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kc3-lang/angle/src/compiler/translator/OutputVulkanGLSL.cpp

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  • Author : Tobin Ehlis
    Date : 2020-02-25 12:02:31
    Hash : 1a5c7a16
    Message : Reland "Vulkan:Include precision qualifier in GLSL" Currently still ignoring precision qualifiers for Vulkan shaders by default, but have added feature "enablePrecisionQualifiers" that can be enabled in order to include precision qualifiers. With this initial implementation, it's possible to get precision qualifier mis-matches in the generated GLSL 4.50. According to the spec this is allowed. From GLSLangSpec 4.50 section 4.7 "Precision and Precision Qualifiers": For the purposes of determining if an output from one shader stage matches an input of the next stage, the precision qualifier need not match. However, when converted to SPIR-V and run through the shader validation any mismatches will cause shader validation errors. Initially just ignoring those errors with this commit. Bug: angleproject:3078 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2057749 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com> Reviewed-by: Tim Van Patten <timvp@google.com> Commit-Queue: Tobin Ehlis <tobine@google.com> Change-Id: Ieecca604bb2c834c9b1c2bcab85279d1f8755dfa Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2086280

  • src/compiler/translator/OutputVulkanGLSL.cpp
  • //
    // Copyright 2016 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.
    //
    // OutputVulkanGLSL:
    //   Code that outputs shaders that fit GL_KHR_vulkan_glsl.
    //   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
    //
    
    #include "compiler/translator/OutputVulkanGLSL.h"
    
    #include "compiler/translator/BaseTypes.h"
    #include "compiler/translator/Symbol.h"
    #include "compiler/translator/ValidateVaryingLocations.h"
    #include "compiler/translator/util.h"
    
    namespace sh
    {
    
    TOutputVulkanGLSL::TOutputVulkanGLSL(TInfoSinkBase &objSink,
                                         ShArrayIndexClampingStrategy clampingStrategy,
                                         ShHashFunction64 hashFunction,
                                         NameMap &nameMap,
                                         TSymbolTable *symbolTable,
                                         sh::GLenum shaderType,
                                         int shaderVersion,
                                         ShShaderOutput output,
                                         bool forceHighp,
                                         bool enablePrecision,
                                         ShCompileOptions compileOptions)
        : TOutputGLSL(objSink,
                      clampingStrategy,
                      hashFunction,
                      nameMap,
                      symbolTable,
                      shaderType,
                      shaderVersion,
                      output,
                      compileOptions),
          mNextUnusedBinding(0),
          mNextUnusedInputLocation(0),
          mNextUnusedOutputLocation(0),
          mForceHighp(forceHighp),
          mEnablePrecision(enablePrecision)
    {}
    
    void TOutputVulkanGLSL::writeLayoutQualifier(TIntermTyped *variable)
    {
        const TType &type = variable->getType();
    
        bool needsSetBinding =
            IsSampler(type.getBasicType()) || type.isInterfaceBlock() || IsImage(type.getBasicType());
        bool needsLocation = type.getQualifier() == EvqAttribute ||
                             type.getQualifier() == EvqVertexIn ||
                             type.getQualifier() == EvqFragmentOut || IsVarying(type.getQualifier());
    
        if (!NeedsToWriteLayoutQualifier(type) && !needsSetBinding && !needsLocation)
        {
            return;
        }
    
        TInfoSinkBase &out                      = objSink();
        const TLayoutQualifier &layoutQualifier = type.getLayoutQualifier();
    
        // This isn't super clean, but it gets the job done.
        // See corresponding code in glslang_wrapper_utils.cpp.
        TIntermSymbol *symbol = variable->getAsSymbolNode();
        ASSERT(symbol);
    
        ImmutableString name      = symbol->getName();
        const char *blockStorage  = nullptr;
        const char *matrixPacking = nullptr;
    
        // For interface blocks, use the block name instead.  When the layout qualifier is being
        // replaced in the backend, that would be the name that's available.
        if (type.isInterfaceBlock())
        {
            const TInterfaceBlock *interfaceBlock = type.getInterfaceBlock();
            name                                  = interfaceBlock->name();
            TLayoutBlockStorage storage           = interfaceBlock->blockStorage();
    
            // Make sure block storage format is specified.
            if (storage != EbsStd430)
            {
                // Change interface block layout qualifiers to std140 for any layout that is not
                // explicitly set to std430.  This is to comply with GL_KHR_vulkan_glsl where shared and
                // packed are not allowed (and std140 could be used instead) and unspecified layouts can
                // assume either std140 or std430 (and we choose std140 as std430 is not yet universally
                // supported).
                storage = EbsStd140;
            }
    
            if (interfaceBlock->blockStorage() != EbsUnspecified)
            {
                blockStorage = getBlockStorageString(storage);
            }
        }
    
        // Specify matrix packing if necessary.
        if (layoutQualifier.matrixPacking != EmpUnspecified)
        {
            matrixPacking = getMatrixPackingString(layoutQualifier.matrixPacking);
        }
    
        const char *separator = "";
        out << "layout(";
    
        // If the resource declaration requires set & binding layout qualifiers, specify arbitrary
        // ones.
        if (needsSetBinding)
        {
            out << "set=0, binding=" << nextUnusedBinding();
            separator = ", ";
        }
    
        if (needsLocation)
        {
            const unsigned int locationCount = CalculateVaryingLocationCount(symbol, getShaderType());
            uint32_t location                = IsShaderIn(type.getQualifier())
                                    ? nextUnusedInputLocation(locationCount)
                                    : nextUnusedOutputLocation(locationCount);
    
            out << "location=" << location;
            separator = ", ";
        }
    
        // Output the list of qualifiers already known at this stage, i.e. everything other than
        // `location` and `set`/`binding`.
        std::string otherQualifiers = getCommonLayoutQualifiers(variable);
    
        if (blockStorage)
        {
            out << separator << blockStorage;
            separator = ", ";
        }
        if (matrixPacking)
        {
            out << separator << matrixPacking;
            separator = ", ";
        }
        if (!otherQualifiers.empty())
        {
            out << separator << otherQualifiers;
        }
    
        out << ") ";
    }
    
    void TOutputVulkanGLSL::writeVariableType(const TType &type,
                                              const TSymbol *symbol,
                                              bool isFunctionArgument)
    {
        TType overrideType(type);
    
        // External textures are treated as 2D textures in the vulkan back-end
        if (type.getBasicType() == EbtSamplerExternalOES)
        {
            overrideType.setBasicType(EbtSampler2D);
        }
    
        TOutputGLSL::writeVariableType(overrideType, symbol, isFunctionArgument);
    }
    
    void TOutputVulkanGLSL::writeStructType(const TStructure *structure)
    {
        if (!structDeclared(structure))
        {
            declareStruct(structure);
            objSink() << ";\n";
        }
    }
    
    bool TOutputVulkanGLSL::writeVariablePrecision(TPrecision precision)
    {
        if ((precision == EbpUndefined) || !mEnablePrecision)
            return false;
    
        TInfoSinkBase &out = objSink();
        if (mForceHighp)
            out << getPrecisionString(EbpHigh);
        else
            out << getPrecisionString(precision);
        return true;
    }
    
    }  // namespace sh