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| author | Tim Foley <tfoleyNV@users.noreply.github.com> | 2019-04-08 11:09:03 -0700 |
|---|---|---|
| committer | Robert Stepinski <rob.stepinski@gmail.com> | 2019-04-08 14:09:03 -0400 |
| commit | dc54f1dd1b694b087816857a791e9d37dc25de6d (patch) | |
| tree | b611249a5fb5d01dbd765d67ac646fa12b495800 /tests | |
| parent | c9d06fe1f46a21c66c378ab9771495d6344db49c (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 'tests')
| -rw-r--r-- | tests/cross-compile/unknown-image-format.slang | 56 | ||||
| -rw-r--r-- | tests/cross-compile/unknown-image-format.slang.glsl | 65 |
2 files changed, 121 insertions, 0 deletions
diff --git a/tests/cross-compile/unknown-image-format.slang b/tests/cross-compile/unknown-image-format.slang new file mode 100644 index 000000000..bf937c5fa --- /dev/null +++ b/tests/cross-compile/unknown-image-format.slang @@ -0,0 +1,56 @@ +// unknown-image-format.slang + +//TEST:CROSS_COMPILE:-target spirv-assembly -entry main -stage fragment -default-image-format-unknown + +// Ensure that we can emit R/W images with an unknown format, when required. + +// Global Scope: + +RWTexture2D<float> gNoFormat; + +[format("r32f")] +RWTexture2D<float> gExplicitFormat; + +// Nested in a Parameter Block + +struct PB +{ + RWTexture2D<float4> noFormat; + + [format("rgba8")] + RWTexture2D<float4> explicitFormat; +} +ParameterBlock<PB> gBlock; + +cbuffer C +{ + uint2 index; +} + +float4 main( + + // In entry-point parameter list + + uniform RWTexture2D<float4> noFormat, + + [format("rgba16f")] + uniform RWTexture2D<float4> explicitFormat + ) : SV_Target +{ + float4 result = 0; + +#define USE(NAME) result += NAME[index] + + USE(gNoFormat); + USE(gExplicitFormat); + + USE(gBlock.noFormat); + USE(gBlock.explicitFormat); + + USE(noFormat); + USE(explicitFormat); + +#undef USE + + return result; +} diff --git a/tests/cross-compile/unknown-image-format.slang.glsl b/tests/cross-compile/unknown-image-format.slang.glsl new file mode 100644 index 000000000..9995bba72 --- /dev/null +++ b/tests/cross-compile/unknown-image-format.slang.glsl @@ -0,0 +1,65 @@ +// unknown-image-format.slang.glsl +//TEST_IGNORE_FILE: + +#version 450 +#extension GL_EXT_shader_image_load_formatted : require + +struct SLANG_ParameterGroup_C_0 +{ + uvec2 index_0; +}; + +layout(binding = 2) +layout(std140) uniform _S1 +{ + SLANG_ParameterGroup_C_0 _data; +} C_0; + +layout(binding = 0) +uniform image2D gNoFormat_0; + +layout(r32f) +layout(binding = 1) +uniform image2D gExplicitFormat_0; + +layout(binding = 0, set = 1) +uniform image2D gBlock_noFormat_0; + +layout(rgba8) +layout(binding = 1, set = 1) +uniform image2D gBlock_explicitFormat_0; + +layout(binding = 3) +uniform image2D _S2; + +layout(rgba16f) +layout(binding = 4) +uniform image2D _S3; + +layout(location = 0) +out vec4 _S4; + +void main() +{ + const vec4 result_0 = vec4(0); + + float _S5 = (imageLoad((gNoFormat_0), ivec2((C_0._data.index_0))).x); + vec4 result_1 = result_0 + _S5; + + float _S6 = (imageLoad((gExplicitFormat_0), ivec2((C_0._data.index_0))).x); + vec4 result_2 = result_1 + _S6; + + vec4 _S7 = (imageLoad((gBlock_noFormat_0), ivec2((C_0._data.index_0)))); + vec4 result_3 = result_2 + _S7; + + vec4 _S8 = (imageLoad((gBlock_explicitFormat_0), ivec2((C_0._data.index_0)))); + vec4 result_4 = result_3 + _S8; + + vec4 _S9 = (imageLoad((_S2), ivec2((C_0._data.index_0)))); + vec4 result_5 = result_4 + _S9; + + vec4 _S10 = (imageLoad((_S3), ivec2((C_0._data.index_0)))); + _S4 = result_5 + _S10; + + return; +} |
