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https://github.com/KhronosGroup/glslang
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Add --hlsl-dx-position-w option
This reciprocates the w component of SV_Position in HLSL fragment shaders to provide DirectX compatibility for HLSL shaders in Vulkan. Fixes #2244
This commit is contained in:
parent
8a7860e4cb
commit
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@ -177,6 +177,7 @@ const char* shaderStageName = nullptr;
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const char* variableName = nullptr;
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const char* variableName = nullptr;
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bool HlslEnable16BitTypes = false;
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bool HlslEnable16BitTypes = false;
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bool HlslDX9compatible = false;
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bool HlslDX9compatible = false;
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bool HlslDxPositionW = false;
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bool DumpBuiltinSymbols = false;
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bool DumpBuiltinSymbols = false;
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std::vector<std::string> IncludeDirectoryList;
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std::vector<std::string> IncludeDirectoryList;
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@ -662,6 +663,8 @@ void ProcessArguments(std::vector<std::unique_ptr<glslang::TWorkItem>>& workItem
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HlslEnable16BitTypes = true;
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HlslEnable16BitTypes = true;
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} else if (lowerword == "hlsl-dx9-compatible") {
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} else if (lowerword == "hlsl-dx9-compatible") {
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HlslDX9compatible = true;
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HlslDX9compatible = true;
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} else if (lowerword == "hlsl-dx-position-w") {
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HlslDxPositionW = true;
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} else if (lowerword == "auto-sampled-textures") {
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} else if (lowerword == "auto-sampled-textures") {
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autoSampledTextures = true;
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autoSampledTextures = true;
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} else if (lowerword == "invert-y" || // synonyms
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} else if (lowerword == "invert-y" || // synonyms
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@ -1284,6 +1287,9 @@ void CompileAndLinkShaderUnits(std::vector<ShaderCompUnit> compUnits)
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if (Options & EOptionInvertY)
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if (Options & EOptionInvertY)
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shader->setInvertY(true);
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shader->setInvertY(true);
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if (HlslDxPositionW)
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shader->setDxPositionW(true);
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// Set up the environment, some subsettings take precedence over earlier
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// Set up the environment, some subsettings take precedence over earlier
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// ways of setting things.
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// ways of setting things.
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if (Options & EOptionSpv) {
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if (Options & EOptionSpv) {
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@ -1847,6 +1853,8 @@ void usage()
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" --hlsl-dx9-compatible interprets sampler declarations as a\n"
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" --hlsl-dx9-compatible interprets sampler declarations as a\n"
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" texture/sampler combo like DirectX9 would,\n"
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" texture/sampler combo like DirectX9 would,\n"
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" and recognizes DirectX9-specific semantics\n"
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" and recognizes DirectX9-specific semantics\n"
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" --hlsl-dx-position-w W component of SV_Position in HLSL fragment\n"
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" shaders compatible with DirectX\n"
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" --invert-y | --iy invert position.Y output in vertex shader\n"
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" --invert-y | --iy invert position.Y output in vertex shader\n"
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" --keep-uncalled | --ku don't eliminate uncalled functions\n"
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" --keep-uncalled | --ku don't eliminate uncalled functions\n"
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" --nan-clamp favor non-NaN operand in min, max, and clamp\n"
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" --nan-clamp favor non-NaN operand in min, max, and clamp\n"
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268
Test/baseResults/hlsl.w-recip.frag.out
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268
Test/baseResults/hlsl.w-recip.frag.out
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@ -0,0 +1,268 @@
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hlsl.w-recip.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:5 Function Definition: @main(vf4; ( temp 4-component vector of float)
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0:5 Function Parameters:
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0:5 'vpos' ( in 4-component vector of float)
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0:? Sequence
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0:6 Sequence
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0:6 move second child to first child ( temp 4-component vector of float)
