Hash :
8ecf7f9b
Author :
Date :
2017-01-13T17:29:52
Vulkan: Implement shader compilation. This hooks up the Vulkan GLSL, decorated with locations, to glslang, and then pipes the SPIRV back to the Program implementation for later use when making pipelines to run draw calls. The program compilation tests work now, but don't really test anything other than not generating Vulkan validation layer errors during compilation and shader object generation. BUG=angleproject:1576 Change-Id: I625e42219f4b4d1433dd3109b94e1a2f666ba4bd Reviewed-on: https://chromium-review.googlesource.com/408519 Commit-Queue: 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>
namespace rx
{
// 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);
}
LinkResult GlslangWrapper::linkProgram(const std::string &vertexSource,
const std::string &fragmentSource,
std::vector<uint32_t> *vertexCodeOut,
std::vector<uint32_t> *fragmentCodeOut)
{
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