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// Copyright 2017 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "dawn_native/opengl/ShaderModuleGL.h"
#include "common/Assert.h"
#include "common/Platform.h"
#include "dawn_native/SpirvUtils.h"
#include "dawn_native/opengl/DeviceGL.h"
#include <spirv_glsl.hpp>
#include <sstream>
namespace dawn_native { namespace opengl {
std::string GetBindingName(BindGroupIndex group, BindingNumber bindingNumber) {
std::ostringstream o;
o << "dawn_binding_" << static_cast<uint32_t>(group) << "_"
<< static_cast<uint32_t>(bindingNumber);
return o.str();
}
bool operator<(const BindingLocation& a, const BindingLocation& b) {
return std::tie(a.group, a.binding) < std::tie(b.group, b.binding);
}
bool operator<(const CombinedSampler& a, const CombinedSampler& b) {
return std::tie(a.samplerLocation, a.textureLocation) <
std::tie(b.samplerLocation, b.textureLocation);
}
std::string CombinedSampler::GetName() const {
std::ostringstream o;
o << "dawn_combined";
o << "_" << static_cast<uint32_t>(samplerLocation.group) << "_"
<< static_cast<uint32_t>(samplerLocation.binding);
o << "_with_" << static_cast<uint32_t>(textureLocation.group) << "_"
<< static_cast<uint32_t>(textureLocation.binding);
return o.str();
}
// static
ResultOrError<ShaderModule*> ShaderModule::Create(Device* device,
const ShaderModuleDescriptor* descriptor) {
Ref<ShaderModule> module = AcquireRef(new ShaderModule(device, descriptor));
DAWN_TRY(module->InitializeBase());
return module.Detach();
}
ShaderModule::ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor)
: ShaderModuleBase(device, descriptor) {
}
std::string ShaderModule::TranslateToGLSL(const char* entryPointName,
SingleShaderStage stage,
CombinedSamplerInfo* combinedSamplers) const {
// If these options are changed, the values in DawnSPIRVCrossGLSLFastFuzzer.cpp need to
// be updated.
spirv_cross::CompilerGLSL::Options options;
// The range of Z-coordinate in the clipping volume of OpenGL is [-w, w], while it is
// [0, w] in D3D12, Metal and Vulkan, so we should normalize it in shaders in all
// backends. See the documentation of
// spirv_cross::CompilerGLSL::Options::vertex::fixup_clipspace for more details.
options.vertex.flip_vert_y = true;
options.vertex.fixup_clipspace = true;
const OpenGLVersion& version = ToBackend(GetDevice())->gl.GetVersion();
if (version.IsDesktop()) {
// The computation of GLSL version below only works for 3.3 and above.
ASSERT(version.IsAtLeast(3, 3));
}
options.es = version.IsES();
options.version = version.GetMajor() * 100 + version.GetMinor() * 10;
spirv_cross::CompilerGLSL compiler(GetSpirv());
compiler.set_common_options(options);
compiler.set_entry_point(entryPointName, ShaderStageToExecutionModel(stage));
// Extract bindings names so that it can be used to get its location in program.
// Now translate the separate sampler / textures into combined ones and store their info. We
// need to do this before removing the set and binding decorations.
compiler.build_combined_image_samplers();
for (const auto& combined : compiler.get_combined_image_samplers()) {
combinedSamplers->emplace_back();
CombinedSampler* info = &combinedSamplers->back();
info->samplerLocation.group = BindGroupIndex(
compiler.get_decoration(combined.sampler_id, spv::DecorationDescriptorSet));
info->samplerLocation.binding =
BindingNumber(compiler.get_decoration(combined.sampler_id, spv::DecorationBinding));
info->textureLocation.group = BindGroupIndex(
compiler.get_decoration(combined.image_id, spv::DecorationDescriptorSet));
info->textureLocation.binding =
BindingNumber(compiler.get_decoration(combined.image_id, spv::DecorationBinding));
compiler.set_name(combined.combined_id, info->GetName());
}
const EntryPointMetadata::BindingInfo& bindingInfo = GetEntryPoint(entryPointName).bindings;
// Change binding names to be "dawn_binding_<group>_<binding>".
// Also unsets the SPIRV "Binding" decoration as it outputs "layout(binding=)" which
// isn't supported on OSX's OpenGL.
for (BindGroupIndex group(0); group < kMaxBindGroupsTyped; ++group) {
for (const auto& it : bindingInfo[group]) {
BindingNumber bindingNumber = it.first;
const auto& info = it.second;
uint32_t resourceId;
switch (info.type) {
// When the resource is a uniform or shader storage block, we should change the
// block name instead of the instance name.
case wgpu::BindingType::ReadonlyStorageBuffer:
case wgpu::BindingType::StorageBuffer:
case wgpu::BindingType::UniformBuffer:
resourceId = info.base_type_id;
break;
default:
resourceId = info.id;
break;
}
compiler.set_name(resourceId, GetBindingName(group, bindingNumber));
compiler.unset_decoration(info.id, spv::DecorationBinding);
compiler.unset_decoration(info.id, spv::DecorationDescriptorSet);
}
}
return compiler.compile();
}
}} // namespace dawn_native::opengl