HLSL: Add conversions for image ops during SPV construction

HLSL allows image and texture types to be templatized on sub-vec4 types,
or even structures.  This was mostly handled already during creation of
sampling operations.  However, for operator[] which can generate image
loads, this wasn't happening.

It also isn't very easy to do at that point in time, because operator[]
does not know where the results it produces will end up.  They may be
an lvalue or an rvalue, and there's a post-process to convert loads to
stores.  They may end up in atomic ops.

To bypass that difficulty, GlslangToSpv now looks for this case and
adds the appropriate conversion.  LIMITATION: this only works for
cases for which a simple conversion opcode suffices.  That is to say,
it will not work if the type is templatized on a struct.
This commit is contained in:
LoopDawg 2018-02-18 11:40:01 -07:00
parent b587fb6208
commit 4425f245a5
4 changed files with 182 additions and 7 deletions

View File

@ -777,7 +777,7 @@ spv::LoopControlMask TGlslangToSpvTraverser::TranslateLoopControl(const glslang:
control = control | spv::LoopControlDontUnrollMask;
if (loopNode.getUnroll())
control = control | spv::LoopControlUnrollMask;
if (loopNode.getLoopDependency() == glslang::TIntermLoop::dependencyInfinite)
if (unsigned(loopNode.getLoopDependency()) == glslang::TIntermLoop::dependencyInfinite)
control = control | spv::LoopControlDependencyInfiniteMask;
else if (loopNode.getLoopDependency() > 0) {
control = control | spv::LoopControlDependencyLengthMask;
@ -3229,8 +3229,6 @@ spv::Id TGlslangToSpvTraverser::createImageTextureFunctionCall(glslang::TIntermO
builder.setLine(node->getLoc().line);
auto resultType = [&node,this]{ return convertGlslangToSpvType(node->getType()); };
// Process a GLSL texturing op (will be SPV image)
const glslang::TSampler sampler = node->getAsAggregate() ? node->getAsAggregate()->getSequence()[0]->getAsTyped()->getType().getSampler()
: node->getAsUnaryNode()->getOperand()->getAsTyped()->getType().getSampler();
@ -3279,6 +3277,20 @@ spv::Id TGlslangToSpvTraverser::createImageTextureFunctionCall(glslang::TIntermO
}
}
int components = node->getType().getVectorSize();
if (node->getOp() == glslang::EOpTextureFetch) {
// These must produce 4 components, per SPIR-V spec. We'll add a conversion constructor if needed.
// This will only happen through the HLSL path for operator[], so we do not have to handle e.g.
// the EOpTexture/Proj/Lod/etc family. It would be harmless to do so, but would need more logic
// here around e.g. which ones return scalars or other types.
components = 4;
}
glslang::TType returnType(node->getType().getBasicType(), glslang::EvqTemporary, components);
auto resultType = [&returnType,this]{ return convertGlslangToSpvType(returnType); };
// Check for image functions other than queries
if (node->isImage()) {
std::vector<spv::Id> operands;
@ -3325,9 +3337,14 @@ spv::Id TGlslangToSpvTraverser::createImageTextureFunctionCall(glslang::TIntermO
if (builder.getImageTypeFormat(builder.getImageType(operands.front())) == spv::ImageFormatUnknown)
builder.addCapability(spv::CapabilityStorageImageReadWithoutFormat);
spv::Id result = builder.createOp(spv::OpImageRead, resultType(), operands);
builder.setPrecision(result, precision);
return result;
std::vector<spv::Id> result = { builder.createOp(spv::OpImageRead, resultType(), operands) };
builder.setPrecision(result[0], precision);
// If needed, add a conversion constructor to the proper size.
if (components != node->getType().getVectorSize())
result[0] = builder.createConstructor(precision, result, convertGlslangToSpvType(node->getType()));
return result[0];
#ifdef AMD_EXTENSIONS
} else if (node->getOp() == glslang::EOpImageStore || node->getOp() == glslang::EOpImageStoreLod) {
#else
@ -3601,7 +3618,14 @@ spv::Id TGlslangToSpvTraverser::createImageTextureFunctionCall(glslang::TIntermO
}
}
return builder.createTextureCall(precision, resultType(), sparse, cracked.fetch, cracked.proj, cracked.gather, noImplicitLod, params);
std::vector<spv::Id> result = {
builder.createTextureCall(precision, resultType(), sparse, cracked.fetch, cracked.proj, cracked.gather, noImplicitLod, params)
};
if (components != node->getType().getVectorSize())
result[0] = builder.createConstructor(precision, result, convertGlslangToSpvType(node->getType()));
return result[0];
}
spv::Id TGlslangToSpvTraverser::handleUserFunctionCall(const glslang::TIntermAggregate* node)

