mirror of
https://github.com/KhronosGroup/glslang
synced 2024-11-09 12:00:05 +00:00
GL_EXT_vulkan_glsl_relaxed - retarget gl_VertexID to gl_VertexIndex
instead of allowing for multiple declarations of the variable in the resulting SPIR-V, instead use a retargeted mechanism to cause references to gl_VertexID and gl_InstanceID to use the gl_VertexIndex and gl_InstanceIndex symbol.
This commit is contained in:
parent
80dcc36907
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05794b46a7
@ -34,8 +34,8 @@ Shader version: 460
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0:? 'Color' ( smooth out highp 4-component vector of float)
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0:? 'UV' ( smooth out highp 2-component vector of float)
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0:? 'anon@1' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance, out unsized 1-element array of float CullDistance gl_CullDistance})
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0:? 'gl_VertexID' ( in int VertexIndex)
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0:? 'gl_InstanceID' ( in int InstanceIndex)
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0:? 'gl_VertexIndex' ( in int VertexIndex)
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0:? 'gl_InstanceIndex' ( in int InstanceIndex)
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vk.relaxed.changeSet.frag
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Shader version: 460
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@ -108,8 +108,8 @@ Shader version: 460
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0:? 'Color' ( smooth out highp 4-component vector of float)
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0:? 'UV' ( smooth out highp 2-component vector of float)
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0:? 'anon@1' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, out 1-element array of float CullDistance gl_CullDistance})
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0:? 'gl_VertexID' ( in int VertexIndex)
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0:? 'gl_InstanceID' ( in int InstanceIndex)
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0:? 'gl_VertexIndex' ( in int VertexIndex)
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0:? 'gl_InstanceIndex' ( in int InstanceIndex)
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Shader version: 460
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gl_FragCoord origin is upper left
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0:? Sequence
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@ -162,8 +162,8 @@ gl_FragCoord origin is upper left
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MemberName 28(gl_DefaultUniformBlock) 0 "projectionMatrix"
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Name 30 ""
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Name 34 "aPos"
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Name 44 "gl_VertexID"
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Name 45 "gl_InstanceID"
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Name 44 "gl_VertexIndex"
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Name 45 "gl_InstanceIndex"
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Decorate 9(Color) Location 0
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Decorate 11(aColor) Location 2
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Decorate 15(UV) Location 1
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@ -180,8 +180,8 @@ gl_FragCoord origin is upper left
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Decorate 30 DescriptorSet 0
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Decorate 30 Binding 0
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Decorate 34(aPos) Location 0
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Decorate 44(gl_VertexID) BuiltIn VertexIndex
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Decorate 45(gl_InstanceID) BuiltIn InstanceIndex
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Decorate 44(gl_VertexIndex) BuiltIn VertexIndex
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Decorate 45(gl_InstanceIndex) BuiltIn InstanceIndex
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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@ -212,8 +212,8 @@ gl_FragCoord origin is upper left
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36: 6(float) Constant 0
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37: 6(float) Constant 1065353216
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43: TypePointer Input 25(int)
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44(gl_VertexID): 43(ptr) Variable Input
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45(gl_InstanceID): 43(ptr) Variable Input
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44(gl_VertexIndex): 43(ptr) Variable Input
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45(gl_InstanceIndex): 43(ptr) Variable Input
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4(main): 2 Function None 3
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5: Label
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12: 7(fvec4) Load 11(aColor)
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@ -28,8 +28,8 @@ Shader version: 460
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0:? Linker Objects
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0:? 'io' (layout( location=0) smooth out highp 4-component vector of float)
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0:? 'anon@0' (layout( column_major std140) uniform block{ uniform highp 2-component vector of float a})
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0:? 'gl_VertexID' ( in int VertexIndex)
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0:? 'gl_InstanceID' ( in int InstanceIndex)
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0:? 'gl_VertexIndex' ( in int VertexIndex)
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0:? 'gl_InstanceIndex' ( in int InstanceIndex)
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vk.relaxed.errorcheck.frag
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Shader version: 460
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@ -94,8 +94,8 @@ Shader version: 460
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0:? Linker Objects
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0:? 'io' (layout( location=0) smooth out highp 4-component vector of float)
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0:? 'anon@0' (layout( column_major std140) uniform block{ uniform highp 2-component vector of float a})
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0:? 'gl_VertexID' ( in int VertexIndex)
