blob: 883d1e5891007c5dd607a529f8ab9d61665cf95b [file] [log] [blame]
//
// 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.
//
// GlslangWrapper: Wrapper for Vulkan's glslang compiler.
//
#include "libANGLE/renderer/vulkan/GlslangWrapper.h"
// glslang has issues with some specific warnings.
ANGLE_DISABLE_EXTRA_SEMI_WARNING
// glslang's version of ShaderLang.h, not to be confused with ANGLE's.
#include <glslang/Public/ShaderLang.h>
// Other glslang includes.
#include <SPIRV/GlslangToSpv.h>
#include <StandAlone/ResourceLimits.h>
ANGLE_REENABLE_EXTRA_SEMI_WARNING
#include <array>
#include <numeric>
#include "common/FixedVector.h"
#include "common/string_utils.h"
#include "common/utilities.h"
#include "libANGLE/Caps.h"
#include "libANGLE/ProgramLinkedResources.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/vk_cache_utils.h"
namespace rx
{
namespace
{
constexpr char kMarkerStart[] = "@@ ";
constexpr char kQualifierMarkerBegin[] = "@@ QUALIFIER-";
constexpr char kLayoutMarkerBegin[] = "@@ LAYOUT-";
constexpr char kXfbDeclMarkerBegin[] = "@@ XFB-DECL";
constexpr char kXfbOutMarkerBegin[] = "@@ XFB-OUT";
constexpr char kMarkerEnd[] = " @@";
constexpr char kParamsBegin = '(';
constexpr char kParamsEnd = ')';
constexpr char kUniformQualifier[] = "uniform";
constexpr char kSSBOQualifier[] = "buffer";
constexpr char kUnusedBlockSubstitution[] = "struct";
constexpr char kUnusedUniformSubstitution[] = "// ";
constexpr char kVersionDefine[] = "#version 450 core\n";
constexpr char kLineRasterDefine[] = R"(#version 450 core
#define ANGLE_ENABLE_LINE_SEGMENT_RASTERIZATION
)";
template <size_t N>
constexpr size_t ConstStrLen(const char (&)[N])
{
static_assert(N > 0, "C++ shouldn't allow N to be zero");
// The length of a string defined as a char array is the size of the array minus 1 (the
// terminating '\0').
return N - 1;
}
void GetBuiltInResourcesFromCaps(const gl::Caps &caps, TBuiltInResource *outBuiltInResources)
{
outBuiltInResources->maxDrawBuffers = caps.maxDrawBuffers;
outBuiltInResources->maxAtomicCounterBindings = caps.maxAtomicCounterBufferBindings;
outBuiltInResources->maxAtomicCounterBufferSize = caps.maxAtomicCounterBufferSize;
outBuiltInResources->maxClipPlanes = caps.maxClipPlanes;
outBuiltInResources->maxCombinedAtomicCounterBuffers = caps.maxCombinedAtomicCounterBuffers;
outBuiltInResources->maxCombinedAtomicCounters = caps.maxCombinedAtomicCounters;
outBuiltInResources->maxCombinedImageUniforms = caps.maxCombinedImageUniforms;
outBuiltInResources->maxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
outBuiltInResources->maxCombinedShaderOutputResources = caps.maxCombinedShaderOutputResources;
outBuiltInResources->maxComputeWorkGroupCountX = caps.maxComputeWorkGroupCount[0];
outBuiltInResources->maxComputeWorkGroupCountY = caps.maxComputeWorkGroupCount[1];
outBuiltInResources->maxComputeWorkGroupCountZ = caps.maxComputeWorkGroupCount[2];
outBuiltInResources->maxComputeWorkGroupSizeX = caps.maxComputeWorkGroupSize[0];
outBuiltInResources->maxComputeWorkGroupSizeY = caps.maxComputeWorkGroupSize[1];
outBuiltInResources->maxComputeWorkGroupSizeZ = caps.maxComputeWorkGroupSize[2];
outBuiltInResources->minProgramTexelOffset = caps.minProgramTexelOffset;
outBuiltInResources->maxFragmentUniformVectors = caps.maxFragmentUniformVectors;
outBuiltInResources->maxFragmentInputComponents = caps.maxFragmentInputComponents;
outBuiltInResources->maxGeometryInputComponents = caps.maxGeometryInputComponents;
outBuiltInResources->maxGeometryOutputComponents = caps.maxGeometryOutputComponents;
outBuiltInResources->maxGeometryOutputVertices = caps.maxGeometryOutputVertices;
outBuiltInResources->maxGeometryTotalOutputComponents = caps.maxGeometryTotalOutputComponents;
outBuiltInResources->maxLights = caps.maxLights;
outBuiltInResources->maxProgramTexelOffset = caps.maxProgramTexelOffset;
outBuiltInResources->maxVaryingComponents = caps.maxVaryingComponents;
outBuiltInResources->maxVaryingVectors = caps.maxVaryingVectors;
outBuiltInResources->maxVertexAttribs = caps.maxVertexAttributes;
outBuiltInResources->maxVertexOutputComponents = caps.maxVertexOutputComponents;
outBuiltInResources->maxVertexUniformVectors = caps.maxVertexUniformVectors;
}
class IntermediateShaderSource final : angle::NonCopyable
{
public:
void init(const std::string &source);
bool empty() const { return mTokens.empty(); }
// Find @@ LAYOUT-name(extra, args) @@ and replace it with:
//
// layout(specifier, extra, args)
//
// or if |specifier| is empty:
//
// layout(extra, args)
//
void insertLayoutSpecifier(const std::string &name, const std::string &specifier);
// Find @@ QUALIFIER-name(other qualifiers) @@ and replace it with:
//
// specifier other qualifiers
//
// or if |specifier| is empty, with nothing.
