blob: 1f8f0f927b893355d76758618c35ad53d16477bd [file] [log] [blame]
//
// 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.
//
#include "libANGLE/renderer/glslang_wrapper_utils.h"
// glslang has issues with some specific warnings.
ANGLE_DISABLE_EXTRA_SEMI_WARNING
ANGLE_DISABLE_SHADOWING_WARNING
ANGLE_DISABLE_SUGGEST_OVERRIDE_WARNINGS
// 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_SUGGEST_OVERRIDE_WARNINGS
ANGLE_REENABLE_SHADOWING_WARNING
ANGLE_REENABLE_EXTRA_SEMI_WARNING
#include <array>
#include <numeric>
#include "common/FixedVector.h"
#include "common/spirv/spirv_instruction_builder_autogen.h"
#include "common/spirv/spirv_instruction_parser_autogen.h"
#include "common/string_utils.h"
#include "common/utilities.h"
#include "libANGLE/Caps.h"
#include "libANGLE/ProgramLinkedResources.h"
#include "libANGLE/trace.h"
#define ANGLE_GLSLANG_CHECK(CALLBACK, TEST, ERR) \
do \
{ \
if (ANGLE_UNLIKELY(!(TEST))) \
{ \
return CALLBACK(ERR); \
} \
\
} while (0)
// Enable this for debug logging of pre-transform SPIR-V:
#if !defined(ANGLE_DEBUG_SPIRV_TRANSFORMER)
# define ANGLE_DEBUG_SPIRV_TRANSFORMER 0
#endif // !defined(ANGLE_DEBUG_SPIRV_TRANSFORMER)
namespace spirv = angle::spirv;
namespace rx
{
namespace
{
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->maxPatchVertices = caps.maxPatchVertices;
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;
outBuiltInResources->maxClipDistances = caps.maxClipDistances;
outBuiltInResources->maxSamples = caps.maxSamples;
outBuiltInResources->maxCullDistances = caps.maxCullDistances;
outBuiltInResources->maxCombinedClipAndCullDistances = caps.maxCombinedClipAndCullDistances;
}
// Run at startup to warm up glslang's internals to avoid hitches on first shader compile.
void GlslangWarmup()
{
ANGLE_TRACE_EVENT0("gpu.angle,startup", "GlslangWarmup");
EShMessages messages = static_cast<EShMessages>(EShMsgSpvRules | EShMsgVulkanRules);
// EShMessages messages = EShMsgDefault;
const TBuiltInResource builtInResources(glslang::DefaultTBuiltInResource);
glslang::TShader warmUpShader(EShLangVertex);
const char *kShaderString = R"(#version 450 core
void main(){}
)";
const int kShaderLength = static_cast<int>(strlen(kShaderString));
warmUpShader.setStringsWithLengths(&kShaderString, &kShaderLength, 1);
warmUpShader.setEntryPoint("main");
bool result = warmUpShader.parse(&builtInResources, 450, ECoreProfile, false, false, messages);
ASSERT(result);
}
bool IsRotationIdentity(SurfaceRotation rotation)
{
return rotation == SurfaceRotation::Identity || rotation == SurfaceRotation::FlippedIdentity;
}
// Test if there are non-zero indices in the uniform name, returning false in that case. This
// happens for multi-dimensional arrays, where a uniform is created for every possible index of the
// array (except for the innermost dimension). When assigning decorations (set/binding/etc), only
// the indices corresponding to the first element of the array should be specified. This function
// is used to skip the other indices.
bool UniformNameIsIndexZero(const std::string &name)
{
size_t lastBracketClose = 0;
while (true)
{
size_t openBracket = name.find('[', lastBracketClose);
if (openBracket == std::string::npos)
{
break;
}
size_t closeBracket = name.find(']', openBracket);
// If the index between the brackets is not zero, ignore this uniform.
if (name.substr(openBracket + 1, closeBracket - openBracket - 1) != "0")
{
return false;
}
lastBracketClose = closeBracket;
}
return true;
}
bool MappedSamplerNameNeedsUserDefinedPrefix(const std::string &originalName)
{
return originalName.find('.') == std::string::npos;
}
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);
}
ShaderInterfaceVariableInfo *AddResourceInfoToAllStages(ShaderInterfaceVariableInfoMap *infoMap,
gl::ShaderType shaderType,
const std::string &varName,
uint32_t descriptorSet,
uint32_t binding)
{
gl::ShaderBitSet allStages;
allStages.set();
ShaderInterfaceVariableInfo &info = infoMap->add(shaderType, varName);
info.descriptorSet = descriptorSet;
info.binding = binding;
info.activeStages = allStages;
return &info;
}
ShaderInterfaceVariableInfo *AddResourceInfo(ShaderInterfaceVariableInfoMap *infoMap,
gl::ShaderType shaderType,
const std::string &varName,
uint32_t descriptorSet,
uint32_t binding)
{
gl::ShaderBitSet stages;
stages.set(shaderType);
ShaderInterfaceVariableInfo &info = infoMap->add(shaderType, varName);
info.descriptorSet = descriptorSet;
info.binding = binding;
info.activeStages = stages;
return &info;
}
// Add location information for an in/out variable.
ShaderInterfaceVariableInfo *AddLocationInfo(ShaderInterfaceVariableInfoMap *infoMap,
gl::ShaderType shaderType,
const std::string &varName,
uint32_t location,
uint32_t component,
uint8_t attributeComponentCount,
uint8_t attributeLocationCount)
{
// The info map for this name may or may not exist already. This function merges the
// location/component information.
ShaderInterfaceVariableInfo &info = infoMap->addOrGet(shaderType, varName);
ASSERT(info.descriptorSet == ShaderInterfaceVariableInfo::kInvalid);
ASSERT(info.binding == ShaderInterfaceVariableInfo::kInvalid);
ASSERT(info.location == ShaderInterfaceVariableInfo::kInvalid);
ASSERT(info.component == ShaderInterfaceVariableInfo::kInvalid);
info.location = location;
info.component = component;
info.activeStages.set(shaderType);
info.attributeComponentCount = attributeComponentCount;
info.attributeLocationCount = attributeLocationCount;
return &info;
}
// Add location information for an in/out variable
void AddVaryingLocationInfo(ShaderInterfaceVariableInfoMap *infoMap,
const gl::VaryingInShaderRef &ref,
const bool isStructField,
const uint32_t location,
const uint32_t component)
{
const std::string &name = isStructField ? ref.parentStructMappedName : ref.varying->mappedName;
AddLocationInfo(infoMap, ref.stage, name, location, component, 0, 0);
}
// Modify an existing out variable and add transform feedback information.
ShaderInterfaceVariableInfo *SetXfbInfo(ShaderInterfaceVariableInfoMap *infoMap,
gl::ShaderType shaderType,
const std::string &varName,
int fieldIndex,
uint32_t xfbBuffer,
uint32_t xfbOffset,
uint32_t xfbStride,
uint32_t arraySize,
uint32_t columnCount,
uint32_t rowCount,
uint32_t arrayIndex,
GLenum componentType)
{
ShaderInterfaceVariableInfo &info = infoMap->get(shaderType, varName);
ShaderInterfaceVariableXfbInfo *xfb = &info.xfb;
if (fieldIndex >= 0)
{
if (info.fieldXfb.size() <= static_cast<size_t>(fieldIndex))
{
info.fieldXfb.resize(fieldIndex + 1);
}
xfb = &info.fieldXfb[fieldIndex];
}
ASSERT(xfb->buffer == ShaderInterfaceVariableXfbInfo::kInvalid);
ASSERT(xfb->offset == ShaderInterfaceVariableXfbInfo::kInvalid);
ASSERT(xfb->stride == ShaderInterfaceVariableXfbInfo::kInvalid);
if (arrayIndex != ShaderInterfaceVariableXfbInfo::kInvalid)
{
xfb->arrayElements.emplace_back();
xfb = &xfb->arrayElements.back();
}
xfb->buffer = xfbBuffer;
xfb->offset = xfbOffset;
xfb->stride = xfbStride;
xfb->arraySize = arraySize;
xfb->columnCount = columnCount;
xfb->rowCount = rowCount;
xfb->arrayIndex = arrayIndex;
xfb->componentType = componentType;
return &info;
}
void AssignTransformFeedbackEmulationBindings(gl::ShaderType shaderType,
const gl::ProgramState &programState,
bool isTransformFeedbackStage,
GlslangProgramInterfaceInfo *programInterfaceInfo,
ShaderInterfaceVariableInfoMap *variableInfoMapOut)
{
size_t bufferCount = 0;
if (isTransformFeedbackStage)
{
ASSERT(!programState.getLinkedTransformFeedbackVaryings().empty());
const bool isInterleaved =
programState.getTransformFeedbackBufferMode() == GL_INTERLEAVED_ATTRIBS;
bufferCount = isInterleaved ? 1 : programState.getLinkedTransformFeedbackVaryings().size();
}
// Add entries for the transform feedback buffers to the info map, so they can have correct
// set/binding.
for (uint32_t bufferIndex = 0; bufferIndex < bufferCount; ++bufferIndex)
{
AddResourceInfo(variableInfoMapOut, shaderType, GetXfbBufferName(bufferIndex),
programInterfaceInfo->uniformsAndXfbDescriptorSetIndex,
programInterfaceInfo->currentUniformBindingIndex);
++programInterfaceInfo->currentUniformBindingIndex;
}
// Remove inactive transform feedback buffers.
for (uint32_t bufferIndex = bufferCount;
bufferIndex < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; ++bufferIndex)
{
variableInfoMapOut->add(shaderType, GetXfbBufferName(bufferIndex));
}
}
void AssignTransformFeedbackExtensionLocations(gl::ShaderType shaderType,
const gl::ProgramState &programState,
bool isTransformFeedbackStage,
GlslangProgramInterfaceInfo *programInterfaceInfo,
ShaderInterfaceVariableInfoMap *variableInfoMapOut)
{
// The only varying that requires additional resources is gl_Position, as it's indirectly
// captured through ANGLEXfbPosition.
const std::vector<gl::TransformFeedbackVarying> &tfVaryings =
programState.getLinkedTransformFeedbackVaryings();
bool capturesPosition = false;
if (isTransformFeedbackStage)
{
for (uint32_t varyingIndex = 0; varyingIndex < tfVaryings.size(); ++varyingIndex)
{
const gl::TransformFeedbackVarying &tfVarying = tfVaryings[varyingIndex];
const std::string &tfVaryingName = tfVarying.mappedName;
if (tfVaryingName == "gl_Position")
{
ASSERT(tfVarying.isBuiltIn());
capturesPosition = true;
break;
}
}
}
if (capturesPosition)
{
AddLocationInfo(variableInfoMapOut, shaderType, sh::vk::kXfbExtensionPositionOutName,
programInterfaceInfo->locationsUsedForXfbExtension, 0, 0, 0);
++programInterfaceInfo->locationsUsedForXfbExtension;
}
else
{
// Make sure this varying is removed from the other stages, or if position is not captured
// at all.
variableInfoMapOut->add(shaderType, sh::vk::kXfbExtensionPositionOutName);
}
}
bool IsFirstRegisterOfVarying(const gl::PackedVaryingRegister &varyingReg, bool allowFields)
{
const gl::PackedVarying &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. With I/O
// blocks, transform feedback can capture an arbitrary field. In that case, we need to look at
// every field, not just the first one.
if (!allowFields && varying.isStructField() &&
(varying.fieldIndex > 0 || varying.secondaryFieldIndex > 0))
{
return false;
}
// Similarly, assign array varying locations to the assigned location of the first element.
if (varyingReg.varyingArrayIndex != 0 ||
(varying.arrayIndex != GL_INVALID_INDEX && varying.arrayIndex != 0))
{
return false;
}
// Similarly, assign matrix varying locations to the assigned location of the first row.
if (varyingReg.varyingRowIndex != 0)
{
return false;
}
return true;
}
void AssignAttributeLocations(const gl::ProgramExecutable &programExecutable,
gl::ShaderType shaderType,
ShaderInterfaceVariableInfoMap *variableInfoMapOut)
{
// Assign attribute locations for the vertex shader.
for (const sh::ShaderVariable &attribute : programExecutable.getProgramInputs())
{
ASSERT(attribute.active);
const uint8_t colCount = static_cast<uint8_t>(gl::VariableColumnCount(attribute.type));
const uint8_t rowCount = static_cast<uint8_t>(gl::VariableRowCount(attribute.type));
const bool isMatrix = colCount > 1 && rowCount > 1;
const uint8_t componentCount = isMatrix ? rowCount : colCount;
const uint8_t locationCount = isMatrix ? colCount : rowCount;
AddLocationInfo(variableInfoMapOut, shaderType, attribute.mappedName, attribute.location,
ShaderInterfaceVariableInfo::kInvalid, componentCount, locationCount);
}
}
void AssignSecondaryOutputLocations(const gl::ProgramState &programState,
ShaderInterfaceVariableInfoMap *variableInfoMapOut)
{
const auto &secondaryOutputLocations =
programState.getExecutable().getSecondaryOutputLocations();
const auto &outputVariables = programState.getExecutable().getOutputVariables();
// Handle EXT_blend_func_extended secondary outputs (ones with index=1)
for (const gl::VariableLocation &outputLocation : secondaryOutputLocations)
{
if (outputLocation.arrayIndex == 0 && outputLocation.used() && !outputLocation.ignored)
{
const sh::ShaderVariable &outputVar = outputVariables[outputLocation.index];
uint32_t location = 0;
if (outputVar.location != -1)
{
location = outputVar.location;
}
ShaderInterfaceVariableInfo *info =
AddLocationInfo(variableInfoMapOut, gl::ShaderType::Fragment, outputVar.mappedName,
location, ShaderInterfaceVariableInfo::kInvalid, 0, 0);
// If the shader source has not specified the index, specify it here.
if (outputVar.index == -1)
{
// Index 1 is used to specify that the color be used as the second color input to
// the blend equation
info->index = 1;
}
}
}
// Handle secondary outputs for ESSL version less than 3.00
gl::Shader *fragmentShader = programState.getAttachedShader(gl::ShaderType::Fragment);
if (fragmentShader && fragmentShader->getShaderVersion() == 100)
{
const auto &shaderOutputs = fragmentShader->getActiveOutputVariables();
for (const auto &outputVar : shaderOutputs)
{
if (outputVar.name == "gl_SecondaryFragColorEXT")
{
AddLocationInfo(variableInfoMapOut, gl::ShaderType::Fragment,
"angle_SecondaryFragColor", 0,
ShaderInterfaceVariableInfo::kInvalid, 0, 0);
}
else if (outputVar.name == "gl_SecondaryFragDataEXT")
{
AddLocationInfo(variableInfoMapOut, gl::ShaderType::Fragment,
"angle_SecondaryFragData", 0, ShaderInterfaceVariableInfo::kInvalid,
0, 0);
}
}
}
}
void AssignOutputLocations(const gl::ProgramState &programState,
const gl::ShaderType shaderType,
ShaderInterfaceVariableInfoMap *variableInfoMapOut)
{
// Assign output locations for the fragment shader.
ASSERT(shaderType == gl::ShaderType::Fragment);
const gl::ProgramExecutable &programExecutable = programState.getExecutable();
const auto &outputLocations = programExecutable.getOutputLocations();
const auto &outputVariables = programExecutable.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];
uint32_t location = 0;
if (outputVar.location != -1)
{
location = outputVar.location;
}
else if (std::find(implicitOutputs.begin(), implicitOutputs.end(), outputVar.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);
}
AddLocationInfo(variableInfoMapOut, shaderType, outputVar.mappedName, location,
ShaderInterfaceVariableInfo::kInvalid, 0, 0);
}
}
AssignSecondaryOutputLocations(programState, variableInfoMapOut);
// When no fragment output is specified by the shader, the translator outputs webgl_FragColor or
// webgl_FragData. Add an entry for these. Even though the translator is already assigning
// location 0 to these entries, adding an entry for them here allows us to ASSERT that every
// shader interface variable is processed during the SPIR-V transformation. This is done when
// iterating the ids provided by OpEntryPoint.
AddLocationInfo(variableInfoMapOut, shaderType, "webgl_FragColor", 0, 0, 0, 0);
AddLocationInfo(variableInfoMapOut, shaderType, "webgl_FragData", 0, 0, 0, 0);
}
void AssignVaryingLocations(const GlslangSourceOptions &options,
const gl::VaryingPacking &varyingPacking,
const gl::ShaderType shaderType,
const gl::ShaderType frontShaderType,
GlslangProgramInterfaceInfo *programInterfaceInfo,
ShaderInterfaceVariableInfoMap *variableInfoMapOut)
{
uint32_t locationsUsedForEmulation = programInterfaceInfo->locationsUsedForXfbExtension;
// Substitute layout and qualifier strings for the position varying added for line raster
// emulation.
if (options.emulateBresenhamLines)
{
uint32_t lineRasterEmulationPositionLocation = locationsUsedForEmulation++;
AddLocationInfo(variableInfoMapOut, shaderType, sh::vk::kLineRasterEmulationPosition,
lineRasterEmulationPositionLocation, ShaderInterfaceVariableInfo::kInvalid,
0, 0);
}
// Assign varying locations.
for (const gl::PackedVaryingRegister &varyingReg : varyingPacking.getRegisterList())
{
if (!IsFirstRegisterOfVarying(varyingReg, false))
{
continue;
}
const gl::PackedVarying &varying = *varyingReg.packedVarying;
uint32_t location = varyingReg.registerRow + locationsUsedForEmulation;
uint32_t component = ShaderInterfaceVariableInfo::kInvalid;
if (varyingReg.registerColumn > 0)
{
ASSERT(!varying.varying().isStruct());
ASSERT(!gl::IsMatrixType(varying.varying().type));
component = varyingReg.registerColumn;
}
// In the following:
//
// struct S { vec4 field; };
// out S varStruct;
//
// "_uvarStruct" is found through |parentStructMappedName|, with |varying->mappedName|
// being "_ufield". In such a case, use |parentStructMappedName|.
if (varying.frontVarying.varying && (varying.frontVarying.stage == shaderType))
{
AddVaryingLocationInfo(variableInfoMapOut, varying.frontVarying,
varying.isStructField(), location, component);
}
if (varying.backVarying.varying && (varying.backVarying.stage == shaderType))
{
AddVaryingLocationInfo(variableInfoMapOut, varying.backVarying, varying.isStructField(),
location, component);
}
}
// Add an entry for inactive varyings.
const gl::ShaderMap<std::vector<std::string>> &inactiveVaryingMappedNames =
varyingPacking.getInactiveVaryingMappedNames();
for (const std::string &varyingName : inactiveVaryingMappedNames[shaderType])
{
ASSERT(!gl::IsBuiltInName(varyingName));
// If name is already in the map, it will automatically have marked all other stages
// inactive.
if (variableInfoMapOut->contains(shaderType, varyingName))
{
continue;
}
// Otherwise, add an entry for it with all locations inactive.
ShaderInterfaceVariableInfo &info = variableInfoMapOut->addOrGet(shaderType, varyingName);
ASSERT(info.location == ShaderInterfaceVariableInfo::kInvalid);
}
// Add an entry for active builtins varyings. This will allow inactive builtins, such as
// gl_PointSize, gl_ClipDistance etc to be removed.
const gl::ShaderMap<std::vector<std::string>> &activeOutputBuiltIns =
varyingPacking.getActiveOutputBuiltInNames();
for (const std::string &builtInName : activeOutputBuiltIns[shaderType])
{
ASSERT(gl::IsBuiltInName(builtInName));
ShaderInterfaceVariableInfo &info = variableInfoMapOut->addOrGet(shaderType, builtInName);
info.activeStages.set(shaderType);
info.varyingIsOutput = true;
}
// If an output builtin is active in the previous stage, assume it's active in the input of the
// current stage as well.
if (frontShaderType != gl::ShaderType::InvalidEnum)
{
for (const std::string &builtInName : activeOutputBuiltIns[frontShaderType])
{
ASSERT(gl::IsBuiltInName(builtInName));
ShaderInterfaceVariableInfo &info =
variableInfoMapOut->addOrGet(shaderType, builtInName);
info.activeStages.set(shaderType);
info.varyingIsInput = true;
}
}
// Add an entry for gl_PerVertex, for use with transform feedback capture of built-ins.
ShaderInterfaceVariableInfo &info = variableInfoMapOut->addOrGet(shaderType, "gl_PerVertex");
info.activeStages.set(shaderType);
}
// Calculates XFB layout qualifier arguments for each tranform feedback varying. Stores calculated
// values for the SPIR-V transformation.
void AssignTransformFeedbackQualifiers(const gl::ProgramExecutable &programExecutable,
const gl::VaryingPacking &varyingPacking,
const gl::ShaderType shaderType,
bool usesExtension,
ShaderInterfaceVariableInfoMap *variableInfoMapOut)
{
const std::vector<gl::TransformFeedbackVarying> &tfVaryings =
programExecutable.getLinkedTransformFeedbackVaryings();
const std::vector<GLsizei> &varyingStrides = programExecutable.getTransformFeedbackStrides();
const bool isInterleaved =
programExecutable.getTransformFeedbackBufferMode() == GL_INTERLEAVED_ATTRIBS;
uint32_t currentOffset = 0;
uint32_t currentStride = 0;
uint32_t bufferIndex = 0;
for (uint32_t varyingIndex = 0; varyingIndex < tfVaryings.size(); ++varyingIndex)
{
if (isInterleaved)
{
bufferIndex = 0;
if (varyingIndex > 0)
{
const gl::TransformFeedbackVarying &prev = tfVaryings[varyingIndex - 1];
currentOffset += prev.size() * gl::VariableExternalSize(prev.type);
}
currentStride = varyingStrides[0];
}
else
{
bufferIndex = varyingIndex;
currentOffset = 0;
currentStride = varyingStrides[varyingIndex];
}
const gl::TransformFeedbackVarying &tfVarying = tfVaryings[varyingIndex];
const gl::UniformTypeInfo &uniformInfo = gl::GetUniformTypeInfo(tfVarying.type);
const uint32_t varyingSize =
tfVarying.isArray() ? tfVarying.size() : ShaderInterfaceVariableXfbInfo::kInvalid;
if (tfVarying.isBuiltIn())
{
if (usesExtension && tfVarying.name == "gl_Position")
{
// With the extension, gl_Position is captured via a special varying.
