Merge pull request #2187 from KhronosGroup/mesh-invariant-position
GLSL: Emit inline invariant position for mesh shaders.
This commit is contained in:
commit
633dc30135
@ -2,14 +2,12 @@
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out gl_PerVertex
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{
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vec4 gl_Position;
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invariant vec4 gl_Position;
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float gl_PointSize;
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float gl_ClipDistance[1];
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float gl_CullDistance[1];
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};
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invariant gl_Position;
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void main()
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{
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gl_Position = vec4(1.0);
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@ -2,11 +2,9 @@
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out gl_PerVertex
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{
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vec4 gl_Position;
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invariant vec4 gl_Position;
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};
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invariant gl_Position;
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void main()
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{
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gl_Position = vec4(1.0);
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@ -0,0 +1,49 @@
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#version 450
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#extension GL_EXT_mesh_shader : require
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layout(local_size_x = 2, local_size_y = 3, local_size_z = 4) in;
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layout(max_vertices = 24, max_primitives = 8, triangles) out;
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out gl_MeshPerVertexEXT
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{
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invariant vec4 gl_Position;
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} gl_MeshVerticesEXT[];
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struct _12
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{
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float _m0;
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};
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layout(location = 1) out vec4 B[24];
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layout(location = 3) perprimitiveEXT out vec4 C[8];
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shared float _32[64];
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taskPayloadSharedEXT _12 _38;
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void main()
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{
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_32[gl_LocalInvocationIndex] = float(gl_LocalInvocationIndex);
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barrier();
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SetMeshOutputsEXT(24u, 8u);
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gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position.x = _32[gl_LocalInvocationIndex];
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gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position.y = _32[gl_LocalInvocationIndex];
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gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position.z = _32[gl_LocalInvocationIndex];
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gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position.w = _32[gl_LocalInvocationIndex];
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float _59 = _38._m0 + _32[gl_LocalInvocationIndex ^ 1u];
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B[gl_LocalInvocationIndex].x = _59;
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B[gl_LocalInvocationIndex].y = _59;
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B[gl_LocalInvocationIndex].z = _59;
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B[gl_LocalInvocationIndex].w = _59;
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if (gl_LocalInvocationIndex < 8u)
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{
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uint _65 = gl_LocalInvocationIndex * 3u;
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(_65, _65 + 1u, _65 + 2u);
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_CullPrimitiveEXT = (gl_LocalInvocationIndex & 1u) != 0u;
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveID = int(gl_LocalInvocationIndex);
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_Layer = int(gl_LocalInvocationIndex);
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uint _78 = gl_LocalInvocationIndex ^ 2u;
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C[gl_LocalInvocationIndex].x = _32[_78];
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C[gl_LocalInvocationIndex].y = _32[_78];
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C[gl_LocalInvocationIndex].z = _32[_78];
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C[gl_LocalInvocationIndex].w = _32[_78];
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}
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}
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@ -0,0 +1,19 @@
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#version 450
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#extension GL_EXT_mesh_shader : require
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(max_vertices = 3, max_primitives = 1, triangles) out;
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out gl_MeshPerVertexEXT
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{
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invariant vec4 gl_Position;
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} gl_MeshVerticesEXT[];
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void main()
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{
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SetMeshOutputsEXT(3u, 1u);
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gl_MeshVerticesEXT[0].gl_Position = vec4(1.0);
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gl_MeshVerticesEXT[1].gl_Position = vec4(1.0);
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gl_MeshVerticesEXT[2].gl_Position = vec4(1.0);
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gl_PrimitiveTriangleIndicesEXT[0] = uvec3(0u, 1u, 2u);
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}
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@ -2,14 +2,12 @@
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out gl_PerVertex
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{
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vec4 gl_Position;
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invariant vec4 gl_Position;
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float gl_PointSize;
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float gl_ClipDistance[1];
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float gl_CullDistance[1];
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};
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invariant gl_Position;
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void main()
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{
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gl_Position = vec4(1.0);
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@ -2,11 +2,9 @@
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out gl_PerVertex
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{
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vec4 gl_Position;
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invariant vec4 gl_Position;
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};
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invariant gl_Position;
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vec4 _main()
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{
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return vec4(1.0);
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@ -0,0 +1,151 @@
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; SPIR-V
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; Version: 1.4
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; Generator: Unknown(30017); 21022
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; Bound: 89
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; Schema: 0
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OpCapability Shader
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OpCapability Geometry
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OpCapability ShaderViewportIndexLayerEXT
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OpCapability MeshShadingEXT
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OpExtension "SPV_EXT_mesh_shader"
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OpExtension "SPV_EXT_shader_viewport_index_layer"
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OpMemoryModel Logical GLSL450
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OpEntryPoint MeshEXT %main "main" %SV_Position %B %SV_CullPrimitive %SV_RenderTargetArrayIndex %SV_PrimitiveID %C %indices %32 %gl_LocalInvocationIndex %38
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OpExecutionMode %main OutputVertices 24
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OpExecutionMode %main OutputPrimitivesNV 8
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OpExecutionMode %main OutputTrianglesNV
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OpExecutionMode %main LocalSize 2 3 4
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OpName %main "main"
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OpName %SV_Position "SV_Position"
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OpName %B "B"
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OpName %SV_CullPrimitive "SV_CullPrimitive"
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OpName %SV_RenderTargetArrayIndex "SV_RenderTargetArrayIndex"
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OpName %SV_PrimitiveID "SV_PrimitiveID"
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OpName %C "C"
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OpName %indices "indices"
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OpName %_ ""
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OpDecorate %SV_Position BuiltIn Position
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OpDecorate %SV_Position Invariant
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OpDecorate %B Location 1
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OpDecorate %SV_CullPrimitive BuiltIn CullPrimitiveEXT
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OpDecorate %SV_CullPrimitive PerPrimitiveNV
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OpDecorate %SV_RenderTargetArrayIndex BuiltIn Layer
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OpDecorate %SV_RenderTargetArrayIndex PerPrimitiveNV
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OpDecorate %SV_PrimitiveID BuiltIn PrimitiveId
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OpDecorate %SV_PrimitiveID PerPrimitiveNV
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OpDecorate %C Location 3
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OpDecorate %C PerPrimitiveNV
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OpDecorate %indices BuiltIn PrimitiveTriangleIndicesEXT
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OpDecorate %gl_LocalInvocationIndex BuiltIn LocalInvocationIndex
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%void = OpTypeVoid
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%2 = OpTypeFunction %void
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%float = OpTypeFloat 32
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%v4float = OpTypeVector %float 4
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%uint = OpTypeInt 32 0
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%uint_24 = OpConstant %uint 24
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%_arr_v4float_uint_24 = OpTypeArray %v4float %uint_24
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%_ptr_Output__arr_v4float_uint_24 = OpTypePointer Output %_arr_v4float_uint_24
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%SV_Position = OpVariable %_ptr_Output__arr_v4float_uint_24 Output
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%B = OpVariable %_ptr_Output__arr_v4float_uint_24 Output
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%bool = OpTypeBool
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%uint_8 = OpConstant %uint 8
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%_arr_bool_uint_8 = OpTypeArray %bool %uint_8
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%_ptr_Output__arr_bool_uint_8 = OpTypePointer Output %_arr_bool_uint_8
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%SV_CullPrimitive = OpVariable %_ptr_Output__arr_bool_uint_8 Output
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%_arr_uint_uint_8 = OpTypeArray %uint %uint_8
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%_ptr_Output__arr_uint_uint_8 = OpTypePointer Output %_arr_uint_uint_8
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%SV_RenderTargetArrayIndex = OpVariable %_ptr_Output__arr_uint_uint_8 Output
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%SV_PrimitiveID = OpVariable %_ptr_Output__arr_uint_uint_8 Output
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%_arr_v4float_uint_8 = OpTypeArray %v4float %uint_8
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%_ptr_Output__arr_v4float_uint_8 = OpTypePointer Output %_arr_v4float_uint_8
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%C = OpVariable %_ptr_Output__arr_v4float_uint_8 Output
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%v3uint = OpTypeVector %uint 3
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%_arr_v3uint_uint_8 = OpTypeArray %v3uint %uint_8
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%_ptr_Output__arr_v3uint_uint_8 = OpTypePointer Output %_arr_v3uint_uint_8
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%indices = OpVariable %_ptr_Output__arr_v3uint_uint_8 Output
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%uint_64 = OpConstant %uint 64
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%_arr_float_uint_64 = OpTypeArray %float %uint_64
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%_ptr_Workgroup__arr_float_uint_64 = OpTypePointer Workgroup %_arr_float_uint_64
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%32 = OpVariable %_ptr_Workgroup__arr_float_uint_64 Workgroup
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%_ptr_Input_uint = OpTypePointer Input %uint
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%gl_LocalInvocationIndex = OpVariable %_ptr_Input_uint Input
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%_ = OpTypeStruct %float
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%_ptr_TaskPayloadWorkgroupEXT__ = OpTypePointer TaskPayloadWorkgroupEXT %_
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%38 = OpVariable %_ptr_TaskPayloadWorkgroupEXT__ TaskPayloadWorkgroupEXT
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%_ptr_Workgroup_float = OpTypePointer Workgroup %float
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%uint_2 = OpConstant %uint 2
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%uint_264 = OpConstant %uint 264
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%_ptr_Output_float = OpTypePointer Output %float
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%uint_0 = OpConstant %uint 0
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%uint_1 = OpConstant %uint 1
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%uint_3 = OpConstant %uint 3
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%_ptr_TaskPayloadWorkgroupEXT_float = OpTypePointer TaskPayloadWorkgroupEXT %float
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%_ptr_Output_v3uint = OpTypePointer Output %v3uint
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%_ptr_Output_bool = OpTypePointer Output %bool
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%_ptr_Output_uint = OpTypePointer Output %uint
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%main = OpFunction %void None %2
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%4 = OpLabel
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OpBranch %85
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%85 = OpLabel
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%35 = OpLoad %uint %gl_LocalInvocationIndex
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%39 = OpConvertUToF %float %35
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%41 = OpAccessChain %_ptr_Workgroup_float %32 %35
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OpStore %41 %39
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OpControlBarrier %uint_2 %uint_2 %uint_264
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OpSetMeshOutputsEXT %uint_24 %uint_8
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%44 = OpLoad %float %41
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%46 = OpAccessChain %_ptr_Output_float %SV_Position %35 %uint_0
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OpStore %46 %44
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%48 = OpAccessChain %_ptr_Output_float %SV_Position %35 %uint_1
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OpStore %48 %44
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%50 = OpAccessChain %_ptr_Output_float %SV_Position %35 %uint_2
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OpStore %50 %44
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%51 = OpAccessChain %_ptr_Output_float %SV_Position %35 %uint_3
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OpStore %51 %44
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%53 = OpBitwiseXor %uint %35 %uint_1
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%54 = OpAccessChain %_ptr_Workgroup_float %32 %53
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%55 = OpLoad %float %54
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%57 = OpInBoundsAccessChain %_ptr_TaskPayloadWorkgroupEXT_float %38 %uint_0
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%58 = OpLoad %float %57
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%59 = OpFAdd %float %58 %55
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%60 = OpAccessChain %_ptr_Output_float %B %35 %uint_0
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OpStore %60 %59
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%61 = OpAccessChain %_ptr_Output_float %B %35 %uint_1
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OpStore %61 %59
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%62 = OpAccessChain %_ptr_Output_float %B %35 %uint_2
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OpStore %62 %59
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%63 = OpAccessChain %_ptr_Output_float %B %35 %uint_3
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OpStore %63 %59
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%64 = OpULessThan %bool %35 %uint_8
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OpSelectionMerge %87 None
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OpBranchConditional %64 %86 %87
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%86 = OpLabel
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%65 = OpIMul %uint %35 %uint_3
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%66 = OpIAdd %uint %65 %uint_1
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%67 = OpIAdd %uint %65 %uint_2
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%68 = OpCompositeConstruct %v3uint %65 %66 %67
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%70 = OpAccessChain %_ptr_Output_v3uint %indices %35
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OpStore %70 %68
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%71 = OpBitwiseAnd %uint %35 %uint_1
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%72 = OpINotEqual %bool %71 %uint_0
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%74 = OpAccessChain %_ptr_Output_bool %SV_CullPrimitive %35
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OpStore %74 %72
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%76 = OpAccessChain %_ptr_Output_uint %SV_PrimitiveID %35
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OpStore %76 %35
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%77 = OpAccessChain %_ptr_Output_uint %SV_RenderTargetArrayIndex %35
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OpStore %77 %35
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%78 = OpBitwiseXor %uint %35 %uint_2
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%79 = OpAccessChain %_ptr_Workgroup_float %32 %78
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%80 = OpLoad %float %79
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%81 = OpAccessChain %_ptr_Output_float %C %35 %uint_0
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OpStore %81 %80
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%82 = OpAccessChain %_ptr_Output_float %C %35 %uint_1
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OpStore %82 %80
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%83 = OpAccessChain %_ptr_Output_float %C %35 %uint_2
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OpStore %83 %80
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%84 = OpAccessChain %_ptr_Output_float %C %35 %uint_3
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OpStore %84 %80
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OpBranch %87
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%87 = OpLabel
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OpReturn
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OpFunctionEnd
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@ -0,0 +1,18 @@
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#version 450
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#extension GL_EXT_mesh_shader : require
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layout(max_vertices = 3, max_primitives = 1, triangles) out;
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layout(local_size_x = 1) in;
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out gl_MeshPerVertexEXT
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{
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invariant vec4 gl_Position;
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} gl_MeshVerticesEXT[3];
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void main()
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{
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SetMeshOutputsEXT(3, 1);
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gl_MeshVerticesEXT[0].gl_Position = vec4(1.0);
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gl_MeshVerticesEXT[1].gl_Position = vec4(1.0);
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gl_MeshVerticesEXT[2].gl_Position = vec4(1.0);
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gl_PrimitiveTriangleIndicesEXT[0] = uvec3(0, 1, 2);
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}
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@ -3162,6 +3162,10 @@ bool CompilerGLSL::should_force_emit_builtin_block(StorageClass storage)
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should_force = true;
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}
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// Either glslang bug or oversight, but global invariant position does not work in mesh shaders.
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if (get_execution_model() == ExecutionModelMeshEXT && position_invariant)
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should_force = true;
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return should_force;
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}
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@ -3410,6 +3414,8 @@ void CompilerGLSL::emit_declared_builtin_block(StorageClass storage, ExecutionMo
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auto itr = builtin_xfb_offsets.find(BuiltInPosition);
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if (itr != end(builtin_xfb_offsets))
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statement("layout(xfb_offset = ", itr->second, ") vec4 gl_Position;");
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else if (position_invariant)
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statement("invariant vec4 gl_Position;");
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else
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statement("vec4 gl_Position;");
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}
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@ -3506,6 +3512,8 @@ void CompilerGLSL::emit_resources()
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break;
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}
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bool global_invariant_position = position_invariant && (options.es || options.version >= 120);
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// Emit custom gl_PerVertex for SSO compatibility.
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if (options.separate_shader_objects && !options.es && execution.model != ExecutionModelFragment)
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{
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@ -3516,11 +3524,13 @@ void CompilerGLSL::emit_resources()
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case ExecutionModelTessellationEvaluation:
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emit_declared_builtin_block(StorageClassInput, execution.model);
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emit_declared_builtin_block(StorageClassOutput, execution.model);
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global_invariant_position = false;
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break;
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case ExecutionModelVertex:
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case ExecutionModelMeshEXT:
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emit_declared_builtin_block(StorageClassOutput, execution.model);
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global_invariant_position = false;
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break;
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default:
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@ -3530,6 +3540,7 @@ void CompilerGLSL::emit_resources()
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else if (should_force_emit_builtin_block(StorageClassOutput))
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{
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emit_declared_builtin_block(StorageClassOutput, execution.model);
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global_invariant_position = false;
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}
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else if (execution.geometry_passthrough)
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{
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@ -3550,7 +3561,7 @@ void CompilerGLSL::emit_resources()
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statement("");
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}
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if (position_invariant && (options.es || options.version >= 120))
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if (global_invariant_position)
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{
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statement("invariant gl_Position;");
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statement("");
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