mirror of
https://github.com/KhronosGroup/glslang
synced 2024-11-08 11:30:06 +00:00
fix cases where symbols in the tree didn't get updated during block merging
For GL_EXT_vulkan_glsl_relaxed. When merging the default uniform block, there were cases where symbols in the tree wern't updated to match the new block structure after merging blocks together. This change traverses the symbol tree and updates any references to the merged block.
This commit is contained in:
parent
81cc10a498
commit
b8338311ea
10697
Test/baseResults/vk.relaxed.stagelink.0.0.vert.out
Executable file
10697
Test/baseResults/vk.relaxed.stagelink.0.0.vert.out
Executable file
File diff suppressed because it is too large
Load Diff
139
Test/vk.relaxed.stagelink.0.0.frag
Executable file
139
Test/vk.relaxed.stagelink.0.0.frag
Executable file
@ -0,0 +1,139 @@
|
||||
#version 460
|
||||
uniform int uTDInstanceIDOffset;
|
||||
uniform int uTDNumInstances;
|
||||
uniform float uTDAlphaTestVal;
|
||||
#define TD_NUM_COLOR_BUFFERS 1
|
||||
#define TD_NUM_LIGHTS 0
|
||||
#define TD_NUM_SHADOWED_LIGHTS 0
|
||||
#define TD_NUM_ENV_LIGHTS 0
|
||||
#define TD_LIGHTS_ARRAY_SIZE 1
|
||||
#define TD_ENV_LIGHTS_ARRAY_SIZE 1
|
||||
#define TD_NUM_CAMERAS 1
|
||||
struct TDPhongResult
|
||||
{
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
vec3 specular2;
|
||||
float shadowStrength;
|
||||
};
|
||||
struct TDPBRResult
|
||||
{
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
float shadowStrength;
|
||||
};
|
||||
struct TDMatrix
|
||||
{
|
||||
mat4 world;
|
||||
mat4 worldInverse;
|
||||
mat4 worldCam;
|
||||
mat4 worldCamInverse;
|
||||
mat4 cam;
|
||||
mat4 camInverse;
|
||||
mat4 camProj;
|
||||
mat4 camProjInverse;
|
||||
mat4 proj;
|
||||
mat4 projInverse;
|
||||
mat4 worldCamProj;
|
||||
mat4 worldCamProjInverse;
|
||||
mat4 quadReproject;
|
||||
mat3 worldForNormals;
|
||||
mat3 camForNormals;
|
||||
mat3 worldCamForNormals;
|
||||
};
|
||||
layout(std140) uniform TDMatricesBlock {
|
||||
TDMatrix uTDMats[TD_NUM_CAMERAS];
|
||||
};
|
||||
struct TDCameraInfo
|
||||
{
|
||||
vec4 nearFar;
|
||||
vec4 fog;
|
||||
vec4 fogColor;
|
||||
int renderTOPCameraIndex;
|
||||
};
|
||||
layout(std140) uniform TDCameraInfoBlock {
|
||||
TDCameraInfo uTDCamInfos[TD_NUM_CAMERAS];
|
||||
};
|
||||
struct TDGeneral
|
||||
{
|
||||
vec4 ambientColor;
|
||||
vec4 nearFar;
|
||||
vec4 viewport;
|
||||
vec4 viewportRes;
|
||||
vec4 fog;
|
||||
vec4 fogColor;
|
||||
};
|
||||
layout(std140) uniform TDGeneralBlock {
|
||||
TDGeneral uTDGeneral;
|
||||
};
|
||||
|
||||
void TDAlphaTest(float alpha);
|
||||
vec4 TDDither(vec4 color);
|
||||
vec4 TDOutputSwizzle(vec4 v);
|
||||
uvec4 TDOutputSwizzle(uvec4 v);
|
||||
void TDCheckOrderIndTrans();
|
||||
void TDCheckDiscard();
|
||||
uniform vec3 uConstant;
|
||||
uniform float uShadowStrength;
|
||||
uniform vec3 uShadowColor;
|
||||
uniform vec4 uDiffuseColor;
|
||||
uniform vec4 uAmbientColor;
|
||||
|
||||
uniform sampler2DArray sColorMap;
|
||||
|
||||
in Vertex
|
||||
{
|
||||
vec4 color;
|
||||
vec3 worldSpacePos;
|
||||
vec3 texCoord0;
|
||||
flat int cameraIndex;
|
||||
flat int instance;
|
||||
} iVert;
|
||||
|
||||
// Output variable for the color
|
||||
layout(location = 0) out vec4 oFragColor[TD_NUM_COLOR_BUFFERS];
|
||||
void main()
|
||||
{
|
||||
// This allows things such as order independent transparency
|
||||
// and Dual-Paraboloid rendering to work properly
|
||||
TDCheckDiscard();
|
||||
|
||||
vec4 outcol = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
vec3 texCoord0 = iVert.texCoord0.stp;
|
||||
float actualTexZ = mod(int(texCoord0.z),2048);
|
||||
float instanceLoop = floor(int(texCoord0.z)/2048);
|
||||
texCoord0.z = actualTexZ;
|
||||
vec4 colorMapColor = texture(sColorMap, texCoord0.stp);
|
||||
|
||||
float red = colorMapColor[int(instanceLoop)];
|
||||
colorMapColor = vec4(red);
|
||||
// Constant Light Contribution
|
||||
outcol.rgb += uConstant * iVert.color.rgb;
|
||||
|
||||
outcol *= colorMapColor;
|
||||
|
||||
// Alpha Calculation
|
||||
float alpha = iVert.color.a * colorMapColor.a ;
|
||||
|
||||
// Dithering, does nothing if dithering is disabled
|
||||
outcol = TDDither(outcol);
|
||||
|
||||
outcol.rgb *= alpha;
|
||||
|
||||
// Modern GL removed the implicit alpha test, so we need to apply
|
||||
// it manually here. This function does nothing if alpha test is disabled.
|
||||
TDAlphaTest(alpha);
|
||||
|
||||
outcol.a = alpha;
|
||||
oFragColor[0] = TDOutputSwizzle(outcol);
|
||||
|
||||
|
||||
// TD_NUM_COLOR_BUFFERS will be set to the number of color buffers
|
||||
// active in the render. By default we want to output zero to every
|
||||
// buffer except the first one.
