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.
This commit is contained in:
parent
a1e2d4952e
commit
7f7c2ed780
13 changed files with 1191 additions and 10 deletions
|
|
@ -234,6 +234,54 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
// Compiles and links the given source |code| of the given shader
|
||||
// |stage| into the target under the semantics specified via |controls|.
|
||||
// Returns a GlslangResult instance containing all the information generated
|
||||
// during the process. If the target includes SPIR-V, also disassembles
|
||||
// the result and returns disassembly text.
|
||||
GlslangResult compileLinkIoMap(
|
||||
const std::string shaderName, const std::string& code,
|
||||
const std::string& entryPointName, EShMessages controls,
|
||||
int baseSamplerBinding,
|
||||
int baseTextureBinding,
|
||||
int baseUboBinding,
|
||||
bool autoMapBindings)
|
||||
{
|
||||
const EShLanguage kind = GetShaderStage(GetSuffix(shaderName));
|
||||
|
||||
glslang::TShader shader(kind);
|
||||
shader.setShiftSamplerBinding(baseSamplerBinding);
|
||||
shader.setShiftTextureBinding(baseTextureBinding);
|
||||
shader.setShiftUboBinding(baseUboBinding);
|
||||
shader.setAutoMapBindings(autoMapBindings);
|
||||
|
||||
bool success = compile(&shader, code, entryPointName, controls);
|
||||
|
||||
glslang::TProgram program;
|
||||
program.addShader(&shader);
|
||||
|
||||
success &= program.link(controls);
|
||||
success &= program.mapIO();
|
||||
|
||||
spv::SpvBuildLogger logger;
|
||||
|
||||
if (success && (controls & EShMsgSpvRules)) {
|
||||
std::vector<uint32_t> spirv_binary;
|
||||
glslang::GlslangToSpv(*program.getIntermediate(kind),
|
||||
spirv_binary, &logger);
|
||||
|
||||
std::ostringstream disassembly_stream;
|
||||
spv::Parameterize();
|
||||
spv::Disassemble(disassembly_stream, spirv_binary);
|
||||
return {{{shaderName, shader.getInfoLog(), shader.getInfoDebugLog()},},
|
||||
program.getInfoLog(), program.getInfoDebugLog(),
|
||||
logger.getAllMessages(), disassembly_stream.str()};
|
||||
} else {
|
||||
return {{{shaderName, shader.getInfoLog(), shader.getInfoDebugLog()},},
|
||||
program.getInfoLog(), program.getInfoDebugLog(), "", ""};
|
||||
}
|
||||
}
|
||||
|
||||
// This is like compileAndLink but with remapping of the SPV binary
|
||||
// through spirvbin_t::remap(). While technically this could be merged
|
||||
// with compileAndLink() above (with the remap step optionally being a no-op)
|
||||
|
|
@ -347,6 +395,38 @@ public:
|
|||
expectedOutputFname);
|
||||
}
|
||||
|
||||
void loadFileCompileIoMapAndCheck(const std::string& testDir,
|
||||
const std::string& testName,
|
||||
Source source,
|
||||
Semantics semantics,
|
||||
Target target,
|
||||
const std::string& entryPointName,
|
||||
int baseSamplerBinding,
|
||||
int baseTextureBinding,
|
||||
int baseUboBinding,
|
||||
bool autoMapBindings)
|
||||
{
|
||||
const std::string inputFname = testDir + "/" + testName;
|
||||
const std::string expectedOutputFname =
|
||||
testDir + "/baseResults/" + testName + ".out";
|
||||
std::string input, expectedOutput;
|
||||
|
||||
tryLoadFile(inputFname, "input", &input);
|
||||
tryLoadFile(expectedOutputFname, "expected output", &expectedOutput);
|
||||
|
||||
const EShMessages controls = DeriveOptions(source, semantics, target);
|
||||
GlslangResult result = compileLinkIoMap(testName, input, entryPointName, controls,
|
||||
baseSamplerBinding, baseTextureBinding, baseUboBinding,
|
||||
autoMapBindings);
|
||||
|
||||
// Generate the hybrid output in the way of glslangValidator.
|
||||
std::ostringstream stream;
|
||||
outputResultToStream(&stream, result, controls);
|
||||
|
||||
checkEqAndUpdateIfRequested(expectedOutput, stream.str(),
|
||||
expectedOutputFname);
|
||||
}
|
||||
|
||||
void loadFileCompileRemapAndCheck(const std::string& testDir,
|
||||
const std::string& testName,
|
||||
Source source,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue