HLSL: allow name mangling based on texture template type

Name mangling did not account for the vector size in the template type of a texture.
This adds that.  The mangle is as it ever was for the vec4 case, which leaves
all GLSL behavior and most HLSL behavior uneffected.  For vec1-3 the size is added
to the mangle.

Current limitation: textures cannot presently be templatized on structured types,
so this works only for vectors of basic types.

Fixes #895.
This commit is contained in:
LoopDawg 2017-05-18 17:43:08 -06:00
parent ab0847ef01
commit 132a28aac4
4 changed files with 254 additions and 0 deletions

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@ -0,0 +1,228 @@
hlsl.tx.overload.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: Func(t211; ( temp float)
0:8 Function Parameters:
0:8 'DummyTex' ( in texture2D)
0:? Sequence
0:8 Branch: Return with expression
0:8 Constant:
0:8 1.000000
0:9 Function Definition: Func(t21; ( temp 4-component vector of float)
0:9 Function Parameters:
0:9 'DummyTex' ( in texture2D)
0:? Sequence
0:9 Branch: Return with expression
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:11 Function Definition: Func(I211; ( temp float)
0:11 Function Parameters:
0:11 'DummyTex' (layout( r32f) in image2D)
0:? Sequence
0:11 Branch: Return with expression
0:11 Constant:
0:11 1.000000
0:12 Function Definition: Func(I21; ( temp 4-component vector of float)
0:12 Function Parameters:
0:12 'DummyTex' (layout( rgba32f) in image2D)
0:? Sequence
0:12 Branch: Return with expression
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:15 Function Definition: @main( ( temp 4-component vector of float)
0:15 Function Parameters:
0:? Sequence
0:16 Branch: Return with expression
0:16 add ( temp 4-component vector of float)
0:16 add ( temp 4-component vector of float)
0:16 add ( temp 4-component vector of float)
0:16 Function Call: Func(t211; ( temp float)
0:16 'tf1' ( uniform texture2D)
0:16 Function Call: Func(t21; ( temp 4-component vector of float)
0:16 'tf4' ( uniform texture2D)
0:16 Function Call: Func(I211; ( temp float)
0:16 'twf1' (layout( r32f) uniform image2D)
0:16 Function Call: Func(I21; ( temp 4-component vector of float)
0:16 'twf4' (layout( rgba32f) uniform image2D)
0:15 Function Definition: main( ( temp void)
0:15 Function Parameters:
0:? Sequence
0:15 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:15 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'tf1' ( uniform texture2D)
0:? 'tf4' ( uniform texture2D)
0:? 'twf1' (layout( r32f) uniform image2D)
0:? 'twf4' (layout( rgba32f) uniform image2D)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: Func(t211; ( temp float)
0:8 Function Parameters:
0:8 'DummyTex' ( in texture2D)
0:? Sequence
0:8 Branch: Return with expression
0:8 Constant:
0:8 1.000000
0:9 Function Definition: Func(t21; ( temp 4-component vector of float)
0:9 Function Parameters:
0:9 'DummyTex' ( in texture2D)
0:? Sequence
0:9 Branch: Return with expression
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:11 Function Definition: Func(I211; ( temp float)
0:11 Function Parameters:
0:11 'DummyTex' (layout( r32f) in image2D)
0:? Sequence
0:11 Branch: Return with expression
0:11 Constant:
0:11 1.000000
0:12 Function Definition: Func(I21; ( temp 4-component vector of float)
0:12 Function Parameters:
0:12 'DummyTex' (layout( rgba32f) in image2D)
0:? Sequence
0:12 Branch: Return with expression
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:15 Function Definition: @main( ( temp 4-component vector of float)
0:15 Function Parameters:
0:? Sequence
0:16 Branch: Return with expression
0:16 add ( temp 4-component vector of float)
0:16 add ( temp 4-component vector of float)
0:16 add ( temp 4-component vector of float)
0:16 Function Call: Func(t211; ( temp float)
0:16 'tf1' ( uniform texture2D)
0:16 Function Call: Func(t21; ( temp 4-component vector of float)
0:16 'tf4' ( uniform texture2D)
0:16 Function Call: Func(I211; ( temp float)
0:16 'twf1' (layout( r32f) uniform image2D)
0:16 Function Call: Func(I21; ( temp 4-component vector of float)
0:16 'twf4' (layout( rgba32f) uniform image2D)
0:15 Function Definition: main( ( temp void)
0:15 Function Parameters:
0:? Sequence
0:15 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:15 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'tf1' ( uniform texture2D)
0:? 'tf4' ( uniform texture2D)
0:? 'twf1' (layout( r32f) uniform image2D)
0:? 'twf4' (layout( rgba32f) uniform image2D)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 62
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 60
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 11 "Func(t211;"
Name 10 "DummyTex"
Name 16 "Func(t21;"
Name 15 "DummyTex"
Name 22 "Func(I211;"
Name 21 "DummyTex"
Name 28 "Func(I21;"
Name 27 "DummyTex"
Name 31 "@main("
Name 44 "tf1"
Name 46 "tf4"
Name 50 "twf1"
Name 54 "twf4"
Name 60 "@entryPointOutput"
Decorate 44(tf1) DescriptorSet 0
Decorate 46(tf4) DescriptorSet 0
Decorate 50(twf1) DescriptorSet 0
Decorate 54(twf4) DescriptorSet 0
Decorate 60(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeImage 6(float) 2D sampled format:Unknown
8: TypePointer UniformConstant 7
9: TypeFunction 6(float) 8(ptr)
13: TypeVector 6(float) 4
14: TypeFunction 13(fvec4) 8(ptr)
18: TypeImage 6(float) 2D nonsampled format:R32f
19: TypePointer UniformConstant 18
20: TypeFunction 6(float) 19(ptr)
24: TypeImage 6(float) 2D nonsampled format:Rgba32f
25: TypePointer UniformConstant 24
26: TypeFunction 13(fvec4) 25(ptr)
30: TypeFunction 13(fvec4)
33: 6(float) Constant 1065353216
36: 6(float) Constant 0
37: 13(fvec4) ConstantComposite 36 36 36 36
44(tf1): 8(ptr) Variable UniformConstant
46(tf4): 8(ptr) Variable UniformConstant
50(twf1): 19(ptr) Variable UniformConstant
54(twf4): 25(ptr) Variable UniformConstant
59: TypePointer Output 13(fvec4)
60(@entryPointOutput): 59(ptr) Variable Output
4(main): 2 Function None 3
5: Label
61: 13(fvec4) FunctionCall 31(@main()
Store 60(@entryPointOutput) 61
Return
FunctionEnd
11(Func(t211;): 6(float) Function None 9
10(DummyTex): 8(ptr) FunctionParameter
12: Label
ReturnValue 33
FunctionEnd
16(Func(t21;): 13(fvec4) Function None 14
15(DummyTex): 8(ptr) FunctionParameter
17: Label
ReturnValue 37
FunctionEnd
22(Func(I211;): 6(float) Function None 20
21(DummyTex): 19(ptr) FunctionParameter
23: Label
ReturnValue 33
FunctionEnd
28(Func(I21;): 13(fvec4) Function None 26
27(DummyTex): 25(ptr) FunctionParameter
29: Label
ReturnValue 37
FunctionEnd
31(@main(): 13(fvec4) Function None 30
32: Label
45: 6(float) FunctionCall 11(Func(t211;) 44(tf1)
47: 13(fvec4) FunctionCall 16(Func(t21;) 46(tf4)
48: 13(fvec4) CompositeConstruct 45 45 45 45
49: 13(fvec4) FAdd 48 47
51: 6(float) FunctionCall 22(Func(I211;) 50(twf1)
52: 13(fvec4) CompositeConstruct 51 51 51 51
53: 13(fvec4) FAdd 49 52
55: 13(fvec4) FunctionCall 28(Func(I21;) 54(twf4)
56: 13(fvec4) FAdd 53 55
ReturnValue 56
FunctionEnd