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0:6 'vpos_t' ( temp 4-component vector of float)
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0:6 Construct vec4 ( temp 4-component vector of float)
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0:6 vector swizzle ( temp 3-component vector of float)
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0:6 'vpos' ( in 4-component vector of float)
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0:6 Sequence
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0:6 Constant:
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0:6 0 (const int)
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0:6 Constant:
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0:6 1 (const int)
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0:6 Constant:
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0:6 2 (const int)
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0:6 divide ( temp float)
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0:6 Constant:
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0:6 1.000000
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0:6 direct index ( temp float)
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0:6 'vpos' ( in 4-component vector of float)
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0:6 Constant:
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0:6 3 (const int)
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0:7 Test condition and select ( temp void)
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0:7 Condition
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0:7 Compare Less Than ( temp bool)
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0:7 direct index ( temp float)
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0:7 'vpos_t' ( temp 4-component vector of float)
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0:7 Constant:
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0:7 0 (const int)
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0:7 Constant:
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0:7 400.000000
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0:7 true case
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0:8 Branch: Return with expression
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0:8 AmbientColor: direct index for structure ( uniform 4-component vector of float)
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0:8 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2})
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0:8 Constant:
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0:8 0 (const uint)
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0:7 false case
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0:10 Branch: Return with expression
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0:10 AmbientColor2: direct index for structure ( uniform 4-component vector of float)
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0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2})
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0:10 Constant:
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0:10 1 (const uint)
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0:5 Function Definition: main( ( temp void)
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0:5 Function Parameters:
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0:? Sequence
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0:5 move second child to first child ( temp 4-component vector of float)
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0:? 'vpos' ( temp 4-component vector of float)
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0:5 Construct vec4 ( temp 4-component vector of float)
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0:5 vector swizzle ( temp 3-component vector of float)
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0:? 'vpos' ( in 4-component vector of float FragCoord)
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0:5 Sequence
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0:5 Constant:
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0:5 0 (const int)
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0:5 Constant:
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0:5 1 (const int)
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0:5 Constant:
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0:5 2 (const int)
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0:5 divide ( temp float)
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0:5 Constant:
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0:5 1.000000
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0:5 direct index ( temp float)
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0:? 'vpos' ( in 4-component vector of float FragCoord)
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0:5 Constant:
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0:5 3 (const int)
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0:5 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:5 Function Call: @main(vf4; ( temp 4-component vector of float)
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0:? 'vpos' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2})
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'vpos' ( in 4-component vector of float FragCoord)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:5 Function Definition: @main(vf4; ( temp 4-component vector of float)
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0:5 Function Parameters:
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0:5 'vpos' ( in 4-component vector of float)
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0:? Sequence
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0:6 Sequence
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0:6 move second child to first child ( temp 4-component vector of float)
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0:6 'vpos_t' ( temp 4-component vector of float)
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0:6 Construct vec4 ( temp 4-component vector of float)
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0:6 vector swizzle ( temp 3-component vector of float)
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0:6 'vpos' ( in 4-component vector of float)
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0:6 Sequence
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0:6 Constant:
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0:6 0 (const int)
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0:6 Constant:
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0:6 1 (const int)
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0:6 Constant:
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0:6 2 (const int)
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0:6 divide ( temp float)
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0:6 Constant:
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0:6 1.000000
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0:6 direct index ( temp float)
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0:6 'vpos' ( in 4-component vector of float)
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0:6 Constant:
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0:6 3 (const int)
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0:7 Test condition and select ( temp void)
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0:7 Condition
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0:7 Compare Less Than ( temp bool)
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0:7 direct index ( temp float)
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0:7 'vpos_t' ( temp 4-component vector of float)
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0:7 Constant:
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0:7 0 (const int)
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0:7 Constant:
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0:7 400.000000
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0:7 true case
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0:8 Branch: Return with expression
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0:8 AmbientColor: direct index for structure ( uniform 4-component vector of float)
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0:8 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2})
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0:8 Constant:
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0:8 0 (const uint)
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0:7 false case
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0:10 Branch: Return with expression
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0:10 AmbientColor2: direct index for structure ( uniform 4-component vector of float)
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0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2})
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0:10 Constant:
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0:10 1 (const uint)
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0:5 Function Definition: main( ( temp void)
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0:5 Function Parameters:
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0:? Sequence
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0:5 move second child to first child ( temp 4-component vector of float)
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0:? 'vpos' ( temp 4-component vector of float)
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0:5 Construct vec4 ( temp 4-component vector of float)
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0:5 vector swizzle ( temp 3-component vector of float)
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0:? 'vpos' ( in 4-component vector of float FragCoord)
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0:5 Sequence
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0:5 Constant:
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0:5 0 (const int)
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0:5 Constant:
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0:5 1 (const int)
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0:5 Constant:
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0:5 2 (const int)
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0:5 divide ( temp float)
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0:5 Constant:
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0:5 1.000000
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0:5 direct index ( temp float)
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0:? 'vpos' ( in 4-component vector of float FragCoord)
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0:5 Constant:
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0:5 3 (const int)
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0:5 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:5 Function Call: @main(vf4; ( temp 4-component vector of float)
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0:? 'vpos' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2})
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'vpos' ( in 4-component vector of float FragCoord)
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// Module Version 10000
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// Generated by (magic number): 8000a
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// Id's are bound by 69
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 53 65
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "main"
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Name 11 "@main(vf4;"
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Name 10 "vpos"
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Name 13 "vpos_t"
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Name 36 "$Global"
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MemberName 36($Global) 0 "AmbientColor"
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MemberName 36($Global) 1 "AmbientColor2"
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Name 38 ""
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Name 51 "vpos"
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Name 53 "vpos"
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Name 65 "@entryPointOutput"
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Name 66 "param"
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MemberDecorate 36($Global) 0 Offset 0
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MemberDecorate 36($Global) 1 Offset 16
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Decorate 36($Global) Block
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Decorate 38 DescriptorSet 0
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Decorate 38 Binding 0
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Decorate 53(vpos) BuiltIn FragCoord
