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
262
Test/baseResults/hlsl.clipdistance-4.frag.out
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Test/baseResults/hlsl.clipdistance-4.frag.out
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hlsl.clipdistance-4.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:7 Function Definition: @main(struct-VS_OUTPUT-vf4-vf41; ( temp 4-component vector of float)
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0:7 Function Parameters:
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0:7 'v' ( const (read only) structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:? Sequence
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0:8 Branch: Return with expression
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0:8 add ( temp 4-component vector of float)
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0:8 Position: direct index for structure ( temp 4-component vector of float)
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0:8 'v' ( const (read only) structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:8 Constant:
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0:8 0 (const int)
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0:8 ClipRect: direct index for structure ( temp 4-component vector of float)
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0:8 'v' ( const (read only) structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:8 Constant:
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0:8 1 (const int)
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0:7 Function Definition: main( ( temp void)
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0:7 Function Parameters:
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0:? Sequence
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0:7 Sequence
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0:7 move second child to first child ( temp 4-component vector of float)
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0:7 Position: direct index for structure ( temp 4-component vector of float)
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0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:7 Constant:
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0:7 0 (const int)
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0:? 'v.Position' ( in 4-component vector of float FragCoord)
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0:? Sequence
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0:7 move second child to first child ( temp float)
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0:7 direct index ( temp float)
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0:7 ClipRect: direct index for structure ( temp 4-component vector of float)
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0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:7 Constant:
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0:7 1 (const int)
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0:7 Constant:
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0:7 0 (const int)
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0:7 direct index ( temp float)
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0:? 'v.ClipRect' ( in 4-element array of float ClipDistance)
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0:7 Constant:
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0:7 0 (const int)
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0:7 move second child to first child ( temp float)
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0:7 direct index ( temp float)
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0:7 ClipRect: direct index for structure ( temp 4-component vector of float)
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0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:7 Constant:
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0:7 1 (const int)
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0:7 Constant:
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0:7 1 (const int)
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0:7 direct index ( temp float)
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0:? 'v.ClipRect' ( in 4-element array of float ClipDistance)
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0:7 Constant:
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0:7 1 (const int)
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0:7 move second child to first child ( temp float)
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0:7 direct index ( temp float)
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0:7 ClipRect: direct index for structure ( temp 4-component vector of float)
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0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:7 Constant:
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0:7 1 (const int)
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0:7 Constant:
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0:7 2 (const int)
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0:7 direct index ( temp float)
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0:? 'v.ClipRect' ( in 4-element array of float ClipDistance)
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0:7 Constant:
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0:7 2 (const int)
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0:7 move second child to first child ( temp float)
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0:7 direct index ( temp float)
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0:7 ClipRect: direct index for structure ( temp 4-component vector of float)
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0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:7 Constant:
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0:7 1 (const int)
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0:7 Constant:
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0:7 3 (const int)
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0:7 direct index ( temp float)
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0:? 'v.ClipRect' ( in 4-element array of float ClipDistance)
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0:7 Constant:
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0:7 3 (const int)
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:7 Function Call: @main(struct-VS_OUTPUT-vf4-vf41; ( temp 4-component vector of float)
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0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:? Linker Objects
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'v.Position' ( in 4-component vector of float FragCoord)
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0:? 'v.ClipRect' ( in 4-element array of float ClipDistance)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:7 Function Definition: @main(struct-VS_OUTPUT-vf4-vf41; ( temp 4-component vector of float)
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0:7 Function Parameters:
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0:7 'v' ( const (read only) structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:? Sequence
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0:8 Branch: Return with expression
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0:8 add ( temp 4-component vector of float)
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0:8 Position: direct index for structure ( temp 4-component vector of float)
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0:8 'v' ( const (read only) structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:8 Constant:
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0:8 0 (const int)
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0:8 ClipRect: direct index for structure ( temp 4-component vector of float)
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0:8 'v' ( const (read only) structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:8 Constant:
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0:8 1 (const int)
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0:7 Function Definition: main( ( temp void)
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0:7 Function Parameters:
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0:? Sequence
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0:7 Sequence
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0:7 move second child to first child ( temp 4-component vector of float)
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0:7 Position: direct index for structure ( temp 4-component vector of float)
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0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:7 Constant:
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0:7 0 (const int)
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0:? 'v.Position' ( in 4-component vector of float FragCoord)
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0:? Sequence
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0:7 move second child to first child ( temp float)
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0:7 direct index ( temp float)
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0:7 ClipRect: direct index for structure ( temp 4-component vector of float)
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0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:7 Constant:
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0:7 1 (const int)
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0:7 Constant:
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0:7 0 (const int)
