mirror of
https://github.com/encounter/dawn-cmake.git
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133 lines
5.2 KiB
C++
133 lines
5.2 KiB
C++
// Copyright 2017 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "dawn_native/opengl/ShaderModuleGL.h"
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#include "common/Assert.h"
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#include "common/Platform.h"
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#include <spirv-cross/spirv_glsl.hpp>
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#include <sstream>
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namespace dawn_native { namespace opengl {
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std::string GetBindingName(uint32_t group, uint32_t binding) {
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std::ostringstream o;
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o << "dawn_binding_" << group << "_" << binding;
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return o.str();
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}
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bool operator<(const BindingLocation& a, const BindingLocation& b) {
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return std::tie(a.group, a.binding) < std::tie(b.group, b.binding);
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}
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bool operator<(const CombinedSampler& a, const CombinedSampler& b) {
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return std::tie(a.samplerLocation, a.textureLocation) <
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std::tie(b.samplerLocation, b.textureLocation);
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}
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std::string CombinedSampler::GetName() const {
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std::ostringstream o;
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o << "dawn_combined";
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o << "_" << samplerLocation.group << "_" << samplerLocation.binding;
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o << "_with_" << textureLocation.group << "_" << textureLocation.binding;
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return o.str();
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}
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ShaderModule::ShaderModule(ShaderModuleBuilder* builder) : ShaderModuleBase(builder) {
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spirv_cross::CompilerGLSL compiler(builder->AcquireSpirv());
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spirv_cross::CompilerGLSL::Options options;
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// TODO(cwallez@chromium.org): discover the backing context version and use that.
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#if defined(DAWN_PLATFORM_APPLE)
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options.version = 410;
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#else
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options.version = 440;
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#endif
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compiler.set_options(options);
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// Rename the push constant block to be prefixed with the shader stage type so that uniform
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// names don't match between the FS and the VS.
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const auto& resources = compiler.get_shader_resources();
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if (resources.push_constant_buffers.size() > 0) {
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const char* prefix = nullptr;
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switch (compiler.get_execution_model()) {
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case spv::ExecutionModelVertex:
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prefix = "vs_";
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break;
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case spv::ExecutionModelFragment:
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prefix = "fs_";
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break;
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case spv::ExecutionModelGLCompute:
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prefix = "cs_";
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break;
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default:
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UNREACHABLE();
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}
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auto interfaceBlock = resources.push_constant_buffers[0];
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compiler.set_name(interfaceBlock.id, prefix + interfaceBlock.name);
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}
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ExtractSpirvInfo(compiler);
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const auto& bindingInfo = GetBindingInfo();
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// Extract bindings names so that it can be used to get its location in program.
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// Now translate the separate sampler / textures into combined ones and store their info.
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// We need to do this before removing the set and binding decorations.
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compiler.build_combined_image_samplers();
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for (const auto& combined : compiler.get_combined_image_samplers()) {
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mCombinedInfo.emplace_back();
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auto& info = mCombinedInfo.back();
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info.samplerLocation.group =
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compiler.get_decoration(combined.sampler_id, spv::DecorationDescriptorSet);
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info.samplerLocation.binding =
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compiler.get_decoration(combined.sampler_id, spv::DecorationBinding);
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info.textureLocation.group =
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compiler.get_decoration(combined.image_id, spv::DecorationDescriptorSet);
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info.textureLocation.binding =
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compiler.get_decoration(combined.image_id, spv::DecorationBinding);
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compiler.set_name(combined.combined_id, info.GetName());
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}
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// Change binding names to be "dawn_binding_<group>_<binding>".
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// Also unsets the SPIRV "Binding" decoration as it outputs "layout(binding=)" which
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// isn't supported on OSX's OpenGL.
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for (uint32_t group = 0; group < kMaxBindGroups; ++group) {
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for (uint32_t binding = 0; binding < kMaxBindingsPerGroup; ++binding) {
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const auto& info = bindingInfo[group][binding];
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if (info.used) {
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compiler.set_name(info.base_type_id, GetBindingName(group, binding));
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compiler.unset_decoration(info.id, spv::DecorationBinding);
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compiler.unset_decoration(info.id, spv::DecorationDescriptorSet);
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}
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}
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}
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mGlslSource = compiler.compile();
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}
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const char* ShaderModule::GetSource() const {
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return reinterpret_cast<const char*>(mGlslSource.data());
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}
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const ShaderModule::CombinedSamplerInfo& ShaderModule::GetCombinedSamplerInfo() const {
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return mCombinedInfo;
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}
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}} // namespace dawn_native::opengl
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