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// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef GPU_COMMAND_BUFFER_SERVICE_PROGRAM_MANAGER_H_
#define GPU_COMMAND_BUFFER_SERVICE_PROGRAM_MANAGER_H_
#include <map>
#include <string>
#include <vector>
#include "base/basictypes.h"
#include "base/logging.h"
#include "base/memory/ref_counted.h"
#include "gpu/command_buffer/service/common_decoder.h"
#include "gpu/command_buffer/service/gl_utils.h"
#include "gpu/command_buffer/service/gles2_cmd_decoder.h"
#include "gpu/command_buffer/service/shader_manager.h"
#include "gpu/gpu_export.h"
namespace gpu {
namespace gles2 {
class ProgramCache;
class ProgramManager;
class Shader;
class ShaderManager;
class FeatureInfo;
// This is used to track which attributes a particular program needs
// so we can verify at glDrawXXX time that every attribute is either disabled
// or if enabled that it points to a valid source.
class GPU_EXPORT Program : public base::RefCounted<Program> {
public:
static const int kMaxAttachedShaders = 2;
enum VaryingsPackingOption {
kCountOnlyStaticallyUsed,
kCountAll
};
enum UniformApiType {
kUniformNone = 0,
kUniform1i = 1 << 0,
kUniform2i = 1 << 1,
kUniform3i = 1 << 2,
kUniform4i = 1 << 3,
kUniform1f = 1 << 4,
kUniform2f = 1 << 5,
kUniform3f = 1 << 6,
kUniform4f = 1 << 7,
kUniformMatrix2f = 1 << 8,
kUniformMatrix3f = 1 << 9,
kUniformMatrix4f = 1 << 10,
kUniform1ui = 1 << 11,
kUniform2ui = 1 << 12,
kUniform3ui = 1 << 13,
kUniform4ui = 1 << 14,
kUniformMatrix2x3f = 1 << 15,
kUniformMatrix2x4f = 1 << 16,
kUniformMatrix3x2f = 1 << 17,
kUniformMatrix3x4f = 1 << 18,
kUniformMatrix4x2f = 1 << 19,
kUniformMatrix4x3f = 1 << 20,
};
struct FragmentInputInfo {
FragmentInputInfo(GLenum _type, GLuint _location)
: type(_type), location(_location) {}
FragmentInputInfo() : type(GL_NONE), location(0) {}
GLenum type;
GLuint location;
};
struct UniformInfo {
UniformInfo();
UniformInfo(const std::string& client_name,
GLint client_location_base,
GLenum _type,
bool _is_array,
const std::vector<GLint>& service_locations);
~UniformInfo();
bool IsSampler() const {
return type == GL_SAMPLER_2D || type == GL_SAMPLER_2D_RECT_ARB ||
type == GL_SAMPLER_CUBE || type == GL_SAMPLER_EXTERNAL_OES;
}
GLsizei size;
GLenum type;
uint32 accepts_api_type;
GLint fake_location_base;
bool is_array;
std::string name;
std::vector<GLint> element_locations;
std::vector<GLuint> texture_units;
};
struct VertexAttrib {
VertexAttrib(GLsizei _size, GLenum _type, const std::string& _name,
GLint _location)
: size(_size),
type(_type),
location(_location),
name(_name) {
}
GLsizei size;
GLenum type;
GLint location;
std::string name;
};
template <typename T>
class ShaderVariableLocationEntry {
public:
ShaderVariableLocationEntry()
: shader_variable_(nullptr), inactive_(false) {}
bool IsUnused() const { return !shader_variable_ && !inactive_; }
bool IsInactive() const { return inactive_; }
bool IsActive() const { return shader_variable_ != nullptr; }
void SetInactive() {
shader_variable_ = nullptr;
inactive_ = true;
}
void SetActive(T* shader_variable) {
DCHECK(shader_variable);
shader_variable_ = shader_variable;
inactive_ = false;
}
const T* shader_variable() const {
DCHECK(IsActive());
return shader_variable_;
}
T* shader_variable() {
DCHECK(IsActive());
return shader_variable_;
}
private:
T* shader_variable_; // Pointer to *_info_ vector entry.
