HLSL: add optional position.Y inversion

Adds command line options:

   --invert-y
   --iy

(synonyms) which invert position.Y on vertex shader output.  Handles these cases:

* Direct single variable return
* Member of direct returned struct
* Single variable output parameter
* Member of struct output parameter

API:

    // Enables position.Y output negation in vertex shader
    void TShader::setInvertY(bool invert);

Fixes #1173
This commit is contained in:
LoopDawg 2017-12-06 16:52:03 -07:00
parent 471bfed062
commit b22c069f7a
13 changed files with 549 additions and 1 deletions

View File

@ -98,6 +98,7 @@ enum TOptions {
EOptionStdin = (1 << 27),
EOptionOptimizeDisable = (1 << 28),
EOptionOptimizeSize = (1 << 29),
EOptionInvertY = (1 << 30),
};
//
@ -519,6 +520,9 @@ void ProcessArguments(std::vector<std::unique_ptr<glslang::TWorkItem>>& workItem
variableName = argv[1];
bumpArg();
break;
} else if (lowerword == "invert-y" || // synonyms
lowerword == "iy") {
Options |= EOptionInvertY;
} else {
usage();
}
@ -840,6 +844,9 @@ void CompileAndLinkShaderUnits(std::vector<ShaderCompUnit> compUnits)
if (Options & EOptionAutoMapLocations)
shader->setAutoMapLocations(true);
if (Options & EOptionInvertY)
shader->setInvertY(true);
// Set up the environment, some subsettings take precedence over earlier
// ways of setting things.
if (Options & EOptionSpv) {
@ -1359,6 +1366,7 @@ void usage()
" uint32_t array named <name>\n"
" initialized with the shader binary code.\n"
" --vn <name> synonym for --variable-name <name>\n"
" --invert-y | --iy invert position.Y output in vertex shader\n"
);
exit(EFailUsage);

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@ -0,0 +1,113 @@
hlsl.y-negate-1.vert
Shader version: 500
0:? Sequence
0:7 Function Definition: @main( ( temp 4-component vector of float)
0:7 Function Parameters:
0:? Sequence
0:8 Branch: Return with expression
0:8 pos: direct index for structure ( uniform 4-component vector of float)
0:8 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos})
0:8 Constant:
0:8 0 (const uint)
0:7 Function Definition: main( ( temp void)
0:7 Function Parameters:
0:? Sequence
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 '@position' ( temp 4-component vector of float)
0:7 Function Call: @main( ( temp 4-component vector of float)
0:7 move second child to first child ( temp float)
0:7 direct index ( temp float)
0:7 '@position' ( temp 4-component vector of float)
0:7 Constant:
0:7 1 (const int)
0:7 Negate value ( temp float)
0:7 direct index ( temp float)
0:7 '@position' ( temp 4-component vector of float)
0:7 Constant:
0:7 1 (const int)
0:7 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' ( out 4-component vector of float Position)
0:7 '@position' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos})
0:? '@entryPointOutput' ( out 4-component vector of float Position)
Linked vertex stage:
Shader version: 500
0:? Sequence
0:7 Function Definition: @main( ( temp 4-component vector of float)
0:7 Function Parameters:
0:? Sequence
0:8 Branch: Return with expression
0:8 pos: direct index for structure ( uniform 4-component vector of float)
0:8 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos})
0:8 Constant:
0:8 0 (const uint)
0:7 Function Definition: main( ( temp void)
0:7 Function Parameters:
0:? Sequence
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 '@position' ( temp 4-component vector of float)
0:7 Function Call: @main( ( temp 4-component vector of float)
0:7 move second child to first child ( temp float)
0:7 direct index ( temp float)
0:7 '@position' ( temp 4-component vector of float)
0:7 Constant:
0:7 1 (const int)
0:7 Negate value ( temp float)
0:7 direct index ( temp float)
0:7 '@position' ( temp 4-component vector of float)
0:7 Constant:
0:7 1 (const int)
0:7 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' ( out 4-component vector of float Position)
0:7 '@position' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos})
0:? '@entryPointOutput' ( out 4-component vector of float Position)
// Module Version 10000
// Generated by (magic number): 80002
// Id's are bound by 41
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 32
Source HLSL 500
Name 4 "main"
Name 11 "$Global"
MemberName 11($Global) 0 "pos"
Name 13 ""
Name 32 "@entryPointOutput"
MemberDecorate 11($Global) 0 Offset 0
Decorate 11($Global) Block
Decorate 13 DescriptorSet 0
Decorate 32(@entryPointOutput) BuiltIn Position
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
11($Global): TypeStruct 7(fvec4)
12: TypePointer Uniform 11($Global)
13: 12(ptr) Variable Uniform
14: TypeInt 32 1
15: 14(int) Constant 0
16: TypePointer Uniform 7(fvec4)
31: TypePointer Output 7(fvec4)
32(@entryPointOutput): 31(ptr) Variable Output
4(main): 2 Function None 3
5: Label
35: 16(ptr) AccessChain 13 15
36: 7(fvec4) Load 35
38: 6(float) CompositeExtract 36 1
29: 6(float) FNegate 38
40: 7(fvec4) CompositeInsert 29 36 1
Store 32(@entryPointOutput) 40
Return
FunctionEnd

