intel: Support GLSL compiling in less intrusive way

Removed all the extension semantics. Support for compiling GLSL in the
driver is intended to be a tempory feature and these changes minimize
the impact on the driver and make it easier to remove in the future.
This commit is contained in:
Courtney Goeltzenleuchter 2014-10-10 16:29:46 -06:00
parent 645f95552f
commit 7c667cdc89
4 changed files with 56 additions and 66 deletions

View File

@ -64,7 +64,6 @@
using namespace std;
#include <xgl.h>
#include <xglIntelExt.h>
#include "gtest-1.7.0/include/gtest/gtest.h"
#include "xgldevice.h"
@ -440,6 +439,7 @@ void XglRenderTest::DrawTriangleTest()
std::vector<unsigned int> bil;
XGL_SHADER_CREATE_INFO createInfo;
XGL_SHADER shader;
size_t shader_len;
XGL_IMAGE m_image;
XGL_COLOR_ATTACHMENT_VIEW m_targetView;
XGL_IMAGE_VIEW_ATTACH_INFO m_imageInfo;
@ -563,46 +563,32 @@ void XglRenderTest::DrawTriangleTest()
" vertices[2] = vec2( 0.0, 1.0);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *vertShader2 =
"#version 330\n"
"out vec4 color;\n"
"out vec4 scale;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" vec4 colors[3];\n"
" colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
" colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
" colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
" color = colors[int(mod(gl_VertexID, 3))];\n"
" scale = vec4(1.0, 1.0, 1.0, 1.0);\n"
" gl_Position = vec4(vertices[int(mod(gl_VertexID, 3))], 0.0, 1.0);\n"
"}\n";
createInfo.sType = XGL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
createInfo.pNext = NULL;
if (this->m_device->extension_exist("XGL_COMPILE_GLSL")) {
XGL_INTEL_COMPILE_GLSL glsl_header;
shader_len = strlen(vertShaderText);
createInfo.codeSize = 3 * sizeof(uint32_t) + shader_len + 1;
createInfo.pCode = malloc(createInfo.codeSize);
createInfo.flags = 0;
/* try version 0 first: XGL_PIPELINE_SHADER_STAGE followed by GLSL */
((uint32_t *) createInfo.pCode)[0] = ICD_BIL_MAGIC;
((uint32_t *) createInfo.pCode)[1] = 0;
((uint32_t *) createInfo.pCode)[2] = XGL_SHADER_STAGE_VERTEX;
memcpy(((uint32_t *) createInfo.pCode + 3), vertShaderText, shader_len + 1);
err = xglCreateShader(device(), &createInfo, &shader);
if (err) {
free((void *) createInfo.pCode);
glsl_header.stage = XGL_SHADER_STAGE_VERTEX;
glsl_header.pCode = vertShader2;
// Driver has extended CreateShader to process GLSL
createInfo.sType = (XGL_STRUCTURE_TYPE) XGL_INTEL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
createInfo.pCode = &glsl_header;
createInfo.codeSize = strlen(vertShader2);
createInfo.flags = 0;
} else {
// Use Reference GLSL to BIL compiler
GLSLtoBIL(XGL_SHADER_STAGE_VERTEX, vertShader2, bil);
GLSLtoBIL(XGL_SHADER_STAGE_VERTEX, vertShaderText, bil);
createInfo.pCode = bil.data();
createInfo.codeSize = bil.size() * sizeof(unsigned int);
createInfo.flags = 0;
err = xglCreateShader(device(), &createInfo, &shader);
}
err = xglCreateShader(device(), &createInfo, &vs);
ASSERT_XGL_SUCCESS(err);
vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
@ -621,37 +607,32 @@ void XglRenderTest::DrawTriangleTest()
"void main() {\n"
" gl_FragColor = foo;\n"
"}\n";
static const char *fragShader2 =
"#version 430\n"
"in vec4 color;\n"
"in vec4 scale;\n"
"layout(location = 0) uniform vec4 foo;\n"
"void main() {\n"
" gl_FragColor = color * scale + foo;\n"
"}\n";
createInfo.sType = XGL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
createInfo.pNext = NULL;
if (this->m_device->extension_exist("XGL_COMPILE_GLSL")) {
XGL_INTEL_COMPILE_GLSL glsl_header;
shader_len = strlen(fragShaderText);
createInfo.codeSize = 3 * sizeof(uint32_t) + shader_len + 1;
createInfo.pCode = malloc(createInfo.codeSize);
createInfo.flags = 0;
/* try version 0 first: XGL_PIPELINE_SHADER_STAGE followed by GLSL */
((uint32_t *) createInfo.pCode)[0] = ICD_BIL_MAGIC;
((uint32_t *) createInfo.pCode)[1] = 0;
((uint32_t *) createInfo.pCode)[2] = XGL_SHADER_STAGE_VERTEX;
memcpy(((uint32_t *) createInfo.pCode + 3), fragShaderText, shader_len + 1);
err = xglCreateShader(device(), &createInfo, &ps);
if (err) {
free((void *) createInfo.pCode);
glsl_header.stage = XGL_SHADER_STAGE_FRAGMENT;
glsl_header.pCode = fragShader2;
// Driver has extended CreateShader to process GLSL
createInfo.sType = (XGL_STRUCTURE_TYPE) XGL_INTEL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
createInfo.pCode = &glsl_header;
createInfo.codeSize = strlen(fragShader2);
createInfo.flags = 0;
} else {
// Use Reference GLSL to BIL compiler
GLSLtoBIL(XGL_SHADER_STAGE_FRAGMENT, fragShader2, bil);
GLSLtoBIL(XGL_SHADER_STAGE_VERTEX, fragShaderText, bil);
createInfo.pCode = bil.data();
createInfo.codeSize = bil.size() * sizeof(unsigned int);
createInfo.flags = 0;
err = xglCreateShader(device(), &createInfo, &ps);
}
err = xglCreateShader(device(), &createInfo, &ps);
ASSERT_XGL_SUCCESS(err);
ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;