|
||||
for (int i = 1; i < TD_NUM_COLOR_BUFFERS; i++)
|
||||
{
|
||||
oFragColor[i] = vec4(0.0);
|
||||
}
|
||||
}
|
126
Test/vk.relaxed.stagelink.0.0.vert
Executable file
126
Test/vk.relaxed.stagelink.0.0.vert
Executable file
@ -0,0 +1,126 @@
|
||||
#version 460
|
||||
uniform int uTDInstanceIDOffset;
|
||||
uniform int uTDNumInstances;
|
||||
uniform float uTDAlphaTestVal;
|
||||
#define TD_NUM_COLOR_BUFFERS 1
|
||||
#define TD_NUM_LIGHTS 0
|
||||
#define TD_NUM_SHADOWED_LIGHTS 0
|
||||
#define TD_NUM_ENV_LIGHTS 0
|
||||
#define TD_LIGHTS_ARRAY_SIZE 1
|
||||
#define TD_ENV_LIGHTS_ARRAY_SIZE 1
|
||||
#define TD_NUM_CAMERAS 1
|
||||
struct TDPhongResult
|
||||
{
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
vec3 specular2;
|
||||
float shadowStrength;
|
||||
};
|
||||
struct TDPBRResult
|
||||
{
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
float shadowStrength;
|
||||
};
|
||||
struct TDMatrix
|
||||
{
|
||||
mat4 world;
|
||||
mat4 worldInverse;
|
||||
mat4 worldCam;
|
||||
mat4 worldCamInverse;
|
||||
mat4 cam;
|
||||
mat4 camInverse;
|
||||
mat4 camProj;
|
||||
mat4 camProjInverse;
|
||||
mat4 proj;
|
||||
mat4 projInverse;
|
||||
mat4 worldCamProj;
|
||||
mat4 worldCamProjInverse;
|
||||
mat4 quadReproject;
|
||||
mat3 worldForNormals;
|
||||
mat3 camForNormals;
|
||||
mat3 worldCamForNormals;
|
||||
};
|
||||
layout(std140) uniform TDMatricesBlock {
|
||||
TDMatrix uTDMats[TD_NUM_CAMERAS];
|
||||
};
|
||||
struct TDCameraInfo
|
||||
{
|
||||
vec4 nearFar;
|
||||
vec4 fog;
|
||||
vec4 fogColor;
|
||||
int renderTOPCameraIndex;
|
||||
};
|
||||
layout(std140) uniform TDCameraInfoBlock {
|
||||
TDCameraInfo uTDCamInfos[TD_NUM_CAMERAS];
|
||||
};
|
||||
struct TDGeneral
|
||||
{
|
||||
vec4 ambientColor;
|
||||
vec4 nearFar;
|
||||
vec4 viewport;
|
||||
vec4 viewportRes;
|
||||
vec4 fog;
|
||||
vec4 fogColor;
|
||||
};
|
||||
layout(std140) uniform TDGeneralBlock {
|
||||
TDGeneral uTDGeneral;
|
||||
};
|
||||
layout(location = 0) in vec3 P;
|
||||
layout(location = 1) in vec3 N;
|
||||
layout(location = 2) in vec4 Cd;
|
||||
layout(location = 3) in vec3 uv[8];
|
||||
vec4 TDWorldToProj(vec4 v);
|
||||
vec4 TDWorldToProj(vec3 v);
|
||||
vec4 TDWorldToProj(vec4 v, vec3 uv);
|
||||
vec4 TDWorldToProj(vec3 v, vec3 uv);
|
||||
int TDInstanceID();
|
||||
int TDCameraIndex();
|
||||
vec3 TDUVUnwrapCoord();
|
||||
/*********TOUCHDEFORMPREFIX**********/
|
||||
#define TD_NUM_BONES 0
|
||||
|
||||
vec3 TDInstanceTexCoord(int instanceID, vec3 t);
|
||||
vec4 TDInstanceColor(int instanceID, vec4 curColor);
|
||||
|
||||
vec4 TDDeform(vec4 pos);
|
||||
vec4 TDDeform(vec3 pos);
|
||||
vec3 TDInstanceTexCoord(vec3 t);
|
||||
vec4 TDInstanceColor(vec4 curColor);
|
||||
#line 1
|
||||
|
||||
out Vertex
|
||||
{
|
||||
vec4 color;
|
||||
vec3 worldSpacePos;
|
||||
vec3 texCoord0;
|
||||
flat int cameraIndex;
|
||||
flat int instance;
|
||||
} oVert;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
{ // Avoid duplicate variable defs
|
||||
vec3 texcoord = TDInstanceTexCoord(uv[0]);
|
||||
oVert.texCoord0.stp = texcoord.stp;
|
||||
}
|
||||
// First deform the vertex and normal
|
||||
// TDDeform always returns values in world space
|
||||
oVert.instance = TDInstanceID();
|
||||
vec4 worldSpacePos = TDDeform(P);
|
||||
vec3 uvUnwrapCoord = TDInstanceTexCoord(TDUVUnwrapCoord());
|
||||
gl_Position = TDWorldToProj(worldSpacePos, uvUnwrapCoord);
|
||||
|
||||
|
||||
// This is here to ensure we only execute lighting etc. code
|
||||
// when we need it. If picking is active we don't need lighting, so
|
||||
// this entire block of code will be ommited from the compile.
|
||||
// The TD_PICKING_ACTIVE define will be set automatically when
|
||||
// picking is active.
|
||||
|
||||
int cameraIndex = TDCameraIndex();
|
||||
oVert.cameraIndex = cameraIndex;
|
||||
oVert.worldSpacePos.xyz = worldSpacePos.xyz;
|
||||
oVert.color = TDInstanceColor(Cd);
|
||||
}
|
504
Test/vk.relaxed.stagelink.0.1.frag
Executable file
504
Test/vk.relaxed.stagelink.0.1.frag
Executable file
@ -0,0 +1,504 @@
|
||||
#version 460
|
||||
uniform sampler2D sTDNoiseMap;
|
||||
uniform sampler1D sTDSineLookup;
|
||||
uniform sampler2D sTDWhite2D;
|
||||
uniform sampler3D sTDWhite3D;
|
||||
uniform sampler2DArray sTDWhite2DArray;
|
||||
uniform samplerCube sTDWhiteCube;
|
||||
uniform int uTDInstanceIDOffset;
|
||||
uniform int uTDNumInstances;
|
||||
uniform float uTDAlphaTestVal;
|
||||
#define TD_NUM_COLOR_BUFFERS 1
|
||||
#define TD_NUM_LIGHTS 0
|
||||
#define TD_NUM_SHADOWED_LIGHTS 0
|
||||
#define TD_NUM_ENV_LIGHTS 0
|
||||
#define TD_LIGHTS_ARRAY_SIZE 1
|
||||
#define TD_ENV_LIGHTS_ARRAY_SIZE 1
|
||||
#define TD_NUM_CAMERAS 1
|
||||
struct TDLight
|
||||
{
|
||||
vec4 position;
|
||||
vec3 direction;
|
||||
vec3 diffuse;
|
||||
vec4 nearFar;
|
||||
vec4 lightSize;
|
||||
vec4 misc;
|
||||
vec4 coneLookupScaleBias;
|
||||
vec4 attenScaleBiasRoll;
|
||||
mat4 shadowMapMatrix;
|
||||
mat4 shadowMapCamMatrix;
|
||||
vec4 shadowMapRes;
|
||||
mat4 projMapMatrix;
|
||||
};
|
||||
struct TDEnvLight
|
||||
{
|
||||
vec3 color;
|
||||
mat3 rotate;
|
||||
};
|
||||
layout(std140) uniform TDLightBlock
|
||||
{
|
||||
TDLight uTDLights[TD_LIGHTS_ARRAY_SIZE];
|
||||
};
|
||||
layout(std140) uniform TDEnvLightBlock
|
||||
{
|
||||
TDEnvLight uTDEnvLights[TD_ENV_LIGHTS_ARRAY_SIZE];
|
||||
};
|
||||
layout(std430) readonly restrict buffer TDEnvLightBuffer
|
||||
{
|
||||
vec3 shCoeffs[9];
|
||||
} uTDEnvLightBuffers[TD_ENV_LIGHTS_ARRAY_SIZE];
|
||||
struct TDPhongResult
|
||||
{
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
vec3 specular2;
|
||||
float shadowStrength;
|
||||
};
|
||||
struct TDPBRResult
|
||||
{
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
float shadowStrength;
|
||||
};
|
||||
struct TDMatrix
|
||||
{
|
||||
mat4 world;
|
||||
mat4 worldInverse;
|
||||
mat4 worldCam;
|
||||
mat4 worldCamInverse;
|
||||
mat4 cam;
|
||||
mat4 camInverse;
|
||||
mat4 camProj;
|
||||
mat4 camProjInverse;
|
||||
mat4 proj;
|
||||
mat4 projInverse;
|
||||
mat4 worldCamProj;
|
||||
mat4 worldCamProjInverse;
|
||||
mat4 quadReproject;
|
||||
mat3 worldForNormals;
|
||||
mat3 camForNormals;
|
||||
mat3 worldCamForNormals;
|
||||
};
|
||||
layout(std140) uniform TDMatricesBlock {
|
||||
TDMatrix uTDMats[TD_NUM_CAMERAS];
|
||||
};
|
||||
struct TDCameraInfo
