webgpu: Clean up spec constants and fix validation for unused attributes (#9933)
- WebGPUProgram.cpp: Remove legacy replaceSpecConstants string injection since WebGPU handles specialization constants natively. - WebGPUVertexBufferInfo.cpp: Pad unused vertex attributes safely into slot 0 using 4-byte formats to satisfy WebGPU stride validation. - CodeGenerator.cpp: Remove legacy fallback generating 'const' structs for specialization constants. - ShaderGenerator.cpp: Unset unused skinning/morphing attributes to prevent WebGPU validation crashes. - dawn/tnt/CMakeLists.txt: Fix JNI linker error by dropping missing Tint AST reader libraries and adding tint_utils_system. This commit fixes combination use of ubershader and skinning.
This commit is contained in:
@@ -43,101 +43,6 @@ namespace filament::backend {
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namespace {
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/**
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* Given the source code of a [WGSL] WebGPU shader in text (string view to it) and the constants
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* to be overwritten now (at runtime), returns updated [WGSL] shader code text, where the constants
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* have been replaced.
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* @param shaderLabel Something to call this shader for troubleshooting, error messaging, etc.
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* @param shaderSource The original WGSL WebGPU shader code as text to be processed. This is a
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* view to that text and this function does not change it; it is immutable.
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* Instead, the processed version of this source is returned by the function.
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* @param specConstants The constants to replace in the shader code, indexed by constant id.
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* @return Processed version of the WGSL WebGPU shader code provided, where the constants have
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* been replaced with the values provided by the specConstants parameter.
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*/
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[[nodiscard]] std::string replaceSpecConstants(std::string_view shaderLabel,
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std::string_view shaderSource,
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utils::FixedCapacityVector<Program::SpecializationConstant> const& specConstants) {
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// this function is not expected to be called at all if no spec constants are to be replaced
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assert_invariant(!specConstants.empty());
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static constexpr std::string_view specConstantPrefix = "FILAMENT_SPEC_CONST_";
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static constexpr size_t specConstantPrefixSize = specConstantPrefix.size();
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const char* const sourceData = shaderSource.data();
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std::stringstream processedShaderSource{};
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size_t pos = 0;
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while (pos < shaderSource.size()) {
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const size_t posOfNextSpecConstant = shaderSource.find(specConstantPrefix, pos);
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if (posOfNextSpecConstant == std::string::npos) {
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// no more spec constants, so just stream the rest of the source code string
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processedShaderSource << std::string_view(sourceData + pos, shaderSource.size() - pos);
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break;
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}
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const size_t posOfId = posOfNextSpecConstant + specConstantPrefixSize;
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const size_t posAfterId = shaderSource.find('_', posOfId);
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FILAMENT_CHECK_POSTCONDITION(posAfterId != std::string::npos)
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<< "malformed " << shaderLabel << ". Found spec constant prefix '"
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<< specConstantPrefix << "' without an id or '_' after it.";
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const std::string_view idStr =
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std::string_view(sourceData + posOfId, posAfterId - posOfId);
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const size_t posEndOfStatement = shaderSource.find(';', posAfterId);
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FILAMENT_CHECK_POSTCONDITION(posEndOfStatement != std::string::npos)
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<< "malformed " << shaderLabel << ". Found spec constant assignment with id "
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<< idStr << " without a terminating ';' character?";
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// this is a view into part of the statement, from after the id to the ';'
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const std::string_view statementSegment =
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std::string_view(sourceData + posAfterId, posEndOfStatement - posAfterId);
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size_t posOfEqual = statementSegment.find('=');
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if (posOfEqual == std::string::npos) {
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// Not an assignment, so we don't need to replace it.
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processedShaderSource << std::string_view(sourceData + pos,
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posEndOfStatement + 1 - pos);
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pos = posEndOfStatement + 1;
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continue;
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}
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posOfEqual += posAfterId; // position in original source overall, not just the segment
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int constantId = 0;
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char* endPtr;
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errno = 0; // Clear errno before the call
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long tempConstantId = std::strtol(idStr.data(), &endPtr, 10);
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// Check for conversion errors
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if (endPtr == idStr.data() || *endPtr != '\0' || errno == ERANGE) {
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// Parsing failed, or conversion was out of range for 'long'
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// or the string contained non-numeric characters after the number.
