Update glslang/SPIRV-Tools on Travis.
This commit is contained in:
Родитель
35f64d03bb
Коммит
c1947aa447
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@ -1,7 +1,7 @@
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#!/bin/bash
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GLSLANG_REV=845860d56513d95e15fe4820df7272f9687d076e
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SPIRV_TOOLS_REV=340370eddbb9f0e7d26b6a4f7e22c1b98150e5e1
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GLSLANG_REV=7cec64fc42eba4587d2f3d73c03cb68ceb18dca4
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SPIRV_TOOLS_REV=fe9121f72144f1e1657cd21a55a1fec07c940e56
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if [ -d external/glslang ]; then
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echo "Updating glslang to revision $GLSLANG_REV."
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@ -1,3 +1,5 @@
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static const uint3 gl_WorkGroupSize = uint3(4u, 1u, 1u);
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void comp_main()
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{
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GroupMemoryBarrier();
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@ -1,3 +1,5 @@
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static const uint3 gl_WorkGroupSize = uint3(8u, 4u, 2u);
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void comp_main()
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{
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}
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@ -1,3 +1,5 @@
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static const uint3 gl_WorkGroupSize = uint3(4u, 1u, 1u);
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ByteAddressBuffer _22 : register(t0);
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RWByteAddressBuffer _44 : register(u1);
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@ -3,6 +3,12 @@
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using namespace metal;
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constant uint _5_tmp [[function_constant(10)]];
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constant uint _5 = is_function_constant_defined(_5_tmp) ? _5_tmp : 9u;
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constant uint _6_tmp [[function_constant(12)]];
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constant uint _6 = is_function_constant_defined(_6_tmp) ? _6_tmp : 4u;
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constant uint3 gl_WorkGroupSize = uint3(_5, 20u, _6);
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struct SSBO
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{
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float a;
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@ -3,6 +3,8 @@
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using namespace metal;
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constant uint3 gl_WorkGroupSize = uint3(4u, 1u, 1u);
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kernel void main0()
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{
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threadgroup_barrier(mem_flags::mem_threadgroup);
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@ -3,6 +3,8 @@
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using namespace metal;
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constant uint3 gl_WorkGroupSize = uint3(8u, 4u, 2u);
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kernel void main0(uint3 gl_LocalInvocationID [[thread_position_in_threadgroup]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]], uint gl_LocalInvocationIndex [[thread_index_in_threadgroup]], uint3 gl_NumWorkGroups [[threadgroups_per_grid]], uint3 gl_WorkGroupID [[threadgroup_position_in_grid]])
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{
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}
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@ -6,6 +6,8 @@
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using namespace metal;
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constant uint3 gl_WorkGroupSize = uint3(4u, 1u, 1u);
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struct SSBO
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{
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float in_data[1];
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@ -3,6 +3,8 @@
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using namespace metal;
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constant uint3 gl_WorkGroupSize = uint3(32u, 1u, 1u);
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struct T1
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{
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packed_float3 a;
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@ -3,6 +3,8 @@
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using namespace metal;
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constant uint3 gl_WorkGroupSize = uint3(32u, 1u, 1u);
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struct T1
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{
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packed_float3 a;
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@ -3,6 +3,8 @@
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using namespace metal;
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constant uint3 gl_WorkGroupSize = uint3(4u, 4u, 1u);
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struct SSBO
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{
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float out_data[1];
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@ -3,6 +3,8 @@
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using namespace metal;
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constant uint3 gl_WorkGroupSize = uint3(4u, 1u, 1u);
