Hash :
3dd8d291
Author :
Date :
2018-03-30T09:39:09
Use ShaderBitSet for active use bits on uniforms BUG=angleproject:2169 Change-Id: I192c2e3c453540c8a6d7b0d066218ea3c9fbaab2 Reviewed-on: https://chromium-review.googlesource.com/989411 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright (c) 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.
//
// GlslangWrapper: Wrapper for Vulkan's glslang compiler.
//
#include "libANGLE/renderer/vulkan/GlslangWrapper.h"
// glslang's version of ShaderLang.h, not to be confused with ANGLE's.
// Our function defs conflict with theirs, but we carefully manage our includes to prevent this.
#include <ShaderLang.h>
// Other glslang includes.
#include <StandAlone/ResourceLimits.h>
#include <SPIRV/GlslangToSpv.h>
#include <array>
#include "common/string_utils.h"
#include "common/utilities.h"
#include "libANGLE/ProgramLinkedResources.h"
namespace rx
{
namespace
{
void InsertLayoutSpecifierString(std::string *shaderString,
const std::string &variableName,
const std::string &layoutString)
{
std::stringstream searchStringBuilder;
searchStringBuilder << "@@ LAYOUT-" << variableName << " @@";
std::string searchString = searchStringBuilder.str();
angle::ReplaceSubstring(shaderString, searchString, layoutString);
}
} // anonymous namespace
// static
GlslangWrapper *GlslangWrapper::mInstance = nullptr;
// static
GlslangWrapper *GlslangWrapper::GetReference()
{
if (!mInstance)
{
mInstance = new GlslangWrapper();
}
mInstance->addRef();
return mInstance;
}
// static
void GlslangWrapper::ReleaseReference()
{
if (mInstance->getRefCount() == 1)
{
mInstance->release();
mInstance = nullptr;
}
else
{
mInstance->release();
}
}
GlslangWrapper::GlslangWrapper()
{
int result = ShInitialize();
ASSERT(result != 0);
}
GlslangWrapper::~GlslangWrapper()
{
int result = ShFinalize();
ASSERT(result != 0);
}
gl::LinkResult GlslangWrapper::linkProgram(const gl::Context *glContext,
const gl::ProgramState &programState,
const gl::ProgramLinkedResources &resources,
std::vector<uint32_t> *vertexCodeOut,
std::vector<uint32_t> *fragmentCodeOut)
{
gl::Shader *glVertexShader = programState.getAttachedShader(gl::ShaderType::Vertex);
gl::Shader *glFragmentShader = programState.getAttachedShader(gl::ShaderType::Fragment);
std::string vertexSource = glVertexShader->getTranslatedSource(glContext);
std::string fragmentSource = glFragmentShader->getTranslatedSource(glContext);
// Parse attribute locations and replace them in the vertex shader.
// See corresponding code in OutputVulkanGLSL.cpp.
// TODO(jmadill): Also do the same for ESSL 3 fragment outputs.
for (const auto &attribute : programState.getAttributes())
{
if (!attribute.staticUse)
continue;
std::string locationString = "location = " + Str(attribute.location);
InsertLayoutSpecifierString(&vertexSource, attribute.name, locationString);
}
// Assign varying locations.
// TODO(jmadill): This might need to be redone.
for (const auto &varyingReg : resources.varyingPacking.getRegisterList())
{
const auto &varying = *varyingReg.packedVarying;
std::string locationString = "location = " + Str(varyingReg.registerRow);
InsertLayoutSpecifierString(&vertexSource, varying.varying->name, locationString);
InsertLayoutSpecifierString(&fragmentSource, varying.varying->name, locationString);
}
// Bind the default uniforms for vertex and fragment shaders.
// See corresponding code in OutputVulkanGLSL.cpp.
std::stringstream searchStringBuilder;
searchStringBuilder << "@@ DEFAULT-UNIFORMS-SET-BINDING @@";
std::string searchString = searchStringBuilder.str();
std::string vertexDefaultUniformsBinding = "set = 0, binding = 0";
std::string fragmentDefaultUniformsBinding = "set = 0, binding = 1";
angle::ReplaceSubstring(&vertexSource, searchString, vertexDefaultUniformsBinding);
angle::ReplaceSubstring(&fragmentSource, searchString, fragmentDefaultUniformsBinding);
// Assign textures to a descriptor set and binding.
int textureCount = 0;
const auto &uniforms = programState.getUniforms();
for (unsigned int uniformIndex : programState.getSamplerUniformRange())
{
const gl::LinkedUniform &samplerUniform = uniforms[uniformIndex];
std::string setBindingString = "set = 1, binding = " + Str(textureCount);
ASSERT(samplerUniform.isActive(gl::ShaderType::Vertex) ||
samplerUniform.isActive(gl::ShaderType::Fragment));
if (samplerUniform.isActive(gl::ShaderType::Vertex))
{
InsertLayoutSpecifierString(&vertexSource, samplerUniform.name, setBindingString);
}
if (samplerUniform.isActive(gl::ShaderType::Fragment))
{
InsertLayoutSpecifierString(&fragmentSource, samplerUniform.name, setBindingString);
}
textureCount += samplerUniform.getBasicTypeElementCount();
}
std::array<const char *, 2> strings = {{vertexSource.c_str(), fragmentSource.c_str()}};
std::array<int, 2> lengths = {
{static_cast<int>(vertexSource.length()), static_cast<int>(fragmentSource.length())}};
// Enable SPIR-V and Vulkan rules when parsing GLSL
EShMessages messages = static_cast<EShMessages>(EShMsgSpvRules | EShMsgVulkanRules);
glslang::TShader vertexShader(EShLangVertex);
vertexShader.setStringsWithLengths(&strings[0], &lengths[0], 1);
vertexShader.setEntryPoint("main");
bool vertexResult = vertexShader.parse(&glslang::DefaultTBuiltInResource, 450, ECoreProfile,
false, false, messages);
if (!vertexResult)
{
return gl::InternalError() << "Internal error parsing Vulkan vertex shader:\n"
<< vertexShader.getInfoLog() << "\n"
<< vertexShader.getInfoDebugLog() << "\n";
}
glslang::TShader fragmentShader(EShLangFragment);
fragmentShader.setStringsWithLengths(&strings[1], &lengths[1], 1);
fragmentShader.setEntryPoint("main");
bool fragmentResult = fragmentShader.parse(&glslang::DefaultTBuiltInResource, 450, ECoreProfile,
false, false, messages);
if (!fragmentResult)
{
return gl::InternalError() << "Internal error parsing Vulkan fragment shader:\n"
<< fragmentShader.getInfoLog() << "\n"
<< fragmentShader.getInfoDebugLog() << "\n";
}
glslang::TProgram program;
program.addShader(&vertexShader);
program.addShader(&fragmentShader);
bool linkResult = program.link(messages);
if (!linkResult)
{
return gl::InternalError() << "Internal error linking Vulkan shaders:\n"
<< program.getInfoLog() << "\n";
}
glslang::TIntermediate *vertexStage = program.getIntermediate(EShLangVertex);
glslang::TIntermediate *fragmentStage = program.getIntermediate(EShLangFragment);
glslang::GlslangToSpv(*vertexStage, *vertexCodeOut);
glslang::GlslangToSpv(*fragmentStage, *fragmentCodeOut);
return true;
}
} // namespace rx