Hash :
8c78ce4b
Author :
Date :
2018-12-16T19:14:58
Use visitor pattern for Shader Variable APIs. In many places in ANGLE we need to traverse a ShaderVariable tree. We do this to store uniform offset and other information, to flatten the tree of uniforms for the front-end, or to produce active variable lists for uniform and shader storage blocks. In each case, we would write separate tree traversal code. This patch introduces a shared visitor pattern for all of the shader variable tree traversal instances. With that get more common code. Also it is easier to write new variable traversals. ProgramD3D and ProgramLinkedResources in particular get nice simplificiations. The visitor object recieves callbacks from the traversal when entering structs, array elements, and new variables. The visitor can treat these differently depending on the use case. A common visitor that constructs full variable names is used as a base class in several places. Also moves the 'isRowMajorLayout' from sh::InterfaceBlockField to sh::ShaderVariable. This allows us to forgo using templates in several call sites. Bug: angleproject:3024 Change-Id: I472d81ec775e2eee92fb3d2eb0ca83860221ba2e Reviewed-on: https://chromium-review.googlesource.com/c/1358722 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
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//
// Copyright (c) 2013-2014 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.
//
// blocklayout.h:
// Methods and classes related to uniform layout and packing in GLSL and HLSL.
//
#ifndef COMMON_BLOCKLAYOUT_H_
#define COMMON_BLOCKLAYOUT_H_
#include <cstddef>
#include <map>
#include <vector>
#include <GLSLANG/ShaderLang.h>
#include "angle_gl.h"
namespace sh
{
struct ShaderVariable;
struct InterfaceBlockField;
struct Uniform;
struct Varying;
struct InterfaceBlock;
struct BlockMemberInfo
{
BlockMemberInfo()
: offset(-1),
arrayStride(-1),
matrixStride(-1),
isRowMajorMatrix(false),
topLevelArrayStride(-1)
{}
BlockMemberInfo(int offset, int arrayStride, int matrixStride, bool isRowMajorMatrix)
: offset(offset),
arrayStride(arrayStride),
matrixStride(matrixStride),
isRowMajorMatrix(isRowMajorMatrix),
topLevelArrayStride(-1)
{}
BlockMemberInfo(int offset,
int arrayStride,
int matrixStride,
bool isRowMajorMatrix,
int topLevelArrayStride)
: offset(offset),
arrayStride(arrayStride),
matrixStride(matrixStride),
isRowMajorMatrix(isRowMajorMatrix),
topLevelArrayStride(topLevelArrayStride)
{}
static BlockMemberInfo getDefaultBlockInfo() { return BlockMemberInfo(-1, -1, -1, false, -1); }
int offset;
int arrayStride;
int matrixStride;
bool isRowMajorMatrix;
int topLevelArrayStride; // Only used for shader storage block members.
};
class BlockLayoutEncoder
{
public:
BlockLayoutEncoder();
virtual ~BlockLayoutEncoder() {}
BlockMemberInfo encodeType(GLenum type,
const std::vector<unsigned int> &arraySizes,
bool isRowMajorMatrix);
size_t getBlockSize() const { return mCurrentOffset * BytesPerComponent; }
size_t getStructureBaseAlignment() const { return mStructureBaseAlignment; }
void increaseCurrentOffset(size_t offsetInBytes);
void setStructureBaseAlignment(size_t baseAlignment);
virtual void enterAggregateType() = 0;
virtual void exitAggregateType() = 0;
static const size_t BytesPerComponent = 4u;
static const unsigned int ComponentsPerRegister = 4u;
static size_t GetBlockRegister(const BlockMemberInfo &info);
static size_t GetBlockRegisterElement(const BlockMemberInfo &info);
protected:
size_t mCurrentOffset;
size_t mStructureBaseAlignment;
virtual void nextRegister();
virtual void getBlockLayoutInfo(GLenum type,
const std::vector<unsigned int> &arraySizes,
bool isRowMajorMatrix,
int *arrayStrideOut,
int *matrixStrideOut) = 0;
virtual void advanceOffset(GLenum type,
const std::vector<unsigned int> &arraySizes,
bool isRowMajorMatrix,
int arrayStride,
int matrixStride) = 0;
};
// Will return default values for everything.
