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authorLaszlo Agocs <laszlo.agocs@qt.io>2020-05-18 15:16:30 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2020-05-26 15:11:40 +0200
commit752497910b67b2a1a80560840ca44548d8893434 (patch)
tree541501c9abfd97c3d2fa450d2e6abb60582c4420 /src/3rdparty/angle/src/libANGLE/Shader.cpp
parent7db527dbdd911c79f31425d099d1fc9c63e42453 (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/libANGLE/Shader.cpp')
-rw-r--r--src/3rdparty/angle/src/libANGLE/Shader.cpp561
1 files changed, 0 insertions, 561 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/Shader.cpp b/src/3rdparty/angle/src/libANGLE/Shader.cpp
deleted file mode 100644
index 94c4f3c705..0000000000
--- a/src/3rdparty/angle/src/libANGLE/Shader.cpp
+++ /dev/null
@@ -1,561 +0,0 @@
-//
-// Copyright (c) 2002-2014 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 "libANGLE/Shader.h"
-
-#include <sstream>
-
-#include "common/utilities.h"
-#include "GLSLANG/ShaderLang.h"
-#include "libANGLE/Caps.h"
-#include "libANGLE/Compiler.h"
-#include "libANGLE/Constants.h"
-#include "libANGLE/renderer/GLImplFactory.h"
-#include "libANGLE/renderer/ShaderImpl.h"
-#include "libANGLE/ResourceManager.h"
-#include "libANGLE/Context.h"
-
-namespace gl
-{
-
-namespace
-{
-template <typename VarT>
-std::vector<VarT> GetActiveShaderVariables(const std::vector<VarT> *variableList)
-{
- ASSERT(variableList);
- std::vector<VarT> result;
- for (size_t varIndex = 0; varIndex < variableList->size(); varIndex++)
- {
- const VarT &var = variableList->at(varIndex);
- if (var.staticUse)
- {
- result.push_back(var);
- }
- }
- return result;
-}
-
-template <typename VarT>
-const std::vector<VarT> &GetShaderVariables(const std::vector<VarT> *variableList)
-{
- ASSERT(variableList);
- return *variableList;
-}
-
-} // anonymous namespace
-
-// true if varying x has a higher priority in packing than y
-bool CompareShaderVar(const sh::ShaderVariable &x, const sh::ShaderVariable &y)
-{
- if (x.type == y.type)
- {
- return x.getArraySizeProduct() > y.getArraySizeProduct();
- }
-
- // Special case for handling structs: we sort these to the end of the list
- if (x.type == GL_NONE)
- {
- return false;
- }
-
- if (y.type == GL_NONE)
- {
- return true;
- }
-
- return gl::VariableSortOrder(x.type) < gl::VariableSortOrder(y.type);
-}
-
-ShaderState::ShaderState(GLenum shaderType)
- : mLabel(),
- mShaderType(shaderType),
- mShaderVersion(100),
- mNumViews(-1),
- mGeometryShaderInputPrimitiveType(GL_INVALID_VALUE),
- mGeometryShaderOutputPrimitiveType(GL_INVALID_VALUE),
- mGeometryShaderInvocations(1),
- mGeometryShaderMaxVertices(-1),
- mCompileStatus(CompileStatus::NOT_COMPILED)
-{
- mLocalSize.fill(-1);
-}
-
-ShaderState::~ShaderState()
-{
-}
-
-Shader::Shader(ShaderProgramManager *manager,
- rx::GLImplFactory *implFactory,
- const gl::Limitations &rendererLimitations,
- GLenum type,
- GLuint handle)
- : mState(type),
- mImplementation(implFactory->createShader(mState)),
- mRendererLimitations(rendererLimitations),
- mHandle(handle),
- mType(type),
- mRefCount(0),
- mDeleteStatus(false),
- mResourceManager(manager)
-{
- ASSERT(mImplementation);
-}
-
-void Shader::onDestroy(const gl::Context *context)
-{
- mBoundCompiler.set(context, nullptr);
- mImplementation.reset(nullptr);
- delete this;
-}
-
-Shader::~Shader()
-{
- ASSERT(!mImplementation);
-}
-
-void Shader::setLabel(const std::string &label)
-{
- mState.mLabel = label;
-}
-
-const std::string &Shader::getLabel() const
-{
- return mState.mLabel;
-}
-
-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++)
- {
- if (length == nullptr || length[i] < 0)
- {
- stream.write(string[i], strlen(string[i]));
