Hash :
70a4ef10
Author :
Date :
2018-08-30T15:55:41
Vulkan: Fix depth range scaling. We were using a formula that didn't work for some of the clipping tests. Bug: angleproject:2601 Change-Id: I60d965c2701656ad590c3b250c2cc777fb432421 Reviewed-on: https://chromium-review.googlesource.com/1194919 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@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.
//
// TranslatorVulkan:
// A GLSL-based translator 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/TranslatorVulkan.h"
#include "angle_gl.h"
#include "common/utilities.h"
#include "compiler/translator/ImmutableStringBuilder.h"
#include "compiler/translator/OutputVulkanGLSL.h"
#include "compiler/translator/StaticType.h"
#include "compiler/translator/tree_ops/NameEmbeddedUniformStructs.h"
#include "compiler/translator/tree_ops/RewriteStructSamplers.h"
#include "compiler/translator/tree_util/BuiltIn_autogen.h"
#include "compiler/translator/tree_util/FindMain.h"
#include "compiler/translator/tree_util/IntermNode_util.h"
#include "compiler/translator/tree_util/ReplaceVariable.h"
#include "compiler/translator/tree_util/RunAtTheEndOfShader.h"
#include "compiler/translator/util.h"
namespace sh
{
namespace
{
// This traverses nodes, find the struct ones and add their declarations to the sink. It also
// removes the nodes from the tree as it processes them.
class DeclareStructTypesTraverser : public TIntermTraverser
{
public:
explicit DeclareStructTypesTraverser(TOutputVulkanGLSL *outputVulkanGLSL)
: TIntermTraverser(true, false, false), mOutputVulkanGLSL(outputVulkanGLSL)
{
}
bool visitDeclaration(Visit visit, TIntermDeclaration *node) override
{
ASSERT(visit == PreVisit);
if (!mInGlobalScope)
{
return false;
}
const TIntermSequence &sequence = *(node->getSequence());
TIntermTyped *declarator = sequence.front()->getAsTyped();
const TType &type = declarator->getType();
if (type.isStructSpecifier())
{
const TStructure *structure = type.getStruct();
// Embedded structs should be parsed away by now.
ASSERT(structure->symbolType() != SymbolType::Empty);
mOutputVulkanGLSL->writeStructType(structure);
TIntermSymbol *symbolNode = declarator->getAsSymbolNode();
if (symbolNode && symbolNode->variable().symbolType() == SymbolType::Empty)
{
// Remove the struct specifier declaration from the tree so it isn't parsed again.
TIntermSequence emptyReplacement;
mMultiReplacements.emplace_back(getParentNode()->getAsBlock(), node,
emptyReplacement);
}
}
return false;
}
private:
TOutputVulkanGLSL *mOutputVulkanGLSL;
};
class DeclareDefaultUniformsTraverser : public TIntermTraverser
{
public:
DeclareDefaultUniformsTraverser(TInfoSinkBase *sink,
ShHashFunction64 hashFunction,
NameMap *nameMap)
: TIntermTraverser(true, true, true),
mSink(sink),
mHashFunction(hashFunction),
mNameMap(nameMap),
mInDefaultUniform(false)
{
}
bool visitDeclaration(Visit visit, TIntermDeclaration *node) override
{
const TIntermSequence &sequence = *(node->getSequence());
// TODO(jmadill): Compound declarations.
ASSERT(sequence.size() == 1);
TIntermTyped *variable = sequence.front()->getAsTyped();
const TType &type = variable->getType();
bool isUniform = (type.getQualifier() == EvqUniform) && !IsOpaqueType(type.getBasicType());
if (visit == PreVisit)
{
if (isUniform)
{
(*mSink) << " " << GetTypeName(type, mHashFunction, mNameMap) << " ";
mInDefaultUniform = true;
}
}
else if (visit == InVisit)
{
mInDefaultUniform = isUniform;
}
else if (visit == PostVisit)
{
if (isUniform)
{
(*mSink) << ";\n";
// Remove the uniform declaration from the tree so it isn't parsed again.
