Hash :
5e13757b
Author :
Date :
2020-05-11T00:50:00
Metal: Fix array of structs containing array of samplers bug. Previously ProgramMtl could try to bind fixed slots to samplers based on layout (set=..., binding=...). However, GLSL layout model is different from Metal slots assignment. For example, The following is valid layout in GLSL: - array samplers A[2] is bound to index 0. - array samplers B[2] is bound to index 1. It is invalid to do so in Metal, since A occupies 2 slots, thus samplers B[2] must be bound to slots starting from 2. New binding method: let spirv-cross auto assigns the texture slots and retrieve them after compilation. Incomplete textures moved to ContextMtl using IncompleteTextureSet. New test added: GLSLTest.ArrayOfStructContainingArrayOfSamplers. Bug: angleproject:2634 Change-Id: Ib0edaaf8b20512e1272c37c1d4b16a88a5b35e75 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2193193 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
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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.
//
// GlslangUtils: Wrapper for Khronos's glslang compiler.
//
#ifndef LIBANGLE_RENDERER_METAL_GLSLANGWRAPPER_H_
#define LIBANGLE_RENDERER_METAL_GLSLANGWRAPPER_H_
#include "libANGLE/Caps.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/ProgramImpl.h"
#include "libANGLE/renderer/glslang_wrapper_utils.h"
#include "libANGLE/renderer/metal/mtl_common.h"
namespace rx
{
namespace mtl
{
struct SamplerBinding
{
uint32_t textureBinding = 0;
uint32_t samplerBinding = 0;
};
struct TranslatedShaderInfo
{
std::array<SamplerBinding, kMaxGLSamplerBindings> actualSamplerBindings;
// NOTE(hqle): UBO, XFB bindings.
};
void GlslangGetShaderSource(const gl::ProgramState &programState,
const gl::ProgramLinkedResources &resources,
gl::ShaderMap<std::string> *shaderSourcesOut,
ShaderMapInterfaceVariableInfoMap *variableInfoMapOut);
angle::Result GlslangGetShaderSpirvCode(ErrorHandler *context,
const gl::ShaderBitSet &linkedShaderStages,
const gl::Caps &glCaps,
const gl::ShaderMap<std::string> &shaderSources,
const ShaderMapInterfaceVariableInfoMap &variableInfoMap,
gl::ShaderMap<std::vector<uint32_t>> *shaderCodeOut);
// Translate from SPIR-V code to Metal shader source code.
angle::Result SpirvCodeToMsl(Context *context,
const gl::ProgramState &programState,
gl::ShaderMap<std::vector<uint32_t>> *sprivShaderCode,
gl::ShaderMap<TranslatedShaderInfo> *mslShaderInfoOut,
gl::ShaderMap<std::string> *mslCodeOut);
} // namespace mtl
} // namespace rx
#endif /* LIBANGLE_RENDERER_METAL_GLSLANGWRAPPER_H_ */