Merge pull request #888 from LoopDawg/geometry-stage-mix

HLSL: allow GS-specific methods in non-GS stages
This commit is contained in:
John Kessenich 2017-05-13 12:54:08 -06:00 committed by GitHub
commit ef7efb21ca
4 changed files with 142 additions and 0 deletions

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@ -0,0 +1,112 @@
hlsl.fraggeom.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:9 Function Definition: GS_Draw(struct-myVertex-vf41;struct-myVertex-vf41; ( temp void)
0:9 Function Parameters:
0:9 'IN' ( in structure{ temp 4-component vector of float pos})
0:9 'OutputStream' ( out structure{ temp 4-component vector of float pos})
0:? Sequence
0:10 Constant:
0:10 0.000000
0:11 Constant:
0:11 0.000000
0:15 Function Definition: @main( ( temp 4-component vector of float)
0:15 Function Parameters:
0:? Sequence
0:16 Branch: Return with expression
0:16 Constant:
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:15 Function Definition: main( ( temp void)
0:15 Function Parameters:
0:? Sequence
0:15 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:15 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:9 Function Definition: GS_Draw(struct-myVertex-vf41;struct-myVertex-vf41; ( temp void)
0:9 Function Parameters:
0:9 'IN' ( in structure{ temp 4-component vector of float pos})
0:9 'OutputStream' ( out structure{ temp 4-component vector of float pos})
0:? Sequence
0:10 Constant:
0:10 0.000000
0:11 Constant:
0:11 0.000000
0:15 Function Definition: @main( ( temp 4-component vector of float)
0:15 Function Parameters:
0:? Sequence
0:16 Branch: Return with expression
0:16 Constant:
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:15 Function Definition: main( ( temp void)
0:15 Function Parameters:
0:? Sequence
0:15 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:15 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 25
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 23
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 8 "myVertex"
MemberName 8(myVertex) 0 "pos"
Name 13 "GS_Draw(struct-myVertex-vf41;struct-myVertex-vf41;"
Name 11 "IN"
Name 12 "OutputStream"
Name 16 "@main("
Name 23 "@entryPointOutput"
Decorate 23(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(myVertex): TypeStruct 7(fvec4)
9: TypePointer Function 8(myVertex)
10: TypeFunction 2 9(ptr) 9(ptr)
15: TypeFunction 7(fvec4)
18: 6(float) Constant 0
19: 7(fvec4) ConstantComposite 18 18 18 18
22: TypePointer Output 7(fvec4)
23(@entryPointOutput): 22(ptr) Variable Output
4(main): 2 Function None 3
5: Label
24: 7(fvec4) FunctionCall 16(@main()
Store 23(@entryPointOutput) 24
Return
FunctionEnd
13(GS_Draw(struct-myVertex-vf41;struct-myVertex-vf41;): 2 Function None 10
11(IN): 9(ptr) FunctionParameter
12(OutputStream): 9(ptr) FunctionParameter
14: Label
Return
FunctionEnd
16(@main(): 7(fvec4) Function None 15
17: Label
ReturnValue 19
FunctionEnd

17
Test/hlsl.fraggeom.frag Normal file
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@ -0,0 +1,17 @@
// test geometry shader in fragment shader. GS attributes should be successfully ignored.
struct myVertex {
float4 pos : SV_Position;
};
[maxvertexcount(1)]
void GS_Draw(point myVertex IN, inout PointStream<myVertex> OutputStream)
{
OutputStream.Append(IN);
OutputStream.RestartStrip();
}
float4 main() : SV_TARGET
{
return 0;
}

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@ -109,6 +109,7 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.emptystruct.init.vert", "main"},
{"hlsl.entry-in.frag", "PixelShaderFunction"},
{"hlsl.entry-out.frag", "PixelShaderFunction"},
{"hlsl.fraggeom.frag", "main"},
{"hlsl.float1.frag", "PixelShaderFunction"},
{"hlsl.float4.frag", "PixelShaderFunction"},
{"hlsl.flatten.return.frag", "main"},

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@ -3660,6 +3660,12 @@ void HlslParseContext::decomposeGeometryMethods(const TSourceLoc& loc, TIntermTy
switch (op) {
case EOpMethodAppend:
if (argAggregate) {
// Don't emit these for non-GS stage, since we won't have the gsStreamOutput symbol.
if (language != EShLangGeometry) {
node = nullptr;
return;
}
TIntermAggregate* sequence = nullptr;
TIntermAggregate* emit = new TIntermAggregate(EOpEmitVertex);
@ -3689,6 +3695,12 @@ void HlslParseContext::decomposeGeometryMethods(const TSourceLoc& loc, TIntermTy
case EOpMethodRestartStrip:
{
// Don't emit these for non-GS stage, since we won't have the gsStreamOutput symbol.
if (language != EShLangGeometry) {
node = nullptr;
return;
}
TIntermAggregate* cut = new TIntermAggregate(EOpEndPrimitive);
cut->setLoc(loc);
cut->setType(TType(EbtVoid));