TIntermSequence emptyReplacement;
mMultiReplacements.emplace_back(getParentNode()->getAsBlock(), node,
emptyReplacement);
}
mInDefaultUniform = false;
}
return true;
}
void visitSymbol(TIntermSymbol *symbol) override
{
if (mInDefaultUniform)
{
const ImmutableString &name = symbol->variable().name();
ASSERT(!name.beginsWith("gl_"));
(*mSink) << HashName(name, mHashFunction, mNameMap) << ArrayString(symbol->getType());
}
}
private:
TInfoSinkBase *mSink;
ShHashFunction64 mHashFunction;
NameMap *mNameMap;
bool mInDefaultUniform;
};
constexpr ImmutableString kFlippedPointCoordName = ImmutableString("flippedPointCoord");
constexpr ImmutableString kEmulatedDepthRangeParams = ImmutableString("ANGLEDepthRangeParams");
// Declares a new variable to replace gl_PointCoord with a version that is flipping the Y
// coordinate.
void FlipGLPointCoord(TIntermBlock *root,
const TVariable *driverUniforms,
TSymbolTable *symbolTable)
{
// Create a symbol reference to "gl_PointCoord"
const TVariable *pointCoord = BuiltInVariable::gl_PointCoord();
TIntermSymbol *pointCoordRef = new TIntermSymbol(pointCoord);
// Create a swizzle to "gl_PointCoord.x"
TVector<int> swizzleOffsetX;
swizzleOffsetX.push_back(0);
TIntermSwizzle *pointCoordX = new TIntermSwizzle(pointCoordRef, swizzleOffsetX);
// Create a swizzle to "gl_PointCoord.y"
TVector<int> swizzleOffsetY;
swizzleOffsetY.push_back(1);
TIntermSwizzle *pointCoordY = new TIntermSwizzle(pointCoordRef, swizzleOffsetY);
// Create a symbol reference to our new variable that will hold the modified gl_PointCoord.
TVariable *replacementVar =
new TVariable(symbolTable, kFlippedPointCoordName,
StaticType::Helpers::GetForVecMatHelper<EbtFloat, EbpMedium, EvqGlobal, 1>(2),
SymbolType::UserDefined);
DeclareGlobalVariable(root, replacementVar);
TIntermSymbol *flippedPointCoordsRef = new TIntermSymbol(replacementVar);
const TType *constantType = StaticType::GetBasic<EbtFloat>();
// Create a constant "0.5"
TConstantUnion *constantValuePointFive = new TConstantUnion();
constantValuePointFive->setFConst(0.5f);
TIntermConstantUnion *pointFive =
new TIntermConstantUnion(constantValuePointFive, *constantType);
// ANGLEUniforms.viewportScaleFactor
TIntermSymbol *angleUniformsRef = new TIntermSymbol(driverUniforms);
TConstantUnion *viewportScaleFactorConstant = new TConstantUnion;
viewportScaleFactorConstant->setIConst(1);
TIntermConstantUnion *viewportScaleFactorIndex =
new TIntermConstantUnion(viewportScaleFactorConstant, *StaticType::GetBasic<EbtInt>());
TIntermBinary *viewportScaleFactorRef =
new TIntermBinary(EOpIndexDirectInterfaceBlock, angleUniformsRef, viewportScaleFactorIndex);
// Creates a swizzle to ANGLEUniforms.viewportScaleFactor.y
TVector<int> viewportScaleSwizzleOffsetY;
viewportScaleSwizzleOffsetY.push_back(1);
TIntermSwizzle *viewportScaleY =
new TIntermSwizzle(viewportScaleFactorRef->deepCopy(), viewportScaleSwizzleOffsetY);
// Create the expression "(gl_PointCoord.y - 0.5) * ANGLEUniforms.viewportScaleFactor.y +
// 0.5
TIntermBinary *removePointFive = new TIntermBinary(EOpSub, pointCoordY, pointFive);
TIntermBinary *inverseY = new TIntermBinary(EOpMul, removePointFive, viewportScaleY);
TIntermBinary *plusPointFive = new TIntermBinary(EOpAdd, inverseY, pointFive->deepCopy());
// Create the new vec2 using the modified Y
TIntermSequence *sequence = new TIntermSequence();
sequence->push_back(pointCoordX);
sequence->push_back(plusPointFive);
TIntermAggregate *aggregate =
TIntermAggregate::CreateConstructor(BuiltInVariable::gl_PointCoord()->getType(), sequence);
// Use this new variable instead of gl_PointCoord everywhere.
