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authorTim Foley <tfoleyNV@users.noreply.github.com>2019-04-08 11:09:03 -0700
committerRobert Stepinski <rob.stepinski@gmail.com>2019-04-08 14:09:03 -0400
commitdc54f1dd1b694b087816857a791e9d37dc25de6d (patch)
treeb611249a5fb5d01dbd765d67ac646fa12b495800 /source/slang/ir-clone.cpp
parentc9d06fe1f46a21c66c378ab9771495d6344db49c (diff)
Add better control over image formats for GLSL/SPIR-V targets (#939)
* Add better control over image formats for GLSL/SPIR-V targets Currently Slang emits GLSL code assuming all R/W images need to have explicit formats, and thus we try to infer a format from the element type of the image. E.g., given a `RWTexture2D<half4>` we might infer that a qualifier of `layout(rgba16f)` should be used. This strategy has two notable shortcomings: * Sometimes the user will want a format that doesn't match an existing HLSL type. E.g., if they want the equivalent of `layout(r11f_g11f_b10f)`, then what should they put in their `RWTexture2D<...>` to make the inference do what they need? * Sometimes the user knows that they don't need to specify a format *at all*, because using the `GL_EXT_shader_image_load_formatted` extension, they can still perform non-atomic load/store on images with no format specified in the SPIR-V. This change adds two features directed at these challenges. First, we add an explicit `[format(...)]` attribute that can be used to specify an explicit image format, including ones that don't match any HLSL type. An example of using this new attribute is: ```hlsl [format("r11f_g11f_b10f")] RWTexture2D<float3> myImage; ``` For simplicity in initial bring-up, the new formats all use the same naming as formats in GLSL (this should make it easy for a programmer who knows what they expect to get in the GLSL output). We can change the naming convention for formats at a later time, so long as we keep these existing names in as a compatibility feature. Note that this is *not* given a `vk::` prefix since the attribute should signal the programmer's intent to provide an image with that format on *all* targets (although only some targets might act on that information). Also note that the attribute takes a string (`[format("rgba8")`) instead of a bare identifier (`[format(rgba8)]`) because this is consistent with the existing convention for attributes in HLSL. When `[format(...)]` is left off, the default compiler behavior will still be to infer a format, but this behavior can be overidden for a single image using an explicit format of `"unknown"`: ```hlsl [format("unknown")] RWTexture2D<float4> mysteryMachine; ``` The second new feature is that if a user knows they are coding for a GPU that supports the `"unknown"` format in all non-atomic cases, then they can opt into making that the default for images without an explicit `[format(...)]`, using the new `-default-image-format-unknown` command-line option for `slangc`. The new test case included with this change confirms that we correctly see the explicit formats in the output GLSL and *no* formats for images without explicit `[format(...)]` when using the new command-line option. The test stresses images declared at global scope, in parameter blocks, and in entry-point parameter lists, to try and make sure that all the relevant IR passes in the compiler preserve the format information. * fixup: missing file
Diffstat (limited to 'source/slang/ir-clone.cpp')
-rw-r--r--source/slang/ir-clone.cpp19
1 files changed, 19 insertions, 0 deletions
diff --git a/source/slang/ir-clone.cpp b/source/slang/ir-clone.cpp
index df9cf2bf6..b648efec6 100644
--- a/source/slang/ir-clone.cpp
+++ b/source/slang/ir-clone.cpp
@@ -239,6 +239,25 @@ IRInst* cloneInst(
return newInst;
}
+void cloneDecoration(
+ IRDecoration* oldDecoration,
+ IRInst* newParent)
+{
+ SharedIRBuilder sharedBuilder;
+ sharedBuilder.module = newParent->getModule();
+
+ IRBuilder builder;
+ builder.sharedBuilder = &sharedBuilder;
+
+ if(auto first = newParent->getFirstDecorationOrChild())
+ builder.setInsertBefore(first);
+ else
+ builder.setInsertInto(newParent);
+
+ IRCloneEnv env;
+ cloneInst(&env, &builder, oldDecoration);
+}
+
bool IRSimpleSpecializationKey::operator==(IRSimpleSpecializationKey const& other) const
{
auto valCount = vals.Count();