glslang/hlsl/hlslParseHelper.cpp

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//
// Copyright (C) 2016 Google, Inc.
// Copyright (C) 2016 LunarG, Inc.
//
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//
// Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
//
// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
// FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
// COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
// BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
// LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
// ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
#include "hlslParseHelper.h"
#include "hlslScanContext.h"
#include "hlslGrammar.h"
#include "hlslAttributes.h"
#include "../glslang/MachineIndependent/Scan.h"
#include "../glslang/MachineIndependent/preprocessor/PpContext.h"
#include "../glslang/OSDependent/osinclude.h"
#include <algorithm>
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
#include <functional>
#include <cctype>
#include <array>
Add basic HS/DS implementation. This obsoletes WIP PR #704, which was built on the pre entry point wrapping master. New version here uses entry point wrapping. This is a limited implementation of tessellation shaders. In particular, the following are not functional, and will be added as separate stages to reduce the size of each PR. * patchconstantfunctions accepting per-control-point input values, such as const OutputPatch <hs_out_t, 3> cpv are not implemented. * patchconstantfunctions whose signature requires an aggregate input type such as a structure containing builtin variables. Code to synthesize such calls is not yet present. These restrictions will be relaxed as soon as possible. Simple cases can compile now: see for example Test/hulsl.hull.1.tesc - e.g, writing to inner and outer tessellation factors. PCF invocation is synthesized as an entry point epilogue protected behind a barrier and a test on invocation ID == 0. If there is an existing invocation ID variable it will be used, otherwise one is added to the linkage. The PCF and the shader EP interfaces are unioned and builtins appearing in the PCF but not the EP are also added to the linkage and synthesized as shader inputs. Parameter matching to (eventually arbitrary) PCF signatures is by builtin variable type. Any user variables in the PCF signature will result in an error. Overloaded PCF functions will also result in an error. [domain()], [partitioning()], [outputtopology()], [outputcontrolpoints()], and [patchconstantfunction()] attributes to the shader entry point are in place, with the exception of the Pow2 partitioning mode.
2017-01-07 15:54:10 +00:00
#include <set>
namespace glslang {
HlslParseContext::HlslParseContext(TSymbolTable& symbolTable, TIntermediate& interm, bool parsingBuiltins,
int version, EProfile profile, const SpvVersion& spvVersion, EShLanguage language, TInfoSink& infoSink,
const TString sourceEntryPointName,
bool forwardCompatible, EShMessages messages) :
TParseContextBase(symbolTable, interm, parsingBuiltins, version, profile, spvVersion, language, infoSink, forwardCompatible, messages),
contextPragma(true, false),
loopNestingLevel(0), annotationNestingLevel(0), structNestingLevel(0), controlFlowNestingLevel(0),
postEntryPointReturn(false),
limits(resources.limits),
builtInIoIndex(nullptr),
builtInIoBase(nullptr),
nextInLocation(0), nextOutLocation(0),
Add basic HS/DS implementation. This obsoletes WIP PR #704, which was built on the pre entry point wrapping master. New version here uses entry point wrapping. This is a limited implementation of tessellation shaders. In particular, the following are not functional, and will be added as separate stages to reduce the size of each PR. * patchconstantfunctions accepting per-control-point input values, such as const OutputPatch <hs_out_t, 3> cpv are not implemented. * patchconstantfunctions whose signature requires an aggregate input type such as a structure containing builtin variables. Code to synthesize such calls is not yet present. These restrictions will be relaxed as soon as possible. Simple cases can compile now: see for example Test/hulsl.hull.1.tesc - e.g, writing to inner and outer tessellation factors. PCF invocation is synthesized as an entry point epilogue protected behind a barrier and a test on invocation ID == 0. If there is an existing invocation ID variable it will be used, otherwise one is added to the linkage. The PCF and the shader EP interfaces are unioned and builtins appearing in the PCF but not the EP are also added to the linkage and synthesized as shader inputs. Parameter matching to (eventually arbitrary) PCF signatures is by builtin variable type. Any user variables in the PCF signature will result in an error. Overloaded PCF functions will also result in an error. [domain()], [partitioning()], [outputtopology()], [outputcontrolpoints()], and [patchconstantfunction()] attributes to the shader entry point are in place, with the exception of the Pow2 partitioning mode.
2017-01-07 15:54:10 +00:00
sourceEntryPointName(sourceEntryPointName),
entryPointFunction(nullptr),
entryPointFunctionBody(nullptr)
{
globalUniformDefaults.clear();
globalUniformDefaults.layoutMatrix = ElmRowMajor;
globalUniformDefaults.layoutPacking = ElpStd140;
globalBufferDefaults.clear();
globalBufferDefaults.layoutMatrix = ElmRowMajor;
globalBufferDefaults.layoutPacking = ElpStd430;
globalInputDefaults.clear();
globalOutputDefaults.clear();
// "Shaders in the transform
// feedback capturing mode have an initial global default of
// layout(xfb_buffer = 0) out;"
if (language == EShLangVertex ||
language == EShLangTessControl ||
language == EShLangTessEvaluation ||
language == EShLangGeometry)
globalOutputDefaults.layoutXfbBuffer = 0;
if (language == EShLangGeometry)
globalOutputDefaults.layoutStream = 0;
if (spvVersion.spv == 0 || spvVersion.vulkan == 0)
infoSink.info << "ERROR: HLSL currently only supported when requesting SPIR-V for Vulkan.\n";
}
HlslParseContext::~HlslParseContext()
{
}
void HlslParseContext::initializeExtensionBehavior()
{
TParseContextBase::initializeExtensionBehavior();
// HLSL allows #line by default.
extensionBehavior[E_GL_GOOGLE_cpp_style_line_directive] = EBhEnable;
}
void HlslParseContext::setLimits(const TBuiltInResource& r)
{
resources = r;
intermediate.setLimits(resources);
}
//
// Parse an array of strings using the parser in HlslRules.
//
// Returns true for successful acceptance of the shader, false if any errors.
//
bool HlslParseContext::parseShaderStrings(TPpContext& ppContext, TInputScanner& input, bool versionWillBeError)
{
currentScanner = &input;
ppContext.setInput(input, versionWillBeError);
HlslScanContext scanContext(*this, ppContext);
HlslGrammar grammar(scanContext, *this);
if (!grammar.parse()) {
// Print a message formated such that if you click on the message it will take you right to
// the line through most UIs.
const glslang::TSourceLoc& sourceLoc = input.getSourceLoc();
infoSink.info << sourceLoc.name << "(" << sourceLoc.line << "): error at column " << sourceLoc.column << ", HLSL parsing failed.\n";
++numErrors;
return false;
}
finish();
return numErrors == 0;
}
//
// Return true if this l-value node should be converted in some manner.
// For instance: turning a load aggregate into a store in an l-value.
//
bool HlslParseContext::shouldConvertLValue(const TIntermNode* node) const
{
if (node == nullptr)
return false;
const TIntermAggregate* lhsAsAggregate = node->getAsAggregate();
const TIntermBinary* lhsAsBinary = node->getAsBinaryNode();
// If it's a swizzled/indexed aggregate, look at the left node instead.
if (lhsAsBinary != nullptr &&
(lhsAsBinary->getOp() == EOpVectorSwizzle || lhsAsBinary->getOp() == EOpIndexDirect))
lhsAsAggregate = lhsAsBinary->getLeft()->getAsAggregate();
if (lhsAsAggregate != nullptr && lhsAsAggregate->getOp() == EOpImageLoad)
return true;
return false;
}
void HlslParseContext::growGlobalUniformBlock(TSourceLoc& loc, TType& memberType, TString& memberName, TTypeList* newTypeList)
{
newTypeList = nullptr;
correctUniform(memberType.getQualifier());
if (memberType.isStruct()) {
auto it = ioTypeMap.find(memberType.getStruct());
if (it != ioTypeMap.end() && it->second.uniform)
newTypeList = it->second.uniform;
}
TParseContextBase::growGlobalUniformBlock(loc, memberType, memberName, newTypeList);
}
//
// Return a TLayoutFormat corresponding to the given texture type.
//
TLayoutFormat HlslParseContext::getLayoutFromTxType(const TSourceLoc& loc, const TType& txType)
{
const int components = txType.getVectorSize();
const auto selectFormat = [this,&components](TLayoutFormat v1, TLayoutFormat v2, TLayoutFormat v4) -> TLayoutFormat {
if (intermediate.getNoStorageFormat())
return ElfNone;
return components == 1 ? v1 :
components == 2 ? v2 : v4;
};
switch (txType.getBasicType()) {
case EbtFloat: return selectFormat(ElfR32f, ElfRg32f, ElfRgba32f);
case EbtInt: return selectFormat(ElfR32i, ElfRg32i, ElfRgba32i);
case EbtUint: return selectFormat(ElfR32ui, ElfRg32ui, ElfRgba32ui);
default:
error(loc, "unknown basic type in image format", "", "");
return ElfNone;
}
}
//
// Both test and if necessary, spit out an error, to see if the node is really
// an l-value that can be operated on this way.
//
// Returns true if there was an error.
//
bool HlslParseContext::lValueErrorCheck(const TSourceLoc& loc, const char* op, TIntermTyped* node)
{
if (shouldConvertLValue(node)) {
// if we're writing to a texture, it must be an RW form.
TIntermAggregate* lhsAsAggregate = node->getAsAggregate();
TIntermTyped* object = lhsAsAggregate->getSequence()[0]->getAsTyped();
if (!object->getType().getSampler().isImage()) {
error(loc, "operator[] on a non-RW texture must be an r-value", "", "");
return true;
}
}
// Let the base class check errors
return TParseContextBase::lValueErrorCheck(loc, op, node);
}
//
// This function handles l-value conversions and verifications. It uses, but is not synonymous
// with lValueErrorCheck. That function accepts an l-value directly, while this one must be
// given the surrounding tree - e.g, with an assignment, so we can convert the assign into a
// series of other image operations.
//
// Most things are passed through unmodified, except for error checking.
//
TIntermTyped* HlslParseContext::handleLvalue(const TSourceLoc& loc, const char* op, TIntermTyped* node)
{
if (node == nullptr)
return nullptr;
TIntermBinary* nodeAsBinary = node->getAsBinaryNode();
TIntermUnary* nodeAsUnary = node->getAsUnaryNode();
TIntermAggregate* sequence = nullptr;
TIntermTyped* lhs = nodeAsUnary ? nodeAsUnary->getOperand() :
nodeAsBinary ? nodeAsBinary->getLeft() :
nullptr;
// Early bail out if there is no conversion to apply
if (!shouldConvertLValue(lhs)) {
if (lhs != nullptr)
if (lValueErrorCheck(loc, op, lhs))
return nullptr;
return node;
}
// *** If we get here, we're going to apply some conversion to an l-value.
// Helper to create a load.
const auto makeLoad = [&](TIntermSymbol* rhsTmp, TIntermTyped* object, TIntermTyped* coord, const TType& derefType) {
TIntermAggregate* loadOp = new TIntermAggregate(EOpImageLoad);
loadOp->setLoc(loc);
loadOp->getSequence().push_back(object);
loadOp->getSequence().push_back(intermediate.addSymbol(*coord->getAsSymbolNode()));
loadOp->setType(derefType);
sequence = intermediate.growAggregate(sequence,
intermediate.addAssign(EOpAssign, rhsTmp, loadOp, loc),
loc);
};
// Helper to create a store.
const auto makeStore = [&](TIntermTyped* object, TIntermTyped* coord, TIntermSymbol* rhsTmp) {
TIntermAggregate* storeOp = new TIntermAggregate(EOpImageStore);
storeOp->getSequence().push_back(object);
storeOp->getSequence().push_back(coord);
storeOp->getSequence().push_back(intermediate.addSymbol(*rhsTmp));
storeOp->setLoc(loc);
storeOp->setType(TType(EbtVoid));
sequence = intermediate.growAggregate(sequence, storeOp);
};
// Helper to create an assign.
const auto makeBinary = [&](TOperator op, TIntermTyped* lhs, TIntermTyped* rhs) {
sequence = intermediate.growAggregate(sequence,
intermediate.addBinaryNode(op, lhs, rhs, loc, lhs->getType()),
loc);
};
// Helper to complete sequence by adding trailing variable, so we evaluate to the right value.
const auto finishSequence = [&](TIntermSymbol* rhsTmp, const TType& derefType) -> TIntermAggregate* {
// Add a trailing use of the temp, so the sequence returns the proper value.
sequence = intermediate.growAggregate(sequence, intermediate.addSymbol(*rhsTmp));
sequence->setOperator(EOpSequence);
sequence->setLoc(loc);
sequence->setType(derefType);
return sequence;
};
// Helper to add unary op
const auto makeUnary = [&](TOperator op, TIntermSymbol* rhsTmp) {
sequence = intermediate.growAggregate(sequence,
intermediate.addUnaryNode(op, intermediate.addSymbol(*rhsTmp), loc,
rhsTmp->getType()),
loc);
};
// Return true if swizzle or index writes all components of the given variable.
const auto writesAllComponents = [&](TIntermSymbol* var, TIntermBinary* swizzle) -> bool {
if (swizzle == nullptr) // not a swizzle or index
return true;
// Track which components are being set.
std::array<bool, 4> compIsSet;
compIsSet.fill(false);
const TIntermConstantUnion* asConst = swizzle->getRight()->getAsConstantUnion();
const TIntermAggregate* asAggregate = swizzle->getRight()->getAsAggregate();
// This could be either a direct index, or a swizzle.
if (asConst) {
compIsSet[asConst->getConstArray()[0].getIConst()] = true;
} else if (asAggregate) {
const TIntermSequence& seq = asAggregate->getSequence();
for (int comp=0; comp<int(seq.size()); ++comp)
compIsSet[seq[comp]->getAsConstantUnion()->getConstArray()[0].getIConst()] = true;
} else {
assert(0);
}
// Return true if all components are being set by the index or swizzle
return std::all_of(compIsSet.begin(), compIsSet.begin() + var->getType().getVectorSize(),
[](bool isSet) { return isSet; } );
};
// helper to create a temporary variable
const auto addTmpVar = [&](const char* name, const TType& derefType) -> TIntermSymbol* {
TVariable* tmpVar = makeInternalVariable(name, derefType);
tmpVar->getWritableType().getQualifier().makeTemporary();
return intermediate.addSymbol(*tmpVar, loc);
};
// Create swizzle matching input swizzle
const auto addSwizzle = [&](TIntermSymbol* var, TIntermBinary* swizzle) -> TIntermTyped* {
if (swizzle)
return intermediate.addBinaryNode(swizzle->getOp(), var, swizzle->getRight(), loc, swizzle->getType());
else
return var;
};
TIntermBinary* lhsAsBinary = lhs->getAsBinaryNode();
TIntermAggregate* lhsAsAggregate = lhs->getAsAggregate();
bool lhsIsSwizzle = false;
// If it's a swizzled L-value, remember the swizzle, and use the LHS.
if (lhsAsBinary != nullptr && (lhsAsBinary->getOp() == EOpVectorSwizzle || lhsAsBinary->getOp() == EOpIndexDirect)) {
lhsAsAggregate = lhsAsBinary->getLeft()->getAsAggregate();
lhsIsSwizzle = true;
}
TIntermTyped* object = lhsAsAggregate->getSequence()[0]->getAsTyped();
TIntermTyped* coord = lhsAsAggregate->getSequence()[1]->getAsTyped();
const TSampler& texSampler = object->getType().getSampler();
const TType objDerefType(texSampler.type, EvqTemporary, texSampler.vectorSize);
if (nodeAsBinary) {
TIntermTyped* rhs = nodeAsBinary->getRight();
const TOperator assignOp = nodeAsBinary->getOp();
bool isModifyOp = false;
switch (assignOp) {
case EOpAddAssign:
case EOpSubAssign:
case EOpMulAssign:
case EOpVectorTimesMatrixAssign:
case EOpVectorTimesScalarAssign:
case EOpMatrixTimesScalarAssign:
case EOpMatrixTimesMatrixAssign:
case EOpDivAssign:
case EOpModAssign:
case EOpAndAssign:
case EOpInclusiveOrAssign:
case EOpExclusiveOrAssign:
case EOpLeftShiftAssign:
case EOpRightShiftAssign:
isModifyOp = true;
// fall through...
case EOpAssign:
{
// Since this is an lvalue, we'll convert an image load to a sequence like this (to still provide the value):
// OpSequence
// OpImageStore(object, lhs, rhs)
// rhs
// But if it's not a simple symbol RHS (say, a fn call), we don't want to duplicate the RHS, so we'll convert
// instead to this:
// OpSequence
// rhsTmp = rhs
// OpImageStore(object, coord, rhsTmp)
// rhsTmp
// If this is a read-modify-write op, like +=, we issue:
// OpSequence
// coordtmp = load's param1
// rhsTmp = OpImageLoad(object, coordTmp)
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// rhsTmp op= rhs
// OpImageStore(object, coordTmp, rhsTmp)
// rhsTmp
//
// If the lvalue is swizzled, we apply that when writing the temp variable, like so:
// ...
// rhsTmp.some_swizzle = ...
// For partial writes, an error is generated.
TIntermSymbol* rhsTmp = rhs->getAsSymbolNode();
TIntermTyped* coordTmp = coord;
if (rhsTmp == nullptr || isModifyOp || lhsIsSwizzle) {
rhsTmp = addTmpVar("storeTemp", objDerefType);
// Partial updates not yet supported
if (!writesAllComponents(rhsTmp, lhsAsBinary)) {
error(loc, "unimplemented: partial image updates", "", "");
}
// Assign storeTemp = rhs
if (isModifyOp) {
// We have to make a temp var for the coordinate, to avoid evaluating it twice.
coordTmp = addTmpVar("coordTemp", coord->getType());
makeBinary(EOpAssign, coordTmp, coord); // coordtmp = load[param1]
makeLoad(rhsTmp, object, coordTmp, objDerefType); // rhsTmp = OpImageLoad(object, coordTmp)
}
// rhsTmp op= rhs.
makeBinary(assignOp, addSwizzle(intermediate.addSymbol(*rhsTmp), lhsAsBinary), rhs);
}
makeStore(object, coordTmp, rhsTmp); // add a store
return finishSequence(rhsTmp, objDerefType); // return rhsTmp from sequence
}
default:
break;
}
}
if (nodeAsUnary) {
const TOperator assignOp = nodeAsUnary->getOp();
switch (assignOp) {
case EOpPreIncrement:
case EOpPreDecrement:
{
// We turn this into:
// OpSequence
// coordtmp = load's param1
// rhsTmp = OpImageLoad(object, coordTmp)
// rhsTmp op
// OpImageStore(object, coordTmp, rhsTmp)
// rhsTmp
TIntermSymbol* rhsTmp = addTmpVar("storeTemp", objDerefType);
TIntermTyped* coordTmp = addTmpVar("coordTemp", coord->getType());
makeBinary(EOpAssign, coordTmp, coord); // coordtmp = load[param1]
makeLoad(rhsTmp, object, coordTmp, objDerefType); // rhsTmp = OpImageLoad(object, coordTmp)
makeUnary(assignOp, rhsTmp); // op rhsTmp
makeStore(object, coordTmp, rhsTmp); // OpImageStore(object, coordTmp, rhsTmp)
return finishSequence(rhsTmp, objDerefType); // return rhsTmp from sequence
}
case EOpPostIncrement:
case EOpPostDecrement:
{
// We turn this into:
// OpSequence
// coordtmp = load's param1
// rhsTmp1 = OpImageLoad(object, coordTmp)
// rhsTmp2 = rhsTmp1
// rhsTmp2 op
// OpImageStore(object, coordTmp, rhsTmp2)
// rhsTmp1 (pre-op value)
TIntermSymbol* rhsTmp1 = addTmpVar("storeTempPre", objDerefType);
TIntermSymbol* rhsTmp2 = addTmpVar("storeTempPost", objDerefType);
TIntermTyped* coordTmp = addTmpVar("coordTemp", coord->getType());
makeBinary(EOpAssign, coordTmp, coord); // coordtmp = load[param1]
makeLoad(rhsTmp1, object, coordTmp, objDerefType); // rhsTmp1 = OpImageLoad(object, coordTmp)
makeBinary(EOpAssign, rhsTmp2, rhsTmp1); // rhsTmp2 = rhsTmp1
makeUnary(assignOp, rhsTmp2); // rhsTmp op
makeStore(object, coordTmp, rhsTmp2); // OpImageStore(object, coordTmp, rhsTmp2)
return finishSequence(rhsTmp1, objDerefType); // return rhsTmp from sequence
}
default:
break;
}
}
if (lhs)
if (lValueErrorCheck(loc, op, lhs))
return nullptr;
return node;
}
void HlslParseContext::handlePragma(const TSourceLoc& loc, const TVector<TString>& tokens)
{
if (pragmaCallback)
pragmaCallback(loc.line, tokens);
if (tokens.size() == 0)
return;
}
//
// Look at a '.' matrix selector string and change it into components
// for a matrix. There are two types:
//
// _21 second row, first column (one based)
// _m21 third row, second column (zero based)
//
// Returns true if there is no error.
//
bool HlslParseContext::parseMatrixSwizzleSelector(const TSourceLoc& loc, const TString& fields, int cols, int rows,
TSwizzleSelectors<TMatrixSelector>& components)
{
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int startPos[MaxSwizzleSelectors];
int numComps = 0;
TString compString = fields;
// Find where each component starts,
// recording the first character position after the '_'.
for (size_t c = 0; c < compString.size(); ++c) {
if (compString[c] == '_') {
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if (numComps >= MaxSwizzleSelectors) {
error(loc, "matrix component swizzle has too many components", compString.c_str(), "");
return false;
}
if (c > compString.size() - 3 ||
((compString[c+1] == 'm' || compString[c+1] == 'M') && c > compString.size() - 4)) {
error(loc, "matrix component swizzle missing", compString.c_str(), "");
return false;
}
2017-02-17 18:05:14 +00:00
startPos[numComps++] = (int)c + 1;
}
}
// Process each component
for (int i = 0; i < numComps; ++i) {
int pos = startPos[i];
int bias = -1;
if (compString[pos] == 'm' || compString[pos] == 'M') {
bias = 0;
++pos;
}
TMatrixSelector comp;
comp.coord1 = compString[pos+0] - '0' + bias;
comp.coord2 = compString[pos+1] - '0' + bias;
if (comp.coord1 < 0 || comp.coord1 >= cols) {
error(loc, "matrix row component out of range", compString.c_str(), "");
return false;
}
if (comp.coord2 < 0 || comp.coord2 >= rows) {
error(loc, "matrix column component out of range", compString.c_str(), "");
return false;
}
components.push_back(comp);
}
return true;
}
// If the 'comps' express a column of a matrix,
// return the column. Column means the first coords all match.
//
// Otherwise, return -1.
//
int HlslParseContext::getMatrixComponentsColumn(int rows, const TSwizzleSelectors<TMatrixSelector>& selector)
{
int col = -1;
// right number of comps?
if (selector.size() != rows)
return -1;
// all comps in the same column?
// rows in order?
col = selector[0].coord1;
for (int i = 0; i < rows; ++i) {
if (col != selector[i].coord1)
return -1;
if (i != selector[i].coord2)
return -1;
}
return col;
}
//
// Handle seeing a variable identifier in the grammar.
//
TIntermTyped* HlslParseContext::handleVariable(const TSourceLoc& loc, TSymbol* symbol, const TString* string)
{
if (symbol == nullptr)
symbol = symbolTable.find(*string);
if (symbol && symbol->getAsVariable() && symbol->getAsVariable()->isUserType()) {
error(loc, "expected symbol, not user-defined type", string->c_str(), "");
return nullptr;
}
// Error check for requiring specific extensions present.
if (symbol && symbol->getNumExtensions())
requireExtensions(loc, symbol->getNumExtensions(), symbol->getExtensions(), symbol->getName().c_str());
const TVariable* variable;
const TAnonMember* anon = symbol ? symbol->getAsAnonMember() : nullptr;
TIntermTyped* node = nullptr;
if (anon) {
// It was a member of an anonymous container.
// Create a subtree for its dereference.
variable = anon->getAnonContainer().getAsVariable();
TIntermTyped* container = intermediate.addSymbol(*variable, loc);
TIntermTyped* constNode = intermediate.addConstantUnion(anon->getMemberNumber(), loc);
node = intermediate.addIndex(EOpIndexDirectStruct, container, constNode, loc);
node->setType(*(*variable->getType().getStruct())[anon->getMemberNumber()].type);
if (node->getType().hiddenMember())
error(loc, "member of nameless block was not redeclared", string->c_str(), "");
} else {
// Not a member of an anonymous container.
// The symbol table search was done in the lexical phase.
// See if it was a variable.
variable = symbol ? symbol->getAsVariable() : nullptr;
if (variable) {
if ((variable->getType().getBasicType() == EbtBlock ||
variable->getType().getBasicType() == EbtStruct) && variable->getType().getStruct() == nullptr) {
error(loc, "cannot be used (maybe an instance name is needed)", string->c_str(), "");
variable = nullptr;
}
} else {
if (symbol)
error(loc, "variable name expected", string->c_str(), "");
}
// Recovery, if it wasn't found or was not a variable.
if (! variable) {
error(loc, "unknown variable", string->c_str(), "");
variable = new TVariable(string, TType(EbtVoid));
}
if (variable->getType().getQualifier().isFrontEndConstant())
node = intermediate.addConstantUnion(variable->getConstArray(), variable->getType(), loc);
else
node = intermediate.addSymbol(*variable, loc);
}
if (variable->getType().getQualifier().isIo())
intermediate.addIoAccessed(*string);
return node;
}
//
// Handle operator[] on any objects it applies to. Currently:
// Textures
// Buffers
//
TIntermTyped* HlslParseContext::handleBracketOperator(const TSourceLoc& loc, TIntermTyped* base, TIntermTyped* index)
{
// handle r-value operator[] on textures and images. l-values will be processed later.
if (base->getType().getBasicType() == EbtSampler && !base->isArray()) {
const TSampler& sampler = base->getType().getSampler();
if (sampler.isImage() || sampler.isTexture()) {
TIntermAggregate* load = new TIntermAggregate(sampler.isImage() ? EOpImageLoad : EOpTextureFetch);
load->setType(TType(sampler.type, EvqTemporary, sampler.vectorSize));
load->setLoc(loc);
load->getSequence().push_back(base);
load->getSequence().push_back(index);
// Textures need a MIP. First indirection is always to mip 0. If there's another, we'll add it
// later.
if (sampler.isTexture())
load->getSequence().push_back(intermediate.addConstantUnion(0, loc, true));
return load;
}
}
// Handle operator[] on structured buffers: this indexes into the array element of the buffer.
// indexStructBufferContent returns nullptr if it isn't a structuredbuffer (SSBO).
TIntermTyped* sbArray = indexStructBufferContent(loc, base);
if (sbArray != nullptr) {
if (sbArray == nullptr)
return nullptr;
// Now we'll apply the [] index to that array
const TOperator idxOp = (index->getQualifier().storage == EvqConst) ? EOpIndexDirect : EOpIndexIndirect;
TIntermTyped* element = intermediate.addIndex(idxOp, sbArray, index, loc);
const TType derefType(sbArray->getType(), 0);
element->setType(derefType);
return element;
}
return nullptr;
}
//
// Handle seeing a base[index] dereference in the grammar.
//
TIntermTyped* HlslParseContext::handleBracketDereference(const TSourceLoc& loc, TIntermTyped* base, TIntermTyped* index)
{
TIntermTyped* result = handleBracketOperator(loc, base, index);
if (result != nullptr)
return result; // it was handled as an operator[]
bool flattened = false;
int indexValue = 0;
if (index->getQualifier().storage == EvqConst) {
indexValue = index->getAsConstantUnion()->getConstArray()[0].getIConst();
checkIndex(loc, base->getType(), indexValue);
}
variableCheck(base);
if (! base->isArray() && ! base->isMatrix() && ! base->isVector()) {
if (base->getAsSymbolNode())
error(loc, " left of '[' is not of type array, matrix, or vector ", base->getAsSymbolNode()->getName().c_str(), "");
else
error(loc, " left of '[' is not of type array, matrix, or vector ", "expression", "");
} else if (base->getType().getQualifier().storage == EvqConst && index->getQualifier().storage == EvqConst)
return intermediate.foldDereference(base, indexValue, loc);
else {
// at least one of base and index is variable...
if (base->getAsSymbolNode() && (wasFlattened(base) || shouldFlattenUniform(base->getType()))) {
if (index->getQualifier().storage != EvqConst)
error(loc, "Invalid variable index to flattened array", base->getAsSymbolNode()->getName().c_str(), "");
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
result = flattenAccess(base, indexValue);
flattened = (result != base);
} else {
splitAccessArray(loc, base, index);
if (index->getQualifier().storage == EvqConst) {
if (base->getType().isImplicitlySizedArray())
updateImplicitArraySize(loc, base, indexValue);
result = intermediate.addIndex(EOpIndexDirect, base, index, loc);
} else {
result = intermediate.addIndex(EOpIndexIndirect, base, index, loc);
}
}
}
if (result == nullptr) {
// Insert dummy error-recovery result
result = intermediate.addConstantUnion(0.0, EbtFloat, loc);
} else {
// If the array reference was flattened, it has the correct type. E.g, if it was
// a uniform array, it was flattened INTO a set of scalar uniforms, not scalar temps.
// In that case, we preserve the qualifiers.
if (!flattened) {
// Insert valid dereferenced result
TType newType(base->getType(), 0); // dereferenced type
if (base->getType().getQualifier().storage == EvqConst && index->getQualifier().storage == EvqConst)
newType.getQualifier().storage = EvqConst;
else
newType.getQualifier().storage = EvqTemporary;
result->setType(newType);
}
}
return result;
}
void HlslParseContext::checkIndex(const TSourceLoc& /*loc*/, const TType& /*type*/, int& /*index*/)
{
// HLSL todo: any rules for index fixups?
}
// Handle seeing a binary node with a math operation.
TIntermTyped* HlslParseContext::handleBinaryMath(const TSourceLoc& loc, const char* str, TOperator op, TIntermTyped* left, TIntermTyped* right)
{
TIntermTyped* result = intermediate.addBinaryMath(op, left, right, loc);
if (! result)
binaryOpError(loc, str, left->getCompleteString(), right->getCompleteString());
return result;
}
// Handle seeing a unary node with a math operation.
TIntermTyped* HlslParseContext::handleUnaryMath(const TSourceLoc& loc, const char* str, TOperator op, TIntermTyped* childNode)
{
TIntermTyped* result = intermediate.addUnaryMath(op, childNode, loc);
if (result)
return result;
else
unaryOpError(loc, str, childNode->getCompleteString());
return childNode;
}
//
// Return true if the name is a sampler method
//
bool HlslParseContext::isSamplerMethod(const TString& name) const
{
return
name == "CalculateLevelOfDetail" ||
name == "CalculateLevelOfDetailUnclamped" ||
name == "Gather" ||
name == "GatherRed" ||
name == "GatherGreen" ||
name == "GatherBlue" ||
name == "GatherAlpha" ||
name == "GatherCmp" ||
name == "GatherCmpRed" ||
name == "GatherCmpGreen" ||
name == "GatherCmpBlue" ||
name == "GatherCmpAlpha" ||
name == "GetDimensions" ||
name == "GetSamplePosition" ||
name == "Load" ||
name == "Sample" ||
name == "SampleBias" ||
name == "SampleCmp" ||
name == "SampleCmpLevelZero" ||
name == "SampleGrad" ||
name == "SampleLevel";
}
//
// Return true if the name is a struct buffer method
//
bool HlslParseContext::isStructBufferMethod(const TString& name) const
{
return
name == "GetDimensions" ||
name == "Load" ||
name == "Load2" ||
name == "Load3" ||
name == "Load4" ||
name == "Store" ||
name == "Store2" ||
name == "Store3" ||
name == "Store4" ||
name == "InterlockedAdd" ||
name == "InterlockedAnd" ||
name == "InterlockedCompareExchange" ||
name == "InterlockedCompareStore" ||
name == "InterlockedExchange" ||
name == "InterlockedMax" ||
name == "InterlockedMin" ||
name == "InterlockedOr" ||
name == "InterlockedXor";
}
//
// Handle seeing a base.field dereference in the grammar.
//
TIntermTyped* HlslParseContext::handleDotDereference(const TSourceLoc& loc, TIntermTyped* base, const TString& field)
{
variableCheck(base);
//
// methods can't be resolved until we later see the function-calling syntax.
// Save away the name in the AST for now. Processing is completed in
// handleLengthMethod(), etc.
//
if (field == "length") {
return intermediate.addMethod(base, TType(EbtInt), &field, loc);
} else if (isSamplerMethod(field) && base->getType().getBasicType() == EbtSampler) {
// If it's not a method on a sampler object, we fall through to let other objects have a go.
const TSampler& sampler = base->getType().getSampler();
if (! sampler.isPureSampler()) {
const int vecSize = sampler.isShadow() ? 1 : 4; // TODO: handle arbitrary sample return sizes
return intermediate.addMethod(base, TType(sampler.type, EvqTemporary, vecSize), &field, loc);
}
} else if (isStructBufferType(base->getType())) {
TType retType(base->getType(), 0);
return intermediate.addMethod(base, retType, &field, loc);
} else if (field == "Append" ||
field == "RestartStrip") {
// We cannot check the type here: it may be sanitized if we're not compiling a geometry shader, but
// the code is around in the shader source.
return intermediate.addMethod(base, TType(EbtVoid), &field, loc);
}
// It's not .length() if we get to here.
if (base->isArray()) {
error(loc, "cannot apply to an array:", ".", field.c_str());
return base;
}
// It's neither an array nor .length() if we get here,
// leaving swizzles and struct/block dereferences.
TIntermTyped* result = base;
if (base->isVector() || base->isScalar()) {
TSwizzleSelectors<TVectorSelector> selectors;
parseSwizzleSelector(loc, field, base->getVectorSize(), selectors);
if (base->isScalar()) {
if (selectors.size() == 1)
return result;
else {
TType type(base->getBasicType(), EvqTemporary, selectors.size());
return addConstructor(loc, base, type);
}
}
if (base->getVectorSize() == 1) {
TType scalarType(base->getBasicType(), EvqTemporary, 1);
if (selectors.size() == 1)
return addConstructor(loc, base, scalarType);
else {
TType vectorType(base->getBasicType(), EvqTemporary, selectors.size());
return addConstructor(loc, addConstructor(loc, base, scalarType), vectorType);
}
}
if (base->getType().getQualifier().isFrontEndConstant())
result = intermediate.foldSwizzle(base, selectors, loc);
else {
if (selectors.size() == 1) {
TIntermTyped* index = intermediate.addConstantUnion(selectors[0], loc);
result = intermediate.addIndex(EOpIndexDirect, base, index, loc);
result->setType(TType(base->getBasicType(), EvqTemporary));
} else {
TIntermTyped* index = intermediate.addSwizzle(selectors, loc);
result = intermediate.addIndex(EOpVectorSwizzle, base, index, loc);
result->setType(TType(base->getBasicType(), EvqTemporary, base->getType().getQualifier().precision, selectors.size()));
}
}
} else if (base->isMatrix()) {
TSwizzleSelectors<TMatrixSelector> selectors;
if (! parseMatrixSwizzleSelector(loc, field, base->getMatrixCols(), base->getMatrixRows(), selectors))
return result;
if (selectors.size() == 1) {
// Representable by m[c][r]
if (base->getType().getQualifier().isFrontEndConstant()) {
result = intermediate.foldDereference(base, selectors[0].coord1, loc);
result = intermediate.foldDereference(result, selectors[0].coord2, loc);
} else {
result = intermediate.addIndex(EOpIndexDirect, base, intermediate.addConstantUnion(selectors[0].coord1, loc), loc);
TType dereferencedCol(base->getType(), 0);
result->setType(dereferencedCol);
result = intermediate.addIndex(EOpIndexDirect, result, intermediate.addConstantUnion(selectors[0].coord2, loc), loc);
TType dereferenced(dereferencedCol, 0);
result->setType(dereferenced);
}
} else {
int column = getMatrixComponentsColumn(base->getMatrixRows(), selectors);
if (column >= 0) {
// Representable by m[c]
if (base->getType().getQualifier().isFrontEndConstant())
result = intermediate.foldDereference(base, column, loc);
else {
result = intermediate.addIndex(EOpIndexDirect, base, intermediate.addConstantUnion(column, loc), loc);
TType dereferenced(base->getType(), 0);
result->setType(dereferenced);
}
} else {
// general case, not a column, not a single component
TIntermTyped* index = intermediate.addSwizzle(selectors, loc);
result = intermediate.addIndex(EOpMatrixSwizzle, base, index, loc);
result->setType(TType(base->getBasicType(), EvqTemporary, base->getType().getQualifier().precision, selectors.size()));
}
}
} else if (base->getBasicType() == EbtStruct || base->getBasicType() == EbtBlock) {
const TTypeList* fields = base->getType().getStruct();
bool fieldFound = false;
int member;
for (member = 0; member < (int)fields->size(); ++member) {
if ((*fields)[member].type->getFieldName() == field) {
fieldFound = true;
break;
}
}
if (fieldFound) {
if (base->getAsSymbolNode() && (wasFlattened(base) || shouldFlattenUniform(base->getType()))) {
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
result = flattenAccess(base, member);
} else {
// Update the base and member to access if this was a split structure.
result = splitAccessStruct(loc, base, member);
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
fields = base->getType().getStruct();
if (result == nullptr) {
if (base->getType().getQualifier().storage == EvqConst)
result = intermediate.foldDereference(base, member, loc);
else {
TIntermTyped* index = intermediate.addConstantUnion(member, loc);
result = intermediate.addIndex(EOpIndexDirectStruct, base, index, loc);
result->setType(*(*fields)[member].type);
}
}
}
} else
error(loc, "no such field in structure", field.c_str(), "");
} else
error(loc, "does not apply to this type:", field.c_str(), base->getType().getCompleteString().c_str());
return result;
}
// Split the type of the given node into two structs:
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
// 1. interstage IO
// 2. everything else
// IO members are put into the ioStruct. The type is modified to remove them.
void HlslParseContext::split(TIntermTyped* node)
{
if (node == nullptr)
return;
TIntermSymbol* symNode = node->getAsSymbolNode();
if (symNode == nullptr)
return;
// Create a new variable:
TType& splitType = split(*symNode->getType().clone(), symNode->getName());
splitIoVars[symNode->getId()] = makeInternalVariable(symNode->getName(), splitType);
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
}
// Split the type of the given variable into two structs:
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
void HlslParseContext::split(const TVariable& variable)
{
const TType& type = variable.getType();
TString name = variable.getName();
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
// Create a new variable:
TType& splitType = split(*type.clone(), name);
splitIoVars[variable.getUniqueId()] = makeInternalVariable(variable.getName(), splitType);
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
}
// Recursive implementation of split(const TVariable& variable).
// Returns reference to the modified type.
TType& HlslParseContext::split(TType& type, TString name, const TType* outerStructType)
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
{
const TArraySizes* arraySizes = nullptr;
// At the outer-most scope, remember the struct type so we can examine its storage class
// at deeper levels.
if (outerStructType == nullptr)
outerStructType = &type;
if (type.isArray())
arraySizes = &type.getArraySizes();
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
// We can ignore arrayness: it's uninvolved.
if (type.isStruct()) {
TTypeList* userStructure = type.getWritableStruct();
// Get iterator to (now at end) set of builtin interstage IO members
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
const auto firstIo = std::stable_partition(userStructure->begin(), userStructure->end(),
[this](const TTypeLoc& t) {return !t.type->isBuiltInInterstageIO(language);});
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
// Move those to the builtin IO. However, we also propagate arrayness (just one level is handled
// now) to this variable.
