HLSL: Recursive composite flattening
This PR implements recursive type flattening. For example, an array of structs of other structs
can be flattened to individual member variables at the shader interface.
This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient
for geometry shader arrayed inputs. That will be handled separately with structure splitting,
which is not implemented by this PR. In the meantime, that case is detected and triggers an error.
The recursive flattening extends the following three aspects of single-level flattening:
- Flattening of structures to individual members with names such as "foo[0].samp[1]";
- Turning constant references to the nested composite type into a reference to a particular
flattened member.
- Shadow copies between arrays of flattened members and the nested composite type.
Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR.
Internally, shadow copies are, such as if the type is passed to a function.
Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct
types are flattened. (The latter will change with structure splitting).
One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be
flattened.
Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently
issues an error until type splitting is online).
The process of arriving at the individual member from chained postfix expressions is more complex than
it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-28 17:09:54 -07:00
hlsl.structarray.flatten.geom
2017-04-07 15:33:08 -06:00
Shader version: 500
HLSL: Recursive composite flattening
This PR implements recursive type flattening. For example, an array of structs of other structs
can be flattened to individual member variables at the shader interface.
This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient
for geometry shader arrayed inputs. That will be handled separately with structure splitting,
which is not implemented by this PR. In the meantime, that case is detected and triggers an error.
The recursive flattening extends the following three aspects of single-level flattening:
- Flattening of structures to individual members with names such as "foo[0].samp[1]";
- Turning constant references to the nested composite type into a reference to a particular
flattened member.
- Shadow copies between arrays of flattened members and the nested composite type.
Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR.
Internally, shadow copies are, such as if the type is passed to a function.
Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct
types are flattened. (The latter will change with structure splitting).
One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be
flattened.
Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently
issues an error until type splitting is online).
The process of arriving at the individual member from chained postfix expressions is more complex than
it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-28 17:09:54 -07:00
invocations = -1
max_vertices = 4
input primitive = lines
output primitive = triangle_strip
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
0:? Sequence
2017-03-14 19:43:13 -06:00
0:16 Function Definition: @main(struct-VertexData-vf4-vf4-vf21[2];struct-PS_IN-vf4-vf4-vf21; ( temp void)
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
0:16 Function Parameters:
2017-03-14 19:43:13 -06:00
0:16 'vin' ( in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:16 'outStream' ( out structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
HLSL: Recursive composite flattening
This PR implements recursive type flattening. For example, an array of structs of other structs
can be flattened to individual member variables at the shader interface.
This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient
for geometry shader arrayed inputs. That will be handled separately with structure splitting,
which is not implemented by this PR. In the meantime, that case is detected and triggers an error.
The recursive flattening extends the following three aspects of single-level flattening:
- Flattening of structures to individual members with names such as "foo[0].samp[1]";
- Turning constant references to the nested composite type into a reference to a particular
flattened member.
- Shadow copies between arrays of flattened members and the nested composite type.
Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR.
Internally, shadow copies are, such as if the type is passed to a function.
Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct
types are flattened. (The latter will change with structure splitting).
One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be
flattened.
Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently
issues an error until type splitting is online).
