SPIRV-Cross/reference/shaders-hlsl/frag/nonuniform-qualifier.nonuniformresource.sm51.frag
Hans-Kristian Arntzen 532f65583e Rewrite how non-uniform qualifiers are handled.
Remove all shenanigans with propagation, and only consume nonuniform
qualifiers exactly where needed (last minute).
2021-04-22 16:03:08 +02:00

116 lines
3.9 KiB
GLSL

struct UBO_1_1
{
float4 v[64];
};
ConstantBuffer<UBO_1_1> ubos[] : register(b2, space9);
RWByteAddressBuffer ssbos[] : register(u3, space10);
Texture2D<float4> uSamplers[] : register(t0, space0);
SamplerState uSamps[] : register(s1, space3);
Texture2D<float4> uCombinedSamplers[] : register(t4, space2);
SamplerState _uCombinedSamplers_sampler[] : register(s4, space2);
Texture2DMS<float4> uSamplersMS[] : register(t0, space1);
RWTexture2D<float> uImages[] : register(u5, space7);
RWTexture2D<uint> uImagesU32[] : register(u5, space8);
static int vIndex;
static float4 FragColor;
static float2 vUV;
struct SPIRV_Cross_Input
{
nointerpolation int vIndex : TEXCOORD0;
float2 vUV : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float4 FragColor : SV_Target0;
};
uint2 spvTextureSize(Texture2D<float4> Tex, uint Level, out uint Param)
{
uint2 ret;
Tex.GetDimensions(Level, ret.x, ret.y, Param);
return ret;
}
uint2 spvTextureSize(Texture2DMS<float4> Tex, uint Level, out uint Param)
{
uint2 ret;
Tex.GetDimensions(ret.x, ret.y, Param);
return ret;
}
uint2 spvImageSize(RWTexture2D<float> Tex, out uint Param)
{
uint2 ret;
Tex.GetDimensions(ret.x, ret.y);
Param = 0u;
return ret;
}
void frag_main()
{
int i = vIndex;
FragColor = uSamplers[NonUniformResourceIndex(i + 10)].Sample(uSamps[NonUniformResourceIndex(i + 40)], vUV);
int _49 = i + 10;
FragColor = uCombinedSamplers[NonUniformResourceIndex(_49)].Sample(_uCombinedSamplers_sampler[NonUniformResourceIndex(_49)], vUV);
int _65 = i + 20;
int _69 = i + 40;
FragColor += ubos[NonUniformResourceIndex(_65)].v[_69];
int _83 = i + 50;
int _88 = i + 60;
FragColor += asfloat(ssbos[NonUniformResourceIndex(_83)].Load4(_88 * 16 + 16));
int _96 = i + 60;
int _100 = i + 70;
ssbos[NonUniformResourceIndex(_96)].Store4(_100 * 16 + 16, asuint(20.0f.xxxx));
int _106 = i + 10;
FragColor = uSamplers[NonUniformResourceIndex(_106)].Load(int3(int2(vUV), 0));
int _116 = i + 100;
uint _122;
ssbos[_116].InterlockedAdd(0, 100u, _122);
float _136_tmp = uSamplers[NonUniformResourceIndex(i + 10)].CalculateLevelOfDetail(uSamps[NonUniformResourceIndex(i + 40)], vUV);
float2 _136 = _136_tmp.xx;
float2 queried = _136;
int _139 = i + 10;
float _143_tmp = uCombinedSamplers[NonUniformResourceIndex(_139)].CalculateLevelOfDetail(_uCombinedSamplers_sampler[NonUniformResourceIndex(_139)], vUV);
float2 _143 = _143_tmp.xx;
queried += _143;
float2 _149 = FragColor.xy + queried;
FragColor = float4(_149.x, _149.y, FragColor.z, FragColor.w);
int _154 = i + 20;
int _157;
spvTextureSize(uSamplers[NonUniformResourceIndex(_154)], 0u, _157);
FragColor.x += float(int(_157));
int _170 = i + 20;
int _174;
spvTextureSize(uSamplersMS[NonUniformResourceIndex(_170)], 0u, _174);
FragColor.y += float(int(_174));
int _182 = i + 20;
uint _185_dummy_parameter;
float2 _189 = FragColor.xy + float2(int2(spvTextureSize(uSamplers[NonUniformResourceIndex(_182)], uint(0), _185_dummy_parameter)));
FragColor = float4(_189.x, _189.y, FragColor.z, FragColor.w);
int _198 = i + 50;
FragColor += uImages[NonUniformResourceIndex(_198)][int2(vUV)].xxxx;
int _209 = i + 20;
uint _212_dummy_parameter;
float2 _216 = FragColor.xy + float2(int2(spvImageSize(uImages[NonUniformResourceIndex(_209)], _212_dummy_parameter)));
FragColor = float4(_216.x, _216.y, FragColor.z, FragColor.w);
int _221 = i + 60;
uImages[NonUniformResourceIndex(_221)][int2(vUV)] = 50.0f.x;
int _234 = i + 70;
uint _242;
InterlockedAdd(uImagesU32[NonUniformResourceIndex(_234)][int2(vUV)], 40u, _242);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vIndex = stage_input.vIndex;
vUV = stage_input.vUV;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = FragColor;
return stage_output;
}