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@ -0,0 +1,121 @@
hlsl.y-negate-2.vert
Shader version: 500
0:? Sequence
0:6 Function Definition: @main(vf4; ( temp void)
0:6 Function Parameters:
0:6 'position' ( out 4-component vector of float)
0:? Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 'position' ( out 4-component vector of float)
0:7 pos: direct index for structure ( uniform 4-component vector of float)
0:7 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos})
0:7 Constant:
0:7 0 (const uint)
0:6 Function Definition: main( ( temp void)
0:6 Function Parameters:
0:? Sequence
0:6 Function Call: @main(vf4; ( temp void)
0:? 'position' ( temp 4-component vector of float)
0:6 Sequence
0:6 move second child to first child ( temp 4-component vector of float)
0:6 '@position' ( temp 4-component vector of float)
0:? 'position' ( temp 4-component vector of float)
0:6 move second child to first child ( temp float)
0:6 direct index ( temp float)
0:6 '@position' ( temp 4-component vector of float)
0:6 Constant:
0:6 1 (const int)
0:6 Negate value ( temp float)
0:6 direct index ( temp float)
0:6 '@position' ( temp 4-component vector of float)
0:6 Constant:
0:6 1 (const int)
0:6 move second child to first child ( temp 4-component vector of float)
0:? 'position' ( out 4-component vector of float Position)
0:6 '@position' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos})
0:? 'position' ( out 4-component vector of float Position)
Linked vertex stage:
Shader version: 500
0:? Sequence
0:6 Function Definition: @main(vf4; ( temp void)
0:6 Function Parameters:
0:6 'position' ( out 4-component vector of float)
0:? Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 'position' ( out 4-component vector of float)
0:7 pos: direct index for structure ( uniform 4-component vector of float)
0:7 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos})
0:7 Constant:
0:7 0 (const uint)
0:6 Function Definition: main( ( temp void)
0:6 Function Parameters:
0:? Sequence
0:6 Function Call: @main(vf4; ( temp void)
0:? 'position' ( temp 4-component vector of float)
0:6 Sequence
0:6 move second child to first child ( temp 4-component vector of float)
0:6 '@position' ( temp 4-component vector of float)
0:? 'position' ( temp 4-component vector of float)
0:6 move second child to first child ( temp float)
0:6 direct index ( temp float)
0:6 '@position' ( temp 4-component vector of float)
0:6 Constant:
0:6 1 (const int)
0:6 Negate value ( temp float)
0:6 direct index ( temp float)
0:6 '@position' ( temp 4-component vector of float)
0:6 Constant:
0:6 1 (const int)
0:6 move second child to first child ( temp 4-component vector of float)
0:? 'position' ( out 4-component vector of float Position)
0:6 '@position' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos})
0:? 'position' ( out 4-component vector of float Position)
// Module Version 10000
// Generated by (magic number): 80002
// Id's are bound by 43
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 35
Source HLSL 500
Name 4 "main"
Name 13 "$Global"
MemberName 13($Global) 0 "pos"
Name 15 ""
Name 35 "position"
MemberDecorate 13($Global) 0 Offset 0
Decorate 13($Global) Block
Decorate 15 DescriptorSet 0
Decorate 35(position) BuiltIn Position
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
13($Global): TypeStruct 7(fvec4)
14: TypePointer Uniform 13($Global)
15: 14(ptr) Variable Uniform
16: TypeInt 32 1
17: 16(int) Constant 0
18: TypePointer Uniform 7(fvec4)
34: TypePointer Output 7(fvec4)
35(position): 34(ptr) Variable Output
4(main): 2 Function None 3
5: Label
37: 18(ptr) AccessChain 15 17
38: 7(fvec4) Load 37
40: 6(float) CompositeExtract 38 1
32: 6(float) FNegate 40
42: 7(fvec4) CompositeInsert 32 38 1
Store 35(position) 42
Return
FunctionEnd

