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kc3-lang/angle/src/compiler/translator/OutputVulkanGLSL.cpp

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  • Author : Jamie Madill
    Date : 2017-09-25 02:35:57
    Hash : 6276b922
    Message : Vulkan: Implement basic uniform shader parsing. This is a first step at implementing uniforms with descriptor sets. It does not actually bind uniforms and upload data, but it does implement uniform shader parsing. Uniforms are gathered into a single uniform block which is bound to set 0, with binding 0 for vertex uniforms and binding 1 for fragment uniforms. Also adds a ReplaceSubstring helper to string_utils. Also removes the precision writing from OutputVulkanGLSL since this was generating warnings with glslang. BUG=angleproject:2167 Change-Id: I9ec8351ec1973e583100f99292b0080ee968067b Reviewed-on: https://chromium-review.googlesource.com/699938 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>

  • src/compiler/translator/OutputVulkanGLSL.cpp
  • //
    // 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.
    //
    // OutputVulkanGLSL:
    //   Code 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/OutputVulkanGLSL.h"
    
    #include "compiler/translator/util.h"
    
    namespace sh
    {
    
    TOutputVulkanGLSL::TOutputVulkanGLSL(TInfoSinkBase &objSink,
                                         ShArrayIndexClampingStrategy clampingStrategy,
                                         ShHashFunction64 hashFunction,
                                         NameMap &nameMap,
                                         TSymbolTable *symbolTable,
                                         sh::GLenum shaderType,
                                         int shaderVersion,
                                         ShShaderOutput output,
                                         ShCompileOptions compileOptions)
        : TOutputGLSL(objSink,
                      clampingStrategy,
                      hashFunction,
                      nameMap,
                      symbolTable,
                      shaderType,
                      shaderVersion,
                      output,
                      compileOptions)
    {
    }
    
    // TODO(jmadill): This is not complete.
    void TOutputVulkanGLSL::writeLayoutQualifier(TIntermTyped *variable)
    {
        const TType &type = variable->getType();
    
        bool forceLocation =
            (type.getQualifier() == EvqAttribute || type.getQualifier() == EvqFragmentOut ||
             type.getQualifier() == EvqVertexIn);
    
        if (!NeedsToWriteLayoutQualifier(type) && !forceLocation)
        {
            return;
        }
    
        TInfoSinkBase &out                      = objSink();
        const TLayoutQualifier &layoutQualifier = type.getLayoutQualifier();
        out << "layout(";
    
        // This isn't super clean, but it gets the job done.
        // See corresponding code in GlslangWrapper.cpp.
        // TODO(jmadill): Ensure declarations are separated.
    
        TIntermSymbol *symbol = variable->getAsSymbolNode();
        ASSERT(symbol);
    
        if (forceLocation)
        {
            out << "location = @@ LOCATION-" << symbol->getName().getString() << " @@";
        }
    
        if (IsImage(type.getBasicType()) && layoutQualifier.imageInternalFormat != EiifUnspecified)
        {
            ASSERT(type.getQualifier() == EvqTemporary || type.getQualifier() == EvqUniform);
            out << getImageInternalFormatString(layoutQualifier.imageInternalFormat);
        }
    
        out << ") ";
    }
    
    }  // namespace sh