Hash :
776c6015
Author :
Date :
2021-02-26T00:00:57
Vulkan: Call glslang at compile time
With this change, the ANGLE translator immediately compiles the
generated GLSL into SPIR-V with glslang and discards the source. This
is in preparation for generating SPIR-V directly, by making the frontend
and backend already able to digest it.
This change also allows the expensive glslang calls to be parallelized,
improving the following perf test by about 20%:
LinkProgramBenchmark.Run/vulkan_compile_and_link_multi_thread
Previously, the test was run as such in the Vulkan backend:
Main Thread 1 Thread 2
Compile1 --->
Compile2 --------------------->
Translator Translator
<---
<---------------------
Link
glslang
for
shader1
glslang
for
shader2
Done
With this change, it is run as such:
Main Thread 1 Thread 2
Compile1 --->
Compile2 --------------------->
Translator Translator
glslang glslang
<---
<---------------------
Link
Done
glslang_wrapper_utils no longer interacts with glslang! A rename will
follow.
Bug: angleproject:4889
Change-Id: If4303e8ba0ba43b1a2f47f8c0a9133d0bee1a19a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2721195
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: Jamie Madill <jmadill@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.
//
// GlslangUtils: Wrapper for Khronos's glslang compiler.
//
#ifndef LIBANGLE_RENDERER_METAL_GLSLANGWRAPPER_H_
#define LIBANGLE_RENDERER_METAL_GLSLANGWRAPPER_H_
#include "libANGLE/Caps.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/ProgramImpl.h"
#include "libANGLE/renderer/glslang_wrapper_utils.h"
#include "libANGLE/renderer/metal/mtl_common.h"
namespace rx
{
namespace mtl
{
struct SamplerBinding
{
uint32_t textureBinding = 0;
uint32_t samplerBinding = 0;
};
struct TranslatedShaderInfo
{
void reset();
// Translated Metal source code
std::string metalShaderSource;
// Metal library compiled from source code above. Used by ProgramMtl.
AutoObjCPtr<id<MTLLibrary>> metalLibrary;
std::array<SamplerBinding, kMaxGLSamplerBindings> actualSamplerBindings;
std::array<uint32_t, kMaxGLUBOBindings> actualUBOBindings;
std::array<uint32_t, kMaxShaderXFBs> actualXFBBindings;
bool hasUBOArgumentBuffer;
};
// spirvBlobsOut is the SPIR-V code per shader stage.
void GlslangGetShaderSpirvCode(const gl::ProgramState &programState,
const gl::ProgramLinkedResources &resources,
gl::ShaderMap<const angle::spirv::Blob *> *spirvBlobsOut,
ShaderInterfaceVariableInfoMap *variableInfoMapOut,
ShaderInterfaceVariableInfoMap *xfbOnlyVSVariableInfoMapOut);
angle::Result GlslangTransformSpirvCode(const gl::ShaderBitSet &linkedShaderStages,
const gl::ShaderMap<const angle::spirv::Blob *> &spirvBlobs,
bool isTransformFeedbackEnabled,
const ShaderInterfaceVariableInfoMap &variableInfoMap,
gl::ShaderMap<angle::spirv::Blob> *shaderCodeOut);
// Translate from SPIR-V code to Metal shader source code.
// - spirvShaderCode is SPIRV code per shader stage when XFB emulation is turned off.
// - xfbOnlySpirvCode is vertex shader's SPIRV code when XFB emulation is turned on.
// - mslShaderInfoOut is result MSL info per shader stage when XFB emulation is turned off.
// - mslXfbOnlyShaderInfoOut is result vertex shader's MSL info when XFB emulation is turned on.
angle::Result SpirvCodeToMsl(Context *context,
const gl::ProgramState &programState,
const ShaderInterfaceVariableInfoMap &xfbVSVariableInfoMap,
gl::ShaderMap<angle::spirv::Blob> *spirvShaderCode,
angle::spirv::Blob *xfbOnlySpirvCode /** nullable */,
gl::ShaderMap<TranslatedShaderInfo> *mslShaderInfoOut,
TranslatedShaderInfo *mslXfbOnlyShaderInfoOut /** nullable */);
} // namespace mtl
} // namespace rx
#endif /* LIBANGLE_RENDERER_METAL_GLSLANGWRAPPER_H_ */