HLSL: add Buffer support for Load method

This commit is contained in:
steve-lunarg 2016-07-27 15:46:48 -06:00
Родитель 414f735443
Коммит d53f717fd3
6 изменённых файлов: 309 добавлений и 35 удалений

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@ -0,0 +1,204 @@
hlsl.load.buffer.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:39 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
0:28 move second child to first child (temp 4-component vector of float)
0:28 'r00' (temp 4-component vector of float)
0:28 textureFetch (global 4-component vector of float)
0:28 'g_tTexbf4' (uniform samplerBuffer)
0:28 'c1' (uniform int)
0:29 Sequence
0:29 move second child to first child (temp 4-component vector of int)
0:29 'r01' (temp 4-component vector of int)
0:29 textureFetch (global 4-component vector of int)
0:29 'g_tTexbi4' (uniform isamplerBuffer)
0:29 'c1' (uniform int)
0:30 Sequence
0:30 move second child to first child (temp 4-component vector of uint)
0:30 'r02' (temp 4-component vector of uint)
0:30 textureFetch (global 4-component vector of uint)
0:30 'g_tTexbu4' (uniform usamplerBuffer)
0:30 'c1' (uniform int)
0:35 move second child to first child (temp float)
0:35 Depth: direct index for structure (temp float FragDepth)
0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 Constant:
0:35 1 (const int)
0:35 Constant:
0:35 1.000000
0:37 Branch: Return with expression
0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? Linker Objects
0:? 'g_tTexbf4_test' (uniform samplerBuffer)
0:? 'g_tTexbf4' (uniform samplerBuffer)
0:? 'g_tTexbi4' (uniform isamplerBuffer)
0:? 'g_tTexbu4' (uniform usamplerBuffer)
0:? 'c1' (uniform int)
0:? 'c2' (uniform 2-component vector of int)
0:? 'c3' (uniform 3-component vector of int)
0:? 'c4' (uniform 4-component vector of int)
0:? 'o1' (uniform int)
0:? 'o2' (uniform 2-component vector of int)
0:? 'o3' (uniform 3-component vector of int)
0:? 'o4' (uniform 4-component vector of int)
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:39 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
0:28 move second child to first child (temp 4-component vector of float)
0:28 'r00' (temp 4-component vector of float)
0:28 textureFetch (global 4-component vector of float)
0:28 'g_tTexbf4' (uniform samplerBuffer)
0:28 'c1' (uniform int)
0:29 Sequence
0:29 move second child to first child (temp 4-component vector of int)
0:29 'r01' (temp 4-component vector of int)
0:29 textureFetch (global 4-component vector of int)
0:29 'g_tTexbi4' (uniform isamplerBuffer)
0:29 'c1' (uniform int)
0:30 Sequence
0:30 move second child to first child (temp 4-component vector of uint)
0:30 'r02' (temp 4-component vector of uint)
0:30 textureFetch (global 4-component vector of uint)
0:30 'g_tTexbu4' (uniform usamplerBuffer)
0:30 'c1' (uniform int)
0:35 move second child to first child (temp float)
0:35 Depth: direct index for structure (temp float FragDepth)
0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 Constant:
0:35 1 (const int)
0:35 Constant:
0:35 1.000000
0:37 Branch: Return with expression
0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? Linker Objects
0:? 'g_tTexbf4_test' (uniform samplerBuffer)
0:? 'g_tTexbf4' (uniform samplerBuffer)
0:? 'g_tTexbi4' (uniform isamplerBuffer)
0:? 'g_tTexbu4' (uniform usamplerBuffer)
0:? 'c1' (uniform int)
0:? 'c2' (uniform 2-component vector of int)
0:? 'c3' (uniform 3-component vector of int)
0:? 'c4' (uniform 4-component vector of int)
0:? 'o1' (uniform int)
0:? 'o2' (uniform 2-component vector of int)
0:? 'o3' (uniform 3-component vector of int)