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PANIC_POSTCONDITION("Invalid spec constant id '%s' in %s (not a valid integer or out "
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"of range for 'long'?)",
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idStr.data(), shaderLabel.data());
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} else {
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// Check if the parsed long value fits into an int
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if (tempConstantId > std::numeric_limits<int>::max() ||
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tempConstantId < std::numeric_limits<int>::min()) {
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PANIC_POSTCONDITION(
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"Invalid spec constant id '%s' in %s (value out of range for 'int')",
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idStr.data(), shaderLabel.data());
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} else {
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constantId = static_cast<int>(tempConstantId);
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}
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}
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const std::variant<int32_t, float, bool> newValue = specConstants[constantId];
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// stream up to the equal sign...
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processedShaderSource << std::string_view(sourceData + pos, posOfEqual + 1 - pos);
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// stream the new value...
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if (auto* v = std::get_if<int32_t>(&newValue)) {
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processedShaderSource << " " << *v << "i";
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} else if (auto* f = std::get_if<float>(&newValue)) {
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processedShaderSource << " " << *f << "f";
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} else if (auto* b = std::get_if<bool>(&newValue)) {
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processedShaderSource << " " << ((*b) ? "true" : "false");
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}
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// end the statement...
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processedShaderSource << ";";
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// and skip to after the end of the statement in the original source and continue...
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pos = posEndOfStatement + 1;
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}
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return processedShaderSource.str();
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}
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/**
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* Creates a WebGPU shader module for a given "program" "stage", accounting for override constants.
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* Effectively, this function is responsible for preprocessing the shader source and compiling it.
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@@ -145,14 +50,12 @@ namespace {
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* a shader module
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* @param program The "program" to compile/create the shader, which includes the shader source
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* @param stage The stage (e.g. vertex, fragment, etc.) to create the shader module
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* @param specConstants Override constants to apply when creating/compiling the shader module.
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* @return the proper WebGPU shader module compiled/created from the input parameters. This might
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* wrap a null handle if the shader is not present (if the shader source is empty), such as
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* a missing fragment or compute shader.
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*/
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[[nodiscard]] wgpu::ShaderModule createShaderModule(wgpu::Device const& device,
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Program const& program, const ShaderStage stage,
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utils::FixedCapacityVector<Program::SpecializationConstant> const& specConstants) {
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Program const& program, const ShaderStage stage) {
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const char* const programName = program.getName().c_str_safe();
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std::array<utils::FixedCapacityVector<uint8_t>, Program::SHADER_TYPE_COUNT> const&
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shaderSource = program.getShadersSource();
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@@ -164,13 +67,9 @@ namespace {
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std::stringstream labelStream;
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labelStream << programName << " " << filamentShaderStageToString(stage) << " shader";
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const auto label = labelStream.str();
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const std::string processedShaderSource =
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specConstants.empty()
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? reinterpret_cast<const char*>(sourceBytes.data())
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: replaceSpecConstants(label, reinterpret_cast<const char*>(sourceBytes.data()),
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specConstants);
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wgpu::ShaderSourceWGSL wgslDescriptor{};
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wgslDescriptor.code = wgpu::StringView(processedShaderSource);
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wgslDescriptor.code = wgpu::StringView(reinterpret_cast<const char*>(sourceBytes.data()));
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const wgpu::ShaderModuleDescriptor descriptor{
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.nextInChain = &wgslDescriptor,
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.label = label.data()
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@@ -251,14 +150,11 @@ namespace {
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}// namespace
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WebGPUProgram::WebGPUProgram(wgpu::Device const& device, Program const& program)
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: HwProgram{ program.getName() } {
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utils::FixedCapacityVector<Program::SpecializationConstant> const& specConstants =
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program.getSpecializationConstants();
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: HwProgram{ program.getName() } {
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// TODO: Consider creating/compiling these shaders in parallel.
