diff options
author | Laszlo Agocs <laszlo.agocs@qt.io> | 2020-05-18 15:16:30 +0200 |
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committer | Laszlo Agocs <laszlo.agocs@qt.io> | 2020-05-26 15:11:40 +0200 |
commit | 752497910b67b2a1a80560840ca44548d8893434 (patch) | |
tree | 541501c9abfd97c3d2fa450d2e6abb60582c4420 /src/3rdparty/angle/src/compiler/translator/BuiltInFunctionEmulatorGLSL.cpp | |
parent | 7db527dbdd911c79f31425d099d1fc9c63e42453 (diff) |
Remove ANGLE
This marks the end of EGL and OpenGL ES support on Windows.
The concepts of -opengl dynamic, -opengl desktop, QT_OPENGL=software,
etc. remain unchanged, with the exception of the disapperance of
everything ANGLE related.
CMake builds now work identically to qmake on Windows: they default to
'dynamic' OpenGL on Windows, unless -DINPUT_opengl=desktop is specified.
On Windows, Qt 6 is expected to default to the "dynamic" OpenGL model by
default, just like Qt 5.15. This can be changed by switching to "desktop"
OpenGL, which will link to opengl32 (publicly, so other libs and applications
will do so as well) and disallows using another OpenGL DLL.
The "dynamic" mode is essential still because the fallback to a software
rasterizer, such as the opengl32sw.dll we ship with the Qt packages,
has to to work exactly like in Qt 5, the removal of ANGLE does not
change this concept in any way (except of course that the middle option
of using ANGLE is now gone)
When it comes to the windows plugin's OpenGL blacklist feature, it works
like before and accepts the ANGLE/D3D related keywords. They will
then be ignored. Similarly, requesting QT_OPENGL=angle is ignored (but
will show a warning).
The D3D11 and DXGI configure time tests are removed: Qt 5.14 already
depends on D3D 11.1 and DXGI 1.3 headers being available unconditionally
on Win32 (in QRhi's D3D11 backend). No need to test for these.
[ChangeLog][Windows] ANGLE is no longer included with Qt. Dynamic OpenGL
builds work like before but ANGLE is no longer an option. OpenGL proper
or an alternative opengl32 implementation are the two remaining options
now. Attempting to set QT_OPENGL=angle or Qt::AA_UseOpenGLES will have
no effect on Windows.
Fixes: QTBUG-79103
Change-Id: Ia404e0d07f3fe191b27434d863c81180112ecb3b
Reviewed-by: Oliver Wolff <oliver.wolff@qt.io>
Diffstat (limited to 'src/3rdparty/angle/src/compiler/translator/BuiltInFunctionEmulatorGLSL.cpp')
-rw-r--r-- | src/3rdparty/angle/src/compiler/translator/BuiltInFunctionEmulatorGLSL.cpp | 293 |
1 files changed, 0 insertions, 293 deletions
diff --git a/src/3rdparty/angle/src/compiler/translator/BuiltInFunctionEmulatorGLSL.cpp b/src/3rdparty/angle/src/compiler/translator/BuiltInFunctionEmulatorGLSL.cpp deleted file mode 100644 index 27ee04da35..0000000000 --- a/src/3rdparty/angle/src/compiler/translator/BuiltInFunctionEmulatorGLSL.cpp +++ /dev/null @@ -1,293 +0,0 @@ -// -// Copyright (c) 2002-2011 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. -// - -#include "angle_gl.h" -#include "compiler/translator/BuiltInFunctionEmulator.h" -#include "compiler/translator/BuiltInFunctionEmulatorGLSL.h" -#include "compiler/translator/Cache.h" -#include "compiler/translator/SymbolTable.h" -#include "compiler/translator/VersionGLSL.h" - -namespace sh -{ - -void InitBuiltInAbsFunctionEmulatorForGLSLWorkarounds(BuiltInFunctionEmulator *emu, - sh::GLenum shaderType) -{ - if (shaderType == GL_VERTEX_SHADER) - { - const TType *int1 = TCache::getType(EbtInt); - emu->addEmulatedFunction(EOpAbs, int1, "int abs_emu(int x) { return x * sign(x); }"); - } -} - -void InitBuiltInIsnanFunctionEmulatorForGLSLWorkarounds(BuiltInFunctionEmulator *emu, - int targetGLSLVersion) -{ - // isnan() is supported since GLSL 1.3. - if (targetGLSLVersion < GLSL_VERSION_130) - return; - - const TType *float1 = TCache::getType(EbtFloat); - const TType *float2 = TCache::getType(EbtFloat, 2); - const TType *float3 = TCache::getType(EbtFloat, 3); - const TType *float4 = TCache::getType(EbtFloat, 4); - - // !