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
for (auto ioType = firstIo; ioType != userStructure->end(); ++ioType) {
const TType& memberType = *ioType->type;
TVariable* ioVar = makeInternalVariable(name + (name.empty() ? "" : "_") + memberType.getFieldName(), memberType);
if (arraySizes)
ioVar->getWritableType().newArraySizes(*arraySizes);
interstageBuiltInIo[tInterstageIoData(memberType, *outerStructType)] = ioVar;
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
// Merge qualifier from the user structure
mergeQualifiers(ioVar->getWritableType().getQualifier(), outerStructType->getQualifier());
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
}
// Erase the IO vars from the user structure.
userStructure->erase(firstIo, userStructure->end());
// Recurse further into the members.
for (unsigned int i = 0; i < userStructure->size(); ++i)
split(*(*userStructure)[i].type,
name + (name.empty() ? "" : "_") + (*userStructure)[i].type->getFieldName(),
outerStructType);
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
}
return type;
}
// Is this a uniform array which should be flattened?
bool HlslParseContext::shouldFlattenUniform(const TType& type) const
{
const TStorageQualifier qualifier = type.getQualifier().storage;
return qualifier == EvqUniform &&
((type.isArray() && intermediate.getFlattenUniformArrays()) || type.isStruct()) &&
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
type.containsOpaque();
}
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
// Top level variable flattening: construct data
void HlslParseContext::flatten(const TSourceLoc& loc, const TVariable& variable)
{
const TType& type = variable.getType();
2017-01-20 13:46:39 +00:00
auto entry = flattenMap.insert(std::make_pair(variable.getUniqueId(),
TFlattenData(type.getQualifier().layoutBinding)));
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
2017-01-20 13:46:39 +00:00
// the item is a map pair, so first->second is the TFlattenData itself.
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
flatten(loc, variable, type, entry.first->second, "");
}
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
// Recursively flatten the given variable at the provided type, building the flattenData as we go.
//
// This is mutually recursive with flattenStruct and flattenArray.
// We are going to flatten an arbitrarily nested composite structure into a linear sequence of
// members, and later on, we want to turn a path through the tree structure into a final
// location in this linear sequence.
//
// If the tree was N-ary, that can be directly calculated. However, we are dealing with
2017-01-05 17:45:32 +00:00
// arbitrary numbers - perhaps a struct of 7 members containing an array of 3. Thus, we must
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
// build a data structure to allow the sequence of bracket and dot operators on arrays and
// structs to arrive at the proper member.
//
// To avoid storing a tree with pointers, we are going to flatten the tree into a vector of integers.
// The leaves are the indexes into the flattened member array.
// Each level will have the next location for the Nth item stored sequentially, so for instance:
//
// struct { float2 a[2]; int b; float4 c[3] };
//
// This will produce the following flattened tree:
// Pos: 0 1 2 3 4 5 6 7 8 9 10 11 12 13
// (3, 7, 8, 5, 6, 0, 1, 2, 11, 12, 13, 3, 4, 5}
//
// Given a reference to mystruct.c[1], the access chain is (2,1), so we traverse:
// (0+2) = 8 --> (8+1) = 12 --> 12 = 4
//
// so the 4th flattened member in traversal order is ours.
//
int HlslParseContext::flatten(const TSourceLoc& loc, const TVariable& variable, const TType& type,
TFlattenData& flattenData, TString name)
{
// If something is an arrayed struct, the array flattener will recursively call flatten()
// to then flatten the struct, so this is an "if else": we don't do both.
if (type.isArray())
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
return flattenArray(loc, variable, type, flattenData, name);
else if (type.isStruct())
return flattenStruct(loc, variable, type, flattenData, name);
else {
assert(0); // should never happen
return -1;
}
}
// Add a single flattened member to the flattened data being tracked for the composite
// Returns true for the final flattening level.
int HlslParseContext::addFlattenedMember(const TSourceLoc& loc,
const TVariable& variable, const TType& type, TFlattenData& flattenData,
const TString& memberName, bool track)
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
{
if (isFinalFlattening(type)) {
// This is as far as we flatten. Insert the variable.
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
TVariable* memberVariable = makeInternalVariable(memberName, type);
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
mergeQualifiers(memberVariable->getWritableType().getQualifier(), variable.getType().getQualifier());
if (flattenData.nextBinding != TQualifier::layoutBindingEnd)
memberVariable->getWritableType().getQualifier().layoutBinding = flattenData.nextBinding++;
flattenData.offsets.push_back(static_cast<int>(flattenData.members.size()));
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
flattenData.members.push_back(memberVariable);
if (track)
trackLinkage(*memberVariable);
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
return static_cast<int>(flattenData.offsets.size())-1; // location of the member reference
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
} else {
// Further recursion required
return flatten(loc, variable, type, flattenData, memberName);
}
}
// Figure out the mapping between an aggregate's top members and an
// equivalent set of individual variables.
//
// Assumes shouldFlatten() or equivalent was called first.
int HlslParseContext::flattenStruct(const TSourceLoc& loc, const TVariable& variable, const TType& type,
TFlattenData& flattenData, TString name)
{
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
assert(type.isStruct());
auto members = *type.getStruct();
// Reserve space for this tree level.
int start = static_cast<int>(flattenData.offsets.size());
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
int pos = start;
flattenData.offsets.resize(int(pos + members.size()), -1);
for (int member = 0; member < (int)members.size(); ++member) {
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
TType& dereferencedType = *members[member].type;
const TString memberName = name + (name.empty() ? "" : ".") + dereferencedType.getFieldName();
const int mpos = addFlattenedMember(loc, variable, dereferencedType, flattenData, memberName, false);
flattenData.offsets[pos++] = mpos;
}
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
return start;
}
// Figure out mapping between an array's members and an
// equivalent set of individual variables.
//
// Assumes shouldFlatten() or equivalent was called first.
int HlslParseContext::flattenArray(const TSourceLoc& loc, const TVariable& variable, const TType& type,
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
TFlattenData& flattenData, TString name)
{
assert(type.isArray());
if (type.isImplicitlySizedArray())
error(loc, "cannot flatten implicitly sized array", variable.getName().c_str(), "");
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
const int size = type.getOuterArraySize();
const TType dereferencedType(type, 0);
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
if (name.empty())
name = variable.getName();
// Reserve space for this tree level.
int start = static_cast<int>(flattenData.offsets.size());
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
int pos = start;
flattenData.offsets.resize(int(pos + size), -1);
for (int element=0; element < size; ++element) {
char elementNumBuf[20]; // sufficient for MAXINT
snprintf(elementNumBuf, sizeof(elementNumBuf)-1, "[%d]", element);
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
const int mpos = addFlattenedMember(loc, variable, dereferencedType, flattenData,
name + elementNumBuf, true);
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
flattenData.offsets[pos++] = mpos;
}
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
return start;
}
// Return true if we have flattened this node.
bool HlslParseContext::wasFlattened(const TIntermTyped* node) const
{
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
return node != nullptr && node->getAsSymbolNode() != nullptr &&
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
wasFlattened(node->getAsSymbolNode()->getId());
}
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
// Return true if we have split this structure
bool HlslParseContext::wasSplit(const TIntermTyped* node) const
{
return node != nullptr && node->getAsSymbolNode() != nullptr &&
wasSplit(node->getAsSymbolNode()->getId());
}
// Turn an access into an aggregate that was flattened to instead be
// an access to the individual variable the member was flattened to.
// Assumes shouldFlatten() or equivalent was called first.
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
TIntermTyped* HlslParseContext::flattenAccess(TIntermTyped* base, int member)
{
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
const TType dereferencedType(base->getType(), member); // dereferenced type
const TIntermSymbol& symbolNode = *base->getAsSymbolNode();
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
const auto flattenData = flattenMap.find(symbolNode.getId());
if (flattenData == flattenMap.end())
return base;
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
// Calculate new cumulative offset from the packed tree
flattenOffset.back() = flattenData->second.offsets[flattenOffset.back() + member];
if (isFinalFlattening(dereferencedType)) {
// Finished flattening: create symbol for variable
member = flattenData->second.offsets[flattenOffset.back()];
const TVariable* memberVariable = flattenData->second.members[member];
return intermediate.addSymbol(*memberVariable);
} else {
// If this is not the final flattening, accumulate the position and return
// an object of the partially dereferenced type.
return new TIntermSymbol(symbolNode.getId(), "flattenShadow", dereferencedType);
}
}
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
// Find and return the split IO TVariable for id, or nullptr if none.
TVariable* HlslParseContext::getSplitIoVar(int id) const
{
const auto splitIoVar = splitIoVars.find(id);
if (splitIoVar == splitIoVars.end())
return nullptr;
return splitIoVar->second;
}
// Find and return the split IO TVariable for variable, or nullptr if none.
TVariable* HlslParseContext::getSplitIoVar(const TVariable* var) const
{
if (var == nullptr)
return nullptr;
return getSplitIoVar(var->getUniqueId());
}
// Find and return the split IO TVariable for symbol in this node, or nullptr if none.
TVariable* HlslParseContext::getSplitIoVar(const TIntermTyped* node) const
{
if (node == nullptr)
return nullptr;
const TIntermSymbol* symbolNode = node->getAsSymbolNode();
if (symbolNode == nullptr)
return nullptr;
return getSplitIoVar(symbolNode->getId());
}
// Remember the index used to dereference into this structure, in case it has to be moved to a
// split-off builtin IO member.
void HlslParseContext::splitAccessArray(const TSourceLoc& loc, TIntermTyped* base, TIntermTyped* index)
{
const TVariable* splitIoVar = getSplitIoVar(base);
// Not a split structure
if (splitIoVar == nullptr)
return;
if (builtInIoBase) {
error(loc, "only one array dimension supported for builtIn IO variable", "", "");
return;
}
builtInIoBase = base;
builtInIoIndex = index;
}
// Turn an access into an struct that was split to instead be an
// access to either the modified structure, or a direct reference to
// one of the split member variables.
TIntermTyped* HlslParseContext::splitAccessStruct(const TSourceLoc& loc, TIntermTyped*& base, int& member)
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
{
// nothing to do
if (base == nullptr)
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
return nullptr;
// We have a pending bracket reference to an outer struct that we may want to move to an inner member.
if (builtInIoBase)
base = builtInIoBase;
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
const TVariable* splitIoVar = getSplitIoVar(base);
if (splitIoVar == nullptr)
return nullptr;
const TTypeList& members = *base->getType().getStruct();
const TType& memberType = *members[member].type;
if (memberType.isBuiltInInterstageIO(language)) {
// It's one of the interstage IO variables we split off.
TIntermTyped* builtIn = intermediate.addSymbol(*interstageBuiltInIo[tInterstageIoData(memberType, base->getType())], loc);
// If there's an array reference to an outer split struct, we re-apply it here.
if (builtInIoIndex != nullptr) {
if (builtInIoIndex->getQualifier().storage == EvqConst)
builtIn = intermediate.addIndex(EOpIndexDirect, builtIn, builtInIoIndex, loc);
else
builtIn = intermediate.addIndex(EOpIndexIndirect, builtIn, builtInIoIndex, loc);
builtIn->setType(memberType);
builtInIoIndex = nullptr;
builtInIoBase = nullptr;
}
return builtIn;
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
} else {
// It's not an IO variable. Find the equivalent index into the new variable.
base = intermediate.addSymbol(*splitIoVar, loc);
int newMember = 0;
for (int m=0; m<member; ++m)
if (!members[m].type->isBuiltInInterstageIO(language))
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
++newMember;
member = newMember;
return nullptr;
}
}
Add basic HS/DS implementation. This obsoletes WIP PR #704, which was built on the pre entry point wrapping master. New version here uses entry point wrapping. This is a limited implementation of tessellation shaders. In particular, the following are not functional, and will be added as separate stages to reduce the size of each PR. * patchconstantfunctions accepting per-control-point input values, such as const OutputPatch <hs_out_t, 3> cpv are not implemented. * patchconstantfunctions whose signature requires an aggregate input type such as a structure containing builtin variables. Code to synthesize such calls is not yet present. These restrictions will be relaxed as soon as possible. Simple cases can compile now: see for example Test/hulsl.hull.1.tesc - e.g, writing to inner and outer tessellation factors. PCF invocation is synthesized as an entry point epilogue protected behind a barrier and a test on invocation ID == 0. If there is an existing invocation ID variable it will be used, otherwise one is added to the linkage. The PCF and the shader EP interfaces are unioned and builtins appearing in the PCF but not the EP are also added to the linkage and synthesized as shader inputs. Parameter matching to (eventually arbitrary) PCF signatures is by builtin variable type. Any user variables in the PCF signature will result in an error. Overloaded PCF functions will also result in an error. [domain()], [partitioning()], [outputtopology()], [outputcontrolpoints()], and [patchconstantfunction()] attributes to the shader entry point are in place, with the exception of the Pow2 partitioning mode.
2017-01-07 15:54:10 +00:00
// Pass through to base class after remembering builtin mappings.
void HlslParseContext::trackLinkage(TSymbol& symbol)
{
TBuiltInVariable biType = symbol.getType().getQualifier().builtIn;
if (biType != EbvNone)
builtInLinkageSymbols[biType] = symbol.clone();
TParseContextBase::trackLinkage(symbol);
}
// Variables that correspond to the user-interface in and out of a stage
// (not the built-in interface) are assigned locations and
// registered as a linkage node (part of the stage's external interface).
//
// Assumes it is called in the order in which locations should be assigned.
void HlslParseContext::assignLocations(TVariable& variable)
{
const auto assignLocation = [&](TVariable& variable) {
const TQualifier& qualifier = variable.getType().getQualifier();
if (qualifier.storage == EvqVaryingIn || qualifier.storage == EvqVaryingOut) {
if (qualifier.builtIn == EbvNone) {
if (qualifier.storage == EvqVaryingIn) {
variable.getWritableType().getQualifier().layoutLocation = nextInLocation;
nextInLocation += intermediate.computeTypeLocationSize(variable.getType());
} else {
variable.getWritableType().getQualifier().layoutLocation = nextOutLocation;
nextOutLocation += intermediate.computeTypeLocationSize(variable.getType());
}
}
Add basic HS/DS implementation. This obsoletes WIP PR #704, which was built on the pre entry point wrapping master. New version here uses entry point wrapping. This is a limited implementation of tessellation shaders. In particular, the following are not functional, and will be added as separate stages to reduce the size of each PR. * patchconstantfunctions accepting per-control-point input values, such as const OutputPatch <hs_out_t, 3> cpv are not implemented. * patchconstantfunctions whose signature requires an aggregate input type such as a structure containing builtin variables. Code to synthesize such calls is not yet present. These restrictions will be relaxed as soon as possible. Simple cases can compile now: see for example Test/hulsl.hull.1.tesc - e.g, writing to inner and outer tessellation factors. PCF invocation is synthesized as an entry point epilogue protected behind a barrier and a test on invocation ID == 0. If there is an existing invocation ID variable it will be used, otherwise one is added to the linkage. The PCF and the shader EP interfaces are unioned and builtins appearing in the PCF but not the EP are also added to the linkage and synthesized as shader inputs. Parameter matching to (eventually arbitrary) PCF signatures is by builtin variable type. Any user variables in the PCF signature will result in an error. Overloaded PCF functions will also result in an error. [domain()], [partitioning()], [outputtopology()], [outputcontrolpoints()], and [patchconstantfunction()] attributes to the shader entry point are in place, with the exception of the Pow2 partitioning mode.
2017-01-07 15:54:10 +00:00
trackLinkage(variable);
}
};
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
if (wasFlattened(variable.getUniqueId())) {
auto& memberList = flattenMap[variable.getUniqueId()].members;
for (auto member = memberList.begin(); member != memberList.end(); ++member)
assignLocation(**member);
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
} else if (wasSplit(variable.getUniqueId())) {
TVariable* splitIoVar = getSplitIoVar(&variable);
const TTypeList* structure = splitIoVar->getType().getStruct();
// Struct splitting can produce empty structures if the only members of the
// struct were builtin interstage IO types. Only assign locations if it
// isn't a struct, or is a non-empty struct.
if (structure == nullptr || !structure->empty())
assignLocation(*splitIoVar);
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
} else {
assignLocation(variable);
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
}
}
//
// Handle seeing a function declarator in the grammar. This is the precursor
// to recognizing a function prototype or function definition.
//
TFunction& HlslParseContext::handleFunctionDeclarator(const TSourceLoc& loc, TFunction& function, bool prototype)
{
//
// Multiple declarations of the same function name are allowed.
//
// If this is a definition, the definition production code will check for redefinitions
// (we don't know at this point if it's a definition or not).
//
bool builtIn;
TSymbol* symbol = symbolTable.find(function.getMangledName(), &builtIn);
const TFunction* prevDec = symbol ? symbol->getAsFunction() : 0;
if (prototype) {
// All built-in functions are defined, even though they don't have a body.
// Count their prototype as a definition instead.
if (symbolTable.atBuiltInLevel())
function.setDefined();
else {
if (prevDec && ! builtIn)
symbol->getAsFunction()->setPrototyped(); // need a writable one, but like having prevDec as a const
function.setPrototyped();
}
}
// This insert won't actually insert it if it's a duplicate signature, but it will still check for
// other forms of name collisions.
if (! symbolTable.insert(function))
error(loc, "function name is redeclaration of existing name", function.getName().c_str(), "");
//
// If this is a redeclaration, it could also be a definition,
// in which case, we need to use the parameter names from this one, and not the one that's
// being redeclared. So, pass back this declaration, not the one in the symbol table.
//
return function;
}
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
// Add interstage IO variables to the linkage in canonical order.
void HlslParseContext::addInterstageIoToLinkage()
{
TSourceLoc loc;
loc.init();
std::vector<tInterstageIoData> io;
io.reserve(interstageBuiltInIo.size());
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
for (auto ioVar = interstageBuiltInIo.begin(); ioVar != interstageBuiltInIo.end(); ++ioVar)
io.push_back(ioVar->first);
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
// Our canonical order is the TBuiltInVariable numeric order.
std::sort(io.begin(), io.end());
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
// We have to (potentially) track two IO blocks, one in, one out. E.g, a GS may have a
// PerVertex block in both directions, possibly with different members.
for (int idx = 0; idx < int(io.size()); ++idx) {
TVariable* var = interstageBuiltInIo[io[idx]];
// Add the loose interstage IO to the linkage
if (var->getType().isLooseAndBuiltIn(language))
trackLinkage(*var);
}
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
}
//
// Handle seeing the function prototype in front of a function definition in the grammar.
// The body is handled after this function returns.
//
TIntermAggregate* HlslParseContext::handleFunctionDefinition(const TSourceLoc& loc, TFunction& function,
const TAttributeMap& attributes, TIntermNode*& entryPointTree)
{
currentCaller = function.getMangledName();
TSymbol* symbol = symbolTable.find(function.getMangledName());
TFunction* prevDec = symbol ? symbol->getAsFunction() : nullptr;
if (! prevDec)
error(loc, "can't find function", function.getName().c_str(), "");
// Note: 'prevDec' could be 'function' if this is the first time we've seen function
// as it would have just been put in the symbol table. Otherwise, we're looking up
// an earlier occurrence.
if (prevDec && prevDec->isDefined()) {
// Then this function already has a body.
error(loc, "function already has a body", function.getName().c_str(), "");
}
if (prevDec && ! prevDec->isDefined()) {
prevDec->setDefined();
// Remember the return type for later checking for RETURN statements.
currentFunctionType = &(prevDec->getType());
} else
currentFunctionType = new TType(EbtVoid);
functionReturnsValue = false;
// Entry points need different I/O and other handling, transform it so the
// rest of this function doesn't care.
entryPointTree = transformEntryPoint(loc, function, attributes);
// Insert the $Global constant buffer.
// TODO: this design fails if new members are declared between function definitions.
if (! insertGlobalUniformBlock())
error(loc, "failed to insert the global constant buffer", "uniform", "");
//
// New symbol table scope for body of function plus its arguments
//
pushScope();
//
// Insert parameters into the symbol table.
// If the parameter has no name, it's not an error, just don't insert it
// (could be used for unused args).
//
// Also, accumulate the list of parameters into the AST, so lower level code
// knows where to find parameters.
//
TIntermAggregate* paramNodes = new TIntermAggregate;
for (int i = 0; i < function.getParamCount(); i++) {
TParameter& param = function[i];
if (param.name != nullptr) {
TVariable *variable = new TVariable(param.name, *param.type);
// Insert the parameters with name in the symbol table.
if (! symbolTable.insert(*variable))
error(loc, "redefinition", variable->getName().c_str(), "");
else {
// Add the parameter to the AST
paramNodes = intermediate.growAggregate(paramNodes,
intermediate.addSymbol(*variable, loc),
loc);
}
} else
paramNodes = intermediate.growAggregate(paramNodes, intermediate.addSymbol(*param.type, loc), loc);
}
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
intermediate.setAggregateOperator(paramNodes, EOpParameters, TType(EbtVoid), loc);
loopNestingLevel = 0;
controlFlowNestingLevel = 0;
postEntryPointReturn = false;
return paramNodes;
}
//
// Do all special handling for the entry point, including wrapping
// the shader's entry point with the official entry point that will call it.
//
// The following:
//
// retType shaderEntryPoint(args...) // shader declared entry point
// { body }
//
// Becomes
//
// out retType ret;
// in iargs<that are input>...;
// out oargs<that are output> ...;
//
// void shaderEntryPoint() // synthesized, but official, entry point
// {
// args<that are input> = iargs...;
// ret = @shaderEntryPoint(args...);
// oargs = args<that are output>...;
// }
//
// The symbol table will still map the original entry point name to the
// the modified function and it's new name:
//
// symbol table: shaderEntryPoint -> @shaderEntryPoint
//
// Returns nullptr if no entry-point tree was built, otherwise, returns
// a subtree that creates the entry point.
//
TIntermNode* HlslParseContext::transformEntryPoint(const TSourceLoc& loc, TFunction& userFunction, const TAttributeMap& attributes)
{
// if we aren't in the entry point, fix the IO as such and exit
if (userFunction.getName().compare(intermediate.getEntryPointName().c_str()) != 0) {
remapNonEntryPointIO(userFunction);
return nullptr;
}
Add basic HS/DS implementation. This obsoletes WIP PR #704, which was built on the pre entry point wrapping master. New version here uses entry point wrapping. This is a limited implementation of tessellation shaders. In particular, the following are not functional, and will be added as separate stages to reduce the size of each PR. * patchconstantfunctions accepting per-control-point input values, such as const OutputPatch <hs_out_t, 3> cpv are not implemented. * patchconstantfunctions whose signature requires an aggregate input type such as a structure containing builtin variables. Code to synthesize such calls is not yet present. These restrictions will be relaxed as soon as possible. Simple cases can compile now: see for example Test/hulsl.hull.1.tesc - e.g, writing to inner and outer tessellation factors. PCF invocation is synthesized as an entry point epilogue protected behind a barrier and a test on invocation ID == 0. If there is an existing invocation ID variable it will be used, otherwise one is added to the linkage. The PCF and the shader EP interfaces are unioned and builtins appearing in the PCF but not the EP are also added to the linkage and synthesized as shader inputs. Parameter matching to (eventually arbitrary) PCF signatures is by builtin variable type. Any user variables in the PCF signature will result in an error. Overloaded PCF functions will also result in an error. [domain()], [partitioning()], [outputtopology()], [outputcontrolpoints()], and [patchconstantfunction()] attributes to the shader entry point are in place, with the exception of the Pow2 partitioning mode.
2017-01-07 15:54:10 +00:00
entryPointFunction = &userFunction; // needed in finish()
// entry point logic...
// Handle entry-point function attributes
const TIntermAggregate* numThreads = attributes[EatNumThreads];
if (numThreads != nullptr) {
const TIntermSequence& sequence = numThreads->getSequence();
for (int lid = 0; lid < int(sequence.size()); ++lid)
intermediate.setLocalSize(lid, sequence[lid]->getAsConstantUnion()->getConstArray()[0].getIConst());
}
Add basic HS/DS implementation. This obsoletes WIP PR #704, which was built on the pre entry point wrapping master. New version here uses entry point wrapping. This is a limited implementation of tessellation shaders. In particular, the following are not functional, and will be added as separate stages to reduce the size of each PR. * patchconstantfunctions accepting per-control-point input values, such as const OutputPatch <hs_out_t, 3> cpv are not implemented. * patchconstantfunctions whose signature requires an aggregate input type such as a structure containing builtin variables. Code to synthesize such calls is not yet present. These restrictions will be relaxed as soon as possible. Simple cases can compile now: see for example Test/hulsl.hull.1.tesc - e.g, writing to inner and outer tessellation factors. PCF invocation is synthesized as an entry point epilogue protected behind a barrier and a test on invocation ID == 0. If there is an existing invocation ID variable it will be used, otherwise one is added to the linkage. The PCF and the shader EP interfaces are unioned and builtins appearing in the PCF but not the EP are also added to the linkage and synthesized as shader inputs. Parameter matching to (eventually arbitrary) PCF signatures is by builtin variable type. Any user variables in the PCF signature will result in an error. Overloaded PCF functions will also result in an error. [domain()], [partitioning()], [outputtopology()], [outputcontrolpoints()], and [patchconstantfunction()] attributes to the shader entry point are in place, with the exception of the Pow2 partitioning mode.
2017-01-07 15:54:10 +00:00
// MaxVertexCount
const TIntermAggregate* maxVertexCount = attributes[EatMaxVertexCount];
Add basic HS/DS implementation. This obsoletes WIP PR #704, which was built on the pre entry point wrapping master. New version here uses entry point wrapping. This is a limited implementation of tessellation shaders. In particular, the following are not functional, and will be added as separate stages to reduce the size of each PR. * patchconstantfunctions accepting per-control-point input values, such as const OutputPatch <hs_out_t, 3> cpv are not implemented. * patchconstantfunctions whose signature requires an aggregate input type such as a structure containing builtin variables. Code to synthesize such calls is not yet present. These restrictions will be relaxed as soon as possible. Simple cases can compile now: see for example Test/hulsl.hull.1.tesc - e.g, writing to inner and outer tessellation factors. PCF invocation is synthesized as an entry point epilogue protected behind a barrier and a test on invocation ID == 0. If there is an existing invocation ID variable it will be used, otherwise one is added to the linkage. The PCF and the shader EP interfaces are unioned and builtins appearing in the PCF but not the EP are also added to the linkage and synthesized as shader inputs. Parameter matching to (eventually arbitrary) PCF signatures is by builtin variable type. Any user variables in the PCF signature will result in an error. Overloaded PCF functions will also result in an error. [domain()], [partitioning()], [outputtopology()], [outputcontrolpoints()], and [patchconstantfunction()] attributes to the shader entry point are in place, with the exception of the Pow2 partitioning mode.
2017-01-07 15:54:10 +00:00
if (maxVertexCount != nullptr) {
if (! intermediate.setVertices(maxVertexCount->getSequence()[0]->getAsConstantUnion()->getConstArray()[0].getIConst())) {
error(loc, "cannot change previously set maxvertexcount attribute", "", "");
}
}
// Handle [patchconstantfunction("...")]
const TIntermAggregate* pcfAttr = attributes[EatPatchConstantFunc];
if (pcfAttr != nullptr) {
const TConstUnion& pcfName = pcfAttr->getSequence()[0]->getAsConstantUnion()->getConstArray()[0];
if (pcfName.getType() != EbtString) {
error(loc, "invalid patch constant function", "", "");
} else {
patchConstantFunctionName = *pcfName.getSConst();
}
}
// Handle [domain("...")]
const TIntermAggregate* domainAttr = attributes[EatDomain];
if (domainAttr != nullptr) {
const TConstUnion& domainType = domainAttr->getSequence()[0]->getAsConstantUnion()->getConstArray()[0];
if (domainType.getType() != EbtString) {
error(loc, "invalid domain", "", "");
} else {
TString domainStr = *domainType.getSConst();
std::transform(domainStr.begin(), domainStr.end(), domainStr.begin(), ::tolower);
TLayoutGeometry domain = ElgNone;
if (domainStr == "tri") {
domain = ElgTriangles;
} else if (domainStr == "quad") {
domain = ElgQuads;
} else if (domainStr == "isoline") {
domain = ElgIsolines;
} else {
error(loc, "unsupported domain type", domainStr.c_str(), "");
}
if (! intermediate.setInputPrimitive(domain)) {
error(loc, "cannot change previously set domain", TQualifier::getGeometryString(domain), "");
}
}
}
// Handle [outputtoplogy("...")]
const TIntermAggregate* topologyAttr = attributes[EatOutputTopology];
if (topologyAttr != nullptr) {
const TConstUnion& topoType = topologyAttr->getSequence()[0]->getAsConstantUnion()->getConstArray()[0];
if (topoType.getType() != EbtString) {
error(loc, "invalid outputtoplogy", "", "");
} else {
TString topologyStr = *topoType.getSConst();
std::transform(topologyStr.begin(), topologyStr.end(), topologyStr.begin(), ::tolower);
TVertexOrder topology = EvoNone;
if (topologyStr == "point") {
topology = EvoNone;
} else if (topologyStr == "line") {
topology = EvoNone;
} else if (topologyStr == "triangle_cw") {
topology = EvoCw;
} else if (topologyStr == "triangle_ccw") {
topology = EvoCcw;
} else {
error(loc, "unsupported outputtoplogy type", topologyStr.c_str(), "");
}
if (topology != EvoNone) {
if (! intermediate.setVertexOrder(topology)) {
error(loc, "cannot change previously set outputtopology", TQualifier::getVertexOrderString(topology), "");
}
}
}
}
// Handle [partitioning("...")]
const TIntermAggregate* partitionAttr = attributes[EatPartitioning];
if (partitionAttr != nullptr) {
const TConstUnion& partType = partitionAttr->getSequence()[0]->getAsConstantUnion()->getConstArray()[0];
if (partType.getType() != EbtString) {
error(loc, "invalid partitioning", "", "");
} else {
TString partitionStr = *partType.getSConst();
std::transform(partitionStr.begin(), partitionStr.end(), partitionStr.begin(), ::tolower);
TVertexSpacing partitioning = EvsNone;
if (partitionStr == "integer") {
partitioning = EvsEqual;
} else if (partitionStr == "fractional_even") {
partitioning = EvsFractionalEven;
} else if (partitionStr == "fractional_odd") {
partitioning = EvsFractionalOdd;
//} else if (partition == "pow2") { // TODO: currently nothing to map this to.
} else {
error(loc, "unsupported partitioning type", partitionStr.c_str(), "");
}
if (! intermediate.setVertexSpacing(partitioning))
error(loc, "cannot change previously set partitioning", TQualifier::getVertexSpacingString(partitioning), "");
}
}
// Handle [outputcontrolpoints("...")]
const TIntermAggregate* outputControlPoints = attributes[EatOutputControlPoints];
if (outputControlPoints != nullptr) {
const TConstUnion& ctrlPointConst = outputControlPoints->getSequence()[0]->getAsConstantUnion()->getConstArray()[0];
if (ctrlPointConst.getType() != EbtInt) {
error(loc, "invalid outputcontrolpoints", "", "");
} else {
const int ctrlPoints = ctrlPointConst.getIConst();
if (! intermediate.setVertices(ctrlPoints)) {
error(loc, "cannot change previously set outputcontrolpoints attribute", "", "");
}
}
}
// Move parameters and return value to shader in/out
TVariable* entryPointOutput; // gets created in remapEntryPointIO
TVector<TVariable*> inputs;
TVector<TVariable*> outputs;
remapEntryPointIO(userFunction, entryPointOutput, inputs, outputs);
// Further this return/in/out transform by flattening, splitting, and assigning locations
const auto makeVariableInOut = [&](TVariable& variable) {
if (variable.getType().isStruct()) {
const TStorageQualifier qualifier = variable.getType().getQualifier().storage;
// struct inputs to the vertex stage and outputs from the fragment stage must be flattened
if ((language == EShLangVertex && qualifier == EvqVaryingIn) ||
(language == EShLangFragment && qualifier == EvqVaryingOut))
flatten(loc, variable);
// Mixture of IO and non-IO must be split
else if (variable.getType().containsBuiltInInterstageIO(language))
split(variable);
}
assignLocations(variable);
};
if (entryPointOutput)
makeVariableInOut(*entryPointOutput);
for (auto it = inputs.begin(); it != inputs.end(); ++it)
makeVariableInOut(*(*it));
for (auto it = outputs.begin(); it != outputs.end(); ++it)
makeVariableInOut(*(*it));
// Synthesize the call
pushScope(); // matches the one in handleFunctionBody()
// new signature
TType voidType(EbtVoid);
TFunction synthEntryPoint(&userFunction.getName(), voidType);
TIntermAggregate* synthParams = new TIntermAggregate();
intermediate.setAggregateOperator(synthParams, EOpParameters, voidType, loc);
intermediate.setEntryPointMangledName(synthEntryPoint.getMangledName().c_str());
intermediate.incrementEntryPointCount();
TFunction callee(&userFunction.getName(), voidType); // call based on old name, which is still in the symbol table
// change original name
userFunction.addPrefix("@"); // change the name in the function, but not in the symbol table
// Copy inputs (shader-in -> calling arg), while building up the call node
TVector<TVariable*> argVars;
TIntermAggregate* synthBody = new TIntermAggregate();
auto inputIt = inputs.begin();
TIntermTyped* callingArgs = nullptr;
for (int i = 0; i < userFunction.getParamCount(); i++) {
TParameter& param = userFunction[i];
argVars.push_back(makeInternalVariable(*param.name, *param.type));
argVars.back()->getWritableType().getQualifier().makeTemporary();
TIntermSymbol* arg = intermediate.addSymbol(*argVars.back());
handleFunctionArgument(&callee, callingArgs, arg);
if (param.type->getQualifier().isParamInput()) {
intermediate.growAggregate(synthBody, handleAssign(loc, EOpAssign, arg,
intermediate.addSymbol(**inputIt)));
inputIt++;
}
}
// Call
currentCaller = synthEntryPoint.getMangledName();
TIntermTyped* callReturn = handleFunctionCall(loc, &callee, callingArgs);
currentCaller = userFunction.getMangledName();
// Return value
if (entryPointOutput)
intermediate.growAggregate(synthBody, handleAssign(loc, EOpAssign,
intermediate.addSymbol(*entryPointOutput), callReturn));
else
intermediate.growAggregate(synthBody, callReturn);
// Output copies
auto outputIt = outputs.begin();
for (int i = 0; i < userFunction.getParamCount(); i++) {
TParameter& param = userFunction[i];
if (param.type->getQualifier().isParamOutput()) {
intermediate.growAggregate(synthBody, handleAssign(loc, EOpAssign,
intermediate.addSymbol(**outputIt),
intermediate.addSymbol(*argVars[i])));
outputIt++;
}
}
// Put the pieces together to form a full function subtree
// for the synthesized entry point.
synthBody->setOperator(EOpSequence);
TIntermNode* synthFunctionDef = synthParams;
handleFunctionBody(loc, synthEntryPoint, synthBody, synthFunctionDef);
Add basic HS/DS implementation. This obsoletes WIP PR #704, which was built on the pre entry point wrapping master. New version here uses entry point wrapping. This is a limited implementation of tessellation shaders. In particular, the following are not functional, and will be added as separate stages to reduce the size of each PR. * patchconstantfunctions accepting per-control-point input values, such as const OutputPatch <hs_out_t, 3> cpv are not implemented. * patchconstantfunctions whose signature requires an aggregate input type such as a structure containing builtin variables. Code to synthesize such calls is not yet present. These restrictions will be relaxed as soon as possible. Simple cases can compile now: see for example Test/hulsl.hull.1.tesc - e.g, writing to inner and outer tessellation factors. PCF invocation is synthesized as an entry point epilogue protected behind a barrier and a test on invocation ID == 0. If there is an existing invocation ID variable it will be used, otherwise one is added to the linkage. The PCF and the shader EP interfaces are unioned and builtins appearing in the PCF but not the EP are also added to the linkage and synthesized as shader inputs. Parameter matching to (eventually arbitrary) PCF signatures is by builtin variable type. Any user variables in the PCF signature will result in an error. Overloaded PCF functions will also result in an error. [domain()], [partitioning()], [outputtopology()], [outputcontrolpoints()], and [patchconstantfunction()] attributes to the shader entry point are in place, with the exception of the Pow2 partitioning mode.
2017-01-07 15:54:10 +00:00
entryPointFunctionBody = synthBody;
return synthFunctionDef;
}
void HlslParseContext::handleFunctionBody(const TSourceLoc& loc, TFunction& function, TIntermNode* functionBody, TIntermNode*& node)
{
node = intermediate.growAggregate(node, functionBody);
intermediate.setAggregateOperator(node, EOpFunction, function.getType(), loc);
node->getAsAggregate()->setName(function.getMangledName().c_str());
popScope();
if (function.getType().getBasicType() != EbtVoid && ! functionReturnsValue)
error(loc, "function does not return a value:", "", function.getName().c_str());
}
// AST I/O is done through shader globals declared in the 'in' or 'out'
// storage class. An HLSL entry point has a return value, input parameters
// and output parameters. These need to get remapped to the AST I/O.
void HlslParseContext::remapEntryPointIO(TFunction& function, TVariable*& returnValue,
TVector<TVariable*>& inputs, TVector<TVariable*>& outputs)
{
// Do the actual work to make a type be a shader input or output variable,
// and clear the original to be non-IO (for use as a normal function parameter/return).
const auto makeIoVariable = [this](const char* name, TType& type, TStorageQualifier storage) {
TVariable* ioVariable = makeInternalVariable(name, type);
clearUniformInputOutput(type.getQualifier());
if (type.getStruct() != nullptr) {
auto newLists = ioTypeMap.find(ioVariable->getType().getStruct());
if (newLists != ioTypeMap.end()) {
if (storage == EvqVaryingIn && newLists->second.input)
ioVariable->getWritableType().setStruct(newLists->second.input);
else if (storage == EvqVaryingOut && newLists->second.output)
ioVariable->getWritableType().setStruct(newLists->second.output);
}
}
if (storage == EvqVaryingIn)
correctInput(ioVariable->getWritableType().getQualifier());
else
correctOutput(ioVariable->getWritableType().getQualifier());
ioVariable->getWritableType().getQualifier().storage = storage;
return ioVariable;
};
// return value is actually a shader-scoped output (out)
if (function.getType().getBasicType() == EbtVoid)
returnValue = nullptr;
else
returnValue = makeIoVariable("@entryPointOutput", function.getWritableType(), EvqVaryingOut);
// parameters are actually shader-scoped inputs and outputs (in or out)
for (int i = 0; i < function.getParamCount(); i++) {
TType& paramType = *function[i].type;
if (paramType.getQualifier().isParamInput()) {
TVariable* argAsGlobal = makeIoVariable(function[i].name->c_str(), paramType, EvqVaryingIn);
inputs.push_back(argAsGlobal);
}
if (paramType.getQualifier().isParamOutput()) {
TVariable* argAsGlobal = makeIoVariable(function[i].name->c_str(), paramType, EvqVaryingOut);
outputs.push_back(argAsGlobal);
}
}
}
// An HLSL function that looks like an entry point, but is not,
// declares entry point IO built-ins, but these have to be undone.
void HlslParseContext::remapNonEntryPointIO(TFunction& function)
{
// return value
if (function.getType().getBasicType() != EbtVoid)
clearUniformInputOutput(function.getWritableType().getQualifier());
// parameters.
// References to structuredbuffer types are left unmodified
for (int i = 0; i < function.getParamCount(); i++)
if (!isReference(*function[i].type))
clearUniformInputOutput(function[i].type->getQualifier());
}
// Handle function returns, including type conversions to the function return type
// if necessary.
TIntermNode* HlslParseContext::handleReturnValue(const TSourceLoc& loc, TIntermTyped* value)
{
functionReturnsValue = true;
if (currentFunctionType->getBasicType() == EbtVoid) {
error(loc, "void function cannot return a value", "return", "");
return intermediate.addBranch(EOpReturn, loc);
} else if (*currentFunctionType != value->getType()) {
value = intermediate.addConversion(EOpReturn, *currentFunctionType, value);
if (value && *currentFunctionType != value->getType())
value = intermediate.addShapeConversion(EOpReturn, *currentFunctionType, value);
if (value == nullptr) {
error(loc, "type does not match, or is not convertible to, the function's return type", "return", "");
return value;
}
}
return intermediate.addBranch(EOpReturn, value, loc);
}
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
void HlslParseContext::handleFunctionArgument(TFunction* function,
TIntermTyped*& arguments, TIntermTyped* newArg)
{
TParameter param = { 0, new TType, nullptr };
param.type->shallowCopy(newArg->getType());
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
function->addParameter(param);
if (arguments)
arguments = intermediate.growAggregate(arguments, newArg);
else
arguments = newArg;
}
// Some simple source assignments need to be flattened to a sequence
// of AST assignments. Catch these and flatten, otherwise, pass through
// to intermediate.addAssign().
