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MSL: only fix up gl_FragCoord if really necessary.
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@ -197,10 +197,9 @@ struct main0_out
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float4 out_var_SV_Target0 [[color(0)]];
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};
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fragment main0_out main0(constant type_View& View [[buffer(0)]], constant type_Globals& _Globals [[buffer(1)]], float4 _RESERVED_IDENTIFIER_FIXUP_gl_LastFragData [[color(0)]], texture2d<float> ShadowDepthTexture [[texture(0)]], sampler ShadowDepthTextureSampler [[sampler(0)]], float4 gl_FragCoord [[position]], uint gl_SampleID [[sample_id]])
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fragment main0_out main0(constant type_View& View [[buffer(0)]], constant type_Globals& _Globals [[buffer(1)]], float4 _RESERVED_IDENTIFIER_FIXUP_gl_LastFragData [[color(0)]], texture2d<float> ShadowDepthTexture [[texture(0)]], sampler ShadowDepthTextureSampler [[sampler(0)]], float4 gl_FragCoord [[position]])
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{
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main0_out out = {};
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gl_FragCoord.xy += get_sample_position(gl_SampleID) - 0.5;
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float4 _67 = _RESERVED_IDENTIFIER_FIXUP_gl_LastFragData;
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float _68 = _67.w;
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float4 _82 = _Globals.ScreenToShadowMatrix * float4((fma(gl_FragCoord.xy, View.View_BufferSizeAndInvSize.zw, -View.View_ScreenPositionScaleBias.wz) / View.View_ScreenPositionScaleBias.xy) * float2(_68), _68, 1.0);
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@ -197,10 +197,9 @@ struct main0_out
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float4 out_var_SV_Target0 [[color(0)]];
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};
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fragment main0_out main0(constant type_View& View [[buffer(0)]], constant type_Globals& _Globals [[buffer(1)]], float4 _RESERVED_IDENTIFIER_FIXUP_gl_LastFragData [[color(0)]], texture2d<float> ShadowDepthTexture [[texture(0)]], sampler ShadowDepthTextureSampler [[sampler(0)]], float4 gl_FragCoord [[position]], uint gl_SampleID [[sample_id]])
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fragment main0_out main0(constant type_View& View [[buffer(0)]], constant type_Globals& _Globals [[buffer(1)]], float4 _RESERVED_IDENTIFIER_FIXUP_gl_LastFragData [[color(0)]], texture2d<float> ShadowDepthTexture [[texture(0)]], sampler ShadowDepthTextureSampler [[sampler(0)]], float4 gl_FragCoord [[position]])
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{
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main0_out out = {};
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gl_FragCoord.xy += get_sample_position(gl_SampleID) - 0.5;
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float4 _67 = _RESERVED_IDENTIFIER_FIXUP_gl_LastFragData;
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float _68 = _67.w;
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float4 _82 = _Globals.ScreenToShadowMatrix * float4((fma(gl_FragCoord.xy, View.View_BufferSizeAndInvSize.zw, -View.View_ScreenPositionScaleBias.wz) / View.View_ScreenPositionScaleBias.xy) * float2(_68), _68, 1.0);
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@ -197,10 +197,9 @@ struct main0_out
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float4 out_var_SV_Target0 [[color(0)]];
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};
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fragment main0_out main0(constant type_View& View [[buffer(0)]], constant type_Globals& _Globals [[buffer(1)]], float4 _RESERVED_IDENTIFIER_FIXUP_gl_LastFragData [[color(0)]], texture2d<float> ShadowDepthTexture [[texture(0)]], sampler ShadowDepthTextureSampler [[sampler(0)]], float4 gl_FragCoord [[position]], uint gl_SampleID [[sample_id]])
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fragment main0_out main0(constant type_View& View [[buffer(0)]], constant type_Globals& _Globals [[buffer(1)]], float4 _RESERVED_IDENTIFIER_FIXUP_gl_LastFragData [[color(0)]], texture2d<float> ShadowDepthTexture [[texture(0)]], sampler ShadowDepthTextureSampler [[sampler(0)]], float4 gl_FragCoord [[position]])
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{
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main0_out out = {};
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gl_FragCoord.xy += get_sample_position(gl_SampleID) - 0.5;
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float4 _67 = _RESERVED_IDENTIFIER_FIXUP_gl_LastFragData;
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float _68 = _67.w;
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float4 _82 = _Globals.ScreenToShadowMatrix * float4((((gl_FragCoord.xy * View.View_BufferSizeAndInvSize.zw) - View.View_ScreenPositionScaleBias.wz) / View.View_ScreenPositionScaleBias.xy) * float2(_68), _68, 1.0);
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@ -197,10 +197,9 @@ struct main0_out
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float4 out_var_SV_Target0 [[color(0)]];
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};
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fragment main0_out main0(constant type_View& View [[buffer(0)]], constant type_Globals& _Globals [[buffer(1)]], float4 _RESERVED_IDENTIFIER_FIXUP_gl_LastFragData [[color(0)]], texture2d<float> ShadowDepthTexture [[texture(0)]], sampler ShadowDepthTextureSampler [[sampler(0)]], float4 gl_FragCoord [[position]], uint gl_SampleID [[sample_id]])
