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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@ -300,6 +300,10 @@ public:
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const char* const* s, const int* l, const char* const* names, int n);
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void setPreamble(const char* s) { preamble = s; }
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void setEntryPoint(const char* entryPoint);
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void setShiftSamplerBinding(unsigned int base);
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void setShiftTextureBinding(unsigned int base);
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void setShiftUboBinding(unsigned int base);
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void setAutoMapBindings(bool map);
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// Interface to #include handlers.
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//
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@ -433,6 +437,7 @@ private:
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};
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class TReflection;
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class TIoMapper;
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// Make one TProgram per set of shaders that will get linked together. Add all
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// the shaders that are to be linked together. After calling shader.parse()
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@ -470,6 +475,9 @@ public:
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int getAttributeType(int index); // can be used for glGetActiveAttrib()
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void dumpReflection();
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// I/O mapping: apply base offsets and map live unbound variables
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bool mapIO();
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protected:
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bool linkStage(EShLanguage, EShMessages);
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@ -479,6 +487,7 @@ protected:
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bool newedIntermediate[EShLangCount]; // track which intermediate were "new" versus reusing a singleton unit in a stage
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TInfoSink* infoSink;
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TReflection* reflection;
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TIoMapper* ioMapper;
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bool linked;
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private:
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