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HLSL: add optional position.Y inversion
Adds command line options: --invert-y --iy (synonyms) which invert position.Y on vertex shader output. Handles these cases: * Direct single variable return * Member of direct returned struct * Single variable output parameter * Member of struct output parameter API: // Enables position.Y output negation in vertex shader void TShader::setInvertY(bool invert); Fixes #1173
This commit is contained in:
parent
471bfed062
commit
b22c069f7a
@ -98,6 +98,7 @@ enum TOptions {
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EOptionStdin = (1 << 27),
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EOptionOptimizeDisable = (1 << 28),
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EOptionOptimizeSize = (1 << 29),
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EOptionInvertY = (1 << 30),
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};
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//
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@ -519,6 +520,9 @@ void ProcessArguments(std::vector<std::unique_ptr<glslang::TWorkItem>>& workItem
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variableName = argv[1];
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bumpArg();
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break;
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} else if (lowerword == "invert-y" || // synonyms
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lowerword == "iy") {
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Options |= EOptionInvertY;
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} else {
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usage();
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}
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@ -840,6 +844,9 @@ void CompileAndLinkShaderUnits(std::vector<ShaderCompUnit> compUnits)
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if (Options & EOptionAutoMapLocations)
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shader->setAutoMapLocations(true);
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if (Options & EOptionInvertY)
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shader->setInvertY(true);
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// Set up the environment, some subsettings take precedence over earlier
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// ways of setting things.
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if (Options & EOptionSpv) {
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@ -1359,6 +1366,7 @@ void usage()
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" uint32_t array named <name>\n"
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" initialized with the shader binary code.\n"
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" --vn <name> synonym for --variable-name <name>\n"
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" --invert-y | --iy invert position.Y output in vertex shader\n"
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);
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exit(EFailUsage);
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113
Test/baseResults/hlsl.y-negate-1.vert.out
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113
Test/baseResults/hlsl.y-negate-1.vert.out
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@ -0,0 +1,113 @@
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hlsl.y-negate-1.vert
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Shader version: 500
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0:? Sequence
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0:7 Function Definition: @main( ( temp 4-component vector of float)
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0:7 Function Parameters:
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0:? Sequence
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0:8 Branch: Return with expression
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0:8 pos: direct index for structure ( uniform 4-component vector of float)
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0:8 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos})
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0:8 Constant:
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0:8 0 (const uint)
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0:7 Function Definition: main( ( temp void)
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0:7 Function Parameters:
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0:? Sequence
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0:7 Sequence
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0:7 move second child to first child ( temp 4-component vector of float)
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0:7 '@position' ( temp 4-component vector of float)
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0:7 Function Call: @main( ( temp 4-component vector of float)
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0:7 move second child to first child ( temp float)
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0:7 direct index ( temp float)
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0:7 '@position' ( temp 4-component vector of float)
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0:7 Constant:
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0:7 1 (const int)
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0:7 Negate value ( temp float)
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0:7 direct index ( temp float)
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0:7 '@position' ( temp 4-component vector of float)
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0:7 Constant:
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0:7 1 (const int)
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' ( out 4-component vector of float Position)
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0:7 '@position' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos})
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0:? '@entryPointOutput' ( out 4-component vector of float Position)
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Linked vertex stage:
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Shader version: 500
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0:? Sequence
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0:7 Function Definition: @main( ( temp 4-component vector of float)
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0:7 Function Parameters:
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0:? Sequence
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0:8 Branch: Return with expression
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0:8 pos: direct index for structure ( uniform 4-component vector of float)
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0:8 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos})
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0:8 Constant:
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0:8 0 (const uint)
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0:7 Function Definition: main( ( temp void)
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0:7 Function Parameters:
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0:? Sequence
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0:7 Sequence
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0:7 move second child to first child ( temp 4-component vector of float)
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0:7 '@position' ( temp 4-component vector of float)
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0:7 Function Call: @main( ( temp 4-component vector of float)
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0:7 move second child to first child ( temp float)
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0:7 direct index ( temp float)
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0:7 '@position' ( temp 4-component vector of float)
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0:7 Constant:
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0:7 1 (const int)
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0:7 Negate value ( temp float)
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0:7 direct index ( temp float)
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0:7 '@position' ( temp 4-component vector of float)
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0:7 Constant:
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0:7 1 (const int)
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' ( out 4-component vector of float Position)
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0:7 '@position' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos})
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0:? '@entryPointOutput' ( out 4-component vector of float Position)
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// Module Version 10000
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// Generated by (magic number): 80002
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// Id's are bound by 41
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Vertex 4 "main" 32
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Source HLSL 500
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Name 4 "main"
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Name 11 "$Global"
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MemberName 11($Global) 0 "pos"
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Name 13 ""
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Name 32 "@entryPointOutput"
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MemberDecorate 11($Global) 0 Offset 0
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Decorate 11($Global) Block
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Decorate 13 DescriptorSet 0
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Decorate 32(@entryPointOutput) BuiltIn Position
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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11($Global): TypeStruct 7(fvec4)
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12: TypePointer Uniform 11($Global)
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13: 12(ptr) Variable Uniform
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14: TypeInt 32 1
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15: 14(int) Constant 0
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16: TypePointer Uniform 7(fvec4)
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31: TypePointer Output 7(fvec4)
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32(@entryPointOutput): 31(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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35: 16(ptr) AccessChain 13 15
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36: 7(fvec4) Load 35
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38: 6(float) CompositeExtract 36 1
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29: 6(float) FNegate 38
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40: 7(fvec4) CompositeInsert 29 36 1
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Store 32(@entryPointOutput) 40
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Return
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FunctionEnd
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121
Test/baseResults/hlsl.y-negate-2.vert.out
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121
Test/baseResults/hlsl.y-negate-2.vert.out
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@ -0,0 +1,121 @@
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hlsl.y-negate-2.vert
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Shader version: 500
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0:? Sequence
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0:6 Function Definition: @main(vf4; ( temp void)
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0:6 Function Parameters:
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0:6 'position' ( out 4-component vector of float)
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0:? Sequence
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0:7 move second child to first child ( temp 4-component vector of float)
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0:7 'position' ( out 4-component vector of float)
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0:7 pos: direct index for structure ( uniform 4-component vector of float)
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0:7 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos})
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0:7 Constant:
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0:7 0 (const uint)
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0:6 Function Definition: main( ( temp void)
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0:6 Function Parameters:
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0:? Sequence