SetXfbInfo(variableInfoMapOut, shaderType, sh::vk::kXfbExtensionPositionOutName, -1,
bufferIndex, currentOffset, currentStride, varyingSize,
uniformInfo.columnCount, uniformInfo.rowCount,
ShaderInterfaceVariableXfbInfo::kInvalid, uniformInfo.componentType);
}
else
{
// gl_PerVertex is always defined as:
//
// Field 0: gl_Position
// Field 1: gl_PointSize
// Field 2: gl_ClipDistance
// Field 3: gl_CullDistance
//
// With the extension, all fields except gl_Position can be captured directly by
// decorating gl_PerVertex fields.
int fieldIndex = -1;
constexpr int kPerVertexMemberCount = 4;
constexpr std::array<const char *, kPerVertexMemberCount> kPerVertexMembers = {
"gl_Position",
"gl_PointSize",
"gl_ClipDistance",
"gl_CullDistance",
};
for (int index = 0; index < kPerVertexMemberCount; ++index)
{
if (tfVarying.name == kPerVertexMembers[index])
{
fieldIndex = index;
break;
}
}
ASSERT(fieldIndex != -1);
ASSERT(!usesExtension || fieldIndex > 0);
SetXfbInfo(variableInfoMapOut, shaderType, "gl_PerVertex", fieldIndex, bufferIndex,
currentOffset, currentStride, varyingSize, uniformInfo.columnCount,
uniformInfo.rowCount, ShaderInterfaceVariableXfbInfo::kInvalid,
uniformInfo.componentType);
}
continue;
}
// Note: capturing individual array elements using the Vulkan transform feedback extension
// is currently not supported due to limitations in the extension.
// ANGLE supports capturing the whole array.
// http://anglebug.com/4140
if (usesExtension && tfVarying.isArray() && tfVarying.arrayIndex != GL_INVALID_INDEX)
{
continue;
}
// Find the varying with this name. If a struct is captured, we would be iterating over its
// fields, and the name of the varying is found through parentStructMappedName. This should
// only be done for the first field of the struct. For I/O blocks on the other hand, we
// need to decorate the exact member that is captured (as whole-block capture is not
// supported).
const gl::PackedVarying *originalVarying = nullptr;
for (const gl::PackedVaryingRegister &varyingReg : varyingPacking.getRegisterList())
{
if (!IsFirstRegisterOfVarying(varyingReg, tfVarying.isShaderIOBlock))
{
continue;
}
const gl::PackedVarying *varying = varyingReg.packedVarying;
if (tfVarying.isShaderIOBlock)
{
if (varying->frontVarying.parentStructName == tfVarying.structOrBlockName)
{
size_t pos = tfVarying.name.find_first_of(".");
std::string fieldName =
pos == std::string::npos ? tfVarying.name : tfVarying.name.substr(pos + 1);
if (fieldName == varying->frontVarying.varying->name.c_str())
{
originalVarying = varying;
break;
}
}
}
else if (varying->frontVarying.varying->name == tfVarying.name)
{
originalVarying = varying;
break;
}
}
if (originalVarying)
{
const std::string &mappedName =
originalVarying->isStructField()
? originalVarying->frontVarying.parentStructMappedName
: originalVarying->frontVarying.varying->mappedName;
const int fieldIndex = tfVarying.isShaderIOBlock ? originalVarying->fieldIndex : -1;
const uint32_t arrayIndex = tfVarying.arrayIndex == GL_INVALID_INDEX
? ShaderInterfaceVariableXfbInfo::kInvalid
: tfVarying.arrayIndex;
// Set xfb info for this varying. AssignVaryingLocations should have already added
// location information for these varyings.
SetXfbInfo(variableInfoMapOut, shaderType, mappedName, fieldIndex, bufferIndex,
currentOffset, currentStride, varyingSize, uniformInfo.columnCount,
uniformInfo.rowCount, arrayIndex, uniformInfo.componentType);
}
}
}
void AssignUniformBindings(const GlslangSourceOptions &options,
const gl::ProgramExecutable &programExecutable,
const gl::ShaderType shaderType,
GlslangProgramInterfaceInfo *programInterfaceInfo,
ShaderInterfaceVariableInfoMap *variableInfoMapOut)
{
if (programExecutable.hasLinkedShaderStage(shaderType))
{
AddResourceInfo(variableInfoMapOut, shaderType, kDefaultUniformNames[shaderType],
programInterfaceInfo->uniformsAndXfbDescriptorSetIndex,
programInterfaceInfo->currentUniformBindingIndex);
++programInterfaceInfo->currentUniformBindingIndex;
// Assign binding to the driver uniforms block
AddResourceInfoToAllStages(variableInfoMapOut, shaderType, sh::vk::kDriverUniformsBlockName,
programInterfaceInfo->driverUniformsDescriptorSetIndex, 0);
}
}
// TODO: http://anglebug.com/4512: Need to combine descriptor set bindings across
// shader stages.
void AssignInputAttachmentBindings(const GlslangSourceOptions &options,
const gl::ProgramExecutable &programExecutable,
const std::vector<gl::LinkedUniform> &uniforms,
const gl::RangeUI &inputAttachmentUniformRange,
const gl::ShaderType shaderType,
GlslangProgramInterfaceInfo *programInterfaceInfo,
ShaderInterfaceVariableInfoMap *variableInfoMapOut)
{
const uint32_t baseInputAttachmentBindingIndex =
programInterfaceInfo->currentShaderResourceBindingIndex;
bool hasFragmentInOutVars = false;
for (unsigned int uniformIndex : inputAttachmentUniformRange)
{
std::string mappedInputAttachmentName;
const gl::LinkedUniform &inputAttachmentUniform = uniforms[uniformIndex];
mappedInputAttachmentName = inputAttachmentUniform.mappedName;
if (programExecutable.hasLinkedShaderStage(shaderType) &&
inputAttachmentUniform.isActive(shaderType))
{
const uint32_t inputAttachmentBindingIndex =
baseInputAttachmentBindingIndex + inputAttachmentUniform.location;
AddResourceInfo(variableInfoMapOut, shaderType, mappedInputAttachmentName,
programInterfaceInfo->shaderResourceDescriptorSetIndex,
inputAttachmentBindingIndex);
hasFragmentInOutVars = true;
}
}
if (hasFragmentInOutVars)
{
// For input attachment uniform, the descriptor set binding indices are allocated as much as
// the maximum draw buffers.
programInterfaceInfo->currentShaderResourceBindingIndex +=
gl::IMPLEMENTATION_MAX_DRAW_BUFFERS;
}
}
// TODO: http://anglebug.com/4512: Need to combine descriptor set bindings across
// shader stages.
void AssignInterfaceBlockBindings(const GlslangSourceOptions &options,
const gl::ProgramExecutable &programExecutable,
const std::vector<gl::InterfaceBlock> &blocks,
const gl::ShaderType shaderType,
GlslangProgramInterfaceInfo *programInterfaceInfo,
ShaderInterfaceVariableInfoMap *variableInfoMapOut)
{
for (const gl::InterfaceBlock &block : blocks)
{
if (!block.isArray || block.arrayElement == 0)
{
// TODO: http://anglebug.com/4523: All blocks should be active
if (programExecutable.hasLinkedShaderStage(shaderType) && block.isActive(shaderType))
{
AddResourceInfo(variableInfoMapOut, shaderType, block.mappedName,
programInterfaceInfo->shaderResourceDescriptorSetIndex,
programInterfaceInfo->currentShaderResourceBindingIndex);
++programInterfaceInfo->currentShaderResourceBindingIndex;
}
}
}
}
// TODO: http://anglebug.com/4512: Need to combine descriptor set bindings across
// shader stages.
void AssignAtomicCounterBufferBindings(const GlslangSourceOptions &options,
const gl::ProgramExecutable &programExecutable,
const std::vector<gl::AtomicCounterBuffer> &buffers,
const gl::ShaderType shaderType,
GlslangProgramInterfaceInfo *programInterfaceInfo,
ShaderInterfaceVariableInfoMap *variableInfoMapOut)
{
if (buffers.size() == 0)
{
return;
}
if (programExecutable.hasLinkedShaderStage(shaderType))
{
AddResourceInfo(variableInfoMapOut, shaderType, sh::vk::kAtomicCountersBlockName,
programInterfaceInfo->shaderResourceDescriptorSetIndex,
programInterfaceInfo->currentShaderResourceBindingIndex);
++programInterfaceInfo->currentShaderResourceBindingIndex;
}
}
// TODO: http://anglebug.com/4512: Need to combine descriptor set bindings across
// shader stages.
void AssignImageBindings(const GlslangSourceOptions &options,
const gl::ProgramExecutable &programExecutable,
const std::vector<gl::LinkedUniform> &uniforms,
const gl::RangeUI &imageUniformRange,
const gl::ShaderType shaderType,
GlslangProgramInterfaceInfo *programInterfaceInfo,
ShaderInterfaceVariableInfoMap *variableInfoMapOut)
{
for (unsigned int uniformIndex : imageUniformRange)
{
const gl::LinkedUniform &imageUniform = uniforms[uniformIndex];
std::string name = imageUniform.mappedName;
if (GetImageNameWithoutIndices(&name))
{
if (programExecutable.hasLinkedShaderStage(shaderType))
{
AddResourceInfo(variableInfoMapOut, shaderType, name,
programInterfaceInfo->shaderResourceDescriptorSetIndex,
programInterfaceInfo->currentShaderResourceBindingIndex);
++programInterfaceInfo->currentShaderResourceBindingIndex;
}
}
}
}
void AssignNonTextureBindings(const GlslangSourceOptions &options,
const gl::ProgramExecutable &programExecutable,
const gl::ShaderType shaderType,
GlslangProgramInterfaceInfo *programInterfaceInfo,
ShaderInterfaceVariableInfoMap *variableInfoMapOut)
{
const std::vector<gl::LinkedUniform> &uniforms = programExecutable.getUniforms();
const gl::RangeUI &inputAttachmentUniformRange = programExecutable.getFragmentInoutRange();
AssignInputAttachmentBindings(options, programExecutable, uniforms, inputAttachmentUniformRange,
shaderType, programInterfaceInfo, variableInfoMapOut);
const std::vector<gl::InterfaceBlock> &uniformBlocks = programExecutable.getUniformBlocks();
AssignInterfaceBlockBindings(options, programExecutable, uniformBlocks, shaderType,
programInterfaceInfo, variableInfoMapOut);
const std::vector<gl::InterfaceBlock> &storageBlocks =
programExecutable.getShaderStorageBlocks();
AssignInterfaceBlockBindings(options, programExecutable, storageBlocks, shaderType,
programInterfaceInfo, variableInfoMapOut);
const std::vector<gl::AtomicCounterBuffer> &atomicCounterBuffers =
programExecutable.getAtomicCounterBuffers();
AssignAtomicCounterBufferBindings(options, programExecutable, atomicCounterBuffers, shaderType,
programInterfaceInfo, variableInfoMapOut);
const gl::RangeUI &imageUniformRange = programExecutable.getImageUniformRange();
AssignImageBindings(options, programExecutable, uniforms, imageUniformRange, shaderType,
programInterfaceInfo, variableInfoMapOut);
}
// TODO: http://anglebug.com/4512: Need to combine descriptor set bindings across
// shader stages.
void AssignTextureBindings(const GlslangSourceOptions &options,
const gl::ProgramExecutable &programExecutable,
const gl::ShaderType shaderType,
GlslangProgramInterfaceInfo *programInterfaceInfo,
ShaderInterfaceVariableInfoMap *variableInfoMapOut)
{
// Assign textures to a descriptor set and binding.
const std::vector<gl::LinkedUniform> &uniforms = programExecutable.getUniforms();
for (unsigned int uniformIndex : programExecutable.getSamplerUniformRange())
{
const gl::LinkedUniform &samplerUniform = uniforms[uniformIndex];
if (gl::SamplerNameContainsNonZeroArrayElement(samplerUniform.name))
{
continue;
}
if (UniformNameIsIndexZero(samplerUniform.name))
{
// Samplers in structs are extracted and renamed.
const std::string samplerName = GlslangGetMappedSamplerName(samplerUniform.name);
// TODO: http://anglebug.com/4523: All uniforms should be active
if (programExecutable.hasLinkedShaderStage(shaderType) &&
samplerUniform.isActive(shaderType))
{
AddResourceInfo(variableInfoMapOut, shaderType, samplerName,
programInterfaceInfo->textureDescriptorSetIndex,
programInterfaceInfo->currentTextureBindingIndex);
++programInterfaceInfo->currentTextureBindingIndex;
}
}
}
}
constexpr gl::ShaderMap<EShLanguage> kShLanguageMap = {
{gl::ShaderType::Vertex, EShLangVertex},
{gl::ShaderType::TessControl, EShLangTessControl},
{gl::ShaderType::TessEvaluation, EShLangTessEvaluation},
{gl::ShaderType::Geometry, EShLangGeometry},
{gl::ShaderType::Fragment, EShLangFragment},
{gl::ShaderType::Compute, EShLangCompute},
};
angle::Result CompileShader(const GlslangErrorCallback &callback,
const TBuiltInResource &builtInResources,
gl::ShaderType shaderType,
const std::string &shaderSource,
glslang::TShader *shader,
glslang::TProgram *program)
{
// Enable SPIR-V and Vulkan rules when parsing GLSL
constexpr EShMessages messages = static_cast<EShMessages>(EShMsgSpvRules | EShMsgVulkanRules);
ANGLE_TRACE_EVENT0("gpu.angle", "Glslang CompileShader TShader::parse");
const char *shaderString = shaderSource.c_str();
int shaderLength = static_cast<int>(shaderSource.size());
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_GLSLANG_CHECK(callback, false, GlslangError::InvalidShader);
}
program->addShader(shader);
return angle::Result::Continue;
}
angle::Result LinkProgram(const GlslangErrorCallback &callback, glslang::TProgram *program)
{
// Enable SPIR-V and Vulkan rules
constexpr EShMessages messages = static_cast<EShMessages>(EShMsgSpvRules | EShMsgVulkanRules);
bool linkResult = program->link(messages);
if (!linkResult)
{
ERR() << "Internal error linking Vulkan shaders:\n" << program->getInfoLog() << "\n";
ANGLE_GLSLANG_CHECK(callback, false, GlslangError::InvalidShader);
}
return angle::Result::Continue;
}
// Base class for SPIR-V transformations.
class SpirvTransformerBase : angle::NonCopyable
{
public:
SpirvTransformerBase(const spirv::Blob &spirvBlobIn,
const ShaderInterfaceVariableInfoMap &variableInfoMap,
spirv::Blob *spirvBlobOut)
: mSpirvBlobIn(spirvBlobIn), mVariableInfoMap(variableInfoMap), mSpirvBlobOut(spirvBlobOut)
{
gl::ShaderBitSet allStages;
allStages.set();
mBuiltinVariableInfo.activeStages = allStages;
}
std::vector<const ShaderInterfaceVariableInfo *> &getVariableInfoByIdMap()
{
return mVariableInfoById;
}
static spirv::IdRef GetNewId(spirv::Blob *blob);
spirv::IdRef getNewId();
protected:
// SPIR-V 1.0 Table 1: First Words of Physical Layout
enum HeaderIndex
{
kHeaderIndexMagic = 0,
kHeaderIndexVersion = 1,
kHeaderIndexGenerator = 2,
kHeaderIndexIndexBound = 3,
kHeaderIndexSchema = 4,
kHeaderIndexInstructions = 5,
};
// Common utilities
void onTransformBegin();
const uint32_t *getCurrentInstruction(spv::Op *opCodeOut, uint32_t *wordCountOut) const;
void copyInstruction(const uint32_t *instruction, size_t wordCount);
// SPIR-V to transform:
const spirv::Blob &mSpirvBlobIn;
// Input shader variable info map:
const ShaderInterfaceVariableInfoMap &mVariableInfoMap;
// Transformed SPIR-V:
spirv::Blob *mSpirvBlobOut;
// Traversal state:
size_t mCurrentWord = 0;
bool mIsInFunctionSection = false;
// Transformation state:
// Shader variable info per id, if id is a shader variable.
std::vector<const ShaderInterfaceVariableInfo *> mVariableInfoById;
ShaderInterfaceVariableInfo mBuiltinVariableInfo;
};
void SpirvTransformerBase::onTransformBegin()
{
// Glslang succeeded in outputting SPIR-V, so we assume it's valid.
ASSERT(mSpirvBlobIn.size() >= kHeaderIndexInstructions);
// Since SPIR-V comes from a local call to glslang, it necessarily has the same endianness as
// the running architecture, so no byte-swapping is necessary.
ASSERT(mSpirvBlobIn[kHeaderIndexMagic] == spv::MagicNumber);
// Make sure the transformer is not reused to avoid having to reinitialize it here.
ASSERT(mCurrentWord == 0);
ASSERT(mIsInFunctionSection == false);
// Make sure the spirv::Blob is not reused.
ASSERT(mSpirvBlobOut->empty());
// Copy the header to SPIR-V blob, we need that to be defined for SpirvTransformerBase::getNewId
// to work.
mSpirvBlobOut->assign(mSpirvBlobIn.begin(), mSpirvBlobIn.begin() + kHeaderIndexInstructions);
mCurrentWord = kHeaderIndexInstructions;
}
const uint32_t *SpirvTransformerBase::getCurrentInstruction(spv::Op *opCodeOut,
uint32_t *wordCountOut) const
{
ASSERT(mCurrentWord < mSpirvBlobIn.size());
const uint32_t *instruction = &mSpirvBlobIn[mCurrentWord];
spirv::GetInstructionOpAndLength(instruction, opCodeOut, wordCountOut);
// Since glslang succeeded in producing SPIR-V, we assume it to be valid.
ASSERT(mCurrentWord + *wordCountOut <= mSpirvBlobIn.size());
return instruction;
}
void SpirvTransformerBase::copyInstruction(const uint32_t *instruction, size_t wordCount)
{
mSpirvBlobOut->insert(mSpirvBlobOut->end(), instruction, instruction + wordCount);
}
spirv::IdRef SpirvTransformerBase::GetNewId(spirv::Blob *blob)
{
return spirv::IdRef((*blob)[kHeaderIndexIndexBound]++);
}
spirv::IdRef SpirvTransformerBase::getNewId()
{
return GetNewId(mSpirvBlobOut);
}
enum class SpirvVariableType
{
InterfaceVariable,
BuiltIn,
Other,
};
enum class TransformationState
{
Transformed,
Unchanged,
};
// Helper class that gathers IDs of interest. This class would be largely unnecessary when the
// translator generates SPIR-V directly, as it could communicate these IDs directly.
class SpirvIDDiscoverer final : angle::NonCopyable
{
public:
SpirvIDDiscoverer() : mOutputPerVertex{}, mInputPerVertex{} {}
void init(size_t indexBound);
// Instructions:
void visitDecorate(spirv::IdRef id, spv::Decoration decoration);
void visitName(spirv::IdRef id, const spirv::LiteralString &name);
void visitMemberName(const ShaderInterfaceVariableInfo &info,
spirv::IdRef id,
spirv::LiteralInteger member,
const spirv::LiteralString &name);
void visitTypeArray(spirv::IdResult id, spirv::IdRef elementType, spirv::IdRef length);
void visitTypeFloat(spirv::IdResult id, spirv::LiteralInteger width);
void visitTypeInt(spirv::IdResult id,
spirv::LiteralInteger width,
spirv::LiteralInteger signedness);
void visitTypePointer(spirv::IdResult id, spv::StorageClass storageClass, spirv::IdRef typeId);
void visitTypeVector(spirv::IdResult id,
spirv::IdRef componentId,
spirv::LiteralInteger componentCount);
SpirvVariableType visitVariable(spirv::IdResultType typeId,
spirv::IdResult id,
spv::StorageClass storageClass,
spirv::LiteralString *nameOut);
// Helpers:
void visitTypeHelper(spirv::IdResult id, spirv::IdRef typeId);
void writePendingDeclarations(spirv::Blob *blobOut);
// Getters:
const spirv::LiteralString &getName(spirv::IdRef id) const { return mNamesById[id]; }
bool isIOBlock(spirv::IdRef id) const { return mIsIOBlockById[id]; }
bool isPerVertex(spirv::IdRef typeId) const
{
return typeId == mOutputPerVertex.typeId || typeId == mInputPerVertex.typeId;
}
uint32_t getPerVertexMaxActiveMember(spirv::IdRef typeId) const
{
ASSERT(isPerVertex(typeId));
return typeId == mOutputPerVertex.typeId ? mOutputPerVertex.maxActiveMember
: mInputPerVertex.maxActiveMember;
}
spirv::IdRef floatId() const { return mFloatId; }
spirv::IdRef vec4Id() const { return mVec4Id; }
spirv::IdRef vec4OutTypePointerId() const { return mVec4OutTypePointerId; }
spirv::IdRef intId() const { return mIntId; }
spirv::IdRef uintId() const { return mUintId; }
spirv::IdRef int0Id() const { return mInt0Id; }
spirv::IdRef floatHalfId() const { return mFloatHalfId; }
spirv::IdRef outputPerVertexTypePointerId() const { return mOutputPerVertexTypePointerId; }
spirv::IdRef outputPerVertexId() const { return mOutputPerVertexId; }
private:
// Names associated with ids through OpName. The same name may be assigned to multiple ids, but
// not all names are interesting (for example function arguments). When the variable
// declaration is met (OpVariable), the variable info is matched with the corresponding id's
// name based on the Storage Class.
std::vector<spirv::LiteralString> mNamesById;
// Tracks whether a given type is an I/O block. I/O blocks are identified by their type name
// instead of variable name, but otherwise look like varyings of struct type (which are
// identified by their instance name). To disambiguate them, the `OpDecorate %N Block`
// instruction is used which decorates I/O block types.
std::vector<bool> mIsIOBlockById;
// gl_PerVertex is unique in that it's the only builtin of struct type. This struct is pruned
// by removing trailing inactive members. We therefore need to keep track of what's its type id
// as well as which is the last active member. Note that intermediate stages, i.e. geometry and
// tessellation have two gl_PerVertex declarations, one for input and one for output.
struct PerVertexData
{
spirv::IdRef typeId;
uint32_t maxActiveMember;
};
PerVertexData mOutputPerVertex;
PerVertexData mInputPerVertex;
// A handful of ids that are used to generate gl_Position transformation code (for pre-rotation
// or depth correction). These IDs are used to load/store gl_Position and apply modifications
// and swizzles.