The process of arriving at the individual member from chained postfix expressions is more complex than
it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-28 17:09:54 -07:00
0:? Sequence
2017-03-14 19:43:13 -06:00
0:19 move second child to first child ( temp 4-component vector of float)
0:19 color: direct index for structure ( temp 4-component vector of float)
0:19 'vout' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
0:19 Constant:
0:19 1 (const int)
2017-03-14 19:43:13 -06:00
0:19 color: direct index for structure ( temp 4-component vector of float)
0:19 direct index ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:19 'vin' ( in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
0:19 Constant:
0:19 1 (const int)
0:19 Constant:
0:19 1 (const int)
2017-03-14 19:43:13 -06:00
0:20 move second child to first child ( temp 2-component vector of float)
0:20 uv: direct index for structure ( temp 2-component vector of float)
0:20 'vout' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
0:20 Constant:
0:20 2 (const int)
2017-03-14 19:43:13 -06:00
0:20 uv: direct index for structure ( temp 2-component vector of float)
0:20 direct index ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:20 'vin' ( in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
0:20 Constant:
0:20 1 (const int)
0:20 Constant:
0:20 2 (const int)
2017-03-14 19:43:13 -06:00
0:21 move second child to first child ( temp 4-component vector of float)
0:21 position: direct index for structure ( temp 4-component vector of float)
0:21 'vout' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
0:21 Constant:
0:21 0 (const int)
2017-03-14 19:43:13 -06:00
0:21 position: direct index for structure ( temp 4-component vector of float)
0:21 direct index ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:21 'vin' ( in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
0:21 Constant:
0:21 1 (const int)
0:21 Constant:
0:21 0 (const int)
0:22 Sequence
2017-03-29 20:01:13 -06:00
0:22 Sequence
0:22 move second child to first child ( temp 4-component vector of float)
2017-08-09 14:29:29 -06:00
0:? 'outStream.position' ( out 4-component vector of float Position)
2017-03-29 20:01:13 -06:00
0:22 position: direct index for structure ( temp 4-component vector of float)
0:22 'vout' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:22 Constant:
0:22 0 (const int)
0:22 move second child to first child ( temp 4-component vector of float)
2017-08-11 00:17:26 -06:00
0:? 'outStream.color' (layout( location=0) out 4-component vector of float)
2017-03-29 20:01:13 -06:00
0:22 color: direct index for structure ( temp 4-component vector of float)
0:22 'vout' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:22 Constant:
0:22 1 (const int)
0:22 move second child to first child ( temp 2-component vector of float)
2017-08-11 00:17:26 -06:00
0:? 'outStream.uv' (layout( location=1) out 2-component vector of float)
2017-03-29 20:01:13 -06:00
0:22 uv: direct index for structure ( temp 2-component vector of float)
0:22 'vout' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:22 Constant:
0:22 2 (const int)
2017-03-14 19:43:13 -06:00
0:22 EmitVertex ( temp void)
0:16 Function Definition: main( ( temp void)
2017-01-19 15:41:47 -07:00
0:16 Function Parameters:
0:? Sequence
2017-03-14 19:43:13 -06:00
0:16 move second child to first child ( temp 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:? 'vin' ( temp 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:? 'vin' (layout( location=0) in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:16 Function Call: @main(struct-VertexData-vf4-vf4-vf21[2];struct-PS_IN-vf4-vf4-vf21; ( temp void)
0:? 'vin' ( temp 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:? 'outStream' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
HLSL: Recursive composite flattening
This PR implements recursive type flattening. For example, an array of structs of other structs
can be flattened to individual member variables at the shader interface.
This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient
for geometry shader arrayed inputs. That will be handled separately with structure splitting,
which is not implemented by this PR. In the meantime, that case is detected and triggers an error.
The recursive flattening extends the following three aspects of single-level flattening:
- Flattening of structures to individual members with names such as "foo[0].samp[1]";
- Turning constant references to the nested composite type into a reference to a particular
flattened member.
- Shadow copies between arrays of flattened members and the nested composite type.
Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR.
Internally, shadow copies are, such as if the type is passed to a function.
Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct
types are flattened. (The latter will change with structure splitting).
One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be
flattened.
Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently
issues an error until type splitting is online).
The process of arriving at the individual member from chained postfix expressions is more complex than
it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-28 17:09:54 -07:00
0:? Linker Objects
2017-03-14 19:43:13 -06:00
0:? 'vin' (layout( location=0) in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
2017-08-09 14:29:29 -06:00
0:? 'outStream.position' ( out 4-component vector of float Position)
2017-08-11 00:17:26 -06:00
0:? 'outStream.color' (layout( location=0) out 4-component vector of float)
0:? 'outStream.uv' (layout( location=1) out 2-component vector of float)
HLSL: Recursive composite flattening
This PR implements recursive type flattening. For example, an array of structs of other structs
can be flattened to individual member variables at the shader interface.
This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient
for geometry shader arrayed inputs. That will be handled separately with structure splitting,
which is not implemented by this PR. In the meantime, that case is detected and triggers an error.
The recursive flattening extends the following three aspects of single-level flattening:
- Flattening of structures to individual members with names such as "foo[0].samp[1]";
- Turning constant references to the nested composite type into a reference to a particular
flattened member.
- Shadow copies between arrays of flattened members and the nested composite type.
Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR.
Internally, shadow copies are, such as if the type is passed to a function.
Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct
types are flattened. (The latter will change with structure splitting).
One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be
flattened.
Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently
issues an error until type splitting is online).
