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Support OpTypeImage with depth == 2 (unknown) properly.
Track which OpSampledImages are ever used with Dref opcodes.
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31 changes: 31 additions & 0 deletions
31
reference/opt/shaders-hlsl/asm/frag/unknown-depth-state.asm.frag
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Texture2D<float4> uShadow : register(t0); | ||
SamplerComparisonState _uShadow_sampler : register(s0); | ||
Texture2D<float4> uTexture : register(t1); | ||
SamplerComparisonState uSampler : register(s2); | ||
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static float3 vUV; | ||
static float FragColor; | ||
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struct SPIRV_Cross_Input | ||
{ | ||
float3 vUV : TEXCOORD0; | ||
}; | ||
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struct SPIRV_Cross_Output | ||
{ | ||
float FragColor : SV_Target0; | ||
}; | ||
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void frag_main() | ||
{ | ||
FragColor = uShadow.SampleCmp(_uShadow_sampler, vUV.xy, vUV.z) + uTexture.SampleCmp(uSampler, vUV.xy, vUV.z); | ||
} | ||
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) | ||
{ | ||
vUV = stage_input.vUV; | ||
frag_main(); | ||
SPIRV_Cross_Output stage_output; | ||
stage_output.FragColor = FragColor; | ||
return stage_output; | ||
} |
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reference/opt/shaders-msl/asm/frag/unknown-depth-state.asm.frag
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#include <metal_stdlib> | ||
#include <simd/simd.h> | ||
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using namespace metal; | ||
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struct main0_out | ||
{ | ||
float FragColor [[color(0)]]; | ||
}; | ||
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struct main0_in | ||
{ | ||
float3 vUV [[user(locn0)]]; | ||
}; | ||
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fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uShadow [[texture(0)]], depth2d<float> uTexture [[texture(1)]], sampler uShadowSmplr [[sampler(0)]], sampler uSampler [[sampler(2)]]) | ||
{ | ||
main0_out out = {}; | ||
out.FragColor = uShadow.sample_compare(uShadowSmplr, in.vUV.xy, in.vUV.z) + uTexture.sample_compare(uSampler, in.vUV.xy, in.vUV.z); | ||
return out; | ||
} | ||
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reference/opt/shaders/asm/frag/unknown-depth-state.asm.vk.frag
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#version 450 | ||
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layout(binding = 0) uniform sampler2DShadow uShadow; | ||
uniform sampler2DShadow SPIRV_Cross_CombineduTextureuSampler; | ||
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layout(location = 0) in vec3 vUV; | ||
layout(location = 0) out float FragColor; | ||
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void main() | ||
{ | ||
FragColor = texture(uShadow, vec3(vUV.xy, vUV.z)) + texture(SPIRV_Cross_CombineduTextureuSampler, vec3(vUV.xy, vUV.z)); | ||
} | ||
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reference/opt/shaders/asm/frag/unknown-depth-state.asm.vk.frag.vk
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#version 450 | ||
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layout(set = 0, binding = 0) uniform sampler2DShadow uShadow; | ||
layout(set = 0, binding = 1) uniform texture2D uTexture; | ||
layout(set = 0, binding = 2) uniform samplerShadow uSampler; | ||
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layout(location = 0) in vec3 vUV; | ||