- }
- else
- {
- stream.write(string[i], length[i]);
- }
- }
-
- mState.mSource = stream.str();
-}
-
-int Shader::getInfoLogLength(const Context *context)
-{
- resolveCompile(context);
- if (mInfoLog.empty())
- {
- return 0;
- }
-
- return (static_cast<int>(mInfoLog.length()) + 1);
-}
-
-void Shader::getInfoLog(const Context *context, GLsizei bufSize, GLsizei *length, char *infoLog)
-{
- resolveCompile(context);
-
- 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 mState.mSource.empty() ? 0 : (static_cast<int>(mState.mSource.length()) + 1);
-}
-
-int Shader::getTranslatedSourceLength(const Context *context)
-{
- resolveCompile(context);
-
- if (mState.mTranslatedSource.empty())
- {
- return 0;
- }
-
- return (static_cast<int>(mState.mTranslatedSource.length()) + 1);
-}
-
-int Shader::getTranslatedSourceWithDebugInfoLength(const Context *context)
-{
- resolveCompile(context);
-
- const std::string &debugInfo = mImplementation->getDebugInfo();
- if (debugInfo.empty())
- {
- return 0;
- }
-
- return (static_cast<int>(debugInfo.length()) + 1);
-}
-
-// static
-void Shader::GetSourceImpl(const std::string &source,
- GLsizei bufSize,
- GLsizei *length,
- char *buffer)
-{
- 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(mState.mSource, bufSize, length, buffer);
-}
-
-void Shader::getTranslatedSource(const Context *context,
- GLsizei bufSize,
- GLsizei *length,
- char *buffer)
-{
- GetSourceImpl(getTranslatedSource(context), bufSize, length, buffer);
-}
-
-const std::string &Shader::getTranslatedSource(const Context *context)
-{
- resolveCompile(context);
- return mState.mTranslatedSource;
-}
-
-void Shader::getTranslatedSourceWithDebugInfo(const Context *context,
- GLsizei bufSize,
- GLsizei *length,
- char *buffer)
-{
- resolveCompile(context);
- const std::string &debugInfo = mImplementation->getDebugInfo();
- GetSourceImpl(debugInfo, bufSize, length, buffer);
-}
-
-void Shader::compile(const Context *context)
-{
- mState.mTranslatedSource.clear();
- mInfoLog.clear();
- mState.mShaderVersion = 100;
- mState.mInputVaryings.clear();
- mState.mOutputVaryings.clear();
- mState.mUniforms.clear();
- mState.mUniformBlocks.clear();
- mState.mShaderStorageBlocks.clear();
- mState.mActiveAttributes.clear();
- mState.mActiveOutputVariables.clear();
- mState.mNumViews = -1;
- mState.mGeometryShaderInputPrimitiveType = GL_INVALID_VALUE;
- mState.mGeometryShaderOutputPrimitiveType = GL_INVALID_VALUE;
- mState.mGeometryShaderInvocations = 1;
- mState.mGeometryShaderMaxVertices = -1;
-
- mState.mCompileStatus = CompileStatus::COMPILE_REQUESTED;
- mBoundCompiler.set(context, context->getCompiler());
-
- // Cache the compile source and options for compilation. Must be done now, since the source
- // can change before the link call or another call that resolves the compile.
-
- std::stringstream sourceStream;
-
- mLastCompileOptions =
- mImplementation->prepareSourceAndReturnOptions(&sourceStream, &mLastCompiledSourcePath);
- mLastCompileOptions |= (SH_OBJECT_CODE | SH_VARIABLES);
- mLastCompiledSource = sourceStream.str();
-
- // Add default options to WebGL shaders to prevent unexpected behavior during compilation.
- if (context->getExtensions().webglCompatibility)
- {
- mLastCompileOptions |= SH_INIT_GL_POSITION;
- mLastCompileOptions |= SH_LIMIT_CALL_STACK_DEPTH;
- mLastCompileOptions |= SH_LIMIT_EXPRESSION_COMPLEXITY;
- mLastCompileOptions |= SH_ENFORCE_PACKING_RESTRICTIONS;
- }
-
- // Some targets (eg D3D11 Feature Level 9_3 and below) do not support non-constant loop indexes
- // in fragment shaders. Shader compilation will fail. To provide a better error message we can
- // instruct the compiler to pre-validate.
