summaryrefslogtreecommitdiff
path: root/tests/pipeline/rasterization
AgeCommit message (Collapse)Author
2021-03-08Add GLSL support for SV_InnerCoverage (#1740)Tim Foley
This was a fairly straightforward addition once I found the correct GLSL extension spec to use.
2021-03-03Add GLSL/SPIR-V support got GetAttributeAtVertex (#1733)Tim Foley
This change allows varying fragment shader inputs to be declared in a way that allows the `GetAttributeAtVertex` operation to compile to valid code for both D3D and GLSL/SPIR-V/Vulkan. The key is that rather than just use ordinary `nointerpolation`-qualified inputs the code must declare these varying inputs with a new `pervertex` qualifier that marks them as *only* being usable with `GetAttributeAtVertex`. The `pervertex`-tagged inputs then translate to GLSL inputs using the `pervertexNV` qualifier Note that this change does *not* include any enforcement of the requirements around how these qualifiers are used (and the compiler doesn't have enforcement for the existing operations like `EvaluateAttributeAtCentroid`). The underlying problem is that the inerpolation-mode qualifiers and explicit interpolation functions in HLSL constitute a kind of rate-qualified type system, but without any systematic rules. It seems wasteful to encode a bunch of ad hoc rules for this stuff as special cases in the compiler when the clear right answer is to implement a systematic approach to rates.
2021-02-24Add support for GetAttributeAtVertex for D3D (#1725)Tim Foley
This operation was added along with the `SV_Barycentrics` system-value input, and allows for a `nointerpolation` varying input to a fragment shader to be fetched at a specific vertex index within the primitive that is causing the fragment shader to be invoked. This change adds support for the new operations in the standard library, and also includes a test case to make sure that we emit it correctly when producing HLSL/DXIL. This change also includes a small bug fix to our emission logic for function parameters so that we properly emit layout-related attributes for varying parameters declared directly on an entry point. (Note that most attribute end up being declared in `struct` types in existing HLSL shaders, and our IR passes produce only global variables for attributes on GLSL; the only case this affects is inidividual scalar/vector attributes declared declared as entry-point parameters, when outputting HLSL) Note that this change only adds support for the new function on the HLSL/DXIL path, and doesn't yet add any cross-compilation support for GLSL/SPIR-V. The reason for this is that the equivalent GLSL feature(s) appear to use a different model to the HLSL version, and we need to invent a suitable approach to align them to make portable code possible.
2021-02-22Add basic support for fragment shader interlock (FSI) (#1722)Tim Foley
Both D3D "rasterizer ordered views" (ROVs) and GLSL "fragment shader interlock" (FSI) are aimed at the same basic use case: they allow for fragment shaders to contain operations that require mutual exclusion and/or deterinistics ordering between fragment shader invocations that affect the same framebuffer coordinates. The language-level exposure of the features varies greatly between the two API families, though: * ROVs define an implicit ordering and mutual exclusion constraint: certain resoure parameters are marked as `RasterizerOrdered`, and reads/writes to these resources must be sequences *as if* fragment-shader invocations ran in sequential order for each pixel. * FSI defines paired begin/end functions that mark a critical section of code. All memory operations in the critical section must be sequences *as if* fragment-shader invocations ran in sequential order for each pixel. In order to make this model tractable, only a single critical section is allowed per fragment shader, and the begin/end must appear at the top level of the shader entry point function (not under control flow or after a possible conditional `return`. The simplest way for Slang to support portable programs that run across both API families is to insist that code that cares about these ordering guarantees must use *both* mechanisms, and then each of them will only affect the API that cares about it. Slang already supports ROV resource types, and already lowers them to plain textures for GLSL/SPIR-V. This change adds the missing feature of a begin/end function pair for FSI, which will map to empty functions on non-GLSL targets.