//
// Also, assignment to matrix swizzles requires multiple component assignments,
// intercept those as well.
TIntermTyped* HlslParseContext::handleAssign(const TSourceLoc& loc, TOperator op, TIntermTyped* left, TIntermTyped* right)
{
if (left == nullptr || right == nullptr)
return nullptr;
if (left->getAsOperator() && left->getAsOperator()->getOp() == EOpMatrixSwizzle)
return handleAssignToMatrixSwizzle(loc, op, left, right);
const bool isSplitLeft = wasSplit(left);
const bool isSplitRight = wasSplit(right);
const bool isFlattenLeft = wasFlattened(left);
const bool isFlattenRight = wasFlattened(right);
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
// OK to do a single assign if both are split, or both are unsplit. But if one is and the other
// isn't, we fall back to a member-wise copy.
if (! isFlattenLeft && ! isFlattenRight && !isSplitLeft && !isSplitRight)
return intermediate.addAssign(op, left, right, loc);
TIntermAggregate* assignList = nullptr;
const TVector<TVariable*>* leftVariables = nullptr;
const TVector<TVariable*>* rightVariables = nullptr;
// A temporary to store the right node's value, so we don't keep indirecting into it
// if it's not a simple symbol.
TVariable* rhsTempVar = nullptr;
// If the RHS is a simple symbol node, we'll copy it for each member.
TIntermSymbol* cloneSymNode = nullptr;
int memberCount = 0;
// Track how many items there are to copy.
if (left->getType().isStruct())
memberCount = (int)left->getType().getStruct()->size();
if (left->getType().isArray())
memberCount = left->getType().getCumulativeArraySize();
if (isFlattenLeft)
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
leftVariables = &flattenMap.find(left->getAsSymbolNode()->getId())->second.members;
if (isFlattenRight) {
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
rightVariables = &flattenMap.find(right->getAsSymbolNode()->getId())->second.members;
} else {
// The RHS is not flattened. There are several cases:
// 1. 1 item to copy: Use the RHS directly.
// 2. >1 item, simple symbol RHS: we'll create a new TIntermSymbol node for each, but no assign to temp.
// 3. >1 item, complex RHS: assign it to a new temp variable, and create a TIntermSymbol for each member.
if (memberCount <= 1) {
// case 1: we'll use the symbol directly below. Nothing to do.
} else {
if (right->getAsSymbolNode() != nullptr) {
// case 2: we'll copy the symbol per iteration below.
cloneSymNode = right->getAsSymbolNode();
} else {
// case 3: assign to a temp, and indirect into that.
rhsTempVar = makeInternalVariable("flattenTemp", right->getType());
rhsTempVar->getWritableType().getQualifier().makeTemporary();
TIntermTyped* noFlattenRHS = intermediate.addSymbol(*rhsTempVar, loc);
// Add this to the aggregate being built.
assignList = intermediate.growAggregate(assignList, intermediate.addAssign(op, noFlattenRHS, right, loc), loc);
}
}
}
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
int memberIdx = 0;
// When dealing with split arrayed structures of builtins, the arrayness is moved to the extracted builtin
// variables, which is awkward when copying between split and unsplit structures. This variable tracks
// array indirections so they can be percolated from outer structs to inner variables.
std::vector <int> arrayElement;
// We track the outer-most aggregate, so that we can use its storage class later.
const TIntermTyped* outerLeft = left;
const TIntermTyped* outerRight = right;
const auto getMember = [&](bool isLeft, TIntermTyped* node, int member, TIntermTyped* splitNode, int splitMember) -> TIntermTyped * {
TIntermTyped* subTree;
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
const bool flattened = isLeft ? isFlattenLeft : isFlattenRight;
const bool split = isLeft ? isSplitLeft : isSplitRight;
const TIntermTyped* outer = isLeft ? outerLeft : outerRight;
const TVector<TVariable*>& flatVariables = isLeft ? *leftVariables : *rightVariables;
const TOperator op = node->getType().isArray() ? EOpIndexDirect : EOpIndexDirectStruct;
const TType derefType(node->getType(), member);
if (split && derefType.isBuiltInInterstageIO(language)) {
// copy from interstage IO builtin if needed
subTree = intermediate.addSymbol(*interstageBuiltInIo.find(tInterstageIoData(derefType, outer->getType()))->second);
// Arrayness of builtIn symbols isn't handled by the normal recursion: it's been extracted and moved to the builtin.
if (subTree->getType().isArray() && !arrayElement.empty()) {
const TType splitDerefType(subTree->getType(), arrayElement.back());
subTree = intermediate.addIndex(EOpIndexDirect, subTree, intermediate.addConstantUnion(arrayElement.back(), loc), loc);
subTree->setType(splitDerefType);
}
} else if (flattened && isFinalFlattening(derefType)) {
subTree = intermediate.addSymbol(*flatVariables[memberIdx++]);
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
} else {
const TType splitDerefType(splitNode->getType(), splitMember);
subTree = intermediate.addIndex(op, splitNode, intermediate.addConstantUnion(splitMember, loc), loc);
subTree->setType(splitDerefType);
}
return subTree;
};
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
// Use the proper RHS node: a new symbol from a TVariable, copy
// of an TIntermSymbol node, or sometimes the right node directly.
right = rhsTempVar ? intermediate.addSymbol(*rhsTempVar, loc) :
cloneSymNode ? intermediate.addSymbol(*cloneSymNode) :
right;
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
// Cannot use auto here, because this is recursive, and auto can't work out the type without seeing the
// whole thing. So, we'll resort to an explicit type via std::function.
const std::function<void(TIntermTyped* left, TIntermTyped* right, TIntermTyped* splitLeft, TIntermTyped* splitRight)>
traverse = [&](TIntermTyped* left, TIntermTyped* right, TIntermTyped* splitLeft, TIntermTyped* splitRight) -> void {
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
// If we get here, we are assigning to or from a whole array or struct that must be
// flattened, so have to do member-by-member assignment:
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
if (left->getType().isArray()) {
const TType dereferencedType(left->getType(), 0);
// array case
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
for (int element=0; element < left->getType().getOuterArraySize(); ++element) {
Add basic HS/DS implementation. This obsoletes WIP PR #704, which was built on the pre entry point wrapping master. New version here uses entry point wrapping. This is a limited implementation of tessellation shaders. In particular, the following are not functional, and will be added as separate stages to reduce the size of each PR. * patchconstantfunctions accepting per-control-point input values, such as const OutputPatch <hs_out_t, 3> cpv are not implemented. * patchconstantfunctions whose signature requires an aggregate input type such as a structure containing builtin variables. Code to synthesize such calls is not yet present. These restrictions will be relaxed as soon as possible. Simple cases can compile now: see for example Test/hulsl.hull.1.tesc - e.g, writing to inner and outer tessellation factors. PCF invocation is synthesized as an entry point epilogue protected behind a barrier and a test on invocation ID == 0. If there is an existing invocation ID variable it will be used, otherwise one is added to the linkage. The PCF and the shader EP interfaces are unioned and builtins appearing in the PCF but not the EP are also added to the linkage and synthesized as shader inputs. Parameter matching to (eventually arbitrary) PCF signatures is by builtin variable type. Any user variables in the PCF signature will result in an error. Overloaded PCF functions will also result in an error. [domain()], [partitioning()], [outputtopology()], [outputcontrolpoints()], and [patchconstantfunction()] attributes to the shader entry point are in place, with the exception of the Pow2 partitioning mode.
2017-01-07 15:54:10 +00:00
arrayElement.push_back(element);
// Add a new AST symbol node if we have a temp variable holding a complex RHS.
TIntermTyped* subLeft = getMember(true, left, element, left, element);
TIntermTyped* subRight = getMember(false, right, element, right, element);
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
TIntermTyped* subSplitLeft = isSplitLeft ? getMember(true, left, element, splitLeft, element) : subLeft;
TIntermTyped* subSplitRight = isSplitRight ? getMember(false, right, element, splitRight, element) : subRight;
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
if (isFinalFlattening(dereferencedType))
assignList = intermediate.growAggregate(assignList, intermediate.addAssign(op, subLeft, subRight, loc), loc);
else
traverse(subLeft, subRight, subSplitLeft, subSplitRight);
arrayElement.pop_back();
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
}
} else if (left->getType().isStruct()) {
// struct case
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
const auto& membersL = *left->getType().getStruct();
const auto& membersR = *right->getType().getStruct();
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
// These track the members in the split structures corresponding to the same in the unsplit structures,
// which we traverse in parallel.
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
int memberL = 0;
int memberR = 0;
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
for (int member = 0; member < int(membersL.size()); ++member) {
const TType& typeL = *membersL[member].type;
const TType& typeR = *membersR[member].type;
TIntermTyped* subLeft = getMember(true, left, member, left, member);
TIntermTyped* subRight = getMember(false, right, member, right, member);
// If there is no splitting, use the same values to avoid inefficiency.
TIntermTyped* subSplitLeft = isSplitLeft ? getMember(true, left, member, splitLeft, memberL) : subLeft;
TIntermTyped* subSplitRight = isSplitRight ? getMember(false, right, member, splitRight, memberR) : subRight;
// If this is the final flattening (no nested types below to flatten) we'll copy the member, else
// recurse into the type hierarchy. However, if splitting the struct, that means we can copy a whole
// subtree here IFF it does not itself contain any interstage built-in IO variables, so we only have to
// recurse into it if there's something for splitting to do. That can save a lot of AST verbosity for
// a bunch of memberwise copies.
if (isFinalFlattening(typeL) || (!isFlattenLeft && !isFlattenRight &&
!typeL.containsBuiltInInterstageIO(language) && !typeR.containsBuiltInInterstageIO(language))) {
assignList = intermediate.growAggregate(assignList, intermediate.addAssign(op, subSplitLeft, subSplitRight, loc), loc);
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
} else {
traverse(subLeft, subRight, subSplitLeft, subSplitRight);
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
}
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
memberL += (typeL.isBuiltInInterstageIO(language) ? 0 : 1);
memberR += (typeR.isBuiltInInterstageIO(language) ? 0 : 1);
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
}
} else {
assert(0); // we should never be called on a non-flattenable thing, because
// that case bails out above to a simple copy.
}
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
};
TIntermTyped* splitLeft = left;
TIntermTyped* splitRight = right;
// If either left or right was a split structure, we must read or write it, but still have to
// parallel-recurse through the unsplit structure to identify the builtin IO vars.
if (isSplitLeft)
splitLeft = intermediate.addSymbol(*getSplitIoVar(left), loc);
if (isSplitRight)
splitRight = intermediate.addSymbol(*getSplitIoVar(right), loc);
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
// This makes the whole assignment, recursing through subtypes as needed.
traverse(left, right, splitLeft, splitRight);
assert(assignList != nullptr);
assignList->setOperator(EOpSequence);
return assignList;
}
// An assignment to matrix swizzle must be decomposed into individual assignments.
// These must be selected component-wise from the RHS and stored component-wise
// into the LHS.
TIntermTyped* HlslParseContext::handleAssignToMatrixSwizzle(const TSourceLoc& loc, TOperator op, TIntermTyped* left, TIntermTyped* right)
{
assert(left->getAsOperator() && left->getAsOperator()->getOp() == EOpMatrixSwizzle);
if (op != EOpAssign)
error(loc, "only simple assignment to non-simple matrix swizzle is supported", "assign", "");
// isolate the matrix and swizzle nodes
TIntermTyped* matrix = left->getAsBinaryNode()->getLeft()->getAsTyped();
const TIntermSequence& swizzle = left->getAsBinaryNode()->getRight()->getAsAggregate()->getSequence();
// if the RHS isn't already a simple vector, let's store into one
TIntermSymbol* vector = right->getAsSymbolNode();
TIntermTyped* vectorAssign = nullptr;
if (vector == nullptr) {
// create a new intermediate vector variable to assign to
2017-02-17 18:05:14 +00:00
TType vectorType(matrix->getBasicType(), EvqTemporary, matrix->getQualifier().precision, (int)swizzle.size()/2);
vector = intermediate.addSymbol(*makeInternalVariable("intermVec", vectorType), loc);
// assign the right to the new vector
vectorAssign = handleAssign(loc, op, vector, right);
}
// Assign the vector components to the matrix components.
// Store this as a sequence, so a single aggregate node represents this
// entire operation.
TIntermAggregate* result = intermediate.makeAggregate(vectorAssign);
TType columnType(matrix->getType(), 0);
TType componentType(columnType, 0);
TType indexType(EbtInt);
for (int i = 0; i < (int)swizzle.size(); i += 2) {
// the right component, single index into the RHS vector
TIntermTyped* rightComp = intermediate.addIndex(EOpIndexDirect, vector,
intermediate.addConstantUnion(i/2, loc), loc);
// the left component, double index into the LHS matrix
TIntermTyped* leftComp = intermediate.addIndex(EOpIndexDirect, matrix,
intermediate.addConstantUnion(swizzle[i]->getAsConstantUnion()->getConstArray(),
indexType, loc),
loc);
leftComp->setType(columnType);
leftComp = intermediate.addIndex(EOpIndexDirect, leftComp,
intermediate.addConstantUnion(swizzle[i+1]->getAsConstantUnion()->getConstArray(),
indexType, loc),
loc);
leftComp->setType(componentType);
// Add the assignment to the aggregate
result = intermediate.growAggregate(result, intermediate.addAssign(op, leftComp, rightComp, loc));
}
result->setOp(EOpSequence);
return result;
}
//
// HLSL atomic operations have slightly different arguments than
// GLSL/AST/SPIRV. The semantics are converted below in decomposeIntrinsic.
// This provides the post-decomposition equivalent opcode.
//
TOperator HlslParseContext::mapAtomicOp(const TSourceLoc& loc, TOperator op, bool isImage)
{
switch (op) {
case EOpInterlockedAdd: return isImage ? EOpImageAtomicAdd : EOpAtomicAdd;
case EOpInterlockedAnd: return isImage ? EOpImageAtomicAnd : EOpAtomicAnd;
case EOpInterlockedCompareExchange: return isImage ? EOpImageAtomicCompSwap : EOpAtomicCompSwap;
case EOpInterlockedMax: return isImage ? EOpImageAtomicMax : EOpAtomicMax;
case EOpInterlockedMin: return isImage ? EOpImageAtomicMin : EOpAtomicMin;
case EOpInterlockedOr: return isImage ? EOpImageAtomicOr : EOpAtomicOr;
case EOpInterlockedXor: return isImage ? EOpImageAtomicXor : EOpAtomicXor;
case EOpInterlockedExchange: return isImage ? EOpImageAtomicExchange : EOpAtomicExchange;
case EOpInterlockedCompareStore: // TODO: ...
default:
error(loc, "unknown atomic operation", "unknown op", "");
return EOpNull;
}
}
//
// Create a combined sampler/texture from separate sampler and texture.
//
TIntermAggregate* HlslParseContext::handleSamplerTextureCombine(const TSourceLoc& loc, TIntermTyped* argTex, TIntermTyped* argSampler)
{
TIntermAggregate* txcombine = new TIntermAggregate(EOpConstructTextureSampler);
txcombine->getSequence().push_back(argTex);
txcombine->getSequence().push_back(argSampler);
TSampler samplerType = argTex->getType().getSampler();
samplerType.combined = true;
samplerType.shadow = argSampler->getType().getSampler().shadow;
txcombine->setType(TType(samplerType, EvqTemporary));
txcombine->setLoc(loc);
return txcombine;
}
//
// Decompose structure buffer methods into AST
//
void HlslParseContext::decomposeStructBufferMethods(const TSourceLoc& loc, TIntermTyped*& node, TIntermNode* arguments)
{
if (!node || !node->getAsOperator())
return;
const TOperator op = node->getAsOperator()->getOp();
TIntermAggregate* argAggregate = arguments ? arguments->getAsAggregate() : nullptr;
if (argAggregate == nullptr)
return;
// Buffer is the object upon which method is called, so always arg 0
TIntermTyped* bufferObj = argAggregate->getSequence()[0]->getAsTyped();
// Index to obtain the runtime sized array out of the buffer.
TIntermTyped* argArray = indexStructBufferContent(loc, bufferObj);
if (argArray == nullptr)
return; // It might not be a struct buffer method.
switch (op) {
case EOpMethodLoad:
{
TIntermTyped* argIndex = argAggregate->getSequence()[1]->getAsTyped(); // index
// Byte address buffers index in bytes (only multiples of 4 permitted... not so much a byte address
// buffer then, but that's what it calls itself.
const bool isByteAddressBuffer = (argArray->getBasicType() == EbtUint);
if (isByteAddressBuffer)
argIndex = intermediate.addBinaryNode(EOpRightShift, argIndex, intermediate.addConstantUnion(2, loc, true),
loc, TType(EbtInt));
// Index into the array to find the item being loaded.
const TOperator idxOp = (argIndex->getQualifier().storage == EvqConst) ? EOpIndexDirect : EOpIndexIndirect;
node = intermediate.addIndex(idxOp, argArray, argIndex, loc);
const TType derefType(argArray->getType(), 0);
node->setType(derefType);
}
break;
case EOpMethodLoad2:
case EOpMethodLoad3:
case EOpMethodLoad4:
{
TIntermTyped* argIndex = argAggregate->getSequence()[1]->getAsTyped(); // index
TOperator constructOp = EOpNull;
int size = 0;
switch (op) {
case EOpMethodLoad2: size = 2; constructOp = EOpConstructVec2; break;
case EOpMethodLoad3: size = 3; constructOp = EOpConstructVec3; break;
case EOpMethodLoad4: size = 4; constructOp = EOpConstructVec4; break;
default: assert(0);
}
TIntermTyped* body = nullptr;
// First, we'll store the address in a variable to avoid multiple shifts
// (we must convert the byte address to an item address)
TIntermTyped* byteAddrIdx = intermediate.addBinaryNode(EOpRightShift, argIndex,
intermediate.addConstantUnion(2, loc, true), loc, TType(EbtInt));
TVariable* byteAddrSym = makeInternalVariable("byteAddrTemp", TType(EbtInt, EvqTemporary));
TIntermTyped* byteAddrIdxVar = intermediate.addSymbol(*byteAddrSym, loc);
body = intermediate.growAggregate(body, intermediate.addAssign(EOpAssign, byteAddrIdxVar, byteAddrIdx, loc));
TIntermTyped* vec = nullptr;
// These are only valid on (rw)byteaddressbuffers, so we can always perform the >>2
// address conversion.
for (int idx=0; idx<size; ++idx) {
TIntermTyped* offsetIdx = byteAddrIdxVar;
// add index offset
if (idx != 0)
offsetIdx = intermediate.addBinaryNode(EOpAdd, offsetIdx, intermediate.addConstantUnion(idx, loc, true),
loc, TType(EbtInt));
const TOperator idxOp = (offsetIdx->getQualifier().storage == EvqConst) ? EOpIndexDirect : EOpIndexIndirect;
vec = intermediate.growAggregate(vec, intermediate.addIndex(idxOp, argArray, offsetIdx, loc));
}
vec->setType(TType(argArray->getBasicType(), EvqTemporary, size));
vec->getAsAggregate()->setOperator(constructOp);
body = intermediate.growAggregate(body, vec);
body->setType(vec->getType());
body->getAsAggregate()->setOperator(EOpSequence);
node = body;
}
break;
case EOpMethodStore:
case EOpMethodStore2:
case EOpMethodStore3:
case EOpMethodStore4:
{
TIntermTyped* argIndex = argAggregate->getSequence()[1]->getAsTyped(); // address
TIntermTyped* argValue = argAggregate->getSequence()[2]->getAsTyped(); // value
// Index into the array to find the item being loaded.
// Byte address buffers index in bytes (only multiples of 4 permitted... not so much a byte address
// buffer then, but that's what it calls itself.
int size = 0;
switch (op) {
case EOpMethodStore: size = 1; break;
case EOpMethodStore2: size = 2; break;
case EOpMethodStore3: size = 3; break;
case EOpMethodStore4: size = 4; break;
default: assert(0);
}
TIntermAggregate* body = nullptr;
// First, we'll store the address in a variable to avoid multiple shifts
// (we must convert the byte address to an item address)
TIntermTyped* byteAddrIdx = intermediate.addBinaryNode(EOpRightShift, argIndex,
intermediate.addConstantUnion(2, loc, true), loc, TType(EbtInt));
TVariable* byteAddrSym = makeInternalVariable("byteAddrTemp", TType(EbtInt, EvqTemporary));
TIntermTyped* byteAddrIdxVar = intermediate.addSymbol(*byteAddrSym, loc);
body = intermediate.growAggregate(body, intermediate.addAssign(EOpAssign, byteAddrIdxVar, byteAddrIdx, loc));
for (int idx=0; idx<size; ++idx) {
TIntermTyped* offsetIdx = byteAddrIdxVar;
TIntermTyped* idxConst = intermediate.addConstantUnion(idx, loc, true);
// add index offset
if (idx != 0)
offsetIdx = intermediate.addBinaryNode(EOpAdd, offsetIdx, idxConst, loc, TType(EbtInt));
const TOperator idxOp = (offsetIdx->getQualifier().storage == EvqConst) ? EOpIndexDirect : EOpIndexIndirect;
TIntermTyped* lValue = intermediate.addIndex(idxOp, argArray, offsetIdx, loc);
TIntermTyped* rValue = (size == 1) ? argValue :
intermediate.addIndex(EOpIndexDirect, argValue, idxConst, loc);
TIntermTyped* assign = intermediate.addAssign(EOpAssign, lValue, rValue, loc);
body = intermediate.growAggregate(body, assign);
}
body->setOperator(EOpSequence);
node = body;
}
break;
case EOpMethodGetDimensions:
{
const int numArgs = (int)argAggregate->getSequence().size();
TIntermTyped* argNumItems = argAggregate->getSequence()[1]->getAsTyped(); // out num items
TIntermTyped* argStride = numArgs > 2 ? argAggregate->getSequence()[2]->getAsTyped() : nullptr; // out stride
TIntermAggregate* body = nullptr;
// Length output:
if (argArray->getType().isRuntimeSizedArray()) {
TIntermTyped* lengthCall = intermediate.addBuiltInFunctionCall(loc, EOpArrayLength, true, argArray,
argNumItems->getType());
TIntermTyped* assign = intermediate.addAssign(EOpAssign, argNumItems, lengthCall, loc);
body = intermediate.growAggregate(body, assign, loc);
} else {
const int length = argArray->getType().getOuterArraySize();
TIntermTyped* assign = intermediate.addAssign(EOpAssign, argNumItems, intermediate.addConstantUnion(length, loc, true), loc);
body = intermediate.growAggregate(body, assign, loc);
}
// Stride output:
if (argStride != nullptr) {
int size;
int stride;
intermediate.getBaseAlignment(argArray->getType(), size, stride, false,
argArray->getType().getQualifier().layoutMatrix == ElmRowMajor);
TIntermTyped* assign = intermediate.addAssign(EOpAssign, argStride, intermediate.addConstantUnion(stride, loc, true), loc);
body = intermediate.growAggregate(body, assign);
}
body->setOperator(EOpSequence);
node = body;
}
break;
case EOpInterlockedAdd:
case EOpInterlockedAnd:
case EOpInterlockedExchange:
case EOpInterlockedMax:
case EOpInterlockedMin:
case EOpInterlockedOr:
case EOpInterlockedXor:
case EOpInterlockedCompareExchange:
case EOpInterlockedCompareStore:
{
// We'll replace the first argument with the block dereference, and let
// downstream decomposition handle the rest.
TIntermSequence& sequence = argAggregate->getSequence();
TIntermTyped* argIndex = sequence[1]->getAsTyped(); // index
argIndex = intermediate.addBinaryNode(EOpRightShift, argIndex, intermediate.addConstantUnion(2, loc, true),
loc, TType(EbtInt));
const TOperator idxOp = (argIndex->getQualifier().storage == EvqConst) ? EOpIndexDirect : EOpIndexIndirect;
TIntermTyped* element = intermediate.addIndex(idxOp, argArray, argIndex, loc);
const TType derefType(argArray->getType(), 0);
element->setType(derefType);
// Replace the numeric byte offset parameter with array reference.
sequence[1] = element;
sequence.erase(sequence.begin(), sequence.begin()+1);
}
break;
default:
break; // most pass through unchanged
}
}
//
// Decompose DX9 and DX10 sample intrinsics & object methods into AST
//
void HlslParseContext::decomposeSampleMethods(const TSourceLoc& loc, TIntermTyped*& node, TIntermNode* arguments)
{
if (!node || !node->getAsOperator())
return;
const auto clampReturn = [&loc, &node, this](TIntermTyped* result, const TSampler& sampler) -> TIntermTyped* {
// Sampler return must always be a vec4, but we can construct a shorter vector
result->setType(TType(node->getType().getBasicType(), EvqTemporary, node->getVectorSize()));
2016-10-16 17:50:46 +00:00
if (sampler.vectorSize < (unsigned)node->getVectorSize()) {
// Too many components. Construct shorter vector from it.
const TType clampedType(result->getType().getBasicType(), EvqTemporary, sampler.vectorSize);
const TOperator op = intermediate.mapTypeToConstructorOp(clampedType);
result = constructBuiltIn(clampedType, op, result, loc, false);
}
result->setLoc(loc);
return result;
};
const TOperator op = node->getAsOperator()->getOp();
const TIntermAggregate* argAggregate = arguments ? arguments->getAsAggregate() : nullptr;
// Bail out if not a sampler method
if (arguments != nullptr) {
if ((argAggregate != nullptr && argAggregate->getSequence()[0]->getAsTyped()->getBasicType() != EbtSampler))
return;
if (argAggregate == nullptr && arguments->getAsTyped()->getBasicType() != EbtSampler)
return;
}
switch (op) {
// **** DX9 intrinsics: ****
case EOpTexture:
{
// Texture with ddx & ddy is really gradient form in HLSL
if (argAggregate->getSequence().size() == 4)
node->getAsAggregate()->setOperator(EOpTextureGrad);
break;
}
case EOpTextureBias:
{
TIntermTyped* arg0 = argAggregate->getSequence()[0]->getAsTyped(); // sampler
TIntermTyped* arg1 = argAggregate->getSequence()[1]->getAsTyped(); // coord
// HLSL puts bias in W component of coordinate. We extract it and add it to
// the argument list, instead
TIntermTyped* w = intermediate.addConstantUnion(3, loc, true);
TIntermTyped* bias = intermediate.addIndex(EOpIndexDirect, arg1, w, loc);
TOperator constructOp = EOpNull;
const TSampler& sampler = arg0->getType().getSampler();
switch (sampler.dim) {
case Esd1D: constructOp = EOpConstructFloat; break; // 1D
case Esd2D: constructOp = EOpConstructVec2; break; // 2D
case Esd3D: constructOp = EOpConstructVec3; break; // 3D
case EsdCube: constructOp = EOpConstructVec3; break; // also 3D
default: break;
}
TIntermAggregate* constructCoord = new TIntermAggregate(constructOp);
constructCoord->getSequence().push_back(arg1);
constructCoord->setLoc(loc);
// The input vector should never be less than 2, since there's always a bias.
// The max is for safety, and should be a no-op.
constructCoord->setType(TType(arg1->getBasicType(), EvqTemporary, std::max(arg1->getVectorSize() - 1, 0)));
TIntermAggregate* tex = new TIntermAggregate(EOpTexture);
tex->getSequence().push_back(arg0); // sampler
tex->getSequence().push_back(constructCoord); // coordinate
tex->getSequence().push_back(bias); // bias
node = clampReturn(tex, sampler);
break;
}
// **** DX10 methods: ****
case EOpMethodSample: // fall through
case EOpMethodSampleBias: // ...
{
TIntermTyped* argTex = argAggregate->getSequence()[0]->getAsTyped();
TIntermTyped* argSamp = argAggregate->getSequence()[1]->getAsTyped();
TIntermTyped* argCoord = argAggregate->getSequence()[2]->getAsTyped();
TIntermTyped* argBias = nullptr;
TIntermTyped* argOffset = nullptr;
const TSampler& sampler = argTex->getType().getSampler();
int nextArg = 3;
if (op == EOpMethodSampleBias) // SampleBias has a bias arg
argBias = argAggregate->getSequence()[nextArg++]->getAsTyped();
TOperator textureOp = EOpTexture;
if ((int)argAggregate->getSequence().size() == (nextArg+1)) { // last parameter is offset form
textureOp = EOpTextureOffset;
argOffset = argAggregate->getSequence()[nextArg++]->getAsTyped();
}
TIntermAggregate* txcombine = handleSamplerTextureCombine(loc, argTex, argSamp);
TIntermAggregate* txsample = new TIntermAggregate(textureOp);
txsample->getSequence().push_back(txcombine);
txsample->getSequence().push_back(argCoord);
if (argBias != nullptr)
txsample->getSequence().push_back(argBias);
if (argOffset != nullptr)
txsample->getSequence().push_back(argOffset);
node = clampReturn(txsample, sampler);
break;
}
case EOpMethodSampleGrad: // ...
{
TIntermTyped* argTex = argAggregate->getSequence()[0]->getAsTyped();
TIntermTyped* argSamp = argAggregate->getSequence()[1]->getAsTyped();
TIntermTyped* argCoord = argAggregate->getSequence()[2]->getAsTyped();
TIntermTyped* argDDX = argAggregate->getSequence()[3]->getAsTyped();
TIntermTyped* argDDY = argAggregate->getSequence()[4]->getAsTyped();
TIntermTyped* argOffset = nullptr;
const TSampler& sampler = argTex->getType().getSampler();
TOperator textureOp = EOpTextureGrad;
if (argAggregate->getSequence().size() == 6) { // last parameter is offset form
textureOp = EOpTextureGradOffset;
argOffset = argAggregate->getSequence()[5]->getAsTyped();
}
TIntermAggregate* txcombine = handleSamplerTextureCombine(loc, argTex, argSamp);
TIntermAggregate* txsample = new TIntermAggregate(textureOp);
txsample->getSequence().push_back(txcombine);
txsample->getSequence().push_back(argCoord);
txsample->getSequence().push_back(argDDX);
txsample->getSequence().push_back(argDDY);
if (argOffset != nullptr)
txsample->getSequence().push_back(argOffset);
node = clampReturn(txsample, sampler);
break;
}
case EOpMethodGetDimensions:
{
// AST returns a vector of results, which we break apart component-wise into
// separate values to assign to the HLSL method's outputs, ala:
// tx . GetDimensions(width, height);
// float2 sizeQueryTemp = EOpTextureQuerySize
// width = sizeQueryTemp.X;
// height = sizeQueryTemp.Y;
TIntermTyped* argTex = argAggregate->getSequence()[0]->getAsTyped();
const TType& texType = argTex->getType();
assert(texType.getBasicType() == EbtSampler);
const TSampler& sampler = texType.getSampler();
const TSamplerDim dim = sampler.dim;
const bool isImage = sampler.isImage();
const int numArgs = (int)argAggregate->getSequence().size();
int numDims = 0;
switch (dim) {
case Esd1D: numDims = 1; break; // W
case Esd2D: numDims = 2; break; // W, H
case Esd3D: numDims = 3; break; // W, H, D
case EsdCube: numDims = 2; break; // W, H (cube)
case EsdBuffer: numDims = 1; break; // W (buffers)
default:
assert(0 && "unhandled texture dimension");
}
// Arrayed adds another dimension for the number of array elements
if (sampler.isArrayed())
++numDims;
// Establish whether we're querying mip levels
const bool mipQuery = (numArgs > (numDims + 1)) && (!sampler.isMultiSample());
// AST assumes integer return. Will be converted to float if required.
TIntermAggregate* sizeQuery = new TIntermAggregate(isImage ? EOpImageQuerySize : EOpTextureQuerySize);
sizeQuery->getSequence().push_back(argTex);
// If we're querying an explicit LOD, add the LOD, which is always arg #1
if (mipQuery) {
TIntermTyped* queryLod = argAggregate->getSequence()[1]->getAsTyped();
sizeQuery->getSequence().push_back(queryLod);
}
sizeQuery->setType(TType(EbtUint, EvqTemporary, numDims));
sizeQuery->setLoc(loc);
// Return value from size query
TVariable* tempArg = makeInternalVariable("sizeQueryTemp", sizeQuery->getType());
tempArg->getWritableType().getQualifier().makeTemporary();
TIntermTyped* sizeQueryAssign = intermediate.addAssign(EOpAssign,
intermediate.addSymbol(*tempArg, loc),
sizeQuery, loc);
// Compound statement for assigning outputs
TIntermAggregate* compoundStatement = intermediate.makeAggregate(sizeQueryAssign, loc);
// Index of first output parameter
const int outParamBase = mipQuery ? 2 : 1;
for (int compNum = 0; compNum < numDims; ++compNum) {
TIntermTyped* indexedOut = nullptr;
TIntermSymbol* sizeQueryReturn = intermediate.addSymbol(*tempArg, loc);
if (numDims > 1) {
TIntermTyped* component = intermediate.addConstantUnion(compNum, loc, true);
indexedOut = intermediate.addIndex(EOpIndexDirect, sizeQueryReturn, component, loc);
indexedOut->setType(TType(EbtUint, EvqTemporary, 1));
indexedOut->setLoc(loc);
} else {
indexedOut = sizeQueryReturn;
}
TIntermTyped* outParam = argAggregate->getSequence()[outParamBase + compNum]->getAsTyped();
TIntermTyped* compAssign = intermediate.addAssign(EOpAssign, outParam, indexedOut, loc);
compoundStatement = intermediate.growAggregate(compoundStatement, compAssign);
}
// handle mip level parameter
if (mipQuery) {
TIntermTyped* outParam = argAggregate->getSequence()[outParamBase + numDims]->getAsTyped();
TIntermAggregate* levelsQuery = new TIntermAggregate(EOpTextureQueryLevels);
levelsQuery->getSequence().push_back(argTex);
levelsQuery->setType(TType(EbtUint, EvqTemporary, 1));
levelsQuery->setLoc(loc);
TIntermTyped* compAssign = intermediate.addAssign(EOpAssign, outParam, levelsQuery, loc);
compoundStatement = intermediate.growAggregate(compoundStatement, compAssign);
}
// 2DMS formats query # samples, which needs a different query op
if (sampler.isMultiSample()) {
TIntermTyped* outParam = argAggregate->getSequence()[outParamBase + numDims]->getAsTyped();
TIntermAggregate* samplesQuery = new TIntermAggregate(EOpImageQuerySamples);
samplesQuery->getSequence().push_back(argTex);
samplesQuery->setType(TType(EbtUint, EvqTemporary, 1));
samplesQuery->setLoc(loc);
TIntermTyped* compAssign = intermediate.addAssign(EOpAssign, outParam, samplesQuery, loc);
compoundStatement = intermediate.growAggregate(compoundStatement, compAssign);
}
compoundStatement->setOperator(EOpSequence);
compoundStatement->setLoc(loc);
compoundStatement->setType(TType(EbtVoid));
node = compoundStatement;
break;
}
case EOpMethodSampleCmp: // fall through...
case EOpMethodSampleCmpLevelZero:
{
TIntermTyped* argTex = argAggregate->getSequence()[0]->getAsTyped();
TIntermTyped* argSamp = argAggregate->getSequence()[1]->getAsTyped();
TIntermTyped* argCoord = argAggregate->getSequence()[2]->getAsTyped();
TIntermTyped* argCmpVal = argAggregate->getSequence()[3]->getAsTyped();
TIntermTyped* argOffset = nullptr;
// optional offset value
if (argAggregate->getSequence().size() > 4)
argOffset = argAggregate->getSequence()[4]->getAsTyped();
const int coordDimWithCmpVal = argCoord->getType().getVectorSize() + 1; // +1 for cmp
// AST wants comparison value as one of the texture coordinates
TOperator constructOp = EOpNull;
switch (coordDimWithCmpVal) {
// 1D can't happen: there's always at least 1 coordinate dimension + 1 cmp val
case 2: constructOp = EOpConstructVec2; break;
case 3: constructOp = EOpConstructVec3; break;
case 4: constructOp = EOpConstructVec4; break;
case 5: constructOp = EOpConstructVec4; break; // cubeArrayShadow, cmp value is separate arg.
default: assert(0); break;
}
TIntermAggregate* coordWithCmp = new TIntermAggregate(constructOp);
coordWithCmp->getSequence().push_back(argCoord);
if (coordDimWithCmpVal != 5) // cube array shadow is special.
coordWithCmp->getSequence().push_back(argCmpVal);
coordWithCmp->setLoc(loc);
coordWithCmp->setType(TType(argCoord->getBasicType(), EvqTemporary, std::min(coordDimWithCmpVal, 4)));
TOperator textureOp = (op == EOpMethodSampleCmpLevelZero ? EOpTextureLod : EOpTexture);
if (argOffset != nullptr)
textureOp = (op == EOpMethodSampleCmpLevelZero ? EOpTextureLodOffset : EOpTextureOffset);
// Create combined sampler & texture op
TIntermAggregate* txcombine = handleSamplerTextureCombine(loc, argTex, argSamp);
TIntermAggregate* txsample = new TIntermAggregate(textureOp);
txsample->getSequence().push_back(txcombine);
txsample->getSequence().push_back(coordWithCmp);
if (coordDimWithCmpVal == 5) // cube array shadow is special: cmp val follows coord.
txsample->getSequence().push_back(argCmpVal);
// the LevelZero form uses 0 as an explicit LOD
if (op == EOpMethodSampleCmpLevelZero)
txsample->getSequence().push_back(intermediate.addConstantUnion(0.0, EbtFloat, loc, true));
// Add offset if present
if (argOffset != nullptr)
txsample->getSequence().push_back(argOffset);
txsample->setType(node->getType());
txsample->setLoc(loc);
node = txsample;
break;
}
case EOpMethodLoad:
{
TIntermTyped* argTex = argAggregate->getSequence()[0]->getAsTyped();
TIntermTyped* argCoord = argAggregate->getSequence()[1]->getAsTyped();
TIntermTyped* argOffset = nullptr;
TIntermTyped* lodComponent = nullptr;
TIntermTyped* coordSwizzle = nullptr;
const TSampler& sampler = argTex->getType().getSampler();
const bool isMS = sampler.isMultiSample();
const bool isBuffer = sampler.dim == EsdBuffer;
const bool isImage = sampler.isImage();
const TBasicType coordBaseType = argCoord->getType().getBasicType();
// Last component of coordinate is the mip level, for non-MS. we separate them here:
if (isMS || isBuffer || isImage) {
// MS, Buffer, and Image have no LOD
coordSwizzle = argCoord;
} else {
// Extract coordinate
int swizzleSize = argCoord->getType().getVectorSize() - (isMS ? 0 : 1);
TSwizzleSelectors<TVectorSelector> coordFields;
for (int i = 0; i < swizzleSize; ++i)
coordFields.push_back(i);
TIntermTyped* coordIdx = intermediate.addSwizzle(coordFields, loc);
coordSwizzle = intermediate.addIndex(EOpVectorSwizzle, argCoord, coordIdx, loc);
coordSwizzle->setType(TType(coordBaseType, EvqTemporary, coordFields.size()));
// Extract LOD
TIntermTyped* lodIdx = intermediate.addConstantUnion(coordFields.size(), loc, true);
lodComponent = intermediate.addIndex(EOpIndexDirect, argCoord, lodIdx, loc);
lodComponent->setType(TType(coordBaseType, EvqTemporary, 1));
}
const int numArgs = (int)argAggregate->getSequence().size();
const bool hasOffset = ((!isMS && numArgs == 3) || (isMS && numArgs == 4));
// Create texel fetch
const TOperator fetchOp = (isImage ? EOpImageLoad :
hasOffset ? EOpTextureFetchOffset :
EOpTextureFetch);
TIntermAggregate* txfetch = new TIntermAggregate(fetchOp);
// Build up the fetch
txfetch->getSequence().push_back(argTex);
txfetch->getSequence().push_back(coordSwizzle);
if (isMS) {
// add 2DMS sample index
TIntermTyped* argSampleIdx = argAggregate->getSequence()[2]->getAsTyped();
txfetch->getSequence().push_back(argSampleIdx);
} else if (isBuffer) {
// Nothing else to do for buffers.
