Commit f1d3c20c by Luc Ferron Committed by Commit Bot

Vulkan: Fix the issue with unused attributes / varyings

When an attribute, a uniform or a varying isn't used, we now remove their layout and in/out qualifiers so that the shader can still refer to these var names. Bug: angleproject:2456 Change-Id: I5f1241d91bd46f663750adfab2562ef87ce69ae5 Reviewed-on: https://chromium-review.googlesource.com/1014009 Commit-Queue: Luc Ferron <lucferron@chromium.org> Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
parent ef2fda72
......@@ -214,7 +214,16 @@ void TOutputGLSLBase::writeLayoutQualifier(TIntermTyped *variable)
out << ") ";
}
const char *TOutputGLSLBase::mapQualifierToString(TQualifier qualifier, const TSymbol *symbol)
void TOutputGLSLBase::writeQualifier(TQualifier qualifier, const TSymbol *symbol)
{
const char *result = mapQualifierToString(qualifier);
if (result && result[0] != '\0')
{
objSink() << result << " ";
}
}
const char *TOutputGLSLBase::mapQualifierToString(TQualifier qualifier)
{
if (sh::IsGLSL410OrOlder(mOutput) && mShaderVersion >= 300 &&
(mCompileOptions & SH_REMOVE_INVARIANT_AND_CENTROID_FOR_ESSL3) != 0)
......@@ -265,11 +274,7 @@ void TOutputGLSLBase::writeVariableType(const TType &type, const TSymbol *symbol
}
if (qualifier != EvqTemporary && qualifier != EvqGlobal)
{
const char *qualifierString = mapQualifierToString(qualifier, symbol);
if (qualifierString && qualifierString[0] != '\0')
{
out << qualifierString << " ";
}
writeQualifier(qualifier, symbol);
}
const TMemoryQualifier &memoryQualifier = type.getMemoryQualifier();
......
......@@ -77,6 +77,7 @@ class TOutputGLSLBase : public TIntermTraverser
virtual ImmutableString translateTextureFunction(const ImmutableString &name) { return name; }
void declareStruct(const TStructure *structure);
virtual void writeQualifier(TQualifier qualifier, const TSymbol *symbol);
private:
bool structDeclared(const TStructure *structure) const;
......@@ -86,7 +87,7 @@ class TOutputGLSLBase : public TIntermTraverser
void writeBuiltInFunctionTriplet(Visit visit, TOperator op, bool useEmulatedFunction);
const char *mapQualifierToString(TQualifier qualifier, const TSymbol *symbol);
const char *mapQualifierToString(TQualifier qualifier);
TInfoSinkBase &mObjSink;
bool mDeclaringVariable;
......
......@@ -11,6 +11,7 @@
#include "compiler/translator/OutputVulkanGLSL.h"
#include "compiler/translator/Symbol.h"
#include "compiler/translator/util.h"
namespace sh
......@@ -54,7 +55,6 @@ void TOutputVulkanGLSL::writeLayoutQualifier(TIntermTyped *variable)
TInfoSinkBase &out = objSink();
const TLayoutQualifier &layoutQualifier = type.getLayoutQualifier();
out << "layout(";
// This isn't super clean, but it gets the job done.
// See corresponding code in GlslangWrapper.cpp.
......@@ -67,6 +67,10 @@ void TOutputVulkanGLSL::writeLayoutQualifier(TIntermTyped *variable)
{
out << "@@ LAYOUT-" << symbol->getName() << " @@";
}
else
{
out << "layout(";
}
if (IsImage(type.getBasicType()) && layoutQualifier.imageInternalFormat != EiifUnspecified)
{
......@@ -74,7 +78,30 @@ void TOutputVulkanGLSL::writeLayoutQualifier(TIntermTyped *variable)
out << getImageInternalFormatString(layoutQualifier.imageInternalFormat);
}
out << ") ";
if (!needsCustomLayout)
{
out << ") ";
}
}
void TOutputVulkanGLSL::writeQualifier(TQualifier qualifier, const TSymbol *symbol)
{
if (qualifier != EvqUniform && qualifier != EvqVaryingIn && qualifier != EvqVaryingOut &&
qualifier != EvqAttribute)
{
TOutputGLSLBase::writeQualifier(qualifier, symbol);
return;
}
if (symbol == nullptr)
{
return;
}
TInfoSinkBase &out = objSink();
out << "@@ QUALIFIER-";
out << symbol->name().data();
out << " @@ ";
}
void TOutputVulkanGLSL::writeStructType(const TStructure *structure)
......
