From fbb39aa461430267c8a5e6300d09ca955ce28af9 Mon Sep 17 00:00:00 2001 From: Greg Fischer Date: Tue, 7 Dec 2021 14:33:09 -0700 Subject: [PATCH] Fix --hlsl-dx-position-w to work for SV_Position embedded in struct Fixes #2244 --- Test/baseResults/hlsl.w-recip2.frag.out | 305 ++++++++++++++++++++++++ Test/hlsl.w-recip2.frag | 19 ++ Test/runtests | 2 + glslang/HLSL/hlslParseHelper.cpp | 60 +++++ glslang/HLSL/hlslParseHelper.h | 1 + 5 files changed, 387 insertions(+) create mode 100644 Test/baseResults/hlsl.w-recip2.frag.out create mode 100644 Test/hlsl.w-recip2.frag diff --git a/Test/baseResults/hlsl.w-recip2.frag.out b/Test/baseResults/hlsl.w-recip2.frag.out new file mode 100644 index 00000000..6fee15c4 --- /dev/null +++ b/Test/baseResults/hlsl.w-recip2.frag.out @@ -0,0 +1,305 @@ +hlsl.w-recip2.frag +Shader version: 500 +gl_FragCoord origin is upper left +0:? Sequence +0:13 Function Definition: @main(struct-VSOutput-vf4-vf3-vf3-vf21; ( temp 4-component vector of float) +0:13 Function Parameters: +0:13 'VSOut' ( in structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord}) +0:? Sequence +0:14 Test condition and select ( temp void) +0:14 Condition +0:14 Compare Less Than ( temp bool) +0:14 direct index ( temp float) +0:14 PositionPS: direct index for structure ( temp 4-component vector of float) +0:14 'VSOut' ( in structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord}) +0:14 Constant: +0:14 0 (const int) +0:14 Constant: +0:14 0 (const int) +0:14 Constant: +0:14 400.000000 +0:14 true case +0:15 Branch: Return with expression +0:15 AmbientColor: direct index for structure ( uniform 4-component vector of float) +0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2}) +0:15 Constant: +0:15 0 (const uint) +0:14 false case +0:17 Branch: Return with expression +0:17 AmbientColor2: direct index for structure ( uniform 4-component vector of float) +0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2}) +0:17 Constant: +0:17 1 (const uint) +0:13 Function Definition: main( ( temp void) +0:13 Function Parameters: +0:? Sequence +0:13 Sequence +0:13 Sequence +0:13 move second child to first child ( temp 4-component vector of float) +0:13 '@fragcoord' ( temp 4-component vector of float) +0:? 'VSOut.PositionPS' ( in 4-component vector of float FragCoord) +0:13 move second child to first child ( temp float) +0:13 direct index ( in float FragCoord) +0:13 '@fragcoord' ( temp 4-component vector of float) +0:13 Constant: +0:13 3 (const int) +0:13 divide ( temp float) +0:13 Constant: +0:13 1.000000 +0:13 direct index ( in float FragCoord) +0:13 '@fragcoord' ( temp 4-component vector of float) +0:13 Constant: +0:13 3 (const int) +0:13 move second child to first child ( temp 4-component vector of float) +0:13 PositionPS: direct index for structure ( temp 4-component vector of float) +0:? 'VSOut' ( temp structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord}) +0:13 Constant: +0:13 0 (const int) +0:13 '@fragcoord' ( temp 4-component vector of float) +0:13 move second child to first child ( temp 3-component vector of float) +0:13 PosInLightViewSpace: direct index for structure ( temp 3-component vector of float) +0:? 'VSOut' ( temp structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord}) +0:13 Constant: +0:13 1 (const int) +0:? 'VSOut.PosInLightViewSpace' (layout( location=0) in 3-component vector of float) +0:13 move second child to first child ( temp 3-component vector of float) +0:13 NormalWS: direct index for structure ( temp 3-component vector of float) +0:? 