Cleanup shader generation

- refactor the code so that all defines are generated in the same place
- generate common_type after all defines are generated
- protect (with defines) structures and UBOs that are not needed, based
  on the variant
This commit is contained in:
Mathias Agopian
2023-04-12 10:12:19 -07:00
committed by Mathias Agopian
parent de845d2885
commit 968c2c40fa
9 changed files with 401 additions and 306 deletions
+108 -58
View File
@@ -59,7 +59,6 @@ utils::io::sstream& CodeGenerator::generateProlog(utils::io::sstream& out, Shade
if (material.hasExternalSamplers) {
out << "#extension GL_OES_EGL_image_external_essl3 : require\n\n";
}
out << "#define TARGET_MOBILE\n";
break;
case ShaderModel::DESKTOP:
if (mTargetLanguage == TargetLanguage::SPIRV ||
@@ -85,28 +84,45 @@ utils::io::sstream& CodeGenerator::generateProlog(utils::io::sstream& out, Shade
<< ") in;\n\n";
}
if (mTargetApi == TargetApi::VULKAN) {
out << "#define TARGET_VULKAN_ENVIRONMENT\n";
}
if (mTargetApi == TargetApi::METAL) {
out << "#define TARGET_METAL_ENVIRONMENT\n";
}
if (mTargetApi == TargetApi::OPENGL && mShaderModel == ShaderModel::MOBILE) {
out << "#define TARGET_GLES_ENVIRONMENT\n";
}
if (mTargetApi == TargetApi::OPENGL && mShaderModel == ShaderModel::DESKTOP) {
out << "#define TARGET_GL_ENVIRONMENT\n";
switch (mShaderModel) {
case ShaderModel::MOBILE:
out << "#define TARGET_MOBILE\n";
break;
case ShaderModel::DESKTOP:
break;
}
out << '\n';
if (mTargetLanguage == TargetLanguage::SPIRV) {
out << "#define FILAMENT_VULKAN_SEMANTICS\n";
switch (mTargetApi) {
case TargetApi::OPENGL:
switch (mShaderModel) {
case ShaderModel::MOBILE:
out << "#define TARGET_GLES_ENVIRONMENT\n";
break;
case ShaderModel::DESKTOP:
out << "#define TARGET_GL_ENVIRONMENT\n";
break;
}
break;
case TargetApi::VULKAN:
out << "#define TARGET_VULKAN_ENVIRONMENT\n";
break;
case TargetApi::METAL:
out << "#define TARGET_METAL_ENVIRONMENT\n";
break;
case TargetApi::ALL:
// invalid should never happen
break;
}
if (mTargetLanguage == TargetLanguage::GLSL) {
out << "#define FILAMENT_OPENGL_SEMANTICS\n";
switch (mTargetLanguage) {
case TargetLanguage::GLSL:
out << "#define FILAMENT_OPENGL_SEMANTICS\n";
break;
case TargetLanguage::SPIRV:
out << "#define FILAMENT_VULKAN_SEMANTICS\n";
break;
}
out << '\n';
if (mTargetApi == TargetApi::VULKAN ||
mTargetApi == TargetApi::METAL ||
(mTargetApi == TargetApi::OPENGL && mShaderModel == ShaderModel::DESKTOP) ||
@@ -114,7 +130,34 @@ utils::io::sstream& CodeGenerator::generateProlog(utils::io::sstream& out, Shade
out << "#define FILAMENT_HAS_FEATURE_TEXTURE_GATHER\n";
}
Precision defaultPrecision = getDefaultPrecision(stage);
if (stage == ShaderStage::VERTEX) {
CodeGenerator::generateDefine(out, "FLIP_UV_ATTRIBUTE", material.flipUV);
CodeGenerator::generateDefine(out, "LEGACY_MORPHING", material.useLegacyMorphing);
}
if (stage == ShaderStage::VERTEX) {
generateDefine(out, "VARYING", "out");
} else if (stage == ShaderStage::FRAGMENT) {
generateDefine(out, "VARYING", "in");
}
auto getShadingDefine = [](Shading shading) -> const char* {
switch (shading) {
case Shading::LIT: return "SHADING_MODEL_LIT";
case Shading::UNLIT: return "SHADING_MODEL_UNLIT";
case Shading::SUBSURFACE: return "SHADING_MODEL_SUBSURFACE";
case Shading::CLOTH: return "SHADING_MODEL_CLOTH";
case Shading::SPECULAR_GLOSSINESS: return "SHADING_MODEL_SPECULAR_GLOSSINESS";
}
};
CodeGenerator::generateDefine(out, getShadingDefine(material.shading), true);
generateQualityDefine(out, material.quality);
// precision qualifiers
out << '\n';
Precision const defaultPrecision = getDefaultPrecision(stage);
const char* precision = getPrecisionQualifier(defaultPrecision);
