HLSL: Flatten vertex input and fragment output structures.

Vulkan can't handle structures into the vertex stage or out
of the fragment stage.
This commit is contained in:
John Kessenich 2016-09-09 16:32:09 -06:00
parent 6295c27900
commit cd0a78a0d9
7 changed files with 255 additions and 67 deletions

View File

@ -5,32 +5,26 @@ gl_FragCoord origin is upper left
0:7 Function Definition: PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21; (global 4-component vector of float)
0:7 Function Parameters:
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 'out1' (out 4-component vector of float)
0:7 'out2' (out structure{temp 2-component vector of float v, temp 2-component vector of int i})
0:7 'out1' (layout(location=1 ) out 4-component vector of float)
0:7 'out2' (layout(location=2 ) out structure{temp 2-component vector of float v, temp 2-component vector of int i})
0:? Sequence
0:8 move second child to first child (temp 4-component vector of float)
0:8 'out1' (out 4-component vector of float)
0:8 'out1' (layout(location=1 ) out 4-component vector of float)
0:8 'input' (layout(location=0 ) in 4-component vector of float)
0:9 move second child to first child (temp 2-component vector of float)
0:9 v: direct index for structure (temp 2-component vector of float)
0:9 'out2' (out structure{temp 2-component vector of float v, temp 2-component vector of int i})
0:9 Constant:
0:9 0 (const int)
0:? 'v' (layout(location=2 ) out 2-component vector of float)
0:9 Constant:
0:9 2.000000
0:9 2.000000
0:10 move second child to first child (temp 2-component vector of int)
0:10 i: direct index for structure (temp 2-component vector of int)
0:10 'out2' (out structure{temp 2-component vector of float v, temp 2-component vector of int i})
0:10 Constant:
0:10 1 (const int)
0:? 'i' (layout(location=3 ) out 2-component vector of int)
0:10 Constant:
0:10 3 (const int)
0:10 3 (const int)
0:11 Sequence
0:11 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:11 'out1' (out 4-component vector of float)
0:11 'out1' (layout(location=1 ) out 4-component vector of float)
0:11 Branch: Return
0:? Linker Objects
@ -44,54 +38,49 @@ gl_FragCoord origin is upper left
0:7 Function Definition: PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21; (global 4-component vector of float)
0:7 Function Parameters:
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 'out1' (out 4-component vector of float)
0:7 'out2' (out structure{temp 2-component vector of float v, temp 2-component vector of int i})
0:7 'out1' (layout(location=1 ) out 4-component vector of float)
0:7 'out2' (layout(location=2 ) out structure{temp 2-component vector of float v, temp 2-component vector of int i})
0:? Sequence
0:8 move second child to first child (temp 4-component vector of float)
0:8 'out1' (out 4-component vector of float)
0:8 'out1' (layout(location=1 ) out 4-component vector of float)
0:8 'input' (layout(location=0 ) in 4-component vector of float)
0:9 move second child to first child (temp 2-component vector of float)
0:9 v: direct index for structure (temp 2-component vector of float)
0:9 'out2' (out structure{temp 2-component vector of float v, temp 2-component vector of int i})
0:9 Constant:
0:9 0 (const int)
0:? 'v' (layout(location=2 ) out 2-component vector of float)
0:9 Constant:
0:9 2.000000
0:9 2.000000
0:10 move second child to first child (temp 2-component vector of int)
0:10 i: direct index for structure (temp 2-component vector of int)
0:10 'out2' (out structure{temp 2-component vector of float v, temp 2-component vector of int i})
0:10 Constant:
0:10 1 (const int)
0:? 'i' (layout(location=3 ) out 2-component vector of int)
0:10 Constant:
0:10 3 (const int)
0:10 3 (const int)
0:11 Sequence
0:11 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:11 'out1' (out 4-component vector of float)
0:11 'out1' (layout(location=1 ) out 4-component vector of float)
0:11 Branch: Return
0:? Linker Objects
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 32
// Id's are bound by 27
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 9 11 18 29
EntryPoint Fragment 4 "PixelShaderFunction" 9 11 15 21 24
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
Name 9 "out1"
Name 11 "input"
Name 16 "OutParam"
MemberName 16(OutParam) 0 "v"
MemberName 16(OutParam) 1 "i"
Name 18 "out2"
Name 29 "@entryPointOutput"
Name 15 "v"
Name 21 "i"
Name 24 "@entryPointOutput"
Decorate 9(out1) Location 1
Decorate 11(input) Location 0
Decorate 29(@entryPointOutput) Location 0
Decorate 15(v) Location 2
Decorate 21(i) Location 3
Decorate 24(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@ -101,29 +90,24 @@ gl_FragCoord origin is upper left
10: TypePointer Input 7(fvec4)
11(input): 10(ptr) Variable Input
13: TypeVector 6(float) 2
14: TypeInt 32 1
15: TypeVector 14(int) 2
16(OutParam): TypeStruct 13(fvec2) 15(ivec2)
17: TypePointer Output 16(OutParam)
18(out2): 17(ptr) Variable Output
19: 14(int) Constant 0
20: 6(float) Constant 1073741824
21: 13(fvec2) ConstantComposite 20 20
22: TypePointer Output 13(fvec2)
24: 14(int) Constant 1
25: 14(int) Constant 3
26: 15(ivec2) ConstantComposite 25 25
27: TypePointer Output 15(ivec2)
29(@entryPointOutput): 8(ptr) Variable Output
14: TypePointer Output 13(fvec2)
15(v): 14(ptr) Variable Output
16: 6(float) Constant 1073741824
17: 13(fvec2) ConstantComposite 16 16
18: TypeInt 32 1
19: TypeVector 18(int) 2
20: TypePointer Output 19(ivec2)
21(i): 20(ptr) Variable Output
22: 18(int) Constant 3
23: 19(ivec2) ConstantComposite 22 22
24(@entryPointOutput): 8(ptr) Variable Output
4(PixelShaderFunction): 2 Function None 3
5: Label
12: 7(fvec4) Load 11(input)
Store 9(out1) 12
23: 22(ptr) AccessChain 18(out2) 19
Store 23 21
28: 27(ptr) AccessChain 18(out2) 24
Store 28 26
30: 7(fvec4) Load 9(out1)
Store 29(@entryPointOutput) 30
Store 15(v) 17
Store 21(i) 23
25: 7(fvec4) Load 9(out1)
Store 24(@entryPointOutput) 25
Return
FunctionEnd

