#endif
if (gl->WorkAroundDriverBugs()) {
if (kIsMacOS) {
options.unfoldShortCircuit = true;
// Work around that Mac drivers handle struct scopes incorrectly.
options.regenerateStructNames = true;
options.initOutputVariables = true;
options.initGLPointSize = true;
if (gl->Vendor() == gl::GLVendor::Intel) {
// Work around that Intel drivers on Mac OSX handle for-loop
// incorrectly.
options.addAndTrueToLoopCondition = true;
options.rewriteTexelFetchOffsetToTexelFetch = true;
}
}
if (!gl->IsANGLE() && gl->Vendor() == gl::GLVendor::Intel) {
// Failures on at least Windows+Intel+OGL on:
// conformance/glsl/constructors/glsl-construct-mat2.html
options.scalarizeVecAndMatConstructorArgs = true;
}
}
// -
if (resources.MaxExpressionComplexity > 0) {
options.limitExpressionComplexity = true;
}
if (resources.MaxCallStackDepth > 0) {
options.limitCallStackDepth = true;
}
return options;
}
} // namespace webgl
////////////////////////////////////////
static ShShaderOutput ShaderOutput(gl::GLContext* gl) {
if (gl->IsGLES()) {
return SH_ESSL_OUTPUT;
}
uint32_t version = gl->ShadingLanguageVersion();
switch (version) {
case 100:
return SH_GLSL_COMPATIBILITY_OUTPUT;
case 120:
return SH_GLSL_COMPATIBILITY_OUTPUT;
case 130:
return SH_GLSL_130_OUTPUT;
case 140:
return SH_GLSL_140_OUTPUT;
case 150:
return SH_GLSL_150_CORE_OUTPUT;
case 330:
return SH_GLSL_330_CORE_OUTPUT;
case 400:
return SH_GLSL_400_CORE_OUTPUT;
case 410:
return SH_GLSL_410_CORE_OUTPUT;
case 420:
return SH_GLSL_420_CORE_OUTPUT;
case 430:
return SH_GLSL_430_CORE_OUTPUT;
case 440:
return SH_GLSL_440_CORE_OUTPUT;
default:
if (version >= 450) {
// "OpenGL 4.6 is also guaranteed to support all previous versions of
// the OpenGL Shading Language back to version 1.10."
return SH_GLSL_450_CORE_OUTPUT;
}
gfxCriticalNote << "Unexpected GLSL version: " << version;
}
return SH_GLSL_COMPATIBILITY_OUTPUT;
}
std::unique_ptr<webgl::ShaderValidator> WebGLContext::CreateShaderValidator(
GLenum shaderType) const {
const auto spec = (IsWebGL2() ? SH_WEBGL2_SPEC : SH_WEBGL_SPEC);
const auto outputLanguage = ShaderOutput(gl);
ShBuiltInResources resources;
memset(&resources, 0, sizeof(resources));
sh::InitBuiltInResources(&resources);
resources.HashFunction = webgl::IdentifierHashFunc;
const auto& limits = Limits();
resources.MaxVertexAttribs = limits.maxVertexAttribs;
resources.MaxVertexUniformVectors = mGLMaxVertexUniformVectors;
resources.MaxVertexTextureImageUnits = mGLMaxVertexTextureImageUnits;
resources.MaxCombinedTextureImageUnits = limits.maxTexUnits;
resources.MaxTextureImageUnits = mGLMaxFragmentTextureImageUnits;
resources.MaxFragmentUniformVectors = mGLMaxFragmentUniformVectors;
resources.MaxVertexOutputVectors = mGLMaxVertexOutputVectors;
resources.MaxFragmentInputVectors = mGLMaxFragmentInputVectors;
resources.MaxVaryingVectors = mGLMaxFragmentInputVectors;
if (IsWebGL2()) {
resources.MinProgramTexelOffset = mGLMinProgramTexelOffset;
resources.MaxProgramTexelOffset = mGLMaxProgramTexelOffset;
}
resources.MaxDrawBuffers = MaxValidDrawBuffers();
if (IsExtensionEnabled(WebGLExtensionID::EXT_frag_depth))
resources.EXT_frag_depth = 1;
if (IsExtensionEnabled(WebGLExtensionID::OES_standard_derivatives))
resources.OES_standard_derivatives = 1;
if (IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers))
resources.EXT_draw_buffers = 1;
if (IsExtensionEnabled(WebGLExtensionID::EXT_shader_texture_lod))
resources.EXT_shader_texture_lod = 1;
if (IsExtensionEnabled(WebGLExtensionID::OVR_multiview2)) {
resources.OVR_multiview = 1;
resources.OVR_multiview2 = 1;
resources.MaxViewsOVR = limits.maxMultiviewLayers;
}
// Tell ANGLE to allow highp in frag shaders. (unless disabled)
// If underlying GLES doesn't have highp in frag shaders, it should complain
// anyways.
