HLSL: Add test for passing down separate image and samplers to functions.

This commit is contained in:
Hans-Kristian Arntzen 2017-05-07 12:53:51 +02:00
parent f081fe1125
commit 59ad08429b
4 changed files with 114 additions and 34 deletions

View File

@ -0,0 +1,40 @@
Texture2D<float4> uDepth;
SamplerComparisonState uSampler;
SamplerState uSampler1;
static float FragColor;
struct SPIRV_Cross_Output
{
float FragColor : SV_Target0;
};
float samp2(Texture2D<float4> t, SamplerComparisonState s)
{
return t.SampleCmp(s, float3(1.0f, 1.0f, 1.0f).xy, float3(1.0f, 1.0f, 1.0f).z);
}
float samp3(Texture2D<float4> t, SamplerState s)
{
return t.Sample(s, float2(1.0f, 1.0f)).x;
}
float samp(Texture2D<float4> t, SamplerComparisonState s, SamplerState s1)
{
float r0 = samp2(t, s);
float r1 = samp3(t, s1);
return r0 + r1;
}
void frag_main()
{
FragColor = samp(uDepth, uSampler, uSampler1);
}
SPIRV_Cross_Output main()
{
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = FragColor;
return stage_output;
}

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@ -0,0 +1,29 @@
#version 310 es
precision mediump float;
layout(set = 0, binding = 0) uniform mediump samplerShadow uSampler;
layout(set = 0, binding = 1) uniform mediump sampler uSampler1;
layout(set = 0, binding = 2) uniform texture2D uDepth;
layout(location = 0) out float FragColor;
float samp2(texture2D t, mediump samplerShadow s)
{
return texture(sampler2DShadow(t, s), vec3(1.0));
}
float samp3(texture2D t, mediump sampler s)
{
return texture(sampler2D(t, s), vec2(1.0)).x;
}
float samp(texture2D t, mediump samplerShadow s, mediump sampler s1)
{
float r0 = samp2(t, s);
float r1 = samp3(t, s1);
return r0 + r1;
}
void main()
{
FragColor = samp(uDepth, uSampler, uSampler1);
}

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@ -43,7 +43,39 @@ static bool opcode_is_sign_invariant(Op opcode)
}
}
string CompilerHLSL::image_type_hlsl(const SPIRType &type)
string CompilerHLSL::image_type_hlsl_modern(const SPIRType &type)
{
auto &imagetype = get<SPIRType>(type.image.type);
const char *dim = nullptr;
switch (type.image.dim)
{
case Dim1D:
dim = "1D";
break;
case Dim2D:
dim = "2D";
break;
case Dim3D:
dim = "3D";
break;
case DimCube:
dim = "Cube";
break;
case DimRect:
SPIRV_CROSS_THROW("Rectangle texture support is not yet implemented for HLSL"); // TODO
case DimBuffer:
// Buffer/RWBuffer.
SPIRV_CROSS_THROW("Buffer/RWBuffer support is not yet implemented for HLSL"); // TODO
case DimSubpassData:
// This should be implemented same way as desktop GL. Fetch on a 2D texture based on int2(SV_Position).
SPIRV_CROSS_THROW("Subpass data support is not yet implemented for HLSL"); // TODO
}
uint32_t components = 4;
const char *arrayed = type.image.arrayed ? "Array" : "";
return join("Texture", dim, arrayed, "<", type_to_glsl(imagetype), components, ">");
}
string CompilerHLSL::image_type_hlsl_legacy(const SPIRType &type)
{
auto &imagetype = get<SPIRType>(type.image.type);
string res;
@ -105,17 +137,21 @@ string CompilerHLSL::image_type_hlsl(const SPIRType &type)
if (type.image.ms)
res += "MS";
if (type.image.arrayed)
{
if (is_legacy_desktop())
require_extension("GL_EXT_texture_array");
res += "Array";
}
if (type.image.depth)
res += "Shadow";
return res;
}
string CompilerHLSL::image_type_hlsl(const SPIRType &type)
{
if (options.shader_model <= 30)
return image_type_hlsl_legacy(type);
else
return image_type_hlsl_modern(type);
}
string CompilerHLSL::type_to_glsl(const SPIRType &type)
{
// Ignore the pointer type since GLSL doesn't have pointers.
@ -134,7 +170,7 @@ string CompilerHLSL::type_to_glsl(const SPIRType &type)
return image_type_hlsl(type);
case SPIRType::Sampler:
return "sampler";
return type.image.depth ? "SamplerComparisonState" : "SamplerState";
case SPIRType::Void:
return "void";
@ -1459,34 +1495,7 @@ void CompilerHLSL::emit_modern_uniform(const SPIRVariable &var)
case SPIRType::SampledImage:
case SPIRType::Image:
{
auto &imagetype = get<SPIRType>(type.image.type);
string dim;
switch (type.image.dim)
{
case Dim1D:
dim = "1D";
break;
case Dim2D:
dim = "2D";
break;
case Dim3D:
dim = "3D";
break;
case DimCube:
dim = "Cube";
break;
case DimRect:
SPIRV_CROSS_THROW("Rectangle texture support is not yet implemented for HLSL"); // TODO
case DimBuffer:
// Buffer/RWBuffer.
SPIRV_CROSS_THROW("Buffer/RWBuffer support is not yet implemented for HLSL"); // TODO
case DimSubpassData:
// This should be implemented same way as desktop GL. Fetch on a 2D texture based on int2(SV_Position).
SPIRV_CROSS_THROW("Subpass data support is not yet implemented for HLSL"); // TODO
}
string arrayed = type.image.arrayed ? "Array" : "";
uint32_t components = imagetype.image.depth ? 1 : 4;
statement("Texture", dim, arrayed, "<", type_to_glsl(imagetype), components, "> ", to_name(var.self), ";");
statement(image_type_hlsl_modern(type), " ", to_name(var.self), ";");
if (type.basetype == SPIRType::SampledImage)
{

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@ -61,6 +61,8 @@ public:
private:
std::string type_to_glsl(const SPIRType &type) override;
std::string image_type_hlsl(const SPIRType &type);
std::string image_type_hlsl_modern(const SPIRType &type);
std::string image_type_hlsl_legacy(const SPIRType &type);
void emit_function_prototype(SPIRFunction &func, uint64_t return_flags) override;
void emit_hlsl_entry_point();
void emit_header() override;