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struct SSBO
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{
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float in_data[1];
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@ -16,27 +16,27 @@ struct SSBO2
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kernel void main0(device SSBO& _24 [[buffer(0)]], device SSBO2& _89 [[buffer(1)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
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{
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float4 _93;
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_93 = _24.in_data[gl_GlobalInvocationID.x];
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for (int _94 = 0; (_94 + 1) < 10; )
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float4 _99;
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_99 = _24.in_data[gl_GlobalInvocationID.x];
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for (int _93 = 0; (_93 + 1) < 10; )
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{
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_93 *= 2.0;
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_94 += 2;
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_99 *= 2.0;
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_93 += 2;
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continue;
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}
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float4 _95;
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_95 = _93;
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float4 _100;
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for (uint _97 = 0u; _97 < 16u; _95 = _100, _97++)
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float4 _98;
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_98 = _99;
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float4 _103;
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for (uint _94 = 0u; _94 < 16u; _98 = _103, _94++)
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{
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_100 = _95;
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for (uint _101 = 0u; _101 < 30u; )
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_103 = _98;
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for (uint _100 = 0u; _100 < 30u; )
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{
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_100 = _24.mvp * _100;
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_101++;
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_103 = _24.mvp * _103;
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_100++;
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continue;
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}
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}
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_89.out_data[gl_GlobalInvocationID.x] = _95;
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_89.out_data[gl_GlobalInvocationID.x] = _98;
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}
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@ -3,6 +3,9 @@
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using namespace metal;
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constant int2 _184 = {};
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constant int _199 = {};
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struct main0_out
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{
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int FragColor [[color(0)]];
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@ -12,56 +15,70 @@ fragment main0_out main0()
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{
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main0_out out = {};
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out.FragColor = 16;
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for (int _140 = 0; _140 < 25; )
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for (int _168 = 0; _168 < 25; )
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{
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out.FragColor += 10;
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_140++;
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_168++;
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continue;
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}
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for (int _141 = 1; _141 < 30; )
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for (int _169 = 1; _169 < 30; )
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{
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out.FragColor += 11;
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_141++;
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_169++;
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continue;
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}
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int _142;
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_142 = 0;
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for (; _142 < 20; )
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int _170;
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_170 = 0;
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for (; _170 < 20; )
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{
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out.FragColor += 12;
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_142++;
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_170++;
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continue;
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}
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int _62 = _142 + 3;
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int _62 = _170 + 3;
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out.FragColor += _62;