resources.FragmentPrecisionHigh = mDisableFragHighP ? 0 : 1;
if (gl->WorkAroundDriverBugs()) {
#ifdef XP_MACOSX
if (gl->Vendor() == gl::GLVendor::NVIDIA) {
// Work around bug 890432
resources.MaxExpressionComplexity = 1000;
}
#endif
}
const auto compileOptions =
webgl::ChooseValidatorCompileOptions(resources, gl);
auto ret = webgl::ShaderValidator::Create(shaderType, spec, outputLanguage,
resources, compileOptions);
if (!ret) return ret;
ret->mIfNeeded_webgl_gl_VertexID_Offset |=
mBug_DrawArraysInstancedUserAttribFetchAffectedByFirst;
return ret;
}
////////////////////////////////////////
namespace webgl {
/*static*/
std::unique_ptr<ShaderValidator> ShaderValidator::Create(
GLenum shaderType, ShShaderSpec spec, ShShaderOutput outputLanguage,
const ShBuiltInResources& resources, ShCompileOptions compileOptions) {
ShHandle handle =
sh::ConstructCompiler(shaderType, spec, outputLanguage, &resources);
MOZ_RELEASE_ASSERT(handle);
if (!handle) return nullptr;
return std::unique_ptr<ShaderValidator>(
new ShaderValidator(handle, compileOptions, resources.MaxVaryingVectors));
}
ShaderValidator::~ShaderValidator() { sh::Destruct(mHandle); }
inline bool StartsWith(const std::string_view& str,
const std::string_view& part) {
return str.find(part) == 0;
}
inline std::vector<std::string_view> Split(std::string_view src,
const std::string_view& delim,
const size_t maxSplits = -1) {
std::vector<std::string_view> ret;
for (const auto i : IntegerRange(maxSplits)) {
(void)i;
const auto end = src.find(delim);
if (end == size_t(-1)) {
break;
}
ret.push_back(src.substr(0, end));
src = src.substr(end + delim.size());
}
ret.push_back(src);
return ret;
}
std::unique_ptr<const ShaderValidatorResults>
ShaderValidator::ValidateAndTranslate(const char* const source) const {
auto ret = std::make_unique<ShaderValidatorResults>();
const std::array<const char*, 1> parts = {source};
ret->mValid =
sh::Compile(mHandle, parts.data(), parts.size(), mCompileOptions);
ret->mInfoLog = sh::GetInfoLog(mHandle);
if (ret->mValid) {
ret->mObjectCode = sh::GetObjectCode(mHandle);
ret->mShaderVersion = sh::GetShaderVersion(mHandle);
ret->mVertexShaderNumViews = sh::GetVertexShaderNumViews(mHandle);
ret->mAttributes = *sh::GetAttributes(mHandle);
ret->mInterfaceBlocks = *sh::GetInterfaceBlocks(mHandle);
ret->mOutputVariables = *sh::GetOutputVariables(mHandle);
ret->mUniforms = *sh::GetUniforms(mHandle);
ret->mVaryings = *sh::GetVaryings(mHandle);
ret->mMaxVaryingVectors = mMaxVaryingVectors;
const auto& nameMap = *sh::GetNameHashingMap(mHandle);
for (const auto& pair : nameMap) {
ret->mNameMap.insert(pair);
}
// -
// Custom translation steps
auto* const translatedSource = &ret->mObjectCode;
// gl_VertexID -> webgl_gl_VertexID
// gl_InstanceID -> webgl_gl_InstanceID
std::string header;
std::string_view body = *translatedSource;
if (StartsWith(body, "#version")) {
const auto parts = Split(body, "\n", 1);
header = parts.at(0);
header += "\n";
body = parts.at(1);
}
for (const auto& attrib : ret->mAttributes) {
if (mIfNeeded_webgl_gl_VertexID_Offset && attrib.name == "gl_VertexID" &&
attrib.staticUse) {
header += "uniform int webgl_gl_VertexID_Offset;\n";
header +=
"#define gl_VertexID (gl_VertexID + webgl_gl_VertexID_Offset)\n";
ret->mNeeds_webgl_gl_VertexID_Offset = true;
}
}
if (header.size()) {
auto combined = header;
combined += body;
*translatedSource = combined;
}
}
sh::ClearResults(mHandle);
return ret;
}
bool ShaderValidatorResults::CanLinkTo(const ShaderValidatorResults& vert,
nsCString* const out_log) const {
MOZ_ASSERT(mValid);
MOZ_ASSERT(vert.mValid);
if (vert.mShaderVersion != mShaderVersion) {
nsPrintfCString error(
"Vertex shader version %d does not match"
" fragment shader version %d.",
vert.mShaderVersion, mShaderVersion);
*out_log = error;
return false;
}
for (const auto& itrFrag : mUniforms) {
for (const auto& itrVert : vert.mUniforms) {
if (itrVert.name != itrFrag.name) continue;
if (!itrVert.isSameUniformAtLinkTime(itrFrag)) {
nsPrintfCString error(
"Uniform `%s` is not linkable between"
" attached shaders.",
itrFrag.name.c_str());
*out_log = error;
return false;
}
break;
}
}
for (const auto& fragVar : mInterfaceBlocks) {
for (const auto& vertVar : vert.mInterfaceBlocks) {
if (vertVar.name != fragVar.name) continue;
if (!vertVar.isSameInterfaceBlockAtLinkTime(fragVar)) {
nsPrintfCString error(
"Interface block `%s` is not linkable between"
" attached shaders.",
fragVar.name.c_str());
*out_log = error;
return false;
}
break;
}
}
{
std::vector<sh::ShaderVariable> staticUseVaryingList;
for (const auto& fragVarying : mVaryings) {
static const char prefix[] = "gl_";
if (StartsWith(fragVarying.name, prefix)) {
if (fragVarying.staticUse) {
staticUseVaryingList.push_back(fragVarying);
}
continue;
}
bool definedInVertShader = false;
bool staticVertUse = false;
for (const auto& vertVarying : vert.mVaryings) {
if (vertVarying.name != fragVarying.name) continue;
if (!vertVarying.isSameVaryingAtLinkTime(fragVarying, mShaderVersion)) {
nsPrintfCString error(
"Varying `%s`is not linkable between"
" attached shaders.",
fragVarying.name.c_str());
*out_log = error;
return false;
}
definedInVertShader = true;
staticVertUse = vertVarying.staticUse;
break;
}
if (!definedInVertShader && fragVarying.staticUse) {
nsPrintfCString error(
"Varying `%s` has static-use in the frag"
" shader, but is undeclared in the vert"
" shader.",
fragVarying.name.c_str());
*out_log = error;
return false;
}
if (staticVertUse && fragVarying.staticUse) {
staticUseVaryingList.push_back(fragVarying);
}
}
if (!sh::CheckVariablesWithinPackingLimits(mMaxVaryingVectors,
staticUseVaryingList)) {
*out_log =
"Statically used varyings do not fit within packing limits. (see"
" GLSL ES Specification 1.0.17, p111)";
return false;
}
}
if (mShaderVersion == 100) {
// Enforce ESSL1 invariant linking rules.
bool isInvariant_Position = false;
bool isInvariant_PointSize = false;
bool isInvariant_FragCoord = false;
bool isInvariant_PointCoord = false;
for (const auto& varying : vert.mVaryings) {
if (varying.name == "gl_Position") {
isInvariant_Position = varying.isInvariant;
} else if (varying.name == "gl_PointSize") {
isInvariant_PointSize = varying.isInvariant;
}
}
for (const auto& varying : mVaryings) {
if (varying.name == "gl_FragCoord") {
isInvariant_FragCoord = varying.isInvariant;
} else if (varying.name == "gl_PointCoord") {
isInvariant_PointCoord = varying.isInvariant;
}
}
////
const auto fnCanBuiltInsLink = [](bool vertIsInvariant,
bool fragIsInvariant) {
if (vertIsInvariant) return true;
return !fragIsInvariant;
};
if (!fnCanBuiltInsLink(isInvariant_Position, isInvariant_FragCoord)) {
*out_log =
"gl_Position must be invariant if gl_FragCoord is. (see GLSL ES"
" Specification 1.0.17, p39)";
return false;
}
if (!fnCanBuiltInsLink(isInvariant_PointSize, isInvariant_PointCoord)) {
*out_log =
"gl_PointSize must be invariant if gl_PointCoord is. (see GLSL ES"
" Specification 1.0.17, p39)";
return false;
}
}
return true;
}
size_t ShaderValidatorResults::SizeOfIncludingThis(
const MallocSizeOf fnSizeOf) const {
auto ret = fnSizeOf(this);
ret += mInfoLog.size();
ret += mObjectCode.size();
for (const auto& cur : mAttributes) {
ret += fnSizeOf(&cur);
}
for (const auto& cur : mInterfaceBlocks) {
ret += fnSizeOf(&cur);
}
for (const auto& cur : mOutputVariables) {
ret += fnSizeOf(&cur);
}
for (const auto& cur : mUniforms) {
ret += fnSizeOf(&cur);
}
for (const auto& cur : mVaryings) {
ret += fnSizeOf(&cur);
}
return ret;
}
} // namespace webgl
} // namespace mozilla