|
||||
{
|
||||
vec4 nearFar;
|
||||
vec4 fog;
|
||||
vec4 fogColor;
|
||||
int renderTOPCameraIndex;
|
||||
};
|
||||
layout(std140) uniform TDCameraInfoBlock {
|
||||
TDCameraInfo uTDCamInfos[TD_NUM_CAMERAS];
|
||||
};
|
||||
struct TDGeneral
|
||||
{
|
||||
vec4 ambientColor;
|
||||
vec4 nearFar;
|
||||
vec4 viewport;
|
||||
vec4 viewportRes;
|
||||
vec4 fog;
|
||||
vec4 fogColor;
|
||||
};
|
||||
layout(std140) uniform TDGeneralBlock {
|
||||
TDGeneral uTDGeneral;
|
||||
};
|
||||
|
||||
layout(binding = 15) uniform samplerBuffer sTDInstanceT;
|
||||
layout(binding = 16) uniform samplerBuffer sTDInstanceTexCoord;
|
||||
layout(binding = 17) uniform samplerBuffer sTDInstanceColor;
|
||||
vec4 TDDither(vec4 color);
|
||||
vec3 TDHSVToRGB(vec3 c);
|
||||
vec3 TDRGBToHSV(vec3 c);
|
||||
#define PI 3.14159265
|
||||
|
||||
vec4 TDColor(vec4 color) { return color; }
|
||||
void TDCheckOrderIndTrans() {
|
||||
}
|
||||
void TDCheckDiscard() {
|
||||
TDCheckOrderIndTrans();
|
||||
}
|
||||
vec4 TDDither(vec4 color)
|
||||
{
|
||||
float d = texture(sTDNoiseMap,
|
||||
gl_FragCoord.xy / 256.0).r;
|
||||
d -= 0.5;
|
||||
d /= 256.0;
|
||||
return vec4(color.rgb + d, color.a);
|
||||
}
|
||||
bool TDFrontFacing(vec3 pos, vec3 normal)
|
||||
{
|
||||
return gl_FrontFacing;
|
||||
}
|
||||
float TDAttenuateLight(int index, float lightDist)
|
||||
{
|
||||
return 1.0;
|
||||
}
|
||||
void TDAlphaTest(float alpha) {
|
||||
}
|
||||
float TDHardShadow(int lightIndex, vec3 worldSpacePos)
|
||||
{ return 0.0; }
|
||||
float TDSoftShadow(int lightIndex, vec3 worldSpacePos, int samples, int steps)
|
||||
{ return 0.0; }
|
||||
float TDSoftShadow(int lightIndex, vec3 worldSpacePos)
|
||||
{ return 0.0; }
|
||||
float TDShadow(int lightIndex, vec3 worldSpacePos)
|
||||
{ return 0.0; }
|
||||
vec3 TDEquirectangularToCubeMap(vec2 mapCoord);
|
||||
vec2 TDCubeMapToEquirectangular(vec3 envMapCoord);
|
||||
vec2 TDCubeMapToEquirectangular(vec3 envMapCoord, out float mipMapBias);
|
||||
vec2 TDTexGenSphere(vec3 envMapCoord);
|
||||
float iTDRadicalInverse_VdC(uint bits)
|
||||
{
|
||||
bits = (bits << 16u) | (bits >> 16u);
|
||||
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
|
||||
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
|
||||
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
|
||||
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
|
||||
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
|
||||
}
|
||||
vec2 iTDHammersley(uint i, uint N)
|
||||
{
|
||||
return vec2(float(i) / float(N), iTDRadicalInverse_VdC(i));
|
||||
}
|
||||
vec3 iTDImportanceSampleGGX(vec2 Xi, float roughness2, vec3 N)
|
||||
{
|
||||
float a = roughness2;
|
||||
float phi = 2 * 3.14159265 * Xi.x;
|
||||
float cosTheta = sqrt( (1 - Xi.y) / (1 + (a*a - 1) * Xi.y) );
|
||||
float sinTheta = sqrt( 1 - cosTheta * cosTheta );
|
||||
|
||||
vec3 H;
|
||||
H.x = sinTheta * cos(phi);
|
||||
H.y = sinTheta * sin(phi);
|
||||
H.z = cosTheta;
|
||||
|
||||
vec3 upVector = abs(N.z) < 0.999 ? vec3(0, 0, 1) : vec3(1, 0, 0);
|
||||
vec3 tangentX = normalize(cross(upVector, N));
|
||||
vec3 tangentY = cross(N, tangentX);
|
||||
|
||||
// Tangent to world space
|
||||
vec3 worldResult = tangentX * H.x + tangentY * H.y + N * H.z;
|
||||
return worldResult;
|
||||
}
|
||||
float iTDDistributionGGX(vec3 normal, vec3 half_vector, float roughness2)
|
||||
{
|
||||
const float Epsilon = 0.000001;
|
||||
|
||||
float NdotH = clamp(dot(normal, half_vector), Epsilon, 1.0);
|
||||
|
||||
float alpha2 = roughness2 * roughness2;
|
||||
|
||||
float denom = NdotH * NdotH * (alpha2 - 1.0) + 1.0;
|
||||
denom = max(1e-8, denom);
|
||||
return alpha2 / (PI * denom * denom);
|
||||
}
|
||||
vec3 iTDCalcF(vec3 F0, float VdotH) {
|
||||
return F0 + (vec3(1.0) - F0) * pow(2.0, (-5.55473*VdotH - 6.98316) * VdotH);
|
||||
}
|
||||
|
||||
float iTDCalcG(float NdotL, float NdotV, float k) {
|
||||
float Gl = 1.0 / (NdotL * (1.0 - k) + k);
|
||||
float Gv = 1.0 / (NdotV * (1.0 - k) + k);
|
||||
return Gl * Gv;
|
||||
}
|
||||
// 0 - All options
|
||||
TDPBRResult TDLightingPBR(int index,vec3 diffuseColor,vec3 specularColor,vec3 worldSpacePos,vec3 normal,float shadowStrength,vec3 shadowColor,vec3 camVector,float roughness)
|
||||
{
|
||||
TDPBRResult res;
|
||||
return res;
|
||||
}
|
||||
// 0 - All options
|
||||
void TDLightingPBR(inout vec3 diffuseContrib,inout vec3 specularContrib,inout float shadowStrengthOut,int index,vec3 diffuseColor,vec3 specularColor,vec3 worldSpacePos,vec3 normal,float shadowStrength,vec3 shadowColor,vec3 camVector,float roughness)
|
||||
{
|
||||
TDPBRResult res = TDLightingPBR(index,diffuseColor,specularColor,worldSpacePos,normal,shadowStrength,shadowColor,camVector,roughness); diffuseContrib = res.diffuse;
|
||||
specularContrib = res.specular;
|
||||
shadowStrengthOut = res.shadowStrength;
|
||||
}
|
||||
// 0 - All options
|
||||
void TDLightingPBR(inout vec3 diffuseContrib,inout vec3 specularContrib,int index,vec3 diffuseColor,vec3 specularColor,vec3 worldSpacePos,vec3 normal,float shadowStrength,vec3 shadowColor,vec3 camVector,float roughness)
|
||||
{
|
||||
TDPBRResult res = TDLightingPBR(index,diffuseColor,specularColor,worldSpacePos,normal,shadowStrength,shadowColor,camVector,roughness); diffuseContrib = res.diffuse;
|
||||
specularContrib = res.specular;
|
||||
}
|
||||
// 0 - All options
|
||||
TDPBRResult TDEnvLightingPBR(int index,vec3 diffuseColor,vec3 specularColor,vec3 normal,vec3 camVector,float roughness,float ambientOcclusion)
|
||||
{
|
||||
TDPBRResult res;
|
||||
return res;
|
||||
}
|
||||
// 0 - All options
|
||||
void TDEnvLightingPBR(inout vec3 diffuseContrib,inout vec3 specularContrib,int index,vec3 diffuseColor,vec3 specularColor,vec3 normal,vec3 camVector,float roughness,float ambientOcclusion)
|
||||
{
|
||||
TDPBRResult res = TDEnvLightingPBR(index, diffuseColor, specularColor, normal, camVector, roughness, ambientOcclusion);
|
||||
diffuseContrib = res.diffuse;
|
||||
specularContrib = res.specular;
|
||||
}
|
||||
// 0 - All options
|
||||
TDPhongResult TDLighting(int index,vec3 worldSpacePos,vec3 normal,float shadowStrength,vec3 shadowColor,vec3 camVector,float shininess,float shininess2)
|
||||
{
|
||||
TDPhongResult res;
|
||||
switch (index)
|
||||
{
|
||||
default:
|
||||
res.diffuse = vec3(0.0);
|
||||
