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authorTheresa Foley <tfoleyNV@users.noreply.github.com>2021-08-11 11:00:16 -0700
committerGitHub <noreply@github.com>2021-08-11 11:00:16 -0700
commit4323a15708cafa6411ec10ef8fefb736f8bda82c (patch)
treed8f348c6db794a7e1128334e3f95023452c6ee1d /tools/render-test
parent08e36dd6c3c03eb0af7b090d30afee864e309de9 (diff)
Fix a few issues around opaque types as outputs (#1918)
* Fix a few issues around opaque types as outputs Slang and HLSL support opaque types (textures, buffers, samplers, etc.) as members of `struct`s, mutable local variables, function results, and `out`/`inout` parameters. GLSL and SPIR-V do not. In order to translate Slang code over to GLSL/SPIR-V we use a variety of passes that seek to eliminate all of the above use cases and produce code that only uses opaque types in the limited ways that GLSL/SPIR-V allow. This change relates to the passes that deal with function results and `out`/`inout` parameters. There are two basic changes here: 1. The `specializeResourceOutputs` pass was only dealing with resource (texture/buffer) types. This change updates it to process sampler types as well. 2. The sequencing of the passes made it possible that an opaque-typed local variable might be left around after `specializeResourceOutputs`, which would mean the code is still invalid for GLSL/SPIR-V. This change adds an additional SSA-formation pass which would eliminate any opaque-type local variables whose lifetimes were made simple enough by the optimizations. Together these changes fix a problem-case user shader that was failing to compile for Vulkan. * Update slang-emit.cpp Fix typo 'reuslt' * Update slang-emit.cpp Comment change to re-trigger CI build. Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
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