Bug 1325238 - Use ShCompileOptions type instead of int. - r=daoshengmu

Also only use SH_LIMIT_CALL_STACK_DEPTH if we have resources.MaxCallStackDepth.

MozReview-Commit-ID: DXhw7A7gCjF
This commit is contained in:
Jeff Gilbert 2016-12-21 16:37:25 -08:00
Родитель 6091cfeb6e
Коммит 35a5dbc87a
2 изменённых файлов: 36 добавлений и 28 удалений

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@ -28,38 +28,21 @@ IdentifierHashFunc(const char* name, size_t len)
return hash[0];
}
static int
static ShCompileOptions
ChooseValidatorCompileOptions(const ShBuiltInResources& resources,
const mozilla::gl::GLContext* gl)
{
int options = SH_VARIABLES |
ShCompileOptions options = SH_VARIABLES |
SH_ENFORCE_PACKING_RESTRICTIONS |
SH_OBJECT_CODE |
SH_LIMIT_CALL_STACK_DEPTH |
SH_INIT_GL_POSITION;
if (resources.MaxExpressionComplexity > 0) {
options |= SH_LIMIT_EXPRESSION_COMPLEXITY;
}
// Sampler arrays indexed with non-constant expressions are forbidden in
// GLSL 1.30 and later.
// ESSL 3 requires constant-integral-expressions for this as well.
// Just do it universally.
options |= SH_UNROLL_FOR_LOOP_WITH_SAMPLER_ARRAY_INDEX;
if (gfxPrefs::WebGLAllANGLEOptions()) {
return options |
SH_VALIDATE_LOOP_INDEXING |
SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX |
SH_UNROLL_FOR_LOOP_WITH_SAMPLER_ARRAY_INDEX |
SH_CLAMP_INDIRECT_ARRAY_BOUNDS |
SH_UNFOLD_SHORT_CIRCUIT |
SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS |
SH_INIT_OUTPUT_VARIABLES |
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
@ -79,6 +62,30 @@ ChooseValidatorCompileOptions(const ShBuiltInResources& resources,
}
#endif
if (gfxPrefs::WebGLAllANGLEOptions()) {
options = -1;
options ^= SH_INTERMEDIATE_TREE;
options ^= SH_LINE_DIRECTIVES;
options ^= SH_SOURCE_PATH;
options ^= SH_LIMIT_EXPRESSION_COMPLEXITY;
options ^= SH_LIMIT_CALL_STACK_DEPTH;
options ^= SH_EXPAND_SELECT_HLSL_INTEGER_POW_EXPRESSIONS;
options ^= SH_HLSL_GET_DIMENSIONS_IGNORES_BASE_LEVEL;
options ^= SH_DONT_REMOVE_INVARIANT_FOR_FRAGMENT_INPUT;
options ^= SH_REMOVE_INVARIANT_AND_CENTROID_FOR_ESSL3;
}
if (resources.MaxExpressionComplexity > 0) {
options |= SH_LIMIT_EXPRESSION_COMPLEXITY;
}
if (resources.MaxCallStackDepth > 0) {
options |= SH_LIMIT_CALL_STACK_DEPTH;
}
return options;
}
@ -166,8 +173,7 @@ WebGLContext::CreateShaderValidator(GLenum shaderType) const
#endif
}
int compileOptions = webgl::ChooseValidatorCompileOptions(resources, gl);
const auto compileOptions = webgl::ChooseValidatorCompileOptions(resources, gl);
return webgl::ShaderValidator::Create(shaderType, spec, outputLanguage, resources,
compileOptions);
}
@ -179,7 +185,8 @@ namespace webgl {
/*static*/ ShaderValidator*
ShaderValidator::Create(GLenum shaderType, ShShaderSpec spec,
ShShaderOutput outputLanguage,
const ShBuiltInResources& resources, int compileOptions)
const ShBuiltInResources& resources,
ShCompileOptions compileOptions)
{
ShHandle handle = ShConstructCompiler(shaderType, spec, outputLanguage, &resources);
if (!handle)

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@ -17,7 +17,7 @@ namespace webgl {
class ShaderValidator final
{
const ShHandle mHandle;
const int mCompileOptions;
const ShCompileOptions mCompileOptions;
const int mMaxVaryingVectors;
bool mHasRun;
@ -25,10 +25,11 @@ public:
static ShaderValidator* Create(GLenum shaderType, ShShaderSpec spec,
ShShaderOutput outputLanguage,
const ShBuiltInResources& resources,
int compileOptions);
ShCompileOptions compileOptions);
private:
ShaderValidator(ShHandle handle, int compileOptions, int maxVaryingVectors)
ShaderValidator(ShHandle handle, ShCompileOptions compileOptions,
int maxVaryingVectors)
: mHandle(handle)
, mCompileOptions(compileOptions)
, mMaxVaryingVectors(maxVaryingVectors)