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//
// Copyright 2017 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.
//
// ProgramPipeline.cpp: Implements the gl::ProgramPipeline class.
// Implements GL program pipeline objects and related functionality.
// [OpenGL ES 3.1] section 7.4 page 105.
#include "libANGLE/ProgramPipeline.h"
#include <algorithm>
#include "libANGLE/Context.h"
#include "libANGLE/Program.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/GLImplFactory.h"
#include "libANGLE/renderer/ProgramPipelineImpl.h"
namespace gl
{
enum SubjectIndexes : angle::SubjectIndex
{
kExecutableSubjectIndex = 0
};
ProgramPipelineState::ProgramPipelineState()
: mLabel(),
mActiveShaderProgram(nullptr),
mValid(false),
mExecutable(new ProgramExecutable()),
mIsLinked(false)
{
for (const ShaderType shaderType : gl::AllShaderTypes())
{
mPrograms[shaderType] = nullptr;
}
}
ProgramPipelineState::~ProgramPipelineState()
{
SafeDelete(mExecutable);
}
const std::string &ProgramPipelineState::getLabel() const
{
return mLabel;
}
void ProgramPipelineState::activeShaderProgram(Program *shaderProgram)
{
mActiveShaderProgram = shaderProgram;
}
void ProgramPipelineState::useProgramStage(const Context *context,
const ShaderType shaderType,
Program *shaderProgram,
angle::ObserverBinding *programObserverBindings)
{
Program *oldProgram = mPrograms[shaderType];
if (oldProgram)
{
oldProgram->release(context);
}
// If program refers to a program object with a valid shader attached for the indicated shader
// stage, glUseProgramStages installs the executable code for that stage in the indicated
// program pipeline object pipeline.
if (shaderProgram && (shaderProgram->id().value != 0) &&
shaderProgram->getExecutable().hasLinkedShaderStage(shaderType))
{
mPrograms[shaderType] = shaderProgram;
shaderProgram->addRef();
}
else
{
// If program is zero, or refers to a program object with no valid shader executable for the
// given stage, it is as if the pipeline object has no programmable stage configured for the
// indicated shader stage.
mPrograms[shaderType] = nullptr;
}
Program *program = mPrograms[shaderType];
programObserverBindings->bind(program);
}
void ProgramPipelineState::useProgramStages(
const Context *context,
const gl::ShaderBitSet &shaderTypes,
Program *shaderProgram,
std::vector<angle::ObserverBinding> *programObserverBindings)
{
for (ShaderType shaderType : shaderTypes)
{
useProgramStage(context, shaderType, shaderProgram,
&programObserverBindings->at(static_cast<size_t>(shaderType)));
}
}
bool ProgramPipelineState::usesShaderProgram(ShaderProgramID programId) const
{
for (const Program *program : mPrograms)
{
if (program && (program->id() == programId))
{
return true;
}
}
return false;
}
void ProgramPipelineState::updateExecutableTextures()
{
for (const ShaderType shaderType : mExecutable->getLinkedShaderStages())
{
const Program *program = getShaderProgram(shaderType);
ASSERT(program);
mExecutable->setActiveTextureMask(mExecutable->getActiveSamplersMask() |
program->getExecutable().getActiveSamplersMask());
mExecutable->setActiveImagesMask(mExecutable->getActiveImagesMask() |
program->getExecutable().getActiveImagesMask());
// Updates mActiveSamplerRefCounts, mActiveSamplerTypes, and mActiveSamplerFormats
mExecutable->updateActiveSamplers(program->getState());
}
}
rx::SpecConstUsageBits ProgramPipelineState::getSpecConstUsageBits() const
{
rx::SpecConstUsageBits specConstUsageBits;
for (const ShaderType shaderType : mExecutable->getLinkedShaderStages())
{
const Program *program = getShaderProgram(shaderType);
ASSERT(program);
specConstUsageBits |= program->getState().getSpecConstUsageBits();
}
return specConstUsageBits;
}
ProgramPipeline::ProgramPipeline(rx::GLImplFactory *factory, ProgramPipelineID handle)
: RefCountObject(factory->generateSerial(), handle),
mProgramPipelineImpl(factory->createProgramPipeline(mState)),
mExecutableObserverBinding(this, kExecutableSubjectIndex)
{
