HLSL: handle clip and cull distance input builtin type conversion
HLSL allows a range of types for clip and cull distances. There are three dimensions, including arrayness, vectorness, and semantic ID. SPIR-V requires clip and cull distance be a single array of floats in all cases. This code provides input side conversion between the SPIR-V form and the HLSL form. (Output conversion was added in PR #947 and #997). This PR extends HlslParseContext::assignClipCullDistance to cope with the input side conversion. Not as much changed as appears: there was also a lot of renaming to reflect the fact that the code now handles either direction. Currently, non-{frag,vert} stages are not handled, and are explicitly rejected. Fixes #1026.
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27 changed files with 3272 additions and 247 deletions
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Test/baseResults/hlsl.clipdistance-1.geom.out
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Test/baseResults/hlsl.clipdistance-1.geom.out
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hlsl.clipdistance-1.geom
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ERROR: 0:13: '' : unimplemented: clip/cull not currently implemented for this stage
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ERROR: 0:13: '' : unimplemented: clip/cull not currently implemented for this stage
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ERROR: 0:20: '' : unimplemented: clip/cull not currently implemented for this stage
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ERROR: 0:20: '' : unimplemented: clip/cull not currently implemented for this stage
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ERROR: 4 compilation errors. No code generated.
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Shader version: 500
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invocations = -1
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max_vertices = 3
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input primitive = triangles
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output primitive = line_strip
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ERROR: node is still EOpNull!
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0:13 Function Definition: @main(vf4[3];u1[3];struct-S-vf4-f1-f11;f1[3];f1[3]; ( temp void)
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0:13 Function Parameters:
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0:13 'pos' ( in 3-element array of 4-component vector of float)
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0:13 'VertexID' ( in 3-element array of uint)
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0:13 'OutputStream' ( out structure{ temp 4-component vector of float pos, temp float clip, temp float cull})
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0:13 'clip' ( in 3-element array of float)
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0:13 'cull' ( in 3-element array of float)
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0:? Sequence
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0:16 move second child to first child ( temp 4-component vector of float)
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0:16 pos: direct index for structure ( temp 4-component vector of float)
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0:16 's' ( temp structure{ temp 4-component vector of float pos, temp float clip, temp float cull})
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0:16 Constant:
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0:16 0 (const int)
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0:16 direct index ( temp 4-component vector of float)
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0:16 'pos' ( in 3-element array of 4-component vector of float)
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0:16 Constant:
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0:16 0 (const int)
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0:17 move second child to first child ( temp float)
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0:17 clip: direct index for structure ( temp float)
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0:17 's' ( temp structure{ temp 4-component vector of float pos, temp float clip, temp float cull})
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0:17 Constant:
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0:17 1 (const int)
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0:17 direct index ( temp float)
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0:17 'clip' ( in 3-element array of float)
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0:17 Constant:
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0:17 0 (const int)
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0:18 move second child to first child ( temp float)
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0:18 cull: direct index for structure ( temp float)
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0:18 's' ( temp structure{ temp 4-component vector of float pos, temp float clip, temp float cull})
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0:18 Constant:
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0:18 2 (const int)
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0:18 direct index ( temp float)
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0:18 'cull' ( in 3-element array of float)
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0:18 Constant:
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0:18 0 (const int)
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0:20 Sequence
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0:20 Sequence
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0:20 move second child to first child ( temp 4-component vector of float)
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0:? 'OutputStream.pos' ( out 4-component vector of float Position)
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0:20 pos: direct index for structure ( temp 4-component vector of float)
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0:20 's' ( temp structure{ temp 4-component vector of float pos, temp float clip, temp float cull})
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0:20 Constant:
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0:20 0 (const int)
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0:20 EmitVertex ( temp void)
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0:13 Function Definition: main( ( temp void)
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0:13 Function Parameters:
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0:? Sequence
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0:13 move second child to first child ( temp 3-element array of 4-component vector of float)
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0:? 'pos' ( temp 3-element array of 4-component vector of float)
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0:? 'pos' ( in 3-element array of 4-component vector of float Position)
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0:13 move second child to first child ( temp 3-element array of uint)
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0:? 'VertexID' ( temp 3-element array of uint)
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0:? 'VertexID' (layout( location=0) in 3-element array of uint)
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0:13 Function Call: @main(vf4[3];u1[3];struct-S-vf4-f1-f11;f1[3];f1[3]; ( temp void)
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0:? 'pos' ( temp 3-element array of 4-component vector of float)
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0:? 'VertexID' ( temp 3-element array of uint)
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0:? 'OutputStream' ( temp structure{ temp 4-component vector of float pos, temp float clip, temp float cull})
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0:? 'clip' ( temp 3-element array of float)
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0:? 'cull' ( temp 3-element array of float)
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0:? Linker Objects
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0:? 'pos' ( in 3-element array of 4-component vector of float Position)
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0:? 'VertexID' (layout( location=0) in 3-element array of uint)
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0:? 'OutputStream.pos' ( out 4-component vector of float Position)
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Linked geometry stage:
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Shader version: 500
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invocations = 1
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max_vertices = 3
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input primitive = triangles
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output primitive = line_strip
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ERROR: node is still EOpNull!