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0:6 Function Call: @main(vf4; ( temp void)
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0:? 'position' ( temp 4-component vector of float)
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0:6 Sequence
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0:6 move second child to first child ( temp 4-component vector of float)
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0:6 '@position' ( temp 4-component vector of float)
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0:? 'position' ( temp 4-component vector of float)
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0:6 move second child to first child ( temp float)
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0:6 direct index ( temp float)
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0:6 '@position' ( temp 4-component vector of float)
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0:6 Constant:
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0:6 1 (const int)
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0:6 Negate value ( temp float)
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0:6 direct index ( temp float)
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0:6 '@position' ( temp 4-component vector of float)
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0:6 Constant:
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0:6 1 (const int)
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0:6 move second child to first child ( temp 4-component vector of float)
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0:? 'position' ( out 4-component vector of float Position)
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0:6 '@position' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos})
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0:? 'position' ( out 4-component vector of float Position)
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Linked vertex stage:
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Shader version: 500
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0:? Sequence
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0:6 Function Definition: @main(vf4; ( temp void)
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0:6 Function Parameters:
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0:6 'position' ( out 4-component vector of float)
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0:? Sequence
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0:7 move second child to first child ( temp 4-component vector of float)
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0:7 'position' ( out 4-component vector of float)
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0:7 pos: direct index for structure ( uniform 4-component vector of float)
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0:7 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos})
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0:7 Constant:
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0:7 0 (const uint)
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0:6 Function Definition: main( ( temp void)
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0:6 Function Parameters:
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0:? Sequence
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0:6 Function Call: @main(vf4; ( temp void)
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0:? 'position' ( temp 4-component vector of float)
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0:6 Sequence
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0:6 move second child to first child ( temp 4-component vector of float)
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0:6 '@position' ( temp 4-component vector of float)
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0:? 'position' ( temp 4-component vector of float)
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0:6 move second child to first child ( temp float)
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0:6 direct index ( temp float)
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0:6 '@position' ( temp 4-component vector of float)
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0:6 Constant:
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0:6 1 (const int)
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0:6 Negate value ( temp float)
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0:6 direct index ( temp float)
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0:6 '@position' ( temp 4-component vector of float)
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0:6 Constant:
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0:6 1 (const int)
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0:6 move second child to first child ( temp 4-component vector of float)
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0:? 'position' ( out 4-component vector of float Position)
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0:6 '@position' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos})
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0:? 'position' ( out 4-component vector of float Position)
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// Module Version 10000
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// Generated by (magic number): 80002
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// Id's are bound by 43
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Vertex 4 "main" 35
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Source HLSL 500
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Name 4 "main"
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Name 13 "$Global"
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MemberName 13($Global) 0 "pos"
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Name 15 ""
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Name 35 "position"
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MemberDecorate 13($Global) 0 Offset 0
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Decorate 13($Global) Block
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Decorate 15 DescriptorSet 0
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Decorate 35(position) BuiltIn Position
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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13($Global): TypeStruct 7(fvec4)
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14: TypePointer Uniform 13($Global)
