Hash :
36a97db1
Author :
Date :
2020-07-02T23:29:45
Vulkan: Compress internal shaders Shaves ~200KB in binary size. The compressed SPIR-V blobs are in most cases a little smaller than 1/3 of the original size. The internal shader blobs at this point take ~100KB. Bug: angleproject:2022 Change-Id: I1a2cec073cb1f330632c8dce7a550a0cca1e373d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2280945 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
To build multiple variations of a shader, add a file named X.json corresponding to shader file X. A variation is generated by building the shader with different definitions (a la glslang_validator’s -DName=1). These definitions come from flags and enumerations defined in the json file. Without a .json file, the shader is generated as is (1 variation).
There are multiple possible fields in the json file:
Flags are shorthand for 2-entry enumerations. Given n flags, there are 2^n variations where every flag is either present or not. For enumerations, only one entry is active in any variation. Thus, an enumeration with n entries generates n variations.
Here is an example json file:
{
"Description": [
"Copyright 2018 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.",
"",
"RayTrace.comp.json: Build parameters for RayTrace.comp."
],
"Flags": [
"NanFilter",
"WorkaroundIntelBug"
],
"RayTraceQuality": [
"IsRTLowRes",
"IsRTHighRes",
"IsRTAwesome"
],
"ImageType": [
"IsR",
"IsRG",
"IsRGB",
"IsRGBA"
]
}
This will generate 2^2 3 4 shaders.