0:? 'o4' (uniform 4-component vector of int)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 66
Capability Shader
Capability SampledBuffer
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main"
ExecutionMode 4 OriginUpperLeft
Source HLSL 450
Name 4 "main"
Name 9 "r00"
Name 13 "g_tTexbf4"
Name 17 "c1"
Name 23 "r01"
Name 27 "g_tTexbi4"
Name 35 "r02"
Name 39 "g_tTexbu4"
Name 44 "PS_OUTPUT"
MemberName 44(PS_OUTPUT) 0 "Color"
MemberName 44(PS_OUTPUT) 1 "Depth"
Name 46 "psout"
Name 53 "g_tTexbf4_test"
Name 56 "c2"
Name 59 "c3"
Name 61 "c4"
Name 62 "o1"
Name 63 "o2"
Name 64 "o3"
Name 65 "o4"
Decorate 13(g_tTexbf4) DescriptorSet 0
Decorate 27(g_tTexbi4) DescriptorSet 0
Decorate 39(g_tTexbu4) DescriptorSet 0
MemberDecorate 44(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 53(g_tTexbf4_test) DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
10: TypeImage 6(float) Buffer sampled format:Unknown
11: TypeSampledImage 10
12: TypePointer UniformConstant 11
13(g_tTexbf4): 12(ptr) Variable UniformConstant
15: TypeInt 32 1
16: TypePointer UniformConstant 15(int)
17(c1): 16(ptr) Variable UniformConstant
21: TypeVector 15(int) 4
22: TypePointer Function 21(ivec4)
24: TypeImage 15(int) Buffer sampled format:Unknown
25: TypeSampledImage 24
26: TypePointer UniformConstant 25
27(g_tTexbi4): 26(ptr) Variable UniformConstant
32: TypeInt 32 0
33: TypeVector 32(int) 4
34: TypePointer Function 33(ivec4)
36: TypeImage 32(int) Buffer sampled format:Unknown
37: TypeSampledImage 36
38: TypePointer UniformConstant 37
39(g_tTexbu4): 38(ptr) Variable UniformConstant
44(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
45: TypePointer Function 44(PS_OUTPUT)
47: 15(int) Constant 1
48: 6(float) Constant 1065353216
49: TypePointer Function 6(float)
53(g_tTexbf4_test): 12(ptr) Variable UniformConstant
54: TypeVector 15(int) 2
55: TypePointer UniformConstant 54(ivec2)
56(c2): 55(ptr) Variable UniformConstant
57: TypeVector 15(int) 3
58: TypePointer UniformConstant 57(ivec3)
59(c3): 58(ptr) Variable UniformConstant
60: TypePointer UniformConstant 21(ivec4)
61(c4): 60(ptr) Variable UniformConstant
62(o1): 16(ptr) Variable UniformConstant
63(o2): 55(ptr) Variable UniformConstant
64(o3): 58(ptr) Variable UniformConstant
65(o4): 60(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
9(r00): 8(ptr) Variable Function
23(r01): 22(ptr) Variable Function
35(r02): 34(ptr) Variable Function
46(psout): 45(ptr) Variable Function
14: 11 Load 13(g_tTexbf4)
18: 15(int) Load 17(c1)
19: 10 Image 14
20: 7(fvec4) ImageFetch 19 18
Store 9(r00) 20
28: 25 Load 27(g_tTexbi4)
29: 15(int) Load 17(c1)
30: 24 Image 28
31: 21(ivec4) ImageFetch 30 29
Store 23(r01) 31
40: 37 Load 39(g_tTexbu4)
41: 15(int) Load 17(c1)
42: 36 Image 40
43: 33(ivec4) ImageFetch 42 41
Store 35(r02) 43
50: 49(ptr) AccessChain 46(psout) 47
Store 50 48
51:44(PS_OUTPUT) Load 46(psout)
ReturnValue 51
FunctionEnd

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@ -0,0 +1,38 @@
uniform Buffer <float4> g_tTexbf4_test : register(t0);
Buffer g_tTexbf4; // default is float4
Buffer <int4> g_tTexbi4;
Buffer <uint4> g_tTexbu4;
struct PS_OUTPUT
{
float4 Color : SV_Target0;
float Depth : SV_Depth;
};
uniform int c1;
uniform int2 c2;
uniform int3 c3;
uniform int4 c4;
uniform int o1;
uniform int2 o2;
uniform int3 o3;
uniform int4 o4;
PS_OUTPUT main()
{
PS_OUTPUT psout;
// Buffer
float4 r00 = g_tTexbf4.Load(c1);
int4 r01 = g_tTexbi4.Load(c1);
uint4 r02 = g_tTexbu4.Load(c1);
// TODO: other types that can be put in sampler buffers, like float2x2, and float3.
