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-rw-r--r--.gitignore1
-rw-r--r--source/slang/lower.cpp151
-rw-r--r--tests/render/unused-discard.hlsl151
-rw-r--r--tests/render/unused-discard.slang27
4 files changed, 316 insertions, 14 deletions
diff --git a/.gitignore b/.gitignore
index e62d06013..2e654c7bb 100644
--- a/.gitignore
+++ b/.gitignore
@@ -15,6 +15,7 @@ intermediate/
!*.slang.*.expected
*.expected.png
*.actual.png
+tests/render/*.expected
# files generated by other shader compilers
*.spv
diff --git a/source/slang/lower.cpp b/source/slang/lower.cpp
index 9f117106b..d77e573d4 100644
--- a/source/slang/lower.cpp
+++ b/source/slang/lower.cpp
@@ -1299,17 +1299,20 @@ struct LoweringVisitor
RefPtr<ImportDecl> visitImportDecl(ImportDecl* decl)
{
- // No need to translate things here if we are
- // in "full" mode, because we will selectively
- // translate the imported declarations at their
- // use sites(s).
- if (!shared->isRewrite)
- return nullptr;
-
- for (auto dd : decl->importedModuleDecl->Members)
- {
- translateDeclRef(dd);
- }
+ // We could unconditionally output the declarations in the
+ // imported code, but this could cause problems if any
+ // of those declarations used capabilities not allowed
+ // by the target pipeline stage (e.g., `discard` is
+ // an error in a GLSL vertex shader file, even if
+ // it is in a function that never gets called).
+ //
+ // As a result, we just ignore the `import` step,
+ // and allow declarations to be pulled in by
+ // their use sites.
+ //
+ // If this proves to be a problem, we will need
+ // a pass that resolves which declarations in imported
+ // modules are "valid" for the chosen target stage.
// Don't actually include a representation of
// the import declaration in the output
@@ -1528,6 +1531,14 @@ struct LoweringVisitor
VaryingParameterArraySpec* arraySpecs = nullptr;
};
+ RefPtr<ExpressionSyntaxNode> createGLSLBuiltinRef(
+ char const* name)
+ {
+ RefPtr<VarExpressionSyntaxNode> globalVarRef = new VarExpressionSyntaxNode();
+ globalVarRef->name = name;
+ return globalVarRef;
+ }
+
void lowerSimpleShaderParameterToGLSLGlobal(
VaryingParameterInfo const& info,
@@ -1567,9 +1578,121 @@ struct LoweringVisitor
}
else if (ns == "sv_position")
{
- RefPtr<VarExpressionSyntaxNode> globalVarRef = new VarExpressionSyntaxNode();
- globalVarRef->name = "gl_Position";
- globalVarExpr = globalVarRef;
+ if (info.direction == VaryingParameterDirection::Input)
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_FragCoord");
+ }
+ else
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_Position");
+ }
+ }
+ else if (ns == "sv_clipdistance")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_ClipDistance");
+ }
+ else if (ns == "sv_culldistance")
+ {
+ // TODO: ARB_cull_distance
+ globalVarExpr = createGLSLBuiltinRef("gl_CullDistance");
+ }
+ else if (ns == "sv_coverage")
+ {
+ if (info.direction == VaryingParameterDirection::Input)
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_SampleMaskIn");
+ }
+ else
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_SampleMask");
+ }
+ }
+ else if (ns == "sv_depth")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_FragDepth");
+ }
+ else if (ns == "sv_depthgreaterequal")
+ {
+ // TODO: layout(depth_greater) out float gl_FragDepth;
+ globalVarExpr = createGLSLBuiltinRef("gl_FragDepth");
+ }
+ else if (ns == "sv_depthlessequal")
+ {
+ // TODO: layout(depth_less) out float gl_FragDepth;
+ globalVarExpr = createGLSLBuiltinRef("gl_FragDepth");
+ }
+ else if (ns == "sv_dispatchthreadid")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_GlobalInvocationID");
+ }
+ else if (ns == "sv_domainlocation")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_TessCoord");
+ }
+ else if (ns == "sv_groupid")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_WorkGroupID");
+ }
+ else if (ns == "sv_groupindex")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_LocationInvocationIndex");
+ }
+ else if (ns == "sv_groupthreadid")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_LocalInvocationID");
+ }
+ else if (ns == "sv_gsinstanceid")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_InvocationID");
+ }
+ else if (ns == "sv_insidetessfactor")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_TessLevelInner");
+ }
+ else if (ns == "sv_instanceid")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_InstanceIndex");
+ }
+ else if (ns == "sv_isfrontface")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_FrontFacing");
+ }
+ else if (ns == "sv_outputcontrolpointid")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_InvocationID");
+ }
+ else if (ns == "sv_outputcontrolpointid")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_InvocationID");
+ }
+ else if (ns == "sv_primitiveid")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_PrimitiveID");
+ }
+ else if (ns == "sv_rendertargetarrayindex")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_Layer");
+ }
+ else if (ns == "sv_sampleindex")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_SampleID");
+ }
+ else if (ns == "sv_stencilref")
+ {
+ // TODO: ARB_shader_stencil_export
+ globalVarExpr = createGLSLBuiltinRef("gl_SampleID");
+ }
+ else if (ns == "sv_tessfactor")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_TessLevelOuter");
+ }
+ else if (ns == "sv_vertexid")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_VertexIndex");
+ }
+ else if (ns == "sv_viewportarrayindex")
+ {
+ globalVarExpr = createGLSLBuiltinRef("gl_ViewportIndex");
}
else
{
diff --git a/tests/render/unused-discard.hlsl b/tests/render/unused-discard.hlsl
new file mode 100644
index 000000000..dad2f78e3
--- /dev/null
+++ b/tests/render/unused-discard.hlsl
@@ -0,0 +1,151 @@
+//TEST(smoke,render):COMPARE_HLSL_GLSL_RENDER:
+
+// This is a basic test case for cross-compilation behavior.
