If the out variable is a struct type, with a xfb_offset explicitly
assigned, the members need to get their xfb_offset assigned. This is
specially relevant, as we cannot use layout qualifiers on struct
members.
Append() method is special: unlike most outputs, it does not copy
some temporary data to a symbol in the entry point epilogue, but
rather uses an emit builtin after each write to the output stream.
This had been handled by remembering the special output symbol for
the stream as it was declared in the shader entry point before
symbol sanitization. However the prior code was too simple and
only handled cases where the Append() method happened after the
entry point, so that the output symbol had been seen.
This PR adds a patching step so that the Append()s may appear in
any order WRT the entry point. They are patched in an epilogue,
whereupon it is guaranteed in a well formed shader that we have
seen the appropriate declaration.
Fixes#1217.
- Use much simpler method to update implicit array sizes.
The previous overly complicated method was error prone.
- Rationalize all use of unsized arrays.
- Combine decorations when generating SPIR-V, to simplify
adding extensions.
There a couple functional problems, which when reduced down also led to
some good simplifications and rationalization. So, this commit:
- corrects "mixed" functionality: int[A] f[B] -> f[B][A]
- correct multi-identifier decls: int[A] f[B], g[C] -> f and g are independently sized.
- increases symmetry between different places in the code that do this
- makes fewer ways to do the same thing; several methods are just gone now
- makes more clear when something is copied or shared
- make it sharable with GLSL
- correct the case insensitivity
- remove the map; queries are not needed, all entries need processing
- make it easier to build bottom up (will help GLSL parsing)
- support semantic checking and reporting
- allow front-end dependent semantics and attribute name mapping
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
HLSL truncates the vector, or one of the two matrix dimensions if there is a
dimensional mismatch in m*v, v*m, or m*m.
This PR adds that ability. Conversion constructors are added as required.
Fixes#1092. Allows arrays of opaques to keep arrayness, unless
needed by uniform array flattening.
Can handle assignments of mixed amounts of flattening.
A single texture can statically appear in code mixed with a shadow sampler
and a non-shadow sampler. This would be create invalid SPIR-V, unless
one of them is provably dead.
The previous detection of this happened before DCE, so some shaders would
trigger the error even though they wouldn't after DCE. To handle that
case, this PR splits the texture into two: one with each mode. It sets
"needsLegalization" (if that happens for any texture) to warn that this shader
will need post-compilation legalization.
If the texture is only used with one of the two modes, behavior is as it
was before.
- support C++11 style brackets [[...]]
- support namespaces [[vk::...]]
- support these on parameter declarations in functions
- support location, binding/set, input attachments
Texture shadow mode must match the state of the sampler they are
combined with. This change does that, both for the AST and the
symbol table. Note that the texture cannot easily be *created*
the right way, because this may not be known at that time. Instead,
the texture is subsequently patched.
This cannot work if a single texture is used with both a shadow and
non-shadow sampler, so that case is detected and generates an error.
This is permitted by the HLSL language, however. See #1073 discussion.
Fixed one test source that was using a texture with both shadow and
non-shadow samplers.
InputPatch parameters to patch constant functions were not using the
internal (temporary) variable type. That could cause validation errors
if the input patch had a mixture of builtins and user qualified members.
This uses the entry point's internal form.
There is currently a limitation: if an InputPatch is used in a PCF,
it must also have appeared in the main entry point's parameter list.
That is not a limitation of HLSL. Currently that situation is detected
and an "implemented" error results. The limitation can be addressed,
but isn't yet in the current form of the PR.
Changes:
(1) Allow clip/cull builtins as both input and output in the same shader stage. Previously,
not enough data was tracked to handle this.
(2) Handle the extra array dimension in GS inputs. The synthesized external variable can
now be created with the extra array dimension if needed, and the form conversion code is
able to handle it as well.
For example, both of these GS inputs would result in the same synthesized external type:
triangle in float4 clip[3] : SV_ClipDistance
triangle in float2 clip[3][2] : SV_ClipDistance
In the second case, the inner array dimension packs with the 2-vector of floats into an array[4],
which there is an array[3] of due to the triangle geometry.
HLSL allows a range of types for clip and cull distances. There are
three dimensions, including arrayness, vectorness, and semantic ID.
SPIR-V requires clip and cull distance be a single array of floats in
all cases.
This code provides input side conversion between the SPIR-V form and
the HLSL form. (Output conversion was added in PR #947 and #997).
This PR extends HlslParseContext::assignClipCullDistance to cope with
the input side conversion. Not as much changed as appears: there was
also a lot of renaming to reflect the fact that the code now handles
either direction.
Currently, non-{frag,vert} stages are not handled, and are explicitly
rejected.
Fixes#1026.
Some languages allow a restricted set of user structure types returned from texture sampling
operations. Restrictions include the total vector size of all components may not exceed 4,
and the basic types of all members must be identical.