layout(location = 0) out float FragColor; | ||
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void main() | ||
{ | ||
FragColor = texture(uShadow, vec3(vUV.xy, vUV.z)) + texture(sampler2DShadow(uTexture, uSampler), vec3(vUV.xy, vUV.z)); | ||
} | ||
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reference/shaders-hlsl/asm/frag/unknown-depth-state.asm.frag
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Texture2D<float4> uShadow : register(t0); | ||
SamplerComparisonState _uShadow_sampler : register(s0); | ||
Texture2D<float4> uTexture : register(t1); | ||
SamplerComparisonState uSampler : register(s2); | ||
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static float3 vUV; | ||
static float FragColor; | ||
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struct SPIRV_Cross_Input | ||
{ | ||
float3 vUV : TEXCOORD0; | ||
}; | ||
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struct SPIRV_Cross_Output | ||
{ | ||
float FragColor : SV_Target0; | ||
}; | ||
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float sample_combined() | ||
{ | ||
return uShadow.SampleCmp(_uShadow_sampler, vUV.xy, vUV.z); | ||
} | ||
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float sample_separate() | ||
{ | ||
return uTexture.SampleCmp(uSampler, vUV.xy, vUV.z); | ||
} | ||
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void frag_main() | ||
{ | ||
FragColor = sample_combined() + sample_separate(); | ||
} | ||
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) | ||
{ | ||
vUV = stage_input.vUV; | ||
frag_main(); | ||
SPIRV_Cross_Output stage_output; | ||
stage_output.FragColor = FragColor; | ||
return stage_output; | ||
} |
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reference/shaders-msl/asm/frag/unknown-depth-state.asm.frag
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#pragma clang diagnostic ignored "-Wmissing-prototypes" | ||
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#include <metal_stdlib> | ||
#include <simd/simd.h> | ||
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using namespace metal; | ||
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struct main0_out | ||
{ | ||
float FragColor [[color(0)]]; | ||
}; | ||
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struct main0_in | ||
{ | ||
float3 vUV [[user(locn0)]]; | ||
}; | ||
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float sample_combined(thread float3& vUV, thread depth2d<float> uShadow, thread const sampler uShadowSmplr) | ||
{ | ||
return uShadow.sample_compare(uShadowSmplr, vUV.xy, vUV.z); | ||
} | ||
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float sample_separate(thread float3& vUV, thread depth2d<float> uTexture, thread sampler uSampler) | ||
{ | ||
return uTexture.sample_compare(uSampler, vUV.xy, vUV.z); | ||
} | ||
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fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uShadow [[texture(0)]], depth2d<float> uTexture [[texture(1)]], sampler uShadowSmplr [[sampler(0)]], sampler uSampler [[sampler(2)]]) | ||
{ | ||
main0_out out = {}; | ||
out.FragColor = sample_combined(in.vUV, uShadow, uShadowSmplr) + sample_separate(in.vUV, uTexture, uSampler); | ||
return out; | ||
} | ||
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reference/shaders/asm/frag/unknown-depth-state.asm.vk.frag
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#version 450 | ||
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layout(binding = 0) uniform sampler2DShadow uShadow; | ||
uniform sampler2DShadow SPIRV_Cross_CombineduTextureuSampler; | ||