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vertexShaderModule = createShaderModule(device, program, ShaderStage::VERTEX, specConstants);
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fragmentShaderModule =
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createShaderModule(device, program, ShaderStage::FRAGMENT, specConstants);
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computeShaderModule = createShaderModule(device, program, ShaderStage::COMPUTE, specConstants);
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vertexShaderModule = createShaderModule(device, program, ShaderStage::VERTEX);
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fragmentShaderModule = createShaderModule(device, program, ShaderStage::FRAGMENT);
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computeShaderModule = createShaderModule(device, program, ShaderStage::COMPUTE);
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}
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}// namespace filament::backend
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@@ -225,42 +225,73 @@ struct AttributeInfo final {
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* associated with a vertex buffer, and the slot each one belongs
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*/
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void createBufferLayoutsBindingSlotsAndAttributeInfos(AttributeArray const& attributes,
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const uint8_t attributeCount, const uint32_t deviceMaxVertexBuffers,
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const uint32_t deviceMaxVertexBuffers,
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std::vector<WebGPUVertexBufferInfo::WebGPUSlotBindingInfo>& outWebGPUSlotBindingInfos,
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std::vector<wgpu::VertexBufferLayout>& outVertexBufferLayouts,
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std::array<AttributeInfo, MAX_VERTEX_ATTRIBUTE_COUNT>& outAttributeInfos) {
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std::array<AttributeInfo, MAX_VERTEX_ATTRIBUTE_COUNT>& outAttributeInfos,
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uint8_t& outActualAttributeCount) {
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uint8_t currentWebGPUSlotIndex = 0;
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uint8_t currentAttributeIndex = 0;
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outVertexBufferLayouts.reserve(MAX_VERTEX_BUFFER_COUNT);
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outWebGPUSlotBindingInfos.reserve(outVertexBufferLayouts.capacity());
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for (uint32_t attributeIndex = 0; attributeIndex < attributes.size(); ++attributeIndex) {
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const auto& attribute = attributes[attributeIndex];
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if (attribute.buffer == Attribute::BUFFER_UNUSED) {
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// We ignore "unused" attributes, ones not associated with a buffer. If a shader
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// references such an attribute we have a bug one way or another. Either the API/CPU
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// will produce an error (best case scenario), where an attribute is referenced in the
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// shader but not provided by the backend API (CPU-side), or the shader would be getting
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// junk/undefined data from the GPU, since we do not have a valid buffer of data to
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// provide to the shader/GPU.
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continue;
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// Find a valid attribute to use as a dummy for unused slots (typically POSITION at index 0)
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Attribute dummyAttribute{};
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bool hasDummy = false;
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for (uint32_t i = 0; i < attributes.size(); ++i) {
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if (attributes[i].buffer != Attribute::BUFFER_UNUSED) {
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dummyAttribute = attributes[i];
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hasDummy = true;
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break;
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}
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const bool isInteger = attribute.flags & Attribute::FLAG_INTEGER_TARGET;
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const bool isNormalized = attribute.flags & Attribute::FLAG_NORMALIZED;
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const wgpu::VertexFormat vertexFormat =
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getVertexFormat(attribute.type, isNormalized, isInteger);
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}
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/*
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* WebGPU Strict Validation Workaround:
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*
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* 1. Completeness: WebGPU requires ALL shader-declared attributes to exist in the Pipeline's
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* VertexState, even if unused by a specific mesh variant (e.g., BONE_WEIGHTS).
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* 2. Stride Boundary: Offset + Format_Size <= arrayStride.
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*
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* If we omit an unused attribute, WebGPU crashes (violates 1).
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* If we pad it as Float32x4 (16 bytes) into Slot 0 (e.g., Position, stride 12), WebGPU crashes
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* (violates 2):
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*
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* [ Slot 0 Stride: 12 bytes ]
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* |-------POSITION--------|
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* |------ BONE_WEIGHTS (Float32x4 = 16b) -----| <-- OVERFLOWS STRIDE!
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*
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* FIX: We alias unused attributes into Slot 0 as a 4-byte format (Float32 or Uint32).
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*
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* [ Slot 0 Stride: 12 bytes ]
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* |-------POSITION--------|
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* |-BONE-| <-- (Float32 = 4b) Safely fits inside the 12-byte stride!
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*
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* WebGPU safely promotes the 4-byte Float32 into a WGSL vec4<f32> as (x, 0.0, 0.0, 1.0).
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*/
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for (uint32_t attributeIndex = 0; attributeIndex < attributes.size(); ++attributeIndex) {
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auto attribute = attributes[attributeIndex];
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wgpu::VertexFormat vertexFormat;
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if (attribute.buffer == Attribute::BUFFER_UNUSED) {
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if (!hasDummy) {
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continue;
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}
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// HACK: Re-use the dummy buffer for disabled attributes to satisfy WebGPU validation.