psout.Color = 1.0;
psout.Depth = 1.0;
return psout;
}

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@ -110,6 +110,7 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.load.array.dx10.frag", "main"},
{"hlsl.load.basic.dx10.frag", "main"},
{"hlsl.load.basic.dx10.vert", "main"},
{"hlsl.load.buffer.dx10.frag", "main"},
{"hlsl.load.offset.dx10.frag", "main"},
{"hlsl.load.offsetarray.dx10.frag", "main"},
{"hlsl.pp.line.frag", "main"},

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@ -754,6 +754,18 @@ bool HlslGrammar::acceptTextureType(TType& type)
return false;
}
// Buffers can handle small mats if they fit in 4 components
if (dim == EsdBuffer && txType.isMatrix()) {
if ((txType.getMatrixCols() * txType.getMatrixRows()) > 4) {
expected("components < 4 in matrix buffer type");
return false;
}
// TODO: except we don't handle it yet...
unimplemented("matrix type in buffer");
return false;
}
if (!txType.isScalar() && !txType.isVector()) {
expected("scalar or vector type");
return false;
@ -789,7 +801,14 @@ bool HlslGrammar::acceptTextureType(TType& type)
const bool shadow = txType.isScalar() || (txType.isVector() && txType.getVectorSize() == 1);
TSampler sampler;
sampler.setTexture(txType.getBasicType(), dim, array, shadow, ms);
// Buffers are combined.
if (dim == EsdBuffer) {
sampler.set(txType.getBasicType(), dim, array);
} else {
// DX10 textures are separated. TODO: DX9.
sampler.setTexture(txType.getBasicType(), dim, array, shadow, ms);
}
type.shallowCopy(TType(sampler, EvqUniform, arraySizes));

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@ -1154,11 +1154,12 @@ void HlslParseContext::decomposeSampleMethods(const TSourceLoc& loc, TIntermType
TIntermTyped* coordSwizzle = nullptr;
const bool isMS = argTex->getType().getSampler().isMultiSample();
const bool isBuffer = argTex->getType().getSampler().dim == EsdBuffer;
const TBasicType coordBaseType = argCoord->getType().getBasicType();
// Last component of coordinate is the mip level, for non-MS. we separate them here:
if (isMS) {
// MS has no LOD
if (isMS || isBuffer) {
// MS and Buffer have no LOD
coordSwizzle = argCoord;
} else {
// Extract coordinate
@ -1181,10 +1182,6 @@ void HlslParseContext::decomposeSampleMethods(const TSourceLoc& loc, TIntermType
const TOperator fetchOp = (hasOffset ? EOpTextureFetchOffset : EOpTextureFetch);
TIntermAggregate* txfetch = new TIntermAggregate(fetchOp);
const TSamplerDim dim = argTex->getType().getSampler().dim;
if (dim == EsdBuffer) // TODO: buffers
assert(0);
// Build up the fetch
txfetch->getSequence().push_back(argTex);
txfetch->getSequence().push_back(coordSwizzle);
@ -1193,8 +1190,10 @@ void HlslParseContext::decomposeSampleMethods(const TSourceLoc& loc, TIntermType
// add 2DMS sample index
TIntermTyped* argSampleIdx = argAggregate->getSequence()[2]->getAsTyped();
txfetch->getSequence().push_back(argSampleIdx);
} else if (isBuffer) {
// Nothing else to do for buffers.
