Hash :
6136cbcb
Author :
Date :
2020-09-23T21:31:05
Metal: Implement transform feedback
- XFB is currently emulated by writing to storage buffers.
- Metal doesn't allow vertex shader to both write to storage buffers and
to stage output (i.e clip position). So if GL_RASTERIZER_DISCARD is
NOT enabled, the draw with XFB enabled will have 2 passes:
+ First pass: vertex shader writes to XFB buffers + not write to stage
output + disable rasterizer.
+ Second pass: vertex shader writes to stage output (i.e.
[[position]]) + enable rasterizer. If GL_RASTERIZER_DISCARD is
enabled, the second pass is omitted.
+ This effectively executes the same vertex shader twice. TODO:
possible improvement is writing vertex outputs to buffer in first
pass then re-use that buffer as input for second pass which has a
passthrough vertex shader.
- If GL_RASTERIZER_DISCARD is enabled, and XFB is enabled:
+ Only first pass above will be executed, and the render pass will use
an empty 1x1 texture attachment since rasterization is not needed.
- If GL_RASTERIZER_DISCARD is enabled, but XFB is NOT enabled:
+ we still enable Metal rasterizer.
+ but vertex shader must emulate the discard by writing gl_Position =
(-3, -3, -3, 1). This effectively moves the vertex out of clip
space's visible area.
+ This is because GLSL still allows vertex shader to write to stage
output when rasterizer is disabled. However, Metal doesn't allow
that. In Metal, if rasterizer is disabled, then vertex shader must
not write to stage output.
- See src/libANGLE/renderer/metal/doc/TransformFeedback.md for more
details.
Bug: angleproject:2634
Change-Id: I6c700e031052560326b7f660ee7597202d38e6aa
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2408594
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
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//
// Copyright (c) 2019 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// TranslatorMetal:
// A GLSL-based translator that outputs shaders that fit GL_KHR_vulkan_glsl.
// It takes into account some considerations for Metal backend also.
// The shaders are then fed into glslang to spit out SPIR-V (libANGLE-side).
// See: https://www.khronos.org/registry/vulkan/specs/misc/GL_KHR_vulkan_glsl.txt
//
// The SPIR-V will then be translated to Metal Shading Language later in Metal backend.
//
#ifndef LIBANGLE_RENDERER_METAL_TRANSLATORMETAL_H_
#define LIBANGLE_RENDERER_METAL_TRANSLATORMETAL_H_
#include "compiler/translator/TranslatorVulkan.h"
namespace sh
{
class TranslatorMetal : public TranslatorVulkan
{
public:
TranslatorMetal(sh::GLenum type, ShShaderSpec spec);
protected:
ANGLE_NO_DISCARD bool translate(TIntermBlock *root,
ShCompileOptions compileOptions,
PerformanceDiagnostics *perfDiagnostics) override;
ANGLE_NO_DISCARD bool transformDepthBeforeCorrection(TIntermBlock *root,
const TVariable *driverUniforms) override;
void createAdditionalGraphicsDriverUniformFields(std::vector<TField *> *fieldsOut) override;
ANGLE_NO_DISCARD bool insertSampleMaskWritingLogic(TIntermBlock *root,
const TVariable *driverUniforms);
ANGLE_NO_DISCARD bool insertRasterizerDiscardLogic(TIntermBlock *root);
};
} // namespace sh
#endif /* LIBANGLE_RENDERER_METAL_TRANSLATORMETAL_H_ */