Hash :
8ecf7f9b
Author :
Date :
2017-01-13T17:29:52
Vulkan: Implement shader compilation. This hooks up the Vulkan GLSL, decorated with locations, to glslang, and then pipes the SPIRV back to the Program implementation for later use when making pipelines to run draw calls. The program compilation tests work now, but don't really test anything other than not generating Vulkan validation layer errors during compilation and shader object generation. BUG=angleproject:1576 Change-Id: I625e42219f4b4d1433dd3109b94e1a2f666ba4bd Reviewed-on: https://chromium-review.googlesource.com/408519 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright (c) 2014 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.
//
// ProgramD3D.h: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
#ifndef LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
#define LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
#include <string>
#include <vector>
#include "compiler/translator/blocklayoutHLSL.h"
#include "libANGLE/Constants.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/ProgramImpl.h"
#include "libANGLE/renderer/d3d/DynamicHLSL.h"
#include "platform/WorkaroundsD3D.h"
namespace rx
{
class RendererD3D;
class UniformStorageD3D;
class ShaderExecutableD3D;
#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
// WARNING: D3DCOMPILE_OPTIMIZATION_LEVEL3 may lead to a DX9 shader compiler hang.
// It should only be used selectively to work around specific bugs.
#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL1
#endif
// Helper struct representing a single shader uniform
struct D3DUniform : angle::NonCopyable
{
D3DUniform(GLenum typeIn,
const std::string &nameIn,
unsigned int arraySizeIn,
bool defaultBlock);
~D3DUniform();
bool isSampler() const;
unsigned int elementCount() const { return std::max(1u, arraySize); }
bool isReferencedByVertexShader() const;
bool isReferencedByFragmentShader() const;
bool isReferencedByComputeShader() const;
// Duplicated from the GL layer
GLenum type;
std::string name;
unsigned int arraySize;
// Pointer to a system copy of the data.
// TODO(jmadill): remove this in favor of gl::LinkedUniform::data().
uint8_t *data;
// Has the data been updated since the last sync?
bool dirty;
// Register information.
unsigned int vsRegisterIndex;
unsigned int psRegisterIndex;
unsigned int csRegisterIndex;
unsigned int registerCount;
// Register "elements" are used for uniform structs in ES3, to appropriately identify single
// uniforms
// inside aggregate types, which are packed according C-like structure rules.
unsigned int registerElement;
};
struct D3DUniformBlock
{
D3DUniformBlock()
: vsRegisterIndex(GL_INVALID_INDEX),
psRegisterIndex(GL_INVALID_INDEX),
csRegisterIndex(GL_INVALID_INDEX)
{
}
bool vertexStaticUse() const { return vsRegisterIndex != GL_INVALID_INDEX; }
bool fragmentStaticUse() const { return psRegisterIndex != GL_INVALID_INDEX; }
bool computeStaticUse() const { return csRegisterIndex != GL_INVALID_INDEX; }
unsigned int vsRegisterIndex;
unsigned int psRegisterIndex;
unsigned int csRegisterIndex;
};
struct D3DVarying final
{
D3DVarying();
D3DVarying(const std::string &semanticNameIn,
unsigned int semanticIndexIn,
unsigned int componentCountIn,
unsigned int outputSlotIn);
D3DVarying(const D3DVarying &) = default;
D3DVarying &operator=(const D3DVarying &) = default;
std::string semanticName;
unsigned int semanticIndex;
unsigned int componentCount;
unsigned int outputSlot;
};
class ProgramD3DMetadata final : angle::NonCopyable
{
public:
ProgramD3DMetadata(RendererD3D *renderer,
const ShaderD3D *vertexShader,
const ShaderD3D *fragmentShader);
int getRendererMajorShaderModel() const;
bool usesBroadcast(const gl::ContextState &data) const;
bool usesFragDepth() const;
bool usesPointCoord() const;
bool usesFragCoord() const;
bool usesPointSize() const;
bool usesInsertedPointCoordValue() const;
bool usesViewScale() const;
bool addsPointCoordToVertexShader() const;
bool usesTransformFeedbackGLPosition() const;
bool usesSystemValuePointSize() const;
bool usesMultipleFragmentOuts() const;
GLint getMajorShaderVersion() const;
const ShaderD3D *getFragmentShader() const;
private:
const int mRendererMajorShaderModel;
const std::string mShaderModelSuffix;
const bool mUsesInstancedPointSpriteEmulation;
const bool mUsesViewScale;
const ShaderD3D *mVertexShader;
const ShaderD3D *mFragmentShader;
};
