Hash :
d7475437
Author :
Date :
2020-10-20T15:04:18
Vulkan: Support vertex attribute aliasing for matrix types
This change builds on vertex attribute aliasing SPIR-V tranformation for
non-matrix types to add support for matrix attribute types. This is
done by turning every matrix attribute declaration into multiple vector
attribute declarations, and reusing the same mechanism for resolving
aliasing between non-matrix types.
Take the following example:
attribute mat4 a; // location 0
attribute vec3 b; // location 1
attribute mat3 c; // location 1
attribute vec4 d; // location 2
The shader is modified as such:
attribute vec4 a_0; // location 0
attribute vec4 a_1; // location 1
attribute vec4 a_2; // location 2
attribute vec4 a_3; // location 3
attribute vec3 c_0; // location 4
attribute vec4 d; // location 5
attribute vec3 c_2; // location 6
mat4 a;
mat3 c;
and in the beginning of main(), the following code is inserted:
a = mat4(a_0, a_1, a_2, a_3);
c = mat3(c_0, d.xyz, c_2);
The shader continues to use a and c as before.
Bug: angleproject:4249
Change-Id: Idfcb8c6037ca0c1f21de8203d7e2a1b66fed6e7e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2488128
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Charlie Lao <cclao@google.com>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158
//
// 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.
//
// Wrapper for Khronos glslang compiler. This file is used by Vulkan and Metal backends.
//
#ifndef LIBANGLE_RENDERER_GLSLANG_WRAPPER_UTILS_H_
#define LIBANGLE_RENDERER_GLSLANG_WRAPPER_UTILS_H_
#include <functional>
#include "libANGLE/renderer/ProgramImpl.h"
namespace rx
{
enum class GlslangError
{
InvalidShader,
InvalidSpirv,
};
constexpr gl::ShaderMap<const char *> kDefaultUniformNames = {
{gl::ShaderType::Vertex, sh::vk::kDefaultUniformsNameVS},
{gl::ShaderType::Geometry, sh::vk::kDefaultUniformsNameGS},
{gl::ShaderType::Fragment, sh::vk::kDefaultUniformsNameFS},
{gl::ShaderType::Compute, sh::vk::kDefaultUniformsNameCS},
};
struct GlslangProgramInterfaceInfo
{
// Uniforms set index:
uint32_t uniformsAndXfbDescriptorSetIndex;
uint32_t currentUniformBindingIndex;
// Textures set index:
uint32_t textureDescriptorSetIndex;
uint32_t currentTextureBindingIndex;
// Other shader resources set index:
uint32_t shaderResourceDescriptorSetIndex;
uint32_t currentShaderResourceBindingIndex;
// ANGLE driver uniforms set index:
uint32_t driverUniformsDescriptorSetIndex;
uint32_t locationsUsedForXfbExtension;
};
struct GlslangSourceOptions
{
bool useOldRewriteStructSamplers = false;
bool supportsTransformFeedbackExtension = false;
bool emulateTransformFeedback = false;
bool emulateBresenhamLines = false;
};
using SpirvBlob = std::vector<uint32_t>;
using GlslangErrorCallback = std::function<angle::Result(GlslangError)>;
// 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.
struct ShaderInterfaceVariableInfo
{
ShaderInterfaceVariableInfo();
static constexpr uint32_t kInvalid = std::numeric_limits<uint32_t>::max();
// Used for interface blocks and opaque uniforms.
uint32_t descriptorSet = kInvalid;
uint32_t binding = kInvalid;
// 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 = kInvalid;
uint32_t component = kInvalid;
// The stages this shader interface variable is active.
gl::ShaderBitSet activeStages;
// Used for transform feedback extension to decorate vertex shader output.
uint32_t xfbBuffer = kInvalid;
uint32_t xfbOffset = kInvalid;
uint32_t xfbStride = kInvalid;
// 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.
bool useRelaxedPrecision = false;
// Indicate if varying is input or output
bool varyingIsOutput = false;
// For vertex attributes, this is the number of components / locations. These are used by the
// vertex attribute aliasing transformation only.
uint8_t attributeComponentCount = 0;
uint8_t attributeLocationCount = 0;
};
// TODO: http://anglebug.com/4524: Need a different hash key than a string, since
// that's slow to calculate.
using ShaderInterfaceVariableInfoMap = std::unordered_map<std::string, ShaderInterfaceVariableInfo>;
using ShaderMapInterfaceVariableInfoMap = gl::ShaderMap<ShaderInterfaceVariableInfoMap>;
void GlslangInitialize();
void GlslangRelease();
bool GetImageNameWithoutIndices(std::string *name);
// Get the mapped sampler name after the soure is transformed by GlslangGetShaderSource()
std::string GetMappedSamplerNameOld(const std::string &originalName);
std::string GlslangGetMappedSamplerName(const std::string &originalName);
std::string GetXfbBufferName(const uint32_t bufferIndex);
// NOTE: options.emulateTransformFeedback is ignored in this case. It is assumed to be always true.
void GlslangGenTransformFeedbackEmulationOutputs(
const GlslangSourceOptions &options,
const gl::ProgramState &programState,
GlslangProgramInterfaceInfo *programInterfaceInfo,
std::string *vertexShader,
ShaderInterfaceVariableInfoMap *variableInfoMapOut);
void GlslangAssignLocations(const GlslangSourceOptions &options,
const gl::ProgramExecutable &programExecutable,
const gl::ShaderType shaderType,
GlslangProgramInterfaceInfo *programInterfaceInfo,
gl::ShaderMap<ShaderInterfaceVariableInfoMap> *variableInfoMapOut);
// Transform the source to include actual binding points for various shader resources (textures,
// buffers, xfb, etc). For some variables, these values are instead output to the variableInfoMap
// to be set during a SPIR-V transformation. This is a transitory step towards moving all variables
// to this map, at which point GlslangGetShaderSpirvCode will also be called by this function.
void GlslangGetShaderSource(const GlslangSourceOptions &options,
const gl::ProgramState &programState,
const gl::ProgramLinkedResources &resources,
GlslangProgramInterfaceInfo *programInterfaceInfo,
gl::ShaderMap<std::string> *shaderSourcesOut,
ShaderMapInterfaceVariableInfoMap *variableInfoMapOut);
angle::Result GlslangTransformSpirvCode(const GlslangErrorCallback &callback,
const gl::ShaderType shaderType,
bool removeEarlyFragmentTestsOptimization,
bool removeDebugInfo,
const ShaderInterfaceVariableInfoMap &variableInfoMap,
const SpirvBlob &initialSpirvBlob,
SpirvBlob *spirvBlobOut);
angle::Result GlslangGetShaderSpirvCode(const GlslangErrorCallback &callback,
const gl::ShaderBitSet &linkedShaderStages,
const gl::Caps &glCaps,
const gl::ShaderMap<std::string> &shaderSources,
gl::ShaderMap<SpirvBlob> *spirvBlobsOut);
angle::Result GlslangCompileShaderOneOff(const GlslangErrorCallback &callback,
gl::ShaderType shaderType,
const std::string &shaderSource,
SpirvBlob *spirvBlobOut);
} // namespace rx
#endif // LIBANGLE_RENDERER_GLSLANG_WRAPPER_UTILS_H_