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0:? 'gl_InstanceID' ( in int InstanceIndex)
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0:? 'gl_VertexIndex' ( in int VertexIndex)
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0:? 'gl_InstanceIndex' ( in int InstanceIndex)
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Shader version: 460
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gl_FragCoord origin is upper left
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0:? Sequence
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@ -93,7 +93,9 @@ Shader version: 460
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0:28 'anon@0' (layout( column_major std140) uniform block{ uniform highp 4-component vector of float a, uniform highp 2-component vector of float b2, uniform highp 2-component vector of float b1, uniform highp 4-component vector of float c2, uniform highp 4-component vector of float d, uniform 4-element array of highp 4-component vector of float s})
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0:28 Constant:
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0:28 5 (const uint)
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0:28 'gl_VertexID' ( in int VertexIndex)
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0:28 subtract ( temp int)
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0:28 'gl_VertexIndex' ( in int VertexIndex)
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0:28 'gl_VertexIndex' ( in int VertexIndex)
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0:29 move second child to first child ( temp highp float)
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0:29 direct index ( temp highp float)
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0:29 'v' ( temp highp 4-component vector of float)
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@ -105,7 +107,9 @@ Shader version: 460
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0:29 Constant:
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0:29 0 (const int)
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0:29 Convert int to float ( temp highp float)
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0:29 'gl_InstanceID' ( in highp int InstanceIndex)
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0:29 subtract ( temp highp int)
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0:29 'gl_InstanceIndex' ( in highp int InstanceIndex)
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0:29 'gl_InstanceIndex' ( in highp int InstanceIndex)
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0:30 move second child to first child ( temp highp 4-component vector of float)
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0:30 'io' (layout( location=0) smooth out highp 4-component vector of float)
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0:30 'v' ( temp highp 4-component vector of float)
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@ -113,8 +117,8 @@ Shader version: 460
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0:? 'io' (layout( location=0) smooth out highp 4-component vector of float)
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0:? 'anon@0' (layout( column_major std140) uniform block{ uniform highp 4-component vector of float a, uniform highp 2-component vector of float b2, uniform highp 2-component vector of float b1, uniform highp 4-component vector of float c2, uniform highp 4-component vector of float d, uniform 4-element array of highp 4-component vector of float s})
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0:? 'anon@1' (layout( column_major std430) buffer block{ coherent volatile buffer highp uint counter3, coherent volatile buffer highp uint counter2})
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0:? 'gl_VertexID' ( in int VertexIndex)
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0:? 'gl_InstanceID' ( in int InstanceIndex)
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0:? 'gl_VertexIndex' ( in int VertexIndex)
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0:? 'gl_InstanceIndex' ( in int InstanceIndex)
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vk.relaxed.stagelink.frag
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Shader version: 460
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@ -311,7 +315,9 @@ Shader version: 460
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0:28 'anon@0' (layout( column_major std140) uniform block{ uniform highp 4-component vector of float a, uniform highp 2-component vector of float b2, uniform highp 2-component vector of float b1, uniform highp 4-component vector of float c2, uniform highp 4-component vector of float d, uniform 4-element array of highp 4-component vector of float s})
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0:28 Constant:
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0:28 5 (const uint)
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0:28 'gl_VertexID' ( in int VertexIndex)
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0:28 subtract ( temp int)
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0:28 'gl_VertexIndex' ( in int VertexIndex)
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0:28 'gl_VertexIndex' ( in int VertexIndex)
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0:29 move second child to first child ( temp highp float)
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0:29 direct index ( temp highp float)
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0:29 'v' ( temp highp 4-component vector of float)
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@ -323,7 +329,9 @@ Shader version: 460
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0:29 Constant:
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0:29 0 (const int)
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0:29 Convert int to float ( temp highp float)
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0:29 'gl_InstanceID' ( in highp int InstanceIndex)
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0:29 subtract ( temp highp int)
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0:29 'gl_InstanceIndex' ( in highp int InstanceIndex)
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0:29 'gl_InstanceIndex' ( in highp int InstanceIndex)
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0:30 move second child to first child ( temp highp 4-component vector of float)
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0:30 'io' (layout( location=0) smooth out highp 4-component vector of float)
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0:30 'v' ( temp highp 4-component vector of float)
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@ -331,8 +339,8 @@ Shader version: 460
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0:? 'io' (layout( location=0) smooth out highp 4-component vector of float)
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0:? 'anon@0' (layout( column_major std140) uniform block{ uniform highp 4-component vector of float a, uniform highp 2-component vector of float b2, uniform highp 2-component vector of float b1, uniform highp 4-component vector of float c2, uniform highp 4-component vector of float d, uniform 4-element array of highp 4-component vector of float s})
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0:? 'anon@1' (layout( column_major std430) buffer block{ coherent volatile buffer highp uint counter3, coherent volatile buffer highp uint counter2})
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0:? 'gl_VertexID' ( in int VertexIndex)
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0:? 'gl_InstanceID' ( in int InstanceIndex)
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0:? 'gl_VertexIndex' ( in int VertexIndex)
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0:? 'gl_InstanceIndex' ( in int InstanceIndex)
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Shader version: 460
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gl_FragCoord origin is upper left
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0:? Sequence
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@ -428,12 +436,12 @@ gl_FragCoord origin is upper left
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// Module Version 10000
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// Generated by (magic number): 8000a
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// Id's are bound by 88
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// Id's are bound by 92
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Vertex 4 "main" 72 80 86
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EntryPoint Vertex 4 "main" 72 82 90
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Source GLSL 460
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Name 4 "main"
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Name 9 "foo("
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@ -454,9 +462,9 @@ gl_FragCoord origin is upper left
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MemberName 35(gl_DefaultUniformBlock) 6 "c1"
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Name 37 ""
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Name 67 "v"
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Name 72 "gl_VertexID"
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Name 80 "gl_InstanceID"
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Name 86 "io"
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Name 72 "gl_VertexIndex"
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Name 82 "gl_InstanceIndex"
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Name 90 "io"
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MemberDecorate 14(gl_AtomicCounterBlock_0) 0 Coherent
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MemberDecorate 14(gl_AtomicCounterBlock_0) 0 Volatile
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MemberDecorate 14(gl_AtomicCounterBlock_0) 0 Coherent
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@ -483,9 +491,9 @@ gl_FragCoord origin is upper left
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Decorate 35(gl_DefaultUniformBlock) Block
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Decorate 37 DescriptorSet 0
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Decorate 37 Binding 0
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Decorate 72(gl_VertexID) BuiltIn VertexIndex
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Decorate 80(gl_InstanceID) BuiltIn InstanceIndex
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Decorate 86(io) Location 0
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Decorate 72(gl_VertexIndex) BuiltIn VertexIndex
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Decorate 82(gl_InstanceIndex) BuiltIn InstanceIndex
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Decorate 90(io) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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@ -517,31 +525,35 @@ gl_FragCoord origin is upper left
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57: 17(int) Constant 4
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70: 17(int) Constant 5
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71: TypePointer Input 17(int)
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72(gl_VertexID): 71(ptr) Variable Input
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77: TypePointer Function 6(float)
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80(gl_InstanceID): 71(ptr) Variable Input
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85: TypePointer Output 7(fvec4)
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86(io): 85(ptr) Variable Output
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72(gl_VertexIndex): 71(ptr) Variable Input
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79: TypePointer Function 6(float)
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82(gl_InstanceIndex): 71(ptr) Variable Input
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89: TypePointer Output 7(fvec4)
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90(io): 89(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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67(v): 30(ptr) Variable Function
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68: 7(fvec4) FunctionCall 9(foo()
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Store 67(v) 68
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69: 7(fvec4) Load 67(v)
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73: 17(int) Load 72(gl_VertexID)
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74: 38(ptr) AccessChain 37 70 73
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75: 7(fvec4) Load 74
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76: 7(fvec4) FAdd 69 75
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Store 67(v) 76
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78: 77(ptr) AccessChain 67(v) 22
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79: 6(float) Load 78
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81: 17(int) Load 80(gl_InstanceID)
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82: 6(float) ConvertSToF 81
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83: 6(float) FSub 79 82
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84: 77(ptr) AccessChain 67(v) 22
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Store 84 83
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87: 7(fvec4) Load 67(v)
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Store 86(io) 87