res.specular = vec3(0.0);
|
||||
res.specular2 = vec3(0.0);
|
||||
res.shadowStrength = 0.0;
|
||||
break;
|
||||
}
|
||||
return res;
|
||||
}
|
||||
// 0 - Legacy
|
||||
void TDLighting(inout vec3 diffuseContrib,inout vec3 specularContrib,inout vec3 specularContrib2,inout float shadowStrengthOut,int index,vec3 worldSpacePos,vec3 normal,float shadowStrength,vec3 shadowColor,vec3 camVector,float shininess,float shininess2)
|
||||
{
|
||||
TDPhongResult res;
|
||||
switch (index)
|
||||
{
|
||||
default:
|
||||
res.diffuse = vec3(0.0);
|
||||
res.specular = vec3(0.0);
|
||||
res.specular2 = vec3(0.0);
|
||||
res.shadowStrength = 0.0;
|
||||
break;
|
||||
}
|
||||
diffuseContrib = res.diffuse;
|
||||
specularContrib = res.specular;
|
||||
specularContrib2 = res.specular2;
|
||||
shadowStrengthOut = res.shadowStrength;
|
||||
}
|
||||
// 0 - Legacy
|
||||
void TDLighting(inout vec3 diffuseContrib,inout vec3 specularContrib,inout vec3 specularContrib2,int index,vec3 worldSpacePos,vec3 normal,float shadowStrength,vec3 shadowColor,vec3 camVector,float shininess,float shininess2)
|
||||
{
|
||||
TDPhongResult res;
|
||||
switch (index)
|
||||
{
|
||||
default:
|
||||
res.diffuse = vec3(0.0);
|
||||
res.specular = vec3(0.0);
|
||||
res.specular2 = vec3(0.0);
|
||||
res.shadowStrength = 0.0;
|
||||
break;
|
||||
}
|
||||
diffuseContrib = res.diffuse;
|
||||
specularContrib = res.specular;
|
||||
specularContrib2 = res.specular2;
|
||||
}
|
||||
// 1 - Without specular2
|
||||
void TDLighting(inout vec3 diffuseContrib,inout vec3 specularContrib,int index,vec3 worldSpacePos,vec3 normal,float shadowStrength,vec3 shadowColor,vec3 camVector,float shininess)
|
||||
{
|
||||
TDPhongResult res;
|
||||
switch (index)
|
||||
{
|
||||
default:
|
||||
res.diffuse = vec3(0.0);
|
||||
res.specular = vec3(0.0);
|
||||
res.specular2 = vec3(0.0);
|
||||
res.shadowStrength = 0.0;
|
||||
break;
|
||||
}
|
||||
diffuseContrib = res.diffuse;
|
||||
specularContrib = res.specular;
|
||||
}
|
||||
// 2 - Without shadows
|
||||
void TDLighting(inout vec3 diffuseContrib,inout vec3 specularContrib,inout vec3 specularContrib2,int index,vec3 worldSpacePos,vec3 normal,vec3 camVector,float shininess,float shininess2)
|
||||
{
|
||||
TDPhongResult res;
|
||||
switch (index)
|
||||
{
|
||||
default:
|
||||
res.diffuse = vec3(0.0);
|
||||
res.specular = vec3(0.0);
|
||||
res.specular2 = vec3(0.0);
|
||||
res.shadowStrength = 0.0;
|
||||
break;
|
||||
}
|
||||
diffuseContrib = res.diffuse;
|
||||
specularContrib = res.specular;
|
||||
specularContrib2 = res.specular2;
|
||||
}
|
||||
// 3 - diffuse and specular only
|
||||
void TDLighting(inout vec3 diffuseContrib,inout vec3 specularContrib,int index,vec3 worldSpacePos,vec3 normal,vec3 camVector,float shininess)
|
||||
{
|
||||
TDPhongResult res;
|
||||
switch (index)
|
||||
{
|
||||
default:
|
||||
res.diffuse = vec3(0.0);
|
||||
res.specular = vec3(0.0);
|
||||
res.specular2 = vec3(0.0);
|
||||
res.shadowStrength = 0.0;
|
||||
break;
|
||||
}
|
||||
diffuseContrib = res.diffuse;
|
||||
specularContrib = res.specular;
|
||||
}
|
||||
// 4 - Diffuse only
|
||||
void TDLighting(inout vec3 diffuseContrib,int index, vec3 worldSpacePos, vec3 normal)
|
||||
{
|
||||
TDPhongResult res;
|
||||
switch (index)
|
||||
{
|
||||
default:
|
||||
res.diffuse = vec3(0.0);
|
||||
res.specular = vec3(0.0);
|
||||
res.specular2 = vec3(0.0);
|
||||
res.shadowStrength = 0.0;
|
||||
break;
|
||||
}
|
||||
diffuseContrib = res.diffuse;
|
||||
}
|
||||
// 5 - diffuse only with shadows
|
||||
void TDLighting(inout vec3 diffuseContrib,int index,vec3 worldSpacePos,vec3 normal,float shadowStrength,vec3 shadowColor)
|
||||
{
|
||||
TDPhongResult res;
|
||||
switch (index)
|
||||
{
|
||||
default:
|
||||
res.diffuse = vec3(0.0);
|
||||
res.specular = vec3(0.0);
|
||||
res.specular2 = vec3(0.0);
|
||||
res.shadowStrength = 0.0;
|
||||
break;
|
||||
}
|
||||
diffuseContrib = res.diffuse;
|
||||
}
|
||||
vec4 TDProjMap(int index, vec3 worldSpacePos, vec4 defaultColor) {
|
||||
switch (index)
|
||||
{
|
||||
default: return defaultColor;
|
||||
}
|
||||
}
|
||||
vec4 TDFog(vec4 color, vec3 lightingSpacePosition, int cameraIndex) {
|
||||
switch (cameraIndex) {
|
||||
default:
|
||||
case 0:
|
||||
{
|
||||
return color;
|
||||
}
|
||||
}
|
||||
}
|
||||
vec4 TDFog(vec4 color, vec3 lightingSpacePosition)
|
||||
{
|
||||
return TDFog(color, lightingSpacePosition, 0);
|
||||
}
|
||||
vec3 TDInstanceTexCoord(int index, vec3 t) {
|
||||
vec3 v;
|
||||
int coord = index;
|
||||
vec4 samp = texelFetch(sTDInstanceTexCoord, coord);
|
||||
v[0] = t.s;
|
||||
v[1] = t.t;
|
||||
v[2] = samp[0];
|
||||
t.stp = v.stp;
|
||||
return t;
|
||||
}
|
||||
bool TDInstanceActive(int index) {
|
||||
index -= uTDInstanceIDOffset;
|
||||
float v;
|
||||
int coord = index;
|
||||
vec4 samp = texelFetch(sTDInstanceT, coord);
|
||||
v = samp[0];
|
||||
return v != 0.0;
|
||||
}
|
||||
vec3 iTDInstanceTranslate(int index, out bool instanceActive) {
|
||||
int origIndex = index;
|
||||
index -= uTDInstanceIDOffset;
|
||||
vec3 v;
|
||||
int coord = index;
|
||||
vec4 samp = texelFetch(sTDInstanceT, coord);
|
||||
v[0] = samp[1];
|
||||
v[1] = samp[2];
|
||||
v[2] = samp[3];
|
||||
instanceActive = samp[0] != 0.0;
|
||||
return v;
|
||||
}
|
||||
vec3 TDInstanceTranslate(int index) {
|
||||
index -= uTDInstanceIDOffset;
|
||||
vec3 v;
|
||||
int coord = index;
|
||||
vec4 samp = texelFetch(sTDInstanceT, coord);
|
||||
v[0] = samp[1];
|
||||
v[1] = samp[2];
|
||||
v[2] = samp[3];
|
||||
return v;
|
||||
}
|
||||
mat3 TDInstanceRotateMat(int index) {
|
||||
index -= uTDInstanceIDOffset;
|
||||
vec3 v = vec3(0.0, 0.0, 0.0);
|
||||
mat3 m = mat3(1.0);
|
||||
{
|
||||
mat3 r;
|
||||
}
|
||||
return m;
|
||||
}
|
||||
vec3 TDInstanceScale(int index) {
|
||||
index -= uTDInstanceIDOffset;
|
||||
vec3 v = vec3(1.0, 1.0, 1.0);
|
||||
return v;
|
||||
}
|
||||
vec3 TDInstancePivot(int index) {
|
||||
index -= uTDInstanceIDOffset;
|
||||
vec3 v = vec3(0.0, 0.0, 0.0);
|
||||
return v;
|
||||
}
|
||||
vec3 TDInstanceRotTo(int index) {
|
||||
index -= uTDInstanceIDOffset;
|
||||
vec3 v = vec3(0.0, 0.0, 1.0);
|
||||
return v;
|
||||
}
|
||||
vec3 TDInstanceRotUp(int index) {
|
||||
index -= uTDInstanceIDOffset;
|
||||
vec3 v = vec3(0.0, 1.0, 0.0);
|
||||
return v;
|
||||
}
|
||||