'VSOut' ( temp structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord}) +0:13 Constant: +0:13 2 (const int) +0:? 'VSOut.NormalWS' (layout( location=1) in 3-component vector of float) +0:13 move second child to first child ( temp 2-component vector of float) +0:13 TexCoord: direct index for structure ( temp 2-component vector of float) +0:? 'VSOut' ( temp structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord}) +0:13 Constant: +0:13 3 (const int) +0:? 'VSOut.TexCoord' (layout( location=2) in 2-component vector of float) +0:13 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:13 Function Call: @main(struct-VSOutput-vf4-vf3-vf3-vf21; ( temp 4-component vector of float) +0:? 'VSOut' ( temp structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord}) +0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'VSOut.PositionPS' ( in 4-component vector of float FragCoord) +0:? 'VSOut.PosInLightViewSpace' (layout( location=0) in 3-component vector of float) +0:? 'VSOut.NormalWS' (layout( location=1) in 3-component vector of float) +0:? 'VSOut.TexCoord' (layout( location=2) in 2-component vector of float) + + +Linked fragment stage: + + +Shader version: 500 +gl_FragCoord origin is upper left +0:? Sequence +0:13 Function Definition: @main(struct-VSOutput-vf4-vf3-vf3-vf21; ( temp 4-component vector of float) +0:13 Function Parameters: +0:13 'VSOut' ( in structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord}) +0:? Sequence +0:14 Test condition and select ( temp void) +0:14 Condition +0:14 Compare Less Than ( temp bool) +0:14 direct index ( temp float) +0:14 PositionPS: direct index for structure ( temp 4-component vector of float) +0:14 'VSOut' ( in structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord}) +0:14 Constant: +0:14 0 (const int) +0:14 Constant: +0:14 0 (const int) +0:14 Constant: +0:14 400.000000 +0:14 true case +0:15 Branch: Return with expression +0:15 AmbientColor: direct index for structure ( uniform 4-component vector of float) +0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2}) +0:15 Constant: +0:15 0 (const uint) +0:14 false case +0:17 Branch: Return with expression +0:17 AmbientColor2: direct index for structure ( uniform 4-component vector of float) +0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2}) +0:17 Constant: +0:17 1 (const uint) +0:13 Function Definition: main( ( temp void) +0:13 Function Parameters: +0:? Sequence +0:13 Sequence +0:13 Sequence +0:13 move second child to first child ( temp 4-component vector of float) +0:13 '@fragcoord' ( temp 4-component vector of float) +0:? 'VSOut.PositionPS' ( in 4-component vector of float FragCoord) +0:13 move second child to first child ( temp float) +0:13 direct index ( in float FragCoord) +0:13 '@fragcoord' ( temp 4-component vector of float) +0:13 Constant: +0:13 3 (const int) +0:13 divide ( temp float) +0:13 Constant: +0:13 1.000000 +0:13 direct index ( in float FragCoord) +0:13 '@fragcoord' ( temp 4-component vector of float) +0:13 Constant: +0:13 3 (const int) +0:13 move second child to first child ( temp 4-component vector of float) +0:13 PositionPS: direct index for structure ( temp 4-component vector of float) +0:? 'VSOut' ( temp structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord}) +0:13 Constant: +0:13 0 (const int) +0:13 '@fragcoord' ( temp 4-component vector of float) +0:13 move second child to first child ( temp 3-component vector of float) +0:13 PosInLightViewSpace: direct index for structure ( temp 3-component vector of float) +0:? 