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0:7 direct index ( temp float)
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0:? 'v.ClipRect' ( in 4-element array of float ClipDistance)
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0:7 Constant:
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0:7 0 (const int)
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0:7 move second child to first child ( temp float)
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0:7 direct index ( temp float)
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0:7 ClipRect: direct index for structure ( temp 4-component vector of float)
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0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:7 Constant:
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0:7 1 (const int)
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0:7 Constant:
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0:7 1 (const int)
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0:7 direct index ( temp float)
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0:? 'v.ClipRect' ( in 4-element array of float ClipDistance)
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0:7 Constant:
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0:7 1 (const int)
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0:7 move second child to first child ( temp float)
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0:7 direct index ( temp float)
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0:7 ClipRect: direct index for structure ( temp 4-component vector of float)
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0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:7 Constant:
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0:7 1 (const int)
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0:7 Constant:
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0:7 2 (const int)
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0:7 direct index ( temp float)
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0:? 'v.ClipRect' ( in 4-element array of float ClipDistance)
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0:7 Constant:
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0:7 2 (const int)
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0:7 move second child to first child ( temp float)
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0:7 direct index ( temp float)
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0:7 ClipRect: direct index for structure ( temp 4-component vector of float)
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0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:7 Constant:
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0:7 1 (const int)
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0:7 Constant:
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0:7 3 (const int)
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0:7 direct index ( temp float)
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0:? 'v.ClipRect' ( in 4-element array of float ClipDistance)
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0:7 Constant:
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0:7 3 (const int)
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:7 Function Call: @main(struct-VS_OUTPUT-vf4-vf41; ( temp 4-component vector of float)
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0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:? Linker Objects
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'v.Position' ( in 4-component vector of float FragCoord)
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0:? 'v.ClipRect' ( in 4-element array of float ClipDistance)
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 57
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Capability Shader
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Capability ClipDistance
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 24 32 54
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "main"
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Name 8 "VS_OUTPUT"
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MemberName 8(VS_OUTPUT) 0 "Position"
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MemberName 8(VS_OUTPUT) 1 "ClipRect"
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Name 11 "@main(struct-VS_OUTPUT-vf4-vf41;"
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Name 10 "v"
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Name 22 "v"
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Name 24 "v.Position"
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Name 32 "v.ClipRect"
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Name 54 "@entryPointOutput"
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Decorate 24(v.Position) BuiltIn FragCoord
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Decorate 32(v.ClipRect) BuiltIn ClipDistance
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Decorate 54(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8(VS_OUTPUT): TypeStruct 7(fvec4) 7(fvec4)
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9: TypeFunction 7(fvec4) 8(VS_OUTPUT)
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13: TypeInt 32 1
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14: 13(int) Constant 0
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16: 13(int) Constant 1
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21: TypePointer Function 8(VS_OUTPUT)
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23: TypePointer Input 7(fvec4)
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24(v.Position): 23(ptr) Variable Input
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26: TypePointer Function 7(fvec4)
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28: TypeInt 32 0
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29: 28(int) Constant 4
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30: TypeArray 6(float) 29
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31: TypePointer Input 30
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32(v.ClipRect): 31(ptr) Variable Input
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33: TypePointer Input 6(float)
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36: 28(int) Constant 0
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37: TypePointer Function 6(float)
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41: 28(int) Constant 1
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43: 13(int) Constant 2
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46: 28(int) Constant 2
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48: 13(int) Constant 3
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51: 28(int) Constant 3
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53: TypePointer Output 7(fvec4)
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54(@entryPointOutput): 53(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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22(v): 21(ptr) Variable Function
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25: 7(fvec4) Load 24(v.Position)
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27: 26(ptr) AccessChain 22(v) 14
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Store 27 25
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34: 33(ptr) AccessChain 32(v.ClipRect) 14
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35: 6(float) Load 34
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38: 37(ptr) AccessChain 22(v) 16 36
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Store 38 35
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39: 33(ptr) AccessChain 32(v.ClipRect) 16
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40: 6(float) Load 39
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42: 37(ptr) AccessChain 22(v) 16 41
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Store 42 40
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44: 33(ptr) AccessChain 32(v.ClipRect) 43
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45: 6(float) Load 44
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47: 37(ptr) AccessChain 22(v) 16 46
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Store 47 45
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49: 33(ptr) AccessChain 32(v.ClipRect) 48
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50: 6(float) Load 49
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52: 37(ptr) AccessChain 22(v) 16 51
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Store 52 50
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55:8(VS_OUTPUT) Load 22(v)
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56: 7(fvec4) FunctionCall 11(@main(struct-VS_OUTPUT-vf4-vf41;) 55
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Store 54(@entryPointOutput) 56
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Return
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FunctionEnd
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11(@main(struct-VS_OUTPUT-vf4-vf41;): 7(fvec4) Function None 9
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10(v):8(VS_OUTPUT) FunctionParameter
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12: Label
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15: 7(fvec4) CompositeExtract 10(v) 0
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17: 7(fvec4) CompositeExtract 10(v) 1
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18: 7(fvec4) FAdd 15 17
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ReturnValue 18
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FunctionEnd
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