src/libANGLE/renderer/vulkan/GlslangWrapper.cpp


Log

Author Commit Date CI Message
Jamie Madill c09ae15c 2019-02-01T14:16:32 Enable -Wextra-semi and -Wextra-semi-stmt. This will prevent users from accidentally making semicolon errors in the future. Bug: chromium:926235 Change-Id: I79a6fa376fb1ad8f0fcf1b65b1f572a035d1f4e9 Reviewed-on: https://chromium-review.googlesource.com/c/1446493 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Nico Weber <thakis@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Jamie Madill 0cb3b0f1 2019-01-28T09:55:20 Vulkan: Use glslang's internal BUILD.gn. This retires the ANGLE BUILD.gn file for glslang. Also makes a few more repos sync from Chromium's copy using build overrides. This should speed up Chrome checkouts slightly. Bug: angleproject:3088 Change-Id: I530f28d9b13469bbe6471a4c61e7353d599d81ec Reviewed-on: https://chromium-review.googlesource.com/c/1422545 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 7c985f5c 2018-11-29T18:16:17 Make angle::Result an enum. This moves away from a class type to a value type. This should improve performance when using angle::Result as a return value. Previously the generated code would return a pointer instead of a value. Improves performance in the most targeted microbenchmark by 10%. In more realistic scanarios it will have a smaller improvement. Also simplifies the class implementation and usage. Includes some unrelated code generation changes. Bug: angleproject:2491 Change-Id: Ifcf86870bf1c00a2f73c39ea6e4f05ca705050aa Reviewed-on: https://chromium-review.googlesource.com/c/1356139 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill b980c563 2018-11-27T11:34:27 Reformat all cpp and h files. This applies git cl format --full to all ANGLE sources. Bug: angleproject:2986 Change-Id: Ib504e618c1589332a37e97696cdc3515d739308f Reviewed-on: https://chromium-review.googlesource.com/c/1351367 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Jamie Madill b36a4816 2018-09-25T10:15:11 Vulkan: Add OpenGL line segment rasterization. Line rasterization rules are implemented using a shader patch. The patch does a small test and discards pixels that are outside of the OpenGL line region. The feature is disabled on Android until we can determine the root cause of the test failures. Bug: angleproject:2598 Change-Id: Ic76c5e40fa3ceff7643e735e66f5a9050240c80b Reviewed-on: https://chromium-review.googlesource.com/1120153 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
jchen10 3fd614d0 2018-08-13T12:21:58 Refactor Context dependency for resolveCompile The context parameter of Shader::resolveCompile method causes a bad impact that many methods in Shader, Program etc. have to have a same context parameter. By removing it, these methods can be decoupled from Context. BUG=chromium:849576 Change-Id: Ia5545ee9dce45794550f6086bc0e6c4707e1276e Reviewed-on: https://chromium-review.googlesource.com/1172202 Commit-Queue: Jie A Chen <jie.a.chen@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 242c4fe8 2018-07-12T15:56:56 Vulkan: Store ProgramVk shaders in ShaderInfo. This encapsulates most of the logic for a Program into a helper class. Now we can store multiple instances of the Program's back-end to implement different shader behaviour at draw time. This will be useful for shader patching for OpenGL line segment raster. Bug: angleproject:2598 Change-Id: I800a737088574e28f3a4ec23b91c0cb2647e4e12 Reviewed-on: https://chromium-review.googlesource.com/1127302 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 06ca634e 2018-07-12T15:56:53 Vulkan: Refactor for draw call shader patching. This refactors a few methods to enable draw call shader patching. The shader serials in the Pipeline description are inserted right before we query the pipeline cache. This is done during a draw call. Also renames the 'QueueSerial' member of the ObjectAndSerial class to just 'Serial' to more accurately reflect it usage in ShaderAndSerial. Also changes the GlslangWrapper class to have all static methods. If we need to store state we can revert these changes at some point. Also splits the GlslangWrapper link call into two static calls. One call is called to get the linked source code. The second call compiles the linked sources into shader code. Only the second call will be necessary for draw call shader patching to implement OpenGL line rasterization in Vulkan. Bug: angleproject:2598 Change-Id: I7bad3c3eeab1fb062c15a840836db4a28f841a26 Reviewed-on: https://chromium-review.googlesource.com/1127158 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill c0bb36cb 2018-07-10T11:10:31 Vulkan: Add driver uniforms to shader. Bug: angleproject:2717 Change-Id: I542f3b0f2de21857d7fea0267f07d2d0eec78a8c Reviewed-on: https://chromium-review.googlesource.com/1131567 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Luc Ferron <lucferron@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill a0adaf98 2018-06-27T15:49:35 Vulkan: Work around unused sampler validation. Work around glslang's improved validation by using a valid but very high layout binding. This should be more robust. Tests already passing: dEQP-GLES2.functional.state_query.shader.uniform_value_sampler Bug: angleproject:2691 Bug: angleproject:2612 Bug: angleproject:2600 Change-Id: Ie78ae89f76cc0a42806724b622d7f201241bd041 Reviewed-on: https://chromium-review.googlesource.com/1117477 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 60437586 2018-06-15T09:47:04 Vulkan: Fix unused sampler struct uniforms. These were not being parsed correctly. Turns on all uniform_api dEQP tests. Bug: angleproject:2612 Change-Id: I365bbe4cc52bb6a62fc47c53355962af38298b7f Reviewed-on: https://chromium-review.googlesource.com/1101573 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Luc Ferron <lucferron@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 10887984 2018-06-20T11:46:41 Vulkan: Sampler structs in arrays. Samplers are extracted from arrays of struct uniforms similarly as with non-arrays. They are named according to the variable name, array element and sampler field name. Nested structs to come later. Bug: angleproject:2494 Change-Id: Ie2f5f7bd1f747e73b3c6b505b2b1043cfe1073b5 Reviewed-on: https://chromium-review.googlesource.com/1101568 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill e033999e 2018-06-20T11:46:40 Vulkan: Add struct sampler parsing. Vulkan requires all uniforms to be declared in a block. Uniform blocks can't have store samplers. Thus we can't use structs in samplers with Vulkan GLSL. To work around this limitation we extract samplers from structs and move them into standalone types. The samplers are named according to the variable and struct fields. Arrays of structs and nested structs to come later. Bug: angleproject:2494 Change-Id: I83a94ab082c6ce7ee68ec1290751ecee18820683 Reviewed-on: https://chromium-review.googlesource.com/1101567 Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Luc Ferron 3237f759 2018-06-20T14:45:43 Vulkan: Fix issue when a sampler2D was not used in FS or VS Bug: angleproject:2675 Change-Id: Idbf2590a763fd7b81d2bcc5850180a1bb931360e Reviewed-on: https://chromium-review.googlesource.com/1108490 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Luc Ferron <lucferron@chromium.org>
Jamie Madill 3fb64c6a 2018-06-20T11:46:39 Vulkan: Fix counting for shader texture bindings. Vulkan prefers to use a single binding for each texture array. Previously we were reserving binding space for array elements. Doesn't immediately fix any tests but allows more tests to pass in subsequent CLs. Bug: angleproject:2494 Change-Id: I238d4e6f491bfa6daf04dde24f8111c8418cd59c Reviewed-on: https://chromium-review.googlesource.com/1101570 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Luc Ferron <lucferron@chromium.org> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Luc Ferron c252d757 2018-06-14T09:32:40 Vulkan: Fill in glslang resources with our caps This allows us to enable these tests: dEQP-GLES2.functional.shaders.fragdata.valid_static_index Bug: angleproject:2594 Change-Id: I2c9a10063500d96d1c4bfb761f4b45590114b7ef Reviewed-on: https://chromium-review.googlesource.com/1100957 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Luc Ferron <lucferron@chromium.org>
Jamie Madill 50cf2be0 2018-06-15T09:46:57 Reformat some style in touched files. This was triggered by running the code generation script. Bug: angleproject:2665 Change-Id: Id639c78eb618182ee1859678590cf0f559b572c2 Reviewed-on: https://chromium-review.googlesource.com/1101564 Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Luc Ferron <lucferron@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 8ed634c0 2018-06-13T13:25:33 Vulkan: Fix qualifier replacement for sampler arrays. The uniform name by default has the array subscript [0] appended. In the shader code it uses no subscript. Fix this by parsing out the subscript in the glslang wrapper subsitution step. This is a preliminary fix. More work on descriptor set layouts and pipeline layouts will be necessary to support sampler arrays. Bug: angleproject:2462 Change-Id: I57d6304f33822d588c7cb192607380c2f3ba20f5 Reviewed-on: https://chromium-review.googlesource.com/1089808 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Luc Ferron <lucferron@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Luc Ferron e17b5ba5 2018-06-04T14:28:58 Vulkan: Keep unused uniforms list to fix glslang issues We we're unable to cleanup the unused uniforms if we did not keep a list of them while parsing them in ProgramLinkResource. Now that we keep a history of them, we're able to clean them up and fix a few dEQP tests. Bug: angleproject:2582 Bug: angleproject:2585 