Hash :
b23bf47c
Author :
Date :
2023-01-25T18:50:40
Reland "Metal: rewrite default uniforms and uniform blocks" Instead of rewriting uniforms in shaders to match std140 layout, re-pack incoming uniform blocks' std140 packed variables to match Metal's layout. This change intorduces a new BlockLayoutEncoder for Metal types The block encoder handles packing typically larger GL types (bools) into smaller types, and adding support for more compressed matrix types. Since we no longer need to do shader-time packing and unpacking of data from std140 padded structs, complicated shader transformations have been removed. This patch greatly reduces register pressure, especially when working with shaders with arrays of previously expanded types. (Vec3's) Reland: Fix an issue where the default uniform block's final size was not aligned to the default uniform block's alignment requirements, causing crashes with the debug layer enabled. Bug: angleproject:7137 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3733524 Commit-Queue: Kyle Piddington <kpiddington@apple.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Change-Id: I89d3b817675486fde73b91b0be0f4c25986d4ba5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4209867
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401
//
// Copyright 2023 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.
//
// blocklayoutMetal.cpp:
// Implementation for metal block layout classes and methods.
//
#include "libANGLE/renderer/metal/blocklayoutMetal.h"
#include "common/mathutil.h"
#include "common/utilities.h"
#include "compiler/translator/blocklayout.h"
namespace rx
{
namespace mtl
{
// Sizes and types are available at
// https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf
// Section 2
size_t GetMetalSizeForGLType(GLenum type)
{
switch (type)
{
case GL_BOOL:
return 1;
case GL_BOOL_VEC2:
return 2;
case GL_BOOL_VEC3:
case GL_BOOL_VEC4:
return 4;
case GL_FLOAT:
return 4;
case GL_FLOAT_VEC2:
return 8;
case GL_FLOAT_VEC3:
case GL_FLOAT_VEC4:
return 16;
case GL_FLOAT_MAT2: // 2x2
return 16;
case GL_FLOAT_MAT3: // 3x4
return 48;
case GL_FLOAT_MAT4: // 4x4
return 64;
case GL_FLOAT_MAT2x3: // 2x4
return 32;
case GL_FLOAT_MAT3x2: // 3x2
return 24;
case GL_FLOAT_MAT2x4: // 2x4
return 32;
case GL_FLOAT_MAT4x2: // 4x2
return 32;
case GL_FLOAT_MAT3x4: // 3x4
return 48;
case GL_FLOAT_MAT4x3: // 4x4
return 64;
case GL_INT:
return 4;
case GL_INT_VEC2:
return 8;
case GL_INT_VEC3:
case GL_INT_VEC4:
return 16;
case GL_UNSIGNED_INT:
return 4;
case GL_UNSIGNED_INT_VEC2:
return 8;
case GL_UNSIGNED_INT_VEC3:
case GL_UNSIGNED_INT_VEC4:
return 16;
case GL_SAMPLER_2D:
case GL_SAMPLER_2D_RECT_ANGLE:
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_CUBE_MAP_ARRAY:
case GL_SAMPLER_2D_ARRAY:
case GL_SAMPLER_EXTERNAL_OES:
case GL_SAMPLER_2D_MULTISAMPLE:
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_INT_SAMPLER_BUFFER:
case GL_INT_SAMPLER_2D:
case GL_INT_SAMPLER_3D:
case GL_INT_SAMPLER_CUBE:
case GL_INT_SAMPLER_CUBE_MAP_ARRAY:
case GL_INT_SAMPLER_2D_ARRAY:
case GL_INT_SAMPLER_2D_MULTISAMPLE:
case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_BUFFER:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_2D_ARRAY_SHADOW:
case GL_IMAGE_2D:
case GL_INT_IMAGE_2D:
case GL_UNSIGNED_INT_IMAGE_2D:
case GL_IMAGE_3D:
case GL_INT_IMAGE_3D:
case GL_UNSIGNED_INT_IMAGE_3D:
case GL_IMAGE_2D_ARRAY:
case GL_INT_IMAGE_2D_ARRAY:
case GL_UNSIGNED_INT_IMAGE_2D_ARRAY:
case GL_IMAGE_CUBE:
case GL_INT_IMAGE_CUBE:
case GL_UNSIGNED_INT_IMAGE_CUBE:
case GL_IMAGE_CUBE_MAP_ARRAY:
case GL_INT_IMAGE_CUBE_MAP_ARRAY:
case GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY:
