Hash :
b37df0c7
Author :
Date :
2023-06-16T12:05:03
Vulkan: Don't output SPIR-V debug info in release Now that the SPIR-V transformer no longer relies on names, we can avoid generating them in the compiler in the first place. This both removes the need for stripping them out and makes the shaders (which are cached) a bit smaller. Bug: angleproject:7220 Change-Id: Ie636ac0ee62cf2730a409872041d22c066fc22ff Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4615238 Reviewed-by: Roman Lavrov <romanl@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com>
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//
// Copyright 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.
//
// ShaderVk.cpp:
// Implements the class methods for ShaderVk.
//
#include "libANGLE/renderer/vulkan/ShaderVk.h"
#include "common/debug.h"
#include "libANGLE/Context.h"
#include "libANGLE/Display.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
namespace rx
{
ShaderVk::ShaderVk(const gl::ShaderState &state) : ShaderImpl(state) {}
ShaderVk::~ShaderVk() {}
std::shared_ptr<WaitableCompileEvent> ShaderVk::compile(const gl::Context *context,
gl::ShCompilerInstance *compilerInstance,
ShCompileOptions *options)
{
ContextVk *contextVk = vk::GetImpl(context);
if (context->isWebGL())
{
// Only WebGL requires initialization of local variables, others don't.
// Extra initialization in spirv shader may affect performance.
options->initializeUninitializedLocals = true;
// WebGL shaders may contain OOB array accesses which in turn cause undefined behavior,
// which may result in security issues. See https://crbug.com/1189110.
options->clampIndirectArrayBounds = true;
if (mState.getShaderType() != gl::ShaderType::Compute)
{
options->initOutputVariables = true;
}
}
if (contextVk->getFeatures().retainSPIRVDebugInfo.enabled)
{
options->outputDebugInfo = true;
}
// robustBufferAccess on Vulkan doesn't support bound check on shader local variables
// but the GL_EXT_robustness does support.
// Enable the flag clampIndirectArrayBounds to ensure out of bounds local variable writes in
// shaders are protected when the context has GL_EXT_robustness enabled
if (contextVk->getShareGroup()->hasAnyContextWithRobustness())
{
options->clampIndirectArrayBounds = true;
}
if (contextVk->getFeatures().clampPointSize.enabled)
{
options->clampPointSize = true;
}
if (contextVk->getFeatures().emulateAdvancedBlendEquations.enabled)
{
options->addAdvancedBlendEquationsEmulation = true;
}
if (contextVk->emulateSeamfulCubeMapSampling())
{
options->emulateSeamfulCubeMapSampling = true;
}
if (!contextVk->getFeatures().enablePrecisionQualifiers.enabled)
{
options->ignorePrecisionQualifiers = true;
}
if (contextVk->getFeatures().forceFragmentShaderPrecisionHighpToMediump.enabled)
{
options->forceShaderPrecisionHighpToMediump = true;
}
// Let compiler use specialized constant for pre-rotation.
if (!contextVk->getFeatures().preferDriverUniformOverSpecConst.enabled)
{
options->useSpecializationConstant = true;
}
if (contextVk->getFeatures().clampFragDepth.enabled)
{
options->clampFragDepth = true;
}
if (!contextVk->getFeatures().supportsDepthClipControl.enabled)
{
options->addVulkanDepthCorrection = true;
}
if (contextVk->getFeatures().supportsTransformFeedbackExtension.enabled)
{
options->addVulkanXfbExtensionSupportCode = true;
}
else if (mState.getShaderType() == gl::ShaderType::Vertex &&
contextVk->getFeatures().emulateTransformFeedback.enabled)
{
options->addVulkanXfbEmulationSupportCode = true;
}
if (contextVk->getFeatures().roundOutputAfterDithering.enabled)
{
options->roundOutputAfterDithering = true;
}
if (contextVk->getFeatures().appendAliasedMemoryDecorations.enabled)
{
options->aliasedUnlessRestrict = true;
}
if (contextVk->getFeatures().explicitlyCastMediumpFloatTo16Bit.enabled)
{
options->castMediumpFloatTo16Bit = true;
}
if (contextVk->getExtensions().shaderPixelLocalStorageANGLE)
{
options->pls = contextVk->getNativePixelLocalStorageOptions();
}
return compileImpl(context, compilerInstance, mState.getSource(), options);
}
std::string ShaderVk::getDebugInfo() const
{
return mState.getCompiledBinary().empty() ? "" : "<binary blob>";
}
} // namespace rx