HLSL: Add location offsets per resource type
This PR adds the ability to offset sampler, texture, and UBO bindings from provided base bindings, and to auto-number bindings that are not provided with explicit register numbers. The mechanism works as follows: - Offsets may be given on the command line for all stages, or individually for one or more single stages, in which case the offset will be auto-selected according to the stage being compiled. There is also an API to set them. The new command line options are --shift-sampler-binding, --shift-texture-binding, and --shift-UBO-binding. - Uniforms which are not given explicit bindings in the source code are auto-numbered if and only if they are in live code as determined by the algorithm used to build the reflection database, and the --auto-map-bindings option is given. This auto-numbering avoids using any binding slots which were explicitly provided in the code, whether or not that explicit use was live. E.g, "uniform Texture1D foo : register(t3);" with --shift-texture-binding 10 will reserve binding 13, whether or not foo is used in live code. - Shorter synonyms for the command line options are available. See the --help output. The testing infrastructure is slightly extended to allow use of the binding offset API, and two new tests spv.register.(no)autoassign.frag are added for comparing the resulting SPIR-V.
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13 changed files with 1191 additions and 10 deletions
249
glslang/MachineIndependent/iomapper.cpp
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249
glslang/MachineIndependent/iomapper.cpp
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//
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//Copyright (C) 2016 LunarG, Inc.
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//
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//All rights reserved.
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//
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//Redistribution and use in source and binary forms, with or without
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//modification, are permitted provided that the following conditions
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//are met:
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//
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// Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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//
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// Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following
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// disclaimer in the documentation and/or other materials provided
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// with the distribution.
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//
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// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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//"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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//LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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//INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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//BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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//CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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//POSSIBILITY OF SUCH DAMAGE.
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//
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#include "../Include/Common.h"
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#include "iomapper.h"
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#include "LiveTraverser.h"
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#include "localintermediate.h"
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#include "gl_types.h"
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#include <unordered_set>
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#include <unordered_map>
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//
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// Map IO bindings.
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//
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// High-level algorithm for one stage:
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//
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// 1. Traverse all code (live+dead) to find the explicitly provided bindings.
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//
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// 2. Traverse (just) the live code to determine which non-provided bindings
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// require auto-numbering. We do not auto-number dead ones.
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//
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// 3. Traverse all the code to apply the bindings:
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// a. explicitly given bindings are offset according to their type
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// b. implicit live bindings are auto-numbered into the holes, using
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// any open binding slot.
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// c. implicit dead bindings are left un-bound.
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//
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namespace glslang {
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// Map of IDs to bindings
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typedef std::unordered_map<unsigned int, int> TBindingMap;
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typedef std::unordered_set<int> TUsedBindings;
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// This traverses the AST to determine which bindings are used, and which are implicit
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// (for subsequent auto-numbering)
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class TBindingTraverser : public TLiveTraverser {
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public:
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TBindingTraverser(const TIntermediate& i, TBindingMap& bindingMap, TUsedBindings& usedBindings,
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bool traverseDeadCode = false) :
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TLiveTraverser(i, traverseDeadCode),
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bindingMap(bindingMap),
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usedBindings(usedBindings)
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{ }
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protected:
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virtual void visitSymbol(TIntermSymbol* base) {
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if (base->getQualifier().storage == EvqUniform)
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addUniform(*base);
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}
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// Return the right binding base given the variable type.
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int getBindingBase(const TType& type) {
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if (type.getBasicType() == EbtSampler) {
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const TSampler& sampler = type.getSampler();
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if (sampler.isPureSampler())
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return intermediate.getShiftSamplerBinding();
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if (sampler.isTexture())
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return intermediate.getShiftTextureBinding();
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}
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if (type.getQualifier().isUniformOrBuffer())
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return intermediate.getShiftUboBinding();
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return -1; // not a type with a binding
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}
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// Mark a given base symbol ID as being bound to 'binding'
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void markBinding(const TIntermSymbol& base, int binding) {
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bindingMap[base.getId()] = binding;
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if (binding >= 0) {
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// const TType& type = base.getType();
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const unsigned int size = 1; // type.isArray() ? type.getCumulativeArraySize() : 1;
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for (unsigned int offset=0; offset<size; ++offset)
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usedBindings.insert(binding + offset);
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}
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}
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// Mark the bindings that are given explicitly, and set ones that need
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// implicit bindings to -1 for a subsequent pass. (Can't happen in this
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// pass because explicit bindings in dead code reserve the location).