Bug: angleproject:2587 Bug: angleproject:2589 Bug: angleproject:2590 Bug: angleproject:2593 Change-Id: Ic1f9151e356a3d05e83f1031cc7b187b370284e5 Reviewed-on: https://chromium-review.googlesource.com/1085644 Commit-Queue: Luc Ferron <lucferron@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Luc Ferron 78ee3423 2018-05-30T11:34:19 Vulkan: varyings of type Matrix/Struct can't use components. - This is not yet fixing all issues for these tests but it does get us further in the execution of the test case. Bug: angleproject:2581 Change-Id: I96510e013ccc87fd21bce6823e1278ed9ff60739 Reviewed-on: https://chromium-review.googlesource.com/1079267 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Luc Ferron <lucferron@chromium.org>
Luc Ferron 0986f1cc 2018-04-16T13:47:23 Vulkan: Implement depth_range dirty bit and enable tests - Additional fix in GlslWrapper.cpp to remove the @@ markers for unused attributes. - Enables 28 dEQP gles2 tests in functional.depth_range.* Bug: angleproject:2454 Change-Id: I1a6f72d846b476ba681140d4b242208d24e18b95 Reviewed-on: https://chromium-review.googlesource.com/1014262 Commit-Queue: Luc Ferron <lucferron@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Luc Ferron f1d3c20c 2018-04-16T07:44:27 Vulkan: Fix the issue with unused attributes / varyings When an attribute, a uniform or a varying isn't used, we now remove their layout and in/out qualifiers so that the shader can still refer to these var names. Bug: angleproject:2456 Change-Id: I5f1241d91bd46f663750adfab2562ef87ce69ae5 Reviewed-on: https://chromium-review.googlesource.com/1014009 Commit-Queue: Luc Ferron <lucferron@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Luc Ferron ef2fda72 2018-04-18T07:44:14 Vulkan: Fix issue in GlslWrapper and maxVaryingVectors calculation (2nd try) The layout needed to also have a component qualifier so that the registerColumn wouldn't be ignored. Bug: angleproject:2460 Bug: angleproject:2483 Change-Id: I3adcd6208aca4afebd45311ded93d00087b60a99 Reviewed-on: https://chromium-review.googlesource.com/1016680 Commit-Queue: Luc Ferron <lucferron@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill c97e900c 2018-04-17T19:11:39 Revert "Vulkan: Fix issue in GlslWrapper and maxVaryingVectors calculation" This reverts commit 1d882aaa0720b0dee0e8fc807d93d0e3f3e6bc67. Sorry about this Luc. I think there was a missing suppression. You can even see a flaky failure in the CQ when you landed this - it seems the flakiness of the failure let it through. This is blocking another fix from landing which fixes the fact the CQ is on fire. The revert button is also missing from Gerrit which means this is a manual revert. Failures: https://ci.chromium.org/p/chromium/builders/luci.chromium.try/win_angle_rel_ng/361 Original CL Message: The layout needed to also have a component qualifier so that the registerColumn wouldn't be ignored. Bug: angleproject:2460 Bug: angleproject:2483 No-Try: True Change-Id: I84c38497fbda43d9defbc6d5d3ff0f9c133e6e46 Reviewed-on: https://chromium-review.googlesource.com/1015323 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Luc Ferron 1d882aaa 2018-04-13T10:12:05 Vulkan: Fix issue in GlslWrapper and maxVaryingVectors calculation The layout needed to also have a component qualifier so that the registerColumn wouldn't be ignored. Bug: angleproject:2460 Bug: angleproject:2483 Change-Id: Ib5b15c4dc0ce42633f4994648f1eb22d8b63336a Reviewed-on: https://chromium-review.googlesource.com/1011680 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Luc Ferron <lucferron@chromium.org>
Jiawei Shao 3dd8d291 2018-03-30T09:39:09 Use ShaderBitSet for active use bits on uniforms BUG=angleproject:2169 Change-Id: I192c2e3c453540c8a6d7b0d066218ea3c9fbaab2 Reviewed-on: https://chromium-review.googlesource.com/989411 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jiawei Shao 385b3e03 2018-03-21T09:43:28 Use packed enums on shader types in ANGLE renderer This patch uses a packed internal enum ShaderType everywhere we need a shader type instead of the GLenum value of the shader type. This patch also uses program::getAttachedShader(type) everywhere we need to get gl::Shader from a program in ANGLE. BUG=angleproject:2169 Change-Id: I28a7fa1cfe35622c57a486932911110688eaadec Reviewed-on: https://chromium-review.googlesource.com/972844 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Olli Etuaho 107c7247 2018-03-20T15:45:35 ShaderVariable: separate fields for staticUse and active Thus far the compiler has used the "staticUse" flag to mark variables that should have rather been marked "active", meaning that the code may actually execute in a way that accesses the variable. There's a clear definition for this use of the term "active" in the GLES 3.0.5 spec, section 2.12.6, and in GLES 3.1 section 7.3.1. Having separate fields for