} else if (isImage) {
// Nothing else to do for images.
} else {
// 2DMS and buffer have no LOD, but everything else does.
txfetch->getSequence().push_back(lodComponent);
}
// Obtain offset arg, if there is one.
if (hasOffset) {
const int offsetPos = (isMS ? 3 : 2);
argOffset = argAggregate->getSequence()[offsetPos]->getAsTyped();
txfetch->getSequence().push_back(argOffset);
}
node = clampReturn(txfetch, sampler);
break;
}
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case EOpMethodSampleLevel:
{
TIntermTyped* argTex = argAggregate->getSequence()[0]->getAsTyped();
TIntermTyped* argSamp = argAggregate->getSequence()[1]->getAsTyped();
TIntermTyped* argCoord = argAggregate->getSequence()[2]->getAsTyped();
TIntermTyped* argLod = argAggregate->getSequence()[3]->getAsTyped();
TIntermTyped* argOffset = nullptr;
const TSampler& sampler = argTex->getType().getSampler();
const int numArgs = (int)argAggregate->getSequence().size();
2016-07-21 21:02:16 +00:00
if (numArgs == 5) // offset, if present
argOffset = argAggregate->getSequence()[4]->getAsTyped();
2016-07-21 21:02:16 +00:00
const TOperator textureOp = (argOffset == nullptr ? EOpTextureLod : EOpTextureLodOffset);
TIntermAggregate* txsample = new TIntermAggregate(textureOp);
TIntermAggregate* txcombine = handleSamplerTextureCombine(loc, argTex, argSamp);
txsample->getSequence().push_back(txcombine);
txsample->getSequence().push_back(argCoord);
txsample->getSequence().push_back(argLod);
if (argOffset != nullptr)
txsample->getSequence().push_back(argOffset);
node = clampReturn(txsample, sampler);
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break;
}
case EOpMethodGather:
{
TIntermTyped* argTex = argAggregate->getSequence()[0]->getAsTyped();
TIntermTyped* argSamp = argAggregate->getSequence()[1]->getAsTyped();
TIntermTyped* argCoord = argAggregate->getSequence()[2]->getAsTyped();
TIntermTyped* argOffset = nullptr;
// Offset is optional
if (argAggregate->getSequence().size() > 3)
argOffset = argAggregate->getSequence()[3]->getAsTyped();
const TOperator textureOp = (argOffset == nullptr ? EOpTextureGather : EOpTextureGatherOffset);
TIntermAggregate* txgather = new TIntermAggregate(textureOp);
TIntermAggregate* txcombine = handleSamplerTextureCombine(loc, argTex, argSamp);
txgather->getSequence().push_back(txcombine);
txgather->getSequence().push_back(argCoord);
// Offset if not given is implicitly channel 0 (red)
if (argOffset != nullptr)
txgather->getSequence().push_back(argOffset);
txgather->setType(node->getType());
txgather->setLoc(loc);
node = txgather;
break;
}
case EOpMethodGatherRed: // fall through...
case EOpMethodGatherGreen: // ...
case EOpMethodGatherBlue: // ...
case EOpMethodGatherAlpha: // ...
case EOpMethodGatherCmpRed: // ...
case EOpMethodGatherCmpGreen: // ...
case EOpMethodGatherCmpBlue: // ...
case EOpMethodGatherCmpAlpha: // ...
{
int channel = 0; // the channel we are gathering
int cmpValues = 0; // 1 if there is a compare value (handier than a bool below)
switch (op) {
case EOpMethodGatherCmpRed: cmpValues = 1; // fall through
case EOpMethodGatherRed: channel = 0; break;
case EOpMethodGatherCmpGreen: cmpValues = 1; // fall through
case EOpMethodGatherGreen: channel = 1; break;
case EOpMethodGatherCmpBlue: cmpValues = 1; // fall through
case EOpMethodGatherBlue: channel = 2; break;
case EOpMethodGatherCmpAlpha: cmpValues = 1; // fall through
case EOpMethodGatherAlpha: channel = 3; break;
default: assert(0); break;
}
// For now, we have nothing to map the component-wise comparison forms
// to, because neither GLSL nor SPIR-V has such an opcode. Issue an
// unimplemented error instead. Most of the machinery is here if that
// should ever become available.
if (cmpValues) {
error(loc, "unimplemented: component-level gather compare", "", "");
return;
}
int arg = 0;
TIntermTyped* argTex = argAggregate->getSequence()[arg++]->getAsTyped();
TIntermTyped* argSamp = argAggregate->getSequence()[arg++]->getAsTyped();
TIntermTyped* argCoord = argAggregate->getSequence()[arg++]->getAsTyped();
TIntermTyped* argOffset = nullptr;
TIntermTyped* argOffsets[4] = { nullptr, nullptr, nullptr, nullptr };
// TIntermTyped* argStatus = nullptr; // TODO: residency
TIntermTyped* argCmp = nullptr;
const TSamplerDim dim = argTex->getType().getSampler().dim;
const int argSize = (int)argAggregate->getSequence().size();
bool hasStatus = (argSize == (5+cmpValues) || argSize == (8+cmpValues));
bool hasOffset1 = false;
bool hasOffset4 = false;
// Only 2D forms can have offsets. Discover if we have 0, 1 or 4 offsets.
if (dim == Esd2D) {
hasOffset1 = (argSize == (4+cmpValues) || argSize == (5+cmpValues));
hasOffset4 = (argSize == (7+cmpValues) || argSize == (8+cmpValues));
}
assert(!(hasOffset1 && hasOffset4));
TOperator textureOp = EOpTextureGather;
// Compare forms have compare value
if (cmpValues != 0)
argCmp = argOffset = argAggregate->getSequence()[arg++]->getAsTyped();
// Some forms have single offset
if (hasOffset1) {
textureOp = EOpTextureGatherOffset; // single offset form
argOffset = argAggregate->getSequence()[arg++]->getAsTyped();
}
// Some forms have 4 gather offsets
if (hasOffset4) {
textureOp = EOpTextureGatherOffsets; // note plural, for 4 offset form
for (int offsetNum = 0; offsetNum < 4; ++offsetNum)
argOffsets[offsetNum] = argAggregate->getSequence()[arg++]->getAsTyped();
}
// Residency status
if (hasStatus) {
// argStatus = argAggregate->getSequence()[arg++]->getAsTyped();
error(loc, "unimplemented: residency status", "", "");
return;
}
TIntermAggregate* txgather = new TIntermAggregate(textureOp);
TIntermAggregate* txcombine = handleSamplerTextureCombine(loc, argTex, argSamp);
TIntermTyped* argChannel = intermediate.addConstantUnion(channel, loc, true);
txgather->getSequence().push_back(txcombine);
txgather->getSequence().push_back(argCoord);
// AST wants an array of 4 offsets, where HLSL has separate args. Here
// we construct an array from the separate args.
if (hasOffset4) {
TType arrayType(EbtInt, EvqTemporary, 2);
TArraySizes arraySizes;
arraySizes.addInnerSize(4);
arrayType.newArraySizes(arraySizes);
TIntermAggregate* initList = new TIntermAggregate(EOpNull);
for (int offsetNum = 0; offsetNum < 4; ++offsetNum)
initList->getSequence().push_back(argOffsets[offsetNum]);
argOffset = addConstructor(loc, initList, arrayType);
}
// Add comparison value if we have one
if (argTex->getType().getSampler().isShadow())
txgather->getSequence().push_back(argCmp);
// Add offset (either 1, or an array of 4) if we have one
if (argOffset != nullptr)
txgather->getSequence().push_back(argOffset);
txgather->getSequence().push_back(argChannel);
txgather->setType(node->getType());
txgather->setLoc(loc);
node = txgather;
break;
}
case EOpMethodCalculateLevelOfDetail:
case EOpMethodCalculateLevelOfDetailUnclamped:
{
TIntermTyped* argTex = argAggregate->getSequence()[0]->getAsTyped();
TIntermTyped* argSamp = argAggregate->getSequence()[1]->getAsTyped();
TIntermTyped* argCoord = argAggregate->getSequence()[2]->getAsTyped();
TIntermAggregate* txquerylod = new TIntermAggregate(EOpTextureQueryLod);
TIntermAggregate* txcombine = handleSamplerTextureCombine(loc, argTex, argSamp);
txquerylod->getSequence().push_back(txcombine);
txquerylod->getSequence().push_back(argCoord);
TIntermTyped* lodComponent = intermediate.addConstantUnion(0, loc, true);
TIntermTyped* lodComponentIdx = intermediate.addIndex(EOpIndexDirect, txquerylod, lodComponent, loc);
lodComponentIdx->setType(TType(EbtFloat, EvqTemporary, 1));
node = lodComponentIdx;
// We cannot currently obtain the unclamped LOD
if (op == EOpMethodCalculateLevelOfDetailUnclamped)
error(loc, "unimplemented: CalculateLevelOfDetailUnclamped", "", "");
break;
}
case EOpMethodGetSamplePosition:
{
error(loc, "unimplemented: GetSamplePosition", "", "");
break;
}
default:
break; // most pass through unchanged
}
}
//
// Decompose geometry shader methods
//
void HlslParseContext::decomposeGeometryMethods(const TSourceLoc& loc, TIntermTyped*& node, TIntermNode* arguments)
{
if (!node || !node->getAsOperator())
return;
const TOperator op = node->getAsOperator()->getOp();
const TIntermAggregate* argAggregate = arguments ? arguments->getAsAggregate() : nullptr;
switch (op) {
case EOpMethodAppend:
if (argAggregate) {
TIntermAggregate* sequence = nullptr;
TIntermAggregate* emit = new TIntermAggregate(EOpEmitVertex);
emit->setLoc(loc);
emit->setType(TType(EbtVoid));
sequence = intermediate.growAggregate(sequence,
handleAssign(loc, EOpAssign,
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
argAggregate->getSequence()[0]->getAsTyped(),
argAggregate->getSequence()[1]->getAsTyped()),
loc);
sequence = intermediate.growAggregate(sequence, emit);
sequence->setOperator(EOpSequence);
sequence->setLoc(loc);
sequence->setType(TType(EbtVoid));
node = sequence;
}
break;
case EOpMethodRestartStrip:
{
TIntermAggregate* cut = new TIntermAggregate(EOpEndPrimitive);
cut->setLoc(loc);
cut->setType(TType(EbtVoid));
node = cut;
}
break;
default:
break; // most pass through unchanged
}
}
//
// Optionally decompose intrinsics to AST opcodes.
//
void HlslParseContext::decomposeIntrinsic(const TSourceLoc& loc, TIntermTyped*& node, TIntermNode* arguments)
{
// Helper to find image data for image atomics:
// OpImageLoad(image[idx])
// We take the image load apart and add its params to the atomic op aggregate node
const auto imageAtomicParams = [this, &loc, &node](TIntermAggregate* atomic, TIntermTyped* load) {
TIntermAggregate* loadOp = load->getAsAggregate();
if (loadOp == nullptr) {
error(loc, "unknown image type in atomic operation", "", "");
node = nullptr;
return;
}
atomic->getSequence().push_back(loadOp->getSequence()[0]);
atomic->getSequence().push_back(loadOp->getSequence()[1]);
};
// Return true if this is an imageLoad, which we will change to an image atomic.
const auto isImageParam = [](TIntermTyped* image) -> bool {
TIntermAggregate* imageAggregate = image->getAsAggregate();
return imageAggregate != nullptr && imageAggregate->getOp() == EOpImageLoad;
};
// HLSL intrinsics can be pass through to native AST opcodes, or decomposed here to existing AST
// opcodes for compatibility with existing software stacks.
static const bool decomposeHlslIntrinsics = true;
if (!decomposeHlslIntrinsics || !node || !node->getAsOperator())
return;
const TIntermAggregate* argAggregate = arguments ? arguments->getAsAggregate() : nullptr;
TIntermUnary* fnUnary = node->getAsUnaryNode();
const TOperator op = node->getAsOperator()->getOp();
switch (op) {
case EOpGenMul:
{
// mul(a,b) -> MatrixTimesMatrix, MatrixTimesVector, MatrixTimesScalar, VectorTimesScalar, Dot, Mul
// Since we are treating HLSL rows like GLSL columns (the first matrix indirection),
// we must reverse the operand order here. Hence, arg0 gets sequence[1], etc.
TIntermTyped* arg0 = argAggregate->getSequence()[1]->getAsTyped();
TIntermTyped* arg1 = argAggregate->getSequence()[0]->getAsTyped();
if (arg0->isVector() && arg1->isVector()) { // vec * vec
node->getAsAggregate()->setOperator(EOpDot);
} else {
node = handleBinaryMath(loc, "mul", EOpMul, arg0, arg1);
}
break;
}
case EOpRcp:
{
// rcp(a) -> 1 / a
TIntermTyped* arg0 = fnUnary->getOperand();
TBasicType type0 = arg0->getBasicType();
TIntermTyped* one = intermediate.addConstantUnion(1, type0, loc, true);
node = handleBinaryMath(loc, "rcp", EOpDiv, one, arg0);
break;
}
case EOpSaturate:
{
// saturate(a) -> clamp(a,0,1)
TIntermTyped* arg0 = fnUnary->getOperand();
TBasicType type0 = arg0->getBasicType();
TIntermAggregate* clamp = new TIntermAggregate(EOpClamp);
clamp->getSequence().push_back(arg0);
clamp->getSequence().push_back(intermediate.addConstantUnion(0, type0, loc, true));
clamp->getSequence().push_back(intermediate.addConstantUnion(1, type0, loc, true));
clamp->setLoc(loc);
clamp->setType(node->getType());
clamp->getWritableType().getQualifier().makeTemporary();
node = clamp;
break;
}
case EOpSinCos:
{
// sincos(a,b,c) -> b = sin(a), c = cos(a)
TIntermTyped* arg0 = argAggregate->getSequence()[0]->getAsTyped();
TIntermTyped* arg1 = argAggregate->getSequence()[1]->getAsTyped();
TIntermTyped* arg2 = argAggregate->getSequence()[2]->getAsTyped();
TIntermTyped* sinStatement = handleUnaryMath(loc, "sin", EOpSin, arg0);
TIntermTyped* cosStatement = handleUnaryMath(loc, "cos", EOpCos, arg0);
TIntermTyped* sinAssign = intermediate.addAssign(EOpAssign, arg1, sinStatement, loc);
TIntermTyped* cosAssign = intermediate.addAssign(EOpAssign, arg2, cosStatement, loc);
TIntermAggregate* compoundStatement = intermediate.makeAggregate(sinAssign, loc);
compoundStatement = intermediate.growAggregate(compoundStatement, cosAssign);
compoundStatement->setOperator(EOpSequence);
compoundStatement->setLoc(loc);
compoundStatement->setType(TType(EbtVoid));
node = compoundStatement;
break;
}
case EOpClip:
{
// clip(a) -> if (any(a<0)) discard;
TIntermTyped* arg0 = fnUnary->getOperand();
TBasicType type0 = arg0->getBasicType();
TIntermTyped* compareNode = nullptr;
// For non-scalars: per experiment with FXC compiler, discard if any component < 0.
if (!arg0->isScalar()) {
// component-wise compare: a < 0
TIntermAggregate* less = new TIntermAggregate(EOpLessThan);
less->getSequence().push_back(arg0);
less->setLoc(loc);
// make vec or mat of bool matching dimensions of input
less->setType(TType(EbtBool, EvqTemporary,
arg0->getType().getVectorSize(),
arg0->getType().getMatrixCols(),
arg0->getType().getMatrixRows(),
arg0->getType().isVector()));
// calculate # of components for comparison const
const int constComponentCount =
std::max(arg0->getType().getVectorSize(), 1) *
std::max(arg0->getType().getMatrixCols(), 1) *
std::max(arg0->getType().getMatrixRows(), 1);
TConstUnion zero;
zero.setDConst(0.0);
TConstUnionArray zeros(constComponentCount, zero);
less->getSequence().push_back(intermediate.addConstantUnion(zeros, arg0->getType(), loc, true));
compareNode = intermediate.addBuiltInFunctionCall(loc, EOpAny, true, less, TType(EbtBool));
} else {
TIntermTyped* zero = intermediate.addConstantUnion(0, type0, loc, true);
compareNode = handleBinaryMath(loc, "clip", EOpLessThan, arg0, zero);
}
TIntermBranch* killNode = intermediate.addBranch(EOpKill, loc);
node = new TIntermSelection(compareNode, killNode, nullptr);
node->setLoc(loc);
break;
}
case EOpLog10:
{
// log10(a) -> log2(a) * 0.301029995663981 (== 1/log2(10))
TIntermTyped* arg0 = fnUnary->getOperand();
TIntermTyped* log2 = handleUnaryMath(loc, "log2", EOpLog2, arg0);
TIntermTyped* base = intermediate.addConstantUnion(0.301029995663981f, EbtFloat, loc, true);
node = handleBinaryMath(loc, "mul", EOpMul, log2, base);
break;
}
case EOpDst:
{
// dest.x = 1;
// dest.y = src0.y * src1.y;
// dest.z = src0.z;
// dest.w = src1.w;
TIntermTyped* arg0 = argAggregate->getSequence()[0]->getAsTyped();
TIntermTyped* arg1 = argAggregate->getSequence()[1]->getAsTyped();
TIntermTyped* y = intermediate.addConstantUnion(1, loc, true);
TIntermTyped* z = intermediate.addConstantUnion(2, loc, true);
TIntermTyped* w = intermediate.addConstantUnion(3, loc, true);
TIntermTyped* src0y = intermediate.addIndex(EOpIndexDirect, arg0, y, loc);
TIntermTyped* src1y = intermediate.addIndex(EOpIndexDirect, arg1, y, loc);
TIntermTyped* src0z = intermediate.addIndex(EOpIndexDirect, arg0, z, loc);
TIntermTyped* src1w = intermediate.addIndex(EOpIndexDirect, arg1, w, loc);
TIntermAggregate* dst = new TIntermAggregate(EOpConstructVec4);
dst->getSequence().push_back(intermediate.addConstantUnion(1.0, EbtFloat, loc, true));
dst->getSequence().push_back(handleBinaryMath(loc, "mul", EOpMul, src0y, src1y));
dst->getSequence().push_back(src0z);
dst->getSequence().push_back(src1w);
dst->setType(TType(EbtFloat, EvqTemporary, 4));
dst->setLoc(loc);
node = dst;
break;
}
case EOpInterlockedAdd: // optional last argument (if present) is assigned from return value
case EOpInterlockedMin: // ...
case EOpInterlockedMax: // ...
case EOpInterlockedAnd: // ...
case EOpInterlockedOr: // ...
case EOpInterlockedXor: // ...
case EOpInterlockedExchange: // always has output arg
{
TIntermTyped* arg0 = argAggregate->getSequence()[0]->getAsTyped(); // dest
TIntermTyped* arg1 = argAggregate->getSequence()[1]->getAsTyped(); // value
TIntermTyped* arg2 = nullptr;
if (argAggregate->getSequence().size() > 2)
arg2 = argAggregate->getSequence()[2]->getAsTyped();
const bool isImage = isImageParam(arg0);
const TOperator atomicOp = mapAtomicOp(loc, op, isImage);
TIntermAggregate* atomic = new TIntermAggregate(atomicOp);
atomic->setType(arg0->getType());
atomic->getWritableType().getQualifier().makeTemporary();
atomic->setLoc(loc);
if (isImage) {
// orig_value = imageAtomicOp(image, loc, data)
imageAtomicParams(atomic, arg0);
atomic->getSequence().push_back(arg1);
if (argAggregate->getSequence().size() > 2) {
node = intermediate.addAssign(EOpAssign, arg2, atomic, loc);
} else {
node = atomic; // no assignment needed, as there was no out var.
}
} else {
// Normal memory variable:
// arg0 = mem, arg1 = data, arg2(optional,out) = orig_value
if (argAggregate->getSequence().size() > 2) {
// optional output param is present. return value goes to arg2.
atomic->getSequence().push_back(arg0);
atomic->getSequence().push_back(arg1);
node = intermediate.addAssign(EOpAssign, arg2, atomic, loc);
} else {
// Set the matching operator. Since output is absent, this is all we need to do.
node->getAsAggregate()->setOperator(atomicOp);
}
}
break;
}
case EOpInterlockedCompareExchange:
{
TIntermTyped* arg0 = argAggregate->getSequence()[0]->getAsTyped(); // dest
TIntermTyped* arg1 = argAggregate->getSequence()[1]->getAsTyped(); // cmp
TIntermTyped* arg2 = argAggregate->getSequence()[2]->getAsTyped(); // value
TIntermTyped* arg3 = argAggregate->getSequence()[3]->getAsTyped(); // orig
const bool isImage = isImageParam(arg0);
TIntermAggregate* atomic = new TIntermAggregate(mapAtomicOp(loc, op, isImage));
atomic->setLoc(loc);
atomic->setType(arg2->getType());
atomic->getWritableType().getQualifier().makeTemporary();
if (isImage) {
imageAtomicParams(atomic, arg0);
} else {
atomic->getSequence().push_back(arg0);
}
atomic->getSequence().push_back(arg1);
atomic->getSequence().push_back(arg2);
node = intermediate.addAssign(EOpAssign, arg3, atomic, loc);
break;
}
case EOpEvaluateAttributeSnapped:
{
// SPIR-V InterpolateAtOffset uses float vec2 offset in pixels
// HLSL uses int2 offset on a 16x16 grid in [-8..7] on x & y:
// iU = (iU<<28)>>28
// fU = ((float)iU)/16
// Targets might handle this natively, in which case they can disable
// decompositions.
TIntermTyped* arg0 = argAggregate->getSequence()[0]->getAsTyped(); // value
TIntermTyped* arg1 = argAggregate->getSequence()[1]->getAsTyped(); // offset
TIntermTyped* i28 = intermediate.addConstantUnion(28, loc, true);
TIntermTyped* iU = handleBinaryMath(loc, ">>", EOpRightShift,
handleBinaryMath(loc, "<<", EOpLeftShift, arg1, i28),
i28);
TIntermTyped* recip16 = intermediate.addConstantUnion((1.0/16.0), EbtFloat, loc, true);
TIntermTyped* floatOffset = handleBinaryMath(loc, "mul", EOpMul,
intermediate.addConversion(EOpConstructFloat,
TType(EbtFloat, EvqTemporary, 2), iU),
recip16);
TIntermAggregate* interp = new TIntermAggregate(EOpInterpolateAtOffset);
interp->getSequence().push_back(arg0);
interp->getSequence().push_back(floatOffset);
interp->setLoc(loc);
interp->setType(arg0->getType());
interp->getWritableType().getQualifier().makeTemporary();
node = interp;
break;
}
case EOpLit:
{
TIntermTyped* n_dot_l = argAggregate->getSequence()[0]->getAsTyped();
TIntermTyped* n_dot_h = argAggregate->getSequence()[1]->getAsTyped();
TIntermTyped* m = argAggregate->getSequence()[2]->getAsTyped();
TIntermAggregate* dst = new TIntermAggregate(EOpConstructVec4);
// Ambient
dst->getSequence().push_back(intermediate.addConstantUnion(1.0, EbtFloat, loc, true));
// Diffuse:
TIntermTyped* zero = intermediate.addConstantUnion(0.0, EbtFloat, loc, true);
TIntermAggregate* diffuse = new TIntermAggregate(EOpMax);
diffuse->getSequence().push_back(n_dot_l);
diffuse->getSequence().push_back(zero);
diffuse->setLoc(loc);
diffuse->setType(TType(EbtFloat));
dst->getSequence().push_back(diffuse);
// Specular:
TIntermAggregate* min_ndot = new TIntermAggregate(EOpMin);
min_ndot->getSequence().push_back(n_dot_l);
min_ndot->getSequence().push_back(n_dot_h);
min_ndot->setLoc(loc);
min_ndot->setType(TType(EbtFloat));
TIntermTyped* compare = handleBinaryMath(loc, "<", EOpLessThan, min_ndot, zero);
TIntermTyped* n_dot_h_m = handleBinaryMath(loc, "mul", EOpMul, n_dot_h, m); // n_dot_h * m
dst->getSequence().push_back(intermediate.addSelection(compare, zero, n_dot_h_m, loc));
// One:
dst->getSequence().push_back(intermediate.addConstantUnion(1.0, EbtFloat, loc, true));
dst->setLoc(loc);
dst->setType(TType(EbtFloat, EvqTemporary, 4));
node = dst;
break;
}
case EOpAsDouble:
{
// asdouble accepts two 32 bit ints. we can use EOpUint64BitsToDouble, but must
// first construct a uint64.
TIntermTyped* arg0 = argAggregate->getSequence()[0]->getAsTyped();
TIntermTyped* arg1 = argAggregate->getSequence()[1]->getAsTyped();
if (arg0->getType().isVector()) { // TODO: ...
error(loc, "double2 conversion not implemented", "asdouble", "");
break;
}
TIntermAggregate* uint64 = new TIntermAggregate(EOpConstructUVec2);
uint64->getSequence().push_back(arg0);
uint64->getSequence().push_back(arg1);
uint64->setType(TType(EbtUint, EvqTemporary, 2)); // convert 2 uints to a uint2
uint64->setLoc(loc);
// bitcast uint2 to a double
TIntermTyped* convert = new TIntermUnary(EOpUint64BitsToDouble);
convert->getAsUnaryNode()->setOperand(uint64);
convert->setLoc(loc);
convert->setType(TType(EbtDouble, EvqTemporary));
node = convert;
break;
}
case EOpF16tof32:
{
// input uvecN with low 16 bits of each component holding a float16. convert to float32.
TIntermTyped* argValue = node->getAsUnaryNode()->getOperand();
TIntermTyped* zero = intermediate.addConstantUnion(0, loc, true);
const int vecSize = argValue->getType().getVectorSize();
TOperator constructOp = EOpNull;
switch (vecSize) {
case 1: constructOp = EOpNull; break; // direct use, no construct needed
case 2: constructOp = EOpConstructVec2; break;
case 3: constructOp = EOpConstructVec3; break;
case 4: constructOp = EOpConstructVec4; break;
default: assert(0); break;
}
// For scalar case, we don't need to construct another type.
TIntermAggregate* result = (vecSize > 1) ? new TIntermAggregate(constructOp) : nullptr;
if (result) {
result->setType(TType(EbtFloat, EvqTemporary, vecSize));
result->setLoc(loc);
}
for (int idx = 0; idx < vecSize; ++idx) {
TIntermTyped* idxConst = intermediate.addConstantUnion(idx, loc, true);
TIntermTyped* component = argValue->getType().isVector() ?
intermediate.addIndex(EOpIndexDirect, argValue, idxConst, loc) : argValue;
if (component != argValue)
component->setType(TType(argValue->getBasicType(), EvqTemporary));
TIntermTyped* unpackOp = new TIntermUnary(EOpUnpackHalf2x16);
unpackOp->setType(TType(EbtFloat, EvqTemporary, 2));
unpackOp->getAsUnaryNode()->setOperand(component);
unpackOp->setLoc(loc);
TIntermTyped* lowOrder = intermediate.addIndex(EOpIndexDirect, unpackOp, zero, loc);
if (result != nullptr) {
result->getSequence().push_back(lowOrder);
node = result;
} else {
node = lowOrder;
}
}
break;
}
case EOpF32tof16:
{
// input floatN converted to 16 bit float in low order bits of each component of uintN
TIntermTyped* argValue = node->getAsUnaryNode()->getOperand();
TIntermTyped* zero = intermediate.addConstantUnion(0.0, EbtFloat, loc, true);
const int vecSize = argValue->getType().getVectorSize();
TOperator constructOp = EOpNull;
switch (vecSize) {
case 1: constructOp = EOpNull; break; // direct use, no construct needed
case 2: constructOp = EOpConstructUVec2; break;
case 3: constructOp = EOpConstructUVec3; break;
case 4: constructOp = EOpConstructUVec4; break;
default: assert(0); break;
}
// For scalar case, we don't need to construct another type.
TIntermAggregate* result = (vecSize > 1) ? new TIntermAggregate(constructOp) : nullptr;
if (result) {
result->setType(TType(EbtUint, EvqTemporary, vecSize));
result->setLoc(loc);
}
for (int idx = 0; idx < vecSize; ++idx) {
TIntermTyped* idxConst = intermediate.addConstantUnion(idx, loc, true);
TIntermTyped* component = argValue->getType().isVector() ?
intermediate.addIndex(EOpIndexDirect, argValue, idxConst, loc) : argValue;
if (component != argValue)
component->setType(TType(argValue->getBasicType(), EvqTemporary));
TIntermAggregate* vec2ComponentAndZero = new TIntermAggregate(EOpConstructVec2);
vec2ComponentAndZero->getSequence().push_back(component);
vec2ComponentAndZero->getSequence().push_back(zero);
vec2ComponentAndZero->setType(TType(EbtFloat, EvqTemporary, 2));
vec2ComponentAndZero->setLoc(loc);
TIntermTyped* packOp = new TIntermUnary(EOpPackHalf2x16);
packOp->getAsUnaryNode()->setOperand(vec2ComponentAndZero);
packOp->setLoc(loc);
packOp->setType(TType(EbtUint, EvqTemporary));
if (result != nullptr) {
result->getSequence().push_back(packOp);
node = result;
} else {
node = packOp;
}
}
break;
}
2017-01-03 21:42:18 +00:00
case EOpD3DCOLORtoUBYTE4:
{
// ivec4 ( x.zyxw * 255.001953 );
TIntermTyped* arg0 = node->getAsUnaryNode()->getOperand();
TSwizzleSelectors<TVectorSelector> selectors;
selectors.push_back(2);
selectors.push_back(1);
selectors.push_back(0);
selectors.push_back(3);
TIntermTyped* swizzleIdx = intermediate.addSwizzle(selectors, loc);
2017-01-03 21:42:18 +00:00
TIntermTyped* swizzled = intermediate.addIndex(EOpVectorSwizzle, arg0, swizzleIdx, loc);
swizzled->setType(arg0->getType());
swizzled->getWritableType().getQualifier().makeTemporary();
TIntermTyped* conversion = intermediate.addConstantUnion(255.001953f, EbtFloat, loc, true);
TIntermTyped* rangeConverted = handleBinaryMath(loc, "mul", EOpMul, conversion, swizzled);
rangeConverted->setType(arg0->getType());
rangeConverted->getWritableType().getQualifier().makeTemporary();
node = intermediate.addConversion(EOpConstructInt, TType(EbtInt, EvqTemporary, 4), rangeConverted);
node->setLoc(loc);
node->setType(TType(EbtInt, EvqTemporary, 4));
break;
}
default:
break; // most pass through unchanged
}
}
//
// Handle seeing function call syntax in the grammar, which could be any of
// - .length() method
// - constructor
// - a call to a built-in function mapped to an operator
// - a call to a built-in function that will remain a function call (e.g., texturing)
// - user function
// - subroutine call (not implemented yet)
//
TIntermTyped* HlslParseContext::handleFunctionCall(const TSourceLoc& loc, TFunction* function, TIntermTyped* arguments)
{
TIntermTyped* result = nullptr;
TOperator op = function->getBuiltInOp();
if (op == EOpArrayLength)
result = handleLengthMethod(loc, function, arguments);
else if (op != EOpNull) {
//
// Then this should be a constructor.
// Don't go through the symbol table for constructors.
// Their parameters will be verified algorithmically.
//
TType type(EbtVoid); // use this to get the type back
if (! constructorError(loc, arguments, *function, op, type)) {
//
// It's a constructor, of type 'type'.
//
result = addConstructor(loc, arguments, type);
if (result == nullptr)
error(loc, "cannot construct with these arguments", type.getCompleteString().c_str(), "");
}
} else {
//
// Find it in the symbol table.
//
const TFunction* fnCandidate = nullptr;
bool builtIn = false;
// TODO: this needs improvement: there's no way at present to look up a signature in
// the symbol table for an arbitrary type. This is a temporary hack until that ability exists.
// It will have false positives, since it doesn't check arg counts or types.
if (arguments && arguments->getAsAggregate()) {
if (isStructBufferType(arguments->getAsAggregate()->getSequence()[0]->getAsTyped()->getType())) {
if (isStructBufferMethod(function->getName())) {
const TString mangle = function->getName() + "(";
TSymbol* symbol = symbolTable.find(mangle, &builtIn);
if (symbol)
fnCandidate = symbol->getAsFunction();
}
}
}
if (fnCandidate == nullptr)
fnCandidate = findFunction(loc, *function, builtIn, arguments);
if (fnCandidate) {
// This is a declared function that might map to
// - a built-in operator,
// - a built-in function not mapped to an operator, or
// - a user function.
// Error check for a function requiring specific extensions present.
if (builtIn && fnCandidate->getNumExtensions())
requireExtensions(loc, fnCandidate->getNumExtensions(), fnCandidate->getExtensions(), fnCandidate->getName().c_str());
// Convert 'in' arguments
if (arguments)
addInputArgumentConversions(*fnCandidate, arguments);
op = fnCandidate->getBuiltInOp();
if (builtIn && op != EOpNull) {
// A function call mapped to a built-in operation.
result = intermediate.addBuiltInFunctionCall(loc, op, fnCandidate->getParamCount() == 1, arguments, fnCandidate->getType());
if (result == nullptr) {
error(arguments->getLoc(), " wrong operand type", "Internal Error",
"built in unary operator function. Type: %s",
static_cast<TIntermTyped*>(arguments)->getCompleteString().c_str());
} else if (result->getAsOperator()) {
builtInOpCheck(loc, *fnCandidate, *result->getAsOperator());
}
} else {
// This is a function call not mapped to built-in operator.
// It could still be a built-in function, but only if PureOperatorBuiltins == false.
result = intermediate.setAggregateOperator(arguments, EOpFunctionCall, fnCandidate->getType(), loc);
TIntermAggregate* call = result->getAsAggregate();
call->setName(fnCandidate->getMangledName());
// this is how we know whether the given function is a built-in function or a user-defined function
// if builtIn == false, it's a userDefined -> could be an overloaded built-in function also
// if builtIn == true, it's definitely a built-in function with EOpNull
if (! builtIn) {
call->setUserDefined();
intermediate.addToCallGraph(infoSink, currentCaller, fnCandidate->getMangledName());
}
}
HLSL: add intrinsic function implicit promotions This PR handles implicit promotions for intrinsics when there is no exact match, such as for example clamp(int, bool, float). In this case the int and bool will be promoted to a float, and the clamp(float, float, float) form used. These promotions can be mixed with shape conversions, e.g, clamp(int, bool2, float2). Output conversions are handled either via the existing addOutputArgumentConversion function, which this PR generalizes to handle either aggregates or unaries, or by intrinsic decomposition. If there are methods or intrinsics to be decomposed, then decomposition is responsible for any output conversions, which turns out to happen automatically in all current cases. This can be revisited once inout conversions are in place. Some cases of actual ambiguity were fixed in several tests, e.g, spv.register.autoassign.* Some intrinsics with only uint versions were expanded to signed ints natively, where the underlying AST and SPIR-V supports that. E.g, countbits. This avoids extraneous conversion nodes. A new function promoteAggregate is added, and used by findFunction. This is essentially a generalization of the "promote 1st or 2nd arg" algorithm in promoteBinary. The actual selection proceeds in three steps, as described in the comments in hlslParseContext::findFunction: 1. Attempt an exact match. If found, use it. 2. If not, obtain the operator from step 1, and promote arguments. 3. Re-select the intrinsic overload from the results of step 2.
2016-11-02 18:42:34 +00:00
// for decompositions, since we want to operate on the function node, not the aggregate holding
// output conversions.
const TIntermTyped* fnNode = result;
HLSL: add intrinsic function implicit promotions This PR handles implicit promotions for intrinsics when there is no exact match, such as for example clamp(int, bool, float). In this case the int and bool will be promoted to a float, and the clamp(float, float, float) form used. These promotions can be mixed with shape conversions, e.g, clamp(int, bool2, float2). Output conversions are handled either via the existing addOutputArgumentConversion function, which this PR generalizes to handle either aggregates or unaries, or by intrinsic decomposition. If there are methods or intrinsics to be decomposed, then decomposition is responsible for any output conversions, which turns out to happen automatically in all current cases. This can be revisited once inout conversions are in place. Some cases of actual ambiguity were fixed in several tests, e.g, spv.register.autoassign.* Some intrinsics with only uint versions were expanded to signed ints natively, where the underlying AST and SPIR-V supports that. E.g, countbits. This avoids extraneous conversion nodes. A new function promoteAggregate is added, and used by findFunction. This is essentially a generalization of the "promote 1st or 2nd arg" algorithm in promoteBinary. The actual selection proceeds in three steps, as described in the comments in hlslParseContext::findFunction: 1. Attempt an exact match. If found, use it. 2. If not, obtain the operator from step 1, and promote arguments. 3. Re-select the intrinsic overload from the results of step 2.
2016-11-02 18:42:34 +00:00
decomposeStructBufferMethods(loc, result, arguments); // HLSL->AST struct buffer method decompositions
decomposeIntrinsic(loc, result, arguments); // HLSL->AST intrinsic decompositions
decomposeSampleMethods(loc, result, arguments); // HLSL->AST sample method decompositions
decomposeGeometryMethods(loc, result, arguments); // HLSL->AST geometry method decompositions
HLSL: add intrinsic function implicit promotions This PR handles implicit promotions for intrinsics when there is no exact match, such as for example clamp(int, bool, float). In this case the int and bool will be promoted to a float, and the clamp(float, float, float) form used. These promotions can be mixed with shape conversions, e.g, clamp(int, bool2, float2). Output conversions are handled either via the existing addOutputArgumentConversion function, which this PR generalizes to handle either aggregates or unaries, or by intrinsic decomposition. If there are methods or intrinsics to be decomposed, then decomposition is responsible for any output conversions, which turns out to happen automatically in all current cases. This can be revisited once inout conversions are in place. Some cases of actual ambiguity were fixed in several tests, e.g, spv.register.autoassign.* Some intrinsics with only uint versions were expanded to signed ints natively, where the underlying AST and SPIR-V supports that. E.g, countbits. This avoids extraneous conversion nodes. A new function promoteAggregate is added, and used by findFunction. This is essentially a generalization of the "promote 1st or 2nd arg" algorithm in promoteBinary. The actual selection proceeds in three steps, as described in the comments in hlslParseContext::findFunction: 1. Attempt an exact match. If found, use it. 2. If not, obtain the operator from step 1, and promote arguments. 3. Re-select the intrinsic overload from the results of step 2.
2016-11-02 18:42:34 +00:00
// Convert 'out' arguments. If it was a constant folded built-in, it won't be an aggregate anymore.
// Built-ins with a single argument aren't called with an aggregate, but they also don't have an output.
// Also, build the qualifier list for user function calls, which are always called with an aggregate.
HLSL: add intrinsic function implicit promotions This PR handles implicit promotions for intrinsics when there is no exact match, such as for example clamp(int, bool, float). In this case the int and bool will be promoted to a float, and the clamp(float, float, float) form used. These promotions can be mixed with shape conversions, e.g, clamp(int, bool2, float2). Output conversions are handled either via the existing addOutputArgumentConversion function, which this PR generalizes to handle either aggregates or unaries, or by intrinsic decomposition. If there are methods or intrinsics to be decomposed, then decomposition is responsible for any output conversions, which turns out to happen automatically in all current cases. This can be revisited once inout conversions are in place. Some cases of actual ambiguity were fixed in several tests, e.g, spv.register.autoassign.* Some intrinsics with only uint versions were expanded to signed ints natively, where the underlying AST and SPIR-V supports that. E.g, countbits. This avoids extraneous conversion nodes. A new function promoteAggregate is added, and used by findFunction. This is essentially a generalization of the "promote 1st or 2nd arg" algorithm in promoteBinary. The actual selection proceeds in three steps, as described in the comments in hlslParseContext::findFunction: 1. Attempt an exact match. If found, use it. 2. If not, obtain the operator from step 1, and promote arguments. 3. Re-select the intrinsic overload from the results of step 2.
