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https://github.com/KhronosGroup/glslang
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7f7c2ed780
This PR adds the ability to offset sampler, texture, and UBO bindings from provided base bindings, and to auto-number bindings that are not provided with explicit register numbers. The mechanism works as follows: - Offsets may be given on the command line for all stages, or individually for one or more single stages, in which case the offset will be auto-selected according to the stage being compiled. There is also an API to set them. The new command line options are --shift-sampler-binding, --shift-texture-binding, and --shift-UBO-binding. - Uniforms which are not given explicit bindings in the source code are auto-numbered if and only if they are in live code as determined by the algorithm used to build the reflection database, and the --auto-map-bindings option is given. This auto-numbering avoids using any binding slots which were explicitly provided in the code, whether or not that explicit use was live. E.g, "uniform Texture1D foo : register(t3);" with --shift-texture-binding 10 will reserve binding 13, whether or not foo is used in live code. - Shorter synonyms for the command line options are available. See the --help output. The testing infrastructure is slightly extended to allow use of the binding offset API, and two new tests spv.register.(no)autoassign.frag are added for comparing the resulting SPIR-V.
72 lines
1.6 KiB
GLSL
72 lines
1.6 KiB
GLSL
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SamplerState g_sSamp1 : register(s0);
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SamplerState g_sSamp2;
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SamplerState g_sSamp3[2] : register(s2);
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SamplerState g_sSamp4[3];
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SamplerState g_sSamp5;
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SamplerState g_sSamp_unused1;
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SamplerState g_sSamp_unused2;
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Texture1D g_tTex1 : register(t1);
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const uniform Texture1D g_tTex2;
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Texture1D g_tTex3[2] : register(t3);
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Texture1D g_tTex4[3];
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Texture1D g_tTex5;
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Texture1D g_tTex_unused1 : register(t0);
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Texture1D g_tTex_unused2 : register(t2);
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Texture1D g_tTex_unused3;
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struct MyStruct_t {
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int a;
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float b;
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float3 c;
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};
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uniform MyStruct_t mystruct : register(b4);
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struct PS_OUTPUT
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{
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float4 Color : SV_Target0;
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};
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uniform float4 myfloat4_a;
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uniform float4 myfloat4_b;
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uniform int4 myint4_a;
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float4 Func1()
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{
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return
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g_tTex1 . Sample(g_sSamp1, 0.1) +
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g_tTex2 . Sample(g_sSamp2, 0.2) +
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g_tTex3[0] . Sample(g_sSamp3[0], 0.3) +
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g_tTex3[1] . Sample(g_sSamp3[1], 0.3) +
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g_tTex4[1] . Sample(g_sSamp4[1], 0.4) +
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g_tTex4[2] . Sample(g_sSamp4[2], 0.4) +
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g_tTex5 . Sample(g_sSamp5, 0.5) +
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mystruct.c[1];
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}
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float4 Func2()
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{
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return
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g_tTex1 . Sample(g_sSamp1, 0.1) +
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g_tTex3[1] . Sample(g_sSamp3[1], 0.3);
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}
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// Not called from entry point:
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float4 Func2_unused()
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{
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return
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g_tTex_unused1 . Sample(g_sSamp_unused1, 1.1) +
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g_tTex_unused2 . Sample(g_sSamp_unused2, 1.2);
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}
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PS_OUTPUT main_ep()
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{
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PS_OUTPUT psout;
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psout.Color = Func1() + Func2();
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return psout;
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}
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