diff options
| author | Tim Foley <tfoleyNV@users.noreply.github.com> | 2019-01-25 12:02:50 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2019-01-25 12:02:50 -0800 |
| commit | 41fde4b836dbab627f8643a5002b2b6dd0417211 (patch) | |
| tree | 1b1030137fc25403f4b414328dee72e08ea88344 | |
| parent | 027e4518ad52b39e4600fa1f94dcae6ce370519f (diff) | |
Fix GLSL translation of several Texture* operations (#800)
A user found that the `Texture2D<float2>.Load(...)` operation was not being compiled to GLSL properly, such that it returned a `vec4` instead of the expected `vec2`.
The GLSL texture-related functions always return (and take) 4-component vectors, and we already have infrastructure in `emit.cpp` for recognizing a `$z` operator in the GLSL intrinsic definition to stand in for an appropriate swizzle based on teh number of components in the texture result type.
This change just adds that `$z` operator to the GLSL code for several more texture operations (including `Load()`) that are defined on a `Texture*<T>` and that return `T`.
This change doesn't try to add additional GLSL translations for texture-related operations (e.g., additional variations like `SampleCmp` that we have defined in the stdlib but not given GLSL translations for). That work still needs to be done.
| -rw-r--r-- | source/slang/core.meta.slang | 30 | ||||
| -rw-r--r-- | source/slang/core.meta.slang.h | 30 | ||||
| -rw-r--r-- | tests/cross-compile/texture-load.slang | 21 | ||||
| -rw-r--r-- | tests/cross-compile/texture-load.slang.glsl | 44 |
4 files changed, 91 insertions, 34 deletions
diff --git a/source/slang/core.meta.slang b/source/slang/core.meta.slang index 2ebc3e126..0e8458218 100644 --- a/source/slang/core.meta.slang +++ b/source/slang/core.meta.slang @@ -703,7 +703,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if (isMultisample) { sb << "__glsl_extension(GL_EXT_samplerless_texture_functions)"; - sb << "__target_intrinsic(glsl, \"texelFetch($0, $1, $3)\")\n"; + sb << "__target_intrinsic(glsl, \"texelFetch($0, $1, $3)$z\")\n"; } else { @@ -717,7 +717,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) { sb << "$1, 0"; } - sb << ")\")\n"; + sb << ")$z\")\n"; } sb << "T Load("; sb << "int" << loadCoordCount << " location"; @@ -730,7 +730,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if (isMultisample) { sb << "__glsl_extension(GL_EXT_samplerless_texture_functions)"; - sb << "__target_intrinsic(glsl, \"texelFetchOffset($0, $0, $1, $2)\")\n"; + sb << "__target_intrinsic(glsl, \"texelFetchOffset($0, $0, $1, $2)$z\")\n"; } else { @@ -744,7 +744,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) { sb << "$1, 0"; } - sb << ", $2)\")\n"; + sb << ", $2)$z\")\n"; } sb << "T Load("; sb << "int" << loadCoordCount << " location"; @@ -834,17 +834,13 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) { // `Sample()` - sb << "__target_intrinsic(glsl, \"texture($p, $2)\")\n"; - - // TODO: only enable if IR is being used? -// sb << "__intrinsic_op(sample)\n"; - + sb << "__target_intrinsic(glsl, \"texture($p, $2)$z\")\n"; sb << "T Sample(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location);\n"; if( baseShape != TextureFlavor::Shape::ShapeCube ) { - sb << "__target_intrinsic(glsl, \"textureOffset($p, $2, $3)\")\n"; + sb << "__target_intrinsic(glsl, \"textureOffset($p, $2, $3)$z\")\n"; sb << "T Sample(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset);\n"; @@ -868,13 +864,13 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) // `SampleBias()` - sb << "__target_intrinsic(glsl, \"texture($p, $2, $3)\")\n"; + sb << "__target_intrinsic(glsl, \"texture($p, $2, $3)$z\")\n"; sb << "T SampleBias(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, float bias);\n"; if( baseShape != TextureFlavor::Shape::ShapeCube ) { - sb << "__target_intrinsic(glsl, \"textureOffset($p, $2, $3, $4)\")\n"; + sb << "__target_intrinsic(glsl, \"textureOffset($p, $2, $3, $4)$z\")\n"; sb << "T SampleBias(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, float bias, "; sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset);\n"; @@ -904,7 +900,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) } sb << "$3)"; - sb << ", 0.0)\")\n"; + sb << ", 0.0)$z\")\n"; } else if(arrCoordCount <= 3) { @@ -925,7 +921,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) // Construct gradients sb << ", vec" << baseCoordCount << "(0.0)"; sb << ", vec" << baseCoordCount << "(0.0)"; - sb << ")\")\n"; + sb << ")$z\")\n"; } sb << "float SampleCmpLevelZero(SamplerComparisonState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; @@ -953,7 +949,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) } - sb << "__target_intrinsic(glsl, \"textureGrad($p, $2, $3, $4)\")\n"; + sb << "__target_intrinsic(glsl, \"textureGrad($p, $2, $3, $4)$z\")\n"; // sb << "__intrinsic_op(sampleGrad)\n"; sb << "T SampleGrad(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; @@ -963,7 +959,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if( baseShape != TextureFlavor::Shape::ShapeCube ) { - sb << "__target_intrinsic(glsl, \"textureGradOffset($p, $2, $3, $4, $5)\")\n"; + sb << "__target_intrinsic(glsl, \"textureGradOffset($p, $2, $3, $4, $5)$z\")\n"; // sb << "__intrinsic_op(sampleGrad)\n"; sb << "T SampleGrad(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; @@ -981,7 +977,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if( baseShape != TextureFlavor::Shape::ShapeCube ) { - sb << "__target_intrinsic(glsl, \"textureLodOffset($p, $2, $3, $4)\")\n"; + sb << "__target_intrinsic(glsl, \"textureLodOffset($p, $2, $3, $4)$z\")\n"; sb << "T SampleLevel(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; sb << "float level, "; diff --git a/source/slang/core.meta.slang.h b/source/slang/core.meta.slang.h index b32d9454c..2cb0402f8 100644 --- a/source/slang/core.meta.slang.h +++ b/source/slang/core.meta.slang.h @@ -718,7 +718,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if (isMultisample) { sb << "__glsl_extension(GL_EXT_samplerless_texture_functions)"; - sb << "__target_intrinsic(glsl, \"texelFetch($0, $1, $3)\")\n"; + sb << "__target_intrinsic(glsl, \"texelFetch($0, $1, $3)$z\")\n"; } else { @@ -732,7 +732,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) { sb << "$1, 0"; } - sb << ")\")\n"; + sb << ")$z\")\n"; } sb << "T Load("; sb << "int" << loadCoordCount << " location"; @@ -745,7 +745,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if (isMultisample) { sb << "__glsl_extension(GL_EXT_samplerless_texture_functions)"; - sb << "__target_intrinsic(glsl, \"texelFetchOffset($0, $0, $1, $2)\")\n"; + sb << "__target_intrinsic(glsl, \"texelFetchOffset($0, $0, $1, $2)$z\")\n"; } else { @@ -759,7 +759,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) { sb << "$1, 0"; } - sb << ", $2)\")\n"; + sb << ", $2)$z\")\n"; } sb << "T Load("; sb << "int" << loadCoordCount << " location"; @@ -849,17 +849,13 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) { // `Sample()` - sb << "__target_intrinsic(glsl, \"texture($p, $2)\")\n"; - - // TODO: only enable if IR is being used? -// sb << "__intrinsic_op(sample)\n"; - + sb << "__target_intrinsic(glsl, \"texture($p, $2)$z\")\n"; sb << "T Sample(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location);\n"; if( baseShape != TextureFlavor::Shape::ShapeCube ) { - sb << "__target_intrinsic(glsl, \"textureOffset($p, $2, $3)\")\n"; + sb << "__target_intrinsic(glsl, \"textureOffset($p, $2, $3)$z\")\n"; sb << "T Sample(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset);\n"; @@ -883,13 +879,13 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) // `SampleBias()` - sb << "__target_intrinsic(glsl, \"texture($p, $2, $3)\")\n"; + sb << "__target_intrinsic(glsl, \"texture($p, $2, $3)$z\")\n"; sb << "T SampleBias(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, float bias);\n"; if( baseShape != TextureFlavor::Shape::ShapeCube ) { - sb << "__target_intrinsic(glsl, \"textureOffset($p, $2, $3, $4)\")\n"; + sb << "__target_intrinsic(glsl, \"textureOffset($p, $2, $3, $4)$z\")\n"; sb << "T SampleBias(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, float bias, "; sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset);\n"; @@ -919,7 +915,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) } sb << "$3)"; - sb << ", 0.0)\")\n"; + sb << ", 0.0)$z\")\n"; } else if(arrCoordCount <= 3) { @@ -940,7 +936,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) // Construct gradients sb << ", vec" << baseCoordCount << "(0.0)"; sb << ", vec" << baseCoordCount << "(0.0)"; - sb << ")\")\n"; + sb << ")$z\")\n"; } sb << "float SampleCmpLevelZero(SamplerComparisonState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; @@ -968,7 +964,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) } - sb << "__target_intrinsic(glsl, \"textureGrad($p, $2, $3, $4)\")\n"; + sb << "__target_intrinsic(glsl, \"textureGrad($p, $2, $3, $4)$z\")\n"; // sb << "__intrinsic_op(sampleGrad)\n"; sb << "T SampleGrad(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; @@ -978,7 +974,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if( baseShape != TextureFlavor::Shape::ShapeCube ) { - sb << "__target_intrinsic(glsl, \"textureGradOffset($p, $2, $3, $4, $5)\")\n"; + sb << "__target_intrinsic(glsl, \"textureGradOffset($p, $2, $3, $4, $5)$z\")\n"; // sb << "__intrinsic_op(sampleGrad)\n"; sb << "T SampleGrad(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; @@ -996,7 +992,7 @@ for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) if( baseShape != TextureFlavor::Shape::ShapeCube ) { - sb << "__target_intrinsic(glsl, \"textureLodOffset($p, $2, $3, $4)\")\n"; + sb << "__target_intrinsic(glsl, \"textureLodOffset($p, $2, $3, $4)$z\")\n"; sb << "T SampleLevel(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; sb << "float level, "; diff --git a/tests/cross-compile/texture-load.slang b/tests/cross-compile/texture-load.slang new file mode 100644 index 000000000..71f22b13a --- /dev/null +++ b/tests/cross-compile/texture-load.slang @@ -0,0 +1,21 @@ +// texture-load.slang + +// Confirm that texture `Load` operations yield the +// expected type when compiled to SPIR-V. + +//TEST:CROSS_COMPILE:-target spirv-assembly -entry main -stage compute + +Texture2D<float2> inputTexture; +RWTexture2D<float2> outputTexture; + +cbuffer C +{ + int2 pos; +} + +[numthreads(16, 16, 1)] +void main(uint2 pixelIndex : SV_DispatchThreadID) +{ + float2 tmp = inputTexture.Load(int3(pos,0)); + outputTexture[pos] = tmp; +} diff --git a/tests/cross-compile/texture-load.slang.glsl b/tests/cross-compile/texture-load.slang.glsl new file mode 100644 index 000000000..23646db91 --- /dev/null +++ b/tests/cross-compile/texture-load.slang.glsl @@ -0,0 +1,44 @@ +// texture-load.slang.glsl +//TEST_IGNORE_FILE: + +#version 450 + +layout(row_major) uniform; +layout(row_major) buffer; + +#extension GL_EXT_samplerless_texture_functions : require + +struct SLANG_ParameterGroup_C_0 +{ + ivec2 pos_0; +}; + +layout(binding = 2) +layout(std140) +uniform _S1 +{ + SLANG_ParameterGroup_C_0 _data; +} C_0; + +layout(binding = 0) +uniform texture2D inputTexture_0; + +layout(rg32f) +layout(binding = 1) +uniform image2D outputTexture_0; + +layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in; +void main() +{ + vec2 tmp_0 = texelFetch( + inputTexture_0, + ivec3(C_0._data.pos_0, 0).xy, + ivec3(C_0._data.pos_0, 0).z).xy; + + imageStore( + outputTexture_0, + ivec2(uvec2(C_0._data.pos_0)), + vec4(tmp_0, float(0), float(0))); + + return; +} |