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if (_62 == 40)
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bool _68 = _62 == 40;
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if (_68)
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{
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for (int _143 = 0; _143 < 40; )
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for (int _171 = 0; _171 < 40; )
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{
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out.FragColor += 13;
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_143++;
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_171++;
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continue;
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}
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return out;
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}
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out.FragColor += _62;
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int2 _144;
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_144 = int2(0);
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for (; _144.x < 10; )
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else
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{
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out.FragColor += _144.y;
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int2 _139 = _144;
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_139.x = _144.x + 4;
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_144 = _139;
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continue;
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out.FragColor += _62;
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}
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for (int _145 = _62; _145 < 40; )
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bool2 _211 = bool2(_68);
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int2 _212 = int2(_211.x ? _184.x : _184.x, _211.y ? _184.y : _184.y);
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bool _213 = _68 ? true : false;
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bool2 _214 = bool2(_213);
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if (!_213)
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{
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out.FragColor += _145;
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_145++;
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continue;
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int2 _177;
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_177 = int2(_214.x ? _212.x : int2(0).x, _214.y ? _212.y : int2(0).y);
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for (; _177.x < 10; )
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{
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out.FragColor += _177.y;
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int2 _167 = _177;
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_167.x = _177.x + 4;
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_177 = _167;
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continue;
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}
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}
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int _216 = _213 ? (_68 ? _199 : _199) : _62;
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if (!_213)
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{
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for (int _191 = _216; _191 < 40; )
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{
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out.FragColor += _191;
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_191++;
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continue;
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}
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out.FragColor += _216;
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}
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out.FragColor += _62;
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return out;
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}
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@ -1,5 +1,5 @@
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#version 310 es
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layout(local_size_x = 1, local_size_y = 20, local_size_z = 1) in;
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layout(local_size_x = 9, local_size_y = 20, local_size_z = 4) in;
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layout(binding = 0, std430) buffer SSBO
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{
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@ -10,41 +10,73 @@ layout(binding = 0, std140) uniform Foo
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layout(location = 0) in vec3 fragWorld;
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layout(location = 0) out int _entryPointOutput;
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int GetCascade(vec3 fragWorldPosition)
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{
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for (uint _151 = 0u; _151 < _11.shadowCascadesNum; _151++)
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{
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mat4 _157;
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for (;;)
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{
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if (_11.test == 0)
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{
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_157 = mat4(vec4(0.5, 0.0, 0.0, 0.0), vec4(0.0, 0.5, 0.0, 0.0), vec4(0.0, 0.0, 0.5, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
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break;
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}
