Add amend ability for anonymous blocks, so they can grow between function bodies.

This commit is contained in:
John Kessenich 2016-09-29 23:58:30 -06:00
parent 16738a3632
commit df98cc26d5
7 changed files with 298 additions and 34 deletions

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@ -0,0 +1,207 @@
hlsl.amend.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: f1( (temp void)
0:5 Function Parameters:
0:? Sequence
0:6 vector-scale (temp 4-component vector of float)
0:6 a: 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 a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:6 Constant:
0:6 0 (const uint)
0:6 b: direct index for structure (layout(offset=16 ) uniform float)
0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:6 Constant:
0:6 1 (const uint)
0:12 Function Definition: f2( (temp void)
0:12 Function Parameters:
0:? Sequence
0:13 add (temp float)
0:13 add (temp float)
0:13 direct index (temp float)
0:13 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:13 Constant:
0:13 0 (const uint)
0:13 Constant:
0:13 0 (const int)
0:13 b: direct index for structure (layout(offset=16 ) uniform float)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:13 Constant:
0:13 1 (const uint)
0:13 direct index (temp float)
0:13 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:13 Constant:
0:13 2 (const uint)
0:13 Constant:
0:13 0 (const int)
0:17 Function Definition: f3( (temp void)
0:17 Function Parameters:
0:? Sequence
0:18 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float)
0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:18 Constant:
0:18 2 (const uint)
0:24 Function Definition: f4( (temp void)
0:24 Function Parameters:
0:? Sequence
0:25 vector-scale (temp 4-component vector of float)
0:25 Convert int to float (temp float)
0:25 d: direct index for structure (layout(offset=44 ) uniform int)
0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:25 Constant:
0:25 3 (const uint)
0:25 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:25 Constant:
0:25 0 (const uint)
0:? Linker Objects
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: f1( (temp void)
0:5 Function Parameters:
0:? Sequence
0:6 vector-scale (temp 4-component vector of float)
0:6 a: 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 a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:6 Constant:
0:6 0 (const uint)
0:6 b: direct index for structure (layout(offset=16 ) uniform float)
0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:6 Constant:
0:6 1 (const uint)
0:12 Function Definition: f2( (temp void)
0:12 Function Parameters:
0:? Sequence
0:13 add (temp float)
0:13 add (temp float)
0:13 direct index (temp float)
0:13 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:13 Constant:
0:13 0 (const uint)
0:13 Constant:
0:13 0 (const int)
0:13 b: direct index for structure (layout(offset=16 ) uniform float)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:13 Constant:
0:13 1 (const uint)
0:13 direct index (temp float)
0:13 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:13 Constant:
0:13 2 (const uint)
0:13 Constant:
0:13 0 (const int)
0:17 Function Definition: f3( (temp void)
0:17 Function Parameters:
0:? Sequence
0:18 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float)
0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:18 Constant:
0:18 2 (const uint)
0:24 Function Definition: f4( (temp void)
0:24 Function Parameters:
0:? Sequence
0:25 vector-scale (temp 4-component vector of float)
0:25 Convert int to float (temp float)
0:25 d: direct index for structure (layout(offset=44 ) uniform int)
0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:25 Constant:
0:25 3 (const uint)
0:25 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:25 Constant:
0:25 0 (const uint)
0:? Linker Objects
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 47
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "f1"
ExecutionMode 4 OriginUpperLeft
Name 4 "f1"
Name 6 "f2("
Name 8 "f3("
Name 10 "f4("
Name 16 "$Global"
MemberName 16($Global) 0 "a"
MemberName 16($Global) 1 "b"
MemberName 16($Global) 2 "c"
MemberName 16($Global) 3 "d"
MemberName 16($Global) 4 "e"
Name 18 ""
MemberDecorate 16($Global) 0 Offset 0
MemberDecorate 16($Global) 1 Offset 16
MemberDecorate 16($Global) 2 Offset 32
MemberDecorate 16($Global) 3 Offset 44
MemberDecorate 16($Global) 4 Offset 48
Decorate 16($Global) Block
Decorate 18 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
12: TypeFloat 32
13: TypeVector 12(float) 4
14: TypeVector 12(float) 3
15: TypeInt 32 1
16($Global): TypeStruct 13(fvec4) 12(float) 14(fvec3) 15(int) 15(int)
17: TypePointer Uniform 16($Global)
18: 17(ptr) Variable Uniform
19: 15(int) Constant 0
20: TypePointer Uniform 13(fvec4)
23: 15(int) Constant 1
24: TypePointer Uniform 12(float)
28: TypeInt 32 0
29: 28(int) Constant 0
35: 15(int) Constant 2
39: 15(int) Constant 3
40: TypePointer Uniform 15(int)
4(f1): 2 Function None 3
5: Label
21: 20(ptr) AccessChain 18 19
22: 13(fvec4) Load 21
25: 24(ptr) AccessChain 18 23
26: 12(float) Load 25
27: 13(fvec4) VectorTimesScalar 22 26
Return
FunctionEnd
6(f2(): 2 Function None 3
7: Label
30: 24(ptr) AccessChain 18 19 29
31: 12(float) Load 30
32: 24(ptr) AccessChain 18 23
33: 12(float) Load 32
34: 12(float) FAdd 31 33
36: 24(ptr) AccessChain 18 35 29
37: 12(float) Load 36
38: 12(float) FAdd 34 37
Return
FunctionEnd
8(f3(): 2 Function None 3
9: Label
Return
FunctionEnd
10(f4(): 2 Function None 3
11: Label
41: 40(ptr) AccessChain 18 39
42: 15(int) Load 41
43: 12(float) ConvertSToF 42
44: 20(ptr) AccessChain 18 19
45: 13(fvec4) Load 44
46: 13(fvec4) VectorTimesScalar 45 43
Return
FunctionEnd