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15: 14(ptr) Variable Uniform
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16: TypeInt 32 1
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17: 16(int) Constant 0
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18: TypePointer Uniform 7(fvec4)
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34: TypePointer Output 7(fvec4)
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35(position): 34(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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37: 18(ptr) AccessChain 15 17
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38: 7(fvec4) Load 37
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40: 6(float) CompositeExtract 38 1
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32: 6(float) FNegate 40
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42: 7(fvec4) CompositeInsert 32 38 1
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Store 35(position) 42
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Return
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FunctionEnd
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177
Test/baseResults/hlsl.y-negate-3.vert.out
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177
Test/baseResults/hlsl.y-negate-3.vert.out
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hlsl.y-negate-3.vert
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Shader version: 500
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0:? Sequence
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0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Function Parameters:
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0:? Sequence
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0:14 move second child to first child ( temp 4-component vector of float)
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0:14 pos: direct index for structure ( temp 4-component vector of float)
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0:14 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:14 Constant:
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0:14 0 (const int)
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0:14 position: direct index for structure ( uniform 4-component vector of float)
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0:14 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float position})
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0:14 Constant:
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0:14 0 (const uint)
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0:15 move second child to first child ( temp int)
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0:15 somethingelse: direct index for structure ( temp int)
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0:15 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:15 Constant:
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0:15 1 (const int)
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0:15 Constant:
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0:15 42 (const int)
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0:17 Branch: Return with expression
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0:17 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Function Definition: main( ( temp void)
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0:11 Function Parameters:
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0:? Sequence
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0:11 Sequence
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0:11 move second child to first child ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Sequence
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0:11 move second child to first child ( temp 4-component vector of float)
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0:11 '@position' ( temp 4-component vector of float)
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0:11 pos: direct index for structure ( temp 4-component vector of float)
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0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Constant:
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0:11 0 (const int)
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0:11 move second child to first child ( temp float)
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0:11 direct index ( temp float)
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0:11 '@position' ( temp 4-component vector of float)
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0:11 Constant:
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0:11 1 (const int)
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0:11 Negate value ( temp float)
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0:11 direct index ( temp float)
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0:11 '@position' ( temp 4-component vector of float)
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0:11 Constant:
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0:11 1 (const int)
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0:11 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.pos' ( out 4-component vector of float Position)
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0:11 '@position' ( temp 4-component vector of float)
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0:11 move second child to first child ( temp int)
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0:? '@entryPointOutput.somethingelse' (layout( location=0) out int)
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0:11 somethingelse: direct index for structure ( temp int)
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0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Constant:
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0:11 1 (const int)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float position})
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0:? '@entryPointOutput.pos' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.somethingelse' (layout( location=0) out int)
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Linked vertex stage:
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Shader version: 500
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0:? Sequence
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0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Function Parameters:
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0:? Sequence
