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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.
//
#include "compiler/translator/TranslatorMetal.h"
#include "angle_gl.h"
#include "common/utilities.h"
#include "compiler/translator/OutputVulkanGLSLForMetal.h"
#include "compiler/translator/StaticType.h"
#include "compiler/translator/tree_ops/InitializeVariables.h"
#include "compiler/translator/tree_util/BuiltIn.h"
#include "compiler/translator/tree_util/FindMain.h"
#include "compiler/translator/tree_util/FindSymbolNode.h"
#include "compiler/translator/tree_util/IntermNode_util.h"
#include "compiler/translator/tree_util/ReplaceArrayOfMatrixVarying.h"
#include "compiler/translator/tree_util/ReplaceVariable.h"
#include "compiler/translator/tree_util/RunAtTheEndOfShader.h"
#include "compiler/translator/util.h"
namespace sh
{
namespace mtl
{
/** extern */
const char kCoverageMaskEnabledConstName[] = "ANGLECoverageMaskEnabled";
} // namespace mtl
namespace
{
constexpr ImmutableString kCoverageMaskField = ImmutableString("coverageMask");
constexpr ImmutableString kSampleMaskWriteFuncName = ImmutableString("ANGLEWriteSampleMask");
TIntermBinary *CreateDriverUniformRef(const TVariable *driverUniforms, const char *fieldName)
{
size_t fieldIndex =
FindFieldIndex(driverUniforms->getType().getInterfaceBlock()->fields(), fieldName);
TIntermSymbol *angleUniformsRef = new TIntermSymbol(driverUniforms);
TConstantUnion *uniformIndex = new TConstantUnion;
uniformIndex->setIConst(static_cast<int>(fieldIndex));
TIntermConstantUnion *indexRef =
new TIntermConstantUnion(uniformIndex, *StaticType::GetBasic<EbtInt>());
return new TIntermBinary(EOpIndexDirectInterfaceBlock, angleUniformsRef, indexRef);
}
// Unlike Vulkan having auto viewport flipping extension, in Metal we have to flip gl_Position.y
// manually.
// This operation performs flipping the gl_Position.y using this expression:
// gl_Position.y = gl_Position.y * negViewportScaleY
ANGLE_NO_DISCARD bool AppendVertexShaderPositionYCorrectionToMain(TCompiler *compiler,
TIntermBlock *root,
TSymbolTable *symbolTable,
TIntermSwizzle *negFlipY)
{
// Create a symbol reference to "gl_Position"
const TVariable *position = BuiltInVariable::gl_Position();
TIntermSymbol *positionRef = new TIntermSymbol(position);
// Create a swizzle to "gl_Position.y"
TVector<int> swizzleOffsetY;
swizzleOffsetY.push_back(1);
TIntermSwizzle *positionY = new TIntermSwizzle(positionRef, swizzleOffsetY);
// Create the expression "gl_Position.y * negFlipY"
TIntermBinary *inverseY = new TIntermBinary(EOpMul, positionY->deepCopy(), negFlipY);
// Create the assignment "gl_Position.y = gl_Position.y * negViewportScaleY
TIntermTyped *positionYLHS = positionY->deepCopy();
TIntermBinary *assignment = new TIntermBinary(TOperator::EOpAssign, positionYLHS, inverseY);
// Append the assignment as a statement at the end of the shader.
return RunAtTheEndOfShader(compiler, root, assignment, symbolTable);
}
// Initialize unused varying outputs.
ANGLE_NO_DISCARD bool InitializeUnusedOutputs(TIntermBlock *root,
TSymbolTable *symbolTable,
const InitVariableList &unusedVars)
{
if (unusedVars.empty())
{
return true;
}
TIntermSequence *insertSequence = new TIntermSequence;
for (const sh::ShaderVariable &var : unusedVars)
{
ASSERT(!var.active);
const TIntermSymbol *symbol = FindSymbolNode(root, var.name);
ASSERT(symbol);
TIntermSequence *initCode = CreateInitCode(symbol, false, false, symbolTable);
insertSequence->insert(insertSequence->end(), initCode->begin(), initCode->end());
}
if (insertSequence)
{
TIntermFunctionDefinition *main = FindMain(root);
TIntermSequence *mainSequence = main->getBody()->getSequence();
// Insert init code at the start of main()
mainSequence->insert(mainSequence->begin(), insertSequence->begin(), insertSequence->end());
}
return true;
}
} // anonymous namespace
TranslatorMetal::TranslatorMetal(sh::GLenum type, ShShaderSpec spec) : TranslatorVulkan(type, spec)
{}
bool TranslatorMetal::translate(TIntermBlock *root,
ShCompileOptions compileOptions,
PerformanceDiagnostics *perfDiagnostics)
{
TInfoSinkBase &sink = getInfoSink().obj;
TOutputVulkanGLSL outputGLSL(sink, getArrayIndexClampingStrategy(), getHashFunction(),
getNameMap(), &getSymbolTable(), getShaderType(),
getShaderVersion(), getOutputType(), false, true, compileOptions);
const TVariable *driverUniforms = nullptr;
if (!TranslatorVulkan::translateImpl(root, compileOptions, perfDiagnostics, &driverUniforms,
&outputGLSL))
{
return false;
}
// Replace array of matrix varyings
if (!ReplaceArrayOfMatrixVaryings(this, root, &getSymbolTable()))
{
return false;
}
if (getShaderType() == GL_VERTEX_SHADER)
{
auto negFlipY = getDriverUniformNegFlipYRef(driverUniforms);
// Append gl_Position.y correction to main
if (!AppendVertexShaderPositionYCorrectionToMain(this, root, &getSymbolTable(), negFlipY))
{
return false;
}
}
else if (getShaderType() == GL_FRAGMENT_SHADER)
{
if (!insertSampleMaskWritingLogic(root, driverUniforms))
{
return false;
}
}
// Initialize unused varying outputs to avoid spirv-cross dead-code removing them in later
// stage. Only do this if SH_INIT_OUTPUT_VARIABLES is not specified.