28
Test/hlsl.amend.frag Executable file
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@ -0,0 +1,28 @@
float4 a;
float b;
void f1()
{
a * b;
}
float3 c;
void f2()
{
a.x + b + c.x;
}
void f3()
{
c;
}
int d;
void f4()
{
d * a;
}
int e;

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@ -2,5 +2,5 @@
// For the version, it uses the latest git tag followed by the number of commits.
// For the date, it uses the current date (when then script is run).
#define GLSLANG_REVISION "Overload400-PrecQual.1527"
#define GLSLANG_REVISION "Overload400-PrecQual.1528"
#define GLSLANG_DATE "29-Sep-2016"

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@ -196,7 +196,7 @@ void TParseContextBase::growGlobalUniformBlock(TSourceLoc& loc, TType& memberTyp
TType blockType(new TTypeList, blockName, blockQualifier);
TString* instanceName = NewPoolTString("");
globalUniformBlock = new TVariable(instanceName, blockType, true);
globalUniformBlockAdded = false;
firstNewMember = 0;
}
// add the requested member as a member to the block
@ -205,7 +205,6 @@ void TParseContextBase::growGlobalUniformBlock(TSourceLoc& loc, TType& memberTyp
type->setFieldName(memberName);
TTypeLoc typeLoc = {type, loc};
globalUniformBlock->getType().getWritableStruct()->push_back(typeLoc);
globalUniformBlockChanged = true;
}
//
@ -218,17 +217,25 @@ bool TParseContextBase::insertGlobalUniformBlock()
if (globalUniformBlock == nullptr)
return true;
if (globalUniformBlockAdded)
return ! globalUniformBlockChanged;
globalUniformBlockChanged = false;
globalUniformBlockAdded = symbolTable.insert(*globalUniformBlock);
if (globalUniformBlockAdded) {
int numMembers = globalUniformBlock->getType().getStruct()->size();
bool inserted;
if (firstNewMember == 0) {
// This is the first request; we need a normal symbol table insert
inserted = symbolTable.insert(*globalUniformBlock);
if (inserted)
intermediate.addSymbolLinkageNode(linkage, *globalUniformBlock);
finalizeGlobalUniformBlockLayout(*globalUniformBlock);
} else if (firstNewMember <= numMembers) {
// This is a follow-on request; we need to amend the first insert
inserted = symbolTable.amend(*globalUniformBlock, firstNewMember);
}
return globalUniformBlockAdded;
if (inserted) {
finalizeGlobalUniformBlockLayout(*globalUniformBlock);
firstNewMember = numMembers;
}
return inserted;
}
} // end namespace glslang

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@ -158,8 +158,7 @@ protected:
// Manage the global uniform block (default uniforms in GLSL, $Global in HLSL)
TVariable* globalUniformBlock; // the actual block, inserted into the symbol table
bool globalUniformBlockAdded; // true once inserted into the symbol table
bool globalUniformBlockChanged; // true if members have changed
int firstNewMember; // the index of the first member not yet inserted into the symbol table
// override this to set the language-specific name
virtual const char* getGlobalUniformBlockName() { return ""; }
virtual void finalizeGlobalUniformBlockLayout(TVariable&) { }