//
void insertQualifierSpecifier(const std::string &name, const std::string &specifier);
// Replace @@ XFB-DECL @@ with |decl|.
void insertTransformFeedbackDeclaration(const std::string &&decl);
// Replace @@ XFB-OUT @@ with |output| code block.
void insertTransformFeedbackOutput(const std::string &&output);
// Remove @@ LAYOUT-name(*) @@ and @@ QUALIFIER-name(*) @@ altogether, optionally replacing them
// with something to make sure the shader still compiles.
void eraseLayoutAndQualifierSpecifiers(const std::string &name, const std::string &replacement);
// Get the transformed shader source as one string.
std::string getShaderSource();
private:
enum class TokenType
{
// A piece of shader source code.
Text,
// Block corresponding to @@ QUALIFIER-abc(other qualifiers) @@
Qualifier,
// Block corresponding to @@ LAYOUT-abc(extra, args) @@
Layout,
// Block corresponding to @@ XFB-DECL @@
TransformFeedbackDeclaration,
// Block corresponding to @@ XFB-OUT @@
TransformFeedbackOutput,
};
struct Token
{
TokenType type;
// |text| contains some shader code if Text, or the id of macro ("abc" in examples above)
// being replaced if Qualifier or Layout.
std::string text;
// If Qualifier or Layout, this contains extra parameters passed in parentheses, if any.
std::string args;
};
void addTextBlock(std::string &&text);
void addLayoutBlock(std::string &&name, std::string &&args);
void addQualifierBlock(std::string &&name, std::string &&args);
void addTransformFeedbackDeclarationBlock();
void addTransformFeedbackOutputBlock();
void replaceSingleMacro(TokenType type, const std::string &&text);
std::vector<Token> mTokens;
};
void IntermediateShaderSource::addTextBlock(std::string &&text)
{
if (!text.empty())
{
Token token = {TokenType::Text, std::move(text), ""};
mTokens.emplace_back(std::move(token));
}
}
void IntermediateShaderSource::addLayoutBlock(std::string &&name, std::string &&args)
{
ASSERT(!name.empty());
Token token = {TokenType::Layout, std::move(name), std::move(args)};
mTokens.emplace_back(std::move(token));
}
void IntermediateShaderSource::addQualifierBlock(std::string &&name, std::string &&args)
{
ASSERT(!name.empty());
Token token = {TokenType::Qualifier, std::move(name), std::move(args)};
mTokens.emplace_back(std::move(token));
}
void IntermediateShaderSource::addTransformFeedbackDeclarationBlock()
{
Token token = {TokenType::TransformFeedbackDeclaration, "", ""};
mTokens.emplace_back(std::move(token));
}
void IntermediateShaderSource::addTransformFeedbackOutputBlock()
{
Token token = {TokenType::TransformFeedbackOutput, "", ""};
mTokens.emplace_back(std::move(token));
}
size_t ExtractNameAndArgs(const std::string &source,
size_t cur,
std::string *nameOut,
std::string *argsOut)
{
*nameOut = angle::GetPrefix(source, cur, kParamsBegin);
// There should always be an extra args list (even if empty, for simplicity).
size_t readCount = nameOut->length() + 1;
*argsOut = angle::GetPrefix(source, cur + readCount, kParamsEnd);
readCount += argsOut->length() + 1;
return readCount;
}
void IntermediateShaderSource::init(const std::string &source)
{
size_t cur = 0;
// Split the source into Text, Layout and Qualifier blocks for efficient macro expansion.
while (cur < source.length())
{
// Create a Text block for the code up to the first marker.
std::string text = angle::GetPrefix(source, cur, kMarkerStart);
cur += text.length();
addTextBlock(std::move(text));
if (cur >= source.length())
{
break;
}
if (source.compare(cur, ConstStrLen(kQualifierMarkerBegin), kQualifierMarkerBegin) == 0)
{
cur += ConstStrLen(kQualifierMarkerBegin);
// Get the id and arguments of the macro and add a qualifier block.