2016-11-02 18:42:34 +00:00
// We don't do this is if there has been a decomposition, which will have added its own conversions
// for output parameters.
if (result == fnNode && result->getAsAggregate()) {
TQualifierList& qualifierList = result->getAsAggregate()->getQualifierList();
for (int i = 0; i < fnCandidate->getParamCount(); ++i) {
TStorageQualifier qual = (*fnCandidate)[i].type->getQualifier().storage;
qualifierList.push_back(qual);
}
HLSL: add intrinsic function implicit promotions This PR handles implicit promotions for intrinsics when there is no exact match, such as for example clamp(int, bool, float). In this case the int and bool will be promoted to a float, and the clamp(float, float, float) form used. These promotions can be mixed with shape conversions, e.g, clamp(int, bool2, float2). Output conversions are handled either via the existing addOutputArgumentConversion function, which this PR generalizes to handle either aggregates or unaries, or by intrinsic decomposition. If there are methods or intrinsics to be decomposed, then decomposition is responsible for any output conversions, which turns out to happen automatically in all current cases. This can be revisited once inout conversions are in place. Some cases of actual ambiguity were fixed in several tests, e.g, spv.register.autoassign.* Some intrinsics with only uint versions were expanded to signed ints natively, where the underlying AST and SPIR-V supports that. E.g, countbits. This avoids extraneous conversion nodes. A new function promoteAggregate is added, and used by findFunction. This is essentially a generalization of the "promote 1st or 2nd arg" algorithm in promoteBinary. The actual selection proceeds in three steps, as described in the comments in hlslParseContext::findFunction: 1. Attempt an exact match. If found, use it. 2. If not, obtain the operator from step 1, and promote arguments. 3. Re-select the intrinsic overload from the results of step 2.
2016-11-02 18:42:34 +00:00
result = addOutputArgumentConversions(*fnCandidate, *result->getAsOperator());
}
}
}
// generic error recovery
// TODO: simplification: localize all the error recoveries that look like this, and taking type into account to reduce cascades
if (result == nullptr)
result = intermediate.addConstantUnion(0.0, EbtFloat, loc);
return result;
}
// Finish processing object.length(). This started earlier in handleDotDereference(), where
// the ".length" part was recognized and semantically checked, and finished here where the
// function syntax "()" is recognized.
//
// Return resulting tree node.
TIntermTyped* HlslParseContext::handleLengthMethod(const TSourceLoc& loc, TFunction* function, TIntermNode* intermNode)
{
int length = 0;
if (function->getParamCount() > 0)
error(loc, "method does not accept any arguments", function->getName().c_str(), "");
else {
const TType& type = intermNode->getAsTyped()->getType();
if (type.isArray()) {
if (type.isRuntimeSizedArray()) {
// Create a unary op and let the back end handle it
return intermediate.addBuiltInFunctionCall(loc, EOpArrayLength, true, intermNode, TType(EbtInt));
} else
length = type.getOuterArraySize();
} else if (type.isMatrix())
length = type.getMatrixCols();
else if (type.isVector())
length = type.getVectorSize();
else {
// we should not get here, because earlier semantic checking should have prevented this path
error(loc, ".length()", "unexpected use of .length()", "");
}
}
if (length == 0)
length = 1;
return intermediate.addConstantUnion(length, loc);
}
//
// Add any needed implicit conversions for function-call arguments to input parameters.
//
void HlslParseContext::addInputArgumentConversions(const TFunction& function, TIntermTyped*& arguments)
{
TIntermAggregate* aggregate = arguments->getAsAggregate();
const auto setArg = [&](int argNum, TIntermTyped* arg) {
if (function.getParamCount() == 1)
arguments = arg;
else {
if (aggregate)
aggregate->getSequence()[argNum] = arg;
else
arguments = arg;
}
};
// Process each argument's conversion
for (int i = 0; i < function.getParamCount(); ++i) {
if (! function[i].type->getQualifier().isParamInput())
continue;
// At this early point there is a slight ambiguity between whether an aggregate 'arguments'
// is the single argument itself or its children are the arguments. Only one argument
// means take 'arguments' itself as the one argument.
TIntermTyped* arg = function.getParamCount() == 1
? arguments->getAsTyped()
: (aggregate ? aggregate->getSequence()[i]->getAsTyped() : arguments->getAsTyped());
if (*function[i].type != arg->getType()) {
// In-qualified arguments just need an extra node added above the argument to
// convert to the correct type.
TIntermTyped* convArg = intermediate.addConversion(EOpFunctionCall, *function[i].type, arg);
if (convArg != nullptr)
convArg = intermediate.addShapeConversion(EOpFunctionCall, *function[i].type, convArg);
if (convArg != nullptr)
setArg(i, convArg);
else
error(arg->getLoc(), "cannot convert input argument, argument", "", "%d", i);
} else {
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
if (wasFlattened(arg) || wasSplit(arg)) {
// Will make a two-level subtree.
// The deepest will copy member-by-member to build the structure to pass.
// The level above that will be a two-operand EOpComma sequence that follows the copy by the
// object itself.
TVariable* internalAggregate = makeInternalVariable("aggShadow", *function[i].type);
internalAggregate->getWritableType().getQualifier().makeTemporary();
TIntermSymbol* internalSymbolNode = new TIntermSymbol(internalAggregate->getUniqueId(),
internalAggregate->getName(),
internalAggregate->getType());
internalSymbolNode->setLoc(arg->getLoc());
// This makes the deepest level, the member-wise copy
TIntermAggregate* assignAgg = handleAssign(arg->getLoc(), EOpAssign, internalSymbolNode, arg)->getAsAggregate();
// Now, pair that with the resulting aggregate.
assignAgg = intermediate.growAggregate(assignAgg, internalSymbolNode, arg->getLoc());
assignAgg->setOperator(EOpComma);
assignAgg->setType(internalAggregate->getType());
setArg(i, assignAgg);
}
}
}
}
//
// Add any needed implicit output conversions for function-call arguments. This
// can require a new tree topology, complicated further by whether the function
// has a return value.
//
// Returns a node of a subtree that evaluates to the return value of the function.
//
HLSL: add intrinsic function implicit promotions This PR handles implicit promotions for intrinsics when there is no exact match, such as for example clamp(int, bool, float). In this case the int and bool will be promoted to a float, and the clamp(float, float, float) form used. These promotions can be mixed with shape conversions, e.g, clamp(int, bool2, float2). Output conversions are handled either via the existing addOutputArgumentConversion function, which this PR generalizes to handle either aggregates or unaries, or by intrinsic decomposition. If there are methods or intrinsics to be decomposed, then decomposition is responsible for any output conversions, which turns out to happen automatically in all current cases. This can be revisited once inout conversions are in place. Some cases of actual ambiguity were fixed in several tests, e.g, spv.register.autoassign.* Some intrinsics with only uint versions were expanded to signed ints natively, where the underlying AST and SPIR-V supports that. E.g, countbits. This avoids extraneous conversion nodes. A new function promoteAggregate is added, and used by findFunction. This is essentially a generalization of the "promote 1st or 2nd arg" algorithm in promoteBinary. The actual selection proceeds in three steps, as described in the comments in hlslParseContext::findFunction: 1. Attempt an exact match. If found, use it. 2. If not, obtain the operator from step 1, and promote arguments. 3. Re-select the intrinsic overload from the results of step 2.
2016-11-02 18:42:34 +00:00
TIntermTyped* HlslParseContext::addOutputArgumentConversions(const TFunction& function, TIntermOperator& intermNode)
{
HLSL: add intrinsic function implicit promotions This PR handles implicit promotions for intrinsics when there is no exact match, such as for example clamp(int, bool, float). In this case the int and bool will be promoted to a float, and the clamp(float, float, float) form used. These promotions can be mixed with shape conversions, e.g, clamp(int, bool2, float2). Output conversions are handled either via the existing addOutputArgumentConversion function, which this PR generalizes to handle either aggregates or unaries, or by intrinsic decomposition. If there are methods or intrinsics to be decomposed, then decomposition is responsible for any output conversions, which turns out to happen automatically in all current cases. This can be revisited once inout conversions are in place. Some cases of actual ambiguity were fixed in several tests, e.g, spv.register.autoassign.* Some intrinsics with only uint versions were expanded to signed ints natively, where the underlying AST and SPIR-V supports that. E.g, countbits. This avoids extraneous conversion nodes. A new function promoteAggregate is added, and used by findFunction. This is essentially a generalization of the "promote 1st or 2nd arg" algorithm in promoteBinary. The actual selection proceeds in three steps, as described in the comments in hlslParseContext::findFunction: 1. Attempt an exact match. If found, use it. 2. If not, obtain the operator from step 1, and promote arguments. 3. Re-select the intrinsic overload from the results of step 2.
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assert (intermNode.getAsAggregate() != nullptr || intermNode.getAsUnaryNode() != nullptr);
const TSourceLoc& loc = intermNode.getLoc();
TIntermSequence argSequence; // temp sequence for unary node args
if (intermNode.getAsUnaryNode())
argSequence.push_back(intermNode.getAsUnaryNode()->getOperand());
TIntermSequence& arguments = argSequence.empty() ? intermNode.getAsAggregate()->getSequence() : argSequence;
const auto needsConversion = [&](int argNum) {
return function[argNum].type->getQualifier().isParamOutput() &&
(*function[argNum].type != arguments[argNum]->getAsTyped()->getType() ||
shouldConvertLValue(arguments[argNum]) ||
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
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wasFlattened(arguments[argNum]->getAsTyped()));
};
// Will there be any output conversions?
bool outputConversions = false;
for (int i = 0; i < function.getParamCount(); ++i) {
if (needsConversion(i)) {
outputConversions = true;
break;
}
}
if (! outputConversions)
return &intermNode;
// Setup for the new tree, if needed:
//
// Output conversions need a different tree topology.
// Out-qualified arguments need a temporary of the correct type, with the call
// followed by an assignment of the temporary to the original argument:
// void: function(arg, ...) -> ( function(tempArg, ...), arg = tempArg, ...)
// ret = function(arg, ...) -> ret = (tempRet = function(tempArg, ...), arg = tempArg, ..., tempRet)
// Where the "tempArg" type needs no conversion as an argument, but will convert on assignment.
TIntermTyped* conversionTree = nullptr;
TVariable* tempRet = nullptr;
if (intermNode.getBasicType() != EbtVoid) {
// do the "tempRet = function(...), " bit from above
tempRet = makeInternalVariable("tempReturn", intermNode.getType());
HLSL: add intrinsic function implicit promotions This PR handles implicit promotions for intrinsics when there is no exact match, such as for example clamp(int, bool, float). In this case the int and bool will be promoted to a float, and the clamp(float, float, float) form used. These promotions can be mixed with shape conversions, e.g, clamp(int, bool2, float2). Output conversions are handled either via the existing addOutputArgumentConversion function, which this PR generalizes to handle either aggregates or unaries, or by intrinsic decomposition. If there are methods or intrinsics to be decomposed, then decomposition is responsible for any output conversions, which turns out to happen automatically in all current cases. This can be revisited once inout conversions are in place. Some cases of actual ambiguity were fixed in several tests, e.g, spv.register.autoassign.* Some intrinsics with only uint versions were expanded to signed ints natively, where the underlying AST and SPIR-V supports that. E.g, countbits. This avoids extraneous conversion nodes. A new function promoteAggregate is added, and used by findFunction. This is essentially a generalization of the "promote 1st or 2nd arg" algorithm in promoteBinary. The actual selection proceeds in three steps, as described in the comments in hlslParseContext::findFunction: 1. Attempt an exact match. If found, use it. 2. If not, obtain the operator from step 1, and promote arguments. 3. Re-select the intrinsic overload from the results of step 2.
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TIntermSymbol* tempRetNode = intermediate.addSymbol(*tempRet, loc);
conversionTree = intermediate.addAssign(EOpAssign, tempRetNode, &intermNode, loc);
} else
conversionTree = &intermNode;
conversionTree = intermediate.makeAggregate(conversionTree);
// Process each argument's conversion
for (int i = 0; i < function.getParamCount(); ++i) {
if (needsConversion(i)) {
// Out-qualified arguments needing conversion need to use the topology setup above.
// Do the " ...(tempArg, ...), arg = tempArg" bit from above.
// Make a temporary for what the function expects the argument to look like.
TVariable* tempArg = makeInternalVariable("tempArg", *function[i].type);
tempArg->getWritableType().getQualifier().makeTemporary();
HLSL: add intrinsic function implicit promotions This PR handles implicit promotions for intrinsics when there is no exact match, such as for example clamp(int, bool, float). In this case the int and bool will be promoted to a float, and the clamp(float, float, float) form used. These promotions can be mixed with shape conversions, e.g, clamp(int, bool2, float2). Output conversions are handled either via the existing addOutputArgumentConversion function, which this PR generalizes to handle either aggregates or unaries, or by intrinsic decomposition. If there are methods or intrinsics to be decomposed, then decomposition is responsible for any output conversions, which turns out to happen automatically in all current cases. This can be revisited once inout conversions are in place. Some cases of actual ambiguity were fixed in several tests, e.g, spv.register.autoassign.* Some intrinsics with only uint versions were expanded to signed ints natively, where the underlying AST and SPIR-V supports that. E.g, countbits. This avoids extraneous conversion nodes. A new function promoteAggregate is added, and used by findFunction. This is essentially a generalization of the "promote 1st or 2nd arg" algorithm in promoteBinary. The actual selection proceeds in three steps, as described in the comments in hlslParseContext::findFunction: 1. Attempt an exact match. If found, use it. 2. If not, obtain the operator from step 1, and promote arguments. 3. Re-select the intrinsic overload from the results of step 2.
2016-11-02 18:42:34 +00:00
TIntermSymbol* tempArgNode = intermediate.addSymbol(*tempArg, loc);
// This makes the deepest level, the member-wise copy
TIntermTyped* tempAssign = handleAssign(arguments[i]->getLoc(), EOpAssign, arguments[i]->getAsTyped(), tempArgNode);
tempAssign = handleLvalue(arguments[i]->getLoc(), "assign", tempAssign);
conversionTree = intermediate.growAggregate(conversionTree, tempAssign, arguments[i]->getLoc());
// replace the argument with another node for the same tempArg variable
HLSL: add intrinsic function implicit promotions This PR handles implicit promotions for intrinsics when there is no exact match, such as for example clamp(int, bool, float). In this case the int and bool will be promoted to a float, and the clamp(float, float, float) form used. These promotions can be mixed with shape conversions, e.g, clamp(int, bool2, float2). Output conversions are handled either via the existing addOutputArgumentConversion function, which this PR generalizes to handle either aggregates or unaries, or by intrinsic decomposition. If there are methods or intrinsics to be decomposed, then decomposition is responsible for any output conversions, which turns out to happen automatically in all current cases. This can be revisited once inout conversions are in place. Some cases of actual ambiguity were fixed in several tests, e.g, spv.register.autoassign.* Some intrinsics with only uint versions were expanded to signed ints natively, where the underlying AST and SPIR-V supports that. E.g, countbits. This avoids extraneous conversion nodes. A new function promoteAggregate is added, and used by findFunction. This is essentially a generalization of the "promote 1st or 2nd arg" algorithm in promoteBinary. The actual selection proceeds in three steps, as described in the comments in hlslParseContext::findFunction: 1. Attempt an exact match. If found, use it. 2. If not, obtain the operator from step 1, and promote arguments. 3. Re-select the intrinsic overload from the results of step 2.
2016-11-02 18:42:34 +00:00
arguments[i] = intermediate.addSymbol(*tempArg, loc);
}
}
// Finalize the tree topology (see bigger comment above).
if (tempRet) {
// do the "..., tempRet" bit from above
HLSL: add intrinsic function implicit promotions This PR handles implicit promotions for intrinsics when there is no exact match, such as for example clamp(int, bool, float). In this case the int and bool will be promoted to a float, and the clamp(float, float, float) form used. These promotions can be mixed with shape conversions, e.g, clamp(int, bool2, float2). Output conversions are handled either via the existing addOutputArgumentConversion function, which this PR generalizes to handle either aggregates or unaries, or by intrinsic decomposition. If there are methods or intrinsics to be decomposed, then decomposition is responsible for any output conversions, which turns out to happen automatically in all current cases. This can be revisited once inout conversions are in place. Some cases of actual ambiguity were fixed in several tests, e.g, spv.register.autoassign.* Some intrinsics with only uint versions were expanded to signed ints natively, where the underlying AST and SPIR-V supports that. E.g, countbits. This avoids extraneous conversion nodes. A new function promoteAggregate is added, and used by findFunction. This is essentially a generalization of the "promote 1st or 2nd arg" algorithm in promoteBinary. The actual selection proceeds in three steps, as described in the comments in hlslParseContext::findFunction: 1. Attempt an exact match. If found, use it. 2. If not, obtain the operator from step 1, and promote arguments. 3. Re-select the intrinsic overload from the results of step 2.
2016-11-02 18:42:34 +00:00
TIntermSymbol* tempRetNode = intermediate.addSymbol(*tempRet, loc);
conversionTree = intermediate.growAggregate(conversionTree, tempRetNode, loc);
}
HLSL: add intrinsic function implicit promotions This PR handles implicit promotions for intrinsics when there is no exact match, such as for example clamp(int, bool, float). In this case the int and bool will be promoted to a float, and the clamp(float, float, float) form used. These promotions can be mixed with shape conversions, e.g, clamp(int, bool2, float2). Output conversions are handled either via the existing addOutputArgumentConversion function, which this PR generalizes to handle either aggregates or unaries, or by intrinsic decomposition. If there are methods or intrinsics to be decomposed, then decomposition is responsible for any output conversions, which turns out to happen automatically in all current cases. This can be revisited once inout conversions are in place. Some cases of actual ambiguity were fixed in several tests, e.g, spv.register.autoassign.* Some intrinsics with only uint versions were expanded to signed ints natively, where the underlying AST and SPIR-V supports that. E.g, countbits. This avoids extraneous conversion nodes. A new function promoteAggregate is added, and used by findFunction. This is essentially a generalization of the "promote 1st or 2nd arg" algorithm in promoteBinary. The actual selection proceeds in three steps, as described in the comments in hlslParseContext::findFunction: 1. Attempt an exact match. If found, use it. 2. If not, obtain the operator from step 1, and promote arguments. 3. Re-select the intrinsic overload from the results of step 2.
2016-11-02 18:42:34 +00:00
conversionTree = intermediate.setAggregateOperator(conversionTree, EOpComma, intermNode.getType(), loc);
return conversionTree;
}
//
// Do additional checking of built-in function calls that is not caught
// by normal semantic checks on argument type, extension tagging, etc.
//
// Assumes there has been a semantically correct match to a built-in function prototype.
//
void HlslParseContext::builtInOpCheck(const TSourceLoc& loc, const TFunction& fnCandidate, TIntermOperator& callNode)
{
// Set up convenience accessors to the argument(s). There is almost always
// multiple arguments for the cases below, but when there might be one,
// check the unaryArg first.
const TIntermSequence* argp = nullptr; // confusing to use [] syntax on a pointer, so this is to help get a reference
const TIntermTyped* unaryArg = nullptr;
const TIntermTyped* arg0 = nullptr;
if (callNode.getAsAggregate()) {
argp = &callNode.getAsAggregate()->getSequence();
if (argp->size() > 0)
arg0 = (*argp)[0]->getAsTyped();
} else {
assert(callNode.getAsUnaryNode());
unaryArg = callNode.getAsUnaryNode()->getOperand();
arg0 = unaryArg;
}
const TIntermSequence& aggArgs = *argp; // only valid when unaryArg is nullptr
switch (callNode.getOp()) {
case EOpTextureGather:
case EOpTextureGatherOffset:
case EOpTextureGatherOffsets:
{
// Figure out which variants are allowed by what extensions,
// and what arguments must be constant for which situations.
TString featureString = fnCandidate.getName() + "(...)";
const char* feature = featureString.c_str();
int compArg = -1; // track which argument, if any, is the constant component argument
switch (callNode.getOp()) {
case EOpTextureGather:
// More than two arguments needs gpu_shader5, and rectangular or shadow needs gpu_shader5,
// otherwise, need GL_ARB_texture_gather.
if (fnCandidate.getParamCount() > 2 || fnCandidate[0].type->getSampler().dim == EsdRect || fnCandidate[0].type->getSampler().shadow) {
if (! fnCandidate[0].type->getSampler().shadow)
compArg = 2;
}
break;
case EOpTextureGatherOffset:
// GL_ARB_texture_gather is good enough for 2D non-shadow textures with no component argument
if (! fnCandidate[0].type->getSampler().shadow)
compArg = 3;
break;
case EOpTextureGatherOffsets:
if (! fnCandidate[0].type->getSampler().shadow)
compArg = 3;
break;
default:
break;
}
if (compArg > 0 && compArg < fnCandidate.getParamCount()) {
if (aggArgs[compArg]->getAsConstantUnion()) {
int value = aggArgs[compArg]->getAsConstantUnion()->getConstArray()[0].getIConst();
if (value < 0 || value > 3)
error(loc, "must be 0, 1, 2, or 3:", feature, "component argument");
} else
error(loc, "must be a compile-time constant:", feature, "component argument");
}
break;
}
case EOpTextureOffset:
case EOpTextureFetchOffset:
case EOpTextureProjOffset:
case EOpTextureLodOffset:
case EOpTextureProjLodOffset:
case EOpTextureGradOffset:
case EOpTextureProjGradOffset:
{
// Handle texture-offset limits checking
// Pick which argument has to hold constant offsets
int arg = -1;
switch (callNode.getOp()) {
case EOpTextureOffset: arg = 2; break;
case EOpTextureFetchOffset: arg = (arg0->getType().getSampler().dim != EsdRect) ? 3 : 2; break;
case EOpTextureProjOffset: arg = 2; break;
case EOpTextureLodOffset: arg = 3; break;
case EOpTextureProjLodOffset: arg = 3; break;
case EOpTextureGradOffset: arg = 4; break;
case EOpTextureProjGradOffset: arg = 4; break;
default:
assert(0);
break;
}
if (arg > 0) {
if (! aggArgs[arg]->getAsConstantUnion())
error(loc, "argument must be compile-time constant", "texel offset", "");
else {
const TType& type = aggArgs[arg]->getAsTyped()->getType();
for (int c = 0; c < type.getVectorSize(); ++c) {
int offset = aggArgs[arg]->getAsConstantUnion()->getConstArray()[c].getIConst();
if (offset > resources.maxProgramTexelOffset || offset < resources.minProgramTexelOffset)
error(loc, "value is out of range:", "texel offset", "[gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset]");
}
}
}
break;
}
case EOpTextureQuerySamples:
case EOpImageQuerySamples:
break;
case EOpImageAtomicAdd:
case EOpImageAtomicMin:
case EOpImageAtomicMax:
case EOpImageAtomicAnd:
case EOpImageAtomicOr:
case EOpImageAtomicXor:
case EOpImageAtomicExchange:
case EOpImageAtomicCompSwap:
break;
case EOpInterpolateAtCentroid:
case EOpInterpolateAtSample:
case EOpInterpolateAtOffset:
// Make sure the first argument is an interpolant, or an array element of an interpolant
if (arg0->getType().getQualifier().storage != EvqVaryingIn) {
// It might still be an array element.
//
// We could check more, but the semantics of the first argument are already met; the
// only way to turn an array into a float/vec* is array dereference and swizzle.
//
// ES and desktop 4.3 and earlier: swizzles may not be used
// desktop 4.4 and later: swizzles may be used
const TIntermTyped* base = TIntermediate::findLValueBase(arg0, true);
if (base == nullptr || base->getType().getQualifier().storage != EvqVaryingIn)
error(loc, "first argument must be an interpolant, or interpolant-array element", fnCandidate.getName().c_str(), "");
}
break;
default:
break;
}
}
//
// Handle seeing a built-in constructor in a grammar production.
//
TFunction* HlslParseContext::handleConstructorCall(const TSourceLoc& loc, const TType& type)
{
TOperator op = intermediate.mapTypeToConstructorOp(type);
if (op == EOpNull) {
error(loc, "cannot construct this type", type.getBasicString(), "");
return nullptr;
}
TString empty("");
return new TFunction(&empty, type, op);
}
//
// Handle seeing a "COLON semantic" at the end of a type declaration,
// by updating the type according to the semantic.
//
void HlslParseContext::handleSemantic(TSourceLoc loc, TQualifier& qualifier, const TString& semantic)
{
// TODO: need to know if it's an input or an output
// The following sketches what needs to be done, but can't be right
// without taking into account stage and input/output.
TString semanticUpperCase = semantic;
std::transform(semanticUpperCase.begin(), semanticUpperCase.end(), semanticUpperCase.begin(), ::toupper);
// in DX9, all outputs had to have a semantic associated with them, that was either consumed
// by the system or was a specific register assignment
// in DX10+, only semantics with the SV_ prefix have any meaning beyond decoration
// Fxc will only accept DX9 style semantics in compat mode
// Also, in DX10 if a SV value is present as the input of a stage, but isn't appropriate for that
// stage, it would just be ignored as it is likely there as part of an output struct from one stage
// to the next
bool bParseDX9 = false;
if (bParseDX9) {
if (semanticUpperCase == "PSIZE")
qualifier.builtIn = EbvPointSize;
else if (semantic == "FOG")
qualifier.builtIn = EbvFogFragCoord;
else if (semanticUpperCase == "DEPTH")
qualifier.builtIn = EbvFragDepth;
else if (semanticUpperCase == "VFACE")
qualifier.builtIn = EbvFace;
else if (semanticUpperCase == "VPOS")
qualifier.builtIn = EbvFragCoord;
}
// SV Position has a different meaning in vertex vs fragment
if (semanticUpperCase == "SV_POSITION" && language != EShLangFragment)
qualifier.builtIn = EbvPosition;
else if (semanticUpperCase == "SV_POSITION" && language == EShLangFragment)
qualifier.builtIn = EbvFragCoord;
else if (semanticUpperCase == "SV_CLIPDISTANCE")
qualifier.builtIn = EbvClipDistance;
else if (semanticUpperCase == "SV_CULLDISTANCE")
qualifier.builtIn = EbvCullDistance;
else if (semanticUpperCase == "SV_VERTEXID")
qualifier.builtIn = EbvVertexIndex;
else if (semanticUpperCase == "SV_VIEWPORTARRAYINDEX")
qualifier.builtIn = EbvViewportIndex;
else if (semanticUpperCase == "SV_TESSFACTOR")
qualifier.builtIn = EbvTessLevelOuter;
// Targets are defined 0-7
else if (semanticUpperCase == "SV_TARGET") {
qualifier.builtIn = EbvNone;
// qualifier.layoutLocation = 0;
} else if (semanticUpperCase == "SV_TARGET0") {
qualifier.builtIn = EbvNone;
// qualifier.layoutLocation = 0;
} else if (semanticUpperCase == "SV_TARGET1") {
qualifier.builtIn = EbvNone;
// qualifier.layoutLocation = 1;
} else if (semanticUpperCase == "SV_TARGET2") {
qualifier.builtIn = EbvNone;
// qualifier.layoutLocation = 2;
} else if (semanticUpperCase == "SV_TARGET3") {
qualifier.builtIn = EbvNone;
// qualifier.layoutLocation = 3;
} else if (semanticUpperCase == "SV_TARGET4") {
qualifier.builtIn = EbvNone;
// qualifier.layoutLocation = 4;
} else if (semanticUpperCase == "SV_TARGET5") {
qualifier.builtIn = EbvNone;
// qualifier.layoutLocation = 5;
} else if (semanticUpperCase == "SV_TARGET6") {
qualifier.builtIn = EbvNone;
// qualifier.layoutLocation = 6;
} else if (semanticUpperCase == "SV_TARGET7") {
qualifier.builtIn = EbvNone;
// qualifier.layoutLocation = 7;
} else if (semanticUpperCase == "SV_SAMPLEINDEX")
qualifier.builtIn = EbvSampleId;
else if (semanticUpperCase == "SV_RENDERTARGETARRAYINDEX")
qualifier.builtIn = EbvLayer;
else if (semanticUpperCase == "SV_PRIMITIVEID")
qualifier.builtIn = EbvPrimitiveId;
else if (semanticUpperCase == "SV_OUTPUTCONTROLPOINTID")
qualifier.builtIn = EbvInvocationId;
else if (semanticUpperCase == "SV_ISFRONTFACE")
qualifier.builtIn = EbvFace;
else if (semanticUpperCase == "SV_INSTANCEID")
qualifier.builtIn = EbvInstanceIndex;
else if (semanticUpperCase == "SV_INSIDETESSFACTOR")
qualifier.builtIn = EbvTessLevelInner;
else if (semanticUpperCase == "SV_GSINSTANCEID")
qualifier.builtIn = EbvInvocationId;
else if (semanticUpperCase == "SV_DISPATCHTHREADID")
qualifier.builtIn = EbvGlobalInvocationId;
else if (semanticUpperCase == "SV_GROUPTHREADID")
qualifier.builtIn = EbvLocalInvocationId;
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else if (semanticUpperCase == "SV_GROUPINDEX")
qualifier.builtIn = EbvLocalInvocationIndex;
else if (semanticUpperCase == "SV_GROUPID")
qualifier.builtIn = EbvWorkGroupId;
else if (semanticUpperCase == "SV_DOMAINLOCATION")
qualifier.builtIn = EbvTessCoord;
else if (semanticUpperCase == "SV_DEPTH")
qualifier.builtIn = EbvFragDepth;
else if( semanticUpperCase == "SV_COVERAGE")
qualifier.builtIn = EbvSampleMask;
// TODO, these need to get refined to be more specific
else if( semanticUpperCase == "SV_DEPTHGREATEREQUAL")
qualifier.builtIn = EbvFragDepthGreater;
else if( semanticUpperCase == "SV_DEPTHLESSEQUAL")
qualifier.builtIn = EbvFragDepthLesser;
else if( semanticUpperCase == "SV_STENCILREF")
error(loc, "unimplemented; need ARB_shader_stencil_export", "SV_STENCILREF", "");
}
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//
// Handle seeing something like "PACKOFFSET LEFT_PAREN c[Subcomponent][.component] RIGHT_PAREN"
2016-07-29 19:03:05 +00:00
//
// 'location' has the "c[Subcomponent]" part.
// 'component' points to the "component" part, or nullptr if not present.
//
void HlslParseContext::handlePackOffset(const TSourceLoc& loc, TQualifier& qualifier, const glslang::TString& location,
const glslang::TString* component)
2016-07-29 19:03:05 +00:00
{
if (location.size() == 0 || location[0] != 'c') {
error(loc, "expected 'c'", "packoffset", "");
return;
}
if (location.size() == 1)
return;
if (! isdigit(location[1])) {
error(loc, "expected number after 'c'", "packoffset", "");
return;
}
qualifier.layoutOffset = 16 * atoi(location.substr(1, location.size()).c_str());
if (component != nullptr) {
2016-07-29 19:03:05 +00:00
int componentOffset = 0;
switch ((*component)[0]) {
case 'x': componentOffset = 0; break;
case 'y': componentOffset = 4; break;
case 'z': componentOffset = 8; break;
case 'w': componentOffset = 12; break;
default:
componentOffset = -1;
break;
}
if (componentOffset < 0 || component->size() > 1) {
error(loc, "expected {x, y, z, w} for component", "packoffset", "");
return;
}
qualifier.layoutOffset += componentOffset;
2016-07-29 19:03:05 +00:00
}
}
//
// Handle seeing something like "REGISTER LEFT_PAREN [shader_profile,] Type# RIGHT_PAREN"
//
// 'profile' points to the shader_profile part, or nullptr if not present.
// 'desc' is the type# part.
//
void HlslParseContext::handleRegister(const TSourceLoc& loc, TQualifier& qualifier, const glslang::TString* profile,
const glslang::TString& desc, int subComponent, const glslang::TString* spaceDesc)
{
if (profile != nullptr)
warn(loc, "ignoring shader_profile", "register", "");
if (desc.size() < 1) {
error(loc, "expected register type", "register", "");
return;
}
int regNumber = 0;
if (desc.size() > 1) {
if (isdigit(desc[1]))
regNumber = atoi(desc.substr(1, desc.size()).c_str());
else {
error(loc, "expected register number after register type", "register", "");
return;
}
}
// TODO: learn what all these really mean and how they interact with regNumber and subComponent
switch (std::tolower(desc[0])) {
case 'b':
case 't':
case 'c':
case 's':
case 'u':
qualifier.layoutBinding = regNumber + subComponent;
break;
default:
warn(loc, "ignoring unrecognized register type", "register", "%c", desc[0]);
break;
}
// space
unsigned int setNumber;
const auto crackSpace = [&]() -> bool {
const int spaceLen = 5;
if (spaceDesc->size() < spaceLen + 1)
return false;
if (spaceDesc->compare(0, spaceLen, "space") != 0)
return false;
if (! isdigit((*spaceDesc)[spaceLen]))
return false;
setNumber = atoi(spaceDesc->substr(spaceLen, spaceDesc->size()).c_str());
return true;
};
if (spaceDesc) {
if (! crackSpace()) {
error(loc, "expected spaceN", "register", "");
return;
}
qualifier.layoutSet = setNumber;
}
}
//
// Same error message for all places assignments don't work.
//
void HlslParseContext::assignError(const TSourceLoc& loc, const char* op, TString left, TString right)
{
error(loc, "", op, "cannot convert from '%s' to '%s'",
right.c_str(), left.c_str());
}
//
// Same error message for all places unary operations don't work.
//
void HlslParseContext::unaryOpError(const TSourceLoc& loc, const char* op, TString operand)
{
error(loc, " wrong operand type", op,
"no operation '%s' exists that takes an operand of type %s (or there is no acceptable conversion)",
op, operand.c_str());
}
//
// Same error message for all binary operations don't work.
//
void HlslParseContext::binaryOpError(const TSourceLoc& loc, const char* op, TString left, TString right)
{
error(loc, " wrong operand types:", op,
"no operation '%s' exists that takes a left-hand operand of type '%s' and "
"a right operand of type '%s' (or there is no acceptable conversion)",
op, left.c_str(), right.c_str());
}
//
// A basic type of EbtVoid is a key that the name string was seen in the source, but
// it was not found as a variable in the symbol table. If so, give the error
// message and insert a dummy variable in the symbol table to prevent future errors.
//
void HlslParseContext::variableCheck(TIntermTyped*& nodePtr)
{
TIntermSymbol* symbol = nodePtr->getAsSymbolNode();
if (! symbol)
return;
if (symbol->getType().getBasicType() == EbtVoid) {
error(symbol->getLoc(), "undeclared identifier", symbol->getName().c_str(), "");
// Add to symbol table to prevent future error messages on the same name
if (symbol->getName().size() > 0) {
TVariable* fakeVariable = new TVariable(&symbol->getName(), TType(EbtFloat));
symbolTable.insert(*fakeVariable);
// substitute a symbol node for this new variable
nodePtr = intermediate.addSymbol(*fakeVariable, symbol->getLoc());
}
}
}
//
// Both test, and if necessary spit out an error, to see if the node is really
// a constant.
//
void HlslParseContext::constantValueCheck(TIntermTyped* node, const char* token)
{
if (node->getQualifier().storage != EvqConst)
error(node->getLoc(), "constant expression required", token, "");
}
//
// Both test, and if necessary spit out an error, to see if the node is really
// an integer.
//
void HlslParseContext::integerCheck(const TIntermTyped* node, const char* token)
{
if ((node->getBasicType() == EbtInt || node->getBasicType() == EbtUint) && node->isScalar())
return;
error(node->getLoc(), "scalar integer expression required", token, "");
}
//
// Both test, and if necessary spit out an error, to see if we are currently
// globally scoped.
//
void HlslParseContext::globalCheck(const TSourceLoc& loc, const char* token)
{
if (! symbolTable.atGlobalLevel())
error(loc, "not allowed in nested scope", token, "");
}
bool HlslParseContext::builtInName(const TString& /*identifier*/)
{
return false;
}
//
// Make sure there is enough data and not too many arguments provided to the
// constructor to build something of the type of the constructor. Also returns
// the type of the constructor.
//
// Returns true if there was an error in construction.
//
bool HlslParseContext::constructorError(const TSourceLoc& loc, TIntermNode* node, TFunction& function,
TOperator op, TType& type)
{
type.shallowCopy(function.getType());
bool constructingMatrix = false;
switch (op) {
case EOpConstructTextureSampler:
return constructorTextureSamplerError(loc, function);
case EOpConstructMat2x2:
case EOpConstructMat2x3:
case EOpConstructMat2x4:
case EOpConstructMat3x2:
case EOpConstructMat3x3:
case EOpConstructMat3x4:
case EOpConstructMat4x2:
case EOpConstructMat4x3:
case EOpConstructMat4x4:
case EOpConstructDMat2x2:
case EOpConstructDMat2x3:
case EOpConstructDMat2x4:
case EOpConstructDMat3x2:
case EOpConstructDMat3x3:
case EOpConstructDMat3x4:
case EOpConstructDMat4x2:
case EOpConstructDMat4x3:
case EOpConstructDMat4x4:
constructingMatrix = true;
break;
default:
break;
}
//
// Walk the arguments for first-pass checks and collection of information.
//
int size = 0;
bool constType = true;
bool full = false;
bool overFull = false;
bool matrixInMatrix = false;
bool arrayArg = false;
for (int arg = 0; arg < function.getParamCount(); ++arg) {
if (function[arg].type->isArray()) {
if (! function[arg].type->isExplicitlySizedArray()) {
// Can't construct from an unsized array.
error(loc, "array argument must be sized", "constructor", "");
return true;
}
arrayArg = true;
}
if (constructingMatrix && function[arg].type->isMatrix())
matrixInMatrix = true;
// 'full' will go to true when enough args have been seen. If we loop
// again, there is an extra argument.
if (full) {
// For vectors and matrices, it's okay to have too many components
// available, but not okay to have unused arguments.
overFull = true;
}
size += function[arg].type->computeNumComponents();
if (op != EOpConstructStruct && ! type.isArray() && size >= type.computeNumComponents())
full = true;
if (function[arg].type->getQualifier().storage != EvqConst)
constType = false;
}
if (constType)
type.getQualifier().storage = EvqConst;
if (type.isArray()) {
if (function.getParamCount() == 0) {
error(loc, "array constructor must have at least one argument", "constructor", "");
return true;
}
if (type.isImplicitlySizedArray()) {
// auto adapt the constructor type to the number of arguments
type.changeOuterArraySize(function.getParamCount());
} else if (type.getOuterArraySize() != function.getParamCount()) {
error(loc, "array constructor needs one argument per array element", "constructor", "");
return true;
}
if (type.isArrayOfArrays()) {
// Types have to match, but we're still making the type.
// Finish making the type, and the comparison is done later
// when checking for conversion.
