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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/BindGroupLayout.h"
#include "dawn_native/SpirvUtils.h"
#include "dawn_native/TintUtils.h"
#include "dawn_native/opengl/DeviceGL.h"
#include "dawn_native/opengl/PipelineLayoutGL.h"
#include <spirv_glsl.hpp>
// Tint include must be after spirv_glsl.hpp, because spirv-cross has its own
// version of spirv_headers. We also need to undef SPV_REVISION because SPIRV-Cross
// is at 3 while spirv-headers is at 4.
#undef SPV_REVISION
#include <tint/tint.h>
#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.useDummySampler, a.samplerLocation, a.textureLocation) <
std::tie(b.useDummySampler, a.samplerLocation, b.textureLocation);
}
std::string CombinedSampler::GetName() const {
std::ostringstream o;
o << "dawn_combined";
if (useDummySampler) {
o << "_dummy_sampler";
} else {
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<Ref<ShaderModule>> ShaderModule::Create(Device* device,
const ShaderModuleDescriptor* descriptor,
ShaderModuleParseResult* parseResult) {
Ref<ShaderModule> module = AcquireRef(new ShaderModule(device, descriptor));
DAWN_TRY(module->Initialize(parseResult));
return module;
}
ShaderModule::ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor)
: ShaderModuleBase(device, descriptor) {
}
MaybeError ShaderModule::Initialize(ShaderModuleParseResult* parseResult) {
ScopedTintICEHandler scopedICEHandler(GetDevice());
DAWN_TRY(InitializeBase(parseResult));
// Tint currently does not support emitting GLSL, so when provided a Tint program need to
// generate SPIRV and SPIRV-Cross reflection data to be used in this backend.
if (GetDevice()->IsToggleEnabled(Toggle::UseTintGenerator)) {
tint::writer::spirv::Options options;
options.disable_workgroup_init =
GetDevice()->IsToggleEnabled(Toggle::DisableWorkgroupInit);
auto result = tint::writer::spirv::Generate(GetTintProgram(), options);
if (!result.success) {
std::ostringstream errorStream;
errorStream << "Generator: " << result.error << std::endl;
return DAWN_VALIDATION_ERROR(errorStream.str().c_str());
}
DAWN_TRY_ASSIGN(mGLEntryPoints,
ReflectShaderUsingSPIRVCross(GetDevice(), result.spirv));
}
return {};
}
ResultOrError<std::string> ShaderModule::TranslateToGLSL(const char* entryPointName,
SingleShaderStage stage,
CombinedSamplerInfo* combinedSamplers,
const PipelineLayout* layout,
bool* needsDummySampler) 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;
std::vector<uint32_t> spirv;
if (GetDevice()->IsToggleEnabled(Toggle::UseTintGenerator)) {
tint::transform::SingleEntryPoint singleEntryPointTransform;
tint::transform::DataMap transformInputs;
transformInputs.Add<tint::transform::SingleEntryPoint::Config>(entryPointName);
tint::Program program;
DAWN_TRY_ASSIGN(program, RunTransforms(&singleEntryPointTransform, GetTintProgram(),
transformInputs, nullptr, nullptr));
tint::writer::spirv::Options options;
options.disable_workgroup_init =
GetDevice()->IsToggleEnabled(Toggle::DisableWorkgroupInit);
auto result = tint::writer::spirv::Generate(&program, options);
if (!result.success) {
std::ostringstream errorStream;
errorStream << "Generator: " << result.error << std::endl;
return DAWN_VALIDATION_ERROR(errorStream.str().c_str());
}
spirv = std::move(result.spirv);
} else {
spirv = GetSpirv();
}
spirv_cross::CompilerGLSL compiler(std::move(spirv));
compiler.set_common_options(options);
compiler.set_entry_point(entryPointName, ShaderStageToExecutionModel(stage));
// Analyzes all OpImageFetch opcodes and checks if there are instances where
// said instruction is used without a combined image sampler.
// GLSL does not support texelFetch without a sampler.
// To workaround this, we must inject a dummy sampler which can be used to form a sampler2D
// at the call-site of texelFetch as necessary.
spirv_cross::VariableID dummySamplerId = compiler.build_dummy_sampler_for_combined_images();
// 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();
if (combined.sampler_id == dummySamplerId) {
*needsDummySampler = true;
info->useDummySampler = true;
info->samplerLocation = {};
} else {
info->useDummySampler = false;
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::BindingInfoArray& bindingInfo =
GetDevice()->IsToggleEnabled(Toggle::UseTintGenerator)
? (*mGLEntryPoints.at(entryPointName)).bindings
: 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.
const PipelineLayout::BindingIndexInfo& indices = layout->GetBindingIndexInfo();
// Modify the decoration of variables so that SPIRV-Cross outputs only
// layout(binding=<index>) for interface variables.
//
// When the use_tint_generator toggle is on, Tint is used for the reflection of bindings
// for the implicit pipeline layout and pipeline/layout validation, but bindingInfo is set
// to mGLEntryPoints which is the SPIRV-Cross reflection. Tint reflects bindings used more
// precisely than SPIRV-Cross so some bindings in bindingInfo might not exist in the layout
// and querying the layout for them would cause an ASSERT. That's why we defensively check
// that bindings are in the layout before modifying them. This slight hack is ok because in
// the long term we will use Tint to produce GLSL.
for (BindGroupIndex group : IterateBitSet(layout->GetBindGroupLayoutsMask())) {
for (const auto& it : bindingInfo[group]) {
const BindGroupLayoutBase* bgl = layout->GetBindGroupLayout(group);
BindingNumber bindingNumber = it.first;
const auto& info = it.second;
if (!bgl->HasBinding(bindingNumber)) {
continue;
}
// Remove the name of the base type. This works around an issue where if the SPIRV
// has two uniform/storage interface variables that point to the same base type,
// then SPIRV-Cross would emit two bindings with type names that conflict:
//
// layout(binding=0) uniform Buf {...} binding0;
// layout(binding=1) uniform Buf {...} binding1;
compiler.set_name(info.base_type_id, "");
BindingIndex bindingIndex = bgl->GetBindingIndex(bindingNumber);
compiler.unset_decoration(info.id, spv::DecorationDescriptorSet);
compiler.set_decoration(info.id, spv::DecorationBinding,
indices[group][bindingIndex]);
}
}
return compiler.compile();
}
}} // namespace dawn_native::opengl