bool inactive_;
};
typedef std::vector<UniformInfo> UniformInfoVector;
typedef std::vector<ShaderVariableLocationEntry<UniformInfo>>
UniformLocationVector;
typedef std::vector<VertexAttrib> AttribInfoVector;
typedef std::vector<FragmentInputInfo> FragmentInputInfoVector;
typedef std::vector<ShaderVariableLocationEntry<FragmentInputInfo>>
FragmentInputLocationVector;
typedef std::vector<int> SamplerIndices;
typedef std::map<std::string, GLint> LocationMap;
typedef std::vector<std::string> StringVector;
Program(ProgramManager* manager, GLuint service_id);
GLuint service_id() const {
return service_id_;
}
const SamplerIndices& sampler_indices() {
return sampler_indices_;
}
const AttribInfoVector& GetAttribInfos() const {
return attrib_infos_;
}
const VertexAttrib* GetAttribInfo(GLint index) const {
return (static_cast<size_t>(index) < attrib_infos_.size()) ?
&attrib_infos_[index] : NULL;
}
GLint GetAttribLocation(const std::string& original_name) const;
const VertexAttrib* GetAttribInfoByLocation(GLuint location) const {
if (location < attrib_location_to_index_map_.size()) {
GLint index = attrib_location_to_index_map_[location];
if (index >= 0) {
return &attrib_infos_[index];
}
}
return NULL;
}
const UniformInfo* GetUniformInfo(GLint index) const;
// If the original name is not found, return NULL.
const std::string* GetAttribMappedName(
const std::string& original_name) const;
// If the original name is not found, return NULL.
const std::string* GetUniformMappedName(
const std::string& original_name) const;
// If the hashed name is not found, return NULL.
const std::string* GetOriginalNameFromHashedName(
const std::string& hashed_name) const;
const FragmentInputInfo* GetFragmentInputInfoByFakeLocation(
GLint fake_location) const;
bool IsInactiveFragmentInputLocationByFakeLocation(GLint fake_location) const;
// Gets the fake location of a uniform by name.
GLint GetUniformFakeLocation(const std::string& name) const;
// Gets the UniformInfo of a uniform by location.
const UniformInfo* GetUniformInfoByFakeLocation(
GLint fake_location, GLint* real_location, GLint* array_index) const;
// Returns true if |fake_location| is a location for an inactive uniform,
// -1 for bound, non-existing uniform.
bool IsInactiveUniformLocationByFakeLocation(GLint fake_location) const;
// Gets all the program info.
void GetProgramInfo(
ProgramManager* manager, CommonDecoder::Bucket* bucket) const;
// Gets all the UniformBlock info.
// Return false on overflow.
bool GetUniformBlocks(CommonDecoder::Bucket* bucket) const;
// Gets all the TransformFeedbackVarying info.
// Return false on overflow.
bool GetTransformFeedbackVaryings(CommonDecoder::Bucket* bucket) const;
// Gather all info through glGetActiveUniformsiv, except for size, type,
// name_length, which we gather through glGetActiveUniform in
// glGetProgramInfoCHROMIUM.
bool GetUniformsES3(CommonDecoder::Bucket* bucket) const;
// Sets the sampler values for a uniform.
// This is safe to call for any location. If the location is not
// a sampler uniform nothing will happen.
// Returns false if fake_location is a sampler and any value
// is >= num_texture_units. Returns true otherwise.
bool SetSamplers(
GLint num_texture_units, GLint fake_location,
GLsizei count, const GLint* value);
bool IsDeleted() const {
return deleted_;
}
void GetProgramiv(GLenum pname, GLint* params);
bool IsValid() const {
return valid_;
}
bool AttachShader(ShaderManager* manager, Shader* shader);
bool DetachShader(ShaderManager* manager, Shader* shader);
void CompileAttachedShaders();
bool AttachedShadersExist() const;
bool CanLink() const;
// Performs glLinkProgram and related activities.
bool Link(ShaderManager* manager,
VaryingsPackingOption varyings_packing_option,
const ShaderCacheCallback& shader_callback);
// Performs glValidateProgram and related activities.
void Validate();
const std::string* log_info() const {
return log_info_.get();
}
bool InUse() const {
DCHECK_GE(use_count_, 0);
return use_count_ != 0;
}
// Sets attribute-location binding from a glBindAttribLocation() call.
void SetAttribLocationBinding(const std::string& attrib, GLint location) {
bind_attrib_location_map_[attrib] = location;
}
// Sets uniform-location binding from a glBindUniformLocationCHROMIUM call.
