Merge pull request #365 from KhronosGroup/fix-363
Validate HLSL output through FXC, fix various HLSL bugs.
This commit is contained in:
Коммит
fa27b56e26
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@ -14,8 +14,7 @@ struct SPIRV_Cross_Output
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void vert_main()
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{
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float _23 = float(gl_VertexID + gl_InstanceID);
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gl_Position = float4(_23, _23, _23, _23);
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gl_Position = float(gl_VertexID + gl_InstanceID).xxxx;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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@ -5,7 +5,7 @@ RWByteAddressBuffer ReadWrite : register(u1);
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void comp_main()
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{
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WriteOnly.Store4(0, asuint(asfloat(ReadOnly.Load4(0))));
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ReadWrite.Store4(0, asuint(asfloat(ReadWrite.Load4(0)) + float4(10.0f, 10.0f, 10.0f, 10.0f)));
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ReadWrite.Store4(0, asuint(asfloat(ReadWrite.Load4(0)) + 10.0f.xxxx));
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}
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[numthreads(1, 1, 1)]
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@ -13,8 +13,7 @@ void comp_main()
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InterlockedAdd(uImage[int2(1, 5)], 1u, _19);
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uint _27;
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InterlockedAdd(uImage[int2(1, 5)], 1u, _27);
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int _28 = int(_27);
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iImage[int2(1, 6)] = int4(_28, _28, _28, _28).x;
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iImage[int2(1, 6)] = int(_27).x;
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uint _32;
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InterlockedOr(uImage[int2(1, 5)], 1u, _32);
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uint _34;
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@ -6,25 +6,25 @@ RWTexture2D<uint> uImageInU : register(u4);
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RWTexture2D<uint> uImageOutU : register(u5);
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RWBuffer<float> uImageInBuffer : register(u6);
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RWBuffer<float> uImageOutBuffer : register(u7);
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RWTexture2D<float2> uImageInF2 : register(u0);
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RWTexture2D<float2> uImageOutF2 : register(u1);
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RWTexture2D<int2> uImageInI2 : register(u2);
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RWTexture2D<int2> uImageOutI2 : register(u3);
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RWTexture2D<uint2> uImageInU2 : register(u4);
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RWTexture2D<uint2> uImageOutU2 : register(u5);
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RWBuffer<float2> uImageInBuffer2 : register(u6);
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RWBuffer<float2> uImageOutBuffer2 : register(u7);
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RWTexture2D<float4> uImageInF4 : register(u0);
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RWTexture2D<float4> uImageOutF4 : register(u1);
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RWTexture2D<int4> uImageInI4 : register(u2);
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RWTexture2D<int4> uImageOutI4 : register(u3);
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RWTexture2D<uint4> uImageInU4 : register(u4);
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RWTexture2D<uint4> uImageOutU4 : register(u5);
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RWBuffer<float4> uImageInBuffer4 : register(u6);
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RWBuffer<float4> uImageOutBuffer4 : register(u7);
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RWTexture2D<float4> uImageNoFmtF : register(u8);
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RWTexture2D<uint4> uImageNoFmtU : register(u9);
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RWTexture2D<int4> uImageNoFmtI : register(u10);
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RWTexture2D<float2> uImageInF2 : register(u8);
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RWTexture2D<float2> uImageOutF2 : register(u9);
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RWTexture2D<int2> uImageInI2 : register(u10);
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RWTexture2D<int2> uImageOutI2 : register(u11);
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RWTexture2D<uint2> uImageInU2 : register(u12);
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RWTexture2D<uint2> uImageOutU2 : register(u13);
