зеркало из https://github.com/mozilla/gecko-dev.git
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
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6091cfeb6e
Коммит
35a5dbc87a
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@ -28,19 +28,14 @@ IdentifierHashFunc(const char* name, size_t len)
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return hash[0];
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}
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static int
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static ShCompileOptions
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ChooseValidatorCompileOptions(const ShBuiltInResources& resources,
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const mozilla::gl::GLContext* gl)
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{
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int options = SH_VARIABLES |
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SH_ENFORCE_PACKING_RESTRICTIONS |
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SH_OBJECT_CODE |
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SH_LIMIT_CALL_STACK_DEPTH |
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SH_INIT_GL_POSITION;
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if (resources.MaxExpressionComplexity > 0) {
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options |= SH_LIMIT_EXPRESSION_COMPLEXITY;
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}
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ShCompileOptions options = SH_VARIABLES |
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SH_ENFORCE_PACKING_RESTRICTIONS |
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SH_OBJECT_CODE |
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SH_INIT_GL_POSITION;
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// Sampler arrays indexed with non-constant expressions are forbidden in
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// GLSL 1.30 and later.
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@ -48,18 +43,6 @@ ChooseValidatorCompileOptions(const ShBuiltInResources& resources,
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// Just do it universally.
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options |= SH_UNROLL_FOR_LOOP_WITH_SAMPLER_ARRAY_INDEX;
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if (gfxPrefs::WebGLAllANGLEOptions()) {
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return options |
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SH_VALIDATE_LOOP_INDEXING |
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SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX |
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SH_UNROLL_FOR_LOOP_WITH_SAMPLER_ARRAY_INDEX |
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SH_CLAMP_INDIRECT_ARRAY_BOUNDS |
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SH_UNFOLD_SHORT_CIRCUIT |
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SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS |
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SH_INIT_OUTPUT_VARIABLES |
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SH_REGENERATE_STRUCT_NAMES;
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}
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#ifndef XP_MACOSX
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// We want to do this everywhere, but to do this on Mac, we need
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// to do it only on Mac OSX > 10.6 as this causes the shader
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@ -79,6 +62,30 @@ ChooseValidatorCompileOptions(const ShBuiltInResources& resources,
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}
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#endif
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if (gfxPrefs::WebGLAllANGLEOptions()) {
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options = -1;
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options ^= SH_INTERMEDIATE_TREE;
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options ^= SH_LINE_DIRECTIVES;
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options ^= SH_SOURCE_PATH;
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options ^= SH_LIMIT_EXPRESSION_COMPLEXITY;
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options ^= SH_LIMIT_CALL_STACK_DEPTH;
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options ^= SH_EXPAND_SELECT_HLSL_INTEGER_POW_EXPRESSIONS;
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options ^= SH_HLSL_GET_DIMENSIONS_IGNORES_BASE_LEVEL;
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options ^= SH_DONT_REMOVE_INVARIANT_FOR_FRAGMENT_INPUT;
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options ^= SH_REMOVE_INVARIANT_AND_CENTROID_FOR_ESSL3;
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}
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if (resources.MaxExpressionComplexity > 0) {
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options |= SH_LIMIT_EXPRESSION_COMPLEXITY;
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}
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if (resources.MaxCallStackDepth > 0) {
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options |= SH_LIMIT_CALL_STACK_DEPTH;
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}
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return options;
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}
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@ -166,8 +173,7 @@ WebGLContext::CreateShaderValidator(GLenum shaderType) const
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#endif
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}
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int compileOptions = webgl::ChooseValidatorCompileOptions(resources, gl);
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const auto compileOptions = webgl::ChooseValidatorCompileOptions(resources, gl);
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return webgl::ShaderValidator::Create(shaderType, spec, outputLanguage, resources,
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compileOptions);
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}
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@ -179,7 +185,8 @@ namespace webgl {
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/*static*/ ShaderValidator*
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ShaderValidator::Create(GLenum shaderType, ShShaderSpec spec,
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ShShaderOutput outputLanguage,
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const ShBuiltInResources& resources, int compileOptions)
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const ShBuiltInResources& resources,
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ShCompileOptions compileOptions)
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{
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ShHandle handle = ShConstructCompiler(shaderType, spec, outputLanguage, &resources);
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if (!handle)
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@ -17,7 +17,7 @@ namespace webgl {
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class ShaderValidator final
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{
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const ShHandle mHandle;
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const int mCompileOptions;
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const ShCompileOptions mCompileOptions;
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const int mMaxVaryingVectors;
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bool mHasRun;
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@ -25,10 +25,11 @@ public:
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static ShaderValidator* Create(GLenum shaderType, ShShaderSpec spec,
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ShShaderOutput outputLanguage,
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const ShBuiltInResources& resources,
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int compileOptions);
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ShCompileOptions compileOptions);
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private:
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ShaderValidator(ShHandle handle, int compileOptions, int maxVaryingVectors)
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ShaderValidator(ShHandle handle, ShCompileOptions compileOptions,
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int maxVaryingVectors)
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: mHandle(handle)
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, mCompileOptions(compileOptions)
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, mMaxVaryingVectors(maxVaryingVectors)
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