//
// - mFloatId: id of OpTypeFloat 32
// - mVec4Id: id of OpTypeVector %mFloatID 4
// - mVec4OutTypePointerId: id of OpTypePointer Output %mVec4ID
// - mIntId: id of OpTypeInt 32 1
// - mUintId: id of OpTypeInt 32 0
// - mInt0Id: id of OpConstant %mIntID 0
// - mFloatHalfId: id of OpConstant %mFloatId 0.5f
// - mOutputPerVertexTypePointerId: id of OpTypePointer Output %mOutputPerVertex.typeId
// - mOutputPerVertexId: id of OpVariable %mOutputPerVertexTypePointerId Output
//
spirv::IdRef mFloatId;
spirv::IdRef mVec4Id;
spirv::IdRef mVec4OutTypePointerId;
spirv::IdRef mIntId;
spirv::IdRef mUintId;
spirv::IdRef mInt0Id;
spirv::IdRef mFloatHalfId;
spirv::IdRef mOutputPerVertexTypePointerId;
spirv::IdRef mOutputPerVertexId;
};
void SpirvIDDiscoverer::init(size_t indexBound)
{
// Allocate storage for id-to-name map. Used to associate ShaderInterfaceVariableInfo with ids
// based on name, but only when it's determined that the name corresponds to a shader interface
// variable.
mNamesById.resize(indexBound, nullptr);
// Allocate storage for id-to-flag map. Used to disambiguate I/O blocks instances from varyings
// of struct type.
mIsIOBlockById.resize(indexBound, false);
}
void SpirvIDDiscoverer::visitDecorate(spirv::IdRef id, spv::Decoration decoration)
{
mIsIOBlockById[id] = decoration == spv::DecorationBlock;
}
void SpirvIDDiscoverer::visitName(spirv::IdRef id, const spirv::LiteralString &name)
{
// The names and ids are unique
ASSERT(id < mNamesById.size());
ASSERT(mNamesById[id] == nullptr);
mNamesById[id] = name;
}
void SpirvIDDiscoverer::visitMemberName(const ShaderInterfaceVariableInfo &info,
spirv::IdRef id,
spirv::LiteralInteger member,
const spirv::LiteralString &name)
{
// The names and ids are unique
ASSERT(id < mNamesById.size());
ASSERT(mNamesById[id] != nullptr);
if (strcmp(mNamesById[id], "gl_PerVertex") != 0)
{
return;
}
// Assume output gl_PerVertex is encountered first. When the storage class of these types are
// determined, the variables can be swapped if this assumption was incorrect.
if (!mOutputPerVertex.typeId.valid() || id == mOutputPerVertex.typeId)
{
mOutputPerVertex.typeId = id;
// Keep track of the range of members that are active.
if (info.varyingIsOutput && member > mOutputPerVertex.maxActiveMember)
{
mOutputPerVertex.maxActiveMember = member;
}
}
else if (!mInputPerVertex.typeId.valid() || id == mInputPerVertex.typeId)
{
mInputPerVertex.typeId = id;
// Keep track of the range of members that are active.
if (info.varyingIsInput && member > mInputPerVertex.maxActiveMember)
{
mInputPerVertex.maxActiveMember = member;
}
}
else
{
UNREACHABLE();
}
}
void SpirvIDDiscoverer::visitTypeHelper(spirv::IdResult id, spirv::IdRef typeId)
{
// Every type id is declared only once.
ASSERT(id < mNamesById.size());
ASSERT(mNamesById[id] == nullptr);
ASSERT(id < mIsIOBlockById.size());
ASSERT(!mIsIOBlockById[id]);
// Carry the name forward from the base type. This is only necessary for interface blocks,
// as the variable info is associated with the block name instead of the variable name (to
// support nameless interface blocks). When the variable declaration is met, either the
// type name or the variable name is used to associate with info based on the variable's
// storage class.
ASSERT(typeId < mNamesById.size());
mNamesById[id] = mNamesById[typeId];
// Similarly, carry forward the information regarding whether this type is an I/O block.
ASSERT(typeId < mIsIOBlockById.size());
mIsIOBlockById[id] = mIsIOBlockById[typeId];
}
void SpirvIDDiscoverer::visitTypeArray(spirv::IdResult id,
spirv::IdRef elementType,
spirv::IdRef length)
{
visitTypeHelper(id, elementType);
}
void SpirvIDDiscoverer::visitTypeFloat(spirv::IdResult id, spirv::LiteralInteger width)
{
// Only interested in OpTypeFloat 32.
if (width == 32)
{
ASSERT(!mFloatId.valid());
mFloatId = id;
}
}
void SpirvIDDiscoverer::visitTypeInt(spirv::IdResult id,
spirv::LiteralInteger width,
spirv::LiteralInteger signedness)
{
// Only interested in OpTypeInt 32 *.
if (width != 32)
{
return;
}
if (signedness == 0)
{
ASSERT(!mUintId.valid());
mUintId = id;
}
else
{
ASSERT(!mIntId.valid());
mIntId = id;
}
}
void SpirvIDDiscoverer::visitTypePointer(spirv::IdResult id,
spv::StorageClass storageClass,
spirv::IdRef typeId)
{
visitTypeHelper(id, typeId);
// Verify that the ids associated with input and output gl_PerVertex are correct.
if (typeId == mOutputPerVertex.typeId || typeId == mInputPerVertex.typeId)
{
// If assumption about the first gl_PerVertex encountered being Output is wrong, swap the
// two ids.
if ((typeId == mOutputPerVertex.typeId && storageClass == spv::StorageClassInput) ||
(typeId == mInputPerVertex.typeId && storageClass == spv::StorageClassOutput))
{
std::swap(mOutputPerVertex.typeId, mInputPerVertex.typeId);
}
// Remember type pointer of output gl_PerVertex for gl_Position transformations.
if (storageClass == spv::StorageClassOutput)
{
mOutputPerVertexTypePointerId = id;
}
}
// If OpTypePointer Output %mVec4ID was encountered, remember that. Otherwise we'll have to
// generate one.
if (typeId == mVec4Id && storageClass == spv::StorageClassOutput)
{
mVec4OutTypePointerId = id;
}
}
void SpirvIDDiscoverer::visitTypeVector(spirv::IdResult id,
spirv::IdRef componentId,
spirv::LiteralInteger componentCount)
{
// Only interested in OpTypeVector %mFloatId 4
if (componentId == mFloatId && componentCount == 4)
{
ASSERT(!mVec4Id.valid());
mVec4Id = id;
}
}
SpirvVariableType SpirvIDDiscoverer::visitVariable(spirv::IdResultType typeId,
spirv::IdResult id,
spv::StorageClass storageClass,
spirv::LiteralString *nameOut)
{
ASSERT(typeId < mNamesById.size());
ASSERT(id < mNamesById.size());
ASSERT(typeId < mIsIOBlockById.size());
// If storage class indicates that this is not a shader interface variable, ignore it.
const bool isInterfaceBlockVariable =
storageClass == spv::StorageClassUniform || storageClass == spv::StorageClassStorageBuffer;
const bool isOpaqueUniform = storageClass == spv::StorageClassUniformConstant;
const bool isInOut =
storageClass == spv::StorageClassInput || storageClass == spv::StorageClassOutput;
if (!isInterfaceBlockVariable && !isOpaqueUniform && !isInOut)
{
return SpirvVariableType::Other;
}
// For interface block variables, the name that's used to associate info is the block name
// rather than the variable name.
const bool isIOBlock = mIsIOBlockById[typeId];
*nameOut = mNamesById[isInterfaceBlockVariable || isIOBlock ? typeId : id];
ASSERT(*nameOut != nullptr);
// Handle builtins, which all start with "gl_". The variable name could be an indication of a
// builtin variable (such as with gl_FragCoord). gl_PerVertex is the only builtin whose "type"
// name starts with gl_. However, gl_PerVertex has its own entry in the info map for its
// potential use with transform feedback.
const bool isNameBuiltin = isInOut && !isIOBlock && gl::IsBuiltInName(*nameOut);
if (isNameBuiltin)
{
return SpirvVariableType::BuiltIn;
}
if (typeId == mOutputPerVertexTypePointerId)
{
// If this is the output gl_PerVertex variable, remember its id for gl_Position
// transformations.
ASSERT(storageClass == spv::StorageClassOutput && isIOBlock &&
strcmp(*nameOut, "gl_PerVertex") == 0);
mOutputPerVertexId = id;
}
return SpirvVariableType::InterfaceVariable;
}
void SpirvIDDiscoverer::writePendingDeclarations(spirv::Blob *blobOut)
{
if (!mFloatId.valid())
{
mFloatId = SpirvTransformerBase::GetNewId(blobOut);
spirv::WriteTypeFloat(blobOut, mFloatId, spirv::LiteralInteger(32));
}
if (!mVec4Id.valid())
{
mVec4Id = SpirvTransformerBase::GetNewId(blobOut);
spirv::WriteTypeVector(blobOut, mVec4Id, mFloatId, spirv::LiteralInteger(4));
}
if (!mVec4OutTypePointerId.valid())
{
mVec4OutTypePointerId = SpirvTransformerBase::GetNewId(blobOut);
spirv::WriteTypePointer(blobOut, mVec4OutTypePointerId, spv::StorageClassOutput, mVec4Id);
}
if (!mIntId.valid())
{
mIntId = SpirvTransformerBase::GetNewId(blobOut);
spirv::WriteTypeInt(blobOut, mIntId, spirv::LiteralInteger(32), spirv::LiteralInteger(1));
}
ASSERT(!mInt0Id.valid());
mInt0Id = SpirvTransformerBase::GetNewId(blobOut);
spirv::WriteConstant(blobOut, mIntId, mInt0Id, spirv::LiteralContextDependentNumber(0));
constexpr uint32_t kFloatHalfAsUint = 0x3F00'0000;
ASSERT(!mFloatHalfId.valid());
mFloatHalfId = SpirvTransformerBase::GetNewId(blobOut);
spirv::WriteConstant(blobOut, mFloatId, mFloatHalfId,
spirv::LiteralContextDependentNumber(kFloatHalfAsUint));
}
// Helper class that trims input and output gl_PerVertex declarations to remove inactive builtins.
class SpirvPerVertexTrimmer final : angle::NonCopyable
{
public:
SpirvPerVertexTrimmer() {}
TransformationState transformMemberDecorate(const SpirvIDDiscoverer &ids,
spirv::IdRef typeId,
spirv::LiteralInteger member,
spv::Decoration decoration);
TransformationState transformMemberName(const SpirvIDDiscoverer &ids,
spirv::IdRef id,
spirv::LiteralInteger member,
const spirv::LiteralString &name);
TransformationState transformTypeStruct(const SpirvIDDiscoverer &ids,
spirv::IdResult id,
spirv::IdRefList *memberList,
spirv::Blob *blobOut);
};
TransformationState SpirvPerVertexTrimmer::transformMemberDecorate(const SpirvIDDiscoverer &ids,
spirv::IdRef typeId,
spirv::LiteralInteger member,
spv::Decoration decoration)
{
// Transform only OpMemberDecorate %gl_PerVertex N BuiltIn B
if (!ids.isPerVertex(typeId) || decoration != spv::DecorationBuiltIn)
{
return TransformationState::Unchanged;
}
// Drop stripped fields.
return member > ids.getPerVertexMaxActiveMember(typeId) ? TransformationState::Transformed
: TransformationState::Unchanged;
}
TransformationState SpirvPerVertexTrimmer::transformMemberName(const SpirvIDDiscoverer &ids,
spirv::IdRef id,
spirv::LiteralInteger member,
const spirv::LiteralString &name)
{
// Remove the instruction if it's a stripped member of gl_PerVertex.
return ids.isPerVertex(id) && member > ids.getPerVertexMaxActiveMember(id)
? TransformationState::Transformed
: TransformationState::Unchanged;
}
TransformationState SpirvPerVertexTrimmer::transformTypeStruct(const SpirvIDDiscoverer &ids,
spirv::IdResult id,
spirv::IdRefList *memberList,
spirv::Blob *blobOut)
{
if (!ids.isPerVertex(id))
{
return TransformationState::Unchanged;
}
const uint32_t maxMembers = ids.getPerVertexMaxActiveMember(id);
// Change the definition of the gl_PerVertex struct by stripping unused fields at the end.
const uint32_t memberCount = maxMembers + 1;
memberList->resize(memberCount);
spirv::WriteTypeStruct(blobOut, id, *memberList);
return TransformationState::Transformed;
}
// Helper class that removes inactive varyings and replaces them with Private variables.
class SpirvInactiveVaryingRemover final : angle::NonCopyable
{
public:
SpirvInactiveVaryingRemover() {}
void init(size_t indexCount);
TransformationState transformAccessChain(spirv::IdResultType typeId,
spirv::IdResult id,
spirv::IdRef baseId,
const spirv::IdRefList &indexList,
spirv::Blob *blobOut);
TransformationState transformDecorate(const ShaderInterfaceVariableInfo &info,
gl::ShaderType shaderType,
spirv::IdRef id,
spv::Decoration decoration,
const spirv::LiteralIntegerList &decorationValues,
spirv::Blob *blobOut);
TransformationState transformTypePointer(const SpirvIDDiscoverer &ids,
spirv::IdResult id,
spv::StorageClass storageClass,
spirv::IdRef typeId,
spirv::Blob *blobOut);
TransformationState transformVariable(spirv::IdResultType typeId,
spirv::IdResult id,
spv::StorageClass storageClass,
spirv::Blob *blobOut);
void modifyEntryPointInterfaceList(
const std::vector<const ShaderInterfaceVariableInfo *> &variableInfoById,
gl::ShaderType shaderType,
spirv::IdRefList *interfaceList);
private:
// Each OpTypePointer instruction that defines a type with the Output storage class is
// duplicated with a similar instruction but which defines a type with the Private storage
// class. If inactive varyings are encountered, its type is changed to the Private one. The
// following vector maps the Output type id to the corresponding Private one.
std::vector<spirv::IdRef> mTypePointerTransformedId;
};
void SpirvInactiveVaryingRemover::init(size_t indexBound)
{
// Allocate storage for Output type pointer map. At index i, this vector holds the identical
// type as %i except for its storage class turned to Private.
mTypePointerTransformedId.resize(indexBound);
}
TransformationState SpirvInactiveVaryingRemover::transformAccessChain(
spirv::IdResultType typeId,
spirv::IdResult id,
spirv::IdRef baseId,
const spirv::IdRefList &indexList,
spirv::Blob *blobOut)
{
// Modifiy the instruction to use the private type.
ASSERT(typeId < mTypePointerTransformedId.size());
ASSERT(mTypePointerTransformedId[typeId].valid());
spirv::WriteAccessChain(blobOut, mTypePointerTransformedId[typeId], id, baseId, indexList);
return TransformationState::Transformed;
}
TransformationState SpirvInactiveVaryingRemover::transformDecorate(
const ShaderInterfaceVariableInfo &info,
gl::ShaderType shaderType,
spirv::IdRef id,
spv::Decoration decoration,
const spirv::LiteralIntegerList &decorationValues,
spirv::Blob *blobOut)
{
// If it's an inactive varying, remove the decoration altogether.
return info.activeStages[shaderType] ? TransformationState::Unchanged
: TransformationState::Transformed;
}
void SpirvInactiveVaryingRemover::modifyEntryPointInterfaceList(
const std::vector<const ShaderInterfaceVariableInfo *> &variableInfoById,
gl::ShaderType shaderType,
spirv::IdRefList *interfaceList)
{
// Filter out inactive varyings from entry point interface declaration.
size_t writeIndex = 0;
for (size_t index = 0; index < interfaceList->size(); ++index)
{
spirv::IdRef id((*interfaceList)[index]);
const ShaderInterfaceVariableInfo *info = variableInfoById[id];
ASSERT(info);
if (!info->activeStages[shaderType])
{
continue;
}
(*interfaceList)[writeIndex] = id;
++writeIndex;
}
// Update the number of interface variables.
interfaceList->resize(writeIndex);
}
TransformationState SpirvInactiveVaryingRemover::transformTypePointer(
const SpirvIDDiscoverer &ids,
spirv::IdResult id,
spv::StorageClass storageClass,
spirv::IdRef typeId,
spirv::Blob *blobOut)
{
// If the storage class is output, this may be used to create a variable corresponding to an
// inactive varying, or if that varying is a struct, an Op*AccessChain retrieving a field of
// that inactive varying.
//
// SPIR-V specifies the storage class both on the type and the variable declaration. Otherwise
// it would have been sufficient to modify the OpVariable instruction. For simplicity, duplicate
// every "OpTypePointer Output" and "OpTypePointer Input" instruction except with the Private
// storage class, in case it may be necessary later.
// Cannot create a Private type declaration from builtins such as gl_PerVertex.
if (ids.getName(typeId) != nullptr && gl::IsBuiltInName(ids.getName(typeId)))
{
return TransformationState::Unchanged;
}
if (storageClass != spv::StorageClassOutput && storageClass != spv::StorageClassInput)
{
return TransformationState::Unchanged;
}
const spirv::IdRef newPrivateTypeId(SpirvTransformerBase::GetNewId(blobOut));
// Write OpTypePointer for the new PrivateType.
spirv::WriteTypePointer(blobOut, newPrivateTypeId, spv::StorageClassPrivate, typeId);
// Remember the id of the replacement.
ASSERT(id < mTypePointerTransformedId.size());
mTypePointerTransformedId[id] = newPrivateTypeId;
// The original instruction should still be present as well. At this point, we don't know
// whether we will need the original or Private type.
return TransformationState::Unchanged;
}
TransformationState SpirvInactiveVaryingRemover::transformVariable(spirv::IdResultType typeId,
spirv::IdResult id,
spv::StorageClass storageClass,
spirv::Blob *blobOut)
{
ASSERT(storageClass == spv::StorageClassOutput || storageClass == spv::StorageClassInput);
ASSERT(typeId < mTypePointerTransformedId.size());
ASSERT(mTypePointerTransformedId[typeId].valid());
spirv::WriteVariable(blobOut, mTypePointerTransformedId[typeId], id, spv::StorageClassPrivate,
nullptr);
return TransformationState::Transformed;
}
// Helper class that fixes varying precisions so they match between shader stages.
class SpirvVaryingPrecisionFixer final : angle::NonCopyable
{
public:
SpirvVaryingPrecisionFixer() {}
void init(size_t indexBound);
void visitTypePointer(spirv::IdResult id, spv::StorageClass storageClass, spirv::IdRef typeId);
void visitVariable(const ShaderInterfaceVariableInfo &info,
gl::ShaderType shaderType,
spirv::IdResultType typeId,
spirv::IdResult id,
spv::StorageClass storageClass,
spirv::Blob *blobOut);
TransformationState transformVariable(const ShaderInterfaceVariableInfo &info,
spirv::IdResultType typeId,
spirv::IdResult id,
spv::StorageClass storageClass,
spirv::Blob *blobOut);
void modifyEntryPointInterfaceList(spirv::IdRefList *interfaceList);
void addDecorate(spirv::IdRef replacedId, spirv::Blob *blobOut);
void writeInputPreamble(
const std::vector<const ShaderInterfaceVariableInfo *> &variableInfoById,
gl::ShaderType shaderType,
spirv::Blob *blobOut);
void writeOutputPrologue(
const std::vector<const ShaderInterfaceVariableInfo *> &variableInfoById,
gl::ShaderType shaderType,
spirv::Blob *blobOut);
bool isReplaced(spirv::IdRef id) const { return mFixedVaryingId[id].valid(); }
spirv::IdRef getReplacementId(spirv::IdRef id) const
{
return mFixedVaryingId[id].valid() ? mFixedVaryingId[id] : id;
}
private:
std::vector<spirv::IdRef> mTypePointerTypeId;
std::vector<spirv::IdRef> mFixedVaryingId;
std::vector<spirv::IdRef> mFixedVaryingTypeId;
};
void SpirvVaryingPrecisionFixer::init(size_t indexBound)
{
// Allocate storage for precision mismatch fix up.
mTypePointerTypeId.resize(indexBound);
mFixedVaryingId.resize(indexBound);
mFixedVaryingTypeId.resize(indexBound);
}
void SpirvVaryingPrecisionFixer::visitTypePointer(spirv::IdResult id,
spv::StorageClass storageClass,
spirv::IdRef typeId)
{
mTypePointerTypeId[id] = typeId;
}
void SpirvVaryingPrecisionFixer::visitVariable(const ShaderInterfaceVariableInfo &info,
gl::ShaderType shaderType,
spirv::IdResultType typeId,
spirv::IdResult id,
spv::StorageClass storageClass,
spirv::Blob *blobOut)
{
if (info.useRelaxedPrecision && info.activeStages[shaderType] && !mFixedVaryingId[id].valid())
{
mFixedVaryingId[id] = SpirvTransformerBase::GetNewId(blobOut);
mFixedVaryingTypeId[id] = typeId;
}
}
TransformationState SpirvVaryingPrecisionFixer::transformVariable(
const ShaderInterfaceVariableInfo &info,
spirv::IdResultType typeId,
spirv::IdResult id,
spv::StorageClass storageClass,
spirv::Blob *blobOut)
{
if (info.useRelaxedPrecision &&
(storageClass == spv::StorageClassOutput || storageClass == spv::StorageClassInput))
{
// Change existing OpVariable to use fixedVaryingId
ASSERT(mFixedVaryingId[id].valid());
spirv::WriteVariable(blobOut, typeId, mFixedVaryingId[id], storageClass, nullptr);
return TransformationState::Transformed;
}
return TransformationState::Unchanged;
}
void SpirvVaryingPrecisionFixer::writeInputPreamble(
const std::vector<const ShaderInterfaceVariableInfo *> &variableInfoById,
gl::ShaderType shaderType,
spirv::Blob *blobOut)
{
if (shaderType == gl::ShaderType::Vertex || shaderType == gl::ShaderType::Compute)
{
return;
}
// Copy from corrected varyings to temp global variables with original precision.
for (uint32_t idIndex = spirv::kMinValidId; idIndex < variableInfoById.size(); idIndex++)
{
const spirv::IdRef id(idIndex);
const ShaderInterfaceVariableInfo *info = variableInfoById[id];
if (info && info->useRelaxedPrecision && info->activeStages[shaderType] &&
info->varyingIsInput)
{
// This is an input varying, need to cast the mediump value that came from
// the previous stage into a highp value that the code wants to work with.