mat4 TDInstanceMat(int id) {
|
||||
bool instanceActive = true;
|
||||
vec3 t = iTDInstanceTranslate(id, instanceActive);
|
||||
if (!instanceActive)
|
||||
{
|
||||
return mat4(0.0);
|
||||
}
|
||||
mat4 m = mat4(1.0);
|
||||
{
|
||||
vec3 tt = t;
|
||||
m[3][0] += m[0][0]*tt.x;
|
||||
m[3][1] += m[0][1]*tt.x;
|
||||
m[3][2] += m[0][2]*tt.x;
|
||||
m[3][3] += m[0][3]*tt.x;
|
||||
m[3][0] += m[1][0]*tt.y;
|
||||
m[3][1] += m[1][1]*tt.y;
|
||||
m[3][2] += m[1][2]*tt.y;
|
||||
m[3][3] += m[1][3]*tt.y;
|
||||
m[3][0] += m[2][0]*tt.z;
|
||||
m[3][1] += m[2][1]*tt.z;
|
||||
m[3][2] += m[2][2]*tt.z;
|
||||
m[3][3] += m[2][3]*tt.z;
|
||||
}
|
||||
return m;
|
||||
}
|
||||
mat3 TDInstanceMat3(int id) {
|
||||
mat3 m = mat3(1.0);
|
||||
return m;
|
||||
}
|
||||
mat3 TDInstanceMat3ForNorm(int id) {
|
||||
mat3 m = TDInstanceMat3(id);
|
||||
return m;
|
||||
}
|
||||
vec4 TDInstanceColor(int index, vec4 curColor) {
|
||||
index -= uTDInstanceIDOffset;
|
||||
vec4 v;
|
||||
int coord = index;
|
||||
vec4 samp = texelFetch(sTDInstanceColor, coord);
|
||||
v[0] = samp[0];
|
||||
v[1] = samp[1];
|
||||
v[2] = samp[2];
|
||||
v[3] = 1.0;
|
||||
curColor[0] = v[0];
|
||||
;
|
||||
curColor[1] = v[1];
|
||||
;
|
||||
curColor[2] = v[2];
|
||||
;
|
||||
return curColor;
|
||||
}
|
242
Test/vk.relaxed.stagelink.0.1.vert
Executable file
242
Test/vk.relaxed.stagelink.0.1.vert
Executable file
@ -0,0 +1,242 @@
|
||||
#version 460
|
||||
layout(location = 0) in vec3 P;
|
||||
layout(location = 1) in vec3 N;
|
||||
layout(location = 2) in vec4 Cd;
|
||||
layout(location = 3) in vec3 uv[8];
|
||||
uniform int uTDInstanceIDOffset;
|
||||
uniform int uTDNumInstances;
|
||||
uniform float uTDAlphaTestVal;
|
||||
#define TD_NUM_COLOR_BUFFERS 1
|
||||
#define TD_NUM_LIGHTS 0
|
||||
#define TD_NUM_SHADOWED_LIGHTS 0
|
||||
#define TD_NUM_ENV_LIGHTS 0
|
||||
#define TD_LIGHTS_ARRAY_SIZE 1
|
||||
#define TD_ENV_LIGHTS_ARRAY_SIZE 1
|
||||
#define TD_NUM_CAMERAS 1
|
||||
struct TDLight
|
||||
{
|
||||
vec4 position;
|
||||
vec3 direction;
|
||||
vec3 diffuse;
|
||||
vec4 nearFar;
|
||||
vec4 lightSize;
|
||||
vec4 misc;
|
||||
vec4 coneLookupScaleBias;
|
||||
vec4 attenScaleBiasRoll;
|
||||
mat4 shadowMapMatrix;
|
||||
mat4 shadowMapCamMatrix;
|
||||
vec4 shadowMapRes;
|
||||
mat4 projMapMatrix;
|
||||
};
|
||||
struct TDEnvLight
|
||||
{
|
||||
vec3 color;
|
||||
mat3 rotate;
|
||||
};
|
||||
layout(std140) uniform TDLightBlock
|
||||
{
|
||||
TDLight uTDLights[TD_LIGHTS_ARRAY_SIZE];
|
||||
};
|
||||
layout(std140) uniform TDEnvLightBlock
|
||||
{
|
||||
TDEnvLight uTDEnvLights[TD_ENV_LIGHTS_ARRAY_SIZE];
|
||||
};
|
||||
layout(std430) readonly restrict buffer TDEnvLightBuffer
|
||||
{
|
||||
vec3 shCoeffs[9];
|
||||
} uTDEnvLightBuffers[TD_ENV_LIGHTS_ARRAY_SIZE];
|
||||
struct TDPhongResult
|
||||
{
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
vec3 specular2;
|
||||
float shadowStrength;
|
||||
};
|
||||
struct TDPBRResult
|
||||
{
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
float shadowStrength;
|
||||
};
|
||||
struct TDMatrix
|
||||
{
|
||||
mat4 world;
|
||||
mat4 worldInverse;
|
||||
mat4 worldCam;
|
||||
mat4 worldCamInverse;
|
||||
mat4 cam;
|
||||
mat4 camInverse;
|
||||
mat4 camProj;
|
||||
mat4 camProjInverse;
|
||||
mat4 proj;
|
||||
mat4 projInverse;
|
||||
mat4 worldCamProj;
|
||||
mat4 worldCamProjInverse;
|
||||
mat4 quadReproject;
|
||||
mat3 worldForNormals;
|
||||
mat3 camForNormals;
|
||||
mat3 worldCamForNormals;
|
||||
};
|
||||
layout(std140) uniform TDMatricesBlock {
|
||||
TDMatrix uTDMats[TD_NUM_CAMERAS];
|
||||
};
|
||||
struct TDCameraInfo
|
||||
{
|
||||
vec4 nearFar;
|
||||
vec4 fog;
|
||||
vec4 fogColor;
|
||||
int renderTOPCameraIndex;
|
||||
};
|
||||
layout(std140) uniform TDCameraInfoBlock {
|
||||
TDCameraInfo uTDCamInfos[TD_NUM_CAMERAS];
|
||||
};
|
||||
struct TDGeneral
|
||||
{
|
||||
vec4 ambientColor;
|
||||
vec4 nearFar;
|
||||
vec4 viewport;
|
||||
vec4 viewportRes;
|
||||
vec4 fog;
|
||||
vec4 fogColor;
|
||||
};
|
||||
layout(std140) uniform TDGeneralBlock {
|
||||
TDGeneral uTDGeneral;
|
||||
};
|
||||
layout (rgba8) uniform image2D mTD2DImageOutputs[1];
|
||||
layout (rgba8) uniform image2DArray mTD2DArrayImageOutputs[1];
|
||||
layout (rgba8) uniform image3D mTD3DImageOutputs[1];
|
||||
layout (rgba8) uniform imageCube mTDCubeImageOutputs[1];
|
||||
|
||||
mat4 TDInstanceMat(int instanceID);
|
||||
mat3 TDInstanceMat3(int instanceID);
|
||||
vec3 TDInstanceTranslate(int instanceID);
|
||||
bool TDInstanceActive(int instanceID);
|
||||
mat3 TDInstanceRotateMat(int instanceID);
|
||||
vec3 TDInstanceScale(int instanceID);
|
||||
vec3 TDInstanceTexCoord(int instanceID, vec3 t);
|
||||
vec4 TDInstanceColor(int instanceID, vec4 curColor);
|
||||
vec4 TDInstanceCustomAttrib0(int instanceID);
|
||||
vec4 TDInstanceCustomAttrib1(int instanceID);
|
||||
vec4 TDInstanceCustomAttrib2(int instanceID);
|
||||
vec4 TDInstanceCustomAttrib3(int instanceID);
|
||||
vec4 TDInstanceCustomAttrib4(int instanceID);
|
||||
vec4 TDInstanceCustomAttrib5(int instanceID);
|
||||
vec4 TDInstanceCustomAttrib6(int instanceID);
|
||||
vec4 TDInstanceCustomAttrib7(int instanceID);
|
||||
vec4 TDInstanceCustomAttrib8(int instanceID);
|
||||
vec4 TDInstanceCustomAttrib9(int instanceID);
|
||||
vec4 TDInstanceCustomAttrib10(int instanceID);
|
||||
vec4 TDInstanceCustomAttrib11(int instanceID);
|
||||
uint TDInstanceTextureIndex(int instanceIndex);
|
||||
vec4 TDInstanceTexture(uint texIndex, vec3 uv);
|
||||
vec4 TDInstanceTexture(uint texIndex, vec2 uv);
|
||||
|
||||
vec4 TDDeform(vec4 pos);
|
||||
vec4 TDDeform(vec3 pos);
|
||||
vec4 TDDeform(int instanceID, vec3 pos);
|
||||
vec3 TDDeformVec(vec3 v);
|
||||
vec3 TDDeformVec(int instanceID, vec3 v);
|
||||
vec3 TDDeformNorm(vec3 v);
|
||||
vec3 TDDeformNorm(int instanceID, vec3 v);
|
||||
vec4 TDSkinnedDeform(vec4 pos);
|
||||
vec3 TDSkinnedDeformVec(vec3 vec);
|
||||
vec3 TDSkinnedDeformNorm(vec3 vec);
|
||||
vec4 TDInstanceDeform(vec4 pos);
|
||||
vec3 TDInstanceDeformVec(vec3 vec);
|
||||
vec3 TDInstanceDeformNorm(vec3 vec);
|
||||
vec4 TDInstanceDeform(int instanceID, vec4 pos);
|
||||
vec3 TDInstanceDeformVec(int instanceID, vec3 vec);
|
||||
vec3 TDInstanceDeformNorm(int instanceID, vec3 vec);
|
||||
vec3 TDFastDeformTangent(vec3 oldNorm, vec4 oldTangent, vec3 deformedNorm);
