From c005fe9978ec7d432f0a72c0b38f545f215e1244 Mon Sep 17 00:00:00 2001 From: Jay Kwak <82421531+jkwak-work@users.noreply.github.com> Date: Thu, 28 Nov 2024 23:56:47 -0800 Subject: Emit OpExecutionMode SpacingEqual for Domain stage (#5696) Domain stage should emit one more `OpExecutionMode` with `SpacingEqual`, similary to how Hull stage does. Currently Hull stage emits four OpExecutionMode as following: OpExecutionMode %hullMain SpacingEqual OpExecutionMode %hullMain OutputVertices 4 OpExecutionMode %hullMain VertexOrderCw OpExecutionMode %hullMain Quads And Domain stage emits only one OpExecutionMode: OpExecutionMode %domainMain Quads This commit adds the following instruction for Domain stage: OpExecutionMode %domainMain SpacingEqual It is because the Vulkan Validation Layer prints error when the Domain shader didn't have `OpeExecutionMode SpacingEqual`. `SpacingEqual` corresponds to an attribute, `[partitioning("integer")]`, given to the Hull stage. Although Domain stage is not marked with same attribute, it is assumed to use the same value used for matching Hull Stage. The error message from VVL is following: ``` vkCreateShadersEXT(): pCreateInfos[2].stage is VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT, but spacing is not specified. The Vulkan spec states: If codeType is VK_SHADER_CODE_TYPE_SPIRV_EXT, and stage is VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT, pCode must contain an OpExecutionMode instruction specifying the spacing of segments on the edges of tessellated primitives (https://vulkan.lunarg.com/doc/view/1.3.283.0/windows/1.3-extensions/vkspec.html#VUID-VkShaderCreateInfoEXT-codeType-08874) ``` Co-authored-by: Ellie Hermaszewska --- tests/spirv/tessellation.slang | 65 +++++++++++++++++++++++++++++++----------- 1 file changed, 49 insertions(+), 16 deletions(-) (limited to 'tests/spirv') diff --git a/tests/spirv/tessellation.slang b/tests/spirv/tessellation.slang index deb6ed298..9ac5860f9 100644 --- a/tests/spirv/tessellation.slang +++ b/tests/spirv/tessellation.slang @@ -1,22 +1,23 @@ -//TEST:SIMPLE(filecheck=CHECK): -target spirv +//TEST:SIMPLE(filecheck=HULL): -target spirv -stage hull -entry hullMain +//TEST:SIMPLE(filecheck=DOMAIN): -target spirv -stage domain -entry domainMain -// CHECK-DAG: OpExecutionMode %main SpacingEqual +// HULL-DAG: OpExecutionMode %hullMain SpacingEqual +// HULL-DAG: OpExecutionMode %hullMain OutputVertices 4 +// HULL-DAG: OpExecutionMode %hullMain VertexOrderCw +// HULL-DAG: OpExecutionMode %hullMain Quads -// CHECK-DAG: OpExecutionMode %main OutputVertices 4 +// HULL: OpDecorate %gl_TessLevelOuter BuiltIn TessLevelOuter +// HULL: OpDecorate %gl_TessLevelOuter Patch +// HULL: OpDecorate %gl_TessLevelInner BuiltIn TessLevelInner +// HULL: OpDecorate %gl_TessLevelInner Patch -// CHECK-DAG: OpExecutionMode %main VertexOrderCw +// HULL: OpControlBarrier %uint_2 %uint_4 %uint_0 -// CHECK-DAG: OpExecutionMode %main Quads +// HULL: OpStore %gl_TessLevelOuter +// HULL: OpStore %gl_TessLevelInner -// CHECK: OpDecorate %gl_TessLevelOuter BuiltIn TessLevelOuter -// CHECK: OpDecorate %gl_TessLevelOuter Patch -// CHECK: OpDecorate %gl_TessLevelInner BuiltIn TessLevelInner -// CHECK: OpDecorate %gl_TessLevelInner Patch - -// CHECK: OpControlBarrier %uint_2 %uint_4 %uint_0 - -// CHECK: OpStore %gl_TessLevelOuter -// CHECK: OpStore %gl_TessLevelInner +// DOMAIN-DAG: OpExecutionMode %domainMain SpacingEqual +// DOMAIN-DAG: OpExecutionMode %domainMain Quads struct VS_OUT { @@ -34,13 +35,18 @@ struct HSC_OUT float InsideTessFactor[2] : SV_InsideTessFactor; }; +struct DS_OUT +{ + float4 position : SV_Position; +}; + // Hull Shader (HS) [domain("quad")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(4)] [patchconstantfunc("constants")] -HS_OUT main(InputPatch patch, uint i : SV_OutputControlPointID) +HS_OUT hullMain(InputPatch patch, uint i : SV_OutputControlPointID) { HS_OUT o; o.position = patch[i].position; @@ -62,4 +68,31 @@ HSC_OUT constants(InputPatch patch) o.InsideTessFactor[0] = lerp(o.EdgeTessFactor[1], o.EdgeTessFactor[3], 0.5); o.InsideTessFactor[1] = lerp(o.EdgeTessFactor[0], o.EdgeTessFactor[2], 0.5); return o; -} \ No newline at end of file +} + +[domain("quad")] +DS_OUT domainMain( + float2 uv : SV_DomainLocation, // Tessellated coordinates (u, v) + const OutputPatch patch, // Control points from the hull shader + const HSC_OUT patchConstants // Patch constants calculated by the hull shader +) +{ + DS_OUT o; + + // Interpolate the position of the tessellated point within the patch + float3 p0 = patch[0].position; + float3 p1 = patch[1].position; + float3 p2 = patch[2].position; + float3 p3 = patch[3].position; + + // Bilinear interpolation of the position in the quad + float3 interpolatedPosition = + p0 * (1 - uv.x) * (1 - uv.y) + + p1 * uv.x * (1 - uv.y) + + p3 * uv.x * uv.y + + p2 * (1 - uv.x) * uv.y; + + // Output final position in clip space + o.position = float4(interpolatedPosition, 1.0); + return o; +} -- cgit v1.2.3