ASSERT(mFixedVaryingTypeId[id].valid());
// Build OpLoad instruction to load the mediump value into a temporary
const spirv::IdRef tempVar(SpirvTransformerBase::GetNewId(blobOut));
const spirv::IdRef tempVarType(mTypePointerTypeId[mFixedVaryingTypeId[id]]);
ASSERT(tempVarType.valid());
spirv::WriteLoad(blobOut, tempVarType, tempVar, mFixedVaryingId[id], nullptr);
// Build OpStore instruction to cast the mediump value to highp for use in
// the function
spirv::WriteStore(blobOut, id, tempVar, nullptr);
}
}
}
void SpirvVaryingPrecisionFixer::modifyEntryPointInterfaceList(spirv::IdRefList *interfaceList)
{
// Modify interface list if any ID was replaced due to varying precision mismatch.
for (size_t index = 0; index < interfaceList->size(); ++index)
{
(*interfaceList)[index] = getReplacementId((*interfaceList)[index]);
}
}
void SpirvVaryingPrecisionFixer::addDecorate(spirv::IdRef replacedId, spirv::Blob *blobOut)
{
spirv::WriteDecorate(blobOut, replacedId, spv::DecorationRelaxedPrecision, {});
}
void SpirvVaryingPrecisionFixer::writeOutputPrologue(
const std::vector<const ShaderInterfaceVariableInfo *> &variableInfoById,
gl::ShaderType shaderType,
spirv::Blob *blobOut)
{
if (shaderType == gl::ShaderType::Fragment || shaderType == gl::ShaderType::Compute)
{
return;
}
// Copy from temp global variables with original precision to corrected varyings.
for (uint32_t idIndex = spirv::kMinValidId; idIndex < variableInfoById.size(); idIndex++)
{
const spirv::IdRef id(idIndex);
const ShaderInterfaceVariableInfo *info = variableInfoById[id];
if (info && info->useRelaxedPrecision && info->activeStages[shaderType] &&
info->varyingIsOutput)
{
ASSERT(mFixedVaryingTypeId[id].valid());
// Build OpLoad instruction to load the highp value into a temporary
const spirv::IdRef tempVar(SpirvTransformerBase::GetNewId(blobOut));
const spirv::IdRef tempVarType(mTypePointerTypeId[mFixedVaryingTypeId[id]]);
ASSERT(tempVarType.valid());
spirv::WriteLoad(blobOut, tempVarType, tempVar, id, nullptr);
// Build OpStore instruction to cast the highp value to mediump for output
spirv::WriteStore(blobOut, mFixedVaryingId[id], tempVar, nullptr);
}
}
}
// Helper class that generates code for transform feedback
class SpirvTransformFeedbackCodeGenerator final : angle::NonCopyable
{
public:
SpirvTransformFeedbackCodeGenerator(bool isEmulated)
: mIsEmulated(isEmulated), mHasTransformFeedbackOutput(false)
{}
void visitName(spirv::IdRef id, const spirv::LiteralString &name);
void visitTypeVector(const SpirvIDDiscoverer &ids,
spirv::IdResult id,
spirv::IdRef componentId,
spirv::LiteralInteger componentCount);
void visitTypePointer(spirv::IdResult id, spv::StorageClass storageClass, spirv::IdRef typeId);
void visitVariable(const ShaderInterfaceVariableInfo &info,
gl::ShaderType shaderType,
const spirv::LiteralString &name,
spirv::IdResultType typeId,
spirv::IdResult id,
spv::StorageClass storageClass);
TransformationState transformCapability(spv::Capability capability, spirv::Blob *blobOut);
TransformationState transformName(spirv::IdRef id, spirv::LiteralString name);
TransformationState transformVariable(const ShaderInterfaceVariableInfo &info,
const ShaderInterfaceVariableInfoMap &variableInfoMap,
gl::ShaderType shaderType,
spirv::IdResultType typeId,
spirv::IdResult id,
spv::StorageClass storageClass);
void writePendingDeclarations(
const std::vector<const ShaderInterfaceVariableInfo *> &variableInfoById,
const SpirvIDDiscoverer &ids,
spirv::Blob *blobOut);
void writeTransformFeedbackExtensionOutput(const SpirvIDDiscoverer &ids,
spirv::IdRef positionId,
spirv::Blob *blobOut);
void writeTransformFeedbackEmulationOutput(
const SpirvIDDiscoverer &ids,
const SpirvVaryingPrecisionFixer &varyingPrecisionFixer,
spirv::IdRef currentFunctionId,
spirv::Blob *blobOut);
void addExecutionMode(spirv::IdRef entryPointId, spirv::Blob *blobOut);
void addMemberDecorate(const ShaderInterfaceVariableInfo &info,
spirv::IdRef id,
spirv::Blob *blobOut);
void addDecorate(const ShaderInterfaceVariableInfo &info,
spirv::IdRef id,
spirv::Blob *blobOut);
private:
void gatherXfbVaryings(const ShaderInterfaceVariableInfo &info, spirv::IdRef id);
void visitXfbVarying(const ShaderInterfaceVariableXfbInfo &xfb,
spirv::IdRef baseId,
uint32_t fieldIndex);
void writeIntConstant(const SpirvIDDiscoverer &ids,
uint32_t value,
spirv::IdRef intId,
spirv::Blob *blobOut);
void getVaryingTypeIds(const SpirvIDDiscoverer &ids,
GLenum componentType,
bool isPrivate,
spirv::IdRef *typeIdOut,
spirv::IdRef *typePtrOut);
void writeGetOffsetsCall(spirv::IdRef xfbOffsets, spirv::Blob *blobOut);
void writeComponentCapture(const SpirvIDDiscoverer &ids,
uint32_t bufferIndex,
spirv::IdRef xfbOffset,
spirv::IdRef varyingTypeId,
spirv::IdRef varyingTypePtr,
spirv::IdRef varyingBaseId,
const spirv::IdRefList &accessChainIndices,
GLenum componentType,
spirv::Blob *blobOut);
static constexpr size_t kXfbDecorationCount = 3;
static constexpr spv::Decoration kXfbDecorations[kXfbDecorationCount] = {
spv::DecorationXfbBuffer,
spv::DecorationXfbStride,
spv::DecorationOffset,
};
bool mIsEmulated;
bool mHasTransformFeedbackOutput;
// Ids needed to generate transform feedback support code.
spirv::IdRef mTransformFeedbackExtensionPositionId;
spirv::IdRef mGetXfbOffsetsFuncId;
spirv::IdRef mXfbCaptureFuncId;
gl::TransformFeedbackBuffersArray<spirv::IdRef> mXfbBuffers;
gl::TransformFeedbackBuffersArray<spirv::IdRef> mBufferStrides;
spirv::IdRef mBufferStridesCompositeId;
// Type and constant ids:
//
// - mIVec4Id: id of OpTypeVector %mIntId 4
//
// - mFloatOutputPointerId: id of OpTypePointer Output %mFloatId
// - mIntOutputPointerId: id of OpTypePointer Output %mIntId
// - mUintOutputPointerId: id of OpTypePointer Output %mUintId
// - mFloatPrivatePointerId, mIntPrivatePointerId, mUintPrivatePointerId: identical to the
// above, but with the Private storage class. Used to load from varyings that have been
// replaced as part of precision mismatch fixup.
// - mFloatUniformPointerId: id of OpTypePointer Uniform %mFloatId
// - mIVec4FuncPointerId: id of OpTypePointer Function %mIVec4Id
//
// - mIntNIds[n]: id of OpConstant %mIntId n
spirv::IdRef mIVec4Id;
spirv::IdRef mFloatOutputPointerId;
spirv::IdRef mIntOutputPointerId;
spirv::IdRef mUintOutputPointerId;
spirv::IdRef mFloatPrivatePointerId;
spirv::IdRef mIntPrivatePointerId;
spirv::IdRef mUintPrivatePointerId;
spirv::IdRef mFloatUniformPointerId;
spirv::IdRef mIVec4FuncPointerId;
// Id of constants such as row, column and array index. Integers 0, 1, 2 and 3 are always
// defined due to the ubiquity of usage.
angle::FastVector<spirv::IdRef, 4> mIntNIds;
// For transform feedback emulation, the captured elements are gathered in a list and sorted.
// This allows the output generation code to always use offset += 1, thus relying on only one
// constant (1).
struct XfbVarying
{
// The varyings are sorted by info.offset.
const ShaderInterfaceVariableXfbInfo *info;
// Id of the base variable.
spirv::IdRef baseId;
// The field index, if a member of an I/O blocks
uint32_t fieldIndex;
};
gl::TransformFeedbackBuffersArray<std::vector<XfbVarying>> mXfbVaryings;
};
constexpr size_t SpirvTransformFeedbackCodeGenerator::kXfbDecorationCount;
constexpr spv::Decoration SpirvTransformFeedbackCodeGenerator::kXfbDecorations[kXfbDecorationCount];
void SpirvTransformFeedbackCodeGenerator::visitName(spirv::IdRef id,
const spirv::LiteralString &name)
{
if (!mIsEmulated)
{
return;
}
const size_t bufferNameBaseLength = strlen(sh::vk::kXfbEmulationBufferName);
if (angle::BeginsWith(name, sh::vk::kXfbEmulationGetOffsetsFunctionName))
{
ASSERT(!mGetXfbOffsetsFuncId.valid());
mGetXfbOffsetsFuncId = id;
}
else if (angle::BeginsWith(name, sh::vk::kXfbEmulationCaptureFunctionName))
{
ASSERT(!mXfbCaptureFuncId.valid());
mXfbCaptureFuncId = id;
}
else if (angle::BeginsWith(name, sh::vk::kXfbEmulationBufferName) &&
std::isdigit(name[bufferNameBaseLength]))
{
static_assert(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS < 10,
"Parsing the xfb buffer index below must be adjusted");
uint32_t xfbBuffer = name[bufferNameBaseLength] - '0';
mXfbBuffers[xfbBuffer] = id;
}
}
void SpirvTransformFeedbackCodeGenerator::visitTypeVector(const SpirvIDDiscoverer &ids,
spirv::IdResult id,
spirv::IdRef componentId,
spirv::LiteralInteger componentCount)
{
// Only interested in OpTypeVector %mIntId 4
if (componentId == ids.intId() && componentCount == 4)
{
ASSERT(!mIVec4Id.valid());
mIVec4Id = id;
}
}
void SpirvTransformFeedbackCodeGenerator::visitTypePointer(spirv::IdResult id,
spv::StorageClass storageClass,
spirv::IdRef typeId)
{
if (typeId == mIVec4Id && storageClass == spv::StorageClassFunction)
{
ASSERT(!mIVec4FuncPointerId.valid());
mIVec4FuncPointerId = id;
}
}
void SpirvTransformFeedbackCodeGenerator::visitVariable(const ShaderInterfaceVariableInfo &info,
gl::ShaderType shaderType,
const spirv::LiteralString &name,
spirv::IdResultType typeId,
spirv::IdResult id,
spv::StorageClass storageClass)
{
if (mIsEmulated)
{
gatherXfbVaryings(info, id);
return;
}
// Note if the variable is captured by transform feedback. In that case, the TransformFeedback
// capability needs to be added.
if ((info.xfb.buffer != ShaderInterfaceVariableInfo::kInvalid || !info.fieldXfb.empty()) &&
info.activeStages[shaderType])
{
mHasTransformFeedbackOutput = true;
// If this is the special ANGLEXfbPosition variable, remember its id to be used for the
// ANGLEXfbPosition = gl_Position; assignment code generation.
if (strcmp(name, sh::vk::kXfbExtensionPositionOutName) == 0)
{
mTransformFeedbackExtensionPositionId = id;
}
}
}
TransformationState SpirvTransformFeedbackCodeGenerator::transformCapability(
spv::Capability capability,
spirv::Blob *blobOut)
{
if (!mHasTransformFeedbackOutput || mIsEmulated)
{
return TransformationState::Unchanged;
}
// Transform feedback capability shouldn't have already been specified.
ASSERT(capability != spv::CapabilityTransformFeedback);
// Vulkan shaders have either Shader, Geometry or Tessellation capability. We find this
// capability, and add the TransformFeedback capability right before it.
if (capability != spv::CapabilityShader && capability != spv::CapabilityGeometry &&
capability != spv::CapabilityTessellation)
{
return TransformationState::Unchanged;
}
// Write the TransformFeedback capability declaration.
spirv::WriteCapability(blobOut, spv::CapabilityTransformFeedback);
// The original capability is retained.
return TransformationState::Unchanged;
}
TransformationState SpirvTransformFeedbackCodeGenerator::transformName(spirv::IdRef id,
spirv::LiteralString name)
{
// In the case of ANGLEXfbN, unconditionally remove the variable names. If transform
// feedback is not active, the corresponding variables will be removed.
return angle::BeginsWith(name, sh::vk::kXfbEmulationBufferName)
? TransformationState::Transformed
: TransformationState::Unchanged;
}
TransformationState SpirvTransformFeedbackCodeGenerator::transformVariable(
const ShaderInterfaceVariableInfo &info,
const ShaderInterfaceVariableInfoMap &variableInfoMap,
gl::ShaderType shaderType,
spirv::IdResultType typeId,
spirv::IdResult id,
spv::StorageClass storageClass)
{
// This function is currently called for inactive variables.
ASSERT(!info.activeStages[shaderType]);
if (shaderType == gl::ShaderType::Vertex && storageClass == spv::StorageClassUniform)
{
// The ANGLEXfbN variables are unconditionally generated and may be inactive. Remove these
// variables in that case.
ASSERT(&info == &variableInfoMap.get(shaderType, GetXfbBufferName(0)) ||
&info == &variableInfoMap.get(shaderType, GetXfbBufferName(1)) ||
&info == &variableInfoMap.get(shaderType, GetXfbBufferName(2)) ||
&info == &variableInfoMap.get(shaderType, GetXfbBufferName(3)));
// Drop the declaration.
return TransformationState::Transformed;
}
return TransformationState::Unchanged;
}
void SpirvTransformFeedbackCodeGenerator::gatherXfbVaryings(const ShaderInterfaceVariableInfo &info,
spirv::IdRef id)
{
visitXfbVarying(info.xfb, id, ShaderInterfaceVariableXfbInfo::kInvalid);
for (size_t fieldIndex = 0; fieldIndex < info.fieldXfb.size(); ++fieldIndex)
{
visitXfbVarying(info.fieldXfb[fieldIndex], id, static_cast<uint32_t>(fieldIndex));
}
}
void SpirvTransformFeedbackCodeGenerator::visitXfbVarying(const ShaderInterfaceVariableXfbInfo &xfb,
spirv::IdRef baseId,
uint32_t fieldIndex)
{
for (const ShaderInterfaceVariableXfbInfo &arrayElement : xfb.arrayElements)
{
visitXfbVarying(arrayElement, baseId, fieldIndex);
}
if (xfb.buffer == ShaderInterfaceVariableXfbInfo::kInvalid)
{
return;
}
// Varyings captured to the same buffer have the same stride.
ASSERT(mXfbVaryings[xfb.buffer].empty() ||
mXfbVaryings[xfb.buffer][0].info->stride == xfb.stride);
mXfbVaryings[xfb.buffer].push_back({&xfb, baseId, fieldIndex});
}
void SpirvTransformFeedbackCodeGenerator::writeIntConstant(const SpirvIDDiscoverer &ids,
uint32_t value,
spirv::IdRef intId,
spirv::Blob *blobOut)
{
if (value == ShaderInterfaceVariableXfbInfo::kInvalid)
{
return;
}
if (mIntNIds.size() <= value)
{
mIntNIds.resize(value + 1);
}
else if (mIntNIds[value].valid())
{
return;
}
mIntNIds[value] = SpirvTransformerBase::GetNewId(blobOut);
spirv::WriteConstant(blobOut, ids.intId(), mIntNIds[value],
spirv::LiteralContextDependentNumber(value));
}
void SpirvTransformFeedbackCodeGenerator::writePendingDeclarations(
const std::vector<const ShaderInterfaceVariableInfo *> &variableInfoById,
const SpirvIDDiscoverer &ids,
spirv::Blob *blobOut)
{
if (!mIsEmulated)
{
return;
}
ASSERT(mIVec4Id.valid());
mFloatOutputPointerId = SpirvTransformerBase::GetNewId(blobOut);
mFloatPrivatePointerId = SpirvTransformerBase::GetNewId(blobOut);
spirv::WriteTypePointer(blobOut, mFloatOutputPointerId, spv::StorageClassOutput, ids.floatId());
spirv::WriteTypePointer(blobOut, mFloatPrivatePointerId, spv::StorageClassPrivate,
ids.floatId());
if (ids.intId().valid())
{
mIntOutputPointerId = SpirvTransformerBase::GetNewId(blobOut);
mIntPrivatePointerId = SpirvTransformerBase::GetNewId(blobOut);
spirv::WriteTypePointer(blobOut, mIntOutputPointerId, spv::StorageClassOutput, ids.intId());
spirv::WriteTypePointer(blobOut, mIntPrivatePointerId, spv::StorageClassPrivate,
ids.intId());
}
if (ids.uintId().valid())
{
mUintOutputPointerId = SpirvTransformerBase::GetNewId(blobOut);
mUintPrivatePointerId = SpirvTransformerBase::GetNewId(blobOut);
spirv::WriteTypePointer(blobOut, mUintOutputPointerId, spv::StorageClassOutput,
ids.uintId());
spirv::WriteTypePointer(blobOut, mUintPrivatePointerId, spv::StorageClassPrivate,
ids.uintId());
}
mFloatUniformPointerId = SpirvTransformerBase::GetNewId(blobOut);
spirv::WriteTypePointer(blobOut, mFloatUniformPointerId, spv::StorageClassUniform,
ids.floatId());
mIntNIds.resize(4);
mIntNIds[0] = ids.int0Id();
for (int n = 1; n < 4; ++n)
{
writeIntConstant(ids, n, ids.intId(), blobOut);
}
spirv::IdRefList compositeIds;
for (const std::vector<XfbVarying> &varyings : mXfbVaryings)
{
if (varyings.empty())
{
compositeIds.push_back(ids.int0Id());
continue;
}
const ShaderInterfaceVariableXfbInfo *info0 = varyings[0].info;
// Define the buffer stride constant
ASSERT(info0->stride % sizeof(float) == 0);
uint32_t stride = info0->stride / sizeof(float);
mBufferStrides[info0->buffer] = SpirvTransformerBase::GetNewId(blobOut);
spirv::WriteConstant(blobOut, ids.intId(), mBufferStrides[info0->buffer],
spirv::LiteralContextDependentNumber(stride));
compositeIds.push_back(mBufferStrides[info0->buffer]);
// Define all the constants that would be necessary to load the components of the varying.
for (const XfbVarying &varying : varyings)
{
writeIntConstant(ids, varying.fieldIndex, ids.intId(), blobOut);
const ShaderInterfaceVariableXfbInfo *info = varying.info;
if (info->arraySize == ShaderInterfaceVariableXfbInfo::kInvalid)
{
continue;
}
uint32_t arrayIndexStart =
varying.info->arrayIndex != ShaderInterfaceVariableXfbInfo::kInvalid
? varying.info->arrayIndex
: 0;
uint32_t arrayIndexEnd = arrayIndexStart + info->arraySize;
for (uint32_t arrayIndex = arrayIndexStart; arrayIndex < arrayIndexEnd; ++arrayIndex)
{
writeIntConstant(ids, arrayIndex, ids.intId(), blobOut);
}
}
}
mBufferStridesCompositeId = SpirvTransformerBase::GetNewId(blobOut);
spirv::WriteConstantComposite(blobOut, mIVec4Id, mBufferStridesCompositeId, compositeIds);
}
void SpirvTransformFeedbackCodeGenerator::writeTransformFeedbackExtensionOutput(
const SpirvIDDiscoverer &ids,
spirv::IdRef positionId,
spirv::Blob *blobOut)
{
if (mIsEmulated)
{
return;
}
if (mTransformFeedbackExtensionPositionId.valid())
{
spirv::WriteStore(blobOut, mTransformFeedbackExtensionPositionId, positionId, nullptr);
}
}
class AccessChainIndexListAppend final : angle::NonCopyable
{
public:
AccessChainIndexListAppend(bool condition,
angle::FastVector<spirv::IdRef, 4> intNIds,
uint32_t index,
spirv::IdRefList *indexList)
: mCondition(condition), mIndexList(indexList)
{
if (mCondition)
{
mIndexList->push_back(intNIds[index]);
}
}
~AccessChainIndexListAppend()
{
if (mCondition)
{
mIndexList->pop_back();
}
}
private:
bool mCondition;
spirv::IdRefList *mIndexList;
};
void SpirvTransformFeedbackCodeGenerator::writeTransformFeedbackEmulationOutput(
const SpirvIDDiscoverer &ids,
const SpirvVaryingPrecisionFixer &varyingPrecisionFixer,
spirv::IdRef currentFunctionId,
spirv::Blob *blobOut)
{
if (!mIsEmulated || !mXfbCaptureFuncId.valid() || currentFunctionId != mXfbCaptureFuncId)
{
return;
}
// First, sort the varyings by offset, to simplify calculation of the output offset.
for (std::vector<XfbVarying> &varyings : mXfbVaryings)
{
std::sort(varyings.begin(), varyings.end(),
[](const XfbVarying &first, const XfbVarying &second) {
return first.info->offset < second.info->offset;
});
}
// The following code is generated for transform feedback emulation:
//
// ivec4 xfbOffsets = ANGLEGetXfbOffsets(ivec4(stride0, stride1, stride2, stride3));
// // For buffer N:
// int xfbOffset = xfbOffsets[N]
// ANGLEXfbN.xfbOut[xfbOffset] = tfVarying0.field[index][row][col]
// xfbOffset += 1;
// ANGLEXfbN.xfbOut[xfbOffset] = tfVarying0.field[index][row][col + 1]
// xfbOffset += 1;
// ...