The process of arriving at the individual member from chained postfix expressions is more complex than
it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-28 17:09:54 -07:00
Linked geometry stage:
2017-04-07 15:33:08 -06:00
Shader version: 500
HLSL: Recursive composite flattening
This PR implements recursive type flattening. For example, an array of structs of other structs
can be flattened to individual member variables at the shader interface.
This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient
for geometry shader arrayed inputs. That will be handled separately with structure splitting,
which is not implemented by this PR. In the meantime, that case is detected and triggers an error.
The recursive flattening extends the following three aspects of single-level flattening:
- Flattening of structures to individual members with names such as "foo[0].samp[1]";
- Turning constant references to the nested composite type into a reference to a particular
flattened member.
- Shadow copies between arrays of flattened members and the nested composite type.
Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR.
Internally, shadow copies are, such as if the type is passed to a function.
Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct
types are flattened. (The latter will change with structure splitting).
One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be
flattened.
Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently
issues an error until type splitting is online).
The process of arriving at the individual member from chained postfix expressions is more complex than
it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-28 17:09:54 -07:00
invocations = 1
max_vertices = 4
input primitive = lines
output primitive = triangle_strip
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
0:? Sequence
2017-03-14 19:43:13 -06:00
0:16 Function Definition: @main(struct-VertexData-vf4-vf4-vf21[2];struct-PS_IN-vf4-vf4-vf21; ( temp void)
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
0:16 Function Parameters:
2017-03-14 19:43:13 -06:00
0:16 'vin' ( in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:16 'outStream' ( out structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
HLSL: Recursive composite flattening
This PR implements recursive type flattening. For example, an array of structs of other structs
can be flattened to individual member variables at the shader interface.
This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient
for geometry shader arrayed inputs. That will be handled separately with structure splitting,
which is not implemented by this PR. In the meantime, that case is detected and triggers an error.
The recursive flattening extends the following three aspects of single-level flattening:
- Flattening of structures to individual members with names such as "foo[0].samp[1]";
- Turning constant references to the nested composite type into a reference to a particular
flattened member.
- Shadow copies between arrays of flattened members and the nested composite type.
Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR.
Internally, shadow copies are, such as if the type is passed to a function.
Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct
types are flattened. (The latter will change with structure splitting).
One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be
flattened.
Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently
issues an error until type splitting is online).
The process of arriving at the individual member from chained postfix expressions is more complex than
it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-28 17:09:54 -07:00
0:? Sequence
2017-03-14 19:43:13 -06:00
0:19 move second child to first child ( temp 4-component vector of float)
0:19 color: direct index for structure ( temp 4-component vector of float)
0:19 'vout' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
0:19 Constant:
0:19 1 (const int)
2017-03-14 19:43:13 -06:00
0:19 color: direct index for structure ( temp 4-component vector of float)
0:19 direct index ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:19 'vin' ( in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
0:19 Constant:
0:19 1 (const int)
0:19 Constant:
0:19 1 (const int)
2017-03-14 19:43:13 -06:00
0:20 move second child to first child ( temp 2-component vector of float)
0:20 uv: direct index for structure ( temp 2-component vector of float)
0:20 'vout' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
0:20 Constant:
0:20 2 (const int)
2017-03-14 19:43:13 -06:00
0:20 uv: direct index for structure ( temp 2-component vector of float)
0:20 direct index ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:20 'vin' ( in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
0:20 Constant:
0:20 1 (const int)
0:20 Constant:
0:20 2 (const int)
2017-03-14 19:43:13 -06:00
0:21 move second child to first child ( temp 4-component vector of float)
0:21 position: direct index for structure ( temp 4-component vector of float)
0:21 'vout' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
0:21 Constant:
0:21 0 (const int)
2017-03-14 19:43:13 -06:00
0:21 position: direct index for structure ( temp 4-component vector of float)
