Add explicit support for remapping variables.
Will enable use of extensions like framebuffer fetch, last fragment depth and so on.
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@ -2000,3 +2000,13 @@ ExecutionModel Compiler::get_execution_model() const
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{
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return execution.model;
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}
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void Compiler::set_remapped_variable_state(uint32_t id, bool remap_enable)
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{
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get<SPIRVariable>(id).remapped_variable = remap_enable;
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}
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bool Compiler::get_remapped_variable_state(uint32_t id) const
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{
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return get<SPIRVariable>(id).remapped_variable;
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}
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@ -171,6 +171,12 @@ public:
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// Query shader resources, use ids with reflection interface to modify or query binding points, etc.
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ShaderResources get_shader_resources() const;
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// Remapped variables are considered built-in variables and a backend will
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// not emit a declaration for this variable.
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// This is mostly useful for making use of builtins which are dependent on extensions.
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void set_remapped_variable_state(uint32_t id, bool remap_enable);
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bool get_remapped_variable_state(uint32_t id) const;
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// Query and modify OpExecutionMode.
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uint64_t get_execution_mode_mask() const;
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void unset_execution_mode(spv::ExecutionMode mode);
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@ -204,6 +204,9 @@ void CompilerGLSL::emit_header()
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{
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statement("#version ", options.version, options.es && options.version > 100 ? " es" : "");
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for (auto &header : header_lines)
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statement(header);
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// Needed for binding = # on UBOs, etc.
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if (!options.es && options.version < 420)
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{
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@ -4087,6 +4090,11 @@ void CompilerGLSL::add_resource_name(uint32_t id)
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add_variable(resource_names, id);
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}
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void CompilerGLSL::add_header_line(const std::string &line)
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{
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header_lines.push_back(line);
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}
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void CompilerGLSL::require_extension(const string &ext)
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{
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if (forced_extensions.find(ext) == end(forced_extensions))
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@ -114,6 +114,22 @@ public:
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}
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std::string compile() override;
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// Adds a line to be added right after #version in GLSL backend.
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// This is useful for enabling custom extensions which are outside the scope of SPIRV-Cross.
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// This can be combined with variable remapping.
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// A new-line will be added.
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//
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// While add_header_line() is a more generic way of adding arbitrary text to the header
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// of a GLSL file, require_extension() should be used when adding extensions since it will
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// avoid creating collisions with SPIRV-Cross generated extensions.
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//
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// Code added via add_header_line() is typically backend-specific.
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void add_header_line(const std::string &str);
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// Adds an extension which is required to run this shader, e.g.
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// require_extension("GL_KHR_my_extension");
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void require_extension(const std::string &ext);
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protected:
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void reset();
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void emit_function(SPIRFunction &func, uint64_t return_flags);
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@ -288,7 +304,6 @@ protected:
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// Can modify flags to remote readonly/writeonly if image type
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// and force recompile.
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bool check_atomic_image(uint32_t id);
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void require_extension(const std::string &ext);
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void replace_fragment_output(SPIRVariable &var);
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void replace_fragment_outputs();
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@ -306,6 +321,7 @@ protected:
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void track_expression_read(uint32_t id);
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std::unordered_set<std::string> forced_extensions;
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std::vector<std::string> header_lines;
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uint32_t statement_count;
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