class DummyBlockEncoder : public BlockLayoutEncoder
{
public:
DummyBlockEncoder() = default;
void enterAggregateType() override {}
void exitAggregateType() override {}
protected:
void getBlockLayoutInfo(GLenum type,
const std::vector<unsigned int> &arraySizes,
bool isRowMajorMatrix,
int *arrayStrideOut,
int *matrixStrideOut) override
{
*arrayStrideOut = 0;
*matrixStrideOut = 0;
}
void advanceOffset(GLenum type,
const std::vector<unsigned int> &arraySizes,
bool isRowMajorMatrix,
int arrayStride,
int matrixStride) override
{}
};
// Block layout according to the std140 block layout
// See "Standard Uniform Block Layout" in Section 2.11.6 of the OpenGL ES 3.0 specification
class Std140BlockEncoder : public BlockLayoutEncoder
{
public:
Std140BlockEncoder();
void enterAggregateType() override;
void exitAggregateType() override;
protected:
void getBlockLayoutInfo(GLenum type,
const std::vector<unsigned int> &arraySizes,
bool isRowMajorMatrix,
int *arrayStrideOut,
int *matrixStrideOut) override;
void advanceOffset(GLenum type,
const std::vector<unsigned int> &arraySizes,
bool isRowMajorMatrix,
int arrayStride,
int matrixStride) override;
};
class Std430BlockEncoder : public Std140BlockEncoder
{
public:
Std430BlockEncoder();
protected:
void nextRegister() override;
void getBlockLayoutInfo(GLenum type,
const std::vector<unsigned int> &arraySizes,
bool isRowMajorMatrix,
int *arrayStrideOut,
int *matrixStrideOut) override;
};
using BlockLayoutMap = std::map<std::string, BlockMemberInfo>;
void GetInterfaceBlockInfo(const std::vector<InterfaceBlockField> &fields,
const std::string &prefix,
BlockLayoutEncoder *encoder,
BlockLayoutMap *blockInfoOut);
// Used for laying out the default uniform block on the Vulkan backend.
void GetUniformBlockInfo(const std::vector<Uniform> &uniforms,
const std::string &prefix,
BlockLayoutEncoder *encoder,
BlockLayoutMap *blockInfoOut);
class ShaderVariableVisitor
{
public:
virtual ~ShaderVariableVisitor() {}
virtual void enterStruct(const ShaderVariable &structVar) {}
virtual void exitStruct(const ShaderVariable &structVar) {}
virtual void enterStructAccess(const ShaderVariable &structVar) {}
virtual void exitStructAccess(const ShaderVariable &structVar) {}
virtual void enterArray(const ShaderVariable &arrayVar) {}
virtual void exitArray(const ShaderVariable &arrayVar) {}
virtual void enterArrayElement(const ShaderVariable &arrayVar, unsigned int arrayElement) {}
virtual void exitArrayElement(const ShaderVariable &arrayVar, unsigned int arrayElement) {}
virtual void visitSampler(const sh::ShaderVariable &sampler) {}
virtual void visitVariable(const ShaderVariable &variable, bool isRowMajor) = 0;
protected:
ShaderVariableVisitor() {}
};
class VariableNameVisitor : public ShaderVariableVisitor
{
public:
VariableNameVisitor(const std::string &namePrefix, const std::string &mappedNamePrefix);
~VariableNameVisitor();
void enterStruct(const ShaderVariable &structVar) override;
void exitStruct(const ShaderVariable &structVar) override;
void enterStructAccess(const ShaderVariable &structVar) override;
void exitStructAccess(const ShaderVariable &structVar) override;
void enterArray(const ShaderVariable &arrayVar) override;
void exitArray(const ShaderVariable &arrayVar) override;
void enterArrayElement(const ShaderVariable &arrayVar, unsigned int arrayElement) override;
void exitArrayElement(const ShaderVariable &arrayVar, unsigned int arrayElement) override
{
mNameStack.pop_back();
mMappedNameStack.pop_back();
}
protected:
virtual void visitNamedSampler(const sh::ShaderVariable &sampler,
const std::string &name,
const std::string &mappedName)
{}
virtual void visitNamedVariable(const ShaderVariable &variable,
bool isRowMajor,
const std::string &name,
const std::string &mappedName) = 0;
private:
void visitSampler(const sh::ShaderVariable &sampler) final;
void visitVariable(const ShaderVariable &variable, bool isRowMajor) final;
std::string collapseNameStack() const;
std::string collapseMappedNameStack() const;
std::vector<std::string> mNameStack;
std::vector<std::string> mMappedNameStack;
};
class BlockEncoderVisitor : public VariableNameVisitor
{
public:
BlockEncoderVisitor(const std::string &namePrefix,
const std::string &mappedNamePrefix,
BlockLayoutEncoder *encoder);
~BlockEncoderVisitor();
void enterStructAccess(const ShaderVariable &structVar) override;
void exitStructAccess(const ShaderVariable &structVar) override;
void visitNamedVariable(const ShaderVariable &variable,
bool isRowMajor,
const std::string &name,
const std::string &mappedName) override;
virtual void encodeVariable(const ShaderVariable &variable,
const BlockMemberInfo &variableInfo,
const std::string &name,
const std::string &mappedName) = 0;
private:
BlockLayoutEncoder *mEncoder;
};
void TraverseShaderVariable(const ShaderVariable &variable,
bool isRowMajorLayout,
ShaderVariableVisitor *visitor);
template <typename T>
void TraverseShaderVariables(const std::vector<T> &vars,
bool isRowMajorLayout,
ShaderVariableVisitor *visitor)
{
for (const T &var : vars)
{
TraverseShaderVariable(var, isRowMajorLayout, visitor);
}
}
} // namespace sh
#endif // COMMON_BLOCKLAYOUT_H_