SPIRV-Cross/reference/opt/shaders/vulkan/comp/spec-constant-op-member-array.vk.comp
Hans-Kristian Arntzen d92de00cc1 Rewrite how IDs are iterated over.
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.
2019-01-10 12:52:56 +01:00

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#version 450
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
#ifndef SPIRV_CROSS_CONSTANT_ID_0
#define SPIRV_CROSS_CONSTANT_ID_0 100
#endif
const int a = SPIRV_CROSS_CONSTANT_ID_0;
#ifndef SPIRV_CROSS_CONSTANT_ID_1
#define SPIRV_CROSS_CONSTANT_ID_1 200
#endif
const int b = SPIRV_CROSS_CONSTANT_ID_1;
struct A
{
int member0[a];
int member1[b];
};
struct B
{
int member0[b];
int member1[a];
};
#ifndef SPIRV_CROSS_CONSTANT_ID_2
#define SPIRV_CROSS_CONSTANT_ID_2 300
#endif
const int c = SPIRV_CROSS_CONSTANT_ID_2;
const int _18 = (c + 50);
#ifndef SPIRV_CROSS_CONSTANT_ID_3
#define SPIRV_CROSS_CONSTANT_ID_3 400
#endif
const int e = SPIRV_CROSS_CONSTANT_ID_3;
layout(binding = 0, std430) buffer SSBO
{
A member_a;
B member_b;
int v[a];
int w[_18];
} _22;
void main()
{
_22.w[gl_GlobalInvocationID.x] += (_22.v[gl_GlobalInvocationID.x] + e);
}