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_157 = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
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break;
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}
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vec4 _92 = (_157 * _11.lightVP[_151]) * vec4(fragWorldPosition, 1.0);
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float _140 = _92.z;
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float _144 = _92.x;
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float _146 = _92.y;
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if ((((_140 >= 0.0) && (_140 <= 1.0)) && (max(_144, _146) <= 1.0)) && (min(_144, _146) >= 0.0))
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{
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return int(_151);
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}
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else
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{
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continue;
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}
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continue;
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}
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return -1;
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}
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mat4 _235;
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int _245;
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void main()
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{
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vec3 _123 = fragWorld;
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_entryPointOutput = GetCascade(_123);
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uint _229;
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bool _231;
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mat4 _234;
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_234 = _235;
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_231 = false;
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_229 = 0u;
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bool _251;
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mat4 _232;
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int _243;
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bool _158;
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for (;;)
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{
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_158 = _229 < _11.shadowCascadesNum;
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if (_158)
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{
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bool _209 = _11.test == 0;
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mat4 _233;
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if (_209)
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{
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_233 = mat4(vec4(0.5, 0.0, 0.0, 0.0), vec4(0.0, 0.5, 0.0, 0.0), vec4(0.0, 0.0, 0.5, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
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}
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else
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{
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_233 = _234;
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}
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bool _250 = _209 ? true : _231;
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if (!_250)
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{
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_232 = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
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}
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else
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{
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_232 = _233;
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}
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_251 = _250 ? _250 : true;
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vec4 _171 = (_232 * _11.lightVP[_229]) * vec4(fragWorld, 1.0);
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float _218 = _171.z;
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float _222 = _171.x;
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float _224 = _171.y;
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if ((((_218 >= 0.0) && (_218 <= 1.0)) && (max(_222, _224) <= 1.0)) && (min(_222, _224) >= 0.0))
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{
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_243 = int(_229);
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break;
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}
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else
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{
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_234 = _232;
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_231 = _251;
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_229++;
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continue;
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}
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_234 = _232;
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_231 = _251;
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_229++;
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continue;
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}
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else
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{
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_243 = _245;
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break;
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}
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}
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_entryPointOutput = (_158 ? true : false) ? _243 : (-1);
