Keep updating spec.

This commit is contained in:
Hans-Kristian Arntzen 2016-08-02 13:24:03 +02:00
parent d8c4066664
commit e020baf774
5 changed files with 130 additions and 11 deletions

View File

@ -1,8 +1,12 @@
layout(std140, set = 0, binding = 1) uniform UBO
layout(push_constant, std140) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
float OUT_GAMMA;
float BOOST;
} global;
layout(binding = 0, std140) uniform UBO1
{
mat4 MVP;
};

View File

@ -9,7 +9,7 @@ layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
gl_Position = MVP * Position;
vTexCoord = TexCoord;
}

View File

@ -10,7 +10,7 @@ layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
gl_Position = MVP * Position;
vTexCoord = TexCoord;
}

View File

@ -9,7 +9,7 @@ layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
gl_Position = MVP * Position;
vTexCoord = TexCoord;
}

View File

@ -310,6 +310,7 @@ The main two types of data passed to shaders are read-only and can be classified
- `uniform sampler2D`: This is used for input textures, framebuffer results and lookup-textures.
- `uniform Block { };`: This is used for any constant data which is passed to the shader.
- `layout(push_constant) uniform Push {} name;`: This is used for any push constant data which is passed to the shader.
### Resource usage rules
@ -319,26 +320,140 @@ Certain rules must be adhered to in order to make it easier for the frontend to
- layout(binding = #N) must be declared for all UBOs and sampler2Ds.
- All resources must use different bindings.
- There can be only one UBO.
- There can be only use push constant block.
- It is possible to have one regular UBO and one push constant UBO.
- If a UBO is used in both vertex and fragment, their binding number must match.
- If a UBO is used in both vertex and fragment, members with the same name must have the same offset.
- If a UBO is used in both vertex and fragment, members with the same name must have the same offset/binary interface.
This problem is easily avoided by having the same UBO visible to both vertex and fragment as "common" code.
- sampler2D cannot be used in vertex.
- If a push constant block is used in both vertex and fragment, members with the same name must have the same offset/binary interface.
- sampler2D cannot be used in vertex, although the size parameters of samplers can be used in vertex.
- Other resource types such as SSBOs, images, atomic counters, etc, etc, are not allowed.
- Every member of the UBOs as well as every texture must be meaningful to the frontend in some way, or error is generated.
- Every member of the UBOs and push constant blocks as well as every texture must be meaningful
to the frontend in some way, or an error is generated.
### Builtin pragmas and extensions
### Initial preprocess of slang files
The very first line of a `.slang` file must contain a `#version` statement.
### Example shader
The first process which takes place is dealing with `#include` statements.
A slang file is preprocessed by scanning through the slang and resolving all `#include` statements.
The include process does not consider any preprocessor defines or conditional expressions.
The include path must always be relative, and it will be relative to the file path of the current file.
Nested includes are allowed, but includes in a cycle are undefined as preprocessor guards are not considered.
E.g.:
```
#include "common.inc"
```
After includes have been resolved, the frontend scans through all lines of the shader and considers `#pragma` statements.
These pragmas build up ancillary reflection information and otherwise meaningful metadata.
#### `#pragma stage`
This pragma controls which part of a `.slang` file are visible to certain shader stages.
Currently, two variants of this pragma are supported:
- `#pragma stage vertex`
- `#pragma stage fragment`
If no `#pragma stage` has been encountered yet, lines of code in a shader belong to all shader stages.
If a `#pragma stage` statement has been encountered, that stage is considered active, and the following lines of shader code will only be used when building source for that particular shader stage. A new `#pragma stage` can override which stage is active.
#### `#pragma name`
This pragma lets a shader set its identifier. This identifier can be used to create simple aliases for other passes.
E.g.:
```
#pragma name HorizontalPass
```
#### `#pragma format`
This pragma controls the format of the framebuffer which this shader will render to.
The default render target format is `R8G8B8A8_UNORM`.
Supported render target formats are listed below. From a portability perspective,
please be aware that GLES2 has abysmal render target format support,
and GLES3/GL3 may have restricted floating point render target support.
If rendering to uint/int formats, make sure your fragment shader output target is uint/int.
#### 8-bit
- `R8_UNORM`
- `R8_UINT`
- `R8_SINT`
- `R8G8_UNORM`
- `R8G8_UINT`
- `R8G8_SINT`
- `R8G8B8A8_UNORM`
- `R8G8B8A8_UINT`
- `R8G8B8A8_SINT`
- `R8G8B8A8_SRGB`
#### 10-bit
- `A2B10G10R10_UNORM_PACK32`
- `A2B10G10R10_UINT_PACK32`
#### 16-bit
- `R16_UINT`
- `R16_SINT`
- `R16_SFLOAT`
- `R16G16_UINT`
- `R16G16_SINT`
- `R16G16_SFLOAT`
- `R16G16B16A16_UINT`
- `R16G16B16A16_SINT`
- `R16G16B16A16_SFLOAT`
#### 32-bit
- `R32_UINT`
- `R32_SINT`
- `R32_SFLOAT`
- `R32G32_UINT`
- `R32G32_SINT`
- `R32G32_SFLOAT`
- `R32G32B32A32_UINT`
- `R32G32B32A32_SINT`
- `R32G32B32A32_SFLOAT`
E.g.:
```
#pragma format R16_SFLOAT
```
### Example slang shader
```
#version 450
#version 450 // 450 or 310 es are recommended
layout(set = 0, binding = 0, std140) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
float ColorMod;
};
#pragma name StockShader
#pragma format R8G8B8A8_UNORM
#pragma parameter ColorMod "Color intensity" 1.0 0.1 2.0 0.1
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(binding = 1) uniform sampler2D Source;
void main()
{
FragColor = texture(Source, vTexCoord) * ColorMod;
}
```
## Porting guide from legacy Cg spec