'VSOut' ( temp structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord}) +0:13 Constant: +0:13 1 (const int) +0:? 'VSOut.PosInLightViewSpace' (layout( location=0) in 3-component vector of float) +0:13 move second child to first child ( temp 3-component vector of float) +0:13 NormalWS: direct index for structure ( temp 3-component vector of float) +0:? 'VSOut' ( temp structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord}) +0:13 Constant: +0:13 2 (const int) +0:? 'VSOut.NormalWS' (layout( location=1) in 3-component vector of float) +0:13 move second child to first child ( temp 2-component vector of float) +0:13 TexCoord: direct index for structure ( temp 2-component vector of float) +0:? 'VSOut' ( temp structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord}) +0:13 Constant: +0:13 3 (const int) +0:? 'VSOut.TexCoord' (layout( location=2) in 2-component vector of float) +0:13 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:13 Function Call: @main(struct-VSOutput-vf4-vf3-vf3-vf21; ( temp 4-component vector of float) +0:? 'VSOut' ( temp structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord}) +0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'VSOut.PositionPS' ( in 4-component vector of float FragCoord) +0:? 'VSOut.PosInLightViewSpace' (layout( location=0) in 3-component vector of float) +0:? 'VSOut.NormalWS' (layout( location=1) in 3-component vector of float) +0:? 'VSOut.TexCoord' (layout( location=2) in 2-component vector of float) + +// Module Version 10000 +// Generated by (magic number): 8000a +// Id's are bound by 75 + + Capability Shader + 1: ExtInstImport "GLSL.std.450" + MemoryModel Logical GLSL450 + EntryPoint Fragment 4 "main" 44 56 61 66 71 + ExecutionMode 4 OriginUpperLeft + Source HLSL 500 + Name 4 "main" + Name 10 "VSOutput" + MemberName 10(VSOutput) 0 "PositionPS" + MemberName 10(VSOutput) 1 "PosInLightViewSpace" + MemberName 10(VSOutput) 2 "NormalWS" + MemberName 10(VSOutput) 3 "TexCoord" + Name 14 "@main(struct-VSOutput-vf4-vf3-vf3-vf21;" + Name 13 "VSOut" + Name 28 "$Global" + MemberName 28($Global) 0 "AmbientColor" + MemberName 28($Global) 1 "AmbientColor2" + Name 30 "" + Name 42 "@fragcoord" + Name 44 "VSOut.PositionPS" + Name 52 "VSOut" + Name 56 "VSOut.PosInLightViewSpace" + Name 61 "VSOut.NormalWS" + Name 66 "VSOut.TexCoord" + Name 71 "@entryPointOutput" + Name 72 "param" + MemberDecorate 28($Global) 0 Offset 0 + MemberDecorate 28($Global) 1 Offset 16 + Decorate 28($Global) Block + Decorate 30 DescriptorSet 0 + Decorate 30 Binding 0 + Decorate 44(VSOut.PositionPS) BuiltIn FragCoord + Decorate 56(VSOut.PosInLightViewSpace) Location 0 + Decorate 61(VSOut.NormalWS) Location 1 + Decorate 66(VSOut.TexCoord) Location 2 + Decorate 71(@entryPointOutput) Location 0 + 2: TypeVoid + 3: TypeFunction 2 + 6: TypeFloat 32 + 7: TypeVector 6(float) 4 + 8: TypeVector 6(float) 3 + 9: TypeVector 6(float) 2 + 10(VSOutput): TypeStruct 7(fvec4) 8(fvec3) 8(fvec3) 9(fvec2) + 11: TypePointer Function 10(VSOutput) + 12: TypeFunction 7(fvec4) 11(ptr) + 16: TypeInt 32 1 + 17: 16(int) Constant 0 + 18: TypeInt 32 0 + 19: 18(int) Constant 0 + 20: TypePointer Function 6(float) + 23: 6(float) Constant 1137180672 + 24: TypeBool + 28($Global): TypeStruct 7(fvec4) 7(fvec4) + 29: TypePointer Uniform 28($Global) + 30: 29(ptr) Variable Uniform + 31: TypePointer Uniform 7(fvec4) + 36: 16(int) Constant 1 + 41: TypePointer Function 7(fvec4) + 43: TypePointer Input 7(fvec4) +44(VSOut.PositionPS): 43(ptr) Variable Input + 46: 6(float) Constant 1065353216 + 47: 18(int) Constant 3 + 55: TypePointer Input 8(fvec3) +56(VSOut.PosInLightViewSpace): 