Merge branch 'master' of https://github.com/KhronosGroup/SPIRV-Cross
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commit
2570121582
38
reference/shaders-vulkan/frag/separate-sampler-texture.frag
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38
reference/shaders-vulkan/frag/separate-sampler-texture.frag
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@ -0,0 +1,38 @@
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#version 310 es
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precision mediump float;
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precision highp int;
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layout(binding = 1) uniform mediump texture2D uTexture;
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layout(binding = 0) uniform mediump sampler uSampler;
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layout(binding = 4) uniform mediump texture2DArray uTextureArray;
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layout(binding = 3) uniform mediump textureCube uTextureCube;
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layout(binding = 2) uniform mediump texture3D uTexture3D;
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layout(location = 0) in vec2 vTex;
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layout(location = 1) in vec3 vTex3;
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layout(location = 0) out vec4 FragColor;
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vec4 sample_func(mediump sampler samp, vec2 uv)
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{
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return texture(sampler2D(uTexture, samp), uv);
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}
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vec4 sample_func_dual(mediump sampler samp, mediump texture2D tex, vec2 uv)
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{
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return texture(sampler2D(tex, samp), uv);
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}
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void main()
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{
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vec2 off = (vec2(1.0) / vec2(textureSize(uTexture, 0)));
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vec2 off2 = (vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 1)));
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highp vec2 param = ((vTex + off) + off2);
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vec4 c0 = sample_func(uSampler, param);
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highp vec2 param_1 = ((vTex + off) + off2);
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vec4 c1 = sample_func_dual(uSampler, uTexture, param_1);
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vec4 c2 = texture(sampler2DArray(uTextureArray, uSampler), vTex3);
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vec4 c3 = texture(samplerCube(uTextureCube, uSampler), vTex3);
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vec4 c4 = texture(sampler3D(uTexture3D, uSampler), vTex3);
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FragColor = ((((c0 + c1) + c2) + c3) + c4);
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}
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36
shaders-vulkan/frag/separate-sampler-texture.frag
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36
shaders-vulkan/frag/separate-sampler-texture.frag
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@ -0,0 +1,36 @@
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#version 310 es
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precision mediump float;
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layout(set = 0, binding = 0) uniform mediump sampler uSampler;
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layout(set = 0, binding = 1) uniform mediump texture2D uTexture;
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layout(set = 0, binding = 2) uniform mediump texture3D uTexture3D;
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layout(set = 0, binding = 3) uniform mediump textureCube uTextureCube;
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layout(set = 0, binding = 4) uniform mediump texture2DArray uTextureArray;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) in vec2 vTex;
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layout(location = 1) in vec3 vTex3;
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vec4 sample_func(mediump sampler samp, vec2 uv)
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{
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return texture(sampler2D(uTexture, samp), uv);
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}
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vec4 sample_func_dual(mediump sampler samp, mediump texture2D tex, vec2 uv)
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{
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return texture(sampler2D(tex, samp), uv);
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}
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void main()
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{
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vec2 off = 1.0 / vec2(textureSize(uTexture, 0));
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vec2 off2 = 1.0 / vec2(textureSize(sampler2D(uTexture, uSampler), 1));
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vec4 c0 = sample_func(uSampler, vTex + off + off2);
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vec4 c1 = sample_func_dual(uSampler, uTexture, vTex + off + off2);
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vec4 c2 = texture(sampler2DArray(uTextureArray, uSampler), vTex3);
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vec4 c3 = texture(samplerCube(uTextureCube, uSampler), vTex3);
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vec4 c4 = texture(sampler3D(uTexture3D, uSampler), vTex3);
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FragColor = c0 + c1 + c2 + c3 + c4;
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}
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@ -286,6 +286,7 @@ bool Compiler::expression_is_lvalue(uint32_t id) const
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{
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case SPIRType::SampledImage:
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case SPIRType::Image:
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case SPIRType::Sampler:
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return false;
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default:
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@ -3045,6 +3045,14 @@ void CompilerGLSL::emit_instruction(const Instruction &i)
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break;
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}
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case OpSampledImage:
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{
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uint32_t result_type = ops[0];
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uint32_t id = ops[1];
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emit_binary_func_op(result_type, id, ops[2], ops[3], type_to_glsl(get<SPIRType>(result_type)).c_str());
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break;
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}
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case OpImageQuerySizeLod:
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BFOP(textureSize);
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break;
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@ -3247,12 +3255,13 @@ const char* CompilerGLSL::flags_to_precision_qualifiers_glsl(const SPIRType &typ
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{
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if (options.es)
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{
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// Structs to not have precision qualifiers.
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// Structs do not have precision qualifiers.
