Add --hlsl-dx-position-w option
This reciprocates the w component of SV_Position in HLSL fragment shaders to provide DirectX compatibility for HLSL shaders in Vulkan. Fixes #2244
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9 changed files with 323 additions and 2 deletions
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@ -290,6 +290,7 @@ public:
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resources(TBuiltInResource{}),
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numEntryPoints(0), numErrors(0), numPushConstants(0), recursive(false),
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invertY(false),
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dxPositionW(false),
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useStorageBuffer(false),
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invariantAll(false),
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nanMinMaxClamp(false),
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@ -460,6 +461,14 @@ public:
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}
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bool getInvertY() const { return invertY; }
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void setDxPositionW(bool dxPosW)
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{
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dxPositionW = dxPosW;
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if (dxPositionW)
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processes.addProcess("dx-position-w");
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}
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bool getDxPositionW() const { return dxPositionW; }
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#ifdef ENABLE_HLSL
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void setSource(EShSource s) { source = s; }
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EShSource getSource() const { return source; }
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@ -1070,6 +1079,7 @@ protected:
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int numPushConstants;
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bool recursive;
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bool invertY;
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bool dxPositionW;
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bool useStorageBuffer;
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bool invariantAll;
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bool nanMinMaxClamp; // true if desiring min/max/clamp to favor non-NaN over NaN
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