Hash :
b5f87c04
Author :
Date :
2023-06-20T20:22:15
Vulkan: Simplify shader interface variable map The shader interface variable map had a "resource index" -> info map to optimize descriptor set building. That avoided hashing the resource name when the rest of the map was name-based. With the map using SPIR-V ids now, there is no reason to maintain this map; SPIR-V ids can be used to look up the info just as efficiently. Bug: angleproject:7220 Change-Id: I619783dce558a59184955cc314c1f41e6733f1b7 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4630728 Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com>
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//
// Copyright 2010 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.
//
#ifndef LIBANGLE_UNIFORM_H_
#define LIBANGLE_UNIFORM_H_
#include <string>
#include <vector>
#include "angle_gl.h"
#include "common/MemoryBuffer.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "compiler/translator/blocklayout.h"
#include "libANGLE/angletypes.h"
namespace gl
{
struct UniformTypeInfo;
struct ActiveVariable
{
ActiveVariable();
ActiveVariable(const ActiveVariable &rhs);
virtual ~ActiveVariable();
ActiveVariable &operator=(const ActiveVariable &rhs);
ShaderType getFirstActiveShaderType() const
{
return static_cast<ShaderType>(ScanForward(mActiveUseBits.bits()));
}
void setActive(ShaderType shaderType, bool used, uint32_t id);
void unionReferencesWith(const ActiveVariable &other);
bool isActive(ShaderType shaderType) const
{
ASSERT(shaderType != ShaderType::InvalidEnum);
return mActiveUseBits[shaderType];
}
bool isActiveInAny(ShaderBitSet shaderTypes) const
{
return (mActiveUseBits & shaderTypes).any();
}
const ShaderMap<uint32_t> &getIds() const { return mIds; }
uint32_t getId(ShaderType shaderType) const { return mIds[shaderType]; }
ShaderBitSet activeShaders() const { return mActiveUseBits; }
GLuint activeShaderCount() const { return static_cast<GLuint>(mActiveUseBits.count()); }
private:
ShaderBitSet mActiveUseBits;
// The id of a linked variable in each shader stage. This id originates from
// sh::ShaderVariable::id or sh::InterfaceBlock::id
ShaderMap<uint32_t> mIds;
};
// Helper struct representing a single shader uniform
struct LinkedUniform : public sh::ShaderVariable, public ActiveVariable
{
LinkedUniform();
LinkedUniform(GLenum type,
GLenum precision,
const std::string &name,
const std::vector<unsigned int> &arraySizes,
const int binding,
const int offset,
const int location,
const int bufferIndex,
const sh::BlockMemberInfo &blockInfo);
LinkedUniform(const sh::ShaderVariable &uniform);
LinkedUniform(const LinkedUniform &uniform);
LinkedUniform &operator=(const LinkedUniform &uniform);
~LinkedUniform() override;
bool isSampler() const { return typeInfo->isSampler; }
bool isImage() const { return typeInfo->isImageType; }
bool isAtomicCounter() const { return IsAtomicCounterType(type); }
bool isInDefaultBlock() const { return bufferIndex == -1; }
bool isField() const { return name.find('.') != std::string::npos; }
size_t getElementSize() const { return typeInfo->externalSize; }
size_t getElementComponents() const { return typeInfo->componentCount; }
const UniformTypeInfo *typeInfo;
// Identifies the containing buffer backed resource -- interface block or atomic counter buffer.
int bufferIndex;
sh::BlockMemberInfo blockInfo;
std::vector<unsigned int> outerArraySizes;
unsigned int outerArrayOffset;
};
struct BufferVariable : public sh::ShaderVariable, public ActiveVariable
{
BufferVariable();
BufferVariable(GLenum type,
GLenum precision,
const std::string &name,
const std::vector<unsigned int> &arraySizes,
const int bufferIndex,
const sh::BlockMemberInfo &blockInfo);
~BufferVariable() override;
int bufferIndex;
sh::BlockMemberInfo blockInfo;
int topLevelArraySize;
};
// Parent struct for atomic counter, uniform block, and shader storage block buffer, which all
// contain a group of shader variables, and have a GL buffer backed.
struct ShaderVariableBuffer : public ActiveVariable
{
ShaderVariableBuffer();
ShaderVariableBuffer(const ShaderVariableBuffer &other);
~ShaderVariableBuffer() override;
int numActiveVariables() const;
int binding;
unsigned int dataSize;
std::vector<unsigned int> memberIndexes;
};
using AtomicCounterBuffer = ShaderVariableBuffer;
// Helper struct representing a single shader interface block
struct InterfaceBlock : public ShaderVariableBuffer
{
InterfaceBlock();
InterfaceBlock(const std::string &nameIn,
const std::string &mappedNameIn,
bool isArrayIn,
bool isReadOnlyIn,
unsigned int arrayElementIn,
unsigned int firstFieldArraySizeIn,
int bindingIn);
InterfaceBlock(const InterfaceBlock &other);
std::string nameWithArrayIndex() const;
std::string mappedNameWithArrayIndex() const;
std::string name;
std::string mappedName;
bool isArray;
// Only valid for SSBOs, specifies whether it has the readonly qualifier.
bool isReadOnly;
unsigned int arrayElement;
unsigned int firstFieldArraySize;
};
} // namespace gl
#endif // LIBANGLE_UNIFORM_H_