This adds underpinnings for that ability. Because storing a whole TType or even a simple
TTypeList in the TSampler would be expensive, the structure definition is held in a
table outside the TType. The TSampler contains a small bitfield index, currently 4 bits
to support up to 15 separate texture template structure types, but that can be adjusted
up or down. Vector returns are handled as before.
There are abstraction methods accepting and returning a TType (such as may have been parsed
from a grammar). The new methods will accept a texture template type and set the
sampler to the structure if possible, checking a range of error conditions such as whether
the total structure vector components exceed 4, or whether their basic types differe, or
whether the struct contains non-vector-or-scalar members. Another query returns the
appropriate TType for the sampler.
High level summary of design:
In the TSampler, this holds an index into the texture structure return type table:
unsigned int structReturnIndex : structReturnIndexBits;
These are the methods to set or get the return type from the TSampler. They work for vector or structure returns, and potentially could be expanded to handle other things (small arrays?) if ever needed.
bool setTextureReturnType(TSampler& sampler, const TType& retType, const TSourceLoc& loc);
void getTextureReturnType(const TSampler& sampler, const TType& retType, const TSourceLoc& loc) const;
The ``convertReturn`` lambda in ``HlslParseContext::decomposeSampleMethods`` is greatly expanded to know how to copy a vec4 sample return to whatever the structure type should be. This is a little awkward since it involves introducing a comma expression to return the proper aggregate value after a set of memberwise copies.
This allows removal of isPerVertexBuiltIn(). It also leads to
removal of addInterstageIoToLinkage(), which is no longer needed.
Includes related name improvements.
Most of this was obsoleted by entry-point wrapping.
Some other is just unnecessary.
Also, includes some spelling/name improvements.
This is to help lay ground work for flattening user I/O.
Two non-functional changes:
1. Remove flattenLevel, which is unneeded since at or around d1be7545c6.
2. Fix build warining about unused variable in executeInitializer.
HLSL allows several variables to be declared. There are packing rules involved:
e.g, a float3 and a float1 can be packed into a single array[4], while for a
float3 and another float3, the second one will skip the third array entry to
avoid straddling
This is implements that ability. Because there can be multiple variables involved,
and the final output array will often be a different type altogether (to fuse
the values into a single destination), a new variable is synthesized, unlike the prior
clip/cull support which used the declared variable. The new variable name is
taken from one of the declared ones, so the old tests are unchanged.
Several new tests are added to test various packing scenarios.
Only two semantic IDs are supported: 0, and 1, per HLSL rules. This is
encapsulated in
static const int maxClipCullRegs = 2;
and the algorithm (probably :) ) generalizes to larger values, although there
are a few issues around how HLSL would pack (e.g, would 4 scalars be packed into
a single HLSL float4 out reg? Probably, and this algorithm assumes so).
Lays the groundwork for fixing issue #954.
Partial flattenings were previously tracked through a stack of active subsets
in the parse context, but full functionality needs AST nodes to represent
this across time, removing the need for parsecontext tracking.
In HLSL, there are three (TODO: ??) dimensions of clip and cull
distance values:
* The semantic's value N, ala SV_ClipDistanceN.
* The array demension, if the value is an array.
* The vector element, if the value is a vector or array of vectors.
In SPIR-V, clip and cull distance are arrays of scalar floats, always.
This PR currently ignores the semantic N axis, and handles the other
two axes by sequentially copying each vector element of each array member
into sequential floats in the output array.
Fixes: #946
For "s.m = t", a sampler member assigned a sampler, make t an alias
for s.m, and when s.m is flattened, it will flatten to the alias t.
Normally, assignments to samplers are disallowed.
This modifies function parameter passing to pass the counter
buffer associated with a struct buffer to a function as a
hidden parameter. Similarly function declarations will have
hidden parameters added to accept the associated counter buffers.
There is a limitation: if a SB type may or may not have an associated
counter, passing it as a function parameter will assume that it does, and
the counter will appear in the linkage whether or not there is a counter
method used on the object.
Marking as WIP since it might deserve discussion or at least explicit consideration.
During type sanitization, the TQualifier's TBuiltInVariable type is lost. However,
sometimes it's needed downstream. There were already two methods in use to track
it through to places it was needed: one in the TParameter, and one in a map in the
HlslParseContext used for structured buffers.
The latter was going to be insufficient when SB types with counters are passed to
user functions, and it's proving awkward to track the data to where it's needed.
This PR holds a proposal: track the original declared builtin type in the TType,
so it's trivially available where needed.
This lets the other two mechanisms be removed (and they are in this PR). There's a
side benefit of not losing certain types of information before the reflection interface.
This PR is only that proposal, so it changes no test results. If it's acceptable,
I'll use it for the last piece of SB counter functionality.
This implements mytex.mips[mip][coord] for texture types. There is
some error testing, but not comprehensive. The constructs can be
nested, e.g in this case the inner .mips is parsed before the completion
of the outer [][] operator.
tx.mips[tx.mips[a][b].x][c]