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layout(location = 0) in vec3 vUV; | ||
layout(location = 0) out float FragColor; | ||
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float sample_combined() | ||
{ | ||
return texture(uShadow, vec3(vUV.xy, vUV.z)); | ||
} | ||
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float sample_separate() | ||
{ | ||
return texture(SPIRV_Cross_CombineduTextureuSampler, vec3(vUV.xy, vUV.z)); | ||
} | ||
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void main() | ||
{ | ||
FragColor = sample_combined() + sample_separate(); | ||
} | ||
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24
reference/shaders/asm/frag/unknown-depth-state.asm.vk.frag.vk
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#version 450 | ||
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layout(set = 0, binding = 0) uniform sampler2DShadow uShadow; | ||
layout(set = 0, binding = 1) uniform texture2D uTexture; | ||
layout(set = 0, binding = 2) uniform samplerShadow uSampler; | ||
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layout(location = 0) in vec3 vUV; | ||
layout(location = 0) out float FragColor; | ||
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float sample_combined() | ||
{ | ||
return texture(uShadow, vec3(vUV.xy, vUV.z)); | ||
} | ||
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float sample_separate() | ||
{ | ||
return texture(sampler2DShadow(uTexture, uSampler), vec3(vUV.xy, vUV.z)); | ||
} | ||
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void main() | ||
{ | ||
FragColor = sample_combined() + sample_separate(); | ||
} | ||
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; SPIR-V | ||
; Version: 1.0 | ||
; Generator: Khronos Glslang Reference Front End; 6 | ||
; Bound: 44 | ||
; Schema: 0 | ||
OpCapability Shader | ||
%1 = OpExtInstImport "GLSL.std.450" | ||
OpMemoryModel Logical GLSL450 | ||
OpEntryPoint Fragment %main "main" %vUV %FragColor | ||
OpExecutionMode %main OriginUpperLeft | ||
OpSource GLSL 450 | ||
OpName %main "main" | ||
OpName %sample_combined_ "sample_combined(" | ||
OpName %sample_separate_ "sample_separate(" | ||
OpName %uShadow "uShadow" | ||
OpName %vUV "vUV" | ||
OpName %uTexture "uTexture" | ||
OpName %uSampler "uSampler" | ||
OpName %FragColor "FragColor" | ||
OpDecorate %uShadow DescriptorSet 0 | ||
OpDecorate %uShadow Binding 0 | ||
OpDecorate %vUV Location 0 | ||
OpDecorate %uTexture DescriptorSet 0 | ||
OpDecorate %uTexture Binding 1 | ||
OpDecorate %uSampler DescriptorSet 0 | ||
OpDecorate %uSampler Binding 2 | ||
OpDecorate %FragColor Location 0 | ||
%void = OpTypeVoid | ||
%3 = OpTypeFunction %void | ||
%float = OpTypeFloat 32 | ||
%7 = OpTypeFunction %float | ||
%12 = OpTypeImage %float 2D 2 0 0 1 Unknown | ||
%13 = OpTypeSampledImage %12 | ||
%_ptr_UniformConstant_13 = OpTypePointer UniformConstant %13 | ||
%uShadow = OpVariable %_ptr_UniformConstant_13 UniformConstant | ||
%v3float = OpTypeVector %float 3 | ||
%_ptr_Input_v3float = OpTypePointer Input %v3float | ||
%vUV = OpVariable %_ptr_Input_v3float Input | ||
%_ptr_UniformConstant_25 = OpTypePointer UniformConstant %12 | ||
%uTexture = OpVariable %_ptr_UniformConstant_25 UniformConstant | ||
%29 = OpTypeSampler | ||
%_ptr_UniformConstant_29 = OpTypePointer UniformConstant %29 | ||
%uSampler = OpVariable %_ptr_UniformConstant_29 UniformConstant | ||
%_ptr_Output_float = OpTypePointer Output %float | ||
%FragColor = OpVariable %_ptr_Output_float Output | ||
%main = OpFunction %void None %3 | ||
%5 = OpLabel | ||