if ((getShaderType() == GL_VERTEX_SHADER || getShaderType() == GL_GEOMETRY_SHADER_EXT) &&
!(compileOptions & SH_INIT_OUTPUT_VARIABLES))
{
InitVariableList list;
for (const sh::ShaderVariable &var : mOutputVaryings)
{
if (!var.active)
{
list.push_back(var);
}
}
if (!InitializeUnusedOutputs(root, &getSymbolTable(), list))
{
return false;
}
}
// Write translated shader.
root->traverse(&outputGLSL);
return true;
}
// Metal needs to inverse the depth if depthRange is is reverse order, i.e. depth near > depth far
// This is achieved by multiply the depth value with scale value stored in
// driver uniform's depthRange.reserved
bool TranslatorMetal::transformDepthBeforeCorrection(TIntermBlock *root,
const TVariable *driverUniforms)
{
// Create a symbol reference to "gl_Position"
const TVariable *position = BuiltInVariable::gl_Position();
TIntermSymbol *positionRef = new TIntermSymbol(position);
// Create a swizzle to "gl_Position.z"
TVector<int> swizzleOffsetZ = {2};
TIntermSwizzle *positionZ = new TIntermSwizzle(positionRef, swizzleOffsetZ);
// Create a ref to "depthRange.reserved"
TIntermBinary *viewportZScale = getDriverUniformDepthRangeReservedFieldRef(driverUniforms);
// Create the expression "gl_Position.z * depthRange.reserved".
TIntermBinary *zScale = new TIntermBinary(EOpMul, positionZ->deepCopy(), viewportZScale);
// Create the assignment "gl_Position.z = gl_Position.z * depthRange.reserved"
TIntermTyped *positionZLHS = positionZ->deepCopy();
TIntermBinary *assignment = new TIntermBinary(TOperator::EOpAssign, positionZLHS, zScale);
// Append the assignment as a statement at the end of the shader.
return RunAtTheEndOfShader(this, root, assignment, &getSymbolTable());
}
void TranslatorMetal::createAdditionalGraphicsDriverUniformFields(std::vector<TField *> *fieldsOut)
{
// Add coverage mask to driver uniform. Metal doesn't have built-in GL_SAMPLE_COVERAGE_VALUE
// equivalent functionality, needs to emulate it using fragment shader's [[sample_mask]] output
// value.
TField *coverageMaskField =
new TField(new TType(EbtUInt), kCoverageMaskField, TSourceLoc(), SymbolType::AngleInternal);
fieldsOut->push_back(coverageMaskField);
}
// Add sample_mask writing to main, guarded by the specialization constant
// kCoverageMaskEnabledConstName
ANGLE_NO_DISCARD bool TranslatorMetal::insertSampleMaskWritingLogic(TIntermBlock *root,
const TVariable *driverUniforms)
{
TInfoSinkBase &sink = getInfoSink().obj;
TSymbolTable *symbolTable = &getSymbolTable();
// Insert coverageMaskEnabled specialization constant and sample_mask writing function.
sink << "layout (constant_id=0) const bool " << mtl::kCoverageMaskEnabledConstName;
sink << " = false;\n";
sink << "void " << kSampleMaskWriteFuncName << "(uint mask)\n";
sink << "{\n";
sink << " if (" << mtl::kCoverageMaskEnabledConstName << ")\n";
sink << " {\n";
sink << " gl_SampleMask[0] = int(mask);\n";
sink << " }\n";
sink << "}\n";
// Create kCoverageMaskEnabledConstName and kSampleMaskWriteFuncName variable references.
TType *boolType = new TType(EbtBool);
boolType->setQualifier(EvqConst);
TVariable *coverageMaskEnabledVar =
new TVariable(symbolTable, ImmutableString(mtl::kCoverageMaskEnabledConstName), boolType,
SymbolType::AngleInternal);
TFunction *sampleMaskWriteFunc =
new TFunction(symbolTable, kSampleMaskWriteFuncName, SymbolType::AngleInternal,
StaticType::GetBasic<EbtVoid>(), false);
TType *uintType = new TType(EbtUInt);
TVariable *maskArg =
new TVariable(symbolTable, ImmutableString("mask"), uintType, SymbolType::AngleInternal);
sampleMaskWriteFunc->addParameter(maskArg);
// coverageMask
TIntermBinary *coverageMask = CreateDriverUniformRef(driverUniforms, kCoverageMaskField.data());
// Insert this code to the end of main()
// if (ANGLECoverageMaskEnabled)
// {
// ANGLEWriteSampleMask(ANGLEUniforms.coverageMask);
// }
TIntermSequence *args = new TIntermSequence;
args->push_back(coverageMask);
TIntermAggregate *callSampleMaskWriteFunc =
TIntermAggregate::CreateFunctionCall(*sampleMaskWriteFunc, args);
TIntermBlock *callBlock = new TIntermBlock;
callBlock->appendStatement(callSampleMaskWriteFunc);
TIntermSymbol *coverageMaskEnabled = new TIntermSymbol(coverageMaskEnabledVar);
TIntermIfElse *ifCall = new TIntermIfElse(coverageMaskEnabled, callBlock, nullptr);
return RunAtTheEndOfShader(this, root, ifCall, symbolTable);
}
} // namespace sh