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@ -147,7 +147,8 @@ public:
TVariable(const TString *name, const TType& t, bool uT = false )
: TSymbol(name),
userType(uT),
constSubtree(nullptr) { type.shallowCopy(t); }
constSubtree(nullptr),
anonId(-1) { type.shallowCopy(t); }
virtual TVariable* clone() const;
virtual ~TVariable() { }
@ -161,6 +162,8 @@ public:
virtual void setConstArray(const TConstUnionArray& array) { constArray = array; }
virtual void setConstSubtree(TIntermTyped* subtree) { constSubtree = subtree; }
virtual TIntermTyped* getConstSubtree() const { return constSubtree; }
virtual void setAnonId(int i) { anonId = i; }
virtual int getAnonId() const { return anonId; }
virtual void dump(TInfoSink &infoSink) const;
@ -178,6 +181,7 @@ protected:
// constant, or neither, but never both.
TConstUnionArray constArray; // for compile-time constant value
TIntermTyped* constSubtree; // for specialization constant computation
int anonId; // the ID used for anonymous blocks: TODO: see if uniqueId could serve a dual purpose
};
//
@ -305,27 +309,16 @@ public:
//
// returning true means symbol was added to the table with no semantic errors
//
tInsertResult result;
const TString& name = symbol.getName();
if (name == "") {
symbol.getAsVariable()->setAnonId(anonId++);
// An empty name means an anonymous container, exposing its members to the external scope.
// Give it a name and insert its members in the symbol table, pointing to the container.
char buf[20];
snprintf(buf, 20, "%s%d", AnonymousPrefix, anonId);
snprintf(buf, 20, "%s%d", AnonymousPrefix, symbol.getAsVariable()->getAnonId());
symbol.changeName(NewPoolTString(buf));
bool isOkay = true;
const TTypeList& types = *symbol.getAsVariable()->getType().getStruct();
for (unsigned int m = 0; m < types.size(); ++m) {
TAnonMember* member = new TAnonMember(&types[m].type->getFieldName(), m, *symbol.getAsVariable(), anonId);
result = level.insert(tLevelPair(member->getMangledName(), member));
if (! result.second)
isOkay = false;
}
++anonId;
return isOkay;
return insertAnonymousMembers(symbol, 0);
} else {
// Check for redefinition errors:
// - STL itself will tell us if there is a direct name collision, with name mangling, at this level
@ -340,12 +333,33 @@ public:
level.insert(tLevelPair(insertName, &symbol));
return true;
} else {
result = level.insert(tLevelPair(insertName, &symbol));
} else
return level.insert(tLevelPair(insertName, &symbol)).second;
}
}
return result.second;
// Add more members to an already inserted aggregate object
bool amend(TSymbol& symbol, int firstNewMember)
{
// See insert() for comments on basic explanation of insert.
// This operates similarly, but more simply.
// Only supporting amend of anonymous blocks so far.
if (IsAnonymous(symbol.getName()))
return insertAnonymousMembers(symbol, firstNewMember);
else
return false;
}
bool insertAnonymousMembers(TSymbol& symbol, int firstMember)
{
const TTypeList& types = *symbol.getAsVariable()->getType().getStruct();
for (unsigned int m = firstMember; m < types.size(); ++m) {
TAnonMember* member = new TAnonMember(&types[m].type->getFieldName(), m, *symbol.getAsVariable(), symbol.getAsVariable()->getAnonId());
if (! level.insert(tLevelPair(member->getMangledName(), member)).second)
return false;
}
return true;
}
TSymbol* find(const TString& name) const
@ -546,6 +560,14 @@ public:
return table[currentLevel()]->insert(symbol, separateNameSpaces);
}
// Add more members to an already inserted aggregate object
bool amend(TSymbol& symbol, int firstNewMember)
{
// See insert() for comments on basic explanation of insert.
// This operates similarly, but more simply.
return table[currentLevel()]->amend(symbol, firstNewMember);
}
//
// To allocate an internal temporary, which will need to be uniquely
// identified by the consumer of the AST, but never need to

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@ -80,6 +80,7 @@ TEST_P(HlslCompileAndFlattenTest, FromFile)
INSTANTIATE_TEST_CASE_P(
ToSpirv, HlslCompileTest,
::testing::ValuesIn(std::vector<FileNameEntryPointPair>{
{"hlsl.amend.frag", "f1"},
{"hlsl.array.frag", "PixelShaderFunction"},
{"hlsl.array.implicit-size.frag", "PixelShaderFunction"},
{"hlsl.assoc.frag", "PixelShaderFunction"},