mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-11-30 00:01:50 +00:00
384 lines
12 KiB
C++
384 lines
12 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
|
|
/* This Source Code Form is subject to the terms of the Mozilla Public
|
|
* License, v. 2.0. If a copy of the MPL was not distributed with this
|
|
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
|
|
|
|
#include "WebGLShaderValidator.h"
|
|
|
|
#include "angle/ShaderLang.h"
|
|
#include "GLContext.h"
|
|
#include "mozilla/Preferences.h"
|
|
#include "MurmurHash3.h"
|
|
#include "nsPrintfCString.h"
|
|
#include "nsTArray.h"
|
|
#include <string>
|
|
#include <vector>
|
|
#include "WebGLContext.h"
|
|
|
|
namespace mozilla {
|
|
namespace webgl {
|
|
|
|
uint64_t
|
|
IdentifierHashFunc(const char* name, size_t len)
|
|
{
|
|
// NB: we use the x86 function everywhere, even though it's suboptimal perf
|
|
// on x64. They return different results; not sure if that's a requirement.
|
|
uint64_t hash[2];
|
|
MurmurHash3_x86_128(name, len, 0, hash);
|
|
return hash[0];
|
|
}
|
|
|
|
static int
|
|
ChooseValidatorCompileOptions(const ShBuiltInResources& resources,
|
|
const mozilla::gl::GLContext* gl)
|
|
{
|
|
int options = SH_VARIABLES |
|
|
SH_ENFORCE_PACKING_RESTRICTIONS |
|
|
SH_INIT_VARYINGS_WITHOUT_STATIC_USE |
|
|
SH_OBJECT_CODE |
|
|
SH_LIMIT_CALL_STACK_DEPTH |
|
|
SH_INIT_GL_POSITION;
|
|
|
|
if (resources.MaxExpressionComplexity > 0) {
|
|
options |= SH_LIMIT_EXPRESSION_COMPLEXITY;
|
|
}
|
|
|
|
if (Preferences::GetBool("webgl.all-angle-options", false)) {
|
|
return options |
|
|
SH_VALIDATE_LOOP_INDEXING |
|
|
SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX |
|
|
SH_UNROLL_FOR_LOOP_WITH_SAMPLER_ARRAY_INDEX |
|
|
SH_EMULATE_BUILT_IN_FUNCTIONS |
|
|
SH_CLAMP_INDIRECT_ARRAY_BOUNDS |
|
|
SH_UNFOLD_SHORT_CIRCUIT |
|
|
SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS |
|
|
SH_REGENERATE_STRUCT_NAMES;
|
|
}
|
|
|
|
#ifndef XP_MACOSX
|
|
// We want to do this everywhere, but to do this on Mac, we need
|
|
// to do it only on Mac OSX > 10.6 as this causes the shader
|
|
// compiler in 10.6 to crash
|
|
options |= SH_CLAMP_INDIRECT_ARRAY_BOUNDS;
|
|
#endif
|
|
|
|
#ifdef XP_MACOSX
|
|
if (gl->WorkAroundDriverBugs()) {
|
|
// Work around https://bugs.webkit.org/show_bug.cgi?id=124684,
|
|
// https://chromium.googlesource.com/angle/angle/+/5e70cf9d0b1bb
|
|
options |= SH_UNFOLD_SHORT_CIRCUIT;
|
|
|
|
// Work around bug 665578 and bug 769810
|
|
if (gl->Vendor() == gl::GLVendor::ATI) {
|
|
options |= SH_EMULATE_BUILT_IN_FUNCTIONS;
|
|
}
|
|
|
|
// Work around bug 735560
|
|
if (gl->Vendor() == gl::GLVendor::Intel) {
|
|
options |= SH_EMULATE_BUILT_IN_FUNCTIONS;
|
|
}
|
|
|
|
// Work around bug 636926
|
|
if (gl->Vendor() == gl::GLVendor::NVIDIA) {
|
|
options |= SH_UNROLL_FOR_LOOP_WITH_SAMPLER_ARRAY_INDEX;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return options;
|
|
}
|
|
|
|
} // namespace webgl
|
|
|
|
////////////////////////////////////////
|
|
|
|
webgl::ShaderValidator*
|
|
WebGLContext::CreateShaderValidator(GLenum shaderType) const
|
|
{
|
|
if (mBypassShaderValidation)
|
|
return nullptr;
|
|
|
|
ShShaderSpec spec = SH_WEBGL_SPEC;
|
|
ShShaderOutput outputLanguage = gl->IsGLES() ? SH_ESSL_OUTPUT
|
|
: SH_GLSL_OUTPUT;
|
|
|
|
ShBuiltInResources resources;
|
|
memset(&resources, 0, sizeof(resources));
|
|
ShInitBuiltInResources(&resources);
|
|
|
|
resources.HashFunction = webgl::IdentifierHashFunc;
|
|
|
|
resources.MaxVertexAttribs = mGLMaxVertexAttribs;
|
|
resources.MaxVertexUniformVectors = mGLMaxVertexUniformVectors;
|
|
resources.MaxVaryingVectors = mGLMaxVaryingVectors;
|
|
resources.MaxVertexTextureImageUnits = mGLMaxVertexTextureImageUnits;
|
|
resources.MaxCombinedTextureImageUnits = mGLMaxTextureUnits;
|
|
resources.MaxTextureImageUnits = mGLMaxTextureImageUnits;
|
|
resources.MaxFragmentUniformVectors = mGLMaxFragmentUniformVectors;
|
|
resources.MaxDrawBuffers = mGLMaxDrawBuffers;
|
|
|
|
if (IsExtensionEnabled(WebGLExtensionID::EXT_frag_depth))
|
|
resources.EXT_frag_depth = 1;
|
|
|
|
if (IsExtensionEnabled(WebGLExtensionID::OES_standard_derivatives))
|
|
resources.OES_standard_derivatives = 1;
|
|
|
|
if (IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers))
|
|
resources.EXT_draw_buffers = 1;
|
|
|
|
if (IsExtensionEnabled(WebGLExtensionID::EXT_shader_texture_lod))
|
|
resources.EXT_shader_texture_lod = 1;
|
|
|
|
// Tell ANGLE to allow highp in frag shaders. (unless disabled)
|
|
// If underlying GLES doesn't have highp in frag shaders, it should complain anyways.
