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//
// Copyright 2019 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Utilities to map shader interface variables to Vulkan mappings, and transform the SPIR-V
// accordingly.
//
#ifndef LIBANGLE_RENDERER_VULKAN_SPV_UTILS_H_
#define LIBANGLE_RENDERER_VULKAN_SPV_UTILS_H_
#include <functional>
#include "common/spirv/spirv_types.h"
#include "libANGLE/renderer/ProgramImpl.h"
#include "libANGLE/renderer/renderer_utils.h"
#include "platform/autogen/FeaturesVk_autogen.h"
namespace rx
{
class ShaderInterfaceVariableInfoMap;
struct SpvProgramInterfaceInfo
{
uint32_t currentUniformBindingIndex = 0;
uint32_t currentTextureBindingIndex = 0;
uint32_t currentShaderResourceBindingIndex = 0;
uint32_t locationsUsedForXfbExtension = 0;
};
struct SpvSourceOptions
{
bool supportsTransformFeedbackExtension = false;
bool supportsTransformFeedbackEmulation = false;
bool enableTransformFeedbackEmulation = false;
};
SpvSourceOptions SpvCreateSourceOptions(const angle::FeaturesVk &features);
struct SpvTransformOptions
{
gl::ShaderType shaderType = gl::ShaderType::InvalidEnum;
bool negativeViewportSupported = false;
bool isLastPreFragmentStage = false;
bool isTransformFeedbackStage = false;
bool isTransformFeedbackEmulated = false;
bool isMultisampledFramebufferFetch = false;
bool enableSampleShading = false;
bool validate = true;
bool useSpirvVaryingPrecisionFixer = false;
};
struct ShaderInterfaceVariableXfbInfo
{
static constexpr uint32_t kInvalid = std::numeric_limits<uint32_t>::max();
// Used by both extension and emulation
uint32_t buffer = kInvalid;
uint32_t offset = kInvalid;
uint32_t stride = kInvalid;
// Used only by emulation (array index support is missing from VK_EXT_transform_feedback)
uint32_t arraySize = kInvalid;
uint32_t columnCount = kInvalid;
uint32_t rowCount = kInvalid;
uint32_t arrayIndex = kInvalid;
GLenum componentType = GL_FLOAT;
// If empty, the whole array is captured. Otherwise only the specified members are captured.
std::vector<ShaderInterfaceVariableXfbInfo> arrayElements;
};
// Information for each shader interface variable. Not all fields are relevant to each shader
// interface variable. For example opaque uniforms require a set and binding index, while vertex
// attributes require a location.
struct ShaderInterfaceVariableInfo
{
ShaderInterfaceVariableInfo();
static constexpr uint32_t kInvalid = std::numeric_limits<uint32_t>::max();
// Used for interface blocks and opaque uniforms.
uint32_t descriptorSet = kInvalid;
uint32_t binding = kInvalid;
// Used for vertex attributes, fragment shader outputs and varyings. There could be different
// variables that share the same name, such as a vertex attribute and a fragment output. They
// will share this object since they have the same name, but will find possibly different
// locations in their respective slots.
uint32_t location = kInvalid;
uint32_t component = kInvalid;
uint32_t index = kInvalid;
// The stages this shader interface variable is active.
gl::ShaderBitSet activeStages;
// Used for transform feedback extension to decorate vertex shader output.
ShaderInterfaceVariableXfbInfo xfb;
std::vector<ShaderInterfaceVariableXfbInfo> fieldXfb;
// Indicates that the precision needs to be modified in the generated SPIR-V
// to support only transferring medium precision data when there's a precision
// mismatch between the shaders. For example, either the VS casts highp->mediump
// or the FS casts mediump->highp.
bool useRelaxedPrecision = false;
// Indicate if varying is input or output, or both (in case of for example gl_Position in a
// geometry shader)
bool varyingIsInput = false;
bool varyingIsOutput = false;
// For vertex attributes, this is the number of components / locations. These are used by the
// vertex attribute aliasing transformation only.
uint8_t attributeComponentCount = 0;
uint8_t attributeLocationCount = 0;
};
uint32_t SpvGetXfbBufferBlockId(const uint32_t bufferIndex);
void SpvAssignLocations(const SpvSourceOptions &options,
const gl::ProgramExecutable &programExecutable,
const gl::ProgramVaryingPacking &varyingPacking,
const gl::ShaderType transformFeedbackStage,
SpvProgramInterfaceInfo *programInterfaceInfo,
ShaderInterfaceVariableInfoMap *variableInfoMapOut);
void SpvAssignTransformFeedbackLocations(gl::ShaderType shaderType,
const gl::ProgramExecutable &programExecutable,
bool isTransformFeedbackStage,
SpvProgramInterfaceInfo *programInterfaceInfo,
ShaderInterfaceVariableInfoMap *variableInfoMapOut);
// Retrieves the compiled SPIR-V code for each shader stage, and calls |SpvAssignLocations|.
void SpvGetShaderSpirvCode(const SpvSourceOptions &options,
const gl::ProgramState &programState,
const gl::ProgramLinkedResources &resources,
SpvProgramInterfaceInfo *programInterfaceInfo,
gl::ShaderMap<const angle::spirv::Blob *> *spirvBlobsOut,
ShaderInterfaceVariableInfoMap *variableInfoMapOut);
angle::Result SpvTransformSpirvCode(const SpvTransformOptions &options,
const ShaderInterfaceVariableInfoMap &variableInfoMap,
const angle::spirv::Blob &initialSpirvBlob,
angle::spirv::Blob *spirvBlobOut);
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_SPV_UTILS_H_