TArraySizes& arraySizes = type.getArraySizes();
// At least the dimensionalities have to match.
if (! function[0].type->isArray() || arraySizes.getNumDims() != function[0].type->getArraySizes().getNumDims() + 1) {
2016-11-28 00:26:21 +00:00
error(loc, "array constructor argument not correct type to construct array element", "constructor", "");
return true;
}
if (arraySizes.isInnerImplicit()) {
// "Arrays of arrays ..., and the size for any dimension is optional"
// That means we need to adopt (from the first argument) the other array sizes into the type.
for (int d = 1; d < arraySizes.getNumDims(); ++d) {
if (arraySizes.getDimSize(d) == UnsizedArraySize) {
arraySizes.setDimSize(d, function[0].type->getArraySizes().getDimSize(d - 1));
}
}
}
}
}
if (arrayArg && op != EOpConstructStruct && ! type.isArrayOfArrays()) {
error(loc, "constructing non-array constituent from array argument", "constructor", "");
return true;
}
if (matrixInMatrix && ! type.isArray()) {
return false;
}
if (overFull) {
error(loc, "too many arguments", "constructor", "");
return true;
}
if (op == EOpConstructStruct && ! type.isArray() && isZeroConstructor(node))
return false;
if (op == EOpConstructStruct && ! type.isArray() && (int)type.getStruct()->size() != function.getParamCount()) {
error(loc, "Number of constructor parameters does not match the number of structure fields", "constructor", "");
return true;
}
if ((op != EOpConstructStruct && size != 1 && size < type.computeNumComponents()) ||
(op == EOpConstructStruct && size < type.computeNumComponents())) {
error(loc, "not enough data provided for construction", "constructor", "");
return true;
}
return false;
}
bool HlslParseContext::isZeroConstructor(const TIntermNode* node)
{
return node->getAsTyped()->isScalar() && node->getAsConstantUnion() &&
node->getAsConstantUnion()->getConstArray()[0].getIConst() == 0;
}
// Verify all the correct semantics for constructing a combined texture/sampler.
// Return true if the semantics are incorrect.
bool HlslParseContext::constructorTextureSamplerError(const TSourceLoc& loc, const TFunction& function)
{
TString constructorName = function.getType().getBasicTypeString(); // TODO: performance: should not be making copy; interface needs to change
const char* token = constructorName.c_str();
// exactly two arguments needed
if (function.getParamCount() != 2) {
error(loc, "sampler-constructor requires two arguments", token, "");
return true;
}
// For now, not allowing arrayed constructors, the rest of this function
// is set up to allow them, if this test is removed:
if (function.getType().isArray()) {
error(loc, "sampler-constructor cannot make an array of samplers", token, "");
return true;
}
// first argument
// * the constructor's first argument must be a texture type
// * the dimensionality (1D, 2D, 3D, Cube, Rect, Buffer, MS, and Array)
// of the texture type must match that of the constructed sampler type
// (that is, the suffixes of the type of the first argument and the
// type of the constructor will be spelled the same way)
if (function[0].type->getBasicType() != EbtSampler ||
! function[0].type->getSampler().isTexture() ||
function[0].type->isArray()) {
error(loc, "sampler-constructor first argument must be a scalar textureXXX type", token, "");
return true;
}
// simulate the first argument's impact on the result type, so it can be compared with the encapsulated operator!=()
TSampler texture = function.getType().getSampler();
texture.combined = false;
texture.shadow = false;
if (texture != function[0].type->getSampler()) {
error(loc, "sampler-constructor first argument must match type and dimensionality of constructor type", token, "");
return true;
}
// second argument
// * the constructor's second argument must be a scalar of type
// *sampler* or *samplerShadow*
// * the presence or absence of depth comparison (Shadow) must match
// between the constructed sampler type and the type of the second argument
if (function[1].type->getBasicType() != EbtSampler ||
! function[1].type->getSampler().isPureSampler() ||
function[1].type->isArray()) {
error(loc, "sampler-constructor second argument must be a scalar type 'sampler'", token, "");
return true;
}
if (function.getType().getSampler().shadow != function[1].type->getSampler().shadow) {
error(loc, "sampler-constructor second argument presence of shadow must match constructor presence of shadow", token, "");
return true;
}
return false;
}
// Checks to see if a void variable has been declared and raise an error message for such a case
//
// returns true in case of an error
//
bool HlslParseContext::voidErrorCheck(const TSourceLoc& loc, const TString& identifier, const TBasicType basicType)
{
if (basicType == EbtVoid) {
error(loc, "illegal use of type 'void'", identifier.c_str(), "");
return true;
}
return false;
}
// Checks to see if the node (for the expression) contains a scalar boolean expression or not
void HlslParseContext::boolCheck(const TSourceLoc& loc, const TIntermTyped* type)
{
if (type->getBasicType() != EbtBool || type->isArray() || type->isMatrix() || type->isVector())
error(loc, "boolean expression expected", "", "");
}
//
// Fix just a full qualifier (no variables or types yet, but qualifier is complete) at global level.
//
void HlslParseContext::globalQualifierFix(const TSourceLoc&, TQualifier& qualifier)
{
// move from parameter/unknown qualifiers to pipeline in/out qualifiers
switch (qualifier.storage) {
case EvqIn:
qualifier.storage = EvqVaryingIn;
break;
case EvqOut:
qualifier.storage = EvqVaryingOut;
break;
default:
break;
}
}
//
// Merge characteristics of the 'src' qualifier into the 'dst'.
// If there is duplication, issue error messages, unless 'force'
// is specified, which means to just override default settings.
//
// Also, when force is false, it will be assumed that 'src' follows
// 'dst', for the purpose of error checking order for versions
// that require specific orderings of qualifiers.
//
void HlslParseContext::mergeQualifiers(TQualifier& dst, const TQualifier& src)
{
// Storage qualification
if (dst.storage == EvqTemporary || dst.storage == EvqGlobal)
dst.storage = src.storage;
else if ((dst.storage == EvqIn && src.storage == EvqOut) ||
(dst.storage == EvqOut && src.storage == EvqIn))
dst.storage = EvqInOut;
else if ((dst.storage == EvqIn && src.storage == EvqConst) ||
(dst.storage == EvqConst && src.storage == EvqIn))
dst.storage = EvqConstReadOnly;
// Layout qualifiers
mergeObjectLayoutQualifiers(dst, src, false);
// individual qualifiers
bool repeated = false;
#define MERGE_SINGLETON(field) repeated |= dst.field && src.field; dst.field |= src.field;
MERGE_SINGLETON(invariant);
MERGE_SINGLETON(noContraction);
MERGE_SINGLETON(centroid);
MERGE_SINGLETON(smooth);
MERGE_SINGLETON(flat);
MERGE_SINGLETON(nopersp);
MERGE_SINGLETON(patch);
MERGE_SINGLETON(sample);
MERGE_SINGLETON(coherent);
MERGE_SINGLETON(volatil);
MERGE_SINGLETON(restrict);
MERGE_SINGLETON(readonly);
MERGE_SINGLETON(writeonly);
MERGE_SINGLETON(specConstant);
}
// used to flatten the sampler type space into a single dimension
// correlates with the declaration of defaultSamplerPrecision[]
int HlslParseContext::computeSamplerTypeIndex(TSampler& sampler)
{
int arrayIndex = sampler.arrayed ? 1 : 0;
int shadowIndex = sampler.shadow ? 1 : 0;
int externalIndex = sampler.external ? 1 : 0;
return EsdNumDims * (EbtNumTypes * (2 * (2 * arrayIndex + shadowIndex) + externalIndex) + sampler.type) + sampler.dim;
}
//
// Do size checking for an array type's size.
//
void HlslParseContext::arraySizeCheck(const TSourceLoc& loc, TIntermTyped* expr, TArraySize& sizePair)
{
bool isConst = false;
sizePair.size = 1;
sizePair.node = nullptr;
TIntermConstantUnion* constant = expr->getAsConstantUnion();
if (constant) {
// handle true (non-specialization) constant
sizePair.size = constant->getConstArray()[0].getIConst();
isConst = true;
} else {
// see if it's a specialization constant instead
if (expr->getQualifier().isSpecConstant()) {
isConst = true;
sizePair.node = expr;
TIntermSymbol* symbol = expr->getAsSymbolNode();
if (symbol && symbol->getConstArray().size() > 0)
sizePair.size = symbol->getConstArray()[0].getIConst();
}
}
if (! isConst || (expr->getBasicType() != EbtInt && expr->getBasicType() != EbtUint)) {
error(loc, "array size must be a constant integer expression", "", "");
return;
}
if (sizePair.size <= 0) {
error(loc, "array size must be a positive integer", "", "");
return;
}
}
//
// Require array to be completely sized
//
void HlslParseContext::arraySizeRequiredCheck(const TSourceLoc& loc, const TArraySizes& arraySizes)
{
if (arraySizes.isImplicit())
error(loc, "array size required", "", "");
}
void HlslParseContext::structArrayCheck(const TSourceLoc& /*loc*/, const TType& type)
{
const TTypeList& structure = *type.getStruct();
for (int m = 0; m < (int)structure.size(); ++m) {
const TType& member = *structure[m].type;
if (member.isArray())
arraySizeRequiredCheck(structure[m].loc, *member.getArraySizes());
}
}
// Merge array dimensions listed in 'sizes' onto the type's array dimensions.
//
// From the spec: "vec4[2] a[3]; // size-3 array of size-2 array of vec4"
//
// That means, the 'sizes' go in front of the 'type' as outermost sizes.
// 'type' is the type part of the declaration (to the left)
// 'sizes' is the arrayness tagged on the identifier (to the right)
//
void HlslParseContext::arrayDimMerge(TType& type, const TArraySizes* sizes)
{
if (sizes)
type.addArrayOuterSizes(*sizes);
}
//
// Do all the semantic checking for declaring or redeclaring an array, with and
// without a size, and make the right changes to the symbol table.
//
void HlslParseContext::declareArray(const TSourceLoc& loc, TString& identifier, const TType& type, TSymbol*& symbol, bool track)
{
if (! symbol) {
bool currentScope;
symbol = symbolTable.find(identifier, nullptr, &currentScope);
if (symbol && builtInName(identifier) && ! symbolTable.atBuiltInLevel()) {
// bad shader (errors already reported) trying to redeclare a built-in name as an array
return;
}
if (symbol == nullptr || ! currentScope) {
//
// Successfully process a new definition.
// (Redeclarations have to take place at the same scope; otherwise they are hiding declarations)
//
symbol = new TVariable(&identifier, type);
symbolTable.insert(*symbol);
if (track && symbolTable.atGlobalLevel())
trackLinkage(*symbol);
return;
}
if (symbol->getAsAnonMember()) {
error(loc, "cannot redeclare a user-block member array", identifier.c_str(), "");
symbol = nullptr;
return;
}
}
//
// Process a redeclaration.
//
if (! symbol) {
error(loc, "array variable name expected", identifier.c_str(), "");
return;
}
// redeclareBuiltinVariable() should have already done the copyUp()
TType& existingType = symbol->getWritableType();
if (existingType.isExplicitlySizedArray()) {
// be more lenient for input arrays to geometry shaders and tessellation control outputs, where the redeclaration is the same size
return;
}
existingType.updateArraySizes(type);
}
void HlslParseContext::updateImplicitArraySize(const TSourceLoc& loc, TIntermNode *node, int index)
{
// maybe there is nothing to do...
TIntermTyped* typedNode = node->getAsTyped();
if (typedNode->getType().getImplicitArraySize() > index)
return;
// something to do...
// Figure out what symbol to lookup, as we will use its type to edit for the size change,
// as that type will be shared through shallow copies for future references.
TSymbol* symbol = nullptr;
int blockIndex = -1;
const TString* lookupName = nullptr;
if (node->getAsSymbolNode())
lookupName = &node->getAsSymbolNode()->getName();
else if (node->getAsBinaryNode()) {
const TIntermBinary* deref = node->getAsBinaryNode();
// This has to be the result of a block dereference, unless it's bad shader code
// If it's a uniform block, then an error will be issued elsewhere, but
// return early now to avoid crashing later in this function.
if (! deref->getLeft()->getAsSymbolNode() || deref->getLeft()->getBasicType() != EbtBlock ||
deref->getLeft()->getType().getQualifier().storage == EvqUniform ||
deref->getRight()->getAsConstantUnion() == nullptr)
return;
blockIndex = deref->getRight()->getAsConstantUnion()->getConstArray()[0].getIConst();
lookupName = &deref->getLeft()->getAsSymbolNode()->getName();
if (IsAnonymous(*lookupName))
lookupName = &(*deref->getLeft()->getType().getStruct())[blockIndex].type->getFieldName();
}
// Lookup the symbol, should only fail if shader code is incorrect
symbol = symbolTable.find(*lookupName);
if (symbol == nullptr)
return;
if (symbol->getAsFunction()) {
error(loc, "array variable name expected", symbol->getName().c_str(), "");
return;
}
symbol->getWritableType().setImplicitArraySize(index + 1);
}
//
// Enforce non-initializer type/qualifier rules.
//
void HlslParseContext::fixConstInit(const TSourceLoc& loc, TString& identifier, TType& type, TIntermTyped*& initializer)
{
//
// Make the qualifier make sense, given that there is an initializer.
//
if (initializer == nullptr) {
if (type.getQualifier().storage == EvqConst ||
type.getQualifier().storage == EvqConstReadOnly) {
initializer = intermediate.makeAggregate(loc);
warn(loc, "variable with qualifier 'const' not initialized; zero initializing", identifier.c_str(), "");
}
}
}
//
// See if the identifier is a built-in symbol that can be redeclared, and if so,
// copy the symbol table's read-only built-in variable to the current
// global level, where it can be modified based on the passed in type.
//
// Returns nullptr if no redeclaration took place; meaning a normal declaration still
// needs to occur for it, not necessarily an error.
//
// Returns a redeclared and type-modified variable if a redeclared occurred.
//
TSymbol* HlslParseContext::redeclareBuiltinVariable(const TSourceLoc& /*loc*/, const TString& identifier,
const TQualifier& /*qualifier*/,
const TShaderQualifiers& /*publicType*/)
{
if (! builtInName(identifier) || symbolTable.atBuiltInLevel() || ! symbolTable.atGlobalLevel())
return nullptr;
return nullptr;
}
//
// Either redeclare the requested block, or give an error message why it can't be done.
//
// TODO: functionality: explicitly sizing members of redeclared blocks is not giving them an explicit size
void HlslParseContext::redeclareBuiltinBlock(const TSourceLoc& loc, TTypeList& newTypeList, const TString& blockName, const TString* instanceName, TArraySizes* arraySizes)
{
// Redeclaring a built-in block...
// Blocks with instance names are easy to find, lookup the instance name,
// Anonymous blocks need to be found via a member.
bool builtIn;
TSymbol* block;
if (instanceName)
block = symbolTable.find(*instanceName, &builtIn);
else
block = symbolTable.find(newTypeList.front().type->getFieldName(), &builtIn);
// If the block was not found, this must be a version/profile/stage
// that doesn't have it, or the instance name is wrong.
const char* errorName = instanceName ? instanceName->c_str() : newTypeList.front().type->getFieldName().c_str();
if (! block) {
error(loc, "no declaration found for redeclaration", errorName, "");
return;
}
// Built-in blocks cannot be redeclared more than once, which if happened,
// we'd be finding the already redeclared one here, rather than the built in.
if (! builtIn) {
error(loc, "can only redeclare a built-in block once, and before any use", blockName.c_str(), "");
return;
}
// Copy the block to make a writable version, to insert into the block table after editing.
block = symbolTable.copyUpDeferredInsert(block);
if (block->getType().getBasicType() != EbtBlock) {
error(loc, "cannot redeclare a non block as a block", errorName, "");
return;
}
// Edit and error check the container against the redeclaration
// - remove unused members
// - ensure remaining qualifiers/types match
TType& type = block->getWritableType();
TTypeList::iterator member = type.getWritableStruct()->begin();
size_t numOriginalMembersFound = 0;
while (member != type.getStruct()->end()) {
// look for match
bool found = false;
TTypeList::const_iterator newMember;
TSourceLoc memberLoc;
memberLoc.init();
for (newMember = newTypeList.begin(); newMember != newTypeList.end(); ++newMember) {
if (member->type->getFieldName() == newMember->type->getFieldName()) {
found = true;
memberLoc = newMember->loc;
break;
}
}
if (found) {
++numOriginalMembersFound;
// - ensure match between redeclared members' types
// - check for things that can't be changed
// - update things that can be changed
TType& oldType = *member->type;
const TType& newType = *newMember->type;
if (! newType.sameElementType(oldType))
error(memberLoc, "cannot redeclare block member with a different type", member->type->getFieldName().c_str(), "");
if (oldType.isArray() != newType.isArray())
error(memberLoc, "cannot change arrayness of redeclared block member", member->type->getFieldName().c_str(), "");
else if (! oldType.sameArrayness(newType) && oldType.isExplicitlySizedArray())
error(memberLoc, "cannot change array size of redeclared block member", member->type->getFieldName().c_str(), "");
if (newType.getQualifier().isMemory())
error(memberLoc, "cannot add memory qualifier to redeclared block member", member->type->getFieldName().c_str(), "");
if (newType.getQualifier().hasLayout())
error(memberLoc, "cannot add layout to redeclared block member", member->type->getFieldName().c_str(), "");
if (newType.getQualifier().patch)
error(memberLoc, "cannot add patch to redeclared block member", member->type->getFieldName().c_str(), "");
oldType.getQualifier().centroid = newType.getQualifier().centroid;
oldType.getQualifier().sample = newType.getQualifier().sample;
oldType.getQualifier().invariant = newType.getQualifier().invariant;
oldType.getQualifier().noContraction = newType.getQualifier().noContraction;
oldType.getQualifier().smooth = newType.getQualifier().smooth;
oldType.getQualifier().flat = newType.getQualifier().flat;
oldType.getQualifier().nopersp = newType.getQualifier().nopersp;
// go to next member
++member;
} else {
// For missing members of anonymous blocks that have been redeclared,
// hide the original (shared) declaration.
// Instance-named blocks can just have the member removed.
if (instanceName)
member = type.getWritableStruct()->erase(member);
else {
member->type->hideMember();
++member;
}
}
}
if (numOriginalMembersFound < newTypeList.size())
error(loc, "block redeclaration has extra members", blockName.c_str(), "");
if (type.isArray() != (arraySizes != nullptr))
error(loc, "cannot change arrayness of redeclared block", blockName.c_str(), "");
else if (type.isArray()) {
if (type.isExplicitlySizedArray() && arraySizes->getOuterSize() == UnsizedArraySize)
error(loc, "block already declared with size, can't redeclare as implicitly-sized", blockName.c_str(), "");
else if (type.isExplicitlySizedArray() && type.getArraySizes() != *arraySizes)
error(loc, "cannot change array size of redeclared block", blockName.c_str(), "");
else if (type.isImplicitlySizedArray() && arraySizes->getOuterSize() != UnsizedArraySize)
type.changeOuterArraySize(arraySizes->getOuterSize());
}
symbolTable.insert(*block);
// Save it in the AST for linker use.
trackLinkage(*block);
}
//
// Generate index to the array element in a structure buffer (SSBO)
//
TIntermTyped* HlslParseContext::indexStructBufferContent(const TSourceLoc& loc, TIntermTyped* buffer) const
{
// Bail out if not a struct buffer
if (buffer == nullptr || ! isStructBufferType(buffer->getType()))
return nullptr;
// Runtime sized array is always the last element.
const TTypeList* bufferStruct = buffer->getType().getStruct();
TIntermTyped* arrayPosition = intermediate.addConstantUnion(unsigned(bufferStruct->size()-1), loc);
TIntermTyped* argArray = intermediate.addIndex(EOpIndexDirectStruct, buffer, arrayPosition, loc);
argArray->setType(*(*bufferStruct)[bufferStruct->size()-1].type);
return argArray;
}
//
// IFF type is a structuredbuffer/byteaddressbuffer type, return the content
// (template) type. E.g, StructuredBuffer<MyType> -> MyType. Else return nullptr.
//
TType* HlslParseContext::getStructBufferContentType(const TType& type) const
{
if (type.getBasicType() != EbtBlock)
return nullptr;
const int memberCount = type.getStruct()->size();
assert(memberCount > 0);
TType* contentType = (*type.getStruct())[memberCount-1].type;
return contentType->isRuntimeSizedArray() ? contentType : nullptr;
}
//
// If an existing struct buffer has a sharable type, then share it.
//
void HlslParseContext::shareStructBufferType(TType& type)
{
// PackOffset must be equivalent to share types on a per-member basis.
// Note: cannot use auto type due to recursion. Thus, this is a std::function.
const std::function<bool(TType& lhs, TType& rhs)>
compareQualifiers = [&](TType& lhs, TType& rhs) -> bool {
if (lhs.getQualifier().layoutOffset != rhs.getQualifier().layoutOffset)
return false;
if (lhs.isStruct() != rhs.isStruct())
return false;
if (lhs.isStruct() && rhs.isStruct()) {
if (lhs.getStruct()->size() != rhs.getStruct()->size())
return false;
for (int i = 0; i < int(lhs.getStruct()->size()); ++i)
if (!compareQualifiers(*(*lhs.getStruct())[i].type, *(*rhs.getStruct())[i].type))
return false;
}
return true;
};
// We need to compare certain qualifiers in addition to the type.
const auto typeEqual = [compareQualifiers](TType& lhs, TType& rhs) -> bool {
if (lhs.getQualifier().readonly != rhs.getQualifier().readonly)
return false;
// If both are structures, recursively look for packOffset equality
// as well as type equality.
return compareQualifiers(lhs, rhs) && lhs == rhs;
};
// TString typeName;
// type.appendMangledName(typeName);
// type.setTypeName(typeName);
// This is an exhaustive O(N) search, but real world shaders have
// only a small number of these.
for (int idx = 0; idx < int(structBufferTypes.size()); ++idx) {
// If the deep structure matches, modulo qualifiers, use it
if (typeEqual(*structBufferTypes[idx], type)) {
type.shallowCopy(*structBufferTypes[idx]);
return;
}
}
// Otherwise, remember it:
TType* typeCopy = new TType;
typeCopy->shallowCopy(type);
structBufferTypes.push_back(typeCopy);
// structBuffTypes.push_back(type.getWritableStruct());
}
void HlslParseContext::paramFix(TType& type)
{
switch (type.getQualifier().storage) {
case EvqConst:
type.getQualifier().storage = EvqConstReadOnly;
break;
case EvqGlobal:
case EvqTemporary:
type.getQualifier().storage = EvqIn;
break;
case EvqBuffer:
{
// SSBO parameter. These do not go through the declareBlock path since they are fn parameters.
correctUniform(type.getQualifier());
TQualifier bufferQualifier = globalBufferDefaults;
mergeObjectLayoutQualifiers(bufferQualifier, type.getQualifier(), true);
bufferQualifier.storage = type.getQualifier().storage;
bufferQualifier.readonly = type.getQualifier().readonly;
bufferQualifier.coherent = type.getQualifier().coherent;
type.getQualifier() = bufferQualifier;
break;
}
default:
break;
}
}
void HlslParseContext::specializationCheck(const TSourceLoc& loc, const TType& type, const char* op)
{
if (type.containsSpecializationSize())
error(loc, "can't use with types containing arrays sized with a specialization constant", op, "");
}
//
// Layout qualifier stuff.
//
// Put the id's layout qualification into the public type, for qualifiers not having a number set.
// This is before we know any type information for error checking.
void HlslParseContext::setLayoutQualifier(const TSourceLoc& loc, TQualifier& qualifier, TString& id)
{
std::transform(id.begin(), id.end(), id.begin(), ::tolower);
if (id == TQualifier::getLayoutMatrixString(ElmColumnMajor)) {
qualifier.layoutMatrix = ElmRowMajor;
return;
}
if (id == TQualifier::getLayoutMatrixString(ElmRowMajor)) {
qualifier.layoutMatrix = ElmColumnMajor;
return;
}
if (id == "push_constant") {
requireVulkan(loc, "push_constant");
qualifier.layoutPushConstant = true;
return;
}
if (language == EShLangGeometry || language == EShLangTessEvaluation) {
if (id == TQualifier::getGeometryString(ElgTriangles)) {
// publicType.shaderQualifiers.geometry = ElgTriangles;
warn(loc, "ignored", id.c_str(), "");
return;
}
if (language == EShLangGeometry) {
if (id == TQualifier::getGeometryString(ElgPoints)) {
// publicType.shaderQualifiers.geometry = ElgPoints;
warn(loc, "ignored", id.c_str(), "");
return;
}
if (id == TQualifier::getGeometryString(ElgLineStrip)) {
// publicType.shaderQualifiers.geometry = ElgLineStrip;
warn(loc, "ignored", id.c_str(), "");
return;
}
if (id == TQualifier::getGeometryString(ElgLines)) {
// publicType.shaderQualifiers.geometry = ElgLines;
warn(loc, "ignored", id.c_str(), "");
return;
}
if (id == TQualifier::getGeometryString(ElgLinesAdjacency)) {
// publicType.shaderQualifiers.geometry = ElgLinesAdjacency;
warn(loc, "ignored", id.c_str(), "");
return;
}
if (id == TQualifier::getGeometryString(ElgTrianglesAdjacency)) {
// publicType.shaderQualifiers.geometry = ElgTrianglesAdjacency;
warn(loc, "ignored", id.c_str(), "");
return;
}
if (id == TQualifier::getGeometryString(ElgTriangleStrip)) {
// publicType.shaderQualifiers.geometry = ElgTriangleStrip;
warn(loc, "ignored", id.c_str(), "");
return;
}
} else {
assert(language == EShLangTessEvaluation);
// input primitive
if (id == TQualifier::getGeometryString(ElgTriangles)) {
// publicType.shaderQualifiers.geometry = ElgTriangles;
warn(loc, "ignored", id.c_str(), "");
return;
}
if (id == TQualifier::getGeometryString(ElgQuads)) {
// publicType.shaderQualifiers.geometry = ElgQuads;
warn(loc, "ignored", id.c_str(), "");
return;
}
if (id == TQualifier::getGeometryString(ElgIsolines)) {
// publicType.shaderQualifiers.geometry = ElgIsolines;
warn(loc, "ignored", id.c_str(), "");
return;
}
// vertex spacing
if (id == TQualifier::getVertexSpacingString(EvsEqual)) {
// publicType.shaderQualifiers.spacing = EvsEqual;
warn(loc, "ignored", id.c_str(), "");
return;
}
if (id == TQualifier::getVertexSpacingString(EvsFractionalEven)) {
// publicType.shaderQualifiers.spacing = EvsFractionalEven;
warn(loc, "ignored", id.c_str(), "");
return;
}
if (id == TQualifier::getVertexSpacingString(EvsFractionalOdd)) {
// publicType.shaderQualifiers.spacing = EvsFractionalOdd;
warn(loc, "ignored", id.c_str(), "");
return;
}
// triangle order
if (id == TQualifier::getVertexOrderString(EvoCw)) {
// publicType.shaderQualifiers.order = EvoCw;
warn(loc, "ignored", id.c_str(), "");
return;
}
if (id == TQualifier::getVertexOrderString(EvoCcw)) {
// publicType.shaderQualifiers.order = EvoCcw;
warn(loc, "ignored", id.c_str(), "");
return;
}
// point mode
if (id == "point_mode") {
// publicType.shaderQualifiers.pointMode = true;
warn(loc, "ignored", id.c_str(), "");
return;
}
}
}
if (language == EShLangFragment) {
if (id == "origin_upper_left") {
// publicType.shaderQualifiers.originUpperLeft = true;
warn(loc, "ignored", id.c_str(), "");
return;
}
if (id == "pixel_center_integer") {
// publicType.shaderQualifiers.pixelCenterInteger = true;
warn(loc, "ignored", id.c_str(), "");
return;
}
if (id == "early_fragment_tests") {
// publicType.shaderQualifiers.earlyFragmentTests = true;
warn(loc, "ignored", id.c_str(), "");
return;
}
for (TLayoutDepth depth = (TLayoutDepth)(EldNone + 1); depth < EldCount; depth = (TLayoutDepth)(depth + 1)) {
if (id == TQualifier::getLayoutDepthString(depth)) {
// publicType.shaderQualifiers.layoutDepth = depth;
warn(loc, "ignored", id.c_str(), "");
return;
}
}
if (id.compare(0, 13, "blend_support") == 0) {
bool found = false;
for (TBlendEquationShift be = (TBlendEquationShift)0; be < EBlendCount; be = (TBlendEquationShift)(be + 1)) {
if (id == TQualifier::getBlendEquationString(be)) {
requireExtensions(loc, 1, &E_GL_KHR_blend_equation_advanced, "blend equation");
intermediate.addBlendEquation(be);
// publicType.shaderQualifiers.blendEquation = true;
warn(loc, "ignored", id.c_str(), "");
found = true;
break;
}
}
if (! found)
error(loc, "unknown blend equation", "blend_support", "");
return;
}
}
error(loc, "unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)", id.c_str(), "");
}
// Put the id's layout qualifier value into the public type, for qualifiers having a number set.
// This is before we know any type information for error checking.
void HlslParseContext::setLayoutQualifier(const TSourceLoc& loc, TQualifier& qualifier, TString& id, const TIntermTyped* node)
{
const char* feature = "layout-id value";
// const char* nonLiteralFeature = "non-literal layout-id value";
integerCheck(node, feature);
const TIntermConstantUnion* constUnion = node->getAsConstantUnion();
int value = 0;
if (constUnion) {
value = constUnion->getConstArray()[0].getIConst();
}
std::transform(id.begin(), id.end(), id.begin(), ::tolower);
if (id == "offset") {
qualifier.layoutOffset = value;
return;
} else if (id == "align") {
// "The specified alignment must be a power of 2, or a compile-time error results."
if (! IsPow2(value))
error(loc, "must be a power of 2", "align", "");
else
qualifier.layoutAlign = value;
return;
} else if (id == "location") {
if ((unsigned int)value >= TQualifier::layoutLocationEnd)
error(loc, "location is too large", id.c_str(), "");
else
qualifier.layoutLocation = value;
return;
} else if (id == "set") {
if ((unsigned int)value >= TQualifier::layoutSetEnd)
error(loc, "set is too large", id.c_str(), "");
else
qualifier.layoutSet = value;
return;
} else if (id == "binding") {
if ((unsigned int)value >= TQualifier::layoutBindingEnd)
error(loc, "binding is too large", id.c_str(), "");
else
qualifier.layoutBinding = value;
return;
} else if (id == "component") {
if ((unsigned)value >= TQualifier::layoutComponentEnd)
error(loc, "component is too large", id.c_str(), "");
else
qualifier.layoutComponent = value;
return;
} else if (id.compare(0, 4, "xfb_") == 0) {
// "Any shader making any static use (after preprocessing) of any of these
// *xfb_* qualifiers will cause the shader to be in a transform feedback
// capturing mode and hence responsible for describing the transform feedback
// setup."
intermediate.setXfbMode();
if (id == "xfb_buffer") {
// "It is a compile-time error to specify an *xfb_buffer* that is greater than
// the implementation-dependent constant gl_MaxTransformFeedbackBuffers."
if (value >= resources.maxTransformFeedbackBuffers)
error(loc, "buffer is too large:", id.c_str(), "gl_MaxTransformFeedbackBuffers is %d", resources.maxTransformFeedbackBuffers);
if (value >= (int)TQualifier::layoutXfbBufferEnd)
error(loc, "buffer is too large:", id.c_str(), "internal max is %d", TQualifier::layoutXfbBufferEnd - 1);
else
qualifier.layoutXfbBuffer = value;
return;
} else if (id == "xfb_offset") {
if (value >= (int)TQualifier::layoutXfbOffsetEnd)
error(loc, "offset is too large:", id.c_str(), "internal max is %d", TQualifier::layoutXfbOffsetEnd - 1);
else
qualifier.layoutXfbOffset = value;
return;
} else if (id == "xfb_stride") {
// "The resulting stride (implicit or explicit), when divided by 4, must be less than or equal to the
// implementation-dependent constant gl_MaxTransformFeedbackInterleavedComponents."
if (value > 4 * resources.maxTransformFeedbackInterleavedComponents)
error(loc, "1/4 stride is too large:", id.c_str(), "gl_MaxTransformFeedbackInterleavedComponents is %d", resources.maxTransformFeedbackInterleavedComponents);
else if (value >= (int)TQualifier::layoutXfbStrideEnd)
error(loc, "stride is too large:", id.c_str(), "internal max is %d", TQualifier::layoutXfbStrideEnd - 1);
if (value < (int)TQualifier::layoutXfbStrideEnd)
qualifier.layoutXfbStride = value;
return;
}
}
if (id == "input_attachment_index") {
requireVulkan(loc, "input_attachment_index");
if (value >= (int)TQualifier::layoutAttachmentEnd)
error(loc, "attachment index is too large", id.c_str(), "");
else
qualifier.layoutAttachment = value;
return;
}
if (id == "constant_id") {
requireSpv(loc, "constant_id");
if (value >= (int)TQualifier::layoutSpecConstantIdEnd) {
error(loc, "specialization-constant id is too large", id.c_str(), "");
} else {
qualifier.layoutSpecConstantId = value;
qualifier.specConstant = true;
if (! intermediate.addUsedConstantId(value))
error(loc, "specialization-constant id already used", id.c_str(), "");
}
return;
}
switch (language) {
case EShLangVertex:
break;
case EShLangTessControl:
if (id == "vertices") {
if (value == 0)
error(loc, "must be greater than 0", "vertices", "");
else
// publicType.shaderQualifiers.vertices = value;
warn(loc, "ignored", id.c_str(), "");
return;
}
break;
case EShLangTessEvaluation:
break;
case EShLangGeometry:
if (id == "invocations") {
if (value == 0)
error(loc, "must be at least 1", "invocations", "");
else
// publicType.shaderQualifiers.invocations = value;
warn(loc, "ignored", id.c_str(), "");
return;
}
if (id == "max_vertices") {
// publicType.shaderQualifiers.vertices = value;
warn(loc, "ignored", id.c_str(), "");
if (value > resources.maxGeometryOutputVertices)
error(loc, "too large, must be less than gl_MaxGeometryOutputVertices", "max_vertices", "");
return;
}
if (id == "stream") {
qualifier.layoutStream = value;
return;
}
break;
case EShLangFragment:
if (id == "index") {
qualifier.layoutIndex = value;
return;
}
break;
case EShLangCompute:
if (id.compare(0, 11, "local_size_") == 0) {
if (id == "local_size_x") {
// publicType.shaderQualifiers.localSize[0] = value;
warn(loc, "ignored", id.c_str(), "");
return;
}
if (id == "local_size_y") {
// publicType.shaderQualifiers.localSize[1] = value;
warn(loc, "ignored", id.c_str(), "");
return;
}
if (id == "local_size_z") {
// publicType.shaderQualifiers.localSize[2] = value;
warn(loc, "ignored", id.c_str(), "");
return;
}
if (spvVersion.spv != 0) {
if (id == "local_size_x_id") {
// publicType.shaderQualifiers.localSizeSpecId[0] = value;
warn(loc, "ignored", id.c_str(), "");
return;
}
if (id == "local_size_y_id") {
// publicType.shaderQualifiers.localSizeSpecId[1] = value;
warn(loc, "ignored", id.c_str(), "");
return;
}
if (id == "local_size_z_id") {
// publicType.shaderQualifiers.localSizeSpecId[2] = value;
warn(loc, "ignored", id.c_str(), "");
return;
}
}
}
break;
default:
break;
}
error(loc, "there is no such layout identifier for this stage taking an assigned value", id.c_str(), "");
}
// Merge any layout qualifier information from src into dst, leaving everything else in dst alone
//
// "More than one layout qualifier may appear in a single declaration.
// Additionally, the same layout-qualifier-name can occur multiple times
// within a layout qualifier or across multiple layout qualifiers in the
// same declaration. When the same layout-qualifier-name occurs
// multiple times, in a single declaration, the last occurrence overrides
// the former occurrence(s). Further, if such a layout-qualifier-name
// will effect subsequent declarations or other observable behavior, it
// is only the last occurrence that will have any effect, behaving as if
// the earlier occurrence(s) within the declaration are not present.
// This is also true for overriding layout-qualifier-names, where one
// overrides the other (e.g., row_major vs. column_major); only the last
// occurrence has any effect."
//
void HlslParseContext::mergeObjectLayoutQualifiers(TQualifier& dst, const TQualifier& src, bool inheritOnly)
{
if (src.hasMatrix())
dst.layoutMatrix = src.layoutMatrix;
if (src.hasPacking())
dst.layoutPacking = src.layoutPacking;
if (src.hasStream())
dst.layoutStream = src.layoutStream;
if (src.hasFormat())
dst.layoutFormat = src.layoutFormat;
if (src.hasXfbBuffer())
dst.layoutXfbBuffer = src.layoutXfbBuffer;
if (src.hasAlign())
dst.layoutAlign = src.layoutAlign;
if (! inheritOnly) {
if (src.hasLocation())
dst.layoutLocation = src.layoutLocation;
if (src.hasComponent())
dst.layoutComponent = src.layoutComponent;
if (src.hasIndex())
dst.layoutIndex = src.layoutIndex;
if (src.hasOffset())
dst.layoutOffset = src.layoutOffset;
if (src.hasSet())
dst.layoutSet = src.layoutSet;
if (src.layoutBinding != TQualifier::layoutBindingEnd)
dst.layoutBinding = src.layoutBinding;
if (src.hasXfbStride())
dst.layoutXfbStride = src.layoutXfbStride;
if (src.hasXfbOffset())
dst.layoutXfbOffset = src.layoutXfbOffset;
if (src.hasAttachment())
dst.layoutAttachment = src.layoutAttachment;
if (src.hasSpecConstantId())
dst.layoutSpecConstantId = src.layoutSpecConstantId;
if (src.layoutPushConstant)
dst.layoutPushConstant = true;
}
}
//
// Look up a function name in the symbol table, and make sure it is a function.
//
// First, look for an exact match. If there is none, use the generic selector
// TParseContextBase::selectFunction() to find one, parameterized by the
// convertible() and better() predicates defined below.
//
// Return the function symbol if found, otherwise nullptr.
//
const TFunction* HlslParseContext::findFunction(const TSourceLoc& loc, TFunction& call, bool& builtIn,
TIntermTyped*& args)
{
// const TFunction* function = nullptr;
if (symbolTable.isFunctionNameVariable(call.getName())) {
error(loc, "can't use function syntax on variable", call.getName().c_str(), "");
return nullptr;
}
// first, look for an exact match
TSymbol* symbol = symbolTable.find(call.getMangledName(), &builtIn);
if (symbol)
return symbol->getAsFunction();
// no exact match, use the generic selector, parameterized by the GLSL rules
// create list of candidates to send
TVector<const TFunction*> candidateList;
symbolTable.findFunctionNameList(call.getMangledName(), candidateList, builtIn);
// These builtin ops can accept any type, so we bypass the argument selection
if (candidateList.size() == 1 && builtIn &&
(candidateList[0]->getBuiltInOp() == EOpMethodAppend ||
candidateList[0]->getBuiltInOp() == EOpMethodRestartStrip)) {
return candidateList[0];
}
bool allowOnlyUpConversions = true;
// can 'from' convert to 'to'?
const auto convertible = [&](const TType& from, const TType& to, TOperator op, int arg) -> bool {
if (from == to)
return true;
// no aggregate conversions
if (from.isArray() || to.isArray() ||
from.isStruct() || to.isStruct())
return false;
switch (op) {
case EOpInterlockedAdd:
case EOpInterlockedAnd:
case EOpInterlockedCompareExchange:
case EOpInterlockedCompareStore:
case EOpInterlockedExchange:
case EOpInterlockedMax:
case EOpInterlockedMin:
case EOpInterlockedOr:
case EOpInterlockedXor:
// We do not promote the texture or image type for these ocodes. Normally that would not
// be an issue because it's a buffer, but we haven't decomposed the opcode yet, and at this
// stage it's merely e.g, a basic integer type.
