HLSL: handle clip and cull distance input builtin type conversion
HLSL allows a range of types for clip and cull distances. There are
three dimensions, including arrayness, vectorness, and semantic ID.
SPIR-V requires clip and cull distance be a single array of floats in
all cases.
This code provides input side conversion between the SPIR-V form and
the HLSL form. (Output conversion was added in PR #947 and #997).
This PR extends HlslParseContext::assignClipCullDistance to cope with
the input side conversion. Not as much changed as appears: there was
also a lot of renaming to reflect the fact that the code now handles
either direction.
Currently, non-{frag,vert} stages are not handled, and are explicitly
rejected.
Fixes #1026.
diff --git a/Test/baseResults/hlsl.clipdistance-4.frag.out b/Test/baseResults/hlsl.clipdistance-4.frag.out
new file mode 100644
index 0000000..54a5405
--- /dev/null
+++ b/Test/baseResults/hlsl.clipdistance-4.frag.out
@@ -0,0 +1,262 @@
+hlsl.clipdistance-4.frag
+Shader version: 500
+gl_FragCoord origin is upper left
+0:? Sequence
+0:7 Function Definition: @main(struct-VS_OUTPUT-vf4-vf41; ( temp 4-component vector of float)
+0:7 Function Parameters:
+0:7 'v' ( const (read only) structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
+0:? Sequence
+0:8 Branch: Return with expression
+0:8 add ( temp 4-component vector of float)
+0:8 Position: direct index for structure ( temp 4-component vector of float)
+0:8 'v' ( const (read only) structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
+0:8 Constant:
+0:8 0 (const int)
+0:8 ClipRect: direct index for structure ( temp 4-component vector of float)
+0:8 'v' ( const (read only) structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
+0:8 Constant:
+0:8 1 (const int)
+0:7 Function Definition: main( ( temp void)
+0:7 Function Parameters:
+0:? Sequence
+0:7 Sequence
+0:7 move second child to first child ( temp 4-component vector of float)
+0:7 Position: direct index for structure ( temp 4-component vector of float)
+0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
+0:7 Constant:
+0:7 0 (const int)
+0:? 'v.Position' ( in 4-component vector of float FragCoord)
+0:? Sequence
+0:7 move second child to first child ( temp float)
+0:7 direct index ( temp float)
+0:7 ClipRect: direct index for structure ( temp 4-component vector of float)
+0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
+0:7 Constant:
+0:7 1 (const int)
+0:7 Constant:
+0:7 0 (const int)
+0:7 direct index ( temp float)
+0:? 'v.ClipRect' ( in 4-element array of float ClipDistance)
+0:7 Constant:
+0:7 0 (const int)
+0:7 move second child to first child ( temp float)
+0:7 direct index ( temp float)
+0:7 ClipRect: direct index for structure ( temp 4-component vector of float)
+0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
+0:7 Constant:
+0:7 1 (const int)
+0:7 Constant:
+0:7 1 (const int)
+0:7 direct index ( temp float)
+0:? 'v.ClipRect' ( in 4-element array of float ClipDistance)
+0:7 Constant:
+0:7 1 (const int)
+0:7 move second child to first child ( temp float)
+0:7 direct index ( temp float)
+0:7 ClipRect: direct index for structure ( temp 4-component vector of float)
+0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
+0:7 Constant:
+0:7 1 (const int)
+0:7 Constant:
+0:7 2 (const int)
+0:7 direct index ( temp float)
+0:? 'v.ClipRect' ( in 4-element array of float ClipDistance)
+0:7 Constant:
+0:7 2 (const int)
+0:7 move second child to first child ( temp float)
+0:7 direct index ( temp float)
+0:7 ClipRect: direct index for structure ( temp 4-component vector of float)
+0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
+0:7 Constant:
+0:7 1 (const int)
+0:7 Constant:
+0:7 3 (const int)
+0:7 direct index ( temp float)
+0:? 'v.ClipRect' ( in 4-element array of float ClipDistance)
+0:7 Constant:
+0:7 3 (const int)
+0:7 move second child to first child ( temp 4-component vector of float)
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:7 Function Call: @main(struct-VS_OUTPUT-vf4-vf41; ( temp 4-component vector of float)
+0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
+0:? Linker Objects
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:? 'v.Position' ( in 4-component vector of float FragCoord)
+0:? 'v.ClipRect' ( in 4-element array of float ClipDistance)
+
+
+Linked fragment stage:
+
+
+Shader version: 500
+gl_FragCoord origin is upper left
+0:? Sequence
+0:7 Function Definition: @main(struct-VS_OUTPUT-vf4-vf41; ( temp 4-component vector of float)
+0:7 Function Parameters:
+0:7 'v' ( const (read only) structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
+0:? Sequence
+0:8 Branch: Return with expression
+0:8 add ( temp 4-component vector of float)
+0:8 Position: direct index for structure ( temp 4-component vector of float)
+0:8 'v' ( const (read only) structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
+0:8 Constant:
+0:8 0 (const int)
+0:8 ClipRect: direct index for structure ( temp 4-component vector of float)
+0:8 'v' ( const (read only) structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
+0:8 Constant:
+0:8 1 (const int)
+0:7 Function Definition: main( ( temp void)
+0:7 Function Parameters:
+0:? Sequence
+0:7 Sequence
+0:7 move second child to first child ( temp 4-component vector of float)
+0:7 Position: direct index for structure ( temp 4-component vector of float)
+0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
+0:7 Constant:
+0:7 0 (const int)
+0:? 'v.Position' ( in 4-component vector of float FragCoord)
+0:? Sequence
+0:7 move second child to first child ( temp float)
+0:7 direct index ( temp float)
+0:7 ClipRect: direct index for structure ( temp 4-component vector of float)
+0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
+0:7 Constant:
+0:7 1 (const int)
+0:7 Constant:
+0:7 0 (const int)
+0:7 direct index ( temp float)
+0:? 'v.ClipRect' ( in 4-element array of float ClipDistance)
+0:7 Constant:
+0:7 0 (const int)
+0:7 move second child to first child ( temp float)
+0:7 direct index ( temp float)
+0:7 ClipRect: direct index for structure ( temp 4-component vector of float)
+0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
+0:7 Constant:
+0:7 1 (const int)
+0:7 Constant:
+0:7 1 (const int)
+0:7 direct index ( temp float)
+0:? 'v.ClipRect' ( in 4-element array of float ClipDistance)
+0:7 Constant:
+0:7 1 (const int)
+0:7 move second child to first child ( temp float)
+0:7 direct index ( temp float)
+0:7 ClipRect: direct index for structure ( temp 4-component vector of float)
+0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
+0:7 Constant:
+0:7 1 (const int)
+0:7 Constant:
+0:7 2 (const int)
+0:7 direct index ( temp float)
+0:? 'v.ClipRect' ( in 4-element array of float ClipDistance)
+0:7 Constant:
+0:7 2 (const int)
+0:7 move second child to first child ( temp float)