- if (mRendererLimitations.shadersRequireIndexedLoopValidation)
- {
- mLastCompileOptions |= SH_VALIDATE_LOOP_INDEXING;
- }
-}
-
-void Shader::resolveCompile(const Context *context)
-{
- if (!mState.compilePending())
- {
- return;
- }
-
- ASSERT(mBoundCompiler.get());
- ShHandle compilerHandle = mBoundCompiler->getCompilerHandle(mState.mShaderType);
-
- std::vector<const char *> srcStrings;
-
- if (!mLastCompiledSourcePath.empty())
- {
- srcStrings.push_back(mLastCompiledSourcePath.c_str());
- }
-
- srcStrings.push_back(mLastCompiledSource.c_str());
-
- if (!sh::Compile(compilerHandle, &srcStrings[0], srcStrings.size(), mLastCompileOptions))
- {
- mInfoLog = sh::GetInfoLog(compilerHandle);
- WARN() << std::endl << mInfoLog;
- mState.mCompileStatus = CompileStatus::NOT_COMPILED;
- return;
- }
-
- mState.mTranslatedSource = sh::GetObjectCode(compilerHandle);
-
-#if !defined(NDEBUG)
- // Prefix translated shader with commented out un-translated shader.
- // Useful in diagnostics tools which capture the shader source.
- std::ostringstream shaderStream;
- shaderStream << "// GLSL\n";
- shaderStream << "//\n";
-
- std::istringstream inputSourceStream(mState.mSource);
- std::string line;
- while (std::getline(inputSourceStream, line))
- {
- // Remove null characters from the source line
- line.erase(std::remove(line.begin(), line.end(), '\0'), line.end());
-
- shaderStream << "// " << line << std::endl;
- }
- shaderStream << "\n\n";
- shaderStream << mState.mTranslatedSource;
- mState.mTranslatedSource = shaderStream.str();
-#endif // !defined(NDEBUG)
-
- // Gather the shader information
- mState.mShaderVersion = sh::GetShaderVersion(compilerHandle);
-
- mState.mUniforms = GetShaderVariables(sh::GetUniforms(compilerHandle));
- mState.mUniformBlocks = GetShaderVariables(sh::GetUniformBlocks(compilerHandle));
- mState.mShaderStorageBlocks = GetShaderVariables(sh::GetShaderStorageBlocks(compilerHandle));
-
- switch (mState.mShaderType)
- {
- case GL_COMPUTE_SHADER:
- {
- mState.mLocalSize = sh::GetComputeShaderLocalGroupSize(compilerHandle);
- break;
- }
- case GL_VERTEX_SHADER:
- {
- {
- mState.mOutputVaryings = GetShaderVariables(sh::GetOutputVaryings(compilerHandle));
- mState.mActiveAttributes =
- GetActiveShaderVariables(sh::GetAttributes(compilerHandle));
- mState.mNumViews = sh::GetVertexShaderNumViews(compilerHandle);
- }
- break;
- }
- case GL_FRAGMENT_SHADER:
- {
- mState.mInputVaryings = GetShaderVariables(sh::GetInputVaryings(compilerHandle));
- // TODO(jmadill): Figure out why we only sort in the FS, and if we need to.