......@@ -31,6 +31,7 @@ class TOutputVulkanGLSL : public TOutputGLSL
protected:
void writeLayoutQualifier(TIntermTyped *variable) override;
void writeQualifier(TQualifier qualifier, const TSymbol *symbol) override;
};
} // namespace sh
......@@ -28,15 +28,37 @@ namespace rx
namespace
{
constexpr char kQualifierMarkerBegin[] = "@@ QUALIFIER-";
constexpr char kLayoutMarkerBegin[] = "@@ LAYOUT-";
constexpr char kMarkerEnd[] = " @@";
constexpr char kUniformQualifier[] = "uniform";
void InsertLayoutSpecifierString(std::string *shaderString,
const std::string &variableName,
const std::string &layoutString)
{
std::stringstream searchStringBuilder;
searchStringBuilder << "@@ LAYOUT-" << variableName << " @@";
searchStringBuilder << kLayoutMarkerBegin << variableName << kMarkerEnd;
std::string searchString = searchStringBuilder.str();
angle::ReplaceSubstring(shaderString, searchString, layoutString);
if (layoutString != "")
{
angle::ReplaceSubstring(shaderString, searchString, "layout(" + layoutString + ")");
}
else
{
angle::ReplaceSubstring(shaderString, searchString, layoutString);
}
}
void InsertQualifierSpecifierString(std::string *shaderString,
const std::string &variableName,
const std::string &replacementString)
{
std::stringstream searchStringBuilder;
searchStringBuilder << kQualifierMarkerBegin << variableName << kMarkerEnd;
std::string searchString = searchStringBuilder.str();
angle::ReplaceSubstring(shaderString, searchString, replacementString);
}
} // anonymous namespace
......@@ -100,15 +122,19 @@ gl::LinkResult GlslangWrapper::linkProgram(const gl::Context *glContext,
// TODO(jmadill): Also do the same for ESSL 3 fragment outputs.
for (const auto &attribute : programState.getAttributes())
{
if (!attribute.staticUse)
if (!attribute.active)
{
InsertQualifierSpecifierString(&vertexSource, attribute.name, "");
continue;
}
std::string locationString = "location = " + Str(attribute.location);
InsertLayoutSpecifierString(&vertexSource, attribute.name, locationString);
InsertQualifierSpecifierString(&vertexSource, attribute.name, "in");
}
// Assign varying locations.
for (const auto &varyingReg : resources.varyingPacking.getRegisterList())
for (const gl::PackedVaryingRegister &varyingReg : resources.varyingPacking.getRegisterList())
{
const auto &varying = *varyingReg.packedVarying;
......@@ -116,6 +142,19 @@ gl::LinkResult GlslangWrapper::linkProgram(const gl::Context *glContext,
", component = " + Str(varyingReg.registerColumn);
InsertLayoutSpecifierString(&vertexSource, varying.varying->name, locationString);
InsertLayoutSpecifierString(&fragmentSource, varying.varying->name, locationString);
ASSERT(varying.interpolation == sh::INTERPOLATION_SMOOTH);
InsertQualifierSpecifierString(&vertexSource, varying.varying->name, "out");
InsertQualifierSpecifierString(&fragmentSource, varying.varying->name, "in");
}
// Remove all the markers for unused varyings.
for (const std::string &varyingName : resources.varyingPacking.getInactiveVaryingNames())
{
InsertLayoutSpecifierString(&vertexSource, varyingName, "");
InsertLayoutSpecifierString(&fragmentSource, varyingName, "");
InsertQualifierSpecifierString(&vertexSource, varyingName, "");
InsertQualifierSpecifierString(&fragmentSource, varyingName, "");
}
// Bind the default uniforms for vertex and fragment shaders.
......@@ -144,18 +183,27 @@ gl::LinkResult GlslangWrapper::linkProgram(const gl::Context *glContext,
if (samplerUniform.isActive(gl::ShaderType::Vertex))
{
InsertLayoutSpecifierString(&vertexSource, samplerUniform.name, setBindingString);
InsertQualifierSpecifierString(&vertexSource, samplerUniform.name, kUniformQualifier);
}
else
{
InsertQualifierSpecifierString(&vertexSource, samplerUniform.name, "");
}
if (samplerUniform.isActive(gl::ShaderType::Fragment))
{
InsertLayoutSpecifierString(&fragmentSource, samplerUniform.name, setBindingString);
InsertQualifierSpecifierString(&fragmentSource, samplerUniform.name, kUniformQualifier);
}
else
{
InsertQualifierSpecifierString(&fragmentSource, samplerUniform.name, "");
}
textureCount += samplerUniform.getBasicTypeElementCount();
}
std::array<const char *, 2> strings = {{vertexSource.c_str(), fragmentSource.c_str()}};
std::array<int, 2> lengths = {
{static_cast<int>(vertexSource.length()), static_cast<int>(fragmentSource.length())}};
......