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fragment main0_out main0(constant type_View& View [[buffer(0)]], constant type_Globals& _Globals [[buffer(1)]], float4 _RESERVED_IDENTIFIER_FIXUP_gl_LastFragData [[color(0)]], texture2d<float> ShadowDepthTexture [[texture(0)]], sampler ShadowDepthTextureSampler [[sampler(0)]], float4 gl_FragCoord [[position]])
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{
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main0_out out = {};
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gl_FragCoord.xy += get_sample_position(gl_SampleID) - 0.5;
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float4 _67 = _RESERVED_IDENTIFIER_FIXUP_gl_LastFragData;
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float _68 = _67.w;
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float4 _82 = _Globals.ScreenToShadowMatrix * float4((((gl_FragCoord.xy * View.View_BufferSizeAndInvSize.zw) - View.View_ScreenPositionScaleBias.wz) / View.View_ScreenPositionScaleBias.xy) * float2(_68), _68, 1.0);
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@ -4426,6 +4426,7 @@ void Compiler::analyze_image_and_sampler_usage()
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comparison_ids = std::move(handler.comparison_ids);
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need_subpass_input = handler.need_subpass_input;
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need_subpass_input_ms = handler.need_subpass_input_ms;
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// Forward information from separate images and samplers into combined image samplers.
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for (auto &combined : combined_image_samplers)
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@ -4592,7 +4593,11 @@ bool Compiler::CombinedImageSamplerUsageHandler::handle(Op opcode, const uint32_
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// If we load an image, we're going to use it and there is little harm in declaring an unused gl_FragCoord.
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auto &type = compiler.get<SPIRType>(args[0]);
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if (type.image.dim == DimSubpassData)
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{
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need_subpass_input = true;
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if (type.image.ms)
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need_subpass_input_ms = true;
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}
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// If we load a SampledImage and it will be used with Dref, propagate the state up.
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if (dref_combined_samplers.count(args[1]) != 0)
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@ -930,6 +930,7 @@ protected:
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// Similar is implemented for images, as well as if subpass inputs are needed.
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std::unordered_set<uint32_t> comparison_ids;
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bool need_subpass_input = false;
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bool need_subpass_input_ms = false;
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// In certain backends, we will need to use a dummy sampler to be able to emit code.
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// GLSL does not support texelFetch on texture2D objects, but SPIR-V does,
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@ -969,6 +970,7 @@ protected:
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void add_hierarchy_to_comparison_ids(uint32_t ids);
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bool need_subpass_input = false;
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bool need_subpass_input_ms = false;
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void add_dependency(uint32_t dst, uint32_t src);
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};
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@ -1532,7 +1532,7 @@ void CompilerMSL::preprocess_op_codes()
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// that function would add gl_FragCoord.
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if (preproc.needs_sample_id || msl_options.force_sample_rate_shading ||
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(is_sample_rate() && (active_input_builtins.get(BuiltInFragCoord) ||
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(need_subpass_input && !msl_options.use_framebuffer_fetch_subpasses))))
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(need_subpass_input_ms && !msl_options.use_framebuffer_fetch_subpasses))))
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needs_sample_id = true;
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if (is_intersection_query())
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@ -12036,7 +12036,7 @@ bool CompilerMSL::is_sample_rate() const
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return get_execution_model() == ExecutionModelFragment &&
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(msl_options.force_sample_rate_shading ||
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std::find(caps.begin(), caps.end(), CapabilitySampleRateShading) != caps.end() ||
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(msl_options.use_framebuffer_fetch_subpasses && need_subpass_input));
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(msl_options.use_framebuffer_fetch_subpasses && need_subpass_input_ms));
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}
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bool CompilerMSL::is_intersection_query() const
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