glslang/Test/spv.precise.tese
qining 9220dbb078 Precise and noContraction propagation
Reimplement the whole workflow to make that: precise'ness of struct
    members won't spread to other non-precise members of the same struct
    instance.

    Approach:
    1. Build the map from symbols to their defining nodes. And for each
    object node (StructIndex, DirectIndex, Symbol nodes, etc), generates an
    accesschain path. Different AST nodes that indicating a same object
    should have the same accesschain path.

    2. Along the building phase in step 1, collect the initial set of
    'precise' (AST qualifier: 'noContraction') objects' accesschain paths.

    3. Start with the initial set of 'precise' accesschain paths, use it as
    a worklist, do as the following steps until the worklist is empty:

        1) Pop an accesschain path from worklist.
        2) Get the symbol part from the accesschain path.
        3) Find the defining nodes of that symbol.
        4) For each defining node, check whether it is defining a 'precise'
        object, or its assignee has nested 'precise' object. Get the
        incremental path from assignee to its nested 'precise' object (if
        any).
        5) Traverse the right side of the defining node, obtain the
        accesschain paths of the corresponding involved 'precise' objects.
        Update the worklist with those new objects' accesschain paths.
        Label involved operations with 'noContraction'.

    In each step, whenever we find the parent object of an nested object is
    'precise' (has 'noContraction' qualifier), we let the nested object
    inherit the 'precise'ness from its parent object.
2016-05-09 10:46:40 -04:00

37 lines
1.0 KiB
GLSL

#version 310 es
#extension GL_EXT_tessellation_shader : require
#extension GL_EXT_gpu_shader5 : require
layout(triangles, equal_spacing) in;
layout(location = 0) in highp vec2 in_te_position[];
layout(location = 0) out mediump vec4 in_f_color;
precise gl_Position;
void main(void) {
highp vec2 pos = gl_TessCoord.x * in_te_position[0] +
gl_TessCoord.y * in_te_position[1] +
gl_TessCoord.z * in_te_position[2];
highp float f =
sqrt(3.0 * min(gl_TessCoord.x, min(gl_TessCoord.y, gl_TessCoord.z))) *
0.5 +
0.5;
in_f_color = vec4(gl_TessCoord * f, 1.0);
// Offset the position slightly, based on the parity of the bits in the float
// representation.
// This is done to detect possible small differences in edge vertex positions
// between patches.
uvec2 bits = floatBitsToUint(pos);
uint numBits = 0u;
for (uint i = 0u; i < 32u; i++)
numBits +=
((bits[0] << i) & 1u) + ((bits[1] << i) & 1u);
pos += float(numBits & 1u) * 0.04;
gl_Position = vec4(pos, 0.0, 1.0);
}