d92de00cc1
This is a fairly fundamental change on how IDs are handled. It serves many purposes: - Improve performance. We only need to iterate over IDs which are relevant at any one time. - Makes sure we iterate through IDs in SPIR-V module declaration order rather than ID space. IDs don't have to be monotonically increasing, which was an assumption SPIRV-Cross used to have. It has apparently never been a problem until now. - Support LUTs of structs. We do this by interleaving declaration of constants and struct types in SPIR-V module order. To support this, the ParsedIR interface needed to change slightly. Before setting any ID with variant_set<T> we let ParsedIR know that an ID with a specific type has been added. The surface for change should be minimal. ParsedIR will maintain a per-type list of IDs which the cross-compiler will need to consider for later. Instead of looping over ir.ids[] (which can be extremely large), we loop over types now, using: ir.for_each_typed_id<SPIRVariable>([&](uint32_t id, SPIRVariable &var) { handle_variable(var); }); Now we make sure that we're never looking at irrelevant types.
51 lines
1.4 KiB
Plaintext
51 lines
1.4 KiB
Plaintext
struct Data
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{
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float a;
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float b;
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};
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#ifndef SPIRV_CROSS_CONSTANT_ID_0
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#define SPIRV_CROSS_CONSTANT_ID_0 4.0f
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#endif
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static const float X = SPIRV_CROSS_CONSTANT_ID_0;
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static const uint3 gl_WorkGroupSize = uint3(2u, 1u, 1u);
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static const Data _21 = { 1.0f, 2.0f };
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static const Data _24 = { 3.0f, 4.0f };
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static const Data _25[2] = { { 1.0f, 2.0f }, { 3.0f, 4.0f } };
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static const Data _30 = { 3.0f, 5.0f };
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RWByteAddressBuffer _61 : register(u0);
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static uint3 gl_WorkGroupID;
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static uint3 gl_LocalInvocationID;
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static uint gl_LocalInvocationIndex;
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struct SPIRV_Cross_Input
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{
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uint3 gl_WorkGroupID : SV_GroupID;
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uint3 gl_LocalInvocationID : SV_GroupThreadID;
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uint gl_LocalInvocationIndex : SV_GroupIndex;
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};
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void comp_main()
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{
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Data _28 = { X, 2.0f };
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Data _31[2] = { _28, _30 };
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Data data2[2] = _31;
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if (gl_LocalInvocationIndex == 0u)
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{
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_61.Store(gl_WorkGroupID.x * 8 + 0, asuint(_25[gl_LocalInvocationID.x].a + data2[gl_LocalInvocationID.x].a));
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_61.Store(gl_WorkGroupID.x * 8 + 4, asuint(_25[gl_LocalInvocationID.x].b + data2[gl_LocalInvocationID.x].b));
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}
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}
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[numthreads(2, 1, 1)]
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void main(SPIRV_Cross_Input stage_input)
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{
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gl_WorkGroupID = stage_input.gl_WorkGroupID;
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gl_LocalInvocationID = stage_input.gl_LocalInvocationID;
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gl_LocalInvocationIndex = stage_input.gl_LocalInvocationIndex;
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comp_main();
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}
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