ReplaceVariable(root, pointCoord, replacementVar);
// Assign this new value to flippedPointCoord
TIntermBinary *assignment = new TIntermBinary(EOpInitialize, flippedPointCoordsRef, aggregate);
// Add this assigment at the beginning of the main function
TIntermFunctionDefinition *main = FindMain(root);
TIntermSequence *mainSequence = main->getBody()->getSequence();
mainSequence->insert(mainSequence->begin(), assignment);
}
// Declares a new variable to replace gl_DepthRange, its values are fed from a driver uniform.
void ReplaceGLDepthRangeWithDriverUniform(TIntermBlock *root,
const TVariable *driverUniforms,
TSymbolTable *symbolTable)
{
// Create a symbol reference to "gl_DepthRange"
const TVariable *depthRangeVar = static_cast<const TVariable *>(
symbolTable->findBuiltIn(ImmutableString("gl_DepthRange"), 0));
// ANGLEUniforms.depthRange
TIntermSymbol *angleUniformsRef = new TIntermSymbol(driverUniforms);
TConstantUnion *depthRangeConstant = new TConstantUnion;
depthRangeConstant->setIConst(2);
TIntermConstantUnion *depthRangeIndex =
new TIntermConstantUnion(depthRangeConstant, *StaticType::GetBasic<EbtInt>());
TIntermBinary *angleEmulatedDepthRangeRef =
new TIntermBinary(EOpIndexDirectInterfaceBlock, angleUniformsRef, depthRangeIndex);
// Use this variable instead of gl_DepthRange everywhere.
ReplaceVariableWithTyped(root, depthRangeVar, angleEmulatedDepthRangeRef);
}
// This operation performs the viewport depth translation needed by Vulkan. In GL the viewport
// transformation is slightly different - see the GL 2.0 spec section "2.12.1 Controlling the
// Viewport". In Vulkan the corresponding spec section is currently "23.4. Coordinate
// Transformations".
// The equations reduce to an expression:
//
// z_vk = 0.5 * (w_gl + z_gl)
//
// where z_vk is the depth output of a Vulkan vertex shader and z_gl is the same for GL.
void AppendVertexShaderDepthCorrectionToMain(TIntermBlock *root, TSymbolTable *symbolTable)
{
// Create a symbol reference to "gl_Position"
const TVariable *position = BuiltInVariable::gl_Position();
TIntermSymbol *positionRef = new TIntermSymbol(position);
// Create a swizzle to "gl_Position.z"
TVector<int> swizzleOffsetZ;
swizzleOffsetZ.push_back(2);
TIntermSwizzle *positionZ = new TIntermSwizzle(positionRef, swizzleOffsetZ);
// Create a constant "0.5"
const TType *constantType = StaticType::GetBasic<TBasicType::EbtFloat>();
TConstantUnion *constantValue = new TConstantUnion();
constantValue->setFConst(0.5f);
TIntermConstantUnion *oneHalf = new TIntermConstantUnion(constantValue, *constantType);
// Create a swizzle to "gl_Position.w"
TVector<int> swizzleOffsetW;
swizzleOffsetW.push_back(3);
TIntermSwizzle *positionW = new TIntermSwizzle(positionRef->deepCopy(), swizzleOffsetW);
// Create the expression "(gl_Position.z + gl_Position.w) * 0.5".
TIntermBinary *zPlusW = new TIntermBinary(EOpAdd, positionZ->deepCopy(), positionW->deepCopy());
TIntermBinary *halfZPlusW = new TIntermBinary(EOpMul, zPlusW, oneHalf->deepCopy());
// Create the assignment "gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5"
TIntermTyped *positionZLHS = positionZ->deepCopy();
TIntermBinary *assignment = new TIntermBinary(TOperator::EOpAssign, positionZLHS, halfZPlusW);
// Append the assignment as a statement at the end of the shader.