- std::sort(mState.mInputVaryings.begin(), mState.mInputVaryings.end(), CompareShaderVar);
- mState.mActiveOutputVariables =
- GetActiveShaderVariables(sh::GetOutputVariables(compilerHandle));
- break;
- }
- case GL_GEOMETRY_SHADER_EXT:
- {
- mState.mInputVaryings = GetShaderVariables(sh::GetInputVaryings(compilerHandle));
- mState.mOutputVaryings = GetShaderVariables(sh::GetOutputVaryings(compilerHandle));
-
- mState.mGeometryShaderInputPrimitiveType =
- sh::GetGeometryShaderInputPrimitiveType(compilerHandle);
- mState.mGeometryShaderOutputPrimitiveType =
- sh::GetGeometryShaderOutputPrimitiveType(compilerHandle);
- mState.mGeometryShaderInvocations = sh::GetGeometryShaderInvocations(compilerHandle);
- mState.mGeometryShaderMaxVertices = sh::GetGeometryShaderMaxVertices(compilerHandle);
- break;
- }
- default:
- UNREACHABLE();
- }
-
- ASSERT(!mState.mTranslatedSource.empty());
-
- bool success = mImplementation->postTranslateCompile(mBoundCompiler.get(), &mInfoLog);
- mState.mCompileStatus = success ? CompileStatus::COMPILED : CompileStatus::NOT_COMPILED;
-}
-
-void Shader::addRef()
-{
- mRefCount++;
-}
-
-void Shader::release(const Context *context)
-{
- mRefCount--;
-
- if (mRefCount == 0 && mDeleteStatus)
- {
- mResourceManager->deleteShader(context, mHandle);
- }
-}
-
-unsigned int Shader::getRefCount() const
-{
- return mRefCount;
-}
-
-bool Shader::isFlaggedForDeletion() const
-{
- return mDeleteStatus;
-}
-
-void Shader::flagForDeletion()
-{
- mDeleteStatus = true;
-}
-
-bool Shader::isCompiled(const Context *context)
-{
- resolveCompile(context);
- return mState.mCompileStatus == CompileStatus::COMPILED;
-}
-
-int Shader::getShaderVersion(const Context *context)
-{
- resolveCompile(context);
- return mState.mShaderVersion;
-}
-
-const std::vector<sh::Varying> &Shader::getInputVaryings(const Context *context)
-{
- resolveCompile(context);
- return mState.getInputVaryings();
-}
-
-const std::vector<sh::Varying> &Shader::getOutputVaryings(const Context *context)
-{
- resolveCompile(context);
- return mState.getOutputVaryings();
-}
-
-const std::vector<sh::Uniform> &Shader::getUniforms(const Context *context)
-{
- resolveCompile(context);
- return mState.getUniforms();
-}
-
-const std::vector<sh::InterfaceBlock> &Shader::getUniformBlocks(const Context *context)
-{
- resolveCompile(context);
- return mState.getUniformBlocks();
-}
-
-const std::vector<sh::InterfaceBlock> &Shader::getShaderStorageBlocks(const Context *context)
-{
- resolveCompile(context);
- return mState.getShaderStorageBlocks();
-}
-
-const std::vector<sh::Attribute> &Shader::getActiveAttributes(const Context *context)
-{
- resolveCompile(context);
- return mState.getActiveAttributes();
-}
-
-const std::vector<sh::OutputVariable> &Shader::getActiveOutputVariables(const Context *context)
-{
- resolveCompile(context);
- return mState.getActiveOutputVariables();
-}
-
-std::string Shader::getTransformFeedbackVaryingMappedName(const std::string &tfVaryingName,
- const Context *context)
-{
- // TODO(jiawei.shao@intel.com): support transform feedback on geometry shader.
- ASSERT(mState.getShaderType() == GL_VERTEX_SHADER);
- const auto &varyings = getOutputVaryings(context);
- auto bracketPos = tfVaryingName.find("[");
- if (bracketPos != std::string::npos)
- {
- auto tfVaryingBaseName = tfVaryingName.substr(0, bracketPos);
- for (const auto &varying : varyings)
- {
- if (varying.name == tfVaryingBaseName)
- {
- std::string mappedNameWithArrayIndex =
- varying.mappedName + tfVaryingName.substr(bracketPos);
- return mappedNameWithArrayIndex;
- }
- }
- }
- else
- {
- for (const auto &varying : varyings)
- {
- if (varying.name == tfVaryingName)
- {
- return varying.mappedName;
- }
- }
- }
- UNREACHABLE();
- return std::string();
-}
-
-const sh::WorkGroupSize &Shader::getWorkGroupSize(const Context *context)
-{
- resolveCompile(context);
- return mState.mLocalSize;
-}
-
-int Shader::getNumViews(const Context *context)
-{
- resolveCompile(context);
- return mState.mNumViews;
-}
-
-const std::string &Shader::getCompilerResourcesString() const
-{
- ASSERT(mBoundCompiler.get());
- return mBoundCompiler->getBuiltinResourcesString(mState.mShaderType);
-}
-
-} // namespace gl