View File

@ -0,0 +1,177 @@
hlsl.y-negate-3.vert
Shader version: 500
0:? Sequence
0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Function Parameters:
0:? Sequence
0:14 move second child to first child ( temp 4-component vector of float)
0:14 pos: direct index for structure ( temp 4-component vector of float)
0:14 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:14 Constant:
0:14 0 (const int)
0:14 position: direct index for structure ( uniform 4-component vector of float)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float position})
0:14 Constant:
0:14 0 (const uint)
0:15 move second child to first child ( temp int)
0:15 somethingelse: direct index for structure ( temp int)
0:15 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:15 Constant:
0:15 1 (const int)
0:15 Constant:
0:15 42 (const int)
0:17 Branch: Return with expression
0:17 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Function Definition: main( ( temp void)
0:11 Function Parameters:
0:? Sequence
0:11 Sequence
0:11 move second child to first child ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Sequence
0:11 move second child to first child ( temp 4-component vector of float)
0:11 '@position' ( temp 4-component vector of float)
0:11 pos: direct index for structure ( temp 4-component vector of float)
0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Constant:
0:11 0 (const int)
0:11 move second child to first child ( temp float)
0:11 direct index ( temp float)
0:11 '@position' ( temp 4-component vector of float)
0:11 Constant:
0:11 1 (const int)
0:11 Negate value ( temp float)
0:11 direct index ( temp float)
0:11 '@position' ( temp 4-component vector of float)
0:11 Constant:
0:11 1 (const int)
0:11 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.pos' ( out 4-component vector of float Position)
0:11 '@position' ( temp 4-component vector of float)
0:11 move second child to first child ( temp int)
0:? '@entryPointOutput.somethingelse' (layout( location=0) out int)
0:11 somethingelse: direct index for structure ( temp int)
0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Constant:
0:11 1 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float position})
0:? '@entryPointOutput.pos' ( out 4-component vector of float Position)
0:? '@entryPointOutput.somethingelse' (layout( location=0) out int)
Linked vertex stage:
Shader version: 500
0:? Sequence
0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Function Parameters:
0:? Sequence
0:14 move second child to first child ( temp 4-component vector of float)
0:14 pos: direct index for structure ( temp 4-component vector of float)
0:14 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:14 Constant:
0:14 0 (const int)
0:14 position: direct index for structure ( uniform 4-component vector of float)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float position})
0:14 Constant:
0:14 0 (const uint)
0:15 move second child to first child ( temp int)
0:15 somethingelse: direct index for structure ( temp int)
0:15 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:15 Constant:
0:15 1 (const int)
0:15 Constant:
0:15 42 (const int)
0:17 Branch: Return with expression
0:17 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Function Definition: main( ( temp void)
0:11 Function Parameters:
0:? Sequence
0:11 Sequence
0:11 move second child to first child ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Sequence
0:11 move second child to first child ( temp 4-component vector of float)
0:11 '@position' ( temp 4-component vector of float)
0:11 pos: direct index for structure ( temp 4-component vector of float)
0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Constant:
0:11 0 (const int)
0:11 move second child to first child ( temp float)
0:11 direct index ( temp float)
0:11 '@position' ( temp 4-component vector of float)
0:11 Constant:
0:11 1 (const int)
0:11 Negate value ( temp float)
0:11 direct index ( temp float)
0:11 '@position' ( temp 4-component vector of float)
0:11 Constant:
0:11 1 (const int)
0:11 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.pos' ( out 4-component vector of float Position)
0:11 '@position' ( temp 4-component vector of float)
0:11 move second child to first child ( temp int)
0:? '@entryPointOutput.somethingelse' (layout( location=0) out int)
0:11 somethingelse: direct index for structure ( temp int)
0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Constant:
0:11 1 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float position})
0:? '@entryPointOutput.pos' ( out 4-component vector of float Position)
0:? '@entryPointOutput.somethingelse' (layout( location=0) out int)
// Module Version 10000
// Generated by (magic number): 80002
// Id's are bound by 67
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 44 47
Source HLSL 500
Name 4 "main"
Name 9 "VS_OUT"
MemberName 9(VS_OUT) 0 "pos"
MemberName 9(VS_OUT) 1 "somethingelse"
Name 16 "$Global"
MemberName 16($Global) 0 "position"
Name 18 ""
Name 44 "@entryPointOutput.pos"
Name 47 "@entryPointOutput.somethingelse"
MemberDecorate 16($Global) 0 Offset 0
Decorate 16($Global) Block
Decorate 18 DescriptorSet 0
Decorate 44(@entryPointOutput.pos) BuiltIn Position
Decorate 47(@entryPointOutput.somethingelse) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeInt 32 1
9(VS_OUT): TypeStruct 7(fvec4) 8(int)
15: 8(int) Constant 0
16($Global): TypeStruct 7(fvec4)
17: TypePointer Uniform 16($Global)
18: 17(ptr) Variable Uniform
19: TypePointer Uniform 7(fvec4)
25: 8(int) Constant 42
43: TypePointer Output 7(fvec4)
44(@entryPointOutput.pos): 43(ptr) Variable Output
46: TypePointer Output 8(int)
47(@entryPointOutput.somethingelse): 46(ptr) Variable Output
4(main): 2 Function None 3
5: Label
52: 19(ptr) AccessChain 18 15
53: 7(fvec4) Load 52
64: 6(float) CompositeExtract 53 1
41: 6(float) FNegate 64
66: 7(fvec4) CompositeInsert 41 53 1
Store 44(@entryPointOutput.pos) 66
Store 47(@entryPointOutput.somethingelse) 25
Return
FunctionEnd