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if (type.basetype != SPIRType::Float &&
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type.basetype != SPIRType::Int &&
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type.basetype != SPIRType::UInt &&
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type.basetype != SPIRType::Image &&
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type.basetype != SPIRType::SampledImage)
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type.basetype != SPIRType::SampledImage &&
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type.basetype != SPIRType::Sampler)
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return "";
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if (flags & (1ull << DecorationRelaxedPrecision))
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@ -3315,7 +3324,7 @@ string CompilerGLSL::to_qualifiers_glsl(uint32_t id)
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res += "invariant ";
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auto &type = expression_type(id);
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if (type.image.dim != DimSubpassData)
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if (type.image.dim != DimSubpassData && type.image.sampled == 2)
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{
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if (flags & (1ull << DecorationNonWritable))
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res += "readonly ";
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@ -3402,8 +3411,10 @@ string CompilerGLSL::image_type_glsl(const SPIRType &type)
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// If we're emulating subpassInput with samplers, force sampler2D
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// so we don't have to specify format.
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res += type.basetype == SPIRType::Image && type.image.dim != DimSubpassData ?
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"image" : "sampler";
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if (type.basetype == SPIRType::Image && type.image.dim != DimSubpassData)
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res += type.image.sampled == 2 ? "image" : "texture";
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else
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res += "sampler";
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switch (type.image.dim)
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{
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@ -60,18 +60,21 @@ def get_shader_stats(shader):
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returned = stdout.decode('utf-8')
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return parse_stats(returned)
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def validate_shader(shader):
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def validate_shader(shader, vulkan):
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if vulkan:
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subprocess.check_call(['glslangValidator', '-V', shader])
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else:
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subprocess.check_call(['glslangValidator', shader])
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def cross_compile(shader):
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def cross_compile(shader, vulkan):
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spirv_f, spirv_path = tempfile.mkstemp()
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glsl_f, glsl_path = tempfile.mkstemp(suffix = os.path.basename(shader))
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os.close(spirv_f)
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os.close(glsl_f)
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subprocess.check_call(['glslangValidator', '-G', '-o', spirv_path, shader])
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subprocess.check_call(['glslangValidator', '-V' if vulkan else '-G', '-o', spirv_path, shader])
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subprocess.check_call(['./spirv-cross', '--output', glsl_path, spirv_path])
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validate_shader(glsl_path)
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validate_shader(glsl_path, vulkan)
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return (spirv_path, glsl_path)
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def md5_for_file(path):
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@ -110,9 +113,9 @@ def regression_check(shader, glsl, update, keep):
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make_reference_dir(reference)
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shutil.move(glsl, reference)
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def test_shader(stats, shader, update, keep):
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def test_shader(stats, shader, update, keep, vulkan):
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print('Testing shader:', shader)
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spirv, glsl = cross_compile(shader)
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spirv, glsl = cross_compile(shader, vulkan)
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if stats:
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cross_stats = get_shader_stats(glsl)
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@ -131,19 +134,19 @@ def test_shader(stats, shader, update, keep):
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a.append(str(i))
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print(','.join(a), file = stats)
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def test_shaders(shader_dir, update, malisc, keep):
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def test_shaders(shader_dir, update, malisc, keep, vulkan):
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if malisc:
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with open('stats.csv', 'w') as stats:
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print('Shader,OrigRegs,OrigUniRegs,OrigALUShort,OrigLSShort,OrigTEXShort,OrigALULong,OrigLSLong,OrigTEXLong,CrossRegs,CrossUniRegs,CrossALUShort,CrossLSShort,CrossTEXShort,CrossALULong,CrossLSLong,CrossTEXLong', file = stats)
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for f in os.walk(os.path.join(shader_dir)):
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for i in f[2]:
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shader = os.path.join(f[0], i)
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test_shader(stats, shader, update, keep)
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test_shader(stats, shader, update, keep, vulkan)
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else:
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for f in os.walk(os.path.join(shader_dir)):
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for i in f[2]:
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shader = os.path.join(f[0], i)
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test_shader(None, shader, update, keep)
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test_shader(None, shader, update, keep, vulkan)
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def main():
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parser = argparse.ArgumentParser(description = 'Script for regression testing.')
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parser.add_argument('--malisc',
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action = 'store_true',
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help = 'Use malisc offline compiler to determine static cycle counts before and after spirv-cross.')
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parser.add_argument('--vulkan',
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action = 'store_true',
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help = 'Test shaders using Vulkan semantics instead of OpenGL.')
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args = parser.parse_args()
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if not args.folder:
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sys.stderr.write('Need shader folder.\n')
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sys.exit(1)
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test_shaders(args.folder, args.update, args.malisc, args.keep)
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test_shaders(args.folder, args.update, args.malisc, args.keep, args.vulkan)
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if args.malisc:
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print('Stats in stats.csv!')
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print('Tests completed!')
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