(x > 0.0 || x < 0.0 || x == 0.0) will be optimized and always equal to false. - emu->addEmulatedFunction( - EOpIsNan, float1, - "bool isnan_emu(float x) { return (x > 0.0 || x < 0.0) ? false : x != 0.0; }"); - emu->addEmulatedFunction( - EOpIsNan, float2, - "bvec2 isnan_emu(vec2 x)\n" - "{\n" - " bvec2 isnan;\n" - " for (int i = 0; i < 2; i++)\n" - " {\n" - " isnan[i] = (x[i] > 0.0 || x[i] < 0.0) ? false : x[i] != 0.0;\n" - " }\n" - " return isnan;\n" - "}\n"); - emu->addEmulatedFunction( - EOpIsNan, float3, - "bvec3 isnan_emu(vec3 x)\n" - "{\n" - " bvec3 isnan;\n" - " for (int i = 0; i < 3; i++)\n" - " {\n" - " isnan[i] = (x[i] > 0.0 || x[i] < 0.0) ? false : x[i] != 0.0;\n" - " }\n" - " return isnan;\n" - "}\n"); - emu->addEmulatedFunction( - EOpIsNan, float4, - "bvec4 isnan_emu(vec4 x)\n" - "{\n" - " bvec4 isnan;\n" - " for (int i = 0; i < 4; i++)\n" - " {\n" - " isnan[i] = (x[i] > 0.0 || x[i] < 0.0) ? false : x[i] != 0.0;\n" - " }\n" - " return isnan;\n" - "}\n"); -} - -void InitBuiltInAtanFunctionEmulatorForGLSLWorkarounds(BuiltInFunctionEmulator *emu) -{ - const TType *float1 = TCache::getType(EbtFloat); - auto floatFuncId = emu->addEmulatedFunction( - EOpAtan, float1, float1, - "emu_precision float atan_emu(emu_precision float y, emu_precision " - "float x)\n" - "{\n" - " if (x > 0.0) return atan(y / x);\n" - " else if (x < 0.0 && y >= 0.0) return atan(y / x) + 3.14159265;\n" - " else if (x < 0.0 && y < 0.0) return atan(y / x) - 3.14159265;\n" - " else return 1.57079632 * sign(y);\n" - "}\n"); - for (int dim = 2; dim <= 4; ++dim) - { - const TType *floatVec = TCache::getType(EbtFloat, static_cast<unsigned char>(dim)); - std::stringstream ss; - ss << "emu_precision vec" << dim << " atan_emu(emu_precision vec" << dim - << " y, emu_precision vec" << dim << " x)\n" - << "{\n" - " return vec" - << dim << "("; - for (int i = 0; i < dim; ++i) - { - ss << "atan_emu(y[" << i << "], x[" << i << "])"; - if (i < dim - 1) - { - ss << ", "; - } - } - ss << ");\n" - "}\n"; - emu->addEmulatedFunctionWithDependency(floatFuncId, EOpAtan, floatVec, floatVec, - ss.str().c_str()); - } -} - -// Emulate built-in functions missing from GLSL 1.30 and higher -void InitBuiltInFunctionEmulatorForGLSLMissingFunctions(BuiltInFunctionEmulator *emu, - sh::GLenum shaderType, - int targetGLSLVersion) -{ - // Emulate packUnorm2x16 and unpackUnorm2x16 (GLSL 4.10) - if (targetGLSLVersion < GLSL_VERSION_410) - { - const TType *float2 = TCache::getType(EbtFloat, 2); - const TType *uint1 = TCache::getType(EbtUInt); - - // clang-format off - emu->addEmulatedFunction(EOpPackUnorm2x16, float2, - "uint packUnorm2x16_emu(vec2 v)\n" - "{\n" - " int x = int(round(clamp(v.x, 0.0, 1.0) * 65535.0));\n" - " int y = int(round(clamp(v.y, 0.0, 1.0) * 65535.0));\n" - " return uint((y << 16) | (x & 0xFFFF));\n" - "}\n"); - - emu->addEmulatedFunction(EOpUnpackUnorm2x16, uint1, - "vec2 unpackUnorm2x16_emu(uint u)\n" - "{\n" - " float x = float(u & 0xFFFFu) / 65535.0;\n" - " float y = float(u >> 16) / 65535.0;\n" - " return vec2(x, y);\n" - "}\n"); - // clang-format on - } - - // Emulate packSnorm2x16, packHalf2x16, unpackSnorm2x16, and unpackHalf2x16 (GLSL 4.20) - // by using floatBitsToInt, floatBitsToUint, intBitsToFloat, and uintBitsToFloat (GLSL 3.30). - if (targetGLSLVersion >= GLSL_VERSION_330 && targetGLSLVersion < GLSL_VERSION_420) - { - const TType *float2 = TCache::getType(EbtFloat, 2); - const TType *uint1 = TCache::getType(EbtUInt); - - // clang-format off - emu->addEmulatedFunction(EOpPackSnorm2x16, float2, - "uint