|
||||
mat4 TDBoneMat(int boneIndex);
|
||||
mat4 TDInstanceMat();
|
||||
mat3 TDInstanceMat3();
|
||||
vec3 TDInstanceTranslate();
|
||||
bool TDInstanceActive();
|
||||
mat3 TDInstanceRotateMat();
|
||||
vec3 TDInstanceScale();
|
||||
vec3 TDInstanceTexCoord(vec3 t);
|
||||
vec4 TDInstanceColor(vec4 curColor);
|
||||
vec4 TDPointColor();
|
||||
#ifdef TD_PICKING_ACTIVE
|
||||
out TDPickVertex {
|
||||
vec3 sopSpacePosition;
|
||||
vec3 camSpacePosition;
|
||||
vec3 worldSpacePosition;
|
||||
vec3 sopSpaceNormal;
|
||||
vec3 camSpaceNormal;
|
||||
vec3 worldSpaceNormal;
|
||||
vec3 uv[1];
|
||||
flat int pickId;
|
||||
flat int instanceId;
|
||||
vec4 color;
|
||||
} oTDPickVert;
|
||||
#define vTDPickVert oTDPickVert
|
||||
#endif
|
||||
vec4 iTDCamToProj(vec4 v, vec3 uv, int cameraIndex, bool applyPickMod)
|
||||
{
|
||||
if (!TDInstanceActive())
|
||||
return vec4(2, 2, 2, 0);
|
||||
v = uTDMats[0].proj * v;
|
||||
return v;
|
||||
}
|
||||
vec4 iTDWorldToProj(vec4 v, vec3 uv, int cameraIndex, bool applyPickMod) {
|
||||
if (!TDInstanceActive())
|
||||
return vec4(2, 2, 2, 0);
|
||||
v = uTDMats[0].camProj * v;
|
||||
return v;
|
||||
}
|
||||
vec4 TDDeform(vec4 pos);
|
||||
vec4 TDDeform(vec3 pos);
|
||||
vec4 TDInstanceColor(vec4 curColor);
|
||||
vec3 TDInstanceTexCoord(vec3 t);
|
||||
int TDInstanceID() {
|
||||
return gl_InstanceID + uTDInstanceIDOffset;
|
||||
}
|
||||
int TDCameraIndex() {
|
||||
return 0;
|
||||
}
|
||||
vec3 TDUVUnwrapCoord() {
|
||||
return uv[0];
|
||||
}
|
||||
#ifdef TD_PICKING_ACTIVE
|
||||
uniform int uTDPickId;
|
||||
#endif
|
||||
int TDPickID() {
|
||||
#ifdef TD_PICKING_ACTIVE
|
||||
return uTDPickId;
|
||||
#else
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
float iTDConvertPickId(int id) {
|
||||
id |= 1073741824;
|
||||
return intBitsToFloat(id);
|
||||
}
|
||||
|
||||
void TDWritePickingValues() {
|
||||
#ifdef TD_PICKING_ACTIVE
|
||||
vec4 worldPos = TDDeform(P);
|
||||
vec4 camPos = uTDMats[TDCameraIndex()].cam * worldPos;
|
||||
oTDPickVert.pickId = TDPickID();
|
||||
#endif
|
||||
}
|
||||
vec4 TDWorldToProj(vec4 v, vec3 uv)
|
||||
{
|
||||
return iTDWorldToProj(v, uv, TDCameraIndex(), true);
|
||||
}
|
||||
vec4 TDWorldToProj(vec3 v, vec3 uv)
|
||||
{
|
||||
return TDWorldToProj(vec4(v, 1.0), uv);
|
||||
}
|
||||
vec4 TDWorldToProj(vec4 v)
|
||||
{
|
||||
return TDWorldToProj(v, vec3(0.0));
|
||||
}
|
||||
vec4 TDWorldToProj(vec3 v)
|
||||
{
|
||||
return TDWorldToProj(vec4(v, 1.0));
|
||||
}
|
||||
vec4 TDPointColor() {
|
||||
return Cd;
|
||||
}
|
9
Test/vk.relaxed.stagelink.0.2.frag
Executable file
9
Test/vk.relaxed.stagelink.0.2.frag
Executable file
@ -0,0 +1,9 @@
|
||||
#version 460
|
||||
vec4 TDOutputSwizzle(vec4 c)
|
||||
{
|
||||
return c.rgba;
|
||||
}
|
||||
uvec4 TDOutputSwizzle(uvec4 c)
|
||||
{
|
||||
return c.rgba;
|
||||
}
|
320
Test/vk.relaxed.stagelink.0.2.vert
Executable file
320
Test/vk.relaxed.stagelink.0.2.vert
Executable file
@ -0,0 +1,320 @@
|
||||
#version 460
|
||||
uniform int uTDInstanceIDOffset;
|
||||
uniform int uTDNumInstances;
|
||||
uniform float uTDAlphaTestVal;
|
||||
#define TD_NUM_COLOR_BUFFERS 1
|
||||
#define TD_NUM_LIGHTS 0
|
||||
#define TD_NUM_SHADOWED_LIGHTS 0
|
||||
#define TD_NUM_ENV_LIGHTS 0
|
||||
#define TD_LIGHTS_ARRAY_SIZE 1
|
||||
#define TD_ENV_LIGHTS_ARRAY_SIZE 1
|
||||
#define TD_NUM_CAMERAS 1
|
||||
struct TDLight
|
||||
{
|
||||
vec4 position;
|
||||
vec3 direction;
|
||||
vec3 diffuse;
|
||||
vec4 nearFar;
|
||||
vec4 lightSize;
|
||||
vec4 misc;
|
||||
vec4 coneLookupScaleBias;
|
||||
vec4 attenScaleBiasRoll;
|
||||
mat4 shadowMapMatrix;
|
||||
mat4 shadowMapCamMatrix;
|
||||
vec4 shadowMapRes;
|
||||
mat4 projMapMatrix;
|
||||
};
|
||||
struct TDEnvLight
|
||||
{
|
||||
vec3 color;
|
||||
mat3 rotate;
|
||||
};
|
||||
layout(std140) uniform TDLightBlock
|
||||
{
|
||||
TDLight uTDLights[TD_LIGHTS_ARRAY_SIZE];
|
||||
};
|
||||
layout(std140) uniform TDEnvLightBlock
|
||||
{
|
||||
TDEnvLight uTDEnvLights[TD_ENV_LIGHTS_ARRAY_SIZE];
|
||||
};
|
||||
layout(std430) readonly restrict buffer TDEnvLightBuffer
|
||||
{
|
||||
vec3 shCoeffs[9];
|
||||
} uTDEnvLightBuffers[TD_ENV_LIGHTS_ARRAY_SIZE];
|
||||
struct TDPhongResult
|
||||
{
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
vec3 specular2;
|
||||
float shadowStrength;
|
||||
};
|
||||
struct TDPBRResult
|
||||
{
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
float shadowStrength;
|
||||
};
|
||||
struct TDMatrix
|
||||
{
|
||||
mat4 world;
|
||||
mat4 worldInverse;
|
||||
mat4 worldCam;
|
||||
mat4 worldCamInverse;
|
||||
mat4 cam;
|
||||
mat4 camInverse;
|
||||
mat4 camProj;
|
||||
mat4 camProjInverse;
|
||||
mat4 proj;
|
||||
mat4 projInverse;
|
||||
mat4 worldCamProj;
|
||||
mat4 worldCamProjInverse;
|
||||
mat4 quadReproject;
|
||||
mat3 worldForNormals;
|
||||
mat3 camForNormals;
|
||||
mat3 worldCamForNormals;
|
||||
};
|
||||
layout(std140) uniform TDMatricesBlock {
|
||||
TDMatrix uTDMats[TD_NUM_CAMERAS];
|
||||
};
|
||||
struct TDCameraInfo
|
||||
{
|
||||
vec4 nearFar;
|
||||
vec4 fog;
|
||||
vec4 fogColor;
|
||||
int renderTOPCameraIndex;
|
||||
};
|
||||
layout(std140) uniform TDCameraInfoBlock {
|
||||
TDCameraInfo uTDCamInfos[TD_NUM_CAMERAS];
|
||||
};
|
||||
struct TDGeneral
|
||||
{
|
||||
vec4 ambientColor;
|
||||
vec4 nearFar;
|
||||
vec4 viewport;
|
||||
vec4 viewportRes;
|
||||
vec4 fog;
|
||||
vec4 fogColor;
|
||||
};
|
||||
layout(std140) uniform TDGeneralBlock {
|
||||
TDGeneral uTDGeneral;
|
||||
};
|
||||
|
||||
layout(binding = 15) uniform samplerBuffer sTDInstanceT;
|
||||
layout(binding = 16) uniform samplerBuffer sTDInstanceTexCoord;
|
||||
layout(binding = 17) uniform samplerBuffer sTDInstanceColor;
|
||||
#define TD_NUM_BONES 0
|
||||
vec4 TDWorldToProj(vec4 v);
|
||||
vec4 TDWorldToProj(vec3 v);
|
||||
vec4 TDWorldToProj(vec4 v, vec3 uv);
|
||||
vec4 TDWorldToProj(vec3 v, vec3 uv);
|
||||
int TDPickID();
|
||||
int TDInstanceID();
|
||||
int TDCameraIndex();
|
||||
vec3 TDUVUnwrapCoord();
|
||||
vec3 TDInstanceTexCoord(int index, vec3 t) {
|
||||
vec3 v;
|
||||
int coord = index;
|
||||
vec4 samp = texelFetch(sTDInstanceTexCoord, coord);
|
||||
v[0] = t.s;
|
||||
v[1] = t.t;
|
||||
v[2] = samp[0];
|
||||
t.stp = v.stp;
|
||||
return t;
|
||||
}
|
||||
bool TDInstanceActive(int index) {
|
||||
index -= uTDInstanceIDOffset;
|
||||
float v;
|
||||
int coord = index;
|
||||
vec4 samp = texelFetch(sTDInstanceT, coord);
|
||||
v = samp[0];
|
||||
return v != 0.0;
|
||||
}
|
||||
vec3 iTDInstanceTranslate(int index, out bool instanceActive) {
|
||||
int origIndex = index;
|
||||
index -= uTDInstanceIDOffset;
|
||||
vec3 v;
|
||||
int coord = index;
|
||||
vec4 samp = texelFetch(sTDInstanceT, coord);
|
||||
v[0] = samp[1];
|
||||
v[1] = samp[2];
|
||||
v[2] = samp[3];
|
||||
instanceActive = samp[0] != 0.0;
|
||||
return v;
|
||||
}
|
||||
vec3 TDInstanceTranslate(int index) {
|
||||
index -= uTDInstanceIDOffset;
|
||||
vec3 v;
|
||||
int coord = index;
|
||||
vec4 samp = texelFetch(sTDInstanceT, coord);
|
||||
v[0] = samp[1];
|
||||
v[1] = samp[2];
|
||||
v[2] = samp[3];
|
||||
return v;
|
||||
}
|
||||
mat3 TDInstanceRotateMat(int index) {
|
||||
index -= uTDInstanceIDOffset;
|
||||
vec3 v = vec3(0.0, 0.0, 0.0);
|
||||
mat3 m = mat3(1.0);
|
||||
{
|
||||
mat3 r;
|
||||
}
|
||||
return m;
|
||||
}
|
||||
vec3 TDInstanceScale(int index) {
|
||||
index -= uTDInstanceIDOffset;
|
||||
vec3 v = vec3(1.0, 1.0, 1.0);
|
||||
return v;
|
||||
}
|
||||
vec3 TDInstancePivot(int index) {
|
||||
index -= uTDInstanceIDOffset;
|
||||
vec3 v = vec3(0.0, 0.0, 0.0);
|
||||
return v;
|
||||
}
|
||||
vec3 TDInstanceRotTo(int index) {
|
||||
index -= uTDInstanceIDOffset;
|
||||
vec3 v = vec3(0.0, 0.0, 1.0);
|
||||
return v;
|
||||
}
|
||||
vec3 TDInstanceRotUp(int index) {
|
||||
index -= uTDInstanceIDOffset;
|
||||
vec3 v = vec3(0.0, 1.0, 0.0);
|
||||
return v;
|
||||
}
|
||||
mat4 TDInstanceMat(int id) {
|
||||
bool instanceActive = true;
|
||||
vec3 t = iTDInstanceTranslate(id, instanceActive);
|
||||
if (!instanceActive)
|
||||
{
|
||||
return mat4(0.0);
|
||||
}
|
||||
mat4 m = mat4(1.0);
|
||||
{
|
||||
vec3 tt = t;
|
||||
m[3][0] += m[0][0]*tt.x;
|
||||
m[3][1] += m[0][1]*tt.x;
|
||||
m[3][2] += m[0][2]*tt.x;
|
||||
m[3][3] += m[0][3]*tt.x;
|
||||
m[3][0] += m[1][0]*tt.y;
|
||||
m[3][1] += m[1][1]*tt.y;
|
||||
m[3][2] += m[1][2]*tt.y;
|
||||
m[3][3] += m[1][3]*tt.y;
|
||||
m[3][0] += m[2][0]*tt.z;
|
||||
m[3][1] += m[2][1]*tt.z;
|
||||
m[3][2] += m[2][2]*tt.z;
|
||||
m[3][3] += m[2][3]*tt.z;
|
||||
}
|
||||
return m;
|
||||
}
|
||||
mat3 TDInstanceMat3(int id) {
|
||||
mat3 m = mat3(1.0);
|
||||
return m;
|
||||
}
|
||||
mat3 TDInstanceMat3ForNorm(int id) {
|
||||
mat3 m = TDInstanceMat3(id);
|
||||
return m;
|
||||
}
|
||||
vec4 TDInstanceColor(int index, vec4 curColor) {
|
||||
index -= uTDInstanceIDOffset;
|
||||
vec4 v;
|
||||
int coord = index;
|
||||
vec4 samp = texelFetch(sTDInstanceColor, coord);
|
||||
v[0] = samp[0];
|
||||
v[1] = samp[1];
|
||||
v[2] = samp[2];
|
||||
v[3] = 1.0;
|
||||
curColor[0] = v[0];
|
||||
;
|
||||
curColor[1] = v[1];
|
||||
;
|
||||
curColor[2] = v[2];
|
||||
;
|
||||
return curColor;
|
||||
}
|
||||
vec4 TDInstanceDeform(int id, vec4 pos) {
|
||||
pos = TDInstanceMat(id) * pos;
|
||||
return uTDMats[TDCameraIndex()].world * pos;
|
||||
}
|
||||
|
||||
vec3 TDInstanceDeformVec(int id, vec3 vec)
|
||||
{
|
||||
mat3 m = TDInstanceMat3(id);
|
||||
return mat3(uTDMats[TDCameraIndex()].world) * (m * vec);
|
||||
}
|
||||
vec3 TDInstanceDeformNorm(int id, vec3 vec)
|
||||
{
|
||||
mat3 m = TDInstanceMat3ForNorm(id);
|
||||
return mat3(uTDMats[TDCameraIndex()].worldForNormals) * (m * vec);
|
||||
}
|
||||
vec4 TDInstanceDeform(vec4 pos) {
|
||||
return TDInstanceDeform(TDInstanceID(), pos);
|
||||
}
|
||||
vec3 TDInstanceDeformVec(vec3 vec) {
|
||||
return TDInstanceDeformVec(TDInstanceID(), vec);
|
||||
}
|
||||
vec3 TDInstanceDeformNorm(vec3 vec) {
|
||||
return TDInstanceDeformNorm(TDInstanceID(), vec);
|
||||
}
|
||||
bool TDInstanceActive() { return TDInstanceActive(TDInstanceID()); }
|
||||
vec3 TDInstanceTranslate() { return TDInstanceTranslate(TDInstanceID()); }
|
||||
mat3 TDInstanceRotateMat() { return TDInstanceRotateMat(TDInstanceID()); }
|
||||
vec3 TDInstanceScale() { return TDInstanceScale(TDInstanceID()); }
|
||||
mat4 TDInstanceMat() { return TDInstanceMat(TDInstanceID());
|
||||
}
|
||||
mat3 TDInstanceMat3() { return TDInstanceMat3(TDInstanceID());
|
||||
}
|
||||
vec3 TDInstanceTexCoord(vec3 t) {
|
||||
return TDInstanceTexCoord(TDInstanceID(), t);
|
||||
}
|
||||
vec4 TDInstanceColor(vec4 curColor) {
|
||||
return TDInstanceColor(TDInstanceID(), curColor);
|
||||
}
|
||||
vec4 TDSkinnedDeform(vec4 pos) { return pos; }
|
||||
|
||||
vec3 TDSkinnedDeformVec(vec3 vec) { return vec; }
|
||||
|
||||
vec3 TDFastDeformTangent(vec3 oldNorm, vec4 oldTangent, vec3 deformedNorm)
|
||||
{ return oldTangent.xyz; }
|
||||
mat4 TDBoneMat(int index) {
|
||||
return mat4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);
|
||||
}
|
||||
vec4 TDDeform(vec4 pos) {
|
||||
pos = TDSkinnedDeform(pos);
|
||||
pos = TDInstanceDeform(pos);
|
||||
return pos;
|
||||
}
|
||||
|
||||
vec4 TDDeform(int instanceID, vec3 p) {
|
||||
vec4 pos = vec4(p, 1.0);
|
||||
pos = TDSkinnedDeform(pos);
|
||||
pos = TDInstanceDeform(instanceID, pos);
|
||||
return pos;
|
||||
}
|
||||
|
||||
vec4 TDDeform(vec3 pos) {
|
||||
return TDDeform(TDInstanceID(), pos);
|
||||
}
|
||||
|
||||
vec3 TDDeformVec(int instanceID, vec3 vec) {
|
||||
vec = TDSkinnedDeformVec(vec);
|
||||
vec = TDInstanceDeformVec(instanceID, vec);
|
||||
return vec;
|
||||
}
|
||||
|
||||
vec3 TDDeformVec(vec3 vec) {
|
||||
return TDDeformVec(TDInstanceID(), vec);
|
||||
}
|
||||
|
||||
vec3 TDDeformNorm(int instanceID, vec3 vec) {
|
||||
vec = TDSkinnedDeformVec(vec);
|
||||
vec = TDInstanceDeformNorm(instanceID, vec);
|
||||
return vec;
|
||||
}
|
||||
|
||||
vec3 TDDeformNorm(vec3 vec) {
|
||||
return TDDeformNorm(TDInstanceID(), vec);
|
||||
}
|
||||
|
||||
vec3 TDSkinnedDeformNorm(vec3 vec) {
|
||||
vec = TDSkinnedDeformVec(vec);
|
||||
return vec;
|
||||
}
|
@ -580,9 +580,6 @@ void TIntermediate::mergeGlobalUniformBlocks(TInfoSink& infoSink, TIntermediate&
|
||||
}
|
||||
|
||||
void TIntermediate::mergeBlockDefinitions(TInfoSink& infoSink, TIntermSymbol* block, TIntermSymbol* unitBlock, TIntermediate* unit) {
|
||||
if (block->getType() == unitBlock->getType()) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (block->getType().getTypeName() != unitBlock->getType().getTypeName() ||
|
||||
block->getType().getBasicType() != unitBlock->getType().getBasicType() ||