out << "precision " << precision << " float;\n";
out << "precision " << precision << " int;\n";
@@ -146,11 +189,6 @@ utils::io::sstream& CodeGenerator::generateProlog(utils::io::sstream& out, Shade
out << '\n';
out << SHADERS_COMMON_DEFINES_GLSL_DATA;
if (stage != ShaderStage::COMPUTE) {
out << '\n';
out << SHADERS_COMMON_TYPES_GLSL_DATA;
}
out << "\n";
return out;
}
@@ -159,25 +197,24 @@ Precision CodeGenerator::getDefaultPrecision(ShaderStage stage) const {
switch (stage) {
case ShaderStage::VERTEX:
return Precision::HIGH;
break;
case ShaderStage::FRAGMENT:
if (mShaderModel < ShaderModel::DESKTOP) {
return Precision::MEDIUM;
} else {
return Precision::HIGH;
switch (mShaderModel) {
case ShaderModel::MOBILE:
return Precision::MEDIUM;
case ShaderModel::DESKTOP:
return Precision::HIGH;
}
break;
case ShaderStage::COMPUTE:
return Precision::HIGH;
break;
}
}
Precision CodeGenerator::getDefaultUniformPrecision() const {
if (mShaderModel < ShaderModel::DESKTOP) {
return Precision::MEDIUM;
} else {
return Precision::HIGH;
switch (mShaderModel) {
case ShaderModel::MOBILE:
return Precision::MEDIUM;
case ShaderModel::DESKTOP:
return Precision::HIGH;
}
}
@@ -186,6 +223,23 @@ io::sstream& CodeGenerator::generateEpilog(io::sstream& out) {
return out;
}
io::sstream& CodeGenerator::generateCommonTypes(io::sstream& out, ShaderStage stage) {
out << '\n';
switch (stage) {
case ShaderStage::VERTEX:
out << '\n';
out << SHADERS_COMMON_TYPES_GLSL_DATA;
break;
case ShaderStage::FRAGMENT:
out << '\n';
out << SHADERS_COMMON_TYPES_GLSL_DATA;
break;
case ShaderStage::COMPUTE:
break;
}
return out;
}
io::sstream& CodeGenerator::generateShaderMain(io::sstream& out, ShaderStage stage) {
switch (stage) {
case ShaderStage::VERTEX:
@@ -210,15 +264,15 @@ io::sstream& CodeGenerator::generatePostProcessMain(io::sstream& out, ShaderStag
return out;
}
io::sstream& CodeGenerator::generateVariable(io::sstream& out, ShaderStage type,
io::sstream& CodeGenerator::generateVariable(io::sstream& out, ShaderStage stage,
const CString& name, size_t index) {
if (!name.empty()) {
if (type == ShaderStage::VERTEX) {
if (stage == ShaderStage::VERTEX) {
out << "\n#define VARIABLE_CUSTOM" << index << " " << name.c_str() << "\n";
out << "\n#define VARIABLE_CUSTOM_AT" << index << " variable_" << name.c_str() << "\n";
out << "LAYOUT_LOCATION(" << index << ") out vec4 variable_" << name.c_str() << ";\n";
} else if (type == ShaderStage::FRAGMENT) {
} else if (stage == ShaderStage::FRAGMENT) {
out << "\nLAYOUT_LOCATION(" << index << ") in highp vec4 variable_" << name.c_str() << ";\n";
}
}
@@ -231,26 +285,27 @@ io::sstream& CodeGenerator::generateShaderInputs(io::sstream& out, ShaderStage t
const char* shading = getInterpolationQualifier(interpolation);
out << "#define SHADING_INTERPOLATION " << shading << "\n";
bool hasTangents = attributes.test(VertexAttribute::TANGENTS);
bool const hasTangents = attributes.test(VertexAttribute::TANGENTS);
generateDefine(out, "HAS_ATTRIBUTE_TANGENTS", hasTangents);
bool hasColor = attributes.test(VertexAttribute::COLOR);
bool const hasColor = attributes.test(VertexAttribute::COLOR);
generateDefine(out, "HAS_ATTRIBUTE_COLOR", hasColor);
bool hasUV0 = attributes.test(VertexAttribute::UV0);
bool const hasUV0 = attributes.test(VertexAttribute::UV0);
generateDefine(out, "HAS_ATTRIBUTE_UV0", hasUV0);
bool hasUV1 = attributes.test(VertexAttribute::UV1);
bool const hasUV1 = attributes.test(VertexAttribute::UV1);
generateDefine(out, "HAS_ATTRIBUTE_UV1", hasUV1);
bool hasBoneIndices = attributes.test(VertexAttribute::BONE_INDICES);
bool const hasBoneIndices = attributes.test(VertexAttribute::BONE_INDICES);
generateDefine(out, "HAS_ATTRIBUTE_BONE_INDICES", hasBoneIndices);