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RWBuffer<float2> uImageInBuffer2 : register(u14);
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RWBuffer<float2> uImageOutBuffer2 : register(u15);
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RWTexture2D<float4> uImageInF4 : register(u16);
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RWTexture2D<float4> uImageOutF4 : register(u17);
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RWTexture2D<int4> uImageInI4 : register(u18);
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RWTexture2D<int4> uImageOutI4 : register(u19);
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RWTexture2D<uint4> uImageInU4 : register(u20);
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RWTexture2D<uint4> uImageOutU4 : register(u21);
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RWBuffer<float4> uImageInBuffer4 : register(u22);
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RWBuffer<float4> uImageOutBuffer4 : register(u23);
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RWTexture2D<float4> uImageNoFmtF : register(u24);
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RWTexture2D<uint4> uImageNoFmtU : register(u25);
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RWTexture2D<int4> uImageNoFmtI : register(u26);
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static uint3 gl_GlobalInvocationID;
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struct SPIRV_Cross_Input
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@ -34,13 +34,13 @@ struct SPIRV_Cross_Input
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void comp_main()
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{
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uImageOutF[int2(gl_GlobalInvocationID.xy)] = float4(uImageInF[int2(gl_GlobalInvocationID.xy)]).x;
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uImageOutI[int2(gl_GlobalInvocationID.xy)] = int4(uImageInI[int2(gl_GlobalInvocationID.xy)]).x;
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uImageOutU[int2(gl_GlobalInvocationID.xy)] = uint4(uImageInU[int2(gl_GlobalInvocationID.xy)]).x;
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uImageOutBuffer[int(gl_GlobalInvocationID.x)] = float4(uImageInBuffer[int(gl_GlobalInvocationID.x)]).x;
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uImageOutF2[int2(gl_GlobalInvocationID.xy)] = uImageInF2[int2(gl_GlobalInvocationID.xy)].xyyy.xy;
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uImageOutI2[int2(gl_GlobalInvocationID.xy)] = uImageInI2[int2(gl_GlobalInvocationID.xy)].xyyy.xy;
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uImageOutU2[int2(gl_GlobalInvocationID.xy)] = uImageInU2[int2(gl_GlobalInvocationID.xy)].xyyy.xy;
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uImageOutF[int2(gl_GlobalInvocationID.xy)] = uImageInF[int2(gl_GlobalInvocationID.xy)].x;
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uImageOutI[int2(gl_GlobalInvocationID.xy)] = uImageInI[int2(gl_GlobalInvocationID.xy)].x;
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uImageOutU[int2(gl_GlobalInvocationID.xy)] = uImageInU[int2(gl_GlobalInvocationID.xy)].x;
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uImageOutBuffer[int(gl_GlobalInvocationID.x)] = uImageInBuffer[int(gl_GlobalInvocationID.x)].x;
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uImageOutF2[int2(gl_GlobalInvocationID.xy)] = uImageInF2[int2(gl_GlobalInvocationID.xy)].xy;
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uImageOutI2[int2(gl_GlobalInvocationID.xy)] = uImageInI2[int2(gl_GlobalInvocationID.xy)].xy;
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uImageOutU2[int2(gl_GlobalInvocationID.xy)] = uImageInU2[int2(gl_GlobalInvocationID.xy)].xy;
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float4 _135 = uImageInBuffer2[int(gl_GlobalInvocationID.x)].xyyy;
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uImageOutBuffer2[int(gl_GlobalInvocationID.x)] = _135.xy;
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uImageOutF4[int2(gl_GlobalInvocationID.xy)] = uImageInF4[int2(gl_GlobalInvocationID.xy)];
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@ -13,8 +13,7 @@ struct SPIRV_Cross_Output
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void frag_main()
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{
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bool _21 = x0.x > x0.y;
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bool2 _27 = bool2(_21, _21);
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bool2 _27 = (x0.x > x0.y).xx;
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FragColor = float2(_27.x ? float2(1.0f, 0.0f).x : float2(0.0f, 1.0f).x, _27.y ? float2(1.0f, 0.0f).y : float2(0.0f, 1.0f).y);
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}
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@ -1,5 +1,5 @@
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Texture2D<float4> uSampler : register(t1);
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SamplerState _uSampler_sampler : register(s1);
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Texture2D<float4> uSampler : register(t0);
