This PR adds support for default function parameters in the following cases:
1. Simple constants, such as void fn(int x, float myparam = 3)
2. Expressions that can be const folded, such a ... myparam = sin(some_const)
3. Initializer lists that can be const folded, such as ... float2 myparam = {1,2}
New tests are added: hlsl.params.default.frag and hlsl.params.default.err.frag
(for testing error situations, such as ambiguity or non-const-foldable).
In order to avoid sampler method ambiguity, the hlsl better() lambda now
considers sampler matches. Previously, all sampler types looked identical
since only the basic type of EbtSampler was considered.
This commit adds support for copying nested hierarchical types of split
types. E.g, a struct of a struct containing both user and builtin interstage
IO variables.
When copying split types, if any subtree does NOT contain builtin interstage
IO, we can copy the whole subtree with one assignment, which saves a bunch
of AST verbosity for memberwise copies of that subtree.
This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case.
The salient points of this PR are:
* Structure splitting has been changed from "always between stages" to "only into the VS and out of
the PS". It had previously happened between stages because it's not legal to pass a struct
containing a builtin IO variable.
* Structs passed between stages are now split into a struct containing ONLY user types, and a
collection of loose builtin IO variables, if any. The user-part is passed as a normal struct
between stages, which is valid SPIR-V now that the builtin IO is removed.
* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
functions can work unmodified.
* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
the array reference is moved to the split-off loose variable, which is given the array dimension
itself.
When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change. However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.
When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.
Above strategy arrived at with talks with @johnkslang.
This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
Also, eliminate the 'atom' field of TPpToken.
Parsing a real 300 line shader, through to making the AST, is about 10% faster.
Memory is slightly reduced (< 1%).
The whole google-test suite, inclusive of all testing overhead, SPIR-V generation,
etc., runs 3% faster.
Since this is a code *simplification* that leads to perf. improvement, I'm not
going to invest too much more in measuring the perf. than this. The PP code is
simply now in a better state to see how to further rationalize/improve it.
Removed the preprocesser memory pool.
Removed extra copies and unnecessary allocations of objects related to the ones
that were using the pool.
Replaced some allocated pointers with objects instead, generally using more
modern techiques. There end up being fewer memory allocations/deletions to get right.
Overall combined effect of all changes is to use slightly less memory and
run slightly faster (< 1% for both, but noticable).
As part of simplifying the code base, this change makes it easier to see
PP symbol tracking, which I suspect has an even bigger run-time simplification
to make.
Implement token pasting as per the C++ specification, within the current
style of the PP code.
Non-identifiers (turning 12 ## 10 into the numeral 1210) is not yet covered;
they should be a simple incremental change built on this one.
Addresses issue #255.
This change is helpful for integration with Chromium, which recently
added a compiler option to warn when compiling any source files which
use extended characters. In this case the offending character was a
single unicode dash in a comment.
This wasn't needed until the recent generalization of "main" to "entry point",
so makes some HLSL-specific code be generic now, for GLSL functional correctness.
In file included from C:/Projects/glslang/glslang/MachineIndependent/glslang.y:59:0:
glslang/MachineIndependent/ParseHelper.h:276:24: error: 'va_list' has not been declared
va_list args);
^~~~~~~
PR #577 addresses most but not all of the intrinsic promotion problems.
This PR resolves all known cases in the remainder.
Interlocked ops need special promotion rules because at the time
of function selection, the first argument has not been converted
to a buffer object. It's just an int or uint, but you don't want
to convert THAT argument, because that implies converting the
buffer object itself. Rather, you can convert other arguments,
but want to stay in the same "family" of functions. E.g, if
the first interlocked arg is a uint, use only the uint family,
never the int family, you can convert the other args as you please.
This PR allows making such opcode and arg specific choices by
passing the op and arg to the convertible lambda. The code in
the new test "hlsl.promote.atomic.frag" would not compile without
this change, but it must compile.
Also, it provides better handling of downconversions (to "worse"
types), which are permitted in HLSL. The existing method of
selecting upconversions is unchanged, but if that doesn't find
any valid ones, then it will allow downconversions. In effect
this always uses an upconversion if there is one.
Use "--source-entrypoint name" on the command line, or the
TShader::setSourceEntryPoint(char*) API.
When the name given to the above interfaces is detected in the
shader source, it will be renamed to the entry point name supplied
to the -e option or the TShader::setEntryPoint() method.
This PR handles implicit promotions for intrinsics when there is no exact match,
such as for example clamp(int, bool, float). In this case the int and bool will
be promoted to a float, and the clamp(float, float, float) form used.
These promotions can be mixed with shape conversions, e.g, clamp(int, bool2, float2).
Output conversions are handled either via the existing addOutputArgumentConversion
function, which this PR generalizes to handle either aggregates or unaries, or by
intrinsic decomposition. If there are methods or intrinsics to be decomposed,
then decomposition is responsible for any output conversions, which turns out to
happen automatically in all current cases. This can be revisited once inout
conversions are in place.
Some cases of actual ambiguity were fixed in several tests, e.g, spv.register.autoassign.*
Some intrinsics with only uint versions were expanded to signed ints natively, where the
underlying AST and SPIR-V supports that. E.g, countbits. This avoids extraneous
conversion nodes.
A new function promoteAggregate is added, and used by findFunction. This is essentially
a generalization of the "promote 1st or 2nd arg" algorithm in promoteBinary.
The actual selection proceeds in three steps, as described in the comments in
hlslParseContext::findFunction:
1. Attempt an exact match. If found, use it.
2. If not, obtain the operator from step 1, and promote arguments.
3. Re-select the intrinsic overload from the results of step 2.