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}
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@ -10,10 +10,10 @@ void main()
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_50 = 0;
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for (; _50 < 4; _50++)
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{
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for (int _53 = 0; _53 < 4; )
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for (int _51 = 0; _51 < 4; )
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{
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FragColor += vec4(v0[(_50 + _53) & 3]);
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_53++;
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FragColor += vec4(v0[(_50 + _51) & 3]);
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_51++;
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continue;
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}
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}
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|
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@ -14,8 +14,8 @@ void main()
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{
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FragColor += vec4(float(_53));
|
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FragColor += vec4(float(_54));
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_53 += counter;
|
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_54 += uint(counter);
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_53 += counter;
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continue;
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}
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}
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|
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@ -6,7 +6,7 @@ layout(binding = 0, std430) buffer SSBO
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float data;
|
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} _11;
|
||||
|
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float _180;
|
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float _183;
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|
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void main()
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{
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|
@ -31,15 +31,15 @@ void main()
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break;
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}
|
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}
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float _181;
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_181 = _180;
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float _180;
|
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_180 = _183;
|
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for (int _179 = 0; _179 < 20; )
|
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{
|
||||
_180 += 10.0;
|
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_179++;
|
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_181 += 10.0;
|
||||
continue;
|
||||
}
|
||||
_11.data = _181;
|
||||
_11.data = _180;
|
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_11.data = _183;
|
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}
|
||||
|
||||
|
|
|
@ -14,27 +14,27 @@ layout(binding = 1, std430) writeonly buffer SSBO2
|
|||
|
||||
void main()
|
||||
{
|
||||
vec4 _93;
|
||||
_93 = _24.in_data[gl_GlobalInvocationID.x];
|
||||
for (int _94 = 0; (_94 + 1) < 10; )
|
||||
vec4 _99;
|
||||
_99 = _24.in_data[gl_GlobalInvocationID.x];
|
||||
for (int _93 = 0; (_93 + 1) < 10; )
|
||||
{
|
||||
_93 *= 2.0;
|
||||
_94 += 2;
|
||||
_99 *= 2.0;
|
||||
_93 += 2;
|
||||
continue;
|
||||
}
|
||||
vec4 _95;
|
||||
_95 = _93;
|
||||
vec4 _100;
|
||||
for (uint _97 = 0u; _97 < 16u; _95 = _100, _97++)
|
||||
vec4 _98;
|
||||
_98 = _99;
|
||||
vec4 _103;
|
||||
for (uint _94 = 0u; _94 < 16u; _98 = _103, _94++)
|
||||
{
|
||||
_100 = _95;
|
||||
for (uint _101 = 0u; _101 < 30u; )
|
||||
_103 = _98;
|
||||
for (uint _100 = 0u; _100 < 30u; )
|
||||
{
|
||||
_100 = _24.mvp * _100;
|
||||
_101++;
|
||||
_103 = _24.mvp * _103;
|
||||
_100++;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
_89.out_data[gl_GlobalInvocationID.x] = _95;
|
||||
_89.out_data[gl_GlobalInvocationID.x] = _98;
|
||||
}
|
||||
|
||||
|
|
|
@ -13,14 +13,14 @@ void main()
|
|||
vec4 values3[2 * 3 * 1];
|
||||
for (; _92 < 2; _92++)
|
||||
{
|
||||
int _96;
|
||||
_96 = 0;
|
||||
for (; _96 < 3; _96++)
|
||||
int _93;
|
||||
_93 = 0;
|
||||
for (; _93 < 3; _93++)
|
||||
{
|
||||
for (int _98 = 0; _98 < 1; )
|
||||
for (int _95 = 0; _95 < 1; )
|
||||
{
|
||||
values3[_92 * 3 * 1 + _96 * 1 + _98] = texture(uTextures[_92 * 3 * 1 + _96 * 1 + _98], vUV);
|
||||
_98++;
|
||||
values3[_92 * 3 * 1 + _93 * 1 + _95] = texture(uTextures[_92 * 3 * 1 + _93 * 1 + _95], vUV);
|
||||
_95++;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4,58 +4,72 @@ precision highp int;
|
|||
|
||||
layout(location = 0) out mediump int FragColor;
|
||||
|
||||
ivec2 _184;
|
||||
int _199;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = 16;
|
||||
for (int _140 = 0; _140 < 25; )
|
||||
for (int _168 = 0; _168 < 25; )
|
||||
{
|
||||
FragColor += 10;
|
||||
_140++;
|
||||
_168++;
|
||||
continue;
|
||||
}
|
||||
for (int _141 = 1; _141 < 30; )
|
||||
for (int _169 = 1; _169 < 30; )
|
||||
{
|
||||
FragColor += 11;
|
||||
_141++;
|
||||
_169++;
|
||||
continue;
|
||||
}
|
||||
int _142;
|
||||
_142 = 0;
|
||||
for (; _142 < 20; )
|
||||
int _170;
|
||||
_170 = 0;
|
||||
for (; _170 < 20; )
|
||||
{
|
||||
FragColor += 12;
|
||||
_142++;
|
||||
_170++;
|
||||
continue;
|
||||
}
|
||||
mediump int _62 = _142 + 3;
|
||||
mediump int _62 = _170 + 3;
|
||||
FragColor += _62;
|
||||
if (_62 == 40)
|
||||
bool _68 = _62 == 40;
|
||||
if (_68)