0:21 direct index ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:21 'vin' ( in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
0:21 Constant:
0:21 1 (const int)
0:21 Constant:
0:21 0 (const int)
0:22 Sequence
2017-03-29 20:01:13 -06:00
0:22 Sequence
0:22 move second child to first child ( temp 4-component vector of float)
2017-08-09 14:29:29 -06:00
0:? 'outStream.position' ( out 4-component vector of float Position)
2017-03-29 20:01:13 -06:00
0:22 position: direct index for structure ( temp 4-component vector of float)
0:22 'vout' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:22 Constant:
0:22 0 (const int)
0:22 move second child to first child ( temp 4-component vector of float)
2017-08-11 00:17:26 -06:00
0:? 'outStream.color' (layout( location=0) out 4-component vector of float)
2017-03-29 20:01:13 -06:00
0:22 color: direct index for structure ( temp 4-component vector of float)
0:22 'vout' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:22 Constant:
0:22 1 (const int)
0:22 move second child to first child ( temp 2-component vector of float)
2017-08-11 00:17:26 -06:00
0:? 'outStream.uv' (layout( location=1) out 2-component vector of float)
2017-03-29 20:01:13 -06:00
0:22 uv: direct index for structure ( temp 2-component vector of float)
0:22 'vout' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:22 Constant:
0:22 2 (const int)
2017-03-14 19:43:13 -06:00
0:22 EmitVertex ( temp void)
0:16 Function Definition: main( ( temp void)
2017-01-19 15:41:47 -07:00
0:16 Function Parameters:
0:? Sequence
2017-03-14 19:43:13 -06:00
0:16 move second child to first child ( temp 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:? 'vin' ( temp 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:? 'vin' (layout( location=0) in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:16 Function Call: @main(struct-VertexData-vf4-vf4-vf21[2];struct-PS_IN-vf4-vf4-vf21; ( temp void)
0:? 'vin' ( temp 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:? 'outStream' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
HLSL: Recursive composite flattening
This PR implements recursive type flattening. For example, an array of structs of other structs
can be flattened to individual member variables at the shader interface.
This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient
for geometry shader arrayed inputs. That will be handled separately with structure splitting,
which is not implemented by this PR. In the meantime, that case is detected and triggers an error.
The recursive flattening extends the following three aspects of single-level flattening:
- Flattening of structures to individual members with names such as "foo[0].samp[1]";
- Turning constant references to the nested composite type into a reference to a particular
flattened member.
- Shadow copies between arrays of flattened members and the nested composite type.
Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR.
Internally, shadow copies are, such as if the type is passed to a function.
Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct
types are flattened. (The latter will change with structure splitting).
One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be
flattened.
Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently
issues an error until type splitting is online).
The process of arriving at the individual member from chained postfix expressions is more complex than
it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-28 17:09:54 -07:00
0:? Linker Objects
2017-03-14 19:43:13 -06:00
0:? 'vin' (layout( location=0) in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
2017-08-09 14:29:29 -06:00
0:? 'outStream.position' ( out 4-component vector of float Position)
2017-08-11 00:17:26 -06:00
0:? 'outStream.color' (layout( location=0) out 4-component vector of float)
0:? 'outStream.uv' (layout( location=1) out 2-component vector of float)
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
// Module Version 10000
2017-10-07 11:33:11 -06:00
// Generated by (magic number): 80002
2017-08-11 00:17:26 -06:00
// Id's are bound by 58
HLSL: Recursive composite flattening
This PR implements recursive type flattening. For example, an array of structs of other structs
can be flattened to individual member variables at the shader interface.
This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient
for geometry shader arrayed inputs. That will be handled separately with structure splitting,
which is not implemented by this PR. In the meantime, that case is detected and triggers an error.
The recursive flattening extends the following three aspects of single-level flattening:
- Flattening of structures to individual members with names such as "foo[0].samp[1]";
- Turning constant references to the nested composite type into a reference to a particular
flattened member.
- Shadow copies between arrays of flattened members and the nested composite type.
Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR.
Internally, shadow copies are, such as if the type is passed to a function.
Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct
types are flattened. (The latter will change with structure splitting).
One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be
flattened.
Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently
issues an error until type splitting is online).