|
|
resources.FragmentPrecisionHigh = mDisableFragHighP ? 0 : 1;
|
|
|
|
if (gl->WorkAroundDriverBugs()) {
|
|
#ifdef XP_MACOSX
|
|
if (gl->Vendor() == gl::GLVendor::NVIDIA) {
|
|
// Work around bug 890432
|
|
resources.MaxExpressionComplexity = 1000;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
int compileOptions = webgl::ChooseValidatorCompileOptions(resources, gl);
|
|
|
|
return webgl::ShaderValidator::Create(shaderType, spec, outputLanguage, resources,
|
|
compileOptions);
|
|
}
|
|
|
|
////////////////////////////////////////
|
|
|
|
namespace webgl {
|
|
|
|
/*static*/ ShaderValidator*
|
|
ShaderValidator::Create(GLenum shaderType, ShShaderSpec spec,
|
|
ShShaderOutput outputLanguage,
|
|
const ShBuiltInResources& resources, int compileOptions)
|
|
{
|
|
ShHandle handle = ShConstructCompiler(shaderType, spec, outputLanguage, &resources);
|
|
if (!handle)
|
|
return nullptr;
|
|
|
|
return new ShaderValidator(handle, compileOptions, resources.MaxVaryingVectors);
|
|
}
|
|
|
|
ShaderValidator::~ShaderValidator()
|
|
{
|
|
ShDestruct(mHandle);
|
|
}
|
|
|
|
bool
|
|
ShaderValidator::ValidateAndTranslate(const char* source)
|
|
{
|
|
MOZ_ASSERT(!mHasRun);
|
|
mHasRun = true;
|
|
|
|
const char* const parts[] = {
|
|
source
|
|
};
|
|
return ShCompile(mHandle, parts, ArrayLength(parts), mCompileOptions);
|
|
}
|
|
|
|
void
|
|
ShaderValidator::GetInfoLog(nsACString* out) const
|
|
{
|
|
MOZ_ASSERT(mHasRun);
|
|
|
|
const std::string &log = ShGetInfoLog(mHandle);
|
|
out->Assign(log.data(), log.length());
|
|
}
|
|
|
|
void
|
|
ShaderValidator::GetOutput(nsACString* out) const
|
|
{
|
|
MOZ_ASSERT(mHasRun);
|
|
|
|
const std::string &output = ShGetObjectCode(mHandle);
|
|
out->Assign(output.data(), output.length());
|
|
}
|
|
|
|
template<size_t N>
|
|
static bool
|
|
StartsWith(const std::string& haystack, const char (&needle)[N])
|
|
{
|
|
return haystack.compare(0, N - 1, needle) == 0;
|
|
}
|
|
|
|
bool
|
|
ShaderValidator::CanLinkTo(const ShaderValidator* prev, nsCString* const out_log) const
|
|
{
|
|
if (!prev) {
|
|
nsPrintfCString error("Passed in NULL prev ShaderValidator.");
|
|
*out_log = error;
|
|
return false;
|
|
}
|
|
|
|
{
|
|
const std::vector<sh::Uniform>* vertPtr = ShGetUniforms(prev->mHandle);
|
|
const std::vector<sh::Uniform>* fragPtr = ShGetUniforms(mHandle);
|
|
if (!vertPtr || !fragPtr) {
|
|
nsPrintfCString error("Could not create uniform list.");
|
|
*out_log = error;
|
|
return false;
|
|
}
|
|
|
|
for (auto itrFrag = fragPtr->begin(); itrFrag != fragPtr->end(); ++itrFrag) {
|
|
for (auto itrVert = vertPtr->begin(); itrVert != vertPtr->end(); ++itrVert) {
|
|
if (itrVert->name != itrFrag->name)
|
|
continue;
|
|
|
|
if (!itrVert->isSameUniformAtLinkTime(*itrFrag)) {
|
|
nsPrintfCString error("Uniform `%s`is not linkable between"
|
|
" attached shaders.",
|
|
itrFrag->name.c_str());
|
|
*out_log = error;
|
|
return false;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
{
|
|
const std::vector<sh::Varying>* vertPtr = ShGetVaryings(prev->mHandle);
|
|
const std::vector<sh::Varying>* fragPtr = ShGetVaryings(mHandle);
|
|
if (!vertPtr || !fragPtr) {
|
|
nsPrintfCString error("Could not create varying list.");
|
|
*out_log = error;
|
|
return false;
|
|
}
|
|
|
|
nsTArray<ShVariableInfo> staticUseVaryingList;
|
|
|
|
for (auto itrFrag = fragPtr->begin(); itrFrag != fragPtr->end(); ++itrFrag) {
|
|
const ShVariableInfo varInfo = { itrFrag->type,
