Hash :
9b4e8626
Author :
Date :
2015-12-22T15:53:22
Redesign samplers in shaders on D3D11
Translation of samplers to HLSL on D3D11 is changed as follows:
Instead of passing around HLSL sampler and HLSL texture references in
shaders, all references to ESSL samplers are converted to constant
indices within the shader body. Each ESSL sampler is identified by an
unique index. In the code generated to implement ESSL texture functions,
these indices are used to index arrays of HLSL samplers and HLSL
textures to get the sampler and texture to use.
HLSL textures and samplers are grouped into arrays by their types. Each
unique combination of a HLSL texture type + HLSL sampler type gets its
own array. To convert a unique sampler index to an index to one of these
arrays, a constant offset is applied. In the most common case of a 2D
texture and a regular (non-comparison) sampler, the index offset is
always zero and is omitted.
The end goal of this refactoring is to make adding extra metadata for
samplers easier. The unique sampler index can be used in follow-up
changes to index an array of metadata passed in uniforms, which can
contain such things as the base level of the texture.
This does not solve the issues with samplers in structs.
The interface from the point of view of libANGLE is still exactly the
same, the only thing that changes is how samplers are handled inside the
shader.
On feature level 9_3, the D3D compiler has a bug where it can report that
the maximum sampler index is exceeded when in fact it is not. This can
happen when an array of samplers is declared in the shader. Because of
this the new approach can't be used on D3D11 feature level 9_3, but it
will continue using the old approach instead.
BUG=angleproject:1261
TEST=angle_end2end_tests,
dEQP-GLES3.functional.shaders.texture_functions.* (no regressions)
dEQP-GLES3.functional.texture.units.* (no regressions)
Change-Id: I5fbb0c4280000202dc2795a628b56bd8194ef96f
Reviewed-on: https://chromium-review.googlesource.com/320571
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Tryjob-Request: Olli Etuaho <oetuaho@nvidia.com>
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//
// Copyright (c) 2015 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.
//
// UnrollFlatten_test.cpp:
// Test for the outputting of [[unroll]] and [[flatten]] for the D3D compiler.
// This test can only be enabled when HLSL support is enabled.
//
#include "angle_gl.h"
#include "common/angleutils.h"
#include "gtest/gtest.h"
#include "GLSLANG/ShaderLang.h"
#include "tests/test_utils/compiler_test.h"
namespace
{
class UnrollFlattenTest : public testing::Test
{
public:
UnrollFlattenTest() {}
protected:
void compile(const std::string &shaderString)
{
std::string infoLog;
bool compilationSuccess =
compileTestShader(GL_FRAGMENT_SHADER, SH_GLES2_SPEC, SH_HLSL_4_1_OUTPUT, shaderString,
SH_VARIABLES, &mTranslatedSource, &infoLog);
if (!compilationSuccess)
{
FAIL() << "Shader compilation failed " << infoLog;
}
// Ignore the beginning of the shader to avoid the definitions of LOOP and FLATTEN
mCurrentPosition = static_cast<int>(mTranslatedSource.find("GL_USES_FRAG_COLOR"));
}
void expect(const char *patterns[], size_t count)
{
const char *badPatterns[] = { UNROLL, FLATTEN };
for (size_t i = 0; i < count; i++)
{
const char *pattern = patterns[i];
auto position = mTranslatedSource.find(pattern, mCurrentPosition);
if (position == std::string::npos)
{
FAIL() << "Couldn't find '" << pattern << "' after expectations '"
<< mExpectationList << "' in translated source:\n" << mTranslatedSource;
}
for (size_t j = 0; j < ArraySize(badPatterns); j++)
{
const char *badPattern = badPatterns[j];
if (pattern != badPattern &&
mTranslatedSource.find(badPattern, mCurrentPosition) < position)
{
FAIL() << "Found '" << badPattern << "' before '" << pattern << "' after expectations '"
<< mExpectationList << "' in translated source:\n" << mTranslatedSource;
}
}
mExpectationList += " - " + std::string(pattern);
mCurrentPosition = static_cast<int>(position) + 1;
}
}
