Hash :
06a22620
Author :
Date :
2018-05-18T16:48:41
ES31: Use indices to access image variables in built-in image functions
In order to implement glBindImageTexture to bind a layer of 3D/2DArray/Cube
texture, use indices to access image variables when translating built-in
image functions.
There is a conflict when transferring image2D/iimage2D/uimage2D variables to
an user defined function. For example,
layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
layout(r32ui, binding = 1) readonly uniform highp uimage2D uImage_2;
uvec4 lod_fun(uimage2D img, ivec2 p)
{
return imageLoad(img, p);
}
void main()
{
uvec4 value_1 = lod_fun(uImage_1, ivec2(gl_LocalInvocationID.xy));
uvec4 value_2 = lod_fun(uImage_2, ivec2(gl_LocalInvocationID.xy));
}
If uImage_1 binds to a 2D texture, and uImage_2 binds to a layer of 3D texture,
uImage_1 will be translated to Texture2D type, and uImage_2 will be translated to
Texture3D type, "img" type of lod_fun will be translated Texture2D, so uImage_2
cannot be transferred to lod_fun as a parameter.
Indices without Texture/RWTexture information could handle this situation easily.
BUG=angleproject:1987
TEST=angle_end2end_tests.ComputeShaderTest.*
Change-Id: I7647395f0042f613c5d6e9eeb49392ab6252e21e
Reviewed-on: https://chromium-review.googlesource.com/1065797
Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118
//
// Copyright (c) 2014 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.
//
// UniformHLSL.h:
// Methods for GLSL to HLSL translation for uniforms and uniform blocks.
//
#ifndef COMPILER_TRANSLATOR_UNIFORMHLSL_H_
#define COMPILER_TRANSLATOR_UNIFORMHLSL_H_
#include "compiler/translator/OutputHLSL.h"
#include "compiler/translator/UtilsHLSL.h"
namespace sh
{
class ImmutableString;
class StructureHLSL;
class TSymbolTable;
class UniformHLSL : angle::NonCopyable
{
public:
UniformHLSL(StructureHLSL *structureHLSL,
ShShaderOutput outputType,
const std::vector<Uniform> &uniforms,
unsigned int firstUniformRegister);
void reserveUniformRegisters(unsigned int registerCount);
void reserveUniformBlockRegisters(unsigned int registerCount);
void uniformsHeader(TInfoSinkBase &out,
ShShaderOutput outputType,
const ReferencedVariables &referencedUniforms,
TSymbolTable *symbolTable);
// Must be called after uniformsHeader
void samplerMetadataUniforms(TInfoSinkBase &out, const char *reg);
TString uniformBlocksHeader(const ReferencedInterfaceBlocks &referencedInterfaceBlocks);
// Used for direct index references
static TString UniformBlockInstanceString(const ImmutableString &instanceName,
unsigned int arrayIndex);
const std::map<std::string, unsigned int> &getUniformBlockRegisterMap() const
{
return mUniformBlockRegisterMap;
}
const std::map<std::string, unsigned int> &getUniformRegisterMap() const
{
return mUniformRegisterMap;
}
private:
TString uniformBlockString(const TInterfaceBlock &interfaceBlock,
const TVariable *instanceVariable,
unsigned int registerIndex,
unsigned int arrayIndex);
TString uniformBlockMembersString(const TInterfaceBlock &interfaceBlock,
TLayoutBlockStorage blockStorage);
TString uniformBlockStructString(const TInterfaceBlock &interfaceBlock);
const Uniform *findUniformByName(const ImmutableString &name) const;
void outputHLSL4_0_FL9_3Sampler(TInfoSinkBase &out,
const TType &type,
const TVariable &variable,
const unsigned int registerIndex);
void outputUniform(TInfoSinkBase &out,
const TType &type,
const TVariable &variable,
const unsigned int registerIndex);
// Returns the uniform's register index
unsigned int assignUniformRegister(const TType &type,
const ImmutableString &name,
unsigned int *outRegisterCount);
unsigned int assignSamplerInStructUniformRegister(const TType &type,
const TString &name,
unsigned int *outRegisterCount);
void outputHLSLSamplerUniformGroup(
TInfoSinkBase &out,
const HLSLTextureGroup textureGroup,
const TVector<const TVariable *> &group,
const TMap<const TVariable *, TString> &samplerInStructSymbolsToAPINames,
unsigned int *groupTextureRegisterIndex);
void outputHLSLImageUniformIndices(TInfoSinkBase &out,
const TVector<const TVariable *> &group,
unsigned int imageArrayIndex,
unsigned int *groupRegisterCount);
void outputHLSLReadonlyImageUniformGroup(TInfoSinkBase &out,
const HLSLTextureGroup textureGroup,
const TVector<const TVariable *> &group,
unsigned int *groupTextureRegisterIndex,
unsigned int *imageUniformGroupIndex);
void outputHLSLImageUniformGroup(TInfoSinkBase &out,
const HLSLRWTextureGroup textureGroup,
const TVector<const TVariable *> &group,
unsigned int *groupTextureRegisterIndex,
unsigned int *imageUniformGroupIndex);
unsigned int mUniformRegister;
unsigned int mUniformBlockRegister;
unsigned int mTextureRegister;
unsigned int mRWTextureRegister;
unsigned int mSamplerCount;
StructureHLSL *mStructureHLSL;
ShShaderOutput mOutputType;
const std::vector<Uniform> &mUniforms;
std::map<std::string, unsigned int> mUniformBlockRegisterMap;
std::map<std::string, unsigned int> mUniformRegisterMap;
};
}
#endif // COMPILER_TRANSLATOR_UNIFORMHLSL_H_