RunAtTheEndOfShader(root, assignment, symbolTable);
}
// The AddDriverUniformsToShader operation adds an internal uniform block to a shader. The driver
// block is used to implement Vulkan-specific features and workarounds. Returns the driver uniforms
// variable.
const TVariable *AddDriverUniformsToShader(TIntermBlock *root, TSymbolTable *symbolTable)
{
// This field list mirrors the structure of ContextVk::DriverUniforms.
TFieldList *driverFieldList = new TFieldList;
// Add a vec4 field "viewport" to the driver uniform fields.
TType *driverViewportType = new TType(EbtFloat, 4);
TField *driverViewportSize = new TField(driverViewportType, ImmutableString("viewport"),
TSourceLoc(), SymbolType::AngleInternal);
driverFieldList->push_back(driverViewportSize);
// Add a vec4 field "viewportScaleFactor" to the driver uniform fields.
TType *driverViewportScaleFactorType = new TType(EbtFloat, 4);
TField *driverViewportScaleFactorSize =
new TField(driverViewportScaleFactorType, ImmutableString("viewportScaleFactor"),
TSourceLoc(), SymbolType::AngleInternal);
driverFieldList->push_back(driverViewportScaleFactorSize);
// Add a new struct field "depthRange" to the driver uniform fields.
const TSourceLoc zeroSourceLoc = {0, 0, 0, 0};
TFieldList *depthRangeParamsFields = new TFieldList();
depthRangeParamsFields->push_back(new TField(new TType(EbtFloat, EbpHigh, EvqGlobal, 1, 1),
ImmutableString("near"), zeroSourceLoc,
SymbolType::AngleInternal));
depthRangeParamsFields->push_back(new TField(new TType(EbtFloat, EbpHigh, EvqGlobal, 1, 1),
ImmutableString("far"), zeroSourceLoc,
SymbolType::AngleInternal));
depthRangeParamsFields->push_back(new TField(new TType(EbtFloat, EbpHigh, EvqGlobal, 1, 1),
ImmutableString("diff"), zeroSourceLoc,
SymbolType::AngleInternal));
depthRangeParamsFields->push_back(new TField(new TType(EbtFloat, EbpHigh, EvqGlobal, 1, 1),
ImmutableString("dummyPacker"), zeroSourceLoc,
SymbolType::AngleInternal));
TStructure *emulatedDepthRangeParams = new TStructure(
symbolTable, kEmulatedDepthRangeParams, depthRangeParamsFields, SymbolType::AngleInternal);
TType *emulatedDepthRangeType = new TType(emulatedDepthRangeParams, false);
TVariable *depthRangeVar =
new TVariable(symbolTable->nextUniqueId(), kEmptyImmutableString, SymbolType::Empty,
TExtension::UNDEFINED, emulatedDepthRangeType);
DeclareGlobalVariable(root, depthRangeVar);
TField *driverDepthRangeSize = new TField(emulatedDepthRangeType, ImmutableString("depthRange"),
TSourceLoc(), SymbolType::AngleInternal);
driverFieldList->push_back(driverDepthRangeSize);
// Define a driver uniform block "ANGLEUniformBlock".
TLayoutQualifier driverLayoutQualifier = TLayoutQualifier::Create();
TInterfaceBlock *interfaceBlock =
new TInterfaceBlock(symbolTable, ImmutableString("ANGLEUniformBlock"), driverFieldList,
driverLayoutQualifier, SymbolType::AngleInternal);
// Make the inteface block into a declaration. Use instance name "ANGLEUniforms".
TType *interfaceBlockType = new TType(interfaceBlock, EvqUniform, driverLayoutQualifier);
TIntermDeclaration *driverUniformsDecl = new TIntermDeclaration;
TVariable *driverUniformsVar = new TVariable(symbolTable, ImmutableString("ANGLEUniforms"),
interfaceBlockType, SymbolType::AngleInternal);
TIntermSymbol *driverUniformsDeclarator = new TIntermSymbol(driverUniformsVar);
driverUniformsDecl->appendDeclarator(driverUniformsDeclarator);
// Insert the declarations before Main.