55(ptr) Variable Input + 58: TypePointer Function 8(fvec3) + 60: 16(int) Constant 2 +61(VSOut.NormalWS): 55(ptr) Variable Input + 64: 16(int) Constant 3 + 65: TypePointer Input 9(fvec2) +66(VSOut.TexCoord): 65(ptr) Variable Input + 68: TypePointer Function 9(fvec2) + 70: TypePointer Output 7(fvec4) +71(@entryPointOutput): 70(ptr) Variable Output + 4(main): 2 Function None 3 + 5: Label + 42(@fragcoord): 41(ptr) Variable Function + 52(VSOut): 11(ptr) Variable Function + 72(param): 11(ptr) Variable Function + 45: 7(fvec4) Load 44(VSOut.PositionPS) + Store 42(@fragcoord) 45 + 48: 20(ptr) AccessChain 42(@fragcoord) 47 + 49: 6(float) Load 48 + 50: 6(float) FDiv 46 49 + 51: 20(ptr) AccessChain 42(@fragcoord) 47 + Store 51 50 + 53: 7(fvec4) Load 42(@fragcoord) + 54: 41(ptr) AccessChain 52(VSOut) 17 + Store 54 53 + 57: 8(fvec3) Load 56(VSOut.PosInLightViewSpace) + 59: 58(ptr) AccessChain 52(VSOut) 36 + Store 59 57 + 62: 8(fvec3) Load 61(VSOut.NormalWS) + 63: 58(ptr) AccessChain 52(VSOut) 60 + Store 63 62 + 67: 9(fvec2) Load 66(VSOut.TexCoord) + 69: 68(ptr) AccessChain 52(VSOut) 64 + Store 69 67 + 73:10(VSOutput) Load 52(VSOut) + Store 72(param) 73 + 74: 7(fvec4) FunctionCall 14(@main(struct-VSOutput-vf4-vf3-vf3-vf21;) 72(param) + Store 71(@entryPointOutput) 74 + Return + FunctionEnd +14(@main(struct-VSOutput-vf4-vf3-vf3-vf21;): 7(fvec4) Function None 12 + 13(VSOut): 11(ptr) FunctionParameter + 15: Label + 21: 20(ptr) AccessChain 13(VSOut) 17 19 + 22: 6(float) Load 21 + 25: 24(bool) FOrdLessThan 22 23 + SelectionMerge 27 None + BranchConditional 25 26 35 + 26: Label + 32: 31(ptr) AccessChain 30 17 + 33: 7(fvec4) Load 32 + ReturnValue 33 + 35: Label + 37: 31(ptr) AccessChain 30 36 + 38: 7(fvec4) Load 37 + ReturnValue 38 + 27: Label + Unreachable + FunctionEnd diff --git a/Test/hlsl.w-recip2.frag b/Test/hlsl.w-recip2.frag new file mode 100644 index 00000000..8ef49c9e --- /dev/null +++ b/Test/hlsl.w-recip2.frag @@ -0,0 +1,19 @@ +struct VSOutput +{ + float4 PositionPS : SV_Position; + float3 PosInLightViewSpace : LIGHT_SPACE_POS; + float3 NormalWS : NORMALWS; + float2 TexCoord : TEXCOORD; +}; + +float4 AmbientColor = float4(1, 0.5, 0, 1); +float4 AmbientColor2 = float4(0.5, 1, 0, 0); + +float4 main(VSOutput VSOut) : SV_TARGET +{ + if (VSOut.PositionPS.x < 400) + return AmbientColor; + else + return AmbientColor2; +} + diff --git a/Test/runtests b/Test/runtests index f27b6d83..63c3a03b 100755 --- a/Test/runtests +++ b/Test/runtests @@ -260,6 +260,8 @@ diff -b $BASEDIR/hlsl.y-negate-3.vert.out $TARGETDIR/hlsl.y-negate-3.vert.out || 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 +run -H -e main -V -D -Od -H -i --hlsl-dx-position-w hlsl.w-recip2.frag > $TARGETDIR/hlsl.w-recip2.frag.out +diff -b $BASEDIR/hlsl.w-recip2.frag.out $TARGETDIR/hlsl.w-recip2.frag.out || HASERROR=1 # # Testing hlsl_functionality1 diff --git a/glslang/HLSL/hlslParseHelper.cpp b/glslang/HLSL/hlslParseHelper.cpp index 9122973a..2d0a8e92 100644 --- a/glslang/HLSL/hlslParseHelper.cpp +++ b/glslang/HLSL/hlslParseHelper.cpp @@ -2465,6 +2465,62 @@ void HlslParseContext::handleFunctionArgument(TFunction* function, arguments = newArg; } +// FragCoord may require special loading: we can optionally reciprocate W. +TIntermTyped* HlslParseContext::assignFromFragCoord(const TSourceLoc& loc, TOperator op, + TIntermTyped* left, TIntermTyped* right) +{ + // If we are not asked for reciprocal W, use a plain old assign. + if (!intermediate.getDxPositionW()) + return intermediate.addAssign(op, left, right, loc); + + // If we