Closed xubury closed 2 years ago
After looking into the assembly, shaderc generate binding for non opaque types uniforms. Hmm, don't know why this is ok in spir-v binary form.
; Version: 1.0
; Generator: Google Shaderc over Glslang; 10
; Bound: 28
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Vertex %main "main" %_ %gl_VertexID %gl_InstanceID
OpSource GLSL 460
OpSourceExtension "GL_GOOGLE_cpp_style_line_directive"
OpSourceExtension "GL_GOOGLE_include_directive"
OpName %main "main"
OpName %gl_PerVertex "gl_PerVertex"
OpMemberName %gl_PerVertex 0 "gl_Position"
OpMemberName %gl_PerVertex 1 "gl_PointSize"
OpMemberName %gl_PerVertex 2 "gl_ClipDistance"
OpMemberName %gl_PerVertex 3 "gl_CullDistance"
OpName %_ ""
OpName %f "f"
OpName %gl_VertexID "gl_VertexID"
OpName %gl_InstanceID "gl_InstanceID"
OpMemberDecorate %gl_PerVertex 0 BuiltIn Position
OpMemberDecorate %gl_PerVertex 1 BuiltIn PointSize
OpMemberDecorate %gl_PerVertex 2 BuiltIn ClipDistance
OpMemberDecorate %gl_PerVertex 3 BuiltIn CullDistance
OpDecorate %gl_PerVertex Block
OpDecorate %f Location 0
OpDecorate %f DescriptorSet 0
OpDecorate %f Binding 0
OpDecorate %gl_VertexID BuiltIn VertexId
OpDecorate %gl_InstanceID BuiltIn InstanceId
%void = OpTypeVoid
%3 = OpTypeFunction %void
%float = OpTypeFloat 32
%v4float = OpTypeVector %float 4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%_arr_float_uint_1 = OpTypeArray %float %uint_1
%gl_PerVertex = OpTypeStruct %v4float %float %_arr_float_uint_1 %_arr_float_uint_1
%_ptr_Output_gl_PerVertex = OpTypePointer Output %gl_PerVertex
%_ = OpVariable %_ptr_Output_gl_PerVertex Output
%int = OpTypeInt 32 1
%int_0 = OpConstant %int 0
%_ptr_UniformConstant_float = OpTypePointer UniformConstant %float
%f = OpVariable %_ptr_UniformConstant_float UniformConstant
%float_1 = OpConstant %float 1
%_ptr_Output_v4float = OpTypePointer Output %v4float
%_ptr_Input_int = OpTypePointer Input %int
%gl_VertexID = OpVariable %_ptr_Input_int Input
%gl_InstanceID = OpVariable %_ptr_Input_int Input
%main = OpFunction %void None %3
%5 = OpLabel
%18 = OpLoad %float %f
%19 = OpLoad %float %f
%20 = OpLoad %float %f
%22 = OpCompositeConstruct %v4float %18 %19 %20 %float_1
%24 = OpAccessChain %_ptr_Output_v4float %_ %int_0
OpStore %24 %22
OpReturn
OpFunctionEnd
Non-opaque uniforms like this is allowed in the GL environment, not Vulkan. This isn't really supported by SPIRV-Cross. SPIRV-Cross focues on the Vulkan environment as a baseline when it comes to SPIR-V features.
In this particular case, the SPIR-V is questionable, non-opaque uniforms don't have bindings or descriptor sets:
OpDecorate %f DescriptorSet 0
OpDecorate %f Binding 0
If I remove those from the assembly, the codegen is:
#version 460
layout(location = 0) uniform float f;
void main()
{
gl_Position = vec4(f, f, f, 1.0);
}
which should be fine for GL.
@HansKristian-Work I use shaderc to generate the SPIR-V. Since shaderc is based on glslang, I have post this issue to glslang: https://github.com/KhronosGroup/glslang/issues/3024
I use shaderc to compile glsl to spir-v binary, then convert it back to glsl code using SPIRV-Cross. But the SPIRV-Cross compiler generate explicit binding point for non opaque type uniform which is not acceptable by OpenGL. OpenGL generate no errors using the spir-v binary. So I believe it's not caused by shaderc? The original glsl:
After converting: