Fix compilation issue with shaders-msl/frag/texture-proj-shadow.frag.

Remove unsupported Depth1D texture from shaders-msl/frag/texture-proj-shadow.frag.
Improve error message response from unsupported depth texture formats.
Fix several integer cast warnings in unrelated code.
Run ./format_all.sh on unrelated files.
This commit is contained in:
Bill Hollings 2017-08-11 14:52:14 -04:00
parent 6cda7f120b
commit 62d12b1e4a
7 changed files with 63 additions and 9 deletions

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@ -15,9 +15,9 @@
*/
#include "spirv_cpp.hpp"
#include "spirv_glsl.hpp"
#include "spirv_hlsl.hpp"
#include "spirv_msl.hpp"
#include "spirv_glsl.hpp"
#include <algorithm>
#include <cstdio>
#include <cstring>

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@ -0,0 +1,29 @@
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_in
{
float2 vClip2 [[user(locn2)]];
float4 vClip4 [[user(locn1)]];
float3 vClip3 [[user(locn0)]];
};
struct main0_out
{
float FragColor [[color(0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uShadow2D [[texture(0)]], sampler uShadow2DSmplr [[sampler(0)]], texture1d<float> uSampler1D [[texture(1)]], sampler uSampler1DSmplr [[sampler(1)]], texture2d<float> uSampler2D [[texture(2)]], sampler uSampler2DSmplr [[sampler(2)]], texture3d<float> uSampler3D [[texture(3)]], sampler uSampler3DSmplr [[sampler(3)]])
{
main0_out out = {};
float4 _20 = in.vClip4;
_20.z = in.vClip4.w;
out.FragColor = uShadow2D.sample_compare(uShadow2DSmplr, _20.xy / _20.z, in.vClip4.z);
out.FragColor = uSampler1D.sample(uSampler1DSmplr, in.vClip2.x / in.vClip2.y).x;
out.FragColor = uSampler2D.sample(uSampler2DSmplr, in.vClip3.xy / in.vClip3.z).x;
out.FragColor = uSampler3D.sample(uSampler3DSmplr, in.vClip4.xyz / in.vClip4.w).x;
return out;
}

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@ -0,0 +1,19 @@
#version 450
layout(binding = 1) uniform sampler2DShadow uShadow2D;
layout(binding = 2) uniform sampler1D uSampler1D;
layout(binding = 3) uniform sampler2D uSampler2D;
layout(binding = 4) uniform sampler3D uSampler3D;
layout(location = 0) out float FragColor;
layout(location = 0) in vec3 vClip3;
layout(location = 1) in vec4 vClip4;
layout(location = 2) in vec2 vClip2;
void main()
{
FragColor = textureProj(uShadow2D, vClip4);
FragColor = textureProj(uSampler1D, vClip2).x;
FragColor = textureProj(uSampler2D, vClip3).x;
FragColor = textureProj(uSampler3D, vClip4).x;
}

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@ -3602,18 +3602,18 @@ void Compiler::make_constant_null(uint32_t id, uint32_t type)
vector<uint32_t> elements(constant_type.array.back());
for (uint32_t i = 0; i < constant_type.array.back(); i++)
elements[i] = parent_id;
set<SPIRConstant>(id, type, elements.data(), elements.size());
set<SPIRConstant>(id, type, elements.data(), uint32_t(elements.size()));
}
else if (!constant_type.member_types.empty())
{
uint32_t member_ids = increase_bound_by(constant_type.member_types.size());
uint32_t member_ids = increase_bound_by(uint32_t(constant_type.member_types.size()));
vector<uint32_t> elements(constant_type.member_types.size());
for (uint32_t i = 0; i < constant_type.member_types.size(); i++)
{
make_constant_null(member_ids + i, constant_type.member_types[i]);
elements[i] = member_ids + i;
}
set<SPIRConstant>(id, type, elements.data(), elements.size());
set<SPIRConstant>(id, type, elements.data(), uint32_t(elements.size()));
}
else
{

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@ -1240,9 +1240,9 @@ void CompilerHLSL::emit_fixup()
if (options.shader_model <= 30)
{
statement("gl_Position.x = gl_Position.x - gl_HalfPixel.x * "
"gl_Position.w;");
"gl_Position.w;");
statement("gl_Position.y = gl_Position.y + gl_HalfPixel.y * "
"gl_Position.w;");
"gl_Position.w;");
}
if (CompilerGLSL::options.vertex.flip_vert_y)

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@ -2517,9 +2517,15 @@ string CompilerMSL::image_type_glsl(const SPIRType &type, uint32_t id)
{
switch (img_type.dim)
{
case Dim1D:
img_type_name += "depth1d_unsupported_by_metal";
break;
case Dim2D:
img_type_name += (img_type.ms ? "depth2d_ms" : (img_type.arrayed ? "depth2d_array" : "depth2d"));
break;
case Dim3D:
img_type_name += "depth3d_unsupported_by_metal";
break;
case DimCube:
img_type_name += (img_type.arrayed ? "depthcube_array" : "depthcube");
break;

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@ -206,14 +206,14 @@ def regression_check(shader, glsl, update, keep):
if os.path.exists(reference):
if md5_for_file(glsl) != md5_for_file(reference):
if update:
print('Generated GLSL has changed for {}!'.format(reference))
print('Generated source code has changed for {}!'.format(reference))
# If we expect changes, update the reference file.
if os.path.exists(reference):
os.remove(reference)
make_reference_dir(reference)
shutil.move(glsl, reference)
else:
print('Generated GLSL in {} does not match reference {}!'.format(glsl, reference))
print('Generated source code in {} does not match reference {}!'.format(glsl, reference))
with open(glsl, 'r') as f:
print('')
print('Generated:')
@ -229,7 +229,7 @@ def regression_check(shader, glsl, update, keep):
else:
os.remove(glsl)
else:
print('Found new shader {}. Placing GLSL in {}'.format(joined_path, reference))
print('Found new shader {}. Placing generated source code in {}'.format(joined_path, reference))
make_reference_dir(reference)
shutil.move(glsl, reference)