ASSERT(mProgramPipelineImpl);
for (const ShaderType shaderType : gl::AllShaderTypes())
{
mProgramObserverBindings.emplace_back(this, static_cast<angle::SubjectIndex>(shaderType));
}
mExecutableObserverBinding.bind(mState.mExecutable);
}
ProgramPipeline::~ProgramPipeline()
{
mProgramPipelineImpl.reset(nullptr);
}
void ProgramPipeline::onDestroy(const Context *context)
{
for (Program *program : mState.mPrograms)
{
if (program)
{
ASSERT(program->getRefCount());
program->release(context);
}
}
getImplementation()->destroy(context);
}
angle::Result ProgramPipeline::setLabel(const Context *context, const std::string &label)
{
mState.mLabel = label;
if (mProgramPipelineImpl)
{
return mProgramPipelineImpl->onLabelUpdate(context);
}
return angle::Result::Continue;
}
const std::string &ProgramPipeline::getLabel() const
{
return mState.mLabel;
}
rx::ProgramPipelineImpl *ProgramPipeline::getImplementation() const
{
return mProgramPipelineImpl.get();
}
void ProgramPipeline::activeShaderProgram(Program *shaderProgram)
{
mState.activeShaderProgram(shaderProgram);
}
angle::Result ProgramPipeline::useProgramStages(const Context *context,
GLbitfield stages,
Program *shaderProgram)
{
bool needToUpdatePipelineState = false;
gl::ShaderBitSet shaderTypes;
if (stages != GL_ALL_SHADER_BITS)
{
ASSERT(stages < 256u);
for (size_t singleShaderBit : angle::BitSet<8>(stages))
{
// Cast back to a bit after the iterator returns an index.
ShaderType shaderType = GetShaderTypeFromBitfield(angle::Bit<size_t>(singleShaderBit));
ASSERT(shaderType != ShaderType::InvalidEnum);
shaderTypes.set(shaderType);
}
}
else
{
shaderTypes.set();
}
ASSERT(shaderTypes.any());
for (ShaderType shaderType : shaderTypes)
{
if (mState.getShaderProgram(shaderType) != shaderProgram ||
(shaderProgram && shaderProgram->hasAnyDirtyBit()))
{
needToUpdatePipelineState = true;
break;
}
}
if (!needToUpdatePipelineState)
{
return angle::Result::Continue;
}
mState.useProgramStages(context, shaderTypes, shaderProgram, &mProgramObserverBindings);
updateLinkedShaderStages();
mState.mIsLinked = false;
onStateChange(angle::SubjectMessage::SubjectChanged);
return angle::Result::Continue;
}
void ProgramPipeline::updateLinkedShaderStages()
{
mState.mExecutable->resetLinkedShaderStages();
for (const ShaderType shaderType : gl::AllShaderTypes())
{
Program *program = mState.mPrograms[shaderType];
if (program)
{
mState.mExecutable->setLinkedShaderStages(shaderType);
}
}
mState.mExecutable->updateCanDrawWith();
}
void ProgramPipeline::updateExecutableAttributes()
{
Program *vertexProgram = getShaderProgram(gl::ShaderType::Vertex);
if (!vertexProgram)
{
return;
}
const ProgramExecutable &vertexExecutable = vertexProgram->getExecutable();
mState.mExecutable->mActiveAttribLocationsMask = vertexExecutable.mActiveAttribLocationsMask;
mState.mExecutable->mMaxActiveAttribLocation = vertexExecutable.mMaxActiveAttribLocation;
mState.mExecutable->mAttributesTypeMask = vertexExecutable.mAttributesTypeMask;
mState.mExecutable->mAttributesMask = vertexExecutable.mAttributesMask;
mState.mExecutable->mProgramInputs = vertexExecutable.mProgramInputs;
}
void ProgramPipeline::updateTransformFeedbackMembers()
{
ShaderType lastVertexProcessingStage =
gl::GetLastPreFragmentStage(getExecutable().getLinkedShaderStages());
if (lastVertexProcessingStage == ShaderType::InvalidEnum)
{
return;
}
Program *shaderProgram = getShaderProgram(lastVertexProcessingStage);
ASSERT(shaderProgram);
const ProgramExecutable &lastPreFragmentExecutable = shaderProgram->getExecutable();
mState.mExecutable->mTransformFeedbackStrides =
lastPreFragmentExecutable.mTransformFeedbackStrides;
mState.mExecutable->mLinkedTransformFeedbackVaryings =
lastPreFragmentExecutable.mLinkedTransformFeedbackVaryings;
}
void ProgramPipeline::updateShaderStorageBlocks()
{
mState.mExecutable->mShaderStorageBlocks.clear();
// Only copy the storage blocks from each Program in the PPO once, since each Program could
// contain multiple shader stages.