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73: 17(int) Load 72(gl_VertexIndex)
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74: 17(int) Load 72(gl_VertexIndex)
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75: 17(int) ISub 73 74
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76: 38(ptr) AccessChain 37 70 75
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77: 7(fvec4) Load 76
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78: 7(fvec4) FAdd 69 77
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Store 67(v) 78
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80: 79(ptr) AccessChain 67(v) 22
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81: 6(float) Load 80
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83: 17(int) Load 82(gl_InstanceIndex)
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84: 17(int) Load 82(gl_InstanceIndex)
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85: 17(int) ISub 83 84
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86: 6(float) ConvertSToF 85
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87: 6(float) FSub 81 86
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88: 79(ptr) AccessChain 67(v) 22
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Store 88 87
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91: 7(fvec4) Load 67(v)
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Store 90(io) 91
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Return
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FunctionEnd
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9(foo(): 7(fvec4) Function None 8
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@ -25,7 +25,7 @@ vec4 foo() {
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void main() {
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vec4 v = foo();
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v = v + s[gl_VertexID];
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v.x = v.x - float(gl_InstanceID);
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v = v + s[gl_VertexID - gl_VertexIndex];
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v.x = v.x - float(gl_InstanceID - gl_InstanceIndex);
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io = v;
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}
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}
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@ -7701,6 +7701,11 @@ static void BuiltInVariable(const char* name, TBuiltInVariable builtIn, TSymbolT
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symQualifier.builtIn = builtIn;
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}
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static void RetargetVariable(const char* from, const char* to, TSymbolTable& symbolTable)
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{
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symbolTable.retargetSymbol(from, to);
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}
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//
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// For built-in variables inside a named block.
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// SpecialQualifier() won't ever go inside a block; their member's qualifier come
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@ -7768,8 +7773,8 @@ void TBuiltIns::identifyBuiltIns(int version, EProfile profile, const SpvVersion
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if (spvVersion.vulkan > 0 && spvVersion.vulkanRelaxed) {
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// treat these built-ins as aliases of VertexIndex and InstanceIndex
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BuiltInVariable("gl_VertexID", EbvVertexIndex, symbolTable);
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BuiltInVariable("gl_InstanceID", EbvInstanceIndex, symbolTable);
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RetargetVariable("gl_InstanceID", "gl_InstanceIndex", symbolTable);
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RetargetVariable("gl_VertexID", "gl_VertexIndex", symbolTable);
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}
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if (profile != EEsProfile) {
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@ -279,8 +279,14 @@ TFunction::~TFunction()
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//
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TSymbolTableLevel::~TSymbolTableLevel()
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{
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for (tLevel::iterator it = level.begin(); it != level.end(); ++it)
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delete (*it).second;
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for (tLevel::iterator it = level.begin(); it != level.end(); ++it) {
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const TString& name = it->first;
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auto retargetIter = std::find_if(retargetedSymbols.begin(), retargetedSymbols.end(),
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[&name](const std::pair<TString, TString>& i) { return i.first == name; });
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if (retargetIter == retargetedSymbols.end())
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delete (*it).second;
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}
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delete [] defaultPrecision;
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}
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@ -418,6 +424,15 @@ TSymbolTableLevel* TSymbolTableLevel::clone() const
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TSymbolTableLevel *symTableLevel = new TSymbolTableLevel();
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symTableLevel->anonId = anonId;
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symTableLevel->thisLevel = thisLevel;
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symTableLevel->retargetedSymbols.clear();
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for (auto &s : retargetedSymbols) {
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// Extra constructions to make sure they use the correct allocator pool
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TString newFrom;
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newFrom = s.first;
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TString newTo;
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newTo = s.second;
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symTableLevel->retargetedSymbols.push_back({std::move(newFrom), std::move(newTo)});
