Specifically, add flattening of arrayed io for geometry and
tesselation shaders. Previously some interface structs just had
builtins split out which caused some interfaces to not be exactly
the same as that of flattened adjacent stages, affecting validation
and correctness.
This obviates builtin splitting. That will be removed in a followup
commit. It was left in for this commit to better exhibit the functional
changes that were made.
Fixes#1660.
Hull shaders have an implicitly arrayed output. This is handled by creating an arrayed form of the
provided output type, and writing to the element of it indexed by InvocationID.
The implicit indirection into that array was causing some troubles when copying to a split
structure. handleAssign was able to handle simple symbol lvalues, but not an lvalue composed
of an indirection into an array.
The SPIR-V generator had assumed tessellation modes such as
primitive type and vertex order would only appear in tess eval
(domain) shaders. SPIR-V allows either, and HLSL allows and
possibly requires them to be in the hull shader.
This change:
1. Passes them through for either tessellation stage, and,
2. Does not set up defaults in the domain stage for HLSl compilation,
to avoid conflicting definitions.
HLSL HS outputs a per ctrl point value, and the DS reads an array
of that type. (It also has a per patch frequency). The per-ctrl-pt
frequency is arrayed on just one side, as opposed to SPIR-V which
is arrayed on both. To match semantics, the compiler creates an
array behind the scenes and indexes it by invocation ID, assigning
the HS return value to it.
SPIR-V requires that tessellation factor arrays be size 4 (outer) or 2 (inner).
HLSL allows other sizes such as 3, or even scalars. This commit converts
between them by forcing the IO types to be the SPIR-V size, and allowing
copies between the internal and IO types to handle these cases.
This PR emulates per control point inputs to patch constant functions.
Without either an extension to look across SIMD lanes or a dedicated
stage, the emulation must use separate invocations of the wrapped
entry point to obtain the per control point values. This is provided
since shaders are wanting this functionality now, but such an extension
is not yet available.
Entry point arguments qualified as an invocation ID are replaced by the
current control point number when calling the wrapped entry point. There
is no particular optimization for the case of the entry point not having
such an input but the PCF still accepting ctrl pt frequency data. It'll
work, but anyway makes no so much sense.
The wrapped entry point must return the per control point data by value.
At this time it is not supported as an output parameter.