diff options
| author | Tim Foley <tfoley@nvidia.com> | 2017-07-10 15:40:42 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-07-11 12:07:09 -0700 |
| commit | bd7105ff8683a680d1270eca8cd74f9002144dbd (patch) | |
| tree | 2e4911b6da6573d334117a08130be5c945c31b15 /tests/rewriter/resources-in-structs.glsl | |
| parent | 672332936ad7a4610ce0595493152c117476e823 (diff) | |
Initial work on handling resources in structs during cross-compilation
- The basic idea is that during the "lowering" pass, some types (notably: aggregate types that contain resource variables) will get turned into "tuple" types, which are pseduo-types that aren't meant to survive lowering.
- An attempt to declare a variable with a tuple type expands into a tuple of declarations
- An attempt to reference such a tuple-ified variable leads to a tuple of expressions
- An attempt to extract a member from such a tuple expression will pick the appropriate sub-element
- Dereference a tuple by dereferencing the primary expression
- Expand a tuple in the argument list to a call into N arguments (by recursively flattening the tuple)
- Don't create tuple types when not generating GLSL
- Make sure to preserve the specialized type of a call expression through lowering, since emission of unchecked calls relies on that info.
- TODO: maybe the infix/prefix/postifx/select information should come in as a side-band? Should we have modifiers on expressions?
- Make sure to offset the layout for a nested field based on teh base offset of its parent variable, when generating declarations for nested fields
Diffstat (limited to 'tests/rewriter/resources-in-structs.glsl')
| -rw-r--r-- | tests/rewriter/resources-in-structs.glsl | 62 |
1 files changed, 62 insertions, 0 deletions
diff --git a/tests/rewriter/resources-in-structs.glsl b/tests/rewriter/resources-in-structs.glsl new file mode 100644 index 000000000..26e21f630 --- /dev/null +++ b/tests/rewriter/resources-in-structs.glsl @@ -0,0 +1,62 @@ +#version 450 core +//TEST:COMPARE_GLSL:-profile glsl_fragment + +#if defined(__SLANG__) + +__import resources_in_structs; + +uniform U +{ + Material m; +}; + +in vec2 uv; + +out vec4 color; + +void main() +{ + color = evaluateMaterial(m, uv); +} + +#else + +struct Material +{ + vec4 color; +}; + +vec4 evaluateMaterial( + Material m, + texture2D m_t, + sampler m_s, + vec2 uv) +{ + return m.color + texture(sampler2D(m_t, m_s), uv); +} + +layout(binding = 0) +uniform U +{ + Material m; +}; + +layout(binding = 1) +uniform texture2D SLANG_parameterBlock_U_m_t; + +layout(binding = 2) +uniform sampler SLANG_parameterBlock_U_m_s; + +in vec2 uv; + +out vec4 color; + +void main() +{ + color = evaluateMaterial( + m, + SLANG_parameterBlock_U_m_t, + SLANG_parameterBlock_U_m_s, uv); +} + +#endif |
