HLSL: Add test for passing down separate image and samplers to functions.
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@ -0,0 +1,40 @@
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Texture2D<float4> uDepth;
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SamplerComparisonState uSampler;
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SamplerState uSampler1;
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static float FragColor;
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struct SPIRV_Cross_Output
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{
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float FragColor : SV_Target0;
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};
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float samp2(Texture2D<float4> t, SamplerComparisonState s)
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{
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return t.SampleCmp(s, float3(1.0f, 1.0f, 1.0f).xy, float3(1.0f, 1.0f, 1.0f).z);
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}
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float samp3(Texture2D<float4> t, SamplerState s)
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{
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return t.Sample(s, float2(1.0f, 1.0f)).x;
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}
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float samp(Texture2D<float4> t, SamplerComparisonState s, SamplerState s1)
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{
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float r0 = samp2(t, s);
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float r1 = samp3(t, s1);
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return r0 + r1;
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}
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void frag_main()
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{
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FragColor = samp(uDepth, uSampler, uSampler1);
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}
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SPIRV_Cross_Output main()
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{
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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/combined-texture-sampler-shadow.frag
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29
shaders-hlsl/frag/combined-texture-sampler-shadow.frag
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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 samplerShadow uSampler;
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layout(set = 0, binding = 1) uniform mediump sampler uSampler1;
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layout(set = 0, binding = 2) uniform texture2D uDepth;
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layout(location = 0) out float FragColor;
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float samp2(texture2D t, mediump samplerShadow s)
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{
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return texture(sampler2DShadow(t, s), vec3(1.0));
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}
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float samp3(texture2D t, mediump sampler s)
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{
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return texture(sampler2D(t, s), vec2(1.0)).x;
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}
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float samp(texture2D t, mediump samplerShadow s, mediump sampler s1)
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{
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float r0 = samp2(t, s);
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float r1 = samp3(t, s1);
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return r0 + r1;
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}
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void main()
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{
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FragColor = samp(uDepth, uSampler, uSampler1);
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}
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@ -43,7 +43,39 @@ static bool opcode_is_sign_invariant(Op opcode)
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}
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}
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string CompilerHLSL::image_type_hlsl(const SPIRType &type)
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string CompilerHLSL::image_type_hlsl_modern(const SPIRType &type)
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{
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auto &imagetype = get<SPIRType>(type.image.type);
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const char *dim = nullptr;
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switch (type.image.dim)
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{
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case Dim1D:
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dim = "1D";
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break;
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case Dim2D:
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dim = "2D";
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break;
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case Dim3D:
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dim = "3D";
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break;
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case DimCube:
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dim = "Cube";
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break;
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case DimRect:
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SPIRV_CROSS_THROW("Rectangle texture support is not yet implemented for HLSL"); // TODO
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case DimBuffer:
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// Buffer/RWBuffer.
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SPIRV_CROSS_THROW("Buffer/RWBuffer support is not yet implemented for HLSL"); // TODO
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case DimSubpassData:
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// This should be implemented same way as desktop GL. Fetch on a 2D texture based on int2(SV_Position).
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SPIRV_CROSS_THROW("Subpass data support is not yet implemented for HLSL"); // TODO
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}
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uint32_t components = 4;
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const char *arrayed = type.image.arrayed ? "Array" : "";
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return join("Texture", dim, arrayed, "<", type_to_glsl(imagetype), components, ">");
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}
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string CompilerHLSL::image_type_hlsl_legacy(const SPIRType &type)
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{
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auto &imagetype = get<SPIRType>(type.image.type);
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string res;
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@ -105,17 +137,21 @@ string CompilerHLSL::image_type_hlsl(const SPIRType &type)
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if (type.image.ms)
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res += "MS";
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if (type.image.arrayed)
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{
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if (is_legacy_desktop())
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require_extension("GL_EXT_texture_array");
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res += "Array";
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}
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if (type.image.depth)
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res += "Shadow";
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return res;
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}
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string CompilerHLSL::image_type_hlsl(const SPIRType &type)
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{
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if (options.shader_model <= 30)
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return image_type_hlsl_legacy(type);
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else
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return image_type_hlsl_modern(type);
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}
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string CompilerHLSL::type_to_glsl(const SPIRType &type)
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{
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// Ignore the pointer type since GLSL doesn't have pointers.
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@ -134,7 +170,7 @@ string CompilerHLSL::type_to_glsl(const SPIRType &type)
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return image_type_hlsl(type);
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case SPIRType::Sampler:
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return "sampler";
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return type.image.depth ? "SamplerComparisonState" : "SamplerState";
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case SPIRType::Void:
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return "void";
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@ -1459,34 +1495,7 @@ void CompilerHLSL::emit_modern_uniform(const SPIRVariable &var)
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case SPIRType::SampledImage:
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case SPIRType::Image:
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{
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auto &imagetype = get<SPIRType>(type.image.type);
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string dim;
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switch (type.image.dim)
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{
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case Dim1D:
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dim = "1D";
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break;
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case Dim2D:
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dim = "2D";
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break;
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case Dim3D:
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dim = "3D";
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break;
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case DimCube:
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dim = "Cube";
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break;
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case DimRect:
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SPIRV_CROSS_THROW("Rectangle texture support is not yet implemented for HLSL"); // TODO
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case DimBuffer:
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// Buffer/RWBuffer.
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SPIRV_CROSS_THROW("Buffer/RWBuffer support is not yet implemented for HLSL"); // TODO
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case DimSubpassData:
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// This should be implemented same way as desktop GL. Fetch on a 2D texture based on int2(SV_Position).
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SPIRV_CROSS_THROW("Subpass data support is not yet implemented for HLSL"); // TODO
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}
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string arrayed = type.image.arrayed ? "Array" : "";
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uint32_t components = imagetype.image.depth ? 1 : 4;
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statement("Texture", dim, arrayed, "<", type_to_glsl(imagetype), components, "> ", to_name(var.self), ";");
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statement(image_type_hlsl_modern(type), " ", to_name(var.self), ";");
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if (type.basetype == SPIRType::SampledImage)
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{
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@ -61,6 +61,8 @@ public:
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private:
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std::string type_to_glsl(const SPIRType &type) override;
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std::string image_type_hlsl(const SPIRType &type);
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std::string image_type_hlsl_modern(const SPIRType &type);
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std::string image_type_hlsl_legacy(const SPIRType &type);
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void emit_function_prototype(SPIRFunction &func, uint64_t return_flags) override;
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void emit_hlsl_entry_point();
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void emit_header() override;
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