TIntermSequence *insertSequence = new TIntermSequence;
insertSequence->push_back(driverUniformsDecl);
size_t mainIndex = FindMainIndex(root);
root->insertChildNodes(mainIndex, *insertSequence);
return driverUniformsVar;
}
} // anonymous namespace
TranslatorVulkan::TranslatorVulkan(sh::GLenum type, ShShaderSpec spec)
: TCompiler(type, spec, SH_GLSL_450_CORE_OUTPUT)
{
}
void TranslatorVulkan::translate(TIntermBlock *root,
ShCompileOptions compileOptions,
PerformanceDiagnostics * /*perfDiagnostics*/)
{
TInfoSinkBase &sink = getInfoSink().obj;
TOutputVulkanGLSL outputGLSL(sink, getArrayIndexClampingStrategy(), getHashFunction(),
getNameMap(), &getSymbolTable(), getShaderType(),
getShaderVersion(), getOutputType(), compileOptions);
sink << "#version 450 core\n";
// Write out default uniforms into a uniform block assigned to a specific set/binding.
int defaultUniformCount = 0;
int structTypesUsedForUniforms = 0;
for (const auto &uniform : getUniforms())
{
if (!uniform.isBuiltIn() && uniform.staticUse && !gl::IsOpaqueType(uniform.type))
{
++defaultUniformCount;
}
if (uniform.isStruct())
{
++structTypesUsedForUniforms;
}
}
// TODO(lucferron): Refactor this function to do less tree traversals.
// http://anglebug.com/2461
if (structTypesUsedForUniforms > 0)
{
NameEmbeddedStructUniforms(root, &getSymbolTable());
defaultUniformCount -= RewriteStructSamplers(root, &getSymbolTable());
// We must declare the struct types before using them.
DeclareStructTypesTraverser structTypesTraverser(&outputGLSL);
root->traverse(&structTypesTraverser);
structTypesTraverser.updateTree();
}
if (defaultUniformCount > 0)
{
sink << "\nlayout(@@ DEFAULT-UNIFORMS-SET-BINDING @@) uniform defaultUniforms\n{\n";
DeclareDefaultUniformsTraverser defaultTraverser(&sink, getHashFunction(), &getNameMap());
root->traverse(&defaultTraverser);
defaultTraverser.updateTree();
sink << "};\n";
}
const TVariable *driverUniformsVariable = AddDriverUniformsToShader(root, &getSymbolTable());
ReplaceGLDepthRangeWithDriverUniform(root, driverUniformsVariable, &getSymbolTable());
// Declare gl_FragColor and glFragData as webgl_FragColor and webgl_FragData
// if it's core profile shaders and they are used.
if (getShaderType() == GL_FRAGMENT_SHADER)
{
bool hasGLFragColor = false;
bool hasGLFragData = false;
for (const OutputVariable &outputVar : outputVariables)
{
if (outputVar.name == "gl_FragColor")
{
ASSERT(!hasGLFragColor);
hasGLFragColor = true;
continue;
}
else if (outputVar.name == "gl_FragData")
{
ASSERT(!hasGLFragData);
hasGLFragData = true;
continue;
}
}
ASSERT(!(hasGLFragColor && hasGLFragData));
if (hasGLFragColor)
{
sink << "layout(location = 0) out vec4 webgl_FragColor;\n";
}
if (hasGLFragData)
{
sink << "layout(location = 0) out vec4 webgl_FragData[gl_MaxDrawBuffers];\n";
}
// Search for the gl_PointCoord usage, if its used, we need to flip the y coordinate.
for (const Varying &inputVarying : inputVaryings)
{
if (!inputVarying.isBuiltIn())
{
continue;
}
if (inputVarying.name == "gl_PointCoord")
{
FlipGLPointCoord(root, driverUniformsVariable, &getSymbolTable());
break;
}
}
}
else
{
ASSERT(getShaderType() == GL_VERTEX_SHADER);
// Append depth range translation to main.
AppendVertexShaderDepthCorrectionToMain(root, &getSymbolTable());
}
// Write translated shader.
root->traverse(&outputGLSL);
}
bool TranslatorVulkan::shouldFlattenPragmaStdglInvariantAll()
{
// Not necessary.
return false;
}
} // namespace sh