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}
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std::vector<bool> containerCopied(anonId, false);
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tLevel::const_iterator iter;
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for (iter = level.begin(); iter != level.end(); ++iter) {
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@ -433,8 +448,25 @@ TSymbolTableLevel* TSymbolTableLevel::clone() const
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symTableLevel->insert(*container, false);
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containerCopied[anon->getAnonId()] = true;
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}
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} else
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} else {
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const TString& name = iter->first;
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auto retargetIter = std::find_if(retargetedSymbols.begin(), retargetedSymbols.end(),
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[&name](const std::pair<TString, TString>& i) { return i.first == name; });
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if (retargetIter != retargetedSymbols.end())
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continue;
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symTableLevel->insert(*iter->second->clone(), false);
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}
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}
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// Now point retargeted symbols to the newly created versions of them
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for (auto &s : retargetedSymbols) {
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TSymbol* sym = symTableLevel->find(s.second);
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if (!sym)
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continue;
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// Need to declare and assign so newS is using the correct pool allocator
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TString newS;
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newS = s.first;
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symTableLevel->insert(newS, sym);
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}
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return symTableLevel;
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TSymbolTableLevel() : defaultPrecision(0), anonId(0), thisLevel(false) { }
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~TSymbolTableLevel();
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bool insert(TSymbol& symbol, bool separateNameSpaces)
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bool insert(const TString& name, TSymbol* symbol) {
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return level.insert(tLevelPair(name, symbol)).second;
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}
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bool insert(TSymbol& symbol, bool separateNameSpaces, const TString& forcedKeyName = TString())
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{
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//
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// returning true means symbol was added to the table with no semantic errors
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//
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const TString& name = symbol.getName();
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if (name == "") {
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if (forcedKeyName.length()) {
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return level.insert(tLevelPair(forcedKeyName, &symbol)).second;
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}
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else if (name == "") {
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symbol.getAsVariable()->setAnonId(anonId++);
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// An empty name means an anonymous container, exposing its members to the external scope.
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// Give it a name and insert its members in the symbol table, pointing to the container.
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@ -471,6 +478,16 @@ public:
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return true;
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}
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void retargetSymbol(const TString& from, const TString& to) {
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tLevel::const_iterator fromIt = level.find(from);
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tLevel::const_iterator toIt = level.find(to);
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if (fromIt == level.end() || toIt == level.end())
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return;
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delete fromIt->second;
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level[from] = toIt->second;
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retargetedSymbols.push_back({from, to});
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}
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TSymbol* find(const TString& name) const
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{
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tLevel::const_iterator it = level.find(name);
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@ -583,6 +600,8 @@ protected:
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tLevel level; // named mappings
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TPrecisionQualifier *defaultPrecision;
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// pair<FromName, ToName>
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TVector<std::pair<TString, TString>> retargetedSymbols;
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int anonId;
|
||||
bool thisLevel; // True if this level of the symbol table is a structure scope containing member function
|
||||
// that are supposed to see anonymous access to member variables.
|
||||
@ -788,6 +807,12 @@ public:
|
||||
return symbol;
|
||||
}
|
||||
|
||||
void retargetSymbol(const TString& from, const TString& to) {
|
||||
int level = currentLevel();
|
||||
table[level]->retargetSymbol(from, to);
|
||||
}
|
||||
|
||||
|
||||
// Find of a symbol that returns how many layers deep of nested
|
||||
// structures-with-member-functions ('this' scopes) deep the symbol was
|
||||
// found in.
|
||||
|
Loading…
Reference in New Issue
Block a user