class ProgramD3D : public ProgramImpl
{
public:
ProgramD3D(const gl::ProgramState &data, RendererD3D *renderer);
virtual ~ProgramD3D();
const std::vector<PixelShaderOutputVariable> &getPixelShaderKey() { return mPixelShaderKey; }
GLint getSamplerMapping(gl::SamplerType type,
unsigned int samplerIndex,
const gl::Caps &caps) const;
GLenum getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const;
GLuint getUsedSamplerRange(gl::SamplerType type) const;
void updateSamplerMapping();
bool usesPointSize() const { return mUsesPointSize; }
bool usesPointSpriteEmulation() const;
bool usesGeometryShader(GLenum drawMode) const;
bool usesInstancedPointSpriteEmulation() const;
LinkResult load(const ContextImpl *contextImpl,
gl::InfoLog &infoLog,
gl::BinaryInputStream *stream) override;
gl::Error save(gl::BinaryOutputStream *stream) override;
void setBinaryRetrievableHint(bool retrievable) override;
gl::Error getPixelExecutableForFramebuffer(const gl::Framebuffer *fbo,
ShaderExecutableD3D **outExectuable);
gl::Error getPixelExecutableForOutputLayout(const std::vector<GLenum> &outputLayout,
ShaderExecutableD3D **outExectuable,
gl::InfoLog *infoLog);
gl::Error getVertexExecutableForInputLayout(const gl::InputLayout &inputLayout,
ShaderExecutableD3D **outExectuable,
gl::InfoLog *infoLog);
gl::Error getGeometryExecutableForPrimitiveType(const gl::ContextState &data,
GLenum drawMode,
ShaderExecutableD3D **outExecutable,
gl::InfoLog *infoLog);
gl::Error getComputeExecutable(const gl::ContextState &data,
ShaderExecutableD3D **outExecutable,
gl::InfoLog *infoLog);
LinkResult link(ContextImpl *contextImpl,
const gl::VaryingPacking &packing,
gl::InfoLog &infoLog) override;
GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) override;
bool getUniformBlockSize(const std::string &blockName, size_t *sizeOut) const override;
bool getUniformBlockMemberInfo(const std::string &memberUniformName,
sh::BlockMemberInfo *memberInfoOut) const override;
void setPathFragmentInputGen(const std::string &inputName,
GLenum genMode,
GLint components,
const GLfloat *coeffs) override;
void initializeUniformStorage();
gl::Error applyUniforms(GLenum drawMode);
gl::Error applyUniformBuffers(const gl::ContextState &data);
void dirtyAllUniforms();
void setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
void setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
void setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
void setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
void setUniform1iv(GLint location, GLsizei count, const GLint *v);
void setUniform2iv(GLint location, GLsizei count, const GLint *v);
void setUniform3iv(GLint location, GLsizei count, const GLint *v);
void setUniform4iv(GLint location, GLsizei count, const GLint *v);
void setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
void setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
void setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
void setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
void setUniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void setUniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void setUniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void setUniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void setUniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void setUniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void setUniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void setUniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void setUniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void setUniformBlockBinding(GLuint uniformBlockIndex, GLuint uniformBlockBinding) override;
const UniformStorageD3D &getVertexUniformStorage() const
{
return *mVertexUniformStorage.get();
}
const UniformStorageD3D &getFragmentUniformStorage() const
{
return *mFragmentUniformStorage.get();
}
const UniformStorageD3D &getComputeUniformStorage() const
{
return *mComputeUniformStorage.get();
}
unsigned int getSerial() const;
const AttribIndexArray &getAttribLocationToD3DSemantics() const
{
return mAttribLocationToD3DSemantic;
}
void updateCachedInputLayout(const gl::State &state);
const gl::InputLayout &getCachedInputLayout() const { return mCachedInputLayout; }
bool isSamplerMappingDirty() { return mDirtySamplerMapping; }
private:
// These forward-declared tasks are used for multi-thread shader compiles.