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0:14 move second child to first child ( temp 4-component vector of float)
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0:14 pos: direct index for structure ( temp 4-component vector of float)
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0:14 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:14 Constant:
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0:14 0 (const int)
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0:14 position: direct index for structure ( uniform 4-component vector of float)
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0:14 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float position})
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0:14 Constant:
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0:14 0 (const uint)
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0:15 move second child to first child ( temp int)
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0:15 somethingelse: direct index for structure ( temp int)
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0:15 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:15 Constant:
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0:15 1 (const int)
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0:15 Constant:
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0:15 42 (const int)
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0:17 Branch: Return with expression
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0:17 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Function Definition: main( ( temp void)
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0:11 Function Parameters:
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0:? Sequence
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0:11 Sequence
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0:11 move second child to first child ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Sequence
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0:11 move second child to first child ( temp 4-component vector of float)
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0:11 '@position' ( temp 4-component vector of float)
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0:11 pos: direct index for structure ( temp 4-component vector of float)
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0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Constant:
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0:11 0 (const int)
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0:11 move second child to first child ( temp float)
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0:11 direct index ( temp float)
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0:11 '@position' ( temp 4-component vector of float)
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0:11 Constant:
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0:11 1 (const int)
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0:11 Negate value ( temp float)
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0:11 direct index ( temp float)
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0:11 '@position' ( temp 4-component vector of float)
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0:11 Constant:
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0:11 1 (const int)
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0:11 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.pos' ( out 4-component vector of float Position)
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0:11 '@position' ( temp 4-component vector of float)
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0:11 move second child to first child ( temp int)
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0:? '@entryPointOutput.somethingelse' (layout( location=0) out int)
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0:11 somethingelse: direct index for structure ( temp int)
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0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Constant:
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0:11 1 (const int)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float position})
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0:? '@entryPointOutput.pos' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.somethingelse' (layout( location=0) out int)
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// Module Version 10000
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// Generated by (magic number): 80002
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// Id's are bound by 67
|
||||
|
||||
Capability Shader
|
||||
1: ExtInstImport "GLSL.std.450"
|
||||
MemoryModel Logical GLSL450
|
||||
EntryPoint Vertex 4 "main" 44 47
|
||||
Source HLSL 500
|
||||
Name 4 "main"
|
||||
Name 9 "VS_OUT"
|
||||
MemberName 9(VS_OUT) 0 "pos"
|
||||
MemberName 9(VS_OUT) 1 "somethingelse"
|
||||
Name 16 "$Global"
|
||||
MemberName 16($Global) 0 "position"
|
||||
Name 18 ""
|
||||
Name 44 "@entryPointOutput.pos"
|
||||
Name 47 "@entryPointOutput.somethingelse"
|
||||
MemberDecorate 16($Global) 0 Offset 0
|
||||
Decorate 16($Global) Block
|
||||
Decorate 18 DescriptorSet 0
|
||||
Decorate 44(@entryPointOutput.pos) BuiltIn Position
|
||||
Decorate 47(@entryPointOutput.somethingelse) Location 0
|
||||
2: TypeVoid
|
||||
3: TypeFunction 2
|
||||
6: TypeFloat 32
|
||||
7: TypeVector 6(float) 4
|
||||
8: TypeInt 32 1
|
||||
9(VS_OUT): TypeStruct 7(fvec4) 8(int)
|
||||
15: 8(int) Constant 0
|
||||
16($Global): TypeStruct 7(fvec4)
|
||||
17: TypePointer Uniform 16($Global)
|
||||
18: 17(ptr) Variable Uniform
|
||||
19: TypePointer Uniform 7(fvec4)
|
||||
25: 8(int) Constant 42
|
||||
43: TypePointer Output 7(fvec4)
|
||||
44(@entryPointOutput.pos): 43(ptr) Variable Output
|
||||
46: TypePointer Output 8(int)
|
||||
47(@entryPointOutput.somethingelse): 46(ptr) Variable Output
|
||||
4(main): 2 Function None 3
|
||||
5: Label
|
||||
52: 19(ptr) AccessChain 18 15
|
||||
53: 7(fvec4) Load 52
|
||||
64: 6(float) CompositeExtract 53 1
|
||||
41: 6(float) FNegate 64
|
||||
66: 7(fvec4) CompositeInsert 41 53 1
|
||||
Store 44(@entryPointOutput.pos) 66
|
||||
Store 47(@entryPointOutput.somethingelse) 25
|
||||
Return
|
||||
FunctionEnd
|
9
Test/hlsl.y-negate-1.vert
Normal file
9
Test/hlsl.y-negate-1.vert
Normal file
@ -0,0 +1,9 @@
|
||||
|
||||
// Test Y negation from entry point return
|
||||
|
||||
float4 pos;
|
||||
|
||||
float4 main() : SV_Position
|
||||
{
|
||||
return pos;
|
||||
}
|
8
Test/hlsl.y-negate-2.vert
Normal file
8
