Hash :
b741c761
Author :
Date :
2016-06-29T15:49:22
Support precision emulation on HLSL Re-submit with missing virtual destructor and angle::NonCopyable added. Add precision emulation support to HLSL 4.1 output. This makes it possible for developers to test their shaders for precision issues easily on Chrome on Windows without having to use the GL backend. The patch has been verified with Chrome on Windows to reproduce some precision bugs in real-world WebGL content, including old versions of the babylon.js library. The EmulatePrecision AST transformation still relies on writing out raw shader code for the rounding functions, with raw HLSL code added alongside pre-existing GLSL and ESSL code. In some ways it would be nicer to do the EmulatePrecision step as a pure AST transformation, but on the other hand the raw code is much more readable and easier to optimize. To better support multiple output languages in EmulatePrecision, add a RoundingHelperWriter class that has different subclasses for writing the rounding functions in different languages. The unit tests are expanded to cover the HLSL output of precision emulation. The parts of the tests that require the HLSL output are only active on Windows where ANGLE_ENABLE_HLSL define is added to the unit tests. Putting the HLSL tests in an entirely separate file is a worse alternative, since it would require either a lot of code duplication or add a lot of boilerplate to the individual tests. BUG=angleproject:1437 TEST=angle_unittests Change-Id: I47d501037c206f4bd8b976d3acab9b21c717084c Reviewed-on: https://chromium-review.googlesource.com/360152 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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//
// Copyright (c) 2002-2013 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.
//
#include "compiler/translator/TranslatorHLSL.h"
#include "compiler/translator/ArrayReturnValueToOutParameter.h"
#include "compiler/translator/EmulatePrecision.h"
#include "compiler/translator/OutputHLSL.h"
#include "compiler/translator/RemoveDynamicIndexing.h"
#include "compiler/translator/RewriteElseBlocks.h"
#include "compiler/translator/SeparateArrayInitialization.h"
#include "compiler/translator/SeparateDeclarations.h"
#include "compiler/translator/SeparateExpressionsReturningArrays.h"
#include "compiler/translator/UnfoldShortCircuitToIf.h"
TranslatorHLSL::TranslatorHLSL(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output)
: TCompiler(type, spec, output)
{
}
void TranslatorHLSL::translate(TIntermNode *root, int compileOptions)
{
const ShBuiltInResources &resources = getResources();
int numRenderTargets = resources.EXT_draw_buffers ? resources.MaxDrawBuffers : 1;
SeparateDeclarations(root);
// Note that SeparateDeclarations needs to be run before UnfoldShortCircuitToIf.
UnfoldShortCircuitToIf(root, getTemporaryIndex());
SeparateExpressionsReturningArrays(root, getTemporaryIndex());
// Note that SeparateDeclarations needs to be run before SeparateArrayInitialization.
SeparateArrayInitialization(root);
// HLSL doesn't support arrays as return values, we'll need to make functions that have an array
// as a return value to use an out parameter to transfer the array data instead.
ArrayReturnValueToOutParameter(root, getTemporaryIndex());
if (!shouldRunLoopAndIndexingValidation(compileOptions))
{
// HLSL doesn't support dynamic indexing of vectors and matrices.
RemoveDynamicIndexing(root, getTemporaryIndex(), getSymbolTable(), getShaderVersion());
}
// Work around D3D9 bug that would manifest in vertex shaders with selection blocks which
// use a vertex attribute as a condition, and some related computation in the else block.
if (getOutputType() == SH_HLSL_3_0_OUTPUT && getShaderType() == GL_VERTEX_SHADER)
{
sh::RewriteElseBlocks(root, getTemporaryIndex());
}
bool precisionEmulation =
getResources().WEBGL_debug_shader_precision && getPragma().debugShaderPrecision;
if (precisionEmulation)
{
EmulatePrecision emulatePrecision(getSymbolTable(), getShaderVersion());
root->traverse(&emulatePrecision);
emulatePrecision.updateTree();
emulatePrecision.writeEmulationHelpers(getInfoSink().obj, getShaderVersion(),
getOutputType());
}
sh::OutputHLSL outputHLSL(getShaderType(), getShaderVersion(), getExtensionBehavior(),
getSourcePath(), getOutputType(), numRenderTargets, getUniforms(), compileOptions);
outputHLSL.output(root, getInfoSink().obj);
mInterfaceBlockRegisterMap = outputHLSL.getInterfaceBlockRegisterMap();
mUniformRegisterMap = outputHLSL.getUniformRegisterMap();
}
bool TranslatorHLSL::hasInterfaceBlock(const std::string &interfaceBlockName) const
{
return (mInterfaceBlockRegisterMap.count(interfaceBlockName) > 0);
}
unsigned int TranslatorHLSL::getInterfaceBlockRegister(const std::string &interfaceBlockName) const
{
ASSERT(hasInterfaceBlock(interfaceBlockName));
return mInterfaceBlockRegisterMap.find(interfaceBlockName)->second;
}
const std::map<std::string, unsigned int> *TranslatorHLSL::getUniformRegisterMap() const
{
return &mUniformRegisterMap;
}