
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.
170 lines
11 KiB
Plaintext
Executable File
170 lines
11 KiB
Plaintext
Executable File
hlsl.struct.frag
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WARNING: 0:26: 'register' : ignoring shader_profile
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WARNING: 0:27: 'register' : ignoring shader_profile
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WARNING: 0:30: 'register' : ignoring shader_profile
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
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0:34 Function Parameters:
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0:34 'input' (layout(location=0 ) in 4-component vector of float)
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0:34 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:? Sequence
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0:39 Compare Equal (temp bool)
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0:39 's3' (temp structure{temp 3-component vector of bool b3})
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0:39 's3' (temp structure{temp 3-component vector of bool b3})
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0:40 move second child to first child (temp 4-component vector of float)
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0:40 i: direct index for structure (temp 4-component vector of float)
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0:40 's2' (global structure{temp 4-component vector of float i})
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0:40 Constant:
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0:40 0 (const int)
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0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float)
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0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 7 (const int)
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0:42 Sequence
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0:42 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:42 'input' (layout(location=0 ) in 4-component vector of float)
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0:42 Branch: Return
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:? 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:? 's2' (global structure{temp 4-component vector of float i})
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
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Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
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0:34 Function Parameters:
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0:34 'input' (layout(location=0 ) in 4-component vector of float)
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0:34 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:? Sequence
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0:39 Compare Equal (temp bool)
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0:39 's3' (temp structure{temp 3-component vector of bool b3})
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0:39 's3' (temp structure{temp 3-component vector of bool b3})
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0:40 move second child to first child (temp 4-component vector of float)
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0:40 i: direct index for structure (temp 4-component vector of float)
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0:40 's2' (global structure{temp 4-component vector of float i})
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0:40 Constant:
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0:40 0 (const int)
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0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float)
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0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 7 (const int)
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0:42 Sequence
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0:42 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:42 'input' (layout(location=0 ) in 4-component vector of float)
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0:42 Branch: Return
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:? 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:? 's2' (global structure{temp 4-component vector of float i})
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 44
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "PixelShaderFunction" 27 35 36
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ExecutionMode 4 OriginUpperLeft
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Name 4 "PixelShaderFunction"
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Name 8 "FS"
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MemberName 8(FS) 0 "b3"
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Name 10 "s3"
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Name 19 ""
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MemberName 19 0 "i"
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Name 21 "s2"
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Name 25 "IN_S"
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MemberName 25(IN_S) 0 "a"
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MemberName 25(IN_S) 1 "b"
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MemberName 25(IN_S) 2 "c"
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MemberName 25(IN_S) 3 "d"
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MemberName 25(IN_S) 4 "ff1"
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MemberName 25(IN_S) 5 "ff2"
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MemberName 25(IN_S) 6 "ff3"
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MemberName 25(IN_S) 7 "ff4"
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Name 27 "s"
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Name 35 "@entryPointOutput"
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Name 36 "input"
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Name 40 "myS"
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MemberName 40(myS) 0 "b"
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MemberName 40(myS) 1 "c"
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MemberName 40(myS) 2 "a"
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MemberName 40(myS) 3 "d"
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Name 41 "$Global"
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MemberName 41($Global) 0 "s1"
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MemberName 41($Global) 1 "ff5"
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MemberName 41($Global) 2 "ff6"
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Name 43 ""
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MemberDecorate 25(IN_S) 4 BuiltIn FrontFacing
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Decorate 27(s) Location 1
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Decorate 35(@entryPointOutput) Location 0
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Decorate 36(input) Location 0
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MemberDecorate 40(myS) 0 Offset 0
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MemberDecorate 40(myS) 1 Offset 4
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MemberDecorate 40(myS) 2 Offset 16
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MemberDecorate 40(myS) 3 Offset 32
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MemberDecorate 41($Global) 0 Offset 0
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MemberDecorate 41($Global) 1 Offset 1620
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MemberDecorate 41($Global) 2 Offset 1636
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Decorate 41($Global) Block
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Decorate 43 DescriptorSet 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeBool
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7: TypeVector 6(bool) 3
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8(FS): TypeStruct 7(bvec3)
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9: TypePointer Function 8(FS)
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17: TypeFloat 32
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18: TypeVector 17(float) 4
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19: TypeStruct 18(fvec4)
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20: TypePointer Private 19(struct)
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21(s2): 20(ptr) Variable Private
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22: TypeInt 32 1
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23: 22(int) Constant 0
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24: TypeVector 17(float) 2
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25(IN_S): TypeStruct 18(fvec4) 6(bool) 17(float) 24(fvec2) 6(bool) 6(bool) 6(bool) 18(fvec4)
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26: TypePointer Input 25(IN_S)
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27(s): 26(ptr) Variable Input
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28: 22(int) Constant 7
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29: TypePointer Input 18(fvec4)
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32: TypePointer Private 18(fvec4)
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34: TypePointer Output 18(fvec4)
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35(@entryPointOutput): 34(ptr) Variable Output
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36(input): 29(ptr) Variable Input
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39: TypeInt 32 0
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40(myS): TypeStruct 39(int) 39(int) 18(fvec4) 18(fvec4)
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41($Global): TypeStruct 40(myS) 17(float) 17(float)
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42: TypePointer Uniform 41($Global)
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43: 42(ptr) Variable Uniform
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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10(s3): 9(ptr) Variable Function
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11: 8(FS) Load 10(s3)
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12: 8(FS) Load 10(s3)
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13: 7(bvec3) CompositeExtract 11 0
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14: 7(bvec3) CompositeExtract 12 0
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15: 7(bvec3) LogicalEqual 13 14
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16: 6(bool) All 15
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30: 29(ptr) AccessChain 27(s) 28
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31: 18(fvec4) Load 30
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33: 32(ptr) AccessChain 21(s2) 23
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Store 33 31
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37: 18(fvec4) Load 36(input)
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Store 35(@entryPointOutput) 37
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Return
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FunctionEnd
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