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Emit matrix layouts in structs directly.
Unlike GLSL, child structs do not inherit matrix layouts.
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@ -0,0 +1,37 @@
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struct Foo
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{
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row_major float4x4 v;
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row_major float4x4 w;
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};
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cbuffer _17 : register(b0)
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{
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Foo _17_foo : packoffset(c0);
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};
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static float4 FragColor;
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static float4 vUV;
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struct SPIRV_Cross_Input
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{
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float4 vUV : TEXCOORD0;
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};
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struct SPIRV_Cross_Output
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{
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float4 FragColor : SV_Target0;
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};
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void frag_main()
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{
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FragColor = mul(mul(vUV, _17_foo.w), _17_foo.v);
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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vUV = stage_input.vUV;
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.FragColor = FragColor;
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return stage_output;
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}
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46
reference/shaders-hlsl/frag/row-major-layout-in-struct.frag
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46
reference/shaders-hlsl/frag/row-major-layout-in-struct.frag
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struct NonFoo
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{
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float4x4 v;
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float4x4 w;
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};
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struct Foo
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{
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row_major float4x4 v;
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row_major float4x4 w;
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};
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cbuffer _17 : register(b0)
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{
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Foo _17_foo : packoffset(c0);
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};
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static float4 FragColor;
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static float4 vUV;
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struct SPIRV_Cross_Input
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{
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float4 vUV : TEXCOORD0;
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};
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struct SPIRV_Cross_Output
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{
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float4 FragColor : SV_Target0;
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};
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void frag_main()
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{
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NonFoo f;
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f.v = _17_foo.v;
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f.w = _17_foo.w;
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FragColor = mul(mul(vUV, f.w), f.v);
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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vUV = stage_input.vUV;
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.FragColor = FragColor;
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return stage_output;
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}
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29
shaders-hlsl/frag/row-major-layout-in-struct.frag
Normal file
29
shaders-hlsl/frag/row-major-layout-in-struct.frag
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#version 450
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struct Foo
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{
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mat4 v;
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mat4 w;
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};
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struct NonFoo
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{
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mat4 v;
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mat4 w;
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};
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layout(std140, binding = 0) uniform UBO
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{
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layout(column_major) Foo foo;
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};
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) in vec4 vUV;
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void main()
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{
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NonFoo f;
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f.v = foo.v;
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f.w = foo.w;
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FragColor = f.v * (f.w * vUV);
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}
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@ -1778,13 +1778,10 @@ void CompilerHLSL::emit_resources()
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string CompilerHLSL::layout_for_member(const SPIRType &type, uint32_t index)
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{
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auto flags = combined_decoration_for_member(type, index);
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auto &flags = get_member_decoration_bitset(type.self, index);
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bool is_block = meta[type.self].decoration.decoration_flags.get(DecorationBlock) ||
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meta[type.self].decoration.decoration_flags.get(DecorationBufferBlock);
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if (!is_block)
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return "";
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// HLSL can emit row_major or column_major decoration in any struct.
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// Do not try to merge combined decorations for children like in GLSL.
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// Flip the convention. HLSL is a bit odd in that the memory layout is column major ... but the language API is "row-major".
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// The way to deal with this is to multiply everything in inverse order, and reverse the memory layout.
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