Merge pull request #2187 from KhronosGroup/mesh-invariant-position

GLSL: Emit inline invariant position for mesh shaders.
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Hans-Kristian Arntzen 2023-08-17 13:51:54 +02:00 committed by GitHub
commit 633dc30135
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9 changed files with 253 additions and 13 deletions

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@ -2,14 +2,12 @@
out gl_PerVertex
{
vec4 gl_Position;
invariant vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[1];
float gl_CullDistance[1];
};
invariant gl_Position;
void main()
{
gl_Position = vec4(1.0);

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@ -2,11 +2,9 @@
out gl_PerVertex
{
vec4 gl_Position;
invariant vec4 gl_Position;
};
invariant gl_Position;
void main()
{
gl_Position = vec4(1.0);

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@ -0,0 +1,49 @@
#version 450
#extension GL_EXT_mesh_shader : require
layout(local_size_x = 2, local_size_y = 3, local_size_z = 4) in;
layout(max_vertices = 24, max_primitives = 8, triangles) out;
out gl_MeshPerVertexEXT
{
invariant vec4 gl_Position;
} gl_MeshVerticesEXT[];
struct _12
{
float _m0;
};
layout(location = 1) out vec4 B[24];
layout(location = 3) perprimitiveEXT out vec4 C[8];
shared float _32[64];
taskPayloadSharedEXT _12 _38;
void main()
{
_32[gl_LocalInvocationIndex] = float(gl_LocalInvocationIndex);
barrier();
SetMeshOutputsEXT(24u, 8u);
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position.x = _32[gl_LocalInvocationIndex];
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position.y = _32[gl_LocalInvocationIndex];
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position.z = _32[gl_LocalInvocationIndex];
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position.w = _32[gl_LocalInvocationIndex];
float _59 = _38._m0 + _32[gl_LocalInvocationIndex ^ 1u];
B[gl_LocalInvocationIndex].x = _59;
B[gl_LocalInvocationIndex].y = _59;
B[gl_LocalInvocationIndex].z = _59;
B[gl_LocalInvocationIndex].w = _59;
if (gl_LocalInvocationIndex < 8u)
{
uint _65 = gl_LocalInvocationIndex * 3u;
gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(_65, _65 + 1u, _65 + 2u);
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_CullPrimitiveEXT = (gl_LocalInvocationIndex & 1u) != 0u;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveID = int(gl_LocalInvocationIndex);
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_Layer = int(gl_LocalInvocationIndex);
uint _78 = gl_LocalInvocationIndex ^ 2u;
C[gl_LocalInvocationIndex].x = _32[_78];
C[gl_LocalInvocationIndex].y = _32[_78];
C[gl_LocalInvocationIndex].z = _32[_78];
C[gl_LocalInvocationIndex].w = _32[_78];
}
}

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@ -0,0 +1,19 @@
#version 450
#extension GL_EXT_mesh_shader : require
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(max_vertices = 3, max_primitives = 1, triangles) out;
out gl_MeshPerVertexEXT
{
invariant vec4 gl_Position;
} gl_MeshVerticesEXT[];
void main()
{
SetMeshOutputsEXT(3u, 1u);
gl_MeshVerticesEXT[0].gl_Position = vec4(1.0);
gl_MeshVerticesEXT[1].gl_Position = vec4(1.0);
gl_MeshVerticesEXT[2].gl_Position = vec4(1.0);
gl_PrimitiveTriangleIndicesEXT[0] = uvec3(0u, 1u, 2u);
}

View File

@ -2,14 +2,12 @@
out gl_PerVertex
{
vec4 gl_Position;
invariant vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[1];
float gl_CullDistance[1];
};
invariant gl_Position;
void main()
{
gl_Position = vec4(1.0);

View File

@ -2,11 +2,9 @@
out gl_PerVertex
{
vec4 gl_Position;
invariant vec4 gl_Position;
};
invariant gl_Position;
vec4 _main()
{
return vec4(1.0);

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@ -0,0 +1,151 @@
; SPIR-V
; Version: 1.4
; Generator: Unknown(30017); 21022
; Bound: 89
; Schema: 0
OpCapability Shader
OpCapability Geometry
OpCapability ShaderViewportIndexLayerEXT
OpCapability MeshShadingEXT
OpExtension "SPV_EXT_mesh_shader"
OpExtension "SPV_EXT_shader_viewport_index_layer"
OpMemoryModel Logical GLSL450
OpEntryPoint MeshEXT %main "main" %SV_Position %B %SV_CullPrimitive %SV_RenderTargetArrayIndex %SV_PrimitiveID %C %indices %32 %gl_LocalInvocationIndex %38
OpExecutionMode %main OutputVertices 24
OpExecutionMode %main OutputPrimitivesNV 8
OpExecutionMode %main OutputTrianglesNV
OpExecutionMode %main LocalSize 2 3 4
OpName %main "main"
OpName %SV_Position "SV_Position"
OpName %B "B"
OpName %SV_CullPrimitive "SV_CullPrimitive"
OpName %SV_RenderTargetArrayIndex "SV_RenderTargetArrayIndex"
OpName %SV_PrimitiveID "SV_PrimitiveID"
OpName %C "C"
OpName %indices "indices"
OpName %_ ""
OpDecorate %SV_Position BuiltIn Position
OpDecorate %SV_Position Invariant
OpDecorate %B Location 1
OpDecorate %SV_CullPrimitive BuiltIn CullPrimitiveEXT
OpDecorate %SV_CullPrimitive PerPrimitiveNV
OpDecorate %SV_RenderTargetArrayIndex BuiltIn Layer
OpDecorate %SV_RenderTargetArrayIndex PerPrimitiveNV
OpDecorate %SV_PrimitiveID BuiltIn PrimitiveId
OpDecorate %SV_PrimitiveID PerPrimitiveNV
OpDecorate %C Location 3
OpDecorate %C PerPrimitiveNV
OpDecorate %indices BuiltIn PrimitiveTriangleIndicesEXT
OpDecorate %gl_LocalInvocationIndex BuiltIn LocalInvocationIndex
%void = OpTypeVoid
%2 = OpTypeFunction %void
%float = OpTypeFloat 32
%v4float = OpTypeVector %float 4
%uint = OpTypeInt 32 0
%uint_24 = OpConstant %uint 24
%_arr_v4float_uint_24 = OpTypeArray %v4float %uint_24
%_ptr_Output__arr_v4float_uint_24 = OpTypePointer Output %_arr_v4float_uint_24
%SV_Position = OpVariable %_ptr_Output__arr_v4float_uint_24 Output
%B = OpVariable %_ptr_Output__arr_v4float_uint_24 Output
%bool = OpTypeBool
%uint_8 = OpConstant %uint 8
%_arr_bool_uint_8 = OpTypeArray %bool %uint_8
%_ptr_Output__arr_bool_uint_8 = OpTypePointer Output %_arr_bool_uint_8
%SV_CullPrimitive = OpVariable %_ptr_Output__arr_bool_uint_8 Output
%_arr_uint_uint_8 = OpTypeArray %uint %uint_8
%_ptr_Output__arr_uint_uint_8 = OpTypePointer Output %_arr_uint_uint_8
%SV_RenderTargetArrayIndex = OpVariable %_ptr_Output__arr_uint_uint_8 Output
%SV_PrimitiveID = OpVariable %_ptr_Output__arr_uint_uint_8 Output
%_arr_v4float_uint_8 = OpTypeArray %v4float %uint_8
%_ptr_Output__arr_v4float_uint_8 = OpTypePointer Output %_arr_v4float_uint_8
%C = OpVariable %_ptr_Output__arr_v4float_uint_8 Output
%v3uint = OpTypeVector %uint 3
%_arr_v3uint_uint_8 = OpTypeArray %v3uint %uint_8
%_ptr_Output__arr_v3uint_uint_8 = OpTypePointer Output %_arr_v3uint_uint_8
%indices = OpVariable %_ptr_Output__arr_v3uint_uint_8 Output
%uint_64 = OpConstant %uint 64
%_arr_float_uint_64 = OpTypeArray %float %uint_64
%_ptr_Workgroup__arr_float_uint_64 = OpTypePointer Workgroup %_arr_float_uint_64
%32 = OpVariable %_ptr_Workgroup__arr_float_uint_64 Workgroup
%_ptr_Input_uint = OpTypePointer Input %uint
%gl_LocalInvocationIndex = OpVariable %_ptr_Input_uint Input
%_ = OpTypeStruct %float
%_ptr_TaskPayloadWorkgroupEXT__ = OpTypePointer TaskPayloadWorkgroupEXT %_
%38 = OpVariable %_ptr_TaskPayloadWorkgroupEXT__ TaskPayloadWorkgroupEXT
%_ptr_Workgroup_float = OpTypePointer Workgroup %float
%uint_2 = OpConstant %uint 2
%uint_264 = OpConstant %uint 264
%_ptr_Output_float = OpTypePointer Output %float
%uint_0 = OpConstant %uint 0
%uint_1 = OpConstant %uint 1
%uint_3 = OpConstant %uint 3
%_ptr_TaskPayloadWorkgroupEXT_float = OpTypePointer TaskPayloadWorkgroupEXT %float
%_ptr_Output_v3uint = OpTypePointer Output %v3uint
%_ptr_Output_bool = OpTypePointer Output %bool
%_ptr_Output_uint = OpTypePointer Output %uint
%main = OpFunction %void None %2
%4 = OpLabel
OpBranch %85
%85 = OpLabel
%35 = OpLoad %uint %gl_LocalInvocationIndex
%39 = OpConvertUToF %float %35
%41 = OpAccessChain %_ptr_Workgroup_float %32 %35
OpStore %41 %39
OpControlBarrier %uint_2 %uint_2 %uint_264
OpSetMeshOutputsEXT %uint_24 %uint_8
%44 = OpLoad %float %41
%46 = OpAccessChain %_ptr_Output_float %SV_Position %35 %uint_0
OpStore %46 %44
%48 = OpAccessChain %_ptr_Output_float %SV_Position %35 %uint_1
OpStore %48 %44
%50 = OpAccessChain %_ptr_Output_float %SV_Position %35 %uint_2
OpStore %50 %44
%51 = OpAccessChain %_ptr_Output_float %SV_Position %35 %uint_3
OpStore %51 %44
%53 = OpBitwiseXor %uint %35 %uint_1
%54 = OpAccessChain %_ptr_Workgroup_float %32 %53
%55 = OpLoad %float %54
%57 = OpInBoundsAccessChain %_ptr_TaskPayloadWorkgroupEXT_float %38 %uint_0
%58 = OpLoad %float %57
%59 = OpFAdd %float %58 %55
%60 = OpAccessChain %_ptr_Output_float %B %35 %uint_0
OpStore %60 %59
%61 = OpAccessChain %_ptr_Output_float %B %35 %uint_1
OpStore %61 %59
%62 = OpAccessChain %_ptr_Output_float %B %35 %uint_2
OpStore %62 %59
%63 = OpAccessChain %_ptr_Output_float %B %35 %uint_3
OpStore %63 %59
%64 = OpULessThan %bool %35 %uint_8
OpSelectionMerge %87 None
OpBranchConditional %64 %86 %87
%86 = OpLabel
%65 = OpIMul %uint %35 %uint_3
%66 = OpIAdd %uint %65 %uint_1
%67 = OpIAdd %uint %65 %uint_2
%68 = OpCompositeConstruct %v3uint %65 %66 %67
%70 = OpAccessChain %_ptr_Output_v3uint %indices %35
OpStore %70 %68
%71 = OpBitwiseAnd %uint %35 %uint_1
%72 = OpINotEqual %bool %71 %uint_0
%74 = OpAccessChain %_ptr_Output_bool %SV_CullPrimitive %35
OpStore %74 %72
%76 = OpAccessChain %_ptr_Output_uint %SV_PrimitiveID %35
OpStore %76 %35
%77 = OpAccessChain %_ptr_Output_uint %SV_RenderTargetArrayIndex %35
OpStore %77 %35
%78 = OpBitwiseXor %uint %35 %uint_2
%79 = OpAccessChain %_ptr_Workgroup_float %32 %78
%80 = OpLoad %float %79
%81 = OpAccessChain %_ptr_Output_float %C %35 %uint_0
OpStore %81 %80
%82 = OpAccessChain %_ptr_Output_float %C %35 %uint_1
OpStore %82 %80
%83 = OpAccessChain %_ptr_Output_float %C %35 %uint_2
OpStore %83 %80
%84 = OpAccessChain %_ptr_Output_float %C %35 %uint_3
OpStore %84 %80
OpBranch %87
%87 = OpLabel
OpReturn
OpFunctionEnd