//
// The following pieces of SPIR-V code are generated according to the above:
//
// - For the initial offsets calculation:
//
// %getOffsetsParam = OpVariable %mIVec4FuncPointerId Function %stridesComposite
// %xfbOffsetsResult = OpFunctionCall %ivec4 %ANGLEGetXfbOffsets %stridesComposite
// %xfbOffsetsVar = OpVariable %mIVec4FuncPointerId Function
// OpStore %xfbOffsetsVar %xfbOffsetsResult
// %xfbOffsets = OpLoad %ivec4 %xfbOffsetsVar
//
// - Initial code for each buffer N:
//
// %xfbOffset = OpCompositeExtract %int %xfbOffsets N
//
// - For each varying being captured:
//
// // Load the component
// %componentPtr = OpAccessChain %floatOutputPtr %baseId %field %arrayIndex %row %col
// %component = OpLoad %float %componentPtr
// // Store in xfb output
// %xfbOutPtr = OpAccessChain %floatUniformPtr %xfbBufferN %int0 %xfbOffset
// OpStore %xfbOutPtr %component
// // Increment offset
// %xfbOffset = OpIAdd %int %xfbOffset %int1
//
// Note that if the varying being captured is integer, the first two instructions above would
// use the intger equivalent types, and the following instruction would bitcast it to float
// for storage:
//
// %asFloat = OpBitcast %float %component
//
const spirv::IdRef xfbOffsets(SpirvTransformerBase::GetNewId(blobOut));
// ivec4 xfbOffsets = ANGLEGetXfbOffsets(ivec4(stride0, stride1, stride2, stride3));
writeGetOffsetsCall(xfbOffsets, blobOut);
// Go over the buffers one by one and capture the varyings.
for (uint32_t bufferIndex = 0; bufferIndex < mXfbVaryings.size(); ++bufferIndex)
{
spirv::IdRef xfbOffset(SpirvTransformerBase::GetNewId(blobOut));
// Get the offset corresponding to this buffer:
//
// int xfbOffset = xfbOffsets[N]
spirv::WriteCompositeExtract(blobOut, ids.intId(), xfbOffset, xfbOffsets,
{spirv::LiteralInteger(bufferIndex)});
// Track offsets for verification.
uint32_t offsetForVerification = 0;
// Go over the varyings of this buffer in order.
const std::vector<XfbVarying> &varyings = mXfbVaryings[bufferIndex];
for (size_t varyingIndex = 0; varyingIndex < varyings.size(); ++varyingIndex)
{
const XfbVarying &varying = varyings[varyingIndex];
const ShaderInterfaceVariableXfbInfo *info = varying.info;
ASSERT(info->buffer == bufferIndex);
// Each component of the varying being captured is loaded one by one. This uses the
// OpAccessChain instruction that takes a chain of "indices" to end up with the
// component starting from the base variable. For example:
//
// var.member[3][2][0]
//
// where member is field number 4 in var and is a mat4, the access chain would be:
//
// 4 3 2 0
// ^ ^ ^ ^
// | | | |
// | | | row 0
// | | column 2
// | array element 3
// field 4
//
// The following tracks the access chain as the field, array elements, columns and rows
// are looped over.
spirv::IdRefList indexList;
AccessChainIndexListAppend appendField(
varying.fieldIndex != ShaderInterfaceVariableXfbInfo::kInvalid, mIntNIds,
varying.fieldIndex, &indexList);
// The varying being captured is either:
//
// - Not an array: In this case, no entry is added in the access chain
// - An element of the array
// - The whole array
//
uint32_t arrayIndexStart = 0;
uint32_t arrayIndexEnd = info->arraySize;
const bool isArray = info->arraySize != ShaderInterfaceVariableXfbInfo::kInvalid;
if (varying.info->arrayIndex != ShaderInterfaceVariableXfbInfo::kInvalid)
{
// Capturing a single element.
arrayIndexStart = varying.info->arrayIndex;
arrayIndexEnd = arrayIndexStart + 1;
}
else if (!isArray)
{
// Not an array.
arrayIndexEnd = 1;
}
// Sorting the varyings should have ensured that offsets are in order and that writing
// to the output buffer sequentially ends up using the correct offsets.
ASSERT(info->offset == offsetForVerification);
offsetForVerification += (arrayIndexEnd - arrayIndexStart) * info->rowCount *
info->columnCount * sizeof(float);
// Determine the type of the component being captured. OpBitcast is used (the
// implementation of intBitsToFloat() and uintBitsToFloat() for non-float types).
spirv::IdRef varyingTypeId;
spirv::IdRef varyingTypePtr;
const bool isPrivate = varyingPrecisionFixer.isReplaced(varying.baseId);
getVaryingTypeIds(ids, info->componentType, isPrivate, &varyingTypeId, &varyingTypePtr);
for (uint32_t arrayIndex = arrayIndexStart; arrayIndex < arrayIndexEnd; ++arrayIndex)
{
AccessChainIndexListAppend appendArrayIndex(isArray, mIntNIds, arrayIndex,
&indexList);
for (uint32_t col = 0; col < info->columnCount; ++col)
{
AccessChainIndexListAppend appendColumn(info->columnCount > 1, mIntNIds, col,
&indexList);
for (uint32_t row = 0; row < info->rowCount; ++row)
{
AccessChainIndexListAppend appendRow(info->rowCount > 1, mIntNIds, row,
&indexList);
// Generate the code to capture a single component of the varying:
//
// ANGLEXfbN.xfbOut[xfbOffset] = tfVarying0.field[index][row][col]
writeComponentCapture(ids, bufferIndex, xfbOffset, varyingTypeId,
varyingTypePtr, varying.baseId, indexList,
info->componentType, blobOut);
// Increment the offset:
//
// xfbOffset += 1;
//
// which translates to:
//
// %newOffsetId = OpIAdd %int %currentOffsetId %int1
spirv::IdRef nextOffset(SpirvTransformerBase::GetNewId(blobOut));
spirv::WriteIAdd(blobOut, ids.intId(), nextOffset, xfbOffset, mIntNIds[1]);
xfbOffset = nextOffset;
}
}
}
}
}
}
void SpirvTransformFeedbackCodeGenerator::getVaryingTypeIds(const SpirvIDDiscoverer &ids,
GLenum componentType,
bool isPrivate,
spirv::IdRef *typeIdOut,
spirv::IdRef *typePtrOut)
{
switch (componentType)
{
case GL_INT:
*typeIdOut = ids.intId();
*typePtrOut = isPrivate ? mIntPrivatePointerId : mIntOutputPointerId;
break;
case GL_UNSIGNED_INT:
*typeIdOut = ids.uintId();
*typePtrOut = isPrivate ? mUintPrivatePointerId : mUintOutputPointerId;
break;
case GL_FLOAT:
*typeIdOut = ids.floatId();
*typePtrOut = isPrivate ? mFloatPrivatePointerId : mFloatOutputPointerId;
break;
default:
UNREACHABLE();
}
ASSERT(typeIdOut->valid());
ASSERT(typePtrOut->valid());
}
void SpirvTransformFeedbackCodeGenerator::writeGetOffsetsCall(spirv::IdRef xfbOffsets,
spirv::Blob *blobOut)
{
const spirv::IdRef xfbGetOffsetsParam(SpirvTransformerBase::GetNewId(blobOut));
const spirv::IdRef xfbOffsetsResult(SpirvTransformerBase::GetNewId(blobOut));
const spirv::IdRef xfbOffsetsVar(SpirvTransformerBase::GetNewId(blobOut));
// Generate code for the following:
//
// ivec4 xfbOffsets = ANGLEGetXfbOffsets(ivec4(stride0, stride1, stride2, stride3));
// Create a variable to hold the parameter, initialized with the constant ivec4 containing the
// strides.
spirv::WriteVariable(blobOut, mIVec4FuncPointerId, xfbGetOffsetsParam,
spv::StorageClassFunction, &mBufferStridesCompositeId);
// Create a variable to hold the result.
spirv::WriteVariable(blobOut, mIVec4FuncPointerId, xfbOffsetsVar, spv::StorageClassFunction,
nullptr);
// Call a helper function generated by the translator to calculate the offsets for the current
// vertex.
spirv::WriteFunctionCall(blobOut, mIVec4Id, xfbOffsetsResult, mGetXfbOffsetsFuncId,
{xfbGetOffsetsParam});
// Store the results.
spirv::WriteStore(blobOut, xfbOffsetsVar, xfbOffsetsResult, nullptr);
// Load from the variable for use in expressions.
spirv::WriteLoad(blobOut, mIVec4Id, xfbOffsets, xfbOffsetsVar, nullptr);
}
void SpirvTransformFeedbackCodeGenerator::writeComponentCapture(
const SpirvIDDiscoverer &ids,
uint32_t bufferIndex,
spirv::IdRef xfbOffset,
spirv::IdRef varyingTypeId,
spirv::IdRef varyingTypePtr,
spirv::IdRef varyingBaseId,
const spirv::IdRefList &accessChainIndices,
GLenum componentType,
spirv::Blob *blobOut)
{
spirv::IdRef component(SpirvTransformerBase::GetNewId(blobOut));
spirv::IdRef xfbOutPtr(SpirvTransformerBase::GetNewId(blobOut));
// Generate code for the following:
//
// ANGLEXfbN.xfbOut[xfbOffset] = tfVarying0.field[index][row][col]
// Load from the component traversing the base variable with the given indices. If there are no
// indices, the variable can be loaded directly.
spirv::IdRef loadPtr = varyingBaseId;
if (!accessChainIndices.empty())
{
loadPtr = SpirvTransformerBase::GetNewId(blobOut);
spirv::WriteAccessChain(blobOut, varyingTypePtr, loadPtr, varyingBaseId,
accessChainIndices);
}
spirv::WriteLoad(blobOut, varyingTypeId, component, loadPtr, nullptr);
// If the varying is int or uint, bitcast it to float to store in the float[] array used to
// capture transform feedback output.
spirv::IdRef asFloat = component;
if (componentType != GL_FLOAT)
{
asFloat = SpirvTransformerBase::GetNewId(blobOut);
spirv::WriteBitcast(blobOut, ids.floatId(), asFloat, component);
}
// Store into the transform feedback capture buffer at the current offset. Note that this
// buffer has only one field (xfbOut), hence ANGLEXfbN.xfbOut[xfbOffset] translates to ANGLEXfbN
// with access chain {0, xfbOffset}.
spirv::WriteAccessChain(blobOut, mFloatUniformPointerId, xfbOutPtr, mXfbBuffers[bufferIndex],
{mIntNIds[0], xfbOffset});
spirv::WriteStore(blobOut, xfbOutPtr, asFloat, nullptr);
}
void SpirvTransformFeedbackCodeGenerator::addExecutionMode(spirv::IdRef entryPointId,
spirv::Blob *blobOut)
{
if (mIsEmulated)
{
return;
}
if (mHasTransformFeedbackOutput)
{
spirv::WriteExecutionMode(blobOut, entryPointId, spv::ExecutionModeXfb);
}
}
void SpirvTransformFeedbackCodeGenerator::addMemberDecorate(const ShaderInterfaceVariableInfo &info,
spirv::IdRef id,
spirv::Blob *blobOut)
{
if (mIsEmulated || info.fieldXfb.empty())
{
return;
}
for (uint32_t fieldIndex = 0; fieldIndex < info.fieldXfb.size(); ++fieldIndex)
{
const ShaderInterfaceVariableXfbInfo &xfb = info.fieldXfb[fieldIndex];
if (xfb.buffer == ShaderInterfaceVariableXfbInfo::kInvalid)
{
continue;
}
ASSERT(xfb.stride != ShaderInterfaceVariableXfbInfo::kInvalid);
ASSERT(xfb.offset != ShaderInterfaceVariableXfbInfo::kInvalid);
const uint32_t xfbDecorationValues[kXfbDecorationCount] = {
xfb.buffer,
xfb.stride,
xfb.offset,
};
// Generate the following three instructions:
//
// OpMemberDecorate %id fieldIndex XfbBuffer xfb.buffer
// OpMemberDecorate %id fieldIndex XfbStride xfb.stride
// OpMemberDecorate %id fieldIndex Offset xfb.offset
for (size_t i = 0; i < kXfbDecorationCount; ++i)
{
spirv::WriteMemberDecorate(blobOut, id, spirv::LiteralInteger(fieldIndex),
kXfbDecorations[i],
{spirv::LiteralInteger(xfbDecorationValues[i])});
}
}
}
void SpirvTransformFeedbackCodeGenerator::addDecorate(const ShaderInterfaceVariableInfo &info,
spirv::IdRef id,
spirv::Blob *blobOut)
{
if (mIsEmulated || info.xfb.buffer == ShaderInterfaceVariableXfbInfo::kInvalid)
{
return;
}
ASSERT(info.xfb.stride != ShaderInterfaceVariableXfbInfo::kInvalid);
ASSERT(info.xfb.offset != ShaderInterfaceVariableXfbInfo::kInvalid);
const uint32_t xfbDecorationValues[kXfbDecorationCount] = {
info.xfb.buffer,
info.xfb.stride,
info.xfb.offset,
};
// Generate the following three instructions:
//
// OpDecorate %id XfbBuffer xfb.buffer
// OpDecorate %id XfbStride xfb.stride
// OpDecorate %id Offset xfb.offset
for (size_t i = 0; i < kXfbDecorationCount; ++i)
{
spirv::WriteDecorate(blobOut, id, kXfbDecorations[i],
{spirv::LiteralInteger(xfbDecorationValues[i])});
}
}
// Helper class that generates code for gl_Position transformations
class SpirvPositionTransformer final : angle::NonCopyable
{
public:
SpirvPositionTransformer(const GlslangSpirvOptions &options) : mOptions(options) {}
void writePositionTransformation(const SpirvIDDiscoverer &ids,
spirv::IdRef positionPointerId,
spirv::IdRef positionId,
spirv::Blob *blobOut);
private:
void preRotateXY(const SpirvIDDiscoverer &ids,
spirv::IdRef xId,
spirv::IdRef yId,
spirv::IdRef *rotatedXIdOut,
spirv::IdRef *rotatedYIdOut,
spirv::Blob *blobOut);
void transformZToVulkanClipSpace(const SpirvIDDiscoverer &ids,
spirv::IdRef zId,
spirv::IdRef wId,
spirv::IdRef *correctedZIdOut,
spirv::Blob *blobOut);
GlslangSpirvOptions mOptions;
};
void SpirvPositionTransformer::writePositionTransformation(const SpirvIDDiscoverer &ids,
spirv::IdRef positionPointerId,
spirv::IdRef positionId,
spirv::Blob *blobOut)
{
// In GL the viewport transformation is slightly different - see the GL 2.0 spec section "2.12.1
// Controlling the Viewport". In Vulkan the corresponding spec section is currently "23.4.
// Coordinate Transformations". The following transformation needs to be done:
//
// z_vk = 0.5 * (w_gl + z_gl)
//
// where z_vk is the depth output of a Vulkan geometry-stage shader and z_gl is the same for GL.
// Generate the following SPIR-V for prerotation and depth transformation:
//
// // Create gl_Position.x and gl_Position.y for transformation, as well as gl_Position.z
// // and gl_Position.w for later.
// %x = OpCompositeExtract %mFloatId %Position 0
// %y = OpCompositeExtract %mFloatId %Position 1
// %z = OpCompositeExtract %mFloatId %Position 2
// %w = OpCompositeExtract %mFloatId %Position 3
//
// // Transform %x and %y based on pre-rotation. This could include swapping the two ids
// // (in the transformer, no need to generate SPIR-V instructions for that), and/or
// // negating either component. To negate a component, the following instruction is used:
// (optional:) %negated = OpFNegate %mFloatId %component
//
// // Transform %z if necessary, based on the above formula.
// %zPlusW = OpFAdd %mFloatId %z %w
// %correctedZ = OpFMul %mFloatId %zPlusW %mFloatHalfId
//
// // Create the rotated gl_Position from the rotated x and y and corrected z components.
// %RotatedPosition = OpCompositeConstruct %mVec4Id %rotatedX %rotatedY %correctedZ %w
// // Store the results back in gl_Position
// OpStore %PositionPointer %RotatedPosition
//
const spirv::IdRef xId(SpirvTransformerBase::GetNewId(blobOut));
const spirv::IdRef yId(SpirvTransformerBase::GetNewId(blobOut));
const spirv::IdRef zId(SpirvTransformerBase::GetNewId(blobOut));
const spirv::IdRef wId(SpirvTransformerBase::GetNewId(blobOut));
const spirv::IdRef rotatedPositionId(SpirvTransformerBase::GetNewId(blobOut));
spirv::WriteCompositeExtract(blobOut, ids.floatId(), xId, positionId,
{spirv::LiteralInteger{0}});
spirv::WriteCompositeExtract(blobOut, ids.floatId(), yId, positionId,
{spirv::LiteralInteger{1}});
spirv::WriteCompositeExtract(blobOut, ids.floatId(), zId, positionId,
{spirv::LiteralInteger{2}});
spirv::WriteCompositeExtract(blobOut, ids.floatId(), wId, positionId,
{spirv::LiteralInteger{3}});
spirv::IdRef rotatedXId;
spirv::IdRef rotatedYId;
preRotateXY(ids, xId, yId, &rotatedXId, &rotatedYId, blobOut);
spirv::IdRef correctedZId;
transformZToVulkanClipSpace(ids, zId, wId, &correctedZId, blobOut);
spirv::WriteCompositeConstruct(blobOut, ids.vec4Id(), rotatedPositionId,
{rotatedXId, rotatedYId, correctedZId, wId});
spirv::WriteStore(blobOut, positionPointerId, rotatedPositionId, nullptr);
}
void SpirvPositionTransformer::preRotateXY(const SpirvIDDiscoverer &ids,
spirv::IdRef xId,
spirv::IdRef yId,
spirv::IdRef *rotatedXIdOut,
spirv::IdRef *rotatedYIdOut,
spirv::Blob *blobOut)
{
switch (mOptions.preRotation)
{
case SurfaceRotation::Identity:
// [ 1 0] [x]
// [ 0 1] * [y]
*rotatedXIdOut = xId;
*rotatedYIdOut = yId;
break;
case SurfaceRotation::FlippedIdentity:
if (mOptions.negativeViewportSupported)
{
// [ 1 0] [x]
// [ 0 1] * [y]
*rotatedXIdOut = xId;
*rotatedYIdOut = yId;
}
else
{
// [ 1 0] [x]
// [ 0 -1] * [y]
*rotatedXIdOut = xId;
*rotatedYIdOut = SpirvTransformerBase::GetNewId(blobOut);
spirv::WriteFNegate(blobOut, ids.floatId(), *rotatedYIdOut, yId);
}
break;
case SurfaceRotation::Rotated90Degrees:
case SurfaceRotation::FlippedRotated90Degrees:
// [ 0 1] [x]
// [-1 0] * [y]
*rotatedXIdOut = yId;
*rotatedYIdOut = SpirvTransformerBase::GetNewId(blobOut);
spirv::WriteFNegate(blobOut, ids.floatId(), *rotatedYIdOut, xId);
break;
case SurfaceRotation::Rotated180Degrees:
case SurfaceRotation::FlippedRotated180Degrees:
// [-1 0] [x]
// [ 0 -1] * [y]
*rotatedXIdOut = SpirvTransformerBase::GetNewId(blobOut);
*rotatedYIdOut = SpirvTransformerBase::GetNewId(blobOut);
spirv::WriteFNegate(blobOut, ids.floatId(), *rotatedXIdOut, xId);
spirv::WriteFNegate(blobOut, ids.floatId(), *rotatedYIdOut, yId);
break;
case SurfaceRotation::Rotated270Degrees:
case SurfaceRotation::FlippedRotated270Degrees:
// [ 0 -1] [x]
// [ 1 0] * [y]
*rotatedXIdOut = SpirvTransformerBase::GetNewId(blobOut);
*rotatedYIdOut = xId;
spirv::WriteFNegate(blobOut, ids.floatId(), *rotatedXIdOut, yId);
break;
default:
UNREACHABLE();
}
}
void SpirvPositionTransformer::transformZToVulkanClipSpace(const SpirvIDDiscoverer &ids,
spirv::IdRef zId,
spirv::IdRef wId,
spirv::IdRef *correctedZIdOut,
spirv::Blob *blobOut)
{
if (!mOptions.transformPositionToVulkanClipSpace)
{
*correctedZIdOut = zId;
return;
}
const spirv::IdRef zPlusWId(SpirvTransformerBase::GetNewId(blobOut));
*correctedZIdOut = SpirvTransformerBase::GetNewId(blobOut);
// %zPlusW = OpFAdd %mFloatId %z %w
spirv::WriteFAdd(blobOut, ids.floatId(), zPlusWId, zId, wId);
// %correctedZ = OpFMul %mFloatId %zPlusW %mFloatHalfId
spirv::WriteFMul(blobOut, ids.floatId(), *correctedZIdOut, zPlusWId, ids.floatHalfId());
}
// A SPIR-V transformer. It walks the instructions and modifies them as necessary, for example to
// assign bindings or locations.
class SpirvTransformer final : public SpirvTransformerBase
{
public:
SpirvTransformer(const spirv::Blob &spirvBlobIn,
const GlslangSpirvOptions &options,
const ShaderInterfaceVariableInfoMap &variableInfoMap,
spirv::Blob *spirvBlobOut)
: SpirvTransformerBase(spirvBlobIn, variableInfoMap, spirvBlobOut),
mOptions(options),
mXfbCodeGenerator(options.isTransformFeedbackEmulated),
mPositionTransformer(options)
{}
bool transform();
private:
// A prepass to resolve interesting ids:
void resolveVariableIds();
// Transform instructions:
void transformInstruction();
// Instructions that are purely informational:
void visitDecorate(const uint32_t *instruction);
void visitName(const uint32_t *instruction);
void visitMemberName(const uint32_t *instruction);
void visitTypeArray(const uint32_t *instruction);
void visitTypeFloat(const uint32_t *instruction);
void visitTypeInt(const uint32_t *instruction);
void visitTypePointer(const uint32_t *instruction);
void visitTypeVector(const uint32_t *instruction);
void visitVariable(const uint32_t *instruction);
// Instructions that potentially need transformation. They return true if the instruction is
// transformed. If false is returned, the instruction should be copied as-is.