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SamplerState _uSampler_sampler : register(s0);
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Texture2D<float4> uSamplerShadow : register(t1);
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SamplerComparisonState _uSamplerShadow_sampler : register(s1);
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@ -47,8 +47,7 @@ float4 mod(float4 x, float4 y)
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void frag_main()
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{
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float _41 = mod(a1, b1);
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FragColor = ((mod(a4, b4) + mod(a3, b3).xyzx) + mod(a2, b2).xyxy) + float4(_41, _41, _41, _41);
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FragColor = ((mod(a4, b4) + mod(a3, b3).xyzx) + mod(a2, b2).xyxy) + mod(a1, b1).xxxx;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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@ -15,14 +15,13 @@ struct SPIRV_Cross_Output
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float4 FragColor : SV_Target0;
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};
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float _146[(c + 2)];
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void frag_main()
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{
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float _113 = a + b;
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float vec0[(c + 3)][8];
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vec0[0][0] = 10.0f;
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Foo foo;
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FragColor = ((float4(_113, _113, _113, _113) + float4(vec0[0][0], vec0[0][0], vec0[0][0], vec0[0][0])) + float4(_146[0], _146[0], _146[0], _146[0])) + float4(foo.elems[c], foo.elems[c], foo.elems[c], foo.elems[c]);
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foo.elems[c] = 10.0f;
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FragColor = (((a + b).xxxx + vec0[0][0].xxxx) + 20.0f.xxxx) + foo.elems[c].xxxx;
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}
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SPIRV_Cross_Output main()
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@ -14,8 +14,7 @@ struct SPIRV_Cross_Output
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void vert_main()
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{
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float _19 = float(gl_VertexIndex + gl_InstanceIndex);
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gl_Position = float4(_19, _19, _19, _19);
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gl_Position = float(gl_VertexIndex + gl_InstanceIndex).xxxx;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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@ -14,8 +14,7 @@ struct SPIRV_Cross_Output
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void vert_main()
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{
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float _23 = float(gl_VertexID + gl_InstanceID);
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gl_Position = float4(_23, _23, _23, _23);
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gl_Position = float(gl_VertexID + gl_InstanceID).xxxx;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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@ -5,7 +5,7 @@ RWByteAddressBuffer ReadWrite : register(u1);
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void comp_main()
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{
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WriteOnly.Store4(0, asuint(asfloat(ReadOnly.Load4(0))));
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ReadWrite.Store4(0, asuint(asfloat(ReadWrite.Load4(0)) + float4(10.0f, 10.0f, 10.0f, 10.0f)));
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ReadWrite.Store4(0, asuint(asfloat(ReadWrite.Load4(0)) + 10.0f.xxxx));
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}
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[numthreads(1, 1, 1)]
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@ -13,8 +13,7 @@ void comp_main()
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InterlockedAdd(uImage[int2(1, 5)], 1u, _19);
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uint _27;
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InterlockedAdd(uImage[int2(1, 5)], 1u, _27);
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int _28 = int(_27);
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iImage[int2(1, 6)] = int4(_28, _28, _28, _28).x;
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iImage[int2(1, 6)] = int(_27).x;
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uint _32;
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InterlockedOr(uImage[int2(1, 5)], 1u, _32);
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uint _34;
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@ -6,25 +6,25 @@ RWTexture2D<uint> uImageInU : register(u4);