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Decorate 65(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypePointer Function 7(fvec4)
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9: TypeFunction 7(fvec4) 8(ptr)
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14: TypeVector 6(float) 3
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17: 6(float) Constant 1065353216
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18: TypeInt 32 0
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19: 18(int) Constant 3
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20: TypePointer Function 6(float)
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28: 18(int) Constant 0
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31: 6(float) Constant 1137180672
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32: TypeBool
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36($Global): TypeStruct 7(fvec4) 7(fvec4)
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37: TypePointer Uniform 36($Global)
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38: 37(ptr) Variable Uniform
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39: TypeInt 32 1
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40: 39(int) Constant 0
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41: TypePointer Uniform 7(fvec4)
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46: 39(int) Constant 1
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52: TypePointer Input 7(fvec4)
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53(vpos): 52(ptr) Variable Input
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56: TypePointer Input 6(float)
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64: TypePointer Output 7(fvec4)
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65(@entryPointOutput): 64(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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51(vpos): 8(ptr) Variable Function
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66(param): 8(ptr) Variable Function
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54: 7(fvec4) Load 53(vpos)
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55: 14(fvec3) VectorShuffle 54 54 0 1 2
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57: 56(ptr) AccessChain 53(vpos) 19
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58: 6(float) Load 57
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59: 6(float) FDiv 17 58
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60: 6(float) CompositeExtract 55 0
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61: 6(float) CompositeExtract 55 1
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62: 6(float) CompositeExtract 55 2
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63: 7(fvec4) CompositeConstruct 60 61 62 59
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Store 51(vpos) 63
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67: 7(fvec4) Load 51(vpos)
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Store 66(param) 67
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68: 7(fvec4) FunctionCall 11(@main(vf4;) 66(param)
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Store 65(@entryPointOutput) 68
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Return
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FunctionEnd
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11(@main(vf4;): 7(fvec4) Function None 9
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10(vpos): 8(ptr) FunctionParameter
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12: Label
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13(vpos_t): 8(ptr) Variable Function
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15: 7(fvec4) Load 10(vpos)
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16: 14(fvec3) VectorShuffle 15 15 0 1 2
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21: 20(ptr) AccessChain 10(vpos) 19
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22: 6(float) Load 21
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23: 6(float) FDiv 17 22
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24: 6(float) CompositeExtract 16 0
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25: 6(float) CompositeExtract 16 1
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26: 6(float) CompositeExtract 16 2
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27: 7(fvec4) CompositeConstruct 24 25 26 23
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Store 13(vpos_t) 27
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29: 20(ptr) AccessChain 13(vpos_t) 28
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30: 6(float) Load 29
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33: 32(bool) FOrdLessThan 30 31
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SelectionMerge 35 None
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BranchConditional 33 34 45
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34: Label
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42: 41(ptr) AccessChain 38 40
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43: 7(fvec4) Load 42
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ReturnValue 43
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45: Label
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47: 41(ptr) AccessChain 38 46
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48: 7(fvec4) Load 47
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ReturnValue 48
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35: Label
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Unreachable
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FunctionEnd
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12
Test/hlsl.w-recip.frag
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12
Test/hlsl.w-recip.frag
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float4 AmbientColor = float4(1, 0.5, 0, 1);
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float4 AmbientColor2 = float4(0.5, 1, 0, 0);
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float4 main(float4 vpos : SV_POSITION) : SV_TARGET
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{
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float4 vpos_t = float4(vpos.xyz, 1 / vpos.w);
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if (vpos_t.x < 400)
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return AmbientColor;
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else
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return AmbientColor2;