// returns false if error.
bool SetUniformLocationBinding(const std::string& name, GLint location);
// Detects if the shader version combination is not valid.
bool DetectShaderVersionMismatch() const;
// Sets fragment input-location binding from a
// glBindFragmentInputLocationCHROMIUM() call.
void SetFragmentInputLocationBinding(const std::string& name, GLint location);
// Detects if there are attribute location conflicts from
// glBindAttribLocation() calls.
// We only consider the declared attributes in the program.
bool DetectAttribLocationBindingConflicts() const;
// Detects if there are uniform location conflicts from
// glBindUniformLocationCHROMIUM() calls.
// We only consider the statically used uniforms in the program.
bool DetectUniformLocationBindingConflicts() const;
// Detects if there are uniforms of the same name but different type
// or precision in vertex/fragment shaders.
// Return true and set the first found conflicting hashed name to
// conflicting_name if such cases are detected.
bool DetectUniformsMismatch(std::string* conflicting_name) const;
// Return true if a varying is statically used in fragment shader, but it
// is not declared in vertex shader.
bool DetectVaryingsMismatch(std::string* conflicting_name) const;
// Detects if there are fragment input location conflicts from
// glBindFragmentInputLocationCHROMIUM() calls.
// We only consider the statically used fragment inputs in the program.
bool DetectFragmentInputLocationBindingConflicts() const;
// Return true if any built-in invariant matching rules are broken as in
// GLSL ES spec 1.00.17, section 4.6.4, Invariance and Linkage.
bool DetectBuiltInInvariantConflicts() const;
// Return true if an uniform and an attribute share the same name.
bool DetectGlobalNameConflicts(std::string* conflicting_name) const;
// Return false if varyings can't be packed into the max available
// varying registers.
bool CheckVaryingsPacking(VaryingsPackingOption option) const;
void TransformFeedbackVaryings(GLsizei count, const char* const* varyings,
GLenum buffer_mode);
// Visible for testing
const LocationMap& bind_attrib_location_map() const {
return bind_attrib_location_map_;
}
const std::vector<std::string>& transform_feedback_varyings() const {
return transform_feedback_varyings_;
}
GLenum transform_feedback_buffer_mode() const {
return transform_feedback_buffer_mode_;
}
private:
friend class base::RefCounted<Program>;
friend class ProgramManager;
~Program();
void set_log_info(const char* str) {
log_info_.reset(str ? new std::string(str) : NULL);
}
void ClearLinkStatus() {
link_status_ = false;
}
void IncUseCount() {
++use_count_;
}
void DecUseCount() {
--use_count_;
DCHECK_GE(use_count_, 0);
}
void MarkAsDeleted() {
DCHECK(!deleted_);
deleted_ = true;
}
// Resets the program.
void Reset();
// Updates the program info after a successful link.
void Update();
void UpdateUniforms();
void UpdateFragmentInputs();
// Process the program log, replacing the hashed names with original names.
std::string ProcessLogInfo(const std::string& log);
// Updates the program log info from GL
void UpdateLogInfo();
template <typename VarT>
void GetUniformBlockMembers(
Shader* shader, const std::vector<VarT>& fields,
const std::string& prefix);
// Get UniformBlock from InterfaceBlock
void GetUniformBlockFromInterfaceBlock(
Shader* shader, const sh::InterfaceBlock& interface_block);
// Get UniformBlocks info
void GatherInterfaceBlockInfo();
// Clears all the uniforms.
void ClearUniforms(std::vector<uint8>* zero_buffer);
// If long attribate names are mapped during shader translation, call
// glBindAttribLocation() again with the mapped names.
// This is called right before the glLink() call, but after shaders are
// translated.
void ExecuteBindAttribLocationCalls();
// The names of transform feedback varyings need to be hashed just
// like bound attributes' locations, just before the link call.
// Returns false upon failure.
bool ExecuteTransformFeedbackVaryingsCall();
// Query VertexAttrib data returned by ANGLE translator by the mapped name.
void GetVertexAttribData(
const std::string& name, std::string* original_name, GLenum* type) const;
void DetachShaders(ShaderManager* manager);
static inline size_t GetUniformLocationIndexFromFakeLocation(
GLint fake_location) {
return static_cast<size_t>(fake_location & 0xFFFF);
}
static inline size_t GetArrayElementIndexFromFakeLocation(
GLint fake_location) {
return static_cast<size_t>((fake_location >> 16) & 0xFFFF);
}
const FeatureInfo& feature_info() const;
ProgramManager* manager_;
int use_count_;
GLsizei max_attrib_name_length_;
// Attrib by index.
