dawn-cmake/src/dawn_native/opengl/ShaderModuleGL.h
Ryan Harrison 6a2e16bdd9 Split top-level reflection code into either Tint or SPIRV-Cross
Refactors the existing general reflection code to either use Tint or
SPIRV-Cross, depending on the backend being used and provided flags.

Tint is used when UseTintGenerator is enabled, otherwise SPIRV-Cross is
used.

For OpenGL, when Tint is used, additional reflection is performed using
SPIRV-Cross to support GLSL generation.

There still exists backend specific reflection that needs to be
implemented in Tint for the complete removal of SPIRV-Cross for
non-OpenGL when UseTintGenerator is enabled.

BUG=dawn:743

Change-Id: Ie77afa83a2c960b3c87a3419997a16f8392991fd
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/46480
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Auto-Submit: Ryan Harrison <rharrison@chromium.org>
2021-04-02 06:57:43 +00:00

71 lines
2.6 KiB
C++

// 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.
#ifndef DAWNNATIVE_OPENGL_SHADERMODULEGL_H_
#define DAWNNATIVE_OPENGL_SHADERMODULEGL_H_
#include "dawn_native/ShaderModule.h"
#include "dawn_native/opengl/opengl_platform.h"
namespace dawn_native { namespace opengl {
class Device;
class PipelineLayout;
std::string GetBindingName(BindGroupIndex group, BindingNumber bindingNumber);
struct BindingLocation {
BindGroupIndex group;
BindingNumber binding;
};
bool operator<(const BindingLocation& a, const BindingLocation& b);
struct CombinedSampler {
BindingLocation samplerLocation;
BindingLocation textureLocation;
// OpenGL requires a sampler with texelFetch. If this is true, the developer did not provide
// one and Dawn should bind a dummy non-filtering sampler. |samplerLocation| is unused.
bool useDummySampler;
std::string GetName() const;
};
bool operator<(const CombinedSampler& a, const CombinedSampler& b);
using CombinedSamplerInfo = std::vector<CombinedSampler>;
class ShaderModule final : public ShaderModuleBase {
public:
static ResultOrError<Ref<ShaderModule>> Create(Device* device,
const ShaderModuleDescriptor* descriptor,
ShaderModuleParseResult* parseResult);
std::string TranslateToGLSL(const char* entryPointName,
SingleShaderStage stage,
CombinedSamplerInfo* combinedSamplers,
const PipelineLayout* layout,
bool* needsDummySampler) const;
private:
ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor);
~ShaderModule() override = default;
MaybeError Initialize(ShaderModuleParseResult* parseResult);
std::vector<uint32_t> mGLSpirv;
EntryPointMetadataTable mGLEntryPoints;
};
}} // namespace dawn_native::opengl
#endif // DAWNNATIVE_OPENGL_SHADERMODULEGL_H_