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RWTexture2D<uint> uImageOutU : register(u5);
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RWBuffer<float> uImageInBuffer : register(u6);
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RWBuffer<float> uImageOutBuffer : register(u7);
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RWTexture2D<float2> uImageInF2 : register(u0);
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RWTexture2D<float2> uImageOutF2 : register(u1);
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RWTexture2D<int2> uImageInI2 : register(u2);
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RWTexture2D<int2> uImageOutI2 : register(u3);
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RWTexture2D<uint2> uImageInU2 : register(u4);
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RWTexture2D<uint2> uImageOutU2 : register(u5);
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RWBuffer<float2> uImageInBuffer2 : register(u6);
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RWBuffer<float2> uImageOutBuffer2 : register(u7);
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RWTexture2D<float4> uImageInF4 : register(u0);
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RWTexture2D<float4> uImageOutF4 : register(u1);
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RWTexture2D<int4> uImageInI4 : register(u2);
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RWTexture2D<int4> uImageOutI4 : register(u3);
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RWTexture2D<uint4> uImageInU4 : register(u4);
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RWTexture2D<uint4> uImageOutU4 : register(u5);
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RWBuffer<float4> uImageInBuffer4 : register(u6);
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RWBuffer<float4> uImageOutBuffer4 : register(u7);
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RWTexture2D<float4> uImageNoFmtF : register(u8);
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RWTexture2D<uint4> uImageNoFmtU : register(u9);
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RWTexture2D<int4> uImageNoFmtI : register(u10);
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RWTexture2D<float2> uImageInF2 : register(u8);
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RWTexture2D<float2> uImageOutF2 : register(u9);
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RWTexture2D<int2> uImageInI2 : register(u10);
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RWTexture2D<int2> uImageOutI2 : register(u11);
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RWTexture2D<uint2> uImageInU2 : register(u12);
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RWTexture2D<uint2> uImageOutU2 : register(u13);
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RWBuffer<float2> uImageInBuffer2 : register(u14);
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RWBuffer<float2> uImageOutBuffer2 : register(u15);
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RWTexture2D<float4> uImageInF4 : register(u16);
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RWTexture2D<float4> uImageOutF4 : register(u17);
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RWTexture2D<int4> uImageInI4 : register(u18);
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RWTexture2D<int4> uImageOutI4 : register(u19);
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RWTexture2D<uint4> uImageInU4 : register(u20);
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RWTexture2D<uint4> uImageOutU4 : register(u21);
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RWBuffer<float4> uImageInBuffer4 : register(u22);
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RWBuffer<float4> uImageOutBuffer4 : register(u23);
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RWTexture2D<float4> uImageNoFmtF : register(u24);
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RWTexture2D<uint4> uImageNoFmtU : register(u25);
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RWTexture2D<int4> uImageNoFmtI : register(u26);
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static uint3 gl_GlobalInvocationID;
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struct SPIRV_Cross_Input
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@ -34,13 +34,13 @@ struct SPIRV_Cross_Input
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void comp_main()
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{
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float4 f = float4(uImageInF[int2(gl_GlobalInvocationID.xy)]);
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float4 f = uImageInF[int2(gl_GlobalInvocationID.xy)].xxxx;
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uImageOutF[int2(gl_GlobalInvocationID.xy)] = f.x;
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int4 i = int4(uImageInI[int2(gl_GlobalInvocationID.xy)]);
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int4 i = uImageInI[int2(gl_GlobalInvocationID.xy)].xxxx;
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uImageOutI[int2(gl_GlobalInvocationID.xy)] = i.x;
