[Mesa-dev] gl4_gears - SPIR-V and shader module reflection
Michael Clark
michaeljclark at mac.com
Mon Nov 30 02:38:03 UTC 2020
Hi again,
On 11/24/20 9:43 PM, Michael Clark wrote:
> - kitty_gears - OS Mesa gears using kitty terminal graphics protocol
> - gl1_gears - OpenGL 1.x gears using GLFW similar to the original
> - gl2_gears - OpenGL 2.x gears using VAO/VBO, programmable shaders
> - vk1_gears - Vulkan 1.x gears using spirvtools and SPIR-V shaders
I decided to use this app to experiment with some of the new OpenGL
features in particular the ability to share shader modules between
OpenGL and Vulkan. Be nice because we will have portable binaries...
subsequently added:
- gl3_gears - moved vertex array objects here and downgraded gl2_gears
- gl4_gears - added uniform buffer objects and SPIR-V shader modules
OpenGL 4.x SPIR-V attribute reflection branch is here:
- https://github.com/michaeljclark/glkitty/tree/opengl4-experiment
gl4_gears is decidedly experimental and there issues with attribute
reflection that need to be resolved. NVIDIA OpenGL 450 implementation
has bugs with reassignment of attribute locations when using the
#version 450 shader dialect with explicit location, used by the SPIR-V
shader modules, so a different set of locations is used in comparison to
vk1_gears. likewise Mesa has a somewhat alternate behavior and also
appears buggy. It's really a bit messy, especially given I still want to
perform reflection but now the shaders have mandatory location attrs.
that seems to me like a backwards step for hot reloading of experiments.
See the #define in: shaders/gears.vert#L3-L5
- GENERIC_VULKAN - set by default to enable vk1_gears
- NVIDIA_OPENGL - set to run gl4_gears with nvidia-450
- MESA_OPENGL - set to run gl4_gears with Mesa 20.0.8
similarly there is a USE_SPIRV define near the top of gl4_gears.c
which currently has only been tested to work with NVIDIA OpenGL 450
need to spend some time reading ARB_gl_spirv.txt. it seems reflection is
becoming optional instead of intrinsic, which is a step backwards for
OpenGL, although I can see why OpenGL ES, of potentially large games,
may want to statically link offsets, but previously I could rely on
dynamic evaluation of shader module attribute names. It makes life easy
for the developer/user of these APIs.
noticing I might be able to compile separate SPIR-V modules:
#ifdef GL_SPIRV
which is also not ideal because now I don't have portable binaryies
given its silly (now manual) linkage. it seems reflection is optional
for SPIR-V, and the attribute reflection is not yet? working in Mesa?
also it seems if I find the attribute I can't relink it. there is a
whole set of new APIs to explore. just an fyi on a gl4_gears that could
be an interesting test cast for mesa-demos as this port of gears is
still pure C. I am actually working in C++, but tend to like to isolate
dependencies when working on small tests for context initialization and
what not...
anyway keep up the good work!!! i'm surprised how close Mesa is to
supporting all of the latest APIs. the next step was exploring bindless...
Regards,
Michael.
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