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@ -0,0 +1,17 @@
Texture2D<float> tf1;
Texture2D<float4> tf4;
RWTexture2D<float> twf1;
RWTexture2D<float4> twf4;
float Func(Texture2D<float> DummyTex) { return 1.0f; }
float4 Func(Texture2D<float4> DummyTex) { return float4(0,0,0,0); }
float Func(RWTexture2D<float> DummyTex) { return 1.0f; }
float4 Func(RWTexture2D<float4> DummyTex) { return float4(0,0,0,0); }
float4 main() : SV_TARGET
{
return Func(tf1) + Func(tf4) + Func(twf1) + Func(twf4);
}

View File

@ -99,6 +99,14 @@ void TType::buildMangledName(TString& mangledName) const
case EsdSubpass: mangledName += "P"; break;
default: break; // some compilers want this
}
switch (sampler.vectorSize) {
case 1: mangledName += "1"; break;
case 2: mangledName += "2"; break;
case 3: mangledName += "3"; break;
case 4: break; // default to prior name mangle behavior
}
if (sampler.ms)
mangledName += "M";
break;

View File

@ -287,6 +287,7 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.swizzle.frag", "PixelShaderFunction"},
{"hlsl.templatetypes.frag", "PixelShaderFunction"},
{"hlsl.tx.bracket.frag", "main"},
{"hlsl.tx.overload.frag", "main"},
{"hlsl.type.half.frag", "main"},
{"hlsl.type.identifier.frag", "main"},
{"hlsl.typeGraphCopy.vert", "main"},