blob: a67ea7662a6c41a0b0155c5d6c308d7cca4c2a3c [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.
//
// ShaderVk.cpp:
// Implements the class methods for ShaderVk.
//
#include "libANGLE/renderer/vulkan/ShaderVk.h"
#include "common/debug.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "platform/FeaturesVk.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)
{
ShCompileOptions compileOptions = 0;
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.
compileOptions |= SH_INITIALIZE_UNINITIALIZED_LOCALS;
// WebGL shaders may contain OOB array accesses which in turn cause undefined behavior,
// which may result in security issues. See https://crbug.com/1189110.
compileOptions |= SH_CLAMP_INDIRECT_ARRAY_BOUNDS;
if (mState.getShaderType() != gl::ShaderType::Compute)
{
compileOptions |= SH_INIT_OUTPUT_VARIABLES;
}
}
if (contextVk->getFeatures().clampPointSize.enabled)
{
compileOptions |= SH_CLAMP_POINT_SIZE;
}
if (contextVk->getFeatures().basicGLLineRasterization.enabled)
{
compileOptions |= SH_ADD_BRESENHAM_LINE_RASTER_EMULATION;
}
if (contextVk->emulateSeamfulCubeMapSampling())
{
compileOptions |= SH_EMULATE_SEAMFUL_CUBE_MAP_SAMPLING;
}
if (!contextVk->getFeatures().enablePrecisionQualifiers.enabled)
{
compileOptions |= SH_IGNORE_PRECISION_QUALIFIERS;
}
if (contextVk->getFeatures().forceFragmentShaderPrecisionHighpToMediump.enabled)
{
compileOptions |= SH_FORCE_SHADER_PRECISION_HIGHP_TO_MEDIUMP;
}
// Let compiler detect and emit early fragment test execution mode. We will remove it if
// context state does not allow it
compileOptions |= SH_EARLY_FRAGMENT_TESTS_OPTIMIZATION;
// Let compiler use specialized constant for pre-rotation.
if (!contextVk->getFeatures().forceDriverUniformOverSpecConst.enabled)
{
compileOptions |= SH_USE_SPECIALIZATION_CONSTANT;
}
if (contextVk->getFeatures().enablePreRotateSurfaces.enabled ||
contextVk->getFeatures().emulatedPrerotation90.enabled ||
contextVk->getFeatures().emulatedPrerotation180.enabled ||
contextVk->getFeatures().emulatedPrerotation270.enabled)
{
// Let compiler insert pre-rotation code.
compileOptions |= SH_ADD_PRE_ROTATION;
}
if (contextVk->getFeatures().supportsTransformFeedbackExtension.enabled)
{
compileOptions |= SH_ADD_VULKAN_XFB_EXTENSION_SUPPORT_CODE;
}
else if (mState.getShaderType() == gl::ShaderType::Vertex &&
contextVk->getFeatures().emulateTransformFeedback.enabled)
{
compileOptions |= SH_ADD_VULKAN_XFB_EMULATION_SUPPORT_CODE;
}
if (contextVk->getFeatures().generateSPIRVThroughGlslang.enabled)
{
compileOptions |= SH_GENERATE_SPIRV_THROUGH_GLSLANG;
}
return compileImpl(context, compilerInstance, mState.getSource(), compileOptions | options);
}
std::string ShaderVk::getDebugInfo() const
{
return mState.getCompiledBinary().empty() ? "" : "<binary blob>";
}
} // namespace rx