|
||||
{
|
||||
for (int _143 = 0; _143 < 40; )
|
||||
for (int _171 = 0; _171 < 40; )
|
||||
{
|
||||
FragColor += 13;
|
||||
_143++;
|
||||
_171++;
|
||||
continue;
|
||||
}
|
||||
return;
|
||||
}
|
||||
FragColor += _62;
|
||||
ivec2 _144;
|
||||
_144 = ivec2(0);
|
||||
for (; _144.x < 10; )
|
||||
else
|
||||
{
|
||||
FragColor += _144.y;
|
||||
ivec2 _139 = _144;
|
||||
_139.x = _144.x + 4;
|
||||
_144 = _139;
|
||||
continue;
|
||||
FragColor += _62;
|
||||
}
|
||||
for (int _145 = _62; _145 < 40; )
|
||||
bool _213 = _68 ? true : false;
|
||||
if (!_213)
|
||||
{
|
||||
FragColor += _145;
|
||||
_145++;
|
||||
continue;
|
||||
ivec2 _177;
|
||||
_177 = mix(ivec2(0), mix(_184, _184, bvec2(_68)), bvec2(_213));
|
||||
for (; _177.x < 10; )
|
||||
{
|
||||
FragColor += _177.y;
|
||||
ivec2 _167 = _177;
|
||||
_167.x = _177.x + 4;
|
||||
_177 = _167;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
int _216 = _213 ? (_68 ? _199 : _199) : _62;
|
||||
if (!_213)
|
||||
{
|
||||
for (int _191 = _216; _191 < 40; )
|
||||
{
|
||||
FragColor += _191;
|
||||
_191++;
|
||||
continue;
|
||||
}
|
||||
FragColor += _216;
|
||||
}
|
||||
FragColor += _62;
|
||||
}
|
||||
|
||||
|
|
|
@ -9,17 +9,17 @@ layout(location = 1) flat in mediump int vB;
|
|||
void main()
|
||||
{
|
||||
FragColor = vec4(0.0);
|
||||
int _60;
|
||||
for (int _57 = 0, _58 = 0; _58 < vA; FragColor += vec4(1.0), _57 = _60, _58 += (_60 + 10))
|
||||
int _58;
|
||||
for (int _57 = 0, _60 = 0; _57 < vA; FragColor += vec4(1.0), _60 = _58, _57 += (_58 + 10))
|
||||
{
|
||||
if ((vA + _58) == 20)
|
||||
if ((vA + _57) == 20)
|
||||
{
|
||||
_60 = 50;
|
||||
_58 = 50;
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
_60 = ((vB + _58) == 40) ? 60 : _57;
|
||||
_58 = ((vB + _57) == 40) ? 60 : _60;
|
||||
continue;
|
||||
}
|
||||
continue;
|
||||
|
|
|
@ -50,7 +50,7 @@ layout(location = 0) in vec4 Position;
|
|||
layout(location = 0) out vec3 EyeVec;
|
||||
layout(location = 1) out vec4 TexCoord;
|
||||
|
||||
uvec4 _483;
|
||||
uvec4 _484;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
@ -69,42 +69,42 @@ void main()
|
|||
{
|
||||
_482 = 0u;
|
||||
}
|
||||
uvec4 _445 = _483;
|
||||
uvec4 _445 = _484;
|
||||
_445.x = _482;
|
||||
bool _379 = _359.y < 32u;
|
||||
uint _484;
|
||||
uint _485;
|
||||
if (_379)
|
||||
{
|
||||
_484 = _366.x;
|
||||
}
|
||||
else
|
||||
{
|
||||
_484 = 0u;
|
||||
}
|
||||
uvec4 _451 = _445;
|
||||
_451.y = _484;
|
||||
uint _485;
|
||||
if (_369)
|
||||
{
|
||||
_485 = _366.y;
|
||||
_485 = _366.x;
|
||||
}
|
||||
else
|
||||
{
|
||||
_485 = 0u;
|
||||
}
|
||||
uvec4 _457 = _451;
|
||||
_457.z = _485;
|
||||
uint _486;
|
||||
if (_379)
|
||||
uvec4 _451 = _445;
|
||||
_451.y = _485;
|
||||
uint _487;
|
||||
if (_369)
|
||||
{
|
||||
_486 = _366.y;
|
||||
_487 = _366.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
_486 = 0u;
|
||||
_487 = 0u;
|
||||
}
|
||||
uvec4 _457 = _451;
|
||||
_457.z = _487;
|
||||
uint _489;
|
||||
if (_379)
|
||||
{
|
||||
_489 = _366.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
_489 = 0u;
|
||||
}
|
||||
uvec4 _463 = _457;
|
||||
_463.w = _486;
|
||||
_463.w = _489;
|
||||
vec4 _415 = vec4((_359.xyxy + _463) & (~_366).xxyy);
|
||||
vec2 _197 = ((_53.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].Position.xz * _180.InvOceanSize_PatchScale.zw) + mix(_415.xy, _415.zw, vec2(_350 - _352))) * _180.InvOceanSize_PatchScale.xy;
|
||||
vec2 _204 = _197 * _180.NormalTexCoordScale.zw;
|
||||
|
|
|
@ -636,6 +636,10 @@ struct SPIRBlock : IVariant
|
|||
// Used for handling complex continue blocks which have side effects.
|
||||
std::vector<std::pair<uint32_t, uint32_t>> declare_temporary;
|
||||
|
||||
// Declare these temporaries, but only conditionally if this block turns out to be
|
||||
// a complex loop header.
|
||||
std::vector<std::pair<uint32_t, uint32_t>> potential_declare_temporary;
|
||||
|
||||
struct Case
|
||||
{
|
||||
uint32_t value;
|
||||
|
|
|
@ -3802,6 +3802,16 @@ void Compiler::analyze_variable_scope(SPIRFunction &entry)
|
|||
auto &block_temporaries = this->get<SPIRBlock>(dominating_block).declare_temporary;
|
||||
block_temporaries.emplace_back(handler.result_id_to_type[var.first], var.first);
|
||||
}
|
||||
else if (blocks.size() > 1)
|
||||
{
|
||||
// Keep track of the temporary as we might have to declare this temporary.
|
||||
// This can happen if the loop header dominates a temporary, but we have a complex fallback loop.
|
||||
// In this case, the header is actually inside the for (;;) {} block, and we have problems.
|
||||
// What we need to do is hoist the temporaries outside the for (;;) {} block in case the header block
|
||||
// declares the temporary.
|
||||
auto &block_temporaries = this->get<SPIRBlock>(dominating_block).potential_declare_temporary;
|
||||
block_temporaries.emplace_back(handler.result_id_to_type[var.first], var.first);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -8874,6 +8874,28 @@ void CompilerGLSL::flush_undeclared_variables(SPIRBlock &block)
|
|||
}
|
||||
}
|
||||
|
||||
void CompilerGLSL::emit_hoisted_temporaries(vector<pair<uint32_t, uint32_t>> &temporaries)
|
||||
{
|
||||
// If we need to force temporaries for certain IDs due to continue blocks, do it before starting loop header.
|
||||
// Need to sort these to ensure that reference output is stable.
|
||||
sort(begin(temporaries), end(temporaries),
|
||||
[](const pair<uint32_t, uint32_t> &a, const pair<uint32_t, uint32_t> &b) { return a.second < b.second; });
|
||||
|
||||
for (auto &tmp : temporaries)
|
||||
{
|
||||
add_local_variable_name(tmp.second);
|
||||
auto flags = meta[tmp.second].decoration.decoration_flags;
|
||||
auto &type = get<SPIRType>(tmp.first);
|
||||
statement(flags_to_precision_qualifiers_glsl(type, flags), variable_decl(type, to_name(tmp.second)), ";");
|
||||
|
||||
hoisted_temporaries.insert(tmp.second);
|
||||
forced_temporaries.insert(tmp.second);
|
||||
|
||||
// The temporary might be read from before it's assigned, set up the expression now.
