* minimal backend support for compute - added api to dispatch a compute shader - added api to create and bind a ssbo - added api to read back a buffer Only implemented in the gl backend * Add a backend compute test suite * basic support for compute shaders in matc this is still very much work-in-progress. We're not supporting images nor ssbo for now. * rename UniformInterfaceBlock to BufferInterfaceBlock * augment BufferInterfaceBlock to support ssbo features - add support for std430 - add support for ssbo - add support for variable-size array - add support for memory qualifiers * reformat MaterialBuilder * material format: move subpasses outside of parameters subpasses now are their own json property instead of being a "parameter". * refactor parameter() methods to match Buffer/SamplerInterfaceBlock We're just shuffling the arguments. * add support for buffers in .mat files * filamat now generates buffer blocks (ssbo) * take feature level into consideration when optimizing shaders * don't store the 'uniform binding' chunk for level 2 materials this includes some refactoring/cleanups of MaterialParser * matinfo: fixes for compute - separate subpasses from parameters - don't attempt to print material properties
188 lines
4.8 KiB
C++
188 lines
4.8 KiB
C++
/*
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* Copyright (C) 2019 The Android Open Source Project
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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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*/
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#include <matdbg/ShaderInfo.h>
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#include <filaflat/ChunkContainer.h>
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#include <filaflat/DictionaryReader.h>
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#include <filaflat/MaterialChunk.h>
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#include <filaflat/Unflattener.h>
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#include <filament/MaterialChunkType.h>
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#include <filament/MaterialEnums.h>
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#include <backend/DriverEnums.h>
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namespace filament::matdbg {
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using namespace backend;
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using namespace filaflat;
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using namespace filamat;
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using namespace utils;
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size_t getShaderCount(const ChunkContainer& container, ChunkType type) {
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if (!container.hasChunk(type)) {
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return 0;
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}
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auto [start, end] = container.getChunkRange(type);
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Unflattener unflattener(start, end);
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uint64_t shaderCount = 0;
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if (!unflattener.read(&shaderCount) || shaderCount == 0) {
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return 0;
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}
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return shaderCount;
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}
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bool getMetalShaderInfo(const ChunkContainer& container, ShaderInfo* info) {
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if (!container.hasChunk(ChunkType::MaterialMetal)) {
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return true;
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}
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auto [start, end] = container.getChunkRange(ChunkType::MaterialMetal);
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Unflattener unflattener(start, end);
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uint64_t shaderCount = 0;
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if (!unflattener.read(&shaderCount) || shaderCount == 0) {
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return false;
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}
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for (uint64_t i = 0; i < shaderCount; i++) {
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uint8_t shaderModelValue;
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Variant variant;
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uint8_t pipelineStageValue;
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uint32_t offsetValue;
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if (!unflattener.read(&shaderModelValue)) {
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return false;
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}
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if (!unflattener.read(&variant)) {
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return false;
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}
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if (!unflattener.read(&pipelineStageValue)) {
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return false;
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}
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if (!unflattener.read(&offsetValue)) {
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return false;
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}
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*info++ = {
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.shaderModel = ShaderModel(shaderModelValue),
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.variant = variant,
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.pipelineStage = ShaderStage(pipelineStageValue),
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.offset = offsetValue
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};
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}
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return true;
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}
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bool getGlShaderInfo(const ChunkContainer& container, ShaderInfo* info) {
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if (!container.hasChunk(ChunkType::MaterialGlsl)) {
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return true;
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}
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auto [start, end] = container.getChunkRange(ChunkType::MaterialGlsl);
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Unflattener unflattener(start, end);
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uint64_t shaderCount;
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if (!unflattener.read(&shaderCount) || shaderCount == 0) {
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return false;
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}
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for (uint64_t i = 0; i < shaderCount; i++) {
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uint8_t shaderModelValue;
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Variant variant;
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uint8_t pipelineStageValue;
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uint32_t offsetValue;
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if (!unflattener.read(&shaderModelValue)) {
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return false;
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}
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if (!unflattener.read(&variant)) {
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return false;
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}
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if (!unflattener.read(&pipelineStageValue)) {
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return false;
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}
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if (!unflattener.read(&offsetValue)) {
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return false;
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}
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*info++ = {
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.shaderModel = ShaderModel(shaderModelValue),
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.variant = variant,
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.pipelineStage = ShaderStage(pipelineStageValue),
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.offset = offsetValue
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};
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}
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return true;
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}
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bool getVkShaderInfo(const ChunkContainer& container, ShaderInfo* info) {
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if (!container.hasChunk(ChunkType::MaterialSpirv)) {
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return true;
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}
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auto [start, end] = container.getChunkRange(ChunkType::MaterialSpirv);
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Unflattener unflattener(start, end);
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uint64_t shaderCount;
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if (!unflattener.read(&shaderCount) || shaderCount == 0) {
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return false;
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}
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for (uint64_t i = 0; i < shaderCount; i++) {
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uint8_t shaderModelValue;
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Variant variant;
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uint8_t pipelineStageValue;
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uint32_t dictionaryIndex;
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if (!unflattener.read(&shaderModelValue)) {
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return false;
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}
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if (!unflattener.read(&variant)) {
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return false;
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}
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if (!unflattener.read(&pipelineStageValue)) {
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return false;
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}
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if (!unflattener.read(&dictionaryIndex)) {
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return false;
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}
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*info++ = {
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.shaderModel = ShaderModel(shaderModelValue),
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.variant = variant,
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.pipelineStage = ShaderStage(pipelineStageValue),
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.offset = dictionaryIndex
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};
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}
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return true;
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}
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} // namespace filament
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