//
// Instead, we want to promote other arguments, but stay within the same family. In other
// words, InterlockedAdd(RWBuffer<int>, ...) will always use the int flavor, never the uint flavor,
// but it is allowed to promote its other arguments.
if (arg == 0)
return false;
break;
case EOpMethodSample:
case EOpMethodSampleBias:
case EOpMethodSampleCmp:
case EOpMethodSampleCmpLevelZero:
case EOpMethodSampleGrad:
case EOpMethodSampleLevel:
case EOpMethodLoad:
case EOpMethodGetDimensions:
case EOpMethodGetSamplePosition:
case EOpMethodGather:
case EOpMethodCalculateLevelOfDetail:
case EOpMethodCalculateLevelOfDetailUnclamped:
case EOpMethodGatherRed:
case EOpMethodGatherGreen:
case EOpMethodGatherBlue:
case EOpMethodGatherAlpha:
case EOpMethodGatherCmp:
case EOpMethodGatherCmpRed:
case EOpMethodGatherCmpGreen:
case EOpMethodGatherCmpBlue:
case EOpMethodGatherCmpAlpha:
case EOpMethodAppend:
case EOpMethodRestartStrip:
// those are method calls, the object type can not be changed
// they are equal if the dim and type match (is dim sufficient?)
if (arg == 0)
return from.getSampler().type == to.getSampler().type &&
from.getSampler().arrayed == to.getSampler().arrayed &&
from.getSampler().shadow == to.getSampler().shadow &&
from.getSampler().ms == to.getSampler().ms &&
from.getSampler().dim == to.getSampler().dim;
break;
default:
break;
}
// basic types have to be convertible
if (allowOnlyUpConversions)
if (! intermediate.canImplicitlyPromote(from.getBasicType(), to.getBasicType(), EOpFunctionCall))
return false;
// shapes have to be convertible
if ((from.isScalarOrVec1() && to.isScalarOrVec1()) ||
(from.isScalarOrVec1() && to.isVector()) ||
(from.isVector() && to.isVector() && from.getVectorSize() >= to.getVectorSize()))
return true;
// TODO: what are the matrix rules? they go here
return false;
};
// Is 'to2' a better conversion than 'to1'?
// Ties should not be considered as better.
// Assumes 'convertible' already said true.
const auto better = [](const TType& from, const TType& to1, const TType& to2) -> bool {
// exact match is always better than mismatch
if (from == to2)
return from != to1;
if (from == to1)
return false;
// shape changes are always worse
if (from.isScalar() || from.isVector()) {
if (from.getVectorSize() == to2.getVectorSize() &&
from.getVectorSize() != to1.getVectorSize())
return true;
if (from.getVectorSize() == to1.getVectorSize() &&
from.getVectorSize() != to2.getVectorSize())
return false;
}
// Handle sampler betterness: An exact sampler match beats a non-exact match.
// (If we just looked at basic type, all EbtSamplers would look the same).
// If any type is not a sampler, just use the linearize function below.
if (from.getBasicType() == EbtSampler && to1.getBasicType() == EbtSampler && to2.getBasicType() == EbtSampler) {
// We can ignore the vector size in the comparison.
TSampler to1Sampler = to1.getSampler();
TSampler to2Sampler = to2.getSampler();
to1Sampler.vectorSize = to2Sampler.vectorSize = from.getSampler().vectorSize;
if (from.getSampler() == to2Sampler)
return from.getSampler() != to1Sampler;
if (from.getSampler() == to1Sampler)
return false;
}
// Might or might not be changing shape, which means basic type might
// or might not match, so within that, the question is how big a
// basic-type conversion is being done.
//
// Use a hierarchy of domains, translated to order of magnitude
// in a linearized view:
// - floating-point vs. integer
// - 32 vs. 64 bit (or width in general)
// - bool vs. non bool
// - signed vs. not signed
const auto linearize = [](const TBasicType& basicType) -> int {
switch (basicType) {
case EbtBool: return 1;
case EbtInt: return 10;
case EbtUint: return 11;
case EbtInt64: return 20;
case EbtUint64: return 21;
case EbtFloat: return 100;
case EbtDouble: return 110;
default: return 0;
}
};
return std::abs(linearize(to2.getBasicType()) - linearize(from.getBasicType())) <
std::abs(linearize(to1.getBasicType()) - linearize(from.getBasicType()));
};
// for ambiguity reporting
bool tie = false;
// send to the generic selector
const TFunction* bestMatch = selectFunction(candidateList, call, convertible, better, tie);
if (bestMatch == nullptr) {
// If there is nothing selected by allowing only up-conversions (to a larger linearize() value),
// we instead try down-conversions, which are valid in HLSL, but not preferred if there are any
// upconversions possible.
allowOnlyUpConversions = false;
bestMatch = selectFunction(candidateList, call, convertible, better, tie);
}
HLSL: add intrinsic function implicit promotions This PR handles implicit promotions for intrinsics when there is no exact match, such as for example clamp(int, bool, float). In this case the int and bool will be promoted to a float, and the clamp(float, float, float) form used. These promotions can be mixed with shape conversions, e.g, clamp(int, bool2, float2). Output conversions are handled either via the existing addOutputArgumentConversion function, which this PR generalizes to handle either aggregates or unaries, or by intrinsic decomposition. If there are methods or intrinsics to be decomposed, then decomposition is responsible for any output conversions, which turns out to happen automatically in all current cases. This can be revisited once inout conversions are in place. Some cases of actual ambiguity were fixed in several tests, e.g, spv.register.autoassign.* Some intrinsics with only uint versions were expanded to signed ints natively, where the underlying AST and SPIR-V supports that. E.g, countbits. This avoids extraneous conversion nodes. A new function promoteAggregate is added, and used by findFunction. This is essentially a generalization of the "promote 1st or 2nd arg" algorithm in promoteBinary. The actual selection proceeds in three steps, as described in the comments in hlslParseContext::findFunction: 1. Attempt an exact match. If found, use it. 2. If not, obtain the operator from step 1, and promote arguments. 3. Re-select the intrinsic overload from the results of step 2.
2016-11-02 18:42:34 +00:00
if (bestMatch == nullptr) {
error(loc, "no matching overloaded function found", call.getName().c_str(), "");
HLSL: add intrinsic function implicit promotions This PR handles implicit promotions for intrinsics when there is no exact match, such as for example clamp(int, bool, float). In this case the int and bool will be promoted to a float, and the clamp(float, float, float) form used. These promotions can be mixed with shape conversions, e.g, clamp(int, bool2, float2). Output conversions are handled either via the existing addOutputArgumentConversion function, which this PR generalizes to handle either aggregates or unaries, or by intrinsic decomposition. If there are methods or intrinsics to be decomposed, then decomposition is responsible for any output conversions, which turns out to happen automatically in all current cases. This can be revisited once inout conversions are in place. Some cases of actual ambiguity were fixed in several tests, e.g, spv.register.autoassign.* Some intrinsics with only uint versions were expanded to signed ints natively, where the underlying AST and SPIR-V supports that. E.g, countbits. This avoids extraneous conversion nodes. A new function promoteAggregate is added, and used by findFunction. This is essentially a generalization of the "promote 1st or 2nd arg" algorithm in promoteBinary. The actual selection proceeds in three steps, as described in the comments in hlslParseContext::findFunction: 1. Attempt an exact match. If found, use it. 2. If not, obtain the operator from step 1, and promote arguments. 3. Re-select the intrinsic overload from the results of step 2.
2016-11-02 18:42:34 +00:00
return nullptr;
}
// For builtins, we can convert across the arguments. This will happen in several steps:
// Step 1: If there's an exact match, use it.
// Step 2a: Otherwise, get the operator from the best match and promote arguments:
// Step 2b: reconstruct the TFunction based on the new arg types
// Step 3: Re-select after type promotion is applied, to find proper candidate.
if (builtIn) {
// Step 1: If there's an exact match, use it.
if (call.getMangledName() == bestMatch->getMangledName())
return bestMatch;
// Step 2a: Otherwise, get the operator from the best match and promote arguments as if we
// are that kind of operator.
if (args != nullptr) {
// The arg list can be a unary node, or an aggregate. We have to handle both.
// We will use the normal promote() facilities, which require an interm node.
TIntermOperator* promote = nullptr;
if (call.getParamCount() == 1) {
promote = new TIntermUnary(bestMatch->getBuiltInOp());
promote->getAsUnaryNode()->setOperand(args->getAsTyped());
} else {
promote = new TIntermAggregate(bestMatch->getBuiltInOp());
promote->getAsAggregate()->getSequence().swap(args->getAsAggregate()->getSequence());
}
if (! intermediate.promote(promote))
return nullptr;
// Obtain the promoted arg list.
if (call.getParamCount() == 1) {
args = promote->getAsUnaryNode()->getOperand();
} else {
promote->getAsAggregate()->getSequence().swap(args->getAsAggregate()->getSequence());
}
}
// Step 2b: reconstruct the TFunction based on the new arg types
TFunction convertedCall(&call.getName(), call.getType(), call.getBuiltInOp());
if (args->getAsAggregate()) {
// Handle aggregates: put all args into the new function call
for (int arg=0; arg<int(args->getAsAggregate()->getSequence().size()); ++arg) {
// TODO: But for constness, we could avoid the new & shallowCopy, and use the pointer directly.
TParameter param = { 0, new TType, nullptr };
HLSL: add intrinsic function implicit promotions This PR handles implicit promotions for intrinsics when there is no exact match, such as for example clamp(int, bool, float). In this case the int and bool will be promoted to a float, and the clamp(float, float, float) form used. These promotions can be mixed with shape conversions, e.g, clamp(int, bool2, float2). Output conversions are handled either via the existing addOutputArgumentConversion function, which this PR generalizes to handle either aggregates or unaries, or by intrinsic decomposition. If there are methods or intrinsics to be decomposed, then decomposition is responsible for any output conversions, which turns out to happen automatically in all current cases. This can be revisited once inout conversions are in place. Some cases of actual ambiguity were fixed in several tests, e.g, spv.register.autoassign.* Some intrinsics with only uint versions were expanded to signed ints natively, where the underlying AST and SPIR-V supports that. E.g, countbits. This avoids extraneous conversion nodes. A new function promoteAggregate is added, and used by findFunction. This is essentially a generalization of the "promote 1st or 2nd arg" algorithm in promoteBinary. The actual selection proceeds in three steps, as described in the comments in hlslParseContext::findFunction: 1. Attempt an exact match. If found, use it. 2. If not, obtain the operator from step 1, and promote arguments. 3. Re-select the intrinsic overload from the results of step 2.
2016-11-02 18:42:34 +00:00
param.type->shallowCopy(args->getAsAggregate()->getSequence()[arg]->getAsTyped()->getType());
convertedCall.addParameter(param);
}
} else if (args->getAsUnaryNode()) {
// Handle unaries: put all args into the new function call
TParameter param = { 0, new TType, nullptr };
HLSL: add intrinsic function implicit promotions This PR handles implicit promotions for intrinsics when there is no exact match, such as for example clamp(int, bool, float). In this case the int and bool will be promoted to a float, and the clamp(float, float, float) form used. These promotions can be mixed with shape conversions, e.g, clamp(int, bool2, float2). Output conversions are handled either via the existing addOutputArgumentConversion function, which this PR generalizes to handle either aggregates or unaries, or by intrinsic decomposition. If there are methods or intrinsics to be decomposed, then decomposition is responsible for any output conversions, which turns out to happen automatically in all current cases. This can be revisited once inout conversions are in place. Some cases of actual ambiguity were fixed in several tests, e.g, spv.register.autoassign.* Some intrinsics with only uint versions were expanded to signed ints natively, where the underlying AST and SPIR-V supports that. E.g, countbits. This avoids extraneous conversion nodes. A new function promoteAggregate is added, and used by findFunction. This is essentially a generalization of the "promote 1st or 2nd arg" algorithm in promoteBinary. The actual selection proceeds in three steps, as described in the comments in hlslParseContext::findFunction: 1. Attempt an exact match. If found, use it. 2. If not, obtain the operator from step 1, and promote arguments. 3. Re-select the intrinsic overload from the results of step 2.
2016-11-02 18:42:34 +00:00
param.type->shallowCopy(args->getAsUnaryNode()->getOperand()->getAsTyped()->getType());
convertedCall.addParameter(param);
} else if (args->getAsTyped()) {
// Handle bare e.g, floats, not in an aggregate.
TParameter param = { 0, new TType, nullptr };
HLSL: add intrinsic function implicit promotions This PR handles implicit promotions for intrinsics when there is no exact match, such as for example clamp(int, bool, float). In this case the int and bool will be promoted to a float, and the clamp(float, float, float) form used. These promotions can be mixed with shape conversions, e.g, clamp(int, bool2, float2). Output conversions are handled either via the existing addOutputArgumentConversion function, which this PR generalizes to handle either aggregates or unaries, or by intrinsic decomposition. If there are methods or intrinsics to be decomposed, then decomposition is responsible for any output conversions, which turns out to happen automatically in all current cases. This can be revisited once inout conversions are in place. Some cases of actual ambiguity were fixed in several tests, e.g, spv.register.autoassign.* Some intrinsics with only uint versions were expanded to signed ints natively, where the underlying AST and SPIR-V supports that. E.g, countbits. This avoids extraneous conversion nodes. A new function promoteAggregate is added, and used by findFunction. This is essentially a generalization of the "promote 1st or 2nd arg" algorithm in promoteBinary. The actual selection proceeds in three steps, as described in the comments in hlslParseContext::findFunction: 1. Attempt an exact match. If found, use it. 2. If not, obtain the operator from step 1, and promote arguments. 3. Re-select the intrinsic overload from the results of step 2.
2016-11-02 18:42:34 +00:00
param.type->shallowCopy(args->getAsTyped()->getType());
convertedCall.addParameter(param);
} else {
assert(0); // unknown argument list.
return nullptr;
}
// Step 3: Re-select after type promotion, to find proper candidate
// send to the generic selector
bestMatch = selectFunction(candidateList, convertedCall, convertible, better, tie);
// At this point, there should be no tie.
}
if (tie)
error(loc, "ambiguous best function under implicit type conversion", call.getName().c_str(), "");
// Append default parameter values if needed
if (!tie && bestMatch != nullptr) {
for (int defParam = call.getParamCount(); defParam < bestMatch->getParamCount(); ++defParam) {
handleFunctionArgument(&call, args, (*bestMatch)[defParam].defaultValue);
}
}
return bestMatch;
}
//
// Do everything necessary to handle a typedef declaration, for a single symbol.
//
// 'parseType' is the type part of the declaration (to the left)
// 'arraySizes' is the arrayness tagged on the identifier (to the right)
//
void HlslParseContext::declareTypedef(const TSourceLoc& loc, TString& identifier, const TType& parseType)
{
TVariable* typeSymbol = new TVariable(&identifier, parseType, true);
if (! symbolTable.insert(*typeSymbol))
error(loc, "name already defined", "typedef", identifier.c_str());
}
// Do everything necessary to handle a struct declaration, including
// making IO aliases because HLSL allows mixed IO in a struct that specializes
// based on the usage (input, output, uniform, none).
void HlslParseContext::declareStruct(const TSourceLoc& loc, TString& structName, TType& type)
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
{
// If it was named, which means the type can be reused later, add
// it to the symbol table. (Unless it's a block, in which
// case the name is not a type.)
if (type.getBasicType() == EbtBlock || structName.size() == 0)
return;
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
TVariable* userTypeDef = new TVariable(&structName, type, true);
if (! symbolTable.insert(*userTypeDef)) {
error(loc, "redefinition", structName.c_str(), "struct");
return;
}
// See if we need IO aliases for the structure typeList
const auto condAlloc = [](bool pred, TTypeList*& list) {
if (pred && list == nullptr)
list = new TTypeList;
};
tIoKinds newLists = { nullptr, nullptr, nullptr }; // allocate for each kind found
for (auto member = type.getStruct()->begin(); member != type.getStruct()->end(); ++member) {
condAlloc(hasUniform(member->type->getQualifier()), newLists.uniform);
condAlloc( hasInput(member->type->getQualifier()), newLists.input);
condAlloc( hasOutput(member->type->getQualifier()), newLists.output);
if (member->type->isStruct()) {
auto it = ioTypeMap.find(member->type->getStruct());
if (it != ioTypeMap.end()) {
condAlloc(it->second.uniform != nullptr, newLists.uniform);
condAlloc(it->second.input != nullptr, newLists.input);
condAlloc(it->second.output != nullptr, newLists.output);
}
}
}
if (newLists.uniform == nullptr &&
newLists.input == nullptr &&
newLists.output == nullptr) {
// Won't do any IO caching, clear up the type and get out now.
for (auto member = type.getStruct()->begin(); member != type.getStruct()->end(); ++member)
clearUniformInputOutput(member->type->getQualifier());
return;
}
// We have IO involved.
// Make a pure typeList for the symbol table, and cache side copies of IO versions.
for (auto member = type.getStruct()->begin(); member != type.getStruct()->end(); ++member) {
const auto inheritStruct = [&](TTypeList* s, TTypeLoc& ioMember) {
if (s != nullptr) {
ioMember.type = new TType;
ioMember.type->shallowCopy(*member->type);
ioMember.type->setStruct(s);
}
};
const auto newMember = [&](TTypeLoc& m) {
if (m.type == nullptr) {
m.type = new TType;
m.type->shallowCopy(*member->type);
}
};
TTypeLoc newUniformMember = { nullptr, member->loc };
TTypeLoc newInputMember = { nullptr, member->loc };
TTypeLoc newOutputMember = { nullptr, member->loc };
if (member->type->isStruct()) {
// swap in an IO child if there is one
auto it = ioTypeMap.find(member->type->getStruct());
if (it != ioTypeMap.end()) {
inheritStruct(it->second.uniform, newUniformMember);
inheritStruct(it->second.input, newInputMember);
inheritStruct(it->second.output, newOutputMember);
}
}
if (newLists.uniform) {
newMember(newUniformMember);
correctUniform(newUniformMember.type->getQualifier());
newLists.uniform->push_back(newUniformMember);
}
if (newLists.input) {
newMember(newInputMember);
correctInput(newInputMember.type->getQualifier());
newLists.input->push_back(newInputMember);
}
if (newLists.output) {
newMember(newOutputMember);
correctOutput(newOutputMember.type->getQualifier());
newLists.output->push_back(newOutputMember);
}
// make original pure
clearUniformInputOutput(member->type->getQualifier());
}
ioTypeMap[type.getStruct()] = newLists;
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
}
// Lookup a user-type by name.
// If found, fill in the type and return the defining symbol.
// If not found, return nullptr.
TSymbol* HlslParseContext::lookupUserType(const TString& typeName, TType& type)
{
TSymbol* symbol = symbolTable.find(typeName);
if (symbol && symbol->getAsVariable() && symbol->getAsVariable()->isUserType()) {
type.shallowCopy(symbol->getType());
return symbol;
} else
return nullptr;
}
//
// Do everything necessary to handle a variable (non-block) declaration.
// Either redeclaring a variable, or making a new one, updating the symbol
// table, and all error checking.
//
// Returns a subtree node that computes an initializer, if needed.
// Returns nullptr if there is no code to execute for initialization.
//
// 'parseType' is the type part of the declaration (to the left)
// 'arraySizes' is the arrayness tagged on the identifier (to the right)
//
TIntermNode* HlslParseContext::declareVariable(const TSourceLoc& loc, TString& identifier, TType& type, TIntermTyped* initializer)
{
if (voidErrorCheck(loc, identifier, type.getBasicType()))
return nullptr;
// make const and initialization consistent
fixConstInit(loc, identifier, type, initializer);
// Check for redeclaration of built-ins and/or attempting to declare a reserved name
TSymbol* symbol = nullptr;
inheritGlobalDefaults(type.getQualifier());
const bool flattenVar = shouldFlattenUniform(type);
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
// correct IO in the type
switch (type.getQualifier().storage) {
case EvqGlobal:
case EvqTemporary:
clearUniformInputOutput(type.getQualifier());
break;
case EvqUniform:
case EvqBuffer:
correctUniform(type.getQualifier());
if (type.isStruct()) {
auto it = ioTypeMap.find(type.getStruct());
if (it != ioTypeMap.end())
type.setStruct(it->second.uniform);
}
break;
default:
break;
}
// Declare the variable
if (type.isArray()) {
// array case
declareArray(loc, identifier, type, symbol, !flattenVar);
} else {
// non-array case
if (! symbol)
symbol = declareNonArray(loc, identifier, type, !flattenVar);
else if (type != symbol->getType())
error(loc, "cannot change the type of", "redeclaration", symbol->getName().c_str());
}
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
if (flattenVar)
flatten(loc, *symbol->getAsVariable());
if (! symbol)
return nullptr;
// Deal with initializer
TIntermNode* initNode = nullptr;
if (symbol && initializer) {
if (flattenVar)
error(loc, "flattened array with initializer list unsupported", identifier.c_str(), "");
TVariable* variable = symbol->getAsVariable();
if (! variable) {
error(loc, "initializer requires a variable, not a member", identifier.c_str(), "");
return nullptr;
}
initNode = executeInitializer(loc, initializer, variable);
}
return initNode;
}
// Pick up global defaults from the provide global defaults into dst.
void HlslParseContext::inheritGlobalDefaults(TQualifier& dst) const
{
if (dst.storage == EvqVaryingOut) {
if (! dst.hasStream() && language == EShLangGeometry)
dst.layoutStream = globalOutputDefaults.layoutStream;
if (! dst.hasXfbBuffer())
dst.layoutXfbBuffer = globalOutputDefaults.layoutXfbBuffer;
}
}
//
// Make an internal-only variable whose name is for debug purposes only
// and won't be searched for. Callers will only use the return value to use
// the variable, not the name to look it up. It is okay if the name
// is the same as other names; there won't be any conflict.
//
TVariable* HlslParseContext::makeInternalVariable(const char* name, const TType& type) const
{
TString* nameString = NewPoolTString(name);
TVariable* variable = new TVariable(nameString, type);
symbolTable.makeInternalVariable(*variable);
return variable;
}
//
// Declare a non-array variable, the main point being there is no redeclaration
// for resizing allowed.
//
// Return the successfully declared variable.
//
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
TVariable* HlslParseContext::declareNonArray(const TSourceLoc& loc, TString& identifier, TType& type, bool track)
{
// make a new variable
TVariable* variable = new TVariable(&identifier, type);
// add variable to symbol table
if (symbolTable.insert(*variable)) {
HLSL: Recursive composite flattening This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
2016-11-29 00:09:54 +00:00
if (track && symbolTable.atGlobalLevel())
trackLinkage(*variable);
return variable;
}
error(loc, "redefinition", variable->getName().c_str(), "");
return nullptr;
}
//
// Handle all types of initializers from the grammar.
//
// Returning nullptr just means there is no code to execute to handle the
// initializer, which will, for example, be the case for constant initializers.
//
TIntermNode* HlslParseContext::executeInitializer(const TSourceLoc& loc, TIntermTyped* initializer, TVariable* variable)
{
//
// Identifier must be of type constant, a global, or a temporary, and
// starting at version 120, desktop allows uniforms to have initializers.
//
TStorageQualifier qualifier = variable->getType().getQualifier().storage;
//
// If the initializer was from braces { ... }, we convert the whole subtree to a
// constructor-style subtree, allowing the rest of the code to operate
// identically for both kinds of initializers.
//
//
// Type can't be deduced from the initializer list, so a skeletal type to
// follow has to be passed in. Constness and specialization-constness
// should be deduced bottom up, not dictated by the skeletal type.
//
TType skeletalType;
skeletalType.shallowCopy(variable->getType());
skeletalType.getQualifier().makeTemporary();
if (initializer->getAsAggregate() && initializer->getAsAggregate()->getOp() == EOpNull)
initializer = convertInitializerList(loc, skeletalType, initializer);
if (! initializer) {
// error recovery; don't leave const without constant values
if (qualifier == EvqConst)
variable->getWritableType().getQualifier().storage = EvqTemporary;
return nullptr;
}
// Fix outer arrayness if variable is unsized, getting size from the initializer
if (initializer->getType().isExplicitlySizedArray() &&
variable->getType().isImplicitlySizedArray())
variable->getWritableType().changeOuterArraySize(initializer->getType().getOuterArraySize());
// Inner arrayness can also get set by an initializer
if (initializer->getType().isArrayOfArrays() && variable->getType().isArrayOfArrays() &&
initializer->getType().getArraySizes()->getNumDims() ==
variable->getType().getArraySizes()->getNumDims()) {
// adopt unsized sizes from the initializer's sizes
for (int d = 1; d < variable->getType().getArraySizes()->getNumDims(); ++d) {
if (variable->getType().getArraySizes()->getDimSize(d) == UnsizedArraySize)
variable->getWritableType().getArraySizes().setDimSize(d, initializer->getType().getArraySizes()->getDimSize(d));
}
}
// Uniform and global consts require a constant initializer
if (qualifier == EvqUniform && initializer->getType().getQualifier().storage != EvqConst) {
error(loc, "uniform initializers must be constant", "=", "'%s'", variable->getType().getCompleteString().c_str());
variable->getWritableType().getQualifier().storage = EvqTemporary;
return nullptr;
}
if (qualifier == EvqConst && symbolTable.atGlobalLevel() && initializer->getType().getQualifier().storage != EvqConst) {
error(loc, "global const initializers must be constant", "=", "'%s'", variable->getType().getCompleteString().c_str());
variable->getWritableType().getQualifier().storage = EvqTemporary;
return nullptr;
}
// Const variables require a constant initializer, depending on version
if (qualifier == EvqConst) {
if (initializer->getType().getQualifier().storage != EvqConst) {
variable->getWritableType().getQualifier().storage = EvqConstReadOnly;
qualifier = EvqConstReadOnly;
}
}
if (qualifier == EvqConst || qualifier == EvqUniform) {
// Compile-time tagging of the variable with its constant value...
initializer = intermediate.addConversion(EOpAssign, variable->getType(), initializer);
if (! initializer || ! initializer->getAsConstantUnion() || variable->getType() != initializer->getType()) {
error(loc, "non-matching or non-convertible constant type for const initializer",
variable->getType().getStorageQualifierString(), "");
variable->getWritableType().getQualifier().storage = EvqTemporary;
return nullptr;
}
variable->setConstArray(initializer->getAsConstantUnion()->getConstArray());
} else {
// normal assigning of a value to a variable...
specializationCheck(loc, initializer->getType(), "initializer");
TIntermSymbol* intermSymbol = intermediate.addSymbol(*variable, loc);
TIntermNode* initNode = handleAssign(loc, EOpAssign, intermSymbol, initializer);
if (! initNode)
assignError(loc, "=", intermSymbol->getCompleteString(), initializer->getCompleteString());
return initNode;
}
return nullptr;
}
//
// Reprocess any initializer-list { ... } parts of the initializer.
// Need to hierarchically assign correct types and implicit
// conversions. Will do this mimicking the same process used for
// creating a constructor-style initializer, ensuring we get the
// same form.
//
// Returns a node representing an expression for the initializer list expressed
// as the correct type.
//
// Returns nullptr if there is an error.
//
TIntermTyped* HlslParseContext::convertInitializerList(const TSourceLoc& loc, const TType& type, TIntermTyped* initializer)
{
// Will operate recursively. Once a subtree is found that is constructor style,
// everything below it is already good: Only the "top part" of the initializer
// can be an initializer list, where "top part" can extend for several (or all) levels.
// see if we have bottomed out in the tree within the initializer-list part
TIntermAggregate* initList = initializer->getAsAggregate();
if (! initList || initList->getOp() != EOpNull) {
// We don't have a list, but if it's a scalar and the 'type' is a
// composite, we need to lengthen below to make it useful.
// Otherwise, this is an already formed object to initialize with.
if (type.isScalar() || !initializer->getType().isScalar())
return initializer;
else
initList = intermediate.makeAggregate(initializer);
}
// Of the initializer-list set of nodes, need to process bottom up,
// so recurse deep, then process on the way up.
// Go down the tree here...
if (type.isArray()) {
// The type's array might be unsized, which could be okay, so base sizes on the size of the aggregate.
// Later on, initializer execution code will deal with array size logic.
TType arrayType;
arrayType.shallowCopy(type); // sharing struct stuff is fine
arrayType.newArraySizes(*type.getArraySizes()); // but get a fresh copy of the array information, to edit below
// edit array sizes to fill in unsized dimensions
if (type.isImplicitlySizedArray())
arrayType.changeOuterArraySize((int)initList->getSequence().size());
// set unsized array dimensions that can be derived from the initializer's first element
if (arrayType.isArrayOfArrays() && initList->getSequence().size() > 0) {
TIntermTyped* firstInit = initList->getSequence()[0]->getAsTyped();
if (firstInit->getType().isArray() &&
arrayType.getArraySizes().getNumDims() == firstInit->getType().getArraySizes()->getNumDims() + 1) {
for (int d = 1; d < arrayType.getArraySizes().getNumDims(); ++d) {
if (arrayType.getArraySizes().getDimSize(d) == UnsizedArraySize)
arrayType.getArraySizes().setDimSize(d, firstInit->getType().getArraySizes()->getDimSize(d - 1));
}
}
}
// lengthen list to be long enough
lengthenList(loc, initList->getSequence(), arrayType.getOuterArraySize());
// recursively process each element
TType elementType(arrayType, 0); // dereferenced type
for (int i = 0; i < arrayType.getOuterArraySize(); ++i) {
initList->getSequence()[i] = convertInitializerList(loc, elementType, initList->getSequence()[i]->getAsTyped());
if (initList->getSequence()[i] == nullptr)
return nullptr;
}
return addConstructor(loc, initList, arrayType);
} else if (type.isStruct()) {
// lengthen list to be long enough
lengthenList(loc, initList->getSequence(), static_cast<int>(type.getStruct()->size()));
if (type.getStruct()->size() != initList->getSequence().size()) {
error(loc, "wrong number of structure members", "initializer list", "");
return nullptr;
}
for (size_t i = 0; i < type.getStruct()->size(); ++i) {
initList->getSequence()[i] = convertInitializerList(loc, *(*type.getStruct())[i].type, initList->getSequence()[i]->getAsTyped());
if (initList->getSequence()[i] == nullptr)
return nullptr;
}
} else if (type.isMatrix()) {
if (type.computeNumComponents() == (int)initList->getSequence().size()) {
// This means the matrix is initialized component-wise, rather than as
// a series of rows and columns. We can just use the list directly as
// a constructor; no further processing needed.
} else {
// lengthen list to be long enough
lengthenList(loc, initList->getSequence(), type.getMatrixCols());
if (type.getMatrixCols() != (int)initList->getSequence().size()) {
error(loc, "wrong number of matrix columns:", "initializer list", type.getCompleteString().c_str());
return nullptr;
}
TType vectorType(type, 0); // dereferenced type
for (int i = 0; i < type.getMatrixCols(); ++i) {
initList->getSequence()[i] = convertInitializerList(loc, vectorType, initList->getSequence()[i]->getAsTyped());
if (initList->getSequence()[i] == nullptr)
return nullptr;
}
}
} else if (type.isVector()) {
// lengthen list to be long enough
lengthenList(loc, initList->getSequence(), type.getVectorSize());
// error check; we're at bottom, so work is finished below
if (type.getVectorSize() != (int)initList->getSequence().size()) {
error(loc, "wrong vector size (or rows in a matrix column):", "initializer list", type.getCompleteString().c_str());
return nullptr;
}
} else if (type.isScalar()) {
// lengthen list to be long enough
lengthenList(loc, initList->getSequence(), 1);
if ((int)initList->getSequence().size() != 1) {
error(loc, "scalar expected one element:", "initializer list", type.getCompleteString().c_str());
return nullptr;
}
} else {
error(loc, "unexpected initializer-list type:", "initializer list", type.getCompleteString().c_str());
return nullptr;
}
// Now that the subtree is processed, process this node as if the
// initializer list is a set of arguments to a constructor.
TIntermNode* emulatedConstructorArguments;
if (initList->getSequence().size() == 1)
emulatedConstructorArguments = initList->getSequence()[0];
else
emulatedConstructorArguments = initList;
2017-01-05 17:45:32 +00:00
return addConstructor(loc, emulatedConstructorArguments, type);
}
// Lengthen list to be long enough to cover any gap from the current list size
// to 'size'. If the list is longer, do nothing.
// The value to lengthen with is the default for short lists.
void HlslParseContext::lengthenList(const TSourceLoc& loc, TIntermSequence& list, int size)
{
for (int c = (int)list.size(); c < size; ++c)
list.push_back(intermediate.addConstantUnion(0, loc));
}
//
// Test for the correctness of the parameters passed to various constructor functions
// and also convert them to the right data type, if allowed and required.
//
// Returns nullptr for an error or the constructed node (aggregate or typed) for no error.
//
TIntermTyped* HlslParseContext::addConstructor(const TSourceLoc& loc, TIntermNode* node, const TType& type)
{
if (node == nullptr || node->getAsTyped() == nullptr)
return nullptr;
// Handle the idiom "(struct type)0"
if (type.isStruct() && isZeroConstructor(node))
return convertInitializerList(loc, type, intermediate.makeAggregate(loc));
TIntermAggregate* aggrNode = node->getAsAggregate();
TOperator op = intermediate.mapTypeToConstructorOp(type);
// Combined texture-sampler constructors are completely semantic checked
// in constructorTextureSamplerError()
if (op == EOpConstructTextureSampler)
return intermediate.setAggregateOperator(aggrNode, op, type, loc);
TTypeList::const_iterator memberTypes;
if (op == EOpConstructStruct)
memberTypes = type.getStruct()->begin();
TType elementType;
if (type.isArray()) {
TType dereferenced(type, 0);
elementType.shallowCopy(dereferenced);
} else
elementType.shallowCopy(type);
bool singleArg;
if (aggrNode) {
if (aggrNode->getOp() != EOpNull || aggrNode->getSequence().size() == 1)
singleArg = true;
else
singleArg = false;
} else
singleArg = true;
TIntermTyped *newNode;
if (singleArg) {
// If structure constructor or array constructor is being called
// for only one parameter inside the structure, we need to call constructAggregate function once.
if (type.isArray())
newNode = constructAggregate(node, elementType, 1, node->getLoc());
else if (op == EOpConstructStruct)
newNode = constructAggregate(node, *(*memberTypes).type, 1, node->getLoc());
else
newNode = constructBuiltIn(type, op, node->getAsTyped(), node->getLoc(), false);
if (newNode && (type.isArray() || op == EOpConstructStruct))
newNode = intermediate.setAggregateOperator(newNode, EOpConstructStruct, type, loc);
return newNode;
}
//
// Handle list of arguments.
//
TIntermSequence &sequenceVector = aggrNode->getSequence(); // Stores the information about the parameter to the constructor
// if the structure constructor contains more than one parameter, then construct
// each parameter
int paramCount = 0; // keeps a track of the constructor parameter number being checked
// for each parameter to the constructor call, check to see if the right type is passed or convert them
// to the right type if possible (and allowed).
// for structure constructors, just check if the right type is passed, no conversion is allowed.
for (TIntermSequence::iterator p = sequenceVector.begin();
p != sequenceVector.end(); p++, paramCount++) {
if (type.isArray())
newNode = constructAggregate(*p, elementType, paramCount + 1, node->getLoc());
else if (op == EOpConstructStruct)
newNode = constructAggregate(*p, *(memberTypes[paramCount]).type, paramCount + 1, node->getLoc());
else
newNode = constructBuiltIn(type, op, (*p)->getAsTyped(), node->getLoc(), true);
if (newNode)
*p = newNode;
else
return nullptr;
}
TIntermTyped* constructor = intermediate.setAggregateOperator(aggrNode, op, type, loc);
return constructor;
}
// Function for constructor implementation. Calls addUnaryMath with appropriate EOp value
// for the parameter to the constructor (passed to this function). Essentially, it converts
// the parameter types correctly. If a constructor expects an int (like ivec2) and is passed a
// float, then float is converted to int.
//
// Returns nullptr for an error or the constructed node.
//
TIntermTyped* HlslParseContext::constructBuiltIn(const TType& type, TOperator op, TIntermTyped* node, const TSourceLoc& loc, bool subset)
{
TIntermTyped* newNode;
TOperator basicOp;
//
// First, convert types as needed.
//
switch (op) {
case EOpConstructVec2:
case EOpConstructVec3:
case EOpConstructVec4:
case EOpConstructMat2x2:
case EOpConstructMat2x3:
case EOpConstructMat2x4:
case EOpConstructMat3x2:
case EOpConstructMat3x3:
case EOpConstructMat3x4:
case EOpConstructMat4x2:
case EOpConstructMat4x3:
case EOpConstructMat4x4:
case EOpConstructFloat:
basicOp = EOpConstructFloat;
break;
case EOpConstructDVec2:
case EOpConstructDVec3:
case EOpConstructDVec4:
case EOpConstructDMat2x2:
case EOpConstructDMat2x3:
case EOpConstructDMat2x4:
case EOpConstructDMat3x2:
case EOpConstructDMat3x3:
case EOpConstructDMat3x4:
case EOpConstructDMat4x2:
case EOpConstructDMat4x3:
case EOpConstructDMat4x4:
case EOpConstructDouble:
basicOp = EOpConstructDouble;
break;
case EOpConstructIVec2:
case EOpConstructIVec3:
case EOpConstructIVec4:
case EOpConstructInt:
basicOp = EOpConstructInt;
break;
case EOpConstructUVec2:
case EOpConstructUVec3:
case EOpConstructUVec4:
case EOpConstructUint:
basicOp = EOpConstructUint;
break;
case EOpConstructBVec2:
case EOpConstructBVec3:
case EOpConstructBVec4:
case EOpConstructBool:
basicOp = EOpConstructBool;
break;
default:
error(loc, "unsupported construction", "", "");
return nullptr;
}
newNode = intermediate.addUnaryMath(basicOp, node, node->getLoc());
if (newNode == nullptr) {
error(loc, "can't convert", "constructor", "");
return nullptr;
}
//
// Now, if there still isn't an operation to do the construction, and we need one, add one.
//
// Otherwise, skip out early.
if (subset || (newNode != node && newNode->getType() == type))
return newNode;
// setAggregateOperator will insert a new node for the constructor, as needed.
return intermediate.setAggregateOperator(newNode, op, type, loc);
}
// This function tests for the type of the parameters to the structure or array constructor. Raises
// an error message if the expected type does not match the parameter passed to the constructor.
//
// Returns nullptr for an error or the input node itself if the expected and the given parameter types match.
//
TIntermTyped* HlslParseContext::constructAggregate(TIntermNode* node, const TType& type, int paramCount, const TSourceLoc& loc)
{
TIntermTyped* converted = intermediate.addConversion(EOpConstructStruct, type, node->getAsTyped());
if (! converted || converted->getType() != type) {
error(loc, "", "constructor", "cannot convert parameter %d from '%s' to '%s'", paramCount,
node->getAsTyped()->getType().getCompleteString().c_str(), type.getCompleteString().c_str());
return nullptr;
}
return converted;
}
//
// Do everything needed to add an interface block.
//
void HlslParseContext::declareBlock(const TSourceLoc& loc, TType& type, const TString* instanceName, TArraySizes* arraySizes)
{
assert(type.getWritableStruct() != nullptr);
// Clean up top-level decorations that don't belong.
switch (type.getQualifier().storage) {
case EvqUniform:
case EvqBuffer:
correctUniform(type.getQualifier());
break;
case EvqVaryingIn:
correctInput(type.getQualifier());
break;
case EvqVaryingOut:
correctOutput(type.getQualifier());
break;
default:
break;
}
TTypeList& typeList = *type.getWritableStruct();
// fix and check for member storage qualifiers and types that don't belong within a block
for (unsigned int member = 0; member < typeList.size(); ++member) {
TType& memberType = *typeList[member].type;
TQualifier& memberQualifier = memberType.getQualifier();
const TSourceLoc& memberLoc = typeList[member].loc;
globalQualifierFix(memberLoc, memberQualifier);
memberQualifier.storage = type.getQualifier().storage;
if (memberType.isStruct()) {
// clean up and pick up the right set of decorations
auto it = ioTypeMap.find(memberType.getStruct());
switch (type.getQualifier().storage) {
case EvqUniform:
case EvqBuffer:
correctUniform(type.getQualifier());
if (it != ioTypeMap.end() && it->second.uniform)
type.setStruct(it->second.uniform);
break;
case EvqVaryingIn:
correctInput(type.getQualifier());
if (it != ioTypeMap.end() && it->second.input)
type.setStruct(it->second.input);
break;
case EvqVaryingOut:
correctOutput(type.getQualifier());
if (it != ioTypeMap.end() && it->second.output)
type.setStruct(it->second.output);
break;
default:
break;
}
}
}
// This might be a redeclaration of a built-in block. If so, redeclareBuiltinBlock() will
// do all the rest.
