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//
// Copyright 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.
//
// Wrapper for Khronos glslang compiler. This file is used by Vulkan and Metal backends.
//
#ifndef LIBANGLE_RENDERER_GLSLANG_WRAPPER_UTILS_H_
#define LIBANGLE_RENDERER_GLSLANG_WRAPPER_UTILS_H_
#include <functional>
#include "common/spirv/spirv_types.h"
#include "libANGLE/renderer/ProgramImpl.h"
#include "libANGLE/renderer/renderer_utils.h"
namespace rx
{
constexpr gl::ShaderMap<const char *> kDefaultUniformNames = {
{gl::ShaderType::Vertex, sh::vk::kDefaultUniformsNameVS},
{gl::ShaderType::TessControl, sh::vk::kDefaultUniformsNameTCS},
{gl::ShaderType::TessEvaluation, sh::vk::kDefaultUniformsNameTES},
{gl::ShaderType::Geometry, sh::vk::kDefaultUniformsNameGS},
{gl::ShaderType::Fragment, sh::vk::kDefaultUniformsNameFS},
{gl::ShaderType::Compute, sh::vk::kDefaultUniformsNameCS},
};
struct GlslangProgramInterfaceInfo
{
// Uniforms set index:
uint32_t uniformsAndXfbDescriptorSetIndex;
uint32_t currentUniformBindingIndex;
// Textures set index:
uint32_t textureDescriptorSetIndex;
uint32_t currentTextureBindingIndex;
// Other shader resources set index:
uint32_t shaderResourceDescriptorSetIndex;
uint32_t currentShaderResourceBindingIndex;
// ANGLE driver uniforms set index:
uint32_t driverUniformsDescriptorSetIndex;
uint32_t locationsUsedForXfbExtension;
};
struct GlslangSourceOptions
{
bool supportsTransformFeedbackExtension = false;
bool supportsTransformFeedbackEmulation = false;
bool enableTransformFeedbackEmulation = false;
bool emulateBresenhamLines = false;
};
struct GlslangSpirvOptions
{
gl::ShaderType shaderType = gl::ShaderType::InvalidEnum;
SurfaceRotation preRotation = SurfaceRotation::Identity;
bool negativeViewportSupported = false;
bool transformPositionToVulkanClipSpace = false;
bool removeEarlyFragmentTestsOptimization = false;
bool removeDebugInfo = false;
bool isTransformFeedbackStage = false;
bool isTransformFeedbackEmulated = false;
};
struct ShaderInterfaceVariableXfbInfo
{
static constexpr uint32_t kInvalid = std::numeric_limits<uint32_t>::max();
// Used by both extension and emulation
uint32_t buffer = kInvalid;
uint32_t offset = kInvalid;
uint32_t stride = kInvalid;
// Used only by emulation (array index support is missing from VK_EXT_transform_feedback)
uint32_t arraySize = kInvalid;
uint32_t columnCount = kInvalid;
uint32_t rowCount = kInvalid;
uint32_t arrayIndex = kInvalid;
GLenum componentType = GL_FLOAT;
// If empty, the whole array is captured. Otherwise only the specified members are captured.
std::vector<ShaderInterfaceVariableXfbInfo> arrayElements;
};
// Information for each shader interface variable. Not all fields are relevant to each shader
// interface variable. For example opaque uniforms require a set and binding index, while vertex
// attributes require a location.
struct ShaderInterfaceVariableInfo
{
ShaderInterfaceVariableInfo();
static constexpr uint32_t kInvalid = std::numeric_limits<uint32_t>::max();
// Used for interface blocks and opaque uniforms.
uint32_t descriptorSet = kInvalid;
uint32_t binding = kInvalid;
// Used for vertex attributes, fragment shader outputs and varyings. There could be different
// variables that share the same name, such as a vertex attribute and a fragment output. They
// will share this object since they have the same name, but will find possibly different
// locations in their respective slots.
uint32_t location = kInvalid;
uint32_t component = kInvalid;
uint32_t index = kInvalid;
// The stages this shader interface variable is active.
gl::ShaderBitSet activeStages;
// Used for transform feedback extension to decorate vertex shader output.