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@ -0,0 +1,142 @@
hlsl.imagefetch-subvec4.comp
Shader version: 500
local_size = (8, 8, 8)
0:? Sequence
0:6 Function Definition: @main(vu3; ( temp void)
0:6 Function Parameters:
0:6 'tid' ( in 3-component vector of uint)
0:? Sequence
0:7 Sequence
0:7 move second child to first child ( temp uint)
0:7 'storeTemp' ( temp uint)
0:7 Convert int to uint ( temp uint)
0:7 textureFetch ( temp int)
0:7 'IN' (layout( binding=0) uniform itexture3D)
0:7 'tid' ( in 3-component vector of uint)
0:7 Constant:
0:7 0 (const int)
0:7 imageStore ( temp void)
0:7 'OUT' (layout( binding=1 r32ui) uniform uimage3D)
0:7 'tid' ( in 3-component vector of uint)
0:7 'storeTemp' ( temp uint)
0:7 'storeTemp' ( temp uint)
0:6 Function Definition: main( ( temp void)
0:6 Function Parameters:
0:? Sequence
0:6 move second child to first child ( temp 3-component vector of uint)
0:? 'tid' ( temp 3-component vector of uint)
0:? 'tid' ( in 3-component vector of uint GlobalInvocationID)
0:6 Function Call: @main(vu3; ( temp void)
0:? 'tid' ( temp 3-component vector of uint)
0:? Linker Objects
0:? 'IN' (layout( binding=0) uniform itexture3D)
0:? 'OUT' (layout( binding=1 r32ui) uniform uimage3D)
0:? 'tid' ( in 3-component vector of uint GlobalInvocationID)
Linked compute stage:
Shader version: 500
local_size = (8, 8, 8)
0:? Sequence
0:6 Function Definition: @main(vu3; ( temp void)
0:6 Function Parameters:
0:6 'tid' ( in 3-component vector of uint)
0:? Sequence
0:7 Sequence
0:7 move second child to first child ( temp uint)
0:7 'storeTemp' ( temp uint)
0:7 Convert int to uint ( temp uint)
0:7 textureFetch ( temp int)
0:7 'IN' (layout( binding=0) uniform itexture3D)
0:7 'tid' ( in 3-component vector of uint)
0:7 Constant:
0:7 0 (const int)
0:7 imageStore ( temp void)
0:7 'OUT' (layout( binding=1 r32ui) uniform uimage3D)
0:7 'tid' ( in 3-component vector of uint)
0:7 'storeTemp' ( temp uint)
0:7 'storeTemp' ( temp uint)
0:6 Function Definition: main( ( temp void)
0:6 Function Parameters:
0:? Sequence
0:6 move second child to first child ( temp 3-component vector of uint)
0:? 'tid' ( temp 3-component vector of uint)
0:? 'tid' ( in 3-component vector of uint GlobalInvocationID)
0:6 Function Call: @main(vu3; ( temp void)
0:? 'tid' ( temp 3-component vector of uint)
0:? Linker Objects
0:? 'IN' (layout( binding=0) uniform itexture3D)
0:? 'OUT' (layout( binding=1 r32ui) uniform uimage3D)
0:? 'tid' ( in 3-component vector of uint GlobalInvocationID)
// Module Version 10000
// Generated by (magic number): 80004
// Id's are bound by 39
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint GLCompute 4 "main" 34
ExecutionMode 4 LocalSize 8 8 8
Source HLSL 500
Name 4 "main"
Name 11 "@main(vu3;"
Name 10 "tid"
Name 14 "storeTemp"
Name 18 "IN"
Name 28 "OUT"
Name 32 "tid"
Name 34 "tid"
Name 36 "param"
Decorate 18(IN) DescriptorSet 0
Decorate 18(IN) Binding 0
Decorate 28(OUT) DescriptorSet 0
Decorate 28(OUT) Binding 1
Decorate 34(tid) BuiltIn GlobalInvocationId
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 0
7: TypeVector 6(int) 3
8: TypePointer Function 7(ivec3)
9: TypeFunction 2 8(ptr)
13: TypePointer Function 6(int)
15: TypeInt 32 1
16: TypeImage 15(int) 3D sampled format:Unknown
17: TypePointer UniformConstant 16
18(IN): 17(ptr) Variable UniformConstant
21: 15(int) Constant 0
22: TypeVector 15(int) 4
26: TypeImage 6(int) 3D nonsampled format:R32ui
27: TypePointer UniformConstant 26
28(OUT): 27(ptr) Variable UniformConstant
33: TypePointer Input 7(ivec3)
34(tid): 33(ptr) Variable Input
4(main): 2 Function None 3
5: Label
32(tid): 8(ptr) Variable Function
36(param): 8(ptr) Variable Function
35: 7(ivec3) Load 34(tid)
Store 32(tid) 35
37: 7(ivec3) Load 32(tid)
Store 36(param) 37
38: 2 FunctionCall 11(@main(vu3;) 36(param)
Return
FunctionEnd
11(@main(vu3;): 2 Function None 9
10(tid): 8(ptr) FunctionParameter
12: Label
14(storeTemp): 13(ptr) Variable Function
19: 16 Load 18(IN)
20: 7(ivec3) Load 10(tid)
23: 22(ivec4) ImageFetch 19 20 Lod 21
24: 15(int) CompositeExtract 23 0
25: 6(int) Bitcast 24
Store 14(storeTemp) 25
29: 26 Load 28(OUT)
30: 7(ivec3) Load 10(tid)
31: 6(int) Load 14(storeTemp)
ImageWrite 29 30 31
Return
FunctionEnd

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@ -0,0 +1,8 @@
Texture3D<int> IN: register(t0);
RWTexture3D<uint> OUT: register(u1);
[numthreads(8,8,8)]
void main(uint3 tid: SV_DispatchThreadID)
{
OUT[tid] = IN[tid];
}

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@ -189,6 +189,7 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.hull.ctrlpt-2.tesc", "main"},
{"hlsl.identifier.sample.frag", "main"},
{"hlsl.if.frag", "PixelShaderFunction"},
{"hlsl.imagefetch-subvec4.comp", "main"},
{"hlsl.implicitBool.frag", "main"},
{"hlsl.inf.vert", "main"},
{"hlsl.inoutquals.frag", "main"},