1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338
|
// Copyright 2012 The Chromium Authors
// 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_SHADER_MANAGER_H_
#define GPU_COMMAND_BUFFER_SERVICE_SHADER_MANAGER_H_
#include <string>
#include <unordered_map>
#include "base/check_op.h"
#include "base/memory/raw_ptr.h"
#include "base/memory/ref_counted.h"
#include "gpu/command_buffer/service/gl_utils.h"
#include "gpu/command_buffer/service/shader_translator.h"
#include "gpu/gpu_gles2_export.h"
namespace gl {
class ProgressReporter;
}
namespace gpu {
namespace gles2 {
enum ShaderVariableBaseType {
SHADER_VARIABLE_INT = 0x01,
SHADER_VARIABLE_UINT = 0x02,
SHADER_VARIABLE_FLOAT = 0x03,
SHADER_VARIABLE_UNDEFINED_TYPE = 0x00
};
// Compiles shader_source into shader and gives informative logging if
// the compilation fails.
void CompileShaderWithLog(GLuint shader, const char* shader_source);
// This is used to keep the source code for a shader. This is because in order
// to emluate GLES2 the shaders will have to be re-written before passed to
// the underlying OpenGL. But, when the user calls glGetShaderSource they
// should get the source they passed in, not the re-written source.
class GPU_GLES2_EXPORT Shader : public base::RefCounted<Shader> {
public:
enum TranslatedShaderSourceType {
kANGLE,
kGL, // GL or GLES
};
enum ShaderState {
kShaderStateWaiting,
kShaderStateCompileRequested,
kShaderStateCompiled, // Signifies compile happened, not valid compile.
};
static const int kUndefinedShaderVersion = -1;
void RequestCompile(scoped_refptr<ShaderTranslatorInterface> translator,
TranslatedShaderSourceType type);
// Returns true if we are ready to call DoCompile. If we have not yet called
// RequestCompile or if we've already compiled, returns false.
bool CanCompile() { return shader_state_ == kShaderStateCompileRequested; }
bool HasCompiled() { return shader_state_ == kShaderStateCompiled; }
void DoCompile();
void RefreshTranslatedShaderSource();
ShaderState shader_state() const {
return shader_state_;
}
GLuint service_id() const {
return service_id_;
}
GLenum shader_type() const {
return shader_type_;
}
int shader_version() const {
return shader_version_;
}
const std::string& source() const {
return source_;
}
void set_source(const std::string& source) {
source_ = source;
}
const std::string& translated_source() const {
return translated_source_;
}
std::string last_compiled_source() const {
return last_compiled_source_;
}
std::string last_compiled_signature() const {
if (options_affecting_compilation_) {
return last_compiled_source_ + options_affecting_compilation_->data;
}
return last_compiled_source_;
}
const sh::Attribute* GetAttribInfo(const std::string& name) const;
const sh::Uniform* GetUniformInfo(const std::string& name) const;
const sh::Varying* GetVaryingInfo(const std::string& name) const;
const sh::InterfaceBlock* GetInterfaceBlockInfo(
const std::string& name) const;
const sh::OutputVariable* GetOutputVariableInfo(
const std::string& name) const;
// If the original_name is not found, return nullptr.
const std::string* GetAttribMappedName(
const std::string& original_name) const;
// If the original_name is not found, return nullptr.
const std::string* GetUniformMappedName(
const std::string& original_name) const;
// If the original_name is not found, return nullptr.
const std::string* GetVaryingMappedName(
const std::string& original_name) const;
// If the original_name is not found, return nullptr.
const std::string* GetInterfaceBlockMappedName(
const std::string& original_name) const;
// If the original_name is not found, return nullptr.
const std::string* GetOutputVariableMappedName(
const std::string& original_name) const;
// If the hashed_name is not found, return nullptr.
// Use this only when one of the more specific Get*Info methods can't be used.
const std::string* GetOriginalNameFromHashedName(
const std::string& hashed_name) const;
const std::string& log_info() const {
return log_info_;
}
bool valid() const {
return shader_state_ == kShaderStateCompiled && valid_;
}
bool IsDeleted() const {
return marked_for_deletion_;
}
bool InUse() const {
DCHECK_GE(use_count_, 0);
return use_count_ != 0;
}
// Used by program cache.
const AttributeMap& attrib_map() const {
return attrib_map_;
}
// Used by program cache.
const UniformMap& uniform_map() const {
return uniform_map_;
}
// Used by program cache.
const VaryingMap& varying_map() const {
return varying_map_;
}
const OutputVariableList& output_variable_list() const {
return output_variable_list_;
}
// Used by program cache.
