Add code to correct vertex format

Move translated shader code to its own function
Add push constants
This commit is contained in:
Dr. Chat 2016-02-21 12:06:59 -06:00
parent b1e56ee4e5
commit 71440a4137
2 changed files with 78 additions and 15 deletions

View File

@ -47,21 +47,10 @@ void SpirvShaderTranslator::StartTranslation() {
b.addCapability(spv::Capability::CapabilityDerivativeControl);
}
// main() entry point.
auto mainFn = b.makeMain();
if (is_vertex_shader()) {
b.addEntryPoint(spv::ExecutionModel::ExecutionModelVertex, mainFn, "main");
} else {
b.addEntryPoint(spv::ExecutionModel::ExecutionModelFragment, mainFn,
"main");
b.addExecutionMode(mainFn, spv::ExecutionModeOriginUpperLeft);
}
// TODO(benvanik): transform feedback.
if (false) {
b.addCapability(spv::Capability::CapabilityTransformFeedback);
b.addExecutionMode(mainFn, spv::ExecutionMode::ExecutionModeXfb);
}
spv::Block* function_block = nullptr;
translated_main_ = b.makeFunctionEntry(spv::Decoration::DecorationInvariant,
b.makeVoidType(), "translated_main",
{}, {}, &function_block);
bool_type_ = b.makeBoolType();
float_type_ = b.makeFloatType(32);
@ -144,6 +133,27 @@ void SpirvShaderTranslator::StartTranslation() {
b.addDecoration(consts_, spv::Decoration::DecorationBinding, 1);
}
// Push constants.
Id push_constants_type =
b.makeStructType({vec4_float_type_, vec4_float_type_, vec4_float_type_},
"push_consts_type");
b.addMemberDecoration(push_constants_type, 0,
spv::Decoration::DecorationOffset, 0);
b.addMemberName(push_constants_type, 0, "window_scale");
b.addMemberDecoration(push_constants_type, 1,
spv::Decoration::DecorationOffset, 4 * sizeof(float));
b.addMemberName(push_constants_type, 1, "vtx_fmt");
b.addMemberDecoration(push_constants_type, 2,
spv::Decoration::DecorationOffset,
2 * 4 * sizeof(float));
b.addMemberName(push_constants_type, 2, "alpha_test");
push_consts_ = b.createVariable(spv::StorageClass::StorageClassPushConstant,
push_constants_type, "push_consts");
// Interpolators.
Id interpolators_type =
b.makeArrayType(vec4_float_type_, b.makeUintConstant(16), 0);
@ -231,6 +241,55 @@ std::vector<uint8_t> SpirvShaderTranslator::CompleteTranslation() {
b.makeReturn(false);
// main() entry point.
auto mainFn = b.makeMain();
if (is_vertex_shader()) {
b.addEntryPoint(spv::ExecutionModel::ExecutionModelVertex, mainFn, "main");
} else {
b.addEntryPoint(spv::ExecutionModel::ExecutionModelFragment, mainFn,
"main");
b.addExecutionMode(mainFn, spv::ExecutionModeOriginUpperLeft);
}
// TODO(benvanik): transform feedback.
if (false) {
b.addCapability(spv::Capability::CapabilityTransformFeedback);
b.addExecutionMode(mainFn, spv::ExecutionMode::ExecutionModeXfb);
}
b.createFunctionCall(translated_main_, std::vector<Id>({}));
if (is_vertex_shader()) {
// gl_Position transform
auto vtx_fmt_ptr = b.createAccessChain(
spv::StorageClass::StorageClassPushConstant, push_consts_,
std::vector<Id>({b.makeUintConstant(1)}));
auto vtx_fmt = b.createLoad(vtx_fmt_ptr);
auto p = b.createLoad(pos_);
auto c = b.createBinOp(spv::Op::OpFOrdNotEqual, vec4_bool_type_, vtx_fmt,
b.makeFloatConstant(0.f));
// pos.w = vtx_fmt.w != 0.0 ? 1.0 / pos.w : pos.w
auto c_w = b.createCompositeExtract(c, bool_type_, 3);
auto p_w = b.createCompositeExtract(p, float_type_, 3);
auto p_w_inv = b.createBinOp(spv::Op::OpFDiv, float_type_,
b.makeFloatConstant(1.f), p_w);
p_w = b.createTriOp(spv::Op::OpSelect, float_type_, c_w, p_w_inv, p_w);
// pos.xyz = vtx_fmt.xyz != 0.0 ? pos.xyz / pos.w : pos.xyz
auto p_all_w = b.smearScalar(spv::Decoration::DecorationInvariant, p_w,
vec4_float_type_);
auto p_inv = b.createBinOp(spv::Op::OpFDiv, vec4_float_type_, p, p_all_w);
p = b.createTriOp(spv::Op::OpSelect, vec4_float_type_, c, p_inv, p);
// Reinsert w
p = b.createCompositeInsert(p_w, p, vec4_float_type_, 3);
b.createStore(p, pos_);
}
b.makeReturn(false);
std::vector<uint32_t> spirv_words;
b.dump(spirv_words);

View File

@ -78,6 +78,9 @@ class SpirvShaderTranslator : public ShaderTranslator {
std::unique_ptr<spv::Builder> builder_;
spv::Id glsl_std_450_instruction_set_ = 0;
// Generated function
spv::Function* translated_main_ = 0;
// Types.
spv::Id float_type_ = 0, bool_type_ = 0;
spv::Id vec2_float_type_ = 0, vec3_float_type_ = 0, vec4_float_type_ = 0;
@ -93,6 +96,7 @@ class SpirvShaderTranslator : public ShaderTranslator {
spv::Id consts_ = 0, a0_ = 0, aL_ = 0, p0_ = 0;
spv::Id ps_ = 0, pv_ = 0; // IDs of previous results
spv::Id pos_ = 0;
spv::Id push_consts_ = 0;
spv::Id interpolators_ = 0;
spv::Id frag_outputs_ = 0;