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This will prevent a guarantee that link jobs can take further advantage of. In particular, a good chunk of the link job is done serially and under the share group lock due to this recompile-while-link issue. After this change, that is no longer a problem, and most of the link can be made lockless/parallelized. Bug: angleproject:8297 Change-Id: Ic41ac62fb8c40131a69cd90fa9430584964677fa Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4776338 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
178 lines
7.7 KiB
C++
178 lines
7.7 KiB
C++
//
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// Copyright 2014 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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// ProgramImpl.h: Defines the abstract rx::ProgramImpl class.
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#ifndef LIBANGLE_RENDERER_PROGRAMIMPL_H_
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#define LIBANGLE_RENDERER_PROGRAMIMPL_H_
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#include "common/BinaryStream.h"
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#include "common/angleutils.h"
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#include "libANGLE/Constants.h"
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#include "libANGLE/Program.h"
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#include "libANGLE/Shader.h"
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#include <map>
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namespace gl
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{
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class Context;
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struct ProgramLinkedResources;
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} // namespace gl
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namespace sh
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{
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struct BlockMemberInfo;
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}
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namespace rx
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{
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// Provides a mechanism to access the result of asynchronous linking.
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class LinkEvent : angle::NonCopyable
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{
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public:
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virtual ~LinkEvent() {}
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// Please be aware that these methods may be called under a gl::Context other
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// than the one where the LinkEvent was created.
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//
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// Waits until the linking is actually done. Returns true if the linking
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// succeeded, false otherwise.
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virtual angle::Result wait(const gl::Context *context) = 0;
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// Peeks whether the linking is still ongoing.
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virtual bool isLinking() = 0;
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};
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// Wraps an already done linking.
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class LinkEventDone final : public LinkEvent
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{
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public:
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LinkEventDone(angle::Result result) : mResult(result) {}
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angle::Result wait(const gl::Context *context) override;
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bool isLinking() override;
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private:
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angle::Result mResult;
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};
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inline angle::Result LinkEventDone::wait(const gl::Context *context)
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{
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return mResult;
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}
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inline bool LinkEventDone::isLinking()
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{
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return false;
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}
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class ProgramImpl : angle::NonCopyable
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{
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public:
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ProgramImpl(const gl::ProgramState &state) : mState(state) {}
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virtual ~ProgramImpl() {}
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virtual void destroy(const gl::Context *context) {}
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virtual std::unique_ptr<LinkEvent> load(const gl::Context *context,
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gl::BinaryInputStream *stream,
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gl::InfoLog &infoLog) = 0;
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virtual void save(const gl::Context *context, gl::BinaryOutputStream *stream) = 0;
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virtual void setBinaryRetrievableHint(bool retrievable) = 0;
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virtual void setSeparable(bool separable) = 0;
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virtual std::unique_ptr<LinkEvent> link(const gl::Context *context,
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const gl::ProgramLinkedResources &resources,
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gl::InfoLog &infoLog,
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const gl::ProgramMergedVaryings &mergedVaryings,
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gl::ScopedShaderLinkLocks *shaderLocks) = 0;
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virtual GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) = 0;
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virtual void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) = 0;
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virtual void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) = 0;
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virtual void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) = 0;
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virtual void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) = 0;
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virtual void setUniform1iv(GLint location, GLsizei count, const GLint *v) = 0;
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virtual void setUniform2iv(GLint location, GLsizei count, const GLint *v) = 0;
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virtual void setUniform3iv(GLint location, GLsizei count, const GLint *v) = 0;
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virtual void setUniform4iv(GLint location, GLsizei count, const GLint *v) = 0;
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virtual void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) = 0;
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virtual void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) = 0;
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virtual void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) = 0;
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virtual void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) = 0;
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virtual void setUniformMatrix2fv(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value) = 0;
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virtual void setUniformMatrix3fv(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value) = 0;
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virtual void setUniformMatrix4fv(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value) = 0;
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virtual void setUniformMatrix2x3fv(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value) = 0;
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virtual void setUniformMatrix3x2fv(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value) = 0;
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virtual void setUniformMatrix2x4fv(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value) = 0;
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virtual void setUniformMatrix4x2fv(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value) = 0;
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virtual void setUniformMatrix3x4fv(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value) = 0;
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virtual void setUniformMatrix4x3fv(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value) = 0;
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// Done in the back-end to avoid having to keep a system copy of uniform data.
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virtual void getUniformfv(const gl::Context *context,
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GLint location,
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GLfloat *params) const = 0;
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virtual void getUniformiv(const gl::Context *context, GLint location, GLint *params) const = 0;
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virtual void getUniformuiv(const gl::Context *context,
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GLint location,
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GLuint *params) const = 0;
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// Implementation-specific method for ignoring unreferenced uniforms. Some implementations may
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// perform more extensive analysis and ignore some locations that ANGLE doesn't detect as
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// unreferenced. This method is not required to be overriden by a back-end.
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virtual void markUnusedUniformLocations(std::vector<gl::VariableLocation> *uniformLocations,
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std::vector<gl::SamplerBinding> *samplerBindings,
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std::vector<gl::ImageBinding> *imageBindings)
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{}
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const gl::ProgramState &getState() const { return mState; }
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virtual angle::Result syncState(const gl::Context *context,
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const gl::Program::DirtyBits &dirtyBits);
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virtual angle::Result onLabelUpdate(const gl::Context *context);
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protected:
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const gl::ProgramState &mState;
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};
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inline angle::Result ProgramImpl::syncState(const gl::Context *context,
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const gl::Program::DirtyBits &dirtyBits)
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{
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return angle::Result::Continue;
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}
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} // namespace rx
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#endif // LIBANGLE_RENDERER_PROGRAMIMPL_H_
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