std::string name, args;
cur += ExtractNameAndArgs(source, cur, &name, &args);
addQualifierBlock(std::move(name), std::move(args));
}
else if (source.compare(cur, ConstStrLen(kLayoutMarkerBegin), kLayoutMarkerBegin) == 0)
{
cur += ConstStrLen(kLayoutMarkerBegin);
// Get the id and arguments of the macro and add a layout block.
std::string name, args;
cur += ExtractNameAndArgs(source, cur, &name, &args);
addLayoutBlock(std::move(name), std::move(args));
}
else if (source.compare(cur, ConstStrLen(kXfbDeclMarkerBegin), kXfbDeclMarkerBegin) == 0)
{
cur += ConstStrLen(kXfbDeclMarkerBegin);
addTransformFeedbackDeclarationBlock();
}
else if (source.compare(cur, ConstStrLen(kXfbOutMarkerBegin), kXfbOutMarkerBegin) == 0)
{
cur += ConstStrLen(kXfbOutMarkerBegin);
addTransformFeedbackOutputBlock();
}
else
{
// If reached here, @@ was met in the shader source itself which would have been a
// compile error.
UNREACHABLE();
}
// There should always be a closing marker at this point.
ASSERT(source.compare(cur, ConstStrLen(kMarkerEnd), kMarkerEnd) == 0);
// Continue from after the closing of this macro.
cur += ConstStrLen(kMarkerEnd);
}
}
void IntermediateShaderSource::insertLayoutSpecifier(const std::string &name,
const std::string &specifier)
{
for (Token &block : mTokens)
{
if (block.type == TokenType::Layout && block.text == name)
{
const char *separator = specifier.empty() || block.args.empty() ? "" : ", ";
block.type = TokenType::Text;
block.text = "layout(" + block.args + separator + specifier + ")";
break;
}
}
}
void IntermediateShaderSource::insertQualifierSpecifier(const std::string &name,
const std::string &specifier)
{
for (Token &block : mTokens)
{
if (block.type == TokenType::Qualifier && block.text == name)
{
block.type = TokenType::Text;
block.text = specifier;
if (!specifier.empty() && !block.args.empty())
{
block.text += " " + block.args;
}
break;
}
}
}
void IntermediateShaderSource::replaceSingleMacro(TokenType type, const std::string &&text)
{
for (Token &block : mTokens)
{
if (block.type == type)
{
block.type = TokenType::Text;
block.text = std::move(text);
break;
}
}
}
void IntermediateShaderSource::insertTransformFeedbackDeclaration(const std::string &&decl)
{
replaceSingleMacro(TokenType::TransformFeedbackDeclaration, std::move(decl));
}
void IntermediateShaderSource::insertTransformFeedbackOutput(const std::string &&output)
{
replaceSingleMacro(TokenType::TransformFeedbackOutput, std::move(output));
}
void IntermediateShaderSource::eraseLayoutAndQualifierSpecifiers(const std::string &name,
const std::string &replacement)
{
for (Token &block : mTokens)
{
if (block.type == TokenType::Text || block.text != name)
{
continue;
}
block.text = block.type == TokenType::Layout ? "" : replacement;
block.type = TokenType::Text;
}
}
std::string IntermediateShaderSource::getShaderSource()
{
std::string shaderSource;
for (Token &block : mTokens)
{
// All blocks should have been replaced.
ASSERT(block.type == TokenType::Text);
shaderSource += block.text;
}
return shaderSource;
}
std::string GetMappedSamplerNameOld(const std::string &originalName)
{
std::string samplerName = gl::ParseResourceName(originalName, nullptr);
// Samplers in structs are extracted.
std::replace(samplerName.begin(), samplerName.end(), '.', '_');
// Samplers in arrays of structs are also extracted.