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virtual void addUniform(TIntermSymbol& base)
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{
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// Skip ones we've already seen.
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if (bindingMap.find(base.getId()) != bindingMap.end())
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return;
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const TType& type = base.getType();
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const int bindingBase = getBindingBase(type);
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// Return if it's not a type we bind
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if (bindingBase == -1)
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return;
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if (type.getQualifier().hasBinding()) {
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// It has a binding: keep that one.
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markBinding(base, type.getQualifier().layoutBinding + bindingBase);
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} else if (!traverseAll) {
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// Mark it as something we need to dynamically create a binding for,
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// only if we're walking just the live code. We don't auto-number
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// in dead code.
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markBinding(base, -1);
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}
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}
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TBindingMap& bindingMap;
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TUsedBindings& usedBindings;
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};
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// This traverses the AST and applies binding maps it's given.
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class TIoMappingTraverser : public TBindingTraverser {
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public:
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TIoMappingTraverser(TIntermediate& i, TBindingMap& bindingMap, TUsedBindings& usedBindings,
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bool traverseDeadCode) :
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TBindingTraverser(i, bindingMap, usedBindings, traverseDeadCode),
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nextBinding(1)
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{ }
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protected:
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void addUniform(TIntermSymbol& base) override
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{
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// Skip things we don't intend to bind.
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if (bindingMap.find(base.getId()) == bindingMap.end())
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return;
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const int existingBinding = bindingMap[base.getId()];
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// Apply existing binding, if we were given one or already made one up.
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if (existingBinding != -1) {
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base.getWritableType().getQualifier().layoutBinding = existingBinding;
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return;
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}
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if (intermediate.getAutoMapBindings()) {
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// Otherwise, find a free spot for it.
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const int freeBinding = getFreeBinding(base.getType());
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markBinding(base, freeBinding);
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base.getWritableType().getQualifier().layoutBinding = freeBinding;
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}
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}
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// Search for N free consecutive binding slots in [base, base+required).
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// E.g, if we want to reserve consecutive bindings for flattened arrays.
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bool hasNFreeSlots(int base, int required) {
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for (int binding = base; binding < (base + required); ++binding)
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if (usedBindings.find(binding) != usedBindings.end())
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return false;
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return true;
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}
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// Find a free binding spot
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int getFreeBinding(const TType&) {
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while (!hasNFreeSlots(nextBinding, 1))
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++nextBinding;
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return nextBinding;
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}
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int nextBinding;
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};
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// Map I/O variables to provided offsets, and make bindings for
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// unbound but live variables.
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//
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// Returns false if the input is too malformed to do this.
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bool TIoMapper::addStage(EShLanguage, TIntermediate& intermediate)
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{
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// Trivial return if there is nothing to do.
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if (intermediate.getShiftSamplerBinding() == 0 &&
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intermediate.getShiftTextureBinding() == 0 &&
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intermediate.getShiftUboBinding() == 0 &&
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intermediate.getAutoMapBindings() == false)
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return true;
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if (intermediate.getNumEntryPoints() != 1 || intermediate.isRecursive())
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return false;
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TIntermNode* root = intermediate.getTreeRoot();
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if (root == nullptr)
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return false;
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// The lifetime of this data spans several passes.
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TBindingMap bindingMap;
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TUsedBindings usedBindings;
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TBindingTraverser it_binding_all(intermediate, bindingMap, usedBindings, true);
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TBindingTraverser it_binding_live(intermediate, bindingMap, usedBindings, false);
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TIoMappingTraverser it_iomap(intermediate, bindingMap, usedBindings, true);
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// Traverse all (live+dead) code to find explicit bindings, so we can avoid those.
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root->traverse(&it_binding_all);
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// Traverse just live code to find things that need implicit bindings.
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it_binding_live.pushFunction(intermediate.getEntryPointMangledName().c_str());
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while (! it_binding_live.functions.empty()) {
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TIntermNode* function = it_binding_live.functions.back();
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it_binding_live.functions.pop_back();
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function->traverse(&it_binding_live);
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}
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// Bind everything that needs a binding and doesn't have one.
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root->traverse(&it_iomap);
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return true;
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}
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} // end namespace glslang
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