static const char *UNROLL;
static const char *FLATTEN;
private:
std::string mTranslatedSource;
int mCurrentPosition;
std::string mExpectationList;
};
const char *UnrollFlattenTest::UNROLL = "LOOP";
const char *UnrollFlattenTest::FLATTEN = "FLATTEN";
// Check that the nothing is added if there is no gradient operation
// even when there is ifs and discontinuous loops
TEST_F(UnrollFlattenTest, NoGradient)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform float f;\n"
"float fun(float a){\n" // 1
" if (a > 1.0) {return f;}\n" // 2
" else {return a + 1.0;}\n"
"}\n"
"float fun2(float a){\n" // 3
" for (int i = 0; i < 10; i++) {\n" // 4
" if (a > 1.0) {break;}\n" // 5
" a = fun(a);\n" // 6
" }\n"
" return a;\n"
"}\n"
"void main() {\n"
" float accum = 0.0;\n"
" if (f < 5.0) {accum = fun2(accum);}\n" // 7
" gl_FragColor = vec4(accum);\n"
"}\n";
compile(shaderString);
// 1 - shouldn't get a Lod0 version generated
// 2 - no FLATTEN because does not contain discont loop
// 3 - shouldn't get a Lod0 version generated
// 4 - no LOOP because discont, and also no gradient
// 5 - no FLATTEN because does not contain loop with a gradient
// 6 - call non-Lod0 version
// 7 - no FLATTEN
const char *expectations[] =
{
"fun(", "if",
"fun2(", "for", "if", "break", "fun(",
"main(", "if", "fun2("
};
expect(expectations, ArraySize(expectations));
}
// Check that when we have a gradient in a non-discontinuous loop
// we use the regular version of the functions. Also checks that
// LOOP is generated for the loop containing the gradient.
TEST_F(UnrollFlattenTest, GradientNotInDiscont)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform float f;\n"
"uniform sampler2D tex;"
"float fun(float a){\n" // 1
" return texture2D(tex, vec2(0.5, f)).x;\n" // 2
"}\n"
"float fun2(float a){\n" // 3
" for (int i = 0; i < 10; i++) {\n" // 4
" if (a > 1.0) {}\n" // 5
" a = fun(a);\n" // 6
" a += texture2D(tex, vec2(a, 0.0)).x;" // 7
" }\n"
" return a;\n"
"}\n"
"void main() {\n"
" float accum = 0.0;\n"
" if (f < 5.0) {accum = fun2(accum);}\n" // 8
" gl_FragColor = vec4(accum);\n"
"}\n";
// 1 - shouldn't get a Lod0 version generated
// 2 - no Lod0 version generated
// 3 - shouldn't get a Lod0 version generated (not in discont loop)
// 4 - should have LOOP because it contains a gradient operation (even if Lod0)
// 5 - no FLATTEN because doesn't contain loop with a gradient
// 6 - call non-Lod0 version
// 7 - call non-Lod0 version
// 8 - FLATTEN because it contains a loop with a gradient
compile(shaderString);
const char *expectations[] =
{
"fun(", "texture2D(",
"fun2(", "LOOP", "for", "if", "fun(", "texture2D(",
"main(", "FLATTEN", "if", "fun2("
};
expect(expectations, ArraySize(expectations));
}
// Check that when we have a gradient in a discontinuous loop
// we use the Lod0 version of the functions.
TEST_F(UnrollFlattenTest, GradientInDiscont)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform float f;\n"
"uniform sampler2D tex;"
"float fun(float a){\n" // 1
" return texture2D(tex, vec2(0.5, f)).x;\n" // 2
"}\n"
"float fun2(float a){\n" // 3
" for (int i = 0; i < 10; i++) {\n" // 4
" if (a > 1.0) {break;}\n" // 5
" a = fun(a);\n" // 6
" a += texture2D(tex, vec2(a, 0.0)).x;" // 7
" }\n"
" return a;\n"
"}\n"
"void main() {\n"
" float accum = 0.0;\n"
" if (f < 5.0) {accum = fun2(accum);}\n" // 8
" gl_FragColor = vec4(accum);\n"
"}\n";
// 1 - should get a Lod0 version generated (gradient + discont loop)
// 2 - will get the Lod0 if in funLod0
// 3 - shouldn't get a Lod0 version generated (not in discont loop)
// 4 - should have LOOP because it contains a gradient operation (even if Lod0)
// 5 - no FLATTEN because doesn't contain a loop with a gradient
// 6 - call Lod0 version
// 7 - call Lod0 version
// 8 - FLATTEN because it contains a loop with a gradient
compile(shaderString);
const char *expectations[] =
{
"fun(", "texture2D(",
"funLod0(", "texture2DLod0(",
"fun2(", "LOOP", "for", "if", "break", "funLod0(", "texture2DLod0",
"main(", "FLATTEN", "if", "fun2("
};
expect(expectations, ArraySize(expectations));
}
}