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@ -0,0 +1,133 @@
hlsl.structin.vert
Shader version: 450
0:? Sequence
0:7 Function Definition: main(vf4;struct-VI-vf4[2]-vu21;vf4; (global 4-component vector of float Position)
0:7 Function Parameters:
0:7 'd' (layout(location=0 ) in 4-component vector of float)
0:7 'vi' (layout(location=1 ) in structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord})
0:7 'e' (layout(location=4 ) in 4-component vector of float)
0:? Sequence
0:8 Sequence
0:8 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float Position)
0:8 add (temp 4-component vector of float)
0:8 add (temp 4-component vector of float)
0:8 add (temp 4-component vector of float)
0:8 add (temp 4-component vector of float)
0:8 direct index (layout(location=1 ) temp 4-component vector of float)
0:? 'm' (layout(location=1 ) in 2-element array of 4-component vector of float)
0:8 Constant:
0:8 1 (const int)
0:8 direct index (layout(location=1 ) temp 4-component vector of float)
0:? 'm' (layout(location=1 ) in 2-element array of 4-component vector of float)
0:8 Constant:
0:8 0 (const int)
0:8 Construct vec4 (temp 4-component vector of float)
0:8 Convert uint to float (temp float)
0:8 direct index (temp uint)
0:? 'coord' (layout(location=3 ) in 2-component vector of uint)
0:8 Constant:
0:8 0 (const int)
0:8 'd' (layout(location=0 ) in 4-component vector of float)
0:8 'e' (layout(location=4 ) in 4-component vector of float)
0:8 Branch: Return
0:? Linker Objects
Linked vertex stage:
Shader version: 450
0:? Sequence
0:7 Function Definition: main(vf4;struct-VI-vf4[2]-vu21;vf4; (global 4-component vector of float Position)
0:7 Function Parameters:
0:7 'd' (layout(location=0 ) in 4-component vector of float)
0:7 'vi' (layout(location=1 ) in structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord})
0:7 'e' (layout(location=4 ) in 4-component vector of float)
0:? Sequence
0:8 Sequence
0:8 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float Position)
0:8 add (temp 4-component vector of float)
0:8 add (temp 4-component vector of float)
0:8 add (temp 4-component vector of float)
0:8 add (temp 4-component vector of float)
0:8 direct index (layout(location=1 ) temp 4-component vector of float)
0:? 'm' (layout(location=1 ) in 2-element array of 4-component vector of float)
0:8 Constant:
0:8 1 (const int)
0:8 direct index (layout(location=1 ) temp 4-component vector of float)
0:? 'm' (layout(location=1 ) in 2-element array of 4-component vector of float)
0:8 Constant:
0:8 0 (const int)
0:8 Construct vec4 (temp 4-component vector of float)
0:8 Convert uint to float (temp float)
0:8 direct index (temp uint)
0:? 'coord' (layout(location=3 ) in 2-component vector of uint)
0:8 Constant:
0:8 0 (const int)
0:8 'd' (layout(location=0 ) in 4-component vector of float)
0:8 'e' (layout(location=4 ) in 4-component vector of float)
0:8 Branch: Return
0:? Linker Objects
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 41
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 9 14 26 34 37
Name 4 "main"
Name 9 "@entryPointOutput"
Name 14 "m"
Name 26 "coord"
Name 34 "d"
Name 37 "e"
Decorate 9(@entryPointOutput) BuiltIn Position
Decorate 14(m) Location 1
Decorate 26(coord) Location 3
Decorate 34(d) Location 0
Decorate 37(e) Location 4
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Output 7(fvec4)
9(@entryPointOutput): 8(ptr) Variable Output
10: TypeInt 32 0
11: 10(int) Constant 2
12: TypeArray 7(fvec4) 11
13: TypePointer Input 12
14(m): 13(ptr) Variable Input
15: TypeInt 32 1
16: 15(int) Constant 1
17: TypePointer Input 7(fvec4)
20: 15(int) Constant 0
24: TypeVector 10(int) 2
25: TypePointer Input 24(ivec2)
26(coord): 25(ptr) Variable Input
27: 10(int) Constant 0
28: TypePointer Input 10(int)
34(d): 17(ptr) Variable Input
37(e): 17(ptr) Variable Input
4(main): 2 Function None 3
5: Label
18: 17(ptr) AccessChain 14(m) 16
19: 7(fvec4) Load 18
21: 17(ptr) AccessChain 14(m) 20
22: 7(fvec4) Load 21
23: 7(fvec4) FAdd 19 22
29: 28(ptr) AccessChain 26(coord) 27
30: 10(int) Load 29
31: 6(float) ConvertUToF 30
32: 7(fvec4) CompositeConstruct 31 31 31 31
33: 7(fvec4) FAdd 23 32
35: 7(fvec4) Load 34(d)
36: 7(fvec4) FAdd 33 35
38: 7(fvec4) Load 37(e)
39: 7(fvec4) FAdd 36 38
Store 9(@entryPointOutput) 39
Return
FunctionEnd