std::replace(samplerName.begin(), samplerName.end(), '[', '_');
samplerName.erase(std::remove(samplerName.begin(), samplerName.end(), ']'), samplerName.end());
return samplerName;
}
template <typename OutputIter, typename ImplicitIter>
uint32_t CountExplicitOutputs(OutputIter outputsBegin,
OutputIter outputsEnd,
ImplicitIter implicitsBegin,
ImplicitIter implicitsEnd)
{
auto reduce = [implicitsBegin, implicitsEnd](uint32_t count, const sh::ShaderVariable &var) {
bool isExplicit = std::find(implicitsBegin, implicitsEnd, var.name) == implicitsEnd;
return count + isExplicit;
};
return std::accumulate(outputsBegin, outputsEnd, 0, reduce);
}
std::string GenerateTransformFeedbackVaryingOutput(const gl::TransformFeedbackVarying &varying,
const gl::UniformTypeInfo &info,
size_t strideBytes,
size_t offset,
const std::string &bufferIndex)
{
std::ostringstream result;
ASSERT(strideBytes % 4 == 0);
size_t stride = strideBytes / 4;
const size_t arrayIndexStart = varying.arrayIndex == GL_INVALID_INDEX ? 0 : varying.arrayIndex;
const size_t arrayIndexEnd = arrayIndexStart + varying.size();
for (size_t arrayIndex = arrayIndexStart; arrayIndex < arrayIndexEnd; ++arrayIndex)
{
for (int col = 0; col < info.columnCount; ++col)
{
for (int row = 0; row < info.rowCount; ++row)
{
result << "xfbOut" << bufferIndex << "[ANGLEUniforms.xfbBufferOffsets["
<< bufferIndex << "] + gl_VertexIndex * " << stride << " + " << offset
<< "] = " << info.glslAsFloat << "(" << varying.mappedName;
if (varying.isArray())
{
result << "[" << arrayIndex << "]";
}
if (info.columnCount > 1)
{
result << "[" << col << "]";
}
if (info.rowCount > 1)
{
result << "[" << row << "]";
}
result << ");\n";
++offset;
}
}
}
return result.str();
}
void GenerateTransformFeedbackOutputs(const gl::ProgramState &programState,
IntermediateShaderSource *vertexShader)
{
const std::vector<gl::TransformFeedbackVarying> &varyings =
programState.getLinkedTransformFeedbackVaryings();
const std::vector<GLsizei> &bufferStrides = programState.getTransformFeedbackStrides();
const bool isInterleaved =
programState.getTransformFeedbackBufferMode() == GL_INTERLEAVED_ATTRIBS;
const size_t bufferCount = isInterleaved ? 1 : varyings.size();
const std::string xfbSet = Str(kUniformsAndXfbDescriptorSetIndex);
std::vector<std::string> xfbIndices(bufferCount);
std::string xfbDecl;
for (uint32_t bufferIndex = 0; bufferIndex < bufferCount; ++bufferIndex)
{
const std::string xfbBinding = Str(kXfbBindingIndexStart + bufferIndex);
xfbIndices[bufferIndex] = Str(bufferIndex);
xfbDecl += "layout(set = " + xfbSet + ", binding = " + xfbBinding + ") buffer xfbBuffer" +
xfbIndices[bufferIndex] + " { float xfbOut" + xfbIndices[bufferIndex] +
"[]; };\n";
}
std::string xfbOut = "if (ANGLEUniforms.xfbActiveUnpaused != 0)\n{\n";
size_t outputOffset = 0;
for (size_t varyingIndex = 0; varyingIndex < varyings.size(); ++varyingIndex)
{
const size_t bufferIndex = isInterleaved ? 0 : varyingIndex;
const gl::TransformFeedbackVarying &varying = varyings[varyingIndex];
// For every varying, output to the respective buffer packed. If interleaved, the output is
// always to the same buffer, but at different offsets.
const gl::UniformTypeInfo &info = gl::GetUniformTypeInfo(varying.type);
xfbOut += GenerateTransformFeedbackVaryingOutput(varying, info, bufferStrides[bufferIndex],
outputOffset, xfbIndices[bufferIndex]);
if (isInterleaved)
{
outputOffset += info.columnCount * info.rowCount * varying.size();
}
}
xfbOut += "}\n";
vertexShader->insertTransformFeedbackDeclaration(std::move(xfbDecl));
vertexShader->insertTransformFeedbackOutput(std::move(xfbOut));
}
void AssignAttributeLocations(const gl::ProgramState &programState,
IntermediateShaderSource *shaderSource)
{
ASSERT(!shaderSource->empty());
// Parse attribute locations and replace them in the vertex shader.
// See corresponding code in OutputVulkanGLSL.cpp.
for (const sh::ShaderVariable &attribute : programState.getAttributes())
{
// Warning: If we end up supporting ES 3.0 shaders and up, Program::linkAttributes is
// going to bring us all attributes in this list instead of only the active ones.
ASSERT(attribute.active);
std::string locationString = "location = " + Str(attribute.location);
shaderSource->insertLayoutSpecifier(attribute.name, locationString);
shaderSource->insertQualifierSpecifier(attribute.name, "in");
}
}
std::string RemoveArrayZeroSubscript(const std::string &expression)
{
ASSERT(expression.size() > 3);
ASSERT(expression.substr(expression.size() - 3) == "[0]");
return expression.substr(0, expression.size() - 3);
}
void AssignOutputLocations(const gl::ProgramState &programState,
IntermediateShaderSource *fragmentSource)
{
// Parse output locations and replace them in the fragment shader.
// See corresponding code in OutputVulkanGLSL.cpp.
// TODO(syoussefi): Add support for EXT_blend_func_extended. http://anglebug.com/3385
const auto &outputLocations = programState.getOutputLocations();
const auto &outputVariables = programState.getOutputVariables();
const std::array<std::string, 3> implicitOutputs = {"gl_FragDepth", "gl_SampleMask",
"gl_FragStencilRefARB"};
for (const gl::VariableLocation &outputLocation : outputLocations)
{
if (outputLocation.arrayIndex == 0 && outputLocation.used() && !outputLocation.ignored)
{
const sh::ShaderVariable &outputVar = outputVariables[outputLocation.index];
// In the following:
//
// out vec4 fragOutput[N];
//
// The varying name is |fragOutput[0]|. We need to remove the extra |[0]|.
std::string name = outputVar.name;
if (outputVar.isArray())
{
name = RemoveArrayZeroSubscript(name);
if (outputVar.isArrayOfArrays())
{
name = RemoveArrayZeroSubscript(name);
}
}
std::string locationString;
if (outputVar.location != -1)
{
locationString = "location = " + Str(outputVar.location);
}
else if (std::find(implicitOutputs.begin(), implicitOutputs.end(), name) ==
implicitOutputs.end())
{
// If there is only one output, it is allowed not to have a location qualifier, in
// which case it defaults to 0. GLSL ES 3.00 spec, section 4.3.8.2.