TransformationState transformAccessChain(const uint32_t *instruction);
TransformationState transformCapability(const uint32_t *instruction);
TransformationState transformDebugInfo(const uint32_t *instruction, spv::Op op);
TransformationState transformEmitVertex(const uint32_t *instruction);
TransformationState transformEntryPoint(const uint32_t *instruction);
TransformationState transformDecorate(const uint32_t *instruction);
TransformationState transformMemberDecorate(const uint32_t *instruction);
TransformationState transformTypePointer(const uint32_t *instruction);
TransformationState transformTypeStruct(const uint32_t *instruction);
TransformationState transformReturn(const uint32_t *instruction);
TransformationState transformVariable(const uint32_t *instruction);
TransformationState transformExecutionMode(const uint32_t *instruction);
// Helpers:
void visitTypeHelper(spirv::IdResult id, spirv::IdRef typeId);
void writePendingDeclarations();
void writeInputPreamble();
void writeOutputPrologue();
// Special flags:
GlslangSpirvOptions mOptions;
// Traversal state:
bool mInsertFunctionVariables = false;
spirv::IdRef mEntryPointId;
spirv::IdRef mCurrentFunctionId;
SpirvIDDiscoverer mIds;
// Transformation state:
SpirvPerVertexTrimmer mPerVertexTrimmer;
SpirvInactiveVaryingRemover mInactiveVaryingRemover;
SpirvVaryingPrecisionFixer mVaryingPrecisionFixer;
SpirvTransformFeedbackCodeGenerator mXfbCodeGenerator;
SpirvPositionTransformer mPositionTransformer;
};
bool SpirvTransformer::transform()
{
onTransformBegin();
// First, find all necessary ids and associate them with the information required to transform
// their decorations.
resolveVariableIds();
while (mCurrentWord < mSpirvBlobIn.size())
{
transformInstruction();
}
return true;
}
void SpirvTransformer::resolveVariableIds()
{
const size_t indexBound = mSpirvBlobIn[kHeaderIndexIndexBound];
mIds.init(indexBound);
mInactiveVaryingRemover.init(indexBound);
mVaryingPrecisionFixer.init(indexBound);
// Allocate storage for id-to-info map. If %i is the id of a name in mVariableInfoMap, index i
// in this vector will hold a pointer to the ShaderInterfaceVariableInfo object associated with
// that name in mVariableInfoMap.
mVariableInfoById.resize(indexBound, nullptr);
size_t currentWord = kHeaderIndexInstructions;
while (currentWord < mSpirvBlobIn.size())
{
const uint32_t *instruction = &mSpirvBlobIn[currentWord];
uint32_t wordCount;
spv::Op opCode;
spirv::GetInstructionOpAndLength(instruction, &opCode, &wordCount);
switch (opCode)
{
case spv::OpDecorate:
visitDecorate(instruction);
break;
case spv::OpName:
visitName(instruction);
break;
case spv::OpMemberName:
visitMemberName(instruction);
break;
case spv::OpTypeArray:
visitTypeArray(instruction);
break;
case spv::OpTypeFloat:
visitTypeFloat(instruction);
break;
case spv::OpTypeInt:
visitTypeInt(instruction);
break;
case spv::OpTypePointer:
visitTypePointer(instruction);
break;
case spv::OpTypeVector:
visitTypeVector(instruction);
break;
case spv::OpVariable:
visitVariable(instruction);
break;
case spv::OpFunction:
// SPIR-V is structured in sections (SPIR-V 1.0 Section 2.4 Logical Layout of a
// Module). Names appear before decorations, which are followed by type+variables
// and finally functions. We are only interested in name and variable declarations
// (as well as type declarations for the sake of nameless interface blocks). Early
// out when the function declaration section is met.
return;
default:
break;
}
currentWord += wordCount;
}
UNREACHABLE();
}
void SpirvTransformer::transformInstruction()
{
uint32_t wordCount;
spv::Op opCode;
const uint32_t *instruction = getCurrentInstruction(&opCode, &wordCount);
if (opCode == spv::OpFunction)
{
spirv::IdResultType id;
spv::FunctionControlMask functionControl;
spirv::IdRef functionType;
spirv::ParseFunction(instruction, &id, &mCurrentFunctionId, &functionControl,
&functionType);
// SPIR-V is structured in sections. Function declarations come last. Only a few
// instructions such as Op*Access* or OpEmitVertex opcodes inside functions need to be
// inspected.
//
// If this is the first OpFunction instruction, this is also where the declaration section
// finishes, so we need to declare anything that we need but didn't find there already right
// now.
if (!mIsInFunctionSection)
{
writePendingDeclarations();
}
mIsInFunctionSection = true;
// Only write function variables for the EntryPoint function for non-compute shaders
mInsertFunctionVariables =
mCurrentFunctionId == mEntryPointId && mOptions.shaderType != gl::ShaderType::Compute;
}
// Only look at interesting instructions.
TransformationState transformationState = TransformationState::Unchanged;
if (mIsInFunctionSection)
{
// After we process an OpFunction instruction and any instructions that must come
// immediately after OpFunction we need to check if there are any precision mismatches that
// need to be handled. If so, output OpVariable for each variable that needed to change from
// a StorageClassOutput to a StorageClassFunction.
if (mInsertFunctionVariables && opCode != spv::OpFunction &&
opCode != spv::OpFunctionParameter && opCode != spv::OpLabel &&
opCode != spv::OpVariable)
{
writeInputPreamble();
mInsertFunctionVariables = false;
}
// Look at in-function opcodes.
switch (opCode)
{
case spv::OpAccessChain:
case spv::OpInBoundsAccessChain:
case spv::OpPtrAccessChain:
case spv::OpInBoundsPtrAccessChain:
transformationState = transformAccessChain(instruction);
break;
case spv::OpEmitVertex:
transformationState = transformEmitVertex(instruction);
break;
case spv::OpReturn:
transformationState = transformReturn(instruction);
break;
default:
break;
}
}
else
{
// Look at global declaration opcodes.
switch (opCode)
{
case spv::OpName:
case spv::OpMemberName:
case spv::OpString:
case spv::OpLine:
case spv::OpNoLine:
case spv::OpModuleProcessed:
transformationState = transformDebugInfo(instruction, opCode);
break;
case spv::OpCapability:
transformationState = transformCapability(instruction);
break;
case spv::OpEntryPoint:
transformationState = transformEntryPoint(instruction);
break;
case spv::OpDecorate:
transformationState = transformDecorate(instruction);
break;
case spv::OpMemberDecorate:
transformationState = transformMemberDecorate(instruction);
break;
case spv::OpTypePointer:
transformationState = transformTypePointer(instruction);
break;
case spv::OpTypeStruct:
transformationState = transformTypeStruct(instruction);
break;
case spv::OpVariable:
transformationState = transformVariable(instruction);
break;
case spv::OpExecutionMode:
transformationState = transformExecutionMode(instruction);
break;
default:
break;
}
}
// If the instruction was not transformed, copy it to output as is.
if (transformationState == TransformationState::Unchanged)
{
copyInstruction(instruction, wordCount);
}
// Advance to next instruction.
mCurrentWord += wordCount;
}
// Called at the end of the declarations section. Any declarations that are necessary but weren't
// present in the original shader need to be done here.
void SpirvTransformer::writePendingDeclarations()
{
// Pre-rotation and transformation of depth to Vulkan clip space require declarations that may
// not necessarily be in the shader. Transform feedback emulation additionally requires a few
// overlapping ids.
if (IsRotationIdentity(mOptions.preRotation) && !mOptions.transformPositionToVulkanClipSpace &&
!mOptions.isTransformFeedbackStage)
{
return;
}
mIds.writePendingDeclarations(mSpirvBlobOut);
mXfbCodeGenerator.writePendingDeclarations(mVariableInfoById, mIds, mSpirvBlobOut);
}
// Called by transformInstruction to insert necessary instructions for casting varyings.
void SpirvTransformer::writeInputPreamble()
{
mVaryingPrecisionFixer.writeInputPreamble(mVariableInfoById, mOptions.shaderType,
mSpirvBlobOut);
}
// Called by transformInstruction to insert necessary instructions for casting varyings and
// modifying gl_Position.
void SpirvTransformer::writeOutputPrologue()
{
mVaryingPrecisionFixer.writeOutputPrologue(mVariableInfoById, mOptions.shaderType,
mSpirvBlobOut);
if (!mIds.outputPerVertexId().valid())
{
return;
}
// Whether gl_Position should be transformed to account for prerotation and Vulkan clip space.
const bool transformPosition =
!IsRotationIdentity(mOptions.preRotation) || mOptions.transformPositionToVulkanClipSpace;
const bool isXfbExtensionStage =
mOptions.isTransformFeedbackStage && !mOptions.isTransformFeedbackEmulated;
if (!transformPosition && !isXfbExtensionStage)
{
return;
}
// Load gl_Position with the following SPIR-V:
//
// // Create an access chain to gl_PerVertex.gl_Position, which is always at index 0.
// %PositionPointer = OpAccessChain %mVec4OutTypePointerId %mOutputPerVertexId %mInt0Id
// // Load gl_Position
// %Position = OpLoad %mVec4Id %PositionPointer
//
const spirv::IdRef positionPointerId(getNewId());
const spirv::IdRef positionId(getNewId());
spirv::WriteAccessChain(mSpirvBlobOut, mIds.vec4OutTypePointerId(), positionPointerId,
mIds.outputPerVertexId(), {mIds.int0Id()});
spirv::WriteLoad(mSpirvBlobOut, mIds.vec4Id(), positionId, positionPointerId, nullptr);
// Write transform feedback output before modifying gl_Position.
if (isXfbExtensionStage)
{
mXfbCodeGenerator.writeTransformFeedbackExtensionOutput(mIds, positionId, mSpirvBlobOut);
}
if (transformPosition)
{
mPositionTransformer.writePositionTransformation(mIds, positionPointerId, positionId,
mSpirvBlobOut);
}
}
void SpirvTransformer::visitDecorate(const uint32_t *instruction)
{
spirv::IdRef id;
spv::Decoration decoration;
spirv::ParseDecorate(instruction, &id, &decoration, nullptr);
mIds.visitDecorate(id, decoration);
if (mIds.isIOBlock(id))
{
// For I/O blocks, associate the type with the info, which is used to decorate its members
// with transform feedback if any.
spirv::LiteralString name = mIds.getName(id);
ASSERT(name != nullptr);
const ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(mOptions.shaderType, name);
mVariableInfoById[id] = &info;
}
}
void SpirvTransformer::visitName(const uint32_t *instruction)
{
spirv::IdRef id;
spirv::LiteralString name;
spirv::ParseName(instruction, &id, &name);
mIds.visitName(id, name);
mXfbCodeGenerator.visitName(id, name);
}
void SpirvTransformer::visitMemberName(const uint32_t *instruction)
{
spirv::IdRef id;
spirv::LiteralInteger member;
spirv::LiteralString name;
spirv::ParseMemberName(instruction, &id, &member, &name);
if (!mVariableInfoMap.contains(mOptions.shaderType, name))
{
return;
}
const ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(mOptions.shaderType, name);
mIds.visitMemberName(info, id, member, name);
}
void SpirvTransformer::visitTypeArray(const uint32_t *instruction)
{
spirv::IdResult id;
spirv::IdRef elementType;
spirv::IdRef length;
spirv::ParseTypeArray(instruction, &id, &elementType, &length);
mIds.visitTypeArray(id, elementType, length);
}
void SpirvTransformer::visitTypeFloat(const uint32_t *instruction)
{
spirv::IdResult id;
spirv::LiteralInteger width;
spirv::ParseTypeFloat(instruction, &id, &width);
mIds.visitTypeFloat(id, width);
}
void SpirvTransformer::visitTypeInt(const uint32_t *instruction)
{
spirv::IdResult id;
spirv::LiteralInteger width;
spirv::LiteralInteger signedness;
spirv::ParseTypeInt(instruction, &id, &width, &signedness);
mIds.visitTypeInt(id, width, signedness);
}
void SpirvTransformer::visitTypePointer(const uint32_t *instruction)
{
spirv::IdResult id;
spv::StorageClass storageClass;
spirv::IdRef typeId;
spirv::ParseTypePointer(instruction, &id, &storageClass, &typeId);
mIds.visitTypePointer(id, storageClass, typeId);
mVaryingPrecisionFixer.visitTypePointer(id, storageClass, typeId);
mXfbCodeGenerator.visitTypePointer(id, storageClass, typeId);
}
void SpirvTransformer::visitTypeVector(const uint32_t *instruction)
{
spirv::IdResult id;
spirv::IdRef componentId;
spirv::LiteralInteger componentCount;
spirv::ParseTypeVector(instruction, &id, &componentId, &componentCount);
mIds.visitTypeVector(id, componentId, componentCount);
mXfbCodeGenerator.visitTypeVector(mIds, id, componentId, componentCount);
}
void SpirvTransformer::visitVariable(const uint32_t *instruction)
{
spirv::IdResultType typeId;
spirv::IdResult id;
spv::StorageClass storageClass;
spirv::ParseVariable(instruction, &typeId, &id, &storageClass, nullptr);
spirv::LiteralString name;
SpirvVariableType variableType = mIds.visitVariable(typeId, id, storageClass, &name);
if (variableType == SpirvVariableType::Other)
{
return;
}
// The ids are unique.
ASSERT(id < mVariableInfoById.size());
ASSERT(mVariableInfoById[id] == nullptr);
if (variableType == SpirvVariableType::BuiltIn)
{
// Make all builtins point to this no-op info. Adding this entry allows us to ASSERT that
// every shader interface variable is processed during the SPIR-V transformation. This is
// done when iterating the ids provided by OpEntryPoint.
mVariableInfoById[id] = &mBuiltinVariableInfo;
return;
}
// Every shader interface variable should have an associated data.
const ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(mOptions.shaderType, name);
// Associate the id of this name with its info.
mVariableInfoById[id] = &info;
mVaryingPrecisionFixer.visitVariable(info, mOptions.shaderType, typeId, id, storageClass,
mSpirvBlobOut);
if (mOptions.isTransformFeedbackStage)
{
mXfbCodeGenerator.visitVariable(info, mOptions.shaderType, name, typeId, id, storageClass);
}
}
TransformationState SpirvTransformer::transformDecorate(const uint32_t *instruction)
{
spirv::IdRef id;
spv::Decoration decoration;
spirv::LiteralIntegerList decorationValues;
spirv::ParseDecorate(instruction, &id, &decoration, &decorationValues);
ASSERT(id < mVariableInfoById.size());
const ShaderInterfaceVariableInfo *info = mVariableInfoById[id];
// If variable is not a shader interface variable that needs modification, there's nothing to
// do.
if (info == nullptr)
{
return TransformationState::Unchanged;
}
if (mInactiveVaryingRemover.transformDecorate(*info, mOptions.shaderType, id, decoration,
decorationValues, mSpirvBlobOut) ==
TransformationState::Transformed)
{
return TransformationState::Transformed;
}
// If using relaxed precision, generate instructions for the replacement id instead.
id = mVaryingPrecisionFixer.getReplacementId(id);
uint32_t newDecorationValue = ShaderInterfaceVariableInfo::kInvalid;
switch (decoration)
{
case spv::DecorationLocation:
newDecorationValue = info->location;
break;
case spv::DecorationBinding:
newDecorationValue = info->binding;
break;
case spv::DecorationDescriptorSet:
newDecorationValue = info->descriptorSet;
break;
case spv::DecorationFlat:
if (info->useRelaxedPrecision)
{
// Change the id to replacement variable
spirv::WriteDecorate(mSpirvBlobOut, id, decoration, decorationValues);
return TransformationState::Transformed;
}
break;
case spv::DecorationBlock:
// If this is the Block decoration of a shader I/O block, add the transform feedback
// decorations to its members right away.
if (mOptions.isTransformFeedbackStage)
{
mXfbCodeGenerator.addMemberDecorate(*info, id, mSpirvBlobOut);
}
break;
default:
break;
}
// If the decoration is not something we care about modifying, there's nothing to do.
if (newDecorationValue == ShaderInterfaceVariableInfo::kInvalid)
{
return TransformationState::Unchanged;
}
// Modify the decoration value.
ASSERT(decorationValues.size() == 1);
spirv::WriteDecorate(mSpirvBlobOut, id, decoration,
{spirv::LiteralInteger(newDecorationValue)});
// If there are decorations to be added, add them right after the Location decoration is
// encountered.
if (decoration != spv::DecorationLocation)
{
return TransformationState::Transformed;
}
// If any, the replacement variable is always reduced precision so add that decoration to
// fixedVaryingId.
if (info->useRelaxedPrecision)
{
mVaryingPrecisionFixer.addDecorate(id, mSpirvBlobOut);
}
// Add component decoration, if any.
if (info->component != ShaderInterfaceVariableInfo::kInvalid)
{
spirv::WriteDecorate(mSpirvBlobOut, id, spv::DecorationComponent,
{spirv::LiteralInteger(info->component)});
}
// Add index decoration, if any.
if (info->index != ShaderInterfaceVariableInfo::kInvalid)
{
spirv::WriteDecorate(mSpirvBlobOut, id, spv::DecorationIndex,
{spirv::LiteralInteger(info->index)});
}
// Add Xfb decorations, if any.
if (mOptions.isTransformFeedbackStage)
{
mXfbCodeGenerator.addDecorate(*info, id, mSpirvBlobOut);
}
return TransformationState::Transformed;
}
TransformationState SpirvTransformer::transformMemberDecorate(const uint32_t *instruction)
{
spirv::IdRef typeId;
spirv::LiteralInteger member;
spv::Decoration decoration;
spirv::ParseMemberDecorate(instruction, &typeId, &member, &decoration, nullptr);
return mPerVertexTrimmer.transformMemberDecorate(mIds, typeId, member, decoration);
}
TransformationState SpirvTransformer::transformCapability(const uint32_t *instruction)
{
spv::Capability capability;
spirv::ParseCapability(instruction, &capability);
return mXfbCodeGenerator.transformCapability(capability, mSpirvBlobOut);
}
TransformationState SpirvTransformer::transformDebugInfo(const uint32_t *instruction, spv::Op op)
{
if (mOptions.removeDebugInfo)
{
// Strip debug info to reduce binary size.
return TransformationState::Transformed;
}
// In the case of OpMemberName, unconditionally remove stripped gl_PerVertex members.
if (op == spv::OpMemberName)
{
spirv::IdRef id;
spirv::LiteralInteger member;
spirv::LiteralString name;
spirv::ParseMemberName(instruction, &id, &member, &name);
return mPerVertexTrimmer.transformMemberName(mIds, id, member, name);
}
if (op == spv::OpName)
{
spirv::IdRef id;
spirv::LiteralString name;
spirv::ParseName(instruction, &id, &name);
return mXfbCodeGenerator.transformName(id, name);
}
return TransformationState::Unchanged;
}
TransformationState SpirvTransformer::transformEmitVertex(const uint32_t *instruction)
{
// This is only possible in geometry shaders.
ASSERT(mOptions.shaderType == gl::ShaderType::Geometry);
// Write the temporary variables that hold varyings data before EmitVertex().
writeOutputPrologue();
return TransformationState::Unchanged;
}
TransformationState SpirvTransformer::transformEntryPoint(const uint32_t *instruction)
{
// Should only have one EntryPoint
ASSERT(!mEntryPointId.valid());
spv::ExecutionModel executionModel;
spirv::LiteralString name;
spirv::IdRefList interfaceList;
spirv::ParseEntryPoint(instruction, &executionModel, &mEntryPointId, &name, &interfaceList);
mInactiveVaryingRemover.modifyEntryPointInterfaceList(mVariableInfoById, mOptions.shaderType,
&interfaceList);
mVaryingPrecisionFixer.modifyEntryPointInterfaceList(&interfaceList);
// Write the entry point with the inactive interface variables removed.
spirv::WriteEntryPoint(mSpirvBlobOut, executionModel, mEntryPointId, name, interfaceList);
// Add an OpExecutionMode Xfb instruction if necessary.
mXfbCodeGenerator.addExecutionMode(mEntryPointId, mSpirvBlobOut);
return TransformationState::Transformed;
}
TransformationState SpirvTransformer::transformTypePointer(const uint32_t *instruction)
{
spirv::IdResult id;
spv::StorageClass storageClass;
spirv::IdRef typeId;
spirv::ParseTypePointer(instruction, &id, &storageClass, &typeId);
return mInactiveVaryingRemover.transformTypePointer(mIds, id, storageClass, typeId,
mSpirvBlobOut);
}
TransformationState SpirvTransformer::transformTypeStruct(const uint32_t *instruction)
{
spirv::IdResult id;
spirv::IdRefList memberList;
ParseTypeStruct(instruction, &id, &memberList);
return mPerVertexTrimmer.transformTypeStruct(mIds, id, &memberList, mSpirvBlobOut);
}
TransformationState SpirvTransformer::transformReturn(const uint32_t *instruction)
{
if (mCurrentFunctionId != mEntryPointId)
{
if (mOptions.isTransformFeedbackStage)
{
// Transform feedback emulation is written to a designated function. Allow its code to
// be generated if this is the right function.
mXfbCodeGenerator.writeTransformFeedbackEmulationOutput(
mIds, mVaryingPrecisionFixer, mCurrentFunctionId, mSpirvBlobOut);
}
// We only need to process the precision info when returning from the entry point function
return TransformationState::Unchanged;
}
// For geometry shaders, this operations is done before every EmitVertex() instead.
// Additionally, this transformation (which affects output varyings) doesn't apply to fragment
// shaders.
if (mOptions.shaderType == gl::ShaderType::Geometry ||
mOptions.shaderType == gl::ShaderType::Fragment)
{
return TransformationState::Unchanged;
}
writeOutputPrologue();
return TransformationState::Unchanged;
}
TransformationState SpirvTransformer::transformVariable(const uint32_t *instruction)
{
spirv::IdResultType typeId;
spirv::IdResult id;
spv::StorageClass storageClass;
spirv::ParseVariable(instruction, &typeId, &id, &storageClass, nullptr);
const ShaderInterfaceVariableInfo *info = mVariableInfoById[id];
// If variable is not a shader interface variable that needs modification, there's nothing to
// do.
if (info == nullptr)
{
return TransformationState::Unchanged;
}
// Furthermore, if it's not an inactive varying output, there's nothing to do. Note that
// inactive varying inputs are already pruned by the translator.
