Hash :
10380f4b
Author :
Date :
2023-06-06T11:52:08
Vulkan: Output SPIR-V ids from compiler In this change, the shader interface variables are given SPIR-V ids by the compiler before SPIR-V generation. Those ids are made available through the ShaderVariable interface. The transformer does not yet rely on this information. A follow up change will rework the backend's name->info map and the transformer to directly use ids instead of names. Bug: angleproject:7220 Change-Id: Ic0a62681d4bcf3ed171c39c3ecd83e438ea068c8 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4600609 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Roman Lavrov <romanl@google.com> Reviewed-by: Yuxin Hu <yuxinhu@google.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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147
//
// Copyright 2010 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.
//
#ifndef LIBANGLE_UNIFORM_H_
#define LIBANGLE_UNIFORM_H_
#include <string>
#include <vector>
#include "angle_gl.h"
#include "common/MemoryBuffer.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "compiler/translator/blocklayout.h"
#include "libANGLE/angletypes.h"
namespace gl
{
struct UniformTypeInfo;
struct ActiveVariable
{
ActiveVariable();
ActiveVariable(const ActiveVariable &rhs);
virtual ~ActiveVariable();
ActiveVariable &operator=(const ActiveVariable &rhs);
ShaderType getFirstShaderTypeWhereActive() const
{
return static_cast<ShaderType>(ScanForward(mActiveUseBits.bits()));
}
void setActive(ShaderType shaderType, bool used);
void unionReferencesWith(const ActiveVariable &other);
bool isActive(ShaderType shaderType) const
{
ASSERT(shaderType != ShaderType::InvalidEnum);
return mActiveUseBits[shaderType];
}
ShaderBitSet activeShaders() const { return mActiveUseBits; }
GLuint activeShaderCount() const { return static_cast<GLuint>(mActiveUseBits.count()); }
private:
ShaderBitSet mActiveUseBits;
};
// Helper struct representing a single shader uniform
struct LinkedUniform : public sh::ShaderVariable, public ActiveVariable
{
LinkedUniform();
LinkedUniform(GLenum type,
GLenum precision,
const std::string &name,
const std::vector<unsigned int> &arraySizes,
const int binding,
const int offset,
const int location,
const int bufferIndex,
const sh::BlockMemberInfo &blockInfo);
LinkedUniform(const sh::ShaderVariable &uniform);
LinkedUniform(const LinkedUniform &uniform);
LinkedUniform &operator=(const LinkedUniform &uniform);
~LinkedUniform() override;
bool isSampler() const { return typeInfo->isSampler; }
bool isImage() const { return typeInfo->isImageType; }
bool isAtomicCounter() const { return IsAtomicCounterType(type); }
bool isInDefaultBlock() const { return bufferIndex == -1; }
bool isField() const { return name.find('.') != std::string::npos; }
size_t getElementSize() const { return typeInfo->externalSize; }
size_t getElementComponents() const { return typeInfo->componentCount; }
const UniformTypeInfo *typeInfo;
// Identifies the containing buffer backed resource -- interface block or atomic counter buffer.
int bufferIndex;
sh::BlockMemberInfo blockInfo;
std::vector<unsigned int> outerArraySizes;
unsigned int outerArrayOffset;
};
struct BufferVariable : public sh::ShaderVariable, public ActiveVariable
{
BufferVariable();
BufferVariable(GLenum type,
GLenum precision,
const std::string &name,
const std::vector<unsigned int> &arraySizes,
const int bufferIndex,
const sh::BlockMemberInfo &blockInfo);
~BufferVariable() override;
int bufferIndex;
sh::BlockMemberInfo blockInfo;
int topLevelArraySize;
};
// Parent struct for atomic counter, uniform block, and shader storage block buffer, which all
// contain a group of shader variables, and have a GL buffer backed.
struct ShaderVariableBuffer : public ActiveVariable
{
ShaderVariableBuffer();
ShaderVariableBuffer(const ShaderVariableBuffer &other);
~ShaderVariableBuffer() override;
int numActiveVariables() const;
int binding;
unsigned int dataSize;
std::vector<unsigned int> memberIndexes;
};
using AtomicCounterBuffer = ShaderVariableBuffer;
// Helper struct representing a single shader interface block
struct InterfaceBlock : public ShaderVariableBuffer
{
InterfaceBlock();
InterfaceBlock(const std::string &nameIn,
const std::string &mappedNameIn,
bool isArrayIn,
bool isReadOnlyIn,
unsigned int arrayElementIn,
unsigned int firstFieldArraySizeIn,
int bindingIn);
InterfaceBlock(const InterfaceBlock &other);
std::string nameWithArrayIndex() const;
std::string mappedNameWithArrayIndex() const;
std::string name;
std::string mappedName;
bool isArray;
// Only valid for SSBOs, specifies whether it has the readonly qualifier.
bool isReadOnly;
unsigned int arrayElement;
unsigned int firstFieldArraySize;
// The ID of the block, coming from sh::InterfaceBlock::id
uint32_t id;
};
} // namespace gl
#endif // LIBANGLE_UNIFORM_H_