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@ -61,7 +61,6 @@
using namespace std;
#include <xgl.h>
#include <xglIntelExt.h>
#include "gtest-1.7.0/include/gtest/gtest.h"
#include "xgldevice.h"

View File

@ -26,7 +26,6 @@
*/
#include "xglrenderframework.h"
#include "xglIntelExt.h"
XglRenderFramework::XglRenderFramework() :
m_colorBlend( XGL_NULL_HANDLE ),
@ -234,33 +233,43 @@ void XglRenderFramework::CreateShader(XGL_PIPELINE_SHADER_STAGE stage,
const char *shader_code,
XGL_SHADER *pshader)
{
XGL_RESULT err;
XGL_RESULT err = XGL_SUCCESS;
std::vector<unsigned int> bil;
XGL_SHADER_CREATE_INFO createInfo;
size_t shader_len;
XGL_SHADER shader;
createInfo.sType = XGL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
createInfo.pNext = NULL;
if (!this->m_use_bil && this->m_device->extension_exist("XGL_COMPILE_GLSL")) {
XGL_INTEL_COMPILE_GLSL glsl_header;
glsl_header.stage = stage;
glsl_header.pCode = shader_code;
// Driver has extended CreateShader to process GLSL
createInfo.sType = (XGL_STRUCTURE_TYPE) XGL_INTEL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
createInfo.pCode = &glsl_header;
createInfo.codeSize = strlen(shader_code);
if (!this->m_use_bil) {
shader_len = strlen(shader_code);
createInfo.codeSize = 3 * sizeof(uint32_t) + shader_len + 1;
createInfo.pCode = malloc(createInfo.codeSize);
createInfo.flags = 0;
} else {
/* try version 0 first: XGL_PIPELINE_SHADER_STAGE followed by GLSL */
((uint32_t *) createInfo.pCode)[0] = ICD_BIL_MAGIC;
((uint32_t *) createInfo.pCode)[1] = 0;
((uint32_t *) createInfo.pCode)[2] = stage;
memcpy(((uint32_t *) createInfo.pCode + 3), shader_code, shader_len + 1);
err = xglCreateShader(device(), &createInfo, &shader);
if (err) {
free((void *) createInfo.pCode);
}
}
// Only use BIL if GLSL compile fails or it's requested via m_use_bil
if (this->m_use_bil || err) {
// Use Reference GLSL to BIL compiler
GLSLtoBIL(stage, shader_code, bil);
createInfo.pCode = bil.data();
createInfo.codeSize = bil.size() * sizeof(unsigned int);
createInfo.flags = 0;
err = xglCreateShader(device(), &createInfo, &shader);
}
err = xglCreateShader(device(), &createInfo, &shader);
ASSERT_XGL_SUCCESS(err);
*pshader = shader;

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@ -27,6 +27,7 @@
#include "xglimage.h"
#include "ShaderLang.h"
#include "GLSL450Lib.h"
#include "icd-bil.h"
#include <stdlib.h>
#include <stdio.h>