ASSERT(CountExplicitOutputs(outputVariables.begin(), outputVariables.end(),
implicitOutputs.begin(), implicitOutputs.end()) == 1);
locationString = "location = 0";
}
fragmentSource->insertLayoutSpecifier(name, locationString);
}
}
}
void AssignVaryingLocations(const gl::ProgramLinkedResources &resources,
IntermediateShaderSource *outStageSource,
IntermediateShaderSource *inStageSource)
{
// Assign varying locations.
for (const gl::PackedVaryingRegister &varyingReg : resources.varyingPacking.getRegisterList())
{
const auto &varying = *varyingReg.packedVarying;
// In Vulkan GLSL, struct fields are not allowed to have location assignments. The varying
// of a struct type is thus given a location equal to the one assigned to its first field.
if (varying.isStructField() && varying.fieldIndex > 0)
{
continue;
}
// Similarly, assign array varying locations to the assigned location of the first element.
if (varying.isArrayElement() && varying.arrayIndex != 0)
{
continue;
}
std::string locationString = "location = " + Str(varyingReg.registerRow);
if (varyingReg.registerColumn > 0)
{
ASSERT(!varying.varying->isStruct());
ASSERT(!gl::IsMatrixType(varying.varying->type));
locationString += ", component = " + Str(varyingReg.registerColumn);
}
// In the following:
//
// struct S { vec4 field; };
// out S varStruct;
//
// "varStruct" is found through |parentStructName|, with |varying->name| being "field". In
// such a case, use |parentStructName|.
const std::string &name =
varying.isStructField() ? varying.parentStructName : varying.varying->name;
outStageSource->insertLayoutSpecifier(name, locationString);
inStageSource->insertLayoutSpecifier(name, locationString);
const char *outQualifier = "out";
const char *inQualifier = "in";
switch (varying.interpolation)
{
case sh::INTERPOLATION_SMOOTH:
break;
case sh::INTERPOLATION_CENTROID:
outQualifier = "centroid out";
inQualifier = "centroid in";
break;
case sh::INTERPOLATION_FLAT:
outQualifier = "flat out";
inQualifier = "flat in";
break;
default:
UNREACHABLE();
}
outStageSource->insertQualifierSpecifier(name, outQualifier);
inStageSource->insertQualifierSpecifier(name, inQualifier);
}
// Substitute layout and qualifier strings for the position varying. Use the first free
// varying register after the packed varyings.
constexpr char kVaryingName[] = "ANGLEPosition";
std::stringstream layoutStream;
layoutStream << "location = " << (resources.varyingPacking.getMaxSemanticIndex() + 1);
const std::string layout = layoutStream.str();
outStageSource->insertLayoutSpecifier(kVaryingName, layout);
inStageSource->insertLayoutSpecifier(kVaryingName, layout);
outStageSource->insertQualifierSpecifier(kVaryingName, "out");
inStageSource->insertQualifierSpecifier(kVaryingName, "in");
}
void AssignUniformBindings(gl::ShaderMap<IntermediateShaderSource> *shaderSources)
{
// Bind the default uniforms for vertex and fragment shaders.
// See corresponding code in OutputVulkanGLSL.cpp.
const std::string uniformsDescriptorSet = "set = " + Str(kUniformsAndXfbDescriptorSetIndex);
constexpr char kDefaultUniformsBlockName[] = "defaultUniforms";
uint32_t bindingIndex = 0;
for (IntermediateShaderSource &shaderSource : *shaderSources)
{
if (!shaderSource.empty())
{
std::string defaultUniformsBinding =
uniformsDescriptorSet + ", binding = " + Str(bindingIndex++);
shaderSource.insertLayoutSpecifier(kDefaultUniformsBlockName, defaultUniformsBinding);
}
}
// Substitute layout and qualifier strings for the driver uniforms block.
const std::string driverBlockLayoutString =
"set = " + Str(kDriverUniformsDescriptorSetIndex) + ", binding = 0";
constexpr char kDriverBlockName[] = "ANGLEUniformBlock";
for (IntermediateShaderSource &shaderSource : *shaderSources)
{
shaderSource.insertLayoutSpecifier(kDriverBlockName, driverBlockLayoutString);
shaderSource.insertQualifierSpecifier(kDriverBlockName, kUniformQualifier);
}
}
// Helper to go through shader stages and substitute layout and qualifier macros.