get here, we should reciprocate W. + TIntermAggregate* assignList = nullptr; + + // If this is a complex rvalue, we don't want to dereference it many times. Create a temporary. + TVariable* rhsTempVar = nullptr; + rhsTempVar = makeInternalVariable("@fragcoord", right->getType()); + rhsTempVar->getWritableType().getQualifier().makeTemporary(); + + { + TIntermTyped* rhsTempSym = intermediate.addSymbol(*rhsTempVar, loc); + assignList = intermediate.growAggregate(assignList, + intermediate.addAssign(EOpAssign, rhsTempSym, right, loc), loc); + } + + // tmp.w = 1.0 / tmp.w + { + const int W = 3; + + TIntermTyped* tempSymL = intermediate.addSymbol(*rhsTempVar, loc); + TIntermTyped* tempSymR = intermediate.addSymbol(*rhsTempVar, loc); + TIntermTyped* index = intermediate.addConstantUnion(W, loc); + + TIntermTyped* lhsElement = intermediate.addIndex(EOpIndexDirect, tempSymL, index, loc); + TIntermTyped* rhsElement = intermediate.addIndex(EOpIndexDirect, tempSymR, index, loc); + + const TType derefType(right->getType(), 0); + + lhsElement->setType(derefType); + rhsElement->setType(derefType); + + auto one = intermediate.addConstantUnion(1.0, EbtFloat, loc); + auto recip_w = intermediate.addBinaryMath(EOpDiv, one, rhsElement, loc); + + assignList = intermediate.growAggregate(assignList, intermediate.addAssign(EOpAssign, lhsElement, recip_w, loc)); + } + + // Assign the rhs temp (now with W reciprocal) to the final output + { + TIntermTyped* rhsTempSym = intermediate.addSymbol(*rhsTempVar, loc); + assignList = intermediate.growAggregate(assignList, intermediate.addAssign(op, left, rhsTempSym, loc)); + } + + assert(assignList != nullptr); + assignList->setOperator(EOpSequence); + + return assignList; +} + // Position may require special handling: we can optionally invert Y. // See: https://github.com/KhronosGroup/glslang/issues/1173 // https://github.com/KhronosGroup/glslang/issues/494 @@ -3084,6 +3140,10 @@ TIntermTyped* HlslParseContext::handleAssign(const TSourceLoc& loc, TOperator op subSplitLeft, subSplitRight); assignList = intermediate.growAggregate(assignList, clipCullAssign, loc); + } else if (subSplitRight->getType().getQualifier().builtIn == EbvFragCoord) { + // FragCoord can require special handling: see comment above assignFromFragCoord + TIntermTyped* fragCoordAssign = assignFromFragCoord(loc, op, subSplitLeft, subSplitRight); + assignList = intermediate.growAggregate(assignList, fragCoordAssign, loc); } else if (assignsClipPos(subSplitLeft)) { // Position can require special handling: see comment above assignPosition TIntermTyped* positionAssign = assignPosition(loc, op, subSplitLeft, subSplitRight); diff --git a/glslang/HLSL/hlslParseHelper.h b/glslang/HLSL/hlslParseHelper.h index 2d7165cf..8bebb0e2 100644 --- a/glslang/HLSL/hlslParseHelper.h +++ b/glslang/HLSL/hlslParseHelper.h @@ -94,6 +94,7 @@ public: TIntermTyped* handleFunctionCall(const TSourceLoc&, TFunction*, TIntermTyped*); TIntermAggregate* assignClipCullDistance(const TSourceLoc&, TOperator, int semanticId, TIntermTyped* left, TIntermTyped* right); TIntermTyped* assignPosition(const TSourceLoc&, TOperator, TIntermTyped* left, TIntermTyped* right); + TIntermTyped* assignFromFragCoord(const TSourceLoc&, TOperator, TIntermTyped* left, TIntermTyped* right); void decomposeIntrinsic(const TSourceLoc&, TIntermTyped*& node, TIntermNode* arguments); void decomposeSampleMethods(const TSourceLoc&, TIntermTyped*& node, TIntermNode* arguments); void decomposeStructBufferMethods(const TSourceLoc&, TIntermTyped*& node, TIntermNode* arguments);