class GetExecutableTask;
class GetVertexExecutableTask;
class GetPixelExecutableTask;
class GetGeometryExecutableTask;
class VertexExecutable
{
public:
enum HLSLAttribType
{
FLOAT,
UNSIGNED_INT,
SIGNED_INT,
};
typedef std::vector<HLSLAttribType> Signature;
VertexExecutable(const gl::InputLayout &inputLayout,
const Signature &signature,
ShaderExecutableD3D *shaderExecutable);
~VertexExecutable();
bool matchesSignature(const Signature &signature) const;
static void getSignature(RendererD3D *renderer,
const gl::InputLayout &inputLayout,
Signature *signatureOut);
const gl::InputLayout &inputs() const { return mInputs; }
const Signature &signature() const { return mSignature; }
ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; }
private:
static HLSLAttribType GetAttribType(GLenum type);
gl::InputLayout mInputs;
Signature mSignature;
ShaderExecutableD3D *mShaderExecutable;
};
class PixelExecutable
{
public:
PixelExecutable(const std::vector<GLenum> &outputSignature,
ShaderExecutableD3D *shaderExecutable);
~PixelExecutable();
bool matchesSignature(const std::vector<GLenum> &signature) const
{
return mOutputSignature == signature;
}
const std::vector<GLenum> &outputSignature() const { return mOutputSignature; }
ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; }
private:
std::vector<GLenum> mOutputSignature;
ShaderExecutableD3D *mShaderExecutable;
};
struct Sampler
{
Sampler();
bool active;
GLint logicalTextureUnit;
GLenum textureType;
};
typedef std::map<std::string, D3DUniform *> D3DUniformMap;
void defineUniformsAndAssignRegisters();
void defineUniformBase(const gl::Shader *shader,
const sh::Uniform &uniform,
D3DUniformMap *uniformMap);
void defineUniform(GLenum shaderType,
const sh::ShaderVariable &uniform,
const std::string &fullName,
sh::HLSLBlockEncoder *encoder,
D3DUniformMap *uniformMap);
void assignAllSamplerRegisters();
void assignSamplerRegisters(D3DUniform *d3dUniform);
static void AssignSamplers(unsigned int startSamplerIndex,
GLenum samplerType,
unsigned int samplerCount,
std::vector<Sampler> &outSamplers,
GLuint *outUsedRange);
template <typename T>
void setUniform(GLint location, GLsizei count, const T *v, GLenum targetUniformType);
template <int cols, int rows>
void setUniformMatrixfv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
GLenum targetUniformType);
LinkResult compileProgramExecutables(const gl::ContextState &data, gl::InfoLog &infoLog);
LinkResult compileComputeExecutable(gl::InfoLog &infoLog);
void gatherTransformFeedbackVaryings(const gl::VaryingPacking &varyings,
const BuiltinInfo &builtins);
D3DUniform *getD3DUniformByName(const std::string &name);
D3DUniform *getD3DUniformFromLocation(GLint location);
void initAttribLocationsToD3DSemantic();
void reset();
void ensureUniformBlocksInitialized();
void initUniformBlockInfo(const gl::Shader *shader);
size_t getUniformBlockInfo(const sh::InterfaceBlock &interfaceBlock);
RendererD3D *mRenderer;
DynamicHLSL *mDynamicHLSL;
std::vector<std::unique_ptr<VertexExecutable>> mVertexExecutables;
std::vector<std::unique_ptr<PixelExecutable>> mPixelExecutables;
std::vector<std::unique_ptr<ShaderExecutableD3D>> mGeometryExecutables;
std::unique_ptr<ShaderExecutableD3D> mComputeExecutable;
std::string mVertexHLSL;
angle::CompilerWorkaroundsD3D mVertexWorkarounds;
std::string mPixelHLSL;
angle::CompilerWorkaroundsD3D mPixelWorkarounds;
bool mUsesFragDepth;
std::vector<PixelShaderOutputVariable> mPixelShaderKey;
// Common code for all dynamic geometry shaders. Consists mainly of the GS input and output
// structures, built from the linked varying info. We store the string itself instead of the
// packed varyings for simplicity.
std::string mGeometryShaderPreamble;
bool mUsesPointSize;
bool mUsesFlatInterpolation;
std::unique_ptr<UniformStorageD3D> mVertexUniformStorage;
std::unique_ptr<UniformStorageD3D> mFragmentUniformStorage;
std::unique_ptr<UniformStorageD3D> mComputeUniformStorage;
std::vector<Sampler> mSamplersPS;
std::vector<Sampler> mSamplersVS;
std::vector<Sampler> mSamplersCS;
GLuint mUsedVertexSamplerRange;
GLuint mUsedPixelSamplerRange;
GLuint mUsedComputeSamplerRange;
bool mDirtySamplerMapping;
// Cache for getPixelExecutableForFramebuffer
std::vector<GLenum> mPixelShaderOutputFormatCache;
AttribIndexArray mAttribLocationToD3DSemantic;
unsigned int mSerial;
std::vector<GLint> mVertexUBOCache;
std::vector<GLint> mFragmentUBOCache;
VertexExecutable::Signature mCachedVertexSignature;
gl::InputLayout mCachedInputLayout;
std::vector<D3DVarying> mStreamOutVaryings;
std::vector<D3DUniform *> mD3DUniforms;
std::vector<D3DUniformBlock> mD3DUniformBlocks;
std::map<std::string, sh::BlockMemberInfo> mBlockInfo;
std::map<std::string, size_t> mBlockDataSizes;
static unsigned int issueSerial();
static unsigned int mCurrentSerial;
};
}
#endif // LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_