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uint4 u = uint4(uImageInU[int2(gl_GlobalInvocationID.xy)]);
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uint4 u = uImageInU[int2(gl_GlobalInvocationID.xy)].xxxx;
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uImageOutU[int2(gl_GlobalInvocationID.xy)] = u.x;
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float4 b = float4(uImageInBuffer[int(gl_GlobalInvocationID.x)]);
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float4 b = uImageInBuffer[int(gl_GlobalInvocationID.x)].xxxx;
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uImageOutBuffer[int(gl_GlobalInvocationID.x)] = b.x;
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float4 f2 = uImageInF2[int2(gl_GlobalInvocationID.xy)].xyyy;
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uImageOutF2[int2(gl_GlobalInvocationID.xy)] = f2.xy;
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@ -13,8 +13,7 @@ struct SPIRV_Cross_Output
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void frag_main()
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{
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bool _21 = x0.x > x0.y;
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bool2 _27 = bool2(_21, _21);
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bool2 _27 = (x0.x > x0.y).xx;
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FragColor = float2(_27.x ? float2(1.0f, 0.0f).x : float2(0.0f, 1.0f).x, _27.y ? float2(1.0f, 0.0f).y : float2(0.0f, 1.0f).y);
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}
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@ -1,5 +1,5 @@
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Texture2D<float4> uSampler : register(t1);
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SamplerState _uSampler_sampler : register(s1);
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Texture2D<float4> uSampler : register(t0);
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SamplerState _uSampler_sampler : register(s0);
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Texture2D<float4> uSamplerShadow : register(t1);
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SamplerComparisonState _uSamplerShadow_sampler : register(s1);
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@ -66,6 +66,7 @@ uint SPIRV_Cross_textureSize(Buffer<float4> Tex, uint Level, out uint Param)
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{
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uint ret;
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Tex.GetDimensions(ret.x);
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Param = 0u;
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return ret;
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}
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@ -48,6 +48,7 @@ uint SPIRV_Cross_textureSize(Buffer<float4> Tex, uint Level, out uint Param)
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{
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uint ret;
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Tex.GetDimensions(ret.x);
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Param = 0u;
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return ret;
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}
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@ -51,7 +51,7 @@ void frag_main()
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float3 m1 = mod(a3, b3);
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float2 m2 = mod(a2, b2);
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float m3 = mod(a1, b1);
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FragColor = ((m0 + m1.xyzx) + m2.xyxy) + float4(m3, m3, m3, m3);
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FragColor = ((m0 + m1.xyzx) + m2.xyxy) + m3.xxxx;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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@ -61,11 +61,13 @@ void frag_main()
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int c35 = int(g);
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uint c36 = uint(g);
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float c37 = float(g);
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float _113 = t0 + t1;
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float vec0[(c + 3)][8];
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vec0[0][0] = 10.0f;
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float vec1[(c + 2)];
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vec1[0] = 20.0f;
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Foo foo;
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FragColor = ((float4(_113, _113, _113, _113) + float4(vec0[0][0], vec0[0][0], vec0[0][0], vec0[0][0])) + float4(vec1[0], vec1[0], vec1[0], vec1[0])) + float4(foo.elems[c], foo.elems[c], foo.elems[c], foo.elems[c]);
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foo.elems[c] = 10.0f;
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FragColor = (((t0 + t1).xxxx + vec0[0][0].xxxx) + vec1[0].xxxx) + foo.elems[c].xxxx;
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}
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SPIRV_Cross_Output main()