Test/hlsl.y-negate-2.vert
Normal file
@ -0,0 +1,8 @@
|
||||
// Test Y negation from entry point out parameter
|
||||
|
||||
float4 pos;
|
||||
|
||||
void main(out float4 position : SV_Position)
|
||||
{
|
||||
position = pos;
|
||||
}
|
18
Test/hlsl.y-negate-3.vert
Normal file
18
Test/hlsl.y-negate-3.vert
Normal file
@ -0,0 +1,18 @@
|
||||
// Test Y negation from entry point out parameter
|
||||
|
||||
float4 position;
|
||||
|
||||
struct VS_OUT {
|
||||
float4 pos : SV_Position;
|
||||
int somethingelse;
|
||||
};
|
||||
|
||||
VS_OUT main()
|
||||
{
|
||||
VS_OUT vsout;
|
||||
|
||||
vsout.pos = position;
|
||||
vsout.somethingelse = 42;
|
||||
|
||||
return vsout;
|
||||
}
|
@ -186,6 +186,17 @@ diff -b $BASEDIR/remap.invalid-spirv-1.out $TARGETDIR/remap.invalid-spirv-1.out
|
||||
$REMAPEXE --do-everything -i remap.invalid-spirv-2.spv -o $TARGETDIR > $TARGETDIR/remap.invalid-spirv-2.out && HASERROR=1
|
||||
diff -b $BASEDIR/remap.invalid-spirv-2.out $TARGETDIR/remap.invalid-spirv-2.out || HASERROR=1
|
||||
|
||||
#
|
||||
# Testing position Y inversion
|
||||
#
|
||||
echo "Testing position Y inversion"
|
||||
$EXE -H -e main -V -D -H -i --iy hlsl.y-negate-1.vert > $TARGETDIR/hlsl.y-negate-1.vert.out
|
||||
diff -b $BASEDIR/hlsl.y-negate-1.vert.out $TARGETDIR/hlsl.y-negate-1.vert.out || HASERROR=1
|
||||
$EXE -H -e main -V -D -H -i --invert-y hlsl.y-negate-2.vert > $TARGETDIR/hlsl.y-negate-2.vert.out
|
||||
diff -b $BASEDIR/hlsl.y-negate-2.vert.out $TARGETDIR/hlsl.y-negate-2.vert.out || HASERROR=1
|
||||
$EXE -H -e main -V -D -H -i --invert-y hlsl.y-negate-3.vert > $TARGETDIR/hlsl.y-negate-3.vert.out
|
||||
diff -b $BASEDIR/hlsl.y-negate-3.vert.out $TARGETDIR/hlsl.y-negate-3.vert.out || HASERROR=1
|
||||
|
||||
#
|
||||
# Final checking
|
||||
#
|
||||
|
@ -1686,6 +1686,8 @@ void TShader::setShiftUavBinding(unsigned int base) { setShiftBinding(EResUa
|
||||
void TShader::setShiftSsboBinding(unsigned int base) { setShiftBinding(EResSsbo, base); }
|
||||
// Enables binding automapping using TIoMapper
|
||||
void TShader::setAutoMapBindings(bool map) { intermediate->setAutoMapBindings(map); }
|
||||
// Enables position.Y output negation in vertex shader
|
||||
void TShader::setInvertY(bool invert) { intermediate->setInvertY(invert); }
|
||||
// Fragile: currently within one stage: simple auto-assignment of location
|
||||
void TShader::setAutoMapLocations(bool map) { intermediate->setAutoMapLocations(map); }
|
||||
// See comment above TDefaultHlslIoMapper in iomapper.cpp:
|
||||
|
@ -224,6 +224,7 @@ public:
|
||||
#endif
|
||||
autoMapBindings(false),
|
||||
autoMapLocations(false),
|
||||
invertY(false),
|
||||
flattenUniformArrays(false),
|
||||
useUnknownFormat(false),
|
||||
hlslOffsets(false),
|
||||
@ -317,6 +318,14 @@ public:
|
||||
processes.addProcess("auto-map-locations");
|
||||
}
|
||||
bool getAutoMapLocations() const { return autoMapLocations; }
|
||||
void setInvertY(bool invert)
|
||||
{
|
||||
invertY = invert;
|
||||
if (invertY)
|
||||
processes.addProcess("invert-y");
|
||||
}
|
||||
bool getInvertY() const { return invertY; }
|
||||
|
||||
void setFlattenUniformArrays(bool flatten)
|
||||
{
|
||||
flattenUniformArrays = flatten;
|
||||
@ -682,6 +691,7 @@ protected:
|
||||
std::vector<std::string> resourceSetBinding;
|
||||
bool autoMapBindings;
|
||||
bool autoMapLocations;
|
||||
bool invertY;
|
||||
bool flattenUniformArrays;
|
||||
bool useUnknownFormat;
|
||||
bool hlslOffsets;
|
||||
|
@ -371,6 +371,7 @@ public:
|
||||
void setResourceSetBinding(const std::vector<std::string>& base);
|
||||
void setAutoMapBindings(bool map);
|
||||
void setAutoMapLocations(bool map);
|
||||
void setInvertY(bool invert);
|
||||
void setHlslIoMapping(bool hlslIoMap);
|
||||
void setFlattenUniformArrays(bool flatten);
|
||||
void setNoStorageFormat(bool useUnknownFormat);
|
||||
|
@ -2301,6 +2301,63 @@ void HlslParseContext::handleFunctionArgument(TFunction* function,
|
||||
arguments = newArg;
|
||||
}
|
||||
|
||||
// Position may require special handling: we can optionally invert Y.
|
||||
// See: https://github.com/KhronosGroup/glslang/issues/1173
|
||||
// https://github.com/KhronosGroup/glslang/issues/494
|
||||
TIntermTyped* HlslParseContext::assignPosition(const TSourceLoc& loc, TOperator op,
|
||||
TIntermTyped* left, TIntermTyped* right)
|
||||
{
|
||||
// If we are not asked for Y inversion, use a plain old assign.
|
||||
if (!intermediate.getInvertY())
|
||||
return intermediate.addAssign(op, left, right, loc);
|
||||
|
||||
// If we get here, we should invert Y.
|
||||
TIntermAggregate* assignList = nullptr;
|
||||
|
||||
// If this is a complex rvalue, we don't want to dereference it many times. Create a temporary.
|
||||
TVariable* rhsTempVar = nullptr;
|
||||
rhsTempVar = makeInternalVariable("@position", right->getType());
|
||||
rhsTempVar->getWritableType().getQualifier().makeTemporary();
|
||||
|
||||
{
|
||||
TIntermTyped* rhsTempSym = intermediate.addSymbol(*rhsTempVar, loc);
|
||||
assignList = intermediate.growAggregate(assignList,
|
||||
intermediate.addAssign(EOpAssign, rhsTempSym, right, loc), loc);
|
||||
}
|
||||
|
||||
// pos.y = -pos.y
|
||||
{
|
||||
const int Y = 1;
|
||||
|
||||
TIntermTyped* tempSymL = intermediate.addSymbol(*rhsTempVar, loc);
|
||||
TIntermTyped* tempSymR = intermediate.addSymbol(*rhsTempVar, loc);
|
||||
TIntermTyped* index = intermediate.addConstantUnion(Y, loc);
|
||||
|
||||
TIntermTyped* lhsElement = intermediate.addIndex(EOpIndexDirect, tempSymL, index, loc);
|
||||
TIntermTyped* rhsElement = intermediate.addIndex(EOpIndexDirect, tempSymR, index, loc);
|
||||
|
||||
const TType derefType(right->getType(), 0);
|
||||
|
||||
lhsElement->setType(derefType);
|
||||
rhsElement->setType(derefType);
|
||||
|
||||
TIntermTyped* yNeg = intermediate.addUnaryMath(EOpNegative, rhsElement, loc);
|
||||
|
||||
assignList = intermediate.growAggregate(assignList, intermediate.addAssign(EOpAssign, lhsElement, yNeg, loc));
|
||||
}
|
||||
|
||||
// Assign the rhs temp (now with Y inversion) to the final output
|
||||
{
|
||||
TIntermTyped* rhsTempSym = intermediate.addSymbol(*rhsTempVar, loc);
|
||||
assignList = intermediate.growAggregate(assignList, intermediate.addAssign(op, left, rhsTempSym, loc));
|
||||
}
|
||||
|
||||
assert(assignList != nullptr);
|
||||
assignList->setOperator(EOpSequence);
|
||||
|
||||
return assignList;
|
||||
}
|
||||
|
||||
// Clip and cull distance require special handling due to a semantic mismatch. In HLSL,
|
||||
// these can be float scalar, float vector, or arrays of float scalar or float vector.