// However, input or output storage class for interface block will not be pruned when a shader
// is compiled separately.
if (info->activeStages[mOptions.shaderType])
{
if (mVaryingPrecisionFixer.transformVariable(
*info, typeId, id, storageClass, mSpirvBlobOut) == TransformationState::Transformed)
{
// Make original variable a private global
return mInactiveVaryingRemover.transformVariable(typeId, id, storageClass,
mSpirvBlobOut);
}
return TransformationState::Unchanged;
}
if (mXfbCodeGenerator.transformVariable(*info, mVariableInfoMap, mOptions.shaderType, typeId,
id, storageClass) == TransformationState::Transformed)
{
return TransformationState::Transformed;
}
// The variable is inactive. Output a modified variable declaration, where the type is the
// corresponding type with the Private storage class.
return mInactiveVaryingRemover.transformVariable(typeId, id, storageClass, mSpirvBlobOut);
}
TransformationState SpirvTransformer::transformAccessChain(const uint32_t *instruction)
{
spirv::IdResultType typeId;
spirv::IdResult id;
spirv::IdRef baseId;
spirv::IdRefList indexList;
spirv::ParseAccessChain(instruction, &typeId, &id, &baseId, &indexList);
// If not accessing an inactive output varying, nothing to do.
const ShaderInterfaceVariableInfo *info = mVariableInfoById[baseId];
if (info == nullptr)
{
return TransformationState::Unchanged;
}
if (info->activeStages[mOptions.shaderType] && !info->useRelaxedPrecision)
{
return TransformationState::Unchanged;
}
return mInactiveVaryingRemover.transformAccessChain(typeId, id, baseId, indexList,
mSpirvBlobOut);
}
TransformationState SpirvTransformer::transformExecutionMode(const uint32_t *instruction)
{
spirv::IdRef entryPoint;
spv::ExecutionMode mode;
spirv::ParseExecutionMode(instruction, &entryPoint, &mode);
if (mode == spv::ExecutionModeEarlyFragmentTests &&
mOptions.removeEarlyFragmentTestsOptimization)
{
// Drop the instruction.
return TransformationState::Transformed;
}
return TransformationState::Unchanged;
}
struct AliasingAttributeMap
{
// The SPIR-V id of the aliasing attribute with the most components. This attribute will be
// used to read from this location instead of every aliasing one.
spirv::IdRef attribute;
// SPIR-V ids of aliasing attributes.
std::vector<spirv::IdRef> aliasingAttributes;
};
void ValidateShaderInterfaceVariableIsAttribute(const ShaderInterfaceVariableInfo *info)
{
ASSERT(info);
ASSERT(info->activeStages[gl::ShaderType::Vertex]);
ASSERT(info->attributeComponentCount > 0);
ASSERT(info->attributeLocationCount > 0);
ASSERT(info->location != ShaderInterfaceVariableInfo::kInvalid);
}
void ValidateIsAliasingAttribute(const AliasingAttributeMap *aliasingMap, uint32_t id)
{
ASSERT(id != aliasingMap->attribute);
ASSERT(std::find(aliasingMap->aliasingAttributes.begin(), aliasingMap->aliasingAttributes.end(),
id) != aliasingMap->aliasingAttributes.end());
}
// A transformation that resolves vertex attribute aliases. Note that vertex attribute aliasing is
// only allowed in GLSL ES 100, where the attribute types can only be one of float, vec2, vec3,
// vec4, mat2, mat3, and mat4. Matrix attributes are handled by expanding them to multiple vector
// attributes, each occupying one location.
class SpirvVertexAttributeAliasingTransformer final : public SpirvTransformerBase
{
public:
SpirvVertexAttributeAliasingTransformer(
const spirv::Blob &spirvBlobIn,
const ShaderInterfaceVariableInfoMap &variableInfoMap,
std::vector<const ShaderInterfaceVariableInfo *> &&variableInfoById,
spirv::Blob *spirvBlobOut)
: SpirvTransformerBase(spirvBlobIn, variableInfoMap, spirvBlobOut)
{
mVariableInfoById = std::move(variableInfoById);
}
bool transform();
private:
// Preprocess aliasing attributes in preparation for their removal.
void preprocessAliasingAttributes();
// Transform instructions:
void transformInstruction();
// Helpers:
spirv::IdRef getAliasingAttributeReplacementId(spirv::IdRef aliasingId, uint32_t offset) const;
bool isMatrixAttribute(spirv::IdRef id) const;
// Instructions that are purely informational:
void visitTypeFloat(const uint32_t *instruction);
void visitTypeVector(const uint32_t *instruction);
void visitTypeMatrix(const uint32_t *instruction);
void visitTypePointer(const uint32_t *instruction);
// Instructions that potentially need transformation. They return true if the instruction is
// transformed. If false is returned, the instruction should be copied as-is.
TransformationState transformEntryPoint(const uint32_t *instruction);
TransformationState transformName(const uint32_t *instruction);
TransformationState transformDecorate(const uint32_t *instruction);
TransformationState transformVariable(const uint32_t *instruction);
TransformationState transformAccessChain(const uint32_t *instruction);
void transformLoadHelper(spirv::IdRef pointerId,
spirv::IdRef typeId,
spirv::IdRef replacementId,
spirv::IdRef resultId);
TransformationState transformLoad(const uint32_t *instruction);
void declareExpandedMatrixVectors();
void writeExpandedMatrixInitialization();
// Transformation state:
// Map of aliasing attributes per location.
gl::AttribArray<AliasingAttributeMap> mAliasingAttributeMap;
// For each id, this map indicates whether it refers to an aliasing attribute that needs to be
// removed.
std::vector<bool> mIsAliasingAttributeById;
// Matrix attributes are split into vectors, each occupying one location. The SPIR-V
// declaration would need to change from:
//
// %type = OpTypeMatrix %vectorType N
// %matrixType = OpTypePointer Input %type
// %matrix = OpVariable %matrixType Input
//
// to:
//
// %matrixType = OpTypePointer Private %type
// %matrix = OpVariable %matrixType Private
//
// %vecType = OpTypePointer Input %vectorType
//
// %vec0 = OpVariable %vecType Input
// ...
// %vecN-1 = OpVariable %vecType Input
//
// For each id %matrix (which corresponds to a matrix attribute), this map contains %vec0. The
// ids of the split vectors are consecutive, so %veci == %vec0 + i. %veciType is taken from
// mInputTypePointers.
std::vector<spirv::IdRef> mExpandedMatrixFirstVectorIdById;
// Whether the expanded matrix OpVariables are generated.
bool mHaveMatricesExpanded = false;
// Whether initialization of the matrix attributes should be written at the beginning of the
// current function.
bool mWriteExpandedMatrixInitialization = false;
spirv::IdRef mEntryPointId;
// Id of attribute types; float and veci. This array is one-based, and [0] is unused.
//
// [1]: id of OpTypeFloat 32
// [N]: id of OpTypeVector %[1] N, N = {2, 3, 4}
//
// In other words, index of the array corresponds to the number of components in the type.
std::array<spirv::IdRef, 5> mFloatTypes;
// Corresponding to mFloatTypes, [i]: id of OpMatrix %mFloatTypes[i] i. Note that only square
// matrices are possible as attributes in GLSL ES 1.00. [0] and [1] are unused.
std::array<spirv::IdRef, 5> mMatrixTypes;
// Corresponding to mFloatTypes, [i]: id of OpTypePointer Input %mFloatTypes[i]. [0] is unused.
std::array<spirv::IdRef, 5> mInputTypePointers;
// Corresponding to mFloatTypes, [i]: id of OpTypePointer Private %mFloatTypes[i]. [0] is
// unused.
std::array<spirv::IdRef, 5> mPrivateFloatTypePointers;
// Corresponding to mMatrixTypes, [i]: id of OpTypePointer Private %mMatrixTypes[i]. [0] and
// [1] are unused.
std::array<spirv::IdRef, 5> mPrivateMatrixTypePointers;
};
bool SpirvVertexAttributeAliasingTransformer::transform()
{
onTransformBegin();
preprocessAliasingAttributes();
while (mCurrentWord < mSpirvBlobIn.size())
{
transformInstruction();
}
return true;
}
void SpirvVertexAttributeAliasingTransformer::preprocessAliasingAttributes()
{
const size_t indexBound = mSpirvBlobIn[kHeaderIndexIndexBound];
mVariableInfoById.resize(indexBound, nullptr);
mIsAliasingAttributeById.resize(indexBound, false);
mExpandedMatrixFirstVectorIdById.resize(indexBound);
// Go through attributes and find out which alias which.
for (size_t idIndex = spirv::kMinValidId; idIndex < indexBound; ++idIndex)
{
const spirv::IdRef id(idIndex);
const ShaderInterfaceVariableInfo *info = mVariableInfoById[id];
// Ignore non attribute ids.
if (info == nullptr || info->attributeComponentCount == 0)
{
continue;
}
ASSERT(info->activeStages[gl::ShaderType::Vertex]);
ASSERT(info->location != ShaderInterfaceVariableInfo::kInvalid);
const bool isMatrixAttribute = info->attributeLocationCount > 1;
for (uint32_t offset = 0; offset < info->attributeLocationCount; ++offset)
{
uint32_t location = info->location + offset;
ASSERT(location < mAliasingAttributeMap.size());
spirv::IdRef attributeId(id);
// If this is a matrix attribute, expand it to vectors.
if (isMatrixAttribute)
{
const spirv::IdRef matrixId(id);
// Get a new id for this location and associate it with the matrix.
attributeId = getNewId();
if (offset == 0)
{
mExpandedMatrixFirstVectorIdById[matrixId] = attributeId;
}
// The ids are consecutive.
ASSERT(attributeId == mExpandedMatrixFirstVectorIdById[matrixId] + offset);
mIsAliasingAttributeById.resize(attributeId + 1, false);
mVariableInfoById.resize(attributeId + 1, nullptr);
mVariableInfoById[attributeId] = info;
}
AliasingAttributeMap *aliasingMap = &mAliasingAttributeMap[location];
// If this is the first attribute in this location, remember it.
if (!aliasingMap->attribute.valid())
{
aliasingMap->attribute = attributeId;
continue;
}
// Otherwise, either add it to the list of aliasing attributes, or replace the main
// attribute (and add that to the list of aliasing attributes). The one with the
// largest number of components is used as the main attribute.
const ShaderInterfaceVariableInfo *curMainAttribute =
mVariableInfoById[aliasingMap->attribute];
ASSERT(curMainAttribute != nullptr && curMainAttribute->attributeComponentCount > 0);
spirv::IdRef aliasingId;
if (info->attributeComponentCount > curMainAttribute->attributeComponentCount)
{
aliasingId = aliasingMap->attribute;
aliasingMap->attribute = attributeId;
}
else
{
aliasingId = attributeId;
}
aliasingMap->aliasingAttributes.push_back(aliasingId);
ASSERT(!mIsAliasingAttributeById[aliasingId]);
mIsAliasingAttributeById[aliasingId] = true;
}
}
}
void SpirvVertexAttributeAliasingTransformer::transformInstruction()
{
uint32_t wordCount;
spv::Op opCode;
const uint32_t *instruction = getCurrentInstruction(&opCode, &wordCount);
if (opCode == spv::OpFunction)
{
// Declare the expanded matrix variables right before the first function declaration.
if (!mHaveMatricesExpanded)
{
declareExpandedMatrixVectors();
mHaveMatricesExpanded = true;
}
// SPIR-V is structured in sections. Function declarations come last.
mIsInFunctionSection = true;
// The matrix attribute declarations have been changed to have Private storage class, and
// they are initialized from the expanded (and potentially aliased) Input vectors. This is
// done at the beginning of the entry point.
spirv::IdResultType id;
spirv::IdResult functionId;
spv::FunctionControlMask functionControl;
spirv::IdRef functionType;
spirv::ParseFunction(instruction, &id, &functionId, &functionControl, &functionType);
mWriteExpandedMatrixInitialization = functionId == mEntryPointId;
}
// Only look at interesting instructions.
TransformationState transformationState = TransformationState::Unchanged;
if (mIsInFunctionSection)
{
// Write expanded matrix initialization right after the entry point's OpFunction and any
// instruction that must come immediately after it.
if (mWriteExpandedMatrixInitialization && opCode != spv::OpFunction &&
opCode != spv::OpFunctionParameter && opCode != spv::OpLabel &&
opCode != spv::OpVariable)
{
writeExpandedMatrixInitialization();
mWriteExpandedMatrixInitialization = false;
}
// Look at in-function opcodes.
switch (opCode)
{
case spv::OpAccessChain:
case spv::OpInBoundsAccessChain:
transformationState = transformAccessChain(instruction);
break;
case spv::OpLoad:
transformationState = transformLoad(instruction);
break;
default:
break;
}
}
else
{
// Look at global declaration opcodes.
switch (opCode)
{
// Informational instructions:
case spv::OpTypeFloat:
visitTypeFloat(instruction);
break;
case spv::OpTypeVector:
visitTypeVector(instruction);
break;
case spv::OpTypeMatrix:
visitTypeMatrix(instruction);
break;
case spv::OpTypePointer:
visitTypePointer(instruction);
break;
// Instructions that may need transformation:
case spv::OpEntryPoint:
transformationState = transformEntryPoint(instruction);
break;
case spv::OpName:
transformationState = transformName(instruction);
break;
case spv::OpDecorate:
transformationState = transformDecorate(instruction);
break;
case spv::OpVariable:
transformationState = transformVariable(instruction);
break;
default:
break;
}
}
// If the instruction was not transformed, copy it to output as is.
if (transformationState == TransformationState::Unchanged)
{
copyInstruction(instruction, wordCount);
}
// Advance to next instruction.
mCurrentWord += wordCount;
}
spirv::IdRef SpirvVertexAttributeAliasingTransformer::getAliasingAttributeReplacementId(
spirv::IdRef aliasingId,
uint32_t offset) const
{
// Get variable info corresponding to the aliasing attribute.
const ShaderInterfaceVariableInfo *aliasingInfo = mVariableInfoById[aliasingId];
ValidateShaderInterfaceVariableIsAttribute(aliasingInfo);
// Find the replacement attribute.
const AliasingAttributeMap *aliasingMap =
&mAliasingAttributeMap[aliasingInfo->location + offset];
ValidateIsAliasingAttribute(aliasingMap, aliasingId);
const spirv::IdRef replacementId(aliasingMap->attribute);
ASSERT(replacementId.valid() && replacementId < mIsAliasingAttributeById.size());
ASSERT(!mIsAliasingAttributeById[replacementId]);
return replacementId;
}
bool SpirvVertexAttributeAliasingTransformer::isMatrixAttribute(spirv::IdRef id) const
{
return mExpandedMatrixFirstVectorIdById[id].valid();
}
void SpirvVertexAttributeAliasingTransformer::visitTypeFloat(const uint32_t *instruction)
{
spirv::IdResult id;
spirv::LiteralInteger width;
spirv::ParseTypeFloat(instruction, &id, &width);
// Only interested in OpTypeFloat 32.
if (width == 32)
{
ASSERT(!mFloatTypes[1].valid());
mFloatTypes[1] = id;
}
}
void SpirvVertexAttributeAliasingTransformer::visitTypeVector(const uint32_t *instruction)
{
spirv::IdResult id;
spirv::IdRef componentId;
spirv::LiteralInteger componentCount;
spirv::ParseTypeVector(instruction, &id, &componentId, &componentCount);
// Only interested in OpTypeVector %f32 N, where %f32 is the id of OpTypeFloat 32.
if (componentId == mFloatTypes[1])
{
ASSERT(componentCount >= 2 && componentCount <= 4);
ASSERT(!mFloatTypes[componentCount].valid());
mFloatTypes[componentCount] = id;
}
}
void SpirvVertexAttributeAliasingTransformer::visitTypeMatrix(const uint32_t *instruction)
{
spirv::IdResult id;
spirv::IdRef columnType;
spirv::LiteralInteger columnCount;
spirv::ParseTypeMatrix(instruction, &id, &columnType, &columnCount);
// Only interested in OpTypeMatrix %vecN, where %vecN is the id of OpTypeVector %f32 N.
// This is only for square matN types (as allowed by GLSL ES 1.00), so columnCount is the same
// as rowCount.
if (columnType == mFloatTypes[columnCount])
{
ASSERT(!mMatrixTypes[columnCount].valid());
mMatrixTypes[columnCount] = id;
}
}
void SpirvVertexAttributeAliasingTransformer::visitTypePointer(const uint32_t *instruction)
{
spirv::IdResult id;
spv::StorageClass storageClass;
spirv::IdRef typeId;
spirv::ParseTypePointer(instruction, &id, &storageClass, &typeId);
// Only interested in OpTypePointer Input %vecN, where %vecN is the id of OpTypeVector %f32 N,
// as well as OpTypePointer Private %matN, where %matN is the id of OpTypeMatrix %vecN N.
// This is only for matN types (as allowed by GLSL ES 1.00), so N >= 2.
if (storageClass == spv::StorageClassInput)
{
for (size_t n = 2; n < mFloatTypes.size(); ++n)
{
if (typeId == mFloatTypes[n])
{
ASSERT(!mInputTypePointers[n].valid());
mInputTypePointers[n] = id;
break;
}
}
}
else if (storageClass == spv::StorageClassPrivate)
{
ASSERT(mFloatTypes.size() == mMatrixTypes.size());
for (size_t n = 2; n < mMatrixTypes.size(); ++n)
{
// Note that Private types may not be unique, as the previous transformation can
// generate duplicates.
if (typeId == mFloatTypes[n])
{
mPrivateFloatTypePointers[n] = id;
break;
}
if (typeId == mMatrixTypes[n])
{
mPrivateMatrixTypePointers[n] = id;
break;
}
}
}
}
TransformationState SpirvVertexAttributeAliasingTransformer::transformEntryPoint(
const uint32_t *instruction)
{
// Should only have one EntryPoint
ASSERT(!mEntryPointId.valid());
// Remove aliasing attributes from the shader interface declaration.
spv::ExecutionModel executionModel;
spirv::LiteralString name;
spirv::IdRefList interfaceList;
spirv::ParseEntryPoint(instruction, &executionModel, &mEntryPointId, &name, &interfaceList);
// As a first pass, filter out matrix attributes and append their replacement vectors.
size_t originalInterfaceListSize = interfaceList.size();
for (size_t index = 0; index < originalInterfaceListSize; ++index)
{
const spirv::IdRef matrixId(interfaceList[index]);
if (!mExpandedMatrixFirstVectorIdById[matrixId].valid())
{
continue;
}
const ShaderInterfaceVariableInfo *info = mVariableInfoById[matrixId];
ValidateShaderInterfaceVariableIsAttribute(info);
// Replace the matrix id with its first vector id.
const spirv::IdRef vec0Id(mExpandedMatrixFirstVectorIdById[matrixId]);
interfaceList[index] = vec0Id;
// Append the rest of the vectors to the entry point.
for (uint32_t offset = 1; offset < info->attributeLocationCount; ++offset)
{
const spirv::IdRef vecId(vec0Id + offset);
interfaceList.push_back(vecId);
}
}
// Filter out aliasing attributes from entry point interface declaration.
size_t writeIndex = 0;
for (size_t index = 0; index < interfaceList.size(); ++index)
{
const spirv::IdRef id(interfaceList[index]);
// If this is an attribute that's aliasing another one in the same location, remove it.
if (mIsAliasingAttributeById[id])
{
const ShaderInterfaceVariableInfo *info = mVariableInfoById[id];
ValidateShaderInterfaceVariableIsAttribute(info);
// The following assertion is only valid for non-matrix attributes.
if (info->attributeLocationCount == 1)
{
const AliasingAttributeMap *aliasingMap = &mAliasingAttributeMap[info->location];
ValidateIsAliasingAttribute(aliasingMap, id);
}
continue;
}
interfaceList[writeIndex] = id;
++writeIndex;
}
// Update the number of interface variables.
interfaceList.resize(writeIndex);
// Write the entry point with the aliasing attributes removed.
spirv::WriteEntryPoint(mSpirvBlobOut, executionModel, mEntryPointId, name, interfaceList);
return TransformationState::Transformed;
}
TransformationState SpirvVertexAttributeAliasingTransformer::transformName(
const uint32_t *instruction)
{
spirv::IdRef id;
spirv::LiteralString name;
spirv::ParseName(instruction, &id, &name);
// If id is not that of an aliasing attribute, there's nothing to do.
ASSERT(id < mIsAliasingAttributeById.size());
if (!mIsAliasingAttributeById[id])
{
return TransformationState::Unchanged;
}
// Drop debug annotations for this id.
return TransformationState::Transformed;
}
TransformationState SpirvVertexAttributeAliasingTransformer::transformDecorate(
const uint32_t *instruction)
{
spirv::IdRef id;
spv::Decoration decoration;
spirv::ParseDecorate(instruction, &id, &decoration, nullptr);
if (isMatrixAttribute(id))
{
// If it's a matrix attribute, it's expanded to multiple vectors. Insert the Location
// decorations for these vectors here.
// Keep all decorations except for Location.
if (decoration != spv::DecorationLocation)
{
return TransformationState::Unchanged;
}
const ShaderInterfaceVariableInfo *info = mVariableInfoById[id];
ValidateShaderInterfaceVariableIsAttribute(info);
const spirv::IdRef vec0Id(mExpandedMatrixFirstVectorIdById[id]);
ASSERT(vec0Id.valid());
for (uint32_t offset = 0; offset < info->attributeLocationCount; ++offset)
{
const spirv::IdRef vecId(vec0Id + offset);
if (mIsAliasingAttributeById[vecId])
{
continue;
}
spirv::WriteDecorate(mSpirvBlobOut, vecId, decoration,
{spirv::LiteralInteger(info->location + offset)});
}
}
else
{
// If id is not that of an active attribute, there's nothing to do.
const ShaderInterfaceVariableInfo *info = mVariableInfoById[id];
if (info == nullptr || info->attributeComponentCount == 0 ||
!info->activeStages[gl::ShaderType::Vertex])
{
return TransformationState::Unchanged;
}
// Always drop RelaxedPrecision from input attributes. The temporary variable the attribute
// is loaded into has RelaxedPrecision and will implicitly convert.
if (decoration == spv::DecorationRelaxedPrecision)
{
return TransformationState::Transformed;
}
// If id is not that of an aliasing attribute, there's nothing else to do.
ASSERT(id < mIsAliasingAttributeById.size());
if (!mIsAliasingAttributeById[id])
{
return TransformationState::Unchanged;
}
}
// Drop every decoration for this id.
return TransformationState::Transformed;
}
TransformationState SpirvVertexAttributeAliasingTransformer::transformVariable(
const uint32_t *instruction)
{
spirv::IdResultType typeId;
spirv::IdResult id;
spv::StorageClass storageClass;
spirv::ParseVariable(instruction, &typeId, &id, &storageClass, nullptr);
if (!isMatrixAttribute(id))
{
// If id is not that of an aliasing attribute, there's nothing to do. Note that matrix
// declarations are always replaced.
ASSERT(id < mIsAliasingAttributeById.size());
if (!mIsAliasingAttributeById[id])
{
return TransformationState::Unchanged;
}
}
ASSERT(storageClass == spv::StorageClassInput);
// Drop the declaration.
return TransformationState::Transformed;
}
TransformationState SpirvVertexAttributeAliasingTransformer::transformAccessChain(
const uint32_t *instruction)
{
spirv::IdResultType typeId;
spirv::IdResult id;
spirv::IdRef baseId;
spirv::IdRefList indexList;
spirv::ParseAccessChain(instruction, &typeId, &id, &baseId, &indexList);
if (isMatrixAttribute(baseId))
{
// Write a modified OpAccessChain instruction. Only modification is that the %type is
// replaced with the Private version of it. If there is one %index, that would be a vector
// type, and if there are two %index'es, it's a float type.
spirv::IdRef replacementTypeId;
if (indexList.size() == 1)
{
// If indexed once, it uses a vector type.
const ShaderInterfaceVariableInfo *info = mVariableInfoById[baseId];
ValidateShaderInterfaceVariableIsAttribute(info);
const uint32_t componentCount = info->attributeComponentCount;
// %type must have been the Input vector type with the matrice's component size.
ASSERT(typeId == mInputTypePointers[componentCount]);
// Replace the type with the corresponding Private one.
replacementTypeId = mPrivateFloatTypePointers[componentCount];
}
else
{
// If indexed twice, it uses the float type.
