Merge pull request #659 from steve-lunarg/d3dcolortoubyte4

Add D3DCOLORtoUBYTE4 decomposition
This commit is contained in:
John Kessenich 2017-01-03 15:34:33 -07:00 committed by GitHub
commit 5abd308e71
7 changed files with 174 additions and 7 deletions

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@ -0,0 +1,111 @@
hlsl.intrinsics.d3dcolortoubyte4.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: main( (temp 4-component vector of int)
0:5 Function Parameters:
0:? Sequence
0:6 Sequence
0:6 move second child to first child (temp 4-component vector of int)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int)
0:6 Convert float to int (temp 4-component vector of int)
0:6 vector-scale (temp 4-component vector of float)
0:6 Constant:
0:6 255.001953
0:6 vector swizzle (temp 4-component vector of float)
0:6 col4: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float col4})
0:6 Constant:
0:6 0 (const uint)
0:6 Sequence
0:6 Constant:
0:6 2 (const int)
0:6 Constant:
0:6 1 (const int)
0:6 Constant:
0:6 0 (const int)
0:6 Constant:
0:6 3 (const int)
0:6 Branch: Return
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int)
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float col4})
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: main( (temp 4-component vector of int)
0:5 Function Parameters:
0:? Sequence
0:6 Sequence
0:6 move second child to first child (temp 4-component vector of int)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int)
0:6 Convert float to int (temp 4-component vector of int)
0:6 vector-scale (temp 4-component vector of float)
0:6 Constant:
0:6 255.001953
0:6 vector swizzle (temp 4-component vector of float)
0:6 col4: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float col4})
0:6 Constant:
0:6 0 (const uint)
0:6 Sequence
0:6 Constant:
0:6 2 (const int)
0:6 Constant:
0:6 1 (const int)
0:6 Constant:
0:6 0 (const int)
0:6 Constant:
0:6 3 (const int)
0:6 Branch: Return
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int)
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float col4})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 24
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 9
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 9 "@entryPointOutput"
Name 13 "$Global"
MemberName 13($Global) 0 "col4"
Name 15 ""
Decorate 9(@entryPointOutput) Location 0
MemberDecorate 13($Global) 0 Offset 0
Decorate 13($Global) Block
Decorate 15 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 1
7: TypeVector 6(int) 4
8: TypePointer Output 7(ivec4)
9(@entryPointOutput): 8(ptr) Variable Output
10: TypeFloat 32
11: 10(float) Constant 1132396672
12: TypeVector 10(float) 4
13($Global): TypeStruct 12(fvec4)
14: TypePointer Uniform 13($Global)
15: 14(ptr) Variable Uniform
16: 6(int) Constant 0
17: TypePointer Uniform 12(fvec4)
4(main): 2 Function None 3
5: Label
18: 17(ptr) AccessChain 15 16
19: 12(fvec4) Load 18
20: 12(fvec4) VectorShuffle 19 19 2 1 0 3
21: 12(fvec4) VectorTimesScalar 20 11
22: 7(ivec4) ConvertFToS 21
Store 9(@entryPointOutput) 22
Return
FunctionEnd

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@ -93,9 +93,22 @@ ERROR: node is still EOpNull!
0:8 'inF0' (in float)
0:8 Construct vec3 (in 3-component vector of float)
0:8 'inF1' (in float)
0:9 Function Call: D3DCOLORtoUBYTE4(vf4; (temp 4-component vector of int)
0:9 Construct vec4 (in 4-component vector of float)
0:9 'inF0' (in float)
0:9 Convert float to int (temp 4-component vector of int)
0:9 vector-scale (temp 4-component vector of float)
0:9 Constant:
0:9 255.001953
0:9 vector swizzle (temp 4-component vector of float)
0:9 Construct vec4 (in 4-component vector of float)
0:9 'inF0' (in float)
0:9 Sequence
0:9 Constant:
0:9 2 (const int)
0:9 Constant:
0:9 1 (const int)
0:9 Constant:
0:9 0 (const int)
0:9 Constant:
0:9 3 (const int)
0:10 Constant:
0:10 0.000000
0:12 ERROR: Bad unary op
@ -449,9 +462,22 @@ ERROR: node is still EOpNull!
0:8 'inF0' (in float)
0:8 Construct vec3 (in 3-component vector of float)
0:8 'inF1' (in float)
0:9 Function Call: D3DCOLORtoUBYTE4(vf4; (temp 4-component vector of int)
0:9 Construct vec4 (in 4-component vector of float)
0:9 'inF0' (in float)
0:9 Convert float to int (temp 4-component vector of int)
0:9 vector-scale (temp 4-component vector of float)
0:9 Constant:
0:9 255.001953
0:9 vector swizzle (temp 4-component vector of float)
0:9 Construct vec4 (in 4-component vector of float)
0:9 'inF0' (in float)
0:9 Sequence
0:9 Constant:
0:9 2 (const int)
0:9 Constant:
0:9 1 (const int)
0:9 Constant:
0:9 0 (const int)
0:9 Constant:
0:9 3 (const int)
0:10 Constant:
0:10 0.000000
0:12 ERROR: Bad unary op

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@ -0,0 +1,7 @@
uniform float4 col4;
int4 main() : SV_Target0
{
return D3DCOLORtoUBYTE4(col4);
}

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@ -597,6 +597,7 @@ enum TOperator {
EOpLit, // HLSL lighting coefficient vector
EOpTextureBias, // HLSL texture bias: will be lowered to EOpTexture
EOpAsDouble, // slightly different from EOpUint64BitsToDouble
EOpD3DCOLORtoUBYTE4, // convert and swizzle 4-component color to UBYTE4 range
EOpMethodSample, // Texture object methods. These are translated to existing
EOpMethodSampleBias, // AST methods, and exist to represent HLSL semantics until that

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@ -127,6 +127,7 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.intrinsics.barriers.comp", "ComputeShaderFunction"},
{"hlsl.intrinsics.comp", "ComputeShaderFunction"},
{"hlsl.intrinsics.evalfns.frag", "main"},
{"hlsl.intrinsics.d3dcolortoubyte4.frag", "main"},
{"hlsl.intrinsics.double.frag", "PixelShaderFunction"},
{"hlsl.intrinsics.f1632.frag", "PixelShaderFunction"},
{"hlsl.intrinsics.frag", "main"},

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@ -2629,6 +2629,27 @@ void HlslParseContext::decomposeIntrinsic(const TSourceLoc& loc, TIntermTyped*&
break;
}
case EOpD3DCOLORtoUBYTE4:
{
// ivec4 ( x.zyxw * 255.001953 );
TIntermTyped* arg0 = node->getAsUnaryNode()->getOperand();
TVectorFields fields(2,1,0,3);
TIntermTyped* swizzleIdx = intermediate.addSwizzle(fields, loc);
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
}

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@ -1022,7 +1022,7 @@ void TBuiltInParseablesHlsl::identifyBuiltIns(int /*version*/, EProfile /*profil
symbolTable.relateToOperator("cosh", EOpCosh);
symbolTable.relateToOperator("countbits", EOpBitCount);
symbolTable.relateToOperator("cross", EOpCross);
// symbolTable.relateToOperator("D3DCOLORtoUBYTE4", EOpD3DCOLORtoUBYTE4);
symbolTable.relateToOperator("D3DCOLORtoUBYTE4", EOpD3DCOLORtoUBYTE4);
symbolTable.relateToOperator("ddx", EOpDPdx);
symbolTable.relateToOperator("ddx_coarse", EOpDPdxCoarse);
symbolTable.relateToOperator("ddx_fine", EOpDPdxFine);