|
||||
// In SPIR-V, they are arrays of scalar floats in all cases. We must copy individual components
|
||||
@ -2566,6 +2623,12 @@ TIntermTyped* HlslParseContext::handleAssign(const TSourceLoc& loc, TOperator op
|
||||
wasSplit(binaryNode->getLeft());
|
||||
};
|
||||
|
||||
// Return true if this stage assigns clip position with potentially inverted Y
|
||||
const auto assignsClipPos = [this](const TIntermTyped* node) -> bool {
|
||||
return node->getType().getQualifier().builtIn == EbvPosition &&
|
||||
(language == EShLangVertex || language == EShLangGeometry || language == EShLangTessEvaluation);
|
||||
};
|
||||
|
||||
const bool isSplitLeft = wasSplit(left) || indexesSplit(left);
|
||||
const bool isSplitRight = wasSplit(right) || indexesSplit(right);
|
||||
|
||||
@ -2581,6 +2644,9 @@ TIntermTyped* HlslParseContext::handleAssign(const TSourceLoc& loc, TOperator op
|
||||
|
||||
const int semanticId = (isOutput ? left : right)->getType().getQualifier().layoutLocation;
|
||||
return assignClipCullDistance(loc, op, semanticId, left, right);
|
||||
} else if (assignsClipPos(left)) {
|
||||
// Position can require special handling: see comment above assignPosition
|
||||
return assignPosition(loc, op, left, right);
|
||||
}
|
||||
|
||||
return intermediate.addAssign(op, left, right, loc);
|
||||
@ -2792,7 +2858,10 @@ TIntermTyped* HlslParseContext::handleAssign(const TSourceLoc& loc, TOperator op
|
||||
subSplitLeft, subSplitRight);
|
||||
|
||||
assignList = intermediate.growAggregate(assignList, clipCullAssign, loc);
|
||||
|
||||
} else if (assignsClipPos(subSplitLeft)) {
|
||||
// Position can require special handling: see comment above assignPosition
|
||||
TIntermTyped* positionAssign = assignPosition(loc, op, subSplitLeft, subSplitRight);
|
||||
assignList = intermediate.growAggregate(assignList, positionAssign, loc);
|
||||
} else if (!shouldFlattenSubsetLeft && !shouldFlattenSubsetRight &&
|
||||
!typeL.containsBuiltIn() && !typeR.containsBuiltIn()) {
|
||||
// If this is the final flattening (no nested types below to flatten)
|
||||
|
@ -93,6 +93,7 @@ public:
|
||||
TIntermTyped* handleAssignToMatrixSwizzle(const TSourceLoc&, TOperator, TIntermTyped* left, TIntermTyped* right);
|
||||
TIntermTyped* handleFunctionCall(const TSourceLoc&, TFunction*, TIntermTyped*);
|
||||
TIntermAggregate* assignClipCullDistance(const TSourceLoc&, TOperator, int semanticId, TIntermTyped* left, TIntermTyped* right);
|
||||
TIntermTyped* assignPosition(const TSourceLoc&, TOperator, TIntermTyped* left, TIntermTyped* right);
|
||||
void decomposeIntrinsic(const TSourceLoc&, TIntermTyped*& node, TIntermNode* arguments);
|
||||
void decomposeSampleMethods(const TSourceLoc&, TIntermTyped*& node, TIntermNode* arguments);
|
||||
void decomposeStructBufferMethods(const TSourceLoc&, TIntermTyped*& node, TIntermNode* arguments);
|
||||
|
Loading…
x
Reference in New Issue
Block a user