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@ -0,0 +1,9 @@
// Test Y negation from entry point return
float4 pos;
float4 main() : SV_Position
{
return pos;
}

View File

@ -0,0 +1,8 @@
// Test Y negation from entry point out parameter
float4 pos;
void main(out float4 position : SV_Position)
{
position = pos;
}

18
Test/hlsl.y-negate-3.vert Normal file
View File

@ -0,0 +1,18 @@
// Test Y negation from entry point out parameter
float4 position;
struct VS_OUT {
float4 pos : SV_Position;
int somethingelse;
};
VS_OUT main()
{
VS_OUT vsout;
vsout.pos = position;
vsout.somethingelse = 42;
return vsout;
}

View File

@ -186,6 +186,17 @@ diff -b $BASEDIR/remap.invalid-spirv-1.out $TARGETDIR/remap.invalid-spirv-1.out
$REMAPEXE --do-everything -i remap.invalid-spirv-2.spv -o $TARGETDIR > $TARGETDIR/remap.invalid-spirv-2.out && HASERROR=1
diff -b $BASEDIR/remap.invalid-spirv-2.out $TARGETDIR/remap.invalid-spirv-2.out || HASERROR=1
#
# Testing position Y inversion
#
echo "Testing position Y inversion"
$EXE -H -e main -V -D -H -i --iy hlsl.y-negate-1.vert > $TARGETDIR/hlsl.y-negate-1.vert.out
diff -b $BASEDIR/hlsl.y-negate-1.vert.out $TARGETDIR/hlsl.y-negate-1.vert.out || HASERROR=1
$EXE -H -e main -V -D -H -i --invert-y hlsl.y-negate-2.vert > $TARGETDIR/hlsl.y-negate-2.vert.out
diff -b $BASEDIR/hlsl.y-negate-2.vert.out $TARGETDIR/hlsl.y-negate-2.vert.out || HASERROR=1
$EXE -H -e main -V -D -H -i --invert-y hlsl.y-negate-3.vert > $TARGETDIR/hlsl.y-negate-3.vert.out
diff -b $BASEDIR/hlsl.y-negate-3.vert.out $TARGETDIR/hlsl.y-negate-3.vert.out || HASERROR=1
#
# Final checking
#

