Hash :
995493cc
Author :
Date :
2020-11-18T20:33:33
Revert "Vulkan: Remove rotation related data from driver uniform" This reverts commit fd97c3343e9ff23677124b7528ec945bca65796a. Reason for revert: The specialization constant for rotation causes performance regression with older qualcomm driver. We need to keep the driver uniform code path for the older driver. Original change's description: > Vulkan: Remove rotation related data from driver uniform > > Rotation is now handled in the shader compiler with specialization > constant, it should be removed from driver uniforms. Since Metal is > using the flipXY, flipXY/negFlipXY are still kept in the shader side > implementation, but have moved to TranslatorMetal in this CL. > > Bug: b/171750979 > Change-Id: Ie8d15ef227cb52a6e19e4319ecc9f09bda42e667 > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2519863 > Reviewed-by: Ian Elliott <ianelliott@google.com> > Reviewed-by: Tim Van Patten <timvp@google.com> > Reviewed-by: Jamie Madill <jmadill@chromium.org> > Commit-Queue: Charlie Lao <cclao@google.com> TBR=ianelliott@google.com,timvp@google.com,jmadill@chromium.org,cclao@google.com Bug: b/171750979 Change-Id: Iff9cffb28851ade1d9c5cd23fde73910a19867ce Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2547808 Reviewed-by: Ian Elliott <ianelliott@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Charlie Lao <cclao@google.com>
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//
// Copyright (c) 2019 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.
//
// TranslatorMetal:
// A GLSL-based translator that outputs shaders that fit GL_KHR_vulkan_glsl.
// It takes into account some considerations for Metal backend also.
// 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
//
// The SPIR-V will then be translated to Metal Shading Language later in Metal backend.
//
#ifndef LIBANGLE_RENDERER_METAL_TRANSLATORMETAL_H_
#define LIBANGLE_RENDERER_METAL_TRANSLATORMETAL_H_
#include "compiler/translator/TranslatorVulkan.h"
#include "compiler/translator/tree_util/DriverUniform.h"
namespace sh
{
class DriverUniformMetal : public DriverUniform
{
public:
DriverUniformMetal() : DriverUniform() {}
~DriverUniformMetal() override {}
TIntermBinary *getCoverageMaskFieldRef() const;
protected:
TFieldList *createUniformFields(TSymbolTable *symbolTable) const override;
};
class TranslatorMetal : public TranslatorVulkan
{
public:
TranslatorMetal(sh::GLenum type, ShShaderSpec spec);
protected:
ANGLE_NO_DISCARD bool translate(TIntermBlock *root,
ShCompileOptions compileOptions,
PerformanceDiagnostics *perfDiagnostics) override;
ANGLE_NO_DISCARD bool transformDepthBeforeCorrection(
TIntermBlock *root,
const DriverUniform *driverUniforms) override;
ANGLE_NO_DISCARD bool insertSampleMaskWritingLogic(TIntermBlock *root,
const DriverUniformMetal *driverUniforms);
ANGLE_NO_DISCARD bool insertRasterizerDiscardLogic(TIntermBlock *root);
};
} // namespace sh
#endif /* LIBANGLE_RENDERER_METAL_TRANSLATORMETAL_H_ */