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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/opengl/DeviceGL.h"
#include <spirv_glsl.hpp>
#include <sstream>
namespace dawn_native { namespace opengl {
std::string GetBindingName(uint32_t group, uint32_t binding) {
std::ostringstream o;
o << "dawn_binding_" << group << "_" << binding;
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 << "_" << samplerLocation.group << "_" << samplerLocation.binding;
o << "_with_" << textureLocation.group << "_" << textureLocation.binding;
return o.str();
}
ShaderModule::ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor)
: ShaderModuleBase(device, descriptor) {
spirv_cross::CompilerGLSL compiler(descriptor->code, descriptor->codeSize);
// 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;
// TODO(cwallez@chromium.org): discover the backing context version and use that.
#if defined(DAWN_PLATFORM_APPLE)
options.version = 410;
#else
options.version = 440;
#endif
compiler.set_common_options(options);
// Rename the push constant block to be prefixed with the shader stage type so that uniform
// names don't match between the FS and the VS.
const auto& resources = compiler.get_shader_resources();
if (resources.push_constant_buffers.size() > 0) {
const char* prefix = nullptr;
switch (compiler.get_execution_model()) {
case spv::ExecutionModelVertex:
prefix = "vs_";
break;
case spv::ExecutionModelFragment:
prefix = "fs_";
break;
case spv::ExecutionModelGLCompute:
prefix = "cs_";
break;
default:
UNREACHABLE();
}
auto interfaceBlock = resources.push_constant_buffers[0];
compiler.set_name(interfaceBlock.id, prefix + interfaceBlock.name);
}
ExtractSpirvInfo(compiler);
const auto& bindingInfo = GetBindingInfo();
// 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()) {
mCombinedInfo.emplace_back();
auto& info = mCombinedInfo.back();
info.samplerLocation.group =
compiler.get_decoration(combined.sampler_id, spv::DecorationDescriptorSet);
info.samplerLocation.binding =
compiler.get_decoration(combined.sampler_id, spv::DecorationBinding);
info.textureLocation.group =
compiler.get_decoration(combined.image_id, spv::DecorationDescriptorSet);
info.textureLocation.binding =
compiler.get_decoration(combined.image_id, spv::DecorationBinding);
compiler.set_name(combined.combined_id, info.GetName());
}
// 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 (uint32_t group = 0; group < kMaxBindGroups; ++group) {
for (uint32_t binding = 0; binding < kMaxBindingsPerGroup; ++binding) {
const auto& info = bindingInfo[group][binding];
if (info.used) {
compiler.set_name(info.base_type_id, GetBindingName(group, binding));
compiler.unset_decoration(info.id, spv::DecorationBinding);
compiler.unset_decoration(info.id, spv::DecorationDescriptorSet);
}
}
}
mGlslSource = compiler.compile();
}
const char* ShaderModule::GetSource() const {
return mGlslSource.c_str();
}
const ShaderModule::CombinedSamplerInfo& ShaderModule::GetCombinedSamplerInfo() const {
return mCombinedInfo;
}
}} // namespace dawn_native::opengl