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@ -1686,6 +1686,8 @@ void TShader::setShiftUavBinding(unsigned int base) { setShiftBinding(EResUa
void TShader::setShiftSsboBinding(unsigned int base) { setShiftBinding(EResSsbo, base); }
// Enables binding automapping using TIoMapper
void TShader::setAutoMapBindings(bool map) { intermediate->setAutoMapBindings(map); }
// Enables position.Y output negation in vertex shader
void TShader::setInvertY(bool invert) { intermediate->setInvertY(invert); }
// Fragile: currently within one stage: simple auto-assignment of location
void TShader::setAutoMapLocations(bool map) { intermediate->setAutoMapLocations(map); }
// See comment above TDefaultHlslIoMapper in iomapper.cpp:

View File

@ -224,6 +224,7 @@ public:
#endif
autoMapBindings(false),
autoMapLocations(false),
invertY(false),
flattenUniformArrays(false),
useUnknownFormat(false),
hlslOffsets(false),
@ -317,6 +318,14 @@ public:
processes.addProcess("auto-map-locations");
}
bool getAutoMapLocations() const { return autoMapLocations; }
void setInvertY(bool invert)
{
invertY = invert;
if (invertY)
processes.addProcess("invert-y");
}
bool getInvertY() const { return invertY; }
void setFlattenUniformArrays(bool flatten)
{
flattenUniformArrays = flatten;
@ -682,6 +691,7 @@ protected:
std::vector<std::string> resourceSetBinding;
bool autoMapBindings;
bool autoMapLocations;
bool invertY;
bool flattenUniformArrays;
bool useUnknownFormat;
bool hlslOffsets;

View File

@ -371,6 +371,7 @@ public:
void setResourceSetBinding(const std::vector<std::string>& base);
void setAutoMapBindings(bool map);
void setAutoMapLocations(bool map);
void setInvertY(bool invert);
void setHlslIoMapping(bool hlslIoMap);
void setFlattenUniformArrays(bool flatten);
void setNoStorageFormat(bool useUnknownFormat);