} else {
// 2DMS has no LOD, but everything else does.
// 2DMS and buffer have no LOD, but everything else does.
txfetch->getSequence().push_back(lodComponent);
}

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@ -70,7 +70,11 @@ const char* BaseTypeName(const char argOrder, const char* scalarName, const char
bool IsSamplerType(const char argType) { return argType == 'S' || argType == 's'; }
bool IsTextureArrayed(const char argOrder) { return argOrder == '@' || argOrder == '&'; }
bool IsTextureMS(const char argOrder) { return argOrder == '$' || argOrder == '&'; }
bool IsTextureType(const char argOrder) { return argOrder == '%' || argOrder == '@' || IsTextureMS(argOrder); }
bool IsBuffer(const char argOrder) { return argOrder == '*'; }
bool IsTextureType(const char argOrder)
{
return argOrder == '%' || argOrder == '@' || IsTextureMS(argOrder) || IsBuffer(argOrder);
}
// Reject certain combinations that are illegal sample methods. For example,
// 3D arrays.
@ -78,6 +82,7 @@ bool IsIllegalSample(const glslang::TString& name, const char* argOrder, int dim
{
const bool isArrayed = IsTextureArrayed(*argOrder);
const bool isMS = IsTextureMS(*argOrder);
const bool isBuffer = IsBuffer(*argOrder);
// there are no 3D arrayed textures, or 3D SampleCmp(LevelZero)
if (dim0 == 3 && (isArrayed || name == "SampleCmp" || name == "SampleCmpLevelZero"))
@ -112,6 +117,10 @@ bool IsIllegalSample(const glslang::TString& name, const char* argOrder, int dim
if (isMS && dim0 != 2)
return true;
// Buffer are only 1D
if (isBuffer && dim0 != 1)
return true;
return false;
}
@ -127,9 +136,9 @@ int CoordinateArgPos(const glslang::TString& name, bool isTexture)
}
// Some texture methods use an addition coordinate dimension for the mip
bool HasMipInCoord(const glslang::TString& name, bool isMS)
bool HasMipInCoord(const glslang::TString& name, bool isMS, bool isBuffer)
{
return name == "Load" && !isMS;
return name == "Load" && !isMS && !isBuffer;
}
// LOD calculations don't pass the array level in the coordinate.
@ -197,6 +206,7 @@ glslang::TString& AppendTypeName(glslang::TString& s, const char* argOrder, cons
const bool isArrayed = IsTextureArrayed(argOrder[0]);
const bool isSampler = IsSamplerType(argType[0]);
const bool isMS = IsTextureMS(argOrder[0]);
const bool isBuffer = IsBuffer(argOrder[0]);
char type = *argType;
@ -219,37 +229,38 @@ glslang::TString& AppendTypeName(glslang::TString& s, const char* argOrder, cons
char order = *argOrder;
if (UseHlslTypes) {
// TODO: handle sub-vec4 returns
switch (type) {
case '-': s += "void"; break;
case 'F': s += "float"; break;
case 'D': s += "double"; break;
case 'I': s += "int"; break;
case 'U': s += "uint"; break;
case 'B': s += "bool"; break;
case 'S': s += "sampler"; break;
case 's': s += "SamplerComparisonState"; break;
case 'T': s += "Texture"; break;
case 'i': s += "Texture <int4>"; break;
case 'u': s += "Texture <uint4>"; break;
default: s += "UNKNOWN_TYPE"; break;
case '-': s += "void"; break;
case 'F': s += "float"; break;
case 'D': s += "double"; break;
case 'I': s += "int"; break;
case 'U': s += "uint"; break;
case 'B': s += "bool"; break;
case 'S': s += "sampler"; break;
case 's': s += "SamplerComparisonState"; break;
case 'T': s += (isBuffer ? "Buffer" : "Texture"); break;
case 'i': s += (isBuffer ? "Buffer <int4>" : "Texture <int4>"); break;
case 'u': s += (isBuffer ? "Buffer <uint4>" : "Texture <uint4>"); break;
default: s += "UNKNOWN_TYPE"; break;
}
} else {
switch (type) {
case '-': s += "void"; break;
case 'F': s += BaseTypeName(order, "float", "vec", "mat"); break;
case 'D': s += BaseTypeName(order, "double", "dvec", "dmat"); break;
case 'I': s += BaseTypeName(order, "int", "ivec", "imat"); break;
case 'U': s += BaseTypeName(order, "uint", "uvec", "umat"); break;
case 'B': s += BaseTypeName(order, "bool", "bvec", "bmat"); break;
case 'S': s += "sampler"; break;
case 's': s += "samplerShadow"; break;
case 'F': s += BaseTypeName(order, "float", "vec", "mat"); break;
case 'D': s += BaseTypeName(order, "double", "dvec", "dmat"); break;
case 'I': s += BaseTypeName(order, "int", "ivec", "imat"); break;
case 'U': s += BaseTypeName(order, "uint", "uvec", "umat"); break;
case 'B': s += BaseTypeName(order, "bool", "bvec", "bmat"); break;
case 'S': s += "sampler"; break;
case 's': s += "samplerShadow"; break;
case 'T': // fall through
case 'i': // ...