case GL_IMAGE_BUFFER:
case GL_INT_IMAGE_BUFFER:
case GL_UNSIGNED_INT_SAMPLER_BUFFER:
case GL_UNSIGNED_INT_IMAGE_BUFFER:
case GL_UNSIGNED_INT_ATOMIC_COUNTER:
case GL_SAMPLER_VIDEO_IMAGE_WEBGL:
case GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT:
UNREACHABLE();
break;
default:
UNREACHABLE();
break;
}
return 0;
}
size_t GetMetalAlignmentForGLType(GLenum type)
{
switch (type)
{
case GL_BOOL:
return 1;
case GL_BOOL_VEC2:
return 2;
case GL_BOOL_VEC3:
case GL_BOOL_VEC4:
return 4;
case GL_FLOAT:
return 4;
case GL_FLOAT_VEC2:
return 8;
case GL_FLOAT_VEC3:
case GL_FLOAT_VEC4:
return 16;
case GL_FLOAT_MAT2:
return 8;
case GL_FLOAT_MAT3:
return 16;
case GL_FLOAT_MAT4:
return 16;
case GL_FLOAT_MAT2x3:
return 16;
case GL_FLOAT_MAT3x2:
return 8;
case GL_FLOAT_MAT2x4:
return 16;
case GL_FLOAT_MAT4x2:
return 8;
case GL_FLOAT_MAT3x4:
return 16;
case GL_FLOAT_MAT4x3:
return 16;
case GL_INT:
return 4;
case GL_INT_VEC2:
return 8;
case GL_INT_VEC3:
return 16;
case GL_INT_VEC4:
return 16;
case GL_UNSIGNED_INT:
return 4;
case GL_UNSIGNED_INT_VEC2:
return 8;
case GL_UNSIGNED_INT_VEC3:
case GL_UNSIGNED_INT_VEC4:
return 16;
case GL_SAMPLER_2D:
case GL_SAMPLER_2D_RECT_ANGLE:
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_CUBE_MAP_ARRAY:
case GL_SAMPLER_2D_ARRAY:
case GL_SAMPLER_EXTERNAL_OES:
case GL_SAMPLER_2D_MULTISAMPLE:
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_INT_SAMPLER_BUFFER:
case GL_INT_SAMPLER_2D:
case GL_INT_SAMPLER_3D:
case GL_INT_SAMPLER_CUBE:
case GL_INT_SAMPLER_CUBE_MAP_ARRAY:
case GL_INT_SAMPLER_2D_ARRAY:
case GL_INT_SAMPLER_2D_MULTISAMPLE:
case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_BUFFER:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_2D_ARRAY_SHADOW:
case GL_IMAGE_2D:
case GL_INT_IMAGE_2D:
case GL_UNSIGNED_INT_IMAGE_2D:
case GL_IMAGE_3D:
case GL_INT_IMAGE_3D:
case GL_UNSIGNED_INT_IMAGE_3D:
case GL_IMAGE_2D_ARRAY:
case GL_INT_IMAGE_2D_ARRAY:
case GL_UNSIGNED_INT_IMAGE_2D_ARRAY:
case GL_IMAGE_CUBE:
case GL_INT_IMAGE_CUBE:
case GL_UNSIGNED_INT_IMAGE_CUBE:
case GL_IMAGE_CUBE_MAP_ARRAY:
case GL_INT_IMAGE_CUBE_MAP_ARRAY:
case GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY:
case GL_IMAGE_BUFFER:
case GL_INT_IMAGE_BUFFER:
case GL_UNSIGNED_INT_SAMPLER_BUFFER:
case GL_UNSIGNED_INT_IMAGE_BUFFER:
case GL_UNSIGNED_INT_ATOMIC_COUNTER:
case GL_SAMPLER_VIDEO_IMAGE_WEBGL:
case GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT:
UNREACHABLE();
break;
default:
UNREACHABLE();
break;
}
return 0;
}
size_t GetMTLBaseAlignment(GLenum variableType, bool isRowMajor)
{
return mtl::GetMetalAlignmentForGLType(variableType);
}
void MetalAlignmentVisitor::visitVariable(const sh::ShaderVariable &variable, bool isRowMajor)
{
size_t baseAlignment = GetMTLBaseAlignment(variable.type, isRowMajor);
mCurrentAlignment = std::max(mCurrentAlignment, baseAlignment);
}
BlockLayoutEncoderMTL::BlockLayoutEncoderMTL() : BlockLayoutEncoder() {}
void BlockLayoutEncoderMTL::getBlockLayoutInfo(GLenum type,
const std::vector<unsigned int> &arraySizes,
bool isRowMajorMatrix,
int *arrayStrideOut,
int *matrixStrideOut)
{
size_t baseAlignment = 0;
int matrixStride = 0;
int arrayStride = 0;
if (gl::IsMatrixType(type))
{
baseAlignment = static_cast<int>(mtl::GetMetalAlignmentForGLType(type));
matrixStride = static_cast<int>(mtl::GetMetalAlignmentForGLType(type));
if (!arraySizes.empty())
{
arrayStride = static_cast<int>(mtl::GetMetalSizeForGLType(type));
}
}
else if (!arraySizes.empty())
{
baseAlignment = static_cast<int>(mtl::GetMetalAlignmentForGLType(type));
arrayStride = static_cast<int>(mtl::GetMetalSizeForGLType(type));
}
else
{
baseAlignment = mtl::GetMetalAlignmentForGLType(type);
}