+0:7 direct index ( temp float)
+0:7 ClipRect: direct index for structure ( temp 4-component vector of float)
+0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
+0:7 Constant:
+0:7 1 (const int)
+0:7 Constant:
+0:7 3 (const int)
+0:7 direct index ( temp float)
+0:? 'v.ClipRect' ( in 4-element array of float ClipDistance)
+0:7 Constant:
+0:7 3 (const int)
+0:7 move second child to first child ( temp 4-component vector of float)
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:7 Function Call: @main(struct-VS_OUTPUT-vf4-vf41; ( temp 4-component vector of float)
+0:? 'v' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
+0:? Linker Objects
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:? 'v.Position' ( in 4-component vector of float FragCoord)
+0:? 'v.ClipRect' ( in 4-element array of float ClipDistance)
+
+// Module Version 10000
+// Generated by (magic number): 80001
+// Id's are bound by 57
+
+ Capability Shader
+ Capability ClipDistance
+ 1: ExtInstImport "GLSL.std.450"
+ MemoryModel Logical GLSL450
+ EntryPoint Fragment 4 "main" 24 32 54
+ ExecutionMode 4 OriginUpperLeft
+ Source HLSL 500
+ Name 4 "main"
+ Name 8 "VS_OUTPUT"
+ MemberName 8(VS_OUTPUT) 0 "Position"
+ MemberName 8(VS_OUTPUT) 1 "ClipRect"
+ Name 11 "@main(struct-VS_OUTPUT-vf4-vf41;"
+ Name 10 "v"
+ Name 22 "v"
+ Name 24 "v.Position"
+ Name 32 "v.ClipRect"
+ Name 54 "@entryPointOutput"
+ Decorate 24(v.Position) BuiltIn FragCoord
+ Decorate 32(v.ClipRect) BuiltIn ClipDistance
+ Decorate 54(@entryPointOutput) Location 0
+ 2: TypeVoid
+ 3: TypeFunction 2
+ 6: TypeFloat 32
+ 7: TypeVector 6(float) 4
+ 8(VS_OUTPUT): TypeStruct 7(fvec4) 7(fvec4)
+ 9: TypeFunction 7(fvec4) 8(VS_OUTPUT)
+ 13: TypeInt 32 1
+ 14: 13(int) Constant 0
+ 16: 13(int) Constant 1
+ 21: TypePointer Function 8(VS_OUTPUT)
+ 23: TypePointer Input 7(fvec4)
+ 24(v.Position): 23(ptr) Variable Input
+ 26: TypePointer Function 7(fvec4)
+ 28: TypeInt 32 0
+ 29: 28(int) Constant 4
+ 30: TypeArray 6(float) 29
+ 31: TypePointer Input 30
+ 32(v.ClipRect): 31(ptr) Variable Input
+ 33: TypePointer Input 6(float)
+ 36: 28(int) Constant 0
+ 37: TypePointer Function 6(float)
+ 41: 28(int) Constant 1
+ 43: 13(int) Constant 2
+ 46: 28(int) Constant 2
+ 48: 13(int) Constant 3
+ 51: 28(int) Constant 3
+ 53: TypePointer Output 7(fvec4)
+54(@entryPointOutput): 53(ptr) Variable Output
+ 4(main): 2 Function None 3
+ 5: Label
+ 22(v): 21(ptr) Variable Function
+ 25: 7(fvec4) Load 24(v.Position)
+ 27: 26(ptr) AccessChain 22(v) 14
+ Store 27 25
+ 34: 33(ptr) AccessChain 32(v.ClipRect) 14
+ 35: 6(float) Load 34
+ 38: 37(ptr) AccessChain 22(v) 16 36
+ Store 38 35
+ 39: 33(ptr) AccessChain 32(v.ClipRect) 16
+ 40: 6(float) Load 39
+ 42: 37(ptr) AccessChain 22(v) 16 41
+ Store 42 40
+ 44: 33(ptr) AccessChain 32(v.ClipRect) 43
+ 45: 6(float) Load 44
+ 47: 37(ptr) AccessChain 22(v) 16 46
+ Store 47 45
+ 49: 33(ptr) AccessChain 32(v.ClipRect) 48
+ 50: 6(float) Load 49
+ 52: 37(ptr) AccessChain 22(v) 16 51
+ Store 52 50
+ 55:8(VS_OUTPUT) Load 22(v)
+ 56: 7(fvec4) FunctionCall 11(@main(struct-VS_OUTPUT-vf4-vf41;) 55
+ Store 54(@entryPointOutput) 56
+ Return
+ FunctionEnd
+11(@main(struct-VS_OUTPUT-vf4-vf41;): 7(fvec4) Function None 9
+ 10(v):8(VS_OUTPUT) FunctionParameter
+ 12: Label
+ 15: 7(fvec4) CompositeExtract 10(v) 0
+ 17: 7(fvec4) CompositeExtract 10(v) 1
+ 18: 7(fvec4) FAdd 15 17
+ ReturnValue 18
+ FunctionEnd