%41 = OpFunctionCall %float %sample_combined_ | ||
%42 = OpFunctionCall %float %sample_separate_ | ||
%43 = OpFAdd %float %41 %42 | ||
OpStore %FragColor %43 | ||
OpReturn | ||
OpFunctionEnd | ||
%sample_combined_ = OpFunction %float None %7 | ||
%9 = OpLabel | ||
%16 = OpLoad %13 %uShadow | ||
%20 = OpLoad %v3float %vUV | ||
%21 = OpCompositeExtract %float %20 2 | ||
%22 = OpImageSampleDrefImplicitLod %float %16 %20 %21 | ||
OpReturnValue %22 | ||
OpFunctionEnd | ||
%sample_separate_ = OpFunction %float None %7 | ||
%11 = OpLabel | ||
%28 = OpLoad %12 %uTexture | ||
%32 = OpLoad %29 %uSampler | ||
%33 = OpSampledImage %13 %28 %32 | ||
%34 = OpLoad %v3float %vUV | ||
%35 = OpCompositeExtract %float %34 2 | ||
%36 = OpImageSampleDrefImplicitLod %float %33 %34 %35 | ||
OpReturnValue %36 | ||
OpFunctionEnd |
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; SPIR-V | ||
; Version: 1.0 | ||
; Generator: Khronos Glslang Reference Front End; 6 | ||
; Bound: 44 | ||
; Schema: 0 | ||
OpCapability Shader | ||
%1 = OpExtInstImport "GLSL.std.450" | ||
OpMemoryModel Logical GLSL450 | ||
OpEntryPoint Fragment %main "main" %vUV %FragColor | ||
OpExecutionMode %main OriginUpperLeft | ||
OpSource GLSL 450 | ||
OpName %main "main" | ||
OpName %sample_combined_ "sample_combined(" | ||
OpName %sample_separate_ "sample_separate(" | ||
OpName %uShadow "uShadow" | ||
OpName %vUV "vUV" | ||
OpName %uTexture "uTexture" | ||
OpName %uSampler "uSampler" | ||
OpName %FragColor "FragColor" | ||
OpDecorate %uShadow DescriptorSet 0 | ||
OpDecorate %uShadow Binding 0 | ||
OpDecorate %vUV Location 0 | ||
OpDecorate %uTexture DescriptorSet 0 | ||
OpDecorate %uTexture Binding 1 | ||
OpDecorate %uSampler DescriptorSet 0 | ||
OpDecorate %uSampler Binding 2 | ||
OpDecorate %FragColor Location 0 | ||
%void = OpTypeVoid | ||
%3 = OpTypeFunction %void | ||
%float = OpTypeFloat 32 | ||
%7 = OpTypeFunction %float | ||
%12 = OpTypeImage %float 2D 2 0 0 1 Unknown | ||
%13 = OpTypeSampledImage %12 | ||
%_ptr_UniformConstant_13 = OpTypePointer UniformConstant %13 | ||
%uShadow = OpVariable %_ptr_UniformConstant_13 UniformConstant | ||
%v3float = OpTypeVector %float 3 | ||
%_ptr_Input_v3float = OpTypePointer Input %v3float | ||
%vUV = OpVariable %_ptr_Input_v3float Input | ||
%_ptr_UniformConstant_25 = OpTypePointer UniformConstant %12 | ||
%uTexture = OpVariable %_ptr_UniformConstant_25 UniformConstant | ||
%29 = OpTypeSampler | ||
%_ptr_UniformConstant_29 = OpTypePointer UniformConstant %29 | ||
%uSampler = OpVariable %_ptr_UniformConstant_29 UniformConstant | ||
%_ptr_Output_float = OpTypePointer Output %float | ||
%FragColor = OpVariable %_ptr_Output_float Output | ||
%main = OpFunction %void None %3 | ||
%5 = OpLabel | ||
%41 = OpFunctionCall %float %sample_combined_ | ||
%42 = OpFunctionCall %float %sample_separate_ | ||
%43 = OpFAdd %float %41 %42 | ||
OpStore %FragColor %43 | ||
OpReturn | ||
OpFunctionEnd | ||
%sample_combined_ = OpFunction %float None %7 | ||
%9 = OpLabel | ||
%16 = OpLoad %13 %uShadow | ||
%20 = OpLoad %v3float %vUV | ||
%21 = OpCompositeExtract %float %20 2 | ||
%22 = OpImageSampleDrefImplicitLod %float %16 %20 %21 | ||
OpReturnValue %22 | ||
OpFunctionEnd | ||
%sample_separate_ = OpFunction %float None %7 | ||
%11 = OpLabel | ||
%28 = OpLoad %12 %uTexture | ||
%32 = OpLoad %29 %uSampler | ||
%33 = OpSampledImage %13 %28 %32 | ||
%34 = OpLoad %v3float %vUV | ||
%35 = OpCompositeExtract %float %34 2 | ||
%36 = OpImageSampleDrefImplicitLod %float %33 %34 %35 | ||
OpReturnValue %36 | ||
OpFunctionEnd |
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