|
||||
@ -629,44 +626,42 @@ void TIntermediate::mergeBlockDefinitions(TInfoSink& infoSink, TIntermSymbol* bl
|
||||
}
|
||||
}
|
||||
|
||||
TType unitType;
|
||||
unitType.shallowCopy(unitBlock->getType());
|
||||
|
||||
// update symbol node in unit tree,
|
||||
// and other nodes that may reference it
|
||||
class TMergeBlockTraverser : public TIntermTraverser {
|
||||
public:
|
||||
TMergeBlockTraverser(const glslang::TType &type, const glslang::TType& unitType,
|
||||
glslang::TIntermediate& unit,
|
||||
const std::map<unsigned int, unsigned int>& memberIdxUpdates) :
|
||||
newType(type), unitType(unitType), unit(unit), memberIndexUpdates(memberIdxUpdates)
|
||||
{ }
|
||||
virtual ~TMergeBlockTraverser() { }
|
||||
TMergeBlockTraverser(const TIntermSymbol* newSym)
|
||||
: newSymbol(newSym), unitType(nullptr), unit(nullptr), memberIndexUpdates(nullptr)
|
||||
{
|
||||
}
|
||||
TMergeBlockTraverser(const TIntermSymbol* newSym, const glslang::TType* unitType, glslang::TIntermediate* unit,
|
||||
const std::map<unsigned int, unsigned int>* memberIdxUpdates)
|
||||
: newSymbol(newSym), unitType(unitType), unit(unit), memberIndexUpdates(memberIdxUpdates)
|
||||
{
|
||||
}
|
||||
virtual ~TMergeBlockTraverser() {}
|
||||
|
||||
const glslang::TType& newType; // type with modifications
|
||||
const glslang::TType& unitType; // copy of original type
|
||||
glslang::TIntermediate& unit; // intermediate that is being updated
|
||||
const std::map<unsigned int, unsigned int>& memberIndexUpdates;
|
||||
const TIntermSymbol* newSymbol;
|
||||
const glslang::TType* unitType; // copy of original type
|
||||
glslang::TIntermediate* unit; // intermediate that is being updated
|
||||
const std::map<unsigned int, unsigned int>* memberIndexUpdates;
|
||||
|
||||
virtual void visitSymbol(TIntermSymbol* symbol)
|
||||
{
|
||||
glslang::TType& symType = symbol->getWritableType();
|
||||
|
||||
if (symType == unitType) {
|
||||
// each symbol node has a local copy of the unitType
|
||||
// if merging involves changing properties that aren't shared objects
|
||||
// they should be updated in all instances
|
||||
|
||||
// e.g. the struct list is a ptr to an object, so it can be updated
|
||||
// once, outside the traverser
|
||||
//*symType.getWritableStruct() = *newType.getStruct();
|
||||
if (newSymbol->getAccessName() == symbol->getAccessName() &&
|
||||
newSymbol->getQualifier().getBlockStorage() == symbol->getQualifier().getBlockStorage()) {
|
||||
// Each symbol node may have a local copy of the block structure.
|
||||
// Update those structures to match the new one post-merge
|
||||
*(symbol->getWritableType().getWritableStruct()) = *(newSymbol->getType().getStruct());
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
virtual bool visitBinary(TVisit, glslang::TIntermBinary* node)
|
||||
{
|
||||
if (node->getOp() == EOpIndexDirectStruct && node->getLeft()->getType() == unitType) {
|
||||
if (!unit || !unitType || !memberIndexUpdates || memberIndexUpdates->empty())
|
||||
return true;
|
||||
|
||||
if (node->getOp() == EOpIndexDirectStruct && node->getLeft()->getType() == *unitType) {
|
||||
// this is a dereference to a member of the block since the
|
||||
// member list changed, need to update this to point to the
|
||||
// right index
|
||||
@ -674,8 +669,8 @@ void TIntermediate::mergeBlockDefinitions(TInfoSink& infoSink, TIntermSymbol* bl
|
||||
|
||||
glslang::TIntermConstantUnion* constNode = node->getRight()->getAsConstantUnion();
|
||||
unsigned int memberIdx = constNode->getConstArray()[0].getUConst();
|
||||
unsigned int newIdx = memberIndexUpdates.at(memberIdx);
|
||||
TIntermTyped* newConstNode = unit.addConstantUnion(newIdx, node->getRight()->getLoc());
|
||||
unsigned int newIdx = memberIndexUpdates->at(memberIdx);
|
||||
TIntermTyped* newConstNode = unit->addConstantUnion(newIdx, node->getRight()->getLoc());
|
||||
|
||||
node->setRight(newConstNode);
|
||||
delete constNode;
|
||||
@ -684,10 +679,20 @@ void TIntermediate::mergeBlockDefinitions(TInfoSink& infoSink, TIntermSymbol* bl
|
||||
}
|
||||
return true;
|
||||
}
|
||||
} finalLinkTraverser(block->getType(), unitType, *unit, memberIndexUpdates);
|
||||
};
|
||||
|
||||
// update the tree to use the new type
|
||||
unit->getTreeRoot()->traverse(&finalLinkTraverser);
|
||||
// 'this' may have symbols that are using the old block structure, so traverse the tree to update those
|
||||
// in 'visitSymbol'
|
||||
TMergeBlockTraverser finalLinkTraverser(block);
|
||||
getTreeRoot()->traverse(&finalLinkTraverser);
|
||||
|
||||
// The 'unit' intermediate needs the block structures update, but also structure entry indices
|
||||
// may have changed from the old block to the new one that it was merged into, so update those
|
||||
// in 'visitBinary'
|
||||
TType unitType;
|
||||
unitType.shallowCopy(unitBlock->getType());
|
||||
TMergeBlockTraverser unitFinalLinkTraverser(block, &unitType, unit, &memberIndexUpdates);
|
||||
unit->getTreeRoot()->traverse(&unitFinalLinkTraverser);
|
||||
|
||||
// update the member list
|
||||
(*unitMemberList) = (*memberList);
|
||||
|
@ -107,8 +107,8 @@ bool verifyIOMapping(std::string& linkingError, glslang::TProgram& program) {
|
||||
auto inQualifier = in.getType()->getQualifier();
|
||||
auto outQualifier = out->second->getType()->getQualifier();
|
||||
success &= outQualifier.layoutLocation == inQualifier.layoutLocation;
|
||||
}
|
||||
else {
|
||||
// These are not part of a matched interface. Other cases still need to be added.
|
||||
} else if (name != "gl_FrontFacing" && name != "gl_FragCoord") {
|
||||
success &= false;
|
||||
}
|
||||
}
|
||||
@ -293,6 +293,7 @@ INSTANTIATE_TEST_SUITE_P(
|
||||
::testing::ValuesIn(std::vector<vkRelaxedData>({
|
||||
{{"vk.relaxed.frag"}},
|
||||
{{"vk.relaxed.link1.frag", "vk.relaxed.link2.frag"}},
|
||||
{{"vk.relaxed.stagelink.0.0.vert", "vk.relaxed.stagelink.0.1.vert", "vk.relaxed.stagelink.0.2.vert", "vk.relaxed.stagelink.0.0.frag", "vk.relaxed.stagelink.0.1.frag", "vk.relaxed.stagelink.0.2.frag"}},
|
||||
{{"vk.relaxed.stagelink.vert", "vk.relaxed.stagelink.frag"}},
|
||||
{{"vk.relaxed.errorcheck.vert", "vk.relaxed.errorcheck.frag"}},
|
||||
{{"vk.relaxed.changeSet.vert", "vk.relaxed.changeSet.frag" }, { {"0"}, {"1"} } },
|
||||
|
Loading…
Reference in New Issue
Block a user