recording static use and "activeness" of a variable is the first step to fixing this. According to the spec, usually only active resources should be considered when checking use against max limits. Also, only active uniforms get assigned a location. libANGLE code now correctly checks the active flag rather than the static use flag in these cases. The static use field still mirrors the active field for now, since some code in Chromium also needs to be fixed to use the active field correctly before the two can diverge. After Chromium is fixed, we can fix ANGLE so that static use information is recorded earlier during compilation and will accurately reflect whether variables are statically used. Currently the compiler only records variables once some static use may already have been pruned from the AST. BUG=angleproject:2262 TEST=angle_unittests, angle_end2end_tests Change-Id: I025bb71361246ae00c911a1f8b66ec045f665f29 Reviewed-on: https://chromium-review.googlesource.com/970962 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho 465835d6 2017-09-26T13:34:10 Support arrays of arrays in the API The ShaderVariable class that is used as an interface between the compiler and the rest of the code gets arrays of arrays support. Array of array variables are passed from the compiler just like any other variables. However, when stored in Program state each innermost array constitutes a separate variable. This is done to make the implementation match the GLES specification for program interface query APIs. This will be tested more fully once support for parsing arrays of arrays lands in the compiler. TEST=angle_end2end_tests, angle_unittests BUG=angleproject:2125 Change-Id: I0f7159000f039be92a87a52b3b68cd9a215a21cb Reviewed-on: https://chromium-review.googlesource.com/684742 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 4dd167fb 2017-11-09T13:08:31 Vulkan: Assign locations to varyings. These were actually always required, but only was caught by the newer versions of the SPIR-V toolchain. BUG=angleproject:2237 Change-Id: I43fef179e8792e46a602b39a6decafcab03b19df Reviewed-on: https://chromium-review.googlesource.com/760638 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill de03e003 2017-10-21T14:04:20 Vulkan: Add shader handling for textures. BUG=angleproject:2167 Change-Id: I33940288331a23b940753795e5e43b8cabcb87f5 Reviewed-on: https://chromium-review.googlesource.com/732189 Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 6276b922 2017-09-25T02:35:57 Vulkan: Implement basic uniform shader parsing. This is a first step at implementing uniforms with descriptor sets. It does not actually bind uniforms and upload data, but it does implement uniform shader parsing. Uniforms are gathered into a single uniform block which is bound to set 0, with binding 0 for vertex uniforms and binding 1 for fragment uniforms. Also adds a ReplaceSubstring helper to string_utils. Also removes the precision writing from OutputVulkanGLSL since this was generating warnings with glslang. BUG=angleproject:2167 Change-Id: I9ec8351ec1973e583100f99292b0080ee968067b Reviewed-on: https://chromium-review.googlesource.com/699938 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill 2a9e107c 2017-09-22T11:31:57 Vulkan: Support multiple vertex outputs. This is a bit of a hack, similar to how D3D11 works. We need to write output locations in the GLSL shader before we send them to glslang, so we wait until the link call, then string-replace some hard-coded identifeir code to the attribute location determined by ANGLE. This CL also fills in some of the vertex format conversion tables in formatutilsvk.cpp. BUG=angleproject:2167 Change-Id: I2424d0d990bdbcd831a4dd130e61e87d8f8f479f Reviewed-on: https://chromium-review.googlesource.com/677555 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Jamie Madill 9cf9e871 2017-06-05T12:59:25 Move LinkResult to the gl:: namespace. This is a derived type from gl::Error so makes sense to be there. Also makes it more accessible than in ProgramImpl.h BUG=angleproject:1897 Change-Id: Id41b13e5a072745d8c361057f5bef8f152e0452b Reviewed-on: https://chromium-review.googlesource.com/522872 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 8ecf7f9b 2017-01-13T17:29:52 Vulkan: Implement shader compilation. This hooks up the Vulkan GLSL, decorated with locations, to glslang, and then pipes the SPIRV back to the Program implementation for later use when making pipelines to run draw calls. The program compilation tests work now, but don't really test anything other than not generating Vulkan validation layer errors during compilation and shader object generation. BUG=angleproject:1576 Change-Id: I625e42219f4b4d1433dd3109b94e1a2f666ba4bd Reviewed-on: https://chromium-review.googlesource.com/408519 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>