ShaderBitSet handledStages;
for (const gl::ShaderType shaderType : gl::AllShaderTypes())
{
const Program *shaderProgram = getShaderProgram(shaderType);
if (shaderProgram && !handledStages.test(shaderType))
{
// Only add each Program's blocks once.
handledStages |= shaderProgram->getExecutable().getLinkedShaderStages();
for (const InterfaceBlock &block :
shaderProgram->getExecutable().getShaderStorageBlocks())
{
mState.mExecutable->mShaderStorageBlocks.emplace_back(block);
}
}
}
}
void ProgramPipeline::updateImageBindings()
{
mState.mExecutable->mImageBindings.clear();
mState.mExecutable->mActiveImageShaderBits.fill({});
// Only copy the storage blocks from each Program in the PPO once, since each Program could
// contain multiple shader stages.
ShaderBitSet handledStages;
for (const gl::ShaderType shaderType : gl::AllShaderTypes())
{
const Program *shaderProgram = getShaderProgram(shaderType);
if (shaderProgram && !handledStages.test(shaderType))
{
// Only add each Program's blocks once.
handledStages |= shaderProgram->getExecutable().getLinkedShaderStages();
for (const ImageBinding &imageBinding : shaderProgram->getState().getImageBindings())
{
mState.mExecutable->mImageBindings.emplace_back(imageBinding);
}
mState.mExecutable->updateActiveImages(shaderProgram->getExecutable());
}
}
}
void ProgramPipeline::updateExecutableGeometryProperties()
{
Program *geometryProgram = getShaderProgram(gl::ShaderType::Geometry);
if (!geometryProgram)
{
return;
}
const ProgramExecutable &geometryExecutable = geometryProgram->getExecutable();
mState.mExecutable->mGeometryShaderInputPrimitiveType =
geometryExecutable.mGeometryShaderInputPrimitiveType;
mState.mExecutable->mGeometryShaderOutputPrimitiveType =
geometryExecutable.mGeometryShaderOutputPrimitiveType;
mState.mExecutable->mGeometryShaderInvocations = geometryExecutable.mGeometryShaderInvocations;
mState.mExecutable->mGeometryShaderMaxVertices = geometryExecutable.mGeometryShaderMaxVertices;
}
void ProgramPipeline::updateExecutableTessellationProperties()
{
Program *tessControlProgram = getShaderProgram(gl::ShaderType::TessControl);
Program *tessEvalProgram = getShaderProgram(gl::ShaderType::TessEvaluation);
if (tessControlProgram)
{
const ProgramExecutable &tessControlExecutable = tessControlProgram->getExecutable();
mState.mExecutable->mTessControlShaderVertices =
tessControlExecutable.mTessControlShaderVertices;
}
if (tessEvalProgram)
{
const ProgramExecutable &tessEvalExecutable = tessEvalProgram->getExecutable();
mState.mExecutable->mTessGenMode = tessEvalExecutable.mTessGenMode;
mState.mExecutable->mTessGenSpacing = tessEvalExecutable.mTessGenSpacing;
mState.mExecutable->mTessGenVertexOrder = tessEvalExecutable.mTessGenVertexOrder;
mState.mExecutable->mTessGenPointMode = tessEvalExecutable.mTessGenPointMode;
}
}
void ProgramPipeline::updateFragmentInoutRangeAndEnablesPerSampleShading()
{
Program *fragmentProgram = getShaderProgram(gl::ShaderType::Fragment);
if (!fragmentProgram)
{
return;
}
const ProgramExecutable &fragmentExecutable = fragmentProgram->getExecutable();
mState.mExecutable->mFragmentInoutRange = fragmentExecutable.mFragmentInoutRange;
mState.mExecutable->mHasDiscard = fragmentExecutable.mHasDiscard;
mState.mExecutable->mEnablesPerSampleShading = fragmentExecutable.mEnablesPerSampleShading;
}
void ProgramPipeline::updateLinkedVaryings()
{
// Need to check all of the shader stages, not just linked, so we handle Compute correctly.
