Hash :
a60e4973
Author :
Date :
2020-02-27T20:11:20
Revert "Vulkan:Include precision qualifier in GLSL" This reverts commit 93e72f5f0eb80b89334ea8fe577b32901a00b5fb. Reason for revert: This is having a negative impact on gfxbench Manhattan 3.1 tests (20-30%) with only a minor improvement (~4%) in TRex offscreen. Pulling out for now and need to re-evaluate best solution here. Original change's description: > Vulkan:Include precision qualifier in GLSL > > With this initial implementation, it's possible to get precision > qualifier mis-matches in the generated GLSL 4.50. According to the > spec this is allowed. From GLSLangSpec 4.50 section 4.7 "Precision and > Precision Qualifiers": > > For the purposes of determining if an output from one shader stage > matches an input of the next stage, the precision qualifier need not > match. > > However, when converted to SPIR-V and run through the shader validation > any mismatches will cause shader validation errors. Initially just > ignoring those errors with this commit. > > Bug: angleproject:3078 > Change-Id: Ia2b04f90f0a7b6b1302c1b1b3e32bcfd8db9ed49 > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2057749 > Reviewed-by: Jamie Madill <jmadill@chromium.org> > Reviewed-by: Tobin Ehlis <tobine@google.com> > Reviewed-by: Tim Van Patten <timvp@google.com> > Commit-Queue: Tobin Ehlis <tobine@google.com> TBR=tobine@google.com,timvp@google.com,jmadill@chromium.org # Not skipping CQ checks because original CL landed > 1 day ago. Bug: angleproject:3078 Change-Id: I84984e2a963bde573f0f1de585001ceb83623c89 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2079334 Reviewed-by: Tobin Ehlis <tobine@google.com> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
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//
// Copyright 2016 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.
//
// OutputVulkanGLSL:
// Code that outputs shaders that fit GL_KHR_vulkan_glsl.
// The shaders are then fed into glslang to spit out SPIR-V (libANGLE-side).
// See: https://www.khronos.org/registry/vulkan/specs/misc/GL_KHR_vulkan_glsl.txt
//
#include "compiler/translator/OutputVulkanGLSL.h"
#include "compiler/translator/BaseTypes.h"
#include "compiler/translator/Symbol.h"
#include "compiler/translator/ValidateVaryingLocations.h"
#include "compiler/translator/util.h"
namespace sh
{
TOutputVulkanGLSL::TOutputVulkanGLSL(TInfoSinkBase &objSink,
ShArrayIndexClampingStrategy clampingStrategy,
ShHashFunction64 hashFunction,
NameMap &nameMap,
TSymbolTable *symbolTable,
sh::GLenum shaderType,
int shaderVersion,
ShShaderOutput output,
ShCompileOptions compileOptions)
: TOutputGLSL(objSink,
clampingStrategy,
hashFunction,
nameMap,
symbolTable,
shaderType,
shaderVersion,
output,
compileOptions),
mNextUnusedBinding(0),
mNextUnusedInputLocation(0),
mNextUnusedOutputLocation(0)
{}
void TOutputVulkanGLSL::writeLayoutQualifier(TIntermTyped *variable)
{
const TType &type = variable->getType();
bool needsSetBinding =
IsSampler(type.getBasicType()) || type.isInterfaceBlock() || IsImage(type.getBasicType());
bool needsLocation = type.getQualifier() == EvqAttribute ||
type.getQualifier() == EvqVertexIn ||
type.getQualifier() == EvqFragmentOut || IsVarying(type.getQualifier());
if (!NeedsToWriteLayoutQualifier(type) && !needsSetBinding && !needsLocation)
{
return;
}
TInfoSinkBase &out = objSink();
const TLayoutQualifier &layoutQualifier = type.getLayoutQualifier();
// This isn't super clean, but it gets the job done.
// See corresponding code in glslang_wrapper_utils.cpp.
TIntermSymbol *symbol = variable->getAsSymbolNode();
ASSERT(symbol);
ImmutableString name = symbol->getName();
const char *blockStorage = nullptr;
const char *matrixPacking = nullptr;
// For interface blocks, use the block name instead. When the layout qualifier is being
// replaced in the backend, that would be the name that's available.
if (type.isInterfaceBlock())
{
const TInterfaceBlock *interfaceBlock = type.getInterfaceBlock();
name = interfaceBlock->name();
TLayoutBlockStorage storage = interfaceBlock->blockStorage();
// Make sure block storage format is specified.
if (storage != EbsStd430)
{
// Change interface block layout qualifiers to std140 for any layout that is not
// explicitly set to std430. This is to comply with GL_KHR_vulkan_glsl where shared and
// packed are not allowed (and std140 could be used instead) and unspecified layouts can
// assume either std140 or std430 (and we choose std140 as std430 is not yet universally
// supported).
storage = EbsStd140;
}
if (interfaceBlock->blockStorage() != EbsUnspecified)
{
blockStorage = getBlockStorageString(storage);
}
}
// Specify matrix packing if necessary.
if (layoutQualifier.matrixPacking != EmpUnspecified)
{
matrixPacking = getMatrixPackingString(layoutQualifier.matrixPacking);
}
const char *separator = "";
out << "layout(";
// If the resource declaration requires set & binding layout qualifiers, specify arbitrary
// ones.
if (needsSetBinding)
{
out << "set=0, binding=" << nextUnusedBinding();
separator = ", ";
}
if (needsLocation)
{
const unsigned int locationCount = CalculateVaryingLocationCount(symbol, getShaderType());
uint32_t location = IsShaderIn(type.getQualifier())
? nextUnusedInputLocation(locationCount)
: nextUnusedOutputLocation(locationCount);
out << "location=" << location;
separator = ", ";
}
// Output the list of qualifiers already known at this stage, i.e. everything other than
// `location` and `set`/`binding`.
std::string otherQualifiers = getCommonLayoutQualifiers(variable);
if (blockStorage)
{
out << separator << blockStorage;
separator = ", ";
}
if (matrixPacking)
{
out << separator << matrixPacking;
separator = ", ";
}
if (!otherQualifiers.empty())
{
out << separator << otherQualifiers;
}
out << ") ";
}
void TOutputVulkanGLSL::writeVariableType(const TType &type,
const TSymbol *symbol,
bool isFunctionArgument)
{
TType overrideType(type);
// External textures are treated as 2D textures in the vulkan back-end
if (type.getBasicType() == EbtSamplerExternalOES)
{
overrideType.setBasicType(EbtSampler2D);
}
TOutputGLSL::writeVariableType(overrideType, symbol, isFunctionArgument);
}
void TOutputVulkanGLSL::writeStructType(const TStructure *structure)
{
if (!structDeclared(structure))
{
declareStruct(structure);
objSink() << ";\n";
}
}
} // namespace sh