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@ -0,0 +1,18 @@
#version 450
#extension GL_EXT_mesh_shader : require
layout(max_vertices = 3, max_primitives = 1, triangles) out;
layout(local_size_x = 1) in;
out gl_MeshPerVertexEXT
{
invariant vec4 gl_Position;
} gl_MeshVerticesEXT[3];
void main()
{
SetMeshOutputsEXT(3, 1);
gl_MeshVerticesEXT[0].gl_Position = vec4(1.0);
gl_MeshVerticesEXT[1].gl_Position = vec4(1.0);
gl_MeshVerticesEXT[2].gl_Position = vec4(1.0);
gl_PrimitiveTriangleIndicesEXT[0] = uvec3(0, 1, 2);
}

View File

@ -3162,6 +3162,10 @@ bool CompilerGLSL::should_force_emit_builtin_block(StorageClass storage)
should_force = true;
}
// Either glslang bug or oversight, but global invariant position does not work in mesh shaders.
if (get_execution_model() == ExecutionModelMeshEXT && position_invariant)
should_force = true;
return should_force;
}
@ -3410,6 +3414,8 @@ void CompilerGLSL::emit_declared_builtin_block(StorageClass storage, ExecutionMo
auto itr = builtin_xfb_offsets.find(BuiltInPosition);
if (itr != end(builtin_xfb_offsets))
statement("layout(xfb_offset = ", itr->second, ") vec4 gl_Position;");
else if (position_invariant)
statement("invariant vec4 gl_Position;");
else
statement("vec4 gl_Position;");
}
@ -3506,6 +3512,8 @@ void CompilerGLSL::emit_resources()
break;
}
bool global_invariant_position = position_invariant && (options.es || options.version >= 120);
// Emit custom gl_PerVertex for SSO compatibility.
if (options.separate_shader_objects && !options.es && execution.model != ExecutionModelFragment)
{
@ -3516,11 +3524,13 @@ void CompilerGLSL::emit_resources()
case ExecutionModelTessellationEvaluation:
emit_declared_builtin_block(StorageClassInput, execution.model);
emit_declared_builtin_block(StorageClassOutput, execution.model);
global_invariant_position = false;
break;
case ExecutionModelVertex:
case ExecutionModelMeshEXT:
emit_declared_builtin_block(StorageClassOutput, execution.model);
global_invariant_position = false;
break;
default:
@ -3530,6 +3540,7 @@ void CompilerGLSL::emit_resources()
else if (should_force_emit_builtin_block(StorageClassOutput))
{
emit_declared_builtin_block(StorageClassOutput, execution.model);
global_invariant_position = false;
}
else if (execution.geometry_passthrough)
{
@ -3550,7 +3561,7 @@ void CompilerGLSL::emit_resources()
statement("");
}
if (position_invariant && (options.es || options.version >= 120))
if (global_invariant_position)
{
statement("invariant gl_Position;");
statement("");