Add test for fragment builtins like gl_FragDepth/gl_FragCoord.

This commit is contained in:
Hans-Kristian Arntzen 2017-03-07 13:51:33 +01:00
Родитель 61c31c6054
Коммит a4aa89e992
3 изменённых файлов: 109 добавлений и 16 удалений

Просмотреть файл

@ -0,0 +1,33 @@
static float4 gl_FragCoord;
static float gl_FragDepth;
static float4 FragColor;
static float4 vColor;
struct SPIRV_Cross_Input
{
float4 gl_FragCoord : VPOS;
float4 vColor : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float gl_FragDepth : DEPTH;
float4 FragColor : COLOR0;
};
void frag_main()
{
FragColor = gl_FragCoord + vColor;
gl_FragDepth = 0.5f;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
gl_FragCoord = stage_input.gl_FragCoord + float4(0.5f, 0.5f, 0.0f, 0.0f);
vColor = stage_input.vColor;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_FragDepth = gl_FragDepth;
stage_output.FragColor = FragColor;
return stage_output;
}

Просмотреть файл

@ -0,0 +1,11 @@
#version 310 es
precision mediump float;
layout(location = 0) out vec4 FragColor;
layout(location = 0) in vec4 vColor;
void main()
{
FragColor = gl_FragCoord + vColor;
gl_FragDepth = 0.5;
}

Просмотреть файл

@ -165,6 +165,11 @@ void CompilerHLSL::emit_builtin_outputs_in_struct()
semantic = legacy ? "POSITION" : "SV_Position";
break;
case BuiltInFragDepth:
type = "float";
semantic = legacy ? "DEPTH" : "SV_Depth";
break;
default:
SPIRV_CROSS_THROW("Unsupported builtin in HLSL.");
break;
@ -190,7 +195,21 @@ void CompilerHLSL::emit_builtin_inputs_in_struct()
{
case BuiltInFragCoord:
type = "float4";
semantic = legacy ? "POSITION" : "SV_Position";
semantic = legacy ? "VPOS" : "SV_Position";
break;
case BuiltInVertexIndex:
if (legacy)
SPIRV_CROSS_THROW("Vertex index not supported in SM 3.0 or lower.");
type = "uint";
semantic = "SV_VertexID";
break;
case BuiltInInstanceIndex:
if (legacy)
SPIRV_CROSS_THROW("Vertex index not supported in SM 3.0 or lower.");
type = "uint";
semantic = "SV_InstanceID";
break;
default:
@ -308,6 +327,15 @@ void CompilerHLSL::emit_builtin_variables()
type = "float4";
break;
case BuiltInFragDepth:
type = "float";
break;
case BuiltInVertexIndex:
case BuiltInInstanceIndex:
type = "int";
break;
default:
SPIRV_CROSS_THROW(join("Unsupported builtin in HLSL: ", unsigned(builtin)));
break;
@ -630,21 +658,43 @@ void CompilerHLSL::emit_hlsl_entry_point()
statement(require_output ? "SPIRV_Cross_Output " : "void ", "main(",
require_input ? "SPIRV_Cross_Input stage_input)" : ")");
begin_scope();
bool legacy = options.shader_model <= 30;
if (require_input)
{
// Copy builtins from entry point arguments to globals.
for (uint32_t i = 0; i < 64; i++)
{
if (!(active_input_builtins & (1ull << i)))
continue;
auto builtin = builtin_to_glsl(static_cast<BuiltIn>(i));
switch (static_cast<BuiltIn>(i))
{
case BuiltInFragCoord:
// VPOS in D3D9 is sampled at integer locations, apply half-pixel offset to be consistent.
// TODO: Do we need an option here? Any reason why a D3D9 shader would be used
// on a D3D10+ system?
if (legacy)
statement(builtin, " = stage_input.", builtin, " + float4(0.5f, 0.5f, 0.0f, 0.0f);");
else
statement(builtin, " = stage_input.", builtin, ";");
break;
case BuiltInVertexIndex:
case BuiltInInstanceIndex:
// D3D semantics are uint, but shader wants int.
statement(builtin, " = int(stage_input.", builtin, ");");
break;
default:
statement(builtin, " = stage_input.", builtin, ";");
break;
}
}
for (auto &id : ids)
{
// Copy builtins from entry point arguments to globals.
for (uint32_t i = 0; i < 64; i++)
{
if (!(active_input_builtins & (1ull << i)))
continue;
auto builtin = builtin_to_glsl(static_cast<BuiltIn>(i));
statement(builtin, " = stage_input.", builtin, ";");
}
if (id.get_type() == TypeVariable)
{
auto &var = id.get<SPIRVariable>();
@ -656,12 +706,11 @@ void CompilerHLSL::emit_hlsl_entry_point()
{
auto name = to_name(var.self);
auto &mtype = get<SPIRType>(var.basetype);
if (mtype.vecsize == 4 && mtype.columns == 4)
if (mtype.columns > 1)
{
statement(name, "[0] = stage_input.", name, "_0;");
statement(name, "[1] = stage_input.", name, "_1;");
statement(name, "[2] = stage_input.", name, "_2;");
statement(name, "[3] = stage_input.", name, "_3;");
// Unroll matrices.
for (uint32_t col = 0; col < mtype.columns; col++)
statement(name, "[", col, "] = stage_input.", name, "_0;");
}
else
{