......@@ -928,10 +928,6 @@ TEST_P(GLSLTest, InvariantAllBoth)
// Verify that functions without return statements still compile
TEST_P(GLSLTest, MissingReturnFloat)
{
// TODO(lucferron): Varyings that aren't used as an output in the FS are not yet supported.
// http://anglebug.com/2460
ANGLE_SKIP_TEST_IF(IsVulkan());
const std::string vertexShaderSource =
"varying float v_varying;\n"
"float f() { if (v_varying > 0.0) return 1.0; }\n"
......@@ -944,10 +940,6 @@ TEST_P(GLSLTest, MissingReturnFloat)
// Verify that functions without return statements still compile
TEST_P(GLSLTest, MissingReturnVec2)
{
// TODO(lucferron): Varyings that aren't used as an output in the FS are not yet supported.
// http://anglebug.com/2460
ANGLE_SKIP_TEST_IF(IsVulkan());
const std::string vertexShaderSource =
"varying float v_varying;\n"
"vec2 f() { if (v_varying > 0.0) return vec2(1.0, 1.0); }\n"
......@@ -960,10 +952,6 @@ TEST_P(GLSLTest, MissingReturnVec2)
// Verify that functions without return statements still compile
TEST_P(GLSLTest, MissingReturnVec3)
{
// TODO(lucferron): Varyings that aren't used as an output in the FS are not yet supported.
// http://anglebug.com/2460
ANGLE_SKIP_TEST_IF(IsVulkan());
const std::string vertexShaderSource =
"varying float v_varying;\n"
"vec3 f() { if (v_varying > 0.0) return vec3(1.0, 1.0, 1.0); }\n"
......@@ -976,10 +964,6 @@ TEST_P(GLSLTest, MissingReturnVec3)
// Verify that functions without return statements still compile
TEST_P(GLSLTest, MissingReturnVec4)
{
// TODO(lucferron): Varyings that aren't used as an output in the FS are not yet supported.
// http://anglebug.com/2460
ANGLE_SKIP_TEST_IF(IsVulkan());
const std::string vertexShaderSource =
"varying float v_varying;\n"
"vec4 f() { if (v_varying > 0.0) return vec4(1.0, 1.0, 1.0, 1.0); }\n"
......@@ -992,10 +976,6 @@ TEST_P(GLSLTest, MissingReturnVec4)
// Verify that functions without return statements still compile
TEST_P(GLSLTest, MissingReturnIVec4)
{
// TODO(lucferron): Varyings that aren't used as an output in the FS are not yet supported.
// http://anglebug.com/2460
ANGLE_SKIP_TEST_IF(IsVulkan());
const std::string vertexShaderSource =
"varying float v_varying;\n"
"ivec4 f() { if (v_varying > 0.0) return ivec4(1, 1, 1, 1); }\n"
......@@ -1008,10 +988,6 @@ TEST_P(GLSLTest, MissingReturnIVec4)
// Verify that functions without return statements still compile
TEST_P(GLSLTest, MissingReturnMat4)
{
// TODO(lucferron): Varyings that aren't used as an output in the FS are not yet supported.
// http://anglebug.com/2460
ANGLE_SKIP_TEST_IF(IsVulkan());
const std::string vertexShaderSource =
"varying float v_varying;\n"
"mat4 f() { if (v_varying > 0.0) return mat4(1.0); }\n"
......@@ -1024,10 +1000,6 @@ TEST_P(GLSLTest, MissingReturnMat4)
// Verify that functions without return statements still compile
TEST_P(GLSLTest, MissingReturnStruct)
{
// TODO(lucferron): Varyings that aren't used as an output in the FS are not yet supported.
// http://anglebug.com/2460
ANGLE_SKIP_TEST_IF(IsVulkan());
const std::string vertexShaderSource =
"varying float v_varying;\n"
"struct s { float a; int b; vec2 c; };\n"
......
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