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@ -14,8 +14,7 @@ struct SPIRV_Cross_Output
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void vert_main()
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{
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float _19 = float(gl_VertexIndex + gl_InstanceIndex);
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gl_Position = float4(_19, _19, _19, _19);
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gl_Position = float(gl_VertexIndex + gl_InstanceIndex).xxxx;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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@ -10,27 +10,27 @@ layout(r32ui, binding = 5) uniform writeonly uimage2D uImageOutU;
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layout(r32f, binding = 6) uniform readonly imageBuffer uImageInBuffer;
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layout(r32f, binding = 7) uniform writeonly imageBuffer uImageOutBuffer;
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layout(rg32f, binding = 0) uniform readonly image2D uImageInF2;
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layout(rg32f, binding = 1) uniform writeonly image2D uImageOutF2;
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layout(rg32i, binding = 2) uniform readonly iimage2D uImageInI2;
|
||||
layout(rg32i, binding = 3) uniform writeonly iimage2D uImageOutI2;
|
||||
layout(rg32ui, binding = 4) uniform readonly uimage2D uImageInU2;
|
||||
layout(rg32ui, binding = 5) uniform writeonly uimage2D uImageOutU2;
|
||||
layout(rg32f, binding = 6) uniform readonly imageBuffer uImageInBuffer2;
|
||||
layout(rg32f, binding = 7) uniform writeonly imageBuffer uImageOutBuffer2;
|
||||
layout(rg32f, binding = 8) uniform readonly image2D uImageInF2;
|
||||
layout(rg32f, binding = 9) uniform writeonly image2D uImageOutF2;
|
||||
layout(rg32i, binding = 10) uniform readonly iimage2D uImageInI2;
|
||||
layout(rg32i, binding = 11) uniform writeonly iimage2D uImageOutI2;
|
||||
layout(rg32ui, binding = 12) uniform readonly uimage2D uImageInU2;
|
||||
layout(rg32ui, binding = 13) uniform writeonly uimage2D uImageOutU2;
|
||||
layout(rg32f, binding = 14) uniform readonly imageBuffer uImageInBuffer2;
|
||||
layout(rg32f, binding = 15) uniform writeonly imageBuffer uImageOutBuffer2;
|
||||
|
||||
layout(rgba32f, binding = 0) uniform readonly image2D uImageInF4;
|
||||
layout(rgba32f, binding = 1) uniform writeonly image2D uImageOutF4;
|
||||
layout(rgba32i, binding = 2) uniform readonly iimage2D uImageInI4;
|
||||
layout(rgba32i, binding = 3) uniform writeonly iimage2D uImageOutI4;
|
||||
layout(rgba32ui, binding = 4) uniform readonly uimage2D uImageInU4;
|
||||
layout(rgba32ui, binding = 5) uniform writeonly uimage2D uImageOutU4;
|
||||
layout(rgba32f, binding = 6) uniform readonly imageBuffer uImageInBuffer4;
|
||||
layout(rgba32f, binding = 7) uniform writeonly imageBuffer uImageOutBuffer4;
|
||||
layout(rgba32f, binding = 16) uniform readonly image2D uImageInF4;
|
||||
layout(rgba32f, binding = 17) uniform writeonly image2D uImageOutF4;
|
||||
layout(rgba32i, binding = 18) uniform readonly iimage2D uImageInI4;
|
||||
layout(rgba32i, binding = 19) uniform writeonly iimage2D uImageOutI4;
|
||||
layout(rgba32ui, binding = 20) uniform readonly uimage2D uImageInU4;
|
||||
layout(rgba32ui, binding = 21) uniform writeonly uimage2D uImageOutU4;
|
||||
layout(rgba32f, binding = 22) uniform readonly imageBuffer uImageInBuffer4;
|
||||
layout(rgba32f, binding = 23) uniform writeonly imageBuffer uImageOutBuffer4;
|
||||
|
||||
layout(binding = 8) uniform writeonly image2D uImageNoFmtF;
|
||||
layout(binding = 9) uniform writeonly uimage2D uImageNoFmtU;
|
||||
layout(binding = 10) uniform writeonly iimage2D uImageNoFmtI;
|
||||
layout(binding = 24) uniform writeonly image2D uImageNoFmtF;
|
||||
layout(binding = 25) uniform writeonly uimage2D uImageNoFmtU;
|
||||
layout(binding = 26) uniform writeonly iimage2D uImageNoFmtI;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
#version 310 es
|
||||
precision mediump float;
|
||||
|
||||
layout(set = 0, binding = 1) uniform mediump sampler2D uSampler;
|
||||
layout(set = 0, binding = 0) uniform mediump sampler2D uSampler;
|
||||
layout(set = 0, binding = 1) uniform mediump sampler2DShadow uSamplerShadow;
|
||||
layout(location = 0) out float FragColor;
|
||||
|
||||
|
|
|
@ -71,7 +71,10 @@ void main()
|
|||
// Flexible sized arrays with spec constants and spec constant ops.
|
||||
float vec0[c + 3][8];
|
||||
float vec1[c + 2];
|
||||
vec0[0][0] = 10.0;
|
||||
vec1[0] = 20.0;
|
||||
|
||||
Foo foo;
|
||||
foo.elems[c] = 10.0;
|
||||
FragColor = vec4(t0 + t1) + vec0[0][0] + vec1[0] + foo.elems[c];
|
||||
}
|
||||
|
|
|
@ -1722,7 +1722,7 @@ string CompilerGLSL::remap_swizzle(const SPIRType &out_type, uint32_t input_comp
|
|||
{
|
||||
if (out_type.vecsize == input_components)
|
||||
return expr;
|
||||
else if (input_components == 1)
|
||||
else if (input_components == 1 && !backend.can_swizzle_scalar)
|
||||
return join(type_to_glsl(out_type), "(", expr, ")");
|
||||
else
|
||||
{
|
||||
|
@ -1732,6 +1732,8 @@ string CompilerGLSL::remap_swizzle(const SPIRType &out_type, uint32_t input_comp