// if (! symbolTable.atBuiltInLevel() && builtInName(*blockName)) {
// redeclareBuiltinBlock(loc, typeList, *blockName, instanceName, arraySizes);
// return;
//}
// Make default block qualification, and adjust the member qualifications
TQualifier defaultQualification;
switch (type.getQualifier().storage) {
case EvqUniform: defaultQualification = globalUniformDefaults; break;
case EvqBuffer: defaultQualification = globalBufferDefaults; break;
case EvqVaryingIn: defaultQualification = globalInputDefaults; break;
case EvqVaryingOut: defaultQualification = globalOutputDefaults; break;
default: defaultQualification.clear(); break;
}
// Special case for "push_constant uniform", which has a default of std430,
// contrary to normal uniform defaults, and can't have a default tracked for it.
if (type.getQualifier().layoutPushConstant && ! type.getQualifier().hasPacking())
type.getQualifier().layoutPacking = ElpStd430;
// fix and check for member layout qualifiers
mergeObjectLayoutQualifiers(defaultQualification, type.getQualifier(), true);
bool memberWithLocation = false;
bool memberWithoutLocation = false;
for (unsigned int member = 0; member < typeList.size(); ++member) {
TQualifier& memberQualifier = typeList[member].type->getQualifier();
const TSourceLoc& memberLoc = typeList[member].loc;
if (memberQualifier.hasStream()) {
if (defaultQualification.layoutStream != memberQualifier.layoutStream)
error(memberLoc, "member cannot contradict block", "stream", "");
}
// "This includes a block's inheritance of the
// current global default buffer, a block member's inheritance of the block's
// buffer, and the requirement that any *xfb_buffer* declared on a block
// member must match the buffer inherited from the block."
if (memberQualifier.hasXfbBuffer()) {
if (defaultQualification.layoutXfbBuffer != memberQualifier.layoutXfbBuffer)
error(memberLoc, "member cannot contradict block (or what block inherited from global)", "xfb_buffer", "");
}
if (memberQualifier.hasLocation()) {
switch (type.getQualifier().storage) {
case EvqVaryingIn:
case EvqVaryingOut:
memberWithLocation = true;
break;
default:
break;
}
} else
memberWithoutLocation = true;
TQualifier newMemberQualification = defaultQualification;
mergeQualifiers(newMemberQualification, memberQualifier);
memberQualifier = newMemberQualification;
}
// Process the members
fixBlockLocations(loc, type.getQualifier(), typeList, memberWithLocation, memberWithoutLocation);
fixBlockXfbOffsets(type.getQualifier(), typeList);
fixBlockUniformOffsets(type.getQualifier(), typeList);
// reverse merge, so that currentBlockQualifier now has all layout information
// (can't use defaultQualification directly, it's missing other non-layout-default-class qualifiers)
mergeObjectLayoutQualifiers(type.getQualifier(), defaultQualification, true);
//
// Build and add the interface block as a new type named 'blockName'
//
// Use the instance name as the interface name if one exists, else the block name.
const TString& interfaceName = (instanceName && !instanceName->empty()) ? *instanceName : type.getTypeName();
TType blockType(&typeList, interfaceName, type.getQualifier());
if (arraySizes)
blockType.newArraySizes(*arraySizes);
// Add the variable, as anonymous or named instanceName.
// Make an anonymous variable if no name was provided.
if (! instanceName)
instanceName = NewPoolTString("");
TVariable& variable = *new TVariable(instanceName, blockType);
if (! symbolTable.insert(variable)) {
if (*instanceName == "")
error(loc, "nameless block contains a member that already has a name at global scope", "" /* blockName->c_str() */, "");
else
error(loc, "block instance name redefinition", variable.getName().c_str(), "");
return;
}
// Save it in the AST for linker use.
trackLinkage(variable);
}
void HlslParseContext::finalizeGlobalUniformBlockLayout(TVariable& block)
{
block.getWritableType().getQualifier().layoutPacking = ElpStd140;
block.getWritableType().getQualifier().layoutMatrix = ElmRowMajor;
fixBlockUniformOffsets(block.getType().getQualifier(), *block.getWritableType().getWritableStruct());
}
//
// "For a block, this process applies to the entire block, or until the first member
// is reached that has a location layout qualifier. When a block member is declared with a location
// qualifier, its location comes from that qualifier: The member's location qualifier overrides the block-level
// declaration. Subsequent members are again assigned consecutive locations, based on the newest location,
// until the next member declared with a location qualifier. The values used for locations do not have to be
// declared in increasing order."
void HlslParseContext::fixBlockLocations(const TSourceLoc& loc, TQualifier& qualifier, TTypeList& typeList, bool memberWithLocation, bool memberWithoutLocation)
{
// "If a block has no block-level location layout qualifier, it is required that either all or none of its members
// have a location layout qualifier, or a compile-time error results."
if (! qualifier.hasLocation() && memberWithLocation && memberWithoutLocation)
error(loc, "either the block needs a location, or all members need a location, or no members have a location", "location", "");
else {
if (memberWithLocation) {
// remove any block-level location and make it per *every* member
int nextLocation = 0; // by the rule above, initial value is not relevant
if (qualifier.hasAnyLocation()) {
nextLocation = qualifier.layoutLocation;
qualifier.layoutLocation = TQualifier::layoutLocationEnd;
if (qualifier.hasComponent()) {
// "It is a compile-time error to apply the *component* qualifier to a ... block"
error(loc, "cannot apply to a block", "component", "");
}
if (qualifier.hasIndex()) {
error(loc, "cannot apply to a block", "index", "");
}
}
for (unsigned int member = 0; member < typeList.size(); ++member) {
TQualifier& memberQualifier = typeList[member].type->getQualifier();
const TSourceLoc& memberLoc = typeList[member].loc;
if (! memberQualifier.hasLocation()) {
if (nextLocation >= (int)TQualifier::layoutLocationEnd)
error(memberLoc, "location is too large", "location", "");
memberQualifier.layoutLocation = nextLocation;
memberQualifier.layoutComponent = 0;
}
nextLocation = memberQualifier.layoutLocation + intermediate.computeTypeLocationSize(*typeList[member].type);
}
}
}
}
void HlslParseContext::fixBlockXfbOffsets(TQualifier& qualifier, TTypeList& typeList)
{
// "If a block is qualified with xfb_offset, all its
// members are assigned transform feedback buffer offsets. If a block is not qualified with xfb_offset, any
// members of that block not qualified with an xfb_offset will not be assigned transform feedback buffer
// offsets."
if (! qualifier.hasXfbBuffer() || ! qualifier.hasXfbOffset())
return;
int nextOffset = qualifier.layoutXfbOffset;
for (unsigned int member = 0; member < typeList.size(); ++member) {
TQualifier& memberQualifier = typeList[member].type->getQualifier();
bool containsDouble = false;
int memberSize = intermediate.computeTypeXfbSize(*typeList[member].type, containsDouble);
// see if we need to auto-assign an offset to this member
if (! memberQualifier.hasXfbOffset()) {
// "if applied to an aggregate containing a double, the offset must also be a multiple of 8"
if (containsDouble)
RoundToPow2(nextOffset, 8);
memberQualifier.layoutXfbOffset = nextOffset;
} else
nextOffset = memberQualifier.layoutXfbOffset;
nextOffset += memberSize;
}
// The above gave all block members an offset, so we can take it off the block now,
// which will avoid double counting the offset usage.
qualifier.layoutXfbOffset = TQualifier::layoutXfbOffsetEnd;
}
// Calculate and save the offset of each block member, using the recursively
// defined block offset rules and the user-provided offset and align.
//
// Also, compute and save the total size of the block. For the block's size, arrayness
// is not taken into account, as each element is backed by a separate buffer.
//
void HlslParseContext::fixBlockUniformOffsets(const TQualifier& qualifier, TTypeList& typeList)
{
if (! qualifier.isUniformOrBuffer())
return;
if (qualifier.layoutPacking != ElpStd140 && qualifier.layoutPacking != ElpStd430)
return;
int offset = 0;
int memberSize;
for (unsigned int member = 0; member < typeList.size(); ++member) {
TQualifier& memberQualifier = typeList[member].type->getQualifier();
const TSourceLoc& memberLoc = typeList[member].loc;
// "When align is applied to an array, it effects only the start of the array, not the array's internal stride."
// modify just the children's view of matrix layout, if there is one for this member
TLayoutMatrix subMatrixLayout = typeList[member].type->getQualifier().layoutMatrix;
int dummyStride;
int memberAlignment = intermediate.getBaseAlignment(*typeList[member].type, memberSize, dummyStride,
qualifier.layoutPacking == ElpStd140,
subMatrixLayout != ElmNone ? subMatrixLayout == ElmRowMajor
: qualifier.layoutMatrix == ElmRowMajor);
if (memberQualifier.hasOffset()) {
// "The specified offset must be a multiple
// of the base alignment of the type of the block member it qualifies, or a compile-time error results."
if (! IsMultipleOfPow2(memberQualifier.layoutOffset, memberAlignment))
error(memberLoc, "must be a multiple of the member's alignment", "offset", "");
// "The offset qualifier forces the qualified member to start at or after the specified
// integral-constant expression, which will be its byte offset from the beginning of the buffer.
// "The actual offset of a member is computed as
// follows: If offset was declared, start with that offset, otherwise start with the next available offset."
offset = std::max(offset, memberQualifier.layoutOffset);
}
// "The actual alignment of a member will be the greater of the specified align alignment and the standard
// (e.g., std140) base alignment for the member's type."
if (memberQualifier.hasAlign())
memberAlignment = std::max(memberAlignment, memberQualifier.layoutAlign);
// "If the resulting offset is not a multiple of the actual alignment,
// increase it to the first offset that is a multiple of
// the actual alignment."
RoundToPow2(offset, memberAlignment);
typeList[member].type->getQualifier().layoutOffset = offset;
offset += memberSize;
}
}
// For an identifier that is already declared, add more qualification to it.
void HlslParseContext::addQualifierToExisting(const TSourceLoc& loc, TQualifier qualifier, const TString& identifier)
{
TSymbol* symbol = symbolTable.find(identifier);
if (! symbol) {
error(loc, "identifier not previously declared", identifier.c_str(), "");
return;
}
if (symbol->getAsFunction()) {
error(loc, "cannot re-qualify a function name", identifier.c_str(), "");
return;
}
if (qualifier.isAuxiliary() ||
qualifier.isMemory() ||
qualifier.isInterpolation() ||
qualifier.hasLayout() ||
qualifier.storage != EvqTemporary ||
qualifier.precision != EpqNone) {
error(loc, "cannot add storage, auxiliary, memory, interpolation, layout, or precision qualifier to an existing variable", identifier.c_str(), "");
return;
}
// For read-only built-ins, add a new symbol for holding the modified qualifier.
// This will bring up an entire block, if a block type has to be modified (e.g., gl_Position inside a block)
if (symbol->isReadOnly())
symbol = symbolTable.copyUp(symbol);
if (qualifier.invariant) {
if (intermediate.inIoAccessed(identifier))
error(loc, "cannot change qualification after use", "invariant", "");
symbol->getWritableType().getQualifier().invariant = true;
} else if (qualifier.noContraction) {
if (intermediate.inIoAccessed(identifier))
error(loc, "cannot change qualification after use", "precise", "");
symbol->getWritableType().getQualifier().noContraction = true;
} else if (qualifier.specConstant) {
symbol->getWritableType().getQualifier().makeSpecConstant();
if (qualifier.hasSpecConstantId())
symbol->getWritableType().getQualifier().layoutSpecConstantId = qualifier.layoutSpecConstantId;
} else
warn(loc, "unknown requalification", "", "");
}
void HlslParseContext::addQualifierToExisting(const TSourceLoc& loc, TQualifier qualifier, TIdentifierList& identifiers)
{
for (unsigned int i = 0; i < identifiers.size(); ++i)
addQualifierToExisting(loc, qualifier, *identifiers[i]);
}
//
// Update the intermediate for the given input geometry
//
bool HlslParseContext::handleInputGeometry(const TSourceLoc& loc, const TLayoutGeometry& geometry)
{
switch (geometry) {
case ElgPoints: // fall through
case ElgLines: // ...
case ElgTriangles: // ...
case ElgLinesAdjacency: // ...
case ElgTrianglesAdjacency: // ...
if (! intermediate.setInputPrimitive(geometry)) {
error(loc, "input primitive geometry redefinition", TQualifier::getGeometryString(geometry), "");
return false;
}
break;
default:
error(loc, "cannot apply to 'in'", TQualifier::getGeometryString(geometry), "");
return false;
}
return true;
}
//
// Update the intermediate for the given output geometry
//
bool HlslParseContext::handleOutputGeometry(const TSourceLoc& loc, const TLayoutGeometry& geometry)
{
switch (geometry) {
case ElgPoints:
case ElgLineStrip:
case ElgTriangleStrip:
if (! intermediate.setOutputPrimitive(geometry)) {
error(loc, "output primitive geometry redefinition", TQualifier::getGeometryString(geometry), "");
return false;
}
break;
default:
error(loc, "cannot apply to 'out'", TQualifier::getGeometryString(geometry), "");
return false;
}
return true;
}
//
// Updating default qualifier for the case of a declaration with just a qualifier,
// no type, block, or identifier.
//
void HlslParseContext::updateStandaloneQualifierDefaults(const TSourceLoc& loc, const TPublicType& publicType)
{
if (publicType.shaderQualifiers.vertices != TQualifier::layoutNotSet) {
assert(language == EShLangTessControl || language == EShLangGeometry);
// const char* id = (language == EShLangTessControl) ? "vertices" : "max_vertices";
}
if (publicType.shaderQualifiers.invocations != TQualifier::layoutNotSet) {
if (! intermediate.setInvocations(publicType.shaderQualifiers.invocations))
error(loc, "cannot change previously set layout value", "invocations", "");
}
if (publicType.shaderQualifiers.geometry != ElgNone) {
if (publicType.qualifier.storage == EvqVaryingIn) {
switch (publicType.shaderQualifiers.geometry) {
case ElgPoints:
case ElgLines:
case ElgLinesAdjacency:
case ElgTriangles:
case ElgTrianglesAdjacency:
case ElgQuads:
case ElgIsolines:
break;
default:
error(loc, "cannot apply to input", TQualifier::getGeometryString(publicType.shaderQualifiers.geometry), "");
}
} else if (publicType.qualifier.storage == EvqVaryingOut) {
handleOutputGeometry(loc, publicType.shaderQualifiers.geometry);
} else
error(loc, "cannot apply to:", TQualifier::getGeometryString(publicType.shaderQualifiers.geometry), GetStorageQualifierString(publicType.qualifier.storage));
}
if (publicType.shaderQualifiers.spacing != EvsNone)
intermediate.setVertexSpacing(publicType.shaderQualifiers.spacing);
if (publicType.shaderQualifiers.order != EvoNone)
intermediate.setVertexOrder(publicType.shaderQualifiers.order);
if (publicType.shaderQualifiers.pointMode)
intermediate.setPointMode();
for (int i = 0; i < 3; ++i) {
if (publicType.shaderQualifiers.localSize[i] > 1) {
int max = 0;
switch (i) {
case 0: max = resources.maxComputeWorkGroupSizeX; break;
case 1: max = resources.maxComputeWorkGroupSizeY; break;
case 2: max = resources.maxComputeWorkGroupSizeZ; break;
default: break;
}
if (intermediate.getLocalSize(i) > (unsigned int)max)
error(loc, "too large; see gl_MaxComputeWorkGroupSize", "local_size", "");
// Fix the existing constant gl_WorkGroupSize with this new information.
TVariable* workGroupSize = getEditableVariable("gl_WorkGroupSize");
workGroupSize->getWritableConstArray()[i].setUConst(intermediate.getLocalSize(i));
}
if (publicType.shaderQualifiers.localSizeSpecId[i] != TQualifier::layoutNotSet) {
intermediate.setLocalSizeSpecId(i, publicType.shaderQualifiers.localSizeSpecId[i]);
// Set the workgroup built-in variable as a specialization constant
TVariable* workGroupSize = getEditableVariable("gl_WorkGroupSize");
workGroupSize->getWritableType().getQualifier().specConstant = true;
}
}
if (publicType.shaderQualifiers.earlyFragmentTests)
intermediate.setEarlyFragmentTests();
const TQualifier& qualifier = publicType.qualifier;
switch (qualifier.storage) {
case EvqUniform:
if (qualifier.hasMatrix())
globalUniformDefaults.layoutMatrix = qualifier.layoutMatrix;
if (qualifier.hasPacking())
globalUniformDefaults.layoutPacking = qualifier.layoutPacking;
break;
case EvqBuffer:
if (qualifier.hasMatrix())
globalBufferDefaults.layoutMatrix = qualifier.layoutMatrix;
if (qualifier.hasPacking())
globalBufferDefaults.layoutPacking = qualifier.layoutPacking;
break;
case EvqVaryingIn:
break;
case EvqVaryingOut:
if (qualifier.hasStream())
globalOutputDefaults.layoutStream = qualifier.layoutStream;
if (qualifier.hasXfbBuffer())
globalOutputDefaults.layoutXfbBuffer = qualifier.layoutXfbBuffer;
if (globalOutputDefaults.hasXfbBuffer() && qualifier.hasXfbStride()) {
if (! intermediate.setXfbBufferStride(globalOutputDefaults.layoutXfbBuffer, qualifier.layoutXfbStride))
error(loc, "all stride settings must match for xfb buffer", "xfb_stride", "%d", qualifier.layoutXfbBuffer);
}
break;
default:
error(loc, "default qualifier requires 'uniform', 'buffer', 'in', or 'out' storage qualification", "", "");
return;
}
}
//
// Take the sequence of statements that has been built up since the last case/default,
// put it on the list of top-level nodes for the current (inner-most) switch statement,
// and follow that by the case/default we are on now. (See switch topology comment on
// TIntermSwitch.)
//
void HlslParseContext::wrapupSwitchSubsequence(TIntermAggregate* statements, TIntermNode* branchNode)
{
TIntermSequence* switchSequence = switchSequenceStack.back();
if (statements) {
statements->setOperator(EOpSequence);
switchSequence->push_back(statements);
}
if (branchNode) {
// check all previous cases for the same label (or both are 'default')
for (unsigned int s = 0; s < switchSequence->size(); ++s) {
TIntermBranch* prevBranch = (*switchSequence)[s]->getAsBranchNode();
if (prevBranch) {
TIntermTyped* prevExpression = prevBranch->getExpression();
TIntermTyped* newExpression = branchNode->getAsBranchNode()->getExpression();
if (prevExpression == nullptr && newExpression == nullptr)
error(branchNode->getLoc(), "duplicate label", "default", "");
else if (prevExpression != nullptr &&
newExpression != nullptr &&
prevExpression->getAsConstantUnion() &&
newExpression->getAsConstantUnion() &&
prevExpression->getAsConstantUnion()->getConstArray()[0].getIConst() ==
newExpression->getAsConstantUnion()->getConstArray()[0].getIConst())
error(branchNode->getLoc(), "duplicated value", "case", "");
}
}
switchSequence->push_back(branchNode);
}
}
//
// Turn the top-level node sequence built up of wrapupSwitchSubsequence
// into a switch node.
//
TIntermNode* HlslParseContext::addSwitch(const TSourceLoc& loc, TIntermTyped* expression, TIntermAggregate* lastStatements)
{
wrapupSwitchSubsequence(lastStatements, nullptr);
if (expression == nullptr ||
(expression->getBasicType() != EbtInt && expression->getBasicType() != EbtUint) ||
expression->getType().isArray() || expression->getType().isMatrix() || expression->getType().isVector())
error(loc, "condition must be a scalar integer expression", "switch", "");
// If there is nothing to do, drop the switch but still execute the expression
TIntermSequence* switchSequence = switchSequenceStack.back();
if (switchSequence->size() == 0)
return expression;
if (lastStatements == nullptr) {
// emulate a break for error recovery
lastStatements = intermediate.makeAggregate(intermediate.addBranch(EOpBreak, loc));
lastStatements->setOperator(EOpSequence);
switchSequence->push_back(lastStatements);
}
TIntermAggregate* body = new TIntermAggregate(EOpSequence);
body->getSequence() = *switchSequenceStack.back();
body->setLoc(loc);
TIntermSwitch* switchNode = new TIntermSwitch(expression, body);
switchNode->setLoc(loc);
return switchNode;
}
// Potentially rename shader entry point function
void HlslParseContext::renameShaderFunction(TString*& name) const
{
// Replace the entry point name given in the shader with the real entry point name,
// if there is a substitution.
if (name != nullptr && *name == sourceEntryPointName)
name = NewPoolTString(intermediate.getEntryPointName().c_str());
}
// Return true if this has uniform-interface like decorations.
bool HlslParseContext::hasUniform(const TQualifier& qualifier) const
{
return qualifier.hasUniformLayout() ||
qualifier.layoutPushConstant;
}
// Potentially not the opposite of hasUniform(), as if some characteristic is
// ever used for more than one thing (e.g., uniform or input), hasUniform() should
// say it exists, but clearUniform() should leave it in place.
void HlslParseContext::clearUniform(TQualifier& qualifier)
{
qualifier.clearUniformLayout();
qualifier.layoutPushConstant = false;
}
// Return false if builtIn by itself doesn't force this qualifier to be an input qualifier.
bool HlslParseContext::isInputBuiltIn(const TQualifier& qualifier) const
{
switch (qualifier.builtIn) {
case EbvPosition:
case EbvPointSize:
return language != EShLangVertex && language != EShLangCompute && language != EShLangFragment;
case EbvClipDistance:
case EbvCullDistance:
return language != EShLangVertex && language != EShLangCompute;
case EbvFragCoord:
case EbvFace:
case EbvHelperInvocation:
case EbvLayer:
case EbvPointCoord:
case EbvSampleId:
case EbvSampleMask:
case EbvSamplePosition:
case EbvViewportIndex:
return language == EShLangFragment;
case EbvGlobalInvocationId:
case EbvLocalInvocationIndex:
case EbvLocalInvocationId:
case EbvNumWorkGroups:
case EbvWorkGroupId:
case EbvWorkGroupSize:
return language == EShLangCompute;
case EbvInvocationId:
return language == EShLangTessControl || language == EShLangTessEvaluation || language == EShLangGeometry;
case EbvPatchVertices:
return language == EShLangTessControl || language == EShLangTessEvaluation;
case EbvInstanceId:
case EbvInstanceIndex:
case EbvVertexId:
case EbvVertexIndex:
return language == EShLangVertex;
case EbvPrimitiveId:
return language == EShLangGeometry || language == EShLangFragment;
case EbvTessLevelInner:
case EbvTessLevelOuter:
return language == EShLangTessEvaluation;
default:
return false;
}
}
// Return true if there are decorations to preserve for input-like storage.
bool HlslParseContext::hasInput(const TQualifier& qualifier) const
{
if (qualifier.hasAnyLocation())
return true;
if (language == EShLangFragment && (qualifier.isInterpolation() || qualifier.centroid || qualifier.sample))
return true;
if (language == EShLangTessEvaluation && qualifier.patch)
return true;
if (isInputBuiltIn(qualifier))
return true;
return false;
}
// Return false if builtIn by itself doesn't force this qualifier to be an output qualifier.
bool HlslParseContext::isOutputBuiltIn(const TQualifier& qualifier) const
{
switch (qualifier.builtIn) {
case EbvPosition:
case EbvPointSize:
case EbvClipVertex:
case EbvClipDistance:
case EbvCullDistance:
return language != EShLangFragment && language != EShLangCompute;
case EbvFragDepth:
case EbvFragDepthGreater:
case EbvFragDepthLesser:
case EbvSampleMask:
return language == EShLangFragment;
case EbvLayer:
case EbvViewportIndex:
return language == EShLangGeometry;
case EbvPrimitiveId:
return language == EShLangGeometry || language == EShLangTessControl || language == EShLangTessEvaluation;
case EbvTessLevelInner:
case EbvTessLevelOuter:
return language == EShLangTessControl;
default:
return false;
}
}
// Return true if there are decorations to preserve for output-like storage.
bool HlslParseContext::hasOutput(const TQualifier& qualifier) const
{
if (qualifier.hasAnyLocation())
return true;
if (language != EShLangFragment && language != EShLangCompute && qualifier.hasXfb())
return true;
if (language == EShLangTessControl && qualifier.patch)
return true;
if (language == EShLangGeometry && qualifier.hasStream())
return true;
if (isOutputBuiltIn(qualifier))
return true;
return false;
}
// Make the IO decorations etc. be appropriate only for an input interface.
void HlslParseContext::correctInput(TQualifier& qualifier)
{
clearUniform(qualifier);
if (language == EShLangVertex)
qualifier.clearInterstage();
if (language != EShLangTessEvaluation)
qualifier.patch = false;
if (language != EShLangFragment) {
qualifier.clearInterpolation();
qualifier.sample = false;
}
qualifier.clearStreamLayout();
qualifier.clearXfbLayout();
if (! isInputBuiltIn(qualifier))
qualifier.builtIn = EbvNone;
}
// Make the IO decorations etc. be appropriate only for an output interface.
void HlslParseContext::correctOutput(TQualifier& qualifier)
{
clearUniform(qualifier);
if (language == EShLangFragment)
qualifier.clearInterstage();
if (language != EShLangGeometry)
qualifier.clearStreamLayout();
if (language == EShLangFragment)
qualifier.clearXfbLayout();
if (language != EShLangTessControl)
qualifier.patch = false;
switch (qualifier.builtIn) {
case EbvFragDepthGreater:
intermediate.setDepth(EldGreater);
qualifier.builtIn = EbvFragDepth;
break;
case EbvFragDepthLesser:
intermediate.setDepth(EldLess);
qualifier.builtIn = EbvFragDepth;
break;
default:
break;
}
if (! isOutputBuiltIn(qualifier))
qualifier.builtIn = EbvNone;
}
// Make the IO decorations etc. be appropriate only for uniform type interfaces.
void HlslParseContext::correctUniform(TQualifier& qualifier)
{
qualifier.builtIn = EbvNone;
qualifier.clearInterstage();
qualifier.clearInterstageLayout();
}
// Clear out all IO/Uniform stuff, so this has nothing to do with being an IO interface.
void HlslParseContext::clearUniformInputOutput(TQualifier& qualifier)
{
clearUniform(qualifier);
correctUniform(qualifier);
}
Add basic HS/DS implementation. This obsoletes WIP PR #704, which was built on the pre entry point wrapping master. New version here uses entry point wrapping. This is a limited implementation of tessellation shaders. In particular, the following are not functional, and will be added as separate stages to reduce the size of each PR. * patchconstantfunctions accepting per-control-point input values, such as const OutputPatch <hs_out_t, 3> cpv are not implemented. * patchconstantfunctions whose signature requires an aggregate input type such as a structure containing builtin variables. Code to synthesize such calls is not yet present. These restrictions will be relaxed as soon as possible. Simple cases can compile now: see for example Test/hulsl.hull.1.tesc - e.g, writing to inner and outer tessellation factors. PCF invocation is synthesized as an entry point epilogue protected behind a barrier and a test on invocation ID == 0. If there is an existing invocation ID variable it will be used, otherwise one is added to the linkage. The PCF and the shader EP interfaces are unioned and builtins appearing in the PCF but not the EP are also added to the linkage and synthesized as shader inputs. Parameter matching to (eventually arbitrary) PCF signatures is by builtin variable type. Any user variables in the PCF signature will result in an error. Overloaded PCF functions will also result in an error. [domain()], [partitioning()], [outputtopology()], [outputcontrolpoints()], and [patchconstantfunction()] attributes to the shader entry point are in place, with the exception of the Pow2 partitioning mode.
2017-01-07 15:54:10 +00:00
// Add patch constant function invocation
void HlslParseContext::addPatchConstantInvocation()
{
TSourceLoc loc;
loc.init();
// If there's no patch constant function, or we're not a HS, do nothing.
if (patchConstantFunctionName.empty() || language != EShLangTessControl)
return;
if (symbolTable.isFunctionNameVariable(patchConstantFunctionName)) {
error(loc, "can't use variable in patch constant function", patchConstantFunctionName.c_str(), "");
return;
}
const TString mangledName = patchConstantFunctionName + "(";
// create list of PCF candidates
TVector<const TFunction*> candidateList;
bool builtIn;
symbolTable.findFunctionNameList(mangledName, candidateList, builtIn);
// We have to have one and only one, or we don't know which to pick: the patchconstantfunc does not
// allow any disambiguation of overloads.
if (candidateList.empty()) {
error(loc, "patch constant function not found", patchConstantFunctionName.c_str(), "");
return;
}
// Based on directed experiments, it appears that if there are overloaded patchconstantfunctions,
// HLSL picks the last one in shader source order. Since that isn't yet implemented here, error
// out if there is more than one candidate.
if (candidateList.size() > 1) {
error(loc, "ambiguous patch constant function", patchConstantFunctionName.c_str(), "");
return;
}
// Look for builtin variables in a function's parameter list.
const auto findBuiltIns = [&](const TFunction& function, std::set<tInterstageIoData>& builtIns) {
for (int p=0; p<function.getParamCount(); ++p) {
const TStorageQualifier storage = function[p].type->getQualifier().storage;
if (function[p].declaredBuiltIn != EbvNone)
builtIns.insert(tInterstageIoData(function[p].declaredBuiltIn, storage));
else
builtIns.insert(tInterstageIoData(function[p].type->getQualifier().builtIn, storage));
}
};
// If we synthesize a builtin interface variable, we must add it to the linkage.
const auto addToLinkage = [&](const TType& type, const TString* name, TIntermSymbol** symbolNode) {
if (name == nullptr) {
error(loc, "unable to locate patch function parameter name", "", "");
return;
} else {
TVariable& variable = *new TVariable(name, type);
if (! symbolTable.insert(variable)) {
error(loc, "unable to declare patch constant function interface variable", name->c_str(), "");
return;
}
globalQualifierFix(loc, variable.getWritableType().getQualifier());
if (symbolNode != nullptr)
*symbolNode = intermediate.addSymbol(variable);
trackLinkage(variable);
}
};
// Return a symbol for the linkage variable of the given TBuiltInVariable type
const auto findLinkageSymbol = [this](TBuiltInVariable biType) -> TIntermSymbol* {
const auto it = builtInLinkageSymbols.find(biType);
if (it == builtInLinkageSymbols.end()) // if it wasn't declared by the user, return nullptr
return nullptr;
return intermediate.addSymbol(*it->second->getAsVariable());
};
// We will perform these steps. Each is in a scoped block for separation: they could
// become separate functions to make addPatchConstantInvocation shorter.
//
// 1. Union the interfaces, and create builtins for anything present in the PCF and
// declared as a builtin variable that isn't present in the entry point's signature.
//
// 2. Synthesizes a call to the patchconstfunction using builtin variables from either main,
// or the ones we created. Matching is based on builtin type. We may use synthesized
// variables from (1) above.
//
// 3. Create a return sequence: copy the return value (if any) from the PCF to a
// (non-sanitized) output variable. In case this may involve multiple copies, such as for
// an arrayed variable, a temporary copy of the PCF output is created to avoid multiple
// indirections into a complex R-value coming from the call to the PCF.
//
// 4. Add a barrier to the end of the entry point body
//
// 5. Call the PCF inside an if test for (invocation id == 0).
TFunction& patchConstantFunction = const_cast<TFunction&>(*candidateList[0]);
const int pcfParamCount = patchConstantFunction.getParamCount();
TIntermSymbol* invocationIdSym = findLinkageSymbol(EbvInvocationId);
TIntermSequence& epBodySeq = entryPointFunctionBody->getAsAggregate()->getSequence();
// ================ Step 1A: Union Interfaces ================
// Our patch constant function.
{
std::set<tInterstageIoData> pcfBuiltIns; // patch constant function builtins
std::set<tInterstageIoData> epfBuiltIns; // entry point function builtins
assert(entryPointFunction);
assert(entryPointFunctionBody);
findBuiltIns(patchConstantFunction, pcfBuiltIns);
findBuiltIns(*entryPointFunction, epfBuiltIns);
// Patchconstantfunction can contain only builtin qualified variables. (Technically, only HS inputs,
// but this test is less assertive than that).
for (auto bi = pcfBuiltIns.begin(); bi != pcfBuiltIns.end(); ++bi) {
if (bi->builtIn == EbvNone) {
error(loc, "patch constant function invalid parameter", "", "");
return;
}
}
// Find the set of builtins in the PCF that are not present in the entry point.
std::set<tInterstageIoData> notInEntryPoint;
notInEntryPoint = pcfBuiltIns;
for (auto bi : epfBuiltIns) // std::set_difference not usable on unordered containers
notInEntryPoint.erase(bi);
// Now we'll add those to the entry and to the linkage.
for (int p=0; p<pcfParamCount; ++p) {
TType* paramType = patchConstantFunction[p].type->clone();
const TBuiltInVariable biType = patchConstantFunction[p].declaredBuiltIn;
const TStorageQualifier storage = patchConstantFunction[p].type->getQualifier().storage;
// Use the original declaration type for the linkage
paramType->getQualifier().builtIn = biType;
if (notInEntryPoint.count(tInterstageIoData(biType, storage)) == 1)
addToLinkage(*paramType, patchConstantFunction[p].name, nullptr);
}
// If we didn't find it because the shader made one, add our own.
if (invocationIdSym == nullptr) {
TType invocationIdType(EbtUint, EvqIn, 1);
TString* invocationIdName = NewPoolTString("InvocationId");
invocationIdType.getQualifier().builtIn = EbvInvocationId;
addToLinkage(invocationIdType, invocationIdName, &invocationIdSym);
}
assert(invocationIdSym);
}
TIntermTyped* pcfArguments = nullptr;
// ================ Step 1B: Argument synthesis ================
// Create pcfArguments for synthesis of patchconstantfunction invocation
// TODO: handle struct or array inputs
{
for (int p=0; p<pcfParamCount; ++p) {
if (patchConstantFunction[p].type->isArray() ||
patchConstantFunction[p].type->isStruct()) {
error(loc, "unimplemented array or variable in patch constant function signature", "", "");
return;
}
// find which builtin it is
const TBuiltInVariable biType = patchConstantFunction[p].declaredBuiltIn;
TIntermSymbol* builtIn = findLinkageSymbol(biType);
if (builtIn == nullptr) {
error(loc, "unable to find patch constant function builtin variable", "", "");
return;
}
if (pcfParamCount == 1)
pcfArguments = builtIn;
else
pcfArguments = intermediate.growAggregate(pcfArguments, builtIn);
}
}
// ================ Step 2: Synthesize call to PCF ================
TIntermTyped* pcfCall = nullptr;
{
// Create a function call to the patchconstantfunction
if (pcfArguments)
addInputArgumentConversions(patchConstantFunction, pcfArguments);
// Synthetic call.
pcfCall = intermediate.setAggregateOperator(pcfArguments, EOpFunctionCall, patchConstantFunction.getType(), loc);
pcfCall->getAsAggregate()->setUserDefined();
pcfCall->getAsAggregate()->setName(patchConstantFunction.getMangledName());
intermediate.addToCallGraph(infoSink, entryPointFunction->getMangledName(), patchConstantFunction.getMangledName());
if (pcfCall->getAsAggregate()) {
TQualifierList& qualifierList = pcfCall->getAsAggregate()->getQualifierList();
for (int i = 0; i < patchConstantFunction.getParamCount(); ++i) {
TStorageQualifier qual = patchConstantFunction[i].type->getQualifier().storage;
qualifierList.push_back(qual);
}
pcfCall = addOutputArgumentConversions(patchConstantFunction, *pcfCall->getAsOperator());
}
}
// ================ Step 3: Create return Sequence ================
// Return sequence: copy PCF result to a temporary, then to shader output variable.
if (pcfCall->getBasicType() != EbtVoid) {
const TType* retType = &patchConstantFunction.getType(); // return type from the PCF
TType outType; // output type that goes with the return type.
outType.shallowCopy(*retType);
// substitute the output type
const auto newLists = ioTypeMap.find(retType->getStruct());
if (newLists != ioTypeMap.end())
outType.setStruct(newLists->second.output);
// Substitute the top level type's builtin type
if (patchConstantFunction.getDeclaredBuiltInType() != EbvNone)
outType.getQualifier().builtIn = patchConstantFunction.getDeclaredBuiltInType();
TVariable* pcfOutput = makeInternalVariable("@patchConstantOutput", outType);
pcfOutput->getWritableType().getQualifier().storage = EvqVaryingOut;
if (pcfOutput->getType().containsBuiltInInterstageIO(language))
split(*pcfOutput);
TIntermSymbol* pcfOutputSym = intermediate.addSymbol(*pcfOutput, loc);
// The call to the PCF is a complex R-value: we want to store it in a temp to avoid
// repeated calls to the PCF:
TVariable* pcfCallResult = makeInternalVariable("@patchConstantResult", *retType);
pcfCallResult->getWritableType().getQualifier().makeTemporary();
TIntermSymbol* pcfResultVar = intermediate.addSymbol(*pcfCallResult, loc);
// sanitizeType(&pcfCall->getWritableType());
TIntermNode* pcfResultAssign = intermediate.addAssign(EOpAssign, pcfResultVar, pcfCall, loc);
TIntermNode* pcfResultToOut = handleAssign(loc, EOpAssign, pcfOutputSym, intermediate.addSymbol(*pcfCallResult, loc));
TIntermTyped* pcfAggregate = nullptr;
pcfAggregate = intermediate.growAggregate(pcfAggregate, pcfResultAssign);
pcfAggregate = intermediate.growAggregate(pcfAggregate, pcfResultToOut);
pcfAggregate = intermediate.setAggregateOperator(pcfAggregate, EOpSequence, *retType, loc);
pcfCall = pcfAggregate;
}
// ================ Step 4: Barrier ================
TIntermTyped* barrier = new TIntermAggregate(EOpBarrier);
barrier->setLoc(loc);
barrier->setType(TType(EbtVoid));
epBodySeq.insert(epBodySeq.end(), barrier);
// ================ Step 5: Test on invocation ID ================
TIntermTyped* zero = intermediate.addConstantUnion(0, loc, true);
TIntermTyped* cmp = intermediate.addBinaryNode(EOpEqual, invocationIdSym, zero, loc, TType(EbtBool));
// Create if statement
TIntermTyped* invocationIdTest = new TIntermSelection(cmp, pcfCall, nullptr);
invocationIdTest->setLoc(loc);
// add our test sequence before the return.
epBodySeq.insert(epBodySeq.end(), invocationIdTest);
}
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
// post-processing
void HlslParseContext::finish()
{
Add basic HS/DS implementation. This obsoletes WIP PR #704, which was built on the pre entry point wrapping master. New version here uses entry point wrapping. This is a limited implementation of tessellation shaders. In particular, the following are not functional, and will be added as separate stages to reduce the size of each PR. * patchconstantfunctions accepting per-control-point input values, such as const OutputPatch <hs_out_t, 3> cpv are not implemented. * patchconstantfunctions whose signature requires an aggregate input type such as a structure containing builtin variables. Code to synthesize such calls is not yet present. These restrictions will be relaxed as soon as possible. Simple cases can compile now: see for example Test/hulsl.hull.1.tesc - e.g, writing to inner and outer tessellation factors. PCF invocation is synthesized as an entry point epilogue protected behind a barrier and a test on invocation ID == 0. If there is an existing invocation ID variable it will be used, otherwise one is added to the linkage. The PCF and the shader EP interfaces are unioned and builtins appearing in the PCF but not the EP are also added to the linkage and synthesized as shader inputs. Parameter matching to (eventually arbitrary) PCF signatures is by builtin variable type. Any user variables in the PCF signature will result in an error. Overloaded PCF functions will also result in an error. [domain()], [partitioning()], [outputtopology()], [outputcontrolpoints()], and [patchconstantfunction()] attributes to the shader entry point are in place, with the exception of the Pow2 partitioning mode.
2017-01-07 15:54:10 +00:00
addPatchConstantInvocation();
HLSL: inter-stage structure splitting. This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
2016-12-14 22:22:25 +00:00
addInterstageIoToLinkage();
TParseContextBase::finish();
}
} // end namespace glslang