265 lines
9.8 KiB
Markdown
265 lines
9.8 KiB
Markdown
# SPIR-V translation of shader input and output variables
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WGSL [MR 1315](https://github.com/gpuweb/gpuweb/issues/1315) changed WGSL so
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that pipeline inputs and outputs are handled similar to HLSL:
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- Shader pipeline inputs are the WGSL entry point function arguments.
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- Shader pipeline outputs are the WGSL entry point return value.
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Note: In both cases, a struct may be used to pack multiple values together.
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In that case, I/O specific attributes appear on struct members at the struct declaration.
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Resource variables, e.g. buffers, samplers, and textures, are still declared
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as variables at module scope.
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## Vulkan SPIR-V today
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SPIR-V for Vulkan models inputs and outputs as module-scope variables in
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the Input and Output storage classes, respectively.
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The `OpEntryPoint` instruction has a list of module-scope variables that must
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be a superset of all the input and output variables that are statically
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accessed in the shader call tree.
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From SPIR-V 1.4 onward, all interface variables that might be statically accessed
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must appear on that list.
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So that includes all resource variables that might be statically accessed
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by the shader call tree.
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## Translation scheme for SPIR-V to WGSL
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A translation scheme from SPIR-V to WGSL is as follows:
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Each SPIR-V entry point maps to a set of Private variables proxying the
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inputs and outputs, and two functions:
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- An inner function with no arguments or return values, and whose body
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is the same as the original SPIR-V entry point.
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- Original input variables are mapped to pseudo-in Private variables
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with the same store types, but no other attributes or properties copied.
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- Original output variables are mapped to pseudo-out Private variables
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with the same store types, but no other attributes or properties are copied.
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- A wrapper entry point function whose arguments correspond in type, location
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and builtin attributes the original input variables, and whose return type is
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a structure containing members correspond in type, location, and builtin
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attributes to the original output variables.
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The body of the wrapper function the following phases:
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- Copy formal parameter values into pseudo-in variables.
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- Use stores to initialize pseudo-out variables:
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- If the original variable had an initializer, store that value.
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- Otherwise, store a zero value for the store type.
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- Execute the inner function.
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- Copy pseudo-out variables into the return structure.
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- Return the return structure.
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- Replace uses of the the original input/output variables to the pseudo-in and
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pseudo-out variables, respectively.
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- Remap pointer-to-Input with pointer-to-Private
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- Remap pointer-to-Output with pointer-to-Private
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We are not concerned with the cost of extra copying input/output values.
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First, the pipeline inputs/outputs tend to be small.
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Second, we expect the backend compiler in the driver will be able to see
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through the copying and optimize the result.
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### Example
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```glsl
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#version 450
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layout(location = 0) out vec4 frag_colour;
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layout(location = 0) in vec4 the_colour;
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void bar() {
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frag_colour = the_colour;
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}
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void main() {
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bar();
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}
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```
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Current translation, through SPIR-V, SPIR-V reader, WGSL writer:
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```groovy
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[[location(0)]] var<out> frag_colour : vec4<f32>;
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[[location(0)]] var<in> the_colour : vec4<f32>;
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fn bar_() -> void {
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const x_14 : vec4<f32> = the_colour;
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frag_colour = x_14;
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return;
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}
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[[stage(fragment)]]
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fn main() -> void {
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bar_();
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return;
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}
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```
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Proposed translation, through SPIR-V, SPIR-V reader, WGSL writer:
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```groovy
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// 'in' variables are now 'private'.
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var<private> frag_colour : vec4<f32>;
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var<private> the_colour : vec4<f32>;
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fn bar_() -> void {
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// Accesses to the module-scope variables do not change.
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// This is a big simplifying advantage.
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const x_14 : vec4<f32> = the_colour;
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frag_colour = x_14;
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return;
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}
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fn main_inner() -> void {
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bar_();
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return;
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}
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// Declare a structure type to collect the return values.
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struct main_result_type {
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[[location(0)]] frag_color : vec4<f32>;
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};
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[[stage(fragment)]]
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fn main(
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// 'in' variables are entry point parameters
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[[location(0)]] the_color_arg : vec4<f32>
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) -> main_result_type {
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// Save 'in' arguments to 'private' variables.
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the_color = the_color_arg;
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// Initialize 'out' variables.
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// Use the zero value, since no initializer was specified.
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frag_color = vec4<f32>();
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// Invoke the original entry point.
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main_inner();
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// Collect outputs into a structure and return it.
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var result : main_outer_result_type;
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result.frag_color = frag_color;
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return result;
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}
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```
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Alternately, we could emit the body of the original entry point at
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the point of invocation.