ASSERT(indexList.size() == 2);
// Replace the type with the Private pointer to float32.
replacementTypeId = mPrivateFloatTypePointers[1];
}
spirv::WriteAccessChain(mSpirvBlobOut, replacementTypeId, id, baseId, indexList);
}
else
{
// If base id is not that of an aliasing attribute, there's nothing to do.
ASSERT(baseId < mIsAliasingAttributeById.size());
if (!mIsAliasingAttributeById[baseId])
{
return TransformationState::Unchanged;
}
// Find the replacement attribute for the aliasing one.
const spirv::IdRef replacementId(getAliasingAttributeReplacementId(baseId, 0));
// Get variable info corresponding to the replacement attribute.
const ShaderInterfaceVariableInfo *replacementInfo = mVariableInfoById[replacementId];
ValidateShaderInterfaceVariableIsAttribute(replacementInfo);
// Write a modified OpAccessChain instruction. Currently, the instruction is:
//
// %id = OpAccessChain %type %base %index
//
// This is modified to:
//
// %id = OpAccessChain %type %replacement %index
//
// Note that the replacement has at least as many components as the aliasing attribute,
// and both attributes start at component 0 (GLSL ES restriction). So, indexing the
// replacement attribute with the same index yields the same result and type.
spirv::WriteAccessChain(mSpirvBlobOut, typeId, id, replacementId, indexList);
}
return TransformationState::Transformed;
}
void SpirvVertexAttributeAliasingTransformer::transformLoadHelper(spirv::IdRef pointerId,
spirv::IdRef typeId,
spirv::IdRef replacementId,
spirv::IdRef resultId)
{
// Get variable info corresponding to the replacement attribute.
const ShaderInterfaceVariableInfo *replacementInfo = mVariableInfoById[replacementId];
ValidateShaderInterfaceVariableIsAttribute(replacementInfo);
// Currently, the instruction is:
//
// %id = OpLoad %type %pointer
//
// This is modified to:
//
// %newId = OpLoad %replacementType %replacement
//
const spirv::IdRef loadResultId(getNewId());
const spirv::IdRef replacementTypeId(mFloatTypes[replacementInfo->attributeComponentCount]);
ASSERT(replacementTypeId.valid());
spirv::WriteLoad(mSpirvBlobOut, replacementTypeId, loadResultId, replacementId, nullptr);
// If swizzle is not necessary, assign %newId to %resultId.
const ShaderInterfaceVariableInfo *aliasingInfo = mVariableInfoById[pointerId];
if (aliasingInfo->attributeComponentCount == replacementInfo->attributeComponentCount)
{
spirv::WriteCopyObject(mSpirvBlobOut, typeId, resultId, loadResultId);
return;
}
// Take as many components from the replacement as the aliasing attribute wanted. This is done
// by either of the following instructions:
//
// - If aliasing attribute has only one component:
//
// %resultId = OpCompositeExtract %floatType %newId 0
//
// - If aliasing attribute has more than one component:
//
// %resultId = OpVectorShuffle %vecType %newId %newId 0 1 ...
//
ASSERT(aliasingInfo->attributeComponentCount < replacementInfo->attributeComponentCount);
ASSERT(mFloatTypes[aliasingInfo->attributeComponentCount] == typeId);
if (aliasingInfo->attributeComponentCount == 1)
{
spirv::WriteCompositeExtract(mSpirvBlobOut, typeId, resultId, loadResultId,
{spirv::LiteralInteger(0)});
}
else
{
spirv::LiteralIntegerList swizzle = {spirv::LiteralInteger(0), spirv::LiteralInteger(1),
spirv::LiteralInteger(2), spirv::LiteralInteger(3)};
swizzle.resize(aliasingInfo->attributeComponentCount);
spirv::WriteVectorShuffle(mSpirvBlobOut, typeId, resultId, loadResultId, loadResultId,
swizzle);
}
}
TransformationState SpirvVertexAttributeAliasingTransformer::transformLoad(
const uint32_t *instruction)
{
spirv::IdResultType typeId;
spirv::IdResult id;
spirv::IdRef pointerId;
ParseLoad(instruction, &typeId, &id, &pointerId, nullptr);
// Currently, the instruction is:
//
// %id = OpLoad %type %pointer
//
// If non-matrix, this is modifed to load from the aliasing vector instead if aliasing.
//
// If matrix, this is modified such that %type points to the Private version of it.
//
if (isMatrixAttribute(pointerId))
{
const ShaderInterfaceVariableInfo *info = mVariableInfoById[pointerId];
ValidateShaderInterfaceVariableIsAttribute(info);
const spirv::IdRef replacementTypeId(mMatrixTypes[info->attributeLocationCount]);
spirv::WriteLoad(mSpirvBlobOut, replacementTypeId, id, pointerId, nullptr);
}
else
{
// If pointer id is not that of an aliasing attribute, there's nothing to do.
ASSERT(pointerId < mIsAliasingAttributeById.size());
if (!mIsAliasingAttributeById[pointerId])
{
return TransformationState::Unchanged;
}
// Find the replacement attribute for the aliasing one.
const spirv::IdRef replacementId(getAliasingAttributeReplacementId(pointerId, 0));
// Replace the load instruction by a load from the replacement id.
transformLoadHelper(pointerId, typeId, replacementId, id);
}
return TransformationState::Transformed;
}
void SpirvVertexAttributeAliasingTransformer::declareExpandedMatrixVectors()
{
// Go through matrix attributes and expand them.
for (uint32_t matrixIdIndex = spirv::kMinValidId;
matrixIdIndex < mExpandedMatrixFirstVectorIdById.size(); ++matrixIdIndex)
{
const spirv::IdRef matrixId(matrixIdIndex);
if (!mExpandedMatrixFirstVectorIdById[matrixId].valid())
{
continue;
}
const spirv::IdRef vec0Id(mExpandedMatrixFirstVectorIdById[matrixId]);
const ShaderInterfaceVariableInfo *info = mVariableInfoById[matrixId];
ValidateShaderInterfaceVariableIsAttribute(info);
// Need to generate the following:
//
// %privateType = OpTypePointer Private %matrixType
// %id = OpVariable %privateType Private
// %vecType = OpTypePointer %vecType Input
// %vec0 = OpVariable %vecType Input
// ...
// %vecN-1 = OpVariable %vecType Input
const uint32_t componentCount = info->attributeComponentCount;
const uint32_t locationCount = info->attributeLocationCount;
ASSERT(componentCount == locationCount);
ASSERT(mMatrixTypes[locationCount].valid());
// OpTypePointer Private %matrixType
spirv::IdRef privateType(mPrivateMatrixTypePointers[locationCount]);
if (!privateType.valid())
{
privateType = getNewId();
mPrivateMatrixTypePointers[locationCount] = privateType;
spirv::WriteTypePointer(mSpirvBlobOut, privateType, spv::StorageClassPrivate,
mMatrixTypes[locationCount]);
}
// OpVariable %privateType Private
spirv::WriteVariable(mSpirvBlobOut, privateType, matrixId, spv::StorageClassPrivate,
nullptr);
// If the OpTypePointer is not declared for the vector type corresponding to each location,
// declare it now.
//
// %vecType = OpTypePointer %vecType Input
spirv::IdRef inputType(mInputTypePointers[componentCount]);
if (!inputType.valid())
{
inputType = getNewId();
mInputTypePointers[componentCount] = inputType;
spirv::WriteTypePointer(mSpirvBlobOut, inputType, spv::StorageClassInput,
mFloatTypes[componentCount]);
}
// Declare a vector for each column of the matrix.
for (uint32_t offset = 0; offset < info->attributeLocationCount; ++offset)
{
const spirv::IdRef vecId(vec0Id + offset);
if (!mIsAliasingAttributeById[vecId])
{
spirv::WriteVariable(mSpirvBlobOut, inputType, vecId, spv::StorageClassInput,
nullptr);
}
}
}
// Additionally, declare OpTypePointer Private %mFloatTypes[i] in case needed (used in
// Op*AccessChain instructions, if any).
for (size_t n = 1; n < mFloatTypes.size(); ++n)
{
if (mFloatTypes[n].valid() && !mPrivateFloatTypePointers[n].valid())
{
const spirv::IdRef privateType(getNewId());
mPrivateFloatTypePointers[n] = privateType;
spirv::WriteTypePointer(mSpirvBlobOut, privateType, spv::StorageClassPrivate,
mFloatTypes[n]);
}
}
}
void SpirvVertexAttributeAliasingTransformer::writeExpandedMatrixInitialization()
{
// Go through matrix attributes and initialize them. Note that their declaration is replaced
// with a Private storage class, but otherwise has the same id.
for (uint32_t matrixIdIndex = spirv::kMinValidId;
matrixIdIndex < mExpandedMatrixFirstVectorIdById.size(); ++matrixIdIndex)
{
const spirv::IdRef matrixId(matrixIdIndex);
if (!mExpandedMatrixFirstVectorIdById[matrixId].valid())
{
continue;
}
const spirv::IdRef vec0Id(mExpandedMatrixFirstVectorIdById[matrixId]);
// For every matrix, need to generate the following:
//
// %vec0Id = OpLoad %vecType %vec0Pointer
// ...
// %vecN-1Id = OpLoad %vecType %vecN-1Pointer
// %mat = OpCompositeConstruct %matrixType %vec0 ... %vecN-1
// OpStore %matrixId %mat
const ShaderInterfaceVariableInfo *info = mVariableInfoById[matrixId];
ValidateShaderInterfaceVariableIsAttribute(info);
spirv::IdRefList vecLoadIds;
const uint32_t locationCount = info->attributeLocationCount;
for (uint32_t offset = 0; offset < locationCount; ++offset)
{
const spirv::IdRef vecId(vec0Id + offset);
// Load into temporary, potentially through an aliasing vector.
spirv::IdRef replacementId(vecId);
ASSERT(vecId < mIsAliasingAttributeById.size());
if (mIsAliasingAttributeById[vecId])
{
replacementId = getAliasingAttributeReplacementId(vecId, offset);
}
// Write a load instruction from the replacement id.
vecLoadIds.push_back(getNewId());
transformLoadHelper(matrixId, mFloatTypes[info->attributeComponentCount], replacementId,
vecLoadIds.back());
}
// Aggregate the vector loads into a matrix.
ASSERT(mMatrixTypes[locationCount].valid());
const spirv::IdRef compositeId(getNewId());
spirv::WriteCompositeConstruct(mSpirvBlobOut, mMatrixTypes[locationCount], compositeId,
vecLoadIds);
// Store it in the private variable.
spirv::WriteStore(mSpirvBlobOut, matrixId, compositeId, nullptr);
}
}
bool HasAliasingAttributes(const ShaderInterfaceVariableInfoMap &variableInfoMap)
{
gl::AttributesMask isLocationAssigned;
for (const auto &infoIter : variableInfoMap.getIterator(gl::ShaderType::Vertex))
{
const ShaderInterfaceVariableInfo &info = infoIter.second;
// Ignore non attribute ids.
if (info.attributeComponentCount == 0)
{
continue;
}
ASSERT(info.activeStages[gl::ShaderType::Vertex]);
ASSERT(info.location != ShaderInterfaceVariableInfo::kInvalid);
ASSERT(info.attributeLocationCount > 0);
for (uint8_t offset = 0; offset < info.attributeLocationCount; ++offset)
{
uint32_t location = info.location + offset;
// If there's aliasing, return immediately.
if (isLocationAssigned.test(location))
{
return true;
}
isLocationAssigned.set(location);
}
}
return false;
}
} // anonymous namespace
// ShaderInterfaceVariableInfo implementation.
const uint32_t ShaderInterfaceVariableInfo::kInvalid;
ShaderInterfaceVariableInfo::ShaderInterfaceVariableInfo() {}
// ShaderInterfaceVariableInfoMap implementation.
ShaderInterfaceVariableInfoMap::ShaderInterfaceVariableInfoMap() = default;
ShaderInterfaceVariableInfoMap::~ShaderInterfaceVariableInfoMap() = default;
void ShaderInterfaceVariableInfoMap::clear()
{
for (VariableNameToInfoMap &shaderMap : mData)
{
shaderMap.clear();
}
}
bool ShaderInterfaceVariableInfoMap::contains(gl::ShaderType shaderType,
const std::string &variableName) const
{
return mData[shaderType].find(variableName) != mData[shaderType].end();
}
const ShaderInterfaceVariableInfo &ShaderInterfaceVariableInfoMap::get(
gl::ShaderType shaderType,
const std::string &variableName) const
{
auto it = mData[shaderType].find(variableName);
ASSERT(it != mData[shaderType].end());
return it->second;
}
ShaderInterfaceVariableInfo &ShaderInterfaceVariableInfoMap::get(gl::ShaderType shaderType,
const std::string &variableName)
{
auto it = mData[shaderType].find(variableName);
ASSERT(it != mData[shaderType].end());
return it->second;
}
ShaderInterfaceVariableInfo &ShaderInterfaceVariableInfoMap::add(gl::ShaderType shaderType,
const std::string &variableName)
{
ASSERT(!contains(shaderType, variableName));
return mData[shaderType][variableName];
}
ShaderInterfaceVariableInfo &ShaderInterfaceVariableInfoMap::addOrGet(
gl::ShaderType shaderType,
const std::string &variableName)
{
return mData[shaderType][variableName];
}
ShaderInterfaceVariableInfoMap::Iterator ShaderInterfaceVariableInfoMap::getIterator(
gl::ShaderType shaderType) const
{
return Iterator(mData[shaderType].begin(), mData[shaderType].end());
}
void GlslangInitialize()
{
int result = ShInitialize();
ASSERT(result != 0);
GlslangWarmup();
}
void GlslangRelease()
{
int result = ShFinalize();
ASSERT(result != 0);
}
// Strip indices from the name. If there are non-zero indices, return false to indicate that this
// image uniform doesn't require set/binding. That is done on index 0.
bool GetImageNameWithoutIndices(std::string *name)
{
if (name->back() != ']')
{
return true;
}
if (!UniformNameIsIndexZero(*name))
{
return false;
}
// Strip all indices
*name = name->substr(0, name->find('['));
return true;
}
std::string GlslangGetMappedSamplerName(const std::string &originalName)
{
std::string samplerName = originalName;
// Samplers in structs are extracted.
std::replace(samplerName.begin(), samplerName.end(), '.', '_');
// Remove array elements
auto out = samplerName.begin();
for (auto in = samplerName.begin(); in != samplerName.end(); in++)
{
if (*in == '[')
{
while (*in != ']')
{
in++;
ASSERT(in != samplerName.end());
}
}
else
{
*out++ = *in;
}
}
samplerName.erase(out, samplerName.end());
if (MappedSamplerNameNeedsUserDefinedPrefix(originalName))
{
samplerName = sh::kUserDefinedNamePrefix + samplerName;
}
return samplerName;
}
std::string GetXfbBufferName(const uint32_t bufferIndex)
{
return sh::vk::kXfbEmulationBufferBlockName + Str(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)
{
const gl::ProgramExecutable &programExecutable = programState.getExecutable();
// Assign outputs to the fragment shader, if any.
if ((shaderType == gl::ShaderType::Fragment) &&
programExecutable.hasLinkedShaderStage(gl::ShaderType::Fragment))
{
AssignOutputLocations(programState, gl::ShaderType::Fragment, variableInfoMapOut);
}
// Assign attributes to the vertex shader, if any.
if ((shaderType == gl::ShaderType::Vertex) &&
programExecutable.hasLinkedShaderStage(gl::ShaderType::Vertex))
{
AssignAttributeLocations(programExecutable, gl::ShaderType::Vertex, variableInfoMapOut);
}
if (!programExecutable.hasLinkedShaderStage(gl::ShaderType::Compute))
{
const gl::VaryingPacking &inputPacking = varyingPacking.getInputPacking(shaderType);
const gl::VaryingPacking &outputPacking = varyingPacking.getOutputPacking(shaderType);
// Assign location to varyings generated for transform feedback capture
if (options.supportsTransformFeedbackExtension &&
gl::ShaderTypeSupportsTransformFeedback(shaderType))
{
AssignTransformFeedbackExtensionLocations(shaderType, programState,
isTransformFeedbackStage,
programInterfaceInfo, variableInfoMapOut);
}
// Assign varying locations.
if (shaderType != gl::ShaderType::Vertex)
{
AssignVaryingLocations(options, inputPacking, shaderType, frontShaderType,
programInterfaceInfo, variableInfoMapOut);
}
if (shaderType != gl::ShaderType::Fragment)
{
AssignVaryingLocations(options, outputPacking, shaderType, frontShaderType,
programInterfaceInfo, variableInfoMapOut);
}
// Assign qualifiers to all varyings captured by transform feedback
if (!programExecutable.getLinkedTransformFeedbackVaryings().empty() &&
shaderType == programExecutable.getLinkedTransformFeedbackStage())
{
AssignTransformFeedbackQualifiers(programExecutable, outputPacking, shaderType,
options.supportsTransformFeedbackExtension,
variableInfoMapOut);
}
}
AssignUniformBindings(options, programExecutable, shaderType, programInterfaceInfo,
variableInfoMapOut);
AssignTextureBindings(options, programExecutable, shaderType, programInterfaceInfo,
variableInfoMapOut);
AssignNonTextureBindings(options, programExecutable, shaderType, programInterfaceInfo,
variableInfoMapOut);
if (options.supportsTransformFeedbackEmulation &&
gl::ShaderTypeSupportsTransformFeedback(shaderType))
{
// If transform feedback emulation is not enabled, mark all transform feedback output
// buffers as inactive.
isTransformFeedbackStage =
isTransformFeedbackStage && options.enableTransformFeedbackEmulation;
AssignTransformFeedbackEmulationBindings(shaderType, programState, isTransformFeedbackStage,
programInterfaceInfo, variableInfoMapOut);
}
}
void GlslangGetShaderSource(const GlslangSourceOptions &options,
const gl::ProgramState &programState,
const gl::ProgramLinkedResources &resources,
GlslangProgramInterfaceInfo *programInterfaceInfo,
gl::ShaderMap<std::string> *shaderSourcesOut,
ShaderInterfaceVariableInfoMap *variableInfoMapOut)
{
for (const gl::ShaderType shaderType : gl::AllShaderTypes())
{
gl::Shader *glShader = programState.getAttachedShader(shaderType);
(*shaderSourcesOut)[shaderType] = glShader ? glShader->getTranslatedSource() : "";
}
gl::ShaderType xfbStage = programState.getAttachedTransformFeedbackStage();
gl::ShaderType frontShaderType = gl::ShaderType::InvalidEnum;
for (const gl::ShaderType shaderType : programState.getExecutable().getLinkedShaderStages())
{
const bool isXfbStage =
shaderType == xfbStage && !programState.getLinkedTransformFeedbackVaryings().empty();
GlslangAssignLocations(options, programState, resources.varyingPacking, shaderType,
frontShaderType, isXfbStage, programInterfaceInfo,
variableInfoMapOut);
frontShaderType = shaderType;
}
}
angle::Result GlslangTransformSpirvCode(const GlslangErrorCallback &callback,
const GlslangSpirvOptions &options,
const ShaderInterfaceVariableInfoMap &variableInfoMap,
const spirv::Blob &initialSpirvBlob,
spirv::Blob *spirvBlobOut)
{
if (initialSpirvBlob.empty())
{
return angle::Result::Continue;
}
#if defined(ANGLE_DEBUG_SPIRV_TRANSFORMER) && ANGLE_DEBUG_SPIRV_TRANSFORMER
spvtools::SpirvTools spirvTools(SPV_ENV_VULKAN_1_1);
spirvTools.SetMessageConsumer(ValidateSpirvMessage);
std::string readableSpirv;
spirvTools.Disassemble(initialSpirvBlob, &readableSpirv, 0);
fprintf(stderr, "%s\n", readableSpirv.c_str());
#endif // defined(ANGLE_DEBUG_SPIRV_TRANSFORMER) && ANGLE_DEBUG_SPIRV_TRANSFORMER
// Transform the SPIR-V code by assigning location/set/binding values.
SpirvTransformer transformer(initialSpirvBlob, options, variableInfoMap, spirvBlobOut);
ANGLE_GLSLANG_CHECK(callback, transformer.transform(), GlslangError::InvalidSpirv);
// If there are aliasing vertex attributes, transform the SPIR-V again to remove them.
if (options.shaderType == gl::ShaderType::Vertex && HasAliasingAttributes(variableInfoMap))
{
spirv::Blob preTransformBlob = std::move(*spirvBlobOut);
SpirvVertexAttributeAliasingTransformer aliasingTransformer(
preTransformBlob, variableInfoMap, std::move(transformer.getVariableInfoByIdMap()),
spirvBlobOut);
ANGLE_GLSLANG_CHECK(callback, aliasingTransformer.transform(), GlslangError::InvalidSpirv);
}
ASSERT(spirv::Validate(*spirvBlobOut));
return angle::Result::Continue;
}
angle::Result GlslangGetShaderSpirvCode(const GlslangErrorCallback &callback,
const gl::ShaderBitSet &linkedShaderStages,
const gl::Caps &glCaps,
const gl::ShaderMap<std::string> &shaderSources,
gl::ShaderMap<spirv::Blob> *spirvBlobsOut)
{
TBuiltInResource builtInResources(glslang::DefaultTBuiltInResource);
GetBuiltInResourcesFromCaps(glCaps, &builtInResources);
glslang::TShader vertexShader(EShLangVertex);
glslang::TShader fragmentShader(EShLangFragment);
glslang::TShader geometryShader(EShLangGeometry);
glslang::TShader tessControlShader(EShLangTessControl);
glslang::TShader tessEvaluationShader(EShLangTessEvaluation);
glslang::TShader computeShader(EShLangCompute);
gl::ShaderMap<glslang::TShader *> shaders = {
{gl::ShaderType::Vertex, &vertexShader},
{gl::ShaderType::Fragment, &fragmentShader},
{gl::ShaderType::TessControl, &tessControlShader},
{gl::ShaderType::TessEvaluation, &tessEvaluationShader},
{gl::ShaderType::Geometry, &geometryShader},
{gl::ShaderType::Compute, &computeShader},
};
for (const gl::ShaderType shaderType : linkedShaderStages)
{
if (shaderSources[shaderType].empty())
{
continue;
}
glslang::TProgram program;
ANGLE_TRY(CompileShader(callback, builtInResources, shaderType, shaderSources[shaderType],
shaders[shaderType], &program));
ANGLE_TRY(LinkProgram(callback, &program));
glslang::TIntermediate *intermediate = program.getIntermediate(kShLanguageMap[shaderType]);
glslang::GlslangToSpv(*intermediate, (*spirvBlobsOut)[shaderType]);
}
return angle::Result::Continue;
}
} // namespace rx