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// Filament's shaders expect vec4 or uvec4. We provide a dummy format.
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const bool isInteger = attribute.flags & Attribute::FLAG_INTEGER_TARGET;
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vertexFormat = isInteger ? wgpu::VertexFormat::Uint8x4 : wgpu::VertexFormat::Unorm8x4;
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attribute = dummyAttribute;
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} else {
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const bool isInteger = attribute.flags & Attribute::FLAG_INTEGER_TARGET;
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const bool isNormalized = attribute.flags & Attribute::FLAG_NORMALIZED;
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vertexFormat = getVertexFormat(attribute.type, isNormalized, isInteger);
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}
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uint8_t existingSlot = INVALID_SLOT_INDEX;
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for (uint32_t slot = 0; slot < currentWebGPUSlotIndex; slot++) {
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WebGPUVertexBufferInfo::WebGPUSlotBindingInfo const& info =
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outWebGPUSlotBindingInfos[slot];
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// We consider attributes to be in the same slot/layout only if they belong to the
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// same buffer and are interleaved; they cannot belong to separate partitions in the
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// same buffer, for example.
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// For the attributes to be interleaved, the stride must match (among other things).
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// The attribute offset being less than the slot's/layout's buffer offset indicates
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// that it is in a separate partition before this slot/layout, thus not part of it.
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// The difference from the attribute's offset and this slot's/layout's buffer offset
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// being greater than the stride indicates it is in a separate partition after this
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// slot/layout, thus not part of it.
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if (info.sourceBufferIndex == attribute.buffer && info.stride == attribute.stride &&
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attribute.offset >= info.bufferOffset &&
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((attribute.offset - info.bufferOffset) < attribute.stride)) {
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@@ -269,26 +300,18 @@ void createBufferLayoutsBindingSlotsAndAttributeInfos(AttributeArray const& attr
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}
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}
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if (existingSlot == INVALID_SLOT_INDEX) {
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// New combination, use a new WebGPU slot
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FILAMENT_CHECK_PRECONDITION(currentWebGPUSlotIndex < MAX_VERTEX_BUFFER_COUNT &&
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currentWebGPUSlotIndex < deviceMaxVertexBuffers)
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<< "Number of vertex buffer layouts must not exceed MAX_VERTEX_BUFFER_COUNT ("
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<< MAX_VERTEX_BUFFER_COUNT << ") or the device limit ("
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<< deviceMaxVertexBuffers << ")";
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existingSlot = currentWebGPUSlotIndex++;
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outWebGPUSlotBindingInfos.push_back({
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.sourceBufferIndex = attribute.buffer,
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outWebGPUSlotBindingInfos.push_back({ .sourceBufferIndex = attribute.buffer,
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.bufferOffset = attribute.offset,
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.stride = attribute.stride });
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// we need to have a vertex buffer layout for each slot
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outVertexBufferLayouts.push_back({
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.stepMode = wgpu::VertexStepMode::Vertex,
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.arrayStride = attribute.stride
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// we do not know attributeCount or attributes at this time. We get those
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// in a subsequent pass over the attributeInfos we collect in this loop.
