Hash :
a1d5d102
Author :
Date :
2025-07-22T02:15:43
WGSL: Allow matrices as in/out vars in shaders WGSL only supports scalars and vectors in in/out vars in shaders, matrices will need to be broken into column vectors and then put back together at the beginning (or end) of the shader. Arrays also need to be split, which will be done in another CL. Bug: angleproject:42267100 Change-Id: If1ba28c1b687ae0a3a5a554479f0ff0b5d9df39c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6777201 Commit-Queue: Matthew Denton <mpdenton@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Liza Burakova <liza@chromium.org>
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//
// Copyright 2024 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.
//
#include "libANGLE/renderer/wgpu/wgpu_wgsl_util.h"
#include <sstream>
#include <string>
#include "common/PackedEnums.h"
#include "common/PackedGLEnums_autogen.h"
#include "common/log_utils.h"
#include "common/utilities.h"
#include "compiler/translator/wgsl/OutputUniformBlocks.h"
#include "libANGLE/Program.h"
#include "libANGLE/ProgramExecutable.h"
namespace rx
{
namespace webgpu
{
namespace
{
const bool kOutputReplacements = false;
void ReplaceFoundMarker(const std::string &shaderSource,
std::string &newSource,
const std::map<std::string, int> &varNameToLocation,
const char *marker,
const char *markerReplacement,
const char *replacementEnd,
size_t nextMarker,
size_t &currPos)
{
const char *endOfName = " : ";
// Copy up to the next marker
newSource.append(shaderSource, currPos, nextMarker - currPos);
// Extract name from something like `@location(@@@@@@) NAME : TYPE`.
size_t startOfNamePos = nextMarker + strlen(marker);
size_t endOfNamePos = shaderSource.find(endOfName, startOfNamePos, strlen(endOfName));
std::string name(shaderSource.c_str() + startOfNamePos, endOfNamePos - startOfNamePos);
// Use the shader variable's name to get the assigned location
auto locationIter = varNameToLocation.find(name);
if (locationIter == varNameToLocation.end())
{
if (kOutputReplacements)
{
std::cout << "Didn't find " << name << ", so skipping to next semicolon" << std::endl;
}
// This should be an ignored sampler, so just delete it.
size_t endOfLine = shaderSource.find(";\n", nextMarker);
currPos = endOfLine + 2;
return;
}
// TODO(anglebug.com/42267100): if the GLSL input is a matrix there should be multiple
// WGSL input variables (multiple vectors representing the columns of the matrix).
int location = locationIter->second;
std::ostringstream locationReplacementStream;
locationReplacementStream << markerReplacement << location << replacementEnd << " " << name;
if (kOutputReplacements)
{
std::cout << "Replace \"" << marker << name << "\" with \""
<< locationReplacementStream.str() << "\"" << std::endl;
}
// Append the new `@location(N) name` and then continue from the ` : type`.
newSource.append(locationReplacementStream.str());
currPos = endOfNamePos;
}
std::string WgslReplaceMarkers(const std::string &shaderSource,
const std::map<std::string, int> &varNameToLocation)
{
const char *locationMarker = "@location(@@@@@@) ";
const char *bindingMarker = "@group(1) @binding(@@@@@@) var ";
std::string newSource;
newSource.reserve(shaderSource.size());
size_t currPos = 0;
while (true)
{
size_t nextMarker = shaderSource.find(locationMarker, currPos, strlen(locationMarker));
if (nextMarker != std::string::npos)
{
ReplaceFoundMarker(shaderSource, newSource, varNameToLocation, locationMarker,
"@location(", ")", nextMarker, currPos);
}
else if ((nextMarker = shaderSource.find(bindingMarker, currPos, strlen(bindingMarker))) !=
std::string::npos)
{
ReplaceFoundMarker(shaderSource, newSource, varNameToLocation, bindingMarker,
"@group(1) @binding(", ") var", nextMarker, currPos);
}
else
{
// Copy the rest of the shader and end the loop.
newSource.append(shaderSource, currPos);
break;
}
}
return newSource;
}
void AddShaderVarLocation(std::map<std::string, int> &varNameToLocation,
std::string varName,
int &startLoc,
GLenum varType,
unsigned int arraySize)
{
ASSERT(!gl::IsSamplerType(varType));
if (!arraySize && !gl::IsMatrixType(varType))
{
ASSERT(varNameToLocation.find(varName) == varNameToLocation.end());
varNameToLocation[varName] = startLoc++;
return;
}
if (arraySize)
{
// TODO(anglebug.com/42267100): need to support arrays (of scalars, vectors, and matrices).
