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
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@ -60,6 +60,7 @@
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#define SH_EXPORTING
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#include "../Public/ShaderLang.h"
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#include "reflection.h"
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#include "iomapper.h"
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#include "Initialize.h"
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namespace { // anonymous namespace for file-local functions and symbols
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@ -1488,6 +1489,10 @@ void TShader::setEntryPoint(const char* entryPoint)
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intermediate->setEntryPointName(entryPoint);
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}
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void TShader::setShiftSamplerBinding(unsigned int base) { intermediate->setShiftSamplerBinding(base); }
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void TShader::setShiftTextureBinding(unsigned int base) { intermediate->setShiftTextureBinding(base); }
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void TShader::setShiftUboBinding(unsigned int base) { intermediate->setShiftUboBinding(base); }
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void TShader::setAutoMapBindings(bool map) { intermediate->setAutoMapBindings(map); }
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//
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// Turn the shader strings into a parse tree in the TIntermediate.
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//
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@ -1548,7 +1553,7 @@ const char* TShader::getInfoDebugLog()
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return infoSink->debug.c_str();
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}
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TProgram::TProgram() : pool(0), reflection(0), linked(false)
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TProgram::TProgram() : pool(0), reflection(0), ioMapper(nullptr), linked(false)
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{
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infoSink = new TInfoSink;
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for (int s = 0; s < EShLangCount; ++s) {
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@ -1700,4 +1705,24 @@ int TProgram::getAttributeType(int index) { return reflection->getAtt
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void TProgram::dumpReflection() { reflection->dump(); }
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//
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// I/O mapping implementation.
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//
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bool TProgram::mapIO()
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{
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if (! linked || ioMapper)
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return false;
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ioMapper = new TIoMapper;
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for (int s = 0; s < EShLangCount; ++s) {
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if (intermediate[s]) {
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if (! ioMapper->addStage((EShLanguage)s, *intermediate[s]))
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return false;
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}
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}
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return true;
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}
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} // end namespace glslang
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