for (const gl::ShaderType shaderType : kAllGraphicsShaderTypes)
{
const Program *shaderProgram = getShaderProgram(shaderType);
if (shaderProgram && shaderProgram->isLinked())
{
const ProgramExecutable &executable = shaderProgram->getExecutable();
mState.mExecutable->mLinkedOutputVaryings[shaderType] =
executable.getLinkedOutputVaryings(shaderType);
mState.mExecutable->mLinkedInputVaryings[shaderType] =
executable.getLinkedInputVaryings(shaderType);
}
}
const Program *computeProgram = getShaderProgram(ShaderType::Compute);
if (computeProgram && computeProgram->isLinked())
{
const ProgramExecutable &executable = computeProgram->getExecutable();
mState.mExecutable->mLinkedOutputVaryings[ShaderType::Compute] =
executable.getLinkedOutputVaryings(ShaderType::Compute);
mState.mExecutable->mLinkedInputVaryings[ShaderType::Compute] =
executable.getLinkedInputVaryings(ShaderType::Compute);
}
}
void ProgramPipeline::updateExecutable()
{
// Vertex Shader ProgramExecutable properties
updateExecutableAttributes();
updateTransformFeedbackMembers();
updateShaderStorageBlocks();
updateImageBindings();
// Geometry Shader ProgramExecutable properties
updateExecutableGeometryProperties();
// Tessellation Shaders ProgramExecutable properties
updateExecutableTessellationProperties();
// Fragment Shader ProgramExecutable properties
updateFragmentInoutRangeAndEnablesPerSampleShading();
// All Shader ProgramExecutable properties
mState.updateExecutableTextures();
updateLinkedVaryings();
}
// The attached shaders are checked for linking errors by matching up their variables.
// Uniform, input and output variables get collected.
// The code gets compiled into binaries.
angle::Result ProgramPipeline::link(const Context *context)
{
ASSERT(!mState.mIsLinked);
ProgramMergedVaryings mergedVaryings;
ProgramVaryingPacking varyingPacking;
LinkingVariables linkingVariables(mState);
mState.mExecutable->reset(true);
InfoLog &infoLog = mState.mExecutable->getInfoLog();
infoLog.reset();
// Build shader variable uniforms map for gl::UniformLinker.
ShaderMap<std::vector<sh::ShaderVariable>> shaderUniforms;
for (ShaderType shaderType : mState.mExecutable->mLinkedShaderStages)
{
for (const LinkedUniform &uniform : mState.mPrograms[shaderType]->getUniforms())
{
shaderUniforms[shaderType].push_back(uniform);
}
}
if (mState.mExecutable->hasLinkedShaderStage(gl::ShaderType::Vertex))
{
if (!linkVaryings(infoLog))
{
return angle::Result::Stop;
}
if (!LinkValidateProgramGlobalNames(infoLog, getExecutable(), linkingVariables))
{
return angle::Result::Stop;
}
Program *fragmentShaderProgram = getShaderProgram(ShaderType::Fragment);
if (fragmentShaderProgram)
{
// We should also be validating SSBO and image uniform counts.
const GLuint combinedImageUniforms = 0;
const GLuint combinedShaderStorageBlocks = 0;
const ProgramExecutable &fragmentExecutable = fragmentShaderProgram->getExecutable();
if (!mState.mExecutable->linkValidateOutputVariables(
context->getCaps(), context->getExtensions(), context->getClientVersion(),
combinedImageUniforms, combinedShaderStorageBlocks,
fragmentExecutable.getOutputVariables(),
fragmentExecutable.getLinkedShaderVersion(ShaderType::Fragment),
ProgramAliasedBindings(), ProgramAliasedBindings()))
{
return angle::Result::Continue;
}
}
mergedVaryings = GetMergedVaryingsFromLinkingVariables(linkingVariables);
// If separable program objects are in use, the set of attributes captured is taken
// from the program object active on the last vertex processing stage.
ShaderType lastVertexProcessingStage =
gl::GetLastPreFragmentStage(getExecutable().getLinkedShaderStages());
if (lastVertexProcessingStage == ShaderType::InvalidEnum)
{
// If there is no active program for the vertex or fragment shader stages, the results
// of vertex and fragment shader execution will respectively be undefined. However,
// this is not an error.
return angle::Result::Continue;
}
Program *tfProgram = getShaderProgram(lastVertexProcessingStage);
ASSERT(tfProgram);
if (!tfProgram)
{
tfProgram = mState.mPrograms[ShaderType::Vertex];
}
const std::vector<std::string> &transformFeedbackVaryingNames =
tfProgram->getState().getTransformFeedbackVaryingNames();
if (!mState.mExecutable->linkMergedVaryings(context, mergedVaryings,
transformFeedbackVaryingNames, linkingVariables,
false, &varyingPacking))
{
return angle::Result::Stop;
}
}
// Merge uniforms.
mState.mExecutable->copyUniformsFromProgramMap(mState.mPrograms);
if (mState.mExecutable->hasLinkedShaderStage(gl::ShaderType::Vertex))
{
const ProgramState &programState = mState.mPrograms[gl::ShaderType::Vertex]->getState();
mState.mExecutable->copyInputsFromProgram(programState);
}
// Merge shader buffers (UBOs, SSBOs, and atomic counter buffers) into the executable.
// Also copy over image and sampler bindings.
for (ShaderType shaderType : mState.mExecutable->getLinkedShaderStages())
{
const ProgramState &programState = mState.mPrograms[shaderType]->getState();
mState.mExecutable->copyShaderBuffersFromProgram(programState, shaderType);
mState.mExecutable->copySamplerBindingsFromProgram(programState);
mState.mExecutable->copyImageBindingsFromProgram(programState);
}
if (mState.mExecutable->hasLinkedShaderStage(gl::ShaderType::Fragment))
{
const ProgramState &programState = mState.mPrograms[gl::ShaderType::Fragment]->getState();
mState.mExecutable->copyOutputsFromProgram(programState);
}
if (mState.mExecutable->hasLinkedShaderStage(gl::ShaderType::Vertex) ||
mState.mExecutable->hasLinkedShaderStage(gl::ShaderType::Compute))
{
ANGLE_TRY(getImplementation()->link(context, mergedVaryings, varyingPacking));
}
mState.mExecutable->mActiveSamplerRefCounts.fill(0);
updateExecutable();
mState.mIsLinked = true;
onStateChange(angle::SubjectMessage::SubjectChanged);
return angle::Result::Continue;
}
bool ProgramPipeline::linkVaryings(InfoLog &infoLog) const
{
ShaderType previousShaderType = ShaderType::InvalidEnum;
for (ShaderType shaderType : kAllGraphicsShaderTypes)
{
Program *program = getShaderProgram(shaderType);
if (!program)
{
continue;
}
ProgramExecutable &executable = program->getExecutable();
if (previousShaderType != ShaderType::InvalidEnum)
{
Program *previousProgram = getShaderProgram(previousShaderType);
ASSERT(previousProgram);
const ProgramExecutable &previousExecutable = previousProgram->getExecutable();
if (!LinkValidateShaderInterfaceMatching(
previousExecutable.getLinkedOutputVaryings(previousShaderType),
executable.getLinkedInputVaryings(shaderType), previousShaderType, shaderType,
previousExecutable.getLinkedShaderVersion(previousShaderType),
executable.getLinkedShaderVersion(shaderType), true, infoLog))
{
return false;
}
}
previousShaderType = shaderType;
}
// Need to move logic of validating builtin varyings inside the for-loop above.