UNIMPLEMENTED();
return;
}
if (gl::IsMatrixType(varType))
{
// Split into column vectors.
for (int i = 0; i < gl::VariableColumnCount(varType); i++)
{
std::string fullVarName = varName + "_col" + std::to_string(i);
ASSERT(varNameToLocation.find(fullVarName) == varNameToLocation.end());
varNameToLocation[fullVarName] = startLoc++;
}
}
}
} // namespace
template <typename T>
std::string WgslAssignLocationsAndSamplerBindings(const gl::ProgramExecutable &executable,
const std::string &shaderSource,
const std::vector<T> shaderVars,
const gl::ProgramMergedVaryings &mergedVaryings,
gl::ShaderType shaderType)
{
std::map<std::string, int> varNameToLocation;
for (const T &shaderVar : shaderVars)
{
if (shaderVar.isBuiltIn())
{
continue;
}
int loc = shaderVar.getLocation();
AddShaderVarLocation(varNameToLocation, shaderVar.name, loc, shaderVar.getType(),
shaderVar.isArray() ? shaderVar.getBasicTypeElementCount() : 0u);
}
int currLocMarker = 0;
for (const gl::ProgramVaryingRef &linkedVarying : mergedVaryings)
{
gl::ShaderBitSet supportedShaderStages =
gl::ShaderBitSet({gl::ShaderType::Vertex, gl::ShaderType::Fragment});
ASSERT(linkedVarying.frontShaderStage == gl::ShaderType::InvalidEnum ||
supportedShaderStages.test(linkedVarying.frontShaderStage));
ASSERT(linkedVarying.backShaderStage == gl::ShaderType::InvalidEnum ||
supportedShaderStages.test(linkedVarying.backShaderStage));
if (!linkedVarying.frontShader && !linkedVarying.backShader)
{
continue;
}
const sh::ShaderVariable *shaderVar = shaderType == gl::ShaderType::Vertex
? linkedVarying.frontShader
: linkedVarying.backShader;
if (shaderVar)
{
if (shaderVar->isBuiltIn())
{
continue;
}
AddShaderVarLocation(varNameToLocation, shaderVar->name, currLocMarker, shaderVar->type,
shaderVar->isArray() ? shaderVar->getBasicTypeElementCount() : 0u);
}
else
{
const sh::ShaderVariable *otherShaderVar = shaderType == gl::ShaderType::Vertex
? linkedVarying.backShader
: linkedVarying.frontShader;
if (!otherShaderVar->isBuiltIn())
{
// Increment `currLockMarker` to keep locations in sync with the WGSL source
// generated for the other shader stage, which will also have incremented
// `currLocMarker` when seeing this variable.
currLocMarker++;
}
}
}
const std::vector<gl::SamplerBinding> &samplerBindings = executable.getSamplerBindings();
// GLSL samplers are split into WGSL samplers/textures and need to be assigned consecutive
// locations, alternating between a sampler and its corresponding texture.
// The WGPU backend will read the same metadata and lay out its bind groups in the same
// alternating fashion.
for (uint32_t textureIndex = 0; textureIndex < samplerBindings.size(); ++textureIndex)
{
if (samplerBindings[textureIndex].textureUnitsCount != 1)
{
// TODO(anglebug.com/389145696): implement sampler arrays.
UNIMPLEMENTED();
continue;
}
// Get the name of the sampler variable from the uniform metadata.
uint32_t uniformIndex = executable.getUniformIndexFromSamplerIndex(textureIndex);
const std::string &uniformName = executable.getUniformNames()[uniformIndex];
std::string mappedSamplerName = sh::WGSLGetMappedSamplerName(uniformName);
varNameToLocation[std::string(sh::kAngleSamplerPrefix) + mappedSamplerName] =
textureIndex * 2;
varNameToLocation[std::string(sh::kAngleTexturePrefix) + mappedSamplerName] =
textureIndex * 2 + 1;
}
return WgslReplaceMarkers(shaderSource, varNameToLocation);
}
template std::string WgslAssignLocationsAndSamplerBindings<gl::ProgramInput>(
const gl::ProgramExecutable &executable,
const std::string &shaderSource,
const std::vector<gl::ProgramInput> shaderVars,
const gl::ProgramMergedVaryings &mergedVaryings,
gl::ShaderType shaderType);
template std::string WgslAssignLocationsAndSamplerBindings<gl::ProgramOutput>(
const gl::ProgramExecutable &executable,
const std::string &shaderSource,
const std::vector<gl::ProgramOutput> shaderVars,
const gl::ProgramMergedVaryings &mergedVaryings,
gl::ShaderType shaderType);
} // namespace webgpu
} // namespace rx