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0:13 Function Definition: @main(vf4[3];u1[3];struct-S-vf4-f1-f11;f1[3];f1[3]; ( temp void)
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0:13 Function Parameters:
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0:13 'pos' ( in 3-element array of 4-component vector of float)
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0:13 'VertexID' ( in 3-element array of uint)
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0:13 'OutputStream' ( out structure{ temp 4-component vector of float pos, temp float clip, temp float cull})
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0:13 'clip' ( in 3-element array of float)
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0:13 'cull' ( in 3-element array of float)
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0:? Sequence
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0:16 move second child to first child ( temp 4-component vector of float)
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0:16 pos: direct index for structure ( temp 4-component vector of float)
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0:16 's' ( temp structure{ temp 4-component vector of float pos, temp float clip, temp float cull})
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0:16 Constant:
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0:16 0 (const int)
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0:16 direct index ( temp 4-component vector of float)
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0:16 'pos' ( in 3-element array of 4-component vector of float)
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0:16 Constant:
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0:16 0 (const int)
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0:17 move second child to first child ( temp float)
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0:17 clip: direct index for structure ( temp float)
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0:17 's' ( temp structure{ temp 4-component vector of float pos, temp float clip, temp float cull})
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0:17 Constant:
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0:17 1 (const int)
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0:17 direct index ( temp float)
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0:17 'clip' ( in 3-element array of float)
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0:17 Constant:
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0:17 0 (const int)
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0:18 move second child to first child ( temp float)
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0:18 cull: direct index for structure ( temp float)
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0:18 's' ( temp structure{ temp 4-component vector of float pos, temp float clip, temp float cull})
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0:18 Constant:
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0:18 2 (const int)
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0:18 direct index ( temp float)
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0:18 'cull' ( in 3-element array of float)
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0:18 Constant:
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0:18 0 (const int)
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0:20 Sequence
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0:20 Sequence
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0:20 move second child to first child ( temp 4-component vector of float)
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0:? 'OutputStream.pos' ( out 4-component vector of float Position)
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0:20 pos: direct index for structure ( temp 4-component vector of float)
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0:20 's' ( temp structure{ temp 4-component vector of float pos, temp float clip, temp float cull})
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0:20 Constant:
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0:20 0 (const int)
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0:20 EmitVertex ( temp void)
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0:13 Function Definition: main( ( temp void)
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0:13 Function Parameters:
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0:? Sequence
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0:13 move second child to first child ( temp 3-element array of 4-component vector of float)
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0:? 'pos' ( temp 3-element array of 4-component vector of float)
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0:? 'pos' ( in 3-element array of 4-component vector of float Position)
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0:13 move second child to first child ( temp 3-element array of uint)
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0:? 'VertexID' ( temp 3-element array of uint)
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0:? 'VertexID' (layout( location=0) in 3-element array of uint)
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0:13 Function Call: @main(vf4[3];u1[3];struct-S-vf4-f1-f11;f1[3];f1[3]; ( temp void)
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0:? 'pos' ( temp 3-element array of 4-component vector of float)
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0:? 'VertexID' ( temp 3-element array of uint)
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0:? 'OutputStream' ( temp structure{ temp 4-component vector of float pos, temp float clip, temp float cull})
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0:? 'clip' ( temp 3-element array of float)
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0:? 'cull' ( temp 3-element array of float)
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0:? Linker Objects
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0:? 'pos' ( in 3-element array of 4-component vector of float Position)
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0:? 'VertexID' (layout( location=0) in 3-element array of uint)
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0:? 'OutputStream.pos' ( out 4-component vector of float Position)
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SPIR-V is not generated for failed compile or link
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