void AssignResourceBinding(gl::ShaderBitSet activeShaders,
const std::string &name,
const std::string &bindingString,
const char *qualifier,
const char *unusedSubstitution,
gl::ShaderMap<IntermediateShaderSource> *shaderSources)
{
for (const gl::ShaderType shaderType : gl::AllShaderTypes())
{
IntermediateShaderSource &shaderSource = (*shaderSources)[shaderType];
if (!shaderSource.empty())
{
if (activeShaders[shaderType])
{
shaderSource.insertLayoutSpecifier(name, bindingString);
shaderSource.insertQualifierSpecifier(name, qualifier);
}
else
{
shaderSource.eraseLayoutAndQualifierSpecifiers(name, unusedSubstitution);
}
}
}
}
uint32_t AssignInterfaceBlockBindings(const std::vector<gl::InterfaceBlock> &blocks,
const char *qualifier,
uint32_t bindingStart,
gl::ShaderMap<IntermediateShaderSource> *shaderSources)
{
const std::string resourcesDescriptorSet = "set = " + Str(kShaderResourceDescriptorSetIndex);
uint32_t bindingIndex = bindingStart;
for (const gl::InterfaceBlock &block : blocks)
{
if (!block.isArray || block.arrayElement == 0)
{
const std::string bindingString =
resourcesDescriptorSet + ", binding = " + Str(bindingIndex++);
AssignResourceBinding(block.activeShaders(), block.name, bindingString, qualifier,
kUnusedBlockSubstitution, shaderSources);
}
}
return bindingIndex;
}
uint32_t AssignAtomicCounterBufferBindings(const std::vector<gl::AtomicCounterBuffer> &buffers,
const char *qualifier,
uint32_t bindingStart,
gl::ShaderMap<IntermediateShaderSource> *shaderSources)
{
if (buffers.size() == 0)
{
return bindingStart;
}
constexpr char kAtomicCounterBlockName[] = "ANGLEAtomicCounters";
const std::string bindingString =
"set = " + Str(kShaderResourceDescriptorSetIndex) + ", binding = " + Str(bindingStart);
for (const gl::ShaderType shaderType : gl::AllShaderTypes())
{
IntermediateShaderSource &shaderSource = (*shaderSources)[shaderType];
if (!shaderSource.empty())
{
// All atomic counter buffers are placed under one binding shared between all stages.
shaderSource.insertLayoutSpecifier(kAtomicCounterBlockName, bindingString);
shaderSource.insertQualifierSpecifier(kAtomicCounterBlockName, qualifier);
}
}
return bindingStart + 1;
}
uint32_t AssignImageBindings(const std::vector<gl::LinkedUniform> &uniforms,
const gl::RangeUI &imageUniformRange,
uint32_t bindingStart,
gl::ShaderMap<IntermediateShaderSource> *shaderSources)
{
const std::string resourcesDescriptorSet = "set = " + Str(kShaderResourceDescriptorSetIndex);
uint32_t bindingIndex = bindingStart;
for (unsigned int uniformIndex : imageUniformRange)
{
const gl::LinkedUniform &imageUniform = uniforms[uniformIndex];
const std::string bindingString =
resourcesDescriptorSet + ", binding = " + Str(bindingIndex++);
std::string name = imageUniform.name;
if (name.back() == ']')
{
name = name.substr(0, name.find('['));
}
AssignResourceBinding(imageUniform.activeShaders(), name, bindingString, kUniformQualifier,
kUnusedUniformSubstitution, shaderSources);
}
return bindingIndex;
}
void AssignNonTextureBindings(const gl::ProgramState &programState,
gl::ShaderMap<IntermediateShaderSource> *shaderSources)
{
uint32_t bindingStart = 0;
const std::vector<gl::InterfaceBlock> &uniformBlocks = programState.getUniformBlocks();
bindingStart =
AssignInterfaceBlockBindings(uniformBlocks, kUniformQualifier, bindingStart, shaderSources);
const std::vector<gl::InterfaceBlock> &storageBlocks = programState.getShaderStorageBlocks();
bindingStart =
AssignInterfaceBlockBindings(storageBlocks, kSSBOQualifier, bindingStart, shaderSources);
const std::vector<gl::AtomicCounterBuffer> &atomicCounterBuffers =
programState.getAtomicCounterBuffers();
bindingStart = AssignAtomicCounterBufferBindings(atomicCounterBuffers, kSSBOQualifier,
bindingStart, shaderSources);
const std::vector<gl::LinkedUniform> &uniforms = programState.getUniforms();
const gl::RangeUI &imageUniformRange = programState.getImageUniformRange();
bindingStart = AssignImageBindings(uniforms, imageUniformRange, bindingStart, shaderSources);
}
void AssignTextureBindings(bool useOldRewriteStructSamplers,
const gl::ProgramState &programState,
gl::ShaderMap<IntermediateShaderSource> *shaderSources)
{
const std::string texturesDescriptorSet = "set = " + Str(kTextureDescriptorSetIndex);
// Assign textures to a descriptor set and binding.