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@ -2301,6 +2301,63 @@ void HlslParseContext::handleFunctionArgument(TFunction* function,
arguments = newArg;
}
// Position may require special handling: we can optionally invert Y.
// See: https://github.com/KhronosGroup/glslang/issues/1173
// https://github.com/KhronosGroup/glslang/issues/494
TIntermTyped* HlslParseContext::assignPosition(const TSourceLoc& loc, TOperator op,
TIntermTyped* left, TIntermTyped* right)
{
// If we are not asked for Y inversion, use a plain old assign.
if (!intermediate.getInvertY())
return intermediate.addAssign(op, left, right, loc);
// If we get here, we should invert Y.
TIntermAggregate* assignList = nullptr;
// If this is a complex rvalue, we don't want to dereference it many times. Create a temporary.
TVariable* rhsTempVar = nullptr;
rhsTempVar = makeInternalVariable("@position", right->getType());
rhsTempVar->getWritableType().getQualifier().makeTemporary();
{
TIntermTyped* rhsTempSym = intermediate.addSymbol(*rhsTempVar, loc);
assignList = intermediate.growAggregate(assignList,
intermediate.addAssign(EOpAssign, rhsTempSym, right, loc), loc);
}
// pos.y = -pos.y
{
const int Y = 1;
TIntermTyped* tempSymL = intermediate.addSymbol(*rhsTempVar, loc);
TIntermTyped* tempSymR = intermediate.addSymbol(*rhsTempVar, loc);
TIntermTyped* index = intermediate.addConstantUnion(Y, loc);
TIntermTyped* lhsElement = intermediate.addIndex(EOpIndexDirect, tempSymL, index, loc);
TIntermTyped* rhsElement = intermediate.addIndex(EOpIndexDirect, tempSymR, index, loc);
const TType derefType(right->getType(), 0);
lhsElement->setType(derefType);
rhsElement->setType(derefType);
TIntermTyped* yNeg = intermediate.addUnaryMath(EOpNegative, rhsElement, loc);
assignList = intermediate.growAggregate(assignList, intermediate.addAssign(EOpAssign, lhsElement, yNeg, loc));
}
// Assign the rhs temp (now with Y inversion) to the final output
{
TIntermTyped* rhsTempSym = intermediate.addSymbol(*rhsTempVar, loc);
assignList = intermediate.growAggregate(assignList, intermediate.addAssign(op, left, rhsTempSym, loc));
}
assert(assignList != nullptr);
assignList->setOperator(EOpSequence);
return assignList;
}
// Clip and cull distance require special handling due to a semantic mismatch. In HLSL,
// these can be float scalar, float vector, or arrays of float scalar or float vector.
// In SPIR-V, they are arrays of scalar floats in all cases. We must copy individual components
@ -2566,6 +2623,12 @@ TIntermTyped* HlslParseContext::handleAssign(const TSourceLoc& loc, TOperator op
wasSplit(binaryNode->getLeft());
};
// Return true if this stage assigns clip position with potentially inverted Y
const auto assignsClipPos = [this](const TIntermTyped* node) -> bool {
return node->getType().getQualifier().builtIn == EbvPosition &&
(language == EShLangVertex || language == EShLangGeometry || language == EShLangTessEvaluation);
};
const bool isSplitLeft = wasSplit(left) || indexesSplit(left);
const bool isSplitRight = wasSplit(right) || indexesSplit(right);
@ -2581,6 +2644,9 @@ TIntermTyped* HlslParseContext::handleAssign(const TSourceLoc& loc, TOperator op
const int semanticId = (isOutput ? left : right)->getType().getQualifier().layoutLocation;
return assignClipCullDistance(loc, op, semanticId, left, right);
} else if (assignsClipPos(left)) {
// Position can require special handling: see comment above assignPosition
return assignPosition(loc, op, left, right);
}
return intermediate.addAssign(op, left, right, loc);
@ -2792,7 +2858,10 @@ TIntermTyped* HlslParseContext::handleAssign(const TSourceLoc& loc, TOperator op
subSplitLeft, subSplitRight);
assignList = intermediate.growAggregate(assignList, clipCullAssign, loc);
} else if (assignsClipPos(subSplitLeft)) {
// Position can require special handling: see comment above assignPosition
TIntermTyped* positionAssign = assignPosition(loc, op, subSplitLeft, subSplitRight);
assignList = intermediate.growAggregate(assignList, positionAssign, loc);
} else if (!shouldFlattenSubsetLeft && !shouldFlattenSubsetRight &&
!typeL.containsBuiltIn() && !typeR.containsBuiltIn()) {
// If this is the final flattening (no nested types below to flatten)

View File

@ -93,6 +93,7 @@ public:
TIntermTyped* handleAssignToMatrixSwizzle(const TSourceLoc&, TOperator, TIntermTyped* left, TIntermTyped* right);
TIntermTyped* handleFunctionCall(const TSourceLoc&, TFunction*, TIntermTyped*);
TIntermAggregate* assignClipCullDistance(const TSourceLoc&, TOperator, int semanticId, TIntermTyped* left, TIntermTyped* right);
TIntermTyped* assignPosition(const TSourceLoc&, TOperator, TIntermTyped* left, TIntermTyped* right);
void decomposeIntrinsic(const TSourceLoc&, TIntermTyped*& node, TIntermNode* arguments);
void decomposeSampleMethods(const TSourceLoc&, TIntermTyped*& node, TIntermNode* arguments);
void decomposeStructBufferMethods(const TSourceLoc&, TIntermTyped*& node, TIntermNode* arguments);