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}
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@ -254,6 +254,13 @@ diff -b $BASEDIR/hlsl.y-negate-2.vert.out $TARGETDIR/hlsl.y-negate-2.vert.out ||
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run -H -e main -V -D -Od -H -i --invert-y hlsl.y-negate-3.vert > $TARGETDIR/hlsl.y-negate-3.vert.out
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run -H -e main -V -D -Od -H -i --invert-y hlsl.y-negate-3.vert > $TARGETDIR/hlsl.y-negate-3.vert.out
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diff -b $BASEDIR/hlsl.y-negate-3.vert.out $TARGETDIR/hlsl.y-negate-3.vert.out || HASERROR=1
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diff -b $BASEDIR/hlsl.y-negate-3.vert.out $TARGETDIR/hlsl.y-negate-3.vert.out || HASERROR=1
|
||||||
|
|
||||||
|
#
|
||||||
|
# Testing position W reciprocal
|
||||||
|
#
|
||||||
|
echo "Testing position W reciprocal"
|
||||||
|
run -H -e main -V -D -Od -H -i --hlsl-dx-position-w hlsl.w-recip.frag > $TARGETDIR/hlsl.w-recip.frag.out
|
||||||
|
diff -b $BASEDIR/hlsl.w-recip.frag.out $TARGETDIR/hlsl.w-recip.frag.out || HASERROR=1
|
||||||
|
|
||||||
#
|
#
|
||||||
# Testing hlsl_functionality1
|
# Testing hlsl_functionality1
|
||||||
#
|
#
|
||||||
|
@ -2167,8 +2167,21 @@ TIntermNode* HlslParseContext::transformEntryPoint(const TSourceLoc& loc, TFunct
|
|||||||
TIntermSymbol* arg = intermediate.addSymbol(*argVars.back());
|
TIntermSymbol* arg = intermediate.addSymbol(*argVars.back());
|
||||||
handleFunctionArgument(&callee, callingArgs, arg);
|
handleFunctionArgument(&callee, callingArgs, arg);
|
||||||
if (param.type->getQualifier().isParamInput()) {
|
if (param.type->getQualifier().isParamInput()) {
|
||||||
intermediate.growAggregate(synthBody, handleAssign(loc, EOpAssign, arg,
|
TIntermTyped* input = intermediate.addSymbol(**inputIt);
|
||||||
intermediate.addSymbol(**inputIt)));
|
if (input->getType().getQualifier().builtIn == EbvFragCoord && intermediate.getDxPositionW()) {
|
||||||
|
// Replace FragCoord W with reciprocal
|
||||||
|
auto pos_xyz = handleDotDereference(loc, input, "xyz");
|
||||||
|
auto pos_w = handleDotDereference(loc, input, "w");
|
||||||
|
auto one = intermediate.addConstantUnion(1.0, EbtFloat, loc);
|
||||||
|
auto recip_w = intermediate.addBinaryMath(EOpDiv, one, pos_w, loc);
|
||||||
|
TIntermAggregate* dst = new TIntermAggregate(EOpConstructVec4);
|
||||||
|
dst->getSequence().push_back(pos_xyz);
|
||||||
|
dst->getSequence().push_back(recip_w);
|
||||||
|
dst->setType(TType(EbtFloat, EvqTemporary, 4));
|
||||||
|
dst->setLoc(loc);
|
||||||
|
input = dst;
|
||||||
|
}
|
||||||
|
intermediate.growAggregate(synthBody, handleAssign(loc, EOpAssign, arg, input));
|
||||||
inputIt++;
|
inputIt++;
|
||||||
}
|
}
|
||||||
if (param.type->getQualifier().storage == EvqUniform) {
|
if (param.type->getQualifier().storage == EvqUniform) {
|
||||||
|
@ -1829,6 +1829,7 @@ void TShader::setUniqueId(unsigned long long id)
|
|||||||
}
|
}
|
||||||
|
|
||||||
void TShader::setInvertY(bool invert) { intermediate->setInvertY(invert); }
|
void TShader::setInvertY(bool invert) { intermediate->setInvertY(invert); }
|
||||||
|
void TShader::setDxPositionW(bool invert) { intermediate->setDxPositionW(invert); }
|
||||||
void TShader::setNanMinMaxClamp(bool useNonNan) { intermediate->setNanMinMaxClamp(useNonNan); }
|
void TShader::setNanMinMaxClamp(bool useNonNan) { intermediate->setNanMinMaxClamp(useNonNan); }
|
||||||
|
|
||||||
#ifndef GLSLANG_WEB
|
#ifndef GLSLANG_WEB
|
||||||
|
@ -312,6 +312,7 @@ void TIntermediate::mergeModes(TInfoSink& infoSink, TIntermediate& unit)
|
|||||||
MERGE_TRUE(autoMapBindings);
|
MERGE_TRUE(autoMapBindings);
|
||||||
MERGE_TRUE(autoMapLocations);
|
MERGE_TRUE(autoMapLocations);
|
||||||
MERGE_TRUE(invertY);
|
MERGE_TRUE(invertY);
|
||||||
|
MERGE_TRUE(dxPositionW);
|
||||||
MERGE_TRUE(flattenUniformArrays);
|
MERGE_TRUE(flattenUniformArrays);
|
||||||
MERGE_TRUE(useUnknownFormat);
|
MERGE_TRUE(useUnknownFormat);
|
||||||
MERGE_TRUE(hlslOffsets);
|
MERGE_TRUE(hlslOffsets);
|
||||||
|
@ -290,6 +290,7 @@ public:
|
|||||||
resources(TBuiltInResource{}),
|
resources(TBuiltInResource{}),
|
||||||
numEntryPoints(0), numErrors(0), numPushConstants(0), recursive(false),
|
numEntryPoints(0), numErrors(0), numPushConstants(0), recursive(false),
|
||||||
invertY(false),
|
invertY(false),
|
||||||
|
dxPositionW(false),
|
||||||
useStorageBuffer(false),
|
useStorageBuffer(false),
|
||||||
invariantAll(false),
|
invariantAll(false),
|
||||||
nanMinMaxClamp(false),
|
nanMinMaxClamp(false),
|
||||||
@ -460,6 +461,14 @@ public:
|
|||||||
}
|
}
|
||||||
bool getInvertY() const { return invertY; }
|
bool getInvertY() const { return invertY; }
|
||||||
|
|
||||||
|
void setDxPositionW(bool dxPosW)
|
||||||
|
{
|
||||||
|
dxPositionW = dxPosW;
|
||||||
|
if (dxPositionW)
|
||||||
|
processes.addProcess("dx-position-w");
|
||||||
|
}
|
||||||
|
bool getDxPositionW() const { return dxPositionW; }
|
||||||
|
|
||||||
#ifdef ENABLE_HLSL
|
#ifdef ENABLE_HLSL
|
||||||
void setSource(EShSource s) { source = s; }
|
void setSource(EShSource s) { source = s; }
|
||||||
EShSource getSource() const { return source; }
|
EShSource getSource() const { return source; }
|
||||||
@ -1070,6 +1079,7 @@ protected:
|
|||||||
int numPushConstants;
|
int numPushConstants;
|
||||||
bool recursive;
|
bool recursive;
|
||||||
bool invertY;
|
bool invertY;
|
||||||
|
bool dxPositionW;
|
||||||
bool useStorageBuffer;
|
bool useStorageBuffer;
|
||||||
bool invariantAll;
|
bool invariantAll;
|
||||||
bool nanMinMaxClamp; // true if desiring min/max/clamp to favor non-NaN over NaN
|
bool nanMinMaxClamp; // true if desiring min/max/clamp to favor non-NaN over NaN
|
||||||
|
@ -485,6 +485,7 @@ public:
|
|||||||
GLSLANG_EXPORT void addUniformLocationOverride(const char* name, int loc);
|
GLSLANG_EXPORT void addUniformLocationOverride(const char* name, int loc);
|
||||||
GLSLANG_EXPORT void setUniformLocationBase(int base);
|
GLSLANG_EXPORT void setUniformLocationBase(int base);
|
||||||
GLSLANG_EXPORT void setInvertY(bool invert);
|
GLSLANG_EXPORT void setInvertY(bool invert);
|
||||||
|
GLSLANG_EXPORT void setDxPositionW(bool dxPosW);
|
||||||
#ifdef ENABLE_HLSL
|
#ifdef ENABLE_HLSL
|
||||||
GLSLANG_EXPORT void setHlslIoMapping(bool hlslIoMap);
|
GLSLANG_EXPORT void setHlslIoMapping(bool hlslIoMap);
|
||||||
GLSLANG_EXPORT void setFlattenUniformArrays(bool flatten);
|
GLSLANG_EXPORT void setFlattenUniformArrays(bool flatten);
|
||||||
|
Loading…
Reference in New Issue
Block a user