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authorTim Foley <tfoley@nvidia.com>2017-07-10 12:17:36 -0700
committerTim Foley <tfoley@nvidia.com>2017-07-11 09:38:28 -0700
commit1b6af030f79662b159628a3b7c9dd7a75b4e06f9 (patch)
treea0c73c71aacb520e01ec7ba283d284e63b7fda39 /source/slang/lower.cpp
parentd86748d3e0767c01d9be6def86df63febb82c2eb (diff)
Add GLSL translations for many `SV_*` semantics
I haven't tried to be 100% exhaustie, but this should cover the main cases we are likely to encounter in library code.
Diffstat (limited to 'source/slang/lower.cpp')
-rw-r--r--source/slang/lower.cpp126
1 files changed, 123 insertions, 3 deletions
diff --git a/source/slang/lower.cpp b/source/slang/lower.cpp
index fa38264d4..d77e573d4 100644
--- a/source/slang/lower.cpp
+++ b/source/slang/lower.cpp
@@ -1531,6 +1531,14 @@ struct LoweringVisitor
VaryingParameterArraySpec* arraySpecs = nullptr;
};
+ RefPtr<ExpressionSyntaxNode> createGLSLBuiltinRef(
+ char const* name)
+ {
+ RefPtr<VarExpressionSyntaxNode> globalVarRef = new VarExpressionSyntaxNode();
+ globalVarRef->name = name;
+ return globalVarRef;
+ }
+
void lowerSimpleShaderParameterToGLSLGlobal(
VaryingParameterInfo const& info,
@@ -1570,9 +1578,121 @@ struct LoweringVisitor
}
else if (ns == "sv_position")
{
- RefPtr<VarExpressionSyntaxNode> globalVarRef = new VarExpressionSyntaxNode();
- globalVarRef->name = "gl_Position";
- globalVarExpr = globalVarRef;
+ if (info.direction == VaryingParameterDirection::Input)
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_FragCoord");
+ }
+ else
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_Position");
+ }
+ }
+ else if (ns == "sv_clipdistance")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_ClipDistance");
+ }
+ else if (ns == "sv_culldistance")
+ {
+ // TODO: ARB_cull_distance
+ globalVarExpr = createGLSLBuiltinRef("gl_CullDistance");
+ }
+ else if (ns == "sv_coverage")
+ {
+ if (info.direction == VaryingParameterDirection::Input)
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_SampleMaskIn");
+ }
+ else
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_SampleMask");
+ }
+ }
+ else if (ns == "sv_depth")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_FragDepth");
+ }
+ else if (ns == "sv_depthgreaterequal")
+ {
+ // TODO: layout(depth_greater) out float gl_FragDepth;
+ globalVarExpr = createGLSLBuiltinRef("gl_FragDepth");
+ }
+ else if (ns == "sv_depthlessequal")
+ {
+ // TODO: layout(depth_less) out float gl_FragDepth;
+ globalVarExpr = createGLSLBuiltinRef("gl_FragDepth");
+ }
+ else if (ns == "sv_dispatchthreadid")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_GlobalInvocationID");
+ }
+ else if (ns == "sv_domainlocation")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_TessCoord");
+ }
+ else if (ns == "sv_groupid")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_WorkGroupID");
+ }
+ else if (ns == "sv_groupindex")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_LocationInvocationIndex");
+ }
+ else if (ns == "sv_groupthreadid")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_LocalInvocationID");
+ }
+ else if (ns == "sv_gsinstanceid")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_InvocationID");
+ }
+ else if (ns == "sv_insidetessfactor")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_TessLevelInner");
+ }
+ else if (ns == "sv_instanceid")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_InstanceIndex");
+ }
+ else if (ns == "sv_isfrontface")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_FrontFacing");
+ }
+ else if (ns == "sv_outputcontrolpointid")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_InvocationID");
+ }
+ else if (ns == "sv_outputcontrolpointid")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_InvocationID");
+ }
+ else if (ns == "sv_primitiveid")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_PrimitiveID");
+ }
+ else if (ns == "sv_rendertargetarrayindex")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_Layer");
+ }
+ else if (ns == "sv_sampleindex")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_SampleID");
+ }
+ else if (ns == "sv_stencilref")
+ {
+ // TODO: ARB_shader_stencil_export
+ globalVarExpr = createGLSLBuiltinRef("gl_SampleID");
+ }
+ else if (ns == "sv_tessfactor")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_TessLevelOuter");
+ }
+ else if (ns == "sv_vertexid")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_VertexIndex");
+ }
+ else if (ns == "sv_viewportarrayindex")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_ViewportIndex");
}
else
{