Hash :
fc4fc174
Author :
Date :
2024-12-10T22:01:28
Vulkan: Prevent crash with D/S FF without D/S attachment The spec says that the values for gl_LastFragDepth/StencilARM are undefined if there is no depth/stencil attachment. This "just" works on tiling GPUs, because reading input attachments simply translates to reading _something_ from the tile memory. For ANGLE, the situation is a little more complicated. ANGLE has to bind descriptors for input attachments (because non-tilers read from the input attachment descriptor instead of using the knowledge that input and color/depth/stencil attachments are one and the same thing in tile memory). When a depth/stencil attachment is missing, there is no image to bind to the descriptor set. ANGLE cannot skip binding an image to the descriptor set, because OpImageRead (translated from subpassLoad()) attempts to access the input descriptor; skipping this causes an internal crash in SwiftShader for example. ANGLE cannot bind a bogus image as input attachment, as Vulkan requires that input attachments are also color/depth/stencil attachments. ANGLE _could_ bind a bogus image as input attachment and also as depth/stencil attachment. This is rather risky, as it then also has to be careful to make sure that depth/stencil attachment is never actually used (i.e. it affects the depth/stencil state, load/store ops etc). In this change, the shader itself is modified to remove references to the depth/stencil input attachments if the attachment is missing. This is rather inefficient, as it means the pipeline warmup will not produce a usable pipeline, but it's accepted as a workaround for something apps shouldn't really be doing. Bug: angleproject:376572258 Change-Id: I0de68252b61615cb82cba7d1730699aadf41e92f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6085368 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Yuxin Hu <yuxinhu@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 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.
//
// Utilities to map shader interface variables to Vulkan mappings, and transform the SPIR-V
// accordingly.
//
#ifndef LIBANGLE_RENDERER_VULKAN_SPV_UTILS_H_
#define LIBANGLE_RENDERER_VULKAN_SPV_UTILS_H_
#include <functional>
#include "common/spirv/spirv_types.h"
#include "libANGLE/renderer/ProgramImpl.h"
#include "libANGLE/renderer/renderer_utils.h"
#include "platform/autogen/FeaturesVk_autogen.h"
namespace rx
{
class ShaderInterfaceVariableInfoMap;
struct SpvProgramInterfaceInfo
{
uint32_t currentUniformBindingIndex = 0;
uint32_t currentTextureBindingIndex = 0;
uint32_t currentShaderResourceBindingIndex = 0;
uint32_t locationsUsedForXfbExtension = 0;
};
struct SpvSourceOptions
{
uint32_t maxColorInputAttachmentCount = 0;
bool supportsTransformFeedbackExtension = false;
bool supportsTransformFeedbackEmulation = false;
bool enableTransformFeedbackEmulation = false;
bool supportsDepthStencilInputAttachments = false;
};
SpvSourceOptions SpvCreateSourceOptions(const angle::FeaturesVk &features,
uint32_t maxColorInputAttachmentCount);
struct SpvTransformOptions
{
gl::ShaderType shaderType = gl::ShaderType::InvalidEnum;
bool isLastPreFragmentStage = false;
bool isTransformFeedbackStage = false;
bool isTransformFeedbackEmulated = false;
bool isMultisampledFramebufferFetch = false;
bool enableSampleShading = false;
bool validate = true;
bool useSpirvVaryingPrecisionFixer = false;
bool removeDepthStencilInput = false;
};
struct ShaderInterfaceVariableXfbInfo
{
static constexpr uint32_t kInvalid = std::numeric_limits<uint32_t>::max();
ANGLE_ENABLE_STRUCT_PADDING_WARNINGS
struct PODStruct
{
// Used by both extension and emulation
uint32_t buffer = kInvalid;
uint32_t offset = kInvalid;
uint32_t stride = kInvalid;
// Used only by emulation (array index support is missing from VK_EXT_transform_feedback)
uint32_t arraySize = kInvalid;
uint32_t columnCount = kInvalid;
uint32_t rowCount = kInvalid;
uint32_t arrayIndex = kInvalid;
GLenum componentType = GL_FLOAT;
} pod;
ANGLE_DISABLE_STRUCT_PADDING_WARNINGS
// If empty, the whole array is captured. Otherwise only the specified members are captured.
std::vector<ShaderInterfaceVariableXfbInfo> arrayElements;
};
// Information for each shader interface variable. Not all fields are relevant to each shader
// interface variable. For example opaque uniforms require a set and binding index, while vertex
// attributes require a location.
