Hash :
c5271e8e
Author :
Date :
2022-04-04T23:28:35
Vulkan: Emulate GL_KHR_blend_equation_advanced Based on a change by Brandon Schade <b.schade@samsung.com> In the translator, when advanced blend is enabled, an input attachment is added. Based on the listed advanced blend equations, emulation code is added that performs those equations' functions. The blend equation itself is passed through a driver uniform. Note that the advanced blend extension only allows a single output to use advanced blend, and that should be at location 0. In the Vulkan backend, when advanced blend is used, the driver uniform to select the equation is updated and normal blending is disabled. Bug: angleproject:3586 Change-Id: Icc42e8be238d34fca149087eb9cfe616a7643a6b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3575738 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2020 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.
//
// ReplaceForShaderFramebufferFetch.h: Find any references to gl_LastFragData, and replace it with
// ANGLELastFragData.
//
#ifndef COMPILER_TRANSLATOR_TREEOPS_VULKAN_REPLACEFORSHADERFRAMEBUFFERFETCH_H_
#define COMPILER_TRANSLATOR_TREEOPS_VULKAN_REPLACEFORSHADERFRAMEBUFFERFETCH_H_
#include "common/angleutils.h"
namespace sh
{
class TCompiler;
class TIntermBlock;
class TSymbolTable;
struct ShaderVariable;
// Declare the global variable, "ANGLELastFragData", and at the begining of the main function,
// assign a subpassLoad value to it. Then replace every gl_LastFragData to "ANGLELastFragData". This
// is to solve the problem GLSL for Vulkan can't process gl_LastFragData variable.
ANGLE_NO_DISCARD bool ReplaceLastFragData(TCompiler *compiler,
TIntermBlock *root,
TSymbolTable *symbolTable,
std::vector<ShaderVariable> *uniforms);
// Similar to "ANGLELastFragData", but the difference is the variable for loading a framebuffer
// data. The variable decorated with a inout qualifier will be replaced to the variable decorated
// with a out qualifier. And this variable will be used to load the framebuffer data.
ANGLE_NO_DISCARD bool ReplaceInOutVariables(TCompiler *compiler,
TIntermBlock *root,
TSymbolTable *symbolTable,
std::vector<ShaderVariable> *uniforms);
} // namespace sh
#endif // COMPILER_TRANSLATOR_TREEOPS_VULKAN_REPLACEFORSHADERFRAMEBUFFERFETCH_H_