case 'u': // ...
if (type != 'T')
if (type != 'T') // create itexture, utexture, etc
s += type;
s += "texture";
s += (isBuffer ? "samplerBuffer" : "texture");
break;
default: s += "UNKNOWN_TYPE"; break;
@ -263,7 +274,7 @@ glslang::TString& AppendTypeName(glslang::TString& s, const char* argOrder, cons
// Add sampler dimensions
if (isSampler || isTexture) {
if (order == 'V' || isTexture) {
if ((order == 'V' || isTexture) && !isBuffer) {
switch (dim0) {
case 1: s += "1D"; break;
case 2: s += (isMS ? "2DMS" : "2D"); break;
@ -442,6 +453,7 @@ void TBuiltInParseablesHlsl::initialize(int /*version*/, EProfile /*profile*/, c
// '%' as first letter of order creates texture of given F/I/U type (texture, itexture, etc)
// '@' as first letter of order creates arrayed texture of given type
// '$' / '&' as first letter of order creates 2DMS / 2DMSArray textures
// '*' as first letter of order creates buffer object
static const struct {
const char* name; // intrinsic name
@ -630,7 +642,7 @@ void TBuiltInParseablesHlsl::initialize(int /*version*/, EProfile /*profile*/, c
{ "SampleLevel", /*!O*/ "V4", nullptr, "%@,S,V,S", "FIU,S,F,", EShLangAll },
{ "SampleLevel", /* O*/ "V4", nullptr, "%@,S,V,S,V", "FIU,S,F,,I", EShLangAll },
{ "Load", /*!O*/ "V4", nullptr, "%@,V", "FIU,I", EShLangAll },
{ "Load", /*!O*/ "V4", nullptr, "%@*,V", "FIU,I", EShLangAll },
{ "Load", /* O*/ "V4", nullptr, "%@,V,V", "FIU,I,I", EShLangAll },
{ "Load", /* +sampleidex*/ "V4", nullptr, "$&,V,S", "FIU,I,I", EShLangAll },
{ "Load", /* +samplindex, offset*/ "V4", nullptr, "$&,V,S,V", "FIU,I,I,I", EShLangAll },
@ -724,7 +736,8 @@ void TBuiltInParseablesHlsl::initialize(int /*version*/, EProfile /*profile*/, c
const bool isTexture = IsTextureType(*argOrder);
const bool isArrayed = IsTextureArrayed(*argOrder);
const bool isMS = IsTextureMS(*argOrder);
const bool mipInCoord = HasMipInCoord(intrinsic.name, isMS);
const bool isBuffer = IsBuffer(*argOrder);
const bool mipInCoord = HasMipInCoord(intrinsic.name, isMS, isBuffer);
const int fixedVecSize = FixedVecSize(argOrder);
const int coordArg = CoordinateArgPos(intrinsic.name, isTexture);