|
|||
e += index_to_swizzle(min(c, input_components - 1));
|
||||
if (backend.swizzle_is_function && out_type.vecsize > 1)
|
||||
e += "()";
|
||||
|
||||
remove_duplicate_swizzle(e);
|
||||
return e;
|
||||
}
|
||||
}
|
||||
|
@ -5369,13 +5371,19 @@ void CompilerGLSL::emit_instruction(const Instruction &instruction)
|
|||
// Arrays and structs must be initialized properly in full.
|
||||
bool composite = !out_type.array.empty() || out_type.basetype == SPIRType::Struct;
|
||||
bool splat = in_type.vecsize == 1 && in_type.columns == 1 && !composite && backend.use_constructor_splatting;
|
||||
bool swizzle_splat = in_type.vecsize == 1 && in_type.columns == 1 && backend.can_swizzle_scalar;
|
||||
|
||||
if (splat)
|
||||
if (splat || swizzle_splat)
|
||||
{
|
||||
uint32_t input = elems[0];
|
||||
for (uint32_t i = 0; i < length; i++)
|
||||
{
|
||||
if (input != elems[i])
|
||||
{
|
||||
splat = false;
|
||||
swizzle_splat = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
string constructor_op;
|
||||
|
@ -5390,6 +5398,10 @@ void CompilerGLSL::emit_instruction(const Instruction &instruction)
|
|||
constructor_op += build_composite_combiner(elems, length);
|
||||
constructor_op += " }";
|
||||
}
|
||||
else if (swizzle_splat && !composite)
|
||||
{
|
||||
constructor_op = remap_swizzle(get<SPIRType>(result_type), 1, to_expression(elems[0]));
|
||||
}
|
||||
else
|
||||
{
|
||||
constructor_op = type_to_glsl_constructor(get<SPIRType>(result_type)) + "(";
|
||||
|
|
|
@ -320,6 +320,7 @@ protected:
|
|||
bool use_constructor_splatting = true;
|
||||
bool boolean_mix_support = true;
|
||||
bool allow_precision_qualifiers = false;
|
||||
bool can_swizzle_scalar = false;
|
||||
} backend;
|
||||
|
||||
void emit_struct(SPIRType &type);
|
||||
|
|
|
@ -1232,7 +1232,10 @@ void CompilerHLSL::emit_resources()
|
|||
if (has_lod[index])
|
||||
statement("Tex.GetDimensions(Level, ret.x, Param);");
|
||||
else
|
||||
{
|
||||
statement("Tex.GetDimensions(ret.x);");
|
||||
statement("Param = 0u;");
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if (has_lod[index])
|
||||
|
@ -3596,6 +3599,7 @@ string CompilerHLSL::compile()
|
|||
backend.use_initializer_list = true;
|
||||
backend.use_constructor_splatting = false;
|
||||
backend.boolean_mix_support = false;
|
||||
backend.can_swizzle_scalar = true;
|
||||
|
||||
update_active_builtins();
|
||||
analyze_sampler_comparison_states();
|
||||
|
|
|
@ -105,10 +105,43 @@ def cross_compile_msl(shader, spirv, opt):
|
|||
subprocess.check_call(['spirv-val', spirv_path])
|
||||
return (spirv_path, msl_path)
|
||||
|
||||
def shader_model_hlsl(shader):
|
||||
if '.vert' in shader:
|
||||
return '-Tvs_5_1'
|
||||
elif '.frag' in shader:
|
||||
return '-Tps_5_1'
|
||||
elif '.comp' in shader:
|
||||
return '-Tcs_5_1'
|
||||
else:
|
||||
return None
|
||||
|
||||
def shader_to_win_path(shader):
|
||||
# It's (very) convenient to be able to run HLSL testing in wine on Unix-likes, so support that.
|
||||
try:
|
||||
with subprocess.Popen(['winepath', '-w', shader], stdout = subprocess.PIPE, stderr = subprocess.PIPE) as f:
|
||||
stdout_data, stderr_data = f.communicate()
|
||||
return stdout_data.decode('utf-8')
|
||||
except OSError as oe:
|
||||
if (oe.errno != os.errno.ENOENT): # Ignore not found errors
|
||||
return shader
|
||||
except subprocess.CalledProcessError:
|
||||
raise
|
||||
|
||||
return shader
|
||||
|
||||
def validate_shader_hlsl(shader):
|
||||
subprocess.check_call(['glslangValidator', '-e', 'main', '-D', '-V', shader])
|
||||
if (not force_no_external_validation) and os.path.exists('fxc'):
|
||||
subprocess.check_call(['fxc', shader])
|
||||
is_no_fxc = '.nofxc.' in shader
|
||||
if (not force_no_external_validation) and (not is_no_fxc):
|
||||
try:
|
||||
win_path = shader_to_win_path(shader)
|
||||
subprocess.check_call(['fxc', '-nologo', shader_model_hlsl(shader), win_path])
|
||||
except OSError as oe:
|
||||
if (oe.errno != os.errno.ENOENT): # Ignore not found errors
|
||||
raise
|
||||
except subprocess.CalledProcessError:
|
||||
print('Failed compiling HLSL shader:', shader, 'with FXC.')
|
||||
sys.exit(1)
|
||||
|
||||
def shader_to_sm(shader):
|
||||
if '.sm51.' in shader:
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
echo "Building spirv-cross"
|
||||
make -j$(nproc)
|
||||
|
||||
export PATH="./external/glslang-build/StandAlone:./external/spirv-tools-build/tools:$PATH"
|
||||
export PATH="./external/glslang-build/StandAlone:./external/spirv-tools-build/tools:.:$PATH"
|
||||
echo "Using glslangValidation in: $(which glslangValidator)."
|
||||
echo "Using spirv-opt in: $(which spirv-opt)."
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
echo "Building spirv-cross"
|
||||
make -j$(nproc)
|
||||
|
||||
export PATH="./external/glslang-build/StandAlone:./external/spirv-tools-build/tools:$PATH"
|
||||
export PATH="./external/glslang-build/StandAlone:./external/spirv-tools-build/tools:.:$PATH"
|
||||
echo "Using glslangValidation in: $(which glslangValidator)."
|
||||
echo "Using spirv-opt in: $(which spirv-opt)."
|
||||
|
||||
|
|
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Ссылка в новой задаче