// This is because the built-in symbols `gl_ClipDistance` and `gl_CullDistance`
// can be redeclared in Geometry or Tessellation shaders as well.
Program *vertexProgram = mState.mPrograms[ShaderType::Vertex];
Program *fragmentProgram = mState.mPrograms[ShaderType::Fragment];
if (!vertexProgram || !fragmentProgram)
{
return true;
}
ProgramExecutable &vertexExecutable = vertexProgram->getExecutable();
ProgramExecutable &fragmentExecutable = fragmentProgram->getExecutable();
return LinkValidateBuiltInVaryings(
vertexExecutable.getLinkedOutputVaryings(ShaderType::Vertex),
fragmentExecutable.getLinkedInputVaryings(ShaderType::Fragment), ShaderType::Vertex,
ShaderType::Fragment, vertexExecutable.getLinkedShaderVersion(ShaderType::Vertex),
fragmentExecutable.getLinkedShaderVersion(ShaderType::Fragment), infoLog);
}
void ProgramPipeline::validate(const gl::Context *context)
{
const Caps &caps = context->getCaps();
mState.mValid = true;
InfoLog &infoLog = mState.mExecutable->getInfoLog();
infoLog.reset();
for (const ShaderType shaderType : mState.mExecutable->getLinkedShaderStages())
{
Program *shaderProgram = mState.mPrograms[shaderType];
if (shaderProgram)
{
shaderProgram->resolveLink(context);
shaderProgram->validate(caps);
std::string shaderInfoString = shaderProgram->getExecutable().getInfoLogString();
if (shaderInfoString.length())
{
mState.mValid = false;
infoLog << shaderInfoString << "\n";
return;
}
if (!shaderProgram->isSeparable())
{
mState.mValid = false;
infoLog << GetShaderTypeString(shaderType) << " is not marked separable."
<< "\n";
return;
}
}
}
intptr_t programPipelineError = context->getStateCache().getProgramPipelineError(context);
if (programPipelineError)
{
mState.mValid = false;
const char *errorMessage = reinterpret_cast<const char *>(programPipelineError);
infoLog << errorMessage << "\n";
return;
}
if (!linkVaryings(infoLog))
{
mState.mValid = false;
for (const ShaderType shaderType : mState.mExecutable->getLinkedShaderStages())
{
Program *shaderProgram = mState.mPrograms[shaderType];
ASSERT(shaderProgram);
shaderProgram->validate(caps);
std::string shaderInfoString = shaderProgram->getExecutable().getInfoLogString();
if (shaderInfoString.length())
{
infoLog << shaderInfoString << "\n";
}
}
}
}
void ProgramPipeline::onSubjectStateChange(angle::SubjectIndex index, angle::SubjectMessage message)
{
switch (message)
{
case angle::SubjectMessage::ProgramTextureOrImageBindingChanged:
mState.mExecutable->mActiveSamplerRefCounts.fill(0);
mState.updateExecutableTextures();
break;
case angle::SubjectMessage::ProgramRelinked:
mState.mIsLinked = false;
onStateChange(angle::SubjectMessage::ProgramRelinked);
break;
case angle::SubjectMessage::SamplerUniformsUpdated:
mState.mExecutable->clearSamplerBindings();
for (ShaderType shaderType : mState.mExecutable->getLinkedShaderStages())
{
const ProgramState &programState = mState.mPrograms[shaderType]->getState();
mState.mExecutable->copySamplerBindingsFromProgram(programState);
}
mState.mExecutable->mActiveSamplerRefCounts.fill(0);
mState.updateExecutableTextures();
break;
case angle::SubjectMessage::ProgramUniformUpdated:
mProgramPipelineImpl->onProgramUniformUpdate(static_cast<ShaderType>(index));
break;
default:
UNREACHABLE();
break;
}
}
} // namespace gl