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});
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outVertexBufferLayouts.push_back(
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{ .stepMode = wgpu::VertexStepMode::Vertex, .arrayStride = attribute.stride });
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}
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// we don't use a designated initializer here because certain compilers can't handle it
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outAttributeInfos[currentAttributeIndex++] = AttributeInfo(
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existingSlot,
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{
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@@ -297,9 +320,8 @@ void createBufferLayoutsBindingSlotsAndAttributeInfos(AttributeArray const& attr
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attribute.offset - outWebGPUSlotBindingInfos[existingSlot].bufferOffset,
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.shaderLocation = attributeIndex });
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}
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FILAMENT_CHECK_POSTCONDITION(currentAttributeIndex == attributeCount)
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<< "Using " << currentAttributeIndex << " attributes, but " << attributeCount
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<< " where indicated.";
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outActualAttributeCount = currentAttributeIndex;
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outVertexBufferLayouts.shrink_to_fit();
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outWebGPUSlotBindingInfos.shrink_to_fit();
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}
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@@ -316,21 +338,21 @@ WebGPUVertexBufferInfo::WebGPUVertexBufferInfo(const uint8_t bufferCount,
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<< ") exceeds Filament's MAX_VERTEX_ATTRIBUTE_COUNT limit ("
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<< MAX_VERTEX_ATTRIBUTE_COUNT << ") and/or the device's limit ("
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<< deviceLimits.maxVertexAttributes << ")";
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mVertexAttributes.reserve(attributeCount);
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mVertexAttributes.reserve(MAX_VERTEX_ATTRIBUTE_COUNT); // Reserve max as we might add dummies
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if (attributeCount == 0) {
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mVertexBufferLayouts.resize(0);
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mWebGPUSlotBindingInfos.resize(0);
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return; // should not be possible, but being defensive. nothing to do otherwise
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}
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std::array<AttributeInfo, MAX_VERTEX_ATTRIBUTE_COUNT> attributeInfos{};
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createBufferLayoutsBindingSlotsAndAttributeInfos(attributes, attributeCount,
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deviceLimits.maxVertexBuffers, mWebGPUSlotBindingInfos, mVertexBufferLayouts,
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attributeInfos);
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uint8_t actualAttributeCount = 0;
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createBufferLayoutsBindingSlotsAndAttributeInfos(attributes, deviceLimits.maxVertexBuffers,
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mWebGPUSlotBindingInfos, mVertexBufferLayouts, attributeInfos, actualAttributeCount);
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// sort attribute infos by increasing slot (by increasing offset within each slot).
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// We do this to ensure that attributes for the same slot/layout are contiguous in
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// the vector, so the vertex buffer layout associated with these contiguous attributes
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// can directly reference them in the mVertexAttributes vector below.
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std::sort(attributeInfos.data(), attributeInfos.data() + attributeCount,
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std::sort(attributeInfos.data(), attributeInfos.data() + actualAttributeCount,
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[](AttributeInfo const& first, AttributeInfo const& second) {
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if (first.slot < second.slot) {
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return true;
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@@ -344,7 +366,7 @@ WebGPUVertexBufferInfo::WebGPUVertexBufferInfo(const uint8_t bufferCount,
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});
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// populate mVertexAttributes and update mVertexBufferLayouts to reference the correct
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// attributes in it (which will be contiguous in memory as ensured by the sorting above)...
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for (uint32_t attributeIndex = 0; attributeIndex < attributeCount; ++attributeIndex) {
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for (uint32_t attributeIndex = 0; attributeIndex < actualAttributeCount; ++attributeIndex) {
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AttributeInfo const& info = attributeInfos[attributeIndex];
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mVertexAttributes.push_back(info.attribute);
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if (mVertexBufferLayouts[info.slot].attributeCount == 0) {
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@@ -881,14 +881,6 @@ utils::io::sstream& CodeGenerator::generateSpecializationConstant(utils::io::sst
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static const char* types[] = { "int", "float", "bool" };
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// Spec constants aren't fully supported in Tint,
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// workaround until https://issues.chromium.org/issues/42250586 is resolved
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if (mTargetApi == TargetApi::WEBGPU) {
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std::string const variableName = "FILAMENT_SPEC_CONST_" + std::to_string(id) + "_" + name;
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out << " const " << types[value.index()] << " " << variableName << " = " << constantString << ";\n";
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out << types[value.index()] << " " << name << " = " << variableName << ";\n";
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return out;
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}
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if (mTargetLanguage == MaterialBuilderBase::TargetLanguage::SPIRV) {
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out << "layout (constant_id = " << id << ") const "
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<< types[value.index()] << " " << name << " = " << constantString << ";\n";
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3
third_party/dawn/tnt/CMakeLists.txt
vendored
3
third_party/dawn/tnt/CMakeLists.txt
vendored
@@ -52,8 +52,6 @@ if (ANDROID AND FILAMENT_BUILD_FILAMAT)
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tint_lang_spirv_intrinsic
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tint_lang_spirv_ir
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tint_lang_spirv_reader
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tint_lang_spirv_reader_ast_lower
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tint_lang_spirv_reader_ast_parser
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tint_lang_spirv_reader_common
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tint_lang_spirv_reader_lower
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tint_lang_spirv_reader_parser
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@@ -77,6 +75,7 @@ if (ANDROID AND FILAMENT_BUILD_FILAMAT)
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tint_utils_rtti
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tint_utils_strconv
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tint_utils_symbol
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tint_utils_system
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tint_utils_text
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tint_utils_text_generator
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)
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Reference in New Issue
Block a user