Hash :
acdf8722
Author :
Date :
2023-06-07T11:26:37
Vulkan: Remove reliance on names for gl_PerVertex-trimmer Instead of passing in gl_Position etc built-in names and then find their index by looking at OpMemberName instructions, this change has the front-end create a bitset of active gl_PerVertex members. The SPIR-V transformer then directly uses this information to trim gl_PerVertex. Bug: angleproject:7220 Change-Id: I5c3d56784801abb310d09d98d9c82c9e6e019de8 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4600608 Reviewed-by: Yuxin Hu <yuxinhu@google.com> Reviewed-by: Roman Lavrov <romanl@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2021 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.
//
// ShaderInterfaceVariableInfoMap: Maps shader interface variable names to their Vulkan mapping.
//
#include "libANGLE/renderer/vulkan/ShaderInterfaceVariableInfoMap.h"
namespace rx
{
ShaderInterfaceVariableInfo::ShaderInterfaceVariableInfo() {}
// ShaderInterfaceVariableInfoMap implementation.
ShaderInterfaceVariableInfoMap::ShaderInterfaceVariableInfoMap() = default;
ShaderInterfaceVariableInfoMap::~ShaderInterfaceVariableInfoMap() = default;
void ShaderInterfaceVariableInfoMap::clear()
{
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
for (ShaderVariableType variableType : angle::AllEnums<ShaderVariableType>())
{
mData[shaderType][variableType].clear();
mIndexedResourceIndexMap[shaderType][variableType].clear();
}
mNameToTypeAndIndexMap[shaderType].clear();
}
std::fill(mInputPerVertexActiveMembers.begin(), mInputPerVertexActiveMembers.end(),
gl::PerVertexMemberBitSet{});
std::fill(mOutputPerVertexActiveMembers.begin(), mOutputPerVertexActiveMembers.end(),
gl::PerVertexMemberBitSet{});
}
void ShaderInterfaceVariableInfoMap::load(
gl::ShaderMap<VariableTypeToInfoMap> &&data,
gl::ShaderMap<NameToTypeAndIndexMap> &&nameToTypeAndIndexMap,
gl::ShaderMap<VariableTypeToIndexMap> &&indexedResourceIndexMap,
gl::ShaderMap<gl::PerVertexMemberBitSet> &&inputPerVertexActiveMembers,
gl::ShaderMap<gl::PerVertexMemberBitSet> &&outputPerVertexActiveMembers)
{
mData.swap(data);
mNameToTypeAndIndexMap.swap(nameToTypeAndIndexMap);
mIndexedResourceIndexMap.swap(indexedResourceIndexMap);
mInputPerVertexActiveMembers.swap(inputPerVertexActiveMembers);
mOutputPerVertexActiveMembers.swap(outputPerVertexActiveMembers);
}
void ShaderInterfaceVariableInfoMap::setActiveStages(gl::ShaderType shaderType,
ShaderVariableType variableType,
const std::string &variableName,
gl::ShaderBitSet activeStages)
{
ASSERT(hasVariable(shaderType, variableName));
uint32_t index = mNameToTypeAndIndexMap[shaderType][variableName].index;
mData[shaderType][variableType][index].activeStages = activeStages;
}
void ShaderInterfaceVariableInfoMap::setInputPerVertexActiveMembers(
gl::ShaderType shaderType,
gl::PerVertexMemberBitSet activeMembers)
{
// Input gl_PerVertex is only meaningful for tessellation and geometry stages
ASSERT(shaderType == gl::ShaderType::TessControl ||
shaderType == gl::ShaderType::TessEvaluation || shaderType == gl::ShaderType::Geometry ||
activeMembers.none());
mInputPerVertexActiveMembers[shaderType] = activeMembers;
}
void ShaderInterfaceVariableInfoMap::setOutputPerVertexActiveMembers(
gl::ShaderType shaderType,
gl::PerVertexMemberBitSet activeMembers)
{
// Output gl_PerVertex is only meaningful for vertex, tessellation and geometry stages
ASSERT(shaderType == gl::ShaderType::Vertex || shaderType == gl::ShaderType::TessControl ||
