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authorTim Foley <tfoley@nvidia.com>2017-07-18 07:49:33 -0700
committerTim Foley <tfoley@nvidia.com>2017-07-18 12:58:48 -0700
commit1c022e2c3654de868c45658683f9e04cf4d68cc0 (patch)
treed4a5f0cefd50c96aaf22921f9fef715b6359c0c5 /tests/rewriter
parent361e29572ff8e2cdd1e4ffe2cb62599e9ef06461 (diff)
Support scalarization of varying input/output for GLSL
GLSL technically supports varying (`in`, `out`) parameters of `struct` type, but there are some annoying constraints (not allowed for VS input), and it doesn't work with how an HLSL user would usually put "system-value" inputs/outputs into a `struct` together with ordinary inputs/outputs. To work around this, this change adds support for using an imported Slang `struct` type for an `in` or `out` parameter, in which case it will (1) be scalarized and (2) will have system-value semantics mapped appropriately, just as for an entry-point parameter when cross-compiling an HLSL-style `main()`. Changes: - Add a notion of a `VaryingTupleExpr` and `VaryingTupleVarDecl`, similar to those for the resources-in-structs case - Trigger use of these when we have a global-scope varying in/out using an imported `struct` type - Also use these in the cross-compilation case for ordinary varying input/output (since this approach seems like it should be more general, and can hopefully handle stuff like GS input/output some day) - When generating parameter binding information, special case global-scope input/output, and treat it the same as entry-point-parameter input/output - Revamp how used resource ranges are computed so that we can eventually make this specific to an entry point - Actually implement first signs of life for `maybeMoveTemp` so that assignments to the tuple-ified outputs will work better - Add first test case that actually seems to work - Add diagnostics for conflicting explicit bindings on a parameter - Add diagnostic for different parameters with overlapping bindings - Make global-scope varying input/output use a tracking data structure specific to the translation unit for computing locations (so that they are independent of other TUs)
Diffstat (limited to 'tests/rewriter')
-rw-r--r--tests/rewriter/varying-struct.slang21
-rw-r--r--tests/rewriter/varying-struct.vert54
2 files changed, 75 insertions, 0 deletions
diff --git a/tests/rewriter/varying-struct.slang b/tests/rewriter/varying-struct.slang
new file mode 100644
index 000000000..92e9dda2e
--- /dev/null
+++ b/tests/rewriter/varying-struct.slang
@@ -0,0 +1,21 @@
+//TEST_IGNORE_FILE:
+
+struct VS_IN
+{
+ float4 x : X;
+ float4 y : Y;
+};
+
+struct VS_OUT
+{
+ float4 color : COLOR;
+ float4 posH : SV_Position;
+};
+
+VS_OUT doIt(VS_IN i)
+{
+ VS_OUT o;
+ o.color = i.x;
+ o.posH = i.y;
+ return o;
+}
diff --git a/tests/rewriter/varying-struct.vert b/tests/rewriter/varying-struct.vert
new file mode 100644
index 000000000..74ca8be37
--- /dev/null
+++ b/tests/rewriter/varying-struct.vert
@@ -0,0 +1,54 @@
+#version 450 core
+//TEST:COMPARE_GLSL:
+
+#if defined(__SLANG__)
+
+__import varying_struct;
+
+in VS_IN foo;
+out VS_OUT bar;
+
+void main()
+{
+ bar = doIt(foo);
+}
+
+#else
+
+struct VS_IN
+{
+ vec4 x;
+ vec4 y;
+};
+
+struct VS_OUT
+{
+ vec4 color;
+ vec4 posH;
+};
+
+VS_OUT doIt(VS_IN i)
+{
+ VS_OUT o;
+ o.color = i.x;
+ o.posH = i.y;
+ return o;
+}
+
+layout(location = 0)
+out vec4 SLANG_out_bar_color;
+
+layout(location = 0)
+in vec4 SLANG_in_foo_x;
+
+layout(location = 1)
+in vec4 SLANG_in_foo_y;
+
+void main()
+{
+ VS_OUT SLANG_tmp_0 = doIt(VS_IN(SLANG_in_foo_x, SLANG_in_foo_y));
+ SLANG_out_bar_color = SLANG_tmp_0.color;
+ gl_Position = SLANG_tmp_0.posH;
+}
+
+#endif