AttribInfoVector attrib_infos_;
// Attrib by location to index.
std::vector<GLint> attrib_location_to_index_map_;
GLsizei max_uniform_name_length_;
// Uniform info by index.
UniformInfoVector uniform_infos_;
UniformLocationVector uniform_locations_;
// The indices of the uniforms that are samplers.
SamplerIndices sampler_indices_;
FragmentInputInfoVector fragment_input_infos_;
FragmentInputLocationVector fragment_input_locations_;
// The program this Program is tracking.
GLuint service_id_;
// Shaders by type of shader.
scoped_refptr<Shader>
attached_shaders_[kMaxAttachedShaders];
// True if this program is marked as deleted.
bool deleted_;
// This is true if glLinkProgram was successful at least once.
bool valid_;
// This is true if glLinkProgram was successful last time it was called.
bool link_status_;
// True if the uniforms have been cleared.
bool uniforms_cleared_;
// Log info
scoped_ptr<std::string> log_info_;
// attribute-location binding map from glBindAttribLocation() calls.
LocationMap bind_attrib_location_map_;
// uniform-location binding map from glBindUniformLocationCHROMIUM() calls.
LocationMap bind_uniform_location_map_;
std::vector<std::string> transform_feedback_varyings_;
GLenum transform_feedback_buffer_mode_;
// Fragment input-location binding map from
// glBindFragmentInputLocationCHROMIUM() calls.
LocationMap bind_fragment_input_location_map_;
};
// Tracks the Programs.
//
// NOTE: To support shared resources an instance of this class will
// need to be shared by multiple GLES2Decoders.
class GPU_EXPORT ProgramManager {
public:
explicit ProgramManager(ProgramCache* program_cache,
uint32 max_varying_vectors,
FeatureInfo* feature_info);
~ProgramManager();
// Must call before destruction.
void Destroy(bool have_context);
// Creates a new program.
Program* CreateProgram(GLuint client_id, GLuint service_id);
// Gets a program.
Program* GetProgram(GLuint client_id);
// Gets a client id for a given service id.
bool GetClientId(GLuint service_id, GLuint* client_id) const;
// Gets the shader cache
ProgramCache* program_cache() const;
// Marks a program as deleted. If it is not used the program will be deleted.
void MarkAsDeleted(ShaderManager* shader_manager, Program* program);
// Marks a program as used.
void UseProgram(Program* program);
// Makes a program as unused. If deleted the program will be removed.
void UnuseProgram(ShaderManager* shader_manager, Program* program);
// Clears the uniforms for this program.
void ClearUniforms(Program* program);
// Returns true if prefix is invalid for gl.
static bool IsInvalidPrefix(const char* name, size_t length);
// Check if a Program is owned by this ProgramManager.
bool IsOwned(Program* program) const;
static int32 MakeFakeLocation(int32 index, int32 element);
uint32 max_varying_vectors() const {
return max_varying_vectors_;
}
private:
friend class Program;
void StartTracking(Program* program);
void StopTracking(Program* program);
void RemoveProgramInfoIfUnused(
ShaderManager* shader_manager, Program* program);
// Info for each "successfully linked" program by service side program Id.
// TODO(gman): Choose a faster container.
typedef std::map<GLuint, scoped_refptr<Program> > ProgramMap;
ProgramMap programs_;
// Counts the number of Program allocated with 'this' as its manager.
// Allows to check no Program will outlive this.
unsigned int program_count_;
bool have_context_;
// Used to clear uniforms.
std::vector<uint8> zero_;
ProgramCache* program_cache_;
uint32 max_varying_vectors_;
scoped_refptr<FeatureInfo> feature_info_;
DISALLOW_COPY_AND_ASSIGN(ProgramManager);
};
inline const FeatureInfo& Program::feature_info() const {
return *manager_->feature_info_.get();
}
} // namespace gles2
} // namespace gpu
#endif // GPU_COMMAND_BUFFER_SERVICE_PROGRAM_MANAGER_H_
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