ShaderInterfaceVariableXfbInfo xfb;
std::vector<ShaderInterfaceVariableXfbInfo> fieldXfb;
// Indicates that the precision needs to be modified in the generated SPIR-V
// to support only transferring medium precision data when there's a precision
// mismatch between the shaders. For example, either the VS casts highp->mediump
// or the FS casts mediump->highp.
bool useRelaxedPrecision = false;
// Indicate if varying is input or output, or both (in case of for example gl_Position in a
// geometry shader)
bool varyingIsInput = false;
bool varyingIsOutput = false;
// For vertex attributes, this is the number of components / locations. These are used by the
// vertex attribute aliasing transformation only.
uint8_t attributeComponentCount = 0;
uint8_t attributeLocationCount = 0;
};
// TODO: http://anglebug.com/4524: Need a different hash key than a string, since that's slow to
// calculate.
class ShaderInterfaceVariableInfoMap final : angle::NonCopyable
{
public:
ShaderInterfaceVariableInfoMap();
~ShaderInterfaceVariableInfoMap();
void clear();
bool contains(gl::ShaderType shaderType, const std::string &variableName) const;
const ShaderInterfaceVariableInfo &get(gl::ShaderType shaderType,
const std::string &variableName) const;
ShaderInterfaceVariableInfo &get(gl::ShaderType shaderType, const std::string &variableName);
ShaderInterfaceVariableInfo &add(gl::ShaderType shaderType, const std::string &variableName);
ShaderInterfaceVariableInfo &addOrGet(gl::ShaderType shaderType,
const std::string &variableName);
size_t variableCount(gl::ShaderType shaderType) const { return mData[shaderType].size(); }
using VariableNameToInfoMap = angle::HashMap<std::string, ShaderInterfaceVariableInfo>;
class Iterator final
{
public:
Iterator(VariableNameToInfoMap::const_iterator beginIt,
VariableNameToInfoMap::const_iterator endIt)
: mBeginIt(beginIt), mEndIt(endIt)
{}
VariableNameToInfoMap::const_iterator begin() { return mBeginIt; }
VariableNameToInfoMap::const_iterator end() { return mEndIt; }
private:
VariableNameToInfoMap::const_iterator mBeginIt;
VariableNameToInfoMap::const_iterator mEndIt;
};
Iterator getIterator(gl::ShaderType shaderType) const;
private:
gl::ShaderMap<VariableNameToInfoMap> mData;
};
bool GetImageNameWithoutIndices(std::string *name);
// Get the mapped sampler name.
std::string GlslangGetMappedSamplerName(const std::string &originalName);
std::string GetXfbBufferName(const uint32_t bufferIndex);
void GlslangAssignLocations(const GlslangSourceOptions &options,
const gl::ProgramState &programState,
const gl::ProgramVaryingPacking &varyingPacking,
const gl::ShaderType shaderType,
const gl::ShaderType frontShaderType,
bool isTransformFeedbackStage,
GlslangProgramInterfaceInfo *programInterfaceInfo,
ShaderInterfaceVariableInfoMap *variableInfoMapOut);
void GlslangAssignTransformFeedbackLocations(gl::ShaderType shaderType,
const gl::ProgramState &programState,
bool isTransformFeedbackStage,
GlslangProgramInterfaceInfo *programInterfaceInfo,
ShaderInterfaceVariableInfoMap *variableInfoMapOut);
// Retrieves the compiled SPIR-V code for each shader stage, and calls |GlslangAssignLocations|.
void GlslangGetShaderSpirvCode(const GlslangSourceOptions &options,
const gl::ProgramState &programState,
const gl::ProgramLinkedResources &resources,
GlslangProgramInterfaceInfo *programInterfaceInfo,
gl::ShaderMap<const angle::spirv::Blob *> *spirvBlobsOut,
ShaderInterfaceVariableInfoMap *variableInfoMapOut);
angle::Result GlslangTransformSpirvCode(const GlslangSpirvOptions &options,
const ShaderInterfaceVariableInfoMap &variableInfoMap,
const angle::spirv::Blob &initialSpirvBlob,
angle::spirv::Blob *spirvBlobOut);
} // namespace rx
#endif // LIBANGLE_RENDERER_GLSLANG_WRAPPER_UTILS_H_