uint32_t bindingIndex = 0;
const std::vector<gl::LinkedUniform> &uniforms = programState.getUniforms();
for (unsigned int uniformIndex : programState.getSamplerUniformRange())
{
const gl::LinkedUniform &samplerUniform = uniforms[uniformIndex];
if (!useOldRewriteStructSamplers &&
vk::SamplerNameContainsNonZeroArrayElement(samplerUniform.name))
{
continue;
}
const std::string bindingString =
texturesDescriptorSet + ", binding = " + Str(bindingIndex++);
// Samplers in structs are extracted and renamed.
const std::string samplerName = useOldRewriteStructSamplers
? GetMappedSamplerNameOld(samplerUniform.name)
: vk::GetMappedSamplerName(samplerUniform.name);
AssignResourceBinding(samplerUniform.activeShaders(), samplerName, bindingString,
kUniformQualifier, kUnusedUniformSubstitution, shaderSources);
}
}
void CleanupUnusedEntities(bool useOldRewriteStructSamplers,
const gl::ProgramState &programState,
const gl::ProgramLinkedResources &resources,
gl::ShaderType shaderType,
gl::ShaderMap<IntermediateShaderSource> *shaderSources)
{
gl::Shader *shader = programState.getAttachedShader(shaderType);
IntermediateShaderSource &source = (*shaderSources)[shaderType];
if (!source.empty())
{
ASSERT(shader != nullptr);
// The attributes in the programState could have been filled with active attributes only
// depending on the shader version. If there is inactive attributes left, we have to remove
// their @@ QUALIFIER and @@ LAYOUT markers.
for (const sh::ShaderVariable &attribute : shader->getAllAttributes())
{
if (attribute.active)
{
continue;
}
source.eraseLayoutAndQualifierSpecifiers(attribute.name, "");
}
}
// Remove all the markers for unused varyings.
for (const std::string &varyingName : resources.varyingPacking.getInactiveVaryingNames())
{
for (IntermediateShaderSource &shaderSource : *shaderSources)
{
shaderSource.eraseLayoutAndQualifierSpecifiers(varyingName, "");
}
}
// Remove all the markers for unused interface blocks, and replace them with |struct|.
for (const std::string &unusedInterfaceBlock : resources.unusedInterfaceBlocks)
{
for (IntermediateShaderSource &shaderSource : *shaderSources)
{
shaderSource.eraseLayoutAndQualifierSpecifiers(unusedInterfaceBlock,
kUnusedBlockSubstitution);
}
}
// Comment out unused uniforms. This relies on the fact that the shader compiler outputs
// uniforms to a single line.
for (const gl::UnusedUniform &unusedUniform : resources.unusedUniforms)
{
std::string uniformName = unusedUniform.isSampler
? useOldRewriteStructSamplers
? GetMappedSamplerNameOld(unusedUniform.name)
: vk::GetMappedSamplerName(unusedUniform.name)
: unusedUniform.name;
for (IntermediateShaderSource &shaderSource : *shaderSources)
{
shaderSource.eraseLayoutAndQualifierSpecifiers(uniformName, kUnusedUniformSubstitution);
}
}
}
constexpr gl::ShaderMap<EShLanguage> kShLanguageMap = {
{gl::ShaderType::Vertex, EShLangVertex},
{gl::ShaderType::Geometry, EShLangGeometry},
{gl::ShaderType::Fragment, EShLangFragment},
{gl::ShaderType::Compute, EShLangCompute},
};
} // anonymous namespace
// static
void GlslangWrapper::Initialize()
{
int result = ShInitialize();
ASSERT(result != 0);
}
// static
void GlslangWrapper::Release()
{
int result = ShFinalize();
ASSERT(result != 0);
}
// static
void GlslangWrapper::GetShaderSource(bool useOldRewriteStructSamplers,
const gl::ProgramState &programState,
const gl::ProgramLinkedResources &resources,
gl::ShaderMap<std::string> *shaderSourcesOut)
{
gl::ShaderMap<IntermediateShaderSource> intermediateSources;
for (const gl::ShaderType shaderType : gl::AllShaderTypes())
{
gl::Shader *glShader = programState.getAttachedShader(shaderType);
if (glShader)
{
intermediateSources[shaderType].init(glShader->getTranslatedSource());
}
}
IntermediateShaderSource *vertexSource = &intermediateSources[gl::ShaderType::Vertex];
IntermediateShaderSource *fragmentSource = &intermediateSources[gl::ShaderType::Fragment];
if (!vertexSource->empty())
{
AssignAttributeLocations(programState, vertexSource);
AssignOutputLocations(programState, fragmentSource);
AssignVaryingLocations(resources, vertexSource, fragmentSource);
}
else if (!fragmentSource->empty())
{
AssignAttributeLocations(programState, fragmentSource);
AssignOutputLocations(programState, fragmentSource);
AssignVaryingLocations(resources, vertexSource, fragmentSource);
}
AssignUniformBindings(&intermediateSources);
AssignTextureBindings(useOldRewriteStructSamplers, programState, &intermediateSources);
AssignNonTextureBindings(programState, &intermediateSources);
for (const auto shaderType : gl::kAllGraphicsShaderTypes)
{
CleanupUnusedEntities(useOldRewriteStructSamplers, programState, resources, shaderType,
&intermediateSources);
}
// Write transform feedback output code.
