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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 "dawn/native/BindGroupLayout.h"
#include "dawn/native/TintUtils.h"
#include "dawn/native/opengl/DeviceGL.h"
#include "dawn/native/opengl/PipelineLayoutGL.h"
#include "dawn/platform/DawnPlatform.h"
#include "dawn/platform/tracing/TraceEvent.h"
#include <tint/tint.h>
#include <sstream>
namespace dawn::native::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));
return {};
}
ResultOrError<std::string> ShaderModule::TranslateToGLSL(const char* entryPointName,
SingleShaderStage stage,
CombinedSamplerInfo* combinedSamplers,
const PipelineLayout* layout,
bool* needsDummySampler) const {
TRACE_EVENT0(GetDevice()->GetPlatform(), General, "TranslateToGLSL");
tint::transform::Manager transformManager;
tint::transform::DataMap transformInputs;
AddExternalTextureTransform(layout, &transformManager, &transformInputs);
tint::Program program;
DAWN_TRY_ASSIGN(program, RunTransforms(&transformManager, GetTintProgram(), transformInputs,
nullptr, nullptr));
const OpenGLVersion& version = ToBackend(GetDevice())->gl.GetVersion();
tint::writer::glsl::Options tintOptions;
using Version = tint::writer::glsl::Version;
tintOptions.version =
Version(version.IsDesktop() ? Version::Standard::kDesktop : Version::Standard::kES,
version.GetMajor(), version.GetMinor());
using tint::transform::BindingPoint;
// When textures are accessed without a sampler (e.g., textureLoad()),
// GetSamplerTextureUses() will return this sentinel value.
BindingPoint placeholderBindingPoint{static_cast<uint32_t>(kMaxBindGroupsTyped), 0};
tint::inspector::Inspector inspector(&program);
// Find all the sampler/texture pairs for this entry point, and create
// CombinedSamplers for them. CombinedSampler records the binding points
// of the original texture and sampler, and generates a unique name. The
// corresponding uniforms will be retrieved by these generated names
// in PipelineGL. Any texture-only references will have
// "useDummySampler" set to true, and only the texture binding point
// will be used in naming them. In addition, Dawn will bind a
// non-filtering sampler for them (see PipelineGL).
auto uses = inspector.GetSamplerTextureUses(entryPointName, placeholderBindingPoint);
for (const auto& use : uses) {
combinedSamplers->emplace_back();
CombinedSampler* info = &combinedSamplers->back();
if (use.sampler_binding_point == placeholderBindingPoint) {
info->useDummySampler = true;
*needsDummySampler = true;
} else {
info->useDummySampler = false;
}
info->samplerLocation.group = BindGroupIndex(use.sampler_binding_point.group);
info->samplerLocation.binding = BindingNumber(use.sampler_binding_point.binding);
info->textureLocation.group = BindGroupIndex(use.texture_binding_point.group);
info->textureLocation.binding = BindingNumber(use.texture_binding_point.binding);
tintOptions.binding_map[use] = info->GetName();
}
if (*needsDummySampler) {
tintOptions.placeholder_binding_point = placeholderBindingPoint;
}
// Since (non-Vulkan) GLSL does not support descriptor sets, generate a
// mapping from the original group/binding pair to a binding-only
// value. This mapping will be used by Tint to remap all global
// variables to the 1D space.
for (BindGroupIndex group : IterateBitSet(layout->GetBindGroupLayoutsMask())) {
const BindGroupLayoutBase::BindingMap& bindingMap =
layout->GetBindGroupLayout(group)->GetBindingMap();
for (const auto& it : bindingMap) {
BindingNumber bindingNumber = it.first;
BindingIndex bindingIndex = it.second;
const BindingInfo& bindingInfo =
layout->GetBindGroupLayout(group)->GetBindingInfo(bindingIndex);
if (!(bindingInfo.visibility & StageBit(stage))) {
continue;
}
uint32_t shaderIndex = layout->GetBindingIndexInfo()[group][bindingIndex];
BindingPoint srcBindingPoint{static_cast<uint32_t>(group),
static_cast<uint32_t>(bindingNumber)};
BindingPoint dstBindingPoint{0, shaderIndex};
tintOptions.binding_points.emplace(srcBindingPoint, dstBindingPoint);
}
tintOptions.allow_collisions = true;
}
auto result = tint::writer::glsl::Generate(&program, tintOptions, entryPointName);
DAWN_INVALID_IF(!result.success, "An error occured while generating GLSL: %s.",
result.error);
std::string glsl = std::move(result.glsl);
if (GetDevice()->IsToggleEnabled(Toggle::DumpShaders)) {
std::ostringstream dumpedMsg;
dumpedMsg << "/* Dumped generated GLSL */" << std::endl << glsl;
GetDevice()->EmitLog(WGPULoggingType_Info, dumpedMsg.str().c_str());
}
return glsl;
}
} // namespace dawn::native::opengl