Hash :
6f80f0f0
Author :
Date :
2022-08-06T02:29:19
Translator: Clean up the compile flag passing interface Historically, compile flags were sent to the translator as a bitmask. Recently, we were getting close to running out of bits. Additionally, direct-to-metal work had started to introduce constants to be passed to the translator, which were misplaced in ShBuiltInResources and Caps. Recent work on Pixel Local Storage adds even more constants, aggravating the situation. In this change, the interface to passing compile flags is reworked. A struct is passed (instead of a bitmask) that has one bit for each flag. This can be indefinitely extended. Additionally, the constants needed by metal and PLS are also placed in this struct. In turn, the backends can set these options directly, and don't have to hack them into Caps to further get hacked into ShBuiltInResources. Bug: angleproject:7559 Change-Id: If93f1e1b8818ad3a0ac708ab04ab93b4b397d114 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3812562 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com> Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 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.
//
// ShaderD3D.h: Defines the rx::ShaderD3D class which implements rx::ShaderImpl.
#ifndef LIBANGLE_RENDERER_D3D_SHADERD3D_H_
#define LIBANGLE_RENDERER_D3D_SHADERD3D_H_
#include "libANGLE/renderer/ShaderImpl.h"
#include <map>
namespace angle
{
struct FeaturesD3D;
} // namespace angle
namespace gl
{
struct Extensions;
}
namespace rx
{
class DynamicHLSL;
class RendererD3D;
struct D3DUniform;
// Workarounds attached to each shader. Do not need to expose information about these workarounds so
// a simple bool struct suffices.
struct CompilerWorkaroundsD3D
{
bool skipOptimization = false;
bool useMaxOptimization = false;
// IEEE strictness needs to be enabled for NANs to work.
bool enableIEEEStrictness = false;
};
class ShaderD3D : public ShaderImpl
{
public:
ShaderD3D(const gl::ShaderState &state, RendererD3D *renderer);
~ShaderD3D() override;
std::shared_ptr<WaitableCompileEvent> compile(const gl::Context *context,
gl::ShCompilerInstance *compilerInstance,
ShCompileOptions *options) override;
std::string getDebugInfo() const override;
// D3D-specific methods
void uncompile();
bool hasUniform(const std::string &name) const;
// Query regular uniforms with their name. Query sampler fields of structs with field selection
// using dot (.) operator.
unsigned int getUniformRegister(const std::string &uniformName) const;
unsigned int getUniformBlockRegister(const std::string &blockName) const;
bool shouldUniformBlockUseStructuredBuffer(const std::string &blockName) const;
unsigned int getShaderStorageBlockRegister(const std::string &blockName) const;
unsigned int getReadonlyImage2DRegisterIndex() const { return mReadonlyImage2DRegisterIndex; }
unsigned int getImage2DRegisterIndex() const { return mImage2DRegisterIndex; }
bool useImage2DFunction(const std::string &functionName) const;
const std::set<std::string> &getSlowCompilingUniformBlockSet() const;
void appendDebugInfo(const std::string &info) const { mDebugInfo += info; }
void generateWorkarounds(CompilerWorkaroundsD3D *workarounds) const;
bool usesMultipleRenderTargets() const { return mUsesMultipleRenderTargets; }
bool usesFragColor() const { return mUsesFragColor; }
bool usesFragData() const { return mUsesFragData; }
bool usesSecondaryColor() const { return mUsesSecondaryColor; }
bool usesFragCoord() const { return mUsesFragCoord; }
bool usesFrontFacing() const { return mUsesFrontFacing; }
bool usesHelperInvocation() const { return mUsesHelperInvocation; }
bool usesPointSize() const { return mUsesPointSize; }
bool usesPointCoord() const { return mUsesPointCoord; }
bool usesDepthRange() const { return mUsesDepthRange; }
bool usesFragDepth() const { return mUsesFragDepth; }
bool usesVertexID() const { return mUsesVertexID; }
bool usesViewID() const { return mUsesViewID; }
bool hasANGLEMultiviewEnabled() const { return mHasANGLEMultiviewEnabled; }
ShShaderOutput getCompilerOutputType() const;
private:
bool mUsesMultipleRenderTargets;
bool mUsesFragColor;
bool mUsesFragData;
bool mUsesSecondaryColor;
bool mUsesFragCoord;
bool mUsesFrontFacing;
bool mUsesHelperInvocation;
bool mUsesPointSize;
bool mUsesPointCoord;
bool mUsesDepthRange;
bool mUsesFragDepth;
bool mHasANGLEMultiviewEnabled;
bool mUsesVertexID;
bool mUsesViewID;
bool mUsesDiscardRewriting;
bool mUsesNestedBreak;
bool mRequiresIEEEStrictCompiling;
RendererD3D *mRenderer;
ShShaderOutput mCompilerOutputType;
mutable std::string mDebugInfo;
std::map<std::string, unsigned int> mUniformRegisterMap;
std::map<std::string, unsigned int> mUniformBlockRegisterMap;
std::map<std::string, bool> mUniformBlockUseStructuredBufferMap;
std::set<std::string> mSlowCompilingUniformBlockSet;
std::map<std::string, unsigned int> mShaderStorageBlockRegisterMap;
unsigned int mReadonlyImage2DRegisterIndex;
unsigned int mImage2DRegisterIndex;
std::set<std::string> mUsedImage2DFunctionNames;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_SHADERD3D_H_