|
||||
set<SPIRExpression>(tmp.second, to_name(tmp.second), tmp.first, true);
|
||||
}
|
||||
}
|
||||
|
||||
void CompilerGLSL::emit_block_chain(SPIRBlock &block)
|
||||
{
|
||||
propagate_loop_dominators(block);
|
||||
|
@ -8883,21 +8905,7 @@ void CompilerGLSL::emit_block_chain(SPIRBlock &block)
|
|||
bool emitted_for_loop_header = false;
|
||||
bool force_complex_continue_block = false;
|
||||
|
||||
// If we need to force temporaries for certain IDs due to continue blocks, do it before starting loop header.
|
||||
// Need to sort these to ensure that reference output is stable.
|
||||
sort(begin(block.declare_temporary), end(block.declare_temporary),
|
||||
[](const pair<uint32_t, uint32_t> &a, const pair<uint32_t, uint32_t> &b) { return a.second < b.second; });
|
||||
|
||||
for (auto &tmp : block.declare_temporary)
|
||||
{
|
||||
add_local_variable_name(tmp.second);
|
||||
auto flags = meta[tmp.second].decoration.decoration_flags;
|
||||
auto &type = get<SPIRType>(tmp.first);
|
||||
statement(flags_to_precision_qualifiers_glsl(type, flags), variable_decl(type, to_name(tmp.second)), ";");
|
||||
|
||||
// The temporary might be read from before it's assigned, set up the expression now.
|
||||
set<SPIRExpression>(tmp.second, to_name(tmp.second), tmp.first, true);
|
||||
}
|
||||
emit_hoisted_temporaries(block.declare_temporary);
|
||||
|
||||
SPIRBlock::ContinueBlockType continue_type = SPIRBlock::ContinueNone;
|
||||
if (block.continue_block)
|
||||
|
@ -8946,6 +8954,11 @@ void CompilerGLSL::emit_block_chain(SPIRBlock &block)
|
|||
else if (continue_type == SPIRBlock::DoWhileLoop)
|
||||
{
|
||||
flush_undeclared_variables(block);
|
||||
// We have some temporaries where the loop header is the dominator.
|
||||
// We risk a case where we have code like:
|
||||
// for (;;) { create-temporary; break; } consume-temporary;
|
||||
// so force-declare temporaries here.
|
||||
emit_hoisted_temporaries(block.potential_declare_temporary);
|
||||
statement("do");
|
||||
begin_scope();
|
||||
|
||||
|
@ -8959,6 +8972,14 @@ void CompilerGLSL::emit_block_chain(SPIRBlock &block)
|
|||
get<SPIRBlock>(block.continue_block).complex_continue = true;
|
||||
continue_type = SPIRBlock::ComplexLoop;
|
||||
|
||||
sort(begin(block.potential_declare_temporary), end(block.potential_declare_temporary),
|
||||
[](const pair<uint32_t, uint32_t> &a, const pair<uint32_t, uint32_t> &b) { return a.second < b.second; });
|
||||
|
||||
// We have some temporaries where the loop header is the dominator.
|
||||
// We risk a case where we have code like:
|
||||
// for (;;) { create-temporary; break; } consume-temporary;
|
||||
// so force-declare temporaries here.
|
||||
emit_hoisted_temporaries(block.potential_declare_temporary);
|
||||
statement("for (;;)");
|
||||
begin_scope();
|
||||
|
||||
|
|
|
@ -366,6 +366,7 @@ protected:
|
|||
void emit_interface_block(const SPIRVariable &type);
|
||||
void emit_flattened_io_block(const SPIRVariable &var, const char *qual);
|
||||
void emit_block_chain(SPIRBlock &block);
|
||||
void emit_hoisted_temporaries(std::vector<std::pair<uint32_t, uint32_t>> &temporaries);
|
||||
void emit_specialization_constant(const SPIRConstant &constant);
|
||||
std::string emit_continue_block(uint32_t continue_block);
|
||||
bool attempt_emit_loop_header(SPIRBlock &block, SPIRBlock::Method method);
|
||||
|
|
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