ES31: Support shader storage block in D3D11 compiler - Part1

This patch is the first step to implement a basic skeleton to translate
shader storage block to HLSL RWByteAddressBuffer.

In GLSL each shader storage block is just one structured block and in API side
it corresponds to a buffer range where stores the whole structure.
RWStructuredBuffer is an array-like object and can have many structured
elements. The structured element doesn't support unsized array and also have
a small limitation on the element size. So we choose RWByteAddressBuffer as
the counterpart of shader storage block in HLSL.

Due to RWByteAddressBuffer does not support using an index to reference a
specific location, we must use Load and Store to process the read/write
operation of a buffer variable. Moreover, in the compiler tree, since we
can't use variable name to get the resource value in RWByteAddressBuffer,
we have to calculate the offset of buffer variable in a shader storage block,
then call the corresponding wrapper function to get the right value.

In this patch, we only process below situations:
    assign_to_ssbo := ssbo_access_chain = expr_no_ssbo;
    assign_from_ssbo := lvalue_no_ssbo = ssbo_access_chain;

The translation is like below:
    // GLSL
    #version 310 es
    layout(local_size_x=8) in;
    layout(std140, binding = 0) buffer blockA {
        float f[8];
    } instanceA;
    layout(std140, binding = 1) buffer blockB {
        float f[8];
    };
    void main()
    {
        float data = instanceA.f[gl_LocalInvocationIndex];
        f[gl_LocalInvocationIndex] = data;
    }

    // HLSL
    RWByteAddressBuffer _instanceA: register(u0);
    RWByteAddressBuffer _blockB: register(u1);
    float float_Load(RWByteAddressBuffer buffer, uint loc)
    {
        float result = asfloat(buffer.Load(loc));
        return result;
    }

    void float_Store(RWByteAddressBuffer buffer, uint loc, float value)
    {
        buffer.Store(loc, asuint(value));
    }

    void gl_main()
    {
    float _data = float_Load(_instanceA, 0 + 16 * gl_LocalInvocationIndex);
    float_Store(_blockB, 0 + 16 * gl_LocalInvocationIndex, _data);
    }

We will do below things in the following patches:
1. Modify the intermediate tree to flatten all ssbo usages to:
    assign_to_ssbo := ssbo_access_chain = expr_no_ssbo;
    assign_from_ssbo := lvalue_no_ssbo = ssbo_access_chain;
e.g.
    intanceA.a +=1;
  ->tmp = intanceA.a;
    intanceA.a = tmp + 1;

    while(++instanceA.a < 16) {
    }
  ->
    int PreIncrement(out int a)
    {
        a += 1;
        return a;
    }
    tmp = instanceA.a;
    while(PreIncrement(tmp) < 16) {
        instanceA.a = tmp
    }

2. Add offset calculation for structure and array of arrays.
TODOs have been marked in the corresponding places in this patch.

3. Improve helper functions so that they can process all possible types.
TODOs have been marked in the corresponding places in this patch.

4. Process the swizzle situation.
TODOs have been marked in the corresponding places in this patch.
A possible method is to extend current helper functions like below:
    *_Load(RWByteAddressBuffer buffer, uint loc, bool isSwizzle, uint4 swizzleOffset)

Bug: angleproject:1951
Test: angle_end2end_tests

Change-Id: I68ae68d5bb77d0d5627c8272627a7f689b8dc38b
Reviewed-on: https://chromium-review.googlesource.com/848215
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
19 files changed
tree: 0b2d8359b853f369c77fd54cc07fd54a0c8b4bde
  1. build_overrides/
  2. doc/
  3. extensions/
  4. gni/
  5. include/
  6. infra/
  7. samples/
  8. scripts/
  9. src/
  10. third_party/
  11. tools/
  12. util/
  13. .clang-format
  14. .gitattributes
  15. .gitignore
  16. .gn
  17. AndroidManifest.xml
  18. AUTHORS
  19. BUILD.gn
  20. codereview.settings
  21. CONTRIBUTORS
  22. DEPS
  23. dotfile_settings.gni
  24. LICENSE
  25. OWNERS
  26. README.chromium
  27. README.md
README.md

ANGLE - Almost Native Graphics Layer Engine

The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs available for that platform. ANGLE currently provides translation from OpenGL ES 2.0 and 3.0 to desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES to Vulkan is underway, and future plans include compute shader support (ES 3.1) and MacOS support.

Level of OpenGL ES support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkan
OpenGL ES 2.0completecompletecompletecompletein progress
OpenGL ES 3.0completecompletein progressnot started
OpenGL ES 3.1not startedin progressin progressnot started

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkan
Windowscompletecompletecompletecompletein progress
Linuxcompletein progress
Mac OS Xin progress
Chrome OScompleteplanned
Androidcompletein progress

ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. ANGLE also provides an implementation of the EGL 1.4 specification.

ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated Canvas2D implementation and the Native Client sandbox environment.

Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders are accepted across browsers and platforms. The shader translator can be used to translate shaders to other shading languages, and to optionally apply shader modifications to work around bugs or quirks in the native graphics drivers. The translator targets Desktop GLSL, Direct3D HLSL, and even ESSL for native GLES2 platforms.

Sources

ANGLE repository is hosted by Chromium project and can be browsed online or cloned with

git clone https://chromium.googlesource.com/angle/angle

Building

View the Dev setup instructions.

Contributing