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authorTim Foley <tfoley@nvidia.com>2017-06-27 09:13:19 -0700
committerTim Foley <tfoley@nvidia.com>2017-06-27 09:13:19 -0700
commit996d4dc537272e36dde1d9c1110064d597fa212f (patch)
tree8958b8c8848d2b7760a5b71ecef69574e4d9d6ab
parent8824b102a5dd5ac1f08daedd897b5994b1bf8b6d (diff)
Emit global-scope parameters from imported files.
This fixes up a bug in the earlier change that provided reflection for imported parameters; I'd failed to confirm that the code generation logic can handle imported parameters correctly. The main fix was to have an `import` declaration automatically use the global-scope layout already determined, sine imported parameters will in general appear there.
-rw-r--r--source/slang/emit.cpp15
-rw-r--r--tests/render/imported-parameters.hlsl134
-rw-r--r--tests/render/imported-parameters.slang23
3 files changed, 171 insertions, 1 deletions
diff --git a/source/slang/emit.cpp b/source/slang/emit.cpp
index 699294d84..77b0c2fe9 100644
--- a/source/slang/emit.cpp
+++ b/source/slang/emit.cpp
@@ -35,7 +35,16 @@ struct EmitContext
Dictionary<String, int> mapGLSLSourcePathToID;
int glslSourceIDCount = 0;
+ // We only want to emit each `import`ed module one time, so
+ // we maintain a set of already-emitted modules.
HashSet<ProgramSyntaxNode*> modulesAlreadyEmitted;
+
+ // We track the original global-scope layout so that we can
+ // find layout information for `import`ed parameters.
+ //
+ // TODO: This will probably change if we represent imports
+ // explicitly in the layout data.
+ StructTypeLayout* globalStructLayout;
};
//
@@ -2628,6 +2637,8 @@ static void EmitProgram(
auto globalScopeLayout = programLayout->globalScopeLayout;
if( auto globalStructLayout = globalScopeLayout.As<StructTypeLayout>() )
{
+ context->globalStructLayout = globalStructLayout.Ptr();
+
// The `struct` case is easy enough to handle: we just
// emit all the declarations directly, using their layout
// information as a guideline.
@@ -2657,6 +2668,8 @@ static void EmitProgram(
// We expect all constant buffers to contain `struct` types for now
assert(elementTypeStructLayout);
+ context->globalStructLayout = elementTypeStructLayout.Ptr();
+
EmitDeclsInContainerUsingLayout(
context,
program,
@@ -2732,7 +2745,7 @@ static void EmitDeclImpl(EmitContext* context, RefPtr<Decl> decl, RefPtr<VarLayo
// TODO: do we need to modify the code generation environment at
// all when doing this recursive emit?
- EmitDeclsInContainer(context, moduleDecl);
+ EmitDeclsInContainerUsingLayout(context, moduleDecl, context->globalStructLayout);
}
return;
diff --git a/tests/render/imported-parameters.hlsl b/tests/render/imported-parameters.hlsl
new file mode 100644
index 000000000..605214fc9
--- /dev/null
+++ b/tests/render/imported-parameters.hlsl
@@ -0,0 +1,134 @@
+//TEST(smoke,render):COMPARE_HLSL_GLSL_RENDER:
+
+// This test is trying to ensure that we can
+// correctly handle cases where top-level shader
+// parameters are declared in an `import`ed file.
+
+// Pull in Spire code depdendency using extended syntax:
+__import imported_parameters;
+
+#if defined(__HLSL__)
+
+struct AssembledVertex
+{
+ float3 position;
+ float3 color;
+};
+
+struct CoarseVertex
+{
+ float3 color;
+};
+
+struct Fragment
+{
+ float4 color;
+};
+
+// Vertex Shader
+
+struct VertexStageInput
+{
+ AssembledVertex assembledVertex : A;
+};
+
+struct VertexStageOutput
+{
+ CoarseVertex coarseVertex : CoarseVertex;
+ float4 sv_position : SV_Position;
+};
+
+VertexStageOutput vertexMain(VertexStageInput input)
+{
+ VertexStageOutput output;
+
+ float3 position = input.assembledVertex.position;
+ float3 color = input.assembledVertex.color;
+
+ output.coarseVertex.color = color;
+ output.sv_position = mul(modelViewProjection, float4(position, 1.0));
+
+ return output;
+
+}
+
+// Fragment Shader
+
+struct FragmentStageInput
+{
+ CoarseVertex coarseVertex : CoarseVertex;
+};
+
+struct FragmentStageOutput
+{
+ Fragment fragment : SV_Target;
+};
+
+FragmentStageOutput fragmentMain(FragmentStageInput input)
+{
+ FragmentStageOutput output;
+
+ float3 color = input.coarseVertex.color;
+
+ color = transformColor(color);
+
+ output.fragment.color = float4(color, 1.0);
+
+ return output;
+}
+
+#elif defined(__GLSL__)
+
+#version 420
+
+#define ASSEMBLED_VERTEX(QUAL) \
+ /* */
+
+#define V2F(QUAL) \
+ QUAL vec3 coarse_color; \
+ /* */
+
+// Vertex Shader
+
+#ifdef __GLSL_VERTEX__
+
+layout(location = 0)
+in vec3 assembled_position;
+
+layout(location = 1)
+in vec3 assembled_color;
+
+V2F(out)
+
+void main()
+{
+ vec3 position = assembled_position;
+ vec3 color = assembled_color;
+
+ coarse_color = color;
+// gl_Position = modelViewProjection * vec4(position, 1.0);
+ gl_Position = vec4(position, 1.0) * modelViewProjection;
+}
+
+#endif
+
+#ifdef __GLSL_FRAGMENT__
+
+V2F(in)
+
+layout(location = 0)
+out vec4 fragment_color;
+
+void main()
+{
+ vec3 color = coarse_color;
+
+ color = transformColor(color);
+
+ fragment_color = vec4(color, 1.0);
+}
+
+
+#endif
+
+#endif
diff --git a/tests/render/imported-parameters.slang b/tests/render/imported-parameters.slang
new file mode 100644
index 000000000..7c444a67b
--- /dev/null
+++ b/tests/render/imported-parameters.slang
@@ -0,0 +1,23 @@
+//TEST_IGNORE_FILE:
+
+// We are declaring the uniform shader parameters
+// in this imported file, to ensure that they are
+// emitted correctly.
+
+cbuffer Uniforms
+{
+ float4x4 modelViewProjection;
+};
+
+float3 transformColor(float3 color)
+{
+ float3 result;
+
+ result.x = sin(20.0 * (color.x + color.y));
+ result.y = saturate(cos(color.z * 30.0));
+ result.z = sin(color.x * color.y * color.z * 100.0);
+
+ result = 0.5 * (result + 1);
+
+ return result;
+} \ No newline at end of file