ANGLE_ENABLE_STRUCT_PADDING_WARNINGS
struct ShaderInterfaceVariableInfo
{
ShaderInterfaceVariableInfo()
: descriptorSet(kInvalid),
binding(kInvalid),
location(kInvalid),
component(kInvalid),
index(kInvalid),
useRelaxedPrecision(false),
varyingIsInput(false),
varyingIsOutput(false),
hasTransformFeedback(false),
isArray(false),
padding(0),
attributeComponentCount(0),
attributeLocationCount(0)
{}
static constexpr uint32_t kInvalid = std::numeric_limits<uint32_t>::max();
// Used for interface blocks and opaque uniforms.
uint32_t descriptorSet;
uint32_t binding;
// Used for vertex attributes, fragment shader outputs and varyings. There could be different
// variables that share the same name, such as a vertex attribute and a fragment output. They
// will share this object since they have the same name, but will find possibly different
// locations in their respective slots.
uint32_t location;
uint32_t component;
uint32_t index;
// The stages this shader interface variable is active.
gl::ShaderBitSet activeStages;
// Indicates that the precision needs to be modified in the generated SPIR-V
// to support only transferring medium precision data when there's a precision
// mismatch between the shaders. For example, either the VS casts highp->mediump
// or the FS casts mediump->highp.
uint8_t useRelaxedPrecision : 1;
// Indicate if varying is input or output, or both (in case of for example gl_Position in a
// geometry shader)
uint8_t varyingIsInput : 1;
uint8_t varyingIsOutput : 1;
uint8_t hasTransformFeedback : 1;
uint8_t isArray : 1;
uint8_t padding : 3;
// For vertex attributes, this is the number of components / locations. These are used by the
// vertex attribute aliasing transformation only.
uint8_t attributeComponentCount;
uint8_t attributeLocationCount;
};
ANGLE_DISABLE_STRUCT_PADDING_WARNINGS
struct XFBInterfaceVariableInfo
{
// Used for transform feedback extension to decorate vertex shader output.
ShaderInterfaceVariableXfbInfo xfb;
std::vector<ShaderInterfaceVariableXfbInfo> fieldXfb;
};
using XFBVariableInfoPtr = std::unique_ptr<XFBInterfaceVariableInfo>;
uint32_t SpvGetXfbBufferBlockId(const uint32_t bufferIndex);
void SpvAssignLocations(const SpvSourceOptions &options,
const gl::ProgramExecutable &programExecutable,
const gl::ProgramVaryingPacking &varyingPacking,
const gl::ShaderType transformFeedbackStage,
SpvProgramInterfaceInfo *programInterfaceInfo,
ShaderInterfaceVariableInfoMap *variableInfoMapOut);
void SpvAssignTransformFeedbackLocations(gl::ShaderType shaderType,
const gl::ProgramExecutable &programExecutable,
bool isTransformFeedbackStage,
SpvProgramInterfaceInfo *programInterfaceInfo,
ShaderInterfaceVariableInfoMap *variableInfoMapOut);
// Retrieves the compiled SPIR-V code for each shader stage.
void SpvGetShaderSpirvCode(const gl::ProgramState &programState,
gl::ShaderMap<const angle::spirv::Blob *> *spirvBlobsOut);
// Calls |SpvAssign*Locations| as necessary.
void SpvAssignAllLocations(const SpvSourceOptions &options,
const gl::ProgramState &programState,
const gl::ProgramLinkedResources &resources,
ShaderInterfaceVariableInfoMap *variableInfoMapOut);
angle::Result SpvTransformSpirvCode(const SpvTransformOptions &options,
const ShaderInterfaceVariableInfoMap &variableInfoMap,
const angle::spirv::Blob &initialSpirvBlob,
angle::spirv::Blob *spirvBlobOut);
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_SPV_UTILS_H_