align(baseAlignment);
*matrixStrideOut = matrixStride;
*arrayStrideOut = arrayStride;
}
sh::BlockMemberInfo BlockLayoutEncoderMTL::encodeType(GLenum type,
const std::vector<unsigned int> &arraySizes,
bool isRowMajorMatrix)
{
int arrayStride;
int matrixStride;
getBlockLayoutInfo(type, arraySizes, isRowMajorMatrix, &arrayStride, &matrixStride);
const sh::BlockMemberInfo memberInfo(
type, static_cast<int>(mCurrentOffset), static_cast<int>(arrayStride),
static_cast<int>(matrixStride), gl::ArraySizeProduct(arraySizes), isRowMajorMatrix);
assert(memberInfo.offset >= 0);
advanceOffset(type, arraySizes, isRowMajorMatrix, arrayStride, matrixStride);
return memberInfo;
}
sh::BlockMemberInfo BlockLayoutEncoderMTL::encodeArrayOfPreEncodedStructs(
size_t size,
const std::vector<unsigned int> &arraySizes)
{
const unsigned int innerArraySizeProduct = gl::InnerArraySizeProduct(arraySizes);
const unsigned int outermostArraySize = gl::OutermostArraySize(arraySizes);
// The size of struct is expected to be already aligned appropriately.
const size_t arrayStride = size * innerArraySizeProduct;
// Aggregate blockMemberInfo types not needed: only used by the Metal bakcend.
const sh::BlockMemberInfo memberInfo(GL_INVALID_ENUM, static_cast<int>(mCurrentOffset),
static_cast<int>(arrayStride), -1,
gl::ArraySizeProduct(arraySizes), false);
angle::base::CheckedNumeric<size_t> checkedOffset(arrayStride);
checkedOffset *= outermostArraySize;
checkedOffset += mCurrentOffset;
mCurrentOffset = checkedOffset.ValueOrDie();
return memberInfo;
}
size_t BlockLayoutEncoderMTL::getCurrentOffset() const
{
angle::base::CheckedNumeric<size_t> checkedOffset(mCurrentOffset);
return checkedOffset.ValueOrDie();
}
void BlockLayoutEncoderMTL::enterAggregateType(const sh::ShaderVariable &structVar)
{
align(getBaseAlignment(structVar));
}
void BlockLayoutEncoderMTL::exitAggregateType(const sh::ShaderVariable &structVar)
{
align(getBaseAlignment(structVar));
}
size_t BlockLayoutEncoderMTL::getShaderVariableSize(const sh::ShaderVariable &structVar,
bool isRowMajor)
{
size_t currentOffset = mCurrentOffset;
mCurrentOffset = 0;
sh::BlockEncoderVisitor visitor("", "", this);
enterAggregateType(structVar);
TraverseShaderVariables(structVar.fields, isRowMajor, &visitor);
exitAggregateType(structVar);
size_t structVarSize = getCurrentOffset();
mCurrentOffset = currentOffset;
return structVarSize;
}
void BlockLayoutEncoderMTL::advanceOffset(GLenum type,
const std::vector<unsigned int> &arraySizes,
bool isRowMajorMatrix,
int arrayStride,
int matrixStride)
{
if (!arraySizes.empty())
{
angle::base::CheckedNumeric<size_t> checkedOffset(arrayStride);
checkedOffset *= gl::ArraySizeProduct(arraySizes);
checkedOffset += mCurrentOffset;
mCurrentOffset = checkedOffset.ValueOrDie();
}
else if (gl::IsMatrixType(type))
{
angle::base::CheckedNumeric<size_t> checkedOffset;
checkedOffset = mtl::GetMetalSizeForGLType(type);
checkedOffset += mCurrentOffset;
mCurrentOffset = checkedOffset.ValueOrDie();
}
else
{
angle::base::CheckedNumeric<size_t> checkedOffset(mCurrentOffset);
checkedOffset += mtl::GetMetalSizeForGLType(type);
mCurrentOffset = checkedOffset.ValueOrDie();
}
}
size_t BlockLayoutEncoderMTL::getBaseAlignment(const sh::ShaderVariable &shaderVar) const
{
if (shaderVar.isStruct())
{
MetalAlignmentVisitor visitor;
TraverseShaderVariables(shaderVar.fields, false, &visitor);
return visitor.getBaseAlignment();
}
return GetMTLBaseAlignment(shaderVar.type, shaderVar.isRowMajorLayout);
}
size_t BlockLayoutEncoderMTL::getTypeBaseAlignment(GLenum type, bool isRowMajorMatrix) const
{
return GetMTLBaseAlignment(type, isRowMajorMatrix);
}
} // namespace mtl
} // namespace rx