if (!vertexSource->empty())
{
if (programState.getLinkedTransformFeedbackVaryings().empty())
{
vertexSource->insertTransformFeedbackDeclaration("");
vertexSource->insertTransformFeedbackOutput("");
}
else
{
GenerateTransformFeedbackOutputs(programState, vertexSource);
}
}
for (const gl::ShaderType shaderType : gl::AllShaderTypes())
{
(*shaderSourcesOut)[shaderType] = intermediateSources[shaderType].getShaderSource();
}
}
// static
angle::Result GlslangWrapper::GetShaderCode(vk::Context *context,
const gl::Caps &glCaps,
bool enableLineRasterEmulation,
const gl::ShaderMap<std::string> &shaderSources,
gl::ShaderMap<std::vector<uint32_t>> *shaderCodeOut)
{
if (enableLineRasterEmulation)
{
ASSERT(shaderSources[gl::ShaderType::Compute].empty());
gl::ShaderMap<std::string> patchedSources = shaderSources;
// #defines must come after the #version directive.
ANGLE_VK_CHECK(context,
angle::ReplaceSubstring(&patchedSources[gl::ShaderType::Vertex],
kVersionDefine, kLineRasterDefine),
VK_ERROR_INVALID_SHADER_NV);
ANGLE_VK_CHECK(context,
angle::ReplaceSubstring(&patchedSources[gl::ShaderType::Fragment],
kVersionDefine, kLineRasterDefine),
VK_ERROR_INVALID_SHADER_NV);
return GetShaderCodeImpl(context, glCaps, patchedSources, shaderCodeOut);
}
else
{
return GetShaderCodeImpl(context, glCaps, shaderSources, shaderCodeOut);
}
}
// static
angle::Result GlslangWrapper::GetShaderCodeImpl(vk::Context *context,
const gl::Caps &glCaps,
const gl::ShaderMap<std::string> &shaderSources,
gl::ShaderMap<std::vector<uint32_t>> *shaderCodeOut)
{
// Enable SPIR-V and Vulkan rules when parsing GLSL
EShMessages messages = static_cast<EShMessages>(EShMsgSpvRules | EShMsgVulkanRules);
TBuiltInResource builtInResources(glslang::DefaultTBuiltInResource);
GetBuiltInResourcesFromCaps(glCaps, &builtInResources);
glslang::TShader vertexShader(EShLangVertex);
glslang::TShader fragmentShader(EShLangFragment);
glslang::TShader geometryShader(EShLangGeometry);
glslang::TShader computeShader(EShLangCompute);
gl::ShaderMap<glslang::TShader *> shaders = {
{gl::ShaderType::Vertex, &vertexShader},
{gl::ShaderType::Fragment, &fragmentShader},
{gl::ShaderType::Geometry, &geometryShader},
{gl::ShaderType::Compute, &computeShader},
};
glslang::TProgram program;
for (const gl::ShaderType shaderType : gl::AllShaderTypes())
{
if (shaderSources[shaderType].empty())
{
continue;
}
const char *shaderString = shaderSources[shaderType].c_str();
int shaderLength = static_cast<int>(shaderSources[shaderType].size());
glslang::TShader *shader = shaders[shaderType];
shader->setStringsWithLengths(&shaderString, &shaderLength, 1);
shader->setEntryPoint("main");
bool result = shader->parse(&builtInResources, 450, ECoreProfile, false, false, messages);
if (!result)
{
ERR() << "Internal error parsing Vulkan shader corresponding to " << shaderType << ":\n"
<< shader->getInfoLog() << "\n"
<< shader->getInfoDebugLog() << "\n";
ANGLE_VK_CHECK(context, false, VK_ERROR_INVALID_SHADER_NV);
}
program.addShader(shader);
}
bool linkResult = program.link(messages);
if (!linkResult)
{
ERR() << "Internal error linking Vulkan shaders:\n" << program.getInfoLog() << "\n";
ANGLE_VK_CHECK(context, false, VK_ERROR_INVALID_SHADER_NV);
}
for (const gl::ShaderType shaderType : gl::AllShaderTypes())
{
if (shaderSources[shaderType].empty())
{
continue;
}
glslang::TIntermediate *intermediate = program.getIntermediate(kShLanguageMap[shaderType]);
glslang::GlslangToSpv(*intermediate, (*shaderCodeOut)[shaderType]);
}
return angle::Result::Continue;
}
} // namespace rx