9
Test/hlsl.structin.vert Normal file
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@ -0,0 +1,9 @@
struct VI {
float4 m[2];
uint2 coord;
};
float4 main(float4 d, VI vi, float4 e) : SV_POSITION
{
return vi.m[1] + vi.m[0] + float4(vi.coord.x) + d + e;
}

View File

@ -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.1477"
#define GLSLANG_DATE "09-Sep-2016"
#define GLSLANG_REVISION "Overload400-PrecQual.1481"
#define GLSLANG_DATE "10-Sep-2016"

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@ -159,6 +159,7 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.semicolons.frag", "main"},
{"hlsl.shapeConv.frag", "main"},
{"hlsl.stringtoken.frag", "main"},
{"hlsl.structin.vert", "main"},
{"hlsl.intrinsics.vert", "VertexShaderFunction"},
{"hlsl.matType.frag", "PixelShaderFunction"},
{"hlsl.max.frag", "PixelShaderFunction"},

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@ -679,12 +679,16 @@ TIntermTyped* HlslParseContext::handleDotDereference(const TSourceLoc& loc, TInt
}
}
if (fieldFound) {
if (base->getType().getQualifier().storage == EvqConst)
result = intermediate.foldDereference(base, member, loc);
if (base->getAsSymbolNode() && shouldFlatten(base->getType()))
result = flattenAccess(base, member);
else {
TIntermTyped* index = intermediate.addConstantUnion(member, loc);
result = intermediate.addIndex(EOpIndexDirectStruct, base, index, loc);
result->setType(*(*fields)[member].type);
if (base->getType().getQualifier().storage == EvqConst)
result = intermediate.foldDereference(base, member, loc);
else {
TIntermTyped* index = intermediate.addConstantUnion(member, loc);
result = intermediate.addIndex(EOpIndexDirectStruct, base, index, loc);
result->setType(*(*fields)[member].type);
}
}
} else
error(loc, "no such field in structure", field.c_str(), "");
@ -694,6 +698,54 @@ TIntermTyped* HlslParseContext::handleDotDereference(const TSourceLoc& loc, TInt
return result;
}
// Is this a structure that can't be passed down the stack?
// E.g., pipeline inputs to the vertex stage and outputs from the fragment stage.
bool HlslParseContext::shouldFlatten(const TType& type)
{
const TStorageQualifier qualifier = type.getQualifier().storage;
return type.isStruct() &&
((language == EShLangVertex && qualifier == EvqVaryingIn) ||
(language == EShLangFragment && qualifier == EvqVaryingOut));
}
// Figure out mapping between a structures top members and an
// equivalent set of individual variables.
//
// Assumes shouldFlatten() or equivalent was called first.
//
// TODO: generalize this to arbitrary nesting?
void HlslParseContext::flattenStruct(const TVariable& variable)
{
TVector<TVariable*> memberVariables;
auto members = *variable.getType().getStruct();
int location = variable.getType().getQualifier().layoutLocation;
for (int member = 0; member < (int)members.size(); ++member) {
TVariable* memberVariable = makeInternalVariable(members[member].type->getFieldName().c_str(), *members[member].type);
memberVariable->getWritableType().getQualifier() = variable.getType().getQualifier();
memberVariable->getWritableType().getQualifier().layoutLocation = location;
location += intermediate.computeTypeLocationSize(memberVariable->getType());
memberVariables.push_back(memberVariable);
}
flattenMap[variable.getUniqueId()] = memberVariables;
}