const InterfaceBlockMap& interface_block_map() const {
return interface_block_map_;
}
// Used by program cache.
void set_attrib_map(const AttributeMap& attrib_map) {
// copied because cache might be cleared
attrib_map_ = AttributeMap(attrib_map);
}
// Used by program cache.
void set_uniform_map(const UniformMap& uniform_map) {
// copied because cache might be cleared
uniform_map_ = UniformMap(uniform_map);
}
// Used by program cache.
void set_varying_map(const VaryingMap& varying_map) {
// copied because cache might be cleared
varying_map_ = VaryingMap(varying_map);
}
// Used by program cache.
void set_interface_block_map(const InterfaceBlockMap& interface_block_map) {
// copied because cache might be cleared
interface_block_map_ = InterfaceBlockMap(interface_block_map);
}
void set_output_variable_list(
const OutputVariableList& output_variable_list) {
// copied because cache might be cleared
output_variable_list_ = output_variable_list;
}
private:
friend class base::RefCounted<Shader>;
friend class ShaderManager;
Shader(GLuint service_id, GLenum shader_type);
~Shader();
// Must be called only if we currently own the context. Forces the deletion
// of the underlying shader service id.
void Destroy();
void IncUseCount() { ++use_count_; }
void DecUseCount() {
--use_count_;
DCHECK_GE(use_count_, 0);
}
void MarkForDeletion();
void DeleteServiceID();
int use_count_;
// The current state of the shader.
ShaderState shader_state_;
// The shader has been marked for deletion.
bool marked_for_deletion_;
// The shader this Shader is tracking.
GLuint service_id_;
// Type of shader - GL_VERTEX_SHADER or GL_FRAGMENT_SHADER.
GLenum shader_type_;
// Version of the shader. Can be kUndefinedShaderVersion or version returned
// by ANGLE.
int shader_version_;
// Translated source type when shader was last requested to be compiled.
TranslatedShaderSourceType source_type_;
// Translator to use, set when shader was last requested to be compiled.
scoped_refptr<ShaderTranslatorInterface> translator_;
scoped_refptr<OptionsAffectingCompilationString>
options_affecting_compilation_;
// True if compilation succeeded.
bool valid_;
// The shader source as passed to glShaderSource.
std::string source_;
// The source the last compile used.
std::string last_compiled_source_;
// The translated shader source.
std::string translated_source_;
// The shader translation log.
std::string log_info_;
// The type info when the shader was last compiled.
AttributeMap attrib_map_;
UniformMap uniform_map_;
VaryingMap varying_map_;
InterfaceBlockMap interface_block_map_;
OutputVariableList output_variable_list_;
// If a new info type is added, add it to GetOriginalNameFromHashedName.
};
// Tracks the Shaders.
//
// NOTE: To support shared resources an instance of this class will
// need to be shared by multiple GLES2Decoders.
class GPU_GLES2_EXPORT ShaderManager {
public:
ShaderManager(gl::ProgressReporter* progress_reporter);
ShaderManager(const ShaderManager&) = delete;
ShaderManager& operator=(const ShaderManager&) = delete;
~ShaderManager();
// Must call before destruction.
void Destroy(bool have_context);
// Creates a shader for the given shader ID.
Shader* CreateShader(
GLuint client_id,
GLuint service_id,
GLenum shader_type);
// Gets an existing shader info for the given shader ID. Returns nullptr if
// none exists.
Shader* GetShader(GLuint client_id);
// Gets a client id for a given service id.
bool GetClientId(GLuint service_id, GLuint* client_id) const;
void Delete(Shader* shader);
// Mark a shader as used
void UseShader(Shader* shader);
// Unmark a shader as used. If it has been deleted and is not used
// then we free the shader.
void UnuseShader(Shader* shader);
// Check if a Shader is owned by this ShaderManager.
bool IsOwned(Shader* shader);
private:
friend class Shader;
// Info for each shader by service side shader Id.
typedef std::unordered_map<GLuint, scoped_refptr<Shader>> ShaderMap;
ShaderMap shaders_;
void RemoveShaderIfUnused(Shader* shader);
// Used to notify the watchdog thread of progress during destruction,
// preventing time-outs when destruction takes a long time. May be null when
// using in-process command buffer.
raw_ptr<gl::ProgressReporter> progress_reporter_;
};
} // namespace gles2
} // namespace gpu
#endif // GPU_COMMAND_BUFFER_SERVICE_SHADER_MANAGER_H_
|