bool hasBoneWeights = attributes.test(VertexAttribute::BONE_WEIGHTS);
bool const hasBoneWeights = attributes.test(VertexAttribute::BONE_WEIGHTS);
generateDefine(out, "HAS_ATTRIBUTE_BONE_WEIGHTS", hasBoneWeights);
for (int i = 0; i < MAX_CUSTOM_ATTRIBUTES; i++) {
bool hasCustom = attributes.test(VertexAttribute::CUSTOM0 + i);
UTILS_NOUNROLL
for (size_t i = 0; i < MAX_CUSTOM_ATTRIBUTES; i++) {
bool const hasCustom = attributes.test(VertexAttribute::CUSTOM0 + i);
if (hasCustom) {
generateIndexedDefine(out, "HAS_ATTRIBUTE_CUSTOM", i, 1);
}
@@ -286,10 +341,6 @@ io::sstream& CodeGenerator::generateShaderInputs(io::sstream& out, ShaderStage t
}
out << SHADERS_ATTRIBUTES_VS_DATA;
generateDefine(out, "VARYING", "out");
} else if (type == ShaderStage::FRAGMENT) {
generateDefine(out, "VARYING", "in");
}
out << SHADERS_VARYINGS_GLSL_DATA;
return out;
@@ -393,8 +444,8 @@ io::sstream& CodeGenerator::generateBufferInterfaceBlock(io::sstream& out, Shade
blockName.front() = char(std::toupper((unsigned char)blockName.front()));
instanceName.front() = char(std::tolower((unsigned char)instanceName.front()));
Precision uniformPrecision = getDefaultUniformPrecision();
Precision defaultPrecision = getDefaultPrecision(stage);
Precision const uniformPrecision = getDefaultUniformPrecision();
Precision const defaultPrecision = getDefaultPrecision(stage);
auto metalBufferBindingOffset = 0;
switch (uib.getTarget()) {
@@ -450,7 +501,7 @@ io::sstream& CodeGenerator::generateBufferInterfaceBlock(io::sstream& out, Shade
if (uib.getTarget() == BufferInterfaceBlock::Target::SSBO) {
uint8_t qualifiers = uib.getQualifier();
while (qualifiers) {
uint8_t mask = 1u << utils::ctz(unsigned(qualifiers));
uint8_t const mask = 1u << utils::ctz(unsigned(qualifiers));
switch (BufferInterfaceBlock::Qualifier(qualifiers & mask)) {
case BufferInterfaceBlock::Qualifier::COHERENT: out << "coherent "; break;
case BufferInterfaceBlock::Qualifier::WRITEONLY: out << "writeonly "; break;
@@ -575,7 +626,7 @@ void CodeGenerator::fixupExternalSamplers(
for (auto const& info : infos) {
if (info.type == SamplerType::SAMPLER_EXTERNAL) {
auto name = std::string("sampler2D ") + info.uniformName.c_str();
size_t index = shader.find(name);
size_t const index = shader.find(name);
if (index != std::string::npos) {
hasExternalSampler = true;
@@ -634,12 +685,12 @@ struct SpecializationConstantFormatter {
utils::io::sstream& CodeGenerator::generateSpecializationConstant(utils::io::sstream& out,
const char* name, uint32_t id, std::variant<int, float, bool> value) const {
std::string constantString = std::visit(SpecializationConstantFormatter(), value);
std::string const constantString = std::visit(SpecializationConstantFormatter(), value);
static const char* types[] = { "int", "float", "bool" };
if (mTargetLanguage == MaterialBuilderBase::TargetLanguage::SPIRV) {
out << "layout (constant_id = " << id << ") const "
<< types[value.index()] << " " << name << " = " << constantString << ";\n\n";
<< types[value.index()] << " " << name << " = " << constantString << ";\n";
} else {
out << "#ifndef SPIRV_CROSS_CONSTANT_ID_" << id << '\n'
<< "#define SPIRV_CROSS_CONSTANT_ID_" << id << " " << constantString << '\n'
@@ -845,8 +896,7 @@ io::sstream& CodeGenerator::generateShaderUnlit(io::sstream& out, ShaderStage ty
return out;
}
io::sstream& CodeGenerator::generateShaderReflections(utils::io::sstream& out, ShaderStage type,
filament::Variant variant) {
io::sstream& CodeGenerator::generateShaderReflections(utils::io::sstream& out, ShaderStage type) {
if (type == ShaderStage::VERTEX) {
} else if (type == ShaderStage::FRAGMENT) {
out << SHADERS_COMMON_LIGHTING_FS_DATA;