|
|
(int)itrFrag->elementCount() };
|
|
|
|
static const char prefix[] = "gl_";
|
|
if (StartsWith(itrFrag->name, prefix)) {
|
|
if (itrFrag->staticUse)
|
|
staticUseVaryingList.AppendElement(varInfo);
|
|
|
|
continue;
|
|
}
|
|
|
|
bool definedInVertShader = false;
|
|
bool staticVertUse = false;
|
|
|
|
for (auto itrVert = vertPtr->begin(); itrVert != vertPtr->end(); ++itrVert) {
|
|
if (itrVert->name != itrFrag->name)
|
|
continue;
|
|
|
|
if (!itrVert->isSameVaryingAtLinkTime(*itrFrag)) {
|
|
nsPrintfCString error("Varying `%s`is not linkable between"
|
|
" attached shaders.",
|
|
itrFrag->name.c_str());
|
|
*out_log = error;
|
|
return false;
|
|
}
|
|
|
|
definedInVertShader = true;
|
|
staticVertUse = itrVert->staticUse;
|
|
break;
|
|
}
|
|
|
|
if (!definedInVertShader && itrFrag->staticUse) {
|
|
nsPrintfCString error("Varying `%s` has static-use in the frag"
|
|
" shader, but is undeclared in the vert"
|
|
" shader.", itrFrag->name.c_str());
|
|
*out_log = error;
|
|
return false;
|
|
}
|
|
|
|
if (staticVertUse && itrFrag->staticUse)
|
|
staticUseVaryingList.AppendElement(varInfo);
|
|
}
|
|
|
|
if (!ShCheckVariablesWithinPackingLimits(mMaxVaryingVectors,
|
|
staticUseVaryingList.Elements(),
|
|
staticUseVaryingList.Length()))
|
|
{
|
|
*out_log = "Statically used varyings do not fit within packing limits. (see"
|
|
" GLSL ES Specification 1.0.17, p111)";
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
size_t
|
|
ShaderValidator::CalcNumSamplerUniforms() const
|
|
{
|
|
size_t accum = 0;
|
|
|
|
const std::vector<sh::Uniform>& uniforms = *ShGetUniforms(mHandle);
|
|
|
|
for (auto itr = uniforms.begin(); itr != uniforms.end(); ++itr) {
|
|
GLenum type = itr->type;
|
|
if (type == LOCAL_GL_SAMPLER_2D ||
|
|
type == LOCAL_GL_SAMPLER_CUBE)
|
|
{
|
|
accum += itr->arraySize;
|
|
}
|
|
}
|
|
|
|
return accum;
|
|
}
|
|
|
|
// Attribs cannot be structs or arrays, and neither can vertex inputs in ES3.
|
|
// Therefore, attrib names are always simple.
|
|
bool
|
|
ShaderValidator::FindAttribUserNameByMappedName(const std::string& mappedName,
|
|
const std::string** const out_userName) const
|
|
{
|
|
const std::vector<sh::Attribute>& attribs = *ShGetAttributes(mHandle);
|
|
for (auto itr = attribs.begin(); itr != attribs.end(); ++itr) {
|
|
if (itr->mappedName == mappedName) {
|
|
*out_userName = &(itr->name);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool
|
|
ShaderValidator::FindAttribMappedNameByUserName(const std::string& userName,
|
|
const std::string** const out_mappedName) const
|
|
{
|
|
const std::vector<sh::Attribute>& attribs = *ShGetAttributes(mHandle);
|
|
for (auto itr = attribs.begin(); itr != attribs.end(); ++itr) {
|
|
if (itr->name == userName) {
|
|
*out_mappedName = &(itr->mappedName);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// This must handle names like "foo.bar[0]".
|
|
bool
|
|
ShaderValidator::FindUniformByMappedName(const std::string& mappedName,
|
|
std::string* const out_userName,
|
|
bool* const out_isArray) const
|
|
{
|
|
const std::vector<sh::Uniform>& uniforms = *ShGetUniforms(mHandle);
|
|
for (auto itr = uniforms.begin(); itr != uniforms.end(); ++itr) {
|
|
const sh::ShaderVariable* found;
|
|
if (!itr->findInfoByMappedName(mappedName, &found, out_userName))
|
|
continue;
|
|
|
|
*out_isArray = found->isArray();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
} // namespace webgl
|
|
} // namespace mozilla
|