The process of arriving at the individual member from chained postfix expressions is more complex than
it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-28 17:09:54 -07:00
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
Capability Geometry
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
2017-08-11 00:17:26 -06:00
EntryPoint Geometry 4 "main" 38 41 45 50
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
ExecutionMode 4 InputLines
ExecutionMode 4 Invocations 1
ExecutionMode 4 OutputTriangleStrip
ExecutionMode 4 OutputVertices 4
2017-04-07 15:33:08 -06:00
Source HLSL 500
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
Name 4 "main"
2017-01-19 15:41:47 -07:00
Name 9 "VertexData"
MemberName 9(VertexData) 0 "position"
MemberName 9(VertexData) 1 "color"
MemberName 9(VertexData) 2 "uv"
Name 14 "PS_IN"
MemberName 14(PS_IN) 0 "position"
MemberName 14(PS_IN) 1 "color"
MemberName 14(PS_IN) 2 "uv"
Name 19 "@main(struct-VertexData-vf4-vf4-vf21[2];struct-PS_IN-vf4-vf4-vf21;"
Name 17 "vin"
Name 18 "outStream"
2017-02-01 18:09:17 -07:00
Name 21 "vout"
2017-08-09 14:29:29 -06:00
Name 38 "outStream.position"
2017-08-11 00:17:26 -06:00
Name 41 "outStream.color"
Name 45 "outStream.uv"
Name 48 "vin"
Name 50 "vin"
Name 52 "outStream"
Name 53 "param"
Name 55 "param"
2017-08-09 14:29:29 -06:00
Decorate 38(outStream.position) BuiltIn Position
2017-08-11 00:17:26 -06:00
Decorate 41(outStream.color) Location 0
Decorate 45(outStream.uv) Location 1
Decorate 50(vin) Location 0
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeVector 6(float) 2
2017-01-19 15:41:47 -07:00
9(VertexData): TypeStruct 7(fvec4) 7(fvec4) 8(fvec2)
10: TypeInt 32 0
11: 10(int) Constant 2
12: TypeArray 9(VertexData) 11
13: TypePointer Function 12
14(PS_IN): TypeStruct 7(fvec4) 7(fvec4) 8(fvec2)
15: TypePointer Function 14(PS_IN)
16: TypeFunction 2 13(ptr) 15(ptr)
2017-02-01 18:09:17 -07:00
22: TypeInt 32 1
23: 22(int) Constant 1
24: TypePointer Function 7(fvec4)
28: 22(int) Constant 2
29: TypePointer Function 8(fvec2)
33: 22(int) Constant 0
2017-03-29 20:01:13 -06:00
37: TypePointer Output 7(fvec4)
2017-08-09 14:29:29 -06:00
38(outStream.position): 37(ptr) Variable Output
2017-08-11 00:17:26 -06:00
41(outStream.color): 37(ptr) Variable Output
44: TypePointer Output 8(fvec2)
45(outStream.uv): 44(ptr) Variable Output
49: TypePointer Input 12
50(vin): 49(ptr) Variable Input
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
4(main): 2 Function None 3
5: Label
2017-08-11 00:17:26 -06:00
48(vin): 13(ptr) Variable Function
52(outStream): 15(ptr) Variable Function
53(param): 13(ptr) Variable Function
55(param): 15(ptr) Variable Function
51: 12 Load 50(vin)
Store 48(vin) 51
54: 12 Load 48(vin)
Store 53(param) 54
56: 2 FunctionCall 19(@main(struct-VertexData-vf4-vf4-vf21[2];struct-PS_IN-vf4-vf4-vf21;) 53(param) 55(param)
57: 14(PS_IN) Load 55(param)
Store 52(outStream) 57
2017-01-19 15:41:47 -07:00
Return
FunctionEnd
19(@main(struct-VertexData-vf4-vf4-vf21[2];struct-PS_IN-vf4-vf4-vf21;): 2 Function None 16
17(vin): 13(ptr) FunctionParameter
18(outStream): 15(ptr) FunctionParameter
20: Label
2017-02-01 18:09:17 -07:00
21(vout): 15(ptr) Variable Function
25: 24(ptr) AccessChain 17(vin) 23 23
26: 7(fvec4) Load 25
27: 24(ptr) AccessChain 21(vout) 23
Store 27 26
30: 29(ptr) AccessChain 17(vin) 23 28
31: 8(fvec2) Load 30
32: 29(ptr) AccessChain 21(vout) 28
Store 32 31
34: 24(ptr) AccessChain 17(vin) 23 33
35: 7(fvec4) Load 34
36: 24(ptr) AccessChain 21(vout) 33
Store 36 35
2017-03-29 20:01:13 -06:00
39: 24(ptr) AccessChain 21(vout) 33
40: 7(fvec4) Load 39
2017-08-09 14:29:29 -06:00
Store 38(outStream.position) 40
2017-08-11 00:17:26 -06:00
42: 24(ptr) AccessChain 21(vout) 23
43: 7(fvec4) Load 42
Store 41(outStream.color) 43
46: 29(ptr) AccessChain 21(vout) 28
47: 8(fvec2) Load 46
Store 45(outStream.uv) 47
HLSL: inter-stage structure splitting.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
2016-12-14 15:22:25 -07:00
EmitVertex
Return
FunctionEnd