+//
+// We will define distinct HLSL and GLSL entry points,
+// but the two will share a dependency on a file of
+// pure Spire code that provides the actual shading logic.
+
+
+// Pull in Spire code depdendency using extended syntax:
+__import unused_discard;
+
+#if defined(__HLSL__)
+
+cbuffer Uniforms
+{
+ float4x4 modelViewProjection;
+};
+
+struct AssembledVertex
+{
+ float3 position;
+ float3 color;
+};
+
+struct CoarseVertex
+{
+ float3 color;
+};
+
+struct Fragment
+{
+ float4 color;
+};
+
+// Vertex Shader
+
+struct VertexStageInput
+{
+ AssembledVertex assembledVertex : A;
+};
+
+struct VertexStageOutput
+{
+ CoarseVertex coarseVertex : CoarseVertex;
+ float4 sv_position : SV_Position;
+};
+
+VertexStageOutput vertexMain(VertexStageInput input)
+{
+ VertexStageOutput output;
+
+ float3 position = input.assembledVertex.position;
+ float3 color = input.assembledVertex.color;
+
+ output.coarseVertex.color = color;
+ output.sv_position = mul(modelViewProjection, float4(position, 1.0));
+
+ return output;
+
+}
+
+// Fragment Shader
+
+struct FragmentStageInput
+{
+ CoarseVertex coarseVertex : CoarseVertex;
+};
+
+struct FragmentStageOutput
+{
+ Fragment fragment : SV_Target;
+};
+
+FragmentStageOutput fragmentMain(FragmentStageInput input)
+{
+ FragmentStageOutput output;
+
+ float3 color = input.coarseVertex.color;
+
+ color = transformColor(color);
+
+ doConditionalDiscard(color);
+
+ output.fragment.color = float4(color, 1.0);
+
+ return output;
+}
+
+#elif defined(__GLSL__)
+
+#version 420
+
+uniform Uniforms
+{
+ mat4x4 modelViewProjection;
+};
+
+#define ASSEMBLED_VERTEX(QUAL) \
+ /* */
+
+#define V2F(QUAL) \
+ layout(location = 0) QUAL vec3 coarse_color; \
+ /* */
+
+// Vertex Shader
+
+#ifdef __GLSL_VERTEX__
+
+layout(location = 0)
+in vec3 assembled_position;
+
+layout(location = 1)
+in vec3 assembled_color;
+
+V2F(out)
+
+void main()
+{
+ vec3 position = assembled_position;
+ vec3 color = assembled_color;
+
+ coarse_color = color;
+// gl_Position = modelViewProjection * vec4(position, 1.0);
+ gl_Position = vec4(position, 1.0) * modelViewProjection;
+}
+
+#endif
+
+#ifdef __GLSL_FRAGMENT__
+
+V2F(in)
+
+layout(location = 0)
+out vec4 fragment_color;
+
+void main()
+{
+ vec3 color = coarse_color;
+
+ color = transformColor(color);
+
+ doConditionalDiscard(color);
+
+ fragment_color = vec4(color, 1.0);
+}
+
+
+#endif
+
+#endif
diff --git a/tests/render/unused-discard.slang b/tests/render/unused-discard.slang
new file mode 100644
index 000000000..034735840
--- /dev/null
+++ b/tests/render/unused-discard.slang
@@ -0,0 +1,27 @@
+//TEST_IGNORE_FILE:
+
+// This file implements the "library" code
+// that both the HLSL and GLSL shaders share.
+//
+// This code is written in Slang (more or less
+// just HLSL), and will be translated as needed
+// for each of the targets.
+
+float3 transformColor(float3 color)
+{
+ float3 result;
+
+ result.x = sin(20.0 * (color.x + color.y));
+ result.y = saturate(cos(color.z * 30.0));
+ result.z = sin(color.x * color.y * color.z * 100.0);
+
+ result = 0.5 * (result + 1);
+
+ return result;
+}
+
+void doConditionalDiscard(float3 color)
+{
+ if(color.x < 0.5)
+ discard;
+}