// Turn an access into structure that was flattened to instead be
// an access to the individual variable the member was flattened to.
// Assumes shouldFlatten() or equivalent was called first.
TIntermTyped* HlslParseContext::flattenAccess(TIntermTyped* base, int member)
{
const TIntermSymbol& symbolNode = *base->getAsSymbolNode();
if (flattenMap.find(symbolNode.getId()) == flattenMap.end())
return base;
const TVariable* memberVariable = flattenMap[symbolNode.getId()][member];
return intermediate.addSymbol(*memberVariable);
}
//
// Handle seeing a function declarator in the grammar. This is the precursor
// to recognizing a function prototype or function definition.
@ -800,6 +852,9 @@ TIntermAggregate* HlslParseContext::handleFunctionDefinition(const TSourceLoc& l
paramNodes = intermediate.growAggregate(paramNodes,
intermediate.addSymbol(*variable, loc),
loc);
if (shouldFlatten(*param.type))
flattenStruct(*variable);
}
} else
paramNodes = intermediate.growAggregate(paramNodes, intermediate.addSymbol(*param.type, loc), loc);
@ -861,20 +916,21 @@ void HlslParseContext::remapEntrypointIO(TFunction& function)
// parameters are actually shader-scoped inputs and outputs (in or out)
for (int i = 0; i < function.getParamCount(); i++) {
if (function[i].type->getQualifier().isParamInput()) {
function[i].type->getQualifier().storage = EvqVaryingIn;
if (function[i].type->getQualifier().builtIn == EbvNone) {
function[i].type->getQualifier().layoutLocation = inCount;
TType& paramType = *function[i].type;
if (paramType.getQualifier().isParamInput()) {
paramType.getQualifier().storage = EvqVaryingIn;
if (paramType.getQualifier().builtIn == EbvNone) {
paramType.getQualifier().layoutLocation = inCount;
inCount += intermediate.computeTypeLocationSize(*function[i].type);
}
} else {
function[i].type->getQualifier().storage = EvqVaryingOut;
if (function[i].type->getQualifier().builtIn == EbvNone && language != EShLangFragment) {
function[i].type->getQualifier().layoutLocation = outCount;
paramType.getQualifier().storage = EvqVaryingOut;
if (paramType.getQualifier().builtIn == EbvNone) {
paramType.getQualifier().layoutLocation = outCount;
outCount += intermediate.computeTypeLocationSize(*function[i].type);
}
}
remapBuiltInType(*function[i].type);
remapBuiltInType(paramType);
}
}

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@ -83,6 +83,9 @@ public:
TIntermTyped* handleBinaryMath(const TSourceLoc&, const char* str, TOperator op, TIntermTyped* left, TIntermTyped* right);
TIntermTyped* handleUnaryMath(const TSourceLoc&, const char* str, TOperator op, TIntermTyped* childNode);
TIntermTyped* handleDotDereference(const TSourceLoc&, TIntermTyped* base, const TString& field);
bool shouldFlatten(const TType&);
void flattenStruct(const TVariable& variable);
TIntermTyped* flattenAccess(TIntermTyped* base, int member);
TFunction& handleFunctionDeclarator(const TSourceLoc&, TFunction& function, bool prototype);
TIntermAggregate* handleFunctionDefinition(const TSourceLoc&, TFunction&);
void handleFunctionBody(const TSourceLoc&, TFunction&, TIntermNode* functionBody, TIntermNode*& node);
@ -233,6 +236,8 @@ protected:
// array-sizing declarations
//
TVector<TSymbol*> ioArraySymbolResizeList;
TMap<int, TVector<TVariable*>> flattenMap;
};
} // end namespace glslang