shaderType == gl::ShaderType::TessEvaluation || shaderType == gl::ShaderType::Geometry ||
activeMembers.none());
mOutputPerVertexActiveMembers[shaderType] = activeMembers;
}
ShaderInterfaceVariableInfo &ShaderInterfaceVariableInfoMap::getMutable(
gl::ShaderType shaderType,
ShaderVariableType variableType,
const std::string &variableName)
{
ASSERT(hasVariable(shaderType, variableName));
uint32_t index = mNameToTypeAndIndexMap[shaderType][variableName].index;
return mData[shaderType][variableType][index];
}
void ShaderInterfaceVariableInfoMap::markAsDuplicate(gl::ShaderType shaderType,
ShaderVariableType variableType,
const std::string &variableName)
{
ASSERT(hasVariable(shaderType, variableName));
uint32_t index = mNameToTypeAndIndexMap[shaderType][variableName].index;
mData[shaderType][variableType][index].isDuplicate = true;
}
ShaderInterfaceVariableInfo &ShaderInterfaceVariableInfoMap::add(gl::ShaderType shaderType,
ShaderVariableType variableType,
const std::string &variableName)
{
ASSERT(!hasVariable(shaderType, variableName));
uint32_t index = static_cast<uint32_t>(mData[shaderType][variableType].size());
mNameToTypeAndIndexMap[shaderType][variableName] = {variableType, index};
mData[shaderType][variableType].resize(index + 1);
return mData[shaderType][variableType][index];
}
ShaderInterfaceVariableInfo &ShaderInterfaceVariableInfoMap::addOrGet(
gl::ShaderType shaderType,
ShaderVariableType variableType,
const std::string &variableName)
{
if (!hasVariable(shaderType, variableName))
{
return add(shaderType, variableType, variableName);
}
else
{
uint32_t index = mNameToTypeAndIndexMap[shaderType][variableName].index;
return mData[shaderType][variableType][index];
}
}
bool ShaderInterfaceVariableInfoMap::hasVariable(gl::ShaderType shaderType,
const std::string &variableName) const
{
auto iter = mNameToTypeAndIndexMap[shaderType].find(variableName);
return (iter != mNameToTypeAndIndexMap[shaderType].end());
}
const ShaderInterfaceVariableInfo &ShaderInterfaceVariableInfoMap::getVariableByName(
gl::ShaderType shaderType,
const std::string &variableName) const
{
auto iter = mNameToTypeAndIndexMap[shaderType].find(variableName);
ASSERT(iter != mNameToTypeAndIndexMap[shaderType].end());
TypeAndIndex typeAndIndex = iter->second;
return mData[shaderType][typeAndIndex.variableType][typeAndIndex.index];
}
bool ShaderInterfaceVariableInfoMap::hasTransformFeedbackInfo(gl::ShaderType shaderType,
uint32_t bufferIndex) const
{
std::string bufferName = rx::SpvGetXfbBufferName(bufferIndex);
return hasVariable(shaderType, bufferName);
}
void ShaderInterfaceVariableInfoMap::mapIndexedResourceByName(gl::ShaderType shaderType,
ShaderVariableType variableType,
uint32_t resourceIndex,
const std::string &variableName)
{
ASSERT(hasVariable(shaderType, variableName));
const auto &iter = mNameToTypeAndIndexMap[shaderType].find(variableName);
const TypeAndIndex &typeAndIndex = iter->second;
ASSERT(typeAndIndex.variableType == variableType);
mapIndexedResource(shaderType, variableType, resourceIndex, typeAndIndex.index);
}
void ShaderInterfaceVariableInfoMap::mapIndexedResource(gl::ShaderType shaderType,
ShaderVariableType variableType,
uint32_t resourceIndex,
uint32_t variableIndex)
{
mIndexedResourceIndexMap[shaderType][variableType][resourceIndex] = variableIndex;
}
const ShaderInterfaceVariableInfoMap::VariableInfoArray &
ShaderInterfaceVariableInfoMap::getAttributes() const
{
return mData[gl::ShaderType::Vertex][ShaderVariableType::Attribute];
}
} // namespace rx