summaryrefslogtreecommitdiffstats
path: root/source/slang/parameter-binding.cpp
diff options
context:
space:
mode:
authorTim Foley <tfoley@nvidia.com>2017-07-22 14:05:07 -0700
committerTim Foley <tfoley@nvidia.com>2017-07-22 14:05:07 -0700
commitedf8cafe6d3799f58a92ccc83ba70dd41c461f6a (patch)
treeebf5575829ef9bedc9d43821cd556fe596bf2724 /source/slang/parameter-binding.cpp
parent30fbf640cd4cd6936e177fdfadb76e8814cffffc (diff)
Make the "hack" sampler explicit for now
- We use this to work around the fact that, e.g., `Texture2D.Load` doesn't take a sampler, but the equivalent GLSL operation `texelFetch` requires one - Previously we tried to hide the sampler from the user, hoping that glslang would drop it and we could just ignore it, but that doesn't work - For now we'll go ahead and explicitly show the sampler in the reflection info so that an app can react appropriately - We also generate a unique binding for the sampler, instead of the old behavior that fixed it with `binding = 0` - We still fix it with `set = 0`, so it might still surprise users
Diffstat (limited to 'source/slang/parameter-binding.cpp')
-rw-r--r--source/slang/parameter-binding.cpp58
1 files changed, 58 insertions, 0 deletions
diff --git a/source/slang/parameter-binding.cpp b/source/slang/parameter-binding.cpp
index 2f2bbec05..6128261c7 100644
--- a/source/slang/parameter-binding.cpp
+++ b/source/slang/parameter-binding.cpp
@@ -1501,6 +1501,31 @@ static void collectParameters(
}
}
+static bool isGLSLCrossCompilerNeeded(CompileRequest* request)
+{
+ switch (request->Target)
+ {
+ default:
+ return false;
+
+ case CodeGenTarget::GLSL:
+ case CodeGenTarget::SPIRV:
+ case CodeGenTarget::SPIRVAssembly:
+ break;
+ }
+
+ if (request->loadedModulesList.Count() != 0)
+ return true;
+
+ for (auto tu : request->translationUnits)
+ {
+ if (tu->sourceLanguage != SourceLanguage::GLSL)
+ return true;
+ }
+
+ return false;
+}
+
void generateParameterBindings(
CompileRequest* request)
{
@@ -1649,6 +1674,39 @@ void generateParameterBindings(
globalScopeLayout = globalConstantBufferLayout;
}
+ // Final final step: pick a binding for the "hack sampler", if needed...
+ //
+ // We only want to do this if the GLSL cross-compilation support is
+ // being invoked, so that we don't gum up other shaders.
+ if(isGLSLCrossCompilerNeeded(request))
+ {
+ UInt space = 0;
+ auto hackSamplerUsedRanges = findUsedRangeSetForSpace(&context, space);
+
+ UInt binding = hackSamplerUsedRanges->usedResourceRanges[(int)LayoutResourceKind::DescriptorTableSlot].Allocate(nullptr, 1);
+
+ programLayout->bindingForHackSampler = (int)binding;
+
+ RefPtr<Variable> var = new Variable();
+ var->Name.Content = "SLANG_hack_samplerForTexelFetch";
+ var->Type.type = new SamplerStateType();
+
+ auto typeLayout = new TypeLayout();
+ typeLayout->type = var->Type.type;
+ typeLayout->addResourceUsage(LayoutResourceKind::DescriptorTableSlot, 1);
+
+ auto varLayout = new VarLayout();
+ varLayout->varDecl = makeDeclRef(var.Ptr());
+ varLayout->typeLayout = typeLayout;
+ auto resInfo = varLayout->AddResourceInfo(LayoutResourceKind::DescriptorTableSlot);
+ resInfo->index = binding;
+ resInfo->space = space;
+
+ programLayout->hackSamplerVar = var;
+
+ globalScopeStructLayout->fields.Add(varLayout);
+ }
+
// We now have a bunch of layout information, which we should
// record into a suitable object that represents the program
programLayout->globalScopeLayout = globalScopeLayout;