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However that is more complex because the original entry point function
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may return from multiple locations, and we would like to have only
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a single exit path to construct and return the result value.
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### Handling fragment discard
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In SPIR-V `OpKill` causes immediate termination of the shader.
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Is the shader obligated to write its outputs when `OpKill` is executed?
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The Vulkan fragment operations are as follows:
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(see [6. Fragment operations](https://www.khronos.org/registry/vulkan/specs/1.2/html/vkspec.html#fragops)).
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* Scissor test
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* Sample mask test
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* Fragment shading
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* Multisample coverage
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* Depth bounds test
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* Stencil test
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* Depth test
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* Sample counting
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* Coverage reduction
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After that, the fragment results are used to update output attachments, including
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colour, depth, and stencil attachments.
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Vulkan says:
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> If a fragment operation results in all bits of the coverage mask being 0,
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> the fragment is discarded, and no further operations are performed.
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> Fragments can also be programmatically discarded in a fragment shader by executing one of
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>
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> OpKill.
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I interpret this to mean that the outputs of a discarded fragment are ignored.
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Therefore, `OpKill` does not require us to modify the basic scheme from the previous
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section.
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The `OpDemoteToHelperInvocationEXT`
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instruction is an alternative way to throw away a fragment, but which
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does not immediately terminate execution of the invocation.
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It is introduced in the [`SPV_EXT_demote_to_helper_invocation](http://htmlpreview.github.io/?https://github.com/KhronosGroup/SPIRV-Registry/blob/master/extensions/EXT/SPV_EXT_demote_to_helper_invocation.html)
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extension. WGSL does not have this feature, but we expect it will be introduced by a
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future WGSL extension. The same analysis applies to demote-to-helper. When introduced,
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it will not affect translation of pipeline outputs.
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### Handling depth-replacing mode
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A Vulkan fragment shader must write to the fragment depth builtin if and only if it
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has a `DepthReplacing` execution mode. Otherwise behaviour is undefined.
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We will ignore the case where the SPIR-V shader writes to the `FragDepth` builtin
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and then discards the fragment.
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This is justified because "no further operations" are performed by the pipeline
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after the fragment is discarded, and that includes writing to depth output attachments.
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Assuming the shader is valid, no special translation is required.
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### Handling output sample mask
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By the same reasoning as for depth-replacing, it is ok to incidentally not write
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to the sample-mask builtin variable when the fragment is discarded.
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### Handling clip distance and cull distance
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Most builtin variables are scalars or vectors.
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However, the `ClipDistance` and `CullDistance` builtin variables are arrays of 32-bit float values.
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Each entry defines a clip half-plane (respectively cull half-plane)
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A Vulkan implementation must support array sizes of up to 8 elements.
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How prevalent are shaders that use these features?
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These variables are supported when Vulkan features `shaderClipDistance` and `shaderCullDistance`
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are supported.
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According to gpuinfo.org as of this writing, those
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Vulkan features appear to be nearly universally supported on Windows devices (>99%),
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but by only 70% on Android.
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It appears that Qualcomm devices support them, but Mali devices do not (e.g. Mali-G77).
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The proposed translation scheme forces a copy of each array from private
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variables into the return value of a vertex shader, or into a private
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variable of a fragment shader.
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In addition to the register pressure, there may be a performance degradation
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due to the bulk copying of data.
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We think this is an acceptable tradeoff for the gain in usability and
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consistency with other pipeline inputs and outputs.
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## Translation scheme for WGSL AST to SPIR-V
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To translate from the WGSL AST to SPIR-V, do the following:
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- Each entry point formal parameter is mapped to a SPIR-V `Input` variable.
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- Struct and array inputs may have to be broken down into individual variables.
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- The return of the entry point is broken down into fields, with one
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`Output` variable per field.
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- In the above, builtins must be separated from user attributes.
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- Builtin attributes are moved to the corresponding variable.
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- Location and interpolation attributes are moved to the corresponding
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variables.
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- This translation relies on the fact that pipeline inputs and pipeline
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outputs are IO-shareable types. IO-shareable types are always storable,
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and can be the store type of input/output variables.
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- Input function parameters will be automatically initialized by the system
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as part of setting up the pipeline inputs to the entry point.
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- Replace each return statement in the entry point with a code sequence
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which writes the return value components to the synthesized output variables,
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and then executes an `OpReturn` (without value).
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This translation is sufficient even for fragment shaders with discard.
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In that case, outputs will be ignored because downstream pipeline
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operations will not be performed.
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This is the same rationale as for translation from SPIR-V to WGSL AST.
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