packSnorm2x16_emu(vec2 v)\n" - "{\n" - " #if defined(GL_ARB_shading_language_packing)\n" - " return packSnorm2x16(v);\n" - " #else\n" - " int x = int(round(clamp(v.x, -1.0, 1.0) * 32767.0));\n" - " int y = int(round(clamp(v.y, -1.0, 1.0) * 32767.0));\n" - " return uint((y << 16) | (x & 0xFFFF));\n" - " #endif\n" - "}\n"); - emu->addEmulatedFunction(EOpUnpackSnorm2x16, uint1, - "#if !defined(GL_ARB_shading_language_packing)\n" - " float fromSnorm(uint x)\n" - " {\n" - " int xi = (int(x) & 0x7FFF) - (int(x) & 0x8000);\n" - " return clamp(float(xi) / 32767.0, -1.0, 1.0);\n" - " }\n" - "#endif\n" - "\n" - "vec2 unpackSnorm2x16_emu(uint u)\n" - "{\n" - " #if defined(GL_ARB_shading_language_packing)\n" - " return unpackSnorm2x16(u);\n" - " #else\n" - " uint y = (u >> 16);\n" - " uint x = u;\n" - " return vec2(fromSnorm(x), fromSnorm(y));\n" - " #endif\n" - "}\n"); - // Functions uint f32tof16(float val) and float f16tof32(uint val) are - // based on the OpenGL redbook Appendix Session "Floating-Point Formats Used in OpenGL". - emu->addEmulatedFunction(EOpPackHalf2x16, float2, - "#if !defined(GL_ARB_shading_language_packing)\n" - " uint f32tof16(float val)\n" - " {\n" - " uint f32 = floatBitsToUint(val);\n" - " uint f16 = 0u;\n" - " uint sign = (f32 >> 16) & 0x8000u;\n" - " int exponent = int((f32 >> 23) & 0xFFu) - 127;\n" - " uint mantissa = f32 & 0x007FFFFFu;\n" - " if (exponent == 128)\n" - " {\n" - " // Infinity or NaN\n" - " // NaN bits that are masked out by 0x3FF get discarded.\n" - " // This can turn some NaNs to infinity, but this is allowed by the spec.\n" - " f16 = sign | (0x1Fu << 10);\n" - " f16 |= (mantissa & 0x3FFu);\n" - " }\n" - " else if (exponent > 15)\n" - " {\n" - " // Overflow - flush to Infinity\n" - " f16 = sign | (0x1Fu << 10);\n" - " }\n" - " else if (exponent > -15)\n" - " {\n" - " // Representable value\n" - " exponent += 15;\n" - " mantissa >>= 13;\n" - " f16 = sign | uint(exponent << 10) | mantissa;\n" - " }\n" - " else\n" - " {\n" - " f16 = sign;\n" - " }\n" - " return f16;\n" - " }\n" - "#endif\n" - "\n" - "uint packHalf2x16_emu(vec2 v)\n" - "{\n" - " #if defined(GL_ARB_shading_language_packing)\n" - " return packHalf2x16(v);\n" - " #else\n" - " uint x = f32tof16(v.x);\n" - " uint y = f32tof16(v.y);\n" - " return (y << 16) | x;\n" - " #endif\n" - "}\n"); - emu->addEmulatedFunction(EOpUnpackHalf2x16, uint1, - "#if !defined(GL_ARB_shading_language_packing)\n" - " float f16tof32(uint val)\n" - " {\n" - " uint sign = (val & 0x8000u) << 16;\n" - " int exponent = int((val & 0x7C00u) >> 10);\n" - " uint mantissa = val & 0x03FFu;\n" - " float f32 = 0.0;\n" - " if(exponent == 0)\n" - " {\n" - " if (mantissa != 0u)\n" - " {\n" - " const float scale = 1.0 / (1 << 24);\n" - " f32 = scale * mantissa;\n" - " }\n" - " }\n" - " else if (exponent == 31)\n" - " {\n" - " return uintBitsToFloat(sign | 0x7F800000u | mantissa);\n" - " }\n" - " else\n" - " {\n" - " exponent -= 15;\n" - " float scale;\n" - " if(exponent < 0)\n" - " {\n" - " // The negative unary operator is buggy on OSX.\n" - " // Work around this by using abs instead.\n" - " scale = 1.0 / (1 << abs(exponent));\n" - " }\n" - " else\n" - " {\n" - " scale = 1 << exponent;\n" - " }\n" - " float decimal = 1.0 + float(mantissa) / float(1 << 10);\n" - " f32 = scale * decimal;\n" - " }\n" - "\n" - " if (sign != 0u)\n" - " {\n" - " f32 = -f32;\n" - " }\n" - "\n" - " return f32;\n" - " }\n" - "#endif\n" - "\n" - "vec2 unpackHalf2x16_emu(uint u)\n" - "{\n" - " #if defined(GL_ARB_shading_language_packing)\n" - " return unpackHalf2x16(u);\n" - " #else\n" - " uint y = (u >> 16);\n" - " uint x = u & 0xFFFFu;\n" - " return vec2(f16tof32(x), f16tof32(y));\n" - " #endif\n" - "}\n"); - // clang-format on - } -} - -} // namespace sh |