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The main change I was working on here was to start having more of the builtin functions (in this case, `cos`, `sin`, and `saturate`) just lower to the IR as calls to builtin functions (with declarations but no definition), rather than expect/require them to map to individual IR opcodes in every case.
The main change there was the removal of some `intrinsic_op` modifiers in the stdlib. This then requires the `isTargetInstrinsic` logic in IR-based code emit to avoid emitting declarations for these intrinsics.
The corresponding logic for emitting *calls* to these intrinsics is currently being skipped.
Along the way, a variety of fixups were added:
- In order to support lowering to GLSL, we need to handle cases where a variable/function name uses a GLSL reserved word. The right long-term fix there is to always use generated or mangled names, but for now I'm hacking it by adding a `_s` prefix to all names during IR-based emit.
- This needs a flag to disable it, since some of our tests currently rely on checking binding information from generated HLSL/SPIR-V that will include these mangled/modified names.
- Emit matrix layout modifiers appropriately for GLSL
- Specialize IR parameter-block emission between GLSL and HLSL
- Fix up argument count/index logic for a couple of opcodes that weren't fixed when removing the types from the explicit operand list
- Fix up IR generation for calls to declarations with generic arguments. We were briefly adding the generic args to the ordinary argument list, which added complexity in several places. We now rely on the declaration-reference nodes in the IR to carry that extra info.
- TODO: We actually need to make sure that this is the case, since we don't currently correctly generated specialized decl-refs when building IR for function calls
The main test that would have been affected by this is `cross-compile-entry-point`, but I was not able to get that working fully with the IR. The main problem in this case was that when emitting GLSL we will need to perform certain required transformations on the IR to get legal code for GLSL. Notably:
- We need to hoist entry-point parameters away from being function parameters, and make them be global variables. This is currently being hand-waved during the emit logic, but it seems way better to have it all get cleaned up in the IR first.
- We need to scalarize entry-point parameters, because structure input/output is not supported as vertex input or fragment output (and it may be best to always scalarize anyway, to match HLSL semantics). (Note: "scalarize" here means to bust up structures, but not matrices/vectors)
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The code previously had an enumerated type for "intrinsic" operations, and allowed functions to be marked `__intrinsic_op(...)` to indicate the operation they map to.
The nature of the IR meant that each of these intrinsic ops had to have a corresponding IR opcode, but the `enum` types weren't the same.
This change cleans things up a bit by deciding that the `__intrinsic_op(...)` modifier names an actual IR opcode, and so the `IntrinsicOp` enum is gone.
The biggest source of complexity here is that there are certain operations that need to be "intrinsic"-ish for the purposes of the current AST-based translation path, because we need them to round-trip from source to AST and back.
Right now this is being handled by defining a bunch of "pseudo-ops" which can be used in the `__intrinsic_op` modifier, but which are *not* meant to be represented in the IR.
Currently I don't actually handle this during IR generation.
In the long run, once we are using IR for everything that needs cross-compilation, we should be able to eliminate the pseudo-ops in favor of just having these be ordinary (inline) functions defined in the stdlib (e.g., the `+=` operator can just have a direct definition).
There was a second category of modifier that gets a little caught up in this, which is the `__intrinsic` modifier, which got used in two ways:
1. A function marked `__intrinsic(glsl, ...)` had what I call a "target intrinsic" modifier, which specified how to lower it for a specific target (e.g., GLSL).
2. A function just marked `__intrinsic` was supposed to be a marker for "this function shouldn't be emitted in the output, because the implementation is expected to be provided"
The latter category of function should really be an `__intrinsic_op`, so I translated all those uses. I added a tiny bit of sugar so that `__intrinsic_op` without an explicit opcode will look up an opcode based on the name of the function being called, so that an operation like `sin` can automatically be plumbed through to an equivalent IR op. (The first category is a stopgap for the AST-based cross-compilation, and will hopefully be replaced by something better as we get the IR-based path working).
Getting the switch from `__intrinsic` to `__intrinsic_op` working required shuffling around some code in `emit.cpp` that handles looking up those modifiers and emitting builtin operations appropriately during cross-compilation.
Depending on where we go with things, a possible extension of this approach is to allow multiple operands to `__intrinsic_op` so that the first specifies the opcode, and then the rest are literal arguments to specify "sub-ops." This could help us handle stuff like texture-fetch operations without an explosion in the number of opcodes. I still need to think about whether this is a good idea or not.
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